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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  * $Source: /cvs/cvsroot/d2x/main/state.c,v $
16  * $Revision: 1.6 $
17  * $Author: btb $
18  * $Date: 2002-07-22 02:17:10 $
19  *
20  * Game save/restore functions
21  *
22  * $Log: not supported by cvs2svn $
23  * Revision 1.5  2001/11/09 11:40:25  bradleyb
24  * Enabled savegame thumbnails under OpenGL
25  *
26  *
27  */
28
29 #ifdef HAVE_CONFIG_H
30 #include <conf.h>
31 #endif
32
33 #ifdef WINDOWS
34 #include "desw.h"
35 #endif
36
37
38 #include <stdio.h>
39 #include <stdlib.h>
40 #include <math.h>
41 #include <string.h>
42 #include <unistd.h>
43 #include <errno.h>
44 #ifdef MACINTOSH
45 #include <Files.h>
46 #endif
47
48 #ifdef OGL
49 #ifdef __MACOSX__
50 #include <OpenGL/gl.h>
51 #else
52 #include <GL/gl.h>
53 #endif
54 #endif
55
56 #include "pstypes.h"
57 #include "pa_enabl.h"                   //$$POLY_ACC
58 #include "mono.h"
59 #include "inferno.h"
60 #include "segment.h"
61 #include "textures.h"
62 #include "wall.h"
63 #include "object.h"
64 #include "digi.h"
65 #include "gamemine.h"
66 #include "error.h"
67 #include "gameseg.h"
68 #include "menu.h"
69 #include "switch.h"
70 #include "game.h"
71 #include "screens.h"
72 #include "newmenu.h"
73 #include "cfile.h"              
74 #include "fuelcen.h"
75 #include "hash.h"
76 #include "key.h"
77 #include "piggy.h"
78 #include "player.h"
79 #include "cntrlcen.h"
80 #include "morph.h"
81 #include "weapon.h"
82 #include "render.h"
83 #include "gameseq.h"
84 #include "gauges.h"
85 #include "newdemo.h"
86 #include "automap.h"
87 #include "piggy.h"
88 #include "paging.h"
89 #include "titles.h"
90 #include "text.h"
91 #include "mission.h"
92 #include "pcx.h"
93 #include "u_mem.h"
94 #ifdef NETWORK
95 #include "network.h"
96 #endif
97 #include "args.h"
98 #include "ai.h"
99 #include "fireball.h"
100 #include "controls.h"
101 #include "laser.h"
102 #include "multibot.h"
103 #include "state.h"
104
105 #if defined(POLY_ACC)
106 #include "poly_acc.h"
107 #endif
108
109 #ifdef OGL
110 #include "gr.h"
111 #endif
112
113 #define STATE_VERSION 22
114 #define STATE_COMPATIBLE_VERSION 20
115 // 0 - Put DGSS (Descent Game State Save) id at tof.
116 // 1 - Added Difficulty level save
117 // 2 - Added Cheats_enabled flag
118 // 3 - Added between levels save.
119 // 4 - Added mission support
120 // 5 - Mike changed ai and object structure.
121 // 6 - Added buggin' cheat save
122 // 7 - Added other cheat saves and game_id.
123 // 8 - Added AI stuff for escort and thief.
124 // 9 - Save palette with screen shot
125 // 12- Saved last_was_super array
126 // 13- Saved palette flash stuff
127 // 14- Save cloaking wall stuff
128 // 15- Save additional ai info
129 // 16- Save Light_subtracted
130 // 17- New marker save
131 // 18- Took out saving of old cheat status
132 // 19- Saved cheats_enabled flag
133 // 20- First_secret_visit
134 // 22- Omega_charge
135
136 #define NUM_SAVES 9
137 #define THUMBNAIL_W 100
138 #define THUMBNAIL_H 50
139 #define DESC_LENGTH 20
140
141 extern void multi_initiate_save_game();
142 extern void multi_initiate_restore_game();
143 extern void apply_all_changed_light(void);
144
145 extern int Do_appearance_effect;
146 extern fix Fusion_next_sound_time;
147
148 extern int Laser_rapid_fire;
149 extern int Physics_cheat_flag;
150 extern int      Lunacy;
151 extern void do_lunacy_on(void);
152 extern void do_lunacy_off(void);
153 extern int First_secret_visit;
154
155 int sc_last_item= 0;
156 grs_bitmap *sc_bmp[NUM_SAVES+1];
157
158 char dgss_id[4] = "DGSS";
159
160 int state_default_item = 0;
161
162 uint state_game_id;
163
164 extern int robot_controlled[MAX_ROBOTS_CONTROLLED];
165 extern int robot_agitation[MAX_ROBOTS_CONTROLLED];
166 extern fix robot_controlled_time[MAX_ROBOTS_CONTROLLED];
167 extern fix robot_last_send_time[MAX_ROBOTS_CONTROLLED];
168 extern fix robot_last_message_time[MAX_ROBOTS_CONTROLLED];
169 extern int robot_send_pending[MAX_ROBOTS_CONTROLLED];
170 extern int robot_fired[MAX_ROBOTS_CONTROLLED];
171 extern byte robot_fire_buf[MAX_ROBOTS_CONTROLLED][18+3];
172
173
174 #if defined(WINDOWS) || defined(MACINTOSH)
175 extern ubyte Hack_DblClick_MenuMode;
176 #endif
177
178 void compute_all_static_light(void);
179
180 //-------------------------------------------------------------------
181 void state_callback(int nitems,newmenu_item * items, int * last_key, int citem)
182 {
183         nitems = nitems;
184         last_key = last_key;
185         
186 //      if ( sc_last_item != citem )    {
187 //              sc_last_item = citem;
188                 if ( citem > 0 )        {
189                         if ( sc_bmp[citem-1] )  {
190                                 if (MenuHires) {
191                                 WINDOS(
192                                         dd_grs_canvas *save_canv = dd_grd_curcanv,
193                                         grs_canvas *save_canv = grd_curcanv
194                                 );
195                                         grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10));
196                                         grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} };
197                                         gr_set_current_canvas(temp_canv);
198                                         scale_bitmap(sc_bmp[citem-1], vertbuf, 0 );
199                                 WINDOS(
200                                         dd_gr_set_current_canvas(save_canv),
201                                         gr_set_current_canvas( save_canv )
202                                 );
203                                 WIN(DDGRLOCK(dd_grd_curcanv));
204                                         gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-10, &temp_canv->cv_bitmap);
205                                 WIN(DDGRUNLOCK(dd_grd_curcanv));
206                                         gr_free_canvas(temp_canv);
207                                 }
208                                 else    {
209                                 #ifdef WINDOWS
210                                         Int3();
211                                 #else
212                                         gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W)/2,items[0].y-5, sc_bmp[citem-1] );
213                                 #endif
214                                 }
215                         }
216                 }
217 //      }       
218 }
219
220 void rpad_string( char * string, int max_chars )
221 {
222         int i, end_found;
223
224         end_found = 0;
225         for( i=0; i<max_chars; i++ )    {
226                 if ( *string == 0 )
227                         end_found = 1;
228                 if ( end_found )
229                         *string = ' ';
230                 string++;
231         }
232         *string = 0;            // NULL terminate
233 }
234
235 int state_get_save_file(char * fname, char * dsc, int multi )
236 {
237         FILE * fp;
238         int i, choice, version;
239         newmenu_item m[NUM_SAVES+2];
240         char filename[NUM_SAVES+1][30];
241         char desc[NUM_SAVES+1][DESC_LENGTH+16];
242         char id[5];
243         int valid=0;
244         
245         for (i=0;i<NUM_SAVES; i++ )     {
246                 sc_bmp[i] = NULL;
247                 if ( !multi )
248                         #ifndef MACINTOSH
249                         sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
250                         #else
251                         sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
