Cube  Diff

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// loading and saving of savegames & demos, dumps the spawn state of all mapents, the full state of all dynents (monsters + player)


#include "cube.h"

extern int islittleendian;

gzFile f = NULL;
bool demorecording = false;
bool demoplayback = false;
bool demoloading = false;
dvector playerhistory;
int democlientnum = 0;

void startdemo();




void gzput(int i) { gzputc(f, i); };




void gzputi(int i) { gzwrite(f, &i, sizeof(int)); };




void gzputv(vec &v) { gzwrite(f, &v, sizeof(vec)); };






void gzcheck(int a, int b) { if(a!=b) fatal("savegame file corrupt (short)"); };




int gzget() { char c = gzgetc(f); return c; };






int gzgeti() { int i; gzcheck(gzread(f, &i, sizeof(int)), sizeof(int)); return i; };





void gzgetv(vec &v) { gzcheck(gzread(f, &v, sizeof(vec)), sizeof(vec)); };



void stop()
{
    if(f)
    {
        if(demorecording) gzputi(-1);

        gzclose(f);
    };
    f = NULL;
    demorecording = false;
    demoplayback = false;
    demoloading = false;
    loopv(playerhistory) zapdynent(playerhistory[i]);
    playerhistory.setsize(0);
};


void stopifrecording() { if(demorecording) stop(); };






void savestate(char *fn)
{
    stop();
    f = gzopen(fn, "wb9");

    if(!f) { conoutf("could not write %s", fn); return; };


    gzwrite(f, (void *)"CUBESAVE", 8);
    gzputc(f, islittleendian);  
    gzputi(SAVEGAMEVERSION);
    gzputi(sizeof(dynent));
    gzwrite(f, getclientmap(), _MAXDEFSTR);
    gzputi(gamemode);
    gzputi(ents.length());
    loopv(ents) gzputc(f, ents[i].spawned);
    gzwrite(f, player1, sizeof(dynent));
    dvector &monsters = getmonsters();
    gzputi(monsters.length());
    loopv(monsters) gzwrite(f, monsters[i], sizeof(dynent));
    gzputi(players.length());
    loopv(players)
    {
        gzput(players[i]==NULL);
        gzwrite(f, players[i], sizeof(dynent));
    };
};


void savegame(char *name)
{

    if(!m_classicsp) { conoutf("can only save classic sp games"); return; };


    sprintf_sd(fn)("savegames/%s.csgz", name);
    savestate(fn);
    stop();
    conoutf("wrote %s", fn);
};


void loadstate(char *fn)
{
    stop();
    if(multiplayer()) return;

    f = gzopen(fn, "rb9");

    if(!f) { conoutf("could not open %s", fn); return; };


    
    string buf;
    gzread(f, buf, 8);
    if(strncmp(buf, "CUBESAVE", 8)) goto out;


    if(gzgetc(f)!=islittleendian) goto out;     // not supporting save->load accross incompatible architectures simpifies things a LOT

    if(gzgeti()!=SAVEGAMEVERSION || gzgeti()!=sizeof(dynent)) goto out;

    string mapname;
    gzread(f, mapname, _MAXDEFSTR);
    nextmode = gzgeti();
    changemap(mapname); // continue below once map has been loaded and client & server have updated 

    return;
    out:    
    conoutf("aborting: savegame/demo from a different version of cube or cpu architecture");

    stop();
};


void loadgame(char *name)
{
    sprintf_sd(fn)("savegames/%s.csgz", name);
    loadstate(fn);
};


void loadgameout()
{
    stop();
    conoutf("loadgame incomplete: savegame from a different version of this map");

};


void loadgamerest()
{
    if(demoplayback || !f) return;

