/* File: load.c */

/* Purpose: support for loading savefiles -BEN- */

#include "angband.h"


/*
 * This file loads savefiles from Angband 2.7.X and 2.8.X
 *
 * Ancient savefiles (pre-2.7.0) are loaded by another file.
 *
 * Note that Angband 2.7.0 through 2.7.3 are now officially obsolete,
 * and savefiles from those versions may not be successfully converted.
 *
 * We attempt to prevent corrupt savefiles from inducing memory errors.
 *
 * Note that this file should not use the random number generator, the
 * object flavors, the visual attr/char mappings, or anything else which
 * is initialized *after* or *during* the "load character" function.
 *
 * This file assumes that the monster/object records are initialized
 * to zero, and the race/kind tables have been loaded correctly.  The
 * order of object stacks is currently not saved in the savefiles, but
 * the "next" pointers are saved, so all necessary knowledge is present.
 *
 * We should implement simple "savefile extenders" using some form of
 * "sized" chunks of bytes, with a {size,type,data} format, so everyone
 * can know the size, interested people can know the type, and the actual
 * data is available to the parsing routines that acknowledge the type.
 *
 * Consider changing the "globe of invulnerability" code so that it
 * takes some form of "maximum damage to protect from" in addition to
 * the existing "number of turns to protect for", and where each hit
 * by a monster will reduce the shield by that amount.
 *
 * XXX XXX XXX
 */



/*
 * Maximum number of tries for selection of a proper quest monster
 */
#define MAX_TRIES 100


/*
 * Local "savefile" pointer
 */
static FILE	*fff;

/*
 * Hack -- old "encryption" byte
 */
static byte	xor_byte;

/*
 * Hack -- simple "checksum" on the actual values
 */
static u32b	v_check = 0L;

/*
 * Hack -- simple "checksum" on the encoded bytes
 */
static u32b	x_check = 0L;

/*
 * Hack -- Japanese Kanji code
 * 0: Unknown
 * 1: ASCII
 * 2: EUC
 * 3: SJIS
 */
static byte kanji_code = 0;

/*
 * Array for object memories (awareness etc.)
 */
static byte *obj_mem;


#if 0
/*
 * This function determines if the version of the savefile
 * currently being read is older than version "x.y.z".
 * Adapted for Kantangband / XAngband
 */
static bool older_than(byte x, byte y, byte z)
{
	/* Much older, or much more recent */
	if (sf_major < x) return (TRUE);
	if (sf_major > x) return (FALSE);

	/* Distinctly older, or distinctly more recent */
	if (sf_minor < y) return (TRUE);
	if (sf_minor > y) return (FALSE);

	/* Barely older, or barely more recent */
	if (sf_patch < z) return (TRUE);
	if (sf_patch > z) return (FALSE);

	/* Identical versions */
	return (FALSE);
}
#endif


/*
 * Hack -- Show information on the screen, one line at a time.
 *
 * Avoid the top two lines, to avoid interference with "msg_print()".
 */
static void note(cptr msg)
{
	static int y = 2;

	/* Draw the message */
	prt(msg, y, 0);

	/* Advance one line (wrap if needed) */
	if (++y >= 24) y = 2;

	/* Flush it */
	Term_fresh();
}


#if 0
/*
 * Hack -- determine if an item is "wearable" (or a missile)
 */
static bool wearable_p(object_type *o_ptr)
{
	/* Valid "tval" codes */
	switch (o_ptr->tval)
	{
		case TV_SHOT:
		case TV_ARROW:
		case TV_BOLT:
		case TV_BOW:
		case TV_DIGGING:
		case TV_HAFTED:
		case TV_POLEARM:
		case TV_SWORD:
		case TV_BOOTS:
		case TV_GLOVES:
		case TV_HELM:
		case TV_CROWN:
		case TV_SHIELD:
		case TV_CLOAK:
		case TV_SOFT_ARMOR:
		case TV_HARD_ARMOR:
		case TV_DRAG_ARMOR:
		case TV_LITE:
		case TV_AMULET:
		case TV_RING:
		{
			return (TRUE);
		}
	}

	/* Nope */
	return (FALSE);
}


/*
 * Hack -- determine if an item is a "weapon" (or a missile)
 */
static bool is_weapon(object_type *o_ptr)
{
	/* Valid "tval" codes */
	switch (o_ptr->tval)
	{
		case TV_SHOT:
		case TV_BOLT:
		case TV_ARROW:
		case TV_BOW:
		case TV_HAFTED:
		case TV_POLEARM:
		case TV_SWORD:
		case TV_DIGGING:
		{
			return (TRUE);
		}
	}

	/* Nope */
	return (FALSE);
}
#endif


/*
 * The following functions are used to load the basic building blocks
 * of savefiles.  They also maintain the "checksum" info for 2.7.0+
 */

static byte sf_get(void)
{
	byte c, v;

	/* Get a character, decode the value */
	c = getc(fff) & 0xFF;
	v = c ^ xor_byte;
	xor_byte = c;

	/* Maintain the checksum info */
	v_check += v;
	x_check += xor_byte;

	/* Return the value */
	return (v);
}

static void rd_byte(byte *ip)
{
	*ip = sf_get();
}

static void rd_u16b(u16b *ip)
{
	(*ip) = sf_get();
	(*ip) |= ((u16b)(sf_get()) << 8);
}

static void rd_s16b(s16b *ip)
{
	rd_u16b((u16b*)ip);
}

static void rd_u32b(u32b *ip)
{
	(*ip) = sf_get();
	(*ip) |= ((u32b)(sf_get()) << 8);
	(*ip) |= ((u32b)(sf_get()) << 16);
	(*ip) |= ((u32b)(sf_get()) << 24);
}

static void rd_s32b(s32b *ip)
{
	rd_u32b((u32b*)ip);
}


/*
 * Hack -- read a string
 */
static void rd_string(char *str, int max)
{
	int i;

	/* Read the string */
	for (i = 0; TRUE; i++)
	{
		byte tmp8u;

		/* Read a byte */
		rd_byte(&tmp8u);

		/* Collect string while legal */
		if (i < max) str[i] = tmp8u;

		/* End of string */
		if (!tmp8u) break;
	}

	/* Terminate */
	str[max-1] = '\0';


#ifdef JP
	/* Convert Kanji code */
	switch (kanji_code)
	{
#ifdef SJIS
	case 2:
		/* EUC to SJIS */
		euc2sjis(str);
		break;
#endif

