mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
1601 lines
34 KiB
C++
1601 lines
34 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../Game_local.h"
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#include "TypeInfo.h"
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/*
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Save game related helper classes.
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Save games are implemented in two classes, idSaveGame and idRestoreGame, that implement write/read functions for
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common types. They're passed in to each entity and object for them to archive themselves. Each class
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implements save/restore functions for it's own data. When restoring, all the objects are instantiated,
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then the restore function is called on each, superclass first, then subclasses.
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Pointers are restored by saving out an object index for each unique object pointer and adding them to a list of
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objects that are to be saved. Restore instantiates all the objects in the list before calling the Restore function
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on each object so that the pointers returned are valid. No object's restore function should rely on any other objects
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being fully instantiated until after the restore process is complete. Post restore fixup should be done by posting
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events with 0 delay.
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The savegame header will have the Game Name, Version, Map Name, and Player Persistent Info.
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Changes in version make savegames incompatible, and the game will start from the beginning of the level with
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the player's persistent info.
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Changes to classes that don't need to break compatibilty can use the build number as the savegame version.
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Later versions are responsible for restoring from previous versions by ignoring any unused data and initializing
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variables that weren't in previous versions with safe information.
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At the head of the save game is enough information to restore the player to the beginning of the level should the
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file be unloadable in some way (for example, due to script changes).
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*/
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/*
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================
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idSaveGame::idSaveGame()
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================
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*/
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idSaveGame::idSaveGame( idFile *savefile, idFile *stringTableFile, int saveVersion ) {
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//compressor = idCompressor::AllocLZW();
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//compressor->Init( savefile, true, 8 );
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//file = compressor;
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file = savefile;
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stringFile = stringTableFile;
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version = saveVersion;
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// Put NULL at the start of the list so we can skip over it.
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objects.Clear();
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objects.Append( NULL );
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curStringTableOffset = 0;
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}
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/*
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================
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idSaveGame::~idSaveGame()
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================
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*/
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idSaveGame::~idSaveGame() {
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//compressor->FinishCompress();
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//delete compressor;
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if ( objects.Num() ) {
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Close();
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}
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}
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/*
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================
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idSaveGame::Close
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================
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*/
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void idSaveGame::Close() {
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WriteSoundCommands();
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// read trace models
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idClipModel::SaveTraceModels( this );
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for( int i = 1; i < objects.Num(); i++ ) {
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CallSave_r( objects[ i ]->GetType(), objects[ i ] );
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}
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objects.Clear();
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// Save out the string table at the end of the file
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for ( int i = 0; i < stringTable.Num(); ++i ) {
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stringFile->WriteString( stringTable[i].string );
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}
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stringHash.Free();
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stringTable.Clear();
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if ( file->Length() > MIN_SAVEGAME_SIZE_BYTES || stringFile->Length() > MAX_SAVEGAME_STRING_TABLE_SIZE ) {
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idLib::FatalError( "OVERFLOWED SAVE GAME FILE BUFFER" );
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}
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#ifdef ID_DEBUG_MEMORY
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idStr gameState = file->GetName();
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gameState.StripFileExtension();
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WriteGameState_f( idCmdArgs( va( "test %s_save", gameState.c_str() ), false ) );
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#endif
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}
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/*
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================
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idSaveGame::WriteDecls
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================
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*/
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void idSaveGame::WriteDecls() {
