jediacademy/code/game/g_savegame.cpp

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2013-04-04 22:35:38 +00:00
// Filename:- g_savegame.cpp
//
// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
#include "IcarusInterface.h"
#include "Q3_Interface.h"
#include "g_local.h"
#include "fields.h"
#include "objectives.h"
#include "../cgame/cg_camera.h"
#include "../qcommon/sstring.h"
extern void OBJ_LoadTacticalInfo(void);
extern void G_LoadSave_WriteMiscData(void);
extern void G_LoadSave_ReadMiscData(void);
extern void G_ReloadSaberData( gentity_t *ent );
extern void FX_Read( void );
extern void FX_Write( void );
static const save_field_t savefields_gEntity[] =
{
{strFOFS(client), F_GCLIENT},
{strFOFS(owner), F_GENTITY},
{strFOFS(classname), F_STRING},
{strFOFS(model), F_STRING},
{strFOFS(model2), F_STRING},
// {strFOFS(model3), F_STRING}, - MCG
{strFOFS(nextTrain), F_GENTITY},
{strFOFS(prevTrain), F_GENTITY},
{strFOFS(message), F_STRING},
{strFOFS(target), F_STRING},
{strFOFS(target2), F_STRING},
{strFOFS(target3), F_STRING},
{strFOFS(target4), F_STRING},
{strFOFS(targetJump), F_STRING},
{strFOFS(targetname), F_STRING},
{strFOFS(team), F_STRING},
{strFOFS(roff), F_STRING},
// {strFOFS(target_ent), F_GENTITY}, - MCG
{strFOFS(chain), F_GENTITY},
{strFOFS(enemy), F_GENTITY},
{strFOFS(activator), F_GENTITY},
{strFOFS(teamchain), F_GENTITY},
{strFOFS(teammaster), F_GENTITY},
{strFOFS(item), F_ITEM},
{strFOFS(NPC_type), F_STRING},
{strFOFS(closetarget), F_STRING},
{strFOFS(opentarget), F_STRING},
{strFOFS(paintarget), F_STRING},
{strFOFS(NPC_targetname), F_STRING},
{strFOFS(NPC_target), F_STRING},
{strFOFS(ownername), F_STRING},
{strFOFS(lastEnemy), F_GENTITY},
{strFOFS(behaviorSet), F_BEHAVIORSET},
{strFOFS(script_targetname),F_STRING},
{strFOFS(m_iIcarusID), F_NULL},
{strFOFS(NPC), F_BOOLPTR},
{strFOFS(soundSet), F_STRING},
{strFOFS(cameraGroup), F_STRING},
{strFOFS(parms), F_BOOLPTR},
{strFOFS(m_pVehicle), F_BOOLPTR},
{NULL, 0, F_IGNORE}
};
static const save_field_t savefields_gNPC[] =
{
// {strNPCOFS(pendingEnemy), F_GENTITY},
{strNPCOFS(touchedByPlayer), F_GENTITY},
{strNPCOFS(aimingBeam), F_GENTITY},
{strNPCOFS(eventOwner), F_GENTITY},
{strNPCOFS(coverTarg), F_GENTITY},
{strNPCOFS(tempGoal), F_GENTITY},
{strNPCOFS(goalEntity), F_GENTITY},
{strNPCOFS(lastGoalEntity), F_GENTITY},
{strNPCOFS(eventualGoal), F_GENTITY},
{strNPCOFS(captureGoal), F_GENTITY},
{strNPCOFS(defendEnt), F_GENTITY},
{strNPCOFS(greetEnt), F_GENTITY},
{strNPCOFS(group), F_GROUP},
{strNPCOFS(blockedEntity), F_GENTITY},
{strNPCOFS(blockedTargetEntity),F_GENTITY},
{strNPCOFS(jumpTarget), F_GENTITY},
{strNPCOFS(watchTarget), F_GENTITY},
{NULL, 0, F_IGNORE}
};
static const save_field_t savefields_LevelLocals[] =
{
{strLLOFS(locationHead), F_GENTITY},
{strLLOFS(alertEvents), F_ALERTEVENT},
{strLLOFS(groups), F_AIGROUPS},
{strLLOFS(knownAnimFileSets),F_ANIMFILESETS},
{NULL, 0, F_IGNORE}
};
static const save_field_t savefields_gVHIC[] =
{
{strVHICOFS(m_pPilot), F_GENTITY},
{strVHICOFS(m_pOldPilot), F_GENTITY},
{strVHICOFS(m_pDroidUnit), F_GENTITY},
{strVHICOFS(m_pParentEntity), F_GENTITY},
//m_ppPassengers //!ptr array?!
