Cube  Diff

Differences From Artifact [518f13ae58]:

To Artifact [76a6b74abd]:


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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"



#ifdef OF_BIG_ENDIAN
static const int islittleendian = 0;
#else
static const int islittleendian = 1;
#endif

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

void startdemo();

void
gzput(int i)
{





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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"

#import "DynamicEntity.h"

#ifdef OF_BIG_ENDIAN
static const int islittleendian = 0;
#else
static const int islittleendian = 1;
#endif

static gzFile f = NULL;
bool demorecording = false;
bool demoplayback = false;
bool demoloading = false;
static OFMutableArray<DynamicEntity *> *playerhistory;
int democlientnum = 0;

void startdemo();

void
gzput(int i)
{
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			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();







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			gzputi(-1);
		gzclose(f);
	}
	f = NULL;
	demorecording = false;
	demoplayback = false;
	demoloading = false;

	[playerhistory removeAllObjects];
}

void
stopifrecording()
{
	if (demorecording)
		stop();
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		if (!f) {
			conoutf(@"could not write %@", IRI.string);
			return;
		}
		gzwrite(f, (void *)"CUBESAVE", 8);
		gzputc(f, islittleendian);
		gzputi(SAVEGAMEVERSION);

		gzputi(sizeof(dynent));

		gzwrite(f, getclientmap().UTF8String, _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(OFString *name)
{







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		if (!f) {
			conoutf(@"could not write %@", IRI.string);
			return;
		}
		gzwrite(f, (void *)"CUBESAVE", 8);
		gzputc(f, islittleendian);
		gzputi(SAVEGAMEVERSION);
		OFData *data = [player1 dataBySerializing];
		gzputi(data.count);
		char map[260] = { 0 };
		memcpy(map, getclientmap().UTF8String,
		    min(getclientmap().UTF8StringLength, 259));
		gzwrite(f, map, _MAXDEFSTR);
		gzputi(gamemode);
		gzputi(ents.length());
		loopv(ents) gzputc(f, ents[i].spawned);
		gzwrite(f, data.items, data.count);
		OFArray<DynamicEntity *> *monsters = getmonsters();
		gzputi(monsters.count);
		for (DynamicEntity *monster in monsters) {
			data = [monster dataBySerializing];
			gzwrite(f, data.items, data.count);
		}
		gzputi(players.count);
		for (id player in players) {

			gzput(player == [OFNull null]);
			data = [player dataBySerializing];
			gzwrite(f, data.items, data.count);
		}
	}
}

void
savegame(OFString *name)
{
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		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();
		@autoreleasepool {
			// continue below once map has been loaded and client &
			// server have updated







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		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() != DynamicEntity.serializedSize)
			goto out;
		string mapname;
		gzread(f, mapname, _MAXDEFSTR);
		nextmode = gzgeti();
		@autoreleasepool {
			// continue below once map has been loaded and client &
			// server have updated
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	{
		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();







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

	OFMutableData *data =
	    [OFMutableData dataWithCapacity:DynamicEntity.serializedSize];
	[data increaseCountBy:DynamicEntity.serializedSize];
	gzread(f, data.mutableItems, data.count);
	[player1 setFromSerializedData:data];
	player1.lastaction = lastmillis;

	int nmonsters = gzgeti();
	OFArray<DynamicEntity *> *monsters = getmonsters();
	if (nmonsters != monsters.count)
		return loadgameout();


	for (DynamicEntity *monster in monsters) {
		gzread(f, data.mutableItems, data.count);
		[monster setFromSerializedData:data];
		// lazy, could save id of enemy instead
		monster.enemy = player1;
		// also lazy, but no real noticable effect on game
		monster.lastaction = monster.trigger = lastmillis + 500;
		if (monster.state == CS_DEAD)
			monster.lastaction = 0;
	}
	restoremonsterstate();

	int nplayers = gzgeti();
	loopi(nplayers) if (!gzget())
	{
		DynamicEntity *d = getclient(i);
		assert(d);
		gzread(f, data.mutableItems, data.count);
		[d setFromSerializedData:data];
	}

	conoutf(@"savegame restored");
	if (demoloading)
		startdemo();
	else
		stop();
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		starttime = lastmillis;
		ddamage = bdamage = 0;
	}
}
COMMAND(record, ARG_1STR)

void
demodamage(int damage, OFVector3D &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;
		}







