Exemplo n.º 1
0
// Setup player for new game
void init_player_stats_game()
{
	Players[Player_num].score = 0;
	Players[Player_num].last_score = 0;
	Players[Player_num].lives = INITIAL_LIVES;
	Players[Player_num].level = 1;

	Players[Player_num].time_level = 0;
	Players[Player_num].time_total = 0;
	Players[Player_num].hours_level = 0;
	Players[Player_num].hours_total = 0;

	Players[Player_num].energy = MAX_ENERGY;
	Players[Player_num].shields = MAX_SHIELDS;
	Players[Player_num].killer_objnum = -1;

	Players[Player_num].net_killed_total = 0;
	Players[Player_num].net_kills_total = 0;

	Players[Player_num].num_kills_level = 0;
	Players[Player_num].num_kills_total = 0;
	Players[Player_num].num_robots_level = 0;
	Players[Player_num].num_robots_total = 0;
	
	Players[Player_num].hostages_rescued_total = 0;
	Players[Player_num].hostages_level = 0;
	Players[Player_num].hostages_total = 0;

	Players[Player_num].laser_level = 0;
	Players[Player_num].flags = 0;

	init_player_stats_new_ship();

}
Exemplo n.º 2
0
// Setup player for new game
void init_player_stats_game(ubyte pnum)
{
	Players[pnum].score = 0;
	Players[pnum].last_score = 0;
	Players[pnum].lives = INITIAL_LIVES;
	Players[pnum].level = 1;
	Players[pnum].time_level = 0;
	Players[pnum].time_total = 0;
	Players[pnum].hours_level = 0;
	Players[pnum].hours_total = 0;
	Players[pnum].killer_objnum = -1;
	Players[pnum].net_killed_total = 0;
	Players[pnum].net_kills_total = 0;
	Players[pnum].num_kills_level = 0;
	Players[pnum].num_kills_total = 0;
	Players[pnum].num_robots_level = 0;
	Players[pnum].num_robots_total = 0;
	Players[pnum].KillGoalCount = 0;
	Players[pnum].hostages_rescued_total = 0;
	Players[pnum].hostages_level = 0;
	Players[pnum].hostages_total = 0;
	Players[pnum].laser_level = 0;
	Players[pnum].flags = 0;

	init_player_stats_new_ship(pnum);

}
Exemplo n.º 3
0
//reset stuff so game is semi-normal when playing from editor
void editor_reset_stuff_on_level()
{
	gameseq_init_network_players();
	init_player_stats_level();
	Viewer = ConsoleObject;
	ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
	ConsoleObject->id=Player_num;
	ConsoleObject->control_type = CT_FLYING;
	ConsoleObject->movement_type = MT_PHYSICS;
	Game_suspended = 0;
	verify_console_object();
	Fuelcen_control_center_destroyed = 0;
	if (Newdemo_state != ND_STATE_PLAYBACK)
		gameseq_remove_unused_players();
	init_cockpit();
	init_robots_for_level();
	init_ai_objects();
	init_morphs();
	init_all_matcens();
	init_player_stats_new_ship();
}
Exemplo n.º 4
0
//reset stuff so game is semi-normal when playing from editor
void editor_reset_stuff_on_level()
{
	gameseq_init_network_players();
	init_player_stats_level(0);
	Viewer = ConsoleObject;
	ConsoleObject = Viewer = &Objects[Players[Player_num].objnum];
	ConsoleObject->id=Player_num;
	ConsoleObject->control_type = CT_FLYING;
	ConsoleObject->movement_type = MT_PHYSICS;
	Game_suspended = 0;
	verify_console_object();
	Control_center_destroyed = 0;
	if (Newdemo_state != ND_STATE_PLAYBACK)
		gameseq_remove_unused_players();
	init_cockpit();
	init_robots_for_level();
	init_ai_objects();
	init_morphs();
	init_all_matcens();
	init_player_stats_new_ship(Player_num);
	if (!Game_wind)
		Game_wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, game_handler, NULL);
}
Exemplo n.º 5
0
// Setup player for new game
void init_player_stats_game()
{
	Players[Player_num].score = 0;
	Players[Player_num].last_score = 0;
	Players[Player_num].lives = INITIAL_LIVES;
	Players[Player_num].level = 1;

