1 /* $Id: gamesave.c,v 1.35 2006-03-05 12:19:42 chris 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 1.35 2006-03-05 12:19:42 chris Exp $";
42 #include "editor/editor.h"
74 char Gamesave_current_filename[PATH_MAX];
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, short version, PHYSFS_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(PHYSFS_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 //--unused-- vms_angvec zero_angles={0,0,0};
177 #define vm_angvec_zero(v) do {(v)->p=(v)->b=(v)->h=0;} while (0)
179 int Gamesave_num_players=0;
181 int N_save_pof_names;
182 char Save_pof_names[MAX_POLYGON_MODELS][FILENAME_LEN];
184 void check_and_fix_matrix(vms_matrix *m);
186 void verify_object( object * obj ) {
188 obj->lifeleft = IMMORTAL_TIME; //all loaded object are immortal, for now
190 if ( obj->type == OBJ_ROBOT ) {
191 Gamesave_num_org_robots++;
193 // Make sure valid id...
194 if ( obj->id >= N_robot_types )
195 obj->id = obj->id % N_robot_types;
197 // Make sure model number & size are correct...
198 if ( obj->render_type == RT_POLYOBJ ) {
199 Assert(Robot_info[obj->id].model_num != -1);
200 //if you fail this assert, it means that a robot in this level
201 //hasn't been loaded, possibly because he's marked as
202 //non-shareware. To see what robot number, print obj->id.
204 Assert(Robot_info[obj->id].always_0xabcd == 0xabcd);
205 //if you fail this assert, it means that the robot_ai for
206 //a robot in this level hasn't been loaded, possibly because
207 //it's marked as non-shareware. To see what robot number,
210 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
211 obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
213 //@@Took out this ugly hack 1/12/96, because Mike has added code
214 //@@that should fix it in a better way.
215 //@@//this is a super-ugly hack. Since the baby stripe robots have
216 //@@//their firing point on their bounding sphere, the firing points
217 //@@//can poke through a wall if the robots are very close to it. So
218 //@@//we make their radii bigger so the guns can't get too close to
220 //@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
221 //@@ obj->size = (obj->size*3)/2;
223 //@@if (obj->control_type==CT_AI && Robot_info[obj->id].attack_type)
224 //@@ obj->size = obj->size*3/4;
227 if (obj->id == 65) //special "reactor" robots
228 obj->movement_type = MT_NONE;
230 if (obj->movement_type == MT_PHYSICS) {
231 obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
232 obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
235 else { //Robots taken care of above
237 if ( obj->render_type == RT_POLYOBJ ) {
239 char *name = Save_pof_names[obj->rtype.pobj_info.model_num];
241 for (i=0;i<N_polygon_models;i++)
242 if (!stricmp(Pof_names[i],name)) { //found it!
243 // mprintf((0,"Mapping <%s> to %d (was %d)\n",name,i,obj->rtype.pobj_info.model_num));
244 obj->rtype.pobj_info.model_num = i;
250 if ( obj->type == OBJ_POWERUP ) {
251 if ( obj->id >= N_powerup_types ) {
253 Assert( obj->render_type != RT_POLYOBJ );
255 obj->control_type = CT_POWERUP;
256 obj->size = Powerup_info[obj->id].size;
257 obj->ctype.powerup_info.creation_time = 0;
260 if (Game_mode & GM_NETWORK)
262 if (multi_powerup_is_4pack(obj->id))
264 PowerupsInMine[obj->id-1]+=4;
265 MaxPowerupsAllowed[obj->id-1]+=4;
267 PowerupsInMine[obj->id]++;
268 MaxPowerupsAllowed[obj->id]++;
269 mprintf ((0,"PowerupLimiter: ID=%d\n",obj->id));
270 if (obj->id>MAX_POWERUP_TYPES)
271 mprintf ((1,"POWERUP: Overwriting array bounds!! Get JL!\n"));
277 if ( obj->type == OBJ_WEAPON ) {
278 if ( obj->id >= N_weapon_types ) {
280 Assert( obj->render_type != RT_POLYOBJ );
283 if (obj->id == PMINE_ID) { //make sure pmines have correct values
285 obj->mtype.phys_info.mass = Weapon_info[obj->id].mass;
286 obj->mtype.phys_info.drag = Weapon_info[obj->id].drag;
287 obj->mtype.phys_info.flags |= PF_FREE_SPINNING;
289 // Make sure model number & size are correct...
290 Assert( obj->render_type == RT_POLYOBJ );
292 obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
293 obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
297 if ( obj->type == OBJ_CNTRLCEN ) {
299 obj->render_type = RT_POLYOBJ;
300 obj->control_type = CT_CNTRLCEN;
302 if (Gamesave_current_version <= 1) { // descent 1 reactor
303 obj->id = 0; // used to be only one kind of reactor
304 obj->rtype.pobj_info.model_num = Reactors[0].model_num;// descent 1 reactor
307 // Make sure model number is correct...
308 //obj->rtype.pobj_info.model_num = Reactors[obj->id].model_num;
311 if ( obj->type == OBJ_PLAYER ) {
314 //Assert(obj == Player);
316 if ( obj == ConsoleObject )
317 init_player_object();
319 if (obj->render_type == RT_POLYOBJ) //recover from Matt's pof file matchup bug
320 obj->rtype.pobj_info.model_num = Player_ship->model_num;
322 //Make sure orient matrix is orthogonal
323 check_and_fix_matrix(&obj->orient);
325 obj->id = Gamesave_num_players++;
328 if (obj->type == OBJ_HOSTAGE) {
330 //@@if (obj->id > N_hostage_types)
333 obj->render_type = RT_HOSTAGE;
334 obj->control_type = CT_POWERUP;
339 //static gs_skip(int len,CFILE *file)
342 // cfseek(file,len,SEEK_CUR);
346 extern int multi_powerup_is_4pack(int);
347 //reads one object of the given version from the given file
348 void read_object(object *obj,CFILE *f,int version)
351 obj->type = cfile_read_byte(f);
352 obj->id = cfile_read_byte(f);
354 obj->control_type = cfile_read_byte(f);
355 obj->movement_type = cfile_read_byte(f);
356 obj->render_type = cfile_read_byte(f);
357 obj->flags = cfile_read_byte(f);
359 obj->segnum = cfile_read_short(f);
360 obj->attached_obj = -1;
362 cfile_read_vector(&obj->pos,f);
363 cfile_read_matrix(&obj->orient,f);
365 obj->size = cfile_read_fix(f);
366 obj->shields = cfile_read_fix(f);
368 cfile_read_vector(&obj->last_pos,f);
370 obj->contains_type = cfile_read_byte(f);
371 obj->contains_id = cfile_read_byte(f);
372 obj->contains_count = cfile_read_byte(f);
374 switch (obj->movement_type) {
378 cfile_read_vector(&obj->mtype.phys_info.velocity,f);
379 cfile_read_vector(&obj->mtype.phys_info.thrust,f);
381 obj->mtype.phys_info.mass = cfile_read_fix(f);
382 obj->mtype.phys_info.drag = cfile_read_fix(f);
383 obj->mtype.phys_info.brakes = cfile_read_fix(f);
385 cfile_read_vector(&obj->mtype.phys_info.rotvel,f);
386 cfile_read_vector(&obj->mtype.phys_info.rotthrust,f);
388 obj->mtype.phys_info.turnroll = cfile_read_fixang(f);
389 obj->mtype.phys_info.flags = cfile_read_short(f);
395 cfile_read_vector(&obj->mtype.spin_rate,f);
405 switch (obj->control_type) {
410 obj->ctype.ai_info.behavior = cfile_read_byte(f);
412 for (i=0;i<MAX_AI_FLAGS;i++)
413 obj->ctype.ai_info.flags[i] = cfile_read_byte(f);
415 obj->ctype.ai_info.hide_segment = cfile_read_short(f);
416 obj->ctype.ai_info.hide_index = cfile_read_short(f);
417 obj->ctype.ai_info.path_length = cfile_read_short(f);
418 obj->ctype.ai_info.cur_path_index = cfile_read_short(f);
421 cfile_read_short(f); // obj->ctype.ai_info.follow_path_start_seg =
422 cfile_read_short(f); // obj->ctype.ai_info.follow_path_end_seg =
430 obj->ctype.expl_info.spawn_time = cfile_read_fix(f);
431 obj->ctype.expl_info.delete_time = cfile_read_fix(f);
432 obj->ctype.expl_info.delete_objnum = cfile_read_short(f);
433 obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
439 //do I really need to read these? Are they even saved to disk?
