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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 #include "playsave.h"
101 #ifdef OGL
102 #include "gr.h"
103 #endif
104 #include "physfsx.h"
105
106 #define STATE_VERSION 22
107 #define STATE_COMPATIBLE_VERSION 20
108 // 0 - Put DGSS (Descent Game State Save) id at tof.
109 // 1 - Added Difficulty level save
110 // 2 - Added Cheats_enabled flag
111 // 3 - Added between levels save.
112 // 4 - Added mission support
113 // 5 - Mike changed ai and object structure.
114 // 6 - Added buggin' cheat save
115 // 7 - Added other cheat saves and game_id.
116 // 8 - Added AI stuff for escort and thief.
117 // 9 - Save palette with screen shot
118 // 12- Saved last_was_super array
119 // 13- Saved palette flash stuff
120 // 14- Save cloaking wall stuff
121 // 15- Save additional ai info
122 // 16- Save Light_subtracted
123 // 17- New marker save
124 // 18- Took out saving of old cheat status
125 // 19- Saved cheats_enabled flag
126 // 20- First_secret_visit
127 // 22- Omega_charge
128
129 #define NUM_SAVES 9
130 #define THUMBNAIL_W 100
131 #define THUMBNAIL_H 50
132 #define DESC_LENGTH 20
133
134 extern void multi_initiate_save_game();
135 extern void multi_initiate_restore_game();
136 extern void apply_all_changed_light(void);
137
138 extern int Do_appearance_effect;
139 extern fix Fusion_next_sound_time;
140
141 extern int Laser_rapid_fire;
142 extern int Physics_cheat_flag;
143 extern int Lunacy;
144 extern void do_lunacy_on(void);
145 extern void do_lunacy_off(void);
146 extern int First_secret_visit;
147
148 int sc_last_item= 0;
149 grs_bitmap *sc_bmp[NUM_SAVES+1];
150
151 char dgss_id[4] = "DGSS";
152
153 int state_default_item = 0;
154
155 uint state_game_id;
156
157 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
158 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
159 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
160 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
161 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
162 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
163 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
164 extern sbyte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
165
166
167 #if defined(WINDOWS) || defined(MACINTOSH)
168 extern ubyte Hack_DblClick_MenuMode;
169 #endif
170
171 //-------------------------------------------------------------------
172 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
173 {
174 //      if ( sc_last_item != citem )    {
175 //              sc_last_item = citem;
176                 if ( citem > 0 )        {
177                         if ( sc_bmp[citem-1] )  {
178                                 if (MenuHires) {
179                                         grs_canvas *save_canv = grd_curcanv;
180                                         grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
181                                         grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
182                                         gr_set_current_canvas(temp_canv);
183                                         scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
184                                         gr_set_current_canvas( save_canv );
185                                         gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
186                                         gr_free_canvas(temp_canv);
187                                 }
188                                 else    {
189                                         gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
190                                 }
191                         }
192                 }
193 //      }       
194 }
195
196 void rpad_string( char * string, int max_chars )
197 {
198         int i, end_found;
199
200         end_found = 0;
201         for( i=0; i<max_chars; i++ )    {
202                 if ( *string == 0 )
203                         end_found = 1;
204                 if ( end_found )
205                         *string = ' ';
206                 string++;
207         }
208         *string = 0;            // NULL terminate
209 }
210
211 int state_get_save_file(char * fname, char * dsc, int multi, int blind_save)
212 {
213         PHYSFS_file *fp;
214         int i, choice, version;
215         newmenu_item m[NUM_SAVES+2];
216         char filename[NUM_SAVES+1][30];
217         char desc[NUM_SAVES+1][DESC_LENGTH+16];
218         char id[5];
219         int valid=0;
220         
221         for (i=0;i<NUM_SAVES; i++ )     {
222                 sc_bmp[i] = NULL;
223                 if ( !multi )
224                         sprintf( filename[i], PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, i );
225                 else
226                         sprintf( filename[i], PLAYER_DIR "%s.mg%x", Players[Player_num].callsign, i );
227                 valid = 0;
228                 fp = PHYSFSX_openReadBuffered(filename[i]);
229                 if ( fp ) {
230                         //Read id
231                         //FIXME: check for swapped file, react accordingly...
232                         PHYSFS_read(fp, id, sizeof(char) * 4, 1);
233                         if ( !memcmp( id, dgss_id, 4 )) {
234                                 //Read version
235                                 PHYSFS_read(fp, &version, sizeof(int), 1);
236                                 if (version >= STATE_COMPATIBLE_VERSION)        {
237                                         // Read description
238                                         PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
239                                         //rpad_string( desc[i], DESC_LENGTH-1 );
240                                         // Read thumbnail
241                                         //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
242                                         //PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
243                                         valid = 1;
244                                 }
245                         } 
246                         PHYSFS_close(fp);
247                 }
248                 if (!valid) {
249                         strcpy( desc[i], TXT_EMPTY );
250                         //rpad_string( desc[i], DESC_LENGTH-1 );
251                 }
252                 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
253         }
254
255         sc_last_item = -1;
256         if (blind_save && state_default_item >= 0)
257                 choice = state_default_item;
258         else
259                 choice = newmenu_do1(NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item);
260
261         for (i=0; i<NUM_SAVES; i++ )    {
262                 if ( sc_bmp[i] )
263                         gr_free_bitmap( sc_bmp[i] );
264         }
265
266         if (choice > -1) {
267                 strcpy( fname, filename[choice] );
268                 strcpy( dsc, desc[choice] );
269                 state_default_item = choice;
270                 return choice+1;
271         }
272         return 0;
273 }
274
275 int RestoringMenu=0;
276
277 int state_get_restore_file(char * fname, int multi)
278 {
279         PHYSFS_file *fp;
280         int i, choice, version, nsaves;
281         newmenu_item m[NUM_SAVES+2];
282         char filename[NUM_SAVES+1][30];
283         char desc[NUM_SAVES+1][DESC_LENGTH + 16];
284         char id[5];
285         int valid;
286
287         nsaves=0;
288         m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";       
289         for (i=0;i<NUM_SAVES+1; i++ )   {
290                 sc_bmp[i] = NULL;
291                 if (!multi)
292                         sprintf( filename[i], PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, i );
293                 else
294                         sprintf( filename[i], PLAYER_DIR "%s.mg%x", Players[Player_num].callsign, i );
295                 valid = 0;
296                 fp = PHYSFSX_openReadBuffered(filename[i]);
297                 if ( fp ) {
298                         //Read id
299                         //FIXME: check for swapped file, react accordingly...
