Beispiel #1
0
void CObject::Read (CFile& cf)
{
#if DBG
if (OBJ_IDX (this) == nDbgObj)
	nDbgObj = nDbgObj;
#endif
info.nType = cf.ReadByte ();
info.nId = cf.ReadByte ();
info.controlType = cf.ReadByte ();
info.movementType = cf.ReadByte ();
info.renderType = cf.ReadByte ();
info.nFlags = cf.ReadByte ();
info.nSegment = cf.ReadShort ();
info.nAttachedObj = -1;
cf.ReadVector (info.position.vPos);
cf.ReadMatrix (info.position.mOrient);
info.xSize = cf.ReadFix ();
info.xShields = cf.ReadFix ();
cf.ReadVector (info.vLastPos);
info.contains.nType = cf.ReadByte ();
info.contains.nId = cf.ReadByte ();
info.contains.nCount = cf.ReadByte ();
switch (info.movementType) {
	case MT_PHYSICS:
		cf.ReadVector (mType.physInfo.velocity);
		cf.ReadVector (mType.physInfo.thrust);
		mType.physInfo.mass = cf.ReadFix ();
		mType.physInfo.drag = cf.ReadFix ();
		mType.physInfo.brakes = cf.ReadFix ();
		cf.ReadVector (mType.physInfo.rotVel);
		cf.ReadVector (mType.physInfo.rotThrust);
		mType.physInfo.turnRoll	= cf.ReadFixAng ();
		mType.physInfo.flags	= cf.ReadShort ();
		break;

	case MT_SPINNING:
		cf.ReadVector (mType.spinRate);
		break;

	case MT_NONE:
		break;

	default:
		Int3();
	}

int i;

switch (info.controlType) {
	case CT_AI: 
		cType.aiInfo.behavior = cf.ReadByte ();
		for (i = 0; i < MAX_AI_FLAGS; i++)
			cType.aiInfo.flags [i] = cf.ReadByte ();
		cType.aiInfo.nHideSegment = cf.ReadShort ();
		cType.aiInfo.nHideIndex = cf.ReadShort ();
		cType.aiInfo.nPathLength = cf.ReadShort ();
		cType.aiInfo.nCurPathIndex = (char) cf.ReadShort ();
		if (gameTopFileInfo.fileinfoVersion <= 25) {
			cf.ReadShort ();	//				cType.aiInfo.follow_path_start_seg	= 
			cf.ReadShort ();	//				cType.aiInfo.follow_path_end_seg		= 
			}
		break;

	case CT_EXPLOSION:
		cType.explInfo.nSpawnTime = cf.ReadFix ();
		cType.explInfo.nDeleteTime	= cf.ReadFix ();
		cType.explInfo.nDeleteObj = cf.ReadShort ();
		cType.explInfo.attached.nNext = cType.explInfo.attached.nPrev = cType.explInfo.attached.nParent = -1;
		break;

	case CT_WEAPON: //do I really need to read these?  Are they even saved to disk?
		cType.laserInfo.parent.nType = cf.ReadShort ();
		cType.laserInfo.parent.nObject = cf.ReadShort ();
		cType.laserInfo.parent.nSignature = cf.ReadInt ();
		break;

	case CT_LIGHT:
		cType.lightInfo.intensity = cf.ReadFix ();
		break;

	case CT_POWERUP:
		if (gameTopFileInfo.fileinfoVersion >= 25)
			cType.powerupInfo.nCount = cf.ReadInt ();
		else
			cType.powerupInfo.nCount = 1;
		if (info.nId == POW_VULCAN)
			cType.powerupInfo.nCount = VULCAN_WEAPON_AMMO_AMOUNT;
		else if (info.nId == POW_GAUSS)
			cType.powerupInfo.nCount = VULCAN_WEAPON_AMMO_AMOUNT;
		else if (info.nId == POW_OMEGA)
			cType.powerupInfo.nCount = MAX_OMEGA_CHARGE;
		break;

	case CT_NONE:
	case CT_FLYING:
	case CT_DEBRIS:
		break;

	case CT_SLEW:		//the CPlayerData is generally saved as slew
		break;

	case CT_CNTRLCEN:
		break;

	case CT_MORPH:
	case CT_FLYTHROUGH:
	case CT_REPAIRCEN:
		default:
		Int3();
	}

switch (info.renderType) {
	case RT_NONE:
		break;

