// Copyright (C) 2004 Id Software, Inc. // #include "precompiled.h" #pragma hdrstop #include "../Game_local.h" //#include "TypeInfo.h" #include "../../framework/BuildVersion.h" // HUMANHEAD mdl /* Save game related helper classes. Save games are implemented in two classes, idSaveGame and idRestoreGame, that implement write/read functions for common types. They're passed in to each entity and object for them to archive themselves. Each class implements save/restore functions for it's own data. When restoring, all the objects are instantiated, then the restore function is called on each, superclass first, then subclasses. Pointers are restored by saving out an object index for each unique object pointer and adding them to a list of objects that are to be saved. Restore instantiates all the objects in the list before calling the Restore function on each object so that the pointers returned are valid. No object's restore function should rely on any other objects being fully instantiated until after the restore process is complete. Post restore fixup should be done by posting events with 0 delay. The savegame header will have the Game Name, Version, Map Name, and Player Persistent Info. Changes in version make savegames incompatible, and the game will start from the beginning of the level with the player's persistent info. Changes to classes that don't need to break compatibilty can use the build number as the savegame version. Later versions are responsible for restoring from previous versions by ignoring any unused data and initializing variables that weren't in previous versions with safe information. At the head of the save game is enough information to restore the player to the beginning of the level should the file be unloadable in some way (for example, due to script changes). */ /* ================ idSaveGame::idSaveGame() ================ */ idSaveGame::idSaveGame( idFile *savefile ) { file = savefile; // Put NULL at the start of the list so we can skip over it. objects.Clear(); objects.Append( NULL ); } /* ================ idSaveGame::~idSaveGame() ================ */ idSaveGame::~idSaveGame() { if ( objects.Num() ) { Close(); } } /* ================ idSaveGame::Close ================ */ void idSaveGame::Close( void ) { int i; WriteSoundCommands(); // read trace models idClipModel::SaveTraceModels( this ); for( i = 1; i < objects.Num(); i++ ) { CallSave_r( objects[ i ]->GetType(), objects[ i ] ); WRITE_SAVEDEBUG_MARKER( this, 0xD00F00AA ); // HUMANHEAD mdl } objects.Clear(); #ifdef ID_DEBUG_MEMORY idStr gameState = file->GetName(); gameState.StripFileExtension(); WriteGameState_f( idCmdArgs( va( "test %s_save", gameState.c_str() ), false ) ); #endif } /* ================ idSaveGame::WriteObjectList ================ */ void idSaveGame::WriteObjectList( void ) { int i; WriteInt( objects.Num() - 1 ); for( i = 1; i < objects.Num(); i++ ) { WriteString( objects[ i ]->GetClassname() ); } } /* ================ idSaveGame::CallSave_r ================ */ void idSaveGame::CallSave_r( const idTypeInfo *cls, const idClass *obj ) { if ( cls->super ) { CallSave_r( cls->super, obj ); if ( cls->super->Save == cls->Save ) { // don't call save on this inheritance level since the function was called in the super class return; } } WRITE_SAVEDEBUG_MARKER( this, 0xD00F00BB ); // HUMANHEAD mdl ( obj->*cls->Save )( this ); WRITE_SAVEDEBUG_MARKER( this, 0xD00F00CC ); // HUMANHEAD mdl } /* ================ idSaveGame::AddObject ================ */ void idSaveGame::AddObject( const idClass *obj ) { objects.AddUnique( obj ); } /* ================ idSaveGame::Write ================ */ void idSaveGame::Write( const void *buffer, int len ) { file->Write( buffer, len ); } /* ================ idSaveGame::WriteInt ================ */ void idSaveGame::WriteInt( const int value ) { file->WriteInt( value ); } /* ================ idSaveGame::WriteJoint ================ */ void idSaveGame::WriteJoint( const jointHandle_t value ) { file->WriteInt( (int&)value ); } /* ================ idSaveGame::WriteShort ================ */ void idSaveGame::WriteShort( const short value ) { file->WriteShort( value ); } /* ================ idSaveGame::WriteByte ================ */ void idSaveGame::WriteByte( const byte value ) { file->Write( &value, sizeof( value ) ); } /* ================ idSaveGame::WriteSignedChar ================ */ void idSaveGame::WriteSignedChar( const signed char value ) { file->Write( &value, sizeof( value ) ); } /* ================ idSaveGame::WriteFloat ================ */ void idSaveGame::WriteFloat( const float value ) { file->WriteFloat( value ); } /* ================ idSaveGame::WriteBool ================ */ void idSaveGame::WriteBool( const bool value ) { file->WriteBool( value ); } /* ================ idSaveGame::WriteString ================ */ void idSaveGame::WriteString( const char *string ) { int len; len = strlen( string ); WriteInt( len ); file->Write( string, len ); } /* ================ idSaveGame::WriteVec2 ================ */ void idSaveGame::WriteVec2( const idVec2 &vec ) { file->WriteVec2( vec ); } /* ================ idSaveGame::WriteVec3 ================ */ void idSaveGame::WriteVec3( const idVec3 &vec ) { file->WriteVec3( vec ); } /* ================ idSaveGame::WriteVec4 ================ */ void idSaveGame::WriteVec4( const idVec4 &vec ) { file->WriteVec4( vec ); } /* ================ idSaveGame::WriteVec6 ================ */ void idSaveGame::WriteVec6( const idVec6 &vec ) { file->WriteVec6( vec ); } /* ================ idSaveGame::WriteBounds ================ */ void idSaveGame::WriteBounds( const idBounds &bounds ) { idBounds b = bounds; LittleRevBytes( &b, sizeof(float), sizeof(b)/sizeof(float) ); file->Write( &b, sizeof( b ) ); } /* ================ idSaveGame::WriteBounds ================ */ void idSaveGame::WriteWinding( const idWinding &w ) { int i, num; num = w.GetNumPoints(); file->WriteInt( num ); for ( i = 0; i < num; i++ ) { idVec5 v = w[i]; LittleRevBytes(&v, sizeof(float), sizeof(v)/sizeof(float) ); file->Write( &v, sizeof(v) ); } } /* ================ idSaveGame::WriteMat3 ================ */ void idSaveGame::WriteMat3( const idMat3 &mat ) { file->WriteMat3( mat ); } /* ================ idSaveGame::WriteAngles ================ */ void idSaveGame::WriteAngles( const idAngles &angles ) { idAngles v = angles; LittleRevBytes(&v, sizeof(float), sizeof(v)/sizeof(float) ); file->Write( &v, sizeof( v ) ); } /* ================ idSaveGame::WriteObject ================ */ void idSaveGame::WriteObject( const idClass *obj ) { int index; index = objects.FindIndex( obj ); if ( index < 0 ) { gameLocal.DPrintf( "idSaveGame::WriteObject - WriteObject FindIndex failed\n" ); // Use the NULL index index = 0; } WriteInt( index ); } /* ================ idSaveGame::WriteStaticObject ================ */ void idSaveGame::WriteStaticObject( const idClass &obj ) { CallSave_r( obj.GetType(), &obj ); } /* ================ idSaveGame::WriteDict ================ */ void idSaveGame::WriteDict( const idDict *dict ) { int num; int i; const idKeyValue *kv; if ( !dict ) { WriteInt( -1 ); } else { num = dict->GetNumKeyVals(); WriteInt( num ); for( i = 0; i < num; i++ ) { kv = dict->GetKeyVal( i ); WriteString( kv->GetKey() ); WriteString( kv->GetValue() ); } } } /* ================ idSaveGame::WriteMaterial ================ */ void idSaveGame::WriteMaterial( const idMaterial *material ) { if ( !material ) { WriteString( "" ); } else { WriteString( material->GetName() ); } } /* ================ idSaveGame::WriteSkin ================ */ void idSaveGame::WriteSkin( const idDeclSkin *skin ) { if ( !skin ) { WriteString( "" ); } else { WriteString( skin->GetName() ); } } /* ================ idSaveGame::WriteParticle ================ */ void idSaveGame::WriteParticle( const idDeclParticle *particle ) { if ( !particle ) { WriteString( "" ); } else { WriteString( particle->GetName() ); } } /* ================ idSaveGame::WriteFX ================ */ void idSaveGame::WriteFX( const idDeclFX *fx ) { if ( !fx ) { WriteString( "" ); } else { WriteString( fx->GetName() ); } } /* ================ idSaveGame::WriteModelDef ================ */ void idSaveGame::WriteModelDef( const idDeclModelDef *modelDef ) { if ( !modelDef ) { WriteString( "" ); } else { WriteString( modelDef->GetName() ); } } /* ================ idSaveGame::WriteSoundShader ================ */ void idSaveGame::WriteSoundShader( const idSoundShader *shader ) { const char *name; if ( !shader ) { WriteString( "" ); } else { name = shader->GetName(); WriteString( name ); } } /* ================ 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; 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" ); } } } /* ================ idSaveGame::WriteRenderEntity ================ */ void idSaveGame::WriteRenderEntity( const renderEntity_t &renderEntity ) { int i; WriteModel( renderEntity.hModel ); WriteInt( renderEntity.entityNum ); WriteInt( renderEntity.bodyId ); WriteBounds( renderEntity.bounds ); // callback is set by class's Restore function WriteInt( renderEntity.suppressSurfaceInViewID ); WriteInt( renderEntity.suppressShadowInViewID ); WriteInt( renderEntity.suppressShadowInLightID ); WriteInt( renderEntity.allowSurfaceInViewID ); WriteVec3( renderEntity.origin ); WriteMat3( renderEntity.axis ); WriteMaterial( renderEntity.customShader ); WriteMaterial( renderEntity.referenceShader ); WriteSkin( renderEntity.customSkin ); if ( renderEntity.referenceSound != NULL ) { WriteInt( renderEntity.referenceSound->Index() ); } else { WriteInt( 0 ); } 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.weaponDepthHack ); WriteBool( renderEntity.forceUpdate ); // HUMANHEAD mdl if( renderEntity.declBeam ) { WriteBool( true ); WriteString( renderEntity.declBeam->GetName() ); } else { WriteBool( false ); } if( renderEntity.beamNodes ) { WriteBool( true ); for( i = 0; i < MAX_BEAM_NODES; i++ ) { WriteVec3( renderEntity.beamNodes->nodes[i] ); } } else { WriteBool( false ); } WriteBool( renderEntity.onlyVisibleInSpirit ); WriteBool( renderEntity.onlyInvisibleInSpirit ); WriteBool( renderEntity.lowSkippable ); //HUMANHEAD bjk WriteFloat( renderEntity.eyeDistance ); // HUMANHEAD END } /* ================ idSaveGame::WriteRenderLight ================ */ void idSaveGame::WriteRenderLight( const renderLight_t &renderLight ) { int i; WriteMat3( renderLight.axis ); WriteVec3( renderLight.origin ); WriteInt( renderLight.suppressLightInViewID ); WriteInt( renderLight.allowLightInViewID ); WriteBool( renderLight.noShadows ); WriteBool( renderLight.noSpecular ); WriteBool( renderLight.lowSkippable ); //HUMANHEAD bjk WriteBool( renderLight.pointLight ); WriteBool( renderLight.parallel ); WriteVec3( renderLight.lightRadius ); WriteVec3( renderLight.lightCenter ); WriteVec3( renderLight.target ); WriteVec3( renderLight.right ); WriteVec3( renderLight.up ); WriteVec3( renderLight.start ); WriteVec3( renderLight.end ); // only idLight has a prelightModel and it's always based on the entityname, so we'll restore it there // WriteModel( renderLight.prelightModel ); WriteInt( renderLight.lightId ); WriteMaterial( renderLight.shader ); for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) { WriteFloat( renderLight.shaderParms[ i ] ); } if ( renderLight.referenceSound != NULL ) { WriteInt( renderLight.referenceSound->Index() ); } else { WriteInt( 0 ); } } /* ================ idSaveGame::WriteRefSound ================ */ void idSaveGame::WriteRefSound( const refSound_t &refSound ) { if ( refSound.referenceSound ) { WriteInt( refSound.referenceSound->Index() ); } else { WriteInt( 0 ); } WriteVec3( refSound.origin ); WriteInt( refSound.listenerId ); WriteSoundShader( refSound.shader ); WriteFloat( refSound.diversity ); WriteBool( refSound.waitfortrigger ); WriteFloat( refSound.parms.minDistance ); WriteFloat( refSound.parms.maxDistance ); WriteFloat( refSound.parms.volume ); WriteFloat( refSound.parms.shakes ); WriteInt( refSound.parms.soundShaderFlags ); WriteInt( refSound.parms.soundClass ); WriteInt( refSound.parms.subIndex ); WriteInt( refSound.parms.profanityIndex ); WriteFloat( refSound.parms.profanityDelay ); WriteFloat( refSound.parms.profanityDuration ); } /* ================ idSaveGame::WriteRenderView ================ */ void idSaveGame::WriteRenderView( const renderView_t &view ) { int i; 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 ); // HUMANHEAD mdl WriteBool( view.forceUpdate ); WriteBool( view.viewSpiritEntities ); // HUMANHEAD END 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 ) { WriteInt( usercmd.gameFrame ); WriteInt( usercmd.gameTime ); WriteInt( usercmd.duplicateCount ); WriteByte( usercmd.buttons ); 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 ); } /* =================== idSaveGame::WriteTrace =================== */ void idSaveGame::WriteTrace( const trace_t &trace ) { WriteFloat( trace.fraction ); WriteVec3( trace.endpos ); WriteMat3( trace.endAxis ); WriteContactInfo( trace.c ); } /* =================== idRestoreGame::WriteTraceModel =================== */ void idSaveGame::WriteTraceModel( const idTraceModel &trace ) { int j, k; WriteInt( (int&)trace.type ); WriteInt( trace.numVerts ); for ( j = 0; j < MAX_TRACEMODEL_VERTS; j++ ) { WriteVec3( trace.verts[j] ); } WriteInt( trace.numEdges ); for ( j = 0; j < (MAX_TRACEMODEL_EDGES+1); j++ ) { WriteInt( trace.edges[j].v[0] ); WriteInt( trace.edges[j].v[1] ); WriteVec3( trace.edges[j].normal ); } WriteInt( trace.numPolys ); for ( j = 0; j < MAX_TRACEMODEL_POLYS; j++ ) { WriteVec3( trace.polys[j].normal ); WriteFloat( trace.polys[j].dist ); WriteBounds( trace.polys[j].bounds ); WriteInt( trace.polys[j].numEdges ); for ( k = 0; k < MAX_TRACEMODEL_POLYEDGES; k++ ) { WriteInt( trace.polys[j].edges[k] ); } } WriteVec3( trace.offset ); WriteBounds( trace.bounds ); WriteBool( trace.isConvex ); // padding win32 native structs char tmp[3]; memset( tmp, 0, sizeof( tmp ) ); file->Write( tmp, 3 ); } /* =================== idSaveGame::WriteClipModel =================== */ void idSaveGame::WriteClipModel( const idClipModel *clipModel ) { if ( clipModel != NULL ) { WriteBool( true ); clipModel->Save( this ); } else { WriteBool( false ); } } /* =================== idSaveGame::WriteSoundCommands =================== */ void idSaveGame::WriteSoundCommands( void ) { gameSoundWorld->WriteToSaveGame( file ); } /* ====================== idSaveGame::WriteBuildNumber ====================== */ void idSaveGame::WriteBuildNumber( const int value ) { file->WriteInt( BUILD_NUMBER ); } /*********************************************************************** idRestoreGame ***********************************************************************/ /* ================ idRestoreGame::RestoreGame ================ */ idRestoreGame::idRestoreGame( idFile *savefile ) { file = savefile; } /* ================ idRestoreGame::~idRestoreGame() ================ */ idRestoreGame::~idRestoreGame() { } /* ================ 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(); #ifdef ID_DEBUG_MEMORY InitTypeVariables( objects[i], type->classname, 0xce ); #endif } } /* ================ 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++ ) { CallRestore_r( objects[ i ]->GetType(), objects[ i ] ); READ_SAVEDEBUG_MARKER( this, 0xD00F00AA ); // HUMANHEAD mdl } // regenerate render entities and render lights because are not saved for( i = 1; i < objects.Num(); i++ ) { if ( objects[ i ]->IsType( idEntity::Type ) ) { idEntity *ent = static_cast( objects[ i ] ); ent->UpdateVisuals(); ent->Present(); } } #ifdef ID_DEBUG_MEMORY idStr gameState = file->GetName(); gameState.StripFileExtension(); WriteGameState_f( idCmdArgs( va( "test %s_restore", gameState.c_str() ), false ) ); //CompareGameState_f( idCmdArgs( va( "test %s_save", gameState.c_str() ) ) ); gameLocal.Error( "dumped game states" ); #endif } /* ==================== void idRestoreGame::DeleteObjects ==================== */ void idRestoreGame::DeleteObjects( 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 ); objects.DeleteContents( true ); gameLocal.Error( "%s", text ); } /* ================ idRestoreGame::CallRestore_r ================ */ void idRestoreGame::CallRestore_r( const idTypeInfo *cls, idClass *obj ) { if ( cls->super ) { CallRestore_r( cls->super, obj ); if ( cls->super->Restore == cls->Restore ) { // don't call save on this inheritance level since the function was called in the super class return; } } READ_SAVEDEBUG_MARKER( this, 0xD00F00BB ); // HUMANHEAD mdl ( obj->*cls->Restore )( this ); READ_SAVEDEBUG_MARKER( this, 0xD00F00CC ); // HUMANHEAD mdl } /* ================ 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->Read( &value, sizeof( value ) ); } /* ================ idRestoreGame::ReadSignedChar ================ */ void idRestoreGame::ReadSignedChar( signed char &value ) { file->Read( &value, sizeof( value ) ); } /* ================ idRestoreGame::ReadFloat ================ */ void idRestoreGame::ReadFloat( float &value ) { file->ReadFloat( value ); } /* ================ idRestoreGame::ReadBool ================ */ void idRestoreGame::ReadBool( bool &value ) { file->ReadBool( value ); } /* ================ idRestoreGame::ReadString ================ */ void idRestoreGame::ReadString( idStr &string ) { int len; ReadInt( len ); if ( len < 0 ) { Error( "idRestoreGame::ReadString: invalid length" ); } string.Fill( ' ', len ); file->Read( &string[ 0 ], len ); } /* ================ 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::ReadVec6 ================ */ void idRestoreGame::ReadVec6( idVec6 &vec ) { file->ReadVec6( vec ); } /* ================ idRestoreGame::ReadBounds ================ */ void idRestoreGame::ReadBounds( idBounds &bounds ) { file->Read( &bounds, sizeof( bounds ) ); LittleRevBytes( &bounds, sizeof(float), sizeof(bounds)/sizeof(float) ); } /* ================ idRestoreGame::ReadWinding ================ */ void idRestoreGame::ReadWinding( idWinding &w ) { int i, num; file->ReadInt( num ); w.SetNumPoints( num ); for ( i = 0; i < num; i++ ) { file->Read( &w[i], sizeof(idVec5) ); LittleRevBytes(&w[i], sizeof(float), sizeof(idVec5)/sizeof(float) ); } } /* ================ idRestoreGame::ReadMat3 ================ */ void idRestoreGame::ReadMat3( idMat3 &mat ) { file->ReadMat3( mat ); } /* ================ idRestoreGame::ReadAngles ================ */ void idRestoreGame::ReadAngles( idAngles &angles ) { file->Read( &angles, sizeof( angles ) ); LittleRevBytes(&angles, sizeof(float), sizeof(idAngles)/sizeof(float) ); } /* ================ idRestoreGame::ReadObject ================ */ void