fteqw/engine/server/savegame.c

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#include "quakedef.h"
#ifndef CLIENTONLY
//#ifdef _DEBUG
#define NEWSAVEFORMAT
//#endif
extern cvar_t skill;
extern cvar_t deathmatch;
extern cvar_t coop;
extern cvar_t teamplay;
//Writes a SAVEGAME_COMMENT_LENGTH character comment describing the current
void SV_SavegameComment (char *text)
{
int i;
char kills[20];
char *mapname = sv.mapname;
for (i=0 ; i<SAVEGAME_COMMENT_LENGTH ; i++)
text[i] = ' ';
if (!mapname)
strcpy( text, "Unnamed_Level");
else
{
i = strlen(mapname);
if (i > SAVEGAME_COMMENT_LENGTH)
i = SAVEGAME_COMMENT_LENGTH;
memcpy (text, mapname, i);
}
#ifdef Q2SERVER
if (ge) //q2
{
kills[0] = '\0';
}
else
#endif
#ifdef HLSERVER
if (svs.gametype == GT_HALFLIFE)
{
sprintf (kills,"kills:moo");
}
else
#endif
sprintf (kills,"kills:%3i/%3i", (int)pr_global_struct->killed_monsters, (int)pr_global_struct->total_monsters);
memcpy (text+22, kills, strlen(kills));
// convert space to _ to make stdio happy
for (i=0 ; i<SAVEGAME_COMMENT_LENGTH ; i++)
{
if (text[i] == ' ')
text[i] = '_';
else if (text[i] == '\n')
text[i] = '\0';
}
text[SAVEGAME_COMMENT_LENGTH] = '\0';
}
#ifndef NEWSAVEFORMAT
void SV_Savegame_f (void)
{
int len;
char *s = NULL;
client_t *cl;
int clnum;
int version = SAVEGAME_VERSION;
char name[256];
FILE *f;
int i;
char comment[SAVEGAME_COMMENT_LENGTH+1];
if (Cmd_Argc() != 2)
{
Con_Printf ("save <savename> : save a game\n");
return;
}
if (strstr(Cmd_Argv(1), ".."))
{
Con_TPrintf ("Relative pathnames are not allowed\n");
return;
}
if (sv.state != ss_active)
{
Con_Printf("Can't apply: Server isn't running or is still loading\n");
return;
}
sprintf (name, "%s/saves/%s", com_gamedir, Cmd_Argv(1));
COM_DefaultExtension (name, ".sav");
Con_TPrintf ("Saving game to %s...\n", name);
f = fopen (name, "w");
if (!f)
{
Con_TPrintf ("ERROR: couldn't open %s.\n", filename);
return;
}
//if there are 1 of 1 players connected
if (sv.allocated_client_slots == 1 && svs.clients->state < cs_spawned)
{//try to go for nq/zq compatability as this is a single player game.
s = PR_SaveEnts(svprogfuncs, NULL, &len, 2); //get the entity state now, so that we know if we can get the full state in a q1 format.
if (s)
{
if (progstype == PROG_QW)
version = 6;
else
version = 5;
}
}
fprintf (f, "%i\n", version);
SV_SavegameComment (comment);
fprintf (f, "%s\n", comment);
if (version != SAVEGAME_VERSION)
{
for (i=0; i<NUM_SPAWN_PARMS ; i++)
fprintf (f, "%f\n", svs.clients->spawn_parms[i]); //client 1.
fprintf (f, "%f\n", skill.value);
}
else
{
fprintf(f, "%i\n", sv.allocated_client_slots);
for (cl = svs.clients, clnum=0; clnum < sv.allocated_client_slots; cl++,clnum++)
{
if (cl->state < cs_spawned && !cl->istobeloaded) //don't save if they are still connecting
{
fprintf(f, "\"\"\n");
continue;
}
fprintf(f, "\"%s\"\n", cl->name);
for (i=0; i<NUM_SPAWN_PARMS ; i++)
fprintf (f, "%f\n", cl->spawn_parms[i]);
}
fprintf (f, "%i\n", progstype);
fprintf (f, "%f\n", skill.value);
fprintf (f, "%f\n", deathmatch.value);
fprintf (f, "%f\n", coop.value);
fprintf (f, "%f\n", teamplay.value);
}
fprintf (f, "%s\n", sv.name);
fprintf (f, "%f\n",sv.time);
// write the light styles
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
{
if (sv.lightstyles[i])
fprintf (f, "%s\n", sv.lightstyles[i]);
else
fprintf (f,"m\n");
}
if (!s)
s = PR_SaveEnts(svprogfuncs, NULL, &len, 1);
fprintf(f, "%s\n", s);
svprogfuncs->parms->memfree(s);
fclose (f);
Con_TPrintf (STL_SAVEDONE);
SV_BroadcastTPrintf(2, STL_GAMESAVED);
}
//FIXME: Multiplayer save probably won't work with spectators.