441 obj->ctype.laser_info.parent_type = cfile_read_short(f);
442 obj->ctype.laser_info.parent_num = cfile_read_short(f);
443 obj->ctype.laser_info.parent_signature = cfile_read_int(f);
449 obj->ctype.light_info.intensity = cfile_read_fix(f);
455 obj->ctype.powerup_info.count = cfile_read_int(f);
457 obj->ctype.powerup_info.count = 1;
459 if (obj->id == POW_VULCAN_WEAPON)
460 obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
462 if (obj->id == POW_GAUSS_WEAPON)
463 obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
465 if (obj->id == POW_OMEGA_WEAPON)
466 obj->ctype.powerup_info.count = MAX_OMEGA_CHARGE;
476 case CT_SLEW: //the player is generally saved as slew
490 switch (obj->render_type) {
499 obj->rtype.pobj_info.model_num = cfile_read_int(f);
501 for (i=0;i<MAX_SUBMODELS;i++)
502 cfile_read_angvec(&obj->rtype.pobj_info.anim_angles[i],f);
504 obj->rtype.pobj_info.subobj_flags = cfile_read_int(f);
506 tmo = cfile_read_int(f);
509 obj->rtype.pobj_info.tmap_override = tmo;
512 obj->rtype.pobj_info.tmap_override = -1;
514 int xlated_tmo = tmap_xlate_table[tmo];
515 if (xlated_tmo < 0) {
516 mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->rtype.pobj_info.model_num));
520 obj->rtype.pobj_info.tmap_override = xlated_tmo;
524 obj->rtype.pobj_info.alt_textures = 0;
529 case RT_WEAPON_VCLIP:
534 obj->rtype.vclip_info.vclip_num = cfile_read_int(f);
535 obj->rtype.vclip_info.frametime = cfile_read_fix(f);
536 obj->rtype.vclip_info.framenum = cfile_read_byte(f);
552 //writes one object to the given file
553 void write_object(object *obj, short version, PHYSFS_file *f)
555 PHYSFSX_writeU8(f, obj->type);
556 PHYSFSX_writeU8(f, obj->id);
558 PHYSFSX_writeU8(f, obj->control_type);
559 PHYSFSX_writeU8(f, obj->movement_type);
560 PHYSFSX_writeU8(f, obj->render_type);
561 PHYSFSX_writeU8(f, obj->flags);
563 PHYSFS_writeSLE16(f, obj->segnum);
565 PHYSFSX_writeVector(f, &obj->pos);
566 PHYSFSX_writeMatrix(f, &obj->orient);
568 PHYSFSX_writeFix(f, obj->size);
569 PHYSFSX_writeFix(f, obj->shields);
571 PHYSFSX_writeVector(f, &obj->last_pos);
573 PHYSFSX_writeU8(f, obj->contains_type);
574 PHYSFSX_writeU8(f, obj->contains_id);
575 PHYSFSX_writeU8(f, obj->contains_count);
577 switch (obj->movement_type) {
581 PHYSFSX_writeVector(f, &obj->mtype.phys_info.velocity);
582 PHYSFSX_writeVector(f, &obj->mtype.phys_info.thrust);
584 PHYSFSX_writeFix(f, obj->mtype.phys_info.mass);
585 PHYSFSX_writeFix(f, obj->mtype.phys_info.drag);
586 PHYSFSX_writeFix(f, obj->mtype.phys_info.brakes);
588 PHYSFSX_writeVector(f, &obj->mtype.phys_info.rotvel);
589 PHYSFSX_writeVector(f, &obj->mtype.phys_info.rotthrust);
591 PHYSFSX_writeFixAng(f, obj->mtype.phys_info.turnroll);
592 PHYSFS_writeSLE16(f, obj->mtype.phys_info.flags);
598 PHYSFSX_writeVector(f, &obj->mtype.spin_rate);
608 switch (obj->control_type) {
613 PHYSFSX_writeU8(f, obj->ctype.ai_info.behavior);
615 for (i = 0; i < MAX_AI_FLAGS; i++)
616 PHYSFSX_writeU8(f, obj->ctype.ai_info.flags[i]);
618 PHYSFS_writeSLE16(f, obj->ctype.ai_info.hide_segment);
619 PHYSFS_writeSLE16(f, obj->ctype.ai_info.hide_index);
620 PHYSFS_writeSLE16(f, obj->ctype.ai_info.path_length);
621 PHYSFS_writeSLE16(f, obj->ctype.ai_info.cur_path_index);
625 PHYSFS_writeSLE16(f, -1); //obj->ctype.ai_info.follow_path_start_seg
626 PHYSFS_writeSLE16(f, -1); //obj->ctype.ai_info.follow_path_end_seg
634 PHYSFSX_writeFix(f, obj->ctype.expl_info.spawn_time);
635 PHYSFSX_writeFix(f, obj->ctype.expl_info.delete_time);
636 PHYSFS_writeSLE16(f, obj->ctype.expl_info.delete_objnum);
642 //do I really need to write these objects?
