dxx-rebirth/main/state.c

1103 lines
31 KiB
C
Executable file

/*
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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/state.c,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:42:43 $
*
* Functions to save/restore game state.
*
* $Log: state.c,v $
* Revision 1.1.1.1 2006/03/17 19:42:43 zicodxx
* initial import
*
* Revision 1.9 2003/03/09 06:41:01 donut
* change byte typedef to sbyte to avoid conflict with win32 byte which is unsigned
*
* Revision 1.8 2002/03/27 00:39:57 donut
* missed little bit of last patch
*
* Revision 1.7 2002/03/27 00:30:35 donut
* show savegame thumbnail in save mode too (and refactor savegame chooser code) (patch from Steven Mueller)
*
* Revision 1.6 2002/03/26 05:33:14 donut
* fix savegame thumbnail saving in OGL
*
* Revision 1.5 2000/11/13 07:55:34 donut
* fix OGL level load crash
*
* Revision 1.4 2000/10/26 23:58:45 donut
* increased thumbnailtext size to remove aw too big error at high res with small font
*
* Revision 1.3 1999/11/20 10:05:18 donut
* variable size menu patch from Jan Bobrowski. Variable menu font size support and a bunch of fixes for menus that didn't work quite right, by me (MPM).
*
* Revision 1.2 1999/06/14 23:44:12 donut
* Orulz' svgalib/ggi/noerror patches.
*
* Revision 1.1.1.1 1999/06/14 22:11:39 donut
* Import of d1x 1.37 source.
*
* Revision 2.14 1995/05/26 16:16:10 john
* Split SATURN into define's for requiring cd, using cd, etc.
* Also started adding all the Rockwell stuff.
*
* Revision 2.13 1995/04/06 15:12:20 john
* Fixed bug with lunacy not working.
*
* Revision 2.12 1995/04/04 13:33:05 john
* Removed multiplayer save.
*
* Revision 2.11 1995/03/31 13:42:10 john
* Made saved games from the bogus saturn version read in
* correctly.
*
* Revision 2.10 1995/03/31 12:45:28 john
* Fixed bug with previous.
*
* Revision 2.9 1995/03/31 12:24:40 john
* I had changed alt_textures from a pointer to a byte. This hosed old
* saved games, so I restored it to an int.
*
* Revision 2.8 1995/03/28 11:22:47 john
* Added cheats to save file. Changed lunacy text.
*
* Revision 2.7 1995/03/27 21:41:03 john
* Added code to verify that the proper multi save file
* is used when restoring a network game.
*
* Revision 2.6 1995/03/27 18:04:18 john
* Made multi save/restore require the -multisave command line arg.
*
* Revision 2.5 1995/03/27 17:01:52 john
* Made deafult choice work better.
*
* Revision 2.4 1995/03/27 15:49:44 john
* Added slots to save games.
*
* Revision 2.3 1995/03/27 12:59:19 john
* Initial version of multiplayer save games.
*
* Revision 2.2 1995/03/24 13:11:35 john
* Added save game during briefing screens.
*
* Revision 2.1 1995/03/21 14:38:36 john
* Ifdef'd out the NETWORK code.
*
* Revision 2.0 1995/02/27 11:27:00 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.43 1995/02/22 14:32:41 allender
* remove anonymous unions from object structure
*
* Revision 1.42 1995/02/13 20:34:33 john
* Lintized
*
* Revision 1.41 1995/02/13 10:37:30 john
* Saved Buggin' cheat mode to save file.
*
* Revision 1.40 1995/02/09 10:24:25 john
* *** empty log message ***
*
* Revision 1.39 1995/02/09 10:22:20 john
* Fixed bug with callsign getting trashed if you copy somebody else
* 's save game file into your directory.
*
* Revision 1.38 1995/02/08 21:01:27 john
* Closed state file around the code that shows briefing screens so that the
* code works on machines with clean boot with only 5 file handles.
*
* Revision 1.37 1995/02/07 14:02:33 john
* Added code to verify game restore.
*
* Revision 1.36 1995/02/07 11:07:43 john
* Added hooks for confirm on game state restore.
*
* Revision 1.35 1995/02/03 11:27:36 john
* Made inbetween level save's thumbnail's have correct aspect.