void SV_Loadgame_f(void)
{
char filename[MAX_OSPATH];
FILE *f;
char mapname[MAX_QPATH];
float time, tfloat;
char str[32768];
int i;
edict_t *ent;
int version;
int pt;
int slots;
int current_skill;
client_t *cl;
int clnum;
char plname[32];
int filelen, filepos;
char *file;
if (Cmd_Argc() != 2)
{
Con_TPrintf (STL_LOADSYNTAX);
return;
}
// if (sv.state != ss_active)
// {
// Con_Printf("Can't apply: Server isn't running or is still loading\n");
// return;
// }
sprintf (filename, "%s/saves/%s", com_gamedir, Cmd_Argv(1));
COM_DefaultExtension (filename, ".sav");
// we can't call SCR_BeginLoadingPlaque, because too much stack space has
// been used. The menu calls it before stuffing loadgame command
// SCR_BeginLoadingPlaque ();
Con_TPrintf ("Loading game from %s...\n", filename);
f = fopen (filename, "rb");
if (!f)
{
Con_TPrintf ("ERROR: couldn't open %s.\n", filename);
return;
}
fscanf (f, "%i\n", &version);
if (version != SAVEGAME_VERSION && version != 5 && version != 6) //5 for NQ, 6 for ZQ/FQ
{
fclose (f);
Con_TPrintf ("Savegame is version %i, not %i\n", version, SAVEGAME_VERSION);
return;
}
fscanf (f, "%s\n", str);
if (version == 5)
{
Con_Printf("loading single player game\n");
}
else if (version == 6) //this is fuhquake's single player games
{
Con_Printf("loading single player qw game\n");
}
else
Con_Printf("loading FTE saved game\n");
for (clnum = 0; clnum < sv.allocated_client_slots; clnum++) //clear the server for the level change.
{
cl = &svs.clients[clnum];
if (cl->state <= cs_zombie)
continue;
MSG_WriteByte (&cl->netchan.message, svc_stufftext);
MSG_WriteString (&cl->netchan.message, "disconnect;wait;reconnect\n"); //kindly ask the client to come again.
cl->drop = true;
}
SV_SendMessagesToAll();
if (version == 5 || version == 6)
{
SV_UpdateMaxPlayers(1);
cl = &svs.clients[0];
#ifdef SERVERONLY
strcpy(cl->name, "");
#else
strcpy(cl->name, name.string);
#endif
cl->state = cs_zombie;
cl->connection_started = realtime+20;
cl->istobeloaded = true;
for (i=0 ; i<16 ; i++)
fscanf (f, "%f\n", &cl->spawn_parms[i]);
for (; i < NUM_SPAWN_PARMS; i++)
cl->spawn_parms[i] = 0;
}
else //fte saves ALL the clients on the server.
{
fscanf (f, "%f\n", &tfloat);
slots = tfloat;
if (!slots) //err
{
fclose (f);
Con_Printf ("Corrupted save game");
return;
}
SV_UpdateMaxPlayers(slots);
for (clnum = 0; clnum < sv.allocated_client_slots; clnum++) //work out which players we had when we saved, and hope they accepted the reconnect.
{
cl = &svs.clients[clnum];
fscanf(f, "%s\n", plname);
cl->istobeloaded = false;
cl->state = cs_free;
COM_Parse(plname);
if (!*com_token)
continue;
strcpy(cl->name, com_token);
cl->state = cs_zombie;
cl->connection_started = realtime+20;
cl->istobeloaded = true;
for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
fscanf (f, "%f\n", &cl->spawn_parms[i]);
}
}
if (version == 5 || version == 6)
{
fscanf (f, "%f\n", &tfloat);
current_skill = (int)(tfloat + 0.1);
Cvar_Set ("skill", va("%i", current_skill));
Cvar_SetValue ("deathmatch", 0);
Cvar_SetValue ("coop", 0);
Cvar_SetValue ("teamplay", 0);
if (version == 5)
{
progstype = PROG_NQ;
Cvar_SetVar (pr_ssqc_progs, "progs.dat"); //NQ's progs.
}
else
{
progstype = PROG_QW;
Cvar_SetVar (&pr_ssqc_progs, "spprogs.dat"); //zquake's single player qw progs.