	Players[Player_num].time_level = 0;
	Players[Player_num].time_total = 0;
	Players[Player_num].hours_level = 0;
	Players[Player_num].hours_total = 0;

//added/killed on 11/9/98 by Victor Rachels because of init_player_stats_new_ship()
//-killed-        Players[Player_num].energy = MAX_ENERGY;
//-killed-        Players[Player_num].shields = MAX_SHIELDS;
//end this kill - VR

	Players[Player_num].killer_objnum = -1;

	Players[Player_num].net_killed_total = 0;
	Players[Player_num].net_kills_total = 0;

	Players[Player_num].num_kills_level = 0;
	Players[Player_num].num_kills_total = 0;
	Players[Player_num].num_robots_level = 0;
	Players[Player_num].num_robots_total = 0;
	
	Players[Player_num].hostages_rescued_total = 0;
	Players[Player_num].hostages_level = 0;
	Players[Player_num].hostages_total = 0;

	Players[Player_num].laser_level = 0;
	Players[Player_num].flags = 0;

	init_player_stats_new_ship();

}
Exemplo n.º 6
0
//called when the player has died
void DoPlayerDead()
{
	int cycle_window_vis = 1;
#ifdef NETWORK
	if ( (Game_mode & GM_MULTI) && (Netgame.SpawnStyle == SPAWN_STYLE_PREVIEW))  {
		cycle_window_vis = 0; 
	}
#endif

	if (Game_wind && cycle_window_vis)
		window_set_visible(Game_wind, 0);

	reset_palette_add();

	gr_palette_load (gr_palette);

	dead_player_end();		//terminate death sequence (if playing)

	#ifdef EDITOR
	if (Game_mode == GM_EDITOR) {			//test mine, not real level
		object * player = &Objects[Players[Player_num].objnum];
		//nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
		if (Game_wind)
			window_set_visible(Game_wind, 1);
		load_level("gamesave.lvl");
		init_player_stats_new_ship(Player_num);
		player->flags &= ~OF_SHOULD_BE_DEAD;
		StartLevel(0);
		return;
	}
	#endif

#ifdef NETWORK
	if ( Game_mode&GM_MULTI )
	{
		multi_do_death(Players[Player_num].objnum);
	}
	else
#endif
	{				//Note link to above else!
		Players[Player_num].lives--;
		if (Players[Player_num].lives == 0)
		{
			DoGameOver();
			return;
		}
	}

	if ( Control_center_destroyed ) {
		int	rval;

		//clear out stuff so no bonus
		Players[Player_num].hostages_on_board = 0;
		Players[Player_num].energy = 0;
		Players[Player_num].shields = 0;
#ifdef NETWORK
		Players[Player_num].connected = CONNECT_DIED_IN_MINE;
#endif

		do_screen_message(TXT_DIED_IN_MINE); // Give them some indication of what happened

		if (Current_level_num == Last_level) {
#ifdef NETWORK
			if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
			{
				multi_endlevel_score();
				rval = AdvanceLevel(0);			//if finished, go on to next level
			}
			else
#endif
			{			// Note link to above else!
				rval = AdvanceLevel(0);			//if finished, go on to next level
				DoEndLevelScoreGlitz(0);
			}
			init_player_stats_new_ship(Player_num);
			last_drawn_cockpit = -1;
		} else {
#ifdef NETWORK
			if (Game_mode & GM_MULTI)
				multi_endlevel_score();
			else
#endif
				DoEndLevelScoreGlitz(0);		// Note above link!

