2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Save game information
37 #include "editor/editor.h"
69 char Gamesave_current_filename[PATH_MAX];
71 int Gamesave_current_version;
73 #define GAME_VERSION 32
74 #define GAME_COMPATIBLE_VERSION 22
76 //version 28->29 add delta light support
77 //version 27->28 controlcen id now is reactor number, not model number
79 //version 29->30 changed trigger structure
80 //version 30->31 changed trigger structure some more
81 //version 31->32 change segment structure, make it 512 bytes w/o editor, add Segment2s array.
83 #define MENU_CURSOR_X_MIN MENU_X
84 #define MENU_CURSOR_X_MAX MENU_X+6
88 ushort fileinfo_signature;
89 ushort fileinfo_version;
91 } game_top_fileinfo; // Should be same as first two fields below...
94 ushort fileinfo_signature;
95 ushort fileinfo_version;
97 char mine_filename[15];
99 int player_offset; // Player info
101 int object_offset; // Object info
111 int triggers_howmany;
122 int dl_indices_offset;
123 int dl_indices_howmany;
124 int dl_indices_sizeof;
125 int delta_light_offset;
126 int delta_light_howmany;
127 int delta_light_sizeof;
131 // LINT: adding function prototypes
132 void read_object(object *obj, CFILE *f, int version);
134 void write_object(object *obj, short version, PHYSFS_file *f);
135 void do_load_save_levels(int save);
138 void dump_mine_info(void);
141 extern char MaxPowerupsAllowed[MAX_POWERUP_TYPES];
142 extern char PowerupsInMine[MAX_POWERUP_TYPES];
145 extern char mine_filename[];
146 extern int save_mine_data_compiled(PHYSFS_file *SaveFile);
148 //--unused-- char mine_filename[128];
151 int Gamesave_num_org_robots = 0;
152 //--unused-- grs_bitmap * Gamesave_saved_bitmap = NULL;
155 // Return true if this level has a name of the form "level??"
156 // Note that a pathspec can appear at the beginning of the filename.
157 int is_real_level(char *filename)
159 int len = strlen(filename);
164 //mprintf((0, "String = [%s]\n", &filename[len-11]));
165 return !strnicmp(&filename[len-11], "level", 5);
170 //--unused-- vms_angvec zero_angles={0,0,0};
172 #define vm_angvec_zero(v) do {(v)->p=(v)->b=(v)->h=0;} while (0)
174 int Gamesave_num_players=0;
176 int N_save_pof_names;
177 char Save_pof_names[MAX_POLYGON_MODELS][FILENAME_LEN];
179 void check_and_fix_matrix(vms_matrix *m);
181 void verify_object( object * obj ) {
183 obj->lifeleft = IMMORTAL_TIME; //all loaded object are immortal, for now
185 if ( obj->type == OBJ_ROBOT ) {
186 Gamesave_num_org_robots++;
188 // Make sure valid id...
189 if ( obj->id >= N_robot_types )
190 obj->id = obj->id % N_robot_types;
192 // Make sure model number & size are correct...
193 if ( obj->render_type == RT_POLYOBJ ) {
194 Assert(Robot_info[obj->id].model_num != -1);
195 //if you fail this assert, it means that a robot in this level
196 //hasn't been loaded, possibly because he's marked as
197 //non-shareware. To see what robot number, print obj->id.
199 Assert(Robot_info[obj->id].always_0xabcd == 0xabcd);
200 //if you fail this assert, it means that the robot_ai for
201 //a robot in this level hasn't been loaded, possibly because
202 //it's marked as non-shareware. To see what robot number,
205 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
206 obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
208 //@@Took out this ugly hack 1/12/96, because Mike has added code
209 //@@that should fix it in a better way.
210 //@@//this is a super-ugly hack. Since the baby stripe robots have
211 //@@//their firing point on their bounding sphere, the firing points
212 //@@//can poke through a wall if the robots are very close to it. So
213 //@@//we make their radii bigger so the guns can't get too close to
215 //@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
216 //@@ obj->size = (obj->size*3)/2;
218 //@@if (obj->control_type==CT_AI && Robot_info[obj->id].attack_type)
219 //@@ obj->size = obj->size*3/4;
222 if (obj->id == 65) //special "reactor" robots
223 obj->movement_type = MT_NONE;
225 if (obj->movement_type == MT_PHYSICS) {
226 obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
227 obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
230 else { //Robots taken care of above
232 if ( obj->render_type == RT_POLYOBJ ) {
234 char *name = Save_pof_names[obj->rtype.pobj_info.model_num];
236 for (i=0;i<N_polygon_models;i++)
237 if (!stricmp(Pof_names[i],name)) { //found it!
238 // mprintf((0,"Mapping <%s> to %d (was %d)\n",name,i,obj->rtype.pobj_info.model_num));
239 obj->rtype.pobj_info.model_num = i;
245 if ( obj->type == OBJ_POWERUP ) {
246 if ( obj->id >= N_powerup_types ) {
248 Assert( obj->render_type != RT_POLYOBJ );
250 obj->control_type = CT_POWERUP;
251 obj->size = Powerup_info[obj->id].size;
252 obj->ctype.powerup_info.creation_time = 0;
255 if (Game_mode & GM_NETWORK)
257 if (multi_powerup_is_4pack(obj->id))
259 PowerupsInMine[obj->id-1]+=4;
260 MaxPowerupsAllowed[obj->id-1]+=4;
262 PowerupsInMine[obj->id]++;
263 MaxPowerupsAllowed[obj->id]++;
264 mprintf ((0,"PowerupLimiter: ID=%d\n",obj->id));
265 if (obj->id>MAX_POWERUP_TYPES)
266 mprintf ((1,"POWERUP: Overwriting array bounds!! Get JL!\n"));
272 if ( obj->type == OBJ_WEAPON ) {
273 if ( obj->id >= N_weapon_types ) {
275 Assert( obj->render_type != RT_POLYOBJ );
278 if (obj->id == PMINE_ID) { //make sure pmines have correct values
280 obj->mtype.phys_info.mass = Weapon_info[obj->id].mass;
281 obj->mtype.phys_info.drag = Weapon_info[obj->id].drag;
282 obj->mtype.phys_info.flags |= PF_FREE_SPINNING;
284 // Make sure model number & size are correct...
285 Assert( obj->render_type == RT_POLYOBJ );
287 obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
288 obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
292 if ( obj->type == OBJ_CNTRLCEN ) {
294 obj->render_type = RT_POLYOBJ;
295 obj->control_type = CT_CNTRLCEN;
297 if (Gamesave_current_version <= 1) { // descent 1 reactor
298 obj->id = 0; // used to be only one kind of reactor
299 obj->rtype.pobj_info.model_num = Reactors[0].model_num;// descent 1 reactor
302 // Make sure model number is correct...