}
pt = 0;
}
else
{
fscanf (f, "%f\n", &tfloat);
pt = tfloat;
// this silliness is so we can load 1.06 save files, which have float skill values
fscanf (f, "%f\n", &tfloat);
current_skill = (int)(tfloat + 0.1);
Cvar_Set ("skill", va("%i", current_skill));
fscanf (f, "%f\n", &tfloat);
Cvar_SetValue ("deathmatch", tfloat);
fscanf (f, "%f\n", &tfloat);
Cvar_SetValue ("coop", tfloat);
fscanf (f, "%f\n", &tfloat);
Cvar_SetValue ("teamplay", tfloat);
}
fscanf (f, "%s\n",mapname);
fscanf (f, "%f\n",&time);
SV_SpawnServer (mapname, NULL, false, false); //always inits MAX_CLIENTS slots. That's okay, because we can cut the max easily.
if (sv.state != ss_active)
{
fclose (f);
Con_TPrintf ("Couldn't load map\n");
return;
}
sv.allocated_client_slots = slots;
// load the light styles
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
{
fscanf (f, "%s\n", str);
if (sv.lightstyles[i])
Z_Free(sv.lightstyles[i]);
sv.lightstyles[i] = Z_Malloc (strlen(str)+1);
strcpy (sv.lightstyles[i], str);
}
// load the edicts out of the savegame file
// the rest of the file is sent directly to the progs engine.
if (version == 5 || version == 6)
Q_InitProgs(); //reinitialize progs entirly.
else
{
Q_SetProgsParms(false);
svs.numprogs = 0;
PR_Configure(svprogfuncs, NULL, -1, MAX_PROGS);
PR_RegisterFields();
PR_InitEnts(svprogfuncs, sv.max_edicts); //just in case the max edicts isn't set.
progstype = pt; //presumably the progs.dat will be what they were before.
}
filepos = ftell(f);
fseek(f, 0, SEEK_END);
filelen = ftell(f);
fseek(f, filepos, SEEK_SET);
filelen -= filepos;
file = BZ_Malloc(filelen+1+8);
memset(file, 0, filelen+1+8);
strcpy(file, "loadgame");
clnum=fread(file+8, 1, filelen, f);
file[filelen+8]='\0';
pr_edict_size=svprogfuncs->load_ents(svprogfuncs, file, 0);
BZ_Free(file);
PR_LoadGlabalStruct();
sv.time = time;
pr_global_struct->time = sv.physicstime;
fclose (f);
SV_ClearWorld ();
for (i=0 ; i<sv.num_edicts ; i++)
{
ent = EDICT_NUM(svprogfuncs, i);
if (!ent)
break;
if (ent->isfree)
continue;
SV_LinkEdict (ent, false);
}
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
ent = EDICT_NUM(svprogfuncs, i+1);
svs.clients[i].edict = ent;
}
}
#endif
#define CACHEGAME_VERSION 513
void SV_FlushLevelCache(void)
{
levelcache_t *cache;
while(svs.levcache)
{
cache = svs.levcache->next;
Z_Free(svs.levcache);
svs.levcache = cache;
}
}
void LoadModelsAndSounds(vfsfile_t *f)
{
char str[32768];
int i;
sv.strings.model_precache[0] = PR_AddString(svprogfuncs, "", 0, false);
for (i=1; i < MAX_MODELS; i++)
{
VFS_GETS(f, str, sizeof(str));
if (!*str)
break;
sv.strings.model_precache[i] = PR_AddString(svprogfuncs, str, 0, false);
}
if (i == MAX_MODELS)
{
VFS_GETS(f, str, sizeof(str));
if (*str)
SV_Error("Too many model precaches in loadgame cache");
}
for (; i < MAX_MODELS; i++)
sv.strings.model_precache[i] = NULL;
// sv.sound_precache[0] = PR_AddString(svprogfuncs, "", 0);
for (i=1; i < MAX_SOUNDS; i++)
{
VFS_GETS(f, str, sizeof(str));
if (!*str)
break;
// sv.sound_precache[i] = PR_AddString(svprogfuncs, str, 0);
}
if (i == MAX_SOUNDS)
{
VFS_GETS(f, str, sizeof(str));
if (*str)
SV_Error("Too many sound precaches in loadgame cache");
}
for (; i < MAX_SOUNDS; i++)
*sv.strings.sound_precache[i] = 0;
}
/*ignoreplayers - says to not tell gamecode (a loadgame rather than a level change)*/
qboolean SV_LoadLevelCache(char *savename, char *level, char *startspot, qboolean isloadgame)
{
eval_t *eval, *e2;
char name[MAX_OSPATH];
vfsfile_t *f;
char mapname[MAX_QPATH];
float time;
char str[32768];
int i,j;
edict_t *ent;
int version;
int current_skill;
int pt;
int modelpos;
int filelen, filepos;
char *file;
gametype_e gametype;
levelcache_t *cache;
int numstyles;
if (isloadgame)
{
gametype = svs.gametype;
}
else
{
cache = svs.levcache;
while(cache)
{
if (!strcmp(cache->mapname, level))
break;
cache = cache->next;
}
if (!cache)
return false; //not visited yet. Ignore the existing caches as fakes.
