Beispiel #1
0
void ReadReactor (tReactorProps& reactor, CFile& cf)
{
	int i;

reactor.nModel = cf.ReadInt ();
reactor.nGuns = cf.ReadInt ();
for (i = 0; i < MAX_CONTROLCEN_GUNS; i++)
	cf.ReadVector (reactor.gunPoints [i]);
for (i = 0; i < MAX_CONTROLCEN_GUNS; i++)
	cf.ReadVector (reactor.gunDirs [i]);
}
Beispiel #2
0
void PlayerShipRead (tPlayerShip *ps, CFile& cf)
{
	int i;

ps->nModel = cf.ReadInt ();
ps->nExplVClip = cf.ReadInt ();
ps->mass = cf.ReadFix ();
ps->drag = cf.ReadFix ();
ps->maxThrust = cf.ReadFix ();
ps->reverseThrust = cf.ReadFix ();
ps->brakes = cf.ReadFix ();
ps->wiggle = cf.ReadFix ();
ps->maxRotThrust = cf.ReadFix ();
for (i = 0; i < N_PLAYER_GUNS; i++)
	cf.ReadVector (ps->gunPoints[i]);
}
Beispiel #3
0
void CObject::Read (CFile& cf)
{
#if DBG
if (OBJ_IDX (this) == nDbgObj)
	nDbgObj = nDbgObj;
#endif
info.nType = cf.ReadByte ();
info.nId = cf.ReadByte ();
info.controlType = cf.ReadByte ();
info.movementType = cf.ReadByte ();
info.renderType = cf.ReadByte ();
info.nFlags = cf.ReadByte ();
info.nSegment = cf.ReadShort ();
info.nAttachedObj = -1;
cf.ReadVector (info.position.vPos);
cf.ReadMatrix (info.position.mOrient);
info.xSize = cf.ReadFix ();
info.xShields = cf.ReadFix ();
cf.ReadVector (info.vLastPos);
info.contains.nType = cf.ReadByte ();
info.contains.nId = cf.ReadByte ();
info.contains.nCount = cf.ReadByte ();
switch (info.movementType) {
	case MT_PHYSICS:
		cf.ReadVector (mType.physInfo.velocity);
		cf.ReadVector (mType.physInfo.thrust);
		mType.physInfo.mass = cf.ReadFix ();
		mType.physInfo.drag = cf.ReadFix ();
		mType.physInfo.brakes = cf.ReadFix ();
		cf.ReadVector (mType.physInfo.rotVel);
		cf.ReadVector (mType.physInfo.rotThrust);
		mType.physInfo.turnRoll	= cf.ReadFixAng ();
		mType.physInfo.flags	= cf.ReadShort ();
		break;

	case MT_SPINNING:
		cf.ReadVector (mType.spinRate);
		break;

	case MT_NONE:
		break;

	default:
		Int3();
	}

int i;

switch (info.controlType) {
	case CT_AI: 
		cType.aiInfo.behavior = cf.ReadByte ();
		for (i = 0; i < MAX_AI_FLAGS; i++)
			cType.aiInfo.flags [i] = cf.ReadByte ();
		cType.aiInfo.nHideSegment = cf.ReadShort ();
		cType.aiInfo.nHideIndex = cf.ReadShort ();
		cType.aiInfo.nPathLength = cf.ReadShort ();
		cType.aiInfo.nCurPathIndex = (char) cf.ReadShort ();
		if (gameTopFileInfo.fileinfoVersion <= 25) {
			cf.ReadShort ();	//				cType.aiInfo.follow_path_start_seg	= 
			cf.ReadShort ();	//				cType.aiInfo.follow_path_end_seg		= 
			}
		break;

	case CT_EXPLOSION:
		cType.explInfo.nSpawnTime = cf.ReadFix ();
		cType.explInfo.nDeleteTime	= cf.ReadFix ();
		cType.explInfo.nDeleteObj = cf.ReadShort ();
		cType.explInfo.attached.nNext = cType.explInfo.attached.nPrev = cType.explInfo.attached.nParent = -1;
		break;

