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v_file_IO.c
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v_file_IO.c
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#include "g_local.h"
#define SAVE_VERSION "v1.0"
qboolean SavePlayer(edict_t *ent); //Called by savePlayer(). Don't call this directly.
#if defined(_WIN32) || defined(WIN32)
#include <process.h>
/*
_beginthread creates threads that automatically terminate when they are finished.
This is according to the online documentation. If memory leaks are a problem,
try using _endthread()
The best part of these thread calls is that windows.h is not required.
syntax: _beginthread(func, stacksize, args)
func = thread function. Must have __cdecl identifier.
stacksize = size of stack to use. Ususally set to the default value (0).
args = void pointer to any arguments you want to send the thread.
syntax: _endthread()
*/
//Thread function for loading players
void __cdecl OpenPlayerThread(void *arg)
{
edict_t *ent = (edict_t *)arg;
if(debuginfo->value)
gi.dprintf(va("Threading OpenPlayerThread() for %s.\n", ent->client->pers.netname));
memset(&ent->myskills,0,sizeof(skills_t));
if(openPlayer(ent))
{
gi.cprintf(ent, PRINT_HIGH, "File found! Entering the game.\n");
ent->threadReturnVal = 0; //success
}
else ent->threadReturnVal = -1; //failure
ent->hThreadFinishTime = level.time;
}
//Thread function for saving players
void __cdecl SavePlayerThread(void *arg)
{
edict_t *ent = (edict_t *)arg;
if(debuginfo->value)
gi.dprintf(va("Threading SavePlayerThread() for %s.\n", ent->client->pers.netname));
if(SavePlayer(ent))
ent->threadReturnVal = 0; //success
else ent->threadReturnVal = -1; //failure
ent->hThreadFinishTime = level.time;
}
#endif
//Creates an OpenPlayerThread() for loading a player (GDS)
void createOpenPlayerThread(edict_t *ent)
{
#if defined(_WIN32) || defined(WIN32)
ent->isLoading = true;
ent->hThread = _beginthread(OpenPlayerThread, 0, ent);
// Check the return value for success.
if (ent->hThread == 0)
gi.dprintf("ERROR: Thread not created.\n");
#else
gi.dprintf("Multi-threading not supported for non-windows builds.\n");
#endif
}
//Creates an SavePlayerThread() for saving a player (GDS)
void createSavePlayerThread(edict_t *ent)
{
#if defined(_WIN32) || defined(WIN32)
ent->isSaving = true;
ent->hThread = _beginthread(SavePlayerThread, 0, ent);
// Check the return value for success.
if (ent->hThread == 0)
gi.dprintf("ERROR: Thread not created.\n");
#else
gi.dprintf("Multi-threading not supported for non-windows builds.\n");
#endif
}
//Encrypt the player's password
char *CryptPassword(char *text)
{
int i;
if (!text)
return NULL;
for (i=0; i<strlen(text) ; i++)
if ((byte)text[i] > 127)
text[i]=(byte)text[i]-128;
else
text[i]=(byte)text[i]+128;
return text;
}
//***********************************************************************
// Load player v 1.0
//***********************************************************************
qboolean ReadPlayer_v1(FILE * fRead, edict_t *player)
{
int numAbilities, numWeapons, numRunes;
int i;
//player's title
ReadString(player->myskills.title, fRead);
//player's in-game name
ReadString(player->myskills.player_name, fRead);
//password
ReadString(player->myskills.password, fRead);
//email address
ReadString(player->myskills.email, fRead);
//owner
ReadString(player->myskills.owner, fRead);
//creation date
ReadString(player->myskills.member_since, fRead);
//last played date
ReadString(player->myskills.last_played, fRead);
//playing time total
player->myskills.total_playtime = ReadInteger(fRead);
//playing time today
player->myskills.playingtime = ReadInteger(fRead);
//begin talents
player->myskills.talents.count = ReadInteger(fRead);
for (i = 0; i < player->myskills.talents.count; ++i)
{
//don't crash.
