1 /* $Id: gamesave.c,v 1.25 2004-08-29 17:57:23 schaffner Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Save game information
26 char gamesave_rcsid[] = "$Id: gamesave.c,v 1.25 2004-08-29 17:57:23 schaffner Exp $";
42 #include "editor/editor.h"
74 char Gamesave_current_filename[128];
76 int Gamesave_current_version;
78 #define GAME_VERSION 32
79 #define GAME_COMPATIBLE_VERSION 22
81 //version 28->29 add delta light support
82 //version 27->28 controlcen id now is reactor number, not model number
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.
88 #define MENU_CURSOR_X_MIN MENU_X
89 #define MENU_CURSOR_X_MAX MENU_X+6
93 ushort fileinfo_signature;
94 ushort fileinfo_version;
96 } game_top_fileinfo; // Should be same as first two fields below...
99 ushort fileinfo_signature;
100 ushort fileinfo_version;
102 char mine_filename[15];
104 int player_offset; // Player info
106 int object_offset; // Object info
116 int triggers_howmany;
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;
136 // LINT: adding function prototypes
137 void read_object(object *obj, CFILE *f, int version);
139 void write_object(object *obj, FILE *f);
140 void do_load_save_levels(int save);
143 void dump_mine_info(void);
146 extern char MaxPowerupsAllowed[MAX_POWERUP_TYPES];
147 extern char PowerupsInMine[MAX_POWERUP_TYPES];
150 extern char mine_filename[];
151 extern int save_mine_data_compiled(FILE * SaveFile);
153 //--unused-- char mine_filename[128];
156 int Gamesave_num_org_robots = 0;
157 //--unused-- grs_bitmap * Gamesave_saved_bitmap = NULL;
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)
164 int len = strlen(filename);
169 //mprintf((0, "String = [%s]\n", &filename[len-11]));
170 return !strnicmp(&filename[len-11], "level", 5);
175 void change_filename_extension( char *dest, char *src, char *new_ext )
184 for (i=1; i<strlen(dest); i++ )
185 if (dest[i]=='.'||dest[i]==' '||dest[i]==0)
190 dest[i+1]=new_ext[0];
191 dest[i+2]=new_ext[1];
192 dest[i+3]=new_ext[2];
198 //--unused-- vms_angvec zero_angles={0,0,0};
200 #define vm_angvec_zero(v) do {(v)->p=(v)->b=(v)->h=0;} while (0)
202 int Gamesave_num_players=0;
204 int N_save_pof_names;
205 char Save_pof_names[MAX_POLYGON_MODELS][FILENAME_LEN];
207 void check_and_fix_matrix(vms_matrix *m);
209 void verify_object( object * obj ) {
211 obj->lifeleft = IMMORTAL_TIME; //all loaded object are immortal, for now
213 if ( obj->type == OBJ_ROBOT ) {
214 Gamesave_num_org_robots++;
216 // Make sure valid id...
217 if ( obj->id >= N_robot_types )
218 obj->id = obj->id % N_robot_types;
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.
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,
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;
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
243 //@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
244 //@@ obj->size = (obj->size*3)/2;
246 //@@if (obj->control_type==CT_AI && Robot_info[obj->id].attack_type)
247 //@@ obj->size = obj->size*3/4;
250 if (obj->id == 65) //special "reactor" robots
251 obj->movement_type = MT_NONE;
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;
258 else { //Robots taken care of above
260 if ( obj->render_type == RT_POLYOBJ ) {
262 char *name = Save_pof_names[obj->rtype.pobj_info.model_num];
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;
273 if ( obj->type == OBJ_POWERUP ) {
274 if ( obj->id >= N_powerup_types ) {
276 Assert( obj->render_type != RT_POLYOBJ );
278 obj->control_type = CT_POWERUP;
279 obj->size = Powerup_info[obj->id].size;
280 obj->ctype.powerup_info.creation_time = 0;
283 if (Game_mode & GM_NETWORK)
285 if (multi_powerup_is_4pack(obj->id))
287 PowerupsInMine[obj->id-1]+=4;
288 MaxPowerupsAllowed[obj->id-1]+=4;
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"));
300 if ( obj->type == OBJ_WEAPON ) {
301 if ( obj->id >= N_weapon_types ) {
303 Assert( obj->render_type != RT_POLYOBJ );
306 if (obj->id == PMINE_ID) { //make sure pmines have correct values
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;
312 // Make sure model number & size are correct...
313 Assert( obj->render_type == RT_POLYOBJ );
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;
320 if ( obj->type == OBJ_CNTRLCEN ) {
322 obj->render_type = RT_POLYOBJ;
323 obj->control_type = CT_CNTRLCEN;
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
329 //@@// Make model number is correct...
330 //@@for (i=0; i<Num_total_object_types; i++ )
331 //@@ if ( ObjType[i] == OL_CONTROL_CENTER ) {
332 //@@ obj->rtype.pobj_info.model_num = ObjId[i];
333 //@@ obj->shields = ObjStrength[i];
340 // Check, and set, strength of reactor
341 for (i=0; i<Num_total_object_types; i++ )
342 if ( ObjType[i]==OL_CONTROL_CENTER && ObjId[i] == obj->id ) {
343 obj->shields = ObjStrength[i];
346 Assert(i < Num_total_object_types); //make sure we found it
351 if ( obj->type == OBJ_PLAYER ) {
354 //Assert(obj == Player);
356 if ( obj == ConsoleObject )
357 init_player_object();
359 if (obj->render_type == RT_POLYOBJ) //recover from Matt's pof file matchup bug
360 obj->rtype.pobj_info.model_num = Player_ship->model_num;
362 //Make sure orient matrix is orthogonal
363 check_and_fix_matrix(&obj->orient);
365 obj->id = Gamesave_num_players++;
368 if (obj->type == OBJ_HOSTAGE) {
370 //@@if (obj->id > N_hostage_types)
373 obj->render_type = RT_HOSTAGE;
374 obj->control_type = CT_POWERUP;
379 //static gs_skip(int len,CFILE *file)
382 // cfseek(file,len,SEEK_CUR);
386 static void gs_write_int(int i,FILE *file)
388 if (fwrite( &i, sizeof(i), 1, file) != 1)
389 Error( "Error reading int in gamesave.c" );
393 static void gs_write_fix(fix f,FILE *file)
395 if (fwrite( &f, sizeof(f), 1, file) != 1)
396 Error( "Error reading fix in gamesave.c" );
400 static void gs_write_short(short s,FILE *file)
402 if (fwrite( &s, sizeof(s), 1, file) != 1)
403 Error( "Error reading short in gamesave.c" );
407 static void gs_write_fixang(fixang f,FILE *file)
409 if (fwrite( &f, sizeof(f), 1, file) != 1)
410 Error( "Error reading fixang in gamesave.c" );
414 static void gs_write_byte(byte b,FILE *file)
416 if (fwrite( &b, sizeof(b), 1, file) != 1)
417 Error( "Error reading byte in gamesave.c" );
