quake2-action/g_save.c

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#include "g_local.h"
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#include "cgf_sfx_glass.h"
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field_t fields[] = {
{"classname", FOFS(classname), F_LSTRING},
{"origin", FOFS(s.origin), F_VECTOR},
{"model", FOFS(model), F_LSTRING},
{"spawnflags", FOFS(spawnflags), F_INT},
{"speed", FOFS(speed), F_FLOAT},
{"accel", FOFS(accel), F_FLOAT},
{"decel", FOFS(decel), F_FLOAT},
{"target", FOFS(target), F_LSTRING},
{"targetname", FOFS(targetname), F_LSTRING},
{"pathtarget", FOFS(pathtarget), F_LSTRING},
{"deathtarget", FOFS(deathtarget), F_LSTRING},
{"killtarget", FOFS(killtarget), F_LSTRING},
{"combattarget", FOFS(combattarget), F_LSTRING},
{"message", FOFS(message), F_LSTRING},
{"team", FOFS(team), F_LSTRING},
{"wait", FOFS(wait), F_FLOAT},
{"delay", FOFS(delay), F_FLOAT},
{"random", FOFS(random), F_FLOAT},
{"move_origin", FOFS(move_origin), F_VECTOR},
{"move_angles", FOFS(move_angles), F_VECTOR},
{"style", FOFS(style), F_INT},
{"count", FOFS(count), F_INT},
{"health", FOFS(health), F_INT},
{"sounds", FOFS(sounds), F_INT},
{"light", 0, F_IGNORE},
{"dmg", FOFS(dmg), F_INT},
{"angles", FOFS(s.angles), F_VECTOR},
{"angle", FOFS(s.angles), F_ANGLEHACK},
{"mass", FOFS(mass), F_INT},
{"volume", FOFS(volume), F_FLOAT},
{"attenuation", FOFS(attenuation), F_FLOAT},
{"map", FOFS(map), F_LSTRING},
// temp spawn vars -- only valid when the spawn function is called
{"lip", STOFS(lip), F_INT, FFL_SPAWNTEMP},
{"distance", STOFS(distance), F_INT, FFL_SPAWNTEMP},
{"height", STOFS(height), F_INT, FFL_SPAWNTEMP},
{"noise", STOFS(noise), F_LSTRING, FFL_SPAWNTEMP},
{"pausetime", STOFS(pausetime), F_FLOAT, FFL_SPAWNTEMP},
{"item", STOFS(item), F_LSTRING, FFL_SPAWNTEMP},
{"gravity", STOFS(gravity), F_LSTRING, FFL_SPAWNTEMP},
{"sky", STOFS(sky), F_LSTRING, FFL_SPAWNTEMP},
{"skyrotate", STOFS(skyrotate), F_FLOAT, FFL_SPAWNTEMP},
{"skyaxis", STOFS(skyaxis), F_VECTOR, FFL_SPAWNTEMP},
{"minyaw", STOFS(minyaw), F_FLOAT, FFL_SPAWNTEMP},
{"maxyaw", STOFS(maxyaw), F_FLOAT, FFL_SPAWNTEMP},
{"minpitch", STOFS(minpitch), F_FLOAT, FFL_SPAWNTEMP},
{"maxpitch", STOFS(maxpitch), F_FLOAT, FFL_SPAWNTEMP},
{"nextmap", STOFS(nextmap), F_LSTRING, FFL_SPAWNTEMP}
};
// -------- just for savegames ----------
// all pointer fields should be listed here, or savegames
// won't work properly (they will crash and burn).
// this wasn't just tacked on to the fields array, because
// these don't need names, we wouldn't want map fields using
// some of these, and if one were accidentally present twice
// it would double swizzle (fuck) the pointer.
