Files
oboe/osx/boe.fileio.cpp
Niemand f198b4899d Added include guards to all class headers.
Removed unnecessary or potentially harmful compiler flags. 
Added alignment attribute to all old struct members. 
Removed some unused variables. 
Made some switch statements handle all or more cases. 
Removed using declarations in favor of fully qualified names. 
Fixed a couple of assignments in conditionals that should have been comparisons. 
Eliminated linker warnings by restoring default linking of standard libraries. 
Fixed some comparisons between signed and unsigned integers. 

Note: No testing has been done, in particular of old file I/O. This should be checked for regression caused by alteration of old struct definitions. 


git-svn-id: http://openexile.googlecode.com/svn/trunk@63 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-22 03:01:05 +00:00

1783 lines
51 KiB
C++

#include <iostream>
#include <fstream>
//#include "item.h"
#include "boe.global.h"
#include "classes.h"
#include "boe.fileio.h"
#include "boe.text.h"
#include "boe.town.h"
#include "boe.items.h"
#include "boe.graphics.h"
#include "boe.locutils.h"
#include "boe.fields.h"
#include "boe.newgraph.h"
#include "boe.dlgutil.h"
#include "boe.infodlg.h"
#include "boe.graphutil.h"
#include "graphtool.h"
#include "soundtool.h"
#include "mathutil.h"
#include "dlgutil.h"
#include "fileio.h"
#include "porting.h" // only needed for one little flip_short call, though...
#define DONE_BUTTON_ITEM 1
#define IN_FRONT (WindowPtr)-1L
DialogPtr the_dialog;
//extern party_record_type party;
//extern pc_record_type adven[6];
//extern cOutdoors outdoors[2][2];
//extern unsigned char out[96][96],out_e[96][96];
extern short give_delays,stat_screen_mode;
extern eGameMode overall_mode;
extern bool in_startup_mode,play_sounds,sys_7_avail,save_maps,party_in_memory,in_scen_debug;
//extern current_town_type c_town;
//extern town_item_list t_i;
extern location center;
extern long register_flag;
extern WindowPtr mainPtr;
//extern stored_items_list_type stored_items[3];
//extern stored_town_maps_type maps;
//extern stored_outdoor_maps_type o_maps;
//extern big_tr_type t_d;
//extern short town_size[3];
extern short town_type,current_pc;
extern bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
extern bool sleep_field;
//extern setup_save_type setup_save;
//extern unsigned char misc_i[64][64],sfx[64][64];
//extern unsigned char template_terrain[64][64];
//extern tiny_tr_type anim_t_d;
extern bool modeless_exists[18];
//extern location monster_targs[60];
extern DialogPtr modeless_dialogs[18] ;
extern short which_combat_type;
extern char terrain_blocked[256];
extern short terrain_pic[256],cur_town_talk_loaded;
extern cScenario scenario;
extern cUniverse univ;
//extern piles_of_stuff_dumping_type *data_store;
extern std::vector<scen_header_str_type> scen_header_strs;
//std::vector<std::string> scen_names;
//stored_town_maps_type town_maps;
//extern talking_record_type talking;
//extern outdoor_strs_type outdoor_text[2][2];
extern std::vector<scen_header_type> scen_headers;
extern unsigned short combat_terrain[64][64];
extern bool belt_present;
extern bool mac_is_intel;
bool loaded_yet = false, got_nagged = false,ae_loading = false;
Str63 last_load_file = "\pBlades of Exile Save";
FSSpec file_to_load;
FSSpec store_file_reply;
short jl;
bool cur_scen_is_mac = true;
void print_write_position ();
void save_outdoor_maps();
void add_outdoor_maps();
short specials_res_id,data_dump_file_id;
Str255 start_name;
short start_volume,data_volume;
long start_dir,data_dir/*,scen_dir*/;
std::string progDir;
//outdoor_record_type dummy_out;////
//town_record_type dummy_town;
// Trying this to fix bug. Hope it works.
// tiny_tr_type tiny_t;
// ave_tr_type ave_t;
//template_town_type town_template;
CInfoPBRec myCPB;
GWorldPtr spec_scen_g = NULL;
ResFileRefNum mainRef, graphicsRef, soundRef;
std::ofstream flog("bladeslog.txt");
void init_directories()
{
short error;
//Str255 folder_name = "\p::::Blades of Exile Scenarios";
char cPath[768];
CFBundleRef mainBundle=CFBundleGetMainBundle();
CFURLRef graphicsURL = CFBundleCopyResourceURL(mainBundle,CFSTR("bladesofexile.rsrc"),CFSTR(""),NULL);
CFStringRef graphicsPath = CFURLCopyFileSystemPath(graphicsURL, kCFURLPOSIXPathStyle);
CFStringGetCString(graphicsPath, cPath, 512, kCFStringEncodingUTF8);
FSRef gRef, sRef;
FSPathMakeRef((UInt8*)cPath, &gRef, false);
error = FSOpenResourceFile(&gRef, 0, NULL, fsRdPerm, &mainRef);
if (error != noErr) {
flog << "Error! Main resource file not found.\n";
flog << "\t(Error " << (long)error << " occurred.)\n";
ExitToShell();
}
CFStringRef progURL = CFURLCopyFileSystemPath(CFBundleCopyBundleURL(mainBundle), kCFURLPOSIXPathStyle);
const char* tmp = CFStringGetCStringPtr(progURL, kCFStringEncodingASCII);//kCFStringEncodingUTF8);
if(tmp == NULL){
bool success = CFStringGetCString(progURL, cPath, sizeof(cPath), kCFStringEncodingUTF8);
if(success) {
progDir = cPath;
std::cout << cPath << "\n\n" << progDir << "\n\n";
} else {
std::cout << "Couldn't retrieve application path.\n";
exit(1);
}
}else progDir = tmp;
//progDir = cPath;
size_t last_slash = progDir.find_last_of('/');
progDir.erase(last_slash);
std::cout<<progDir<<'\n';
std::string path = progDir + "/Scenario Editor/Blades of Exile Graphics";
flog << path << std::endl;
error = FSPathMakeRef((UInt8*) path.c_str(), &gRef, false);
error = FSOpenResourceFile(&gRef, 0, NULL, fsRdPerm, &graphicsRef);
if (error != noErr) {
//SysBeep(1);
flog << "Error! File Blades of Exile Graphics not found.\n";
flog << "\t(Error " << (long)error << " occurred.)\n";
ExitToShell();
}
path = progDir + "/Scenario Editor/Blades of Exile Sounds";
flog << path << std::endl;
FSPathMakeRef((UInt8*) path.c_str(), &sRef, false);
error = FSOpenResourceFile(&sRef, 0, NULL, fsRdPerm, &soundRef);
if (error != noErr) {
//SysBeep(1);
char errmsg[100];
sprintf(errmsg,"\t(Error %i occurred.)\n",error);
flog << "Error! File Blades of Exile Sounds not found.\n";
flog << errmsg;
ExitToShell();
}
// now I generate the directory ID of the folder which contains the scenarios
// code copied from Mac Prog FAQ book
// myCPB.dirInfo.ioNamePtr = folder_name;
// myCPB.dirInfo.ioVRefNum = start_volume;
// myCPB.dirInfo.ioFDirIndex = 0;
// myCPB.dirInfo.ioDrDirID = start_dir;
// error = PBGetCatalogInfoSync(&myCPB); // false means not async
//
// scen_dir = myCPB.dirInfo.ioDrDirID;
}
void finish_load_party(){
bool town_restore = (univ.town.num < 200) ? true : false;
bool in_scen = (univ.party.scen_name[0] = '.') ? false : true;
party_in_memory = true;
// now if not in scen, this is it.