	case CT_WEAPON: //do I really need to read these?  Are they even saved to disk?
		cType.laserInfo.parent.nType = cf.ReadShort ();
		cType.laserInfo.parent.nObject = cf.ReadShort ();
		cType.laserInfo.parent.nSignature = cf.ReadInt ();
		break;

	case CT_LIGHT:
		cType.lightInfo.intensity = cf.ReadFix ();
		break;

	case CT_POWERUP:
		if (gameTopFileInfo.fileinfoVersion >= 25)
			cType.powerupInfo.nCount = cf.ReadInt ();
		else
			cType.powerupInfo.nCount = 1;
		if (info.nId == POW_VULCAN)
			cType.powerupInfo.nCount = VULCAN_WEAPON_AMMO_AMOUNT;
		else if (info.nId == POW_GAUSS)
			cType.powerupInfo.nCount = VULCAN_WEAPON_AMMO_AMOUNT;
		else if (info.nId == POW_OMEGA)
			cType.powerupInfo.nCount = MAX_OMEGA_CHARGE;
		break;

	case CT_NONE:
	case CT_FLYING:
	case CT_DEBRIS:
		break;

	case CT_SLEW:		//the CPlayerData is generally saved as slew
		break;

	case CT_CNTRLCEN:
		break;

	case CT_MORPH:
	case CT_FLYTHROUGH:
	case CT_REPAIRCEN:
		default:
		Int3();
	}

switch (info.renderType) {
	case RT_NONE:
		break;

	case RT_MORPH:
	case RT_POLYOBJ: {
		rType.polyObjInfo.nModel = cf.ReadInt ();
		for (int i = 0; i <MAX_SUBMODELS; i++)
			cf.ReadAngVec(rType.polyObjInfo.animAngles [i]);
		rType.polyObjInfo.nSubObjFlags = cf.ReadInt ();
		int tmo = cf.ReadInt ();
		rType.polyObjInfo.nTexOverride = tmo;
		rType.polyObjInfo.nAltTextures = 0;
		break;
		}

	case RT_WEAPON_VCLIP:
	case RT_HOSTAGE:
	case RT_POWERUP:
	case RT_FIREBALL:
		rType.vClipInfo.nClipIndex	= cf.ReadInt ();
		rType.vClipInfo.xFrameTime	= cf.ReadFix ();
		rType.vClipInfo.nCurFrame	= cf.ReadByte ();
		break;

	case RT_THRUSTER:
	case RT_LASER:
		break;

	case RT_SMOKE:
		rType.particleInfo.nLife = cf.ReadInt ();
		rType.particleInfo.nSize [0] = cf.ReadInt ();
		rType.particleInfo.nParts = cf.ReadInt ();
		rType.particleInfo.nSpeed = cf.ReadInt ();
		rType.particleInfo.nDrift = cf.ReadInt ();
		rType.particleInfo.nBrightness = cf.ReadInt ();
		rType.particleInfo.color.red = cf.ReadByte ();
		rType.particleInfo.color.green = cf.ReadByte ();
		rType.particleInfo.color.blue = cf.ReadByte ();
		rType.particleInfo.color.alpha = cf.ReadByte ();
		rType.particleInfo.nSide = cf.ReadByte ();
		if (gameData.segs.nLevelVersion < 18)
			rType.particleInfo.nType = 0;
		else
			rType.particleInfo.nType = cf.ReadByte ();
		break;