			rval = AdvanceLevel(0);			//if finished, go on to next level
			init_player_stats_new_ship(Player_num);
			last_drawn_cockpit = -1;
		}

		if (rval) {
#ifndef SHAREWARE
			if (PLAYING_BUILTIN_MISSION)
#endif
				scores_maybe_add_player(0);
			if (Game_wind)
				window_close(Game_wind);		// Exit out of game loop
		}
	} else {
		init_player_stats_new_ship(Player_num);
		StartLevel(1);
	}

	if (Game_wind  && cycle_window_vis)
		window_set_visible(Game_wind, 1);
	reset_time();
}
Exemplo n.º 7
0
//called when the player is starting a new level for normal game mode and restore state
void StartNewLevelSub(int level_num, int page_in_textures)
{
	if (!(Game_mode & GM_MULTI)) {
		last_drawn_cockpit = -1;
	}

	if (Newdemo_state == ND_STATE_PAUSED)
		Newdemo_state = ND_STATE_RECORDING;

	if (Newdemo_state == ND_STATE_RECORDING) {
		newdemo_set_new_level(level_num);
		newdemo_record_start_frame(FrameTime );
	}

	if (Game_mode & GM_MULTI)
		Function_mode = FMODE_MENU; // Cheap fix to prevent problems with errror dialogs in loadlevel.

	LoadLevel(level_num);

	if ( page_in_textures )	{
		piggy_load_level_data();
	}

	Assert(Current_level_num == level_num);	//make sure level set right

	gameseq_init_network_players(); // Initialize the Players array for 
											  // this level

#ifdef NETWORK
	if (Game_mode & GM_NETWORK)
	{
		if(network_level_sync()) // After calling this, Player_num is set
			return;
	}
#endif

	Assert(Function_mode == FMODE_GAME);

	HUD_clear_messages();

	automap_clear_visited();

	#ifdef NETWORK
	if (Network_new_game == 1)
	{
		Network_new_game = 0;
		init_player_stats_new_ship();
	}
	#endif
	init_player_stats_level();

#ifndef SHAREWARE
#ifdef NETWORK
	if ((Game_mode & GM_MULTI_COOP) && Network_rejoined)
	{
		int i;
		for (i = 0; i < N_players; i++)
			Players[i].flags |= Netgame.player_flags[i];
	}
#endif
#endif

	Viewer = &Objects[Players[Player_num].objnum];

#ifdef NETWORK
	if (Game_mode & GM_MULTI)
	{
		multi_prep_level(); // Removes robots from level if necessary
	}
#endif

	gameseq_remove_unused_players();

	count_powerup_start_level();

	Game_suspended = 0;

	Fuelcen_control_center_destroyed = 0;

	init_cockpit();
	init_robots_for_level();
	init_ai_objects();
	init_morphs();
	init_all_matcens();
	reset_palette_add();
	game_flush_inputs();		// clear out the keyboard

	if (!(Game_mode & GM_MULTI) && !Cheats_enabled)
		set_highest_level(Current_level_num);

	reset_special_effects();

#ifdef OGL
	ogl_cache_level_textures();
#endif

#ifdef NETWORK
	if (Network_rejoined == 1)
	{
		Network_rejoined = 0;
		StartLevel(1);
	}
	else
#endif
		StartLevel(0);		// Note link to above if!

	copy_defaults_to_robot_all();
	init_controlcen_for_level();

	//	Say player can use FLASH cheat to mark path to exit.
	Last_level_path_created = -1;
}
Exemplo n.º 8
0
//called when the player has died
void DoPlayerDead()
{
	reset_palette_add();

	gr_palette_load (gr_palette);

	dead_player_end();		//terminate death sequence (if playing)

#ifdef HOSTAGE_FACES
	stop_all_hostage_clips();
#endif

	#ifdef EDITOR
	if (Game_mode == GM_EDITOR) {			//test mine, not real level
		object * player = &Objects[Players[Player_num].objnum];
		//nm_messagebox( "You're Dead!", 1, "Continue", "Not a real game, though." );
		load_level("gamesave.lvl");
		init_player_stats_new_ship();
		player->flags &= ~OF_SHOULD_BE_DEAD;
		StartLevel(0);
		return;
	}
	#endif

	#ifdef NETWORK
	if ( Game_mode&GM_MULTI )
	{
		multi_do_death(Players[Player_num].objnum);
	}
	else 
	#endif		
	{				//Note link to above else!
		Players[Player_num].lives--;
		if (Players[Player_num].lives == 0)
		{	
			DoGameOver();
			return;
		}
	}
				
	if ( Fuelcen_control_center_destroyed ) {
		int	rval;