421 static void gr_write_vector(vms_vector *v,FILE *file)
423 gs_write_fix(v->x,file);
424 gs_write_fix(v->y,file);
425 gs_write_fix(v->z,file);
428 static void gs_write_matrix(vms_matrix *m,FILE *file)
430 gr_write_vector(&m->rvec,file);
431 gr_write_vector(&m->uvec,file);
432 gr_write_vector(&m->fvec,file);
435 static void gs_write_angvec(vms_angvec *v,FILE *file)
437 gs_write_fixang(v->p,file);
438 gs_write_fixang(v->b,file);
439 gs_write_fixang(v->h,file);
445 extern int multi_powerup_is_4pack(int);
446 //reads one object of the given version from the given file
447 void read_object(object *obj,CFILE *f,int version)
450 obj->type = cfile_read_byte(f);
451 obj->id = cfile_read_byte(f);
453 obj->control_type = cfile_read_byte(f);
454 obj->movement_type = cfile_read_byte(f);
455 obj->render_type = cfile_read_byte(f);
456 obj->flags = cfile_read_byte(f);
458 obj->segnum = cfile_read_short(f);
459 obj->attached_obj = -1;
461 cfile_read_vector(&obj->pos,f);
462 cfile_read_matrix(&obj->orient,f);
464 obj->size = cfile_read_fix(f);
465 obj->shields = cfile_read_fix(f);
467 cfile_read_vector(&obj->last_pos,f);
469 obj->contains_type = cfile_read_byte(f);
470 obj->contains_id = cfile_read_byte(f);
471 obj->contains_count = cfile_read_byte(f);
473 switch (obj->movement_type) {
477 cfile_read_vector(&obj->mtype.phys_info.velocity,f);
478 cfile_read_vector(&obj->mtype.phys_info.thrust,f);
480 obj->mtype.phys_info.mass = cfile_read_fix(f);
481 obj->mtype.phys_info.drag = cfile_read_fix(f);
482 obj->mtype.phys_info.brakes = cfile_read_fix(f);
484 cfile_read_vector(&obj->mtype.phys_info.rotvel,f);
485 cfile_read_vector(&obj->mtype.phys_info.rotthrust,f);
487 obj->mtype.phys_info.turnroll = cfile_read_fixang(f);
488 obj->mtype.phys_info.flags = cfile_read_short(f);
494 cfile_read_vector(&obj->mtype.spin_rate,f);
504 switch (obj->control_type) {
509 obj->ctype.ai_info.behavior = cfile_read_byte(f);
511 for (i=0;i<MAX_AI_FLAGS;i++)
512 obj->ctype.ai_info.flags[i] = cfile_read_byte(f);
514 obj->ctype.ai_info.hide_segment = cfile_read_short(f);
515 obj->ctype.ai_info.hide_index = cfile_read_short(f);
516 obj->ctype.ai_info.path_length = cfile_read_short(f);
517 obj->ctype.ai_info.cur_path_index = cfile_read_short(f);
520 cfile_read_short(f); // obj->ctype.ai_info.follow_path_start_seg =
521 cfile_read_short(f); // obj->ctype.ai_info.follow_path_end_seg =
529 obj->ctype.expl_info.spawn_time = cfile_read_fix(f);
530 obj->ctype.expl_info.delete_time = cfile_read_fix(f);
531 obj->ctype.expl_info.delete_objnum = cfile_read_short(f);
532 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
538 //do I really need to read these? Are they even saved to disk?
540 obj->ctype.laser_info.parent_type = cfile_read_short(f);
541 obj->ctype.laser_info.parent_num = cfile_read_short(f);
542 obj->ctype.laser_info.parent_signature = cfile_read_int(f);
548 obj->ctype.light_info.intensity = cfile_read_fix(f);
554 obj->ctype.powerup_info.count = cfile_read_int(f);
556 obj->ctype.powerup_info.count = 1;
558 if (obj->id == POW_VULCAN_WEAPON)
559 obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
561 if (obj->id == POW_GAUSS_WEAPON)
562 obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
564 if (obj->id == POW_OMEGA_WEAPON)
565 obj->ctype.powerup_info.count = MAX_OMEGA_CHARGE;
575 case CT_SLEW: //the player is generally saved as slew
589 switch (obj->render_type) {
598 obj->rtype.pobj_info.model_num = cfile_read_int(f);
600 for (i=0;i<MAX_SUBMODELS;i++)
601 cfile_read_angvec(&obj->rtype.pobj_info.anim_angles[i],f);
603 obj->rtype.pobj_info.subobj_flags = cfile_read_int(f);
605 tmo = cfile_read_int(f);
608 obj->rtype.pobj_info.tmap_override = tmo;
611 obj->rtype.pobj_info.tmap_override = -1;
613 int xlated_tmo = tmap_xlate_table[tmo];
614 if (xlated_tmo < 0) {
615 mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->rtype.pobj_info.model_num));
619 obj->rtype.pobj_info.tmap_override = xlated_tmo;
623 obj->rtype.pobj_info.alt_textures = 0;
628 case RT_WEAPON_VCLIP:
633 obj->rtype.vclip_info.vclip_num = cfile_read_int(f);
634 obj->rtype.vclip_info.frametime = cfile_read_fix(f);
635 obj->rtype.vclip_info.framenum = cfile_read_byte(f);
651 //writes one object to the given file
652 void write_object(object *obj,FILE *f)
654 gs_write_byte(obj->type,f);
655 gs_write_byte(obj->id,f);
657 gs_write_byte(obj->control_type,f);
658 gs_write_byte(obj->movement_type,f);
659 gs_write_byte(obj->render_type,f);
660 gs_write_byte(obj->flags,f);
662 gs_write_short(obj->segnum,f);
664 gr_write_vector(&obj->pos,f);
665 gs_write_matrix(&obj->orient,f);
667 gs_write_fix(obj->size,f);
668 gs_write_fix(obj->shields,f);
670 gr_write_vector(&obj->last_pos,f);
672 gs_write_byte(obj->contains_type,f);
673 gs_write_byte(obj->contains_id,f);
674 gs_write_byte(obj->contains_count,f);
676 switch (obj->movement_type) {
680 gr_write_vector(&obj->mtype.phys_info.velocity,f);
681 gr_write_vector(&obj->mtype.phys_info.thrust,f);
683 gs_write_fix(obj->mtype.phys_info.mass,f);
684 gs_write_fix(obj->mtype.phys_info.drag,f);
685 gs_write_fix(obj->mtype.phys_info.brakes,f);
687 gr_write_vector(&obj->mtype.phys_info.rotvel,f);
688 gr_write_vector(&obj->mtype.phys_info.rotthrust,f);
690 gs_write_fixang(obj->mtype.phys_info.turnroll,f);
691 gs_write_short(obj->mtype.phys_info.flags,f);
697 gr_write_vector(&obj->mtype.spin_rate,f);
707 switch (obj->control_type) {
712 gs_write_byte(obj->ctype.ai_info.behavior,f);
714 for (i=0;i<MAX_AI_FLAGS;i++)
715 gs_write_byte(obj->ctype.ai_info.flags[i],f);
717 gs_write_short(obj->ctype.ai_info.hide_segment,f);
718 gs_write_short(obj->ctype.ai_info.hide_index,f);
719 gs_write_short(obj->ctype.ai_info.path_length,f);
720 gs_write_short(obj->ctype.ai_info.cur_path_index,f);
722 // -- unused! mk, 08/13/95 -- gs_write_short(obj->ctype.ai_info.follow_path_start_seg,f);
723 // -- unused! mk, 08/13/95 -- gs_write_short(obj->ctype.ai_info.follow_path_end_seg,f);
730 gs_write_fix(obj->ctype.expl_info.spawn_time,f);
731 gs_write_fix(obj->ctype.expl_info.delete_time,f);
732 gs_write_short(obj->ctype.expl_info.delete_objnum,f);
738 //do I really need to write these objects?
