]> icculus.org git repositories - btb/d2x.git/blob - main/gamesave.c
could check reactor model num, don't check reactor object shields (not used anyway...
[btb/d2x.git] / main / gamesave.c
1 /* $Id: gamesave.c,v 1.31 2005-03-12 07:50:53 chris Exp $ */
2 /*
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.
13 */
14
15 /*
16  *
17  * Save game information
18  *
19  */
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #ifdef RCS
26 char gamesave_rcsid[] = "$Id: gamesave.c,v 1.31 2005-03-12 07:50:53 chris Exp $";
27 #endif
28
29 #include <stdio.h>
30 #include <string.h>
31
32 #include "pstypes.h"
33 #include "strutil.h"
34 #include "mono.h"
35 #include "key.h"
36 #include "gr.h"
37 #include "palette.h"
38 #include "newmenu.h"
39
40 #include "inferno.h"
41 #ifdef EDITOR
42 #include "editor/editor.h"
43 #endif
44 #include "error.h"
45 #include "object.h"
46 #include "game.h"
47 #include "screens.h"
48 #include "wall.h"
49 #include "gamemine.h"
50 #include "robot.h"
51
52
53 #include "cfile.h"
54 #include "bm.h"
55 #include "menu.h"
56 #include "switch.h"
57 #include "fuelcen.h"
58 #include "cntrlcen.h"
59 #include "powerup.h"
60 #include "weapon.h"
61 #include "newdemo.h"
62 #include "gameseq.h"
63 #include "automap.h"
64 #include "polyobj.h"
65 #include "text.h"
66 #include "gamefont.h"
67 #include "gamesave.h"
68 #include "gamepal.h"
69 #include "laser.h"
70 #include "byteswap.h"
71 #include "multi.h"
72 #include "makesig.h"
73
74 char Gamesave_current_filename[PATH_MAX];
75
76 int Gamesave_current_version;
77
78 #define GAME_VERSION            32
79 #define GAME_COMPATIBLE_VERSION 22
80
81 //version 28->29  add delta light support
82 //version 27->28  controlcen id now is reactor number, not model number
83 //version 28->29  ??
84 //version 29->30  changed trigger structure
85 //version 30->31  changed trigger structure some more
86 //version 31->32  change segment structure, make it 512 bytes w/o editor, add Segment2s array.
87
88 #define MENU_CURSOR_X_MIN       MENU_X
89 #define MENU_CURSOR_X_MAX       MENU_X+6
90
91 #ifdef EDITOR
92 struct {
93         ushort  fileinfo_signature;
94         ushort  fileinfo_version;
95         int     fileinfo_sizeof;
96 } game_top_fileinfo;    // Should be same as first two fields below...
97
98 struct {
99         ushort  fileinfo_signature;
100         ushort  fileinfo_version;
101         int     fileinfo_sizeof;
102         char    mine_filename[15];
103         int     level;
104         int     player_offset;              // Player info
105         int     player_sizeof;
106         int     object_offset;              // Object info
107         int     object_howmany;
108         int     object_sizeof;
109         int     walls_offset;
110         int     walls_howmany;
111         int     walls_sizeof;
112         int     doors_offset;
113         int     doors_howmany;
114         int     doors_sizeof;
115         int     triggers_offset;
116         int     triggers_howmany;
117         int     triggers_sizeof;
118         int     links_offset;
119         int     links_howmany;
120         int     links_sizeof;
121         int     control_offset;
122         int     control_howmany;
123         int     control_sizeof;
124         int     matcen_offset;
125         int     matcen_howmany;
126         int     matcen_sizeof;
127         int     dl_indices_offset;
128         int     dl_indices_howmany;
129         int     dl_indices_sizeof;
130         int     delta_light_offset;
131         int     delta_light_howmany;
132         int     delta_light_sizeof;
133 } game_fileinfo;
134 #endif // EDITOR
135
136 //  LINT: adding function prototypes
137 void read_object(object *obj, CFILE *f, int version);
138 #ifdef EDITOR
139 void write_object(object *obj, FILE *f);
140 void do_load_save_levels(int save);
141 #endif
142 #ifndef NDEBUG
143 void dump_mine_info(void);
144 #endif
145
146 extern char MaxPowerupsAllowed[MAX_POWERUP_TYPES];
147 extern char PowerupsInMine[MAX_POWERUP_TYPES];
148
149 #ifdef EDITOR
150 extern char mine_filename[];
151 extern int save_mine_data_compiled(FILE * SaveFile);
152 //--unused-- #else
153 //--unused-- char mine_filename[128];
154 #endif
155
156 int Gamesave_num_org_robots = 0;
157 //--unused-- grs_bitmap * Gamesave_saved_bitmap = NULL;
158
159 #ifdef EDITOR
160 // Return true if this level has a name of the form "level??"
161 // Note that a pathspec can appear at the beginning of the filename.
162 int is_real_level(char *filename)
163 {
164         int len = strlen(filename);
165
166         if (len < 6)
167                 return 0;
168
169         //mprintf((0, "String = [%s]\n", &filename[len-11]));
170         return !strnicmp(&filename[len-11], "level", 5);
171
172 }
173 #endif
174
175 void change_filename_extension( char *dest, char *src, char *new_ext )
176 {
177         int i;
178
179         strcpy (dest, src);
180
181         if (new_ext[0]=='.')
182                 new_ext++;
183
184         for (i=1; i<strlen(dest); i++ )
185                 if (dest[i]=='.'||dest[i]==' '||dest[i]==0)
186                         break;
187
188         if (i < 123) {
189                 dest[i]='.';
190                 dest[i+1]=new_ext[0];
191                 dest[i+2]=new_ext[1];
192                 dest[i+3]=new_ext[2];
193                 dest[i+4]=0;
194                 return;
195         }
196 }
197
198 //--unused-- vms_angvec zero_angles={0,0,0};
199
200 #define vm_angvec_zero(v) do {(v)->p=(v)->b=(v)->h=0;} while (0)
201
202 int Gamesave_num_players=0;
203
204 int N_save_pof_names;
205 char Save_pof_names[MAX_POLYGON_MODELS][FILENAME_LEN];
206
207 void check_and_fix_matrix(vms_matrix *m);
208
209 void verify_object( object * obj )      {
210
211         obj->lifeleft = IMMORTAL_TIME;          //all loaded object are immortal, for now
212
213         if ( obj->type == OBJ_ROBOT )   {
214                 Gamesave_num_org_robots++;
215
216                 // Make sure valid id...
217                 if ( obj->id >= N_robot_types )
218                         obj->id = obj->id % N_robot_types;
219
220                 // Make sure model number & size are correct...
221                 if ( obj->render_type == RT_POLYOBJ ) {
222                         Assert(Robot_info[obj->id].model_num != -1);
223                                 //if you fail this assert, it means that a robot in this level
224                                 //hasn't been loaded, possibly because he's marked as
225                                 //non-shareware.  To see what robot number, print obj->id.
226
227                         Assert(Robot_info[obj->id].always_0xabcd == 0xabcd);
228                                 //if you fail this assert, it means that the robot_ai for
229                                 //a robot in this level hasn't been loaded, possibly because
230                                 //it's marked as non-shareware.  To see what robot number,
231                                 //print obj->id.
232
233                         obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
234                         obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
235
236                         //@@Took out this ugly hack 1/12/96, because Mike has added code
237                         //@@that should fix it in a better way.
238                         //@@//this is a super-ugly hack.  Since the baby stripe robots have
239                         //@@//their firing point on their bounding sphere, the firing points
240                         //@@//can poke through a wall if the robots are very close to it. So
241                         //@@//we make their radii bigger so the guns can't get too close to 
242                         //@@//the walls
243                         //@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
244                         //@@    obj->size = (obj->size*3)/2;
245
246                         //@@if (obj->control_type==CT_AI && Robot_info[obj->id].attack_type)
247                         //@@    obj->size = obj->size*3/4;
248                 }
249
250                 if (obj->id == 65)                                              //special "reactor" robots
251                         obj->movement_type = MT_NONE;
252
253                 if (obj->movement_type == MT_PHYSICS) {
254                         obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
255                         obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
256                 }
257         }
258         else {          //Robots taken care of above
259
260                 if ( obj->render_type == RT_POLYOBJ ) {
261                         int i;
262                         char *name = Save_pof_names[obj->rtype.pobj_info.model_num];
263
264                         for (i=0;i<N_polygon_models;i++)
265                                 if (!stricmp(Pof_names[i],name)) {              //found it!     