if (!in_scen) {
if (!in_startup_mode) {
reload_startup();
in_startup_mode = true;
draw_startup(0);
}
return;
}
// if at this point, startup must be over, so make this call to make sure we're ready,
// graphics wise
end_startup();
set_up_ter_pics();
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y),univ.out.outdoors[1][0]);
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y),univ.out.outdoors[0][0]);
//end_anim();
overall_mode = town_restore ? MODE_TOWN : MODE_OUTDOORS;
stat_screen_mode = 0;
build_outdoors();
erase_out_specials();
update_pc_graphics();
if (!town_restore) {
center = univ.party.p_loc;
load_area_graphics();
}
else {
load_town_str(univ.town.num,univ.town.record);
load_town(univ.town.num,univ.town.record);
univ.town.cur_talk_loaded = univ.town.num;
for (int i = 0; i < univ.town->max_monst(); i++){
univ.town.monst.dudes[i].targ_loc.x = 0;
univ.town.monst.dudes[i].targ_loc.y = 0;
}
town_type = scenario.town_size[univ.town.num];
// Set up field booleans
for (int j = 0; j < univ.town->max_dim(); j++)
for (int k = 0; k < univ.town->max_dim(); k++) {
if (univ.town.is_web(j,k) == true)
web = true;
if (univ.town.is_crate(j,k) == true)
crate = true;
if (univ.town.is_barrel(j,k) == true)
barrel = true;
if (univ.town.is_fire_barr(j,k) == true)
fire_barrier = true;
if (univ.town.is_force_barr(j,k) == true)
force_barrier = true;
if (univ.town.is_quickfire(j,k) == true)
quickfire = true;
if ((scenario.ter_types[univ.town->terrain(j,k)].special == TER_SPEC_CONVEYOR))
belt_present = true;
}
force_wall = true;
fire_wall = true;
antimagic = true;
scloud = true;
ice_wall = true;
blade_wall = true;
sleep_field = true;
center = univ.town.p_loc;
load_area_graphics();
}
create_clip_region();
redraw_screen();
current_pc = first_active_pc();
loaded_yet = true;
strcpy ((char *) last_load_file, (char *) file_to_load.name);
store_file_reply = file_to_load;
add_string_to_buf("Load: Game loaded. ");
// Set sounds, map saving, and speed
if (((play_sounds == true) && (PSD[SDF_NO_SOUNDS] == 1)) ||
((play_sounds == false) && (PSD[SDF_NO_SOUNDS] == 0))) {
flip_sound();
}
give_delays = PSD[SDF_NO_FRILLS];
if (PSD[SDF_NO_MAPS] == 0)
save_maps = true;
else save_maps = false;
in_startup_mode = false;
in_scen_debug = false;
}
void do_apple_event_open(FSSpec file_info)
{
ae_loading = true;
load_party(file_info);
finish_load_party();
ae_loading = false;
}
//void port_save_file(party_record_type* party){
// if(!mac_is_intel) return;
// short i,j;
// flip_long(&univ.party->age);
// flip_short(&univ.party->gold);
// flip_short(&univ.party->food);
// flip_short(&univ.party->light_level);
// for(i = 0; i < 30; i++)
// flip_short(&univ.party->boats[i].which_town);
// for(i = 0; i < 30; i++)
// flip_short(&univ.party->horses[i].which_town);
// flip_short
// creature_list_type creature_save[4];
// short in_boat,in_horse;
// outdoor_creature_type out_c[10];
// cItemRec magic_store_items[5][10];
// short imprisoned_monst[4];
// char m_seen[256];
// char journal_str[50];
// short journal_day[50];
// short special_notes_str[140][2];
// talk_save_type talk_save[120];
// short direction,at_which_save_slot;
// char alchemy[20];
// bool can_find_town[200];
// short key_times[100];
// short party_event_timers[30];
// short global_or_town[30];
// short node_to_call[30];
// char spec_items[50],help_received[120];
// short m_killed[200];
// long total_m_killed,total_dam_done,total_xp_gained,total_dam_taken;
// char scen_name[256];
//}
void set_terrain(location l, unsigned short terrain_type)
{
univ.town->terrain(l.x,l.y) = terrain_type;
combat_terrain[l.x][l.y] = terrain_type;
}
void swap_val(unsigned char *val,short a,short b)
{
if (*val == a)
*val = b;
else if (*val == b)
*val = a;
}
void change_val_4 (unsigned char *val,short a,short b,short c,short d)
{
if (*val == a)
*val = b;
else if (*val == b)
*val = c;
else if (*val == c)
*val = d;
else if (*val == d)
*val = a;
}
void change_val (unsigned char *val,short a,short b)
{
if (*val == a)
*val = b;
}
//void build_scen_file_name (Str255 file_n)
//{
// sprintf((char *) file_n,"::::Blades of Exile Scenarios:%s",univ.party.scen_name);
// c2pstr((char*)file_n);
//}
// mode 0 want town and talking, 1 talking only, 2 want a string only, and extra is string num
// Hey's let's be kludgy and overload these value again! If extra is -1, and mode 2, that
// means we want to load all the strings and only the strings
//void load_town(short town_num,short mode,short extra,char *str)
//{
// short file_id;
// short i,j;
// long store = 0;
// short which_town;
// long len,len_to_jump = 0;
// OSErr error;
// Str255 file_name;
//
// if (town_num != minmax(0,scenario.num_towns - 1,town_num)) {
// give_error("The scenario tried to place you into a non-existant town.","",0);
// return;
// }
//
// which_town = town_num;
//
// //HGetVol((StringPtr) start_name,&start_volume,&start_dir);
// build_scen_file_name(file_name);
//
// error = HOpen(start_volume,start_dir,file_name,3,&file_id);
// if (error != 0) {
// //FCD(949,0);
// SysBeep(50);
// return;
// }
// len_to_jump = sizeof(scenario_data_type);
// len_to_jump += sizeof(scen_item_data_type);
// for (i = 0; i < 300; i++)
// len_to_jump += (long) scenario.scen_str_len[i];
// store = 0;
// for (i = 0; i < 100; i++)
// for (j = 0; j < 2; j++)
// store += (long) (scenario.out_data_size[i][j]);
// for (i = 0; i < which_town; i++)
// for (j = 0; j < 5; j++)
// store += (long) (scenario.town_data_size[i][j]);
// len_to_jump += store;
//
// error = SetFPos (file_id, 1, len_to_jump);
// if (error != 0) {FSClose(file_id);oops_error(35);}
//
// len = sizeof(town_record_type);
//
// if (mode == 0) {
// error = FSRead(file_id, &len , (char *) &univ.town.town);
// port_town();
// }
// else error = FSRead(file_id, &len , (char *) &dummy_town);
// if (error != 0) {FSClose(file_id);oops_error(36);}
//
// switch (scenario.town_size[which_town]) {
// case 0:
// len = sizeof(big_tr_type);
// if (mode == 0) {
// FSRead(file_id, &len, (char *) &t_d);
