/* * reads n polymodel structs from a PHYSFS_file */ extern int polymodel_read_n(polymodel *pm, int n, PHYSFS_file *fp) { int i, j; for (i = 0; i < n; i++) { pm[i].n_models = PHYSFSX_readInt(fp); pm[i].model_data_size = PHYSFSX_readInt(fp); pm[i].model_data = (ubyte *) (size_t)PHYSFSX_readInt(fp); for (j = 0; j < MAX_SUBMODELS; j++) pm[i].submodel_ptrs[j] = PHYSFSX_readInt(fp); for (j = 0; j < MAX_SUBMODELS; j++) PHYSFSX_readVector(&(pm[i].submodel_offsets[j]), fp); for (j = 0; j < MAX_SUBMODELS; j++) PHYSFSX_readVector(&(pm[i].submodel_norms[j]), fp); for (j = 0; j < MAX_SUBMODELS; j++) PHYSFSX_readVector(&(pm[i].submodel_pnts[j]), fp); for (j = 0; j < MAX_SUBMODELS; j++) pm[i].submodel_rads[j] = PHYSFSX_readFix(fp); PHYSFS_read(fp, pm[i].submodel_parents, MAX_SUBMODELS, 1); for (j = 0; j < MAX_SUBMODELS; j++) PHYSFSX_readVector(&(pm[i].submodel_mins[j]), fp); for (j = 0; j < MAX_SUBMODELS; j++) PHYSFSX_readVector(&(pm[i].submodel_maxs[j]), fp); PHYSFSX_readVector(&(pm[i].mins), fp); PHYSFSX_readVector(&(pm[i].maxs), fp); pm[i].rad = PHYSFSX_readFix(fp); pm[i].n_textures = PHYSFSX_readByte(fp); pm[i].first_texture = PHYSFSX_readShort(fp); pm[i].simpler_model = PHYSFSX_readByte(fp); } return i; }
/* * reads a polymodel structure from a PHYSFS_file */ extern void polymodel_read(polymodel *pm, PHYSFS_file *fp) { int i; pm->n_models = PHYSFSX_readInt(fp); pm->model_data_size = PHYSFSX_readInt(fp); pm->model_data = (ubyte *)(size_t)PHYSFSX_readInt(fp); // garbage, read it anyway just for consistency for (i = 0; i < MAX_SUBMODELS; i++) pm->submodel_ptrs[i] = PHYSFSX_readInt(fp); for (i = 0; i < MAX_SUBMODELS; i++) PHYSFSX_readVector(&(pm->submodel_offsets[i]), fp); for (i = 0; i < MAX_SUBMODELS; i++) PHYSFSX_readVector(&(pm->submodel_norms[i]), fp); for (i = 0; i < MAX_SUBMODELS; i++) PHYSFSX_readVector(&(pm->submodel_pnts[i]), fp); for (i = 0; i < MAX_SUBMODELS; i++) pm->submodel_rads[i] = PHYSFSX_readFix(fp); PHYSFS_read(fp, pm->submodel_parents, MAX_SUBMODELS, 1); for (i = 0; i < MAX_SUBMODELS; i++) PHYSFSX_readVector(&(pm->submodel_mins[i]), fp); for (i = 0; i < MAX_SUBMODELS; i++) PHYSFSX_readVector(&(pm->submodel_maxs[i]), fp); PHYSFSX_readVector(&(pm->mins), fp); PHYSFSX_readVector(&(pm->maxs), fp); pm->rad = PHYSFSX_readFix(fp); pm->n_textures = PHYSFSX_readByte(fp); pm->first_texture = PHYSFSX_readShort(fp); pm->simpler_model = PHYSFSX_readByte(fp); }
void player_ship_read(player_ship *ps, PHYSFS_file *fp) { int i; ps->model_num = PHYSFSX_readInt(fp); ps->expl_vclip_num = PHYSFSX_readInt(fp); ps->mass = PHYSFSX_readFix(fp); ps->drag = PHYSFSX_readFix(fp); ps->max_thrust = PHYSFSX_readFix(fp); ps->reverse_thrust = PHYSFSX_readFix(fp); ps->brakes = PHYSFSX_readFix(fp); ps->wiggle = PHYSFSX_readFix(fp); ps->max_rotthrust = PHYSFSX_readFix(fp); for (i = 0; i < N_PLAYER_GUNS; i++) PHYSFSX_readVector(&ps->gun_points[i], fp); }
// Read compiled properties data from descent.pig void properties_read_cmp(PHYSFS_File * fp) { // bitmap_index is a short NumTextures = PHYSFSX_readInt(fp); bitmap_index_read_n(fp, Textures); range_for (tmap_info &ti, TmapInfo) tmap_info_read(ti, fp); PHYSFS_read(fp, Sounds, sizeof(Sounds[0]), Sounds.size()); PHYSFS_read(fp, AltSounds, sizeof(AltSounds[0]), AltSounds.size()); Num_vclips = PHYSFSX_readInt(fp); range_for (vclip &vc, Vclip) vclip_read(fp, vc); Num_effects = PHYSFSX_readInt(fp); range_for (eclip &ec, Effects) eclip_read(fp, ec); Num_wall_anims = PHYSFSX_readInt(fp); range_for (auto &w, WallAnims) wclip_read(fp, w); N_robot_types = PHYSFSX_readInt(fp); range_for (auto &r, Robot_info) robot_info_read(fp, r); N_robot_joints = PHYSFSX_readInt(fp); range_for (auto &r, Robot_joints) jointpos_read(fp, r); N_weapon_types = PHYSFSX_readInt(fp); weapon_info_read_n(Weapon_info, MAX_WEAPON_TYPES, fp, 0); N_powerup_types = PHYSFSX_readInt(fp); range_for (auto &p, Powerup_info) powerup_type_info_read(fp, p); N_polygon_models = PHYSFSX_readInt(fp); { const auto &&r = partial_range(Polygon_models, N_polygon_models); range_for (auto &p, r) polymodel_read(&p, fp); range_for (auto &p, r) polygon_model_data_read(&p, fp); } bitmap_index_read_n(fp, partial_range(Gauges, MAX_GAUGE_BMS)); range_for (auto &i, Dying_modelnums) i = PHYSFSX_readInt(fp); range_for (auto &i, Dead_modelnums) i = PHYSFSX_readInt(fp); bitmap_index_read_n(fp, ObjBitmaps); range_for (auto &i, ObjBitmapPtrs) i = PHYSFSX_readShort(fp); player_ship_read(&only_player_ship, fp); Num_cockpits = PHYSFSX_readInt(fp); bitmap_index_read_n(fp, cockpit_bitmap); PHYSFS_read(fp, Sounds, sizeof(Sounds[0]), Sounds.size()); PHYSFS_read(fp, AltSounds, sizeof(AltSounds[0]), AltSounds.size()); Num_total_object_types = PHYSFSX_readInt(fp); PHYSFS_read( fp, ObjType, sizeof(ubyte), MAX_OBJTYPE ); PHYSFS_read( fp, ObjId, sizeof(ubyte), MAX_OBJTYPE ); range_for (auto &i, ObjStrength) i = PHYSFSX_readFix(fp); First_multi_bitmap_num = PHYSFSX_readInt(fp); Reactors[0].n_guns = PHYSFSX_readInt(fp); range_for (auto &i, Reactors[0].gun_points) PHYSFSX_readVector(fp, i); range_for (auto &i, Reactors[0].gun_dirs) PHYSFSX_readVector(fp, i); exit_modelnum = PHYSFSX_readInt(fp); destroyed_exit_modelnum = PHYSFSX_readInt(fp); #if DXX_USE_EDITOR //Build tmaplist auto &&effect_range = partial_const_range(Effects, Num_effects); Num_tmaps = TextureEffects + std::count_if(effect_range.begin(), effect_range.end(), [](const eclip &e) { return e.changing_wall_texture >= 0; }); #endif }
//reads one object of the given version from the given file void read_object(object *obj,PHYSFS_file *f,int version) { obj->type = PHYSFSX_readByte(f); obj->id = PHYSFSX_readByte(f); if (obj->type == OBJ_ROBOT && obj->id > 23) { obj->id = obj->id % 24; } obj->control_type = PHYSFSX_readByte(f); obj->movement_type = PHYSFSX_readByte(f); obj->render_type = PHYSFSX_readByte(f); obj->flags = PHYSFSX_readByte(f); obj->segnum = PHYSFSX_readShort(f); obj->attached_obj = -1; PHYSFSX_readVector(&obj->pos,f); PHYSFSX_readMatrix(&obj->orient,f); obj->size = PHYSFSX_readFix(f); obj->shields = PHYSFSX_readFix(f); PHYSFSX_readVector(&obj->last_pos,f); obj->contains_type = PHYSFSX_readByte(f); obj->contains_id = PHYSFSX_readByte(f); obj->contains_count = PHYSFSX_readByte(f); switch (obj->movement_type) { case MT_PHYSICS: PHYSFSX_readVector(&obj->mtype.phys_info.velocity,f); PHYSFSX_readVector(&obj->mtype.phys_info.thrust,f); obj->mtype.phys_info.mass = PHYSFSX_readFix(f); obj->mtype.phys_info.drag = PHYSFSX_readFix(f); obj->mtype.phys_info.brakes = PHYSFSX_readFix(f); PHYSFSX_readVector(&obj->mtype.phys_info.rotvel,f); PHYSFSX_readVector(&obj->mtype.phys_info.rotthrust,f); obj->mtype.phys_info.turnroll = PHYSFSX_readFixAng(f); obj->mtype.phys_info.flags = PHYSFSX_readShort(f); break; case MT_SPINNING: PHYSFSX_readVector(&obj->mtype.spin_rate,f); break; case MT_NONE: break; default: Int3(); } switch (obj->control_type) { case CT_AI: { int i; obj->ctype.ai_info.behavior = PHYSFSX_readByte(f); for (i=0;i<MAX_AI_FLAGS;i++) obj->ctype.ai_info.flags[i] = PHYSFSX_readByte(f); obj->ctype.ai_info.hide_segment = PHYSFSX_readShort(f); obj->ctype.ai_info.hide_index = PHYSFSX_readShort(f); obj->ctype.ai_info.path_length = PHYSFSX_readShort(f); obj->ctype.ai_info.cur_path_index = PHYSFSX_readShort(f); if (version <= 25) { obj->ctype.ai_info.follow_path_start_seg = PHYSFSX_readShort(f); obj->ctype.ai_info.follow_path_end_seg = PHYSFSX_readShort(f); } break; } case CT_EXPLOSION: obj->ctype.expl_info.spawn_time = PHYSFSX_readFix(f); obj->ctype.expl_info.delete_time = PHYSFSX_readFix(f); obj->ctype.expl_info.delete_objnum = PHYSFSX_readShort(f); obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1; break; case CT_WEAPON: //do I really need to read these? Are they even saved to disk? obj->ctype.laser_info.parent_type = PHYSFSX_readShort(f); obj->ctype.laser_info.parent_num = PHYSFSX_readShort(f); obj->ctype.laser_info.parent_signature = PHYSFSX_readInt(f); break; case CT_LIGHT: obj->ctype.light_info.intensity = PHYSFSX_readFix(f); break; case CT_POWERUP: if (version >= 25) obj->ctype.powerup_info.count = PHYSFSX_readInt(f); else obj->ctype.powerup_info.count = 1; if (obj->id == POW_VULCAN_WEAPON) obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT; break; case CT_NONE: case CT_FLYING: case CT_DEBRIS: break; case CT_SLEW: //the player is generally saved as slew break; case CT_CNTRLCEN: break; case CT_MORPH: case CT_FLYTHROUGH: case CT_REPAIRCEN: default: Int3(); } switch (obj->render_type) { case RT_NONE: break; case RT_MORPH: case RT_POLYOBJ: { int i,tmo; obj->rtype.pobj_info.model_num = convert_polymod(PHYSFSX_readInt(f)); for (i=0;i<MAX_SUBMODELS;i++) PHYSFSX_readAngleVec(&obj->rtype.pobj_info.anim_angles[i],f); obj->rtype.pobj_info.subobj_flags = PHYSFSX_readInt(f); tmo = PHYSFSX_readInt(f); #ifndef EDITOR obj->rtype.pobj_info.tmap_override = convert_tmap(tmo); #else if (tmo==-1) obj->rtype.pobj_info.tmap_override = -1; else { int xlated_tmo = tmap_xlate_table[tmo]; if (xlated_tmo < 0) { Int3(); xlated_tmo = 0; } obj->rtype.pobj_info.tmap_override = xlated_tmo; } #endif obj->rtype.pobj_info.alt_textures = 0; break; } case RT_WEAPON_VCLIP: case RT_HOSTAGE: case RT_POWERUP: case RT_FIREBALL: obj->rtype.vclip_info.vclip_num = convert_vclip(PHYSFSX_readInt(f)); obj->rtype.vclip_info.frametime = PHYSFSX_readFix(f); obj->rtype.vclip_info.framenum = PHYSFSX_readByte(f); break; case RT_LASER: break; default: Int3(); } }
int load_mine_data_compiled(PHYSFS_file *LoadFile) { int i, segnum, sidenum; ubyte compiled_version; short temp_short; ushort temp_ushort = 0; ubyte bit_mask; d1_pig_present = PHYSFSX_exists(D1_PIGFILE,1); #if 0 // the following will be deleted once reading old pigfiles works reliably if (d1_pig_present) { PHYSFS_file * d1_Piggy_fp = PHYSFSX_openReadBuffered( D1_PIGFILE ); switch (PHYSFS_fileLength(d1_Piggy_fp)) { case D1_SHARE_BIG_PIGSIZE: case D1_SHARE_10_PIGSIZE: case D1_SHARE_PIGSIZE: case D1_10_BIG_PIGSIZE: case D1_10_PIGSIZE: //d1_pig_present = 0; } PHYSFS_close (d1_Piggy_fp); } #endif if (!strcmp(strchr(Gamesave_current_filename, '.'), ".sdl")) New_file_format_load = 0; // descent 1 shareware else New_file_format_load = 1; // For compiled levels, textures map to themselves, prevent tmap_override always being gray, // bug