1 /* $Id: gamesave.c,v 1.23 2004-08-17 18:02:43 schaffner Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Save game information
20 * Revision 1.3 1996/02/21 13:59:17 allender
21 * check Data folder when can't open a level file from a hog
23 * Revision 1.2 1995/10/31 10:23:23 allender
26 * Revision 1.1 1995/05/16 15:25:37 allender
29 * Revision 2.2 1995/04/23 14:53:12 john
30 * Made some mine structures read in with no structure packing problems.
32 * Revision 2.1 1995/03/20 18:15:43 john
33 * Added code to not store the normals in the segment structure.
35 * Revision 2.0 1995/02/27 11:29:50 john
36 * New version 2.0, which has no anonymous unions, builds with
37 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
39 * Revision 1.207 1995/02/23 10:17:36 allender
40 * fixed parameter mismatch with compute_segment_center
42 * Revision 1.206 1995/02/22 14:51:17 allender
43 * fixed some things that I missed
45 * Revision 1.205 1995/02/22 13:31:38 allender
46 * remove anonymous unions from object structure
48 * Revision 1.204 1995/02/01 20:58:08 john
49 * Made editor check hog.
51 * Revision 1.203 1995/01/28 17:40:34 mike
52 * correct level names (use rdl, sdl) for dumpmine stuff.
54 * Revision 1.202 1995/01/25 20:03:46 matt
55 * Moved matrix check to avoid orthogonalizing an uninitialize matrix
57 * Revision 1.201 1995/01/20 16:56:53 mike
58 * remove some mprintfs.
60 * Revision 1.200 1995/01/15 19:42:13 matt
61 * Ripped out hostage faces for registered version
63 * Revision 1.199 1995/01/05 16:59:09 yuan
64 * Make it so if editor is loaded, don't get error from typo
67 * Revision 1.198 1994/12/19 12:49:46 mike
68 * Change fgets to cfgets. fgets was getting a pointer mismatch warning.
70 * Revision 1.197 1994/12/12 01:20:03 matt
71 * Took out object size hack for green claw guys
73 * Revision 1.196 1994/12/11 13:19:37 matt
74 * Restored calls to fix_object_segs() when debugging is turned off, since
75 * it's not a big routine, and could fix some possibly bad problems.
77 * Revision 1.195 1994/12/10 16:17:24 mike
78 * fix editor bug that was converting transparent walls into rock.
80 * Revision 1.194 1994/12/09 14:59:27 matt
81 * Added system to attach a fireball to another object for rendering purposes,
82 * so the fireball always renders on top of (after) the object.
84 * Revision 1.193 1994/12/08 17:19:02 yuan
87 * Revision 1.192 1994/12/02 20:01:05 matt
88 * Always give vulcan cannon powerup same amount of ammo, regardless of
89 * how much it was saved with
91 * Revision 1.191 1994/11/30 17:45:57 yuan
92 * Saving files now creates RDL/SDLs instead of CDLs.
94 * Revision 1.190 1994/11/30 17:22:14 matt
95 * Ripped out hostage faces in shareware version
97 * Revision 1.189 1994/11/28 00:09:30 allender
98 * commented out call to newdemo_record_start_demo in load_level...what is
99 * this doing here anyway?????
101 * Revision 1.188 1994/11/27 23:13:48 matt
102 * Made changes for new mprintf calling convention
104 * Revision 1.187 1994/11/27 18:06:20 matt
105 * Cleaned up LVL/CDL file loading
107 * Revision 1.186 1994/11/25 22:46:29 matt
108 * Allow ESC out of compiled/normal menu (esc=compiled).
110 * Revision 1.185 1994/11/23 12:18:35 mike
111 * move level names here...a more logical place than dumpmine.
113 * Revision 1.184 1994/11/21 20:29:19 matt
114 * If hostage info is bad, fix it.
116 * Revision 1.183 1994/11/21 20:26:07 matt
119 * Revision 1.182 1994/11/21 20:20:37 matt
120 * Fixed stupid mistake
122 * Revision 1.181 1994/11/21 20:18:40 matt
123 * Fixed (hopefully) totally bogus writing of hostage data
125 * Revision 1.180 1994/11/20 14:11:56 matt
126 * Gracefully handle two hostages having same id
128 * Revision 1.179 1994/11/19 23:55:05 mike
129 * remove Assert, put in comment for Matt.
131 * Revision 1.178 1994/11/19 19:53:24 matt
132 * Added code to full support different hostage head clip & message for
135 * Revision 1.177 1994/11/19 15:15:21 mike
136 * remove unused code and data
138 * Revision 1.176 1994/11/19 10:28:28 matt
139 * Took out write routines when editor compiled out
141 * Revision 1.175 1994/11/17 20:38:25 john
144 * Revision 1.174 1994/11/17 20:36:34 john
145 * Made it so that saving a mine will write the .cdl even
146 * if .lvl gets error.
148 * Revision 1.173 1994/11/17 20:26:19 john
149 * Made the game load whichever of .cdl or .lvl exists,
150 * and if they both exist, prompt the user for which one.
152 * Revision 1.172 1994/11/17 20:11:20 john
155 * Revision 1.171 1994/11/17 20:09:26 john
156 * Added new compiled level format.
158 * Revision 1.170 1994/11/17 14:57:21 mike
159 * moved segment validation functions from editor to main.
161 * Revision 1.169 1994/11/17 11:39:21 matt
162 * Ripped out code to load old mines
164 * Revision 1.168 1994/11/16 11:24:53 matt
165 * Made attack-type robots have smaller radius, so they get closer to player
167 * Revision 1.167 1994/11/15 21:42:47 mike
168 * better error messages.
170 * Revision 1.166 1994/11/15 15:30:41 matt
171 * Save ptr to name of level being loaded
173 * Revision 1.165 1994/11/14 20:47:46 john
174 * Attempted to strip out all the code in the game
175 * directory that uses any ui code.
177 * Revision 1.164 1994/11/14 14:34:23 matt
178 * Fixed up handling when textures can't be found during remap
180 * Revision 1.163 1994/11/10 14:02:49 matt
181 * Hacked in support for player ships with different textures
183 * Revision 1.162 1994/11/06 14:38:17 mike
184 * Remove an apparently unnecessary mprintf.
186 * Revision 1.161 1994/10/30 14:11:28 mike
187 * ripout local segments stuff.
189 * Revision 1.160 1994/10/28 12:10:41 matt
190 * Check that was supposed to happen only when editor was in was happening
191 * only when editor was out.
193 * Revision 1.159 1994/10/27 11:25:32 matt
194 * Only do connectivity error check when editor in
196 * Revision 1.158 1994/10/27 10:54:00 matt
197 * Made connectivity error checking put up warning if errors found
199 * Revision 1.157 1994/10/25 10:50:54 matt
200 * Vulcan cannon powerups now contain ammo count
202 * Revision 1.156 1994/10/23 02:10:43 matt
203 * Got rid of obsolete hostage_info stuff
205 * Revision 1.155 1994/10/22 18:57:26 matt
206 * Added call to check_segment_connections()
208 * Revision 1.154 1994/10/21 12:19:23 matt
209 * Clear transient objects when saving (& loading) games
211 * Revision 1.153 1994/10/21 11:25:10 mike
212 * Use new constant IMMORTAL_TIME.
214 * Revision 1.152 1994/10/20 12:46:59 matt
215 * Replace old save files (MIN/SAV/HOT) with new LVL files
217 * Revision 1.151 1994/10/19 19:26:32 matt
220 * Revision 1.150 1994/10/19 16:46:21 matt
221 * Made tmap overrides for robots remap texture numbers
223 * Revision 1.149 1994/10/18 08:50:27 yuan
224 * Fixed correct variable this time.
226 * Revision 1.148 1994/10/18 08:45:02 yuan
227 * Oops. forgot load function.
229 * Revision 1.147 1994/10/18 08:42:10 yuan
232 * Revision 1.146 1994/10/17 21:34:57 matt
233 * Added support for new Control Center/Main Reactor
235 * Revision 1.145 1994/10/15 19:06:34 mike
236 * Fix bug, maybe, having to do with something or other, ...
238 * Revision 1.144 1994/10/12 21:07:33 matt
239 * Killed unused field in object structure
241 * Revision 1.143 1994/10/06 14:52:55 mike
242 * Put check in to detect possibly bogus walls in last segment which leaked through an earlier check
243 * due to misuse of Highest_segment_index.
245 * Revision 1.142 1994/10/05 22:12:44 mike
246 * Put in cleanup for matcen/fuelcen links.