// port_t_d();
// }
// else error = SetFPos (file_id, 3, len);
//
// break;
//
// case 1:
// len = sizeof(ave_tr_type);
// if (mode == 0) {
// FSRead(file_id, &len, (char *) &ave_t);
// for (i = 0; i < 48; i++)
// for (j = 0; j < 48; j++) {
// t_d.terrain[i][j] = ave_t.terrain[i][j];
// t_d.lighting[i / 8][j] = ave_t.lighting[i / 8][j];
// }
// //print_nums(5555,5555,5555);
// //for (i = 0; i < 8; i++)
// // for (j = 0; j < 48; j++)
// // if (t_d.lighting[i][j] != 0) {
// // print_nums(i,j,t_d.lighting[i][j]);
// // }
//
// for (i = 0; i < 16; i++) {
// t_d.room_rect[i] = ave_t.room_rect[i];
// }
// for (i = 0; i < 40; i++) {
// t_d.creatures[i] = ave_t.creatures[i];
// }
// for (i = 40; i < 60; i++) {
// t_d.creatures[i].number = 0;
// }
// port_t_d();
// }
// else error = SetFPos (file_id, 3, len);
//
// break;
//
// case 2:
// len = sizeof(tiny_tr_type);
// if (mode == 0) {
// FSRead(file_id,&len , (char *) &tiny_t);
// for (i = 0; i < 32; i++)
// for (j = 0; j < 32; j++) {
// t_d.terrain[i][j] = tiny_t.terrain[i][j];
// t_d.lighting[i / 8][j] = tiny_t.lighting[i / 8][j];
// }
// for (i = 0; i < 16; i++) {
// t_d.room_rect[i] = tiny_t.room_rect[i];
// }
// for (i = 0; i < 30; i++) {
// t_d.creatures[i] = tiny_t.creatures[i];
// }
// for (i = 30; i < 60; i++) {
// t_d.creatures[i].number = 0;
// }
// port_t_d();
// }
// else error = SetFPos (file_id, 3, len);
// break;
// }
//
// for (i = 0; i < 140; i++) {
// len = (mode == 0) ? (long) (univ.town.town.strlens[i]) : (long) (dummy_town.strlens[i]);
// switch (mode) {
// case 0:
// FSRead(file_id, &len, (char *) &(town_strs[i]));
// data_store->town_strs[i][len] = 0;
// break;
// case 1:
// SetFPos (file_id, 3, len);
// break;
// case 2:
// if (extra < 0) {
// FSRead(file_id, &len, (char *) &(data_store->town_strs[i]));
// data_store->town_strs[i][len] = 0;
// }
// else if (i == extra) {
// FSRead(file_id, &len, (char *) str);
// str[len] = 0;
// }
// else SetFPos (file_id, 3, len);
// break;
// }
// }
//
// if (mode < 2) {
// len = sizeof(talking_record_type);
// error = FSRead(file_id, &len , (char *) &talking);
// port_talk_nodes();
// if (error != 0) {FSClose(file_id);oops_error(37);}
//
// for (i = 0; i < 170; i++) {
// len = (long) (talking.strlens[i]);
// FSRead(file_id, &len, (char *) &(talk_strs[i]));
// data_store->talk_strs[i][len] = 0;
// }
// cur_town_talk_loaded = town_num;
// }
// if (mode == 0)
// town_type = scenario.town_size[which_town];
// error = FSClose(file_id);
// if (error != 0) {FSClose(file_id);oops_error(38);}
//
// // Now more initialization is needed. First need to properly create the misc_i array.
//
void init_town(){ // formerly part of load_town
// Initialize barriers, etc. Note non-sfx gets forgotten if this is a town recently visited.
// if (mode == 0) {
unsigned int i,j;
for (i = 0; i < 64; i++)
for (j = 0; j < 64; j++) {
univ.town.fields[i][j] = 0;
//univ.out.sfx[i][j] = 0;
}
for (i = 0; i < 50; i++)
if (univ.town->special_locs[i].x < 100){
univ.town.set_special(univ.town->special_locs[i].x,univ.town->special_locs[i].y,true);
}
for (i = 0; i < univ.town->preset_fields.size(); i++) {
switch(univ.town->preset_fields[i].type){
case 1: // currently unused
univ.town.set_block(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 2:
univ.town.set_spot(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 3:
univ.town.set_web(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 4:
univ.town.set_crate(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 5:
univ.town.set_barrel(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 6:
univ.town.set_fire_barr(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 7:
univ.town.set_force_barr(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 8:
univ.town.set_quickfire(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 14:
univ.town.set_sm_blood(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 15:
univ.town.set_med_blood(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 16:
univ.town.set_lg_blood(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 17:
univ.town.set_sm_slime(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 18:
univ.town.set_lg_slime(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 19:
univ.town.set_ash(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 20:
univ.town.set_bones(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
case 21:
univ.town.set_rubble(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
break;
}
}
// univ.town.cur_talk_loaded = univ.town.town_num;
// }
}
void shift_universe_left()
{
short i,j;
make_cursor_watch();
save_outdoor_maps();
univ.party.outdoor_corner.x--;
univ.party.i_w_c.x++;
univ.party.p_loc.x += 48;
univ.out.outdoors[1][0] = univ.out.outdoors[0][0];
univ.out.outdoors[1][1] = univ.out.outdoors[0][1];
// outdoor_text[1][0] = outdoor_text[0][0];
// outdoor_text[1][1] = outdoor_text[0][1];
for (i = 48; i < 96; i++)
for (j = 0; j < 96; j++)
univ.out.out_e[i][j] = univ.out.out_e[i - 48][j];
for (i = 0; i < 48; i++)
for (j = 0; j < 96; j++)
univ.out.out_e[i][j] = 0;
for (i = 0; i < 10; i++) {
if (univ.party.out_c[i].m_loc.x > 48)
univ.party.out_c[i].exists = false;
if (univ.party.out_c[i].exists == true)
univ.party.out_c[i].m_loc.x += 48;
}
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y),univ.out.outdoors[0][0]);
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
build_outdoors();
// reload graphics -- who knows what we added
load_area_graphics();
make_cursor_sword();
}
void shift_universe_right()
{
short i,j;
make_cursor_watch();
save_outdoor_maps();
univ.party.outdoor_corner.x++;
univ.party.i_w_c.x--;
univ.party.p_loc.x -= 48;
univ.out.outdoors[0][0] = univ.out.outdoors[1][0];
univ.out.outdoors[0][1] = univ.out.outdoors[1][1];
// outdoor_text[0][0] = outdoor_text[1][0];
// outdoor_text[0][1] = outdoor_text[1][1];
for (i = 0; i < 48; i++)
for (j = 0; j < 96; j++)
univ.out.out_e[i][j] = univ.out.out_e[i + 48][j];
for (i = 48; i < 96; i++)
for (j = 0; j < 96; j++)
