1492 lines
36 KiB
C++
1492 lines
36 KiB
C++
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// Filename:- sv_savegame.cpp
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//
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// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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// a little naughty, since these are in the renderer, but I need access to them for savegames, so...
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//
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extern void Decompress_JPG( const char *filename, byte *pJPGData, unsigned char **pic, int *width, int *height );
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extern byte *Compress_JPG(int *pOutputSize, int quality, int image_width, int image_height, byte *image_buffer, qboolean bInvertDuringCompression);
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#define JPEG_IMAGE_QUALITY 95
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//#define USE_LAST_SAVE_FROM_THIS_MAP // enable this if you want to use the last explicity-loaded savegame from this map
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// when respawning after dying, else it'll just load "auto" regardless
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// (EF1 behaviour). I should maybe time/date check them though?
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#include "server.h"
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#include "..\game\statindex.h"
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#include "..\game\weapons.h"
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#include "..\game\g_items.h"
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#pragma warning(disable : 4786) // identifier was truncated (STL crap)
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#pragma warning(disable : 4710) // function was not inlined (STL crap)
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#pragma warning(disable : 4512) // yet more STL drivel...
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#include <map>
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using namespace std;
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static char saveGameComment[iSG_COMMENT_SIZE];
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//#define SG_PROFILE // enable for debug save stats if you want
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#ifdef _DEBUG
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#include <windows.h>
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#define DEBUGOUT(blah) OutputDebugString(blah);
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#else
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#define DEBUGOUT(blah)
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#endif
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int giSaveGameVersion; // filled in when a savegame file is opened
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fileHandle_t fhSaveGame = 0;
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SavedGameJustLoaded_e eSavedGameJustLoaded = eNO;
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qboolean qbSGReadIsTestOnly = qfalse; // this MUST be left in this state
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char sLastSaveFileLoaded[MAX_QPATH]={0};
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#define SG_MAGIC 0x1234abcd
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//#define iSG_COMMENT_SIZE 64
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#define iSG_MAPCMD_SIZE MAX_TOKEN_CHARS
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#ifndef LPCSTR
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typedef const char * LPCSTR;
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#endif
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static char *SG_GetSaveGameMapName(const char *psPathlessBaseName);
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static void CompressMem_FreeScratchBuffer(void);
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#ifdef SG_PROFILE
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class CChid
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{
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private:
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int m_iCount;
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int m_iSize;
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public:
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CChid()
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{
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m_iCount = 0;
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m_iSize = 0;
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}
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void Add(int iLength)
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{
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m_iCount++;
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m_iSize += iLength;
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}
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int GetCount()
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{
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return m_iCount;
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}
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int GetSize()
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{
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return m_iSize;
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}
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};
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typedef map<unsigned long, CChid> CChidInfo_t;
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CChidInfo_t save_info;
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#endif
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LPCSTR SG_GetChidText(unsigned long chid)
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{
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static char chidtext[5];
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*(unsigned long *)chidtext = BigLong(chid);
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chidtext[4] = 0;
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return chidtext;
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}
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// (copes with up to 8 ptr returns at once)
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//
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static LPCSTR SG_AddSavePath( LPCSTR psPathlessBaseName )
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{
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static char sSaveName[8][MAX_OSPATH];
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static int i=0;
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i=++i&7;
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Com_sprintf( sSaveName[i], MAX_OSPATH, "saves/%s.sav", psPathlessBaseName );
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return sSaveName[i];
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}
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void SG_WipeSavegame( LPCSTR psPathlessBaseName )
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{
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LPCSTR psLocalFilename = SG_AddSavePath( psPathlessBaseName );
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FS_DeleteUserGenFile( psLocalFilename );
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}
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static qboolean SG_Copy( LPCSTR psPathlessBaseName_Src, LPCSTR psPathlessBaseName_Dst )
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{
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LPCSTR psLocalFilename_Src = SG_AddSavePath( psPathlessBaseName_Src );
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LPCSTR psLocalFilename_Dst = SG_AddSavePath( psPathlessBaseName_Dst );
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qboolean qbCopyWentOk = FS_CopyUserGenFile( psLocalFilename_Src, psLocalFilename_Dst );
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if (!qbCopyWentOk)
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{
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Com_Printf(S_COLOR_RED "Error during savegame-rename. Check \"%s\" for write-protect or disk full!\n", psLocalFilename_Dst );
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return qfalse;
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}
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return qtrue;
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}
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static qboolean SG_Create( LPCSTR psPathlessBaseName )
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{
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SG_WipeSavegame( psPathlessBaseName );
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LPCSTR psLocalFilename = SG_AddSavePath( psPathlessBaseName );
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fhSaveGame = FS_FOpenFileWrite( psLocalFilename );
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if(!fhSaveGame)
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{
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Com_Printf(S_COLOR_RED "Failed to create new savegame file \"%s\"\n", psLocalFilename );
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return qfalse;
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}
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#ifdef SG_PROFILE
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assert( save_info.empty() );
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#endif
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giSaveGameVersion = iSAVEGAME_VERSION;
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SG_Append('_VER', &giSaveGameVersion, sizeof(giSaveGameVersion));
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return qtrue;
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}
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// called from the ERR_DROP stuff just in case the error occured during loading of a saved game, because if
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// we didn't do this then we'd run out of quake file handles after the 8th load fail...
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//
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void SG_Shutdown()
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{
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if (fhSaveGame )
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{
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FS_FCloseFile( fhSaveGame );
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fhSaveGame = NULL;
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}
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eSavedGameJustLoaded = eNO; // important to do this if we ERR_DROP during loading, else next map you load after
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// a bad save-file you'll arrive at dead :-)
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}
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qboolean SG_Close()
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{
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assert( fhSaveGame );
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FS_FCloseFile( fhSaveGame );
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fhSaveGame = NULL;
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#ifdef SG_PROFILE
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if (!sv_testsave->value)
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{
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CChidInfo_t::iterator it;
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int iCount = 0, iSize = 0;
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Com_DPrintf(S_COLOR_CYAN "================================\n");
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Com_DPrintf(S_COLOR_WHITE "CHID Count Size\n\n");
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for(it = save_info.begin(); it != save_info.end(); ++it)
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{
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Com_DPrintf("%s %5d %8d\n", SG_GetChidText((*it).first), (*it).second.GetCount(), (*it).second.GetSize());
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iCount += (*it).second.GetCount();
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iSize += (*it).second.GetSize();
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}
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Com_DPrintf("\n" S_COLOR_WHITE "%d chunks making %d bytes\n", iCount, iSize);
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Com_DPrintf(S_COLOR_CYAN "================================\n");
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save_info.clear();
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}
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#endif
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CompressMem_FreeScratchBuffer();
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return qtrue;
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}
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qboolean SG_Open( LPCSTR psPathlessBaseName )
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{
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// if ( fhSaveGame ) // hmmm...