#ifdef EUC
	case 3:
		/* SJIS to EUC */
		sjis2euc(str);
		break;
#endif

	case 0:
	{
		/* 不明の漢字コードからシステムの漢字コードに変換 */
		byte code = codeconv(str);

		/* 漢字コードが判明したら、それを記録 */
		if (code) kanji_code = code;

		break;
	}
	default:
		/* No conversion needed */
		break;
	}
#endif
}


/*
 * Hack -- strip some bytes
 */
static void strip_bytes(int n)
{
	byte tmp8u;

	/* Strip the bytes */
	while (n--) rd_byte(&tmp8u);
}


/*
 * Read an object
 *
 * This function attempts to "repair" old savefiles, and to extract
 * the most up to date values for various object fields.
 *
 * Note that Angband 2.7.9 introduced a new method for object "flags"
 * in which the "flags" on an object are actually extracted when they
 * are needed from the object kind, artifact index, ego-item index,
 * and two special "xtra" fields which are used to encode any "extra"
 * power of certain ego-items.  This had the side effect that items
 * imported from pre-2.7.9 savefiles will lose any "extra" powers they
 * may have had, and also, all "uncursed" items will become "cursed"
 * again, including Calris, even if it is being worn at the time.  As
 * a complete hack, items which are inscribed with "uncursed" will be
 * "uncursed" when imported from pre-2.7.9 savefiles.
 */
static void rd_item(object_type *o_ptr)
{
	char buf[128];


	/* Kind */
	rd_s16b(&o_ptr->k_idx);

	/* Location */
	rd_byte(&o_ptr->iy);
	rd_byte(&o_ptr->ix);

	/* Type/Subtype */
	rd_byte(&o_ptr->tval);
	rd_byte(&o_ptr->sval);
	rd_s32b(&o_ptr->pval);

	rd_byte(&o_ptr->discount);
	rd_byte(&o_ptr->number);
	rd_s16b(&o_ptr->weight);

	rd_byte(&o_ptr->name1);
	rd_byte(&o_ptr->name2);
	rd_s32b(&o_ptr->timeout);

	rd_s16b(&o_ptr->to_h);
	rd_s16b(&o_ptr->to_d);
	rd_s16b(&o_ptr->to_a);

	rd_s16b(&o_ptr->ac);

	rd_byte(&o_ptr->dd);
	rd_byte(&o_ptr->ds);

	rd_byte(&o_ptr->ident);

	rd_byte(&o_ptr->marked);

	/* Old flags */
	rd_u32b(&o_ptr->art_flags1);
	rd_u32b(&o_ptr->art_flags2);
	rd_u32b(&o_ptr->art_flags3);

	/* Monster holding object */
	rd_s16b(&o_ptr->held_m_idx);

	/* Special powers */
	rd_byte(&o_ptr->xtra1);
	rd_byte(&o_ptr->xtra2);
	rd_s16b(&o_ptr->xtra3);

	/* Feeling - from 2.3.1, "savefile version 1" */
	rd_byte(&o_ptr->feeling);

	/* Inscription */
	rd_string(buf, sizeof(buf));

	/* If this savefile is old, maybe we need to translate the feeling */
	if (sf_version < 1)
	{
		byte i;

		for (i = 0; i <= FEEL_MAX; i++)
		{
			if (game_inscriptions[i] == NULL)
			{
				continue;
			}

			if (streq(buf, game_inscriptions[i]))
			{
				o_ptr->feeling = i;
				buf[0] = 0;
				break;
			}
		}
	}

	/* Save the inscription */
	if (buf[0]) o_ptr->inscription = quark_add(buf);

	/* Random artifact */
	rd_string(buf, sizeof(buf));
	if (buf[0]) o_ptr->art_name = quark_add(buf);

	/* Named ego */
	rd_string(buf, sizeof(buf));
	if (buf[0]) o_ptr->ego_name = quark_add(buf);

	/* The Python object - old */
	{
		s32b tmp32s;

		rd_s32b(&tmp32s);
		strip_bytes(tmp32s);
	}
#if 0
	/* Mega-Hack -- handle "dungeon objects" later */
	if ((o_ptr->k_idx >= 445) && (o_ptr->k_idx <= 479)) return;
#endif
	/* Paranoia */
	if (o_ptr->name1)
	{
		artifact_type *a_ptr;

		/* Obtain the artifact info */
		a_ptr = &a_info[o_ptr->name1];

		/* Verify that artifact */
		if (!a_ptr->name) o_ptr->name1 = 0;
	}

	/* Paranoia */
	if (o_ptr->name2)
	{
		ego_item_type *e_ptr;

		/* Obtain the ego-item info */
		e_ptr = &e_info[o_ptr->name2];

		/* Verify that ego-item */
		if (!e_ptr->name) o_ptr->name2 = 0;
	}
}




/*
 * Read a monster
 */
static void rd_monster(monster_type *m_ptr)
{
	byte tmp8u;

	/* Read the monster race */
	rd_s16b(&m_ptr->r_idx);

	/* Read the other information */
	rd_byte(&m_ptr->fy);
	rd_byte(&m_ptr->fx);
	rd_s16b(&m_ptr->hp);
	rd_s16b(&m_ptr->maxhp);
	rd_s16b(&m_ptr->csleep);
	rd_byte(&m_ptr->mspeed);
	rd_s16b(&m_ptr->energy_need);
	rd_byte(&m_ptr->hasted);
	rd_byte(&m_ptr->slowed);
	rd_byte(&m_ptr->stunned);
	rd_byte(&m_ptr->confused);
	rd_byte(&m_ptr->monfear);
	rd_byte(&m_ptr->invulner);

	rd_u32b(&m_ptr->smart);

	rd_s16b(&m_ptr->target_y);
	rd_s16b(&m_ptr->target_x);
	rd_u32b(&m_ptr->flags);

	rd_byte(&tmp8u);
}





/*
 * Read the monster lore
 */
static void rd_lore(int r_idx)
{
	byte tmp8u;

	monster_race *r_ptr = &r_info[r_idx];

	/* Count sights/deaths/kills */
	rd_s16b(&r_ptr->r_sights);
	rd_s16b(&r_ptr->r_deaths);
	rd_s16b(&r_ptr->r_pkills);
	rd_s16b(&r_ptr->r_tkills);

