2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Save game information
33 #include "editor/editor.h"
41 char Gamesave_current_filename[PATH_MAX];
43 int Gamesave_current_version;
45 #define GAME_VERSION 32
46 #define GAME_COMPATIBLE_VERSION 22
48 //version 28->29 add delta light support
49 //version 27->28 controlcen id now is reactor number, not model number
51 //version 29->30 changed trigger structure
52 //version 30->31 changed trigger structure some more
53 //version 31->32 change segment structure, make it 512 bytes w/o editor, add Segment2s array.
55 #define MENU_CURSOR_X_MIN MENU_X
56 #define MENU_CURSOR_X_MAX MENU_X+6
60 ushort fileinfo_signature;
61 ushort fileinfo_version;
63 } game_top_fileinfo; // Should be same as first two fields below...
66 ushort fileinfo_signature;
67 ushort fileinfo_version;
69 char mine_filename[15];
71 int player_offset; // Player info
73 int object_offset; // Object info
94 int dl_indices_offset;
95 int dl_indices_howmany;
96 int dl_indices_sizeof;
97 int delta_light_offset;
98 int delta_light_howmany;
99 int delta_light_sizeof;
103 // LINT: adding function prototypes
104 void read_object(object *obj, CFILE *f, int version);
106 void write_object(object *obj, short version, PHYSFS_file *f);
107 void do_load_save_levels(int save);
110 void dump_mine_info(void);
113 extern char MaxPowerupsAllowed[MAX_POWERUP_TYPES];
114 extern char PowerupsInMine[MAX_POWERUP_TYPES];
117 extern char mine_filename[];
118 extern int save_mine_data_compiled(PHYSFS_file *SaveFile);
120 //--unused-- char mine_filename[128];
123 int Gamesave_num_org_robots = 0;
124 //--unused-- grs_bitmap * Gamesave_saved_bitmap = NULL;
127 // Return true if this level has a name of the form "level??"
128 // Note that a pathspec can appear at the beginning of the filename.
129 int is_real_level(char *filename)
131 int len = (int)strlen(filename);
136 //mprintf((0, "String = [%s]\n", &filename[len-11]));
137 return !strnicmp(&filename[len-11], "level", 5);
142 //--unused-- vms_angvec zero_angles={0,0,0};
144 #define vm_angvec_zero(v) do {(v)->p=(v)->b=(v)->h=0;} while (0)
146 int Gamesave_num_players=0;
148 int N_save_pof_names;
149 char Save_pof_names[MAX_POLYGON_MODELS][FILENAME_LEN];
151 void check_and_fix_matrix(vms_matrix *m);
153 void verify_object( object * obj ) {
155 obj->lifeleft = IMMORTAL_TIME; //all loaded object are immortal, for now
157 if ( obj->type == OBJ_ROBOT ) {
158 Gamesave_num_org_robots++;
160 // Make sure valid id...
161 if ( obj->id >= N_robot_types )
162 obj->id = obj->id % N_robot_types;
164 // Make sure model number & size are correct...
165 if ( obj->render_type == RT_POLYOBJ ) {
166 Assert(Robot_info[obj->id].model_num != -1);
167 //if you fail this assert, it means that a robot in this level
168 //hasn't been loaded, possibly because he's marked as
169 //non-shareware. To see what robot number, print obj->id.
171 Assert(Robot_info[obj->id].always_0xabcd == 0xabcd);
172 //if you fail this assert, it means that the robot_ai for
173 //a robot in this level hasn't been loaded, possibly because
174 //it's marked as non-shareware. To see what robot number,
177 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
178 obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
180 //@@Took out this ugly hack 1/12/96, because Mike has added code
181 //@@that should fix it in a better way.
182 //@@//this is a super-ugly hack. Since the baby stripe robots have
183 //@@//their firing point on their bounding sphere, the firing points
184 //@@//can poke through a wall if the robots are very close to it. So
185 //@@//we make their radii bigger so the guns can't get too close to
187 //@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
188 //@@ obj->size = (obj->size*3)/2;
190 //@@if (obj->control_type==CT_AI && Robot_info[obj->id].attack_type)
191 //@@ obj->size = obj->size*3/4;
194 if (obj->id == 65) //special "reactor" robots
195 obj->movement_type = MT_NONE;
197 if (obj->movement_type == MT_PHYSICS) {
198 obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
199 obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
202 else { //Robots taken care of above
204 if ( obj->render_type == RT_POLYOBJ ) {
206 char *name = Save_pof_names[obj->rtype.pobj_info.model_num];
208 for (i=0;i<N_polygon_models;i++)
209 if (!stricmp(Pof_names[i],name)) { //found it!
210 // mprintf((0,"Mapping <%s> to %d (was %d)\n",name,i,obj->rtype.pobj_info.model_num));
211 obj->rtype.pobj_info.model_num = i;
217 if ( obj->type == OBJ_POWERUP ) {
218 if ( obj->id >= N_powerup_types ) {
220 Assert( obj->render_type != RT_POLYOBJ );
222 obj->control_type = CT_POWERUP;
223 obj->size = Powerup_info[obj->id].size;
224 obj->ctype.powerup_info.creation_time = 0;
227 if (Game_mode & GM_NETWORK)
229 if (multi_powerup_is_4pack(obj->id))
231 PowerupsInMine[obj->id-1]+=4;
232 MaxPowerupsAllowed[obj->id-1]+=4;
234 PowerupsInMine[obj->id]++;
235 MaxPowerupsAllowed[obj->id]++;
236 mprintf ((0,"PowerupLimiter: ID=%d\n",obj->id));
237 if (obj->id>MAX_POWERUP_TYPES)
238 mprintf ((1,"POWERUP: Overwriting array bounds!! Get JL!\n"));
244 if ( obj->type == OBJ_WEAPON ) {
245 if ( obj->id >= N_weapon_types ) {
247 Assert( obj->render_type != RT_POLYOBJ );
250 if (obj->id == PMINE_ID) { //make sure pmines have correct values
252 obj->mtype.phys_info.mass = Weapon_info[obj->id].mass;
253 obj->mtype.phys_info.drag = Weapon_info[obj->id].drag;
254 obj->mtype.phys_info.flags |= PF_FREE_SPINNING;
256 // Make sure model number & size are correct...
257 Assert( obj->render_type == RT_POLYOBJ );
259 obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
260 obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
264 if ( obj->type == OBJ_CNTRLCEN ) {
266 obj->render_type = RT_POLYOBJ;
267 obj->control_type = CT_CNTRLCEN;
269 if (Gamesave_current_version <= 1) { // descent 1 reactor
270 obj->id = 0; // used to be only one kind of reactor
271 obj->rtype.pobj_info.model_num = Reactors[0].model_num;// descent 1 reactor
274 // Make sure model number is correct...
