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1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 /*
15  *
16  * Functions to save/restore game state.
17  *
18  */
19
20 #ifdef HAVE_CONFIG_H
21 #include <conf.h>
22 #endif
23
24 #ifdef WINDOWS
25 #include "desw.h"
26 #endif
27
28 #include <stdio.h>
29 #include <stdlib.h>
30 #include <math.h>
31 #include <string.h>
32 #if !defined(_MSC_VER) && !defined(macintosh)
33 #include <unistd.h>
34 #endif
35 #ifndef _WIN32_WCE
36 #include <errno.h>
37 #endif
38 #ifdef MACINTOSH
39 #include <Files.h>
40 #endif
41
42 #ifdef OGL
43 # ifdef _MSC_VER
44 #  include <windows.h>
45 # endif
46 #if defined(__APPLE__) && defined(__MACH__)
47 #include <OpenGL/gl.h>
48 #else
49 #include <GL/gl.h>
50 #endif
51 #endif
52
53 #include "pstypes.h"
54 #include "mono.h"
55 #include "inferno.h"
56 #include "segment.h"
57 #include "textures.h"
58 #include "wall.h"
59 #include "object.h"
60 #include "digi.h"
61 #include "gamemine.h"
62 #include "error.h"
63 #include "gameseg.h"
64 #include "menu.h"
65 #include "switch.h"
66 #include "game.h"
67 #include "screens.h"
68 #include "newmenu.h"
69 #include "cfile.h"
70 #include "fuelcen.h"
71 #include "hash.h"
72 #include "key.h"
73 #include "piggy.h"
74 #include "player.h"
75 #include "cntrlcen.h"
76 #include "morph.h"
77 #include "weapon.h"
78 #include "render.h"
79 #include "gameseq.h"
80 #include "gauges.h"
81 #include "newdemo.h"
82 #include "automap.h"
83 #include "piggy.h"
84 #include "paging.h"
85 #include "titles.h"
86 #include "text.h"
87 #include "mission.h"
88 #include "pcx.h"
89 #include "u_mem.h"
90 #ifdef NETWORK
91 #include "network.h"
92 #endif
93 #include "args.h"
94 #include "ai.h"
95 #include "fireball.h"
96 #include "controls.h"
97 #include "laser.h"
98 #include "multibot.h"
99 #include "state.h"
100 #ifdef OGL
101 #include "gr.h"
102 #endif
103 #include "physfsx.h"
104
105 #define STATE_VERSION 22
106 #define STATE_COMPATIBLE_VERSION 20
107 // 0 - Put DGSS (Descent Game State Save) id at tof.
108 // 1 - Added Difficulty level save
109 // 2 - Added Cheats_enabled flag
110 // 3 - Added between levels save.
111 // 4 - Added mission support
112 // 5 - Mike changed ai and object structure.
113 // 6 - Added buggin' cheat save
114 // 7 - Added other cheat saves and game_id.
115 // 8 - Added AI stuff for escort and thief.
116 // 9 - Save palette with screen shot
117 // 12- Saved last_was_super array
118 // 13- Saved palette flash stuff
119 // 14- Save cloaking wall stuff
120 // 15- Save additional ai info
121 // 16- Save Light_subtracted
122 // 17- New marker save
123 // 18- Took out saving of old cheat status
124 // 19- Saved cheats_enabled flag
125 // 20- First_secret_visit
126 // 22- Omega_charge
127
128 #define NUM_SAVES 9
129 #define THUMBNAIL_W 100
130 #define THUMBNAIL_H 50
131 #define DESC_LENGTH 20
132
133 extern void multi_initiate_save_game();
134 extern void multi_initiate_restore_game();
135 extern void apply_all_changed_light(void);
136
137 extern int Do_appearance_effect;
138 extern fix Fusion_next_sound_time;
139
140 extern int Laser_rapid_fire;
141 extern int Physics_cheat_flag;
142 extern int Lunacy;
143 extern void do_lunacy_on(void);
144 extern void do_lunacy_off(void);
145 extern int First_secret_visit;
146
147 int sc_last_item= 0;
148 grs_bitmap *sc_bmp[NUM_SAVES+1];
149
150 char dgss_id[4] = "DGSS";
151
152 int state_default_item = 0;
153
154 uint state_game_id;
155
156 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
157 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
158 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
159 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
160 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
161 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
162 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
163 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
164
165
166 #ifdef NEWMENU_MOUSE
167 extern ubyte Hack_DblClick_MenuMode;
168 #endif
169
170 //-------------------------------------------------------------------
171 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
172 {
173 //      if ( sc_last_item != citem )    {
174 //              sc_last_item = citem;
175                 if ( citem > 0 )        {
176                         if ( sc_bmp[citem-1] )  {
177                                 if (MenuHires) {
178                                         grs_canvas *save_canv = grd_curcanv;
179                                         grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
180                                         grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
181                                         gr_set_current_canvas(temp_canv);
182                                         scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
183                                         gr_set_current_canvas( save_canv );
184                                         gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
185                                         gr_free_canvas(temp_canv);
186                                 }
187                                 else    {
188                                         gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
189                                 }
190                         }
191                 }
192 //      }       
193 }
194
195 void rpad_string( char * string, int max_chars )
196 {
197         int i, end_found;
198
199         end_found = 0;
200         for( i=0; i<max_chars; i++ )    {
201                 if ( *string == 0 )
202                         end_found = 1;
203                 if ( end_found )
204                         *string = ' ';
205                 string++;
206         }
207         *string = 0;            // NULL terminate
208 }
209
210 int state_get_save_file(char * fname, char * dsc, int multi, int blind_save)
211 {
212         PHYSFS_file *fp;
213         int i, choice, version;
214         newmenu_item m[NUM_SAVES+2];
215         char filename[NUM_SAVES+1][30];
216         char desc[NUM_SAVES+1][DESC_LENGTH+16];
217         char id[5];
218         int valid=0;
219         
220         for (i=0;i<NUM_SAVES; i++ )     {
221                 sc_bmp[i] = NULL;
222                 if ( !multi )
223                         sprintf( filename[i], PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, i );
224                 else
225                         sprintf( filename[i], PLAYER_DIR "%s.mg%x", Players[Player_num].callsign, i );
226                 valid = 0;
227                 fp = PHYSFSX_openReadBuffered(filename[i]);
228                 if ( fp ) {
229                         //Read id
230                         //FIXME: check for swapped file, react accordingly...
