Remove external files for missions, shop items, aliens and weapons.
The source code contains routines to initialise all these resources, but also functions to load from and store to external files. Support for external files has now been removed; this removes a potential difference between compiling with or without USEPAK, and makes it easier to change missions in the code.
This commit is contained in:
parent
bd4a449e10
commit
8810b090fa
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@ -1,41 +0,0 @@
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0 1 4 5 5 2 3 3 5 100 1 25 50 1 50 1
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1 2 2 50 50 4 5 5 6 25 4 250 25 1 75 1
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2 2 5 15 15 6 7 4 1 100 1 50 50 1 50 1
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3 3 3 50 50 20 21 3 11 100 5 0 0 3 0 2
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101 1 2 550 550 8 9 7 8 100 85 500 100 3 250 1
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5 1 2 100 100 10 11 4 5 100 10 500 100 1 250 65
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6 1 2 100 100 12 13 4 5 100 10 500 100 1 250 65
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7 4 4 10 10 14 15 3 3 0 0 25 100 2 30 17
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8 4 4 10 10 22 23 3 3 0 0 25 50 1 100 17
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9 4 4 25 25 16 17 3 3 0 0 100 100 1 30 529
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10 3 5 750 750 18 19 4 7 100 2 0 0 1 0 53249
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11 1 3 15 15 8 9 14 14 7 1 50 75 1 100 1025
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12 4 2 20 10 10 11 3 3 0 0 25 100 13 25 17
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13 4 3 75 75 12 13 14 14 100 100 0 0 1 0 1042
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14 1 3 50 50 24 25 16 16 100 0 0 0 1 0 1026
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101 1 3 1000 1000 26 27 4 15 0 0 1000 100 1 255 5
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16 1 1 250 250 28 29 4 15 0 0 1000 100 1 255 65
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17 1 1 500 500 30 31 4 15 0 0 1000 100 1 255 131137
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18 1 1 500 500 32 33 4 15 0 0 1000 100 1 255 131137
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19 1 1 250 250 34 35 4 15 0 0 1000 100 1 255 65
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20 3 8 5 5 36 37 3 9 100 0 0 10 5 1 1
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21 3 6 1000 1000 10 11 15 6 100 5 550 100 3 255 270337
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22 3 5 500 500 12 13 4 11 100 100 500 100 14 1 1
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23 3 5 1000 1000 26 27 15 10 100 0 2000 100 1 255 6
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101 1 5 1000 1000 28 28 15 11 0 0 2000 0 1 0 17
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25 5 1 50 50 38 38 15 11 0 0 0 25 15 1 1
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26 5 1 10 10 39 40 15 11 0 0 0 25 15 1 1
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27 1 3 200 200 30 31 9 9 25 25 450 100 1 100 1
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28 3 5 250 250 10 11 8 8 50 50 1000 75 5 2 1
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29 3 2 100 100 32 33 6 7 50 2 0 0 5 0 2
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30 3 4 500 500 12 13 6 7 50 2 1000 0 5 0 1
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31 3 1 250 250 32 33 3 7 0 0 1000 100 1 25 17
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32 3 4 800 800 12 13 3 7 100 0 1000 100 1 25 1
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33 4 6 150 150 34 35 3 7 0 0 250 100 1 25 17
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0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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35 3 5 250 250 0 1 4 6 100 5 500 100 1 250 1
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36 3 4 750 750 41 42 15 6 100 5 500 100 1 250 1
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37 3 4 250 250 43 44 6 6 5 0 500 100 1 250 5
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38 3 4 250 250 45 46 6 6 5 0 500 100 1 250 5
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0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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@ -1,13 +0,0 @@
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Escape from WEAPCO Persuit
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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-1
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@ -1,13 +0,0 @@
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Collect $500 to pay Mercenary for FIREFLY
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3 3 500 -2 0
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Destroy all remaining WEAPCO fighters
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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300
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@ -1,13 +0,0 @@
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Collect 6 Cargo Pods
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3 6 6 -2 0
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Do not destroy *ANY* Cargo Pods
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4 6 0 -2 3
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0 -1 -1 -2 1
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Destroy all remaining WEAPCO fighters
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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300
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@ -1,13 +0,0 @@
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Destroy 5 WEAPCO Missile Boats
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2 1 5 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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Destroy all remaining WEAPCO fighters
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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900
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@ -1,13 +0,0 @@
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Destroy 9 WEAPCO Miners
