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Save.bb
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Save.bb
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Function SaveGame(file$)
CatchErrors("Uncaught (SaveGame)")
If Not Playable Then Return ;don't save if the player can't move at all
If DropSpeed#>0.02*FPSfactor Or DropSpeed#<-0.02*FPSfactor Then Return
If KillTimer < 0 Then Return
GameSaved = True
Local x%, y%, i%, temp%
Local n.NPCs, r.Rooms, do.Doors
CreateDir(file)
Local f% = WriteFile(file + "save.txt")
WriteString f, CurrentTime()
WriteString f, CurrentDate()
WriteInt f, PlayTime
WriteFloat f, EntityX(Collider)
WriteFloat f, EntityY(Collider)
WriteFloat f, EntityZ(Collider)
WriteFloat f, EntityX(Head)
WriteFloat f, EntityY(Head)
WriteFloat f, EntityZ(Head)
WriteString f, Str(AccessCode)
WriteFloat f, EntityPitch(Collider)
WriteFloat f, EntityYaw(Collider)
;WriteString f, VersionNumber
WriteString f, CompatibleNumber
WriteFloat f, BlinkTimer
WriteFloat f, BlinkEffect
WriteFloat f, BlinkEffectTimer
WriteInt f, DeathTimer
WriteInt f, BlurTimer
WriteFloat f, HealTimer
WriteByte f, Crouch
WriteFloat f, Stamina
WriteFloat f, StaminaEffect
WriteFloat f, StaminaEffectTimer
WriteFloat f, EyeStuck
WriteFloat f, EyeIrritation
WriteFloat f, Injuries
WriteFloat f, Bloodloss
WriteFloat f,PrevInjuries
WriteFloat f,PrevBloodloss
WriteString f, DeathMSG
For i = 0 To 5
WriteFloat f, SCP1025state[i]
Next
WriteFloat f, VomitTimer
WriteByte f, Vomit
WriteFloat f, CameraShakeTimer
WriteFloat f, Infect
For i = 0 To CUSTOM
If (SelectedDifficulty = difficulties(i)) Then
WriteByte f, i
If (i = CUSTOM) Then
WriteByte f,SelectedDifficulty\aggressiveNPCs
WriteByte f,SelectedDifficulty\permaDeath
WriteByte f,SelectedDifficulty\saveType
WriteByte f,SelectedDifficulty\otherFactors
EndIf
EndIf
Next
WriteFloat f, MonitorTimer
WriteFloat f, Sanity
WriteByte f, WearingGasMask
WriteByte f, WearingVest
WriteByte f, WearingHazmat
WriteByte f, WearingNightVision
WriteByte f, Wearing1499
WriteFloat f,NTF_1499PrevX#
WriteFloat f,NTF_1499PrevY#
WriteFloat f,NTF_1499PrevZ#
WriteFloat f,NTF_1499X#
WriteFloat f,NTF_1499Y#
WriteFloat f,NTF_1499Z#
If NTF_1499PrevRoom <> Null
WriteFloat f,NTF_1499PrevRoom\x
WriteFloat f,NTF_1499PrevRoom\z
Else
WriteFloat f,0.0
WriteFloat f,0.0
EndIf
WriteByte f, SuperMan
WriteFloat f, SuperManTimer
WriteByte f, LightsOn
WriteString f, RandomSeed
WriteFloat f, SecondaryLightOn
WriteFloat f, PrevSecondaryLightOn
WriteByte f, RemoteDoorOn
WriteByte f, SoundTransmission
WriteByte f, Contained106
For i = 0 To MAXACHIEVEMENTS-1
WriteByte f, Achievements(i)
Next
WriteInt f, RefinedItems
WriteInt f, MapWidth
WriteInt f, MapHeight
For lvl = 0 To 0
For x = 0 To MapWidth
For y = 0 To MapHeight
WriteInt f, MapTemp(x, y)
WriteByte f, MapFound(x, y)
Next
Next
Next
WriteInt f, 113
temp = 0
For n.NPCs = Each NPCs
temp = temp +1
Next
WriteInt f, temp
For n.NPCs = Each NPCs
