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2361 lines
61 KiB
2361 lines
61 KiB
/* |
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sv_save.c - save\restore implementation |
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Copyright (C) 2008 Uncle Mike |
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|
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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|
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#include "common.h" |
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#include "server.h" |
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#include "library.h" |
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#include "const.h" |
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#include "render_api.h" // decallist_t |
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#include "sound.h" // S_GetDynamicSounds |
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|
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/* |
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============================================================================== |
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SAVE FILE |
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half-life implementation of saverestore system |
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============================================================================== |
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*/ |
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#define SAVEFILE_HEADER (('V'<<24)+('L'<<16)+('A'<<8)+'V') // little-endian "VALV" |
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#define SAVEGAME_HEADER (('V'<<24)+('A'<<16)+('S'<<8)+'J') // little-endian "JSAV" |
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#define SAVEGAME_VERSION 0x0071 // Version 0.71 GoldSrc compatible |
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#define CLIENT_SAVEGAME_VERSION 0x0067 // Version 0.67 |
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|
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#define SAVE_HEAPSIZE 0x400000 // reserve 4Mb for now |
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#define SAVE_HASHSTRINGS 0xFFF // 4095 unique strings |
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#define SAVE_AGED_COUNT 2 |
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|
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// savedata headers |
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typedef struct |
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{ |
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char mapName[32]; |
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char comment[80]; |
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int mapCount; |
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} GAME_HEADER; |
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|
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typedef struct |
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{ |
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int skillLevel; |
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int entityCount; |
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int connectionCount; |
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int lightStyleCount; |
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float time; |
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char mapName[32]; |
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char skyName[32]; |
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int skyColor_r; |
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int skyColor_g; |
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int skyColor_b; |
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float skyVec_x; |
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float skyVec_y; |
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float skyVec_z; |
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} SAVE_HEADER; |
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|
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typedef struct |
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{ |
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int decalCount; // render decals count |
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int entityCount; // static entity count |
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int soundCount; // sounds count |
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int tempEntsCount; // not used |
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char introTrack[64]; |
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char mainTrack[64]; |
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int trackPosition; |
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short viewentity; // Xash3D added |
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float wateralpha; |
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float wateramp; // world waves |
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} SAVE_CLIENT; |
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|
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typedef struct |
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{ |
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int index; |
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char style[256]; |
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float time; |
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} SAVE_LIGHTSTYLE; |
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|
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void (__cdecl *pfnSaveGameComment)( char *buffer, int max_length ) = NULL; |
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static TYPEDESCRIPTION gGameHeader[] = |
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{ |
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DEFINE_ARRAY( GAME_HEADER, mapName, FIELD_CHARACTER, 32 ), |
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DEFINE_ARRAY( GAME_HEADER, comment, FIELD_CHARACTER, 80 ), |
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DEFINE_FIELD( GAME_HEADER, mapCount, FIELD_INTEGER ), |
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}; |
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|
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static TYPEDESCRIPTION gSaveHeader[] = |
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{ |
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DEFINE_FIELD( SAVE_HEADER, skillLevel, FIELD_INTEGER ), |
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DEFINE_FIELD( SAVE_HEADER, entityCount, FIELD_INTEGER ), |
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DEFINE_FIELD( SAVE_HEADER, connectionCount, FIELD_INTEGER ), |
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DEFINE_FIELD( SAVE_HEADER, lightStyleCount, FIELD_INTEGER ), |
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DEFINE_FIELD( SAVE_HEADER, time, FIELD_TIME ), |
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DEFINE_ARRAY( SAVE_HEADER, mapName, FIELD_CHARACTER, 32 ), |
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DEFINE_ARRAY( SAVE_HEADER, skyName, FIELD_CHARACTER, 32 ), |
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DEFINE_FIELD( SAVE_HEADER, skyColor_r, FIELD_INTEGER ), |
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DEFINE_FIELD( SAVE_HEADER, skyColor_g, FIELD_INTEGER ), |
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DEFINE_FIELD( SAVE_HEADER, skyColor_b, FIELD_INTEGER ), |
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DEFINE_FIELD( SAVE_HEADER, skyVec_x, FIELD_FLOAT ), |
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DEFINE_FIELD( SAVE_HEADER, skyVec_y, FIELD_FLOAT ), |
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DEFINE_FIELD( SAVE_HEADER, skyVec_z, FIELD_FLOAT ), |
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}; |
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static TYPEDESCRIPTION gAdjacency[] = |
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{ |
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DEFINE_ARRAY( LEVELLIST, mapName, FIELD_CHARACTER, 32 ), |
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DEFINE_ARRAY( LEVELLIST, landmarkName, FIELD_CHARACTER, 32 ), |
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DEFINE_FIELD( LEVELLIST, pentLandmark, FIELD_EDICT ), |
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DEFINE_FIELD( LEVELLIST, vecLandmarkOrigin, FIELD_VECTOR ), |
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}; |
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static TYPEDESCRIPTION gLightStyle[] = |
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{ |
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DEFINE_FIELD( SAVE_LIGHTSTYLE, index, FIELD_INTEGER ), |
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DEFINE_ARRAY( SAVE_LIGHTSTYLE, style, FIELD_CHARACTER, 256 ), |
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DEFINE_FIELD( SAVE_LIGHTSTYLE, time, FIELD_FLOAT ), |
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}; |
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static TYPEDESCRIPTION gEntityTable[] = |
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{ |
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DEFINE_FIELD( ENTITYTABLE, id, FIELD_INTEGER ), |
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DEFINE_FIELD( ENTITYTABLE, location, FIELD_INTEGER ), |
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DEFINE_FIELD( ENTITYTABLE, size, FIELD_INTEGER ), |
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DEFINE_FIELD( ENTITYTABLE, flags, FIELD_INTEGER ), |
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DEFINE_FIELD( ENTITYTABLE, classname, FIELD_STRING ), |
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}; |
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static TYPEDESCRIPTION gSaveClient[] = |
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{ |
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DEFINE_FIELD( SAVE_CLIENT, decalCount, FIELD_INTEGER ), |
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DEFINE_FIELD( SAVE_CLIENT, entityCount, FIELD_INTEGER ), |
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DEFINE_FIELD( SAVE_CLIENT, soundCount, FIELD_INTEGER ), |
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DEFINE_FIELD( SAVE_CLIENT, tempEntsCount, FIELD_INTEGER ), |
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DEFINE_ARRAY( SAVE_CLIENT, introTrack, FIELD_CHARACTER, 64 ), |
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DEFINE_ARRAY( SAVE_CLIENT, mainTrack, FIELD_CHARACTER, 64 ), |
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DEFINE_FIELD( SAVE_CLIENT, trackPosition, FIELD_INTEGER ), |
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DEFINE_FIELD( SAVE_CLIENT, viewentity, FIELD_SHORT ), |
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DEFINE_FIELD( SAVE_CLIENT, wateralpha, FIELD_FLOAT ), |
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DEFINE_FIELD( SAVE_CLIENT, wateramp, FIELD_FLOAT ), |
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}; |
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static TYPEDESCRIPTION gDecalEntry[] = |
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{ |
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DEFINE_FIELD( decallist_t, position, FIELD_VECTOR ), |
