thirtyflightsofloving/game/g_save.c
Knightmare66 3ce18b138c Refactored spincontrol menu control with value lists, simplifying menu implementations.
Simplified loading and saving of cvars in slider menu control.
Enlarged text in Game, Multiplayer, and Options menus.
Fixed repeat of failed file causing HTTP downloads to restart.
Added cl_zoommode cvar to simplify Lazarus zoom command.
Changed zoom command to use new cl_zoommode cvar in default Lazarus and missionpack DLLs.
Removed unused "crossh" cvar in default Lazarus and missionpack DLLs.
Fixed Makron not having a classname when spawned from Jorg in default Lazarus and missionpack DLLs.
Made Tactician Gunner ignore small amounts of damage in missionpack DLL.
2021-09-04 02:18:06 -04:00

1309 lines
37 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
Lazarus Quake 2 Mod source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Lazarus Quake 2 Mod source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "g_local.h"
#define Function(f) {#f, f}
mmove_t mmove_reloc;
field_t fields[] = {
{"classname", FOFS(classname), F_LSTRING},
{"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},
{"key_message", FOFS(key_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},
{"health2", FOFS(health2), F_INT},
{"sounds", FOFS(sounds), F_INT},
{"light", 0, F_IGNORE},
{"dmg", FOFS(dmg), F_INT},
{"mass", FOFS(mass), F_INT},
{"volume", FOFS(volume), F_FLOAT},
{"attenuation", FOFS(attenuation), F_FLOAT},
{"map", FOFS(map), F_LSTRING},
{"origin", FOFS(s.origin), F_VECTOR},
{"angles", FOFS(s.angles), F_VECTOR},
{"angle", FOFS(s.angles), F_ANGLEHACK},
{"goalentity", FOFS(goalentity), F_EDICT, FFL_NOSPAWN},
{"movetarget", FOFS(movetarget), F_EDICT, FFL_NOSPAWN},
{"enemy", FOFS(enemy), F_EDICT, FFL_NOSPAWN},
{"oldenemy", FOFS(oldenemy), F_EDICT, FFL_NOSPAWN},
{"activator", FOFS(activator), F_EDICT, FFL_NOSPAWN},
{"groundentity", FOFS(groundentity), F_EDICT, FFL_NOSPAWN},
{"teamchain", FOFS(teamchain), F_EDICT, FFL_NOSPAWN},
{"teammaster", FOFS(teammaster), F_EDICT, FFL_NOSPAWN},
{"owner", FOFS(owner), F_EDICT, FFL_NOSPAWN},
{"mynoise", FOFS(mynoise), F_EDICT, FFL_NOSPAWN},
{"mynoise2", FOFS(mynoise2), F_EDICT, FFL_NOSPAWN},
{"target_ent", FOFS(target_ent), F_EDICT, FFL_NOSPAWN},
{"chain", FOFS(chain), F_EDICT, FFL_NOSPAWN},
{"prethink", FOFS(prethink), F_FUNCTION, FFL_NOSPAWN},
{"think", FOFS(think), F_FUNCTION, FFL_NOSPAWN},
{"postthink", FOFS(postthink), F_FUNCTION, FFL_NOSPAWN}, // Knightmare added
{"blocked", FOFS(blocked), F_FUNCTION, FFL_NOSPAWN},
{"touch", FOFS(touch), F_FUNCTION, FFL_NOSPAWN},
{"use", FOFS(use), F_FUNCTION, FFL_NOSPAWN},
{"pain", FOFS(pain), F_FUNCTION, FFL_NOSPAWN},
{"die", FOFS(die), F_FUNCTION, FFL_NOSPAWN},
{"stand", FOFS(monsterinfo.stand), F_FUNCTION, FFL_NOSPAWN},
{"idle", FOFS(monsterinfo.idle), F_FUNCTION, FFL_NOSPAWN},
{"search", FOFS(monsterinfo.search), F_FUNCTION, FFL_NOSPAWN},
{"walk", FOFS(monsterinfo.walk), F_FUNCTION, FFL_NOSPAWN},
{"run", FOFS(monsterinfo.run), F_FUNCTION, FFL_NOSPAWN},
