Serious-Engine/Sources/Engine/World/WorldIO.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

841 lines
25 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include <Engine/StdH.h>
#include <Engine/Base/Stream.h>
#include <Engine/Math/Float.h>
#include <Engine/World/World.h>
#include <Engine/World/WorldEditingProfile.h>
#include <Engine/World/WorldSettings.h>
#include <Engine/Entities/EntityClass.h>
#include <Engine/Entities/Precaching.h>
#include <Engine/Templates/DynamicContainer.cpp>
#include <Engine/Brushes/BrushArchive.h>
#include <Engine/Terrain/TerrainArchive.h>
#include <Engine/Base/ProgressHook.h>
#include <Engine/Network/Network.h>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/Terrain/Terrain.h>
#define WORLDSTATEVERSION_NOCLASSCONTAINER 9
#define WORLDSTATEVERSION_MULTITEXTURING 8
#define WORLDSTATEVERSION_SHADOWSPERMIP 7
#define WORLDSTATEVERSION_CURRENT WORLDSTATEVERSION_NOCLASSCONTAINER
CWorld *_pwoCurrentLoading = NULL; // world that is currently loading
BOOL _bReadEntitiesByID = FALSE;
extern BOOL _bPortalSectorLinksPreLoaded;
extern BOOL _bEntitySectorLinksPreLoaded;
extern BOOL _bFileReplacingApplied;
/*
* Save entire world (both brushes current state).
*/
void CWorld::Save_t(const CTFileName &fnmWorld) // throw char *
{
// create the file
CTFileStream strmFile;
strmFile.Create_t(fnmWorld);
// save engine build
_pNetwork->WriteVersion_t(strmFile);
// write the world to the file
Write_t(&strmFile);
}
/*
* Load entire world (both brushes and current state).
*/
void CWorld::Load_t(const CTFileName &fnmWorld) // throw char *
{
// remember the file
wo_fnmFileName = fnmWorld;
// open the file
CTFileStream strmFile;
strmFile.Open_t(fnmWorld);
// check engine build allowing reinit
BOOL bNeedsReinit;
_pNetwork->CheckVersion_t(strmFile, TRUE, bNeedsReinit);
// read the world from the file
Read_t(&strmFile);
// close the file
strmFile.Close();
// if reinit is needed
if (bNeedsReinit) {
// reinitialize
SetProgressDescription(TRANS("converting from old version"));
CallProgressHook_t(0.0f);
ReinitializeEntities();
CallProgressHook_t(1.0f);
// reinitialize
SetProgressDescription(TRANS("saving converted file"));
CallProgressHook_t(0.0f);
Save_t(fnmWorld);
CallProgressHook_t(1.0f);
}
}
/*
* Write entire world (both brushes and current state).
*/
void CWorld::Write_t(CTStream *postrm) // throw char *
{
// need high FPU precision
CSetFPUPrecision FPUPrecision(FPT_53BIT);
// delete all predictor entities before saving
UnmarkForPrediction();
DeletePredictors();
// lock all arrays and containers
LockAll();
postrm->WriteID_t("WRLD"); // 'world'
// write the world brushes to the file
WriteBrushes_t(postrm);
// write current world state to the file
WriteState_t(postrm);
postrm->WriteID_t("WEND"); // 'world end'
// unlock all arrays and containers
UnlockAll();
}
/*
* Read entire world (both brushes and current state).
*/
void CWorld::Read_t(CTStream *pistrm) // throw char *
{
_pfWorldEditingProfile.IncrementAveragingCounter();
_bFileReplacingApplied = FALSE;
// need high FPU precision
CSetFPUPrecision FPUPrecision(FPT_53BIT);
// clear eventual old data in the world
Clear();
// lock all arrays and containers
LockAll();
pistrm->ExpectID_t("WRLD"); // 'world'
// read the world brushes from the file
ReadBrushes_t(pistrm);
// read current world state from the file
ReadState_t(pistrm);
pistrm->ExpectID_t("WEND"); // 'world end'
// unlock all arrays and containers
UnlockAll();
if( _bFileReplacingApplied)
WarningMessage("Some of files needed to load world have been replaced while loading");
}
/*
* Load just world brushes from a file with entire world information.