303 //obj->rtype.pobj_info.model_num = Reactors[obj->id].model_num;
306 if ( obj->type == OBJ_PLAYER ) {
309 //Assert(obj == Player);
311 if ( obj == ConsoleObject )
312 init_player_object();
314 if (obj->render_type == RT_POLYOBJ) //recover from Matt's pof file matchup bug
315 obj->rtype.pobj_info.model_num = Player_ship->model_num;
317 //Make sure orient matrix is orthogonal
318 check_and_fix_matrix(&obj->orient);
320 obj->id = Gamesave_num_players++;
323 if (obj->type == OBJ_HOSTAGE) {
325 //@@if (obj->id > N_hostage_types)
328 obj->render_type = RT_HOSTAGE;
329 obj->control_type = CT_POWERUP;
334 //static gs_skip(int len,CFILE *file)
337 // cfseek(file,len,SEEK_CUR);
341 extern int multi_powerup_is_4pack(int);
342 //reads one object of the given version from the given file
343 void read_object(object *obj,CFILE *f,int version)
346 obj->type = cfile_read_byte(f);
347 obj->id = cfile_read_byte(f);
349 obj->control_type = cfile_read_byte(f);
350 obj->movement_type = cfile_read_byte(f);
351 obj->render_type = cfile_read_byte(f);
352 obj->flags = cfile_read_byte(f);
354 obj->segnum = cfile_read_short(f);
355 obj->attached_obj = -1;
357 cfile_read_vector(&obj->pos,f);
358 cfile_read_matrix(&obj->orient,f);
360 obj->size = cfile_read_fix(f);
361 obj->shields = cfile_read_fix(f);
363 cfile_read_vector(&obj->last_pos,f);
365 obj->contains_type = cfile_read_byte(f);
366 obj->contains_id = cfile_read_byte(f);
367 obj->contains_count = cfile_read_byte(f);
369 switch (obj->movement_type) {
373 cfile_read_vector(&obj->mtype.phys_info.velocity,f);
374 cfile_read_vector(&obj->mtype.phys_info.thrust,f);
376 obj->mtype.phys_info.mass = cfile_read_fix(f);
377 obj->mtype.phys_info.drag = cfile_read_fix(f);
378 obj->mtype.phys_info.brakes = cfile_read_fix(f);
380 cfile_read_vector(&obj->mtype.phys_info.rotvel,f);
381 cfile_read_vector(&obj->mtype.phys_info.rotthrust,f);
383 obj->mtype.phys_info.turnroll = cfile_read_fixang(f);
384 obj->mtype.phys_info.flags = cfile_read_short(f);
390 cfile_read_vector(&obj->mtype.spin_rate,f);
400 switch (obj->control_type) {
405 obj->ctype.ai_info.behavior = cfile_read_byte(f);
407 for (i=0;i<MAX_AI_FLAGS;i++)
408 obj->ctype.ai_info.flags[i] = cfile_read_byte(f);
410 obj->ctype.ai_info.hide_segment = cfile_read_short(f);
411 obj->ctype.ai_info.hide_index = cfile_read_short(f);
412 obj->ctype.ai_info.path_length = cfile_read_short(f);
413 obj->ctype.ai_info.cur_path_index = cfile_read_short(f);
416 cfile_read_short(f); // obj->ctype.ai_info.follow_path_start_seg =
417 cfile_read_short(f); // obj->ctype.ai_info.follow_path_end_seg =
425 obj->ctype.expl_info.spawn_time = cfile_read_fix(f);
426 obj->ctype.expl_info.delete_time = cfile_read_fix(f);
427 obj->ctype.expl_info.delete_objnum = cfile_read_short(f);
428 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
434 //do I really need to read these? Are they even saved to disk?
436 obj->ctype.laser_info.parent_type = cfile_read_short(f);
437 obj->ctype.laser_info.parent_num = cfile_read_short(f);
438 obj->ctype.laser_info.parent_signature = cfile_read_int(f);
444 obj->ctype.light_info.intensity = cfile_read_fix(f);
450 obj->ctype.powerup_info.count = cfile_read_int(f);
452 obj->ctype.powerup_info.count = 1;
454 if (obj->id == POW_VULCAN_WEAPON)
455 obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
457 if (obj->id == POW_GAUSS_WEAPON)
458 obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
460 if (obj->id == POW_OMEGA_WEAPON)
461 obj->ctype.powerup_info.count = MAX_OMEGA_CHARGE;
471 case CT_SLEW: //the player is generally saved as slew
485 switch (obj->render_type) {
494 obj->rtype.pobj_info.model_num = cfile_read_int(f);
496 for (i=0;i<MAX_SUBMODELS;i++)
497 cfile_read_angvec(&obj->rtype.pobj_info.anim_angles[i],f);
499 obj->rtype.pobj_info.subobj_flags = cfile_read_int(f);
501 tmo = cfile_read_int(f);
504 obj->rtype.pobj_info.tmap_override = tmo;
507 obj->rtype.pobj_info.tmap_override = -1;
509 int xlated_tmo = tmap_xlate_table[tmo];
510 if (xlated_tmo < 0) {
511 mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->rtype.pobj_info.model_num));
515 obj->rtype.pobj_info.tmap_override = xlated_tmo;
519 obj->rtype.pobj_info.alt_textures = 0;
524 case RT_WEAPON_VCLIP:
529 obj->rtype.vclip_info.vclip_num = cfile_read_int(f);
530 obj->rtype.vclip_info.frametime = cfile_read_fix(f);
531 obj->rtype.vclip_info.framenum = cfile_read_byte(f);
547 //writes one object to the given file
548 void write_object(object *obj, short version, PHYSFS_file *f)
550 PHYSFSX_writeU8(f, obj->type);
551 PHYSFSX_writeU8(f, obj->id);
553 PHYSFSX_writeU8(f, obj->control_type);
554 PHYSFSX_writeU8(f, obj->movement_type);
555 PHYSFSX_writeU8(f, obj->render_type);
556 PHYSFSX_writeU8(f, obj->flags);
558 PHYSFS_writeSLE16(f, obj->segnum);
560 PHYSFSX_writeVector(f, &obj->pos);
561 PHYSFSX_writeMatrix(f, &obj->orient);
563 PHYSFSX_writeFix(f, obj->size);
564 PHYSFSX_writeFix(f, obj->shields);
566 PHYSFSX_writeVector(f, &obj->last_pos);
568 PHYSFSX_writeU8(f, obj->contains_type);
569 PHYSFSX_writeU8(f, obj->contains_id);
570 PHYSFSX_writeU8(f, obj->contains_count);
572 switch (obj->movement_type) {
576 PHYSFSX_writeVector(f, &obj->mtype.phys_info.velocity);
577 PHYSFSX_writeVector(f, &obj->mtype.phys_info.thrust);
579 PHYSFSX_writeFix(f, obj->mtype.phys_info.mass);
580 PHYSFSX_writeFix(f, obj->mtype.phys_info.drag);
581 PHYSFSX_writeFix(f, obj->mtype.phys_info.brakes);
583 PHYSFSX_writeVector(f, &obj->mtype.phys_info.rotvel);
584 PHYSFSX_writeVector(f, &obj->mtype.phys_info.rotthrust);
586 PHYSFSX_writeFixAng(f, obj->mtype.phys_info.turnroll);
587 PHYSFS_writeSLE16(f, obj->mtype.phys_info.flags);
593 PHYSFSX_writeVector(f, &obj->mtype.spin_rate);
603 switch (obj->control_type) {
608 PHYSFSX_writeU8(f, obj->ctype.ai_info.behavior);
610 for (i = 0; i < MAX_AI_FLAGS; i++)
611 PHYSFSX_writeU8(f, obj->ctype.ai_info.flags[i]);
613 PHYSFS_writeSLE16(f, obj->ctype.ai_info.hide_segment);
614 PHYSFS_writeSLE16(f, obj->ctype.ai_info.hide_index);
615 PHYSFS_writeSLE16(f, obj->ctype.ai_info.path_length);
616 PHYSFS_writeSLE16(f, obj->ctype.ai_info.cur_path_index);
620 PHYSFS_writeSLE16(f, -1); //obj->ctype.ai_info.follow_path_start_seg
621 PHYSFS_writeSLE16(f, -1); //obj->ctype.ai_info.follow_path_end_seg
629 PHYSFSX_writeFix(f, obj->ctype.expl_info.spawn_time);
630 PHYSFSX_writeFix(f, obj->ctype.expl_info.delete_time);
631 PHYSFS_writeSLE16(f, obj->ctype.expl_info.delete_objnum);
637 //do I really need to write these objects?