644 PHYSFS_writeSLE16(f, obj->ctype.laser_info.parent_type);
645 PHYSFS_writeSLE16(f, obj->ctype.laser_info.parent_num);
646 PHYSFS_writeSLE32(f, obj->ctype.laser_info.parent_signature);
652 PHYSFSX_writeFix(f, obj->ctype.light_info.intensity);
658 PHYSFS_writeSLE32(f, obj->ctype.powerup_info.count);
666 case CT_SLEW: //the player is generally saved as slew
670 break; //control center object.
680 switch (obj->render_type) {
689 PHYSFS_writeSLE32(f, obj->rtype.pobj_info.model_num);
691 for (i = 0; i < MAX_SUBMODELS; i++)
692 PHYSFSX_writeAngleVec(f, &obj->rtype.pobj_info.anim_angles[i]);
694 PHYSFS_writeSLE32(f, obj->rtype.pobj_info.subobj_flags);
696 PHYSFS_writeSLE32(f, obj->rtype.pobj_info.tmap_override);
701 case RT_WEAPON_VCLIP:
706 PHYSFS_writeSLE32(f, obj->rtype.vclip_info.vclip_num);
707 PHYSFSX_writeFix(f, obj->rtype.vclip_info.frametime);
708 PHYSFSX_writeU8(f, obj->rtype.vclip_info.framenum);
723 extern int remove_trigger_num(int trigger_num);
725 // --------------------------------------------------------------------
727 // Loads all the relevant data for a level.
728 // If level != -1, it loads the filename with extension changed to .min
729 // Otherwise it loads the appropriate level mine.
730 // returns 0=everything ok, 1=old version, -1=error
731 int load_game_data(CFILE *LoadFile)
735 short game_top_fileinfo_version;
738 int num_delta_lights;
741 //===================== READ FILE INFO ========================
744 cfread(&game_top_fileinfo, sizeof(game_top_fileinfo), 1, LoadFile);
748 if (cfile_read_short(LoadFile) != 0x6705)
751 // Read and check version number
752 game_top_fileinfo_version = cfile_read_short(LoadFile);
753 if (game_top_fileinfo_version < GAME_COMPATIBLE_VERSION )
756 // We skip some parts of the former game_top_fileinfo
757 cfseek(LoadFile, 31, SEEK_CUR);
759 object_offset = cfile_read_int(LoadFile);
760 gs_num_objects = cfile_read_int(LoadFile);
761 cfseek(LoadFile, 8, SEEK_CUR);
763 Num_walls = cfile_read_int(LoadFile);
764 cfseek(LoadFile, 20, SEEK_CUR);
766 Num_triggers = cfile_read_int(LoadFile);
767 cfseek(LoadFile, 24, SEEK_CUR);
769 trig_size = cfile_read_int(LoadFile);
770 Assert(trig_size == sizeof(ControlCenterTriggers));
771 cfseek(LoadFile, 4, SEEK_CUR);
773 Num_robot_centers = cfile_read_int(LoadFile);
774 cfseek(LoadFile, 4, SEEK_CUR);
776 if (game_top_fileinfo_version >= 29) {
777 cfseek(LoadFile, 4, SEEK_CUR);
778 Num_static_lights = cfile_read_int(LoadFile);
779 cfseek(LoadFile, 8, SEEK_CUR);
780 num_delta_lights = cfile_read_int(LoadFile);
781 cfseek(LoadFile, 4, SEEK_CUR);
783 Num_static_lights = 0;
784 num_delta_lights = 0;
787 if (game_top_fileinfo_version >= 31) //load mine filename
788 // read newline-terminated string, not sure what version this changed.
789 cfgets(Current_level_name,sizeof(Current_level_name),LoadFile);
790 else if (game_top_fileinfo_version >= 14) { //load mine filename
791 // read null-terminated string
792 char *p=Current_level_name;
793 //must do read one char at a time, since no cfgets()
794 do *p = cfgetc(LoadFile); while (*p++!=0);
797 Current_level_name[0]=0;
799 if (game_top_fileinfo_version >= 19) { //load pof names
800 N_save_pof_names = cfile_read_short(LoadFile);
801 if (N_save_pof_names != 0x614d && N_save_pof_names != 0x5547) { // "Ma"de w/DMB beta/"GU"ILE
802 Assert(N_save_pof_names < MAX_POLYGON_MODELS);
803 cfread(Save_pof_names,N_save_pof_names,FILENAME_LEN,LoadFile);
807 //===================== READ PLAYER INFO ==========================
808 Object_next_signature = 0;
810 //===================== READ OBJECT INFO ==========================
812 Gamesave_num_org_robots = 0;
813 Gamesave_num_players = 0;
815 if (object_offset > -1) {
816 if (cfseek( LoadFile, object_offset, SEEK_SET ))
817 Error( "Error seeking to object_offset in gamesave.c" );
819 for (i = 0; i < gs_num_objects; i++) {
821 read_object(&Objects[i], LoadFile, game_top_fileinfo_version);
823 Objects[i].signature = Object_next_signature++;
824 verify_object( &Objects[i] );
829 //===================== READ WALL INFO ============================
831 for (i = 0; i < Num_walls; i++) {
832 if (game_top_fileinfo_version >= 20)
833 wall_read(&Walls[i], LoadFile); // v20 walls and up.
834 else if (game_top_fileinfo_version >= 17) {
836 v19_wall_read(&w, LoadFile);
837 Walls[i].segnum = w.segnum;
838 Walls[i].sidenum = w.sidenum;
839 Walls[i].linked_wall = w.linked_wall;
840 Walls[i].type = w.type;
841 Walls[i].flags = w.flags;
842 Walls[i].hps = w.hps;
843 Walls[i].trigger = w.trigger;
844 Walls[i].clip_num = w.clip_num;
845 Walls[i].keys = w.keys;
846 Walls[i].state = WALL_DOOR_CLOSED;
849 v16_wall_read(&w, LoadFile);
850 Walls[i].segnum = Walls[i].sidenum = Walls[i].linked_wall = -1;
851 Walls[i].type = w.type;
852 Walls[i].flags = w.flags;
853 Walls[i].hps = w.hps;
854 Walls[i].trigger = w.trigger;
855 Walls[i].clip_num = w.clip_num;
856 Walls[i].keys = w.keys;
861 //===================== READ DOOR INFO ============================
863 if (game_fileinfo.doors_offset > -1)
865 if (!cfseek( LoadFile, game_fileinfo.doors_offset,SEEK_SET )) {
867 for (i=0;i<game_fileinfo.doors_howmany;i++) {
869 if (game_top_fileinfo_version >= 20)
870 active_door_read(&ActiveDoors[i], LoadFile); // version 20 and up
875 v19_door_read(&d, LoadFile);
877 ActiveDoors[i].n_parts = d.n_parts;
879 for (p=0;p<d.n_parts;p++) {
882 cseg = Segments[d.seg[p]].children[d.side[p]];
883 cside = find_connect_side(&Segments[d.seg[p]],&Segments[cseg]);
885 ActiveDoors[i].front_wallnum[p] = Segments[d.seg[p]].sides[d.side[p]].wall_num;
886 ActiveDoors[i].back_wallnum[p] = Segments[cseg].sides[cside].wall_num;
895 //==================== READ TRIGGER INFO ==========================
898 // for MACINTOSH -- assume all triggers >= verion 31 triggers.