*/
void CWorld::LoadBrushes_t(const CTFileName &fnmWorld) // throw char *
{
// remember the file
wo_fnmFileName = fnmWorld;
// open the file
CTFileStream strmFile;
strmFile.Open_t(fnmWorld);
// check engine build disallowing reinit
BOOL bNeedsReinit;
_pNetwork->CheckVersion_t(strmFile, FALSE, bNeedsReinit);
ASSERT(!bNeedsReinit);
strmFile.ExpectID_t("WRLD"); // 'world'
// read the world brushes from the file
ReadBrushes_t(&strmFile);
}
/*
* Read world brushes from stream.
*/
void CWorld::ReadBrushes_t( CTStream *istrm)// throw char *
{
_pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_READBRUSHES);
// must be in 53bit mode when managing brushes
CSetFPUPrecision FPUPrecision(FPT_53BIT);
ReadInfo_t(istrm, FALSE);
SetProgressDescription(TRANS("loading world textures"));
CallProgressHook_t(0.0f);
// read the brushes from the file
_pwoCurrentLoading = this;
istrm->DictionaryReadBegin_t();
istrm->DictionaryPreload_t();
CallProgressHook_t(1.0f);
SetProgressDescription(TRANS("loading brushes"));
CallProgressHook_t(0.0f);
wo_baBrushes.Read_t(istrm);
CallProgressHook_t(1.0f);
// if there are some terrais in world
if(istrm->PeekID_t()==CChunkID("TRAR")) { // 'terrain archive'
SetProgressDescription(TRANS("loading terrains"));
CallProgressHook_t(0.0f);
wo_taTerrains.Read_t(istrm);
CallProgressHook_t(1.0f);
}
istrm->DictionaryReadEnd_t();
_pwoCurrentLoading = NULL;
_pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_READBRUSHES);
}
/*
* Write world brushes to stream.
*/
void CWorld::WriteBrushes_t( CTStream *ostrm) // throw char *
{
WriteInfo_t(ostrm);
// write the brushes to the file
ostrm->DictionaryWriteBegin_t(CTString(""), 0);
wo_baBrushes.Write_t(ostrm);
wo_taTerrains.Write_t(ostrm);
ostrm->DictionaryWriteEnd_t();
}
/*
* Read current world state from stream.
*/
void CWorld::ReadState_t( CTStream *istr) // throw char *
{
_pfWorldEditingProfile.StartTimer(CWorldEditingProfile::PTI_READSTATE);
// must be in 24bit mode when managing entities
CSetFPUPrecision FPUPrecision(FPT_24BIT);
CTmpPrecachingNow tpn;
_bReadEntitiesByID = FALSE;
SetProgressDescription(TRANS("loading models"));
CallProgressHook_t(0.0f);
wo_slStateDictionaryOffset = istr->DictionaryReadBegin_t();
istr->DictionaryPreload_t();
CallProgressHook_t(1.0f);
istr->ExpectID_t("WSTA"); // world state
// read the version number
INDEX iSavedVersion;
(*istr)>>iSavedVersion;
// if the version number is the newest
if(iSavedVersion==WORLDSTATEVERSION_CURRENT) {
// read current version
ReadState_new_t(istr);
// if the version number is not the newest
} else {
// if the version can be converted
if(iSavedVersion==WORLDSTATEVERSION_CURRENT-1) {
// show warning
// WarningMessage(
// "World state version was %d (old).\n"
// "Auto-converting to version %d.",
// iSavedVersion, WORLDSTATEVERSION_CURRENT);
// read previous version
ReadState_old_t(istr);
// if the version can be converted
} else if(iSavedVersion==WORLDSTATEVERSION_CURRENT-2) {
// show warning
WarningMessage(
TRANS("World state version was %d (very old).\n"
"Auto-converting to version %d."),
iSavedVersion, WORLDSTATEVERSION_CURRENT);
// read previous version
ReadState_veryold_t(istr);
} else {
// report error
ThrowF_t(
TRANS("World state version is %d (unsupported).\n"
"Current supported version is %d."),
iSavedVersion, WORLDSTATEVERSION_CURRENT);
}
}
istr->DictionaryReadEnd_t();
SetProgressDescription(TRANS("precaching"));
CallProgressHook_t(0.0f);
// precache data needed by entities
if( gam_iPrecachePolicy==PRECACHE_SMART) {
PrecacheEntities_t();
}
CallProgressHook_t(1.0f);
_pfWorldEditingProfile.StopTimer(CWorldEditingProfile::PTI_READSTATE);
}
/*
* Read current world state from stream -- preprevious version.