639 PHYSFS_writeSLE16(f, obj->ctype.laser_info.parent_type);
640 PHYSFS_writeSLE16(f, obj->ctype.laser_info.parent_num);
641 PHYSFS_writeSLE32(f, obj->ctype.laser_info.parent_signature);
647 PHYSFSX_writeFix(f, obj->ctype.light_info.intensity);
653 PHYSFS_writeSLE32(f, obj->ctype.powerup_info.count);
661 case CT_SLEW: //the player is generally saved as slew
665 break; //control center object.
675 switch (obj->render_type) {
684 PHYSFS_writeSLE32(f, obj->rtype.pobj_info.model_num);
686 for (i = 0; i < MAX_SUBMODELS; i++)
687 PHYSFSX_writeAngleVec(f, &obj->rtype.pobj_info.anim_angles[i]);
689 PHYSFS_writeSLE32(f, obj->rtype.pobj_info.subobj_flags);
691 PHYSFS_writeSLE32(f, obj->rtype.pobj_info.tmap_override);
696 case RT_WEAPON_VCLIP:
701 PHYSFS_writeSLE32(f, obj->rtype.vclip_info.vclip_num);
702 PHYSFSX_writeFix(f, obj->rtype.vclip_info.frametime);
703 PHYSFSX_writeU8(f, obj->rtype.vclip_info.framenum);
718 extern int remove_trigger_num(int trigger_num);
720 // --------------------------------------------------------------------
722 // Loads all the relevant data for a level.
723 // If level != -1, it loads the filename with extension changed to .min
724 // Otherwise it loads the appropriate level mine.
725 // returns 0=everything ok, 1=old version, -1=error
726 int load_game_data(CFILE *LoadFile)
730 short game_top_fileinfo_version;
733 int num_delta_lights;
736 //===================== READ FILE INFO ========================
739 cfread(&game_top_fileinfo, sizeof(game_top_fileinfo), 1, LoadFile);
743 if (cfile_read_short(LoadFile) != 0x6705)
746 // Read and check version number
747 game_top_fileinfo_version = cfile_read_short(LoadFile);
748 if (game_top_fileinfo_version < GAME_COMPATIBLE_VERSION )
751 // We skip some parts of the former game_top_fileinfo
752 cfseek(LoadFile, 31, SEEK_CUR);
754 object_offset = cfile_read_int(LoadFile);
755 gs_num_objects = cfile_read_int(LoadFile);
756 cfseek(LoadFile, 8, SEEK_CUR);
758 Num_walls = cfile_read_int(LoadFile);
759 cfseek(LoadFile, 20, SEEK_CUR);
761 Num_triggers = cfile_read_int(LoadFile);
762 cfseek(LoadFile, 24, SEEK_CUR);
764 trig_size = cfile_read_int(LoadFile);
765 Assert(trig_size == sizeof(ControlCenterTriggers));
766 cfseek(LoadFile, 4, SEEK_CUR);
768 Num_robot_centers = cfile_read_int(LoadFile);
769 cfseek(LoadFile, 4, SEEK_CUR);
771 if (game_top_fileinfo_version >= 29) {
772 cfseek(LoadFile, 4, SEEK_CUR);
773 Num_static_lights = cfile_read_int(LoadFile);
774 cfseek(LoadFile, 8, SEEK_CUR);
775 num_delta_lights = cfile_read_int(LoadFile);
776 cfseek(LoadFile, 4, SEEK_CUR);
778 Num_static_lights = 0;
779 num_delta_lights = 0;
782 if (game_top_fileinfo_version >= 31) //load mine filename
783 // read newline-terminated string, not sure what version this changed.
784 cfgets(Current_level_name,sizeof(Current_level_name),LoadFile);
785 else if (game_top_fileinfo_version >= 14) { //load mine filename
786 // read null-terminated string
787 char *p=Current_level_name;
788 //must do read one char at a time, since no cfgets()
789 do *p = cfgetc(LoadFile); while (*p++!=0);
792 Current_level_name[0]=0;
794 if (game_top_fileinfo_version >= 19) { //load pof names
795 N_save_pof_names = cfile_read_short(LoadFile);
796 if (N_save_pof_names != 0x614d && N_save_pof_names != 0x5547) { // "Ma"de w/DMB beta/"GU"ILE
797 Assert(N_save_pof_names < MAX_POLYGON_MODELS);
798 cfread(Save_pof_names,N_save_pof_names,FILENAME_LEN,LoadFile);
802 //===================== READ PLAYER INFO ==========================
803 Object_next_signature = 0;
805 //===================== READ OBJECT INFO ==========================
807 Gamesave_num_org_robots = 0;
808 Gamesave_num_players = 0;
810 if (object_offset > -1) {
811 if (cfseek( LoadFile, object_offset, SEEK_SET ))
812 Error( "Error seeking to object_offset in gamesave.c" );
814 for (i = 0; i < gs_num_objects; i++) {
816 read_object(&Objects[i], LoadFile, game_top_fileinfo_version);
818 Objects[i].signature = Object_next_signature++;
819 verify_object( &Objects[i] );
824 //===================== READ WALL INFO ============================
826 for (i = 0; i < Num_walls; i++) {
827 if (game_top_fileinfo_version >= 20)
828 wall_read(&Walls[i], LoadFile); // v20 walls and up.
