mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-30 15:10:51 +00:00
1570 lines
38 KiB
C++
1570 lines
38 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/Shared/qcommon/gameplaydatabase.cpp $
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// $Revision:: 17 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// GameplayDatabase.cpp: implementation of the GameplayDatabase class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "gameplaydatabase.h"
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////////////////////////////////////////////////////////////////
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//
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// GameplayProperty CLASS
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//
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////////////////////////////////////////////////////////////////
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CLASS_DECLARATION( Class, GameplayProperty, NULL )
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{
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{NULL,NULL}
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};
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//===============================================================
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// Name: setName
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// Class: GameplayProperty
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//
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// Description: Sets the name for this property
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//
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// Parameters: const str& -- the name for the property
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//
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// Returns: None
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//
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//===============================================================
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void GameplayProperty::setName( const str &name )
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{
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_name = name;
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}
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//===============================================================
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// Name: setFloatValue
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// Class: GameplayProperty
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//
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// Description: Sets the float value for this property. Only
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// sets the value if the value has changed. Returns
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// a boolean specifying whether or not the value changed.
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//
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// Parameters: float -- value
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//
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// Returns: bool -- true if the value actually changed.
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//
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//===============================================================
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bool GameplayProperty::setFloatValue(float valuefloat)
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{
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if ( _valuefloat == valuefloat ) return false ;
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_valuefloat = valuefloat ;
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return true ;
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}
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//===============================================================
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// Name: setVectorValue
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// Class: GameplayProperty
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//
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// Description: Sets the vector value for this property. Only
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// sets the value if the value has changed. Returns
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// a boolean specifying whether or not the value changed.
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//
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// Parameters: const Vector& vector -- the vector
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//
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// Returns: bool -- true if the value actually changed.
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//
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//===============================================================
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bool GameplayProperty::setVectorValue(const Vector& vector)
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{
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if ( _valuevector == vector ) return false ;
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_valuevector = vector ;
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return true ;
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}
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//===============================================================
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// Name: setStringValue
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// Class: GameplayProperty
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//
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// Description: Sets the string value for this property. Only
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// sets the value if the value has changed. Returns
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// a boolean specifying whether or not the value changed.
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//
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// Parameters: const str& -- value
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//
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// Returns: bool -- true if the value actually changed.
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//
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//===============================================================
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bool GameplayProperty::setStringValue(const str& valuestr)
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{
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if ( _valuestr == valuestr ) return false ;
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_valuestr = valuestr ;
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return true ;
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}
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//--------------------------------------------------------------
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//
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// Name: parseProperty
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// Class: GameplayProperty
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//
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// Description: Parses the gameplay property and returns
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//
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// Parameters: gameplayFile -- Pointer to the script object (file)
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// const str& name -- name of the GameplayProperty
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//
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// Returns: bool -- sucessful parse or not
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//
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//--------------------------------------------------------------
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bool GameplayProperty::parseProperty(Parser &gameplayFile, const str& type)
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{
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const char *token;
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float val1, val2, val3;
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int readcount;
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if ( type == "vector" || type == "string" || type == "float" )
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{
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token = gameplayFile.GetToken(false);
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if ( !token )
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return false;
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setName(token);
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}
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else // Old-style file
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setName(type);
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token = gameplayFile.GetToken(false);
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if ( !token )
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return false;
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readcount = sscanf(token,"%f %f %f",&val1, &val2, &val3);
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if ( readcount == 1 ) // Single Float
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{
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setFloatValue(val1);
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setType(VALUE_FLOAT);
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}
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else if ( readcount == 3 ) // Vector
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{
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setVectorValue(Vector(val1, val2, val3));
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setType(VALUE_VECTOR);
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}
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else // String
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{
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setStringValue(token);
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setType(VALUE_STRING);
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}
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return true;
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}
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//--------------------------------------------------------------
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//
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// Name: getFloatValueStr
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// Class: GameplayProperty
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//
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// Description: Gets the float value as a string
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//
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// Parameters: None
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//
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// Returns: const str -- string version
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//
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//--------------------------------------------------------------
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const str GameplayProperty::getFloatValueStr()
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{
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char tmpstr[16];
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sprintf(tmpstr, "%g", _valuefloat);
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return tmpstr;
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}
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#ifdef GAME_DLL
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//--------------------------------------------------------------
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//
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// Name: Archive
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// Class: GameplayProperty
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//
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// Description: Archive function.
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//
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// Parameters: Archiver &arc -- Archive reference
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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void GameplayProperty::Archive(Archiver &arc)
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{
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if ( arc.Loading() )
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{
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return ;
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}
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if ( arc.Saving() && isModified() )
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{
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ArchiveEnum( _type, GameplayValueType );
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arc.ArchiveString( &_name );
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switch ( _type )
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{
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case VALUE_FLOAT:
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arc.ArchiveFloat( &_valuefloat );
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break ;
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case VALUE_STRING:
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arc.ArchiveString( &_valuestr );
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break ;
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case VALUE_VECTOR:
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arc.ArchiveVector( &_valuevector );
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break ;
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}
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}
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}
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#endif // GAME_DLL
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////////////////////////////////////////////////////////////////
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//
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// GameplayObject CLASS
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//
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////////////////////////////////////////////////////////////////
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CLASS_DECLARATION( Class, GameplayObject, NULL )
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{
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{NULL,NULL}
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};
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//--------------------------------------------------------------
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//
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// Name: GameplayObject
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// Class: GameplayObject
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//
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// Description: Constructor.