*/
void CWorld::ReadState_veryold_t( CTStream *istr) // throw char *
{
// read the world description
(*istr)>>wo_strDescription;
// read the world background color
(*istr)>>wo_colBackground;
INDEX ienBackgroundViewer = -1;
// if background viewer entity is saved here
if (istr->PeekID_t() == CChunkID("BGVW")) {
// read background viewer entity index
istr->ExpectID_t("BGVW"); // background viewer
(*istr)>>ienBackgroundViewer;
} else {
BOOL bUseBackgroundTexture;
(*istr)>>(SLONG &)bUseBackgroundTexture;
// read the world background texture name
CTString strBackgroundTexture;
(*istr)>>strBackgroundTexture; // saved as string to bypass dependency catcher
// skip the 6 dummy texture names used for dependencies
CTFileName fnmDummy;
(*istr)>>fnmDummy>>fnmDummy>>fnmDummy
>>fnmDummy>>fnmDummy>>fnmDummy;
}
// if backdrop image data is saved here
if (istr->PeekID_t() == CChunkID("BRDP")) {
// read backdrop image data
istr->ExpectID_t("BRDP"); // backdrop
(*istr)>>wo_strBackdropUp;
(*istr)>>wo_strBackdropFt;
(*istr)>>wo_strBackdropRt;
(*istr)>>wo_fUpW>>wo_fUpL>>wo_fUpCX>>wo_fUpCZ;
(*istr)>>wo_fFtW>>wo_fFtH>>wo_fFtCX>>wo_fFtCY;
(*istr)>>wo_fRtL>>wo_fRtH>>wo_fRtCZ>>wo_fRtCY;
}
// if backdrop object name is saved here
if (istr->PeekID_t() == CChunkID("BDRO")) {
// read backdrop object name
istr->ExpectID_t("BDRO"); // backdrop object
(*istr)>>wo_strBackdropObject;
}
// if viewer position should be loaded
if (istr->PeekID_t() == CChunkID("VWPS")) {
istr->ExpectID_t("VWPS"); // viewer position
(*istr)>>wo_plFocus;
(*istr)>>wo_fTargetDistance;
}
istr->ExpectID_t("SHAN"); // shadow animations
// for all anim objects
{for(INDEX iao=0; iao<256; iao++) {
// skip animation object
CAnimObject ao;
ao.Read_t(istr);
}}
istr->ExpectID_t("ECLs"); // entity classes
// read number of entity classes
INDEX ctEntityClasses;
(*istr)>>ctEntityClasses;
CStaticArray<CTFileName> cecClasses;
cecClasses.New(ctEntityClasses);
// for each entity class
{for(INDEX iEntityClass=0; iEntityClass<ctEntityClasses; iEntityClass++) {
// load filename
(*istr)>>cecClasses[iEntityClass];
}}
/* NOTE: Entities must be loaded in two passes, since all entities must be created
* before any entity pointer properties can be loaded.
