dxx-rebirth/similar/main/gamesave.cpp
Kp 6d3dce4e16 Use enum class for tmap_num2
Define separate enum values for rotation data in both the high bits,
where it is usually kept, and the low bits, where it is sometimes used
for math or comparisons.

Define an enum value to represent the composite of the index and the
rotation, since the composite is not suitable for use as an array
subscript.  Add helper functions to extract the component pieces.
2020-08-24 01:31:28 +00:00

2013 lines
58 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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 <stdexcept>
#include <stdio.h>
#include <string.h>
#include "pstypes.h"
#include "strutil.h"
#include "console.h"
#include "key.h"
#include "gr.h"
#include "palette.h"
#include "newmenu.h"
#include "inferno.h"
#if DXX_USE_EDITOR
#include "editor/editor.h"
#include "editor/esegment.h"
#include "editor/eswitch.h"
#endif
#include "dxxerror.h"
#include "object.h"
#include "game.h"
#include "gameseg.h"
#include "screens.h"
#include "wall.h"
#include "gamemine.h"
#include "robot.h"
#include "bm.h"
#include "menu.h"
#include "fireball.h"
#include "switch.h"
#include "fuelcen.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "hostage.h"
#include "weapon.h"
#include "player.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 "physics.h"
#include "laser.h"
#include "multi.h"
#include "makesig.h"
#include "textures.h"
#include "d_enumerate.h"
#include "d_range.h"
#include "compiler-range_for.h"
#include "d_levelstate.h"
#include "d_zip.h"
#include "partial_range.h"
#if defined(DXX_BUILD_DESCENT_I)
#if DXX_USE_EDITOR
const char Shareware_level_names[NUM_SHAREWARE_LEVELS][12] = {
"level01.rdl",
"level02.rdl",
"level03.rdl",
"level04.rdl",
"level05.rdl",
"level06.rdl",
"level07.rdl"
};
const char Registered_level_names[NUM_REGISTERED_LEVELS][12] = {
"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
char Gamesave_current_filename[PATH_MAX];
int Gamesave_current_version;
#if defined(DXX_BUILD_DESCENT_I)
#define GAME_VERSION 25
#elif defined(DXX_BUILD_DESCENT_II)
#define GAME_VERSION 32
#endif
#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
int Gamesave_num_org_robots = 0;
//--unused-- grs_bitmap * Gamesave_saved_bitmap = NULL;
#if DXX_USE_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.
static int is_real_level(const char *filename)
{
int len = strlen(filename);
if (len < 6)
return 0;
return !d_strnicmp(&filename[len-11], "level");
}
#endif
//--unused-- vms_angvec zero_angles={0,0,0};
int Gamesave_num_players=0;
namespace dsx {
#if defined(DXX_BUILD_DESCENT_I)
namespace {
using savegame_pof_names_type = std::array<char[FILENAME_LEN], 167>;
static int convert_vclip(const d_vclip_array &Vclip, int vc)
{
if (vc < 0)
return vc;
if (vc < Vclip.size() && (Vclip[vc].num_frames != ~0u))
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)
{
if (tmap == -1)
return tmap;
return (tmap >= NumTextures) ? tmap % NumTextures : tmap;
}
static unsigned convert_polymod(const unsigned N_polygon_models, const unsigned polymod)
{
return (polymod >= N_polygon_models) ? polymod % N_polygon_models : polymod;
}
#elif defined(DXX_BUILD_DESCENT_II)
namespace {
using savegame_pof_names_type = std::array<char[FILENAME_LEN], MAX_POLYGON_MODELS>;
}
#endif
static void verify_object(const d_vclip_array &Vclip, object &obj, const savegame_pof_names_type &Save_pof_names)
{
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
obj.lifeleft = IMMORTAL_TIME; //all loaded object are immortal, for now
auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
if (obj.type == OBJ_ROBOT)
{
Gamesave_num_org_robots++;
// Make sure valid id...
const auto N_robot_types = LevelSharedRobotInfoState.N_robot_types;
if (get_robot_id(obj) >= N_robot_types )
set_robot_id(obj, get_robot_id(obj) % N_robot_types);
// Make sure model number & size are correct...
if (obj.render_type == RT_POLYOBJ)
{
auto &ri = Robot_info[get_robot_id(obj)];
#if defined(DXX_BUILD_DESCENT_II)
assert(ri.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(ri.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.
#endif
obj.rtype.pobj_info.model_num = ri.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_source==CT_AI && Robot_info[obj.id].attack_type)
//@@ obj.size = obj.size*3/4;
}
#if defined(DXX_BUILD_DESCENT_II)
if (get_robot_id(obj) == 65) //special "reactor" robots
obj.movement_source = object::movement_type::None;
#endif
if (obj.movement_source == object::movement_type::physics)
{
auto &ri = Robot_info[get_robot_id(obj)];
obj.mtype.phys_info.mass = ri.mass;
obj.mtype.phys_info.drag = ri.drag;
}
}
else { //Robots taken care of above
if (obj.render_type == RT_POLYOBJ)
{
const auto name = Save_pof_names[obj.rtype.pobj_info.model_num];
for (auto &&[candidate_name, i] : enumerate(partial_range(LevelSharedPolygonModelState.Pof_names, LevelSharedPolygonModelState.N_polygon_models)))
if (!d_stricmp(candidate_name, name)) { //found it!
