/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. RTCW SP Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with RTCW SP Source Code. If not, see . In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /* * name: g_save.c * */ #include "../game/g_local.h" #include "../game/q_shared.h" #include "../game/botlib.h" //bot lib interface #include "../game/be_aas.h" #include "../game/be_ea.h" #include "../game/be_ai_gen.h" #include "../game/be_ai_goal.h" #include "../game/be_ai_move.h" #include "../botai/botai.h" //bot ai interface #include "ai_cast.h" /* Wolf savegame system. Using the "checkpoint" system, we only need to save at specific locations, but various entities may have changed behind us, so therefore we need to save as much as possible, but without going overboard. For now, everything is saved from the entity, client and cast_state structures, except the fields defined in the ignoreField structures below. Any pointer fields need to be specified in the saveField structures below. !! NOTE: when working on Wolf patches, make sure you only add fields to the very end of the three main structures saved here (entity, client, cast_state). If any fields are inserted in the middle of these structures, savegames will become corrupted, and there is no way of checking for this, so it'll just crash. NOTE TTimo: see show_bug.cgi?id=434 for v17 -> v18 savegames */ vmCvar_t musicCvar; char musicString[MAX_STRING_CHARS]; static int ver; typedef enum { F_NONE, F_STRING, F_ENTITY, // index on disk, pointer in memory F_ITEM, // index on disk, pointer in memory F_CLIENT, // index on disk, pointer in memory F_FUNCTION } saveFieldtype_t; typedef struct { int ofs; saveFieldtype_t type; } saveField_t; //....................................................................................... // these are the fields that cannot be saved directly, so they need to be converted static saveField_t gentityFields_17[] = { {FOFS( client ), F_CLIENT}, {FOFS( classname ), F_STRING}, {FOFS( model ), F_STRING}, {FOFS( model2 ), F_STRING}, {FOFS( parent ), F_ENTITY}, {FOFS( nextTrain ), F_ENTITY}, {FOFS( prevTrain ), F_ENTITY}, {FOFS( message ), F_STRING}, {FOFS( target ), F_STRING}, {FOFS( targetname ), F_STRING}, {FOFS( team ), F_STRING}, {FOFS( target_ent ), F_ENTITY}, {FOFS( think ), F_FUNCTION}, {FOFS( reached ), F_FUNCTION}, {FOFS( blocked ), F_FUNCTION}, {FOFS( touch ), F_FUNCTION}, {FOFS( use ), F_FUNCTION}, {FOFS( pain ), F_FUNCTION}, {FOFS( die ), F_FUNCTION}, {FOFS( chain ), F_ENTITY}, {FOFS( enemy ), F_ENTITY}, {FOFS( activator ), F_ENTITY}, {FOFS( teamchain ), F_ENTITY}, {FOFS( teammaster ), F_ENTITY}, {FOFS( item ), F_ITEM}, {FOFS( aiAttributes ),F_STRING}, {FOFS( aiName ), F_STRING}, {FOFS( AIScript_AlertEntity ), F_FUNCTION}, {FOFS( aiSkin ), F_STRING}, {FOFS( aihSkin ), F_STRING}, {FOFS( dl_stylestring ), F_STRING}, {FOFS( dl_shader ), F_STRING}, {FOFS( melee ), F_ENTITY}, {FOFS( spawnitem ), F_STRING}, {FOFS( track ), F_STRING}, {FOFS( scriptName ), F_STRING}, {FOFS( scriptStatus.animatingParams ), F_STRING}, {FOFS( tagName ), F_STRING}, {FOFS( tagParent ), F_ENTITY}, {0, 0} }; // TTimo // show_bug.cgi?id=434 // new field for v18 saved games // not in gentityField to keep backward compatibility loading v17 static saveField_t gentityFields_18[] = { {FOFS( targetdeath ), F_STRING}, {0, 0} }; static saveField_t gclientFields[] = { {CFOFS( hook ), F_ENTITY}, {0, 0} }; static saveField_t castStateFields[] = { {CSFOFS( aifunc ), F_FUNCTION}, {CSFOFS( oldAifunc ), F_FUNCTION}, {CSFOFS( painfunc ), F_FUNCTION}, {CSFOFS( deathfunc ), F_FUNCTION}, {CSFOFS( sightfunc ), F_FUNCTION}, {CSFOFS( sightEnemy ), F_FUNCTION}, {CSFOFS( sightFriend ), F_FUNCTION}, {CSFOFS( activate ), F_FUNCTION}, {CSFOFS( aifuncAttack1 ), F_FUNCTION}, {CSFOFS( aifuncAttack2 ), F_FUNCTION}, {CSFOFS( aifuncAttack3 ), F_FUNCTION}, {0, 0} }; //....................................................................................... // this is where we define fields or sections of structures that we should totally ignore typedef struct { int ofs; int len; } ignoreField_t; static ignoreField_t gentityIgnoreFields[] = { // don't process events that have already occured before the game was saved //{FOFS(s.events[0]), sizeof(int) * MAX_EVENTS}, //{FOFS(s.eventParms[0]), sizeof(int) * MAX_EVENTS}, //{FOFS(s.eventSequence), sizeof(int)}, {FOFS( numScriptEvents ), sizeof( int )}, {FOFS( scriptEvents ), sizeof( g_script_event_t * ) }, // gets created upon parsing the script file, this is static while playing {0, 0} }; static ignoreField_t gclientIgnoreFields[] = { // don't process events that have already occured before the game was saved //{CFOFS(ps.events[0]), sizeof(int) * MAX_EVENTS}, //{CFOFS(ps.eventParms[0]), sizeof(int) * MAX_EVENTS}, //{CFOFS(ps.eventSequence), sizeof(int)}, //{CFOFS(ps.oldEventSequence),sizeof(int)}, {0, 0} }; static ignoreField_t castStateIgnoreFields[] = { {CSFOFS( bs ), sizeof( bot_state_t * )}, {CSFOFS( numCastScriptEvents ), sizeof( int )}, {CSFOFS( castScriptEvents ), sizeof( cast_script_event_t * ) }, // gets created upon parsing the script file, this is static while playing {CSFOFS( weaponInfo ), sizeof( cast_weapon_info_t * )}, {0, 0} }; //....................................................................................... // persistant data is optionally carried across level changes // !! WARNING: cannot save pointer or string variables typedef struct { int ofs; int len; } persField_t; static persField_t gentityPersFields[] = { {FOFS( health ), sizeof( int )}, {0, 0} }; static persField_t gclientPersFields[] = { {CFOFS( ps.weapon ), sizeof( int )}, {CFOFS( ps.ammo[0] ), sizeof( int ) * MAX_WEAPONS}, {CFOFS( ps.ammoclip[0] ), sizeof( int ) * MAX_WEAPONS}, //----(SA) added for ammo in clip {CFOFS( ps.persistant[0] ), sizeof( int ) * MAX_PERSISTANT}, {CFOFS( ps.stats[0] ), sizeof( int ) * MAX_STATS}, {CFOFS( ps.weapons[0] ), sizeof( int ) * MAX_WEAPONS / ( sizeof( int ) * 8 )}, // //----(SA) added. weapons owned got moved outside stats[] {CFOFS( ps.powerups[0] ), sizeof( int ) * MAX_POWERUPS}, {CFOFS( ps.holdable[0] ), sizeof( int ) * MAX_HOLDABLE}, //----(SA) added {CFOFS( ps.holding ), sizeof( int )}, //----(SA) added {0, 0} }; static persField_t castStatePersFields[] = { // TODO: will we be transporting AI's between levels? // FIXME: if so, we can't save strings in here, so how are we going to create the new AI // in the next level, with all his strings and pointers attached? {0, 0} }; //....................................................................................... // this stores all functions in the game code typedef struct { char *funcStr; byte *funcPtr; } funcList_t; //----------------- // MSVC likes to needlessly(?) warn about these defines, so disable certain warnings temporarily #ifdef _WIN32 #pragma warning( push ) #pragma warning( disable : 4054 ) #endif //----------------- #include "g_func_decs.h" // declare all game functions funcList_t funcList[] = { #include "g_funcs.h" }; //----------------- #ifdef _WIN32 #pragma warning( pop ) // return previous warning state #endif //----------------- //========================================================= /* =============== G_SaveWriteError =============== */ void G_SaveWriteError( void ) { // TTimo #ifdef __linux__ G_Error( "Unable to save game.\n\nPlease check that you have at least 5mb free of disk space in your home directory." ); #else G_Error( "Insufficient free disk space.\n\nPlease free at least 5mb of free space on game drive." ); #endif } static int saveByteCount; /* =============== G_SaveWrite FS_Write doesnt always accurately return how many bytes were written, so tally them up, and check them before we rename to the real file =============== */ int G_SaveWrite( const void *buffer, int len, fileHandle_t f ) { saveByteCount += len; return trap_FS_Write( buffer, len, f ); } //========================================================= funcList_t *G_FindFuncAtAddress( byte *adr ) { int i; for ( i = 0; funcList[i].funcStr; i++ ) { if ( funcList[i].funcPtr == adr ) { return &funcList[i]; } } return NULL; } byte *G_FindFuncByName( char *name ) { int i; for ( i = 0; funcList[i].funcStr; i++ ) { if ( !strcmp( name, funcList[i].funcStr ) ) { return funcList[i].funcPtr; } } return NULL; } void WriteField1( saveField_t *field, byte *base ) { void *p; int len; int index; funcList_t *func; p = ( void * )( base + field->ofs ); switch ( field->type ) { case F_STRING: if ( *(char **)p ) { len = strlen( *(char **)p ) + 1; } else { len = 0; } *(int *)p = len; break; case F_ENTITY: if ( *(gentity_t **)p == NULL ) { index = -1; } else { index = *(gentity_t **)p - g_entities; } if ( index >= MAX_GENTITIES || index < -1 ) { G_Error( "WriteField1: entity out of range (%i)", index ); } *(int *)p = index; break; case F_CLIENT: if ( *(gclient_t **)p == NULL ) { index = -1; } else { index = *(gclient_t **)p - level.clients; } if ( index >= MAX_CLIENTS || index < -1 ) { G_Error( "WriteField1: client out of range (%i)", index ); } *(int *)p = index; break; case F_ITEM: if ( *(gitem_t **)p == NULL ) { index = -1; } else { index = *(gitem_t **)p - bg_itemlist; } *(int *)p = index; break; // match this with a function address in the function list, which is built using the // "extractfuncs.bat" in the utils folder. We then save the string equivalent // of the function. This effectively gives us cross-version save games. case F_FUNCTION: if ( *(byte **)p == NULL ) { len = 0; } else { func = G_FindFuncAtAddress( *(byte **)p ); if ( !func ) { G_Error( "WriteField1: unknown function, cannot save game" ); } len = strlen( func->funcStr ) + 1; } *(int *)p = len; break; default: G_Error( "WriteField1: unknown field type" ); } } void WriteField2( fileHandle_t f, saveField_t *field, byte *base ) { int len; void *p; funcList_t *func; p = ( void * )( base + field->ofs ); switch ( field->type ) { case F_STRING: if ( *(char **)p ) { len = strlen( *(char **)p ) + 1; if ( !G_SaveWrite( *(char **)p, len, f ) ) { G_SaveWriteError(); } } break; case F_FUNCTION: if ( *(byte **)p ) { func = G_FindFuncAtAddress( *(byte **)p ); if ( !func ) { G_Error( "WriteField1: unknown function, cannot save game" ); } len = strlen( func->funcStr ) + 1; if ( !G_SaveWrite( func->funcStr, len, f ) ) { G_SaveWriteError(); } } break; default: break; } } void ReadField( fileHandle_t f, saveField_t *field, byte *base ) { void *p; int len; int index; char funcStr[512]; p = ( void * )( base + field->ofs ); switch ( field->type ) { case F_STRING: len = *(int *)p; if ( !len ) { *(char **)p = NULL; } else { *(char **)p = G_Alloc( len ); trap_FS_Read( *(char **)p, len, f ); } break; case F_ENTITY: index = *(int *)p; if ( index >= MAX_GENTITIES || index < -1 ) { G_Error( "ReadField: entity out of range (%i)", index ); } if ( index == -1 ) { *(gentity_t **)p = NULL; } else { *(gentity_t **)p = &g_entities[index]; } break; case F_CLIENT: index = *(int *)p; if ( index >= MAX_CLIENTS || index < -1 ) { G_Error( "ReadField: client out of range (%i)", index ); } if ( index == -1 ) { *(gclient_t **)p = NULL; } else { *(gclient_t **)p = &level.clients[index]; } break; case F_ITEM: index = *(int *)p; if ( index == -1 ) { *(gitem_t **)p = NULL; } else { *(gitem_t **)p = &bg_itemlist[index]; } break; //relative to code segment case F_FUNCTION: len = *(int *)p; if ( !len ) { *(byte **)p = NULL; } else { //funcStr = G_Alloc (len); if ( len > sizeof( funcStr ) ) { G_Error( "ReadField: function name is greater than buffer (%i chars)", sizeof( funcStr ) ); } trap_FS_Read( funcStr, len, f ); if ( !( *(byte **)p = G_FindFuncByName( funcStr ) ) ) { G_Error( "ReadField: unknown function '%s'\ncannot load game", funcStr ); } } break; default: G_Error( "ReadField: unknown field type" ); } } //========================================================= #define SAVE_ENCODE_COUNT_BYTES 1 /* =============== G_Save_Encode returns the number of bytes written to "out" =============== */ int G_Save_Encode( byte *raw, byte *out, int rawsize, int outsize ) { int rawcount, oldrawcount, outcount; int mode; byte count; //DAJ was int but caused endian bugs rawcount = 0; outcount = 0; while ( rawcount < rawsize ) { oldrawcount = rawcount; // is this a non-zero? if ( raw[rawcount] ) { mode = 1; } else { mode = 0; } // calc the count count = 0; while ( rawcount < rawsize && ( raw[rawcount] != 0 ) == mode && count < ( ( ( 1 << ( SAVE_ENCODE_COUNT_BYTES * 8 - 1 ) ) - 1 ) ) ) { rawcount++; count++; } // write the count, followed by data if required memcpy( out + outcount, &count, SAVE_ENCODE_COUNT_BYTES ); // switch the sign bit if zeros if ( !mode ) { out[outcount + SAVE_ENCODE_COUNT_BYTES - 1] |= ( 1 << 7 ); outcount += SAVE_ENCODE_COUNT_BYTES; } else { outcount += SAVE_ENCODE_COUNT_BYTES; // write the data memcpy( out + outcount, raw + oldrawcount, count ); outcount += count; } } return outcount; } /* =============== G_Save_Decode =============== */ void G_Save_Decode( byte *in, int insize, byte *out, int outsize ) { int incount, outcount; byte count; //DAJ was in but caused endian bugs // incount = 0; outcount = 0; while ( incount < insize ) { // read the count count = 0; memcpy( &count, in + incount, SAVE_ENCODE_COUNT_BYTES ); incount += SAVE_ENCODE_COUNT_BYTES; // if it's negative, zero it out if ( count & ( 1 << ( ( SAVE_ENCODE_COUNT_BYTES * 8 ) - 1 ) ) ) { count &= ~( 1 << ( ( SAVE_ENCODE_COUNT_BYTES * 8 ) - 1 ) ); memset( out + outcount, 0, count ); outcount += count; } else { // copy the data from "in" memcpy( out + outcount, in + incount, count ); outcount += count; incount += count; } } } //========================================================= byte clientBuf[ 2 * sizeof( gentity_t ) ]; /* =============== WriteClient =============== */ void WriteClient( fileHandle_t f, gclient_t *cl ) { saveField_t *field; gclient_t temp; int length; // copy the structure across, then process the fields temp = *cl; // first, kill all events (assume they have been processed) memset( temp.ps.events, 0, sizeof( temp.ps.events ) ); memset( temp.ps.eventParms, 0, sizeof( temp.ps.eventParms ) ); temp.ps.eventSequence = 0; temp.ps.oldEventSequence = 0; temp.ps.entityEventSequence = 0; // change the pointers to lengths or indexes for ( field = gclientFields ; field->type ; field++ ) { WriteField1( field, (byte *)&temp ); } // write the block //if (!G_SaveWrite (&temp, sizeof(temp), f)) G_SaveWriteError(); length = G_Save_Encode( (byte *)&temp, clientBuf, sizeof( temp ), sizeof( clientBuf ) ); if ( !G_SaveWrite( &length, sizeof( length ), f ) ) { G_SaveWriteError(); } if ( !G_SaveWrite( &clientBuf, length, f ) ) { G_SaveWriteError(); } // now write any allocated data following the edict for ( field = gclientFields ; field->type ; field++ ) { WriteField2( f, field, (byte *)cl ); } } /* =============== ReadClient =============== */ void ReadClient( fileHandle_t f, gclient_t *client, int size ) { saveField_t *field; ignoreField_t *ifield; gclient_t temp; gentity_t *ent; int decodedSize; if ( ver == 10 ) { trap_FS_Read( &temp, size, f ); } else { // read the encoded chunk trap_FS_Read( &decodedSize, sizeof( int ), f ); if ( decodedSize > sizeof( clientBuf ) ) { G_Error( "G_LoadGame: encoded chunk is greater than buffer" ); } trap_FS_Read( clientBuf, decodedSize, f ); \ // decode it G_Save_Decode( clientBuf, decodedSize, (byte *)&temp, sizeof( temp ) ); } // convert any feilds back to the correct data for ( field = gclientFields ; field->type ; field++ ) { ReadField( f, field, (byte *)&temp ); } // backup any fields that we don't want to read in for ( ifield = gclientIgnoreFields ; ifield->len ; ifield++ ) { memcpy( ( (byte *)&temp ) + ifield->ofs, ( (byte *)client ) + ifield->ofs, ifield->len ); } // now copy the temp structure into the existing structure memcpy( client, &temp, size ); // make sure they face the right way //client->ps.pm_flags |= PMF_RESPAWNED; // don't allow full run speed for a bit //if (client->ps.clientNum == 0) { // only set this for the player client->ps.pm_flags |= PMF_TIME_LOAD; client->ps.pm_time = 1000; if ( client->ps.aiChar ) { client->ps.pm_time = 800; } //} ent = &g_entities[client->ps.clientNum]; // make sure they face the right way // if it's the player, see if we need to put them at a mission marker // (SA) I think this should never be hit at all, but as a precaution I'm commenting it out anyway /* if (!(ent->r.svFlags & SVF_CASTAI) && ent->missionObjectives > 0) { gentity_t *trav; for (trav=NULL; trav = G_Find(trav, FOFS(classname), "info_player_checkpoint"); ) { if (trav->missionObjectives == ent->missionObjectives && Distance(trav->s.origin, ent->r.currentOrigin) < 800) { G_SetOrigin( ent, trav->s.origin ); VectorCopy( trav->s.origin, ent->client->ps.origin ); trap_GetUsercmd( ent->client - level.clients, &ent->client->pers.cmd ); SetClientViewAngle( ent, trav->s.angles ); break; } } if (!trav) { trap_GetUsercmd( ent->client - level.clients, &ent->client->pers.cmd ); SetClientViewAngle( ent, ent->client->ps.viewangles ); } } else { */ trap_GetUsercmd( ent->client - level.clients, &ent->client->pers.cmd ); SetClientViewAngle( ent, ent->client->ps.viewangles ); // } // dead characters should stay on last frame after a loadgame if ( client->ps.eFlags & EF_DEAD ) { client->ps.eFlags |= EF_FORCE_END_FRAME; } // RF, disabled, not required now with screen fading, causes characters to possibly spawn events // before they are known in the cgame // run a client frame to drop exactly to the floor, // initialize animations and other things //trap_GetUsercmd( ent-g_entities, &ent->client->pers.cmd ); //ent->client->ps.commandTime = ent->client->pers.cmd.serverTime - 100; //ClientThink( ent-g_entities ); // tell the client to reset it's cgame stuff if ( !( ent->r.svFlags & SVF_CASTAI ) ) { vmCvar_t cvar; // tell it which weapon to use after spawning in trap_Cvar_Register( &cvar, "cg_loadWeaponSelect", "0", CVAR_ROM ); trap_Cvar_Set( "cg_loadWeaponSelect", va( "%i", client->ps.weapon ) ); // trap_SendServerCommand( client->ps.clientNum, "map_restart\n" ); } } //========================================================= byte entityBuf[ 2 * sizeof( gentity_t ) ]; /* =============== WriteEntity =============== */ void WriteEntity( fileHandle_t f, gentity_t *ent ) { saveField_t *field; gentity_t temp; int length; // copy the structure across, then process the fields temp = *ent; // first, kill all events (assume they have been processed) memset( temp.s.events, 0, sizeof( temp.s.events ) ); memset( temp.s.eventParms, 0, sizeof( temp.s.eventParms ) ); temp.s.eventSequence = 0; // change the pointers to lengths or indexes for ( field = gentityFields_17 ; field->type ; field++ ) { WriteField1( field, (byte *)&temp ); } // TTimo // show_bug.cgi?id=434 WriteField1( gentityFields_18, (byte *)&temp ); // write the block //if (!G_SaveWrite (&temp, sizeof(temp), f)) G_SaveWriteError(); length = G_Save_Encode( (byte *)&temp, entityBuf, sizeof( temp ), sizeof( entityBuf ) ); if ( !G_SaveWrite( &length, sizeof( length ), f ) ) { G_SaveWriteError(); } if ( !G_SaveWrite( &entityBuf, length, f ) ) { G_SaveWriteError(); } // now write any allocated data following the edict for ( field = gentityFields_17 ; field->type ; field++ ) { WriteField2( f, field, (byte *)ent ); } // TTimo // show_bug.cgi?id=434 WriteField2( f, gentityFields_18, (byte *)ent ); } /* =============== ReadEntity =============== */ void ReadEntity( fileHandle_t f, gentity_t *ent, int size ) { saveField_t *field; ignoreField_t *ifield; gentity_t temp, backup, backup2; vmCvar_t cvar; int decodedSize; backup = *ent; if ( ver == 10 ) { trap_FS_Read( &temp, size, f ); } else { // read the encoded chunk trap_FS_Read( &decodedSize, sizeof( int ), f ); if ( decodedSize > sizeof( entityBuf ) ) { G_Error( "G_LoadGame: encoded chunk is greater than buffer" ); } trap_FS_Read( entityBuf, decodedSize, f ); // decode it G_Save_Decode( entityBuf, decodedSize, (byte *)&temp, sizeof( temp ) ); } // convert any fields back to the correct data for ( field = gentityFields_17 ; field->type ; field++ ) { ReadField( f, field, (byte *)&temp ); } // TTimo // show_bug.cgi?id=434 if ( ver >= 18 ) { ReadField( f, gentityFields_18, (byte *)&temp ); } // backup any fields that we don't want to read in for ( ifield = gentityIgnoreFields ; ifield->len ; ifield++ ) { memcpy( ( (byte *)&temp ) + ifield->ofs, ( (byte *)ent ) + ifield->ofs, ifield->len ); } // kill all events (assume they have been processed) if ( !temp.freeAfterEvent ) { temp.s.event = 0; memset( temp.s.events, 0, sizeof( temp.s.events ) ); memset( temp.s.eventParms, 0, sizeof( temp.s.eventParms ) ); temp.s.eventSequence = 0; temp.eventTime = 0; } // now copy the temp structure into the existing structure memcpy( ent, &temp, size ); // notify server of changes in position/orientation if ( ent->r.linked && ( !