*/
istr->ExpectID_t("ENTs"); // entities
// read number of entities
INDEX ctEntities;
(*istr)>>ctEntities;
// for each entity
{for(INDEX iEntity=0; iEntity<ctEntities; iEntity++) {
INDEX iEntityClass;
CPlacement3D plPlacement;
// read entity class index and entity placement
(*istr)>>iEntityClass>>plPlacement;
// create an entity of that class
CEntity *penNew = CreateEntity_t(plPlacement, cecClasses[iEntityClass]);
}}
// for each entity
{for(INDEX iEntity=0; iEntity<ctEntities; iEntity++) {
// deserialize entity from stream
wo_cenAllEntities[iEntity].Read_t(istr);
}}
// after all entities have been read, set the background viewer entity
if (ienBackgroundViewer==-1) {
SetBackgroundViewer(NULL);
} else {
SetBackgroundViewer(wo_cenAllEntities.Pointer(ienBackgroundViewer));
}
// for each entity
{for(INDEX iEntity=0; iEntity<ctEntities; iEntity++) {
CEntity &en = wo_cenAllEntities[iEntity];
// if the entity is destroyed
if (en.en_ulFlags&ENF_DELETED) {
// remove the reference made by itself
ASSERT(en.en_ctReferences>1); // must be referenced by someone else too
en.RemReference();
wo_cenEntities.Remove(&en);
}
}}
// after all entities have been read and brushes are connected to entities,
// calculate bounding boxes of all brushes
wo_baBrushes.CalculateBoundingBoxes();
// after all bounding boxes and BSP trees are created,
// create links between portals and sectors on their other side
wo_baBrushes.LinkPortalsAndSectors();
wo_bPortalLinksUpToDate = TRUE;
// create links between sectors and non-zoning entities in sectors
LinkEntitiesToSectors();
}
/*
* Read current world state from stream -- previous version.
*/
void CWorld::ReadState_old_t( CTStream *istr) // throw char *
{
// read the world description
(*istr)>>wo_strDescription;
// read the world background color
(*istr)>>wo_colBackground;
INDEX ienBackgroundViewer = -1;
// read background viewer entity index
istr->ExpectID_t("BGVW"); // background viewer
(*istr)>>ienBackgroundViewer;
// read backdrop image data
istr->ExpectID_t("BRDP"); // backdrop
(*istr)>>wo_strBackdropUp;
(*istr)>>wo_strBackdropFt;
(*istr)>>wo_strBackdropRt;
(*istr)>>wo_fUpW>>wo_fUpL>>wo_fUpCX>>wo_fUpCZ;
(*istr)>>wo_fFtW>>wo_fFtH>>wo_fFtCX>>wo_fFtCY;
(*istr)>>wo_fRtL>>wo_fRtH>>wo_fRtCZ>>wo_fRtCY;
// read backdrop object name
istr->ExpectID_t("BDRO"); // backdrop object
(*istr)>>wo_strBackdropObject;
istr->ExpectID_t("VWPS"); // viewer position
(*istr)>>wo_plFocus;
(*istr)>>wo_fTargetDistance;
// if thumbnail saving position should be loaded
if (istr->PeekID_t() == CChunkID("TBPS")) {
istr->ExpectID_t("TBPS"); // thumbnail position
(*istr)>>wo_plThumbnailFocus;
(*istr)>>wo_fThumbnailTargetDistance;
}
istr->ExpectID_t("SHAN"); // shadow animations
// for all anim objects
{for(INDEX iao=0; iao<256; iao++) {
// skip animation object
CAnimObject ao;
ao.Read_t(istr);
}}
istr->ExpectID_t("ECLs"); // entity classes
// read number of entity classes
INDEX ctEntityClasses;
(*istr)>>ctEntityClasses;
CStaticArray<CTFileName> cecClasses;
cecClasses.New(ctEntityClasses);
// for each entity class
{for(INDEX iEntityClass=0; iEntityClass<ctEntityClasses; iEntityClass++) {
// load filename
(*istr)>>cecClasses[iEntityClass];
}}
/* NOTE: Entities must be loaded in two passes, since all entities must be created
* before any entity pointer properties can be loaded.