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//
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// Parameters: None
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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GameplayObject::GameplayObject() :
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_name(""),
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_category(""),
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_fullScopeName(""),
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_depth(0),
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_baseObject(0),
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_nextHashObject(0),
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_modified( false )
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{
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_propertyList.ClearObjectList();
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_subObjectList.ClearObjectList();
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}
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//--------------------------------------------------------------
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//
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// Name: GameplayObject
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// Class: GameplayObject
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//
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// Description: Constructor -- Overload with depth
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//
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// Parameters: int depth
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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GameplayObject::GameplayObject(int depth) :
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_name(""),
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_category(""),
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_fullScopeName(""),
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_depth(depth),
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_baseObject(0),
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_nextHashObject(0),
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_modified( false )
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{
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_propertyList.ClearObjectList();
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_subObjectList.ClearObjectList();
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}
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//--------------------------------------------------------------
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//
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// Name: ~GameplayObject
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// Class: GameplayObject
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//
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// Description: Destructor
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//
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// Parameters: None
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//
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// Returns: None
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//
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//--------------------------------------------------------------
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GameplayObject::~GameplayObject()
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{
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int i;
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for ( i=1; i<=_propertyList.NumObjects(); i++ )
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{
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GameplayProperty *gp = _propertyList.ObjectAt(i);
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delete gp;
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}
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for ( i=1; i<=_subObjectList.NumObjects(); i++ )
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{
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GameplayObject *go = _subObjectList.ObjectAt(i);
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delete go;
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}
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_baseObject = 0; // Note: This pointer will get deleted by the database.
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_subObjectList.FreeObjectList();
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_propertyList.FreeObjectList();
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}
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//--------------------------------------------------------------
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//
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// Name: parseObject
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// Class: GameplayObject
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//
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// Description: Parses the gameplay object and returns
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//
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// Parameters: gameplayFile -- Pointer to the script object (file)
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// const str& name -- name of the GameplayObject
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//
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// Returns: bool -- sucessful parse or not
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//
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//--------------------------------------------------------------
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bool GameplayObject::parseObject(Parser &gameplayFile, const str& name)
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{
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const char *token;
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GameplayProperty *gpproperty;
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if ( name != "OBJECT" )
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return false;
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if ( !gameplayFile.TokenAvailable(false) )
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return false;
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token = gameplayFile.GetToken(false);
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setName(token);
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_fullScopeName += _name;
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if ( gameplayFile.TokenAvailable(false) )
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{
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token = gameplayFile.GetToken(false);
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setCategory(token);
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}
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// Get the open brace
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token = gameplayFile.GetToken(true);
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if ( token[0] != '{' )
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assert(0);
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while (gameplayFile.TokenAvailable(true))
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{
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token = gameplayFile.GetToken(true);
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// If we have a close brace, we're done.
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if ( token[0] == '}' )
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return true;
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// We have a suboject
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if ( !strcmp(token, "OBJECT") )
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{
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GameplayObject *gpobject;
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gpobject = new GameplayObject(_depth+1);
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gpobject->setFullScopeName(_fullScopeName + ".");
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if ( gpobject->parseObject(gameplayFile, token) )
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{
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_subObjectList.AddObject(gpobject);
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}
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else
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{
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delete gpobject;
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return false;
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}
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}
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else
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{
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gpproperty = new GameplayProperty();
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if ( gpproperty->parseProperty(gameplayFile, token) )
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_propertyList.AddObject(gpproperty);
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else
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{
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delete gpproperty;
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return false;
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}
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}
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}
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// Premature end of file, missing close brace.
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return false;
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}
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//--------------------------------------------------------------
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//
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// Name: getProperty
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// Class: GameplayObject
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//
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// Description: Gets the property by name, if it exists.
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//
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// Parameters: const str& propname -- Property name to look up
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//
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// Returns: Pointer to the property or 0 if not found
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//
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//--------------------------------------------------------------
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GameplayProperty* GameplayObject::getProperty(const str& propname)
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{
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int i;
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GameplayProperty *gpprop;
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if ( propname == "" )
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return 0;
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for ( i=1; i<=_propertyList.NumObjects(); i++ )
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{
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gpprop = _propertyList.ObjectAt(i);
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if ( gpprop->getName() == propname )
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return gpprop;
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}
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return 0;
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}
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//--------------------------------------------------------------
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//
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// Name: getPropertyFloatValue
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// Class: GameplayObject
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//
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// Description: Gets the float value of the property specified
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// Also checks the baseObject if the property doesn't exists
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// in this object.
