mirror of
https://github.com/ioquake/jedi-outcast.git
synced 2024-11-13 00:24:36 +00:00
1023 lines
24 KiB
C++
1023 lines
24 KiB
C++
// 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 "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 "g_icarus.h"
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#include "../qcommon/sstring.h"
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extern void OBJ_LoadTacticalInfo(void);
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extern int Q3_VariableSave( void );
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extern int Q3_VariableLoad( 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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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(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(sequencer), F_NULL}, // CSequencer *sequencer;
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{strFOFS(taskManager), F_NULL}, // CTaskManager *taskManager;
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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(fullName), F_STRING},
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// {strFOFS(timers), F_BOOLPTR}, // handled directly
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{NULL, 0, F_IGNORE}
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};
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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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{NULL, 0, F_IGNORE}
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};
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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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{NULL, 0, F_IGNORE}
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};
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/*
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struct gclient_s {
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// ps MUST be the first element, because the server expects it
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ok playerState_t ps; // communicated by server to clients
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// private to game
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ok clientPersistant_t pers;
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ok clientSession_t sess;
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ok usercmd_t usercmd; // most recent usercmd
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//Client info - updated when ClientInfoChanged is called, instead of using configstrings
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ok clientInfo_t clientInfo;
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ok renderInfo_t renderInfo;
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};
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*/
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// I'll keep a blank one for now in case I need to add anything...
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//
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field_t savefields_gClient[] =
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{
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{strCLOFS(ps.saberModel), F_STRING},
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{strCLOFS(squadname), F_STRING},
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{strCLOFS(team_leader), F_GENTITY},
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{strCLOFS(leader), F_GENTITY},
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{strCLOFS(follower), F_GENTITY},
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{strCLOFS(formationGoal), 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;
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/////////// char * /////////////
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//
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//
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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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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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static char sString[768]; // arb, inc if nec.
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memset(sString,0, sizeof(sString));
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assert(iStrlen+1<=sizeof(sString));
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gi.ReadFromSaveGame('STRG', sString, iStrlen);
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// we can't do string recycling with the new g_alloc pool dumping, so just always alloc here...
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//
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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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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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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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int GetGClientNum(gclient_t *c)
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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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return (c - level.clients);
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}
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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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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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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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void EnumerateField(field_t *pField, 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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{
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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 Mike G's private clients that needs saving here (thanks Mike...)
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//
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gentity_t *ent = (gentity_t *) pbBase;
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if (ent->NPC == NULL)
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{
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// regular client...
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//
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*(int *)pv = GetGClientNum(*(gclient_t **)pv);
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break;
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}
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else
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{
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// this must be one of Mike's, so mark it as special...
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//
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*(int *)pv = -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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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_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;
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for (int i=0; i<MAX_FRAME_GROUPS; i++)
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{
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p[i].enemy = (gentity_t *) GetGEntityNum(p[i].enemy);
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p[i].commander = (gentity_t *) GetGEntityNum(p[i].commander);
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}
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}
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break;
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case F_BOOLPTR:
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*(qboolean *)pv = !!(*(int *)pv);
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break;
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// These are pointers that are always recreated
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case F_NULL:
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*(void **)pv = NULL;
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break;
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case F_IGNORE:
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break;
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default:
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G_Error ("EnumerateField: unknown field type");
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break;
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}
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}
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void EnumerateFields(field_t *pFields, byte *pbData, unsigned long ulChid, int iLen)
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{
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assert(strList.empty());
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// enumerate all the fields...
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//
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if (pFields)
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{
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for (field_t *pField = pFields; pField->psName; pField++)
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{
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assert(pField->iOffset < iLen);
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EnumerateField(pField, pbData);
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}
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}
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// save out raw data...
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//
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gi.AppendToSaveGame(ulChid, pbData, iLen);
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// save out any associated strings..