idRestoreGame::ReadObject( idClass *&obj ) { int index; ReadInt( index ); if ( ( index < 0 ) || ( index >= objects.Num() ) ) { Error( "idRestoreGame::ReadObject: invalid object index" ); } obj = objects[ index ]; } /* ================ idRestoreGame::ReadStaticObject ================ */ void idRestoreGame::ReadStaticObject( idClass &obj ) { CallRestore_r( obj.GetType(), &obj ); } /* ================ idRestoreGame::ReadDict ================ */ void idRestoreGame::ReadDict( idDict *dict ) { int num; int i; idStr key; idStr value; ReadInt( num ); if ( num < 0 ) { dict = NULL; } else { dict->Clear(); for( i = 0; i < num; i++ ) { ReadString( key ); ReadString( value ); dict->Set( key, value ); } } } /* ================ idRestoreGame::ReadMaterial ================ */ void idRestoreGame::ReadMaterial( const idMaterial *&material ) { idStr name; ReadString( name ); if ( !name.Length() ) { material = NULL; } else { material = declManager->FindMaterial( name ); } } /* ================ idRestoreGame::ReadSkin ================ */ void idRestoreGame::ReadSkin( const idDeclSkin *&skin ) { idStr name; ReadString( name ); if ( !name.Length() ) { skin = NULL; } else { skin = declManager->FindSkin( name ); } } /* ================ idRestoreGame::ReadParticle ================ */ void idRestoreGame::ReadParticle( const idDeclParticle *&particle ) { idStr name; ReadString( name ); if ( !name.Length() ) { particle = NULL; } else { particle = static_cast( declManager->FindType( DECL_PARTICLE, name ) ); } } /* ================ idRestoreGame::ReadFX ================ */ void idRestoreGame::ReadFX( const idDeclFX *&fx ) { idStr name; ReadString( name ); if ( !name.Length() ) { fx = NULL; } else { fx = static_cast( declManager->FindType( DECL_FX, name ) ); } } /* ================ idRestoreGame::ReadSoundShader ================ */ void idRestoreGame::ReadSoundShader( const idSoundShader *&shader ) { idStr name; ReadString( name ); if ( !name.Length() ) { shader = NULL; } else { shader = declManager->FindSound( name ); } } /* ================ idRestoreGame::ReadModelDef ================ */ void idRestoreGame::ReadModelDef( const idDeclModelDef *&modelDef ) { idStr name; ReadString( name ); if ( !name.Length() ) { modelDef = NULL; } else { modelDef = static_cast( declManager->FindType( DECL_MODELDEF, name, false ) ); } } /* ================ idRestoreGame::ReadModel ================ */ void idRestoreGame::ReadModel( idRenderModel *&model ) { idStr name; ReadString( name ); if ( !name.Length() ) { model = NULL; } else { model = renderModelManager->FindModel( name ); } } /* ================ idRestoreGame::ReadUserInterface ================ */ void idRestoreGame::ReadUserInterface( idUserInterface *&ui ) { idStr name; ReadString( name ); if ( !name.Length() ) { ui = NULL; } else { bool unique; ReadBool( unique ); ui = uiManager->FindGui( name, true, unique ); if ( ui ) { if ( ui->ReadFromSaveGame( file ) == false ) { Error( "idSaveGame::ReadUserInterface: ui failed to read properly\n" ); } else { ui->StateChanged( gameLocal.time ); } } } } /* ================ idRestoreGame::ReadRenderEntity ================ */ void idRestoreGame::ReadRenderEntity( renderEntity_t &renderEntity ) { int i; int index; ReadModel( renderEntity.hModel ); ReadInt( renderEntity.entityNum ); ReadInt( renderEntity.bodyId ); ReadBounds( renderEntity.bounds ); // callback is set by class's Restore function renderEntity.callback = NULL; renderEntity.callbackData = NULL; ReadInt( renderEntity.suppressSurfaceInViewID ); ReadInt( renderEntity.suppressShadowInViewID ); ReadInt( renderEntity.suppressShadowInLightID ); ReadInt( renderEntity.allowSurfaceInViewID ); ReadVec3( renderEntity.origin ); ReadMat3( renderEntity.axis ); ReadMaterial( renderEntity.customShader ); ReadMaterial( renderEntity.referenceShader ); ReadSkin( renderEntity.customSkin ); ReadInt( index ); renderEntity.referenceSound = gameSoundWorld->EmitterForIndex( index ); for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) { ReadFloat( renderEntity.shaderParms[ i ] ); } for( i = 0; i < MAX_RENDERENTITY_GUI; i++ ) { ReadUserInterface( renderEntity.gui[ i ] ); } // idEntity will restore "cameraTarget", which will be used in idEntity::Present to restore the remoteRenderView renderEntity.remoteRenderView = NULL; renderEntity.joints = NULL; renderEntity.numJoints = 0; ReadFloat( renderEntity.modelDepthHack ); ReadBool( renderEntity.noSelfShadow ); ReadBool( renderEntity.noShadow ); ReadBool( renderEntity.noDynamicInteractions ); ReadBool( renderEntity.weaponDepthHack ); ReadBool( renderEntity.forceUpdate ); // HUMANHEAD mdl bool bTmp; idStr strTmp; ReadBool( bTmp ); if( bTmp ) { ReadString( strTmp ); renderEntity.declBeam = (const hhDeclBeam*)declManager->FindType(DECL_BEAM, strTmp, false); // jmarshall: didn't need to add engine functions for this. } else { renderEntity.declBeam = NULL; } ReadBool( bTmp ); if( bTmp ) { renderEntity.beamNodes = (hhBeamNodes_t *)Mem_ClearedAlloc(sizeof(hhBeamNodes_t) * renderEntity.declBeam->numBeams); for( i = 0; i < MAX_BEAM_NODES; i++ ) { ReadVec3( renderEntity.beamNodes->nodes[i] ); } } else { renderEntity.beamNodes = NULL; } ReadBool( renderEntity.onlyVisibleInSpirit ); ReadBool( renderEntity.onlyInvisibleInSpirit ); ReadBool( renderEntity.lowSkippable ); //HUMANHEAD bjk ReadFloat( renderEntity.eyeDistance ); #if _HH_RENDERDEMO_HACKS renderEntity.notInRenderDemos = 0; #endif renderEntity.timeGroup = 0; // renderEntity.xrayIndex = 0; // HUMANHEAD END } /* ================ idRestoreGame::ReadRenderLight ================ */ void idRestoreGame::ReadRenderLight( renderLight_t &renderLight ) { int index; int i; ReadMat3( renderLight.axis ); ReadVec3( renderLight.origin ); ReadInt( renderLight.suppressLightInViewID ); ReadInt( renderLight.allowLightInViewID ); ReadBool( renderLight.noShadows ); ReadBool( renderLight.noSpecular ); ReadBool( renderLight.lowSkippable ); //HUMANHEAD bjk ReadBool( renderLight.pointLight ); ReadBool( renderLight.parallel ); ReadVec3( renderLight.lightRadius ); ReadVec3( renderLight.lightCenter ); ReadVec3( renderLight.target ); ReadVec3( renderLight.right ); ReadVec3( renderLight.up ); ReadVec3( renderLight.start ); ReadVec3( renderLight.end ); // only idLight has a prelightModel and it's always based on the entityname, so we'll restore it there // ReadModel( renderLight.prelightModel ); renderLight.prelightModel = NULL; ReadInt( renderLight.lightId ); ReadMaterial( renderLight.shader ); for( i = 0; i < MAX_ENTITY_SHADER_PARMS; i++ ) { ReadFloat( renderLight.shaderParms[ i ] ); } ReadInt( index ); renderLight.referenceSound = gameSoundWorld->EmitterForIndex( index ); } /* ================ idRestoreGame::ReadRefSound ================ */ void idRestoreGame::ReadRefSound( refSound_t &refSound ) { int index; ReadInt( index ); refSound.referenceSound = gameSoundWorld->EmitterForIndex( index ); ReadVec3( refSound.origin ); ReadInt( refSound.listenerId ); ReadSoundShader( refSound.shader ); ReadFloat( refSound.diversity ); ReadBool( refSound.waitfortrigger ); ReadFloat( refSound.parms.minDistance ); ReadFloat( refSound.parms.maxDistance ); ReadFloat( refSound.parms.volume ); ReadFloat( refSound.parms.shakes ); ReadInt( refSound.parms.soundShaderFlags ); ReadInt( refSound.parms.soundClass ); ReadInt( refSound.parms.subIndex ); ReadInt( refSound.parms.profanityIndex ); ReadFloat( refSound.parms.profanityDelay ); ReadFloat( refSound.parms.profanityDuration ); } /* ================ idRestoreGame::ReadRenderView ================ */ void idRestoreGame::ReadRenderView( renderView_t &view ) { int i; 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 ); // HUMANHEAD mdl ReadBool( view.forceUpdate ); ReadBool( view.viewSpiritEntities ); // HUMANHEAD END ReadInt( view.time ); for( i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) { ReadFloat( view.shaderParms[ i ] ); } } /* ================= idRestoreGame::ReadUsercmd ================= */ void idRestoreGame::ReadUsercmd( usercmd_t &usercmd ) { ReadInt( usercmd.gameFrame ); ReadInt( usercmd.gameTime ); ReadInt( usercmd.duplicateCount ); ReadByte( usercmd.buttons ); 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 ); } /* =================== idRestoreGame::ReadTrace =================== */ void idRestoreGame::ReadTrace( trace_t &trace ) { ReadFloat( trace.fraction ); ReadVec3( trace.endpos ); ReadMat3( trace.endAxis ); ReadContactInfo( trace.c ); } /* =================== idRestoreGame::ReadTraceModel =================== */ void idRestoreGame::ReadTraceModel( idTraceModel &trace ) { int j, k; ReadInt( (int&)trace.type ); ReadInt( trace.numVerts ); for ( j = 0; j < MAX_TRACEMODEL_VERTS; j++ ) { ReadVec3( trace.verts[j] ); } ReadInt( trace.numEdges ); for ( j = 0; j < (MAX_TRACEMODEL_EDGES+1); j++ ) { ReadInt( trace.edges[j].v[0] ); ReadInt( trace.edges[j].v[1] ); ReadVec3( trace.edges[j].normal ); } ReadInt( trace.numPolys ); for ( j = 0; j < MAX_TRACEMODEL_POLYS; j++ ) { ReadVec3( trace.polys[j].normal ); ReadFloat( trace.polys[j].dist ); ReadBounds( trace.polys[j].bounds ); ReadInt( trace.polys[j].numEdges ); for ( k = 0; k < MAX_TRACEMODEL_POLYEDGES; k++ ) { ReadInt( trace.polys[j].edges[k] ); } } ReadVec3( trace.offset ); ReadBounds( trace.bounds ); ReadBool( trace.isConvex ); // padding win32 native structs char tmp[3]; file->Read( tmp, 3 ); } /* ===================== idRestoreGame::ReadClipModel ===================== */ void idRestoreGame::ReadClipModel( idClipModel *&clipModel ) { bool restoreClipModel; ReadBool( restoreClipModel ); if ( restoreClipModel ) { clipModel = new idClipModel(); clipModel->Restore( this ); } else { clipModel = NULL; } } /* ===================== idRestoreGame::ReadSoundCommands ===================== */ void idRestoreGame::ReadSoundCommands( void ) { gameSoundWorld->StopAllSounds(); gameSoundWorld->ReadFromSaveGame( file ); } /* ===================== idRestoreGame::ReadBuildNumber ===================== */ void idRestoreGame::ReadBuildNumber( void ) { file->ReadInt( buildNumber ); } /* ===================== idRestoreGame::GetBuildNumber ===================== */ int idRestoreGame::GetBuildNumber( void ) { return buildNumber; } // HUMANHEAD ADDITIONS void idSaveGame::WriteEventDef( const idEventDef *event ) { int value = -1; if (event != NULL) { value = event->GetEventNum(); } file->Write( &value, sizeof( value ) ); } void idRestoreGame::ReadEventDef( const idEventDef *&event ) { int value; file->Read( &value, sizeof( value ) ); if (value == -1) { event = NULL; } else { event = idEventDef::FindEvent(value); } } void idSaveGame::WriteQuat( const idQuat &quat ) { WriteFloat( quat.x ); WriteFloat( quat.y ); WriteFloat( quat.z ); WriteFloat( quat.w ); } void idRestoreGame::ReadQuat( idQuat &quat ) { ReadFloat( quat.x ); ReadFloat( quat.y ); ReadFloat( quat.z ); ReadFloat( quat.w ); } void idSaveGame::WriteStringList( const idList &list ) { int num = list.Num(); WriteInt( num ); for( int i = 0; i < num; i++ ) { WriteString( list[i] ); } } void idRestoreGame::ReadStringList( idList &list ) { int num; idStr tmp; ReadInt( num ); list.Clear(); for( int i = 0; i < num; i++ ) { ReadString( tmp ); list.Append( tmp ); } }