	/* Count wakes and ignores */
	rd_byte(&r_ptr->r_wake);
	rd_byte(&r_ptr->r_ignore);

	/* Extra stuff */
	rd_byte(&r_ptr->r_xtra1);
	rd_byte(&r_ptr->r_xtra2);

	/* Count drops */
	rd_byte(&r_ptr->r_drop_gold);
	rd_byte(&r_ptr->r_drop_item);

	/* Count spells */
	rd_byte(&r_ptr->r_cast_inate);
	rd_byte(&r_ptr->r_cast_spell);

	/* Count blows of each type */
	rd_byte(&r_ptr->r_blows[0]);
	rd_byte(&r_ptr->r_blows[1]);
	rd_byte(&r_ptr->r_blows[2]);
	rd_byte(&r_ptr->r_blows[3]);

	/* Memorize flags */
	rd_u32b(&r_ptr->r_flags1);
	rd_u32b(&r_ptr->r_flags2);
	rd_u32b(&r_ptr->r_flags3);
	rd_u32b(&r_ptr->r_flags4);
	rd_u32b(&r_ptr->r_flags5);
	rd_u32b(&r_ptr->r_flags6);

	/* Read the "Racial" monster limit per level */
	rd_byte(&r_ptr->max_num);

	/* Later (?) */
	rd_byte(&tmp8u);
	rd_byte(&tmp8u);
	rd_byte(&tmp8u);

	/* Repair the lore flags */
	r_ptr->r_flags1 &= r_ptr->flags1;
	r_ptr->r_flags2 &= r_ptr->flags2;
	r_ptr->r_flags3 &= r_ptr->flags3;
	r_ptr->r_flags4 &= r_ptr->flags4;
	r_ptr->r_flags5 &= r_ptr->flags5;
	r_ptr->r_flags6 &= r_ptr->flags6;
}




/*
 * Read a store
 */
static errr rd_store(int town_number, int store_number)
{
	store_type *st_ptr = &town[town_number].store[store_number];

	int j;

	byte num;
	s16b tmp16s;

	/* Read the basic info */
	rd_s32b(&st_ptr->store_open);
	rd_s16b(&tmp16s);
	rd_byte(&st_ptr->owner);
	rd_byte(&num);
	rd_s16b(&tmp16s);
	rd_s16b(&tmp16s);

	/* Read last visit */
	rd_s32b(&st_ptr->last_visit);

	/* Read the items */
	for (j = 0; j < num; j++)
	{
		object_type forge;
		object_type *q_ptr;

		/* Get local object */
		q_ptr = &forge;

		/* Wipe the object */
		object_wipe(q_ptr);

		/* Read the item */
		rd_item(q_ptr);

		/* Acquire valid items */
		if (st_ptr->stock_num < (store_number == STORE_HOME ? (STORE_INVEN_MAX) * 10 : STORE_INVEN_MAX))
		{
			int k = st_ptr->stock_num;

			if (q_ptr->k_idx != 0)
			{
				/* Acquire the item */
				object_copy(&st_ptr->stock[k], q_ptr);
				st_ptr->stock_num++;
			}
		}
	}

	/* Success */
	return (0);
}



/*
 * Read RNG state (added in 2.8.0)
 */
static void rd_randomizer(void)
{
	int i;

	u16b tmp16u;

	/* Tmp */
	rd_u16b(&tmp16u);

	/* Place */
	rd_u16b(&Rand_place);

	/* State */
	for (i = 0; i < RAND_DEG; i++)
	{
		rd_u32b(&Rand_state[i]);
	}

	/* Accept */
	Rand_quick = FALSE;
}



/*
 * Read options (ignore most pre-2.8.0 options)
 *
 * Note that the normal options are now stored as a set of 256 bit flags,
 * plus a set of 256 bit masks to indicate which bit flags were defined
 * at the time the savefile was created.  This will allow new options
 * to be added, and old options to be removed, at any time, without
 * hurting old savefiles.
 *
 * The window options are stored in the same way, but note that each
 * window gets 32 options, and their order is fixed by certain defines.
 */
static void rd_options(void)
{
	int i, n;

	byte b;

	u16b c;

	u32b flag[8];
	u32b mask[8];


	/*** Oops ***/

	/* Ignore old options */
	strip_bytes(16);


	/*** Special info */

	/* Read "delay_factor" */
	rd_byte(&b);
	delay_factor = b;

	/* Read "hitpoint_warn" */
	rd_byte(&b);
	hitpoint_warn = b;

	/* Read "spellpoint_warn" */
	rd_byte(&b);
	spellpoint_warn = b;

	/*** Cheating options ***/

	rd_u16b(&c);

	if (c & 0x0002) wizard = TRUE;

	cheat_peek = (c & 0x0100) ? TRUE : FALSE;
	cheat_hear = (c & 0x0200) ? TRUE : FALSE;
	cheat_room = (c & 0x0400) ? TRUE : FALSE;
	cheat_xtra = (c & 0x0800) ? TRUE : FALSE;
	cheat_know = (c & 0x1000) ? TRUE : FALSE;
	cheat_live = (c & 0x2000) ? TRUE : FALSE;

	rd_byte(&autosave_l);
	rd_byte(&autosave_t);
	rd_s16b(&autosave_freq);


	/*** Normal Options ***/

	/* Read the option flags */
	for (n = 0; n < 8; n++) rd_u32b(&flag[n]);

	/* Read the option masks */
	for (n = 0; n < 8; n++) rd_u32b(&mask[n]);

	/* Analyze the options */
	for (n = 0; n < 8; n++)
	{
		/* Analyze the options */
		for (i = 0; i < 32; i++)
		{
			/* Process valid flags */
			if (mask[n] & (1L << i))
			{
				/* Process valid flags */
				if (option_mask[n] & (1L << i))
				{
					/* Set */
					if (flag[n] & (1L << i))
					{
						/* Set */
						option_flag[n] |= (1L << i);
					}

					/* Clear */
					else
					{
						/* Clear */
						option_flag[n] &= ~(1L << i);
					}
				}
			}
		}
	}

	/*** Window Options ***/

	/* Read the window flags */
	for (n = 0; n < 8; n++) rd_u32b(&flag[n]);

	/* Read the window masks */
	for (n = 0; n < 8; n++) rd_u32b(&mask[n]);