	case RT_LIGHTNING:
		rType.lightningInfo.nLife = cf.ReadInt ();
		rType.lightningInfo.nDelay = cf.ReadInt ();
		rType.lightningInfo.nLength = cf.ReadInt ();
		rType.lightningInfo.nAmplitude = cf.ReadInt ();
		rType.lightningInfo.nOffset = cf.ReadInt ();
		rType.lightningInfo.nLightnings = cf.ReadShort ();
		rType.lightningInfo.nId = cf.ReadShort ();
		rType.lightningInfo.nTarget = cf.ReadShort ();
		rType.lightningInfo.nNodes = cf.ReadShort ();
		rType.lightningInfo.nChildren = cf.ReadShort ();
		rType.lightningInfo.nSteps = cf.ReadShort ();
		rType.lightningInfo.nAngle = cf.ReadByte ();
		rType.lightningInfo.nStyle = cf.ReadByte ();
		rType.lightningInfo.nSmoothe = cf.ReadByte ();
		rType.lightningInfo.bClamp = cf.ReadByte ();
		rType.lightningInfo.bPlasma = cf.ReadByte ();
		rType.lightningInfo.bSound = cf.ReadByte ();
		rType.lightningInfo.bRandom = cf.ReadByte ();
		rType.lightningInfo.bInPlane = cf.ReadByte ();
		rType.lightningInfo.color.red = cf.ReadByte ();
		rType.lightningInfo.color.green = cf.ReadByte ();
		rType.lightningInfo.color.blue = cf.ReadByte ();
		rType.lightningInfo.color.alpha = cf.ReadByte ();
		break;

	default:
		Int3();
	}
}
Beispiel #4
0
void CObject::LoadState (CFile& cf)
{
info.nSignature = cf.ReadInt ();      
info.nType = (ubyte) cf.ReadByte (); 
info.nId = (ubyte) cf.ReadByte ();
info.nNextInSeg = cf.ReadShort ();
info.nPrevInSeg = cf.ReadShort ();
info.controlType = (ubyte) cf.ReadByte ();
info.movementType = (ubyte) cf.ReadByte ();
info.renderType = (ubyte) cf.ReadByte ();
info.nFlags = (ubyte) cf.ReadByte ();
info.nSegment = cf.ReadShort ();
info.nAttachedObj = cf.ReadShort ();
cf.ReadVector (info.position.vPos);     
cf.ReadMatrix (info.position.mOrient);  
info.xSize = cf.ReadFix (); 
info.xShields = cf.ReadFix ();
cf.ReadVector (info.vLastPos);  
info.contains.nType = cf.ReadByte (); 
info.contains.nId = cf.ReadByte ();   
info.contains.nCount = cf.ReadByte ();
info.nCreator = cf.ReadByte ();
info.xLifeLeft = cf.ReadFix ();   
if (info.movementType == MT_PHYSICS) {
	cf.ReadVector (mType.physInfo.velocity);   
	cf.ReadVector (mType.physInfo.thrust);     
	mType.physInfo.mass = cf.ReadFix ();       
	mType.physInfo.drag = cf.ReadFix ();       
	mType.physInfo.brakes = cf.ReadFix ();     
	cf.ReadVector (mType.physInfo.rotVel);     
	cf.ReadVector (mType.physInfo.rotThrust);  
	mType.physInfo.turnRoll = cf.ReadFixAng ();   
	mType.physInfo.flags = (ushort) cf.ReadShort ();      
	}
else if (info.movementType == MT_SPINNING) {
	cf.ReadVector (mType.spinRate);  
	}
switch (info.controlType) {
	case CT_WEAPON:
		cType.laserInfo.parent.nType = cf.ReadShort ();
		cType.laserInfo.parent.nObject = cf.ReadShort ();
		cType.laserInfo.parent.nSignature = cf.ReadInt ();
		cType.laserInfo.xCreationTime = cf.ReadFix ();
		cType.laserInfo.nLastHitObj = cf.ReadShort ();
		if (cType.laserInfo.nLastHitObj < 0)
			cType.laserInfo.nLastHitObj = 0;
		else {
			gameData.objs.nHitObjects [Index () * MAX_HIT_OBJECTS] = cType.laserInfo.nLastHitObj;
			cType.laserInfo.nLastHitObj = 1;
			}
		cType.laserInfo.nHomingTarget = cf.ReadShort ();
		cType.laserInfo.xScale = cf.ReadFix ();
		break;