*/
istr->ExpectID_t("ENTs"); // entities
// read number of entities
INDEX ctEntities;
(*istr)>>ctEntities;
// for each entity
{for(INDEX iEntity=0; iEntity<ctEntities; iEntity++) {
INDEX iEntityClass;
CPlacement3D plPlacement;
// read entity class index and entity placement
(*istr)>>iEntityClass>>plPlacement;
// create an entity of that class
CEntity *penNew = CreateEntity_t(plPlacement, cecClasses[iEntityClass]);
}}
// for each entity
{for(INDEX iEntity=0; iEntity<ctEntities; iEntity++) {
// deserialize entity from stream
wo_cenAllEntities[iEntity].Read_t(istr);
}}
// after all entities have been read, set the background viewer entity
if (ienBackgroundViewer==-1) {
SetBackgroundViewer(NULL);
} else {
SetBackgroundViewer(wo_cenAllEntities.Pointer(ienBackgroundViewer));
}
// for each entity
{for(INDEX iEntity=0; iEntity<ctEntities; iEntity++) {
CEntity &en = wo_cenAllEntities[iEntity];
// if the entity is destroyed
if (en.en_ulFlags&ENF_DELETED) {
// remove the reference made by itself
ASSERT(en.en_ctReferences>1); // must be referenced by someone else too
en.RemReference();
wo_cenEntities.Remove(&en);
}
}}
// after all entities have been read and brushes are connected to entities,
// calculate bounding boxes of all brushes
wo_baBrushes.CalculateBoundingBoxes();
// after all bounding boxes and BSP trees are created,
// create links between portals and sectors on their other side if needed
if (!_bPortalSectorLinksPreLoaded) {
wo_baBrushes.LinkPortalsAndSectors();
}
wo_bPortalLinksUpToDate = TRUE;
_bPortalSectorLinksPreLoaded = FALSE;
// create links between sectors and non-zoning entities in sectors
LinkEntitiesToSectors();
}
/*
* Read current world state from stream -- current version.
*/
void CWorld::ReadState_new_t( CTStream *istr) // throw char *
{
// read the world info
ReadInfo_t(istr, TRUE);
// read the world background color
(*istr)>>wo_colBackground;
// read entity ID counter
if (istr->PeekID_t()==CChunkID("NFID")) {
istr->ExpectID_t("NFID");
(*istr)>>wo_ulNextEntityID;
} else {
wo_ulNextEntityID = 1;
}
INDEX ienBackgroundViewer = -1;
// read background viewer entity index
istr->ExpectID_t("BGVW"); // background viewer
(*istr)>>ienBackgroundViewer;
// read backdrop image data
istr->ExpectID_t("BRDP"); // backdrop
(*istr)>>wo_strBackdropUp;
(*istr)>>wo_strBackdropFt;
(*istr)>>wo_strBackdropRt;
(*istr)>>wo_fUpW>>wo_fUpL>>wo_fUpCX>>wo_fUpCZ;
(*istr)>>wo_fFtW>>wo_fFtH>>wo_fFtCX>>wo_fFtCY;
(*istr)>>wo_fRtL>>wo_fRtH>>wo_fRtCZ>>wo_fRtCY;
// read backdrop object name
istr->ExpectID_t("BDRO"); // backdrop object
(*istr)>>wo_strBackdropObject;
istr->ExpectID_t("VWPS"); // viewer position
(*istr)>>wo_plFocus;
(*istr)>>wo_fTargetDistance;
// if thumbnail saving position should be loaded
if (istr->PeekID_t() == CChunkID("TBPS")) {
istr->ExpectID_t("TBPS"); // thumbnail position
(*istr)>>wo_plThumbnailFocus;
(*istr)>>wo_fThumbnailTargetDistance;
}
/* NOTE: Entities must be loaded in two passes, since all entities must be created
* before any entity pointer properties can be loaded.