252                         #endif
253                 else
254                         #ifndef MACINTOSH
255                         sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
256                         #else
257                         sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
258                         #endif
259                 valid = 0;
260                 fp = fopen( filename[i], "rb" );
261                 if ( fp ) {
262                         //Read id
263                         fread( id, sizeof(char)*4, 1, fp );
264                         if ( !memcmp( id, dgss_id, 4 )) {
265                                 //Read version
266                                 fread( &version, sizeof(int), 1, fp );
267                                 if (version >= STATE_COMPATIBLE_VERSION)        {
268                                         // Read description
269                                         fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
270                                         //rpad_string( desc[i], DESC_LENGTH-1 );
271                                         // Read thumbnail
272                                         //sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
273                                         //fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
274                                         valid = 1;
275                                 }
276                         } 
277                         fclose(fp);
278                 }
279                 if (!valid) {
280                         strcpy( desc[i], TXT_EMPTY );
281                         //rpad_string( desc[i], DESC_LENGTH-1 );
282                 }
283                 m[i].type = NM_TYPE_INPUT_MENU; m[i].text = desc[i]; m[i].text_len = DESC_LENGTH-1;
284         }
285
286         sc_last_item = -1;
287         choice = newmenu_do1( NULL, "Save Game", NUM_SAVES, m, NULL, state_default_item );
288
289         for (i=0; i<NUM_SAVES; i++ )    {
290                 if ( sc_bmp[i] )
291                         gr_free_bitmap( sc_bmp[i] );
292         }
293
294         if (choice > -1) {
295                 strcpy( fname, filename[choice] );
296                 strcpy( dsc, desc[choice] );
297                 state_default_item = choice;
298                 return choice+1;
299         }
300         return 0;
301 }
302
303 int RestoringMenu=0;
304 extern int Current_display_mode;
305
306 int state_get_restore_file(char * fname, int multi)
307 {
308         FILE * fp;
309         int i, choice, version, nsaves;
310         newmenu_item m[NUM_SAVES+2];
311         char filename[NUM_SAVES+1][30];
312         char desc[NUM_SAVES+1][DESC_LENGTH + 16];
313         char id[5];
314         int valid;
315
316         nsaves=0;
317         m[0].type = NM_TYPE_TEXT; m[0].text = "\n\n\n\n";       
318         for (i=0;i<NUM_SAVES+1; i++ )   {
319                 sc_bmp[i] = NULL;
320                 if (!multi)
321                         #ifndef MACINTOSH
322                         sprintf( filename[i], "%s.sg%x", Players[Player_num].callsign, i );
323                         #else
324                         sprintf( filename[i], ":Players:%s.sg%x", Players[Player_num].callsign, i );
325                         #endif
326                 else
327                         #ifndef MACINTOSH
328                         sprintf( filename[i], "%s.mg%x", Players[Player_num].callsign, i );
329                         #else
330                         sprintf( filename[i], ":Players:%s.mg%x", Players[Player_num].callsign, i );
331                         #endif
332                 valid = 0;
333                 fp = fopen( filename[i], "rb" );
334                 if ( fp ) {
335                         //Read id
336                         fread( id, sizeof(char)*4, 1, fp );
337                         if ( !memcmp( id, dgss_id, 4 )) {
338                                 //Read version
339                                 fread( &version, sizeof(int), 1, fp );
340                                 if (version >= STATE_COMPATIBLE_VERSION)        {
341                                         // Read description
342                                         fread( desc[i], sizeof(char)*DESC_LENGTH, 1, fp );
343                                         //rpad_string( desc[i], DESC_LENGTH-1 );
344                                         m[i+1].type = NM_TYPE_MENU; m[i+1].text = desc[i];
345                                         // Read thumbnail
346                                         sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H );
347                                         fread( sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1, fp );
348                                         if (version >= 9) {
349                                                 ubyte pal[256*3];
350                                                 fread( pal, 3, 256, fp);
351                                                 gr_remap_bitmap_good( sc_bmp[i], pal, -1, -1 );
352                                         }
353                                         nsaves++;
354                                         valid = 1;
355                                 } 
356                         }
357                         fclose(fp);
358                 } 
359                 if (!valid) {
360                         strcpy( desc[i], TXT_EMPTY );
361                         //rpad_string( desc[i], DESC_LENGTH-1 );
362                         m[i+1].type = NM_TYPE_TEXT; m[i+1].text = desc[i];
363                 }
364         }
365
366         if ( nsaves < 1 )       {
367                 nm_messagebox( NULL, 1, "Ok", "No saved games were found!" );
368                 return 0;
369         }
370
371         if (Current_display_mode == 3)  //restore menu won't fit on 640x400
372                 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
373
374         sc_last_item = -1;
375
376 #if defined(WINDOWS) || defined(MACINTOSH)
377         Hack_DblClick_MenuMode = 1;
378 #endif
379
380    RestoringMenu=1;
381         choice = newmenu_do3( NULL, "Select Game to Restore", NUM_SAVES+2, m, state_callback, state_default_item+1, NULL, 190, -1 );
382    RestoringMenu=0;
383
384 #if defined(WINDOWS) || defined(MACINTOSH)
385         Hack_DblClick_MenuMode = 0;
386 #endif
387
388         if (Current_display_mode == 3)  //set flag back
389                 VR_screen_flags ^= VRF_COMPATIBLE_MENUS;
390
391
392         for (i=0; i<NUM_SAVES+1; i++ )  {
393                 if ( sc_bmp[i] )
394                         gr_free_bitmap( sc_bmp[i] );
395         }
396
397         if (choice > 0) {
398                 strcpy( fname, filename[choice-1] );
399                 if (choice != NUM_SAVES+1)              //no new default when restore from autosave
400                         state_default_item = choice - 1;
401                 return choice;
402         }
403         return 0;
404 }
405
406 #define DESC_OFFSET     8
407
408 //      -----------------------------------------------------------------------------------
409 //      Return true if the file named *filename exists, else return false.
410 int file_exists(char *filename)
411 {
412         FILE    *fp;
413
414         if ((fp = fopen(filename, "rb")) != NULL) {
415                 fclose(fp);
416                 return 1;
417         }
418
419         return 0;
420 }
421
422 #define CF_BUF_SIZE     1024
423
424 //      -----------------------------------------------------------------------------------
425 //      Imagine if C had a function to copy a file...