gametype = cache->gametype;
}
if (savename)
Q_snprintfz (name, sizeof(name), "saves/%s/%s", savename, level);
else
Q_snprintfz (name, sizeof(name), "saves/%s", level);
COM_DefaultExtension (name, ".lvc", sizeof(name));
// Con_TPrintf ("Loading game from %s...\n", name);
#ifdef Q2SERVER
if (gametype == GT_QUAKE2)
{
flocation_t loc;
SV_SpawnServer (level, startspot, false, false);
World_ClearWorld(&sv.world);
if (!ge)
{
Con_Printf("Incorrect gamecode type.\n");
return false;
}
if (!FS_FLocateFile(name, FSLFRT_IFFOUND, &loc))
{
Con_Printf("Couldn't find %s.\n", name);
return false;
}
if (!*loc.rawname || loc.offset)
{
Con_Printf("%s is inside a package and cannot be used by the quake2 gamecode.\n", name);
return false;
}
ge->ReadLevel(loc.rawname);
for (i=0 ; i<100 ; i++) //run for 10 secs to iron out a few bugs.
ge->RunFrame ();
return true;
}
#endif
// we can't call SCR_BeginLoadingPlaque, because too much stack space has
// been used. The menu calls it before stuffing loadgame command
// SCR_BeginLoadingPlaque ();
f = FS_OpenVFS(name, "rb", FS_GAME);
if (!f)
{
Con_Printf ("ERROR: Couldn't load \"%s\"\n", name);
return false;
}
VFS_GETS(f, str, sizeof(str));
version = atoi(str);
if (version != CACHEGAME_VERSION)
{
VFS_CLOSE (f);
Con_TPrintf ("Savegame is version %i, not %i\n", version, CACHEGAME_VERSION);
return false;
}
VFS_GETS(f, str, sizeof(str)); //comment
SV_SendMessagesToAll();
VFS_GETS(f, str, sizeof(str));
pt = atof(str);
// this silliness is so we can load 1.06 save files, which have float skill values
VFS_GETS(f, str, sizeof(str));
current_skill = (int)(atof(str) + 0.1);
Cvar_Set (&skill, va("%i", current_skill));
VFS_GETS(f, str, sizeof(str));
Cvar_SetValue (&deathmatch, atof(str));
VFS_GETS(f, str, sizeof(str));
Cvar_SetValue (&coop, atof(str));
VFS_GETS(f, str, sizeof(str));
Cvar_SetValue (&teamplay, atof(str));
VFS_GETS(f, mapname, sizeof(mapname));
VFS_GETS(f, str, sizeof(str));
time = atof(str);
SV_SpawnServer (mapname, startspot, false, false);
sv.time = time;
if (svs.gametype != gametype)
{
Con_Printf("Incorrect gamecode type. Cannot load game.\n");
return false;
}
if (sv.state != ss_active)
{
VFS_CLOSE (f);
Con_TPrintf ("Couldn't load map\n");
return false;
}
// sv.paused = true; // pause until all clients connect
// sv.loadgame = true;
// load the light styles
VFS_GETS(f, str, sizeof(str));
numstyles = atoi(str);
if (numstyles > MAX_LIGHTSTYLES)
{
VFS_CLOSE (f);
Con_Printf ("load failed - invalid number of lightstyles\n");
return false;
}
// load the edicts out of the savegame file
// the rest of the file is sent directly to the progs engine.
/*hexen2's gamecode doesn't have SAVE set on all variables, in which case we must clobber them, and run the risk that they were set at map load time, but clear in the savegame.*/
if (progstype != PROG_H2)
{
Q_SetProgsParms(false);
PR_Configure(svprogfuncs, -1, MAX_PROGS);
PR_RegisterFields();
PR_InitEnts(svprogfuncs, sv.world.max_edicts);
}
for (i = 0; i<MAX_LIGHTSTYLES ; i++)
{
if (sv.strings.lightstyles[i])
BZ_Free(sv.strings.lightstyles[i]);
sv.strings.lightstyles[i] = NULL;
}
for (i=0 ; i<numstyles ; i++)
{
VFS_GETS(f, str, sizeof(str));
sv.strings.lightstyles[i] = BZ_Malloc(strlen(str)+1);
strcpy (sv.strings.lightstyles[i], str);
}
for ( ; i<MAX_LIGHTSTYLES ; i++)
{
sv.strings.lightstyles[i] = BZ_Malloc(1);
strcpy (sv.strings.lightstyles[i], "");
}
modelpos = VFS_TELL(f);
LoadModelsAndSounds(f);
filepos = VFS_TELL(f);
filelen = VFS_GETLEN(f);
