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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 #ifdef RCS
16 char state_rcsid[] = "$Id: state.c,v 1.4 2001-10-25 02:15:57 bradleyb Exp $";
17 #endif
18
19 #include <conf.h>
20
21 #ifdef WINDOWS
22 #include "desw.h"
23 #endif
24
25
26 #include <stdio.h>
27 #include <stdlib.h>
28 #include <math.h>
29 #include <string.h>
30 #include <unistd.h>
31 #include <errno.h>
32 #ifdef MACINTOSH
33 #include <Files.h>
34 #endif
35
36 #include "pstypes.h"
37 #include "pa_enabl.h"                   //$$POLY_ACC
38 #include "mono.h"
39 #include "inferno.h"
40 #include "segment.h"
41 #include "textures.h"
42 #include "wall.h"
43 #include "object.h"
44 #include "digi.h"
45 #include "gamemine.h"
46 #include "error.h"
47 #include "gameseg.h"
48 #include "menu.h"
49 #include "switch.h"
50 #include "game.h"
51 #include "screens.h"
52 #include "newmenu.h"
53 #include "cfile.h"              
54 #include "fuelcen.h"
55 #include "hash.h"
56 #include "key.h"
57 #include "piggy.h"
58 #include "player.h"
59 #include "cntrlcen.h"
60 #include "morph.h"
61 #include "weapon.h"
62 #include "render.h"
63 #include "gameseq.h"
64 #include "gauges.h"
65 #include "newdemo.h"
66 #include "automap.h"
67 #include "piggy.h"
68 #include "paging.h"
69 #include "titles.h"
70 #include "text.h"
71 #include "mission.h"
72 #include "pcx.h"
73 #include "u_mem.h"
74 #ifdef NETWORK
75 #include "network.h"
76 #endif
77 #include "args.h"
78 #include "ai.h"
79 #include "fireball.h"
80 #include "controls.h"
81 #include "laser.h"
82 #include "multibot.h"
83 #include "state.h"
84
85 #if defined(POLY_ACC)
86 #include "poly_acc.h"
87 #endif
88
89 #define STATE_VERSION 22
90 #define STATE_COMPATIBLE_VERSION 20
91 // 0 - Put DGSS (Descent Game State Save) id at tof.
92 // 1 - Added Difficulty level save
93 // 2 - Added Cheats_enabled flag
94 // 3 - Added between levels save.
95 // 4 - Added mission support
96 // 5 - Mike changed ai and object structure.
97 // 6 - Added buggin' cheat save
98 // 7 - Added other cheat saves and game_id.
99 // 8 - Added AI stuff for escort and thief.
100 // 9 - Save palette with screen shot
101 // 12- Saved last_was_super array
102 // 13- Saved palette flash stuff
103 // 14- Save cloaking wall stuff
104 // 15- Save additional ai info
105 // 16- Save Light_subtracted
106 // 17- New marker save
107 // 18- Took out saving of old cheat status
108 // 19- Saved cheats_enabled flag
109 // 20- First_secret_visit
110 // 22- Omega_charge
111
112 #define NUM_SAVES 9
113 #define THUMBNAIL_W 100
114 #define THUMBNAIL_H 50
115 #define DESC_LENGTH 20
116
117 extern void multi_initiate_save_game();
118 extern void multi_initiate_restore_game();
119 extern void apply_all_changed_light(void);
120
121 extern int Do_appearance_effect;
122 extern fix Fusion_next_sound_time;
123
124 extern int Laser_rapid_fire;
125 extern int Physics_cheat_flag;
126 extern int      Lunacy;
127 extern void do_lunacy_on(void);
128 extern void do_lunacy_off(void);
129 extern int First_secret_visit;
130
131 int sc_last_item= 0;
132 grs_bitmap *sc_bmp[NUM_SAVES+1];
133
134 char dgss_id[4] = "DGSS";
135
136 int state_default_item = 0;
137
138 uint state_game_id;
139
140 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
141 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
142 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
143 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
144 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
145 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
146 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
147 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
148
149
150 #if defined(WINDOWS) || defined(MACINTOSH)
151 extern ubyte Hack_DblClick_MenuMode;
152 #endif
153
154 void compute_all_static_light(void);
155
156 //-------------------------------------------------------------------
157 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
158 {
159         nitems = nitems;
160         last_key = last_key;
161         
162 //      if ( sc_last_item != citem )    {
163 //              sc_last_item = citem;
164                 if ( citem > 0 )        {
165                         if ( sc_bmp[citem-1] )  {
166                                 if (MenuHires) {
167                                 WINDOS(
168                                         dd_grs_canvas *save_canv = dd_grd_curcanv,
169                                         grs_canvas *save_canv = grd_curcanv
170                                 );
171                                         grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
172                                         grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
173                                         gr_set_current_canvas(temp_canv);
174                                         scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
175                                 WINDOS(
176                                         dd_gr_set_current_canvas(save_canv),
177                                         gr_set_current_canvas( save_canv )
178                                 );
179                                 WIN(DDGRLOCK(dd_grd_curcanv));
180                                         gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
181                                 WIN(DDGRUNLOCK(dd_grd_curcanv));
182                                         gr_free_canvas(temp_canv);
183                                 }
184                                 else    {
185                                 #ifdef WINDOWS
186                                         Int3();
187                                 #else
188                                         gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
189                                 #endif
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 )
212 {
213         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                         #ifndef MACINTOSH
225                         sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
226                         #else
227                         sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
228                         #endif
229                 else
230                         #ifndef MACINTOSH
231                         sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
232                         #else
233                         sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
234                         #endif
235                 valid = 0;
236                 fp = fopen( filename[i], "rb" );
237                 if ( fp ) {
238                         //Read id
239                         fread( id, sizeof(char)*4, 1, fp );
240                         if ( !memcmp( id, dgss_id, 4 )) {
241                                 //Read version
242                                 fread( &version, sizeof(int), 1, fp );
243                                 if (version >= STATE_COMPATIBLE_VERSION)        {
244                                         // Read description
245                                         fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
246                                         //rpad_string( desc[i], DESC_LENGTH-1 );
247                                         // Read thumbnail
248                                         //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
249                                         //fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
250                                         valid = 1;
251                                 }
252                         } 
253                         fclose(fp);
254                 }
255                 if (!valid) {
256                         strcpy( desc[i], TXT_EMPTY );
257                         //rpad_string( desc[i], DESC_LENGTH-1 );
258                 }
259                 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
260         }
261
262         sc_last_item = -1;
263         choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
264