if (i > MAX_TALENTS)
return false;
player->myskills.talents.talent[i].id = ReadInteger(fRead);
player->myskills.talents.talent[i].upgradeLevel = ReadInteger(fRead);
player->myskills.talents.talent[i].maxLevel = ReadInteger(fRead);
}
//end talents
//begin abilities
numAbilities = ReadInteger(fRead);
for (i = 0; i < numAbilities; ++i)
{
int index;
index = ReadInteger(fRead);
if ((index >= 0) && (index < MAX_ABILITIES))
{
player->myskills.abilities[index].level = ReadInteger(fRead);
player->myskills.abilities[index].max_level = ReadInteger(fRead);
player->myskills.abilities[index].hard_max = ReadInteger(fRead);
player->myskills.abilities[index].modifier = ReadInteger(fRead);
player->myskills.abilities[index].disable = (qboolean)ReadInteger(fRead);
player->myskills.abilities[index].general_skill = (qboolean)ReadInteger(fRead);
}
else
{
gi.dprintf("Error loading player: %s. Ability index not loaded correctly!\n", player->client->pers.netname);
WriteToLogfile(player, "ERROR during loading: Ability index not loaded correctly!");
return false;
}
}
//end abilities
//begin weapons
numWeapons = ReadInteger(fRead);
for (i = 0; i < numWeapons; ++i)
{
int index;
index = ReadInteger(fRead);
if ((index >= 0 ) && (index < MAX_WEAPONS))
{
int j;
player->myskills.weapons[index].disable = ReadInteger(fRead);
for (j = 0; j < MAX_WEAPONMODS; ++j)
{
player->myskills.weapons[index].mods[j].level = ReadInteger(fRead);
player->myskills.weapons[index].mods[j].soft_max = ReadInteger(fRead);
player->myskills.weapons[index].mods[j].hard_max = ReadInteger(fRead);
}
}
else
{
gi.dprintf("Error loading player: %s. Weapon index not loaded correctly!\n", player->myskills.player_name);
WriteToLogfile(player, "ERROR during loading: Weapon index not loaded correctly!");
return false;
}
}
//end weapons
//begin runes
numRunes = ReadInteger(fRead);
for (i = 0; i < numRunes; ++i)
{
int index;
index = ReadInteger(fRead);
if ((index >= 0) && (index < MAX_VRXITEMS))
{
int j;
player->myskills.items[index].itemtype = ReadInteger(fRead);
player->myskills.items[index].itemLevel = ReadInteger(fRead);
player->myskills.items[index].quantity = ReadInteger(fRead);
player->myskills.items[index].untradeable = ReadInteger(fRead);
ReadString(player->myskills.items[index].id, fRead);
ReadString(player->myskills.items[index].name, fRead);
player->myskills.items[index].numMods = ReadInteger(fRead);
player->myskills.items[index].setCode = ReadInteger(fRead);
player->myskills.items[index].classNum = ReadInteger(fRead);
for (j = 0; j < MAX_VRXITEMMODS; ++j)
{
player->myskills.items[index].modifiers[j].type = ReadInteger(fRead);
player->myskills.items[index].modifiers[j].index = ReadInteger(fRead);
player->myskills.items[index].modifiers[j].value = ReadInteger(fRead);
player->myskills.items[index].modifiers[j].set = ReadInteger(fRead);
}
}
}
//end runes
//*****************************
//standard stats
//*****************************
//Exp
player->myskills.experience = ReadLong(fRead);
//next_level
player->myskills.next_level = ReadLong(fRead);
//Level
player->myskills.level = ReadInteger(fRead);
//Class number
player->myskills.class_num = ReadInteger(fRead);
//skill points
player->myskills.speciality_points = ReadInteger(fRead);
//credits
player->myskills.credits = ReadInteger(fRead);
//weapon points
player->myskills.weapon_points = ReadInteger(fRead);
//respawn weapon
player->myskills.respawn_weapon = ReadInteger(fRead);
//talent points
player->myskills.talents.talentPoints = ReadInteger(fRead);
//*****************************
//in-game stats
//*****************************
//respawns
player->myskills.respawns = ReadInteger(fRead);
//health
player->myskills.current_health = ReadInteger(fRead);
//max health
player->myskills.max_health = ReadInteger(fRead);
//armour
player->myskills.current_armor = ReadInteger(fRead);
//max armour
player->myskills.max_armor = ReadInteger(fRead);
//nerfme (cursing a player maybe?)
