thirtyflightsofloving/missionpack/g_save.c
Knightmare66 40571031c3 Fixed EMP Nuke not working on beta class Gladiator in missionpack DLL.
Added function monster_fire_phalanx() in g_monster.c in missionpack DLL.
Renamed monster_dabeam() function to monster_fire_dabeam() in g_monster.c in missionpack DLL.
Renamed "plasma" functions for phalanx cannon to "phalanx_plasma" in g_weapon.c in missionpack DLL.
Removed unused heat_think() function in g_weapon.c in missionpack DLL.
Removed unused Q1TeleportSounds2() function in g_utils_q1.c in missionpack DLL.
2021-03-15 17:30:02 -04:00

1431 lines
40 KiB
C

#include "./g_local.h"
#ifndef DISABLE_FMOD
#include "fmod.h"
#endif
#define Function(f) {#f, f}
void ChasecamRemove (edict_t *ent);
void ChasecamStart (edict_t *ent);
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},
// 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
// Knightmare- rotating train stuff
{"movewith_set", FOFS(movewith_set), F_INT},
{"bounce_me", FOFS(bounce_me), F_INT},
{"in_mud", FOFS(in_mud), F_INT},
{"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},
{"move_origin", FOFS(move_origin), F_VECTOR}, // relative angular velocity
{"org_angles", FOFS(org_angles), F_VECTOR},
{"deploy_angles", FOFS(deploy_angles), F_VECTOR},
{"aim_point", FOFS(aim_point), F_VECTOR},
{"ideal_pitch", FOFS(ideal_pitch), F_FLOAT},
{"ideal_yaw", FOFS(ideal_yaw), F_FLOAT},
{"ideal_roll", FOFS(ideal_roll), F_FLOAT},
// Knightmare- misc ent stuff
{"common_name", FOFS(common_name), F_LSTRING},
{"newteam", FOFS(newteam), F_LSTRING},
{"musictrack", FOFS(musictrack), F_LSTRING},
{"movedir", FOFS(movedir), F_VECTOR},
{"distance", FOFS(distance), F_FLOAT},
{"lip", FOFS(lip), F_INT},
{"height", FOFS(height), F_INT},
{"shift", FOFS(shift), F_FLOAT},
{"last_attacked_framenum", FOFS(last_attacked_framenum), F_INT},
// Knightmare
{"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}, // Knightmare added
{"team", FOFS(team), F_LSTRING},
{"wait", FOFS(wait), F_FLOAT},
{"delay", FOFS(delay), F_FLOAT},
{"random", FOFS(random), F_FLOAT},
{"starttime", FOFS(starttime), F_FLOAT},
{"endtime", FOFS(endtime), 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},
{"touch_debounce_time", FOFS(touch_debounce_time), F_FLOAT}, // Knightmare added
{"pain_debounce_time", FOFS(pain_debounce_time), F_FLOAT},
{"damage_debounce_time", FOFS(damage_debounce_time), F_FLOAT},
{"gravity_debounce_time", FOFS(gravity_debounce_time), F_FLOAT},
{"fly_sound_debounce_time", FOFS(fly_sound_debounce_time), F_FLOAT},
{"last_move_time", FOFS(last_move_time), F_FLOAT},
{"last_fire_time", FOFS(last_fire_time), F_FLOAT},
{"health", FOFS(health), F_INT},
{"base_health", FOFS(health), 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},
// Knightmare- hack for setting alpha, allows mappers to specify
// an entity's alpha value with the key "salpha"
#ifdef KMQUAKE2_ENGINE_MOD
{"salpha", FOFS(s.alpha), F_FLOAT},
#endif
{"aiflags", FOFS(monsterinfo.aiflags), F_INT},
{"aiflags2", FOFS(monsterinfo.aiflags2), F_INT},
{"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},
{"from", FOFS(from), F_EDICT, FFL_NOSPAWN}, //Knightmare added
{"to", FOFS(to), F_EDICT, FFL_NOSPAWN}, //Knightmare added
{"inflictor", FOFS(inflictor), F_EDICT, FFL_NOSPAWN}, //Knightmare added
{"attacker", FOFS(attacker), F_EDICT, FFL_NOSPAWN}, //Knightmare added
{"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},
{"play", FOFS(play), 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},
{"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},
{"item", STOFS(item), F_LSTRING, FFL_SPAWNTEMP},
{"phase", STOFS(phase), F_FLOAT, 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},
{"goal_frame", FOFS(goal_frame), F_FLOAT},
{"chasedist1", FOFS(chasedist1), F_INT},
{"chasedist2", FOFS(chasedist2), F_INT},
// Mappack - end of new fields.