{"dodge", FOFS(monsterinfo.dodge), F_FUNCTION, FFL_NOSPAWN},
{"attack", FOFS(monsterinfo.attack), F_FUNCTION, FFL_NOSPAWN},
{"melee", FOFS(monsterinfo.melee), F_FUNCTION, FFL_NOSPAWN},
{"sight", FOFS(monsterinfo.sight), F_FUNCTION, FFL_NOSPAWN},
{"jump", FOFS(monsterinfo.jump), F_FUNCTION, FFL_NOSPAWN},
{"checkattack", FOFS(monsterinfo.checkattack), F_FUNCTION, FFL_NOSPAWN},
{"currentmove", FOFS(monsterinfo.currentmove), F_MMOVE, FFL_NOSPAWN},
{"endfunc", FOFS(moveinfo.endfunc), F_FUNCTION, FFL_NOSPAWN},
// 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},
{"phase", STOFS(phase), F_FLOAT, FFL_SPAWNTEMP},
{"item", STOFS(item), F_LSTRING, FFL_SPAWNTEMP},
{"shift", STOFS(shift), F_FLOAT, FFL_SPAWNTEMP},
// need for item field in edict struct, FFL_SPAWNTEMP item will be skipped on saves
{"item", FOFS(item), F_ITEM},
{"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},
#ifdef KMQUAKE2_ENGINE_MOD
{"salpha", FOFS(s.alpha), F_FLOAT}, // Knightmare- hack for setting alpha
#endif
{"musictrack", FOFS(musictrack), F_LSTRING},
// Knightmare- movetype backup
{"oldmovetype", FOFS(oldmovetype), F_INT},
{"relative_velocity", FOFS(relative_velocity), F_VECTOR}, //relative velocity
{"relative_avelocity", FOFS(relative_avelocity), F_VECTOR}, //relative angular velocity
{"oldvelocity", FOFS(oldvelocity), F_VECTOR}, //relative angular velocity
{"width", FOFS(width), F_FLOAT}, // Knightmare- these are needed to update func_door_secret's positions
{"length", FOFS(length), F_FLOAT},
{"side", FOFS(side), F_FLOAT},
// Lazarus additions
{"actor_current_weapon", FOFS(actor_current_weapon), F_INT},
{"aiflags", FOFS(monsterinfo.aiflags), F_INT},
{"alpha", FOFS(alpha), F_FLOAT},
{"axis", FOFS(axis), F_INT},
{"base_radius", FOFS(base_radius), F_FLOAT},
{"bleft", FOFS(bleft), F_VECTOR},
{"blood_type", FOFS(blood_type), F_INT},
{"bob", FOFS(bob), F_FLOAT},
{"bobframe", FOFS(bobframe), F_INT},
{"busy", FOFS(busy), F_INT},
{"child", FOFS(child), F_EDICT},
{"class_id", FOFS(class_id), F_INT},
{"color", FOFS(color), F_VECTOR},
{"crane_beam", FOFS(crane_beam), F_EDICT, FFL_NOSPAWN},
{"crane_bonk", FOFS(crane_bonk), F_VECTOR},
{"crane_cable", FOFS(crane_cable), F_EDICT, FFL_NOSPAWN},
{"crane_cargo", FOFS(crane_cargo), F_EDICT, FFL_NOSPAWN},
{"crane_control", FOFS(crane_control), F_EDICT, FFL_NOSPAWN},
{"crane_dir", FOFS(crane_dir), F_INT},
{"crane_hoist", FOFS(crane_hoist), F_EDICT, FFL_NOSPAWN},
{"crane_hook", FOFS(crane_hook), F_EDICT, FFL_NOSPAWN},
{"crane_increment", FOFS(crane_increment), F_INT},
{"crane_light", FOFS(crane_light), F_EDICT, FFL_NOSPAWN},
{"crane_onboard_control", FOFS(crane_onboard_control), F_EDICT, FFL_NOSPAWN},
{"datafile", FOFS(datafile), F_LSTRING},
{"deadflag", FOFS(deadflag), F_INT},
{"show_hostile", FOFS(show_hostile), F_INT}, // Knightmare added
{"powerarmor_time", FOFS(powerarmor_time), F_FLOAT}, // Knightmare added
{"density", FOFS(density), F_FLOAT},
{"destroytarget", FOFS(destroytarget), F_LSTRING},
{"dmgteam", FOFS(dmgteam), F_LSTRING},
{"do_not_rotate", FOFS(do_not_rotate), F_INT},
{"duration", FOFS(duration), F_FLOAT},
