f58b9802b8
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4062 fc73d0e0-1445-4013-8a0c-d673dee63da5
1265 lines
30 KiB
C
1265 lines
30 KiB
C
#include "qwsvdef.h"
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#ifndef CLIENTONLY
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//#ifdef _DEBUG
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#define NEWSAVEFORMAT
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//#endif
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extern cvar_t skill;
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extern cvar_t deathmatch;
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extern cvar_t coop;
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extern cvar_t teamplay;
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//Writes a SAVEGAME_COMMENT_LENGTH character comment describing the current
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void SV_SavegameComment (char *text)
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{
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int i;
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char kills[20];
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char *mapname = sv.mapname;
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for (i=0 ; i<SAVEGAME_COMMENT_LENGTH ; i++)
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text[i] = ' ';
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if (!mapname)
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strcpy( text, "Unnamed_Level");
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else
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{
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i = strlen(mapname);
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if (i > SAVEGAME_COMMENT_LENGTH)
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i = SAVEGAME_COMMENT_LENGTH;
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memcpy (text, mapname, i);
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}
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#ifdef Q2SERVER
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if (ge) //q2
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{
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kills[0] = '\0';
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}
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else
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#endif
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#ifdef HLSERVER
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if (svs.gametype == GT_HALFLIFE)
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{
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sprintf (kills,"kills:moo");
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}
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else
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#endif
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sprintf (kills,"kills:%3i/%3i", (int)pr_global_struct->killed_monsters, (int)pr_global_struct->total_monsters);
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memcpy (text+22, kills, strlen(kills));
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// convert space to _ to make stdio happy
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for (i=0 ; i<SAVEGAME_COMMENT_LENGTH ; i++)
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{
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if (text[i] == ' ')
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text[i] = '_';
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else if (text[i] == '\n')
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text[i] = '\0';
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}
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text[SAVEGAME_COMMENT_LENGTH] = '\0';
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}
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#ifndef NEWSAVEFORMAT
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void SV_Savegame_f (void)
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{
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int len;
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char *s = NULL;
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client_t *cl;
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int clnum;
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int version = SAVEGAME_VERSION;
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char name[256];
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FILE *f;
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int i;
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char comment[SAVEGAME_COMMENT_LENGTH+1];
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if (Cmd_Argc() != 2)
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{
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Con_TPrintf (STL_SAVESYNTAX);
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return;
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}
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if (strstr(Cmd_Argv(1), ".."))
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{
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Con_TPrintf (STL_NORELATIVEPATHS);
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return;
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}
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if (sv.state != ss_active)
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{
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Con_Printf("Can't apply: Server isn't running or is still loading\n");
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return;
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}
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sprintf (name, "%s/saves/%s", com_gamedir, Cmd_Argv(1));
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COM_DefaultExtension (name, ".sav");
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Con_TPrintf (STL_SAVEGAMETO, name);
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f = fopen (name, "w");
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if (!f)
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{
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Con_TPrintf (STL_ERRORCOULDNTOPEN);
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return;
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}
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//if there are 1 of 1 players connected
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if (sv.allocated_client_slots == 1 && svs.clients->state < cs_spawned)
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{//try to go for nq/zq compatability as this is a single player game.
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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.
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if (s)
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{
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if (progstype == PROG_QW)
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version = 6;
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else
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version = 5;
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}
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}
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fprintf (f, "%i\n", version);
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SV_SavegameComment (comment);
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fprintf (f, "%s\n", comment);
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if (version != SAVEGAME_VERSION)
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{
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for (i=0; i<NUM_SPAWN_PARMS ; i++)
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fprintf (f, "%f\n", svs.clients->spawn_parms[i]); //client 1.
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fprintf (f, "%f\n", skill.value);
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}
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else
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{
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fprintf(f, "%i\n", sv.allocated_client_slots);
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for (cl = svs.clients, clnum=0; clnum < sv.allocated_client_slots; cl++,clnum++)
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{
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if (cl->state < cs_spawned && !cl->istobeloaded) //don't save if they are still connecting
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{
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fprintf(f, "\"\"\n");
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continue;
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}
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fprintf(f, "\"%s\"\n", cl->name);
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for (i=0; i<NUM_SPAWN_PARMS ; i++)
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fprintf (f, "%f\n", cl->spawn_parms[i]);
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}
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fprintf (f, "%i\n", progstype);
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fprintf (f, "%f\n", skill.value);
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fprintf (f, "%f\n", deathmatch.value);
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fprintf (f, "%f\n", coop.value);
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fprintf (f, "%f\n", teamplay.value);
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}
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fprintf (f, "%s\n", sv.name);
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fprintf (f, "%f\n",sv.time);
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// write the light styles
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for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
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{
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if (sv.lightstyles[i])
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fprintf (f, "%s\n", sv.lightstyles[i]);
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else
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fprintf (f,"m\n");
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}
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if (!s)
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s = PR_SaveEnts(svprogfuncs, NULL, &len, 1);
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fprintf(f, "%s\n", s);
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svprogfuncs->parms->memfree(s);
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fclose (f);
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Con_TPrintf (STL_SAVEDONE);
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SV_BroadcastTPrintf(2, STL_GAMESAVED);
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}
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//FIXME: Multiplayer save probably won't work with spectators.
