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?? g_save.c

?? 著名游戲quake2原代碼最新版本(vc6.0可以編譯的)
?? C
?? 第 1 頁 / 共 2 頁
字號(hào):
/*
==============
WriteClient

All pointer variables (except function pointers) must be handled specially.
==============
*/
void WriteClient (FILE *f, gclient_t *client)
{
	field_t		*field;
	gclient_t	temp;
	
	// all of the ints, floats, and vectors stay as they are
	temp = *client;

	// change the pointers to lengths or indexes
	for (field=clientfields ; field->name ; field++)
	{
		WriteField1 (f, field, (byte *)&temp);
	}

	// write the block
	fwrite (&temp, sizeof(temp), 1, f);

	// now write any allocated data following the edict
	for (field=clientfields ; field->name ; field++)
	{
		WriteField2 (f, field, (byte *)client);
	}
}

/*
==============
ReadClient

All pointer variables (except function pointers) must be handled specially.
==============
*/
void ReadClient (FILE *f, gclient_t *client)
{
	field_t		*field;

	fread (client, sizeof(*client), 1, f);

	for (field=clientfields ; field->name ; field++)
	{
		ReadField (f, field, (byte *)client);
	}
}

/*
============
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.
============
*/
void WriteGame (char *filename, qboolean autosave)
{
	FILE	*f;
	int		i;
	char	str[16];

	if (!autosave)
		SaveClientData ();

	f = fopen (filename, "wb");
	if (!f)
		gi.error ("Couldn't open %s", filename);

	memset (str, 0, sizeof(str));
	strcpy (str, __DATE__);
	fwrite (str, sizeof(str), 1, f);

	game.autosaved = autosave;
	fwrite (&game, sizeof(game), 1, f);
	game.autosaved = false;

	for (i=0 ; i<game.maxclients ; i++)
		WriteClient (f, &game.clients[i]);

	fclose (f);
}

void ReadGame (char *filename)
{
	FILE	*f;
	int		i;
	char	str[16];

	gi.FreeTags (TAG_GAME);

	f = fopen (filename, "rb");
	if (!f)
		gi.error ("Couldn't open %s", filename);

	fread (str, sizeof(str), 1, f);
	if (strcmp (str, __DATE__))
	{
		fclose (f);
		gi.error ("Savegame from an older version.\n");
	}

	g_edicts =  gi.TagMalloc (game.maxentities * sizeof(g_edicts[0]), TAG_GAME);
	globals.edicts = g_edicts;

	fread (&game, sizeof(game), 1, f);
	game.clients = gi.TagMalloc (game.maxclients * sizeof(game.clients[0]), TAG_GAME);
	for (i=0 ; i<game.maxclients ; i++)
		ReadClient (f, &game.clients[i]);

	fclose (f);
}

//==========================================================


/*
==============
WriteEdict

All pointer variables (except function pointers) must be handled specially.
==============
*/
void WriteEdict (FILE *f, edict_t *ent)
{
	field_t		*field;
	edict_t		temp;

	// all of the ints, floats, and vectors stay as they are
	temp = *ent;

	// change the pointers to lengths or indexes
	for (field=savefields ; field->name ; field++)
	{
		WriteField1 (f, field, (byte *)&temp);
	}

	// write the block
	fwrite (&temp, sizeof(temp), 1, f);

	// now write any allocated data following the edict
	for (field=savefields ; field->name ; field++)
	{
		WriteField2 (f, field, (byte *)ent);
	}

}

/*
==============
WriteLevelLocals

All pointer variables (except function pointers) must be handled specially.
==============
*/
void WriteLevelLocals (FILE *f)
{
	field_t		*field;
	level_locals_t		temp;

	// all of the ints, floats, and vectors stay as they are
	temp = level;

	// change the pointers to lengths or indexes
	for (field=levelfields ; field->name ; field++)
	{
		WriteField1 (f, field, (byte *)&temp);
	}