	case RT_MORPH:
	case RT_POLYOBJ: {
		rType.polyObjInfo.nModel = cf.ReadInt ();
		for (int i = 0; i <MAX_SUBMODELS; i++)
			cf.ReadAngVec(rType.polyObjInfo.animAngles [i]);
		rType.polyObjInfo.nSubObjFlags = cf.ReadInt ();
		int tmo = cf.ReadInt ();
		rType.polyObjInfo.nTexOverride = tmo;
		rType.polyObjInfo.nAltTextures = 0;
		break;
		}

	case RT_WEAPON_VCLIP:
	case RT_HOSTAGE:
	case RT_POWERUP:
	case RT_FIREBALL:
		rType.vClipInfo.nClipIndex	= cf.ReadInt ();
		rType.vClipInfo.xFrameTime	= cf.ReadFix ();
		rType.vClipInfo.nCurFrame	= cf.ReadByte ();
		break;

	case RT_THRUSTER:
	case RT_LASER:
		break;

	case RT_SMOKE:
		rType.particleInfo.nLife = cf.ReadInt ();
		rType.particleInfo.nSize [0] = cf.ReadInt ();
		rType.particleInfo.nParts = cf.ReadInt ();
		rType.particleInfo.nSpeed = cf.ReadInt ();
		rType.particleInfo.nDrift = cf.ReadInt ();
		rType.particleInfo.nBrightness = cf.ReadInt ();
		rType.particleInfo.color.red = cf.ReadByte ();
		rType.particleInfo.color.green = cf.ReadByte ();
		rType.particleInfo.color.blue = cf.ReadByte ();
		rType.particleInfo.color.alpha = cf.ReadByte ();
		rType.particleInfo.nSide = cf.ReadByte ();
		if (gameData.segs.nLevelVersion < 18)
			rType.particleInfo.nType = 0;
		else
			rType.particleInfo.nType = cf.ReadByte ();
		break;

	case RT_LIGHTNING:
		rType.lightningInfo.nLife = cf.ReadInt ();
		rType.lightningInfo.nDelay = cf.ReadInt ();
		rType.lightningInfo.nLength = cf.ReadInt ();
		rType.lightningInfo.nAmplitude = cf.ReadInt ();
		rType.lightningInfo.nOffset = cf.ReadInt ();
		rType.lightningInfo.nLightnings = cf.ReadShort ();
		rType.lightningInfo.nId = cf.ReadShort ();
		rType.lightningInfo.nTarget = cf.ReadShort ();
		rType.lightningInfo.nNodes = cf.ReadShort ();
		rType.lightningInfo.nChildren = cf.ReadShort ();
		rType.lightningInfo.nSteps = cf.ReadShort ();
		rType.lightningInfo.nAngle = cf.ReadByte ();
		rType.lightningInfo.nStyle = cf.ReadByte ();
		rType.lightningInfo.nSmoothe = cf.ReadByte ();
		rType.lightningInfo.bClamp = cf.ReadByte ();
		rType.lightningInfo.bPlasma = cf.ReadByte ();
		rType.lightningInfo.bSound = cf.ReadByte ();
		rType.lightningInfo.bRandom = cf.ReadByte ();
		rType.lightningInfo.bInPlane = cf.ReadByte ();
		rType.lightningInfo.color.red = cf.ReadByte ();
		rType.lightningInfo.color.green = cf.ReadByte ();
		rType.lightningInfo.color.blue = cf.ReadByte ();
		rType.lightningInfo.color.alpha = cf.ReadByte ();
		break;

