jkxr/Projects/Android/jni/OpenJK/code/server/sv_savegame.cpp
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

1343 lines
28 KiB
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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// Filename:- sv_savegame.cpp
#include <memory>
#include "../server/exe_headers.h"
#define JPEG_IMAGE_QUALITY 95
//#define USE_LAST_SAVE_FROM_THIS_MAP // enable this if you want to use the last explicity-loaded savegame from this map
// when respawning after dying, else it'll just load "auto" regardless
// (EF1 behaviour). I should maybe time/date check them though?
#include "server.h"
#include "../qcommon/stringed_ingame.h"
#include "../game/statindex.h"
#include "../game/weapons.h"
#include "../game/g_items.h"
#include <map>
#include "qcommon/ojk_saved_game.h"
#include "qcommon/ojk_saved_game_helper.h"
static char saveGameComment[iSG_COMMENT_SIZE];
//#define SG_PROFILE // enable for debug save stats if you want
int giSaveGameVersion; // filled in when a savegame file is opened
SavedGameJustLoaded_e eSavedGameJustLoaded = eNO;
char sLastSaveFileLoaded[MAX_QPATH]={0};
#ifdef JK2_MODE
#define iSG_MAPCMD_SIZE (MAX_TOKEN_CHARS)
#else
#define iSG_MAPCMD_SIZE (MAX_QPATH)
#endif // JK2_MODE
static char *SG_GetSaveGameMapName(const char *psPathlessBaseName);
#ifdef SG_PROFILE
class CChid
{
private:
int m_iCount;
int m_iSize;
public:
CChid()
{
m_iCount = 0;
m_iSize = 0;
}
void Add(int iLength)
{
m_iCount++;
m_iSize += iLength;
}
int GetCount()
{
return m_iCount;
}
int GetSize()
{
return m_iSize;
}
};
typedef map<unsigned int, CChid> CChidInfo_t;
CChidInfo_t save_info;
#endif
static const char *GetString_FailedToOpenSaveGame(const char *psFilename, qboolean bOpen)
{
static char sTemp[256];
strcpy(sTemp,S_COLOR_RED);
#ifdef JK2_MODE
const char *psReference = bOpen ? "MENUS3_FAILED_TO_OPEN_SAVEGAME" : "MENUS3_FAILED_TO_CREATE_SAVEGAME";
#else
const char *psReference = bOpen ? "MENUS_FAILED_TO_OPEN_SAVEGAME" : "MENUS3_FAILED_TO_CREATE_SAVEGAME";
#endif
Q_strncpyz(sTemp + strlen(sTemp), va( SE_GetString(psReference), psFilename),sizeof(sTemp));
strcat(sTemp,"\n");
return sTemp;
}
void SG_WipeSavegame(
const char* psPathlessBaseName)
{
ojk::SavedGame::remove(
psPathlessBaseName);
}
// called from the ERR_DROP stuff just in case the error occured during loading of a saved game, because if
// we didn't do this then we'd run out of quake file handles after the 8th load fail...
//
void SG_Shutdown()
{
ojk::SavedGame& saved_game = ojk::SavedGame::get_instance();
saved_game.close();
eSavedGameJustLoaded = eNO;
// important to do this if we ERR_DROP during loading, else next map you load after
// a bad save-file you'll arrive at dead :-)
// and this bit stops people messing up the laoder by repeatedly stabbing at the load key during loads...
