/* $ Id: $ */ /* 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. */ /* * * Game save/restore functions * * */ #ifdef HAVE_CONFIG_H #include #endif #ifdef WINDOWS #include "desw.h" #endif #include #include #include #include #include #include #ifdef MACINTOSH #include #endif #ifdef OGL #ifdef __MACOSX__ #include #else #include #endif #endif #include "pstypes.h" #include "pa_enabl.h" //$$POLY_ACC #include "mono.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 "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" #ifdef NETWORK #include "network.h" #endif #include "args.h" #include "ai.h" #include "fireball.h" #include "controls.h" #include "laser.h" #include "multibot.h" #include "state.h" #if defined(POLY_ACC) #include "poly_acc.h" #endif #ifdef OGL #include "gr.h" #endif #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 9 #define THUMBNAIL_W 100 #define THUMBNAIL_H 50 #define DESC_LENGTH 20 extern void multi_initiate_save_game(); extern void multi_initiate_restore_game(); 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+1]; char dgss_id[4] = "DGSS"; int state_default_item = 0; uint state_game_id; extern int robot_controlled[MAX_ROBOTS_CONTROLLED]; extern int robot_agitation[MAX_ROBOTS_CONTROLLED]; extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED]; extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED]; extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED]; extern int robot_send_pending[MAX_ROBOTS_CONTROLLED]; extern int robot_fired[MAX_ROBOTS_CONTROLLED]; extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3]; #if defined(WINDOWS) || defined(MACINTOSH) extern ubyte Hack_DblClick_MenuMode; #endif void compute_all_static_light(void); //------------------------------------------------------------------- void state_callback(int nitems,newmenu_item * items, int * last_key, int citem) { nitems = nitems; last_key = last_key; // if ( sc_last_item != citem ) { // sc_last_item = citem; if ( citem > 0 ) { if ( sc_bmp[citem-1] ) { if (MenuHires) { WINDOS( dd_grs_canvas *save_canv = dd_grd_curcanv, 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 ); WINDOS( dd_gr_set_current_canvas(save_canv), gr_set_current_canvas( save_canv ) ); WIN(DDGRLOCK(dd_grd_curcanv)); gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap); WIN(DDGRUNLOCK(dd_grd_curcanv)); gr_free_canvas(temp_canv); } else { #ifdef WINDOWS Int3(); #else gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] ); #endif } } } // } } void rpad_string( char * string, int max_chars ) { int i, end_found; end_found = 0; for( i=0; i= STATE_COMPATIBLE_VERSION) { // Read description fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp ); //rpad_string( desc[i], DESC_LENGTH-1 ); // Read thumbnail //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H ); //fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp ); valid = 1; } } fclose(fp); } if (!valid) { strcpy( desc[i], TXT_EMPTY ); //rpad_string( desc[i], DESC_LENGTH-1 ); } m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1; } sc_last_item = -1; choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item ); for (i=0; i -1) { strcpy( fname, filename[choice] ); strcpy( dsc, desc[choice] ); state_default_item = choice; return choice+1; } return 0; } int RestoringMenu=0; extern int Current_display_mode; int state_get_restore_file(char * fname, int multi) { FILE * fp; int i, choice, version, nsaves; newmenu_item m[NUM_SAVES+2]; char filename[NUM_SAVES+1][30]; char desc[NUM_SAVES+1][DESC_LENGTH + 16]; char id[5]; int valid; nsaves=0; m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n"; for (i=0;i= STATE_COMPATIBLE_VERSION) { // Read description fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp ); //rpad_string( desc[i], DESC_LENGTH-1 ); m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i]; // Read thumbnail sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H ); fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp ); if (version >= 9) { ubyte pal[256*3]; fread( pal, 3, 256, fp); gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 ); } nsaves++; valid = 1; } } fclose(fp); } if (!valid) { strcpy( desc[i], TXT_EMPTY ); //rpad_string( desc[i], DESC_LENGTH-1 ); m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i]; } } if ( nsaves < 1 ) { nm_messagebox( NULL, 1, "Ok", "No saved games were found!" ); return 0; } if (Current_display_mode == 3) //restore menu won't fit on 640x400 VR_screen_flags ^= VRF_COMPATIBLE_MENUS; sc_last_item = -1; #if defined(WINDOWS) || defined(MACINTOSH) Hack_DblClick_MenuMode = 1; #endif RestoringMenu=1; choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 ); RestoringMenu=0; #if defined(WINDOWS) || defined(MACINTOSH) Hack_DblClick_MenuMode = 0; #endif if (Current_display_mode == 3) //set flag back VR_screen_flags ^= VRF_COMPATIBLE_MENUS; for (i=0; i 0) { strcpy( fname, filename[choice-1] ); if (choice != NUM_SAVES+1) //no new default when restore from autosave state_default_item = choice - 1; return choice; } return 0; } #define DESC_OFFSET 8 // ----------------------------------------------------------------------------------- // Return true if the file named *filename exists, else return false. int file_exists(char *filename) { FILE *fp; if ((fp = fopen(filename, "rb")) != NULL) { fclose(fp); return 1; } return 0; } #define CF_BUF_SIZE 1024 // ----------------------------------------------------------------------------------- // Imagine if C had a function to copy a file... int copy_file(char *old_file, char *new_file) { byte buf[CF_BUF_SIZE]; FILE *in_file, *out_file; out_file = fopen(new_file, "wb"); if (out_file == NULL) return -1; in_file = fopen(old_file, "rb"); if (in_file == NULL) return -2; while (!feof(in_file)) { int bytes_read; bytes_read = fread(buf, 1, CF_BUF_SIZE, in_file); if (ferror(in_file)) Error("Cannot read from file <%s>: %s", old_file, strerror(errno)); Assert(bytes_read == CF_BUF_SIZE || feof(in_file)); fwrite(buf, 1, bytes_read, out_file); if (ferror(out_file)) Error("Cannot write to file <%s>: %s", new_file, strerror(errno)); } if (fclose(in_file)) { fclose(out_file); return -3; } if (fclose(out_file)) return -4; return 0; } #ifndef MACINTOSH #define SECRETB_FILENAME "secret.sgb" #define SECRETC_FILENAME "secret.sgc" #else #define SECRETB_FILENAME ":Players:secret.sgb" #define SECRETC_FILENAME ":Players:secret.sgc" #endif extern int Final_boss_is_dead; // ----------------------------------------------------------------------------------- // blind_save means don't prompt user for any info. 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 ) { multi_initiate_save_game(); 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; mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num )); // 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)) { mprintf((0, "Deleting secret.sgb so player can't return to base level.\n")); unlink(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 (filename_override) { strcpy( filename, filename_override); sprintf(desc, "[autosave backup]"); } else if (!(filenum = state_get_save_file(filename,desc,0))) { start_time(); return 0; } } // MK, 1/1/96 // If not in multiplayer, 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)) { int rval; char temp_fname[32], fc; if (filenum != -1) { if (filenum >= 10) fc = (filenum-10) + 'a'; else fc = '0' + filenum; #ifndef MACINTOSH sprintf(temp_fname, "%csecret.sgc", fc); #else sprintf(temp_fname, ":Players:%csecret.sgc", fc); #endif mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname)); if (file_exists(temp_fname)) { mprintf((0, "Deleting file %s\n", temp_fname)); rval = unlink(temp_fname); Assert(rval == 0); // Oops, error deleting file in temp_fname. } if (file_exists(SECRETC_FILENAME)) { mprintf((0, "Copying secret.sgc to %s.\n", temp_fname)); rval = copy_file(SECRETC_FILENAME, temp_fname); Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc! } } } // Save file we're going to save over in last slot and call "[autosave backup]" if (!filename_override) { FILE *tfp; tfp = fopen( filename, "r+b" ); if ( tfp ) { char newname[128]; #ifndef MACINTOSH sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES ); #else sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES ); #endif fseek( tfp, DESC_OFFSET, SEEK_SET); fwrite( "[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp ); fclose(tfp); unlink(newname); rename(filename, newname); } } rval = state_save_all_sub(filename, desc, between_levels); 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; FILE * fp; grs_canvas * cnv; #ifdef POLY_ACC grs_canvas cnv2,*save_cnv2; #endif ubyte *pal; Assert(between_levels == 0); //between levels save ripped out /* if ( Game_mode & GM_MULTI ) { { start_time(); return 0; } }*/ #if defined(MACINTOSH) && !defined(NDEBUG) if ( strncmp(filename, ":Players:", 9) ) Int3(); #endif fp = fopen( filename, "wb" ); if ( !fp ) { if ( !