266                                         // mprintf((0,"Mapping <%s> to %d (was %d)\n",name,i,obj->rtype.pobj_info.model_num));
267                                         obj->rtype.pobj_info.model_num = i;
268                                         break;
269                                 }
270                 }
271         }
272
273         if ( obj->type == OBJ_POWERUP ) {
274                 if ( obj->id >= N_powerup_types )       {
275                         obj->id = 0;
276                         Assert( obj->render_type != RT_POLYOBJ );
277                 }
278                 obj->control_type = CT_POWERUP;
279                 obj->size = Powerup_info[obj->id].size;
280                 obj->ctype.powerup_info.creation_time = 0;
281
282 #ifdef NETWORK
283                 if (Game_mode & GM_NETWORK)
284                         {
285                           if (multi_powerup_is_4pack(obj->id))
286                                 {
287                                  PowerupsInMine[obj->id-1]+=4;
288                                  MaxPowerupsAllowed[obj->id-1]+=4;
289                                 }
290                           PowerupsInMine[obj->id]++;
291                      MaxPowerupsAllowed[obj->id]++;
292                           mprintf ((0,"PowerupLimiter: ID=%d\n",obj->id));
293                           if (obj->id>MAX_POWERUP_TYPES)
294                                 mprintf ((1,"POWERUP: Overwriting array bounds!! Get JL!\n"));
295                         }
296 #endif
297
298         }
299
300         if ( obj->type == OBJ_WEAPON )  {
301                 if ( obj->id >= N_weapon_types )        {
302                         obj->id = 0;
303                         Assert( obj->render_type != RT_POLYOBJ );
304                 }
305
306                 if (obj->id == PMINE_ID) {              //make sure pmines have correct values
307
308                         obj->mtype.phys_info.mass = Weapon_info[obj->id].mass;
309                         obj->mtype.phys_info.drag = Weapon_info[obj->id].drag;
310                         obj->mtype.phys_info.flags |= PF_FREE_SPINNING;
311
312                         // Make sure model number & size are correct...         
313                         Assert( obj->render_type == RT_POLYOBJ );
314
315                         obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
316                         obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
317                 }
318         }
319
320         if ( obj->type == OBJ_CNTRLCEN ) {
321
322                 obj->render_type = RT_POLYOBJ;
323                 obj->control_type = CT_CNTRLCEN;
324
325                 if (Gamesave_current_version <= 1) { // descent 1 reactor
326                         obj->id = 0;                         // used to be only one kind of reactor
327                         obj->rtype.pobj_info.model_num = Reactors[0].model_num;// descent 1 reactor
328                 }
329
330                 // Make sure model number is correct...
331                 //obj->rtype.pobj_info.model_num = Reactors[obj->id].model_num;
332         }
333
334         if ( obj->type == OBJ_PLAYER )  {
335                 //int i;
336
337                 //Assert(obj == Player);
338
339                 if ( obj == ConsoleObject )             
340                         init_player_object();
341                 else
342                         if (obj->render_type == RT_POLYOBJ)     //recover from Matt's pof file matchup bug
343                                 obj->rtype.pobj_info.model_num = Player_ship->model_num;
344
345                 //Make sure orient matrix is orthogonal
346                 check_and_fix_matrix(&obj->orient);
347
348                 obj->id = Gamesave_num_players++;
349         }
350
351         if (obj->type == OBJ_HOSTAGE) {
352
353                 //@@if (obj->id > N_hostage_types)
354                 //@@    obj->id = 0;
355
356                 obj->render_type = RT_HOSTAGE;
357                 obj->control_type = CT_POWERUP;
358         }
359
360 }
361
362 //static gs_skip(int len,CFILE *file)
363 //{
364 //
365 //      cfseek(file,len,SEEK_CUR);
366 //}
367
368 #ifdef EDITOR
369 static void gs_write_int(int i,FILE *file)
370 {
371         if (fwrite( &i, sizeof(i), 1, file) != 1)
372                 Error( "Error reading int in gamesave.c" );
373
374 }
375
376 static void gs_write_fix(fix f,FILE *file)
377 {
378         if (fwrite( &f, sizeof(f), 1, file) != 1)
379                 Error( "Error reading fix in gamesave.c" );
380
381 }
382
383 static void gs_write_short(short s,FILE *file)
384 {
385         if (fwrite( &s, sizeof(s), 1, file) != 1)
386                 Error( "Error reading short in gamesave.c" );
387
388 }
389
390 static void gs_write_fixang(fixang f,FILE *file)
391 {
392         if (fwrite( &f, sizeof(f), 1, file) != 1)
393                 Error( "Error reading fixang in gamesave.c" );
394
395 }
396
397 static void gs_write_byte(sbyte b,FILE *file)
398 {
399         if (fwrite( &b, sizeof(b), 1, file) != 1)
400                 Error( "Error reading byte in gamesave.c" );
401
402 }
403
404 static void gr_write_vector(vms_vector *v,FILE *file)
405 {
406         gs_write_fix(v->x,file);
407         gs_write_fix(v->y,file);
408         gs_write_fix(v->z,file);
409 }
410
411 static void gs_write_matrix(vms_matrix *m,FILE *file)
412 {
413         gr_write_vector(&m->rvec,file);
414         gr_write_vector(&m->uvec,file);
415         gr_write_vector(&m->fvec,file);
416 }
417
418 static void gs_write_angvec(vms_angvec *v,FILE *file)
419 {
420         gs_write_fixang(v->p,file);
421         gs_write_fixang(v->b,file);
422         gs_write_fixang(v->h,file);
423 }
424
425 #endif
426
427
428 extern int multi_powerup_is_4pack(int);
429 //reads one object of the given version from the given file
430 void read_object(object *obj,CFILE *f,int version)
431 {
432
433         obj->type           = cfile_read_byte(f);
434         obj->id             = cfile_read_byte(f);
435
436         obj->control_type   = cfile_read_byte(f);
437         obj->movement_type  = cfile_read_byte(f);
438         obj->render_type    = cfile_read_byte(f);
439         obj->flags          = cfile_read_byte(f);
440
441         obj->segnum         = cfile_read_short(f);
442         obj->attached_obj   = -1;
443
444         cfile_read_vector(&obj->pos,f);
445         cfile_read_matrix(&obj->orient,f);
446
447         obj->size           = cfile_read_fix(f);
448         obj->shields        = cfile_read_fix(f);
449
450         cfile_read_vector(&obj->last_pos,f);
451
452         obj->contains_type  = cfile_read_byte(f);
453         obj->contains_id    = cfile_read_byte(f);
454         obj->contains_count = cfile_read_byte(f);
455
456         switch (obj->movement_type) {
457
458                 case MT_PHYSICS:
459
460                         cfile_read_vector(&obj->mtype.phys_info.velocity,f);
461                         cfile_read_vector(&obj->mtype.phys_info.thrust,f);
462
463                         obj->mtype.phys_info.mass               = cfile_read_fix(f);
464                         obj->mtype.phys_info.drag               = cfile_read_fix(f);
465                         obj->mtype.phys_info.brakes     = cfile_read_fix(f);
466
467                         cfile_read_vector(&obj->mtype.phys_info.rotvel,f);
468                         cfile_read_vector(&obj->mtype.phys_info.rotthrust,f);
469
470                         obj->mtype.phys_info.turnroll   = cfile_read_fixang(f);
471                         obj->mtype.phys_info.flags              = cfile_read_short(f);
472
473                         break;
474
475                 case MT_SPINNING:
476
477                         cfile_read_vector(&obj->mtype.spin_rate,f);
478                         break;
479
480                 case MT_NONE:
481                         break;
482
483                 default:
484                         Int3();
485         }
486
487         switch (obj->control_type) {
488
489                 case CT_AI: {
490                         int i;
491
492                         obj->ctype.ai_info.behavior                             = cfile_read_byte(f);
493
494                         for (i=0;i<MAX_AI_FLAGS;i++)
495                                 obj->ctype.ai_info.flags[i]                     = cfile_read_byte(f);
496
497                         obj->ctype.ai_info.hide_segment                 = cfile_read_short(f);
498                         obj->ctype.ai_info.hide_index                   = cfile_read_short(f);
499                         obj->ctype.ai_info.path_length                  = cfile_read_short(f);
500                         obj->ctype.ai_info.cur_path_index               = cfile_read_short(f);
501
502                         if (version <= 25) {
503                                 cfile_read_short(f);    //                              obj->ctype.ai_info.follow_path_start_seg        = 
504                                 cfile_read_short(f);    //                              obj->ctype.ai_info.follow_path_end_seg          = 
505                         }
506
507                         break;
508                 }
509
510                 case CT_EXPLOSION:
511
512                         obj->ctype.expl_info.spawn_time         = cfile_read_fix(f);
513                         obj->ctype.expl_info.delete_time                = cfile_read_fix(f);
514                         obj->ctype.expl_info.delete_objnum      = cfile_read_short(f);
515                         obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
516
517                         break;
518
519                 case CT_WEAPON:
520
521                         //do I really need to read these?  Are they even saved to disk?
