1912 lines
51 KiB
C
1912 lines
51 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Save game information
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*
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*/
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#include <stdio.h>
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#include <string.h>
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#include "pstypes.h"
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#include "strutil.h"
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#include "console.h"
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#include "key.h"
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#include "gr.h"
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#include "palette.h"
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#include "newmenu.h"
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#include "inferno.h"
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#ifdef EDITOR
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#include "editor/editor.h"
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#endif
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#include "error.h"
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#include "object.h"
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#include "game.h"
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#include "screens.h"
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#include "wall.h"
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#include "gamemine.h"
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#include "robot.h"
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#include "bm.h"
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#include "menu.h"
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#include "switch.h"
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#include "fuelcen.h"
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#include "cntrlcen.h"
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#include "powerup.h"
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#include "weapon.h"
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#include "newdemo.h"
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#include "gameseq.h"
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#include "automap.h"
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#include "polyobj.h"
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#include "text.h"
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#include "gamefont.h"
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#include "gamesave.h"
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#include "gamepal.h"
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#include "laser.h"
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#include "byteswap.h"
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#include "multi.h"
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#include "makesig.h"
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char Gamesave_current_filename[PATH_MAX];
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int Gamesave_current_version;
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#define GAME_VERSION 32
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#define GAME_COMPATIBLE_VERSION 22
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//version 28->29 add delta light support
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//version 27->28 controlcen id now is reactor number, not model number
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//version 28->29 ??
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//version 29->30 changed trigger structure
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//version 30->31 changed trigger structure some more
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//version 31->32 change segment structure, make it 512 bytes w/o editor, add Segment2s array.
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#define MENU_CURSOR_X_MIN MENU_X
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#define MENU_CURSOR_X_MAX MENU_X+6
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#ifdef EDITOR
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struct {
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ushort fileinfo_signature;
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ushort fileinfo_version;
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int fileinfo_sizeof;
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} game_top_fileinfo; // Should be same as first two fields below...
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struct {
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ushort fileinfo_signature;
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ushort fileinfo_version;
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int fileinfo_sizeof;
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char mine_filename[15];
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int level;
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int player_offset; // Player info
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int player_sizeof;
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int object_offset; // Object info
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int object_howmany;
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int object_sizeof;
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int walls_offset;
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int walls_howmany;
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int walls_sizeof;
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int doors_offset;
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int doors_howmany;
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int doors_sizeof;
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int triggers_offset;
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int triggers_howmany;
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int triggers_sizeof;
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int links_offset;
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int links_howmany;
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int links_sizeof;
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int control_offset;
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int control_howmany;
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int control_sizeof;
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int matcen_offset;
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int matcen_howmany;
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int matcen_sizeof;
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int dl_indices_offset;
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int dl_indices_howmany;
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int dl_indices_sizeof;
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int delta_light_offset;
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int delta_light_howmany;
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int delta_light_sizeof;
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} game_fileinfo;
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#endif // EDITOR
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// LINT: adding function prototypes
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void read_object(object *obj, PHYSFS_file *f, int version);
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#ifdef EDITOR
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void write_object(object *obj, short version, PHYSFS_file *f);
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void do_load_save_levels(int save);
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#endif
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#ifndef NDEBUG
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void dump_mine_info(void);
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#endif
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extern char MaxPowerupsAllowed[MAX_POWERUP_TYPES];
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extern char PowerupsInMine[MAX_POWERUP_TYPES];
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#ifdef EDITOR
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extern char mine_filename[];
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extern int save_mine_data_compiled(PHYSFS_file *SaveFile);
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//--unused-- #else
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//--unused-- char mine_filename[128];
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#endif
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int Gamesave_num_org_robots = 0;
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//--unused-- grs_bitmap * Gamesave_saved_bitmap = NULL;
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#ifdef EDITOR
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// Return true if this level has a name of the form "level??"
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// Note that a pathspec can appear at the beginning of the filename.