//
extern qboolean gbAlreadyDoingLoad;
gbAlreadyDoingLoad = qfalse;
}
void SV_WipeGame_f(void)
{
if (Cmd_Argc() != 2)
{
Com_Printf (S_COLOR_RED "USAGE: wipe <name>\n");
return;
}
if (!Q_stricmp (Cmd_Argv(1), "auto") )
{
Com_Printf (S_COLOR_RED "Can't wipe 'auto'\n");
return;
}
SG_WipeSavegame(Cmd_Argv(1));
// Com_Printf("%s has been wiped\n", Cmd_Argv(1)); // wurde gel<65>scht in german, but we've only got one string
// Com_Printf("Ok\n"); // no localization of this
}
/*
// Store given string in saveGameComment for later use when game is
// actually saved
*/
void SG_StoreSaveGameComment(const char *sComment)
{
memmove(saveGameComment,sComment,iSG_COMMENT_SIZE);
}
qboolean SV_TryLoadTransition( const char *mapname )
{
char *psFilename = va( "hub/%s", mapname );
Com_Printf (S_COLOR_CYAN "Restoring game \"%s\"...\n", psFilename);
if ( !SG_ReadSavegame( psFilename ) )
{//couldn't load a savegame
return qfalse;
}
#ifdef JK2_MODE
Com_Printf (S_COLOR_CYAN "Done.\n");
#else
Com_Printf (S_COLOR_CYAN "%s.\n",SE_GetString("MENUS_DONE"));
#endif
return qtrue;
}
qboolean gbAlreadyDoingLoad = qfalse;
void SV_LoadGame_f(void)
{
if (gbAlreadyDoingLoad)
{
Com_DPrintf ("( Already loading, ignoring extra 'load' commands... )\n");
return;
}
// // check server is running
// //
// if ( !com_sv_running->integer )
// {
// Com_Printf( "Server is not running\n" );
// return;
// }
if (Cmd_Argc() != 2)
{
Com_Printf ("USAGE: load <filename>\n");
return;
}
const char *psFilename = Cmd_Argv(1);
if (strstr (psFilename, "..") || strstr (psFilename, "/") || strstr (psFilename, "\\") )
{
Com_Printf (S_COLOR_RED "Bad loadgame name.\n");
return;
}
if (!Q_stricmp (psFilename, "current"))
{
Com_Printf (S_COLOR_RED "Can't load from \"current\"\n");
return;
}
// special case, if doing a respawn then check that the available auto-save (if any) is from the same map
// as we're currently on (if in a map at all), if so, load that "auto", else re-load the last-loaded file...
//
if (!Q_stricmp(psFilename, "*respawn"))
{
psFilename = "auto"; // default to standard respawn behaviour
// see if there's a last-loaded file to even check against as regards loading...
//
if ( sLastSaveFileLoaded[0] )
{
const char *psServerInfo = sv.configstrings[CS_SERVERINFO];
const char *psMapName = Info_ValueForKey( psServerInfo, "mapname" );
char *psMapNameOfAutoSave = SG_GetSaveGameMapName("auto");
if ( !Q_stricmp(psMapName,"_brig") )
{//if you're in the brig and there is no autosave, load the last loaded savegame
if ( !psMapNameOfAutoSave )
{
psFilename = sLastSaveFileLoaded;
}
}
else
{
#ifdef USE_LAST_SAVE_FROM_THIS_MAP
// if the map name within the name of the last save file we explicitly loaded is the same
// as the current map, then use that...
//
char *psMapNameOfLastSaveFileLoaded = SG_GetSaveGameMapName(sLastSaveFileLoaded);
if (!Q_stricmp(psMapName,psMapNameOfLastSaveFileLoaded)))
{
psFilename = sLastSaveFileLoaded;
}
else
#endif
if (!(psMapName && psMapNameOfAutoSave && !Q_stricmp(psMapName,psMapNameOfAutoSave)))
{
// either there's no auto file, or it's from a different map to the one we've just died on...
//
psFilename = sLastSaveFileLoaded;
}
}
}
//default will continue to load auto
}
#ifdef JK2_MODE
Com_Printf (S_COLOR_CYAN "Loading game \"%s\"...\n", psFilename);
#else
Com_Printf (S_COLOR_CYAN "%s\n",va(SE_GetString("MENUS_LOADING_MAPNAME"), psFilename));
#endif
gbAlreadyDoingLoad = qtrue;
if (!SG_ReadSavegame(psFilename)) {
gbAlreadyDoingLoad = qfalse; // do NOT do this here now, need to wait until client spawn, unless the load failed.
