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