265         for (i=0; i<NUM_SAVES; i++ )    {
266                 if ( sc_bmp[i] )
267                         gr_free_bitmap( sc_bmp[i] );
268         }
269
270         if (choice > -1) {
271                 strcpy( fname, filename[choice] );
272                 strcpy( dsc, desc[choice] );
273                 state_default_item = choice;
274                 return choice+1;
275         }
276         return 0;
277 }
278
279 int RestoringMenu=0;
280 extern int Current_display_mode;
281
282 int state_get_restore_file(char * fname, int multi)
283 {
284         FILE * fp;
285         int i, choice, version, nsaves;
286         newmenu_item m[NUM_SAVES+2];
287         char filename[NUM_SAVES+1][30];
288         char desc[NUM_SAVES+1][DESC_LENGTH + 16];
289         char id[5];
290         int valid;
291
292         nsaves=0;
293         m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";       
294         for (i=0;i<NUM_SAVES+1; i++ )   {
295                 sc_bmp[i] = NULL;
296                 if (!multi)
297                         #ifndef MACINTOSH
298                         sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
299                         #else
300                         sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
301                         #endif
302                 else
303                         #ifndef MACINTOSH
304                         sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
305                         #else
306                         sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
307                         #endif
308                 valid = 0;
309                 fp = fopen( filename[i], "rb" );
310                 if ( fp ) {
311                         //Read id
312                         fread( id, sizeof(char)*4, 1, fp );
313                         if ( !memcmp( id, dgss_id, 4 )) {
314                                 //Read version
315                                 fread( &version, sizeof(int), 1, fp );
316                                 if (version >= STATE_COMPATIBLE_VERSION)        {
317                                         // Read description
318                                         fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
319                                         //rpad_string( desc[i], DESC_LENGTH-1 );
320                                         m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
321                                         // Read thumbnail
322                                         sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
323                                         fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
324                                         if (version >= 9) {
325                                                 ubyte pal[256*3];
326                                                 fread( pal, 3, 256, fp);
327                                                 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
328                                         }
329                                         nsaves++;
330                                         valid = 1;
331                                 } 
332                         }
333                         fclose(fp);
334                 } 
335                 if (!valid) {
336                         strcpy( desc[i], TXT_EMPTY );
337                         //rpad_string( desc[i], DESC_LENGTH-1 );
338                         m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
339                 }
340         }
341
342         if ( nsaves < 1 )       {
343                 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
344                 return 0;
345         }
346
347         if (Current_display_mode == 3)  //restore menu won't fit on 640x400
348                 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
349
350         sc_last_item = -1;
351
352 #if defined(WINDOWS) || defined(MACINTOSH)
353         Hack_DblClick_MenuMode = 1;
354 #endif
355
356    RestoringMenu=1;
357         choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
358    RestoringMenu=0;
359
360 #if defined(WINDOWS) || defined(MACINTOSH)
361         Hack_DblClick_MenuMode = 0;
362 #endif
363
364         if (Current_display_mode == 3)  //set flag back
365                 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
366
367
368         for (i=0; i<NUM_SAVES+1; i++ )  {
369                 if ( sc_bmp[i] )
370                         gr_free_bitmap( sc_bmp[i] );
371         }
372
373         if (choice > 0) {
374                 strcpy( fname, filename[choice-1] );
375                 if (choice != NUM_SAVES+1)              //no new default when restore from autosave
376                         state_default_item = choice - 1;
377                 return choice;
378         }
379         return 0;
380 }
381
382 #define DESC_OFFSET     8
383
384 //      -----------------------------------------------------------------------------------
385 //      Return true if the file named *filename exists, else return false.
386 int file_exists(char *filename)
387 {
388         FILE    *fp;
389
390         if ((fp = fopen(filename, "rb")) != NULL) {
391                 fclose(fp);
392                 return 1;
393         }
394
395         return 0;
396 }
397
398 #define CF_BUF_SIZE     1024
399
400 //      -----------------------------------------------------------------------------------
401 //      Imagine if C had a function to copy a file...
402 int copy_file(char *old_file, char *new_file)
403 {
404         byte    buf[CF_BUF_SIZE];
405         FILE    *in_file, *out_file;
406
407         out_file = fopen(new_file, "wb");
408
409         if (out_file == NULL)
410                 return -1;
411
412         in_file = fopen(old_file, "rb");
413
414         if (in_file == NULL)
415                 return -2;
416
417         while (!feof(in_file)) {
418                 int bytes_read;
419
420                 bytes_read = fread(buf, 1, CF_BUF_SIZE, in_file);
421                 if (ferror(in_file))
422                         Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
423
424                 Assert(bytes_read == CF_BUF_SIZE || feof(in_file));
425
426                 fwrite(buf, 1, bytes_read, out_file);
427
428                 if (ferror(out_file))
429                         Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
430         }
431
432         if (fclose(in_file)) {
433                 fclose(out_file);
434                 return -3;
435         }
436
437         if (fclose(out_file))
438                 return -4;
439
440         return 0;
441 }
442
443 #ifndef MACINTOSH
444 #define SECRETB_FILENAME        "secret.sgb"
445 #define SECRETC_FILENAME        "secret.sgc"
446 #else
447 #define SECRETB_FILENAME        ":Players:secret.sgb"
448 #define SECRETC_FILENAME        ":Players:secret.sgc"
449 #endif
450
451 extern int Final_boss_is_dead;
452
453 //      -----------------------------------------------------------------------------------
454 //      blind_save means don't prompt user for any info.
455 int state_save_all(int between_levels, int secret_save, char *filename_override)
456 {
457         int     rval, filenum = -1;
458
459         char    filename[128], desc[DESC_LENGTH+1];
460
461         Assert(between_levels == 0);    //between levels save ripped out
462
463 #ifdef NETWORK
464         if ( Game_mode & GM_MULTI )     {
465                         multi_initiate_save_game();
466                 return 0;
467         }
468 #endif
469
470         if ((Current_level_num < 0) && (secret_save == 0)) {
471                 HUD_init_message( "Can't save in secret level!" );
472                 return 0;
473         }
474
475         if (Final_boss_is_dead)         //don't allow save while final boss is dying
476                 return 0;
477
478         mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
479         
480         //      If this is a secret save and the control center has been destroyed, don't allow
481         //      return to the base level.
