dxx-rebirth/d2x-rebirth/main/gamesave.c

1908 lines
50 KiB
C

/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Save game information
*
*/
#include <stdio.h>
#include <string.h>
#include "pstypes.h"
#include "strutil.h"
#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;i<N_polygon_models;i++)
if (!d_stricmp(Pof_names[i],name)) { //found it!
obj->rtype.pobj_info.model_num = i;
break;
}
}
}
if ( obj->type == OBJ_POWERUP ) {
if ( obj->id >= N_powerup_types ) {
obj->id = 0;
Assert( obj->render_type != RT_POLYOBJ );
}
obj->control_type = CT_POWERUP;
obj->size = Powerup_info[obj->id].size;
obj->ctype.powerup_info.creation_time = 0;
#ifdef NETWORK
#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;i<MAX_AI_FLAGS;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 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;i<MAX_SUBMODELS;i++)
PHYSFSX_readAngleVec(&obj->rtype.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<game_fileinfo.doors_howmany;i++) {
if (game_top_fileinfo_version >= 20)
active_door_read(&ActiveDoors[i], LoadFile); // version 20 and up
else {
v19_door d;
int p;
v19_door_read(&d, LoadFile);
ActiveDoors[i].n_parts = d.n_parts;
for (p=0;p<d.n_parts;p++) {
int cseg,cside;
cseg = Segments[d.seg[p]].children[d.side[p]];
cside = find_connect_side(&Segments[d.seg[p]],&Segments[cseg]);
ActiveDoors[i].front_wallnum[p] = Segments[d.seg[p]].sides[d.side[p]].wall_num;
ActiveDoors[i].back_wallnum[p] = Segments[cseg].sides[cside].wall_num;
}
}
}
}
}
#endif // 0
//==================== READ TRIGGER INFO ==========================
for (i = 0; i < Num_triggers; i++)
{
if (game_top_fileinfo_version < 31)
{
v30_trigger trig;
int t,type;
int flags = 0;
type=0;
if (game_top_fileinfo_version < 30) {
v29_trigger trig29;
int t;
v29_trigger_read(&trig29, LoadFile);
trig.flags = trig29.flags;
trig.num_links = trig29.num_links;
trig.num_links = trig29.num_links;
trig.value = trig29.value;
trig.time = trig29.time;
for (t=0;t<trig.num_links;t++) {
trig.seg[t] = trig29.seg[t];
trig.side[t] = trig29.side[t];
}
}
else
v30_trigger_read(&trig, LoadFile);
//Assert(trig.flags & TRIGGER_ON);
trig.flags &= ~TRIGGER_ON;
if (trig.flags & TRIGGER_CONTROL_DOORS)
type = TT_OPEN_DOOR;
else if (trig.flags & TRIGGER_SHIELD_DAMAGE)
Int3();
else if (trig.flags & TRIGGER_ENERGY_DRAIN)
Int3();
else if (trig.flags & TRIGGER_EXIT)
type = TT_EXIT;
//else if (trig.flags & TRIGGER_ONE_SHOT)
// Int3();
else if (trig.flags & TRIGGER_MATCEN)
type = TT_MATCEN;
else if (trig.flags & TRIGGER_ILLUSION_OFF)
type = TT_ILLUSION_OFF;
else if (trig.flags & TRIGGER_SECRET_EXIT)
type = TT_SECRET_EXIT;
else if (trig.flags & TRIGGER_ILLUSION_ON)
type = TT_ILLUSION_ON;
else if (trig.flags & TRIGGER_UNLOCK_DOORS)
type = TT_UNLOCK_DOOR;
else if (trig.flags & TRIGGER_OPEN_WALL)
type = TT_OPEN_WALL;
else if (trig.flags & TRIGGER_CLOSE_WALL)
type = TT_CLOSE_WALL;
else if (trig.flags & TRIGGER_ILLUSORY_WALL)
type = TT_ILLUSORY_WALL;
else
Int3();
if (trig.flags & TRIGGER_ONE_SHOT)
flags = TF_ONE_SHOT;
Triggers[i].type = type;
Triggers[i].flags = flags;
Triggers[i].num_links = trig.num_links;
Triggers[i].num_links = trig.num_links;
Triggers[i].value = trig.value;
Triggers[i].time = trig.time;
for (t=0;t<trig.num_links;t++) {
Triggers[i].seg[t] = trig.seg[t];
Triggers[i].side[t] = trig.side[t];
}
}
else
trigger_read(&Triggers[i], LoadFile);
}
//================ READ CONTROL CENTER TRIGGER INFO ===============
control_center_triggers_read_n(&ControlCenterTriggers, 1, LoadFile);
//================ READ MATERIALOGRIFIZATIONATORS INFO ===============
for (i = 0; i < Num_robot_centers; i++) {
if (game_top_fileinfo_version < 27) {
d1_matcen_info m;
d1_matcen_info_read(&m, LoadFile);
RobotCenters[i].robot_flags[0] = m.robot_flags[0];
RobotCenters[i].robot_flags[1] = 0;
RobotCenters[i].hit_points = m.hit_points;
RobotCenters[i].interval = m.interval;
RobotCenters[i].segnum = m.segnum;
RobotCenters[i].fuelcen_num = m.fuelcen_num;
}
else
matcen_info_read(&RobotCenters[i], LoadFile);
// Set links in RobotCenters to Station array
for (j = 0; j <= Highest_segment_index; j++)
if (Segment2s[j].special == SEGMENT_IS_ROBOTMAKER)
if (Segment2s[j].matcen_num == i)
RobotCenters[i].fuelcen_num = Segment2s[j].value;
}
//================ READ DL_INDICES INFO ===============
for (i = 0; i < Num_static_lights; i++) {
if (game_top_fileinfo_version < 29) {
Int3(); //shouldn't be here!!!