300                         PHYSFS_read(fp, id, sizeof(char) * 4, 1);
301                         if ( !memcmp( id, dgss_id, 4 )) {
302                                 //Read version
303                                 PHYSFS_read(fp, &version, sizeof(int), 1);
304                                 if (version >= STATE_COMPATIBLE_VERSION)        {
305                                         // Read description
306                                         PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1);
307                                         //rpad_string( desc[i], DESC_LENGTH-1 );
308                                         m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
309                                         // Read thumbnail
310                                         sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
311                                         PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
312                                         if (version >= 9) {
313                                                 ubyte pal[256*3];
314                                                 PHYSFS_read(fp, pal, 3, 256);
315                                                 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
316                                         }
317                                         nsaves++;
318                                         valid = 1;
319                                 }
320                         }
321                         PHYSFS_close(fp);
322                 }
323                 if (!valid) {
324                         strcpy( desc[i], TXT_EMPTY );
325                         //rpad_string( desc[i], DESC_LENGTH-1 );
326                         m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
327                 }
328         }
329
330         if ( nsaves < 1 )       {
331                 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
332                 return 0;
333         }
334
335         if (Current_display_mode == SM(640,400)) //restore menu won't fit on 640x400
336                 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
337
338         sc_last_item = -1;
339
340 #if defined(WINDOWS) || defined(MACINTOSH)
341         Hack_DblClick_MenuMode = 1;
342 #endif
343
344    RestoringMenu=1;
345         choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
346    RestoringMenu=0;
347
348 #if defined(WINDOWS) || defined(MACINTOSH)
349         Hack_DblClick_MenuMode = 0;
350 #endif
351
352         if (Current_display_mode == SM(640,400)) //set flag back
353                 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
354
355
356         for (i=0; i<NUM_SAVES+1; i++ )  {
357                 if ( sc_bmp[i] )
358                         gr_free_bitmap( sc_bmp[i] );
359         }
360
361         if (choice > 0) {
362                 strcpy( fname, filename[choice-1] );
363                 if (choice != NUM_SAVES+1)              //no new default when restore from autosave
364                         state_default_item = choice - 1;
365                 return choice;
366         }
367         return 0;
368 }
369
370 #define DESC_OFFSET     8
371
372 //      -----------------------------------------------------------------------------------
373 //      Imagine if C had a function to copy a file...
374 int copy_file(char *old_file, char *new_file)
375 {
376         sbyte   *buf;
377         int             buf_size;
378         PHYSFS_file *in_file, *out_file;
379
380         out_file = PHYSFS_openWrite(new_file);
381
382         if (out_file == NULL)
383                 return -1;
384
385         in_file = PHYSFS_openRead(old_file);
386
387         if (in_file == NULL)
388                 return -2;
389
390         buf_size = PHYSFS_fileLength(in_file);
391         while (buf_size && !(buf = d_malloc(buf_size)))
392                 buf_size /= 2;
393         if (buf_size == 0)
394                 return -5;      // likely to be an empty file
395
396         while (!PHYSFS_eof(in_file))
397         {
398                 int bytes_read;
399
400                 bytes_read = PHYSFS_read(in_file, buf, 1, buf_size);
401                 if (bytes_read < 0)
402                         Error("Cannot read from file <%s>: %s", old_file, PHYSFS_getLastError());
403
404                 Assert(bytes_read == buf_size || PHYSFS_eof(in_file));
405
406                 if (PHYSFS_write(out_file, buf, 1, bytes_read) < bytes_read)
407                         Error("Cannot write to file <%s>: %s", new_file, PHYSFS_getLastError());
408         }
409
410         d_free(buf);
411
412         if (!PHYSFS_close(in_file))
413         {
414                 PHYSFS_close(out_file);
415                 return -3;
416         }
417
418         if (!PHYSFS_close(out_file))
419                 return -4;
420
421         return 0;
422 }
423
424
425 extern int Final_boss_is_dead;
426
427 //      -----------------------------------------------------------------------------------
428 //      blind_save means don't prompt user for any info.
