/* Copyright (C) 1997-2001 Id Software, Inc. This program 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. 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, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "g_local.h" const field_t fields[] = { {"classname", FOFS(classname), F_LSTRING}, {"origin", FOFS(s.origin), F_VECTOR}, {"model", FOFS(model), F_LSTRING}, {"model2", FOFS(model2), 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}, {"killtarget", FOFS(killtarget), 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_FLOAT}, {"sounds", FOFS(sounds), F_LSTRING}, {"light", FOFS(light), F_FLOAT}, {"color", FOFS(color), F_VECTOR}, {"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}, {"id", FOFS(count), F_INT}, // 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}, {"radius", STOFS(radius), F_FLOAT, FFL_SPAWNTEMP}, {"roll", STOFS(roll), F_FLOAT, FFL_SPAWNTEMP}, {"height", STOFS(height), F_INT, FFL_SPAWNTEMP}, {"phase", STOFS(phase), F_FLOAT, FFL_SPAWNTEMP}, {"noise", STOFS(noise), F_LSTRING, FFL_SPAWNTEMP}, {"noise_start", STOFS(noise_start), F_LSTRING, FFL_SPAWNTEMP}, {"noise_stop", STOFS(noise_stop), 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}, {"music", STOFS(music), 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}, {"notsingle", STOFS(notsingle), F_INT, FFL_SPAWNTEMP}, {"notteam", STOFS(notteam), F_INT, FFL_SPAWNTEMP}, {"notfree", STOFS(notfree), F_INT, FFL_SPAWNTEMP}, {"notduel", STOFS(notduel), F_INT, FFL_SPAWNTEMP}, {"notctf", STOFS(notctf), F_INT, FFL_SPAWNTEMP}, {"notffa", STOFS(notffa), F_INT, FFL_SPAWNTEMP}, {"gameteam", STOFS(gameteam), F_INT, FFL_SPAWNTEMP}, {"weight", STOFS(weight), F_INT, FFL_SPAWNTEMP}, //MBotGame {NULL, 0, F_INT, 0} }; // -------- 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(model), F_LSTRING}, {"", FOFS(map), F_LSTRING}, {"", FOFS(message), F_LSTRING}, {"", FOFS(r.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(r.owner), F_EDICT}, {"", FOFS(target_ent), F_EDICT}, {"", FOFS(chain), F_EDICT}, {"", FOFS(prethink), F_FUNCTION}, {"", FOFS(think), F_FUNCTION}, {"", FOFS(blocked), F_FUNCTION}, {"", FOFS(touch), F_FUNCTION}, {"", FOFS(use), F_FUNCTION}, {"", FOFS(pain), F_FUNCTION}, {"", FOFS(die), F_FUNCTION}, {"", FOFS(moveinfo.endfunc), F_FUNCTION}, {NULL, 0, F_INT} }; field_t levelfields[] = { {"", LLOFS(changemap), F_LSTRING}, {NULL, 0, F_INT} }; field_t clientfields[] = { //{"", CLOFS(pers.default_weapon), F_INT}, {NULL, 0, F_INT} }; //========================================================= void WriteField1( field_t *field, qbyte *base ) { void *p; int len; int index; p = (void *)(base + field->ofs); switch (field->type) { case F_INT: case F_FLOAT: case F_ANGLEHACK: case F_VECTOR: case F_IGNORE: break; case F_LSTRING: case F_GSTRING: if ( *(char **)p ) len = strlen(*(char **)p) + 1; else len = 0; *(int *)p = len; break; case F_EDICT: if ( *(edict_t **)p == NULL) index = -1; else index = *(edict_t **)p - game.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 - itemdefs; *(int *)p = index; break; // relative to code segment case F_FUNCTION: if (*(qbyte **)p == NULL) index = 0; else index = *(qbyte **)p - ((qbyte *)G_Init); *(int *)p = index; break; default: G_Error ("WriteEdict: unknown field type"); } } void WriteField2( int file, field_t *field, qbyte *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; trap_FS_Write( *(char **)p, len, file ); } break; default: break; // Nothing } } void ReadField( int file, field_t *field, qbyte *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 = G_GameMalloc( len ); trap_FS_Read( *(char **)p, len, file ); } break; case F_GSTRING: len = *(int *)p; if( !len ) *(char **)p = NULL; else { *(char **)p = G_GameMalloc( len ); trap_FS_Read( *(char **)p, len, file ); } break; case F_EDICT: index = *(int *)p; if( index == -1 ) *(edict_t **)p = NULL; else *(edict_t **)p = &game.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 = &itemdefs[index]; break; // relative to code segment case F_FUNCTION: index = *(int *)p; if( index == 0 ) *(qbyte **)p = NULL; else *(qbyte **)p = ((qbyte *)G_Init) + index; break; default: G_Error ("ReadEdict: unknown field type"); } } //========================================================= /* ============== WriteClient All pointer variables (except function pointers) must be handled specially. ============== */ void WriteClient( int file, 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( field, (qbyte *)&temp ); // write the block trap_FS_Write( &temp, sizeof(temp), file ); // now write any allocated data following the edict for( field=clientfields ; field->name ; field++ ) WriteField2( file, field, (qbyte *)client ); } /* ============== ReadClient All pointer variables (except function pointers) must be handled specially. ============== */ void ReadClient( int file, gclient_t *client ) { field_t *field; trap_FS_Read( client, sizeof(*client), file ); for( field=clientfields ; field->name ; field++ ) ReadField( file, field, (qbyte *)client ); } /* ============ WriteGame This will be called whenever