*
* Revision 1.34 1995/02/03 10:58:43 john
* Added code to save shareware style saved games into new format...
* Also, made new player file format not have the saved game array in it.
*
* Revision 1.33 1995/02/02 19:40:52 john
* Added 10 save game slots.
*
* Revision 1.32 1995/02/02 12:23:20 john
* Made between level saves have picture.
*
* Revision 1.31 1995/01/31 11:21:43 john
* Added code for fixed with menus.
*
* Revision 1.30 1995/01/29 21:37:29 mike
* initialize variables on game load so you don't drain your energy when you fire.
*
* Revision 1.29 1995/01/29 13:47:58 mike
* Restore some variables on game load (in game).
*
* Revision 1.28 1995/01/26 10:46:57 john
* Fixed bug with state names getting hosed.
*
* Revision 1.27 1995/01/26 09:51:23 john
* Fixed bug with game descriptions getting hosed.
*
* Revision 1.26 1995/01/25 16:35:49 john
* Made so that when you hit enter during
* game save, -empty- goes away.
*
* Revision 1.25 1995/01/25 15:01:39 john
* Upped the save file version.
*
* Revision 1.24 1995/01/24 20:35:35 john
* *** empty log message ***
*
* Revision 1.23 1995/01/24 20:34:24 john
* Fixed bug with player stats not being set right for in
* between level saves.
*
* Revision 1.22 1995/01/23 10:39:03 john
* Added mission stuff to game saves.
*
* Revision 1.21 1995/01/22 16:07:12 mike
* localization.
*
* Revision 1.20 1995/01/22 15:58:32 mike
* localization
*
* Revision 1.19 1995/01/20 11:04:40 john
* Upped state save version.
*
* Revision 1.18 1995/01/19 17:00:44 john
* Made save game work between levels.
*
* Revision 1.17 1995/01/17 14:27:33 john
* *** empty log message ***
*
* Revision 1.16 1995/01/17 13:36:37 john
* Moved pig loading into StartNewLevelSub.
*
* Revision 1.15 1995/01/16 16:53:38 john
* Added code to save cheat state during save game.
*
* Revision 1.14 1995/01/15 16:55:22 john
* Improved mine texture parsing.
*
* Revision 1.13 1995/01/12 10:45:15 john
* Added difficulty level to save/restore game.
*
* Revision 1.12 1995/01/05 15:46:55 john
* Made weapons not rearm when starting a saved game.
*
* Revision 1.11 1995/01/05 11:51:45 john
* Added better Abort game menu.
* Made save state return success or nopt.
*
* Revision 1.10 1995/01/05 11:34:51 john
* Took out endlevel save stuff for registered.
*
* Revision 1.9 1995/01/04 18:19:52 john
* Added automap visited list saving.
*
* Revision 1.8 1995/01/04 17:29:56 john
* Made save/restore ALT+F?. Also made them not work
* in network mode, and if recording a demo, will
* quit recording.
*
* Revision 1.7 1995/01/04 13:18:31 john
* Added cool 6 game save.
*
* Revision 1.6 1995/01/03 20:38:46 john
* Saved morph objects.
*
* Revision 1.5 1995/01/03 20:19:29 john
* Pretty good working version of game save.
*
* Revision 1.4 1995/01/03 14:18:18 matt
* ifdefs added to compile code add. Added by Mike, I think.
*
* Revision 1.3 1994/12/29 18:40:19 john
* Initial version.
*
* Revision 1.2 1994/12/29 15:26:40 john
* Put in hooks for saving/restoring game state.
*
* Revision 1.1 1994/12/29 15:16:02 john
* Initial revision
*
*
*/
#ifdef RCS
#pragma off (unreferenced)
static char rcsid[] = "$Id: state.c,v 1.1.1.1 2006/03/17 19:42:43 zicodxx Exp $";
#pragma on (unreferenced)
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "mono.h"
#include "inferno.h"
#include "segment.h"
#include "textures.h"
#include "wall.h"
#include "object.h"
#include "gamemine.h"
#include "error.h"
#include "gameseg.h"
#include "switch.h"
#include "game.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 "network.h"
#include "args.h"
//added 6/15/99 - Owen Evans
#include "strutil.h"
//end added
#include "gamefont.h"
#ifdef OGL
#include "ogl_init.h"
#endif
#ifndef SHAREWARE
#define STATE_VERSION 7
#define STATE_COMPATIBLE_VERSION 6
// 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.