obj.rtype.pobj_info.model_num = i;
break;
}
}
}
if (obj.type == OBJ_POWERUP)
{
if ( get_powerup_id(obj) >= N_powerup_types ) {
set_powerup_id(Powerup_info, Vclip, obj, POW_SHIELD_BOOST);
Assert( obj.render_type != RT_POLYOBJ );
}
obj.control_source = object::control_type::powerup;
obj.size = Powerup_info[get_powerup_id(obj)].size;
obj.ctype.powerup_info.creation_time = 0;
}
if (obj.type == OBJ_WEAPON)
{
if ( get_weapon_id(obj) >= N_weapon_types ) {
set_weapon_id(obj, weapon_id_type::LASER_ID_L1);
Assert( obj.render_type != RT_POLYOBJ );
}
#if defined(DXX_BUILD_DESCENT_II)
const auto weapon_id = get_weapon_id(obj);
if (weapon_id == weapon_id_type::PMINE_ID)
{ //make sure pmines have correct values
obj.mtype.phys_info.mass = Weapon_info[weapon_id].mass;
obj.mtype.phys_info.drag = Weapon_info[weapon_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[weapon_id].model_num;
obj.size = Polygon_models[obj.rtype.pobj_info.model_num].rad;
}
#endif
}
if (obj.type == OBJ_CNTRLCEN)
{
obj.render_type = RT_POLYOBJ;
obj.control_source = object::control_type::cntrlcen;
#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)
if (Gamesave_current_version <= 1) { // descent 1 reactor
set_reactor_id(obj, 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;
#endif
}
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);
set_player_id(obj, Gamesave_num_players++);
}
if (obj.type == OBJ_HOSTAGE)
{
obj.render_type = RT_HOSTAGE;
obj.control_source = object::control_type::powerup;
}
}
//static gs_skip(int len,PHYSFS_File *file)
//{
//
// PHYSFSX_fseek(file,len,SEEK_CUR);
//}
//reads one object of the given version from the given file
static void read_object(const vmobjptr_t obj,PHYSFS_File *f,int version)
{
const auto poison_obj = reinterpret_cast<uint8_t *>(&*obj);
DXX_POISON_MEMORY(poison_obj, sizeof(*obj), 0xfd);
obj->signature = object_signature_t{0};
set_object_type(*obj, PHYSFSX_readByte(f));
obj->id = PHYSFSX_readByte(f);
if (obj->type == OBJ_ROBOT)
{
#if defined(DXX_BUILD_DESCENT_I)
const auto id = get_robot_id(obj);
if (id > 23)
set_robot_id(obj, id % 24);
#endif
obj->matcen_creator = 0;
}
{
uint8_t ctype = PHYSFSX_readByte(f);
switch (typename object::control_type{ctype})
{
case object::control_type::None:
case object::control_type::ai:
case object::control_type::explosion:
case object::control_type::flying:
case object::control_type::slew:
case object::control_type::flythrough:
case object::control_type::weapon:
case object::control_type::repaircen:
case object::control_type::morph:
case object::control_type::debris:
case object::control_type::powerup:
case object::control_type::light:
case object::control_type::remote:
case object::control_type::cntrlcen:
break;
default:
ctype = static_cast<uint8_t>(object::control_type::None);
break;
}
obj->control_source = typename object::control_type{ctype};
}
{
uint8_t mtype = PHYSFSX_readByte(f);
switch (typename object::movement_type{mtype})
{
case object::movement_type::None:
case object::movement_type::physics:
case object::movement_type::spinning:
break;
default:
mtype = static_cast<uint8_t>(object::movement_type::None);
break;
}
obj->movement_source = typename object::movement_type{mtype};
}
const uint8_t render_type = PHYSFSX_readByte(f);
if (valid_render_type(render_type))
obj->render_type = render_type_t{render_type};
else
{
LevelError("Level contains bogus render type %#x for object %p; using none instead", render_type, &*obj);
obj->render_type = RT_NONE;
}
obj->flags = PHYSFSX_readByte(f);
obj->segnum = PHYSFSX_readShort(f);
obj->attached_obj = object_none;
PHYSFSX_readVector(f, obj->pos);
PHYSFSX_readMatrix(&obj->orient,f);
obj->size = PHYSFSX_readFix(f);
obj->shields = PHYSFSX_readFix(f);
{
vms_vector last_pos;
PHYSFSX_readVector(f, last_pos);
}
obj->contains_type = PHYSFSX_readByte(f);
obj->contains_id = PHYSFSX_readByte(f);
obj->contains_count = PHYSFSX_readByte(f);
switch (obj->movement_source) {
case object::movement_type::physics:
PHYSFSX_readVector(f, obj->mtype.phys_info.velocity);
PHYSFSX_readVector(f, obj->mtype.phys_info.thrust);
obj->mtype.phys_info.mass = PHYSFSX_readFix(f);
obj->mtype.phys_info.drag = PHYSFSX_readFix(f);
PHYSFSX_readFix(f); /* brakes */
PHYSFSX_readVector(f, obj->mtype.phys_info.rotvel);
PHYSFSX_readVector(f, obj->mtype.phys_info.rotthrust);
obj->mtype.phys_info.turnroll = PHYSFSX_readFixAng(f);
obj->mtype.phys_info.flags = PHYSFSX_readShort(f);
break;
case object::movement_type::spinning:
PHYSFSX_readVector(f, obj->mtype.spin_rate);
break;
case object::movement_type::None:
break;
default:
Int3();
}
switch (obj->control_source) {
case object::control_type::ai: {
obj->ctype.ai_info.behavior = static_cast<ai_behavior>(PHYSFSX_readByte(f));
range_for (auto &i, obj->ctype.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 object::control_type::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 = object_none;
break;
case object::control_type::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 = object_signature_t{static_cast<uint16_t>(PHYSFSX_readInt(f))};
#if defined(DXX_BUILD_DESCENT_II)
obj->ctype.laser_info.last_afterburner_time = 0;
#endif
obj->ctype.laser_info.clear_hitobj();
break;
case object::control_type::light:
obj->ctype.light_info.intensity = PHYSFSX_readFix(f);
break;
case object::control_type::powerup:
if (version >= 25)
obj->ctype.powerup_info.count = PHYSFSX_readInt(f);
else
obj->ctype.powerup_info.count = 1;
if (obj->type == OBJ_POWERUP)
{
/* Objects loaded from a level file were not ejected by
* the player.
*/
obj->ctype.powerup_info.flags = 0;
/* Hostages have control type object::control_type::powerup, but object
* type OBJ_HOSTAGE. Hostages are never weapons, so
* prevent checking their IDs.