248 * Revision 1.141 1994/10/03 11:30:05 matt
249 * Make sure player in a valid segment before saving
251 * Revision 1.140 1994/09/28 11:14:41 mike
252 * Better error messaging on bogus mines: Only bring up dialog box if a "real" (level??.*) level.
254 * Revision 1.139 1994/09/28 09:22:58 mike
255 * Comment out a mprintf.
257 * Revision 1.138 1994/09/27 17:08:36 mike
258 * Message boxes when you load bogus mines.
260 * Revision 1.137 1994/09/27 15:43:45 mike
261 * Move the dump stuff to dumpmine.
263 * Revision 1.136 1994/09/27 00:02:31 mike
264 * Dump text files (".txm") when loading a mine, showing all kinds of useful mine info.
266 * Revision 1.135 1994/09/26 11:30:41 matt
267 * Took out code which loaded bogus player structure
269 * Revision 1.134 1994/09/26 11:18:44 john
270 * Fixed some conflicts with newseg.
272 * Revision 1.133 1994/09/26 10:56:58 matt
273 * Fixed inconsistancies in lifeleft for immortal objects
275 * Revision 1.132 1994/09/25 23:41:10 matt
276 * Changed the object load & save code to read/write the structure fields one
277 * at a time (rather than the whole structure at once). This mean that the
278 * object structure can be changed without breaking the load/save functions.
279 * As a result of this change, the local_object data can be and has been
280 * incorporated into the object array. Also, timeleft is now a property
281 * of all objects, and the object structure has been otherwise cleaned up.
290 char gamesave_rcsid[] = "$Id: gamesave.c,v 1.23 2004-08-17 18:02:43 schaffner Exp $";
306 #include "editor/editor.h"
313 #include "gamemine.h"
322 #include "cntrlcen.h"
330 #include "gamefont.h"
331 #include "gamesave.h"
334 #include "byteswap.h"
338 char Gamesave_current_filename[128];
340 int Gamesave_current_version;
342 #define GAME_VERSION 32
343 #define GAME_COMPATIBLE_VERSION 22
345 //version 28->29 add delta light support
346 //version 27->28 controlcen id now is reactor number, not model number
348 //version 29->30 changed trigger structure
349 //version 30->31 changed trigger structure some more
350 //version 31->32 change segment structure, make it 512 bytes w/o editor, add Segment2s array.
352 #define MENU_CURSOR_X_MIN MENU_X
353 #define MENU_CURSOR_X_MAX MENU_X+6
357 ushort fileinfo_signature;
358 ushort fileinfo_version;
360 } game_top_fileinfo; // Should be same as first two fields below...
363 ushort fileinfo_signature;
364 ushort fileinfo_version;
366 char mine_filename[15];
368 int player_offset; // Player info
370 int object_offset; // Object info
380 int triggers_howmany;
391 int dl_indices_offset;
392 int dl_indices_howmany;
393 int dl_indices_sizeof;
394 int delta_light_offset;
395 int delta_light_howmany;
396 int delta_light_sizeof;
400 // LINT: adding function prototypes
401 void read_object(object *obj, CFILE *f, int version);
403 void write_object(object *obj, FILE *f);
404 void do_load_save_levels(int save);
407 void dump_mine_info(void);
410 extern char MaxPowerupsAllowed[MAX_POWERUP_TYPES];
411 extern char PowerupsInMine[MAX_POWERUP_TYPES];
414 extern char mine_filename[];
415 extern int save_mine_data_compiled(FILE * SaveFile);
417 //--unused-- char mine_filename[128];
420 int Gamesave_num_org_robots = 0;
421 //--unused-- grs_bitmap * Gamesave_saved_bitmap = NULL;
424 // Return true if this level has a name of the form "level??"
425 // Note that a pathspec can appear at the beginning of the filename.
426 int is_real_level(char *filename)
428 int len = strlen(filename);
433 //mprintf((0, "String = [%s]\n", &filename[len-11]));
434 return !strnicmp(&filename[len-11], "level", 5);
439 void change_filename_extension( char *dest, char *src, char *new_ext )
448 for (i=1; i<strlen(dest); i++ )
449 if (dest[i]=='.'||dest[i]==' '||dest[i]==0)
454 dest[i+1]=new_ext[0];
455 dest[i+2]=new_ext[1];
456 dest[i+3]=new_ext[2];
462 //--unused-- vms_angvec zero_angles={0,0,0};
464 #define vm_angvec_zero(v) do {(v)->p=(v)->b=(v)->h=0;} while (0)
466 int Gamesave_num_players=0;
468 int N_save_pof_names;
469 char Save_pof_names[MAX_POLYGON_MODELS][FILENAME_LEN];
471 void check_and_fix_matrix(vms_matrix *m);
473 void verify_object( object * obj ) {
475 obj->lifeleft = IMMORTAL_TIME; //all loaded object are immortal, for now
477 if ( obj->type == OBJ_ROBOT ) {
478 Gamesave_num_org_robots++;
480 // Make sure valid id...
481 if ( obj->id >= N_robot_types )
482 obj->id = obj->id % N_robot_types;
484 // Make sure model number & size are correct...
485 if ( obj->render_type == RT_POLYOBJ ) {
486 Assert(Robot_info[obj->id].model_num != -1);
487 //if you fail this assert, it means that a robot in this level
488 //hasn't been loaded, possibly because he's marked as
489 //non-shareware. To see what robot number, print obj->id.
491 Assert(Robot_info[obj->id].always_0xabcd == 0xabcd);
492 //if you fail this assert, it means that the robot_ai for
493 //a robot in this level hasn't been loaded, possibly because
494 //it's marked as non-shareware. To see what robot number,
497 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
498 obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
500 //@@Took out this ugly hack 1/12/96, because Mike has added code
501 //@@that should fix it in a better way.
502 //@@//this is a super-ugly hack. Since the baby stripe robots have
503 //@@//their firing point on their bounding sphere, the firing points
504 //@@//can poke through a wall if the robots are very close to it. So
505 //@@//we make their radii bigger so the guns can't get too close to
507 //@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
508 //@@ obj->size = (obj->size*3)/2;
510 //@@if (obj->control_type==CT_AI && Robot_info[obj->id].attack_type)
511 //@@ obj->size = obj->size*3/4;
514 if (obj->id == 65) //special "reactor" robots
515 obj->movement_type = MT_NONE;
517 if (obj->movement_type == MT_PHYSICS) {
518 obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
519 obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
522 else { //Robots taken care of above
524 if ( obj->render_type == RT_POLYOBJ ) {
526 char *name = Save_pof_names[obj->rtype.pobj_info.model_num];
528 for (i=0;i<N_polygon_models;i++)
529 if (!stricmp(Pof_names[i],name)) { //found it!
530 // mprintf((0,"Mapping <%s> to %d (was %d)\n",name,i,obj->rtype.pobj_info.model_num));
531 obj->rtype.pobj_info.model_num = i;
537 if ( obj->type == OBJ_POWERUP ) {
538 if ( obj->id >= N_powerup_types ) {
540 Assert( obj->render_type != RT_POLYOBJ );
542 obj->control_type = CT_POWERUP;
543 obj->size = Powerup_info[obj->id].size;
544 obj->ctype.powerup_info.creation_time = 0;
547 if (Game_mode & GM_NETWORK)
549 if (multi_powerup_is_4pack(obj->id))
551 PowerupsInMine[obj->id-1]+=4;
552 MaxPowerupsAllowed[obj->id-1]+=4;
554 PowerupsInMine[obj->id]++;
555 MaxPowerupsAllowed[obj->id]++;
556 mprintf ((0,"PowerupLimiter: ID=%d\n",obj->id));
557 if (obj->id>MAX_POWERUP_TYPES)
558 mprintf ((1,"POWERUP: Overwriting array bounds!! Get JL!\n"));
564 if ( obj->type == OBJ_WEAPON ) {
565 if ( obj->id >= N_weapon_types ) {
567 Assert( obj->render_type != RT_POLYOBJ );
570 if (obj->id == PMINE_ID) { //make sure pmines have correct values
572 obj->mtype.phys_info.mass = Weapon_info[obj->id].mass;
573 obj->mtype.phys_info.drag = Weapon_info[obj->id].drag;
574 obj->mtype.phys_info.flags |= PF_FREE_SPINNING;
576 // Make sure model number & size are correct...
577 Assert( obj->render_type == RT_POLYOBJ );
579 obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
580 obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
584 if ( obj->type == OBJ_CNTRLCEN ) {
586 obj->render_type = RT_POLYOBJ;
587 obj->control_type = CT_CNTRLCEN;
589 if (Gamesave_current_version <= 1) { // descent 1 reactor
590 obj->id = 0; // used to be only one kind of reactor
591 obj->rtype.pobj_info.model_num = Reactors[0].model_num;// descent 1 reactor
593 //@@// Make model number is correct...
