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| Rev | Author | Line No. | Line |
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| 1 | pmbaty | 1 | /* |
| 2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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| 3 | * described in COPYING.txt. |
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| 4 | * Portions of this file are copyright Parallax Software and licensed |
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| 5 | * according to the Parallax license below. |
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| 6 | * See COPYING.txt for license details. |
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| 7 | |||
| 8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
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| 9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
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| 10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
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| 11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
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| 12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
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| 13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
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| 14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
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| 15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
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| 16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
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| 17 | COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
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| 18 | */ |
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| 19 | |||
| 20 | /* |
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| 21 | * |
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| 22 | * Game Loading editor functions |
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| 23 | * |
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| 24 | */ |
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| 25 | |||
| 26 | |||
| 27 | #include <string.h> |
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| 28 | #include <stdio.h> |
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| 29 | |||
| 30 | #include "inferno.h" |
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| 31 | #include "editor.h" |
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| 32 | #include "ui.h" |
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| 33 | #include "game.h" |
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| 34 | #include "gamesave.h" |
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| 35 | #include "object.h" |
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| 36 | #include "gameseq.h" |
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| 37 | #include "gameseg.h" |
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| 38 | #include "kdefs.h" |
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| 39 | |||
| 40 | static char game_filename[PATH_MAX] = "*." DXX_LEVEL_FILE_EXTENSION; |
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| 41 | |||
| 42 | static void checkforgamext( char * f ) |
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| 43 | { |
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| 44 | int i; |
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| 45 | |||
| 46 | for (i=1; f[i]; i++ ) |
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| 47 | { |
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| 48 | if (f[i]=='.') return; |
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| 49 | |||
| 50 | if ((f[i]==' '||f[i]==0) ) |
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| 51 | { |
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| 52 | f[i]='.'; |
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| 53 | f[i+1]='L'; |
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| 54 | f[i+2]= 'V'; |
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| 55 | f[i+3]= 'L'; |
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| 56 | f[i+4]=0; |
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| 57 | return; |
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| 58 | } |
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| 59 | } |
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| 60 | |||
| 61 | if (i < 123) |
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| 62 | { |
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| 63 | f[i]='.'; |
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| 64 | f[i+1]='L'; |
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| 65 | f[i+2]= 'V'; |
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| 66 | f[i+3]= 'L'; |
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| 67 | f[i+4]=0; |
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| 68 | return; |
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| 69 | } |
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| 70 | } |
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| 71 | |||
| 72 | //these variables store the "permanant" player position, which overrides |
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| 73 | //whatever the player's position happens to be when the game is saved |
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| 74 | segnum_t Perm_player_segnum=segment_none; //-1 means position not set |
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| 75 | vms_vector Perm_player_position; |
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| 76 | vms_matrix Perm_player_orient; |
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| 77 | |||
| 78 | //set the player's "permanant" position from the current position |
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| 79 | int SetPlayerPosition() |
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| 80 | { |
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| 81 | Perm_player_position = ConsoleObject->pos; |
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| 82 | Perm_player_orient = ConsoleObject->orient; |
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| 83 | Perm_player_segnum = ConsoleObject->segnum; |
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| 84 | |||
| 85 | editor_status("Player initial position set"); |
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| 86 | return 0; |
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| 87 | } |
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| 88 | |||
| 89 | // Save game |
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| 90 | // returns 1 if successful |
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| 91 | // returns 0 if unsuccessful |
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| 92 | int SaveGameData() |
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| 93 | { |
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| 94 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
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| 95 | auto &Objects = LevelUniqueObjectState.Objects; |
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| 96 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
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| 97 | auto &vmobjptr = Objects.vmptr; |
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| 98 | auto &vmobjptridx = Objects.vmptridx; |
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| 99 | if (gamestate == editor_gamestate::unsaved) { |