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//
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// Parameters: const str& propname -- Property name to look up
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//
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// Returns: float -- value or 1.0
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//
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//--------------------------------------------------------------
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float GameplayObject::getPropertyFloatValue(const str& propname)
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{
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GameplayProperty *gpprop;
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gpprop = getProperty(propname);
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if ( !gpprop )
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{
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if ( _baseObject )
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{
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gpprop = _baseObject->getProperty(propname);
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if ( !gpprop )
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return 1.0f;
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}
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else
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return 1.0f;
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}
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return gpprop->getFloatValue();
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}
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//--------------------------------------------------------------
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//
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// Name: getPropertyStringValue
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// Class: GameplayObject
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//
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// Description: Gets the string value of the property specified
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// Also checks the baseObject if the property doesn't exists
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// in this object.
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//
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// Parameters: const str& propname -- Property name to look up
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//
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// Returns: const str -- value or ""
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//
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//--------------------------------------------------------------
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const str GameplayObject::getPropertyStringValue(const str& propname)
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{
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GameplayProperty *gpprop;
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gpprop = getProperty(propname);
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if ( !gpprop )
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{
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if ( _baseObject )
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{
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gpprop = _baseObject->getProperty(propname);
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if ( !gpprop )
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return "";
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}
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else
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return "";
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}
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return gpprop->getStringValue();
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}
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//--------------------------------------------------------------
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//
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// Name: setFloatValue
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// Class: GameplayObject
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//
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// Description: Sets float value of a property.
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//
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// Parameters: const str& propname -- Property name
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// float value -- value
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// bool create -- whether or not to create properties that are not found
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//
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// Returns: bool -- true if the value was changed or created.
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//
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//--------------------------------------------------------------
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bool GameplayObject::setFloatValue(const str& propname, float value, bool create)
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{
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GameplayProperty *gpprop = getProperty(propname);
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if ( !gpprop )
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{
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if ( !create ) return false ;
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gpprop = new GameplayProperty();
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gpprop->setName(propname);
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_propertyList.AddObject(gpprop);
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}
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bool valueChanged = gpprop->setFloatValue(value);
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if ( valueChanged )
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{
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gpprop->setModified( true );
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setModified( true );
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}
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return valueChanged ;
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}
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|
|
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//--------------------------------------------------------------
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//
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// Name: setStringValue
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// Class: GameplayObject
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//
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// Description: Sets float value of a property.
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//
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// Parameters: const str& propname -- Property name
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// const str& value -- string value
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// bool create -- whether or not to create properties that are not found
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//
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// Returns: bool -- true if the value was changed or created.
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//
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//--------------------------------------------------------------
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bool GameplayObject::setStringValue(const str& propname, const str& valuestr, bool create)
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{
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GameplayProperty *gpprop = getProperty(propname);
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if ( !gpprop )
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{
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if ( !create ) return false;
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gpprop = new GameplayProperty();
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gpprop->setName(propname);
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_propertyList.AddObject(gpprop);
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}
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bool valueChanged = gpprop->setStringValue(valuestr);
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if ( valueChanged )
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{
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gpprop->setModified( true );
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setModified( true );
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}
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return valueChanged ;
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}
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|
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//--------------------------------------------------------------
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//
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// Name: setVectorValue
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|
// Class: GameplayObject
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//
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|
// Description: Sets vector value of a property.
|
|
//
|
|
// Parameters: const str& propname -- Property name
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// Vector value -- value
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// bool create -- whether or not to create properties that are not found
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//
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// Returns: bool -- true if the value was changed or created.
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//
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//--------------------------------------------------------------
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bool GameplayObject::setVectorValue(const str& propname, const Vector& value, bool create)
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{
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GameplayProperty *gpprop = getProperty(propname);
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if ( !gpprop )
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{
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if ( !create ) return false ;
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|
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gpprop = new GameplayProperty();
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gpprop->setName(propname);
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_propertyList.AddObject(gpprop);
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}
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bool valueChanged = gpprop->setVectorValue(value);
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if ( valueChanged )
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{
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gpprop->setModified( true );
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setModified( true );
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}
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return valueChanged ;
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}
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|
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//--------------------------------------------------------------
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//
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// Name: getModified
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|
// Class: GameplayObject
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|
//
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|
// Description: Gets the modified flag on the given property name
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|
// Also checks the baseObject if the property doesn't exists
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|
// in this object.