{"effects", FOFS(effects), F_INT},
{"fadein", FOFS(fadein), F_FLOAT},
{"fadeout", FOFS(fadeout), F_FLOAT},
{"flies", FOFS(monsterinfo.flies), F_FLOAT},
{"fog_color", FOFS(fog_color), F_VECTOR},
{"fog_density", FOFS(fog_density), F_FLOAT},
{"fog_far", FOFS(fog_far), F_FLOAT},
{"fog_model", FOFS(fog_model), F_INT},
{"fog_near", FOFS(fog_near), F_FLOAT},
{"fogclip", FOFS(fogclip), F_INT},
{"followtarget", FOFS(followtarget), F_LSTRING},
{"frame", FOFS(s.frame), F_INT},
{"framenumbers", FOFS(framenumbers), F_INT},
{"gib_health", FOFS(gib_health), F_INT},
{"gib_type", FOFS(gib_type), F_INT},
{"health2", FOFS(health2), F_INT},
{"holdtime", FOFS(holdtime), F_FLOAT},
{"id", FOFS(id), F_INT},
{"idle_noise", FOFS(idle_noise), F_LSTRING},
{"jumpdn", FOFS(monsterinfo.jumpdn), F_FLOAT},
{"jumpup", FOFS(monsterinfo.jumpup), F_FLOAT},
{"mass2", FOFS(mass2), F_INT},
{"max_health", FOFS(max_health), F_INT},
{"max_range", FOFS(monsterinfo.max_range), F_FLOAT},
{"moreflags", FOFS(moreflags), F_INT},
{"movewith", FOFS(movewith), F_LSTRING},
{"movewith_ent", FOFS(movewith_ent), F_EDICT},
{"movewith_next", FOFS(movewith_next), F_EDICT},
{"movewith_offset", FOFS(movewith_offset), F_VECTOR},
{"move_to", FOFS(move_to), F_LSTRING},
{"muzzle", FOFS(muzzle), F_VECTOR},
{"muzzle2", FOFS(muzzle2), F_VECTOR},
{"newtargetname", FOFS(newtargetname), F_LSTRING},
{"next_grenade", FOFS(next_grenade), F_EDICT, FFL_NOSPAWN},
{"origin_offset", FOFS(origin_offset), F_VECTOR},
{"offset", FOFS(offset), F_VECTOR},
{"org_maxs", FOFS(org_maxs), F_VECTOR},
{"org_mins", FOFS(org_mins), F_VECTOR},
{"org_size", FOFS(org_size), F_VECTOR},
{"owner_id", FOFS(owner_id), F_INT},
{"parent_attach_angles", FOFS(parent_attach_angles), F_VECTOR},
{"child_attach_angles", FOFS(child_attach_angles), F_VECTOR}, // Knightmare added
{"pitch_speed", FOFS(pitch_speed), F_FLOAT},
{"powerarmor", FOFS(powerarmor), F_INT},
{"powerarmortype", FOFS(powerarmortype), F_INT},
{"prev_grenade", FOFS(prev_grenade), F_EDICT, FFL_NOSPAWN},
{"prevpath", FOFS(prevpath), F_EDICT},
{"radius", FOFS(radius), F_FLOAT},
{"renderfx", FOFS(renderfx), F_INT},
{"roll", FOFS(roll), F_FLOAT},
{"roll_speed", FOFS(roll_speed), F_FLOAT},
{"skinnum", FOFS(skinnum), F_INT}, // was s.skinnum
{"speaker", FOFS(speaker), F_EDICT, FFL_NOSPAWN},
{"smooth_movement", FOFS(smooth_movement), F_INT},
{"solidstate", FOFS(solidstate), F_INT},
{"source", FOFS(source), F_LSTRING},
{"startframe", FOFS(startframe), F_INT},
{"target2", FOFS(target2), F_LSTRING},
{"tright", FOFS(tright), F_VECTOR},
{"turn_rider", FOFS(turn_rider), F_INT},
{"turret", FOFS(turret), F_EDICT},
{"usermodel", FOFS(usermodel), F_LSTRING},
{"vehicle", FOFS(vehicle), F_EDICT, FFL_NOSPAWN},
{"viewer", FOFS(viewer), F_EDICT},
{"viewheight", FOFS(viewheight), F_INT},
{"viewmessage", FOFS(viewmessage), F_LSTRING},
{"yaw_speed", FOFS(yaw_speed), F_FLOAT},
{"crosshair", FOFS(crosshair), F_EDICT},
{"from", FOFS(from), F_EDICT},
{"to", FOFS(to), F_EDICT},
{"flash", FOFS(flash), F_EDICT},
// FIXME: how to save 6-part reflection field?
