2006-03-20 17:12:09 +00:00
/* $Id: gamesave.c,v 1.1.1.1 2006/03/17 19:57:19 zicodxx Exp $ */
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ( " PARALLAX " ) . PARALLAX , IN DISTRIBUTING THE CODE TO
END - USERS , AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN , GRANTS A
ROYALTY - FREE , PERPETUAL LICENSE TO SUCH END - USERS FOR USE BY SUCH END - USERS
IN USING , DISPLAYING , AND CREATING DERIVATIVE WORKS THEREOF , SO LONG AS
SUCH USE , DISPLAY OR CREATION IS FOR NON - COMMERCIAL , ROYALTY OR REVENUE
FREE PURPOSES . IN NO EVENT SHALL THE END - USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE - BEARING PURPOSES . THE END - USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE .
COPYRIGHT 1993 - 1999 PARALLAX SOFTWARE CORPORATION . ALL RIGHTS RESERVED .
*/
/*
*
* Save game information
*
*/
# ifdef HAVE_CONFIG_H
# include <conf.h>
# endif
# ifdef RCS
char gamesave_rcsid [ ] = " $Id: gamesave.c,v 1.1.1.1 2006/03/17 19:57:19 zicodxx Exp $ " ;
# endif
# include <stdio.h>
# include <string.h>
# include "pstypes.h"
# include "strutil.h"
# include "mono.h"
# include "key.h"
# include "gr.h"
# include "palette.h"
# include "newmenu.h"
# include "inferno.h"
# ifdef EDITOR
# include "editor/editor.h"
# endif
# include "error.h"
# include "object.h"
# include "game.h"
# include "screens.h"
# include "wall.h"
# include "gamemine.h"
# include "robot.h"
# include "cfile.h"
# include "bm.h"
# include "menu.h"
# include "switch.h"
# include "fuelcen.h"
# include "cntrlcen.h"
# include "powerup.h"
# include "weapon.h"
# include "newdemo.h"
# include "gameseq.h"
# include "automap.h"
# include "polyobj.h"
# include "text.h"
# include "gamefont.h"
# include "gamesave.h"
# include "gamepal.h"
# include "laser.h"
# include "byteswap.h"
# include "multi.h"
# include "makesig.h"
char Gamesave_current_filename [ PATH_MAX ] ;
int Gamesave_current_version ;
# define GAME_VERSION 32
# define GAME_COMPATIBLE_VERSION 22
//version 28->29 add delta light support
//version 27->28 controlcen id now is reactor number, not model number
//version 28->29 ??
//version 29->30 changed trigger structure
//version 30->31 changed trigger structure some more
//version 31->32 change segment structure, make it 512 bytes w/o editor, add Segment2s array.
# define MENU_CURSOR_X_MIN MENU_X
# define MENU_CURSOR_X_MAX MENU_X+6
# ifdef EDITOR
struct {
ushort fileinfo_signature ;
ushort fileinfo_version ;
int fileinfo_sizeof ;
} game_top_fileinfo ; // Should be same as first two fields below...
struct {
ushort fileinfo_signature ;
ushort fileinfo_version ;
int fileinfo_sizeof ;
char mine_filename [ 15 ] ;
int level ;
int player_offset ; // Player info
int player_sizeof ;
int object_offset ; // Object info
int object_howmany ;
int object_sizeof ;
int walls_offset ;
int walls_howmany ;
int walls_sizeof ;
int doors_offset ;
int doors_howmany ;
int doors_sizeof ;
int triggers_offset ;
int triggers_howmany ;
int triggers_sizeof ;
int links_offset ;
int links_howmany ;
int links_sizeof ;
int control_offset ;
int control_howmany ;
int control_sizeof ;
int matcen_offset ;
int matcen_howmany ;
int matcen_sizeof ;
int dl_indices_offset ;
int dl_indices_howmany ;
int dl_indices_sizeof ;
int delta_light_offset ;
int delta_light_howmany ;
int delta_light_sizeof ;
} game_fileinfo ;
# endif // EDITOR
// LINT: adding function prototypes
void read_object ( object * obj , CFILE * f , int version ) ;
# ifdef EDITOR
void write_object ( object * obj , short version , PHYSFS_file * f ) ;
void do_load_save_levels ( int save ) ;
# endif
# ifndef NDEBUG
void dump_mine_info ( void ) ;
# endif
extern char MaxPowerupsAllowed [ MAX_POWERUP_TYPES ] ;
extern char PowerupsInMine [ MAX_POWERUP_TYPES ] ;
# ifdef EDITOR
extern char mine_filename [ ] ;
extern int save_mine_data_compiled ( PHYSFS_file * SaveFile ) ;
//--unused-- #else
//--unused-- char mine_filename[128];
# endif
int Gamesave_num_org_robots = 0 ;
//--unused-- grs_bitmap * Gamesave_saved_bitmap = NULL;
# ifdef EDITOR
// Return true if this level has a name of the form "level??"
// Note that a pathspec can appear at the beginning of the filename.
int is_real_level ( char * filename )
{
int len = strlen ( filename ) ;
if ( len < 6 )
return 0 ;
//mprintf((0, "String = [%s]\n", &filename[len-11]));
return ! strnicmp ( & filename [ len - 11 ] , " level " , 5 ) ;
}
# endif
//--unused-- vms_angvec zero_angles={0,0,0};
# define vm_angvec_zero(v) do {(v)->p=(v)->b=(v)->h=0;} while (0)
int Gamesave_num_players = 0 ;
int N_save_pof_names ;
char Save_pof_names [ MAX_POLYGON_MODELS ] [ FILENAME_LEN ] ;
void check_and_fix_matrix ( vms_matrix * m ) ;
void verify_object ( object * obj ) {
obj - > lifeleft = IMMORTAL_TIME ; //all loaded object are immortal, for now
if ( obj - > type = = OBJ_ROBOT ) {
Gamesave_num_org_robots + + ;
// Make sure valid id...
if ( obj - > id > = N_robot_types )
obj - > id = obj - > id % N_robot_types ;
// Make sure model number & size are correct...
if ( obj - > render_type = = RT_POLYOBJ ) {
Assert ( Robot_info [ obj - > id ] . model_num ! = - 1 ) ;
//if you fail this assert, it means that a robot in this level
//hasn't been loaded, possibly because he's marked as
//non-shareware. To see what robot number, print obj->id.
Assert ( Robot_info [ obj - > id ] . always_0xabcd = = 0xabcd ) ;
//if you fail this assert, it means that the robot_ai for
//a robot in this level hasn't been loaded, possibly because
//it's marked as non-shareware. To see what robot number,
//print obj->id.
obj - > rtype . pobj_info . model_num = Robot_info [ obj - > id ] . model_num ;
obj - > size = Polygon_models [ obj - > rtype . pobj_info . model_num ] . rad ;
//@@Took out this ugly hack 1/12/96, because Mike has added code
//@@that should fix it in a better way.
//@@//this is a super-ugly hack. Since the baby stripe robots have
//@@//their firing point on their bounding sphere, the firing points
//@@//can poke through a wall if the robots are very close to it. So
//@@//we make their radii bigger so the guns can't get too close to
//@@//the walls
//@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
//@@ obj->size = (obj->size*3)/2;
//@@if (obj->control_type==CT_AI && Robot_info[obj->id].attack_type)
//@@ obj->size = obj->size*3/4;
}
if ( obj - > id = = 65 ) //special "reactor" robots
obj - > movement_type = MT_NONE ;
if ( obj - > movement_type = = MT_PHYSICS ) {
obj - > mtype . phys_info . mass = Robot_info [ obj - > id ] . mass ;
obj - > mtype . phys_info . drag = Robot_info [ obj - > id ] . drag ;
}
}
else { //Robots taken care of above
if ( obj - > render_type = = RT_POLYOBJ ) {
int i ;
char * name = Save_pof_names [ obj - > rtype . pobj_info . model_num ] ;
for ( i = 0 ; i < N_polygon_models ; i + + )
if ( ! stricmp ( Pof_names [ i ] , name ) ) { //found it!