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|
//
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|
// Parameters: const std::string& propname -- property name
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|
//
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// Returns: bool
|
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//
|
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//--------------------------------------------------------------
|
|
bool GameplayObject::getModified(const str& propname)
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|
{
|
|
GameplayProperty* gpprop = 0;
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|
gpprop = getProperty(propname);
|
|
if ( !gpprop )
|
|
{
|
|
if ( _baseObject )
|
|
{
|
|
gpprop = _baseObject->getProperty(propname);
|
|
if ( !gpprop )
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
return gpprop->getModified();
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: getSubObject
|
|
// Class: GameplayObject
|
|
//
|
|
// Description: Gets the subobject by the specified name.
|
|
//
|
|
// Parameters: const str& subobjname -- Name to find
|
|
//
|
|
// Returns: GameplayObject * -- Object or 0 if not found.
|
|
//
|
|
//--------------------------------------------------------------
|
|
GameplayObject* GameplayObject::getSubObject(const str& subobjname)
|
|
{
|
|
int i;
|
|
for ( i=1; i<=_subObjectList.NumObjects(); i++ )
|
|
{
|
|
GameplayObject *go = _subObjectList.ObjectAt(i);
|
|
if ( go->getName() == subobjname )
|
|
return go;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: hasProperty
|
|
// Class: GameplayObject
|
|
//
|
|
// Description: Checks to see if the property exists
|
|
//
|
|
// Parameters: const str& propname -- Property name to look up
|
|
// bool localonly (default false) -- Specifies whether
|
|
// or not to check local properties only.
|
|
//
|
|
// Returns: bool
|
|
//
|
|
//--------------------------------------------------------------
|
|
bool GameplayObject::hasProperty(const str& propname, bool localonly)
|
|
{
|
|
int i;
|
|
GameplayProperty *gpprop;
|
|
|
|
if ( propname == "" )
|
|
return false;
|
|
|
|
for ( i=1; i<=_propertyList.NumObjects(); i++ )
|
|
{
|
|
gpprop = _propertyList.ObjectAt(i);
|
|
if ( gpprop->getName() == propname )
|
|
return true;
|
|
}
|
|
|
|
if ( _baseObject && !localonly && _baseObject->hasProperty(propname) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: removeProperty
|
|
// Class: GameplayObject
|
|
//
|
|
// Description: Removes the property from this object
|
|
//
|
|
// Parameters: const str& propname -- Property to remove
|
|
//
|
|
// Returns: bool - success or not
|
|
//
|
|
//--------------------------------------------------------------
|
|
bool GameplayObject::removeProperty(const str& propname)
|
|
{
|
|
int i;
|
|
GameplayProperty *gpprop;
|
|
|
|
if ( propname == "" )
|
|
return false;
|
|
|
|
for ( i=1; i<=_propertyList.NumObjects(); i++ )
|
|
{
|
|
gpprop = _propertyList.ObjectAt(i);
|
|
if ( gpprop->getName() == propname )
|
|
{
|
|
_propertyList.RemoveObjectAt(i);
|
|
delete gpprop;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Not found
|
|
return false;
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
// Name: getNumberOfModifiedProperties
|
|
// Class: GameplayObject
|
|
//
|
|
// Description: Retrieves the number of properties that have been
|
|
// modified from their initial value loaded from disk.
|
|
// This includes properties created at runtime.
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: int -- number of properties that have been modified.
|
|
//
|
|
//===============================================================
|
|
int GameplayObject::getNumberOfModifiedProperties
|
|
(
|
|
void
|
|
)
|
|
{
|
|
int numModifiedProperties = 0 ;
|
|
int numProperties = _propertyList.NumObjects();
|
|
|
|
for ( int propertyIdx = 1; propertyIdx <= numProperties; ++propertyIdx )
|
|
{
|
|
GameplayProperty *property = _propertyList.ObjectAt( propertyIdx );
|
|
if ( property->isModified() )
|
|
{
|
|
numModifiedProperties++ ;
|
|
}
|
|
}
|
|
|
|
return numModifiedProperties ;
|
|
}
|
|
|
|
|
|
|
|
#ifdef GAME_DLL
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: Archive
|
|
// Class: GameplayObject
|
|
//
|
|
// Description: Archive function. We only save out the properties
|
|
// that have been modified.
|
|
//
|
|
// Parameters: Archiver &arc -- Archive reference
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void GameplayObject::Archive(Archiver &arc)
|
|
{
|
|
if ( arc.Loading() )
|
|
{
|
|
return ;
|
|
}
|
|
|
|
if ( arc.Saving() && isModified() )
|
|
{
|
|
// Get the number of modified properties and total properties
|
|
int numModifiedProperties = getNumberOfModifiedProperties();
|
|
int numProperties = _propertyList.NumObjects();
|
|
|
|
// Save our name and number of modified properties
|
|
arc.ArchiveString( &_fullScopeName );
|
|
arc.ArchiveInteger( &numModifiedProperties );
|
|
for ( int modifiedIdx = 1; modifiedIdx <= numProperties; ++modifiedIdx )
|
|
{
|
|
GameplayProperty *property = _propertyList.ObjectAt( modifiedIdx );
|
|
if ( property->isModified() )
|
|
{
|
|
property->Archive( arc );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // GAME_DLL
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// GameplayDatabase CLASS
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
CLASS_DECLARATION( Listener, GameplayDatabase, NULL )
|
|
{
|
|
{NULL,NULL}
|
|
};
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: GameplayDatabase
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Constructor.
