dxx-rebirth/main/gamesave.c
Bradley Bell e1926a46a2 comments
2003-06-07 20:51:13 +00:00

2320 lines
64 KiB
C

/* $Id: gamesave.c,v 1.20 2003-06-07 20:51:13 btb Exp $ */
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Save game information
*
* Old Log:
* Revision 1.3 1996/02/21 13:59:17 allender
* check Data folder when can't open a level file from a hog
*
* Revision 1.2 1995/10/31 10:23:23 allender
* shareware stuff
*
* Revision 1.1 1995/05/16 15:25:37 allender
* Initial revision
*
* Revision 2.2 1995/04/23 14:53:12 john
* Made some mine structures read in with no structure packing problems.
*
* Revision 2.1 1995/03/20 18:15:43 john
* Added code to not store the normals in the segment structure.
*
* Revision 2.0 1995/02/27 11:29:50 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.207 1995/02/23 10:17:36 allender
* fixed parameter mismatch with compute_segment_center
*
* Revision 1.206 1995/02/22 14:51:17 allender
* fixed some things that I missed
*
* Revision 1.205 1995/02/22 13:31:38 allender
* remove anonymous unions from object structure
*
* Revision 1.204 1995/02/01 20:58:08 john
* Made editor check hog.
*
* Revision 1.203 1995/01/28 17:40:34 mike
* correct level names (use rdl, sdl) for dumpmine stuff.
*
* Revision 1.202 1995/01/25 20:03:46 matt
* Moved matrix check to avoid orthogonalizing an uninitialize matrix
*
* Revision 1.201 1995/01/20 16:56:53 mike
* remove some mprintfs.
*
* Revision 1.200 1995/01/15 19:42:13 matt
* Ripped out hostage faces for registered version
*
* Revision 1.199 1995/01/05 16:59:09 yuan
* Make it so if editor is loaded, don't get error from typo
* in filename.
*
* Revision 1.198 1994/12/19 12:49:46 mike
* Change fgets to cfgets. fgets was getting a pointer mismatch warning.
*
* Revision 1.197 1994/12/12 01:20:03 matt
* Took out object size hack for green claw guys
*
* Revision 1.196 1994/12/11 13:19:37 matt
* Restored calls to fix_object_segs() when debugging is turned off, since
* it's not a big routine, and could fix some possibly bad problems.
*
* Revision 1.195 1994/12/10 16:17:24 mike
* fix editor bug that was converting transparent walls into rock.
*
* Revision 1.194 1994/12/09 14:59:27 matt
* Added system to attach a fireball to another object for rendering purposes,
* so the fireball always renders on top of (after) the object.
*
* Revision 1.193 1994/12/08 17:19:02 yuan
* Cfiling stuff.
*
* Revision 1.192 1994/12/02 20:01:05 matt
* Always give vulcan cannon powerup same amount of ammo, regardless of
* how much it was saved with
*
* Revision 1.191 1994/11/30 17:45:57 yuan
* Saving files now creates RDL/SDLs instead of CDLs.
*
* Revision 1.190 1994/11/30 17:22:14 matt
* Ripped out hostage faces in shareware version
*
* Revision 1.189 1994/11/28 00:09:30 allender
* commented out call to newdemo_record_start_demo in load_level...what is
* this doing here anyway?????
*
* Revision 1.188 1994/11/27 23:13:48 matt
* Made changes for new mprintf calling convention
*
* Revision 1.187 1994/11/27 18:06:20 matt
* Cleaned up LVL/CDL file loading
*
* Revision 1.186 1994/11/25 22:46:29 matt
* Allow ESC out of compiled/normal menu (esc=compiled).
*
* Revision 1.185 1994/11/23 12:18:35 mike
* move level names here...a more logical place than dumpmine.
*
* Revision 1.184 1994/11/21 20:29:19 matt
* If hostage info is bad, fix it.
*
* Revision 1.183 1994/11/21 20:26:07 matt
* Fixed bug, I hope
*
* Revision 1.182 1994/11/21 20:20:37 matt
* Fixed stupid mistake
*
* Revision 1.181 1994/11/21 20:18:40 matt
* Fixed (hopefully) totally bogus writing of hostage data
*
* Revision 1.180 1994/11/20 14:11:56 matt
* Gracefully handle two hostages having same id
*
* Revision 1.179 1994/11/19 23:55:05 mike
* remove Assert, put in comment for Matt.
*
* Revision 1.178 1994/11/19 19:53:24 matt
* Added code to full support different hostage head clip & message for
* each hostage.
*
* Revision 1.177 1994/11/19 15:15:21 mike
* remove unused code and data
*
* Revision 1.176 1994/11/19 10:28:28 matt
* Took out write routines when editor compiled out
*
* Revision 1.175 1994/11/17 20:38:25 john
* Took out warning.
*
* Revision 1.174 1994/11/17 20:36:34 john
* Made it so that saving a mine will write the .cdl even
* if .lvl gets error.
*
* Revision 1.173 1994/11/17 20:26:19 john
* Made the game load whichever of .cdl or .lvl exists,
* and if they both exist, prompt the user for which one.
*
* Revision 1.172 1994/11/17 20:11:20 john
* Fixed warning.
*
* Revision 1.171 1994/11/17 20:09:26 john
* Added new compiled level format.
*
* Revision 1.170 1994/11/17 14:57:21 mike
* moved segment validation functions from editor to main.
*
* Revision 1.169 1994/11/17 11:39:21 matt
* Ripped out code to load old mines
*
* Revision 1.168 1994/11/16 11:24:53 matt
* Made attack-type robots have smaller radius, so they get closer to player
*
* Revision 1.167 1994/11/15 21:42:47 mike
* better error messages.
*
* Revision 1.166 1994/11/15 15:30:41 matt
* Save ptr to name of level being loaded
*
* Revision 1.165 1994/11/14 20:47:46 john
* Attempted to strip out all the code in the game
* directory that uses any ui code.
*
* Revision 1.164 1994/11/14 14:34:23 matt
* Fixed up handling when textures can't be found during remap
*
* Revision 1.163 1994/11/10 14:02:49 matt
* Hacked in support for player ships with different textures
*
* Revision 1.162 1994/11/06 14:38:17 mike
* Remove an apparently unnecessary mprintf.
*
* Revision 1.161 1994/10/30 14:11:28 mike
* ripout local segments stuff.
*
* Revision 1.160 1994/10/28 12:10:41 matt
* Check that was supposed to happen only when editor was in was happening
* only when editor was out.
*
* Revision 1.159 1994/10/27 11:25:32 matt
* Only do connectivity error check when editor in
*
* Revision 1.158 1994/10/27 10:54:00 matt
* Made connectivity error checking put up warning if errors found
*
* Revision 1.157 1994/10/25 10:50:54 matt
* Vulcan cannon powerups now contain ammo count
*
* Revision 1.156 1994/10/23 02:10:43 matt
* Got rid of obsolete hostage_info stuff
*
* Revision 1.155 1994/10/22 18:57:26 matt
* Added call to check_segment_connections()
*
* Revision 1.154 1994/10/21 12:19:23 matt
* Clear transient objects when saving (& loading) games
*
* Revision 1.153 1994/10/21 11:25:10 mike
* Use new constant IMMORTAL_TIME.
*
* Revision 1.152 1994/10/20 12:46:59 matt
* Replace old save files (MIN/SAV/HOT) with new LVL files
*
* Revision 1.151 1994/10/19 19:26:32 matt
* Fixed stupid bug
*
* Revision 1.150 1994/10/19 16:46:21 matt
* Made tmap overrides for robots remap texture numbers
*
* Revision 1.149 1994/10/18 08:50:27 yuan
* Fixed correct variable this time.
*
* Revision 1.148 1994/10/18 08:45:02 yuan
* Oops. forgot load function.
*
* Revision 1.147 1994/10/18 08:42:10 yuan
* Avoid the int3.
*
* Revision 1.146 1994/10/17 21:34:57 matt
* Added support for new Control Center/Main Reactor
*
* Revision 1.145 1994/10/15 19:06:34 mike
* Fix bug, maybe, having to do with something or other, ...
*
* Revision 1.144 1994/10/12 21:07:33 matt
* Killed unused field in object structure
*
* Revision 1.143 1994/10/06 14:52:55 mike
* Put check in to detect possibly bogus walls in last segment which leaked through an earlier check
* due to misuse of Highest_segment_index.
*
* Revision 1.142 1994/10/05 22:12:44 mike
* Put in cleanup for matcen/fuelcen links.