426 int copy_file(char *old_file, char *new_file)
427 {
428         byte    buf[CF_BUF_SIZE];
429         FILE    *in_file, *out_file;
430
431         out_file = fopen(new_file, "wb");
432
433         if (out_file == NULL)
434                 return -1;
435
436         in_file = fopen(old_file, "rb");
437
438         if (in_file == NULL)
439                 return -2;
440
441         while (!feof(in_file)) {
442                 int bytes_read;
443
444                 bytes_read = fread(buf, 1, CF_BUF_SIZE, in_file);
445                 if (ferror(in_file))
446                         Error("Cannot read from file <%s>: %s", old_file, strerror(errno));
447
448                 Assert(bytes_read == CF_BUF_SIZE || feof(in_file));
449
450                 fwrite(buf, 1, bytes_read, out_file);
451
452                 if (ferror(out_file))
453                         Error("Cannot write to file <%s>: %s", new_file, strerror(errno));
454         }
455
456         if (fclose(in_file)) {
457                 fclose(out_file);
458                 return -3;
459         }
460
461         if (fclose(out_file))
462                 return -4;
463
464         return 0;
465 }
466
467 #ifndef MACINTOSH
468 #define SECRETB_FILENAME        "secret.sgb"
469 #define SECRETC_FILENAME        "secret.sgc"
470 #else
471 #define SECRETB_FILENAME        ":Players:secret.sgb"
472 #define SECRETC_FILENAME        ":Players:secret.sgc"
473 #endif
474
475 extern int Final_boss_is_dead;
476
477 //      -----------------------------------------------------------------------------------
478 //      blind_save means don't prompt user for any info.
479 int state_save_all(int between_levels, int secret_save, char *filename_override)
480 {
481         int     rval, filenum = -1;
482
483         char    filename[128], desc[DESC_LENGTH+1];
484
485         Assert(between_levels == 0);    //between levels save ripped out
486
487 #ifdef NETWORK
488         if ( Game_mode & GM_MULTI )     {
489                         multi_initiate_save_game();
490                 return 0;
491         }
492 #endif
493
494         if ((Current_level_num < 0) && (secret_save == 0)) {
495                 HUD_init_message( "Can't save in secret level!" );
496                 return 0;
497         }
498
499         if (Final_boss_is_dead)         //don't allow save while final boss is dying
500                 return 0;
501
502         mprintf(( 0, "CL=%d, NL=%d\n", Current_level_num, Next_level_num ));
503         
504         //      If this is a secret save and the control center has been destroyed, don't allow
505         //      return to the base level.
506         if (secret_save && (Control_center_destroyed)) {
507                 mprintf((0, "Deleting secret.sgb so player can't return to base level.\n"));
508                 unlink(SECRETB_FILENAME);
509                 return 0;
510         }
511
512         stop_time();
513
514         if (secret_save == 1) {
515                 filename_override = filename;
516                 sprintf(filename_override, SECRETB_FILENAME);
517         } else if (secret_save == 2) {
518                 filename_override = filename;
519                 sprintf(filename_override, SECRETC_FILENAME);
520         } else {
521                 if (filename_override) {
522                         strcpy( filename, filename_override);
523                         sprintf(desc, "[autosave backup]");
524                 } else if (!(filenum = state_get_save_file(filename,desc,0))) {
525                         start_time();
526                         return 0;
527                 }
528         }
529                 
530         //      MK, 1/1/96
531         //      If not in multiplayer, do special secret level stuff.
532         //      If secret.sgc exists, then copy it to Nsecret.sgc (where N = filenum).
533         //      If it doesn't exist, then delete Nsecret.sgc
534         if (!secret_save && !(Game_mode & GM_MULTI)) {
535                 int     rval;
536                 char    temp_fname[32], fc;
537
538                 if (filenum != -1) {
539
540                         if (filenum >= 10)
541                                 fc = (filenum-10) + 'a';
542                         else
543                                 fc = '0' + filenum;
544
545                         #ifndef MACINTOSH
546                         sprintf(temp_fname, "%csecret.sgc", fc);
547                         #else
548                         sprintf(temp_fname, ":Players:%csecret.sgc", fc);
549                         #endif
550
551                         mprintf((0, "Trying to copy secret.sgc to %s.\n", temp_fname));
552
553                         if (file_exists(temp_fname)) {
554                                 mprintf((0, "Deleting file %s\n", temp_fname));
555                                 rval = unlink(temp_fname);
556                                 Assert(rval == 0);      //      Oops, error deleting file in temp_fname.
557                         }
558
559                         if (file_exists(SECRETC_FILENAME)) {
560                                 mprintf((0, "Copying secret.sgc to %s.\n", temp_fname));
561                                 rval = copy_file(SECRETC_FILENAME, temp_fname);
562                                 Assert(rval == 0);      //      Oops, error copying temp_fname to secret.sgc!
563                         }
564                 }
565         }
566
567         //      Save file we're going to save over in last slot and call "[autosave backup]"
568         if (!filename_override) {
569                 FILE    *tfp;
570         
571                 tfp = fopen( filename, "r+b" );
572
573                 if ( tfp ) {
574                         char    newname[128];
575
576                         #ifndef MACINTOSH
577                         sprintf( newname, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
578                         #else
579                         sprintf( newname, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
580                         #endif
581                         
582                         fseek( tfp, DESC_OFFSET, SEEK_SET);
583                         fwrite( "[autosave backup]", sizeof(char)*DESC_LENGTH, 1, tfp );
584                         fclose(tfp);
585                         unlink(newname);
586                         rename(filename, newname);
587                 }
588         }
589         
590         rval = state_save_all_sub(filename, desc, between_levels);
591
592         return rval;
593 }
594
595 extern  fix     Flash_effect, Time_flash_last_played;
596
597
598 int state_save_all_sub(char *filename, char *desc, int between_levels)
599 {
600         int i,j;
601         FILE * fp;
602         grs_canvas * cnv;
603         #ifdef POLY_ACC
604         grs_canvas cnv2,*save_cnv2;
605         #endif
606         ubyte *pal;
607
608         Assert(between_levels == 0);    //between levels save ripped out
609
610 /*      if ( Game_mode & GM_MULTI )     {
611                 {
612                 start_time();
613                 return 0;
614                 }
615         }*/
616
617         #if defined(MACINTOSH) && !defined(NDEBUG) 
618         if ( strncmp(filename, ":Players:", 9) )
619                 Int3();
620         #endif
621
622         fp = fopen( filename, "wb" );
623         if ( !fp ) {
624                 if ( !(Game_mode & GM_MULTI) )
625                         nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
626                 start_time();
627                 return 0;
628         }
629
630 //Save id
631         fwrite( dgss_id, sizeof(char)*4, 1, fp );
632
633 //Save version
634         i = STATE_VERSION;
635         fwrite( &i, sizeof(int), 1, fp );
636
637 //Save description
638         fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
639         
640 // Save the current screen shot...