*/
if (get_powerup_id(obj) == POW_VULCAN_WEAPON)
obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
#if defined(DXX_BUILD_DESCENT_II)
else if (get_powerup_id(obj) == POW_GAUSS_WEAPON)
obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
else if (get_powerup_id(obj) == POW_OMEGA_WEAPON)
obj->ctype.powerup_info.count = MAX_OMEGA_CHARGE;
#endif
}
break;
case object::control_type::None:
case object::control_type::flying:
case object::control_type::debris:
break;
case object::control_type::slew: //the player is generally saved as slew
break;
case object::control_type::cntrlcen:
break;
case object::control_type::morph:
case object::control_type::flythrough:
case object::control_type::repaircen:
default:
Int3();
}
switch (obj->render_type) {
case RT_NONE:
break;
case RT_MORPH:
case RT_POLYOBJ: {
int tmo;
#if defined(DXX_BUILD_DESCENT_I)
obj->rtype.pobj_info.model_num = convert_polymod(LevelSharedPolygonModelState.N_polygon_models, PHYSFSX_readInt(f));
#elif defined(DXX_BUILD_DESCENT_II)
obj->rtype.pobj_info.model_num = PHYSFSX_readInt(f);
#endif
range_for (auto &i, obj->rtype.pobj_info.anim_angles)
PHYSFSX_readAngleVec(&i, f);
obj->rtype.pobj_info.subobj_flags = PHYSFSX_readInt(f);
tmo = PHYSFSX_readInt(f);
#if !DXX_USE_EDITOR
#if defined(DXX_BUILD_DESCENT_I)
obj->rtype.pobj_info.tmap_override = convert_tmap(tmo);
#elif defined(DXX_BUILD_DESCENT_II)
obj->rtype.pobj_info.tmap_override = tmo;
#endif
#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:
#if defined(DXX_BUILD_DESCENT_I)
obj->rtype.vclip_info.vclip_num = convert_vclip(Vclip, PHYSFSX_readInt(f));
#elif defined(DXX_BUILD_DESCENT_II)
obj->rtype.vclip_info.vclip_num = PHYSFSX_readInt(f);
#endif
obj->rtype.vclip_info.frametime = PHYSFSX_readFix(f);
obj->rtype.vclip_info.framenum = PHYSFSX_readByte(f);
break;
case RT_LASER:
break;
default:
Int3();
}
}
}
#if DXX_USE_EDITOR
static int PHYSFSX_writeMatrix(PHYSFS_File *file, const vms_matrix &m)
{
if (PHYSFSX_writeVector(file, m.rvec) < 1 ||
PHYSFSX_writeVector(file, m.uvec) < 1 ||
PHYSFSX_writeVector(file, m.fvec) < 1)
return 0;
return 1;
}
static int PHYSFSX_writeAngleVec(PHYSFS_File *file, const vms_angvec &v)
{
if (PHYSFSX_writeFixAng(file, v.p) < 1 ||
PHYSFSX_writeFixAng(file, v.b) < 1 ||
PHYSFSX_writeFixAng(file, v.h) < 1)
return 0;
return 1;
}
//writes one object to the given file
namespace dsx {
static void write_object(const object &obj, short version, PHYSFS_File *f)
{
#if defined(DXX_BUILD_DESCENT_I)
(void)version;
#endif
PHYSFSX_writeU8(f, obj.type);
PHYSFSX_writeU8(f, obj.id);
PHYSFSX_writeU8(f, static_cast<uint8_t>(obj.control_source));
PHYSFSX_writeU8(f, static_cast<uint8_t>(obj.movement_source));
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.pos);
PHYSFSX_writeU8(f, obj.contains_type);
PHYSFSX_writeU8(f, obj.contains_id);
PHYSFSX_writeU8(f, obj.contains_count);
switch (obj.movement_source) {
case object::movement_type::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, 0); /* 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 object::movement_type::spinning:
PHYSFSX_writeVector(f, obj.mtype.spin_rate);
break;
case object::movement_type::None:
break;
default:
Int3();
}
switch (obj.control_source) {
case object::control_type::ai: {
PHYSFSX_writeU8(f, static_cast<uint8_t>(obj.ctype.ai_info.behavior));
range_for (auto &i, obj.ctype.ai_info.flags)
PHYSFSX_writeU8(f, 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 defined(DXX_BUILD_DESCENT_I)
PHYSFS_writeSLE16(f, segment_none);
PHYSFS_writeSLE16(f, segment_none);
#elif defined(DXX_BUILD_DESCENT_II)
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
}
#endif
break;
}
case object::control_type::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 object::control_type::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, static_cast<uint16_t>(obj.ctype.laser_info.parent_signature));
break;
case object::control_type::light:
PHYSFSX_writeFix(f, obj.ctype.light_info.intensity);
break;
case object::control_type::powerup:
#if defined(DXX_BUILD_DESCENT_I)
PHYSFS_writeSLE32(f, obj.ctype.powerup_info.count);
#elif defined(DXX_BUILD_DESCENT_II)
if (version >= 25)
PHYSFS_writeSLE32(f, obj.ctype.powerup_info.count);
#endif
break;
case object::control_type::None:
case object::control_type::flying:
case object::control_type::debris:
break;
case object::control_type::slew: //the player is generally saved as slew
break;
case object::control_type::cntrlcen:
break; //control center object.
case object::control_type::morph:
case object::control_type::repaircen:
case object::control_type::flythrough:
default:
Int3();
}
switch (obj.render_type) {
case RT_NONE:
break;
case RT_MORPH:
case RT_POLYOBJ: {
PHYSFS_writeSLE32(f, obj.rtype.pobj_info.model_num);
range_for (auto &i, obj.rtype.pobj_info.anim_angles)
PHYSFSX_writeAngleVec(f, 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
namespace dsx {
static void validate_segment_wall(const vcsegptridx_t seg, shared_side &side, const unsigned sidenum)
{
auto &rwn0 = side.wall_num;
const auto wn0 = rwn0;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vcwallptr = Walls.vcptr;
auto &w0 = *vcwallptr(wn0);
switch (w0.type)
{
case WALL_DOOR:
{
const auto connected_seg = seg->shared_segment::children[sidenum];
if (connected_seg == segment_none)
{
rwn0 = wall_none;
LevelError("segment %u side %u wall %u has no child segment; removing orphan wall.", seg.get_unchecked_index(), sidenum, wn0);
return;
}
const shared_segment &vcseg = *vcsegptr(connected_seg);
const unsigned connected_side = find_connect_side(seg, vcseg);
const auto wn1 = vcseg.sides[connected_side].wall_num;
if (wn1 == wall_none)
{
rwn0 = wall_none;
LevelError("segment %u side %u wall %u has child segment %u side %u, but no wall; removing orphan wall.", seg.get_unchecked_index(), sidenum, wn0, connected_seg, connected_side);
return;
}
}
break;
default:
break;
}
}
static int load_game_data(
#if defined(DXX_BUILD_DESCENT_II)
d_level_shared_destructible_light_state &LevelSharedDestructibleLightState,
#endif
fvmobjptridx &vmobjptridx, fvmsegptridx &vmsegptridx, PHYSFS_File *LoadFile)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
auto &WallAnims = GameSharedState.WallAnims;
auto &RobotCenters = LevelSharedRobotcenterState.RobotCenters;
const auto &vcsegptridx = vmsegptridx;
short game_top_fileinfo_version;
int object_offset;
unsigned gs_num_objects;
int trig_size;
//===================== READ FILE INFO ========================
// 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);
init_exploding_walls();
auto &Walls = LevelUniqueWallSubsystemState.Walls;
Walls.set_count(PHYSFSX_readInt(LoadFile));
PHYSFSX_fseek(LoadFile, 20, SEEK_CUR);
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
Triggers.set_count(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);
const unsigned Num_robot_centers = PHYSFSX_readInt(LoadFile);
LevelSharedRobotcenterState.Num_robot_centers = Num_robot_centers;
PHYSFSX_fseek(LoadFile, 4, SEEK_CUR);
#if defined(DXX_BUILD_DESCENT_I)
#elif defined(DXX_BUILD_DESCENT_II)
unsigned num_delta_lights;
unsigned Num_static_lights;
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;
}
#endif
if (game_top_fileinfo_version >= 31) //load mine filename
// read newline-terminated string, not sure what version this changed.