// mprintf((0,"Mapping <%s> to %d (was %d)\n",name,i,obj->rtype.pobj_info.model_num));
obj - > rtype . pobj_info . model_num = i ;
break ;
}
}
}
if ( obj - > type = = OBJ_POWERUP ) {
if ( obj - > id > = N_powerup_types ) {
obj - > id = 0 ;
Assert ( obj - > render_type ! = RT_POLYOBJ ) ;
}
obj - > control_type = CT_POWERUP ;
obj - > size = Powerup_info [ obj - > id ] . size ;
obj - > ctype . powerup_info . creation_time = 0 ;
# ifdef NETWORK
if ( Game_mode & GM_NETWORK )
{
if ( multi_powerup_is_4pack ( obj - > id ) )
{
PowerupsInMine [ obj - > id - 1 ] + = 4 ;
MaxPowerupsAllowed [ obj - > id - 1 ] + = 4 ;
}
PowerupsInMine [ obj - > id ] + + ;
MaxPowerupsAllowed [ obj - > id ] + + ;
mprintf ( ( 0 , " PowerupLimiter: ID=%d \n " , obj - > id ) ) ;
if ( obj - > id > MAX_POWERUP_TYPES )
mprintf ( ( 1 , " POWERUP: Overwriting array bounds!! Get JL! \n " ) ) ;
}
# endif
}
if ( obj - > type = = OBJ_WEAPON ) {
if ( obj - > id > = N_weapon_types ) {
obj - > id = 0 ;
Assert ( obj - > render_type ! = RT_POLYOBJ ) ;
}
if ( obj - > id = = PMINE_ID ) { //make sure pmines have correct values
obj - > mtype . phys_info . mass = Weapon_info [ obj - > id ] . mass ;
obj - > mtype . phys_info . drag = Weapon_info [ obj - > id ] . drag ;
obj - > mtype . phys_info . flags | = PF_FREE_SPINNING ;
// Make sure model number & size are correct...
Assert ( obj - > render_type = = RT_POLYOBJ ) ;
obj - > rtype . pobj_info . model_num = Weapon_info [ obj - > id ] . model_num ;
obj - > size = Polygon_models [ obj - > rtype . pobj_info . model_num ] . rad ;
}
}
if ( obj - > type = = OBJ_CNTRLCEN ) {
obj - > render_type = RT_POLYOBJ ;
obj - > control_type = CT_CNTRLCEN ;
if ( Gamesave_current_version < = 1 ) { // descent 1 reactor
obj - > id = 0 ; // used to be only one kind of reactor
obj - > rtype . pobj_info . model_num = Reactors [ 0 ] . model_num ; // descent 1 reactor
}
// Make sure model number is correct...
//obj->rtype.pobj_info.model_num = Reactors[obj->id].model_num;
}
if ( obj - > type = = OBJ_PLAYER ) {
//int i;
//Assert(obj == Player);
if ( obj = = ConsoleObject )
init_player_object ( ) ;
else
if ( obj - > render_type = = RT_POLYOBJ ) //recover from Matt's pof file matchup bug
obj - > rtype . pobj_info . model_num = Player_ship - > model_num ;
//Make sure orient matrix is orthogonal
check_and_fix_matrix ( & obj - > orient ) ;
obj - > id = Gamesave_num_players + + ;
}
if ( obj - > type = = OBJ_HOSTAGE ) {
//@@if (obj->id > N_hostage_types)
//@@ obj->id = 0;
obj - > render_type = RT_HOSTAGE ;
obj - > control_type = CT_POWERUP ;
}
}
//static gs_skip(int len,CFILE *file)
//{
//
// cfseek(file,len,SEEK_CUR);
//}
extern int multi_powerup_is_4pack ( int ) ;
//reads one object of the given version from the given file
void read_object ( object * obj , CFILE * f , int version )
{
obj - > type = cfile_read_byte ( f ) ;
obj - > id = cfile_read_byte ( f ) ;
obj - > control_type = cfile_read_byte ( f ) ;
obj - > movement_type = cfile_read_byte ( f ) ;
obj - > render_type = cfile_read_byte ( f ) ;
obj - > flags = cfile_read_byte ( f ) ;
obj - > segnum = cfile_read_short ( f ) ;
obj - > attached_obj = - 1 ;
cfile_read_vector ( & obj - > pos , f ) ;
cfile_read_matrix ( & obj - > orient , f ) ;
obj - > size = cfile_read_fix ( f ) ;
obj - > shields = cfile_read_fix ( f ) ;
cfile_read_vector ( & obj - > last_pos , f ) ;
obj - > contains_type = cfile_read_byte ( f ) ;
obj - > contains_id = cfile_read_byte ( f ) ;
obj - > contains_count = cfile_read_byte ( f ) ;
switch ( obj - > movement_type ) {
case MT_PHYSICS :
cfile_read_vector ( & obj - > mtype . phys_info . velocity , f ) ;
cfile_read_vector ( & obj - > mtype . phys_info . thrust , f ) ;
obj - > mtype . phys_info . mass = cfile_read_fix ( f ) ;
obj - > mtype . phys_info . drag = cfile_read_fix ( f ) ;
obj - > mtype . phys_info . brakes = cfile_read_fix ( f ) ;
cfile_read_vector ( & obj - > mtype . phys_info . rotvel , f ) ;
cfile_read_vector ( & obj - > mtype . phys_info . rotthrust , f ) ;
obj - > mtype . phys_info . turnroll = cfile_read_fixang ( f ) ;
obj - > mtype . phys_info . flags = cfile_read_short ( f ) ;
break ;
case MT_SPINNING :
cfile_read_vector ( & obj - > mtype . spin_rate , f ) ;
break ;
case MT_NONE :
break ;
default :
Int3 ( ) ;
}
switch ( obj - > control_type ) {
case CT_AI : {
int i ;
obj - > ctype . ai_info . behavior = cfile_read_byte ( f ) ;
for ( i = 0 ; i < MAX_AI_FLAGS ; i + + )
obj - > ctype . ai_info . flags [ i ] = cfile_read_byte ( f ) ;
obj - > ctype . ai_info . hide_segment = cfile_read_short ( f ) ;
obj - > ctype . ai_info . hide_index = cfile_read_short ( f ) ;
obj - > ctype . ai_info . path_length = cfile_read_short ( f ) ;
obj - > ctype . ai_info . cur_path_index = cfile_read_short ( f ) ;
if ( version < = 25 ) {
cfile_read_short ( f ) ; // obj->ctype.ai_info.follow_path_start_seg =
cfile_read_short ( f ) ; // obj->ctype.ai_info.follow_path_end_seg =
}
break ;
}
case CT_EXPLOSION :
obj - > ctype . expl_info . spawn_time = cfile_read_fix ( f ) ;
obj - > ctype . expl_info . delete_time = cfile_read_fix ( f ) ;
obj - > ctype . expl_info . delete_objnum = cfile_read_short ( f ) ;
obj - > ctype . expl_info . next_attach = obj - > ctype . expl_info . prev_attach = obj - > ctype . expl_info . attach_parent = - 1 ;
break ;
case CT_WEAPON :
//do I really need to read these? Are they even saved to disk?