275 //obj->rtype.pobj_info.model_num = Reactors[obj->id].model_num;
278 if ( obj->type == OBJ_PLAYER ) {
281 //Assert(obj == Player);
283 if ( obj == ConsoleObject )
284 init_player_object();
286 if (obj->render_type == RT_POLYOBJ) //recover from Matt's pof file matchup bug
287 obj->rtype.pobj_info.model_num = Player_ship->model_num;
289 //Make sure orient matrix is orthogonal
290 check_and_fix_matrix(&obj->orient);
292 obj->id = Gamesave_num_players++;
295 if (obj->type == OBJ_HOSTAGE) {
297 //@@if (obj->id > N_hostage_types)
300 obj->render_type = RT_HOSTAGE;
301 obj->control_type = CT_POWERUP;
306 //static gs_skip(int len,CFILE *file)
309 // cfseek(file,len,SEEK_CUR);
313 extern int multi_powerup_is_4pack(int);
314 //reads one object of the given version from the given file
315 void read_object(object *obj,CFILE *f,int version)
318 obj->type = cfile_read_byte(f);
319 obj->id = cfile_read_byte(f);
321 obj->control_type = cfile_read_byte(f);
322 obj->movement_type = cfile_read_byte(f);
323 obj->render_type = cfile_read_byte(f);
324 obj->flags = cfile_read_byte(f);
326 obj->segnum = cfile_read_short(f);
327 obj->attached_obj = -1;
329 cfile_read_vector(&obj->pos,f);
330 cfile_read_matrix(&obj->orient,f);
332 obj->size = cfile_read_fix(f);
333 obj->shields = cfile_read_fix(f);
335 cfile_read_vector(&obj->last_pos,f);
337 obj->contains_type = cfile_read_byte(f);
338 obj->contains_id = cfile_read_byte(f);
339 obj->contains_count = cfile_read_byte(f);
341 switch (obj->movement_type) {
345 cfile_read_vector(&obj->mtype.phys_info.velocity,f);
346 cfile_read_vector(&obj->mtype.phys_info.thrust,f);
348 obj->mtype.phys_info.mass = cfile_read_fix(f);
349 obj->mtype.phys_info.drag = cfile_read_fix(f);
350 obj->mtype.phys_info.brakes = cfile_read_fix(f);
352 cfile_read_vector(&obj->mtype.phys_info.rotvel,f);
353 cfile_read_vector(&obj->mtype.phys_info.rotthrust,f);
355 obj->mtype.phys_info.turnroll = cfile_read_fixang(f);
356 obj->mtype.phys_info.flags = cfile_read_short(f);
362 cfile_read_vector(&obj->mtype.spin_rate,f);
372 switch (obj->control_type) {
377 obj->ctype.ai_info.behavior = cfile_read_byte(f);
379 for (i=0;i<MAX_AI_FLAGS;i++)
380 obj->ctype.ai_info.flags[i] = cfile_read_byte(f);
382 obj->ctype.ai_info.hide_segment = cfile_read_short(f);
383 obj->ctype.ai_info.hide_index = cfile_read_short(f);
384 obj->ctype.ai_info.path_length = cfile_read_short(f);
385 obj->ctype.ai_info.cur_path_index = cfile_read_short(f);
388 cfile_read_short(f); // obj->ctype.ai_info.follow_path_start_seg =
389 cfile_read_short(f); // obj->ctype.ai_info.follow_path_end_seg =
397 obj->ctype.expl_info.spawn_time = cfile_read_fix(f);
398 obj->ctype.expl_info.delete_time = cfile_read_fix(f);
399 obj->ctype.expl_info.delete_objnum = cfile_read_short(f);
400 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
406 //do I really need to read these? Are they even saved to disk?
408 obj->ctype.laser_info.parent_type = cfile_read_short(f);
409 obj->ctype.laser_info.parent_num = cfile_read_short(f);
410 obj->ctype.laser_info.parent_signature = cfile_read_int(f);
416 obj->ctype.light_info.intensity = cfile_read_fix(f);
422 obj->ctype.powerup_info.count = cfile_read_int(f);
424 obj->ctype.powerup_info.count = 1;
426 if (obj->id == POW_VULCAN_WEAPON)
427 obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
429 if (obj->id == POW_GAUSS_WEAPON)
430 obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
432 if (obj->id == POW_OMEGA_WEAPON)
433 obj->ctype.powerup_info.count = MAX_OMEGA_CHARGE;
443 case CT_SLEW: //the player is generally saved as slew
457 switch (obj->render_type) {
466 obj->rtype.pobj_info.model_num = cfile_read_int(f);
468 for (i=0;i<MAX_SUBMODELS;i++)
469 cfile_read_angvec(&obj->rtype.pobj_info.anim_angles[i],f);
471 obj->rtype.pobj_info.subobj_flags = cfile_read_int(f);
473 tmo = cfile_read_int(f);
476 obj->rtype.pobj_info.tmap_override = tmo;
479 obj->rtype.pobj_info.tmap_override = -1;
481 int xlated_tmo = tmap_xlate_table[tmo];
482 if (xlated_tmo < 0) {
483 mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->rtype.pobj_info.model_num));
487 obj->rtype.pobj_info.tmap_override = xlated_tmo;
491 obj->rtype.pobj_info.alt_textures = 0;
496 case RT_WEAPON_VCLIP:
501 obj->rtype.vclip_info.vclip_num = cfile_read_int(f);
502 obj->rtype.vclip_info.frametime = cfile_read_fix(f);
503 obj->rtype.vclip_info.framenum = cfile_read_byte(f);
519 //writes one object to the given file
520 void write_object(object *obj, short version, PHYSFS_file *f)
522 PHYSFSX_writeU8(f, obj->type);
523 PHYSFSX_writeU8(f, obj->id);
525 PHYSFSX_writeU8(f, obj->control_type);
526 PHYSFSX_writeU8(f, obj->movement_type);
527 PHYSFSX_writeU8(f, obj->render_type);
528 PHYSFSX_writeU8(f, obj->flags);
530 PHYSFS_writeSLE16(f, obj->segnum);
532 PHYSFSX_writeVector(f, &obj->pos);
533 PHYSFSX_writeMatrix(f, &obj->orient);
535 PHYSFSX_writeFix(f, obj->size);
536 PHYSFSX_writeFix(f, obj->shields);
538 PHYSFSX_writeVector(f, &obj->last_pos);
540 PHYSFSX_writeU8(f, obj->contains_type);
541 PHYSFSX_writeU8(f, obj->contains_id);
542 PHYSFSX_writeU8(f, obj->contains_count);
544 switch (obj->movement_type) {
548 PHYSFSX_writeVector(f, &obj->mtype.phys_info.velocity);
549 PHYSFSX_writeVector(f, &obj->mtype.phys_info.thrust);
551 PHYSFSX_writeFix(f, obj->mtype.phys_info.mass);
552 PHYSFSX_writeFix(f, obj->mtype.phys_info.drag);
553 PHYSFSX_writeFix(f, obj->mtype.phys_info.brakes);
555 PHYSFSX_writeVector(f, &obj->mtype.phys_info.rotvel);
556 PHYSFSX_writeVector(f, &obj->mtype.phys_info.rotthrust);
558 PHYSFSX_writeFixAng(f, obj->mtype.phys_info.turnroll);
559 PHYSFS_writeSLE16(f, obj->mtype.phys_info.flags);
565 PHYSFSX_writeVector(f, &obj->mtype.spin_rate);
575 switch (obj->control_type) {
580 PHYSFSX_writeU8(f, obj->ctype.ai_info.behavior);
582 for (i = 0; i < MAX_AI_FLAGS; i++)
583 PHYSFSX_writeU8(f, obj->ctype.ai_info.flags[i]);
585 PHYSFS_writeSLE16(f, obj->ctype.ai_info.hide_segment);
586 PHYSFS_writeSLE16(f, obj->ctype.ai_info.hide_index);
587 PHYSFS_writeSLE16(f, obj->ctype.ai_info.path_length);
588 PHYSFS_writeSLE16(f, obj->ctype.ai_info.cur_path_index);
592 PHYSFS_writeSLE16(f, -1); //obj->ctype.ai_info.follow_path_start_seg
593 PHYSFS_writeSLE16(f, -1); //obj->ctype.ai_info.follow_path_end_seg
601 PHYSFSX_writeFix(f, obj->ctype.expl_info.spawn_time);
602 PHYSFSX_writeFix(f, obj->ctype.expl_info.delete_time);
603 PHYSFS_writeSLE16(f, obj->ctype.expl_info.delete_objnum);
609 //do I really need to write these objects?