740 gs_write_short(obj->ctype.laser_info.parent_type,f);
741 gs_write_short(obj->ctype.laser_info.parent_num,f);
742 gs_write_int(obj->ctype.laser_info.parent_signature,f);
748 gs_write_fix(obj->ctype.light_info.intensity,f);
753 gs_write_int(obj->ctype.powerup_info.count,f);
761 case CT_SLEW: //the player is generally saved as slew
765 break; //control center object.
775 switch (obj->render_type) {
784 gs_write_int(obj->rtype.pobj_info.model_num,f);
786 for (i=0;i<MAX_SUBMODELS;i++)
787 gs_write_angvec(&obj->rtype.pobj_info.anim_angles[i],f);
789 gs_write_int(obj->rtype.pobj_info.subobj_flags,f);
791 gs_write_int(obj->rtype.pobj_info.tmap_override,f);
796 case RT_WEAPON_VCLIP:
801 gs_write_int(obj->rtype.vclip_info.vclip_num,f);
802 gs_write_fix(obj->rtype.vclip_info.frametime,f);
803 gs_write_byte(obj->rtype.vclip_info.framenum,f);
818 extern int remove_trigger_num(int trigger_num);
820 // --------------------------------------------------------------------
822 // Loads all the relevant data for a level.
823 // If level != -1, it loads the filename with extension changed to .min
824 // Otherwise it loads the appropriate level mine.
825 // returns 0=everything ok, 1=old version, -1=error
826 int load_game_data(CFILE *LoadFile)
830 short game_top_fileinfo_version;
833 int num_delta_lights;
836 //===================== READ FILE INFO ========================
839 cfread(&game_top_fileinfo, sizeof(game_top_fileinfo), 1, LoadFile);
843 if (cfile_read_short(LoadFile) != 0x6705)
846 // Read and check version number
847 game_top_fileinfo_version = cfile_read_short(LoadFile);
848 if (game_top_fileinfo_version < GAME_COMPATIBLE_VERSION )
851 // We skip some parts of the former game_top_fileinfo
852 cfseek(LoadFile, 31, SEEK_CUR);
854 object_offset = cfile_read_int(LoadFile);
855 gs_num_objects = cfile_read_int(LoadFile);
856 cfseek(LoadFile, 8, SEEK_CUR);
858 Num_walls = cfile_read_int(LoadFile);
859 cfseek(LoadFile, 20, SEEK_CUR);
861 Num_triggers = cfile_read_int(LoadFile);
862 cfseek(LoadFile, 24, SEEK_CUR);
864 trig_size = cfile_read_int(LoadFile);
865 Assert(trig_size == sizeof(ControlCenterTriggers));
866 cfseek(LoadFile, 4, SEEK_CUR);
868 Num_robot_centers = cfile_read_int(LoadFile);
869 cfseek(LoadFile, 4, SEEK_CUR);
871 if (game_top_fileinfo_version >= 29) {
872 cfseek(LoadFile, 4, SEEK_CUR);
873 Num_static_lights = cfile_read_int(LoadFile);
874 cfseek(LoadFile, 8, SEEK_CUR);
875 num_delta_lights = cfile_read_int(LoadFile);
876 cfseek(LoadFile, 4, SEEK_CUR);
878 Num_static_lights = 0;
879 num_delta_lights = 0;
882 if (game_top_fileinfo_version >= 31) //load mine filename
883 // read newline-terminated string, not sure what version this changed.
884 cfgets(Current_level_name,sizeof(Current_level_name),LoadFile);
885 else if (game_top_fileinfo_version >= 14) { //load mine filename
886 // read null-terminated string
887 char *p=Current_level_name;
888 //must do read one char at a time, since no cfgets()
889 do *p = cfgetc(LoadFile); while (*p++!=0);
892 Current_level_name[0]=0;
894 if (game_top_fileinfo_version >= 19) { //load pof names
895 N_save_pof_names = cfile_read_short(LoadFile);
896 if (N_save_pof_names != 0x614d && N_save_pof_names != 0x5547) { // "Ma"de w/DMB beta/"GU"ILE
897 Assert(N_save_pof_names < MAX_POLYGON_MODELS);
898 cfread(Save_pof_names,N_save_pof_names,FILENAME_LEN,LoadFile);
902 //===================== READ PLAYER INFO ==========================
903 Object_next_signature = 0;
905 //===================== READ OBJECT INFO ==========================
907 Gamesave_num_org_robots = 0;
908 Gamesave_num_players = 0;
910 if (object_offset > -1) {
911 if (cfseek( LoadFile, object_offset, SEEK_SET ))
912 Error( "Error seeking to object_offset in gamesave.c" );
914 for (i = 0; i < gs_num_objects; i++) {
916 read_object(&Objects[i], LoadFile, game_top_fileinfo_version);
918 Objects[i].signature = Object_next_signature++;
919 verify_object( &Objects[i] );
924 //===================== READ WALL INFO ============================
926 for (i = 0; i < Num_walls; i++) {
927 if (game_top_fileinfo_version >= 20)
928 wall_read(&Walls[i], LoadFile); // v20 walls and up.
