/* 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 #include #include "pstypes.h" #include "strutil.h" #include "console.h" #include "key.h" #include "gr.h" #include "palette.h" #include "newmenu.h" #include "inferno.h" #ifdef EDITOR #include "editor/editor.h" #include "editor/esegment.h" #endif #include "dxxerror.h" #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" #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, PHYSFS_file *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; return !d_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;irtype.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 #ifdef OLDPOWCAP 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]++; } #else if (Game_mode & GM_NETWORK) { if (multi_powerup_is_4pack(obj->id)) { PowerupsInMine[obj->id-1]+=4; MaxPowerupsAllowed[obj->id-1]+=4; } else { PowerupsInMine[obj->id]++; MaxPowerupsAllowed[obj->id]++; } } #endif #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,PHYSFS_file *file) //{ // // PHYSFSX_fseek(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,PHYSFS_file *f,int version) { obj->type = PHYSFSX_readByte(f); obj->id = PHYSFSX_readByte(f); obj->control_type = PHYSFSX_readByte(f); obj->movement_type = PHYSFSX_readByte(f); obj->render_type = PHYSFSX_readByte(f); obj->flags = PHYSFSX_readByte(f); obj->segnum = PHYSFSX_readShort(f); obj->attached_obj = -1; PHYSFSX_readVector(&obj->pos,f); PHYSFSX_readMatrix(&obj->orient,f); obj->size = PHYSFSX_readFix(f); obj->shields = PHYSFSX_readFix(f); PHYSFSX_readVector(&obj->last_pos,f); obj->contains_type = PHYSFSX_readByte(f); obj->contains_id = PHYSFSX_readByte(f); obj->contains_count = PHYSFSX_readByte(f); switch (obj->movement_type) { case MT_PHYSICS: PHYSFSX_readVector(&obj->mtype.phys_info.velocity,f); PHYSFSX_readVector(&obj->mtype.phys_info.thrust,f); obj->mtype.phys_info.mass = PHYSFSX_readFix(f); obj->mtype.phys_info.drag = PHYSFSX_readFix(f); obj->mtype.phys_info.brakes = PHYSFSX_readFix(f); PHYSFSX_readVector(&obj->mtype.phys_info.rotvel,f); PHYSFSX_readVector(&obj->mtype.phys_info.rotthrust,f); obj->mtype.phys_info.turnroll = PHYSFSX_readFixAng(f); obj->mtype.phys_info.flags = PHYSFSX_readShort(f); break; case MT_SPINNING: PHYSFSX_readVector(&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 = PHYSFSX_readByte(f); for (i=0;ictype.ai_info.flags[i] = PHYSFSX_readByte(f); 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); if (version <= 25) { PHYSFSX_readShort(f); // obj->ctype.ai_info.follow_path_start_seg = PHYSFSX_readShort(f); // obj->ctype.ai_info.follow_path_end_seg = } break; } case CT_EXPLOSION: 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); 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 = PHYSFSX_readShort(f); obj->ctype.laser_info.parent_num = PHYSFSX_readShort(f); obj->ctype.laser_info.parent_signature = PHYSFSX_readInt(f); break; case CT_LIGHT: obj->ctype.light_info.intensity = PHYSFSX_readFix(f); break; case CT_POWERUP: if (version >= 25) obj->ctype.powerup_info.count = PHYSFSX_readInt(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 = PHYSFSX_readInt(f); for (i=0;irtype.pobj_info.anim_angles[i],f); obj->rtype.pobj_info.subobj_flags = PHYSFSX_readInt(f); tmo = PHYSFSX_readInt(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) { 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 = PHYSFSX_readInt(f); obj->rtype.vclip_info.frametime = PHYSFSX_readFix(f); obj->rtype.vclip_info.framenum = PHYSFSX_readByte(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(PHYSFS_file *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 PHYSFS_read(LoadFile, &game_top_fileinfo, sizeof(game_top_fileinfo), 1); #endif // Check signature if (PHYSFSX_readShort(LoadFile) != 0x6705) return -1; // Read and check version number game_top_fileinfo_version = PHYSFSX_readShort(LoadFile); if (game_top_fileinfo_version < GAME_COMPATIBLE_VERSION ) return -1; // We skip some parts of the former game_top_fileinfo PHYSFSX_fseek(LoadFile, 31, SEEK_CUR); object_offset = PHYSFSX_readInt(LoadFile); gs_num_objects = PHYSFSX_readInt(LoadFile); PHYSFSX_fseek(LoadFile, 8, SEEK_CUR); Num_walls = PHYSFSX_readInt(LoadFile); PHYSFSX_fseek(LoadFile, 20, SEEK_CUR); Num_triggers = PHYSFSX_readInt(LoadFile); PHYSFSX_fseek(LoadFile, 24, SEEK_CUR); trig_size = PHYSFSX_readInt(LoadFile); Assert(trig_size == sizeof(ControlCenterTriggers)); (void)trig_size; PHYSFSX_fseek(LoadFile, 4, SEEK_CUR); Num_robot_centers = PHYSFSX_readInt(LoadFile); PHYSFSX_fseek(LoadFile, 4, SEEK_CUR); if (game_top_fileinfo_version >= 29) { 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); } 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. PHYSFSX_fgets(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 PHYSFSX_fgets() do *p = PHYSFSX_fgetc(LoadFile); while (*p++!