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