mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 17:13:03 +00:00
192 lines
4.5 KiB
C++
192 lines
4.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "isaverestore.h"
|
|
#include "saverestore_utlvector.h"
|
|
#include "ai_saverestore.h"
|
|
#include "ai_basenpc.h"
|
|
#include "ai_squad.h"
|
|
#include "ai_network.h"
|
|
#include "ai_networkmanager.h"
|
|
|
|
#ifdef HL2_DLL
|
|
#include "npc_playercompanion.h"
|
|
#endif // HL2_DLL
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
static short AI_SAVE_RESTORE_VERSION = 2;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CAI_SaveRestoreBlockHandler : public CDefSaveRestoreBlockHandler
|
|
{
|
|
public:
|
|
const char *GetBlockName()
|
|
{
|
|
return "AI";
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
void Save( ISave *pSave )
|
|
{
|
|
pSave->StartBlock( "Squads" );
|
|
short nSquads = (short)g_AI_SquadManager.NumSquads();
|
|
pSave->WriteShort( &nSquads );
|
|
|
|
AISquadsIter_t iter;
|
|
string_t squadName;
|
|
CAI_Squad* pSquad = g_AI_SquadManager.GetFirstSquad( &iter );
|
|
while (pSquad)
|
|
{
|
|
squadName = MAKE_STRING( pSquad->GetName() );
|
|
pSave->WriteString( "", &squadName ); // Strings require a header to be read properly
|
|
pSave->WriteAll( pSquad );
|
|
pSquad = g_AI_SquadManager.GetNextSquad( &iter );
|
|
}
|
|
|
|
pSave->EndBlock();
|
|
|
|
//---------------------------------
|
|
|
|
pSave->StartBlock( "Enemies" );
|
|
short nMemories = 0;
|
|
|
|
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
|
|
int i;
|
|
|
|
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
|
|
{
|
|
if ( ppAIs[i]->GetEnemies() )
|
|
nMemories++;
|
|
}
|
|
|
|
pSave->WriteShort( &nMemories );
|
|
|
|
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
|
|
{
|
|
if ( ppAIs[i]->GetEnemies() )
|
|
{
|
|
CBaseEntity *p = ppAIs[i];
|
|
pSave->WriteEntityPtr( &p );
|
|
pSave->WriteAll( ppAIs[i]->GetEnemies() );
|
|
}
|
|
}
|
|
pSave->EndBlock();
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
void WriteSaveHeaders( ISave *pSave )
|
|
{
|
|
pSave->WriteShort( &AI_SAVE_RESTORE_VERSION );
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
void ReadRestoreHeaders( IRestore *pRestore )
|
|
{
|
|
// No reason why any future version shouldn't try to retain backward compatability. The default here is to not do so.
|
|
short version;
|
|
pRestore->ReadShort( &version );
|
|
m_fDoLoad = ( version == AI_SAVE_RESTORE_VERSION );
|
|
}
|
|
|
|
//---------------------------------
|
|
|
|
void Restore( IRestore *pRestore, bool createPlayers )
|
|
{
|
|
// Initialize the squads (as there's no spawn)
|
|
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
|
|
int i;
|
|
|
|
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
|
|
{
|
|
ppAIs[i]->InitSquad();
|
|
}
|
|
|
|
if ( m_fDoLoad )
|
|
{
|
|
pRestore->StartBlock();
|
|
// Fixup all the squads
|
|
CAI_Squad ignored;
|
|
CAI_Squad *pSquad;
|
|
string_t squadName;
|
|
int nSavedSquads = pRestore->ReadShort();
|
|
|
|
while ( nSavedSquads-- )
|
|
{
|
|
int sizeData = pRestore->SkipHeader();
|
|
pRestore->ReadString( &squadName, 1, sizeData );
|
|
pSquad = g_AI_SquadManager.FindSquad( squadName );
|
|
if ( !pSquad )
|
|
pSquad = &ignored; // if all of the AIs in a squad failed to spawn, there would be no squad
|
|
pRestore->ReadAll( pSquad );
|
|
}
|
|
pRestore->EndBlock();
|
|
|
|
//---------------------------------
|
|
// Now load memories for unsquadded npcs
|
|
|
|
pRestore->StartBlock();
|
|
CAI_Enemies ignoredMem;
|
|
short nMemories = pRestore->ReadShort();
|
|
|
|
CBaseEntity *pAI;
|
|
|
|
while ( nMemories-- )
|
|
{
|
|
pRestore->ReadEntityPtr( &pAI );
|
|
|
|
if ( pAI )
|
|
pRestore->ReadAll( ((CAI_BaseNPC *)pAI)->GetEnemies() );
|
|
else
|
|
pRestore->ReadAll( &ignoredMem ); // AI probably failed to spawn
|
|
}
|
|
|
|
pRestore->EndBlock();
|
|
}
|
|
|
|
if ( g_AI_Manager.NumAIs() && g_pBigAINet->NumNodes() == 0 && !g_pAINetworkManager->NetworksLoaded() )
|
|
{
|
|
Msg( "***\n");
|
|
Msg( "ERROR: Loaded save game with no node graph. Load map and build node graph first!\n");
|
|
Msg( "***\n");
|
|
CAI_BaseNPC::m_nDebugBits |= bits_debugDisableAI;
|
|
g_pAINetworkManager->MarkDontSaveGraph();
|
|
}
|
|
}
|
|
|
|
void PostRestore( void )
|
|
{
|
|
#ifdef HL2_DLL
|
|
// We need this list to be regenerated
|
|
OverrideMoveCache_ForceRepopulateList();
|
|
#endif // HL2_DLL
|
|
}
|
|
|
|
private:
|
|
bool m_fDoLoad;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CAI_SaveRestoreBlockHandler g_AI_SaveRestoreBlockHandler;
|
|
|
|
//-------------------------------------
|
|
|
|
ISaveRestoreBlockHandler *GetAISaveRestoreBlockHandler()
|
|
{
|
|
return &g_AI_SaveRestoreBlockHandler;
|
|
}
|
|
|
|
//=============================================================================
|