// 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);