/* 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. * */ #ifdef HAVE_CONFIG_H #include #endif #include #include #include #include #if !defined(_MSC_VER) && !defined(macintosh) #include #endif #include #ifdef OGL # ifdef _MSC_VER # include # endif #if defined(__APPLE__) && defined(__MACH__) #include #else #include #endif #include "ogl_init.h" #endif #include "pstypes.h" #include "inferno.h" #include "segment.h" #include "textures.h" #include "wall.h" #include "object.h" #include "digi.h" #include "gamemine.h" #include "error.h" #include "gamefont.h" #include "gameseg.h" #include "menu.h" #include "switch.h" #include "game.h" #include "screens.h" #include "newmenu.h" #include "cfile.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 "u_mem.h" #include "args.h" #include "ai.h" #include "fireball.h" #include "controls.h" #include "laser.h" #include "state.h" #ifdef NETWORK #include "network.h" #endif #ifdef OGL #include "gr.h" #endif #include "physfsx.h" #define STATE_VERSION 22 #define STATE_COMPATIBLE_VERSION 20 // 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 extern void apply_all_changed_light(void); extern int Do_appearance_effect; extern fix Fusion_next_sound_time; extern int Laser_rapid_fire; extern int Physics_cheat_flag; extern int Lunacy; extern void do_lunacy_on(void); extern void do_lunacy_off(void); extern int First_secret_visit; int sc_last_item= 0; grs_bitmap *sc_bmp[NUM_SAVES]; char dgss_id[4] = "DGSS"; uint state_game_id; //------------------------------------------------------------------- void state_callback(int nitems,newmenu_item * items, int * last_key, int citem) { nitems = nitems; last_key = last_key; if ( citem > 0 ) { if ( sc_bmp[citem-1] ) { grs_canvas *save_canv = grd_curcanv; grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10)); 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-THUMBNAIL_W*2)/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),THUMBNAIL_W*FSPACX(1),THUMBNAIL_H*FSPACY(1),&temp_canv->cv_bitmap,255,F1_0); #endif gr_free_canvas(temp_canv); } } } void rpad_string( char * string, int max_chars ) { int i, end_found; end_found = 0; for( i=0; i= 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 (version >= 9) { ubyte pal[256*3]; PHYSFS_read(fp, pal, 3, 256); gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 ); } 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; choice = newmenu_do3( NULL, caption, NUM_SAVES+1, m, state_callback, state_default_item + 1, NULL, -1, -1 ); for (i=0; i 0) { strcpy( fname, filename[choice-1] ); if ( dsc != NULL ) strcpy( dsc, desc[choice-1] ); state_default_item = choice - 1; return choice; } return 0; } int state_get_save_file(char * fname, char * dsc ) { return state_get_savegame_filename(fname, dsc, "Save Game"); } int state_get_restore_file(char * fname ) { return state_get_savegame_filename(fname, NULL, "Select Game to Restore"); } #define DESC_OFFSET 8 // ----------------------------------------------------------------------------------- // Imagine if C had a function to copy a file... int copy_file(char *old_file, char *new_file) { sbyte *buf; 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); while (buf_size && !(buf = d_malloc(buf_size))) buf_size /= 2; if (buf_size == 0) return -5; // likely to be an empty file 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()); } d_free(buf); if (!PHYSFS_close(in_file)) { PHYSFS_close(out_file); return -3; } if (!PHYSFS_close(out_file)) return -4; return 0; } extern int Final_boss_is_dead; // ----------------------------------------------------------------------------------- int state_save_all(int between_levels, int secret_save, char *filename_override) { int rval, filenum = -1; char filename[128], desc[DESC_LENGTH+1]; Assert(between_levels == 0); //between levels save ripped out #ifdef NETWORK if ( Game_mode & GM_MULTI ) { return 0; } #endif if ((Current_level_num < 0) && (secret_save == 0)) { HUD_init_message( "Can't save in secret level!" ); return 0; } if (Final_boss_is_dead) //don't allow save while final boss is dying return 0; // 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; } stop_time(); if (secret_save == 1) { filename_override = filename; sprintf(filename_override, SECRETB_FILENAME); } else if (secret_save == 2) { filename_override = filename; sprintf(filename_override, SECRETC_FILENAME); } else { if (!(filenum = state_get_save_file(filename, desc))) { start_time(); return 0; } } // 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) { int rval; char temp_fname[32], fc; if (filenum != -1) { if (filenum >= 10) fc = (filenum-10) + 'a'; else fc = '0' + filenum; sprintf(temp_fname, GameArg.SysUsePlayersDir? "Players/%csecret.sgc" : "%csecret.sgc", fc); if (PHYSFS_exists(temp_fname)) { if (!PHYSFS_delete(temp_fname)) Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError()); } if (PHYSFS_exists(SECRETC_FILENAME)) { rval = copy_file(SECRETC_FILENAME, temp_fname); Assert(rval == 0); // Oops, error copying secret.sgc to temp_fname! } } } rval = state_save_all_sub(filename, desc, between_levels); if (rval && !secret_save) HUD_init_message("Game saved."); return rval; } extern fix Flash_effect, Time_flash_last_played; int state_save_all_sub(char *filename, char *desc, int between_levels) { int i,j; PHYSFS_file *fp; grs_canvas * cnv; ubyte *pal; #ifdef OGL GLint gl_draw_buffer; #endif Assert(between_levels == 0); //between levels save ripped out #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 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 ubyte *buf; int k; #endif grs_canvas * cnv_save; cnv_save = grd_curcanv; gr_set_current_canvas( cnv ); render_frame(0, 0); #if defined(OGL) buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3); glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer); glReadBuffer(gl_draw_buffer); glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, 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[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4); } d_free(buf); #endif