*
* Revision 1.141 1994/10/03 11:30:05 matt
* Make sure player in a valid segment before saving
*
* Revision 1.140 1994/09/28 11:14:41 mike
* Better error messaging on bogus mines: Only bring up dialog box if a "real" (level??.*) level.
*
* Revision 1.139 1994/09/28 09:22:58 mike
* Comment out a mprintf.
*
* Revision 1.138 1994/09/27 17:08:36 mike
* Message boxes when you load bogus mines.
*
* Revision 1.137 1994/09/27 15:43:45 mike
* Move the dump stuff to dumpmine.
*
* Revision 1.136 1994/09/27 00:02:31 mike
* Dump text files (".txm") when loading a mine, showing all kinds of useful mine info.
*
* Revision 1.135 1994/09/26 11:30:41 matt
* Took out code which loaded bogus player structure
*
* Revision 1.134 1994/09/26 11:18:44 john
* Fixed some conflicts with newseg.
*
* Revision 1.133 1994/09/26 10:56:58 matt
* Fixed inconsistancies in lifeleft for immortal objects
*
* Revision 1.132 1994/09/25 23:41:10 matt
* Changed the object load & save code to read/write the structure fields one
* at a time (rather than the whole structure at once). This mean that the
* object structure can be changed without breaking the load/save functions.
* As a result of this change, the local_object data can be and has been
* incorporated into the object array. Also, timeleft is now a property
* of all objects, and the object structure has been otherwise cleaned up.
*
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#ifdef RCS
char gamesave_rcsid[] = "$Id: gamesave.c,v 1.20 2003-06-07 20:51:13 btb Exp $";
#endif
#include <stdio.h>
#include <string.h>
#include "pstypes.h"
#include "strutil.h"
#include "mono.h"
#include "key.h"
#include "gr.h"
#include "palette.h"
#include "newmenu.h"
#include "inferno.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
#include "error.h"
#include "object.h"
#include "game.h"
#include "screens.h"
#include "wall.h"
#include "gamemine.h"
#include "robot.h"
#include "cfile.h"
#include "bm.h"
#include "menu.h"
#include "switch.h"
#include "fuelcen.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "weapon.h"
#include "newdemo.h"
#include "gameseq.h"
#include "automap.h"
#include "polyobj.h"
#include "text.h"
#include "gamefont.h"
#include "gamesave.h"
#include "gamepal.h"
#include "laser.h"
#include "byteswap.h"
#include "multi.h"
#include "makesig.h"
char Gamesave_current_filename[128];
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
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;
// LINT: adding function prototypes
void read_object(object *obj, CFILE *f, int version);
void write_object(object *obj, FILE *f);
void do_load_save_levels(int save);
void dump_mine_info(void);
extern char MaxPowerupsAllowed[MAX_POWERUP_TYPES];
extern char PowerupsInMine[MAX_POWERUP_TYPES];
#ifdef EDITOR
extern char mine_filename[];
extern int save_mine_data_compiled(FILE * SaveFile);
//--unused-- #else
//--unused-- char mine_filename[128];
#endif
int Gamesave_num_org_robots = 0;
//--unused-- grs_bitmap * Gamesave_saved_bitmap = NULL;
#ifdef EDITOR
// Return true if this level has a name of the form "level??"
// Note that a pathspec can appear at the beginning of the filename.
int is_real_level(char *filename)
{
int len = strlen(filename);
if (len < 6)
return 0;
//mprintf((0, "String = [%s]\n", &filename[len-11]));
return !strnicmp(&filename[len-11], "level", 5);
}
#endif
void change_filename_extension( char *dest, char *src, char *new_ext )
{
int i;
strcpy (dest, src);
if (new_ext[0]=='.')
new_ext++;
for (i=1; i<strlen(dest); i++ )
if (dest[i]=='.'||dest[i]==' '||dest[i]==0)
break;
if (i < 123) {
dest[i]='.';
dest[i+1]=new_ext[0];
dest[i+2]=new_ext[1];
dest[i+3]=new_ext[2];
dest[i+4]=0;
return;
}
}
//--unused-- vms_angvec zero_angles={0,0,0};
#define vm_angvec_zero(v) do {(v)->p=(v)->b=(v)->h=0;} while (0)
int Gamesave_num_players=0;
int N_save_pof_names;
char Save_pof_names[MAX_POLYGON_MODELS][FILENAME_LEN];
void check_and_fix_matrix(vms_matrix *m);
void verify_object( object * obj ) {
obj->lifeleft = IMMORTAL_TIME; //all loaded object are immortal, for now
if ( obj->type == OBJ_ROBOT ) {
Gamesave_num_org_robots++;
// Make sure valid id...
if ( obj->id >= N_robot_types )
obj->id = obj->id % N_robot_types;
// Make sure model number & size are correct...
if ( obj->render_type == RT_POLYOBJ ) {
Assert(Robot_info[obj->id].model_num != -1);
//if you fail this assert, it means that a robot in this level
//hasn't been loaded, possibly because he's marked as
//non-shareware. To see what robot number, print obj->id.
Assert(Robot_info[obj->id].always_0xabcd == 0xabcd);
//if you fail this assert, it means that the robot_ai for
//a robot in this level hasn't been loaded, possibly because
//it's marked as non-shareware. To see what robot number,
//print obj->id.
obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
//@@Took out this ugly hack 1/12/96, because Mike has added code
//@@that should fix it in a better way.
//@@//this is a super-ugly hack. Since the baby stripe robots have
//@@//their firing point on their bounding sphere, the firing points
//@@//can poke through a wall if the robots are very close to it. So
//@@//we make their radii bigger so the guns can't get too close to
//@@//the walls
//@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
//@@ obj->size = (obj->size*3)/2;
//@@if (obj->control_type==CT_AI && Robot_info[obj->id].attack_type)
//@@ obj->size = obj->size*3/4;
}
if (obj->id == 65) //special "reactor" robots
obj->movement_type = MT_NONE;
if (obj->movement_type == MT_PHYSICS) {
obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
}
}
else { //Robots taken care of above
if ( obj->render_type == RT_POLYOBJ ) {
int i;
char *name = Save_pof_names[obj->rtype.pobj_info.model_num];
for (i=0;i<N_polygon_models;i++)
if (!stricmp(Pof_names[i],name)) { //found it!
// mprintf((0,"Mapping <%s> to %d (was %d)\n",name,i,obj->rtype.pobj_info.model_num));
obj->rtype.pobj_info.model_num = i;
break;
}
}
}
if ( obj->type == OBJ_POWERUP ) {
if ( obj->id >= N_powerup_types ) {
obj->id = 0;
Assert( obj->render_type != RT_POLYOBJ );
}
obj->control_type = CT_POWERUP;
obj->size = Powerup_info[obj->id].size;
obj->ctype.powerup_info.creation_time = 0;
#ifdef NETWORK
if (Game_mode & GM_NETWORK)
{
if (multi_powerup_is_4pack(obj->id))
{
PowerupsInMine[obj->id-1]+=4;
MaxPowerupsAllowed[obj->id-1]+=4;
}
PowerupsInMine[obj->id]++;
MaxPowerupsAllowed[obj->id]++;
mprintf ((0,"PowerupLimiter: ID=%d\n",obj->id));
if (obj->id>MAX_POWERUP_TYPES)
mprintf ((1,"POWERUP: Overwriting array bounds!! Get JL!\n"));
}
#endif
}
if ( obj->type == OBJ_WEAPON ) {
if ( obj->id >= N_weapon_types ) {
obj->id = 0;
Assert( obj->render_type != RT_POLYOBJ );
}
if (obj->id == PMINE_ID) { //make sure pmines have correct values
obj->mtype.phys_info.mass = Weapon_info[obj->id].mass;
obj->mtype.phys_info.drag = Weapon_info[obj->id].drag;
obj->mtype.phys_info.flags |= PF_FREE_SPINNING;
// Make sure model number & size are correct...
Assert( obj->render_type == RT_POLYOBJ );
obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
}
}
if ( obj->type == OBJ_CNTRLCEN ) {
obj->render_type = RT_POLYOBJ;
obj->control_type = CT_CNTRLCEN;
if (Gamesave_current_version <= 1) { // descent 1 reactor
obj->id = 0; // used to be only one kind of reactor
obj->rtype.pobj_info.model_num = Reactors[0].model_num;// descent 1 reactor
}
//@@// Make model number is correct...
