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/*
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
*
*/
# include <stdio.h>
# include <string.h>
# include "pstypes.h"
# include "strutil.h"
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# include "console.h"
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# include "key.h"
# include "gr.h"
# include "palette.h"
# include "newmenu.h"
# include "inferno.h"
# ifdef EDITOR
# include "editor/editor.h"
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# include "editor/esegment.h"
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# include "editor/eswitch.h"
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# endif
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# include "dxxerror.h"
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# include "object.h"
# include "game.h"
# include "screens.h"
# include "wall.h"
# include "gamemine.h"
# include "robot.h"
# include "bm.h"
# include "menu.h"
# include "switch.h"
# include "fuelcen.h"
# include "cntrlcen.h"
# include "powerup.h"
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# include "hostage.h"
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# 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"
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# include "physics.h"
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# include "laser.h"
# include "byteswap.h"
# include "multi.h"
# include "makesig.h"
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# include "textures.h"
# if defined(DXX_BUILD_DESCENT_I)
# ifdef EDITOR
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const char Shareware_level_names [ NUM_SHAREWARE_LEVELS ] [ 12 ] = {
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" level01.rdl " ,
" level02.rdl " ,
" level03.rdl " ,
" level04.rdl " ,
" level05.rdl " ,
" level06.rdl " ,
" level07.rdl "
} ;
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const char Registered_level_names [ NUM_REGISTERED_LEVELS ] [ 12 ] = {
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" level08.rdl " ,
" level09.rdl " ,
" level10.rdl " ,
" level11.rdl " ,
" level12.rdl " ,
" level13.rdl " ,
" level14.rdl " ,
" level15.rdl " ,
" level16.rdl " ,
" level17.rdl " ,
" level18.rdl " ,
" level19.rdl " ,
" level20.rdl " ,
" level21.rdl " ,
" level22.rdl " ,
" level23.rdl " ,
" level24.rdl " ,
" level25.rdl " ,
" level26.rdl " ,
" level27.rdl " ,
" levels1.rdl " ,
" levels2.rdl " ,
" levels3.rdl "
} ;
# endif
# endif
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char Gamesave_current_filename [ PATH_MAX ] ;
int Gamesave_current_version ;
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# if defined(DXX_BUILD_DESCENT_I)
# define GAME_VERSION 25
# elif defined(DXX_BUILD_DESCENT_II)
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# define GAME_VERSION 32
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# endif
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# 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
# ifndef NDEBUG
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static void dump_mine_info ( void ) ;
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# 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.
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static int is_real_level ( const char * filename )
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{
int len = strlen ( filename ) ;
if ( len < 6 )
return 0 ;
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return ! d_strnicmp ( & filename [ len - 11 ] , " level " , 5 ) ;
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}
# 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 ;
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# if defined(DXX_BUILD_DESCENT_I)
int N_save_pof_names = 25 ;
# define MAX_POLYGON_MODELS_NEW 167
char Save_pof_names [ MAX_POLYGON_MODELS_NEW ] [ FILENAME_LEN ] ;
static int convert_vclip ( int vc ) {
if ( vc < 0 )
return vc ;
if ( ( vc < VCLIP_MAXNUM ) & & ( Vclip [ vc ] . num_frames > = 0 ) )
return vc ;
return 0 ;
}
static int convert_wclip ( int wc ) {
return ( wc < Num_wall_anims ) ? wc : wc % Num_wall_anims ;
}
int convert_tmap ( int tmap )
{
return ( tmap > = NumTextures ) ? tmap % NumTextures : tmap ;
}
static int convert_polymod ( int polymod ) {
return ( polymod > = N_polygon_models ) ? polymod % N_polygon_models : polymod ;
}
# elif defined(DXX_BUILD_DESCENT_II)
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int N_save_pof_names ;
char Save_pof_names [ MAX_POLYGON_MODELS ] [ FILENAME_LEN ] ;
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# endif
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static void verify_object ( object * obj ) {
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obj - > lifeleft = IMMORTAL_TIME ; //all loaded object are immortal, for now
if ( obj - > type = = OBJ_ROBOT ) {
Gamesave_num_org_robots + + ;
// Make sure valid id...
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if ( get_robot_id ( obj ) > = N_robot_types )
set_robot_id ( obj , get_robot_id ( obj ) % N_robot_types ) ;
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// Make sure model number & size are correct...
if ( obj - > render_type = = RT_POLYOBJ ) {
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# if defined(DXX_BUILD_DESCENT_II)
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Assert ( Robot_info [ get_robot_id ( obj ) ] . model_num ! = - 1 ) ;
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//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.
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Assert ( Robot_info [ get_robot_id ( obj ) ] . always_0xabcd = = 0xabcd ) ;
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//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.
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# endif
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obj - > rtype . pobj_info . model_num = Robot_info [ get_robot_id ( obj ) ] . model_num ;
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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;
}
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# if defined(DXX_BUILD_DESCENT_II)
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if ( obj - > id = = 65 ) //special "reactor" robots
obj - > movement_type = MT_NONE ;
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# endif
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if ( obj - > movement_type = = MT_PHYSICS ) {
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obj - > mtype . phys_info . mass = Robot_info [ get_robot_id ( obj ) ] . mass ;
obj - > mtype . phys_info . drag = Robot_info [ get_robot_id ( obj ) ] . drag ;
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}
}
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 + + )
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if ( ! d_stricmp ( Pof_names [ i ] , name ) ) { //found it!