        

    if(gzgeti()!=ents.length()) return loadgameout();
    loopv(ents)
    {
        ents[i].spawned = gzgetc(f)!=0;   

        if(ents[i].type==CARROT && !ents[i].spawned) trigger(ents[i].attr1, ents[i].attr2, true);
    };
    restoreserverstate(ents);
    
    gzread(f, player1, sizeof(dynent));
    player1->lastaction = lastmillis;
    
    int nmonsters = gzgeti();
    dvector &monsters = getmonsters();

    if(nmonsters!=monsters.length()) return loadgameout();
    loopv(monsters)
    {
        gzread(f, monsters[i], sizeof(dynent));

        monsters[i]->enemy = player1;                                       // lazy, could save id of enemy instead
        monsters[i]->lastaction = monsters[i]->trigger = lastmillis+500;    // also lazy, but no real noticable effect on game



        if(monsters[i]->state==CS_DEAD) monsters[i]->lastaction = 0;
    };
    restoremonsterstate();
    
    int nplayers = gzgeti();
    loopi(nplayers) if(!gzget())
    {
        dynent *d = getclient(i);
        assert(d);
        gzread(f, d, sizeof(dynent));        
    };
    
    conoutf("savegame restored");
    if(demoloading) startdemo(); else stop();



};

// demo functions

int starttime = 0;
int playbacktime = 0;
int ddamage, bdamage;
vec dorig;


void record(char *name)
{

    if(m_sp) { conoutf("cannot record singleplayer games"); return; };


    int cn = getclientnum();

    if(cn<0) return;
    sprintf_sd(fn)("demos/%s.cdgz", name);
    savestate(fn);
    gzputi(cn);
    conoutf("started recording demo to %s", fn);
    demorecording = true;
    starttime = lastmillis;
	ddamage = bdamage = 0;
};


void demodamage(int damage, vec &o) { ddamage = damage; dorig = o; };





void demoblend(int damage) { bdamage = damage; };





void incomingdemodata(uchar *buf, int len, bool extras)
{
    if(!demorecording) return;

    gzputi(lastmillis-starttime);
    gzputi(len);
    gzwrite(f, buf, len);
    gzput(extras);
    if(extras)
    {
        gzput(player1->gunselect);
        gzput(player1->lastattackgun);
        gzputi(player1->lastaction-starttime);
        gzputi(player1->gunwait);
        gzputi(player1->health);
        gzputi(player1->armour);
        gzput(player1->armourtype);
        loopi(NUMGUNS) gzput(player1->ammo[i]);
        gzput(player1->state);
		gzputi(bdamage);
		bdamage = 0;
		gzputi(ddamage);

		if(ddamage)	{ gzputv(dorig); ddamage = 0; };


        // FIXME: add all other client state which is not send through the network

    };
};


void demo(char *name)
{
    sprintf_sd(fn)("demos/%s.cdgz", name);
    loadstate(fn);
    demoloading = true;
};


void stopreset()
{
    conoutf("demo stopped (%d msec elapsed)", lastmillis-starttime);
    stop();
    loopv(players) zapdynent(players[i]);
    disconnect(0, 0);
};

VAR(demoplaybackspeed, 10, 100, 1000);

int scaletime(int t) { return (int)(t*(100.0f/demoplaybackspeed))+starttime; };





void readdemotime()
{   
    if(gzeof(f) || (playbacktime = gzgeti())==-1)
    {
        stopreset();
        return;
    };
    playbacktime = scaletime(playbacktime);
};


void startdemo()
{
    democlientnum = gzgeti();
    demoplayback = true;
    starttime = lastmillis;
    conoutf("now playing demo");
    dynent *d = getclient(democlientnum);
    assert(d);
    *d = *player1;
    readdemotime();
};