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DEFINE_ARRAY( decallist_t, name, FIELD_CHARACTER, 64 ), |
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DEFINE_FIELD( decallist_t, entityIndex, FIELD_SHORT ), |
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DEFINE_FIELD( decallist_t, depth, FIELD_CHARACTER ), |
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DEFINE_FIELD( decallist_t, flags, FIELD_CHARACTER ), |
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DEFINE_FIELD( decallist_t, scale, FIELD_FLOAT ), |
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DEFINE_FIELD( decallist_t, impactPlaneNormal, FIELD_VECTOR ), |
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DEFINE_ARRAY( decallist_t, studio_state, FIELD_CHARACTER, sizeof( modelstate_t )), |
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}; |
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|
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static TYPEDESCRIPTION gStaticEntry[] = |
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{ |
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DEFINE_FIELD( entity_state_t, messagenum, FIELD_MODELNAME ), // HACKHACK: store model into messagenum |
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DEFINE_FIELD( entity_state_t, origin, FIELD_VECTOR ), |
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DEFINE_FIELD( entity_state_t, angles, FIELD_VECTOR ), |
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DEFINE_FIELD( entity_state_t, sequence, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, frame, FIELD_FLOAT ), |
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DEFINE_FIELD( entity_state_t, colormap, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, skin, FIELD_SHORT ), |
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DEFINE_FIELD( entity_state_t, body, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, scale, FIELD_FLOAT ), |
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DEFINE_FIELD( entity_state_t, effects, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, framerate, FIELD_FLOAT ), |
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DEFINE_FIELD( entity_state_t, mins, FIELD_VECTOR ), |
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DEFINE_FIELD( entity_state_t, maxs, FIELD_VECTOR ), |
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DEFINE_FIELD( entity_state_t, rendermode, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, renderamt, FIELD_FLOAT ), |
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DEFINE_ARRAY( entity_state_t, rendercolor, FIELD_CHARACTER, sizeof( color24 )), |
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DEFINE_FIELD( entity_state_t, renderfx, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, controller, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, blending, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, solid, FIELD_SHORT ), |
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DEFINE_FIELD( entity_state_t, animtime, FIELD_TIME ), |
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DEFINE_FIELD( entity_state_t, movetype, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, vuser1, FIELD_VECTOR ), |
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DEFINE_FIELD( entity_state_t, vuser2, FIELD_VECTOR ), |
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DEFINE_FIELD( entity_state_t, vuser3, FIELD_VECTOR ), |
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DEFINE_FIELD( entity_state_t, vuser4, FIELD_VECTOR ), |
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DEFINE_FIELD( entity_state_t, iuser1, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, iuser2, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, iuser3, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, iuser4, FIELD_INTEGER ), |
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DEFINE_FIELD( entity_state_t, fuser1, FIELD_FLOAT ), |
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DEFINE_FIELD( entity_state_t, fuser2, FIELD_FLOAT ), |
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DEFINE_FIELD( entity_state_t, fuser3, FIELD_FLOAT ), |
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DEFINE_FIELD( entity_state_t, fuser4, FIELD_FLOAT ), |
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}; |
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static TYPEDESCRIPTION gSoundEntry[] = |
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{ |
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DEFINE_ARRAY( soundlist_t, name, FIELD_CHARACTER, 64 ), |
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DEFINE_FIELD( soundlist_t, entnum, FIELD_SHORT ), |
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DEFINE_FIELD( soundlist_t, origin, FIELD_VECTOR ), |
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DEFINE_FIELD( soundlist_t, volume, FIELD_FLOAT ), |
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DEFINE_FIELD( soundlist_t, attenuation, FIELD_FLOAT ), |
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DEFINE_FIELD( soundlist_t, looping, FIELD_BOOLEAN ), |
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DEFINE_FIELD( soundlist_t, channel, FIELD_CHARACTER ), |
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DEFINE_FIELD( soundlist_t, pitch, FIELD_CHARACTER ), |
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DEFINE_FIELD( soundlist_t, wordIndex, FIELD_CHARACTER ), |
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DEFINE_ARRAY( soundlist_t, samplePos, FIELD_CHARACTER, sizeof( double )), |
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DEFINE_ARRAY( soundlist_t, forcedEnd, FIELD_CHARACTER, sizeof( double )), |
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}; |
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static TYPEDESCRIPTION gTempEntvars[] = |
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{ |
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DEFINE_ENTITY_FIELD( classname, FIELD_STRING ), |
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DEFINE_ENTITY_GLOBAL_FIELD( globalname, FIELD_STRING ), |
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}; |
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|
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/* |
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============= |
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SaveBuildComment |
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build commentary for each savegame |
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typically it writes world message and level time |
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============= |
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*/ |
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static void SaveBuildComment( char *text, int maxlength ) |
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{ |
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const char *pName; |
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text[0] = '\0'; // clear |
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if( pfnSaveGameComment != NULL ) |
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{ |
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// get save comment from gamedll |
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pfnSaveGameComment( text, maxlength ); |
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} |
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else |
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{ |
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if( svgame.edicts->v.message != 0 ) |
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{ |
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// trying to extract message from the world |
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pName = STRING( svgame.edicts->v.message ); |
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} |
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else |
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{ |
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// or use mapname |
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pName = STRING( svgame.globals->mapname ); |
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} |
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Q_snprintf( text, maxlength, "%-64.64s %02d:%02d", pName, (int)(sv.time / 60.0 ), (int)fmod( sv.time, 60.0 )); |
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} |
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} |
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/* |
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============= |
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DirectoryCount |
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counting all the files with HL1-HL3 extension |
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in save folder |
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============= |
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*/ |
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static int DirectoryCount( const char *pPath ) |
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{ |
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int count; |
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search_t *t; |
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t = FS_Search( pPath, true, true ); // lookup only in gamedir |
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if( !t ) return 0; // empty |
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count = t->numfilenames; |
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Mem_Free( t ); |
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return count; |
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} |
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|
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/* |
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============= |
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InitEntityTable |
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reserve space for ETABLE's |
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============= |
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*/ |
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static void InitEntityTable( SAVERESTOREDATA *pSaveData, int entityCount ) |
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{ |
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ENTITYTABLE *pTable; |
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int i; |
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pSaveData->pTable = Mem_Calloc( host.mempool, sizeof( ENTITYTABLE ) * entityCount ); |
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pSaveData->tableCount = entityCount; |
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// setup entitytable |
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for( i = 0; i < entityCount; i++ ) |
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{ |
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pTable = &pSaveData->pTable[i]; |
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pTable->pent = EDICT_NUM( i ); |
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pTable->id = i; |
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} |
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} |
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/* |
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============= |
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EntryInTable |
