aboutsummaryrefslogtreecommitdiffstats
path: root/src/jake2/game/GameSave.java
blob: eddd89062b40a451a760f93c1af6b854b8c2dd1c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
/*
 * 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 1.11 2006-01-21 21:53:32 salomo Exp $
package jake2.game;

import jake2.Defines;
import jake2.Globals;
import jake2.qcommon.Com;
import jake2.util.Lib;
import jake2.util.QuakeFile;

public class GameSave {

    public static void CreateEdicts() {
        GameBase.g_edicts = new edict_t[GameBase.game.maxentities];
        for (int i = 0; i < GameBase.game.maxentities; i++)
            GameBase.g_edicts[i] = new edict_t(i);
        GameBase.g_edicts = GameBase.g_edicts;
    }

    public static void CreateClients() {
        GameBase.game.clients = new gclient_t[GameBase.game.maxclients];
        for (int i = 0; i < GameBase.game.maxclients; i++)
            GameBase.game.clients[i] = new gclient_t(i);

    }

    private static String preloadclasslist [] = 
    {		
    	"jake2.game.PlayerWeapon",
    	"jake2.game.AIAdapter",
		"jake2.game.Cmd",
		"jake2.game.EdictFindFilter",
		"jake2.game.EdictIterator",
		"jake2.game.EndianHandler",
		"jake2.game.EntBlockedAdapter",
		"jake2.game.EntDieAdapter",
		"jake2.game.EntDodgeAdapter",
		"jake2.game.EntInteractAdapter",
		"jake2.game.EntPainAdapter",
		"jake2.game.EntThinkAdapter",
		"jake2.game.EntTouchAdapter",
		"jake2.game.EntUseAdapter",
		"jake2.game.GameAI",
		"jake2.game.GameBase",
		"jake2.game.GameChase",
		"jake2.game.GameCombat",
		"jake2.game.GameFunc",
		"jake2.game.GameMisc",
		"jake2.game.GameSVCmds",
		"jake2.game.GameSave",
		"jake2.game.GameSpawn",
		"jake2.game.GameTarget",
		"jake2.game.GameTrigger",
		"jake2.game.GameTurret",
		"jake2.game.GameUtil",
		"jake2.game.GameWeapon",
		"jake2.game.Info",
		"jake2.game.ItemDropAdapter",
		"jake2.game.ItemUseAdapter",
		"jake2.game.Monster",
		"jake2.game.PlayerClient",
		"jake2.game.PlayerHud",
		"jake2.game.PlayerTrail",
		"jake2.game.PlayerView",
		"jake2.game.SuperAdapter",
		"jake2.game.monsters.M_Actor",
		"jake2.game.monsters.M_Berserk",
		"jake2.game.monsters.M_Boss2",
		"jake2.game.monsters.M_Boss3",
		"jake2.game.monsters.M_Boss31",
		"jake2.game.monsters.M_Boss32",
		"jake2.game.monsters.M_Brain",
		"jake2.game.monsters.M_Chick",
		"jake2.game.monsters.M_Flash",
		"jake2.game.monsters.M_Flipper",
		"jake2.game.monsters.M_Float",
		"jake2.game.monsters.M_Flyer",
		"jake2.game.monsters.M_Gladiator",
		"jake2.game.monsters.M_Gunner",
		"jake2.game.monsters.M_Hover",
		"jake2.game.monsters.M_Infantry",
		"jake2.game.monsters.M_Insane",
		"jake2.game.monsters.M_Medic",
		"jake2.game.monsters.M_Mutant",
		"jake2.game.monsters.M_Parasite",
		"jake2.game.monsters.M_Player",
		"jake2.game.monsters.M_Soldier",
		"jake2.game.monsters.M_Supertank",
		"jake2.game.monsters.M_Tank",
		"jake2.game.GameItems",
		// DANGER! init as last, when all adatpers are != null
		"jake2.game.GameItemList"
    };
    
    /**
     * 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() {
        GameBase.gi.dprintf("==== InitGame ====\n");

        // preload all classes to register the adapters
        for ( int n=0; n < preloadclasslist.length; n++)
        {
        	try
			{
        		Class.forName(preloadclasslist[n]);
			}
        	catch(Exception e)
			{
        		Com.DPrintf("error loading class: " + e.getMessage());
			}
        }
        
        
        GameBase.gun_x = GameBase.gi.cvar("gun_x", "0", 0);
        GameBase.gun_y = GameBase.gi.cvar("gun_y", "0", 0);
        GameBase.gun_z = GameBase.gi.cvar("gun_z", "0", 0);

        //FIXME: sv_ prefix are wrong names for these variables 
        GameBase.sv_rollspeed = GameBase.gi.cvar("sv_rollspeed", "200", 0);
        GameBase.sv_rollangle = GameBase.gi.cvar("sv_rollangle", "2", 0);
        GameBase.sv_maxvelocity = GameBase.gi.cvar("sv_maxvelocity", "2000", 0);
        GameBase.sv_gravity = GameBase.gi.cvar("sv_gravity", "800", 0);

        // noset vars
        Globals.dedicated = GameBase.gi.cvar("dedicated", "0",
                Defines.CVAR_NOSET);

        // latched vars
        GameBase.sv_cheats = GameBase.gi.cvar("cheats", "0",
                Defines.CVAR_SERVERINFO | Defines.CVAR_LATCH);
        GameBase.gi.cvar("gamename", Defines.GAMEVERSION,
                Defines.CVAR_SERVERINFO | Defines.CVAR_LATCH);
        GameBase.gi.cvar("gamedate", Globals.__DATE__, Defines.CVAR_SERVERINFO
                | Defines.CVAR_LATCH);

