예제 #1
0
파일: kd_demo.c 프로젝트: NY00123/refkeen
// REFKEEN - New cross-platform methods for reading/writing objects from/to saved games
static id0_boolean_t SaveObject(BE_FILE_T file, objtype *o)
{
	id0_int_t dummy = 0;
	// for active enum (anonymous type)
	id0_int_t activeint = (id0_int_t)(o->active);
	// BACKWARD COMPATIBILITY
	id0_word_t statedosoffset = o->state ? o->state->compatdospointer : 0;
	// Just tells if "o->next" is zero or not
	id0_int_t isnext = o->next ? 1 : 0;
	// Now writing
	size_t BE_Cross_write_classtype_To16LE(BE_FILE_T fp, const classtype *ptr);
	return ((BE_Cross_write_classtype_To16LE(file, &o->obclass) == 2)
	        && (BE_Cross_writeInt16LE(file, &activeint) == 2)
	        && (BE_Cross_write_boolean_To16LE(file, &o->needtoreact) == 2)
	        && (BE_Cross_write_boolean_To16LE(file, &o->needtoclip) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->nothink) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->x) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->y) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->xdir) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->ydir) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->xmove) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->ymove) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->xspeed) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->yspeed) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->ticcount) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->ticadjust) == 2)
	        && (BE_Cross_writeInt16LE(file, &statedosoffset) == 2) // BACKWARD COMPATIBILITY
	        && (BE_Cross_writeInt16LE(file, &o->shapenum) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->left) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->top) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->right) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->bottom) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->midx) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->tileleft) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->tiletop) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->tileright) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->tilebottom) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->tilemidx) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->hitnorth) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->hiteast) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->hitsouth) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->hitwest) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->temp1) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->temp2) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->temp3) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->temp4) == 2)
	        // No need to write sprite, prev pointers as-is,
	        // these are ignored on loading. So write dummy value.
	        // Furthermore, all we need to know about next on loading is
	        // if it's zero or not.
	        && (BE_Cross_writeInt16LE(file, &dummy) == 2) // sprite
	        && (BE_Cross_writeInt16LE(file, &isnext) == 2) // next
	        && (BE_Cross_writeInt16LE(file, &dummy) == 2) // prev
	);
}
예제 #2
0
// REFKEEN - New cross-platform methods for reading/writing objects from/to saved games
static id0_boolean_t SaveObject(BE_FILE_T file, objtype *o)
{
	id0_int_t dummy = 0;
	// for active enum (anonymous type)
	id0_int_t activeint = (id0_int_t)(o->active);
	// BACKWARD COMPATIBILITY
	id0_word_t statedosoffset = o->state ? o->state->compatdospointer : 0;
	// Just tells if "o->next" is zero or not
	id0_int_t isnext = o->next ? 1 : 0;
	// Now writing
	size_t BE_Cross_write_classtype_To16LE(BE_FILE_T fp, const classtype *ptr);
	size_t BE_Cross_write_dirtype_To16LE(BE_FILE_T fp, const dirtype *ptr);
	return ((BE_Cross_writeInt16LE(file, &activeint) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->ticcount) == 2)
	        && (BE_Cross_write_classtype_To16LE(file, &o->obclass) == 2)
	        && (BE_Cross_writeInt16LE(file, &statedosoffset) == 2) // BACKWARD COMPATIBILITY
	        && (BE_Cross_write_boolean_To16LE(file, &o->shootable) == 2)
	        && (BE_Cross_write_boolean_To16LE(file, &o->tileobject) == 2)
	        && (BE_Cross_writeInt32LE(file, &o->distance) == 4)
	        && (BE_Cross_write_dirtype_To16LE(file, &o->dir) == 2)
	        && (BE_Cross_writeInt32LE(file, &o->x) == 4)
	        && (BE_Cross_writeInt32LE(file, &o->y) == 4)
	        && (BE_Cross_writeInt16LE(file, &o->tilex) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->tiley) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->viewx) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->viewheight) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->angle) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->hitpoints) == 2)
	        && (BE_Cross_writeInt32LE(file, &o->speed) == 4)
	        && (BE_Cross_writeInt16LE(file, &o->size) == 2)
	        && (BE_Cross_writeInt32LE(file, &o->xl) == 4)
	        && (BE_Cross_writeInt32LE(file, &o->xh) == 4)
	        && (BE_Cross_writeInt32LE(file, &o->yl) == 4)
	        && (BE_Cross_writeInt32LE(file, &o->yh) == 4)
	        && (BE_Cross_writeInt16LE(file, &o->temp1) == 2)
	        && (BE_Cross_writeInt16LE(file, &o->temp2) == 2)
	        // No need to write prev pointer as-is,
	        // this is ignored on loading. So write dummy value.
	        // Furthermore, all we need to know about next on loading is
	        // if it's zero or not.
	        && (BE_Cross_writeInt16LE(file, &isnext) == 2) // next
	        && (BE_Cross_writeInt8LEBuffer(file, &dummy, 2) == 2) // prev
	);
}
예제 #3
0
파일: c4_main.c 프로젝트: NY00123/refkeen
id0_boolean_t	SaveTheGame(BE_FILE_T file)
{
	id0_word_t	i,compressed,expanded;
	objtype	*o;
	memptr	bigbuffer;

	if (BE_Cross_writeInt16LE(file, &FreezeTime) != 2)
	//if (!CA_FarWrite(file,(void id0_far *)&FreezeTime,sizeof(FreezeTime)))
		return(false);