829 else if (game_top_fileinfo_version >= 17) {
831 v19_wall_read(&w, LoadFile);
832 Walls[i].segnum = w.segnum;
833 Walls[i].sidenum = w.sidenum;
834 Walls[i].linked_wall = w.linked_wall;
835 Walls[i].type = w.type;
836 Walls[i].flags = w.flags;
837 Walls[i].hps = w.hps;
838 Walls[i].trigger = w.trigger;
839 Walls[i].clip_num = w.clip_num;
840 Walls[i].keys = w.keys;
841 Walls[i].state = WALL_DOOR_CLOSED;
844 v16_wall_read(&w, LoadFile);
845 Walls[i].segnum = Walls[i].sidenum = Walls[i].linked_wall = -1;
846 Walls[i].type = w.type;
847 Walls[i].flags = w.flags;
848 Walls[i].hps = w.hps;
849 Walls[i].trigger = w.trigger;
850 Walls[i].clip_num = w.clip_num;
851 Walls[i].keys = w.keys;
856 //===================== READ DOOR INFO ============================
858 if (game_fileinfo.doors_offset > -1)
860 if (!cfseek( LoadFile, game_fileinfo.doors_offset,SEEK_SET )) {
862 for (i=0;i<game_fileinfo.doors_howmany;i++) {
864 if (game_top_fileinfo_version >= 20)
865 active_door_read(&ActiveDoors[i], LoadFile); // version 20 and up
870 v19_door_read(&d, LoadFile);
872 ActiveDoors[i].n_parts = d.n_parts;
874 for (p=0;p<d.n_parts;p++) {
877 cseg = Segments[d.seg[p]].children[d.side[p]];
878 cside = find_connect_side(&Segments[d.seg[p]],&Segments[cseg]);
880 ActiveDoors[i].front_wallnum[p] = Segments[d.seg[p]].sides[d.side[p]].wall_num;
881 ActiveDoors[i].back_wallnum[p] = Segments[cseg].sides[cside].wall_num;
890 //==================== READ TRIGGER INFO ==========================
893 // for MACINTOSH -- assume all triggers >= verion 31 triggers.
895 for (i = 0; i < Num_triggers; i++)
897 if (game_top_fileinfo_version < 31)
903 if (game_top_fileinfo_version < 30) {
906 v29_trigger_read(&trig29, LoadFile);
907 trig.flags = trig29.flags;
908 trig.num_links = trig29.num_links;
909 trig.num_links = trig29.num_links;
910 trig.value = trig29.value;
911 trig.time = trig29.time;
913 for (t=0;t<trig.num_links;t++) {
914 trig.seg[t] = trig29.seg[t];
915 trig.side[t] = trig29.side[t];
919 v30_trigger_read(&trig, LoadFile);
921 //Assert(trig.flags & TRIGGER_ON);
922 trig.flags &= ~TRIGGER_ON;
924 if (trig.flags & TRIGGER_CONTROL_DOORS)
926 else if (trig.flags & TRIGGER_SHIELD_DAMAGE)
928 else if (trig.flags & TRIGGER_ENERGY_DRAIN)
930 else if (trig.flags & TRIGGER_EXIT)
932 else if (trig.flags & TRIGGER_ONE_SHOT)
934 else if (trig.flags & TRIGGER_MATCEN)
936 else if (trig.flags & TRIGGER_ILLUSION_OFF)
937 type = TT_ILLUSION_OFF;
938 else if (trig.flags & TRIGGER_SECRET_EXIT)
939 type = TT_SECRET_EXIT;
940 else if (trig.flags & TRIGGER_ILLUSION_ON)
941 type = TT_ILLUSION_ON;
942 else if (trig.flags & TRIGGER_UNLOCK_DOORS)
943 type = TT_UNLOCK_DOOR;
944 else if (trig.flags & TRIGGER_OPEN_WALL)
946 else if (trig.flags & TRIGGER_CLOSE_WALL)
947 type = TT_CLOSE_WALL;
948 else if (trig.flags & TRIGGER_ILLUSORY_WALL)
949 type = TT_ILLUSORY_WALL;
952 Triggers[i].type = type;
953 Triggers[i].flags = 0;
954 Triggers[i].num_links = trig.num_links;
955 Triggers[i].num_links = trig.num_links;
956 Triggers[i].value = trig.value;
957 Triggers[i].time = trig.time;
958 for (t=0;t<trig.num_links;t++) {
959 Triggers[i].seg[t] = trig.seg[t];
960 Triggers[i].side[t] = trig.side[t];
964 trigger_read(&Triggers[i], LoadFile);
967 //================ READ CONTROL CENTER TRIGGER INFO ===============
970 if (game_fileinfo.control_offset > -1)
971 if (!cfseek(LoadFile, game_fileinfo.control_offset, SEEK_SET))
973 Assert(game_fileinfo.control_sizeof == sizeof(control_center_triggers));
975 control_center_triggers_read_n(&ControlCenterTriggers, 1, LoadFile);
977 //================ READ MATERIALOGRIFIZATIONATORS INFO ===============
979 // mprintf((0, "Reading %i materialization centers.\n", game_fileinfo.matcen_howmany));
980 for (i = 0; i < Num_robot_centers; i++) {
981 if (game_top_fileinfo_version < 27) {
983 old_matcen_info_read(&m, LoadFile);
984 RobotCenters[i].robot_flags[0] = m.robot_flags;
985 RobotCenters[i].robot_flags[1] = 0;
986 RobotCenters[i].hit_points = m.hit_points;
987 RobotCenters[i].interval = m.interval;
988 RobotCenters[i].segnum = m.segnum;
989 RobotCenters[i].fuelcen_num = m.fuelcen_num;
992 matcen_info_read(&RobotCenters[i], LoadFile);
993 // Set links in RobotCenters to Station array
994 for (j = 0; j <= Highest_segment_index; j++)
995 if (Segment2s[j].special == SEGMENT_IS_ROBOTMAKER)
996 if (Segment2s[j].matcen_num == i)
997 RobotCenters[i].fuelcen_num = Segment2s[j].value;
998 // mprintf((0, " %i: flags = %08x\n", i, RobotCenters[i].robot_flags));
1001 //================ READ DL_INDICES INFO ===============
1003 for (i = 0; i < Num_static_lights; i++) {
1004 if (game_top_fileinfo_version < 29) {
1005 mprintf((0, "Warning: Old mine version. Not reading Dl_indices info.\n"));
1006 Int3(); //shouldn't be here!!!
1008 dl_index_read(&Dl_indices[i], LoadFile);
1011 // Indicate that no light has been subtracted from any vertices.
1012 clear_light_subtracted();
1014 //================ READ DELTA LIGHT INFO ===============
1016 for (i = 0; i < num_delta_lights; i++) {
1017 if (game_top_fileinfo_version < 29) {
1018 mprintf((0, "Warning: Old mine version. Not reading delta light info.\n"));
1020 delta_light_read(&Delta_lights[i], LoadFile);
1023 //========================= UPDATE VARIABLES ======================
1025 reset_objects(gs_num_objects);
1027 for (i=0; i<MAX_OBJECTS; i++) {
1028 Objects[i].next = Objects[i].prev = -1;
1029 if (Objects[i].type != OBJ_NONE) {
1030 int objsegnum = Objects[i].segnum;
1032 if (objsegnum > Highest_segment_index) //bogus object
1033 Objects[i].type = OBJ_NONE;
1035 Objects[i].segnum = -1; //avoid Assert()
1036 obj_link(i,objsegnum);
1041 clear_transient_objects(1); //1 means clear proximity bombs
1043 // Make sure non-transparent doors are set correctly.