univ.out.out_e[i][j] = 0;
for (i = 0; i < 10; i++) {
if (univ.party.out_c[i].m_loc.x < 48)
univ.party.out_c[i].exists = false;
if (univ.party.out_c[i].exists == true)
univ.party.out_c[i].m_loc.x -= 48;
}
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y),univ.out.outdoors[1][0]);
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
build_outdoors();
// reload graphics -- who knows what we added
load_area_graphics();
make_cursor_sword();
}
void shift_universe_up()
{
short i,j;
make_cursor_watch();
save_outdoor_maps();
univ.party.outdoor_corner.y--;
univ.party.i_w_c.y++;
univ.party.p_loc.y += 48;
univ.out.outdoors[0][1] = univ.out.outdoors[0][0];
univ.out.outdoors[1][1] = univ.out.outdoors[1][0];
// outdoor_text[0][1] = outdoor_text[0][0];
// outdoor_text[1][1] = outdoor_text[1][0];
for (i = 0; i < 96; i++)
for (j = 48; j < 96; j++)
univ.out.out_e[i][j] = univ.out.out_e[i][j - 48];
for (i = 0; i < 96; i++)
for (j = 0; j < 48; j++)
univ.out.out_e[i][j] = 0;
for (i = 0; i < 10; i++) {
if (univ.party.out_c[i].m_loc.y > 48)
univ.party.out_c[i].exists = false;
if (univ.party.out_c[i].exists == true)
univ.party.out_c[i].m_loc.y += 48;
}
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y),univ.out.outdoors[0][0]);
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y),univ.out.outdoors[1][0]);
build_outdoors();
// reload graphics -- who knows what we added
load_area_graphics();
make_cursor_sword();
}
void shift_universe_down()
{
short i,j;
make_cursor_watch();
save_outdoor_maps();
univ.party.outdoor_corner.y++;
univ.party.i_w_c.y--;
univ.party.p_loc.y = univ.party.p_loc.y - 48;
univ.out.outdoors[0][0] = univ.out.outdoors[0][1];
univ.out.outdoors[1][0] = univ.out.outdoors[1][1];
// outdoor_text[0][0] = outdoor_text[0][1];
// outdoor_text[1][0] = outdoor_text[1][1];
for (i = 0; i < 96; i++)
for (j = 0; j < 48; j++)
univ.out.out_e[i][j] = univ.out.out_e[i][j + 48];
for (i = 0; i < 96; i++)
for (j = 48; j < 96; j++)
univ.out.out_e[i][j] = 0;
for (i = 0; i < 10; i++) {
if (univ.party.out_c[i].m_loc.y < 48)
univ.party.out_c[i].exists = false;
if (univ.party.out_c[i].exists == true)
univ.party.out_c[i].m_loc.y = univ.party.out_c[i].m_loc.y - 48;
}
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
build_outdoors();
// reload graphics -- who knows what we added
load_area_graphics();
make_cursor_sword();
}
void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y) ////
{
short i,j;
if ((pc_pos_x != minmax(0,47,pc_pos_x)) || (pc_pos_y != minmax(0,47,pc_pos_y)) ||
(out_x != minmax(0,scenario.out_width - 1,out_x)) || (out_y != minmax(0,scenario.out_height - 1,out_y))) {
give_error("The scenario has tried to place you in an out of bounds outdoor location.","",0);
return;
}
save_outdoor_maps();
univ.party.p_loc.x = pc_pos_x;
univ.party.p_loc.y = pc_pos_y;
univ.party.loc_in_sec = global_to_local(univ.party.p_loc);
if ((univ.party.outdoor_corner.x != out_x) || (univ.party.outdoor_corner.y != out_y)) {
univ.party.outdoor_corner.x = out_x;
univ.party.outdoor_corner.y = out_y;
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y),univ.out.outdoors[1][0]);
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y),univ.out.outdoors[0][0]);
}
univ.party.i_w_c.x = (univ.party.p_loc.x > 47) ? 1 : 0;
univ.party.i_w_c.y = (univ.party.p_loc.y > 47) ? 1 : 0;
for (i = 0; i < 10; i++)
univ.party.out_c[i].exists = false;
for (i = 0; i < 96; i++)
for (j = 0; j < 96; j++)
univ.out.out_e[i][j] = 0;
build_outdoors();
}
void build_outdoors()
{
short i,j;
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
univ.out[i][j] = univ.out.outdoors[0][0].terrain[i][j];
univ.out[48 + i][j] = univ.out.outdoors[1][0].terrain[i][j];
univ.out[i][48 + j] = univ.out.outdoors[0][1].terrain[i][j];
univ.out[48 + i][48 + j] = univ.out.outdoors[1][1].terrain[i][j];
}
fix_boats();
add_outdoor_maps();
// make_out_trim();
if (in_startup_mode == false)
erase_out_specials();
for (i = 0; i < 10; i++)
if (univ.party.out_c[i].exists == true)
if ((univ.party.out_c[i].m_loc.x < 0) || (univ.party.out_c[i].m_loc.y < 0) ||
(univ.party.out_c[i].m_loc.x > 95) || (univ.party.out_c[i].m_loc.y > 95))
univ.party.out_c[i].exists = false;
}
short onm(char x_sector,char y_sector)
{
short i;
i = y_sector * scenario.out_width + x_sector;
return i;
}
// This adds the current outdoor map info to the saved outdoor map info
void save_outdoor_maps()
{
short i,j;
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
if (univ.out.out_e[i][j] > 0)
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] =
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] |
(char) (s_pow(2,i % 8));
if (univ.party.outdoor_corner.x + 1 < scenario.out_width) {
if (univ.out.out_e[i + 48][j] > 0)
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] =
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] |
(char) (s_pow(2,i % 8));
}
if (univ.party.outdoor_corner.y + 1 < scenario.out_height) {
if (univ.out.out_e[i][j + 48] > 0)
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] =
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] |
(char) (s_pow(2,i % 8));
}
if ((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
(univ.party.outdoor_corner.x + 1 < scenario.out_width)) {
if (univ.out.out_e[i + 48][j + 48] > 0)
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] =
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] |
(char) (s_pow(2,i % 8));
}
}
}
void add_outdoor_maps() // This takes the existing outdoor map info and supplements it
// with the saved map info
{
short i,j;
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
if ((univ.out.out_e[i][j] == 0) &&
((univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] &
(char) (s_pow(2,i % 8))) != 0))
univ.out.out_e[i][j] = 1;
if (univ.party.outdoor_corner.x + 1 < scenario.out_width) {
if ((univ.out.out_e[i + 48][j] == 0) &&
((univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] &
(char) (s_pow(2,i % 8))) != 0))
univ.out.out_e[i + 48][j] = 1;
}
if (univ.party.outdoor_corner.y + 1 < scenario.out_height) {