{strVHICOFS(m_pVehicleInfo), F_VEHINFO}, //!another ptr! store name field instead and re-hook on load?
{NULL, 0, F_IGNORE}
};
static const save_field_t savefields_gClient[] =
{
// sabers are stomped over by specific code elsewhere, it seems, but the first two fields MUST be saved
// or it crashes on reload
{strCLOFS(ps.saber[0].name),F_STRING},
/* {strCLOFS(ps.saber[0].model),F_STRING},
{strCLOFS(ps.saber[0].skin),F_STRING},
{strCLOFS(ps.saber[0].brokenSaber1),F_STRING},
{strCLOFS(ps.saber[0].brokenSaber2),F_STRING},
*/
{strCLOFS(ps.saber[1].name),F_STRING},
/* {strCLOFS(ps.saber[1].model),F_STRING},
{strCLOFS(ps.saber[1].skin),F_STRING},
{strCLOFS(ps.saber[1].brokenSaber1),F_STRING},
{strCLOFS(ps.saber[1].brokenSaber2),F_STRING},
*/
{strCLOFS(leader), F_GENTITY},
{strCLOFS(clientInfo.customBasicSoundDir),F_STRING},
{strCLOFS(clientInfo.customCombatSoundDir),F_STRING},
{strCLOFS(clientInfo.customExtraSoundDir),F_STRING},
{strCLOFS(clientInfo.customJediSoundDir),F_STRING},
{NULL, 0, F_IGNORE}
};
list<sstring_t> *strList = NULL;
/////////// char * /////////////
//
//
static int GetStringNum(const char *psString)
{
assert( psString != (char *)0xcdcdcdcd );
// NULL ptrs I'll write out as a strlen of -1...
//
if (!psString)
{
return -1;
}
strList->push_back( psString );
return strlen(psString) + 1; // this gives us the chunk length for the reader later
}
static char *GetStringPtr(int iStrlen, char *psOriginal/*may be NULL*/)
{
if (iStrlen != -1)
{
char sString[768]; // arb, inc if nec.
sString[0]=0;
assert(iStrlen+1<=sizeof(sString));
gi.ReadFromSaveGame('STRG', sString, iStrlen);
#ifndef _XBOX // TAG_G_ALLOC is always blown away, we can never recycle
if (psOriginal && gi.bIsFromZone(psOriginal, TAG_G_ALLOC)) {
if (!strcmp(psOriginal,sString))
{//it's a legal ptr and they're the same so let's just reuse it instead of free/alloc
return psOriginal;
}
gi.Free(psOriginal);
}
#endif
return G_NewString(sString);
}
return NULL;
}
//
//
////////////////////////////////
/////////// gentity_t * ////////
//
//
static int GetGEntityNum(gentity_t* ent)
{
assert( ent != (gentity_t *) 0xcdcdcdcd);
if (ent == NULL)
{
return -1;
}
// note that I now validate the return value (to avoid triggering asserts on re-load) because of the
// way that the level_locals_t alertEvents struct contains a count of which ones are valid, so I'm guessing
// that some of them aren't (valid)...
//
int iReturnIndex = ent - g_entities;
if (iReturnIndex < 0 || iReturnIndex >= MAX_GENTITIES)
{
iReturnIndex = -1; // will get a NULL ptr on reload
}
return iReturnIndex;
}
static gentity_t *GetGEntityPtr(int iEntNum)
{
if (iEntNum == -1)
{
return NULL;
}
assert(iEntNum >= 0);
assert(iEntNum < MAX_GENTITIES);
return (g_entities + iEntNum);
}
//
//
////////////////////////////////
static int GetGroupNumber(AIGroupInfo_t *pGroup)
{
assert( pGroup != (AIGroupInfo_t *) 0xcdcdcdcd);
if (pGroup == NULL)
{
return -1;
}
int iReturnIndex = pGroup - level.groups;
if (iReturnIndex < 0 || iReturnIndex >= (sizeof(level.groups) / sizeof(level.groups[0])) )
{
iReturnIndex = -1; // will get a NULL ptr on reload
}
return iReturnIndex;
}
static AIGroupInfo_t *GetGroupPtr(int iGroupNum)
{
if (iGroupNum == -1)
{
return NULL;
}
assert(iGroupNum >= 0);
assert(iGroupNum < (sizeof(level.groups) / sizeof(level.groups[0])));
return (level.groups + iGroupNum);
}
/////////// gclient_t * ////////
//
//
static int GetGClientNum(gclient_t *c, gentity_t *ent)
{
// unfortunately, I now need to see if this is a 'real' client (and therefore resolve to an enum), or
// whether it's one of the NPC or SP_misc_weapon_shooter
//
assert(c != (gclient_t *)0xcdcdcdcd);
if (c == NULL)
{
return -1;
}
if (ent->s.number < MAX_CLIENTS)
{ // regular client...