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// { //
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// SG_Close(); //
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// } //
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assert( !fhSaveGame); // I'd rather know about this
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LPCSTR psLocalFilename = SG_AddSavePath( psPathlessBaseName );
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FS_FOpenFileRead( psLocalFilename, &fhSaveGame, qtrue ); //qtrue = dup handle, so I can close it ok later
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if (!fhSaveGame)
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{
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// Com_Printf(S_COLOR_RED "Failed to open savegame file %s\n", psLocalFilename);
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Com_DPrintf("Failed to open savegame file %s\n", psLocalFilename);
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return qfalse;
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}
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SG_Read('_VER', &giSaveGameVersion, sizeof(giSaveGameVersion));
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if (giSaveGameVersion != iSAVEGAME_VERSION)
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{
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SG_Close();
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Com_Printf (S_COLOR_RED "File \"%s\" has version # %d (expecting %d)\n",giSaveGameVersion, iSAVEGAME_VERSION);
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return qfalse;
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}
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return qtrue;
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}
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// you should only call this when you know you've successfully opened a savegame, and you want to query for
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// whether it's an old (street-copy) version, or a new (expansion-pack) version
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//
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int SG_Version(void)
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{
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return giSaveGameVersion;
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}
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void SV_WipeGame_f(void)
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{
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if (Cmd_Argc() != 2)
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{
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Com_Printf (S_COLOR_RED "USAGE: wipe <name>\n");
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return;
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}
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if (!stricmp (Cmd_Argv(1), "auto") )
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{
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Com_Printf (S_COLOR_RED "Can't wipe 'auto'\n");
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return;
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}
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SG_WipeSavegame(Cmd_Argv(1));
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// Com_Printf("%s has been wiped\n", Cmd_Argv(1)); // wurde gel<65>scht in german, but we've only got one string
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Com_Printf("Ok\n");
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}
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/*
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// Store given string in saveGameComment for later use when game is
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// actually saved
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*/
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void SG_StoreSaveGameComment(const char *sComment)
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{
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memmove(saveGameComment,sComment,iSG_COMMENT_SIZE);
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}
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qboolean SV_TryLoadTransition( const char *mapname )
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{
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char *psFilename = va( "hub/%s", mapname );
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Com_Printf (S_COLOR_CYAN "Restoring game \"%s\"...\n", psFilename);
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if ( !SG_ReadSavegame( psFilename ) )
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{//couldn't load a savegame
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return qfalse;
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}
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Com_Printf (S_COLOR_CYAN "Done.\n");
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return qtrue;
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}
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void SV_LoadGame_f(void)
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{
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// // check server is running
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// //
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// if ( !com_sv_running->integer )
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// {
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// Com_Printf( "Server is not running\n" );
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// return;
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// }
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if (Cmd_Argc() != 2)
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{
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Com_Printf ("USAGE: load <filename>\n");
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return;
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}
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const char *psFilename = Cmd_Argv(1);
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if (strstr (psFilename, "..") || strstr (psFilename, "/") || strstr (psFilename, "\\") )
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{
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Com_Printf (S_COLOR_RED "Bad loadgame name.\n");
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return;
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}
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if (!stricmp (psFilename, "current"))
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{
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Com_Printf (S_COLOR_RED "Can't load from \"current\"\n");
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return;
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}
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// special case, if doing a respawn then check that the available auto-save (if any) is from the same map
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// as we're currently on (if in a map at all), if so, load that "auto", else re-load the last-loaded file...
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//
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if (!stricmp(psFilename, "*respawn"))
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{
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psFilename = "auto"; // default to standard respawn behaviour
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// see if there's a last-loaded file to even check against as regards loading...
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//
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if ( sLastSaveFileLoaded[0] )
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{
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LPCSTR psServerInfo = sv.configstrings[CS_SERVERINFO];
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LPCSTR psMapName = Info_ValueForKey( psServerInfo, "mapname" );
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char *psMapNameOfAutoSave = SG_GetSaveGameMapName("auto");
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if ( !Q_stricmp(psMapName,"_brig") )
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{//if you're in the brig and there is no autosave, load the last loaded savegame
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if ( !psMapNameOfAutoSave )
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{
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psFilename = sLastSaveFileLoaded;
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}
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}
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else
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{
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#ifdef USE_LAST_SAVE_FROM_THIS_MAP
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// if the map name within the name of the last save file we explicitly loaded is the same
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// as the current map, then use that...
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//
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char *psMapNameOfLastSaveFileLoaded = SG_GetSaveGameMapName(sLastSaveFileLoaded);
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if (!Q_stricmp(psMapName,psMapNameOfLastSaveFileLoaded)))
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{
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psFilename = sLastSaveFileLoaded;
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}
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else
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#endif
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if (!(psMapName && psMapNameOfAutoSave && !Q_stricmp(psMapName,psMapNameOfAutoSave)))
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{
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// either there's no auto file, or it's from a different map to the one we've just died on...
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//
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psFilename = sLastSaveFileLoaded;
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}
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}
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}
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//default will continue to load auto
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}
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Com_Printf (S_COLOR_CYAN "Loading game \"%s\"...\n", psFilename);
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SG_ReadSavegame(psFilename);
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Com_Printf (S_COLOR_CYAN "Done.\n");
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}
|
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|
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void SV_SaveGame_f(void)
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{
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// check server is running
|
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//
|
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if ( !com_sv_running->integer )
|
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{
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Com_Printf( S_COLOR_RED "Server is not running\n" );
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return;
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}
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|||
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|
|||
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if (sv.state != SS_GAME)
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{
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Com_Printf (S_COLOR_RED "You must be in a game to save.\n");
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return;
|
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}
|
|||
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|
|||
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// check args...
|
|||
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//
|
|||
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if ( Cmd_Argc() != 2 )
|
|||
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{
|
|||
|
Com_Printf( "USAGE: \"save <filename>\"\n" );
|
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|
return;
|
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}
|
|||
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|
|||
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|
|||
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if (svs.clients[0].frames[svs.clients[0].netchan.outgoingSequence & PACKET_MASK].ps.stats[STAT_HEALTH] <= 0)
|
|||
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{
|
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Com_Printf (S_COLOR_RED "\nCan't savegame while dead!\n");
|
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|
return;
|
|||
|
}
|
|||
|
|
|||
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//this check catches deaths even the instant you die, like during a slo-mo death!
|
|||
|
gentity_t *svent;
|
|||
|
svent = SV_GentityNum(0);
|
|||
|
if (svent->client->stats[STAT_HEALTH]<=0)
|
|||
|
{
|
|||
|
Com_Printf (S_COLOR_RED "\nCan't savegame while dead!\n");
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
char *psFilename = Cmd_Argv(1);
|
|||
|
|
|||
|
if (!stricmp (psFilename, "current"))
|
|||
|
{
|
|||
|
Com_Printf (S_COLOR_RED "Can't save to 'current'\n");
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if (!stricmp (psFilename, "quik*") || !stricmp (psFilename, "auto*") )
|
|||
|
{
|
|||
|
extern void SCR_PrecacheScreenshot(); //scr_scrn.cpp
|
|||
|
SCR_PrecacheScreenshot();
|
|||
|
if (psFilename[4]=='*'){
|
|||
|
psFilename[4]=0; //remove the *
|
|||
|
}
|
|||
|
SG_StoreSaveGameComment(""); // clear previous comment/description, which will force time/date comment.
|
|||
|
}
|
|||
|
|
|||
|
if (strstr (psFilename, "..") || strstr (psFilename, "/") || strstr (psFilename, "\\") )
|
|||
|
{
|
|||
|
Com_Printf (S_COLOR_RED "Bad savegame name.\n");
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
//Com_Printf (S_COLOR_CYAN "Saving game \"%s\"...\n", psFilename);
|
|||
|
SG_WriteSavegame(psFilename, qfalse);
|
|||
|
//Com_Printf (S_COLOR_CYAN "Done.\n");
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
//---------------
|
|||
|
static void WriteGame(qboolean autosave)
|
|||
|
{
|
|||
|
SG_Append('GAME', &autosave, sizeof(autosave));
|
|||
|
|
|||
|
if (autosave)
|
|||
|
{
|
|||
|
// write out player ammo level, health, etc...