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2 9 9 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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Destroy all remaining WEAPCO fighters
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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900
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@ -1,13 +0,0 @@
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Destroy WEAPCO Frigate
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2 101 1 3 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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2400
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@ -1,13 +0,0 @@
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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-1
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@ -1,13 +0,0 @@
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Rescue Phoebe Lexx
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2 8 1 -2 0
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Do not allow Phoebe to be killed
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5 102 0 -2 3
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Destroy all WEAPCO forces
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2 100 35 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Assist medical supply craft
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7 13 0 -2 0
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Do not allow supply craft to be destroyed
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5 13 0 -2 3
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0 -1 -1 -2 1
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Destroy all remaining WEAPCO fighters
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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300
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@ -1,13 +0,0 @@
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Disable five WEAPCO supply craft
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6 8 5 -2 0
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Destroy all remaining WEAPCO fighters
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1 -1 -1 -2 0
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Protect supply craft AND Sid Wilson
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5 8 0 -2 3
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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300
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@ -1,13 +0,0 @@
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Locate doctor's escape pod
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3 14 1 3 0
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Do not destroy doctor's escape pod
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4 14 1 -2 3
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0 -1 -1 -2 1
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Collect 10 pieces of Ore
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3 15 10 3 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Destroy WEAPCO ore mining craft
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2 101 1 -2 0
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Battle Kline
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7 10 1 -2 4
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0 -1 -1 -2 1
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Save present slaves
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4 13 -1 -2 3
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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-1
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@ -1,13 +0,0 @@
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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-1
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@ -1,13 +0,0 @@
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Destroy Ursula's ship
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2 22 0 -2 0
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Capture Ursula's escape pod
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3 14 1 -2 0
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Do not kill Ursula
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4 14 0 -2 3
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Destroy all remaining WEAPCO fighters
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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300
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@ -1,13 +0,0 @@
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Assist attack on WEAPCO ore mining craft
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2 101 1 -2 0
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At least 1 rebel craft must survive
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5 29 2 -2 3
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Destroy all present WEAPCO forces
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Collect 25 pieces of Ore
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3 15 25 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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Collect 25 pieces of Ore
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3 15 25 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Collect $2000 to pay mercenary
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3 3 2000 -2 0
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Destroy all remaining WEAPCO fighters
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Destroy escorts
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2 27 5 -2 0
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Disable executive transport
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7 101 1 -2 0
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Destroy all remaining WEAPCO fighters
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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900
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@ -1,13 +0,0 @@
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Destroy executive transport
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2 101 1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Destroy planetary guardian
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2 30 1 5 0