231                         PHYSFS_read(fp, id, sizeof(char) * 4, 1);
232                         if ( !memcmp( id, dgss_id, 4 )) {
233                                 //Read version
234                                 PHYSFS_read(fp, &version, sizeof(int), 1);
235                                 if (version >= STATE_COMPATIBLE_VERSION)        {
236                                         // Read description
237                                         PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
238                                         //rpad_string( desc[i], DESC_LENGTH-1 );
239                                         // Read thumbnail
240                                         //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
241                                         //PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
242                                         valid = 1;
243                                 }
244                         } 
245                         PHYSFS_close(fp);
246                 }
247                 if (!valid) {
248                         strcpy( desc[i], TXT_EMPTY );
249                         //rpad_string( desc[i], DESC_LENGTH-1 );
250                 }
251                 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
252         }
253
254         sc_last_item = -1;
255         if (blind_save && state_default_item >= 0)
256                 choice = state_default_item;
257         else
258                 choice = newmenu_do1(NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item);
259
260         for (i=0; i<NUM_SAVES; i++ )    {
261                 if ( sc_bmp[i] )
262                         gr_free_bitmap( sc_bmp[i] );
263         }
264
265         if (choice > -1) {
266                 strcpy( fname, filename[choice] );
267                 strcpy( dsc, desc[choice] );
268                 state_default_item = choice;
269                 return choice+1;
270         }
271         return 0;
272 }
273
274 int RestoringMenu=0;
275
276 int state_get_restore_file(char * fname, int multi)
277 {
278         PHYSFS_file *fp;
279         int i, choice, version, nsaves;
280         newmenu_item m[NUM_SAVES+2];
281         char filename[NUM_SAVES+1][30];
282         char desc[NUM_SAVES+1][DESC_LENGTH + 16];
283         char id[5];
284         int valid;
285
286         nsaves=0;
287         m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";       
288         for (i=0;i<NUM_SAVES+1; i++ )   {
289                 sc_bmp[i] = NULL;
290                 if (!multi)
291                         sprintf( filename[i], PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, i );
292                 else
293                         sprintf( filename[i], PLAYER_DIR "%s.mg%x", Players[Player_num].callsign, i );
294                 valid = 0;
295                 fp = PHYSFSX_openReadBuffered(filename[i]);
296                 if ( fp ) {
297                         //Read id
298                         //FIXME: check for swapped file, react accordingly...
299                         PHYSFS_read(fp, id, sizeof(char) * 4, 1);
300                         if ( !memcmp( id, dgss_id, 4 )) {
301                                 //Read version
302                                 PHYSFS_read(fp, &version, sizeof(int), 1);
303                                 if (version >= STATE_COMPATIBLE_VERSION)        {
304                                         // Read description
305                                         PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
306                                         //rpad_string( desc[i], DESC_LENGTH-1 );
307                                         m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
308                                         // Read thumbnail
309                                         sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
310                                         PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
311                                         if (version >= 9) {
312                                                 ubyte pal[256*3];
313                                                 PHYSFS_read(fp, pal, 3, 256);
314                                                 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
315                                         }
316                                         nsaves++;
317                                         valid = 1;
318                                 }
319                         }
320                         PHYSFS_close(fp);
321                 }
322                 if (!valid) {
323                         strcpy( desc[i], TXT_EMPTY );
324                         //rpad_string( desc[i], DESC_LENGTH-1 );
325                         m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
326                 }
327         }
328
329         if ( nsaves < 1 )       {
330                 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
331                 return 0;
332         }
333
334         if (Current_display_mode == SM(640,400)) //restore menu won't fit on 640x400
335                 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
336
337         sc_last_item = -1;
338
339 #ifdef NEWMENU_MOUSE
340         Hack_DblClick_MenuMode = 1;
341 #endif
342
343    RestoringMenu=1;
344         choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
345    RestoringMenu=0;
346
347 #ifdef NEWMENU_MOUSE
348         Hack_DblClick_MenuMode = 0;
349 #endif
350
351         if (Current_display_mode == SM(640,400)) //set flag back
352                 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
353
354
355         for (i=0; i<NUM_SAVES+1; i++ )  {
356                 if ( sc_bmp[i] )
357                         gr_free_bitmap( sc_bmp[i] );
358         }
359
360         if (choice > 0) {
361                 strcpy( fname, filename[choice-1] );
362                 if (choice != NUM_SAVES+1)              //no new default when restore from autosave
363                         state_default_item = choice - 1;
364                 return choice;
365         }
366         return 0;
367 }
368
369 #define DESC_OFFSET     8
370
371 //      -----------------------------------------------------------------------------------
372 //      Imagine if C had a function to copy a file...