return (c - level.clients);
}
else
{ // this must be an NPC or weapon_shooter, so mark it as special...
return -2; // yeuch, but distinguishes it from a valid 0 index, or -1 for client==NULL
}
}
static gclient_t *GetGClientPtr(int c)
{
if (c == -1)
{
return NULL;
}
if (c == -2)
{
return (gclient_t *) -2; // preserve this value so that I know to load in one of Mike's private NPC clients later
}
assert(c >= 0);
assert(c < level.maxclients);
return (level.clients + c);
}
//
//
////////////////////////////////
/////////// gitem_t * //////////
//
//
static int GetGItemNum (gitem_t *pItem)
{
assert(pItem != (gitem_t*) 0xcdcdcdcd);
if (pItem == NULL)
{
return -1;
}
return pItem - bg_itemlist;
}
static gitem_t *GetGItemPtr(int iItem)
{
if (iItem == -1)
{
return NULL;
}
assert(iItem >= 0);
assert(iItem < bg_numItems);
return &bg_itemlist[iItem];
}
//
//
////////////////////////////////
/////////// vehicleInfo_t * //////////
//
//
static int GetVehicleInfoNum(vehicleInfo_t *pVehicleInfo)
{
assert(pVehicleInfo != (vehicleInfo_t*) 0xcdcdcdcd);
if (pVehicleInfo == NULL)
{
return -1;
}
return pVehicleInfo - g_vehicleInfo;
}
static vehicleInfo_t *GetVehicleInfoPtr(int iVehicleIndex)
{
if (iVehicleIndex == -1)
{
return NULL;
}
assert(iVehicleIndex > 0);
assert(iVehicleIndex < numVehicles);
return &g_vehicleInfo[iVehicleIndex];
}
//
//
////////////////////////////////
static void EnumerateField(const save_field_t *pField, const byte *pbBase)
{
void *pv = (void *)(pbBase + pField->iOffset);
switch (pField->eFieldType)
{
case F_STRING:
*(int *)pv = GetStringNum(*(char **)pv);
break;
case F_GENTITY:
*(int *)pv = GetGEntityNum(*(gentity_t **)pv);
break;
case F_GROUP:
*(int *)pv = GetGroupNumber(*(AIGroupInfo_t **)pv);
break;
case F_GCLIENT:
*(int *)pv = GetGClientNum(*(gclient_t **)pv, (gentity_t *) pbBase);
break;
case F_ITEM:
*(int *)pv = GetGItemNum(*(gitem_t **)pv);
break;
case F_VEHINFO:
*(int *)pv = GetVehicleInfoNum(*(vehicleInfo_t **)pv);
break;
case F_BEHAVIORSET:
{
const char **p = (const char **) pv;
for (int i=0; i<NUM_BSETS; i++)
{
pv = &p[i]; // since you can't ++ a void ptr
*(int *)pv = GetStringNum(*(char **)pv);
}
}
break;
/*MCG
case F_BODYQUEUE:
{
gentity_t **p = (gentity_t **) pv;
for (int i=0; i<BODY_QUEUE_SIZE; i++)
{
pv = &p[i]; // since you can't ++ a void ptr
*(int *)pv = GetGEntityNum(*(gentity_t **)pv);
}
}
break;
*/
case F_ALERTEVENT: // convert all gentity_t ptrs in an alertEvent array into indexes...
{
alertEvent_t* p = (alertEvent_t *) pv;
for (int i=0; i<MAX_ALERT_EVENTS; i++)
{
p[i].owner = (gentity_t *) GetGEntityNum(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 = (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