internal void Load(SaveFileReader reader) { reader.ReadVersion(3); _currentFrame = reader.ReadUInt32(); _objectDefinitionLookupTable.Load(reader); var drawablesCount = reader.ReadUInt16(); for (var i = 0; i < drawablesCount; i++) { var objectDefinitionId = reader.ReadUInt16(); var objectDefinition = _objectDefinitionLookupTable.GetById(objectDefinitionId); reader.BeginSegment(); var objectID = reader.ReadUInt32(); var gameObject = _gameLogic.GetObjectById(objectID); gameObject.Drawable.Load(reader); reader.EndSegment(); } reader.ReadUInt32(); }
internal virtual void Load(SaveFileReader reader) { reader.ReadVersion(1); var frameSomething2 = reader.ReadUInt32(); var unknownInt4 = reader.ReadUInt32(); var currentStateID = reader.ReadUInt32(); _currentState = GetState(currentStateID); var unknownBool1 = reader.ReadBoolean(); if (unknownBool1) { throw new InvalidDataException(); } _currentState.Load(reader); var unknownInt9 = reader.ReadUInt32(); var positionSomething3 = reader.ReadVector3(); var unknownBool4 = reader.ReadBoolean(); var unknownBool5 = reader.ReadBoolean(); }
internal void Load(SaveFileReader reader) { reader.ReadVersion(2); var playerId = reader.ReadUInt32(); if (playerId != Owner.Id) { throw new InvalidDataException(); } _attackPriorityName = reader.ReadAsciiString(); var unknown2 = reader.ReadBoolean(); _templateData.Load(reader); var teamCount = reader.ReadUInt16(); for (var i = 0; i < teamCount; i++) { var id = reader.ReadUInt32(); var team = FindTeamById(id); if (team == null) { team = TeamFactory.AddTeam(this); team.Id = id; } team.Load(reader); } }
internal void Load(SaveFileReader reader, PlayerManager players) { reader.ReadVersion(2); // This will be the same as the existing Owner, unless control of this team has been transferred. var ownerPlayerId = reader.ReadUInt32(); Owner = players.GetPlayerByIndex(ownerPlayerId); _attackPriorityName = reader.ReadAsciiString(); var unknown2 = reader.ReadBoolean(); _templateData.Load(reader); var teamCount = reader.ReadUInt16(); for (var i = 0; i < teamCount; i++) { var id = reader.ReadUInt32(); var team = FindTeamById(id); if (team == null) { team = TeamFactory.AddTeam(this); team.Id = id; } team.Load(reader); } }
internal override void Load(SaveFileReader reader) { reader.ReadVersion(1); base.Load(reader); var unknownInt0 = reader.ReadUInt32(); var unknownInt1 = reader.ReadUInt32(); }
internal override void Load(SaveFileReader reader) { reader.ReadVersion(1); var positionSomething = reader.ReadVector3(); var unknownInt1 = reader.ReadUInt32(); var unknownBool1 = reader.ReadBoolean(); var positionSomething2 = reader.ReadVector3(); var unknownInt2 = reader.ReadUInt32(); var unknownInt3 = reader.ReadUInt32(); var unknownBool2 = reader.ReadBoolean(); }
internal void Load(SaveFileReader reader) { var version = reader.ReadVersion(5); CampaignName = reader.ReadAsciiString(); MissionName = reader.ReadAsciiString(); _unknown = reader.ReadUInt32(); _difficultyMaybe = reader.ReadUInt32(); if (version >= 5) { reader.__Skip(5); } }
internal void Load(SaveFileReader reader) { FadeType = reader.ReadEnum <CameraFadeType>(); From = reader.ReadSingle(); To = reader.ReadSingle(); CurrentValue = reader.ReadSingle(); CurrentFrame = reader.ReadUInt32(); FramesIncrease = reader.ReadUInt32(); FramesHold = reader.ReadUInt32(); FramesDecrease = reader.ReadUInt32(); }