929 else if (game_top_fileinfo_version >= 17) {
931 v19_wall_read(&w, LoadFile);
932 Walls[i].segnum = w.segnum;
933 Walls[i].sidenum = w.sidenum;
934 Walls[i].linked_wall = w.linked_wall;
935 Walls[i].type = w.type;
936 Walls[i].flags = w.flags;
937 Walls[i].hps = w.hps;
938 Walls[i].trigger = w.trigger;
939 Walls[i].clip_num = w.clip_num;
940 Walls[i].keys = w.keys;
941 Walls[i].state = WALL_DOOR_CLOSED;
944 v16_wall_read(&w, LoadFile);
945 Walls[i].segnum = Walls[i].sidenum = Walls[i].linked_wall = -1;
946 Walls[i].type = w.type;
947 Walls[i].flags = w.flags;
948 Walls[i].hps = w.hps;
949 Walls[i].trigger = w.trigger;
950 Walls[i].clip_num = w.clip_num;
951 Walls[i].keys = w.keys;
956 //===================== READ DOOR INFO ============================
958 if (game_fileinfo.doors_offset > -1)
960 if (!cfseek( LoadFile, game_fileinfo.doors_offset,SEEK_SET )) {
962 for (i=0;i<game_fileinfo.doors_howmany;i++) {
964 if (game_top_fileinfo_version >= 20)
965 active_door_read(&ActiveDoors[i], LoadFile); // version 20 and up
970 v19_door_read(&d, LoadFile);
972 ActiveDoors[i].n_parts = d.n_parts;
974 for (p=0;p<d.n_parts;p++) {
977 cseg = Segments[d.seg[p]].children[d.side[p]];
978 cside = find_connect_side(&Segments[d.seg[p]],&Segments[cseg]);
980 ActiveDoors[i].front_wallnum[p] = Segments[d.seg[p]].sides[d.side[p]].wall_num;
981 ActiveDoors[i].back_wallnum[p] = Segments[cseg].sides[cside].wall_num;
990 //==================== READ TRIGGER INFO ==========================
993 // for MACINTOSH -- assume all triggers >= verion 31 triggers.
995 for (i = 0; i < Num_triggers; i++)
997 if (game_top_fileinfo_version < 31)
1003 if (game_top_fileinfo_version < 30) {
1006 v29_trigger_read(&trig29, LoadFile);
1007 trig.flags = trig29.flags;
1008 trig.num_links = trig29.num_links;
1009 trig.num_links = trig29.num_links;
1010 trig.value = trig29.value;
1011 trig.time = trig29.time;
1013 for (t=0;t<trig.num_links;t++) {
1014 trig.seg[t] = trig29.seg[t];
1015 trig.side[t] = trig29.side[t];
1019 v30_trigger_read(&trig, LoadFile);
1021 //Assert(trig.flags & TRIGGER_ON);
1022 trig.flags &= ~TRIGGER_ON;
1024 if (trig.flags & TRIGGER_CONTROL_DOORS)
1025 type = TT_OPEN_DOOR;
1026 else if (trig.flags & TRIGGER_SHIELD_DAMAGE)
1028 else if (trig.flags & TRIGGER_ENERGY_DRAIN)
1030 else if (trig.flags & TRIGGER_EXIT)
1032 else if (trig.flags & TRIGGER_ONE_SHOT)
1034 else if (trig.flags & TRIGGER_MATCEN)
1036 else if (trig.flags & TRIGGER_ILLUSION_OFF)
1037 type = TT_ILLUSION_OFF;
1038 else if (trig.flags & TRIGGER_SECRET_EXIT)
1039 type = TT_SECRET_EXIT;
1040 else if (trig.flags & TRIGGER_ILLUSION_ON)
1041 type = TT_ILLUSION_ON;
1042 else if (trig.flags & TRIGGER_UNLOCK_DOORS)
1043 type = TT_UNLOCK_DOOR;
1044 else if (trig.flags & TRIGGER_OPEN_WALL)
1045 type = TT_OPEN_WALL;
1046 else if (trig.flags & TRIGGER_CLOSE_WALL)
1047 type = TT_CLOSE_WALL;
1048 else if (trig.flags & TRIGGER_ILLUSORY_WALL)
1049 type = TT_ILLUSORY_WALL;
1052 Triggers[i].type = type;
1053 Triggers[i].flags = 0;
1054 Triggers[i].num_links = trig.num_links;
1055 Triggers[i].num_links = trig.num_links;
1056 Triggers[i].value = trig.value;
1057 Triggers[i].time = trig.time;
1058 for (t=0;t<trig.num_links;t++) {
1059 Triggers[i].seg[t] = trig.seg[t];
1060 Triggers[i].side[t] = trig.side[t];
1064 trigger_read(&Triggers[i], LoadFile);
1067 //================ READ CONTROL CENTER TRIGGER INFO ===============
1070 if (game_fileinfo.control_offset > -1)
1071 if (!cfseek(LoadFile, game_fileinfo.control_offset, SEEK_SET))
1073 Assert(game_fileinfo.control_sizeof == sizeof(control_center_triggers));
1075 control_center_triggers_read_n(&ControlCenterTriggers, 1, LoadFile);
1077 //================ READ MATERIALOGRIFIZATIONATORS INFO ===============
1079 // mprintf((0, "Reading %i materialization centers.\n", game_fileinfo.matcen_howmany));
1080 for (i = 0; i < Num_robot_centers; i++) {
1081 if (game_top_fileinfo_version < 27) {
1083 old_matcen_info_read(&m, LoadFile);
1084 RobotCenters[i].robot_flags[0] = m.robot_flags;
1085 RobotCenters[i].robot_flags[1] = 0;
1086 RobotCenters[i].hit_points = m.hit_points;
1087 RobotCenters[i].interval = m.interval;
1088 RobotCenters[i].segnum = m.segnum;
1089 RobotCenters[i].fuelcen_num = m.fuelcen_num;
1092 matcen_info_read(&RobotCenters[i], LoadFile);
1093 // Set links in RobotCenters to Station array
1094 for (j = 0; j <= Highest_segment_index; j++)
1095 if (Segment2s[j].special == SEGMENT_IS_ROBOTMAKER)
1096 if (Segment2s[j].matcen_num == i)
1097 RobotCenters[i].fuelcen_num = Segment2s[j].value;
1098 // mprintf((0, " %i: flags = %08x\n", i, RobotCenters[i].robot_flags));
1101 //================ READ DL_INDICES INFO ===============
1103 for (i = 0; i < Num_static_lights; i++) {
1104 if (game_top_fileinfo_version < 29) {
1105 mprintf((0, "Warning: Old mine version. Not reading Dl_indices info.\n"));
1106 Int3(); //shouldn't be here!!!
1108 dl_index_read(&Dl_indices[i], LoadFile);
1111 // Indicate that no light has been subtracted from any vertices.
1112 clear_light_subtracted();
1114 //================ READ DELTA LIGHT INFO ===============
1116 for (i = 0; i < num_delta_lights; i++) {
1117 if (game_top_fileinfo_version < 29) {
1118 mprintf((0, "Warning: Old mine version. Not reading delta light info.\n"));
1120 delta_light_read(&Delta_lights[i], LoadFile);
1123 //========================= UPDATE VARIABLES ======================
1125 reset_objects(gs_num_objects);
1127 for (i=0; i<MAX_OBJECTS; i++) {
1128 Objects[i].next = Objects[i].prev = -1;
1129 if (Objects[i].type != OBJ_NONE) {
1130 int objsegnum = Objects[i].segnum;
1132 if (objsegnum > Highest_segment_index) //bogus object
1133 Objects[i].type = OBJ_NONE;
1135 Objects[i].segnum = -1; //avoid Assert()
1136 obj_link(i,objsegnum);
1141 clear_transient_objects(1); //1 means clear proximity bombs
1143 // Make sure non-transparent doors are set correctly.