	/* Analyze the options */
	for (n = 0; n < 8; n++)
	{
		/* Analyze the options */
		for (i = 0; i < 32; i++)
		{
			/* Process valid flags */
			if (mask[n] & (1L << i))
			{
				/* Process valid flags */
				if (window_mask[n] & (1L << i))
				{
					/* Set */
					if (flag[n] & (1L << i))
					{
						/* Set */
						window_flag[n] |= (1L << i);
					}

					/* Clear */
					else
					{
						/* Clear */
						window_flag[n] &= ~(1L << i);
					}
				}
			}
		}
	}
}





/*
 * Hack -- strip the "ghost" info
 *
 * XXX XXX XXX This is such a nasty hack it hurts.
 */
static void rd_ghost(void)
{
	char buf[64];

	/* Strip name */
	rd_string(buf, sizeof(buf));

	/* Strip old data */
	strip_bytes(60);
}


/*
 * Save quick start data
 */
static void load_quick_start(void)
{
	byte tmp8u;
	int i;

	rd_byte(&previous_char.psex);
	rd_byte(&previous_char.prace);
	rd_byte(&previous_char.pclass);
	rd_byte(&previous_char.realm1);
	rd_byte(&previous_char.realm2);

	rd_s16b(&previous_char.age);
	rd_s16b(&previous_char.ht);
	rd_s16b(&previous_char.wt);
	rd_s16b(&previous_char.sc);
	rd_s32b(&previous_char.au);

	for (i = 0; i < 6; i++) rd_s16b(&previous_char.stat_max[i]);

	for (i = 0; i < PY_MAX_LEVEL; i++) rd_s16b(&previous_char.player_hp[i]);

	rd_s16b(&previous_char.valar_patron);

	for (i = 0; i < 4; i++) rd_string(previous_char.history[i], sizeof(previous_char.history[i]));

	rd_byte(&previous_char.quests);

	rd_byte(&tmp8u);
	previous_char.quick_ok = (bool)tmp8u;
}

/*
 * Read the "extra" information
 */
static void rd_extra(void)
{
	int i;

	byte tmp8u;
	s16b tmp16s;

	rd_string(player_name, sizeof(player_name));

	rd_string(died_from, sizeof(died_from));

	load_quick_start();

	for (i = 0; i < 4; i++)
	{
		rd_string(history[i], sizeof(history[i]));
	}

	/* Class/Race/Gender/Spells */
	rd_byte(&p_ptr->prace);
	rd_byte(&p_ptr->pclass);
	rd_byte(&p_ptr->psex);
	rd_byte(&p_ptr->realm1);
	rd_byte(&p_ptr->realm2);
	rd_byte(&tmp8u); /* oops */

	/* Special Race/Class info */
	rd_byte(&p_ptr->hitdie);
	rd_u16b(&p_ptr->expfact);

	/* Age/Height/Weight */
	rd_s16b(&p_ptr->age);
	rd_s16b(&p_ptr->ht);
	rd_s16b(&p_ptr->wt);

	/* Read the stat info */
	for (i = 0; i < 6; i++) rd_s16b(&p_ptr->stat_max[i]);
	for (i = 0; i < 6; i++) rd_s16b(&p_ptr->stat_cur[i]);

	strip_bytes(24); /* oops */

	rd_s32b(&p_ptr->au);

	rd_s32b(&p_ptr->max_exp);
	rd_s32b(&p_ptr->exp);
	rd_u16b(&p_ptr->exp_frac);

	rd_s16b(&p_ptr->lev);

	rd_s16b(&p_ptr->town_num);

	/* Read arena and rewards information */
	rd_s16b(&p_ptr->arena_number);
	rd_s16b(&p_ptr->inside_arena);
	rd_s16b(&p_ptr->inside_quest);
	rd_byte(&p_ptr->exit_bldg);
	rd_byte(&tmp8u);

	rd_s16b(&p_ptr->oldpx);
	rd_s16b(&p_ptr->oldpy);

	rd_s16b(&tmp16s);

	if (tmp16s > MAX_BACT)
	{
#ifdef JP
		note(format("の中", tmp16s));
#else
		note(format("Too many (%d) building rewards!", tmp16s));
#endif
	}

	for (i = 0; i < tmp16s; i++) rd_s16b(&p_ptr->rewards[i]) ;

	rd_s16b(&p_ptr->mhp);
	rd_s16b(&p_ptr->chp);
	rd_u16b(&p_ptr->chp_frac);

	rd_s16b(&p_ptr->msp);
	rd_s16b(&p_ptr->csp);
	rd_u16b(&p_ptr->csp_frac);

	rd_s16b(&p_ptr->max_plv);
	rd_s16b(&p_ptr->max_dlv);

	/* Repair maximum player level XXX XXX XXX */
	if (p_ptr->max_plv < p_ptr->lev) p_ptr->max_plv = p_ptr->lev;

	/* Repair maximum dungeon level */
	if (p_ptr->max_dlv < 0) p_ptr->max_dlv = 1;

	/* More info */
	strip_bytes(8);
	rd_s16b(&p_ptr->sc);
	strip_bytes(2);

	/* Read the flags */
	strip_bytes(2); /* Old "rest" */
	rd_s16b(&p_ptr->blind);
	rd_s16b(&p_ptr->paralyzed);
	rd_s16b(&p_ptr->confused);
	rd_s16b(&p_ptr->food);
	strip_bytes(4); /* Old "food_digested" / "protection" */
	rd_s16b(&p_ptr->energy_need);
	rd_s16b(&p_ptr->fast);
	rd_s16b(&p_ptr->slow);
	rd_s16b(&p_ptr->afraid);
	rd_s16b(&p_ptr->cut);
	rd_s16b(&p_ptr->stun);
	rd_s16b(&p_ptr->poisoned);
	rd_s16b(&p_ptr->image);
	rd_s16b(&p_ptr->protevil);
	rd_s16b(&p_ptr->invuln);
	rd_s16b(&p_ptr->hero);
	rd_s16b(&p_ptr->shero);
	rd_s16b(&p_ptr->shield);
	rd_s16b(&p_ptr->magicdef);
	rd_s16b(&p_ptr->musou);
	rd_s16b(&p_ptr->blessed);
	rd_s16b(&p_ptr->tim_invis);
	rd_s16b(&p_ptr->word_recall);
	rd_s16b(&p_ptr->see_infra);
	rd_s16b(&p_ptr->tim_infra);
	rd_s16b(&p_ptr->tim_regen);
	rd_s16b(&p_ptr->tim_sh_fire);
	rd_s16b(&p_ptr->tim_sh_elec);
	rd_s16b(&p_ptr->tim_sh_cold);
	rd_s16b(&p_ptr->oppose_fire);
	rd_s16b(&p_ptr->oppose_cold);
	rd_s16b(&p_ptr->oppose_acid);
	rd_s16b(&p_ptr->oppose_elec);
	rd_s16b(&p_ptr->oppose_pois);