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// Write out all loaded decls
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for ( int t = 0; t < declManager->GetNumDeclTypes(); t++ ) {
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for ( int d = 0; d < declManager->GetNumDecls( (declType_t)t ); d++ ) {
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const idDecl * decl = declManager->DeclByIndex( (declType_t)t, d, false );
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if ( decl == NULL || decl->GetState() == DS_UNPARSED ) {
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continue;
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}
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const char * declName = decl->GetName();
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if ( declName[0] == 0 ) {
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continue;
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}
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WriteString( declName );
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}
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WriteString( 0 );
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}
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}
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/*
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================
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idSaveGame::WriteObjectList
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================
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*/
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void idSaveGame::WriteObjectList() {
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WriteInt( objects.Num() - 1 );
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for ( int i = 1; i < objects.Num(); i++ ) {
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WriteString( objects[ i ]->GetClassname() );
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}
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}
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/*
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================
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idSaveGame::CallSave_r
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================
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*/
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void idSaveGame::CallSave_r( const idTypeInfo *cls, const idClass *obj ) {
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if ( cls->super ) {
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CallSave_r( cls->super, obj );
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if ( cls->super->Save == cls->Save ) {
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// don't call save on this inheritance level since the function was called in the super class
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return;
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}
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}
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( obj->*cls->Save )( this );
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}
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/*
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================
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idSaveGame::AddObject
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================
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*/
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void idSaveGame::AddObject( const idClass *obj ) {
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objects.AddUnique( obj );
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}
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/*
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================
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idSaveGame::Write
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================
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*/
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void idSaveGame::Write( const void *buffer, int len ) {
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file->Write( buffer, len );
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}
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/*
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================
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idSaveGame::WriteInt
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================
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*/
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void idSaveGame::WriteInt( const int value ) {
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file->WriteBig( value );
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}
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/*
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================
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idSaveGame::WriteJoint
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================
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*/
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void idSaveGame::WriteJoint( const jointHandle_t value ) {
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file->WriteBig( (int&)value );
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}
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/*
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================
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idSaveGame::WriteShort
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================
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*/
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void idSaveGame::WriteShort( const short value ) {
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file->WriteBig( value );
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}
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/*
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================
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idSaveGame::WriteByte
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================
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*/
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void idSaveGame::WriteByte( const byte value ) {
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file->Write( &value, sizeof( value ) );
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}
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/*
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================
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idSaveGame::WriteSignedChar
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================
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*/
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void idSaveGame::WriteSignedChar( const signed char value ) {
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file->Write( &value, sizeof( value ) );
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}
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/*
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================
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idSaveGame::WriteFloat
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================
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*/
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void idSaveGame::WriteFloat( const float value ) {
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file->WriteBig( value );
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}
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/*
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================
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idSaveGame::WriteBool
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================
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*/
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void idSaveGame::WriteBool( const bool value ) {
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file->WriteBool( value );
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}
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/*
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================
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idSaveGame::WriteString
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================
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*/
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void idSaveGame::WriteString( const char *string ) {
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if ( string == NULL || *string == 0 ) {
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WriteInt( -1 );
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return;
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}
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// If we already have this string in our hash, write out of the offset in the table and return
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int hash = stringHash.GenerateKey( string );
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for ( int i = stringHash.First( hash); i != -1; i = stringHash.Next( i ) ) {
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if ( stringTable[i].string.Cmp( string ) == 0 ) {
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WriteInt( stringTable[i].offset );
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return;
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}
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}
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// Add the string to our hash, generate the index, and update our current table offset
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stringTableIndex_s & tableIndex = stringTable.Alloc();
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tableIndex.offset = curStringTableOffset;
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tableIndex.string = string;
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stringHash.Add( hash, stringTable.Num() - 1 );
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WriteInt( curStringTableOffset );
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curStringTableOffset += ( strlen( string ) + 4 );
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}
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/*
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================
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idSaveGame::WriteVec2
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================
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*/
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void idSaveGame::WriteVec2( const idVec2 &vec ) {
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file->WriteBig( vec );
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}
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/*
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================
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idSaveGame::WriteVec3
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================
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*/
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void idSaveGame::WriteVec3( const idVec3 &vec ) {
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file->WriteBig( vec );
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}
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/*
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================
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idSaveGame::WriteVec4
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================
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*/
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void idSaveGame::WriteVec4( const idVec4 &vec ) {
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file->WriteBig( vec );
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}
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/*
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================
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idSaveGame::WriteVec6
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================
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*/
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void idSaveGame::WriteVec6( const idVec6 &vec ) {
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file->WriteBig( vec );
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}
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/*
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================
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idSaveGame::WriteBounds
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================
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*/
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void idSaveGame::WriteBounds( const idBounds &bounds ) {
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file->WriteBig( bounds );
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}
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/*
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================
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idSaveGame::WriteBounds
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================
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*/
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void idSaveGame::WriteWinding( const idWinding &w )
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{
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int i, num;
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num = w.GetNumPoints();
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file->WriteBig( num );
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for ( i = 0; i < num; i++ ) {
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idVec5 v = w[i];
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file->WriteBig( v );
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}
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}
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/*
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================
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idSaveGame::WriteMat3
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================
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*/
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void idSaveGame::WriteMat3( const idMat3 &mat ) {
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file->WriteBig( mat );
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}
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/*
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================
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idSaveGame::WriteAngles
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================
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*/
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void idSaveGame::WriteAngles( const idAngles &angles ) {
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file->WriteBig( angles );
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}
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/*
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================
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idSaveGame::WriteObject
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================
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*/
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void idSaveGame::WriteObject( const idClass *obj ) {
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int index;
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index = objects.FindIndex( obj );
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if ( index < 0 ) {
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gameLocal.DPrintf( "idSaveGame::WriteObject - WriteObject FindIndex failed\n" );
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// Use the NULL index
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index = 0;
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}
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WriteInt( index );
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}
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/*
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================
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idSaveGame::WriteStaticObject
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================
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*/
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void idSaveGame::WriteStaticObject( const idClass &obj ) {
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CallSave_r( obj.GetType(), &obj );
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}
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/*
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================
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idSaveGame::WriteDict
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================
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*/
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void idSaveGame::WriteDict( const idDict *dict ) {
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int num;
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int i;
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const idKeyValue *kv;
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if ( !dict ) {
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WriteInt( -1 );
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} else {
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num = dict->GetNumKeyVals();
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WriteInt( num );
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for( i = 0; i < num; i++ ) {
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kv = dict->GetKeyVal( i );
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WriteString( kv->GetKey() );
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WriteString( kv->GetValue() );
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}
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}
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}
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/*
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================
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idSaveGame::WriteMaterial
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================
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*/
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void idSaveGame::WriteMaterial( const idMaterial *material ) {
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if ( !material ) {
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WriteString( "" );
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} else {
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WriteString( material->GetName() );
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}
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}
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/*
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================
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idSaveGame::WriteSkin
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================
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*/
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void idSaveGame::WriteSkin( const idDeclSkin *skin ) {
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if ( !skin ) {
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WriteString( "" );
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} else {
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WriteString( skin->GetName() );
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}
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}
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/*
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================
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idSaveGame::WriteParticle
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================
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*/
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void idSaveGame::WriteParticle( const idDeclParticle *particle ) {
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if ( !particle ) {
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WriteString( "" );
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} else {
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WriteString( particle->GetName() );
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}
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}
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/*
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================
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idSaveGame::WriteFX
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================
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*/
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void idSaveGame::WriteFX( const idDeclFX *fx ) {
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if ( !fx ) {
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WriteString( "" );
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} else {
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WriteString( fx->GetName() );
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}
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}
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/*
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================
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idSaveGame::WriteModelDef
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================
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*/
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void idSaveGame::WriteModelDef( const idDeclModelDef *modelDef ) {
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if ( !modelDef ) {
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WriteString( "" );
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} else {
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WriteString( modelDef->GetName() );
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}
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}
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/*
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================
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idSaveGame::WriteSoundShader
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================
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*/
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void idSaveGame::WriteSoundShader( const idSoundShader *shader ) {
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const char *name;
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if ( !shader ) {
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WriteString( "" );
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} else {
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name = shader->GetName();
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WriteString( name );
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}
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}
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/*
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================
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idSaveGame::WriteModel
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================
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*/
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void idSaveGame::WriteModel( const idRenderModel *model ) {
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const char *name;
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if ( !model ) {
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WriteString( "" );
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} else {
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name = model->Name();
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WriteString( name );
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}
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}
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/*
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================
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idSaveGame::WriteUserInterface
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================
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*/
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void idSaveGame::WriteUserInterface( const idUserInterface *ui, bool unique ) {
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const char *name;
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if ( !ui ) {
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WriteString( "" );
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} else {
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name = ui->Name();
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WriteString( name );
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WriteBool( unique );
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if ( ui->WriteToSaveGame( file ) == false ) {
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gameLocal.Error( "idSaveGame::WriteUserInterface: ui failed to write properly\n" );
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}
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}
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}
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/*
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================
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idSaveGame::WriteRenderEntity
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================
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*/
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void idSaveGame::WriteRenderEntity( const renderEntity_t &renderEntity ) {
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int i;
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WriteModel( renderEntity.hModel );
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WriteInt( renderEntity.entityNum );
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WriteInt( renderEntity.bodyId );
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WriteBounds( renderEntity.bounds );
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// callback is set by class's Restore function
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WriteInt( renderEntity.suppressSurfaceInViewID );
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WriteInt( renderEntity.suppressShadowInViewID );
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WriteInt( renderEntity.suppressShadowInLightID );
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WriteInt( renderEntity.allowSurfaceInViewID );
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WriteVec3( renderEntity.origin );
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WriteMat3( renderEntity.axis );
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WriteMaterial( renderEntity.customShader );
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WriteMaterial( renderEntity.referenceShader );
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WriteSkin( renderEntity.customSkin );
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if ( renderEntity.referenceSound != NULL ) {
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WriteInt( renderEntity.referenceSound->Index() );
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} else {
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WriteInt( 0 );
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}
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for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) {
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WriteFloat( renderEntity.shaderParms[ i ] );
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}
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for( i = 0; i < MAX_RENDERENTITY_GUI; i++ ) {
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WriteUserInterface( renderEntity.gui[ i ], renderEntity.gui[ i ] ? renderEntity.gui[ i ]->IsUniqued() : false );
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}
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WriteFloat( renderEntity.modelDepthHack );
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WriteBool( renderEntity.noSelfShadow );
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WriteBool( renderEntity.noShadow );
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WriteBool( renderEntity.noDynamicInteractions );
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WriteBool( renderEntity.weaponDepthHack );
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WriteInt( renderEntity.forceUpdate );
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WriteInt( renderEntity.timeGroup );
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WriteInt( renderEntity.xrayIndex );
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}
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/*
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================
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|
idSaveGame::WriteRenderLight
|
|
================
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|
*/
|
|
void idSaveGame::WriteRenderLight( const renderLight_t &renderLight ) {
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int i;
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|
WriteMat3( renderLight.axis );
|
|
WriteVec3( renderLight.origin );
|
|
|
|
WriteInt( renderLight.suppressLightInViewID );
|
|
WriteInt( renderLight.allowLightInViewID );
|
|
WriteBool( renderLight.noShadows );
|
|
WriteBool( renderLight.noSpecular );
|
|
WriteBool( renderLight.pointLight );
|
|
WriteBool( renderLight.parallel );
|
|
|
|
WriteVec3( renderLight.lightRadius );
|
|
WriteVec3( renderLight.lightCenter );
|
|
|
|
WriteVec3( renderLight.target );
|
|
WriteVec3( renderLight.right );
|
|
WriteVec3( renderLight.up );
|
|
WriteVec3( renderLight.start );
|
|
WriteVec3( renderLight.end );
|
|
|
|
// only idLight has a prelightModel and it's always based on the entityname, so we'll restore it there
|
|
// WriteModel( renderLight.prelightModel );
|
|
|
|
WriteInt( renderLight.lightId );
|
|
|
|
WriteMaterial( renderLight.shader );
|
|
|
|
for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) {
|
|
WriteFloat( renderLight.shaderParms[ i ] );
|
|
}
|
|
|
|
if ( renderLight.referenceSound != NULL ) {
|
|
WriteInt( renderLight.referenceSound->Index() );
|
|
} else {
|
|
WriteInt( 0 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSaveGame::WriteRefSound
|
|
================
|
|
*/
|
|
void idSaveGame::WriteRefSound( const refSound_t &refSound ) {
|
|
if ( refSound.referenceSound ) {
|
|
WriteInt( refSound.referenceSound->Index() );
|
|
} else {
|
|
WriteInt( 0 );
|
|
}
|
|
WriteVec3( refSound.origin );
|
|
WriteInt( refSound.listenerId );
|
|
WriteSoundShader( refSound.shader );
|
|
WriteFloat( refSound.diversity );
|
|
WriteBool( refSound.waitfortrigger );
|
|
|
|
WriteFloat( refSound.parms.minDistance );
|
|
WriteFloat( refSound.parms.maxDistance );
|
|
WriteFloat( refSound.parms.volume );
|
|
WriteFloat( refSound.parms.shakes );
|
|
WriteInt( refSound.parms.soundShaderFlags );
|
|
WriteInt( refSound.parms.soundClass );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idSaveGame::WriteRenderView
|
|
================
|
|
*/
|
|
void idSaveGame::WriteRenderView( const renderView_t &view ) {
|
|
int i;
|
|
|
|
WriteInt( view.viewID );
|
|
WriteInt( 0 /* view.x */ );
|
|
WriteInt( 0 /* view.y */ );
|
|
WriteInt( 0 /* view.width */ );
|
|
WriteInt( 0 /* view.height */ );
|
|
|
|
WriteFloat( view.fov_x );
|
|
WriteFloat( view.fov_y );
|
|
WriteVec3( view.vieworg );
|
|
WriteMat3( view.viewaxis );
|
|
|
|
WriteBool( view.cramZNear );
|
|
|
|
WriteInt( view.time[0] );
|
|
|
|
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
|
|
WriteFloat( view.shaderParms[ i ] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSaveGame::WriteUsercmd
|
|
===================
|
|
*/
|
|
void idSaveGame::WriteUsercmd( const usercmd_t &usercmd ) {
|
|
WriteByte( usercmd.buttons );
|
|
WriteSignedChar( usercmd.forwardmove );
|
|
WriteSignedChar( usercmd.rightmove );
|
|
WriteShort( usercmd.angles[0] );
|
|
WriteShort( usercmd.angles[1] );
|
|
WriteShort( usercmd.angles[2] );
|
|
WriteShort( usercmd.mx );
|
|
WriteShort( usercmd.my );
|
|
WriteByte( usercmd.impulse );
|
|
WriteByte( usercmd.impulseSequence );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSaveGame::WriteContactInfo
|
|
===================
|
|
*/
|
|
void idSaveGame::WriteContactInfo( const contactInfo_t &contactInfo ) {
|
|
WriteInt( (int)contactInfo.type );
|
|
WriteVec3( contactInfo.point );
|
|
WriteVec3( contactInfo.normal );
|
|
WriteFloat( contactInfo.dist );
|
|
WriteInt( contactInfo.contents );
|
|
WriteMaterial( contactInfo.material );
|
|
WriteInt( contactInfo.modelFeature );
|
|
WriteInt( contactInfo.trmFeature );
|
|
WriteInt( contactInfo.entityNum );
|
|
WriteInt( contactInfo.id );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSaveGame::WriteTrace
|
|
===================
|
|
*/
|
|
void idSaveGame::WriteTrace( const trace_t &trace ) {
|
|
WriteFloat( trace.fraction );
|
|
WriteVec3( trace.endpos );
|
|
WriteMat3( trace.endAxis );
|
|
WriteContactInfo( trace.c );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRestoreGame::WriteTraceModel
|
|
===================
|
|
*/
|
|
void idSaveGame::WriteTraceModel( const idTraceModel &trace ) {
|
|
int j, k;
|
|
|
|
WriteInt( (int&)trace.type );
|
|
WriteInt( trace.numVerts );
|
|
for ( j = 0; j < MAX_TRACEMODEL_VERTS; j++ ) {
|
|
WriteVec3( trace.verts[j] );
|
|
}
|
|
WriteInt( trace.numEdges );
|
|
for ( j = 0; j < (MAX_TRACEMODEL_EDGES+1); j++ ) {
|
|
WriteInt( trace.edges[j].v[0] );
|
|
WriteInt( trace.edges[j].v[1] );
|
|
WriteVec3( trace.edges[j].normal );
|
|
}
|
|
WriteInt( trace.numPolys );
|
|
for ( j = 0; j < MAX_TRACEMODEL_POLYS; j++ ) {
|
|
WriteVec3( trace.polys[j].normal );
|
|
WriteFloat( trace.polys[j].dist );
|
|
WriteBounds( trace.polys[j].bounds );
|
|
WriteInt( trace.polys[j].numEdges );
|
|
for ( k = 0; k < MAX_TRACEMODEL_POLYEDGES; k++ ) {
|
|
WriteInt( trace.polys[j].edges[k] );
|
|
}
|
|
}
|
|
WriteVec3( trace.offset );
|
|
WriteBounds( trace.bounds );
|
|
WriteBool( trace.isConvex );
|
|
// padding win32 native structs
|
|
char tmp[3];
|
|
memset( tmp, 0, sizeof( tmp ) );
|
|
file->Write( tmp, 3 );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSaveGame::WriteClipModel
|
|
===================
|
|
*/
|
|
void idSaveGame::WriteClipModel( const idClipModel *clipModel ) {
|
|
if ( clipModel != NULL ) {
|
|
WriteBool( true );
|
|
clipModel->Save( this );
|
|
} else {
|
|
WriteBool( false );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idSaveGame::WriteSoundCommands
|
|
===================
|
|
*/
|
|
void idSaveGame::WriteSoundCommands() {
|
|
gameSoundWorld->WriteToSaveGame( file );
|
|
}
|
|
|
|
/*
|
|
======================
|
|
idSaveGame::WriteBuildNumber
|
|
======================
|
|
*/
|
|
void idSaveGame::WriteBuildNumber( const int value ) {
|
|
WriteInt( BUILD_NUMBER );
|
|
}
|
|
|
|
/***********************************************************************
|
|
|
|
idRestoreGame
|
|
|
|
***********************************************************************/
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::RestoreGame
|
|
================
|
|
*/
|
|
idRestoreGame::idRestoreGame( idFile * savefile, idFile * stringTableFile, int saveVersion ) {
|
|
file = savefile;
|
|
stringFile = stringTableFile;
|
|
version = saveVersion;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::~idRestoreGame()
|
|
================
|
|
*/
|
|
idRestoreGame::~idRestoreGame() {
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadDecls
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadDecls() {
|
|
idStr declName;
|
|
for ( int t = 0; t < declManager->GetNumDeclTypes(); t++ ) {
|
|
while ( true ) {
|
|
ReadString( declName );
|
|
if ( declName.IsEmpty() ) {
|
|
break;
|
|
}
|
|
declManager->FindType( (declType_t)t, declName );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
void idRestoreGame::CreateObjects
|
|
================
|
|
*/
|
|
void idRestoreGame::CreateObjects() {
|
|
int i, num;
|
|
idStr classname;
|
|
idTypeInfo *type;
|
|
|
|
ReadInt( num );
|
|
|
|
// create all the objects
|
|
objects.SetNum( num + 1 );
|
|
memset( objects.Ptr(), 0, sizeof( objects[ 0 ] ) * objects.Num() );
|
|
|
|
for( i = 1; i < objects.Num(); i++ ) {
|
|
ReadString( classname );
|
|
type = idClass::GetClass( classname );
|
|
if ( type == NULL ) {
|
|
Error( "idRestoreGame::CreateObjects: Unknown class '%s'", classname.c_str() );
|
|
return;
|
|
}
|
|
objects[ i ] = type->CreateInstance();
|
|
|
|
#ifdef ID_DEBUG_MEMORY
|
|
InitTypeVariables( objects[i], type->classname, 0xce );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
void idRestoreGame::RestoreObjects
|
|
================
|
|
*/
|
|
void idRestoreGame::RestoreObjects() {
|
|
int i;
|
|
|
|
ReadSoundCommands();
|
|
|
|
// read trace models
|
|
idClipModel::RestoreTraceModels( this );
|
|
|
|
// restore all the objects
|
|
for( i = 1; i < objects.Num(); i++ ) {
|
|
CallRestore_r( objects[ i ]->GetType(), objects[ i ] );
|
|
}
|
|
|
|
// regenerate render entities and render lights because are not saved
|
|
for( i = 1; i < objects.Num(); i++ ) {
|
|
if ( objects[ i ]->IsType( idEntity::Type ) ) {
|
|
idEntity *ent = static_cast<idEntity *>( objects[ i ] );
|
|
ent->UpdateVisuals();
|
|
ent->Present();
|
|
}
|
|
}
|
|
|
|
#ifdef ID_DEBUG_MEMORY
|
|
idStr gameState = file->GetName();
|
|
gameState.StripFileExtension();
|
|
WriteGameState_f( idCmdArgs( va( "test %s_restore", gameState.c_str() ), false ) );
|
|
//CompareGameState_f( idCmdArgs( va( "test %s_save", gameState.c_str() ) ) );
|
|
gameLocal.Error( "dumped game states" );