if ((univ.out.out_e[i][j + 48] == 0) &&
((univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] &
(char) (s_pow(2,i % 8))) != 0))
univ.out.out_e[i][j + 48] = 1;
}
if ((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
(univ.party.outdoor_corner.x + 1 < scenario.out_width)) {
if ((univ.out.out_e[i + 48][j + 48] == 0) &&
((univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] &
(char) (s_pow(2,i % 8))) != 0))
univ.out.out_e[i + 48][j + 48] = 1;
}
}
}
void fix_boats()
{
short i;
for (i = 0; i < 30; i++)
if ((univ.party.boats[i].exists == true) && (univ.party.boats[i].which_town == 200)) {
if (univ.party.boats[i].sector.x == univ.party.outdoor_corner.x)
univ.party.boats[i].loc.x = univ.party.boats[i].loc_in_sec.x;
else if (univ.party.boats[i].sector.x == univ.party.outdoor_corner.x + 1)
univ.party.boats[i].loc.x = univ.party.boats[i].loc_in_sec.x + 48;
else univ.party.boats[i].loc.x = 500;
if (univ.party.boats[i].sector.y == univ.party.outdoor_corner.y)
univ.party.boats[i].loc.y = univ.party.boats[i].loc_in_sec.y;
else if (univ.party.boats[i].sector.y == univ.party.outdoor_corner.y + 1)
univ.party.boats[i].loc.y = univ.party.boats[i].loc_in_sec.y + 48;
else univ.party.boats[i].loc.y = 500;
}
for (i = 0; i < 30; i++)
if ((univ.party.horses[i].exists == true) && (univ.party.horses[i].which_town == 200)) {
if (univ.party.horses[i].sector.x == univ.party.outdoor_corner.x)
univ.party.horses[i].loc.x = univ.party.horses[i].loc_in_sec.x;
else if (univ.party.horses[i].sector.x == univ.party.outdoor_corner.x + 1)
univ.party.horses[i].loc.x = univ.party.horses[i].loc_in_sec.x + 48;
else univ.party.horses[i].loc.x = 500;
if (univ.party.horses[i].sector.y == univ.party.outdoor_corner.y)
univ.party.horses[i].loc.y = univ.party.horses[i].loc_in_sec.y;
else if (univ.party.horses[i].sector.y == univ.party.outdoor_corner.y + 1)
univ.party.horses[i].loc.y = univ.party.horses[i].loc_in_sec.y + 48;
else univ.party.horses[i].loc.y = 500;
}
}
//void load_outdoors(short to_create_x, short to_create_y, short targ_x, short targ_y,
// short mode,short extra,char *str)
////short to_create_x, to_create_y; // actual sector being loaded
////short targ_x, targ_y; // 0 or 1
//// mode 0 - whole out, 1 - just string number extra
//{
// short file_id;
// short i,j;
// long len;
// Str255 file_name;
// short out_sec_num;
// long len_to_jump = 0,store = 0;
// OSErr error;
//
// if ((to_create_x != minmax(0,scenario.out_width - 1,to_create_x)) ||
// (to_create_y != minmax(0,scenario.out_height - 1,to_create_y))) { // not exist
// for (i = 0; i < 48; i++)
// for (j = 0; j < 48; j++)
// univ.out.outdoors[targ_x][targ_y].terrain[i][j] = 5;
// for (i = 0; i < 18; i++) {
// univ.out.outdoors[targ_x][targ_y].special_id[i] = -1;
// univ.out.outdoors[targ_x][targ_y].special_locs[i].x = 100;
// }
// return;
// }
//
// build_scen_file_name(file_name);
//
// error = HOpen(start_volume,start_dir,file_name,3,&file_id);
//
// out_sec_num = scenario.out_width * to_create_y + to_create_x;
//
// len_to_jump = sizeof(scenario_data_type);
// len_to_jump += sizeof(scen_item_data_type);
// for (i = 0; i < 300; i++)
// len_to_jump += (long) scenario.scen_str_len[i];
// store = 0;
// for (i = 0; i < out_sec_num; i++)
// for (j = 0; j < 2; j++)
// store += (long) (scenario.out_data_size[i][j]);
// len_to_jump += store;
//
// error = SetFPos (file_id, 1, len_to_jump);
// if (error != 0) {FSClose(file_id);oops_error(32);}
//
// len = sizeof(outdoor_record_type);
// if (mode == 0) {
// error = FSRead(file_id, &len, (char *) &univ.out.outdoors[targ_x][targ_y]);
// port_out(&univ.out.outdoors[targ_x][targ_y]);
// if (error != 0) {FSClose(file_id);oops_error(33);}
// }
// else error = FSRead(file_id, &len, (char *) &dummy_out);
//
// if (mode == 0) {
// for (i = 0; i < 9; i++) {
// len = (long) (univ.out.outdoors[targ_x][targ_y].strlens[i]);
// FSRead(file_id, &len, (char *) &(outdoor_text[targ_x][targ_y].out_strs[i]));
// outdoor_text[targ_x][targ_y].out_strs[i][len] = 0;
// }
// }
// if (mode == 1) {
// for (i = 0; i < 120; i++) {
// len = (long) (dummy_out.strlens[i]);
// if (i == extra) {
// FSRead(file_id, &len, (char *) str);
// str[len] = 0;
// }
// else SetFPos (file_id, 3, len);
// }
//
// }
//
// error = FSClose(file_id);
// if (error != 0) {FSClose(file_id);oops_error(33);}
//}
void start_data_dump()
{
long i;
char get_text[280];
OSErr error;
long len;
error = HOpen(start_volume,start_dir,"\pData dump",3,&data_dump_file_id);
if (error != 0) {
HCreate(start_volume,start_dir,"\pData dump",'ttxt','TEXT');
error = HOpen(start_volume,start_dir,"\pData dump",3,&data_dump_file_id);
}
SetFPos (data_dump_file_id, 2, 0);
sprintf((char *)get_text,"Begin data dump:\r");
len = (long) (strlen((char *)get_text));
FSWrite(data_dump_file_id, &len, (char *) get_text);
sprintf((char *)get_text," Overall mode %d\r",overall_mode);
len = (long) (strlen((char *)get_text));
FSWrite(data_dump_file_id, &len, (char *) get_text);
sprintf((char *)get_text," Outdoor loc %d %d Ploc %d %d\r",univ.party.outdoor_corner.x,univ.party.outdoor_corner.y,
univ.party.p_loc.x,univ.party.p_loc.y);
len = (long) (strlen((char *)get_text));
FSWrite(data_dump_file_id, &len, (char *) get_text);
if ((is_town()) || (is_combat())) {
sprintf((char *)get_text," Town num %d Town loc %d %d \r",univ.town.num,
univ.town.p_loc.x,univ.town.p_loc.y);
len = (long) (strlen((char *)get_text));
FSWrite(data_dump_file_id, &len, (char *) get_text);
if (is_combat()) {
sprintf((char *)get_text," Combat type %d \r",which_combat_type);
len = (long) (strlen((char *)get_text));
FSWrite(data_dump_file_id, &len, (char *) get_text);
}
for (i = 0; i < univ.town->max_monst(); i++) {
sprintf((char *)get_text," Monster %d Status %d Loc %d %d Number %d Att %d Tf %d\r",
(short) i,(short) univ.town.monst.dudes[i].active,(short) univ.town.monst.dudes[i].cur_loc.x,
(short) univ.town.monst.dudes[i].cur_loc.y,(short) univ.town.monst.dudes[i].number,
