mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-25 11:19:59 +01:00
2357 lines
61 KiB
C
2357 lines
61 KiB
C
/*
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sv_save.c - save\restore implementation
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Copyright (C) 2008 Uncle Mike
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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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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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#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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#include "ref_common.h" // decals
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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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#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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// 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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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// Passed all checks, it's ok to save
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return 1;
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}
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Con_Printf( "Can't savegame without a client!\n" );
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return 0;
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}
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/*
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=============
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AgeSaveList
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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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// 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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// 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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#ifndef XASH_DEDICATED
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// unloading the shot footprint
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GL_FreeImage( newShot );
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#endif // XASH_DEDICATED
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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
|
|
Q_snprintf( oldName, sizeof( oldName ), "%s%s.sav", DEFAULT_SAVE_DIRECTORY, pName );
|
|
Q_snprintf( oldShot, sizeof( oldShot ), "%s%s.bmp", DEFAULT_SAVE_DIRECTORY, pName );
|
|
}
|
|
else
|
|
{
|
|
// quick04.sav, etc.
|
|
Q_snprintf( oldName, sizeof( oldName ), "%s%s%02d.sav", DEFAULT_SAVE_DIRECTORY, pName, count - 1 );
|
|
Q_snprintf( oldShot, sizeof( oldShot ), "%s%s%02d.bmp", DEFAULT_SAVE_DIRECTORY, pName, count - 1 );
|
|
}
|
|
|
|
Q_snprintf( newName, sizeof( newName ), "%s%s%02d.sav", DEFAULT_SAVE_DIRECTORY, pName, count );
|
|
Q_snprintf( newShot, sizeof( newShot ), "%s%s%02d.bmp", DEFAULT_SAVE_DIRECTORY, pName, count );
|
|
|
|
#ifndef XASH_DEDICATED
|
|
// unloading the oldshot footprint too
|
|
GL_FreeImage( oldShot );
|
|
#endif // XASH_DEDICATED
|
|
|
|
// scroll the name list down (e.g. rename quick04.sav to quick05.sav)
|
|
FS_Rename( oldName, newName );
|
|
FS_Rename( oldShot, newShot );
|
|
count--;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
DirectoryCopy
|
|
|
|
put the HL1-HL3 files into .sav file
|
|
=============
|
|
*/
|
|
static void DirectoryCopy( const char *pPath, file_t *pFile )
|
|
{
|
|
char szName[MAX_OSPATH];
|
|
int i, fileSize;
|
|
file_t *pCopy;
|
|
search_t *t;
|
|
|
|
t = FS_Search( pPath, true, true );
|
|
if( !t ) return; // nothing to copy ?
|
|
|
|
for( i = 0; i < t->numfilenames; i++ )
|
|
{
|
|
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 save data file %s.\n", name );
|
|
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
|
|
#ifndef XASH_DEDICATED
|
|
if( !Host_IsDedicated() )
|
|
{
|
|
header.decalCount = ref.dllFuncs.R_CreateDecalList( decalList );
|
|
}
|
|
else
|
|
#endif // XASH_DEDICATED
|
|
{
|
|
// we probably running a dedicated server
|
|
header.decalCount = 0;
|
|
}
|
|
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 result;
|
|
string savename;
|
|
|
|
if( !COM_CheckString( pName ))
|
|
return;
|
|
|
|
// can we save at this point?
|
|
if( !IsValidSave( )) return;
|
|
|
|
if( !Q_stricmp( pName, "new" ))
|
|
{
|
|
int n;
|
|
|
|
// scan for a free filename
|
|
for( n = 0; n < 1000; n++ )
|
|
{
|
|
Q_snprintf( savename, sizeof( savename ), "save%003d", n );
|
|
|
|
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 ));
|
|
|
|
#ifndef XASH_DEDICATED
|
|
// unload previous image from memory (it's will be overwritten)
|
|
GL_FreeImage( va( "%s%s.bmp", DEFAULT_SAVE_DIRECTORY, savename ));
|
|
#endif // XASH_DEDICATED
|
|
|
|
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 // XASH_DEDICATED
|
|
}
|
|
|
|
/*
|
|
==================
|
|
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" );
|
|
}
|