1144 for (i=0; i< Num_segments; i++)
1145 for (j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
1146 side *sidep = &Segments[i].sides[j];
1147 if ((sidep->wall_num != -1) && (Walls[sidep->wall_num].clip_num != -1)) {
1148 //mprintf((0, "Checking Wall %d\n", Segments[i].sides[j].wall_num));
1149 if (WallAnims[Walls[sidep->wall_num].clip_num].flags & WCF_TMAP1) {
1150 //mprintf((0, "Fixing non-transparent door.\n"));
1151 sidep->tmap_num = WallAnims[Walls[sidep->wall_num].clip_num].frames[0];
1152 sidep->tmap_num2 = 0;
1161 Num_open_doors = game_fileinfo.doors_howmany;
1165 //go through all walls, killing references to invalid triggers
1166 for (i=0;i<Num_walls;i++)
1167 if (Walls[i].trigger >= Num_triggers) {
1168 mprintf((0,"Removing reference to invalid trigger %d from wall %d\n",Walls[i].trigger,i));
1169 Walls[i].trigger = -1; //kill trigger
1172 //go through all triggers, killing unused ones
1173 for (i=0;i<Num_triggers;) {
1176 // Find which wall this trigger is connected to.
1177 for (w=0; w<Num_walls; w++)
1178 if (Walls[w].trigger == i)
1182 if (w == Num_walls) {
1183 mprintf((0,"Removing unreferenced trigger %d\n",i));
1184 remove_trigger_num(i);
1191 // MK, 10/17/95: Make walls point back at the triggers that control them.
1192 // Go through all triggers, stuffing controlling_trigger field in Walls.
1195 for (i=0; i<Num_walls; i++)
1196 Walls[i].controlling_trigger = -1;
1198 for (t=0; t<Num_triggers; t++) {
1200 for (l=0; l<Triggers[t].num_links; l++) {
1201 int seg_num, side_num, wall_num;
1203 seg_num = Triggers[t].seg[l];
1204 side_num = Triggers[t].side[l];
1205 wall_num = Segments[seg_num].sides[side_num].wall_num;
1207 // -- if (Walls[wall_num].controlling_trigger != -1)
1210 //check to see that if a trigger requires a wall that it has one,
1211 //and if it requires a matcen that it has one
1213 if (Triggers[t].type == TT_MATCEN) {
1214 if (Segment2s[seg_num].special != SEGMENT_IS_ROBOTMAKER)
1215 Int3(); //matcen trigger doesn't point to matcen
1217 else if (Triggers[t].type != TT_LIGHT_OFF && Triggers[t].type != TT_LIGHT_ON) { //light triggers don't require walls
1219 Int3(); // This is illegal. This trigger requires a wall
1221 Walls[wall_num].controlling_trigger = t;
1227 //fix old wall structs
1228 if (game_top_fileinfo_version < 17) {
1229 int segnum,sidenum,wallnum;
1231 for (segnum=0; segnum<=Highest_segment_index; segnum++)
1232 for (sidenum=0;sidenum<6;sidenum++)
1233 if ((wallnum=Segments[segnum].sides[sidenum].wall_num) != -1) {
1234 Walls[wallnum].segnum = segnum;
1235 Walls[wallnum].sidenum = sidenum;
1242 for (sidenum=0; sidenum<6; sidenum++) {
1243 int wallnum = Segments[Highest_segment_index].sides[sidenum].wall_num;
1245 if ((Walls[wallnum].segnum != Highest_segment_index) || (Walls[wallnum].sidenum != sidenum))
1246 Int3(); // Error. Bogus walls in this segment.
1247 // Consult Yuan or Mike.
1252 //create_local_segment_data();
1260 if (game_top_fileinfo_version < GAME_VERSION
1261 && !(game_top_fileinfo_version == 25 && GAME_VERSION == 26))
1262 return 1; //means old version
1268 int check_segment_connections(void);
1270 extern void set_ambient_sound_flags(void);
1272 // ----------------------------------------------------------------------------
1274 #define LEVEL_FILE_VERSION 8
1275 //1 -> 2 add palette name
1276 //2 -> 3 add control center explosion time
1277 //3 -> 4 add reactor strength
1278 //4 -> 5 killed hostage text stuff
1279 //5 -> 6 added Secret_return_segment and Secret_return_orient
1280 //6 -> 7 added flickering lights
1281 //7 -> 8 made version 8 to be not compatible with D2 1.0 & 1.1
1284 char *Level_being_loaded=NULL;
1288 extern void ncache_flush();
1291 extern int Slide_segs_computed;
1293 int no_old_level_file_error=0;
1295 //loads a level (.LVL) file from disk
1296 //returns 0 if success, else error code
1297 int load_level(char * filename_passed)
1300 int use_compiled_level=1;
1304 int sig, minedata_offset, gamedata_offset;
1305 int mine_err, game_err;
1310 Slide_segs_computed = 0;
1313 if (Game_mode & GM_NETWORK)
1315 for (i=0;i<MAX_POWERUP_TYPES;i++)
1317 MaxPowerupsAllowed[i]=0;
1318 PowerupsInMine[i]=0;
1328 Level_being_loaded = filename_passed;
1331 strcpy(filename,filename_passed);
1334 //if we have the editor, try the LVL first, no matter what was passed.
