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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 "Command.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "Monster.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;
extern void startdemo();
static 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 "Command.h"
#import "Entity.h"
#import "Monster.h"
#import "Player.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<Player *> *playerhistory;
int democlientnum = 0;
extern void startdemo();
static void
gzput(int i)
{
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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[_MAXDEFSTR] = { 0 };
memcpy(map, getclientmap().UTF8String,
min(getclientmap().UTF8StringLength, _MAXDEFSTR - 1));
gzwrite(f, map, _MAXDEFSTR);
gzputi(gamemode);
gzputi(ents.count);
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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 = [Player.player1 dataBySerializing];
gzputi(data.count);
char map[_MAXDEFSTR] = { 0 };
memcpy(map, getclientmap().UTF8String,
min(getclientmap().UTF8StringLength, _MAXDEFSTR - 1));
gzwrite(f, map, _MAXDEFSTR);
gzputi(gamemode);
gzputi(ents.count);
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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<Monster *> *monsters = Monster.monsters;
if (nmonsters != monsters.count)
return loadgameout();
for (Monster *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;
}
[Monster restoreAll];
int nplayers = gzgeti();
for (int i = 0; i < nplayers; i++) {
if (!gzget()) {
DynamicEntity *d = getclient(i);
assert(d);
gzread(f, data.mutableItems, data.count);
[d setFromSerializedData:data];
}
}
conoutf(@"savegame restored");
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restoreserverstate(ents);
OFMutableData *data =
[OFMutableData dataWithCapacity:DynamicEntity.serializedSize];
[data increaseCountBy:DynamicEntity.serializedSize];
gzread(f, data.mutableItems, data.count);
[Player.player1 setFromSerializedData:data];
Player.player1.lastAction = lastmillis;
int nmonsters = gzgeti();
OFArray<Monster *> *monsters = Monster.monsters;
if (nmonsters != monsters.count)
return loadgameout();
for (Monster *monster in monsters) {
gzread(f, data.mutableItems, data.count);
[monster setFromSerializedData:data];
// lazy, could save id of enemy instead
monster.enemy = Player.player1;
// also lazy, but no real noticable effect on game
monster.lastAction = monster.trigger = lastmillis + 500;
if (monster.state == CS_DEAD)
monster.lastAction = 0;
}
[Monster restoreAll];
int nplayers = gzgeti();
for (int i = 0; i < nplayers; i++) {
if (!gzget()) {
Player *d = getclient(i);
assert(d);
gzread(f, data.mutableItems, data.count);
[d setFromSerializedData:data];
}
}
conoutf(@"savegame restored");
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{
bdamage = damage;
}
void
incomingdemodata(unsigned char *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);
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{
bdamage = damage;
}
void
incomingdemodata(unsigned char *buf, int len, bool extras)
{
Player *player1 = Player.player1;
if (!demorecording)
return;
gzputi(lastmillis - starttime);
gzputi(len);
gzwrite(f, buf, len);
gzput(extras);
if (extras) {
gzput(player1.gunSelect);
gzput(player1.lastAttackGun);
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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) \
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void
startdemo()
{
democlientnum = gzgeti();
demoplayback = true;
starttime = lastmillis;
conoutf(@"now playing demo");
setclient(democlientnum, [Player.player1 copy]);
readdemotime();
}
VAR(demodelaymsec, 0, 120, 500);
// spline interpolation
#define catmulrom(z, a, b, c, s, dest) \
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stopreset();
return;
}
unsigned char 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();
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stopreset();
return;
}
unsigned char buf[MAXTRANS];
gzread(f, buf, len);
localservertoclient(buf, len); // update game state
Player *target = players[democlientnum];
assert(target);
int extras;
// read additional client side state not present in normal
// network stream
if ((extras = gzget())) {
target.gunSelect = gzget();
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// 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;
if (playerhistory == nil)
playerhistory = [[OFMutableArray alloc] init];
[playerhistory addObject:d];
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// FIXME: set more client state here
}
// insert latest copy of player into history
if (extras &&
(playerhistory.count == 0 ||
playerhistory.lastObject.lastUpdate != playbacktime)) {
Player *d = [target copy];
d.lastUpdate = playbacktime;
if (playerhistory == nil)
playerhistory = [[OFMutableArray alloc] init];
[playerhistory addObject:d];
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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);
float dist =
OFDistanceOfVectors3D(c.origin, z.origin);
// if teleport or spawn, don't interpolate
if (dist < 16) {
catmulrom(z.origin, a.origin, b.origin,
c.origin, bf, player1.origin);
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);
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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) {
Player *a = playerhistory[i];
Player *b = a;
if (i + 1 < playerhistory.count)
b = playerhistory[i + 1];
Player.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, b);
fixwrap(c, b);
fixwrap(z, b);
float dist =
OFDistanceOfVectors3D(c.origin, z.origin);
// if teleport or spawn, don't interpolate
if (dist < 16) {
catmulrom(z.origin, a.origin, b.origin,
c.origin, bf, b.origin);
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(
b.yaw, b.pitch, b.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;
b.yaw = vp1.x;
b.pitch = vp1.y;
b.roll = vp1.z;
}
fixplayer1range();
}
break;
}
}
// if(player1->state!=CS_DEAD) showscores(false);
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