} else
{
#ifdef JK2_MODE
Com_Printf (S_COLOR_CYAN "Done.\n");
#else
Com_Printf (S_COLOR_CYAN "%s.\n",SE_GetString("MENUS_DONE"));
#endif
}
}
qboolean SG_GameAllowedToSaveHere(qboolean inCamera);
//JLF notes
// save game will be in charge of creating a new directory
void SV_SaveGame_f(void)
{
// check server is running
//
if ( !com_sv_running->integer )
{
Com_Printf( S_COLOR_RED "Server is not running\n" );
return;
}
if (sv.state != SS_GAME)
{
Com_Printf (S_COLOR_RED "You must be in a game to save.\n");
return;
}
// check args...
//
if ( Cmd_Argc() != 2 )
{
Com_Printf( "USAGE: save <filename>\n" );
return;
}
if (svs.clients[0].frames[svs.clients[0].netchan.outgoingSequence & PACKET_MASK].ps.stats[STAT_HEALTH] <= 0)
{
#ifdef JK2_MODE
Com_Printf (S_COLOR_RED "\nCan't savegame while dead!\n");
#else
Com_Printf (S_COLOR_RED "\n%s\n", SE_GetString("SP_INGAME_CANT_SAVE_DEAD"));
#endif
return;
}
//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)
{
#ifdef JK2_MODE
Com_Printf (S_COLOR_RED "\nCan't savegame while dead!\n");
#else
Com_Printf (S_COLOR_RED "\n%s\n", SE_GetString("SP_INGAME_CANT_SAVE_DEAD"));
#endif
return;
}
const char *psFilename = Cmd_Argv(1);
char filename[MAX_QPATH] = {0};
Q_strncpyz(filename, psFilename, sizeof(filename));
if (!Q_stricmp (filename, "current"))
{
Com_Printf (S_COLOR_RED "Can't save to 'current'\n");
return;
}
if (strstr (filename, "..") || strstr (filename, "/") || strstr (filename, "\\") )
{
Com_Printf (S_COLOR_RED "Bad savegame name.\n");
return;
}
if (!SG_GameAllowedToSaveHere(qfalse)) //full check
return; // this prevents people saving via quick-save now during cinematics.
#ifdef JK2_MODE
if ( !Q_stricmp (filename, "quik*") || !Q_stricmp (filename, "auto*") )
{
SCR_PrecacheScreenshot();
if ( filename[4]=='*' )
filename[4]=0; //remove the *
SG_StoreSaveGameComment(""); // clear previous comment/description, which will force time/date comment.
}
#else
if ( !Q_stricmp (filename, "auto") )
{
SG_StoreSaveGameComment(""); // clear previous comment/description, which will force time/date comment.
}
#endif
#ifdef JK2_MODE
Com_Printf (S_COLOR_CYAN "Saving game \"%s\"...\n", filename);
#else
Com_Printf (S_COLOR_CYAN "%s \"%s\"...\n", SE_GetString("CON_TEXT_SAVING_GAME"), filename);
#endif
if (SG_WriteSavegame(filename, qfalse))
{
#ifdef JK2_MODE
Com_Printf (S_COLOR_CYAN "Done.\n");
#else
Com_Printf (S_COLOR_CYAN "%s.\n",SE_GetString("MENUS_DONE"));
#endif
}
else
{
#ifdef JK2_MODE
Com_Printf (S_COLOR_RED "Failed.\n");
#else
Com_Printf (S_COLOR_RED "%s.\n",SE_GetString("MENUS_FAILED_TO_OPEN_SAVEGAME"));
#endif
}
}
//---------------
static void WriteGame(qboolean autosave)
{
ojk::SavedGameHelper saved_game(
&ojk::SavedGame::get_instance());
saved_game.write_chunk<int32_t>(
INT_ID('G', 'A', 'M', 'E'),
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) );
saved_game.write_chunk(
INT_ID('C', 'V', 'S', 'V'),
s);
// write ammo...