	case CT_EXPLOSION:
		cType.explInfo.nSpawnTime = cf.ReadFix ();
		cType.explInfo.nDeleteTime = cf.ReadFix ();
		cType.explInfo.nDeleteObj = cf.ReadShort ();
		cType.explInfo.attached.nParent = cf.ReadShort ();
		cType.explInfo.attached.nPrev = cf.ReadShort ();
		cType.explInfo.attached.nNext = cf.ReadShort ();
		break;

	case CT_AI:
		cType.aiInfo.behavior = (ubyte) cf.ReadByte ();
		cf.Read (cType.aiInfo.flags, 1, MAX_AI_FLAGS);
		cType.aiInfo.nHideSegment = cf.ReadShort ();
		cType.aiInfo.nHideIndex = cf.ReadShort ();
		cType.aiInfo.nPathLength = cf.ReadShort ();
		cType.aiInfo.nCurPathIndex = cf.ReadByte ();
		cType.aiInfo.bDyingSoundPlaying = cf.ReadByte ();
		cType.aiInfo.nDangerLaser = cf.ReadShort ();
		cType.aiInfo.nDangerLaserSig = cf.ReadInt ();
		cType.aiInfo.xDyingStartTime = cf.ReadFix ();
		break;

	case CT_LIGHT:
		cType.lightInfo.intensity = cf.ReadFix ();
		break;

	case CT_POWERUP:
		cType.powerupInfo.nCount = cf.ReadInt ();
		cType.powerupInfo.xCreationTime = cf.ReadFix ();
		cType.powerupInfo.nFlags = cf.ReadInt ();
		break;
	}
switch (info.renderType) {
	case RT_MORPH:
	case RT_POLYOBJ: {
		int i;
		rType.polyObjInfo.nModel = cf.ReadInt ();
		for (i = 0; i < MAX_SUBMODELS; i++)
			cf.ReadAngVec (rType.polyObjInfo.animAngles [i]);
		rType.polyObjInfo.nSubObjFlags = cf.ReadInt ();
		rType.polyObjInfo.nTexOverride = cf.ReadInt ();
		rType.polyObjInfo.nAltTextures = cf.ReadInt ();
		break;
		}
	case RT_WEAPON_VCLIP:
	case RT_HOSTAGE:
	case RT_POWERUP:
	case RT_FIREBALL:
	case RT_THRUSTER:
		rType.vClipInfo.nClipIndex = cf.ReadInt ();
		rType.vClipInfo.xFrameTime = cf.ReadFix ();
		rType.vClipInfo.nCurFrame = cf.ReadByte ();
		break;

	case RT_LASER:
		break;
	}
}
Beispiel #5
0
/*
 * reads n tRobotInfo structs from a CFile
 */
int ReadRobotInfos (CArray<tRobotInfo>& botInfo, int n, CFile& cf, int o)
{
	int h, i, j;

for (i = 0; i < n; i++) {
	h = i + o;
	botInfo [h].nModel = cf.ReadInt ();
	for (j = 0; j < MAX_GUNS; j++)
		cf.ReadVector (botInfo [h].gunPoints [j]);
	cf.Read (botInfo [h].gunSubModels, MAX_GUNS, 1);