which Matt and John refused to acknowledge, so here is Mike, fixing it. #ifdef EDITOR for (i=0; i<MAX_TEXTURES; i++) tmap_xlate_table[i] = i; #endif // memset( Segments, 0, sizeof(segment)*MAX_SEGMENTS ); fuelcen_reset(); //=============================== Reading part ============================== compiled_version = PHYSFSX_readByte(LoadFile); (void)compiled_version; if (New_file_format_load) Num_vertices = PHYSFSX_readShort(LoadFile); else Num_vertices = PHYSFSX_readInt(LoadFile); Assert( Num_vertices <= MAX_VERTICES ); if (New_file_format_load) Num_segments = PHYSFSX_readShort(LoadFile); else Num_segments = PHYSFSX_readInt(LoadFile); Assert( Num_segments <= MAX_SEGMENTS ); for (i = 0; i < Num_vertices; i++) PHYSFSX_readVector( &(Vertices[i]), LoadFile); for (segnum=0; segnum<Num_segments; segnum++ ) { #ifdef EDITOR Segments[segnum].segnum = segnum; Segments[segnum].group = 0; #endif if (New_file_format_load) bit_mask = PHYSFSX_readByte(LoadFile); else bit_mask = 0x7f; // read all six children and special stuff... if (Gamesave_current_version == 5) { // d2 SHAREWARE level read_special(segnum,bit_mask,LoadFile); read_verts(segnum,LoadFile); read_children(segnum,bit_mask,LoadFile); } else { read_children(segnum,bit_mask,LoadFile); read_verts(segnum,LoadFile); if (Gamesave_current_version <= 1) { // descent 1 level read_special(segnum,bit_mask,LoadFile); } } Segments[segnum].objects = -1; if (Gamesave_current_version <= 5) { // descent 1 thru d2 SHAREWARE level // Read fix Segments[segnum].static_light (shift down 5 bits, write as short) temp_ushort = PHYSFSX_readShort(LoadFile); Segment2s[segnum].static_light = ((fix)temp_ushort) << 4; //PHYSFS_read( LoadFile, &Segments[segnum].static_light, sizeof(fix), 1 ); } // Read the walls as a 6 byte array for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++ ) { Segments[segnum].sides[sidenum].pad = 0; } if (New_file_format_load) bit_mask = PHYSFSX_readByte(LoadFile); else bit_mask = 0x3f; // read all six sides for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) { ubyte byte_wallnum; if (bit_mask & (1 << sidenum)) { byte_wallnum = PHYSFSX_readByte(LoadFile); if ( byte_wallnum == 255 ) Segments[segnum].sides[sidenum].wall_num = -1; else Segments[segnum].sides[sidenum].wall_num = byte_wallnum; } else Segments[segnum].sides[sidenum].wall_num = -1; } for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++ ) { if ( (Segments[segnum].children[sidenum]==-1) || (Segments[segnum].sides[sidenum].wall_num!=-1) ) { // Read short Segments[segnum].sides[sidenum].tmap_num; if (New_file_format_load) { temp_ushort = PHYSFSX_readShort(LoadFile); Segments[segnum].sides[sidenum].tmap_num = temp_ushort & 0x7fff; } else Segments[segnum].sides[sidenum].tmap_num = PHYSFSX_readShort(LoadFile); if (Gamesave_current_version <= 1) Segments[segnum].sides[sidenum].tmap_num = convert_d1_tmap_num(Segments[segnum].sides[sidenum].tmap_num); if (New_file_format_load && !