(short) univ.town.monst.dudes[i].attitude,(short) univ.town.monst.dudes[i].time_flag);
len = (long) (strlen((char *)get_text));
FSWrite(data_dump_file_id, &len, (char *) get_text);
}
}
}
void end_data_dump()
{
FSClose(data_dump_file_id);
play_sound(1); // formerly force_play_sound
}
// expecting party record to contain name of proper scenario to load
//bool load_scenario()
//{
//
// short i,file_id;
// bool file_ok = false;
// OSErr error;
// long len;
// Str255 file_name;
//
// build_scen_file_name(file_name);
//
// error = HOpen(start_volume,start_dir,file_name,3,&file_id);
// if (error != 0) {
// oops_error(10000 + error);
// SysBeep(2); return false;
// }
//
// len = (long) sizeof(scenario_data_type);
// if ((error = FSRead(file_id, &len, (char *) &scenario)) != 0){
// FSClose(file_id); oops_error(29); return false;
// }
// if ((scenario.flag1 == 10) && (scenario.flag2 == 20)
// && (scenario.flag3 == 30)
// && (scenario.flag4 == 40)) {
// file_ok = true;
// cur_scen_is_mac = true;
// }
// if ((scenario.flag1 == 20) && (scenario.flag2 == 40)
// && (scenario.flag3 == 60)
// && (scenario.flag4 == 80)) {
// file_ok = true;
// cur_scen_is_mac = false;
// }
// if (file_ok == false) {
// FSClose(file_id);
// give_error("This is not a legitimate Blades of Exile scenario.","",0);
// return false;
// }
// port_scenario();
// len = sizeof(scen_item_data_type); // item data
// if ((error = FSRead(file_id, &len, (char *) &(scen_item_list))) != 0){
// FSClose(file_id); oops_error(30); return false;
// }
// port_item_list();
// for (i = 0; i < 270; i++) {
// len = (long) (scenario.scen_str_len[i]);
// FSRead(file_id, &len, (char *) &(scen_strs[i]));
// scen_strs[i][len] = 0;
// }
//
// FSClose(file_id);
// load_spec_graphics();
// set_up_ter_pics();
// return true;
//}
void set_up_ter_pics()
{
short i;
set_terrain_blocked();
for (i = 0; i < 256; i++)
terrain_pic[i] = scenario.ter_types[i].picture;
}
//void oops_error(short error)
//{
// Str255 error_str;
//
// SysBeep(50);
// SysBeep(50);
// SysBeep(50);
// sprintf((char *) error_str,"Giving the scenario editor more memory might also help. Be sure to back your scenario up often. Error number: %d.",error);
// give_error("The program encountered an error while loading/saving/creating the scenario. To prevent future problems, the program will now terminate. Trying again may solve the problem.",(char *) error_str,0);
// //ExitToShell();
//}
/*
typedef struct {
unsigned char flag1, flag2, flag3, flag4;
unsigned char ver[3],min_run_ver,prog_make_ver[3],num_towns;
unsigned char out_width,out_height,difficulty,intro_pic,default_ground;
} scen_header_type;
*/
void build_scen_headers()
{
short index = 1;
unsigned short cur_entry = 0;
//Str255 scen_name;
OSErr err;
std::string scenDir = progDir;
// scenDir.erase(scenDir.find_last_of("/"));
scenDir += "/Blades of Exile Scenarios/";
printf("%s\n%s\n",progDir.c_str(),scenDir.c_str());
scen_headers.clear();
// for (i = 0; i < 25; i++)
// scen_headers[i].flag1 = 0;
// FSOpenIterator(&folderRef,0,&files);
FSRef folderRef;
FSIterator iter;
err = FSPathMakeRef((UInt8*)scenDir.c_str(),&folderRef,NULL);
if(err != noErr){
printf("Directory not found!\n");
return;
}
/**TESTING**/
// UniChar x[] = {0x0024, 0x0041, 0x0020, 0x0075, 0x0073, 0x0065, 0x006c, 0x0065, 0x0073, 0x0073, 0x0020, 0x0066, 0x0069, 0x006c, 0x0065};
// err = FSCreateFileUnicode (&ref, 15, x, NULL, NULL, NULL, NULL);
// if(err != noErr)printf("Error creating file.");
/**END TESTING**/
err = FSOpenIterator(&folderRef, kFSIterateFlat, &iter);
if(err != noErr){
printf("Error opening iterator!\n");
return;
}
ItemCount numScens = 0;
FSRef fileRefs[50];
FSSpec files[50];
//myCPB.dirInfo.ioCompletion = NULL;
//myCPB.dirInfo.ioNamePtr = scen_name;
//myCPB.dirInfo.ioVRefNum = start_volume;
// HFSUniStr255 names[MAXSHEETS];
// FSSpec locations[MAXSHEETS];
// int numFound=0;
// FSGetCatalogInfoBulk (files,(ItemCount)MAXSHEETS,(ItemCount*)&numFound,NULL,kFSCatInfoNone,NULL,NULL,locations, names)
do {
//myCPB.hFileInfo.ioFDirIndex = index;
//myCPB.hFileInfo.ioDirID = scen_dir;
//err = PBGetCatalogInfoSync(&myCPB);
if(cur_entry == numScens){
err = FSGetCatalogInfoBulk(iter, 50, &numScens, NULL, kFSCatInfoNone, NULL, fileRefs, files, NULL);
// err = FSGetCatalogInfoBulk(iter, 50, &numScens, NULL, kFSCatInfoNone, NULL, fileRefs, files, NULL);
// if(err == errFSNoMoreItems && cur_entry == 0){
// printf("No scenarios were found!");
// printf("\nnumScens = %d",numScens);
// }else if(err != noErr){
// printf("Error getting catalog list!");
// }
cur_entry = 0;
}
if (numScens > 0) {
if ( /*(myCPB.hFileInfo.ioFlAttrib & ioDirMask) != 0*/ false) {
} // folder, so do nothing
else {
do{
load_scenario_header(fileRefs[cur_entry]);
cur_entry++;
//entries_so_far++;
} while (cur_entry < numScens);
}
}
index++;
}while (err == noErr);
if (scen_header_strs.size() == 0) { // no scens present
}
FSCloseIterator(iter);
}
// This is only called at startup, when bringing headers of active scenarios.
// This wipes out the scenario record, so be sure not to call it while in an active scenario.
bool load_scenario_header(FSRef file/*,short header_entry*/){
short file_id;
bool file_ok = false;
OSErr error;
long len;
bool mac_header = true;
//error = HOpen(start_volume,scen_dir,filename,3,&file_id);
error = FSOpenFork(&file, 0, NULL, fsRdPerm, &file_id);
if (error != 0) {
return false;
}
scen_header_type curScen;
len = (long) sizeof(scen_header_type);
if ((error = FSRead(file_id, &len, (char *) &curScen)) != 0){
FSClose(file_id); return false;
}
if ((curScen.flag1 == 10) && (curScen.flag2 == 20)
&& (curScen.flag3 == 30)
&& (curScen.flag4 == 40)) {
file_ok = true;
mac_header = true;
}
if ((curScen.flag1 == 20) && (curScen.flag2 == 40)
&& (curScen.flag3 == 60)
&& (curScen.flag4 == 80)) {
file_ok = true;
mac_header = false;
}
if (file_ok == false) {
//scen_headers[header_entry].flag1 = 0;
//scen_headers.pop_back();
FSClose(file_id);
return false;
}
// So file is OK, so load in string data and close it.