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//
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list<sstring_t>::iterator it = strList.begin();
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for (unsigned int i=0; i<strList.size(); i++, ++it)
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{
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gi.AppendToSaveGame('STRG', (void *)(*it).c_str(), (*it).length() + 1);
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}
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strList.clear(); // make sure everything is cleaned up nicely
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}
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void EvaluateField(field_t *pField, byte *pbBase, byte *pbOriginalRefData/* may be NULL*/)
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{
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void *pv = (void *)(pbBase + pField->iOffset);
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void *pvOriginal = (void *)(pbOriginalRefData + pField->iOffset);
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switch (pField->eFieldType)
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{
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case F_STRING:
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*(char **)pv = GetStringPtr(*(int *)pv, pbOriginalRefData?*(char**)pvOriginal:NULL);
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break;
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case F_GENTITY:
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*(gentity_t **)pv = GetGEntityPtr(*(int *)pv);
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break;
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case F_GROUP:
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*(AIGroupInfo_t **)pv = GetGroupPtr(*(int *)pv);
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break;
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case F_GCLIENT:
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*(gclient_t **)pv = GetGClientPtr(*(int *)pv);
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break;
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case F_ITEM:
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*(gitem_t **)pv = GetGItemPtr(*(int *)pv);
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break;
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case F_BEHAVIORSET:
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{
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char **p = (char **) pv;
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char **pO= (char **) pvOriginal;
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for (int i=0; i<NUM_BSETS; i++, p++, pO++)
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{
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*p = GetStringPtr(*(int *)p, pbOriginalRefData?*(char **)pO:NULL);
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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++, p++)
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{
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*p = GetGEntityPtr(*(int *)p);
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}
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}
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break;
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*/
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case F_ALERTEVENT:
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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 = GetGEntityPtr((int)(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;
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for (int i=0; i<MAX_FRAME_GROUPS; i++)
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{
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p[i].enemy = GetGEntityPtr((int)(p[i].enemy));
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p[i].commander = GetGEntityPtr((int)(p[i].commander));
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}
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}
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break;
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// // These fields are patched in when their relevant owners are loaded
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case F_BOOLPTR:
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case F_NULL:
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break;
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case F_IGNORE:
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break;
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default:
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G_Error ("EvaluateField: unknown field type");
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break;
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}
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}
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// copy of function in sv_savegame
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static LPCSTR SG_GetChidText(unsigned long chid)
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{
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static char chidtext[5];
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*(unsigned long *)chidtext = BigLong(chid);
|
|
chidtext[4] = 0;
|
|
|
|
return chidtext;
|
|
}
|
|
|
|
void EvaluateFields(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 (field_t *pField = pFields; pField->psName; pField++)
|
|
{
|
|
EvaluateField(pField, pbData, pbOriginalRefData);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
WriteLevelLocals
|
|
|
|
All pointer variables (except function pointers) must be handled specially.
|
|
==============
|
|
*/
|
|
void WriteLevelLocals ()
|
|
{
|
|
level_locals_t temp = level; // copy out all data into a temp space
|
|
|
|
EnumerateFields(savefields_LevelLocals, (byte *)&temp, 'LVLC', LLOFS(LEVEL_LOCALS_T_SAVESTOP)); // sizeof(temp));
|
|
}
|
|
|
|
/*
|
|
==============
|
|
ReadLevelLocals
|
|
|
|
All pointer variables (except function pointers) must be handled specially.
|
|
==============
|
|
*/
|
|
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; // 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
|
|
}
|
|
|
|
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));
|
|
}
|
|
|
|
// the scary ghoul2 saver stuff... (fingers crossed)
|
|
//
|
|
{
|
|
char *pGhoul2Data = NULL;
|
|
int iGhoul2Size = 0;
|
|
gi.G2API_SaveGhoul2Models(tempEnt.ghoul2, &pGhoul2Data, &iGhoul2Size);
|
|
gi.AppendToSaveGame('GL2S', &iGhoul2Size, sizeof(iGhoul2Size)); // needed so I can pre-alloc a buffer to read back in
|
|
gi.AppendToSaveGame('GHL2', pGhoul2Data, iGhoul2Size);
|
|
gi.G2API_FreeSaveBuffer(pGhoul2Data); // because alloc was in a different DLL, so I can't free it here
|
|
}
|
|
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
|
|
iICARUS->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();
|
|
}
|
|
}
|
|
|
|
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 = &g_entities[iEntIndex];
|
|
// gentity_t* pEnt = &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);
|
|
ICARUS_FreeEnt (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
|
|
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
// 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
|
|
}
|
|
|
|
// the scary ghoul2 stuff... (fingers crossed)
|
|
//
|
|
{
|
|
char *pGhoul2Data = NULL;
|
|
int iGhoul2Size = 0;
|
|
gi.ReadFromSaveGame('GL2S', &iGhoul2Size, sizeof(iGhoul2Size));
|
|
pGhoul2Data = (char *) gi.Malloc(iGhoul2Size, TAG_TEMP_WORKSPACE, qfalse);
|
|
/* if (pGhoul2Data == 0)
|
|
{
|
|
G_Error("ReadGEntities(): ent %d/%d (targetname: '%s'), failed to alloc %d bytes for Ghoul2 load",i,iCount,pEnt->targetname,iGhoul2Size);
|
|
}
|
|
*/ gi.ReadFromSaveGame('GHL2', pGhoul2Data, iGhoul2Size);
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
ICARUS_EntList.clear();
|
|
iICARUS->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();
|
|
|
|
/////////////
|
|
WriteGEntities(qbAutosave);
|
|
Q3_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 )
|
|
{
|
|
//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
|
|
}
|
|
|
|
/////////////
|
|
|
|
ReadGEntities(qbAutosave);
|
|
Q3_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 /////////////////////
|