373 int copy_file(char *old_file, char *new_file)
374 {
375         sbyte   *buf = NULL;
376         int             buf_size;
377         PHYSFS_file *in_file, *out_file;
378
379         out_file = PHYSFS_openWrite(new_file);
380
381         if (out_file == NULL)
382                 return -1;
383
384         in_file = PHYSFS_openRead(old_file);
385
386         if (in_file == NULL)
387                 return -2;
388
389         buf_size = (int)PHYSFS_fileLength(in_file);
390         while (buf_size && !(buf = d_malloc(buf_size)))
391                 buf_size /= 2;
392         if (buf_size == 0)
393                 return -5;      // likely to be an empty file
394
395         while (!PHYSFS_eof(in_file))
396         {
397                 int bytes_read;
398
399                 bytes_read = (int)PHYSFS_read(in_file, buf, 1, buf_size);
400                 if (bytes_read < 0)
401                         Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError());
402
403                 Assert(bytes_read == buf_size || PHYSFS_eof(in_file));
404
405                 if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read)
406                         Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError());
407         }
408
409         d_free(buf);
410
411         if (!PHYSFS_close(in_file))
412         {
413                 PHYSFS_close(out_file);
414                 return -3;
415         }
416
417         if (!PHYSFS_close(out_file))
418                 return -4;
419
420         return 0;
421 }
422
423
424 extern int Final_boss_is_dead;
425
426 //      -----------------------------------------------------------------------------------
427 //      blind_save means don't prompt user for any info.
428 int state_save_all(int between_levels, int secret_save, char *filename_override, int blind_save)
429 {
430         int     rval, filenum = -1;
431
432         char    filename[128], desc[DESC_LENGTH+1];
433
434         Assert(between_levels == 0);    //between levels save ripped out
435
436 #ifdef NETWORK
437         if ( Game_mode & GM_MULTI )     {
438                         multi_initiate_save_game();
439                 return 0;
440         }
441 #endif
442
443         if ((Current_level_num < 0) && (secret_save == 0)) {
444                 HUD_init_message( "Can't save in secret level!" );
445                 return 0;
446         }
447
448         if (Final_boss_is_dead)         //don't allow save while final boss is dying
449                 return 0;
450
451         mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
452         
453         //      If this is a secret save and the control center has been destroyed, don't allow
454         //      return to the base level.
455         if (secret_save && (Control_center_destroyed)) {
456                 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
457                 PHYSFS_delete(PLAYER_DIR "secret.sgb");
458                 return 0;
459         }
460
461         stop_time();
462
463         if (secret_save == 1) {
464                 filename_override = filename;
465                 sprintf(filename_override, PLAYER_DIR "secret.sgb");
466         } else if (secret_save == 2) {
467                 filename_override = filename;
468                 sprintf(filename_override, PLAYER_DIR "secret.sgc");
469         } else {
470                 if (filename_override) {
471                         strcpy( filename, filename_override);
472                         sprintf(desc, "[autosave backup]");
473                 }
474                 else if (!(filenum = state_get_save_file(filename, desc, 0, blind_save)))
475                 {
476                         start_time();
477                         return 0;
478                 }
479         }
480                 
481         //      MK, 1/1/96
482         //      If not in multiplayer, do special secret level stuff.
483         //      If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
484         //      If it doesn't exist, then delete Nsecret.sgc
485         if (!secret_save && !(Game_mode & GM_MULTI)) {
486                 int     rval;
487                 char    temp_fname[32], fc;
488
489                 if (filenum != -1) {
490
491                         if (filenum >= 10)
492                                 fc = (filenum-10) + 'a';
493                         else
494                                 fc = '0' + filenum;
495
496                         sprintf(temp_fname, PLAYER_DIR "%csecret.sgc", fc);
497
498                         mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
499
500                         if (PHYSFS_exists(temp_fname))
501                         {
502                                 mprintf((0, "Deleting file %s\n", temp_fname));
503                                 if (!PHYSFS_delete(temp_fname))
504                                         Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError());
505                         }
506
507                         if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
508                         {
509                                 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
510                                 rval = copy_file(PLAYER_DIR "secret.sgc", temp_fname);
511                                 Assert(rval == 0);      //      Oops, error copying secret.sgc to temp_fname!
512                         }
513                 }
514         }
515
516         //      Save file we're going to save over in last slot and call "[autosave backup]"
517         if (!filename_override) {
518                 PHYSFS_file *tfp;
519
520                 tfp = PHYSFSX_openWriteBuffered(filename);
521
522                 if ( tfp ) {
523                         char    newname[128];
524
525                         sprintf( newname, PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
526
527                         PHYSFS_seek(tfp, DESC_OFFSET);
528                         PHYSFS_write(tfp, "[autosave backup]", sizeof(char) * DESC_LENGTH, 1);
529                         PHYSFS_close(tfp);
530                         PHYSFS_delete(newname);
531                         PHYSFSX_rename(filename, newname);
532                 }
533         }
534         
535         rval = state_save_all_sub(filename, desc, between_levels);
536         if (rval && !secret_save)
537                 HUD_init_message("Game saved.");
538
539         return rval;
540 }
541
542 extern  fix     Flash_effect, Time_flash_last_played;
543
544
545 int state_save_all_sub(char *filename, char *desc, int between_levels)
546 {
547         int i,j;
548         PHYSFS_file *fp;
549         grs_canvas * cnv;
550         ubyte *pal;
551
552         Assert(between_levels == 0);    //between levels save ripped out
553
554 /*      if ( Game_mode & GM_MULTI )     {
555                 {
556                 start_time();
557                 return 0;
558                 }
559         }*/
560
561         #if defined(MACINTOSH) && !defined(NDEBUG)
562         if ( strncmp(filename, PLAYER_DIR, 9) )
563                 Int3();
564         #endif
565
566         fp = PHYSFSX_openWriteBuffered(filename);
567         if ( !fp ) {
568                 if ( !(Game_mode & GM_MULTI) )
569                         nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
570                 start_time();
571                 return 0;
572         }
573
574 //Save id
575         PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
576
577 //Save version
578         i = STATE_VERSION;
579         PHYSFS_write(fp, &i, sizeof(int), 1);
580
581 //Save description
582         PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
583         
584 // Save the current screen shot...
