/* 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. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/editor/kgame.c,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:45:14 $ * * Game Loading editor functions * * $Log: kgame.c,v $ * Revision 1.1.1.1 2006/03/17 19:45:14 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:03:24 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:34:55 john * Version 2.0! No anonymous unions, Watcom 10.0, with no need * for bitmaps.tbl. * * Revision 1.25 1995/02/23 10:18:05 allender * fixed parameter mismatch with compute_segment_center * * Revision 1.24 1994/11/17 11:38:59 matt * Ripped out code to load old mines * * Revision 1.23 1994/11/09 11:58:56 matt * Fixed small bug * * Revision 1.22 1994/10/20 12:48:02 matt * Replaced old save files (MIN/SAV/HOT) with new LVL files * * Revision 1.21 1994/10/15 19:08:47 mike * Fix bug if player object out of mine at save. * * Revision 1.20 1994/10/13 13:15:43 matt * Properly relink player object when bashed for "permanant" position save * * Revision 1.19 1994/10/11 17:07:23 matt * Fixed problem that sometimes caused bad player segnum after compress * * Revision 1.18 1994/10/08 17:10:40 matt * Correctly set current_level_num when loading/creating mine in editor * * Revision 1.17 1994/09/26 23:46:13 matt * Improved player position save code * * Revision 1.16 1994/09/26 23:22:50 matt * Added functions to keep player's starting position from getting messed up * * Revision 1.15 1994/09/14 16:50:51 yuan * Added load mine only function * * Revision 1.14 1994/07/22 12:36:50 matt * Cleaned up editor/game interactions some more. * * Revision 1.13 1994/07/21 17:26:26 matt * When new mine created, the default save filename is now reset * * Revision 1.12 1994/06/03 12:27:05 yuan * Fixed restore game state. * * * Revision 1.11 1994/05/30 11:36:09 yuan * Do gamesave if new mine is loaded and game is entered... * * Revision 1.10 1994/05/14 18:00:33 matt * Got rid of externs in source (non-header) files * * Revision 1.9 1994/05/10 12:15:44 yuan * Fixed load_game functions to match prototype. * * Revision 1.8 1994/05/06 12:52:15 yuan * Adding some gamesave checks... * * Revision 1.7 1994/05/04 17:32:05 yuan * med_load_game changed to load_game * med_save_game changed to save_game * */ #ifdef RCS static char rcsid[] = "$Id: kgame.c,v 1.1.1.1 2006/03/17 19:45:14 zicodxx Exp $"; #endif #include #include #include "inferno.h" #include "editor.h" #include "ui.h" #include "game.h" #include "gamesave.h" #include "gameseq.h" char game_filename[128] = "*.LVL"; extern void checkforext( char * f, char *ext ); void checkforgamext( char * f ) { int i; for (i=1; ipos; 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() { char Message[200]; if (gamestate_not_restored) { sprintf( Message, "Game State has not been restored...\nContinue?\n"); if (MessageBox( -2, -2, 2, Message, "NO", "Yes" )==1) return 0; } if (ui_get_filename( game_filename, "*.LVL", "SAVE GAME" )) { int saved_flag; vms_vector save_pos = ConsoleObject->pos; vms_matrix save_orient = ConsoleObject->orient; int save_segnum = ConsoleObject->segnum; checkforgamext(game_filename); if (Perm_player_segnum > Highest_segment_index) Perm_player_segnum = -1; if (Perm_player_segnum!=-1) { if (get_seg_masks(&Perm_player_position,Perm_player_segnum,0,__FILE__,__LINE__).centermask==0) { ConsoleObject->pos = Perm_player_position; obj_relink(ConsoleObject-Objects,Perm_player_segnum); ConsoleObject->orient = Perm_player_orient; } else Perm_player_segnum=-1; //position was bogus } saved_flag=save_level(game_filename); if (Perm_player_segnum!=-1) { int found_save_segnum; if (save_segnum > Highest_segment_index) save_segnum = 0; ConsoleObject->pos = save_pos; found_save_segnum = find_point_seg(&save_pos,save_segnum); if (found_save_segnum == -1) { compute_segment_center(&save_pos, &(Segments[save_segnum])); found_save_segnum = save_segnum; } obj_relink(ConsoleObject-Objects,found_save_segnum); ConsoleObject->orient = save_orient; } if (saved_flag) return 0; mine_changed = 0; } return 1; } // returns 1 if successful // returns 0 if unsuccessful int LoadGameData() { if (SafetyCheck()) { if (ui_get_filename( game_filename, "*.LVL", "LOAD GAME" )) { checkforgamext(game_filename); if (load_level(game_filename)) return 0; Current_level_num = 0; //not a real level gamestate_not_restored = 0; 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"); }