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check level in transition list |
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============= |
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*/ |
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static int EntryInTable( SAVERESTOREDATA *pSaveData, const char *pMapName, int index ) |
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{ |
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int i; |
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for( i = index + 1; i < pSaveData->connectionCount; i++ ) |
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{ |
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if ( !Q_stricmp( pSaveData->levelList[i].mapName, pMapName )) |
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return i; |
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} |
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return -1; |
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} |
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/* |
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============= |
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EdictFromTable |
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get edict from table |
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============= |
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*/ |
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static edict_t *EdictFromTable( SAVERESTOREDATA *pSaveData, int entityIndex ) |
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{ |
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if( pSaveData && pSaveData->pTable ) |
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{ |
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entityIndex = bound( 0, entityIndex, pSaveData->tableCount - 1 ); |
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return pSaveData->pTable[entityIndex].pent; |
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} |
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return NULL; |
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} |
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/* |
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============= |
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LandmarkOrigin |
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find global offset for a given landmark |
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============= |
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*/ |
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static void LandmarkOrigin( SAVERESTOREDATA *pSaveData, vec3_t output, const char *pLandmarkName ) |
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{ |
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int i; |
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for( i = 0; i < pSaveData->connectionCount; i++ ) |
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{ |
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if( !Q_strcmp( pSaveData->levelList[i].landmarkName, pLandmarkName )) |
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{ |
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VectorCopy( pSaveData->levelList[i].vecLandmarkOrigin, output ); |
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return; |
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} |
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} |
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VectorClear( output ); |
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} |
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/* |
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============= |
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EntityInSolid |
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some moved edicts on a next level cause stuck |
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outside of world. Find them and remove |
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============= |
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*/ |
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static int EntityInSolid( edict_t *pent ) |
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{ |
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edict_t *aiment = pent->v.aiment; |
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vec3_t point; |
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// if you're attached to a client, always go through |
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if( pent->v.movetype == MOVETYPE_FOLLOW && SV_IsValidEdict( aiment ) && FBitSet( aiment->v.flags, FL_CLIENT )) |
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return 0; |
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VectorAverage( pent->v.absmin, pent->v.absmax, point ); |
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svs.groupmask = pent->v.groupinfo; |
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return (SV_PointContents( point ) == CONTENTS_SOLID); |
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} |
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/* |
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============= |
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ClearSaveDir |
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remove all the temp files HL1-HL3 |
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(it will be extracted again from another .sav file) |
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============= |
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*/ |
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static void ClearSaveDir( void ) |
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{ |
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search_t *t; |
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int i; |
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// just delete all HL? files |
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t = FS_Search( va( "%s*.HL?", DEFAULT_SAVE_DIRECTORY ), true, true ); |
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if( !t ) return; // already empty |
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for( i = 0; i < t->numfilenames; i++ ) |
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FS_Delete( t->filenames[i] ); |
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Mem_Free( t ); |
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} |
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|
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/* |
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============= |
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IsValidSave |
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savegame is allowed? |
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============= |
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*/ |
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static int IsValidSave( void ) |
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{ |
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if( !svs.initialized || sv.state != ss_active ) |
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{ |
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Con_Printf( "Not playing a local game.\n" ); |
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return 0; |
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} |
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// ignore autosave during background |
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if( sv.background || UI_CreditsActive( )) |
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return 0; |
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if( svgame.physFuncs.SV_AllowSaveGame != NULL ) |
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{ |
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if( !svgame.physFuncs.SV_AllowSaveGame( )) |
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{ |
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Con_Printf( "Savegame is not allowed.\n" ); |
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return 0; |
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} |
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} |
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|
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if( !CL_Active( )) |
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{ |
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Con_Printf( "Can't save if not active.\n" ); |
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return 0; |
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} |
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if( CL_IsIntermission( )) |
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{ |
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Con_Printf( "Can't save during intermission.\n" ); |
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return 0; |
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} |
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|
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if( svs.maxclients != 1 ) |
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{ |
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Con_Printf( "Can't save multiplayer games.\n" ); |
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return 0; |
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} |
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|
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if( svs.clients && svs.clients[0].state == cs_spawned ) |
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{ |
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edict_t *pl = svs.clients[0].edict; |
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|
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if( !pl ) |
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{ |
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Con_Printf( "Can't savegame without a player!\n" ); |
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return 0; |
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} |
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|
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if( pl->v.deadflag || pl->v.health <= 0.0f ) |
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{ |
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Con_Printf( "Can't savegame with a dead player\n" ); |
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return 0; |
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} |
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|
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// Passed all checks, it's ok to save |
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return 1; |
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} |
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|
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Con_Printf( "Can't savegame without a client!\n" ); |
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|
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return 0; |
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} |
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|
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/* |
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============= |
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AgeSaveList |
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|
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scroll the name list down |