|
|||
|
//
|
|||
|
extern void SV_Player_EndOfLevelSave(void);
|
|||
|
SV_Player_EndOfLevelSave(); // this sets up the various cvars needed, so we can then write them to disk
|
|||
|
//
|
|||
|
char s[MAX_STRING_CHARS];
|
|||
|
|
|||
|
// write health/armour etc...
|
|||
|
//
|
|||
|
memset(s,0,sizeof(s));
|
|||
|
Cvar_VariableStringBuffer( sCVARNAME_PLAYERSAVE, s, sizeof(s) );
|
|||
|
SG_Append('CVSV', &s, sizeof(s));
|
|||
|
|
|||
|
// write ammo...
|
|||
|
//
|
|||
|
for ( int i=0; i<AMMO_MAX; i++)
|
|||
|
{
|
|||
|
memset(s,0,sizeof(s));
|
|||
|
Cvar_VariableStringBuffer( va("playerammo%d",i), s, sizeof(s) );
|
|||
|
SG_Append('AMMO', &s, sizeof(s));
|
|||
|
}
|
|||
|
|
|||
|
// write inventory...
|
|||
|
//
|
|||
|
for ( i=0; i<INV_MAX; i++)
|
|||
|
{
|
|||
|
memset(s,0,sizeof(s));
|
|||
|
Cvar_VariableStringBuffer( va("playerinv%d",i), s, sizeof(s) );
|
|||
|
SG_Append('IVTY', &s, sizeof(s));
|
|||
|
}
|
|||
|
|
|||
|
// the new JK2 stuff - force powers, etc...
|
|||
|
//
|
|||
|
for ( i=0; i<NUM_FORCE_POWERS; i++ )
|
|||
|
{
|
|||
|
memset(s,0,sizeof(s));
|
|||
|
Cvar_VariableStringBuffer( va("playerfplvl%d",i), s, sizeof(s) );
|
|||
|
SG_Append('FPLV', &s, sizeof(s));
|
|||
|
}
|
|||
|
|
|||
|
Cvar_VariableStringBuffer( "playerfpknown", s, sizeof(s) );
|
|||
|
SG_Append('FPKN', &s, sizeof(s));
|
|||
|
|
|||
|
Cvar_VariableStringBuffer( "playerfp", s, sizeof(s) );
|
|||
|
SG_Append('PLFP', &s, sizeof(s));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
static qboolean ReadGame (void)
|
|||
|
{
|
|||
|
qboolean qbAutoSave;
|
|||
|
SG_Read('GAME', (void *)&qbAutoSave, sizeof(qbAutoSave));
|
|||
|
|
|||
|
if (qbAutoSave)
|
|||
|
{
|
|||
|
char s[MAX_STRING_CHARS]={0};
|
|||
|
|
|||
|
// read health/armour etc...
|
|||
|
//
|
|||
|
memset(s,0,sizeof(s));
|
|||
|
SG_Read('CVSV', (void *)&s, sizeof(s));
|
|||
|
Cvar_Set( sCVARNAME_PLAYERSAVE, s );
|
|||
|
|
|||
|
// read ammo...
|
|||
|
//
|
|||
|
for ( int i=0; i<AMMO_MAX; i++)
|
|||
|
{
|
|||
|
memset(s,0,sizeof(s));
|
|||
|
SG_Read('AMMO', (void *)&s, sizeof(s));
|
|||
|
Cvar_Set( va("playerammo%d",i), s);
|
|||
|
}
|
|||
|
|
|||
|
// read inventory...
|
|||
|
//
|
|||
|
for ( i=0; i<INV_MAX; i++)
|
|||
|
{
|
|||
|
memset(s,0,sizeof(s));
|
|||
|
SG_Read('IVTY', (void *)&s, sizeof(s));
|
|||
|
Cvar_Set( va("playerinv%d",i), s);
|
|||
|
}
|
|||
|
|
|||
|
for ( i=0; i<NUM_FORCE_POWERS; i++ )
|
|||
|
{
|
|||
|
memset(s,0,sizeof(s));
|
|||
|
SG_Read('FPLV', (void *)&s, sizeof(s));
|
|||
|
Cvar_Set( va("playerfplvl%d",i), s );
|
|||
|
}
|
|||
|
|
|||
|
SG_Read('FPKN', (void *)&s, sizeof(s));
|
|||
|
Cvar_Set( "playerfpknown", s );
|
|||
|
|
|||
|
SG_Read('PLFP', (void *)&s, sizeof(s));
|
|||
|
Cvar_Set( "playerfp", s );
|
|||
|
}
|
|||
|
|
|||
|
return qbAutoSave;
|
|||
|
}
|
|||
|
|
|||
|
//---------------
|
|||
|
|
|||
|
|
|||
|
// write all CVAR_USERINFO cvars
|
|||
|
// these will be things like model, name, ...
|
|||
|
//
|
|||
|
extern cvar_t *cvar_vars; // I know this is really unpleasant, but I need access for scanning/writing latched cvars during save games
|
|||
|
|
|||
|
void SG_WriteCvars(void)
|
|||
|
{
|
|||
|
cvar_t *var;
|
|||
|
int iCount = 0;
|
|||
|
|
|||
|
// count the latched cvars...
|
|||
|
//
|
|||
|
for (var = cvar_vars; var; var = var->next)
|
|||
|
{
|
|||
|
if (!(var->flags & CVAR_USERINFO))
|
|||
|
{
|
|||
|
continue;
|
|||
|
}
|
|||
|
iCount++;
|
|||
|
}
|
|||
|
|
|||
|
// store count...
|
|||
|
//
|
|||
|
SG_Append('CVCN', &iCount, sizeof(iCount));
|
|||
|
|
|||
|
// write 'em...
|
|||
|
//
|
|||
|
for (var = cvar_vars; var; var = var->next)
|
|||
|
{
|
|||
|
if (!(var->flags & CVAR_USERINFO))
|
|||
|
{
|
|||
|
continue;
|
|||
|
}
|
|||
|
SG_Append('CVAR', var->name, strlen(var->name) + 1);
|
|||
|
SG_Append('VALU', var->string, strlen(var->string) + 1);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void SG_ReadCvars(void)
|
|||
|
{
|
|||
|
int iCount;
|
|||
|
char *psName;
|
|||
|
char *psValue;
|
|||
|
|
|||
|
SG_Read('CVCN', &iCount, sizeof(iCount));
|
|||
|
|
|||
|
for (int i = 0; i < iCount; i++)
|
|||
|
{
|
|||
|
SG_Read('CVAR', NULL, 0, (void **)&psName);
|
|||
|
SG_Read('VALU', NULL, 0, (void **)&psValue);
|
|||
|
|
|||
|
Cvar_Set (psName, psValue);
|
|||
|
|
|||
|
Z_Free( psName );
|
|||
|
Z_Free( psValue );
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void SG_WriteServerConfigStrings( void )
|
|||
|
{
|
|||
|
int iCount = 0;
|
|||
|
int i; // not in FOR statement in case compiler goes weird by reg-optimising it then failing to get the address later
|
|||
|
|
|||
|
// count how many non-blank server strings there are...
|
|||
|
//
|
|||
|
for ( i=0; i<MAX_CONFIGSTRINGS; i++)
|
|||
|
{
|
|||
|
if (i!=CS_SYSTEMINFO)
|
|||
|
{
|
|||
|
if (sv.configstrings[i] && strlen(sv.configstrings[i])) // paranoia... <g>
|
|||
|
{
|
|||
|
iCount++;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
SG_Append('CSCN', &iCount, sizeof(iCount));
|
|||
|
|
|||
|
// now write 'em...
