/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Functions to save/restore game state. * */ #include #include #include #include #include "pstypes.h" #include "inferno.h" #include "segment.h" #include "textures.h" #include "wall.h" #include "object.h" #include "gamemine.h" #include "error.h" #include "gamefont.h" #include "gameseg.h" #include "switch.h" #include "game.h" #include "newmenu.h" #include "cfile.h" #include "fuelcen.h" #include "hash.h" #include "key.h" #include "piggy.h" #include "player.h" #include "cntrlcen.h" #include "morph.h" #include "weapon.h" #include "render.h" #include "gameseq.h" #include "gauges.h" #include "newdemo.h" #include "automap.h" #include "piggy.h" #include "paging.h" #include "titles.h" #include "text.h" #include "mission.h" #include "pcx.h" #include "u_mem.h" #include "args.h" #include "ai.h" #include "state.h" #include "multi.h" #include "gr.h" #ifdef OGL #include "ogl_init.h" #endif #include "physfsx.h" #define STATE_VERSION 7 #define STATE_COMPATIBLE_VERSION 6 // 0 - Put DGSS (Descent Game State Save) id at tof. // 1 - Added Difficulty level save // 2 - Added Cheats_enabled flag // 3 - Added between levels save. // 4 - Added mission support // 5 - Mike changed ai and object structure. // 6 - Added buggin' cheat save // 7 - Added other cheat saves and game_id. #define NUM_SAVES 10 #define THUMBNAIL_W 100 #define THUMBNAIL_H 50 #define DESC_LENGTH 20 extern int Do_appearance_effect; extern fix Fusion_next_sound_time; extern int Laser_rapid_fire, Ugly_robot_cheat, Ugly_robot_texture; extern int Physics_cheat_flag; extern int Lunacy; extern void do_lunacy_on(void); extern void do_lunacy_off(void); int state_save_all_sub(char *filename, char *desc, int between_levels); int state_restore_all_sub(char *filename); int sc_last_item= 0; char dgss_id[4] = "DGSS"; uint state_game_id; //------------------------------------------------------------------- int state_callback(newmenu *menu, d_event *event, grs_bitmap *sc_bmp[]) { newmenu_item *items = newmenu_get_items(menu); int citem = newmenu_get_citem(menu); if ( (citem > 0) && (event->type == EVENT_NEWMENU_DRAW) ) { if ( sc_bmp[citem-1] ) { grs_canvas *save_canv = grd_curcanv; grs_canvas *temp_canv = gr_create_canvas(THUMBNAIL_W*2,(THUMBNAIL_H*24/10)); grs_point vertbuf[3] = {{0,0}, {0,0}, {i2f(THUMBNAIL_W*2),i2f(THUMBNAIL_H*24/10)} }; gr_set_current_canvas(temp_canv); scale_bitmap(sc_bmp[citem-1], vertbuf); gr_set_current_canvas( save_canv ); #ifndef OGL gr_bitmap( (grd_curcanv->cv_bitmap.bm_w-THUMBNAIL_W*2)/2,items[0].y-3, &temp_canv->cv_bitmap); #else ogl_ubitmapm_cs((grd_curcanv->cv_bitmap.bm_w/2)-FSPACX(THUMBNAIL_W/2),items[0].y-FSPACY(3),FSPACX(THUMBNAIL_W),FSPACY(THUMBNAIL_H),&temp_canv->cv_bitmap,255,F1_0); #endif gr_free_canvas(temp_canv); } return 1; } return 0; } #if 0 void rpad_string( char * string, int max_chars ) { int i, end_found; end_found = 0; for( i=0; i= STATE_COMPATIBLE_VERSION) || (SWAPINT(version) >= STATE_COMPATIBLE_VERSION)) { // Read description PHYSFS_read(fp, desc[i], sizeof(char) * DESC_LENGTH, 1); //rpad_string( desc[i], DESC_LENGTH-1 ); if (dsc == NULL) m[i+1].type = NM_TYPE_MENU; // Read thumbnail sc_bmp[i] = gr_create_bitmap(THUMBNAIL_W,THUMBNAIL_H ); PHYSFS_read(fp, sc_bmp[i]->bm_data, THUMBNAIL_W * THUMBNAIL_H, 1); nsaves++; valid = 1; } } PHYSFS_close(fp); } if (!valid) { strcpy( desc[i], TXT_EMPTY ); //rpad_string( desc[i], DESC_LENGTH-1 ); if (dsc == NULL) m[i+1].type = NM_TYPE_TEXT; } if (dsc != NULL) { m[i+1].type = NM_TYPE_INPUT_MENU; } m[i+1].text_len = DESC_LENGTH-1; m[i+1].text = desc[i]; } if ( dsc == NULL && nsaves < 1 ) { nm_messagebox( NULL, 1, "Ok", "No saved games were found!" ); return 0; } sc_last_item = -1; if (blind_save && state_default_item < 0) { blind_save = 0; // haven't picked a slot yet state_default_item = 0; } if (blind_save) choice = state_default_item + 1; else choice = newmenu_do3( NULL, caption, NUM_SAVES+1, m, (int (*)(newmenu *, d_event *, void *))state_callback, sc_bmp, state_default_item + 1, NULL, -1, -1 ); for (i=0; i 0) { strcpy( fname, filename[choice-1] ); if ( dsc != NULL ) strcpy( dsc, desc[choice-1] ); state_default_item = choice - 1; return choice; } return 0; } int state_get_save_file(char * fname, char * dsc, int blind_save) { return state_get_savegame_filename(fname, dsc, "Save Game", blind_save); } int state_get_restore_file(char * fname ) { return state_get_savegame_filename(fname, NULL, "Select Game to Restore", 0); } int state_save_old_game(int slotnum, char * sg_name, player * sg_player, int sg_difficulty_level, int sg_primary_weapon, int sg_secondary_weapon, int sg_next_level_num ) { int i; int temp_int; ubyte temp_byte; char desc[DESC_LENGTH+1]; char filename[128]; grs_canvas * cnv; PHYSFS_file * fp; ubyte *pal; #ifdef OGL int j; GLint gl_draw_buffer; #endif sprintf( filename, (GameArg.SysUsePlayersDir?"Players/%s.sg%d":"%s.sg%d"), sg_player->callsign, slotnum ); fp = PHYSFSX_openWriteBuffered(filename); if ( !fp ) return 0; //Save id PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1); //Save version temp_int = STATE_VERSION; PHYSFS_write(fp, &temp_int, sizeof(int), 1); //Save description strncpy( desc, sg_name, DESC_LENGTH ); PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1); // Save the current screen shot... cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H ); if ( cnv ) { #ifdef OGL ubyte *buf; int k; #endif grs_canvas * cnv_save; cnv_save = grd_curcanv; gr_set_current_canvas( cnv ); render_frame(0); #ifdef OGL buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3); glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer); glReadBuffer(gl_draw_buffer); glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf); k = THUMBNAIL_H; for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) { if (!(j = i % THUMBNAIL_W)) k--; cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] = gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4); } d_free(buf); #endif pal = gr_palette; PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1); gr_set_current_canvas(cnv_save); gr_free_canvas( cnv ); } else { ubyte color = 0; for ( i=0; ilevel; PHYSFS_write(fp, &temp_int, sizeof(int), 1); temp_int = sg_next_level_num; PHYSFS_write(fp, &temp_int, sizeof(int), 1); //Save GameTime temp_int = 0; PHYSFS_write(fp, &temp_int, sizeof(fix), 1); //Save player info PHYSFS_write(fp, &sg_player, sizeof(player), 1); // Save the current weapon info temp_byte = sg_primary_weapon; PHYSFS_write(fp, &temp_byte, sizeof(sbyte), 1); temp_byte = sg_secondary_weapon; PHYSFS_write(fp, &temp_byte, sizeof(sbyte), 1); // Save the difficulty level temp_int = sg_difficulty_level; PHYSFS_write(fp, &temp_int, sizeof(int), 1); // Save the Cheats_enabled temp_int = 0; PHYSFS_write(fp, &temp_int, sizeof(int), 1); temp_int = 0; // turbo mode PHYSFS_write(fp, &temp_int, sizeof(int), 1); PHYSFS_write( fp, &state_game_id, sizeof(uint), 1 ); PHYSFS_write( fp, &Laser_rapid_fire, sizeof(int), 1 ); PHYSFS_write( fp, &Ugly_robot_cheat, sizeof(int), 1 ); PHYSFS_write( fp, &Ugly_robot_texture, sizeof(int), 1 ); PHYSFS_write( fp, &Physics_cheat_flag, sizeof(int), 1 ); PHYSFS_write( fp, &Lunacy, sizeof(int), 1 ); PHYSFS_close(fp); return 1; } // ----------------------------------------------------------------------------------- int state_save_all(int between_levels, int blind_save) { int rval; char filename[128], desc[DESC_LENGTH+1]; #ifdef NETWORK if ( Game_mode & GM_MULTI ) { return 0; } #endif stop_time(); if (!state_get_save_file(filename, desc, blind_save)) { start_time(); return 0; } rval = state_save_all_sub(filename, desc, between_levels); if (rval) HUD_init_message("Game saved"); return rval; } int state_save_all_sub(char *filename, char *desc, int between_levels) { int i,j; PHYSFS_file *fp; grs_canvas * cnv; ubyte *pal; #ifdef OGL GLint gl_draw_buffer; #endif #ifndef NDEBUG if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8)) Int3(); #endif fp = PHYSFSX_openWriteBuffered(filename); if ( !fp ) { nm_messagebox(NULL, 1, TXT_OK, "Error writing savegame.\nPossibly out of disk\nspace."); start_time(); return 0; } //Save id PHYSFS_write(fp, dgss_id, sizeof(char) * 4, 1); //Save version i = STATE_VERSION; PHYSFS_write(fp, &i, sizeof(int), 1); //Save description PHYSFS_write(fp, desc, sizeof(char) * DESC_LENGTH, 1); // Save the current screen shot... cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H ); if ( cnv ) { #ifdef OGL ubyte *buf; int k; #endif grs_canvas * cnv_save; cnv_save = grd_curcanv; gr_set_current_canvas( cnv ); render_frame(0); #if defined(OGL) buf = d_malloc(THUMBNAIL_W * THUMBNAIL_H * 3); glGetIntegerv(GL_DRAW_BUFFER, &gl_draw_buffer); glReadBuffer(gl_draw_buffer); glReadPixels(0, SHEIGHT - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGB, GL_UNSIGNED_BYTE, buf); k = THUMBNAIL_H; for (i = 0; i < THUMBNAIL_W * THUMBNAIL_H; i++) { if (!(j = i % THUMBNAIL_W)) k--; cnv->cv_bitmap.bm_data[THUMBNAIL_W * k + j] = gr_find_closest_color(buf[3*i]/4, buf[3*i+1]/4, buf[3*i+2]/4); } d_free(buf); #endif pal = gr_palette; PHYSFS_write(fp, cnv->cv_bitmap.bm_data, THUMBNAIL_W * THUMBNAIL_H, 1); gr_set_current_canvas(cnv_save); gr_free_canvas( cnv ); } else { ubyte color = 0; for ( i=0; iobj->control_type = md->morph_save_control_type; md->obj->movement_type = md->morph_save_movement_type; md->obj->render_type = RT_POLYOBJ; md->obj->mtype.phys_info = md->morph_save_phys_info; md->obj = NULL; } else { //maybe loaded half-morphed from disk Objects[i].flags |= OF_SHOULD_BE_DEAD; Objects[i].render_type = RT_POLYOBJ; Objects[i].control_type = CT_NONE; Objects[i].movement_type = MT_NONE; } } } //Save object info i = Highest_object_index+1; PHYSFS_write(fp, &i, sizeof(int), 1); PHYSFS_write(fp, Objects, sizeof(object), i); //Save wall info i = Num_walls; PHYSFS_write(fp, &i, sizeof(int), 