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
====================
|
|
void idRestoreGame::DeleteObjects
|
|
====================
|
|
*/
|
|
void idRestoreGame::DeleteObjects() {
|
|
|
|
// Remove the NULL object before deleting
|
|
objects.RemoveIndex( 0 );
|
|
|
|
objects.DeleteContents( true );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::Error
|
|
================
|
|
*/
|
|
void idRestoreGame::Error( const char *fmt, ... ) {
|
|
va_list argptr;
|
|
char text[ 1024 ];
|
|
|
|
va_start( argptr, fmt );
|
|
vsprintf( text, fmt, argptr );
|
|
va_end( argptr );
|
|
|
|
objects.DeleteContents( true );
|
|
|
|
gameLocal.Error( "%s", text );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::CallRestore_r
|
|
================
|
|
*/
|
|
void idRestoreGame::CallRestore_r( const idTypeInfo *cls, idClass *obj ) {
|
|
if ( cls->super ) {
|
|
CallRestore_r( cls->super, obj );
|
|
if ( cls->super->Restore == cls->Restore ) {
|
|
// don't call save on this inheritance level since the function was called in the super class
|
|
return;
|
|
}
|
|
}
|
|
|
|
( obj->*cls->Restore )( this );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::Read
|
|
================
|
|
*/
|
|
void idRestoreGame::Read( void *buffer, int len ) {
|
|
file->Read( buffer, len );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadInt
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadInt( int &value ) {
|
|
file->ReadBig( value );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadJoint
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadJoint( jointHandle_t &value ) {
|
|
file->ReadBig( (int&)value );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadShort
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadShort( short &value ) {
|
|
file->ReadBig( value );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadByte
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadByte( byte &value ) {
|
|
file->Read( &value, sizeof( value ) );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadSignedChar
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadSignedChar( signed char &value ) {
|
|
file->Read( &value, sizeof( value ) );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadFloat
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadFloat( float &value ) {
|
|
file->ReadBig( value );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadBool
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadBool( bool &value ) {
|
|
file->ReadBig( value );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadString
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadString( idStr &string ) {
|
|
string.Empty();
|
|
|
|
int offset = -1;
|
|
ReadInt( offset );
|
|
|
|
if ( offset < 0 ) {
|
|
return;
|
|
}
|
|
|
|
stringFile->Seek( offset, FS_SEEK_SET );
|
|
stringFile->ReadString( string );
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadVec2
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadVec2( idVec2 &vec ) {
|
|
file->ReadBig( vec );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadVec3
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadVec3( idVec3 &vec ) {
|
|
file->ReadBig( vec );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadVec4
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadVec4( idVec4 &vec ) {
|
|
file->ReadBig( vec );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadVec6
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadVec6( idVec6 &vec ) {
|
|
file->ReadBig( vec );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadBounds
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadBounds( idBounds &bounds ) {
|
|
file->ReadBig( bounds );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadWinding
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadWinding( idWinding &w )
|
|
{
|
|
int i, num;
|
|
ReadInt( num );
|
|
w.SetNumPoints( num );
|
|
for ( i = 0; i < num; i++ ) {
|
|
idVec5 & v = w[i];
|
|
file->ReadBig( v );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadMat3
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadMat3( idMat3 &mat ) {
|
|
file->ReadBig( mat );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadAngles
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadAngles( idAngles &angles ) {
|
|
file->ReadBig( angles );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadObject
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadObject( idClass *&obj ) {
|
|
int index;
|
|
|
|
ReadInt( index );
|
|
if ( ( index < 0 ) || ( index >= objects.Num() ) ) {
|
|
Error( "idRestoreGame::ReadObject: invalid object index" );
|
|
}
|
|
obj = objects[ index ];
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadStaticObject
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadStaticObject( idClass &obj ) {
|
|
CallRestore_r( obj.GetType(), &obj );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadDict
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadDict( idDict *dict ) {
|
|
int num;
|
|
int i;
|
|
idStr key;
|
|
idStr value;
|
|
|
|
ReadInt( num );
|
|
|
|
if ( num < 0 ) {
|
|
dict = NULL;
|
|
} else {
|
|
dict->Clear();
|
|
for( i = 0; i < num; i++ ) {
|
|
ReadString( key );
|
|
ReadString( value );
|
|
dict->Set( key, value );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadMaterial
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadMaterial( const idMaterial *&material ) {
|
|
idStr name;
|
|
|
|
ReadString( name );
|
|
if ( !name.Length() ) {
|
|
material = NULL;
|
|
} else {
|
|
material = declManager->FindMaterial( name );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadSkin
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadSkin( const idDeclSkin *&skin ) {
|
|
idStr name;
|
|
|
|
ReadString( name );
|
|
if ( !name.Length() ) {
|
|
skin = NULL;
|
|
} else {
|
|
skin = declManager->FindSkin( name );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadParticle
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadParticle( const idDeclParticle *&particle ) {
|
|
idStr name;
|
|
|
|
ReadString( name );
|
|
if ( !name.Length() ) {
|
|
particle = NULL;
|
|
} else {
|
|
particle = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, name ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadFX
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadFX( const idDeclFX *&fx ) {
|
|
idStr name;
|
|
|
|
ReadString( name );
|
|
if ( !name.Length() ) {
|
|
fx = NULL;
|
|
} else {
|
|
fx = static_cast<const idDeclFX *>( declManager->FindType( DECL_FX, name ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadSoundShader
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadSoundShader( const idSoundShader *&shader ) {
|
|
idStr name;
|
|
|
|
ReadString( name );
|
|
if ( !name.Length() ) {
|
|
shader = NULL;
|
|
} else {
|
|
shader = declManager->FindSound( name );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadModelDef
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadModelDef( const idDeclModelDef *&modelDef ) {
|
|
idStr name;
|
|
|
|
ReadString( name );
|
|
if ( !name.Length() ) {
|
|
modelDef = NULL;
|
|
} else {
|
|
modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, name, false ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadModel
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadModel( idRenderModel *&model ) {
|
|
idStr name;
|
|
|
|
ReadString( name );
|
|
if ( !name.Length() ) {
|
|
model = NULL;
|
|
} else {
|
|
model = renderModelManager->FindModel( name );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadUserInterface
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadUserInterface( idUserInterface *&ui ) {
|
|
idStr name;
|
|
|
|
ReadString( name );
|
|
if ( !name.Length() ) {
|
|
ui = NULL;
|
|
} else {
|
|
bool unique;
|
|
ReadBool( unique );
|
|