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obj - > rtype . pobj_info . model_num = i ;
break ;
}
}
}
if ( obj - > type = = OBJ_POWERUP ) {
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if ( get_powerup_id ( obj ) > = N_powerup_types ) {
set_powerup_id ( obj , 0 ) ;
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Assert ( obj - > render_type ! = RT_POLYOBJ ) ;
}
obj - > control_type = CT_POWERUP ;
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obj - > size = Powerup_info [ get_powerup_id ( obj ) ] . size ;
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# if defined(DXX_BUILD_DESCENT_II)
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obj - > ctype . powerup_info . creation_time = 0 ;
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# endif
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if ( Game_mode & GM_NETWORK )
{
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if ( multi_powerup_is_4pack ( get_powerup_id ( obj ) ) )
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{
PowerupsInMine [ obj - > id - 1 ] + = 4 ;
MaxPowerupsAllowed [ obj - > id - 1 ] + = 4 ;
}
else
{
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PowerupsInMine [ get_powerup_id ( obj ) ] + + ;
MaxPowerupsAllowed [ get_powerup_id ( obj ) ] + + ;
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}
}
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}
if ( obj - > type = = OBJ_WEAPON ) {
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if ( get_weapon_id ( obj ) > = N_weapon_types ) {
set_weapon_id ( obj , LASER_ID_L1 ) ;
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Assert ( obj - > render_type ! = RT_POLYOBJ ) ;
}
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# if defined(DXX_BUILD_DESCENT_II)
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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 ;
}
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# endif
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}
if ( obj - > type = = OBJ_CNTRLCEN ) {
obj - > render_type = RT_POLYOBJ ;
obj - > control_type = CT_CNTRLCEN ;
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# if defined(DXX_BUILD_DESCENT_I)
// Make model number is correct...
for ( int i = 0 ; i < Num_total_object_types ; i + + )
if ( ObjType [ i ] = = OL_CONTROL_CENTER ) {
obj - > rtype . pobj_info . model_num = ObjId [ i ] ;
obj - > shields = ObjStrength [ i ] ;
break ;
}
# elif defined(DXX_BUILD_DESCENT_II)
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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;
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# endif
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}
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 ) ;
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set_player_id ( obj , Gamesave_num_players + + ) ;
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}
if ( obj - > type = = OBJ_HOSTAGE ) {
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# if defined(DXX_BUILD_DESCENT_I)
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if ( get_hostage_id ( obj ) > N_hostage_types )
set_hostage_id ( obj , 0 ) ;
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# endif
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obj - > render_type = RT_HOSTAGE ;
obj - > control_type = CT_POWERUP ;
}
}
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//static gs_skip(int len,PHYSFS_file *file)
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//{
//
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// PHYSFSX_fseek(file,len,SEEK_CUR);
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//}
//reads one object of the given version from the given file
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static void read_object ( object * obj , PHYSFS_file * f , int version )
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{
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obj - > type = PHYSFSX_readByte ( f ) ;
obj - > id = PHYSFSX_readByte ( f ) ;
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# if defined(DXX_BUILD_DESCENT_I)
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if ( obj - > type = = OBJ_ROBOT & & get_robot_id ( obj ) > 23 ) {
set_robot_id ( obj , get_robot_id ( obj ) % 24 ) ;
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}
# endif
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obj - > control_type = PHYSFSX_readByte ( f ) ;
obj - > movement_type = PHYSFSX_readByte ( f ) ;
obj - > render_type = PHYSFSX_readByte ( f ) ;
obj - > flags = PHYSFSX_readByte ( f ) ;
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obj - > segnum = PHYSFSX_readShort ( f ) ;
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obj - > attached_obj = - 1 ;
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PHYSFSX_readVector ( & obj - > pos , f ) ;
PHYSFSX_readMatrix ( & obj - > orient , f ) ;
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obj - > size = PHYSFSX_readFix ( f ) ;
obj - > shields = PHYSFSX_readFix ( f ) ;
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PHYSFSX_readVector ( & obj - > last_pos , f ) ;
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obj - > contains_type = PHYSFSX_readByte ( f ) ;
obj - > contains_id = PHYSFSX_readByte ( f ) ;
obj - > contains_count = PHYSFSX_readByte ( f ) ;
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switch ( obj - > movement_type ) {
case MT_PHYSICS :
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PHYSFSX_readVector ( & obj - > mtype . phys_info . velocity , f ) ;
PHYSFSX_readVector ( & obj - > mtype . phys_info . thrust , f ) ;
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obj - > mtype . phys_info . mass = PHYSFSX_readFix ( f ) ;
obj - > mtype . phys_info . drag = PHYSFSX_readFix ( f ) ;
obj - > mtype . phys_info . brakes = PHYSFSX_readFix ( f ) ;
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PHYSFSX_readVector ( & obj - > mtype . phys_info . rotvel , f ) ;
PHYSFSX_readVector ( & obj - > mtype . phys_info . rotthrust , f ) ;
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obj - > mtype . phys_info . turnroll = PHYSFSX_readFixAng ( f ) ;
obj - > mtype . phys_info . flags = PHYSFSX_readShort ( f ) ;
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break ;
case MT_SPINNING :
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PHYSFSX_readVector ( & obj - > mtype . spin_rate , f ) ;
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break ;
case MT_NONE :
break ;
default :
Int3 ( ) ;
}
switch ( obj - > control_type ) {
case CT_AI : {
int i ;
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obj - > ctype . ai_info . behavior = PHYSFSX_readByte ( f ) ;
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for ( i = 0 ; i < MAX_AI_FLAGS ; i + + )
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obj - > ctype . ai_info . flags [ i ] = PHYSFSX_readByte ( f ) ;
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obj - > ctype . ai_info . hide_segment = PHYSFSX_readShort ( f ) ;
obj - > ctype . ai_info . hide_index = PHYSFSX_readShort ( f ) ;
obj - > ctype . ai_info . path_length = PHYSFSX_readShort ( f ) ;
obj - > ctype . ai_info . cur_path_index = PHYSFSX_readShort ( f ) ;
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if ( version < = 25 ) {
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# if defined(DXX_BUILD_DESCENT_I)
obj - > ctype . ai_info . follow_path_start_seg = PHYSFSX_readShort ( f ) ;
obj - > ctype . ai_info . follow_path_end_seg = PHYSFSX_readShort ( f ) ;
# elif defined(DXX_BUILD_DESCENT_II)
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PHYSFSX_readShort ( f ) ; // obj->ctype.ai_info.follow_path_start_seg =
PHYSFSX_readShort ( f ) ; // obj->ctype.ai_info.follow_path_end_seg =
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# endif
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}
break ;
}
case CT_EXPLOSION :
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obj - > ctype . expl_info . spawn_time = PHYSFSX_readFix ( f ) ;
obj - > ctype . expl_info . delete_time = PHYSFSX_readFix ( f ) ;
obj - > ctype . expl_info . delete_objnum = PHYSFSX_readShort ( f ) ;
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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?