1044 for (i=0; i< Num_segments; i++)
1045 for (j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
1046 side *sidep = &Segments[i].sides[j];
1047 if ((sidep->wall_num != -1) && (Walls[sidep->wall_num].clip_num != -1)) {
1048 //mprintf((0, "Checking Wall %d\n", Segments[i].sides[j].wall_num));
1049 if (WallAnims[Walls[sidep->wall_num].clip_num].flags & WCF_TMAP1) {
1050 //mprintf((0, "Fixing non-transparent door.\n"));
1051 sidep->tmap_num = WallAnims[Walls[sidep->wall_num].clip_num].frames[0];
1052 sidep->tmap_num2 = 0;
1061 Num_open_doors = game_fileinfo.doors_howmany;
1065 //go through all walls, killing references to invalid triggers
1066 for (i=0;i<Num_walls;i++)
1067 if (Walls[i].trigger >= Num_triggers) {
1068 mprintf((0,"Removing reference to invalid trigger %d from wall %d\n",Walls[i].trigger,i));
1069 Walls[i].trigger = -1; //kill trigger
1072 //go through all triggers, killing unused ones
1073 for (i=0;i<Num_triggers;) {
1076 // Find which wall this trigger is connected to.
1077 for (w=0; w<Num_walls; w++)
1078 if (Walls[w].trigger == i)
1082 if (w == Num_walls) {
1083 mprintf((0,"Removing unreferenced trigger %d\n",i));
1084 remove_trigger_num(i);
1091 // MK, 10/17/95: Make walls point back at the triggers that control them.
1092 // Go through all triggers, stuffing controlling_trigger field in Walls.
1095 for (i=0; i<Num_walls; i++)
1096 Walls[i].controlling_trigger = -1;
1098 for (t=0; t<Num_triggers; t++) {
1100 for (l=0; l<Triggers[t].num_links; l++) {
1101 int seg_num, side_num, wall_num;
1103 seg_num = Triggers[t].seg[l];
1104 side_num = Triggers[t].side[l];
1105 wall_num = Segments[seg_num].sides[side_num].wall_num;
1107 // -- if (Walls[wall_num].controlling_trigger != -1)
1110 //check to see that if a trigger requires a wall that it has one,
1111 //and if it requires a matcen that it has one
1113 if (Triggers[t].type == TT_MATCEN) {
1114 if (Segment2s[seg_num].special != SEGMENT_IS_ROBOTMAKER)
1115 Int3(); //matcen trigger doesn't point to matcen
1117 else if (Triggers[t].type != TT_LIGHT_OFF && Triggers[t].type != TT_LIGHT_ON) { //light triggers don't require walls
1119 Int3(); // This is illegal. This trigger requires a wall
1121 Walls[wall_num].controlling_trigger = t;
1127 //fix old wall structs
1128 if (game_top_fileinfo_version < 17) {
1129 int segnum,sidenum,wallnum;
1131 for (segnum=0; segnum<=Highest_segment_index; segnum++)
1132 for (sidenum=0;sidenum<6;sidenum++)
1133 if ((wallnum=Segments[segnum].sides[sidenum].wall_num) != -1) {
1134 Walls[wallnum].segnum = segnum;
1135 Walls[wallnum].sidenum = sidenum;
1142 for (sidenum=0; sidenum<6; sidenum++) {
1143 int wallnum = Segments[Highest_segment_index].sides[sidenum].wall_num;
1145 if ((Walls[wallnum].segnum != Highest_segment_index) || (Walls[wallnum].sidenum != sidenum))
1146 Int3(); // Error. Bogus walls in this segment.
1147 // Consult Yuan or Mike.
1152 //create_local_segment_data();
1160 if (game_top_fileinfo_version < GAME_VERSION
1161 && !(game_top_fileinfo_version == 25 && GAME_VERSION == 26))
1162 return 1; //means old version
1168 int check_segment_connections(void);
1170 extern void set_ambient_sound_flags(void);
1172 // ----------------------------------------------------------------------------
1174 #define LEVEL_FILE_VERSION 8
1175 //1 -> 2 add palette name
1176 //2 -> 3 add control center explosion time
1177 //3 -> 4 add reactor strength
1178 //4 -> 5 killed hostage text stuff
1179 //5 -> 6 added Secret_return_segment and Secret_return_orient
1180 //6 -> 7 added flickering lights
1181 //7 -> 8 made version 8 to be not compatible with D2 1.0 & 1.1
1184 char *Level_being_loaded=NULL;
1188 extern void ncache_flush();
1191 extern int Slide_segs_computed;
1192 extern int d1_pig_present;
1194 int no_old_level_file_error=0;
1196 //loads a level (.LVL) file from disk
1197 //returns 0 if success, else error code
1198 int load_level(char * filename_passed)
1201 int use_compiled_level=1;
1204 char filename[PATH_MAX];
1205 int sig, minedata_offset, gamedata_offset;
1206 int mine_err, game_err;
1211 Slide_segs_computed = 0;
1214 if (Game_mode & GM_NETWORK)
1216 for (i=0;i<MAX_POWERUP_TYPES;i++)
1218 MaxPowerupsAllowed[i]=0;
1219 PowerupsInMine[i]=0;
1229 Level_being_loaded = filename_passed;
1232 strcpy(filename,filename_passed);
1235 //if we have the editor, try the LVL first, no matter what was passed.