		//clear out stuff so no bonus
		Players[Player_num].hostages_on_board = 0;
		Players[Player_num].energy = 0;
		Players[Player_num].shields = 0;
		Players[Player_num].connected = 3;

		died_in_mine_message(); // Give them some indication of what happened

		if (Current_level_num == Last_level) {
			#ifdef NETWORK
			if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
			{
				multi_endlevel_score();
				rval = AdvanceLevel(0);			//if finished, go on to next level
			}
			else
			#endif	
			{			// Note link to above else!
				rval = AdvanceLevel(0);			//if finished, go on to next level
				DoEndLevelScoreGlitz(0);	
			}
			init_player_stats_new_ship();
			last_drawn_cockpit = -1;
		} else {
			#ifdef NETWORK
			if (Game_mode & GM_MULTI)
				multi_endlevel_score();
			else
			#endif
				DoEndLevelScoreGlitz(0);		// Note above link!

			rval = AdvanceLevel(0);			//if finished, go on to next level
			init_player_stats_new_ship();
			last_drawn_cockpit = -1;
		}

		if (rval) {
#ifndef SHAREWARE
			if (PLAYING_BUILTIN_MISSION)
#endif
				scores_maybe_add_player(0);
			longjmp( LeaveGame, 1 );		// Exit out of game loop
		}
	} else {
		init_player_stats_new_ship();
		StartLevel(1);
	}

}
Exemplo n.º 9
0
Arquivo: state.c Projeto: btb/d2x
int state_restore_all_sub(char *filename, int multi, int secret_restore)
{
	int ObjectStartLocation;
	int version,i, j, segnum;
	object * obj;
	PHYSFS_file *fp;
	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];
#ifdef NETWORK
	int found;
	int nplayers = 0; //,playid[12],mynum;
	player restore_players[MAX_PLAYERS];
#endif
	fix	old_gametime = GameTime;
	short TempTmapNum[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];
	short TempTmapNum2[MAX_SEGMENTS][MAX_SIDES_PER_SEGMENT];

	#if defined(MACINTOSH) && !defined(NDEBUG)
	if (strncmp(filename, PLAYER_DIR, 9))
		Int3();
	#endif

	fp = PHYSFSX_openReadBuffered(filename);
	if ( !fp ) return 0;

//Read id
	//FIXME: check for swapped file, react accordingly...
	PHYSFS_read(fp, id, sizeof(char) * 4, 1);
	if ( memcmp( id, dgss_id, 4 )) {
		PHYSFS_close(fp);
		return 0;
	}

//Read version
	PHYSFS_read(fp, &version, sizeof(int), 1);
	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);

// And now...skip the goddamn palette stuff that somebody forgot to add
	PHYSFS_seek(fp, PHYSFS_tell(fp) + 768);

// Read the Between levels flag...
	PHYSFS_read(fp, &between_levels, sizeof(int), 1);

	Assert(between_levels == 0);	//between levels save ripped out

// Read the mission info...
	PHYSFS_read(fp, mission, sizeof(char) * 9, 1);
        mprintf ((0,"Missionname to load = %s\n",mission));

	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
	PHYSFS_read(fp, &current_level, sizeof(int), 1);
	PHYSFS_read(fp, &next_level, sizeof(int), 1);

//Restore GameTime
	PHYSFS_read(fp, &GameTime, sizeof(fix), 1);

// Start new game....
	if (!multi)	{
		Game_mode = GM_NORMAL;
		Function_mode = FMODE_GAME;
#ifdef NETWORK
		change_playernum_to(0);
#endif
		strcpy( org_callsign, Players[0].callsign );
		N_players = 1;
		if (!secret_restore) {
			InitPlayerObject();				//make sure player's object set up
			init_player_stats_game();		//clear all stats
		}
	} else {
		strcpy( org_callsign, Players[Player_num].callsign );
	}