pal = gr_palette; PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1); gr_set_current_canvas(cnv_save); gr_free_canvas( cnv ); PHYSFS_write(fp, pal, 3, 256); } 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); //Save wall info i = Num_walls; PHYSFS_write(fp, &i, sizeof(int), 1); PHYSFS_write(fp, Walls, sizeof(wall), i); //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); //Save door info i = Num_open_doors; PHYSFS_write(fp, &i, sizeof(int), 1); PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i); //Save cloaking wall info i = Num_cloaking_walls; PHYSFS_write(fp, &i, sizeof(int), 1); PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i); //Save trigger info PHYSFS_write(fp, &Num_triggers, sizeof(int), 1); PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers); //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); PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1); PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1); PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers); PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1); PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1); PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters); // 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 PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS); } PHYSFS_write(fp, &state_game_id, sizeof(uint), 1); PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1); PHYSFS_write(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format. PHYSFS_write(fp, &Lunacy, sizeof(int), 1); // Save automap marker info PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1); PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1); PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage), 1); 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); PHYSFS_write(fp, &Time_flash_last_played, sizeof(int), 1); PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1); PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1); PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1); PHYSFS_write(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS); PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1); if (PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1) < 1) { nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace."); PHYSFS_close(fp); PHYSFS_delete(filename); } else { PHYSFS_close(fp); #ifdef MACINTOSH // set the type and creator of the saved game file { FInfo finfo; OSErr err; Str255 pfilename; strcpy(pfilename, filename); c2pstr(pfilename); err = HGetFInfo(0, 0, pfilename, &finfo); finfo.fdType = 'SVGM'; finfo.fdCreator = 'DCT2'; err = HSetFInfo(0, 0, pfilename, &finfo); } #endif } start_time(); return 1; } // ----------------------------------------------------------------------------------- // Set the player's position from the globals Secret_return_segment and Secret_return_orient. 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; } // ----------------------------------------------------------------------------------- int state_restore_all(int in_game, int secret_restore, char *filename_override) { char filename[128]; int filenum = -1; #ifdef NETWORK if ( Game_mode & GM_MULTI ) { return 0; } #endif if (in_game && (Current_level_num < 0) && (secret_restore == 0)) { HUD_init_message( "Can't restore in secret level!" ); return 0; } if ( Newdemo_state == ND_STATE_RECORDING ) newdemo_stop_recording(); if ( Newdemo_state != ND_STATE_NORMAL ) return 0; stop_time(); if (filename_override) { strcpy(filename, filename_override); filenum = NUM_SAVES+1; // place outside of save slots } else if (!(filenum = state_get_restore_file(filename))) { start_time(); return 0; } // 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[32], fc; if (filenum != -1) { if (filenum >= 10) fc = (filenum-10) + 'a'; else fc = '0' + filenum; sprintf(temp_fname, GameArg.SysUsePlayersDir? "Players/%csecret.sgc" : "%csecret.sgc", fc); if (PHYSFS_exists(temp_fname)) { rval = copy_file(temp_fname, SECRETC_FILENAME); Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc! } else PHYSFS_delete(SECRETC_FILENAME); } } if ( !secret_restore && in_game ) { 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); } extern void init_player_stats_new_ship(void); void ShowLevelIntro(int level_num); extern void do_cloak_invul_secret_stuff(fix old_gametime); extern void copy_defaults_to_robot(object *objp); int state_restore_all_sub(char *filename, int secret_restore) { int ObjectStartLocation; int version,i, j, segnum; object * obj; PHYSFS_file *fp; int current_level, next_level; int between_levels; char mission[16]; char desc[DESC_LENGTH+1]; char id[5]; char org_callsign[CALLSIGN_LEN+16]; fix old_gametime = GameTime; short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT]; short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT]; #ifndef NDEBUG if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8)) Int3(); #endif fp = PHYSFSX_openReadBuffered(filename); if ( !fp ) return 0; //Read id //FIXME: check for swapped file, react accordingly... PHYSFS_read(fp, id, sizeof(char) * 4, 1); if ( memcmp( id, dgss_id, 4 )) { PHYSFS_close(fp); return 0; } //Read version PHYSFS_read(fp, &version, sizeof(int), 1); if (version < STATE_COMPATIBLE_VERSION) { 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); // And now...skip the goddamn palette stuff that somebody forgot to add PHYSFS_seek(fp, PHYSFS_tell(fp) + 768); // Read the Between levels flag... PHYSFS_read(fp, &between_levels, sizeof(int), 1); Assert(between_levels == 0); //between levels save ripped out // 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 PHYSFS_read(fp, ¤t_level, sizeof(int), 1); PHYSFS_read(fp, &next_level, sizeof(int), 1); //Restore GameTime PHYSFS_read(fp, &GameTime, sizeof(fix), 1); // Start new game.... Game_mode = GM_NORMAL; Function_mode = FMODE_GAME; #ifdef NETWORK change_playernum_to(0); #endif strcpy( org_callsign, Players[0].callsign ); N_players = 1; if (!secret_restore) { InitPlayerObject(); //make sure player's object set up init_player_stats_game(); //clear all stats } //Read player info { StartNewLevelSub(current_level, 1, secret_restore); if (secret_restore) { player dummy_player; PHYSFS_read(fp, &dummy_player, sizeof(player), 1); 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 { PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1); } } strcpy( Players[Player_num].callsign, org_callsign ); // Set the right level if ( between_levels ) Players[Player_num].level = next_level; // 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 PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1); // Restore the cheats enabled flag PHYSFS_read(fp, &Cheats_enabled, sizeof(int),1); if ( !between_levels ) { Do_appearance_effect = 0; // Don't do this for middle o' game stuff. ObjectStartLocation = PHYSFS_tell(fp); //Clear out all the objects from the lvl file for (segnum=0; segnum <= Highest_segment_index; segnum++) Segments[segnum].objects = -1; reset_objects(1); //Read objects, and pop 'em into their respective segments. PHYSFS_read(fp, &i, sizeof(int), 1); Highest_object_index = i-1; PHYSFS_read(fp, Objects, sizeof(object) * i, 1); Object_next_signature = 0; 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 = obj->segnum = -1; if ( obj->type != OBJ_NONE ) { obj_link(i,segnum); if ( obj->signature > Object_next_signature ) Object_next_signature = obj->signature; } //look for, and fix, boss with bogus shields if (obj->type == OBJ_ROBOT && Robot_info[obj->id].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 } } special_reset_objects(); Object_next_signature++; // 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(); } //Restore wall info PHYSFS_read(fp, &i, sizeof(int), 1); Num_walls = i; PHYSFS_read(fp, Walls, sizeof(wall), Num_walls); //now that we have the walls, check if any sounds are linked to //walls that are now open for (i=0;i= 10) { PHYSFS_read(fp, &i, sizeof(int), 1); PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i); } //Restore door info PHYSFS_read(fp, &i, sizeof(int), 1); Num_open_doors = i; PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors); if (version >= 14) { //Restore cloaking wall info PHYSFS_read(fp, &i, sizeof(int), 1); Num_cloaking_walls = i; PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls); } //Restore trigger info PHYSFS_read(fp, &Num_triggers, sizeof(int), 1); PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers); //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++ ) { PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1); PHYSFS_read(fp, &TempTmapNum[i][j], sizeof(short), 1); PHYSFS_read(fp, &TempTmapNum2[i][j], sizeof(short), 1); } } //Restore the fuelcen info PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1); PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1); PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1); PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers); PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1); PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1); PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters); // Restore the control cen info PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1); PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1); PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1); PHYSFS_read(fp, &Control_center_present, sizeof(int), 1); PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1); // Restore the AI state ai_restore_state( fp, version ); // Restore the automap visited info PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS); // Restore hacked up weapon system stuff. Fusion_next_sound_time = GameTime; Auto_fire_fusion_cannon_time = 0; Next_laser_fire_time = GameTime; Next_missile_fire_time = GameTime; Last_laser_fired_time = GameTime; } state_game_id = 0; if ( version >= 7 ) { PHYSFS_read(fp, &state_game_id, sizeof(uint), 1); PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1); PHYSFS_read(fp, &Lunacy, sizeof(int), 1); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format. PHYSFS_read(fp, &Lunacy, sizeof(int), 1); if ( Lunacy ) do_lunacy_on(); } if (version >= 17) { PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1); PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1); PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1); } else { int num,dummy; // skip dummy info PHYSFS_read(fp, &num,sizeof(int), 1); // was NumOfMarkers PHYSFS_read(fp, &dummy,sizeof(int), 1); // was CurMarker PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40)); for (num=0;num=11) { if (secret_restore != 1) PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1); else { fix dummy_fix; PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1); } } 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) { PHYSFS_read(fp, &Flash_effect, sizeof(int), 1); PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1); PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1); PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1); PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1); } else { Flash_effect = 0; Time_flash_last_played = 0; PaletteRedAdd = 0; PaletteGreenAdd = 0; PaletteBlueAdd = 0; } // Load Light_subtracted if (version >= 16) { PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS); apply_all_changed_light(); } else { int i; for (i=0; i<=Highest_segment_index; i++) Light_subtracted[i] = 0; } // 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]; } } if (!secret_restore) { if (version >= 20) { PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1); } else First_secret_visit = 1; } else First_secret_visit = 0; if (version >= 22) { if (secret_restore != 1) PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1); else { fix dummy_fix; PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1); } } PHYSFS_close(fp); // Load in bitmaps, etc.. //!! piggy_load_level_data(); //already done by StartNewLevelSub() return 1; }