594 //@@for (i=0; i<Num_total_object_types; i++ )
595 //@@ if ( ObjType[i] == OL_CONTROL_CENTER ) {
596 //@@ obj->rtype.pobj_info.model_num = ObjId[i];
597 //@@ obj->shields = ObjStrength[i];
604 // Check, and set, strength of reactor
605 for (i=0; i<Num_total_object_types; i++ )
606 if ( ObjType[i]==OL_CONTROL_CENTER && ObjId[i] == obj->id ) {
607 obj->shields = ObjStrength[i];
610 Assert(i < Num_total_object_types); //make sure we found it
615 if ( obj->type == OBJ_PLAYER ) {
618 //Assert(obj == Player);
620 if ( obj == ConsoleObject )
621 init_player_object();
623 if (obj->render_type == RT_POLYOBJ) //recover from Matt's pof file matchup bug
624 obj->rtype.pobj_info.model_num = Player_ship->model_num;
626 //Make sure orient matrix is orthogonal
627 check_and_fix_matrix(&obj->orient);
629 obj->id = Gamesave_num_players++;
632 if (obj->type == OBJ_HOSTAGE) {
634 //@@if (obj->id > N_hostage_types)
637 obj->render_type = RT_HOSTAGE;
638 obj->control_type = CT_POWERUP;
643 //static gs_skip(int len,CFILE *file)
646 // cfseek(file,len,SEEK_CUR);
650 static void gs_write_int(int i,FILE *file)
652 if (fwrite( &i, sizeof(i), 1, file) != 1)
653 Error( "Error reading int in gamesave.c" );
657 static void gs_write_fix(fix f,FILE *file)
659 if (fwrite( &f, sizeof(f), 1, file) != 1)
660 Error( "Error reading fix in gamesave.c" );
664 static void gs_write_short(short s,FILE *file)
666 if (fwrite( &s, sizeof(s), 1, file) != 1)
667 Error( "Error reading short in gamesave.c" );
671 static void gs_write_fixang(fixang f,FILE *file)
673 if (fwrite( &f, sizeof(f), 1, file) != 1)
674 Error( "Error reading fixang in gamesave.c" );
678 static void gs_write_byte(byte b,FILE *file)
680 if (fwrite( &b, sizeof(b), 1, file) != 1)
681 Error( "Error reading byte in gamesave.c" );
685 static void gr_write_vector(vms_vector *v,FILE *file)
687 gs_write_fix(v->x,file);
688 gs_write_fix(v->y,file);
689 gs_write_fix(v->z,file);
692 static void gs_write_matrix(vms_matrix *m,FILE *file)
694 gr_write_vector(&m->rvec,file);
695 gr_write_vector(&m->uvec,file);
696 gr_write_vector(&m->fvec,file);
699 static void gs_write_angvec(vms_angvec *v,FILE *file)
701 gs_write_fixang(v->p,file);
702 gs_write_fixang(v->b,file);
703 gs_write_fixang(v->h,file);
709 extern int multi_powerup_is_4pack(int);
710 //reads one object of the given version from the given file
711 void read_object(object *obj,CFILE *f,int version)
714 obj->type = cfile_read_byte(f);
715 obj->id = cfile_read_byte(f);
717 obj->control_type = cfile_read_byte(f);
718 obj->movement_type = cfile_read_byte(f);
719 obj->render_type = cfile_read_byte(f);
720 obj->flags = cfile_read_byte(f);
722 obj->segnum = cfile_read_short(f);
723 obj->attached_obj = -1;
725 cfile_read_vector(&obj->pos,f);
726 cfile_read_matrix(&obj->orient,f);
728 obj->size = cfile_read_fix(f);
729 obj->shields = cfile_read_fix(f);
731 cfile_read_vector(&obj->last_pos,f);
733 obj->contains_type = cfile_read_byte(f);
734 obj->contains_id = cfile_read_byte(f);
735 obj->contains_count = cfile_read_byte(f);
737 switch (obj->movement_type) {
741 cfile_read_vector(&obj->mtype.phys_info.velocity,f);
742 cfile_read_vector(&obj->mtype.phys_info.thrust,f);
744 obj->mtype.phys_info.mass = cfile_read_fix(f);
745 obj->mtype.phys_info.drag = cfile_read_fix(f);
746 obj->mtype.phys_info.brakes = cfile_read_fix(f);
748 cfile_read_vector(&obj->mtype.phys_info.rotvel,f);
749 cfile_read_vector(&obj->mtype.phys_info.rotthrust,f);
751 obj->mtype.phys_info.turnroll = cfile_read_fixang(f);
752 obj->mtype.phys_info.flags = cfile_read_short(f);
758 cfile_read_vector(&obj->mtype.spin_rate,f);
768 switch (obj->control_type) {
773 obj->ctype.ai_info.behavior = cfile_read_byte(f);
775 for (i=0;i<MAX_AI_FLAGS;i++)
776 obj->ctype.ai_info.flags[i] = cfile_read_byte(f);
778 obj->ctype.ai_info.hide_segment = cfile_read_short(f);
779 obj->ctype.ai_info.hide_index = cfile_read_short(f);
780 obj->ctype.ai_info.path_length = cfile_read_short(f);
781 obj->ctype.ai_info.cur_path_index = cfile_read_short(f);
784 cfile_read_short(f); // obj->ctype.ai_info.follow_path_start_seg =
785 cfile_read_short(f); // obj->ctype.ai_info.follow_path_end_seg =
793 obj->ctype.expl_info.spawn_time = cfile_read_fix(f);
794 obj->ctype.expl_info.delete_time = cfile_read_fix(f);
795 obj->ctype.expl_info.delete_objnum = cfile_read_short(f);
796 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
802 //do I really need to read these? Are they even saved to disk?
804 obj->ctype.laser_info.parent_type = cfile_read_short(f);
805 obj->ctype.laser_info.parent_num = cfile_read_short(f);
806 obj->ctype.laser_info.parent_signature = cfile_read_int(f);
812 obj->ctype.light_info.intensity = cfile_read_fix(f);
818 obj->ctype.powerup_info.count = cfile_read_int(f);
820 obj->ctype.powerup_info.count = 1;
822 if (obj->id == POW_VULCAN_WEAPON)
823 obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
825 if (obj->id == POW_GAUSS_WEAPON)
826 obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
828 if (obj->id == POW_OMEGA_WEAPON)
829 obj->ctype.powerup_info.count = MAX_OMEGA_CHARGE;
839 case CT_SLEW: //the player is generally saved as slew
853 switch (obj->render_type) {
862 obj->rtype.pobj_info.model_num = cfile_read_int(f);
864 for (i=0;i<MAX_SUBMODELS;i++)
865 cfile_read_angvec(&obj->rtype.pobj_info.anim_angles[i],f);
867 obj->rtype.pobj_info.subobj_flags = cfile_read_int(f);
869 tmo = cfile_read_int(f);
872 obj->rtype.pobj_info.tmap_override = tmo;
875 obj->rtype.pobj_info.tmap_override = -1;
877 int xlated_tmo = tmap_xlate_table[tmo];
878 if (xlated_tmo < 0) {
879 mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->rtype.pobj_info.model_num));
883 obj->rtype.pobj_info.tmap_override = xlated_tmo;
887 obj->rtype.pobj_info.alt_textures = 0;
892 case RT_WEAPON_VCLIP:
897 obj->rtype.vclip_info.vclip_num = cfile_read_int(f);
898 obj->rtype.vclip_info.frametime = cfile_read_fix(f);
899 obj->rtype.vclip_info.framenum = cfile_read_byte(f);
915 //writes one object to the given file
916 void write_object(object *obj,FILE *f)
918 gs_write_byte(obj->type,f);
919 gs_write_byte(obj->id,f);
921 gs_write_byte(obj->control_type,f);
922 gs_write_byte(obj->movement_type,f);
923 gs_write_byte(obj->render_type,f);
924 gs_write_byte(obj->flags,f);
926 gs_write_short(obj->segnum,f);
928 gr_write_vector(&obj->pos,f);
929 gs_write_matrix(&obj->orient,f);
931 gs_write_fix(obj->size,f);
932 gs_write_fix(obj->shields,f);
934 gr_write_vector(&obj->last_pos,f);
936 gs_write_byte(obj->contains_type,f);
937 gs_write_byte(obj->contains_id,f);
938 gs_write_byte(obj->contains_count,f);
940 switch (obj->movement_type) {
944 gr_write_vector(&obj->mtype.phys_info.velocity,f);
945 gr_write_vector(&obj->mtype.phys_info.thrust,f);
947 gs_write_fix(obj->mtype.phys_info.mass,f);
948 gs_write_fix(obj->mtype.phys_info.drag,f);
949 gs_write_fix(obj->mtype.phys_info.brakes,f);
951 gr_write_vector(&obj->mtype.phys_info.rotvel,f);
952 gr_write_vector(&obj->mtype.phys_info.rotthrust,f);
954 gs_write_fixang(obj->mtype.phys_info.turnroll,f);
955 gs_write_short(obj->mtype.phys_info.flags,f);
961 gr_write_vector(&obj->mtype.spin_rate,f);
971 switch (obj->control_type) {
976 gs_write_byte(obj->ctype.ai_info.behavior,f);
978 for (i=0;i<MAX_AI_FLAGS;i++)
979 gs_write_byte(obj->ctype.ai_info.flags[i],f);
981 gs_write_short(obj->ctype.ai_info.hide_segment,f);
982 gs_write_short(obj->ctype.ai_info.hide_index,f);
983 gs_write_short(obj->ctype.ai_info.path_length,f);
984 gs_write_short(obj->ctype.ai_info.cur_path_index,f);
986 // -- unused! mk, 08/13/95 -- gs_write_short(obj->ctype.ai_info.follow_path_start_seg,f);
987 // -- unused! mk, 08/13/95 -- gs_write_short(obj->ctype.ai_info.follow_path_end_seg,f);
994 gs_write_fix(obj->ctype.expl_info.spawn_time,f);
995 gs_write_fix(obj->ctype.expl_info.delete_time,f);
996 gs_write_short(obj->ctype.expl_info.delete_objnum,f);
1002 //do I really need to write these objects?