	// write the block
	fwrite (&temp, sizeof(temp), 1, f);

	// now write any allocated data following the edict
	for (field=levelfields ; field->name ; field++)
	{
		WriteField2 (f, field, (byte *)&level);
	}
}


/*
==============
ReadEdict

All pointer variables (except function pointers) must be handled specially.
==============
*/
void ReadEdict (FILE *f, edict_t *ent)
{
	field_t		*field;

	fread (ent, sizeof(*ent), 1, f);

	for (field=savefields ; field->name ; field++)
	{
		ReadField (f, field, (byte *)ent);
	}
}

/*
==============
ReadLevelLocals

All pointer variables (except function pointers) must be handled specially.
==============
*/
void ReadLevelLocals (FILE *f)
{
	field_t		*field;

	fread (&level, sizeof(level), 1, f);

	for (field=levelfields ; field->name ; field++)
	{
		ReadField (f, field, (byte *)&level);
	}
}

/*
=================
WriteLevel

=================
*/
void WriteLevel (char *filename)
{
	int		i;
	edict_t	*ent;
	FILE	*f;
	void	*base;

	f = fopen (filename, "wb");
	if (!f)
		gi.error ("Couldn't open %s", filename);

	// write out edict size for checking
	i = sizeof(edict_t);
	fwrite (&i, sizeof(i), 1, f);

	// write out a function pointer for checking
	base = (void *)InitGame;
	fwrite (&base, sizeof(base), 1, f);

	// write out level_locals_t
	WriteLevelLocals (f);

	// write out all the entities
	for (i=0 ; i<globals.num_edicts ; i++)
	{
		ent = &g_edicts[i];
		if (!ent->inuse)
			continue;
		fwrite (&i, sizeof(i), 1, f);
		WriteEdict (f, ent);
	}
	i = -1;
	fwrite (&i, sizeof(i), 1, f);

	fclose (f);
}


/*
=================
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.
=================
*/
void ReadLevel (char *filename)
{
	int		entnum;
	FILE	*f;
	int		i;
	void	*base;
	edict_t	*ent;

	f = fopen (filename, "rb");
	if (!f)
		gi.error ("Couldn't open %s", filename);

	// free any dynamic memory allocated by loading the level
	// base state
	gi.FreeTags (TAG_LEVEL);

	// wipe all the entities
	memset (g_edicts, 0, game.maxentities*sizeof(g_edicts[0]));
	globals.num_edicts = maxclients->value+1;

	// check edict size
	fread (&i, sizeof(i), 1, f);
	if (i != sizeof(edict_t))
	{
		fclose (f);
		gi.error ("ReadLevel: mismatched edict size");
	}

	// check function pointer base address
	fread (&base, sizeof(base), 1, f);
	if (base != (void *)InitGame)
	{
		fclose (f);
		gi.error ("ReadLevel: function pointers have moved");
	}

	// load the level locals
	ReadLevelLocals (f);

	// load all the entities
	while (1)
	{
		if (fread (&entnum, sizeof(entnum), 1, f) != 1)
		{
			fclose (f);
			gi.error ("ReadLevel: failed to read entnum");
		}
		if (entnum == -1)
			break;
		if (entnum >= globals.num_edicts)
			globals.num_edicts = entnum+1;

		ent = &g_edicts[entnum];
		ReadEdict (f, ent);

		// let the server rebuild world links for this ent
		memset (&ent->area, 0, sizeof(ent->area));
		gi.linkentity (ent);
	}

	fclose (f);

	// mark all clients as unconnected
	for (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 (i=0 ; i<globals.num_edicts ; i++)
	{
		ent = &g_edicts[i];

		if (!ent->inuse)
			continue;

		// fire any cross-level triggers
		if (ent->classname)
			if (strcmp(ent->classname, "target_crosslevel_target") == 0)
				ent->nextthink = level.time + ent->delay;
	}
}

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