DebugLog("Saving NPC " +n\NVName+ " (ID "+n\ID+")")
WriteByte f, n\NPCtype
WriteFloat f, EntityX(n\Collider,True)
WriteFloat f, EntityY(n\Collider,True)
WriteFloat f, EntityZ(n\Collider,True)
WriteFloat f, EntityPitch(n\Collider)
WriteFloat f, EntityYaw(n\Collider)
WriteFloat f, EntityRoll(n\Collider)
WriteFloat f, n\State
WriteFloat f, n\State2
WriteFloat f, n\State3
WriteInt f, n\PrevState
WriteByte f, n\Idle
WriteFloat f, n\LastDist
WriteInt f, n\LastSeen
WriteInt f, n\CurrSpeed
WriteFloat f, n\Angle
WriteFloat f, n\Reload
WriteInt f, n\ID
If n\Target <> Null Then
WriteInt f, n\Target\ID
Else
WriteInt f, 0
EndIf
WriteFloat f, n\EnemyX
WriteFloat f, n\EnemyY
WriteFloat f, n\EnemyZ
WriteString f, n\texture
WriteFloat f, AnimTime(n\obj)
WriteInt f, n\IsDead
WriteFloat f, n\PathX
WriteFloat f, n\PathZ
WriteInt f, n\HP
WriteString f, n\Model
WriteFloat f, n\ModelScaleX#
WriteFloat f, n\ModelScaleY#
WriteFloat f, n\ModelScaleZ#
WriteInt f, n\TextureID
Next
WriteFloat f, MTFtimer
For i = 0 To 6
If MTFrooms[0]<>Null Then
WriteString f, MTFrooms[0]\RoomTemplate\Name
Else
WriteString f, "a"
EndIf
WriteInt f, MTFroomState[i]
Next
WriteInt f, 632
WriteInt f, room2gw_brokendoor
WriteFloat f,room2gw_x
WriteFloat f,room2gw_z
WriteByte f, I_Zone\Transition[0]
WriteByte f, I_Zone\Transition[1]
WriteByte f, I_Zone\HasCustomForest
WriteByte f, I_Zone\HasCustomMT
temp = 0
For r.Rooms = Each Rooms
temp=temp+1
Next
WriteInt f, temp
For r.Rooms = Each Rooms
WriteInt f, r\RoomTemplate\id
WriteInt f, r\angle
WriteFloat f, r\x
WriteFloat f, r\y
WriteFloat f, r\z
WriteByte f, r\found
WriteInt f, r\zone
If PlayerRoom = r Then
WriteByte f, 1
Else
WriteByte f, 0
EndIf
For i = 0 To 11
If r\NPC[i]=Null Then
WriteInt f, 0
Else
WriteInt f, r\NPC[i]\ID
EndIf
Next
For i=0 To 10
If r\Levers[i]<>0 Then
If EntityPitch(r\Levers[i],True) > 0 Then ;p??????ll???
WriteByte(f,1)
Else
WriteByte(f,0)
EndIf
EndIf
Next
WriteByte(f,2)
If r\grid=Null Then ;this room doesn't have a grid
WriteByte(f,0)
Else ;this room has a grid
WriteByte(f,1)
For y=0 To gridsz-1
For x=0 To gridsz-1
WriteByte(f,r\grid\grid[x+(y*gridsz)])
WriteByte(f,r\grid\angles[x+(y*gridsz)])
Next
Next
EndIf
If r\fr=Null Then ;this room doesn't have a forest
WriteByte(f,0)
Else ;this room has a forest
If (Not I_Zone\HasCustomForest) Then
WriteByte(f,1)
Else
WriteByte(f,2)
EndIf
For y=0 To gridsize-1
For x=0 To gridsize-1
WriteByte(f,r\fr\grid[x+(y*gridsize)])
Next
Next
WriteFloat f,EntityX(r\fr\Forest_Pivot,True)
WriteFloat f,EntityY(r\fr\Forest_Pivot,True)
WriteFloat f,EntityZ(r\fr\Forest_Pivot,True)
EndIf
Next
WriteInt f, 954
temp = 0
For do.Doors = Each Doors
temp = temp+1
Next
WriteInt f, temp
For do.Doors = Each Doors
WriteFloat f, EntityX(do\frameobj,True)
WriteFloat f, EntityY(do\frameobj,True)
WriteFloat f, EntityZ(do\frameobj,True)
WriteByte f, do\open
WriteFloat f, do\openstate
WriteByte f, do\locked
WriteByte f, do\AutoClose
WriteFloat f, EntityX(do\obj, True)