filelen -= filepos;
file = BZ_Malloc(filelen+1);
memset(file, 0, filelen+1);
VFS_READ(f, file, filelen);
file[filelen]='\0';
sv.world.edict_size=svprogfuncs->load_ents(svprogfuncs, file, 0);
BZ_Free(file);
progstype = pt;
PR_LoadGlabalStruct();
pr_global_struct->serverflags = svs.serverflags;
pr_global_struct->time = sv.time = sv.world.physicstime = time;
sv.starttime = Sys_DoubleTime() - sv.time;
VFS_SEEK(f, modelpos);
LoadModelsAndSounds(f);
VFS_CLOSE(f);
PF_InitTempStrings(svprogfuncs);
World_ClearWorld (&sv.world);
for (i=0 ; i<svs.allocated_client_slots ; i++)
{
if (i < sv.allocated_client_slots)
ent = EDICT_NUM(svprogfuncs, i+1);
else
ent = NULL;
svs.clients[i].edict = ent;
svs.clients[i].name = PR_AddString(svprogfuncs, svs.clients[i].namebuf, sizeof(svs.clients[i].namebuf), false);
svs.clients[i].team = PR_AddString(svprogfuncs, svs.clients[i].teambuf, sizeof(svs.clients[i].teambuf), false);
if (ent)
svs.clients[i].playerclass = ent->xv->playerclass;
else
svs.clients[i].playerclass = 0;
}
if (!isloadgame)
{
eval = PR_FindGlobal(svprogfuncs, "startspot", 0, NULL);
if (eval) eval->_int = (int)PR_NewString(svprogfuncs, startspot, 0);
eval = PR_FindGlobal(svprogfuncs, "ClientReEnter", 0, NULL);
if (eval)
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
if (svs.clients[i].spawninfo)
{
globalvars_t *pr_globals = PR_globals(svprogfuncs, PR_CURRENT);
ent = svs.clients[i].edict;
j = strlen(svs.clients[i].spawninfo);
svprogfuncs->restoreent(svprogfuncs, svs.clients[i].spawninfo, &j, ent);
e2 = svprogfuncs->GetEdictFieldValue(svprogfuncs, ent, "stats_restored", NULL);
if (e2)
e2->_float = 1;
for (j=0 ; j< NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
*pr_global_ptrs->spawnparamglobals[j] = host_client->spawn_parms[j];
}
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
ent->area.next = ent->area.prev = NULL;
G_FLOAT(OFS_PARM0) = sv.time-host_client->spawninfotime;
PR_ExecuteProgram(svprogfuncs, eval->function);
}
}
}
for (i=0 ; i<sv.world.num_edicts ; i++)
{
ent = EDICT_NUM(svprogfuncs, i);
if (ent->isfree)
continue;
World_LinkEdict (&sv.world, (wedict_t*)ent, false);
}
for (i=0 ; i<sv.world.num_edicts ; i++)
{
ent = EDICT_NUM(svprogfuncs, i);
if (ent->isfree)
continue;
/*hexen2 instead overwrites ents, which can theoretically be unreliable (ents with this flag are not saved in the first place, and thus are effectively reset instead of reloaded).
fte purges all ents beforehand in a desperate attempt to remain sane.
this behaviour does not match exactly, but is enough for vanilla hexen2/POP.
*/
if ((unsigned int)ent->v->flags & FL_HUBSAVERESET)
{
func_t f;
/*set some minimal fields*/
ent->v->solid = SOLID_NOT;
ent->v->use = 0;
ent->v->touch = 0;
ent->v->think = 0;
ent->v->nextthink = 0;
/*reinvoke the spawn function*/
pr_global_struct->time = 0.1;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
f = PR_FindFunction(svprogfuncs, PR_GetString(svprogfuncs, ent->v->classname), PR_ANY);
if (f)
PR_ExecuteProgram(svprogfuncs, f);
}
}
pr_global_struct->time = sv.world.physicstime;
return true; //yay
}
void SV_SaveLevelCache(char *savedir, qboolean dontharmgame)
{
int len;
char *s;
client_t *cl;
int clnum;
char name[256];
vfsfile_t *f;
int i;
char comment[SAVEGAME_COMMENT_LENGTH+1];
levelcache_t *cache;
if (!sv.state)
return;
if (!dontharmgame)
{
cache = svs.levcache;
while(cache)
{
if (!strcmp(cache->mapname, sv.name))
break;
cache = cache->next;
}
if (!cache) //not visited yet. Let us know that we went there.
