/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program 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 this program; if not, see .
===========================================================================
*/
#include
#include "g_local.h"
#include "../Rufl/hstring.h"
#include "qcommon/ojk_saved_game_helper.h"
#define MAX_GTIMERS 16384
typedef struct gtimer_s
{
hstring id; // Use handle strings, so that things work after loading
int time;
struct gtimer_s *next; // In either free list or current list
} gtimer_t;
gtimer_t g_timerPool[ MAX_GTIMERS ];
gtimer_t *g_timers[ MAX_GENTITIES ];
gtimer_t *g_timerFreeList;
static int TIMER_GetCount(int num)
{
gtimer_t *p = g_timers[num];
int count = 0;
while (p)
{
count++;
p = p->next;
}
return count;
}
/*
-------------------------
TIMER_RemoveHelper
Scans an entities timer list to remove a given
timer from the list and put it on the free list
Doesn't do much error checking, only called below
-------------------------
*/
static void TIMER_RemoveHelper( int num, gtimer_t *timer )
{
gtimer_t *p = g_timers[num];
// Special case: first timer in list
if (p == timer)
{
g_timers[num] = g_timers[num]->next;
p->next = g_timerFreeList;
g_timerFreeList = p;
return;
}
// Find the predecessor
while (p->next != timer)
{
p = p->next;
}
// Rewire
p->next = p->next->next;
timer->next = g_timerFreeList;
g_timerFreeList = timer;
return;
}
/*
-------------------------
TIMER_Clear
-------------------------
*/
void TIMER_Clear( void )
{
int i;
for (i = 0; i < MAX_GENTITIES; i++)
{
g_timers[i] = NULL;
}
for (i = 0; i < MAX_GTIMERS - 1; i++)
{
g_timerPool[i].next = &g_timerPool[i+1];
}
g_timerPool[MAX_GTIMERS-1].next = NULL;
g_timerFreeList = &g_timerPool[0];
}
/*
-------------------------
TIMER_Clear
-------------------------
*/
void TIMER_Clear( int idx )
{
// rudimentary safety checks, might be other things to check?
if ( idx >= 0 && idx < MAX_GENTITIES )
{
gtimer_t *p = g_timers[idx];
// No timers at all -> do nothing
if (!p)
{
return;
}
// Find the end of this ents timer list
while (p->next)
{
p = p->next;
}
// Splice the lists
p->next = g_timerFreeList;
g_timerFreeList = g_timers[idx];
g_timers[idx] = NULL;
return;
}
}
/*
-------------------------
TIMER_Save
-------------------------
*/
void TIMER_Save( void )
{
int j;
gentity_t *ent;
ojk::SavedGameHelper saved_game(
::gi.saved_game);
for ( j = 0, ent = &g_entities[0]; j < MAX_GENTITIES; j++, ent++ )
{
unsigned char numTimers = TIMER_GetCount(j);
if ( !ent->inuse && numTimers)
{
// Com_Printf( "WARNING: ent with timers not inuse\n" );
assert(numTimers);
TIMER_Clear( j );
numTimers = 0;
}
//Write out the timer information
saved_game.write_chunk(
INT_ID('T', 'I', 'M', 'E'),
numTimers);
gtimer_t *p = g_timers[j];
assert ((numTimers && p) || (!numTimers && !p));
while(p)
{
const char *timerID = p->id.c_str();
const int length = strlen(timerID) + 1;
const int time = p->time - level.time; //convert this back to delta so we can use SET after loading
assert( length < 1024 );//This will cause problems when loading the timer if longer
//Write out the id string
saved_game.write_chunk(
INT_ID('T', 'M', 'I', 'D'),
timerID,
length);
//Write out the timer data
saved_game.write_chunk(
INT_ID('T', 'D', 'T', 'A'),
time);
p = p->next;
}
}
}
/*
-------------------------
TIMER_Load
-------------------------
*/
void TIMER_Load( void )
{
int j;
gentity_t *ent;
ojk::SavedGameHelper saved_game(
::gi.saved_game);
for ( j = 0, ent = &g_entities[0]; j < MAX_GENTITIES; j++, ent++ )
{
unsigned char numTimers = 0;
saved_game.read_chunk(
INT_ID('T', 'I', 'M', 'E'),
numTimers);
//Read back all entries
for ( int i = 0; i < numTimers; i++ )
{
int time = 0;
char tempBuffer[1024]; // Still ugly. Setting ourselves up for 007 AUF all over again. =)