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
GameplayDatabase::GameplayDatabase() :
|
|
_lastObj(0),
|
|
_lastObjName("")
|
|
{
|
|
for ( int i=0; i<HASH_SIZE; i++ )
|
|
_hashTable[i] = 0;
|
|
|
|
_objectList.ClearObjectList();
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: ~GameplayDatabase
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Destructor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
GameplayDatabase::~GameplayDatabase()
|
|
{
|
|
int i;
|
|
|
|
// Empty the hash table
|
|
for ( i=0; i<HASH_SIZE; i++ )
|
|
_hashTable[i] = 0;
|
|
|
|
// Delete the objects
|
|
for ( i=1; i<=_objectList.NumObjects(); i++ )
|
|
{
|
|
GameplayObject *go = _objectList.ObjectAt(i);
|
|
delete go;
|
|
}
|
|
_objectList.FreeObjectList();
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: parseFile
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Reads and parses the database file
|
|
//
|
|
// Parameters: const str& filename -- Name of the file
|
|
//
|
|
// Returns: bool -- sucessful parse or not
|
|
//
|
|
//--------------------------------------------------------------
|
|
bool GameplayDatabase::parseFile(const str& filename)
|
|
{
|
|
Parser gameplayFile;
|
|
const char *token;
|
|
GameplayObject *gpobject;
|
|
|
|
#ifdef GAME_DLL
|
|
if ( !gi.FS_Exists(filename.c_str()) )
|
|
return false;
|
|
#else
|
|
if ( !FS_Exists(filename.c_str()) )
|
|
return false;
|
|
#endif // GAME_DLL
|
|
|
|
gameplayFile.LoadFile(filename.c_str());
|
|
|
|
while (gameplayFile.TokenAvailable(true))
|
|
{
|
|
token = gameplayFile.GetToken(false);
|
|
|
|
// If the first token isn't an object, there's a problem
|
|
if ( strcmp(token, "OBJECT") )
|
|
return false;
|
|
|
|
gpobject = new GameplayObject();
|
|
if ( gpobject->parseObject(gameplayFile, token) )
|
|
{
|
|
_objectList.AddObject(gpobject);
|
|
}
|
|
else
|
|
{
|
|
delete gpobject;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Build hash table and link subobjects to their base
|
|
_buildHashTable();
|
|
_linkSubObjectsToBase();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: getRootObject
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Does not support the scope operation.
|
|
// This function requests an object at the root level
|
|
// of the database only.
|
|
// Use this function ONLY if you want strictly rool level
|
|
// objects, otherwise, use getObject.
|
|
//
|
|
// Parameters: const str& objname -- Object to look.
|
|
//
|
|
// Returns: Point to the object or 0 if not found
|
|
//
|
|
//--------------------------------------------------------------
|
|
GameplayObject* GameplayDatabase::getRootObject(const str& objname)
|
|
{
|
|
GameplayObject *gpobject;
|
|
unsigned int loc = GenerateHashForName(objname.c_str(), false, HASH_SIZE);
|
|
gpobject = _hashTable[loc];
|
|
while ( gpobject && gpobject->getName() != objname )
|
|
gpobject = gpobject->getNextObject();
|
|
|
|
return gpobject;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: getObject
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Gets the object by the specified name. Also
|
|
// supports the . scope operation.
|
|
//
|
|
// Parameters: const str& objname -- Object to look.
|
|
//
|
|
// Returns: Point to the object or 0 if not found
|
|
//
|
|
//--------------------------------------------------------------
|
|
GameplayObject* GameplayDatabase::getObject(const str& objname)
|
|
{
|
|
// For speed reasons, we save off the last object we asked for
|
|
// if subsequent requests come in for the same object, we don't
|
|
// have to look through the hash table again.
|
|
if ( objname == _lastObjName )
|
|
return _lastObj;
|
|
|
|
GameplayObject *gpobject;
|
|
unsigned int loc = GenerateHashForName(objname.c_str(), false, HASH_SIZE);
|
|
gpobject = _hashTable[loc];
|
|
while ( gpobject && gpobject->getFullScopeName() != objname )
|
|
gpobject = gpobject->getNextObject();
|
|
|
|
_lastObj = gpobject;
|
|
_lastObjName = objname;
|
|
|
|
return gpobject;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: getSubObject
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Gets the subobject by the specified name
|
|
//
|
|
// Parameters: const str& objname -- Root Object name
|
|
// const str& subobjname -- Subobject name
|
|
//
|
|
// Returns: Point to the object or 0 if not found
|
|
//
|
|
//--------------------------------------------------------------
|
|
GameplayObject* GameplayDatabase::getSubObject(const str& objname, const str& subobjname)
|
|
{
|
|
int i;
|
|
GameplayObject *gpobject;
|
|
|
|
for ( i=1; i<=_objectList.NumObjects(); i++ )
|
|
{
|
|
gpobject = _objectList.ObjectAt(i);
|
|
if ( gpobject->getName() == objname )
|
|
return gpobject->getSubObject(subobjname);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: getFloatValue
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Gets the float value associated with the property
|
|
// of the object.