429 int state_save_all(int between_levels, int secret_save, char *filename_override, int blind_save)
430 {
431         int     rval, filenum = -1;
432
433         char    filename[128], desc[DESC_LENGTH+1];
434
435         Assert(between_levels == 0);    //between levels save ripped out
436
437 #ifdef NETWORK
438         if ( Game_mode & GM_MULTI )     {
439                         multi_initiate_save_game();
440                 return 0;
441         }
442 #endif
443
444         if ((Current_level_num < 0) && (secret_save == 0)) {
445                 HUD_init_message( "Can't save in secret level!" );
446                 return 0;
447         }
448
449         if (Final_boss_is_dead)         //don't allow save while final boss is dying
450                 return 0;
451
452         mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
453         
454         //      If this is a secret save and the control center has been destroyed, don't allow
455         //      return to the base level.
456         if (secret_save && (Control_center_destroyed)) {
457                 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
458                 PHYSFS_delete(PLAYER_DIR "secret.sgb");
459                 return 0;
460         }
461
462         stop_time();
463
464         if (secret_save == 1) {
465                 filename_override = filename;
466                 sprintf(filename_override, PLAYER_DIR "secret.sgb");
467         } else if (secret_save == 2) {
468                 filename_override = filename;
469                 sprintf(filename_override, PLAYER_DIR "secret.sgc");
470         } else {
471                 if (filename_override) {
472                         strcpy( filename, filename_override);
473                         sprintf(desc, "[autosave backup]");
474                 }
475                 else if (!(filenum = state_get_save_file(filename, desc, 0, blind_save)))
476                 {
477                         start_time();
478                         return 0;
479                 }
480         }
481                 
482         //      MK, 1/1/96
483         //      If not in multiplayer, do special secret level stuff.
484         //      If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
485         //      If it doesn't exist, then delete Nsecret.sgc
486         if (!secret_save && !(Game_mode & GM_MULTI)) {
487                 int     rval;
488                 char    temp_fname[32], fc;
489
490                 if (filenum != -1) {
491
492                         if (filenum >= 10)
493                                 fc = (filenum-10) + 'a';
494                         else
495                                 fc = '0' + filenum;
496
497                         sprintf(temp_fname, PLAYER_DIR "%csecret.sgc", fc);
498
499                         mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
500
501                         if (PHYSFS_exists(temp_fname))
502                         {
503                                 mprintf((0, "Deleting file %s\n", temp_fname));
504                                 if (!PHYSFS_delete(temp_fname))
505                                         Error("Cannot delete file <%s>: %s", temp_fname, PHYSFS_getLastError());
506                         }
507
508                         if (PHYSFS_exists(PLAYER_DIR "secret.sgc"))
509                         {
510                                 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
511                                 rval = copy_file(PLAYER_DIR "secret.sgc", temp_fname);
512                                 Assert(rval == 0);      //      Oops, error copying secret.sgc to temp_fname!
513                         }
514                 }
515         }
516
517         //      Save file we're going to save over in last slot and call "[autosave backup]"
518         if (!filename_override) {
519                 PHYSFS_file *tfp;
520
521                 tfp = PHYSFSX_openWriteBuffered(filename);
522
523                 if ( tfp ) {
524                         char    newname[128];
525
526                         sprintf( newname, PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
527
528                         PHYSFS_seek(tfp, DESC_OFFSET);
529                         PHYSFS_write(tfp, "[autosave backup]", sizeof(char) * DESC_LENGTH, 1);
530                         PHYSFS_close(tfp);
531                         PHYSFS_delete(newname);
532                         PHYSFSX_rename(filename, newname);
533                 }
534         }
535         
536         rval = state_save_all_sub(filename, desc, between_levels);
537         if (rval && !secret_save)
538                 HUD_init_message("Game saved.");
539
540         return rval;
541 }
542
543 extern  fix     Flash_effect, Time_flash_last_played;
544
545
546 int state_save_all_sub(char *filename, char *desc, int between_levels)
547 {
548         int i,j;
549         PHYSFS_file *fp;
550         grs_canvas * cnv;
551         ubyte *pal;
552
553         Assert(between_levels == 0);    //between levels save ripped out
554
555 /*      if ( Game_mode & GM_MULTI )     {
556                 {
557                 start_time();
558                 return 0;
559                 }
560         }*/
561
562         #if defined(MACINTOSH) && !defined(NDEBUG)
563         if ( strncmp(filename, PLAYER_DIR, 9) )
564                 Int3();
565         #endif
566
567         fp = PHYSFSX_openWriteBuffered(filename);
568         if ( !fp ) {
569                 if ( !(Game_mode & GM_MULTI) )
570                         nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
571                 start_time();
572                 return 0;
573         }
574
575 //Save id
576         PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1);
577
578 //Save version
579         i = STATE_VERSION;
580         PHYSFS_write(fp, &i, sizeof(int), 1);
581
582 //Save description
583         PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1);
584         
585 // Save the current screen shot...
586
587         cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
588         if ( cnv )
589         {
590 #ifdef OGL
591                 ubyte *buf;
592                 int k;
593                 GLint gl_draw_buffer;
594 #endif
595                 grs_canvas * cnv_save;
596                 cnv_save = grd_curcanv;
597
598                 gr_set_current_canvas( cnv );
599
600                 render_frame(0, 0);
601
602 #if defined(OGL)
603 # if 1
604                 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
605                 glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer);
606                 glReadBuffer(gl_draw_buffer);
607                 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
608                 k = THUMBNAIL_H;
609                 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
610                         if (!(j = i % THUMBNAIL_W))
611                                 k--;
612                         cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
613                                 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
614                 }
615                 d_free(buf);
616 # else // simpler d1x method, not tested yet
617                 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);
618 # endif
619 #endif
620
621                 pal = gr_palette;
622
623                 PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1);
624
625                 gr_set_current_canvas(cnv_save);
626                 gr_free_canvas( cnv );
627                 PHYSFS_write(fp, pal, 3, 256);
628         }
629         else
630         {
631                 ubyte color = 0;
632                 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
633                         PHYSFS_write(fp, &color, sizeof(ubyte), 1);             
634         } 
635
636 // Save the Between levels flag...
