220 lines
6.5 KiB
C
Executable file
220 lines
6.5 KiB
C
Executable file
/*
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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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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/bm.c,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:41:41 $
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*
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* Bitmap and palette loading functions.
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*
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* $Log: bm.c,v $
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* Revision 1.1.1.1 2006/03/17 19:41:41 zicodxx
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* initial import
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*
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* Revision 1.2 1999/10/14 04:48:20 donut
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* alpha fixes, and gl_font args
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*
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* Revision 1.1.1.1 1999/06/14 22:05:21 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.3 1995/03/14 16:22:04 john
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* Added cdrom alternate directory stuff.
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*
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* Revision 2.2 1995/03/07 16:51:48 john
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* Fixed robots not moving without edtiro bug.
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*
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* Revision 2.1 1995/03/06 15:23:06 john
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* New screen techniques.
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*
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* Revision 2.0 1995/02/27 11:27:05 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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*
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*/
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#ifdef RCS
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#pragma off (unreferenced)
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static char rcsid[] = "$Id: bm.c,v 1.1.1.1 2006/03/17 19:41:41 zicodxx Exp $";
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#pragma on (unreferenced)
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "types.h"
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#include "inferno.h"
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#include "gr.h"
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#include "bm.h"
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#include "u_mem.h"
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#include "mono.h"
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#include "error.h"
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#include "object.h"
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#include "vclip.h"
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#include "effects.h"
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#include "polyobj.h"
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#include "wall.h"
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#include "textures.h"
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#include "game.h"
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#include "multi.h"
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#include "iff.h"
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#include "cfile.h"
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#include "hostage.h"
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#include "powerup.h"
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#include "sounds.h"
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#include "piggy.h"
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#include "aistruct.h"
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#include "robot.h"
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#include "weapon.h"
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#include "gauges.h"
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#include "player.h"
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#include "fuelcen.h"
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#include "endlevel.h"
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#include "cntrlcen.h"
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#ifdef EDITOR
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#include "editor/texpage.h"
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#endif
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ubyte Sounds[MAX_SOUNDS];
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ubyte AltSounds[MAX_SOUNDS];
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int Num_total_object_types;
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sbyte ObjType[MAX_OBJTYPE];
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sbyte ObjId[MAX_OBJTYPE];
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fix ObjStrength[MAX_OBJTYPE];
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//for each model, a model number for dying & dead variants, or -1 if none
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int Dying_modelnums[MAX_POLYGON_MODELS];
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int Dead_modelnums[MAX_POLYGON_MODELS];
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//right now there's only one player ship, but we can have another by
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//adding an array and setting the pointer to the active ship.
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player_ship only_player_ship,*Player_ship=&only_player_ship;
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//----------------- Miscellaneous bitmap pointers ---------------
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int Num_cockpits = 0;
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bitmap_index cockpit_bitmap[N_COCKPIT_BITMAPS];
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//---------------- Variables for wall textures ------------------
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int Num_tmaps;
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tmap_info TmapInfo[MAX_TEXTURES];
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//---------------- Variables for object textures ----------------
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int First_multi_bitmap_num=-1;
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bitmap_index ObjBitmaps[MAX_OBJ_BITMAPS];
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ushort ObjBitmapPtrs[MAX_OBJ_BITMAPS]; // These point back into ObjBitmaps, since some are used twice.
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#ifndef SHAREWARE
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//-----------------------------------------------------------------
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// Initializes all bitmaps from BITMAPS.TBL file.
