jkxr/Projects/Android/jni/OpenJK/codeJK2/game/g_savegame.cpp

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// Filename:- g_savegame.cpp
#include "g_headers.h"
#ifndef _WIN32
#include <unistd.h>
#endif
#include "g_local.h"
#include "fields.h"
#include "objectives.h"
#include "../cgame/cg_camera.h"
#include "g_icarus.h"
#include "../../code/qcommon/sstring.h"
#include "../code/qcommon/ojk_saved_game_helper.h"
extern void OBJ_LoadTacticalInfo(void);
extern int Q3_VariableSave( void );
extern int Q3_VariableLoad( void );
extern void G_LoadSave_WriteMiscData(void);
extern void G_LoadSave_ReadMiscData(void);
static const 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(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(sequencer), F_NULL}, // CSequencer *sequencer;
{strFOFS(taskManager), F_NULL}, // CTaskManager *taskManager;
{strFOFS(NPC), F_BOOLPTR},
{strFOFS(soundSet), F_STRING},
{strFOFS(cameraGroup), F_STRING},
{strFOFS(parms), F_BOOLPTR},
{strFOFS(fullName), F_STRING},
// {strFOFS(timers), F_BOOLPTR}, // handled directly
{NULL, 0, F_IGNORE}
};
static const 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},
{NULL, 0, F_IGNORE}
};
static const field_t savefields_LevelLocals[] =
{
{strLLOFS(locationHead), F_GENTITY},
{strLLOFS(alertEvents), F_ALERTEVENT},
{strLLOFS(groups), F_AIGROUPS},
{NULL, 0, F_IGNORE}
};
/*
struct gclient_s {
// ps MUST be the first element, because the server expects it
ok playerState_t ps; // communicated by server to clients
// private to game
ok clientPersistant_t pers;
ok clientSession_t sess;
ok usercmd_t usercmd; // most recent usercmd
//Client info - updated when ClientInfoChanged is called, instead of using configstrings
ok clientInfo_t clientInfo;
ok renderInfo_t renderInfo;
};
*/
// I'll keep a blank one for now in case I need to add anything...
//
static const field_t savefields_gClient[] =
{
{strCLOFS(ps.saberModel), F_STRING},
{strCLOFS(squadname), F_STRING},
{strCLOFS(team_leader), F_GENTITY},
{strCLOFS(leader), F_GENTITY},
{strCLOFS(follower), F_GENTITY},
{strCLOFS(formationGoal), 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}
};
static std::list<sstring_t> strList;
/////////// char * /////////////
//
//
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
}
char *GetStringPtr(int iStrlen, char *psOriginal/*may be NULL*/)
{
if (iStrlen != -1)
{
static char sString[768]; // arb, inc if nec.
memset(sString,0, sizeof(sString));
assert(iStrlen+1<=(int)sizeof(sString));
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.read_chunk(
INT_ID('S', 'T', 'R', 'G'),
sString,
iStrlen);
// we can't do string recycling with the new g_alloc pool dumping, so just always alloc here...
//
return G_NewString(sString);
}
return NULL;
}
//
//
////////////////////////////////
/////////// gentity_t * ////////
//
//
intptr_t 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)...