//
memset(s,0,sizeof(s));
Cvar_VariableStringBuffer( "playerammo", s, sizeof(s) );
saved_game.write_chunk(
INT_ID('A', 'M', 'M', 'O'),
s);
// write inventory...
//
memset(s,0,sizeof(s));
Cvar_VariableStringBuffer( "playerinv", s, sizeof(s) );
saved_game.write_chunk(
INT_ID('I', 'V', 'T', 'Y'),
s);
// the new JK2 stuff - force powers, etc...
//
memset(s,0,sizeof(s));
Cvar_VariableStringBuffer( "playerfplvl", s, sizeof(s) );
saved_game.write_chunk(
INT_ID('F', 'P', 'L', 'V'),
s);
}
}
static qboolean ReadGame (void)
{
qboolean qbAutoSave = qfalse;
ojk::SavedGameHelper saved_game(
&ojk::SavedGame::get_instance());
saved_game.read_chunk<int32_t>(
INT_ID('G', 'A', 'M', 'E'),
qbAutoSave);
if (qbAutoSave)
{
char s[MAX_STRING_CHARS]={0};
// read health/armour etc...
//
memset(s,0,sizeof(s));
saved_game.read_chunk(
INT_ID('C', 'V', 'S', 'V'),
s);
Cvar_Set( sCVARNAME_PLAYERSAVE, s );
// read ammo...
//
memset(s,0,sizeof(s));
saved_game.read_chunk(
INT_ID('A', 'M', 'M', 'O'),
s);
Cvar_Set( "playerammo", s);
// read inventory...
//
memset(s,0,sizeof(s));
saved_game.read_chunk(
INT_ID('I', 'V', 'T', 'Y'),
s);
Cvar_Set( "playerinv", s);
// read force powers...
//
memset(s,0,sizeof(s));
saved_game.read_chunk(
INT_ID('F', 'P', 'L', 'V'),
s);
Cvar_Set( "playerfplvl", s );
}
return qbAutoSave;
}
//---------------
// write all CVAR_SAVEGAME 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;
ojk::SavedGameHelper saved_game(
&ojk::SavedGame::get_instance());
// count the cvars...
//
for (var = cvar_vars; var; var = var->next)
{
#ifdef JK2_MODE
if (!(var->flags & (CVAR_SAVEGAME|CVAR_USERINFO)))
#else
if (!(var->flags & CVAR_SAVEGAME))
#endif
{
continue;
}
iCount++;
}
// store count...
//
saved_game.write_chunk<int32_t>(
INT_ID('C', 'V', 'C', 'N'),
iCount);
// write 'em...
//
for (var = cvar_vars; var; var = var->next)
{
#ifdef JK2_MODE
if (!(var->flags & (CVAR_SAVEGAME|CVAR_USERINFO)))
#else
if (!(var->flags & CVAR_SAVEGAME))
#endif
{
continue;
}
saved_game.write_chunk(
INT_ID('C', 'V', 'A', 'R'),
var->name,
static_cast<int>(strlen(var->name) + 1));
saved_game.write_chunk(
INT_ID('V', 'A', 'L', 'U'),
var->string,
static_cast<int>(strlen(var->string) + 1));
}
}
void SG_ReadCvars()
{
int iCount = 0;
std::string psName;
const char* psValue;
ojk::SavedGameHelper saved_game(
&ojk::SavedGame::get_instance());
saved_game.read_chunk<int32_t>(
INT_ID('C', 'V', 'C', 'N'),
iCount);
for (int i = 0; i < iCount; ++i)
{
saved_game.read_chunk(
INT_ID('C', 'V', 'A', 'R'));
psName = reinterpret_cast<const char*>(
saved_game.get_buffer_data());
saved_game.read_chunk(
INT_ID('V', 'A', 'L', 'U'));
psValue = reinterpret_cast<const char*>(
saved_game.get_buffer_data());
::Cvar_Set(psName.c_str(), psValue);
}
}
void SG_WriteServerConfigStrings()
{
ojk::SavedGameHelper saved_game(
&ojk::SavedGame::get_instance());
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++;
}
}
}
saved_game.write_chunk<int32_t>(
INT_ID('C', 'S', 'C', 'N'),
iCount);
// now write 'em...