1236 //if we don't have an LVL, try what was passed or RL2
1237 //if we don't have the editor, we just use what was passed
1239 change_filename_extension(filename,filename_passed,".lvl");
1240 use_compiled_level = 0;
1242 if (!cfexist(filename))
1244 char *p = strrchr(filename_passed, '.');
1246 if (stricmp(p, ".lvl"))
1247 strcpy(filename, filename_passed); // set to what was passed
1249 change_filename_extension(filename, filename, ".rl2");
1250 use_compiled_level = 1;
1254 LoadFile = cfopen( filename, "rb" );
1258 mprintf((0,"Can't open level file <%s>\n", filename));
1261 Error("Can't open file <%s>\n",filename);
1265 strcpy( Gamesave_current_filename, filename );
1268 // if ( Newdemo_state == ND_STATE_RECORDING )
1269 // newdemo_record_start_demo();
1272 sig = cfile_read_int(LoadFile);
1273 Gamesave_current_version = cfile_read_int(LoadFile);
1274 mprintf((0, "Gamesave_current_version = %d\n", Gamesave_current_version));
1275 minedata_offset = cfile_read_int(LoadFile);
1276 gamedata_offset = cfile_read_int(LoadFile);
1278 Assert(sig == MAKE_SIG('P','L','V','L'));
1280 if (Gamesave_current_version >= 8) { //read dummy data
1281 cfile_read_int(LoadFile);
1282 cfile_read_short(LoadFile);
1283 cfile_read_byte(LoadFile);
1286 if (Gamesave_current_version < 5)
1287 cfile_read_int(LoadFile); //was hostagetext_offset
1289 if (Gamesave_current_version > 1)
1290 cfgets(Current_level_palette,sizeof(Current_level_palette),LoadFile);
1291 if (Gamesave_current_version <= 1 || Current_level_palette[0]==0) // descent 1 level
1292 strcpy(Current_level_palette, DEFAULT_LEVEL_PALETTE);
1294 if (Gamesave_current_version >= 3)
1295 Base_control_center_explosion_time = cfile_read_int(LoadFile);
1297 Base_control_center_explosion_time = DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
1299 if (Gamesave_current_version >= 4)
1300 Reactor_strength = cfile_read_int(LoadFile);
1302 Reactor_strength = -1; //use old defaults
1304 if (Gamesave_current_version >= 7) {
1307 Num_flickering_lights = cfile_read_int(LoadFile);
1308 Assert((Num_flickering_lights >= 0) && (Num_flickering_lights < MAX_FLICKERING_LIGHTS));
1309 for (i = 0; i < Num_flickering_lights; i++)
1310 flickering_light_read(&Flickering_lights[i], LoadFile);
1313 Num_flickering_lights = 0;
1315 if (Gamesave_current_version < 6) {
1316 Secret_return_segment = 0;
1317 Secret_return_orient.rvec.x = F1_0;
1318 Secret_return_orient.rvec.y = 0;
1319 Secret_return_orient.rvec.z = 0;
1320 Secret_return_orient.fvec.x = 0;
1321 Secret_return_orient.fvec.y = F1_0;
1322 Secret_return_orient.fvec.z = 0;
1323 Secret_return_orient.uvec.x = 0;
1324 Secret_return_orient.uvec.y = 0;
1325 Secret_return_orient.uvec.z = F1_0;
1327 Secret_return_segment = cfile_read_int(LoadFile);
1328 Secret_return_orient.rvec.x = cfile_read_int(LoadFile);
1329 Secret_return_orient.rvec.y = cfile_read_int(LoadFile);
1330 Secret_return_orient.rvec.z = cfile_read_int(LoadFile);
1331 Secret_return_orient.fvec.x = cfile_read_int(LoadFile);
1332 Secret_return_orient.fvec.y = cfile_read_int(LoadFile);
1333 Secret_return_orient.fvec.z = cfile_read_int(LoadFile);
1334 Secret_return_orient.uvec.x = cfile_read_int(LoadFile);
1335 Secret_return_orient.uvec.y = cfile_read_int(LoadFile);
1336 Secret_return_orient.uvec.z = cfile_read_int(LoadFile);
1339 cfseek(LoadFile,minedata_offset,SEEK_SET);
1341 if (!use_compiled_level) {
1342 mine_err = load_mine_data(LoadFile);
1343 #if 0 // get from d1src if needed
1344 // Compress all uv coordinates in mine, improves texmap precision. --MK, 02/19/96
1345 compress_uv_coordinates_all();
1349 //NOTE LINK TO ABOVE!!
1350 mine_err = load_mine_data_compiled(LoadFile);
1352 if (mine_err == -1) { //error!!
1357 cfseek(LoadFile,gamedata_offset,SEEK_SET);
1358 game_err = load_game_data(LoadFile);
1360 if (game_err == -1) { //error!!
1365 //======================== CLOSE FILE =============================
1367 cfclose( LoadFile );
1369 set_ambient_sound_flags();
1372 write_game_text_file(filename);
1373 if (Errors_in_mine) {
1374 if (is_real_level(filename)) {
1375 char ErrorMessage[200];
1377 sprintf( ErrorMessage, "Warning: %i errors in %s!\n", Errors_in_mine, Level_being_loaded );
1379 gr_palette_load(gr_palette);
1380 nm_messagebox( NULL, 1, "Continue", ErrorMessage );
1383 mprintf((1, "Error: %i errors in %s.\n", Errors_in_mine, Level_being_loaded));
1388 //If a Descent 1 level and the Descent 1 pig isn't present, pretend it's a Descent 2 level.
1389 if ((Function_mode == FMODE_EDITOR) && (Gamesave_current_version <= 3) && !d1_pig_present)
1391 if (!no_old_level_file_error)
1392 Warning("A Descent 1 level was loaded,\n"
1393 "and there is no Descent 1 texture\n"
1394 "set available. Saving it will\n"
1395 "convert it to a Descent 2 level.");
1397 Gamesave_current_version = LEVEL_FILE_VERSION;
1402 if (Function_mode == FMODE_EDITOR)
1403 editor_status("Loaded NEW mine %s, \"%s\"",filename,Current_level_name);
1406 #if !defined(NDEBUG) && !defined(COMPACT_SEGS)
1407 if (check_segment_connections())
1408 nm_messagebox( "ERROR", 1, "Ok",
1409 "Connectivity errors detected in\n"
1410 "mine. See monochrome screen for\n"
1411 "details, and contact Matt or Mike." );
1418 int get_level_name()
1420 //NO_UI!!! UI_WINDOW *NameWindow = NULL;
1421 //NO_UI!!! UI_GADGET_INPUTBOX *NameText;
1422 //NO_UI!!! UI_GADGET_BUTTON *QuitButton;
1424 //NO_UI!!! // Open a window with a quit button
1425 //NO_UI!!! NameWindow = ui_open_window( 20, 20, 300, 110, WIN_DIALOG );
1426 //NO_UI!!! QuitButton = ui_add_gadget_button( NameWindow, 150-24, 60, 48, 40, "Done", NULL );
1428 //NO_UI!!! ui_wprintf_at( NameWindow, 10, 12,"Please enter a name for this mine:" );
1429 //NO_UI!!! NameText = ui_add_gadget_inputbox( NameWindow, 10, 30, LEVEL_NAME_LEN, LEVEL_NAME_LEN, Current_level_name );
1431 //NO_UI!!! NameWindow->keyboard_focus_gadget = (UI_GADGET *)NameText;
1432 //NO_UI!!! QuitButton->hotkey = KEY_ENTER;
1434 //NO_UI!!! ui_gadget_calc_keys(NameWindow);
1436 //NO_UI!!! while (!QuitButton->pressed && last_keypress!=KEY_ENTER) {