{
cache = Z_Malloc(sizeof(levelcache_t)+strlen(sv.name)+1);
cache->mapname = (char *)(cache+1);
strcpy(cache->mapname, sv.name);
cache->gametype = svs.gametype;
cache->next = svs.levcache;
svs.levcache = cache;
}
}
if (savedir)
Q_snprintfz (name, sizeof(name), "saves/%s/%s", savedir, sv.name);
else
Q_snprintfz (name, sizeof(name), "saves/%s", sv.name);
COM_DefaultExtension (name, ".lvc", sizeof(name));
FS_CreatePath(name, FS_GAMEONLY);
if (!dontharmgame) //save game in progress
Con_TPrintf ("Saving game to %s...\n", name);
#ifdef Q2SERVER
if (ge)
{
char syspath[256];
if (!FS_NativePath(name, FS_GAMEONLY, syspath, sizeof(syspath)))
return;
ge->WriteLevel(syspath);
FS_FlushFSHashReally();
return;
}
#endif
#ifdef HLSERVER
if (svs.gametype == GT_HALFLIFE)
{
SVHL_SaveLevelCache(name);
return;
}
#endif
f = FS_OpenVFS (name, "wb", FS_GAME);
if (!f)
{
Con_TPrintf ("ERROR: couldn't open %s.\n", name);
return;
}
VFS_PRINTF (f, "%i\n", CACHEGAME_VERSION);
SV_SavegameComment (comment);
VFS_PRINTF (f, "%s\n", comment);
if (!dontharmgame)
{
for (cl = svs.clients, clnum=0; clnum < sv.allocated_client_slots; cl++,clnum++)//fake dropping
{
if (cl->state < cs_spawned && !cl->istobeloaded) //don't drop if they are still connecting
{
cl->edict->v->solid = 0;
}
else if (!cl->spectator)
{
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, cl->edict);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientDisconnect);
sv.spawned_client_slots--;
}
else if (SpectatorDisconnect)
{
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, cl->edict);
PR_ExecuteProgram (svprogfuncs, SpectatorDisconnect);
sv.spawned_observer_slots--;
}
}
}
VFS_PRINTF (f, "%d\n", progstype);
VFS_PRINTF (f, "%f\n", skill.value);
VFS_PRINTF (f, "%f\n", deathmatch.value);
VFS_PRINTF (f, "%f\n", coop.value);
VFS_PRINTF (f, "%f\n", teamplay.value);
VFS_PRINTF (f, "%s\n", sv.name);
VFS_PRINTF (f, "%f\n",sv.time);
// write the light styles
VFS_PRINTF (f, "%i\n",MAX_LIGHTSTYLES);
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
{
VFS_PRINTF (f, "%s\n", sv.strings.lightstyles[i]?sv.strings.lightstyles[i]:"");
}
for (i=1 ; i<MAX_MODELS ; i++)
{
if (sv.strings.model_precache[i] && *sv.strings.model_precache[i])
VFS_PRINTF (f, "%s\n", sv.strings.model_precache[i]);
else
break;
}
VFS_PRINTF (f,"\n");
for (i=1 ; i<MAX_SOUNDS ; i++)
{
if (*sv.strings.sound_precache[i])
VFS_PRINTF (f, "%s\n", sv.strings.sound_precache[i]);
else
break;
}
VFS_PRINTF (f,"\n");
s = PR_SaveEnts(svprogfuncs, NULL, &len, 0, 1);
VFS_PUTS(f, s);
VFS_PUTS(f, "\n");
svprogfuncs->parms->memfree(s);
VFS_CLOSE (f);
}
#ifdef NEWSAVEFORMAT
#define FTESAVEGAME_VERSION 25000
void SV_Savegame (char *savename)
{
extern cvar_t nomonsters;
extern cvar_t gamecfg;
extern cvar_t scratch1;
extern cvar_t scratch2;
extern cvar_t scratch3;
extern cvar_t scratch4;
extern cvar_t savedgamecfg;
extern cvar_t saved1;
extern cvar_t saved2;
extern cvar_t saved3;
extern cvar_t saved4;
extern cvar_t temp1;
extern cvar_t noexit;
extern cvar_t pr_maxedicts;
client_t *cl;
int clnum;
char comment[SAVEGAME_COMMENT_LENGTH+1];
vfsfile_t *f;
int len;
levelcache_t *cache;
char str[MAX_LOCALINFO_STRING+1];
char *savefilename;
if (!sv.state)
{
Con_Printf("Server is not active - unable to save\n");
return;
}
if (sv.allocated_client_slots == 1 && svs.gametype == GT_PROGS)
{
if (svs.clients->state > cs_connected && svs.clients[0].edict->v->health <= 0)
{
Con_Printf("Refusing to save while dead.\n");
return;
}
}
//FIXME: we should probably block saving during intermission too.