	rd_s16b(&p_ptr->tim_esp);
	rd_s16b(&p_ptr->tim_wraith);
	rd_s16b(&p_ptr->resist_magic);
	rd_s16b(&p_ptr->tim_radar);
	rd_s16b(&p_ptr->tim_might);
	rd_s16b(&p_ptr->tim_xtra2);
	rd_s16b(&p_ptr->tim_xtra3);

	rd_s16b(&p_ptr->tim_brand);
	rd_u32b(&p_ptr->xtra_brand);

	rd_s16b(&p_ptr->valar_patron);
	rd_u32b(&p_ptr->muta);

	/* Calc the regeneration modifier for mutations */
	mutant_regenerate_mod = calc_mutant_regenerate_mod();

	rd_byte(&p_ptr->confusing);
	rd_byte(&tmp8u); /* oops */

	rd_byte(&tmp8u);
	p_ptr->autopick_autoregister = tmp8u ? TRUE : FALSE;

	rd_byte(&tmp8u); /* oops */
	rd_byte(&p_ptr->searching);
	rd_byte(&tmp8u); /* maximize_mode was deleted */
	rd_byte(&preserve_mode);
	rd_byte(&tmp8u);

	/* Future use */
	for (i = 0; i < 48; i++) rd_byte(&tmp8u);

	/* Skip the flags */
	strip_bytes(12);


	/* Hack -- the two "special seeds" */
	rd_u32b(&seed_flavor);
	rd_u32b(&seed_town);


	/* Special stuff */
	rd_u16b(&panic_save);
	rd_u16b(&total_winner);
	rd_u16b(&noscore);


	/* Read "death" */
	rd_byte(&tmp8u);
	death = tmp8u;

	/* Read "feeling" */
	rd_byte(&p_ptr->feeling);

	/* Turn when level began */
	rd_s32b(&old_turn);

	/* Turn of last "feeling" */
	rd_s32b(&p_ptr->feeling_turn);

	/* Current turn */
	rd_s32b(&turn);

	/* Current total playtime */
	rd_u32b(&playtime);
}




/*
 * Read the player inventory
 *
 * Note that the inventory changed in Angband 2.7.4.  Two extra
 * pack slots were added and the equipment was rearranged.  Note
 * that these two features combine when parsing old save-files, in
 * which items from the old "aux" slot are "carried", perhaps into
 * one of the two new "inventory" slots.
 *
 * Note that the inventory is "re-sorted" later by "dungeon()".
 */
static errr rd_inventory(void)
{
	int slot = 0;

	object_type forge;
	object_type *q_ptr;

	/* No weight */
	p_ptr->total_weight = 0;

	/* No items */
	inven_cnt = 0;
	equip_cnt = 0;

	/* Read until done */
	while (1)
	{
		u16b n;

		/* Get the next item index */
		rd_u16b(&n);

		/* Nope, we reached the end */
		if (n == 0xFFFF) break;

		/* Get local object */
		q_ptr = &forge;

		/* Wipe the object */
		object_wipe(q_ptr);

		/* Read the item */
		rd_item(q_ptr);

		/* Hack -- verify item */
		if (!q_ptr->k_idx) return (53);

		/* Wield equipment */
		if (n >= INVEN_WIELD)
		{
			if (q_ptr->k_idx)
			{
				/* Player touches it */
				q_ptr->marked |= OM_TOUCHED;

				/* Copy object */
				object_copy(&inventory[n], q_ptr);

				/* Add the weight */
				p_ptr->total_weight += (q_ptr->number * q_ptr->weight);

				/* One more item */
				equip_cnt++;
			}
		}

		/* Warning -- backpack is full */
		else if (inven_cnt == INVEN_PACK)
		{
			/* Oops */
#ifdef JP
			note("持ち物の中のアイテムが多すぎる！");
#else
			note("Too many items in the inventory!");
#endif

			/* Fail */
			return (54);
		}

		/* Carry inventory */
		else
		{
			if (q_ptr->k_idx)
			{
				/* Get a slot */
				n = slot++;

				/* Player touches it */
				q_ptr->marked |= OM_TOUCHED;

				/* Copy object */
				object_copy(&inventory[n], q_ptr);

				/* Add the weight */
				p_ptr->total_weight += (q_ptr->number * q_ptr->weight);

				/* One more item */
				inven_cnt++;
			}
		}
	}

	/* Success */
	return (0);
}



/*
 * Read the saved messages
 */
static void rd_messages(void)
{
	int i;
	char buf[128];

	s16b num;

	/* Total */
	rd_s16b(&num);

	/* Read the messages */
	for (i = 0; i < num; i++)
	{
		/* Read the message */
		rd_string(buf, sizeof(buf));

		/* Save the message */
		message_add(buf);
	}
}



/*
 * Read the dungeon
 *
 * The monsters/objects must be loaded in the same order
 * that they were stored, since the actual indexes matter.
 */
static errr rd_dungeon(void)
{
	int i, y, x;
	int ymax, xmax;
	byte count;
	byte tmp8u;
	s16b tmp16s;
	u16b limit;
	cave_type *c_ptr;


	/*** Basic info ***/

	/* Header info */
	rd_s16b(&dun_level);

	/* Set the base level for old versions */
	base_level = dun_level;

	/* Read the base level */
	rd_s16b(&base_level);

	rd_s16b(&num_repro);
	rd_s16b(&py);
	rd_s16b(&px);
	rd_s16b(&cur_hgt);
	rd_s16b(&cur_wid);
	rd_s16b(&tmp16s); /* max_panel_rows */
	rd_s16b(&tmp16s); /* max_panel_cols */

	/* Maximal size */
	ymax = cur_hgt;
	xmax = cur_wid;

	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < ymax; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_s16b(&tmp16s);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Access the cave */
			c_ptr = &cave[y][x];