585
586         cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
587         if ( cnv )
588         {
589 #ifdef OGL
590                 ubyte *buf;
591                 int k;
592                 GLint gl_draw_buffer;
593 #endif
594                 grs_canvas * cnv_save;
595                 cnv_save = grd_curcanv;
596
597                 gr_set_current_canvas( cnv );
598
599                 render_frame(0, 0);
600
601 #if defined(OGL)
602 # if 1
603                 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
604                 glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
605                 glReadBuffer(gl_draw_buffer);
606                 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
607                 k = THUMBNAIL_H;
608                 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
609                         if (!(j = i % THUMBNAIL_W))
610                                 k--;
611                         cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
612                                 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
613                 }
614                 d_free(buf);
615 # else // simpler d1x method, not tested yet
616                 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);
617 # endif
618 #endif
619
620                 pal = gr_palette;
621
622                 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
623
624                 gr_set_current_canvas(cnv_save);
625                 gr_free_canvas( cnv );
626                 PHYSFS_write(fp, pal, 3, 256);
627         }
628         else
629         {
630                 ubyte color = 0;
631                 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
632                         PHYSFS_write(fp, &color, sizeof(ubyte), 1);             
633         } 
634
635 // Save the Between levels flag...
636         PHYSFS_write(fp, &between_levels, sizeof(int), 1);
637
638 // Save the mission info...
639         mprintf ((0, "HEY! Mission name is %s\n", Current_mission_filename));
640         PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
641
642 //Save level info
643         PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
644         PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
645
646 //Save GameTime
647         PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
648
649 // If coop save, save all
650 #ifdef NETWORK
651    if (Game_mode & GM_MULTI_COOP)
652          {
653                 PHYSFS_write(fp, &state_game_id,sizeof(int), 1);
654                 PHYSFS_write(fp, &Netgame,sizeof(netgame_info), 1);
655                 PHYSFS_write(fp, &NetPlayers,sizeof(AllNetPlayers_info), 1);
656                 PHYSFS_write(fp, &N_players,sizeof(int), 1);
657                 PHYSFS_write(fp, &Player_num,sizeof(int), 1);
658                 for (i=0;i<N_players;i++)
659                         PHYSFS_write(fp, &Players[i], sizeof(player), 1);
660
661 #ifdef RISKY_PROPOSITION
662                 PHYSFS_write(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
663                 PHYSFS_write(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
664                 PHYSFS_write(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
665                 PHYSFS_write(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
666                 PHYSFS_write(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
667                 PHYSFS_write(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
668                 PHYSFS_write(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
669  
670       for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
671                         PHYSFS_write(fp, robot_fire_buf[i][0], 18 + 3, 1);
672 #endif
673
674          }
675 #endif
676
677 //Save player info
678         PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
679
680 // Save the current weapon info
681         PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
682         PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
683
684 // Save the difficulty level
685         PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
686 // Save cheats enabled
687         PHYSFS_write(fp, &Cheats_enabled,sizeof(int), 1);
688
689         if ( !between_levels )  {
690
691         //Finish all morph objects
692                 for (i=0; i<=Highest_object_index; i++ )        {
693                         if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH))       {
694                                 morph_data *md;
695                                 md = find_morph_data(&Objects[i]);
696                                 if (md) {                                       
697                                         md->obj->control_type = md->morph_save_control_type;
698                                         md->obj->movement_type = md->morph_save_movement_type;
699                                         md->obj->render_type = RT_POLYOBJ;
700                                         md->obj->mtype.phys_info = md->morph_save_phys_info;
701                                         md->obj = NULL;
702                                 } else {                                                //maybe loaded half-morphed from disk
703                                         Objects[i].flags |= OF_SHOULD_BE_DEAD;
704                                         Objects[i].render_type = RT_POLYOBJ;
705                                         Objects[i].control_type = CT_NONE;
706                                         Objects[i].movement_type = MT_NONE;
707                                 }
708                         }
709                 }
710         
711         //Save object info
712                 i = Highest_object_index+1;
713                 PHYSFS_write(fp, &i, sizeof(int), 1);
714                 PHYSFS_write(fp, Objects, sizeof(object), i);
715                 
716         //Save wall info
717                 i = Num_walls;
718                 PHYSFS_write(fp, &i, sizeof(int), 1);
719                 PHYSFS_write(fp, Walls, sizeof(wall), i);
720
721         //Save exploding wall info
722                 i = MAX_EXPLODING_WALLS;
723                 PHYSFS_write(fp, &i, sizeof(int), 1);
724                 PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i);
725         
726         //Save door info
727                 i = Num_open_doors;
728                 PHYSFS_write(fp, &i, sizeof(int), 1);
729                 PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
730         
731         //Save cloaking wall info
732                 i = Num_cloaking_walls;
733                 PHYSFS_write(fp, &i, sizeof(int), 1);
734                 PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i);
735         
736         //Save trigger info
737                 PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
738                 PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
739         
740         //Save tmap info
741                 for (i = 0; i <= Highest_segment_index; i++)
742                 {
743                         for (j = 0; j < 6; j++)
744                         {
745                                 PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
746                                 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
747                                 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
748                         }
749                 }
750         
751         // Save the fuelcen info
752                 PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
753                 PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1);
754                 PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
755                 PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
756                 PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
757                 PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
758                 PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
759         
760         // Save the control cen info
761                 PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
762                 PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
763                 PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
764                 PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
765                 PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
766         
767         // Save the AI state
768                 ai_save_state( fp );
769         
770         // Save the automap visited info
771                 PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
772
773         }
774         PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
775         PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
776         PHYSFS_write(fp, &Lunacy, sizeof(int), 1);  //  Yes, writing this twice.  Removed the Ugly robot system, but didn't want to change savegame format.