1); PHYSFS_write(fp, Walls, sizeof(wall), i); //Save door info i = Num_open_doors; PHYSFS_write(fp, &i, sizeof(int), 1); PHYSFS_write(fp, ActiveDoors, sizeof(active_door), i); //Save trigger info PHYSFS_write(fp, &Num_triggers, sizeof(int), 1); PHYSFS_write(fp, Triggers, sizeof(trigger), Num_triggers); //Save tmap info for (i = 0; i <= Highest_segment_index; i++) { for (j = 0; j < 6; j++) { PHYSFS_write(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1); PHYSFS_write(fp, &Segments[i].sides[j].tmap_num, sizeof(short), 1); PHYSFS_write(fp, &Segments[i].sides[j].tmap_num2, sizeof(short), 1); } } // Save the fuelcen info PHYSFS_write(fp, &Control_center_destroyed, sizeof(int), 1); PHYSFS_write(fp, &Countdown_seconds_left, sizeof(int), 1); PHYSFS_write(fp, &Num_robot_centers, sizeof(int), 1); PHYSFS_write(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers); PHYSFS_write(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1); PHYSFS_write(fp, &Num_fuelcenters, sizeof(int), 1); PHYSFS_write(fp, Station, sizeof(FuelCenter), Num_fuelcenters); // Save the control cen info PHYSFS_write(fp, &Control_center_been_hit, sizeof(int), 1); PHYSFS_write(fp, &Control_center_player_been_seen, sizeof(int), 1); PHYSFS_write(fp, &Control_center_next_fire_time, sizeof(int), 1); PHYSFS_write(fp, &Control_center_present, sizeof(int), 1); PHYSFS_write(fp, &Dead_controlcen_object_num, sizeof(int), 1); // Save the AI state ai_save_state( fp ); // Save the automap visited info PHYSFS_write(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS); } PHYSFS_write(fp, &state_game_id, sizeof(uint), 1); PHYSFS_write(fp, &Laser_rapid_fire, sizeof(int), 1); PHYSFS_write(fp, &Ugly_robot_cheat, sizeof(int), 1); PHYSFS_write(fp, &Ugly_robot_texture, sizeof(int), 1); PHYSFS_write(fp, &Physics_cheat_flag, sizeof(int), 1); PHYSFS_write(fp, &Lunacy, sizeof(int), 1); PHYSFS_close(fp); start_time(); return 1; } // ----------------------------------------------------------------------------------- int state_restore_all(int in_game) { char filename[128]; #ifdef NETWORK if ( Game_mode & GM_MULTI ) { return 0; } #endif if ( Newdemo_state == ND_STATE_RECORDING ) newdemo_stop_recording(); if ( Newdemo_state != ND_STATE_NORMAL ) return 0; stop_time(); if (!state_get_restore_file(filename)) { start_time(); return 0; } if ( in_game ) { int choice; choice = nm_messagebox( NULL, 2, "Yes", "No", "Restore Game?" ); if ( choice != 0 ) { start_time(); return 0; } } start_time(); return state_restore_all_sub(filename); } int state_restore_all_sub(char *filename) { int ObjectStartLocation; int BogusSaturnShit = 0; int version,i, j, segnum; object * obj; PHYSFS_file *fp; int swap = 0; // if file is not endian native, have to swap all shorts and ints int current_level, next_level; int between_levels; char mission[16]; char desc[DESC_LENGTH+1]; char id[5]; char org_callsign[CALLSIGN_LEN+16]; #ifndef NDEBUG if (GameArg.SysUsePlayersDir && strncmp(filename, "Players/", 8)) Int3(); #endif fp = PHYSFSX_openReadBuffered(filename); if ( !fp ) return 0; //Read id PHYSFS_read(fp, id, sizeof(char) * 4, 1); if ( memcmp( id, dgss_id, 4 )) { PHYSFS_close(fp); return 0; } //Read version //Check for swapped file here, as dgss_id is written as a string (i.e. endian independent) PHYSFS_read(fp, &version, sizeof(int), 