637         PHYSFS_write(fp, &between_levels, sizeof(int), 1);
638
639 // Save the mission info...
640         mprintf ((0, "HEY! Mission name is %s\n", Current_mission_filename));
641         PHYSFS_write(fp, Current_mission_filename, 9 * sizeof(char), 1);
642
643 //Save level info
644         PHYSFS_write(fp, &Current_level_num, sizeof(int), 1);
645         PHYSFS_write(fp, &Next_level_num, sizeof(int), 1);
646
647 //Save GameTime
648         PHYSFS_write(fp, &GameTime, sizeof(fix), 1);
649
650 // If coop save, save all
651 #ifdef NETWORK
652    if (Game_mode & GM_MULTI_COOP)
653          {
654                 PHYSFS_write(fp, &state_game_id,sizeof(int), 1);
655                 PHYSFS_write(fp, &Netgame,sizeof(netgame_info), 1);
656                 PHYSFS_write(fp, &NetPlayers,sizeof(AllNetPlayers_info), 1);
657                 PHYSFS_write(fp, &N_players,sizeof(int), 1);
658                 PHYSFS_write(fp, &Player_num,sizeof(int), 1);
659                 for (i=0;i<N_players;i++)
660                         PHYSFS_write(fp, &Players[i], sizeof(player), 1);
661
662 #ifdef RISKY_PROPOSITION
663                 PHYSFS_write(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
664                 PHYSFS_write(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
665                 PHYSFS_write(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
666                 PHYSFS_write(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
667                 PHYSFS_write(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
668                 PHYSFS_write(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
669                 PHYSFS_write(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
670  
671       for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
672                         PHYSFS_write(fp, robot_fire_buf[i][0], 18 + 3, 1);
673 #endif
674
675          }
676 #endif
677
678 //Save player info
679         PHYSFS_write(fp, &Players[Player_num], sizeof(player), 1);
680
681 // Save the current weapon info
682         PHYSFS_write(fp, &Primary_weapon, sizeof(sbyte), 1);
683         PHYSFS_write(fp, &Secondary_weapon, sizeof(sbyte), 1);
684
685 // Save the difficulty level
686         PHYSFS_write(fp, &Difficulty_level, sizeof(int), 1);
687 // Save cheats enabled
688         PHYSFS_write(fp, &Cheats_enabled,sizeof(int), 1);
689
690         if ( !between_levels )  {
691
692         //Finish all morph objects
693                 for (i=0; i<=Highest_object_index; i++ )        {
694                         if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH))       {
695                                 morph_data *md;
696                                 md = find_morph_data(&Objects[i]);
697                                 if (md) {                                       
698                                         md->obj->control_type = md->morph_save_control_type;
699                                         md->obj->movement_type = md->morph_save_movement_type;
700                                         md->obj->render_type = RT_POLYOBJ;
701                                         md->obj->mtype.phys_info = md->morph_save_phys_info;
702                                         md->obj = NULL;
703                                 } else {                                                //maybe loaded half-morphed from disk
704                                         Objects[i].flags |= OF_SHOULD_BE_DEAD;
705                                         Objects[i].render_type = RT_POLYOBJ;
706                                         Objects[i].control_type = CT_NONE;
707                                         Objects[i].movement_type = MT_NONE;
708                                 }
709                         }
710                 }
711         
712         //Save object info
713                 i = Highest_object_index+1;
714                 PHYSFS_write(fp, &i, sizeof(int), 1);
715                 PHYSFS_write(fp, Objects, sizeof(object), i);
716                 
717         //Save wall info
718                 i = Num_walls;
719                 PHYSFS_write(fp, &i, sizeof(int), 1);
720                 PHYSFS_write(fp, Walls, sizeof(wall), i);
721
722         //Save exploding wall info
723                 i = MAX_EXPLODING_WALLS;
724                 PHYSFS_write(fp, &i, sizeof(int), 1);
725                 PHYSFS_write(fp, expl_wall_list, sizeof(*expl_wall_list), i);
726         
727         //Save door info
728                 i = Num_open_doors;
729                 PHYSFS_write(fp, &i, sizeof(int), 1);
730                 PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i);
731         
732         //Save cloaking wall info
733                 i = Num_cloaking_walls;
734                 PHYSFS_write(fp, &i, sizeof(int), 1);
735                 PHYSFS_write(fp, CloakingWalls, sizeof(cloaking_wall), i);
736         
737         //Save trigger info
738                 PHYSFS_write(fp, &Num_triggers, sizeof(int), 1);
739                 PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers);
740         
741         //Save tmap info
742                 for (i = 0; i <= Highest_segment_index; i++)
743                 {
744                         for (j = 0; j < 6; j++)
745                         {
746                                 PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
747                                 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1);
748                                 PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1);
749                         }
750                 }
751         
752         // Save the fuelcen info
753                 PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1);
754                 PHYSFS_write(fp, &Countdown_timer, sizeof(int), 1);
755                 PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1);
756                 PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
757                 PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
758                 PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1);
759                 PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
760         
761         // Save the control cen info
762                 PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1);
763                 PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1);
764                 PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1);
765                 PHYSFS_write(fp, &Control_center_present, sizeof(int), 1);
766                 PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1);
767         
768         // Save the AI state
769                 ai_save_state( fp );
770         
771         // Save the automap visited info
772                 PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
773
774         }
775         PHYSFS_write(fp, &state_game_id, sizeof(uint), 1);
776         PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1);
777         PHYSFS_write(fp, &Lunacy, sizeof(int), 1);  //  Yes, writing this twice.  Removed the Ugly robot system, but didn't want to change savegame format.