641
642         cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
643         if ( cnv )
644         {
645 #ifdef OGL
646                 ubyte *buf;
647                 int k;
648 #endif
649                 #ifdef WINDOWS
650                         dd_grs_canvas *cnv_save;
651                         cnv_save = dd_grd_curcanv;
652                 #else
653                         grs_canvas * cnv_save;
654                         cnv_save = grd_curcanv;
655                 #endif
656
657                 #ifndef MACINTOSH
658                 
659                         #if defined(POLY_ACC)
660                         
661                                         PA_DFX (pa_fool_to_backbuffer());
662                         
663                                         //for poly_acc, we render the frame to the normal render buffer
664                                         //so that this doesn't show, we create yet another canvas to save
665                                         //and restore what's on the render buffer
666                                         PA_DFX (pa_alpha_always());     
667                                         PA_DFX (pa_set_front_to_read());
668                                         gr_init_sub_canvas( &cnv2, &VR_render_buffer[0], 0, 0, THUMBNAIL_W, THUMBNAIL_H );
669                                         save_cnv2 = gr_create_canvas2(THUMBNAIL_W, THUMBNAIL_H, cnv2.cv_bitmap.bm_type);
670                                         gr_set_current_canvas( save_cnv2 );
671                                         PA_DFX (pa_set_front_to_read());
672                                         gr_bitmap(0,0,&cnv2.cv_bitmap);
673                                         gr_set_current_canvas( &cnv2 );
674                         #else
675                                         gr_set_current_canvas( cnv );
676                         #endif
677                         
678                                         PA_DFX (pa_set_backbuffer_current());
679                                         render_frame(0, 0);
680                                         PA_DFX (pa_alpha_always());  
681                         
682 #if defined(POLY_ACC)
683                                         #ifndef MACINTOSH
684                                         screen_shot_pa(cnv,&cnv2);
685                                         #else
686                                         if ( PAEnabled )
687                                                 screen_shot_pa(cnv,&cnv2);
688                                         #endif
689 #elif defined(OGL)
690                 buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3);
691                 glReadBuffer(GL_FRONT);
692                 glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf);
693                 k = THUMBNAIL_H;
694                 for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) {
695                         if (!(j = i % THUMBNAIL_W))
696                                 k--;
697                         cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] =
698                                 gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4);
699                 }
700                 d_free(buf);
701 #endif
702
703                                         pal = gr_palette;
704
705                                         fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
706
707                         #if defined(POLY_ACC)
708                                         PA_DFX (pa_alpha_always());     
709                                         PA_DFX (pa_set_frontbuffer_current());
710                                         PA_DFX(gr_bitmap(0,0,&save_cnv2->cv_bitmap));
711                                         PA_DFX (pa_set_backbuffer_current());
712                                         gr_bitmap(0,0,&save_cnv2->cv_bitmap);
713                                         gr_free_canvas(save_cnv2);
714                                         PA_DFX (pa_fool_to_offscreen());
715                         
716                         #endif
717                 
718                 #else   // macintosh stuff below
719                 {
720                         #if defined(POLY_ACC)
721                                 int     savePAEnabled = PAEnabled;
722                                 PAEnabled = false;
723                         #endif
724
725                         gr_set_current_canvas( cnv );
726                         render_frame(0, 0);
727                         pal = gr_palette;
728                         fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
729                         
730                         #if defined(POLY_ACC)
731                                 PAEnabled = savePAEnabled;
732                         #endif
733                 }       
734                 #endif  // end of ifndef macintosh
735                 
736                 
737                 WINDOS(
738                         dd_gr_set_current_canvas(cnv_save),
739                         gr_set_current_canvas(cnv_save)
740                 );
741                 gr_free_canvas( cnv );
742                 fwrite( pal, 3, 256, fp);
743         }
744         else
745         {
746                 ubyte color = 0;
747                 for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
748                         fwrite( &color, sizeof(ubyte), 1, fp );         
749         } 
750
751 // Save the Between levels flag...
752         fwrite( &between_levels, sizeof(int), 1, fp );
753
754 // Save the mission info...
755         mprintf ((0,"HEY! Mission name is %s\n",Mission_list[Current_mission_num].filename));
756         fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
757
758 //Save level info
759         fwrite( &Current_level_num, sizeof(int), 1, fp );
760         fwrite( &Next_level_num, sizeof(int), 1, fp );
761
762 //Save GameTime
763         fwrite( &GameTime, sizeof(fix), 1, fp );
764
765 // If coop save, save all
766 #ifdef NETWORK
767    if (Game_mode & GM_MULTI_COOP)
768          {
769                 fwrite (&state_game_id,sizeof(int),1,fp);
770                 fwrite (&Netgame,sizeof(netgame_info),1,fp);            
771                 fwrite (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
772                 fwrite (&N_players,sizeof(int),1,fp);
773                 fwrite (&Player_num,sizeof(int),1,fp);
774                 for (i=0;i<N_players;i++)
775                  fwrite (&Players[i],sizeof(player),1,fp);
776
777 #ifdef RISKY_PROPOSITION
778            fwrite (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
779            fwrite (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
780            fwrite (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
781            fwrite (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
782            fwrite (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
783            fwrite (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
784            fwrite (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
785  
786       for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
787                    fwrite (robot_fire_buf[i][0],18+3,1,fp);
788 #endif
789
790          }
791 #endif
792
793 //Save player info
794         fwrite( &Players[Player_num], sizeof(player), 1, fp );
795
796 // Save the current weapon info
797         fwrite( &Primary_weapon, sizeof(byte), 1, fp );
798         fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
799
800 // Save the difficulty level
801         fwrite( &Difficulty_level, sizeof(int), 1, fp );
802 // Save cheats enabled
803         fwrite (&Cheats_enabled,sizeof(int),1,fp);
804
805         if ( !between_levels )  {
806
807         //Finish all morph objects
808                 for (i=0; i<=Highest_object_index; i++ )        {
809                         if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH))       {
810                                 morph_data *md;
811                                 md = find_morph_data(&Objects[i]);
812                                 if (md) {                                       
813                                         md->obj->control_type = md->morph_save_control_type;
814                                         md->obj->movement_type = md->morph_save_movement_type;
815                                         md->obj->render_type = RT_POLYOBJ;
816                                         md->obj->mtype.phys_info = md->morph_save_phys_info;
817                                         md->obj = NULL;
818                                 } else {                                                //maybe loaded half-morphed from disk
819                                         Objects[i].flags |= OF_SHOULD_BE_DEAD;
820                                         Objects[i].render_type = RT_POLYOBJ;
821                                         Objects[i].control_type = CT_NONE;
822                                         Objects[i].movement_type = MT_NONE;
823                                 }
824                         }
825                 }
826         
827         //Save object info
828                 i = Highest_object_index+1;
829                 fwrite( &i, sizeof(int), 1, fp );
830                 fwrite( Objects, sizeof(object)*i, 1, fp );
831                 
832         //Save wall info
833                 i = Num_walls;
834                 fwrite( &i, sizeof(int), 1, fp );
835                 fwrite( Walls, sizeof(wall)*i, 1, fp );
836
837         //Save exploding wall info
838                 i = MAX_EXPLODING_WALLS;
839                 fwrite( &i, sizeof(int), 1, fp);
840                 fwrite( expl_wall_list, sizeof(*expl_wall_list), i, fp );
841         
842         //Save door info
843                 i = Num_open_doors;
844                 fwrite( &i, sizeof(int), 1, fp );
845                 fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
846         
847         //Save cloaking wall info
848                 i = Num_cloaking_walls;
849                 fwrite( &i, sizeof(int), 1, fp );
850                 fwrite( CloakingWalls, sizeof(cloaking_wall), i, fp );
851         
852         //Save trigger info
853                 fwrite( &Num_triggers, sizeof(int), 1, fp );
854                 fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
855         
856         //Save tmap info
857                 for (i=0; i<=Highest_segment_index; i++ )       {
858                         for (j=0; j<6; j++ )    {
859                                 fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
860                                 fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
861                                 fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
862                         }
863                 }
864         
865         // Save the fuelcen info
866                 fwrite( &Control_center_destroyed, sizeof(int), 1, fp );
867                 fwrite( &Countdown_timer, sizeof(int), 1, fp );
868                 fwrite( &Num_robot_centers, sizeof(int), 1, fp );
869                 fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
870                 fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
871                 fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
872                 fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
873         
874         // Save the control cen info
875                 fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
876                 fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
877                 fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
878                 fwrite( &Control_center_present, sizeof(int), 1, fp );
879                 fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
880         
881         // Save the AI state
882                 ai_save_state( fp );
883         
884         // Save the automap visited info
885                 fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
886
887         }
888         fwrite( &state_game_id, sizeof(uint), 1, fp );
889         fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
890         fwrite( &Lunacy, sizeof(int), 1, fp );          //      Yes, writing this twice.  Removed the Ugly robot system, but didn't want to change savegame format.