1004 gs_write_short(obj->ctype.laser_info.parent_type,f);
1005 gs_write_short(obj->ctype.laser_info.parent_num,f);
1006 gs_write_int(obj->ctype.laser_info.parent_signature,f);
1012 gs_write_fix(obj->ctype.light_info.intensity,f);
1017 gs_write_int(obj->ctype.powerup_info.count,f);
1025 case CT_SLEW: //the player is generally saved as slew
1029 break; //control center object.
1039 switch (obj->render_type) {
1048 gs_write_int(obj->rtype.pobj_info.model_num,f);
1050 for (i=0;i<MAX_SUBMODELS;i++)
1051 gs_write_angvec(&obj->rtype.pobj_info.anim_angles[i],f);
1053 gs_write_int(obj->rtype.pobj_info.subobj_flags,f);
1055 gs_write_int(obj->rtype.pobj_info.tmap_override,f);
1060 case RT_WEAPON_VCLIP:
1065 gs_write_int(obj->rtype.vclip_info.vclip_num,f);
1066 gs_write_fix(obj->rtype.vclip_info.frametime,f);
1067 gs_write_byte(obj->rtype.vclip_info.framenum,f);
1082 extern int remove_trigger_num(int trigger_num);
1084 // --------------------------------------------------------------------
1086 // Loads all the relevant data for a level.
1087 // If level != -1, it loads the filename with extension changed to .min
1088 // Otherwise it loads the appropriate level mine.
1089 // returns 0=everything ok, 1=old version, -1=error
1090 int load_game_data(CFILE *LoadFile)
1094 short game_top_fileinfo_version;
1097 int num_delta_lights;
1100 //===================== READ FILE INFO ========================
1103 cfread(&game_top_fileinfo, sizeof(game_top_fileinfo), 1, LoadFile);
1107 if (cfile_read_short(LoadFile) != 0x6705)
1110 // Read and check version number
1111 game_top_fileinfo_version = cfile_read_short(LoadFile);
1112 if (game_top_fileinfo_version < GAME_COMPATIBLE_VERSION )
1115 // We skip some parts of the former game_top_fileinfo
1116 cfseek(LoadFile, 31, SEEK_CUR);
1118 object_offset = cfile_read_int(LoadFile);
1119 gs_num_objects = cfile_read_int(LoadFile);
1120 cfseek(LoadFile, 8, SEEK_CUR);
1122 Num_walls = cfile_read_int(LoadFile);
1123 cfseek(LoadFile, 20, SEEK_CUR);
1125 Num_triggers = cfile_read_int(LoadFile);
1126 cfseek(LoadFile, 24, SEEK_CUR);
1128 trig_size = cfile_read_int(LoadFile);
1129 Assert(trig_size == sizeof(ControlCenterTriggers));
1130 cfseek(LoadFile, 4, SEEK_CUR);
1132 Num_robot_centers = cfile_read_int(LoadFile);
1133 cfseek(LoadFile, 4, SEEK_CUR);
1135 if (game_top_fileinfo_version >= 29) {
1136 cfseek(LoadFile, 4, SEEK_CUR);
1137 Num_static_lights = cfile_read_int(LoadFile);
1138 cfseek(LoadFile, 8, SEEK_CUR);
1139 num_delta_lights = cfile_read_int(LoadFile);
1140 cfseek(LoadFile, 4, SEEK_CUR);
1142 Num_static_lights = 0;
1143 num_delta_lights = 0;
1146 if (game_top_fileinfo_version >= 31) { //load mine filename
1147 // read newline-terminated string, not sure what version this changed.
1148 cfgets(Current_level_name,sizeof(Current_level_name),LoadFile);
1150 if (Current_level_name[strlen(Current_level_name)-1] == '\n')
1151 Current_level_name[strlen(Current_level_name)-1] = 0;
1153 else if (game_top_fileinfo_version >= 14) { //load mine filename
1154 // read null-terminated string
1155 char *p=Current_level_name;
1156 //must do read one char at a time, since no cfgets()
1157 do *p = cfgetc(LoadFile); while (*p++!=0);
1160 Current_level_name[0]=0;
1162 if (game_top_fileinfo_version >= 19) { //load pof names
1163 N_save_pof_names = cfile_read_short(LoadFile);
1164 if (N_save_pof_names != 0x614d && N_save_pof_names != 0x5547) { // "Ma"de w/DMB beta/"GU"ILE
1165 Assert(N_save_pof_names < MAX_POLYGON_MODELS);
1166 cfread(Save_pof_names,N_save_pof_names,FILENAME_LEN,LoadFile);
1170 //===================== READ PLAYER INFO ==========================
1171 Object_next_signature = 0;
1173 //===================== READ OBJECT INFO ==========================
1175 Gamesave_num_org_robots = 0;
1176 Gamesave_num_players = 0;
1178 if (object_offset > -1) {
1179 if (cfseek( LoadFile, object_offset, SEEK_SET ))
1180 Error( "Error seeking to object_offset in gamesave.c" );
1182 for (i = 0; i < gs_num_objects; i++) {
1184 read_object(&Objects[i], LoadFile, game_top_fileinfo_version);
1186 Objects[i].signature = Object_next_signature++;
1187 verify_object( &Objects[i] );
1192 //===================== READ WALL INFO ============================
1194 for (i = 0; i < Num_walls; i++) {
1195 if (game_top_fileinfo_version >= 20)
1196 wall_read(&Walls[i], LoadFile); // v20 walls and up.
1197 else if (game_top_fileinfo_version >= 17) {
1199 v19_wall_read(&w, LoadFile);
1200 Walls[i].segnum = w.segnum;
1201 Walls[i].sidenum = w.sidenum;
1202 Walls[i].linked_wall = w.linked_wall;
1203 Walls[i].type = w.type;
1204 Walls[i].flags = w.flags;
1205 Walls[i].hps = w.hps;
1206 Walls[i].trigger = w.trigger;
1207 Walls[i].clip_num = w.clip_num;
1208 Walls[i].keys = w.keys;
1209 Walls[i].state = WALL_DOOR_CLOSED;
1212 v16_wall_read(&w, LoadFile);
1213 Walls[i].segnum = Walls[i].sidenum = Walls[i].linked_wall = -1;
1214 Walls[i].type = w.type;
1215 Walls[i].flags = w.flags;
1216 Walls[i].hps = w.hps;
1217 Walls[i].trigger = w.trigger;
1218 Walls[i].clip_num = w.clip_num;
1219 Walls[i].keys = w.keys;
1224 //===================== READ DOOR INFO ============================
1226 if (game_fileinfo.doors_offset > -1)
1228 if (!cfseek( LoadFile, game_fileinfo.doors_offset,SEEK_SET )) {
1230 for (i=0;i<game_fileinfo.doors_howmany;i++) {
1232 if (game_top_fileinfo_version >= 20)
1233 active_door_read(&ActiveDoors[i], LoadFile); // version 20 and up
1238 v19_door_read(&d, LoadFile);
1240 ActiveDoors[i].n_parts = d.n_parts;
1242 for (p=0;p<d.n_parts;p++) {
1245 cseg = Segments[d.seg[p]].children[d.side[p]];
1246 cside = find_connect_side(&Segments[d.seg[p]],&Segments[cseg]);
1248 ActiveDoors[i].front_wallnum[p] = Segments[d.seg[p]].sides[d.side[p]].wall_num;
1249 ActiveDoors[i].back_wallnum[p] = Segments[cseg].sides[cside].wall_num;
1258 //==================== READ TRIGGER INFO ==========================
1261 // for MACINTOSH -- assume all triggers >= verion 31 triggers.