482         if (secret_save && (Control_center_destroyed)) {
483                 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
484                 unlink(SECRETB_FILENAME);
485                 return 0;
486         }
487
488         stop_time();
489
490         if (secret_save == 1) {
491                 filename_override = filename;
492                 sprintf(filename_override, SECRETB_FILENAME);
493         } else if (secret_save == 2) {
494                 filename_override = filename;
495                 sprintf(filename_override, SECRETC_FILENAME);
496         } else {
497                 if (filename_override) {
498                         strcpy( filename, filename_override);
499                         sprintf(desc, "[autosave backup]");
500                 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
501                         start_time();
502                         return 0;
503                 }
504         }
505                 
506         //      MK, 1/1/96
507         //      If not in multiplayer, do special secret level stuff.
508         //      If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
509         //      If it doesn't exist, then delete Nsecret.sgc
510         if (!secret_save && !(Game_mode & GM_MULTI)) {
511                 int     rval;
512                 char    temp_fname[32], fc;
513
514                 if (filenum != -1) {
515
516                         if (filenum >= 10)
517                                 fc = (filenum-10) + 'a';
518                         else
519                                 fc = '0' + filenum;
520
521                         #ifndef MACINTOSH
522                         sprintf(temp_fname, "%csecret.sgc", fc);
523                         #else
524                         sprintf(temp_fname, ":Players:%csecret.sgc", fc);
525                         #endif
526
527                         mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
528
529                         if (file_exists(temp_fname)) {
530                                 mprintf((0, "Deleting file %s\n", temp_fname));
531                                 rval = unlink(temp_fname);
532                                 Assert(rval == 0);      //      Oops, error deleting file in temp_fname.
533                         }
534
535                         if (file_exists(SECRETC_FILENAME)) {
536                                 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
537                                 rval = copy_file(SECRETC_FILENAME, temp_fname);
538                                 Assert(rval == 0);      //      Oops, error copying temp_fname to secret.sgc!
539                         }
540                 }
541         }
542
543         //      Save file we're going to save over in last slot and call "[autosave backup]"
544         if (!filename_override) {
545                 FILE    *tfp;
546         
547                 tfp = fopen( filename, "r+b" );
548
549                 if ( tfp ) {
550                         char    newname[128];
551
552                         #ifndef MACINTOSH
553                         sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
554                         #else
555                         sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
556                         #endif
557                         
558                         fseek( tfp, DESC_OFFSET, SEEK_SET);
559                         fwrite( "[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp );
560                         fclose(tfp);
561                         unlink(newname);
562                         rename(filename, newname);
563                 }
564         }
565         
566         rval = state_save_all_sub(filename, desc, between_levels);
567
568         return rval;
569 }
570
571 extern  fix     Flash_effect, Time_flash_last_played;
572
573
574 int state_save_all_sub(char *filename, char *desc, int between_levels)
575 {
576         int i,j;
577         FILE * fp;
578         grs_canvas * cnv;
579         #ifdef POLY_ACC
580         grs_canvas cnv2,*save_cnv2;
581         #endif
582         ubyte *pal;
583
584         Assert(between_levels == 0);    //between levels save ripped out
585
586 /*      if ( Game_mode & GM_MULTI )     {
587                 {
588                 start_time();
589                 return 0;
590                 }
591         }*/
592
593         #if defined(MACINTOSH) && !defined(NDEBUG) 
594         if ( strncmp(filename, ":Players:", 9) )
595                 Int3();
596         #endif
597
598         fp = fopen( filename, "wb" );
599         if ( !fp ) {
600                 if ( !(Game_mode & GM_MULTI) )
601                         nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
602                 start_time();
603                 return 0;
604         }
605
606 //Save id
607         fwrite( dgss_id, sizeof(char)*4, 1, fp );
608
609 //Save version
610         i = STATE_VERSION;
611         fwrite( &i, sizeof(int), 1, fp );
612
613 //Save description
614         fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
615         
616 // Save the current screen shot...
617
618         cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
619         if ( cnv )
620         {
621                 #ifdef WINDOWS
622                         dd_grs_canvas *cnv_save;
623                         cnv_save = dd_grd_curcanv;
624                 #else
625                         grs_canvas * cnv_save;
626                         cnv_save = grd_curcanv;
627                 #endif
628
629                 #ifndef MACINTOSH
630                 
631                         #if defined(POLY_ACC)
632                         
633                                         PA_DFX (pa_fool_to_backbuffer());
634                         
635                                         //for poly_acc, we render the frame to the normal render buffer
636                                         //so that this doesn't show, we create yet another canvas to save
637                                         //and restore what's on the render buffer
638                                         PA_DFX (pa_alpha_always());     
639                                         PA_DFX (pa_set_front_to_read());
640                                         gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
641                                         save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
642                                         gr_set_current_canvas( save_cnv2 );
643                                         PA_DFX (pa_set_front_to_read());
644                                         gr_bitmap(0,0,&cnv2.cv_bitmap);
645                                         gr_set_current_canvas( &cnv2 );
646                         #else
647                                         gr_set_current_canvas( cnv );
648                         #endif
649                         
650                                         PA_DFX (pa_set_backbuffer_current());
651                                         render_frame(0, 0);
652                                         PA_DFX (pa_alpha_always());  
653                         
654                         #if defined(POLY_ACC)
655                                         #ifndef MACINTOSH
656                                         screen_shot_pa(cnv,&cnv2);
657                                         #else
658                                         if ( PAEnabled )
659                                                 screen_shot_pa(cnv,&cnv2);
660                                         #endif
661                         #endif
662                         
663                                         pal = gr_palette;
664                         
665                                         fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
666                         
667                         #if defined(POLY_ACC)
668                                         PA_DFX (pa_alpha_always());     
669                                         PA_DFX (pa_set_frontbuffer_current());
670                                         PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
671                                         PA_DFX (pa_set_backbuffer_current());
672                                         gr_bitmap(0,0,&save_cnv2->cv_bitmap);
673                                         gr_free_canvas(save_cnv2);
674                                         PA_DFX (pa_fool_to_offscreen());
675                         
676                         #endif
677                 
678                 #else   // macintosh stuff below
679                 {
680                         #if defined(POLY_ACC)
681                                 int     savePAEnabled = PAEnabled;
682                                 PAEnabled = false;
683                         #endif
684
685                         gr_set_current_canvas( cnv );
686                         render_frame(0, 0);
687                         pal = gr_palette;
688                         fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
689                         
690                         #if defined(POLY_ACC)
691                                 PAEnabled = savePAEnabled;
692                         #endif
693                 }       
694                 #endif  // end of ifndef macintosh
695                 
696                 
697                 WINDOS(
698                         dd_gr_set_current_canvas(cnv_save),
699                         gr_set_current_canvas(cnv_save)
700                 );
701                 gr_free_canvas( cnv );
702                 fwrite( pal, 3, 256, fp);
703         }
704         else
705         {
706                 ubyte color = 0;
707                 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
708                         fwrite( &color, sizeof(ubyte), 1, fp );         
709         } 
710
711 // Save the Between levels flag...
