fteqw/engine/server/savegame.c
Spoike 503eff6421 Reworked the filesystem. We now support a virtual filesystem. Many places accept stream usage, although many formats do not support this.
I'm not sure if this will break anything. It shouldn't do, but it might.

Not everything is ported over yet. Ideally there would be no more use of fopen anywhere else in the engine, and com_gamedir would be made static to fs.c
There are a couple of other changes too.

http/ftp stuff is currently disabled.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1728 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-12-21 03:07:33 +00:00

1208 lines
27 KiB
C

#include "qwsvdef.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
{
sprintf (kills,"");
}
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_TPrintf (STL_SAVESYNTAX);
return;
}
if (strstr(Cmd_Argv(1), ".."))
{
Con_TPrintf (STL_NORELATIVEPATHS);
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 (STL_SAVEGAMETO, name);
f = fopen (name, "w");
if (!f)
{
Con_TPrintf (STL_ERRORCOULDNTOPEN);
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 (STL_LOADGAMEFROM, filename);
f = fopen (filename, "rb");
if (!f)
{
Con_TPrintf (STL_ERRORCOULDNTOPEN);
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 (STL_BADSAVEVERSION, 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 < MAX_CLIENTS; 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)
{
slots = 1;
for (clnum = 1; clnum < MAX_CLIENTS; clnum++) //kick all players fully. Load only player 1.
{
cl = &svs.clients[clnum];
cl->istobeloaded = false;
cl->state = cs_free;
}
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<NUM_SPAWN_PARMS ; i++)
fscanf (f, "%f\n", &cl->spawn_parms[i]);
}
else //fte QuakeWorld 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;
}
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]);
}
for (clnum = sv.allocated_client_slots; clnum < MAX_CLIENTS; clnum++)
{ //cleanup.
cl = &svs.clients[clnum];
cl->istobeloaded = false;
cl->state = cs_free;
}
}
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_Set ("progs", "progs.dat"); //NQ's progs.
}
else
{
progstype = PROG_QW;
Cvar_Set ("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 (STL_LOADFAILED);
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.time;
pr_global_struct->time = sv.time;
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<MAX_CLIENTS ; 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;
}
}
qboolean SV_LoadLevelCache(char *level, char *startspot, qboolean ignoreplayers)
{
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 clnum;
int pt;
int filelen, filepos;
char *file;
gametype_e gametype;
levelcache_t *cache;
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;
sprintf (name, "saves/%s", level);
COM_DefaultExtension (name, ".lvc");
// Con_TPrintf (STL_LOADGAMEFROM, name);
#ifdef Q2SERVER
if (gametype == GT_QUAKE2)
{
SV_SpawnServer (level, startspot, false, false);
SV_ClearWorld();
if (!ge)
{
Con_Printf("Incorrect gamecode type.\n");
return false;
}
ge->ReadLevel(name);
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, "rt", FS_GAME);
if (!f)
{
Con_TPrintf (STL_ERRORCOULDNTOPEN);
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);
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
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
{
VFS_GETS(f, str, sizeof(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.
Q_SetProgsParms(false);
PR_Configure(svprogfuncs, -1, MAX_PROGS);
PR_RegisterFields();
PR_InitEnts(svprogfuncs, sv.max_edicts);
sv.model_precache[0] = PR_AddString(svprogfuncs, "", 0);
for (i=1; i < MAX_MODELS; i++)
{
VFS_GETS(f, str, sizeof(str));
if (!*str)
break;
sv.model_precache[i] = PR_AddString(svprogfuncs, str, 0);
}
if (i == MAX_MODELS)
{
VFS_GETS(f, str, sizeof(str));
if (*str)
SV_Error("Too many model precaches in loadgame cache");
}
for (; i < MAX_SOUNDS; i++)
sv.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.sound_precache[i] = 0;
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';
pr_edict_size=svprogfuncs->load_ents(svprogfuncs, file, 0);
BZ_Free(file);
progstype = pt;
PR_LoadGlabalStruct();
pr_global_struct->time = sv.time = time;
VFS_CLOSE(f);
SV_ClearWorld ();
for (i=0 ; i<MAX_CLIENTS ; i++)
{
ent = EDICT_NUM(svprogfuncs, i+1);
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 (!ignoreplayers)
{
eval = PR_FindGlobal(svprogfuncs, "startspot", 0);
if (eval) eval->_int = (int)PR_NewString(svprogfuncs, startspot, 0);
eval = PR_FindGlobal(svprogfuncs, "ClientReEnter", 0);