//@@for (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;
//@@ }
#ifdef EDITOR
{
int i;
// Check, and set, strength of reactor
for (i=0; i<Num_total_object_types; i++ )
if ( ObjType[i]==OL_CONTROL_CENTER && ObjId[i] == obj->id ) {
obj->shields = ObjStrength[i];
break;
}
Assert(i < Num_total_object_types); //make sure we found it
}
#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);
obj->id = Gamesave_num_players++;
}
if (obj->type == OBJ_HOSTAGE) {
//@@if (obj->id > N_hostage_types)
//@@ obj->id = 0;
obj->render_type = RT_HOSTAGE;
obj->control_type = CT_POWERUP;
}
}
//static gs_skip(int len,CFILE *file)
//{
//
// cfseek(file,len,SEEK_CUR);
//}
#ifdef EDITOR
static void gs_write_int(int i,FILE *file)
{
if (fwrite( &i, sizeof(i), 1, file) != 1)
Error( "Error reading int in gamesave.c" );
}
static void gs_write_fix(fix f,FILE *file)
{
if (fwrite( &f, sizeof(f), 1, file) != 1)
Error( "Error reading fix in gamesave.c" );
}
static void gs_write_short(short s,FILE *file)
{
if (fwrite( &s, sizeof(s), 1, file) != 1)
Error( "Error reading short in gamesave.c" );
}
static void gs_write_fixang(fixang f,FILE *file)
{
if (fwrite( &f, sizeof(f), 1, file) != 1)
Error( "Error reading fixang in gamesave.c" );
}
static void gs_write_byte(byte b,FILE *file)
{
if (fwrite( &b, sizeof(b), 1, file) != 1)
Error( "Error reading byte in gamesave.c" );
}
static void gr_write_vector(vms_vector *v,FILE *file)
{
gs_write_fix(v->x,file);
gs_write_fix(v->y,file);
gs_write_fix(v->z,file);
}
static void gs_write_matrix(vms_matrix *m,FILE *file)
{
gr_write_vector(&m->rvec,file);
gr_write_vector(&m->uvec,file);
gr_write_vector(&m->fvec,file);
}
static void gs_write_angvec(vms_angvec *v,FILE *file)
{
gs_write_fixang(v->p,file);
gs_write_fixang(v->b,file);
gs_write_fixang(v->h,file);
}
#endif
extern int multi_powerup_is_4pack(int);
//reads one object of the given version from the given file
void read_object(object *obj,CFILE *f,int version)
{
obj->type = cfile_read_byte(f);
obj->id = cfile_read_byte(f);
obj->control_type = cfile_read_byte(f);
obj->movement_type = cfile_read_byte(f);
obj->render_type = cfile_read_byte(f);
obj->flags = cfile_read_byte(f);
obj->segnum = cfile_read_short(f);
obj->attached_obj = -1;
cfile_read_vector(&obj->pos,f);
cfile_read_matrix(&obj->orient,f);
obj->size = cfile_read_fix(f);
obj->shields = cfile_read_fix(f);
cfile_read_vector(&obj->last_pos,f);
obj->contains_type = cfile_read_byte(f);
obj->contains_id = cfile_read_byte(f);
obj->contains_count = cfile_read_byte(f);
switch (obj->movement_type) {
case MT_PHYSICS:
cfile_read_vector(&obj->mtype.phys_info.velocity,f);
cfile_read_vector(&obj->mtype.phys_info.thrust,f);
obj->mtype.phys_info.mass = cfile_read_fix(f);
obj->mtype.phys_info.drag = cfile_read_fix(f);
obj->mtype.phys_info.brakes = cfile_read_fix(f);
cfile_read_vector(&obj->mtype.phys_info.rotvel,f);
cfile_read_vector(&obj->mtype.phys_info.rotthrust,f);
obj->mtype.phys_info.turnroll = cfile_read_fixang(f);
obj->mtype.phys_info.flags = cfile_read_short(f);
break;
case MT_SPINNING:
cfile_read_vector(&obj->mtype.spin_rate,f);
break;
case MT_NONE:
break;
default:
Int3();
}
switch (obj->control_type) {
case CT_AI: {
int i;
obj->ctype.ai_info.behavior = cfile_read_byte(f);
for (i=0;i<MAX_AI_FLAGS;i++)
obj->ctype.ai_info.flags[i] = cfile_read_byte(f);
obj->ctype.ai_info.hide_segment = cfile_read_short(f);
obj->ctype.ai_info.hide_index = cfile_read_short(f);
obj->ctype.ai_info.path_length = cfile_read_short(f);
obj->ctype.ai_info.cur_path_index = cfile_read_short(f);
if (version <= 25) {
cfile_read_short(f); // obj->ctype.ai_info.follow_path_start_seg =
cfile_read_short(f); // obj->ctype.ai_info.follow_path_end_seg =
}
break;
}
case CT_EXPLOSION:
obj->ctype.expl_info.spawn_time = cfile_read_fix(f);
obj->ctype.expl_info.delete_time = cfile_read_fix(f);
obj->ctype.expl_info.delete_objnum = cfile_read_short(f);
obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
break;
case CT_WEAPON:
//do I really need to read these? Are they even saved to disk?
obj->ctype.laser_info.parent_type = cfile_read_short(f);
obj->ctype.laser_info.parent_num = cfile_read_short(f);
obj->ctype.laser_info.parent_signature = cfile_read_int(f);
break;
case CT_LIGHT:
obj->ctype.light_info.intensity = cfile_read_fix(f);
break;
case CT_POWERUP:
if (version >= 25)
obj->ctype.powerup_info.count = cfile_read_int(f);
else
obj->ctype.powerup_info.count = 1;
if (obj->id == POW_VULCAN_WEAPON)
obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
if (obj->id == POW_GAUSS_WEAPON)
obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
if (obj->id == POW_OMEGA_WEAPON)
obj->ctype.powerup_info.count = MAX_OMEGA_CHARGE;
break;
case CT_NONE:
case CT_FLYING:
case CT_DEBRIS:
break;
case CT_SLEW: //the player is generally saved as slew
break;
case CT_CNTRLCEN:
break;
case CT_MORPH:
case CT_FLYTHROUGH:
case CT_REPAIRCEN:
default:
Int3();
}
switch (obj->render_type) {
case RT_NONE:
break;
case RT_MORPH:
case RT_POLYOBJ: {
int i,tmo;
obj->rtype.pobj_info.model_num = cfile_read_int(f);
for (i=0;i<MAX_SUBMODELS;i++)
cfile_read_angvec(&obj->rtype.pobj_info.anim_angles[i],f);
obj->rtype.pobj_info.subobj_flags = cfile_read_int(f);
tmo = cfile_read_int(f);
#ifndef EDITOR
obj->rtype.pobj_info.tmap_override = tmo;
#else
if (tmo==-1)
obj->rtype.pobj_info.tmap_override = -1;
else {
int xlated_tmo = tmap_xlate_table[tmo];
if (xlated_tmo < 0) {
mprintf( (0, "Couldn't find texture for demo object, model_num = %d\n", obj->rtype.pobj_info.model_num));
Int3();
xlated_tmo = 0;
}
obj->rtype.pobj_info.tmap_override = xlated_tmo;
}
#endif
obj->rtype.pobj_info.alt_textures = 0;
break;
}
case RT_WEAPON_VCLIP:
case RT_HOSTAGE:
case RT_POWERUP:
case RT_FIREBALL:
obj->rtype.vclip_info.vclip_num = cfile_read_int(f);
obj->rtype.vclip_info.frametime = cfile_read_fix(f);
obj->rtype.vclip_info.framenum = cfile_read_byte(f);
break;
case RT_LASER:
break;
default:
Int3();
}
}
#ifdef EDITOR
//writes one object to the given file
void write_object(object *obj,FILE *f)
{
gs_write_byte(obj->type,f);
gs_write_byte(obj->id,f);
gs_write_byte(obj->control_type,f);
gs_write_byte(obj->movement_type,f);
gs_write_byte(obj->render_type,f);
gs_write_byte(obj->flags,f);
gs_write_short(obj->segnum,f);
gr_write_vector(&obj->pos,f);
gs_write_matrix(&obj->orient,f);
gs_write_fix(obj->size,f);
gs_write_fix(obj->shields,f);
gr_write_vector(&obj->last_pos,f);
gs_write_byte(obj->contains_type,f);
gs_write_byte(obj->contains_id,f);
gs_write_byte(obj->contains_count,f);
switch (obj->movement_type) {
case MT_PHYSICS:
gr_write_vector(&obj->mtype.phys_info.velocity,f);
gr_write_vector(&obj->mtype.phys_info.thrust,f);
gs_write_fix(obj->mtype.phys_info.mass,f);
gs_write_fix(obj->mtype.phys_info.drag,f);
gs_write_fix(obj->mtype.phys_info.brakes,f);
gr_write_vector(&obj->mtype.phys_info.rotvel,f);
gr_write_vector(&obj->mtype.phys_info.rotthrust,f);
gs_write_fixang(obj->mtype.phys_info.turnroll,f);
gs_write_short(obj->mtype.phys_info.flags,f);
break;
case MT_SPINNING:
gr_write_vector(&obj->mtype.spin_rate,f);
break;
case MT_NONE:
break;
default:
Int3();
}
switch (obj->control_type) {
case CT_AI: {
int i;
gs_write_byte(obj->ctype.ai_info.behavior,f);
for (i=0;i<MAX_AI_FLAGS;i++)
gs_write_byte(obj->ctype.ai_info.flags[i],f);
gs_write_short(obj->ctype.ai_info.hide_segment,f);
gs_write_short(obj->ctype.ai_info.hide_index,f);
gs_write_short(obj->ctype.ai_info.path_length,f);
gs_write_short(obj->ctype.ai_info.cur_path_index,f);
// -- unused! mk, 08/13/95 -- gs_write_short(obj->ctype.ai_info.follow_path_start_seg,f);
// -- unused! mk, 08/13/95 -- gs_write_short(obj->ctype.ai_info.follow_path_end_seg,f);
break;
}
case CT_EXPLOSION:
gs_write_fix(obj->ctype.expl_info.spawn_time,f);
gs_write_fix(obj->ctype.expl_info.delete_time,f);
gs_write_short(obj->ctype.expl_info.delete_objnum,f);
break;
case CT_WEAPON:
//do I really need to write these objects?