777         PHYSFS_write(fp, &Lunacy, sizeof(int), 1);
778
779         // Save automap marker info
780
781         PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1);
782         PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1);
783         PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage), 1);
784
785         PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
786
787         //save last was super information
788         PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
789         PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
790
791         //      Save flash effect stuff
792         PHYSFS_write(fp, &Flash_effect, sizeof(int), 1);
793         PHYSFS_write(fp, &Time_flash_last_played, sizeof(int), 1);
794         PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1);
795         PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1);
796         PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1);
797
798         PHYSFS_write(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
799
800         PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
801
802         if (PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1) < 1)
803         {
804                 if ( !(Game_mode & GM_MULTI) ) {
805                         nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
806                         PHYSFS_close(fp);
807                         PHYSFS_delete(filename);
808                 }
809         } else  {
810                 PHYSFS_close(fp);
811
812                 #ifdef MACINTOSH                // set the type and creator of the saved game file
813                 {
814                         FInfo finfo;
815                         OSErr err;
816                         Str255 pfilename;
817         
818                         strcpy(pfilename, filename);
819                         c2pstr(pfilename);
820                         err = HGetFInfo(0, 0, pfilename, &finfo);
821                         finfo.fdType = 'SVGM';
822                         finfo.fdCreator = 'DCT2';
823                         err = HSetFInfo(0, 0, pfilename, &finfo);
824                 }
825                 #endif
826         }
827         
828         start_time();
829
830         return 1;
831 }
832
833 //      -----------------------------------------------------------------------------------
834 //      Set the player's position from the globals Secret_return_segment and Secret_return_orient.
835 void set_pos_from_return_segment(void)
836 {
837         int     plobjnum = Players[Player_num].objnum;
838
839         compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
840         obj_relink(plobjnum, Secret_return_segment);
841         reset_player_object();
842         Objects[plobjnum].orient = Secret_return_orient;
843 }
844
845 //      -----------------------------------------------------------------------------------
846 int state_restore_all(int in_game, int secret_restore, char *filename_override)
847 {
848         char filename[128];
849         int     filenum = -1;
850
851 #ifdef NETWORK
852         if ( Game_mode & GM_MULTI )     {
853 #ifdef MULTI_SAVE
854                         multi_initiate_restore_game();
855 #endif
856                 return 0;
857         }
858 #endif
859
860         if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
861                 HUD_init_message( "Can't restore in secret level!" );
862                 return 0;
863         }
864
865         if ( Newdemo_state == ND_STATE_RECORDING )
866                 newdemo_stop_recording();
867
868         if ( Newdemo_state != ND_STATE_NORMAL )
869                 return 0;
870
871         stop_time();
872
873         if (filename_override) {
874                 strcpy(filename, filename_override);
875                 filenum = NUM_SAVES+1;          //      So we don't trigger autosave
876         } else if (!(filenum = state_get_restore_file(filename, 0)))    {
877                 start_time();
878                 return 0;
879         }
880         
881         //      MK, 1/1/96
882         //      If not in multiplayer, do special secret level stuff.
883         //      If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
884         //      If it doesn't exist, then delete secret.sgc
885         if (!secret_restore && !(Game_mode & GM_MULTI)) {
886                 int     rval;
887                 char    temp_fname[32], fc;
888
889                 if (filenum != -1) {
890                         if (filenum >= 10)
891                                 fc = (filenum-10) + 'a';
892                         else
893                                 fc = '0' + filenum;
894                         
895                         sprintf(temp_fname, PLAYER_DIR "%csecret.sgc", fc);
896
897                         mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
898
899                         if (PHYSFS_exists(temp_fname))
900                         {
901                                 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
902                                 rval = copy_file(temp_fname, PLAYER_DIR "secret.sgc");