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++)
*spawnparamglobals[j] = host_client->spawn_parms[j];
pr_global_struct->time = sv.time;
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.num_edicts ; i++)
{
ent = EDICT_NUM(svprogfuncs, i);
if (ent->isfree)
continue;
SV_LinkEdict (ent, false); // force retouch even for stationary
}
return true; //yay
}
void SV_SaveLevelCache(qboolean dontharmgame)
{
int len;
char *s;
client_t *cl;
int clnum;
char name[256];
FILE *f;
int i;
char comment[SAVEGAME_COMMENT_LENGTH+1];
levelcache_t *cache;
if (!sv.state)
return;
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;
}
sprintf (name, "%s/saves/%s", com_gamedir, cache->mapname);
COM_DefaultExtension (name, ".lvc");
COM_CreatePath(name);
if (!dontharmgame) //save game in progress
Con_TPrintf (STL_SAVEGAMETO, name);
#ifdef Q2SERVER
if (ge)
{
char path[256];
strcpy(path, name);
path[COM_SkipPath(name)-name] = '\0';
Sys_mkdir(path);
ge->WriteLevel(name);
return;
}
#endif
f = fopen (name, "wb");
if (!f)
{
Con_TPrintf (STL_ERRORCOULDNTOPEN);
return;
}
fprintf (f, "%i\n", CACHEGAME_VERSION);
SV_SavegameComment (comment);
fprintf (f, "%s\n", comment);
for (cl = svs.clients, clnum=0; clnum < MAX_CLIENTS; cl++,clnum++)//fake dropping
{
if ((cl->state < cs_spawned && !cl->istobeloaded) || dontharmgame) //don't drop if they are still connecting
{
continue;
}
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);
}
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);
}
}
fprintf (f, "%d\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
fprintf (f, "%i\n",MAX_LIGHTSTYLES);
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
{
if (sv.lightstyles[i])
fprintf (f, "%s\n", sv.lightstyles[i]);
else
fprintf (f,"m\n");
}
for (i=1 ; i<MAX_MODELS ; i++)
{
if (sv.model_precache[i])
fprintf (f, "%s\n", sv.model_precache[i]);
else
break;
}
fprintf (f,"\n");
for (i=1 ; i<MAX_SOUNDS ; i++)
{
if (*sv.sound_precache[i])
fprintf (f, "%s\n", sv.sound_precache[i]);
else
break;
}
fprintf (f,"\n");
s = PR_SaveEnts(svprogfuncs, NULL, &len, 1);
fprintf(f, "%s\n", s);
svprogfuncs->parms->memfree(s);
fclose (f);
}
#ifdef NEWSAVEFORMAT
#define FTESAVEGAME_VERSION 25000
void SV_Savegame_f (void)
{
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;
extern cvar_t progs;
client_t *cl;
int clnum;
char comment[SAVEGAME_COMMENT_LENGTH+1];
FILE *f, *f2;
char filename[MAX_OSPATH];
int len;
char *buffer=NULL;
int buflen=0;
char *savename;
levelcache_t *cache;
char str[MAX_LOCALINFO_STRING+1];
if (!sv.state)
{
Con_Printf("Server is not active - unable to save\n");
return;
}
savename = Cmd_Argv(1);
if (!*savename || strstr(savename, ".."))
savename = "quicksav";
sprintf (filename, "%s/saves/%s/info.fsv", com_gamedir, savename);
COM_CreatePath(filename);
f = fopen(filename, "wt");
if (!f)
{
Con_Printf("Couldn't open file %s\n", filename);
return;
}
SV_SavegameComment(comment);
fprintf (f, "%d\n", FTESAVEGAME_VERSION+svs.gametype);
fprintf (f, "%s\n", comment);
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);
if (*cl->name)
for (len = 0; len < NUM_SPAWN_PARMS; len++)
fprintf(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, '*');
fprintf (f, "%s\"\n", str);
Q_strncpyz(str, localinfo, sizeof(str));
Info_RemovePrefixedKeys(str, '*');
fprintf (f, "%s\n", str);
fprintf (f, "{\n"); //all game vars. FIXME: Should save the ones that have been retrieved/set by progs.
fprintf (f, "skill \"%s\"\n", skill.string);
fprintf (f, "deathmatch \"%s\"\n", deathmatch.string);
fprintf (f, "coop \"%s\"\n", coop.string);
fprintf (f, "teamplay \"%s\"\n", teamplay.string);
fprintf (f, "nomonsters \"%s\"\n", nomonsters.string);
fprintf (f, "gamecfg\t \"%s\"\n", gamecfg.string);
fprintf (f, "scratch1 \"%s\"\n", scratch1.string);
fprintf (f, "scratch2 \"%s\"\n", scratch2.string);
fprintf (f, "scratch3 \"%s\"\n", scratch3.string);
fprintf (f, "scratch4 \"%s\"\n", scratch4.string);
fprintf (f, "savedgamecfg\t \"%s\"\n", savedgamecfg.string);
fprintf (f, "saved1 \"%s\"\n", saved1.string);
fprintf (f, "saved2 \"%s\"\n", saved2.string);
fprintf (f, "saved3 \"%s\"\n", saved3.string);
fprintf (f, "saved4 \"%s\"\n", saved4.string);
fprintf (f, "temp1 \"%s\"\n", temp1.string);
fprintf (f, "noexit \"%s\"\n", noexit.string);
fprintf (f, "pr_maxedicts\t \"%s\"\n", pr_maxedicts.string);
fprintf (f, "progs \"%s\"\n", progs.string);
fprintf (f, "set nextserver \"%s\"\n", Cvar_Get("nextserver", "", 0, "")->string);
fprintf (f, "}\n");
SV_SaveLevelCache(true); //add the current level. Note that this can cause reentry problems.