gs_write_short(obj->ctype.laser_info.parent_type,f);
gs_write_short(obj->ctype.laser_info.parent_num,f);
gs_write_int(obj->ctype.laser_info.parent_signature,f);
break;
case CT_LIGHT:
gs_write_fix(obj->ctype.light_info.intensity,f);
break;
case CT_POWERUP:
gs_write_int(obj->ctype.powerup_info.count,f);
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;
gs_write_int(obj->rtype.pobj_info.model_num,f);
for (i=0;i<MAX_SUBMODELS;i++)
gs_write_angvec(&obj->rtype.pobj_info.anim_angles[i],f);
gs_write_int(obj->rtype.pobj_info.subobj_flags,f);
gs_write_int(obj->rtype.pobj_info.tmap_override,f);
break;
}
case RT_WEAPON_VCLIP:
case RT_HOSTAGE:
case RT_POWERUP:
case RT_FIREBALL:
gs_write_int(obj->rtype.vclip_info.vclip_num,f);
gs_write_fix(obj->rtype.vclip_info.frametime,f);
gs_write_byte(obj->rtype.vclip_info.framenum,f);
break;
case RT_LASER:
break;
default:
Int3();
}
}
#endif
extern int remove_trigger_num(int trigger_num);
// -----------------------------------------------------------------------------
// Load game
// Loads all the relevant data for a level.
// If level != -1, it loads the filename with extension changed to .min
// Otherwise it loads the appropriate level mine.
// returns 0=everything ok, 1=old version, -1=error
int load_game_data(CFILE *LoadFile)
{
int i,j;
int start_offset;
start_offset = cftell(LoadFile);
//===================== READ FILE INFO ========================
// Set default values
game_fileinfo.level = -1;
game_fileinfo.player_offset = -1;
game_fileinfo.player_sizeof = sizeof(player);
game_fileinfo.object_offset = -1;
game_fileinfo.object_howmany = 0;
game_fileinfo.object_sizeof = sizeof(object);
game_fileinfo.walls_offset = -1;
game_fileinfo.walls_howmany = 0;
game_fileinfo.walls_sizeof = sizeof(wall);
game_fileinfo.doors_offset = -1;
game_fileinfo.doors_howmany = 0;
game_fileinfo.doors_sizeof = sizeof(active_door);
game_fileinfo.triggers_offset = -1;
game_fileinfo.triggers_howmany = 0;
game_fileinfo.triggers_sizeof = sizeof(trigger);
game_fileinfo.control_offset = -1;
game_fileinfo.control_howmany = 0;
game_fileinfo.control_sizeof = sizeof(control_center_triggers);
game_fileinfo.matcen_offset = -1;
game_fileinfo.matcen_howmany = 0;
game_fileinfo.matcen_sizeof = sizeof(matcen_info);
game_fileinfo.dl_indices_offset = -1;
game_fileinfo.dl_indices_howmany = 0;
game_fileinfo.dl_indices_sizeof = sizeof(dl_index);
game_fileinfo.delta_light_offset = -1;
game_fileinfo.delta_light_howmany = 0;
game_fileinfo.delta_light_sizeof = sizeof(delta_light);
// Read in game_top_fileinfo to get size of saved fileinfo.
if (cfseek( LoadFile, start_offset, SEEK_SET ))
Error( "Error seeking in gamesave.c" );
// if (cfread( &game_top_fileinfo, sizeof(game_top_fileinfo), 1, LoadFile) != 1)
// Error( "Error reading game_top_fileinfo in gamesave.c" );
game_top_fileinfo.fileinfo_signature = cfile_read_short(LoadFile);
game_top_fileinfo.fileinfo_version = cfile_read_short(LoadFile);
game_top_fileinfo.fileinfo_sizeof = cfile_read_int(LoadFile);
// Check signature
if (game_top_fileinfo.fileinfo_signature != 0x6705)
return -1;
// Check version number
if (game_top_fileinfo.fileinfo_version < GAME_COMPATIBLE_VERSION )
return -1;
// Now, Read in the fileinfo
if (cfseek( LoadFile, start_offset, SEEK_SET ))
Error( "Error seeking to game_fileinfo in gamesave.c" );
// if (cfread( &game_fileinfo, game_top_fileinfo.fileinfo_sizeof, 1, LoadFile )!=1)
// Error( "Error reading game_fileinfo in gamesave.c" );
game_fileinfo.fileinfo_signature = cfile_read_short(LoadFile);
game_fileinfo.fileinfo_version = cfile_read_short(LoadFile);
game_fileinfo.fileinfo_sizeof = cfile_read_int(LoadFile);
for(i=0; i<15; i++)
game_fileinfo.mine_filename[i] = cfile_read_byte(LoadFile);
game_fileinfo.level = cfile_read_int(LoadFile);
game_fileinfo.player_offset = cfile_read_int(LoadFile); // Player info
game_fileinfo.player_sizeof = cfile_read_int(LoadFile);
game_fileinfo.object_offset = cfile_read_int(LoadFile); // Object info
game_fileinfo.object_howmany = cfile_read_int(LoadFile);
game_fileinfo.object_sizeof = cfile_read_int(LoadFile);
game_fileinfo.walls_offset = cfile_read_int(LoadFile);
game_fileinfo.walls_howmany = cfile_read_int(LoadFile);
game_fileinfo.walls_sizeof = cfile_read_int(LoadFile);
game_fileinfo.doors_offset = cfile_read_int(LoadFile);
game_fileinfo.doors_howmany = cfile_read_int(LoadFile);
game_fileinfo.doors_sizeof = cfile_read_int(LoadFile);
game_fileinfo.triggers_offset = cfile_read_int(LoadFile);
game_fileinfo.triggers_howmany = cfile_read_int(LoadFile);
game_fileinfo.triggers_sizeof = cfile_read_int(LoadFile);
game_fileinfo.links_offset = cfile_read_int(LoadFile);
game_fileinfo.links_howmany = cfile_read_int(LoadFile);
game_fileinfo.links_sizeof = cfile_read_int(LoadFile);
game_fileinfo.control_offset = cfile_read_int(LoadFile);
game_fileinfo.control_howmany = cfile_read_int(LoadFile);
game_fileinfo.control_sizeof = cfile_read_int(LoadFile);
game_fileinfo.matcen_offset = cfile_read_int(LoadFile);
game_fileinfo.matcen_howmany = cfile_read_int(LoadFile);
game_fileinfo.matcen_sizeof = cfile_read_int(LoadFile);
if (game_top_fileinfo.fileinfo_version >= 29) {
game_fileinfo.dl_indices_offset = cfile_read_int(LoadFile);
game_fileinfo.dl_indices_howmany = cfile_read_int(LoadFile);
game_fileinfo.dl_indices_sizeof = cfile_read_int(LoadFile);
game_fileinfo.delta_light_offset = cfile_read_int(LoadFile);
game_fileinfo.delta_light_howmany = cfile_read_int(LoadFile);
game_fileinfo.delta_light_sizeof = cfile_read_int(LoadFile);
}
if (game_top_fileinfo.fileinfo_version >= 31) { //load mine filename
// read newline-terminated string, not sure what version this changed.