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void SV_Loadgame_f(void)
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{
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char filename[MAX_OSPATH];
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FILE *f;
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char mapname[MAX_QPATH];
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float time, tfloat;
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char str[32768];
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int i;
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edict_t *ent;
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int version;
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int pt;
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int slots;
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int current_skill;
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client_t *cl;
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int clnum;
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char plname[32];
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int filelen, filepos;
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char *file;
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if (Cmd_Argc() != 2)
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{
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Con_TPrintf (STL_LOADSYNTAX);
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return;
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}
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// if (sv.state != ss_active)
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// {
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// Con_Printf("Can't apply: Server isn't running or is still loading\n");
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// return;
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// }
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sprintf (filename, "%s/saves/%s", com_gamedir, Cmd_Argv(1));
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COM_DefaultExtension (filename, ".sav");
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// we can't call SCR_BeginLoadingPlaque, because too much stack space has
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// been used. The menu calls it before stuffing loadgame command
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// SCR_BeginLoadingPlaque ();
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Con_TPrintf (STL_LOADGAMEFROM, filename);
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f = fopen (filename, "rb");
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if (!f)
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{
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Con_TPrintf (STL_ERRORCOULDNTOPEN);
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return;
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}
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fscanf (f, "%i\n", &version);
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if (version != SAVEGAME_VERSION && version != 5 && version != 6) //5 for NQ, 6 for ZQ/FQ
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{
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fclose (f);
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Con_TPrintf (STL_BADSAVEVERSION, version, SAVEGAME_VERSION);
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return;
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}
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fscanf (f, "%s\n", str);
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if (version == 5)
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{
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Con_Printf("loading single player game\n");
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}
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else if (version == 6) //this is fuhquake's single player games
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{
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Con_Printf("loading single player qw game\n");
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}
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else
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Con_Printf("loading FTE saved game\n");
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for (clnum = 0; clnum < MAX_CLIENTS; clnum++) //clear the server for the level change.
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{
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cl = &svs.clients[clnum];
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if (cl->state <= cs_zombie)
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continue;
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MSG_WriteByte (&cl->netchan.message, svc_stufftext);
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MSG_WriteString (&cl->netchan.message, "disconnect;wait;reconnect\n"); //kindly ask the client to come again.
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cl->drop = true;
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}
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SV_SendMessagesToAll();
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if (version == 5 || version == 6)
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{
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slots = 1;
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for (clnum = 1; clnum < MAX_CLIENTS; clnum++) //kick all players fully. Load only player 1.
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{
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cl = &svs.clients[clnum];
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cl->istobeloaded = false;
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cl->state = cs_free;
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}
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cl = &svs.clients[0];
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#ifdef SERVERONLY
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strcpy(cl->name, "");
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#else
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strcpy(cl->name, name.string);
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#endif
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cl->state = cs_zombie;
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cl->connection_started = realtime+20;
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cl->istobeloaded = true;
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for (i=0 ; i<16 ; i++)
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fscanf (f, "%f\n", &cl->spawn_parms[i]);
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for (; i < NUM_SPAWN_PARMS; i++)
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cl->spawn_parms[i] = 0;
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}
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else //fte QuakeWorld saves ALL the clients on the server.
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{
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fscanf (f, "%f\n", &tfloat);
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slots = tfloat;
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if (!slots) //err
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{
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fclose (f);
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Con_Printf ("Corrupted save game");
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return;
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}
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for (clnum = 0; clnum < sv.allocated_client_slots; clnum++) //work out which players we had when we saved, and hope they accepted the reconnect.
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{
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cl = &svs.clients[clnum];
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fscanf(f, "%s\n", plname);
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cl->istobeloaded = false;
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cl->state = cs_free;
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COM_Parse(plname);
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if (!*com_token)
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continue;
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strcpy(cl->name, com_token);
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cl->state = cs_zombie;
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cl->connection_started = realtime+20;
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cl->istobeloaded = true;
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for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
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fscanf (f, "%f\n", &cl->spawn_parms[i]);
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}
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for (clnum = sv.allocated_client_slots; clnum < MAX_CLIENTS; clnum++)
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{ //cleanup.