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int is_real_level(char *filename)
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{
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int len = strlen(filename);
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if (len < 6)
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return 0;
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return !strnicmp(&filename[len-11], "level", 5);
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}
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#endif
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//--unused-- vms_angvec zero_angles={0,0,0};
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#define vm_angvec_zero(v) do {(v)->p=(v)->b=(v)->h=0;} while (0)
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int Gamesave_num_players=0;
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int N_save_pof_names;
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char Save_pof_names[MAX_POLYGON_MODELS][FILENAME_LEN];
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void check_and_fix_matrix(vms_matrix *m);
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void verify_object( object * obj ) {
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obj->lifeleft = IMMORTAL_TIME; //all loaded object are immortal, for now
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if ( obj->type == OBJ_ROBOT ) {
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Gamesave_num_org_robots++;
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// Make sure valid id...
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if ( obj->id >= N_robot_types )
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obj->id = obj->id % N_robot_types;
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// Make sure model number & size are correct...
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if ( obj->render_type == RT_POLYOBJ ) {
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Assert(Robot_info[obj->id].model_num != -1);
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//if you fail this assert, it means that a robot in this level
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//hasn't been loaded, possibly because he's marked as
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//non-shareware. To see what robot number, print obj->id.
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Assert(Robot_info[obj->id].always_0xabcd == 0xabcd);
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//if you fail this assert, it means that the robot_ai for
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//a robot in this level hasn't been loaded, possibly because
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//it's marked as non-shareware. To see what robot number,
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//print obj->id.
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obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
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obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
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//@@Took out this ugly hack 1/12/96, because Mike has added code
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//@@that should fix it in a better way.
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//@@//this is a super-ugly hack. Since the baby stripe robots have
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//@@//their firing point on their bounding sphere, the firing points
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//@@//can poke through a wall if the robots are very close to it. So
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//@@//we make their radii bigger so the guns can't get too close to
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//@@//the walls
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//@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
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//@@ obj->size = (obj->size*3)/2;
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//@@if (obj->control_type==CT_AI && Robot_info[obj->id].attack_type)
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//@@ obj->size = obj->size*3/4;
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}
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if (obj->id == 65) //special "reactor" robots
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obj->movement_type = MT_NONE;
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if (obj->movement_type == MT_PHYSICS) {
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obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
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obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
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}
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}
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else { //Robots taken care of above
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if ( obj->render_type == RT_POLYOBJ ) {
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int i;
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char *name = Save_pof_names[obj->rtype.pobj_info.model_num];
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for (i=0;i<N_polygon_models;i++)
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if (!stricmp(Pof_names[i],name)) { //found it!
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obj->rtype.pobj_info.model_num = i;
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break;
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}
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}
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}
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if ( obj->type == OBJ_POWERUP ) {
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if ( obj->id >= N_powerup_types ) {
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obj->id = 0;
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Assert( obj->render_type != RT_POLYOBJ );
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}
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obj->control_type = CT_POWERUP;
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obj->size = Powerup_info[obj->id].size;
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obj->ctype.powerup_info.creation_time = 0;
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#ifdef NETWORK
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#ifdef OLDPOWCAP
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if (Game_mode & GM_NETWORK)
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{
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if (multi_powerup_is_4pack(obj->id))
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{
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PowerupsInMine[obj->id-1]+=4;
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MaxPowerupsAllowed[obj->id-1]+=4;
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}
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PowerupsInMine[obj->id]++;
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MaxPowerupsAllowed[obj->id]++;
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}
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#else
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if (Game_mode & GM_NETWORK)
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{
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if (multi_powerup_is_4pack(obj->id))
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{
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PowerupsInMine[obj->id-1]+=4;
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MaxPowerupsAllowed[obj->id-1]+=4;
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}
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else
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{
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PowerupsInMine[obj->id]++;
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MaxPowerupsAllowed[obj->id]++;
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}
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}
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#endif
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#endif
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}
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if ( obj->type == OBJ_WEAPON ) {
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if ( obj->id >= N_weapon_types ) {
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obj->id = 0;
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Assert( obj->render_type != RT_POLYOBJ );
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}
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if (obj->id == PMINE_ID) { //make sure pmines have correct values
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obj->mtype.phys_info.mass = Weapon_info[obj->id].mass;
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obj->mtype.phys_info.drag = Weapon_info[obj->id].drag;
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obj->mtype.phys_info.flags |= PF_FREE_SPINNING;
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// Make sure model number & size are correct...
