/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Functions to save/restore game state. * */ #include #include #include #include #include "pstypes.h" #include "inferno.h" #include "segment.h" #include "textures.h" #include "wall.h" #include "object.h" #include "gamemine.h" #include "dxxerror.h" #include "gamefont.h" #include "gameseg.h" #include "switch.h" #include "game.h" #include "newmenu.h" #include "fuelcen.h" #include "hash.h" #include "key.h" #include "piggy.h" #include "player.h" #include "cntrlcen.h" #include "morph.h" #include "weapon.h" #include "render.h" #include "gameseq.h" #include "gauges.h" #include "newdemo.h" #include "automap.h" #include "piggy.h" #include "paging.h" #include "titles.h" #include "text.h" #include "mission.h" #include "pcx.h" #include "collide.h" #include "u_mem.h" #include "args.h" #include "ai.h" #include "fireball.h" #include "controls.h" #include "laser.h" #include "state.h" #include "multi.h" #include "gr.h" #ifdef OGL #include "ogl_init.h" #endif #include "physfsx.h" #include "compiler-range_for.h" #include "partial_range.h" #if defined(DXX_BUILD_DESCENT_I) #define STATE_VERSION 7 #define STATE_COMPATIBLE_VERSION 6 #elif defined(DXX_BUILD_DESCENT_II) #define STATE_VERSION 22 #define STATE_COMPATIBLE_VERSION 20 #endif // 0 - Put DGSS (Descent Game State Save) id at tof. // 1 - Added Difficulty level save // 2 - Added cheats.enabled flag // 3 - Added between levels save. // 4 - Added mission support // 5 - Mike changed ai and object structure. // 6 - Added buggin' cheat save // 7 - Added other cheat saves and game_id. // 8 - Added AI stuff for escort and thief. // 9 - Save palette with screen shot // 12- Saved last_was_super array // 13- Saved palette flash stuff // 14- Save cloaking wall stuff // 15- Save additional ai info // 16- Save Light_subtracted // 17- New marker save // 18- Took out saving of old cheat status // 19- Saved cheats.enabled flag // 20- First_secret_visit // 22- Omega_charge #define NUM_SAVES 10 #define THUMBNAIL_W 100 #define THUMBNAIL_H 50 #define DESC_LENGTH 20 int sc_last_item= 0; static const char dgss_id[4] = {'D', 'G', 'S', 'S'}; unsigned state_game_id; // Following functions convert object to object_rw and back to be written to/read from Savegames. Mostly object differs to object_rw in terms of timer values (fix/fix64). as we reset GameTime64 for writing so it can fit into fix it's not necessary to increment savegame version. But if we once store something else into object which might be useful after restoring, it might be handy to increment Savegame version and actually store these new infos. // turn object to object_rw to be saved to Savegame. static void state_object_to_object_rw(object *obj, object_rw *obj_rw) { obj_rw->signature = obj->signature; obj_rw->type = obj->type; obj_rw->id = obj->id; obj_rw->next = obj->next; obj_rw->prev = obj->prev; obj_rw->control_type = obj->control_type; obj_rw->movement_type = obj->movement_type; obj_rw->render_type = obj->render_type; obj_rw->flags = obj->flags; obj_rw->segnum = obj->segnum; obj_rw->attached_obj = obj->attached_obj; obj_rw->pos.x = obj->pos.x; obj_rw->pos.y = obj->pos.y; obj_rw->pos.z = obj->pos.z; obj_rw->orient.rvec.x = obj->orient.rvec.x; obj_rw->orient.rvec.y = obj->orient.rvec.y; obj_rw->orient.rvec.z = obj->orient.rvec.z; obj_rw->orient.fvec.x = obj->orient.fvec.x; obj_rw->orient.fvec.y = obj->orient.fvec.y; obj_rw->orient.fvec.z = obj->orient.fvec.z; obj_rw->orient.uvec.x = obj->orient.uvec.x; obj_rw->orient.uvec.y = obj->orient.uvec.y; obj_rw->orient.uvec.z = obj->orient.uvec.z; obj_rw->size = obj->size; obj_rw->shields = obj->shields; obj_rw->last_pos.x = obj->last_pos.x; obj_rw->last_pos.y = obj->last_pos.y; obj_rw->last_pos.z = obj->last_pos.z; obj_rw->contains_type = obj->contains_type; obj_rw->contains_id = obj->contains_id; obj_rw->contains_count= obj->contains_count; obj_rw->matcen_creator= obj->matcen_creator; obj_rw->lifeleft = obj->lifeleft; switch (obj_rw->movement_type) { case MT_PHYSICS: obj_rw->mtype.phys_info.velocity.x = obj->mtype.phys_info.velocity.x; obj_rw->mtype.phys_info.velocity.y = obj->mtype.phys_info.velocity.y; obj_rw->mtype.phys_info.velocity.z = obj->mtype.phys_info.velocity.z; obj_rw->mtype.phys_info.thrust.x = obj->mtype.phys_info.thrust.x; obj_rw->mtype.phys_info.thrust.y = obj->mtype.phys_info.thrust.y; obj_rw->mtype.phys_info.thrust.z = obj->mtype.phys_info.thrust.z; obj_rw->mtype.phys_info.mass = obj->mtype.phys_info.mass; obj_rw->mtype.phys_info.drag = obj->mtype.phys_info.drag; obj_rw->mtype.phys_info.rotvel.x = obj->mtype.phys_info.rotvel.x; obj_rw->mtype.phys_info.rotvel.y = obj->mtype.phys_info.rotvel.y; obj_rw->mtype.phys_info.rotvel.z = obj->mtype.phys_info.rotvel.z; obj_rw->mtype.phys_info.rotthrust.x = obj->mtype.phys_info.rotthrust.x; obj_rw->mtype.phys_info.rotthrust.y = obj->mtype.phys_info.rotthrust.y; obj_rw->mtype.phys_info.rotthrust.z = obj->mtype.phys_info.rotthrust.z; obj_rw->mtype.phys_info.turnroll = obj->mtype.phys_info.turnroll; obj_rw->mtype.phys_info.flags = obj->mtype.phys_info.flags; break; case MT_SPINNING: obj_rw->mtype.spin_rate.x = obj->mtype.spin_rate.x; obj_rw->mtype.spin_rate.y = obj->mtype.spin_rate.y; obj_rw->mtype.spin_rate.z = obj->mtype.spin_rate.z; break; } switch (obj_rw->control_type) { case CT_WEAPON: obj_rw->ctype.laser_info.parent_type = obj->ctype.laser_info.parent_type; obj_rw->ctype.laser_info.parent_num = obj->ctype.laser_info.parent_num; obj_rw->ctype.laser_info.parent_signature = obj->ctype.laser_info.parent_signature; if (obj->ctype.laser_info.creation_time - GameTime64 < F1_0*(-18000)) obj_rw->ctype.laser_info.creation_time = F1_0*(-18000); else obj_rw->ctype.laser_info.creation_time = obj->ctype.laser_info.creation_time - GameTime64; obj_rw->ctype.laser_info.last_hitobj = obj->ctype.laser_info.last_hitobj; obj_rw->ctype.laser_info.track_goal = obj->ctype.laser_info.track_goal; obj_rw->ctype.laser_info.multiplier = obj->ctype.laser_info.multiplier; break; case CT_EXPLOSION: obj_rw->ctype.expl_info.spawn_time = obj->ctype.expl_info.spawn_time; obj_rw->ctype.expl_info.delete_time = obj->ctype.expl_info.delete_time; obj_rw->ctype.expl_info.delete_objnum = obj->ctype.expl_info.delete_objnum; obj_rw->ctype.expl_info.attach_parent = obj->ctype.expl_info.attach_parent; obj_rw->ctype.expl_info.prev_attach = obj->ctype.expl_info.prev_attach; obj_rw->ctype.expl_info.next_attach = obj->ctype.expl_info.next_attach; break; case CT_AI: { int i; obj_rw->ctype.ai_info.behavior = obj->ctype.ai_info.behavior; for (i = 0; i < MAX_AI_FLAGS; i++) obj_rw->ctype.ai_info.flags[i] = obj->ctype.ai_info.flags[i]; obj_rw->ctype.ai_info.hide_segment = obj->ctype.ai_info.hide_segment; obj_rw->ctype.ai_info.hide_index = obj->ctype.ai_info.hide_index; obj_rw->ctype.ai_info.path_length = obj->ctype.ai_info.path_length; obj_rw->ctype.ai_info.cur_path_index = obj->ctype.ai_info.cur_path_index; obj_rw->ctype.ai_info.danger_laser_num = obj->ctype.ai_info.danger_laser_num; obj_rw->ctype.ai_info.danger_laser_signature = obj->ctype.ai_info.danger_laser_signature; #if defined(DXX_BUILD_DESCENT_I) obj_rw->ctype.ai_info.follow_path_start_seg = obj->ctype.ai_info.follow_path_start_seg; obj_rw->ctype.ai_info.follow_path_end_seg = obj->ctype.ai_info.follow_path_end_seg; #elif defined(DXX_BUILD_DESCENT_II) obj_rw->ctype.ai_info.dying_sound_playing = obj->ctype.ai_info.dying_sound_playing; if (obj->ctype.ai_info.dying_start_time == 0) // if bot not dead, anything but 0 will kill it obj_rw->ctype.ai_info.dying_start_time = 0; else obj_rw->ctype.ai_info.dying_start_time = obj->ctype.ai_info.dying_start_time - GameTime64; #endif break; } case CT_LIGHT: obj_rw->ctype.light_info.intensity = obj->ctype.light_info.intensity; break; case CT_POWERUP: obj_rw->ctype.powerup_info.count = obj->ctype.powerup_info.count; #if defined(DXX_BUILD_DESCENT_II) if (obj->ctype.powerup_info.creation_time - GameTime64 < F1_0*(-18000)) obj_rw->ctype.powerup_info.creation_time = F1_0*(-18000); else obj_rw->ctype.powerup_info.creation_time = obj->ctype.powerup_info.creation_time - GameTime64; obj_rw->ctype.powerup_info.flags = obj->ctype.powerup_info.flags; #endif break; } switch (obj_rw->render_type) { case RT_MORPH: case RT_POLYOBJ: case RT_NONE: // HACK below { int i; if (obj->render_type == RT_NONE && obj->type != OBJ_GHOST) // HACK: when a player is dead or not connected yet, clients still expect to get polyobj data - even if render_type == RT_NONE at this time. Here it's not important, but it might be for Multiplayer Savegames. break; obj_rw->rtype.pobj_info.model_num = obj->rtype.pobj_info.model_num; for (i=0;irtype.pobj_info.anim_angles[i].p = obj->rtype.pobj_info.anim_angles[i].p; obj_rw->rtype.pobj_info.anim_angles[i].b = obj->rtype.pobj_info.anim_angles[i].b; obj_rw->rtype.pobj_info.anim_angles[i].h = obj->rtype.pobj_info.anim_angles[i].h; } obj_rw->rtype.pobj_info.subobj_flags = obj->rtype.pobj_info.subobj_flags; obj_rw->rtype.pobj_info.tmap_override = obj->rtype.pobj_info.tmap_override; obj_rw->rtype.pobj_info.alt_textures = obj->rtype.pobj_info.alt_textures; break; } case RT_WEAPON_VCLIP: case RT_HOSTAGE: case RT_POWERUP: case RT_FIREBALL: obj_rw->rtype.vclip_info.vclip_num = obj->rtype.vclip_info.vclip_num; obj_rw->rtype.vclip_info.frametime = obj->rtype.vclip_info.frametime; obj_rw->rtype.vclip_info.framenum = obj->rtype.vclip_info.framenum; break; case RT_LASER: break; } } // turn object_rw to object after reading from Savegame static void state_object_rw_to_object(object_rw *obj_rw, object *obj) { obj->signature = obj_rw->signature; obj->type = obj_rw->type; obj->id = obj_rw->id; obj->next = obj_rw->next; obj->prev = obj_rw->prev; obj->control_type = obj_rw->control_type; obj->movement_type = obj_rw->movement_type; obj->render_type = obj_rw->render_type; obj->flags = obj_rw->flags; obj->segnum = obj_rw->segnum; obj->attached_obj = obj_rw->attached_obj; obj->pos.x = obj_rw->pos.x; obj->pos.y = obj_rw->pos.y; obj->pos.z = obj_rw->pos.z; obj->orient.rvec.x = obj_rw->orient.rvec.x; obj->orient.rvec.y = obj_rw->orient.rvec.y; obj->orient.rvec.z = obj_rw->orient.rvec.z; obj->orient.fvec.x = obj_rw->orient.fvec.x; obj->orient.fvec.y = obj_rw->orient.fvec.y; obj->orient.fvec.z = obj_rw->orient.fvec.z; obj->orient.uvec.x = obj_rw->orient.uvec.x; obj->orient.uvec.y = obj_rw->orient.uvec.y; obj->orient.uvec.z = obj_rw->orient.uvec.z; obj->size = obj_rw->size; obj->shields = obj_rw->shields; obj->last_pos.x = obj_rw->last_pos.x; obj->last_pos.y = obj_rw->last_pos.y; obj->last_pos.z = obj_rw->last_pos.z; obj->contains_type = obj_rw->contains_type; obj->contains_id = obj_rw->contains_id; obj->contains_count= obj_rw->contains_count; obj->matcen_creator= obj_rw->matcen_creator; obj->lifeleft = obj_rw->lifeleft; switch (obj->movement_type) { case MT_PHYSICS: obj->mtype.phys_info.velocity.x = obj_rw->mtype.phys_info.velocity.x; obj->mtype.phys_info.velocity.y = obj_rw->mtype.phys_info.velocity.y; obj->mtype.phys_info.velocity.z = obj_rw->mtype.phys_info.velocity.z; obj->mtype.phys_info.thrust.x = obj_rw->mtype.phys_info.thrust.x; obj->mtype.phys_info.thrust.y = obj_rw->mtype.phys_info.thrust.y; obj->mtype.phys_info.thrust.z = obj_rw->mtype.phys_info.thrust.z; obj->mtype.phys_info.mass = obj_rw->mtype.phys_info.mass; obj->mtype.phys_info.drag = obj_rw->mtype.phys_info.drag; obj->mtype.phys_info.rotvel.x = obj_rw->mtype.phys_info.rotvel.x; obj->mtype.phys_info.rotvel.y = obj_rw->mtype.phys_info.rotvel.y; obj->mtype.phys_info.rotvel.z = obj_rw->mtype.phys_info.rotvel.z; obj->mtype.phys_info.rotthrust.x = obj_rw->mtype.phys_info.rotthrust.x; obj->mtype.phys_info.rotthrust.y = obj_rw->mtype.phys_info.rotthrust.y; obj->mtype.phys_info.rotthrust.z = obj_rw->mtype.phys_info.rotthrust.z; obj->mtype.phys_info.turnroll = obj_rw->mtype.phys_info.turnroll; obj->mtype.phys_info.flags = obj_rw->mtype.phys_info.flags; break; case MT_SPINNING: obj->mtype.spin_rate.x = obj_rw->mtype.spin_rate.x; obj->mtype.spin_rate.y = obj_rw->mtype.spin_rate.y; obj->mtype.spin_rate.z = obj_rw->mtype.spin_rate.z; break; } switch (obj->control_type) { case CT_WEAPON: obj->ctype.laser_info.parent_type = obj_rw->ctype.laser_info.parent_type; obj->ctype.laser_info.parent_num = obj_rw->ctype.laser_info.parent_num; obj->ctype.laser_info.parent_signature = obj_rw->ctype.laser_info.parent_signature; obj->ctype.laser_info.creation_time = obj_rw->ctype.laser_info.creation_time; obj->ctype.laser_info.last_hitobj = obj_rw->ctype.laser_info.last_hitobj; if (obj->ctype.laser_info.last_hitobj != object_none) obj->ctype.laser_info.hitobj_list[obj->ctype.laser_info.last_hitobj] = true; // restore most recent hitobj to hitobj_list obj->ctype.laser_info.track_goal = obj_rw->ctype.laser_info.track_goal; obj->ctype.laser_info.multiplier = obj_rw->ctype.laser_info.multiplier; obj->ctype.laser_info.track_turn_time = HOMING_TURN_TIME; #if defined(DXX_BUILD_DESCENT_II) obj->ctype.laser_info.last_afterburner_time = 0; #endif break; case CT_EXPLOSION: obj->ctype.expl_info.spawn_time = obj_rw->ctype.expl_info.spawn_time; obj->ctype.expl_info.delete_time = obj_rw->ctype.expl_info.delete_time; obj->ctype.expl_info.delete_objnum = obj_rw->ctype.expl_info.delete_objnum; obj->ctype.expl_info.attach_parent = obj_rw->ctype.expl_info.attach_parent; obj->ctype.expl_info.prev_attach = obj_rw->ctype.expl_info.prev_attach; obj->ctype.expl_info.next_attach = obj_rw->ctype.expl_info.next_attach; break; case CT_AI: { int i; obj->ctype.ai_info.behavior = obj_rw->ctype.ai_info.behavior; for (i = 0; i < MAX_AI_FLAGS; i++) obj->ctype.ai_info.flags[i] = obj_rw->ctype.ai_info.flags[i]; obj->ctype.ai_info.hide_segment = obj_rw->ctype.ai_info.hide_segment; obj->ctype.ai_info.hide_index = obj_rw->ctype.ai_info.hide_index; obj->ctype.ai_info.path_length = obj_rw->ctype.ai_info.path_length; obj->ctype.ai_info.cur_path_index = obj_rw->ctype.ai_info.cur_path_index; obj->ctype.ai_info.danger_laser_num = obj_rw->ctype.ai_info.danger_laser_num; obj->ctype.ai_info.danger_laser_signature = obj_rw->ctype.ai_info.danger_laser_signature; #if defined(DXX_BUILD_DESCENT_I) obj->ctype.ai_info.follow_path_start_seg = obj_rw->ctype.ai_info.follow_path_start_seg; obj->ctype.ai_info.follow_path_end_seg = obj_rw->ctype.ai_info.follow_path_end_seg; #elif defined(DXX_BUILD_DESCENT_II) obj->ctype.ai_info.dying_sound_playing = obj_rw->ctype.ai_info.dying_sound_playing; obj->ctype.ai_info.dying_start_time = obj_rw->ctype.ai_info.dying_start_time; #endif break; } case CT_LIGHT: obj->ctype.light_info.intensity = obj_rw->ctype.light_info.intensity; break; case CT_POWERUP: obj->ctype.powerup_info.count = obj_rw->ctype.powerup_info.count; #if defined(DXX_BUILD_DESCENT_II) obj->ctype.powerup_info.creation_time = obj_rw->ctype.powerup_info.creation_time; obj->ctype.powerup_info.flags = obj_rw->ctype.powerup_info.flags; #endif break; case CT_CNTRLCEN: { // gun points of reactor now part of the object but of course not saved in object_rw and overwritten due to reset_objects(). Let's just recompute them. int i = 0; reactor *reactor = get_reactor_definition(get_reactor_id(obj)); for (i=0; in_guns; i++) calc_controlcen_gun_point(reactor, obj, i); break; } } switch (obj->render_type) { case RT_MORPH: case RT_POLYOBJ: case RT_NONE: // HACK below { int i; if (obj->render_type == RT_NONE && obj->type != OBJ_GHOST) // HACK: when a player is dead or not connected yet, clients still expect to get polyobj data - even if render_type == RT_NONE at this time. Here it's not important, but it might be for Multiplayer Savegames. break; obj->rtype.pobj_info.model_num = obj_rw->rtype.pobj_info.model_num; for (i=0;irtype.pobj_info.anim_angles[i].p = obj_rw->rtype.pobj_info.anim_angles[i].p; obj->rtype.pobj_info.anim_angles[i].b = obj_rw->rtype.pobj_info.anim_angles[i].b; obj->rtype.pobj_info.anim_angles[i].h = obj_rw->rtype.pobj_info.anim_angles[i].h; } obj->rtype.pobj_info.subobj_flags = obj_rw->rtype.pobj_info.subobj_flags; obj->rtype.pobj_info.tmap_override = obj_rw->rtype.pobj_info.tmap_override; obj->rtype.pobj_info.alt_textures = obj_rw->rtype.pobj_info.alt_textures; break; } case RT_WEAPON_VCLIP: case RT_HOSTAGE: case RT_POWERUP: case RT_FIREBALL: obj->rtype.vclip_info.vclip_num = obj_rw->rtype.vclip_info.vclip_num; obj->rtype.vclip_info.frametime = obj_rw->rtype.vclip_info.frametime; obj->rtype.vclip_info.framenum = obj_rw->rtype.vclip_info.framenum; break; case RT_LASER: break; } } // Following functions convert player to player_rw and back to be written to/read from Savegames. player only differ to player_rw in terms of timer values (fix/fix64). as we reset GameTime64 for writing so it can fit into fix it's not necessary to increment savegame version. But if we once store something else into object which might be useful after restoring, it might be handy to increment Savegame version and actually store these new infos. // turn player to player_rw to be saved to Savegame. static void state_player_to_player_rw(const player *pl, player_rw *pl_rw) { int i=0; pl_rw->callsign = pl->callsign; memset(pl_rw->net_address, 0, 6); pl_rw->connected = pl->connected; pl_rw->objnum = pl->objnum; pl_rw->n_packets_got = 0; pl_rw->n_packets_sent = 0; pl_rw->flags = pl->flags; pl_rw->energy = pl->energy; pl_rw->shields = pl->shields; pl_rw->lives = pl->lives; pl_rw->level = pl->level; pl_rw->laser_level = pl->laser_level; pl_rw->starting_level = pl->starting_level; pl_rw->killer_objnum = pl->killer_objnum; pl_rw->primary_weapon_flags = pl->primary_weapon_flags; pl_rw->secondary_weapon_flags = pl->secondary_weapon_flags; pl_rw->vulcan_ammo = pl->vulcan_ammo; for (i = 0; i < MAX_SECONDARY_WEAPONS; i++) pl_rw->secondary_ammo[i] = pl->secondary_ammo[i]; pl_rw->last_score = pl->last_score; pl_rw->score = pl->score; pl_rw->time_level = pl->time_level; pl_rw->time_total = pl->time_total; if (pl->cloak_time - GameTime64 < F1_0*(-18000)) pl_rw->cloak_time = F1_0*(-18000); else pl_rw->cloak_time = pl->cloak_time - GameTime64; if (pl->invulnerable_time - GameTime64 < F1_0*(-18000)) pl_rw->invulnerable_time = F1_0*(-18000); else pl_rw->invulnerable_time = pl->invulnerable_time - GameTime64; #if defined(DXX_BUILD_DESCENT_II) pl_rw->KillGoalCount = pl->KillGoalCount; #endif pl_rw->net_killed_total = pl->net_killed_total; pl_rw->net_kills_total = pl->net_kills_total; pl_rw->num_kills_level = pl->num_kills_level; pl_rw->num_kills_total = pl->num_kills_total; pl_rw->num_robots_level = pl->num_robots_level; pl_rw->num_robots_total = pl->num_robots_total; pl_rw->hostages_rescued_total = pl->hostages_rescued_total; pl_rw->hostages_total = pl->hostages_total; pl_rw->hostages_on_board = pl->hostages_on_board; pl_rw->hostages_level = pl->hostages_level; pl_rw->homing_object_dist = pl->homing_object_dist; pl_rw->hours_level = pl->hours_level; pl_rw->hours_total = pl->hours_total; } // turn player_rw to player after reading from Savegame static void state_player_rw_to_player(const player_rw *pl_rw, player *pl) { int i=0; pl->callsign = pl_rw->callsign; pl->connected = pl_rw->connected; pl->objnum = pl_rw->objnum; pl->flags = pl_rw->flags; pl->energy = pl_rw->energy; pl->shields = pl_rw->shields; pl->lives = pl_rw->lives; pl->level = pl_rw->level; pl->laser_level = pl_rw->laser_level; pl->starting_level = pl_rw->starting_level; pl->killer_objnum = pl_rw->killer_objnum; pl->primary_weapon_flags = pl_rw->primary_weapon_flags; pl->secondary_weapon_flags = pl_rw->secondary_weapon_flags; pl->vulcan_ammo = pl_rw->vulcan_ammo; for (i = 0; i < MAX_SECONDARY_WEAPONS; i++) pl->secondary_ammo[i] = pl_rw->secondary_ammo[i]; pl->last_score = pl_rw->last_score; pl->score = pl_rw->score; pl->time_level = pl_rw->time_level; pl->time_total = pl_rw->time_total; pl->cloak_time = pl_rw->cloak_time; pl->invulnerable_time = pl_rw->invulnerable_time; #if defined(DXX_BUILD_DESCENT_II) pl->KillGoalCount = pl_rw->KillGoalCount; #endif pl->net_killed_total = pl_rw->net_killed_total; pl->net_kills_total = pl_rw->net_kills_total; pl->num_kills_level = pl_rw->num_kills_level; pl->num_kills_total = pl_rw->num_kills_total; pl->num_robots_level = pl_rw->num_robots_level; pl->num_robots_total = pl_rw->num_robots_total; pl->hostages_rescued_total = pl_rw->hostages_rescued_total; pl->hostages_total = pl_rw->hostages_total; pl->hostages_on_board = pl_rw->hostages_on_board; pl->hostages_level = pl_rw->hostages_level; pl->homing_object_dist = pl_rw->homing_object_dist; pl->hours_level = pl_rw->hours_level; pl->hours_total = pl_rw->hours_total; } static void state_write_player(PHYSFS_file *fp, const player &pl) { player_rw pl_rw; state_player_to_player_rw(&pl, &pl_rw); PHYSFS_write(fp, &pl_rw, sizeof(pl_rw), 1); } static void state_read_player(PHYSFS_file *fp, player &pl, int swap) { player_rw pl_rw; PHYSFS_read(fp, &pl_rw, sizeof(pl_rw), 1); player_rw_swap(&pl_rw, swap); state_player_rw_to_player(&pl_rw, &pl); } //------------------------------------------------------------------- static int state_callback(newmenu *menu, d_event *event, grs_bitmap *sc_bmp[]) { newmenu_item *items = newmenu_get_items(menu); int citem = newmenu_get_citem(menu); if ( (citem > 0) && (event->type == EVENT_NEWMENU_DRAW) ) { if ( sc_bmp[citem-1] ) { grs_canvas *save_canv = grd_curcanv; #ifndef OGL grs_canvas *temp_canv = gr_create_canvas(FSPACX(THUMBNAIL_W),FSPACY(THUMBNAIL_H)); #else grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10)); #endif grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} }; gr_set_current_canvas(temp_canv); scale_bitmap(sc_bmp[citem-1], vertbuf, 0); gr_set_current_canvas( save_canv ); #ifndef OGL gr_bitmap( (grd_curcanv->cv_bitmap.bm_w/2)-FSPACX(THUMBNAIL_W/2),items[0].y-3, &temp_canv->cv_bitmap); #else ogl_ubitmapm_cs((grd_curcanv->cv_bitmap.bm_w/2)-FSPACX(THUMBNAIL_W/2),items[0].y-FSPACY(3),FSPACX(THUMBNAIL_W),FSPACY(THUMBNAIL_H),&temp_canv->cv_bitmap,-1,F1_0); #endif gr_free_canvas(temp_canv); } return 1; } return 0; } #if 0 void rpad_string( char * string, int max_chars ) { int i, end_found; end_found = 0; for( i=0; i(Players[Player_num].callsign), (Game_mode & GM_MULTI_COOP)?'m':'s', i ); valid = 0; fp = PHYSFSX_openReadBuffered(filename[i]); if ( fp ) { //Read id PHYSFS_read(fp, id, sizeof(char) * 4, 1); if ( !memcmp( id, dgss_id, 4 )) { //Read version PHYSFS_read(fp, &version, sizeof(int), 1); // In case it's Coop, read state_game_id & callsign as well if (Game_mode & GM_MULTI_COOP) { PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // skip state_game_id PHYSFS_read(fp, &dummy_callsign, sizeof(char)*CALLSIGN_LEN+1, 1); } if ((version >= STATE_COMPATIBLE_VERSION) || (SWAPINT(version) >= STATE_COMPATIBLE_VERSION)) { // Read description PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1); //rpad_string( desc[i], DESC_LENGTH-1 ); if (dsc == NULL) m[i+1].type = NM_TYPE_MENU; // Read thumbnail sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H ); PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1); #if defined(DXX_BUILD_DESCENT_II) if (version >= 9) { palette_array_t pal; PHYSFS_read(fp, &pal[0], sizeof(pal[0]), pal.size()); gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 ); } #endif nsaves++; valid = 1; } } PHYSFS_close(fp); } if (!valid) { strcpy( desc[i], TXT_EMPTY ); //rpad_string( desc[i], DESC_LENGTH-1 ); if (dsc == NULL) m[i+1].type = NM_TYPE_TEXT; } if (dsc != NULL) { m[i+1].type = NM_TYPE_INPUT_MENU; } m[i+1].text_len = DESC_LENGTH-1; m[i+1].text = desc[i]; } if ( dsc == NULL && nsaves < 1 ) { nm_messagebox( NULL, 1, "Ok", "No saved games were found!" ); return 0; } sc_last_item = -1; if (blind_save && state_quick_item < 0) blind_save = 0; // haven't picked a slot yet if (blind_save) choice = state_default_item + 1; else choice = newmenu_do2( NULL, caption, NUM_SAVES+1, m, state_callback, sc_bmp, state_default_item + 1, NULL ); for (i=0; i 0) { strcpy( fname, filename[choice-1] ); if ( dsc != NULL ) strcpy( dsc, desc[choice-1] ); state_quick_item = state_default_item = choice - 1; return choice; } return 0; } int state_get_save_file(char * fname, char * dsc, int blind_save) { return state_get_savegame_filename(fname, dsc, "Save Game", blind_save); } int state_get_restore_file(char * fname, int blind_save) { return state_get_savegame_filename(fname, NULL, "Select Game to Restore", blind_save); } #if defined(DXX_BUILD_DESCENT_I) int state_save_old_game(int slotnum, const char * sg_name, player_rw * sg_player, int sg_difficulty_level, int sg_primary_weapon, int sg_secondary_weapon, int sg_next_level_num ) { int i; int temp_int; ubyte temp_byte; char desc[DESC_LENGTH+1]; char filename[PATH_MAX]; char mission_filename[9]; grs_canvas * cnv; PHYSFS_file * fp; #ifdef OGL int j; GLint gl_draw_buffer; #endif snprintf(filename, sizeof(filename), PLAYER_DIRECTORY_STRING("%s.sg%d"), static_cast(sg_player->callsign), slotnum ); fp = PHYSFSX_openWriteBuffered(filename); if ( !fp ) return 0; //Save id PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1); //Save version temp_int = STATE_VERSION; PHYSFS_write(fp, &temp_int, sizeof(int), 1); //Save description strncpy( desc, sg_name, DESC_LENGTH ); PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1); // Save the current screen shot... cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H ); if ( cnv ) { #ifdef OGL int k; #endif grs_canvas * cnv_save; cnv_save = grd_curcanv; gr_set_current_canvas( cnv ); render_frame(0, 0); #ifdef OGL RAIIdubyte buf; MALLOC(buf, ubyte, THUMBNAIL_W * THUMBNAIL_H * 4); #ifndef OGLES glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer); glReadBuffer(gl_draw_buffer); #endif glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGBA, GL_UNSIGNED_BYTE, buf); k = THUMBNAIL_H; for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) { if (!(j = i % THUMBNAIL_W)) k--; cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] = gr_find_closest_color(buf[4*i]/4, buf[4*i+1]/4, buf[4*i+2]/4); } #endif PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1); gr_set_current_canvas(cnv_save); gr_free_canvas( cnv ); } else { ubyte color = 0; for ( i=0; ilevel; PHYSFS_write(fp, &temp_int, sizeof(int), 1); temp_int = sg_next_level_num; PHYSFS_write(fp, &temp_int, sizeof(int), 1); //Save GameTime temp_int = 0; PHYSFS_write(fp, &temp_int, sizeof(fix), 1); //Save player info PHYSFS_write(fp, &sg_player, sizeof(player_rw), 1); // Save the current weapon info temp_byte = sg_primary_weapon; PHYSFS_write(fp, &temp_byte, sizeof(sbyte), 1); temp_byte = sg_secondary_weapon; PHYSFS_write(fp, &temp_byte, sizeof(sbyte), 1); // Save the difficulty level temp_int = sg_difficulty_level; PHYSFS_write(fp, &temp_int, sizeof(int), 1); // Save the cheats.enabled temp_int = 0; PHYSFS_write(fp, &cheats.enabled, sizeof(int), 1); PHYSFS_write( fp, &cheats.turbo, sizeof(int), 1); PHYSFS_write( fp, &state_game_id, sizeof(uint), 1 ); PHYSFS_write( fp, &cheats.rapidfire, sizeof(int), 1 ); PHYSFS_write( fp, &temp_int, sizeof(int), 1 ); // was Ugly_robot_cheat PHYSFS_write( fp, &temp_int, sizeof(int), 1 ); // Ugly_robot_texture PHYSFS_write( fp, &cheats.ghostphysics, sizeof(int), 1 ); PHYSFS_write( fp, &temp_int, sizeof(int), 1 ); // was Lunacy PHYSFS_close(fp); return 1; } #elif defined(DXX_BUILD_DESCENT_II) // ----------------------------------------------------------------------------------- // Imagine if C had a function to copy a file... static int copy_file(const char *old_file, const char *new_file) { int buf_size; PHYSFS_file *in_file, *out_file; out_file = PHYSFS_openWrite(new_file); if (out_file == NULL) return -1; in_file = PHYSFS_openRead(old_file); if (in_file == NULL) return -2; buf_size = PHYSFS_fileLength(in_file); RAIIdmem buf; for (;;) { if (buf_size == 0) return -5; // likely to be an empty file if ((MALLOC(buf, sbyte, (buf_size))) != NULL) break; buf_size /= 2; } while (!PHYSFS_eof(in_file)) { int bytes_read; bytes_read = PHYSFS_read(in_file, buf, 1, buf_size); if (bytes_read < 0) Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError()); Assert(bytes_read == buf_size || PHYSFS_eof(in_file)); if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read) Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError()); } if (!PHYSFS_close(in_file)) { PHYSFS_close(out_file); return -3; } if (!PHYSFS_close(out_file)) return -4; return 0; } #endif // ----------------------------------------------------------------------------------- int state_save_all(int secret_save, const char *filename_override, int blind_save) { int rval, filenum = -1; char filename[PATH_MAX], desc[DESC_LENGTH+1]; #if defined(DXX_BUILD_DESCENT_I) secret_save = 0; #elif defined(DXX_BUILD_DESCENT_II) if ((Current_level_num < 0) && (secret_save == 0)) { HUD_init_message_literal(HM_DEFAULT, "Can't save in secret level!" ); return 0; } if (Final_boss_is_dead) //don't allow save while final boss is dying return 0; #endif if ( Game_mode & GM_MULTI ) { if (Game_mode & GM_MULTI_COOP) multi_initiate_save_game(); return 0; } #if defined(DXX_BUILD_DESCENT_II) // If this is a secret save and the control center has been destroyed, don't allow // return to the base level. if (secret_save && (Control_center_destroyed)) { PHYSFS_delete(SECRETB_FILENAME); return 0; } #endif stop_time(); memset(&filename, '\0', PATH_MAX); memset(&desc, '\0', DESC_LENGTH+1); #if defined(DXX_BUILD_DESCENT_II) if (secret_save == 1) { filename_override = filename; sprintf(filename, SECRETB_FILENAME); } else if (secret_save == 2) { filename_override = filename; sprintf(filename, SECRETC_FILENAME); } else #endif { if (!