- bugfix for game save and load (string buffer was too small for one item)

This commit is contained in:
Mark Vejvoda
2012-03-13 21:58:31 +00:00
parent 38bd33acf9
commit 917adc8c98
8 changed files with 361 additions and 37 deletions

View File

@@ -21,6 +21,7 @@
#include "math_util.h"
#include "platform_common.h"
#include "conversion.h"
#include "model.h"
#include "leak_dumper.h"
using namespace std;
@@ -58,6 +59,26 @@ void Particle::saveGame(XmlNode *rootNode) {
}
void Particle::loadGame(const XmlNode *rootNode) {
const XmlNode *particleNode = rootNode;
//particleNode = aiNode->getAttribute("startLoc")->getIntValue();
// Vec3f pos;
pos = Vec3f::strToVec3(particleNode->getAttribute("pos")->getValue());
// Vec3f lastPos;
lastPos = Vec3f::strToVec3(particleNode->getAttribute("lastPos")->getValue());
// Vec3f speed;
speed = Vec3f::strToVec3(particleNode->getAttribute("speed")->getValue());
// Vec3f accel;
accel = Vec3f::strToVec3(particleNode->getAttribute("accel")->getValue());
// Vec4f color;
color = Vec4f::strToVec4(particleNode->getAttribute("color")->getValue());
// float size;
size = particleNode->getAttribute("size")->getFloatValue();
// int energy;
energy = particleNode->getAttribute("energy")->getIntValue();
}
ParticleSystem::ParticleSystem(int particleCount) {
if(checkMemory) {
printf("++ Create ParticleSystem [%p]\n",this);
@@ -294,6 +315,75 @@ void ParticleSystem::saveGame(XmlNode *rootNode) {
particleObserver->saveGame(particleSystemNode);
}
}
void ParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *particleSystemNode = rootNode->getChild("ParticleSystem");
// std::vector<Particle> particles;
// for(unsigned int i = 0; i < particles.size(); ++i) {
// Particle &particle = particles[i];
// particle.saveGame(particleSystemNode);
// }
vector<XmlNode *> particleNodeList = particleSystemNode->getChildList("Particle");
for(unsigned int i = 0; i < particleNodeList.size(); ++i) {
XmlNode *node = particleNodeList[i];
Particle particle;
particle.loadGame(node);
particles.push_back(particle);
}
// RandomGen random;
random.setLastNumber(particleSystemNode->getAttribute("random")->getIntValue());
// BlendMode blendMode;
blendMode = static_cast<BlendMode>(particleSystemNode->getAttribute("blendMode")->getIntValue());
// State state;
state = static_cast<State>(particleSystemNode->getAttribute("state")->getIntValue());
// bool active;
active = particleSystemNode->getAttribute("active")->getIntValue();
// bool visible;
visible = particleSystemNode->getAttribute("visible")->getIntValue();
// int aliveParticleCount;
aliveParticleCount = particleSystemNode->getAttribute("aliveParticleCount")->getIntValue();
// int particleCount;
particleCount = particleSystemNode->getAttribute("particleCount")->getIntValue();
//
// Texture *texture;
// Vec3f pos;
pos = Vec3f::strToVec3(particleSystemNode->getAttribute("pos")->getValue());
// Vec4f color;
color = Vec4f::strToVec4(particleSystemNode->getAttribute("color")->getValue());
// Vec4f colorNoEnergy;
colorNoEnergy = Vec4f::strToVec4(particleSystemNode->getAttribute("colorNoEnergy")->getValue());
// float emissionRate;
emissionRate = particleSystemNode->getAttribute("emissionRate")->getFloatValue();
// float emissionState;
emissionState = particleSystemNode->getAttribute("emissionState")->getFloatValue();
// int maxParticleEnergy;
maxParticleEnergy = particleSystemNode->getAttribute("maxParticleEnergy")->getIntValue();
// int varParticleEnergy;
varParticleEnergy = particleSystemNode->getAttribute("varParticleEnergy")->getIntValue();
// float particleSize;
particleSize = particleSystemNode->getAttribute("particleSize")->getFloatValue();
// float speed;
speed = particleSystemNode->getAttribute("speed")->getFloatValue();
// Vec3f factionColor;
factionColor = Vec3f::strToVec3(particleSystemNode->getAttribute("factionColor")->getValue());
// bool teamcolorNoEnergy;
teamcolorNoEnergy = particleSystemNode->getAttribute("teamcolorNoEnergy")->getIntValue();
// bool teamcolorEnergy;
teamcolorEnergy = particleSystemNode->getAttribute("teamcolorEnergy")->getIntValue();
// int alternations;
alternations = particleSystemNode->getAttribute("alternations")->getIntValue();
// int particleSystemStartDelay;
particleSystemStartDelay = particleSystemNode->getAttribute("particleSystemStartDelay")->getIntValue();
// ParticleObserver *particleObserver;
//if(particleObserver != NULL) {
// particleObserver->loadGame(particleSystemNode);
//}
}
// =============== MISC =========================
void ParticleSystem::fade(){
if(particleObserver != NULL){
@@ -483,6 +573,28 @@ void FireParticleSystem::setWind(float windAngle, float windSpeed){
#endif
}
void FireParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *fireParticleSystemNode = rootNode->addChild("FireParticleSystem");