/*catch invalid names*/
if (!*savename || strstr(savename, ".."))
savename = "quicksav";
savefilename = va("saves/%s/info.fsv", savename);
FS_CreatePath(savefilename, FS_GAMEONLY);
f = FS_OpenVFS(savefilename, "wb", FS_GAMEONLY);
if (!f)
{
Con_Printf("Couldn't open file saves/%s/info.fsv\n", savename);
return;
}
SV_SavegameComment(comment);
VFS_PRINTF (f, "%d\n", FTESAVEGAME_VERSION+svs.gametype);
VFS_PRINTF (f, "%s\n", comment);
VFS_PRINTF(f, "%i\n", sv.allocated_client_slots);
for (cl = svs.clients, clnum=0; clnum < sv.allocated_client_slots; cl++,clnum++)
{
if (cl->state < cs_spawned && !cl->istobeloaded) //don't save if they are still connecting
{
VFS_PRINTF(f, "\n");
continue;
}
VFS_PRINTF(f, "%s\n", cl->name);
if (*cl->name)
for (len = 0; len < NUM_SPAWN_PARMS; len++)
VFS_PRINTF(f, "%i (%f)\n", *(int*)&cl->spawn_parms[len], cl->spawn_parms[len]); //write ints as not everyone passes a float in the parms.
//write floats too so you can use it to debug.
}
Q_strncpyz(str, svs.info, sizeof(str));
Info_RemovePrefixedKeys(str, '*');
VFS_PRINTF (f, "%s\n", str);
Q_strncpyz(str, localinfo, sizeof(str));
Info_RemovePrefixedKeys(str, '*');
VFS_PUTS(f, str);
VFS_PRINTF (f, "\n{\n"); //all game vars. FIXME: Should save the ones that have been retrieved/set by progs.
VFS_PRINTF (f, "skill \"%s\"\n", skill.string);
VFS_PRINTF (f, "deathmatch \"%s\"\n", deathmatch.string);
VFS_PRINTF (f, "coop \"%s\"\n", coop.string);
VFS_PRINTF (f, "teamplay \"%s\"\n", teamplay.string);
VFS_PRINTF (f, "nomonsters \"%s\"\n", nomonsters.string);
VFS_PRINTF (f, "gamecfg\t \"%s\"\n", gamecfg.string);
VFS_PRINTF (f, "scratch1 \"%s\"\n", scratch1.string);
VFS_PRINTF (f, "scratch2 \"%s\"\n", scratch2.string);
VFS_PRINTF (f, "scratch3 \"%s\"\n", scratch3.string);
VFS_PRINTF (f, "scratch4 \"%s\"\n", scratch4.string);
VFS_PRINTF (f, "savedgamecfg\t \"%s\"\n", savedgamecfg.string);
VFS_PRINTF (f, "saved1 \"%s\"\n", saved1.string);
VFS_PRINTF (f, "saved2 \"%s\"\n", saved2.string);
VFS_PRINTF (f, "saved3 \"%s\"\n", saved3.string);
VFS_PRINTF (f, "saved4 \"%s\"\n", saved4.string);
VFS_PRINTF (f, "temp1 \"%s\"\n", temp1.string);
VFS_PRINTF (f, "noexit \"%s\"\n", noexit.string);
VFS_PRINTF (f, "pr_maxedicts\t \"%s\"\n", pr_maxedicts.string);
VFS_PRINTF (f, "progs \"%s\"\n", pr_ssqc_progs.string);
VFS_PRINTF (f, "set nextserver \"%s\"\n", Cvar_Get("nextserver", "", 0, "")->string);
VFS_PRINTF (f, "}\n");
SV_SaveLevelCache(savename, true); //add the current level.
cache = svs.levcache; //state from previous levels - just copy it all accross.
VFS_PRINTF(f, "{\n");
while(cache)
{
VFS_PRINTF(f, "%s\n", cache->mapname);
if (strcmp(cache->mapname, sv.name))
{
FS_Copy(va("saves/%s.lvc", cache->mapname), va("saves/%s/%s.lvc", savename, cache->mapname), FS_GAME, FS_GAME);
}
cache = cache->next;
}
VFS_PRINTF(f, "}\n");
VFS_PRINTF (f, "%s\n", sv.name);
VFS_CLOSE(f);
#ifdef Q2SERVER
//save the player's inventory and other map-persistant state that is owned by the gamecode.
if (ge)
{
char syspath[256];
if (!FS_NativePath(va("saves/%s/game.gsv", savename), FS_GAMEONLY, syspath, sizeof(syspath)))
return;
ge->WriteGame(syspath, false);
FS_FlushFSHashReally();
}
#endif
}
void SV_Savegame_f (void)
{
SV_Savegame(Cmd_Argv(1));
}
void SV_UpdateMaxPlayers(int newmax);
void SV_Loadgame_f (void)
{
levelcache_t *cache;
unsigned char str[MAX_LOCALINFO_STRING+1], *trim;
unsigned char savename[MAX_QPATH];
vfsfile_t *f;
unsigned char filename[MAX_OSPATH];
int version;
int clnum;
int slots;
int loadzombies = 0;
client_t *cl;
gametype_e gametype;
int len;
Q_strncpyz(savename, Cmd_Argv(1), sizeof(savename));
if (!*savename || strstr(savename, ".."))