obj - > ctype . laser_info . parent_type = cfile_read_short ( f ) ;
obj - > ctype . laser_info . parent_num = cfile_read_short ( f ) ;
obj - > ctype . laser_info . parent_signature = cfile_read_int ( f ) ;
break ;
case CT_LIGHT :
obj - > ctype . light_info . intensity = cfile_read_fix ( f ) ;
break ;
case CT_POWERUP :
if ( version > = 25 )
obj - > ctype . powerup_info . count = cfile_read_int ( f ) ;
else
obj - > ctype . powerup_info . count = 1 ;
if ( obj - > id = = POW_VULCAN_WEAPON )
obj - > ctype . powerup_info . count = VULCAN_WEAPON_AMMO_AMOUNT ;
if ( obj - > id = = POW_GAUSS_WEAPON )
obj - > ctype . powerup_info . count = VULCAN_WEAPON_AMMO_AMOUNT ;
if ( obj - > id = = POW_OMEGA_WEAPON )
obj - > ctype . powerup_info . count = MAX_OMEGA_CHARGE ;
break ;
case CT_NONE :
case CT_FLYING :
case CT_DEBRIS :
break ;
case CT_SLEW : //the player is generally saved as slew
break ;
case CT_CNTRLCEN :
break ;
case CT_MORPH :
case CT_FLYTHROUGH :
case CT_REPAIRCEN :
default :
Int3 ( ) ;
}
switch ( obj - > render_type ) {
case RT_NONE :
break ;
case RT_MORPH :
case RT_POLYOBJ : {
int i , tmo ;
obj - > rtype . pobj_info . model_num = cfile_read_int ( f ) ;
for ( i = 0 ; i < MAX_SUBMODELS ; i + + )
cfile_read_angvec ( & obj - > rtype . pobj_info . anim_angles [ i ] , f ) ;
obj - > rtype . pobj_info . subobj_flags = cfile_read_int ( f ) ;
tmo = cfile_read_int ( f ) ;
# ifndef EDITOR
obj - > rtype . pobj_info . tmap_override = tmo ;
# else
if ( tmo = = - 1 )
obj - > rtype . pobj_info . tmap_override = - 1 ;
else {
int xlated_tmo = tmap_xlate_table [ tmo ] ;
if ( xlated_tmo < 0 ) {
mprintf ( ( 0 , " Couldn't find texture for demo object, model_num = %d \n " , obj - > rtype . pobj_info . model_num ) ) ;
Int3 ( ) ;
xlated_tmo = 0 ;
}
obj - > rtype . pobj_info . tmap_override = xlated_tmo ;
}
# endif
obj - > rtype . pobj_info . alt_textures = 0 ;
break ;
}
case RT_WEAPON_VCLIP :
case RT_HOSTAGE :
case RT_POWERUP :
case RT_FIREBALL :
obj - > rtype . vclip_info . vclip_num = cfile_read_int ( f ) ;
obj - > rtype . vclip_info . frametime = cfile_read_fix ( f ) ;
obj - > rtype . vclip_info . framenum = cfile_read_byte ( f ) ;
break ;
case RT_LASER :
break ;
default :
Int3 ( ) ;
}
}
# ifdef EDITOR
//writes one object to the given file
void write_object ( object * obj , short version , PHYSFS_file * f )
{
PHYSFSX_writeU8 ( f , obj - > type ) ;
PHYSFSX_writeU8 ( f , obj - > id ) ;
PHYSFSX_writeU8 ( f , obj - > control_type ) ;
PHYSFSX_writeU8 ( f , obj - > movement_type ) ;
PHYSFSX_writeU8 ( f , obj - > render_type ) ;
PHYSFSX_writeU8 ( f , obj - > flags ) ;
PHYSFS_writeSLE16 ( f , obj - > segnum ) ;
PHYSFSX_writeVector ( f , & obj - > pos ) ;
PHYSFSX_writeMatrix ( f , & obj - > orient ) ;
PHYSFSX_writeFix ( f , obj - > size ) ;
PHYSFSX_writeFix ( f , obj - > shields ) ;
PHYSFSX_writeVector ( f , & obj - > last_pos ) ;
PHYSFSX_writeU8 ( f , obj - > contains_type ) ;
PHYSFSX_writeU8 ( f , obj - > contains_id ) ;
PHYSFSX_writeU8 ( f , obj - > contains_count ) ;
switch ( obj - > movement_type ) {
case MT_PHYSICS :
PHYSFSX_writeVector ( f , & obj - > mtype . phys_info . velocity ) ;
PHYSFSX_writeVector ( f , & obj - > mtype . phys_info . thrust ) ;
PHYSFSX_writeFix ( f , obj - > mtype . phys_info . mass ) ;
PHYSFSX_writeFix ( f , obj - > mtype . phys_info . drag ) ;
PHYSFSX_writeFix ( f , obj - > mtype . phys_info . brakes ) ;
PHYSFSX_writeVector ( f , & obj - > mtype . phys_info . rotvel ) ;
PHYSFSX_writeVector ( f , & obj - > mtype . phys_info . rotthrust ) ;
PHYSFSX_writeFixAng ( f , obj - > mtype . phys_info . turnroll ) ;
PHYSFS_writeSLE16 ( f , obj - > mtype . phys_info . flags ) ;
break ;
case MT_SPINNING :
PHYSFSX_writeVector ( f , & obj - > mtype . spin_rate ) ;
break ;
case MT_NONE :
break ;
default :
Int3 ( ) ;
}
switch ( obj - > control_type ) {
case CT_AI : {
int i ;
PHYSFSX_writeU8 ( f , obj - > ctype . ai_info . behavior ) ;
for ( i = 0 ; i < MAX_AI_FLAGS ; i + + )
PHYSFSX_writeU8 ( f , obj - > ctype . ai_info . flags [ i ] ) ;
PHYSFS_writeSLE16 ( f , obj - > ctype . ai_info . hide_segment ) ;
PHYSFS_writeSLE16 ( f , obj - > ctype . ai_info . hide_index ) ;
PHYSFS_writeSLE16 ( f , obj - > ctype . ai_info . path_length ) ;
PHYSFS_writeSLE16 ( f , obj - > ctype . ai_info . cur_path_index ) ;
if ( version < = 25 )
{
PHYSFS_writeSLE16 ( f , - 1 ) ; //obj->ctype.ai_info.follow_path_start_seg
PHYSFS_writeSLE16 ( f , - 1 ) ; //obj->ctype.ai_info.follow_path_end_seg
}
break ;
}
case CT_EXPLOSION :
PHYSFSX_writeFix ( f , obj - > ctype . expl_info . spawn_time ) ;
PHYSFSX_writeFix ( f , obj - > ctype . expl_info . delete_time ) ;
PHYSFS_writeSLE16 ( f , obj - > ctype . expl_info . delete_objnum ) ;
break ;
case CT_WEAPON :
//do I really need to write these objects?
PHYSFS_writeSLE16 ( f , obj - > ctype . laser_info . parent_type ) ;
PHYSFS_writeSLE16 ( f , obj - > ctype . laser_info . parent_num ) ;
PHYSFS_writeSLE32 ( f , obj - > ctype . laser_info . parent_signature ) ;
break ;
case CT_LIGHT :
PHYSFSX_writeFix ( f , obj - > ctype . light_info . intensity ) ;
break ;
case CT_POWERUP :
if ( version > = 25 )
PHYSFS_writeSLE32 ( f , obj - > ctype . powerup_info . count ) ;
break ;
case CT_NONE :
case CT_FLYING :
case CT_DEBRIS :
break ;
case CT_SLEW : //the player is generally saved as slew
break ;
case CT_CNTRLCEN :
break ; //control center object.
case CT_MORPH :
case CT_REPAIRCEN :
case CT_FLYTHROUGH :
default :
Int3 ( ) ;
}
switch ( obj - > render_type ) {
case RT_NONE :
break ;
case RT_MORPH :
case RT_POLYOBJ : {
int i ;
PHYSFS_writeSLE32 ( f , obj - > rtype . pobj_info . model_num ) ;
for ( i = 0 ; i < MAX_SUBMODELS ; i + + )
PHYSFSX_writeAngleVec ( f , & obj - > rtype . pobj_info . anim_angles [ i ] ) ;
PHYSFS_writeSLE32 ( f , obj - > rtype . pobj_info . subobj_flags ) ;
PHYSFS_writeSLE32 ( f , obj - > rtype . pobj_info . tmap_override ) ;
break ;
}
case RT_WEAPON_VCLIP :
case RT_HOSTAGE :
case RT_POWERUP :
case RT_FIREBALL :
PHYSFS_writeSLE32 ( f , obj - > rtype . vclip_info . vclip_num ) ;
PHYSFSX_writeFix ( f , obj - > rtype . vclip_info . frametime ) ;
PHYSFSX_writeU8 ( f , obj - > rtype . vclip_info . framenum ) ;
break ;
case RT_LASER :
break ;
default :
Int3 ( ) ;
}
}
# endif
extern int remove_trigger_num ( int trigger_num ) ;
// --------------------------------------------------------------------
// Load game
// Loads all the relevant data for a level.
// If level != -1, it loads the filename with extension changed to .min
// Otherwise it loads the appropriate level mine.
// returns 0=everything ok, 1=old version, -1=error
int load_game_data ( CFILE * LoadFile )
{
int i , j ;
short game_top_fileinfo_version ;
int object_offset ;
int gs_num_objects ;
int num_delta_lights ;
int trig_size ;
//===================== READ FILE INFO ========================
#if 0
cfread ( & game_top_fileinfo , sizeof ( game_top_fileinfo ) , 1 , LoadFile ) ;
# endif
// Check signature
if ( cfile_read_short ( LoadFile ) ! = 0x6705 )
return - 1 ;
// Read and check version number
game_top_fileinfo_version = cfile_read_short ( LoadFile ) ;
if ( game_top_fileinfo_version < GAME_COMPATIBLE_VERSION )
return - 1 ;
// We skip some parts of the former game_top_fileinfo
cfseek ( LoadFile , 31 , SEEK_CUR ) ;
object_offset = cfile_read_int ( LoadFile ) ;
gs_num_objects = cfile_read_int ( LoadFile ) ;
cfseek ( LoadFile , 8 , SEEK_CUR ) ;
Num_walls = cfile_read_int ( LoadFile ) ;
cfseek ( LoadFile , 20 , SEEK_CUR ) ;
Num_triggers = cfile_read_int ( LoadFile ) ;
cfseek ( LoadFile , 24 , SEEK_CUR ) ;
trig_size = cfile_read_int ( LoadFile ) ;
Assert ( trig_size = = sizeof ( ControlCenterTriggers ) ) ;
cfseek ( LoadFile , 4 , SEEK_CUR ) ;
Num_robot_centers = cfile_read_int ( LoadFile ) ;
cfseek ( LoadFile , 4 , SEEK_CUR ) ;
if ( game_top_fileinfo_version > = 29 ) {
cfseek ( LoadFile , 4 , SEEK_CUR ) ;
Num_static_lights = cfile_read_int ( LoadFile ) ;
cfseek ( LoadFile , 8 , SEEK_CUR ) ;
num_delta_lights = cfile_read_int ( LoadFile ) ;
cfseek ( LoadFile , 4 , SEEK_CUR ) ;
} else {
Num_static_lights = 0 ;
num_delta_lights = 0 ;
}
if ( game_top_fileinfo_version > = 31 ) //load mine filename
// read newline-terminated string, not sure what version this changed.