1437 //NO_UI!!! ui_mega_process();
1438 //NO_UI!!! ui_window_do_gadgets(NameWindow);
1441 //NO_UI!!! strcpy( Current_level_name, NameText->text );
1443 //NO_UI!!! if ( NameWindow!=NULL ) {
1444 //NO_UI!!! ui_close_window( NameWindow );
1445 //NO_UI!!! NameWindow = NULL;
1451 m[0].type = NM_TYPE_TEXT; m[0].text = "Please enter a name for this mine:";
1452 m[1].type = NM_TYPE_INPUT; m[1].text = Current_level_name; m[1].text_len = LEVEL_NAME_LEN;
1454 return newmenu_do( NULL, "Enter mine name", 2, m, NULL ) >= 0;
1464 // -----------------------------------------------------------------------------
1465 int compute_num_delta_light_records(void)
1470 for (i=0; i<Num_static_lights; i++) {
1471 total += Dl_indices[i].count;
1478 // -----------------------------------------------------------------------------
1480 int save_game_data(PHYSFS_file *SaveFile)
1482 short game_top_fileinfo_version = Gamesave_current_version >= 5 ? 31 : 25;
1483 int player_offset, object_offset, walls_offset, doors_offset, triggers_offset, control_offset, matcen_offset; //, links_offset;
1484 int dl_indices_offset, delta_light_offset;
1485 int offset_offset, end_offset;
1486 int num_delta_lights;
1489 //===================== SAVE FILE INFO ========================
1491 PHYSFS_writeSLE16(SaveFile, 0x6705); // signature
1492 PHYSFS_writeSLE16(SaveFile, game_top_fileinfo_version);
1493 PHYSFS_writeSLE32(SaveFile, sizeof(game_fileinfo));
1494 PHYSFS_write(SaveFile, Current_level_name, 15, 1);
1495 PHYSFS_writeSLE32(SaveFile, Current_level_num);
1496 offset_offset = PHYSFS_tell(SaveFile); // write the offsets later
1497 PHYSFS_writeSLE32(SaveFile, -1);
1498 PHYSFS_writeSLE32(SaveFile, sizeof(player));
1500 #define WRITE_HEADER_ENTRY(t, n) do { PHYSFS_writeSLE32(SaveFile, -1); PHYSFS_writeSLE32(SaveFile, n); PHYSFS_writeSLE32(SaveFile, sizeof(t)); } while(0)
1502 WRITE_HEADER_ENTRY(object, Highest_object_index + 1);
1503 WRITE_HEADER_ENTRY(wall, Num_walls);
1504 WRITE_HEADER_ENTRY(active_door, Num_open_doors);
1505 WRITE_HEADER_ENTRY(trigger, Num_triggers);
1506 WRITE_HEADER_ENTRY(0, 0); // links (removed by Parallax)
1507 WRITE_HEADER_ENTRY(control_center_triggers, 1);
1508 WRITE_HEADER_ENTRY(matcen_info, Num_robot_centers);
1510 if (game_top_fileinfo_version >= 29)
1512 WRITE_HEADER_ENTRY(dl_index, Num_static_lights);
1513 WRITE_HEADER_ENTRY(delta_light, num_delta_lights = compute_num_delta_light_records());
1516 // Write the mine name
1517 if (game_top_fileinfo_version >= 31)
1518 PHYSFSX_printf(SaveFile, "%s\n", Current_level_name);
1519 else if (game_top_fileinfo_version >= 14)
1520 PHYSFSX_writeString(SaveFile, Current_level_name);
1522 if (game_top_fileinfo_version >= 19)
1524 PHYSFS_writeSLE16(SaveFile, N_polygon_models);
1525 PHYSFS_write(SaveFile, Pof_names, sizeof(*Pof_names), N_polygon_models);
1528 //==================== SAVE PLAYER INFO ===========================
1530 player_offset = PHYSFS_tell(SaveFile);
1531 PHYSFS_write(SaveFile, &Players[Player_num], sizeof(player), 1); // not endian friendly, but not used either
1533 //==================== SAVE OBJECT INFO ===========================
1535 object_offset = PHYSFS_tell(SaveFile);
1536 //fwrite( &Objects, sizeof(object), game_fileinfo.object_howmany, SaveFile );
1538 for (i = 0; i <= Highest_object_index; i++)
1539 write_object(&Objects[i], game_top_fileinfo_version, SaveFile);
1542 //==================== SAVE WALL INFO =============================
1544 walls_offset = PHYSFS_tell(SaveFile);
1545 for (i = 0; i < Num_walls; i++)
1546 wall_write(&Walls[i], game_top_fileinfo_version, SaveFile);
1548 //==================== SAVE DOOR INFO =============================
1551 doors_offset = PHYSFS_tell(SaveFile);
1552 for (i = 0; i < Num_open_doors; i++)
1553 door_write(&ActiveDoors[i], game_top_fileinfo_version, SaveFile);
1555 doors_offset = 0; // kill warning
1558 //==================== SAVE TRIGGER INFO =============================
1560 triggers_offset = PHYSFS_tell(SaveFile);
1561 for (i = 0; i < Num_triggers; i++)
1562 trigger_write(&Triggers[i], game_top_fileinfo_version, SaveFile);
1564 //================ SAVE CONTROL CENTER TRIGGER INFO ===============
1566 control_offset = PHYSFS_tell(SaveFile);
1567 control_center_triggers_write(&ControlCenterTriggers, SaveFile);
1570 //================ SAVE MATERIALIZATION CENTER TRIGGER INFO ===============
1572 matcen_offset = PHYSFS_tell(SaveFile);
1573 // mprintf((0, "Writing %i materialization centers\n", game_fileinfo.matcen_howmany));
1575 // for (i=0; i<game_fileinfo.matcen_howmany; i++)
1576 // mprintf((0, " %i: robot_flags = %08x\n", i, RobotCenters[i].robot_flags));
1578 for (i = 0; i < Num_robot_centers; i++)
1579 matcen_info_write(&RobotCenters[i], game_top_fileinfo_version, SaveFile);
1581 //================ SAVE DELTA LIGHT INFO ===============
1582 if (game_top_fileinfo_version >= 29)
1584 dl_indices_offset = PHYSFS_tell(SaveFile);
1585 for (i = 0; i < Num_static_lights; i++)
1586 dl_index_write(&Dl_indices[i], SaveFile);
1588 delta_light_offset = PHYSFS_tell(SaveFile);
1589 for (i = 0; i < num_delta_lights; i++)
1590 delta_light_write(&Delta_lights[i], SaveFile);
1593 //============= SAVE OFFSETS ===============
1595 end_offset = PHYSFS_tell(SaveFile);
1597 // Update the offset fields
1599 #define WRITE_OFFSET(o, n) do { PHYSFS_seek(SaveFile, offset_offset); PHYSFS_writeSLE32(SaveFile, o ## _offset); offset_offset += sizeof(int)*n; } while (0)
1601 WRITE_OFFSET(player, 2);
1602 WRITE_OFFSET(object, 3);
1603 WRITE_OFFSET(walls, 3);
1604 WRITE_OFFSET(doors, 3);
1605 WRITE_OFFSET(triggers, 6);
1606 WRITE_OFFSET(control, 3);
1607 WRITE_OFFSET(matcen, 3);
1608 if (game_top_fileinfo_version >= 29)
1610 WRITE_OFFSET(dl_indices, 3);
1611 WRITE_OFFSET(delta_light, 0);
1614 // Go back to end of data
1615 PHYSFS_seek(SaveFile, end_offset);
1620 int save_mine_data(FILE * SaveFile);
1622 // -----------------------------------------------------------------------------
1624 int save_level_sub(char * filename, int compiled_version)
1626 PHYSFS_file * SaveFile;
1627 char temp_filename[PATH_MAX];
