mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
e4213157a9
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@737 fc73d0e0-1445-4013-8a0c-d673dee63da5
1126 lines
25 KiB
C
1126 lines
25 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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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<NUM_SPAWN_PARMS ; i++)
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fscanf (f, "%f\n", &cl->spawn_parms[i]);
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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_Set ("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_Set ("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.time;
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pr_global_struct->time = sv.time;
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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 512
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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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qboolean SV_LoadLevelCache(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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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,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 filelen, filepos;
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char *file;
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levelcache_t *cache;
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cache = svs.levcache;
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while(cache)
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{
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if (!strcmp(cache->mapname, level))
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break;
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cache = cache->next;
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}
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if (!cache)
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return false; //not visited yet. Ignore the existing caches as fakes.
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sprintf (name, "%s/saves/%s", com_gamedir, level);
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COM_DefaultExtension (name, ".lvc");
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// Con_TPrintf (STL_LOADGAMEFROM, name);
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#ifdef Q2SERVER
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if (ge)
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{
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SV_SpawnServer (level, startspot, false, false);
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SV_ClearWorld();
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ge->ReadLevel(name);
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for (i=0 ; i<100 ; i++) //run for 10 secs to iron out a few bugs.
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ge->RunFrame ();
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return true;
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}
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#endif
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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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f = fopen (name, "rb");
|
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if (!f)
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{
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Con_TPrintf (STL_ERRORCOULDNTOPEN);
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return false;
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}
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fscanf (f, "%i\n", &version);
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if (version != CACHEGAME_VERSION)
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{
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fclose (f);
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Con_TPrintf (STL_BADSAVEVERSION, version, CACHEGAME_VERSION);
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return false;
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}
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fscanf (f, "%s\n", str);
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SV_SendMessagesToAll();
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fscanf (f, "%f\n", &tfloat);
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pt = tfloat;
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|
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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);
|
|
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, startspot, false, false);
|
|
if (sv.state != ss_active)
|
|
{
|
|
fclose (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++)
|
|
{
|
|
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.
|
|
|
|
Q_SetProgsParms(false);
|
|
|
|
PR_Configure(svprogfuncs, NULL, -1, MAX_PROGS);
|
|
PR_RegisterFields();
|
|
PR_InitEnts(svprogfuncs, sv.max_edicts);
|
|
|
|
filepos = ftell(f);
|
|
fseek(f, 0, SEEK_END);
|
|
filelen = ftell(f);
|
|
fseek(f, filepos, SEEK_SET);
|
|
filelen -= filepos;
|
|
file = BZ_Malloc(filelen+1);
|
|
memset(file, 0, filelen+1);
|
|
clnum=fread(file, 1, filelen, f);
|
|
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;
|
|
|
|
fclose (f);
|
|
|
|
SV_ClearWorld ();
|
|
|
|
for (i=0 ; i<MAX_CLIENTS ; i++)
|
|
{
|
|
ent = EDICT_NUM(svprogfuncs, i+1);
|
|
svs.clients[i].edict = ent;
|
|
}
|
|
|
|
if (!ignoreplayers)
|
|
{
|
|
eval = PR_FindGlobal(svprogfuncs, "startspot", 0);
|
|
if (eval) eval->_int = (int)PR_NewString(svprogfuncs, startspot);
|
|
|
|
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++)
|
|
(&pr_global_struct->parm1)[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->next = svs.levcache;
|
|
svs.levcache = cache;
|
|
}
|
|
|
|
|
|
sprintf (name, "%s/saves/%s", com_gamedir, cache->mapname);
|
|
COM_DefaultExtension (name, ".lvc");
|
|
|
|
if (!dontharmgame) //save game in progress
|
|
Con_TPrintf (STL_SAVEGAMETO, name);
|
|
|
|
#ifdef Q2SERVER
|
|
if (!svprogfuncs)
|
|
{
|
|
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
|
|
|
|
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
|
|
{
|
|
if (sv.lightstyles[i])
|
|
fprintf (f, "%s\n", sv.lightstyles[i]);
|
|
else
|
|
fprintf (f,"m\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);
|
|
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;
|
|
|
|
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)
|
|
{
|
|
fclose (f);
|
|
Con_TPrintf (STL_BADSAVEVERSION, version, FTESAVEGAME_VERSION);
|
|
return;
|
|
}
|
|
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;
|
|
|
|
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(sv.name)+1);
|
|
cache->mapname = (char *)(cache+1);
|
|
strcpy(cache->mapname, str);
|
|
|
|
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
|