/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Game Loading editor functions * */ #include #include #include "inferno.h" #include "editor.h" #include "ui.h" #include "game.h" #include "gamesave.h" #include "object.h" #include "gameseq.h" #include "gameseg.h" #include "kdefs.h" static char game_filename[PATH_MAX] = "*." DXX_LEVEL_FILE_EXTENSION; static void checkforgamext( char * f ) { int i; for (i=1; f[i]; i++ ) { if (f[i]=='.') return; if ((f[i]==' '||f[i]==0) ) { f[i]='.'; f[i+1]='L'; f[i+2]= 'V'; f[i+3]= 'L'; f[i+4]=0; return; } } if (i < 123) { f[i]='.'; f[i+1]='L'; f[i+2]= 'V'; f[i+3]= 'L'; f[i+4]=0; return; } } //these variables store the "permanant" player position, which overrides //whatever the player's position happens to be when the game is saved segnum_t Perm_player_segnum=segment_none; //-1 means position not set vms_vector Perm_player_position; vms_matrix Perm_player_orient; //set the player's "permanant" position from the current position int SetPlayerPosition() { Perm_player_position = ConsoleObject->pos; Perm_player_orient = ConsoleObject->orient; Perm_player_segnum = ConsoleObject->segnum; editor_status("Player initial position set"); return 0; } // Save game // returns 1 if successful // returns 0 if unsuccessful int SaveGameData() { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Objects = LevelUniqueObjectState.Objects; auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vmobjptr = Objects.vmptr; auto &vmobjptridx = Objects.vmptridx; if (gamestate == editor_gamestate::unsaved) { if (ui_messagebox(-2, -2, 2, "Game State has not been saved...\nContinue?\n", "NO", "Yes") == 1) return 0; } if (ui_get_filename( game_filename, "*." DXX_LEVEL_FILE_EXTENSION, "Save Level" )) { int saved_flag; vms_vector save_pos = ConsoleObject->pos; vms_matrix save_orient = ConsoleObject->orient; auto save_segnum = ConsoleObject->segnum; checkforgamext(game_filename); if (Perm_player_segnum > Highest_segment_index) Perm_player_segnum = segment_none; auto &vcvertptr = Vertices.vcptr; if (Perm_player_segnum!=segment_none) { if (get_seg_masks(vcvertptr, Perm_player_position, vcsegptr(Perm_player_segnum), 0).centermask == 0) { ConsoleObject->pos = Perm_player_position; ConsoleObject->orient = Perm_player_orient; obj_relink(vmobjptr, vmsegptr, vmobjptridx(ConsoleObject), vmsegptridx(Perm_player_segnum)); } else Perm_player_segnum=segment_none; //position was bogus } saved_flag = save_level( #if defined(DXX_BUILD_DESCENT_II) LevelSharedSegmentState.DestructibleLights, #endif game_filename); if (Perm_player_segnum!=segment_none) { if (save_segnum > Highest_segment_index) save_segnum = 0; ConsoleObject->pos = save_pos; const auto &&save_segp = vmsegptridx(save_segnum); auto found_save_segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, save_pos, save_segp); if (found_save_segnum == segment_none) { found_save_segnum = save_segp; auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vcvertptr = Vertices.vcptr; compute_segment_center(vcvertptr, save_pos, save_segp); } obj_relink(vmobjptr, vmsegptr, vmobjptridx(ConsoleObject), found_save_segnum); ConsoleObject->orient = save_orient; } if (saved_flag) return 0; mine_changed = 0; gamestate = editor_gamestate::none; } return 1; } // returns 1 if successful // returns 0 if unsuccessful int LoadGameData() { if (SafetyCheck()) { if (ui_get_filename( game_filename, "*." DXX_LEVEL_FILE_EXTENSION, "Load Level" )) { checkforgamext(game_filename); if (load_level( #if defined(DXX_BUILD_DESCENT_II) LevelSharedSegmentState.DestructibleLights, #endif game_filename)) return 0; Current_level_num = 1; // assume level 1 gamestate = editor_gamestate::none; Update_flags = UF_WORLD_CHANGED; Perm_player_position = ConsoleObject->pos; Perm_player_orient = ConsoleObject->orient; Perm_player_segnum = ConsoleObject->segnum; } } return 1; } //called whenever a new mine is created, so new mine doesn't get name //of last saved mine as default void ResetFilename() { strcpy(game_filename,"*.LVL"); }