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		starttime = lastmillis;
		ddamage = bdamage = 0;
	}
}
COMMAND(record, ARG_1STR)

void
demodamage(int damage, const OFVector3D &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;
		}
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COMMAND(demo, ARG_1STR)

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)
{







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COMMAND(demo, ARG_1STR)

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

VAR(demoplaybackspeed, 10, 100, 1000);
int
scaletime(int t)
{
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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);

// spline interpolation
void
catmulrom(OFVector3D &z, OFVector3D &a, OFVector3D &b, OFVector3D &c, float s,
    OFVector3D &dest)
{

	OFVector3D 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;
	OFVector3D 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(*(OFVector3D *)&z->yaw,

					    *(OFVector3D *)&a->yaw,

					    *(OFVector3D *)&b->yaw,

					    *(OFVector3D *)&c->yaw, bf,

					    *(OFVector3D *)&player1->yaw);


















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

}

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







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void
startdemo()
{
	democlientnum = gzgeti();
	demoplayback = true;
	starttime = lastmillis;
	conoutf(@"now playing demo");
	setclient(democlientnum, [player1 copy]);


	readdemotime();
}

VAR(demodelaymsec, 0, 120, 500);

// spline interpolation

#define catmulrom(z, a, b, c, s, dest)           \


	{                                        \
		OFVector3D 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;                        \
		OFVector3D 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(DynamicEntity *a, DynamicEntity *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

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

		int extras;
		// read additional client side state not present in normal
		// network stream

		if (extras = gzget()) {
			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.count == 0 ||
		        playerhistory.lastObject.lastupdate != playbacktime)) {
			DynamicEntity *d = [target copy];

			d.lastupdate = playbacktime;
			[playerhistory addObject:d];
			if (playerhistory.count > 20)

				[playerhistory removeObjectAtIndex:0];

		}

		readdemotime();
	}

	if (!demoplayback)
		return;

	int itime = lastmillis - demodelaymsec;

	// find 2 positions in history that surround interpolation time point
	size_t count = playerhistory.count;


	for (ssize_t i = count - 1; i >= 0; i--) {
		if (playerhistory[i].lastupdate < itime) {
			DynamicEntity *a = playerhistory[i];
			DynamicEntity *b = a;

			if (i + 1 < playerhistory.count)
				b = playerhistory[i + 1];

			player1 = b;
			// interpolate pos & angles

			if (a != b) {
				DynamicEntity *c = b;
				if (i + 2 < playerhistory.count)
					c = playerhistory[i + 2];
				DynamicEntity *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 teleport or spawn, don't interpolate
				if (dist < 16) {


					catmulrom(
					    z.o, a.o, b.o, c.o, bf, player1.o);
					OFVector3D vz = OFMakeVector3D(
					    z.yaw, z.pitch, z.roll);
					OFVector3D va = OFMakeVector3D(
					    a.yaw, a.pitch, a.roll);
					OFVector3D vb = OFMakeVector3D(
					    b.yaw, b.pitch, b.roll);
					OFVector3D vc = OFMakeVector3D(
					    c.yaw, c.pitch, c.roll);
					OFVector3D vp1 =
					    OFMakeVector3D(player1.yaw,
					        player1.pitch, player1.roll);
					catmulrom(vz, va, vb, vc, bf, vp1);
					z.yaw = vz.x;
					z.pitch = vz.y;
					z.roll = vz.z;
					a.yaw = va.x;
					a.pitch = va.y;
					a.roll = va.z;
					b.yaw = vb.x;
					b.pitch = vb.y;
					b.roll = vb.z;
					c.yaw = vc.x;
					c.pitch = vc.y;
					c.roll = vc.z;
					player1.yaw = vp1.x;
					player1.pitch = vp1.y;
					player1.roll = vp1.z;
				}
				fixplayer1range();
			}
			break;
		}

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

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