VAR(demodelaymsec, 0, 120, 500);



void catmulrom(vec &z, vec &a, vec &b, vec &c, float s, vec &dest)		// spline interpolation
{
	vec t1 = b, t2 = c;

	vsub(t1, z); vmul(t1, 0.5f)

	vsub(t2, a); vmul(t2, 0.5f);

	float s2 = s*s;
	float s3 = s*s2;

	dest = a;
	vec t = b;

	vmul(dest, 2*s3 - 3*s2 + 1);

	vmul(t,   -2*s3 + 3*s2);     vadd(dest, t);

    vmul(t1,     s3 - 2*s2 + s); vadd(dest, t1);

	vmul(t2,     s3 -   s2);     vadd(dest, t2);
};


void fixwrap(dynent *a, dynent *b)
{

	while(b->yaw-a->yaw>180)  a->yaw += 360;  

	while(b->yaw-a->yaw<-180) a->yaw -= 360;
};


void demoplaybackstep()
{
    while(demoplayback && lastmillis>=playbacktime)
    {
        int len = gzgeti();
        if(len<1 || len>MAXTRANS)
        {

            conoutf("error: huge packet during demo play (%d)", len);
            stopreset();
            return;
        };
        uchar buf[MAXTRANS];
        gzread(f, buf, len);
        localservertoclient(buf, len);  // update game state
        
        dynent *target = players[democlientnum];
        assert(target); 
        
		int extras;
        if(extras = gzget())     // read additional client side state not present in normal network stream

        {
            target->gunselect = gzget();
            target->lastattackgun = gzget();
            target->lastaction = scaletime(gzgeti());
            target->gunwait = gzgeti();
            target->health = gzgeti();
            target->armour = gzgeti();
            target->armourtype = gzget();
            loopi(NUMGUNS) target->ammo[i] = gzget();
            target->state = gzget();
            target->lastmove = playbacktime;

			if(bdamage = gzgeti()) damageblend(bdamage);


			if(ddamage = gzgeti()) { gzgetv(dorig); particle_splash(3, ddamage, 1000, dorig); };

            // FIXME: set more client state here
        };
        
        // insert latest copy of player into history


        if(extras && (playerhistory.empty() || playerhistory.last()->lastupdate!=playbacktime))
        {
            dynent *d = newdynent();
            *d = *target;
            d->lastupdate = playbacktime;
            playerhistory.add(d);
            if(playerhistory.length()>20)
            {
                zapdynent(playerhistory[0]);
                playerhistory.remove(0);
            };
        };
        
        readdemotime();
    };
    
    if(demoplayback)
    {
        int itime = lastmillis-demodelaymsec;



        loopvrev(playerhistory) if(playerhistory[i]->lastupdate<itime)      // find 2 positions in history that surround interpolation time point
        {
            dynent *a = playerhistory[i];
            dynent *b = a;
            if(i+1<playerhistory.length()) b = playerhistory[i+1];

            *player1 = *b;
            if(a!=b)                                // interpolate pos & angles
            {
				dynent *c = b;
				if(i+2<playerhistory.length()) c = playerhistory[i+2];

				dynent *z = a;

				if(i-1>=0) z = playerhistory[i-1];
				//if(a==z || b==c) printf("* %d\n", lastmillis);



				float bf = (itime-a->lastupdate)/(float)(b->lastupdate-a->lastupdate);
				fixwrap(a, player1);
				fixwrap(c, player1);
				fixwrap(z, player1);
				vdist(dist, v, z->o, c->o);
				if(dist<16)		// if teleport or spawn, dont't interpolate

				{
					catmulrom(z->o, a->o, b->o, c->o, bf, player1->o);

					catmulrom(*(vec *)&z->yaw, *(vec *)&a->yaw, *(vec *)&b->yaw, *(vec *)&c->yaw, bf, *(vec *)&player1->yaw);



				};
				fixplayer1range();
			};
            break;
        };
        //if(player1->state!=CS_DEAD) showscores(false);
    };
};








void stopn() { if(demoplayback) stopreset(); else stop(); conoutf("demo stopped"); };


COMMAND(record, ARG_1STR);
COMMAND(demo, ARG_1STR);
COMMANDN(stop, stopn, ARG_NONE);

COMMAND(savegame, ARG_1STR);
COMMAND(loadgame, ARG_1STR);
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// loading and saving of savegames & demos, dumps the spawn state of all
// mapents, the full state of all dynents (monsters + player)