900 for (i = 0; i < Num_triggers; i++)
902 if (game_top_fileinfo_version < 31)
908 if (game_top_fileinfo_version < 30) {
911 v29_trigger_read(&trig29, LoadFile);
912 trig.flags = trig29.flags;
913 trig.num_links = trig29.num_links;
914 trig.num_links = trig29.num_links;
915 trig.value = trig29.value;
916 trig.time = trig29.time;
918 for (t=0;t<trig.num_links;t++) {
919 trig.seg[t] = trig29.seg[t];
920 trig.side[t] = trig29.side[t];
924 v30_trigger_read(&trig, LoadFile);
926 //Assert(trig.flags & TRIGGER_ON);
927 trig.flags &= ~TRIGGER_ON;
929 if (trig.flags & TRIGGER_CONTROL_DOORS)
931 else if (trig.flags & TRIGGER_SHIELD_DAMAGE)
933 else if (trig.flags & TRIGGER_ENERGY_DRAIN)
935 else if (trig.flags & TRIGGER_EXIT)
937 else if (trig.flags & TRIGGER_ONE_SHOT)
939 else if (trig.flags & TRIGGER_MATCEN)
941 else if (trig.flags & TRIGGER_ILLUSION_OFF)
942 type = TT_ILLUSION_OFF;
943 else if (trig.flags & TRIGGER_SECRET_EXIT)
944 type = TT_SECRET_EXIT;
945 else if (trig.flags & TRIGGER_ILLUSION_ON)
946 type = TT_ILLUSION_ON;
947 else if (trig.flags & TRIGGER_UNLOCK_DOORS)
948 type = TT_UNLOCK_DOOR;
949 else if (trig.flags & TRIGGER_OPEN_WALL)
951 else if (trig.flags & TRIGGER_CLOSE_WALL)
952 type = TT_CLOSE_WALL;
953 else if (trig.flags & TRIGGER_ILLUSORY_WALL)
954 type = TT_ILLUSORY_WALL;
957 Triggers[i].type = type;
958 Triggers[i].flags = 0;
959 Triggers[i].num_links = trig.num_links;
960 Triggers[i].num_links = trig.num_links;
961 Triggers[i].value = trig.value;
962 Triggers[i].time = trig.time;
963 for (t=0;t<trig.num_links;t++) {
964 Triggers[i].seg[t] = trig.seg[t];
965 Triggers[i].side[t] = trig.side[t];
969 trigger_read(&Triggers[i], LoadFile);
972 //================ READ CONTROL CENTER TRIGGER INFO ===============
975 if (game_fileinfo.control_offset > -1)
976 if (!cfseek(LoadFile, game_fileinfo.control_offset, SEEK_SET))
978 Assert(game_fileinfo.control_sizeof == sizeof(control_center_triggers));
980 control_center_triggers_read_n(&ControlCenterTriggers, 1, LoadFile);
982 //================ READ MATERIALOGRIFIZATIONATORS INFO ===============
984 // mprintf((0, "Reading %i materialization centers.\n", game_fileinfo.matcen_howmany));
985 for (i = 0; i < Num_robot_centers; i++) {
986 if (game_top_fileinfo_version < 27) {
988 old_matcen_info_read(&m, LoadFile);
989 RobotCenters[i].robot_flags[0] = m.robot_flags;
990 RobotCenters[i].robot_flags[1] = 0;
991 RobotCenters[i].hit_points = m.hit_points;
992 RobotCenters[i].interval = m.interval;
993 RobotCenters[i].segnum = m.segnum;
994 RobotCenters[i].fuelcen_num = m.fuelcen_num;
997 matcen_info_read(&RobotCenters[i], LoadFile);
998 // Set links in RobotCenters to Station array
999 for (j = 0; j <= Highest_segment_index; j++)
1000 if (Segment2s[j].special == SEGMENT_IS_ROBOTMAKER)
1001 if (Segment2s[j].matcen_num == i)
1002 RobotCenters[i].fuelcen_num = Segment2s[j].value;
1003 // mprintf((0, " %i: flags = %08x\n", i, RobotCenters[i].robot_flags));
1006 //================ READ DL_INDICES INFO ===============
1008 for (i = 0; i < Num_static_lights; i++) {
1009 if (game_top_fileinfo_version < 29) {
1010 mprintf((0, "Warning: Old mine version. Not reading Dl_indices info.\n"));
1011 Int3(); //shouldn't be here!!!
1013 dl_index_read(&Dl_indices[i], LoadFile);
1016 // Indicate that no light has been subtracted from any vertices.
1017 clear_light_subtracted();
1019 //================ READ DELTA LIGHT INFO ===============
1021 for (i = 0; i < num_delta_lights; i++) {
1022 if (game_top_fileinfo_version < 29) {
1023 mprintf((0, "Warning: Old mine version. Not reading delta light info.\n"));
1025 delta_light_read(&Delta_lights[i], LoadFile);
1028 //========================= UPDATE VARIABLES ======================
1030 reset_objects(gs_num_objects);
1032 for (i=0; i<MAX_OBJECTS; i++) {
1033 Objects[i].next = Objects[i].prev = -1;
1034 if (Objects[i].type != OBJ_NONE) {
1035 int objsegnum = Objects[i].segnum;
1037 if (objsegnum > Highest_segment_index) //bogus object
1038 Objects[i].type = OBJ_NONE;
1040 Objects[i].segnum = -1; //avoid Assert()
1041 obj_link(i,objsegnum);
1046 clear_transient_objects(1); //1 means clear proximity bombs
1048 // Make sure non-transparent doors are set correctly.
1049 for (i=0; i< Num_segments; i++)
1050 for (j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
1051 side *sidep = &Segments[i].sides[j];
1052 if ((sidep->wall_num != -1) && (Walls[sidep->wall_num].clip_num != -1)) {
1053 //mprintf((0, "Checking Wall %d\n", Segments[i].sides[j].wall_num));
1054 if (WallAnims[Walls[sidep->wall_num].clip_num].flags & WCF_TMAP1) {
1055 //mprintf((0, "Fixing non-transparent door.\n"));
1056 sidep->tmap_num = WallAnims[Walls[sidep->wall_num].clip_num].frames[0];
1057 sidep->tmap_num2 = 0;
1066 Num_open_doors = game_fileinfo.doors_howmany;
1070 //go through all walls, killing references to invalid triggers
1071 for (i=0;i<Num_walls;i++)
1072 if (Walls[i].trigger >= Num_triggers) {
1073 mprintf((0,"Removing reference to invalid trigger %d from wall %d\n",Walls[i].trigger,i));
1074 Walls[i].trigger = -1; //kill trigger
1077 //go through all triggers, killing unused ones
1078 for (i=0;i<Num_triggers;) {
1081 // Find which wall this trigger is connected to.