891         fwrite( &Lunacy, sizeof(int), 1, fp );
892
893         // Save automap marker info
894
895         fwrite(MarkerObject,sizeof(MarkerObject),1,fp);
896         fwrite(MarkerOwner,sizeof(MarkerOwner),1,fp);
897         fwrite(MarkerMessage,sizeof(MarkerMessage),1,fp);
898
899         fwrite (&Afterburner_charge,sizeof(fix),1,fp);
900
901         //save last was super information
902         fwrite(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
903         fwrite(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
904
905         //      Save flash effect stuff
906         fwrite( &Flash_effect, sizeof(int), 1, fp );
907         fwrite( &Time_flash_last_played, sizeof(int), 1, fp );
908         fwrite( &PaletteRedAdd, sizeof(int), 1, fp);
909         fwrite( &PaletteGreenAdd, sizeof(int), 1, fp);
910         fwrite( &PaletteBlueAdd, sizeof(int), 1, fp);
911
912         fwrite(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
913
914         fwrite(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
915
916         fwrite(&Omega_charge, sizeof(Omega_charge), 1, fp);
917         
918         if ( ferror(fp) ) {
919                 if ( !(Game_mode & GM_MULTI) ) {
920                         nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace.");
921                         fclose(fp);
922                         unlink(filename);
923                 }
924         } else  {
925                 fclose(fp);
926
927                 #ifdef MACINTOSH                // set the type and creator of the saved game file
928                 {
929                         FInfo finfo;
930                         OSErr err;
931                         Str255 pfilename;
932         
933                         strcpy(pfilename, filename);
934                         c2pstr(pfilename);
935                         err = HGetFInfo(0, 0, pfilename, &finfo);
936                         finfo.fdType = 'SVGM';
937                         finfo.fdCreator = 'DCT2';
938                         err = HSetFInfo(0, 0, pfilename, &finfo);
939                 }
940                 #endif
941         }
942         
943         start_time();
944
945         return 1;
946 }
947
948 //      -----------------------------------------------------------------------------------
949 //      Set the player's position from the globals Secret_return_segment and Secret_return_orient.
950 void set_pos_from_return_segment(void)
951 {
952         int     plobjnum = Players[Player_num].objnum;
953
954         compute_segment_center(&Objects[plobjnum].pos, &Segments[Secret_return_segment]);
955         obj_relink(plobjnum, Secret_return_segment);
956         reset_player_object();
957         Objects[plobjnum].orient = Secret_return_orient;
958 }
959
960 //      -----------------------------------------------------------------------------------
961 int state_restore_all(int in_game, int secret_restore, char *filename_override)
962 {
963         char filename[128];
964         int     filenum = -1;
965
966 #ifdef NETWORK
967         if ( Game_mode & GM_MULTI )     {
968 #ifdef MULTI_SAVE
969                         multi_initiate_restore_game();
970 #endif
971                 return 0;
972         }
973 #endif
974
975         if (in_game && (Current_level_num < 0) && (secret_restore == 0)) {
976                 HUD_init_message( "Can't restore in secret level!" );
977                 return 0;
978         }
979
980         if ( Newdemo_state == ND_STATE_RECORDING )
981                 newdemo_stop_recording();
982
983         if ( Newdemo_state != ND_STATE_NORMAL )
984                 return 0;
985
986         stop_time();
987
988         if (filename_override) {
989                 strcpy(filename, filename_override);
990                 filenum = NUM_SAVES+1;          //      So we don't trigger autosave
991         } else if (!(filenum = state_get_restore_file(filename, 0)))    {
992                 start_time();
993                 return 0;
994         }
995         
996         //      MK, 1/1/96
997         //      If not in multiplayer, do special secret level stuff.
998         //      If Nsecret.sgc (where N = filenum) exists, then copy it to secret.sgc.
999         //      If it doesn't exist, then delete secret.sgc
1000         if (!secret_restore && !(Game_mode & GM_MULTI)) {
1001                 int     rval;
1002                 char    temp_fname[32], fc;
1003
1004                 if (filenum != -1) {
1005                         if (filenum >= 10)
1006                                 fc = (filenum-10) + 'a';
1007                         else
1008                                 fc = '0' + filenum;
1009                         
1010                         #ifndef MACINTOSH
1011                         sprintf(temp_fname, "%csecret.sgc", fc);
1012                         #else
1013                         sprintf(temp_fname, ":Players:%csecret.sgc", fc);
1014                         #endif
1015
1016                         mprintf((0, "Trying to copy %s to secret.sgc.\n", temp_fname));
1017
1018                         if (file_exists(temp_fname)) {
1019                                 mprintf((0, "Copying %s to secret.sgc\n", temp_fname));
1020                                 rval = copy_file(temp_fname, SECRETC_FILENAME);
1021                                 Assert(rval == 0);      //      Oops, error copying temp_fname to secret.sgc!
1022                         } else
1023                                 unlink(SECRETC_FILENAME);
1024                 }
1025         }
1026
1027         //      Changed, 11/15/95, MK, don't to autosave if restoring from main menu.
1028         if ((filenum != (NUM_SAVES+1)) && in_game) {
1029                 char    temp_filename[128];
1030                 mprintf((0, "Doing autosave, filenum = %i, != %i!\n", filenum, NUM_SAVES+1));
1031                 #ifndef MACINTOSH
1032                 sprintf( temp_filename, "%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1033                 #else
1034                 sprintf( temp_filename, ":Players:%s.sg%x", Players[Player_num].callsign, NUM_SAVES );
1035                 #endif          
1036                 state_save_all(!in_game, secret_restore, temp_filename);
1037         }
1038
1039         if ( !secret_restore && in_game ) {
1040                 int choice;
1041                 choice =  nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" );
1042                 if ( choice != 0 )      {
1043                         start_time();
1044                         return 0;
1045                 }
1046         }
1047
1048         start_time();
1049
1050         return state_restore_all_sub(filename, 0, secret_restore);
1051 }
1052
1053 extern void init_player_stats_new_ship(void);
1054
1055 void ShowLevelIntro(int level_num);
1056
1057 extern void do_cloak_invul_secret_stuff(fix old_gametime);
1058 extern void copy_defaults_to_robot(object *objp);
1059
1060 int state_restore_all_sub(char *filename, int multi, int secret_restore)
1061 {
1062         int ObjectStartLocation;
1063         int version,i, j, segnum;
1064         object * obj;
1065         FILE *fp;
1066         int current_level, next_level;
1067         int between_levels;
1068         char mission[16];
1069         char desc[DESC_LENGTH+1];
1070         char id[5];
1071         char org_callsign[CALLSIGN_LEN+16];
1072 #ifdef NETWORK
1073         int found;
1074         int nplayers;   //,playid[12],mynum;
1075         player restore_players[MAX_PLAYERS];
1076 #endif
1077         fix     old_gametime = GameTime;
1078         
1079         #if defined(MACINTOSH) && !defined(NDEBUG) 
1080         if ( strncmp(filename, ":Players:", 9) )
1081                 Int3();
1082         #endif
1083
1084         fp = fopen( filename, "rb" );
1085         if ( !fp ) return 0;
1086
1087 //Read id
1088         fread( id, sizeof(char)*4, 1, fp );
1089         if ( memcmp( id, dgss_id, 4 )) {
1090                 fclose(fp);
1091                 return 0;
1092         }
1093
1094 //Read version
1095         fread( &version, sizeof(int), 1, fp );
1096         if (version < STATE_COMPATIBLE_VERSION) {
1097                 fclose(fp);
1098                 return 0;
1099         }
1100
1101 // Read description
1102         fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1103
1104 // Skip the current screen shot...