//
intptr_t iReturnIndex = ent - g_entities;
if (iReturnIndex < 0 || iReturnIndex >= MAX_GENTITIES)
{
iReturnIndex = -1; // will get a NULL ptr on reload
}
return iReturnIndex;
}
gentity_t *GetGEntityPtr(intptr_t iEntNum)
{
if (iEntNum == -1)
{
return NULL;
}
assert(iEntNum >= 0);
assert(iEntNum < MAX_GENTITIES);
return (g_entities + iEntNum);
}
static intptr_t GetGroupNumber(AIGroupInfo_t *pGroup)
{
assert( pGroup != (AIGroupInfo_t *) 0xcdcdcdcd);
if (pGroup == NULL)
{
return -1;
}
int iReturnIndex = pGroup - level.groups;
if (iReturnIndex < 0 || iReturnIndex >= (int)(sizeof(level.groups) / sizeof(level.groups[0])) )
{
iReturnIndex = -1; // will get a NULL ptr on reload
}
return iReturnIndex;
}
static AIGroupInfo_t *GetGroupPtr(intptr_t iGroupNum)
{
if (iGroupNum == -1)
{
return NULL;
}
assert(iGroupNum >= 0);
assert( iGroupNum < (int)ARRAY_LEN( level.groups ) );
return (level.groups + iGroupNum);
}
/////////// gclient_t * ////////
//
//
intptr_t GetGClientNum(gclient_t *c)
{
assert(c != (gclient_t *)0xcdcdcdcd);
if (c == NULL)
{
return -1;
}
return (c - level.clients);
}
gclient_t *GetGClientPtr(intptr_t 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 * //////////
//
//
int GetGItemNum (gitem_t *pItem)
{
assert(pItem != (gitem_t*) 0xcdcdcdcd);
if (pItem == NULL)
{
return -1;
}
return pItem - bg_itemlist;
}
gitem_t *GetGItemPtr(int iItem)
{
if (iItem == -1)
{
return NULL;
}
assert(iItem >= 0);
assert(iItem < bg_numItems);
return &bg_itemlist[iItem];
}
//
//
////////////////////////////////
void EnumerateField(const field_t *pField, byte *pbBase)
{
void *pv = (void *)(pbBase + pField->iOffset);
switch (pField->eFieldType)
{
case F_STRING:
*(intptr_t *)pv = GetStringNum(*(char **)pv);
break;
case F_GENTITY:
*(intptr_t *)pv = GetGEntityNum(*(gentity_t **)pv);
break;
case F_GROUP:
*(intptr_t *)pv = GetGroupNumber(*(AIGroupInfo_t **)pv);
break;
case F_GCLIENT:
{
// unfortunately, I now need to see if this is a 'real' client (and therefore resolve to an enum), or
// whether it's one of Mike G's private clients that needs saving here (thanks Mike...)
//
gentity_t *ent = (gentity_t *) pbBase;
if (ent->NPC == NULL)
{
// regular client...
//
*(intptr_t *)pv = GetGClientNum(*(gclient_t **)pv);
break;
}
else
{
// this must be one of Mike's, so mark it as special...
//
*(intptr_t *)pv = -2; // yeuch, but distinguishes it from a valid 0 index, or -1 for client==NULL
}
}
break;
case F_ITEM:
*(intptr_t *)pv = GetGItemNum(*(gitem_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
*(intptr_t *)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_BOOLPTR:
*(qboolean *)pv = (*(int *)pv) ? qtrue : qfalse;
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;
}
}
template<typename T>
static void EnumerateFields(
const field_t* pFields,
T* src_instance,
unsigned int ulChid)
{
strList.clear();
byte* pbData = reinterpret_cast<byte*>(
src_instance);
// enumerate all the fields...
//
if (pFields)
{
for (auto pField = pFields; pField->psName; ++pField)
{
assert(pField->iOffset < sizeof(T));
::EnumerateField(pField, pbData);
}
}
ojk::SavedGameHelper saved_game(
::gi.saved_game);
// save out raw data...
//
saved_game.reset_buffer();
src_instance->sg_export(
saved_game);
saved_game.write_chunk(
ulChid);
// save out any associated strings..
