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]); }
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]); }
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(); } }
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; } }
/* * 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; }
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; }