1105         fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1106
1107 // And now...skip the goddamn palette stuff that somebody forgot to add
1108         fseek( fp, 768, SEEK_CUR );
1109
1110 // Read the Between levels flag...
1111         fread( &between_levels, sizeof(int), 1, fp );
1112
1113         Assert(between_levels == 0);    //between levels save ripped out
1114
1115 // Read the mission info...
1116         fread( mission, sizeof(char)*9, 1, fp );
1117         mprintf ((0,"Missionname to load = %s\n",mission));
1118
1119         if (!load_mission_by_name( mission ))   {
1120                 nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission );
1121                 fclose(fp);
1122                 return 0;
1123         }
1124
1125 //Read level info
1126         fread( &current_level, sizeof(int), 1, fp );
1127         fread( &next_level, sizeof(int), 1, fp );
1128
1129 //Restore GameTime
1130         fread( &GameTime, sizeof(fix), 1, fp );
1131
1132 // Start new game....
1133         if (!multi)     {
1134                 Game_mode = GM_NORMAL;
1135                 Function_mode = FMODE_GAME;
1136 #ifdef NETWORK
1137                 change_playernum_to(0);
1138 #endif
1139                 strcpy( org_callsign, Players[0].callsign );
1140                 N_players = 1;
1141                 if (!secret_restore) {
1142                         InitPlayerObject();                             //make sure player's object set up
1143                         init_player_stats_game();               //clear all stats
1144                 }
1145         } else {
1146                 strcpy( org_callsign, Players[Player_num].callsign );
1147         }
1148
1149 #ifdef NETWORK
1150    if (Game_mode & GM_MULTI)
1151          {
1152                 fread (&state_game_id,sizeof(int),1,fp);
1153                 fread (&Netgame,sizeof(netgame_info),1,fp);             
1154                 fread (&NetPlayers,sizeof(AllNetPlayers_info),1,fp);
1155                 fread (&nplayers,sizeof(N_players),1,fp);
1156                 fread (&Player_num,sizeof(Player_num),1,fp);
1157                 for (i=0;i<nplayers;i++)
1158                  fread (&restore_players[i],sizeof(player),1,fp);
1159 #ifdef RISKY_PROPOSITION
1160            fread (&robot_controlled[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1161            fread (&robot_agitation[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1162            fread (&robot_controlled_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1163            fread (&robot_last_send_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1164            fread (&robot_last_message_time[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1165            fread (&robot_send_pending[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1166            fread (&robot_fired[0],4*MAX_ROBOTS_CONTROLLED,1,fp);
1167  
1168       for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
1169                    fread (&robot_fire_buf[i][0],21,1,fp);
1170 #endif
1171
1172            for (i=0;i<nplayers;i++)
1173                  {
1174                   found=0;
1175                   for (j=0;j<nplayers;j++)
1176                          {
1177            if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
1178                                  found=1;
1179                          }
1180                   restore_players[i].connected=found;
1181             }
1182                 memcpy (&Players,&restore_players,sizeof(player)*nplayers);
1183                 N_players=nplayers;
1184                
1185       if (network_i_am_master())
1186                  {
1187                   for (i=0;i<N_players;i++)
1188                         {
1189                          if (i==Player_num)
1190                                 continue;
1191                  Players[i].connected=0;        
1192                         }
1193                  }
1194                  
1195                 //Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
1196          }
1197
1198 #endif
1199
1200 //Read player info
1201
1202         {
1203                 StartNewLevelSub(current_level, 1, secret_restore);
1204
1205                 if (secret_restore) {
1206                         player  dummy_player;
1207
1208                         fread( &dummy_player, sizeof(player), 1, fp );
1209                         if (secret_restore == 1) {              //      This means he didn't die, so he keeps what he got in the secret level.
1210                                 Players[Player_num].level = dummy_player.level;
1211                                 Players[Player_num].last_score = dummy_player.last_score;
1212                                 Players[Player_num].time_level = dummy_player.time_level;
1213
1214                                 Players[Player_num].num_robots_level = dummy_player.num_robots_level;
1215                                 Players[Player_num].num_robots_total = dummy_player.num_robots_total;
1216                                 Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
1217                                 Players[Player_num].hostages_total = dummy_player.hostages_total;
1218                                 Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
1219                                 Players[Player_num].hostages_level = dummy_player.hostages_level;
1220                                 Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
1221                                 Players[Player_num].hours_level = dummy_player.hours_level;
1222                                 Players[Player_num].hours_total = dummy_player.hours_total;
1223                                 do_cloak_invul_secret_stuff(old_gametime);
1224                         } else {
1225                                 Players[Player_num] = dummy_player;
1226                         }
1227                 } else {
1228                         fread( &Players[Player_num], sizeof(player), 1, fp );
1229                 }
1230         }
1231         strcpy( Players[Player_num].callsign, org_callsign );
1232
1233 // Set the right level
1234         if ( between_levels )
1235                 Players[Player_num].level = next_level;
1236
1237 // Restore the weapon states
1238         fread( &Primary_weapon, sizeof(byte), 1, fp );
1239         fread( &Secondary_weapon, sizeof(byte), 1, fp );
1240
1241         select_weapon(Primary_weapon, 0, 0, 0);
1242         select_weapon(Secondary_weapon, 1, 0, 0);
1243
1244 // Restore the difficulty level
1245         fread( &Difficulty_level, sizeof(int), 1, fp );
1246
1247 // Restore the cheats enabled flag
1248  
1249    fread (&Cheats_enabled,sizeof(int),1,fp);
1250
1251         if ( !between_levels )  {
1252                 Do_appearance_effect = 0;                       // Don't do this for middle o' game stuff.
1253
1254                 ObjectStartLocation = ftell( fp );
1255                 //Clear out all the objects from the lvl file
1256                 for (segnum=0; segnum <= Highest_segment_index; segnum++)
1257                         Segments[segnum].objects = -1;
1258                 reset_objects(1);
1259         
1260                 //Read objects, and pop 'em into their respective segments.