ParticleSystem::saveGame(fireParticleSystemNode);
// float radius;
fireParticleSystemNode->addAttribute("radius",floatToStr(radius), mapTagReplacements);
// Vec3f windSpeed;
fireParticleSystemNode->addAttribute("windSpeed",windSpeed.getString(), mapTagReplacements);
}
void FireParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *fireParticleSystemNode = rootNode;
ParticleSystem::loadGame(fireParticleSystemNode);
// float radius;
radius = fireParticleSystemNode->getAttribute("radius")->getFloatValue();
// Vec3f windSpeed;
windSpeed = Vec3f::strToVec3(fireParticleSystemNode->getAttribute("windSpeed")->getValue());
}
// ===========================================================================
// GameParticleSystem
// ===========================================================================
@@ -607,6 +719,69 @@ void GameParticleSystem::setTween(float relative,float absolute) {
(*it)->setTween(relative,absolute);
}
void GameParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *gameParticleSystemNode = rootNode->addChild("GameParticleSystem");
ParticleSystem::saveGame(gameParticleSystemNode);
// Children children;
for(unsigned int i = 0; i < children.size(); ++i) {
children[i]->saveGame(gameParticleSystemNode);
}
// Primitive primitive;
gameParticleSystemNode->addAttribute("primitive",intToStr(primitive), mapTagReplacements);
// Model *model;
if(model != NULL) {
gameParticleSystemNode->addAttribute("model",model->getFileName(), mapTagReplacements);
}
// float modelCycle;
gameParticleSystemNode->addAttribute("modelCycle",floatToStr(modelCycle), mapTagReplacements);
// Vec3f offset;
gameParticleSystemNode->addAttribute("offset",offset.getString(), mapTagReplacements);
// Vec3f direction;
gameParticleSystemNode->addAttribute("direction",direction.getString(), mapTagReplacements);
// float tween;
gameParticleSystemNode->addAttribute("tween",floatToStr(tween), mapTagReplacements);
}
void GameParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *gameParticleSystemNode = rootNode;
ParticleSystem::loadGame(gameParticleSystemNode);
//radius = fireParticleSystemNode->getAttribute("radius")->getFloatValue();
// Children children;
// for(unsigned int i = 0; i < children.size(); ++i) {
// children[i]->saveGame(gameParticleSystemNode);
// }
vector<XmlNode *> childrenNodeList = gameParticleSystemNode->getChildList("UnitParticleSystem");
for(unsigned int i = 0; i < childrenNodeList.size(); ++i) {
XmlNode *node = childrenNodeList[i];
UnitParticleSystem *ups = new UnitParticleSystem();
ups->loadGame(node);
children.push_back(ups);
}
// Primitive primitive;
primitive = static_cast<Primitive>(gameParticleSystemNode->getAttribute("primitive")->getIntValue());
// Model *model;
//if(model != NULL) {
// gameParticleSystemNode->addAttribute("model",model->getFileName(), mapTagReplacements);
//}
// float modelCycle;
//gameParticleSystemNode->addAttribute("modelCycle",floatToStr(modelCycle), mapTagReplacements);
modelCycle = gameParticleSystemNode->getAttribute("modelCycle")->getFloatValue();
// Vec3f offset;
offset = Vec3f::strToVec3(gameParticleSystemNode->getAttribute("modelCycle")->getValue());
// Vec3f direction;
direction = Vec3f::strToVec3(gameParticleSystemNode->getAttribute("direction")->getValue());
// float tween;
tween = gameParticleSystemNode->getAttribute("tween")->getFloatValue();
}
// ===========================================================================
// UnitParticleSystem
// ===========================================================================
@@ -869,6 +1044,48 @@ void UnitParticleSystem::setWind(float windAngle, float windSpeed){
#endif
}
void UnitParticleSystem::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *unitParticleSystemNode = rootNode->addChild("UnitParticleSystem");
GameParticleSystem::saveGame(unitParticleSystemNode);
//unitParticleSystemNode->addAttribute("radius",floatToStr(radius), mapTagReplacements);
// float radius;
// float minRadius;
// Vec3f windSpeed;
// Vec3f cRotation;
// Vec3f fixedAddition;
// Vec3f oldPosition;
// bool energyUp;
// float startTime;
// float endTime;
// bool relative;
// bool relativeDirection;
// bool fixed;
// Shape shape;
// float angle;
// float sizeNoEnergy;
// float gravity;
// float rotation;
// bool isVisibleAtNight;
// bool isVisibleAtDay;
// bool isDaylightAffected;
// bool radiusBasedStartenergy;
// int staticParticleCount;
// int delay;
// int lifetime;
// float emissionRateFade;
// GameParticleSystem* parent;
}
void UnitParticleSystem::loadGame(const XmlNode *rootNode) {
const XmlNode *unitParticleSystemNode = rootNode;
GameParticleSystem::loadGame(unitParticleSystemNode);
}
// ===========================================================================
// RainParticleSystem
// ===========================================================================