#define NUM_SAVES 10
#define THUMBNAIL_W 100
#define THUMBNAIL_H 50
#define DESC_LENGTH 20
extern int ai_save_state( FILE * fp );
extern int ai_restore_state( FILE * fp );
extern void multi_initiate_save_game();
extern void multi_initiate_restore_game();
extern int Do_appearance_effect;
extern fix Fusion_next_sound_time;
extern int Laser_rapid_fire, Ugly_robot_cheat, Ugly_robot_texture;
extern int Physics_cheat_flag;
extern int Lunacy;
extern void do_lunacy_on(void);
extern void do_lunacy_off(void);
int state_save_all_sub(char *filename, char *desc, int between_levels);
int state_restore_all_sub(char *filename, int multi);
int sc_last_item= 0;
grs_bitmap *sc_bmp[NUM_SAVES];
char dgss_id[4] = "DGSS";
int state_default_item = 0;
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] ) {
if (grd_curcanv->cv_bitmap.bm_w > 320) {
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);
gr_set_current_canvas( save_canv );
#ifndef OGL
gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
#else
ogl_ubitmapm_cf((grd_curcanv->cv_bitmap.bm_w/2)-FONTSCALE_X(grd_curcanv->cv_font->ft_h*5),items[0].y-10,FONTSCALE_X(grd_curcanv->cv_font->ft_h*10),FONTSCALE_Y(grd_curcanv->cv_font->ft_h*5),&temp_canv->cv_bitmap,255,F1_0);
#endif
gr_free_canvas(temp_canv);
}
else {
gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
}
}
}
}
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, int multi, char * caption )
{
FILE * fp;
int i, choice, version, nsaves;
newmenu_item m[NUM_SAVES+1];
char filename[NUM_SAVES][20];
char desc[NUM_SAVES][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<NUM_SAVES; i++ ) {
sc_bmp[i] = NULL;
if (!multi)
sprintf( filename[i], "%s.sg%d", Players[Player_num].callsign, i );
else
sprintf( filename[i], "%s.mg%d", Players[Player_num].callsign, i );
//added on 9/30/98 by Matt Mueller to fix savegames in linux
strlwr(filename[i]);
//end addition -MM
valid = 0;
fp = fopen( filename[i], "rb" );
if ( fp ) {
//Read id
fread( id, sizeof(char)*4, 1, fp );
if ( !memcmp( id, dgss_id, 4 )) {
//Read version
fread( &version, sizeof(int), 1, fp );
if (version >= STATE_COMPATIBLE_VERSION) {
// Read description
fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
//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 );
fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
nsaves++;
valid = 1;
}
}
fclose(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, int multi )
{
return state_get_savegame_filename(fname, dsc, multi, "Save Game");
}
int state_get_restore_file(char * fname, int multi )
{
return state_get_savegame_filename(fname, NULL, multi, "Select Game to Restore");
}
int state_save_old_game(int slotnum, char * sg_name, player * 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[128];
grs_canvas * cnv;
FILE * fp;
sprintf( filename, "%s.sg%d", sg_player->callsign, slotnum );
//added on 9/30/98 by Matt Mueller to fix savegames in linux
strlwr(filename);
//end addition -MM
fp = fopen( filename, "wb" );
if ( !fp ) return 0;
//Save id
fwrite( dgss_id, sizeof(char)*4, 1, fp );
//Save version
temp_int = STATE_VERSION;
fwrite( &temp_int, sizeof(int), 1, fp );
//Save description
strncpy( desc, sg_name, DESC_LENGTH );
fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
// Save the current screen shot...
cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
if ( cnv ) {
char * pcx_file;
ubyte pcx_palette[768];
gr_set_current_canvas( cnv );
gr_clear_canvas( BM_XRGB(0,0,0) );
pcx_file = get_briefing_screen( sg_next_level_num );
if ( pcx_file != NULL ) {
grs_bitmap bmp;
gr_init_bitmap_data (&bmp);
if (pcx_read_bitmap( pcx_file, &bmp, BM_LINEAR, pcx_palette )==PCX_ERROR_NONE) {
grs_point vertbuf[3];
gr_clear_canvas( 255 );
vertbuf[0].x = vertbuf[0].y = -F1_0*6; // -6 pixel rows for ascpect
vertbuf[1].x = vertbuf[1].y = 0;
vertbuf[2].x = i2f(THUMBNAIL_W); vertbuf[2].y = i2f(THUMBNAIL_H+7); // + 7 pixel rows for ascpect
scale_bitmap(&bmp, vertbuf );
gr_remap_bitmap_good( &cnv->cv_bitmap, pcx_palette, -1, -1 );
}
gr_free_bitmap_data( &bmp );
}
fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
gr_free_canvas( cnv );
} else {
ubyte color = 0;
for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
fwrite( &color, sizeof(ubyte), 1, fp );
}
// Save the Between levels flag...
temp_int = 1;
fwrite( &temp_int, sizeof(int), 1, fp );
// Save the mission info...
fwrite( &Mission_list[0], sizeof(char)*9, 1, fp );
//Save level info
temp_int = sg_player->level;
fwrite( &temp_int, sizeof(int), 1, fp );
temp_int = sg_next_level_num;
fwrite( &temp_int, sizeof(int), 1, fp );
//Save GameTime
temp_int = 0;
fwrite( &temp_int, sizeof(fix), 1, fp );
//Save player info
fwrite( sg_player, sizeof(player), 1, fp );
// Save the current weapon info
temp_byte = sg_primary_weapon;
fwrite( &temp_byte, sizeof(byte), 1, fp );
temp_byte = sg_secondary_weapon;
fwrite( &temp_byte, sizeof(byte), 1, fp );
// Save the difficulty level
temp_int = sg_difficulty_level;
fwrite( &temp_int, sizeof(int), 1, fp );
// Save the Cheats_enabled
temp_int = 0;
fwrite( &temp_int, sizeof(int), 1, fp );
temp_int = 0; // turbo mode
fwrite( &temp_int, sizeof(int), 1, fp );
fwrite( &state_game_id, sizeof(uint), 1, fp );
fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
fwrite( &Ugly_robot_cheat, sizeof(int), 1, fp );
fwrite( &Ugly_robot_texture, sizeof(int), 1, fp );
fwrite( &Physics_cheat_flag, sizeof(int), 1, fp );
fwrite( &Lunacy, sizeof(int), 1, fp );
fclose(fp);
return 1;
}
int state_save_all(int between_levels)
{
char filename[128], desc[DESC_LENGTH+1];
if ( Game_mode & GM_MULTI ) {
#ifdef MULTI_SAVE
if ( FindArg( "-multisave" ) )
multi_initiate_save_game();
else
#endif
hud_message( MSGC_GAME_FEEDBACK, "Can't save in a multiplayer game!" );
return 0;
}
mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
stop_time();
if (!state_get_save_file(filename,desc,0)) {
start_time();
return 0;
}
return state_save_all_sub(filename, desc, between_levels);
}
int state_save_all_sub(char *filename, char *desc, int between_levels)
{
int i,j;
FILE * fp;
grs_canvas * cnv;
if ( Game_mode & GM_MULTI ) {
#ifdef MULTI_SAVE
if ( !FindArg( "-multisave" ) )
#endif
return 0;
}
fp = fopen( filename, "wb" );
if ( !fp ) {
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 ) {
gr_set_current_canvas( cnv );
if ( between_levels ) {
char * pcx_file;
ubyte pcx_palette[768];
gr_clear_canvas( BM_XRGB(0,0,0) );
pcx_file = get_briefing_screen( Next_level_num );
if ( pcx_file != NULL ) {
grs_bitmap bmp;
gr_init_bitmap_data (&bmp);
if (pcx_read_bitmap( pcx_file, &bmp, BM_LINEAR, pcx_palette )==PCX_ERROR_NONE) {
grs_point vertbuf[3];
gr_clear_canvas( 255 );
vertbuf[0].x = vertbuf[0].y = -F1_0*6; // -6 pixel rows for ascpect
vertbuf[1].x = vertbuf[1].y = 0;
vertbuf[2].x = i2f(THUMBNAIL_W); vertbuf[2].y = i2f(THUMBNAIL_H+7); // + 7 pixel rows for ascpect
scale_bitmap(&bmp, vertbuf );
gr_remap_bitmap_good( &cnv->cv_bitmap, pcx_palette, -1, -1 );
}
gr_free_bitmap_data (&bmp);
}
} else {
render_frame(0);
#ifdef OGL
ogl_ubitblt_tolinear(grd_curcanv->cv_bitmap.bm_w, grd_curcanv->cv_bitmap.bm_h, 0, 0, 0, 0, &grd_curscreen->sc_canvas.cv_bitmap, &grd_curcanv->cv_bitmap);
#endif
}
fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
//added ifdef on 9/30/98 by Matt Mueller to fix savegames in linux
// I dunno why it doesn't like this, all I can guess is that the mem system
// in descent is screwed somewhere.