|
|||
|
//
|
|||
|
for (i=0; i<MAX_CONFIGSTRINGS; i++)
|
|||
|
{
|
|||
|
if (i!=CS_SYSTEMINFO)
|
|||
|
{
|
|||
|
if (sv.configstrings[i] && strlen(sv.configstrings[i]))
|
|||
|
{
|
|||
|
SG_Append('CSIN', &i, sizeof(i));
|
|||
|
SG_Append('CSDA', sv.configstrings[i], strlen(sv.configstrings[i])+1);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void SG_ReadServerConfigStrings( void )
|
|||
|
{
|
|||
|
// trash the whole table...
|
|||
|
//
|
|||
|
for (int i=0; i<MAX_CONFIGSTRINGS; i++)
|
|||
|
{
|
|||
|
if (i!=CS_SYSTEMINFO)
|
|||
|
{
|
|||
|
if ( sv.configstrings[i] )
|
|||
|
{
|
|||
|
Z_Free( sv.configstrings[i] );
|
|||
|
}
|
|||
|
sv.configstrings[i] = CopyString("");
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// now read the replacement ones...
|
|||
|
//
|
|||
|
int iCount;
|
|||
|
|
|||
|
SG_Read('CSCN', &iCount, sizeof(iCount));
|
|||
|
|
|||
|
Com_DPrintf( "Reading %d configstrings...\n",iCount);
|
|||
|
|
|||
|
for (i=0; i<iCount; i++)
|
|||
|
{
|
|||
|
int iIndex;
|
|||
|
char *psName;
|
|||
|
|
|||
|
SG_Read('CSIN', &iIndex, sizeof(iIndex));
|
|||
|
SG_Read('CSDA', NULL, 0, (void **)&psName);
|
|||
|
|
|||
|
Com_DPrintf( "Cfg str %d = %s\n",iIndex, psName);
|
|||
|
|
|||
|
//sv.configstrings[iIndex] = psName;
|
|||
|
SV_SetConfigstring(iIndex, psName);
|
|||
|
Z_Free(psName);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
static void SG_WriteComment(qboolean qbAutosave, LPCSTR psMapName)
|
|||
|
{
|
|||
|
char sComment[iSG_COMMENT_SIZE];
|
|||
|
|
|||
|
if ( !qbAutosave )
|
|||
|
{
|
|||
|
if (!*saveGameComment)
|
|||
|
{
|
|||
|
Com_sprintf( sComment, sizeof(sComment), "-------> %s", psMapName );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
strcpy(sComment,saveGameComment);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Com_sprintf( sComment, sizeof(sComment), "-------> %s", psMapName );
|
|||
|
}
|
|||
|
|
|||
|
SG_Append('COMM', sComment, sizeof(sComment));
|
|||
|
|
|||
|
// Add Date/Time/Map stamp
|
|||
|
time_t now;
|
|||
|
time(&now);
|
|||
|
SG_Append('CMTM', &now, sizeof(time_t));
|
|||
|
|
|||
|
Com_DPrintf("Saving: current (%s)\n", sComment);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// Test to see if the given file name is in the save game directory
|
|||
|
// then grab the comment if it's there
|
|||
|
//
|
|||
|
int SG_GetSaveGameComment(const char *psPathlessBaseName, char *sComment, char *sMapName)
|
|||
|
{
|
|||
|
int ret = 0;
|
|||
|
time_t tFileTime;
|
|||
|
int iScreenShotLength;
|
|||
|
|
|||
|
if ( !SG_Open( psPathlessBaseName ))
|
|||
|
{
|
|||
|
return 0;
|
|||
|
}
|
|||
|
|
|||
|
qbSGReadIsTestOnly = qtrue; // do NOT leave this in this state
|
|||
|
|
|||
|
if (SG_Read( 'COMM', sComment, iSG_COMMENT_SIZE ))
|
|||
|
{
|
|||
|
if (SG_Read( 'CMTM', &tFileTime, sizeof( time_t ))) //read
|
|||
|
{
|
|||
|
if (SG_Read('SHLN', &iScreenShotLength, sizeof(iScreenShotLength))) // read
|
|||
|
{
|
|||
|
if (SG_Read('SHOT', NULL, iScreenShotLength, NULL)) // skip
|
|||
|
{
|
|||
|
if (SG_Read('MPCM', sMapName, iSG_MAPCMD_SIZE )) // read
|
|||
|
{
|
|||
|
ret = tFileTime;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
qbSGReadIsTestOnly = qfalse;
|
|||
|
|
|||
|
if (!SG_Close())
|
|||
|
{
|
|||
|
return 0;
|
|||
|
}
|
|||
|
return ret;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// read the mapname field from the supplied savegame file
|
|||
|
//
|
|||
|
// returns NULL if not found
|
|||
|
//
|
|||
|
static char *SG_GetSaveGameMapName(const char *psPathlessBaseName)
|
|||
|
{
|
|||
|
static char sMapName[iSG_MAPCMD_SIZE]={0};
|
|||
|
char *psReturn = NULL;
|
|||
|
|
|||
|
if (SG_GetSaveGameComment(psPathlessBaseName, NULL, sMapName))
|
|||
|
{
|
|||
|
psReturn = sMapName;
|
|||
|
}
|
|||
|
|
|||
|
return psReturn;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
// pass in qtrue to set as loading screen, else pass in pvDest to read it into there...
|
|||
|
//
|
|||
|
static qboolean SG_ReadScreenshot(qboolean qbSetAsLoadingScreen, void *pvDest = NULL);
|
|||
|
static qboolean SG_ReadScreenshot(qboolean qbSetAsLoadingScreen, void *pvDest/*=NULL*/)
|
|||
|
{
|
|||
|
qboolean bReturn = qfalse;
|
|||
|
|
|||
|
// get JPG screenshot data length...
|
|||
|
//
|
|||
|
int iScreenShotLength = 0;
|
|||
|
SG_Read('SHLN', &iScreenShotLength, sizeof(iScreenShotLength));
|
|||
|
//
|
|||
|
// alloc enough space plus extra 4K for sloppy JPG-decode reader to not do memory access violation...
|
|||
|
//
|
|||
|
byte *pJPGData = (byte *) Z_Malloc(iScreenShotLength + 4096,TAG_TEMP_SAVEGAME_WORKSPACE, qfalse);
|
|||
|
//
|
|||
|
// now read the JPG data...
|
|||
|
//
|
|||
|
SG_Read('SHOT', pJPGData, iScreenShotLength/*SG_SCR_WIDTH * SG_SCR_HEIGHT * 4*/, 0);
|
|||
|
//
|
|||
|
// decompress JPG data...
|
|||
|
//
|
|||
|
byte *pDecompressedPic = NULL;
|
|||
|
int iWidth, iHeight;
|
|||
|
Decompress_JPG( "[savegame]", pJPGData, &pDecompressedPic, &iWidth, &iHeight );
|
|||
|
//
|
|||
|
// if the loaded image is the same size as the game is expecting, then copy it to supplied arg (if present)...