611 PHYSFS_writeSLE16(f, obj->ctype.laser_info.parent_type);
612 PHYSFS_writeSLE16(f, obj->ctype.laser_info.parent_num);
613 PHYSFS_writeSLE32(f, obj->ctype.laser_info.parent_signature);
619 PHYSFSX_writeFix(f, obj->ctype.light_info.intensity);
625 PHYSFS_writeSLE32(f, obj->ctype.powerup_info.count);
633 case CT_SLEW: //the player is generally saved as slew
637 break; //control center object.
647 switch (obj->render_type) {
656 PHYSFS_writeSLE32(f, obj->rtype.pobj_info.model_num);
658 for (i = 0; i < MAX_SUBMODELS; i++)
659 PHYSFSX_writeAngleVec(f, &obj->rtype.pobj_info.anim_angles[i]);
661 PHYSFS_writeSLE32(f, obj->rtype.pobj_info.subobj_flags);
663 PHYSFS_writeSLE32(f, obj->rtype.pobj_info.tmap_override);
668 case RT_WEAPON_VCLIP:
673 PHYSFS_writeSLE32(f, obj->rtype.vclip_info.vclip_num);
674 PHYSFSX_writeFix(f, obj->rtype.vclip_info.frametime);
675 PHYSFSX_writeU8(f, obj->rtype.vclip_info.framenum);
690 extern int remove_trigger_num(int trigger_num);
692 // --------------------------------------------------------------------
694 // Loads all the relevant data for a level.
695 // If level != -1, it loads the filename with extension changed to .min
696 // Otherwise it loads the appropriate level mine.
697 // returns 0=everything ok, 1=old version, -1=error
698 int load_game_data(CFILE *LoadFile)
702 short game_top_fileinfo_version;
705 int num_delta_lights;
708 //===================== READ FILE INFO ========================
711 cfread(&game_top_fileinfo, sizeof(game_top_fileinfo), 1, LoadFile);
715 if (cfile_read_short(LoadFile) != 0x6705)
718 // Read and check version number
719 game_top_fileinfo_version = cfile_read_short(LoadFile);
720 if (game_top_fileinfo_version < GAME_COMPATIBLE_VERSION )
723 // We skip some parts of the former game_top_fileinfo
724 cfseek(LoadFile, 31, SEEK_CUR);
726 object_offset = cfile_read_int(LoadFile);
727 gs_num_objects = cfile_read_int(LoadFile);
728 cfseek(LoadFile, 8, SEEK_CUR);
730 Num_walls = cfile_read_int(LoadFile);
731 cfseek(LoadFile, 20, SEEK_CUR);
733 Num_triggers = cfile_read_int(LoadFile);
734 cfseek(LoadFile, 24, SEEK_CUR);
736 trig_size = cfile_read_int(LoadFile);
737 Assert(trig_size == sizeof(ControlCenterTriggers));
738 cfseek(LoadFile, 4, SEEK_CUR);
740 Num_robot_centers = cfile_read_int(LoadFile);
741 cfseek(LoadFile, 4, SEEK_CUR);
743 if (game_top_fileinfo_version >= 29) {
744 cfseek(LoadFile, 4, SEEK_CUR);
745 Num_static_lights = cfile_read_int(LoadFile);
746 cfseek(LoadFile, 8, SEEK_CUR);
747 num_delta_lights = cfile_read_int(LoadFile);
748 cfseek(LoadFile, 4, SEEK_CUR);
750 Num_static_lights = 0;
751 num_delta_lights = 0;
754 if (game_top_fileinfo_version >= 31) //load mine filename
755 // read newline-terminated string, not sure what version this changed.
756 cfgets(Current_level_name,sizeof(Current_level_name),LoadFile);
757 else if (game_top_fileinfo_version >= 14) { //load mine filename
758 // read null-terminated string
759 char *p=Current_level_name;
760 //must do read one char at a time, since no cfgets()
761 do *p = cfgetc(LoadFile); while (*p++!=0);
764 Current_level_name[0]=0;
766 if (game_top_fileinfo_version >= 19) { //load pof names
767 N_save_pof_names = cfile_read_short(LoadFile);
768 if (N_save_pof_names != 0x614d && N_save_pof_names != 0x5547) { // "Ma"de w/DMB beta/"GU"ILE
769 Assert(N_save_pof_names < MAX_POLYGON_MODELS);
770 cfread(Save_pof_names,N_save_pof_names,FILENAME_LEN,LoadFile);
774 //===================== READ PLAYER INFO ==========================
775 Object_next_signature = 0;
777 //===================== READ OBJECT INFO ==========================
779 Gamesave_num_org_robots = 0;
780 Gamesave_num_players = 0;
782 if (object_offset > -1) {
783 if (cfseek( LoadFile, object_offset, SEEK_SET ))
784 Error( "Error seeking to object_offset in gamesave.c" );
786 for (i = 0; i < gs_num_objects; i++) {
788 read_object(&Objects[i], LoadFile, game_top_fileinfo_version);
790 Objects[i].signature = Object_next_signature++;
791 verify_object( &Objects[i] );
796 //===================== READ WALL INFO ============================
798 for (i = 0; i < Num_walls; i++) {
799 if (game_top_fileinfo_version >= 20)
800 wall_read(&Walls[i], LoadFile); // v20 walls and up.