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============= |
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*/ |
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static void AgeSaveList( const char *pName, int count ) |
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{ |
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char newName[MAX_OSPATH], oldName[MAX_OSPATH]; |
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char newShot[MAX_OSPATH], oldShot[MAX_OSPATH]; |
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|
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// delete last quick/autosave (e.g. quick05.sav) |
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Q_snprintf( newName, sizeof( newName ), "%s%s%02d.sav", DEFAULT_SAVE_DIRECTORY, pName, count ); |
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Q_snprintf( newShot, sizeof( newShot ), "%s%s%02d.bmp", DEFAULT_SAVE_DIRECTORY, pName, count ); |
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|
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// only delete from game directory, basedir is read-only |
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FS_Delete( newName ); |
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FS_Delete( newShot ); |
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|
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// unloading the shot footprint |
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GL_FreeImage( newShot ); |
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|
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while( count > 0 ) |
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{ |
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if( count == 1 ) |
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{ |
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// quick.sav |
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Q_snprintf( oldName, sizeof( oldName ), "%s%s.sav", DEFAULT_SAVE_DIRECTORY, pName ); |
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Q_snprintf( oldShot, sizeof( oldShot ), "%s%s.bmp", DEFAULT_SAVE_DIRECTORY, pName ); |
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} |
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else |
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{ |
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// quick04.sav, etc. |
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Q_snprintf( oldName, sizeof( oldName ), "%s%s%02d.sav", DEFAULT_SAVE_DIRECTORY, pName, count - 1 ); |
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Q_snprintf( oldShot, sizeof( oldShot ), "%s%s%02d.bmp", DEFAULT_SAVE_DIRECTORY, pName, count - 1 ); |
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} |
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|
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Q_snprintf( newName, sizeof( newName ), "%s%s%02d.sav", DEFAULT_SAVE_DIRECTORY, pName, count ); |
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Q_snprintf( newShot, sizeof( newShot ), "%s%s%02d.bmp", DEFAULT_SAVE_DIRECTORY, pName, count ); |
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|
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// unloading the oldshot footprint too |
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GL_FreeImage( oldShot ); |
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|
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// scroll the name list down (e.g. rename quick04.sav to quick05.sav) |
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FS_Rename( oldName, newName ); |
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FS_Rename( oldShot, newShot ); |
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count--; |
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} |
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} |
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|
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/* |
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================== |
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SaveGetName |
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|
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build the savename |
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================== |
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*/ |
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static qboolean SaveGetName( int lastnum, char *filename ) |
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{ |
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int a, b, c; |
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|
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if( lastnum < 0 || lastnum > 999 ) |
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return false; |
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|
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a = lastnum / 100; |
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lastnum -= a * 100; |
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b = lastnum / 10; |
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c = lastnum % 10; |
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|
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Q_sprintf( filename, "save%i%i%i", a, b, c ); |
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return true; |
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} |
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|
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/* |
|
============= |
|
DirectoryCopy |
|
|
|
put the HL1-HL3 files into .sav file |
|
============= |
|
*/ |
|
static void DirectoryCopy( const char *pPath, file_t *pFile ) |
|
{ |
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char szName[MAX_OSPATH]; |
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int i, fileSize; |
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file_t *pCopy; |
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search_t *t; |
|
|
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t = FS_Search( pPath, true, true ); |
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if( !t ) return; // nothing to copy ? |
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|
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for( i = 0; i < t->numfilenames; i++ ) |
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{ |
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pCopy = FS_Open( t->filenames[i], "rb", true ); |
|
fileSize = FS_FileLength( pCopy ); |
|
|
|
memset( szName, 0, sizeof( szName )); // clearing the string to prevent garbage in output file |
|
Q_strncpy( szName, COM_FileWithoutPath( t->filenames[i] ), MAX_OSPATH ); |
|
FS_Write( pFile, szName, MAX_OSPATH ); |
|
FS_Write( pFile, &fileSize, sizeof( int )); |
|
FS_FileCopy( pFile, pCopy, fileSize ); |
|
FS_Close( pCopy ); |
|
} |
|
Mem_Free( t ); |
|
} |
|
|
|
/* |
|
============= |
|
DirectoryExtract |
|
|
|
extract the HL1-HL3 files from the .sav file |
|
============= |
|
*/ |
|
static void DirectoryExtract( file_t *pFile, int fileCount ) |
|
{ |
|
char szName[MAX_OSPATH]; |
|
char fileName[MAX_OSPATH]; |
|
int i, fileSize; |
|
file_t *pCopy; |
|
|
|
for( i = 0; i < fileCount; i++ ) |
|
{ |
|
// filename can only be as long as a map name + extension |
|
FS_Read( pFile, szName, MAX_OSPATH ); |
|
FS_Read( pFile, &fileSize, sizeof( int )); |
|
Q_snprintf( fileName, sizeof( fileName ), "%s%s", DEFAULT_SAVE_DIRECTORY, szName ); |
|
COM_FixSlashes( fileName ); |
|
|
|
pCopy = FS_Open( fileName, "wb", true ); |
|
FS_FileCopy( pCopy, pFile, fileSize ); |
|
FS_Close( pCopy ); |
|
} |
|
} |
|
|
|
/* |
|
============= |
|
SaveInit |
|
|
|
initialize global save-restore buffer |
|
============= |
|
*/ |
|
static SAVERESTOREDATA *SaveInit( int size, int tokenCount ) |
|
{ |
|
SAVERESTOREDATA *pSaveData; |
|
|
|
pSaveData = Mem_Calloc( host.mempool, sizeof( SAVERESTOREDATA ) + size ); |
|
pSaveData->pTokens = (char **)Mem_Calloc( host.mempool, tokenCount * sizeof( char* )); |
|
pSaveData->tokenCount = tokenCount; |
|
|
|
pSaveData->pBaseData = (char *)(pSaveData + 1); // skip the save structure); |
|
pSaveData->pCurrentData = pSaveData->pBaseData; // reset the pointer |
|
pSaveData->bufferSize = size; |
|
|
|
pSaveData->time = svgame.globals->time; // Use DLL time |
|
|
|
// shared with dlls |
|
svgame.globals->pSaveData = pSaveData; |
|
|
|
return pSaveData; |
|
} |
|
|
|
/* |
|
============= |
|
SaveClear |
|
|
|
clearing buffer for reuse |
|
============= |
|
*/ |
|
static void SaveClear( SAVERESTOREDATA *pSaveData ) |
|
{ |
|
memset( pSaveData->pTokens, 0, pSaveData->tokenCount * sizeof( char* )); |
|
|
|
pSaveData->pBaseData = (char *)(pSaveData + 1); // skip the save structure); |
|
pSaveData->pCurrentData = pSaveData->pBaseData; // reset the pointer |
|
pSaveData->time = svgame.globals->time; // Use DLL time |
|
pSaveData->tokenSize = 0; // reset the hashtable |
|
pSaveData->size = 0; // reset the pointer |
|
|
|
// shared with dlls |
|
svgame.globals->pSaveData = pSaveData; |
|
} |
|
|
|
/* |
|
============= |
|
SaveFinish |
|
|
|
release global save-restore buffer |
|
============= |
|
*/ |
|
static void SaveFinish( SAVERESTOREDATA *pSaveData ) |
|
{ |
|
if( !pSaveData ) return; |
|
|
|
if( pSaveData->pTokens ) |
|
{ |
|
Mem_Free( pSaveData->pTokens ); |
|
pSaveData->pTokens = NULL; |
|
pSaveData->tokenCount = 0; |
|
} |
|
|
|
if( pSaveData->pTable ) |
|
{ |
|
Mem_Free( pSaveData->pTable ); |
|
pSaveData->pTable = NULL; |
|
pSaveData->tableCount = 0; |
|
} |
|
|
|
svgame.globals->pSaveData = NULL; |
|
Mem_Free( pSaveData ); |
|
} |
|
|
|
/* |
|
============= |
|
DumpHashStrings |
|
|
|
debug thing |
|
============= |
|
*/ |
|
static void DumpHashStrings( SAVERESTOREDATA *pSaveData, const char *pMessage ) |
|
{ |
|
int i, count = 0; |
|
|
|
if( pSaveData && pSaveData->pTokens ) |
|
{ |
|
Con_Printf( "%s\n", pMessage ); |
|
|
|
for( i = 0; i < pSaveData->tokenCount; i++ ) |
|
{ |
|
if( !pSaveData->pTokens[i] ) |
|
continue; |
|
|
|
Con_Printf( "#%i %s\n", count, pSaveData->pTokens[i] ); |
|
count++; |
|
} |
|
Con_Printf( "total %i actual %i\n", pSaveData->tokenCount, count ); |
|
} |
|
} |
|
|
|
/* |
|
============= |
|
StoreHashTable |
|
|
|
write the stringtable into file |
|
============= |
|
*/ |
|
static char *StoreHashTable( SAVERESTOREDATA *pSaveData ) |
|
{ |
|
char *pTokenData = pSaveData->pCurrentData; |
|
int i; |
|
|
|
// Write entity string token table |
|
if( pSaveData->pTokens ) |
|
{ |
|
for( i = 0; i < pSaveData->tokenCount; i++ ) |
|
{ |
|
char *pszToken = pSaveData->pTokens[i] ? pSaveData->pTokens[i] : ""; |
|
|
|
// just copy the token byte-by-byte |
|
while( *pszToken ) |
|
*pSaveData->pCurrentData++ = *pszToken++; |
|
*pSaveData->pCurrentData++ = 0; // Write the term |
|
} |
|
} |
|
|
|
pSaveData->tokenSize = pSaveData->pCurrentData - pTokenData; |
|
|
|
return pTokenData; |
|
} |
|
|
|
/* |
|
============= |
|
BuildHashTable |
|
|
|
build the stringtable from buffer |
|
============= |
|
*/ |
|
static void BuildHashTable( SAVERESTOREDATA *pSaveData, file_t *pFile ) |
|
{ |
|
char *pszTokenList = pSaveData->pBaseData; |
|
int i; |
|
|
|
// Parse the symbol table |
|
if( pSaveData->tokenSize > 0 ) |
|
{ |
|
FS_Read( pFile, pszTokenList, pSaveData->tokenSize ); |
|
|
|
// make sure the token strings pointed to by the pToken hashtable. |
|
for( i = 0; i < pSaveData->tokenCount; i++ ) |
|
{ |
|
pSaveData->pTokens[i] = *pszTokenList ? pszTokenList : NULL; |
|
while( *pszTokenList++ ); // Find next token (after next null) |
|
} |
|