cfgets(Current_level_name,sizeof(Current_level_name),LoadFile);
if (Current_level_name[strlen(Current_level_name)-1] == '\n')
Current_level_name[strlen(Current_level_name)-1] = 0;
}
else if (game_top_fileinfo.fileinfo_version >= 14) { //load mine filename
// read null-terminated string
char *p=Current_level_name;
//must do read one char at a time, since no cfgets()
do *p = cfgetc(LoadFile); while (*p++!=0);
}
else
Current_level_name[0]=0;
if (game_top_fileinfo.fileinfo_version >= 19) { //load pof names
N_save_pof_names = cfile_read_short(LoadFile);
if (N_save_pof_names != 0x614d && N_save_pof_names != 0x5547) { // "Ma"de w/DMB beta/"GU"ILE
Assert(N_save_pof_names < MAX_POLYGON_MODELS);
cfread(Save_pof_names,N_save_pof_names,FILENAME_LEN,LoadFile);
}
}
//===================== READ PLAYER INFO ==========================
Object_next_signature = 0;
//===================== READ OBJECT INFO ==========================
Gamesave_num_org_robots = 0;
Gamesave_num_players = 0;
if (game_fileinfo.object_offset > -1) {
if (cfseek( LoadFile, game_fileinfo.object_offset, SEEK_SET ))
Error( "Error seeking to object_offset in gamesave.c" );
for (i=0;i<game_fileinfo.object_howmany;i++) {
read_object(&Objects[i], LoadFile, game_top_fileinfo.fileinfo_version);
Objects[i].signature = Object_next_signature++;
verify_object( &Objects[i] );
}
}
//===================== READ WALL INFO ============================
if (game_fileinfo.walls_offset > -1)
{
if (!cfseek( LoadFile, game_fileinfo.walls_offset,SEEK_SET )) {
for (i=0;i<game_fileinfo.walls_howmany;i++) {
if (game_top_fileinfo.fileinfo_version >= 20)
wall_read(&Walls[i], LoadFile); // v20 walls and up.
else if (game_top_fileinfo.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;
}
}
}
}
//===================== READ DOOR INFO ============================
if (game_fileinfo.doors_offset > -1)
{
if (!cfseek( LoadFile, game_fileinfo.doors_offset,SEEK_SET )) {
for (i=0;i<game_fileinfo.doors_howmany;i++) {
if (game_top_fileinfo.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;
}
}
}
}
}
//==================== READ TRIGGER INFO ==========================
// for MACINTOSH -- assume all triggers >= verion 31 triggers.
if (game_fileinfo.triggers_offset > -1)
{
if (!cfseek( LoadFile, game_fileinfo.triggers_offset,SEEK_SET )) {
for (i=0;i<game_fileinfo.triggers_howmany;i++)
if (game_top_fileinfo.fileinfo_version < 31) {
v30_trigger trig;
int t,type;
type=0;
if (game_top_fileinfo.fileinfo_version < 30) {
v29_trigger trig29;
int t;
v29_trigger_read(&trig29, LoadFile);
trig.flags = trig29.flags;
trig.num_links = trig29.num_links;
trig.num_links = trig29.num_links;
trig.value = trig29.value;
trig.time = trig29.time;
for (t=0;t<trig.num_links;t++) {
trig.seg[t] = trig29.seg[t];
trig.side[t] = trig29.side[t];
}
}
else
v30_trigger_read(&trig, LoadFile);
//Assert(trig.flags & TRIGGER_ON);
trig.flags &= ~TRIGGER_ON;
if (trig.flags & TRIGGER_CONTROL_DOORS)
type = TT_OPEN_DOOR;
else if (trig.flags & TRIGGER_SHIELD_DAMAGE)
Int3();
else if (trig.flags & TRIGGER_ENERGY_DRAIN)
Int3();
else if (trig.flags & TRIGGER_EXIT)
type = TT_EXIT;
else if (trig.flags & TRIGGER_ONE_SHOT)
Int3();
else if (trig.flags & TRIGGER_MATCEN)
type = TT_MATCEN;
else if (trig.flags & TRIGGER_ILLUSION_OFF)
type = TT_ILLUSION_OFF;
else if (trig.flags & TRIGGER_SECRET_EXIT)
type = TT_SECRET_EXIT;
else if (trig.flags & TRIGGER_ILLUSION_ON)
type = TT_ILLUSION_ON;
else if (trig.flags & TRIGGER_UNLOCK_DOORS)
type = TT_UNLOCK_DOOR;
else if (trig.flags & TRIGGER_OPEN_WALL)
type = TT_OPEN_WALL;
else if (trig.flags & TRIGGER_CLOSE_WALL)
type = TT_CLOSE_WALL;
else if (trig.flags & TRIGGER_ILLUSORY_WALL)
type = TT_ILLUSORY_WALL;
else
Int3();
Triggers[i].type = type;
Triggers[i].flags = 0;
Triggers[i].num_links = trig.num_links;
Triggers[i].num_links = trig.num_links;
Triggers[i].value = trig.value;
Triggers[i].time = trig.time;
for (t=0;t<trig.num_links;t++) {
Triggers[i].seg[t] = trig.seg[t];
Triggers[i].side[t] = trig.side[t];
}
}
else
trigger_read(&Triggers[i], LoadFile);
}
}
//================ READ CONTROL CENTER TRIGGER INFO ===============
if (game_fileinfo.control_offset > -1)
if (!cfseek(LoadFile, game_fileinfo.control_offset, SEEK_SET))
{
Assert(game_fileinfo.control_sizeof == sizeof(control_center_triggers));
control_center_triggers_read_n(&ControlCenterTriggers, game_fileinfo.control_howmany, LoadFile);
}
//================ READ MATERIALOGRIFIZATIONATORS INFO ===============
if (game_fileinfo.matcen_offset > -1)
{ int j;
if (!cfseek( LoadFile, game_fileinfo.matcen_offset,SEEK_SET )) {
// mprintf((0, "Reading %i materialization centers.\n", game_fileinfo.matcen_howmany));
for (i=0;i<game_fileinfo.matcen_howmany;i++) {
if (game_top_fileinfo.fileinfo_version < 27) {
old_matcen_info m;
old_matcen_info_read(&m, LoadFile);
RobotCenters[i].robot_flags[0] = m.robot_flags;
RobotCenters[i].robot_flags[1] = 0;
RobotCenters[i].hit_points = m.hit_points;
RobotCenters[i].interval = m.interval;
RobotCenters[i].segnum = m.segnum;
RobotCenters[i].fuelcen_num = m.fuelcen_num;
}
else
matcen_info_read(&RobotCenters[i], LoadFile);
// Set links in RobotCenters to Station array
for (j=0; j<=Highest_segment_index; j++)
if (Segment2s[j].special == SEGMENT_IS_ROBOTMAKER)
if (Segment2s[j].matcen_num == i)
RobotCenters[i].fuelcen_num = Segment2s[j].value;
// mprintf((0, " %i: flags = %08x\n", i, RobotCenters[i].robot_flags));
}
}
}
//================ READ DL_INDICES INFO ===============
Num_static_lights = 0;
if (game_fileinfo.dl_indices_offset > -1) {
int i;
if (!cfseek( LoadFile, game_fileinfo.dl_indices_offset, SEEK_SET )) {
Num_static_lights = game_fileinfo.dl_indices_howmany;
for (i=0; i<game_fileinfo.dl_indices_howmany; i++) {
if (game_top_fileinfo.fileinfo_version < 29) {
mprintf((0, "Warning: Old mine version. Not reading Dl_indices info.\n"));
Int3(); //shouldn't be here!!!