#include "cube.h"

extern int islittleendian;

gzFile f = NULL;
bool demorecording = false;
bool demoplayback = false;
bool demoloading = false;
dvector playerhistory;
int democlientnum = 0;

void startdemo();

void
gzput(int i)
{
	gzputc(f, i);
};
void
gzputi(int i)
{
	gzwrite(f, &i, sizeof(int));
};
void
gzputv(vec &v)
{
	gzwrite(f, &v, sizeof(vec));
};

void
gzcheck(int a, int b)
{
	if (a != b)
		fatal("savegame file corrupt (short)");
};
int
gzget()
{
	char c = gzgetc(f);
	return c;
};
int
gzgeti()
{
	int i;
	gzcheck(gzread(f, &i, sizeof(int)), sizeof(int));
	return i;
};
void
gzgetv(vec &v)
{
	gzcheck(gzread(f, &v, sizeof(vec)), sizeof(vec));
};

void
stop()
{
	if (f) {

		if (demorecording)
			gzputi(-1);
		gzclose(f);
	};
	f = NULL;
	demorecording = false;
	demoplayback = false;
	demoloading = false;
	loopv(playerhistory) zapdynent(playerhistory[i]);
	playerhistory.setsize(0);
};

void
stopifrecording()
{
	if (demorecording)
		stop();
};

void
savestate(char *fn)
{
	stop();
	f = gzopen(fn, "wb9");
	if (!f) {
		conoutf("could not write %s", fn);
		return;
	};
	gzwrite(f, (void *)"CUBESAVE", 8);
	gzputc(f, islittleendian);
	gzputi(SAVEGAMEVERSION);
	gzputi(sizeof(dynent));
	gzwrite(f, getclientmap(), _MAXDEFSTR);
	gzputi(gamemode);
	gzputi(ents.length());
	loopv(ents) gzputc(f, ents[i].spawned);
	gzwrite(f, player1, sizeof(dynent));
	dvector &monsters = getmonsters();
	gzputi(monsters.length());
	loopv(monsters) gzwrite(f, monsters[i], sizeof(dynent));
	gzputi(players.length());
	loopv(players)
	{
		gzput(players[i] == NULL);
		gzwrite(f, players[i], sizeof(dynent));
	};
};

void
savegame(char *name)
{
	if (!m_classicsp) {
		conoutf("can only save classic sp games");
		return;
	};
	sprintf_sd(fn)("savegames/%s.csgz", name);
	savestate(fn);
	stop();
	conoutf("wrote %s", fn);
};

void
loadstate(char *fn)
{
	stop();
	if (multiplayer())
		return;
	f = gzopen(fn, "rb9");
	if (!f) {
		conoutf("could not open %s", fn);
		return;
	};

	string buf;
	gzread(f, buf, 8);
	if (strncmp(buf, "CUBESAVE", 8))
		goto out;
	if (gzgetc(f) != islittleendian)
		goto out; // not supporting save->load accross incompatible
		          // architectures simpifies things a LOT
	if (gzgeti() != SAVEGAMEVERSION || gzgeti() != sizeof(dynent))
		goto out;
	string mapname;
	gzread(f, mapname, _MAXDEFSTR);
	nextmode = gzgeti();
	changemap(mapname); // continue below once map has been loaded and
	                    // client & server have updated
	return;
out:
	conoutf("aborting: savegame/demo from a different version of cube or "
	        "cpu architecture");
	stop();
};

void
loadgame(char *name)
{
	sprintf_sd(fn)("savegames/%s.csgz", name);
	loadstate(fn);
};

void
loadgameout()
{
	stop();
	conoutf("loadgame incomplete: savegame from a different version of "
	        "this map");
};

void
loadgamerest()
{
	if (demoplayback || !f)
		return;

	if (gzgeti() != ents.length())
		return loadgameout();
	loopv(ents)
	{
		ents[i].spawned = gzgetc(f) != 0;
		if (ents[i].type == CARROT && !ents[i].spawned)
			trigger(ents[i].attr1, ents[i].attr2, true);
	};
	restoreserverstate(ents);

	gzread(f, player1, sizeof(dynent));
	player1->lastaction = lastmillis;