903                                 Assert(rval == 0);      //      Oops, error copying temp_fname to secret.sgc!
904                         } else
905                                 PHYSFS_delete(PLAYER_DIR "secret.sgc");
906                 }
907         }
908
909         //      Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
910         if ((filenum != (NUM_SAVES+1)) && in_game) {
911                 char    temp_filename[128];
912                 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
913                 sprintf( temp_filename, PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
914                 state_save_all(!in_game, secret_restore, temp_filename, 0);
915         }
916
917         if ( !secret_restore && in_game ) {
918                 int choice;
919                 choice =  nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
920                 if ( choice != 0 )      {
921                         start_time();
922                         return 0;
923                 }
924         }
925
926         start_time();
927
928         return state_restore_all_sub(filename, 0, secret_restore);
929 }
930
931 extern void init_player_stats_new_ship(void);
932
933 void ShowLevelIntro(int level_num);
934
935 extern void do_cloak_invul_secret_stuff(fix old_gametime);
936 extern void copy_defaults_to_robot(object *objp);
937
938 int state_restore_all_sub(char *filename, int multi, int secret_restore)
939 {
940         int ObjectStartLocation;
941         int version,i, j, segnum;
942         object * obj;
943         PHYSFS_file *fp;
944         int current_level, next_level;
945         int between_levels;
946         char mission[16];
947         char desc[DESC_LENGTH+1];
948         char id[5];
949         char org_callsign[CALLSIGN_LEN+16];
950 #ifdef NETWORK
951         int found;
952         int nplayers = 0; //,playid[12],mynum;
953         player restore_players[MAX_PLAYERS];
954 #endif
955         fix     old_gametime = GameTime;
956         short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
957         short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
958
959         #if defined(MACINTOSH) && !defined(NDEBUG)
960         if (strncmp(filename, PLAYER_DIR, 9))
961                 Int3();
962         #endif
963
964         fp = PHYSFSX_openReadBuffered(filename);
965         if ( !fp ) return 0;
966
967 //Read id
968         //FIXME: check for swapped file, react accordingly...
969         PHYSFS_read(fp, id, sizeof(char) * 4, 1);
970         if ( memcmp( id, dgss_id, 4 )) {
971                 PHYSFS_close(fp);
972                 return 0;
973         }
974
975 //Read version
976         PHYSFS_read(fp, &version, sizeof(int), 1);
977         if (version < STATE_COMPATIBLE_VERSION) {
978                 PHYSFS_close(fp);
979                 return 0;
980         }
981
982 // Read description
983         PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
984
985 // Skip the current screen shot...
986         PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
987
988 // And now...skip the goddamn palette stuff that somebody forgot to add
989         PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
990
991 // Read the Between levels flag...
992         PHYSFS_read(fp, &between_levels, sizeof(int), 1);
993
994         Assert(between_levels == 0);    //between levels save ripped out
995
996 // Read the mission info...
997         PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
998         mprintf ((0,"Missionname to load = %s\n",mission));
999
1000         if (!load_mission_by_name( mission ))   {
1001                 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1002                 PHYSFS_close(fp);
1003                 return 0;
1004         }
1005
1006 //Read level info
1007         PHYSFS_read(fp, &current_level, sizeof(int), 1);
1008         PHYSFS_read(fp, &next_level, sizeof(int), 1);
1009
1010 //Restore GameTime
1011         PHYSFS_read(fp, &GameTime, sizeof(fix), 1);
1012
1013 // Start new game....
1014         if (!multi)     {
1015                 Game_mode = GM_NORMAL;
1016                 Function_mode = FMODE_GAME;
1017 #ifdef NETWORK
1018                 change_playernum_to(0);
1019 #endif
1020                 strcpy( org_callsign, Players[0].callsign );
1021                 N_players = 1;
1022                 if (!secret_restore) {
1023                         InitPlayerObject();                             //make sure player's object set up
1024                         init_player_stats_game();               //clear all stats
1025                 }
1026         } else {
1027                 strcpy( org_callsign, Players[Player_num].callsign );
1028         }
1029
1030 #ifdef NETWORK
1031    if (Game_mode & GM_MULTI)
1032          {
1033                 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1034                 PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1);
1035                 PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1);
1036                 PHYSFS_read(fp, &nplayers, sizeof(N_players), 1);
1037                 PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1);
1038                 for (i=0;i<nplayers;i++)
1039                         PHYSFS_read(fp, &restore_players[i], sizeof(player), 1);
1040 #ifdef RISKY_PROPOSITION
1041                 PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1042                 PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1043                 PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1044                 PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1045                 PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1046                 PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1047                 PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1048
1049       for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1050                         PHYSFS_read(fp, &robot_fire_buf[i][0],21,1);
1051 #endif
1052
1053            for (i=0;i<nplayers;i++)
1054                  {
1055                   found=0;
1056                   for (j=0;j<nplayers;j++)
1057                          {
1058            if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1059                                  found=1;
1060                          }
1061                   restore_players[i].connected=found;
1062             }
1063                 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1064                 N_players=nplayers;
1065
1066       if (network_i_am_master())
1067                  {
1068                   for (i=0;i<N_players;i++)
1069                         {
1070                          if (i==Player_num)
1071                                 continue;
1072                  Players[i].connected=0;
1073                         }
1074                  }
1075
1076                 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1077          }
1078
1079 #endif
1080
1081 //Read player info
1082
1083         {
1084                 StartNewLevelSub(current_level, 1, secret_restore);
1085
1086                 if (secret_restore) {
1087                         player  dummy_player;
1088
1089                         PHYSFS_read(fp, &dummy_player, sizeof(player), 1);
1090                         if (secret_restore == 1) {              //      This means he didn't die, so he keeps what he got in the secret level.