1261                 fread( &i, sizeof(int), 1, fp );
1262                 Highest_object_index = i-1;
1263                 fread( Objects, sizeof(object)*i, 1, fp );
1264         
1265                 Object_next_signature = 0;
1266                 for (i=0; i<=Highest_object_index; i++ )        {
1267                         obj = &Objects[i];
1268                         obj->rtype.pobj_info.alt_textures = -1;
1269                         segnum = obj->segnum;
1270                         obj->next = obj->prev = obj->segnum = -1;
1271                         if ( obj->type != OBJ_NONE )    {
1272                                 obj_link(i,segnum);
1273                                 if ( obj->signature > Object_next_signature )
1274                                         Object_next_signature = obj->signature;
1275                         }
1276
1277                         //look for, and fix, boss with bogus shields
1278                         if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
1279                                 fix save_shields = obj->shields;
1280
1281                                 copy_defaults_to_robot(obj);            //calculate starting shields
1282
1283                                 //if in valid range, use loaded shield value
1284                                 if (save_shields > 0 && save_shields <= obj->shields)
1285                                         obj->shields = save_shields;
1286                                 else
1287                                         obj->shields /= 2;  //give player a break
1288                         }
1289
1290                 }       
1291                 special_reset_objects();
1292                 Object_next_signature++;
1293         
1294                 //      1 = Didn't die on secret level.
1295                 //      2 = Died on secret level.
1296                 if (secret_restore && (Current_level_num >= 0)) {
1297                         set_pos_from_return_segment();
1298                         if (secret_restore == 2)
1299                                 init_player_stats_new_ship();
1300                 }
1301
1302                 //Restore wall info
1303                 fread( &i, sizeof(int), 1, fp );
1304                 Num_walls = i;
1305                 fread( Walls, sizeof(wall)*Num_walls, 1, fp );
1306
1307                 //now that we have the walls, check if any sounds are linked to
1308                 //walls that are now open
1309                 for (i=0;i<Num_walls;i++) {
1310                         if (Walls[i].type == WALL_OPEN)
1311                                 digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1); //-1 means kill any sound
1312                 }
1313
1314                 //Restore exploding wall info
1315                 if (version >= 10) {
1316                         fread( &i, sizeof(int), 1, fp );
1317                         fread( expl_wall_list, sizeof(*expl_wall_list), i, fp );
1318                 }
1319
1320                 //Restore door info
1321                 fread( &i, sizeof(int), 1, fp );
1322                 Num_open_doors = i;
1323                 fread( ActiveDoors, sizeof(active_door)*Num_open_doors, 1, fp );
1324         
1325                 if (version >= 14) {            //Restore cloaking wall info
1326                         fread( &i, sizeof(int), 1, fp );
1327                         Num_cloaking_walls = i;
1328                         fread( CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls, fp );
1329                 }
1330         
1331                 //Restore trigger info
1332                 fread( &Num_triggers, sizeof(int), 1, fp );
1333                 fread( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
1334         
1335                 //Restore tmap info
1336                 for (i=0; i<=Highest_segment_index; i++ )       {
1337                         for (j=0; j<6; j++ )    {
1338                                 fread( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
1339                                 fread( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
1340                                 fread( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
1341                         }
1342                 }
1343         
1344                 //Restore the fuelcen info
1345                 fread( &Control_center_destroyed, sizeof(int), 1, fp );
1346                 fread( &Countdown_timer, sizeof(int), 1, fp );
1347                 fread( &Num_robot_centers, sizeof(int), 1, fp );
1348                 fread( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
1349                 fread( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
1350                 fread( &Num_fuelcenters, sizeof(int), 1, fp );
1351                 fread( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
1352         
1353                 // Restore the control cen info
1354                 fread( &Control_center_been_hit, sizeof(int), 1, fp );
1355                 fread( &Control_center_player_been_seen, sizeof(int), 1, fp );
1356                 fread( &Control_center_next_fire_time, sizeof(int), 1, fp );
1357                 fread( &Control_center_present, sizeof(int), 1, fp );
1358                 fread( &Dead_controlcen_object_num, sizeof(int), 1, fp );
1359         
1360                 // Restore the AI state
1361                 ai_restore_state( fp, version );
1362         
1363                 // Restore the automap visited info
1364                 fread( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
1365
1366                 //      Restore hacked up weapon system stuff.
1367                 Fusion_next_sound_time = GameTime;
1368                 Auto_fire_fusion_cannon_time = 0;
1369                 Next_laser_fire_time = GameTime;
1370                 Next_missile_fire_time = GameTime;
1371                 Last_laser_fired_time = GameTime;
1372
1373         }
1374         state_game_id = 0;
1375
1376         if ( version >= 7 )     {
1377                 fread( &state_game_id, sizeof(uint), 1, fp );
1378                 fread( &Laser_rapid_fire, sizeof(int), 1, fp );
1379                 fread( &Lunacy, sizeof(int), 1, fp );           //      Yes, writing this twice.  Removed the Ugly robot system, but didn't want to change savegame format.
1380                 fread( &Lunacy, sizeof(int), 1, fp );
1381                 if ( Lunacy )
1382                         do_lunacy_on();
1383         }
1384
1385         if (version >= 17) {
1386                 fread(MarkerObject,sizeof(MarkerObject),1,fp);
1387                 fread(MarkerOwner,sizeof(MarkerOwner),1,fp);
1388                 fread(MarkerMessage,sizeof(MarkerMessage),1,fp);
1389         }
1390         else {
1391                 int num,dummy;
1392
1393                 // skip dummy info
1394
1395                 fread (&num,sizeof(int),1,fp);                  //was NumOfMarkers
1396                 fread (&dummy,sizeof(int),1,fp);                        //was CurMarker
1397
1398                 fseek( fp, num * (sizeof(vms_vector) + 40), SEEK_CUR );
1399
1400                 for (num=0;num<NUM_MARKERS;num++)
1401                         MarkerObject[num] = -1;
1402         }
1403
1404         if (version>=11) {
1405                 if (secret_restore != 1)
1406                         fread (&Afterburner_charge,sizeof(fix),1,fp);
1407                 else {
1408                         fix     dummy_fix;
1409                         fread (&dummy_fix,sizeof(fix),1,fp);
1410                 }
1411         }
1412         if (version>=12) {
1413                 //read last was super information
1414                 fread(&Primary_last_was_super,sizeof(Primary_last_was_super),1,fp);
1415                 fread(&Secondary_last_was_super,sizeof(Secondary_last_was_super),1,fp);
1416         }
1417
1418         if (version >= 12) {
1419                 fread( &Flash_effect, sizeof(int), 1, fp );
1420                 fread( &Time_flash_last_played, sizeof(int), 1, fp );
1421                 fread( &PaletteRedAdd, sizeof(int), 1, fp);
1422                 fread( &PaletteGreenAdd, sizeof(int), 1, fp);
1423                 fread( &PaletteBlueAdd, sizeof(int), 1, fp);
1424         } else {
1425                 Flash_effect = 0;
1426                 Time_flash_last_played = 0;
1427                 PaletteRedAdd = 0;
1428                 PaletteGreenAdd = 0;
1429                 PaletteBlueAdd = 0;
1430         }
1431
1432         //      Load Light_subtracted
1433         if (version >= 16) {
1434                 fread(Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS, fp);
1435                 apply_all_changed_light();
1436                 compute_all_static_light();     //      set static_light field in segment struct.  See note at that function.