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Destroy all remaining WEAPCO fighters
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1 -1 -1 5 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Destroy planetary guardian
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2 32 1 5 0
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Destroy all remaining WEAPCO fighters
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1 -1 -1 5 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Destroy all present WEAPCO forces
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2 36 1 5 0
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Destroy all remaining WEAPCO fighters
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1 -1 -1 5 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Destroy outer defence systems
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2 28 6 -2 0
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Destroy all remaining WEAPCO craft
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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900
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@ -1,13 +0,0 @@
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Investigate distress call
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1 -1 -1 -2 3
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Defeat Krass Tyler
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2 35 4 -2 4
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Destroy Krass' support group
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1 -1 -1 -2 4
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Navigate asteroid belt
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2 101 1 2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Destroy WEAPCO frontline forces
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2 100 100 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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60
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@ -1,13 +0,0 @@
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Defeat Kline
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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-1
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@ -1,13 +0,0 @@
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1 -1 -1 -2 0
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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0 -1 -1 -2 1
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-1
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@ -1,52 +0,0 @@
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Plasma channel splitter
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Improves poweredup plasma output
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1000 9 100 200
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Plasma capacity condensor
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Increases poweredup plasma damage
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1000 10 150 200
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Liquid nitrogen capsules
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Increases plasma firing rate
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1000 11 200 200
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10 Plasma cells
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Plasma ammunition
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50 12 350 200
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Rocket Ammo
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High velocity dumb fire rocket
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50 13 400 200
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Additional Plasma Cannon
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Adds an extra plasma cannon to the Firefly
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2000 14 100 260
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Plasma Power Booster
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Increases power of plasma shots
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2000 15 150 260
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Plasma Cooling Booster
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Permanently increases firing rate
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2000 16 200 260
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Plasma compressor
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Increases plasma ammo capacity
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250 17 450 200
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Rocket Pod
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Allows for an additional 5 rockets to be carried
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250 18 500 200
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Dual Rocket Launcher
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Allows for two rockets to be fired at once
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2000 19 350 260
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Micro Rocket Launcher
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Launches several less powerful rockets at once
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2500 20 400 260
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Laser Cannon
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Laser Cannon
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5000 21 450 260
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Homing Missile Launcher
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Fires homing missile (max 20 missiles)
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7500 22 500 260
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Charge Cannon
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A charge up cannon
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10000 23 550 260
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Dual Homing Missile Launcher
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Fires two homing missiles (max 10 missiles)
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20000 24 600 260
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Homing Micro Missile Launcher