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Assert( obj->render_type == RT_POLYOBJ );
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obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
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obj->size = Polygon_models[obj->rtype.pobj_info.model_num].rad;
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}
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}
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if ( obj->type == OBJ_CNTRLCEN ) {
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obj->render_type = RT_POLYOBJ;
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obj->control_type = CT_CNTRLCEN;
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if (Gamesave_current_version <= 1) { // descent 1 reactor
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obj->id = 0; // used to be only one kind of reactor
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obj->rtype.pobj_info.model_num = Reactors[0].model_num;// descent 1 reactor
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}
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// Make sure model number is correct...
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//obj->rtype.pobj_info.model_num = Reactors[obj->id].model_num;
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}
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if ( obj->type == OBJ_PLAYER ) {
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//int i;
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//Assert(obj == Player);
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if ( obj == ConsoleObject )
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init_player_object();
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else
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if (obj->render_type == RT_POLYOBJ) //recover from Matt's pof file matchup bug
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obj->rtype.pobj_info.model_num = Player_ship->model_num;
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//Make sure orient matrix is orthogonal
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check_and_fix_matrix(&obj->orient);
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obj->id = Gamesave_num_players++;
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}
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if (obj->type == OBJ_HOSTAGE) {
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//@@if (obj->id > N_hostage_types)
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//@@ obj->id = 0;
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obj->render_type = RT_HOSTAGE;
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obj->control_type = CT_POWERUP;
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}
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}
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//static gs_skip(int len,PHYSFS_file *file)
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//{
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//
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// PHYSFSX_fseek(file,len,SEEK_CUR);
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//}
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extern int multi_powerup_is_4pack(int);
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//reads one object of the given version from the given file
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void read_object(object *obj,PHYSFS_file *f,int version)
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{
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obj->type = PHYSFSX_readByte(f);
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obj->id = PHYSFSX_readByte(f);
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obj->control_type = PHYSFSX_readByte(f);
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obj->movement_type = PHYSFSX_readByte(f);
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obj->render_type = PHYSFSX_readByte(f);
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obj->flags = PHYSFSX_readByte(f);
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obj->segnum = PHYSFSX_readShort(f);
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obj->attached_obj = -1;
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PHYSFSX_readVector(&obj->pos,f);
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PHYSFSX_readMatrix(&obj->orient,f);
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obj->size = PHYSFSX_readFix(f);
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obj->shields = PHYSFSX_readFix(f);
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PHYSFSX_readVector(&obj->last_pos,f);
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obj->contains_type = PHYSFSX_readByte(f);
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obj->contains_id = PHYSFSX_readByte(f);
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obj->contains_count = PHYSFSX_readByte(f);
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switch (obj->movement_type) {
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case MT_PHYSICS:
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PHYSFSX_readVector(&obj->mtype.phys_info.velocity,f);
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PHYSFSX_readVector(&obj->mtype.phys_info.thrust,f);
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obj->mtype.phys_info.mass = PHYSFSX_readFix(f);
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obj->mtype.phys_info.drag = PHYSFSX_readFix(f);