} else
dl_index_read(&Dl_indices[i], LoadFile);
}
// Indicate that no light has been subtracted from any vertices.
clear_light_subtracted();
//================ READ DELTA LIGHT INFO ===============
for (i = 0; i < num_delta_lights; i++) {
if (game_top_fileinfo_version < 29) {
;
} else
delta_light_read(&Delta_lights[i], LoadFile);
}
//========================= UPDATE VARIABLES ======================
reset_objects(gs_num_objects);
for (i=0; i<MAX_OBJECTS; i++) {
Objects[i].next = Objects[i].prev = -1;
if (Objects[i].type != OBJ_NONE) {
int objsegnum = Objects[i].segnum;
if (objsegnum > Highest_segment_index) //bogus object
Objects[i].type = OBJ_NONE;
else {
Objects[i].segnum = -1; //avoid Assert()
obj_link(i,objsegnum);
}
}
}
clear_transient_objects(1); //1 means clear proximity bombs
// Make sure non-transparent doors are set correctly.
for (i=0; i< Num_segments; i++)
for (j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
side *sidep = &Segments[i].sides[j];
if ((sidep->wall_num != -1) && (Walls[sidep->wall_num].clip_num != -1)) {
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_walls;i++)
if (Walls[i].trigger >= Num_triggers) {
Walls[i].trigger = -1; //kill trigger
}
//go through all triggers, killing unused ones
for (i=0;i<Num_triggers;) {
int w;
// Find which wall this trigger is connected to.
for (w=0; w<Num_walls; w++)
if (Walls[w].trigger == i)
break;
#ifdef EDITOR
if (w == Num_walls) {
remove_trigger_num(i);
}
else
#endif
i++;
}
// MK, 10/17/95: Make walls point back at the triggers that control them.
// Go through all triggers, stuffing controlling_trigger field in Walls.
{
int t;
for (i=0; i<Num_walls; i++)
Walls[i].controlling_trigger = -1;
for (t=0; t<Num_triggers; t++) {
int l;
for (l=0; l<Triggers[t].num_links; l++) {
int seg_num, side_num, wall_num;
seg_num = Triggers[t].seg[l];
side_num = Triggers[t].side[l];
wall_num = Segments[seg_num].sides[side_num].wall_num;
//check to see that if a trigger requires a wall that it has one,
//and if it requires a matcen that it has one
if (Triggers[t].type == TT_MATCEN) {
if (Segment2s[seg_num].special != SEGMENT_IS_ROBOTMAKER)
Int3(); //matcen trigger doesn't point to matcen
}
else if (Triggers[t].type != TT_LIGHT_OFF && Triggers[t].type != TT_LIGHT_ON) { //light triggers don't require walls
if (wall_num == -1)
Int3(); // This is illegal. This trigger requires a wall
else
Walls[wall_num].controlling_trigger = t;
}
}
}
}
//fix old wall structs
if (game_top_fileinfo_version < 17) {
int segnum,sidenum,wallnum;
for (segnum=0; segnum<=Highest_segment_index; segnum++)
for (sidenum=0;sidenum<6;sidenum++)
if ((wallnum=Segments[segnum].sides[sidenum].wall_num) != -1) {
Walls[wallnum].segnum = segnum;
Walls[wallnum].sidenum = sidenum;
}
}
#ifndef NDEBUG
{
int sidenum;
for (sidenum=0; sidenum<6; sidenum++) {
int wallnum = Segments[Highest_segment_index].sides[sidenum].wall_num;
if (wallnum != -1)
if ((Walls[wallnum].segnum != Highest_segment_index) || (Walls[wallnum].sidenum != sidenum))
Int3(); // Error. Bogus walls in this segment.
// Consult Yuan or Mike.