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Fires several small homing missiles (max 10)
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25000 25 650 260
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1 1 1 15 10 0 0 0
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0 0 0 0 0 0 0 0
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1 1 1 15 10 0 1 0
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1 2 1 15 10 0 1 0
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1 3 1 15 10 0 1 0
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2 1 15 45 20 2 3 0
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2 2 15 80 20 2 3 0
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2 5 3 30 15 2 3 16
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3 255 1 25 15 0 0 0
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4 1 3 1 10 1 1 0
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6 1 1 0 12 33 34 0
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2 1 15 35 10 4 4 32
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2 2 15 65 10 4 4 32
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2 5 12 65 3 4 4 32
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7 1 2 15 0 33 34 512
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8 3 1 10 10 0 1 4
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1 1 1 2 10 35 35 1536
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2 5 20 60 0 4 4 2560
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0 0 0 0 0 0 0 0
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0 0 0 0 0 0 0 0
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105
src/aliens.cpp
105
src/aliens.cpp
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@ -1257,105 +1257,6 @@ void setAlienShapes()
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}
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}
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#if USEPACK
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static void loadAliens()
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{
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int dataLocation = locateDataInPak("data/aliens.dat", 1);
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int def, ai, speed, shield, max, image1, image2, weapon1, weapon2, chance1, chance2, score;
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int collectChance, collectType, collectVal, flags;
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FILE *fp;
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fp = fopen(PACKLOCATION, "rb");
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fseek(fp, dataLocation, SEEK_SET);
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for (int i = 0 ; i < MAX_DEFALIENS ; i++)
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{
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fscanf(fp, "%d", &def);
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fscanf(fp, "%d", &ai);
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fscanf(fp, "%d", &speed);
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fscanf(fp, "%d", &shield);
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fscanf(fp, "%d", &max);
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fscanf(fp, "%d", &image1);
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fscanf(fp, "%d", &image2);
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fscanf(fp, "%d", &weapon1);
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fscanf(fp, "%d", &weapon2);
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fscanf(fp, "%d", &chance1);
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fscanf(fp, "%d", &chance2);
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fscanf(fp, "%d", &score);
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fscanf(fp, "%d", &collectChance);
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fscanf(fp, "%d", &collectType);
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fscanf(fp, "%d", &collectVal);
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fscanf(fp, "%d", &flags);
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defEnemy[i].classDef = def;
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defEnemy[i].AIType = ai;
|
||||
defEnemy[i].speed = speed;
|
||||
defEnemy[i].shield = shield;
|
||||
defEnemy[i].maxShield = max;
|
||||
defEnemy[i].imageIndex[0] = image1;
|
||||
defEnemy[i].imageIndex[1] = image2;
|
||||
defEnemy[i].weaponType[0] = weapon1;
|
||||
defEnemy[i].weaponType[1] = weapon2;
|
||||
defEnemy[i].chance[0] = chance1;
|
||||
defEnemy[i].chance[1] = chance2;
|
||||
defEnemy[i].score = score;
|
||||
defEnemy[i].collectChance = collectChance;
|
||||
defEnemy[i].collectType = collectType;
|
||||
defEnemy[i].collectValue = collectVal;
|
||||
defEnemy[i].flags = flags;
|
||||
}
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
|
||||
void defineAliens(){loadAliens();}
|
||||
|
||||
#else
|
||||
|
||||
#if SAVEDATA
|
||||
static void saveAliens()
|
||||
{
|
||||
FILE *fp;
|
||||
|
||||
fp = fopen("data/aliens.dat", "wb");
|
||||
if (fp == NULL)
|
||||
{
|
||||
printf("Unable to write Alien Data File\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
for (int i = 0 ; i < MAX_DEFALIENS ; i++)
|
||||
{
|
||||
fprintf(fp, "%d ", defEnemy[i].classDef);
|
||||
fprintf(fp, "%d ", defEnemy[i].AIType);
|
||||
fprintf(fp, "%d ", defEnemy[i].speed);
|
||||
fprintf(fp, "%d ", defEnemy[i].shield);
|
||||
fprintf(fp, "%d ", defEnemy[i].maxShield);
|
||||
fprintf(fp, "%d ", defEnemy[i].imageIndex[0]);
|
||||
fprintf(fp, "%d ", defEnemy[i].imageIndex[1]);
|
||||
fprintf(fp, "%d ", defEnemy[i].weaponType[0]);
|
||||
fprintf(fp, "%d ", defEnemy[i].weaponType[1]);
|
||||
fprintf(fp, "%d ", defEnemy[i].chance[0]);
|
||||
fprintf(fp, "%d ", defEnemy[i].chance[1]);
|
||||
fprintf(fp, "%d ", defEnemy[i].score);
|
||||
fprintf(fp, "%d ", defEnemy[i].collectChance);
|
||||
fprintf(fp, "%d ", defEnemy[i].collectType);
|
||||
fprintf(fp, "%d ", defEnemy[i].collectValue);
|
||||
fprintf(fp, "%d\n", defEnemy[i].flags);
|
||||
}
|
||||
|
||||
// Put an extra line for the PAK file "just in case"
|
||||
fprintf(fp, "\n");
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
Will be dumped into a data file at the end of the project
|
||||
*/
|
||||
void defineAliens()
|
||||
{
|
||||
// Dual Plasma Fighter.