712         fwrite( &between_levels, sizeof(int), 1, fp );
713
714 // Save the mission info...
715         mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
716         fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
717
718 //Save level info
719         fwrite( &Current_level_num, sizeof(int), 1, fp );
720         fwrite( &Next_level_num, sizeof(int), 1, fp );
721
722 //Save GameTime
723         fwrite( &GameTime, sizeof(fix), 1, fp );
724
725 // If coop save, save all
726 #ifdef NETWORK
727    if (Game_mode & GM_MULTI_COOP)
728          {
729                 fwrite (&state_game_id,sizeof(int),1,fp);
730                 fwrite (&Netgame,sizeof(netgame_info),1,fp);            
731                 fwrite (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
732                 fwrite (&N_players,sizeof(int),1,fp);
733                 fwrite (&Player_num,sizeof(int),1,fp);
734                 for (i=0;i<N_players;i++)
735                  fwrite (&Players[i],sizeof(player),1,fp);
736
737 #ifdef RISKY_PROPOSITION
738            fwrite (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
739            fwrite (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
740            fwrite (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
741            fwrite (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
742            fwrite (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
743            fwrite (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
744            fwrite (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
745  
746       for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
747                    fwrite (robot_fire_buf[i][0],18+3,1,fp);
748 #endif
749
750          }
751 #endif
752
753 //Save player info
754         fwrite( &Players[Player_num], sizeof(player), 1, fp );
755
756 // Save the current weapon info
757         fwrite( &Primary_weapon, sizeof(byte), 1, fp );
758         fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
759
760 // Save the difficulty level
761         fwrite( &Difficulty_level, sizeof(int), 1, fp );
762 // Save cheats enabled
763         fwrite (&Cheats_enabled,sizeof(int),1,fp);
764
765         if ( !between_levels )  {
766
767         //Finish all morph objects
768                 for (i=0; i<=Highest_object_index; i++ )        {
769                         if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH))       {
770                                 morph_data *md;
771                                 md = find_morph_data(&Objects[i]);
772                                 if (md) {                                       
773                                         md->obj->control_type = md->morph_save_control_type;
774                                         md->obj->movement_type = md->morph_save_movement_type;
775                                         md->obj->render_type = RT_POLYOBJ;
776                                         md->obj->mtype.phys_info = md->morph_save_phys_info;
777                                         md->obj = NULL;
778                                 } else {                                                //maybe loaded half-morphed from disk
779                                         Objects[i].flags |= OF_SHOULD_BE_DEAD;
780                                         Objects[i].render_type = RT_POLYOBJ;
781                                         Objects[i].control_type = CT_NONE;
782                                         Objects[i].movement_type = MT_NONE;
783                                 }
784                         }
785                 }
786         
787         //Save object info
788                 i = Highest_object_index+1;
789                 fwrite( &i, sizeof(int), 1, fp );
790                 fwrite( Objects, sizeof(object)*i, 1, fp );
791                 
792         //Save wall info
793                 i = Num_walls;
794                 fwrite( &i, sizeof(int), 1, fp );
795                 fwrite( Walls, sizeof(wall)*i, 1, fp );
796
797         //Save exploding wall info
798                 i = MAX_EXPLODING_WALLS;
799                 fwrite( &i, sizeof(int), 1, fp);
800                 fwrite( expl_wall_list, sizeof(*expl_wall_list), i, fp );
801         
802         //Save door info
803                 i = Num_open_doors;
804                 fwrite( &i, sizeof(int), 1, fp );
805                 fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
806         
807         //Save cloaking wall info
808                 i = Num_cloaking_walls;
809                 fwrite( &i, sizeof(int), 1, fp );
810                 fwrite( CloakingWalls, sizeof(cloaking_wall), i, fp );
811         
812         //Save trigger info
813                 fwrite( &Num_triggers, sizeof(int), 1, fp );
814                 fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
815         
816         //Save tmap info
817                 for (i=0; i<=Highest_segment_index; i++ )       {
818                         for (j=0; j<6; j++ )    {
819                                 fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
820                                 fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
821                                 fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
822                         }
823                 }
824         
825         // Save the fuelcen info
826                 fwrite( &Control_center_destroyed, sizeof(int), 1, fp );
827                 fwrite( &Countdown_timer, sizeof(int), 1, fp );
828                 fwrite( &Num_robot_centers, sizeof(int), 1, fp );
829                 fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
830                 fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
831                 fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
832                 fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
833         
834         // Save the control cen info
835                 fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
836                 fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
837                 fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
838                 fwrite( &Control_center_present, sizeof(int), 1, fp );
839                 fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
840         
841         // Save the AI state
842                 ai_save_state( fp );
843         
844         // Save the automap visited info
845                 fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
846
847         }
848         fwrite( &state_game_id, sizeof(uint), 1, fp );
849         fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
850         fwrite( &Lunacy, sizeof(int), 1, fp );          //      Yes, writing this twice.  Removed the Ugly robot system, but didn't want to change savegame format.