player->myskills.nerfme = ReadInteger(fRead);
//*****************************
//flags
//*****************************
//admin flag
player->myskills.administrator = ReadInteger(fRead);
//boss flag
player->myskills.boss = ReadInteger(fRead);
//*****************************
//stats
//*****************************
//shots fired
player->myskills.shots = ReadInteger(fRead);
//shots hit
player->myskills.shots_hit = ReadInteger(fRead);
//frags
player->myskills.frags = ReadInteger(fRead);
//deaths
player->myskills.fragged = ReadInteger(fRead);
//number of sprees
player->myskills.num_sprees = ReadInteger(fRead);
//max spree
player->myskills.max_streak = ReadInteger(fRead);
//number of wars
player->myskills.spree_wars = ReadInteger(fRead);
//number of sprees broken
player->myskills.break_sprees = ReadInteger(fRead);
//number of wars broken
player->myskills.break_spree_wars = ReadInteger(fRead);
//suicides
player->myskills.suicides = ReadInteger(fRead);
//teleports (link this to "use tballself" maybe?)
player->myskills.teleports = ReadInteger(fRead);
//number of 2fers
player->myskills.num_2fers = ReadInteger(fRead);
//CTF statistics
player->myskills.flag_pickups = ReadInteger(fRead);
player->myskills.flag_captures = ReadInteger(fRead);
player->myskills.flag_returns = ReadInteger(fRead);
player->myskills.flag_kills = ReadInteger(fRead);
player->myskills.offense_kills = ReadInteger(fRead);
player->myskills.defense_kills = ReadInteger(fRead);
player->myskills.assists = ReadInteger(fRead);
//End CTF
//standard iD inventory
fread(player->myskills.inventory, sizeof(int), MAX_ITEMS, fRead);
//Apply runes
V_ResetAllStats(player);
for (i = 0; i < 3; ++i)
V_ApplyRune(player, &player->myskills.items[i]);
//Apply health
if (player->myskills.current_health > MAX_HEALTH(player))
player->myskills.current_health = MAX_HEALTH(player);
//Apply armor
if (player->myskills.current_armor > MAX_ARMOR(player))
player->myskills.current_armor = MAX_ARMOR(player);
player->myskills.inventory[body_armor_index] = player->myskills.current_armor;
//done
return true;
}
//***********************************************************************
// Save player v 1.0
//***********************************************************************
void WritePlayer_v1(FILE * fWrite, char *playername, edict_t *player)
{
int i;
int numAbilities = CountAbilities(player);
int numWeapons = CountWeapons(player);
int numRunes = CountRunes(player);
//save header
WriteString(fWrite, "Vortex Player File v1.0");
//player's title
WriteString(fWrite, player->myskills.title);
//player's in-game name
WriteString(fWrite, playername);
//password
WriteString(fWrite, player->myskills.password);
//email address
WriteString(fWrite, player->myskills.email);
//owner
WriteString(fWrite, player->myskills.owner);
//creation date
WriteString(fWrite, player->myskills.member_since);
//last played date
WriteString(fWrite, player->myskills.last_played);
//playing time total
WriteInteger(fWrite, player->myskills.total_playtime);
//playing time today
WriteInteger(fWrite, player->myskills.playingtime);
//begin talents
WriteInteger(fWrite, player->myskills.talents.count);
for (i = 0; i < player->myskills.talents.count; ++i)
{
WriteInteger(fWrite, player->myskills.talents.talent[i].id);
WriteInteger(fWrite, player->myskills.talents.talent[i].upgradeLevel);
