dxx-rebirth/main/bm.c

243 lines
6.7 KiB
C

/*
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.
*/
/*
*
* Bitmap and palette loading functions.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "pstypes.h"
#include "inferno.h"
#include "gr.h"
#include "bm.h"
#include "u_mem.h"
#include "error.h"
#include "object.h"
#include "vclip.h"
#include "effects.h"
#include "polyobj.h"
#include "wall.h"
#include "textures.h"
#include "game.h"
#include "multi.h"
#include "iff.h"
#include "cfile.h"
#include "hostage.h"
#include "powerup.h"
#include "sounds.h"
#include "piggy.h"
#include "aistruct.h"
#include "robot.h"
#include "weapon.h"
#include "gauges.h"
#include "player.h"
#include "fuelcen.h"
#include "endlevel.h"
#include "cntrlcen.h"
#include "rle.h"
#ifdef EDITOR
#include "editor/texpage.h"
#endif
ubyte Sounds[MAX_SOUNDS];
ubyte AltSounds[MAX_SOUNDS];
int Num_total_object_types;
sbyte ObjType[MAX_OBJTYPE];
sbyte ObjId[MAX_OBJTYPE];
fix ObjStrength[MAX_OBJTYPE];
//for each model, a model number for dying & dead variants, or -1 if none
int Dying_modelnums[MAX_POLYGON_MODELS];
int Dead_modelnums[MAX_POLYGON_MODELS];
//right now there's only one player ship, but we can have another by
//adding an array and setting the pointer to the active ship.
player_ship only_player_ship,*Player_ship=&only_player_ship;
//----------------- Miscellaneous bitmap pointers ---------------
int Num_cockpits = 0;
bitmap_index cockpit_bitmap[N_COCKPIT_BITMAPS];
//---------------- Variables for wall textures ------------------
int Num_tmaps;
tmap_info TmapInfo[MAX_TEXTURES];
//---------------- Variables for object textures ----------------
int First_multi_bitmap_num=-1;
bitmap_index ObjBitmaps[MAX_OBJ_BITMAPS];
ushort ObjBitmapPtrs[MAX_OBJ_BITMAPS]; // These point back into ObjBitmaps, since some are used twice.
/*
* reads n tmap_info structs from a CFILE
*/
int tmap_info_read_n(tmap_info *ti, int n, CFILE *fp)
{
int i;
for (i = 0; i < n; i++) {
cfread(TmapInfo[i].filename, 13, 1, fp);
ti[i].flags = cfile_read_byte(fp);
ti[i].lighting = cfile_read_fix(fp);
ti[i].damage = cfile_read_fix(fp);
ti[i].eclip_num = cfile_read_int(fp);
}
return i;
}
int player_ship_read(player_ship *ps, CFILE *fp)
{
int i;
ps->model_num = cfile_read_int(fp);
ps->expl_vclip_num = cfile_read_int(fp);
ps->mass = cfile_read_fix(fp);
ps->drag = cfile_read_fix(fp);
ps->max_thrust = cfile_read_fix(fp);
ps->reverse_thrust = cfile_read_fix(fp);
ps->brakes = cfile_read_fix(fp);
ps->wiggle = cfile_read_fix(fp);
ps->max_rotthrust = cfile_read_fix(fp);
for (i = 0; i < N_PLAYER_GUNS; i++)
cfile_read_vector(&ps->gun_points[i], fp);
return i;
}
void gamedata_close()
{
free_polygon_models();
free_endlevel_data();
rle_cache_close();
piggy_close();
}
//-----------------------------------------------------------------
// Initializes game properties data (including texture caching system) and sound data.
