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