// SetFPos(file_id,1,0);
// len = 41942;//(long) sizeof(scenario_data_type);
// error = FSRead(file_id, &len, (char *) &scenario);
// if (error != 0){
// FSClose(file_id);
// oops_error(29);
// return false;
// }
// store = scenario.rating;
// if (mac_header == false)
// flip_short(&store);
// curScen.default_ground = store;
//
// len = 39200;//sizeof(scen_item_data_type);
// if (SetFPos(file_id,3,len) != 0){
// FSClose(file_id);
// return false;
// }
FSClose(file_id);
FSSpec spec;
FSGetCatalogInfo(&file, kFSCatInfoNone, NULL, NULL, &spec, NULL);
load_scenario(spec);
scen_header_str_type scen_strs;
scen_strs.name = scenario.scen_name;
scen_strs.who1 = scenario.who_wrote[0];
scen_strs.who2 = scenario.who_wrote[1];
p2cstr(spec.name);
std::string curScenarioName((char*)spec.name);
c2pstr((char*)spec.name);
scen_strs.file = curScenarioName;
if(scen_strs.file == "valleydy.exs" ||
scen_strs.file == "stealth.exs" ||
scen_strs.file == "zakhazi.exs"/* ||
scen_strs.file == "busywork.exs" */)
return false;
scen_headers.push_back(curScen);
scen_header_strs.push_back(scen_strs);
// for (i = 0; i < 3; i++) {
// store = (short) scenario.scen_str_len[i];
// len = (long) (store);
// FSRead(file_id, &len, (char *) load_str);
// load_str[len] = 0;
// if (i == 0)
// load_str[29] = 0;
// else load_str[59] = 0;
// scen_strs[i] = (char*)load_str;
// }
//FSClose(file_id);
return true;
}
GWorldPtr load_bmp_from_file(Str255 filename)
{
short file_id;
long length;
if (HOpen(start_volume,start_dir,filename,1,&file_id) != 0) return NULL;
GetEOF(file_id,&length);
if (length < 54) {
FSClose(file_id);
return NULL;
}
unsigned char * data = new unsigned char[length];
FSRead(file_id,&length,data);
FSClose(file_id);
GWorldPtr ret = load_bmp(data,length);
delete data;
return ret;
}
//extern GWorldPtr spec_scen_g;
//void load_spec_graphics()
//{
// short i,file_num;
// Str255 file_name;
//
// if (spec_scen_g != NULL) {
// DisposeGWorld(spec_scen_g);
// spec_scen_g = NULL;
// }
// build_scen_file_name(file_name);
// for (i = 0; i < 250; i++) {
// if (file_name[i] == '.') {
// file_name[i + 1] = 'm';
// file_name[i + 2] = 'e';
// file_name[i + 3] = 'g';
// i = 250;
// }
// }
// file_num = HOpenResFile(start_volume,start_dir,file_name,1);
// if (file_num < 0)
// {
// for (i = 0; i < 250; i++) {
// if (file_name[i] == '.') {
// file_name[i + 1] = 'b';
// file_name[i + 2] = 'm';
// file_name[i + 3] = 'p';
// i = 250;
// }
// }
// spec_scen_g = load_bmp_from_file(file_name);
// return;
// }
// spec_scen_g = load_pict(1);
// CloseResFile(file_num);
//}
//short init_data(short flag)
//{
// long k = 0;
//
// k = (long) flag;
// k = k * k;
// jl = jl * jl + 84 + k;
// k = k + 51;
// jl = jl * 2 + 1234 + k;
//k = k % 3000;
// jl = jl * 54;
// jl = jl * 2 + 1234 + k;
// k = k * 82;
// k = k % 10000;
// k = k + 10000;
//
// return (short) k;
//}
//
//short town_s(short flag)
//{
// long k = 0;
//
// k = (long) flag;
// k = k * k * k;
// jl = jl * 54;
// jl = jl * 2 + 1234 + k;
// k = k + 51;
// k = k % 3000;
// jl = jl * 2 + 1234 + k;
// k = k * scenario.num_towns;
// k = k % 10000;
// jl = jl * jl + 84 + k;
// k = k + 10000;
//
// return (short) k;
//}
//
//short out_s(short flag)
//{
// long k = 0;
//
// k = (long) flag;
// k = k * k * k;
// jl = jl * jl + 84 + k;
// k = k + scenario.out_data_size[0][1];
// k = k % 3000;
// k = k * 4;
// jl = jl * 2 + 1234 + k;
// jl = jl * 54;
// jl = jl * 2 + 1234 + k;
// k = k % 10000;
// k = k + 4;
//
// return (short) k;
//}
//
//short str_size_1(short flag)
//{
// long k = 0;
//
// k = (long) flag;
// k = k * k;
// jl = jl * 2 + 1234 + k;
// jl = jl * jl + 84 + k;
// k = k + scenario.scen_str_len[0] + scenario.scen_str_len[1] + scenario.scen_str_len[2];
// jl = jl * 2 + 1234 + k;
// k = k % 3000;
// jl = jl * 54;
// jl = jl * jl + 84 + k;
// k = k * 4;
// k = k % 5000;
// k = k - 9099;
//
// return (short) k;
//}
//
//short str_size_2(short flag)
//{
// long k = 0;
//
// k = (long) flag;
// jl = jl * jl + 84 + k;
// k = k * k * k * k;
// jl = jl * 54;
// k = k + 80;
// k = k % 3000;
// jl = jl * 2 + 1234 + k;
// k = k * scenario.out_width * scenario.out_height;
// jl = jl * jl + 84 + k;
// k = k % 3124;
// k = k - 5426;
//
// return (short) k;
//}
//
//short str_size_3(short flag)
//{
// long k = 0;
//
// k = (long) flag;
// k = k * (scenario.town_data_size[0][0] + scenario.town_data_size[0][1] + scenario.town_data_size[0][2] + scenario.town_data_size[0][3]);
// k = k + 80;
// jl = jl * jl + 84 + k;
// k = k % 3000;
// jl = jl * 2 + 1234 + k;
// k = k * 45;
// jl = jl * 54;
// jl = jl * jl + 84 + k;
// k = k % 887;
// k = k + 9452;
//
// return (short) k;
//}
//
//short get_buf_ptr(short flag)
//{
// long k = 0;
//
// k = (long) flag;
// jl = jl * jl + 84 + k;
// k = k * (scenario.out_width + scenario.out_width + scenario.out_height + scenario.town_data_size[0][3]);
// k = k + 80;
// jl = jl * jl + 84 + k;
// k = k % 2443;
// jl = jl * 54;
// k = k * 322;
// jl = jl * 2 + 1234 + k;
// k = k % 2542;
// jl = jl * jl + 84 + k;
// k = k + 234;
//
// return (short) k;
//}
//
//bool check_p (short pword)
//{
// if (scenario.flag_b != town_s(pword))
// return false;
// if (scenario.flag_c != out_s(pword))
// return false;
// if (scenario.flag_e != str_size_1(pword))
// return false;
// if (scenario.flag_f != str_size_2(pword))
// return false;
// if (scenario.flag_h != str_size_3(pword))
// return false;
// if (scenario.flag_d != init_data(pword))
// return false;
//
// return true;
//}
//void port_talk_nodes()
//{
// short i;
//
// if (cur_scen_is_mac != mac_is_intel)
// return;
// for (i = 0; i < 60; i++) {
// flip_short(&talking.talk_nodes[i].personality);
// flip_short(&talking.talk_nodes[i].type);
// flip_short(&talking.talk_nodes[i].extras[0]);
// flip_short(&talking.talk_nodes[i].extras[1]);
// flip_short(&talking.talk_nodes[i].extras[2]);
// flip_short(&talking.talk_nodes[i].extras[3]);
// }
//}
//
//void port_town()
//{
// short i;
//
// if (cur_scen_is_mac != mac_is_intel)
// return;
// flip_short(&univ.town.town.town_chop_time);
// flip_short(&univ.town.town.town_chop_key);
// flip_short(&univ.town.town.lighting);
// for (i =0 ; i < 4; i++)
// flip_short(&univ.town.town.exit_specs[i]);