	botInfo [h].nExp1VClip = cf.ReadShort ();
	botInfo [h].nExp1Sound = cf.ReadShort ();
	botInfo [h].nExp2VClip = cf.ReadShort ();
	botInfo [h].nExp2Sound = cf.ReadShort ();
	botInfo [h].nWeaponType = cf.ReadByte ();
	botInfo [h].nSecWeaponType = cf.ReadByte ();
	botInfo [h].nGuns = cf.ReadByte ();
	botInfo [h].containsId = cf.ReadByte ();
	botInfo [h].containsCount = cf.ReadByte ();
	botInfo [h].containsProb = cf.ReadByte ();
	botInfo [h].containsType = cf.ReadByte ();
	botInfo [h].kamikaze = cf.ReadByte ();
	botInfo [h].scoreValue = cf.ReadShort ();
	botInfo [h].badass = cf.ReadByte ();
	botInfo [h].energyDrain = cf.ReadByte ();
	botInfo [h].lighting = cf.ReadFix ();
	botInfo [h].strength = cf.ReadFix ();
	botInfo [h].mass = cf.ReadFix ();
	botInfo [h].drag = cf.ReadFix ();

	for (j = 0; j < NDL; j++)
		botInfo [h].fieldOfView [j] = cf.ReadFix ();
	for (j = 0; j < NDL; j++)
		botInfo [h].primaryFiringWait [j] = cf.ReadFix ();
	for (j = 0; j < NDL; j++)
		botInfo [h].secondaryFiringWait [j] = cf.ReadFix ();
	for (j = 0; j < NDL; j++)
		botInfo [h].turnTime [j] = cf.ReadFix ();
	for (j = 0; j < NDL; j++)
		botInfo [h].xMaxSpeed [j] = cf.ReadFix ();
	for (j = 0; j < NDL; j++)
		botInfo [h].circleDistance [j] = cf.ReadFix ();
	cf.Read (botInfo [h].nRapidFireCount, NDL, 1);
	cf.Read (botInfo [h].evadeSpeed, NDL, 1);
	botInfo [h].cloakType = cf.ReadByte ();
	botInfo [h].attackType = cf.ReadByte ();
	botInfo [h].seeSound = cf.ReadByte ();
	botInfo [h].attackSound = cf.ReadByte ();
	botInfo [h].clawSound = cf.ReadByte ();
	botInfo [h].tauntSound = cf.ReadByte ();
	botInfo [h].bossFlag = cf.ReadByte ();
	botInfo [h].companion = cf.ReadByte ();
	botInfo [h].smartBlobs = cf.ReadByte ();
	botInfo [h].energyBlobs = cf.ReadByte ();
	botInfo [h].thief = cf.ReadByte ();
	botInfo [h].pursuit = cf.ReadByte ();
	botInfo [h].lightcast = cf.ReadByte ();
	botInfo [h].bDeathRoll = cf.ReadByte ();
	botInfo [h].flags = cf.ReadByte ();
	cf.Read(botInfo [h].pad, 3, 1);
	botInfo [h].deathrollSound = cf.ReadByte ();
	botInfo [h].glow = cf.ReadByte ();
	botInfo [h].behavior = cf.ReadByte ();
	botInfo [h].aim = cf.ReadByte ();
	for (j = 0; j < MAX_GUNS + 1; j++)
		ReadJointLists (botInfo [h].animStates [j], N_ANIM_STATES, cf);
	botInfo [h].always_0xabcd = cf.ReadInt ();
	}
return i;
}
Beispiel #6
0
int LoadMineSegmentsCompiled (CFile& cf)
{
	int			i, nSegments, nVertices;
	ubyte			nCompiledVersion;
	char			*psz;

gameData.segs.vMin.Set (0x7fffffff, 0x7fffffff, 0x7fffffff);
/*	[X] =
gameData.segs.vMin[Y] =
gameData.segs.vMin[Y] = 0x7fffffff;*/
gameData.segs.vMax.Set (-0x7fffffff, -0x7fffffff, -0x7fffffff);
/*[X] =
gameData.segs.vMax[X] =
gameData.segs.vMax[Y] =
gameData.segs.vMax[Y] = -0x7fffffff;*/
gameStates.render.bColored = 0;
bD1PigPresent = CFile::Exist (D1_PIGFILE, gameFolders.szDataDir, 0);
psz = strchr (gameData.segs.szLevelFilename, '.');
bNewFileFormat = !psz || strcmp (psz, ".sdl");
//	For compiled levels, textures map to themselves, prevent nTexOverride always being gray,
//	bug which Matt and John refused to acknowledge, so here is Mike, fixing it.