field_t savefields[] =
{
{"", FOFS(classname), F_LSTRING},
{"", FOFS(target), F_LSTRING},
{"", FOFS(targetname), F_LSTRING},
{"", FOFS(killtarget), F_LSTRING},
{"", FOFS(team), F_LSTRING},
{"", FOFS(pathtarget), F_LSTRING},
{"", FOFS(deathtarget), F_LSTRING},
{"", FOFS(combattarget), F_LSTRING},
{"", FOFS(model), F_LSTRING},
{"", FOFS(map), F_LSTRING},
{"", FOFS(message), F_LSTRING},
{"", FOFS(client), F_CLIENT},
{"", FOFS(item), F_ITEM},
{"", FOFS(goalentity), F_EDICT},
{"", FOFS(movetarget), F_EDICT},
{"", FOFS(enemy), F_EDICT},
{"", FOFS(oldenemy), F_EDICT},
{"", FOFS(activator), F_EDICT},
{"", FOFS(groundentity), F_EDICT},
{"", FOFS(teamchain), F_EDICT},
{"", FOFS(teammaster), F_EDICT},
{"", FOFS(owner), F_EDICT},
{"", FOFS(mynoise), F_EDICT},
{"", FOFS(mynoise2), F_EDICT},
{"", FOFS(target_ent), F_EDICT},
{"", FOFS(chain), F_EDICT},
{NULL, 0, F_INT}
};
field_t levelfields[] =
{
{"", LLOFS(changemap), F_LSTRING},
{"", LLOFS(sight_client), F_EDICT},
{"", LLOFS(sight_entity), F_EDICT},
{"", LLOFS(sound_entity), F_EDICT},
{"", LLOFS(sound2_entity), F_EDICT},
{NULL, 0, F_INT}
};
field_t clientfields[] =
{
{"", CLOFS(pers.weapon), F_ITEM},
{"", CLOFS(pers.lastweapon), F_ITEM},
{"", CLOFS(newweapon), F_ITEM},
{NULL, 0, F_INT}
};
/*
============
InitGame
This will be called when the dll is first loaded, which
only happens when a new game is started or a save game
is loaded.
============
*/
void InitGame (void)
{
gi.dprintf ("==== InitGame ====\n");
ReadConfigFile();
ReadMOTDFile();
gun_x = gi.cvar ("gun_x", "0", 0);
gun_y = gi.cvar ("gun_y", "0", 0);
gun_z = gi.cvar ("gun_z", "0", 0);
//FIXME: sv_ prefix is wrong for these
sv_rollspeed = gi.cvar ("sv_rollspeed", "200", 0);
sv_rollangle = gi.cvar ("sv_rollangle", "2", 0);
sv_maxvelocity = gi.cvar ("sv_maxvelocity", "2000", 0);
sv_gravity = gi.cvar ("sv_gravity", "800", 0);
// noset vars
dedicated = gi.cvar ("dedicated", "0", CVAR_NOSET);
// latched vars
sv_cheats = gi.cvar ("cheats", "0", CVAR_SERVERINFO|CVAR_LATCH);
gi.cvar ("gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_LATCH);
gi.cvar ("gamedate", __DATE__ , CVAR_SERVERINFO | CVAR_LATCH);
maxclients = gi.cvar ("maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
deathmatch = gi.cvar ("deathmatch", "1", CVAR_LATCH);
coop = gi.cvar ("coop", "0", CVAR_LATCH);
skill = gi.cvar ("skill", "1", CVAR_LATCH);
maxentities = gi.cvar ("maxentities", "1024", CVAR_LATCH);
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//FIREBLADE
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if (!deathmatch->value)
{
gi.dprintf("Turning deathmatch on.\n");
gi.cvar_set("deathmatch", "1");
}
if (coop->value)
{
gi.dprintf("Turning coop off.\n");
gi.cvar_set("coop", "0");
}
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//FIREBLADE
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// change anytime vars
dmflags = gi.cvar ("dmflags", "0", CVAR_SERVERINFO);
fraglimit = gi.cvar ("fraglimit", "0", CVAR_SERVERINFO);
timelimit = gi.cvar ("timelimit", "0", CVAR_SERVERINFO);
password = gi.cvar ("password", "", CVAR_USERINFO);
filterban = gi.cvar("filterban", "1", 0);
//FIREBLADE
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needpass = gi.cvar("needpass", "0", CVAR_SERVERINFO);
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radiolog = gi.cvar("radiolog", "0", 0);
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teamplay = gi.cvar ("teamplay", "0", CVAR_SERVERINFO|CVAR_LATCH);
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motd_time = gi.cvar("motd_time", "2", 0);
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hostname = gi.cvar("hostname", "unnamed", CVAR_SERVERINFO);
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actionmaps = gi.cvar ("actionmaps", "1", 0);
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if (actionmaps->value && num_maps < 1)
{
gi.dprintf("No maps were read from the config file, \"actionmaps\" won't be used.\n");
gi.cvar_set("actionmaps", "0");
}
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nohud = gi.cvar("nohud", "0", CVAR_LATCH);