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int bm_init()
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{
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init_polygon_models();
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init_endlevel();//adb: added, is also in bm_init_use_tbl
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piggy_init(); // This calls bm_read_all
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piggy_read_sounds();
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return 0;
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}
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void bm_read_all(CFILE * fp)
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{
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int i;
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cfread( &NumTextures, sizeof(int), 1, fp );
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cfread( Textures, sizeof(bitmap_index), MAX_TEXTURES, fp );
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cfread( TmapInfo, sizeof(tmap_info), MAX_TEXTURES, fp );
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cfread( Sounds, sizeof(ubyte), MAX_SOUNDS, fp );
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cfread( AltSounds, sizeof(ubyte), MAX_SOUNDS, fp );
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cfread( &Num_vclips, sizeof(int), 1, fp );
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cfread( Vclip, sizeof(vclip), VCLIP_MAXNUM, fp );
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cfread( &Num_effects, sizeof(int), 1, fp );
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cfread( Effects, sizeof(eclip), MAX_EFFECTS, fp );
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cfread( &Num_wall_anims, sizeof(int), 1, fp );
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cfread( WallAnims, sizeof(wclip), MAX_WALL_ANIMS, fp );
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cfread( &N_robot_types, sizeof(int), 1, fp );
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cfread( Robot_info, sizeof(robot_info), MAX_ROBOT_TYPES, fp );
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cfread( &N_robot_joints, sizeof(int), 1, fp );
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cfread( Robot_joints, sizeof(jointpos), MAX_ROBOT_JOINTS, fp );
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cfread( &N_weapon_types, sizeof(int), 1, fp );
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cfread( Weapon_info, sizeof(weapon_info), MAX_WEAPON_TYPES, fp );
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cfread( &N_powerup_types, sizeof(int), 1, fp );
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cfread( Powerup_info, sizeof(powerup_type_info), MAX_POWERUP_TYPES, fp );
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cfread( &N_polygon_models, sizeof(int), 1, fp );
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polymodel_read_n(Polygon_models, N_polygon_models, fp);
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for (i=0; i<N_polygon_models; i++ )
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polygon_model_data_read(&Polygon_models[i], fp);
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cfread( Gauges, sizeof(bitmap_index), MAX_GAUGE_BMS, fp );
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cfread( Dying_modelnums, sizeof(int), MAX_POLYGON_MODELS, fp );
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cfread( Dead_modelnums, sizeof(int), MAX_POLYGON_MODELS, fp );
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cfread( ObjBitmaps, sizeof(bitmap_index), MAX_OBJ_BITMAPS, fp );
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cfread( ObjBitmapPtrs, sizeof(ushort), MAX_OBJ_BITMAPS, fp );
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cfread( &only_player_ship, sizeof(player_ship), 1, fp );
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cfread( &Num_cockpits, sizeof(int), 1, fp );
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cfread( cockpit_bitmap, sizeof(bitmap_index), N_COCKPIT_BITMAPS, fp );
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cfread( Sounds, sizeof(ubyte), MAX_SOUNDS, fp );
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cfread( AltSounds, sizeof(ubyte), MAX_SOUNDS, fp );
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cfread( &Num_total_object_types, sizeof(int), 1, fp );
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cfread( ObjType, sizeof(sbyte), MAX_OBJTYPE, fp );
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cfread( ObjId, sizeof(sbyte), MAX_OBJTYPE, fp );
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cfread( ObjStrength, sizeof(fix), MAX_OBJTYPE, fp );
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cfread( &First_multi_bitmap_num, sizeof(int), 1, fp );
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cfread( &N_controlcen_guns, sizeof(int), 1, fp );
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cfread( controlcen_gun_points, sizeof(vms_vector), MAX_CONTROLCEN_GUNS, fp );
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cfread( controlcen_gun_dirs, sizeof(vms_vector), MAX_CONTROLCEN_GUNS, fp );
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cfread( &exit_modelnum, sizeof(int), 1, fp );
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cfread( &destroyed_exit_modelnum, sizeof(int), 1, fp );
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#ifdef EDITOR
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//Hardcoded flags
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TextureMetals = 156;
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TextureLights = 263;
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TextureEffects = 327;
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//Build tmaplist
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Num_tmaps = 0;
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for (i=0; i < TextureEffects; i++)
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TmapList[Num_tmaps++] = i;
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for (i=0; i < Num_effects; i++)
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if (Effects[i].changing_wall_texture >= 0)
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TmapList[Num_tmaps++] = Effects[i].changing_wall_texture;
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#endif
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}
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#endif
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