} |
|
|
|
// rebase the data pointer |
|
pSaveData->pBaseData = pszTokenList; // pszTokenList now points after token data |
|
pSaveData->pCurrentData = pSaveData->pBaseData; |
|
} |
|
|
|
/* |
|
============= |
|
GetClientDataSize |
|
|
|
g-cont: this routine is redundant |
|
i'm write it just for more readable code |
|
============= |
|
*/ |
|
static int GetClientDataSize( const char *level ) |
|
{ |
|
int tokenCount, tokenSize; |
|
int size, id, version; |
|
char name[MAX_QPATH]; |
|
file_t *pFile; |
|
|
|
Q_snprintf( name, sizeof( name ), "%s%s.HL2", DEFAULT_SAVE_DIRECTORY, level ); |
|
|
|
if(( pFile = FS_Open( name, "rb", true )) == NULL ) |
|
return 0; |
|
|
|
FS_Read( pFile, &id, sizeof( id )); |
|
if( id != SAVEGAME_HEADER ) |
|
{ |
|
FS_Close( pFile ); |
|
return 0; |
|
} |
|
|
|
FS_Read( pFile, &version, sizeof( version )); |
|
if( version != CLIENT_SAVEGAME_VERSION ) |
|
{ |
|
FS_Close( pFile ); |
|
return 0; |
|
} |
|
|
|
FS_Read( pFile, &size, sizeof( int )); |
|
FS_Read( pFile, &tokenCount, sizeof( int )); |
|
FS_Read( pFile, &tokenSize, sizeof( int )); |
|
FS_Close( pFile ); |
|
|
|
return ( size + tokenSize ); |
|
} |
|
|
|
/* |
|
============= |
|
LoadSaveData |
|
|
|
fill the save resore buffer |
|
parse hash strings |
|
============= |
|
*/ |
|
static SAVERESTOREDATA *LoadSaveData( const char *level ) |
|
{ |
|
int tokenSize, tableCount; |
|
int size, tokenCount; |
|
char name[MAX_OSPATH]; |
|
int id, version; |
|
int clientSize; |
|
SAVERESTOREDATA *pSaveData; |
|
int totalSize; |
|
file_t *pFile; |
|
|
|
Q_snprintf( name, sizeof( name ), "%s%s.HL1", DEFAULT_SAVE_DIRECTORY, level ); |
|
Con_Printf( "Loading game from %s...\n", name ); |
|
|
|
if(( pFile = FS_Open( name, "rb", true )) == NULL ) |
|
{ |
|
Con_Printf( S_ERROR "couldn't open.\n" ); |
|
return NULL; |
|
} |
|
|
|
// Read the header |
|
FS_Read( pFile, &id, sizeof( int )); |
|
FS_Read( pFile, &version, sizeof( int )); |
|
|
|
// is this a valid save? |
|
if( id != SAVEFILE_HEADER || version != SAVEGAME_VERSION ) |
|
{ |
|
FS_Close( pFile ); |
|
return NULL; |
|
} |
|
|
|
// Read the sections info and the data |
|
FS_Read( pFile, &size, sizeof( int )); // total size of all data to initialize read buffer |
|
FS_Read( pFile, &tableCount, sizeof( int )); // entities count to right initialize entity table |
|
FS_Read( pFile, &tokenCount, sizeof( int )); // num hash tokens to prepare token table |
|
FS_Read( pFile, &tokenSize, sizeof( int )); // total size of hash tokens |
|
|
|
// determine highest size of seve-restore buffer |
|
// because it's used twice: for HL1 and HL2 restore |
|
clientSize = GetClientDataSize( level ); |
|
totalSize = Q_max( clientSize, ( size + tokenSize )); |
|
|
|
// init the read buffer |
|
pSaveData = SaveInit( totalSize, tokenCount ); |
|
|
|
Q_strncpy( pSaveData->szCurrentMapName, level, sizeof( pSaveData->szCurrentMapName )); |
|
pSaveData->tableCount = tableCount; // count ETABLE entries |
|
pSaveData->tokenCount = tokenCount; |
|
pSaveData->tokenSize = tokenSize; |
|
|
|
// Parse the symbol table |
|
BuildHashTable( pSaveData, pFile ); |
|
|
|
// Set up the restore basis |
|
pSaveData->fUseLandmark = true; |
|
pSaveData->time = 0.0f; |
|
|
|
// now reading all the rest of data |
|
FS_Read( pFile, pSaveData->pBaseData, size ); |
|
FS_Close( pFile ); // data is sucessfully moved into SaveRestore buffer (ETABLE will be init later) |
|
|
|
return pSaveData; |
|
} |
|
|
|
/* |
|
============= |
|
ParseSaveTables |
|
|
|
reading global data, setup ETABLE's |
|
============= |
|
*/ |
|
static void ParseSaveTables( SAVERESTOREDATA *pSaveData, SAVE_HEADER *pHeader, int updateGlobals ) |
|
{ |
|
SAVE_LIGHTSTYLE light; |
|
int i; |
|
|
|
// Re-base the savedata since we re-ordered the entity/table / restore fields |
|
InitEntityTable( pSaveData, pSaveData->tableCount ); |
|
|
|
for( i = 0; i < pSaveData->tableCount; i++ ) |
|
svgame.dllFuncs.pfnSaveReadFields( pSaveData, "ETABLE", &pSaveData->pTable[i], gEntityTable, ARRAYSIZE( gEntityTable )); |
|
|
|
pSaveData->pBaseData = pSaveData->pCurrentData; |
|
pSaveData->size = 0; |
|
|
|
// process SAVE_HEADER |
|
svgame.dllFuncs.pfnSaveReadFields( pSaveData, "Save Header", pHeader, gSaveHeader, ARRAYSIZE( gSaveHeader )); |
|
|
|
pSaveData->connectionCount = pHeader->connectionCount; |
|
VectorClear( pSaveData->vecLandmarkOffset ); |
|
pSaveData->time = pHeader->time; |
|
pSaveData->fUseLandmark = true; |
|
|
|
// read adjacency list |
|
for( i = 0; i < pSaveData->connectionCount; i++ ) |
|
svgame.dllFuncs.pfnSaveReadFields( pSaveData, "ADJACENCY", &pSaveData->levelList[i], gAdjacency, ARRAYSIZE( gAdjacency )); |
|
|
|
if( updateGlobals ) |
|
memset( sv.lightstyles, 0, sizeof( sv.lightstyles )); |
|
|
|
for( i = 0; i < pHeader->lightStyleCount; i++ ) |
|
{ |
|
svgame.dllFuncs.pfnSaveReadFields( pSaveData, "LIGHTSTYLE", &light, gLightStyle, ARRAYSIZE( gLightStyle )); |
|
if( updateGlobals ) SV_SetLightStyle( light.index, light.style, light.time ); |
|
} |
|
} |
|
|
|
/* |
|
============= |
|
EntityPatchWrite |
|
|
|
write out the list of entities that are no longer in the save file for this level |
|
(they've been moved to another level) |
|
============= |
|
*/ |
|
static void EntityPatchWrite( SAVERESTOREDATA *pSaveData, const char *level ) |
|
{ |
|
char name[MAX_QPATH]; |
|
int i, size = 0; |
|
file_t *pFile; |
|
|
|
Q_snprintf( name, sizeof( name ), "%s%s.HL3", DEFAULT_SAVE_DIRECTORY, level ); |
|
|
|
if(( pFile = FS_Open( name, "wb", true )) == NULL ) |
|
return; |
|
|
|
for( i = 0; i < pSaveData->tableCount; i++ ) |
|
{ |
|
if( FBitSet( pSaveData->pTable[i].flags, FENTTABLE_REMOVED )) |
|
size++; |
|
} |
|
|
|
// patch count |
|
FS_Write( pFile, &size, sizeof( int )); |
|
|
|
for( i = 0; i < pSaveData->tableCount; i++ ) |
|
{ |
|
if( FBitSet( pSaveData->pTable[i].flags, FENTTABLE_REMOVED )) |
|
FS_Write( pFile, &i, sizeof( int )); |
|
} |
|
|
|
FS_Close( pFile ); |
|
} |
|
|
|
/* |
|
============= |
|
EntityPatchRead |
|
|
|
read the list of entities that are no longer in the save file for this level |
|
(they've been moved to another level) |
|
============= |
|
*/ |
|
static void EntityPatchRead( SAVERESTOREDATA *pSaveData, const char *level ) |
|
{ |
|
char name[MAX_QPATH]; |
|
int i, size, entityId; |
|
file_t *pFile; |
|
|
|
Q_snprintf( name, sizeof( name ), "%s%s.HL3", DEFAULT_SAVE_DIRECTORY, level ); |
|
|
|
if(( pFile = FS_Open( name, "rb", true )) == NULL ) |
|
return; |
|
|
|
// patch count |
|
FS_Read( pFile, &size, sizeof( int )); |
|
|
|
for( i = 0; i < size; i++ ) |
|
{ |
|
FS_Read( pFile, &entityId, sizeof( int )); |
|
pSaveData->pTable[entityId].flags = FENTTABLE_REMOVED; |
|
} |
|
|
|
FS_Close( pFile ); |
|
} |
|
|
|
/* |
|
============= |
|
RestoreDecal |
|
|
|
restore decal\move across transition |
|
============= |
|
*/ |
|
static void RestoreDecal( SAVERESTOREDATA *pSaveData, decallist_t *entry, qboolean adjacent ) |
|
{ |
|
int decalIndex, entityIndex = 0; |
|
int flags = entry->flags; |
|
int modelIndex = 0; |
|
edict_t *pEdict; |
|
|
|
// never move permanent decals |
|
if( adjacent && FBitSet( flags, FDECAL_PERMANENT )) |
|
return; |
|
|
|
// restore entity and model index |
|
pEdict = EdictFromTable( pSaveData, entry->entityIndex ); |
|
|
|
if( SV_RestoreCustomDecal( entry, pEdict, adjacent )) |
|
return; // decal was sucessfully restored at the game-side |
|
|
|
// studio decals are handled at game-side |
|
if( FBitSet( flags, FDECAL_STUDIO )) |
|
return; |
|
|
|
if( SV_IsValidEdict( pEdict )) |
|
modelIndex = pEdict->v.modelindex; |
|
|
|
if( SV_IsValidEdict( pEdict )) |
|
entityIndex = NUM_FOR_EDICT( pEdict ); |
|
|
|
decalIndex = pfnDecalIndex( entry->name ); |
|
|
|
// this can happens if brush entity from previous level was turned into world geometry |
|
if( adjacent && entry->entityIndex != 0 && !SV_IsValidEdict( pEdict )) |
|
{ |
|
vec3_t testspot, testend; |
|
trace_t tr; |
|
|
|
Con_Printf( S_ERROR "RestoreDecal: couldn't restore entity index %i\n", entry->entityIndex ); |
|
|
|
VectorCopy( entry->position, testspot ); |
|
VectorMA( testspot, 5.0f, entry->impactPlaneNormal, testspot ); |
|
|
|
VectorCopy( entry->position, testend ); |
|
VectorMA( testend, -5.0f, entry->impactPlaneNormal, testend ); |
|
|
|
tr = SV_Move( testspot, vec3_origin, vec3_origin, testend, MOVE_NOMONSTERS, NULL, false ); |
|
|
|
// NOTE: this code may does wrong result on moving brushes e.g. func_tracktrain |
|
if( tr.fraction != 1.0f && !tr.allsolid ) |
|
{ |
|
// check impact plane normal |
|
float dot = DotProduct( entry->impactPlaneNormal, tr.plane.normal ); |
|
|
|
if( dot >= 0.95f ) |
|
{ |
|
entityIndex = pfnIndexOfEdict( tr.ent ); |
|
if( entityIndex > 0 ) modelIndex = tr.ent->v.modelindex; |
|
SV_CreateDecal( &sv.signon, tr.endpos, decalIndex, entityIndex, modelIndex, flags, entry->scale ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
// global entity is exist on new level so we can apply decal in local space |
|
SV_CreateDecal( &sv.signon, entry->position, decalIndex, entityIndex, modelIndex, flags, entry->scale ); |
|
} |
|
} |
|
|
|
/* |
|
============= |
|
RestoreSound |
|
|
|
continue playing sound from saved position |
|
============= |
|
*/ |
|
static void RestoreSound( SAVERESTOREDATA *pSaveData, soundlist_t *snd ) |
|
{ |
|
edict_t *ent = EdictFromTable( pSaveData, snd->entnum ); |
|
int flags = SND_RESTORE_POSITION; |
|
|
|
// this can happens if serialized map contain 4096 static decals... |
|
if( MSG_GetNumBytesLeft( &sv.signon ) < 36 ) |
|
return; |
|
|
|
if( !snd->looping ) |
|
SetBits( flags, SND_STOP_LOOPING ); |
|
|
|
if( SV_BuildSoundMsg( &sv.signon, ent, snd->channel, snd->name, snd->volume * 255, snd->attenuation, flags, snd->pitch, snd->origin )) |
|
{ |
|
// write extradata for svc_restoresound |
|
MSG_WriteByte( &sv.signon, snd->wordIndex ); |
|
MSG_WriteBytes( &sv.signon, &snd->samplePos, sizeof( snd->samplePos )); |
|
MSG_WriteBytes( &sv.signon, &snd->forcedEnd, sizeof( snd->forcedEnd )); |
|
} |
|
} |
|
|
|
/* |
|
============= |
|
SaveClientState |
|
|
|
write out the list of premanent decals for this level |
|
============= |
|
*/ |
|
static void SaveClientState( SAVERESTOREDATA *pSaveData, const char *level, int changelevel ) |
|
{ |
|
soundlist_t soundInfo[MAX_CHANNELS]; |
|
sv_client_t *cl = svs.clients; |
|
char name[MAX_QPATH]; |
|
int i, id, version; |
|
char *pTokenData; |
|
decallist_t *decalList; |
|
SAVE_CLIENT header; |
|
file_t *pFile; |
|
|
|
// clearing the saving buffer to reuse |
|
SaveClear( pSaveData ); |
|
|
|
memset( &header, 0, sizeof( header )); |
|
|
|
// g-cont. add space for studiodecals if present |
|
decalList = (decallist_t *)Z_Calloc( sizeof( decallist_t ) * MAX_RENDER_DECALS * 2 ); |
|
|
|
// initialize client header |
|
header.decalCount = R_CreateDecalList( decalList ); |
|
header.entityCount = sv.num_static_entities; |
|
|
|
if( !changelevel ) |
|
{ |
|
// sounds won't going across transition |
|
header.soundCount = S_GetCurrentDynamicSounds( soundInfo, MAX_CHANNELS ); |
|
#ifndef XASH_DEDICATED |
|
// music not reqiured to save position: it's just continue playing on a next level |
|
S_StreamGetCurrentState( header.introTrack, header.mainTrack, &header.trackPosition ); |
|
#endif |
|
} |
|
|
|
// save viewentity to allow camera works after save\restore |
|
if( SV_IsValidEdict( cl->pViewEntity ) && cl->pViewEntity != cl->edict ) |
|
header.viewentity = NUM_FOR_EDICT( cl->pViewEntity ); |
|
|
|
header.wateralpha = sv_wateralpha.value; |
|
header.wateramp = sv_wateramp.value; |
|
|
|
// Store the client header |
|
svgame.dllFuncs.pfnSaveWriteFields( pSaveData, "ClientHeader", &header, gSaveClient, ARRAYSIZE( gSaveClient )); |