} else
dl_index_read(&Dl_indices[i], LoadFile);
}
}
}
// Indicate that no light has been subtracted from any vertices.
clear_light_subtracted();
//================ READ DELTA LIGHT INFO ===============
if (game_fileinfo.delta_light_offset > -1) {
int i;
if (!cfseek( LoadFile, game_fileinfo.delta_light_offset, SEEK_SET )) {
for (i=0; i<game_fileinfo.delta_light_howmany; i++) {
if (game_top_fileinfo.fileinfo_version < 29) {
mprintf((0, "Warning: Old mine version. Not reading delta light info.\n"));
} else
delta_light_read(&Delta_lights[i], LoadFile);
}
}
}
//========================= UPDATE VARIABLES ======================
reset_objects(game_fileinfo.object_howmany);
for (i=0; i<MAX_OBJECTS; i++) {
Objects[i].next = Objects[i].prev = -1;
if (Objects[i].type != OBJ_NONE) {
int objsegnum = Objects[i].segnum;
if (objsegnum > Highest_segment_index) //bogus object
Objects[i].type = OBJ_NONE;
else {
Objects[i].segnum = -1; //avoid Assert()
obj_link(i,objsegnum);
}
}
}
clear_transient_objects(1); //1 means clear proximity bombs
// Make sure non-transparent doors are set correctly.
for (i=0; i< Num_segments; i++)
for (j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
side *sidep = &Segments[i].sides[j];
if ((sidep->wall_num != -1) && (Walls[sidep->wall_num].clip_num != -1)) {
//mprintf((0, "Checking Wall %d\n", Segments[i].sides[j].wall_num));
if (WallAnims[Walls[sidep->wall_num].clip_num].flags & WCF_TMAP1) {
//mprintf((0, "Fixing non-transparent door.\n"));
sidep->tmap_num = WallAnims[Walls[sidep->wall_num].clip_num].frames[0];
sidep->tmap_num2 = 0;
}
}
}
Num_walls = game_fileinfo.walls_howmany;
reset_walls();
Num_open_doors = game_fileinfo.doors_howmany;
Num_triggers = game_fileinfo.triggers_howmany;
//go through all walls, killing references to invalid triggers
for (i=0;i<Num_walls;i++)
if (Walls[i].trigger >= Num_triggers) {
mprintf((0,"Removing reference to invalid trigger %d from wall %d\n",Walls[i].trigger,i));
Walls[i].trigger = -1; //kill trigger
}
//go through all triggers, killing unused ones
for (i=0;i<Num_triggers;) {
int w;
// Find which wall this trigger is connected to.
for (w=0; w<Num_walls; w++)
if (Walls[w].trigger == i)
break;
#ifdef EDITOR
if (w == Num_walls) {
mprintf((0,"Removing unreferenced trigger %d\n",i));
remove_trigger_num(i);
}
else
#endif
i++;
}
// MK, 10/17/95: Make walls point back at the triggers that control them.
// Go through all triggers, stuffing controlling_trigger field in Walls.
{ int t;
for (i=0; i<Num_walls; i++)
Walls[i].controlling_trigger = -1;
for (t=0; t<Num_triggers; t++) {
int l;
for (l=0; l<Triggers[t].num_links; l++) {
int seg_num, side_num, wall_num;
seg_num = Triggers[t].seg[l];
side_num = Triggers[t].side[l];
wall_num = Segments[seg_num].sides[side_num].wall_num;
// -- if (Walls[wall_num].controlling_trigger != -1)
// -- Int3();
//check to see that if a trigger requires a wall that it has one,
//and if it requires a matcen that it has one
if (Triggers[t].type == TT_MATCEN) {
if (Segment2s[seg_num].special != SEGMENT_IS_ROBOTMAKER)
Int3(); //matcen trigger doesn't point to matcen
}
else if (Triggers[t].type != TT_LIGHT_OFF && Triggers[t].type != TT_LIGHT_ON) { //light triggers don't require walls
if (wall_num == -1)
Int3(); // This is illegal. This trigger requires a wall
else
Walls[wall_num].controlling_trigger = t;
}
}
}
}
Num_robot_centers = game_fileinfo.matcen_howmany;
//fix old wall structs
if (game_top_fileinfo.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.fileinfo_version < GAME_VERSION && !(game_top_fileinfo.fileinfo_version==25 && GAME_VERSION==26))
return 1; //means old version
else
return 0;
}
int check_segment_connections(void);
extern void set_ambient_sound_flags(void);
// ----------------------------------------------------------------------------
#define LEVEL_FILE_VERSION 8
//1 -> 2 add palette name
//2 -> 3 add control center explosion time
//3 -> 4 add reactor strength
//4 -> 5 killed hostage text stuff
//5 -> 6 added Secret_return_segment and Secret_return_orient
//6 -> 7 added flickering lights
//7 -> 8 made version 8 to be not compatible with D2 1.0 & 1.1
#ifndef RELEASE
char *Level_being_loaded=NULL;
#endif
#ifdef COMPACT_SEGS
extern void ncache_flush();
#endif
extern int Slide_segs_computed;
int no_old_level_file_error=0;
//loads a level (.LVL) file from disk
//returns 0 if success, else error code
int load_level(char * filename_passed)
{
#ifdef EDITOR
int use_compiled_level=1;
#endif
CFILE * LoadFile;
char filename[128];
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 RDL
//if we don't have the editor, we just use what was passed
change_filename_extension(filename,filename_passed,".lvl");
use_compiled_level = 0;
if (!cfexist(filename)) {
change_filename_extension(filename,filename,".rl2");
use_compiled_level = 1;
}
#endif
LoadFile = cfopen( filename, "rb" );
if (!LoadFile) {
#ifdef EDITOR
mprintf((0,"Can't open level file <%s>\n", filename));
return 1;
#else
Error("Can't open file <%s>\n",filename);
#endif
}
strcpy( Gamesave_current_filename, filename );
// #ifdef NEWDEMO
// if ( Newdemo_state == ND_STATE_RECORDING )
// newdemo_record_start_demo();
// #endif
sig = cfile_read_int(LoadFile);
Gamesave_current_version = cfile_read_int(LoadFile);
mprintf((0, "Gamesave_current_version = %d\n", Gamesave_current_version));
minedata_offset = cfile_read_int(LoadFile);
gamedata_offset = cfile_read_int(LoadFile);
Assert(sig == MAKE_SIG('P','L','V','L'));
if (Gamesave_current_version >= 8) { //read dummy data
cfile_read_int(LoadFile);
cfile_read_short(LoadFile);
cfile_read_byte(LoadFile);
}
if (Gamesave_current_version < 5)
cfile_read_int(LoadFile); //was hostagetext_offset
if (Gamesave_current_version > 1) {
cfgets(Current_level_palette,sizeof(Current_level_palette),LoadFile);
if (Current_level_palette[strlen(Current_level_palette)-1] == '\n')
Current_level_palette[strlen(Current_level_palette)-1] = 0;
}
if (Gamesave_current_version <= 1 || Current_level_palette[0]==0) // descent 1 level
strcpy(Current_level_palette, DEFAULT_LEVEL_PALETTE);
if (Gamesave_current_version >= 3)
Base_control_center_explosion_time = cfile_read_int(LoadFile);
else
Base_control_center_explosion_time = DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
if (Gamesave_current_version >= 4)
Reactor_strength = cfile_read_int(LoadFile);
else
Reactor_strength = -1; //use old defaults
if (Gamesave_current_version >= 7) {
int i;
Num_flickering_lights = cfile_read_int(LoadFile);
Assert((Num_flickering_lights >= 0) && (Num_flickering_lights < MAX_FLICKERING_LIGHTS));
for (i = 0; i < Num_flickering_lights; i++)
flickering_light_read(&Flickering_lights[i], LoadFile);
}
else
Num_flickering_lights = 0;
if (Gamesave_current_version < 6) {
Secret_return_segment = 0;
Secret_return_orient.rvec.x = F1_0;
Secret_return_orient.rvec.y = 0;
Secret_return_orient.rvec.z = 0;
Secret_return_orient.fvec.x = 0;
Secret_return_orient.fvec.y = F1_0;
Secret_return_orient.fvec.z = 0;
Secret_return_orient.uvec.x = 0;
Secret_return_orient.uvec.y = 0;
Secret_return_orient.uvec.z = F1_0;
} else {
Secret_return_segment = cfile_read_int(LoadFile);
Secret_return_orient.rvec.x = cfile_read_int(LoadFile);
Secret_return_orient.rvec.y = cfile_read_int(LoadFile);
Secret_return_orient.rvec.z = cfile_read_int(LoadFile);
Secret_return_orient.fvec.x = cfile_read_int(LoadFile);
Secret_return_orient.fvec.y = cfile_read_int(LoadFile);
Secret_return_orient.fvec.z = cfile_read_int(LoadFile);
Secret_return_orient.uvec.x = cfile_read_int(LoadFile);
Secret_return_orient.uvec.y = cfile_read_int(LoadFile);
Secret_return_orient.uvec.z = cfile_read_int(LoadFile);
}
cfseek(LoadFile,minedata_offset,SEEK_SET);
#ifdef EDITOR
if (!use_compiled_level) {
mine_err = load_mine_data(LoadFile);
#if 0 // get from d1src if needed
// Compress all uv coordinates in mine, improves texmap precision. --MK, 02/19/96
compress_uv_coordinates_all();
#endif
} else
#endif
//NOTE LINK TO ABOVE!!
mine_err = load_mine_data_compiled(LoadFile);
if (mine_err == -1) { //error!!
cfclose(LoadFile);
return 2;
}
cfseek(LoadFile,gamedata_offset,SEEK_SET);
game_err = load_game_data(LoadFile);
if (game_err == -1) { //error!!