//
for (i=0; i<MAX_CONFIGSTRINGS; i++)
{
if (i!=CS_SYSTEMINFO)
{
if (sv.configstrings[i] && strlen(sv.configstrings[i]))
{
saved_game.write_chunk<int32_t>(
INT_ID('C', 'S', 'I', 'N'),
i);
saved_game.write_chunk(
INT_ID('C', 'S', 'D', 'A'),
::sv.configstrings[i],
static_cast<int>(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 = 0;
ojk::SavedGameHelper saved_game(
&ojk::SavedGame::get_instance());
saved_game.read_chunk<int32_t>(
INT_ID('C', 'S', 'C', 'N'),
iCount);
Com_DPrintf( "Reading %d configstrings...\n",iCount);
for (int i = 0; i<iCount; i++)
{
int iIndex = 0;
const char *psName;
saved_game.read_chunk<int32_t>(
INT_ID('C', 'S', 'I', 'N'),
iIndex);
saved_game.read_chunk(
INT_ID('C', 'S', 'D', 'A'));
psName = reinterpret_cast<const char*>(
saved_game.get_buffer_data());
Com_DPrintf( "Cfg str %d = %s\n",iIndex, psName);
//sv.configstrings[iIndex] = psName;
SV_SetConfigstring(iIndex, psName);
}
}
static unsigned int SG_UnixTimestamp ( const time_t& t )
{
return static_cast<unsigned int>(t);
}
static void SG_WriteComment(qboolean qbAutosave, const char *psMapName)
{
ojk::SavedGameHelper saved_game(
&ojk::SavedGame::get_instance());
char sComment[iSG_COMMENT_SIZE];
if ( qbAutosave || !*saveGameComment)
{
Com_sprintf( sComment, sizeof(sComment), "---> %s", psMapName );
}
else
{
Q_strncpyz(sComment,saveGameComment, sizeof(sComment));
}
saved_game.write_chunk(
INT_ID('C', 'O', 'M', 'M'),
sComment);
// Add Date/Time/Map stamp
unsigned int timestamp = SG_UnixTimestamp (time (NULL));
saved_game.write_chunk<uint32_t>(
INT_ID('C', 'M', 'T', 'M'),
timestamp);
Com_DPrintf("Saving: current (%s)\n", sComment);
}
static time_t SG_GetTime ( unsigned int timestamp )
{
return static_cast<time_t>(timestamp);
}
// 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;
ojk::SavedGame& saved_game = ojk::SavedGame::get_instance();
ojk::SavedGameHelper sgh(
&ojk::SavedGame::get_instance());
if (!saved_game.open(
psPathlessBaseName))
{
return 0;
}
bool is_succeed = true;
// Read description
//
is_succeed = sgh.try_read_chunk(
INT_ID('C', 'O', 'M', 'M'));
if (is_succeed)
{
if (sComment)
{
if (sgh.get_buffer_size() == iSG_COMMENT_SIZE)
{
std::uninitialized_copy_n(
static_cast<const char*>(sgh.get_buffer_data()),
iSG_COMMENT_SIZE,
sComment);
}
else
{
sComment[0] = '\0';
}
}
}
// Read timestamp
//
time_t tFileTime = ::SG_GetTime(0);
if (is_succeed)
{
unsigned int fileTime = 0;
is_succeed = sgh.try_read_chunk<uint32_t>(
INT_ID('C', 'M', 'T', 'M'),
fileTime);
if (is_succeed)
{
tFileTime = ::SG_GetTime(
fileTime);
}
}
#ifdef JK2_MODE
// Read screenshot
//
if (is_succeed)
{
size_t iScreenShotLength;
is_succeed = sgh.try_read_chunk<uint32_t>(
INT_ID('S', 'H', 'L', 'N'),
iScreenShotLength);
}
if (is_succeed)
{
is_succeed = sgh.try_read_chunk(