522
523                         obj->ctype.laser_info.parent_type               = cfile_read_short(f);
524                         obj->ctype.laser_info.parent_num                = cfile_read_short(f);
525                         obj->ctype.laser_info.parent_signature  = cfile_read_int(f);
526
527                         break;
528
529                 case CT_LIGHT:
530
531                         obj->ctype.light_info.intensity = cfile_read_fix(f);
532                         break;
533
534                 case CT_POWERUP:
535
536                         if (version >= 25)
537                                 obj->ctype.powerup_info.count = cfile_read_int(f);
538                         else
539                                 obj->ctype.powerup_info.count = 1;
540
541                         if (obj->id == POW_VULCAN_WEAPON)
542                                         obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
543
544                         if (obj->id == POW_GAUSS_WEAPON)
545                                         obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
546
547                         if (obj->id == POW_OMEGA_WEAPON)
548                                         obj->ctype.powerup_info.count = MAX_OMEGA_CHARGE;
549
550                         break;
551
552
553                 case CT_NONE:
554                 case CT_FLYING:
555                 case CT_DEBRIS:
556                         break;
557
558                 case CT_SLEW:           //the player is generally saved as slew
559                         break;
560
561                 case CT_CNTRLCEN:
562                         break;
563
564                 case CT_MORPH:
565                 case CT_FLYTHROUGH:
566                 case CT_REPAIRCEN:
567                 default:
568                         Int3();
569         
570         }
571
572         switch (obj->render_type) {
573
574                 case RT_NONE:
575                         break;
576
577                 case RT_MORPH:
578                 case RT_POLYOBJ: {
579                         int i,tmo;
580
581                         obj->rtype.pobj_info.model_num          = cfile_read_int(f);
582
583                         for (i=0;i<MAX_SUBMODELS;i++)
584                                 cfile_read_angvec(&obj->rtype.pobj_info.anim_angles[i],f);
585
586                         obj->rtype.pobj_info.subobj_flags       = cfile_read_int(f);
587
588                         tmo = cfile_read_int(f);
589
590                         #ifndef EDITOR
591                         obj->rtype.pobj_info.tmap_override      = tmo;
592                         #else
593                         if (tmo==-1)
594                                 obj->rtype.pobj_info.tmap_override      = -1;
595                         else {
596                                 int xlated_tmo = tmap_xlate_table[tmo];
597                                 if (xlated_tmo < 0)     {
598                                         mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->rtype.pobj_info.model_num));
599                                         Int3();
600                                         xlated_tmo = 0;
601                                 }
602                                 obj->rtype.pobj_info.tmap_override      = xlated_tmo;
603                         }
604                         #endif
605
606                         obj->rtype.pobj_info.alt_textures       = 0;
607
608                         break;
609                 }
610
611                 case RT_WEAPON_VCLIP:
612                 case RT_HOSTAGE:
613                 case RT_POWERUP:
614                 case RT_FIREBALL:
615
616                         obj->rtype.vclip_info.vclip_num = cfile_read_int(f);
617                         obj->rtype.vclip_info.frametime = cfile_read_fix(f);
618                         obj->rtype.vclip_info.framenum  = cfile_read_byte(f);
619
620                         break;
621
622                 case RT_LASER:
623                         break;
624
625                 default:
626                         Int3();
627
628         }
629
630 }
631
632 #ifdef EDITOR
633
634 //writes one object to the given file
635 void write_object(object *obj,FILE *f)
636 {
637         gs_write_byte(obj->type,f);
638         gs_write_byte(obj->id,f);
639
640         gs_write_byte(obj->control_type,f);
641         gs_write_byte(obj->movement_type,f);
642         gs_write_byte(obj->render_type,f);
643         gs_write_byte(obj->flags,f);
644
645         gs_write_short(obj->segnum,f);
646
647         gr_write_vector(&obj->pos,f);
648         gs_write_matrix(&obj->orient,f);
649
650         gs_write_fix(obj->size,f);
651         gs_write_fix(obj->shields,f);
652
653         gr_write_vector(&obj->last_pos,f);
654
655         gs_write_byte(obj->contains_type,f);
656         gs_write_byte(obj->contains_id,f);
657         gs_write_byte(obj->contains_count,f);
658
659         switch (obj->movement_type) {
660
661                 case MT_PHYSICS:
662
663                         gr_write_vector(&obj->mtype.phys_info.velocity,f);
664                         gr_write_vector(&obj->mtype.phys_info.thrust,f);
665
666                         gs_write_fix(obj->mtype.phys_info.mass,f);
667                         gs_write_fix(obj->mtype.phys_info.drag,f);
668                         gs_write_fix(obj->mtype.phys_info.brakes,f);
669
670                         gr_write_vector(&obj->mtype.phys_info.rotvel,f);
671                         gr_write_vector(&obj->mtype.phys_info.rotthrust,f);
672
673                         gs_write_fixang(obj->mtype.phys_info.turnroll,f);
674                         gs_write_short(obj->mtype.phys_info.flags,f);
675
676                         break;
677
678                 case MT_SPINNING:
679
680                         gr_write_vector(&obj->mtype.spin_rate,f);
681                         break;
682
683                 case MT_NONE:
684                         break;
685
686                 default:
687                         Int3();
688         }
689
690         switch (obj->control_type) {
691
692                 case CT_AI: {
693                         int i;
694
695                         gs_write_byte(obj->ctype.ai_info.behavior,f);
696
697                         for (i=0;i<MAX_AI_FLAGS;i++)
698                                 gs_write_byte(obj->ctype.ai_info.flags[i],f);
699
700                         gs_write_short(obj->ctype.ai_info.hide_segment,f);
701                         gs_write_short(obj->ctype.ai_info.hide_index,f);
702                         gs_write_short(obj->ctype.ai_info.path_length,f);
703                         gs_write_short(obj->ctype.ai_info.cur_path_index,f);
704
705                         // -- unused! mk, 08/13/95 -- gs_write_short(obj->ctype.ai_info.follow_path_start_seg,f);
706                         // -- unused! mk, 08/13/95 -- gs_write_short(obj->ctype.ai_info.follow_path_end_seg,f);
707
708                         break;
709                 }
710
711                 case CT_EXPLOSION:
712
713                         gs_write_fix(obj->ctype.expl_info.spawn_time,f);
714                         gs_write_fix(obj->ctype.expl_info.delete_time,f);
715                         gs_write_short(obj->ctype.expl_info.delete_objnum,f);
716
717                         break;
718
719                 case CT_WEAPON:
720
721                         //do I really need to write these objects?
722
723                         gs_write_short(obj->ctype.laser_info.parent_type,f);
724                         gs_write_short(obj->ctype.laser_info.parent_num,f);
725                         gs_write_int(obj->ctype.laser_info.parent_signature,f);
726
727                         break;
728
729                 case CT_LIGHT:
730
731                         gs_write_fix(obj->ctype.light_info.intensity,f);
732                         break;
733
734                 case CT_POWERUP:
735
736                         gs_write_int(obj->ctype.powerup_info.count,f);
737                         break;
738
739                 case CT_NONE:
740                 case CT_FLYING:
741                 case CT_DEBRIS:
742                         break;
743
744                 case CT_SLEW:           //the player is generally saved as slew
745                         break;
746
747                 case CT_CNTRLCEN:
748                         break;                  //control center object.
749
750                 case CT_MORPH:
751                 case CT_REPAIRCEN:
752                 case CT_FLYTHROUGH:
753                 default:
754                         Int3();
755         
756         }
757
758         switch (obj->render_type) {
759
760                 case RT_NONE:
761                         break;
762
763                 case RT_MORPH:
764                 case RT_POLYOBJ: {
765                         int i;
766
767                         gs_write_int(obj->rtype.pobj_info.model_num,f);
768
769                         for (i=0;i<MAX_SUBMODELS;i++)
770                                 gs_write_angvec(&obj->rtype.pobj_info.anim_angles[i],f);
771
772                         gs_write_int(obj->rtype.pobj_info.subobj_flags,f);
773
774                         gs_write_int(obj->rtype.pobj_info.tmap_override,f);
775
776                         break;
777                 }
778
779                 case RT_WEAPON_VCLIP:
780                 case RT_HOSTAGE:
781                 case RT_POWERUP:
782                 case RT_FIREBALL:
783
784                         gs_write_int(obj->rtype.vclip_info.vclip_num,f);
785                         gs_write_fix(obj->rtype.vclip_info.frametime,f);
786                         gs_write_byte(obj->rtype.vclip_info.framenum,f);
787
788                         break;
789
790                 case RT_LASER:
791                         break;
792
793                 default:
794                         Int3();
795
796         }
797
798 }
799 #endif
800
801 extern int remove_trigger_num(int trigger_num);
802
803 // --------------------------------------------------------------------
804 // Load game 
805 // Loads all the relevant data for a level.
806 // If level != -1, it loads the filename with extension changed to .min
807 // Otherwise it loads the appropriate level mine.
808 // returns 0=everything ok, 1=old version, -1=error
809 int load_game_data(CFILE *LoadFile)
810 {
811         int i,j;
812
813         short game_top_fileinfo_version;
814         int object_offset;
815         int gs_num_objects;
816         int num_delta_lights;
817         int trig_size;
818
819         //===================== READ FILE INFO ========================
820
821 #if 0
822         cfread(&game_top_fileinfo, sizeof(game_top_fileinfo), 1, LoadFile);
823 #endif
824
825         // Check signature
826         if (cfile_read_short(LoadFile) != 0x6705)
827                 return -1;
828
829         // Read and check version number
830         game_top_fileinfo_version = cfile_read_short(LoadFile);
831         if (game_top_fileinfo_version < GAME_COMPATIBLE_VERSION )
832                 return -1;
833
834         // We skip some parts of the former game_top_fileinfo
835         cfseek(LoadFile, 31, SEEK_CUR);
836
837         object_offset = cfile_read_int(LoadFile);
838         gs_num_objects = cfile_read_int(LoadFile);
839         cfseek(LoadFile, 8, SEEK_CUR);
840
841         Num_walls = cfile_read_int(LoadFile);
842         cfseek(LoadFile, 20, SEEK_CUR);
843
844         Num_triggers = cfile_read_int(LoadFile);
845         cfseek(LoadFile, 24, SEEK_CUR);
846
847         trig_size = cfile_read_int(LoadFile);
848         Assert(trig_size == sizeof(ControlCenterTriggers));
849         cfseek(LoadFile, 4, SEEK_CUR);
850
851         Num_robot_centers = cfile_read_int(LoadFile);
852         cfseek(LoadFile, 4, SEEK_CUR);
853
854         if (game_top_fileinfo_version >= 29) {
855                 cfseek(LoadFile, 4, SEEK_CUR);
856                 Num_static_lights = cfile_read_int(LoadFile);
857                 cfseek(LoadFile, 8, SEEK_CUR);
858                 num_delta_lights = cfile_read_int(LoadFile);
859                 cfseek(LoadFile, 4, SEEK_CUR);
860         } else {
861                 Num_static_lights = 0;
862                 num_delta_lights = 0;
863         }
864
865         if (game_top_fileinfo_version >= 31) //load mine filename
866                 // read newline-terminated string, not sure what version this changed.
