Propagate for variables in similar/main/gamesave.cpp

This commit is contained in:
Kp 2014-09-26 02:42:09 +00:00
parent caac52e606
commit 738b56e20f

View file

@ -430,11 +430,9 @@ static void read_object(object *obj,PHYSFS_file *f,int version)
switch (obj->control_type) {
case CT_AI: {
int i;
obj->ctype.ai_info.behavior = PHYSFSX_readByte(f);
for (i=0;i<MAX_AI_FLAGS;i++)
for (int i=0;i<MAX_AI_FLAGS;i++)
obj->ctype.ai_info.flags[i] = PHYSFSX_readByte(f);
obj->ctype.ai_info.hide_segment = PHYSFSX_readShort(f);
@ -529,7 +527,7 @@ static void read_object(object *obj,PHYSFS_file *f,int version)
case RT_MORPH:
case RT_POLYOBJ: {
int i,tmo;
int tmo;
#if defined(DXX_BUILD_DESCENT_I)
obj->rtype.pobj_info.model_num = convert_polymod(PHYSFSX_readInt(f));
@ -537,7 +535,7 @@ static void read_object(object *obj,PHYSFS_file *f,int version)
obj->rtype.pobj_info.model_num = PHYSFSX_readInt(f);
#endif
for (i=0;i<MAX_SUBMODELS;i++)
for (int i=0;i<MAX_SUBMODELS;i++)
PHYSFSX_readAngleVec(&obj->rtype.pobj_info.anim_angles[i],f);
obj->rtype.pobj_info.subobj_flags = PHYSFSX_readInt(f);
@ -657,11 +655,9 @@ static void write_object(object *obj, short version, PHYSFS_file *f)
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++)
for (int 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);
@ -742,11 +738,9 @@ static void write_object(object *obj, short version, PHYSFS_file *f)
case RT_MORPH:
case RT_POLYOBJ: {
int i;
PHYSFS_writeSLE32(f, obj->rtype.pobj_info.model_num);
for (i = 0; i < MAX_SUBMODELS; i++)
for (int 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);
@ -786,8 +780,6 @@ static void write_object(object *obj, short version, PHYSFS_file *f)
// returns 0=everything ok, 1=old version, -1=error
static int load_game_data(PHYSFS_file *LoadFile)
{
int i,j;
short game_top_fileinfo_version;
int object_offset;
int gs_num_objects;
@ -884,7 +876,7 @@ static int load_game_data(PHYSFS_file *LoadFile)
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++) {
for (int i = 0; i < gs_num_objects; i++) {
read_object(&Objects[i], LoadFile, game_top_fileinfo_version);
@ -985,7 +977,7 @@ static int load_game_data(PHYSFS_file *LoadFile)
#if defined(DXX_BUILD_DESCENT_II)
//================ READ DL_INDICES INFO ===============
for (i = 0; i < Num_static_lights; i++) {
for (int i = 0; i < Num_static_lights; i++) {
if (game_top_fileinfo_version < 29) {
Int3(); //shouldn't be here!!!
} else
@ -997,7 +989,7 @@ static int load_game_data(PHYSFS_file *LoadFile)
//================ READ DELTA LIGHT INFO ===============
for (i = 0; i < num_delta_lights; i++) {
for (int i = 0; i < num_delta_lights; i++) {
if (game_top_fileinfo_version < 29) {
;
} else
@ -1030,7 +1022,7 @@ static int load_game_data(PHYSFS_file *LoadFile)
// Make sure non-transparent doors are set correctly.
for (segnum_t i=0; i < Num_segments; i++)
for (j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
for (int j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
side *sidep = &Segments[i].sides[j];
if ((sidep->wall_num != wall_none) && (Walls[sidep->wall_num].clip_num != -1)) {
if (WallAnims[Walls[sidep->wall_num].clip_num].flags & WCF_TMAP1) {
@ -1103,10 +1095,10 @@ static int load_game_data(PHYSFS_file *LoadFile)
//fix old wall structs
if (game_top_fileinfo_version < 17) {