        GameBase.maxclients = GameBase.gi.cvar("maxclients", "4",
                Defines.CVAR_SERVERINFO | Defines.CVAR_LATCH);
        GameBase.maxspectators = GameBase.gi.cvar("maxspectators", "4",
                Defines.CVAR_SERVERINFO);
        GameBase.deathmatch = GameBase.gi.cvar("deathmatch", "0",
                Defines.CVAR_LATCH);
        GameBase.coop = GameBase.gi.cvar("coop", "0", Defines.CVAR_LATCH);
        GameBase.skill = GameBase.gi.cvar("skill", "0", Defines.CVAR_LATCH);
        GameBase.maxentities = GameBase.gi.cvar("maxentities", "1024",
                Defines.CVAR_LATCH);

        // change anytime vars
        GameBase.dmflags = GameBase.gi.cvar("dmflags", "0",
                Defines.CVAR_SERVERINFO);
        GameBase.fraglimit = GameBase.gi.cvar("fraglimit", "0",
                Defines.CVAR_SERVERINFO);
        GameBase.timelimit = GameBase.gi.cvar("timelimit", "0",
                Defines.CVAR_SERVERINFO);
        GameBase.password = GameBase.gi.cvar("password", "",
                Defines.CVAR_USERINFO);
        GameBase.spectator_password = GameBase.gi.cvar("spectator_password",
                "", Defines.CVAR_USERINFO);
        GameBase.needpass = GameBase.gi.cvar("needpass", "0",
                Defines.CVAR_SERVERINFO);
        GameBase.filterban = GameBase.gi.cvar("filterban", "1", 0);

        GameBase.g_select_empty = GameBase.gi.cvar("g_select_empty", "0",
                Defines.CVAR_ARCHIVE);

        GameBase.run_pitch = GameBase.gi.cvar("run_pitch", "0.002", 0);
        GameBase.run_roll = GameBase.gi.cvar("run_roll", "0.005", 0);
        GameBase.bob_up = GameBase.gi.cvar("bob_up", "0.005", 0);
        GameBase.bob_pitch = GameBase.gi.cvar("bob_pitch", "0.002", 0);
        GameBase.bob_roll = GameBase.gi.cvar("bob_roll", "0.002", 0);

        // flood control
        GameBase.flood_msgs = GameBase.gi.cvar("flood_msgs", "4", 0);
        GameBase.flood_persecond = GameBase.gi.cvar("flood_persecond", "4", 0);
        GameBase.flood_waitdelay = GameBase.gi.cvar("flood_waitdelay", "10", 0);

        // dm map list
        GameBase.sv_maplist = GameBase.gi.cvar("sv_maplist", "", 0);

        // items
        GameItems.InitItems();

        GameBase.game.helpmessage1 = "";
        GameBase.game.helpmessage2 = "";

        // initialize all entities for this game
        GameBase.game.maxentities = (int) GameBase.maxentities.value;
        CreateEdicts();

        // initialize all clients for this game
        GameBase.game.maxclients = (int) GameBase.maxclients.value;

        CreateClients();

        GameBase.num_edicts = GameBase.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)
                PlayerClient.SaveClientData();

            f = new QuakeFile(filename, "rw");

            if (f == null)
                GameBase.gi.error("Couldn't write to " + filename);

            GameBase.game.autosaved = autosave;
            GameBase.game.write(f);
            GameBase.game.autosaved = false;

            for (int i = 0; i < GameBase.game.maxclients; i++)
                GameBase.game.clients[i].write(f);

            Lib.fclose(f);
        } catch (Exception e) {
            e.printStackTrace();
        }
    }

    public static void ReadGame(String filename) {

        QuakeFile f = null;

        try {

            f = new QuakeFile(filename, "r");
            CreateEdicts();

            GameBase.game.load(f);

            for (int i = 0; i < GameBase.game.maxclients; i++) {
                GameBase.game.clients[i] = new gclient_t(i);
                GameBase.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)
                GameBase.gi.error("Couldn't open for writing: " + filename);

            // write out level_locals_t
            GameBase.level.write(f);

            // write out all the entities
            for (i = 0; i < GameBase.num_edicts; i++) {
                ent = GameBase.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)
                GameBase.gi.error("Couldn't read level file " + filename);

            // wipe all the entities
            CreateEdicts();

            GameBase.num_edicts = (int) GameBase.maxclients.value + 1;

            // load the level locals
            GameBase.level.read(f);

            // load all the entities
            while (true) {
                int entnum = f.readInt();
                if (entnum == -1)
                    break;

                if (entnum >= GameBase.num_edicts)
                    GameBase.num_edicts = entnum + 1;

                ent = GameBase.g_edicts[entnum];
                ent.read(f);
                ent.cleararealinks();
                GameBase.gi.linkentity(ent);
            }

            Lib.fclose(f);

            // mark all clients as unconnected
            for (int i = 0; i < GameBase.maxclients.value; i++) {
                ent = GameBase.g_edicts[i + 1];
                ent.client = GameBase.game.clients[i];
                ent.client.pers.connected = false;
            }

            // do any load time things at this point
            for (int i = 0; i < GameBase.num_edicts; i++) {
                ent = GameBase.g_edicts[i];

                if (!ent.inuse)
                    continue;

                // fire any cross-level triggers
                if (ent.classname != null)
                    if (Lib.strcmp(ent.classname, "target_crosslevel_target") == 0)
                        ent.nextthink = GameBase.level.time + ent.delay;
            }
        } catch (Exception e) {
            e.printStackTrace();
        }
    }
}