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roundlimit = gi.cvar("roundlimit", "0", CVAR_SERVERINFO);
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limchasecam = gi.cvar("limchasecam", "0", CVAR_SERVERINFO|CVAR_LATCH);
skipmotd = gi.cvar("skipmotd", "0", 0);
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roundtimelimit = gi.cvar("roundtimelimit", "0", CVAR_SERVERINFO);
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maxteamkills = gi.cvar("maxteamkills", "0", 0);
twbanrounds = gi.cvar("twbanrounds", "2", 0);
tkbanrounds = gi.cvar("tkbanrounds", "2", 0);
noscore = gi.cvar("noscore", "0", CVAR_SERVERINFO|CVAR_LATCH);
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actionversion = gi.cvar("actionversion", "none set", CVAR_SERVERINFO|CVAR_LATCH);
gi.cvar_set("actionversion", ACTION_VERSION);
//FIREBLADE
//zucc get server variables
unique_weapons = gi.cvar("weapons",
//FIREBLADE
// zucc changed teamplay to 1
teamplay->value ? "1" : "1", CVAR_SERVERINFO|CVAR_LATCH);
//FIREBLADE
unique_items = gi.cvar("items", "1", CVAR_SERVERINFO|CVAR_LATCH);
// zucc changed ir to 1, enabled
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ir = gi.cvar("ir", "1", CVAR_SERVERINFO);
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knifelimit = gi.cvar ("knifelimit", "40", 0);
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allweapon = gi.cvar ("allweapon", "0", CVAR_SERVERINFO);
allitem = gi.cvar ("allitem", "0", CVAR_SERVERINFO);
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tgren = gi.cvar ("tgren", "0", CVAR_SERVERINFO);
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// zucc from action
sv_shelloff = gi.cvar ("shelloff", "1", 0);
bholelimit = gi.cvar ("bholelimit", "0", 0);
splatlimit = gi.cvar ("splatlimit", "0", 0);
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// william for CGF (glass fx)
CGF_SFX_InstallGlassSupport();
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g_select_empty = gi.cvar ("g_select_empty", "0", CVAR_ARCHIVE);
run_pitch = gi.cvar ("run_pitch", "0.002", 0);
run_roll = gi.cvar ("run_roll", "0.005", 0);
bob_up = gi.cvar ("bob_up", "0.005", 0);
bob_pitch = gi.cvar ("bob_pitch", "0.002", 0);
bob_roll = gi.cvar ("bob_roll", "0.002", 0);
// flood control
flood_msgs = gi.cvar ("flood_msgs", "4", 0);
flood_persecond = gi.cvar ("flood_persecond", "4", 0);
flood_waitdelay = gi.cvar ("flood_waitdelay", "10", 0);
// items
InitItems ();
Com_sprintf (game.helpmessage1, sizeof(game.helpmessage1), "");
Com_sprintf (game.helpmessage2, sizeof(game.helpmessage2), "");
// initialize all entities for this game
game.maxentities = maxentities->value;
g_edicts = gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME);
globals.edicts = g_edicts;
globals.max_edicts = game.maxentities;
// initialize all clients for this game
game.maxclients = maxclients->value;
game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME);
globals.num_edicts = game.maxclients+1;
}
//=========================================================
void WriteField1 (FILE *f, field_t *field, byte *base)
{
void *p;
int len;
int index;
p = (void *)(base + field->ofs);
switch (field->type)
{
case F_INT:
case F_FLOAT:
case F_ANGLEHACK:
case F_VECTOR:
case F_IGNORE:
break;
case F_LSTRING:
case F_GSTRING:
if ( *(char **)p )
len = strlen(*(char **)p) + 1;
else
len = 0;
*(int *)p = len;
break;
case F_EDICT:
if ( *(edict_t **)p == NULL)
index = -1;
else
index = *(edict_t **)p - g_edicts;
*(int *)p = index;
break;
case F_CLIENT:
if ( *(gclient_t **)p == NULL)
index = -1;
else
index = *(gclient_t **)p - game.clients;
*(int *)p = index;
break;
case F_ITEM:
if ( *(edict_t **)p == NULL)
index = -1;
else
index = *(gitem_t **)p - itemlist;
*(int *)p = index;
break;
default:
gi.error ("WriteEdict: unknown field type");
}
}
void WriteField2 (FILE *f, field_t *field, byte *base)
{
int len;
void *p;
p = (void *)(base + field->ofs);
switch (field->type)
{
case F_LSTRING:
case F_GSTRING:
if ( *(char **)p )
{
len = strlen(*(char **)p) + 1;
fwrite (*(char **)p, len, 1, f);
}
break;
}
}