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obj - > ctype . laser_info . parent_type = PHYSFSX_readShort ( f ) ;
obj - > ctype . laser_info . parent_num = PHYSFSX_readShort ( f ) ;
obj - > ctype . laser_info . parent_signature = PHYSFSX_readInt ( f ) ;
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# if defined(DXX_BUILD_DESCENT_II)
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obj - > ctype . laser_info . last_afterburner_time = 0 ;
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# endif
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break ;
case CT_LIGHT :
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obj - > ctype . light_info . intensity = PHYSFSX_readFix ( f ) ;
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break ;
case CT_POWERUP :
if ( version > = 25 )
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obj - > ctype . powerup_info . count = PHYSFSX_readInt ( f ) ;
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else
obj - > ctype . powerup_info . count = 1 ;
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if ( get_powerup_id ( obj ) = = POW_VULCAN_WEAPON )
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obj - > ctype . powerup_info . count = VULCAN_WEAPON_AMMO_AMOUNT ;
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# if defined(DXX_BUILD_DESCENT_II)
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if ( get_powerup_id ( obj ) = = POW_GAUSS_WEAPON )
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obj - > ctype . powerup_info . count = VULCAN_WEAPON_AMMO_AMOUNT ;
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if ( get_powerup_id ( obj ) = = POW_OMEGA_WEAPON )
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obj - > ctype . powerup_info . count = MAX_OMEGA_CHARGE ;
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# endif
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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 ;
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# if defined(DXX_BUILD_DESCENT_I)
obj - > rtype . pobj_info . model_num = convert_polymod ( PHYSFSX_readInt ( f ) ) ;
# elif defined(DXX_BUILD_DESCENT_II)
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obj - > rtype . pobj_info . model_num = PHYSFSX_readInt ( f ) ;
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# endif
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for ( i = 0 ; i < MAX_SUBMODELS ; i + + )
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PHYSFSX_readAngleVec ( & obj - > rtype . pobj_info . anim_angles [ i ] , f ) ;
2006-03-20 17:12:09 +00:00
2011-06-01 07:59:55 +00:00
obj - > rtype . pobj_info . subobj_flags = PHYSFSX_readInt ( f ) ;
2006-03-20 17:12:09 +00:00
2011-06-01 07:59:55 +00:00
tmo = PHYSFSX_readInt ( f ) ;
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# ifndef EDITOR
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# if defined(DXX_BUILD_DESCENT_I)
obj - > rtype . pobj_info . tmap_override = convert_tmap ( tmo ) ;
# elif defined(DXX_BUILD_DESCENT_II)
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obj - > rtype . pobj_info . tmap_override = tmo ;
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# endif
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# else
if ( tmo = = - 1 )
obj - > rtype . pobj_info . tmap_override = - 1 ;
else {
int xlated_tmo = tmap_xlate_table [ tmo ] ;
if ( xlated_tmo < 0 ) {
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 :
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# if defined(DXX_BUILD_DESCENT_I)
obj - > rtype . vclip_info . vclip_num = convert_vclip ( PHYSFSX_readInt ( f ) ) ;
# elif defined(DXX_BUILD_DESCENT_II)
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obj - > rtype . vclip_info . vclip_num = PHYSFSX_readInt ( f ) ;
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# endif
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obj - > rtype . vclip_info . frametime = PHYSFSX_readFix ( f ) ;
obj - > rtype . vclip_info . framenum = PHYSFSX_readByte ( f ) ;
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break ;
case RT_LASER :
break ;
default :
Int3 ( ) ;
}
}
# ifdef EDITOR
//writes one object to the given file
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static void write_object ( object * obj , short version , PHYSFS_file * f )
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{
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# if defined(DXX_BUILD_DESCENT_I)
( void ) version ;
# endif
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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 ) ;
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# if defined(DXX_BUILD_DESCENT_I)
PHYSFS_writeSLE16 ( f , obj - > ctype . ai_info . follow_path_start_seg ) ;
PHYSFS_writeSLE16 ( f , obj - > ctype . ai_info . follow_path_end_seg ) ;
# elif defined(DXX_BUILD_DESCENT_II)
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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
}
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# endif
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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 :
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# if defined(DXX_BUILD_DESCENT_I)
PHYSFS_writeSLE32 ( f , obj - > ctype . powerup_info . count ) ;
# elif defined(DXX_BUILD_DESCENT_II)
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if ( version > = 25 )
PHYSFS_writeSLE32 ( f , obj - > ctype . powerup_info . count ) ;
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# endif
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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
// --------------------------------------------------------------------
// 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
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static int load_game_data ( PHYSFS_file * LoadFile )
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{
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 ========================
// Check signature
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if ( PHYSFSX_readShort ( LoadFile ) ! = 0x6705 )
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return - 1 ;
// Read and check version number
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game_top_fileinfo_version = PHYSFSX_readShort ( LoadFile ) ;
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if ( game_top_fileinfo_version < GAME_COMPATIBLE_VERSION )
return - 1 ;
// We skip some parts of the former game_top_fileinfo
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PHYSFSX_fseek ( LoadFile , 31 , SEEK_CUR ) ;
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object_offset = PHYSFSX_readInt ( LoadFile ) ;
gs_num_objects = PHYSFSX_readInt ( LoadFile ) ;
PHYSFSX_fseek ( LoadFile , 8 , SEEK_CUR ) ;
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Num_walls = PHYSFSX_readInt ( LoadFile ) ;
PHYSFSX_fseek ( LoadFile , 20 , SEEK_CUR ) ;
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Num_triggers = PHYSFSX_readInt ( LoadFile ) ;
PHYSFSX_fseek ( LoadFile , 24 , SEEK_CUR ) ;
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trig_size = PHYSFSX_readInt ( LoadFile ) ;
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Assert ( trig_size = = sizeof ( ControlCenterTriggers ) ) ;
2011-09-26 23:31:19 +00:00
( void ) trig_size ;
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PHYSFSX_fseek ( LoadFile , 4 , SEEK_CUR ) ;
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2011-06-01 07:59:55 +00:00
Num_robot_centers = PHYSFSX_readInt ( LoadFile ) ;
PHYSFSX_fseek ( LoadFile , 4 , SEEK_CUR ) ;
2006-03-20 17:12:09 +00:00
2013-03-03 01:03:33 +00:00
# if defined(DXX_BUILD_DESCENT_I)
( void ) num_delta_lights ;
# elif defined(DXX_BUILD_DESCENT_II)
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if ( game_top_fileinfo_version > = 29 ) {
2011-06-01 07:59:55 +00:00
PHYSFSX_fseek ( LoadFile , 4 , SEEK_CUR ) ;
Num_static_lights = PHYSFSX_readInt ( LoadFile ) ;
PHYSFSX_fseek ( LoadFile , 8 , SEEK_CUR ) ;
num_delta_lights = PHYSFSX_readInt ( LoadFile ) ;
PHYSFSX_fseek ( LoadFile , 4 , SEEK_CUR ) ;
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} else {
Num_static_lights = 0 ;
num_delta_lights = 0 ;
}
2013-03-03 01:03:33 +00:00
# endif
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if ( game_top_fileinfo_version > = 31 ) //load mine filename
// read newline-terminated string, not sure what version this changed.