*/
if (istr->PeekID_t()== CChunkID("ENTs")) {
istr->ExpectID_t("ENTs"); // entities
} else {
istr->ExpectID_t("ENs2"); // entities v2
_bReadEntitiesByID = TRUE;
}
// read number of entities
INDEX ctEntities;
(*istr)>>ctEntities;
SetProgressDescription(TRANS("creating entities"));
CallProgressHook_t(0.0f);
// for each entity
{for(INDEX iEntity=0; iEntity<ctEntities; iEntity++) {
// read entity id if needed
ULONG ulID = 0;
if (_bReadEntitiesByID) {
(*istr)>>ulID;
}
// read entity class and entity placement
CTFileName fnmClass;
CPlacement3D plPlacement;
(*istr)>>fnmClass>>plPlacement;
// create an entity of that class
CEntity *penNew = CreateEntity_t(plPlacement, fnmClass);
// adjust id if needed
if (_bReadEntitiesByID) {
wo_ulNextEntityID--;
penNew->en_ulID = ulID;
}
CallProgressHook_t(FLOAT(iEntity)/ctEntities);
}}
CallProgressHook_t(1.0f);
SetProgressDescription(TRANS("loading entities"));
CallProgressHook_t(0.0f);
// for each entity
{for(INDEX iEntity=0; iEntity<ctEntities; iEntity++) {
// deserialize entity from stream
wo_cenAllEntities[iEntity].Read_t(istr);
CallProgressHook_t(FLOAT(iEntity)/ctEntities);
}}
CallProgressHook_t(1.0f);
// after all entities have been read, set the background viewer entity
if (ienBackgroundViewer==-1) {
SetBackgroundViewer(NULL);
} else {
CEntity *penBcg;
if (_bReadEntitiesByID) {
penBcg = EntityFromID(ienBackgroundViewer);
} else {
penBcg = wo_cenAllEntities.Pointer(ienBackgroundViewer);
}
SetBackgroundViewer(penBcg);
}
wo_cenEntities.Unlock();
// for each entity
{for(INDEX iEntity=0; iEntity<ctEntities; iEntity++) {
CEntity &en = wo_cenAllEntities[iEntity];
// if the entity is destroyed
if (en.en_ulFlags&ENF_DELETED) {
// remove the reference made by itself
ASSERT(en.en_ctReferences>1); // must be referenced by someone else too
en.RemReference();
wo_cenEntities.Remove(&en);
}
}}
wo_cenEntities.Lock();
// if version with entity order
if (istr->PeekID_t()==CChunkID("ENOR")) { // entity order
istr->ExpectID_t(CChunkID("ENOR")); // entity order
INDEX ctEntities;
*istr>>ctEntities;
wo_cenEntities.Clear();
// for each non-deleted entity
for(INDEX i=0; i<ctEntities; i++) {
ULONG ulID;
*istr>>ulID;
wo_cenEntities.Add(EntityFromID(ulID));
}
}
// some shadow layers might not have light sources, remove such to prevent crashes
wo_baBrushes.RemoveDummyLayers();
SetProgressDescription(TRANS("preparing world"));
CallProgressHook_t(0.0f);
// after all entities have been read and brushes are connected to entities,
// calculate bounding boxes of all brushes
wo_baBrushes.CalculateBoundingBoxes();
CallProgressHook_t(0.3f);
// after all bounding boxes and BSP trees are created,
// create links between portals and sectors on their other side if needed
if (!_bPortalSectorLinksPreLoaded) {
wo_baBrushes.LinkPortalsAndSectors();
}
wo_bPortalLinksUpToDate = TRUE;
// create links between sectors and non-zoning entities in sectors
wo_baBrushes.ReadEntitySectorLinks_t(*istr);
CallProgressHook_t(0.6f);
LinkEntitiesToSectors();
CallProgressHook_t(1.0f);
_bPortalSectorLinksPreLoaded = FALSE;
_bEntitySectorLinksPreLoaded = FALSE;
}
/*
* Write current world state to stream.