//=============================== Reading part ==============================
nCompiledVersion = cf.ReadByte ();
//Assert ( nCompiledVersion==COMPILED_MINE_VERSION );
#if TRACE
if (nCompiledVersion != COMPILED_MINE_VERSION)
	console.printf (CON_DBG, "compiled mine version=%i\n", nCompiledVersion); //many levels have "wrong" versions.  Theres no point in aborting because of it, I think.
console.printf (CON_DBG, "   compiled mine version = %d\n", nCompiledVersion);
#endif
nVertices = bNewFileFormat ? cf.ReadShort () : cf.ReadInt ();
Assert (nVertices <= MAX_VERTICES);
#if TRACE
console.printf (CON_DBG, "   %d vertices\n", gameData.segs.nVertices);
#endif
nSegments = bNewFileFormat ? cf.ReadShort () : cf.ReadInt ();
if (nSegments >= MAX_SEGMENTS) {
	Warning (TXT_LEVEL_TOO_LARGE);
	return -1;
	}
if (!InitGame (nSegments, nVertices))
	return -1;
#if TRACE
console.printf (CON_DBG, "   %d segments\n", gameData.segs.nSegments);
#endif
for (i = 0; i < gameData.segs.nVertices; i++) {
	cf.ReadVector (gameData.segs.vertices [i]);
#if !FLOAT_COORD
	gameData.segs.fVertices [i][X] = X2F (gameData.segs.vertices [i][X]);
	gameData.segs.fVertices [i][Y] = X2F (gameData.segs.vertices [i][Y]);
	gameData.segs.fVertices [i][Z] = X2F (gameData.segs.vertices [i][Z]);
#endif
	if (gameData.segs.vMin [X] > gameData.segs.vertices [i][X])
		gameData.segs.vMin [X] = gameData.segs.vertices [i][X];
	if (gameData.segs.vMin [Y] > gameData.segs.vertices [i][Y])
		gameData.segs.vMin [Y] = gameData.segs.vertices [i][Y];
	if (gameData.segs.vMin [Z] > gameData.segs.vertices [i][Z])
		gameData.segs.vMin [Z] = gameData.segs.vertices [i][Z];
	if (gameData.segs.vMax [X] < gameData.segs.vertices [i][X])
		gameData.segs.vMax [X] = gameData.segs.vertices [i][X];
	if (gameData.segs.vMax [Y] < gameData.segs.vertices [i][Y])
		gameData.segs.vMax [Y] = gameData.segs.vertices [i][Y];
	if (gameData.segs.vMax [Z] < gameData.segs.vertices [i][Z])
		gameData.segs.vMax [Z] = gameData.segs.vertices [i][Z];
	}
SEGMENTS.Clear ();
#if TRACE
console.printf (CON_DBG, "   loading segments ...\n");
#endif
gameData.segs.nLastVertex = gameData.segs.nVertices - 1;
gameData.segs.nLastSegment = gameData.segs.nSegments - 1;
if (gameStates.app.bProgressBars && gameOpts->menus.nStyle)
	LoadSegmentsGauge (cf);
else {
	LoadSegmentsCompiled (-1, cf);
	SetupSegments ();			// Fill in side type and normals.
	LoadExtSegmentsCompiled (cf);
	LoadVertLightsCompiled (-1, cf);
	LoadSideLightsCompiled (-1, cf);
	LoadTexColorsCompiled (-1, cf);
	ComputeSegSideCenters (-1);
	}
gameData.segs.fRad = X2F (CFixVector::Dist(gameData.segs.vMax, gameData.segs.vMin));
ResetObjects (1);		//one CObject, the player
return 0;
}