// fields added by Rogue mission pack
{"bad_area", FOFS(bad_area), F_EDICT},
{"hint_chain", FOFS(hint_chain), F_EDICT},
{"monster_hint_chain", FOFS(monster_hint_chain), F_EDICT},
{"target_hint_chain", FOFS(target_hint_chain), F_EDICT},
{"goal_hint", FOFS(monsterinfo.goal_hint), F_EDICT},
{"badMedic1", FOFS(monsterinfo.badMedic1), F_EDICT},
{"badMedic2", FOFS(monsterinfo.badMedic2), F_EDICT},
{"last_player_enemy", FOFS(monsterinfo.last_player_enemy), F_EDICT},
{"commander", FOFS(monsterinfo.commander), F_EDICT},
{"blocked", FOFS(monsterinfo.blocked), F_FUNCTION, FFL_NOSPAWN},
{"duck", FOFS(monsterinfo.duck), F_FUNCTION, FFL_NOSPAWN},
{"unduck", FOFS(monsterinfo.unduck), F_FUNCTION, FFL_NOSPAWN},
{"sidestep", FOFS(monsterinfo.sidestep), F_FUNCTION, FFL_NOSPAWN},
// {"blocked", FOFS(monsterinfo.blocked), F_MMOVE, FFL_NOSPAWN},
// {"duck", FOFS(monsterinfo.duck), F_MMOVE, FFL_NOSPAWN},
// {"unduck", FOFS(monsterinfo.unduck), F_MMOVE, FFL_NOSPAWN},
// {"sidestep", FOFS(monsterinfo.sidestep), F_MMOVE, FFL_NOSPAWN},
// ACEBOT_ADD
{"is_bot", FOFS(is_bot), F_INT},
{"is_jumping", FOFS(is_jumping), F_INT},
{"move_vector", FOFS(move_vector), F_VECTOR},
{"next_move_time", FOFS(next_move_time), F_FLOAT},
{"wander_timeout", FOFS(wander_timeout), F_FLOAT},
{"suicide_timeout", FOFS(suicide_timeout), F_FLOAT},
{"current_node", FOFS(current_node), F_INT},
{"goal_node", FOFS(goal_node), F_INT},
{"next_node", FOFS(next_node), F_INT},
{"node_timeout", FOFS(node_timeout), F_INT},
{"last_node", FOFS(last_node), F_INT},
{"tries", FOFS(tries), F_INT},
{"state", FOFS(state), F_INT},
// ACEBOT_END
{0, 0, 0, 0}
};
field_t levelfields[] =
{
{"changemap", LLOFS(changemap), F_LSTRING},
{"sight_client", LLOFS(sight_client), F_EDICT},
{"sight_entity", LLOFS(sight_entity), F_EDICT},
{"sound_entity", LLOFS(sound_entity), F_EDICT},
{"sound2_entity", LLOFS(sound2_entity), F_EDICT},
{"disguise_violator", LLOFS(disguise_violator), F_EDICT},
{NULL, 0, F_INT}
};
field_t clientfields[] =
{
{"pers.weapon", CLOFS(pers.weapon), F_ITEM},
{"pers.lastweapon", CLOFS(pers.lastweapon), F_ITEM},
{"newweapon", CLOFS(newweapon), F_ITEM},
{"chasecam", CLOFS(chasecam), F_EDICT},
{"oldplayer", CLOFS(oldplayer), F_EDICT},
{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 (Lazarus) ====\n");
gi.dprintf ("by Mr. Hyde & Mad Dog\ne-mail: rascal@vicksburg.com\n\n");
// Knightmare- init lithium cvars
InitLithiumVars ();
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);
sv_stopspeed = gi.cvar ("sv_stopspeed", "100", 0); // PGM - was #define in g_phys.c
sv_step_fraction = gi.cvar ("sv_step_fraction", "0.90", 0); // Knightmare- this was a define in p_view.c
// 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", "4", CVAR_SERVERINFO | CVAR_LATCH);
maxspectators = gi.cvar ("maxspectators", "4", CVAR_SERVERINFO);
deathmatch = gi.cvar ("deathmatch", "0", CVAR_LATCH);
coop = gi.cvar ("coop", "0", CVAR_LATCH);
skill = gi.cvar ("skill", "1", CVAR_LATCH);
// Knightmare- increase maxentities
//maxentities = gi.cvar ("maxentities", "1024", CVAR_LATCH);