cfgets ( Current_level_name , sizeof ( Current_level_name ) , LoadFile ) ;
else if ( game_top_fileinfo_version > = 14 ) { //load mine filename
// read null-terminated string
char * p = Current_level_name ;
//must do read one char at a time, since no cfgets()
do * p = cfgetc ( LoadFile ) ; while ( * p + + ! = 0 ) ;
}
else
Current_level_name [ 0 ] = 0 ;
if ( game_top_fileinfo_version > = 19 ) { //load pof names
N_save_pof_names = cfile_read_short ( LoadFile ) ;
if ( N_save_pof_names ! = 0x614d & & N_save_pof_names ! = 0x5547 ) { // "Ma"de w/DMB beta/"GU"ILE
Assert ( N_save_pof_names < MAX_POLYGON_MODELS ) ;
cfread ( Save_pof_names , N_save_pof_names , FILENAME_LEN , LoadFile ) ;
}
}
//===================== READ PLAYER INFO ==========================
Object_next_signature = 0 ;
//===================== READ OBJECT INFO ==========================
Gamesave_num_org_robots = 0 ;
Gamesave_num_players = 0 ;
if ( object_offset > - 1 ) {
if ( cfseek ( LoadFile , object_offset , SEEK_SET ) )
Error ( " Error seeking to object_offset in gamesave.c " ) ;
for ( i = 0 ; i < gs_num_objects ; i + + ) {
read_object ( & Objects [ i ] , LoadFile , game_top_fileinfo_version ) ;
Objects [ i ] . signature = Object_next_signature + + ;
verify_object ( & Objects [ i ] ) ;
}
}
//===================== READ WALL INFO ============================
for ( i = 0 ; i < Num_walls ; i + + ) {
if ( game_top_fileinfo_version > = 20 )
wall_read ( & Walls [ i ] , LoadFile ) ; // v20 walls and up.
else if ( game_top_fileinfo_version > = 17 ) {
v19_wall w ;
v19_wall_read ( & w , LoadFile ) ;
Walls [ i ] . segnum = w . segnum ;
Walls [ i ] . sidenum = w . sidenum ;
Walls [ i ] . linked_wall = w . linked_wall ;
Walls [ i ] . type = w . type ;
Walls [ i ] . flags = w . flags ;
Walls [ i ] . hps = w . hps ;
Walls [ i ] . trigger = w . trigger ;
Walls [ i ] . clip_num = w . clip_num ;
Walls [ i ] . keys = w . keys ;
Walls [ i ] . state = WALL_DOOR_CLOSED ;
} else {
v16_wall w ;
v16_wall_read ( & w , LoadFile ) ;
Walls [ i ] . segnum = Walls [ i ] . sidenum = Walls [ i ] . linked_wall = - 1 ;
Walls [ i ] . type = w . type ;
Walls [ i ] . flags = w . flags ;
Walls [ i ] . hps = w . hps ;
Walls [ i ] . trigger = w . trigger ;
Walls [ i ] . clip_num = w . clip_num ;
Walls [ i ] . keys = w . keys ;
}
}
#if 0
//===================== READ DOOR INFO ============================
if ( game_fileinfo . doors_offset > - 1 )
{
if ( ! cfseek ( LoadFile , game_fileinfo . doors_offset , SEEK_SET ) ) {
for ( i = 0 ; i < game_fileinfo . doors_howmany ; i + + ) {
if ( game_top_fileinfo_version > = 20 )
active_door_read ( & ActiveDoors [ i ] , LoadFile ) ; // version 20 and up
else {
v19_door d ;
int p ;
v19_door_read ( & d , LoadFile ) ;
ActiveDoors [ i ] . n_parts = d . n_parts ;
for ( p = 0 ; p < d . n_parts ; p + + ) {
int cseg , cside ;
cseg = Segments [ d . seg [ p ] ] . children [ d . side [ p ] ] ;
cside = find_connect_side ( & Segments [ d . seg [ p ] ] , & Segments [ cseg ] ) ;
ActiveDoors [ i ] . front_wallnum [ p ] = Segments [ d . seg [ p ] ] . sides [ d . side [ p ] ] . wall_num ;
ActiveDoors [ i ] . back_wallnum [ p ] = Segments [ cseg ] . sides [ cside ] . wall_num ;
}
}
}
}
}
# endif // 0
//==================== READ TRIGGER INFO ==========================
// for MACINTOSH -- assume all triggers >= verion 31 triggers.
for ( i = 0 ; i < Num_triggers ; i + + )
{
if ( game_top_fileinfo_version < 31 )
{
v30_trigger trig ;
int t , type ;
type = 0 ;
if ( game_top_fileinfo_version < 30 ) {
v29_trigger trig29 ;
int t ;
v29_trigger_read ( & trig29 , LoadFile ) ;
trig . flags = trig29 . flags ;
trig . num_links = trig29 . num_links ;
trig . num_links = trig29 . num_links ;
trig . value = trig29 . value ;
trig . time = trig29 . time ;
for ( t = 0 ; t < trig . num_links ; t + + ) {
trig . seg [ t ] = trig29 . seg [ t ] ;
trig . side [ t ] = trig29 . side [ t ] ;
}
}
else
v30_trigger_read ( & trig , LoadFile ) ;
//Assert(trig.flags & TRIGGER_ON);
trig . flags & = ~ TRIGGER_ON ;
if ( trig . flags & TRIGGER_CONTROL_DOORS )
type = TT_OPEN_DOOR ;
else if ( trig . flags & TRIGGER_SHIELD_DAMAGE )
Int3 ( ) ;
else if ( trig . flags & TRIGGER_ENERGY_DRAIN )
Int3 ( ) ;
else if ( trig . flags & TRIGGER_EXIT )
type = TT_EXIT ;
else if ( trig . flags & TRIGGER_ONE_SHOT )
Int3 ( ) ;
else if ( trig . flags & TRIGGER_MATCEN )
type = TT_MATCEN ;
else if ( trig . flags & TRIGGER_ILLUSION_OFF )
type = TT_ILLUSION_OFF ;
else if ( trig . flags & TRIGGER_SECRET_EXIT )
type = TT_SECRET_EXIT ;
else if ( trig . flags & TRIGGER_ILLUSION_ON )
type = TT_ILLUSION_ON ;
else if ( trig . flags & TRIGGER_UNLOCK_DOORS )
type = TT_UNLOCK_DOOR ;
else if ( trig . flags & TRIGGER_OPEN_WALL )
type = TT_OPEN_WALL ;
else if ( trig . flags & TRIGGER_CLOSE_WALL )
type = TT_CLOSE_WALL ;
else if ( trig . flags & TRIGGER_ILLUSORY_WALL )
type = TT_ILLUSORY_WALL ;
else
Int3 ( ) ;
Triggers [ i ] . type = type ;
Triggers [ i ] . flags = 0 ;
Triggers [ i ] . num_links = trig . num_links ;
Triggers [ i ] . num_links = trig . num_links ;
Triggers [ i ] . value = trig . value ;
Triggers [ i ] . time = trig . time ;
for ( t = 0 ; t < trig . num_links ; t + + ) {
Triggers [ i ] . seg [ t ] = trig . seg [ t ] ;
Triggers [ i ] . side [ t ] = trig . side [ t ] ;
}
}
else
trigger_read ( & Triggers [ i ] , LoadFile ) ;
}
//================ READ CONTROL CENTER TRIGGER INFO ===============
#if 0
if ( game_fileinfo . control_offset > - 1 )
if ( ! cfseek ( LoadFile , game_fileinfo . control_offset , SEEK_SET ) )
{
Assert ( game_fileinfo . control_sizeof = = sizeof ( control_center_triggers ) ) ;
# endif // 0
control_center_triggers_read_n ( & ControlCenterTriggers , 1 , LoadFile ) ;
//================ READ MATERIALOGRIFIZATIONATORS INFO ===============
// mprintf((0, "Reading %i materialization centers.\n", game_fileinfo.matcen_howmany));
for ( i = 0 ; i < Num_robot_centers ; i + + ) {
if ( game_top_fileinfo_version < 27 ) {
old_matcen_info m ;
old_matcen_info_read ( & m , LoadFile ) ;
RobotCenters [ i ] . robot_flags [ 0 ] = m . robot_flags ;
RobotCenters [ i ] . robot_flags [ 1 ] = 0 ;
RobotCenters [ i ] . hit_points = m . hit_points ;
RobotCenters [ i ] . interval = m . interval ;
RobotCenters [ i ] . segnum = m . segnum ;
RobotCenters [ i ] . fuelcen_num = m . fuelcen_num ;
}
else
matcen_info_read ( & RobotCenters [ i ] , LoadFile ) ;
// Set links in RobotCenters to Station array
for ( j = 0 ; j < = Highest_segment_index ; j + + )
if ( Segment2s [ j ] . special = = SEGMENT_IS_ROBOTMAKER )
if ( Segment2s [ j ] . matcen_num = = i )
RobotCenters [ i ] . fuelcen_num = Segment2s [ j ] . value ;
// mprintf((0, " %i: flags = %08x\n", i, RobotCenters[i].robot_flags));
}
//================ READ DL_INDICES INFO ===============
for ( i = 0 ; i < Num_static_lights ; i + + ) {
if ( game_top_fileinfo_version < 29 ) {
mprintf ( ( 0 , " Warning: Old mine version. Not reading Dl_indices info. \n " ) ) ;
Int3 ( ) ; //shouldn't be here!!!