1335 //if we don't have an LVL, try RDL
1336 //if we don't have the editor, we just use what was passed
1338 change_filename_extension(filename,filename_passed,".lvl");
1339 use_compiled_level = 0;
1341 if (!cfexist(filename)) {
1342 change_filename_extension(filename,filename,".rl2");
1343 use_compiled_level = 1;
1347 LoadFile = cfopen( filename, "rb" );
1351 mprintf((0,"Can't open level file <%s>\n", filename));
1354 Error("Can't open file <%s>\n",filename);
1358 strcpy( Gamesave_current_filename, filename );
1361 // if ( Newdemo_state == ND_STATE_RECORDING )
1362 // newdemo_record_start_demo();
1365 sig = cfile_read_int(LoadFile);
1366 Gamesave_current_version = cfile_read_int(LoadFile);
1367 mprintf((0, "Gamesave_current_version = %d\n", Gamesave_current_version));
1368 minedata_offset = cfile_read_int(LoadFile);
1369 gamedata_offset = cfile_read_int(LoadFile);
1371 Assert(sig == MAKE_SIG('P','L','V','L'));
1373 if (Gamesave_current_version >= 8) { //read dummy data
1374 cfile_read_int(LoadFile);
1375 cfile_read_short(LoadFile);
1376 cfile_read_byte(LoadFile);
1379 if (Gamesave_current_version < 5)
1380 cfile_read_int(LoadFile); //was hostagetext_offset
1382 if (Gamesave_current_version > 1)
1383 cfgets(Current_level_palette,sizeof(Current_level_palette),LoadFile);
1384 if (Gamesave_current_version <= 1 || Current_level_palette[0]==0) // descent 1 level
1385 strcpy(Current_level_palette, DEFAULT_LEVEL_PALETTE);
1387 if (Gamesave_current_version >= 3)
1388 Base_control_center_explosion_time = cfile_read_int(LoadFile);
1390 Base_control_center_explosion_time = DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
1392 if (Gamesave_current_version >= 4)
1393 Reactor_strength = cfile_read_int(LoadFile);
1395 Reactor_strength = -1; //use old defaults
1397 if (Gamesave_current_version >= 7) {
1400 Num_flickering_lights = cfile_read_int(LoadFile);
1401 Assert((Num_flickering_lights >= 0) && (Num_flickering_lights < MAX_FLICKERING_LIGHTS));
1402 for (i = 0; i < Num_flickering_lights; i++)
1403 flickering_light_read(&Flickering_lights[i], LoadFile);
1406 Num_flickering_lights = 0;
1408 if (Gamesave_current_version < 6) {
1409 Secret_return_segment = 0;
1410 Secret_return_orient.rvec.x = F1_0;
1411 Secret_return_orient.rvec.y = 0;
1412 Secret_return_orient.rvec.z = 0;
1413 Secret_return_orient.fvec.x = 0;
1414 Secret_return_orient.fvec.y = F1_0;
1415 Secret_return_orient.fvec.z = 0;
1416 Secret_return_orient.uvec.x = 0;
1417 Secret_return_orient.uvec.y = 0;
1418 Secret_return_orient.uvec.z = F1_0;
1420 Secret_return_segment = cfile_read_int(LoadFile);
1421 Secret_return_orient.rvec.x = cfile_read_int(LoadFile);
1422 Secret_return_orient.rvec.y = cfile_read_int(LoadFile);
1423 Secret_return_orient.rvec.z = cfile_read_int(LoadFile);
1424 Secret_return_orient.fvec.x = cfile_read_int(LoadFile);
1425 Secret_return_orient.fvec.y = cfile_read_int(LoadFile);
1426 Secret_return_orient.fvec.z = cfile_read_int(LoadFile);
1427 Secret_return_orient.uvec.x = cfile_read_int(LoadFile);
1428 Secret_return_orient.uvec.y = cfile_read_int(LoadFile);
1429 Secret_return_orient.uvec.z = cfile_read_int(LoadFile);
1432 cfseek(LoadFile,minedata_offset,SEEK_SET);
1434 if (!use_compiled_level) {
1435 mine_err = load_mine_data(LoadFile);
1436 #if 0 // get from d1src if needed
1437 // Compress all uv coordinates in mine, improves texmap precision. --MK, 02/19/96
1438 compress_uv_coordinates_all();
1442 //NOTE LINK TO ABOVE!!
1443 mine_err = load_mine_data_compiled(LoadFile);
1445 if (mine_err == -1) { //error!!
1450 cfseek(LoadFile,gamedata_offset,SEEK_SET);
1451 game_err = load_game_data(LoadFile);
1453 if (game_err == -1) { //error!!
1458 //======================== CLOSE FILE =============================
1460 cfclose( LoadFile );
1462 set_ambient_sound_flags();
1465 write_game_text_file(filename);
1466 if (Errors_in_mine) {
1467 if (is_real_level(filename)) {
1468 char ErrorMessage[200];
1470 sprintf( ErrorMessage, "Warning: %i errors in %s!\n", Errors_in_mine, Level_being_loaded );
1472 gr_palette_load(gr_palette);
1473 nm_messagebox( NULL, 1, "Continue", ErrorMessage );
1476 mprintf((1, "Error: %i errors in %s.\n", Errors_in_mine, Level_being_loaded));
1481 //If an old version, ask the use if he wants to save as new version
1482 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)) {
1483 char ErrorMessage[200];
1485 sprintf( ErrorMessage,
1486 "You just loaded a old version\n"
1487 "level. Would you like to save\n"
1488 "it as a current version level?");
1491 gr_palette_load(gr_palette);
1492 if (nm_messagebox( NULL, 2, "Don't Save", "Save", ErrorMessage )==1)
1493 save_level(filename);
1499 if (Function_mode == FMODE_EDITOR)
1500 editor_status("Loaded NEW mine %s, \"%s\"",filename,Current_level_name);
1504 if (check_segment_connections())
1505 nm_messagebox( "ERROR", 1, "Ok",
1506 "Connectivity errors detected in\n"
1507 "mine. See monochrome screen for\n"
1508 "details, and contact Matt or Mike." );
1515 void get_level_name()
1517 //NO_UI!!! UI_WINDOW *NameWindow = NULL;
1518 //NO_UI!!! UI_GADGET_INPUTBOX *NameText;
1519 //NO_UI!!! UI_GADGET_BUTTON *QuitButton;
1521 //NO_UI!!! // Open a window with a quit button
1522 //NO_UI!!! NameWindow = ui_open_window( 20, 20, 300, 110, WIN_DIALOG );
1523 //NO_UI!!! QuitButton = ui_add_gadget_button( NameWindow, 150-24, 60, 48, 40, "Done", NULL );
1525 //NO_UI!!! ui_wprintf_at( NameWindow, 10, 12,"Please enter a name for this mine:" );
1526 //NO_UI!!! NameText = ui_add_gadget_inputbox( NameWindow, 10, 30, LEVEL_NAME_LEN, LEVEL_NAME_LEN, Current_level_name );
1528 //NO_UI!!! NameWindow->keyboard_focus_gadget = (UI_GADGET *)NameText;
1529 //NO_UI!!! QuitButton->hotkey = KEY_ENTER;
1531 //NO_UI!!! ui_gadget_calc_keys(NameWindow);
1533 //NO_UI!!! while (!QuitButton->pressed && last_keypress!=KEY_ENTER) {
1534 //NO_UI!!! ui_mega_process();