|
||||
|
@ -2034,10 +1935,4 @@ void defineAliens()
|
|||
defEnemy[CD_URANUSBOSSWING2].collectType = P_ANYTHING;
|
||||
defEnemy[CD_URANUSBOSSWING2].collectValue = 250;
|
||||
defEnemy[CD_URANUSBOSSWING2].flags = FL_WEAPCO | FL_IMMORTAL;
|
||||
|
||||
#if SAVEDATA
|
||||
saveAliens();
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
128
src/missions.cpp
128
src/missions.cpp
|
@ -905,129 +905,8 @@ void missionFinishedScreen()
|
|||
Mix_HaltMusic();
|
||||
}
|
||||
|
||||
#if USEPACK
|
||||
|
||||
static void loadMissions()
|
||||
{
|
||||
clearAllMissions();
|
||||
|
||||
FILE *fp;
|
||||
int dataLocation;
|
||||
char filename[65];
|
||||
|
||||
char objective[255];
|
||||
int type, target, value, time, complete, add;
|
||||
|
||||
for (int i = 0 ; i < MAX_MISSIONS ; i++)
|
||||
{
|
||||
sprintf(filename, "data/mission%.2d.dat", i);
|
||||
|
||||
#if USEPACK
|
||||
dataLocation = locateDataInPak(filename, 1);
|
||||
fp = fopen(PACKLOCATION, "rb");
|
||||
fseek(fp, dataLocation, SEEK_SET);
|
||||
#else
|
||||
fp = fopen(filename, "rb");
|
||||
#endif
|
||||
|
||||
for (int j = 0 ; j < 3 ; j++)
|
||||
{
|
||||
fscanf(fp, "%[^\n]%*c", objective);
|
||||
fscanf(fp, "%d", &type);
|
||||
fscanf(fp, "%d", &target);
|
||||
fscanf(fp, "%d", &value);
|
||||
fscanf(fp, "%d", &time);
|
||||
fscanf(fp, "%d%*c", &complete);
|
||||
|
||||
strcpy(missions[i].primaryObjective[j], objective);
|
||||
missions[i].primaryType[j] = type;
|
||||
missions[i].target1[j] = target;
|
||||
missions[i].targetValue1[j] = value;
|
||||
missions[i].timeLimit1[j] = time;
|
||||
missions[i].completed1[j] = complete;
|
||||
|
||||
}
|
||||
|
||||
for (int j = 0 ; j < 3 ; j++)
|
||||
{
|
||||
fscanf(fp, "%[^\n]%*c", objective);
|
||||
fscanf(fp, "%d", &type);
|
||||
fscanf(fp, "%d", &target);
|
||||
fscanf(fp, "%d", &value);
|
||||
fscanf(fp, "%d", &time);
|
||||
fscanf(fp, "%d%*c", &complete);
|
||||
|
||||
strcpy(missions[i].secondaryObjective[j], objective);
|
||||
missions[i].secondaryType[j] = type;
|
||||
missions[i].target2[j] = target;
|
||||
missions[i].targetValue2[j] = value;
|
||||
missions[i].timeLimit2[j] = time;
|
||||
missions[i].completed2[j] = complete;
|
||||
}
|
||||
|
||||
fscanf(fp, "%d", &add);
|
||||
|
||||
missions[i].addAliens = add;
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
}
|
||||
|
||||
void initMissions(){loadMissions();}
|
||||
|
||||
#else
|
||||
|
||||
#if SAVEDATA
|
||||
static void saveMissions()
|
||||
{
|
||||
FILE *fp;
|
||||
char filename[65];
|
||||
|
||||
for (int i = 0 ; i < MAX_MISSIONS ; i++)
|
||||
{
|
||||
sprintf(filename, "data/mission%.2d.dat", i);
|
||||
|
||||
//WRITE MISSION DATA
|
||||
fp = fopen(filename, "wb");
|
||||
if (fp == NULL)
|
||||
{
|
||||
printf("Unable to write Mission Data File (%s)\n", filename);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
for (int j = 0 ; j < 3 ; j++)
|
||||
{
|
||||
fprintf(fp, "%s\n", missions[i].primaryObjective[j]);
|
||||
fprintf(fp, "%d ", missions[i].primaryType[j]);
|
||||
fprintf(fp, "%d ", missions[i].target1[j]);
|
||||
fprintf(fp, "%d ", missions[i].targetValue1[j]);
|
||||
fprintf(fp, "%d ", missions[i].timeLimit1[j]);
|
||||
fprintf(fp, "%d\n", missions[i].completed1[j]);
|
||||
}
|
||||
|
||||
for (int j = 0 ; j < 3 ; j++)
|
||||
{
|
||||
fprintf(fp, "%s\n", missions[i].secondaryObjective[j]);
|
||||
fprintf(fp, "%d ", missions[i].secondaryType[j]);
|
||||
fprintf(fp, "%d ", missions[i].target2[j]);
|
||||
fprintf(fp, "%d ", missions[i].targetValue2[j]);
|
||||
fprintf(fp, "%d ", missions[i].timeLimit2[j]);
|
||||
fprintf(fp, "%d\n", missions[i].completed2[j]);
|
||||
}
|
||||
|
||||
fprintf(fp, "%d ", missions[i].addAliens);
|
||||
|
||||
// Put an extra line for the PAK file "just in case"
|
||||
fprintf(fp, "\n");
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
This is where all the missions are defined. This will be placed
|
||||
into a data file when the game is finished.