#ifdef NETWORK
   if (Game_mode & GM_MULTI)
	 {
		PHYSFS_read(fp, &state_game_id, sizeof(int), 1);
		PHYSFS_read(fp, &Netgame, sizeof(netgame_info), 1);
		PHYSFS_read(fp, &NetPlayers, sizeof(AllNetPlayers_info), 1);
		PHYSFS_read(fp, &nplayers, sizeof(N_players), 1);
		PHYSFS_read(fp, &Player_num, sizeof(Player_num), 1);
		for (i=0;i<nplayers;i++)
			PHYSFS_read(fp, &restore_players[i], sizeof(player), 1);
#ifdef RISKY_PROPOSITION
		PHYSFS_read(fp, &robot_controlled[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
		PHYSFS_read(fp, &robot_agitation[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
		PHYSFS_read(fp, &robot_controlled_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
		PHYSFS_read(fp, &robot_last_send_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
		PHYSFS_read(fp, &robot_last_message_time[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
		PHYSFS_read(fp, &robot_send_pending[0], 4 * MAX_ROBOTS_CONTROLLED, 1);
		PHYSFS_read(fp, &robot_fired[0], 4 * MAX_ROBOTS_CONTROLLED, 1);

      for (i=0;i<MAX_ROBOTS_CONTROLLED;i++)
			PHYSFS_read(fp, &robot_fire_buf[i][0],21,1);
#endif

	   for (i=0;i<nplayers;i++)
		 {
		  found=0;
		  for (j=0;j<nplayers;j++)
			 {
           if ((!strcmp (restore_players[i].callsign,Players[j].callsign)) && Players[j].connected==1)
				 found=1;
			 }
		  restore_players[i].connected=found;
	    }
		memcpy (&Players,&restore_players,sizeof(player)*nplayers);
		N_players=nplayers;

      if (network_i_am_master())
		 {
		  for (i=0;i<N_players;i++)
			{
			 if (i==Player_num)
				continue;
   		 Players[i].connected=0;
			}
	 	 }

	  	//Viewer = ConsoleObject = &Objects[Players[Player_num].objnum];
	 }

#endif

//Read player info

	{
		StartNewLevelSub(current_level, 1, secret_restore);

		if (secret_restore) {
			player	dummy_player;

			PHYSFS_read(fp, &dummy_player, sizeof(player), 1);
			if (secret_restore == 1) {		//	This means he didn't die, so he keeps what he got in the secret level.
				Players[Player_num].level = dummy_player.level;
				Players[Player_num].last_score = dummy_player.last_score;
				Players[Player_num].time_level = dummy_player.time_level;

				Players[Player_num].num_robots_level = dummy_player.num_robots_level;
				Players[Player_num].num_robots_total = dummy_player.num_robots_total;
				Players[Player_num].hostages_rescued_total = dummy_player.hostages_rescued_total;
				Players[Player_num].hostages_total = dummy_player.hostages_total;
				Players[Player_num].hostages_on_board = dummy_player.hostages_on_board;
				Players[Player_num].hostages_level = dummy_player.hostages_level;
				Players[Player_num].homing_object_dist = dummy_player.homing_object_dist;
				Players[Player_num].hours_level = dummy_player.hours_level;
				Players[Player_num].hours_total = dummy_player.hours_total;
				do_cloak_invul_secret_stuff(old_gametime);
			} else {
				Players[Player_num] = dummy_player;
			}
		} else {
			PHYSFS_read(fp, &Players[Player_num], sizeof(player), 1);
		}
	}
	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
	PHYSFS_read(fp, &Difficulty_level, sizeof(int), 1);

// Restore the cheats enabled flag
	{
		int cheats_enabled;

		PHYSFS_read(fp, &cheats_enabled, sizeof(int), 1);
		cvar_setint(&Cheats_enabled, cheats_enabled);
	}

	if ( !between_levels )	{
		Do_appearance_effect = 0;			// Don't do this for middle o' game stuff.