maxentities = gi.cvar ("maxentities", va("%i",MAX_EDICTS), CVAR_LATCH);
// change anytime vars
dmflags = gi.cvar ("dmflags", "0", CVAR_SERVERINFO);
fraglimit = gi.cvar ("fraglimit", "0", CVAR_SERVERINFO);
timelimit = gi.cvar ("timelimit", "0", CVAR_SERVERINFO);
//ZOID
capturelimit = gi.cvar ("capturelimit", "0", CVAR_SERVERINFO);
instantweap = gi.cvar ("instantweap", "0", CVAR_SERVERINFO);
//ZOID
password = gi.cvar ("password", "", CVAR_USERINFO);
spectator_password = gi.cvar ("spectator_password", "", CVAR_USERINFO);
needpass = gi.cvar ("needpass", "0", CVAR_SERVERINFO);
filterban = gi.cvar ("filterban", "1", 0);
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);
// dm map list
sv_maplist = gi.cvar ("sv_maplist", "", 0);
// Lazarus
actorchicken = gi.cvar("actorchicken", "1", CVAR_SERVERINFO|CVAR_LATCH);
actorjump = gi.cvar("actorjump", "1", CVAR_SERVERINFO|CVAR_LATCH);
actorscram = gi.cvar("actorscram", "1", CVAR_SERVERINFO|CVAR_LATCH);
alert_sounds = gi.cvar("alert_sounds", "0", CVAR_SERVERINFO|CVAR_LATCH);
allow_fog = gi.cvar ("allow_fog", "1", CVAR_ARCHIVE);
// set to 0 to bypass target_changelevel clear inventory flag
// because some user maps have this erroneously set
allow_clear_inventory = gi.cvar ("allow_clear_inventory", "1", CVAR_ARCHIVE);
cd_loopcount = gi.cvar("cd_loopcount","4",0);
cl_gun = gi.cvar("cl_gun", "1", 0);
cl_thirdperson = gi.cvar(CLIENT_THIRDPERSON_CVAR, "0", 0); // Knightmare added
corpse_fade = gi.cvar("corpse_fade", "0", CVAR_SERVERINFO|CVAR_LATCH);
corpse_fadetime = gi.cvar("corpse_fadetime", "20", 0);
crosshair = gi.cvar("crosshair", "1", 0);
footstep_sounds = gi.cvar("footstep_sounds", "0", CVAR_SERVERINFO|CVAR_LATCH);
fov = gi.cvar("fov", "90", 0);
hand = gi.cvar("hand", "0", 0);
jetpack_weenie = gi.cvar("jetpack_weenie", "0", CVAR_SERVERINFO);
joy_pitchsensitivity = gi.cvar("joy_pitchsensitivity", "1", 0);
joy_yawsensitivity = gi.cvar("joy_yawsensitivity", "-1", 0);
jump_kick = gi.cvar("jump_kick", "0", CVAR_SERVERINFO|CVAR_LATCH);
lights = gi.cvar("lights", "1", 0);
lightsmin = gi.cvar("lightsmin", "a", CVAR_SERVERINFO);
m_pitch = gi.cvar("m_pitch", "0.022", 0);
m_yaw = gi.cvar("m_yaw", "0.022", 0);
monsterjump = gi.cvar("monsterjump", "1", CVAR_SERVERINFO|CVAR_LATCH);
rocket_strafe = gi.cvar("rocket_strafe", "0", 0);
s_primary = gi.cvar("s_primary", "0", 0);
#ifdef KMQUAKE2_ENGINE_MOD
sv_maxgibs = gi.cvar("sv_maxgibs", "160", CVAR_SERVERINFO);
#else
sv_maxgibs = gi.cvar("sv_maxgibs", "20", CVAR_SERVERINFO);
#endif
turn_rider = gi.cvar("turn_rider", "1", CVAR_SERVERINFO);
zoomrate = gi.cvar("zoomrate", "80", CVAR_ARCHIVE);
zoomsnap = gi.cvar("zoomsnap", "20", CVAR_ARCHIVE);
// shift_ and rotate_distance only used for debugging stuff - this is the distance
// an entity will be moved by "item_left", "item_right", etc.
shift_distance = gi.cvar("shift_distance", "1", CVAR_SERVERINFO);
rotate_distance = gi.cvar("rotate_distance", "1", CVAR_SERVERINFO);
// GL stuff
gl_clear = gi.cvar("gl_clear", "0", 0);
// Lazarus saved cvars that we may or may not manipulate, but need to
// restore to original values upon map exit.