WriteInteger(fWrite, player->myskills.talents.talent[i].maxLevel);
}
//end talents
//begin abilities
WriteInteger(fWrite, numAbilities);
for (i = 0; i < numAbilities; ++i)
{
int index = FindAbilityIndex(i+1, player);
if (index != -1)
{
WriteInteger(fWrite, index);
WriteInteger(fWrite, player->myskills.abilities[index].level);
WriteInteger(fWrite, player->myskills.abilities[index].max_level);
WriteInteger(fWrite, player->myskills.abilities[index].hard_max);
WriteInteger(fWrite, player->myskills.abilities[index].modifier);
WriteInteger(fWrite, (int)player->myskills.abilities[index].disable);
WriteInteger(fWrite, (int)player->myskills.abilities[index].general_skill);
}
}
//end abilities
//begin weapons
WriteInteger(fWrite, numWeapons);
for (i = 0; i < numWeapons; ++i)
{
int index = FindWeaponIndex(i+1, player);
if (index != -1)
{
int j;
WriteInteger(fWrite, index);
WriteInteger(fWrite, player->myskills.weapons[index].disable);
for (j = 0; j < MAX_WEAPONMODS; ++j)
{
WriteInteger(fWrite, player->myskills.weapons[index].mods[j].level);
WriteInteger(fWrite, player->myskills.weapons[index].mods[j].soft_max);
WriteInteger(fWrite, player->myskills.weapons[index].mods[j].hard_max);
}
}
}
//end weapons
//begin runes
WriteInteger(fWrite, numRunes);
for (i = 0; i < numRunes; ++i)
{
int index = FindRuneIndex(i+1, player);
if (index != -1)
{
int j;
WriteInteger(fWrite, index);
WriteInteger(fWrite, player->myskills.items[index].itemtype);
WriteInteger(fWrite, player->myskills.items[index].itemLevel);
WriteInteger(fWrite, player->myskills.items[index].quantity);
WriteInteger(fWrite, player->myskills.items[index].untradeable);
WriteString(fWrite, player->myskills.items[index].id);
WriteString(fWrite, player->myskills.items[index].name);
WriteInteger(fWrite, player->myskills.items[index].numMods);
WriteInteger(fWrite, player->myskills.items[index].setCode);
WriteInteger(fWrite, player->myskills.items[index].classNum);
for (j = 0; j < MAX_VRXITEMMODS; ++j)
{
WriteInteger(fWrite, player->myskills.items[index].modifiers[j].type);
WriteInteger(fWrite, player->myskills.items[index].modifiers[j].index);
WriteInteger(fWrite, player->myskills.items[index].modifiers[j].value);
WriteInteger(fWrite, player->myskills.items[index].modifiers[j].set);
}
}
}
//end runes
//*****************************
//standard stats
//*****************************
//Exp
WriteLong(fWrite, player->myskills.experience);
//next_level
WriteLong(fWrite, player->myskills.next_level);
//Level
WriteInteger(fWrite, player->myskills.level);
//Class number
WriteInteger(fWrite, player->myskills.class_num);
//skill points
WriteInteger(fWrite, player->myskills.speciality_points);
//credits
WriteInteger(fWrite, player->myskills.credits);
//weapon points
WriteInteger(fWrite, player->myskills.weapon_points);
//respawn weapon
WriteInteger(fWrite, player->myskills.respawn_weapon);
//talent points
WriteInteger(fWrite, player->myskills.talents.talentPoints);
//*****************************
//in-game stats
//*****************************
//respawns
WriteInteger(fWrite, player->myskills.respawns);
//health
WriteInteger(fWrite, player->myskills.current_health);
//max health
WriteInteger(fWrite, MAX_HEALTH(player));
//armour
WriteInteger(fWrite, player->client->pers.inventory[body_armor_index]);
//max armour
WriteInteger(fWrite, MAX_ARMOR(player));
//nerfme (cursing a player maybe?)