			/* Extract "info" */
			c_ptr->info = tmp16s;

			/* Decline invalid flags */
			c_ptr->info &= ~(CAVE_LITE | CAVE_VIEW | CAVE_MNLT);

			/* Advance/Wrap */
			if (++x >= xmax)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= ymax) break;
			}
		}
	}


	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < ymax; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Access the cave */
			c_ptr = &cave[y][x];

			/* Extract "feat" */
			c_ptr->feat = tmp8u;

			/* Advance/Wrap */
			if (++x >= xmax)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= ymax) break;
			}
		}
	}

	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < ymax; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Access the cave */
			c_ptr = &cave[y][x];

			/* Extract "feat" */
			c_ptr->mimic = tmp8u;

			/* Advance/Wrap */
			if (++x >= xmax)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= ymax) break;
			}
		}
	}

	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < ymax; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_s16b(&tmp16s);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Access the cave */
			c_ptr = &cave[y][x];

			/* Extract "feat" */
			c_ptr->special = tmp16s;

			/* Advance/Wrap */
			if (++x >= xmax)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= ymax) break;
			}
		}
	}

	/*** Objects ***/

	/* Read the item count */
	rd_u16b(&limit);

	/* Verify maximum */
	if (limit > max_o_idx)
	{
#ifdef JP
		note(format("アイテムの配列が大きすぎる(%d)！", limit));
#else
		note(format("Too many (%d) object entries!", limit));
#endif
		return (151);
	}

	/* Read the dungeon items */
	for (i = 1; i < limit; i++)
	{
		int o_idx;

		object_type *o_ptr;


		/* Get a new record */
		o_idx = o_pop();

		/* Oops */
		if (i != o_idx)
		{
#ifdef JP
note(format("アイテム配置エラー (%d <> %d)", i, o_idx));
#else
			note(format("Object allocation error (%d <> %d)", i, o_idx));
#endif

			return (152);
		}


		/* Acquire place */
		o_ptr = &o_list[o_idx];

		/* Read the item */
		rd_item(o_ptr);


		/* XXX XXX XXX XXX XXX */

		/* Monster */
		if (o_ptr->held_m_idx)
		{
			monster_type *m_ptr;

			/* Monster */
			m_ptr = &m_list[o_ptr->held_m_idx];

			/* Build a stack */
			o_ptr->next_o_idx = m_ptr->hold_o_idx;

			/* Place the object */
			m_ptr->hold_o_idx = o_idx;
		}

		/* Dungeon */
		else
		{
			/* Access the item location */
			c_ptr = &cave[o_ptr->iy][o_ptr->ix];

			/* Build a stack */
			o_ptr->next_o_idx = c_ptr->o_idx;

			/* Place the object */
			c_ptr->o_idx = o_idx;
		}
	}


	/*** Monsters ***/

	/* Read the monster count */
	rd_u16b(&limit);

	/* Hack -- verify */
	if (limit > max_m_idx)
	{
#ifdef JP
		note(format("モンスターの配列が大きすぎる(%d)！", limit));
#else
		note(format("Too many (%d) monster entries!", limit));
#endif
		return (161);
	}

	/* Read the monsters */
	for (i = 1; i < limit; i++)
	{
		int m_idx;

		monster_type *m_ptr;

		monster_race *r_ptr;


		/* Get a new record */
		m_idx = m_pop();

		/* Oops */
		if (i != m_idx)
		{
#ifdef JP
note(format("モンスター配置エラー (%d <> %d)", i, m_idx));
#else
			note(format("Monster allocation error (%d <> %d)", i, m_idx));
#endif

			return (162);
		}


		/* Acquire monster */
		m_ptr = &m_list[m_idx];

		/* Read the monster */
		rd_monster(m_ptr);


		/* Access grid */
		c_ptr = &cave[m_ptr->fy][m_ptr->fx];

		/* Mark the location */
		c_ptr->m_idx = m_idx;


		/* Access race */
		r_ptr = &r_info[m_ptr->r_idx];

		/* Count XXX XXX XXX */
		r_ptr->cur_num++;
	}

	/*** Success ***/

	/* Regenerate the dungeon for corrupted panic-saves */
	if ((py == 0) || (px == 0))
	{
		character_dungeon = FALSE;
	}
	else
	{
		/* The dungeon is ready */
		character_dungeon = TRUE;
	}

	/* Success */
	return (0);
}



/*
 * Actually read the savefile
 */
static errr rd_savefile_new_aux(void)
{
	int i, j;
	int town_count;

	s32b wild_x_size;
	s32b wild_y_size;

	byte tmp8u;
	u16b tmp16u;
	u32b tmp32u;
	u16b tmp_k_idx;

#ifdef VERIFY_CHECKSUMS
	u32b n_x_check, n_v_check;
	u32b o_x_check, o_v_check;
#endif


	/* Mention the savefile version */
#ifdef JP
	note(format("バージョン %d.%d.%d のセーブ・ファイルをロード中...",
#else
	note(format("Loading a %d.%d.%d savefile...",
#endif
		sf_major, sf_minor, sf_patch));

	/* Strip the version bytes */
	strip_bytes(4);

	/* Hack -- decrypt */
	xor_byte = sf_extra;


	/* Clear the checksums */
	v_check = 0L;
	x_check = 0L;

#if SAVEFILE_VERSION
	/* Read the version number of the savefile */
	rd_u32b(&sf_version);
#endif /* SAVEFILE_VERSION */

	/* Operating system info */
	rd_u32b(&sf_xtra);

	/* Time of savefile creation */
	rd_u32b(&sf_when);

	/* Number of resurrections */
	rd_u16b(&sf_lives);

	/* Number of times played */
	rd_u16b(&sf_saves);


	/* Later use (always zero) */
	rd_u32b(&tmp32u);

	/* Later use (always zero) */
	rd_u16b(&tmp16u);

	/* Later use (always zero) */
	rd_byte(&tmp8u);

	/* Kanji code */
	rd_byte(&kanji_code);


	/* Read RNG state */
	rd_randomizer();
#ifdef JP
	if (arg_fiddle) note("乱数情報をロードしました");
#else
	if (arg_fiddle) note("Loaded Randomizer Info");
#endif


	/* Then the options */
	rd_options();
#ifdef JP
	if (arg_fiddle) note("オプションをロードしました");
#else
	if (arg_fiddle) note("Loaded Option Flags");
#endif