2011-06-01 07:59:55 +00:00
PHYSFSX_fgets ( Current_level_name , sizeof ( Current_level_name ) , LoadFile ) ;
2006-03-20 17:12:09 +00:00
else if ( game_top_fileinfo_version > = 14 ) { //load mine filename
// read null-terminated string
char * p = Current_level_name ;
2011-06-01 07:59:55 +00:00
//must do read one char at a time, since no PHYSFSX_fgets()
do * p = PHYSFSX_fgetc ( LoadFile ) ; while ( * p + + ! = 0 ) ;
2006-03-20 17:12:09 +00:00
}
else
Current_level_name [ 0 ] = 0 ;
if ( game_top_fileinfo_version > = 19 ) { //load pof names
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N_save_pof_names = PHYSFSX_readShort ( LoadFile ) ;
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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 ) ;
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PHYSFS_read ( LoadFile , Save_pof_names , N_save_pof_names , FILENAME_LEN ) ;
2006-03-20 17:12:09 +00:00
}
}
//===================== READ PLAYER INFO ==========================
2010-01-28 15:26:27 +00:00
2006-03-20 17:12:09 +00:00
//===================== READ OBJECT INFO ==========================
Gamesave_num_org_robots = 0 ;
Gamesave_num_players = 0 ;
if ( object_offset > - 1 ) {
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if ( PHYSFSX_fseek ( LoadFile , object_offset , SEEK_SET ) )
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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 ) ;
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Objects [ i ] . signature = obj_get_signature ( ) ;
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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 ;
2013-03-03 01:03:33 +00:00
# if defined(DXX_BUILD_DESCENT_I)
Walls [ i ] . clip_num = convert_wclip ( w . clip_num ) ;
# elif defined(DXX_BUILD_DESCENT_II)
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Walls [ i ] . clip_num = w . clip_num ;
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# endif
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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 ;
2013-03-03 01:03:33 +00:00
# if defined(DXX_BUILD_DESCENT_I)
Walls [ i ] . clip_num = convert_wclip ( w . clip_num ) ;
# elif defined(DXX_BUILD_DESCENT_II)
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Walls [ i ] . clip_num = w . clip_num ;
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# endif
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Walls [ i ] . keys = w . keys ;
}
}
//==================== READ TRIGGER INFO ==========================
for ( i = 0 ; i < Num_triggers ; i + + )
{
2013-03-03 01:03:33 +00:00
# if defined(DXX_BUILD_DESCENT_I)
if ( game_top_fileinfo_version < = 25 )
trigger_read ( & Triggers [ i ] , LoadFile ) ;
else {
int type ;
switch ( ( type = PHYSFSX_readByte ( LoadFile ) ) )
{
case 0 : // door
Triggers [ i ] . type = 0 ;
Triggers [ i ] . flags = TRIGGER_CONTROL_DOORS ;
break ;
case 2 : // matcen
Triggers [ i ] . type = 0 ;
Triggers [ i ] . flags = TRIGGER_MATCEN ;
break ;
case 3 : // exit
Triggers [ i ] . type = 0 ;
Triggers [ i ] . flags = TRIGGER_EXIT ;
break ;
case 4 : // secret exit
Triggers [ i ] . type = 0 ;
Triggers [ i ] . flags = TRIGGER_SECRET_EXIT ;
break ;
case 5 : // illusion off
Triggers [ i ] . type = 0 ;
Triggers [ i ] . flags = TRIGGER_ILLUSION_OFF ;
break ;
case 6 : // illusion on
Triggers [ i ] . type = 0 ;
Triggers [ i ] . flags = TRIGGER_ILLUSION_ON ;
break ;
default :
con_printf ( CON_URGENT , " Warning: unsupported trigger type %d (%d) \n " , type , i ) ;
}
if ( PHYSFSX_readByte ( LoadFile ) & 2 ) // one shot
Triggers [ i ] . flags | = TRIGGER_ONE_SHOT ;
Triggers [ i ] . num_links = PHYSFSX_readShort ( LoadFile ) ;
Triggers [ i ] . value = PHYSFSX_readInt ( LoadFile ) ;
Triggers [ i ] . time = PHYSFSX_readInt ( LoadFile ) ;
for ( j = 0 ; j < MAX_WALLS_PER_LINK ; j + + )
Triggers [ i ] . seg [ j ] = PHYSFSX_readShort ( LoadFile ) ;
for ( j = 0 ; j < MAX_WALLS_PER_LINK ; j + + )
Triggers [ i ] . side [ j ] = PHYSFSX_readShort ( LoadFile ) ;
}
# elif defined(DXX_BUILD_DESCENT_II)
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if ( game_top_fileinfo_version < 31 )
{
v30_trigger trig ;
int t , type ;
2010-12-24 04:34:30 +00:00
int flags = 0 ;
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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 ;
2010-12-24 04:34:30 +00:00
//else if (trig.flags & TRIGGER_ONE_SHOT)
// Int3();
2006-03-20 17:12:09 +00:00
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 ( ) ;
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if ( trig . flags & TRIGGER_ONE_SHOT )
flags = TF_ONE_SHOT ;
2006-03-20 17:12:09 +00:00
Triggers [ i ] . type = type ;
2010-12-24 04:34:30 +00:00
Triggers [ i ] . flags = flags ;
2006-03-20 17:12:09 +00:00
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 ) ;
2013-03-03 01:03:33 +00:00
# endif
2006-03-20 17:12:09 +00:00
}
//================ READ CONTROL CENTER TRIGGER INFO ===============
control_center_triggers_read_n ( & ControlCenterTriggers , 1 , LoadFile ) ;
//================ READ MATERIALOGRIFIZATIONATORS INFO ===============
for ( i = 0 ; i < Num_robot_centers ; i + + ) {
2013-03-03 01:03:33 +00:00
# if defined(DXX_BUILD_DESCENT_I)
matcen_info_read ( & RobotCenters [ i ] , LoadFile , game_top_fileinfo_version ) ;
// Set links in RobotCenters to Station array
for ( j = 0 ; j < = Highest_segment_index ; j + + )
if ( Segments [ j ] . special = = SEGMENT_IS_ROBOTMAKER )
if ( Segments [ j ] . matcen_num = = i )
RobotCenters [ i ] . fuelcen_num = Segments [ j ] . value ;
# elif defined(DXX_BUILD_DESCENT_II)
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if ( game_top_fileinfo_version < 27 ) {
2013-03-23 21:31:49 +00:00
d1_matcen_info m ;
d1_matcen_info_read ( & m , LoadFile ) ;
2013-03-23 21:15:14 +00:00
RobotCenters [ i ] . robot_flags [ 0 ] = m . robot_flags [ 0 ] ;
2006-03-20 17:12:09 +00:00
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 ;
2013-03-03 01:03:33 +00:00
# endif
2006-03-20 17:12:09 +00:00
}
2013-03-03 01:03:33 +00:00
# if defined(DXX_BUILD_DESCENT_II)
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//================ READ DL_INDICES INFO ===============
for ( i = 0 ; i < Num_static_lights ; i + + ) {
if ( game_top_fileinfo_version < 29 ) {
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 ) {
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;