1); if (version & 0xffff0000) { swap = 1; version = SWAPINT(version); } if (version < STATE_COMPATIBLE_VERSION) { PHYSFS_close(fp); return 0; } // Read description PHYSFS_read(fp, desc, sizeof(char) * DESC_LENGTH, 1); // Skip the current screen shot... PHYSFS_seek(fp, PHYSFS_tell(fp) + THUMBNAIL_W * THUMBNAIL_H); // Read the Between levels flag... between_levels = PHYSFSX_readSXE32(fp, swap); // Read the mission info... PHYSFS_read(fp, mission, sizeof(char) * 9, 1); if (!load_mission_by_name( mission )) { nm_messagebox( NULL, 1, "Ok", "Error!\nUnable to load mission\n'%s'\n", mission ); PHYSFS_close(fp); return 0; } //Read level info current_level = PHYSFSX_readSXE32(fp, swap); next_level = PHYSFSX_readSXE32(fp, swap); //Restore GameTime GameTime = PHYSFSX_readSXE32(fp, swap); // Start new game.... Game_mode = GM_NORMAL; Function_mode = FMODE_GAME; #ifdef NETWORK change_playernum_to(0); #endif strcpy( org_callsign, Players[0].callsign ); N_players = 1; InitPlayerObject(); //make sure player's object set up init_player_stats_game(); //clear all stats //Read player info if ( between_levels ) { int saved_offset; player_read_swap(&Players[Player_num], swap, fp); saved_offset = PHYSFS_tell(fp); PHYSFS_close( fp ); do_briefing_screens(Briefing_text_filename, next_level); fp = PHYSFSX_openReadBuffered(filename); PHYSFS_seek(fp, saved_offset); StartNewLevelSub( next_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM } else { StartNewLevelSub(current_level, 1);//use page_in_textures here to fix OGL texture precashing crash -MPM player_read_swap(&Players[Player_num], swap, fp); } strcpy( Players[Player_num].callsign, org_callsign ); // Set the right level if ( between_levels ) Players[Player_num].level = next_level; // Restore the weapon states PHYSFS_read(fp, &Primary_weapon, sizeof(sbyte), 1); PHYSFS_read(fp, &Secondary_weapon, sizeof(sbyte), 1); select_weapon(Primary_weapon, 0, 0, 0); select_weapon(Secondary_weapon, 1, 0, 0); // Restore the difficulty level Difficulty_level = PHYSFSX_readSXE32(fp, swap); // Restore the cheats enabled flag Cheats_enabled = PHYSFSX_readSXE32(fp, swap); Game_turbo_mode = PHYSFSX_readSXE32(fp, swap); if ( !between_levels ) { Do_appearance_effect = 0; // Don't do this for middle o' game stuff. ObjectStartLocation = PHYSFS_tell(fp); RetryObjectLoading: //Clear out all the objects from the lvl file for (segnum=0; segnum <= Highest_segment_index; segnum++) Segments[segnum].objects = -1; reset_objects(1); //Read objects, and pop 'em into their respective segments. i = PHYSFSX_readSXE32(fp, swap); Highest_object_index = i-1; if ( !BogusSaturnShit ) object_read_n_swap(Objects, i, swap, fp); else { ubyte tmp_object[sizeof(object)]; for (i=0; i<=Highest_object_index; i++ ) { PHYSFS_read(fp, tmp_object, sizeof(object)-3, 1); object_swap((object *)tmp_object, swap); // Insert 3 bytes after the read in obj->rtype.pobj_info.alt_textures field. memcpy( &Objects[i], tmp_object, sizeof(object)-3 ); Objects[i].rtype.pobj_info.alt_textures = -1; } } for (i=0; i<=Highest_object_index; i++ ) { obj = &Objects[i]; obj->rtype.pobj_info.alt_textures = -1; segnum = obj->segnum; obj->next = obj->prev = obj->segnum = -1; if ( obj->type != OBJ_NONE ) { // Check for a bogus Saturn version!!!! if (!BogusSaturnShit ) { if ( (segnum<0) || (segnum>Highest_segment_index) ) { BogusSaturnShit = 1; PHYSFS_seek( fp, ObjectStartLocation ); goto RetryObjectLoading; } } obj_link(i,segnum); } // If weapon, restore the most recent hitobj to the list if (obj->type == OBJ_WEAPON) { if (obj->ctype.laser_info.last_hitobj > 0 && obj->ctype.laser_info.last_hitobj < MAX_OBJECTS) { memset(&hitobj_list[i], 0, sizeof(ubyte)*MAX_OBJECTS); hitobj_list[i][obj->ctype.laser_info.last_hitobj] = 1; printf("RESTORE WEAPON[%i] LHO[%i]\n",i,obj->ctype.laser_info.last_hitobj); } } } special_reset_objects(); //Restore wall info Num_walls = PHYSFSX_readSXE32(fp, swap); // Check for a bogus Saturn version!!!! if (!BogusSaturnShit ) { if ( (Num_walls<0) || (Num_walls>MAX_WALLS) ) { BogusSaturnShit = 1; PHYSFS_seek( fp, ObjectStartLocation ); goto RetryObjectLoading; } } wall_read_n_swap(Walls, Num_walls, swap, fp); // Check for a bogus Saturn version!!!! if (!BogusSaturnShit ) { for (i=0; iHighest_segment_index) || (Walls[i].sidenum<-1) || (Walls[i].sidenum>5) ) { BogusSaturnShit = 1; PHYSFS_seek( fp, ObjectStartLocation ); goto RetryObjectLoading; } } } //Restore door info Num_open_doors = PHYSFSX_readSXE32(fp, swap); active_door_read_n_swap(ActiveDoors, Num_open_doors, swap, fp); //Restore trigger info Num_triggers = PHYSFSX_readSXE32(fp, swap); trigger_read_n_swap(Triggers, Num_triggers, swap, fp); //Restore tmap info for (i=0; i<=Highest_segment_index; i++ ) { for (j=0; j<6; j++ ) { Segments[i].sides[j].wall_num = PHYSFSX_readSXE16(fp, swap); Segments[i].sides[j].tmap_num = PHYSFSX_readSXE16(fp, swap); Segments[i].sides[j].tmap_num2 = PHYSFSX_readSXE16(fp, swap); } } //Restore the fuelcen info Control_center_destroyed = PHYSFSX_readSXE32(fp, swap); Countdown_seconds_left = PHYSFSX_readSXE32(fp, swap); Num_robot_centers = PHYSFSX_readSXE32(fp, swap); matcen_info_read_n_swap(RobotCenters, Num_robot_centers, swap, fp); control_center_triggers_read_n_swap(&ControlCenterTriggers, 1, swap, fp); Num_fuelcenters = PHYSFSX_readSXE32(fp, swap); fuelcen_read_n_swap(Station, Num_fuelcenters, swap, fp); // Restore the control cen info Control_center_been_hit = PHYSFSX_readSXE32(fp, swap); Control_center_player_been_seen = PHYSFSX_readSXE32(fp, swap); Control_center_next_fire_time = PHYSFSX_readSXE32(fp, swap); Control_center_present = PHYSFSX_readSXE32(fp, swap); Dead_controlcen_object_num = PHYSFSX_readSXE32(fp, swap); // Restore the AI state ai_restore_state( fp, swap ); // Restore the automap visited info PHYSFS_read(fp, Automap_visited, sizeof(ubyte), MAX_SEGMENTS); // Restore hacked up weapon system stuff. Fusion_next_sound_time = GameTime; Auto_fire_fusion_cannon_time = 0; Next_laser_fire_time = GameTime; Next_missile_fire_time = GameTime; Last_laser_fired_time = GameTime; } state_game_id = 0; if ( version >= 7 ) { int tmp_Lunacy; state_game_id = PHYSFSX_readSXE32(fp, swap); Laser_rapid_fire = PHYSFSX_readSXE32(fp, swap); Ugly_robot_cheat = PHYSFSX_readSXE32(fp, swap); Ugly_robot_texture = PHYSFSX_readSXE32(fp, swap); Physics_cheat_flag = PHYSFSX_readSXE32(fp, swap); tmp_Lunacy = PHYSFSX_readSXE32(fp, swap); if ( tmp_Lunacy ) do_lunacy_on(); } PHYSFS_close(fp); // Load in bitmaps, etc.. //!! piggy_load_level_data(); //already done by StartNewLevelSub() return 1; }