(Game_mode & GM_MULTI) ) nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace."); start_time(); return 0; } //Save id fwrite( dgss_id, sizeof(char)*4, 1, fp ); //Save version i = STATE_VERSION; fwrite( &i, sizeof(int), 1, fp ); //Save description fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp ); // Save the current screen shot... cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H ); if ( cnv ) { #ifdef OGL ubyte *buf; int k; #endif #ifdef WINDOWS dd_grs_canvas *cnv_save; cnv_save = dd_grd_curcanv; #else grs_canvas * cnv_save; cnv_save = grd_curcanv; #endif #ifndef MACINTOSH #if defined(POLY_ACC) PA_DFX (pa_fool_to_backbuffer()); //for poly_acc, we render the frame to the normal render buffer //so that this doesn't show, we create yet another canvas to save //and restore what's on the render buffer PA_DFX (pa_alpha_always()); PA_DFX (pa_set_front_to_read()); gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H ); save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type); gr_set_current_canvas( save_cnv2 ); PA_DFX (pa_set_front_to_read()); gr_bitmap(0,0,&cnv2.cv_bitmap); gr_set_current_canvas( &cnv2 ); #else gr_set_current_canvas( cnv ); #endif PA_DFX (pa_set_backbuffer_current()); render_frame(0, 0); PA_DFX (pa_alpha_always()); #if defined(POLY_ACC) #ifndef MACINTOSH screen_shot_pa(cnv,&cnv2); #else if ( PAEnabled ) screen_shot_pa(cnv,&cnv2); #endif #elif defined(OGL) buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3); glReadBuffer(GL_FRONT); 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; fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp ); #if defined(POLY_ACC) PA_DFX (pa_alpha_always()); PA_DFX (pa_set_frontbuffer_current()); PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap)); PA_DFX (pa_set_backbuffer_current()); gr_bitmap(0,0,&save_cnv2->cv_bitmap); gr_free_canvas(save_cnv2); PA_DFX (pa_fool_to_offscreen()); #endif #else // macintosh stuff below { #if defined(POLY_ACC) int savePAEnabled = PAEnabled; PAEnabled = false; #endif gr_set_current_canvas( cnv ); render_frame(0, 0); pal = gr_palette; fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp ); #if defined(POLY_ACC) PAEnabled = savePAEnabled; #endif } #endif // end of ifndef macintosh WINDOS( dd_gr_set_current_canvas(cnv_save), gr_set_current_canvas(cnv_save) ); gr_free_canvas( cnv ); fwrite( pal, 3, 256, fp); } 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; fwrite( &i, sizeof(int), 1, fp ); fwrite( Objects, sizeof(object)*i, 1, fp ); //Save wall info i = Num_walls; fwrite( &i, sizeof(int), 1, fp ); fwrite( Walls, sizeof(wall)*i, 1, fp ); //Save exploding wall info i = MAX_EXPLODING_WALLS; fwrite( &i, sizeof(int), 1, fp); fwrite( expl_wall_list, sizeof(*expl_wall_list), i, fp ); //Save door info i = Num_open_doors; fwrite( &i, sizeof(int), 1, fp ); fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp ); //Save cloaking wall info i = Num_cloaking_walls; fwrite( &i, sizeof(int), 1, fp ); fwrite( CloakingWalls, sizeof(cloaking_wall), i, fp ); //Save trigger info fwrite( &Num_triggers, sizeof(int), 1, fp ); fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp ); //Save tmap info for (i=0; i<=Highest_segment_index; i++ ) { for (j=0; j<6; j++ ) { fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp ); fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp ); fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp ); } } // Save the fuelcen info fwrite( &Control_center_destroyed, sizeof(int), 1, fp ); fwrite( &Countdown_timer, sizeof(int), 1, fp ); fwrite( &Num_robot_centers, sizeof(int), 1, fp ); fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp ); fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp ); fwrite( &Num_fuelcenters, sizeof(int), 1, fp ); fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp ); // Save the control cen info fwrite( &Control_center_been_hit, sizeof(int), 1, fp ); fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp ); fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp ); fwrite( &Control_center_present, sizeof(int), 1, fp ); fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp ); // Save the AI state ai_save_state( fp ); // Save the automap visited info fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp ); } fwrite( &state_game_id, sizeof(uint), 1, fp ); fwrite( &Laser_rapid_fire, sizeof(int), 1, fp ); fwrite( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format. fwrite( &Lunacy, sizeof(int), 1, fp ); // Save automap marker info fwrite(MarkerObject,sizeof(MarkerObject),1,fp); fwrite(MarkerOwner,sizeof(MarkerOwner),1,fp); fwrite(MarkerMessage,sizeof(MarkerMessage),1,fp); fwrite (&Afterburner_charge,sizeof(fix),1,fp); //save last was super information fwrite(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp); fwrite(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp); // Save flash effect stuff fwrite( &Flash_effect, sizeof(int), 1, fp ); fwrite( &Time_flash_last_played, sizeof(int), 1, fp ); fwrite( &PaletteRedAdd, sizeof(int), 1, fp); fwrite( &PaletteGreenAdd, sizeof(int), 1, fp); fwrite( &PaletteBlueAdd, sizeof(int), 1, fp); fwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp); fwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp); fwrite(&Omega_charge, sizeof(Omega_charge), 1, fp); if ( ferror(fp) ) { if ( !(Game_mode & GM_MULTI) ) { nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace."); fclose(fp); unlink(filename); } } else { fclose(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 ) { #ifdef MULTI_SAVE multi_initiate_restore_game(); #endif 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; // So we don't trigger autosave } else if (!(filenum = state_get_restore_file(filename, 0))) { start_time(); return 0; } // MK, 1/1/96 // If not in multiplayer, 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 && !(Game_mode & GM_MULTI)) { int rval; char temp_fname[32], fc; if (filenum != -1) { if (filenum >= 10) fc = (filenum-10) + 'a'; else fc = '0' + filenum; #ifndef MACINTOSH sprintf(temp_fname, "%csecret.sgc", fc); #else sprintf(temp_fname, ":Players:%csecret.sgc", fc); #endif mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname)); if (file_exists(temp_fname)) { mprintf((0, "Copying %s to secret.sgc\n", temp_fname)); rval = copy_file(temp_fname, SECRETC_FILENAME); Assert(rval == 0); // Oops, error copying temp_fname to secret.sgc! } else unlink(SECRETC_FILENAME); } } // Changed, 11/15/95, MK, don't to autosave if restoring from main menu. if ((filenum != (NUM_SAVES+1)) && in_game) { char temp_filename[128]; mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1)); #ifndef MACINTOSH sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES ); #else sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES ); #endif state_save_all(!in_game, secret_restore, temp_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, 0, 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 multi, int secret_restore) { int ObjectStartLocation; int version,i, j, segnum; object * obj; 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]; #ifdef NETWORK int found; int nplayers; //,playid[12],mynum; player restore_players[MAX_PLAYERS]; #endif fix old_gametime = GameTime; #if defined(MACINTOSH) && !defined(NDEBUG) if ( strncmp(filename, ":Players:", 9) ) Int3(); #endif fp = fopen( filename, "rb" ); if ( !fp ) return 0; //Read id fread( id, sizeof(char)*4, 1, fp ); if ( memcmp( id, dgss_id, 4 )) { fclose(fp); return 0; } //Read version fread( &version, sizeof(int), 1, fp ); if (version < STATE_COMPATIBLE_VERSION) { fclose(fp); return 0; } // Read description fread( desc, sizeof(char)*DESC_LENGTH, 1, fp ); // Skip the current screen shot... fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR ); // And now...skip the goddamn palette stuff that somebody