1091                                 Players[Player_num].level = dummy_player.level;
1092                                 Players[Player_num].last_score = dummy_player.last_score;
1093                                 Players[Player_num].time_level = dummy_player.time_level;
1094
1095                                 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1096                                 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1097                                 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1098                                 Players[Player_num].hostages_total = dummy_player.hostages_total;
1099                                 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1100                                 Players[Player_num].hostages_level = dummy_player.hostages_level;
1101                                 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1102                                 Players[Player_num].hours_level = dummy_player.hours_level;
1103                                 Players[Player_num].hours_total = dummy_player.hours_total;
1104                                 do_cloak_invul_secret_stuff(old_gametime);
1105                         } else {
1106                                 Players[Player_num] = dummy_player;
1107                         }
1108                 } else {
1109                         PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1);
1110                 }
1111         }
1112         strcpy( Players[Player_num].callsign, org_callsign );
1113
1114 // Set the right level
1115         if ( between_levels )
1116                 Players[Player_num].level = next_level;
1117
1118 // Restore the weapon states
1119         PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
1120         PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
1121
1122         select_weapon(Primary_weapon, 0, 0, 0);
1123         select_weapon(Secondary_weapon, 1, 0, 0);
1124
1125 // Restore the difficulty level
1126         PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);
1127
1128 // Restore the cheats enabled flag
1129
1130         PHYSFS_read(fp, &Cheats_enabled, sizeof(int),1);
1131
1132         if ( !between_levels )  {
1133                 Do_appearance_effect = 0;                       // Don't do this for middle o' game stuff.
1134
1135                 ObjectStartLocation = (int)PHYSFS_tell(fp);
1136                 //Clear out all the objects from the lvl file
1137                 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1138                         Segments[segnum].objects = -1;
1139                 reset_objects(1);
1140         
1141                 //Read objects, and pop 'em into their respective segments.
1142                 PHYSFS_read(fp, &i, sizeof(int), 1);
1143                 Highest_object_index = i-1;
1144                 PHYSFS_read(fp, Objects, sizeof(object) * i, 1);
1145         
1146                 Object_next_signature = 0;
1147                 for (i=0; i<=Highest_object_index; i++ )        {
1148                         obj = &Objects[i];
1149                         obj->rtype.pobj_info.alt_textures = -1;
1150                         segnum = obj->segnum;
1151                         obj->next = obj->prev = obj->segnum = -1;
1152                         if ( obj->type != OBJ_NONE )    {
1153                                 obj_link(i,segnum);
1154                                 if ( obj->signature > Object_next_signature )
1155                                         Object_next_signature = obj->signature;
1156                         }
1157
1158                         //look for, and fix, boss with bogus shields
1159                         if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1160                                 fix save_shields = obj->shields;
1161
1162                                 copy_defaults_to_robot(obj);            //calculate starting shields
1163
1164                                 //if in valid range, use loaded shield value
1165                                 if (save_shields > 0 && save_shields <= obj->shields)
1166                                         obj->shields = save_shields;
1167                                 else
1168                                         obj->shields /= 2;  //give player a break
1169                         }
1170
1171                 }       
1172                 special_reset_objects();
1173                 Object_next_signature++;
1174         
1175                 //      1 = Didn't die on secret level.
1176                 //      2 = Died on secret level.
1177                 if (secret_restore && (Current_level_num >= 0)) {
1178                         set_pos_from_return_segment();
1179                         if (secret_restore == 2)
1180                                 init_player_stats_new_ship();
1181                 }
1182
1183                 //Restore wall info
1184                 PHYSFS_read(fp, &i, sizeof(int), 1);
1185                 Num_walls = i;
1186                 PHYSFS_read(fp, Walls, sizeof(wall), Num_walls);
1187
1188                 //now that we have the walls, check if any sounds are linked to
1189                 //walls that are now open
1190                 for (i=0;i<Num_walls;i++) {
1191                         if (Walls[i].type == WALL_OPEN)
1192                                 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1193                 }
1194
1195                 //Restore exploding wall info
1196                 if (version >= 10) {
1197                         PHYSFS_read(fp, &i, sizeof(int), 1);
1198                         PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i);
1199                 }
1200
1201                 //Restore door info
1202                 PHYSFS_read(fp, &i, sizeof(int), 1);
1203                 Num_open_doors = i;
1204                 PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors);
1205         
1206                 if (version >= 14) {            //Restore cloaking wall info
1207                         PHYSFS_read(fp, &i, sizeof(int), 1);
1208                         Num_cloaking_walls = i;
1209                         PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls);
1210                 }
1211         
1212                 //Restore trigger info
1213                 PHYSFS_read(fp, &Num_triggers, sizeof(int), 1);
1214                 PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers);
1215         
1216                 //Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light)
1217                 for (i=0; i<=Highest_segment_index; i++ )       {
1218                         for (j=0; j<6; j++ )    {
1219                                 PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
1220                                 PHYSFS_read(fp, &TempTmapNum[i][j], sizeof(short), 1);
1221                                 PHYSFS_read(fp, &TempTmapNum2[i][j], sizeof(short), 1);
1222                         }
1223                 }
1224         
1225                 //Restore the fuelcen info
1226                 PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1);
1227                 PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1);
1228                 PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1);
1229                 PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
1230                 PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
1231                 PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1);
1232                 PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
1233         
1234                 // Restore the control cen info
1235                 PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1);
1236                 PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1);
1237                 PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1);
1238                 PHYSFS_read(fp, &Control_center_present, sizeof(int), 1);
1239                 PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1);
1240         
1241                 // Restore the AI state
1242                 ai_restore_state( fp, version );
1243         
1244                 // Restore the automap visited info
1245                 PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
1246
1247                 //      Restore hacked up weapon system stuff.