1082 for (w=0; w<Num_walls; w++)
1083 if (Walls[w].trigger == i)
1087 if (w == Num_walls) {
1088 mprintf((0,"Removing unreferenced trigger %d\n",i));
1089 remove_trigger_num(i);
1096 // MK, 10/17/95: Make walls point back at the triggers that control them.
1097 // Go through all triggers, stuffing controlling_trigger field in Walls.
1100 for (i=0; i<Num_walls; i++)
1101 Walls[i].controlling_trigger = -1;
1103 for (t=0; t<Num_triggers; t++) {
1105 for (l=0; l<Triggers[t].num_links; l++) {
1106 int seg_num, side_num, wall_num;
1108 seg_num = Triggers[t].seg[l];
1109 side_num = Triggers[t].side[l];
1110 wall_num = Segments[seg_num].sides[side_num].wall_num;
1112 // -- if (Walls[wall_num].controlling_trigger != -1)
1115 //check to see that if a trigger requires a wall that it has one,
1116 //and if it requires a matcen that it has one
1118 if (Triggers[t].type == TT_MATCEN) {
1119 if (Segment2s[seg_num].special != SEGMENT_IS_ROBOTMAKER)
1120 Int3(); //matcen trigger doesn't point to matcen
1122 else if (Triggers[t].type != TT_LIGHT_OFF && Triggers[t].type != TT_LIGHT_ON) { //light triggers don't require walls
1124 Int3(); // This is illegal. This trigger requires a wall
1126 Walls[wall_num].controlling_trigger = t;
1132 //fix old wall structs
1133 if (game_top_fileinfo_version < 17) {
1134 int segnum,sidenum,wallnum;
1136 for (segnum=0; segnum<=Highest_segment_index; segnum++)
1137 for (sidenum=0;sidenum<6;sidenum++)
1138 if ((wallnum=Segments[segnum].sides[sidenum].wall_num) != -1) {
1139 Walls[wallnum].segnum = segnum;
1140 Walls[wallnum].sidenum = sidenum;
1147 for (sidenum=0; sidenum<6; sidenum++) {
1148 int wallnum = Segments[Highest_segment_index].sides[sidenum].wall_num;
1150 if ((Walls[wallnum].segnum != Highest_segment_index) || (Walls[wallnum].sidenum != sidenum))
1151 Int3(); // Error. Bogus walls in this segment.
1152 // Consult Yuan or Mike.
1157 //create_local_segment_data();
1165 if (game_top_fileinfo_version < GAME_VERSION
1166 && !(game_top_fileinfo_version == 25 && GAME_VERSION == 26))
1167 return 1; //means old version
1173 int check_segment_connections(void);
1175 extern void set_ambient_sound_flags(void);
1177 // ----------------------------------------------------------------------------
1179 #define LEVEL_FILE_VERSION 8
1180 //1 -> 2 add palette name
1181 //2 -> 3 add control center explosion time
1182 //3 -> 4 add reactor strength
1183 //4 -> 5 killed hostage text stuff
1184 //5 -> 6 added Secret_return_segment and Secret_return_orient
1185 //6 -> 7 added flickering lights
1186 //7 -> 8 made version 8 to be not compatible with D2 1.0 & 1.1
1189 char *Level_being_loaded=NULL;
1193 extern void ncache_flush();
1196 extern int Slide_segs_computed;
1197 extern int d1_pig_present;
1199 int no_old_level_file_error=0;
1201 //loads a level (.LVL) file from disk
1202 //returns 0 if success, else error code
1203 int load_level(char * filename_passed)
1206 int use_compiled_level=1;
1209 char filename[PATH_MAX];
1210 int sig, minedata_offset, gamedata_offset;
1211 int mine_err, game_err;
1216 Slide_segs_computed = 0;
1219 if (Game_mode & GM_NETWORK)
1221 for (i=0;i<MAX_POWERUP_TYPES;i++)
1223 MaxPowerupsAllowed[i]=0;
1224 PowerupsInMine[i]=0;
1234 Level_being_loaded = filename_passed;
1237 strcpy(filename,filename_passed);
1240 //if we have the editor, try the LVL first, no matter what was passed.
1241 //if we don't have an LVL, try what was passed or RL2
1242 //if we don't have the editor, we just use what was passed
1244 change_filename_extension(filename,filename_passed,".lvl");
1245 use_compiled_level = 0;
1247 if (!cfexist(filename))
1249 char *p = strrchr(filename_passed, '.');
1251 if (stricmp(p, ".lvl"))
1252 strcpy(filename, filename_passed); // set to what was passed
1254 change_filename_extension(filename, filename, ".rl2");
1255 use_compiled_level = 1;
1259 LoadFile = cfopen( filename, "rb" );
1263 mprintf((0,"Can't open level file <%s>\n", filename));
1266 Error("Can't open file <%s>\n",filename);
1270 strcpy( Gamesave_current_filename, filename );
1273 // if ( Newdemo_state == ND_STATE_RECORDING )
1274 // newdemo_record_start_demo();
1277 sig = cfile_read_int(LoadFile);
1278 Gamesave_current_version = cfile_read_int(LoadFile);
1279 mprintf((0, "Gamesave_current_version = %d\n", Gamesave_current_version));
1280 minedata_offset = cfile_read_int(LoadFile);
1281 gamedata_offset = cfile_read_int(LoadFile);
1283 Assert(sig == MAKE_SIG('P','L','V','L'));
1285 if (Gamesave_current_version >= 8) { //read dummy data
1286 cfile_read_int(LoadFile);
1287 cfile_read_short(LoadFile);
1288 cfile_read_byte(LoadFile);
1291 if (Gamesave_current_version < 5)
1292 cfile_read_int(LoadFile); //was hostagetext_offset
1294 if (Gamesave_current_version > 1)
1295 cfgets(Current_level_palette,sizeof(Current_level_palette),LoadFile);
1296 if (Gamesave_current_version <= 1 || Current_level_palette[0]==0) // descent 1 level
1297 strcpy(Current_level_palette, DEFAULT_LEVEL_PALETTE);
1299 if (Gamesave_current_version >= 3)
1300 Base_control_center_explosion_time = cfile_read_int(LoadFile);
1302 Base_control_center_explosion_time = DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
1304 if (Gamesave_current_version >= 4)
1305 Reactor_strength = cfile_read_int(LoadFile);
1307 Reactor_strength = -1; //use old defaults
1309 if (Gamesave_current_version >= 7) {