forgot to add fseek( fp, 768, SEEK_CUR ); // Read the Between levels flag... fread( &between_levels, sizeof(int), 1, fp ); Assert(between_levels == 0); //between levels save ripped out // Read the mission info... fread( mission, sizeof(char)*9, 1, fp ); mprintf ((0,"Missionname to load = %s\n",mission)); if (!load_mission_by_name( mission )) { nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission ); fclose(fp); return 0; } //Read level info fread( ¤t_level, sizeof(int), 1, fp ); fread( &next_level, sizeof(int), 1, fp ); //Restore GameTime fread( &GameTime, sizeof(fix), 1, fp ); // Start new game.... if (!multi) { 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 } } else { strcpy( org_callsign, Players[Player_num].callsign ); } #ifdef NETWORK if (Game_mode & GM_MULTI) { fread (&state_game_id,sizeof(int),1,fp); fread (&Netgame,sizeof(netgame_info),1,fp); fread (&NetPlayers,sizeof(AllNetPlayers_info),1,fp); fread (&nplayers,sizeof(N_players),1,fp); fread (&Player_num,sizeof(Player_num),1,fp); for (i=0;irtype.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 fread( &i, sizeof(int), 1, fp ); Num_walls = i; fread( Walls, sizeof(wall)*Num_walls, 1, fp ); //now that we have the walls, check if any sounds are linked to //walls that are now open for (i=0;i= 10) { fread( &i, sizeof(int), 1, fp ); fread( expl_wall_list, sizeof(*expl_wall_list), i, fp ); } //Restore door info fread( &i, sizeof(int), 1, fp ); Num_open_doors = i; fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp ); if (version >= 14) { //Restore cloaking wall info fread( &i, sizeof(int), 1, fp ); Num_cloaking_walls = i; fread( CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp ); } //Restore trigger info fread( &Num_triggers, sizeof(int), 1, fp ); fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp ); //Restore tmap info for (i=0; i<=Highest_segment_index; i++ ) { for (j=0; j<6; j++ ) { fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp ); fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp ); fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp ); } } //Restore the fuelcen info fread( &Control_center_destroyed, sizeof(int), 1, fp ); fread( &Countdown_timer, sizeof(int), 1, fp ); fread( &Num_robot_centers, sizeof(int), 1, fp ); fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp ); fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp ); fread( &Num_fuelcenters, sizeof(int), 1, fp ); fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp ); // Restore the control cen info fread( &Control_center_been_hit, sizeof(int), 1, fp ); fread( &Control_center_player_been_seen, sizeof(int), 1, fp ); fread( &Control_center_next_fire_time, sizeof(int), 1, fp ); fread( &Control_center_present, sizeof(int), 1, fp ); fread( &Dead_controlcen_object_num, sizeof(int), 1, fp ); // Restore the AI state ai_restore_state( fp, version ); // Restore the automap visited info fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp ); // 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 ) { fread( &state_game_id, sizeof(uint), 1, fp ); fread( &Laser_rapid_fire, sizeof(int), 1, fp ); fread( &Lunacy, sizeof(int), 1, fp ); // Yes, writing this twice. Removed the Ugly robot system, but didn't want to change savegame format. fread( &Lunacy, sizeof(int), 1, fp ); if ( Lunacy ) do_lunacy_on(); } if (version >= 17) { fread(MarkerObject,sizeof(MarkerObject),1,fp); fread(MarkerOwner,sizeof(MarkerOwner),1,fp); fread(MarkerMessage,sizeof(MarkerMessage),1,fp); } else { int num,dummy; // skip dummy info fread (&num,sizeof(int),1,fp); //was NumOfMarkers fread (&dummy,sizeof(int),1,fp); //was CurMarker fseek( fp, num * (sizeof(vms_vector) + 40), SEEK_CUR ); for (num=0;num=11) { if (secret_restore != 1) fread (&Afterburner_charge,sizeof(fix),1,fp); else { fix dummy_fix; fread (&dummy_fix,sizeof(fix),1,fp); } } if (version>=12) { //read last was super information fread(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp); fread(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp); } if (version >= 12) { fread( &Flash_effect, sizeof(int), 1, fp ); fread( &Time_flash_last_played, sizeof(int), 1, fp ); fread( &PaletteRedAdd, sizeof(int), 