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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
41 lines
2.2 KiB
Markdown
41 lines
2.2 KiB
Markdown
# Save Games
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Save games are handled in `code/server/sv_savegame.cpp`. A save game consists of blocks which start with their type (a 4 byte string) and length; in Jedi Academy they are as follows:
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1. Save Game Version ("_VER" read in `SG_Open()`; must be iSAVEGAME_VERSION)
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2. Comment ("COMM" read in `SG_ReadSavegame()`)
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3. ??? ignored ("CMTM" read in `SG_ReadSavegame()`)
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4. Map ("MPCM" read in `SG_ReadSavegame()`)
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5. CVars: Count ("CVCN" in `SG_ReadCvars()`) and each name and value ("CVAR" and "VALU")
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6. Whether it's an autosave ("GAME")
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And if so, it reads various Cvars:
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1. "playersave" which contains the players' status ("CVSV")
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2. "playerammo" ("AMMO")
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3. "playerinv" ("IVTY")
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4. "playerfplvl" ("FPLV")
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Else:
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1. server time ("TIME")
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2. server residual time ("TIMR")
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3. Portals ("PRTS")
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4. Server Config Strings: Count ("CSCN") and each index ("CSIN") and value ("CSDA")
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7. *At this point we enter game code; we are now in `ReadLevel()` in `code/game/g_savegame.cpp`.*
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There's some special case handling for autosaves and transitions (which I believe have to do with hub levels), but typically it then loads the client (`level.clients[0]`, "GCLI"). This is done using `EvaluateFields()`, which first reads the binary data, then possibly adjusts for differences between retail and patch (changed `saberInfo_t`) and finally fixes the pointers in the read data, e.g. strings. Half of the `level_locals_t` data is loaded in the same way ("LVLC").
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8. Objectives ("OBJT")
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9. Effects ("FXLE", 32 \* "FXFN")
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10. Entities: `ReadGEntities()`
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1. All the entities (count = "NMED", count * "EDNM", "GENT", "GNPC", "GCLI", "PARM", "VHIC", "GHL2")
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* "GHL2" is handled by renderer, which has the G2 code.
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2. Timers
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3. Icarus `CIcarus::Load()`
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1. Version ("ICAR", must match `CIcarus::ICARUS_VERSION`)
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2. Buffer ("ISEQ") - flat buffer that is subsequently parsed to reconstruct the Icarus state
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4. Icarus Endmarker ("ICOK")
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5. `g_entityInUseBits` ("INUS")
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11. Icarus Variables ("[FS]VAR", "[FS]IDL", "[FS]IDS", "[FS]VAL", "SVSZ")
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12. `player_locked` ("LCKD")
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13. `CG_ReadTheEvilCGHackStuff()` ("FPSL", "IVSL")
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14. End marker ("DONE")
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