Пример #1
0
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++;
		}
	}

	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();	
	}
}
Пример #2
0
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);
			}

			if (tempEnt.m_pVehicle)
			{
				Vehicle_t vehicle = *ent->m_pVehicle;	// NOT *tempEnt.m_pVehicle!!
				EnumerateFields(savefields_gVHIC, &vehicle, INT_ID('V','H','I','C'));
			}

			// 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;

		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();
	}
}