INT_ID('S', 'H', 'O', 'T'));
}
#endif
// Read mapname
//
if (is_succeed)
{
is_succeed = sgh.try_read_chunk(
INT_ID('M', 'P', 'C', 'M'));
if (is_succeed)
{
if (sMapName)
{
if (sgh.get_buffer_size() == iSG_MAPCMD_SIZE)
{
std::uninitialized_copy_n(
static_cast<const char*>(sgh.get_buffer_data()),
iSG_MAPCMD_SIZE,
sMapName);
}
else
{
sMapName[0] = '\0';
}
}
}
}
ret = tFileTime;
saved_game.close();
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...
//
#ifdef JK2_MODE
static bool SG_ReadScreenshot(
bool set_as_loading_screen,
void* screenshot_ptr)
{
bool is_succeed = true;
ojk::SavedGameHelper saved_game(
&ojk::SavedGame::get_instance());
// get JPG screenshot data length...
//
size_t screenshot_length = 0;
is_succeed = saved_game.try_read_chunk<uint32_t>(
INT_ID('S', 'H', 'L', 'N'),
screenshot_length);
//
// alloc enough space plus extra 4K for sloppy JPG-decode reader to not do memory access violation...
//
byte* jpeg_data = nullptr;
if (is_succeed)
{
jpeg_data = static_cast<byte*>(::Z_Malloc(
static_cast<int>(screenshot_length + 4096),
TAG_TEMP_WORKSPACE,
qfalse));
}
//
// now read the JPG data...
//
if (is_succeed)
{
is_succeed = saved_game.try_read_chunk(
INT_ID('S', 'H', 'O', 'T'),
jpeg_data,
static_cast<int>(screenshot_length));
}
//
// decompress JPG data...
//
byte* image = NULL;
int width;
int height;
if (is_succeed)
{
::re.LoadJPGFromBuffer(
jpeg_data,
screenshot_length,
&image,
&width,
&height);
//
// if the loaded image is the same size as the game is expecting, then copy it to supplied arg (if present)...
//
if (width == SG_SCR_WIDTH && height == SG_SCR_HEIGHT)
{
if (screenshot_ptr)
{
::memcpy(
screenshot_ptr,
image,
SG_SCR_WIDTH * SG_SCR_HEIGHT * 4);
}
if (set_as_loading_screen)
{
::SCR_SetScreenshot(
image,
SG_SCR_WIDTH,
SG_SCR_HEIGHT);
}
}
else
{
is_succeed = false;
}
}
if (jpeg_data)
{
::Z_Free(jpeg_data);
}
if (image)
{
::Z_Free(image);
}
return is_succeed;
}
// Gets the savegame screenshot
//
qboolean SG_GetSaveImage(
const char* base_name,
void* image_ptr)
{
if (!base_name)
{
return qfalse;
}
ojk::SavedGame& saved_game = ojk::SavedGame::get_instance();
if (!saved_game.open(base_name))
{
return qfalse;
}
bool is_succeed = true;
ojk::SavedGameHelper sgh(
&saved_game);
is_succeed = sgh.try_read_chunk(
INT_ID('C', 'O', 'M', 'M'));
if (is_succeed)
{
is_succeed = sgh.try_read_chunk(
INT_ID('C', 'M', 'T', 'M'));
}
if (is_succeed)
{
is_succeed = SG_ReadScreenshot(
false,
image_ptr);
}
saved_game.close();
return is_succeed ? qtrue : qfalse;
}
static void SG_WriteScreenshot(qboolean qbAutosave, const char *psMapName)
{
ojk::SavedGameHelper saved_game(
&ojk::SavedGame::get_instance());
byte *pbRawScreenShot = NULL;
byte *byBlank = 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;