1263 for (i = 0; i < Num_triggers; i++)
1265 if (game_top_fileinfo_version < 31)
1271 if (game_top_fileinfo_version < 30) {
1274 v29_trigger_read(&trig29, LoadFile);
1275 trig.flags = trig29.flags;
1276 trig.num_links = trig29.num_links;
1277 trig.num_links = trig29.num_links;
1278 trig.value = trig29.value;
1279 trig.time = trig29.time;
1281 for (t=0;t<trig.num_links;t++) {
1282 trig.seg[t] = trig29.seg[t];
1283 trig.side[t] = trig29.side[t];
1287 v30_trigger_read(&trig, LoadFile);
1289 //Assert(trig.flags & TRIGGER_ON);
1290 trig.flags &= ~TRIGGER_ON;
1292 if (trig.flags & TRIGGER_CONTROL_DOORS)
1293 type = TT_OPEN_DOOR;
1294 else if (trig.flags & TRIGGER_SHIELD_DAMAGE)
1296 else if (trig.flags & TRIGGER_ENERGY_DRAIN)
1298 else if (trig.flags & TRIGGER_EXIT)
1300 else if (trig.flags & TRIGGER_ONE_SHOT)
1302 else if (trig.flags & TRIGGER_MATCEN)
1304 else if (trig.flags & TRIGGER_ILLUSION_OFF)
1305 type = TT_ILLUSION_OFF;
1306 else if (trig.flags & TRIGGER_SECRET_EXIT)
1307 type = TT_SECRET_EXIT;
1308 else if (trig.flags & TRIGGER_ILLUSION_ON)
1309 type = TT_ILLUSION_ON;
1310 else if (trig.flags & TRIGGER_UNLOCK_DOORS)
1311 type = TT_UNLOCK_DOOR;
1312 else if (trig.flags & TRIGGER_OPEN_WALL)
1313 type = TT_OPEN_WALL;
1314 else if (trig.flags & TRIGGER_CLOSE_WALL)
1315 type = TT_CLOSE_WALL;
1316 else if (trig.flags & TRIGGER_ILLUSORY_WALL)
1317 type = TT_ILLUSORY_WALL;
1320 Triggers[i].type = type;
1321 Triggers[i].flags = 0;
1322 Triggers[i].num_links = trig.num_links;
1323 Triggers[i].num_links = trig.num_links;
1324 Triggers[i].value = trig.value;
1325 Triggers[i].time = trig.time;
1326 for (t=0;t<trig.num_links;t++) {
1327 Triggers[i].seg[t] = trig.seg[t];
1328 Triggers[i].side[t] = trig.side[t];
1332 trigger_read(&Triggers[i], LoadFile);
1335 //================ READ CONTROL CENTER TRIGGER INFO ===============
1338 if (game_fileinfo.control_offset > -1)
1339 if (!cfseek(LoadFile, game_fileinfo.control_offset, SEEK_SET))
1341 Assert(game_fileinfo.control_sizeof == sizeof(control_center_triggers));
1343 control_center_triggers_read_n(&ControlCenterTriggers, 1, LoadFile);
1345 //================ READ MATERIALOGRIFIZATIONATORS INFO ===============
1347 // mprintf((0, "Reading %i materialization centers.\n", game_fileinfo.matcen_howmany));
1348 for (i = 0; i < Num_robot_centers; i++) {
1349 if (game_top_fileinfo_version < 27) {
1351 old_matcen_info_read(&m, LoadFile);
1352 RobotCenters[i].robot_flags[0] = m.robot_flags;
1353 RobotCenters[i].robot_flags[1] = 0;
1354 RobotCenters[i].hit_points = m.hit_points;
1355 RobotCenters[i].interval = m.interval;
1356 RobotCenters[i].segnum = m.segnum;
1357 RobotCenters[i].fuelcen_num = m.fuelcen_num;
1360 matcen_info_read(&RobotCenters[i], LoadFile);
1361 // Set links in RobotCenters to Station array
1362 for (j = 0; j <= Highest_segment_index; j++)
1363 if (Segment2s[j].special == SEGMENT_IS_ROBOTMAKER)
1364 if (Segment2s[j].matcen_num == i)
1365 RobotCenters[i].fuelcen_num = Segment2s[j].value;
1366 // mprintf((0, " %i: flags = %08x\n", i, RobotCenters[i].robot_flags));
1369 //================ READ DL_INDICES INFO ===============
1371 for (i = 0; i < Num_static_lights; i++) {
1372 if (game_top_fileinfo_version < 29) {
1373 mprintf((0, "Warning: Old mine version. Not reading Dl_indices info.\n"));
1374 Int3(); //shouldn't be here!!!
1376 dl_index_read(&Dl_indices[i], LoadFile);
1379 // Indicate that no light has been subtracted from any vertices.
1380 clear_light_subtracted();
1382 //================ READ DELTA LIGHT INFO ===============
1384 for (i = 0; i < num_delta_lights; i++) {
1385 if (game_top_fileinfo_version < 29) {
1386 mprintf((0, "Warning: Old mine version. Not reading delta light info.\n"));
1388 delta_light_read(&Delta_lights[i], LoadFile);
1391 //========================= UPDATE VARIABLES ======================
1393 reset_objects(gs_num_objects);
1395 for (i=0; i<MAX_OBJECTS; i++) {
1396 Objects[i].next = Objects[i].prev = -1;
1397 if (Objects[i].type != OBJ_NONE) {
1398 int objsegnum = Objects[i].segnum;
1400 if (objsegnum > Highest_segment_index) //bogus object
1401 Objects[i].type = OBJ_NONE;
1403 Objects[i].segnum = -1; //avoid Assert()
1404 obj_link(i,objsegnum);
1409 clear_transient_objects(1); //1 means clear proximity bombs
1411 // Make sure non-transparent doors are set correctly.
1412 for (i=0; i< Num_segments; i++)
1413 for (j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
1414 side *sidep = &Segments[i].sides[j];
1415 if ((sidep->wall_num != -1) && (Walls[sidep->wall_num].clip_num != -1)) {
1416 //mprintf((0, "Checking Wall %d\n", Segments[i].sides[j].wall_num));
1417 if (WallAnims[Walls[sidep->wall_num].clip_num].flags & WCF_TMAP1) {
1418 //mprintf((0, "Fixing non-transparent door.\n"));
1419 sidep->tmap_num = WallAnims[Walls[sidep->wall_num].clip_num].frames[0];
1420 sidep->tmap_num2 = 0;
1429 Num_open_doors = game_fileinfo.doors_howmany;
1433 //go through all walls, killing references to invalid triggers
1434 for (i=0;i<Num_walls;i++)
1435 if (Walls[i].trigger >= Num_triggers) {
1436 mprintf((0,"Removing reference to invalid trigger %d from wall %d\n",Walls[i].trigger,i));
1437 Walls[i].trigger = -1; //kill trigger
1440 //go through all triggers, killing unused ones
1441 for (i=0;i<Num_triggers;) {
1444 // Find which wall this trigger is connected to.
1445 for (w=0; w<Num_walls; w++)
1446 if (Walls[w].trigger == i)
1450 if (w == Num_walls) {
1451 mprintf((0,"Removing unreferenced trigger %d\n",i));
1452 remove_trigger_num(i);
1459 // MK, 10/17/95: Make walls point back at the triggers that control them.
1460 // Go through all triggers, stuffing controlling_trigger field in Walls.