internal void Load(SaveFileReader reader, Game game) { reader.ReadVersion(2); reader.ReadVersion(1); var unknownBool1 = reader.ReadBoolean(); if (unknownBool1) { throw new InvalidDataException(); } var area = reader.ReadUInt32(); if (area != game.Scene3D.MapFile.HeightMapData.Area) { throw new InvalidDataException(); } var width = game.Scene3D.MapFile.HeightMapData.Width; var height = game.Scene3D.MapFile.HeightMapData.Height; var elevations = game.Scene3D.MapFile.HeightMapData.Elevations; for (var y = 0; y < height; y++) { for (var x = 0; x < width; x++) { elevations[x, y] = reader.ReadByte(); } } // TODO: Not great to create the initial patches, // then recreate them here. game.Scene3D.Terrain.OnHeightMapChanged(); }
internal override void Load(SaveFileReader reader) { reader.ReadVersion(1); base.Load(reader); var unknownPos = reader.ReadVector3(); var unknownInt1 = reader.ReadUInt32(); var unknownInt2 = reader.ReadUInt32(); if (unknownInt2 != 0) { throw new InvalidDataException(); } }
internal override void Load(SaveFileReader reader) { reader.ReadVersion(1); base.Load(reader); var waypointId = reader.ReadUInt32(); }
internal void Load(SaveFileReader reader) { reader.ReadVersion(1); var unknown1 = reader.ReadUInt32(); var count = reader.ReadUInt16(); for (var i = 0; i < count; i++) { var id = reader.ReadUInt32(); var teamTemplate = _teamTemplatesById[id]; teamTemplate.Load(reader); } }
internal override void Load(SaveFileReader reader) { reader.ReadVersion(1); base.Load(reader); var unknown1 = reader.ReadUInt32(); var unknown2 = reader.ReadBoolean(); var unknown3 = reader.ReadBoolean(); }
internal void Load(SaveFileReader reader) { reader.ReadVersion(1); _lastTeamId = reader.ReadUInt32(); var count = reader.ReadUInt16(); if (count != _teamTemplatesById.Count) { throw new InvalidDataException(); } for (var i = 0; i < count; i++) { var id = reader.ReadUInt32(); var teamTemplate = _teamTemplatesById[id]; teamTemplate.Load(reader); } }
// TODO: Actual implementation internal void Load(SaveFileReader reader) { reader.ReadVersion(1); _increasingColorDelta = reader.ReadVector3(); _decreasingColorDelta = reader.ReadVector3(); _targetColor = reader.ReadVector3(); _currentColor = reader.ReadVector3(); _holdFrames = reader.ReadUInt32(); _isActive = reader.ReadBoolean(); _state = reader.ReadEnumByte <ColorFlashState>(); }
internal void Load(SaveFileReader reader) { reader.ReadVersion(2); reader.ReadUInt32(); // 0 reader.ReadBoolean(); reader.ReadBoolean(); reader.ReadBoolean(); reader.ReadUInt32(); // 0 // TODO: Superweapon something... var something = reader.ReadUInt32(); while (something != uint.MaxValue) // A way to store things the engine doesn't know the length of? { var someString1 = reader.ReadAsciiString(); var someString2 = reader.ReadAsciiString(); var unknown1 = reader.ReadUInt32(); var unknown2 = reader.ReadUInt32(); // 0xFFFFFFFF reader.ReadBoolean(); reader.ReadBoolean(); reader.ReadBoolean(); something = reader.ReadUInt32(); } }
internal void Load(SaveFileReader reader) { reader.ReadVersion(1); // This is the object definition which defined the WeaponSet // (either a normal object or DefaultThingTemplate) var objectDefinitionName = reader.ReadAsciiString(); var conditions = reader.ReadBitArray <WeaponSetConditions>(); _currentWeaponTemplateSet = _gameObject.Definition.WeaponSets[conditions]; // In Generals there are 3 possible weapons. // Later games have up to 5. for (var i = 0; i < 3; i++) { var slotFilled = reader.ReadBoolean(); if (slotFilled) { _weapons[i] = new Weapon(_gameObject, _currentWeaponTemplateSet.Slots[i].Weapon.Value, (WeaponSlot)i, _gameObject.GameContext); _weapons[i].Load(reader); } else { _weapons[i] = null; } } _currentWeaponSlot = reader.ReadEnum <WeaponSlot>(); var unknown2 = reader.ReadUInt32(); _filledWeaponSlots = reader.ReadUInt32(); _combinedAntiMask = reader.ReadEnumFlags <WeaponAntiFlags>(); var unknown5 = reader.ReadUInt32(); var unknownBool1 = reader.ReadBoolean(); var unknownBool2 = reader.ReadBoolean(); }