|
|
//
|
|
// Parameters: const str& objname -- Object name to look up.
|
|
// const str& propnme -- Property name to look up
|
|
//
|
|
// Returns: The value, or 1.0
|
|
//
|
|
//--------------------------------------------------------------
|
|
float GameplayDatabase::getFloatValue(const str& objname, const str& propname)
|
|
{
|
|
GameplayObject *gpobject = 0;
|
|
gpobject = getObject(objname);
|
|
if ( !gpobject )
|
|
return 1.0f;
|
|
|
|
return gpobject->getPropertyFloatValue(propname);
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: getStringValue
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Gets the float value associated with the property
|
|
// of the object.
|
|
//
|
|
// Parameters: const str& objname -- Object name to look up.
|
|
// const str& propnme -- Property name to look up
|
|
//
|
|
// Returns: The value, or ""
|
|
//
|
|
//--------------------------------------------------------------
|
|
const str GameplayDatabase::getStringValue(const str& objname, const str& propname)
|
|
{
|
|
GameplayObject *gpobject = 0;
|
|
gpobject = getObject(objname);
|
|
if ( !gpobject )
|
|
return "";
|
|
|
|
return gpobject->getPropertyStringValue(propname);
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: setFloatValue
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Sets float value of a property.
|
|
//
|
|
// Parameters: const str& objname -- Object name
|
|
// const str& propname -- Property name
|
|
// float value -- value
|
|
// bool create -- whether or not to create properties that are not found
|
|
//
|
|
// Returns: bool -- true if the value changed or created.
|
|
//
|
|
//--------------------------------------------------------------
|
|
bool GameplayDatabase::setFloatValue(const str& objname, const str& propname, float value, bool create)
|
|
{
|
|
GameplayObject *gpobject = getObject(objname);
|
|
if ( !gpobject )
|
|
{
|
|
if ( !create ) return false;
|
|
|
|
gpobject = _createFromScope(objname);
|
|
gpobject->setCategory("Misc"); // Category doesn't really matter.
|
|
return true ;
|
|
}
|
|
|
|
return gpobject->setFloatValue(propname, value, create);
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: setStringValue
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Sets float value of a property.
|
|
//
|
|
// Parameters: const str& objname -- Object name
|
|
// const str& propname -- Property name
|
|
// const str& value -- string value
|
|
// bool create -- whether or not to create properties that are not found
|
|
//
|
|
// Returns: bool -- true if the value was changed or created.
|
|
//
|
|
//--------------------------------------------------------------
|
|
bool GameplayDatabase::setStringValue(const str& objname, const str& propname, const str& valuestr, bool create)
|
|
{
|
|
GameplayObject *gpobject = getObject(objname);
|
|
if ( !gpobject )
|
|
{
|
|
if ( !create ) return false;
|
|
|
|
gpobject = _createFromScope(objname);
|
|
gpobject->setCategory("Misc"); // Category doesn't really matter.
|
|
return true ;
|
|
}
|
|
|
|
return gpobject->setStringValue(propname, valuestr, create);
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: setVectorValue
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Sets vector value of a property.
|
|
//
|
|
// Parameters: const str& objname -- Object name
|
|
// const str& propname -- Property name
|
|
// Vector value -- value
|
|
// bool create -- whether or not to create properties that are not found
|
|
//
|
|
// Returns: bool -- true if the value changed or created.
|
|
//
|
|
//--------------------------------------------------------------
|
|
bool GameplayDatabase::setVectorValue(const str& objname, const str& propname, const Vector& value, bool create)
|
|
{
|
|
GameplayObject *gpobject = getObject(objname);
|
|
if ( !gpobject )
|
|
{
|
|
if ( !create ) return false;
|
|
|
|
gpobject = _createFromScope(objname);
|
|
gpobject->setCategory("Misc"); // Category doesn't really matter.
|
|
return true ;
|
|
}
|
|
|
|
return gpobject->setVectorValue(propname, value, create);
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: _linkSubObjectsToBase
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Iterates through all the objects in the database
|
|
// and calls _linkToBase to link each one's subobjects
|
|
// up.
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void GameplayDatabase::_linkSubObjectsToBase()
|
|
{
|
|
int i;
|
|
for ( i=1; i<=_objectList.NumObjects(); i++ )
|
|
{
|
|
GameplayObject *go = _objectList.ObjectAt(i);
|
|
_linkToBase(go);
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: _linkToBase
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Links the subojects in each object to the parent
|
|
// (inherited) object.