cache = svs.levcache; //state from previous levels - just copy it all accross.
fprintf(f, "{\n");
while(cache)
{
fprintf(f, "%s\n", cache->mapname);
sprintf (filename, "%s/saves/%s.lvc", com_gamedir, cache->mapname);
f2 = fopen(filename, "rb");
if (!f2)
break;
fseek(f2, 0, SEEK_END);
len = ftell(f2);
if (!len)
{
Con_Printf("WARNING: %s was empty\n");
fclose(f2);
cache = cache->next;
continue;
}
fseek(f2, 0, SEEK_SET);
if (!buffer || buflen < len)
{
if (buffer) BZ_Free(buffer);
buffer = BZ_Malloc(len);
buflen = len;
}
fread(buffer, len, 1, f2);
fclose(f2);
sprintf (filename, "%s/saves/%s/%s.lvc", com_gamedir, savename, cache->mapname);
f2 = fopen(filename, "wb");
if (!f2)
break;
fwrite(buffer, len, 1, f2);
fclose(f2);
cache = cache->next;
}
fprintf(f, "}\n");
fprintf (f, "%s\n", sv.name);
fclose(f);
}
void SV_Loadgame_f (void)
{
levelcache_t *cache;
char str[MAX_LOCALINFO_STRING+1], *trim;
char savename[MAX_QPATH];
FILE *f, *fi, *fo;
char filename[MAX_OSPATH];
int version;
int clnum;
int slots;
client_t *cl;
gametype_e gametype;
int len, buflen=0;
char *buffer=NULL;
Q_strncpyz(savename, Cmd_Argv(1), sizeof(savename));
if (!*savename || strstr(savename, ".."))
strcpy(savename, "quicksav");
sprintf (filename, "%s/saves/%s/info.fsv", com_gamedir, savename);
f = fopen (filename, "rt");
if (!f)
{
Con_TPrintf (STL_ERRORCOULDNTOPEN);
return;
}
fgets(str, sizeof(str)-1, f);
version = atoi(str);
if (version < FTESAVEGAME_VERSION || version >= FTESAVEGAME_VERSION+GT_MAX)
{
fclose (f);
Con_TPrintf (STL_BADSAVEVERSION, version, FTESAVEGAME_VERSION);
return;
}
gametype = version - FTESAVEGAME_VERSION;
fgets(str, sizeof(str)-1, f);
#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();
fgets(str, sizeof(str)-1, f);
slots = atoi(str);
for (cl = svs.clients, clnum=0; clnum < slots; cl++,clnum++)
{
if (cl->state > cs_zombie)
SV_DropClient(cl);
fgets(str, sizeof(str)-1, f);
str[sizeof(cl->name)-1] = '\0';
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
strcpy(cl->name, str);
if (*str)
{
cl->state = cs_zombie;
cl->connection_started = realtime+20;
cl->istobeloaded = true;
memset(&cl->netchan, 0, sizeof(cl->netchan));
for (len = 0; len < NUM_SPAWN_PARMS; len++)
{
fgets(str, sizeof(str)-1, f);
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;
}
}
}
}
fgets(str, sizeof(str)-1, f);
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);
fgets(str, sizeof(str)-1, f);
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);
fgets(str, sizeof(str)-1, f);
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 (!fgets(str, sizeof(str)-1, f))
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();
fgets(str, sizeof(str)-1, f);
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 (!fgets(str, sizeof(str)-1, f))
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;
sprintf (filename, "%s/saves/%s/%s.lvc", com_gamedir, savename, cache->mapname);
fi = fopen(filename, "rb");
if (!fi)
{
Z_Free(cache);
continue;
}
fseek(fi, 0, SEEK_END);
len = ftell(fi);
fseek(fi, 0, SEEK_SET);
if (!buffer || buflen < len)
{
if (buffer) BZ_Free(buffer);
buffer = BZ_Malloc(len);
buflen = len;
}
fread(buffer, len, 1, fi);
fclose(fi);
sprintf (filename, "%s/saves/%s.lvc", com_gamedir, cache->mapname);
fo = fopen(filename, "wb");
if (!fo)
{
Z_Free(cache);
continue;
}
fwrite(buffer, len, 1, fo);
fclose(fo);
svs.levcache = cache;
}
if (buffer)
Z_Free(buffer);
fgets(str, sizeof(str)-1, f);
for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--)
*trim='\0';
for (trim = str; *trim <= ' ' && *trim; trim++)
;
fclose(f);
SV_LoadLevelCache(str, "", true);
sv.allocated_client_slots = slots;
}
#endif
#endif