867                 cfgets(Current_level_name,sizeof(Current_level_name),LoadFile);
868         else if (game_top_fileinfo_version >= 14) { //load mine filename
869                 // read null-terminated string
870                 char *p=Current_level_name;
871                 //must do read one char at a time, since no cfgets()
872                 do *p = cfgetc(LoadFile); while (*p++!=0);
873         }
874         else
875                 Current_level_name[0]=0;
876
877         if (game_top_fileinfo_version >= 19) {  //load pof names
878                 N_save_pof_names = cfile_read_short(LoadFile);
879                 if (N_save_pof_names != 0x614d && N_save_pof_names != 0x5547) { // "Ma"de w/DMB beta/"GU"ILE
880                         Assert(N_save_pof_names < MAX_POLYGON_MODELS);
881                         cfread(Save_pof_names,N_save_pof_names,FILENAME_LEN,LoadFile);
882                 }
883         }
884
885         //===================== READ PLAYER INFO ==========================
886         Object_next_signature = 0;
887
888         //===================== READ OBJECT INFO ==========================
889
890         Gamesave_num_org_robots = 0;
891         Gamesave_num_players = 0;
892
893         if (object_offset > -1) {
894                 if (cfseek( LoadFile, object_offset, SEEK_SET ))
895                         Error( "Error seeking to object_offset in gamesave.c" );
896
897                 for (i = 0; i < gs_num_objects; i++) {
898
899                         read_object(&Objects[i], LoadFile, game_top_fileinfo_version);
900
901                         Objects[i].signature = Object_next_signature++;
902                         verify_object( &Objects[i] );
903                 }
904
905         }
906
907         //===================== READ WALL INFO ============================
908
909         for (i = 0; i < Num_walls; i++) {
910                 if (game_top_fileinfo_version >= 20)
911                         wall_read(&Walls[i], LoadFile); // v20 walls and up.
912                 else if (game_top_fileinfo_version >= 17) {
913                         v19_wall w;
914                         v19_wall_read(&w, LoadFile);
915                         Walls[i].segnum         = w.segnum;
916                         Walls[i].sidenum        = w.sidenum;
917                         Walls[i].linked_wall    = w.linked_wall;
918                         Walls[i].type           = w.type;
919                         Walls[i].flags          = w.flags;
920                         Walls[i].hps            = w.hps;
921                         Walls[i].trigger        = w.trigger;
922                         Walls[i].clip_num       = w.clip_num;
923                         Walls[i].keys           = w.keys;
924                         Walls[i].state          = WALL_DOOR_CLOSED;
925                 } else {
926                         v16_wall w;
927                         v16_wall_read(&w, LoadFile);
928                         Walls[i].segnum = Walls[i].sidenum = Walls[i].linked_wall = -1;
929                         Walls[i].type           = w.type;
930                         Walls[i].flags          = w.flags;
931                         Walls[i].hps            = w.hps;
932                         Walls[i].trigger        = w.trigger;
933                         Walls[i].clip_num       = w.clip_num;
934                         Walls[i].keys           = w.keys;
935                 }
936         }
937
938 #if 0
939         //===================== READ DOOR INFO ============================
940
941         if (game_fileinfo.doors_offset > -1)
942         {
943                 if (!cfseek( LoadFile, game_fileinfo.doors_offset,SEEK_SET ))   {
944
945                         for (i=0;i<game_fileinfo.doors_howmany;i++) {
946
947                                 if (game_top_fileinfo_version >= 20)
948                                         active_door_read(&ActiveDoors[i], LoadFile); // version 20 and up
949                                 else {
950                                         v19_door d;
951                                         int p;
952
953                                         v19_door_read(&d, LoadFile);
954
955                                         ActiveDoors[i].n_parts = d.n_parts;
956
957                                         for (p=0;p<d.n_parts;p++) {
958                                                 int cseg,cside;
959
960                                                 cseg = Segments[d.seg[p]].children[d.side[p]];
961                                                 cside = find_connect_side(&Segments[d.seg[p]],&Segments[cseg]);
962
963                                                 ActiveDoors[i].front_wallnum[p] = Segments[d.seg[p]].sides[d.side[p]].wall_num;
964                                                 ActiveDoors[i].back_wallnum[p] = Segments[cseg].sides[cside].wall_num;
965                                         }
966                                 }
967
968                         }
969                 }
970         }
971 #endif // 0
972
973         //==================== READ TRIGGER INFO ==========================
974
975
976 // for MACINTOSH -- assume all triggers >= verion 31 triggers.
977
978         for (i = 0; i < Num_triggers; i++)
979         {
980                 if (game_top_fileinfo_version < 31)
981                 {
982                         v30_trigger trig;
983                         int t,type;
984                         type=0;
985
986                         if (game_top_fileinfo_version < 30) {
987                                 v29_trigger trig29;
988                                 int t;
989                                 v29_trigger_read(&trig29, LoadFile);
990                                 trig.flags      = trig29.flags;
991                                 trig.num_links  = trig29.num_links;
992                                 trig.num_links  = trig29.num_links;
993                                 trig.value      = trig29.value;
994                                 trig.time       = trig29.time;
995
996                                 for (t=0;t<trig.num_links;t++) {
997                                         trig.seg[t]  = trig29.seg[t];
998                                         trig.side[t] = trig29.side[t];
999                                 }
1000                         }
1001                         else
1002                                 v30_trigger_read(&trig, LoadFile);
1003
1004                         //Assert(trig.flags & TRIGGER_ON);
1005                         trig.flags &= ~TRIGGER_ON;
1006
1007                         if (trig.flags & TRIGGER_CONTROL_DOORS)
1008                                 type = TT_OPEN_DOOR;
1009                         else if (trig.flags & TRIGGER_SHIELD_DAMAGE)
1010                                 Int3();
1011                         else if (trig.flags & TRIGGER_ENERGY_DRAIN)
1012                                 Int3();
1013                         else if (trig.flags & TRIGGER_EXIT)
1014                                 type = TT_EXIT;
1015                         else if (trig.flags & TRIGGER_ONE_SHOT)
1016                                 Int3();
1017                         else if (trig.flags & TRIGGER_MATCEN)
1018                                 type = TT_MATCEN;
1019                         else if (trig.flags & TRIGGER_ILLUSION_OFF)
1020                                 type = TT_ILLUSION_OFF;
1021                         else if (trig.flags & TRIGGER_SECRET_EXIT)
1022                                 type = TT_SECRET_EXIT;
1023                         else if (trig.flags & TRIGGER_ILLUSION_ON)
1024                                 type = TT_ILLUSION_ON;
1025                         else if (trig.flags & TRIGGER_UNLOCK_DOORS)
1026                                 type = TT_UNLOCK_DOOR;
1027                         else if (trig.flags & TRIGGER_OPEN_WALL)
1028                                 type = TT_OPEN_WALL;
1029                         else if (trig.flags & TRIGGER_CLOSE_WALL)
1030                                 type = TT_CLOSE_WALL;
1031                         else if (trig.flags & TRIGGER_ILLUSORY_WALL)
1032                                 type = TT_ILLUSORY_WALL;
1033                         else
1034                                 Int3();
1035                         Triggers[i].type        = type;
1036                         Triggers[i].flags       = 0;
1037                         Triggers[i].num_links   = trig.num_links;
1038                         Triggers[i].num_links   = trig.num_links;
1039                         Triggers[i].value       = trig.value;
1040                         Triggers[i].time        = trig.time;
1041                         for (t=0;t<trig.num_links;t++) {
1042                                 Triggers[i].seg[t] = trig.seg[t];
1043                                 Triggers[i].side[t] = trig.side[t];
1044                         }
1045                 }
1046                 else
1047                         trigger_read(&Triggers[i], LoadFile);
1048         }
1049
1050         //================ READ CONTROL CENTER TRIGGER INFO ===============
1051
1052 #if 0
1053         if (game_fileinfo.control_offset > -1)
1054                 if (!cfseek(LoadFile, game_fileinfo.control_offset, SEEK_SET))
1055                 {
1056                         Assert(game_fileinfo.control_sizeof == sizeof(control_center_triggers));
1057 #endif // 0
1058         control_center_triggers_read_n(&ControlCenterTriggers, 1, LoadFile);
1059
1060         //================ READ MATERIALOGRIFIZATIONATORS INFO ===============
1061
1062         // mprintf((0, "Reading %i materialization centers.\n", game_fileinfo.matcen_howmany));
1063         for (i = 0; i < Num_robot_centers; i++) {
1064                 if (game_top_fileinfo_version < 27) {
1065                         old_matcen_info m;
1066                         old_matcen_info_read(&m, LoadFile);
1067                         RobotCenters[i].robot_flags[0] = m.robot_flags;
1068                         RobotCenters[i].robot_flags[1] = 0;
1069                         RobotCenters[i].hit_points = m.hit_points;
1070                         RobotCenters[i].interval = m.interval;
1071                         RobotCenters[i].segnum = m.segnum;
1072                         RobotCenters[i].fuelcen_num = m.fuelcen_num;
1073                 }
1074                 else
1075                         matcen_info_read(&RobotCenters[i], LoadFile);
1076                         //      Set links in RobotCenters to Station array
1077                         for (j = 0; j <= Highest_segment_index; j++)
1078                         if (Segment2s[j].special == SEGMENT_IS_ROBOTMAKER)
1079                                 if (Segment2s[j].matcen_num == i)
1080                                         RobotCenters[i].fuelcen_num = Segment2s[j].value;
1081                         // mprintf((0, "   %i: flags = %08x\n", i, RobotCenters[i].robot_flags));
1082         }
1083
1084         //================ READ DL_INDICES INFO ===============
1085
1086         for (i = 0; i < Num_static_lights; i++) {
1087                 if (game_top_fileinfo_version < 29) {
1088                         mprintf((0, "Warning: Old mine version.  Not reading Dl_indices info.\n"));