int sidenum,wallnum;
int wallnum;
for (segnum_t segnum=segment_first; segnum<=Highest_segment_index; segnum++)
for (sidenum=0;sidenum<6;sidenum++)
for (int sidenum=0;sidenum<6;sidenum++)
if ((wallnum=Segments[segnum].sides[sidenum].wall_num) != -1) {
Walls[wallnum].segnum = segnum;
Walls[wallnum].sidenum = sidenum;
@ -1115,8 +1107,7 @@ static int load_game_data(PHYSFS_file *LoadFile)
#ifndef NDEBUG
{
int sidenum;
for (sidenum=0; sidenum<6; sidenum++) {
for (int 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))
@ -1264,11 +1255,9 @@ int load_level(const char * filename_passed)
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++)
for (int i = 0; i < Num_flickering_lights; i++)
flickering_light_read(&Flickering_lights[i], LoadFile);
}
else
@ -1430,7 +1419,6 @@ int get_level_name()
// Create a new mine, set global variables.
int create_new_mine(void)
{
int s;
vms_vector sizevec;
vms_matrix m1 = IDENTITY_MATRIX;
@ -1469,7 +1457,7 @@ int create_new_mine(void)
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++) {
for (int s=0;s<MAX_GROUPS+1;s++) {
GroupList[s].clear();
Groupsegp[s] = NULL;
Groupside[s] = 0;
@ -1505,10 +1493,9 @@ int Errors_in_mine;
#if defined(DXX_BUILD_DESCENT_II)
static int compute_num_delta_light_records(void)
{
int i;
int total = 0;
for (i=0; i<Num_static_lights; i++) {
for (int i=0; i<Num_static_lights; i++) {
total += Dl_indices[i].count;
}
@ -1530,8 +1517,6 @@ static int save_game_data(PHYSFS_file *SaveFile)
#endif
int player_offset=0, object_offset=0, walls_offset=0, doors_offset=0, triggers_offset=0, control_offset=0, matcen_offset=0; //, links_offset;
int offset_offset=0, end_offset=0;
int i;
//===================== SAVE FILE INFO ========================
PHYSFS_writeSLE16(SaveFile, 0x6705); // signature
@ -1583,7 +1568,7 @@ static int save_game_data(PHYSFS_file *SaveFile)
object_offset = PHYSFS_tell(SaveFile);
{
for (i = 0; i <= Highest_object_index; i++)
for (int i = 0; i <= Highest_object_index; i++)
write_object(&Objects[i], game_top_fileinfo_version, SaveFile);
}
@ -1621,11 +1606,11 @@ static int save_game_data(PHYSFS_file *SaveFile)
if (game_top_fileinfo_version >= 29)
{
dl_indices_offset = PHYSFS_tell(SaveFile);
for (i = 0; i < Num_static_lights; i++)
for (int 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++)
for (int i = 0; i < num_delta_lights; i++)
delta_light_write(&Delta_lights[i], SaveFile);
}
#endif
@ -1754,10 +1739,8 @@ static int save_level_sub(const char * filename, int compiled_version)
if (Gamesave_current_version >= 7)
{
int i;
PHYSFS_writeSLE32(SaveFile, Num_flickering_lights);
for (i = 0; i < Num_flickering_lights; i++)
for (int i = 0; i < Num_flickering_lights; i++)
flickering_light_write(&Flickering_lights[i], SaveFile);
}
@ -1824,7 +1807,6 @@ int save_level(const char * filename)
#ifndef NDEBUG
static void dump_mine_info(void)
{
int sidenum;
fix min_u, max_u, min_v, max_v, min_l, max_l, max_sl;
min_u = F1_0*1000;
@ -1838,7 +1820,7 @@ static void dump_mine_info(void)
max_sl = 0;
for (segnum_t segnum=0; segnum<=Highest_segment_index; segnum++) {
for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
for (int sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
int vertnum;
side *sidep = &Segments[segnum].sides[sidenum];