|
|
|
// store decals |
|
for( i = 0; i < header.decalCount; i++ ) |
|
{ |
|
// NOTE: apply landmark offset only for brush entities without origin brushes |
|
if( pSaveData->fUseLandmark && FBitSet( decalList[i].flags, FDECAL_USE_LANDMARK )) |
|
VectorSubtract( decalList[i].position, pSaveData->vecLandmarkOffset, decalList[i].position ); |
|
|
|
svgame.dllFuncs.pfnSaveWriteFields( pSaveData, "DECALLIST", &decalList[i], gDecalEntry, ARRAYSIZE( gDecalEntry )); |
|
} |
|
Z_Free( decalList ); |
|
|
|
// write client entities |
|
for( i = 0; i < header.entityCount; i++ ) |
|
svgame.dllFuncs.pfnSaveWriteFields( pSaveData, "STATICENTITY", &svs.static_entities[i], gStaticEntry, ARRAYSIZE( gStaticEntry )); |
|
|
|
// write sounds |
|
for( i = 0; i < header.soundCount; i++ ) |
|
svgame.dllFuncs.pfnSaveWriteFields( pSaveData, "SOUNDLIST", &soundInfo[i], gSoundEntry, ARRAYSIZE( gSoundEntry )); |
|
|
|
// Write entity string token table |
|
pTokenData = StoreHashTable( pSaveData ); |
|
|
|
Q_snprintf( name, sizeof( name ), "%s%s.HL2", DEFAULT_SAVE_DIRECTORY, level ); |
|
|
|
// output to disk |
|
if(( pFile = FS_Open( name, "wb", true )) == NULL ) |
|
return; // something bad is happens |
|
|
|
version = CLIENT_SAVEGAME_VERSION; |
|
id = SAVEGAME_HEADER; |
|
|
|
FS_Write( pFile, &id, sizeof( id )); |
|
FS_Write( pFile, &version, sizeof( version )); |
|
FS_Write( pFile, &pSaveData->size, sizeof( int )); // does not include token table |
|
|
|
// write out the tokens first so we can load them before we load the entities |
|
FS_Write( pFile, &pSaveData->tokenCount, sizeof( int )); |
|
FS_Write( pFile, &pSaveData->tokenSize, sizeof( int )); |
|
FS_Write( pFile, pTokenData, pSaveData->tokenSize ); |
|
FS_Write( pFile, pSaveData->pBaseData, pSaveData->size ); // header and globals |
|
FS_Close( pFile ); |
|
} |
|
|
|
/* |
|
============= |
|
LoadClientState |
|
|
|
read the list of decals and reapply them again |
|
============= |
|
*/ |
|
static void LoadClientState( SAVERESTOREDATA *pSaveData, const char *level, qboolean changelevel, qboolean adjacent ) |
|
{ |
|
int tokenCount, tokenSize; |
|
int i, size, id, version; |
|
sv_client_t *cl = svs.clients; |
|
char name[MAX_QPATH]; |
|
soundlist_t soundEntry; |
|
decallist_t decalEntry; |
|
SAVE_CLIENT header; |
|
file_t *pFile; |
|
|
|
Q_snprintf( name, sizeof( name ), "%s%s.HL2", DEFAULT_SAVE_DIRECTORY, level ); |
|
|
|
if(( pFile = FS_Open( name, "rb", true )) == NULL ) |
|
return; // something bad is happens |
|
|
|
FS_Read( pFile, &id, sizeof( id )); |
|
if( id != SAVEGAME_HEADER ) |
|
{ |
|
FS_Close( pFile ); |
|
return; |
|
} |
|
|
|
FS_Read( pFile, &version, sizeof( version )); |
|
if( version != CLIENT_SAVEGAME_VERSION ) |
|
{ |
|
FS_Close( pFile ); |
|
return; |
|
} |
|
|
|
FS_Read( pFile, &size, sizeof( int )); |
|
FS_Read( pFile, &tokenCount, sizeof( int )); |
|
FS_Read( pFile, &tokenSize, sizeof( int )); |
|
|
|
// sanity check |
|
ASSERT( pSaveData->bufferSize >= ( size + tokenSize )); |
|
|
|
// clearing the restore buffer to reuse |
|
SaveClear( pSaveData ); |
|
pSaveData->tokenCount = tokenCount; |
|
pSaveData->tokenSize = tokenSize; |
|
|
|
// Parse the symbol table |
|
BuildHashTable( pSaveData, pFile ); |
|
|
|
FS_Read( pFile, pSaveData->pBaseData, size ); |
|
FS_Close( pFile ); |
|
|
|
// Read the client header |
|
svgame.dllFuncs.pfnSaveReadFields( pSaveData, "ClientHeader", &header, gSaveClient, ARRAYSIZE( gSaveClient )); |
|
|
|
// restore decals |
|
for( i = 0; i < header.decalCount; i++ ) |
|
{ |
|
svgame.dllFuncs.pfnSaveReadFields( pSaveData, "DECALLIST", &decalEntry, gDecalEntry, ARRAYSIZE( gDecalEntry )); |
|
|
|
// NOTE: apply landmark offset only for brush entities without origin brushes |
|
if( pSaveData->fUseLandmark && FBitSet( decalEntry.flags, FDECAL_USE_LANDMARK )) |
|
VectorAdd( decalEntry.position, pSaveData->vecLandmarkOffset, decalEntry.position ); |
|
RestoreDecal( pSaveData, &decalEntry, adjacent ); |
|
} |
|
|
|
// clear old entities |
|
if( !adjacent ) |
|
{ |
|
memset( svs.static_entities, 0, sizeof( entity_state_t ) * MAX_STATIC_ENTITIES ); |
|
sv.num_static_entities = 0; |
|
} |
|
|
|
// restore client entities |
|
for( i = 0; i < header.entityCount; i++ ) |
|
{ |
|
id = sv.num_static_entities; |
|
svgame.dllFuncs.pfnSaveReadFields( pSaveData, "STATICENTITY", &svs.static_entities[id], gStaticEntry, ARRAYSIZE( gStaticEntry )); |
|
if( adjacent ) continue; // static entities won't loading from adjacent levels |
|
|
|
if( SV_CreateStaticEntity( &sv.signon, id )) |
|
sv.num_static_entities++; |
|
} |
|
|
|
// restore sounds |
|
for( i = 0; i < header.soundCount; i++ ) |
|
{ |
|
svgame.dllFuncs.pfnSaveReadFields( pSaveData, "SOUNDLIST", &soundEntry, gSoundEntry, ARRAYSIZE( gSoundEntry )); |
|
if( adjacent ) continue; // sounds don't going across the levels |
|
|
|
RestoreSound( pSaveData, &soundEntry ); |
|
} |
|
|
|
if( !adjacent ) |
|
{ |
|
// restore camera view here |
|
edict_t *pent = pSaveData->pTable[bound( 0, (word)header.viewentity, pSaveData->tableCount )].pent; |
|
|
|
if( Q_strlen( header.introTrack )) |
|
{ |
|
// NOTE: music is automatically goes across transition, never restore it on changelevel |
|
MSG_BeginServerCmd( &sv.signon, svc_stufftext ); |
|
MSG_WriteString( &sv.signon, va( "music \"%s\" \"%s\" %i\n", header.introTrack, header.mainTrack, header.trackPosition )); |
|
} |
|
|
|
// don't go camera across the levels |
|
if( header.viewentity > svs.maxclients && !changelevel ) |
|
cl->pViewEntity = pent; |
|
|
|
// restore some client cvars |
|
Cvar_SetValue( "sv_wateralpha", header.wateralpha ); |
|
Cvar_SetValue( "sv_wateramp", header.wateramp ); |
|
} |
|
} |
|
|
|
/* |
|
============= |
|
CreateEntitiesInRestoreList |
|
|
|
alloc private data for restored entities |
|
============= |
|
*/ |
|
static void CreateEntitiesInRestoreList( SAVERESTOREDATA *pSaveData, int levelMask, qboolean create_world ) |
|
{ |
|
int i, active; |
|
ENTITYTABLE *pTable; |
|
edict_t *pent; |
|
|
|
// create entity list |
|
if( svgame.physFuncs.pfnCreateEntitiesInRestoreList != NULL ) |
|
{ |
|
svgame.physFuncs.pfnCreateEntitiesInRestoreList( pSaveData, levelMask, create_world ); |
|
} |
|
else |
|
{ |
|
for( i = 0; i < pSaveData->tableCount; i++ ) |
|
{ |
|
pTable = &pSaveData->pTable[i]; |
|
pent = NULL; |
|
|
|
if( pTable->classname && pTable->size && ( !FBitSet( pTable->flags, FENTTABLE_REMOVED ) || !create_world )) |
|
{ |
|
if( !create_world ) |
|
active = FBitSet( pTable->flags, levelMask ) ? 1 : 0; |
|
else active = 1; |
|
|
|
if( pTable->id == 0 && create_world ) // worldspawn |
|
{ |
|
pent = EDICT_NUM( 0 ); |
|
SV_InitEdict( pent ); |
|
pent = SV_CreateNamedEntity( pent, pTable->classname ); |
|
} |
|
else if(( pTable->id > 0 ) && ( pTable->id < svs.maxclients + 1 )) |
|
{ |
|
edict_t *ed = EDICT_NUM( pTable->id ); |
|
|
|
if( !FBitSet( pTable->flags, FENTTABLE_PLAYER )) |
|
Con_Printf( S_ERROR "ENTITY IS NOT A PLAYER: %d\n", i ); |
|
|
|
// create the player |
|
if( active && SV_IsValidEdict( ed )) |
|
pent = SV_CreateNamedEntity( ed, pTable->classname ); |
|
} |
|
else if( active ) |
|
{ |
|
pent = SV_CreateNamedEntity( NULL, pTable->classname ); |
|
} |
|
} |
|
|
|
pTable->pent = pent; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
============= |
|
SaveGameState |
|
|
|
save current game state |
|
============= |
|
*/ |
|
static SAVERESTOREDATA *SaveGameState( int changelevel ) |
|
{ |
|
char name[MAX_QPATH]; |
|
int i, id, version; |
|
char *pTableData; |
|
char *pTokenData; |
|
SAVERESTOREDATA *pSaveData; |
|
int tableSize; |
|
int dataSize; |
|
ENTITYTABLE *pTable; |
|
SAVE_HEADER header; |
|
SAVE_LIGHTSTYLE light; |
|
file_t *pFile; |
|
|
|
if( !svgame.dllFuncs.pfnParmsChangeLevel ) |
|
return NULL; |
|
|
|
pSaveData = SaveInit( SAVE_HEAPSIZE, SAVE_HASHSTRINGS ); |
|
|
|
Q_snprintf( name, sizeof( name ), "%s%s.HL1", DEFAULT_SAVE_DIRECTORY, sv.name ); |
|
COM_FixSlashes( name ); |
|
|
|
// initialize entity table to count moved entities |
|
InitEntityTable( pSaveData, svgame.numEntities ); |
|
|
|
// Build the adjacent map list |
|
svgame.dllFuncs.pfnParmsChangeLevel(); |
|
|
|
// Write the global data |
|
header.skillLevel = (int)skill.value; // this is created from an int even though it's a float |
|
header.entityCount = pSaveData->tableCount; |
|
header.connectionCount = pSaveData->connectionCount; |
|
header.time = svgame.globals->time; // use DLL time |
|
Q_strncpy( header.mapName, sv.name, sizeof( header.mapName )); |
|
Q_strncpy( header.skyName, sv_skyname.string, sizeof( header.skyName )); |
|
header.skyColor_r = sv_skycolor_r.value; |
|
header.skyColor_g = sv_skycolor_g.value; |
|
header.skyColor_b = sv_skycolor_b.value; |
|
header.skyVec_x = sv_skyvec_x.value; |
|
header.skyVec_y = sv_skyvec_y.value; |
|
header.skyVec_z = sv_skyvec_z.value; |
|
header.lightStyleCount = 0; |
|
|
|
// counting the lightstyles |
|
for( i = 0; i < MAX_LIGHTSTYLES; i++ ) |
|
{ |
|
if( sv.lightstyles[i].pattern[0] ) |
|
header.lightStyleCount++; |
|
} |
|
|
|
// Write the main header |
|
pSaveData->time = 0.0f; // prohibits rebase of header.time (keep compatibility with old saves) |
|
svgame.dllFuncs.pfnSaveWriteFields( pSaveData, "Save Header", &header, gSaveHeader, ARRAYSIZE( gSaveHeader )); |
|
pSaveData->time = header.time; |
|
|
|
// Write the adjacency list |
|
for( i = 0; i < pSaveData->connectionCount; i++ ) |
|
svgame.dllFuncs.pfnSaveWriteFields( pSaveData, "ADJACENCY", &pSaveData->levelList[i], gAdjacency, ARRAYSIZE( gAdjacency )); |
|
|
|
// Write the lightstyles |
|
for( i = 0; i < MAX_LIGHTSTYLES; i++ ) |
|
{ |
|
if( !sv.lightstyles[i].pattern[0] ) |
|
continue; |
|
|
|
Q_strncpy( light.style, sv.lightstyles[i].pattern, sizeof( light.style )); |
|
light.time = sv.lightstyles[i].time; |
|
light.index = i; |
|
|
|
svgame.dllFuncs.pfnSaveWriteFields( pSaveData, "LIGHTSTYLE", &light, gLightStyle, ARRAYSIZE( gLightStyle )); |
|
} |
|
|
|
// build the table of entities |
|
// this is used to turn pointers into savable indices |
|
// build up ID numbers for each entity, for use in pointer conversions |
|
// if an entity requires a certain edict number upon restore, save that as well |
|
for( i = 0; i < svgame.numEntities; i++ ) |
|
{ |
|
pTable = &pSaveData->pTable[i]; |
|
pTable->location = pSaveData->size; |
|
pSaveData->currentIndex = i; |
|
pTable->size = 0; |
|
|
|
if( !SV_IsValidEdict( pTable->pent )) |
|
continue; |
|
|
|
svgame.dllFuncs.pfnSave( pTable->pent, pSaveData ); |
|
|
|
if( FBitSet( pTable->pent->v.flags, FL_CLIENT )) |
|
SetBits( pTable->flags, FENTTABLE_PLAYER ); |
|
} |
|
|
|
// total data what includes: |
|
// 1. save header |
|
// 2. adjacency list |
|
// 3. lightstyles |
|
// 4. all the entity data |
|
dataSize = pSaveData->size; |
|
|
|
// Write entity table |
|
pTableData = pSaveData->pCurrentData; |
|
|
|
for( i = 0; i < pSaveData->tableCount; i++ ) |
|
svgame.dllFuncs.pfnSaveWriteFields( pSaveData, "ETABLE", &pSaveData->pTable[i], gEntityTable, ARRAYSIZE( gEntityTable )); |
|
|
|
tableSize = pSaveData->size - dataSize; |
|
|
|
// Write entity string token table |
|
pTokenData = StoreHashTable( pSaveData ); |
|
|
|
// output to disk |
|
if(( pFile = FS_Open( name, "wb", true )) == NULL ) |
|
{ |
|
// something bad is happens |
|
SaveFinish( pSaveData ); |
|
return NULL; |
|
} |
|
|
|
// Write the header -- THIS SHOULD NEVER CHANGE STRUCTURE, USE SAVE_HEADER FOR NEW HEADER INFORMATION |
|
// THIS IS ONLY HERE TO IDENTIFY THE FILE AND GET IT'S SIZE. |
|
version = SAVEGAME_VERSION; |
|
id = SAVEFILE_HEADER; |
|
|
|
// write the header |
|
FS_Write( pFile, &id, sizeof( id )); |
|
FS_Write( pFile, &version, sizeof( version )); |
|
|
|