(temp_ushort & 0x8000)) Segments[segnum].sides[sidenum].tmap_num2 = 0; else { // Read short Segments[segnum].sides[sidenum].tmap_num2; Segments[segnum].sides[sidenum].tmap_num2 = PHYSFSX_readShort(LoadFile); if (Gamesave_current_version <= 1 && Segments[segnum].sides[sidenum].tmap_num2 != 0) Segments[segnum].sides[sidenum].tmap_num2 = convert_d1_tmap_num(Segments[segnum].sides[sidenum].tmap_num2); } // Read uvl Segments[segnum].sides[sidenum].uvls[4] (u,v>>5, write as short, l>>1 write as short) for (i=0; i<4; i++ ) { temp_short = PHYSFSX_readShort(LoadFile); Segments[segnum].sides[sidenum].uvls[i].u = ((fix)temp_short) << 5; temp_short = PHYSFSX_readShort(LoadFile); Segments[segnum].sides[sidenum].uvls[i].v = ((fix)temp_short) << 5; temp_ushort = PHYSFSX_readShort(LoadFile); Segments[segnum].sides[sidenum].uvls[i].l = ((fix)temp_ushort) << 1; //PHYSFS_read( LoadFile, &Segments[segnum].sides[sidenum].uvls[i].l, sizeof(fix), 1 ); } } else { Segments[segnum].sides[sidenum].tmap_num = 0; Segments[segnum].sides[sidenum].tmap_num2 = 0; for (i=0; i<4; i++ ) { Segments[segnum].sides[sidenum].uvls[i].u = 0; Segments[segnum].sides[sidenum].uvls[i].v = 0; Segments[segnum].sides[sidenum].uvls[i].l = 0; } } } } #if 0 { FILE *fp; fp = fopen("segments.out", "wt"); for (i = 0; i <= Highest_segment_index; i++) { side sides[MAX_SIDES_PER_SEGMENT]; // 6 sides short children[MAX_SIDES_PER_SEGMENT]; // indices of 6 children segments, front, left, top, right, bottom, back short verts[MAX_VERTICES_PER_SEGMENT]; // vertex ids of 4 front and 4 back vertices int objects; // pointer to objects in this segment for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) { sbyte type; // replaces num_faces and tri_edge, 1 = quad, 2 = 0:2 triangulation, 3 = 1:3 triangulation ubyte pad; //keep us longword alligned short wall_num; short tmap_num; short tmap_num2; uvl uvls[4]; vms_vector normals[2]; // 2 normals, if quadrilateral, both the same. fprintf(fp, "%d\n", Segments[i].sides[j].type); fprintf(fp, "%d\n", Segments[i].sides[j].pad); fprintf(fp, "%d\n", Segments[i].sides[j].wall_num); fprintf(fp, "%d\n", Segments[i].tmap_num); } fclose(fp); } } #endif Highest_vertex_index = Num_vertices-1; Highest_segment_index = Num_segments-1; validate_segment_all(); // Fill in side type and normals. for (i=0; i<Num_segments; i++) { if (Gamesave_current_version > 5) segment2_read(&Segment2s[i], LoadFile); fuelcen_activate( &Segments[i], Segment2s[i].special ); } reset_objects(1); //one object, the player return 0; }
int load_mine_data_compiled(PHYSFS_file *LoadFile) { int i, segnum, sidenum; ubyte compiled_version; short temp_short; ushort temp_ushort = 0; ubyte bit_mask; if (!strcmp(strchr(Gamesave_current_filename, '.'), ".sdl")) New_file_format_load = 0; // descent 1 shareware else New_file_format_load = 1; // For compiled levels, textures map to themselves, prevent tmap_override always being gray, // bug which Matt and John refused to acknowledge, so here is Mike, fixing it. // // Although in a cloud of arrogant glee, he forgot to ifdef it on EDITOR! // (Matt told me to write that!) #ifdef EDITOR for (i=0; i<MAX_TEXTURES; i++) tmap_xlate_table[i] = i; #endif // memset( Segments, 0, sizeof(segment)*MAX_SEGMENTS ); fuelcen_reset(); //=============================== Reading part ============================== compiled_version = PHYSFSX_readByte(LoadFile); (void)compiled_version; if (New_file_format_load) Num_vertices = PHYSFSX_readShort(LoadFile); else Num_vertices = PHYSFSX_readInt(LoadFile); Assert( Num_vertices <= MAX_VERTICES ); if (New_file_format_load) Num_segments = PHYSFSX_readShort(LoadFile); else Num_segments = PHYSFSX_readInt(LoadFile); Assert( Num_segments <= MAX_SEGMENTS ); for (i = 0; i < Num_vertices; i++) PHYSFSX_readVector( &(Vertices[i]), LoadFile); for (segnum=0; segnum<Num_segments; segnum++ ) { #ifdef EDITOR Segments[segnum].segnum = segnum; Segments[segnum].group = 0; #endif if (New_file_format_load) bit_mask = PHYSFSX_readByte(LoadFile); else bit_mask = 0x7f; // read all six children and special stuff... if (Gamesave_current_version == 5) { // d2 SHAREWARE level read_special(segnum,bit_mask,LoadFile); read_verts(segnum,LoadFile); read_children(segnum,bit_mask,LoadFile); } else { read_children(segnum,bit_mask,LoadFile); read_verts(segnum,LoadFile); if (Gamesave_current_version <= 1) { // descent 1 level read_special(segnum,bit_mask,LoadFile); } } Segments[segnum].objects = -1; if (Gamesave_current_version <= 5) { // descent 1 thru d2 SHAREWARE level // Read fix Segments[segnum].static_light (shift down 5 bits, write as short) temp_ushort = PHYSFSX_readShort(LoadFile); Segments[segnum].static_light = ((fix)temp_ushort) << 4; //PHYSFS_read( LoadFile, &Segments[segnum].static_light, sizeof(fix), 1 ); } // Read the walls as a 6 byte array for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++ ) { Segments[segnum].sides[sidenum].pad = 0; } if (New_file_format_load) bit_mask = PHYSFSX_readByte(LoadFile); else bit_mask = 0x3f; // read all six sides for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) { ubyte byte_wallnum; if (bit_mask & (1 << sidenum)) { byte_wallnum = PHYSFSX_readByte(LoadFile); if ( byte_wallnum == 255 ) Segments[segnum].sides[sidenum].wall_num = -1; else Segments[segnum].sides[sidenum].wall_num = byte_wallnum; } else Segments[segnum].sides[sidenum].wall_num = -1; } for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++ ) { if ( (Segments[segnum].children[sidenum]==-1) || (Segments[segnum].sides[sidenum].wall_num!=-1) ) { // Read short Segments[segnum].sides[sidenum].tmap_num; temp_ushort = PHYSFSX_readShort(LoadFile); Segments[segnum].sides[sidenum].tmap_num = convert_tmap(temp_ushort & 0x7fff); if (New_file_format_load && !(temp_ushort & 0x8000)) Segments[segnum].sides[sidenum].tmap_num2 = 0; else { // Read short Segments[segnum].sides[sidenum].tmap_num2; Segments[segnum].sides[sidenum].tmap_num2 = PHYSFSX_readShort(LoadFile); Segments[segnum].sides[sidenum].tmap_num2 = (convert_tmap(Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff)) | (Segments[segnum].sides[sidenum].tmap_num2 & 0xc000); } // Read uvl Segments[segnum].sides[sidenum].uvls[4] (u,v>>5, write as short, l>>1 write as short) for (i=0; i<4; i++ ) { temp_short = PHYSFSX_readShort(LoadFile); Segments[segnum].sides[sidenum].uvls[i].u = ((fix)temp_short) << 5; temp_short = PHYSFSX_readShort(LoadFile); Segments[segnum].sides[sidenum].uvls[i].v = ((fix)temp_short) << 5; temp_ushort = PHYSFSX_readShort(LoadFile); Segments[segnum].sides[sidenum].uvls[i].l = ((fix)temp_ushort) << 1; //PHYSFS_read( LoadFile, &Segments[segnum].sides[sidenum].uvls[i].l, sizeof(fix), 1 ); } } else { Segments[segnum].sides[sidenum].tmap_num = 0; Segments[segnum].sides[sidenum].tmap_num2 = 0; for (i=0; i<4; i++ ) { Segments[segnum].sides[sidenum].uvls[i].u = 0; Segments[segnum].sides[sidenum].uvls[i].v = 0; Segments[segnum].sides[sidenum].uvls[i].l = 0; } } } } Highest_vertex_index = Num_vertices-1; Highest_segment_index = Num_segments-1; validate_segment_all(); // Fill in side type and normals. for (i=0; i<Num_segments; i++) { if (Gamesave_current_version > 5) segment2_read(&Segments[i], LoadFile); fuelcen_activate( &Segments[i], Segments[i].special ); } reset_objects(1); //one object, the player return 0; }