778         PHYSFS_write(fp, &Lunacy, sizeof(int), 1);
779
780         // Save automap marker info
781
782         PHYSFS_write(fp, MarkerObject, sizeof(MarkerObject) ,1);
783         PHYSFS_write(fp, MarkerOwner, sizeof(MarkerOwner), 1);
784         PHYSFS_write(fp, MarkerMessage, sizeof(MarkerMessage), 1);
785
786         PHYSFS_write(fp, &Afterburner_charge, sizeof(fix), 1);
787
788         //save last was super information
789         PHYSFS_write(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
790         PHYSFS_write(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
791
792         //      Save flash effect stuff
793         PHYSFS_write(fp, &Flash_effect, sizeof(int), 1);
794         PHYSFS_write(fp, &Time_flash_last_played, sizeof(int), 1);
795         PHYSFS_write(fp, &PaletteRedAdd, sizeof(int), 1);
796         PHYSFS_write(fp, &PaletteGreenAdd, sizeof(int), 1);
797         PHYSFS_write(fp, &PaletteBlueAdd, sizeof(int), 1);
798
799         PHYSFS_write(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
800
801         PHYSFS_write(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
802
803         if (PHYSFS_write(fp, &Omega_charge, sizeof(Omega_charge), 1) < 1)
804         {
805                 if ( !(Game_mode & GM_MULTI) ) {
806                         nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
807                         PHYSFS_close(fp);
808                         PHYSFS_delete(filename);
809                 }
810         } else  {
811                 PHYSFS_close(fp);
812
813                 #ifdef MACINTOSH                // set the type and creator of the saved game file
814                 {
815                         FInfo finfo;
816                         OSErr err;
817                         Str255 pfilename;
818         
819                         strcpy(pfilename, filename);
820                         c2pstr(pfilename);
821                         err = HGetFInfo(0, 0, pfilename, &finfo);
822                         finfo.fdType = 'SVGM';
823                         finfo.fdCreator = 'DCT2';
824                         err = HSetFInfo(0, 0, pfilename, &finfo);
825                 }
826                 #endif
827         }
828         
829         start_time();
830
831         return 1;
832 }
833
834 //      -----------------------------------------------------------------------------------
835 //      Set the player's position from the globals Secret_return_segment and Secret_return_orient.
836 void set_pos_from_return_segment(void)
837 {
838         int     plobjnum = Players[Player_num].objnum;
839
840         compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
841         obj_relink(plobjnum, Secret_return_segment);
842         reset_player_object();
843         Objects[plobjnum].orient = Secret_return_orient;
844 }
845
846 //      -----------------------------------------------------------------------------------
847 int state_restore_all(int in_game, int secret_restore, char *filename_override)
848 {
849         char filename[128];
850         int     filenum = -1;
851
852 #ifdef NETWORK
853         if ( Game_mode & GM_MULTI )     {
854 #ifdef MULTI_SAVE
855                         multi_initiate_restore_game();
856 #endif
857                 return 0;
858         }
859 #endif
860
861         if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
862                 HUD_init_message( "Can't restore in secret level!" );
863                 return 0;
864         }
865
866         if ( Newdemo_state == ND_STATE_RECORDING )
867                 newdemo_stop_recording();
868
869         if ( Newdemo_state != ND_STATE_NORMAL )
870                 return 0;
871
872         stop_time();
873
874         if (filename_override) {
875                 strcpy(filename, filename_override);
876                 filenum = NUM_SAVES+1;          //      So we don't trigger autosave
877         } else if (!(filenum = state_get_restore_file(filename, 0)))    {
878                 start_time();
879                 return 0;
880         }
881         
882         //      MK, 1/1/96
883         //      If not in multiplayer, do special secret level stuff.
884         //      If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
885         //      If it doesn't exist, then delete secret.sgc
886         if (!secret_restore && !(Game_mode & GM_MULTI)) {
887                 int     rval;
888                 char    temp_fname[32], fc;
889
890                 if (filenum != -1) {
891                         if (filenum >= 10)
892                                 fc = (filenum-10) + 'a';
893                         else
894                                 fc = '0' + filenum;
895                         
896                         sprintf(temp_fname, PLAYER_DIR "%csecret.sgc", fc);
897
898                         mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
899
900                         if (PHYSFS_exists(temp_fname))
901                         {
902                                 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
903                                 rval = copy_file(temp_fname, PLAYER_DIR "secret.sgc");