internal override void Load(SaveFileReader reader) { reader.ReadVersion(1); base.Load(reader); var numPositionsSomething = reader.ReadUInt32(); for (var i = 0; i < numPositionsSomething; i++) { var positionSomething = reader.ReadVector3(); } }
public void Load(SaveFileReader reader) { reader.ReadVersion(1); Unknown1 = reader.ReadUInt32(); TeamID = reader.ReadUInt32(); ScriptName = reader.ReadAsciiString(); ScriptActionIndex = reader.ReadUInt32(); LoopsRemaining = reader.ReadUInt32(); Unknown2 = reader.ReadInt32(); if (Unknown2 != -1) { throw new InvalidDataException(); } Unknown3 = reader.ReadByte(); if (Unknown3 != 0) { throw new InvalidDataException(); } }
internal void Load(SaveFileReader reader, Game game) { reader.ReadVersion(2); reader.ReadVersion(1); var unknownBool1 = reader.ReadBoolean(); if (unknownBool1) { reader.ReadVersion(1); // Matches VertexWaterXGridCellsN and VertexWaterYGridCellsN in GameData.ini var gridCellsX = reader.ReadInt32(); var gridCellsY = reader.ReadInt32(); // Don't know why, but this gives the correct length for this array. var dataCount = (gridCellsX + 3) * (gridCellsY + 3) * 10; for (var i = 0; i < dataCount; i++) { var unknown3 = reader.ReadByte(); if (unknown3 != 0) { throw new InvalidDataException(); } } } var area = reader.ReadUInt32(); if (area != game.Scene3D.MapFile.HeightMapData.Area) { throw new InvalidDataException(); } var width = game.Scene3D.MapFile.HeightMapData.Width; var height = game.Scene3D.MapFile.HeightMapData.Height; var elevations = game.Scene3D.MapFile.HeightMapData.Elevations; for (var y = 0; y < height; y++) { for (var x = 0; x < width; x++) { elevations[x, y] = reader.ReadByte(); } } // TODO: Not great to create the initial patches, // then recreate them here. game.Scene3D.Terrain.OnHeightMapChanged(); }
internal void Load(SaveFileReader reader) { reader.ReadVersion(2); _playerId = reader.ReadUInt32(); _attackPriorityName = reader.ReadAsciiString(); var unknown2 = reader.ReadBoolean(); _templateData.Load(reader); var teamCount = reader.ReadUInt16(); for (var i = 0; i < teamCount; i++) { var id = reader.ReadUInt32(); var team = new Team { ID = id }; team.Load(reader); } }
internal override void Load(SaveFileReader reader) { reader.ReadVersion(1); var unknownBool = reader.ReadBoolean(); if (!unknownBool) { throw new InvalidDataException(); } _stateMachine.Load(reader); var unknownInt = reader.ReadUInt32(); }
internal void Load(SaveFileReader reader, Game game) { reader.ReadVersion(1); var numPlayers = reader.ReadUInt32(); if (numPlayers != _players.Count) { throw new InvalidDataException(); } for (var i = 0; i < numPlayers; i++) { _players[i].Load(reader, game); } }
public void Load(SaveFileReader reader) { reader.ReadVersion(1); _nameLookup.Clear(); var count = reader.ReadUInt32(); for (var i = 0; i < count; i++) { var name = reader.ReadAsciiString(); var id = reader.ReadUInt16(); _nameLookup.Add(id, name); } }
internal void Load(SaveFileReader reader) { reader.ReadVersion(2); BuildingName = reader.ReadAsciiString(); Name = reader.ReadAsciiString(); Position = reader.ReadVector3(); var unknown1 = reader.ReadUInt32(); if (unknown1 != 0u) { throw new InvalidDataException(); } var unknown2 = reader.ReadUInt32(); if (unknown2 != 0u) { throw new InvalidDataException(); } Angle = reader.ReadSingle(); var unknown3 = reader.ReadBoolean(); Rebuilds = reader.ReadByte(); var unknown5 = reader.ReadUInt32(); if (unknown5 != 0u) { throw new InvalidDataException(); } StartingHealth = reader.ReadUInt32(); var unknown6 = reader.ReadBoolean(); var unknown7 = reader.ReadBoolean(); var unknown8 = reader.ReadBoolean(); var unknown9 = reader.ReadBoolean(); var unknown10 = reader.ReadUInt32(); var unknown11 = reader.ReadUInt32(); var unknown12 = reader.ReadBoolean(); for (var i = 0; i < 50; i++) { var unknown13 = reader.ReadByte(); if (unknown13 != 0) { //throw new InvalidDataException(); } } }
internal void Load(SaveFileReader reader) { reader.ReadVersion(1); Name = reader.ReadAsciiString(); var unknown = reader.ReadUInt32(); // Probably default value? var numTargets = reader.ReadUInt16(); for (var i = 0; i < numTargets; i++) { var target = new AttackPriorityTarget(); target.Load(reader); Targets.Add(target); } }
internal void Load(SaveFileReader reader) { reader.ReadVersion(1); var numPoints = reader.ReadUInt32(); if (numPoints != Points.Length) { throw new InvalidDataException(); } for (var i = 0; i < numPoints; i++) { Points[i] = MapVector3i.Parse(reader.Inner); } var topLeft = reader.ReadPoint2D(); var bottomRight = reader.ReadPoint2D(); Bounds = Rectangle.FromCorners(topLeft, bottomRight); // The following value is what you get if you do this calculation: // width = (bottomRight.X - topLeft.X) * 0.5 // height = (bottomRight.Y + topLeft.Y) * 0.5 // value = sqrt(width * width + height * height) // // This looks like it's supposed to be a radius for this polygon trigger, // presumably used for quick distance tests prior to testing if // a point is inside the actual polygon. // // But there's a mistake... the height should instead be: // height = (bottomRight.Y - topLeft.Y) * 0.5 // // As it is, this "radius" is significantly larger than it should be. var _ = reader.ReadSingle(); Radius = MathF.Sqrt(Bounds.Width * Bounds.Width + Bounds.Height * Bounds.Height); var unknown = reader.ReadBoolean(); if (unknown) { throw new InvalidDataException(); } }
internal void Load(SaveFileReader reader, GameLogic gameLogic, Game game) { reader.ReadVersion(1); reader.ReadVersion(1); var unknown1 = reader.ReadUInt32(); var ghostObjectCount = reader.ReadUInt16(); for (var i = 0; i < ghostObjectCount; i++) { var objectId = reader.ReadObjectID(); var gameObject = gameLogic.GetObjectById(objectId); var ghostObject = new GhostObject(); // TODO ghostObject.Load(reader, gameLogic, game); } }
internal override void Load(SaveFileReader reader) { reader.ReadVersion(1); base.Load(reader); var unknownInt0 = reader.ReadUInt32(); var unknownInt1 = reader.ReadUInt32(); var unknownInt2 = reader.ReadUInt32(); var unknownInt3 = reader.ReadUInt32(); var waypointIdMaybe = reader.ReadUInt32(); var waypointId2Maybe = reader.ReadUInt32(); var unknownBool1 = reader.ReadBoolean(); }
internal void Load(SaveFileReader reader) { reader.ReadVersion(1); var numSides = reader.ReadUInt32(); if (numSides != ScriptLists.Length) { throw new InvalidDataException(); } for (var i = 0; i < numSides; i++) { var hasScripts = reader.ReadBoolean(); if (hasScripts) { ScriptLists[i].Load(reader); } } }