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cl = &svs.clients[clnum];
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cl->istobeloaded = false;
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cl->state = cs_free;
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}
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}
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if (version == 5 || version == 6)
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{
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fscanf (f, "%f\n", &tfloat);
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current_skill = (int)(tfloat + 0.1);
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Cvar_Set ("skill", va("%i", current_skill));
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Cvar_SetValue ("deathmatch", 0);
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Cvar_SetValue ("coop", 0);
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Cvar_SetValue ("teamplay", 0);
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if (version == 5)
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{
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progstype = PROG_NQ;
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Cvar_SetVar (pr_ssqc_progs, "progs.dat"); //NQ's progs.
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}
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else
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{
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progstype = PROG_QW;
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Cvar_SetVar (&pr_ssqc_progs, "spprogs.dat"); //zquake's single player qw progs.
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}
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pt = 0;
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}
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else
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{
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fscanf (f, "%f\n", &tfloat);
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pt = tfloat;
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// this silliness is so we can load 1.06 save files, which have float skill values
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fscanf (f, "%f\n", &tfloat);
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current_skill = (int)(tfloat + 0.1);
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Cvar_Set ("skill", va("%i", current_skill));
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fscanf (f, "%f\n", &tfloat);
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Cvar_SetValue ("deathmatch", tfloat);
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fscanf (f, "%f\n", &tfloat);
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Cvar_SetValue ("coop", tfloat);
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fscanf (f, "%f\n", &tfloat);
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Cvar_SetValue ("teamplay", tfloat);
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}
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fscanf (f, "%s\n",mapname);
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fscanf (f, "%f\n",&time);
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SV_SpawnServer (mapname, NULL, false, false); //always inits MAX_CLIENTS slots. That's okay, because we can cut the max easily.
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if (sv.state != ss_active)
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{
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fclose (f);
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Con_TPrintf (STL_LOADFAILED);
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return;
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}
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sv.allocated_client_slots = slots;
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// load the light styles
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for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
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{
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fscanf (f, "%s\n", str);
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if (sv.lightstyles[i])
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Z_Free(sv.lightstyles[i]);
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sv.lightstyles[i] = Z_Malloc (strlen(str)+1);
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strcpy (sv.lightstyles[i], str);
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}
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// load the edicts out of the savegame file
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// the rest of the file is sent directly to the progs engine.
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if (version == 5 || version == 6)
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Q_InitProgs(); //reinitialize progs entirly.
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else
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{
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Q_SetProgsParms(false);
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svs.numprogs = 0;
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PR_Configure(svprogfuncs, NULL, -1, MAX_PROGS);
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PR_RegisterFields();
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PR_InitEnts(svprogfuncs, sv.max_edicts); //just in case the max edicts isn't set.
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progstype = pt; //presumably the progs.dat will be what they were before.
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}
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filepos = ftell(f);
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fseek(f, 0, SEEK_END);
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filelen = ftell(f);
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fseek(f, filepos, SEEK_SET);
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filelen -= filepos;
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file = BZ_Malloc(filelen+1+8);
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memset(file, 0, filelen+1+8);
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strcpy(file, "loadgame");
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clnum=fread(file+8, 1, filelen, f);
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file[filelen+8]='\0';
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pr_edict_size=svprogfuncs->load_ents(svprogfuncs, file, 0);
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BZ_Free(file);
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PR_LoadGlabalStruct();
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sv.time = time;
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pr_global_struct->time = sv.physicstime;
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fclose (f);
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SV_ClearWorld ();
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for (i=0 ; i<sv.num_edicts ; i++)
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{
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ent = EDICT_NUM(svprogfuncs, i);
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if (!ent)
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break;
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if (ent->isfree)
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continue;
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SV_LinkEdict (ent, false);
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}
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for (i=0 ; i<MAX_CLIENTS ; i++)
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{
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ent = EDICT_NUM(svprogfuncs, i+1);
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svs.clients[i].edict = ent;
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}
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}
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#endif
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#define CACHEGAME_VERSION 513