PHYSFSX_fgets(Current_level_name,LoadFile);
else if (game_top_fileinfo_version >= 14) { //load mine filename
// read null-terminated string
//must do read one char at a time, since no PHYSFSX_fgets()
for (auto p = Current_level_name.next().begin(); (*p = PHYSFSX_fgetc(LoadFile));)
{
if (++p == Current_level_name.line().end())
{
p[-1] = 0;
while (PHYSFSX_fgetc(LoadFile))
;
break;
}
}
}
else
Current_level_name.next()[0]=0;
savegame_pof_names_type Save_pof_names;
if (game_top_fileinfo_version >= 19) { //load pof names
const unsigned N_save_pof_names = PHYSFSX_readShort(LoadFile);
if (N_save_pof_names < MAX_POLYGON_MODELS)
PHYSFS_read(LoadFile,Save_pof_names,N_save_pof_names,FILENAME_LEN);
else
LevelError("Level contains bogus N_save_pof_names %#x; ignoring", N_save_pof_names);
}
//===================== 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" );
range_for (auto &i, partial_range(Objects, gs_num_objects))
{
const auto &&o = vmobjptr(&i);
read_object(o, LoadFile, game_top_fileinfo_version);
verify_object(Vclip, o, Save_pof_names);
}
}
//===================== READ WALL INFO ============================
auto &vmwallptr = Walls.vmptr;
range_for (const auto &&vw, vmwallptr)
{
auto &nw = *vw;
if (game_top_fileinfo_version >= 20)
wall_read(LoadFile, nw); // v20 walls and up.
else if (game_top_fileinfo_version >= 17) {
v19_wall w;
v19_wall_read(LoadFile, w);
nw.segnum = w.segnum;
nw.sidenum = w.sidenum;
nw.linked_wall = w.linked_wall;
nw.type = w.type;
nw.flags = w.flags & ~WALL_EXPLODING;
nw.hps = w.hps;
nw.trigger = w.trigger;
#if defined(DXX_BUILD_DESCENT_I)
nw.clip_num = convert_wclip(w.clip_num);
#elif defined(DXX_BUILD_DESCENT_II)
nw.clip_num = w.clip_num;
#endif
nw.keys = w.keys;
nw.state = WALL_DOOR_CLOSED;
} else {
v16_wall w;
v16_wall_read(LoadFile, w);
nw.segnum = segment_none;
nw.sidenum = nw.linked_wall = -1;
nw.type = w.type;
nw.flags = w.flags & ~WALL_EXPLODING;
nw.hps = w.hps;
nw.trigger = w.trigger;
#if defined(DXX_BUILD_DESCENT_I)
nw.clip_num = convert_wclip(w.clip_num);
#elif defined(DXX_BUILD_DESCENT_II)
nw.clip_num = w.clip_num;
#endif
nw.keys = w.keys;
}
}
//==================== READ TRIGGER INFO ==========================
auto &vmtrgptr = Triggers.vmptr;
range_for (const auto vt, vmtrgptr)
{
auto &i = *vt;
#if defined(DXX_BUILD_DESCENT_I)
if (game_top_fileinfo_version <= 25)
v25_trigger_read(LoadFile, &i);
else {
v26_trigger_read(LoadFile, i);
}
#elif defined(DXX_BUILD_DESCENT_II)
if (game_top_fileinfo_version < 31)
{
if (game_top_fileinfo_version < 30) {
v29_trigger_read_as_v31(LoadFile, i);
}
else
v30_trigger_read_as_v31(LoadFile, i);
}
else
trigger_read(&i, LoadFile);
#endif
}
//================ READ CONTROL CENTER TRIGGER INFO ===============
control_center_triggers_read(&ControlCenterTriggers, LoadFile);
//================ READ MATERIALOGRIFIZATIONATORS INFO ===============
range_for (auto &&e, enumerate(partial_range(RobotCenters, Num_robot_centers)))
{
const uint_fast32_t i = e.idx;
auto &r = e.value;
#if defined(DXX_BUILD_DESCENT_I)
matcen_info_read(LoadFile, r, game_top_fileinfo_version);
#elif defined(DXX_BUILD_DESCENT_II)
if (game_top_fileinfo_version < 27) {
d1_matcen_info_read(LoadFile, r);
}
else
matcen_info_read(LoadFile, r);
#endif
// Set links in RobotCenters to Station array
range_for (const shared_segment &seg, partial_const_range(Segments, Highest_segment_index + 1))
if (seg.special == SEGMENT_IS_ROBOTMAKER)
if (seg.matcen_num == i)
r.fuelcen_num = seg.station_idx;
}
#if defined(DXX_BUILD_DESCENT_II)
//================ READ DL_INDICES INFO ===============
{
auto &Dl_indices = LevelSharedDestructibleLightState.Dl_indices;
Dl_indices.set_count(Num_static_lights);
if (game_top_fileinfo_version < 29)
{
if (Num_static_lights)
throw std::logic_error("Static lights in old file");
}
else
{
const auto &&lr = partial_range(Dl_indices, Num_static_lights);
range_for (auto &i, lr)
dl_index_read(&i, LoadFile);
std::sort(lr.begin(), lr.end());
}
}
// Indicate that no light has been subtracted from any vertices.
