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
|
/*
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 1.2 2004-08-20 21:29:57 salomo Exp $
package jake2.game;
import java.io.FileNotFoundException;
import java.io.IOException;
import java.io.RandomAccessFile;
import java.nio.*;
import jake2.*;
import jake2.client.*;
import jake2.qcommon.*;
import jake2.render.*;
import jake2.server.*;
import jake2.util.*;
public class GameSave extends GameFunc {
public static field_t levelfields[] =
{
new field_t("changemap", F_LSTRING),
new field_t("sight_client", F_EDICT),
new field_t("sight_entity", F_EDICT),
new field_t("sound_entity", F_EDICT),
new field_t("sound2_entity", F_EDICT),
new field_t(null, F_INT)};
public static field_t clientfields[] =
{
new field_t("pers.weapon", F_ITEM),
new field_t("pers.lastweapon", F_ITEM),
new field_t("newweapon", F_ITEM),
new field_t(null, F_INT)};
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);
SV_GAME.ge.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();
globals.edicts = g_edicts;
globals.max_edicts = game.maxentities;
// initialize all clients for this game
game.maxclients = (int) maxclients.value;
CreateClients();
globals.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");
Com.Printf("loading game:" + filename);
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
=================
*/
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 < globals.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.
=================
*/
static void ReadLevel (String filename) throws IOException
{
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();
globals.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 >= globals.num_edicts)
globals.num_edicts = entnum + 1;
ent = g_edicts[entnum];
System.out.println("readint ent" + 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<globals.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;
}
}
}
|