=0); } else Current_level_name[0]=0; if (game_top_fileinfo_version >= 19) { //load pof names N_save_pof_names = PHYSFSX_readShort(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); PHYSFS_read(LoadFile,Save_pof_names,N_save_pof_names,FILENAME_LEN); } } //===================== READ PLAYER INFO ========================== //===================== READ OBJECT INFO ========================== Gamesave_num_org_robots = 0; Gamesave_num_players = 0; if (object_offset > -1) { if (PHYSFSX_fseek( 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 = obj_get_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 (!PHYSFSX_fseek( LoadFile, game_fileinfo.doors_offset,SEEK_SET )) { for (i=0;i= 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 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;jwall_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(); #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_triggers) { Walls[i].trigger = -1; //kill trigger } //go through all triggers, killing unused ones for (i=0;i 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 const 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(const char * filename_passed) { #ifdef EDITOR int use_compiled_level=1; #endif PHYSFS_file * 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\n",filename); #endif } strcpy( Gamesave_current_filename, filename ); sig = PHYSFSX_readInt(LoadFile); Gamesave_current_version = PHYSFSX_readInt(LoadFile); minedata_offset = PHYSFSX_readInt(LoadFile); gamedata_offset = PHYSFSX_readInt(LoadFile); Assert(sig == MAKE_SIG('P','L','V','L')); (void)sig; if (Gamesave_current_version >= 8) { //read dummy data PHYSFSX_readInt(LoadFile); PHYSFSX_readShort(LoadFile); PHYSFSX_readByte(LoadFile); } if (Gamesave_current_version < 5) PHYSFSX_readInt(LoadFile); //was hostagetext_offset if (Gamesave_current_version > 1) PHYSFSX_fgets(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 = PHYSFSX_readInt(LoadFile); else Base_control_center_explosion_time = DEFAULT_CONTROL_CENTER_EXPLOSION_TIME; if (Gamesave_current_version >= 4) Reactor_strength = PHYSFSX_readInt(LoadFile); else Reactor_strength = -1; //use old defaults if (Gamesave_current_version >= 7) { int i; Num_flickering_lights = PHYSFSX_readInt(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 = 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); } PHYSFSX_fseek(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); /* !!!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. */ if (Current_mission && !d_stricmp("Descent: First Strike",Current_mission_longname) && !d_stricmp("level19.rdl",filename) && PHYSFS_fileLength(LoadFile) == 136706) Vertices[1905].z =-385*F1_0; /* !!!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. */ if (Current_mission && !d_stricmp("Descent 2: Counterstrike!",Current_mission_longname) && !d_stricmp("d2levc-4.rl2",filename) && ( 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 ... } if (mine_err == -1) { //error!! PHYSFS_close(LoadFile); return 2; } PHYSFSX_fseek(LoadFile,gamedata_offset,SEEK_SET); game_err = load_game_data(LoadFile); if (game_err == -1) { //error!! PHYSFS_close(LoadFile); return 3; } //======================== CLOSE FILE ============================= PHYSFS_close( LoadFile ); set_ambient_sound_flags(); #ifdef EDITOR //If a Descent 1 level and the Descent 1 pig isn't present, pretend it's a Descent 2 level. if (EditorWindow && (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 (EditorWindow) editor_status("Loaded NEW mine %s, \"%s\"",filename,Current_level_name); #endif #if !defined(NDEBUG) && !defined(COMPACT_SEGS) 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]; 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, NULL ) >= 0; } #endif #ifdef EDITOR // -------------------------------------------------------------------------------------- // 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(); // hostage_init_all(); init_all_vertices(); Current_level_num = 0; //0 means not a real level Current_level_name[0] = 0; Gamesave_current_version = GAME_VERSION; strcpy(Current_level_palette, DEFAULT_LEVEL_PALETTE); 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= 5 ? 31 : 25; 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; 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); 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(PHYSFS_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 ); gr_palette_load(gr_palette); if (nm_messagebox( NULL, 2, "Cancel Save", "Save", ErrorMessage )!=1) { return 1; } } } // change_filename_extension(temp_filename,filename,".LVL"); } // else { if (Gamesave_current_version <= 3) change_filename_extension(temp_filename, filename, "." D1X_LEVEL_FILE_EXTENSION); else change_filename_extension(temp_filename, filename, "." D2X_LEVEL_FILE_EXTENSION); } SaveFile = PHYSFSX_openWriteBuffered(temp_filename); if (!SaveFile) { char ErrorMessage[256]; char fname[20]; d_splitpath( temp_filename, NULL, NULL, fname, NULL ); sprintf( ErrorMessage, \ "ERROR: Cannot write to '%s'.\nYou probably need to check out a locked\nversion of the file. You should save\nthis under a different filename, and then\ncheck out a locked copy by typing\n\'co -l %s.lvl'\nat the DOS prompt.\n" , temp_filename, fname ); 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); //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, GameTime64); PHYSFS_writeSLE16(SaveFile, d_tick_count); 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 (EditorWindow) 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_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 #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