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} else
delta_light_read ( & Delta_lights [ i ] , LoadFile ) ;
}
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# endif
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//========================= 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 ) ) {
if ( WallAnims [ Walls [ sidep - > wall_num ] . clip_num ] . flags & WCF_TMAP1 ) {
sidep - > tmap_num = WallAnims [ Walls [ sidep - > wall_num ] . clip_num ] . frames [ 0 ] ;
sidep - > tmap_num2 = 0 ;
}
}
}
reset_walls ( ) ;
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 ) {
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 ) {
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.
2010-12-24 04:34:30 +00:00
{
int t ;
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2013-03-03 01:03:33 +00:00
# if defined(DXX_BUILD_DESCENT_II)
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for ( i = 0 ; i < Num_walls ; i + + )
Walls [ i ] . controlling_trigger = - 1 ;
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# endif
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2010-12-24 04:34:30 +00:00
for ( t = 0 ; t < Num_triggers ; t + + ) {
int l ;
for ( l = 0 ; l < Triggers [ t ] . num_links ; l + + ) {
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int seg_num ;
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2010-12-24 04:34:30 +00:00
seg_num = Triggers [ t ] . seg [ l ] ;
2006-03-20 17:12:09 +00:00
2010-12-24 04:34:30 +00:00
//check to see that if a trigger requires a wall that it has one,
//and if it requires a matcen that it has one
2006-03-20 17:12:09 +00:00
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# if defined(DXX_BUILD_DESCENT_I)
if ( Triggers [ t ] . type = = TRIGGER_MATCEN )
# elif defined(DXX_BUILD_DESCENT_II)
if ( Triggers [ t ] . type = = TT_MATCEN )
# endif
{
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if ( Segment2s [ seg_num ] . special ! = SEGMENT_IS_ROBOTMAKER )
Int3 ( ) ; //matcen trigger doesn't point to matcen
}
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# if defined(DXX_BUILD_DESCENT_II)
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else if ( Triggers [ t ] . type ! = TT_LIGHT_OFF & & Triggers [ t ] . type ! = TT_LIGHT_ON ) { //light triggers don't require walls
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int side_num = Triggers [ t ] . side [ l ] , wall_num = Segments [ seg_num ] . sides [ side_num ] . wall_num ;
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if ( wall_num = = - 1 )
Int3 ( ) ; // This is illegal. This trigger requires a wall
else
Walls [ wall_num ] . controlling_trigger = t ;
}
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# endif
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}
}
}
//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
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# if defined(DXX_BUILD_DESCENT_II)
& & ! ( game_top_fileinfo_version = = 25 & & GAME_VERSION = = 26 )
# endif
)
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return 1 ; //means old version
else
return 0 ;
}
// ----------------------------------------------------------------------------
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# if defined(DXX_BUILD_DESCENT_I)
# define LEVEL_FILE_VERSION 1
# elif defined(DXX_BUILD_DESCENT_II)
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# define LEVEL_FILE_VERSION 8
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# endif
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//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
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const char * Level_being_loaded = NULL ;
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# endif
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# if defined(DXX_BUILD_DESCENT_II)
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int no_old_level_file_error = 0 ;
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# endif
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//loads a level (.LVL) file from disk
//returns 0 if success, else error code
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int load_level ( const char * filename_passed )
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{
# ifdef EDITOR
int use_compiled_level = 1 ;
# endif
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PHYSFS_file * LoadFile ;
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char filename [ PATH_MAX ] ;
int sig , minedata_offset , gamedata_offset ;
int mine_err , game_err ;
int i ;
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# if defined(DXX_BUILD_DESCENT_II)
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Slide_segs_computed = 0 ;
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# endif
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if ( Game_mode & GM_NETWORK )
{
for ( i = 0 ; i < MAX_POWERUP_TYPES ; i + + )
{
MaxPowerupsAllowed [ i ] = 0 ;
PowerupsInMine [ i ] = 0 ;
}
}
# ifndef RELEASE
Level_being_loaded = filename_passed ;
# endif
strcpy ( filename , filename_passed ) ;
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# 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
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2010-12-24 04:34:30 +00:00
change_filename_extension ( filename , filename_passed , " .lvl " ) ;
use_compiled_level = 0 ;
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if ( ! PHYSFSX_exists ( filename , 1 ) )
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{
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const char * p = strrchr ( filename_passed , ' . ' ) ;
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if ( d_stricmp ( p , " .lvl " ) )
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strcpy ( filename , filename_passed ) ; // set to what was passed
else
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change_filename_extension ( filename , filename , " . " DXX_LEVEL_FILE_EXTENSION ) ;
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use_compiled_level = 1 ;
}
# endif
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2011-06-01 07:59:55 +00:00
if ( ! PHYSFSX_exists ( filename , 1 ) )
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sprintf ( filename , " %s%s " , MISSION_DIR , filename_passed ) ;
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LoadFile = PHYSFSX_openReadBuffered ( filename ) ;