void ReadField (FILE *f, field_t *field, byte *base)
{
void *p;
int len;
int index;
p = (void *)(base + field->ofs);
switch (field->type)
{
case F_INT:
case F_FLOAT:
case F_ANGLEHACK:
case F_VECTOR:
case F_IGNORE:
break;
case F_LSTRING:
len = *(int *)p;
if (!len)
*(char **)p = NULL;
else
{
*(char **)p = gi.TagMalloc (len, TAG_LEVEL);
fread (*(char **)p, len, 1, f);
}
break;
case F_GSTRING:
len = *(int *)p;
if (!len)
*(char **)p = NULL;
else
{
*(char **)p = gi.TagMalloc (len, TAG_GAME);
fread (*(char **)p, len, 1, f);
}
break;
case F_EDICT:
index = *(int *)p;
if ( index == -1 )
*(edict_t **)p = NULL;
else
*(edict_t **)p = &g_edicts[index];
break;
case F_CLIENT:
index = *(int *)p;
if ( index == -1 )
*(gclient_t **)p = NULL;
else
*(gclient_t **)p = &game.clients[index];
break;
case F_ITEM:
index = *(int *)p;
if ( index == -1 )
*(gitem_t **)p = NULL;
else
*(gitem_t **)p = &itemlist[index];
break;
default:
gi.error ("ReadEdict: unknown field type");
}
}
//=========================================================
/*
==============
WriteClient
All pointer variables (except function pointers) must be handled specially.
==============
*/
void WriteClient (FILE *f, gclient_t *client)
{
field_t *field;
gclient_t temp;
// all of the ints, floats, and vectors stay as they are
temp = *client;
// change the pointers to lengths or indexes
for (field=clientfields ; field->name ; field++)
{
WriteField1 (f, field, (byte *)&temp);
}
// write the block
fwrite (&temp, sizeof(temp), 1, f);
// now write any allocated data following the edict
for (field=clientfields ; field->name ; field++)
{
WriteField2 (f, field, (byte *)client);
}
}
/*
==============
ReadClient
All pointer variables (except function pointers) must be handled specially.
==============
*/
void ReadClient (FILE *f, gclient_t *client)
{
field_t *field;
fread (client, sizeof(*client), 1, f);
for (field=clientfields ; field->name ; field++)
{
ReadField (f, field, (byte *)client);
}
}
/*
============
WriteGame
This will be called whenever the game goes to a new level,
and when the user explicitly saves the game.
Game information include cross level data, like multi level
triggers, help computer info, and all client states.
A single player death will automatically restore from the
last save position.
============
*/
void WriteGame (char *filename, qboolean autosave)
{
FILE *f;
int i;
char str[16];
if (!autosave)
SaveClientData ();
f = fopen (filename, "wb");
if (!f)
gi.error ("Couldn't open %s", filename);
memset (str, 0, sizeof(str));
strcpy (str, __DATE__);
fwrite (str, sizeof(str), 1, f);
game.autosaved = autosave;
fwrite (&game, sizeof(game), 1, f);
game.autosaved = false;
for (i=0 ; i<game.maxclients ; i++)
WriteClient (f, &game.clients[i]);
fclose (f);
}
void ReadGame (char *filename)
{
FILE *f;
int i;
char str[16];
gi.FreeTags (TAG_GAME);
f = fopen (filename, "rb");
if (!f)
gi.error ("Couldn't open %s", filename);
fread (str, sizeof(str), 1, f);
if (strcmp (str, __DATE__))
{
fclose (f);
gi.error ("Savegame from an older version.\n");
}
g_edicts = gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME);
globals.edicts = g_edicts;
fread (&game, sizeof(game), 1, f);
game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME);
for (i=0 ; i<game.maxclients ; i++)
ReadClient (f, &game.clients[i]);
fclose (f);
}
//==========================================================
/*
==============
WriteEdict
All pointer variables (except function pointers) must be handled specially.
==============
*/
void WriteEdict (FILE *f, edict_t *ent)
{
field_t *field;
edict_t temp;
// all of the ints, floats, and vectors stay as they are
temp = *ent;
// change the pointers to lengths or indexes
for (field=savefields ; field->name ; field++)
{
WriteField1 (f, field, (byte *)&temp);
}
// write the block
fwrite (&temp, sizeof(temp), 1, f);
// now write any allocated data following the edict
for (field=savefields ; field->name ; field++)
{
WriteField2 (f, field, (byte *)ent);
}
}
/*
==============
WriteLevelLocals
All pointer variables (except function pointers) must be handled specially.