1312 Num_flickering_lights = cfile_read_int(LoadFile);
1313 Assert((Num_flickering_lights >= 0) && (Num_flickering_lights < MAX_FLICKERING_LIGHTS));
1314 for (i = 0; i < Num_flickering_lights; i++)
1315 flickering_light_read(&Flickering_lights[i], LoadFile);
1318 Num_flickering_lights = 0;
1320 if (Gamesave_current_version < 6) {
1321 Secret_return_segment = 0;
1322 Secret_return_orient.rvec.x = F1_0;
1323 Secret_return_orient.rvec.y = 0;
1324 Secret_return_orient.rvec.z = 0;
1325 Secret_return_orient.fvec.x = 0;
1326 Secret_return_orient.fvec.y = F1_0;
1327 Secret_return_orient.fvec.z = 0;
1328 Secret_return_orient.uvec.x = 0;
1329 Secret_return_orient.uvec.y = 0;
1330 Secret_return_orient.uvec.z = F1_0;
1332 Secret_return_segment = cfile_read_int(LoadFile);
1333 Secret_return_orient.rvec.x = cfile_read_int(LoadFile);
1334 Secret_return_orient.rvec.y = cfile_read_int(LoadFile);
1335 Secret_return_orient.rvec.z = cfile_read_int(LoadFile);
1336 Secret_return_orient.fvec.x = cfile_read_int(LoadFile);
1337 Secret_return_orient.fvec.y = cfile_read_int(LoadFile);
1338 Secret_return_orient.fvec.z = cfile_read_int(LoadFile);
1339 Secret_return_orient.uvec.x = cfile_read_int(LoadFile);
1340 Secret_return_orient.uvec.y = cfile_read_int(LoadFile);
1341 Secret_return_orient.uvec.z = cfile_read_int(LoadFile);
1344 cfseek(LoadFile,minedata_offset,SEEK_SET);
1346 if (!use_compiled_level) {
1347 mine_err = load_mine_data(LoadFile);
1348 #if 0 // get from d1src if needed
1349 // Compress all uv coordinates in mine, improves texmap precision. --MK, 02/19/96
1350 compress_uv_coordinates_all();
1354 //NOTE LINK TO ABOVE!!
1355 mine_err = load_mine_data_compiled(LoadFile);
1357 if (mine_err == -1) { //error!!
1362 cfseek(LoadFile,gamedata_offset,SEEK_SET);
1363 game_err = load_game_data(LoadFile);
1365 if (game_err == -1) { //error!!
1370 //======================== CLOSE FILE =============================
1372 cfclose( LoadFile );
1374 set_ambient_sound_flags();
1377 write_game_text_file(filename);
1378 if (Errors_in_mine) {
1379 if (is_real_level(filename)) {
1380 char ErrorMessage[200];
1382 sprintf( ErrorMessage, "Warning: %i errors in %s!\n", Errors_in_mine, Level_being_loaded );
1384 gr_palette_load(gr_palette);
1385 nm_messagebox( NULL, 1, "Continue", ErrorMessage );
1388 mprintf((1, "Error: %i errors in %s.\n", Errors_in_mine, Level_being_loaded));
1393 //If a Descent 1 level and the Descent 1 pig isn't present, pretend it's a Descent 2 level.
1394 if ((Function_mode == FMODE_EDITOR) && (Gamesave_current_version <= 3) && !d1_pig_present)
1396 if (!no_old_level_file_error)
1397 Warning("A Descent 1 level was loaded,\n"
1398 "and there is no Descent 1 texture\n"
1399 "set available. Saving it will\n"
1400 "convert it to a Descent 2 level.");
1402 Gamesave_current_version = LEVEL_FILE_VERSION;
1407 if (Function_mode == FMODE_EDITOR)
1408 editor_status("Loaded NEW mine %s, \"%s\"",filename,Current_level_name);
1411 #if !defined(NDEBUG) && !defined(COMPACT_SEGS)
1412 if (check_segment_connections())
1413 nm_messagebox( "ERROR", 1, "Ok",
1414 "Connectivity errors detected in\n"
1415 "mine. See monochrome screen for\n"
1416 "details, and contact Matt or Mike." );
1423 int get_level_name()
1425 //NO_UI!!! UI_WINDOW *NameWindow = NULL;
1426 //NO_UI!!! UI_GADGET_INPUTBOX *NameText;
1427 //NO_UI!!! UI_GADGET_BUTTON *QuitButton;
1429 //NO_UI!!! // Open a window with a quit button
1430 //NO_UI!!! NameWindow = ui_open_window( 20, 20, 300, 110, WIN_DIALOG );
1431 //NO_UI!!! QuitButton = ui_add_gadget_button( NameWindow, 150-24, 60, 48, 40, "Done", NULL );
1433 //NO_UI!!! ui_wprintf_at( NameWindow, 10, 12,"Please enter a name for this mine:" );
1434 //NO_UI!!! NameText = ui_add_gadget_inputbox( NameWindow, 10, 30, LEVEL_NAME_LEN, LEVEL_NAME_LEN, Current_level_name );
1436 //NO_UI!!! NameWindow->keyboard_focus_gadget = (UI_GADGET *)NameText;
1437 //NO_UI!!! QuitButton->hotkey = KEY_ENTER;
1439 //NO_UI!!! ui_gadget_calc_keys(NameWindow);
1441 //NO_UI!!! while (!QuitButton->pressed && last_keypress!=KEY_ENTER) {
1442 //NO_UI!!! ui_mega_process();
1443 //NO_UI!!! ui_window_do_gadgets(NameWindow);
1446 //NO_UI!!! strcpy( Current_level_name, NameText->text );
1448 //NO_UI!!! if ( NameWindow!=NULL ) {
1449 //NO_UI!!! ui_close_window( NameWindow );
1450 //NO_UI!!! NameWindow = NULL;
1456 m[0].type = NM_TYPE_TEXT; m[0].text = "Please enter a name for this mine:";
1457 m[1].type = NM_TYPE_INPUT; m[1].text = Current_level_name; m[1].text_len = LEVEL_NAME_LEN;
1459 return newmenu_do( NULL, "Enter mine name", 2, m, NULL ) >= 0;
1469 // -----------------------------------------------------------------------------
1470 int compute_num_delta_light_records(void)
1475 for (i=0; i<Num_static_lights; i++) {
1476 total += Dl_indices[i].count;
1483 // -----------------------------------------------------------------------------
1485 int save_game_data(PHYSFS_file *SaveFile)
1487 short game_top_fileinfo_version = Gamesave_current_version >= 5 ? 31 : 25;
1488 int player_offset, object_offset, walls_offset, doors_offset, triggers_offset, control_offset, matcen_offset; //, links_offset;
1489 int dl_indices_offset, delta_light_offset;
1490 int offset_offset, end_offset;
1491 int num_delta_lights;
1494 //===================== SAVE FILE INFO ========================
1496 PHYSFS_writeSLE16(SaveFile, 0x6705); // signature