WriteFloat f, EntityZ(do\obj, True)
If do\obj2 <> 0 Then
WriteFloat f, EntityX(do\obj2, True)
WriteFloat f, EntityZ(do\obj2, True)
Else
WriteFloat f, 0.0
WriteFloat f, 0.0
End If
WriteFloat f, do\timer
WriteFloat f, do\timerstate
WriteByte f, do\IsElevatorDoor
WriteByte f, do\MTFClose
Next
WriteInt f, 1845
DebugLog 1845
Local d.Decals
temp = 0
For d.Decals = Each Decals
temp = temp+1
Next
WriteInt f, temp
For d.Decals = Each Decals
WriteInt f, d\ID
WriteFloat f, EntityX(d\obj,True)
WriteFloat f, EntityY(d\obj,True)
WriteFloat f, EntityZ(d\obj,True)
WriteFloat f, EntityPitch(d\obj,True)
WriteFloat f, EntityYaw(d\obj,True)
WriteFloat f, EntityRoll(d\obj,True)
WriteByte f, d\blendmode
WriteInt f, d\fx
WriteFloat f, d\Size
WriteFloat f, d\Alpha
WriteFloat f, d\AlphaChange
WriteFloat f, d\Timer
WriteFloat f, d\lifetime
Next
Local e.Events
temp = 0
For e.Events = Each Events
temp=temp+1
Next
WriteInt f, temp
For e.Events = Each Events
WriteString f, e\EventName
WriteFloat f, e\EventState
WriteFloat f, e\EventState2
WriteFloat f, e\EventState3
WriteFloat f, EntityX(e\room\obj)
WriteFloat f, EntityZ(e\room\obj)
WriteString f, e\EventStr
Next
temp = 0
For it.items = Each Items
temp=temp+1
Next
WriteInt f, temp
For it.items = Each Items
WriteString f, it\itemtemplate\name
WriteString f, it\itemtemplate\tempName
WriteString f, it\name
WriteFloat f, EntityX(it\collider, True)
WriteFloat f, EntityY(it\collider, True)
WriteFloat f, EntityZ(it\collider, True)
WriteByte f, it\r
WriteByte f, it\g
WriteByte f, it\b
WriteFloat f, it\a
WriteFloat f, EntityPitch(it\collider)
WriteFloat f, EntityYaw(it\collider)
WriteFloat f, it\state
WriteByte f, it\Picked
If SelectedItem = it Then WriteByte f, 1 Else WriteByte f, 0
Local ItemFound% = False
For i = 0 To MaxItemAmount - 1
If Inventory(i) = it Then ItemFound = True : Exit
Next
If ItemFound Then WriteByte f, i Else WriteByte f, 66
If it\itemtemplate\isAnim<>0 Then
WriteFloat f, AnimTime(it\model)
EndIf
WriteByte f,it\invSlots
WriteInt f,it\ID
If it\itemtemplate\invimg=it\invimg Then WriteByte f,0 Else WriteByte f,1
Next
temp=0
For it.items = Each Items
If it\invSlots>0 Then temp=temp+1
Next
WriteInt f,temp
For it.items = Each Items
;OtherInv
If it\invSlots>0 Then
WriteInt f,it\ID
For i=0 To it\invSlots-1
If it\SecondInv[i] <> Null Then
WriteInt f, it\SecondInv[i]\ID
Else
WriteInt f, -1
EndIf
Next
EndIf
;OtherInv End
Next
For itt.itemtemplates = Each ItemTemplates
WriteByte f, itt\found
Next
If UsedConsole
WriteInt f, 100
DebugLog "Used Console"
Else
WriteInt f, 994
EndIf
WriteFloat f, CameraFogFar
WriteFloat f, StoredCameraFogFar
WriteByte f, I_427\Using
WriteFloat f, I_427\Timer
WriteByte f, Wearing714
CloseFile f
If Not MenuOpen Then
If SelectedDifficulty\saveType = SAVEONSCREENS Then
PlaySound_Strict(LoadTempSound("SFX\General\Save2.ogg"))
Else
PlaySound_Strict(LoadTempSound("SFX\General\Save1.ogg"))
EndIf
Msg = "Game progress saved."