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obj->mtype.phys_info.brakes = PHYSFSX_readFix(f);
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PHYSFSX_readVector(&obj->mtype.phys_info.rotvel,f);
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PHYSFSX_readVector(&obj->mtype.phys_info.rotthrust,f);
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obj->mtype.phys_info.turnroll = PHYSFSX_readFixAng(f);
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obj->mtype.phys_info.flags = PHYSFSX_readShort(f);
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break;
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case MT_SPINNING:
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PHYSFSX_readVector(&obj->mtype.spin_rate,f);
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break;
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case MT_NONE:
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break;
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default:
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Int3();
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}
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switch (obj->control_type) {
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case CT_AI: {
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int i;
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obj->ctype.ai_info.behavior = PHYSFSX_readByte(f);
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for (i=0;i<MAX_AI_FLAGS;i++)
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obj->ctype.ai_info.flags[i] = PHYSFSX_readByte(f);
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obj->ctype.ai_info.hide_segment = PHYSFSX_readShort(f);
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obj->ctype.ai_info.hide_index = PHYSFSX_readShort(f);
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obj->ctype.ai_info.path_length = PHYSFSX_readShort(f);
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obj->ctype.ai_info.cur_path_index = PHYSFSX_readShort(f);
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if (version <= 25) {
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PHYSFSX_readShort(f); // obj->ctype.ai_info.follow_path_start_seg =
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PHYSFSX_readShort(f); // obj->ctype.ai_info.follow_path_end_seg =
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}
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break;
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}
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case CT_EXPLOSION:
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obj->ctype.expl_info.spawn_time = PHYSFSX_readFix(f);
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obj->ctype.expl_info.delete_time = PHYSFSX_readFix(f);
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obj->ctype.expl_info.delete_objnum = PHYSFSX_readShort(f);
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obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
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break;
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case CT_WEAPON:
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//do I really need to read these? Are they even saved to disk?
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obj->ctype.laser_info.parent_type = PHYSFSX_readShort(f);
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obj->ctype.laser_info.parent_num = PHYSFSX_readShort(f);
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obj->ctype.laser_info.parent_signature = PHYSFSX_readInt(f);
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break;
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case CT_LIGHT:
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obj->ctype.light_info.intensity = PHYSFSX_readFix(f);
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break;
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case CT_POWERUP:
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if (version >= 25)
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obj->ctype.powerup_info.count = PHYSFSX_readInt(f);
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else
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obj->ctype.powerup_info.count = 1;
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if (obj->id == POW_VULCAN_WEAPON)
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obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
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if (obj->id == POW_GAUSS_WEAPON)
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obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
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if (obj->id == POW_OMEGA_WEAPON)
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obj->ctype.powerup_info.count = MAX_OMEGA_CHARGE;
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break;
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case CT_NONE:
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case CT_FLYING:
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case CT_DEBRIS:
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break;
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case CT_SLEW: //the player is generally saved as slew
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break;
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case CT_CNTRLCEN:
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break;
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case CT_MORPH:
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case CT_FLYTHROUGH:
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case CT_REPAIRCEN:
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default:
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Int3();
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}
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switch (obj->render_type) {
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case RT_NONE:
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break;
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case RT_MORPH:
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case RT_POLYOBJ: {
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int i,tmo;
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obj->rtype.pobj_info.model_num = PHYSFSX_readInt(f);
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for (i=0;i<MAX_SUBMODELS;i++)
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PHYSFSX_readAngleVec(&obj->rtype.pobj_info.anim_angles[i],f);
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obj->rtype.pobj_info.subobj_flags = PHYSFSX_readInt(f);
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tmo = PHYSFSX_readInt(f);
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#ifndef EDITOR
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obj->rtype.pobj_info.tmap_override = tmo;
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#else
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if (tmo==-1)
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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) {
|
|
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;
|
|
}
|
|
|
|
//================ 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
|
|
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(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 (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 && !stricmp("Descent: First Strike",Current_mission_longname) && !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 && !stricmp("Descent 2: Counterstrike!",Current_mission_longname) && !stricmp("d2levc-4.rl2",filename)
|
|
&& ( Vertices[Segments[104].verts[0]].x == -53990800 && Vertices[Segments[104].verts[0]].y == -59927741 && Vertices[Segments[104].verts[0]].z == 23034584 )
|
|
&& ( Segments[104].sides[1].normals[0].x == 56775 && Segments[104].sides[1].normals[0].y == -27796 && Segments[104].sides[1].normals[0].z == -17288 && Segments[104].sides[1].normals[1].x == 50157 && Segments[104].sides[1].normals[1].y == -34561 && Segments[104].sides[1].normals[1].z == -24180 )
|
|
&& ( Segments[104].sides[2].normals[0].x == 60867 && Segments[104].sides[2].normals[0].y == -19485 && Segments[104].sides[2].normals[0].z == -14507 && Segments[104].sides[2].normals[1].x == 55485 && Segments[104].sides[2].normals[1].y == -29668 && Segments[104].sides[2].normals[1].z == -18332 )
|
|
)
|
|
{
|
|
Vertices[Segments[104].verts[0]].x = -53859726;
|
|
Vertices[Segments[104].verts[0]].y = -59927743;
|
|
Vertices[Segments[104].verts[0]].z = 23034586;
|
|
Segments[104].sides[1].normals[0].x = 56123;
|
|
Segments[104].sides[1].normals[0].y = -27725;
|
|
Segments[104].sides[1].normals[0].z = -19401;
|
|
Segments[104].sides[1].normals[1].x = 49910;
|
|
Segments[104].sides[1].normals[1].y = -33946;
|
|
Segments[104].sides[1].normals[1].z = -25525;
|
|
Segments[104].sides[2].normals[0].x = 60903;
|
|
Segments[104].sides[2].normals[0].y = -18371;
|
|
Segments[104].sides[2].normals[0].z = -15753;
|
|
Segments[104].sides[2].normals[1].x = 57004;
|
|
Segments[104].sides[2].normals[1].y = -26385;
|
|
Segments[104].sides[2].normals[1].z = -18688;
|
|
// I feel so dirty now ...
|
|
}
|
|
|
|
if (mine_err == -1) { //error!!
|
|
PHYSFS_close(LoadFile);
|
|
return 2;
|
|
}
|
|
|
|
PHYSFSX_fseek(LoadFile,gamedata_offset,SEEK_SET);
|
|
game_err = load_game_data(LoadFile);
|
|
|
|
if (game_err == -1) { //error!!
|
|
PHYSFS_close(LoadFile);
|
|
return 3;
|
|
}
|
|
|
|
//======================== CLOSE FILE =============================
|
|
|
|
PHYSFS_close( LoadFile );
|
|
|
|
set_ambient_sound_flags();
|
|
|
|
#ifdef EDITOR
|
|
//If a Descent 1 level and the Descent 1 pig isn't present, pretend it's a Descent 2 level.
|
|
if (EditorWindow && (Gamesave_current_version <= 3) && !d1_pig_present)
|
|
{
|
|
if (!no_old_level_file_error)
|
|
Warning("A Descent 1 level was loaded,\n"
|
|
"and there is no Descent 1 texture\n"
|
|
"set available. Saving it will\n"
|
|
"convert it to a Descent 2 level.");
|
|
|
|
Gamesave_current_version = LEVEL_FILE_VERSION;
|
|
}
|
|
#endif
|
|
|
|
#ifdef EDITOR
|
|
if (EditorWindow)
|
|
editor_status("Loaded NEW mine %s, \"%s\"",filename,Current_level_name);
|
|
#endif
|
|
|
|
#if !defined(NDEBUG) && !defined(COMPACT_SEGS)
|
|
if (check_segment_connections())
|
|
nm_messagebox( "ERROR", 1, "Ok",
|
|
"Connectivity errors detected in\n"
|
|
"mine. See monochrome screen for\n"
|
|
"details, and contact Matt or Mike." );
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
|
|
#ifdef EDITOR
|
|
int get_level_name()
|
|
{
|
|
newmenu_item m[2];
|
|
|
|
m[0].type = NM_TYPE_TEXT; m[0].text = "Please enter a name for this mine:";
|
|
m[1].type = NM_TYPE_INPUT; m[1].text = Current_level_name; m[1].text_len = LEVEL_NAME_LEN;
|
|
|
|
return newmenu_do( NULL, "Enter mine name", 2, m, NULL, NULL ) >= 0;
|
|
|
|
}
|
|
#endif
|
|
|
|
|
|
#ifdef EDITOR
|
|
|
|
// --------------------------------------------------------------------------------------
|
|
// Create a new mine, set global variables.