1089                         Int3(); //shouldn't be here!!!
1090                 } else
1091                         dl_index_read(&Dl_indices[i], LoadFile);
1092         }
1093
1094         //      Indicate that no light has been subtracted from any vertices.
1095         clear_light_subtracted();
1096
1097         //================ READ DELTA LIGHT INFO ===============
1098
1099         for (i = 0; i < num_delta_lights; i++) {
1100                 if (game_top_fileinfo_version < 29) {
1101                         mprintf((0, "Warning: Old mine version.  Not reading delta light info.\n"));
1102                 } else
1103                         delta_light_read(&Delta_lights[i], LoadFile);
1104         }
1105
1106         //========================= UPDATE VARIABLES ======================
1107
1108         reset_objects(gs_num_objects);
1109
1110         for (i=0; i<MAX_OBJECTS; i++) {
1111                 Objects[i].next = Objects[i].prev = -1;
1112                 if (Objects[i].type != OBJ_NONE) {
1113                         int objsegnum = Objects[i].segnum;
1114
1115                         if (objsegnum > Highest_segment_index)          //bogus object
1116                                 Objects[i].type = OBJ_NONE;
1117                         else {
1118                                 Objects[i].segnum = -1;                 //avoid Assert()
1119                                 obj_link(i,objsegnum);
1120                         }
1121                 }
1122         }
1123
1124         clear_transient_objects(1);             //1 means clear proximity bombs
1125
1126         // Make sure non-transparent doors are set correctly.
1127         for (i=0; i< Num_segments; i++)
1128                 for (j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
1129                         side    *sidep = &Segments[i].sides[j];
1130                         if ((sidep->wall_num != -1) && (Walls[sidep->wall_num].clip_num != -1)) {
1131                                 //mprintf((0, "Checking Wall %d\n", Segments[i].sides[j].wall_num));
1132                                 if (WallAnims[Walls[sidep->wall_num].clip_num].flags & WCF_TMAP1) {
1133                                         //mprintf((0, "Fixing non-transparent door.\n"));
1134                                         sidep->tmap_num = WallAnims[Walls[sidep->wall_num].clip_num].frames[0];
1135                                         sidep->tmap_num2 = 0;
1136                                 }
1137                         }
1138                 }
1139
1140
1141         reset_walls();
1142
1143 #if 0
1144         Num_open_doors = game_fileinfo.doors_howmany;
1145 #endif // 0
1146         Num_open_doors = 0;
1147
1148         //go through all walls, killing references to invalid triggers
1149         for (i=0;i<Num_walls;i++)
1150                 if (Walls[i].trigger >= Num_triggers) {
1151                         mprintf((0,"Removing reference to invalid trigger %d from wall %d\n",Walls[i].trigger,i));
1152                         Walls[i].trigger = -1;  //kill trigger
1153                 }
1154
1155         //go through all triggers, killing unused ones
1156         for (i=0;i<Num_triggers;) {
1157                 int w;
1158
1159                 //      Find which wall this trigger is connected to.
1160                 for (w=0; w<Num_walls; w++)
1161                         if (Walls[w].trigger == i)
1162                                 break;
1163
1164         #ifdef EDITOR
1165                 if (w == Num_walls) {
1166                         mprintf((0,"Removing unreferenced trigger %d\n",i));
1167                         remove_trigger_num(i);
1168                 }
1169                 else
1170         #endif
1171                         i++;
1172         }
1173
1174         //      MK, 10/17/95: Make walls point back at the triggers that control them.
1175         //      Go through all triggers, stuffing controlling_trigger field in Walls.
1176         {       int t;
1177
1178         for (i=0; i<Num_walls; i++)
1179                 Walls[i].controlling_trigger = -1;
1180
1181         for (t=0; t<Num_triggers; t++) {
1182                 int     l;
1183                 for (l=0; l<Triggers[t].num_links; l++) {
1184                         int     seg_num, side_num, wall_num;
1185
1186                         seg_num = Triggers[t].seg[l];
1187                         side_num = Triggers[t].side[l];
1188                         wall_num = Segments[seg_num].sides[side_num].wall_num;
1189
1190                         // -- if (Walls[wall_num].controlling_trigger != -1)
1191                         // --   Int3();
1192
1193                         //check to see that if a trigger requires a wall that it has one,
1194                         //and if it requires a matcen that it has one
1195
1196                         if (Triggers[t].type == TT_MATCEN) {
1197                                 if (Segment2s[seg_num].special != SEGMENT_IS_ROBOTMAKER)
1198                                         Int3();         //matcen trigger doesn't point to matcen
1199                         }
1200                         else if (Triggers[t].type != TT_LIGHT_OFF && Triggers[t].type != TT_LIGHT_ON) { //light triggers don't require walls
1201                                 if (wall_num == -1)
1202                                         Int3(); //      This is illegal.  This trigger requires a wall
1203                                 else
1204                                         Walls[wall_num].controlling_trigger = t;
1205                         }
1206                 }
1207         }
1208         }
1209
1210         //fix old wall structs
1211         if (game_top_fileinfo_version < 17) {
1212                 int segnum,sidenum,wallnum;
1213
1214                 for (segnum=0; segnum<=Highest_segment_index; segnum++)
1215                         for (sidenum=0;sidenum<6;sidenum++)
1216                                 if ((wallnum=Segments[segnum].sides[sidenum].wall_num) != -1) {
1217                                         Walls[wallnum].segnum = segnum;
1218                                         Walls[wallnum].sidenum = sidenum;
1219                                 }
1220         }
1221
1222         #ifndef NDEBUG
1223         {
1224                 int     sidenum;
1225                 for (sidenum=0; sidenum<6; sidenum++) {
1226                         int     wallnum = Segments[Highest_segment_index].sides[sidenum].wall_num;
1227                         if (wallnum != -1)
1228                                 if ((Walls[wallnum].segnum != Highest_segment_index) || (Walls[wallnum].sidenum != sidenum))
1229                                         Int3(); //      Error.  Bogus walls in this segment.
1230                                                                 // Consult Yuan or Mike.
1231                 }
1232         }
1233         #endif
1234
1235         //create_local_segment_data();
1236
1237         fix_object_segs();
1238
1239         #ifndef NDEBUG
1240         dump_mine_info();
1241         #endif
1242
1243         if (game_top_fileinfo_version < GAME_VERSION
1244             && !(game_top_fileinfo_version == 25 && GAME_VERSION == 26))
1245                 return 1;               //means old version
1246         else
1247                 return 0;
1248 }
1249
1250
1251 int check_segment_connections(void);
1252
1253 extern void     set_ambient_sound_flags(void);
1254
1255 // ----------------------------------------------------------------------------
1256
1257 #define LEVEL_FILE_VERSION      8
1258 //1 -> 2  add palette name
1259 //2 -> 3  add control center explosion time
1260 //3 -> 4  add reactor strength
1261 //4 -> 5  killed hostage text stuff
1262 //5 -> 6  added Secret_return_segment and Secret_return_orient
1263 //6 -> 7  added flickering lights
1264 //7 -> 8  made version 8 to be not compatible with D2 1.0 & 1.1
1265
1266 #ifndef RELEASE
1267 char *Level_being_loaded=NULL;
1268 #endif
1269
1270 #ifdef COMPACT_SEGS
1271 extern void ncache_flush();
1272 #endif
1273
1274 extern int Slide_segs_computed;
1275
1276 int no_old_level_file_error=0;
1277
1278 //loads a level (.LVL) file from disk
1279 //returns 0 if success, else error code
1280 int load_level(char * filename_passed)
1281 {
1282 #ifdef EDITOR
1283         int use_compiled_level=1;
1284 #endif
1285         CFILE * LoadFile;
1286         char filename[PATH_MAX];
1287         int sig, minedata_offset, gamedata_offset;
1288         int mine_err, game_err;
1289 #ifdef NETWORK
1290         int i;
1291 #endif
1292
1293         Slide_segs_computed = 0;
1294
1295 #ifdef NETWORK
1296    if (Game_mode & GM_NETWORK)
1297          {
1298           for (i=0;i<MAX_POWERUP_TYPES;i++)
1299                 {
1300                         MaxPowerupsAllowed[i]=0;
1301                         PowerupsInMine[i]=0;
1302                 }
1303          }
1304 #endif
1305
1306         #ifdef COMPACT_SEGS
1307         ncache_flush();
1308         #endif
1309
1310         #ifndef RELEASE
1311         Level_being_loaded = filename_passed;
1312         #endif
1313
1314         strcpy(filename,filename_passed);
1315
1316         #ifdef EDITOR
1317                 //if we have the editor, try the LVL first, no matter what was passed.