// Lazarus additions
{"actor_current_weapon", FOFS(actor_current_weapon), F_INT},
{"alpha", FOFS(alpha), F_FLOAT},
{"axis", FOFS(axis), F_INT},
{"base_radius", FOFS(base_radius), F_FLOAT},
{"bleft", FOFS(bleft), F_VECTOR},
{"tright", FOFS(tright), 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},
{"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_index", FOFS(fog_index), F_INT},
{"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},
{"old_offset", FOFS(old_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},
{"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},
{"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},
{"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},
{"flash", FOFS(flash), F_EDICT, FFL_NOSPAWN},
{"viewheight", FOFS(viewheight), F_INT},
{"viewmessage", FOFS(viewmessage), F_LSTRING},
{"yaw_speed", FOFS(yaw_speed), F_FLOAT},
// FIXME: how to save 6-part reflection field?
// ROGUE
{"bad_area", FOFS(bad_area), F_EDICT},
// while the hint_path stuff could be reassembled on the fly, no reason to be different
{"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},
{"leader", FOFS(monsterinfo.leader), F_EDICT},
{"old_leader", FOFS(monsterinfo.old_leader), 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},
// ROGUE
// Zaero
{"model2", FOFS(model2), F_LSTRING},
{"model3", FOFS(model3), F_LSTRING},
{"model4", FOFS(model4), F_LSTRING},
{"aspeed", FOFS(aspeed), F_FLOAT},
{"timeout", FOFS(timeout), F_FLOAT},
{"active", FOFS(active), F_INT},
{"seq", FOFS(seq), F_INT},
{"spawnflags2", FOFS(spawnflags2), F_INT},
{"oldentnum", FOFS(oldentnum), F_INT},
{"laser", FOFS(laser), F_EDICT, FFL_NOSPAWN},
{"weaponsound_time", FOFS(weaponsound_time), F_FLOAT},
{"zRaduisList", FOFS(zRaduisList), F_EDICT, FFL_NOSPAWN},
{"zSchoolChain", FOFS(zSchoolChain), F_EDICT, FFL_NOSPAWN},
{"zDistance", FOFS(zDistance), F_FLOAT},
{"rideWith0", FOFS(rideWith[0]), F_EDICT, FFL_NOSPAWN},
{"rideWith1", FOFS(rideWith[1]), F_EDICT, FFL_NOSPAWN},
{"rideWithOffset0", FOFS(rideWithOffset[0]), F_VECTOR},
{"rideWithOffset1", FOFS(rideWithOffset[1]), F_VECTOR},
{"mangle", FOFS(mangle), F_VECTOR},
{"mins", FOFS(mins), F_VECTOR},
{"maxs", FOFS(maxs), F_VECTOR},
{"visorFrames", FOFS(visorFrames), F_INT},
{"mteam", FOFS(mteam), F_LSTRING},
{"onFloor", FOFS(onFloor), F_INT},
{"bossFireTimeout", FOFS(bossFireTimeout), F_FLOAT},
{"bossFireCount", FOFS(bossFireCount), F_INT},
{"mirrortarget", 0, F_IGNORE},
{"mirrorlevelsave", 0, F_IGNORE},
// end Zaero
{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},
// ROGUE
{"disguise_violator", LLOFS(disguise_violator), F_EDICT},
// ROGUE
// Knightmare added
{"current_fog_ent", LLOFS(current_fog.ent), 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},
// ROGUE
{"owned_sphere", CLOFS(owned_sphere), F_EDICT},
// end ROGUE
// Knightmare
{"chasecam", CLOFS(chasecam), F_EDICT},
{"oldplayer", CLOFS(oldplayer), F_EDICT},
{"push", CLOFS(push), F_EDICT},
{"spycam", CLOFS(spycam), F_EDICT},
{"homing_rocket", CLOFS(homing_rocket), F_EDICT},
// Zaero
{"zCameraTrack", CLOFS(zCameraTrack), F_EDICT},
{"zCameraLocalEntity", CLOFS(zCameraLocalEntity), F_EDICT},
// end Zaero