MsgTimer = 70 * 4
;SetSaveMSG("Game progress saved.")
EndIf
CatchErrors("SaveGame")
End Function
Function LoadGame(file$)
Local version$ = ""
CatchErrors("Uncaught (LoadGame)")
DebugLog "---------------------------------------------------------------------------"
DropSpeed=0.0
DebugHUD = False
GameSaved = True
Local x#, y#, z#, i%, temp%, strtemp$, r.Rooms, id%, n.NPCs, do.Doors
Local f% = ReadFile(file + "save.txt")
strtemp = ReadString(f)
strtemp = ReadString(f)
PlayTime = ReadInt(f)
x = ReadFloat(f)
y = ReadFloat(f)
z = ReadFloat(f)
PositionEntity(Collider, x, y+0.05, z)
ResetEntity(Collider)
x = ReadFloat(f)
y = ReadFloat(f)
z = ReadFloat(f)
PositionEntity(Head, x, y+0.05, z)
ResetEntity(Head)
AccessCode = Int(ReadString(f))
x = ReadFloat(f)
y = ReadFloat(f)
RotateEntity(Collider, x, y, 0, 0)
strtemp = ReadString(f)
version = strtemp
BlinkTimer = ReadFloat(f)
BlinkEffect = ReadFloat(f)
BlinkEffectTimer = ReadFloat(f)
DeathTimer = ReadInt(f)
BlurTimer = ReadInt(f)
HealTimer = ReadFloat(f)
Crouch = ReadByte(f)
Stamina = ReadFloat(f)
StaminaEffect = ReadFloat(f)
StaminaEffectTimer = ReadFloat(f)
EyeStuck = ReadFloat(f)
EyeIrritation = ReadFloat(f)
Injuries = ReadFloat(f)
Bloodloss = ReadFloat(f)
PrevInjuries = ReadFloat(f)
PrevBloodloss = ReadFloat(f)
DeathMSG = ReadString(f)
For i = 0 To 5
SCP1025state[i]=ReadFloat(f)
Next
VomitTimer = ReadFloat(f)
Vomit = ReadByte(f)
CameraShakeTimer = ReadFloat(f)
Infect = ReadFloat(f)
Local difficultyIndex = ReadByte(f)
SelectedDifficulty = difficulties(difficultyIndex)
If (difficultyIndex = CUSTOM) Then
SelectedDifficulty\aggressiveNPCs = ReadByte(f)
SelectedDifficulty\permaDeath = ReadByte(f)
SelectedDifficulty\saveType = ReadByte(f)
SelectedDifficulty\otherFactors = ReadByte(f)
EndIf
MonitorTimer = ReadFloat(f)
Sanity = ReadFloat(f)
WearingGasMask = ReadByte(f)
WearingVest = ReadByte(f)
WearingHazmat = ReadByte(f)
WearingNightVision = ReadByte(f)
Wearing1499 = ReadByte(f)
NTF_1499PrevX# = ReadFloat(f)
NTF_1499PrevY# = ReadFloat(f)
NTF_1499PrevZ# = ReadFloat(f)
NTF_1499X# = ReadFloat(f)
NTF_1499Y# = ReadFloat(f)
NTF_1499Z# = ReadFloat(f)
Local r1499_x# = ReadFloat(f)
Local r1499_z# = ReadFloat(f)
SuperMan = ReadByte(f)
SuperManTimer = ReadFloat(f)
LightsOn = ReadByte(f)
RandomSeed = ReadString(f)
SecondaryLightOn = ReadFloat(f)
PrevSecondaryLightOn = ReadFloat(f)
RemoteDoorOn = ReadByte(f)
SoundTransmission = ReadByte(f)
Contained106 = ReadByte(f)
For i = 0 To MAXACHIEVEMENTS-1
Achievements(i)=ReadByte(f)
Next
RefinedItems = ReadInt(f)
MapWidth = ReadInt(f)
MapHeight = ReadInt(f)
For x = 0 To MapWidth
For y = 0 To MapHeight
MapTemp( x, y) = ReadInt(f)
MapFound(x, y) = ReadByte(f)
Next