lazarus_cd_loop = gi.cvar("lazarus_cd_loop", "0", 0);
lazarus_gl_clear= gi.cvar("lazarus_gl_clear","0", 0);
lazarus_pitch = gi.cvar("lazarus_pitch", "0", 0);
lazarus_yaw = gi.cvar("lazarus_yaw", "0", 0);
lazarus_joyp = gi.cvar("lazarus_joyp", "0", 0);
lazarus_joyy = gi.cvar("lazarus_joyy", "0", 0);
lazarus_cl_gun = gi.cvar("lazarus_cl_gun", "0", 0);
lazarus_crosshair = gi.cvar("lazarus_crosshair", "0", 0);
/*if (lazarus_gl_clear->value)
gi.cvar_forceset("gl_clear", va("%d", lazarus_gl_clear->value));
else
gi.cvar_forceset("lazarus_gl_clear", va("%d", gl_clear->value));*/
if (!deathmatch->value && !coop->value)
{
/*if (lazarus_pitch->value) {
gi.cvar_forceset("cd_loopcount", va("%d", (int)(lazarus_cd_loop->value)));
gi.cvar_forceset("m_pitch", va("%f", lazarus_pitch->value));
gi.cvar_forceset("m_yaw", va("%f", lazarus_yaw->value));
gi.cvar_forceset("cl_gun", va("%d", (int)(lazarus_cl_gun->value)));
gi.cvar_forceset("crosshair", va("%d", (int)(lazarus_crosshair->value)));
}
else
{*/
gi.cvar_forceset("lazarus_cd_loop", va("%d", (int)(cd_loopcount->value)));
#ifndef KMQUAKE2_ENGINE_MOD // engine has zoom mode and autosensitivity
gi.cvar_forceset("lazarus_pitch", va("%f", m_pitch->value));
gi.cvar_forceset("lazarus_yaw", va("%f", m_yaw->value));
gi.cvar_forceset("lazarus_joyp", va("%f", joy_pitchsensitivity->value));
gi.cvar_forceset("lazarus_joyy", va("%f", joy_yawsensitivity->value));
gi.cvar_forceset("lazarus_cl_gun", va("%d", (int)(cl_gun->value)));
gi.cvar_forceset("lazarus_crosshair", va("%d", (int)(crosshair->value)));
#endif
//}
}
tpp = gi.cvar ("tpp", "0", CVAR_ARCHIVE);
tpp_auto = gi.cvar ("tpp_auto", "1", 0);
// crossh = gi.cvar ("crossh", "1", 0);
allow_download = gi.cvar("allow_download", "0", 0);
g_showlogic = gi.cvar("g_showlogic", "0", 0); // Knightmare added
// If this is an SP game and "readout" is not set, force allow_download off
// so we don't get the annoying "Refusing to download path with .." messages
// due to misc_actor sounds.
#ifndef KMQUAKE2_ENGINE_MOD // engine skips downloading on local server
if (allow_download->value && !readout->value && !deathmatch->value)
gi.cvar_forceset("allow_download", "0");
#endif
bounce_bounce = gi.cvar("bounce_bounce", "0.5", 0);
bounce_minv = gi.cvar("bounce_minv", "60", 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;
//ZOID
CTFInit();
//ZOID
}
//=========================================================
#ifdef SAVEGAME_USE_FUNCTION_TABLE
typedef struct {
char *funcStr;
byte *funcPtr;
} functionList_t;
typedef struct {
char *mmoveStr;
mmove_t *mmovePtr;
} mmoveList_t;
#include "g_func_decs.h"
functionList_t functionList[] = {
#include "g_func_list.h"
};
#include "g_mmove_decs.h"
mmoveList_t mmoveList[] = {
#include "g_mmove_list.h"
};
functionList_t *GetFunctionByAddress (byte *adr)
{
int i;
for (i=0; functionList[i].funcStr; i++)
{
if (functionList[i].funcPtr == adr)
return &functionList[i];
}
return NULL;
}
byte *FindFunctionByName (char *name)
{
int i;
for (i=0; functionList[i].funcStr; i++)
{
if (!strcmp(name, functionList[i].funcStr))
return functionList[i].funcPtr;
}
return NULL;
}
mmoveList_t *GetMmoveByAddress (mmove_t *adr)
{
int i;
for (i=0; mmoveList[i].mmoveStr; i++)
{
if (mmoveList[i].mmovePtr == adr)
return &mmoveList[i];
}
return NULL;
}
mmove_t *FindMmoveByName (char *name)
{
int i;
for (i=0; mmoveList[i].mmoveStr; i++)
{
if (!strcmp(name, mmoveList[i].mmoveStr))
return mmoveList[i].mmovePtr;
}
return NULL;
}
#endif // SAVEGAME_USE_FUNCTION_TABLE
//=========================================================
void WriteField1 (FILE *f, field_t *field, byte *base)
{
void *p;
int len;
int index;
#ifdef SAVEGAME_USE_FUNCTION_TABLE
functionList_t *func;
mmoveList_t *mmove;
#endif
if (field->flags & FFL_SPAWNTEMP)
return;
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 = (int)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;
#ifdef SAVEGAME_USE_FUNCTION_TABLE
// Matches with an address in the function list, which is generated by extractfuncs.exe.