1463 for (i=0; i<Num_walls; i++)
1464 Walls[i].controlling_trigger = -1;
1466 for (t=0; t<Num_triggers; t++) {
1468 for (l=0; l<Triggers[t].num_links; l++) {
1469 int seg_num, side_num, wall_num;
1471 seg_num = Triggers[t].seg[l];
1472 side_num = Triggers[t].side[l];
1473 wall_num = Segments[seg_num].sides[side_num].wall_num;
1475 // -- if (Walls[wall_num].controlling_trigger != -1)
1478 //check to see that if a trigger requires a wall that it has one,
1479 //and if it requires a matcen that it has one
1481 if (Triggers[t].type == TT_MATCEN) {
1482 if (Segment2s[seg_num].special != SEGMENT_IS_ROBOTMAKER)
1483 Int3(); //matcen trigger doesn't point to matcen
1485 else if (Triggers[t].type != TT_LIGHT_OFF && Triggers[t].type != TT_LIGHT_ON) { //light triggers don't require walls
1487 Int3(); // This is illegal. This trigger requires a wall
1489 Walls[wall_num].controlling_trigger = t;
1495 //fix old wall structs
1496 if (game_top_fileinfo_version < 17) {
1497 int segnum,sidenum,wallnum;
1499 for (segnum=0; segnum<=Highest_segment_index; segnum++)
1500 for (sidenum=0;sidenum<6;sidenum++)
1501 if ((wallnum=Segments[segnum].sides[sidenum].wall_num) != -1) {
1502 Walls[wallnum].segnum = segnum;
1503 Walls[wallnum].sidenum = sidenum;
1510 for (sidenum=0; sidenum<6; sidenum++) {
1511 int wallnum = Segments[Highest_segment_index].sides[sidenum].wall_num;
1513 if ((Walls[wallnum].segnum != Highest_segment_index) || (Walls[wallnum].sidenum != sidenum))
1514 Int3(); // Error. Bogus walls in this segment.
1515 // Consult Yuan or Mike.
1520 //create_local_segment_data();
1528 if (game_top_fileinfo_version < GAME_VERSION
1529 && !(game_top_fileinfo_version == 25 && GAME_VERSION == 26))
1530 return 1; //means old version
1536 int check_segment_connections(void);
1538 extern void set_ambient_sound_flags(void);
1540 // ----------------------------------------------------------------------------
1542 #define LEVEL_FILE_VERSION 8
1543 //1 -> 2 add palette name
1544 //2 -> 3 add control center explosion time
1545 //3 -> 4 add reactor strength
1546 //4 -> 5 killed hostage text stuff
1547 //5 -> 6 added Secret_return_segment and Secret_return_orient
1548 //6 -> 7 added flickering lights
1549 //7 -> 8 made version 8 to be not compatible with D2 1.0 & 1.1
1552 char *Level_being_loaded=NULL;
1556 extern void ncache_flush();
1559 extern int Slide_segs_computed;
1561 int no_old_level_file_error=0;
1563 //loads a level (.LVL) file from disk
1564 //returns 0 if success, else error code
1565 int load_level(char * filename_passed)
1568 int use_compiled_level=1;
1572 int sig, minedata_offset, gamedata_offset;
1573 int mine_err, game_err;
1578 Slide_segs_computed = 0;
1581 if (Game_mode & GM_NETWORK)
1583 for (i=0;i<MAX_POWERUP_TYPES;i++)
1585 MaxPowerupsAllowed[i]=0;
1586 PowerupsInMine[i]=0;
1596 Level_being_loaded = filename_passed;
1599 strcpy(filename,filename_passed);
1602 //if we have the editor, try the LVL first, no matter what was passed.
1603 //if we don't have an LVL, try RDL
1604 //if we don't have the editor, we just use what was passed
1606 change_filename_extension(filename,filename_passed,".lvl");
1607 use_compiled_level = 0;
1609 if (!cfexist(filename)) {
1610 change_filename_extension(filename,filename,".rl2");
1611 use_compiled_level = 1;
1615 LoadFile = cfopen( filename, "rb" );
1619 mprintf((0,"Can't open level file <%s>\n", filename));
1622 Error("Can't open file <%s>\n",filename);
1626 strcpy( Gamesave_current_filename, filename );
1629 // if ( Newdemo_state == ND_STATE_RECORDING )
1630 // newdemo_record_start_demo();
1633 sig = cfile_read_int(LoadFile);
1634 Gamesave_current_version = cfile_read_int(LoadFile);
1635 mprintf((0, "Gamesave_current_version = %d\n", Gamesave_current_version));
1636 minedata_offset = cfile_read_int(LoadFile);
1637 gamedata_offset = cfile_read_int(LoadFile);
1639 Assert(sig == MAKE_SIG('P','L','V','L'));
1641 if (Gamesave_current_version >= 8) { //read dummy data
1642 cfile_read_int(LoadFile);
1643 cfile_read_short(LoadFile);
1644 cfile_read_byte(LoadFile);
1647 if (Gamesave_current_version < 5)
1648 cfile_read_int(LoadFile); //was hostagetext_offset
1650 if (Gamesave_current_version > 1) {
1651 cfgets(Current_level_palette,sizeof(Current_level_palette),LoadFile);
1652 if (Current_level_palette[strlen(Current_level_palette)-1] == '\n')
1653 Current_level_palette[strlen(Current_level_palette)-1] = 0;
1655 if (Gamesave_current_version <= 1 || Current_level_palette[0]==0) // descent 1 level
1656 strcpy(Current_level_palette, DEFAULT_LEVEL_PALETTE);
1658 if (Gamesave_current_version >= 3)
1659 Base_control_center_explosion_time = cfile_read_int(LoadFile);
1661 Base_control_center_explosion_time = DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
1663 if (Gamesave_current_version >= 4)
1664 Reactor_strength = cfile_read_int(LoadFile);
1666 Reactor_strength = -1; //use old defaults
1668 if (Gamesave_current_version >= 7) {
1671 Num_flickering_lights = cfile_read_int(LoadFile);
1672 Assert((Num_flickering_lights >= 0) && (Num_flickering_lights < MAX_FLICKERING_LIGHTS));
1673 for (i = 0; i < Num_flickering_lights; i++)
1674 flickering_light_read(&Flickering_lights[i], LoadFile);
1677 Num_flickering_lights = 0;
1679 if (Gamesave_current_version < 6) {
1680 Secret_return_segment = 0;
1681 Secret_return_orient.rvec.x = F1_0;
1682 Secret_return_orient.rvec.y = 0;
1683 Secret_return_orient.rvec.z = 0;
1684 Secret_return_orient.fvec.x = 0;
1685 Secret_return_orient.fvec.y = F1_0;
1686 Secret_return_orient.fvec.z = 0;
1687 Secret_return_orient.uvec.x = 0;
1688 Secret_return_orient.uvec.y = 0;
1689 Secret_return_orient.uvec.z = F1_0;
1691 Secret_return_segment = cfile_read_int(LoadFile);
1692 Secret_return_orient.rvec.x = cfile_read_int(LoadFile);
1693 Secret_return_orient.rvec.y = cfile_read_int(LoadFile);
1694 Secret_return_orient.rvec.z = cfile_read_int(LoadFile);
1695 Secret_return_orient.fvec.x = cfile_read_int(LoadFile);
1696 Secret_return_orient.fvec.y = cfile_read_int(LoadFile);
1697 Secret_return_orient.fvec.z = cfile_read_int(LoadFile);
1698 Secret_return_orient.uvec.x = cfile_read_int(LoadFile);
1699 Secret_return_orient.uvec.y = cfile_read_int(LoadFile);
1700 Secret_return_orient.uvec.z = cfile_read_int(LoadFile);
1703 cfseek(LoadFile,minedata_offset,SEEK_SET);
1705 if (!use_compiled_level) {
1706 mine_err = load_mine_data(LoadFile);
1707 #if 0 // get from d1src if needed
1708 // Compress all uv coordinates in mine, improves texmap precision. --MK, 02/19/96
1709 compress_uv_coordinates_all();
1713 //NOTE LINK TO ABOVE!!
1714 mine_err = load_mine_data_compiled(LoadFile);
1716 if (mine_err == -1) { //error!!
1721 cfseek(LoadFile,gamedata_offset,SEEK_SET);
1722 game_err = load_game_data(LoadFile);
1724 if (game_err == -1) { //error!!