const size_t bySize = SG_SCR_WIDTH * SG_SCR_HEIGHT * 4;
byte *src, *dst;
byBlank = new byte[bySize];
pbRawScreenShot = SCR_TempRawImage_ReadFromFile(va("levelshots/%s.tga",psMapName), &iWidth, &iHeight, byBlank, qtrue); // qtrue = vert flip
if (pbRawScreenShot)
{
for (int y = 0; y < iHeight; y++)
{
for (int x = 0; x < iWidth; x++)
{
src = pbRawScreenShot + 4 * (y * iWidth + x);
dst = pbRawScreenShot + 3 * (y * iWidth + x);
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
}
}
}
}
if (!pbRawScreenShot)
{
pbRawScreenShot = SCR_GetScreenshot(0);
}
size_t iJPGDataSize = 0;
size_t bufSize = SG_SCR_WIDTH * SG_SCR_HEIGHT * 3;
byte *pJPGData = (byte *)Z_Malloc( static_cast<int>(bufSize), TAG_TEMP_WORKSPACE, qfalse, 4 );
#ifdef JK2_MODE
bool flip_vertical = true;
#else
bool flip_vertical = false;
#endif // JK2_MODE
iJPGDataSize = re.SaveJPGToBuffer(pJPGData, bufSize, JPEG_IMAGE_QUALITY, SG_SCR_WIDTH, SG_SCR_HEIGHT, pbRawScreenShot, 0, flip_vertical );
if ( qbAutosave )
delete[] byBlank;
saved_game.write_chunk<uint32_t>(
INT_ID('S', 'H', 'L', 'N'),
iJPGDataSize);
saved_game.write_chunk(
INT_ID('S', 'H', 'O', 'T'),
pJPGData,
static_cast<int>(iJPGDataSize));
Z_Free(pJPGData);
SCR_TempRawImage_CleanUp();
}
#endif
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 (CL_IsRunningInGameCinematic())
{
return qfalse; //nope, not during a video
}
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();
}
qboolean SG_WriteSavegame(const char *psPathlessBaseName, qboolean qbAutosave)
{
if (!qbAutosave && !SG_GameAllowedToSaveHere(qfalse)) //full check
return qfalse; // this prevents people saving via quick-save now during cinematics
int iPrevTestSave = sv_testsave->integer;
sv_testsave->integer = 0;
// Write out server data...
//
const char *psServerInfo = sv.configstrings[CS_SERVERINFO];
const char *psMapName = Info_ValueForKey( psServerInfo, "mapname" );
//JLF
#ifdef JK2_MODE
if ( !strcmp("quik",psPathlessBaseName))
#else
if ( !strcmp("quick",psPathlessBaseName))
#endif
{
SG_StoreSaveGameComment(va("--> %s <--",psMapName));
}
ojk::SavedGame& saved_game = ojk::SavedGame::get_instance();
if(!saved_game.create( "current" ))
{
Com_Printf (GetString_FailedToOpenSaveGame("current",qfalse));//S_COLOR_RED "Failed to create savegame\n");
SG_WipeSavegame( "current" );
sv_testsave->integer = iPrevTestSave;
return qfalse;
}
//END JLF
ojk::SavedGameHelper sgh(
&saved_game);
char sMapCmd[iSG_MAPCMD_SIZE]={0};
Q_strncpyz( sMapCmd,psMapName, sizeof(sMapCmd)); // need as array rather than ptr because const strlen needed for MPCM chunk
SG_WriteComment(qbAutosave, sMapCmd);
#ifdef JK2_MODE
SG_WriteScreenshot(qbAutosave, sMapCmd);
#endif
sgh.write_chunk(
INT_ID('M', 'P', 'C', 'M'),
sMapCmd);
SG_WriteCvars();
WriteGame (qbAutosave);
// Write out all the level data...