{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 ReadTextureSurfaceAssignments();
void InitGame (void)
{
gi.dprintf ("==== InitGame ====\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
//ROGUE
g_showlogic = gi.cvar ("g_showlogic", "0", 0);
huntercam = gi.cvar ("huntercam", "1", CVAR_SERVERINFO|CVAR_LATCH);
strong_mines = gi.cvar ("strong_mines", "0", 0);
randomrespawn = gi.cvar ("randomrespawn", "0", 0);
//ROGUE
// 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);
gamerules = gi.cvar ("gamerules", "0", CVAR_LATCH); //PGM
// change anytime vars
dmflags = gi.cvar ("dmflags", "0", CVAR_SERVERINFO);
zdmflags = gi.cvar ("zdmflags", "0", CVAR_SERVERINFO); // Zaero added
fraglimit = gi.cvar ("fraglimit", "0", CVAR_SERVERINFO);
timelimit = gi.cvar ("timelimit", "0", CVAR_SERVERINFO);
password = gi.cvar ("password", "", CVAR_USERINFO);
spectator_password = gi.cvar ("spectator_password", "", CVAR_USERINFO);
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_ARCHIVE);
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_ARCHIVE);
corpse_fadetime = gi.cvar("corpse_fadetime", "20", CVAR_ARCHIVE);
crosshair = gi.cvar("crosshair", "1", 0);
fmod_nomusic = gi.cvar("fmod_nomusic", "0", CVAR_ARCHIVE);
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);
packet_fmod_playback = gi.cvar("packet_fmod_playback", "0", CVAR_SERVERINFO);
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)));
#ifndef KMQUAKE2_ENGINE_MOD // engine has zoom autosensitivity
gi.cvar_forceset("m_pitch", va("%f",lazarus_pitch->value));
gi.cvar_forceset("m_yaw", va("%f",lazarus_yaw->value));
#endif
//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 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));
#endif
gi.cvar_forceset("lazarus_cl_gun", va("%d",(int)(cl_gun->value)));
gi.cvar_forceset("lazarus_crosshair", va("%d",(int)(crosshair->value)));
//}
}
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);
// 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;
//======
//ROGUE
if (gamerules)
{
InitGameRules (); // if there are game rules to set up, do so now.
}
//ROGUE
//======
#ifdef FMOD_FOOTSTEPS
if(footstep_sounds->value)
ReadTextureSurfaceAssignments();
#endif
}
//=========================================================
#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));
Com_strcpy (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));
Com_strcpy (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;
if (!Q_stricmp(ent->classname,"target_playback"))
{
edict_t e;
memcpy(&e,ent,sizeof(edict_t));
if (FMOD_IsPlaying(ent))
{
e.think = target_playback_delayed_restart;
e.nextthink = level.time + 1.0;
// A misuse of groundentity_linkcount, but
// maybe nobody is watching.
e.groundentity_linkcount = g_edicts[1].linkcount;
}
else
{
e.think = NULL;
e.nextthink = 0;
}
e.stream = NULL;
fwrite (&i, sizeof(i), 1, f);
WriteEdict (f, &e);
}
else
{
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 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");
gi.dprintf ("Function pointers have moved, ignoring\n");
}
#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);
// PMM - rebuild the hint path chains
// InitHintPaths();
// pmm
// 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();
}
}