801 else if (game_top_fileinfo_version >= 17) {
803 v19_wall_read(&w, LoadFile);
804 Walls[i].segnum = w.segnum;
805 Walls[i].sidenum = w.sidenum;
806 Walls[i].linked_wall = w.linked_wall;
807 Walls[i].type = w.type;
808 Walls[i].flags = w.flags;
809 Walls[i].hps = w.hps;
810 Walls[i].trigger = w.trigger;
811 Walls[i].clip_num = w.clip_num;
812 Walls[i].keys = w.keys;
813 Walls[i].state = WALL_DOOR_CLOSED;
816 v16_wall_read(&w, LoadFile);
817 Walls[i].segnum = Walls[i].sidenum = Walls[i].linked_wall = -1;
818 Walls[i].type = w.type;
819 Walls[i].flags = w.flags;
820 Walls[i].hps = w.hps;
821 Walls[i].trigger = w.trigger;
822 Walls[i].clip_num = w.clip_num;
823 Walls[i].keys = w.keys;
828 //===================== READ DOOR INFO ============================
830 if (game_fileinfo.doors_offset > -1)
832 if (!cfseek( LoadFile, game_fileinfo.doors_offset,SEEK_SET )) {
834 for (i=0;i<game_fileinfo.doors_howmany;i++) {
836 if (game_top_fileinfo_version >= 20)
837 active_door_read(&ActiveDoors[i], LoadFile); // version 20 and up
842 v19_door_read(&d, LoadFile);
844 ActiveDoors[i].n_parts = d.n_parts;
846 for (p=0;p<d.n_parts;p++) {
849 cseg = Segments[d.seg[p]].children[d.side[p]];
850 cside = find_connect_side(&Segments[d.seg[p]],&Segments[cseg]);
852 ActiveDoors[i].front_wallnum[p] = Segments[d.seg[p]].sides[d.side[p]].wall_num;
853 ActiveDoors[i].back_wallnum[p] = Segments[cseg].sides[cside].wall_num;
862 //==================== READ TRIGGER INFO ==========================
865 // for MACINTOSH -- assume all triggers >= verion 31 triggers.
867 for (i = 0; i < Num_triggers; i++)
869 if (game_top_fileinfo_version < 31)
875 if (game_top_fileinfo_version < 30) {
878 v29_trigger_read(&trig29, LoadFile);
879 trig.flags = trig29.flags;
880 trig.num_links = trig29.num_links;
881 trig.num_links = trig29.num_links;
882 trig.value = trig29.value;
883 trig.time = trig29.time;
885 for (t=0;t<trig.num_links;t++) {
886 trig.seg[t] = trig29.seg[t];
887 trig.side[t] = trig29.side[t];
891 v30_trigger_read(&trig, LoadFile);
893 //Assert(trig.flags & TRIGGER_ON);
894 trig.flags &= ~TRIGGER_ON;
896 if (trig.flags & TRIGGER_CONTROL_DOORS)
898 else if (trig.flags & TRIGGER_SHIELD_DAMAGE)
900 else if (trig.flags & TRIGGER_ENERGY_DRAIN)
902 else if (trig.flags & TRIGGER_EXIT)
904 else if (trig.flags & TRIGGER_ONE_SHOT)
906 else if (trig.flags & TRIGGER_MATCEN)
908 else if (trig.flags & TRIGGER_ILLUSION_OFF)
909 type = TT_ILLUSION_OFF;
910 else if (trig.flags & TRIGGER_SECRET_EXIT)
911 type = TT_SECRET_EXIT;
912 else if (trig.flags & TRIGGER_ILLUSION_ON)
913 type = TT_ILLUSION_ON;
914 else if (trig.flags & TRIGGER_UNLOCK_DOORS)
915 type = TT_UNLOCK_DOOR;
916 else if (trig.flags & TRIGGER_OPEN_WALL)
918 else if (trig.flags & TRIGGER_CLOSE_WALL)
919 type = TT_CLOSE_WALL;
920 else if (trig.flags & TRIGGER_ILLUSORY_WALL)
921 type = TT_ILLUSORY_WALL;
924 Triggers[i].type = type;
925 Triggers[i].flags = 0;
926 Triggers[i].num_links = trig.num_links;
927 Triggers[i].num_links = trig.num_links;
928 Triggers[i].value = trig.value;
929 Triggers[i].time = trig.time;
930 for (t=0;t<trig.num_links;t++) {
931 Triggers[i].seg[t] = trig.seg[t];
932 Triggers[i].side[t] = trig.side[t];
936 trigger_read(&Triggers[i], LoadFile);
939 //================ READ CONTROL CENTER TRIGGER INFO ===============
942 if (game_fileinfo.control_offset > -1)
943 if (!cfseek(LoadFile, game_fileinfo.control_offset, SEEK_SET))
945 Assert(game_fileinfo.control_sizeof == sizeof(control_center_triggers));
947 control_center_triggers_read_n(&ControlCenterTriggers, 1, LoadFile);
949 //================ READ MATERIALOGRIFIZATIONATORS INFO ===============
951 // mprintf((0, "Reading %i materialization centers.\n", game_fileinfo.matcen_howmany));
952 for (i = 0; i < Num_robot_centers; i++) {
953 if (game_top_fileinfo_version < 27) {
955 old_matcen_info_read(&m, LoadFile);
956 RobotCenters[i].robot_flags[0] = m.robot_flags;
957 RobotCenters[i].robot_flags[1] = 0;
958 RobotCenters[i].hit_points = m.hit_points;
959 RobotCenters[i].interval = m.interval;
960 RobotCenters[i].segnum = m.segnum;
961 RobotCenters[i].fuelcen_num = m.fuelcen_num;
964 matcen_info_read(&RobotCenters[i], LoadFile);
966 // Set links in RobotCenters to Station array
967 for (j = 0; j <= Highest_segment_index; j++)
968 if (Segment2s[j].special == SEGMENT_IS_ROBOTMAKER)
969 if (Segment2s[j].matcen_num == i)
970 RobotCenters[i].fuelcen_num = Segment2s[j].value;
971 // mprintf((0, " %i: flags = %08x\n", i, RobotCenters[i].robot_flags));
974 //================ READ DL_INDICES INFO ===============
976 for (i = 0; i < Num_static_lights; i++) {
977 if (game_top_fileinfo_version < 29) {
978 mprintf((0, "Warning: Old mine version. Not reading Dl_indices info.\n"));
979 Int3(); //shouldn't be here!!!
981 dl_index_read(&Dl_indices[i], LoadFile);
984 // Indicate that no light has been subtracted from any vertices.
985 clear_light_subtracted();
987 //================ READ DELTA LIGHT INFO ===============
989 for (i = 0; i < num_delta_lights; i++) {
990 if (game_top_fileinfo_version < 29) {
991 mprintf((0, "Warning: Old mine version. Not reading delta light info.\n"));
993 delta_light_read(&Delta_lights[i], LoadFile);
996 //========================= UPDATE VARIABLES ======================
998 reset_objects(gs_num_objects);
1000 for (i=0; i<MAX_OBJECTS; i++) {
1001 Objects[i].next = Objects[i].prev = -1;
1002 if (Objects[i].type != OBJ_NONE) {
1003 int objsegnum = Objects[i].segnum;
1005 if (objsegnum > Highest_segment_index) //bogus object
1006 Objects[i].type = OBJ_NONE;
1008 Objects[i].segnum = -1; //avoid Assert()
1009 obj_link(i,objsegnum);
1014 clear_transient_objects(1); //1 means clear proximity bombs
1016 // Make sure non-transparent doors are set correctly.