1318                 //if we don't have an LVL, try what was passed or RL2  
1319                 //if we don't have the editor, we just use what was passed
1320         
1321                 change_filename_extension(filename,filename_passed,".lvl");
1322                 use_compiled_level = 0;
1323         
1324                 if (!cfexist(filename))
1325                 {
1326                         char *p = strrchr(filename_passed, '.');
1327
1328                         if (stricmp(p, ".lvl"))
1329                                 strcpy(filename, filename_passed);      // set to what was passed
1330                         else
1331                                 change_filename_extension(filename, filename, ".rl2");
1332                         use_compiled_level = 1;
1333                 }               
1334         #endif
1335
1336         LoadFile = cfopen( filename, "rb" );
1337
1338         if (!LoadFile)  {
1339                 #ifdef EDITOR
1340                         mprintf((0,"Can't open level file <%s>\n", filename));
1341                         return 1;
1342                 #else
1343                         Error("Can't open file <%s>\n",filename);
1344                 #endif
1345         }
1346
1347         strcpy( Gamesave_current_filename, filename );
1348
1349 //      #ifdef NEWDEMO
1350 //      if ( Newdemo_state == ND_STATE_RECORDING )
1351 //              newdemo_record_start_demo();
1352 //      #endif
1353
1354         sig                      = cfile_read_int(LoadFile);
1355         Gamesave_current_version = cfile_read_int(LoadFile);
1356         mprintf((0, "Gamesave_current_version = %d\n", Gamesave_current_version));
1357         minedata_offset          = cfile_read_int(LoadFile);
1358         gamedata_offset          = cfile_read_int(LoadFile);
1359
1360         Assert(sig == MAKE_SIG('P','L','V','L'));
1361
1362         if (Gamesave_current_version >= 8) {    //read dummy data
1363                 cfile_read_int(LoadFile);
1364                 cfile_read_short(LoadFile);
1365                 cfile_read_byte(LoadFile);
1366         }
1367
1368         if (Gamesave_current_version < 5)
1369                 cfile_read_int(LoadFile);       //was hostagetext_offset
1370
1371         if (Gamesave_current_version > 1)
1372                 cfgets(Current_level_palette,sizeof(Current_level_palette),LoadFile);
1373         if (Gamesave_current_version <= 1 || Current_level_palette[0]==0) // descent 1 level
1374                 strcpy(Current_level_palette, DEFAULT_LEVEL_PALETTE);
1375
1376         if (Gamesave_current_version >= 3)
1377                 Base_control_center_explosion_time = cfile_read_int(LoadFile);
1378         else
1379                 Base_control_center_explosion_time = DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
1380
1381         if (Gamesave_current_version >= 4)
1382                 Reactor_strength = cfile_read_int(LoadFile);
1383         else
1384                 Reactor_strength = -1;  //use old defaults
1385
1386         if (Gamesave_current_version >= 7) {
1387                 int i;
1388
1389                 Num_flickering_lights = cfile_read_int(LoadFile);
1390                 Assert((Num_flickering_lights >= 0) && (Num_flickering_lights < MAX_FLICKERING_LIGHTS));
1391                 for (i = 0; i < Num_flickering_lights; i++)
1392                         flickering_light_read(&Flickering_lights[i], LoadFile);
1393         }
1394         else
1395                 Num_flickering_lights = 0;
1396
1397         if (Gamesave_current_version < 6) {
1398                 Secret_return_segment = 0;
1399                 Secret_return_orient.rvec.x = F1_0;
1400                 Secret_return_orient.rvec.y = 0;
1401                 Secret_return_orient.rvec.z = 0;
1402                 Secret_return_orient.fvec.x = 0;
1403                 Secret_return_orient.fvec.y = F1_0;
1404                 Secret_return_orient.fvec.z = 0;
1405                 Secret_return_orient.uvec.x = 0;
1406                 Secret_return_orient.uvec.y = 0;
1407                 Secret_return_orient.uvec.z = F1_0;
1408         } else {
1409                 Secret_return_segment = cfile_read_int(LoadFile);
1410                 Secret_return_orient.rvec.x = cfile_read_int(LoadFile);
1411                 Secret_return_orient.rvec.y = cfile_read_int(LoadFile);
1412                 Secret_return_orient.rvec.z = cfile_read_int(LoadFile);
1413                 Secret_return_orient.fvec.x = cfile_read_int(LoadFile);
1414                 Secret_return_orient.fvec.y = cfile_read_int(LoadFile);
1415                 Secret_return_orient.fvec.z = cfile_read_int(LoadFile);
1416                 Secret_return_orient.uvec.x = cfile_read_int(LoadFile);
1417                 Secret_return_orient.uvec.y = cfile_read_int(LoadFile);
1418                 Secret_return_orient.uvec.z = cfile_read_int(LoadFile);
1419         }
1420
1421         cfseek(LoadFile,minedata_offset,SEEK_SET);
1422         #ifdef EDITOR
1423         if (!use_compiled_level) {
1424                 mine_err = load_mine_data(LoadFile);
1425 #if 0 // get from d1src if needed
1426                 // Compress all uv coordinates in mine, improves texmap precision. --MK, 02/19/96
1427                 compress_uv_coordinates_all();
1428 #endif
1429         } else
1430         #endif
1431                 //NOTE LINK TO ABOVE!!
1432                 mine_err = load_mine_data_compiled(LoadFile);
1433
1434         if (mine_err == -1) {   //error!!
1435                 cfclose(LoadFile);
1436                 return 2;
1437         }
1438
1439         cfseek(LoadFile,gamedata_offset,SEEK_SET);
1440         game_err = load_game_data(LoadFile);
1441
1442         if (game_err == -1) {   //error!!
1443                 cfclose(LoadFile);
1444                 return 3;
1445         }
1446
1447         //======================== CLOSE FILE =============================
1448
1449         cfclose( LoadFile );
1450
1451         set_ambient_sound_flags();
1452
1453         #ifdef EDITOR
1454         write_game_text_file(filename);
1455         if (Errors_in_mine) {
1456                 if (is_real_level(filename)) {
1457                         char  ErrorMessage[200];
1458
1459                         sprintf( ErrorMessage, "Warning: %i errors in %s!\n", Errors_in_mine, Level_being_loaded );
1460                         stop_time();
1461                         gr_palette_load(gr_palette);
1462                         nm_messagebox( NULL, 1, "Continue", ErrorMessage );
1463                         start_time();
1464                 } else
1465                         mprintf((1, "Error: %i errors in %s.\n", Errors_in_mine, Level_being_loaded));
1466         }
1467         #endif
1468
1469         #ifdef EDITOR
1470         //If an old version, ask the use if he wants to save as new version
1471         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)) {
1472                 char  ErrorMessage[200];
1473
1474                 sprintf( ErrorMessage,
1475                                         "You just loaded a old version\n"
1476                                         "level.  Would you like to save\n"
1477                                         "it as a current version level?");
1478
1479                 stop_time();
1480                 gr_palette_load(gr_palette);
1481                 if (nm_messagebox( NULL, 2, "Don't Save", "Save", ErrorMessage )==1)
1482                         save_level(filename);
1483                 start_time();
1484         }
1485         #endif
1486
1487         #ifdef EDITOR
1488         if (Function_mode == FMODE_EDITOR)
1489                 editor_status("Loaded NEW mine %s, \"%s\"",filename,Current_level_name);
1490         #endif
1491
1492         #ifdef EDITOR
1493         if (check_segment_connections())
1494                 nm_messagebox( "ERROR", 1, "Ok", 
1495                                 "Connectivity errors detected in\n"
1496                                 "mine.  See monochrome screen for\n"
1497                                 "details, and contact Matt or Mike." );
1498         #endif
1499
1500         return 0;
1501 }
1502
1503 #ifdef EDITOR
1504 int get_level_name()
1505 {
1506 //NO_UI!!!      UI_WINDOW                               *NameWindow = NULL;
1507 //NO_UI!!!      UI_GADGET_INPUTBOX      *NameText;
1508 //NO_UI!!!      UI_GADGET_BUTTON                *QuitButton;
1509 //NO_UI!!!