851         fwrite( &Lunacy, sizeof(int), 1, fp );
852
853         // Save automap marker info
854
855         fwrite(MarkerObject,sizeof(MarkerObject),1,fp);
856         fwrite(MarkerOwner,sizeof(MarkerOwner),1,fp);
857         fwrite(MarkerMessage,sizeof(MarkerMessage),1,fp);
858
859         fwrite (&Afterburner_charge,sizeof(fix),1,fp);
860
861         //save last was super information
862         fwrite(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
863         fwrite(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
864
865         //      Save flash effect stuff
866         fwrite( &Flash_effect, sizeof(int), 1, fp );
867         fwrite( &Time_flash_last_played, sizeof(int), 1, fp );
868         fwrite( &PaletteRedAdd, sizeof(int), 1, fp);
869         fwrite( &PaletteGreenAdd, sizeof(int), 1, fp);
870         fwrite( &PaletteBlueAdd, sizeof(int), 1, fp);
871
872         fwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
873
874         fwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
875
876         fwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
877         
878         if ( ferror(fp) ) {
879                 if ( !(Game_mode & GM_MULTI) ) {
880                         nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
881                         fclose(fp);
882                         unlink(filename);
883                 }
884         } else  {
885                 fclose(fp);
886
887                 #ifdef MACINTOSH                // set the type and creator of the saved game file
888                 {
889                         FInfo finfo;
890                         OSErr err;
891                         Str255 pfilename;
892         
893                         strcpy(pfilename, filename);
894                         c2pstr(pfilename);
895                         err = HGetFInfo(0, 0, pfilename, &finfo);
896                         finfo.fdType = 'SVGM';
897                         finfo.fdCreator = 'DCT2';
898                         err = HSetFInfo(0, 0, pfilename, &finfo);
899                 }
900                 #endif
901         }
902         
903         start_time();
904
905         return 1;
906 }
907
908 //      -----------------------------------------------------------------------------------
909 //      Set the player's position from the globals Secret_return_segment and Secret_return_orient.
910 void set_pos_from_return_segment(void)
911 {
912         int     plobjnum = Players[Player_num].objnum;
913
914         compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
915         obj_relink(plobjnum, Secret_return_segment);
916         reset_player_object();
917         Objects[plobjnum].orient = Secret_return_orient;
918 }
919
920 //      -----------------------------------------------------------------------------------
921 int state_restore_all(int in_game, int secret_restore, char *filename_override)
922 {
923         char filename[128];
924         int     filenum = -1;
925
926 #ifdef NETWORK
927         if ( Game_mode & GM_MULTI )     {
928 #ifdef MULTI_SAVE
929                         multi_initiate_restore_game();
930 #endif
931                 return 0;
932         }
933 #endif
934
935         if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
936                 HUD_init_message( "Can't restore in secret level!" );
937                 return 0;
938         }
939
940         if ( Newdemo_state == ND_STATE_RECORDING )
941                 newdemo_stop_recording();
942
943         if ( Newdemo_state != ND_STATE_NORMAL )
944                 return 0;
945
946         stop_time();
947
948         if (filename_override) {
949                 strcpy(filename, filename_override);
950                 filenum = NUM_SAVES+1;          //      So we don't trigger autosave
951         } else if (!(filenum = state_get_restore_file(filename, 0)))    {
952                 start_time();
953                 return 0;
954         }
955         
956         //      MK, 1/1/96
957         //      If not in multiplayer, do special secret level stuff.
958         //      If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
959         //      If it doesn't exist, then delete secret.sgc
960         if (!secret_restore && !(Game_mode & GM_MULTI)) {
961                 int     rval;
962                 char    temp_fname[32], fc;
963
964                 if (filenum != -1) {
965                         if (filenum >= 10)
966                                 fc = (filenum-10) + 'a';
967                         else
968                                 fc = '0' + filenum;
969                         
970                         #ifndef MACINTOSH
971                         sprintf(temp_fname, "%csecret.sgc", fc);
972                         #else
973                         sprintf(temp_fname, ":Players:%csecret.sgc", fc);
974                         #endif
975
976                         mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
977
978                         if (file_exists(temp_fname)) {
979                                 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
980                                 rval = copy_file(temp_fname, SECRETC_FILENAME);
981                                 Assert(rval == 0);      //      Oops, error copying temp_fname to secret.sgc!
982                         } else
983                                 unlink(SECRETC_FILENAME);
984                 }
985         }
986
987         //      Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
988         if ((filenum != (NUM_SAVES+1)) && in_game) {
989                 char    temp_filename[128];
990                 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
991                 #ifndef MACINTOSH
992                 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
993                 #else
994                 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
995                 #endif          
996                 state_save_all(!in_game, secret_restore, temp_filename);
997         }
998
999         if ( !secret_restore && in_game ) {
1000                 int choice;
1001                 choice =  nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1002                 if ( choice != 0 )      {
1003                         start_time();
1004                         return 0;
1005                 }
1006         }
1007
1008         start_time();
1009
1010         return state_restore_all_sub(filename, 0, secret_restore);
1011 }
1012
1013 extern void init_player_stats_new_ship(void);
1014
1015 void ShowLevelIntro(int level_num);
1016
1017 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1018 extern void copy_defaults_to_robot(object *objp);
1019
1020 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1021 {
1022         int ObjectStartLocation;
1023         int version,i, j, segnum;
1024         object * obj;
1025         FILE *fp;
1026         int current_level, next_level;
1027         int between_levels;
1028         char mission[16];
1029         char desc[DESC_LENGTH+1];
1030         char id[5];
1031         char org_callsign[CALLSIGN_LEN+16];
1032 #ifdef NETWORK
1033         int found;
1034         int nplayers;   //,playid[12],mynum;
1035         player restore_players[MAX_PLAYERS];
1036 #endif
1037         fix     old_gametime = GameTime;
1038         
1039         #if defined(MACINTOSH) && !defined(NDEBUG) 
1040         if ( strncmp(filename, ":Players:", 9) )
1041                 Int3();
1042         #endif
1043
1044         fp = fopen( filename, "rb" );
1045         if ( !fp ) return 0;
1046
1047 //Read id
1048         fread( id, sizeof(char)*4, 1, fp );
1049         if ( memcmp( id, dgss_id, 4 )) {
1050                 fclose(fp);
1051                 return 0;
1052         }
1053
1054 //Read version
1055         fread( &version, sizeof(int), 1, fp );
1056         if (version < STATE_COMPATIBLE_VERSION) {
1057                 fclose(fp);
1058                 return 0;
1059         }
1060
1061 // Read description
1062         fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1063
1064 // Skip the current screen shot...
