/* 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. */ // Created on 29.12.2003 by RST. // $Id: GameSave.java,v 1.6 2004-09-10 19:02:54 salomo Exp $ package jake2.game; import jake2.qcommon.Com; import jake2.util.QuakeFile; public class GameSave extends GameFunc { public static void CreateEdicts() { g_edicts= new edict_t[game.maxentities]; for (int i= 0; i < game.maxentities; i++) g_edicts[i]= new edict_t(i); GameBase.g_edicts= g_edicts; } public static void CreateClients() { game.clients= new gclient_t[game.maxclients]; for (int i= 0; i < game.maxclients; i++) game.clients[i]= new gclient_t(i); } /* ============ 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. ============ */ public static void InitGame() { 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); // 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", "0", 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); 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); // items InitItems(); game.helpmessage1= ""; game.helpmessage2= ""; // initialize all entities for this game game.maxentities= (int) maxentities.value; CreateEdicts(); // initialize all clients for this game game.maxclients= (int) maxclients.value; CreateClients(); num_edicts= game.maxclients + 1; } /* ============ 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. ============ */ public static void WriteGame(String filename, boolean autosave) { try { QuakeFile f; if (!autosave) SaveClientData(); f= new QuakeFile(filename, "rw"); if (f == null) gi.error("Couldn't write to " + filename); game.autosaved= autosave; game.write(f); game.autosaved= false; for (int i= 0; i < game.maxclients; i++) game.clients[i].write(f); fclose(f); } catch (Exception e) { e.printStackTrace(); } } public static void ReadGame(String filename) { QuakeFile f= null; try { f= new QuakeFile(filename, "r"); CreateEdicts(); game.load(f); for (int i= 0; i < game.maxclients; i++) { game.clients[i]= new gclient_t(i); game.clients[i].read(f); } f.close(); } catch (Exception e) { e.printStackTrace(); } } /* ================= WriteLevel ================= */ public static void WriteLevel(String filename) { try { int i; edict_t ent; QuakeFile f; f= new QuakeFile(filename, "rw"); if (f == null) gi.error("Couldn't open for writing: " + filename); // write out level_locals_t level.write(f); // write out all the entities for (i= 0; i < num_edicts; i++) { ent= g_edicts[i]; if (!ent.inuse) continue; f.writeInt(i); ent.write(f); } i= -1; f.writeInt(-1); f.close(); } catch (Exception e) { e.printStackTrace(); } } /* ================= 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. ================= */ public static void ReadLevel(String filename) { try { edict_t ent; QuakeFile f= new QuakeFile(filename, "r"); if (f == null) gi.error("Couldn't read level file " + filename); // wipe all the entities Game.CreateEdicts(); num_edicts= (int) maxclients.value + 1; // load the level locals level.read(f); // load all the entities while (true) { int entnum= f.readInt(); if (entnum == -1) break; if (entnum >= num_edicts) num_edicts= entnum + 1; ent= g_edicts[entnum]; ent.read(f); ent.cleararealinks(); gi.linkentity(ent); } fclose(f); // mark all clients as unconnected for (int 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 (int i= 0; i < num_edicts; i++) { ent= g_edicts[i]; if (!ent.inuse) continue; // fire any cross-level triggers if (ent.classname != null) if (strcmp(ent.classname, "target_crosslevel_target") == 0) ent.nextthink= level.time + ent.delay; } } catch (Exception e) { e.printStackTrace(); } } }