1510 //NO_UI!!!      // Open a window with a quit button
1511 //NO_UI!!!      NameWindow = ui_open_window( 20, 20, 300, 110, WIN_DIALOG );
1512 //NO_UI!!!      QuitButton = ui_add_gadget_button( NameWindow, 150-24, 60, 48, 40, "Done", NULL );
1513 //NO_UI!!!
1514 //NO_UI!!!      ui_wprintf_at( NameWindow, 10, 12,"Please enter a name for this mine:" );
1515 //NO_UI!!!      NameText = ui_add_gadget_inputbox( NameWindow, 10, 30, LEVEL_NAME_LEN, LEVEL_NAME_LEN, Current_level_name );
1516 //NO_UI!!!
1517 //NO_UI!!!      NameWindow->keyboard_focus_gadget = (UI_GADGET *)NameText;
1518 //NO_UI!!!      QuitButton->hotkey = KEY_ENTER;
1519 //NO_UI!!!
1520 //NO_UI!!!      ui_gadget_calc_keys(NameWindow);
1521 //NO_UI!!!
1522 //NO_UI!!!      while (!QuitButton->pressed && last_keypress!=KEY_ENTER) {
1523 //NO_UI!!!              ui_mega_process();
1524 //NO_UI!!!              ui_window_do_gadgets(NameWindow);
1525 //NO_UI!!!      }
1526 //NO_UI!!!
1527 //NO_UI!!!      strcpy( Current_level_name, NameText->text );
1528 //NO_UI!!!
1529 //NO_UI!!!      if ( NameWindow!=NULL ) {
1530 //NO_UI!!!              ui_close_window( NameWindow );
1531 //NO_UI!!!              NameWindow = NULL;
1532 //NO_UI!!!      }
1533 //NO_UI!!!
1534
1535         newmenu_item m[2];
1536
1537         m[0].type = NM_TYPE_TEXT; m[0].text = "Please enter a name for this mine:";
1538         m[1].type = NM_TYPE_INPUT; m[1].text = Current_level_name; m[1].text_len = LEVEL_NAME_LEN;
1539
1540         return newmenu_do( NULL, "Enter mine name", 2, m, NULL ) >= 0;
1541
1542 }
1543 #endif
1544
1545
1546 #ifdef EDITOR
1547
1548 int     Errors_in_mine;
1549
1550 // -----------------------------------------------------------------------------
1551 int compute_num_delta_light_records(void)
1552 {
1553         int     i;
1554         int     total = 0;
1555
1556         for (i=0; i<Num_static_lights; i++) {
1557                 total += Dl_indices[i].count;
1558         }
1559
1560         return total;
1561
1562 }
1563
1564 // -----------------------------------------------------------------------------
1565 // Save game
1566 int save_game_data(FILE * SaveFile)
1567 {
1568         int  player_offset, object_offset, walls_offset, doors_offset, triggers_offset, control_offset, matcen_offset; //, links_offset;
1569         int     dl_indices_offset, delta_light_offset;
1570         int start_offset,end_offset;
1571
1572         start_offset = ftell(SaveFile);
1573
1574         //===================== SAVE FILE INFO ========================
1575
1576         game_fileinfo.fileinfo_signature =      0x6705;
1577         game_fileinfo.fileinfo_version  =       GAME_VERSION;
1578         game_fileinfo.level                                     =  Current_level_num;
1579         game_fileinfo.fileinfo_sizeof           =       sizeof(game_fileinfo);
1580         game_fileinfo.player_offset             =       -1;
1581         game_fileinfo.player_sizeof             =       sizeof(player);
1582         game_fileinfo.object_offset             =       -1;
1583         game_fileinfo.object_howmany            =       Highest_object_index+1;
1584         game_fileinfo.object_sizeof             =       sizeof(object);
1585         game_fileinfo.walls_offset                      =       -1;
1586         game_fileinfo.walls_howmany             =       Num_walls;
1587         game_fileinfo.walls_sizeof                      =       sizeof(wall);
1588         game_fileinfo.doors_offset                      =       -1;
1589         game_fileinfo.doors_howmany             =       Num_open_doors;
1590         game_fileinfo.doors_sizeof                      =       sizeof(active_door);
1591         game_fileinfo.triggers_offset           =       -1;
1592         game_fileinfo.triggers_howmany  =       Num_triggers;
1593         game_fileinfo.triggers_sizeof           =       sizeof(trigger);
1594         game_fileinfo.control_offset            =       -1;
1595         game_fileinfo.control_howmany           =  1;
1596         game_fileinfo.control_sizeof            =  sizeof(control_center_triggers);
1597         game_fileinfo.matcen_offset             =       -1;
1598         game_fileinfo.matcen_howmany            =       Num_robot_centers;
1599         game_fileinfo.matcen_sizeof             =       sizeof(matcen_info);
1600
1601         game_fileinfo.dl_indices_offset         =       -1;
1602         game_fileinfo.dl_indices_howmany                =       Num_static_lights;
1603         game_fileinfo.dl_indices_sizeof         =       sizeof(dl_index);
1604
1605         game_fileinfo.delta_light_offset                =       -1;
1606         game_fileinfo.delta_light_howmany       =       compute_num_delta_light_records();
1607         game_fileinfo.delta_light_sizeof                =       sizeof(delta_light);
1608
1609         // Write the fileinfo
1610         fwrite( &game_fileinfo, sizeof(game_fileinfo), 1, SaveFile );
1611
1612         // Write the mine name
1613         fprintf(SaveFile,"%s\n",Current_level_name);
1614
1615         fwrite(&N_polygon_models,2,1,SaveFile);
1616         fwrite(Pof_names,N_polygon_models,sizeof(*Pof_names),SaveFile);
1617
1618         //==================== SAVE PLAYER INFO ===========================
1619
1620         player_offset = ftell(SaveFile);
1621         fwrite( &Players[Player_num], sizeof(player), 1, SaveFile );
1622
1623         //==================== SAVE OBJECT INFO ===========================
1624
1625         object_offset = ftell(SaveFile);
1626         //fwrite( &Objects, sizeof(object), game_fileinfo.object_howmany, SaveFile );
1627         {
1628                 int i;
1629                 for (i=0;i<game_fileinfo.object_howmany;i++)
1630                         write_object(&Objects[i],SaveFile);
1631         }
1632
1633         //==================== SAVE WALL INFO =============================
1634
1635         walls_offset = ftell(SaveFile);
1636         fwrite( Walls, sizeof(wall), game_fileinfo.walls_howmany, SaveFile );
1637
1638         //==================== SAVE DOOR INFO =============================
1639
1640         doors_offset = ftell(SaveFile);
1641         fwrite( ActiveDoors, sizeof(active_door), game_fileinfo.doors_howmany, SaveFile );
1642
1643         //==================== SAVE TRIGGER INFO =============================
1644
1645         triggers_offset = ftell(SaveFile);
1646         fwrite( Triggers, sizeof(trigger), game_fileinfo.triggers_howmany, SaveFile );
1647
1648         //================ SAVE CONTROL CENTER TRIGGER INFO ===============
1649
1650         control_offset = ftell(SaveFile);
1651         fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, SaveFile );
1652
1653
1654         //================ SAVE MATERIALIZATION CENTER TRIGGER INFO ===============
1655
1656         matcen_offset = ftell(SaveFile);
1657         // mprintf((0, "Writing %i materialization centers\n", game_fileinfo.matcen_howmany));
1658         // { int i;
1659         // for (i=0; i<game_fileinfo.matcen_howmany; i++)
1660         //      mprintf((0, "   %i: robot_flags = %08x\n", i, RobotCenters[i].robot_flags));
1661         // }
1662         fwrite( RobotCenters, sizeof(matcen_info), game_fileinfo.matcen_howmany, SaveFile );
1663
1664         //================ SAVE DELTA LIGHT INFO ===============
1665         dl_indices_offset = ftell(SaveFile);
1666         fwrite( Dl_indices, sizeof(dl_index), game_fileinfo.dl_indices_howmany, SaveFile );
1667
1668         delta_light_offset = ftell(SaveFile);
1669         fwrite( Delta_lights, sizeof(delta_light), game_fileinfo.delta_light_howmany, SaveFile );
1670
1671         //============= REWRITE FILE INFO, TO SAVE OFFSETS ===============
1672
1673         // Update the offset fields
1674         game_fileinfo.player_offset             =       player_offset;
1675         game_fileinfo.object_offset             =       object_offset;
1676         game_fileinfo.walls_offset                      =       walls_offset;
1677         game_fileinfo.doors_offset                      =       doors_offset;
1678         game_fileinfo.triggers_offset           =       triggers_offset;
1679         game_fileinfo.control_offset            =       control_offset;
1680         game_fileinfo.matcen_offset             =       matcen_offset;
1681         game_fileinfo.dl_indices_offset =       dl_indices_offset;
1682         game_fileinfo.delta_light_offset        =       delta_light_offset;
1683
1684
1685         end_offset = ftell(SaveFile);
1686
1687         // Write the fileinfo
1688         fseek(  SaveFile, start_offset, SEEK_SET );  // Move to TOF
1689         fwrite( &game_fileinfo, sizeof(game_fileinfo), 1, SaveFile );
1690
1691         // Go back to end of data
1692         fseek(SaveFile,end_offset,SEEK_SET);
1693
1694         return 0;
1695 }
1696
1697 int save_mine_data(FILE * SaveFile);
1698
1699 // -----------------------------------------------------------------------------
1700 // Save game
1701 int save_level_sub(char * filename, int compiled_version)
1702 {
1703         FILE * SaveFile;
1704         char temp_filename[PATH_MAX];
1705         int sig = MAKE_SIG('P','L','V','L'),version=LEVEL_FILE_VERSION;
1706         int minedata_offset=0,gamedata_offset=0;
1707
