dxx-rebirth/similar/editor/kgame.cpp

175 lines
4.5 KiB
C++

/*
* 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 <string.h>
#include <stdio.h>
#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()
{
char Message[200];
if (gamestate_not_restored) {
sprintf( Message, "Game State has not been restored...\nContinue?\n");
if (ui_messagebox( -2, -2, 2, Message, "NO", "Yes" )==1)
return 0;
}
if (ui_get_filename( game_filename, "*." DXX_LEVEL_FILE_EXTENSION, "SAVE GAME" )) {
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;
if (Perm_player_segnum!=segment_none) {
if (get_seg_masks(Perm_player_position, vcsegptr(Perm_player_segnum), 0).centermask == 0)
{
ConsoleObject->pos = Perm_player_position;
ConsoleObject->orient = Perm_player_orient;
obj_relink(vobjptridx(ConsoleObject), vsegptridx(Perm_player_segnum));
}
else
Perm_player_segnum=segment_none; //position was bogus
}
saved_flag=save_level(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 = vsegptridx(save_segnum);
auto found_save_segnum = find_point_seg(save_pos, save_segp);
if (found_save_segnum == segment_none) {
found_save_segnum = save_segnum;
compute_segment_center(save_pos, save_segp);
}
obj_relink(vobjptridx(ConsoleObject), 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, "*." DXX_LEVEL_FILE_EXTENSION, "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");
}