|
|||
|
//
|
|||
|
if (iWidth == SG_SCR_WIDTH && iHeight == SG_SCR_HEIGHT)
|
|||
|
{
|
|||
|
bReturn = qtrue;
|
|||
|
|
|||
|
if (pvDest)
|
|||
|
{
|
|||
|
memcpy(pvDest, pDecompressedPic, SG_SCR_WIDTH * SG_SCR_HEIGHT * 4);
|
|||
|
}
|
|||
|
|
|||
|
if (qbSetAsLoadingScreen)
|
|||
|
{
|
|||
|
SCR_SetScreenshot((byte *)pDecompressedPic, SG_SCR_WIDTH, SG_SCR_HEIGHT);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
Z_Free( pJPGData );
|
|||
|
Z_Free( pDecompressedPic );
|
|||
|
|
|||
|
return bReturn;
|
|||
|
}
|
|||
|
|
|||
|
// Gets the savegame screenshot
|
|||
|
//
|
|||
|
qboolean SG_GetSaveImage( const char *psPathlessBaseName, void *pvAddress )
|
|||
|
{
|
|||
|
if (!SG_Open(psPathlessBaseName))
|
|||
|
{
|
|||
|
return qfalse;
|
|||
|
}
|
|||
|
|
|||
|
SG_Read('COMM', NULL, 0, NULL); // skip
|
|||
|
SG_Read('CMTM', NULL, sizeof( time_t ));
|
|||
|
|
|||
|
qboolean bGotSaveImage = SG_ReadScreenshot(qfalse, pvAddress);
|
|||
|
|
|||
|
SG_Close();
|
|||
|
return bGotSaveImage;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
static void SG_WriteScreenshot(qboolean qbAutosave, LPCSTR psMapName)
|
|||
|
{
|
|||
|
byte *pbRawScreenShot = NULL;
|
|||
|
|
|||
|
if( qbAutosave )
|
|||
|
{
|
|||
|
// try to read a levelshot (any valid TGA/JPG etc named the same as the map)...
|
|||
|
//
|
|||
|
int iWidth = SG_SCR_WIDTH;
|
|||
|
int iHeight= SG_SCR_HEIGHT;
|
|||
|
byte byBlank[SG_SCR_WIDTH * SG_SCR_HEIGHT * 4] = {0};
|
|||
|
|
|||
|
pbRawScreenShot = SCR_TempRawImage_ReadFromFile(va("levelshots/%s.tga",psMapName), &iWidth, &iHeight, byBlank, qtrue); // qtrue = vert flip
|
|||
|
}
|
|||
|
|
|||
|
if (!pbRawScreenShot)
|
|||
|
{
|
|||
|
pbRawScreenShot = SCR_GetScreenshot(0);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
int iJPGDataSize = 0;
|
|||
|
byte *pJPGData = Compress_JPG(&iJPGDataSize, JPEG_IMAGE_QUALITY, SG_SCR_WIDTH, SG_SCR_HEIGHT, pbRawScreenShot, qfalse);
|
|||
|
SG_Append('SHLN', &iJPGDataSize, sizeof(iJPGDataSize));
|
|||
|
SG_Append('SHOT', pJPGData, iJPGDataSize);
|
|||
|
Z_Free(pJPGData);
|
|||
|
SCR_TempRawImage_CleanUp();
|
|||
|
}
|
|||
|
|
|||
|
qboolean SG_GameAllowedToSaveHere(qboolean inCamera)
|
|||
|
{
|
|||
|
if (!inCamera) {
|
|||
|
if ( !com_sv_running || !com_sv_running->integer )
|
|||
|
{
|
|||
|
return qfalse; // Com_Printf( S_COLOR_RED "Server is not running\n" );
|
|||
|
}
|
|||
|
|
|||
|
if (sv.state != SS_GAME)
|
|||
|
{
|
|||
|
return qfalse; // Com_Printf (S_COLOR_RED "You must be in a game to save.\n");
|
|||
|
}
|
|||
|
|
|||
|
//No savegames from "_" maps
|
|||
|
if ( !sv_mapname || (sv_mapname->string != NULL && sv_mapname->string[0] == '_') )
|
|||
|
{
|
|||
|
return qfalse; // Com_Printf (S_COLOR_RED "Cannot save on holodeck or brig.\n");
|
|||
|
}
|
|||
|
|
|||
|
if (svs.clients[0].frames[svs.clients[0].netchan.outgoingSequence & PACKET_MASK].ps.stats[STAT_HEALTH] <= 0)
|
|||
|
{
|
|||
|
return qfalse; // Com_Printf (S_COLOR_RED "\nCan't savegame while dead!\n");
|
|||
|
}
|
|||
|
}
|
|||
|
if (!ge)
|
|||
|
return inCamera; // only happens when called to test if inCamera
|
|||
|
|
|||
|
return ge->GameAllowedToSaveHere();
|
|||
|
}
|
|||
|
|
|||
|
void SG_WriteSavegame(const char *psPathlessBaseName, qboolean qbAutosave)
|
|||
|
{
|
|||
|
if (!qbAutosave && !SG_GameAllowedToSaveHere(qfalse)) //full check
|
|||
|
return; // this prevents people saving via quick-save now during cinematics
|
|||
|
|
|||
|
float fPrevTestSave = sv_testsave->value;
|
|||
|
sv_testsave->value = 0;
|
|||
|
|
|||
|
if(!SG_Create( "current" ))
|
|||
|
{
|
|||
|
Com_Printf (S_COLOR_RED "Failed to create savegame\n");
|
|||
|
SG_WipeSavegame( "current" );
|
|||
|
sv_testsave->value = fPrevTestSave;
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// Write out server data...
|
|||
|
//
|
|||
|
|
|||
|
char sMapCmd[iSG_MAPCMD_SIZE]={0};
|
|||
|
LPCSTR psServerInfo = sv.configstrings[CS_SERVERINFO];
|
|||
|
LPCSTR psMapName = Info_ValueForKey( psServerInfo, "mapname" );
|
|||
|
|
|||
|
strcpy( sMapCmd,psMapName); // need as array rather than ptr because const strlen needed for MPCM chunk
|
|||
|
|
|||
|
SG_WriteComment(qbAutosave, sMapCmd);
|
|||
|
SG_WriteScreenshot(qbAutosave, sMapCmd);
|
|||
|
SG_Append('MPCM', sMapCmd, sizeof(sMapCmd));
|
|||
|
SG_WriteCvars();
|
|||
|
|
|||
|
WriteGame (qbAutosave);
|
|||
|
|
|||
|
// Write out all the level data...
|
|||
|
//
|
|||
|
if (!qbAutosave)
|
|||
|
{
|
|||
|
SG_Append('TIME', (void *)&sv.time, sizeof(sv.time));
|
|||
|
SG_Append('TIMR', (void *)&sv.timeResidual, sizeof(sv.timeResidual));
|
|||
|
CM_WritePortalState();
|
|||
|
SG_WriteServerConfigStrings();
|
|||
|
}
|
|||
|
ge->WriteLevel(qbAutosave); // always done now, but ent saver only does player if auto
|
|||
|
|
|||
|
if(!SG_Close())
|
|||
|
{
|
|||
|
Com_Printf (S_COLOR_RED "Failed to close savegame\n");
|
|||
|
SG_WipeSavegame( "current" );
|
|||
|
sv_testsave->value = fPrevTestSave;
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if (SG_Copy( "current", psPathlessBaseName ))
|
|||
|
{
|
|||
|
SG_WipeSavegame( "current" ); // may as well leave it there if failed to overwrite 'auto'
|
|||
|
}
|
|||
|
|
|||
|
sv_testsave->value = fPrevTestSave;
|
|||
|
}
|
|||
|
|
|||
|
qboolean SG_ReadSavegame(const char *psPathlessBaseName)
|
|||
|
{
|
|||
|
char sComment[iSG_COMMENT_SIZE];
|
|||
|
char sMapCmd [iSG_MAPCMD_SIZE];
|
|||
|
qboolean qbAutosave;
|
|||
|
|
|||
|
float fPrevTestSave = sv_testsave->value;
|
|||
|
sv_testsave->value = 0;
|
|||
|
|
|||
|
Cvar_Set( "cg_missionstatusscreen", "0" );//reset if loading a game
|
|||
|
|
|||
|
if (!SG_Open( psPathlessBaseName ))
|
|||
|
{
|
|||
|
Com_Printf (S_COLOR_RED "Failed to open savegame \"%s\"\n", psPathlessBaseName);
|
|||
|
sv_testsave->value = fPrevTestSave;
|
|||
|
return qfalse;
|
|||
|
}
|
|||
|
|
|||
|
// this check isn't really necessary, but it reminds me that these two strings may actually be the same physical one.