int gamedata_init()
{
int retval;
init_polygon_models();
init_endlevel();//adb: added, is also in bm_init_use_tbl (Chris: *Was* in bm_init_use_tbl)
retval = properties_init(); // This calls properties_read_cmp if appropriate
if (retval)
gamedata_read_tbl(retval == PIGGY_PC_SHAREWARE);
piggy_read_sounds(retval == PIGGY_PC_SHAREWARE);
return 0;
}
// Read compiled properties data from descent.pig
void properties_read_cmp(CFILE * fp)
{
int i;
// bitmap_index is a short
NumTextures = cfile_read_int(fp);
bitmap_index_read_n(Textures, MAX_TEXTURES, fp );
tmap_info_read_n(TmapInfo, MAX_TEXTURES, fp);
cfread( Sounds, sizeof(ubyte), MAX_SOUNDS, fp );
cfread( AltSounds, sizeof(ubyte), MAX_SOUNDS, fp );
Num_vclips = cfile_read_int(fp);
vclip_read_n(Vclip, VCLIP_MAXNUM, fp);
Num_effects = cfile_read_int(fp);
eclip_read_n(Effects, MAX_EFFECTS, fp);
Num_wall_anims = cfile_read_int(fp);
wclip_read_n(WallAnims, MAX_WALL_ANIMS, fp);
N_robot_types = cfile_read_int(fp);
robot_info_read_n(Robot_info, MAX_ROBOT_TYPES, fp);
N_robot_joints = cfile_read_int(fp);
jointpos_read_n(Robot_joints, MAX_ROBOT_JOINTS, fp);
N_weapon_types = cfile_read_int(fp);
weapon_info_read_n(Weapon_info, MAX_WEAPON_TYPES, fp);
N_powerup_types = cfile_read_int(fp);
powerup_type_info_read_n(Powerup_info, MAX_POWERUP_TYPES, fp);
N_polygon_models = cfile_read_int(fp);
polymodel_read_n(Polygon_models, N_polygon_models, fp);
for (i=0; i<N_polygon_models; i++ )
polygon_model_data_read(&Polygon_models[i], fp);
bitmap_index_read_n(Gauges, MAX_GAUGE_BMS, fp);
for (i = 0; i < MAX_POLYGON_MODELS; i++)
Dying_modelnums[i] = cfile_read_int(fp);
for (i = 0; i < MAX_POLYGON_MODELS; i++)
Dead_modelnums[i] = cfile_read_int(fp);
bitmap_index_read_n(ObjBitmaps, MAX_OBJ_BITMAPS, fp);
for (i = 0; i < MAX_OBJ_BITMAPS; i++)
ObjBitmapPtrs[i] = cfile_read_short(fp);
player_ship_read(&only_player_ship, fp);
Num_cockpits = cfile_read_int(fp);
bitmap_index_read_n(cockpit_bitmap, N_COCKPIT_BITMAPS, fp);
cfread( Sounds, sizeof(ubyte), MAX_SOUNDS, fp );
cfread( AltSounds, sizeof(ubyte), MAX_SOUNDS, fp );
Num_total_object_types = cfile_read_int(fp);
cfread( ObjType, sizeof(ubyte), MAX_OBJTYPE, fp );
cfread( ObjId, sizeof(ubyte), MAX_OBJTYPE, fp );
for (i = 0; i < MAX_OBJTYPE; i++)
ObjStrength[i] = cfile_read_fix(fp);
First_multi_bitmap_num = cfile_read_int(fp);
N_controlcen_guns = cfile_read_int(fp);
for (i = 0; i < MAX_CONTROLCEN_GUNS; i++)
cfile_read_vector(&controlcen_gun_points[i], fp);
for (i = 0; i < MAX_CONTROLCEN_GUNS; i++)
cfile_read_vector(&controlcen_gun_dirs[i], fp);
exit_modelnum = cfile_read_int(fp);
destroyed_exit_modelnum = cfile_read_int(fp);
#ifdef EDITOR
//Hardcoded flags
TextureMetals = 156;
TextureLights = 263;
TextureEffects = 327;
//Build tmaplist
Num_tmaps = 0;
for (i=0; i < TextureEffects; i++)
TmapList[Num_tmaps++] = i;
for (i=0; i < Num_effects; i++)
if (Effects[i].changing_wall_texture >= 0)
TmapList[Num_tmaps++] = Effects[i].changing_wall_texture;
#endif
}