// Actual name of function is saved as a string, allowing version-independent savegames.
case F_FUNCTION:
if (*(byte **)p == NULL)
len = 0;
else
{
func = GetFunctionByAddress (*(byte **)p);
if (!func)
gi.error ("WriteField1: function not in list, can't save game");
len = (int)strlen(func->funcStr)+1;
}
*(int *)p = len;
break;
// Matches with an address in the mmove list, which is generated by extractfuncs.exe.
// Actual name of mmove is saved as a string, allowing version-independent savegames.
case F_MMOVE:
if (*(byte **)p == NULL)
len = 0;
else
{
mmove = GetMmoveByAddress (*(mmove_t **)p);
if (!mmove)
gi.error ("WriteField1: mmove not in list, can't save game");
len = (int)strlen(mmove->mmoveStr)+1;
}
*(int *)p = len;
break;
#else // SAVEGAME_USE_FUNCTION_TABLE
// relative to code segment
case F_FUNCTION:
if (*(byte **)p == NULL)
index = 0;
else
index = *(byte **)p - ((byte *)InitGame);
*(int *)p = index;
break;
// relative to data segment
case F_MMOVE:
if (*(byte **)p == NULL)
index = 0;
else
index = *(byte **)p - (byte *)&mmove_reloc;
*(int *)p = index;
break;
#endif // SAVEGAME_USE_FUNCTION_TABLE
default:
gi.error ("WriteEdict: unknown field type");
}
}
void WriteField2 (FILE *f, field_t *field, byte *base)
{
int len;
void *p;
#ifdef SAVEGAME_USE_FUNCTION_TABLE
functionList_t *func;
mmoveList_t *mmove;
#endif
if (field->flags & FFL_SPAWNTEMP)
return;
p = (void *)(base + field->ofs);
switch (field->type)
{
case F_LSTRING:
if ( *(char **)p )
{
len = (int)strlen(*(char **)p) + 1;
fwrite (*(char **)p, len, 1, f);
}
break;
#ifdef SAVEGAME_USE_FUNCTION_TABLE
case F_FUNCTION:
if ( *(byte **)p )
{
func = GetFunctionByAddress (*(byte **)p);
if (!func)
gi.error ("WriteField2: function not in list, can't save game");
len = (int)strlen(func->funcStr)+1;
fwrite (func->funcStr, len, 1, f);
}
break;
case F_MMOVE:
if ( *(byte **)p )
{
mmove = GetMmoveByAddress (*(mmove_t **)p);
if (!mmove)
gi.error ("WriteField2: mmove not in list, can't save game");
len = (int)strlen(mmove->mmoveStr)+1;
fwrite (mmove->mmoveStr, len, 1, f);
}
break;
#endif
}
}
void ReadField (FILE *f, field_t *field, byte *base)
{
void *p;
int len;
int index;
#ifdef SAVEGAME_USE_FUNCTION_TABLE
char funcStr[512];
#endif
if (field->flags & FFL_SPAWNTEMP)
return;
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_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;
#ifdef SAVEGAME_USE_FUNCTION_TABLE
// Matches with a string in the function list, which is generated by extractfuncs.exe.
// Actual address of function is loaded from list, allowing version-independent savegames.
case F_FUNCTION:
len = *(int *)p;
if (!len)
*(byte **)p = NULL;
else
{
if (len > sizeof(funcStr))
gi.error ("ReadField: function name is longer than buffer (%i chars)", sizeof(funcStr));
fread (funcStr, len, 1, f);
if ( !(*(byte **)p = FindFunctionByName (funcStr)) )
gi.error ("ReadField: function %s not found in table, can't load game", funcStr);
}
break;
// Matches with a string in the mmove list, which is generated by extractfuncs.exe.
// Actual address of mmove is loaded from list, allowing version-independent savegames.
