#include "g_local.h" 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(accel), 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}, {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(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 begun ============ */ void InitGame (void) { int i; gi.dprintf ("==== InitGame ====\n"); 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); // latched vars sv_cheats = gi.cvar ("cheats", "0", CVAR_SERVERINFO|CVAR_LATCH); deathmatch = gi.cvar ("deathmatch", "0", CVAR_SERVERINFO|CVAR_LATCH); skill = gi.cvar ("skill", "1", CVAR_SERVERINFO|CVAR_LATCH); maxclients = gi.cvar ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH); maxentities = gi.cvar ("maxentities", "1024", 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); noexit = gi.cvar ("noexit", "1", CVAR_SERVERINFO); samelevel = gi.cvar ("samelevel", "0", CVAR_SERVERINFO); g_select_empty = gi.cvar ("g_select_empty", "0", CVAR_ARCHIVE); g_unlimited_ammo = gi.cvar ("g_unlimited_ammo", "0", CVAR_SERVERINFO); dm_respawn = gi.cvar ("dm_respawn", "2", CVAR_SERVERINFO); nomonsters = gi.cvar ("nomonsters", "0", CVAR_SERVERINFO); 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); // items InitItems (); Com_sprintf (game.helpmessage1, sizeof(game.helpmessage1), "No help message1"); Com_sprintf (game.helpmessage2, sizeof(game.helpmessage2), "No help message2"); // initialize all entities for this game game.maxentities = maxentities->value; if (maxclients->value * 8 > game.maxentities) game.maxentities = maxclients->value * 8; 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); for (i=0 ; iofs); 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) { FILE *f; int i; char str[16]; 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); fwrite (&game, sizeof(game), 1, f); for (i=0 ; iname ; 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 configstrings // fwrite (sv.configstrings, sizeof(sv.configstrings), 1, f); // write out all the entities for (i=0 ; iinuse) 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. ================= */ 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); // wipe all the clients for (i=0 ; ivalue ; i++) { ent = &g_edicts[i+1]; gi.unlinkentity (ent); ent->inuse = false; } // // fire any cross-level triggers here for (i=0 ; i