// 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 *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; // 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::iterator it = strList->begin(); for (unsigned int i=0; isize(); 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; ips.saber[0])), &newClient.ps.saber[0] ); memcpy( &newClient.ps.dualSabers, pbData+preSaberDataSize+(sizeof(saberInfoRetail_t)*2), sizeof(newClient)-(preSaberDataSize+(sizeof(saberInfo_t)*2)) ); memcpy( pbData, &newClient, sizeof(gclient_t) ); } else {//opps, not a saberInfo size mismatch, some other FUBAR-ness... G_Error(va("EvaluateFields(): variable-sized chunk '%s' without handler!",SG_GetChidText(ulChid))); } 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= 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),qtrue);//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... 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; iClearEntityList(); 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), qtrue);//qfalse); ReadLevelLocals(); // level_locals_t level //Read & throw away objective info objectives_t junkObj[MAX_MISSION_OBJ]; gi.ReadFromSaveGame('OBJT', (void *) &junkObj, 0); } 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), qtrue);//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