1497 PHYSFS_writeSLE16(SaveFile, game_top_fileinfo_version);
1498 PHYSFS_writeSLE32(SaveFile, sizeof(game_fileinfo));
1499 PHYSFS_write(SaveFile, Current_level_name, 15, 1);
1500 PHYSFS_writeSLE32(SaveFile, Current_level_num);
1501 offset_offset = PHYSFS_tell(SaveFile); // write the offsets later
1502 PHYSFS_writeSLE32(SaveFile, -1);
1503 PHYSFS_writeSLE32(SaveFile, sizeof(player));
1505 #define WRITE_HEADER_ENTRY(t, n) do { PHYSFS_writeSLE32(SaveFile, -1); PHYSFS_writeSLE32(SaveFile, n); PHYSFS_writeSLE32(SaveFile, sizeof(t)); } while(0)
1507 WRITE_HEADER_ENTRY(object, Highest_object_index + 1);
1508 WRITE_HEADER_ENTRY(wall, Num_walls);
1509 WRITE_HEADER_ENTRY(active_door, Num_open_doors);
1510 WRITE_HEADER_ENTRY(trigger, Num_triggers);
1511 WRITE_HEADER_ENTRY(0, 0); // links (removed by Parallax)
1512 WRITE_HEADER_ENTRY(control_center_triggers, 1);
1513 WRITE_HEADER_ENTRY(matcen_info, Num_robot_centers);
1515 if (game_top_fileinfo_version >= 29)
1517 WRITE_HEADER_ENTRY(dl_index, Num_static_lights);
1518 WRITE_HEADER_ENTRY(delta_light, num_delta_lights = compute_num_delta_light_records());
1521 // Write the mine name
1522 if (game_top_fileinfo_version >= 31)
1523 PHYSFSX_printf(SaveFile, "%s\n", Current_level_name);
1524 else if (game_top_fileinfo_version >= 14)
1525 PHYSFSX_writeString(SaveFile, Current_level_name);
1527 if (game_top_fileinfo_version >= 19)
1529 PHYSFS_writeSLE16(SaveFile, N_polygon_models);
1530 PHYSFS_write(SaveFile, Pof_names, sizeof(*Pof_names), N_polygon_models);
1533 //==================== SAVE PLAYER INFO ===========================
1535 player_offset = PHYSFS_tell(SaveFile);
1536 PHYSFS_write(SaveFile, &Players[Player_num], sizeof(player), 1); // not endian friendly, but not used either
1538 //==================== SAVE OBJECT INFO ===========================
1540 object_offset = PHYSFS_tell(SaveFile);
1541 //fwrite( &Objects, sizeof(object), game_fileinfo.object_howmany, SaveFile );
1543 for (i = 0; i <= Highest_object_index; i++)
1544 write_object(&Objects[i], game_top_fileinfo_version, SaveFile);
1547 //==================== SAVE WALL INFO =============================
1549 walls_offset = PHYSFS_tell(SaveFile);
1550 for (i = 0; i < Num_walls; i++)
1551 wall_write(&Walls[i], game_top_fileinfo_version, SaveFile);
1553 //==================== SAVE DOOR INFO =============================
1556 doors_offset = PHYSFS_tell(SaveFile);
1557 for (i = 0; i < Num_open_doors; i++)
1558 door_write(&ActiveDoors[i], game_top_fileinfo_version, SaveFile);
1561 //==================== SAVE TRIGGER INFO =============================
1563 triggers_offset = PHYSFS_tell(SaveFile);
1564 for (i = 0; i < Num_triggers; i++)
1565 trigger_write(&Triggers[i], game_top_fileinfo_version, SaveFile);
1567 //================ SAVE CONTROL CENTER TRIGGER INFO ===============
1569 control_offset = PHYSFS_tell(SaveFile);
1570 control_center_triggers_write(&ControlCenterTriggers, SaveFile);
1573 //================ SAVE MATERIALIZATION CENTER TRIGGER INFO ===============
1575 matcen_offset = PHYSFS_tell(SaveFile);
1576 // mprintf((0, "Writing %i materialization centers\n", game_fileinfo.matcen_howmany));
1578 // for (i=0; i<game_fileinfo.matcen_howmany; i++)
1579 // mprintf((0, " %i: robot_flags = %08x\n", i, RobotCenters[i].robot_flags));
1581 for (i = 0; i < Num_robot_centers; i++)
1582 matcen_info_write(&RobotCenters[i], game_top_fileinfo_version, SaveFile);
1584 //================ SAVE DELTA LIGHT INFO ===============
1585 if (game_top_fileinfo_version >= 29)
1587 dl_indices_offset = PHYSFS_tell(SaveFile);
1588 for (i = 0; i < Num_static_lights; i++)
1589 dl_index_write(&Dl_indices[i], SaveFile);
1591 delta_light_offset = PHYSFS_tell(SaveFile);
1592 for (i = 0; i < num_delta_lights; i++)
1593 delta_light_write(&Delta_lights[i], SaveFile);
1596 //============= SAVE OFFSETS ===============
1598 end_offset = PHYSFS_tell(SaveFile);
1600 // Update the offset fields
1602 #define WRITE_OFFSET(o, n) do { PHYSFS_seek(SaveFile, offset_offset); PHYSFS_writeSLE32(SaveFile, o ## _offset); offset_offset += sizeof(int)*n; } while (0)
1604 WRITE_OFFSET(player, 2);
1605 WRITE_OFFSET(object, 3);
1606 WRITE_OFFSET(walls, 3);
1607 WRITE_OFFSET(doors, 3);
1608 WRITE_OFFSET(triggers, 6);
1609 WRITE_OFFSET(control, 3);
1610 WRITE_OFFSET(matcen, 3);
1611 if (game_top_fileinfo_version >= 29)
1613 WRITE_OFFSET(dl_indices, 3);
1614 WRITE_OFFSET(delta_light, 0);
1617 // Go back to end of data
1618 PHYSFS_seek(SaveFile, end_offset);
1623 int save_mine_data(FILE * SaveFile);
1625 // -----------------------------------------------------------------------------
1627 int save_level_sub(char * filename, int compiled_version)
1629 PHYSFS_file * SaveFile;
1630 char temp_filename[PATH_MAX];
1631 int minedata_offset=0,gamedata_offset=0;
1633 // if ( !compiled_version )
1635 write_game_text_file(filename);
1637 if (Errors_in_mine) {
1638 if (is_real_level(filename)) {
1639 char ErrorMessage[200];
1641 sprintf( ErrorMessage, "Warning: %i errors in this mine!\n", Errors_in_mine );
1643 gr_palette_load(gr_palette);
1645 if (nm_messagebox( NULL, 2, "Cancel Save", "Save", ErrorMessage )!=1) {
1651 mprintf((1, "Error: %i errors in this mine. See the 'txm' file.\n", Errors_in_mine));
1653 // change_filename_extension(temp_filename,filename,".LVL");
1657 if (Gamesave_current_version <= 3)
1658 change_filename_extension(temp_filename, filename, ".RDL");
