dxx-rebirth/main/state.c

1139 lines
31 KiB
C

/*
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 <conf.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#if !defined(_MSC_VER) && !defined(macintosh)
#include <unistd.h>
#endif
#ifndef _WIN32_WCE
#include <errno.h>
#endif
#ifdef OGL
# ifdef _MSC_VER
# include <windows.h>
# endif
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#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 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 ( 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<max_chars; i++ ) {
if ( *string == 0 )
end_found = 1;
if ( end_found )
*string = ' ';
string++;
}
*string = 0; // NULL terminate
}
/* Present a menu for selection of a savegame filename.
* For saving, dsc should be a pre-allocated buffer into which the new
* savegame description will be stored.
* For restoring, dsc should be NULL, in which case empty slots will not be
* selectable and savagames descriptions will not be editable.
*/
int state_get_savegame_filename(char * fname, char * dsc, char * caption )
{
PHYSFS_file * fp;
int i, choice, version, nsaves;
newmenu_item m[NUM_SAVES+1];
char filename[NUM_SAVES][FILENAME_LEN + (GameArg.SysUsePlayersDir?9:1)];
char desc[NUM_SAVES][DESC_LENGTH + 16];
char id[5];
int valid;
int state_default_item = 0;
nsaves=0;
m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";
for (i=0;i<NUM_SAVES; i++ ) {
sc_bmp[i] = NULL;
sprintf( filename[i], GameArg.SysUsePlayersDir? "Players/%s.sg%x" : "%s.sg%x", Players[Player_num].callsign, 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);
if (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 (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<NUM_SAVES; i++ ) {
if ( sc_bmp[i] )
gr_free_bitmap( sc_bmp[i] );
}
if (choice > 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; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
PHYSFS_write(fp, &color, sizeof(ubyte), 1);
}
// Save the Between levels flag...
PHYSFS_write(fp, &between_levels, sizeof(int), 1);
// Save the mission info...
PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
//Save level info
PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
//Save GameTime
PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
//Save player info
PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
// Save the current weapon info
PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
// Save the difficulty level
PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
// Save cheats enabled
PHYSFS_write(fp, &Cheats_enabled,sizeof(int), 1);
if ( !between_levels ) {
//Finish all morph objects
for (i=0; i<=Highest_object_index; i++ ) {
if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH)) {
morph_data *md;
md = find_morph_data(&Objects[i]);
if (md) {
md->obj->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;
#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, &current_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<Num_walls;i++) {
if (Walls[i].type == WALL_OPEN)
digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
}
//Restore exploding wall info
if (version >= 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
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, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
PHYSFS_read(fp, &Segments[i].sides[j].tmap_num2, 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<NUM_MARKERS;num++)
MarkerObject[num] = -1;
}
if (version>=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();
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) {
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;
}
// When loading a saved game, segp->static_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; j<MAX_SIDES_PER_SEGMENT; j++) {
side *sidep;
sidep = &segp->sides[j];
for (k=0; k<4; k++)
total_light += sidep->uvls[k].l;
}
if (total_light<F1_0*2)
Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
}
}