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void SV_FlushLevelCache(void)
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{
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levelcache_t *cache;
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while(svs.levcache)
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{
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cache = svs.levcache->next;
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Z_Free(svs.levcache);
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svs.levcache = cache;
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}
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}
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void LoadModelsAndSounds(vfsfile_t *f)
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{
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char str[32768];
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int i;
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sv.strings.model_precache[0] = PR_AddString(svprogfuncs, "", 0);
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for (i=1; i < MAX_MODELS; i++)
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{
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VFS_GETS(f, str, sizeof(str));
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if (!*str)
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break;
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sv.strings.model_precache[i] = PR_AddString(svprogfuncs, str, 0);
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}
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if (i == MAX_MODELS)
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{
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VFS_GETS(f, str, sizeof(str));
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if (*str)
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SV_Error("Too many model precaches in loadgame cache");
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}
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for (; i < MAX_MODELS; i++)
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sv.strings.model_precache[i] = NULL;
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// sv.sound_precache[0] = PR_AddString(svprogfuncs, "", 0);
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for (i=1; i < MAX_SOUNDS; i++)
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{
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VFS_GETS(f, str, sizeof(str));
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if (!*str)
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break;
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// sv.sound_precache[i] = PR_AddString(svprogfuncs, str, 0);
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}
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if (i == MAX_SOUNDS)
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{
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VFS_GETS(f, str, sizeof(str));
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if (*str)
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SV_Error("Too many sound precaches in loadgame cache");
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}
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for (; i < MAX_SOUNDS; i++)
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*sv.strings.sound_precache[i] = 0;
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}
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/*ignoreplayers - says to not tell gamecode (a loadgame rather than a level change)*/
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qboolean SV_LoadLevelCache(char *savename, char *level, char *startspot, qboolean isloadgame)
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{
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eval_t *eval, *e2;
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char name[MAX_OSPATH];
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vfsfile_t *f;
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char mapname[MAX_QPATH];
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float time;
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char str[32768];
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int i,j;
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edict_t *ent;
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int version;
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int current_skill;
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int clnum;
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int pt;
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int modelpos;
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int filelen, filepos;
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char *file;
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gametype_e gametype;
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levelcache_t *cache;
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if (isloadgame)
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{
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gametype = svs.gametype;
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|
}
|
|
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 (STL_LOADGAMEFROM, name);
|
|
|
|
#ifdef Q2SERVER
|
|
if (gametype == GT_QUAKE2)
|
|
{
|
|
char syspath[MAX_OSPATH];
|
|
SV_SpawnServer (level, startspot, false, false);
|
|
|
|
World_ClearWorld(&sv.world);
|
|
if (!ge)
|
|
{
|
|
Con_Printf("Incorrect gamecode type.\n");
|
|
return false;
|
|
}
|
|
|
|
if (!FS_NativePath(name, FS_GAME, syspath, sizeof(syspath)))
|
|
return false;
|
|
|
|
ge->ReadLevel(syspath);
|
|
|
|
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 (STL_BADSAVEVERSION, 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 (STL_LOADFAILED);
|
|
return false;
|
|
}
|
|
|
|
// sv.paused = true; // pause until all clients connect
|
|
// sv.loadgame = true;
|
|
|
|
// load the light styles
|
|
|
|
VFS_GETS(f, str, sizeof(str));
|
|
if (atoi(str) != 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++)
|
|
{
|
|
VFS_GETS(f, str, sizeof(str));
|
|
if (sv.strings.lightstyles[i])
|
|
PR_AddressableFree(svprogfuncs, sv.strings.lightstyles[i]);
|
|
sv.strings.lightstyles[i] = PR_AddressableAlloc(svprogfuncs, strlen(str)+1);
|
|
strcpy (sv.strings.lightstyles[i], str);
|
|
}
|
|
|
|
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);
|
|
clnum=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<MAX_CLIENTS ; 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));
|
|
svs.clients[i].team = PR_AddString(svprogfuncs, svs.clients[i].teambuf, sizeof(svs.clients[i].teambuf));
|
|
|
|
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<MAX_CLIENTS ; 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 (STL_SAVEGAMETO, 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 (STL_ERRORCOULDNTOPEN);
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
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++)
|
|
{
|
|
if (sv.strings.lightstyles[i])
|
|
VFS_PRINTF (f, "%s\n", sv.strings.lightstyles[i]);
|
|
else
|
|
VFS_PRINTF (f, "\n");
|
|
}
|
|
|
|
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, 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;
|
|
}
|
|
|
|
/*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_PRINTF (f, "%s\n", str);
|
|
|
|
VFS_PRINTF (f, "{\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);
|
|
}
|
|
|
|
void SV_Savegame_f (void)
|
|
{
|
|
SV_Savegame(Cmd_Argv(1));
|
|
}
|
|
|
|
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 (STL_ERRORCOULDNTOPEN);
|
|
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 (STL_BADSAVEVERSION, version, FTESAVEGAME_VERSION);
|
|
return;
|
|
}
|
|
gametype = version - FTESAVEGAME_VERSION;
|
|
VFS_GETS(f, str, sizeof(str)-1);
|
|
#ifndef SERVERONLY
|
|
if (!cls.state)
|
|
#endif
|
|
Con_TPrintf (STL_LOADGAMEFROM, filename);
|
|
|
|
|
|
for (clnum = 0; clnum < MAX_CLIENTS; 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);
|
|
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);
|
|
|
|
svs.gametype = gametype;
|
|
SV_LoadLevelCache(savename, str, "", true);
|
|
sv.allocated_client_slots = slots;
|
|
sv.spawned_client_slots += loadzombies;
|
|
}
|
|
#endif
|
|
|
|
#endif
|