*/
void CWorld::WriteState_t( CTStream *ostr, BOOL bImportDictionary /* = FALSE */) // throw char *
{
// must be in 24bit mode when managing entities
CSetFPUPrecision FPUPrecision(FPT_24BIT);
// all predictors must be deleted
ASSERT(
wo_cenPredicted.Count()==0 &&
wo_cenPredictor.Count()==0 &&
wo_cenWillBePredicted.Count()==0);
if (bImportDictionary) {
ostr->DictionaryWriteBegin_t(wo_fnmFileName, wo_slStateDictionaryOffset);
} else {
ostr->DictionaryWriteBegin_t(CTString(""), 0);
}
(*ostr).WriteID_t("WSTA"); // world state
// write the world version
(*ostr)<<INDEX(WORLDSTATEVERSION_CURRENT);
// write the world description
WriteInfo_t(ostr);
// write the world background color
(*ostr)<<wo_colBackground;
// write entity ID counter
ostr->WriteID_t("NFID");
(*ostr)<<wo_ulNextEntityID;
// write background viewer entity if any
ostr->WriteID_t("BGVW"); // background viewer
CEntity *penBackgroundViewer = GetBackgroundViewer();
if (penBackgroundViewer==NULL) {
(*ostr)<<INDEX(-1);
} else {
(*ostr)<<penBackgroundViewer->en_ulID;
}
// write backdrop image data
ostr->WriteID_t("BRDP"); // backdrop
(*ostr)<<wo_strBackdropUp;
(*ostr)<<wo_strBackdropFt;
(*ostr)<<wo_strBackdropRt;
(*ostr)<<wo_fUpW<<wo_fUpL<<wo_fUpCX<<wo_fUpCZ;
(*ostr)<<wo_fFtW<<wo_fFtH<<wo_fFtCX<<wo_fFtCY;
(*ostr)<<wo_fRtL<<wo_fRtH<<wo_fRtCZ<<wo_fRtCY;
// write backdrop object name
ostr->WriteID_t("BDRO"); // backdrop object
(*ostr)<<wo_strBackdropObject;
// write viewer position
ostr->WriteID_t("VWPS"); // viewer placement
(*ostr)<<wo_plFocus;
(*ostr)<<wo_fTargetDistance;
// write thumbnail position
ostr->WriteID_t("TBPS"); // thumbnail placement
(*ostr)<<wo_plThumbnailFocus;
(*ostr)<<wo_fThumbnailTargetDistance;
/* NOTE: Entities must be saved in two passes, so that they can be loaded in two passes,
* since all entities must be created before any entity pointer properties can be loaded.
*/
ostr->WriteID_t("ENs2"); // entities
// write number of entities
(*ostr)<<wo_cenAllEntities.Count();
// for each entity
{FOREACHINDYNAMICCONTAINER(wo_cenAllEntities, CEntity, iten) {
CEntity &en = *iten;
// write the id, class and its placement
(*ostr)<<en.en_ulID<<en.en_pecClass->GetName()<<en.en_plPlacement;
}}
// for each entity
{FOREACHINDYNAMICCONTAINER(wo_cenAllEntities, CEntity, iten) {
// remember stream position
SLONG slOffset = ostr->GetPos_t();
// serialize entity into stream
iten->Write_t(ostr);
// save the size of data in start chunk, after chunkid and entity id
SLONG slOffsetAfter = ostr->GetPos_t();
ostr->SetPos_t(slOffset+2*sizeof(SLONG));
*ostr<<SLONG(slOffsetAfter-slOffset-3*sizeof(SLONG));
ostr->SetPos_t(slOffsetAfter);
}}
ostr->WriteID_t(CChunkID("ENOR")); // entity order
*ostr<<wo_cenEntities.Count();
// for each non-deleted entity
{FOREACHINDYNAMICCONTAINER(wo_cenEntities, CEntity, iten) {
// write its id
*ostr<<iten->en_ulID;
}}
wo_baBrushes.WriteEntitySectorLinks_t(*ostr);
ostr->DictionaryWriteEnd_t();
}
// read/write world information (description, name, flags...)
void CWorld::ReadInfo_t(CTStream *strm, BOOL bMaybeDescription) // throw char *
{
// if version with world info
if (strm->PeekID_t()==CChunkID("WLIF")) { // world info
strm->ExpectID_t(CChunkID("WLIF")); // world info
// skip eventual translation chunk
if (strm->PeekID_t()==CChunkID("DTRS")) {
strm->ExpectID_t("DTRS");
}
// read the name
(*strm)>>wo_strName;
// read the flags
(*strm)>>wo_ulSpawnFlags;
// read the world description
(*strm)>>wo_strDescription;
// if version with description only
} else if (bMaybeDescription) {
// read the world description
(*strm)>>wo_strDescription;
}
}
void CWorld::WriteInfo_t(CTStream *strm) // throw char *
{
strm->WriteID_t(CChunkID("WLIF")); // world info
// write the name
strm->WriteID_t(CChunkID("DTRS"));
(*strm)<<wo_strName;
// write the flags
(*strm)<<wo_ulSpawnFlags;
// write the world description
(*strm)<<wo_strDescription;
}