#ifndef __LINUX__
gr_free_canvas( cnv );
#endif
//end addition -MM
} else {
ubyte color = 0;
for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
fwrite( &color, sizeof(ubyte), 1, fp );
}
// Save the Between levels flag...
fwrite( &between_levels, sizeof(int), 1, fp );
// Save the mission info...
fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
//Save level info
fwrite( &Current_level_num, sizeof(int), 1, fp );
fwrite( &Next_level_num, sizeof(int), 1, fp );
//Save GameTime
fwrite( &GameTime, sizeof(fix), 1, fp );
//Save player info
fwrite( &Players[Player_num], sizeof(player), 1, fp );
// Save the current weapon info
fwrite( &Primary_weapon, sizeof(byte), 1, fp );
fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
// Save the difficulty level
fwrite( &Difficulty_level, sizeof(int), 1, fp );
// Save the Cheats_enabled
fwrite( &Cheats_enabled, sizeof(int), 1, fp );
fwrite( &Game_turbo_mode, sizeof(int), 1, fp );
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;
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 door info
i = Num_open_doors;
fwrite( &i, sizeof(int), 1, fp );
fwrite( ActiveDoors, sizeof(active_door)*i, 1, 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( &Fuelcen_control_center_destroyed, sizeof(int), 1, fp );
fwrite( &Fuelcen_seconds_left, 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( &Ugly_robot_cheat, sizeof(int), 1, fp );
fwrite( &Ugly_robot_texture, sizeof(int), 1, fp );
fwrite( &Physics_cheat_flag, sizeof(int), 1, fp );
fwrite( &Lunacy, sizeof(int), 1, fp );
fclose(fp);
start_time();
return 1;
}
int state_restore_all(int in_game)
{
char filename[128];
if ( Game_mode & GM_MULTI ) {
#ifdef MULTI_SAVE
if ( FindArg( "-multisave" ) )
multi_initiate_restore_game();
else
#endif
hud_message( MSGC_GAME_FEEDBACK, "Can't restore in a multiplayer game!" );
return 0;
}
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_stop_recording();
if ( Newdemo_state != ND_STATE_NORMAL )
return 0;
stop_time();
if (!state_get_restore_file(filename,0)) {
start_time();
return 0;
}
if ( 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);
}
int state_restore_all_sub(char *filename, int multi)
{
int ObjectStartLocation;
int BogusSaturnShit = 0;
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];
if ( Game_mode & GM_MULTI ) {
#ifdef MULTI_SAVE
if ( !FindArg( "-multisave" ) )
#endif
return 0;
}
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 );
// Read the Between levels flag...
fread( &between_levels, sizeof(int), 1, fp );
// Read the mission info...