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void GameplayDatabase::_linkToBase(GameplayObject *object)
|
|
{
|
|
int j;
|
|
|
|
// Go through all the sub objects
|
|
const Container<GameplayObject *>& subObjectList = object->getSubObjectList();
|
|
for ( j=1; j<=subObjectList.NumObjects(); j++ )
|
|
{
|
|
GameplayObject *subobj = subObjectList.ObjectAt(j);
|
|
GameplayObject *baseObj = getObject(subobj->getName());
|
|
if ( !baseObj )
|
|
assert(0); // Suboject found with no base
|
|
else
|
|
subobj->setBaseObject(baseObj);
|
|
|
|
_linkToBase(subobj);
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: hasObject
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Checks to see if the object exists. Includes
|
|
// scope support.
|
|
//
|
|
// Parameters: const str& objname -- Object to look for
|
|
//
|
|
// Returns: bool
|
|
//
|
|
//--------------------------------------------------------------
|
|
bool GameplayDatabase::hasObject(const str& objname)
|
|
{
|
|
if ( getObject(objname) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: _createFromScope
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Creates an object given the scope... it will return
|
|
// the created object, even if it had to create
|
|
// other objects to get to the scope level required on the
|
|
// way.
|
|
//
|
|
// Parameters: const str& scope -- Scope of the object to create
|
|
//
|
|
// Returns: GameplayObject * -- The new object
|
|
//
|
|
//--------------------------------------------------------------
|
|
GameplayObject* GameplayDatabase::_createFromScope(const str& scope)
|
|
{
|
|
str scopename;
|
|
char tmpstr[255], *sptr;
|
|
//GameplayObject *newObj = 0;
|
|
strcpy(tmpstr, scope.c_str());
|
|
sptr = strtok(tmpstr,".\n");
|
|
scopename += sptr;
|
|
GameplayObject *gpobject = 0;
|
|
gpobject = getRootObject(sptr);
|
|
if ( !gpobject )
|
|
{
|
|
gpobject = new GameplayObject;
|
|
gpobject->setName(sptr);
|
|
gpobject->setFullScopeName(scopename);
|
|
_addToHashTable(gpobject);
|
|
_objectList.AddObject(gpobject);
|
|
}
|
|
|
|
sptr = strtok(NULL,".\n");
|
|
while ( sptr )
|
|
{
|
|
scopename += ".";
|
|
scopename += sptr;
|
|
gpobject = gpobject->getSubObject(sptr);
|
|
if ( !gpobject )
|
|
{
|
|
gpobject = new GameplayObject;
|
|
gpobject->setName(sptr);
|
|
gpobject->setFullScopeName(scopename);
|
|
_addToHashTable(gpobject);
|
|
_objectList.AddObject(gpobject);
|
|
}
|
|
|
|
sptr = strtok(NULL,".\n");
|
|
}
|
|
|
|
//if ( newObj )
|
|
// return newObj;
|
|
//else
|
|
return gpobject;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: _addToHashTable
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Adds the object to the hash table
|
|
//
|
|
// Parameters: GameplayObject *object -- Object to add
|
|
//
|
|
// Returns: bool -- Collision flag. The object or one if it's
|
|
// children collided while being put in the hash table
|
|
//
|
|
//--------------------------------------------------------------
|
|
bool GameplayDatabase::_addToHashTable(GameplayObject *object)
|
|
{
|
|
if ( !object )
|
|
false;
|
|
|
|
bool collisionFlag = false;
|
|
|
|
// Go through and hash all the object's children (since order doesn't matter
|
|
// to the hash table).
|
|
const Container<GameplayObject *>& subObjectList = object->getSubObjectList();
|
|
for ( int j=1; j<=subObjectList.NumObjects(); j++ )
|
|
{
|
|
GameplayObject *subobj = subObjectList.ObjectAt(j);
|
|
if ( _addToHashTable(subobj) )
|
|
collisionFlag = true;
|
|
}
|
|
|
|
unsigned int loc = GenerateHashForName(object->getFullScopeName().c_str(), false, HASH_SIZE);
|
|
GameplayObject *obj = 0;
|
|
obj = _hashTable[loc];
|
|
if ( !obj )
|
|
{
|
|
_hashTable[loc] = object;
|
|
return collisionFlag;
|
|
}
|
|
|
|
// There's a collision because there's already
|
|
// an object in the slot. Get to the last object
|
|
// in the list.
|
|
GameplayObject *prev = 0;
|
|
collisionFlag = true;
|
|
while ( obj )
|
|
{
|
|
prev = obj;
|
|
obj = obj->getNextObject();
|
|
}
|
|
|
|
// Attach the object onto the end of the list
|
|
prev->setNextObject(object);
|
|
|
|
return collisionFlag;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: _buildHashTable
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Builds the hash table.