1, fp); fread( &PaletteGreenAdd, sizeof(int), 1, fp); fread( &PaletteBlueAdd, sizeof(int), 1, fp); } else { Flash_effect = 0; Time_flash_last_played = 0; PaletteRedAdd = 0; PaletteGreenAdd = 0; PaletteBlueAdd = 0; } // Load Light_subtracted if (version >= 16) { fread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp); apply_all_changed_light(); compute_all_static_light(); // set static_light field in segment struct. See note at that function. } else { int i; for (i=0; i<=Highest_segment_index; i++) Light_subtracted[i] = 0; } if (!secret_restore) { if (version >= 20) { fread(&First_secret_visit, sizeof(First_secret_visit), 1, fp); mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit)); } else First_secret_visit = 1; } else First_secret_visit = 0; if (version >= 22) { if (secret_restore != 1) fread (&Omega_charge,sizeof(fix),1,fp); else { fix dummy_fix; fread (&dummy_fix,sizeof(fix),1,fp); } } fclose(fp); #ifdef NETWORK if (Game_mode & GM_MULTI) // Get rid of ships that aren't { // connected in the restored game for (i=0;istatic_light is bogus. // This is because apply_all_changed_light, which is supposed to properly update this value, // cannot do so because it needs the original light cast from a light which is no longer there. // That is, a light has been blown out, so the texture remaining casts 0 light, but the static light // which is present in the static_light field contains the light cast from that light. void compute_all_static_light(void) { int i, j, k; for (i=0; i<=Highest_segment_index; i++) { fix total_light; segment *segp; segp = &Segments[i]; total_light = 0; for (j=0; jsides[j]; for (k=0; k<4; k++) total_light += sidep->uvls[k].l; } Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4); } } int state_get_game_id(char *filename) { int version; FILE *fp; int between_levels; char mission[16]; char desc[DESC_LENGTH+1]; char id[5]; int dumbint; mprintf((0, "Restoring multigame from [%s]\n", filename)); fp = fopen( filename, "rb" ); if ( !fp ) return 0; //Read id fread( id, sizeof(char)*4, 1, fp ); if ( memcmp( id, dgss_id, 4 )) { fclose(fp); return 0; } //Read version fread( &version, sizeof(int), 1, fp ); if (version < STATE_COMPATIBLE_VERSION) { fclose(fp); return 0; } // Read description fread( desc, sizeof(char)*DESC_LENGTH, 1, fp ); // Skip the current screen shot... fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR ); // And now...skip the palette stuff that somebody forgot to add fseek( fp, 768, SEEK_CUR ); // Read the Between levels flag... fread( &between_levels, sizeof(int), 1, fp ); Assert(between_levels == 0); //between levels save ripped out // Read the mission info... fread( mission, sizeof(char)*9, 1, fp ); //Read level info fread( &dumbint, sizeof(int), 1, fp ); fread( &dumbint, sizeof(int), 1, fp ); //Restore GameTime fread( &dumbint, sizeof(fix), 1, fp ); fread (&state_game_id,sizeof(int),1,fp); return (state_game_id); } #if defined(POLY_ACC) //void screen_shot_pa(ubyte *dst,ushort *src) //{ // //ushort *src = pa_get_buffer_address(0), // ushort *s; // fix u, v, du, dv; // int ui, w, h; // // pa_flush(); // // du = (640.0 / (float)THUMBNAIL_W) * 65536.0; // dv = (480.0 / (float)THUMBNAIL_H) * 65536.0; // // for(v = h = 0; h != THUMBNAIL_H; ++h) // { // s = src + f2i(v) * 640; // v += dv; // for(u = w = 0; w != THUMBNAIL_W; ++w) // { // ui = f2i(u); // *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e); // u += du; // } // } //} void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv) { #if !defined(MACINTOSH) ubyte *dst; ushort *src; int x,y; Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h); pa_flush(); src = (ushort *) scanv->cv_bitmap.bm_data; dst = dcanv->cv_bitmap.bm_data; #ifdef PA_3DFX_VOODOO src=(ushort *)pa_set_back_to_read(); #endif for (y=0; ycv_h; y++) { for (x=0; xcv_w; x++) { #ifdef PA_3DFX_VOODOO *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e); #else *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e); #endif src++; } src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP))); dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w; } #ifdef PA_3DFX_VOODOO pa_set_front_to_read(); #endif #endif } #endif