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if ( ! LoadFile ) {
# ifdef EDITOR
return 1 ;
# else
Error ( " Can't open file <%s> \n " , filename ) ;
# endif
}
strcpy ( Gamesave_current_filename , filename ) ;
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sig = PHYSFSX_readInt ( LoadFile ) ;
Gamesave_current_version = PHYSFSX_readInt ( LoadFile ) ;
minedata_offset = PHYSFSX_readInt ( LoadFile ) ;
gamedata_offset = PHYSFSX_readInt ( LoadFile ) ;
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Assert ( sig = = MAKE_SIG ( ' P ' , ' L ' , ' V ' , ' L ' ) ) ;
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( void ) sig ;
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2013-03-03 01:03:33 +00:00
if ( Gamesave_current_version < 5 )
PHYSFSX_readInt ( LoadFile ) ; //was hostagetext_offset
# if defined(DXX_BUILD_DESCENT_II)
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if ( Gamesave_current_version > = 8 ) { //read dummy data
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PHYSFSX_readInt ( LoadFile ) ;
PHYSFSX_readShort ( LoadFile ) ;
PHYSFSX_readByte ( LoadFile ) ;
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}
if ( Gamesave_current_version > 1 )
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PHYSFSX_fgets ( Current_level_palette , sizeof ( Current_level_palette ) , LoadFile ) ;
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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 )
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Base_control_center_explosion_time = PHYSFSX_readInt ( LoadFile ) ;
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else
Base_control_center_explosion_time = DEFAULT_CONTROL_CENTER_EXPLOSION_TIME ;
if ( Gamesave_current_version > = 4 )
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Reactor_strength = PHYSFSX_readInt ( LoadFile ) ;
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else
Reactor_strength = - 1 ; //use old defaults
if ( Gamesave_current_version > = 7 ) {
int i ;
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Num_flickering_lights = PHYSFSX_readInt ( LoadFile ) ;
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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 {
2011-06-01 07:59:55 +00:00
Secret_return_segment = PHYSFSX_readInt ( LoadFile ) ;
Secret_return_orient . rvec . x = PHYSFSX_readInt ( LoadFile ) ;
Secret_return_orient . rvec . y = PHYSFSX_readInt ( LoadFile ) ;
Secret_return_orient . rvec . z = PHYSFSX_readInt ( LoadFile ) ;
Secret_return_orient . fvec . x = PHYSFSX_readInt ( LoadFile ) ;
Secret_return_orient . fvec . y = PHYSFSX_readInt ( LoadFile ) ;
Secret_return_orient . fvec . z = PHYSFSX_readInt ( LoadFile ) ;
Secret_return_orient . uvec . x = PHYSFSX_readInt ( LoadFile ) ;
Secret_return_orient . uvec . y = PHYSFSX_readInt ( LoadFile ) ;
Secret_return_orient . uvec . z = PHYSFSX_readInt ( LoadFile ) ;
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}
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# endif
2006-03-20 17:12:09 +00:00
2011-06-01 07:59:55 +00:00
PHYSFSX_fseek ( LoadFile , minedata_offset , SEEK_SET ) ;
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# 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 ) ;
2010-07-17 11:19:29 +00:00
/* !!!HACK!!!
* Descent 1 - Level 19 : OBERON MINE has some ugly overlapping rooms ( segment 484 ) .
* HACK to make this issue less visible by moving one vertex a little .
*/
2012-05-18 23:36:43 +00:00
if ( Current_mission & & ! d_stricmp ( " Descent: First Strike " , Current_mission_longname ) & & ! d_stricmp ( " level19.rdl " , filename ) & & PHYSFS_fileLength ( LoadFile ) = = 136706 )
2010-07-17 11:19:29 +00:00
Vertices [ 1905 ] . z = - 385 * F1_0 ;
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# if defined(DXX_BUILD_DESCENT_II)
2011-03-27 21:58:53 +00:00
/* !!!HACK!!!
* Descent 2 - Level 12 : MAGNACORE STATION has a segment ( 104 ) with illegal dimensions .
* HACK to fix this by moving the Vertex and fixing the associated Normals .
* NOTE : This only fixes the normals of segment 104 , not the other ones connected to this Vertex but this is unsignificant .
*/
2012-05-18 23:36:43 +00:00
if ( Current_mission & & ! d_stricmp ( " Descent 2: Counterstrike! " , Current_mission_longname ) & & ! d_stricmp ( " d2levc-4.rl2 " , filename )
2011-03-27 21:58:53 +00:00
& & ( Vertices [ Segments [ 104 ] . verts [ 0 ] ] . x = = - 53990800 & & Vertices [ Segments [ 104 ] . verts [ 0 ] ] . y = = - 59927741 & & Vertices [ Segments [ 104 ] . verts [ 0 ] ] . z = = 23034584 )
& & ( Segments [ 104 ] . sides [ 1 ] . normals [ 0 ] . x = = 56775 & & Segments [ 104 ] . sides [ 1 ] . normals [ 0 ] . y = = - 27796 & & Segments [ 104 ] . sides [ 1 ] . normals [ 0 ] . z = = - 17288 & & Segments [ 104 ] . sides [ 1 ] . normals [ 1 ] . x = = 50157 & & Segments [ 104 ] . sides [ 1 ] . normals [ 1 ] . y = = - 34561 & & Segments [ 104 ] . sides [ 1 ] . normals [ 1 ] . z = = - 24180 )
& & ( Segments [ 104 ] . sides [ 2 ] . normals [ 0 ] . x = = 60867 & & Segments [ 104 ] . sides [ 2 ] . normals [ 0 ] . y = = - 19485 & & Segments [ 104 ] . sides [ 2 ] . normals [ 0 ] . z = = - 14507 & & Segments [ 104 ] . sides [ 2 ] . normals [ 1 ] . x = = 55485 & & Segments [ 104 ] . sides [ 2 ] . normals [ 1 ] . y = = - 29668 & & Segments [ 104 ] . sides [ 2 ] . normals [ 1 ] . z = = - 18332 )
)
{
Vertices [ Segments [ 104 ] . verts [ 0 ] ] . x = - 53859726 ;
Vertices [ Segments [ 104 ] . verts [ 0 ] ] . y = - 59927743 ;
Vertices [ Segments [ 104 ] . verts [ 0 ] ] . z = 23034586 ;
Segments [ 104 ] . sides [ 1 ] . normals [ 0 ] . x = 56123 ;
Segments [ 104 ] . sides [ 1 ] . normals [ 0 ] . y = - 27725 ;
Segments [ 104 ] . sides [ 1 ] . normals [ 0 ] . z = - 19401 ;
Segments [ 104 ] . sides [ 1 ] . normals [ 1 ] . x = 49910 ;
Segments [ 104 ] . sides [ 1 ] . normals [ 1 ] . y = - 33946 ;
Segments [ 104 ] . sides [ 1 ] . normals [ 1 ] . z = - 25525 ;
Segments [ 104 ] . sides [ 2 ] . normals [ 0 ] . x = 60903 ;
Segments [ 104 ] . sides [ 2 ] . normals [ 0 ] . y = - 18371 ;
Segments [ 104 ] . sides [ 2 ] . normals [ 0 ] . z = - 15753 ;
Segments [ 104 ] . sides [ 2 ] . normals [ 1 ] . x = 57004 ;
Segments [ 104 ] . sides [ 2 ] . normals [ 1 ] . y = - 26385 ;
Segments [ 104 ] . sides [ 2 ] . normals [ 1 ] . z = - 18688 ;
// I feel so dirty now ...