cfclose(LoadFile);
return 3;
}
//======================== CLOSE FILE =============================
cfclose( LoadFile );
set_ambient_sound_flags();
#ifdef EDITOR
write_game_text_file(filename);
if (Errors_in_mine) {
if (is_real_level(filename)) {
char ErrorMessage[200];
sprintf( ErrorMessage, "Warning: %i errors in %s!\n", Errors_in_mine, Level_being_loaded );
stop_time();
gr_palette_load(gr_palette);
nm_messagebox( NULL, 1, "Continue", ErrorMessage );
start_time();
} else
mprintf((1, "Error: %i errors in %s.\n", Errors_in_mine, Level_being_loaded));
}
#endif
#ifdef EDITOR
//If an old version, ask the use if he wants to save as new version
if (!no_old_level_file_error && (Function_mode == FMODE_EDITOR) && (((LEVEL_FILE_VERSION > 3) && Gamesave_current_version < LEVEL_FILE_VERSION) || mine_err == 1 || game_err == 1)) {
char ErrorMessage[200];
sprintf( ErrorMessage,
"You just loaded a old version\n"
"level. Would you like to save\n"
"it as a current version level?");
stop_time();
gr_palette_load(gr_palette);
if (nm_messagebox( NULL, 2, "Don't Save", "Save", ErrorMessage )==1)
save_level(filename);
start_time();
}
#endif
#ifdef EDITOR
if (Function_mode == FMODE_EDITOR)
editor_status("Loaded NEW mine %s, \"%s\"",filename,Current_level_name);
#endif
#ifdef EDITOR
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
void get_level_name()
{
//NO_UI!!! UI_WINDOW *NameWindow = NULL;
//NO_UI!!! UI_GADGET_INPUTBOX *NameText;
//NO_UI!!! UI_GADGET_BUTTON *QuitButton;
//NO_UI!!!
//NO_UI!!! // Open a window with a quit button
//NO_UI!!! NameWindow = ui_open_window( 20, 20, 300, 110, WIN_DIALOG );
//NO_UI!!! QuitButton = ui_add_gadget_button( NameWindow, 150-24, 60, 48, 40, "Done", NULL );
//NO_UI!!!
//NO_UI!!! ui_wprintf_at( NameWindow, 10, 12,"Please enter a name for this mine:" );
//NO_UI!!! NameText = ui_add_gadget_inputbox( NameWindow, 10, 30, LEVEL_NAME_LEN, LEVEL_NAME_LEN, Current_level_name );
//NO_UI!!!
//NO_UI!!! NameWindow->keyboard_focus_gadget = (UI_GADGET *)NameText;
//NO_UI!!! QuitButton->hotkey = KEY_ENTER;
//NO_UI!!!
//NO_UI!!! ui_gadget_calc_keys(NameWindow);
//NO_UI!!!
//NO_UI!!! while (!QuitButton->pressed && last_keypress!=KEY_ENTER) {
//NO_UI!!! ui_mega_process();
//NO_UI!!! ui_window_do_gadgets(NameWindow);
//NO_UI!!! }
//NO_UI!!!
//NO_UI!!! strcpy( Current_level_name, NameText->text );
//NO_UI!!!
//NO_UI!!! if ( NameWindow!=NULL ) {
//NO_UI!!! ui_close_window( NameWindow );
//NO_UI!!! NameWindow = NULL;
//NO_UI!!! }
//NO_UI!!!
newmenu_item m[2];
m[0].type = NM_TYPE_TEXT; m[0].text = "Please enter a name for this mine:";
m[1].type = NM_TYPE_INPUT; m[1].text = Current_level_name; m[1].text_len = LEVEL_NAME_LEN;
newmenu_do( NULL, "Enter mine name", 2, m, NULL );
}
#endif
#ifdef EDITOR
int Errors_in_mine;
// -----------------------------------------------------------------------------
int compute_num_delta_light_records(void)
{
int i;
int total = 0;
for (i=0; i<Num_static_lights; i++) {
total += Dl_indices[i].count;
}
return total;
}
// -----------------------------------------------------------------------------
// Save game
int save_game_data(FILE * SaveFile)
{
int player_offset, object_offset, walls_offset, doors_offset, triggers_offset, control_offset, matcen_offset; //, links_offset;
int dl_indices_offset, delta_light_offset;
int start_offset,end_offset;
start_offset = ftell(SaveFile);
//===================== SAVE FILE INFO ========================
game_fileinfo.fileinfo_signature = 0x6705;
game_fileinfo.fileinfo_version = GAME_VERSION;
game_fileinfo.level = Current_level_num;
game_fileinfo.fileinfo_sizeof = sizeof(game_fileinfo);
game_fileinfo.player_offset = -1;
game_fileinfo.player_sizeof = sizeof(player);
game_fileinfo.object_offset = -1;
game_fileinfo.object_howmany = Highest_object_index+1;
game_fileinfo.object_sizeof = sizeof(object);
game_fileinfo.walls_offset = -1;
game_fileinfo.walls_howmany = Num_walls;
game_fileinfo.walls_sizeof = sizeof(wall);
game_fileinfo.doors_offset = -1;
game_fileinfo.doors_howmany = Num_open_doors;
game_fileinfo.doors_sizeof = sizeof(active_door);
game_fileinfo.triggers_offset = -1;
game_fileinfo.triggers_howmany = Num_triggers;
game_fileinfo.triggers_sizeof = sizeof(trigger);
game_fileinfo.control_offset = -1;
game_fileinfo.control_howmany = 1;
game_fileinfo.control_sizeof = sizeof(control_center_triggers);
game_fileinfo.matcen_offset = -1;
game_fileinfo.matcen_howmany = Num_robot_centers;
game_fileinfo.matcen_sizeof = sizeof(matcen_info);
game_fileinfo.dl_indices_offset = -1;
game_fileinfo.dl_indices_howmany = Num_static_lights;
game_fileinfo.dl_indices_sizeof = sizeof(dl_index);
game_fileinfo.delta_light_offset = -1;
game_fileinfo.delta_light_howmany = compute_num_delta_light_records();
game_fileinfo.delta_light_sizeof = sizeof(delta_light);
// Write the fileinfo
fwrite( &game_fileinfo, sizeof(game_fileinfo), 1, SaveFile );
// Write the mine name
fprintf(SaveFile,"%s\n",Current_level_name);
fwrite(&N_polygon_models,2,1,SaveFile);
fwrite(Pof_names,N_polygon_models,sizeof(*Pof_names),SaveFile);
//==================== SAVE PLAYER INFO ===========================
player_offset = ftell(SaveFile);
fwrite( &Players[Player_num], sizeof(player), 1, SaveFile );
//==================== SAVE OBJECT INFO ===========================
object_offset = ftell(SaveFile);
//fwrite( &Objects, sizeof(object), game_fileinfo.object_howmany, SaveFile );
{
int i;
for (i=0;i<game_fileinfo.object_howmany;i++)
write_object(&Objects[i],SaveFile);
}
//==================== SAVE WALL INFO =============================
walls_offset = ftell(SaveFile);
fwrite( Walls, sizeof(wall), game_fileinfo.walls_howmany, SaveFile );
//==================== SAVE DOOR INFO =============================
doors_offset = ftell(SaveFile);
fwrite( ActiveDoors, sizeof(active_door), game_fileinfo.doors_howmany, SaveFile );
//==================== SAVE TRIGGER INFO =============================
triggers_offset = ftell(SaveFile);
fwrite( Triggers, sizeof(trigger), game_fileinfo.triggers_howmany, SaveFile );
//================ SAVE CONTROL CENTER TRIGGER INFO ===============
control_offset = ftell(SaveFile);
fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, SaveFile );
//================ SAVE MATERIALIZATION CENTER TRIGGER INFO ===============
matcen_offset = ftell(SaveFile);
// mprintf((0, "Writing %i materialization centers\n", game_fileinfo.matcen_howmany));
// { int i;
// for (i=0; i<game_fileinfo.matcen_howmany; i++)
// mprintf((0, " %i: robot_flags = %08x\n", i, RobotCenters[i].robot_flags));
// }
fwrite( RobotCenters, sizeof(matcen_info), game_fileinfo.matcen_howmany, SaveFile );
//================ SAVE DELTA LIGHT INFO ===============
dl_indices_offset = ftell(SaveFile);
fwrite( Dl_indices, sizeof(dl_index), game_fileinfo.dl_indices_howmany, SaveFile );
delta_light_offset = ftell(SaveFile);
fwrite( Delta_lights, sizeof(delta_light), game_fileinfo.delta_light_howmany, SaveFile );
//============= REWRITE FILE INFO, TO SAVE OFFSETS ===============