1535 //NO_UI!!! ui_window_do_gadgets(NameWindow);
1538 //NO_UI!!! strcpy( Current_level_name, NameText->text );
1540 //NO_UI!!! if ( NameWindow!=NULL ) {
1541 //NO_UI!!! ui_close_window( NameWindow );
1542 //NO_UI!!! NameWindow = NULL;
1548 m[0].type = NM_TYPE_TEXT; m[0].text = "Please enter a name for this mine:";
1549 m[1].type = NM_TYPE_INPUT; m[1].text = Current_level_name; m[1].text_len = LEVEL_NAME_LEN;
1551 newmenu_do( NULL, "Enter mine name", 2, m, NULL );
1561 // -----------------------------------------------------------------------------
1562 int compute_num_delta_light_records(void)
1567 for (i=0; i<Num_static_lights; i++) {
1568 total += Dl_indices[i].count;
1575 // -----------------------------------------------------------------------------
1577 int save_game_data(FILE * SaveFile)
1579 int player_offset, object_offset, walls_offset, doors_offset, triggers_offset, control_offset, matcen_offset; //, links_offset;
1580 int dl_indices_offset, delta_light_offset;
1581 int start_offset,end_offset;
1583 start_offset = ftell(SaveFile);
1585 //===================== SAVE FILE INFO ========================
1587 game_fileinfo.fileinfo_signature = 0x6705;
1588 game_fileinfo.fileinfo_version = GAME_VERSION;
1589 game_fileinfo.level = Current_level_num;
1590 game_fileinfo.fileinfo_sizeof = sizeof(game_fileinfo);
1591 game_fileinfo.player_offset = -1;
1592 game_fileinfo.player_sizeof = sizeof(player);
1593 game_fileinfo.object_offset = -1;
1594 game_fileinfo.object_howmany = Highest_object_index+1;
1595 game_fileinfo.object_sizeof = sizeof(object);
1596 game_fileinfo.walls_offset = -1;
1597 game_fileinfo.walls_howmany = Num_walls;
1598 game_fileinfo.walls_sizeof = sizeof(wall);
1599 game_fileinfo.doors_offset = -1;
1600 game_fileinfo.doors_howmany = Num_open_doors;
1601 game_fileinfo.doors_sizeof = sizeof(active_door);
1602 game_fileinfo.triggers_offset = -1;
1603 game_fileinfo.triggers_howmany = Num_triggers;
1604 game_fileinfo.triggers_sizeof = sizeof(trigger);
1605 game_fileinfo.control_offset = -1;
1606 game_fileinfo.control_howmany = 1;
1607 game_fileinfo.control_sizeof = sizeof(control_center_triggers);
1608 game_fileinfo.matcen_offset = -1;
1609 game_fileinfo.matcen_howmany = Num_robot_centers;
1610 game_fileinfo.matcen_sizeof = sizeof(matcen_info);
1612 game_fileinfo.dl_indices_offset = -1;
1613 game_fileinfo.dl_indices_howmany = Num_static_lights;
1614 game_fileinfo.dl_indices_sizeof = sizeof(dl_index);
1616 game_fileinfo.delta_light_offset = -1;
1617 game_fileinfo.delta_light_howmany = compute_num_delta_light_records();
1618 game_fileinfo.delta_light_sizeof = sizeof(delta_light);
1620 // Write the fileinfo
1621 fwrite( &game_fileinfo, sizeof(game_fileinfo), 1, SaveFile );
1623 // Write the mine name
1624 fprintf(SaveFile,"%s\n",Current_level_name);
1626 fwrite(&N_polygon_models,2,1,SaveFile);
1627 fwrite(Pof_names,N_polygon_models,sizeof(*Pof_names),SaveFile);
1629 //==================== SAVE PLAYER INFO ===========================
1631 player_offset = ftell(SaveFile);
1632 fwrite( &Players[Player_num], sizeof(player), 1, SaveFile );
1634 //==================== SAVE OBJECT INFO ===========================
1636 object_offset = ftell(SaveFile);
1637 //fwrite( &Objects, sizeof(object), game_fileinfo.object_howmany, SaveFile );
1640 for (i=0;i<game_fileinfo.object_howmany;i++)
1641 write_object(&Objects[i],SaveFile);
1644 //==================== SAVE WALL INFO =============================
1646 walls_offset = ftell(SaveFile);
1647 fwrite( Walls, sizeof(wall), game_fileinfo.walls_howmany, SaveFile );
1649 //==================== SAVE DOOR INFO =============================
1651 doors_offset = ftell(SaveFile);
1652 fwrite( ActiveDoors, sizeof(active_door), game_fileinfo.doors_howmany, SaveFile );
1654 //==================== SAVE TRIGGER INFO =============================
1656 triggers_offset = ftell(SaveFile);
1657 fwrite( Triggers, sizeof(trigger), game_fileinfo.triggers_howmany, SaveFile );
1659 //================ SAVE CONTROL CENTER TRIGGER INFO ===============
1661 control_offset = ftell(SaveFile);
1662 fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, SaveFile );
1665 //================ SAVE MATERIALIZATION CENTER TRIGGER INFO ===============
1667 matcen_offset = ftell(SaveFile);
1668 // mprintf((0, "Writing %i materialization centers\n", game_fileinfo.matcen_howmany));
1670 // for (i=0; i<game_fileinfo.matcen_howmany; i++)
1671 // mprintf((0, " %i: robot_flags = %08x\n", i, RobotCenters[i].robot_flags));
1673 fwrite( RobotCenters, sizeof(matcen_info), game_fileinfo.matcen_howmany, SaveFile );
1675 //================ SAVE DELTA LIGHT INFO ===============
1676 dl_indices_offset = ftell(SaveFile);
1677 fwrite( Dl_indices, sizeof(dl_index), game_fileinfo.dl_indices_howmany, SaveFile );
1679 delta_light_offset = ftell(SaveFile);
1680 fwrite( Delta_lights, sizeof(delta_light), game_fileinfo.delta_light_howmany, SaveFile );
1682 //============= REWRITE FILE INFO, TO SAVE OFFSETS ===============
1684 // Update the offset fields
1685 game_fileinfo.player_offset = player_offset;
1686 game_fileinfo.object_offset = object_offset;
1687 game_fileinfo.walls_offset = walls_offset;
1688 game_fileinfo.doors_offset = doors_offset;
1689 game_fileinfo.triggers_offset = triggers_offset;
1690 game_fileinfo.control_offset = control_offset;
1691 game_fileinfo.matcen_offset = matcen_offset;
1692 game_fileinfo.dl_indices_offset = dl_indices_offset;
1693 game_fileinfo.delta_light_offset = delta_light_offset;
1696 end_offset = ftell(SaveFile);
1698 // Write the fileinfo
1699 fseek( SaveFile, start_offset, SEEK_SET ); // Move to TOF
1700 fwrite( &game_fileinfo, sizeof(game_fileinfo), 1, SaveFile );
1702 // Go back to end of data
1703 fseek(SaveFile,end_offset,SEEK_SET);
1708 int save_mine_data(FILE * SaveFile);
1710 // -----------------------------------------------------------------------------