1729 //======================== CLOSE FILE =============================
1731 cfclose( LoadFile );
1733 set_ambient_sound_flags();
1736 write_game_text_file(filename);
1737 if (Errors_in_mine) {
1738 if (is_real_level(filename)) {
1739 char ErrorMessage[200];
1741 sprintf( ErrorMessage, "Warning: %i errors in %s!\n", Errors_in_mine, Level_being_loaded );
1743 gr_palette_load(gr_palette);
1744 nm_messagebox( NULL, 1, "Continue", ErrorMessage );
1747 mprintf((1, "Error: %i errors in %s.\n", Errors_in_mine, Level_being_loaded));
1752 //If an old version, ask the use if he wants to save as new version
1753 if (!no_old_level_file_error && (Function_mode == FMODE_EDITOR) && (((LEVEL_FILE_VERSION > 3) && Gamesave_current_version < LEVEL_FILE_VERSION) || mine_err == 1 || game_err == 1)) {
1754 char ErrorMessage[200];
1756 sprintf( ErrorMessage,
1757 "You just loaded a old version\n"
1758 "level. Would you like to save\n"
1759 "it as a current version level?");
1762 gr_palette_load(gr_palette);
1763 if (nm_messagebox( NULL, 2, "Don't Save", "Save", ErrorMessage )==1)
1764 save_level(filename);
1770 if (Function_mode == FMODE_EDITOR)
1771 editor_status("Loaded NEW mine %s, \"%s\"",filename,Current_level_name);
1775 if (check_segment_connections())
1776 nm_messagebox( "ERROR", 1, "Ok",
1777 "Connectivity errors detected in\n"
1778 "mine. See monochrome screen for\n"
1779 "details, and contact Matt or Mike." );
1786 void get_level_name()
1788 //NO_UI!!! UI_WINDOW *NameWindow = NULL;
1789 //NO_UI!!! UI_GADGET_INPUTBOX *NameText;
1790 //NO_UI!!! UI_GADGET_BUTTON *QuitButton;
1792 //NO_UI!!! // Open a window with a quit button
1793 //NO_UI!!! NameWindow = ui_open_window( 20, 20, 300, 110, WIN_DIALOG );
1794 //NO_UI!!! QuitButton = ui_add_gadget_button( NameWindow, 150-24, 60, 48, 40, "Done", NULL );
1796 //NO_UI!!! ui_wprintf_at( NameWindow, 10, 12,"Please enter a name for this mine:" );
1797 //NO_UI!!! NameText = ui_add_gadget_inputbox( NameWindow, 10, 30, LEVEL_NAME_LEN, LEVEL_NAME_LEN, Current_level_name );
1799 //NO_UI!!! NameWindow->keyboard_focus_gadget = (UI_GADGET *)NameText;
1800 //NO_UI!!! QuitButton->hotkey = KEY_ENTER;
1802 //NO_UI!!! ui_gadget_calc_keys(NameWindow);
1804 //NO_UI!!! while (!QuitButton->pressed && last_keypress!=KEY_ENTER) {
1805 //NO_UI!!! ui_mega_process();
1806 //NO_UI!!! ui_window_do_gadgets(NameWindow);
1809 //NO_UI!!! strcpy( Current_level_name, NameText->text );
1811 //NO_UI!!! if ( NameWindow!=NULL ) {
1812 //NO_UI!!! ui_close_window( NameWindow );
1813 //NO_UI!!! NameWindow = NULL;
1819 m[0].type = NM_TYPE_TEXT; m[0].text = "Please enter a name for this mine:";
1820 m[1].type = NM_TYPE_INPUT; m[1].text = Current_level_name; m[1].text_len = LEVEL_NAME_LEN;
1822 newmenu_do( NULL, "Enter mine name", 2, m, NULL );
1832 // -----------------------------------------------------------------------------
1833 int compute_num_delta_light_records(void)
1838 for (i=0; i<Num_static_lights; i++) {
1839 total += Dl_indices[i].count;
1846 // -----------------------------------------------------------------------------
1848 int save_game_data(FILE * SaveFile)
1850 int player_offset, object_offset, walls_offset, doors_offset, triggers_offset, control_offset, matcen_offset; //, links_offset;
1851 int dl_indices_offset, delta_light_offset;
1852 int start_offset,end_offset;
1854 start_offset = ftell(SaveFile);
1856 //===================== SAVE FILE INFO ========================
1858 game_fileinfo.fileinfo_signature = 0x6705;
1859 game_fileinfo.fileinfo_version = GAME_VERSION;
1860 game_fileinfo.level = Current_level_num;
1861 game_fileinfo.fileinfo_sizeof = sizeof(game_fileinfo);
1862 game_fileinfo.player_offset = -1;
1863 game_fileinfo.player_sizeof = sizeof(player);
1864 game_fileinfo.object_offset = -1;
1865 game_fileinfo.object_howmany = Highest_object_index+1;
1866 game_fileinfo.object_sizeof = sizeof(object);
1867 game_fileinfo.walls_offset = -1;
1868 game_fileinfo.walls_howmany = Num_walls;
1869 game_fileinfo.walls_sizeof = sizeof(wall);
1870 game_fileinfo.doors_offset = -1;
1871 game_fileinfo.doors_howmany = Num_open_doors;
1872 game_fileinfo.doors_sizeof = sizeof(active_door);
1873 game_fileinfo.triggers_offset = -1;
1874 game_fileinfo.triggers_howmany = Num_triggers;
1875 game_fileinfo.triggers_sizeof = sizeof(trigger);
1876 game_fileinfo.control_offset = -1;
1877 game_fileinfo.control_howmany = 1;
1878 game_fileinfo.control_sizeof = sizeof(control_center_triggers);
1879 game_fileinfo.matcen_offset = -1;
1880 game_fileinfo.matcen_howmany = Num_robot_centers;
1881 game_fileinfo.matcen_sizeof = sizeof(matcen_info);
1883 game_fileinfo.dl_indices_offset = -1;
1884 game_fileinfo.dl_indices_howmany = Num_static_lights;
1885 game_fileinfo.dl_indices_sizeof = sizeof(dl_index);
1887 game_fileinfo.delta_light_offset = -1;
1888 game_fileinfo.delta_light_howmany = compute_num_delta_light_records();
1889 game_fileinfo.delta_light_sizeof = sizeof(delta_light);
1891 // Write the fileinfo
1892 fwrite( &game_fileinfo, sizeof(game_fileinfo), 1, SaveFile );
1894 // Write the mine name
1895 fprintf(SaveFile,"%s\n",Current_level_name);
1897 fwrite(&N_polygon_models,2,1,SaveFile);
1898 fwrite(Pof_names,N_polygon_models,sizeof(*Pof_names),SaveFile);
1900 //==================== SAVE PLAYER INFO ===========================
1902 player_offset = ftell(SaveFile);
1903 fwrite( &Players[Player_num], sizeof(player), 1, SaveFile );
1905 //==================== SAVE OBJECT INFO ===========================
1907 object_offset = ftell(SaveFile);
1908 //fwrite( &Objects, sizeof(object), game_fileinfo.object_howmany, SaveFile );
1911 for (i=0;i<game_fileinfo.object_howmany;i++)
1912 write_object(&Objects[i],SaveFile);
1915 //==================== SAVE WALL INFO =============================
1917 walls_offset = ftell(SaveFile);
1918 fwrite( Walls, sizeof(wall), game_fileinfo.walls_howmany, SaveFile );
1920 //==================== SAVE DOOR INFO =============================
1922 doors_offset = ftell(SaveFile);
1923 fwrite( ActiveDoors, sizeof(active_door), game_fileinfo.doors_howmany, SaveFile );
1925 //==================== SAVE TRIGGER INFO =============================
1927 triggers_offset = ftell(SaveFile);
1928 fwrite( Triggers, sizeof(trigger), game_fileinfo.triggers_howmany, SaveFile );
1930 //================ SAVE CONTROL CENTER TRIGGER INFO ===============
1932 control_offset = ftell(SaveFile);
1933 fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, SaveFile );
1936 //================ SAVE MATERIALIZATION CENTER TRIGGER INFO ===============
1938 matcen_offset = ftell(SaveFile);
1939 // mprintf((0, "Writing %i materialization centers\n", game_fileinfo.matcen_howmany));
1941 // for (i=0; i<game_fileinfo.matcen_howmany; i++)
1942 // mprintf((0, " %i: robot_flags = %08x\n", i, RobotCenters[i].robot_flags));
1944 fwrite( RobotCenters, sizeof(matcen_info), game_fileinfo.matcen_howmany, SaveFile );
1946 //================ SAVE DELTA LIGHT INFO ===============
1947 dl_indices_offset = ftell(SaveFile);
1948 fwrite( Dl_indices, sizeof(dl_index), game_fileinfo.dl_indices_howmany, SaveFile );
1950 delta_light_offset = ftell(SaveFile);
