//========= 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; } //=============================================================================