clear_light_subtracted();
//================ READ DELTA LIGHT INFO ===============
if (game_top_fileinfo_version < 29) {
;
} else
{
auto &Delta_lights = LevelSharedDestructibleLightState.Delta_lights;
range_for (auto &i, partial_range(Delta_lights, num_delta_lights))
delta_light_read(&i, LoadFile);
}
#endif
//========================= UPDATE VARIABLES ======================
reset_objects(LevelUniqueObjectState, gs_num_objects);
range_for (auto &i, Objects)
{
if (i.type != OBJ_NONE) {
auto objsegnum = i.segnum;
if (objsegnum > Highest_segment_index) //bogus object
{
Warning("Object %p is in non-existent segment %i, highest=%i", &i, objsegnum, Highest_segment_index);
i.type = OBJ_NONE;
}
else {
obj_link_unchecked(Objects.vmptr, vmobjptridx(&i), vmsegptridx(objsegnum));
}
}
}
clear_transient_objects(1); //1 means clear proximity bombs
// Make sure non-transparent doors are set correctly.
range_for (auto &&i, vmsegptridx)
for (auto &&[sside, uside, side_idx] : zip(i->shared_segment::sides, i->unique_segment::sides, xrange(MAX_SIDES_PER_SEGMENT)))
{
if (sside.wall_num == wall_none)
continue;
auto &w = *vmwallptr(sside.wall_num);
if (w.clip_num != -1)
{
auto &wa = WallAnims[w.clip_num];
if (wa.flags & WCF_TMAP1)
{
uside.tmap_num = wa.frames[0];
uside.tmap_num2 = texture2_value();
}
}
validate_segment_wall(i, sside, side_idx);
}
auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors;
ActiveDoors.set_count(0);
//go through all walls, killing references to invalid triggers
range_for (const auto &&p, vmwallptr)
{
auto &w = *p;
if (w.trigger >= Triggers.get_count()) {
w.trigger = trigger_none; //kill trigger
}
}
#if DXX_USE_EDITOR
//go through all triggers, killing unused ones
{
const auto &&wr = make_range(vmwallptr);
for (uint_fast32_t i = 0;i < Triggers.get_count();) {
auto a = [i](const wall &w) { return w.trigger == i; };
// Find which wall this trigger is connected to.
auto w = std::find_if(wr.begin(), wr.end(), a);
if (w == wr.end())
{
remove_trigger_num(i);
}
else
i++;
}
}
#endif
// MK, 10/17/95: Make walls point back at the triggers that control them.
// Go through all triggers, stuffing controlling_trigger field in Walls.
{
#if defined(DXX_BUILD_DESCENT_II)
range_for (const auto &&w, vmwallptr)
w->controlling_trigger = -1;
#endif
auto &vctrgptridx = Triggers.vcptridx;
range_for (const auto &&t, vctrgptridx)
{
auto &tr = *t;
for (unsigned l = 0; l < tr.num_links; ++l)
{
//check to see that if a trigger requires a wall that it has one,
//and if it requires a matcen that it has one
const auto seg_num = tr.seg[l];
if (trigger_is_matcen(tr))
{
if (Segments[seg_num].special != SEGMENT_IS_ROBOTMAKER)
con_printf(CON_URGENT, "matcen %u triggers non-matcen segment %hu", t.get_unchecked_index(), seg_num);
}
#if defined(DXX_BUILD_DESCENT_II)
else if (tr.type != trigger_action::light_off && tr.type != trigger_action::light_on)
{ //light triggers don't require walls
const auto side_num = tr.side[l];
auto wall_num = vmsegptr(seg_num)->shared_segment::sides[side_num].wall_num;
if (const auto &&uwall = vmwallptr.check_untrusted(wall_num))
(*uwall)->controlling_trigger = t;
else
{
LevelError("trigger %u link %u type %u references segment %hu, side %u which is an invalid wall; ignoring.", static_cast<trgnum_t>(t), l, static_cast<unsigned>(tr.type), seg_num, side_num);
}
}
#endif
}
}
}
//fix old wall structs
if (game_top_fileinfo_version < 17) {
range_for (const auto &&segp, vcsegptridx)
{
range_for (const int sidenum, xrange(6u))
{
const auto wallnum = segp->shared_segment::sides[sidenum].wall_num;
if (wallnum != wall_none)
{
auto &w = *vmwallptr(wallnum);
w.segnum = segp;
w.sidenum = sidenum;
}
}
}
}
fix_object_segs();
if (game_top_fileinfo_version < GAME_VERSION
#if defined(DXX_BUILD_DESCENT_II)
&& !(game_top_fileinfo_version == 25 && GAME_VERSION == 26)
#endif
)
return 1; //means old version
else
return 0;
}
}
// ----------------------------------------------------------------------------
#if defined(DXX_BUILD_DESCENT_I)
#define LEVEL_FILE_VERSION 1
#elif defined(DXX_BUILD_DESCENT_II)
#define LEVEL_FILE_VERSION 8
#endif
//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
const char *Level_being_loaded=NULL;
#endif
#if defined(DXX_BUILD_DESCENT_II)
int no_old_level_file_error=0;
#endif
//loads a level (.LVL) file from disk
//returns 0 if success, else error code
namespace dsx {
int load_level(
#if defined(DXX_BUILD_DESCENT_II)
d_level_shared_destructible_light_state &LevelSharedDestructibleLightState,
#endif
const char * filename_passed)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Objects = LevelUniqueObjectState.Objects;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vmobjptridx = Objects.vmptridx;
#if DXX_USE_EDITOR
int use_compiled_level=1;
#endif
char filename[PATH_MAX];
int sig, minedata_offset, gamedata_offset;
int mine_err, game_err;
#ifndef RELEASE
Level_being_loaded = filename_passed;
#endif
strcpy(filename,filename_passed);
#if DXX_USE_EDITOR
//if we have the editor, try the LVL first, no matter what was passed.