|
|
int create_new_mine(void)
|
|
{
|
|
int s;
|
|
vms_vector sizevec;
|
|
vms_matrix m1 = IDENTITY_MATRIX;
|
|
|
|
// initialize_mine_arrays();
|
|
|
|
// gamestate_not_restored = 1;
|
|
|
|
// Clear refueling center code
|
|
fuelcen_reset();
|
|
// hostage_init_all();
|
|
|
|
init_all_vertices();
|
|
|
|
Current_level_num = 0; //0 means not a real level
|
|
Current_level_name[0] = 0;
|
|
Gamesave_current_version = GAME_VERSION;
|
|
|
|
strcpy(Current_level_palette, DEFAULT_LEVEL_PALETTE);
|
|
|
|
Cur_object_index = -1;
|
|
reset_objects(1); //just one object, the player
|
|
|
|
num_groups = 0;
|
|
current_group = -1;
|
|
|
|
|
|
Num_vertices = 0; // Number of vertices in global array.
|
|
Highest_vertex_index = 0;
|
|
Num_segments = 0; // Number of segments in global array, will get increased in med_create_segment
|
|
Highest_segment_index = 0;
|
|
Cursegp = Segments; // Say current segment is the only segment.
|
|
Curside = WBACK; // The active side is the back side
|
|
Markedsegp = 0; // Say there is no marked segment.
|
|
Markedside = WBACK; // Shouldn't matter since Markedsegp == 0, but just in case...
|
|
for (s=0;s<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, ".RDL");
|
|
else
|
|
change_filename_extension(temp_filename, filename, ".RL2");
|
|
}
|
|
|
|
SaveFile = PHYSFSX_openWriteBuffered(temp_filename);
|
|
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 );
|
|
gr_palette_load(gr_palette);
|
|
nm_messagebox( NULL, 1, "Ok", ErrorMessage );
|
|
return 1;
|
|
}
|
|
|
|
if (Current_level_name[0] == 0)
|
|
strcpy(Current_level_name,"Untitled");
|
|
|
|
clear_transient_objects(1); //1 means clear proximity bombs
|
|
|
|
compress_objects(); //after this, Highest_object_index == num objects
|
|
|
|
//make sure player is in a segment
|
|
if (update_object_seg(&Objects[Players[0].objnum]) == 0) {
|
|
if (ConsoleObject->segnum > Highest_segment_index)
|
|
ConsoleObject->segnum = 0;
|
|
compute_segment_center(&ConsoleObject->pos,&(Segments[ConsoleObject->segnum]));
|
|
}
|
|
|
|
fix_object_segs();
|
|
|
|
//Write the header
|
|
|
|
PHYSFS_writeSLE32(SaveFile, MAKE_SIG('P','L','V','L'));
|
|
PHYSFS_writeSLE32(SaveFile, Gamesave_current_version);
|
|
|
|
//save placeholders
|
|
PHYSFS_writeSLE32(SaveFile, minedata_offset);
|
|
PHYSFS_writeSLE32(SaveFile, gamedata_offset);
|
|
|
|
//Now write the damn data
|
|
|
|
if (Gamesave_current_version >= 8)
|
|
{
|
|
//write the version 8 data (to make file unreadable by 1.0 & 1.1)
|
|
PHYSFS_writeSLE32(SaveFile, GameTime64);
|
|
PHYSFS_writeSLE16(SaveFile, d_tick_count);
|
|
PHYSFSX_writeU8(SaveFile, FrameTime);
|
|
}
|
|
|
|