case F_MMOVE:
len = *(int *)p;
if (!len)
*(byte **)p = NULL;
else
{
if (len > sizeof(funcStr))
gi.error ("ReadField: mmove name is longer than buffer (%i chars)", sizeof(funcStr));
fread (funcStr, len, 1, f);
if ( !(*(mmove_t **)p = FindMmoveByName (funcStr)) )
gi.error ("ReadField: mmove %s not found in table, can't load game", funcStr);
}
break;
#else // SAVEGAME_USE_FUNCTION_TABLE
// relative to code segment
case F_FUNCTION:
index = *(int *)p;
if ( index == 0 )
*(byte **)p = NULL;
else
*(byte **)p = ((byte *)InitGame) + index;
break;
// relative to data segment
case F_MMOVE:
index = *(int *)p;
if (index == 0)
*(byte **)p = NULL;
else
*(byte **)p = (byte *)&mmove_reloc + index;
break;
#endif // SAVEGAME_USE_FUNCTION_TABLE
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);
client->pers.spawn_landmark = false;
client->pers.spawn_levelchange = false;
for (field=clientfields; field->name; field++)
{
ReadField (f, field, (byte *)client);
}
// Knightmare- fix/hack for loading game with textdisplay open
client->textdisplay = NULL;
client->showscores = false;
}
/*
============
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];
#ifdef SAVEGAME_USE_FUNCTION_TABLE
char str2[64];
#endif
if (developer->value)
gi.dprintf ("==== WriteGame ====\n");
if (!autosave) {
game.transition_ents = 0;
SaveClientData ();
}
f = fopen (filename, "wb");
if (!f)
gi.error ("Couldn't open %s", filename);
memset (str, 0, sizeof(str));
Q_strncpyz (str, sizeof(str), __DATE__);
fwrite (str, sizeof(str), 1, f);
#ifdef SAVEGAME_USE_FUNCTION_TABLE
// use modname and save version for compatibility instead of build date
memset (str2, 0, sizeof(str2));
Q_strncpyz (str2, sizeof(str2), SAVEGAME_DLLNAME);
fwrite (str2, sizeof(str2), 1, f);
i = SAVEGAME_VERSION;
fwrite (&i, sizeof(i), 1, f);
#endif
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];
#ifdef SAVEGAME_USE_FUNCTION_TABLE
char str2[64];
#endif
if (developer->value)
gi.dprintf ("==== ReadGame ====\n");
gi.FreeTags (TAG_GAME);
f = fopen (filename, "rb");
if (!f)
gi.error ("Couldn't open %s", filename);
fread (str, sizeof(str), 1, f);
#ifndef SAVEGAME_USE_FUNCTION_TABLE
if (strcmp (str, __DATE__))
{
fclose (f);
gi.error ("Savegame from an older version.\n");
}
#else // SAVEGAME_USE_FUNCTION_TABLE
// check modname and save version for compatibility instead of build date
fread (str2, sizeof(str2), 1, f);
if (strcmp (str2, SAVEGAME_DLLNAME))
{
fclose (f);
gi.error ("Savegame from a different game DLL.\n");
}
fread (&i, sizeof(i), 1, f);
if (i != SAVEGAME_VERSION)
{
fclose (f);
gi.error ("ReadGame: savegame %s is wrong version (%i, should be %i)\n", filename, i, SAVEGAME_VERSION);
}
#endif // SAVEGAME_USE_FUNCTION_TABLE
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;
#ifdef SAVEGAME_USE_FUNCTION_TABLE // FIXME: remove once this is working reliably
if (readout->value)
{
if (ent->classname && strlen(ent->classname))
gi.dprintf("WriteEdict: %s\n", ent->classname);
else
gi.dprintf("WriteEdict: unknown entity\n");
}
#endif
// change the pointers to lengths or indexes
for (field=fields; 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=fields; 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;
int i; // Knightmare added
fread (ent, sizeof(*ent), 1, f);
for (field=fields; field->name; field++)
{
ReadField (f, field, (byte *)ent);
}
// Knightmare- nullify reflection pointers to prevent crash
for (i=0; i<6; i++)
ent->reflection[i] = NULL;
}
/*
==============
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;
if (developer->value)
gi.dprintf ("==== WriteLevel ====\n");
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;
// Knightmare- don't save reflections
if (ent->flags & FL_REFLECT)
continue;
fwrite (&i, sizeof(i), 1, f);
WriteEdict (f, ent);
}
i = -1;
fwrite (&i, sizeof(i), 1, f);
fclose (f);
}
/*
=================
ReadLevel
SpawnEntities will allready 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 LoadTransitionEnts();
void ReadLevel (char *filename)
{
int entnum;
FILE *f;
int i;
void *base;
edict_t *ent;
if (developer->value)
gi.dprintf ("==== ReadLevel ====\n");
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);
/* Lazarus: The __DATE__ check in ReadGame is sufficient for a version
check. The following is reported to fail under some
circumstances (though I've never seen it).
#ifdef _WIN32
if (base != (void *)InitGame)
{
fclose (f);
gi.error ("ReadLevel: function pointers have moved");
}
#else
gi.dprintf("Function offsets %d\n", ((byte *)base) - ((byte *)InitGame));
#endif
*/
// 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;
}
// DWH: Load transition entities
if (game.transition_ents)
{
LoadTransitionEnts();
actor_files();
}
}