//
if (!qbAutosave)
{
sgh.write_chunk<int32_t>(
INT_ID('T', 'I', 'M', 'E'),
::sv.time);
sgh.write_chunk<int32_t>(
INT_ID('T', 'I', 'M', 'R'),
::sv.timeResidual);
CM_WritePortalState();
SG_WriteServerConfigStrings();
}
ge->WriteLevel(qbAutosave); // always done now, but ent saver only does player if auto
bool is_write_failed = saved_game.is_failed();
saved_game.close();
if (is_write_failed)
{
Com_Printf (GetString_FailedToOpenSaveGame("current",qfalse));//S_COLOR_RED "Failed to write savegame!\n");
SG_WipeSavegame( "current" );
sv_testsave->integer = iPrevTestSave;
return qfalse;
}
ojk::SavedGame::rename(
"current",
psPathlessBaseName);
sv_testsave->integer = iPrevTestSave;
return qtrue;
}
qboolean SG_ReadSavegame(
const char* psPathlessBaseName)
{
char sComment[iSG_COMMENT_SIZE];
char sMapCmd[iSG_MAPCMD_SIZE];
#ifdef JK2_MODE
Cvar_Set(
"cg_missionstatusscreen",
"0");
#endif
ojk::SavedGame& saved_game = ojk::SavedGame::get_instance();
ojk::SavedGameHelper sgh(
&saved_game);
const int iPrevTestSave = ::sv_testsave->integer;
ojk::ScopeGuard scope_guard(
[&]()
{
::sv_testsave->integer = 0;
},
[&]()
{
saved_game.close();
::sv_testsave->integer = iPrevTestSave;
}
);
if (!saved_game.open(psPathlessBaseName))
{
//S_COLOR_RED "Failed to open savegame \"%s\"\n", psPathlessBaseName);
::Com_Printf(
::GetString_FailedToOpenSaveGame(
psPathlessBaseName,
qtrue));
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...
//
sgh.read_chunk(
INT_ID('C', 'O', 'M', 'M'),
sComment);
::Com_DPrintf(
"Reading: %s\n",
sComment);
sgh.read_chunk(
INT_ID('C', 'M', 'T', 'M'));
#ifdef JK2_MODE
::SG_ReadScreenshot(
true,
nullptr);
#endif
sgh.read_chunk(
INT_ID('M', 'P', 'C', 'M'),
sMapCmd);
::SG_ReadCvars();
// read game state
const qboolean qbAutosave = ::ReadGame();
::eSavedGameJustLoaded = (qbAutosave ? eAUTO : eFULL);
// note that this also trashes the whole G_Alloc pool as well (of course)
::SV_SpawnServer(
sMapCmd,
eForceReload_NOTHING,
(::eSavedGameJustLoaded != eFULL ? qtrue : qfalse));
// read in all the level data...
//
if (!qbAutosave)
{
sgh.read_chunk<int32_t>(
INT_ID('T', 'I', 'M', 'E'),
::sv.time);
sgh.read_chunk<int32_t>(
INT_ID('T', 'I', 'M', 'R'),
::sv.timeResidual);
::CM_ReadPortalState();
::SG_ReadServerConfigStrings();
}
// always done now, but ent reader only does player if auto
::ge->ReadLevel(
qbAutosave,
qbLoadTransition);
return qtrue;
}
void SG_TestSave(void)
{
if (sv_testsave->integer && sv.state == SS_GAME)
{
WriteGame(qfalse);
ge->WriteLevel(qfalse);
}
}