Next
If ReadInt(f) <> 113 Then RuntimeError("Couldn't load the game, save file corrupted (error 2.5)")
temp = ReadInt(f)
For i = 1 To temp
Local NPCtype% = ReadByte(f)
x = ReadFloat(f)
y = ReadFloat(f)
z = ReadFloat(f)
n.NPCs = CreateNPC(NPCtype, x, y, z)
Select NPCtype
Case NPCtype173
Curr173 = n
Case NPCtypeOldMan
Curr106 = n
Case NPCtype096
Curr096 = n
Case NPCtype5131
Curr5131 = n
End Select
x = ReadFloat(f)
y = ReadFloat(f)
z = ReadFloat(f)
RotateEntity(n\Collider, x, y, z)
n\State = ReadFloat(f)
n\State2 = ReadFloat(f)
n\State3 = ReadFloat(f)
n\PrevState = ReadInt(f)
n\Idle = ReadByte(f)
n\LastDist = ReadFloat(f)
n\LastSeen = ReadInt(f)
n\CurrSpeed = ReadInt(f)
n\Angle = ReadFloat(f)
n\Reload = ReadFloat(f)
ForceSetNPCID(n, ReadInt(f))
n\TargetID = ReadInt(f)
DebugLog("Loading NPC " +n\NVName+ " (ID "+n\ID+")")
n\EnemyX = ReadFloat(f)
n\EnemyY = ReadFloat(f)
n\EnemyZ = ReadFloat(f)
n\texture = ReadString(f)
If n\texture <> "" Then
tex = LoadTexture_Strict (n\texture)
EntityTexture n\obj, tex
EndIf
Local frame# = ReadFloat(f)
Select NPCtype
Case NPCtypeOldMan, NPCtypeD, NPCtype096, NPCtypeMTF, NPCtypeGuard, NPCtype049, NPCtypeZombie, NPCtypeClerk
SetAnimTime(n\obj, frame)
End Select
n\Frame = frame
n\IsDead = ReadInt(f)
n\PathX = ReadFloat(f)
n\PathZ = ReadFloat(f)
n\HP = ReadInt(f)
n\Model = ReadString(f)
n\ModelScaleX# = ReadFloat(f)
n\ModelScaleY# = ReadFloat(f)
n\ModelScaleZ# = ReadFloat(f)
If n\Model <> ""
FreeEntity n\obj
n\obj = LoadAnimMesh_Strict(n\Model)
ScaleEntity n\obj,n\ModelScaleX,n\ModelScaleY,n\ModelScaleZ
SetAnimTime n\obj,frame
EndIf
n\TextureID = ReadInt(f)
If n\TextureID > 0
ChangeNPCTextureID(n.NPCs,n\TextureID-1)
SetAnimTime(n\obj,frame)
EndIf
Next
For n.NPCs = Each NPCs
If n\TargetID <> 0 Then
For n2.npcs = Each NPCs
If n2<>n Then
If n2\id = n\TargetID Then n\Target = n2
EndIf
Next
EndIf
Next
MTFtimer = ReadFloat(f)
For i = 0 To 6
strtemp = ReadString(f)
If strtemp <> "a" Then
For r.Rooms = Each Rooms
If r\RoomTemplate\Name = strtemp Then
MTFrooms[i]=r
EndIf
Next
EndIf
MTFroomState[i]=ReadInt(f)
Next
If ReadInt(f) <> 632 Then RuntimeError("Couldn't load the game, save file corrupted (error 1)")
room2gw_brokendoor = ReadInt(f)
room2gw_x = ReadFloat(f)
room2gw_z = ReadFloat(f)
If version = CompatibleNumber Then
I_Zone\Transition[0] = ReadByte(f)
I_Zone\Transition[1] = ReadByte(f)
I_Zone\HasCustomForest = ReadByte(f)
I_Zone\HasCustomMT = ReadByte(f)
EndIf
temp = ReadInt(f)
For i = 1 To temp
Local roomtemplateID% = ReadInt(f)
Local angle% = ReadInt(f)
x = ReadFloat(f)
y = ReadFloat(f)
z = ReadFloat(f)
found = ReadByte(f)
level = ReadInt(f)
temp2 = ReadByte(f)
; If angle >= 360
; angle = angle-360
; EndIf