WriteInteger(fWrite, player->myskills.nerfme);
//*****************************
//flags
//*****************************
//admin flag
WriteInteger(fWrite, player->myskills.administrator);
//boss flag
WriteInteger(fWrite, player->myskills.boss);
//*****************************
//stats
//*****************************
//shots fired
WriteInteger(fWrite, player->myskills.shots);
//shots hit
WriteInteger(fWrite, player->myskills.shots_hit);
//frags
WriteInteger(fWrite, player->myskills.frags);
//deaths
WriteInteger(fWrite, player->myskills.fragged);
//number of sprees
WriteInteger(fWrite, player->myskills.num_sprees);
//max spree
WriteInteger(fWrite, player->myskills.max_streak);
//number of wars
WriteInteger(fWrite, player->myskills.spree_wars);
//number of sprees broken
WriteInteger(fWrite, player->myskills.break_sprees);
//number of wars broken
WriteInteger(fWrite, player->myskills.break_spree_wars);
//suicides
WriteInteger(fWrite, player->myskills.suicides);
//teleports (link this to "use tball self" maybe?)
WriteInteger(fWrite, player->myskills.teleports);
//number of 2fers
WriteInteger(fWrite, player->myskills.num_2fers);
//CTF statistics
WriteInteger(fWrite, player->myskills.flag_pickups);
WriteInteger(fWrite, player->myskills.flag_captures);
WriteInteger(fWrite, player->myskills.flag_returns);
WriteInteger(fWrite, player->myskills.flag_kills);
WriteInteger(fWrite, player->myskills.offense_kills);
WriteInteger(fWrite, player->myskills.defense_kills);
WriteInteger(fWrite, player->myskills.assists);
//End CTF
//Don't let the player have > max cubes
if (player->client->pers.inventory[power_cube_index] > player->client->pers.max_powercubes)
player->client->pers.inventory[power_cube_index] = player->client->pers.max_powercubes;
//standard iD inventory
fwrite(player->client->pers.inventory, sizeof(int), MAX_ITEMS, fWrite);
}
//***********************************************************************
// Basic file I/O functions
//***********************************************************************
//Returns the number of lines in a text file
int textFile_CountLines(FILE *fptr, long size)
{
int count = 0;
char temp;
int i = 0;
do
{
temp = getc(fptr);
if (temp == '\n')
count++;
}
while (++i < size);
rewind(fptr);
return count;
}
//***********************************************************************
//Iterates to a specific line in a text file (or EOF)
void textFile_GotoLine(FILE *fptr, int linenumber, long size)
{
int count = 0;
char temp;
int i = 0;
do
{
temp = fgetc(fptr);
if (temp == '\n')
count++;
if (count == linenumber)
return;
}
while (++i < size);
return;
}
//************************************************
//***********************************************************************
// Utility functions
//***********************************************************************
//************************************************
int CountAbilities(edict_t *player)
{
int i;
int count = 0;
for (i = 0; i < MAX_ABILITIES; ++i)
{
if (!player->myskills.abilities[i].disable)
++count;
}
return count;
}
//************************************************
int FindAbilityIndex(int index, edict_t *player)
{
int i;
int count = 0;
for (i = 0; i < MAX_ABILITIES; ++i)
{
if (!player->myskills.abilities[i].disable)
{
++count;
if (count == index)
return i;
}
}
return -1; //just in case something messes up
}
//************************************************
//************************************************
int CountWeapons(edict_t *player)
{
int i;
int count = 0;
for (i = 0; i < MAX_WEAPONS; ++i)
{
if (V_WeaponUpgradeVal(player, i) > 0)
count++;
}
return count;
}
//************************************************
int FindWeaponIndex(int index, edict_t *player)
{
int i;
int count = 0;
for (i = 0; i < MAX_WEAPONS; ++i)
{
if (V_WeaponUpgradeVal(player, i) > 0)
{
count++;
if (count == index)
return i;
}
}
return -1; //just in case something messes up
}
//************************************************
//************************************************
int CountRunes(edict_t *player)
{
int count = 0;
int i;
for (i = 0; i < MAX_VRXITEMS; ++i)
{
if (player->myskills.items[i].itemtype != ITEM_NONE)
++count;
}
return count;
}
//************************************************
int FindRuneIndex(int index, edict_t *player)
{
int i;
int count = 0;
for (i = 0; i < MAX_VRXITEMS; ++i)
{
if (player->myskills.items[i].itemtype != ITEM_NONE)
{
++count;
if (count == index)
{
return i;
}
}
}
return -1; //just in case something messes up
}
//************************************************
//************************************************
//***********************************************************************
// Save player to file
// Max value of a signed int32 (4 bytes) = 2147483648
// That should be plenty for vrx -doomie
//***********************************************************************
//Called by savePlayer(). Don't call this directly.