|
||||
This is where all the missions are defined.
|
||||
*/
|
||||
void initMissions()
|
||||
{
|
||||
|
@ -1436,9 +1315,4 @@ void initMissions()
|
|||
strcpy(missions[MAX_MISSIONS - 1].primaryObjective[0], "");
|
||||
missions[MAX_MISSIONS - 1].primaryType[0] = M_DESTROY_ALL_TARGETS;
|
||||
missions[MAX_MISSIONS - 1].completed1[0] = OB_INCOMPLETE;
|
||||
|
||||
#if SAVEDATA
|
||||
saveMissions();
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
|
88
src/shop.cpp
88
src/shop.cpp
|
@ -260,87 +260,6 @@ static void drawShop()
|
|||
}
|
||||
}
|
||||
|
||||
#if USEPACK
|
||||
|
||||
static void loadShop()
|
||||
{
|
||||
char name[255], description[255];
|
||||
int price, image, x, y;
|
||||
|
||||
FILE *fp;
|
||||
|
||||
#if USEPACK
|
||||
int dataLocation = locateDataInPak("data/shop.dat", 1);
|
||||
fp = fopen(PACKLOCATION, "rb");
|
||||
fseek(fp, dataLocation, SEEK_SET);
|
||||
#else
|
||||
fp = fopen("data/shop.dat", "rb");
|
||||
#endif
|
||||
|
||||
for (int i = 0 ; i < MAX_SHOPITEMS ; i++)
|
||||
{
|
||||
fscanf(fp, "%[^\n]%*c", name);
|
||||
fscanf(fp, "%[^\n]%*c", description);
|
||||
fscanf(fp, "%d", &price);
|
||||
fscanf(fp, "%d", &image);
|
||||
fscanf(fp, "%d", &x);
|
||||
fscanf(fp, "%d%*c", &y);
|
||||
|
||||
strcpy(shopItems[i].name, name);
|
||||
strcpy(shopItems[i].description, description);
|
||||
shopItems[i].price = price;
|
||||
shopItems[i].image = image;
|
||||
shopItems[i].x = x;
|
||||
shopItems[i].y = y;
|
||||
}
|
||||
|
||||
fclose(fp);
|
||||
|
||||
shopSelectedItem = -1;
|
||||
|
||||
player.image[0] = shape[0];
|
||||
player.x = 380;
|
||||
player.y = 95;
|
||||
|
||||
drawShop();
|
||||
}
|
||||
|
||||
void initShop(){loadShop();}
|
||||
|
||||
#else
|
||||
|
||||
#if SAVEDATA
|
||||
static void saveShop()
|
||||
{
|
||||
FILE *fp;
|
||||
|
||||
fp = fopen("data/shop.dat", "wb");
|
||||
if (fp == NULL)
|
||||
{
|
||||
printf("Unable to write Shop Data File\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
for (int i = 0 ; i < MAX_SHOPITEMS ; i++)
|
||||
{
|
||||
fprintf(fp, "%s\n", shopItems[i].name);
|
||||
fprintf(fp, "%s\n", shopItems[i].description);
|
||||
fprintf(fp, "%d ", shopItems[i].price);
|
||||
fprintf(fp, "%d ", shopItems[i].image);
|
||||
fprintf(fp, "%d ", shopItems[i].x);
|
||||
fprintf(fp, "%d\n", shopItems[i].y);
|
||||
}
|
||||
|
||||
// Put an extra line for the PAK file "just in case"
|
||||
fprintf(fp, "\n");
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
Throw into a data file in final build
|
||||
*/
|
||||
void initShop()
|
||||
{
|
||||
/* ----------- Temporary Items ----------- */
|
||||
|
@ -472,15 +391,9 @@ void initShop()
|
|||
player.x = 380;
|
||||
player.y = 95;
|
||||
|
||||
#if SAVEDATA
|
||||
saveShop();
|
||||
#endif
|
||||
|
||||