}
2013-03-03 01:03:33 +00:00
# endif
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2006-03-20 17:12:09 +00:00
if ( mine_err = = - 1 ) { //error!!
2011-06-01 07:59:55 +00:00
PHYSFS_close ( LoadFile ) ;
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return 2 ;
}
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PHYSFSX_fseek ( LoadFile , gamedata_offset , SEEK_SET ) ;
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game_err = load_game_data ( LoadFile ) ;
if ( game_err = = - 1 ) { //error!!
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PHYSFS_close ( LoadFile ) ;
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return 3 ;
}
//======================== CLOSE FILE =============================
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PHYSFS_close ( LoadFile ) ;
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2013-03-03 01:03:33 +00:00
# if defined(DXX_BUILD_DESCENT_II)
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set_ambient_sound_flags ( ) ;
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# endif
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# ifdef EDITOR
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# if defined(DXX_BUILD_DESCENT_I)
//If an old version, ask the use if he wants to save as new version
if ( ( ( LEVEL_FILE_VERSION > 1 ) & & Gamesave_current_version < LEVEL_FILE_VERSION ) | | mine_err = = 1 | | game_err = = 1 ) {
char ErrorMessage [ 200 ] ;
sprintf ( ErrorMessage , " You just loaded a old version level. Would \n "
" you like to save it as a current version level? " ) ;
gr_palette_load ( gr_palette ) ;
if ( nm_messagebox ( NULL , 2 , " Don't Save " , " Save " , ErrorMessage ) = = 1 )
save_level ( filename ) ;
}
# elif defined(DXX_BUILD_DESCENT_II)
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//If a Descent 1 level and the Descent 1 pig isn't present, pretend it's a Descent 2 level.
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if ( EditorWindow & & ( Gamesave_current_version < = 3 ) & & ! d1_pig_present )
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{
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 ;
}
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# endif
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# endif
# ifdef EDITOR
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if ( EditorWindow )
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editor_status_fmt ( " Loaded NEW mine %s, \" %s \" " , filename , Current_level_name ) ;
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# endif
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# if !defined(NDEBUG) && !defined(COMPACT_SEGS)
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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 ( )
{
newmenu_item m [ 2 ] ;
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nm_set_item_text ( & m [ 0 ] , " Please enter a name for this mine: " ) ;
2012-11-24 20:57:15 +00:00
nm_set_item_input ( & m [ 1 ] , LEVEL_NAME_LEN , Current_level_name ) ;
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2010-01-07 14:49:07 +00:00
return newmenu_do ( NULL , " Enter mine name " , 2 , m , NULL , NULL ) > = 0 ;
2006-03-20 17:12:09 +00:00
}
# endif
# ifdef EDITOR
2012-04-14 05:46:20 +00:00
// --------------------------------------------------------------------------------------
// Create a new mine, set global variables.
int create_new_mine ( void )
{
int s ;
vms_vector sizevec ;
vms_matrix m1 = IDENTITY_MATRIX ;
// initialize_mine_arrays();
// gamestate_not_restored = 1;
// Clear refueling center code
fuelcen_reset ( ) ;
2013-03-03 01:03:33 +00:00
hostage_init_all ( ) ;
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init_all_vertices ( ) ;
Current_level_num = 0 ; //0 means not a real level
Current_level_name [ 0 ] = 0 ;
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# if defined(DXX_BUILD_DESCENT_I)
Gamesave_current_version = LEVEL_FILE_VERSION ;
# elif defined(DXX_BUILD_DESCENT_II)
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Gamesave_current_version = GAME_VERSION ;
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strcpy ( Current_level_palette , DEFAULT_LEVEL_PALETTE ) ;
2013-03-03 01:03:33 +00:00
# endif
2012-04-14 10:29:02 +00:00
2012-04-14 05:46:20 +00:00
Cur_object_index = - 1 ;
reset_objects ( 1 ) ; //just one object, the player
num_groups = 0 ;
current_group = - 1 ;
Num_vertices = 0 ; // Number of vertices in global array.
Highest_vertex_index = 0 ;
Num_segments = 0 ; // Number of segments in global array, will get increased in med_create_segment
Highest_segment_index = 0 ;
Cursegp = Segments ; // Say current segment is the only segment.
Curside = WBACK ; // The active side is the back side
Markedsegp = 0 ; // Say there is no marked segment.