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void GameplayDatabase::_buildHashTable()
|
|
{
|
|
int i;
|
|
for ( i=1; i<=_objectList.NumObjects(); i++ )
|
|
{
|
|
GameplayObject *go = _objectList.ObjectAt(i);
|
|
_addToHashTable(go);
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: setBase
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Sets the base object of objname to be baseobj.
|
|
//
|
|
// Parameters: const str& objname -- Object on which to set the base
|
|
// const str& baseobj -- Base object to reference
|
|
//
|
|
// Returns: bool
|
|
//
|
|
//--------------------------------------------------------------
|
|
bool GameplayDatabase::setBase(const str& objname, const str& baseobj)
|
|
{
|
|
GameplayObject *obj = 0;
|
|
obj = getObject(objname);
|
|
if ( !obj )
|
|
return false;
|
|
|
|
GameplayObject *base = 0;
|
|
base = getRootObject(baseobj);
|
|
obj->setBaseObject(base);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: clearPropertyOverrides
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Clears all properties in this object that override
|
|
// properties in the base object.
|
|
//
|
|
// Parameters: const str& objname -- Object to clear the properties for
|
|
//
|
|
// Returns: bool - successful or not
|
|
//
|
|
//--------------------------------------------------------------
|
|
bool GameplayDatabase::clearPropertyOverrides(const str& objname)
|
|
{
|
|
int i = 0;
|
|
|
|
// Get the object
|
|
GameplayObject *obj = 0;
|
|
obj = getObject(objname);
|
|
if ( !obj )
|
|
return false;
|
|
|
|
// Get the base object
|
|
GameplayObject *baseobj = 0;
|
|
baseobj = obj->getBaseObject();
|
|
if ( !baseobj )
|
|
return true; // No base, return successful
|
|
|
|
const Container<GameplayProperty *>& proplist = baseobj->getPropertyList();
|
|
for ( i=1; i<=proplist.NumObjects(); i++ )
|
|
{
|
|
GameplayProperty *gp = proplist.ObjectAt(i);
|
|
|
|
// Check for local properties only in the object.
|
|
if ( obj->hasProperty(gp->getName(), true) )
|
|
obj->removeProperty(gp->getName());
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
// Name: getNumberOfModifiedObjects
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Retrieves the number of objects in the database
|
|
// that have their modified flag set. This is used
|
|
// to determine how many objects in the database
|
|
// we're going to have to save out.
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: int -- the number of modified objects.
|
|
//
|
|
//===============================================================
|
|
int GameplayDatabase::getNumberOfModifiedObjects( void )
|
|
{
|
|
int numberOfModifiedObjects = 0 ;
|
|
int numObjects = _objectList.NumObjects();
|
|
|
|
for ( int objectIdx = 1; objectIdx <= numObjects; ++objectIdx )
|
|
{
|
|
GameplayObject *object = _objectList.ObjectAt( objectIdx );
|
|
if ( object->isModified() )
|
|
{
|
|
numberOfModifiedObjects++ ;
|
|
}
|
|
}
|
|
|
|
return numberOfModifiedObjects ;
|
|
}
|
|
|
|
|
|
#ifdef GAME_DLL
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: Archive
|
|
// Class: GameplayDatabase
|
|
//
|
|
// Description: Archive function.
|
|
//
|
|
// Parameters: Archiver &arc -- Archive reference
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void GameplayDatabase::Archive(Archiver &arc)
|
|
{
|
|
GameplayObject *object = 0 ;
|
|
int numModifiedObjects = getNumberOfModifiedObjects();
|
|
int numObjects = _objectList.NumObjects();
|
|
|
|
arc.ArchiveInteger( &numModifiedObjects );
|
|
|
|
if ( arc.Saving() )
|
|
{
|
|
for ( int objectIdx = 1; objectIdx <= numObjects; ++objectIdx )
|
|
{
|
|
object = _objectList.ObjectAt( objectIdx );
|
|
object->Archive( arc );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for ( int objectIdx = 1; objectIdx <= numModifiedObjects; ++objectIdx )
|
|
{
|
|
str scopedObjectName ;
|
|
int numProperties ;
|
|
|
|
arc.ArchiveString( &scopedObjectName );
|
|
arc.ArchiveInteger( &numProperties );
|
|
for ( int propertyIdx = 1; propertyIdx <= numProperties; ++propertyIdx )
|
|
{
|
|
GameplayValueType propertyType = VALUE_FLOAT ;
|
|
Vector vectorValue ;
|
|
float floatValue = 0.0f ;
|
|
str propertyName ;
|
|
str stringValue ;
|
|
|
|
ArchiveEnum( propertyType, GameplayValueType );
|
|
arc.ArchiveString( &propertyName );
|
|
switch( propertyType )
|
|
{
|
|
case VALUE_FLOAT:
|
|
arc.ArchiveFloat( &floatValue );
|
|
setFloatValue( scopedObjectName, propertyName, floatValue, true );
|
|
_pendingDeltaList.AddObject( PendingDelta( scopedObjectName, propertyName, floatValue ) );
|
|
break ;
|
|
case VALUE_STRING:
|
|
arc.ArchiveString( &stringValue );
|
|
setStringValue( scopedObjectName, propertyName, stringValue, true );
|
|
_pendingDeltaList.AddObject( PendingDelta( scopedObjectName, propertyName, stringValue ) );
|
|
break ;
|
|
case VALUE_VECTOR:
|
|
arc.ArchiveVector( &vectorValue );
|
|
// setVectorValue( scopedObjectName, propertyName, vectorValue, true );
|
|
_pendingDeltaList.AddObject( PendingDelta( scopedObjectName, propertyName, vectorValue ) );
|
|
break ;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // GAME_DLL
|