2102 lines
43 KiB
C++
2102 lines
43 KiB
C++
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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#ifdef _WIN32
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#include "TypeInfo.h"
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#else
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#include "NoGameTypeInfo.h"
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#endif
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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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// RAVEN BEGIN
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// jscott: sanity length check for strings
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#define MAX_PRINT_MSG 4096
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// RAVEN END
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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 ) {
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file = savefile;
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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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}
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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( void ) {
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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( void ) {
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int i;
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WriteSoundCommands();
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// read trace models
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idClipModel::SaveTraceModels( this );
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for( i = 1; i < objects.Num(); i++ ) {
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// RAVEN BEGIN
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WriteSyncId();
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// RAVEN END
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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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#ifdef ID_DEBUG_MEMORY
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// RAVEN BEGIN
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// jscott: don't use type info
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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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// RAVEN END
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#endif
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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( void ) {
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int i;
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WriteInt( objects.Num() - 1 );
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for( 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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WriteSyncId();
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( obj->*cls->Save )( this );
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WriteSyncId();
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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::WriteSyncId
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================
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*/
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void idSaveGame::WriteSyncId( void ) {
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file->WriteSyncId();
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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->WriteInt( 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->WriteInt( 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->WriteShort( 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->WriteUnsignedChar( 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->WriteChar( 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->WriteFloat( 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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int len;
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len = strlen( string );
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// RAVEN BEGIN
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// jscott: added safety check for silly length strings
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if( len < 0 || len >= MAX_PRINT_MSG ) {
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common->Error( "idSaveGame::WriteString invalid string length (%d)", len );
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}
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// RAVEN END
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file->WriteString( string );
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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->WriteVec2( 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->WriteVec3( 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->WriteVec4( vec );
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}
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/*
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================
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idSaveGame::WriteVec5
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================
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*/
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void idSaveGame::WriteVec5( const idVec5 &vec ) {
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file->WriteVec5( 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->WriteVec6( 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->Write( &bounds, sizeof( 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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WriteInt( num );
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for ( i = 0; i < num; i++ ) {
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WriteVec5( w[i] );
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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->WriteMat3( 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->Write( &angles, sizeof( 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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// RAVEN BEGIN
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WriteSyncId();
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// RAVEN END
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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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// RAVEN BEGIN
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WriteSyncId();
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// RAVEN END
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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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// RAVEN BEGIN
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// bdube: material type
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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::WriteMaterialType ( const rvDeclMatType* materialType ) {
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if ( !materialType ) {
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WriteString( "" );
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} else {
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WriteString( materialType->GetName() );
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}
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}
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/*
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================
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idSaveGame::WriteTable
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================
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*/
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void idSaveGame::WriteTable ( const idDeclTable* table ) {
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if ( !table ) {
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WriteString( "" );
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} else {
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WriteString( table->GetName() );
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}
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}
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// RAVEN END
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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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}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteModelDef
|
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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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}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteSoundShader
|
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|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteSoundShader( const idSoundShader *shader ) {
|
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const char *name;
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|
|
||
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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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}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteModel
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteModel( const idRenderModel *model ) {
|
||
|
const char *name;
|
||
|
|
||
|
if ( !model ) {
|
||
|
WriteString( "" );
|
||
|
} else {
|
||
|
name = model->Name();
|
||
|
WriteString( name );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteUserInterface
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteUserInterface( const idUserInterface *ui, bool unique ) {
|
||
|
const char *name;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
WriteSyncId();
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( !ui ) {
|
||
|
WriteString( "" );
|
||
|
} else {
|
||
|
name = ui->Name();
|
||
|
WriteString( name );
|
||
|
WriteBool( unique );
|
||
|
if ( ui->WriteToSaveGame( file ) == false ) {
|
||
|
gameLocal.Error( "idSaveGame::WriteUserInterface: ui failed to write properly\n" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteExtrapolate
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteExtrapolate( const idExtrapolate<int>& extrap ) {
|
||
|
WriteInt( (int)extrap.GetExtrapolationType() );
|
||
|
WriteFloat( extrap.GetStartTime() );
|
||
|
WriteFloat( extrap.GetDuration() );
|
||
|
|
||
|
WriteInt( extrap.GetStartValue() );
|
||
|
WriteInt( extrap.GetBaseSpeed() );
|
||
|
WriteInt( extrap.GetSpeed() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteExtrapolate
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteExtrapolate( const idExtrapolate<float>& extrap ) {
|
||
|
WriteInt( (int)extrap.GetExtrapolationType() );
|
||
|
WriteFloat( extrap.GetStartTime() );
|
||
|
WriteFloat( extrap.GetDuration() );
|
||
|
|
||
|
WriteFloat( extrap.GetStartValue() );
|
||
|
WriteFloat( extrap.GetBaseSpeed() );
|
||
|
WriteFloat( extrap.GetSpeed() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteExtrapolate
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteExtrapolate( const idExtrapolate<idVec3>& extrap ) {
|
||
|
WriteInt( (int)extrap.GetExtrapolationType() );
|
||
|
WriteFloat( extrap.GetStartTime() );
|
||
|
WriteFloat( extrap.GetDuration() );
|
||
|
|
||
|
WriteVec3( extrap.GetStartValue() );
|
||
|
WriteVec3( extrap.GetBaseSpeed() );
|
||
|
WriteVec3( extrap.GetSpeed() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteInterpolate( const idInterpolateAccelDecelLinear<int>& lerp ) {
|
||
|
WriteFloat( lerp.GetStartTime() );
|
||
|
WriteFloat( lerp.GetDuration() );
|
||
|
WriteFloat( lerp.GetAcceleration() );
|
||
|
WriteFloat( lerp.GetDeceleration() );
|
||
|
|
||
|
WriteInt( lerp.GetStartValue() );
|
||
|
WriteInt( lerp.GetEndValue() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteInterpolate( const idInterpolateAccelDecelLinear<float>& lerp ) {
|
||
|
WriteFloat( lerp.GetStartTime() );
|
||
|
WriteFloat( lerp.GetDuration() );
|
||
|
WriteFloat( lerp.GetAcceleration() );
|
||
|
WriteFloat( lerp.GetDeceleration() );
|
||
|
|
||
|
WriteFloat( lerp.GetStartValue() );
|
||
|
WriteFloat( lerp.GetEndValue() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteInterpolate( const idInterpolateAccelDecelLinear<idVec3>& lerp ) {
|
||
|
WriteFloat( lerp.GetStartTime() );
|
||
|
WriteFloat( lerp.GetDuration() );
|
||
|
WriteFloat( lerp.GetAcceleration() );
|
||
|
WriteFloat( lerp.GetDeceleration() );
|
||
|
|
||
|
WriteVec3( lerp.GetStartValue() );
|
||
|
WriteVec3( lerp.GetEndValue() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteInterpolate( const idInterpolate<int>& lerp ) {
|
||
|
WriteFloat( lerp.GetStartTime() );
|
||
|
WriteFloat( lerp.GetDuration() );
|
||
|
|
||
|
WriteInt( lerp.GetStartValue() );
|
||
|
WriteInt( lerp.GetEndValue() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteInterpolate( const idInterpolate<float>& lerp ) {
|
||
|
WriteFloat( lerp.GetStartTime() );
|
||
|
WriteFloat( lerp.GetDuration() );
|
||
|
|
||
|
WriteFloat( lerp.GetStartValue() );
|
||
|
WriteFloat( lerp.GetEndValue() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteInterpolate( const idInterpolate<idVec3>& lerp ) {
|
||
|
WriteFloat( lerp.GetStartTime() );
|
||
|
WriteFloat( lerp.GetDuration() );
|
||
|
|
||
|
WriteVec3( lerp.GetStartValue() );
|
||
|
WriteVec3( lerp.GetEndValue() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteRenderEffect
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteRenderEffect( const renderEffect_t &renderEffect ) {
|
||
|
WriteSyncId();
|
||
|
|
||
|
WriteFloat( renderEffect.startTime );
|
||
|
WriteInt( renderEffect.suppressSurfaceInViewID );
|
||
|
WriteInt( renderEffect.allowSurfaceInViewID );
|
||
|
WriteInt( renderEffect.groupID );
|
||
|
|
||
|
WriteVec3( renderEffect.origin );
|
||
|
WriteMat3( renderEffect.axis );
|
||
|
|
||
|
WriteVec3( renderEffect.gravity );
|
||
|
WriteVec3( renderEffect.endOrigin );
|
||
|
|
||
|
WriteFloat( renderEffect.attenuation );
|
||
|
WriteBool( renderEffect.hasEndOrigin );
|
||
|
WriteBool( renderEffect.loop );
|
||
|
WriteBool( renderEffect.ambient );
|
||
|
WriteBool( renderEffect.inConnectedArea );
|
||
|
WriteInt( renderEffect.weaponDepthHackInViewID );
|
||
|
WriteFloat( renderEffect.modelDepthHack );
|
||
|
|
||
|
WriteInt( renderEffect.referenceSoundHandle );
|
||
|
|
||
|
for( int ix = 0; ix < MAX_ENTITY_SHADER_PARMS; ++ix ) {
|
||
|
WriteFloat( renderEffect.shaderParms[ ix ] );
|
||
|
}
|
||
|
|
||
|
if( renderEffect.declEffect ) {
|
||
|
WriteString( renderEffect.declEffect->GetName() );
|
||
|
} else {
|
||
|
WriteString( "" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteFrustum
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteFrustum( const idFrustum& frustum ) {
|
||
|
// RAVEN BEGIN
|
||
|
WriteSyncId();
|
||
|
// RAVEN END
|
||
|
WriteVec3( frustum.GetOrigin() );
|
||
|
WriteMat3( frustum.GetAxis() );
|
||
|
WriteFloat( frustum.GetNearDistance() );
|
||
|
WriteFloat( frustum.GetFarDistance() );
|
||
|
WriteFloat( frustum.GetLeft() );
|
||
|
WriteFloat( frustum.GetUp() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteRenderEntity
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteRenderEntity( const renderEntity_t &renderEntity ) {
|
||
|
int i;
|
||
|
|
||
|
WriteSyncId();
|
||
|
|
||
|
WriteModel( renderEntity.hModel );
|
||
|
|
||
|
WriteInt( renderEntity.entityNum );
|
||
|
WriteInt( renderEntity.bodyId );
|
||
|
|
||
|
assert( renderEntity.bounds[0][0] <= renderEntity.bounds[1][0] );
|
||
|
assert( renderEntity.bounds[0][1] <= renderEntity.bounds[1][1] );
|
||
|
assert( renderEntity.bounds[0][2] <= renderEntity.bounds[1][2] );
|
||
|
|
||
|
assert( renderEntity.bounds[1][0] - renderEntity.bounds[0][0] < MAX_BOUND_SIZE );
|
||
|
assert( renderEntity.bounds[1][1] - renderEntity.bounds[0][1] < MAX_BOUND_SIZE );
|
||
|
assert( renderEntity.bounds[1][2] - renderEntity.bounds[0][2] < MAX_BOUND_SIZE );
|
||
|
|
||
|
WriteBounds( renderEntity.bounds );
|
||
|
|
||
|
// callback is set by class's Restore function
|
||
|
|
||
|
WriteInt( renderEntity.suppressSurfaceInViewID );
|
||
|
WriteInt( renderEntity.suppressShadowInViewID );
|
||
|
WriteInt( renderEntity.suppressShadowInLightID );
|
||
|
WriteInt( renderEntity.allowSurfaceInViewID );
|
||
|
|
||
|
WriteInt( renderEntity.suppressSurfaceMask );
|
||
|
|
||
|
WriteVec3( renderEntity.origin );
|
||
|
WriteMat3( renderEntity.axis );
|
||
|
|
||
|
WriteMaterial( renderEntity.customShader );
|
||
|
WriteMaterial( renderEntity.referenceShader );
|
||
|
WriteMaterial( renderEntity.overlayShader );
|
||
|
WriteSkin( renderEntity.customSkin );
|
||
|
|
||
|
WriteInt( renderEntity.referenceSoundHandle );
|
||
|
|
||
|
for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) {
|
||
|
WriteFloat( renderEntity.shaderParms[ i ] );
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < MAX_RENDERENTITY_GUI; i++ ) {
|
||
|
WriteUserInterface( renderEntity.gui[ i ], renderEntity.gui[ i ] ? renderEntity.gui[ i ]->IsUniqued() : false );
|
||
|
}
|
||
|
|
||
|
WriteFloat( renderEntity.modelDepthHack );
|
||
|
|
||
|
WriteBool( renderEntity.noSelfShadow );
|
||
|
WriteBool( renderEntity.noShadow );
|
||
|
WriteBool( renderEntity.noDynamicInteractions );
|
||
|
WriteBool( renderEntity.forceUpdate );
|
||
|
|
||
|
WriteInt( renderEntity.weaponDepthHackInViewID );
|
||
|
WriteFloat( renderEntity.shadowLODDistance );
|
||
|
WriteInt( renderEntity.suppressLOD );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteRenderLight
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteRenderLight( const renderLight_t &renderLight ) {
|
||
|
int i;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
WriteSyncId();
|
||
|
// RAVEN END
|
||
|
|
||
|
WriteMat3( renderLight.axis );
|
||
|
WriteVec3( renderLight.origin );
|
||
|
|
||
|
WriteInt( renderLight.suppressLightInViewID );
|
||
|
WriteInt( renderLight.allowLightInViewID );
|
||
|
WriteBool( renderLight.noShadows );
|
||
|
WriteBool( renderLight.noSpecular );
|
||
|
WriteBool( renderLight.noDynamicShadows );
|
||
|
WriteBool( renderLight.pointLight );
|
||
|
WriteBool( renderLight.parallel );
|
||
|
WriteBool( renderLight.globalLight );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// dluetscher: added detail levels to render lights
|
||
|
WriteFloat( renderLight.detailLevel );
|
||
|
// RAVEN END
|
||
|
|
||
|
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 ] );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
WriteInt( renderLight.referenceSoundHandle );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idSaveGame::WriteRefSound
|
||
|
================
|
||
|
*/
|
||
|
void idSaveGame::WriteRefSound( const refSound_t &refSound ) {
|
||
|
// RAVEN BEGIN
|
||
|
WriteSyncId();
|
||
|
|
||
|
WriteInt( refSound.referenceSoundHandle );
|
||
|
// RAVEN END
|
||
|
WriteVec3( refSound.origin );
|
||
|
// RAVEN BEGIN
|
||
|
WriteVec3( refSound.velocity );
|
||
|
// RAVEN END
|
||
|
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;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
WriteSyncId();
|
||
|
// RAVEN END
|
||
|
|
||
|
WriteInt( view.viewID );
|
||
|
WriteInt( view.x );
|
||
|
WriteInt( view.y );
|
||
|
WriteInt( view.width );
|
||
|
WriteInt( view.height );
|
||
|
|
||
|
WriteFloat( view.fov_x );
|
||
|
WriteFloat( view.fov_y );
|
||
|
WriteVec3( view.vieworg );
|
||
|
WriteMat3( view.viewaxis );
|
||
|
|
||
|
WriteBool( view.cramZNear );
|
||
|
|
||
|
WriteInt( view.time );
|
||
|
|
||
|
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
|
||
|
WriteFloat( view.shaderParms[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idSaveGame::WriteUsercmd
|
||
|
===================
|
||
|
*/
|
||
|
void idSaveGame::WriteUsercmd( const usercmd_t &usercmd ) {
|
||
|
// RAVEN BEGIN
|
||
|
WriteSyncId();
|
||
|
// RAVEN END
|
||
|
WriteInt( usercmd.gameFrame );
|
||
|
WriteInt( usercmd.gameTime );
|
||
|
WriteInt( usercmd.duplicateCount );
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: larger button bitfield
|
||
|
WriteShort( usercmd.buttons );
|
||
|
// RAVEN END
|
||
|
WriteSignedChar( usercmd.forwardmove );
|
||
|
WriteSignedChar( usercmd.rightmove );
|
||
|
WriteSignedChar( usercmd.upmove );
|
||
|
WriteShort( usercmd.angles[0] );
|
||
|
WriteShort( usercmd.angles[1] );
|
||
|
WriteShort( usercmd.angles[2] );
|
||
|
WriteShort( usercmd.mx );
|
||
|
WriteShort( usercmd.my );
|
||
|
WriteSignedChar( usercmd.impulse );
|
||
|
WriteByte( usercmd.flags );
|
||
|
WriteInt( usercmd.sequence );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
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 );
|
||
|
WriteMaterialType( contactInfo.materialType );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idSaveGame::WriteTrace
|
||
|
===================
|
||
|
*/
|
||
|
void idSaveGame::WriteTrace( const trace_t &trace ) {
|
||
|
// RAVEN BEGIN
|
||
|
WriteSyncId();
|
||
|
// RAVEN END
|
||
|
WriteFloat( trace.fraction );
|
||
|
WriteVec3( trace.endpos );
|
||
|
WriteMat3( trace.endAxis );
|
||
|
WriteContactInfo( trace.c );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idSaveGame::WriteClipModel
|
||
|
===================
|
||
|
*/
|
||
|
void idSaveGame::WriteClipModel( const idClipModel *clipModel ) {
|
||
|
if ( clipModel != NULL ) {
|
||
|
WriteBool( true );
|
||
|
clipModel->Save( this );
|
||
|
} else {
|
||
|
WriteBool( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idSaveGame::WriteSoundCommands
|
||
|
===================
|
||
|
*/
|
||
|
void idSaveGame::WriteSoundCommands( void ) {
|
||
|
soundSystem->WriteToSaveGame( SOUNDWORLD_GAME, file );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
======================
|
||
|
idSaveGame::WriteBuildNumber
|
||
|
======================
|
||
|
*/
|
||
|
void idSaveGame::WriteBuildNumber( const int value ) {
|
||
|
WriteInt( value );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
idRestoreGame
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::RestoreGame
|
||
|
================
|
||
|
*/
|
||
|
idRestoreGame::idRestoreGame( idFile *savefile ) {
|
||
|
file = savefile;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::~idRestoreGame()
|
||
|
================
|
||
|
*/
|
||
|
idRestoreGame::~idRestoreGame() {
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
/*
|
||
|
================
|
||
|
void idRestoreGame::CreateObjects
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::CreateObjects( void ) {
|
||
|
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 ) {
|
||
|
Error( "idRestoreGame::CreateObjects: Unknown class '%s'", classname.c_str() );
|
||
|
}
|
||
|
objects[ i ] = type->CreateInstance();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
void idRestoreGame::RestoreObjects
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::RestoreObjects( void ) {
|
||
|
int i;
|
||
|
|
||
|
ReadSoundCommands();
|
||
|
|
||
|
// read trace models
|
||
|
idClipModel::RestoreTraceModels( this );
|
||
|
|
||
|
// restore all the objects
|
||
|
for( i = 1; i < objects.Num(); i++ ) {
|
||
|
file->ReadSyncId( "Restore objects", objects[ i ]->GetClassname() );
|
||
|
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::GetClassType() ) ) {
|
||
|
idEntity *ent = static_cast<idEntity *>( objects[ i ] );
|
||
|
ent->UpdateVisuals();
|
||
|
ent->Present();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
void idRestoreGame::DeleteObjects
|
||
|
====================
|
||
|
*/
|
||
|
void idRestoreGame::DeleteObjects( void ) {
|
||
|
|
||
|
// 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 );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// FIXME: this crashes. It now leaks, but that's better than crashing.
|
||
|
// The problem is that some entities delete attached ents that are also in this list. When this call gets to them
|
||
|
// it tries to delete an already deleted object
|
||
|
// objects.DeleteContents( true );
|
||
|
// RAVEN END
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
file->ReadSyncId( "Callrestore_r start ", cls->classname );
|
||
|
( obj->*cls->Restore )( this );
|
||
|
file->ReadSyncId( "Callrestore_r end ", cls->classname );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::Read
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::Read( void *buffer, int len ) {
|
||
|
file->Read( buffer, len );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadInt
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadInt( int &value ) {
|
||
|
file->ReadInt( value );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadJoint
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadJoint( jointHandle_t &value ) {
|
||
|
file->ReadInt( ( int &)value );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadShort
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadShort( short &value ) {
|
||
|
file->ReadShort( value );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadByte
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadByte( byte &value ) {
|
||
|
file->ReadUnsignedChar( value );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadSignedChar
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadSignedChar( signed char &value ) {
|
||
|
file->ReadChar( ( char & )value );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadFloat
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadFloat( float &value ) {
|
||
|
file->ReadFloat( value );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadBool
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadBool( bool &value ) {
|
||
|
file->ReadBool( value );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadString
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadString( idStr &string ) {
|
||
|
/* int len;
|
||
|
|
||
|
ReadInt( len );
|
||
|
// RAVEN BEGIN
|
||
|
// jscott: added max check - should be big enough
|
||
|
if ( len < 0 || len > MAX_PRINT_MSG ) {
|
||
|
Error( "idRestoreGame::ReadString: invalid length (%d)", len );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
string.Fill( ' ', len );*/
|
||
|
file->ReadString( string );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadVec2
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadVec2( idVec2 &vec ) {
|
||
|
file->ReadVec2( vec );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadVec3
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadVec3( idVec3 &vec ) {
|
||
|
file->ReadVec3( vec );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadVec4
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadVec4( idVec4 &vec ) {
|
||
|
file->ReadVec4( vec );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadVec5
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadVec5( idVec5 &vec ) {
|
||
|
file->ReadVec5( vec );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadVec6
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadVec6( idVec6 &vec ) {
|
||
|
file->ReadVec6( vec );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadBounds
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadBounds( idBounds &bounds ) {
|
||
|
file->Read( &bounds, sizeof( bounds ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadWinding
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadWinding( idWinding &w )
|
||
|
{
|
||
|
int i, num;
|
||
|
file->ReadInt( num );
|
||
|
w.SetNumPoints( num );
|
||
|
for ( i = 0; i < num; i++ ) {
|
||
|
file->ReadVec5( w[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadMat3
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadMat3( idMat3 &mat ) {
|
||
|
file->ReadMat3( mat );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadAngles
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadAngles( idAngles &angles ) {
|
||
|
file->Read( &angles, sizeof( 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 ) {
|
||
|
// RAVEN BEGIN
|
||
|
file->ReadSyncId( "ReadStaticObject", obj.GetClassname() );
|
||
|
// RAVEN END
|
||
|
|
||
|
CallRestore_r( obj.GetType(), &obj );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
obj.PostEventMS( &EV_PostRestore, 0 );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadDict
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadDict( idDict *dict ) {
|
||
|
int num;
|
||
|
int i;
|
||
|
idStr key;
|
||
|
idStr value;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
file->ReadSyncId( "ReadDict" );
|
||
|
// RAVEN END
|
||
|
|
||
|
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 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: material type
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadMaterialType
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadMaterialType ( const rvDeclMatType* &materialType ) {
|
||
|
idStr name;
|
||
|
|
||
|
ReadString( name );
|
||
|
if ( !name.Length() ) {
|
||
|
materialType = NULL;
|
||
|
} else {
|
||
|
materialType = declManager->FindMaterialType ( name );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadTable
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadTable ( const idDeclTable* &table ) {
|
||
|
idStr name;
|
||
|
|
||
|
ReadString( name );
|
||
|
if ( !name.Length() ) {
|
||
|
table = NULL;
|
||
|
} else {
|
||
|
table = declManager->FindTable( name );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadSkin
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadSkin( const idDeclSkin *&skin ) {
|
||
|
idStr name;
|
||
|
|
||
|
ReadString( name );
|
||
|
if ( !name.Length() ) {
|
||
|
skin = NULL;
|
||
|
} else {
|
||
|
skin = declManager->FindSkin( 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
|
||
|
================
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
void idRestoreGame::ReadUserInterface( idUserInterface *&ui, const idDict *args ) {
|
||
|
// RAVEN END
|
||
|
idStr name;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
file->ReadSyncId( "ReadUserInterface" );
|
||
|
// RAVEN END
|
||
|
|
||
|
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 {
|
||
|
// RAVEN BEGIN
|
||
|
UpdateGuiParms( ui, args );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadExtrapolate
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadExtrapolate( idExtrapolate<int>& extrap ) {
|
||
|
int extrapType;
|
||
|
float startTime;
|
||
|
float duration;
|
||
|
int startValue;
|
||
|
int baseSpeed;
|
||
|
int speed;
|
||
|
|
||
|
ReadInt( extrapType );
|
||
|
ReadFloat( startTime );
|
||
|
ReadFloat( duration );
|
||
|
|
||
|
ReadInt( startValue );
|
||
|
ReadInt( baseSpeed );
|
||
|
ReadInt( speed );
|
||
|
|
||
|
extrap.Init( startTime, duration, startValue, baseSpeed, speed, (extrapolation_t)extrapType );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadExtrapolate
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadExtrapolate( idExtrapolate<float>& extrap ) {
|
||
|
int extrapType;
|
||
|
float startTime;
|
||
|
float duration;
|
||
|
float startValue;
|
||
|
float baseSpeed;
|
||
|
float speed;
|
||
|
|
||
|
ReadInt( extrapType );
|
||
|
ReadFloat( startTime );
|
||
|
ReadFloat( duration );
|
||
|
|
||
|
ReadFloat( startValue );
|
||
|
ReadFloat( baseSpeed );
|
||
|
ReadFloat( speed );
|
||
|
|
||
|
extrap.Init( startTime, duration, startValue, baseSpeed, speed, (extrapolation_t)extrapType );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadExtrapolate
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadExtrapolate( idExtrapolate<idVec3>& extrap ) {
|
||
|
int extrapType;
|
||
|
float startTime;
|
||
|
float duration;
|
||
|
idVec3 startValue;
|
||
|
idVec3 baseSpeed;
|
||
|
idVec3 speed;
|
||
|
|
||
|
ReadInt( extrapType );
|
||
|
ReadFloat( startTime );
|
||
|
ReadFloat( duration );
|
||
|
|
||
|
ReadVec3( startValue );
|
||
|
ReadVec3( baseSpeed );
|
||
|
ReadVec3( speed );
|
||
|
|
||
|
extrap.Init( startTime, duration, startValue, baseSpeed, speed, (extrapolation_t)extrapType );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadInterpolate( idInterpolateAccelDecelLinear<int>& lerp ) {
|
||
|
float startTime;
|
||
|
float duration;
|
||
|
float accelTime;
|
||
|
float decelTime;
|
||
|
|
||
|
int startValue;
|
||
|
int endValue;
|
||
|
|
||
|
ReadFloat( startTime );
|
||
|
ReadFloat( duration );
|
||
|
ReadFloat( accelTime );
|
||
|
ReadFloat( decelTime );
|
||
|
|
||
|
ReadInt( startValue );
|
||
|
ReadInt( endValue );
|
||
|
|
||
|
lerp.Init( startTime, accelTime, decelTime, duration, startValue, endValue );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadInterpolate( idInterpolateAccelDecelLinear<float>& lerp ) {
|
||
|
float startTime;
|
||
|
float duration;
|
||
|
float accelTime;
|
||
|
float decelTime;
|
||
|
|
||
|
float startValue;
|
||
|
float endValue;
|
||
|
|
||
|
ReadFloat( startTime );
|
||
|
ReadFloat( duration );
|
||
|
ReadFloat( accelTime );
|
||
|
ReadFloat( decelTime );
|
||
|
|
||
|
ReadFloat( startValue );
|
||
|
ReadFloat( endValue );
|
||
|
|
||
|
lerp.Init( startTime, accelTime, decelTime, duration, startValue, endValue );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadInterpolate( idInterpolateAccelDecelLinear<idVec3>& lerp ) {
|
||
|
float startTime;
|
||
|
float duration;
|
||
|
float accelTime;
|
||
|
float decelTime;
|
||
|
|
||
|
idVec3 startValue;
|
||
|
idVec3 endValue;
|
||
|
|
||
|
ReadFloat( startTime );
|
||
|
ReadFloat( duration );
|
||
|
ReadFloat( accelTime );
|
||
|
ReadFloat( decelTime );
|
||
|
|
||
|
ReadVec3( startValue );
|
||
|
ReadVec3( endValue );
|
||
|
|
||
|
lerp.Init( startTime, accelTime, decelTime, duration, startValue, endValue );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadInterpolate( idInterpolate<int>& lerp ) {
|
||
|
float startTime;
|
||
|
float duration;
|
||
|
|
||
|
int startValue;
|
||
|
int endValue;
|
||
|
|
||
|
ReadFloat( startTime );
|
||
|
ReadFloat( duration );
|
||
|
|
||
|
ReadInt( startValue );
|
||
|
ReadInt( endValue );
|
||
|
|
||
|
lerp.Init( startTime, duration, startValue, endValue );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadInterpolate( idInterpolate<float>& lerp ) {
|
||
|
float startTime;
|
||
|
float duration;
|
||
|
|
||
|
float startValue;
|
||
|
float endValue;
|
||
|
|
||
|
ReadFloat( startTime );
|
||
|
ReadFloat( duration );
|
||
|
|
||
|
ReadFloat( startValue );
|
||
|
ReadFloat( endValue );
|
||
|
|
||
|
lerp.Init( startTime, duration, startValue, endValue );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadInterpolate
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadInterpolate( idInterpolate<idVec3>& lerp ) {
|
||
|
float startTime;
|
||
|
float duration;
|
||
|
|
||
|
idVec3 startValue;
|
||
|
idVec3 endValue;
|
||
|
|
||
|
ReadFloat( startTime );
|
||
|
ReadFloat( duration );
|
||
|
|
||
|
ReadVec3( startValue );
|
||
|
ReadVec3( endValue );
|
||
|
|
||
|
lerp.Init( startTime, duration, startValue, endValue );
|
||
|
}
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadRenderEffect
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadRenderEffect( renderEffect_t &renderEffect ) {
|
||
|
idStr name;
|
||
|
|
||
|
file->ReadSyncId( "ReadRenderEffect" );
|
||
|
|
||
|
renderEffect.declEffect = NULL;
|
||
|
|
||
|
ReadFloat( renderEffect.startTime );
|
||
|
ReadInt( renderEffect.suppressSurfaceInViewID );
|
||
|
ReadInt( renderEffect.allowSurfaceInViewID );
|
||
|
ReadInt( renderEffect.groupID );
|
||
|
|
||
|
ReadVec3( renderEffect.origin );
|
||
|
ReadMat3( renderEffect.axis );
|
||
|
|
||
|
ReadVec3( renderEffect.gravity );
|
||
|
ReadVec3( renderEffect.endOrigin );
|
||
|
|
||
|
ReadFloat( renderEffect.attenuation );
|
||
|
ReadBool( renderEffect.hasEndOrigin );
|
||
|
ReadBool( renderEffect.loop );
|
||
|
ReadBool( renderEffect.ambient );
|
||
|
ReadBool( renderEffect.inConnectedArea );
|
||
|
ReadInt( renderEffect.weaponDepthHackInViewID );
|
||
|
ReadFloat( renderEffect.modelDepthHack );
|
||
|
|
||
|
ReadInt( renderEffect.referenceSoundHandle );
|
||
|
|
||
|
for( int ix = 0; ix < MAX_ENTITY_SHADER_PARMS; ++ix ) {
|
||
|
ReadFloat( renderEffect.shaderParms[ ix ] );
|
||
|
}
|
||
|
|
||
|
ReadString( name );
|
||
|
if( name.Length() ) {
|
||
|
renderEffect.declEffect = declManager->FindType( DECL_EFFECT, name );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadFrustum
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadFrustum( idFrustum& frustum ) {
|
||
|
idVec3 origin;
|
||
|
idMat3 axis;
|
||
|
float dNear = 0.0f, dFar = 0.0f, dLeft = 0.0f, dUp = 0.0f;
|
||
|
// RAVEN BEGIN
|
||
|
file->ReadSyncId( "ReadFrustum" );
|
||
|
// RAVEN END
|
||
|
ReadVec3( origin );
|
||
|
frustum.SetOrigin( origin );
|
||
|
|
||
|
ReadMat3( axis );
|
||
|
frustum.SetAxis( axis );
|
||
|
|
||
|
ReadFloat( dNear );
|
||
|
ReadFloat( dFar );
|
||
|
ReadFloat( dLeft );
|
||
|
ReadFloat( dUp );
|
||
|
frustum.SetSize( dNear, dFar, dLeft, dUp );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadRenderEntity
|
||
|
================
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
void idRestoreGame::ReadRenderEntity( renderEntity_t &renderEntity, const idDict *args ) {
|
||
|
// RAVEN END
|
||
|
int i;
|
||
|
|
||
|
file->ReadSyncId( "ReadRenderEntity" );
|
||
|
|
||
|
ReadModel( renderEntity.hModel );
|
||
|
|
||
|
ReadInt( renderEntity.entityNum );
|
||
|
ReadInt( renderEntity.bodyId );
|
||
|
|
||
|
ReadBounds( renderEntity.bounds );
|
||
|
|
||
|
assert( renderEntity.bounds[0][0] <= renderEntity.bounds[1][0] );
|
||
|
assert( renderEntity.bounds[0][1] <= renderEntity.bounds[1][1] );
|
||
|
assert( renderEntity.bounds[0][2] <= renderEntity.bounds[1][2] );
|
||
|
|
||
|
assert( renderEntity.bounds[1][0] - renderEntity.bounds[0][0] < MAX_BOUND_SIZE );
|
||
|
assert( renderEntity.bounds[1][1] - renderEntity.bounds[0][1] < MAX_BOUND_SIZE );
|
||
|
assert( renderEntity.bounds[1][2] - renderEntity.bounds[0][2] < MAX_BOUND_SIZE );
|
||
|
|
||
|
// 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 );
|
||
|
|
||
|
ReadInt( renderEntity.suppressSurfaceMask );
|
||
|
|
||
|
ReadVec3( renderEntity.origin );
|
||
|
ReadMat3( renderEntity.axis );
|
||
|
|
||
|
ReadMaterial( renderEntity.customShader );
|
||
|
ReadMaterial( renderEntity.referenceShader );
|
||
|
ReadMaterial( renderEntity.overlayShader );
|
||
|
ReadSkin( renderEntity.customSkin );
|
||
|
|
||
|
ReadInt( renderEntity.referenceSoundHandle );
|
||
|
|
||
|
for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) {
|
||
|
ReadFloat( renderEntity.shaderParms[ i ] );
|
||
|
}
|
||
|
|
||
|
for( i = 0; i < MAX_RENDERENTITY_GUI; i++ ) {
|
||
|
// RAVEN BEGIN
|
||
|
ReadUserInterface( renderEntity.gui[ i ], args );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
// idEntity will restore "cameraTarget", which will be used in idEntity::Present to restore the remoteRenderView
|
||
|
renderEntity.remoteRenderView = NULL;
|
||
|
|
||
|
renderEntity.numJoints = 0;
|
||
|
renderEntity.joints = NULL;
|
||
|
|
||
|
ReadFloat( renderEntity.modelDepthHack );
|
||
|
|
||
|
ReadBool( renderEntity.noSelfShadow );
|
||
|
ReadBool( renderEntity.noShadow );
|
||
|
ReadBool( renderEntity.noDynamicInteractions );
|
||
|
ReadBool( renderEntity.forceUpdate );
|
||
|
|
||
|
ReadInt( renderEntity.weaponDepthHackInViewID );
|
||
|
ReadFloat( renderEntity.shadowLODDistance );
|
||
|
ReadInt( renderEntity.suppressLOD );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadRenderLight
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadRenderLight( renderLight_t &renderLight ) {
|
||
|
int i;
|
||
|
|
||
|
file->ReadSyncId( "ReadRenderLight" );
|
||
|
|
||
|
ReadMat3( renderLight.axis );
|
||
|
ReadVec3( renderLight.origin );
|
||
|
|
||
|
ReadInt( renderLight.suppressLightInViewID );
|
||
|
ReadInt( renderLight.allowLightInViewID );
|
||
|
ReadBool( renderLight.noShadows );
|
||
|
ReadBool( renderLight.noSpecular );
|
||
|
ReadBool( renderLight.noDynamicShadows );
|
||
|
ReadBool( renderLight.pointLight );
|
||
|
ReadBool( renderLight.parallel );
|
||
|
ReadBool( renderLight.globalLight );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// dluetscher: added detail levels to render lights
|
||
|
ReadFloat( renderLight.detailLevel );
|
||
|
// RAVEN END
|
||
|
|
||
|
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 ] );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
ReadInt( renderLight.referenceSoundHandle );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idRestoreGame::ReadRefSound
|
||
|
================
|
||
|
*/
|
||
|
void idRestoreGame::ReadRefSound( refSound_t &refSound ) {
|
||
|
// RAVEN BEGIN
|
||
|
file->ReadSyncId( "ReadRefSound" );
|
||
|
// RAVEN END
|
||
|
|
||
|
ReadInt( refSound.referenceSoundHandle );
|
||
|
ReadVec3( refSound.origin );
|
||
|
// RAVEN BEGIN
|
||
|
ReadVec3( refSound.velocity );
|
||
|
// RAVEN END
|
||
|
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;
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
file->ReadSyncId( "ReadRenderView" );
|
||
|
// RAVEN END
|
||
|
|
||
|
ReadInt( view.viewID );
|
||
|
ReadInt( view.x );
|
||
|
ReadInt( view.y );
|
||
|
ReadInt( view.width );
|
||
|
ReadInt( view.height );
|
||
|
|
||
|
ReadFloat( view.fov_x );
|
||
|
ReadFloat( view.fov_y );
|
||
|
ReadVec3( view.vieworg );
|
||
|
ReadMat3( view.viewaxis );
|
||
|
|
||
|
ReadBool( view.cramZNear );
|
||
|
|
||
|
ReadInt( view.time );
|
||
|
|
||
|
for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
|
||
|
ReadFloat( view.shaderParms[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idRestoreGame::ReadUsercmd
|
||
|
=================
|
||
|
*/
|
||
|
void idRestoreGame::ReadUsercmd( usercmd_t &usercmd ) {
|
||
|
// RAVEN BEGIN
|
||
|
file->ReadSyncId( "ReadUsercmd" );
|
||
|
// RAVEN END
|
||
|
ReadInt( usercmd.gameFrame );
|
||
|
ReadInt( usercmd.gameTime );
|
||
|
ReadInt( usercmd.duplicateCount );
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: larger button bitfield
|
||
|
ReadShort( usercmd.buttons );
|
||
|
// RAVEN END
|
||
|
ReadSignedChar( usercmd.forwardmove );
|
||
|
ReadSignedChar( usercmd.rightmove );
|
||
|
ReadSignedChar( usercmd.upmove );
|
||
|
ReadShort( usercmd.angles[0] );
|
||
|
ReadShort( usercmd.angles[1] );
|
||
|
ReadShort( usercmd.angles[2] );
|
||
|
ReadShort( usercmd.mx );
|
||
|
ReadShort( usercmd.my );
|
||
|
ReadSignedChar( usercmd.impulse );
|
||
|
ReadByte( usercmd.flags );
|
||
|
ReadInt( usercmd.sequence );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
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 );
|
||
|
ReadMaterialType( contactInfo.materialType );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idRestoreGame::ReadTrace
|
||
|
===================
|
||
|
*/
|
||
|
void idRestoreGame::ReadTrace( trace_t &trace ) {
|
||
|
// RAVEN BEGIN
|
||
|
file->ReadSyncId( "ReadTrace" );
|
||
|
// RAVEN END
|
||
|
ReadFloat( trace.fraction );
|
||
|
ReadVec3( trace.endpos );
|
||
|
ReadMat3( trace.endAxis );
|
||
|
ReadContactInfo( trace.c );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idRestoreGame::ReadClipModel
|
||
|
=====================
|
||
|
*/
|
||
|
void idRestoreGame::ReadClipModel( idClipModel *&clipModel ) {
|
||
|
bool restoreClipModel;
|
||
|
|
||
|
ReadBool( restoreClipModel );
|
||
|
if ( restoreClipModel ) {
|
||
|
clipModel = new idClipModel();
|
||
|
clipModel->Restore( this );
|
||
|
} else {
|
||
|
clipModel = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idRestoreGame::ReadSoundCommands
|
||
|
=====================
|
||
|
*/
|
||
|
void idRestoreGame::ReadSoundCommands( void ) {
|
||
|
soundSystem->StopAllSounds( SOUNDWORLD_GAME );
|
||
|
soundSystem->ReadFromSaveGame( SOUNDWORLD_GAME, file );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idRestoreGame::ReadBuildNumber
|
||
|
=====================
|
||
|
*/
|
||
|
void idRestoreGame::ReadBuildNumber( void ) {
|
||
|
ReadInt( buildNumber );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idRestoreGame::GetBuildNumber
|
||
|
=====================
|
||
|
*/
|
||
|
int idRestoreGame::GetBuildNumber( void ) {
|
||
|
return buildNumber;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void Cmd_CheckSave_f( const idCmdArgs &args )
|
||
|
{
|
||
|
idPlayer *lp = gameLocal.GetLocalPlayer();
|
||
|
idFile *mp = fileSystem->GetNewFileMemory();
|
||
|
idSaveGame sg( mp );
|
||
|
|
||
|
sg.CallSave_r( lp->GetType(), lp );
|
||
|
|
||
|
|
||
|
mp->Rewind();
|
||
|
idPlayer test;
|
||
|
idRestoreGame rg( mp );
|
||
|
|
||
|
rg.CallRestore_r( test.GetType(), &test );
|
||
|
}
|
||
|
|