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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "isaverestore.h"
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#include "saverestore_utlvector.h"
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#include "ai_saverestore.h"
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#include "ai_basenpc.h"
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#include "ai_squad.h"
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#include "ai_network.h"
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#include "ai_networkmanager.h"
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#ifdef HL2_DLL
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#include "npc_playercompanion.h"
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#endif // HL2_DLL
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static short AI_SAVE_RESTORE_VERSION = 2;
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//-----------------------------------------------------------------------------
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class CAI_SaveRestoreBlockHandler : public CDefSaveRestoreBlockHandler
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{
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public:
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const char *GetBlockName()
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{
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return "AI";
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}
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//---------------------------------
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void Save( ISave *pSave )
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{
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pSave->StartBlock( "Squads" );
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short nSquads = (short)g_AI_SquadManager.NumSquads();
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pSave->WriteShort( &nSquads );
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AISquadsIter_t iter;
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string_t squadName;
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CAI_Squad* pSquad = g_AI_SquadManager.GetFirstSquad( &iter );
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while (pSquad)
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{
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squadName = MAKE_STRING( pSquad->GetName() );
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pSave->WriteString( "", &squadName ); // Strings require a header to be read properly
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pSave->WriteAll( pSquad );
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pSquad = g_AI_SquadManager.GetNextSquad( &iter );
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}
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pSave->EndBlock();
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//---------------------------------
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pSave->StartBlock( "Enemies" );
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short nMemories = 0;
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CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
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int i;
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for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
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{
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if ( ppAIs[i]->GetEnemies() )
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nMemories++;
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}
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pSave->WriteShort( &nMemories );
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for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
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{
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if ( ppAIs[i]->GetEnemies() )
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{
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CBaseEntity *p = ppAIs[i];
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pSave->WriteEntityPtr( &p );
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pSave->WriteAll( ppAIs[i]->GetEnemies() );
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}
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}
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pSave->EndBlock();
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}
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//---------------------------------
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void WriteSaveHeaders( ISave *pSave )
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{
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pSave->WriteShort( &AI_SAVE_RESTORE_VERSION );
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}
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//---------------------------------
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void ReadRestoreHeaders( IRestore *pRestore )
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{
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// No reason why any future version shouldn't try to retain backward compatability. The default here is to not do so.
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short version;
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pRestore->ReadShort( &version );
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m_fDoLoad = ( version == AI_SAVE_RESTORE_VERSION );
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}
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//---------------------------------
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void Restore( IRestore *pRestore, bool createPlayers )
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{
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// Initialize the squads (as there's no spawn)
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CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
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int i;
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for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
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{
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ppAIs[i]->InitSquad();
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}
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if ( m_fDoLoad )
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{
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pRestore->StartBlock();
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// Fixup all the squads
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CAI_Squad ignored;
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CAI_Squad *pSquad;
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string_t squadName;
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int nSavedSquads = pRestore->ReadShort();
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while ( nSavedSquads-- )
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{
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int sizeData = pRestore->SkipHeader();
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pRestore->ReadString( &squadName, 1, sizeData );
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pSquad = g_AI_SquadManager.FindSquad( squadName );
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if ( !pSquad )
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pSquad = &ignored; // if all of the AIs in a squad failed to spawn, there would be no squad
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pRestore->ReadAll( pSquad );
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}
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pRestore->EndBlock();
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//---------------------------------
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// Now load memories for unsquadded npcs
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pRestore->StartBlock();
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CAI_Enemies ignoredMem;
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short nMemories = pRestore->ReadShort();
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CBaseEntity *pAI;
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while ( nMemories-- )
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{
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pRestore->ReadEntityPtr( &pAI );
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if ( pAI )
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pRestore->ReadAll( ((CAI_BaseNPC *)pAI)->GetEnemies() );
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else
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pRestore->ReadAll( &ignoredMem ); // AI probably failed to spawn
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}
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pRestore->EndBlock();
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}
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if ( g_AI_Manager.NumAIs() && g_pBigAINet->NumNodes() == 0 && !g_pAINetworkManager->NetworksLoaded() )
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{
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Msg( "***\n");
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Msg( "ERROR: Loaded save game with no node graph. Load map and build node graph first!\n");
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Msg( "***\n");
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CAI_BaseNPC::m_nDebugBits |= bits_debugDisableAI;
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g_pAINetworkManager->MarkDontSaveGraph();
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}
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}
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void PostRestore( void )
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{
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#ifdef HL2_DLL
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// We need this list to be regenerated
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OverrideMoveCache_ForceRepopulateList();
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#endif // HL2_DLL
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}
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private:
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bool m_fDoLoad;
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};
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//-----------------------------------------------------------------------------
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CAI_SaveRestoreBlockHandler g_AI_SaveRestoreBlockHandler;
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//-------------------------------------
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ISaveRestoreBlockHandler *GetAISaveRestoreBlockHandler()
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{
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return &g_AI_SaveRestoreBlockHandler;
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}
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//=============================================================================
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