1712 int save_level_sub(char * filename, int compiled_version)
1715 char temp_filename[128];
1716 int sig = MAKE_SIG('P','L','V','L'),version=LEVEL_FILE_VERSION;
1717 int minedata_offset=0,gamedata_offset=0;
1719 if ( !compiled_version ) {
1720 write_game_text_file(filename);
1722 if (Errors_in_mine) {
1723 if (is_real_level(filename)) {
1724 char ErrorMessage[200];
1726 sprintf( ErrorMessage, "Warning: %i errors in this mine!\n", Errors_in_mine );
1728 gr_palette_load(gr_palette);
1730 if (nm_messagebox( NULL, 2, "Cancel Save", "Save", ErrorMessage )!=1) {
1736 mprintf((1, "Error: %i errors in this mine. See the 'txm' file.\n", Errors_in_mine));
1738 change_filename_extension(temp_filename,filename,".LVL");
1742 // macs are using the regular hog/rl2 files for shareware
1743 #if defined(SHAREWARE) && !defined(MACINTOSH)
1744 change_filename_extension(temp_filename,filename,".SL2");
1746 change_filename_extension(temp_filename,filename,".RL2");
1750 SaveFile = fopen( temp_filename, "wb" );
1753 char ErrorMessage[256];
1756 _splitpath( temp_filename, NULL, NULL, fname, NULL );
1758 sprintf( ErrorMessage, \
1759 "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"
1760 , temp_filename, fname );
1762 gr_palette_load(gr_palette);
1763 nm_messagebox( NULL, 1, "Ok", ErrorMessage );
1768 if (Current_level_name[0] == 0)
1769 strcpy(Current_level_name,"Untitled");
1771 clear_transient_objects(1); //1 means clear proximity bombs
1773 compress_objects(); //after this, Highest_object_index == num objects
1775 //make sure player is in a segment
1776 if (update_object_seg(&Objects[Players[0].objnum]) == 0) {
1777 if (ConsoleObject->segnum > Highest_segment_index)
1778 ConsoleObject->segnum = 0;
1779 compute_segment_center(&ConsoleObject->pos,&(Segments[ConsoleObject->segnum]));
1786 gs_write_int(sig,SaveFile);
1787 gs_write_int(version,SaveFile);
1790 gs_write_int(minedata_offset,SaveFile);
1791 gs_write_int(gamedata_offset,SaveFile);
1793 //Now write the damn data
1795 //write the version 8 data (to make file unreadable by 1.0 & 1.1)
1796 gs_write_int(GameTime,SaveFile);
1797 gs_write_short(FrameCount,SaveFile);
1798 gs_write_byte(FrameTime,SaveFile);
1800 // Write the palette file name
1801 fprintf(SaveFile,"%s\n",Current_level_palette);
1803 gs_write_int(Base_control_center_explosion_time,SaveFile);
1804 gs_write_int(Reactor_strength,SaveFile);
1806 gs_write_int(Num_flickering_lights,SaveFile);
1807 fwrite(Flickering_lights,sizeof(*Flickering_lights),Num_flickering_lights,SaveFile);
1809 gs_write_int(Secret_return_segment, SaveFile);
1810 gs_write_int(Secret_return_orient.rvec.x, SaveFile);
1811 gs_write_int(Secret_return_orient.rvec.y, SaveFile);
1812 gs_write_int(Secret_return_orient.rvec.z, SaveFile);
1813 gs_write_int(Secret_return_orient.fvec.x, SaveFile);
1814 gs_write_int(Secret_return_orient.fvec.y, SaveFile);
1815 gs_write_int(Secret_return_orient.fvec.z, SaveFile);
1816 gs_write_int(Secret_return_orient.uvec.x, SaveFile);
1817 gs_write_int(Secret_return_orient.uvec.y, SaveFile);
1818 gs_write_int(Secret_return_orient.uvec.z, SaveFile);
1820 minedata_offset = ftell(SaveFile);
1821 if ( !compiled_version )
1822 save_mine_data(SaveFile);
1824 save_mine_data_compiled(SaveFile);
1825 gamedata_offset = ftell(SaveFile);
1826 save_game_data(SaveFile);
1828 fseek(SaveFile,sizeof(sig)+sizeof(version),SEEK_SET);
1829 gs_write_int(minedata_offset,SaveFile);
1830 gs_write_int(gamedata_offset,SaveFile);
1832 //==================== CLOSE THE FILE =============================
1835 if ( !compiled_version ) {
1836 if (Function_mode == FMODE_EDITOR)
1837 editor_status("Saved mine %s, \"%s\"",filename,Current_level_name);
1844 #if 0 //dunno - 3rd party stuff?
1845 extern void compress_uv_coordinates_all(void);
1848 int save_level(char * filename)
1852 // Save normal version...
1853 r1 = save_level_sub(filename, 0);
1855 // Save compiled version...
1856 save_level_sub(filename, 1);
1864 void dump_mine_info(void)
1866 int segnum, sidenum;
1867 fix min_u, max_u, min_v, max_v, min_l, max_l, max_sl;
1879 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1880 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1882 side *sidep = &Segments[segnum].sides[sidenum];
1884 if (Segment2s[segnum].static_light > max_sl)
1885 max_sl = Segment2s[segnum].static_light;
1887 for (vertnum=0; vertnum<4; vertnum++) {
1888 if (sidep->uvls[vertnum].u < min_u)
1889 min_u = sidep->uvls[vertnum].u;
1890 else if (sidep->uvls[vertnum].u > max_u)
1891 max_u = sidep->uvls[vertnum].u;
1893 if (sidep->uvls[vertnum].v < min_v)
1894 min_v = sidep->uvls[vertnum].v;
1895 else if (sidep->uvls[vertnum].v > max_v)
1896 max_v = sidep->uvls[vertnum].v;
1898 if (sidep->uvls[vertnum].l < min_l)
1899 min_l = sidep->uvls[vertnum].l;
1900 else if (sidep->uvls[vertnum].l > max_l)
1901 max_l = sidep->uvls[vertnum].l;
1907 // 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)));
1908 // mprintf((0, "Static light maximum = %7.3f\n", f2fl(max_sl)));
1909 // mprintf((0, "Number of walls: %i\n", Num_walls));
1917 //read in every level in mission and save out compiled version
1918 void save_all_compiled_levels(void)
1920 do_load_save_levels(1);
1923 //read in every level in mission
1924 void load_all_levels(void)
1926 do_load_save_levels(0);
1930 void do_load_save_levels(int save)
1934 if (! SafetyCheck())
1937 no_old_level_file_error=1;
1939 for (level_num=1;level_num<=Last_level;level_num++) {
1940 load_level(Level_names[level_num-1]);
1941 load_palette(Current_level_palette,1,1); //don't change screen
1943 save_level_sub(Level_names[level_num-1],1);
1946 for (level_num=-1;level_num>=Last_secret_level;level_num--) {
1947 load_level(Secret_level_names[-level_num-1]);
1948 load_palette(Current_level_palette,1,1); //don't change screen
1950 save_level_sub(Secret_level_names[-level_num-1],1);
1953 no_old_level_file_error=0;