	/*
	 * Munchkin players are marked
	 *
	 * XXX - should be replaced with a better method,
	 * after the new scorefile-handling is implemented.
	 */
	if (munchkin_death)
	{
		/* Mark savefile */
		noscore |= 0x0001;
	}

	/* Then the "messages" */
	rd_messages();
#ifdef JP
	if (arg_fiddle) note("メッセージをロードしました");
#else
	if (arg_fiddle) note("Loaded Messages");
#endif


	/* Monster Memory */
	rd_u16b(&tmp16u);

	/* Incompatible save files */
	if (tmp16u > max_r_idx)
	{
#ifdef JP
		note(format("モンスターの種族が多すぎる(%u)！", tmp16u));
#else
		note(format("Too many (%u) monster races!", tmp16u));
#endif
		return (21);
	}

	/* Read the available records */
	for (i = 0; i < tmp16u; i++)
	{
		/* Read the lore */
		rd_lore(i);
	}

#ifdef JP
	if (arg_fiddle) note("モンスターの思い出をロードしました");
#else
	if (arg_fiddle) note("Loaded Monster Memory");
#endif

	/* Object Memory */
	rd_u16b(&tmp_k_idx);

	/* Incompatible save files */
	if (tmp_k_idx > max_k_idx)
	{
#ifdef JP
		note(format("アイテムの種類が多すぎる(%u)！", tmp16u));
#else
		note(format("Too many (%u) object kinds!", tmp16u));
#endif
		return (22);
	}

	/* Make array for object memory */
	C_MAKE(obj_mem, tmp_k_idx, byte);

	/* Read the object memory */
	for (i = 0; i < tmp_k_idx; i++)
	{
#if 0
		byte tmp8u;
		object_kind *k_ptr = &k_info[i];

		rd_byte(&tmp8u);

		k_ptr->aware = (tmp8u & 0x01) ? TRUE: FALSE;
		k_ptr->tried = (tmp8u & 0x02) ? TRUE: FALSE;
#else
		rd_byte(&obj_mem[i]);
#endif
	}
#ifdef JP
	if (arg_fiddle) note("アイテムの記録をロードしました");
#else
	if (arg_fiddle) note("Loaded Object Memory");
#endif

#if 0
	/*
	 * Initialize arena and rewards information
	 */
	p_ptr->arena_number = 0;
	p_ptr->inside_arena = 0;
	p_ptr->inside_quest = 0;
	p_ptr->exit_bldg = TRUE;

	/* Start in town 1 */
	p_ptr->town_num = 1;

	p_ptr->wilderness_x = 4;
	p_ptr->wilderness_y = 4;
#endif

	/* Init the wilderness seeds */
	for (i = 0; i < max_wild_x; i++)
	{
		for (j = 0; j < max_wild_y; j++)
		{
			wilderness[j][i].seed = randint0(0x10000000);
		}
	}

	/* 2.1.3 or newer version */
	{
		u16b max_towns_load;
		u16b max_quests_load;
		byte max_rquests_load;

		/* Number of towns */
		rd_u16b(&max_towns_load);

		/* Incompatible save files */
		if (max_towns_load > max_towns)
		{
#ifdef JP
			note(format("町が多すぎる(%u)！", max_towns_load));
#else
			note(format("Too many (%u) towns!", max_towns_load));
#endif
			return (23);
		}

		/* Number of quests */
		rd_u16b(&max_quests_load);
		rd_byte(&max_rquests_load);

		/* Incompatible save files */
		if (max_quests_load > max_quests)
		{
#ifdef JP
			note(format("クエストが多すぎる(%u)！", max_quests_load));
#else
			note(format("Too many (%u) quests!", max_quests_load));
#endif
			return (23);
		}

		for (i = 0; i < max_quests_load; i++)
		{
			if (i < max_quests)
			{
				rd_s16b(&quest[i].status);
				rd_s16b(&quest[i].level);
				rd_byte(&quest[i].complev);

				/* Load quest status if quest is running */
				if ((quest[i].status == QUEST_STATUS_TAKEN)
				    || (quest[i].status == QUEST_STATUS_COMPLETED)
				    || ((i >= MIN_RANDOM_QUEST) && (i <= (MIN_RANDOM_QUEST + max_rquests_load))))
				{
					rd_s16b(&quest[i].cur_num);
					rd_s16b(&quest[i].max_num);
					rd_s16b(&quest[i].type);

					/* Load quest monster index */
					rd_s16b(&quest[i].r_idx);

					if ((quest[i].type == QUEST_TYPE_RANDOM) && (!quest[i].r_idx))
					{
						int r_idx;
						while (1)
						{
							monster_race *r_ptr;

							/*
							 * Random monster 5 - 10 levels out of depth
							 * (depending on level)
							 */
							r_idx = get_mon_num(quest[i].level + 10);
							r_ptr = &r_info[r_idx];

							if(!(r_ptr->flags1 & RF1_UNIQUE)) continue;

							if (r_ptr->flags1 & RF1_QUESTOR) continue;
							if (r_ptr->level >= quest[i].level + 5) continue;
							if (r_ptr->level >= quest[i].level) break;
						}

						quest[i].r_idx = r_idx;
					}

					/* Load quest item index */
					rd_s16b(&quest[i].k_idx);

					if (quest[i].k_idx)
						a_info[quest[i].k_idx].gen_flags |= TRG_QUESTITEM;

					/* Load quest flags */
					rd_byte(&quest[i].flags);
				}
			}
			/* Ignore the empty quests from old versions */
			else
			{
				/* Ignore quest status */
				strip_bytes(2);

				/* Ignore quest level */
				strip_bytes(2);

				/*
				 * We don't have to care about the other info,
				 * since status should be 0 for these quests anyway
				 */
			}
		}

		/* Position in the wilderness */
		rd_s32b(&p_ptr->wilderness_x);
		rd_s32b(&p_ptr->wilderness_y);

		/* Size of the wilderness */
		rd_s32b(&wild_x_size);
		rd_s32b(&wild_y_size);

		/* Incompatible save files */
		if ((wild_x_size > max_wild_x) || (wild_y_size > max_wild_y))
		{
#ifdef JP
			note(format("荒野が大きすぎる(%u/%u)！", wild_x_size, wild_y_size));
#else
			note(format("Wilderness is too big (%u/%u)!", wild_x_size, wild_y_size));
#endif
			return (23);
		}