1065         fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1066
1067 // And now...skip the goddamn palette stuff that somebody forgot to add
1068         fseek( fp, 768, SEEK_CUR );
1069
1070 // Read the Between levels flag...
1071         fread( &between_levels, sizeof(int), 1, fp );
1072
1073         Assert(between_levels == 0);    //between levels save ripped out
1074
1075 // Read the mission info...
1076         fread( mission, sizeof(char)*9, 1, fp );
1077         mprintf ((0,"Missionname to load = %s\n",mission));
1078
1079         if (!load_mission_by_name( mission ))   {
1080                 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1081                 fclose(fp);
1082                 return 0;
1083         }
1084
1085 //Read level info
1086         fread( &current_level, sizeof(int), 1, fp );
1087         fread( &next_level, sizeof(int), 1, fp );
1088
1089 //Restore GameTime
1090         fread( &GameTime, sizeof(fix), 1, fp );
1091
1092 // Start new game....
1093         if (!multi)     {
1094                 Game_mode = GM_NORMAL;
1095                 Function_mode = FMODE_GAME;
1096 #ifdef NETWORK
1097                 change_playernum_to(0);
1098 #endif
1099                 strcpy( org_callsign, Players[0].callsign );
1100                 N_players = 1;
1101                 if (!secret_restore) {
1102                         InitPlayerObject();                             //make sure player's object set up
1103                         init_player_stats_game();               //clear all stats
1104                 }
1105         } else {
1106                 strcpy( org_callsign, Players[Player_num].callsign );
1107         }
1108
1109 #ifdef NETWORK
1110    if (Game_mode & GM_MULTI)
1111          {
1112                 fread (&state_game_id,sizeof(int),1,fp);
1113                 fread (&Netgame,sizeof(netgame_info),1,fp);             
1114                 fread (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
1115                 fread (&nplayers,sizeof(N_players),1,fp);
1116                 fread (&Player_num,sizeof(Player_num),1,fp);
1117                 for (i=0;i<nplayers;i++)
1118                  fread (&restore_players[i],sizeof(player),1,fp);
1119 #ifdef RISKY_PROPOSITION
1120            fread (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1121            fread (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1122            fread (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1123            fread (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1124            fread (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1125            fread (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1126            fread (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1127  
1128       for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1129                    fread (&robot_fire_buf[i][0],21,1,fp);
1130 #endif
1131
1132            for (i=0;i<nplayers;i++)
1133                  {
1134                   found=0;
1135                   for (j=0;j<nplayers;j++)
1136                          {
1137            if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1138                                  found=1;
1139                          }
1140                   restore_players[i].connected=found;
1141             }
1142                 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1143                 N_players=nplayers;
1144                
1145       if (network_i_am_master())
1146                  {
1147                   for (i=0;i<N_players;i++)
1148                         {
1149                          if (i==Player_num)
1150                                 continue;
1151                  Players[i].connected=0;        
1152                         }
1153                  }
1154                  
1155                 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1156          }
1157
1158 #endif
1159
1160 //Read player info
1161
1162         {
1163                 StartNewLevelSub(current_level, 1, secret_restore);
1164
1165                 if (secret_restore) {
1166                         player  dummy_player;
1167
1168                         fread( &dummy_player, sizeof(player), 1, fp );
1169                         if (secret_restore == 1) {              //      This means he didn't die, so he keeps what he got in the secret level.
1170                                 Players[Player_num].level = dummy_player.level;
1171                                 Players[Player_num].last_score = dummy_player.last_score;
1172                                 Players[Player_num].time_level = dummy_player.time_level;
1173
1174                                 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1175                                 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1176                                 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1177                                 Players[Player_num].hostages_total = dummy_player.hostages_total;
1178                                 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1179                                 Players[Player_num].hostages_level = dummy_player.hostages_level;
1180                                 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1181                                 Players[Player_num].hours_level = dummy_player.hours_level;
1182                                 Players[Player_num].hours_total = dummy_player.hours_total;
1183                                 do_cloak_invul_secret_stuff(old_gametime);
1184                         } else {
1185                                 Players[Player_num] = dummy_player;
1186                         }
1187                 } else {
1188                         fread( &Players[Player_num], sizeof(player), 1, fp );
1189                 }
1190         }
1191         strcpy( Players[Player_num].callsign, org_callsign );
1192
1193 // Set the right level
1194         if ( between_levels )
1195                 Players[Player_num].level = next_level;
1196
1197 // Restore the weapon states
1198         fread( &Primary_weapon, sizeof(byte), 1, fp );
1199         fread( &Secondary_weapon, sizeof(byte), 1, fp );
1200
1201         select_weapon(Primary_weapon, 0, 0, 0);
1202         select_weapon(Secondary_weapon, 1, 0, 0);
1203
1204 // Restore the difficulty level
1205         fread( &Difficulty_level, sizeof(int), 1, fp );
1206
1207 // Restore the cheats enabled flag
1208  
1209    fread (&Cheats_enabled,sizeof(int),1,fp);
1210
1211         if ( !between_levels )  {
1212                 Do_appearance_effect = 0;                       // Don't do this for middle o' game stuff.
1213
1214                 ObjectStartLocation = ftell( fp );
1215                 //Clear out all the objects from the lvl file
1216                 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1217                         Segments[segnum].objects = -1;
1218                 reset_objects(1);
1219         
1220                 //Read objects, and pop 'em into their respective segments.