1951 fwrite( Delta_lights, sizeof(delta_light), game_fileinfo.delta_light_howmany, SaveFile );
1953 //============= REWRITE FILE INFO, TO SAVE OFFSETS ===============
1955 // Update the offset fields
1956 game_fileinfo.player_offset = player_offset;
1957 game_fileinfo.object_offset = object_offset;
1958 game_fileinfo.walls_offset = walls_offset;
1959 game_fileinfo.doors_offset = doors_offset;
1960 game_fileinfo.triggers_offset = triggers_offset;
1961 game_fileinfo.control_offset = control_offset;
1962 game_fileinfo.matcen_offset = matcen_offset;
1963 game_fileinfo.dl_indices_offset = dl_indices_offset;
1964 game_fileinfo.delta_light_offset = delta_light_offset;
1967 end_offset = ftell(SaveFile);
1969 // Write the fileinfo
1970 fseek( SaveFile, start_offset, SEEK_SET ); // Move to TOF
1971 fwrite( &game_fileinfo, sizeof(game_fileinfo), 1, SaveFile );
1973 // Go back to end of data
1974 fseek(SaveFile,end_offset,SEEK_SET);
1979 int save_mine_data(FILE * SaveFile);
1981 // -----------------------------------------------------------------------------
1983 int save_level_sub(char * filename, int compiled_version)
1986 char temp_filename[128];
1987 int sig = MAKE_SIG('P','L','V','L'),version=LEVEL_FILE_VERSION;
1988 int minedata_offset=0,gamedata_offset=0;
1990 if ( !compiled_version ) {
1991 write_game_text_file(filename);
1993 if (Errors_in_mine) {
1994 if (is_real_level(filename)) {
1995 char ErrorMessage[200];
1997 sprintf( ErrorMessage, "Warning: %i errors in this mine!\n", Errors_in_mine );
1999 gr_palette_load(gr_palette);
2001 if (nm_messagebox( NULL, 2, "Cancel Save", "Save", ErrorMessage )!=1) {
2007 mprintf((1, "Error: %i errors in this mine. See the 'txm' file.\n", Errors_in_mine));
2009 change_filename_extension(temp_filename,filename,".LVL");
2013 // macs are using the regular hog/rl2 files for shareware
2014 #if defined(SHAREWARE) && !defined(MACINTOSH)
2015 change_filename_extension(temp_filename,filename,".SL2");
2017 change_filename_extension(temp_filename,filename,".RL2");
2021 SaveFile = fopen( temp_filename, "wb" );
2024 char ErrorMessage[256];
2027 _splitpath( temp_filename, NULL, NULL, fname, NULL );
2029 sprintf( ErrorMessage, \
2030 "ERROR: Cannot write to '%s'.\nYou probably need to check out a locked\nversion of the file. You should save\nthis under a different filename, and then\ncheck out a locked copy by typing\n\'co -l %s.lvl'\nat the DOS prompt.\n"
2031 , temp_filename, fname );
2033 gr_palette_load(gr_palette);
2034 nm_messagebox( NULL, 1, "Ok", ErrorMessage );
2039 if (Current_level_name[0] == 0)
2040 strcpy(Current_level_name,"Untitled");
2042 clear_transient_objects(1); //1 means clear proximity bombs
2044 compress_objects(); //after this, Highest_object_index == num objects
2046 //make sure player is in a segment
2047 if (update_object_seg(&Objects[Players[0].objnum]) == 0) {
2048 if (ConsoleObject->segnum > Highest_segment_index)
2049 ConsoleObject->segnum = 0;
2050 compute_segment_center(&ConsoleObject->pos,&(Segments[ConsoleObject->segnum]));
2057 gs_write_int(sig,SaveFile);
2058 gs_write_int(version,SaveFile);
2061 gs_write_int(minedata_offset,SaveFile);
2062 gs_write_int(gamedata_offset,SaveFile);
2064 //Now write the damn data
2066 //write the version 8 data (to make file unreadable by 1.0 & 1.1)
2067 gs_write_int(GameTime,SaveFile);
2068 gs_write_short(FrameCount,SaveFile);
2069 gs_write_byte(FrameTime,SaveFile);
2071 // Write the palette file name
2072 fprintf(SaveFile,"%s\n",Current_level_palette);
2074 gs_write_int(Base_control_center_explosion_time,SaveFile);
2075 gs_write_int(Reactor_strength,SaveFile);
2077 gs_write_int(Num_flickering_lights,SaveFile);
2078 fwrite(Flickering_lights,sizeof(*Flickering_lights),Num_flickering_lights,SaveFile);
2080 gs_write_int(Secret_return_segment, SaveFile);
2081 gs_write_int(Secret_return_orient.rvec.x, SaveFile);
2082 gs_write_int(Secret_return_orient.rvec.y, SaveFile);
2083 gs_write_int(Secret_return_orient.rvec.z, SaveFile);
2084 gs_write_int(Secret_return_orient.fvec.x, SaveFile);
2085 gs_write_int(Secret_return_orient.fvec.y, SaveFile);
2086 gs_write_int(Secret_return_orient.fvec.z, SaveFile);
2087 gs_write_int(Secret_return_orient.uvec.x, SaveFile);
2088 gs_write_int(Secret_return_orient.uvec.y, SaveFile);
2089 gs_write_int(Secret_return_orient.uvec.z, SaveFile);
2091 minedata_offset = ftell(SaveFile);
2092 if ( !compiled_version )
2093 save_mine_data(SaveFile);
2095 save_mine_data_compiled(SaveFile);
2096 gamedata_offset = ftell(SaveFile);
2097 save_game_data(SaveFile);
2099 fseek(SaveFile,sizeof(sig)+sizeof(version),SEEK_SET);
2100 gs_write_int(minedata_offset,SaveFile);
2101 gs_write_int(gamedata_offset,SaveFile);
2103 //==================== CLOSE THE FILE =============================
2106 if ( !compiled_version ) {
2107 if (Function_mode == FMODE_EDITOR)
2108 editor_status("Saved mine %s, \"%s\"",filename,Current_level_name);
2115 #if 0 //dunno - 3rd party stuff?
2116 extern void compress_uv_coordinates_all(void);
2119 int save_level(char * filename)
2123 // Save normal version...
2124 r1 = save_level_sub(filename, 0);
2126 // Save compiled version...
2127 save_level_sub(filename, 1);
2135 void dump_mine_info(void)
2137 int segnum, sidenum;
2138 fix min_u, max_u, min_v, max_v, min_l, max_l, max_sl;
2150 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
2151 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
2153 side *sidep = &Segments[segnum].sides[sidenum];
2155 if (Segment2s[segnum].static_light > max_sl)
2156 max_sl = Segment2s[segnum].static_light;
2158 for (vertnum=0; vertnum<4; vertnum++) {
2159 if (sidep->uvls[vertnum].u < min_u)
2160 min_u = sidep->uvls[vertnum].u;
2161 else if (sidep->uvls[vertnum].u > max_u)
2162 max_u = sidep->uvls[vertnum].u;
2164 if (sidep->uvls[vertnum].v < min_v)
2165 min_v = sidep->uvls[vertnum].v;
2166 else if (sidep->uvls[vertnum].v > max_v)
2167 max_v = sidep->uvls[vertnum].v;
2169 if (sidep->uvls[vertnum].l < min_l)
2170 min_l = sidep->uvls[vertnum].l;
2171 else if (sidep->uvls[vertnum].l > max_l)
2172 max_l = sidep->uvls[vertnum].l;
2178 // mprintf((0, "Smallest uvl = %7.3f %7.3f %7.3f. Largest uvl = %7.3f %7.3f %7.3f\n", f2fl(min_u), f2fl(min_v), f2fl(min_l), f2fl(max_u), f2fl(max_v), f2fl(max_l)));
2179 // mprintf((0, "Static light maximum = %7.3f\n", f2fl(max_sl)));
2180 // mprintf((0, "Number of walls: %i\n", Num_walls));
2188 //read in every level in mission and save out compiled version
2189 void save_all_compiled_levels(void)
2191 do_load_save_levels(1);
2194 //read in every level in mission
2195 void load_all_levels(void)
2197 do_load_save_levels(0);
2201 void do_load_save_levels(int save)
2205 if (! SafetyCheck())
2208 no_old_level_file_error=1;
2210 for (level_num=1;level_num<=Last_level;level_num++) {
2211 load_level(Level_names[level_num-1]);
2212 load_palette(Current_level_palette,1,1); //don't change screen
2214 save_level_sub(Level_names[level_num-1],1);
2217 for (level_num=-1;level_num>=Last_secret_level;level_num--) {
2218 load_level(Secret_level_names[-level_num-1]);
2219 load_palette(Current_level_palette,1,1); //don't change screen
2221 save_level_sub(Secret_level_names[-level_num-1],1);
2224 no_old_level_file_error=0;