the game goes to a new level, and when the user explicitly saves the game. Game information include cross level data, like multi level triggers, help computer info, and all client states. A single player death will automatically restore from the last save position. ============ */ void WriteGame( char *filename, qboolean autosave ) { int file, i; char str[16]; /*if( !autosave ) SaveClientData ();*/ if( trap_FS_FOpenFile( filename, &file, FS_WRITE ) == -1 ) G_Error( "Couldn't open %s", filename ); memset( str, 0, sizeof(str) ); Q_strncpyz( str, __DATE__, sizeof(str) ); trap_FS_Write( str, sizeof(str), file ); game.autosaved = autosave; trap_FS_Write( &game, sizeof(game), file ); game.autosaved = qfalse; for( i=0 ; iname ; field++ ) WriteField1( field, (qbyte *)&temp ); // write the block trap_FS_Write( &temp, sizeof(temp), file ); // now write any allocated data following the edict for( field=savefields ; field->name ; field++ ) WriteField2( file, field, (qbyte *)ent ); } /* ============== WriteLevelLocals All pointer variables (except function pointers) must be handled specially. ============== */ void WriteLevelLocals( int file ) { 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( field, (qbyte *)&temp ); // write the block trap_FS_Write( &temp, sizeof(temp), file ); // now write any allocated data following the edict for( field=levelfields ; field->name ; field++ ) WriteField2( file, field, (qbyte *)&level ); } /* ============== ReadEdict All pointer variables (except function pointers) must be handled specially. ============== */ void ReadEdict( int file, edict_t *ent ) { field_t *field; trap_FS_Read( ent, sizeof(*ent), file ); for( field=savefields ; field->name ; field++ ) ReadField( file, field, (qbyte *)ent ); } /* ============== ReadLevelLocals All pointer variables (except function pointers) must be handled specially. ============== */ void ReadLevelLocals( int file ) { field_t *field; trap_FS_Read( &level, sizeof(level), file ); for( field=levelfields ; field->name ; field++ ) ReadField( file, field, (qbyte *)&level ); } /* ================= WriteLevel ================= */ void WriteLevel( char *filename ) // FIXME: should be const { int i; edict_t *ent; int file; void *base; if( trap_FS_FOpenFile( filename, &file, FS_WRITE ) == -1 ) G_Error ("Couldn't open %s", filename); // write out edict size for checking i = sizeof(edict_t); trap_FS_Write( &i, sizeof(i), file ); // write out a function pointer for checking base = (void *)G_Init; trap_FS_Write( &base, sizeof(base), file ); // write out level_locals_t WriteLevelLocals( file ); // write out all the entities for (i=0 ; ir.inuse ) continue; trap_FS_Write( &i, sizeof(i), file ); WriteEdict( file, ent ); } i = -1; trap_FS_Write( &i, sizeof(i), file ); trap_FS_FCloseFile( file ); } /* ================= ReadLevel SpawnEntities will already have been called on the level the same way it was when the level was saved. That is necessary to get the baselines set up identically. The server will have cleared all of the world links before calling ReadLevel. No clients are connected yet. ================= */ void ReadLevel( char *filename ) { int entnum, file, i; void *base; edict_t *ent; if( trap_FS_FOpenFile( filename, &file, FS_READ ) == -1 ) G_Error( "Couldn't open %s", filename ); // free any dynamic memory allocated by loading the level base state G_EmptyLevelPool(); // wipe all the entities memset( game.edicts, 0, game.maxentities*sizeof(game.edicts[0]) ); game.numentities = game.maxclients + 1; trap_LocateEntities( game.edicts, sizeof(game.edicts[0]), game.numentities, game.maxentities ); // check edict size trap_FS_Read( &i, sizeof(i), file ); if( i != sizeof(edict_t) ) { trap_FS_FCloseFile( file ); G_Error( "ReadLevel: mismatched edict size" ); } // check function pointer base address trap_FS_Read( &base, sizeof(base), file ); #ifdef _WIN32 if( base != (void *)G_Init ) { trap_FS_FCloseFile( file ); G_Error( "ReadLevel: function pointers have moved" ); } #else G_Printf( "Function offsets %d\n", ((qbyte *)base) - ((qbyte *)G_Init) ); #endif // load the level locals ReadLevelLocals( file ); // load all the entities while( 1 ) { if( trap_FS_Read( &entnum, sizeof(entnum), file ) != 1 ) { trap_FS_FCloseFile( file ); G_Error( "ReadLevel: failed to read entnum" ); } if( entnum == -1 ) break; if( entnum >= game.numentities ) { game.numentities = entnum+1; trap_LocateEntities( game.edicts, sizeof(game.edicts[0]), game.numentities, game.maxentities ); } ent = &game.edicts[entnum]; ReadEdict( file, ent ); // let the server rebuild world links for this ent memset( &ent->r.area, 0, sizeof(ent->r.area) ); trap_LinkEntity( ent ); } trap_FS_FCloseFile( file ); // mark all clients as unconnected for( i=0 ; ir.client = game.clients + i; ent->r.client->pers.connected = qfalse; } // do any load time things at this point for( i=0 ; ir.inuse ) continue; // fire any cross-level triggers if( ent->classname ) { if( !Q_stricmp( ent->classname, "target_crosslevel_target" ) ) ent->nextthink = level.timemsec + ent->delay * 1000; } } }