==============
*/
void WriteLevelLocals (FILE *f)
{
field_t *field;
level_locals_t temp;
// all of the ints, floats, and vectors stay as they are
temp = level;
// change the pointers to lengths or indexes
for (field=levelfields ; field->name ; field++)
{
WriteField1 (f, field, (byte *)&temp);
}
// write the block
fwrite (&temp, sizeof(temp), 1, f);
// now write any allocated data following the edict
for (field=levelfields ; field->name ; field++)
{
WriteField2 (f, field, (byte *)&level);
}
}
/*
==============
ReadEdict
All pointer variables (except function pointers) must be handled specially.
==============
*/
void ReadEdict (FILE *f, edict_t *ent)
{
field_t *field;
fread (ent, sizeof(*ent), 1, f);
for (field=savefields ; field->name ; field++)
{
ReadField (f, field, (byte *)ent);
}
}
/*
==============
ReadLevelLocals
All pointer variables (except function pointers) must be handled specially.
==============
*/
void ReadLevelLocals (FILE *f)
{
field_t *field;
fread (&level, sizeof(level), 1, f);
for (field=levelfields ; field->name ; field++)
{
ReadField (f, field, (byte *)&level);
}
}
/*
=================
WriteLevel
=================
*/
void WriteLevel (char *filename)
{
int i;
edict_t *ent;
FILE *f;
void *base;
f = fopen (filename, "wb");
if (!f)
gi.error ("Couldn't open %s", filename);
// write out edict size for checking
i = sizeof(edict_t);
fwrite (&i, sizeof(i), 1, f);
// write out a function pointer for checking
base = (void *)InitGame;
fwrite (&base, sizeof(base), 1, f);
// write out level_locals_t
WriteLevelLocals (f);
// write out all the entities
for (i=0 ; i<globals.num_edicts ; i++)
{
ent = &g_edicts[i];
if (!ent->inuse)
continue;
fwrite (&i, sizeof(i), 1, f);
WriteEdict (f, ent);
}
i = -1;
fwrite (&i, sizeof(i), 1, f);
fclose (f);
}
/*
=================
ReadLevel
SpawnEntities will already have been called on the
level the same way it was when the level was saved.
That is necessary to get the baselines
set up identically.
The server will have cleared all of the world links before
calling ReadLevel.
No clients are connected yet.
=================
*/
void ReadLevel (char *filename)
{
int entnum;
FILE *f;
int i;
void *base;
edict_t *ent;
f = fopen (filename, "rb");
if (!f)
gi.error ("Couldn't open %s", filename);
// free any dynamic memory allocated by loading the level
// base state
gi.FreeTags (TAG_LEVEL);
// wipe all the entities
memset (g_edicts, 0, game.maxentities*sizeof(g_edicts[0]));
globals.num_edicts = maxclients->value+1;
// check edict size
fread (&i, sizeof(i), 1, f);
if (i != sizeof(edict_t))
{
fclose (f);
gi.error ("ReadLevel: mismatched edict size");
}
// check function pointer base address
fread (&base, sizeof(base), 1, f);
if (base != (void *)InitGame)
{
fclose (f);
gi.error ("ReadLevel: function pointers have moved");
}
// load the level locals
ReadLevelLocals (f);
// load all the entities
while (1)
{
if (fread (&entnum, sizeof(entnum), 1, f) != 1)
{
fclose (f);
gi.error ("ReadLevel: failed to read entnum");
}
if (entnum == -1)
break;
if (entnum >= globals.num_edicts)
globals.num_edicts = entnum+1;
ent = &g_edicts[entnum];
ReadEdict (f, ent);
// let the server rebuild world links for this ent
memset (&ent->area, 0, sizeof(ent->area));
gi.linkentity (ent);
}
fclose (f);
// mark all clients as unconnected
for (i=0 ; i<maxclients->value ; i++)
{
ent = &g_edicts[i+1];
ent->client = game.clients + i;
ent->client->pers.connected = false;
}
// do any load time things at this point
for (i=0 ; i<globals.num_edicts ; i++)
{
ent = &g_edicts[i];
if (!ent->inuse)
continue;
// fire any cross-level triggers
if (ent->classname)
if (strcmp(ent->classname, "target_crosslevel_target") == 0)
ent->nextthink = level.time + ent->delay;
}
}