} else
dl_index_read ( & Dl_indices [ i ] , LoadFile ) ;
}
// Indicate that no light has been subtracted from any vertices.
clear_light_subtracted ( ) ;
//================ READ DELTA LIGHT INFO ===============
for ( i = 0 ; i < num_delta_lights ; i + + ) {
if ( game_top_fileinfo_version < 29 ) {
mprintf ( ( 0 , " Warning: Old mine version. Not reading delta light info. \n " ) ) ;
} else
delta_light_read ( & Delta_lights [ i ] , LoadFile ) ;
}
//========================= UPDATE VARIABLES ======================
reset_objects ( gs_num_objects ) ;
for ( i = 0 ; i < MAX_OBJECTS ; i + + ) {
Objects [ i ] . next = Objects [ i ] . prev = - 1 ;
if ( Objects [ i ] . type ! = OBJ_NONE ) {
int objsegnum = Objects [ i ] . segnum ;
if ( objsegnum > Highest_segment_index ) //bogus object
Objects [ i ] . type = OBJ_NONE ;
else {
Objects [ i ] . segnum = - 1 ; //avoid Assert()
obj_link ( i , objsegnum ) ;
}
}
}
clear_transient_objects ( 1 ) ; //1 means clear proximity bombs
// Make sure non-transparent doors are set correctly.
for ( i = 0 ; i < Num_segments ; i + + )
for ( j = 0 ; j < MAX_SIDES_PER_SEGMENT ; j + + ) {
side * sidep = & Segments [ i ] . sides [ j ] ;
if ( ( sidep - > wall_num ! = - 1 ) & & ( Walls [ sidep - > wall_num ] . clip_num ! = - 1 ) ) {
//mprintf((0, "Checking Wall %d\n", Segments[i].sides[j].wall_num));
if ( WallAnims [ Walls [ sidep - > wall_num ] . clip_num ] . flags & WCF_TMAP1 ) {
//mprintf((0, "Fixing non-transparent door.\n"));
sidep - > tmap_num = WallAnims [ Walls [ sidep - > wall_num ] . clip_num ] . frames [ 0 ] ;
sidep - > tmap_num2 = 0 ;
}
}
}
reset_walls ( ) ;
#if 0
Num_open_doors = game_fileinfo . doors_howmany ;
# endif // 0
Num_open_doors = 0 ;
//go through all walls, killing references to invalid triggers
for ( i = 0 ; i < Num_walls ; i + + )
if ( Walls [ i ] . trigger > = Num_triggers ) {
mprintf ( ( 0 , " Removing reference to invalid trigger %d from wall %d \n " , Walls [ i ] . trigger , i ) ) ;
Walls [ i ] . trigger = - 1 ; //kill trigger
}
//go through all triggers, killing unused ones
for ( i = 0 ; i < Num_triggers ; ) {
int w ;
// Find which wall this trigger is connected to.
for ( w = 0 ; w < Num_walls ; w + + )
if ( Walls [ w ] . trigger = = i )
break ;
# ifdef EDITOR
if ( w = = Num_walls ) {
mprintf ( ( 0 , " Removing unreferenced trigger %d \n " , i ) ) ;
remove_trigger_num ( i ) ;
}
else
# endif
i + + ;
}
// MK, 10/17/95: Make walls point back at the triggers that control them.
// Go through all triggers, stuffing controlling_trigger field in Walls.
{ int t ;
for ( i = 0 ; i < Num_walls ; i + + )
Walls [ i ] . controlling_trigger = - 1 ;
for ( t = 0 ; t < Num_triggers ; t + + ) {
int l ;
for ( l = 0 ; l < Triggers [ t ] . num_links ; l + + ) {
int seg_num , side_num , wall_num ;
seg_num = Triggers [ t ] . seg [ l ] ;
side_num = Triggers [ t ] . side [ l ] ;
wall_num = Segments [ seg_num ] . sides [ side_num ] . wall_num ;
// -- if (Walls[wall_num].controlling_trigger != -1)
// -- Int3();
//check to see that if a trigger requires a wall that it has one,
//and if it requires a matcen that it has one
if ( Triggers [ t ] . type = = TT_MATCEN ) {
if ( Segment2s [ seg_num ] . special ! = SEGMENT_IS_ROBOTMAKER )
Int3 ( ) ; //matcen trigger doesn't point to matcen
}
else if ( Triggers [ t ] . type ! = TT_LIGHT_OFF & & Triggers [ t ] . type ! = TT_LIGHT_ON ) { //light triggers don't require walls
if ( wall_num = = - 1 )
Int3 ( ) ; // This is illegal. This trigger requires a wall
else
Walls [ wall_num ] . controlling_trigger = t ;
}
}
}
}
//fix old wall structs
if ( game_top_fileinfo_version < 17 ) {
int segnum , sidenum , wallnum ;
for ( segnum = 0 ; segnum < = Highest_segment_index ; segnum + + )
for ( sidenum = 0 ; sidenum < 6 ; sidenum + + )
if ( ( wallnum = Segments [ segnum ] . sides [ sidenum ] . wall_num ) ! = - 1 ) {
Walls [ wallnum ] . segnum = segnum ;
Walls [ wallnum ] . sidenum = sidenum ;
}
}
# ifndef NDEBUG
{
int sidenum ;
for ( sidenum = 0 ; sidenum < 6 ; sidenum + + ) {
int wallnum = Segments [ Highest_segment_index ] . sides [ sidenum ] . wall_num ;
if ( wallnum ! = - 1 )
if ( ( Walls [ wallnum ] . segnum ! = Highest_segment_index ) | | ( Walls [ wallnum ] . sidenum ! = sidenum ) )
Int3 ( ) ; // Error. Bogus walls in this segment.
// Consult Yuan or Mike.
}
}
# endif
//create_local_segment_data();
fix_object_segs ( ) ;
# ifndef NDEBUG
dump_mine_info ( ) ;
# endif
if ( game_top_fileinfo_version < GAME_VERSION
& & ! ( game_top_fileinfo_version = = 25 & & GAME_VERSION = = 26 ) )
return 1 ; //means old version
else
return 0 ;
}
int check_segment_connections ( void ) ;
extern void set_ambient_sound_flags ( void ) ;
// ----------------------------------------------------------------------------
# define LEVEL_FILE_VERSION 8
//1 -> 2 add palette name
//2 -> 3 add control center explosion time
//3 -> 4 add reactor strength
//4 -> 5 killed hostage text stuff
//5 -> 6 added Secret_return_segment and Secret_return_orient
//6 -> 7 added flickering lights
//7 -> 8 made version 8 to be not compatible with D2 1.0 & 1.1
# ifndef RELEASE
char * Level_being_loaded = NULL ;
# endif
# ifdef COMPACT_SEGS
extern void ncache_flush ( ) ;
# endif
extern int Slide_segs_computed ;
extern int d1_pig_present ;
int no_old_level_file_error = 0 ;
//loads a level (.LVL) file from disk
//returns 0 if success, else error code
int load_level ( char * filename_passed )
{
# ifdef EDITOR
int use_compiled_level = 1 ;
# endif
CFILE * LoadFile ;
char filename [ PATH_MAX ] ;
int sig , minedata_offset , gamedata_offset ;
int mine_err , game_err ;
# ifdef NETWORK
int i ;
# endif
Slide_segs_computed = 0 ;
# ifdef NETWORK
if ( Game_mode & GM_NETWORK )
{
for ( i = 0 ; i < MAX_POWERUP_TYPES ; i + + )
{
MaxPowerupsAllowed [ i ] = 0 ;
PowerupsInMine [ i ] = 0 ;
}
}
# endif
# ifdef COMPACT_SEGS
ncache_flush ( ) ;
# endif
# ifndef RELEASE
Level_being_loaded = filename_passed ;
# endif
strcpy ( filename , filename_passed ) ;
# ifdef EDITOR
//if we have the editor, try the LVL first, no matter what was passed.