904                                 Assert(rval == 0);      //      Oops, error copying temp_fname to secret.sgc!
905                         } else
906                                 PHYSFS_delete(PLAYER_DIR "secret.sgc");
907                 }
908         }
909
910         //      Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
911         if ((filenum != (NUM_SAVES+1)) && in_game) {
912                 char    temp_filename[128];
913                 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
914                 sprintf( temp_filename, PLAYER_DIR "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
915                 state_save_all(!in_game, secret_restore, temp_filename, 0);
916         }
917
918         if ( !secret_restore && in_game ) {
919                 int choice;
920                 choice =  nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
921                 if ( choice != 0 )      {
922                         start_time();
923                         return 0;
924                 }
925         }
926
927         start_time();
928
929         return state_restore_all_sub(filename, 0, secret_restore);
930 }
931
932 extern void init_player_stats_new_ship(void);
933
934 void ShowLevelIntro(int level_num);
935
936 extern void do_cloak_invul_secret_stuff(fix old_gametime);
937 extern void copy_defaults_to_robot(object *objp);
938
939 int state_restore_all_sub(char *filename, int multi, int secret_restore)
940 {
941         int ObjectStartLocation;
942         int version,i, j, segnum;
943         object * obj;
944         PHYSFS_file *fp;
945         int current_level, next_level;
946         int between_levels;
947         char mission[16];
948         char desc[DESC_LENGTH+1];
949         char id[5];
950         char org_callsign[CALLSIGN_LEN+16];
951 #ifdef NETWORK
952         int found;
953         int nplayers;   //,playid[12],mynum;
954         player restore_players[MAX_PLAYERS];
955 #endif
956         fix     old_gametime = GameTime;
957         short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
958         short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
959
960         #if defined(MACINTOSH) && !defined(NDEBUG)
961         if (strncmp(filename, PLAYER_DIR, 9))
962                 Int3();
963         #endif
964
965         fp = PHYSFSX_openReadBuffered(filename);
966         if ( !fp ) return 0;
967
968 //Read id
969         //FIXME: check for swapped file, react accordingly...
970         PHYSFS_read(fp, id, sizeof(char) * 4, 1);
971         if ( memcmp( id, dgss_id, 4 )) {
972                 PHYSFS_close(fp);
973                 return 0;
974         }
975
976 //Read version
977         PHYSFS_read(fp, &version, sizeof(int), 1);
978         if (version < STATE_COMPATIBLE_VERSION) {
979                 PHYSFS_close(fp);
980                 return 0;
981         }
982
983 // Read description
984         PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
985
986 // Skip the current screen shot...
987         PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
988
989 // And now...skip the goddamn palette stuff that somebody forgot to add
990         PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
991
992 // Read the Between levels flag...
993         PHYSFS_read(fp, &between_levels, sizeof(int), 1);
994
995         Assert(between_levels == 0);    //between levels save ripped out
996
997 // Read the mission info...
998         PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
999         mprintf ((0,"Missionname to load = %s\n",mission));
1000
1001         if (!load_mission_by_name( mission ))   {
1002                 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1003                 PHYSFS_close(fp);
1004                 return 0;
1005         }
1006
1007 //Read level info
1008         PHYSFS_read(fp, &current_level, sizeof(int), 1);
1009         PHYSFS_read(fp, &next_level, sizeof(int), 1);
1010
1011 //Restore GameTime
1012         PHYSFS_read(fp, &GameTime, sizeof(fix), 1);
1013
1014 // Start new game....
1015         if (!multi)     {
1016                 Game_mode = GM_NORMAL;
1017                 Function_mode = FMODE_GAME;
1018 #ifdef NETWORK
1019                 change_playernum_to(0);
1020 #endif
1021                 strcpy( org_callsign, Players[0].callsign );
1022                 N_players = 1;
1023                 if (!secret_restore) {
1024                         InitPlayerObject();                             //make sure player's object set up
1025                         init_player_stats_game();               //clear all stats
1026                 }
1027         } else {
1028                 strcpy( org_callsign, Players[Player_num].callsign );
1029         }
1030
1031 #ifdef NETWORK
1032    if (Game_mode & GM_MULTI)
1033          {
1034                 PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1035                 PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1);
1036                 PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1);
1037                 PHYSFS_read(fp, &nplayers, sizeof(N_players), 1);
1038                 PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1);
1039                 for (i=0;i<nplayers;i++)
1040                         PHYSFS_read(fp, &restore_players[i], sizeof(player), 1);
1041 #ifdef RISKY_PROPOSITION
1042                 PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1043                 PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1044                 PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1045                 PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1046                 PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1047                 PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1048                 PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
1049
1050       for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1051                         PHYSFS_read(fp, &robot_fire_buf[i][0],21,1);
1052 #endif
1053
1054            for (i=0;i<nplayers;i++)
1055                  {
1056                   found=0;
1057                   for (j=0;j<nplayers;j++)
1058                          {
1059            if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1060                                  found=1;
1061                          }
1062                   restore_players[i].connected=found;
1063             }
1064                 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1065                 N_players=nplayers;
1066
1067       if (network_i_am_master())
1068                  {
1069                   for (i=0;i<N_players;i++)
1070                         {
1071                          if (i==Player_num)
1072                                 continue;
1073                  Players[i].connected=0;
1074                         }
1075                  }
1076
1077                 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1078          }
1079
1080 #endif
1081
1082 //Read player info
1083
1084         {
1085                 StartNewLevelSub(current_level, 1, secret_restore);
1086
1087                 if (secret_restore) {
1088                         player  dummy_player;
1089
1090                         PHYSFS_read(fp, &dummy_player, sizeof(player), 1);
1091                         if (secret_restore == 1) {              //      This means he didn't die, so he keeps what he got in the secret level.