// Write out the tokens and table FIRST so they are loaded in the right order, then write out the rest of the data in the file. |
|
FS_Write( pFile, &pSaveData->size, sizeof( int )); // total size of all data to initialize read buffer |
|
FS_Write( pFile, &pSaveData->tableCount, sizeof( int )); // entities count to right initialize entity table |
|
FS_Write( pFile, &pSaveData->tokenCount, sizeof( int )); // num hash tokens to prepare token table |
|
FS_Write( pFile, &pSaveData->tokenSize, sizeof( int )); // total size of hash tokens |
|
FS_Write( pFile, pTokenData, pSaveData->tokenSize ); // write tokens into the file |
|
FS_Write( pFile, pTableData, tableSize ); // dump ETABLE structures |
|
FS_Write( pFile, pSaveData->pBaseData, dataSize ); // and finally store all the other data |
|
FS_Close( pFile ); |
|
|
|
EntityPatchWrite( pSaveData, sv.name ); |
|
|
|
SaveClientState( pSaveData, sv.name, changelevel ); |
|
|
|
return pSaveData; |
|
} |
|
|
|
/* |
|
============= |
|
LoadGameState |
|
|
|
load current game state |
|
============= |
|
*/ |
|
static int LoadGameState( char const *level, qboolean changelevel ) |
|
{ |
|
SAVERESTOREDATA *pSaveData; |
|
ENTITYTABLE *pTable; |
|
SAVE_HEADER header; |
|
edict_t *pent; |
|
int i; |
|
|
|
pSaveData = LoadSaveData( level ); |
|
if( !pSaveData ) return 0; // couldn't load the file |
|
|
|
ParseSaveTables( pSaveData, &header, true ); |
|
EntityPatchRead( pSaveData, level ); |
|
|
|
// pause until all clients connect |
|
sv.loadgame = sv.paused = true; |
|
|
|
Cvar_SetValue( "skill", header.skillLevel ); |
|
Q_strncpy( sv.name, header.mapName, sizeof( sv.name )); |
|
svgame.globals->mapname = MAKE_STRING( sv.name ); |
|
Cvar_Set( "sv_skyname", header.skyName ); |
|
|
|
// restore sky parms |
|
Cvar_SetValue( "sv_skycolor_r", header.skyColor_r ); |
|
Cvar_SetValue( "sv_skycolor_g", header.skyColor_g ); |
|
Cvar_SetValue( "sv_skycolor_b", header.skyColor_b ); |
|
Cvar_SetValue( "sv_skyvec_x", header.skyVec_x ); |
|
Cvar_SetValue( "sv_skyvec_y", header.skyVec_y ); |
|
Cvar_SetValue( "sv_skyvec_z", header.skyVec_z ); |
|
|
|
// create entity list |
|
CreateEntitiesInRestoreList( pSaveData, 0, true ); |
|
|
|
// now spawn entities |
|
for( i = 0; i < pSaveData->tableCount; i++ ) |
|
{ |
|
pTable = &pSaveData->pTable[i]; |
|
pSaveData->pCurrentData = pSaveData->pBaseData + pTable->location; |
|
pSaveData->size = pTable->location; |
|
pSaveData->currentIndex = i; |
|
pent = pTable->pent; |
|
|
|
if( pent != NULL ) |
|
{ |
|
if( svgame.dllFuncs.pfnRestore( pent, pSaveData, 0 ) < 0 ) |
|
{ |
|
SetBits( pent->v.flags, FL_KILLME ); |
|
pTable->pent = NULL; |
|
} |
|
else |
|
{ |
|
// force the entity to be relinked |
|
// SV_LinkEdict( pent, false ); |
|
} |
|
} |
|
} |
|
|
|
LoadClientState( pSaveData, level, changelevel, false ); |
|
|
|
SaveFinish( pSaveData ); |
|
|
|
// restore server time |
|
sv.time = header.time; |
|
|
|
return 1; |
|
} |
|
|
|
/* |
|
============= |
|
SaveGameSlot |
|
|
|
do a save game |
|
============= |
|
*/ |
|
static int SaveGameSlot( const char *pSaveName, const char *pSaveComment ) |
|
{ |
|
char hlPath[MAX_QPATH]; |
|
char name[MAX_QPATH]; |
|
int id, version; |
|
char *pTokenData; |
|
SAVERESTOREDATA *pSaveData; |
|
GAME_HEADER gameHeader; |
|
file_t *pFile; |
|
|
|
pSaveData = SaveGameState( false ); |
|
if( !pSaveData ) return 0; |
|
|
|
SaveFinish( pSaveData ); |
|
pSaveData = SaveInit( SAVE_HEAPSIZE, SAVE_HASHSTRINGS ); // re-init the buffer |
|
|
|
Q_snprintf( hlPath, sizeof( hlPath ), "%s*.HL?", DEFAULT_SAVE_DIRECTORY ); |
|
Q_strncpy( gameHeader.mapName, sv.name, sizeof( gameHeader.mapName )); // get the name of level where a player |
|
Q_strncpy( gameHeader.comment, pSaveComment, sizeof( gameHeader.comment )); |
|
gameHeader.mapCount = DirectoryCount( hlPath ); // counting all the adjacency maps |
|
|
|
// Store the game header |
|
svgame.dllFuncs.pfnSaveWriteFields( pSaveData, "GameHeader", &gameHeader, gGameHeader, ARRAYSIZE( gGameHeader )); |
|
|
|
// Write the game globals |
|
svgame.dllFuncs.pfnSaveGlobalState( pSaveData ); |
|
|
|
// Write entity string token table |
|
pTokenData = StoreHashTable( pSaveData ); |
|
|
|
Q_snprintf( name, sizeof( name ), "%s%s.sav", DEFAULT_SAVE_DIRECTORY, pSaveName ); |
|
COM_FixSlashes( name ); |
|
|
|
// output to disk |
|
if( !Q_stricmp( pSaveName, "quick" ) || !Q_stricmp( pSaveName, "autosave" )) |
|
AgeSaveList( pSaveName, SAVE_AGED_COUNT ); |
|
|
|
// output to disk |
|
if(( pFile = FS_Open( name, "wb", true )) == NULL ) |
|
{ |
|
// something bad is happens |
|
SaveFinish( pSaveData ); |
|
return 0; |
|
} |
|
|
|
// pending the preview image for savegame |
|
Cbuf_AddText( va( "saveshot \"%s\"\n", pSaveName )); |
|
Con_Printf( "Saving game to %s...\n", name ); |
|
|
|
version = SAVEGAME_VERSION; |
|
id = SAVEGAME_HEADER; |
|
|
|
FS_Write( pFile, &id, sizeof( id )); |
|
FS_Write( pFile, &version, sizeof( version )); |
|
FS_Write( pFile, &pSaveData->size, sizeof( int )); // does not include token table |
|
|
|
// write out the tokens first so we can load them before we load the entities |
|
FS_Write( pFile, &pSaveData->tokenCount, sizeof( int )); |
|
FS_Write( pFile, &pSaveData->tokenSize, sizeof( int )); |
|
FS_Write( pFile, pTokenData, pSaveData->tokenSize ); |
|
FS_Write( pFile, pSaveData->pBaseData, pSaveData->size ); // header and globals |
|
|
|
DirectoryCopy( hlPath, pFile ); |
|
SaveFinish( pSaveData ); |
|
FS_Close( pFile ); |
|
|
|
return 1; |
|
} |
|
|
|
/* |
|
============= |
|
SaveReadHeader |
|
|
|
read header of .sav file |
|
============= |
|
*/ |
|
static int SaveReadHeader( file_t *pFile, GAME_HEADER *pHeader ) |
|
{ |
|
int tokenCount, tokenSize; |
|
int size, id, version; |
|
SAVERESTOREDATA *pSaveData; |
|
|
|
FS_Read( pFile, &id, sizeof( id )); |
|
if( id != SAVEGAME_HEADER ) |
|
{ |
|
FS_Close( pFile ); |
|
return 0; |
|
} |
|
|
|
FS_Read( pFile, &version, sizeof( version )); |
|
if( version != SAVEGAME_VERSION ) |
|
{ |
|
FS_Close( pFile ); |
|
return 0; |
|
} |
|
|
|
FS_Read( pFile, &size, sizeof( int )); |
|
FS_Read( pFile, &tokenCount, sizeof( int )); |
|
FS_Read( pFile, &tokenSize, sizeof( int )); |
|
|
|
pSaveData = SaveInit( size + tokenSize, tokenCount ); |
|
pSaveData->tokenCount = tokenCount; |
|
pSaveData->tokenSize = tokenSize; |
|
|
|
// Parse the symbol table |
|
BuildHashTable( pSaveData, pFile ); |
|
|
|
// Set up the restore basis |
|
pSaveData->fUseLandmark = false; |
|
pSaveData->time = 0.0f; |
|
|
|
FS_Read( pFile, pSaveData->pBaseData, size ); |
|
|
|
svgame.dllFuncs.pfnSaveReadFields( pSaveData, "GameHeader", pHeader, gGameHeader, ARRAYSIZE( gGameHeader )); |
|
|
|
svgame.dllFuncs.pfnRestoreGlobalState( pSaveData ); |
|
|
|
SaveFinish( pSaveData ); |
|
|
|
return 1; |
|
} |
|
|
|
/* |
|
============= |
|
CreateEntityTransitionList |
|
|
|
moving edicts to another level |
|
============= |
|
*/ |
|
static int CreateEntityTransitionList( SAVERESTOREDATA *pSaveData, int levelMask ) |
|
{ |
|
int i, movedCount; |
|
ENTITYTABLE *pTable; |
|
edict_t *pent; |
|
|
|
movedCount = 0; |
|
|
|
// create entity list |
|
CreateEntitiesInRestoreList( pSaveData, levelMask, false ); |
|
|
|
// now spawn entities |
|
for( i = 0; i < pSaveData->tableCount; i++ ) |
|
{ |
|
pTable = &pSaveData->pTable[i]; |
|
pSaveData->pCurrentData = pSaveData->pBaseData + pTable->location; |
|
pSaveData->size = pTable->location; |
|
pSaveData->currentIndex = i; |
|
pent = pTable->pent; |
|
|
|
if( SV_IsValidEdict( pent ) && FBitSet( pTable->flags, levelMask )) // screen out the player if he's not to be spawned |
|
{ |
|
if( FBitSet( pTable->flags, FENTTABLE_GLOBAL )) |
|
{ |
|
entvars_t tmpVars; |
|
edict_t *pNewEnt; |
|
|
|
// NOTE: we need to update table pointer so decals on the global entities with brush models can be |
|
// correctly moved. found the classname and the globalname for our globalentity |
|
svgame.dllFuncs.pfnSaveReadFields( pSaveData, "ENTVARS", &tmpVars, gTempEntvars, ARRAYSIZE( gTempEntvars )); |
|
|
|
// reset the save pointers, so dll can read this too |
|
pSaveData->pCurrentData = pSaveData->pBaseData + pTable->location; |
|
pSaveData->size = pTable->location; |
|
|
|
// IMPORTANT: we should find the already spawned or local restored global entity |
|
pNewEnt = SV_FindGlobalEntity( tmpVars.classname, tmpVars.globalname ); |
|
|
|
Con_DPrintf( "Merging changes for global: %s\n", STRING( pTable->classname )); |
|
|
|
// ------------------------------------------------------------------------- |
|
// Pass the "global" flag to the DLL to indicate this entity should only override |
|
// a matching entity, not be spawned |
|
if( svgame.dllFuncs.pfnRestore( pent, pSaveData, 1 ) > 0 ) |
|
{ |
|
movedCount++; |
|
} |
|
else |
|
{ |
|
if( SV_IsValidEdict( pNewEnt )) // update the table so decals can find parent entity |
|
pTable->pent = pNewEnt; |
|
SetBits( pent->v.flags, FL_KILLME ); |
|
} |
|
} |
|
else |
|
{ |
|
Con_Reportf( "Transferring %s (%d)\n", STRING( pTable->classname ), NUM_FOR_EDICT( pent )); |
|
|
|
if( svgame.dllFuncs.pfnRestore( pent, pSaveData, 0 ) < 0 ) |
|
{ |
|
SetBits( pent->v.flags, FL_KILLME ); |
|
} |
|
else |
|
{ |
|
if( !FBitSet( pTable->flags, FENTTABLE_PLAYER ) && EntityInSolid( pent )) |
|
{ |
|
// this can happen during normal processing - PVS is just a guess, |
|
// some map areas won't exist in the new map |
|
Con_Reportf( "Suppressing %s\n", STRING( pTable->classname )); |
|
SetBits( pent->v.flags, FL_KILLME ); |
|
} |
|
else |
|
{ |
|
pTable->flags = FENTTABLE_REMOVED; |
|
movedCount++; |
|
} |
|
} |
|
} |
|
|
|
// remove any entities that were removed using UTIL_Remove() |
|
// as a result of the above calls to UTIL_RemoveImmediate() |
|
SV_FreeOldEntities (); |
|
} |
|
} |
|
|
|
return movedCount; |
|
} |
|
|
|
/* |
|
============= |
|
LoadAdjacentEnts |
|
|
|
loading edicts from adjacency levels |
|
============= |
|
*/ |
|
static void LoadAdjacentEnts( const char *pOldLevel, const char *pLandmarkName ) |
|
{ |
|
SAVE_HEADER header; |
|
SAVERESTOREDATA currentLevelData, *pSaveData; |
|
int i, test, flags, index, movedCount = 0; |
|
qboolean foundprevious = false; |
|
vec3_t landmarkOrigin; |
|
|
|
memset( ¤tLevelData, 0, sizeof( SAVERESTOREDATA )); |
|
svgame.globals->pSaveData = ¤tLevelData; |
|
sv.loadgame = sv.paused = true; |
|
|
|
// build the adjacent map list |
|
svgame.dllFuncs.pfnParmsChangeLevel(); |
|
|
|
for( i = 0; i < currentLevelData.connectionCount; i++ ) |
|
{ |
|
// make sure the previous level is in the connection list so we can |
|
// bring over the player. |
|
if( !Q_stricmp( currentLevelData.levelList[i].mapName, pOldLevel )) |
|
foundprevious = true; |
|
|
|
for( test = 0; test < i; test++ ) |
|
{ |
|
// only do maps once |
|
if( !Q_stricmp( currentLevelData.levelList[i].mapName, currentLevelData.levelList[test].mapName )) |
|
break; |
|
} |
|
|
|
// map was already in the list |
|
if( test < i ) continue; |
|
|
|
pSaveData = LoadSaveData( currentLevelData.levelList[i].mapName ); |
|
|
|
if( pSaveData ) |
|
{ |
|
ParseSaveTables( pSaveData, &header, false ); |
|
EntityPatchRead( pSaveData, currentLevelData.levelList[i].mapName ); |
|
|
|
pSaveData->time = sv.time; // - header.time; |
|
pSaveData->fUseLandmark = true; |
|
flags = movedCount = 0; |
|
index = -1; |
|
|
|
// calculate landmark offset |
|
LandmarkOrigin( ¤tLevelData, landmarkOrigin, pLandmarkName ); |
|
LandmarkOrigin( pSaveData, pSaveData->vecLandmarkOffset, pLandmarkName ); |
|
VectorSubtract( landmarkOrigin, pSaveData->vecLandmarkOffset, pSaveData->vecLandmarkOffset ); |
|
|
|
if( !Q_stricmp( currentLevelData.levelList[i].mapName, pOldLevel )) |
|
SetBits( flags, FENTTABLE_PLAYER ); |
|
|
|
while( 1 ) |