1708         if ( !compiled_version )        {
1709                 write_game_text_file(filename);
1710
1711                 if (Errors_in_mine) {
1712                         if (is_real_level(filename)) {
1713                                 char  ErrorMessage[200];
1714         
1715                                 sprintf( ErrorMessage, "Warning: %i errors in this mine!\n", Errors_in_mine );
1716                                 stop_time();
1717                                 gr_palette_load(gr_palette);
1718          
1719                                 if (nm_messagebox( NULL, 2, "Cancel Save", "Save", ErrorMessage )!=1)   {
1720                                         start_time();
1721                                         return 1;
1722                                 }
1723                                 start_time();
1724                         } else
1725                                 mprintf((1, "Error: %i errors in this mine.  See the 'txm' file.\n", Errors_in_mine));
1726                 }
1727                 change_filename_extension(temp_filename,filename,".LVL");
1728         }
1729         else
1730         {
1731                 // macs are using the regular hog/rl2 files for shareware
1732                 #if defined(SHAREWARE) && !defined(MACINTOSH)
1733                         change_filename_extension(temp_filename,filename,".SL2");
1734                 #else
1735                         change_filename_extension(temp_filename,filename,".RL2");
1736                 #endif
1737         }
1738
1739         SaveFile = fopen( temp_filename, "wb" );
1740         if (!SaveFile)
1741         {
1742                 char ErrorMessage[256];
1743
1744                 char fname[20];
1745                 _splitpath( temp_filename, NULL, NULL, fname, NULL );
1746
1747                 sprintf( ErrorMessage, \
1748                         "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" 
1749                         , temp_filename, fname );
1750                 stop_time();
1751                 gr_palette_load(gr_palette);
1752                 nm_messagebox( NULL, 1, "Ok", ErrorMessage );
1753                 start_time();
1754                 return 1;
1755         }
1756
1757         if (Current_level_name[0] == 0)
1758                 strcpy(Current_level_name,"Untitled");
1759
1760         clear_transient_objects(1);             //1 means clear proximity bombs
1761
1762         compress_objects();             //after this, Highest_object_index == num objects
1763
1764         //make sure player is in a segment
1765         if (update_object_seg(&Objects[Players[0].objnum]) == 0) {
1766                 if (ConsoleObject->segnum > Highest_segment_index)
1767                         ConsoleObject->segnum = 0;
1768                 compute_segment_center(&ConsoleObject->pos,&(Segments[ConsoleObject->segnum]));
1769         }
1770  
1771         fix_object_segs();
1772
1773         //Write the header
1774
1775         gs_write_int(sig,SaveFile);
1776         gs_write_int(version,SaveFile);
1777
1778         //save placeholders
1779         gs_write_int(minedata_offset,SaveFile);
1780         gs_write_int(gamedata_offset,SaveFile);
1781
1782         //Now write the damn data
1783
1784         //write the version 8 data (to make file unreadable by 1.0 & 1.1)
1785         gs_write_int(GameTime,SaveFile);
1786         gs_write_short(FrameCount,SaveFile);
1787         gs_write_byte(FrameTime,SaveFile);
1788
1789         // Write the palette file name
1790         fprintf(SaveFile,"%s\n",Current_level_palette);
1791
1792         gs_write_int(Base_control_center_explosion_time,SaveFile);
1793         gs_write_int(Reactor_strength,SaveFile);
1794
1795         gs_write_int(Num_flickering_lights,SaveFile);
1796         fwrite(Flickering_lights,sizeof(*Flickering_lights),Num_flickering_lights,SaveFile);
1797         
1798         gs_write_int(Secret_return_segment, SaveFile);
1799         gs_write_int(Secret_return_orient.rvec.x, SaveFile);
1800         gs_write_int(Secret_return_orient.rvec.y, SaveFile);
1801         gs_write_int(Secret_return_orient.rvec.z, SaveFile);
1802         gs_write_int(Secret_return_orient.fvec.x, SaveFile);
1803         gs_write_int(Secret_return_orient.fvec.y, SaveFile);
1804         gs_write_int(Secret_return_orient.fvec.z, SaveFile);
1805         gs_write_int(Secret_return_orient.uvec.x, SaveFile);
1806         gs_write_int(Secret_return_orient.uvec.y, SaveFile);
1807         gs_write_int(Secret_return_orient.uvec.z, SaveFile);
1808
1809         minedata_offset = ftell(SaveFile);
1810         if ( !compiled_version )        
1811                 save_mine_data(SaveFile);
1812         else
1813                 save_mine_data_compiled(SaveFile);
1814         gamedata_offset = ftell(SaveFile);
1815         save_game_data(SaveFile);
1816
1817         fseek(SaveFile,sizeof(sig)+sizeof(version),SEEK_SET);
1818         gs_write_int(minedata_offset,SaveFile);
1819         gs_write_int(gamedata_offset,SaveFile);
1820
1821         //==================== CLOSE THE FILE =============================
1822         fclose(SaveFile);
1823
1824         if ( !compiled_version )        {
1825                 if (Function_mode == FMODE_EDITOR)
1826                         editor_status("Saved mine %s, \"%s\"",filename,Current_level_name);
1827         }
1828
1829         return 0;
1830
1831 }
1832
1833 #if 0 //dunno - 3rd party stuff?
1834 extern void compress_uv_coordinates_all(void);
1835 #endif
1836
1837 int save_level(char * filename)
1838 {
1839         int r1;
1840
1841         // Save normal version...
1842         r1 = save_level_sub(filename, 0);
1843
1844         // Save compiled version...
1845         save_level_sub(filename, 1);
1846
1847         return r1;
1848 }
1849
1850 #endif  //EDITOR
1851
1852 #ifndef NDEBUG
1853 void dump_mine_info(void)
1854 {
1855         int     segnum, sidenum;
1856         fix     min_u, max_u, min_v, max_v, min_l, max_l, max_sl;
1857
1858         min_u = F1_0*1000;
1859         min_v = min_u;
1860         min_l = min_u;
1861
1862         max_u = -min_u;
1863         max_v = max_u;
1864         max_l = max_u;
1865
1866         max_sl = 0;
1867
1868         for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1869                 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1870                         int     vertnum;
1871                         side    *sidep = &Segments[segnum].sides[sidenum];
1872
1873                         if (Segment2s[segnum].static_light > max_sl)
1874                                 max_sl = Segment2s[segnum].static_light;
1875
1876                         for (vertnum=0; vertnum<4; vertnum++) {
1877                                 if (sidep->uvls[vertnum].u < min_u)
1878                                         min_u = sidep->uvls[vertnum].u;
1879                                 else if (sidep->uvls[vertnum].u > max_u)
1880                                         max_u = sidep->uvls[vertnum].u;
1881
1882                                 if (sidep->uvls[vertnum].v < min_v)
1883                                         min_v = sidep->uvls[vertnum].v;
1884                                 else if (sidep->uvls[vertnum].v > max_v)
1885                                         max_v = sidep->uvls[vertnum].v;
1886
1887                                 if (sidep->uvls[vertnum].l < min_l)
1888                                         min_l = sidep->uvls[vertnum].l;
1889                                 else if (sidep->uvls[vertnum].l > max_l)
1890                                         max_l = sidep->uvls[vertnum].l;
1891                         }
1892
1893                 }
1894         }
1895
1896 //      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)));
1897 //      mprintf((0, "Static light maximum = %7.3f\n", f2fl(max_sl)));
1898 //      mprintf((0, "Number of walls: %i\n", Num_walls));
1899
1900 }
1901
1902 #endif
1903
1904 #ifdef EDITOR
1905
1906 //read in every level in mission and save out compiled version 
1907 void save_all_compiled_levels(void)
1908 {
1909         do_load_save_levels(1);
1910 }
1911
1912 //read in every level in mission
1913 void load_all_levels(void)
1914 {
1915         do_load_save_levels(0);
1916 }
1917
1918
1919 void do_load_save_levels(int save)
1920 {
1921         int level_num;
1922
1923         if (! SafetyCheck())
1924                 return;
1925
1926         no_old_level_file_error=1;
1927
1928         for (level_num=1;level_num<=Last_level;level_num++) {
1929                 load_level(Level_names[level_num-1]);
1930                 load_palette(Current_level_palette,1,1);                //don't change screen
1931                 if (save)
1932                         save_level_sub(Level_names[level_num-1],1);
1933         }
1934
1935         for (level_num=-1;level_num>=Last_secret_level;level_num--) {
1936                 load_level(Secret_level_names[-level_num-1]);
1937                 load_palette(Current_level_palette,1,1);                //don't change screen
1938                 if (save)
1939                         save_level_sub(Secret_level_names[-level_num-1],1);
1940         }
1941
1942         no_old_level_file_error=0;
1943
1944 }
1945
1946 #endif