angle=WrapAngle(angle)
For rt.roomtemplates = Each RoomTemplates
If rt\id = roomtemplateID Then
r.Rooms = CreateRoom(level, rt\shape, x, y, z, rt\name)
TurnEntity(r\obj, 0, angle, 0)
r\angle = angle
r\found = found
Exit
End If
Next
If temp2 = 1 Then PlayerRoom = r.Rooms
For x = 0 To 11
id = ReadInt(f)
If id > 0 Then
For n.NPCs = Each NPCs
If n\ID = id Then r\NPC[x]=n : Exit
Next
EndIf
Next
For x=0 To 11
id = ReadByte(f)
If id=2 Then
Exit
Else If id=1 Then
RotateEntity(r\Levers[x], 78, EntityYaw(r\Levers[x]), 0)
Else
RotateEntity(r\Levers[x], -78, EntityYaw(r\Levers[x]), 0)
EndIf
Next
If ReadByte(f)=1 Then ;this room has a grid
If r\grid<>Null Then ;remove the old grid content
For x=0 To gridsz-1
For y=0 To gridsz-1
If r\grid\Entities[x+(y*gridsz)]<>0 Then
FreeEntity r\grid\Entities[x+(y*gridsz)]
r\grid\Entities[x+(y*gridsz)]=0
EndIf
If r\grid\waypoints[x+(y*gridsz)]<>Null Then
RemoveWaypoint(r\grid\waypoints[x+(y*gridsz)])
r\grid\waypoints[x+(y*gridsz)]=Null
EndIf
Next
Next
For x=0 To 5
If r\grid\Meshes[x]<>0 Then
FreeEntity r\grid\Meshes[x]
r\grid\Meshes[x]=0
EndIf
Next
Delete r\grid
EndIf
r\grid=New Grids
For y=0 To gridsz-1
For x=0 To gridsz-1
r\grid\grid[x+(y*gridsz)]=ReadByte(f)
r\grid\angles[x+(y*gridsz)]=ReadByte(f)
;get only the necessary data, make the event handle the meshes and waypoints separately
Next
Next
EndIf
Local hasForest = ReadByte(f)
If hasForest>0 Then ;this room has a forest
If r\fr<>Null Then ;remove the old forest
DestroyForest(r\fr)
Else
r\fr=New Forest
EndIf
For y=0 To gridsize-1
Local sssss$ = ""
For x=0 To gridsize-1
r\fr\grid[x+(y*gridsize)]=ReadByte(f)
sssss=sssss+Str(r\fr\grid[x+(y*gridsize)])
Next
DebugLog sssss
Next
lx# = ReadFloat(f)
ly# = ReadFloat(f)
lz# = ReadFloat(f)
If hasForest=1 Then
PlaceForest(r\fr,lx,ly,lz,r)
Else
PlaceForest_MapCreator(r\fr,lx,ly,lz,r)
EndIf
ElseIf r\fr<>Null Then ;remove the old forest
DestroyForest(r\fr)
Delete r\fr
EndIf
Next
For r.Rooms = Each Rooms
If r\x = r1499_x# And r\z = r1499_z#
NTF_1499PrevRoom = r
Exit
EndIf
Next
If ReadInt(f) <> 954 Then RuntimeError("Couldn't load the game, save file may be corrupted (error 2)")
Local spacing# = 8.0
Local zone%,shouldSpawnDoor%
For y = MapHeight To 0 Step -1
If y<I_Zone\Transition[1]-(SelectedMap="") Then
zone=3
ElseIf y>=I_Zone\Transition[1]-(SelectedMap="") And y<I_Zone\Transition[0]-(SelectedMap="") Then
zone=2
Else
zone=1
EndIf
For x = MapWidth To 0 Step -1
If MapTemp(x,y) > 0 Then
If zone = 2 Then temp=2 Else temp=0
For r.Rooms = Each Rooms
r\angle = WrapAngle(r\angle)
If Int(r\x/8.0)=x And Int(r\z/8.0)=y Then
shouldSpawnDoor = False
Select r\RoomTemplate\Shape
Case ROOM1
If r\angle=90
shouldSpawnDoor = True