(filenum = state_get_save_file(filename, desc, blind_save))) { start_time(); return 0; } } #if defined(DXX_BUILD_DESCENT_II) // MK, 1/1/96 // Do special secret level stuff. // If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum). // If it doesn't exist, then delete Nsecret.sgc if (!secret_save && !(Game_mode & GM_MULTI_COOP)) { int rval; char temp_fname[PATH_MAX], fc; if (filenum != -1) { if (filenum >= 10) fc = (filenum-10) + 'a'; else fc = '0' + filenum; snprintf(temp_fname, sizeof(temp_fname), PLAYER_DIRECTORY_STRING("%csecret.sgc"), fc); if (PHYSFSX_exists(temp_fname,0)) { if (!PHYSFS_delete(temp_fname)) Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError()); } if (PHYSFSX_exists(SECRETC_FILENAME,0)) { rval = copy_file(SECRETC_FILENAME, temp_fname); Assert(rval == 0); // Oops, error copying secret.sgc to temp_fname! (void)rval; } } } #endif rval = state_save_all_sub(filename, desc); if (rval && !secret_save) HUD_init_message_literal(HM_DEFAULT, "Game saved"); return rval; } int state_save_all_sub(const char *filename, const char *desc) { int i,j; PHYSFS_file *fp; grs_canvas * cnv; char mission_filename[9]; #ifdef OGL GLint gl_draw_buffer; #endif fix tmptime32 = 0; #ifndef NDEBUG if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8)) Int3(); #endif fp = PHYSFSX_openWriteBuffered(filename); if ( !fp ) { nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace."); start_time(); return 0; } //Save id PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1); //Save version i = STATE_VERSION; PHYSFS_write(fp, &i, sizeof(int), 1); // Save Coop state_game_id and this Player's callsign. Oh the redundancy... we have this one later on but Coop games want to read this before loading a state so for easy access save this here, too if (Game_mode & GM_MULTI_COOP) { PHYSFS_write(fp, &state_game_id, sizeof(uint), 1); PHYSFS_write(fp, &Players[Player_num].callsign, sizeof(char)*CALLSIGN_LEN+1, 1); } //Save description PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1); // Save the current screen shot... cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H ); if ( cnv ) { #ifdef OGL int k; #endif grs_canvas * cnv_save; cnv_save = grd_curcanv; gr_set_current_canvas( cnv ); render_frame(0, 0); #if defined(OGL) RAIIdubyte buf; MALLOC(buf, ubyte, THUMBNAIL_W * THUMBNAIL_H * 4); #ifndef OGLES glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer); glReadBuffer(gl_draw_buffer); #endif glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGBA, GL_UNSIGNED_BYTE, buf); k = THUMBNAIL_H; for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) { if (!(j = i % THUMBNAIL_W)) k--; cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] = gr_find_closest_color(buf[4*i]/4, buf[4*i+1]/4, buf[4*i+2]/4); } #endif PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1); gr_set_current_canvas(cnv_save); gr_free_canvas( cnv ); #if defined(DXX_BUILD_DESCENT_II) PHYSFS_write(fp, &gr_palette[0], sizeof(gr_palette[0]), gr_palette.size()); #endif } else { ubyte color = 0; for ( i=0; iobj->control_type = md->morph_save_control_type; md->obj->movement_type = md->morph_save_movement_type; md->obj->render_type = RT_POLYOBJ; md->obj->mtype.phys_info = md->morph_save_phys_info; md->obj = NULL; } else { //maybe loaded half-morphed from disk Objects[i].flags |= OF_SHOULD_BE_DEAD; Objects[i].render_type = RT_POLYOBJ; Objects[i].control_type = CT_NONE; Objects[i].movement_type = MT_NONE; } } } //Save object info i = Highest_object_index+1; PHYSFS_write(fp, &i, sizeof(int), 1); //PHYSFS_write(fp, Objects, sizeof(object), i); for (i = 0; i <= Highest_object_index; i++) { object_rw obj_rw; state_object_to_object_rw(&Objects[i], &obj_rw); PHYSFS_write(fp, &obj_rw, sizeof(obj_rw), 1); } //Save wall info i = Num_walls; PHYSFS_write(fp, &i, sizeof(int), 1); range_for (auto &w, partial_range(Walls, Num_walls)) wall_write(fp, w, 0x7fff); #if defined(DXX_BUILD_DESCENT_II) //Save exploding wall info i = MAX_EXPLODING_WALLS; PHYSFS_write(fp, &i, sizeof(int), 1); PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i); #endif //Save door info i = Num_open_doors; PHYSFS_write(fp, &i, sizeof(int), 1); range_for (auto &ad, partial_range(ActiveDoors, Num_open_doors)) active_door_write(fp, ad); #if defined(DXX_BUILD_DESCENT_II) //Save cloaking wall info i = Num_cloaking_walls; PHYSFS_write(fp, &i, sizeof(int), 1); range_for (const auto &w, partial_range(CloakingWalls, Num_cloaking_walls)) cloaking_wall_write(w, fp); #endif //Save trigger info PHYSFS_write(fp, &Num_triggers, sizeof(int), 1); range_for (auto &t, partial_range(Triggers, Num_triggers)) trigger_write(fp, t); //Save tmap info for (i = 0; i <= Highest_segment_index; i++) { for (j = 0; j < 6; j++) { PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1); PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1); PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1); } } // Save the fuelcen info PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1); #if defined(DXX_BUILD_DESCENT_I) PHYSFS_write(fp, &Countdown_seconds_left, sizeof(int), 1); #elif defined(DXX_BUILD_DESCENT_II) PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1); #endif PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1); range_for (auto &r, partial_range(RobotCenters, Num_robot_centers)) matcen_info_write(fp, r, 0x7f); control_center_triggers_write(&ControlCenterTriggers, fp); PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1); #if defined(DXX_BUILD_DESCENT_I) for (i = 0; i < Num_fuelcenters; i++) { // NOTE: Usually Descent1 handles countdown by Timer value of the Reactor Station. Since we now use Descent2 code to handle countdown (which we do in case there IS NO Reactor Station which causes potential trouble in Multiplayer), let's find the Reactor here and store the timer in it. if (Station[i].Type == SEGMENT_IS_CONTROLCEN) Station[i].Timer = Countdown_timer; } #endif range_for (const auto &s, partial_range(Station, Num_fuelcenters)) fuelcen_write(fp, s); // Save the control cen info PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1); PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1); PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1); PHYSFS_write(fp, &Control_center_present, sizeof(int), 1); PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1); // Save the AI state ai_save_state( fp ); // Save the automap visited info if ( Highest_segment_index+1 > MAX_SEGMENTS_ORIGINAL ) { PHYSFS_write(fp, &Automap_visited[0], sizeof(ubyte), Highest_segment_index + 1); } else PHYSFS_write(fp, &Automap_visited[0], sizeof(ubyte), MAX_SEGMENTS_ORIGINAL); PHYSFS_write(fp, &state_game_id, sizeof(uint), 1); i = 0; PHYSFS_write(fp, &cheats.rapidfire, sizeof(int), 1); #if defined(DXX_BUILD_DESCENT_I) PHYSFS_write(fp, &i, sizeof(int), 1); // was Ugly_robot_cheat PHYSFS_write(fp, &i, sizeof(int), 1); // was Ugly_robot_texture PHYSFS_write(fp, &cheats.ghostphysics, sizeof(int), 1); #endif PHYSFS_write(fp, &i, sizeof(int), 1); // was Lunacy #if defined(DXX_BUILD_DESCENT_II) PHYSFS_write(fp, &i, sizeof(int), 1); // was Lunacy, too... and one was Ugly robot stuff a long time ago... // Save automap marker info PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1); PHYSFS_seek(fp, PHYSFS_tell(fp) + (NUM_MARKERS)*(CALLSIGN_LEN+1)); // PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1); MarkerOwner is obsolete PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage[0]), MarkerMessage.size()); PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1); //save last was super information PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1); PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1); // Save flash effect stuff PHYSFS_write(fp, &Flash_effect, sizeof(int), 1); if (Time_flash_last_played - GameTime64 < F1_0*(-18000)) tmptime32 = F1_0*(-18000); else tmptime32 = Time_flash_last_played - GameTime64; PHYSFS_write(fp, &tmptime32, sizeof(fix), 1); PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1); PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1); PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1); if ( Highest_segment_index+1 > MAX_SEGMENTS_ORIGINAL ) { for (i = 0; i <= Highest_segment_index; ++i) PHYSFSX_writeU8(fp, Segments[i].light_subtracted); } else { for (i = 0; i < MAX_SEGMENTS_ORIGINAL; ++i) PHYSFSX_writeU8(fp, Segments[i].light_subtracted); } PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1); PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1); #endif // Save Coop Info if (Game_mode & GM_MULTI_COOP) { for (i = 0; i < MAX_PLAYERS; i++) // I know, I know we only allow 4 players in coop. I screwed that up. But if we ever allow 8 players in coop, who's gonna laugh then? { state_write_player(fp, Players[i]); } PHYSFS_write(fp, &Netgame.mission_title, sizeof(char), MISSION_NAME_LEN+1); PHYSFS_write(fp, &Netgame.mission_name, sizeof(char), 9); PHYSFS_write(fp, &Netgame.levelnum, sizeof(int), 1); PHYSFS_write(fp, &Netgame.difficulty, sizeof(ubyte), 1); PHYSFS_write(fp, &Netgame.game_status, sizeof(ubyte), 1); PHYSFS_write(fp, &Netgame.numplayers, sizeof(ubyte), 1); PHYSFS_write(fp, &Netgame.max_numplayers, sizeof(ubyte), 1); PHYSFS_write(fp, &Netgame.numconnected, sizeof(ubyte), 1); PHYSFS_write(fp, &Netgame.level_time, sizeof(int), 1); } PHYSFS_close(fp); start_time(); return 1; } // ----------------------------------------------------------------------------------- // Set the player's position from the globals Secret_return_segment and Secret_return_orient. #if defined(DXX_BUILD_DESCENT_II) void set_pos_from_return_segment(void) { int plobjnum = Players[Player_num].objnum; compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]); obj_relink(plobjnum, Secret_return_segment); reset_player_object(); Objects[plobjnum].orient = Secret_return_orient; } #endif // ----------------------------------------------------------------------------------- int state_restore_all(int in_game, int secret_restore, const char *filename_override, int blind_save) { char filename[PATH_MAX]; int filenum = -1; #if defined(DXX_BUILD_DESCENT_I) secret_restore = 0; #elif defined(DXX_BUILD_DESCENT_II) if (in_game && (Current_level_num < 0) && (secret_restore == 0)) { HUD_init_message_literal(HM_DEFAULT, "Can't restore in secret level!" ); return 0; } #endif if ( Newdemo_state == ND_STATE_RECORDING ) newdemo_stop_recording(); if ( Newdemo_state != ND_STATE_NORMAL ) return 0; if ( Game_mode & GM_MULTI ) { if (Game_mode & GM_MULTI_COOP) multi_initiate_restore_game(); return 0; } stop_time(); #if defined(DXX_BUILD_DESCENT_II) if (filename_override) { strcpy(filename, filename_override); filenum = NUM_SAVES+1; // place outside of save slots } else #endif if (!(filenum = state_get_restore_file(filename, blind_save))) { start_time(); return 0; } #if defined(DXX_BUILD_DESCENT_II) // MK, 1/1/96 // Do special secret level stuff. // If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc. // If it doesn't exist, then delete secret.sgc if (!secret_restore) { int rval; char temp_fname[PATH_MAX], fc; if (filenum != -1) { if (filenum >= 10) fc = (filenum-10) + 'a'; else fc = '0' + filenum; snprintf(temp_fname, sizeof(temp_fname), PLAYER_DIRECTORY_STRING("%csecret.sgc"), fc); if (PHYSFSX_exists(temp_fname,0)) { rval = copy_file(temp_fname, SECRETC_FILENAME); Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc! (void)rval; } else PHYSFS_delete(SECRETC_FILENAME); } } #endif if ( !secret_restore && in_game && !blind_save ) { int choice; choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" ); if ( choice != 0 ) { start_time(); return 0; } } start_time(); return state_restore_all_sub(filename, secret_restore); } int state_restore_all_sub(const char *filename, int secret_restore) { int version,i, j, segnum, coop_player_got[MAX_PLAYERS], coop_org_objnum = Players[Player_num].objnum; object * obj; PHYSFS_file *fp; int swap = 0; // if file is not endian native, have to swap all shorts and ints int current_level; char mission[16]; char desc[DESC_LENGTH+1]; char id[5]; fix tmptime32 = 0; short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT]; short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT]; #if defined(DXX_BUILD_DESCENT_I) secret_restore = 0; #elif defined(DXX_BUILD_DESCENT_II) fix64 old_gametime = GameTime64; #endif #ifndef NDEBUG if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8)) Int3(); #endif fp = PHYSFSX_openReadBuffered(filename); if ( !fp ) return 0; //Read id PHYSFS_read(fp, id, sizeof(char) * 4, 1); if ( memcmp( id, dgss_id, 4 )) { PHYSFS_close(fp); return 0; } //Read version //Check for swapped file here, as dgss_id is written as a string (i.e. endian independent) PHYSFS_read(fp, &version, sizeof(int), 1); if (version & 0xffff0000) { swap = 1; version = SWAPINT(version); } if (version < STATE_COMPATIBLE_VERSION) { PHYSFS_close(fp); return 0; } // Read Coop state_game_id. Oh the redundancy... we have this one later on but Coop games want to read this before loading a state so for easy access we have this here if (Game_mode & GM_MULTI_COOP) { callsign_t saved_callsign; state_game_id = PHYSFSX_readSXE32(fp, swap); PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN+1, 1); if (saved_callsign != Players[Player_num].callsign) // check the callsign of the palyer who saved this state. It MUST match. If we transferred this savegame from pilot A to pilot B, others won't be able to restore us. So bail out here if this is the case. { PHYSFS_close(fp); return 0; } } // Read description PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1); // Skip the current screen shot... PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H); #if defined(DXX_BUILD_DESCENT_II) // And now...skip the goddamn palette stuff that somebody forgot to add PHYSFS_seek(fp, PHYSFS_tell(fp) + 768); #endif // Read the Between levels flag... i = PHYSFSX_readSXE32(fp, swap); i = 0; // Read the mission info... PHYSFS_read(fp, mission, sizeof(char) * 9, 1); if (!load_mission_by_name( mission )) { nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission ); PHYSFS_close(fp); return 0; } //Read level info current_level = PHYSFSX_readSXE32(fp, swap); PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // skip Next_level_num //Restore GameTime tmptime32 = PHYSFSX_readSXE32(fp, swap); GameTime64 = (fix64)tmptime32; // Start new game.... callsign_t org_callsign; if (!(Game_mode & GM_MULTI_COOP)) { Game_mode = GM_NORMAL; change_playernum_to(0); N_players = 1; org_callsign = Players[0].callsign; if (!secret_restore) { InitPlayerObject(); //make sure player's object set up init_player_stats_game(0); //clear all stats } } else // in coop we want to stay the player we are already. { org_callsign = Players[Player_num].callsign; if (!secret_restore) init_player_stats_game(Player_num); } if (Game_wind) window_set_visible(Game_wind, 0); //Read player info { StartNewLevelSub(current_level, 1, secret_restore); #if defined(DXX_BUILD_DESCENT_II) if (secret_restore) { player dummy_player; state_read_player(fp, dummy_player, swap); if (secret_restore == 1) { // This means he didn't die, so he keeps what he got in the secret level. Players[Player_num].level = dummy_player.level; Players[Player_num].last_score = dummy_player.last_score; Players[Player_num].time_level = dummy_player.time_level; Players[Player_num].num_robots_level = dummy_player.num_robots_level; Players[Player_num].num_robots_total = dummy_player.num_robots_total; Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total; Players[Player_num].hostages_total = dummy_player.hostages_total; Players[Player_num].hostages_on_board = dummy_player.hostages_on_board; Players[Player_num].hostages_level = dummy_player.hostages_level; Players[Player_num].homing_object_dist = dummy_player.homing_object_dist; Players[Player_num].hours_level = dummy_player.hours_level; Players[Player_num].hours_total = dummy_player.hours_total; do_cloak_invul_secret_stuff(old_gametime); } else { Players[Player_num] = dummy_player; } } else #endif { state_read_player(fp, Players[Player_num], swap); } } Players[Player_num].callsign = org_callsign; if (Game_mode & GM_MULTI_COOP) Players[Player_num].objnum = coop_org_objnum; // Restore the weapon states PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1); PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1); select_weapon(Primary_weapon, 0, 0, 0); select_weapon(Secondary_weapon, 1, 0, 0); // Restore the difficulty level Difficulty_level = PHYSFSX_readSXE32(fp, swap); // Restore the cheats enabled flag game_disable_cheats(); // disable cheats first cheats.enabled = PHYSFSX_readSXE32(fp, swap); #if defined(DXX_BUILD_DESCENT_I) cheats.turbo = PHYSFSX_readSXE32(fp, swap); #endif Do_appearance_effect = 0; // Don't do this for middle o' game stuff. //Clear out all the objects from the lvl file for (segnum=0; segnum <= Highest_segment_index; segnum++) Segments[segnum].objects = object_none; reset_objects(1); //Read objects, and pop 'em into their respective segments. i = PHYSFSX_readSXE32(fp, swap); Highest_object_index = i-1; //object_read_n_swap(Objects, i, swap, fp); for (i=0; i<=Highest_object_index; i++ ) { object_rw obj_rw; PHYSFS_read(fp, &obj_rw, sizeof(obj_rw), 1); object_rw_swap(&obj_rw, swap); state_object_rw_to_object(&obj_rw, &Objects[i]); } for (i=0; i<=Highest_object_index; i++ ) { obj = &Objects[i]; obj->rtype.pobj_info.alt_textures = -1; segnum = obj->segnum; obj->next = obj->prev = object_none; obj->segnum = segment_none; if ( obj->type != OBJ_NONE ) { obj_link(objptridx(obj,i),segnum); } #if defined(DXX_BUILD_DESCENT_II) //look for, and fix, boss with bogus shields if (obj->type == OBJ_ROBOT && Robot_info[get_robot_id(obj)].boss_flag) { fix save_shields = obj->shields; copy_defaults_to_robot(obj); //calculate starting shields //if in valid range, use loaded shield value if (save_shields > 0 && save_shields <= obj->shields) obj->shields = save_shields; else obj->shields /= 2; //give player a break } #endif } special_reset_objects(); // 1 = Didn't die on secret level. // 2 = Died on secret level. if (secret_restore && (Current_level_num >= 0)) { set_pos_from_return_segment(); if (secret_restore == 2) init_player_stats_new_ship(Player_num); } //Restore wall info Num_walls = PHYSFSX_readSXE32(fp, swap); range_for (auto &w, partial_range(Walls, Num_walls)) wall_read(fp, w); #if defined(DXX_BUILD_DESCENT_II) //now that we have the walls, check if any sounds are linked to //walls that are now open range_for (auto &w, partial_range(Walls, Num_walls)) { if (w.type == WALL_OPEN) digi_kill_sound_linked_to_segment(w.segnum,w.sidenum,-1); //-1 means kill any sound } //Restore exploding wall info if (version >= 10) { i = PHYSFSX_readSXE32(fp, swap); expl_wall_read_n_swap(expl_wall_list, i, swap, fp); } #endif //Restore door info Num_open_doors = PHYSFSX_readSXE32(fp, swap); range_for (auto &ad, partial_range(ActiveDoors, Num_open_doors)) active_door_read(fp, ad); #if defined(DXX_BUILD_DESCENT_II) if (version >= 14) { //Restore cloaking wall info Num_cloaking_walls = PHYSFSX_readSXE32(fp, swap); range_for (auto &w, partial_range(CloakingWalls, Num_cloaking_walls)) cloaking_wall_read(w, fp); } #endif //Restore trigger info Num_triggers = PHYSFSX_readSXE32(fp, swap); range_for (auto &t, partial_range(Triggers, Num_triggers)) trigger_read(fp, t); //Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light for (i=0; i<=Highest_segment_index; i++ ) { for (j=0; j<6; j++ ) { Segments[i].sides[j].wall_num = PHYSFSX_readSXE16(fp, swap); TempTmapNum[i][j] = PHYSFSX_readSXE16(fp, swap); TempTmapNum2[i][j] = PHYSFSX_readSXE16(fp, swap); } } //Restore the fuelcen info Control_center_destroyed = PHYSFSX_readSXE32(fp, swap); #if defined(DXX_BUILD_DESCENT_I) Countdown_seconds_left = PHYSFSX_readSXE32(fp, swap); #elif defined(DXX_BUILD_DESCENT_II) Countdown_timer = PHYSFSX_readSXE32(fp, swap); #endif Num_robot_centers = PHYSFSX_readSXE32(fp, swap); range_for (auto &r, partial_range(RobotCenters, Num_robot_centers)) #if defined(DXX_BUILD_DESCENT_I) matcen_info_read(fp, r, version); #elif defined(DXX_BUILD_DESCENT_II) matcen_info_read(fp, r); #endif control_center_triggers_read_swap(&ControlCenterTriggers, swap, fp); Num_fuelcenters = PHYSFSX_readSXE32(fp, swap); range_for (auto &s, partial_range(Station, Num_fuelcenters)) fuelcen_read(fp, s); #if defined(DXX_BUILD_DESCENT_I) Countdown_timer = 0; for (i = 0; i < Num_fuelcenters; i++) { // NOTE: Usually Descent1 handles countdown by Timer value of the Reactor Station. Since we now use Descent2 code to handle countdown (which we do in case there IS NO Reactor Station which causes potential trouble in Multiplayer), let's find the Reactor here and read the timer from it. if (Station[i].Type == SEGMENT_IS_CONTROLCEN) Countdown_timer = Station[i].Timer; } #endif // Restore the control cen info Control_center_been_hit = PHYSFSX_readSXE32(fp, swap); Control_center_player_been_seen = PHYSFSX_readSXE32(fp, swap); Control_center_next_fire_time = PHYSFSX_readSXE32(fp, swap); Control_center_present = PHYSFSX_readSXE32(fp, swap); Dead_controlcen_object_num = PHYSFSX_readSXE32(fp, swap); if (Control_center_destroyed) Total_countdown_time = Countdown_timer/F0_5; // we do not need to know this, but it should not be 0 either... // Restore the AI state ai_restore_state( fp, version, swap ); // Restore the automap visited info if ( Highest_segment_index+1 > MAX_SEGMENTS_ORIGINAL ) { Automap_visited.fill(0); PHYSFS_read(fp, &Automap_visited[0], sizeof(ubyte), Highest_segment_index + 1); } else PHYSFS_read(fp, &Automap_visited[0], sizeof(ubyte), MAX_SEGMENTS_ORIGINAL); // Restore hacked up weapon system stuff. Auto_fire_fusion_cannon_time = 0; Next_laser_fire_time = GameTime64; Next_missile_fire_time = GameTime64; Last_laser_fired_time = GameTime64; state_game_id = 0; if ( version >= 7 ) { state_game_id = PHYSFSX_readSXE32(fp, swap); cheats.rapidfire = PHYSFSX_readSXE32(fp, swap); PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // PHYSFSX_readSXE32(fp, swap); // was Lunacy PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // PHYSFSX_readSXE32(fp, swap); // was Lunacy, too... and one was Ugly robot stuff a long time ago... #if defined(DXX_BUILD_DESCENT_I) cheats.ghostphysics = PHYSFSX_readSXE32(fp, swap); PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // PHYSFSX_readSXE32(fp, swap); #endif } #if defined(DXX_BUILD_DESCENT_II) if (version >= 17) { for (i = 0; i < NUM_MARKERS; i++) MarkerObject[i] = PHYSFSX_readSXE32(fp, swap); PHYSFS_seek(fp, PHYSFS_tell(fp) + (NUM_MARKERS)*(CALLSIGN_LEN+1)); // PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1); // skip obsolete MarkerOwner PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage[0]), MarkerMessage.size()); } else { int num; // skip dummy info num = PHYSFSX_readSXE32(fp, swap); // was NumOfMarkers PHYSFS_seek(fp, PHYSFS_tell(fp) + sizeof(PHYSFS_sint32)); // PHYSFSX_readSXE32(fp, swap); // was CurMarker PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40)); for (num=0;num=11) { if (secret_restore != 1) Afterburner_charge = PHYSFSX_readSXE32(fp, swap); else { PHYSFSX_readSXE32(fp, swap); } } if (version>=12) { //read last was super information PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1); PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1); } if (version >= 12) { Flash_effect = PHYSFSX_readSXE32(fp, swap); tmptime32 = PHYSFSX_readSXE32(fp, swap); Time_flash_last_played = (fix64)tmptime32; PaletteRedAdd = PHYSFSX_readSXE32(fp, swap); PaletteGreenAdd = PHYSFSX_readSXE32(fp, swap); PaletteBlueAdd = PHYSFSX_readSXE32(fp, swap); } else { Flash_effect = 0; Time_flash_last_played = 0; PaletteRedAdd = 0; PaletteGreenAdd = 0; PaletteBlueAdd = 0; } // Load Light_subtracted if (version >= 16) { if ( Highest_segment_index+1 > MAX_SEGMENTS_ORIGINAL ) { for (i = 0; i <= Highest_segment_index; ++i) PHYSFS_read(fp, &Segments[i].light_subtracted, sizeof(Segments[i].light_subtracted), 1); } else { for (i = 0; i < MAX_SEGMENTS_ORIGINAL; ++i) PHYSFS_read(fp, &Segments[i].light_subtracted, sizeof(Segments[i].light_subtracted), 1); } apply_all_changed_light(); } else { int i; for (i=0; i<=Highest_segment_index; i++) Segments[i].light_subtracted = 0; } if (!secret_restore) { if (version >= 20) { First_secret_visit = PHYSFSX_readSXE32(fp, swap); } else First_secret_visit = 1; } else First_secret_visit = 0; if (version >= 22) { if (secret_restore != 1) Omega_charge = PHYSFSX_readSXE32(fp, swap); else PHYSFSX_readSXE32(fp, swap); } #endif // static_light should now be computed - now actually set tmap info for (i=0; i<=Highest_segment_index; i++ ) { for (j=0; j<6; j++ ) { Segments[i].sides[j].tmap_num=TempTmapNum[i][j]; Segments[i].sides[j].tmap_num2=TempTmapNum2[i][j]; } } // Read Coop Info if (Game_mode & GM_MULTI_COOP) { player restore_players[MAX_PLAYERS]; object restore_objects[MAX_PLAYERS]; int coop_got_nplayers = 0; for (i = 0; i < MAX_PLAYERS; i++) { object *obj; // prepare arrays for mapping our players below coop_player_got[i] = 0; // read the stored players state_read_player(fp, restore_players[i], swap); // make all (previous) player objects to ghosts but store them first for later remapping obj = &Objects[restore_players[i].objnum]; if (restore_players[i].connected == CONNECT_PLAYING && obj->type == OBJ_PLAYER) { restore_objects[i] = *obj; obj->type = OBJ_GHOST; multi_reset_player_object(obj); } } for (i = 0; i < MAX_PLAYERS; i++) // copy restored players to the current slots { for (j = 0; j < MAX_PLAYERS; j++) { // map stored players to current players depending on their unique (which we made sure) callsign if (Players[i].connected == CONNECT_PLAYING && restore_players[j].connected == CONNECT_PLAYING && Players[i].callsign == restore_players[j].callsign) { object *obj; int sav_objnum = Players[i].objnum; Players[i] = restore_players[j]; Players[i].objnum = sav_objnum; coop_player_got[i] = 1; coop_got_nplayers++; obj = &Objects[Players[i].objnum]; // since a player always uses the same object, we just have to copy the saved object properties to the existing one. i hate you... set_player_id(obj, i); // assign player object id to player number obj->control_type = restore_objects[j].control_type; obj->movement_type = restore_objects[j].movement_type; obj->render_type = restore_objects[j].render_type; obj->flags = restore_objects[j].flags; obj->pos = restore_objects[j].pos; obj->orient = restore_objects[j].orient; obj->size = restore_objects[j].size; obj->shields = restore_objects[j].shields; obj->lifeleft = restore_objects[j].lifeleft; obj->mtype.phys_info = restore_objects[j].mtype.phys_info; obj->rtype.pobj_info = restore_objects[j].rtype.pobj_info; // make this restored player object an actual player again obj->type = OBJ_PLAYER; multi_reset_player_object(obj); update_object_seg(obj); } } } PHYSFS_read(fp, &Netgame.mission_title, sizeof(char), MISSION_NAME_LEN+1); PHYSFS_read(fp, &Netgame.mission_name, sizeof(char), 9); Netgame.levelnum = PHYSFSX_readSXE32(fp, swap); PHYSFS_read(fp, &Netgame.difficulty, sizeof(ubyte), 1); PHYSFS_read(fp, &Netgame.game_status, sizeof(ubyte), 1); PHYSFS_read(fp, &Netgame.numplayers, sizeof(ubyte), 1); PHYSFS_read(fp, &Netgame.max_numplayers, sizeof(ubyte), 1); PHYSFS_read(fp, &Netgame.numconnected, sizeof(ubyte), 1); Netgame.level_time = PHYSFSX_readSXE32(fp, swap); for (i = 0; i < MAX_PLAYERS; i++) { Netgame.killed[i] = Players[i].net_killed_total; Netgame.player_score[i] = Players[i].score; Netgame.player_flags[i] = Players[i].flags; } for (i = 0; i < MAX_PLAYERS; i++) // Disconnect connected players not available in this Savegame if (!coop_player_got[i] && Players[i].connected == CONNECT_PLAYING) multi_disconnect_player(i); Viewer = ConsoleObject = &Objects[Players[Player_num].objnum]; // make sure Viewer and ConsoleObject are set up (which we skipped by not using InitPlayerObject but we need since objects changed while loading) special_reset_objects(); // since we juggeled around with objects to remap coop players rebuild the index of free objects } PHYSFS_close(fp); if (Game_wind) if (!window_is_visible(Game_wind)) window_set_visible(Game_wind, 1); reset_time(); return 1; } int state_get_game_id(const char *filename) { int version; PHYSFS_file *fp; int swap = 0; // if file is not endian native, have to swap all shorts and ints char id[5], saved_callsign[CALLSIGN_LEN+1]; #ifndef NDEBUG if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8)) Int3(); #endif if (!(Game_mode & GM_MULTI_COOP)) return 0; fp = PHYSFSX_openReadBuffered(filename); if ( !fp ) return 0; //Read id PHYSFS_read(fp, id, sizeof(char) * 4, 1); if ( memcmp( id, dgss_id, 4 )) { PHYSFS_close(fp); return 0; } //Read version //Check for swapped file here, as dgss_id is written as a string (i.e. endian independent) PHYSFS_read(fp, &version, sizeof(int), 1); if (version & 0xffff0000) { swap = 1; version = SWAPINT(version); } if (version < STATE_COMPATIBLE_VERSION) { PHYSFS_close(fp); return 0; } // Read Coop state_game_id to validate the savegame we are about to load matches the others state_game_id = PHYSFSX_readSXE32(fp, swap); PHYSFS_read(fp, &saved_callsign, sizeof(char)*CALLSIGN_LEN+1, 1); if (saved_callsign != Players[Player_num].callsign) // check the callsign of the palyer who saved this state. It MUST match. If we transferred this savegame from pilot A to pilot B, others won't be able to restore us. So bail out here if this is the case. return 0; return state_game_id; }