|
|||
|
//
|
|||
|
if (psPathlessBaseName != sLastSaveFileLoaded)
|
|||
|
{
|
|||
|
Q_strncpyz(sLastSaveFileLoaded,psPathlessBaseName,sizeof(sLastSaveFileLoaded));
|
|||
|
}
|
|||
|
|
|||
|
// Read in all the server data...
|
|||
|
//
|
|||
|
SG_Read('COMM', sComment, sizeof(sComment));
|
|||
|
Com_DPrintf("Reading: %s\n", sComment);
|
|||
|
SG_Read( 'CMTM', NULL, sizeof( time_t ));
|
|||
|
|
|||
|
SG_ReadScreenshot(qtrue); // qboolean qbSetAsLoadingScreen
|
|||
|
SG_Read('MPCM', sMapCmd, sizeof(sMapCmd));
|
|||
|
SG_ReadCvars();
|
|||
|
|
|||
|
// read game state
|
|||
|
qbAutosave = ReadGame();
|
|||
|
eSavedGameJustLoaded = (qbAutosave)?eAUTO:eFULL;
|
|||
|
|
|||
|
SV_SpawnServer(sMapCmd, eForceReload_NOTHING, (eSavedGameJustLoaded != eFULL) ); // note that this also trashes the whole G_Alloc pool as well (of course)
|
|||
|
|
|||
|
// read in all the level data...
|
|||
|
//
|
|||
|
if (!qbAutosave)
|
|||
|
{
|
|||
|
SG_Read('TIME', (void *)&sv.time, sizeof(sv.time));
|
|||
|
SG_Read('TIMR', (void *)&sv.timeResidual, sizeof(sv.timeResidual));
|
|||
|
CM_ReadPortalState();
|
|||
|
SG_ReadServerConfigStrings();
|
|||
|
}
|
|||
|
ge->ReadLevel(qbAutosave, qbLoadTransition); // always done now, but ent reader only does player if auto
|
|||
|
|
|||
|
if(!SG_Close())
|
|||
|
{
|
|||
|
Com_Printf (S_COLOR_RED "Failed to close savegame\n");
|
|||
|
sv_testsave->value = fPrevTestSave;
|
|||
|
return qfalse;
|
|||
|
}
|
|||
|
|
|||
|
sv_testsave->value = fPrevTestSave;
|
|||
|
return qtrue;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
int Compress_RLE(const byte *pIn, int iLength, byte *pOut)
|
|||
|
{
|
|||
|
int iCount=0,iOutIndex=0;
|
|||
|
|
|||
|
while (iCount < iLength)
|
|||
|
{
|
|||
|
int iIndex = iCount;
|
|||
|
byte b = pIn[iIndex++];
|
|||
|
|
|||
|
while (iIndex<iLength && iIndex-iCount<127 && pIn[iIndex]==b)
|
|||
|
{
|
|||
|
iIndex++;
|
|||
|
}
|
|||
|
|
|||
|
if (iIndex-iCount == 1)
|
|||
|
{
|
|||
|
while (iIndex<iLength && iIndex-iCount<127 && (pIn[iIndex]!=pIn[iIndex-1] || iIndex>1 && pIn[iIndex]!=pIn[iIndex-2])){
|
|||
|
iIndex++;
|
|||
|
}
|
|||
|
while (iIndex<iLength && pIn[iIndex]==pIn[iIndex-1]){
|
|||
|
iIndex--;
|
|||
|
}
|
|||
|
pOut[iOutIndex++] = (unsigned char)(iCount-iIndex);
|
|||
|
for (int i=iCount; i<iIndex; i++){
|
|||
|
pOut[iOutIndex++] = pIn[i];
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
pOut[iOutIndex++] = (unsigned char)(iIndex-iCount);
|
|||
|
pOut[iOutIndex++] = b;
|
|||
|
}
|
|||
|
iCount=iIndex;
|
|||
|
}
|
|||
|
return iOutIndex;
|
|||
|
}
|
|||
|
|
|||
|
void DeCompress_RLE(byte *pOut, const byte *pIn, int iDecompressedBytesRemaining)
|
|||
|
{
|
|||
|
signed char count;
|
|||
|
|
|||
|
while (iDecompressedBytesRemaining > 0)
|
|||
|
{
|
|||
|
count = (signed char) *pIn++;
|
|||
|
if (count>0)
|
|||
|
{
|
|||
|
memset(pOut,*pIn++,count);
|
|||
|
}
|
|||
|
else
|
|||
|
if (count<0)
|
|||
|
{
|
|||
|
count = (signed char) -count;
|
|||
|
memcpy(pOut,pIn,count);
|
|||
|
pIn += count;
|
|||
|
}
|
|||
|
pOut += count;
|
|||
|
iDecompressedBytesRemaining -= count;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// simulate decompression over original data (but don't actually do it), to test de/compress validity...
|
|||
|
//
|
|||
|
qboolean Verify_RLE(const byte *pOut, const byte *pIn, int iDecompressedBytesRemaining)
|
|||
|
{
|
|||
|
signed char count;
|
|||
|
const byte *pOutEnd = &pOut[iDecompressedBytesRemaining];
|
|||
|
|
|||
|
while (iDecompressedBytesRemaining > 0)
|
|||
|
{
|
|||
|
if (pOut >= pOutEnd)
|
|||
|
return qfalse;
|
|||
|
count = (signed char) *pIn++;
|
|||
|
if (count>0)
|
|||
|
{
|
|||
|
//memset(pOut,*pIn++,count);
|
|||
|
int iMemSetByte = *pIn++;
|
|||
|
for (int i=0; i<count; i++)
|
|||
|
{
|
|||
|
if (pOut[i] != iMemSetByte)
|
|||
|
return qfalse;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
if (count<0)
|
|||
|
{
|
|||
|
count = (signed char) -count;
|
|||
|
// memcpy(pOut,pIn,count);
|
|||
|
if (memcmp(pOut,pIn,count))
|
|||
|
return qfalse;
|
|||
|
pIn += count;
|
|||
|
}
|
|||
|
pOut += count;
|
|||
|
iDecompressedBytesRemaining -= count;
|
|||
|
}
|
|||
|
|
|||
|
if (pOut != pOutEnd)
|
|||
|
return qfalse;
|
|||
|
|
|||
|
return qtrue;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
byte *gpbCompBlock = NULL;
|
|||
|
int giCompBlockSize = 0;
|
|||
|
static void CompressMem_FreeScratchBuffer(void)
|
|||
|
{
|
|||
|
if ( gpbCompBlock )
|
|||
|
{
|
|||
|
Z_Free( gpbCompBlock);
|
|||
|
gpbCompBlock = NULL;
|
|||
|
}
|
|||
|
giCompBlockSize = 0;
|
|||
|
}
|
|||
|
|
|||
|
static byte *CompressMem_AllocScratchBuffer(int iSize)
|
|||
|
{
|
|||
|
// only alloc new buffer is we need more than the existing one...