EndIf
Case ROOM2
If r\angle=90 Or r\angle=270
shouldSpawnDoor = True
EndIf
Case ROOM2C
If r\angle=0 Or r\angle=90
shouldSpawnDoor = True
EndIf
Case ROOM3
If r\angle=0 Or r\angle=180 Or r\angle=90
shouldSpawnDoor = True
EndIf
Default
shouldSpawnDoor = True
End Select
If shouldSpawnDoor
If (x+1)<(MapWidth+1)
If MapTemp(x + 1, y) > 0 Then
do.Doors = CreateDoor(r\zone, Float(x) * spacing + spacing / 2.0, 0, Float(y) * spacing, 90, r, Max(Rand(-3, 1), 0), temp)
r\AdjDoor[0] = do
EndIf
EndIf
EndIf
shouldSpawnDoor = False
Select r\RoomTemplate\Shape
Case ROOM1
If r\angle=180
shouldSpawnDoor = True
EndIf
Case ROOM2
If r\angle=0 Or r\angle=180
shouldSpawnDoor = True
EndIf
Case ROOM2C
If r\angle=180 Or r\angle=90
shouldSpawnDoor = True
EndIf
Case ROOM3
If r\angle=180 Or r\angle=90 Or r\angle=270
shouldSpawnDoor = True
EndIf
Default
shouldSpawnDoor = True
End Select
If shouldSpawnDoor
If (y+1)<(MapHeight+1)
If MapTemp(x, y + 1) > 0 Then
do.Doors = CreateDoor(r\zone, Float(x) * spacing, 0, Float(y) * spacing + spacing / 2.0, 0, r, Max(Rand(-3, 1), 0), temp)
r\AdjDoor[3] = do
EndIf
EndIf
EndIf
Exit
EndIf
Next
End If
Next
Next
temp = ReadInt (f)
For i = 1 To temp
x = ReadFloat(f)
y = ReadFloat(f)
z = ReadFloat(f)
Local open% = ReadByte(f)
Local openstate# = ReadFloat(f)
Local locked% = ReadByte(f)
Local autoclose% = ReadByte(f)
Local objX# = ReadFloat(f)
Local objZ# = ReadFloat(f)
Local obj2X# = ReadFloat(f)
Local obj2Z# = ReadFloat(f)
Local timer% = ReadFloat(f)
Local timerstate# = ReadFloat(f)
Local IsElevDoor = ReadByte(f)
Local MTFClose = ReadByte(f)
For do.Doors = Each Doors
If EntityX(do\frameobj,True) = x And EntityY(do\frameobj,True) = y And EntityZ(do\frameobj,True) = z Then
do\open = open
do\openstate = openstate
do\locked = locked
do\AutoClose = autoclose
do\timer = timer
do\timerstate = timerstate
do\IsElevatorDoor = IsElevDoor
do\MTFClose = MTFClose
PositionEntity(do\obj, objX, y, objZ, True)
If do\obj2 <> 0 Then PositionEntity(do\obj2, obj2X, y, obj2Z, True)
Exit
End If
Next
Next
InitWayPoints()
If ReadInt(f) <> 1845 Then RuntimeError("Couldn't load the game, save file corrupted (error 3)")
Local d.Decals
For d.Decals = Each Decals
FreeEntity d\obj
Delete d
Next
temp = ReadInt(f)
For i = 1 To temp
id% = ReadInt(f)
x = ReadFloat(f)
y = ReadFloat(f)
z = ReadFloat(f)
Local pitch# = ReadFloat(f)
Local yaw# = ReadFloat(f)
Local roll# = ReadFloat(f)
d.Decals = CreateDecal(id, x, y, z, pitch, yaw, roll)
d\blendmode = ReadByte (f)
d\fx = ReadInt(f)
d\Size = ReadFloat(f)
d\Alpha = ReadFloat(f)
d\AlphaChange = ReadFloat(f)
d\Timer = ReadFloat(f)
d\lifetime = ReadFloat(f)
ScaleSprite(d\obj, d\Size, d\Size)
EntityBlend d\obj, d\blendmode