static void ReadGEntities(qboolean qbAutosave)
{
	int		iCount;
	
	gi.ReadFromSaveGame('NMED', (void *)&iCount, sizeof(iCount));

	int iPreviousEntRead = -1;
	int i;
	for (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),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...   <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...
	}
}
Exemple #2
0
void ReadGEntities(qboolean qbAutosave)
{
	int		iCount;
	int		i;
	
	gi.ReadFromSaveGame('NMED', (void *)&iCount, sizeof(iCount), NULL);

	int iPreviousEntRead = -1;
	for (i=0; i<iCount; i++)
	{
		int iEntIndex;
		gi.ReadFromSaveGame('EDNM', (void *)&iEntIndex, sizeof(iEntIndex), NULL);

		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), NULL);

			// 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), NULL);
			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, NULL);
			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), NULL);
	}
	if (!qbAutosave)
	{
		ReadInUseBits();//really shouldn't need to read these bits in at all, just restore them from the ents...
	}
}