//if we don't have an LVL, try what was passed or RL2
//if we don't have the editor, we just use what was passed
change_filename_extension(filename,filename_passed,".lvl");
use_compiled_level = 0;
if (!PHYSFSX_exists(filename,1))
{
const char *p = strrchr(filename_passed, '.');
if (d_stricmp(p, ".lvl"))
strcpy(filename, filename_passed); // set to what was passed
else
change_filename_extension(filename, filename, "." DXX_LEVEL_FILE_EXTENSION);
use_compiled_level = 1;
}
#endif
auto LoadFile = PHYSFSX_openReadBuffered(filename);
if (!LoadFile)
{
snprintf(filename, sizeof(filename), "%.*s%s", DXX_ptrdiff_cast_int(std::distance(Current_mission->path.cbegin(), Current_mission->filename)), Current_mission->path.c_str(), filename_passed);
LoadFile = PHYSFSX_openReadBuffered(filename);
}
if (!LoadFile) {
#if DXX_USE_EDITOR
return 1;
#else
Error("Can't open file <%s>\n",filename);
#endif
}
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 < 5)
PHYSFSX_readInt(LoadFile); //was hostagetext_offset
init_exploding_walls();
#if defined(DXX_BUILD_DESCENT_II)
if (Gamesave_current_version >= 8) { //read dummy data
PHYSFSX_readInt(LoadFile);
PHYSFSX_readShort(LoadFile);
PHYSFSX_readByte(LoadFile);
}
if (Gamesave_current_version > 1)
PHYSFSX_fgets(Current_level_palette,LoadFile);
if (Gamesave_current_version <= 1 || Current_level_palette[0]==0) // descent 1 level
strcpy(Current_level_palette.next().data(), DEFAULT_LEVEL_PALETTE);
if (Gamesave_current_version >= 3)
LevelSharedControlCenterState.Base_control_center_explosion_time = PHYSFSX_readInt(LoadFile);
else
LevelSharedControlCenterState.Base_control_center_explosion_time = DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
if (Gamesave_current_version >= 4)
LevelSharedControlCenterState.Reactor_strength = PHYSFSX_readInt(LoadFile);
else
LevelSharedControlCenterState.Reactor_strength = -1; //use old defaults
if (Gamesave_current_version >= 7) {
Flickering_light_state.Num_flickering_lights = PHYSFSX_readInt(LoadFile);
range_for (auto &i, partial_range(Flickering_light_state.Flickering_lights, Flickering_light_state.Num_flickering_lights))
flickering_light_read(i, LoadFile);
}
else
Flickering_light_state.Num_flickering_lights = 0;
{
auto &Secret_return_orient = LevelSharedSegmentState.Secret_return_orient;
if (Gamesave_current_version < 6) {
LevelSharedSegmentState.Secret_return_segment = segment_first;
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 {
LevelSharedSegmentState.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);
}
}
#endif
PHYSFSX_fseek(LoadFile,minedata_offset,SEEK_SET);
#if DXX_USE_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, filename);
/* !!!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.
*/
auto &vmvertptr = Vertices.vmptr;
if (Current_mission && !d_stricmp("Descent: First Strike",Current_mission_longname) && !d_stricmp("level19.rdl",filename) && PHYSFS_fileLength(LoadFile) == 136706)
vmvertptr(1905u)->z = -385 * F1_0;
#if defined(DXX_BUILD_DESCENT_II)
/* !!!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))
{
shared_segment &s104 = *vmsegptr(vmsegidx_t(104));
auto &s104v0 = *vmvertptr(s104.verts[0]);
auto &s104s1 = s104.sides[1];
auto &s104s1n0 = s104s1.normals[0];
auto &s104s1n1 = s104s1.normals[1];
auto &s104s2 = s104.sides[2];
auto &s104s2n0 = s104s2.normals[0];
auto &s104s2n1 = s104s2.normals[1];
if (
(s104v0.x == -53990800 && s104v0.y == -59927741 && s104v0.z == 23034584) &&
(s104s1n0.x == 56775 && s104s1n0.y == -27796 && s104s1n0.z == -17288 && s104s1n1.x == 50157 && s104s1n1.y == -34561 && s104s1n1.z == -24180) &&
(s104s2n0.x == 60867 && s104s2n0.y == -19485 && s104s2n0.z == -14507 && s104s2n1.x == 55485 && s104s2n1.y == -29668 && s104s2n1.z == -18332)
)
{
s104v0.x = -53859726;
s104v0.y = -59927743;
s104v0.z = 23034586;
s104s1n0.x = 56123;
s104s1n0.y = -27725;
s104s1n0.z = -19401;
s104s1n1.x = 49910;
s104s1n1.y = -33946;
s104s1n1.z = -25525;
s104s2n0.x = 60903;
s104s2n0.y = -18371;
s104s2n0.z = -15753;
s104s2n1.x = 57004;
s104s2n1.y = -26385;
s104s2n1.z = -18688;
// I feel so dirty now ...
}
}
#endif
if (mine_err == -1) { //error!!
return 2;
}
PHYSFSX_fseek(LoadFile,gamedata_offset,SEEK_SET);
game_err = load_game_data(
#if defined(DXX_BUILD_DESCENT_II)
LevelSharedDestructibleLightState,
#endif
vmobjptridx, vmsegptridx, LoadFile);
if (game_err == -1) { //error!!
return 3;
}
//======================== CLOSE FILE =============================
LoadFile.reset();
#if defined(DXX_BUILD_DESCENT_II)
set_ambient_sound_flags();
#endif
#if DXX_USE_EDITOR
#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) {
gr_palette_load(gr_palette);
if (nm_messagebox( NULL, 2, "Don't Save", "Save", "You just loaded a old version level. Would\n"
"you like to save it as a current version level?")==1)
save_level(filename);
}
#elif defined(DXX_BUILD_DESCENT_II)
//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
#endif
#if DXX_USE_EDITOR
if (EditorWindow)
editor_status_fmt("Loaded NEW mine %s, \"%s\"", filename, static_cast<const char *>(Current_level_name));
#endif
#ifdef NDEBUG
if (!PLAYING_BUILTIN_MISSION)
#endif
if (check_segment_connections())
{
#ifndef NDEBUG
nm_messagebox( "ERROR", 1, "Ok",
"Connectivity errors detected in\n"
"mine. See monochrome screen for\n"
"details, and contact Matt or Mike." );
#endif
}
#if defined(DXX_BUILD_DESCENT_II)
compute_slide_segs();
#endif
return 0;
}
}
#if DXX_USE_EDITOR
int get_level_name()
{
std::array<newmenu_item, 2> m{{
nm_item_text("Please enter a name for this mine:"),
nm_item_input(Current_level_name.next()),
}};
return newmenu_do( NULL, "Enter mine name", m, unused_newmenu_subfunction, unused_newmenu_userdata ) >= 0;
}
#endif
#if DXX_USE_EDITOR
// --------------------------------------------------------------------------------------
// Create a new mine, set global variables.
namespace dsx {
int create_new_mine(void)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
vms_matrix m1 = IDENTITY_MATRIX;
// initialize_mine_arrays();
// gamestate_not_restored = 1;
// Clear refueling center code
fuelcen_reset();
init_all_vertices();
Current_level_num = 1; // make level 1 (for now)
Current_level_name.next()[0] = 0;
#if defined(DXX_BUILD_DESCENT_I)
Gamesave_current_version = LEVEL_FILE_VERSION;
#elif defined(DXX_BUILD_DESCENT_II)
Gamesave_current_version = GAME_VERSION;
strcpy(Current_level_palette.next().data(), DEFAULT_LEVEL_PALETTE);
#endif
Cur_object_index = -1;
reset_objects(LevelUniqueObjectState, 1); //just one object, the player
num_groups = 0;
current_group = -1;
LevelSharedVertexState.Num_vertices = 0; // Number of vertices in global array.