1437         } else {
1438                 int     i;
1439                 for (i=0; i<=Highest_segment_index; i++)
1440                         Light_subtracted[i] = 0;
1441         }
1442    
1443         if (!secret_restore) {
1444                 if (version >= 20) {
1445                         fread(&First_secret_visit, sizeof(First_secret_visit), 1, fp);
1446                         mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
1447                 } else
1448                         First_secret_visit = 1;
1449         } else
1450                 First_secret_visit = 0;
1451
1452         if (version >= 22)
1453         {
1454                 if (secret_restore != 1)
1455                         fread (&Omega_charge,sizeof(fix),1,fp);
1456                 else {
1457                         fix     dummy_fix;
1458                         fread (&dummy_fix,sizeof(fix),1,fp);
1459                 }
1460         }
1461
1462         fclose(fp);
1463  
1464 #ifdef NETWORK
1465    if (Game_mode & GM_MULTI)   // Get rid of ships that aren't 
1466          {                                                                       // connected in the restored game
1467                 for (i=0;i<nplayers;i++)
1468                  {
1469                   mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
1470                   if (Players[i].connected!=1)
1471                    {
1472                     network_disconnect_player (i);
1473                create_player_appearance_effect(&Objects[Players[i].objnum]);
1474                          mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
1475               }
1476                  }
1477                         
1478          }
1479 #endif
1480
1481 // Load in bitmaps, etc..
1482 //!!    piggy_load_level_data();        //already done by StartNewLevelSub()
1483
1484         return 1;
1485 }
1486
1487 //      When loading a saved game, segp->static_light is bogus.
1488 //      This is because apply_all_changed_light, which is supposed to properly update this value,
1489 //      cannot do so because it needs the original light cast from a light which is no longer there.
1490 //      That is, a light has been blown out, so the texture remaining casts 0 light, but the static light
1491 //      which is present in the static_light field contains the light cast from that light.
1492 void compute_all_static_light(void)
1493 {
1494         int     i, j, k;
1495
1496         for (i=0; i<=Highest_segment_index; i++) {
1497                 fix     total_light;
1498                 segment *segp;
1499
1500                 segp = &Segments[i];
1501                 total_light = 0;
1502
1503                 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
1504                         side    *sidep;
1505
1506                         sidep = &segp->sides[j];
1507
1508                         for (k=0; k<4; k++)
1509                                 total_light += sidep->uvls[k].l;
1510                 }
1511
1512                 Segment2s[i].static_light = total_light/(MAX_SIDES_PER_SEGMENT*4);
1513         }
1514
1515 }
1516
1517
1518 int state_get_game_id(char *filename)
1519 {
1520         int version;
1521         FILE *fp;
1522         int between_levels;
1523         char mission[16];
1524         char desc[DESC_LENGTH+1];
1525         char id[5];
1526         int dumbint;
1527
1528 mprintf((0, "Restoring multigame from [%s]\n", filename));
1529
1530         fp = fopen( filename, "rb" );
1531         if ( !fp ) return 0;
1532
1533 //Read id
1534         fread( id, sizeof(char)*4, 1, fp );
1535         if ( memcmp( id, dgss_id, 4 )) {
1536                 fclose(fp);
1537                 return 0;
1538         }
1539
1540 //Read version
1541         fread( &version, sizeof(int), 1, fp );
1542         if (version < STATE_COMPATIBLE_VERSION) {
1543                 fclose(fp);
1544                 return 0;
1545         }
1546
1547 // Read description
1548         fread( desc, sizeof(char)*DESC_LENGTH, 1, fp );
1549
1550 // Skip the current screen shot...
1551         fseek( fp, THUMBNAIL_W*THUMBNAIL_H, SEEK_CUR );
1552
1553 // And now...skip the palette stuff that somebody forgot to add
1554         fseek( fp, 768, SEEK_CUR );
1555
1556 // Read the Between levels flag...
1557         fread( &between_levels, sizeof(int), 1, fp );
1558
1559         Assert(between_levels == 0);    //between levels save ripped out
1560
1561 // Read the mission info...
1562         fread( mission, sizeof(char)*9, 1, fp );
1563 //Read level info
1564         fread( &dumbint, sizeof(int), 1, fp );
1565         fread( &dumbint, sizeof(int), 1, fp );
1566
1567 //Restore GameTime
1568         fread( &dumbint, sizeof(fix), 1, fp );
1569
1570         fread (&state_game_id,sizeof(int),1,fp);
1571
1572         return (state_game_id);
1573  }
1574
1575 #if defined(POLY_ACC)
1576 //void screen_shot_pa(ubyte *dst,ushort *src)
1577 //{
1578 //    //ushort *src = pa_get_buffer_address(0),
1579 //    ushort *s;
1580 //    fix u, v, du, dv;
1581 //    int ui, w, h;
1582 //
1583 //    pa_flush();
1584 //
1585 //    du = (640.0 / (float)THUMBNAIL_W) * 65536.0;
1586 //    dv = (480.0 / (float)THUMBNAIL_H) * 65536.0;
1587 //
1588 //    for(v = h = 0; h != THUMBNAIL_H; ++h)
1589 //    {
1590 //        s = src + f2i(v) * 640;
1591 //        v += dv;
1592 //        for(u = w = 0; w != THUMBNAIL_W; ++w)
1593 //        {
1594 //            ui = f2i(u);
1595 //            *dst++ = gr_find_closest_color((s[ui] >> 9) & 0x3e, (s[ui] >> 4) & 0x3e, (s[ui] << 1) & 0x3e);
1596 //            u += du;
1597 //        }
1598 //    }
1599 //}
1600
1601 void screen_shot_pa(grs_canvas *dcanv,grs_canvas *scanv)
1602 {
1603 #if !defined(MACINTOSH)
1604         ubyte *dst;
1605         ushort *src;
1606         int x,y;
1607
1608         Assert(scanv->cv_w == dcanv->cv_w && scanv->cv_h == dcanv->cv_h);
1609
1610         pa_flush();
1611
1612         src = (ushort *) scanv->cv_bitmap.bm_data;
1613         dst = dcanv->cv_bitmap.bm_data;
1614
1615         #ifdef PA_3DFX_VOODOO
1616    src=(ushort *)pa_set_back_to_read();
1617         #endif
1618
1619         for (y=0; y<scanv->cv_h; y++) {
1620                 for (x=0; x<scanv->cv_w; x++) {
1621                         #ifdef PA_3DFX_VOODOO
1622                         *dst++ = gr_find_closest_color((*src >> 10) & 0x3e, (*src >> 5) & 0x3f, (*src << 1) & 0x3e);
1623                         #else
1624                         *dst++ = gr_find_closest_color((*src >> 9) & 0x3e, (*src >> 4) & 0x3e, (*src << 1) & 0x3e);
1625                         #endif
1626
1627                         src++;
1628                 }
1629                 src = (ushort *) (((ubyte *) src) + (scanv->cv_bitmap.bm_rowsize - (scanv->cv_bitmap.bm_w*PA_BPP)));
1630                 dst += dcanv->cv_bitmap.bm_rowsize - dcanv->cv_bitmap.bm_w;
1631         }
1632         #ifdef PA_3DFX_VOODOO
1633         pa_set_front_to_read();
1634         #endif
1635 #endif
1636 }
1637 #endif
1638