assert (sizeof(g_timers[0]->time) == sizeof(time) );//make sure we're reading the same size as we wrote
//Read the id string and time
saved_game.read_chunk(
INT_ID('T', 'M', 'I', 'D'));
const char* sg_buffer_data = static_cast(
saved_game.get_buffer_data());
int sg_buffer_size = saved_game.get_buffer_size();
if (sg_buffer_size < 0 || static_cast(sg_buffer_size) >= sizeof(tempBuffer))
{
::G_Error("invalid length for TMID string in saved game: %d\n", sg_buffer_size);
}
std::uninitialized_copy_n(
sg_buffer_data,
sg_buffer_size,
tempBuffer);
tempBuffer[sg_buffer_size] = '\0';
saved_game.read_chunk(
INT_ID('T', 'D', 'T', 'A'),
time);
//this is odd, we saved all the timers in the autosave, but not all the ents are spawned yet from an auto load, so skip it
if (ent->inuse)
{ //Restore it
TIMER_Set(ent, tempBuffer, time);
}
}
}
}
static gtimer_t *TIMER_GetNew(int num, const char *identifier)
{
assert(num < ENTITYNUM_MAX_NORMAL);//don't want timers on NONE or the WORLD
gtimer_t *p = g_timers[num];
// Search for an existing timer with this name
while (p)
{
if (p->id == identifier)
{ // Found it
return p;
}
p = p->next;
}
// No existing timer with this name was found, so grab one from the free list
if (!g_timerFreeList)
{//oh no, none free!
assert(g_timerFreeList);
return NULL;
}
p = g_timerFreeList;
g_timerFreeList = g_timerFreeList->next;
p->next = g_timers[num];
g_timers[num] = p;
return p;
}
gtimer_t *TIMER_GetExisting(int num, const char *identifier)
{
gtimer_t *p = g_timers[num];
while (p)
{
if (p->id == identifier)
{ // Found it
return p;
}
p = p->next;
}
return NULL;
}
/*
-------------------------
TIMER_Set
-------------------------
*/
void TIMER_Set( gentity_t *ent, const char *identifier, int duration )
{
assert(ent->inuse);
gtimer_t *timer = TIMER_GetNew(ent->s.number, identifier);
if (timer)
{
timer->id = identifier;
timer->time = level.time + duration;
}
}
/*
-------------------------
TIMER_Get
-------------------------
*/
int TIMER_Get( gentity_t *ent, const char *identifier )
{
gtimer_t *timer = TIMER_GetExisting(ent->s.number, identifier);
if (!timer)
{
return -1;
}
return timer->time;
}
/*
-------------------------
TIMER_Done
-------------------------
*/
qboolean TIMER_Done( gentity_t *ent, const char *identifier )
{
gtimer_t *timer = TIMER_GetExisting(ent->s.number, identifier);
if (!timer)
{
return qtrue;
}
return (qboolean)(timer->time < level.time);
}
/*
-------------------------
TIMER_Done2
Returns false if timer has been
started but is not done...or if
timer was never started
-------------------------
*/
qboolean TIMER_Done2( gentity_t *ent, const char *identifier, qboolean remove )
{
gtimer_t *timer = TIMER_GetExisting(ent->s.number, identifier);
qboolean res;
if (!timer)
{
return qfalse;
}
res = (qboolean)(timer->time < level.time);
if (res && remove)
{
// Put it back on the free list
TIMER_RemoveHelper(ent->s.number, timer);
}
return res;
}
/*
-------------------------
TIMER_Exists
-------------------------
*/
qboolean TIMER_Exists( gentity_t *ent, const char *identifier )
{
return (qboolean)(TIMER_GetExisting(ent->s.number, identifier) != NULL);
}
/*
-------------------------
TIMER_Remove
Utility to get rid of any timer
-------------------------
*/
void TIMER_Remove( gentity_t *ent, const char *identifier )
{
gtimer_t *timer = TIMER_GetExisting(ent->s.number, identifier);
if (!timer)
{
return;
}
// Put it back on the free list
TIMER_RemoveHelper(ent->s.number, timer);
}
/*
-------------------------
TIMER_Start
-------------------------
*/
qboolean TIMER_Start( gentity_t *self, const char *identifier, int duration )
{
if ( TIMER_Done( self, identifier ) )
{
TIMER_Set( self, identifier, duration );
return qtrue;
}
return qfalse;
}