	default:
		Int3();
	}
}
Beispiel #2
0
void CObject::LoadState (CFile& cf)
{
info.nSignature = cf.ReadInt ();      
info.nType = (ubyte) cf.ReadByte (); 
info.nId = (ubyte) cf.ReadByte ();
info.nNextInSeg = cf.ReadShort ();
info.nPrevInSeg = cf.ReadShort ();
info.controlType = (ubyte) cf.ReadByte ();
info.movementType = (ubyte) cf.ReadByte ();
info.renderType = (ubyte) cf.ReadByte ();
info.nFlags = (ubyte) cf.ReadByte ();
info.nSegment = cf.ReadShort ();
info.nAttachedObj = cf.ReadShort ();
cf.ReadVector (info.position.vPos);     
cf.ReadMatrix (info.position.mOrient);  
info.xSize = cf.ReadFix (); 
info.xShields = cf.ReadFix ();
cf.ReadVector (info.vLastPos);  
info.contains.nType = cf.ReadByte (); 
info.contains.nId = cf.ReadByte ();   
info.contains.nCount = cf.ReadByte ();
info.nCreator = cf.ReadByte ();
info.xLifeLeft = cf.ReadFix ();   
if (info.movementType == MT_PHYSICS) {
	cf.ReadVector (mType.physInfo.velocity);   
	cf.ReadVector (mType.physInfo.thrust);     
	mType.physInfo.mass = cf.ReadFix ();       
	mType.physInfo.drag = cf.ReadFix ();       
	mType.physInfo.brakes = cf.ReadFix ();     
	cf.ReadVector (mType.physInfo.rotVel);     
	cf.ReadVector (mType.physInfo.rotThrust);  
	mType.physInfo.turnRoll = cf.ReadFixAng ();   
	mType.physInfo.flags = (ushort) cf.ReadShort ();      
	}
else if (info.movementType == MT_SPINNING) {
	cf.ReadVector (mType.spinRate);  
	}
switch (info.controlType) {
	case CT_WEAPON:
		cType.laserInfo.parent.nType = cf.ReadShort ();
		cType.laserInfo.parent.nObject = cf.ReadShort ();
		cType.laserInfo.parent.nSignature = cf.ReadInt ();
		cType.laserInfo.xCreationTime = cf.ReadFix ();
		cType.laserInfo.nLastHitObj = cf.ReadShort ();
		if (cType.laserInfo.nLastHitObj < 0)
			cType.laserInfo.nLastHitObj = 0;
		else {
			gameData.objs.nHitObjects [Index () * MAX_HIT_OBJECTS] = cType.laserInfo.nLastHitObj;
			cType.laserInfo.nLastHitObj = 1;
			}
		cType.laserInfo.nHomingTarget = cf.ReadShort ();
		cType.laserInfo.xScale = cf.ReadFix ();
		break;

	case CT_EXPLOSION:
		cType.explInfo.nSpawnTime = cf.ReadFix ();
		cType.explInfo.nDeleteTime = cf.ReadFix ();
		cType.explInfo.nDeleteObj = cf.ReadShort ();
		cType.explInfo.attached.nParent = cf.ReadShort ();
		cType.explInfo.attached.nPrev = cf.ReadShort ();
		cType.explInfo.attached.nNext = cf.ReadShort ();
		break;

	case CT_AI:
		cType.aiInfo.behavior = (ubyte) cf.ReadByte ();
		cf.Read (cType.aiInfo.flags, 1, MAX_AI_FLAGS);
		cType.aiInfo.nHideSegment = cf.ReadShort ();
		cType.aiInfo.nHideIndex = cf.ReadShort ();
		cType.aiInfo.nPathLength = cf.ReadShort ();
		cType.aiInfo.nCurPathIndex = cf.ReadByte ();
		cType.aiInfo.bDyingSoundPlaying = cf.ReadByte ();
		cType.aiInfo.nDangerLaser = cf.ReadShort ();
		cType.aiInfo.nDangerLaserSig = cf.ReadInt ();
		cType.aiInfo.xDyingStartTime = cf.ReadFix ();
		break;

	case CT_LIGHT:
		cType.lightInfo.intensity = cf.ReadFix ();
		break;

	case CT_POWERUP:
		cType.powerupInfo.nCount = cf.ReadInt ();
		cType.powerupInfo.xCreationTime = cf.ReadFix ();
		cType.powerupInfo.nFlags = cf.ReadInt ();
		break;
	}
switch (info.renderType) {
	case RT_MORPH:
	case RT_POLYOBJ: {
		int i;
		rType.polyObjInfo.nModel = cf.ReadInt ();
		for (i = 0; i < MAX_SUBMODELS; i++)
			cf.ReadAngVec (rType.polyObjInfo.animAngles [i]);
		rType.polyObjInfo.nSubObjFlags = cf.ReadInt ();
		rType.polyObjInfo.nTexOverride = cf.ReadInt ();
		rType.polyObjInfo.nAltTextures = cf.ReadInt ();
		break;
		}
	case RT_WEAPON_VCLIP:
	case RT_HOSTAGE:
	case RT_POWERUP:
	case RT_FIREBALL:
	case RT_THRUSTER:
		rType.vClipInfo.nClipIndex = cf.ReadInt ();
		rType.vClipInfo.xFrameTime = cf.ReadFix ();
		rType.vClipInfo.nCurFrame = cf.ReadByte ();
		break;

	case RT_LASER:
		break;
	}
}