strcpy(savename, "quicksav");
Q_snprintfz (filename, sizeof(filename), "saves/%s/info.fsv", savename);
f = FS_OpenVFS (filename, "rb", FS_GAME);
if (!f)
{
Con_TPrintf ("ERROR: couldn't open %s.\n", filename);
return;
}
VFS_GETS(f, str, sizeof(str)-1);
version = atoi(str);
if (version < FTESAVEGAME_VERSION || version >= FTESAVEGAME_VERSION+GT_MAX)
{
VFS_CLOSE (f);
Con_TPrintf ("Savegame is version %i, not %i\n", version, FTESAVEGAME_VERSION);
return;
}
gametype = version - FTESAVEGAME_VERSION;
VFS_GETS(f, str, sizeof(str)-1);
#ifndef SERVERONLY
if (!cls.state)
#endif
Con_TPrintf ("Loading game from %s...\n", filename);
for (clnum = 0; clnum < svs.allocated_client_slots; clnum++) //clear the server for the level change.
{
cl = &svs.clients[clnum];
if (cl->state <= cs_zombie)
continue;
if (cl->protocol == SCP_QUAKE2)
MSG_WriteByte (&cl->netchan.message, svcq2_stufftext);
else
MSG_WriteByte (&cl->netchan.message, svc_stufftext);
MSG_WriteString (&cl->netchan.message, "echo Loading Game;disconnect;wait;wait;reconnect\n"); //kindly ask the client to come again.
cl->istobeloaded = false;
}
SV_SendMessagesToAll();
VFS_GETS(f, str, sizeof(str)-1);
slots = atoi(str);
if (slots > svs.allocated_client_slots)
SV_UpdateMaxPlayers(slots);
for (cl = svs.clients, clnum=0; clnum < slots; cl++,clnum++)
{
if (cl->state > cs_zombie)
SV_DropClient(cl);
VFS_GETS(f, str, sizeof(str)-1);
str[sizeof(cl->namebuf)-1] = '\0';
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
strcpy(cl->namebuf, str);
cl->name = cl->namebuf;
if (*str)
{
cl->state = cs_zombie;
cl->connection_started = realtime+20;
cl->istobeloaded = true;
loadzombies++;
memset(&cl->netchan, 0, sizeof(cl->netchan));
for (len = 0; len < NUM_SPAWN_PARMS; len++)
{
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
if (*str == '(')
cl->spawn_parms[len] = atof(str);
else
{
version = atoi(str);
cl->spawn_parms[len] = *(float *)&version;
}
}
}
}
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
Info_RemovePrefixedKeys(str, '*'); //just in case
Info_RemoveNonStarKeys(svs.info);
len = strlen(svs.info);
Q_strncpyz(svs.info+len, str, sizeof(svs.info)-len);
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
Info_RemovePrefixedKeys(str, '*'); //just in case
Info_RemoveNonStarKeys(localinfo);
len = strlen(localinfo);
Q_strncpyz(localinfo+len, str, sizeof(localinfo)-len);
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
if (strcmp(str, "{"))
SV_Error("Corrupt saved game\n");
while(1)
{
if (!VFS_GETS(f, str, sizeof(str)-1))
SV_Error("Corrupt saved game\n");
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
if (!strcmp(str, "}"))
break;
else if (*str)
Cmd_ExecuteString(str, RESTRICT_RCON);
}
SV_FlushLevelCache();
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
if (strcmp(str, "{"))
SV_Error("Corrupt saved game\n");
while(1)
{
if (!VFS_GETS(f, str, sizeof(str)-1))
SV_Error("Corrupt saved game\n");
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
if (!strcmp(str, "}"))
break;
if (!*str)
continue;
cache = Z_Malloc(sizeof(levelcache_t)+strlen(str)+1);
cache->mapname = (char *)(cache+1);
strcpy(cache->mapname, str);
cache->gametype = gametype;
cache->next = svs.levcache;
FS_Copy(va("saves/%s/%s.lvc", savename, cache->mapname), va("saves/%s.lvc", cache->mapname), FS_GAME, FS_GAMEONLY);
svs.levcache = cache;
}
VFS_GETS(f, str, sizeof(str)-1);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
VFS_CLOSE(f);
#ifdef Q2SERVER
if (gametype == GT_QUAKE2)
{
flocation_t loc;
char *name = va("saves/%s/game.gsv", savename);
if (!FS_FLocateFile(name, FSLFRT_IFFOUND, &loc))
Con_Printf("Couldn't find %s.\n", name);
else if (!*loc.rawname || loc.offset)
Con_Printf("%s is inside a package and cannot be used by the quake2 gamecode.\n", name);
else
{
SVQ2_InitGameProgs();
if (ge)
ge->ReadGame(loc.rawname);
}
}
#endif
svs.gametype = gametype;
SV_LoadLevelCache(savename, str, "", true);
sv.allocated_client_slots = slots;
sv.spawned_client_slots += loadzombies;
}
#endif
#endif