Markedside = WBACK ; // Shouldn't matter since Markedsegp == 0, but just in case...
for ( s = 0 ; s < MAX_GROUPS + 1 ; s + + ) {
GroupList [ s ] . num_segments = 0 ;
GroupList [ s ] . num_vertices = 0 ;
Groupsegp [ s ] = NULL ;
Groupside [ s ] = 0 ;
}
Num_robot_centers = 0 ;
Num_open_doors = 0 ;
wall_init ( ) ;
trigger_init ( ) ;
// Create New_segment, which is the segment we will be adding at each instance.
med_create_new_segment ( vm_vec_make ( & sizevec , DEFAULT_X_SIZE , DEFAULT_Y_SIZE , DEFAULT_Z_SIZE ) ) ; // New_segment = Segments[0];
// med_create_segment(Segments,0,0,0,DEFAULT_X_SIZE,DEFAULT_Y_SIZE,DEFAULT_Z_SIZE,vm_mat_make(&m1,F1_0,0,0,0,F1_0,0,0,0,F1_0));
med_create_segment ( Segments , 0 , 0 , 0 , DEFAULT_X_SIZE , DEFAULT_Y_SIZE , DEFAULT_Z_SIZE , & m1 ) ;
N_found_segs = 0 ;
N_selected_segs = 0 ;
N_warning_segs = 0 ;
//--repair-- create_local_segment_data();
ControlCenterTriggers . num_links = 0 ;
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create_new_mission ( ) ;
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//editor_status("New mine created.");
return 0 ; // say no error
}
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int Errors_in_mine ;
// -----------------------------------------------------------------------------
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# if defined(DXX_BUILD_DESCENT_II)
static int compute_num_delta_light_records ( void )
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{
int i ;
int total = 0 ;
for ( i = 0 ; i < Num_static_lights ; i + + ) {
total + = Dl_indices [ i ] . count ;
}
return total ;
}
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# endif
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// -----------------------------------------------------------------------------
// Save game
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static int save_game_data ( PHYSFS_file * SaveFile )
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{
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# if defined(DXX_BUILD_DESCENT_I)
short game_top_fileinfo_version = Gamesave_current_version > = 5 ? 31 : GAME_VERSION ;
# elif defined(DXX_BUILD_DESCENT_II)
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short game_top_fileinfo_version = Gamesave_current_version > = 5 ? 31 : 25 ;
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int dl_indices_offset = 0 , delta_light_offset = 0 ;
int num_delta_lights = 0 ;
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# endif
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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 offset_offset = 0 , end_offset = 0 ;
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int i ;
//===================== SAVE FILE INFO ========================
PHYSFS_writeSLE16 ( SaveFile , 0x6705 ) ; // signature
PHYSFS_writeSLE16 ( SaveFile , game_top_fileinfo_version ) ;
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PHYSFS_writeSLE32 ( SaveFile , 0 ) ;
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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 ) ;
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# if defined(DXX_BUILD_DESCENT_II)
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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 )
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# endif
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PHYSFSX_printf ( SaveFile , " %s \n " , Current_level_name ) ;
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# if defined(DXX_BUILD_DESCENT_II)
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else if ( game_top_fileinfo_version > = 14 )
PHYSFSX_writeString ( SaveFile , Current_level_name ) ;
if ( game_top_fileinfo_version > = 19 )
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# endif
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{
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 ) ;
{
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 ) ;
for ( i = 0 ; i < Num_robot_centers ; i + + )
matcen_info_write ( & RobotCenters [ i ] , game_top_fileinfo_version , SaveFile ) ;
//================ SAVE DELTA LIGHT INFO ===============
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# if defined(DXX_BUILD_DESCENT_II)
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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 ) ;
}
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# endif
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//============= 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 ) ;
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# if defined(DXX_BUILD_DESCENT_II)
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if ( game_top_fileinfo_version > = 29 )
{
WRITE_OFFSET ( dl_indices , 3 ) ;
WRITE_OFFSET ( delta_light , 0 ) ;
}
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# endif
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// Go back to end of data
PHYSFS_seek ( SaveFile , end_offset ) ;
return 0 ;
}
// -----------------------------------------------------------------------------
// Save game
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static int save_level_sub ( const char * filename , int compiled_version )
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{
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 ) ;
gr_palette_load ( gr_palette ) ;
if ( nm_messagebox ( NULL , 2 , " Cancel Save " , " Save " , ErrorMessage ) ! = 1 ) {
return 1 ;
}
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}
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}
// change_filename_extension(temp_filename,filename,".LVL");
}
// else
{
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# if defined(DXX_BUILD_DESCENT_II)
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if ( Gamesave_current_version > 3 )
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change_filename_extension ( temp_filename , filename , " . " D2X_LEVEL_FILE_EXTENSION ) ;
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else
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# endif
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change_filename_extension ( temp_filename , filename , " . " D1X_LEVEL_FILE_EXTENSION ) ;
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}
SaveFile = PHYSFSX_openWriteBuffered ( temp_filename ) ;
if ( ! SaveFile )
{
char ErrorMessage [ 256 ] ;
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snprintf ( ErrorMessage , sizeof ( ErrorMessage ) , " ERROR: Cannot write to '%s'. " , temp_filename ) ;
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gr_palette_load ( gr_palette ) ;
nm_messagebox ( NULL , 1 , " Ok " , ErrorMessage ) ;
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 ) ;
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# if defined(DXX_BUILD_DESCENT_I)
int hostagetext_offset = 0 ;
PHYSFS_writeSLE32 ( SaveFile , hostagetext_offset ) ;
# endif
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//Now write the damn data
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# if defined(DXX_BUILD_DESCENT_II)
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if ( Gamesave_current_version > = 8 )
{
//write the version 8 data (to make file unreadable by 1.0 & 1.1)
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PHYSFS_writeSLE32 ( SaveFile , GameTime64 ) ;
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PHYSFS_writeSLE16 ( SaveFile , d_tick_count ) ;
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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 ) ;
}
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# endif
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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 ) ;
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# if defined(DXX_BUILD_DESCENT_I)
hostagetext_offset = PHYSFS_tell ( SaveFile ) ;
# endif
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PHYSFS_seek ( SaveFile , sizeof ( int ) + sizeof ( Gamesave_current_version ) ) ;
PHYSFS_writeSLE32 ( SaveFile , minedata_offset ) ;
PHYSFS_writeSLE32 ( SaveFile , gamedata_offset ) ;
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# if defined(DXX_BUILD_DESCENT_I)
PHYSFS_writeSLE32 ( SaveFile , hostagetext_offset ) ;
# elif defined(DXX_BUILD_DESCENT_II)
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if ( Gamesave_current_version < 5 )
PHYSFS_writeSLE32 ( SaveFile , PHYSFS_fileLength ( SaveFile ) ) ;
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# endif
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//==================== CLOSE THE FILE =============================
PHYSFS_close ( SaveFile ) ;
// if ( !compiled_version )
{
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if ( EditorWindow )
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editor_status_fmt ( " Saved mine %s, \" %s \" " , filename , Current_level_name ) ;
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}
return 0 ;
}
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int save_level ( const char * filename )
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{
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
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static void dump_mine_info ( void )
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{
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 ;
}
}
}
}
# endif