Vertices.set_count(1);
LevelSharedSegmentState.Num_segments = 0; // Number of segments in global array, will get increased in med_create_segment
Segments.set_count(1);
Cursegp = imsegptridx(segment_first); // Say current segment is the only segment.
Curside = WBACK; // The active side is the back side
Markedsegp = segment_none; // Say there is no marked segment.
Markedside = WBACK; // Shouldn't matter since Markedsegp == 0, but just in case...
for (int s=0;s<MAX_GROUPS+1;s++) {
GroupList[s].clear();
Groupsegp[s] = NULL;
Groupside[s] = 0;
}
LevelSharedRobotcenterState.Num_robot_centers = 0;
auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors;
ActiveDoors.set_count(0);
wall_init();
trigger_init();
// Create New_segment, which is the segment we will be adding at each instance.
med_create_new_segment({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(vmsegptridx(segment_first), 0, 0, 0, DEFAULT_X_SIZE, DEFAULT_Y_SIZE, DEFAULT_Z_SIZE, m1);
Found_segs.clear();
Selected_segs.clear();
Warning_segs.clear();
//--repair-- create_local_segment_data();
ControlCenterTriggers.num_links = 0;
create_new_mission();
//editor_status("New mine created.");
return 0; // say no error
}
}
int Errors_in_mine;
namespace dsx {
// -----------------------------------------------------------------------------
#if defined(DXX_BUILD_DESCENT_II)
static unsigned compute_num_delta_light_records(fvcdlindexptr &vcdlindexptr)
{
unsigned total = 0;
range_for (const auto &&i, vcdlindexptr)
total += i->count;
return total;
}
#endif
// -----------------------------------------------------------------------------
// Save game
static int save_game_data(
#if defined(DXX_BUILD_DESCENT_II)
const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState,
#endif
PHYSFS_File *SaveFile)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
auto &RobotCenters = LevelSharedRobotcenterState.RobotCenters;
#if defined(DXX_BUILD_DESCENT_I)
short game_top_fileinfo_version = Gamesave_current_version >= 5 ? 31 : GAME_VERSION;
#elif defined(DXX_BUILD_DESCENT_II)
short game_top_fileinfo_version = Gamesave_current_version >= 5 ? 31 : 25;
int dl_indices_offset=0, delta_light_offset=0;
#endif
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;
//===================== SAVE FILE INFO ========================
PHYSFS_writeSLE16(SaveFile, 0x6705); // signature
PHYSFS_writeSLE16(SaveFile, game_top_fileinfo_version);
PHYSFS_writeSLE32(SaveFile, 0);
PHYSFS_write(SaveFile, Current_level_name.line(), 15, 1);
PHYSFS_writeSLE32(SaveFile, Current_level_num);
offset_offset = PHYSFS_tell(SaveFile); // write the offsets later
PHYSFS_writeSLE32(SaveFile, -1);
PHYSFS_writeSLE32(SaveFile, 0);
#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);
auto &Walls = LevelUniqueWallSubsystemState.Walls;
WRITE_HEADER_ENTRY(wall, Walls.get_count());
auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors;
WRITE_HEADER_ENTRY(active_door, ActiveDoors.get_count());
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
WRITE_HEADER_ENTRY(trigger, Triggers.get_count());
WRITE_HEADER_ENTRY(0, 0); // links (removed by Parallax)
WRITE_HEADER_ENTRY(control_center_triggers, 1);
const auto Num_robot_centers = LevelSharedRobotcenterState.Num_robot_centers;
WRITE_HEADER_ENTRY(matcen_info, Num_robot_centers);
#if defined(DXX_BUILD_DESCENT_II)
unsigned num_delta_lights = 0;
if (game_top_fileinfo_version >= 29)
{
auto &Dl_indices = LevelSharedDestructibleLightState.Dl_indices;
const unsigned Num_static_lights = Dl_indices.get_count();
WRITE_HEADER_ENTRY(dl_index, Num_static_lights);
WRITE_HEADER_ENTRY(delta_light, num_delta_lights = compute_num_delta_light_records(Dl_indices.vcptr));
}
// Write the mine name
if (game_top_fileinfo_version >= 31)
#endif
PHYSFSX_printf(SaveFile, "%s\n", static_cast<const char *>(Current_level_name));
#if defined(DXX_BUILD_DESCENT_II)
else if (game_top_fileinfo_version >= 14)
PHYSFSX_writeString(SaveFile, Current_level_name);
if (game_top_fileinfo_version >= 19)
#endif
{
const auto N_polygon_models = LevelSharedPolygonModelState.N_polygon_models;
PHYSFS_writeSLE16(SaveFile, N_polygon_models);
range_for (auto &i, partial_const_range(LevelSharedPolygonModelState.Pof_names, N_polygon_models))
PHYSFS_write(SaveFile, &i, sizeof(i), 1);
}
//==================== SAVE PLAYER INFO ===========================
player_offset = PHYSFS_tell(SaveFile);
//==================== SAVE OBJECT INFO ===========================
object_offset = PHYSFS_tell(SaveFile);
range_for (const auto &&objp, vcobjptr)
{
write_object(objp, game_top_fileinfo_version, SaveFile);
}
//==================== SAVE WALL INFO =============================
walls_offset = PHYSFS_tell(SaveFile);
auto &vcwallptr = Walls.vcptr;
range_for (const auto &&w, vcwallptr)
wall_write(SaveFile, *w, game_top_fileinfo_version);
//==================== SAVE TRIGGER INFO =============================
triggers_offset = PHYSFS_tell(SaveFile);
auto &vctrgptr = Triggers.vcptr;
range_for (const auto vt, vctrgptr)
{
auto &t = *vt;
if (game_top_fileinfo_version <= 29)
v29_trigger_write(SaveFile, t);
else if (game_top_fileinfo_version <= 30)
v30_trigger_write(SaveFile, t);
else if (game_top_fileinfo_version >= 31)