if (Gamesave_current_version < 5)
|
|
PHYSFS_writeSLE32(SaveFile, -1); //was hostagetext_offset
|
|
|
|
// Write the palette file name
|
|
if (Gamesave_current_version > 1)
|
|
PHYSFSX_printf(SaveFile, "%s\n", Current_level_palette);
|
|
|
|
if (Gamesave_current_version >= 3)
|
|
PHYSFS_writeSLE32(SaveFile, Base_control_center_explosion_time);
|
|
if (Gamesave_current_version >= 4)
|
|
PHYSFS_writeSLE32(SaveFile, Reactor_strength);
|
|
|
|
if (Gamesave_current_version >= 7)
|
|
{
|
|
int i;
|
|
|
|
PHYSFS_writeSLE32(SaveFile, Num_flickering_lights);
|
|
for (i = 0; i < Num_flickering_lights; i++)
|
|
flickering_light_write(&Flickering_lights[i], SaveFile);
|
|
}
|
|
|
|
if (Gamesave_current_version >= 6)
|
|
{
|
|
PHYSFS_writeSLE32(SaveFile, Secret_return_segment);
|
|
PHYSFSX_writeVector(SaveFile, &Secret_return_orient.rvec);
|
|
PHYSFSX_writeVector(SaveFile, &Secret_return_orient.fvec);
|
|
PHYSFSX_writeVector(SaveFile, &Secret_return_orient.uvec);
|
|
}
|
|
|
|
minedata_offset = PHYSFS_tell(SaveFile);
|
|
#if 0 // only save compiled mine data
|
|
if ( !compiled_version )
|
|
save_mine_data(SaveFile);
|
|
else
|
|
#endif
|
|
save_mine_data_compiled(SaveFile);
|
|
gamedata_offset = PHYSFS_tell(SaveFile);
|
|
save_game_data(SaveFile);
|
|
|
|
PHYSFS_seek(SaveFile, sizeof(int) + sizeof(Gamesave_current_version));
|
|
PHYSFS_writeSLE32(SaveFile, minedata_offset);
|
|
PHYSFS_writeSLE32(SaveFile, gamedata_offset);
|
|
|
|
if (Gamesave_current_version < 5)
|
|
PHYSFS_writeSLE32(SaveFile, PHYSFS_fileLength(SaveFile));
|
|
|
|
//==================== CLOSE THE FILE =============================
|
|
PHYSFS_close(SaveFile);
|
|
|
|
// if ( !compiled_version )
|
|
{
|
|
if (EditorWindow)
|
|
editor_status("Saved mine %s, \"%s\"",filename,Current_level_name);
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
#if 0 //dunno - 3rd party stuff?
|
|
extern void compress_uv_coordinates_all(void);
|
|
#endif
|
|
|
|
int save_level(char * filename)
|
|
{
|
|
int r1;
|
|
|
|
// Save normal version...
|
|
//save_level_sub(filename, 0); // just save compiled one
|
|
|
|
// Save compiled version...
|
|
r1 = save_level_sub(filename, 1);
|
|
|
|
return r1;
|
|
}
|
|
|
|
#endif //EDITOR
|
|
|
|
#ifndef NDEBUG
|
|
void dump_mine_info(void)
|
|
{
|
|
int segnum, sidenum;
|
|
fix min_u, max_u, min_v, max_v, min_l, max_l, max_sl;
|
|
|
|
min_u = F1_0*1000;
|
|
min_v = min_u;
|
|
min_l = min_u;
|
|
|
|
max_u = -min_u;
|
|
max_v = max_u;
|
|
max_l = max_u;
|
|
|
|
max_sl = 0;
|
|
|
|
for (segnum=0; segnum<=Highest_segment_index; segnum++) {
|
|
for (sidenum=0; sidenum<MAX_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
|