//if we don't have an LVL, try what was passed or RL2
//if we don't have the editor, we just use what was passed
change_filename_extension ( filename , filename_passed , " .lvl " ) ;
use_compiled_level = 0 ;
if ( ! cfexist ( filename ) )
{
char * p = strrchr ( filename_passed , ' . ' ) ;
if ( stricmp ( p , " .lvl " ) )
strcpy ( filename , filename_passed ) ; // set to what was passed
else
change_filename_extension ( filename , filename , " .rl2 " ) ;
use_compiled_level = 1 ;
}
# endif
2008-01-23 17:28:28 +00:00
if ( ! cfexist ( filename ) )
sprintf ( filename , " %s%s " , MISSION_DIR , filename_passed ) ;
2006-03-20 17:12:09 +00:00
LoadFile = cfopen ( filename , " rb " ) ;
if ( ! LoadFile ) {
# ifdef EDITOR
mprintf ( ( 0 , " Can't open level file <%s> \n " , filename ) ) ;
return 1 ;
# else
Error ( " Can't open file <%s> \n " , filename ) ;
# endif
}
strcpy ( Gamesave_current_filename , filename ) ;
// #ifdef NEWDEMO
// if ( Newdemo_state == ND_STATE_RECORDING )
// newdemo_record_start_demo();
// #endif
sig = cfile_read_int ( LoadFile ) ;
Gamesave_current_version = cfile_read_int ( LoadFile ) ;
mprintf ( ( 0 , " Gamesave_current_version = %d \n " , Gamesave_current_version ) ) ;
minedata_offset = cfile_read_int ( LoadFile ) ;
gamedata_offset = cfile_read_int ( LoadFile ) ;
Assert ( sig = = MAKE_SIG ( ' P ' , ' L ' , ' V ' , ' L ' ) ) ;
if ( Gamesave_current_version > = 8 ) { //read dummy data
cfile_read_int ( LoadFile ) ;
cfile_read_short ( LoadFile ) ;
cfile_read_byte ( LoadFile ) ;
}
if ( Gamesave_current_version < 5 )
cfile_read_int ( LoadFile ) ; //was hostagetext_offset
if ( Gamesave_current_version > 1 )
cfgets ( Current_level_palette , sizeof ( Current_level_palette ) , LoadFile ) ;
if ( Gamesave_current_version < = 1 | | Current_level_palette [ 0 ] = = 0 ) // descent 1 level
strcpy ( Current_level_palette , DEFAULT_LEVEL_PALETTE ) ;
if ( Gamesave_current_version > = 3 )
Base_control_center_explosion_time = cfile_read_int ( LoadFile ) ;
else
Base_control_center_explosion_time = DEFAULT_CONTROL_CENTER_EXPLOSION_TIME ;
if ( Gamesave_current_version > = 4 )
Reactor_strength = cfile_read_int ( LoadFile ) ;
else
Reactor_strength = - 1 ; //use old defaults
if ( Gamesave_current_version > = 7 ) {
int i ;
Num_flickering_lights = cfile_read_int ( LoadFile ) ;
Assert ( ( Num_flickering_lights > = 0 ) & & ( Num_flickering_lights < MAX_FLICKERING_LIGHTS ) ) ;
for ( i = 0 ; i < Num_flickering_lights ; i + + )
flickering_light_read ( & Flickering_lights [ i ] , LoadFile ) ;
}
else
Num_flickering_lights = 0 ;
if ( Gamesave_current_version < 6 ) {
Secret_return_segment = 0 ;
Secret_return_orient . rvec . x = F1_0 ;
Secret_return_orient . rvec . y = 0 ;
Secret_return_orient . rvec . z = 0 ;
Secret_return_orient . fvec . x = 0 ;
Secret_return_orient . fvec . y = F1_0 ;
Secret_return_orient . fvec . z = 0 ;
Secret_return_orient . uvec . x = 0 ;
Secret_return_orient . uvec . y = 0 ;
Secret_return_orient . uvec . z = F1_0 ;
} else {
Secret_return_segment = cfile_read_int ( LoadFile ) ;
Secret_return_orient . rvec . x = cfile_read_int ( LoadFile ) ;
Secret_return_orient . rvec . y = cfile_read_int ( LoadFile ) ;
Secret_return_orient . rvec . z = cfile_read_int ( LoadFile ) ;
Secret_return_orient . fvec . x = cfile_read_int ( LoadFile ) ;
Secret_return_orient . fvec . y = cfile_read_int ( LoadFile ) ;
Secret_return_orient . fvec . z = cfile_read_int ( LoadFile ) ;
Secret_return_orient . uvec . x = cfile_read_int ( LoadFile ) ;
Secret_return_orient . uvec . y = cfile_read_int ( LoadFile ) ;
Secret_return_orient . uvec . z = cfile_read_int ( LoadFile ) ;
}
cfseek ( LoadFile , minedata_offset , SEEK_SET ) ;
# ifdef EDITOR
if ( ! use_compiled_level ) {
mine_err = load_mine_data ( LoadFile ) ;
#if 0 // get from d1src if needed
// Compress all uv coordinates in mine, improves texmap precision. --MK, 02/19/96
compress_uv_coordinates_all ( ) ;
# endif
} else
# endif
//NOTE LINK TO ABOVE!!
mine_err = load_mine_data_compiled ( LoadFile ) ;
if ( mine_err = = - 1 ) { //error!!
cfclose ( LoadFile ) ;
return 2 ;
}
cfseek ( LoadFile , gamedata_offset , SEEK_SET ) ;
game_err = load_game_data ( LoadFile ) ;
if ( game_err = = - 1 ) { //error!!
cfclose ( LoadFile ) ;
return 3 ;
}
//======================== CLOSE FILE =============================
cfclose ( LoadFile ) ;
set_ambient_sound_flags ( ) ;
#if 0 //def EDITOR
write_game_text_file ( filename ) ;
if ( Errors_in_mine ) {
if ( is_real_level ( filename ) ) {
char ErrorMessage [ 200 ] ;
sprintf ( ErrorMessage , " Warning: %i errors in %s! \n " , Errors_in_mine , Level_being_loaded ) ;
stop_time ( ) ;
gr_palette_load ( gr_palette ) ;
nm_messagebox ( NULL , 1 , " Continue " , ErrorMessage ) ;
start_time ( ) ;
} else
mprintf ( ( 1 , " Error: %i errors in %s. \n " , Errors_in_mine , Level_being_loaded ) ) ;
}
# endif
# ifdef EDITOR
//If a Descent 1 level and the Descent 1 pig isn't present, pretend it's a Descent 2 level.
if ( ( Function_mode = = FMODE_EDITOR ) & & ( Gamesave_current_version < = 3 ) & & ! d1_pig_present )
{
if ( ! no_old_level_file_error )
Warning ( " A Descent 1 level was loaded, \n "
" and there is no Descent 1 texture \n "
" set available. Saving it will \n "
" convert it to a Descent 2 level. " ) ;
Gamesave_current_version = LEVEL_FILE_VERSION ;
}
# endif
# ifdef EDITOR
if ( Function_mode = = FMODE_EDITOR )
editor_status ( " Loaded NEW mine %s, \" %s \" " , filename , Current_level_name ) ;
# endif
2006-04-03 04:10:55 +00:00
# if !defined(NDEBUG) && !defined(COMPACT_SEGS)
2006-03-20 17:12:09 +00:00
if ( check_segment_connections ( ) )
nm_messagebox ( " ERROR " , 1 , " Ok " ,
" Connectivity errors detected in \n "
" mine. See monochrome screen for \n "
" details, and contact Matt or Mike. " ) ;
# endif
return 0 ;
}
# ifdef EDITOR
int get_level_name ( )
{
//NO_UI!!! UI_WINDOW *NameWindow = NULL;
//NO_UI!!! UI_GADGET_INPUTBOX *NameText;
//NO_UI!!! UI_GADGET_BUTTON *QuitButton;
//NO_UI!!!
//NO_UI!!! // Open a window with a quit button
//NO_UI!!! NameWindow = ui_open_window( 20, 20, 300, 110, WIN_DIALOG );
//NO_UI!!! QuitButton = ui_add_gadget_button( NameWindow, 150-24, 60, 48, 40, "Done", NULL );
//NO_UI!!!
//NO_UI!!! ui_wprintf_at( NameWindow, 10, 12,"Please enter a name for this mine:" );
//NO_UI!!! NameText = ui_add_gadget_inputbox( NameWindow, 10, 30, LEVEL_NAME_LEN, LEVEL_NAME_LEN, Current_level_name );
//NO_UI!!!
//NO_UI!!! NameWindow->keyboard_focus_gadget = (UI_GADGET *)NameText;
//NO_UI!!! QuitButton->hotkey = KEY_ENTER;
//NO_UI!!!
//NO_UI!!! ui_gadget_calc_keys(NameWindow);
//NO_UI!!!