ui = uiManager->FindGui( name, true, unique );
|
|
if ( ui ) {
|
|
if ( ui->ReadFromSaveGame( file ) == false ) {
|
|
Error( "idSaveGame::ReadUserInterface: ui failed to read properly\n" );
|
|
} else {
|
|
ui->StateChanged( gameLocal.time );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadRenderEntity
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadRenderEntity( renderEntity_t &renderEntity ) {
|
|
int i;
|
|
int index;
|
|
|
|
ReadModel( renderEntity.hModel );
|
|
|
|
ReadInt( renderEntity.entityNum );
|
|
ReadInt( renderEntity.bodyId );
|
|
|
|
ReadBounds( renderEntity.bounds );
|
|
|
|
// callback is set by class's Restore function
|
|
renderEntity.callback = NULL;
|
|
renderEntity.callbackData = NULL;
|
|
|
|
ReadInt( renderEntity.suppressSurfaceInViewID );
|
|
ReadInt( renderEntity.suppressShadowInViewID );
|
|
ReadInt( renderEntity.suppressShadowInLightID );
|
|
ReadInt( renderEntity.allowSurfaceInViewID );
|
|
|
|
ReadVec3( renderEntity.origin );
|
|
ReadMat3( renderEntity.axis );
|
|
|
|
ReadMaterial( renderEntity.customShader );
|
|
ReadMaterial( renderEntity.referenceShader );
|
|
ReadSkin( renderEntity.customSkin );
|
|
|
|
ReadInt( index );
|
|
renderEntity.referenceSound = gameSoundWorld->EmitterForIndex( index );
|
|
|
|
for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) {
|
|
ReadFloat( renderEntity.shaderParms[ i ] );
|
|
}
|
|
|
|
for( i = 0; i < MAX_RENDERENTITY_GUI; i++ ) {
|
|
ReadUserInterface( renderEntity.gui[ i ] );
|
|
}
|
|
|
|
// idEntity will restore "cameraTarget", which will be used in idEntity::Present to restore the remoteRenderView
|
|
renderEntity.remoteRenderView = NULL;
|
|
|
|
renderEntity.joints = NULL;
|
|
renderEntity.numJoints = 0;
|
|
|
|
ReadFloat( renderEntity.modelDepthHack );
|
|
|
|
ReadBool( renderEntity.noSelfShadow );
|
|
ReadBool( renderEntity.noShadow );
|
|
ReadBool( renderEntity.noDynamicInteractions );
|
|
ReadBool( renderEntity.weaponDepthHack );
|
|
|
|
ReadInt( renderEntity.forceUpdate );
|
|
|
|
ReadInt( renderEntity.timeGroup );
|
|
ReadInt( renderEntity.xrayIndex );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadRenderLight
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadRenderLight( renderLight_t &renderLight ) {
|
|
int index;
|
|
int i;
|
|
|
|
ReadMat3( renderLight.axis );
|
|
ReadVec3( renderLight.origin );
|
|
|
|
ReadInt( renderLight.suppressLightInViewID );
|
|
ReadInt( renderLight.allowLightInViewID );
|
|
ReadBool( renderLight.noShadows );
|
|
ReadBool( renderLight.noSpecular );
|
|
ReadBool( renderLight.pointLight );
|
|
ReadBool( renderLight.parallel );
|
|
|
|
ReadVec3( renderLight.lightRadius );
|
|
ReadVec3( renderLight.lightCenter );
|
|
|
|
ReadVec3( renderLight.target );
|
|
ReadVec3( renderLight.right );
|
|
ReadVec3( renderLight.up );
|
|
ReadVec3( renderLight.start );
|
|
ReadVec3( renderLight.end );
|
|
|
|
// only idLight has a prelightModel and it's always based on the entityname, so we'll restore it there
|
|
// ReadModel( renderLight.prelightModel );
|
|
renderLight.prelightModel = NULL;
|
|
|
|
ReadInt( renderLight.lightId );
|
|
|
|
ReadMaterial( renderLight.shader );
|
|
|
|
for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) {
|
|
ReadFloat( renderLight.shaderParms[ i ] );
|
|
}
|
|
|
|
ReadInt( index );
|
|
renderLight.referenceSound = gameSoundWorld->EmitterForIndex( index );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadRefSound
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadRefSound( refSound_t &refSound ) {
|
|
int index;
|
|
ReadInt( index );
|
|
|
|
refSound.referenceSound = gameSoundWorld->EmitterForIndex( index );
|
|
ReadVec3( refSound.origin );
|
|
ReadInt( refSound.listenerId );
|
|
ReadSoundShader( refSound.shader );
|
|
ReadFloat( refSound.diversity );
|
|
ReadBool( refSound.waitfortrigger );
|
|
|
|
ReadFloat( refSound.parms.minDistance );
|
|
ReadFloat( refSound.parms.maxDistance );
|
|
ReadFloat( refSound.parms.volume );
|
|
ReadFloat( refSound.parms.shakes );
|
|
ReadInt( refSound.parms.soundShaderFlags );
|
|
ReadInt( refSound.parms.soundClass );
|
|
}
|
|
|
|
/*
|
|
================
|
|
idRestoreGame::ReadRenderView
|
|
================
|
|
*/
|
|
void idRestoreGame::ReadRenderView( renderView_t &view ) {
|
|
int i;
|
|
|
|
ReadInt( view.viewID );
|
|
ReadInt( i /* view.x */ );
|
|
ReadInt( i /* view.y */ );
|
|
ReadInt( i /* view.width */ );
|
|
ReadInt( i /* view.height */ );
|
|
|
|
ReadFloat( view.fov_x );
|
|
ReadFloat( view.fov_y );
|
|
ReadVec3( view.vieworg );
|
|
ReadMat3( view.viewaxis );
|
|
|
|
ReadBool( view.cramZNear );
|
|
|
|
ReadInt( view.time[0] );
|
|
|
|
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
|
|
ReadFloat( view.shaderParms[ i ] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idRestoreGame::ReadUsercmd
|
|
=================
|
|
*/
|
|
void idRestoreGame::ReadUsercmd( usercmd_t &usercmd ) {
|
|
ReadByte( usercmd.buttons );
|
|
ReadSignedChar( usercmd.forwardmove );
|
|
ReadSignedChar( usercmd.rightmove );
|
|
ReadShort( usercmd.angles[0] );
|
|
ReadShort( usercmd.angles[1] );
|
|
ReadShort( usercmd.angles[2] );
|
|
ReadShort( usercmd.mx );
|
|
ReadShort( usercmd.my );
|
|
ReadByte( usercmd.impulse );
|
|
ReadByte( usercmd.impulseSequence );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRestoreGame::ReadContactInfo
|
|
===================
|
|
*/
|
|
void idRestoreGame::ReadContactInfo( contactInfo_t &contactInfo ) {
|
|
ReadInt( (int &)contactInfo.type );
|
|
ReadVec3( contactInfo.point );
|
|
ReadVec3( contactInfo.normal );
|
|
ReadFloat( contactInfo.dist );
|
|
ReadInt( contactInfo.contents );
|
|
ReadMaterial( contactInfo.material );
|
|
ReadInt( contactInfo.modelFeature );
|
|
ReadInt( contactInfo.trmFeature );
|
|
ReadInt( contactInfo.entityNum );
|
|
ReadInt( contactInfo.id );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRestoreGame::ReadTrace
|
|
===================
|
|
*/
|
|
void idRestoreGame::ReadTrace( trace_t &trace ) {
|
|
ReadFloat( trace.fraction );
|
|
ReadVec3( trace.endpos );
|
|
ReadMat3( trace.endAxis );
|
|
ReadContactInfo( trace.c );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idRestoreGame::ReadTraceModel
|
|
===================
|
|
*/
|
|
void idRestoreGame::ReadTraceModel( idTraceModel &trace ) {
|
|
int j, k;
|
|
|
|
ReadInt( (int&)trace.type );
|
|
ReadInt( trace.numVerts );
|
|
for ( j = 0; j < MAX_TRACEMODEL_VERTS; j++ ) {
|
|
ReadVec3( trace.verts[j] );
|
|
}
|
|
ReadInt( trace.numEdges );
|
|
for ( j = 0; j < (MAX_TRACEMODEL_EDGES+1); j++ ) {
|
|
ReadInt( trace.edges[j].v[0] );
|
|
ReadInt( trace.edges[j].v[1] );
|
|
ReadVec3( trace.edges[j].normal );
|
|
}
|
|
ReadInt( trace.numPolys );
|
|
for ( j = 0; j < MAX_TRACEMODEL_POLYS; j++ ) {
|
|
ReadVec3( trace.polys[j].normal );
|
|
ReadFloat( trace.polys[j].dist );
|
|
ReadBounds( trace.polys[j].bounds );
|
|
ReadInt( trace.polys[j].numEdges );
|
|
for ( k = 0; k < MAX_TRACEMODEL_POLYEDGES; k++ ) {
|
|
ReadInt( trace.polys[j].edges[k] );
|
|
}
|
|
}
|
|
ReadVec3( trace.offset );
|
|
ReadBounds( trace.bounds );
|
|
ReadBool( trace.isConvex );
|
|
// padding win32 native structs
|
|
char tmp[3];
|
|
file->Read( tmp, 3 );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idRestoreGame::ReadClipModel
|
|
=====================
|
|
*/
|
|
void idRestoreGame::ReadClipModel( idClipModel *&clipModel ) {
|
|
bool restoreClipModel;
|
|
|
|
ReadBool( restoreClipModel );
|
|
if ( restoreClipModel ) {
|
|
clipModel = new (TAG_SAVEGAMES) idClipModel();
|
|
clipModel->Restore( this );
|
|
} else {
|
|
clipModel = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idRestoreGame::ReadSoundCommands
|
|
=====================
|
|
*/
|
|
void idRestoreGame::ReadSoundCommands() {
|
|
gameSoundWorld->StopAllSounds();
|
|
gameSoundWorld->ReadFromSaveGame( file );
|
|
}
|