int state_save_all_sub(char *filename, char *desc, int between_levels) { int i,j; FILE * fp; grs_canvas * cnv; FInfo finfo; OSErr err; Str255 pfilename; 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]; grs_bitmap bmp; gr_clear_canvas( BM_XRGB(0,0,0) ); pcx_file = get_briefing_screen( Next_level_num ); if ( pcx_file != NULL ) { bmp.bm_data = NULL; if (pcx_read_bitmap( pcx_file, &bmp, BM_LINEAR, pcx_palette )==PCX_ERROR_NONE) { grs_point vertbuf[3]; gr_clear_canvas( TRANSPARENCY_COLOR ); 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 ); myfree( bmp.bm_data ); } } } else { render_frame(0); } 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... fwrite( &between_levels, sizeof(int), 1, fp ); // Save the mission info... #ifdef MAC_SHAREWARE fwrite( mission_save, sizeof(char)*9, 1, fp); #else fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp ); #endif //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); // set the type and creator of the saved game file strcpy(pfilename, filename); c2pstr(pfilename); err = HGetFInfo(0, 0, pfilename, &finfo); finfo.fdType = 'SVGM'; finfo.fdCreator = 'DCNT'; err = HSetFInfo(0, 0, pfilename, &finfo); start_time(); return 1; }
int state_save_all_sub(char *filename, char *desc, int between_levels) { int i,j; PHYSFS_file *fp; grs_canvas * cnv; 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, PLAYER_DIR, 9) ) Int3(); #endif fp = PHYSFSX_openWriteBuffered(filename); 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 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; GLint gl_draw_buffer; #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... mprintf ((0, "HEY! Mission name is %s\n", Current_mission_filename)); 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); // If coop save, save all #ifdef NETWORK if (Game_mode & GM_MULTI_COOP) { PHYSFS_write(fp, &state_game_id,sizeof(int), 1); PHYSFS_write(fp, &Netgame,sizeof(netgame_info), 1); PHYSFS_write(fp, &NetPlayers,sizeof(AllNetPlayers_info), 1); PHYSFS_write(fp, &N_players,sizeof(int), 1); PHYSFS_write(fp, &Player_num,sizeof(int), 1); for (i=0;i<N_players;i++) PHYSFS_write(fp, &Players[i], sizeof(player), 1); #ifdef RISKY_PROPOSITION PHYSFS_write(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_write(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_write(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_write(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_write(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_write(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1); PHYSFS_write(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1); for (i=0;i<MAX_ROBOTS_CONTROLLED;i++) PHYSFS_write(fp, robot_fire_buf[i][0], 18 + 3, 1); #endif } #endif //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.intval, 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) { if ( !(Game_mode & GM_MULTI) ) { 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; }