v31_trigger_write(SaveFile, t);
}
//================ 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);
range_for (auto &r, partial_const_range(RobotCenters, Num_robot_centers))
matcen_info_write(SaveFile, r, game_top_fileinfo_version);
//================ SAVE DELTA LIGHT INFO ===============
#if defined(DXX_BUILD_DESCENT_II)
if (game_top_fileinfo_version >= 29)
{
dl_indices_offset = PHYSFS_tell(SaveFile);
auto &Dl_indices = LevelSharedDestructibleLightState.Dl_indices;
range_for (const auto &&i, Dl_indices.vcptr)
dl_index_write(i, SaveFile);
delta_light_offset = PHYSFS_tell(SaveFile);
auto &Delta_lights = LevelSharedDestructibleLightState.Delta_lights;
range_for (auto &i, partial_const_range(Delta_lights, num_delta_lights))
delta_light_write(&i, SaveFile);
}
#endif
//============= 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 defined(DXX_BUILD_DESCENT_II)
if (game_top_fileinfo_version >= 29)
{
WRITE_OFFSET(dl_indices, 3);
WRITE_OFFSET(delta_light, 0);
}
#endif
// Go back to end of data
PHYSFS_seek(SaveFile, end_offset);
return 0;
}
// -----------------------------------------------------------------------------
// Save game
static int save_level_sub(
#if defined(DXX_BUILD_DESCENT_II)
const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState,
#endif
fvmobjptridx &vmobjptridx, const char *const filename)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Objects = LevelUniqueObjectState.Objects;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vmobjptr = Objects.vmptr;
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)) {
gr_palette_load(gr_palette);
if (nm_messagebox( NULL, 2, "Cancel Save", "Save", "Warning: %i errors in this mine!\n", Errors_in_mine )!=1) {
return 1;
}
}
}
// change_filename_extension(temp_filename,filename,".LVL");
}
// else
{
#if defined(DXX_BUILD_DESCENT_II)
if (Gamesave_current_version > 3)
change_filename_extension(temp_filename, filename, "." D2X_LEVEL_FILE_EXTENSION);
else
#endif
change_filename_extension(temp_filename, filename, "." D1X_LEVEL_FILE_EXTENSION);
}
auto SaveFile = PHYSFSX_openWriteBuffered(temp_filename);
if (!SaveFile)
{
gr_palette_load(gr_palette);
nm_messagebox( NULL, 1, "Ok", "ERROR: Cannot write to '%s'.", temp_filename);
return 1;
}
if (Current_level_name[0] == 0)
strcpy(Current_level_name.next().data(),"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
{
const auto &&plr = vmobjptridx(vcplayerptr(0u)->objnum);
if (update_object_seg(vmobjptr, LevelSharedSegmentState, LevelUniqueSegmentState, plr) == 0)
{
if (plr->segnum > Highest_segment_index)
plr->segnum = segment_first;
auto &vcvertptr = Vertices.vcptr;
compute_segment_center(vcvertptr, plr->pos, vcsegptr(plr->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);
#if defined(DXX_BUILD_DESCENT_I)
int hostagetext_offset = 0;
PHYSFS_writeSLE32(SaveFile, hostagetext_offset);
#endif
//Now write the damn data
#if defined(DXX_BUILD_DESCENT_II)
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", static_cast<const char *>(Current_level_palette));
if (Gamesave_current_version >= 3)
PHYSFS_writeSLE32(SaveFile, LevelSharedControlCenterState.Base_control_center_explosion_time);
if (Gamesave_current_version >= 4)
PHYSFS_writeSLE32(SaveFile, LevelSharedControlCenterState.Reactor_strength);
if (Gamesave_current_version >= 7)
{
const auto Num_flickering_lights = Flickering_light_state.Num_flickering_lights;
PHYSFS_writeSLE32(SaveFile, Num_flickering_lights);
range_for (auto &i, partial_const_range(Flickering_light_state.Flickering_lights, Num_flickering_lights))
flickering_light_write(i, SaveFile);
}
if (Gamesave_current_version >= 6)
{
PHYSFS_writeSLE32(SaveFile, LevelSharedSegmentState.Secret_return_segment);
auto &Secret_return_orient = LevelSharedSegmentState.Secret_return_orient;
PHYSFSX_writeVector(SaveFile, Secret_return_orient.rvec);
PHYSFSX_writeVector(SaveFile, Secret_return_orient.fvec);
PHYSFSX_writeVector(SaveFile, Secret_return_orient.uvec);
}
#endif
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(
#if defined(DXX_BUILD_DESCENT_II)
LevelSharedDestructibleLightState,
#endif
SaveFile);
#if defined(DXX_BUILD_DESCENT_I)
hostagetext_offset = PHYSFS_tell(SaveFile);
#endif
PHYSFS_seek(SaveFile, sizeof(int) + sizeof(Gamesave_current_version));
PHYSFS_writeSLE32(SaveFile, minedata_offset);
PHYSFS_writeSLE32(SaveFile, gamedata_offset);
#if defined(DXX_BUILD_DESCENT_I)
PHYSFS_writeSLE32(SaveFile, hostagetext_offset);
#elif defined(DXX_BUILD_DESCENT_II)
if (Gamesave_current_version < 5)
PHYSFS_writeSLE32(SaveFile, PHYSFS_fileLength(SaveFile));
#endif
//==================== CLOSE THE FILE =============================
// if ( !compiled_version )
{
if (EditorWindow)
editor_status_fmt("Saved mine %s, \"%s\"", filename, static_cast<const char *>(Current_level_name));
}
return 0;
}
int save_level(
#if defined(DXX_BUILD_DESCENT_II)
const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState,
#endif
const char * filename)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptridx = Objects.vmptridx;
int r1;
// Save compiled version...
r1 = save_level_sub(
#if defined(DXX_BUILD_DESCENT_II)
LevelSharedDestructibleLightState,
#endif
vmobjptridx, filename);
return r1;
}
}
#endif //EDITOR