//
for (const auto& it : strList)
{
saved_game.write_chunk(
INT_ID('S', 'T', 'R', 'G'),
it.c_str(),
static_cast<int>(it.length() + 1));
}
}
static void EvaluateField(const 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(*(intptr_t *)pv, pbOriginalRefData?*(char**)pvOriginal:NULL);
break;
case F_GENTITY:
*(gentity_t **)pv = GetGEntityPtr(*(intptr_t *)pv);
break;
case F_GROUP:
*(AIGroupInfo_t **)pv = GetGroupPtr(*(intptr_t *)pv);
break;
case F_GCLIENT:
*(gclient_t **)pv = GetGClientPtr(*(intptr_t *)pv);
break;
case F_ITEM:
*(gitem_t **)pv = GetGItemPtr(*(intptr_t *)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(*(intptr_t *)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((intptr_t)(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((intptr_t)(p[i].enemy));
p[i].commander = GetGEntityPtr((intptr_t)(p[i].commander));
}
}
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 const char *SG_GetChidText(unsigned int chid)
{
static char chidtext[5];
byteAlias_t *ba = (byteAlias_t *)&chidtext;
ba->ui = BigLong( chid );
chidtext[4] = '\0';
return chidtext;
}
template<typename T>
static void EvaluateFields(
const field_t* pFields,
T* pbData,
T* pbOriginalRefData,
unsigned int ulChid)
{
ojk::SavedGameHelper saved_game(
::gi.saved_game);
if (!saved_game.try_read_chunk(
ulChid,
*pbData))
{
::G_Error(
::va("EvaluateFields(): variable-sized chunk '%s' without handler!",
::SG_GetChidText(ulChid)));
}
if (pFields)
{
for (auto pField = pFields; pField->psName; ++pField)
{
::EvaluateField(
pField,
reinterpret_cast<byte*>(pbData),
reinterpret_cast<byte*>(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, temp, INT_ID('L','V','L','C'));
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;
EvaluateFields(savefields_LevelLocals, temp, &level, INT_ID('L','V','L','C'));
level = *temp; // struct copy
level.clients = pClients; // restore clients
gi.Free(temp);
}
static void WriteGEntities(qboolean qbAutosave)
{
int iCount = 0;
int i;
for (i=0; i<(qbAutosave?1:globals.num_entities); i++)
{
gentity_t* ent = &g_entities[i];
if ( ent->inuse )
{
iCount++;
}
}
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.write_chunk<int32_t>(
INT_ID('N', 'M', 'E', 'D'),
iCount);
for (i=0; i<(qbAutosave?1:globals.num_entities); i++)
{
gentity_t* ent = &g_entities[i];
if ( ent->inuse)
{
saved_game.write_chunk<int32_t>(
INT_ID('E', 'D', 'N', 'M'),
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, &tempEnt, INT_ID('G','E','N','T'));
// 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, &npc, INT_ID('G','N','P','C'));
}
if (tempEnt.client == (gclient_t *)-2) // I know, I know...
{
gclient_t client = *ent->client; // NOT *tempEnt.client!!
EnumerateFields(savefields_gClient, &client, INT_ID('G','C','L','I'));
}
if (tempEnt.parms)
{
saved_game.write_chunk(
INT_ID('P', 'A', 'R', 'M'),
*ent->parms);
}
// 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
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;
saved_game.write_chunk<int32_t>(
INT_ID('I', 'C', 'O', 'K'),
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 = 0;
int i;
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.read_chunk<int32_t>(
INT_ID('N', 'M', 'E', 'D'),
iCount);
int iPreviousEntRead = -1;
for (i=0; i<iCount; i++)
{
int iEntIndex = 0;
saved_game.read_chunk<int32_t>(
INT_ID('E', 'D', 'N', 'M'),
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, pEnt, pEntOriginal, INT_ID('G','E','N','T'));
pEnt->ghoul2.kill();
// now for any fiddly bits...
//
if (pEnt->NPC) // will be qtrue/qfalse
{
gNPC_t tempNPC;
EvaluateFields(savefields_gNPC, &tempNPC,pEntOriginal->NPC, INT_ID('G','N','P','C'));
// 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, &tempGClient, pEntOriginal->client, INT_ID('G','C','L','I'));
// 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;
saved_game.read_chunk(
INT_ID('P', 'A', 'R', 'M'),
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)
//
{
#ifdef JK2_MODE
// Skip GL2 data size
saved_game.read_chunk(
INT_ID('G', 'L', '2', 'S'));
#endif // JK2_MODE
saved_game.read_chunk(
INT_ID('G', 'H', 'L', '2'));
gi.G2API_LoadGhoul2Models(
pEnt->ghoul2,
nullptr);
}
// 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;
saved_game.read_chunk<int32_t>(
INT_ID('I', 'C', 'O', 'K'),
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, &client, INT_ID('G','C','L','I'));
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;
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.write_chunk<int32_t>(
INT_ID('D', 'O', 'N', 'E'),
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, &junkClient, &level.clients[0], INT_ID('G','C','L','I'));
//Read & throw away objective info
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.read_chunk(
INT_ID('O', 'B', 'J', 'T'));
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, &GClient, &level.clients[0], INT_ID('G','C','L','I'));
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;
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.read_chunk<int32_t>(
INT_ID('D', 'O', 'N', 'E'),
iDONE);
}
extern int killPlayerTimer;
qboolean GameAllowedToSaveHere(void)
{
return (qboolean)(!in_camera && !killPlayerTimer);
}
//////////////////// eof /////////////////////