1017 for (i=0; i< Num_segments; i++)
1018 for (j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
1019 side *sidep = &Segments[i].sides[j];
1020 if ((sidep->wall_num != -1) && (Walls[sidep->wall_num].clip_num != -1)) {
1021 //mprintf((0, "Checking Wall %d\n", Segments[i].sides[j].wall_num));
1022 if (WallAnims[Walls[sidep->wall_num].clip_num].flags & WCF_TMAP1) {
1023 //mprintf((0, "Fixing non-transparent door.\n"));
1024 sidep->tmap_num = WallAnims[Walls[sidep->wall_num].clip_num].frames[0];
1025 sidep->tmap_num2 = 0;
1034 Num_open_doors = game_fileinfo.doors_howmany;
1038 //go through all walls, killing references to invalid triggers
1039 for (i=0;i<Num_walls;i++)
1040 if (Walls[i].trigger >= Num_triggers) {
1041 mprintf((0,"Removing reference to invalid trigger %d from wall %d\n",Walls[i].trigger,i));
1042 Walls[i].trigger = -1; //kill trigger
1045 //go through all triggers, killing unused ones
1046 for (i=0;i<Num_triggers;) {
1049 // Find which wall this trigger is connected to.
1050 for (w=0; w<Num_walls; w++)
1051 if (Walls[w].trigger == i)
1055 if (w == Num_walls) {
1056 mprintf((0,"Removing unreferenced trigger %d\n",i));
1057 remove_trigger_num(i);
1064 // MK, 10/17/95: Make walls point back at the triggers that control them.
1065 // Go through all triggers, stuffing controlling_trigger field in Walls.
1068 for (i=0; i<Num_walls; i++)
1069 Walls[i].controlling_trigger = -1;
1071 for (t=0; t<Num_triggers; t++) {
1073 for (l=0; l<Triggers[t].num_links; l++) {
1074 int seg_num, side_num, wall_num;
1076 seg_num = Triggers[t].seg[l];
1077 side_num = Triggers[t].side[l];
1078 wall_num = Segments[seg_num].sides[side_num].wall_num;
1080 // -- if (Walls[wall_num].controlling_trigger != -1)
1083 //check to see that if a trigger requires a wall that it has one,
1084 //and if it requires a matcen that it has one
1086 if (Triggers[t].type == TT_MATCEN) {
1087 if (Segment2s[seg_num].special != SEGMENT_IS_ROBOTMAKER)
1088 Int3(); //matcen trigger doesn't point to matcen
1090 else if (Triggers[t].type != TT_LIGHT_OFF && Triggers[t].type != TT_LIGHT_ON) { //light triggers don't require walls
1092 Int3(); // This is illegal. This trigger requires a wall
1094 Walls[wall_num].controlling_trigger = t;
1100 //fix old wall structs
1101 if (game_top_fileinfo_version < 17) {
1102 int segnum,sidenum,wallnum;
1104 for (segnum=0; segnum<=Highest_segment_index; segnum++)
1105 for (sidenum=0;sidenum<6;sidenum++)
1106 if ((wallnum=Segments[segnum].sides[sidenum].wall_num) != -1) {
1107 Walls[wallnum].segnum = segnum;
1108 Walls[wallnum].sidenum = sidenum;
1115 for (sidenum=0; sidenum<6; sidenum++) {
1116 int wallnum = Segments[Highest_segment_index].sides[sidenum].wall_num;
1118 if ((Walls[wallnum].segnum != Highest_segment_index) || (Walls[wallnum].sidenum != sidenum))
1119 Int3(); // Error. Bogus walls in this segment.
1120 // Consult Yuan or Mike.
1125 //create_local_segment_data();
1133 if (game_top_fileinfo_version < GAME_VERSION
1134 && !(game_top_fileinfo_version == 25 && GAME_VERSION == 26))
1135 return 1; //means old version
1141 int check_segment_connections(void);
1143 extern void set_ambient_sound_flags(void);
1145 // ----------------------------------------------------------------------------
1147 #define LEVEL_FILE_VERSION 8
1148 //1 -> 2 add palette name
1149 //2 -> 3 add control center explosion time
1150 //3 -> 4 add reactor strength
1151 //4 -> 5 killed hostage text stuff
1152 //5 -> 6 added Secret_return_segment and Secret_return_orient
1153 //6 -> 7 added flickering lights
1154 //7 -> 8 made version 8 to be not compatible with D2 1.0 & 1.1
1157 const char *Level_being_loaded=NULL;
1161 extern void ncache_flush();
1164 extern int Slide_segs_computed;
1165 extern int d1_pig_present;
1167 int no_old_level_file_error=0;
1169 //loads a level (.LVL) file from disk
1170 //returns 0 if success, else error code
1171 int load_level(const char * filename_passed)
1174 int use_compiled_level=1;
1177 char filename[PATH_MAX];
1178 int sig, minedata_offset, gamedata_offset;
1179 int mine_err, game_err;
1184 Slide_segs_computed = 0;
1187 if (Game_mode & GM_NETWORK)
1189 for (i=0;i<MAX_POWERUP_TYPES;i++)
1191 MaxPowerupsAllowed[i]=0;
1192 PowerupsInMine[i]=0;
1202 Level_being_loaded = filename_passed;
1205 strcpy(filename,filename_passed);
1208 //if we have the editor, try the LVL first, no matter what was passed.