1221                 fread( &i, sizeof(int), 1, fp );
1222                 Highest_object_index = i-1;
1223                 fread( Objects, sizeof(object)*i, 1, fp );
1224         
1225                 Object_next_signature = 0;
1226                 for (i=0; i<=Highest_object_index; i++ )        {
1227                         obj = &Objects[i];
1228                         obj->rtype.pobj_info.alt_textures = -1;
1229                         segnum = obj->segnum;
1230                         obj->next = obj->prev = obj->segnum = -1;
1231                         if ( obj->type != OBJ_NONE )    {
1232                                 obj_link(i,segnum);
1233                                 if ( obj->signature > Object_next_signature )
1234                                         Object_next_signature = obj->signature;
1235                         }
1236
1237                         //look for, and fix, boss with bogus shields
1238                         if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1239                                 fix save_shields = obj->shields;
1240
1241                                 copy_defaults_to_robot(obj);            //calculate starting shields
1242
1243                                 //if in valid range, use loaded shield value
1244                                 if (save_shields > 0 && save_shields <= obj->shields)
1245                                         obj->shields = save_shields;
1246                                 else
1247                                         obj->shields /= 2;  //give player a break
1248                         }
1249
1250                 }       
1251                 special_reset_objects();
1252                 Object_next_signature++;
1253         
1254                 //      1 = Didn't die on secret level.
1255                 //      2 = Died on secret level.
1256                 if (secret_restore && (Current_level_num >= 0)) {
1257                         set_pos_from_return_segment();
1258                         if (secret_restore == 2)
1259                                 init_player_stats_new_ship();
1260                 }
1261
1262                 //Restore wall info
1263                 fread( &i, sizeof(int), 1, fp );
1264                 Num_walls = i;
1265                 fread( Walls, sizeof(wall)*Num_walls, 1, fp );
1266
1267                 //now that we have the walls, check if any sounds are linked to
1268                 //walls that are now open
1269                 for (i=0;i<Num_walls;i++) {
1270                         if (Walls[i].type == WALL_OPEN)
1271                                 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1272                 }
1273
1274                 //Restore exploding wall info
1275                 if (version >= 10) {
1276                         fread( &i, sizeof(int), 1, fp );
1277                         fread( expl_wall_list, sizeof(*expl_wall_list), i, fp );
1278                 }
1279
1280                 //Restore door info
1281                 fread( &i, sizeof(int), 1, fp );
1282                 Num_open_doors = i;
1283                 fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp );
1284         
1285                 if (version >= 14) {            //Restore cloaking wall info
1286                         fread( &i, sizeof(int), 1, fp );
1287                         Num_cloaking_walls = i;
1288                         fread( CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp );
1289                 }
1290         
1291                 //Restore trigger info
1292                 fread( &Num_triggers, sizeof(int), 1, fp );
1293                 fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
1294         
1295                 //Restore tmap info
1296                 for (i=0; i<=Highest_segment_index; i++ )       {
1297                         for (j=0; j<6; j++ )    {
1298                                 fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
1299                                 fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
1300                                 fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
1301                         }
1302                 }
1303         
1304                 //Restore the fuelcen info
1305                 fread( &Control_center_destroyed, sizeof(int), 1, fp );
1306                 fread( &Countdown_timer, sizeof(int), 1, fp );
1307                 fread( &Num_robot_centers, sizeof(int), 1, fp );
1308                 fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
1309                 fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
1310                 fread( &Num_fuelcenters, sizeof(int), 1, fp );
1311                 fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
1312         
1313                 // Restore the control cen info
1314                 fread( &Control_center_been_hit, sizeof(int), 1, fp );
1315                 fread( &Control_center_player_been_seen, sizeof(int), 1, fp );
1316                 fread( &Control_center_next_fire_time, sizeof(int), 1, fp );
1317                 fread( &Control_center_present, sizeof(int), 1, fp );
1318                 fread( &Dead_controlcen_object_num, sizeof(int), 1, fp );
1319         
1320                 // Restore the AI state
1321                 ai_restore_state( fp, version );
1322         
1323                 // Restore the automap visited info
1324                 fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
1325
1326                 //      Restore hacked up weapon system stuff.
1327                 Fusion_next_sound_time = GameTime;
1328                 Auto_fire_fusion_cannon_time = 0;
1329                 Next_laser_fire_time = GameTime;
1330                 Next_missile_fire_time = GameTime;
1331                 Last_laser_fired_time = GameTime;
1332
1333         }
1334         state_game_id = 0;
1335
1336         if ( version >= 7 )     {
1337                 fread( &state_game_id, sizeof(uint), 1, fp );
1338                 fread( &Laser_rapid_fire, sizeof(int), 1, fp );
1339                 fread( &Lunacy, sizeof(int), 1, fp );           //      Yes, writing this twice.  Removed the Ugly robot system, but didn't want to change savegame format.
1340                 fread( &Lunacy, sizeof(int), 1, fp );
1341                 if ( Lunacy )
1342                         do_lunacy_on();
1343         }
1344
1345         if (version >= 17) {
1346                 fread(MarkerObject,sizeof(MarkerObject),1,fp);
1347                 fread(MarkerOwner,sizeof(MarkerOwner),1,fp);
1348                 fread(MarkerMessage,sizeof(MarkerMessage),1,fp);
1349         }
1350         else {
1351                 int num,dummy;
1352
1353                 // skip dummy info
1354
1355                 fread (&num,sizeof(int),1,fp);                  //was NumOfMarkers
1356                 fread (&dummy,sizeof(int),1,fp);                        //was CurMarker
1357
1358                 fseek( fp, num * (sizeof(vms_vector) + 40), SEEK_CUR );
1359
1360                 for (num=0;num<NUM_MARKERS;num++)
1361                         MarkerObject[num] = -1;
1362         }
1363
1364         if (version>=11) {
1365                 if (secret_restore != 1)
1366                         fread (&Afterburner_charge,sizeof(fix),1,fp);
1367                 else {
1368                         fix     dummy_fix;
1369                         fread (&dummy_fix,sizeof(fix),1,fp);
1370                 }
1371         }
1372         if (version>=12) {
1373                 //read last was super information
1374                 fread(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
1375                 fread(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
1376         }
1377
1378         if (version >= 12) {
1379                 fread( &Flash_effect, sizeof(int), 1, fp );
1380                 fread( &Time_flash_last_played, sizeof(int), 1, fp );
1381                 fread( &PaletteRedAdd, sizeof(int), 1, fp);
1382                 fread( &PaletteGreenAdd, sizeof(int), 1, fp);
1383                 fread( &PaletteBlueAdd, sizeof(int), 1, fp);
1384         } else {
1385                 Flash_effect = 0;
1386                 Time_flash_last_played = 0;
1387                 PaletteRedAdd = 0;
1388                 PaletteGreenAdd = 0;
1389                 PaletteBlueAdd = 0;
1390         }
1391
1392         //      Load Light_subtracted
1393         if (version >= 16) {
1394                 fread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1395                 apply_all_changed_light();
1396                 compute_all_static_light();     //      set static_light field in segment struct.  See note at that function.