}
}
#endif
//create_local_segment_data();
fix_object_segs();
#ifndef NDEBUG
dump_mine_info();
#endif
if (game_top_fileinfo_version < GAME_VERSION
&& !(game_top_fileinfo_version == 25 && GAME_VERSION == 26))
return 1; //means old version
else
return 0;
}
int check_segment_connections(void);
extern void set_ambient_sound_flags(void);
// ----------------------------------------------------------------------------
#define LEVEL_FILE_VERSION 8
//1 -> 2 add palette name
//2 -> 3 add control center explosion time
//3 -> 4 add reactor strength
//4 -> 5 killed hostage text stuff
//5 -> 6 added Secret_return_segment and Secret_return_orient
//6 -> 7 added flickering lights
//7 -> 8 made version 8 to be not compatible with D2 1.0 & 1.1
#ifndef RELEASE
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<MAX_POWERUP_TYPES;i++)
{
MaxPowerupsAllowed[i]=0;
PowerupsInMine[i]=0;
}
}
#endif
#ifdef COMPACT_SEGS
ncache_flush();
#endif
#ifndef RELEASE
Level_being_loaded = filename_passed;
#endif
strcpy(filename,filename_passed);
#ifdef EDITOR
//if we have the editor, try the LVL first, no matter what was passed.
//if we don't have an LVL, try what was passed or RL2
//if we don't have the editor, we just use what was passed
change_filename_extension(filename,filename_passed,".lvl");
use_compiled_level = 0;
if (!PHYSFSX_exists(filename,1))
{
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, ".rl2");
use_compiled_level = 1;
}
#endif
if (!PHYSFSX_exists(filename,1))
sprintf(filename,"%s%s",MISSION_DIR,filename_passed);
LoadFile = PHYSFSX_openReadBuffered( filename );
if (!LoadFile) {
#ifdef EDITOR
return 1;
#else
Error("Can't open file <%s>\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_fmt("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<MAX_GROUPS+1;s++) {
GroupList[s].num_segments = 0;
GroupList[s].num_vertices = 0;
Groupsegp[s] = NULL;
Groupside[s] = 0;
}
Num_robot_centers = 0;
Num_open_doors = 0;
wall_init();
trigger_init();
// Create New_segment, which is the segment we will be adding at each instance.
med_create_new_segment(vm_vec_make(&sizevec,DEFAULT_X_SIZE,DEFAULT_Y_SIZE,DEFAULT_Z_SIZE)); // New_segment = Segments[0];
// med_create_segment(Segments,0,0,0,DEFAULT_X_SIZE,DEFAULT_Y_SIZE,DEFAULT_Z_SIZE,vm_mat_make(&m1,F1_0,0,0,0,F1_0,0,0,0,F1_0));
med_create_segment(Segments,0,0,0,DEFAULT_X_SIZE,DEFAULT_Y_SIZE,DEFAULT_Z_SIZE,&m1);
N_found_segs = 0;
N_selected_segs = 0;
N_warning_segs = 0;
//--repair-- create_local_segment_data();
ControlCenterTriggers.num_links = 0;
create_new_mission();
//editor_status("New mine created.");
return 0; // say no error
}
int Errors_in_mine;
// -----------------------------------------------------------------------------
int compute_num_delta_light_records(void)
{
int i;
int total = 0;
for (i=0; i<Num_static_lights; i++) {
total += Dl_indices[i].count;
}
return total;
}
// -----------------------------------------------------------------------------
// Save game
int save_game_data(PHYSFS_file *SaveFile)
{
short game_top_fileinfo_version = Gamesave_current_version >= 5 ? 31 : 25;
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];
snprintf( ErrorMessage, sizeof(ErrorMessage), "ERROR: Cannot write to '%s'.", temp_filename);
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_fmt("Saved mine %s, \"%s\"",filename,Current_level_name);
}
return 0;
}
#if 0 //dunno - 3rd party stuff?
extern void compress_uv_coordinates_all(void);
#endif
int save_level(char * filename)
{
int r1;
// Save normal version...
//save_level_sub(filename, 0); // just save compiled one
// Save compiled version...
r1 = save_level_sub(filename, 1);
return r1;
}
#endif //EDITOR
#ifndef NDEBUG
void dump_mine_info(void)
{
int segnum, sidenum;
fix min_u, max_u, min_v, max_v, min_l, max_l, max_sl;
min_u = F1_0*1000;
min_v = min_u;
min_l = min_u;
max_u = -min_u;
max_v = max_u;
max_l = max_u;
max_sl = 0;
for (segnum=0; segnum<=Highest_segment_index; segnum++) {
for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
int vertnum;
side *sidep = &Segments[segnum].sides[sidenum];
if (Segment2s[segnum].static_light > max_sl)
max_sl = Segment2s[segnum].static_light;
for (vertnum=0; vertnum<4; vertnum++) {
if (sidep->uvls[vertnum].u < min_u)
min_u = sidep->uvls[vertnum].u;
else if (sidep->uvls[vertnum].u > max_u)
max_u = sidep->uvls[vertnum].u;
if (sidep->uvls[vertnum].v < min_v)
min_v = sidep->uvls[vertnum].v;
else if (sidep->uvls[vertnum].v > max_v)
max_v = sidep->uvls[vertnum].v;
if (sidep->uvls[vertnum].l < min_l)
min_l = sidep->uvls[vertnum].l;
else if (sidep->uvls[vertnum].l > max_l)
max_l = sidep->uvls[vertnum].l;
}
}
}
}
#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