	int nmonsters = gzgeti();
	dvector &monsters = getmonsters();
	if (nmonsters != monsters.length())
		return loadgameout();
	loopv(monsters)
	{
		gzread(f, monsters[i], sizeof(dynent));
		monsters[i]->enemy =
		    player1; // lazy, could save id of enemy instead
		monsters[i]->lastaction = monsters[i]->trigger =
		    lastmillis +
		    500; // also lazy, but no real noticable effect on game
		if (monsters[i]->state == CS_DEAD)
			monsters[i]->lastaction = 0;
	};
	restoremonsterstate();

	int nplayers = gzgeti();
	loopi(nplayers) if (!gzget())
	{
		dynent *d = getclient(i);
		assert(d);
		gzread(f, d, sizeof(dynent));
	};

	conoutf("savegame restored");
	if (demoloading)
		startdemo();
	else
		stop();
};

// demo functions

int starttime = 0;
int playbacktime = 0;
int ddamage, bdamage;
vec dorig;

void
record(char *name)
{
	if (m_sp) {
		conoutf("cannot record singleplayer games");
		return;
	};
	int cn = getclientnum();
	if (cn < 0)
		return;
	sprintf_sd(fn)("demos/%s.cdgz", name);
	savestate(fn);
	gzputi(cn);
	conoutf("started recording demo to %s", fn);
	demorecording = true;
	starttime = lastmillis;
	ddamage = bdamage = 0;
};

void
demodamage(int damage, vec &o)
{
	ddamage = damage;
	dorig = o;
};
void
demoblend(int damage)
{
	bdamage = damage;
};

void
incomingdemodata(uchar *buf, int len, bool extras)
{
	if (!demorecording)
		return;
	gzputi(lastmillis - starttime);
	gzputi(len);
	gzwrite(f, buf, len);
	gzput(extras);
	if (extras) {

		gzput(player1->gunselect);
		gzput(player1->lastattackgun);
		gzputi(player1->lastaction - starttime);
		gzputi(player1->gunwait);
		gzputi(player1->health);
		gzputi(player1->armour);
		gzput(player1->armourtype);
		loopi(NUMGUNS) gzput(player1->ammo[i]);
		gzput(player1->state);
		gzputi(bdamage);
		bdamage = 0;
		gzputi(ddamage);
		if (ddamage) {
			gzputv(dorig);
			ddamage = 0;
		};
		// FIXME: add all other client state which is not send through
		// the network
	};
};

void
demo(char *name)
{
	sprintf_sd(fn)("demos/%s.cdgz", name);
	loadstate(fn);
	demoloading = true;
};

void
stopreset()
{
	conoutf("demo stopped (%d msec elapsed)", lastmillis - starttime);
	stop();
	loopv(players) zapdynent(players[i]);
	disconnect(0, 0);
};

VAR(demoplaybackspeed, 10, 100, 1000);
int
scaletime(int t)
{
	return (int)(t * (100.0f / demoplaybackspeed)) + starttime;
};

void
readdemotime()
{
	if (gzeof(f) || (playbacktime = gzgeti()) == -1) {

		stopreset();
		return;
	};
	playbacktime = scaletime(playbacktime);
};

void
startdemo()
{
	democlientnum = gzgeti();
	demoplayback = true;
	starttime = lastmillis;
	conoutf("now playing demo");
	dynent *d = getclient(democlientnum);
	assert(d);
	*d = *player1;
	readdemotime();
};

