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engine: server: don't show GAMESAVED message in autosaves, small refactoring
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2e3788f23d
commit
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@ -660,7 +660,7 @@ void SV_SetLogAddress_f( void );
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//
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//
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// sv_save.c
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// sv_save.c
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//
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//
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void SV_SaveGame( const char *pName );
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qboolean SV_SaveGame( const char *pName );
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qboolean SV_LoadGame( const char *pName );
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qboolean SV_LoadGame( const char *pName );
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int SV_LoadGameState( char const *level );
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int SV_LoadGameState( char const *level );
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void SV_ChangeLevel( qboolean loadfromsavedgame, const char *mapname, const char *start, qboolean background );
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void SV_ChangeLevel( qboolean loadfromsavedgame, const char *mapname, const char *start, qboolean background );
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@ -439,18 +439,23 @@ SV_Save_f
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*/
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*/
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void SV_Save_f( void )
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void SV_Save_f( void )
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{
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{
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qboolean ret = false;
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switch( Cmd_Argc( ))
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switch( Cmd_Argc( ))
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{
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{
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case 1:
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case 1:
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SV_SaveGame( "new" );
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ret = SV_SaveGame( "new" );
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break;
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break;
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case 2:
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case 2:
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SV_SaveGame( Cmd_Argv( 1 ));
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ret = SV_SaveGame( Cmd_Argv( 1 ));
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break;
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break;
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default:
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default:
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Con_Printf( S_USAGE "save <savename>\n" );
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Con_Printf( S_USAGE "save <savename>\n" );
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break;
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break;
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}
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}
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if( ret && CL_Active() && !FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
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CL_HudMessage( "GAMESAVED" ); // defined in titles.txt
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}
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}
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/*
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/*
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@ -1693,7 +1693,7 @@ SaveGameSlot
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do a save game
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do a save game
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=============
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=============
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*/
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*/
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static int SaveGameSlot( const char *pSaveName, const char *pSaveComment )
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static qboolean SaveGameSlot( const char *pSaveName, const char *pSaveComment )
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{
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{
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char hlPath[MAX_QPATH];
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char hlPath[MAX_QPATH];
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char name[MAX_QPATH];
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char name[MAX_QPATH];
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@ -1704,7 +1704,7 @@ static int SaveGameSlot( const char *pSaveName, const char *pSaveComment )
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file_t *pFile;
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file_t *pFile;
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pSaveData = SaveGameState( false );
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pSaveData = SaveGameState( false );
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if( !pSaveData ) return 0;
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if( !pSaveData ) return false;
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SaveFinish( pSaveData );
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SaveFinish( pSaveData );
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pSaveData = SaveInit( SAVE_HEAPSIZE, SAVE_HASHSTRINGS ); // re-init the buffer
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pSaveData = SaveInit( SAVE_HEAPSIZE, SAVE_HASHSTRINGS ); // re-init the buffer
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@ -1735,7 +1735,7 @@ static int SaveGameSlot( const char *pSaveName, const char *pSaveComment )
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{
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{
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// something bad is happens
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// something bad is happens
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SaveFinish( pSaveData );
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SaveFinish( pSaveData );
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return 0;
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return false;
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}
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}
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// pending the preview image for savegame
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// pending the preview image for savegame
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@ -1759,7 +1759,7 @@ static int SaveGameSlot( const char *pSaveName, const char *pSaveComment )
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SaveFinish( pSaveData );
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SaveFinish( pSaveData );
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FS_Close( pFile );
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FS_Close( pFile );
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return 1;
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return true;
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}
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}
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/*
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/*
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@ -2169,17 +2169,17 @@ qboolean SV_LoadGame( const char *pPath )
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SV_SaveGame
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SV_SaveGame
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==================
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==================
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*/
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*/
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void SV_SaveGame( const char *pName )
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qboolean SV_SaveGame( const char *pName )
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{
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{
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char comment[80];
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char comment[80];
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int result;
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string savename;
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string savename;
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if( !COM_CheckString( pName ))
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if( !COM_CheckString( pName ))
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return;
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return false;
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// can we save at this point?
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// can we save at this point?
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if( !IsValidSave( )) return;
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if( !IsValidSave( ))
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return false;
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if( !Q_stricmp( pName, "new" ))
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if( !Q_stricmp( pName, "new" ))
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{
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{
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@ -2197,7 +2197,7 @@ void SV_SaveGame( const char *pName )
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if( n == 1000 )
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if( n == 1000 )
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{
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{
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Con_Printf( S_ERROR "no free slots for savegame\n" );
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Con_Printf( S_ERROR "no free slots for savegame\n" );
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return;
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return false;
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}
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}
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}
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}
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else Q_strncpy( savename, pName, sizeof( savename ));
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else Q_strncpy( savename, pName, sizeof( savename ));
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@ -2208,12 +2208,7 @@ void SV_SaveGame( const char *pName )
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#endif // XASH_DEDICATED
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#endif // XASH_DEDICATED
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SaveBuildComment( comment, sizeof( comment ));
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SaveBuildComment( comment, sizeof( comment ));
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result = SaveGameSlot( savename, comment );
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return SaveGameSlot( savename, comment );
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#if !XASH_DEDICATED
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if( result && !FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
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CL_HudMessage( "GAMESAVED" ); // defined in titles.txt
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#endif // XASH_DEDICATED
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}
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}
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/*
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/*
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