git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@483 e016b1c5-ed68-44aa-a2f7-31cac88cffde
354 lines
9.4 KiB
C++
354 lines
9.4 KiB
C++
// loading and saving of savegames & demos, dumps the spawn state of all mapents, the full state of all dynents (monsters + player)
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#include "cube.h"
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extern int islittleendian;
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gzFile f = NULL;
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bool demorecording = false;
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bool demoplayback = false;
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bool demoloading = false;
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dvector playerhistory;
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int democlientnum = 0;
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void startdemo();
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void gzput(int i) { gzputc(f, i); };
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void gzputi(int i) { gzwrite(f, &i, sizeof(int)); };
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void gzputv(vec &v) { gzwrite(f, &v, sizeof(vec)); };
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void gzcheck(int a, int b) { if(a!=b) fatal("savegame file corrupt (short)"); };
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int gzget() { char c = gzgetc(f); return c; };
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int gzgeti() { int i; gzcheck(gzread(f, &i, sizeof(int)), sizeof(int)); return i; };
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void gzgetv(vec &v) { gzcheck(gzread(f, &v, sizeof(vec)), sizeof(vec)); };
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void stop()
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{
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if(f)
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{
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if(demorecording) gzputi(-1);
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gzclose(f);
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};
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f = NULL;
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demorecording = false;
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demoplayback = false;
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demoloading = false;
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loopv(playerhistory) zapdynent(playerhistory[i]);
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playerhistory.setsize(0);
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// Added by Rick: Remove bots
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loopv(bots)
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{
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if (!bots[i]) continue;
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delete bots[i]->pBot;
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bots[i]->pBot = NULL;
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zapdynent(bots[i]);
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}
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bots.setsize(0);
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};
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void stopifrecording() { if(demorecording) stop(); };
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void savestate(char *fn)
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{
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stop();
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f = gzopen(fn, "wb9");
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if(!f) { conoutf("could not write %s", fn); return; };
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gzwrite(f, (void *)"CUBESAVE", 8);
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gzputc(f, islittleendian);
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gzputi(SAVEGAMEVERSION);
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gzputi(sizeof(dynent));
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gzwrite(f, getclientmap(), _MAXDEFSTR);
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gzputi(gamemode);
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gzputi(ents.length());
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loopv(ents) gzputc(f, ents[i].spawned);
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gzwrite(f, player1, sizeof(dynent));
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gzputi(players.length());
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loopv(players)
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{
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gzput(players[i]==NULL);
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gzwrite(f, players[i], sizeof(dynent));
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};
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};
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void savegame(char *name)
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{
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conoutf("can only save classic sp games");
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return;
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};
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void loadstate(char *fn)
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{
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stop();
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if(multiplayer()) return;
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f = gzopen(fn, "rb9");
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if(!f) { conoutf("could not open %s", fn); return; };
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string buf;
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gzread(f, buf, 8);
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if(strncmp(buf, "CUBESAVE", 8)) goto out;
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if(gzgetc(f)!=islittleendian) goto out; // not supporting save->load accross incompatible architectures simpifies things a LOT
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if(gzgeti()!=SAVEGAMEVERSION || gzgeti()!=sizeof(dynent)) goto out;
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string mapname;
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gzread(f, mapname, _MAXDEFSTR);
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nextmode = gzgeti();
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changemap(mapname); // continue below once map has been loaded and client & server have updated
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return;
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out:
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conoutf("aborting: savegame/demo from a different version of cube or cpu architecture");
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stop();
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};
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void loadgame(char *name)
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{
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s_sprintfd(fn)("savegames/%s.csgz", name);
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loadstate(fn);
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};
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void loadgameout()
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{
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stop();
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conoutf("loadgame incomplete: savegame from a different version of this map");
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};
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void loadgamerest()
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{
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if(demoplayback || !f) return;
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if(gzgeti()!=ents.length()) return loadgameout();
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loopv(ents)
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{
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ents[i].spawned = gzgetc(f)!=0;
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if(ents[i].type==CARROT && !ents[i].spawned) trigger(ents[i].attr1, ents[i].attr2, true);
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};
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restoreserverstate(ents);
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gzread(f, player1, sizeof(dynent));
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player1->lastaction = lastmillis;
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int nplayers = gzgeti();
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loopi(nplayers) if(!gzget())
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{
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dynent *d = getclient(i);
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ASSERT(d);
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gzread(f, d, sizeof(dynent));
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};
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conoutf("savegame restored");
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if(demoloading) startdemo(); else stop();
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};
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// demo functions
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int starttime = 0;
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int playbacktime = 0;
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int ddamage, bdamage;
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vec dorig;
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void record(char *name)
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{
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int cn = getclientnum();
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if(cn<0) return;
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s_sprintfd(fn)("demos/%s.cdgz", name);
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savestate(fn);
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gzputi(cn);
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conoutf("started recording demo to %s", fn);
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demorecording = true;
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starttime = lastmillis;
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ddamage = bdamage = 0;
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};
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void demodamage(int damage, vec &o) { ddamage = damage; dorig = o; };
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void demoblend(int damage) { bdamage = damage; };
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void incomingdemodata(int chan, uchar *buf, int len, bool extras)
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{
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if(!demorecording) return;
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gzputi(lastmillis-starttime);
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gzputi(len);
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gzput(chan);
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gzwrite(f, buf, len);
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gzput(extras);
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if(extras)
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{
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gzput(player1->gunselect);
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gzput(player1->lastattackgun);
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gzputi(player1->lastaction-starttime);
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gzputi(player1->gunwait);
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gzputi(player1->health);
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gzputi(player1->armour);