1092                                 Players[Player_num].level = dummy_player.level;
1093                                 Players[Player_num].last_score = dummy_player.last_score;
1094                                 Players[Player_num].time_level = dummy_player.time_level;
1095
1096                                 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1097                                 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1098                                 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1099                                 Players[Player_num].hostages_total = dummy_player.hostages_total;
1100                                 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1101                                 Players[Player_num].hostages_level = dummy_player.hostages_level;
1102                                 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1103                                 Players[Player_num].hours_level = dummy_player.hours_level;
1104                                 Players[Player_num].hours_total = dummy_player.hours_total;
1105                                 do_cloak_invul_secret_stuff(old_gametime);
1106                         } else {
1107                                 Players[Player_num] = dummy_player;
1108                         }
1109                 } else {
1110                         PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1);
1111                 }
1112         }
1113         strcpy( Players[Player_num].callsign, org_callsign );
1114
1115 // Set the right level
1116         if ( between_levels )
1117                 Players[Player_num].level = next_level;
1118
1119 // Restore the weapon states
1120         PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1);
1121         PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1);
1122
1123         select_weapon(Primary_weapon, 0, 0, 0);
1124         select_weapon(Secondary_weapon, 1, 0, 0);
1125
1126 // Restore the difficulty level
1127         PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);
1128
1129 // Restore the cheats enabled flag
1130
1131         PHYSFS_read(fp, &Cheats_enabled, sizeof(int),1);
1132
1133         if ( !between_levels )  {
1134                 Do_appearance_effect = 0;                       // Don't do this for middle o' game stuff.
1135
1136                 ObjectStartLocation = PHYSFS_tell(fp);
1137                 //Clear out all the objects from the lvl file
1138                 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1139                         Segments[segnum].objects = -1;
1140                 reset_objects(1);
1141         
1142                 //Read objects, and pop 'em into their respective segments.
1143                 PHYSFS_read(fp, &i, sizeof(int), 1);
1144                 Highest_object_index = i-1;
1145                 PHYSFS_read(fp, Objects, sizeof(object) * i, 1);
1146         
1147                 Object_next_signature = 0;
1148                 for (i=0; i<=Highest_object_index; i++ )        {
1149                         obj = &Objects[i];
1150                         obj->rtype.pobj_info.alt_textures = -1;
1151                         segnum = obj->segnum;
1152                         obj->next = obj->prev = obj->segnum = -1;
1153                         if ( obj->type != OBJ_NONE )    {
1154                                 obj_link(i,segnum);
1155                                 if ( obj->signature > Object_next_signature )
1156                                         Object_next_signature = obj->signature;
1157                         }
1158
1159                         //look for, and fix, boss with bogus shields
1160                         if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1161                                 fix save_shields = obj->shields;
1162
1163                                 copy_defaults_to_robot(obj);            //calculate starting shields
1164
1165                                 //if in valid range, use loaded shield value
1166                                 if (save_shields > 0 && save_shields <= obj->shields)
1167                                         obj->shields = save_shields;
1168                                 else
1169                                         obj->shields /= 2;  //give player a break
1170                         }
1171
1172                 }       
1173                 special_reset_objects();
1174                 Object_next_signature++;
1175         
1176                 //      1 = Didn't die on secret level.
1177                 //      2 = Died on secret level.
1178                 if (secret_restore && (Current_level_num >= 0)) {
1179                         set_pos_from_return_segment();
1180                         if (secret_restore == 2)
1181                                 init_player_stats_new_ship();
1182                 }
1183
1184                 //Restore wall info
1185                 PHYSFS_read(fp, &i, sizeof(int), 1);
1186                 Num_walls = i;
1187                 PHYSFS_read(fp, Walls, sizeof(wall), Num_walls);
1188
1189                 //now that we have the walls, check if any sounds are linked to
1190                 //walls that are now open
1191                 for (i=0;i<Num_walls;i++) {
1192                         if (Walls[i].type == WALL_OPEN)
1193                                 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1194                 }
1195
1196                 //Restore exploding wall info
1197                 if (version >= 10) {
1198                         PHYSFS_read(fp, &i, sizeof(int), 1);
1199                         PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i);
1200                 }
1201
1202                 //Restore door info
1203                 PHYSFS_read(fp, &i, sizeof(int), 1);
1204                 Num_open_doors = i;
1205                 PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors);
1206         
1207                 if (version >= 14) {            //Restore cloaking wall info
1208                         PHYSFS_read(fp, &i, sizeof(int), 1);
1209                         Num_cloaking_walls = i;
1210                         PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls);
1211                 }
1212         
1213                 //Restore trigger info
1214                 PHYSFS_read(fp, &Num_triggers, sizeof(int), 1);
1215                 PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers);
1216         
1217                 //Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light)
1218                 for (i=0; i<=Highest_segment_index; i++ )       {
1219                         for (j=0; j<6; j++ )    {
1220                                 PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
1221                                 PHYSFS_read(fp, &TempTmapNum[i][j], sizeof(short), 1);
1222                                 PHYSFS_read(fp, &TempTmapNum2[i][j], sizeof(short), 1);
1223                         }
1224                 }
1225         
1226                 //Restore the fuelcen info
1227                 PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1);
1228                 PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1);
1229                 PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1);
1230                 PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
1231                 PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
1232                 PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1);
1233                 PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
1234         
1235                 // Restore the control cen info
1236                 PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1);
1237                 PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1);
1238                 PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1);
1239                 PHYSFS_read(fp, &Control_center_present, sizeof(int), 1);
1240                 PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1);
1241         
1242                 // Restore the AI state
1243                 ai_restore_state( fp, version );
1244         
1245                 // Restore the automap visited info
1246                 PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS);
1247
1248                 //      Restore hacked up weapon system stuff.
