Exemplo n.º 1
0
int load_game(char* s)
{
	int i, ver, vt_entries = MAX_VIEWTABLE;
	UINT8 t;
	SINT16 parm[7];
	char sig[8];
	char id[8];
	char description[256];
	FILE *f = fopen(s, "rb");

	if(!f)
		return err_BadFileOpen;

	read_bytes(f, sig, 8);
	if (strncmp (sig, strSig, 8)) {
		fclose(f);
		return err_BadFileOpen;
	}

	read_string (f, description);

	ver = read_uint8(f);
	if (ver == 0)
		vt_entries = 64;
	game.state = read_uint8(f);
	/* game.name - not saved */
	read_string(f, id);
	if(strcmp(id, game.id)) {
		fclose(f);
		return err_BadFileOpen;
	}
	/* game.crc - not saved */

	for (i = 0; i < MAX_FLAGS; i++)
		game.flags[i] = read_uint8(f);
	for (i = 0; i < MAX_VARS; i++)
		game.vars[i] = read_uint8(f);

	game.horizon = read_sint16(f);
	game.line_status = read_sint16(f);
	game.line_user_input = read_sint16(f);
	game.line_min_print = read_sint16(f);

	/* These are never saved */
	game.cursor_pos = 0;
	game.input_buffer[0] = 0;
	game.echo_buffer[0] = 0;
	game.keypress = 0;

	game.input_mode = read_sint16(f);
	game.lognum = read_sint16(f);

	game.player_control = read_sint16(f);
	game.quit_prog_now = read_sint16(f);
	game.status_line = read_sint16(f);
	game.clock_enabled = read_sint16(f);
	game.exit_all_logics = read_sint16(f);
	game.picture_shown = read_sint16(f);
	game.has_prompt = read_sint16(f);
	game.game_flags = read_sint16(f);
	game.input_enabled = !read_sint16(f);

	for (i = 0; i < _HEIGHT; i++)
		game.pri_table[i] = read_uint8(f);

	if(game.has_window)
		close_window();
	game.msg_box_ticks = 0;
	game.block.active = FALSE;
	/* game.window - fixed by close_window() */
	/* game.has_window - fixed by close_window() */

	game.gfx_mode = read_sint16(f);
	game.cursor_char = read_uint8(f);
	game.color_fg = read_sint16(f);
	game.color_bg = read_sint16(f);

	/* game.hires (#ifdef USE_HIRES) - rebuilt from image stack */
	/* game.sbuf - rebuilt from image stack */

	/* game.ego_words - fixed by clean_input */
	/* game.num_ego_words - fixed by clean_input */

	game.num_objects = read_sint16(f);
	for(i = 0; i < (SINT16)game.num_objects; i++)
		object_set_location(i, read_sint16(f));

	/* Those are not serialized */
	for (i = 0; i < MAX_DIRS; i++) {
		game.ev_keyp[i].occured = FALSE;
	}

	for (i = 0; i < MAX_STRINGS; i++)
		read_string (f, game.strings[i]);

	for (i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource (rLOGIC, i);
		else
			agi_unload_resource (rLOGIC, i);
		game.logics[i].sIP = read_sint16(f);
		game.logics[i].cIP = read_sint16(f);
	}

	for (i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource(rPICTURE, i);
		else
			agi_unload_resource(rPICTURE, i);
	}

	for (i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource(rVIEW, i);
		else
			agi_unload_resource(rVIEW, i);
	}

	for(i = 0; i < MAX_DIRS; i++) {
		if(read_uint8(f) & RES_LOADED)
			agi_load_resource(rSOUND, i);
		else
			agi_unload_resource(rSOUND, i);
	}

	/* game.pictures - loaded above */
	/* game.logics - loaded above */
	/* game.views - loaded above */
	/* game.sounds - loaded above */

	for (i = 0; i < vt_entries; i++) {
		struct vt_entry* v = &game.view_table[i];

		v->step_time = read_uint8(f);
		v->step_time_count = read_uint8(f);
		v->entry = read_uint8(f);
		v->x_pos = read_sint16(f);
		v->y_pos = read_sint16(f);
		v->current_view = read_uint8(f);

		/* v->view_data - fixed below  */

		v->current_loop = read_uint8(f);
		v->num_loops = read_uint8(f);

		/* v->loop_data - fixed below  */

		v->current_cel = read_uint8(f);
		v->num_cels = read_uint8(f);

		/* v->cel_data - fixed below  */
		/* v->cel_data_2 - fixed below  */
		
		v->x_pos2 = read_sint16(f);
		v->y_pos2 = read_sint16(f);

		/* v->s - fixed below */

		v->x_size = read_sint16(f);
		v->y_size = read_sint16(f);
		v->step_size = read_uint8(f);
		v->cycle_time = read_uint8(f);
		v->cycle_time_count = read_uint8(f);
		v->direction = read_uint8(f);

		v->motion = read_uint8(f);
		v->cycle = read_uint8(f);
		v->priority = read_uint8(f);

		v->flags = read_uint16(f);
		
		v->parm1 = read_uint8(f);
		v->parm2 = read_uint8(f);
		v->parm3 = read_uint8(f);
		v->parm4 = read_uint8(f);
	}
	for (i = vt_entries; i < MAX_VIEWTABLE; i++) {
		memset (&game.view_table[i], 0, sizeof (struct vt_entry));
	}