	// (REFKEEN) Writing fields one-by-one in a cross-platform manner
	if (!SaveGameState(file, &gamestate))
	//if (!CA_FarWrite(file,(void id0_far *)&gamestate,sizeof(gamestate)))
		return(false);

	if (BE_Cross_write_boolean_To16LE(file, &EASYMODEON) != 2)
	//if (!CA_FarWrite(file,(void id0_far *)&EASYMODEON,sizeof(EASYMODEON)))
		return(false);

	expanded = mapwidth * mapheight * 2;
	MM_GetPtr (&bigbuffer,expanded);

	for (i = 0;i < 3;i+=2)	// Write planes 0 and 2
	{
//
// leave a word at start of compressed data for compressed length
//
		compressed = (id0_unsigned_t)CA_RLEWCompress ((id0_unsigned_t id0_huge *)mapsegs[i]
			,expanded,((id0_unsigned_t id0_huge *)bigbuffer)+1,RLETAG);

		*(id0_unsigned_t id0_huge *)bigbuffer = compressed;

		if (BE_Cross_writeInt16LEBuffer(file, bigbuffer, compressed+2) != (id0_word_t)(compressed+2))
		//if (!CA_FarWrite(file,(id0_byte_t id0_far *)bigbuffer,compressed+2) )
		{
			MM_FreePtr (&bigbuffer);
			return(false);
		}
	}

	for (o = player;o;o = o->next)
		// (REFKEEN) Writing fields one-by-one in a cross-platform manner
		if (!SaveObject(file, o))
		//if (!CA_FarWrite(file,(void id0_far *)o,sizeof(objtype)))
		{
			MM_FreePtr (&bigbuffer);
			return(false);
		}

	MM_FreePtr (&bigbuffer);

	return(true);
}
예제 #4
0
파일: c6_main.c 프로젝트: BSzili/refkeen
id0_boolean_t	SaveTheGame(BE_FILE_T file)
{
	id0_word_t	i,compressed,expanded;
	objtype	*o;
	memptr	bigbuffer;

	// save the sky and ground colors
	// REFKEEN - But not before converting to original 16-bit pointers (reusing i variable)
	i = GetSkyGndColorDOSPtrFromNativePointer(skycolor);
	if (BE_Cross_writeInt16LE(file, &i) != 2)
	//if (!CA_FarWrite(file,(void id0_far *)&skycolor,sizeof(skycolor)))
		return(false);
	i = GetSkyGndColorDOSPtrFromNativePointer(groundcolor);
	if (BE_Cross_writeInt16LE(file, &i) != 2)
	//if (!CA_FarWrite(file,(void id0_far *)&groundcolor,sizeof(groundcolor)))
		return(false);

	if (BE_Cross_writeInt16LE(file, &FreezeTime) != 2)
	//if (!CA_FarWrite(file,(void id0_far *)&FreezeTime,sizeof(FreezeTime)))
		return(false);

	// (REFKEEN) Writing fields one-by-one in a cross-platform manner
	if (!SaveGameState(file, &gamestate))
	//if (!CA_FarWrite(file,(void id0_far *)&gamestate,sizeof(gamestate)))
		return(false);

	if (BE_Cross_write_boolean_To16LE(file, &EASYMODEON) != 2)
	//if (!CA_FarWrite(file,(void id0_far *)&EASYMODEON,sizeof(EASYMODEON)))
		return(false);

	expanded = mapwidth * mapheight * 2;
	MM_GetPtr (&bigbuffer,expanded);

	for (i = 0;i < 3;i+=2)	// Write planes 0 and 2
	{
//
// leave a word at start of compressed data for compressed length
//
		compressed = (id0_unsigned_t)CA_RLEWCompress ((id0_unsigned_t id0_huge *)mapsegs[i]
			,expanded,((id0_unsigned_t id0_huge *)bigbuffer)+1,RLETAG);

		*(id0_unsigned_t id0_huge *)bigbuffer = compressed;

		if (BE_Cross_writeInt16LEBuffer(file, bigbuffer, compressed+2) != (id0_word_t)(compressed+2))
		//if (!CA_FarWrite(file,(id0_byte_t id0_far *)bigbuffer,compressed+2) )
		{
			MM_FreePtr (&bigbuffer);
			return(false);
		}
	}

	for (o = player;o;o = o->next)
		// (REFKEEN) Writing fields one-by-one in a cross-platform manner
		if (!SaveObject(file, o))
		//if (!CA_FarWrite(file,(void id0_far *)o,sizeof(objtype)))
		{
			MM_FreePtr (&bigbuffer);
			return(false);
		}

	MM_FreePtr (&bigbuffer);

	return(true);
}