drawShop();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
static void buy(int i)
|
||||
{
|
||||
if ((currentGame.cash < shopItems[i].price) && (!engine.cheatCash))
|
||||
|
@ -789,4 +702,3 @@ void showShop()
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -31,80 +31,8 @@ void setWeaponShapes()
|
|||
}
|
||||
}
|
||||
|
||||
#if USEPACK
|
||||
|
||||
static void loadWeapons()
|
||||
{
|
||||
int dataLocation = locateDataInPak("data/weapons.dat", 1);
|
||||
int id, ammo, damage, reload, speed, image1, image2, flags;
|
||||
|
||||
FILE *fp;
|
||||
|
||||
fp = fopen(PACKLOCATION, "rb");
|
||||
fseek(fp, dataLocation, SEEK_SET);
|
||||
|
||||
for (int i = 0 ; i < MAX_WEAPONS ; i++)
|
||||
{
|
||||
fscanf(fp, "%d", &id);
|
||||
fscanf(fp, "%d", &ammo);
|
||||
fscanf(fp, "%d", &damage);
|
||||
fscanf(fp, "%d", &reload);
|
||||
fscanf(fp, "%d", &speed);
|
||||
fscanf(fp, "%d", &image1);
|
||||
fscanf(fp, "%d", &image2);
|
||||
fscanf(fp, "%d", &flags);
|
||||
|
||||
weapon[i].id = id;
|
||||
weapon[i].ammo[0] = ammo;
|
||||
weapon[i].damage = damage;
|
||||
weapon[i].reload[0] = reload;
|
||||
weapon[i].speed = speed;
|
||||
weapon[i].imageIndex[0] = image1;
|
||||
weapon[i].imageIndex[1] = image2;
|
||||
weapon[i].flags = flags;
|
||||
}
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
|
||||
void initWeapons() {loadWeapons();}
|
||||
|
||||
#else
|
||||
|
||||
#if SAVEDATA
|
||||
static void saveWeapons()
|
||||
{
|
||||
FILE *fp;
|
||||
|
||||
fp = fopen("data/weapons.dat", "wb");
|
||||
if (fp == NULL)
|
||||
{
|
||||
printf("Unable to write Weapon Data File\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
for (int i = 0 ; i < MAX_WEAPONS ; i++)
|
||||
{
|
||||
fprintf(fp, "%d ", weapon[i].id);
|
||||
fprintf(fp, "%d ", weapon[i].ammo[0]);
|
||||
fprintf(fp, "%d ", weapon[i].damage);
|
||||
fprintf(fp, "%d ", weapon[i].reload[0]);
|
||||
fprintf(fp, "%d ", weapon[i].speed);
|
||||
fprintf(fp, "%d ", weapon[i].imageIndex[0]);
|
||||
fprintf(fp, "%d ", weapon[i].imageIndex[1]);
|
||||
fprintf(fp, "%d\n", weapon[i].flags);
|
||||
}
|
||||
|
||||
// Put an extra line for the PAK file "just in case"
|
||||
fprintf(fp, "\n");
|
||||
|
||||
fclose(fp);
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
A list of predefined weaponary. Will most probably
|
||||
be placed into a data file in the final build.
|
||||
A list of predefined weaponary.
|
||||
*/
|
||||
void initWeapons()
|
||||
{
|
||||
|
@ -255,10 +183,4 @@ void initWeapons()
|
|||
weapon[W_DIRSHOCKMISSILE].flags = WF_AIMED | WF_TIMEDEXPLOSION;
|
||||
weapon[W_DIRSHOCKMISSILE].imageIndex[0] = 4;
|
||||
weapon[W_DIRSHOCKMISSILE].imageIndex[1] = 4;
|
||||
|
||||
#if SAVEDATA
|
||||
saveWeapons();
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue