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https://github.com/ioquake/jedi-academy.git
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1272 lines
33 KiB
C++
1272 lines
33 KiB
C++
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// Filename:- g_savegame.cpp
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//
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// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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#include "IcarusInterface.h"
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#include "Q3_Interface.h"
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#include "g_local.h"
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#include "fields.h"
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#include "objectives.h"
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#include "../cgame/cg_camera.h"
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#include "../qcommon/sstring.h"
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extern void OBJ_LoadTacticalInfo(void);
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extern void G_LoadSave_WriteMiscData(void);
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extern void G_LoadSave_ReadMiscData(void);
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extern void G_ReloadSaberData( gentity_t *ent );
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extern void FX_Read( void );
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extern void FX_Write( void );
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static const save_field_t savefields_gEntity[] =
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{
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{strFOFS(client), F_GCLIENT},
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{strFOFS(owner), F_GENTITY},
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{strFOFS(classname), F_STRING},
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{strFOFS(model), F_STRING},
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{strFOFS(model2), F_STRING},
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// {strFOFS(model3), F_STRING}, - MCG
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{strFOFS(nextTrain), F_GENTITY},
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{strFOFS(prevTrain), F_GENTITY},
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{strFOFS(message), F_STRING},
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{strFOFS(target), F_STRING},
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{strFOFS(target2), F_STRING},
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{strFOFS(target3), F_STRING},
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{strFOFS(target4), F_STRING},
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{strFOFS(targetJump), F_STRING},
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{strFOFS(targetname), F_STRING},
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{strFOFS(team), F_STRING},
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{strFOFS(roff), F_STRING},
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// {strFOFS(target_ent), F_GENTITY}, - MCG
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{strFOFS(chain), F_GENTITY},
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{strFOFS(enemy), F_GENTITY},
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{strFOFS(activator), F_GENTITY},
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{strFOFS(teamchain), F_GENTITY},
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{strFOFS(teammaster), F_GENTITY},
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{strFOFS(item), F_ITEM},
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{strFOFS(NPC_type), F_STRING},
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{strFOFS(closetarget), F_STRING},
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{strFOFS(opentarget), F_STRING},
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{strFOFS(paintarget), F_STRING},
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{strFOFS(NPC_targetname), F_STRING},
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{strFOFS(NPC_target), F_STRING},
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{strFOFS(ownername), F_STRING},
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{strFOFS(lastEnemy), F_GENTITY},
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{strFOFS(behaviorSet), F_BEHAVIORSET},
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{strFOFS(script_targetname),F_STRING},
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{strFOFS(m_iIcarusID), F_NULL},
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{strFOFS(NPC), F_BOOLPTR},
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{strFOFS(soundSet), F_STRING},
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{strFOFS(cameraGroup), F_STRING},
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{strFOFS(parms), F_BOOLPTR},
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{strFOFS(m_pVehicle), F_BOOLPTR},
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{NULL, 0, F_IGNORE}
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};
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static const save_field_t savefields_gNPC[] =
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{
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// {strNPCOFS(pendingEnemy), F_GENTITY},
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{strNPCOFS(touchedByPlayer), F_GENTITY},
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{strNPCOFS(aimingBeam), F_GENTITY},
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{strNPCOFS(eventOwner), F_GENTITY},
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{strNPCOFS(coverTarg), F_GENTITY},
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{strNPCOFS(tempGoal), F_GENTITY},
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{strNPCOFS(goalEntity), F_GENTITY},
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{strNPCOFS(lastGoalEntity), F_GENTITY},
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{strNPCOFS(eventualGoal), F_GENTITY},
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{strNPCOFS(captureGoal), F_GENTITY},
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{strNPCOFS(defendEnt), F_GENTITY},
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{strNPCOFS(greetEnt), F_GENTITY},
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{strNPCOFS(group), F_GROUP},
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{strNPCOFS(blockedEntity), F_GENTITY},
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{strNPCOFS(blockedTargetEntity),F_GENTITY},
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{strNPCOFS(jumpTarget), F_GENTITY},
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{strNPCOFS(watchTarget), F_GENTITY},
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{NULL, 0, F_IGNORE}
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};
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static const save_field_t savefields_LevelLocals[] =
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{
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{strLLOFS(locationHead), F_GENTITY},
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{strLLOFS(alertEvents), F_ALERTEVENT},
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{strLLOFS(groups), F_AIGROUPS},
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{strLLOFS(knownAnimFileSets),F_ANIMFILESETS},
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{NULL, 0, F_IGNORE}
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};
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static const save_field_t savefields_gVHIC[] =
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{
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{strVHICOFS(m_pPilot), F_GENTITY},
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{strVHICOFS(m_pOldPilot), F_GENTITY},
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{strVHICOFS(m_pDroidUnit), F_GENTITY},
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{strVHICOFS(m_pParentEntity), F_GENTITY},
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//m_ppPassengers //!ptr array?!
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{strVHICOFS(m_pVehicleInfo), F_VEHINFO}, //!another ptr! store name field instead and re-hook on load?
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{NULL, 0, F_IGNORE}
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};
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static const save_field_t savefields_gClient[] =
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{
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// sabers are stomped over by specific code elsewhere, it seems, but the first two fields MUST be saved
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// or it crashes on reload
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{strCLOFS(ps.saber[0].name),F_STRING},
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/* {strCLOFS(ps.saber[0].model),F_STRING},
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{strCLOFS(ps.saber[0].skin),F_STRING},
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{strCLOFS(ps.saber[0].brokenSaber1),F_STRING},
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{strCLOFS(ps.saber[0].brokenSaber2),F_STRING},
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*/
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{strCLOFS(ps.saber[1].name),F_STRING},
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/* {strCLOFS(ps.saber[1].model),F_STRING},
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{strCLOFS(ps.saber[1].skin),F_STRING},
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{strCLOFS(ps.saber[1].brokenSaber1),F_STRING},
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{strCLOFS(ps.saber[1].brokenSaber2),F_STRING},
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*/
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{strCLOFS(leader), F_GENTITY},
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{strCLOFS(clientInfo.customBasicSoundDir),F_STRING},
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{strCLOFS(clientInfo.customCombatSoundDir),F_STRING},
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{strCLOFS(clientInfo.customExtraSoundDir),F_STRING},
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{strCLOFS(clientInfo.customJediSoundDir),F_STRING},
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{NULL, 0, F_IGNORE}
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};
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list<sstring_t> *strList = NULL;
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/////////// char * /////////////
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//
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//
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static int GetStringNum(const char *psString)
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{
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assert( psString != (char *)0xcdcdcdcd );
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// NULL ptrs I'll write out as a strlen of -1...
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//
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if (!psString)
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{
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return -1;
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}
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strList->push_back( psString );
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return strlen(psString) + 1; // this gives us the chunk length for the reader later
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}
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static char *GetStringPtr(int iStrlen, char *psOriginal/*may be NULL*/)
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{
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if (iStrlen != -1)
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{
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char sString[768]; // arb, inc if nec.
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sString[0]=0;
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assert(iStrlen+1<=sizeof(sString));
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gi.ReadFromSaveGame('STRG', sString, iStrlen);
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#ifndef _XBOX // TAG_G_ALLOC is always blown away, we can never recycle
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if (psOriginal && gi.bIsFromZone(psOriginal, TAG_G_ALLOC)) {
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if (!strcmp(psOriginal,sString))
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{//it's a legal ptr and they're the same so let's just reuse it instead of free/alloc
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return psOriginal;
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}
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gi.Free(psOriginal);
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}
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#endif
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return G_NewString(sString);
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}
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return NULL;
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}
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//
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//
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////////////////////////////////
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/////////// gentity_t * ////////
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//
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//
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static int GetGEntityNum(gentity_t* ent)
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{
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assert( ent != (gentity_t *) 0xcdcdcdcd);
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if (ent == NULL)
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{
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return -1;
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}
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// note that I now validate the return value (to avoid triggering asserts on re-load) because of the
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// way that the level_locals_t alertEvents struct contains a count of which ones are valid, so I'm guessing
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// that some of them aren't (valid)...
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//
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int iReturnIndex = ent - g_entities;
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if (iReturnIndex < 0 || iReturnIndex >= MAX_GENTITIES)
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{
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iReturnIndex = -1; // will get a NULL ptr on reload
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}
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return iReturnIndex;
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}
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static gentity_t *GetGEntityPtr(int iEntNum)
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{
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if (iEntNum == -1)
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{
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return NULL;
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}
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assert(iEntNum >= 0);
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assert(iEntNum < MAX_GENTITIES);
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return (g_entities + iEntNum);
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}
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//
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//
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////////////////////////////////
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static int GetGroupNumber(AIGroupInfo_t *pGroup)
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{
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assert( pGroup != (AIGroupInfo_t *) 0xcdcdcdcd);
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if (pGroup == NULL)
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{
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return -1;
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}
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int iReturnIndex = pGroup - level.groups;
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if (iReturnIndex < 0 || iReturnIndex >= (sizeof(level.groups) / sizeof(level.groups[0])) )
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{
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iReturnIndex = -1; // will get a NULL ptr on reload
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}
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return iReturnIndex;
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}
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static AIGroupInfo_t *GetGroupPtr(int iGroupNum)
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{
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if (iGroupNum == -1)
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{
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return NULL;
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}
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assert(iGroupNum >= 0);
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assert(iGroupNum < (sizeof(level.groups) / sizeof(level.groups[0])));
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return (level.groups + iGroupNum);
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}
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/////////// gclient_t * ////////
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//
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//
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static int GetGClientNum(gclient_t *c, gentity_t *ent)
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{
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// unfortunately, I now need to see if this is a 'real' client (and therefore resolve to an enum), or
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// whether it's one of the NPC or SP_misc_weapon_shooter
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//
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assert(c != (gclient_t *)0xcdcdcdcd);
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if (c == NULL)
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{
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return -1;
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}
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if (ent->s.number < MAX_CLIENTS)
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{ // regular client...
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return (c - level.clients);
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}
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else
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{ // this must be an NPC or weapon_shooter, so mark it as special...
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return -2; // yeuch, but distinguishes it from a valid 0 index, or -1 for client==NULL
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}
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}
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static gclient_t *GetGClientPtr(int c)
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{
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if (c == -1)
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{
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return NULL;
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}
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if (c == -2)
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{
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return (gclient_t *) -2; // preserve this value so that I know to load in one of Mike's private NPC clients later
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}
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assert(c >= 0);
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assert(c < level.maxclients);
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return (level.clients + c);
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}
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//
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//
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////////////////////////////////
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/////////// gitem_t * //////////
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//
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//
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static int GetGItemNum (gitem_t *pItem)
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{
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assert(pItem != (gitem_t*) 0xcdcdcdcd);
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if (pItem == NULL)
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{
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return -1;
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}
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return pItem - bg_itemlist;
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}
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static gitem_t *GetGItemPtr(int iItem)
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{
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if (iItem == -1)
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{
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return NULL;
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}
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assert(iItem >= 0);
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assert(iItem < bg_numItems);
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return &bg_itemlist[iItem];
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}
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//
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//
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////////////////////////////////
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/////////// vehicleInfo_t * //////////
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//
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//
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static int GetVehicleInfoNum(vehicleInfo_t *pVehicleInfo)
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{
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assert(pVehicleInfo != (vehicleInfo_t*) 0xcdcdcdcd);
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if (pVehicleInfo == NULL)
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{
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return -1;
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}
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return pVehicleInfo - g_vehicleInfo;
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}
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static vehicleInfo_t *GetVehicleInfoPtr(int iVehicleIndex)
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{
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if (iVehicleIndex == -1)
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{
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return NULL;
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}
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assert(iVehicleIndex > 0);
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assert(iVehicleIndex < numVehicles);
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return &g_vehicleInfo[iVehicleIndex];
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}
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//
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//
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////////////////////////////////
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static void EnumerateField(const save_field_t *pField, const byte *pbBase)
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{
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void *pv = (void *)(pbBase + pField->iOffset);
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switch (pField->eFieldType)
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{
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case F_STRING:
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*(int *)pv = GetStringNum(*(char **)pv);
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break;
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case F_GENTITY:
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*(int *)pv = GetGEntityNum(*(gentity_t **)pv);
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break;
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case F_GROUP:
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*(int *)pv = GetGroupNumber(*(AIGroupInfo_t **)pv);
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break;
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case F_GCLIENT:
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*(int *)pv = GetGClientNum(*(gclient_t **)pv, (gentity_t *) pbBase);
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break;
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case F_ITEM:
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*(int *)pv = GetGItemNum(*(gitem_t **)pv);
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break;
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case F_VEHINFO:
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*(int *)pv = GetVehicleInfoNum(*(vehicleInfo_t **)pv);
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break;
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case F_BEHAVIORSET:
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{
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const char **p = (const char **) pv;
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for (int i=0; i<NUM_BSETS; i++)
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{
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pv = &p[i]; // since you can't ++ a void ptr
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*(int *)pv = GetStringNum(*(char **)pv);
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}
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}
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break;
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/*MCG
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case F_BODYQUEUE:
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{
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gentity_t **p = (gentity_t **) pv;
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for (int i=0; i<BODY_QUEUE_SIZE; i++)
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{
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pv = &p[i]; // since you can't ++ a void ptr
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*(int *)pv = GetGEntityNum(*(gentity_t **)pv);
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}
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}
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break;
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*/
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case F_ALERTEVENT: // convert all gentity_t ptrs in an alertEvent array into indexes...
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{
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alertEvent_t* p = (alertEvent_t *) pv;
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for (int i=0; i<MAX_ALERT_EVENTS; i++)
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{
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p[i].owner = (gentity_t *) GetGEntityNum(p[i].owner);
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}
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}
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break;
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case F_AIGROUPS: // convert to ptrs within this into indexes...
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{
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||
|
AIGroupInfo_t* p = (AIGroupInfo_t *) pv;
|
||
|
|
||
|
for (int i=0; i<MAX_FRAME_GROUPS; i++)
|
||
|
{
|
||
|
p[i].enemy = (gentity_t *) GetGEntityNum(p[i].enemy);
|
||
|
p[i].commander = (gentity_t *) GetGEntityNum(p[i].commander);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case F_ANIMFILESETS:
|
||
|
{
|
||
|
animFileSet_t* p = (animFileSet_t *) pv;
|
||
|
|
||
|
for (int i=0; i<MAX_ANIM_FILES; i++)
|
||
|
{
|
||
|
for ( int j=0; j<MAX_ANIM_EVENTS; j++ )
|
||
|
{
|
||
|
const char *ptAnimEventStringData = p[i].torsoAnimEvents[j].stringData;
|
||
|
*(int *)(&p[i].torsoAnimEvents[j].stringData) = GetStringNum( ptAnimEventStringData );
|
||
|
const char *plAnimEventStringData = p[i].legsAnimEvents[j].stringData;
|
||
|
*(int *)(&p[i].legsAnimEvents[j].stringData) = GetStringNum( plAnimEventStringData );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case F_BOOLPTR:
|
||
|
*(qboolean *)pv = !!(*(int *)pv);
|
||
|
break;
|
||
|
|
||
|
// These are pointers that are always recreated
|
||
|
case F_NULL:
|
||
|
*(void **)pv = NULL;
|
||
|
break;
|
||
|
|
||
|
case F_IGNORE:
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
G_Error ("EnumerateField: unknown field type");
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void EnumerateFields(const save_field_t *pFields, const byte *pbData, unsigned long ulChid, int iLen)
|
||
|
{
|
||
|
strList = new list<sstring_t>;
|
||
|
|
||
|
// enumerate all the fields...
|
||
|
//
|
||
|
if (pFields)
|
||
|
{
|
||
|
for (const save_field_t *pField = pFields; pField->psName; pField++)
|
||
|
{
|
||
|
assert(pField->iOffset < iLen);
|
||
|
EnumerateField(pField, pbData);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// save out raw data...
|
||
|
//
|
||
|
gi.AppendToSaveGame(ulChid, pbData, iLen);
|
||
|
|
||
|
// save out any associated strings..
|
||
|
//
|
||
|
list<sstring_t>::iterator it = strList->begin();
|
||
|
for (unsigned int i=0; i<strList->size(); i++, ++it)
|
||
|
{
|
||
|
gi.AppendToSaveGame('STRG', (void *)(*it).c_str(), (*it).length() + 1);
|
||
|
}
|
||
|
|
||
|
delete strList;
|
||
|
strList = NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
static void EvaluateField(const save_field_t *pField, byte *pbBase, byte *pbOriginalRefData/* may be NULL*/)
|
||
|
{
|
||
|
void *pv = (void *)(pbBase + pField->iOffset);
|
||
|
void *pvOriginal = (void *)(pbOriginalRefData + pField->iOffset);
|
||
|
|
||
|
switch (pField->eFieldType)
|
||
|
{
|
||
|
case F_STRING:
|
||
|
*(char **)pv = GetStringPtr(*(int *)pv, pbOriginalRefData?*(char**)pvOriginal:NULL);
|
||
|
break;
|
||
|
|
||
|
case F_GENTITY:
|
||
|
*(gentity_t **)pv = GetGEntityPtr(*(int *)pv);
|
||
|
break;
|
||
|
|
||
|
case F_GROUP:
|
||
|
*(AIGroupInfo_t **)pv = GetGroupPtr(*(int *)pv);
|
||
|
break;
|
||
|
|
||
|
case F_GCLIENT:
|
||
|
*(gclient_t **)pv = GetGClientPtr(*(int *)pv);
|
||
|
break;
|
||
|
|
||
|
case F_ITEM:
|
||
|
*(gitem_t **)pv = GetGItemPtr(*(int *)pv);
|
||
|
break;
|
||
|
|
||
|
case F_VEHINFO:
|
||
|
*(vehicleInfo_t **)pv = GetVehicleInfoPtr(*(int *)pv);
|
||
|
break;
|
||
|
|
||
|
case F_BEHAVIORSET:
|
||
|
{
|
||
|
char **p = (char **) pv;
|
||
|
char **pO= (char **) pvOriginal;
|
||
|
for (int i=0; i<NUM_BSETS; i++, p++, pO++)
|
||
|
{
|
||
|
*p = GetStringPtr(*(int *)p, pbOriginalRefData?*(char **)pO:NULL);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
/*MCG
|
||
|
case F_BODYQUEUE:
|
||
|
{
|
||
|
gentity_t **p = (gentity_t **) pv;
|
||
|
for (int i=0; i<BODY_QUEUE_SIZE; i++, p++)
|
||
|
{
|
||
|
*p = GetGEntityPtr(*(int *)p);
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
*/
|
||
|
|
||
|
case F_ALERTEVENT:
|
||
|
{
|
||
|
alertEvent_t* p = (alertEvent_t *) pv;
|
||
|
|
||
|
for (int i=0; i<MAX_ALERT_EVENTS; i++)
|
||
|
{
|
||
|
p[i].owner = GetGEntityPtr((int)(p[i].owner));
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case F_AIGROUPS: // convert to ptrs within this into indexes...
|
||
|
{
|
||
|
AIGroupInfo_t* p = (AIGroupInfo_t *) pv;
|
||
|
|
||
|
for (int i=0; i<MAX_FRAME_GROUPS; i++)
|
||
|
{
|
||
|
p[i].enemy = GetGEntityPtr((int)(p[i].enemy));
|
||
|
p[i].commander = GetGEntityPtr((int)(p[i].commander));
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case F_ANIMFILESETS:
|
||
|
{
|
||
|
animFileSet_t* p = (animFileSet_t *) pv;
|
||
|
char *pO;
|
||
|
for (int i=0; i<MAX_ANIM_FILES; i++)
|
||
|
{
|
||
|
for ( int j=0; j<MAX_ANIM_EVENTS; j++ )
|
||
|
{
|
||
|
pO = pbOriginalRefData ? level.knownAnimFileSets[i].torsoAnimEvents[j].stringData : NULL;
|
||
|
p[i].torsoAnimEvents[j].stringData = GetStringPtr((int)p[i].torsoAnimEvents[j].stringData, pO);
|
||
|
pO = pbOriginalRefData ? level.knownAnimFileSets[i].legsAnimEvents[j].stringData : NULL;
|
||
|
p[i].legsAnimEvents[j].stringData = GetStringPtr((int)p[i].legsAnimEvents[j].stringData, pO);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
// // These fields are patched in when their relevant owners are loaded
|
||
|
case F_BOOLPTR:
|
||
|
case F_NULL:
|
||
|
break;
|
||
|
|
||
|
case F_IGNORE:
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
G_Error ("EvaluateField: unknown field type");
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// copy of function in sv_savegame
|
||
|
static LPCSTR SG_GetChidText(unsigned long chid)
|
||
|
{
|
||
|
static char chidtext[5];
|
||
|
|
||
|
*(unsigned long *)chidtext = BigLong(chid);
|
||
|
chidtext[4] = 0;
|
||
|
|
||
|
return chidtext;
|
||
|
}
|
||
|
|
||
|
static void EvaluateFields(const save_field_t *pFields, byte *pbData, byte *pbOriginalRefData, unsigned long ulChid, int iSize, qboolean bOkToSizeMisMatch)
|
||
|
{
|
||
|
int iReadSize = gi.ReadFromSaveGame(ulChid, pbData, bOkToSizeMisMatch?0:iSize);
|
||
|
|
||
|
if (iReadSize != iSize)
|
||
|
{
|
||
|
// handle any chunks that are ok to change length (typically this is a last minute hack,
|
||
|
// so hopefully we won't need it any more... ;-)
|
||
|
//
|
||
|
switch (ulChid)
|
||
|
{
|
||
|
// example chunk handler...
|
||
|
//
|
||
|
case 'GCLI':
|
||
|
/* assert(iSize>iReadSize);
|
||
|
memset(&pbData[iReadSize], 0, iSize-iReadSize); // zero out new objectives that weren't in old-format save file
|
||
|
break;
|
||
|
*/
|
||
|
default:
|
||
|
// won't return...
|
||
|
//
|
||
|
G_Error(va("EvaluateFields(): variable-sized chunk '%s' without handler!",SG_GetChidText(ulChid)));
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (pFields)
|
||
|
{
|
||
|
for (const save_field_t *pField = pFields; pField->psName; pField++)
|
||
|
{
|
||
|
EvaluateField(pField, pbData, pbOriginalRefData);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
WriteLevelLocals
|
||
|
|
||
|
All pointer variables (except function pointers) must be handled specially.
|
||
|
==============
|
||
|
*/
|
||
|
static void WriteLevelLocals ()
|
||
|
{
|
||
|
level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse);
|
||
|
*temp = level; // copy out all data into a temp space
|
||
|
|
||
|
EnumerateFields(savefields_LevelLocals, (byte *)temp, 'LVLC', LLOFS(LEVEL_LOCALS_T_SAVESTOP)); // sizeof(temp));
|
||
|
gi.Free(temp);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
ReadLevelLocals
|
||
|
|
||
|
All pointer variables (except function pointers) must be handled specially.
|
||
|
==============
|
||
|
*/
|
||
|
static void ReadLevelLocals ()
|
||
|
{
|
||
|
// preserve client ptr either side of the load, because clients are already saved/loaded through Read/Writegame...
|
||
|
//
|
||
|
gclient_t *pClients = level.clients; // save clients
|
||
|
|
||
|
level_locals_t *temp = (level_locals_t *)gi.Malloc(sizeof(level_locals_t), TAG_TEMP_WORKSPACE, qfalse);
|
||
|
*temp = level; // struct copy
|
||
|
EvaluateFields(savefields_LevelLocals, (byte *)temp, (byte *)&level, 'LVLC', LLOFS(LEVEL_LOCALS_T_SAVESTOP),qfalse); // sizeof(level_locals_t));
|
||
|
level = *temp; // struct copy
|
||
|
|
||
|
level.clients = pClients; // restore clients
|
||
|
gi.Free(temp);
|
||
|
}
|
||
|
|
||
|
static void WriteGEntities(qboolean qbAutosave)
|
||
|
{
|
||
|
int iCount = 0;
|
||
|
|
||
|
for (int i=0; i<(qbAutosave?1:globals.num_entities); i++)
|
||
|
{
|
||
|
gentity_t* ent = &g_entities[i];
|
||
|
|
||
|
if ( ent->inuse )
|
||
|
{
|
||
|
iCount++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
gi.AppendToSaveGame('NMED', &iCount, sizeof(iCount));
|
||
|
|
||
|
for (i=0; i<(qbAutosave?1:globals.num_entities); i++)
|
||
|
{
|
||
|
gentity_t* ent = &g_entities[i];
|
||
|
|
||
|
if ( ent->inuse)
|
||
|
{
|
||
|
gi.AppendToSaveGame('EDNM', (void *)&i, sizeof(i));
|
||
|
|
||
|
qboolean qbLinked = ent->linked;
|
||
|
gi.unlinkentity( ent );
|
||
|
gentity_t tempEnt = *ent; // make local copy
|
||
|
tempEnt.linked = qbLinked;
|
||
|
|
||
|
if (qbLinked)
|
||
|
{
|
||
|
gi.linkentity( ent );
|
||
|
}
|
||
|
|
||
|
EnumerateFields(savefields_gEntity, (byte *)&tempEnt, 'GENT', sizeof(tempEnt));
|
||
|
|
||
|
// now for any fiddly bits that would be rather awkward to build into the enumerator...
|
||
|
//
|
||
|
if (tempEnt.NPC)
|
||
|
{
|
||
|
gNPC_t npc = *ent->NPC; // NOT *tempEnt.NPC; !! :-)
|
||
|
|
||
|
EnumerateFields(savefields_gNPC, (byte *)&npc, 'GNPC', sizeof(npc));
|
||
|
}
|
||
|
|
||
|
if (tempEnt.client == (gclient_t *)-2) // I know, I know...
|
||
|
{
|
||
|
gclient_t client = *ent->client; // NOT *tempEnt.client!!
|
||
|
EnumerateFields(savefields_gClient, (byte *)&client, 'GCLI', sizeof(client));
|
||
|
}
|
||
|
|
||
|
if (tempEnt.parms)
|
||
|
{
|
||
|
gi.AppendToSaveGame('PARM', ent->parms, sizeof(*ent->parms));
|
||
|
}
|
||
|
|
||
|
if (tempEnt.m_pVehicle)
|
||
|
{
|
||
|
Vehicle_t vehicle = *ent->m_pVehicle; // NOT *tempEnt.m_pVehicle!!
|
||
|
EnumerateFields(savefields_gVHIC, (byte *)&vehicle, 'VHIC', sizeof(vehicle));
|
||
|
}
|
||
|
|
||
|
// the scary ghoul2 saver stuff... (fingers crossed)
|
||
|
//
|
||
|
gi.G2API_SaveGhoul2Models(tempEnt.ghoul2);
|
||
|
tempEnt.ghoul2.kill(); // this handle was shallow copied from an ent. We don't want it destroyed
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Write out all entity timers
|
||
|
TIMER_Save();//WriteEntityTimers();
|
||
|
|
||
|
if (!qbAutosave)
|
||
|
{
|
||
|
//Save out ICARUS information
|
||
|
IIcarusInterface::GetIcarus()->Save();
|
||
|
|
||
|
// this marker needs to be here, it lets me know if Icarus doesn't load everything back later,
|
||
|
// which has happened, and doesn't always show up onscreen until certain game situations.
|
||
|
// This saves time debugging, and makes things easier to track.
|
||
|
//
|
||
|
static int iBlah = 1234;
|
||
|
gi.AppendToSaveGame('ICOK', &iBlah, sizeof(iBlah));
|
||
|
}
|
||
|
if (!qbAutosave )//really shouldn't need to write these bits at all, just restore them from the ents...
|
||
|
{
|
||
|
WriteInUseBits();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void ReadGEntities(qboolean qbAutosave)
|
||
|
{
|
||
|
int iCount;
|
||
|
|
||
|
gi.ReadFromSaveGame('NMED', (void *)&iCount, sizeof(iCount));
|
||
|
|
||
|
int iPreviousEntRead = -1;
|
||
|
for (int i=0; i<iCount; i++)
|
||
|
{
|
||
|
int iEntIndex;
|
||
|
gi.ReadFromSaveGame('EDNM', (void *)&iEntIndex, sizeof(iEntIndex));
|
||
|
|
||
|
if (iEntIndex >= globals.num_entities)
|
||
|
{
|
||
|
globals.num_entities = iEntIndex + 1;
|
||
|
}
|
||
|
|
||
|
if (iPreviousEntRead != iEntIndex-1)
|
||
|
{
|
||
|
for (int j=iPreviousEntRead+1; j!=iEntIndex; j++)
|
||
|
{
|
||
|
if ( g_entities[j].inuse ) // not actually necessary
|
||
|
{
|
||
|
G_FreeEntity(&g_entities[j]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
iPreviousEntRead = iEntIndex;
|
||
|
|
||
|
// slightly naff syntax here, but makes a few ops clearer later...
|
||
|
//
|
||
|
gentity_t entity;
|
||
|
gentity_t* pEntOriginal = &entity;
|
||
|
gentity_t* pEnt = &g_entities[iEntIndex];
|
||
|
*pEntOriginal = *pEnt; // struct copy, so we can refer to original
|
||
|
|
||
|
pEntOriginal->ghoul2.kill();
|
||
|
gi.unlinkentity(pEnt);
|
||
|
Quake3Game()->FreeEntity( pEnt );
|
||
|
|
||
|
//
|
||
|
// sneaky: destroy the ghoul2 object within this struct before binary-loading over the top of it...
|
||
|
//
|
||
|
gi.G2API_LoadSaveCodeDestructGhoul2Info(pEnt->ghoul2);
|
||
|
pEnt->ghoul2.kill();
|
||
|
EvaluateFields(savefields_gEntity, (byte *)pEnt, (byte *)pEntOriginal, 'GENT', sizeof(*pEnt),qfalse);
|
||
|
pEnt->ghoul2.kill();
|
||
|
|
||
|
// now for any fiddly bits...
|
||
|
//
|
||
|
if (pEnt->NPC) // will be qtrue/qfalse
|
||
|
{
|
||
|
gNPC_t tempNPC;
|
||
|
|
||
|
EvaluateFields(savefields_gNPC, (byte *)&tempNPC,(byte *)pEntOriginal->NPC, 'GNPC', sizeof (*pEnt->NPC),qfalse);
|
||
|
|
||
|
// so can we pinch the original's one or do we have to alloc a new one?...
|
||
|
//
|
||
|
if (pEntOriginal->NPC)
|
||
|
{
|
||
|
// pinch this G_Alloc handle...
|
||
|
//
|
||
|
pEnt->NPC = pEntOriginal->NPC;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// original didn't have one (hmmm...), so make a new one...
|
||
|
//
|
||
|
//assert(0); // I want to know about this, though not in release
|
||
|
pEnt->NPC = (gNPC_t *) G_Alloc(sizeof(*pEnt->NPC));
|
||
|
}
|
||
|
|
||
|
// copy over the one we've just loaded...
|
||
|
//
|
||
|
*pEnt->NPC = tempNPC; // struct copy
|
||
|
|
||
|
//FIXME: do we need to do these too?
|
||
|
/*
|
||
|
if ( pEnt->s.number )
|
||
|
{//not player
|
||
|
G_LoadAnimFileSet( *pEnt, *pEnt->NPC_type );
|
||
|
G_SetSkin( *pEnt, *pEnt->NPC_type, NULL );// it probably wasn't the default skin, do we need this at all?
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
if (pEnt->client == (gclient_t*) -2) // one of Mike G's NPC clients?
|
||
|
{
|
||
|
gclient_t tempGClient;
|
||
|
|
||
|
EvaluateFields(savefields_gClient, (byte *)&tempGClient, (byte *)pEntOriginal->client, 'GCLI', sizeof(*pEnt->client),qfalse);
|
||
|
|
||
|
// can we pinch the original's client handle or do we have to alloc a new one?...
|
||
|
//
|
||
|
if (pEntOriginal->client)
|
||
|
{
|
||
|
// pinch this G_Alloc handle...
|
||
|
//
|
||
|
pEnt->client = pEntOriginal->client;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// original didn't have one (hmmm...) so make a new one...
|
||
|
//
|
||
|
pEnt->client = (gclient_t *) G_Alloc(sizeof(*pEnt->client));
|
||
|
}
|
||
|
|
||
|
// copy over the one we've just loaded....
|
||
|
//
|
||
|
*pEnt->client = tempGClient; // struct copy
|
||
|
|
||
|
if ( pEnt->s.number )
|
||
|
{//not player
|
||
|
G_ReloadSaberData( pEnt );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Some Icarus thing... (probably)
|
||
|
//
|
||
|
if (pEnt->parms) // will be qtrue/qfalse
|
||
|
{
|
||
|
parms_t tempParms;
|
||
|
|
||
|
gi.ReadFromSaveGame('PARM', &tempParms, sizeof(tempParms));
|
||
|
|
||
|
// so can we pinch the original's one or do we have to alloc a new one?...
|
||
|
//
|
||
|
if (pEntOriginal->parms)
|
||
|
{
|
||
|
// pinch this G_Alloc handle...
|
||
|
//
|
||
|
pEnt->parms = pEntOriginal->parms;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// original didn't have one, so make a new one...
|
||
|
//
|
||
|
pEnt->parms = (parms_t *) G_Alloc(sizeof(*pEnt->parms));
|
||
|
}
|
||
|
|
||
|
// copy over the one we've just loaded...
|
||
|
//
|
||
|
*pEnt->parms = tempParms; // struct copy
|
||
|
}
|
||
|
|
||
|
if (pEnt->m_pVehicle) // will be qtrue/qfalse
|
||
|
{
|
||
|
Vehicle_t tempVehicle;
|
||
|
|
||
|
EvaluateFields(savefields_gVHIC, (byte *)&tempVehicle,(byte *)pEntOriginal->m_pVehicle, 'VHIC', sizeof (*pEnt->m_pVehicle),qfalse);
|
||
|
|
||
|
// so can we pinch the original's one or do we have to alloc a new one?...
|
||
|
//
|
||
|
if (pEntOriginal->m_pVehicle)
|
||
|
{
|
||
|
// pinch this G_Alloc handle...
|
||
|
//
|
||
|
pEnt->m_pVehicle = pEntOriginal->m_pVehicle;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// original didn't have one, so make a new one...
|
||
|
//
|
||
|
pEnt->m_pVehicle = (Vehicle_t *) gi.Malloc( sizeof(Vehicle_t), TAG_G_ALLOC, qfalse );
|
||
|
}
|
||
|
|
||
|
// copy over the one we've just loaded...
|
||
|
//
|
||
|
*pEnt->m_pVehicle = tempVehicle; // struct copy
|
||
|
}
|
||
|
|
||
|
// the scary ghoul2 stuff... (fingers crossed)
|
||
|
//
|
||
|
{
|
||
|
char *pGhoul2Data = NULL;
|
||
|
gi.ReadFromSaveGame('GHL2', 0, 0, (void**)&pGhoul2Data);
|
||
|
gi.G2API_LoadGhoul2Models(pEnt->ghoul2, pGhoul2Data); // if it's going to crash anywhere... <g>
|
||
|
gi.Free(pGhoul2Data);
|
||
|
}
|
||
|
|
||
|
// gi.unlinkentity (pEntOriginal);
|
||
|
// ICARUS_FreeEnt( pEntOriginal );
|
||
|
// *pEntOriginal = *pEnt; // struct copy
|
||
|
// qboolean qbLinked = pEntOriginal->linked;
|
||
|
// pEntOriginal->linked = qfalse;
|
||
|
// if (qbLinked)
|
||
|
// {
|
||
|
// gi.linkentity (pEntOriginal);
|
||
|
// }
|
||
|
|
||
|
// because the sytem stores sfx_t handles directly instead of the set, we have to reget the set's sfx_t...
|
||
|
//
|
||
|
if (pEnt->s.eType == ET_MOVER && pEnt->s.loopSound>0)
|
||
|
{
|
||
|
if ( VALIDSTRING( pEnt->soundSet ))
|
||
|
{
|
||
|
extern int BMS_MID; // from g_mover
|
||
|
pEnt->s.loopSound = CAS_GetBModelSound( pEnt->soundSet, BMS_MID );
|
||
|
if (pEnt->s.loopSound == -1)
|
||
|
{
|
||
|
pEnt->s.loopSound = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// NPCs and other ents store waypoints that aren't valid after a load
|
||
|
pEnt->waypoint = 0;
|
||
|
|
||
|
qboolean qbLinked = pEnt->linked;
|
||
|
pEnt->linked = qfalse;
|
||
|
if (qbLinked)
|
||
|
{
|
||
|
gi.linkentity (pEnt);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Read in all the entity timers
|
||
|
TIMER_Load();//ReadEntityTimers();
|
||
|
|
||
|
if (!qbAutosave)
|
||
|
{
|
||
|
// now zap any g_ents that were inuse when the level was loaded, but are no longer in use in the saved version
|
||
|
// that we've just loaded...
|
||
|
//
|
||
|
for (i=iPreviousEntRead+1; i<globals.num_entities; i++)
|
||
|
{
|
||
|
if ( g_entities[i].inuse ) // not actually necessary
|
||
|
{
|
||
|
G_FreeEntity(&g_entities[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Load ICARUS information
|
||
|
Quake3Game()->ClearEntityList();
|
||
|
|
||
|
IIcarusInterface::GetIcarus()->Load();
|
||
|
|
||
|
// check that Icarus has loaded everything it saved out by having a marker chunk after it...
|
||
|
//
|
||
|
static int iBlah = 1234;
|
||
|
gi.ReadFromSaveGame('ICOK', &iBlah, sizeof(iBlah));
|
||
|
}
|
||
|
if (!qbAutosave)
|
||
|
{
|
||
|
ReadInUseBits();//really shouldn't need to read these bits in at all, just restore them from the ents...
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void WriteLevel(qboolean qbAutosave)
|
||
|
{
|
||
|
if (!qbAutosave) //-always save the client
|
||
|
{
|
||
|
// write out one client - us!
|
||
|
//
|
||
|
assert(level.maxclients == 1); // I'll need to know if this changes, otherwise I'll need to change the way ReadGame works
|
||
|
gclient_t client = level.clients[0];
|
||
|
EnumerateFields(savefields_gClient, (byte *)&client, 'GCLI', sizeof(client));
|
||
|
WriteLevelLocals(); // level_locals_t level
|
||
|
}
|
||
|
|
||
|
OBJ_SaveObjectiveData();
|
||
|
FX_Write();
|
||
|
|
||
|
/////////////
|
||
|
WriteGEntities(qbAutosave);
|
||
|
Quake3Game()->VariableSave();
|
||
|
G_LoadSave_WriteMiscData();
|
||
|
|
||
|
extern void CG_WriteTheEvilCGHackStuff(void);
|
||
|
CG_WriteTheEvilCGHackStuff();
|
||
|
|
||
|
// (Do NOT put any write-code below this line)
|
||
|
//
|
||
|
// put out an end-marker so that the load code can check everything was read in...
|
||
|
//
|
||
|
static int iDONE = 1234;
|
||
|
gi.AppendToSaveGame('DONE', &iDONE, sizeof(iDONE));
|
||
|
}
|
||
|
|
||
|
void ReadLevel(qboolean qbAutosave, qboolean qbLoadTransition)
|
||
|
{
|
||
|
if ( qbLoadTransition )
|
||
|
{
|
||
|
// I STRONGLY SUSPECT THAT THIS WILL JUST ERR_DROP BECAUSE OF THE LOAD SWAPPING OF THE CHUNK-ORDER
|
||
|
// BELOW BETWEEN OBJECTIVES AND LEVEL_LOCALS, SO I'M GUESSING THIS IS SOME OLD EF1 JUNK?
|
||
|
// IN ANY CASE, LET'S MAKE SURE... // -ste (no idea who wrote the comment stuff below, did it ever work?)
|
||
|
//
|
||
|
assert(0);
|
||
|
//
|
||
|
//loadtransitions do not need to read the objectives and client data from the level they're going to
|
||
|
//In a loadtransition, client data is carried over on the server and will be stomped later anyway.
|
||
|
//The objective info (in client->sess data), however, is read in from G_ReadSessionData which is called before this func,
|
||
|
//we do NOT want to stomp that session data when doing a load transition
|
||
|
|
||
|
//However, we should still save this info out because these savegames may need to be
|
||
|
//loaded normally later- perhaps if you die and need to respawn, perhaps as some kind
|
||
|
//of emergency savegame for resuming, etc.
|
||
|
|
||
|
//SO: We read it in, but throw it away.
|
||
|
|
||
|
//Read & throw away gclient info
|
||
|
gclient_t junkClient;
|
||
|
EvaluateFields(savefields_gClient, (byte *)&junkClient, (byte *)&level.clients[0], 'GCLI', sizeof(*level.clients), qfalse);
|
||
|
|
||
|
//Read & throw away objective info
|
||
|
objectives_t junkObj[MAX_MISSION_OBJ];
|
||
|
gi.ReadFromSaveGame('OBJT', (void *) &junkObj, 0);
|
||
|
|
||
|
ReadLevelLocals(); // level_locals_t level
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!qbAutosave )//always load the client unless it's an autosave
|
||
|
{
|
||
|
assert(level.maxclients == 1); // I'll need to know if this changes, otherwise I'll need to change the way things work
|
||
|
|
||
|
gclient_t GClient;
|
||
|
EvaluateFields(savefields_gClient, (byte *)&GClient, (byte *)&level.clients[0], 'GCLI', sizeof(*level.clients), qfalse);
|
||
|
level.clients[0] = GClient; // struct copy
|
||
|
ReadLevelLocals(); // level_locals_t level
|
||
|
}
|
||
|
|
||
|
OBJ_LoadObjectiveData();//loads mission objectives AND tactical info
|
||
|
}
|
||
|
|
||
|
FX_Read();
|
||
|
|
||
|
/////////////
|
||
|
|
||
|
ReadGEntities(qbAutosave);
|
||
|
Quake3Game()->VariableLoad();
|
||
|
G_LoadSave_ReadMiscData();
|
||
|
|
||
|
extern void CG_ReadTheEvilCGHackStuff(void);
|
||
|
CG_ReadTheEvilCGHackStuff();
|
||
|
|
||
|
// (Do NOT put any read-code below this line)
|
||
|
//
|
||
|
// check that the whole file content was loaded by specifically requesting an end-marker...
|
||
|
//
|
||
|
static int iDONE = 1234;
|
||
|
gi.ReadFromSaveGame('DONE', &iDONE, sizeof(iDONE));
|
||
|
}
|
||
|
|
||
|
extern int killPlayerTimer;
|
||
|
qboolean GameAllowedToSaveHere(void)
|
||
|
{
|
||
|
return (!in_camera&&!killPlayerTimer);
|
||
|
}
|
||
|
|
||
|
//////////////////// eof /////////////////////
|
||
|
|
||
|
#if 0
|
||
|
// !!!!!!!!!!!!!!!!!! loadsave affecting structure !!!!!!!!!!!!!!!!!!!!!!!
|
||
|
struct Vehicle_t
|
||
|
{
|
||
|
// The entity who pilots/drives this vehicle.
|
||
|
// NOTE: This is redundant (since m_pParentEntity->owner _should_ be the pilot). This makes things clearer though.
|
||
|
gentity_t *m_pPilot;
|
||
|
|
||
|
int m_iPilotTime; //if spawnflag to die without pilot and this < level.time then die.
|
||
|
qboolean m_bHasHadPilot; //qtrue once the vehicle gets its first pilot
|
||
|
|
||
|
// The passengers of this vehicle.
|
||
|
gentity_t **m_ppPassengers;
|
||
|
|
||
|
// The number of passengers currently in this vehicle.
|
||
|
int m_iNumPassengers;
|
||
|
|
||
|
//the droid unit NPC for this vehicle, if any
|
||
|
gentity_t *m_pDroidUnit;
|
||
|
|
||
|
// The entity from which this NPC comes from.
|
||
|
gentity_t *m_pParentEntity;
|
||
|
|
||
|
// If not zero, how long to wait before we can do anything with the vehicle (we're getting on still).
|
||
|
// -1 = board from left, -2 = board from right, -3 = jump/quick board. -4 & -5 = throw off existing pilot
|
||
|
int m_iBoarding;
|
||
|
|
||
|
// Used to check if we've just started the boarding process
|
||
|
bool m_bWasBoarding;
|
||
|
|
||
|
// The speed the vehicle maintains while boarding occurs (often zero)
|
||
|
vec3_t m_vBoardingVelocity;
|
||
|
|
||
|
// Time modifier (must only be used in ProcessMoveCommands() and ProcessOrientCommands() and is updated in Update()).
|
||
|
float m_fTimeModifier;
|
||
|
|
||
|
// Ghoul2 Animation info.
|
||
|
// NOTE: Since each vehicle has their own model instance, these bolts must be local to each vehicle as well.
|
||
|
int m_iLeftWingBone;
|
||
|
int m_iRightWingBone;
|
||
|
//int m_iDriverTag;
|
||
|
int m_iExhaustTag[MAX_VEHICLE_EXHAUSTS];
|
||
|
int m_iMuzzleTag[MAX_VEHICLE_MUZZLES];
|
||
|
int m_iDroidUnitTag;
|
||
|
int m_iGunnerViewTag[MAX_VEHICLE_TURRETS];//Where to put the view origin of the gunner (index)
|
||
|
|
||
|
// This vehicles weapon muzzles.
|
||
|
Muzzle m_Muzzles[MAX_VEHICLE_MUZZLES];
|
||
|
|
||
|
// The user commands structure.
|
||
|
usercmd_t m_ucmd;
|
||
|
|
||
|
// The direction an entity will eject from the vehicle towards.
|
||
|
int m_EjectDir;
|
||
|
|
||
|
// Flags that describe the vehicles behavior.
|
||
|
unsigned long m_ulFlags;
|
||
|
|
||
|
// NOTE: Vehicle Type ID, Orientation, and Armor MUST be transmitted over the net.
|
||
|
|
||
|
// Current angles of this vehicle.
|
||
|
vec3_t m_vOrientation;
|
||
|
|
||
|
// How long you have strafed left or right (increments every frame that you strafe to right, decrements every frame you strafe left)
|
||
|
int m_fStrafeTime;
|
||
|
|
||
|
// Previous angles of this vehicle.
|
||
|
vec3_t m_vPrevOrientation;
|
||
|
|
||
|
// When control is lost on a speeder, current angular velocity is stored here and applied until landing
|
||
|
float m_vAngularVelocity;
|
||
|
|
||
|
vec3_t m_vFullAngleVelocity;
|
||
|
|
||
|
// Current armor and shields of your vehicle (explodes if armor to 0).
|
||
|
int m_iArmor; //hull strength - STAT_HEALTH on NPC
|
||
|
int m_iShields; //energy shielding - STAT_ARMOR on NPC
|
||
|
|
||
|
// Timer for all cgame-FX...? ex: exhaust?
|
||
|
int m_iLastFXTime;
|
||
|
|
||
|
// When to die.
|
||
|
int m_iDieTime;
|
||
|
|
||
|
// This pointer is to a valid VehicleInfo (which could be an animal, speeder, fighter, whatever). This
|
||
|
// contains the functions actually used to do things to this specific kind of vehicle as well as shared
|
||
|
// information (max speed, type, etc...).
|
||
|
vehicleInfo_t *m_pVehicleInfo;
|
||
|
|
||
|
// This trace tells us if we're within landing height.
|
||
|
trace_t m_LandTrace;
|
||
|
|
||
|
//bitflag of surfaces that have broken off
|
||
|
int m_iRemovedSurfaces;
|
||
|
|
||
|
// the last time this vehicle fired a turbo burst
|
||
|
int m_iTurboTime;
|
||
|
|
||
|
//how long it should drop like a rock for after freed from SUSPEND
|
||
|
int m_iDropTime;
|
||
|
|
||
|
int m_iSoundDebounceTimer;
|
||
|
|
||
|
//last time we incremented the shields
|
||
|
int lastShieldInc;
|
||
|
|
||
|
//so we don't hold it down and toggle it back and forth
|
||
|
qboolean linkWeaponToggleHeld;
|
||
|
|
||
|
//info about our weapons (linked, ammo, etc.)
|
||
|
vehWeaponStatus_t weaponStatus[MAX_VEHICLE_WEAPONS];
|
||
|
vehTurretStatus_t turretStatus[MAX_VEHICLE_TURRETS];
|
||
|
|
||
|
//the guy who was previously the pilot
|
||
|
gentity_t* m_pOldPilot;
|
||
|
|
||
|
// don't need these in mp
|
||
|
int m_safeJumpMountTime;
|
||
|
float m_safeJumpMountRightDot;
|
||
|
};
|
||
|
|
||
|
#endif
|