1397         } else {
1398                 int     i;
1399                 for (i=0; i<=Highest_segment_index; i++)
1400                         Light_subtracted[i] = 0;
1401         }
1402    
1403         if (!secret_restore) {
1404                 if (version >= 20) {
1405                         fread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1406                         mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1407                 } else
1408                         First_secret_visit = 1;
1409         } else
1410                 First_secret_visit = 0;
1411
1412         if (version >= 22)
1413         {
1414                 if (secret_restore != 1)
1415                         fread (&Omega_charge,sizeof(fix),1,fp);
1416                 else {
1417                         fix     dummy_fix;
1418                         fread (&dummy_fix,sizeof(fix),1,fp);
1419                 }
1420         }
1421
1422         fclose(fp);
1423  
1424 #ifdef NETWORK
1425    if (Game_mode & GM_MULTI)   // Get rid of ships that aren't 
1426          {                                                                       // connected in the restored game
1427                 for (i=0;i<nplayers;i++)
1428                  {
1429                   mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1430                   if (Players[i].connected!=1)
1431                    {
1432                     network_disconnect_player (i);
1433                create_player_appearance_effect(&Objects[Players[i].objnum]);
1434                          mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1435               }
1436                  }
1437                         
1438          }
1439 #endif
1440
1441 // Load in bitmaps, etc..
1442 //!!    piggy_load_level_data();        //already done by StartNewLevelSub()
1443
1444         return 1;
1445 }
1446
1447 //      When loading a saved game, segp->static_light is bogus.
1448 //      This is because apply_all_changed_light, which is supposed to properly update this value,
1449 //      cannot do so because it needs the original light cast from a light which is no longer there.
1450 //      That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1451 //      which is present in the static_light field contains the light cast from that light.
1452 void compute_all_static_light(void)
1453 {
1454         int     i, j, k;
1455
1456         for (i=0; i<=Highest_segment_index; i++) {
1457                 fix     total_light;
1458                 segment *segp;
1459
1460                 segp = &Segments[i];
1461                 total_light = 0;
1462
1463                 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1464                         side    *sidep;
1465
1466                         sidep = &segp->sides[j];
1467
1468                         for (k=0; k<4; k++)
1469                                 total_light += sidep->uvls[k].l;
1470                 }
1471
1472                 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1473         }
1474
1475 }
1476
1477
1478 int state_get_game_id(char *filename)
1479 {
1480         int version;
1481         FILE *fp;
1482         int between_levels;
1483         char mission[16];
1484         char desc[DESC_LENGTH+1];
1485         char id[5];
1486         int dumbint;
1487
1488 mprintf((0, "Restoring multigame from [%s]\n", filename));
1489
1490         fp = fopen( filename, "rb" );
1491         if ( !fp ) return 0;
1492
1493 //Read id
1494         fread( id, sizeof(char)*4, 1, fp );
1495         if ( memcmp( id, dgss_id, 4 )) {
1496                 fclose(fp);
1497                 return 0;
1498         }
1499
1500 //Read version
1501         fread( &version, sizeof(int), 1, fp );
1502         if (version < STATE_COMPATIBLE_VERSION) {
1503                 fclose(fp);
1504                 return 0;
1505         }
1506
1507 // Read description
1508         fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1509
1510 // Skip the current screen shot...
1511         fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1512
1513 // And now...skip the palette stuff that somebody forgot to add
1514         fseek( fp, 768, SEEK_CUR );
1515
1516 // Read the Between levels flag...
1517         fread( &between_levels, sizeof(int), 1, fp );
1518
1519         Assert(between_levels == 0);    //between levels save ripped out
1520
1521 // Read the mission info...
1522         fread( mission, sizeof(char)*9, 1, fp );
1523 //Read level info
1524         fread( &dumbint, sizeof(int), 1, fp );
1525         fread( &dumbint, sizeof(int), 1, fp );
1526
1527 //Restore GameTime
1528         fread( &dumbint, sizeof(fix), 1, fp );
1529
1530         fread (&state_game_id,sizeof(int),1,fp);
1531
1532         return (state_game_id);
1533  }
1534
1535 #if defined(POLY_ACC)
1536 //void screen_shot_pa(ubyte *dst,ushort *src)
1537 //{
1538 //    //ushort *src = pa_get_buffer_address(0),
1539 //    ushort *s;
1540 //    fix u, v, du, dv;
1541 //    int ui, w, h;
1542 //
1543 //    pa_flush();
1544 //
1545 //    du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1546 //    dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1547 //
1548 //    for(v = h = 0; h != THUMBNAIL_H; ++h)
1549 //    {
1550 //        s = src + f2i(v) * 640;
1551 //        v += dv;
1552 //        for(u = w = 0; w != THUMBNAIL_W; ++w)
1553 //        {
1554 //            ui = f2i(u);
1555 //            *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1556 //            u += du;
1557 //        }
1558 //    }
1559 //}
1560
1561 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1562 {
1563 #if !defined(MACINTOSH)
1564         ubyte *dst;
1565         ushort *src;
1566         int x,y;
1567
1568         Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1569
1570         pa_flush();
1571
1572         src = (ushort *) scanv->cv_bitmap.bm_data;
1573         dst = dcanv->cv_bitmap.bm_data;
1574
1575         #ifdef PA_3DFX_VOODOO
1576    src=(ushort *)pa_set_back_to_read();
1577         #endif
1578
1579         for (y=0; y<scanv->cv_h; y++) {
1580                 for (x=0; x<scanv->cv_w; x++) {
1581                         #ifdef PA_3DFX_VOODOO
1582                         *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1583                         #else
1584                         *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1585                         #endif
1586
1587                         src++;
1588                 }
1589                 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1590                 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1591         }
1592         #ifdef PA_3DFX_VOODOO
1593         pa_set_front_to_read();
1594         #endif
1595 #endif
1596 }
1597 #endif
1598