	/* Fix some pointers in viewtable */

	for (i = 0; i < MAX_VIEWTABLE; i++) {
		struct vt_entry* v = &game.view_table[i];

		if(game.dir_view[v->current_view].offset == _EMPTY)
			continue;

		if(!(game.dir_view[v->current_view].flags & RES_LOADED))
			agi_load_resource(rVIEW, v->current_view);

		set_view(v, v->current_view); /* Fix v->view_data */
		set_loop(v, v->current_loop); /* Fix v->loop_data */
		set_cel(v, v->current_cel);   /* Fix v->cel_data */
		v->cel_data_2 = v->cel_data;
		v->s = NULL;		/* not sure if it is used... */
	}

	erase_both();

	/* Clear input line */
	clear_screen(0);
	write_status();

	/* Recreate background from saved image stack */
	clear_image_stack();
	while ((t = read_uint8(f)) != 0) {
		for (i = 0; i < 7; i++)
			parm[i] = read_sint16(f);
		replay_image_stack_call (t, parm[0], parm[1], parm[2],
			parm[3], parm[4], parm[5], parm[6]);
	}

	fclose(f);

	setflag(F_restore_just_ran, TRUE);

	game.has_prompt = 0;	/* force input line repaint if necessary*/
	clean_input();
	
	erase_both();
	blit_both();
	commit_both();
	show_pic();
	do_update();

	return err_OK;
}
Exemplo n.º 2
0
int view_pictures ()
{
	int ec = err_OK;
	char x[64];
	int i, pic = 0, dir = 1;

	game.line_min_print = 1;

	for (i = 0; ec == err_OK; i = 1) {
		while (game.dir_pic[pic].offset == _EMPTY) {
			pic += dir;
			if (pic < 0)
				pic = MAX_DIRS - 1;

			if (pic > MAX_DIRS - 1) {
				pic = 0;
				if (i == 0) {		/* no pics? */
					ec = 1;
					fprintf (stderr, "No pictures found\n");
					goto end_view;
				}
			}
		}
		
		_D ("picture = %d", pic);
		if ((ec = agi_load_resource (rPICTURE, pic)) != err_OK) {
			_D (_D_CRIT "Whoops. bad pic %d", pic);
			ec = err_OK;
			pic += dir;
			goto next_pic;
		}

		print_text ("[drawing]", 0, 16, 0, strlen (x) + 1, 0, 15);

		/* decodes the raw data to useable form */
		decode_picture (pic, TRUE);

		show_pic ();
		put_screen ();
		
update_statusline:
#ifdef USE_HIRES
		sprintf (x, "Picture:%3i                  Hi-res: %3s",
			pic, opt.hires ? " on" : "off");
#else
		sprintf (x, "Picture:%3i                  Hi-res: N/A", pic);
#endif
		print_text (x, 0, 0, 0, strlen (x) + 1, 0, 15);
		sprintf (x, "H:Hi-res    P:Vis/Prio   +:Next   -:Prev");
		print_text (x, 0, 0, 23, strlen (x) + 1, 15, 0);
		sprintf (x, "R:Redraw      D:Screen dump       Q:Quit");
		print_text (x, 0, 0, 24, strlen (x) + 1, 15, 0);

		while (42) {
			decode_picture (pic, TRUE);
    			switch (picviewer_get_key()) {
    			case 'q':
				goto end_view;
#ifdef USE_HIRES
#ifdef USE_MOUSE
			case BUTTON_RIGHT:
#endif
    			case 'h':
				opt.hires = !opt.hires;
				show_pic ();
				put_screen ();
				goto update_statusline;
#endif
    			case 'p':
				debug.priority = !debug.priority;
				show_pic ();
				put_screen ();
    				break;
			case 'd':
				/*opt.showscreendraw = !opt.showscreendraw;*/
				screen_dump();
				goto update_statusline;
			case 'r':
				goto next_pic;
#ifdef USE_MOUSE
			case BUTTON_LEFT:
				if (mouse.x < GFX_WIDTH / 2) 
					goto previous_pic;
#endif
				/* fall through */
    			case '+':
				_D ("next pic");
 				if (pic < MAX_DIRS - 1)
    					pic++;
    				else
    					pic = 0;
    				dir = 1;
				goto next_pic;
    			case '-':
			previous_pic:
				_D ("previous pic");
    				if (pic > 0)
    					pic--;
    				else
    					pic = MAX_DIRS - 1;
    				i = 0;
    				dir = -1;
				goto next_pic;
    			}
    		}
next_pic:
    		agi_unload_resource (rPICTURE, pic);
    		
	}

end_view:
	return ec;
}