fread( mission, sizeof(char)*9, 1, fp );
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( &current_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;
InitPlayerObject(); //make sure player's object set up
init_player_stats_game(); //clear all stats
} else {
strcpy( org_callsign, Players[Player_num].callsign );
}
//Read player info
if ( between_levels ) {
int saved_offset;
fread( &Players[Player_num], sizeof(player), 1, fp );
saved_offset = ftell(fp);
fclose( fp );
do_briefing_screens(next_level);
fp = fopen( filename, "rb" );
fseek( fp, saved_offset, SEEK_SET );
StartNewLevelSub( next_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM
} else {
StartNewLevelSub(current_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM
fread( &Players[Player_num], sizeof(player), 1, fp );
}
strcpy( Players[Player_num].callsign, org_callsign );
// Set the right level
if ( between_levels )
Players[Player_num].level = next_level;
// Restore the weapon states
fread( &Primary_weapon, sizeof(byte), 1, fp );
fread( &Secondary_weapon, sizeof(byte), 1, fp );
select_weapon(Primary_weapon, 0, 0, 0);
select_weapon(Secondary_weapon, 1, 0, 0);
// Restore the difficulty level
fread( &Difficulty_level, sizeof(int), 1, fp );
// Restore the cheats enabled flag
fread( &Cheats_enabled, sizeof(int), 1, fp );
fread( &Game_turbo_mode, sizeof(int), 1, fp );
if ( !between_levels ) {
Do_appearance_effect = 0; // Don't do this for middle o' game stuff.
ObjectStartLocation = ftell( fp );
RetryObjectLoading:
//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.
fread( &i, sizeof(int), 1, fp );
Highest_object_index = i-1;
if ( !BogusSaturnShit )
fread( Objects, sizeof(object)*i, 1, fp );
else {
ubyte tmp_object[sizeof(object)];
for (i=0; i<=Highest_object_index; i++ ) {
fread( tmp_object, sizeof(object)-3, 1, fp );
// Insert 3 bytes after the read in obj->rtype.pobj_info.alt_textures field.
memcpy( &Objects[i], tmp_object, sizeof(object)-3 );
Objects[i].rtype.pobj_info.alt_textures = -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 ) {
// Check for a bogus Saturn version!!!!
if (!BogusSaturnShit ) {
if ( (segnum<0) || (segnum>Highest_segment_index) ) {
BogusSaturnShit = 1;
mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Object:%d)\n", i ));
fseek( fp, ObjectStartLocation, SEEK_SET );
goto RetryObjectLoading;
}
}
obj_link(i,segnum);
if ( obj->signature > Object_next_signature )
Object_next_signature = obj->signature;
}
}
special_reset_objects();
Object_next_signature++;
//Restore wall info
fread( &i, sizeof(int), 1, fp );
Num_walls = i;
// Check for a bogus Saturn version!!!!
if (!BogusSaturnShit ) {
if ( (Num_walls<0) || (Num_walls>MAX_WALLS) ) {
BogusSaturnShit = 1;
mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Num_walls)\n" ));
fseek( fp, ObjectStartLocation, SEEK_SET );
goto RetryObjectLoading;
}
}
fread( Walls, sizeof(wall)*Num_walls, 1, fp );
// Check for a bogus Saturn version!!!!
if (!BogusSaturnShit ) {
for (i=0; i<Num_walls; i++ ) {
if ( (Walls[i].segnum<0) || (Walls[i].segnum>Highest_segment_index) || (Walls[i].sidenum<-1) || (Walls[i].sidenum>5) ) {
BogusSaturnShit = 1;
mprintf(( 1, "READING BOGUS SATURN VERSION OBJECTS!!! (Wall %d)\n", i ));
fseek( fp, ObjectStartLocation, SEEK_SET );
goto RetryObjectLoading;
}
}
}
//Restore door info
fread( &i, sizeof(int), 1, fp );
Num_open_doors = i;
fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, 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( &Fuelcen_control_center_destroyed, sizeof(int), 1, fp );
fread( &Fuelcen_seconds_left, 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 );
// 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 ) {
int tmp_Lunacy;
fread( &state_game_id, sizeof(uint), 1, fp );
fread( &Laser_rapid_fire, sizeof(int), 1, fp );
fread( &Ugly_robot_cheat, sizeof(int), 1, fp );
fread( &Ugly_robot_texture, sizeof(int), 1, fp );
fread( &Physics_cheat_flag, sizeof(int), 1, fp );
fread( &tmp_Lunacy, sizeof(int), 1, fp );
if ( tmp_Lunacy )
do_lunacy_on();
}
fclose(fp);
// Load in bitmaps, etc..
// piggy_load_level_data();//already used page_in_textures in StartNewLevelSub, so no need for this here. -MPM
return 1;
}
#endif