//NO_UI!!! while (!QuitButton->pressed && last_keypress!=KEY_ENTER) {
//NO_UI!!! ui_mega_process();
//NO_UI!!! ui_window_do_gadgets(NameWindow);
//NO_UI!!! }
//NO_UI!!!
//NO_UI!!! strcpy( Current_level_name, NameText->text );
//NO_UI!!!
//NO_UI!!! if ( NameWindow!=NULL ) {
//NO_UI!!! ui_close_window( NameWindow );
//NO_UI!!! NameWindow = NULL;
//NO_UI!!! }
//NO_UI!!!
newmenu_item m [ 2 ] ;
m [ 0 ] . type = NM_TYPE_TEXT ; m [ 0 ] . text = " Please enter a name for this mine: " ;
m [ 1 ] . type = NM_TYPE_INPUT ; m [ 1 ] . text = Current_level_name ; m [ 1 ] . text_len = LEVEL_NAME_LEN ;
return newmenu_do ( NULL , " Enter mine name " , 2 , m , NULL ) > = 0 ;
}
# endif
# ifdef EDITOR
int Errors_in_mine ;
// -----------------------------------------------------------------------------
int compute_num_delta_light_records ( void )
{
int i ;
int total = 0 ;
for ( i = 0 ; i < Num_static_lights ; i + + ) {
total + = Dl_indices [ i ] . count ;
}
return total ;
}
// -----------------------------------------------------------------------------
// Save game
int save_game_data ( PHYSFS_file * SaveFile )
{
short game_top_fileinfo_version = Gamesave_current_version > = 5 ? 31 : 25 ;
2007-06-11 15:54:09 +00:00
int player_offset = 0 , object_offset = 0 , walls_offset = 0 , doors_offset = 0 , triggers_offset = 0 , control_offset = 0 , matcen_offset = 0 ; //, links_offset;
int dl_indices_offset = 0 , delta_light_offset = 0 ;
int offset_offset = 0 , end_offset = 0 ;
int num_delta_lights = 0 ;
2006-03-20 17:12:09 +00:00
int i ;
//===================== SAVE FILE INFO ========================
PHYSFS_writeSLE16 ( SaveFile , 0x6705 ) ; // signature
PHYSFS_writeSLE16 ( SaveFile , game_top_fileinfo_version ) ;
PHYSFS_writeSLE32 ( SaveFile , sizeof ( game_fileinfo ) ) ;
PHYSFS_write ( SaveFile , Current_level_name , 15 , 1 ) ;
PHYSFS_writeSLE32 ( SaveFile , Current_level_num ) ;
offset_offset = PHYSFS_tell ( SaveFile ) ; // write the offsets later
PHYSFS_writeSLE32 ( SaveFile , - 1 ) ;
PHYSFS_writeSLE32 ( SaveFile , sizeof ( player ) ) ;
# define WRITE_HEADER_ENTRY(t, n) do { PHYSFS_writeSLE32(SaveFile, -1); PHYSFS_writeSLE32(SaveFile, n); PHYSFS_writeSLE32(SaveFile, sizeof(t)); } while(0)
WRITE_HEADER_ENTRY ( object , Highest_object_index + 1 ) ;
WRITE_HEADER_ENTRY ( wall , Num_walls ) ;
WRITE_HEADER_ENTRY ( active_door , Num_open_doors ) ;
WRITE_HEADER_ENTRY ( trigger , Num_triggers ) ;
WRITE_HEADER_ENTRY ( 0 , 0 ) ; // links (removed by Parallax)
WRITE_HEADER_ENTRY ( control_center_triggers , 1 ) ;
WRITE_HEADER_ENTRY ( matcen_info , Num_robot_centers ) ;
if ( game_top_fileinfo_version > = 29 )
{
WRITE_HEADER_ENTRY ( dl_index , Num_static_lights ) ;
WRITE_HEADER_ENTRY ( delta_light , num_delta_lights = compute_num_delta_light_records ( ) ) ;
}
// Write the mine name
if ( game_top_fileinfo_version > = 31 )
PHYSFSX_printf ( SaveFile , " %s \n " , Current_level_name ) ;
else if ( game_top_fileinfo_version > = 14 )
PHYSFSX_writeString ( SaveFile , Current_level_name ) ;
if ( game_top_fileinfo_version > = 19 )
{
PHYSFS_writeSLE16 ( SaveFile , N_polygon_models ) ;
PHYSFS_write ( SaveFile , Pof_names , sizeof ( * Pof_names ) , N_polygon_models ) ;
}
//==================== SAVE PLAYER INFO ===========================
player_offset = PHYSFS_tell ( SaveFile ) ;
PHYSFS_write ( SaveFile , & Players [ Player_num ] , sizeof ( player ) , 1 ) ; // not endian friendly, but not used either
//==================== SAVE OBJECT INFO ===========================
object_offset = PHYSFS_tell ( SaveFile ) ;
//fwrite( &Objects, sizeof(object), game_fileinfo.object_howmany, SaveFile );
{
for ( i = 0 ; i < = Highest_object_index ; i + + )
write_object ( & Objects [ i ] , game_top_fileinfo_version , SaveFile ) ;
}
//==================== SAVE WALL INFO =============================
walls_offset = PHYSFS_tell ( SaveFile ) ;
for ( i = 0 ; i < Num_walls ; i + + )
wall_write ( & Walls [ i ] , game_top_fileinfo_version , SaveFile ) ;
//==================== SAVE DOOR INFO =============================
#if 0
doors_offset = PHYSFS_tell ( SaveFile ) ;
for ( i = 0 ; i < Num_open_doors ; i + + )
door_write ( & ActiveDoors [ i ] , game_top_fileinfo_version , SaveFile ) ;
# endif
//==================== SAVE TRIGGER INFO =============================
triggers_offset = PHYSFS_tell ( SaveFile ) ;
for ( i = 0 ; i < Num_triggers ; i + + )
trigger_write ( & Triggers [ i ] , game_top_fileinfo_version , SaveFile ) ;
//================ SAVE CONTROL CENTER TRIGGER INFO ===============
control_offset = PHYSFS_tell ( SaveFile ) ;
control_center_triggers_write ( & ControlCenterTriggers , SaveFile ) ;
//================ SAVE MATERIALIZATION CENTER TRIGGER INFO ===============
matcen_offset = PHYSFS_tell ( SaveFile ) ;
// mprintf((0, "Writing %i materialization centers\n", game_fileinfo.matcen_howmany));
// { int i;
// for (i=0; i<game_fileinfo.matcen_howmany; i++)
// mprintf((0, " %i: robot_flags = %08x\n", i, RobotCenters[i].robot_flags));
// }
for ( i = 0 ; i < Num_robot_centers ; i + + )
matcen_info_write ( & RobotCenters [ i ] , game_top_fileinfo_version , SaveFile ) ;
//================ SAVE DELTA LIGHT INFO ===============
if ( game_top_fileinfo_version > = 29 )
{
dl_indices_offset = PHYSFS_tell ( SaveFile ) ;
for ( i = 0 ; i < Num_static_lights ; i + + )
dl_index_write ( & Dl_indices [ i ] , SaveFile ) ;
delta_light_offset = PHYSFS_tell ( SaveFile ) ;
for ( i = 0 ; i < num_delta_lights ; i + + )
delta_light_write ( & Delta_lights [ i ] , SaveFile ) ;
}
//============= SAVE OFFSETS ===============
end_offset = PHYSFS_tell ( SaveFile ) ;
// Update the offset fields
# define WRITE_OFFSET(o, n) do { PHYSFS_seek(SaveFile, offset_offset); PHYSFS_writeSLE32(SaveFile, o ## _offset); offset_offset += sizeof(int)*n; } while (0)
WRITE_OFFSET ( player , 2 ) ;
WRITE_OFFSET ( object , 3 ) ;
WRITE_OFFSET ( walls , 3 ) ;
WRITE_OFFSET ( doors , 3 ) ;
WRITE_OFFSET ( triggers , 6 ) ;
WRITE_OFFSET ( control , 3 ) ;
WRITE_OFFSET ( matcen , 3 ) ;
if ( game_top_fileinfo_version > = 29 )
{
WRITE_OFFSET ( dl_indices , 3 ) ;
WRITE_OFFSET ( delta_light , 0 ) ;
}
// Go back to end of data
PHYSFS_seek ( SaveFile , end_offset ) ;
return 0 ;
}
int save_mine_data ( FILE * SaveFile ) ;
// -----------------------------------------------------------------------------
// Save game
int save_level_sub ( char * filename , int compiled_version )
{
PHYSFS_file * SaveFile ;
char temp_filename [ PATH_MAX ] ;
int minedata_offset = 0 , gamedata_offset = 0 ;
// if ( !compiled_version )
{
write_game_text_file ( filename ) ;
if ( Errors_in_mine ) {
if ( is_real_level ( filename ) ) {
char ErrorMessage [ 200 ] ;