|
|||
|
//
|
|||
|
if (giCompBlockSize < iSize)
|
|||
|
{
|
|||
|
CompressMem_FreeScratchBuffer();
|
|||
|
|
|||
|
gpbCompBlock = (byte *) Z_Malloc(iSize, TAG_TEMP_SAVEGAME_WORKSPACE, qfalse);
|
|||
|
giCompBlockSize = iSize;
|
|||
|
}
|
|||
|
|
|||
|
return gpbCompBlock;
|
|||
|
}
|
|||
|
|
|||
|
// returns -1 for compression-not-worth-it, else compressed length...
|
|||
|
//
|
|||
|
int CompressMem(byte *pbData, int iLength, byte *&pbOut)
|
|||
|
{
|
|||
|
if (!sv_compress_saved_games->integer)
|
|||
|
return -1;
|
|||
|
|
|||
|
// malloc enough to cope with uncompressable data (it'll never grow to 2* size, so)...
|
|||
|
//
|
|||
|
pbOut = CompressMem_AllocScratchBuffer(iLength*2);
|
|||
|
//
|
|||
|
// compress it...
|
|||
|
//
|
|||
|
int iOutputLength = Compress_RLE(pbData, iLength, pbOut);
|
|||
|
//
|
|||
|
// worth compressing?...
|
|||
|
//
|
|||
|
if (iOutputLength >= iLength)
|
|||
|
return -1;
|
|||
|
//
|
|||
|
// compression code works? (I'd hope this is always the case, but for safety)...
|
|||
|
//
|
|||
|
if (!Verify_RLE(pbData, pbOut, iLength))
|
|||
|
return -1;
|
|||
|
|
|||
|
return iOutputLength;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
qboolean SG_Append(unsigned long chid, void *pvData, int iLength)
|
|||
|
{
|
|||
|
unsigned int uiCksum;
|
|||
|
unsigned int uiMagic = SG_MAGIC;
|
|||
|
unsigned int uiSaved;
|
|||
|
|
|||
|
#ifdef _DEBUG
|
|||
|
int i;
|
|||
|
unsigned long *pTest;
|
|||
|
|
|||
|
pTest = (unsigned long *) pvData;
|
|||
|
for (i=0; i<iLength/4; i++, pTest++)
|
|||
|
{
|
|||
|
if(*pTest == 0xcdcdcdcd)
|
|||
|
{
|
|||
|
assert(0);
|
|||
|
}
|
|||
|
if(*pTest == 0xdddddddd)
|
|||
|
{
|
|||
|
assert(0);
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|
|||
|
|
|||
|
Com_DPrintf("Attempting write of chunk %s length %d\n", SG_GetChidText(chid), iLength);
|
|||
|
|
|||
|
// only write data out if we're not in test mode....
|
|||
|
//
|
|||
|
if (!sv_testsave->value)
|
|||
|
{
|
|||
|
uiCksum = Com_BlockChecksum (pvData, iLength);
|
|||
|
|
|||
|
uiSaved = FS_Write(&chid, sizeof(chid), fhSaveGame);
|
|||
|
|
|||
|
byte *pbCompressedData = NULL;
|
|||
|
int iCompressedLength = CompressMem((byte*)pvData, iLength, pbCompressedData);
|
|||
|
if (iCompressedLength != -1)
|
|||
|
{
|
|||
|
// compressed... (write length field out as -ve)
|
|||
|
//
|
|||
|
iLength = -iLength;
|
|||
|
uiSaved += FS_Write(&iLength, sizeof(iLength), fhSaveGame);
|
|||
|
iLength = -iLength;
|
|||
|
//
|
|||
|
// CRC...
|
|||
|
//
|
|||
|
uiSaved += FS_Write(&uiCksum, sizeof(uiCksum), fhSaveGame);
|
|||
|
//
|
|||
|
// [compressed length]
|
|||
|
//
|
|||
|
uiSaved += FS_Write(&iCompressedLength, sizeof(iCompressedLength), fhSaveGame);
|
|||
|
//
|
|||
|
// compressed data...
|
|||
|
//
|
|||
|
uiSaved += FS_Write(pbCompressedData, iCompressedLength, fhSaveGame);
|
|||
|
//
|
|||
|
// magic...
|
|||
|
//
|
|||
|
uiSaved += FS_Write(&uiMagic, sizeof(uiMagic), fhSaveGame);
|
|||
|
|
|||
|
if (uiSaved != sizeof(chid) + sizeof(iLength) + sizeof(uiCksum) + sizeof(iCompressedLength) + iCompressedLength + sizeof(uiMagic))
|
|||
|
{
|
|||
|
Com_Printf(S_COLOR_RED "Failed to write %s chunk\n", SG_GetChidText(chid));
|
|||
|
return qfalse;
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
// uncompressed...
|
|||
|
//
|
|||
|
uiSaved += FS_Write(&iLength, sizeof(iLength), fhSaveGame);
|
|||
|
//
|
|||
|
// CRC...
|
|||
|
//
|
|||
|
uiSaved += FS_Write(&uiCksum, sizeof(uiCksum), fhSaveGame);
|
|||
|
//
|
|||
|
// uncompressed data...
|
|||
|
//
|
|||
|
uiSaved += FS_Write( pvData, iLength, fhSaveGame);
|
|||
|
//
|
|||
|
// magic...
|
|||
|
//
|
|||
|
uiSaved += FS_Write(&uiMagic, sizeof(uiMagic), fhSaveGame);
|
|||
|
|
|||
|
if (uiSaved != sizeof(chid) + sizeof(iLength) + sizeof(uiCksum) + iLength + sizeof(uiMagic))
|
|||
|
{
|
|||
|
Com_Printf(S_COLOR_RED "Failed to write %s chunk\n", SG_GetChidText(chid));
|
|||
|
return qfalse;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#ifdef SG_PROFILE
|
|||
|
save_info[chid].Add(iLength);
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
return qtrue;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
// Pass in pvAddress (or NULL if you want memory to be allocated)
|
|||
|
// if pvAddress==NULL && ppvAddressPtr == NULL then the block is discarded/skipped.
|
|||
|
//
|
|||
|
// If iLength==0 then it counts as a query, else it must match the size found in the file
|
|||
|
//
|
|||
|
// function doesn't return if error (uses ERR_DROP), unless "qbSGReadIsTestOnly == qtrue", then NZ return = success
|
|||
|
//
|
|||
|
static int SG_Read_Actual(unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr, qboolean bChunkIsOptional)
|
|||
|
{
|
|||
|
unsigned int uiLoadedCksum, uiCksum;
|
|||
|
unsigned int uiLoadedMagic;
|
|||
|
unsigned int uiLoadedLength;
|
|||
|
unsigned long ulLoadedChid;
|
|||
|
int uiLoaded;
|
|||
|
char sChidText1[MAX_QPATH];
|
|||
|
char sChidText2[MAX_QPATH];
|
|||
|
qboolean qbTransient = qfalse;
|
|||
|
|
|||
|
Com_DPrintf("Attempting read of chunk %s length %d\n", SG_GetChidText(chid), iLength);
|
|||
|
|
|||
|
// Load in chid and length...