1209 //if we don't have an LVL, try what was passed or RL2
1210 //if we don't have the editor, we just use what was passed
1212 change_filename_extension(filename,filename_passed,".lvl");
1213 use_compiled_level = 0;
1215 if (!cfexist(filename))
1217 char *p = strrchr(filename_passed, '.');
1219 if (stricmp(p, ".lvl"))
1220 strcpy(filename, filename_passed); // set to what was passed
1222 change_filename_extension(filename, filename, ".rl2");
1223 use_compiled_level = 1;
1227 LoadFile = cfopen( filename, "rb" );
1231 mprintf((0,"Can't open level file <%s>\n", filename));
1234 Error("Can't open file <%s>\n",filename);
1238 strcpy( Gamesave_current_filename, filename );
1241 // if ( Newdemo_state == ND_STATE_RECORDING )
1242 // newdemo_record_start_demo();
1245 sig = cfile_read_int(LoadFile);
1246 Gamesave_current_version = cfile_read_int(LoadFile);
1247 mprintf((0, "Gamesave_current_version = %d\n", Gamesave_current_version));
1248 minedata_offset = cfile_read_int(LoadFile);
1249 gamedata_offset = cfile_read_int(LoadFile);
1251 Assert(sig == MAKE_SIG('P','L','V','L'));
1253 if (Gamesave_current_version >= 8) { //read dummy data
1254 cfile_read_int(LoadFile);
1255 cfile_read_short(LoadFile);
1256 cfile_read_byte(LoadFile);
1259 if (Gamesave_current_version < 5)
1260 cfile_read_int(LoadFile); //was hostagetext_offset
1262 if (Gamesave_current_version > 1)
1263 cfgets(Current_level_palette,sizeof(Current_level_palette),LoadFile);
1264 if (Gamesave_current_version <= 1 || Current_level_palette[0]==0) // descent 1 level
1265 strcpy(Current_level_palette, DEFAULT_LEVEL_PALETTE);
1267 if (Gamesave_current_version >= 3)
1268 Base_control_center_explosion_time = cfile_read_int(LoadFile);
1270 Base_control_center_explosion_time = DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
1272 if (Gamesave_current_version >= 4)
1273 Reactor_strength = cfile_read_int(LoadFile);
1275 Reactor_strength = -1; //use old defaults
1277 if (Gamesave_current_version >= 7) {
1280 Num_flickering_lights = cfile_read_int(LoadFile);
1281 Assert((Num_flickering_lights >= 0) && (Num_flickering_lights < MAX_FLICKERING_LIGHTS));
1282 for (i = 0; i < Num_flickering_lights; i++)
1283 flickering_light_read(&Flickering_lights[i], LoadFile);
1286 Num_flickering_lights = 0;
1288 if (Gamesave_current_version < 6) {
1289 Secret_return_segment = 0;
1290 Secret_return_orient.rvec.x = F1_0;
1291 Secret_return_orient.rvec.y = 0;
1292 Secret_return_orient.rvec.z = 0;
1293 Secret_return_orient.fvec.x = 0;
1294 Secret_return_orient.fvec.y = F1_0;
1295 Secret_return_orient.fvec.z = 0;
1296 Secret_return_orient.uvec.x = 0;
1297 Secret_return_orient.uvec.y = 0;
1298 Secret_return_orient.uvec.z = F1_0;
1300 Secret_return_segment = cfile_read_int(LoadFile);
1301 Secret_return_orient.rvec.x = cfile_read_int(LoadFile);
1302 Secret_return_orient.rvec.y = cfile_read_int(LoadFile);
1303 Secret_return_orient.rvec.z = cfile_read_int(LoadFile);
1304 Secret_return_orient.fvec.x = cfile_read_int(LoadFile);
1305 Secret_return_orient.fvec.y = cfile_read_int(LoadFile);
1306 Secret_return_orient.fvec.z = cfile_read_int(LoadFile);
1307 Secret_return_orient.uvec.x = cfile_read_int(LoadFile);
1308 Secret_return_orient.uvec.y = cfile_read_int(LoadFile);
1309 Secret_return_orient.uvec.z = cfile_read_int(LoadFile);
1312 cfseek(LoadFile,minedata_offset,SEEK_SET);
1314 if (!use_compiled_level) {
1315 mine_err = load_mine_data(LoadFile);
1316 #if 0 // get from d1src if needed
1317 // Compress all uv coordinates in mine, improves texmap precision. --MK, 02/19/96
1318 compress_uv_coordinates_all();
1322 //NOTE LINK TO ABOVE!!
1323 mine_err = load_mine_data_compiled(LoadFile);
1325 if (mine_err == -1) { //error!!
1330 cfseek(LoadFile,gamedata_offset,SEEK_SET);
1331 game_err = load_game_data(LoadFile);
1333 if (game_err == -1) { //error!!
1338 //======================== CLOSE FILE =============================
1340 cfclose( LoadFile );
1342 set_ambient_sound_flags();
1345 write_game_text_file(filename);
1346 if (Errors_in_mine) {
1347 if (is_real_level(filename)) {
1348 char ErrorMessage[200];
1350 sprintf( ErrorMessage, "Warning: %i errors in %s!\n", Errors_in_mine, Level_being_loaded );
1352 gr_palette_load(gr_palette);
1353 nm_messagebox( NULL, 1, "Continue", ErrorMessage );
1356 mprintf((1, "Error: %i errors in %s.\n", Errors_in_mine, Level_being_loaded));
1361 //If a Descent 1 level and the Descent 1 pig isn't present, pretend it's a Descent 2 level.
1362 if ((Function_mode == FMODE_EDITOR) && (Gamesave_current_version <= 3) && !d1_pig_present)
1364 if (!no_old_level_file_error)
1365 Warning("A Descent 1 level was loaded,\n"
1366 "and there is no Descent 1 texture\n"
1367 "set available. Saving it will\n"
1368 "convert it to a Descent 2 level.");
1370 Gamesave_current_version = LEVEL_FILE_VERSION;
1375 if (Function_mode == FMODE_EDITOR)
1376 editor_status("Loaded NEW mine %s, \"%s\"",filename,Current_level_name);
1379 #if !defined(NDEBUG) && !defined(COMPACT_SEGS)
1380 if (check_segment_connections())
1381 nm_messagebox( "ERROR", 1, "Ok",
1382 "Connectivity errors detected in\n"
1383 "mine. See monochrome screen for\n"
1384 "details, and contact Matt or Mike." );
1391 int get_level_name()
1393 //NO_UI!!! UI_WINDOW *NameWindow = NULL;
1394 //NO_UI!!! UI_GADGET_INPUTBOX *NameText;
1395 //NO_UI!!! UI_GADGET_BUTTON *QuitButton;
1397 //NO_UI!!! // Open a window with a quit button
1398 //NO_UI!!! NameWindow = ui_open_window( 20, 20, 300, 110, WIN_DIALOG );
1399 //NO_UI!!! QuitButton = ui_add_gadget_button( NameWindow, 150-24, 60, 48, 40, "Done", NULL );
1401 //NO_UI!!! ui_wprintf_at( NameWindow, 10, 12,"Please enter a name for this mine:" );
1402 //NO_UI!!! NameText = ui_add_gadget_inputbox( NameWindow, 10, 30, LEVEL_NAME_LEN, LEVEL_NAME_LEN, Current_level_name );
1404 //NO_UI!!! NameWindow->keyboard_focus_gadget = (UI_GADGET *)NameText;
1405 //NO_UI!!! QuitButton->hotkey = KEY_ENTER;
1407 //NO_UI!!! ui_gadget_calc_keys(NameWindow);
1409 //NO_UI!!! while (!QuitButton->pressed && last_keypress!=KEY_ENTER) {
1410 //NO_UI!!! ui_mega_process();
1411 //NO_UI!!! ui_window_do_gadgets(NameWindow);