1248                 Fusion_next_sound_time = GameTime;
1249                 Auto_fire_fusion_cannon_time = 0;
1250                 Next_laser_fire_time = GameTime;
1251                 Next_missile_fire_time = GameTime;
1252                 Last_laser_fired_time = GameTime;
1253
1254         }
1255         state_game_id = 0;
1256
1257         if ( version >= 7 )     {
1258                 PHYSFS_read(fp, &state_game_id, sizeof(uint), 1);
1259                 PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1);
1260                 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);               //      Yes, writing this twice.  Removed the Ugly robot system, but didn't want to change savegame format.
1261                 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);
1262                 if ( Lunacy )
1263                         do_lunacy_on();
1264         }
1265
1266         if (version >= 17) {
1267                 PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1);
1268                 PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1);
1269                 PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1);
1270         }
1271         else {
1272                 int num,dummy;
1273
1274                 // skip dummy info
1275
1276                 PHYSFS_read(fp, &num,sizeof(int), 1);           // was NumOfMarkers
1277                 PHYSFS_read(fp, &dummy,sizeof(int), 1);         // was CurMarker
1278
1279                 PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));
1280
1281                 for (num=0;num<NUM_MARKERS;num++)
1282                         MarkerObject[num] = -1;
1283         }
1284
1285         if (version>=11) {
1286                 if (secret_restore != 1)
1287                         PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1);
1288                 else {
1289                         fix     dummy_fix;
1290                         PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1291                 }
1292         }
1293         if (version>=12) {
1294                 //read last was super information
1295                 PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
1296                 PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
1297         }
1298
1299         if (version >= 12) {
1300                 PHYSFS_read(fp, &Flash_effect, sizeof(int), 1);
1301                 PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1);
1302                 PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1);
1303                 PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1);
1304                 PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1);
1305         } else {
1306                 Flash_effect = 0;
1307                 Time_flash_last_played = 0;
1308                 PaletteRedAdd = 0;
1309                 PaletteGreenAdd = 0;
1310                 PaletteBlueAdd = 0;
1311         }
1312
1313         //      Load Light_subtracted
1314         if (version >= 16) {
1315                 PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
1316                 apply_all_changed_light();
1317         } else {
1318                 int     i;
1319                 for (i=0; i<=Highest_segment_index; i++)
1320                         Light_subtracted[i] = 0;
1321         }
1322
1323         // static_light should now be computed - now actually set tmap info
1324         for (i=0; i<=Highest_segment_index; i++ )       {
1325                 for (j=0; j<6; j++ )    {
1326                         Segments[i].sides[j].tmap_num=TempTmapNum[i][j];
1327                         Segments[i].sides[j].tmap_num2=TempTmapNum2[i][j];
1328                 }
1329         }
1330
1331         if (!secret_restore) {
1332                 if (version >= 20) {
1333                         PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
1334                         mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1335                 } else
1336                         First_secret_visit = 1;
1337         } else
1338                 First_secret_visit = 0;
1339
1340         if (version >= 22)
1341         {
1342                 if (secret_restore != 1)
1343                         PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1);
1344                 else {
1345                         fix     dummy_fix;
1346                         PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1347                 }
1348         }
1349
1350         PHYSFS_close(fp);
1351
1352 #ifdef NETWORK
1353    if (Game_mode & GM_MULTI)   // Get rid of ships that aren't
1354          {                                                                       // connected in the restored game
1355                 for (i=0;i<nplayers;i++)
1356                  {
1357                   mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1358                   if (Players[i].connected!=1)
1359                    {
1360                     network_disconnect_player (i);
1361                create_player_appearance_effect(&Objects[Players[i].objnum]);
1362                          mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1363               }
1364                  }
1365                         
1366          }
1367 #endif
1368
1369 // Load in bitmaps, etc..
1370 //!!    piggy_load_level_data();        //already done by StartNewLevelSub()
1371
1372         return 1;
1373 }
1374
1375
1376 int state_get_game_id(char *filename)
1377 {
1378         int version;
1379         PHYSFS_file *fp;
1380         int between_levels;
1381         char mission[16];
1382         char desc[DESC_LENGTH+1];
1383         char id[5];
1384         int dumbint;
1385
1386 mprintf((0, "Restoring multigame from [%s]\n", filename));
1387
1388         fp = PHYSFS_openRead(filename);
1389         if (!fp) return 0;
1390
1391 //Read id
1392         //FIXME: check for swapped file, react accordingly...
1393         PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1394         if ( memcmp( id, dgss_id, 4 )) {
1395                 PHYSFS_close(fp);
1396                 return 0;
1397         }
1398
1399 //Read version
1400         PHYSFS_read(fp, &version, sizeof(int), 1);
1401         if (version < STATE_COMPATIBLE_VERSION) {
1402                 PHYSFS_close(fp);
1403                 return 0;
1404         }
1405
1406 // Read description
1407         PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1408
1409 // Skip the current screen shot...
1410         PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1411
1412 // And now...skip the palette stuff that somebody forgot to add
1413         PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1414
1415 // Read the Between levels flag...
1416         PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1417
1418         Assert(between_levels == 0);    //between levels save ripped out
1419
1420 // Read the mission info...
1421         PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1422 //Read level info
1423         PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1424         PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1425
1426 //Restore GameTime
1427         PHYSFS_read(fp, &dumbint, sizeof(fix), 1);
1428
1429         PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1430
1431         return (state_game_id);
1432  }