		/* Load the wilderness seeds */
		for (i = 0; i < wild_x_size; i++)
		{
			for (j = 0; j < wild_y_size; j++)
			{
				rd_u32b(&wilderness[j][i].seed);
			}
		}
	}

#ifdef JP
	if (arg_fiddle) note("クエスト情報をロードしました");
#else
	if (arg_fiddle) note("Loaded Quests");
#endif

	/* Load the Artifacts */
	rd_u16b(&tmp16u);

	/* Incompatible save files */
	if (tmp16u > max_a_idx)
	{
#ifdef JP
		note(format("伝説のアイテムが多すぎる(%u)！", tmp16u));
#else
		note(format("Too many (%u) artifacts!", tmp16u));
#endif
		return (24);
	}

	/* Read the artifact flags */
	for (i = 0; i < tmp16u; i++)
	{
		rd_byte(&tmp8u);
		a_info[i].cur_num = tmp8u;

		rd_byte(&tmp8u);
		rd_byte(&tmp8u);
		rd_byte(&tmp8u);
	}
#ifdef JP
	if (arg_fiddle) note("伝説のアイテムをロードしました");
#else
	if (arg_fiddle) note("Loaded Artifacts");
#endif


	/* Read the extra stuff */
	rd_extra();
#ifdef JP
	if (arg_fiddle) note("特別情報をロードしました");
#else
	if (arg_fiddle) note("Loaded extra information");
#endif

	/* Read the player_hp array */
	rd_u16b(&tmp16u);

	/* Remark questor flag on random quester */
	if (!death)
	{
		for (i = MIN_RANDOM_QUEST; i <= MAX_RANDOM_QUEST; i++)
		{
			r_info[quest[i].r_idx].flags1 |= RF1_QUESTOR;
		}
	}

	/* Incompatible save files */
	if (tmp16u > PY_MAX_LEVEL)
	{
#ifdef JP
		note(format("ヒットポイント配列が大きすぎる(%u)！", tmp16u));
#else
		note(format("Too many (%u) hitpoint entries!", tmp16u));
#endif
		return (25);
	}

	/* Read the player_hp array */
	for (i = 0; i < tmp16u; i++)
	{
		rd_s16b(&player_hp[i]);
	}


	/* Important -- Initialize the sex */
	sp_ptr = &sex_info[p_ptr->psex];

	/* Important -- Initialize the race/class */
	rp_ptr = &race_info[p_ptr->prace];
	cp_ptr = &class_info[p_ptr->pclass];

	/* Important -- Initialize the magic */
	mp_ptr = &m_info[p_ptr->pclass];


	/* Read spell info */
	rd_u32b(&spell_learned1);
	rd_u32b(&spell_learned2);
	rd_u32b(&spell_worked1);
	rd_u32b(&spell_worked2);
	rd_u32b(&spell_forgotten1);
	rd_u32b(&spell_forgotten2);

	for (i = 0; i < 64; i++)
	{
		rd_byte(&spell_order[i]);
	}


	/* Read the inventory */
	if (rd_inventory())
	{
#ifdef JP
		note("持ち物情報を読み込むことができません");
#else
		note("Unable to read inventory");
#endif
		return (21);
	}

	/* Read number of towns */
	rd_u16b(&tmp16u);
	town_count = tmp16u;

	/* Read the stores */
	rd_u16b(&tmp16u);
	for (i = 1; i < town_count; i++)
	{
		for (j = 0; j < tmp16u; j++)
		{
			if (rd_store(i, j)) return (22);
		}
	}

	for (i = 0; i < tmp_k_idx; i++)
	{
		byte tmp8u = obj_mem[i];
		object_kind *k_ptr = &k_info[i];

		k_ptr->aware = (tmp8u & 0x01) ? TRUE: FALSE;
		k_ptr->tried = (tmp8u & 0x02) ? TRUE: FALSE;
	}

	/* Free array for object memories */
	C_KILL(obj_mem, tmp_k_idx, byte);


	/* Read the pet command settings */
	if (sf_version > 2)
	{
		rd_s16b(&p_ptr->pet_follow_distance);
		rd_byte(&p_ptr->pet_open_doors);
		rd_byte(&p_ptr->pet_pickup_items);
	}
	else
	{
		rd_byte(&tmp8u);

		p_ptr->pet_follow_distance = tmp8u;

		rd_byte(&p_ptr->pet_open_doors);
		rd_byte(&p_ptr->pet_pickup_items);
	}

	/* I'm not dead yet... */
	if (!death)
	{
		/* Dead players have no dungeon */
#ifdef JP
		note("ダンジョン復元中...");
#else
		note("Restoring Dungeon...");
#endif

		if (rd_dungeon())
		{
#ifdef JP
			note("ダンジョンデータ読み込み失敗");
#else
			note("Error reading dungeon data");
#endif
			return (34);
		}

		/* Read the ghost info */
		rd_ghost();

		{
			s32b tmp32s;

			rd_s32b(&tmp32s);
			strip_bytes(tmp32s);
		}
	}


#ifdef VERIFY_CHECKSUMS

	/* Save the checksum */
	n_v_check = v_check;

	/* Read the old checksum */
	rd_u32b(&o_v_check);

	/* Verify */
	if (o_v_check != n_v_check)
	{
#ifdef JP
		note("チェックサムがおかしい");
#else
		note("Invalid checksum");
#endif
		return (11);
	}


	/* Save the encoded checksum */
	n_x_check = x_check;

	/* Read the checksum */
	rd_u32b(&o_x_check);


	/* Verify */
	if (o_x_check != n_x_check)
	{
#ifdef JP
		note("エンコードされたチェックサムがおかしい");
#else
		note("Invalid encoded checksum");
#endif
		return (11);
	}

#endif

	/* Success */
	return (0);
}


/*
 * Actually read the savefile
 */
errr rd_savefile_new(void)
{
	errr err;

	/* The savefile is a binary file */
	fff = my_fopen(savefile, "rb");

	/* Paranoia */
	if (!fff) return (-1);

	/* Call the sub-function */
	err = rd_savefile_new_aux();

	/* Check for errors */
	if (ferror(fff)) err = -1;

	/* Close the file */
	my_fclose(fff);

	/* Result */
	return (err);
}