sprintf ( ErrorMessage , " Warning: %i errors in this mine! \n " , Errors_in_mine ) ;
stop_time ( ) ;
gr_palette_load ( gr_palette ) ;
if ( nm_messagebox ( NULL , 2 , " Cancel Save " , " Save " , ErrorMessage ) ! = 1 ) {
start_time ( ) ;
return 1 ;
}
start_time ( ) ;
} else
mprintf ( ( 1 , " Error: %i errors in this mine. See the 'txm' file. \n " , Errors_in_mine ) ) ;
}
// change_filename_extension(temp_filename,filename,".LVL");
}
// else
{
if ( Gamesave_current_version < = 3 )
change_filename_extension ( temp_filename , filename , " .RDL " ) ;
else
change_filename_extension ( temp_filename , filename , " .RL2 " ) ;
}
SaveFile = PHYSFSX_openWriteBuffered ( temp_filename ) ;
if ( ! SaveFile )
{
char ErrorMessage [ 256 ] ;
char fname [ 20 ] ;
_splitpath ( temp_filename , NULL , NULL , fname , NULL ) ;
sprintf ( ErrorMessage , \
" ERROR: Cannot write to '%s'. \n You probably need to check out a locked \n version of the file. You should save \n this under a different filename, and then \n check out a locked copy by typing \n \' co -l %s.lvl' \n at the DOS prompt. \n "
, temp_filename , fname ) ;
stop_time ( ) ;
gr_palette_load ( gr_palette ) ;
nm_messagebox ( NULL , 1 , " Ok " , ErrorMessage ) ;
start_time ( ) ;
return 1 ;
}
if ( Current_level_name [ 0 ] = = 0 )
strcpy ( Current_level_name , " Untitled " ) ;
clear_transient_objects ( 1 ) ; //1 means clear proximity bombs
compress_objects ( ) ; //after this, Highest_object_index == num objects
//make sure player is in a segment
if ( update_object_seg ( & Objects [ Players [ 0 ] . objnum ] ) = = 0 ) {
if ( ConsoleObject - > segnum > Highest_segment_index )
ConsoleObject - > segnum = 0 ;
compute_segment_center ( & ConsoleObject - > pos , & ( Segments [ ConsoleObject - > segnum ] ) ) ;
}
fix_object_segs ( ) ;
//Write the header
PHYSFS_writeSLE32 ( SaveFile , MAKE_SIG ( ' P ' , ' L ' , ' V ' , ' L ' ) ) ;
PHYSFS_writeSLE32 ( SaveFile , Gamesave_current_version ) ;
//save placeholders
PHYSFS_writeSLE32 ( SaveFile , minedata_offset ) ;
PHYSFS_writeSLE32 ( SaveFile , gamedata_offset ) ;
//Now write the damn data
if ( Gamesave_current_version > = 8 )
{
//write the version 8 data (to make file unreadable by 1.0 & 1.1)
PHYSFS_writeSLE32 ( SaveFile , GameTime ) ;
PHYSFS_writeSLE16 ( SaveFile , FrameCount ) ;
PHYSFSX_writeU8 ( SaveFile , FrameTime ) ;
}
if ( Gamesave_current_version < 5 )
PHYSFS_writeSLE32 ( SaveFile , - 1 ) ; //was hostagetext_offset
// Write the palette file name
if ( Gamesave_current_version > 1 )
PHYSFSX_printf ( SaveFile , " %s \n " , Current_level_palette ) ;
if ( Gamesave_current_version > = 3 )
PHYSFS_writeSLE32 ( SaveFile , Base_control_center_explosion_time ) ;
if ( Gamesave_current_version > = 4 )
PHYSFS_writeSLE32 ( SaveFile , Reactor_strength ) ;
if ( Gamesave_current_version > = 7 )
{
int i ;
PHYSFS_writeSLE32 ( SaveFile , Num_flickering_lights ) ;
for ( i = 0 ; i < Num_flickering_lights ; i + + )
flickering_light_write ( & Flickering_lights [ i ] , SaveFile ) ;
}
if ( Gamesave_current_version > = 6 )
{
PHYSFS_writeSLE32 ( SaveFile , Secret_return_segment ) ;
PHYSFSX_writeVector ( SaveFile , & Secret_return_orient . rvec ) ;
PHYSFSX_writeVector ( SaveFile , & Secret_return_orient . fvec ) ;
PHYSFSX_writeVector ( SaveFile , & Secret_return_orient . uvec ) ;
}
minedata_offset = PHYSFS_tell ( SaveFile ) ;
#if 0 // only save compiled mine data
if ( ! compiled_version )
save_mine_data ( SaveFile ) ;
else
# endif
save_mine_data_compiled ( SaveFile ) ;
gamedata_offset = PHYSFS_tell ( SaveFile ) ;
save_game_data ( SaveFile ) ;
PHYSFS_seek ( SaveFile , sizeof ( int ) + sizeof ( Gamesave_current_version ) ) ;
PHYSFS_writeSLE32 ( SaveFile , minedata_offset ) ;
PHYSFS_writeSLE32 ( SaveFile , gamedata_offset ) ;
if ( Gamesave_current_version < 5 )
PHYSFS_writeSLE32 ( SaveFile , PHYSFS_fileLength ( SaveFile ) ) ;
//==================== CLOSE THE FILE =============================
PHYSFS_close ( SaveFile ) ;
// if ( !compiled_version )
{
if ( Function_mode = = FMODE_EDITOR )
editor_status ( " Saved mine %s, \" %s \" " , filename , Current_level_name ) ;
}
return 0 ;
}
#if 0 //dunno - 3rd party stuff?
extern void compress_uv_coordinates_all ( void ) ;
# endif
int save_level ( char * filename )
{
int r1 ;
// Save normal version...
//save_level_sub(filename, 0); // just save compiled one
// Save compiled version...
r1 = save_level_sub ( filename , 1 ) ;
return r1 ;
}
# endif //EDITOR
# ifndef NDEBUG
void dump_mine_info ( void )
{
int segnum , sidenum ;
fix min_u , max_u , min_v , max_v , min_l , max_l , max_sl ;
min_u = F1_0 * 1000 ;
min_v = min_u ;
min_l = min_u ;
max_u = - min_u ;
max_v = max_u ;
max_l = max_u ;
max_sl = 0 ;
for ( segnum = 0 ; segnum < = Highest_segment_index ; segnum + + ) {
for ( sidenum = 0 ; sidenum < MAX_SIDES_PER_SEGMENT ; sidenum + + ) {
int vertnum ;
side * sidep = & Segments [ segnum ] . sides [ sidenum ] ;
if ( Segment2s [ segnum ] . static_light > max_sl )
max_sl = Segment2s [ segnum ] . static_light ;
for ( vertnum = 0 ; vertnum < 4 ; vertnum + + ) {
if ( sidep - > uvls [ vertnum ] . u < min_u )
min_u = sidep - > uvls [ vertnum ] . u ;
else if ( sidep - > uvls [ vertnum ] . u > max_u )
max_u = sidep - > uvls [ vertnum ] . u ;
if ( sidep - > uvls [ vertnum ] . v < min_v )
min_v = sidep - > uvls [ vertnum ] . v ;
else if ( sidep - > uvls [ vertnum ] . v > max_v )
max_v = sidep - > uvls [ vertnum ] . v ;
if ( sidep - > uvls [ vertnum ] . l < min_l )
min_l = sidep - > uvls [ vertnum ] . l ;
else if ( sidep - > uvls [ vertnum ] . l > max_l )
max_l = sidep - > uvls [ vertnum ] . l ;
}
}
}
// 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)));
// mprintf((0, "Static light maximum = %7.3f\n", f2fl(max_sl)));
// mprintf((0, "Number of walls: %i\n", Num_walls));
}
# endif
# ifdef EDITOR
//read in every level in mission and save out compiled version
void save_all_compiled_levels ( void )
{
do_load_save_levels ( 1 ) ;
}
//read in every level in mission
void load_all_levels ( void )
{
do_load_save_levels ( 0 ) ;
}
void do_load_save_levels ( int save )
{
int level_num ;
if ( ! SafetyCheck ( ) )
return ;
no_old_level_file_error = 1 ;
for ( level_num = 1 ; level_num < = Last_level ; level_num + + ) {
load_level ( Level_names [ level_num - 1 ] ) ;
load_palette ( Current_level_palette , 1 , 1 ) ; //don't change screen
if ( save )
save_level_sub ( Level_names [ level_num - 1 ] , 1 ) ;
}
for ( level_num = - 1 ; level_num > = Last_secret_level ; level_num - - ) {
load_level ( Secret_level_names [ - level_num - 1 ] ) ;
load_palette ( Current_level_palette , 1 , 1 ) ; //don't change screen
if ( save )
save_level_sub ( Secret_level_names [ - level_num - 1 ] , 1 ) ;
}
no_old_level_file_error = 0 ;
}
# endif