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| 100 | if (ui_messagebox(-2, -2, 2, "Game State has not been saved...\nContinue?\n", "NO", "Yes") == 1) |
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| 101 | return 0; |
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| 102 | } |
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| 103 | |||
| 104 | if (ui_get_filename( game_filename, "*." DXX_LEVEL_FILE_EXTENSION, "Save Level" )) { |
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| 105 | int saved_flag; |
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| 106 | vms_vector save_pos = ConsoleObject->pos; |
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| 107 | vms_matrix save_orient = ConsoleObject->orient; |
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| 108 | auto save_segnum = ConsoleObject->segnum; |
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| 109 | |||
| 110 | checkforgamext(game_filename); |
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| 111 | |||
| 112 | if (Perm_player_segnum > Highest_segment_index) |
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| 113 | Perm_player_segnum = segment_none; |
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| 114 | |||
| 115 | auto &vcvertptr = Vertices.vcptr; |
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| 116 | if (Perm_player_segnum!=segment_none) { |
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| 117 | if (get_seg_masks(vcvertptr, Perm_player_position, vcsegptr(Perm_player_segnum), 0).centermask == 0) |
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| 118 | { |
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| 119 | ConsoleObject->pos = Perm_player_position; |
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| 120 | ConsoleObject->orient = Perm_player_orient; |
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| 121 | obj_relink(vmobjptr, vmsegptr, vmobjptridx(ConsoleObject), vmsegptridx(Perm_player_segnum)); |
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| 122 | } |
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| 123 | else |
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| 124 | Perm_player_segnum=segment_none; //position was bogus |
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| 125 | } |
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| 126 | saved_flag = save_level( |
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| 127 | #if defined(DXX_BUILD_DESCENT_II) |
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| 128 | LevelSharedSegmentState.DestructibleLights, |
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| 129 | #endif |
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| 130 | game_filename); |
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| 131 | if (Perm_player_segnum!=segment_none) { |
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| 132 | |||
| 133 | if (save_segnum > Highest_segment_index) |
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| 134 | save_segnum = 0; |
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| 135 | |||
| 136 | ConsoleObject->pos = save_pos; |
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| 137 | const auto &&save_segp = vmsegptridx(save_segnum); |
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| 138 | auto found_save_segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, save_pos, save_segp); |
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| 139 | if (found_save_segnum == segment_none) { |
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| 140 | found_save_segnum = save_segp; |
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| 141 | auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); |
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| 142 | auto &Vertices = LevelSharedVertexState.get_vertices(); |
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| 143 | auto &vcvertptr = Vertices.vcptr; |
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| 144 | compute_segment_center(vcvertptr, save_pos, save_segp); |
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| 145 | } |
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| 146 | |||
| 147 | obj_relink(vmobjptr, vmsegptr, vmobjptridx(ConsoleObject), found_save_segnum); |
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| 148 | ConsoleObject->orient = save_orient; |
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| 149 | } |
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| 150 | if (saved_flag) |
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| 151 | return 0; |
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| 152 | mine_changed = 0; |
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| 153 | gamestate = editor_gamestate::none; |
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| 154 | } |
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| 155 | return 1; |
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| 156 | } |
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| 157 | |||
| 158 | // returns 1 if successful |
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| 159 | // returns 0 if unsuccessful |
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| 160 | int LoadGameData() |
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| 161 | { |
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| 162 | if (SafetyCheck()) { |
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| 163 | if (ui_get_filename( game_filename, "*." DXX_LEVEL_FILE_EXTENSION, "Load Level" )) |
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| 164 | { |
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| 165 | checkforgamext(game_filename); |
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| 166 | if (load_level( |
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| 167 | #if defined(DXX_BUILD_DESCENT_II) |
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| 168 | LevelSharedSegmentState.DestructibleLights, |
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| 169 | #endif |
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| 170 | game_filename)) |
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| 171 | return 0; |
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| 172 | Current_level_num = 1; // assume level 1 |
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| 173 | gamestate = editor_gamestate::none; |
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| 174 | Update_flags = UF_WORLD_CHANGED; |
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| 175 | Perm_player_position = ConsoleObject->pos; |
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| 176 | Perm_player_orient = ConsoleObject->orient; |
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| 177 | Perm_player_segnum = ConsoleObject->segnum; |
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| 178 | } |
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| 179 | } |
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| 180 | return 1; |
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| 181 | } |
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| 182 | |||
| 183 | //called whenever a new mine is created, so new mine doesn't get name |
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| 184 | //of last saved mine as default |
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| 185 | void ResetFilename() |
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| 186 | { |
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| 187 | strcpy(game_filename,"*.LVL"); |
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| 188 | } |
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| 189 |