1660 change_filename_extension(temp_filename, filename, ".RL2");
1663 SaveFile = PHYSFSX_openWriteBuffered(temp_filename);
1666 char ErrorMessage[256];
1669 _splitpath( temp_filename, NULL, NULL, fname, NULL );
1671 sprintf( ErrorMessage, \
1672 "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"
1673 , temp_filename, fname );
1675 gr_palette_load(gr_palette);
1676 nm_messagebox( NULL, 1, "Ok", ErrorMessage );
1681 if (Current_level_name[0] == 0)
1682 strcpy(Current_level_name,"Untitled");
1684 clear_transient_objects(1); //1 means clear proximity bombs
1686 compress_objects(); //after this, Highest_object_index == num objects
1688 //make sure player is in a segment
1689 if (update_object_seg(&Objects[Players[0].objnum]) == 0) {
1690 if (ConsoleObject->segnum > Highest_segment_index)
1691 ConsoleObject->segnum = 0;
1692 compute_segment_center(&ConsoleObject->pos,&(Segments[ConsoleObject->segnum]));
1699 PHYSFS_writeSLE32(SaveFile, MAKE_SIG('P','L','V','L'));
1700 PHYSFS_writeSLE32(SaveFile, Gamesave_current_version);
1703 PHYSFS_writeSLE32(SaveFile, minedata_offset);
1704 PHYSFS_writeSLE32(SaveFile, gamedata_offset);
1706 //Now write the damn data
1708 if (Gamesave_current_version >= 8)
1710 //write the version 8 data (to make file unreadable by 1.0 & 1.1)
1711 PHYSFS_writeSLE32(SaveFile, GameTime);
1712 PHYSFS_writeSLE16(SaveFile, FrameCount);
1713 PHYSFSX_writeU8(SaveFile, FrameTime);
1716 if (Gamesave_current_version < 5)
1717 PHYSFS_writeSLE32(SaveFile, -1); //was hostagetext_offset
1719 // Write the palette file name
1720 if (Gamesave_current_version > 1)
1721 PHYSFSX_printf(SaveFile, "%s\n", Current_level_palette);
1723 if (Gamesave_current_version >= 3)
1724 PHYSFS_writeSLE32(SaveFile, Base_control_center_explosion_time);
1725 if (Gamesave_current_version >= 4)
1726 PHYSFS_writeSLE32(SaveFile, Reactor_strength);
1728 if (Gamesave_current_version >= 7)
1732 PHYSFS_writeSLE32(SaveFile, Num_flickering_lights);
1733 for (i = 0; i < Num_flickering_lights; i++)
1734 flickering_light_write(&Flickering_lights[i], SaveFile);
1737 if (Gamesave_current_version >= 6)
1739 PHYSFS_writeSLE32(SaveFile, Secret_return_segment);
1740 PHYSFSX_writeVector(SaveFile, &Secret_return_orient.rvec);
1741 PHYSFSX_writeVector(SaveFile, &Secret_return_orient.fvec);
1742 PHYSFSX_writeVector(SaveFile, &Secret_return_orient.uvec);
1745 minedata_offset = PHYSFS_tell(SaveFile);
1746 #if 0 // only save compiled mine data
1747 if ( !compiled_version )
1748 save_mine_data(SaveFile);
1751 save_mine_data_compiled(SaveFile);
1752 gamedata_offset = PHYSFS_tell(SaveFile);
1753 save_game_data(SaveFile);
1755 PHYSFS_seek(SaveFile, sizeof(int) + sizeof(Gamesave_current_version));
1756 PHYSFS_writeSLE32(SaveFile, minedata_offset);
1757 PHYSFS_writeSLE32(SaveFile, gamedata_offset);
1759 if (Gamesave_current_version < 5)
1760 PHYSFS_writeSLE32(SaveFile, PHYSFS_fileLength(SaveFile));
1762 //==================== CLOSE THE FILE =============================
1763 PHYSFS_close(SaveFile);
1765 // if ( !compiled_version )
1767 if (Function_mode == FMODE_EDITOR)
1768 editor_status("Saved mine %s, \"%s\"",filename,Current_level_name);
1775 #if 0 //dunno - 3rd party stuff?
1776 extern void compress_uv_coordinates_all(void);
1779 int save_level(char * filename)
1783 // Save normal version...
1784 //save_level_sub(filename, 0); // just save compiled one
1786 // Save compiled version...
1787 r1 = save_level_sub(filename, 1);
1795 void dump_mine_info(void)
1797 int segnum, sidenum;
1798 fix min_u, max_u, min_v, max_v, min_l, max_l, max_sl;
1810 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
1811 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1813 side *sidep = &Segments[segnum].sides[sidenum];
1815 if (Segment2s[segnum].static_light > max_sl)
1816 max_sl = Segment2s[segnum].static_light;
1818 for (vertnum=0; vertnum<4; vertnum++) {
1819 if (sidep->uvls[vertnum].u < min_u)
1820 min_u = sidep->uvls[vertnum].u;
1821 else if (sidep->uvls[vertnum].u > max_u)
1822 max_u = sidep->uvls[vertnum].u;
1824 if (sidep->uvls[vertnum].v < min_v)
1825 min_v = sidep->uvls[vertnum].v;
1826 else if (sidep->uvls[vertnum].v > max_v)
1827 max_v = sidep->uvls[vertnum].v;
1829 if (sidep->uvls[vertnum].l < min_l)
1830 min_l = sidep->uvls[vertnum].l;
1831 else if (sidep->uvls[vertnum].l > max_l)
1832 max_l = sidep->uvls[vertnum].l;
1838 // 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)));
1839 // mprintf((0, "Static light maximum = %7.3f\n", f2fl(max_sl)));
1840 // mprintf((0, "Number of walls: %i\n", Num_walls));
1848 //read in every level in mission and save out compiled version
1849 void save_all_compiled_levels(void)
1851 do_load_save_levels(1);
1854 //read in every level in mission
1855 void load_all_levels(void)
1857 do_load_save_levels(0);
1861 void do_load_save_levels(int save)
1865 if (! SafetyCheck())
1868 no_old_level_file_error=1;
1870 for (level_num=1;level_num<=Last_level;level_num++) {
1871 load_level(Level_names[level_num-1]);
1872 load_palette(Current_level_palette,1,1); //don't change screen
1874 save_level_sub(Level_names[level_num-1],1);
1877 for (level_num=-1;level_num>=Last_secret_level;level_num--) {
1878 load_level(Secret_level_names[-level_num-1]);
1879 load_palette(Current_level_palette,1,1); //don't change screen
1881 save_level_sub(Secret_level_names[-level_num-1],1);
1884 no_old_level_file_error=0;