		ObjectStartLocation = (int)PHYSFS_tell(fp);
		//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.
		PHYSFS_read(fp, &i, sizeof(int), 1);
		Highest_object_index = i-1;
		PHYSFS_read(fp, Objects, sizeof(object) * i, 1);
	
		Object_next_signature = 0;
		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 )	{
				obj_link(i,segnum);
				if ( obj->signature > Object_next_signature )
					Object_next_signature = obj->signature;
			}

			//look for, and fix, boss with bogus shields
			if (obj->type == OBJ_ROBOT && Robot_info[obj->id].boss_flag) {
				fix save_shields = obj->shields;

				copy_defaults_to_robot(obj);		//calculate starting shields

				//if in valid range, use loaded shield value
				if (save_shields > 0 && save_shields <= obj->shields)
					obj->shields = save_shields;
				else
					obj->shields /= 2;  //give player a break
			}

		}	
		special_reset_objects();
		Object_next_signature++;
	
		//	1 = Didn't die on secret level.
		//	2 = Died on secret level.
		if (secret_restore && (Current_level_num >= 0)) {
			set_pos_from_return_segment();
			if (secret_restore == 2)
				init_player_stats_new_ship();
		}

		//Restore wall info
		PHYSFS_read(fp, &i, sizeof(int), 1);
		Num_walls = i;
		PHYSFS_read(fp, Walls, sizeof(wall), Num_walls);

		//now that we have the walls, check if any sounds are linked to
		//walls that are now open
		for (i=0;i<Num_walls;i++) {
			if (Walls[i].type == WALL_OPEN)
				digi_kill_sound_linked_to_segment(Walls[i].segnum,Walls[i].sidenum,-1);	//-1 means kill any sound
		}

		//Restore exploding wall info
		if (version >= 10) {
			PHYSFS_read(fp, &i, sizeof(int), 1);
			PHYSFS_read(fp, expl_wall_list, sizeof(*expl_wall_list), i);
		}

		//Restore door info
		PHYSFS_read(fp, &i, sizeof(int), 1);
		Num_open_doors = i;
		PHYSFS_read(fp, ActiveDoors, sizeof(active_door), Num_open_doors);
	
		if (version >= 14) {		//Restore cloaking wall info
			PHYSFS_read(fp, &i, sizeof(int), 1);
			Num_cloaking_walls = i;
			PHYSFS_read(fp, CloakingWalls, sizeof(cloaking_wall), Num_cloaking_walls);
		}
	
		//Restore trigger info
		PHYSFS_read(fp, &Num_triggers, sizeof(int), 1);
		PHYSFS_read(fp, Triggers, sizeof(trigger), Num_triggers);
	
		//Restore tmap info (to temp values so we can use compiled-in tmap info to compute static_light)
		for (i=0; i<=Highest_segment_index; i++ )	{
			for (j=0; j<6; j++ )	{
				PHYSFS_read(fp, &Segments[i].sides[j].wall_num, sizeof(short), 1);
				PHYSFS_read(fp, &TempTmapNum[i][j], sizeof(short), 1);
				PHYSFS_read(fp, &TempTmapNum2[i][j], sizeof(short), 1);
			}
		}
	
		//Restore the fuelcen info
		PHYSFS_read(fp, &Control_center_destroyed, sizeof(int), 1);
		PHYSFS_read(fp, &Countdown_timer, sizeof(int), 1);
		PHYSFS_read(fp, &Num_robot_centers, sizeof(int), 1);
		PHYSFS_read(fp, RobotCenters, sizeof(matcen_info), Num_robot_centers);
		PHYSFS_read(fp, &ControlCenterTriggers, sizeof(control_center_triggers), 1);
		PHYSFS_read(fp, &Num_fuelcenters, sizeof(int), 1);
		PHYSFS_read(fp, Station, sizeof(FuelCenter), Num_fuelcenters);
	
		// Restore the control cen info
		PHYSFS_read(fp, &Control_center_been_hit, sizeof(int), 1);
		PHYSFS_read(fp, &Control_center_player_been_seen, sizeof(int), 1);
		PHYSFS_read(fp, &Control_center_next_fire_time, sizeof(int), 1);
		PHYSFS_read(fp, &Control_center_present, sizeof(int), 1);
		PHYSFS_read(fp, &Dead_controlcen_object_num, sizeof(int), 1);
	
		// Restore the AI state
		ai_restore_state( fp, version );
	