1414 //NO_UI!!! strcpy( Current_level_name, NameText->text );
1416 //NO_UI!!! if ( NameWindow!=NULL ) {
1417 //NO_UI!!! ui_close_window( NameWindow );
1418 //NO_UI!!! NameWindow = NULL;
1424 m[0].type = NM_TYPE_TEXT; m[0].text = "Please enter a name for this mine:";
1425 m[1].type = NM_TYPE_INPUT; m[1].text = Current_level_name; m[1].text_len = LEVEL_NAME_LEN;
1427 return newmenu_do( NULL, "Enter mine name", 2, m, NULL ) >= 0;
1437 // -----------------------------------------------------------------------------
1438 int compute_num_delta_light_records(void)
1443 for (i=0; i<Num_static_lights; i++) {
1444 total += Dl_indices[i].count;
1451 // -----------------------------------------------------------------------------
1453 int save_game_data(PHYSFS_file *SaveFile)
1455 short game_top_fileinfo_version = Gamesave_current_version >= 5 ? 31 : 25;
1456 int player_offset = 0, object_offset = 0, walls_offset = 0, doors_offset = 0, triggers_offset = 0, control_offset = 0, matcen_offset = 0; //, links_offset;
1457 int dl_indices_offset = 0, delta_light_offset = 0;
1458 int offset_offset = 0, end_offset = 0;
1459 int num_delta_lights = 0;
1462 //===================== SAVE FILE INFO ========================
1464 PHYSFS_writeSLE16(SaveFile, 0x6705); // signature
1465 PHYSFS_writeSLE16(SaveFile, game_top_fileinfo_version);
1466 PHYSFS_writeSLE32(SaveFile, sizeof(game_fileinfo));
1467 PHYSFS_write(SaveFile, Current_level_name, 15, 1);
1468 PHYSFS_writeSLE32(SaveFile, Current_level_num);
1469 offset_offset = (int)PHYSFS_tell(SaveFile); // write the offsets later
1470 PHYSFS_writeSLE32(SaveFile, -1);
1471 PHYSFS_writeSLE32(SaveFile, sizeof(player));
1473 #define WRITE_HEADER_ENTRY(t, n) do { PHYSFS_writeSLE32(SaveFile, -1); PHYSFS_writeSLE32(SaveFile, n); PHYSFS_writeSLE32(SaveFile, sizeof(t)); } while(0)
1475 WRITE_HEADER_ENTRY(object, Highest_object_index + 1);
1476 WRITE_HEADER_ENTRY(wall, Num_walls);
1477 WRITE_HEADER_ENTRY(active_door, Num_open_doors);
1478 WRITE_HEADER_ENTRY(trigger, Num_triggers);
1479 WRITE_HEADER_ENTRY(0, 0); // links (removed by Parallax)
1480 WRITE_HEADER_ENTRY(control_center_triggers, 1);
1481 WRITE_HEADER_ENTRY(matcen_info, Num_robot_centers);
1483 if (game_top_fileinfo_version >= 29)
1485 WRITE_HEADER_ENTRY(dl_index, Num_static_lights);
1486 WRITE_HEADER_ENTRY(delta_light, num_delta_lights = compute_num_delta_light_records());
1489 // Write the mine name
1490 if (game_top_fileinfo_version >= 31)
1491 PHYSFSX_printf(SaveFile, "%s\n", Current_level_name);
1492 else if (game_top_fileinfo_version >= 14)
1493 PHYSFSX_writeString(SaveFile, Current_level_name);
1495 if (game_top_fileinfo_version >= 19)
1497 PHYSFS_writeSLE16(SaveFile, N_polygon_models);
1498 PHYSFS_write(SaveFile, Pof_names, sizeof(*Pof_names), N_polygon_models);
1501 //==================== SAVE PLAYER INFO ===========================
1503 player_offset = (int)PHYSFS_tell(SaveFile);
1504 PHYSFS_write(SaveFile, &Players[Player_num], sizeof(player), 1); // not endian friendly, but not used either
1506 //==================== SAVE OBJECT INFO ===========================
1508 object_offset = (int)PHYSFS_tell(SaveFile);
1509 //fwrite( &Objects, sizeof(object), game_fileinfo.object_howmany, SaveFile );
1511 for (i = 0; i <= Highest_object_index; i++)
1512 write_object(&Objects[i], game_top_fileinfo_version, SaveFile);
1515 //==================== SAVE WALL INFO =============================
1517 walls_offset = (int)PHYSFS_tell(SaveFile);
1518 for (i = 0; i < Num_walls; i++)
1519 wall_write(&Walls[i], game_top_fileinfo_version, SaveFile);
1521 //==================== SAVE DOOR INFO =============================
1524 doors_offset = PHYSFS_tell(SaveFile);
1525 for (i = 0; i < Num_open_doors; i++)
1526 door_write(&ActiveDoors[i], game_top_fileinfo_version, SaveFile);
1528 doors_offset = 0; // kill warning
1531 //==================== SAVE TRIGGER INFO =============================
1533 triggers_offset = (int)PHYSFS_tell(SaveFile);
1534 for (i = 0; i < Num_triggers; i++)
1535 trigger_write(&Triggers[i], game_top_fileinfo_version, SaveFile);
1537 //================ SAVE CONTROL CENTER TRIGGER INFO ===============
1539 control_offset = (int)PHYSFS_tell(SaveFile);
1540 control_center_triggers_write(&ControlCenterTriggers, SaveFile);
1543 //================ SAVE MATERIALIZATION CENTER TRIGGER INFO ===============
1545 matcen_offset = (int)PHYSFS_tell(SaveFile);
1546 // mprintf((0, "Writing %i materialization centers\n", game_fileinfo.matcen_howmany));
1548 // for (i=0; i<game_fileinfo.matcen_howmany; i++)
1549 // mprintf((0, " %i: robot_flags = %08x\n", i, RobotCenters[i].robot_flags));
1551 for (i = 0; i < Num_robot_centers; i++)
1552 matcen_info_write(&RobotCenters[i], game_top_fileinfo_version, SaveFile);
1554 //================ SAVE DELTA LIGHT INFO ===============
1555 if (game_top_fileinfo_version >= 29)
1557 dl_indices_offset = (int)PHYSFS_tell(SaveFile);
1558 for (i = 0; i < Num_static_lights; i++)
1559 dl_index_write(&Dl_indices[i], SaveFile);
1561 delta_light_offset = (int)PHYSFS_tell(SaveFile);
1562 for (i = 0; i < num_delta_lights; i++)
1563 delta_light_write(&Delta_lights[i], SaveFile);
1566 //============= SAVE OFFSETS ===============
1568 end_offset = (int)PHYSFS_tell(SaveFile);
1570 // Update the offset fields
1572 #define WRITE_OFFSET(o, n) do { PHYSFS_seek(SaveFile, offset_offset); PHYSFS_writeSLE32(SaveFile, o ## _offset); offset_offset += sizeof(int)*n; } while (0)
1574 WRITE_OFFSET(player, 2);
1575 WRITE_OFFSET(object, 3);
1576 WRITE_OFFSET(walls, 3);
1577 WRITE_OFFSET(doors, 3);
1578 WRITE_OFFSET(triggers, 6);
1579 WRITE_OFFSET(control, 3);
1580 WRITE_OFFSET(matcen, 3);
1581 if (game_top_fileinfo_version >= 29)
1583 WRITE_OFFSET(dl_indices, 3);
1584 WRITE_OFFSET(delta_light, 0);
1587 // Go back to end of data
1588 PHYSFS_seek(SaveFile, end_offset);
1593 int save_mine_data(FILE * SaveFile);
1595 // -----------------------------------------------------------------------------
1597 int save_level_sub(char * filename, int compiled_version)
1599 PHYSFS_file * SaveFile;
1600 char temp_filename[PATH_MAX];
1601 int minedata_offset=0,gamedata_offset=0;
1603 // if ( !compiled_version )
1605 write_game_text_file(filename);
1607 if (Errors_in_mine) {
1608 if (is_real_level(filename)) {
1609 char ErrorMessage[200];
1611 sprintf( ErrorMessage, "Warning: %i errors in this mine!\n", Errors_in_mine );
1613 gr_palette_load(gr_palette);
1615 if (nm_messagebox( NULL, 2, "Cancel Save", "Save", ErrorMessage )!=1) {
1621 mprintf((1, "Error: %i errors in this mine. See the 'txm' file.\n", Errors_in_mine));
1623 // change_filename_extension(temp_filename,filename,".LVL");
1627 if (Gamesave_current_version <= 3)
1628 change_filename_extension(temp_filename, filename, ".RDL");
1630 change_filename_extension(temp_filename, filename, ".RL2");
1633 SaveFile = PHYSFSX_openWriteBuffered(temp_filename);
1636 char ErrorMessage[256];
1639 _splitpath( temp_filename, NULL, NULL, fname, NULL );
1641 sprintf( ErrorMessage, \
1642 "ERROR: Cannot write to '%.19s'.\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 %.19s.lvl'\nat the DOS prompt.\n"
1643 , temp_filename, fname );
1645 gr_palette_load(gr_palette);
1646 nm_messagebox( NULL, 1, "Ok", ErrorMessage );
1651 if (Current_level_name[0] == 0)
1652 strcpy(Current_level_name,"Untitled");
1654 clear_transient_objects(1); //1 means clear proximity bombs
1656 compress_objects(); //after this, Highest_object_index == num objects
1658 //make sure player is in a segment
1659 if (update_object_seg(&Objects[Players[0].objnum]) == 0) {
1660 if (ConsoleObject->segnum > Highest_segment_index)
1661 ConsoleObject->segnum = 0;
1662 compute_segment_center(&ConsoleObject->pos,&(Segments[ConsoleObject->segnum]));
1669 PHYSFS_writeSLE32(SaveFile, MAKE_SIG('P','L','V','L'));
1670 PHYSFS_writeSLE32(SaveFile, Gamesave_current_version);
1673 PHYSFS_writeSLE32(SaveFile, minedata_offset);
1674 PHYSFS_writeSLE32(SaveFile, gamedata_offset);
1676 //Now write the damn data
1678 if (Gamesave_current_version >= 8)
1680 //write the version 8 data (to make file unreadable by 1.0 & 1.1)
1681 PHYSFS_writeSLE32(SaveFile, GameTime);
1682 PHYSFS_writeSLE16(SaveFile, FrameCount);
1683 PHYSFSX_writeU8(SaveFile, FrameTime);
1686 if (Gamesave_current_version < 5)
1687 PHYSFS_writeSLE32(SaveFile, -1); //was hostagetext_offset
1689 // Write the palette file name
1690 if (Gamesave_current_version > 1)
1691 PHYSFSX_printf(SaveFile, "%s\n", Current_level_palette);
1693 if (Gamesave_current_version >= 3)
1694 PHYSFS_writeSLE32(SaveFile, Base_control_center_explosion_time);
1695 if (Gamesave_current_version >= 4)
1696 PHYSFS_writeSLE32(SaveFile, Reactor_strength);
1698 if (Gamesave_current_version >= 7)
1702 PHYSFS_writeSLE32(SaveFile, Num_flickering_lights);
1703 for (i = 0; i < Num_flickering_lights; i++)
1704 flickering_light_write(&Flickering_lights[i], SaveFile);
1707 if (Gamesave_current_version >= 6)
1709 PHYSFS_writeSLE32(SaveFile, Secret_return_segment);
1710 PHYSFSX_writeVector(SaveFile, &Secret_return_orient.rvec);
1711 PHYSFSX_writeVector(SaveFile, &Secret_return_orient.fvec);
1712 PHYSFSX_writeVector(SaveFile, &Secret_return_orient.uvec);
1715 minedata_offset = (int)PHYSFS_tell(SaveFile);
1716 #if 0 // only save compiled mine data
1717 if ( !compiled_version )
1718 save_mine_data(SaveFile);
1721 save_mine_data_compiled(SaveFile);
1722 gamedata_offset = (int)PHYSFS_tell(SaveFile);
1723 save_game_data(SaveFile);
1725 PHYSFS_seek(SaveFile, sizeof(int) + sizeof(Gamesave_current_version));
1726 PHYSFS_writeSLE32(SaveFile, minedata_offset);
1727 PHYSFS_writeSLE32(SaveFile, gamedata_offset);
1729 if (Gamesave_current_version < 5)
1730 PHYSFS_writeSLE32(SaveFile, (PHYSFS_sint32)PHYSFS_fileLength(SaveFile));
1732 //==================== CLOSE THE FILE =============================
1733 PHYSFS_close(SaveFile);
1735 // if ( !compiled_version )
1737 if (Function_mode == FMODE_EDITOR)
1738 editor_status("Saved mine %s, \"%s\"",filename,Current_level_name);
1745 #if 0 //dunno - 3rd party stuff?
1746 extern void compress_uv_coordinates_all(void);
1749 int save_level(char * filename)
1753 // Save normal version...
1754 //save_level_sub(filename, 0); // just save compiled one
1756 // Save compiled version...
1757 r1 = save_level_sub(filename, 1);
1765 void dump_mine_info(void)
1767 int segnum, sidenum;
1768 fix min_u, max_u, min_v, max_v, min_l, max_l, max_sl;
1780 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1781 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1783 side *sidep = &Segments[segnum].sides[sidenum];
1785 if (Segment2s[segnum].static_light > max_sl)
1786 max_sl = Segment2s[segnum].static_light;
1788 for (vertnum=0; vertnum<4; vertnum++) {
1789 if (sidep->uvls[vertnum].u < min_u)
1790 min_u = sidep->uvls[vertnum].u;
1791 else if (sidep->uvls[vertnum].u > max_u)
1792 max_u = sidep->uvls[vertnum].u;
1794 if (sidep->uvls[vertnum].v < min_v)
1795 min_v = sidep->uvls[vertnum].v;
1796 else if (sidep->uvls[vertnum].v > max_v)
1797 max_v = sidep->uvls[vertnum].v;
1799 if (sidep->uvls[vertnum].l < min_l)
1800 min_l = sidep->uvls[vertnum].l;
1801 else if (sidep->uvls[vertnum].l > max_l)
1802 max_l = sidep->uvls[vertnum].l;
1808 // 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)));
1809 // mprintf((0, "Static light maximum = %7.3f\n", f2fl(max_sl)));
1810 // mprintf((0, "Number of walls: %i\n", Num_walls));
1818 //read in every level in mission and save out compiled version
1819 void save_all_compiled_levels(void)
1821 do_load_save_levels(1);
1824 //read in every level in mission
1825 void load_all_levels(void)
1827 do_load_save_levels(0);
1831 void do_load_save_levels(int save)
1835 if (! SafetyCheck())
1838 no_old_level_file_error=1;
1840 for (level_num=1;level_num<=Last_level;level_num++) {
1841 load_level(Level_names[level_num-1]);
1842 load_palette(Current_level_palette,1,1); //don't change screen
1844 save_level_sub(Level_names[level_num-1],1);
1847 for (level_num=-1;level_num>=Last_secret_level;level_num--) {
1848 load_level(Secret_level_names[-level_num-1]);
1849 load_palette(Current_level_palette,1,1); //don't change screen
1851 save_level_sub(Secret_level_names[-level_num-1],1);
1854 no_old_level_file_error=0;