qboolean SavePlayer(edict_t *ent)
{
char path[100];
FILE *fwrite;
//Make sure this is a client
if (!ent->client)
{
gi.dprintf("ERROR: entity not a client!! (%s)\n",ent->classname);
return false;
}
if(debuginfo->value)
gi.dprintf("savePlayer called to save: %s\n", ent->client->pers.netname);
//determine path
#if defined(_WIN32) || defined(WIN32)
sprintf(path, "%s\\%s.vrx", save_path->string, V_FormatFileName(ent->client->pers.netname));
#else
sprintf(path, "%s/%s.vrx", save_path->string, V_FormatFileName(ent->client->pers.netname));
#endif
//Open file for saving
if ((fwrite = fopen(path, "wb")) == NULL)
{
gi.dprintf("ERROR: savePlayer() can't open %s.\n", path);
return false;
}
//save the player
WritePlayer_v1(fwrite, ent->client->pers.netname, ent);
//done
fclose(fwrite);
return true;
}
//***********************************************************************
// Save player (via multi-threading or via local access)
//***********************************************************************
qboolean savePlayer(edict_t *ent)
{
if(gds->value)
{
//Don't create more than one save thread.
if(!ent->isSaving)
createSavePlayerThread(ent);
return true;
}
return SavePlayer(ent);
}
//***********************************************************************
// open player from file
//***********************************************************************
qboolean openPlayer(edict_t *ent)
{
char path[100];
FILE *fread;
int i;
char version[64];
//Make sure this is a client
if (!ent->client)
{
gi.dprintf("ERROR: entity not a client!! (%s)\n",ent->classname);
return false;
}
if(debuginfo->value)
gi.dprintf("openPlayer called to open: %s\n", ent->client->pers.netname);
//Reset the player's skills_t
memset(&ent->myskills,0,sizeof(skills_t));
//determine path
#if defined(_WIN32) || defined(WIN32)
sprintf(path, "%s\\%s.vrx", save_path->string, V_FormatFileName(ent->client->pers.netname));
#else
sprintf(path, "%s/%s.vrx", save_path->string, V_FormatFileName(ent->client->pers.netname));
#endif
//Open file for loading
if ((fread = fopen(path, "rb")) == NULL)
{
gi.dprintf("INFO: openPlayer can't open %s. This probably means the file does not exist.\n", path);
return false;
}
//disable all abilities
for (i = 0; i < MAX_ABILITIES; ++i)
{
ent->myskills.abilities[i].disable = true;
}
//read header (player file version number)
ReadString(version, fread);
//check for correct version number
if (Q_strcasecmp(version + 19, "v1.0") == 0) //"Vortex Player File " is 19 chars long, start comparison at the end
{
//begin reading player, if there was an error, return false :)
if (ReadPlayer_v1(fread, ent) == false)
{
fclose(fread);
return false;
}
/* "Old file" update code, not needed any more.
//Log the fact the player file has been updated
gi.dprintf("*** Older player file loaded: %s (v0.10) ***\n*** Updating the file to %s ***\n", path, SAVE_VERSION);
savePlayer(ent);
WriteToLogfile(ent, va("INFO: Updated player file from v0.10 to %s", SAVE_VERSION));
*/
}
else //<-- put newer loading code here
{
//bad file version/type
fclose(fread);
return false;
}
//done
fclose(fread);
return true;
}