mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
9ee7301d32
playing around with fragmentation and mtus. added net_mtu to negotiate some mtu size for smaller (or larger) network messages. setting a custom mtu allows for message fragmentation too. trying to add a reworked deltaing protocol, including all sorts of fun stuff like bbox sizes, and higher ent limits. added support for content override entities. set the skin field to some (negative) contents value, and you get movable water with prediction and waterwarp and everything, though you likely want a custom qbsp or a shader to get backface culling. removed some madness with model skins, fixing some weird q3 bugs. fixed forced-pause-on-start for q2 fixed q3 server to actually accept client packets again. fixed strftime builtin git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3979 fc73d0e0-1445-4013-8a0c-d673dee63da5
1254 lines
29 KiB
C
1254 lines
29 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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qboolean SV_LoadLevelCache(char *savename, char *level, char *startspot, qboolean ignoreplayers)
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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;
|
|
|
|
int pt;
|
|
|
|
int modelpos;
|
|
|
|
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;
|
|
|
|
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;
|
|
}
|
|
|
|
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
|
|
{
|
|
VFS_GETS(f, str, sizeof(str));
|
|
if (sv.strings.lightstyles[i])
|
|
Z_Free(sv.strings.lightstyles[i]);
|
|
sv.strings.lightstyles[i] = Z_Malloc (strlen(str)+1);
|
|
strcpy (sv.strings.lightstyles[i], str);
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
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++)
|
|
{
|
|
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));
|
|
|
|
svs.clients[i].playerclass = ent->xv->playerclass;
|
|
}
|
|
|
|
if (!ignoreplayers)
|
|
{
|
|
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_FlushFSHash();
|
|
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);
|
|
|
|
FS_FlushFSHash();
|
|
}
|
|
|
|
#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);
|
|
|
|
FS_FlushFSHash();
|
|
}
|
|
|
|
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);
|
|
|
|
SV_LoadLevelCache(savename, str, "", true);
|
|
sv.allocated_client_slots = slots;
|
|
sv.spawned_client_slots += loadzombies;
|
|
}
|
|
#endif
|
|
|
|
#endif
|