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//gzput(player1->armourtype);
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loopi(NUMGUNS) gzput(player1->ammo[i]);
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gzput(player1->state);
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gzputi(bdamage);
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bdamage = 0;
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gzputi(ddamage);
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if(ddamage) { gzputv(dorig); ddamage = 0; };
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// FIXME: add all other client state which is not send through the network
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};
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};
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void demo(char *name)
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{
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s_sprintfd(fn)("demos/%s.cdgz", name);
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loadstate(fn);
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demoloading = true;
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};
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void stopreset()
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{
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conoutf("demo stopped (%d msec elapsed)", lastmillis-starttime);
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stop();
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loopv(players) zapdynent(players[i]);
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disconnect(0, 0);
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};
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VAR(demoplaybackspeed, 10, 100, 1000);
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int scaletime(int t) { return (int)(t*(100.0f/demoplaybackspeed))+starttime; };
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void readdemotime()
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{
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if(gzeof(f) || (playbacktime = gzgeti())==-1)
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{
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stopreset();
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return;
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};
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playbacktime = scaletime(playbacktime);
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};
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void startdemo()
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{
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democlientnum = gzgeti();
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demoplayback = true;
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starttime = lastmillis;
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conoutf("now playing demo");
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dynent *d = getclient(democlientnum);
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ASSERT(d);
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*d = *player1;
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readdemotime();
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};
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VAR(demodelaymsec, 0, 120, 500);
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void catmulrom(vec &z, vec &a, vec &b, vec &c, float s, vec &dest) // spline interpolation
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{
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vec t1 = b, t2 = c;
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vsub(t1, z); vmul(t1, 0.5f)
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vsub(t2, a); vmul(t2, 0.5f);
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float s2 = s*s;
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float s3 = s*s2;
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dest = a;
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vec t = b;
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vmul(dest, 2*s3 - 3*s2 + 1);
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vmul(t, -2*s3 + 3*s2); vadd(dest, t);
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vmul(t1, s3 - 2*s2 + s); vadd(dest, t1);
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vmul(t2, s3 - s2); vadd(dest, t2);
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};
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void fixwrap(dynent *a, dynent *b)
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{
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while(b->yaw-a->yaw>180) a->yaw += 360;
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while(b->yaw-a->yaw<-180) a->yaw -= 360;
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};
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void demoplaybackstep()
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{
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while(demoplayback && lastmillis>=playbacktime)
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{
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int len = gzgeti();
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if(len<1 || len>MAXTRANS)
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{
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conoutf("error: huge packet during demo play (%d)", len);
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stopreset();
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return;
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};
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int chan = gzget();
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uchar buf[MAXTRANS];
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gzread(f, buf, len);
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localservertoclient(chan, buf, len); // update game state
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dynent *target = players[democlientnum];
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ASSERT(target);
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int extras;
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if(extras = gzget()) // read additional client side state not present in normal network stream
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{
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target->gunselect = gzget();
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target->lastattackgun = gzget();
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target->lastaction = scaletime(gzgeti());
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target->gunwait = gzgeti();
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target->health = gzgeti();
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target->armour = gzgeti();
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//target->armourtype = gzget();
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loopi(NUMGUNS) target->ammo[i] = gzget();
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target->state = gzget();
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target->lastmove = playbacktime;
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if(bdamage = gzgeti()) damageblend(bdamage);
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if(ddamage = gzgeti()) { gzgetv(dorig); particle_splash(3, ddamage, 1000, dorig); };
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// FIXME: set more client state here
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};
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// insert latest copy of player into history
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if(extras && (playerhistory.empty() || playerhistory.last()->lastupdate!=playbacktime))
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{
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dynent *d = newdynent();
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*d = *target;
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d->lastupdate = playbacktime;
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playerhistory.add(d);
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if(playerhistory.length()>20)
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{
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zapdynent(playerhistory[0]);
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playerhistory.remove(0);
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};
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};
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readdemotime();
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};
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if(demoplayback)
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{
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int itime = lastmillis-demodelaymsec;
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loopvrev(playerhistory) if(playerhistory[i]->lastupdate<itime) // find 2 positions in history that surround interpolation time point
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{
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dynent *a = playerhistory[i];
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dynent *b = a;
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if(i+1<playerhistory.length()) b = playerhistory[i+1];
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*player1 = *b;
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if(a!=b) // interpolate pos & angles
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{
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dynent *c = b;
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if(i+2<playerhistory.length()) c = playerhistory[i+2];
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dynent *z = a;
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if(i-1>=0) z = playerhistory[i-1];
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//if(a==z || b==c) printf("* %d\n", lastmillis);
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float bf = (itime-a->lastupdate)/(float)(b->lastupdate-a->lastupdate);
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fixwrap(a, player1);
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fixwrap(c, player1);
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fixwrap(z, player1);
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vdist(dist, v, z->o, c->o);
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if(dist<16) // if teleport or spawn, dont't interpolate
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{
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catmulrom(z->o, a->o, b->o, c->o, bf, player1->o);
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catmulrom(*(vec *)&z->yaw, *(vec *)&a->yaw, *(vec *)&b->yaw, *(vec *)&c->yaw, bf, *(vec *)&player1->yaw);
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};
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fixplayer1range();
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};
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break;
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};
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//if(player1->state!=CS_DEAD) showscores(false);
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};
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};
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void stopn() { if(demoplayback) stopreset(); else stop(); conoutf("demo stopped"); };
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// sorry :/
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/*COMMAND(record, ARG_1STR);
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COMMAND(demo, ARG_1STR);
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COMMANDN(stop, stopn, ARG_NONE);*/
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COMMAND(savegame, ARG_1STR);
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COMMAND(loadgame, ARG_1STR);
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