// Update the offset fields
game_fileinfo.player_offset = player_offset;
game_fileinfo.object_offset = object_offset;
game_fileinfo.walls_offset = walls_offset;
game_fileinfo.doors_offset = doors_offset;
game_fileinfo.triggers_offset = triggers_offset;
game_fileinfo.control_offset = control_offset;
game_fileinfo.matcen_offset = matcen_offset;
game_fileinfo.dl_indices_offset = dl_indices_offset;
game_fileinfo.delta_light_offset = delta_light_offset;
end_offset = ftell(SaveFile);
// Write the fileinfo
fseek( SaveFile, start_offset, SEEK_SET ); // Move to TOF
fwrite( &game_fileinfo, sizeof(game_fileinfo), 1, SaveFile );
// Go back to end of data
fseek(SaveFile,end_offset,SEEK_SET);
return 0;
}
int save_mine_data(FILE * SaveFile);
// -----------------------------------------------------------------------------
// Save game
int save_level_sub(char * filename, int compiled_version)
{
FILE * SaveFile;
char temp_filename[128];
int sig = MAKE_SIG('P','L','V','L'),version=LEVEL_FILE_VERSION;
int minedata_offset=0,gamedata_offset=0;
if ( !compiled_version ) {
write_game_text_file(filename);
if (Errors_in_mine) {
if (is_real_level(filename)) {
char ErrorMessage[200];
sprintf( ErrorMessage, "Warning: %i errors in this mine!\n", Errors_in_mine );
stop_time();
gr_palette_load(gr_palette);
if (nm_messagebox( NULL, 2, "Cancel Save", "Save", ErrorMessage )!=1) {
start_time();
return 1;
}
start_time();
} else
mprintf((1, "Error: %i errors in this mine. See the 'txm' file.\n", Errors_in_mine));
}
change_filename_extension(temp_filename,filename,".LVL");
}
else
{
// macs are using the regular hog/rl2 files for shareware
#if defined(SHAREWARE) && !defined(MACINTOSH)
change_filename_extension(temp_filename,filename,".SL2");
#else
change_filename_extension(temp_filename,filename,".RL2");
#endif
}
SaveFile = fopen( temp_filename, "wb" );
if (!SaveFile)
{
char ErrorMessage[256];
char fname[20];
_splitpath( temp_filename, NULL, NULL, fname, NULL );
sprintf( ErrorMessage, \
"ERROR: Cannot write to '%s'.\nYou probably need to check out a locked\nversion of the file. You should save\nthis under a different filename, and then\ncheck out a locked copy by typing\n\'co -l %s.lvl'\nat the DOS prompt.\n"
, temp_filename, fname );
stop_time();
gr_palette_load(gr_palette);
nm_messagebox( NULL, 1, "Ok", ErrorMessage );
start_time();
return 1;
}
if (Current_level_name[0] == 0)
strcpy(Current_level_name,"Untitled");
clear_transient_objects(1); //1 means clear proximity bombs
compress_objects(); //after this, Highest_object_index == num objects
//make sure player is in a segment
if (update_object_seg(&Objects[Players[0].objnum]) == 0) {
if (ConsoleObject->segnum > Highest_segment_index)
ConsoleObject->segnum = 0;
compute_segment_center(&ConsoleObject->pos,&(Segments[ConsoleObject->segnum]));
}
fix_object_segs();
//Write the header
gs_write_int(sig,SaveFile);
gs_write_int(version,SaveFile);
//save placeholders
gs_write_int(minedata_offset,SaveFile);
gs_write_int(gamedata_offset,SaveFile);
//Now write the damn data
//write the version 8 data (to make file unreadable by 1.0 & 1.1)
gs_write_int(GameTime,SaveFile);
gs_write_short(FrameCount,SaveFile);
gs_write_byte(FrameTime,SaveFile);
// Write the palette file name
fprintf(SaveFile,"%s\n",Current_level_palette);
gs_write_int(Base_control_center_explosion_time,SaveFile);
gs_write_int(Reactor_strength,SaveFile);
gs_write_int(Num_flickering_lights,SaveFile);
fwrite(Flickering_lights,sizeof(*Flickering_lights),Num_flickering_lights,SaveFile);
gs_write_int(Secret_return_segment, SaveFile);
gs_write_int(Secret_return_orient.rvec.x, SaveFile);
gs_write_int(Secret_return_orient.rvec.y, SaveFile);
gs_write_int(Secret_return_orient.rvec.z, SaveFile);
gs_write_int(Secret_return_orient.fvec.x, SaveFile);
gs_write_int(Secret_return_orient.fvec.y, SaveFile);
gs_write_int(Secret_return_orient.fvec.z, SaveFile);
gs_write_int(Secret_return_orient.uvec.x, SaveFile);
gs_write_int(Secret_return_orient.uvec.y, SaveFile);
gs_write_int(Secret_return_orient.uvec.z, SaveFile);
minedata_offset = ftell(SaveFile);
if ( !compiled_version )
save_mine_data(SaveFile);
else
save_mine_data_compiled(SaveFile);
gamedata_offset = ftell(SaveFile);
save_game_data(SaveFile);
fseek(SaveFile,sizeof(sig)+sizeof(version),SEEK_SET);
gs_write_int(minedata_offset,SaveFile);
gs_write_int(gamedata_offset,SaveFile);
//==================== CLOSE THE FILE =============================
fclose(SaveFile);
if ( !compiled_version ) {
if (Function_mode == FMODE_EDITOR)
editor_status("Saved mine %s, \"%s\"",filename,Current_level_name);
}
return 0;
}
#if 0 //dunno - 3rd party stuff?
extern void compress_uv_coordinates_all(void);
#endif
int save_level(char * filename)
{
int r1;
// Save normal version...
r1 = save_level_sub(filename, 0);
// Save compiled version...
save_level_sub(filename, 1);
return r1;
}
#endif //EDITOR
#ifndef NDEBUG
void dump_mine_info(void)
{
int segnum, sidenum;
fix min_u, max_u, min_v, max_v, min_l, max_l, max_sl;
min_u = F1_0*1000;
min_v = min_u;
min_l = min_u;
max_u = -min_u;
max_v = max_u;
max_l = max_u;
max_sl = 0;
for (segnum=0; segnum<=Highest_segment_index; segnum++) {
for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
int vertnum;
side *sidep = &Segments[segnum].sides[sidenum];
if (Segment2s[segnum].static_light > max_sl)
max_sl = Segment2s[segnum].static_light;
for (vertnum=0; vertnum<4; vertnum++) {
if (sidep->uvls[vertnum].u < min_u)
min_u = sidep->uvls[vertnum].u;
else if (sidep->uvls[vertnum].u > max_u)
max_u = sidep->uvls[vertnum].u;
if (sidep->uvls[vertnum].v < min_v)
min_v = sidep->uvls[vertnum].v;
else if (sidep->uvls[vertnum].v > max_v)
max_v = sidep->uvls[vertnum].v;
if (sidep->uvls[vertnum].l < min_l)
min_l = sidep->uvls[vertnum].l;
else if (sidep->uvls[vertnum].l > max_l)
max_l = sidep->uvls[vertnum].l;
}
}
}
// mprintf((0, "Smallest uvl = %7.3f %7.3f %7.3f. Largest uvl = %7.3f %7.3f %7.3f\n", f2fl(min_u), f2fl(min_v), f2fl(min_l), f2fl(max_u), f2fl(max_v), f2fl(max_l)));
// mprintf((0, "Static light maximum = %7.3f\n", f2fl(max_sl)));
// mprintf((0, "Number of walls: %i\n", Num_walls));
}
#endif
#ifdef EDITOR
//read in every level in mission and save out compiled version
void save_all_compiled_levels(void)
{
do_load_save_levels(1);
}
//read in every level in mission
void load_all_levels(void)
{
do_load_save_levels(0);
}
void do_load_save_levels(int save)
{
int level_num;
if (! SafetyCheck())
return;
no_old_level_file_error=1;
for (level_num=1;level_num<=Last_level;level_num++) {
load_level(Level_names[level_num-1]);
load_palette(Current_level_palette,1,1); //don't change screen
if (save)
save_level_sub(Level_names[level_num-1],1);
}
for (level_num=-1;level_num>=Last_secret_level;level_num--) {
load_level(Secret_level_names[-level_num-1]);
load_palette(Current_level_palette,1,1); //don't change screen
if (save)
save_level_sub(Secret_level_names[-level_num-1],1);
}
no_old_level_file_error=0;
}
#endif