1249                 Fusion_next_sound_time = GameTime;
1250                 Auto_fire_fusion_cannon_time = 0;
1251                 Next_laser_fire_time = GameTime;
1252                 Next_missile_fire_time = GameTime;
1253                 Last_laser_fired_time = GameTime;
1254
1255         }
1256         state_game_id = 0;
1257
1258         if ( version >= 7 )     {
1259                 PHYSFS_read(fp, &state_game_id, sizeof(uint), 1);
1260                 PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1);
1261                 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);               //      Yes, writing this twice.  Removed the Ugly robot system, but didn't want to change savegame format.
1262                 PHYSFS_read(fp, &Lunacy, sizeof(int), 1);
1263                 if ( Lunacy )
1264                         do_lunacy_on();
1265         }
1266
1267         if (version >= 17) {
1268                 PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1);
1269                 PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1);
1270                 PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1);
1271         }
1272         else {
1273                 int num,dummy;
1274
1275                 // skip dummy info
1276
1277                 PHYSFS_read(fp, &num,sizeof(int), 1);           // was NumOfMarkers
1278                 PHYSFS_read(fp, &dummy,sizeof(int), 1);         // was CurMarker
1279
1280                 PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));
1281
1282                 for (num=0;num<NUM_MARKERS;num++)
1283                         MarkerObject[num] = -1;
1284         }
1285
1286         if (version>=11) {
1287                 if (secret_restore != 1)
1288                         PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1);
1289                 else {
1290                         fix     dummy_fix;
1291                         PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1292                 }
1293         }
1294         if (version>=12) {
1295                 //read last was super information
1296                 PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
1297                 PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
1298         }
1299
1300         if (version >= 12) {
1301                 PHYSFS_read(fp, &Flash_effect, sizeof(int), 1);
1302                 PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1);
1303                 PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1);
1304                 PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1);
1305                 PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1);
1306         } else {
1307                 Flash_effect = 0;
1308                 Time_flash_last_played = 0;
1309                 PaletteRedAdd = 0;
1310                 PaletteGreenAdd = 0;
1311                 PaletteBlueAdd = 0;
1312         }
1313
1314         //      Load Light_subtracted
1315         if (version >= 16) {
1316                 PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
1317                 apply_all_changed_light();
1318         } else {
1319                 int     i;
1320                 for (i=0; i<=Highest_segment_index; i++)
1321                         Light_subtracted[i] = 0;
1322         }
1323
1324         // static_light should now be computed - now actually set tmap info
1325         for (i=0; i<=Highest_segment_index; i++ )       {
1326                 for (j=0; j<6; j++ )    {
1327                         Segments[i].sides[j].tmap_num=TempTmapNum[i][j];
1328                         Segments[i].sides[j].tmap_num2=TempTmapNum2[i][j];
1329                 }
1330         }
1331
1332         if (!secret_restore) {
1333                 if (version >= 20) {
1334                         PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
1335                         mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1336                 } else
1337                         First_secret_visit = 1;
1338         } else
1339                 First_secret_visit = 0;
1340
1341         if (version >= 22)
1342         {
1343                 if (secret_restore != 1)
1344                         PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1);
1345                 else {
1346                         fix     dummy_fix;
1347                         PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
1348                 }
1349         }
1350
1351         PHYSFS_close(fp);
1352
1353 #ifdef NETWORK
1354    if (Game_mode & GM_MULTI)   // Get rid of ships that aren't
1355          {                                                                       // connected in the restored game
1356                 for (i=0;i<nplayers;i++)
1357                  {
1358                   mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1359                   if (Players[i].connected!=1)
1360                    {
1361                     network_disconnect_player (i);
1362                create_player_appearance_effect(&Objects[Players[i].objnum]);
1363                          mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1364               }
1365                  }
1366                         
1367          }
1368 #endif
1369
1370 // Load in bitmaps, etc..
1371 //!!    piggy_load_level_data();        //already done by StartNewLevelSub()
1372
1373         return 1;
1374 }
1375
1376
1377 int state_get_game_id(char *filename)
1378 {
1379         int version;
1380         PHYSFS_file *fp;
1381         int between_levels;
1382         char mission[16];
1383         char desc[DESC_LENGTH+1];
1384         char id[5];
1385         int dumbint;
1386
1387 mprintf((0, "Restoring multigame from [%s]\n", filename));
1388
1389         fp = PHYSFS_openRead(filename);
1390         if (!fp) return 0;
1391
1392 //Read id
1393         //FIXME: check for swapped file, react accordingly...
1394         PHYSFS_read(fp, id, sizeof(char) * 4, 1);
1395         if ( memcmp( id, dgss_id, 4 )) {
1396                 PHYSFS_close(fp);
1397                 return 0;
1398         }
1399
1400 //Read version
1401         PHYSFS_read(fp, &version, sizeof(int), 1);
1402         if (version < STATE_COMPATIBLE_VERSION) {
1403                 PHYSFS_close(fp);
1404                 return 0;
1405         }
1406
1407 // Read description
1408         PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1);
1409
1410 // Skip the current screen shot...
1411         PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H);
1412
1413 // And now...skip the palette stuff that somebody forgot to add
1414         PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);
1415
1416 // Read the Between levels flag...
1417         PHYSFS_read(fp, &between_levels, sizeof(int), 1);
1418
1419         Assert(between_levels == 0);    //between levels save ripped out
1420
1421 // Read the mission info...
1422         PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
1423 //Read level info
1424         PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1425         PHYSFS_read(fp, &dumbint, sizeof(int), 1);
1426
1427 //Restore GameTime
1428         PHYSFS_read(fp, &dumbint, sizeof(fix), 1);
1429
1430         PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
1431
1432         return (state_game_id);
1433  }