|
{ |
|
index = EntryInTable( pSaveData, sv.name, index ); |
|
if( index < 0 ) break; |
|
SetBits( flags, BIT( index )); |
|
} |
|
|
|
if( flags ) movedCount = CreateEntityTransitionList( pSaveData, flags ); |
|
|
|
// if ents were moved, rewrite entity table to save file |
|
if( movedCount ) EntityPatchWrite( pSaveData, currentLevelData.levelList[i].mapName ); |
|
|
|
// move the decals from another level |
|
LoadClientState( pSaveData, currentLevelData.levelList[i].mapName, true, true ); |
|
|
|
SaveFinish( pSaveData ); |
|
} |
|
} |
|
|
|
svgame.globals->pSaveData = NULL; |
|
|
|
if( !foundprevious ) |
|
Host_Error( "Level transition ERROR\nCan't find connection to %s from %s\n", pOldLevel, sv.name ); |
|
} |
|
|
|
/* |
|
============= |
|
SV_LoadGameState |
|
|
|
loading entities from the savegame |
|
============= |
|
*/ |
|
int SV_LoadGameState( char const *level ) |
|
{ |
|
return LoadGameState( level, false ); |
|
} |
|
|
|
/* |
|
============= |
|
SV_ClearGameState |
|
|
|
clear current game state |
|
============= |
|
*/ |
|
void SV_ClearGameState( void ) |
|
{ |
|
ClearSaveDir(); |
|
|
|
if( svgame.dllFuncs.pfnResetGlobalState != NULL ) |
|
svgame.dllFuncs.pfnResetGlobalState(); |
|
} |
|
|
|
/* |
|
============= |
|
SV_ChangeLevel |
|
============= |
|
*/ |
|
void SV_ChangeLevel( qboolean loadfromsavedgame, const char *mapname, const char *start, qboolean background ) |
|
{ |
|
char level[MAX_QPATH]; |
|
char oldlevel[MAX_QPATH]; |
|
char _startspot[MAX_QPATH]; |
|
char *startspot = NULL; |
|
SAVERESTOREDATA *pSaveData = NULL; |
|
|
|
if( sv.state != ss_active ) |
|
{ |
|
Con_Printf( S_ERROR "server not running\n"); |
|
return; |
|
} |
|
|
|
if( start ) |
|
{ |
|
Q_strncpy( _startspot, start, MAX_STRING ); |
|
startspot = _startspot; |
|
} |
|
|
|
Q_strncpy( level, mapname, MAX_STRING ); |
|
Q_strncpy( oldlevel, sv.name, MAX_STRING ); |
|
|
|
if( loadfromsavedgame ) |
|
{ |
|
// smooth transition in-progress |
|
svgame.globals->changelevel = true; |
|
|
|
// save the current level's state |
|
pSaveData = SaveGameState( true ); |
|
} |
|
|
|
SV_InactivateClients (); |
|
SV_FinalMessage( "", true ); |
|
SV_DeactivateServer (); |
|
|
|
if( !SV_SpawnServer( level, startspot, background )) |
|
return; // ??? |
|
|
|
if( loadfromsavedgame ) |
|
{ |
|
// finish saving gamestate |
|
SaveFinish( pSaveData ); |
|
|
|
if( !LoadGameState( level, true )) |
|
SV_SpawnEntities( level ); |
|
LoadAdjacentEnts( oldlevel, startspot ); |
|
|
|
if( sv_newunit.value ) |
|
ClearSaveDir(); |
|
SV_ActivateServer( false ); |
|
} |
|
else |
|
{ |
|
// classic quake changelevel |
|
svgame.dllFuncs.pfnResetGlobalState(); |
|
SV_SpawnEntities( level ); |
|
SV_ActivateServer( true ); |
|
} |
|
} |
|
|
|
/* |
|
============= |
|
SV_LoadGame |
|
============= |
|
*/ |
|
qboolean SV_LoadGame( const char *pPath ) |
|
{ |
|
qboolean validload = false; |
|
GAME_HEADER gameHeader; |
|
file_t *pFile; |
|
int flags; |
|
|
|
if( Host_IsDedicated() ) |
|
return false; |
|
|
|
if( UI_CreditsActive( )) |
|
return false; |
|
|
|
if( !COM_CheckString( pPath )) |
|
return false; |
|
|
|
// silently ignore if missed |
|
if( !FS_FileExists( pPath, true )) |
|
return false; |
|
|
|
// initialize game if needs |
|
if( !SV_InitGame( )) |
|
return false; |
|
|
|
pFile = FS_Open( pPath, "rb", true ); |
|
|
|
if( pFile ) |
|
{ |
|
SV_ClearGameState(); |
|
|
|
if( SaveReadHeader( pFile, &gameHeader )) |
|
{ |
|
DirectoryExtract( pFile, gameHeader.mapCount ); |
|
validload = true; |
|
} |
|
FS_Close( pFile ); |
|
|
|
if( validload ) |
|
{ |
|
// now check for map problems |
|
flags = SV_MapIsValid( gameHeader.mapName, GI->sp_entity, NULL ); |
|
|
|
if( FBitSet( flags, MAP_INVALID_VERSION )) |
|
{ |
|
Con_Printf( S_ERROR "map %s is invalid or not supported\n", gameHeader.mapName ); |
|
validload = false; |
|
} |
|
|
|
if( !FBitSet( flags, MAP_IS_EXIST )) |
|
{ |
|
Con_Printf( S_ERROR "map %s doesn't exist\n", gameHeader.mapName ); |
|
validload = false; |
|
} |
|
} |
|
} |
|
|
|
if( !validload ) |
|
{ |
|
Con_Printf( S_ERROR "Couldn't load %s\n", pPath ); |
|
return false; |
|
} |
|
|
|
Con_Printf( "Loading game from %s...\n", pPath ); |
|
Cvar_FullSet( "maxplayers", "1", FCVAR_LATCH ); |
|
Cvar_SetValue( "deathmatch", 0 ); |
|
Cvar_SetValue( "coop", 0 ); |
|
COM_LoadGame( gameHeader.mapName ); |
|
|
|
return true; |
|
} |
|
|
|
/* |
|
================== |
|
SV_SaveGame |
|
================== |
|
*/ |
|
void SV_SaveGame( const char *pName ) |
|
{ |
|
char comment[80]; |
|
int n, result; |
|
string savename; |
|
|
|
if( !COM_CheckString( pName )) |
|
return; |
|
|
|
// can we save at this point? |
|
if( !IsValidSave( )) return; |
|
|
|
if( !Q_stricmp( pName, "new" )) |
|
{ |
|
// scan for a free filename |
|
for( n = 0; n < 1000; n++ ) |
|
{ |
|
if( !SaveGetName( n, savename )) |
|
return; |
|
|
|
if( !FS_FileExists( va( "%s%s.sav", DEFAULT_SAVE_DIRECTORY, savename ), true )) |
|
break; |
|
} |
|
|
|
if( n == 1000 ) |
|
{ |
|
Con_Printf( S_ERROR "no free slots for savegame\n" ); |
|
return; |
|
} |
|
} |
|
else Q_strncpy( savename, pName, sizeof( savename )); |
|
|
|
// unload previous image from memory (it's will be overwritten) |
|
GL_FreeImage( va( "%s%s.bmp", DEFAULT_SAVE_DIRECTORY, savename )); |
|
|
|
SaveBuildComment( comment, sizeof( comment )); |
|
result = SaveGameSlot( savename, comment ); |
|
|
|
#ifndef XASH_DEDICATED |
|
if( result && !FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE )) |
|
CL_HudMessage( "GAMESAVED" ); // defined in titles.txt |
|
#endif |
|
} |
|
|
|
/* |
|
================== |
|
SV_GetLatestSave |
|
|
|
used for reload game after player death |
|
================== |
|
*/ |
|
const char *SV_GetLatestSave( void ) |
|
{ |
|
static char savename[MAX_QPATH]; |
|
int newest = 0, ft; |
|
int i, found = 0; |
|
search_t *t; |
|
|
|
if(( t = FS_Search( va( "%s*.sav", DEFAULT_SAVE_DIRECTORY ), true, true )) == NULL ) |
|
return NULL; |
|
|
|
for( i = 0; i < t->numfilenames; i++ ) |
|
{ |
|
ft = FS_FileTime( t->filenames[i], true ); |
|
|
|
// found a match? |
|
if( ft > 0 ) |
|
{ |
|
// should we use the matched? |
|
if( !found || Host_CompareFileTime( newest, ft ) < 0 ) |
|
{ |
|
Q_strncpy( savename, t->filenames[i], sizeof( savename )); |
|
newest = ft; |
|
found = 1; |
|
} |
|
} |
|
} |
|
|
|
Mem_Free( t ); // release search |
|
|
|
if( found ) |
|
return savename; |
|
return NULL; |
|
} |
|
|
|
/* |
|
================== |
|
SV_GetSaveComment |
|
|
|
check savegame for valid |
|
================== |
|
*/ |
|
int SV_GetSaveComment( const char *savename, char *comment ) |
|
{ |
|
int i, tag, size, nNumberOfFields, nFieldSize, tokenSize, tokenCount; |
|
char *pData, *pSaveData, *pFieldName, **pTokenList; |
|
string mapName, description; |
|
file_t *f; |
|
|
|
if(( f = FS_Open( savename, "rb", true )) == NULL ) |
|
{ |
|
// just not exist - clear comment |
|
Q_strncpy( comment, "", MAX_STRING ); |
|
return 0; |
|
} |
|
|
|
FS_Read( f, &tag, sizeof( int )); |
|
if( tag != SAVEGAME_HEADER ) |
|
{ |
|
// invalid header |
|
Q_strncpy( comment, "<corrupted>", MAX_STRING ); |
|
FS_Close( f ); |
|
return 0; |
|
} |
|
|
|
FS_Read( f, &tag, sizeof( int )); |
|
|
|
if( tag == 0x0065 ) |
|
{ |
|
Q_strncpy( comment, "old version Xash3D <unsupported>", MAX_STRING ); |
|
FS_Close( f ); |
|
return 0; |
|
} |
|
|
|
if( tag < SAVEGAME_VERSION ) |
|
{ |
|
Q_strncpy( comment, "<old version>", MAX_STRING ); |
|
FS_Close( f ); |
|
return 0; |
|
} |
|
|
|
if( tag > SAVEGAME_VERSION ) |
|
{ |
|
// old xash version ? |
|
Q_strncpy( comment, "<invalid version>", MAX_STRING ); |
|
FS_Close( f ); |
|
return 0; |
|
} |
|
|
|
mapName[0] = '\0'; |
|
comment[0] = '\0'; |
|
|
|
FS_Read( f, &size, sizeof( int )); |
|
FS_Read( f, &tokenCount, sizeof( int )); // These two ints are the token list |
|
FS_Read( f, &tokenSize, sizeof( int )); |
|
size += tokenSize; |
|
|
|
// sanity check. |
|
if( tokenCount < 0 || tokenCount > SAVE_HASHSTRINGS ) |
|
{ |
|
Q_strncpy( comment, "<corrupted hashtable>", MAX_STRING ); |
|
FS_Close( f ); |
|
return 0; |
|
} |
|
|
|
if( tokenSize < 0 || tokenSize > SAVE_HEAPSIZE ) |
|
{ |
|
Q_strncpy( comment, "<corrupted hashtable>", MAX_STRING ); |
|
FS_Close( f ); |
|
return 0; |
|
} |
|
|
|
pSaveData = (char *)Mem_Malloc( host.mempool, size ); |
|
FS_Read( f, pSaveData, size ); |
|
pData = pSaveData; |
|
|
|
// allocate a table for the strings, and parse the table |
|
if( tokenSize > 0 ) |
|
{ |
|
pTokenList = Mem_Calloc( host.mempool, tokenCount * sizeof( char* )); |
|
|
|
// make sure the token strings pointed to by the pToken hashtable. |
|
for( i = 0; i < tokenCount; i++ ) |
|
{ |
|
pTokenList[i] = *pData ? pData : NULL; // point to each string in the pToken table |
|
while( *pData++ ); // find next token (after next null) |
|
} |
|
} |
|
else pTokenList = NULL; |
|
|
|
// short, short (size, index of field name) |
|
nFieldSize = *(short *)pData; |
|
pData += sizeof( short ); |
|
pFieldName = pTokenList[*(short *)pData]; |
|
|
|
if( Q_stricmp( pFieldName, "GameHeader" )) |
|
{ |
|
Q_strncpy( comment, "<missing GameHeader>", MAX_STRING ); |
|
if( pTokenList ) Mem_Free( pTokenList ); |
|
if( pSaveData ) Mem_Free( pSaveData ); |
|
FS_Close( f ); |
|
return 0; |
|
} |
|
|
|
// int (fieldcount) |
|
pData += sizeof( short ); |
|
nNumberOfFields = (int)*pData; |
|
pData += nFieldSize; |
|
|
|
// each field is a short (size), short (index of name), binary string of "size" bytes (data) |
|
for( i = 0; i < nNumberOfFields; i++ ) |
|
{ |
|
// Data order is: |
|
// Size |
|
// szName |
|
// Actual Data |
|
nFieldSize = *(short *)pData; |
|
pData += sizeof( short ); |
|
|
|
pFieldName = pTokenList[*(short *)pData]; |
|
pData += sizeof( short ); |
|
|
|
if( !Q_stricmp( pFieldName, "comment" )) |
|
{ |
|
Q_strncpy( description, pData, nFieldSize ); |
|
} |
|
else if( !Q_stricmp( pFieldName, "mapName" )) |
|
{ |
|
Q_strncpy( mapName, pData, nFieldSize ); |
|
} |
|
|
|
// move to start of next field. |
|
pData += nFieldSize; |
|
} |
|
|
|
// delete the string table we allocated |
|
if( pTokenList ) Mem_Free( pTokenList ); |
|
if( pSaveData ) Mem_Free( pSaveData ); |
|
FS_Close( f ); |
|
|
|
// at least mapname should be filled |
|
if( Q_strlen( mapName ) > 0 ) |
|
{ |
|
time_t fileTime; |
|
const struct tm *file_tm; |
|
string timestring; |
|
int flags; |
|
|
|
// now check for map problems |
|
flags = SV_MapIsValid( mapName, GI->sp_entity, NULL ); |
|
|
|
if( FBitSet( flags, MAP_INVALID_VERSION )) |
|
{ |
|
Q_strncpy( comment, va( "<map %s has invalid format>", mapName ), MAX_STRING ); |
|
return 0; |
|
} |
|
|
|
if( !FBitSet( flags, MAP_IS_EXIST )) |
|
{ |
|
Q_strncpy( comment, va( "<map %s is missed>", mapName ), MAX_STRING ); |
|
return 0; |
|
} |
|
|
|
fileTime = FS_FileTime( savename, true ); |
|
file_tm = localtime( &fileTime ); |
|
|
|
// split comment to sections |
|
if( Q_strstr( savename, "quick" )) |
|
Q_strncat( comment, "[quick]", CS_SIZE ); |
|
else if( Q_strstr( savename, "autosave" )) |
|
Q_strncat( comment, "[autosave]", CS_SIZE ); |
|
Q_strncat( comment, description, CS_SIZE ); |
|
strftime( timestring, sizeof ( timestring ), "%b%d %Y", file_tm ); |
|
Q_strncpy( comment + CS_SIZE, timestring, CS_TIME ); |
|
strftime( timestring, sizeof( timestring ), "%H:%M", file_tm ); |
|
Q_strncpy( comment + CS_SIZE + CS_TIME, timestring, CS_TIME ); |
|
Q_strncpy( comment + CS_SIZE + (CS_TIME * 2), description + CS_SIZE, CS_SIZE ); |
|
|
|
return 1; |
|
} |
|
|
|
Q_strncpy( comment, "<unknown version>", MAX_STRING ); |
|
|
|
return 0; |
|
} |
|
|
|
void SV_InitSaveRestore( void ) |
|
{ |
|
pfnSaveGameComment = COM_GetProcAddress( svgame.hInstance, "SV_SaveGameComment" ); |
|
}
|
|
|