|
|||
|
//
|
|||
|
uiLoaded = FS_Read( &ulLoadedChid, sizeof(ulLoadedChid), fhSaveGame);
|
|||
|
uiLoaded+= FS_Read( &uiLoadedLength, sizeof(uiLoadedLength),fhSaveGame);
|
|||
|
|
|||
|
qboolean bBlockIsCompressed = ((int)uiLoadedLength < 0);
|
|||
|
if ( bBlockIsCompressed)
|
|||
|
{
|
|||
|
uiLoadedLength = -((int)uiLoadedLength);
|
|||
|
}
|
|||
|
|
|||
|
// Make sure we are loading the correct chunk...
|
|||
|
//
|
|||
|
if( ulLoadedChid != chid)
|
|||
|
{
|
|||
|
if (bChunkIsOptional)
|
|||
|
{
|
|||
|
FS_Seek( fhSaveGame, -uiLoaded, FS_SEEK_CUR );
|
|||
|
return 0;
|
|||
|
}
|
|||
|
|
|||
|
strcpy(sChidText1, SG_GetChidText(ulLoadedChid));
|
|||
|
strcpy(sChidText2, SG_GetChidText(chid));
|
|||
|
if (!qbSGReadIsTestOnly)
|
|||
|
{
|
|||
|
Com_Error(ERR_DROP, "Loaded chunk ID (%s) does not match requested chunk ID (%s)", sChidText1, sChidText2);
|
|||
|
}
|
|||
|
return 0;
|
|||
|
}
|
|||
|
|
|||
|
// Find length of chunk and make sure it matches the requested length...
|
|||
|
//
|
|||
|
if( iLength ) // .. but only if there was one specified
|
|||
|
{
|
|||
|
if(iLength != (int)uiLoadedLength)
|
|||
|
{
|
|||
|
if (!qbSGReadIsTestOnly)
|
|||
|
{
|
|||
|
Com_Error(ERR_DROP, "Loaded chunk (%s) has different length than requested", SG_GetChidText(chid));
|
|||
|
}
|
|||
|
return 0;
|
|||
|
}
|
|||
|
}
|
|||
|
iLength = uiLoadedLength; // for retval
|
|||
|
|
|||
|
// Get checksum...
|
|||
|
//
|
|||
|
uiLoaded += FS_Read( &uiLoadedCksum, sizeof(uiLoadedCksum), fhSaveGame );
|
|||
|
|
|||
|
// alloc?...
|
|||
|
//
|
|||
|
if ( !pvAddress )
|
|||
|
{
|
|||
|
pvAddress = Z_Malloc(iLength, TAG_SAVEGAME, qfalse);
|
|||
|
//
|
|||
|
// Pass load address back...
|
|||
|
//
|
|||
|
if( ppvAddressPtr )
|
|||
|
{
|
|||
|
*ppvAddressPtr = pvAddress;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
qbTransient = qtrue; // if no passback addr, mark block for skipping
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
// Load in data and magic number...
|
|||
|
//
|
|||
|
unsigned int uiCompressedLength=0;
|
|||
|
if (bBlockIsCompressed)
|
|||
|
{
|
|||
|
//
|
|||
|
// read compressed data length...
|
|||
|
//
|
|||
|
uiLoaded += FS_Read( &uiCompressedLength, sizeof(uiCompressedLength),fhSaveGame);
|
|||
|
//
|
|||
|
// alloc space...
|
|||
|
//
|
|||
|
byte *pTempRLEData = (byte *)Z_Malloc(uiCompressedLength, TAG_SAVEGAME, qfalse);
|
|||
|
//
|
|||
|
// read compressed data...
|
|||
|
//
|
|||
|
uiLoaded += FS_Read( pTempRLEData, uiCompressedLength, fhSaveGame );
|
|||
|
//
|
|||
|
// decompress it...
|
|||
|
//
|
|||
|
DeCompress_RLE((byte *)pvAddress, pTempRLEData, iLength);
|
|||
|
//
|
|||
|
// free workspace...
|
|||
|
//
|
|||
|
Z_Free( pTempRLEData );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
uiLoaded += FS_Read( pvAddress, iLength, fhSaveGame );
|
|||
|
}
|
|||
|
uiLoaded += FS_Read( &uiLoadedMagic, sizeof(uiLoadedMagic), fhSaveGame );
|
|||
|
|
|||
|
// Make sure the checksums match...
|
|||
|
//
|
|||
|
uiCksum = Com_BlockChecksum( pvAddress, iLength );
|
|||
|
if ( uiLoadedCksum != uiCksum)
|
|||
|
{
|
|||
|
if (!qbSGReadIsTestOnly)
|
|||
|
{
|
|||
|
Com_Error(ERR_DROP, "Failed checksum check for chunk", SG_GetChidText(chid));
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if ( qbTransient )
|
|||
|
{
|
|||
|
Z_Free( pvAddress );
|
|||
|
}
|
|||
|
}
|
|||
|
return 0;
|
|||
|
}
|
|||
|
|
|||
|
// Make sure the terminating magic number is there and correct...
|
|||
|
//
|
|||
|
if( uiLoadedMagic != SG_MAGIC)
|
|||
|
{
|
|||
|
if (!qbSGReadIsTestOnly)
|
|||
|
{
|
|||
|
Com_Error(ERR_DROP, "Bad savegame magic for chunk %s", SG_GetChidText(chid));
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if ( qbTransient )
|
|||
|
{
|
|||
|
Z_Free( pvAddress );
|
|||
|
}
|
|||
|
}
|
|||
|
return 0;
|
|||
|
}
|
|||
|
|
|||
|
// Make sure we didn't encounter any read errors...
|
|||
|
//
|
|||
|
if ( uiLoaded != sizeof(ulLoadedChid) + sizeof(uiLoadedLength) + sizeof(uiLoadedCksum) + (bBlockIsCompressed?sizeof(uiCompressedLength):0) + (bBlockIsCompressed?uiCompressedLength:iLength) + sizeof(uiLoadedMagic))
|
|||
|
{
|
|||
|
if (!qbSGReadIsTestOnly)
|
|||
|
{
|
|||
|
Com_Error(ERR_DROP, "Error during loading chunk %s", SG_GetChidText(chid));
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if ( qbTransient )
|
|||
|
{
|
|||
|
Z_Free( pvAddress );
|
|||
|
}
|
|||
|
}
|
|||
|
return 0;
|
|||
|
}
|
|||
|
|
|||
|
// If we are skipping the chunk, then free the memory...
|
|||
|
//
|
|||
|
if ( qbTransient )
|
|||
|
{
|
|||
|
Z_Free( pvAddress );
|
|||
|
}
|
|||
|
|
|||
|
return iLength;
|
|||
|
}
|
|||
|
|
|||
|
int SG_Read(unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr /* = NULL */)
|
|||
|
{
|
|||
|
return SG_Read_Actual(chid, pvAddress, iLength, ppvAddressPtr, qfalse ); // qboolean bChunkIsOptional
|
|||
|
}
|
|||
|
|
|||
|
int SG_ReadOptional(unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr /* = NULL */)
|
|||
|
{
|
|||
|
return SG_Read_Actual(chid, pvAddress, iLength, ppvAddressPtr, qtrue); // qboolean bChunkIsOptional
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
void SG_TestSave(void)
|
|||
|
{
|
|||
|
if (sv_testsave->value && sv.state == SS_GAME)
|
|||
|
{
|
|||
|
WriteGame (false);
|
|||
|
ge->WriteLevel(false);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
////////////////// eof ////////////////////
|
|||
|
|