1628 int minedata_offset=0,gamedata_offset=0;
1630 // if ( !compiled_version )
1632 write_game_text_file(filename);
1634 if (Errors_in_mine) {
1635 if (is_real_level(filename)) {
1636 char ErrorMessage[200];
1638 sprintf( ErrorMessage, "Warning: %i errors in this mine!\n", Errors_in_mine );
1640 gr_palette_load(gr_palette);
1642 if (nm_messagebox( NULL, 2, "Cancel Save", "Save", ErrorMessage )!=1) {
1648 mprintf((1, "Error: %i errors in this mine. See the 'txm' file.\n", Errors_in_mine));
1650 // change_filename_extension(temp_filename,filename,".LVL");
1654 if (Gamesave_current_version <= 3)
1655 change_filename_extension(temp_filename, filename, ".RDL");
1657 change_filename_extension(temp_filename, filename, ".RL2");
1660 SaveFile = PHYSFSX_openWriteBuffered(temp_filename);
1663 char ErrorMessage[256];
1666 _splitpath( temp_filename, NULL, NULL, fname, NULL );
1668 sprintf( ErrorMessage, \
1669 "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"
1670 , temp_filename, fname );
1672 gr_palette_load(gr_palette);
1673 nm_messagebox( NULL, 1, "Ok", ErrorMessage );
1678 if (Current_level_name[0] == 0)
1679 strcpy(Current_level_name,"Untitled");
1681 clear_transient_objects(1); //1 means clear proximity bombs
1683 compress_objects(); //after this, Highest_object_index == num objects
1685 //make sure player is in a segment
1686 if (update_object_seg(&Objects[Players[0].objnum]) == 0) {
1687 if (ConsoleObject->segnum > Highest_segment_index)
1688 ConsoleObject->segnum = 0;
1689 compute_segment_center(&ConsoleObject->pos,&(Segments[ConsoleObject->segnum]));
1696 PHYSFS_writeSLE32(SaveFile, MAKE_SIG('P','L','V','L'));
1697 PHYSFS_writeSLE32(SaveFile, Gamesave_current_version);
1700 PHYSFS_writeSLE32(SaveFile, minedata_offset);
1701 PHYSFS_writeSLE32(SaveFile, gamedata_offset);
1703 //Now write the damn data
1705 if (Gamesave_current_version >= 8)
1707 //write the version 8 data (to make file unreadable by 1.0 & 1.1)
1708 PHYSFS_writeSLE32(SaveFile, GameTime);
1709 PHYSFS_writeSLE16(SaveFile, FrameCount);
1710 PHYSFSX_writeU8(SaveFile, FrameTime);
1713 if (Gamesave_current_version < 5)
1714 PHYSFS_writeSLE32(SaveFile, -1); //was hostagetext_offset
1716 // Write the palette file name
1717 if (Gamesave_current_version > 1)
1718 PHYSFSX_printf(SaveFile, "%s\n", Current_level_palette);
1720 if (Gamesave_current_version >= 3)
1721 PHYSFS_writeSLE32(SaveFile, Base_control_center_explosion_time);
1722 if (Gamesave_current_version >= 4)
1723 PHYSFS_writeSLE32(SaveFile, Reactor_strength);
1725 if (Gamesave_current_version >= 7)
1729 PHYSFS_writeSLE32(SaveFile, Num_flickering_lights);
1730 for (i = 0; i < Num_flickering_lights; i++)
1731 flickering_light_write(&Flickering_lights[i], SaveFile);
1734 if (Gamesave_current_version >= 6)
1736 PHYSFS_writeSLE32(SaveFile, Secret_return_segment);
1737 PHYSFSX_writeVector(SaveFile, &Secret_return_orient.rvec);
1738 PHYSFSX_writeVector(SaveFile, &Secret_return_orient.fvec);
1739 PHYSFSX_writeVector(SaveFile, &Secret_return_orient.uvec);
1742 minedata_offset = PHYSFS_tell(SaveFile);
1743 #if 0 // only save compiled mine data
1744 if ( !compiled_version )
1745 save_mine_data(SaveFile);
1748 save_mine_data_compiled(SaveFile);
1749 gamedata_offset = PHYSFS_tell(SaveFile);
1750 save_game_data(SaveFile);
1752 PHYSFS_seek(SaveFile, sizeof(int) + sizeof(Gamesave_current_version));
1753 PHYSFS_writeSLE32(SaveFile, minedata_offset);
1754 PHYSFS_writeSLE32(SaveFile, gamedata_offset);
1756 if (Gamesave_current_version < 5)
1757 PHYSFS_writeSLE32(SaveFile, PHYSFS_fileLength(SaveFile));
1759 //==================== CLOSE THE FILE =============================
1760 PHYSFS_close(SaveFile);
1762 // if ( !compiled_version )
1764 if (Function_mode == FMODE_EDITOR)
1765 editor_status("Saved mine %s, \"%s\"",filename,Current_level_name);
1772 #if 0 //dunno - 3rd party stuff?
1773 extern void compress_uv_coordinates_all(void);
1776 int save_level(char * filename)
1780 // Save normal version...
1781 //save_level_sub(filename, 0); // just save compiled one
1783 // Save compiled version...
1784 r1 = save_level_sub(filename, 1);
1792 void dump_mine_info(void)
1794 int segnum, sidenum;
1795 fix min_u, max_u, min_v, max_v, min_l, max_l, max_sl;
1807 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1808 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1810 side *sidep = &Segments[segnum].sides[sidenum];
1812 if (Segment2s[segnum].static_light > max_sl)
1813 max_sl = Segment2s[segnum].static_light;
1815 for (vertnum=0; vertnum<4; vertnum++) {
1816 if (sidep->uvls[vertnum].u < min_u)
1817 min_u = sidep->uvls[vertnum].u;
1818 else if (sidep->uvls[vertnum].u > max_u)
1819 max_u = sidep->uvls[vertnum].u;
1821 if (sidep->uvls[vertnum].v < min_v)
1822 min_v = sidep->uvls[vertnum].v;
1823 else if (sidep->uvls[vertnum].v > max_v)
1824 max_v = sidep->uvls[vertnum].v;
1826 if (sidep->uvls[vertnum].l < min_l)
1827 min_l = sidep->uvls[vertnum].l;
1828 else if (sidep->uvls[vertnum].l > max_l)
1829 max_l = sidep->uvls[vertnum].l;
1835 // 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)));
1836 // mprintf((0, "Static light maximum = %7.3f\n", f2fl(max_sl)));
1837 // mprintf((0, "Number of walls: %i\n", Num_walls));
1845 //read in every level in mission and save out compiled version
1846 void save_all_compiled_levels(void)
1848 do_load_save_levels(1);
1851 //read in every level in mission
1852 void load_all_levels(void)
1854 do_load_save_levels(0);
1858 void do_load_save_levels(int save)
1862 if (! SafetyCheck())
1865 no_old_level_file_error=1;
1867 for (level_num=1;level_num<=Last_level;level_num++) {
1868 load_level(Level_names[level_num-1]);
1869 load_palette(Current_level_palette,1,1); //don't change screen
1871 save_level_sub(Level_names[level_num-1],1);
1874 for (level_num=-1;level_num>=Last_secret_level;level_num--) {
1875 load_level(Secret_level_names[-level_num-1]);
1876 load_palette(Current_level_palette,1,1); //don't change screen
1878 save_level_sub(Secret_level_names[-level_num-1],1);
1881 no_old_level_file_error=0;