// flip_rect(&univ.town.town.in_town_rect);
// for (i =0 ; i < 64; i++) {
// flip_short(&univ.town.town.preset_items[i].item_code);
// flip_short(&univ.town.town.preset_items[i].ability);
// }
// for (i =0 ; i < 50; i++) {
// flip_short(&univ.town.town.preset_fields[i].field_type);
// }
// flip_short(&univ.town.town.max_num_monst);
// flip_short(&univ.town.town.spec_on_entry);
// flip_short(&univ.town.town.spec_on_entry_if_dead);
// for (i =0 ; i < 8; i++)
// flip_short(&univ.town.town.timer_spec_times[i]);
// for (i =0 ; i < 8; i++)
// flip_short(&univ.town.town.timer_specs[i]);
// flip_short(&univ.town.town.difficulty);
// for (i =0 ; i < 100; i++)
// flip_spec_node(&univ.town.town.specials[i]);
//
//}
//
//void port_t_d()
//{
// short i;
// if (cur_scen_is_mac != mac_is_intel)
// return;
//
// for (i =0 ; i < 16; i++)
// flip_rect(&t_d.room_rect[i]);
// for (i =0 ; i < 60; i++) {
// flip_short(&t_d.creatures[i].spec1);
// flip_short(&t_d.creatures[i].spec2);
// flip_short(&t_d.creatures[i].monster_time);
// flip_short(&t_d.creatures[i].personality);
// flip_short(&t_d.creatures[i].special_on_kill);
// flip_short(&t_d.creatures[i].facial_pic);
//
// }
//}
//
//void port_scenario()
//{
// short i,j;
//
// if (cur_scen_is_mac != mac_is_intel)
// return;
// flip_short(&scenario.flag_a);
// flip_short(&scenario.flag_b);
// flip_short(&scenario.flag_c);
// flip_short(&scenario.flag_d);
// flip_short(&scenario.flag_e);
// flip_short(&scenario.flag_f);
// flip_short(&scenario.flag_g);
// flip_short(&scenario.flag_h);
// flip_short(&scenario.flag_i);
// flip_short(&scenario.intro_mess_pic);
// flip_short(&scenario.intro_mess_len);
// flip_short(&scenario.which_town_start);
// for (i = 0; i < 200; i++)
// for (j = 0; j < 5; j++)
// flip_short(&scenario.town_data_size[i][j]);
// for (i = 0; i < 10; i++)
// flip_short(&scenario.town_to_add_to[i]);
// for (i = 0; i < 10; i++)
// for (j = 0; j < 2; j++)
// flip_short(&scenario.flag_to_add_to_town[i][j]);
// for (i = 0; i < 100; i++)
// for (j = 0; j < 2; j++)
// flip_short(&scenario.out_data_size[i][j]);
// for (i = 0; i < 3; i++)
// flip_rect(&scenario.store_item_rects[i]);
// for (i = 0; i < 3; i++)
// flip_short(&scenario.store_item_towns[i]);
// for (i = 0; i < 50; i++)
// flip_short(&scenario.special_items[i]);
// for (i = 0; i < 50; i++)
// flip_short(&scenario.special_item_special[i]);
// flip_short(&scenario.rating);
// flip_short(&scenario.uses_custom_graphics);
// for (i = 0; i < 256; i++) {
// flip_short(&scenario.scen_monsters[i].health);
// flip_short(&scenario.scen_monsters[i].m_health);
// flip_short(&scenario.scen_monsters[i].max_mp);
// flip_short(&scenario.scen_monsters[i].mp);
// flip_short(&scenario.scen_monsters[i].a[1]);
// flip_short(&scenario.scen_monsters[i].a[0]);
// flip_short(&scenario.scen_monsters[i].a[2]);
// flip_short(&scenario.scen_monsters[i].morale);
// flip_short(&scenario.scen_monsters[i].m_morale);
// flip_short(&scenario.scen_monsters[i].corpse_item);
// flip_short(&scenario.scen_monsters[i].corpse_item_chance);
// flip_short(&scenario.scen_monsters[i].picture_num);
// }
//
// for (i = 0; i < 256; i++) {
// flip_short(&scenario.ter_types[i].picture);
// }
// for (i = 0; i < 30; i++) {
// flip_short(&scenario.boats[i].which_town);
// }
// for (i = 0; i < 30; i++) {
// flip_short(&scenario.horses[i].which_town);
// }
// for (i = 0; i < 20; i++)
// flip_short(&scenario.scenario_timer_times[i]);
// for (i = 0; i < 20; i++)
// flip_short(&scenario.scenario_timer_specs[i]);
// for (i = 0; i < 256; i++) {
// flip_spec_node(&scenario.scen_specials[i]);
// }
// for (i = 0; i < 10; i++) {
// flip_short(&scenario.storage_shortcuts[i].ter_type);
// flip_short(&scenario.storage_shortcuts[i].property);
// for (j = 0; j < 10; j++) {
// flip_short(&scenario.storage_shortcuts[i].item_num[j]);
// flip_short(&scenario.storage_shortcuts[i].item_odds[j]);
// }
// }
// flip_short(&scenario.last_town_edited);
//}
//
//
//void port_item_list()
//{
// short i;
//
// if (cur_scen_is_mac != mac_is_intel)
// return;
//
// for (i = 0; i < 400; i++) {
// flip_short(&(scenario.scen_items[i].variety));
// flip_short(&(scenario.scen_items[i].item_level));
// flip_short(&(scenario.scen_items[i].value));
// }
//}
//
//void port_out(outdoor_record_type *out)
//{
// short i;
//
// if (cur_scen_is_mac != mac_is_intel)
// return;
//
// for (i = 0; i < 4; i++) {
// flip_short(&(out->wandering[i].spec_on_meet));
// flip_short(&(out->wandering[i].spec_on_win));
// flip_short(&(out->wandering[i].spec_on_flee));
// flip_short(&(out->wandering[i].cant_flee));
// flip_short(&(out->wandering[i].end_spec1));
// flip_short(&(out->wandering[i].end_spec2));
// flip_short(&(out->special_enc[i].spec_on_meet));
// flip_short(&(out->special_enc[i].spec_on_win));
// flip_short(&(out->special_enc[i].spec_on_flee));
// flip_short(&(out->special_enc[i].cant_flee));
// flip_short(&(out->special_enc[i].end_spec1));
// flip_short(&(out->special_enc[i].end_spec2));
// }
// for (i = 0; i < 8; i++)
// flip_rect(&(out->info_rect[i]));
// for (i = 0; i < 60; i++)
// flip_spec_node(&(out->specials[i]));
//}
//
//void flip_spec_node(cSpecial *spec)
//{
// flip_short(&(spec->type));
// flip_short(&(spec->sd1));
// flip_short(&(spec->sd2));
// flip_short(&(spec->pic));
// flip_short(&(spec->m1));
// flip_short(&(spec->m2));
// flip_short(&(spec->ex1a));
// flip_short(&(spec->ex1b));
// flip_short(&(spec->ex2a));
// flip_short(&(spec->ex2b));
// flip_short(&(spec->jumpto));
//}
//
//void flip_short(short *s)
//{
// char store,*s1, *s2;
//
// s1 = (char *) s;
// s2 = s1 + 1;
// store = *s1;
// *s1 = *s2;
// *s2 = store;
//
//}
//
//void flip_long(long *s)
//{
// char store,*s1, *s2, *s3, *s4;
//
// s1 = (char *) s;
// s2 = s1 + 1;
// s3 = s1 + 2;
// s4 = s1 + 3;
// store = *s1;
// *s1 = *s4;
// *s4 = store;
// store = *s2;
// *s2 = *s3;
// *s3 = store;
//
//}
//void alter_rect(Rect *r)
//{
// short a;
//
// a = r->top;
// r->top = r->left;
// r->left = a;
// a = r->bottom;
// r->bottom = r->right;
// r->right = a;
//}
//
//void flip_rect(Rect *s)
//{
// flip_short(&(s->top));
// flip_short(&(s->bottom));
// flip_short(&(s->left));
// flip_short(&(s->right));
// alter_rect(s);
//}