		// 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 )	{
		PHYSFS_read(fp, &state_game_id, sizeof(uint), 1);
		PHYSFS_read(fp, &Laser_rapid_fire, sizeof(int), 1);
		PHYSFS_read(fp, &Lunacy, sizeof(int), 1);		//	Yes, writing this twice.  Removed the Ugly robot system, but didn't want to change savegame format.
		PHYSFS_read(fp, &Lunacy, sizeof(int), 1);
		if ( Lunacy )
			do_lunacy_on();
	}

	if (version >= 17) {
		PHYSFS_read(fp, MarkerObject, sizeof(MarkerObject), 1);
		PHYSFS_read(fp, MarkerOwner, sizeof(MarkerOwner), 1);
		PHYSFS_read(fp, MarkerMessage, sizeof(MarkerMessage), 1);
	}
	else {
		int num,dummy;

		// skip dummy info

		PHYSFS_read(fp, &num,sizeof(int), 1);           // was NumOfMarkers
		PHYSFS_read(fp, &dummy,sizeof(int), 1);         // was CurMarker

		PHYSFS_seek(fp, PHYSFS_tell(fp) + num * (sizeof(vms_vector) + 40));

		for (num=0;num<NUM_MARKERS;num++)
			MarkerObject[num] = -1;
	}

	if (version>=11) {
		if (secret_restore != 1)
			PHYSFS_read(fp, &Afterburner_charge, sizeof(fix), 1);
		else {
			fix	dummy_fix;
			PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
		}
	}
	if (version>=12) {
		//read last was super information
		PHYSFS_read(fp, &Primary_last_was_super, sizeof(Primary_last_was_super), 1);
		PHYSFS_read(fp, &Secondary_last_was_super, sizeof(Secondary_last_was_super), 1);
	}

	if (version >= 12) {
		PHYSFS_read(fp, &Flash_effect, sizeof(int), 1);
		PHYSFS_read(fp, &Time_flash_last_played, sizeof(int), 1);
		PHYSFS_read(fp, &PaletteRedAdd, sizeof(int), 1);
		PHYSFS_read(fp, &PaletteGreenAdd, sizeof(int), 1);
		PHYSFS_read(fp, &PaletteBlueAdd, sizeof(int), 1);
	} else {
		Flash_effect = 0;
		Time_flash_last_played = 0;
		PaletteRedAdd = 0;
		PaletteGreenAdd = 0;
		PaletteBlueAdd = 0;
	}

	//	Load Light_subtracted
	if (version >= 16) {
		PHYSFS_read(fp, Light_subtracted, sizeof(Light_subtracted[0]), MAX_SEGMENTS);
		apply_all_changed_light();
	} else {
		int	i;
		for (i=0; i<=Highest_segment_index; i++)
			Light_subtracted[i] = 0;
	}

	// static_light should now be computed - now actually set tmap info
	for (i=0; i<=Highest_segment_index; i++ )       {
		for (j=0; j<6; j++ )    {
			Segments[i].sides[j].tmap_num=TempTmapNum[i][j];
			Segments[i].sides[j].tmap_num2=TempTmapNum2[i][j];
		}
	}

	if (!secret_restore) {
		if (version >= 20) {
			PHYSFS_read(fp, &First_secret_visit, sizeof(First_secret_visit), 1);
			mprintf((0, "File: [%s] Read First_secret_visit: New value = %i\n", filename, First_secret_visit));
		} else
			First_secret_visit = 1;
	} else
		First_secret_visit = 0;

	if (version >= 22)
	{
		if (secret_restore != 1)
			PHYSFS_read(fp, &Omega_charge, sizeof(fix), 1);
		else {
			fix	dummy_fix;
			PHYSFS_read(fp, &dummy_fix, sizeof(fix), 1);
		}
	}

	PHYSFS_close(fp);

#ifdef NETWORK
   if (Game_mode & GM_MULTI)   // Get rid of ships that aren't
	 {									 // connected in the restored game
		for (i=0;i<nplayers;i++)
		 {
		  mprintf ((0,"Testing %s = %d\n",Players[i].callsign,Players[i].connected));
		  if (Players[i].connected!=1)
		   {
		    network_disconnect_player (i);
  	       create_player_appearance_effect(&Objects[Players[i].objnum]);
			 mprintf ((0,"Killing player ship %s!\n",Players[i].callsign));
	      }
		 }
			
	 }
#endif

// Load in bitmaps, etc..
//!!	piggy_load_level_data();	//already done by StartNewLevelSub()

	return 1;
}