VAR(demodelaymsec, 0, 120, 500);

void
catmulrom(
    vec &z, vec &a, vec &b, vec &c, float s, vec &dest) // spline interpolation
{
	vec t1 = b, t2 = c;

	vsub(t1, z);
	vmul(t1, 0.5f) vsub(t2, a);
	vmul(t2, 0.5f);

	float s2 = s * s;
	float s3 = s * s2;

	dest = a;
	vec t = b;

	vmul(dest, 2 * s3 - 3 * s2 + 1);
	vmul(t, -2 * s3 + 3 * s2);
	vadd(dest, t);
	vmul(t1, s3 - 2 * s2 + s);
	vadd(dest, t1);
	vmul(t2, s3 - s2);
	vadd(dest, t2);
};

void
fixwrap(dynent *a, dynent *b)
{
	while (b->yaw - a->yaw > 180)
		a->yaw += 360;
	while (b->yaw - a->yaw < -180)
		a->yaw -= 360;
};

void
demoplaybackstep()
{
	while (demoplayback && lastmillis >= playbacktime) {

		int len = gzgeti();
		if (len < 1 || len > MAXTRANS) {

			conoutf(
			    "error: huge packet during demo play (%d)", len);
			stopreset();
			return;
		};
		uchar buf[MAXTRANS];
		gzread(f, buf, len);
		localservertoclient(buf, len); // update game state

		dynent *target = players[democlientnum];
		assert(target);

		int extras;
		if (extras = gzget()) // read additional client side state not
		                      // present in normal network stream
		{
			target->gunselect = gzget();
			target->lastattackgun = gzget();
			target->lastaction = scaletime(gzgeti());
			target->gunwait = gzgeti();
			target->health = gzgeti();
			target->armour = gzgeti();
			target->armourtype = gzget();
			loopi(NUMGUNS) target->ammo[i] = gzget();
			target->state = gzget();
			target->lastmove = playbacktime;
			if (bdamage = gzgeti())
				damageblend(bdamage);
			if (ddamage = gzgeti()) {
				gzgetv(dorig);
				particle_splash(3, ddamage, 1000, dorig);
			};
			// FIXME: set more client state here
		};

		// insert latest copy of player into history
		if (extras &&
		    (playerhistory.empty() ||
		        playerhistory.last()->lastupdate != playbacktime)) {

			dynent *d = newdynent();
			*d = *target;
			d->lastupdate = playbacktime;
			playerhistory.add(d);
			if (playerhistory.length() > 20) {

				zapdynent(playerhistory[0]);
				playerhistory.remove(0);
			};
		};

		readdemotime();
	};

	if (demoplayback) {

		int itime = lastmillis - demodelaymsec;
		loopvrev(playerhistory) if (playerhistory[i]->lastupdate <
		                            itime) // find 2 positions in
		                                   // history that surround
		                                   // interpolation time point
		{
			dynent *a = playerhistory[i];
			dynent *b = a;
			if (i + 1 < playerhistory.length())
				b = playerhistory[i + 1];
			*player1 = *b;
			if (a != b) // interpolate pos & angles
			{
				dynent *c = b;
				if (i + 2 < playerhistory.length())
					c = playerhistory[i + 2];
				dynent *z = a;
				if (i - 1 >= 0)
					z = playerhistory[i - 1];
				// if(a==z || b==c) printf("* %d\n",
				// lastmillis);
				float bf =
				    (itime - a->lastupdate) /
				    (float)(b->lastupdate - a->lastupdate);
				fixwrap(a, player1);
				fixwrap(c, player1);
				fixwrap(z, player1);
				vdist(dist, v, z->o, c->o);
				if (dist < 16) // if teleport or spawn, dont't
				               // interpolate
				{
					catmulrom(z->o, a->o, b->o, c->o, bf,
					    player1->o);
					catmulrom(*(vec *)&z->yaw,
					    *(vec *)&a->yaw, *(vec *)&b->yaw,
					    *(vec *)&c->yaw, bf,
					    *(vec *)&player1->yaw);
				};
				fixplayer1range();
			};
			break;
		};
		// if(player1->state!=CS_DEAD) showscores(false);
	};
};

void
stopn()
{
	if (demoplayback)
		stopreset();
	else
		stop();
	conoutf("demo stopped");
};

COMMAND(record, ARG_1STR);
COMMAND(demo, ARG_1STR);
COMMANDN(stop, stopn, ARG_NONE);

COMMAND(savegame, ARG_1STR);
COMMAND(loadgame, ARG_1STR);