( ent->r.svFlags & SVF_CASTAI ) || !ent->aiInactive ) ) { trap_LinkEntity( ent ); } else { trap_UnlinkEntity( ent ); } // if this is a mover, check areaportals if ( ent->s.eType == ET_MOVER && ent->moverState != backup.moverState ) { if ( ent->teammaster == ent || !ent->teammaster ) { if ( ent->moverState == MOVER_POS1ROTATE || ent->moverState == MOVER_POS1 ) { // closed areaportal trap_AdjustAreaPortalState( ent, qfalse ); } else { // must be open // portals are always opened before the mover starts to open, so we must move // it back to the start position, link, set portals, then move it back backup2 = *ent; *ent = backup; // link it at original position trap_LinkEntity( ent ); // set portals trap_AdjustAreaPortalState( ent, qtrue ); // put it back *ent = backup2; trap_LinkEntity( ent ); } } } // check for blocking AAS at save time if ( ent->AASblocking ) { G_SetAASBlockingEntity( ent, qtrue ); } // check for this being a tagconnect entity if ( ent->tagName && ent->tagParent ) { // the parent might not be there yet G_ProcessTagConnect( ent, qfalse ); } // if this is a camera, then make it the current global camera (silly global variables..) if ( ent->s.eType == ET_CAMERA ) { g_camEnt = ent; } // if this is the player if ( ent->s.number == 0 ) { int i; trap_Cvar_Set( "cg_yougotMail", "0" ); // set up met objectives for ( i = 0; i < sizeof( ent->missionObjectives ) * 8; i++ ) { if ( ent->missionObjectives & ( 1 << i ) ) { trap_Cvar_Register( &cvar, va( "g_objective%i", i + 1 ), "1", CVAR_ROM ); //set g_objective cvar trap_Cvar_Set( va( "g_objective%i", i + 1 ), "1" ); // set it to make sure } else { trap_Cvar_Set( va( "g_objective%i", i + 1 ), "0" ); // make sure it's clear } } // set up current episode (for notebook de-briefing tabs) trap_Cvar_Register( &cvar, "g_episode", "0", CVAR_ROM ); trap_Cvar_Set( "g_episode", va( "%s", ent->missionLevel ) ); } } //========================================================= byte castStateBuf[ 2 * sizeof( cast_state_t ) ]; /* =============== WriteCastState =============== */ void WriteCastState( fileHandle_t f, cast_state_t *cs ) { saveField_t *field; cast_state_t temp; int length; // copy the structure across, then process the fields temp = *cs; // change the pointers to lengths or indexes for ( field = castStateFields ; field->type ; field++ ) { WriteField1( field, (byte *)&temp ); } // write the block //if (!G_SaveWrite (&temp, sizeof(temp), f)) G_SaveWriteError(); length = G_Save_Encode( (byte *)&temp, castStateBuf, sizeof( temp ), sizeof( castStateBuf ) ); if ( !G_SaveWrite( &length, sizeof( length ), f ) ) { G_SaveWriteError(); } if ( !G_SaveWrite( &castStateBuf, length, f ) ) { G_SaveWriteError(); } // now write any allocated data following the edict for ( field = castStateFields ; field->type ; field++ ) { WriteField2( f, field, (byte *)cs ); } } /* =============== ReadCastState =============== */ void ReadCastState( fileHandle_t f, cast_state_t *cs, int size ) { saveField_t *field; ignoreField_t *ifield; cast_state_t temp; int decodedSize; if ( ver == 10 ) { trap_FS_Read( &temp, size, f ); } else { // read the encoded chunk trap_FS_Read( &decodedSize, sizeof( int ), f ); if ( decodedSize > sizeof( castStateBuf ) ) { G_Error( "G_LoadGame: encoded chunk is greater than buffer" ); } trap_FS_Read( castStateBuf, decodedSize, f ); \ // decode it G_Save_Decode( castStateBuf, decodedSize, (byte *)&temp, sizeof( temp ) ); } // convert any feilds back to the correct data for ( field = castStateFields ; field->type ; field++ ) { ReadField( f, field, (byte *)&temp ); } // backup any fields that we don't want to read in for ( ifield = castStateIgnoreFields ; ifield->len ; ifield++ ) { memcpy( ( (byte *)&temp ) + ifield->ofs, ( (byte *)cs ) + ifield->ofs, ifield->len ); } // now copy the temp structure into the existing structure memcpy( cs, &temp, size ); // if this is an AI, init the cur_ps if ( cs->bs && !cs->deathTime ) { // clear out the delta_angles memset( g_entities[cs->entityNum].client->ps.delta_angles, 0, sizeof( g_entities[cs->entityNum].client->ps.delta_angles ) ); VectorCopy( cs->ideal_viewangles, cs->viewangles ); VectorCopy( cs->ideal_viewangles, g_entities[cs->entityNum].client->ps.viewangles ); // copy the ps memcpy( &cs->bs->cur_ps, &g_entities[cs->entityNum].client->ps, sizeof( playerState_t ) ); // make sure they think right away cs->lastThink = -9999; // reset the input trap_EA_ResetInput( cs->entityNum, NULL ); } } /* ============== WriteTime ============== */ void WriteTime( fileHandle_t f ) { qtime_t tm; // just save it all so it can be interpreted as desired trap_RealTime( &tm ); G_SaveWrite( &tm.tm_sec, sizeof( tm.tm_sec ), f ); /* seconds after the minute - [0,59] */ G_SaveWrite( &tm.tm_min, sizeof( tm.tm_min ), f ); /* minutes after the hour - [0,59] */ G_SaveWrite( &tm.tm_hour, sizeof( tm.tm_hour ), f ); /* hours since midnight - [0,23] */ G_SaveWrite( &tm.tm_mday, sizeof( tm.tm_mday ), f ); /* day of the month - [1,31] */ G_SaveWrite( &tm.tm_mon, sizeof( tm.tm_mon ), f ); /* months since January - [0,11] */ G_SaveWrite( &tm.tm_year, sizeof( tm.tm_year ), f ); /* years since 1900 */ G_SaveWrite( &tm.tm_wday, sizeof( tm.tm_wday ), f ); /* days since Sunday - [0,6] */ G_SaveWrite( &tm.tm_yday, sizeof( tm.tm_yday ), f ); /* days since January 1 - [0,365] */ G_SaveWrite( &tm.tm_isdst, sizeof( tm.tm_isdst ),f ); /* daylight savings time flag */ } /* ============== ReadTime ============== */ void ReadTime( fileHandle_t f, qtime_t *tm ) { trap_FS_Read( &tm->tm_sec, sizeof( tm->tm_sec ), f ); trap_FS_Read( &tm->tm_min, sizeof( tm->tm_min ), f ); trap_FS_Read( &tm->tm_hour, sizeof( tm->tm_hour ), f ); trap_FS_Read( &tm->tm_mday, sizeof( tm->tm_mday ), f ); trap_FS_Read( &tm->tm_mon, sizeof( tm->tm_mon ), f ); trap_FS_Read( &tm->tm_year, sizeof( tm->tm_year ), f ); trap_FS_Read( &tm->tm_wday, sizeof( tm->tm_wday ), f ); trap_FS_Read( &tm->tm_yday, sizeof( tm->tm_yday ), f ); trap_FS_Read( &tm->tm_isdst, sizeof( tm->tm_isdst ), f ); } /* ============== G_Save_TimeStr ============== */ char *G_Save_TimeStr( void ) { qtime_t tm; // trap_RealTime( &tm ); // return va( "%2i:%s%i:%s%i %s", ( 1 + ( tm.tm_hour + 11 ) % 12 ), // 12 hour format ( tm.tm_min > 9 ? "" : "0" ), // minute padding tm.tm_min, ( tm.tm_sec > 9 ? "" : "0" ), // second padding tm.tm_sec, ( tm.tm_hour < 12 ? "am" : "pm" ) ); } static char *monthStr[12] = { "JAN", "FEB", "MAR", "APR", "MAY", "JUN", "JUL", "AUG", "SEP", "OCT", "NOV", "DEC" }; /* ============== G_Save_DateStr ============== */ char *G_Save_DateStr( void ) { qtime_t tm; // trap_RealTime( &tm ); // return va( "%s %i, %i", monthStr[tm.tm_mon], tm.tm_mday, 1900 + tm.tm_year ); } //========================================================= static char infoString[SAVE_INFOSTRING_LENGTH]; #define SA_MOVEDSTUFF 15 // moved time/music/skill in ver 15 #define SA_ADDEDMUSIC 8 // #define SA_ADDEDFOG 16 // /* =============== G_SaveGame returns qtrue if successful TODO: have G_SaveWrite return the number of byte's written, so if it doesn't succeed, we can abort the save, and not save the file. This means we should save to a temporary name, then copy it across to the real name after success, so full disks don't result in lost saved games. =============== */ qboolean G_SaveGame( char *username ) { char filename[MAX_QPATH]; char mapstr[MAX_QPATH]; char leveltime[MAX_QPATH]; char healthstr[MAX_QPATH]; vmCvar_t mapname, episode; fileHandle_t f; int i, len; gentity_t *ent; gclient_t *cl; cast_state_t *cs; int playtime, minutes; //if (reloading) // return qtrue; // actually this should be qtrue, but we should make it silent during reloading if ( g_entities[0].health <= 0 ) { // no save when dead return qtrue; } if ( g_gametype.integer != GT_SINGLE_PLAYER ) { // don't allow saves in MP return qtrue; } G_DPrintf( "G_SaveGame '%s'\n", username ); // update the playtime AICast_AgePlayTime( 0 ); if ( !username ) { username = "current"; } // validate the filename for ( i = 0; i < strlen( username ); i++ ) { if ( !Q_isforfilename( username[i] ) && username[i] != '\\' ) { // (allow '\\' so games can be saved in subdirs) G_Printf( "G_SaveGame: '%s'. Invalid character (%c) in filename. Must use alphanumeric characters only.\n", username, username[i] ); return qtrue; } } saveByteCount = 0; // open the file Com_sprintf( filename, MAX_QPATH, "save\\temp.svg", username ); if ( trap_FS_FOpenFile( filename, &f, FS_WRITE ) < 0 ) { G_Error( "G_SaveGame: cannot open file for saving\n" ); } // write the version i = SAVE_VERSION; // TTimo // show_bug.cgi?id=434 // make sure we keep the global version number consistent with what we are doing ver = SAVE_VERSION; if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } // write the mapname trap_Cvar_Register( &mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM ); Com_sprintf( mapstr, MAX_QPATH, mapname.string ); if ( !G_SaveWrite( mapstr, MAX_QPATH, f ) ) { G_SaveWriteError(); } // write out the level time if ( !G_SaveWrite( &level.time, sizeof( level.time ), f ) ) { G_SaveWriteError(); } // write the totalPlayTime i = caststates[0].totalPlayTime; if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } //----(SA) had to add 'episode' tracking. // this is only set in the map scripts, and was previously only handled in the menu's // write the 'episode' if ( SAVE_VERSION >= 13 ) { trap_Cvar_Register( &episode, "g_episode", "0", CVAR_ROM ); i = episode.integer; if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } } //----(SA) end playtime = caststates[0].totalPlayTime; if ( playtime < 3600000 ) { minutes = ( playtime / 1000 ) / 60; } else { minutes = ( ( playtime % 3600000 ) / 1000 ) / 60; // handle hours in a map } // create and write the info string // (SA) I made another cvar so there's no confusion Q_strncpyz( mapstr, mapname.string, sizeof( mapstr ) ); for ( i = 0; i < strlen( mapstr ); i++ ) mapstr[i] = toupper( mapstr[i] ); memset( infoString, 0, sizeof( infoString ) ); trap_Cvar_VariableStringBuffer( "svg_timestring", leveltime, sizeof( leveltime ) ); if ( !strlen( leveltime ) ) { Com_sprintf( leveltime, sizeof( leveltime ), "Leveltime" ); } trap_Cvar_VariableStringBuffer( "svg_healthstring", healthstr, sizeof( healthstr ) ); if ( !strlen( healthstr ) ) { Com_sprintf( healthstr, sizeof( healthstr ), "Health" ); } // Com_sprintf( infoString, sizeof(infoString), "Mission: %s\nDate: %s\nTime: %s\nGametime: %s\nHealth: %i", Com_sprintf( infoString, sizeof( infoString ), "%s\n%s: %s\n%s: %i", mapstr, leveltime, // G_Save_DateStr(), // G_Save_TimeStr(), va( "%2ih%s%im%s%is", ( ( ( playtime / 1000 ) / 60 ) / 60 ), // hour ( minutes > 9 ? "" : "0" ), // minute padding minutes, ( ( playtime / 1000 ) % 60 > 9 ? "" : "0" ), // second padding ( ( playtime / 1000 ) % 60 ) ), healthstr, g_entities[0].health ); // write it out // length i = strlen( infoString ); if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } // string if ( !G_SaveWrite( infoString, strlen( infoString ), f ) ) { G_SaveWriteError(); } // write out current time/date info WriteTime( f ); //----(SA) added //----(SA) end // write music trap_Cvar_Register( &musicCvar, "s_currentMusic", "", CVAR_ROM ); if ( !G_SaveWrite( musicCvar.string, MAX_QPATH, f ) ) { G_SaveWriteError(); } //----(SA) write fog // trap_Cvar_VariableStringBuffer( "sg_fog", infoString, sizeof(infoString) ); trap_GetConfigstring( CS_FOGVARS, infoString, sizeof( infoString ) ); i = strlen( infoString ); if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } // if there's fog info to save if ( !i ) { Q_strncpyz( &infoString[0], "none", sizeof( infoString ) ); } if ( !G_SaveWrite( infoString, strlen( infoString ), f ) ) { G_SaveWriteError(); } //----(SA) end // save the skill level if ( !G_SaveWrite( &g_gameskill.integer, sizeof( g_gameskill.integer ), f ) ) { G_SaveWriteError(); } // write out the entity structures i = sizeof( gentity_t ); if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } for ( i = 0 ; i < level.num_entities ; i++ ) { ent = &g_entities[i]; if ( !ent->inuse || ent->s.number == ENTITYNUM_WORLD ) { continue; } if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } WriteEntity( f, ent ); } i = -1; if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } // write out the client structures i = sizeof( gclient_t ); if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } for ( i = 0 ; i < MAX_CLIENTS ; i++ ) { cl = &level.clients[i]; if ( cl->pers.connected != CON_CONNECTED ) { continue; } if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } WriteClient( f, cl ); } i = -1; if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } // write out the cast_state structures i = sizeof( cast_state_t ); if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } for ( i = 0 ; i < level.numConnectedClients ; i++ ) { cs = &caststates[i]; if ( !g_entities[i].inuse ) { continue; } if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } WriteCastState( f, cs ); } i = -1; if ( !G_SaveWrite( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } trap_FS_FCloseFile( f ); // check the byte count if ( ( len = trap_FS_FOpenFile( filename, &f, FS_READ ) ) != saveByteCount ) { trap_FS_FCloseFile( f ); G_SaveWriteError(); return qfalse; } trap_FS_FCloseFile( f ); // now rename the file to the actual file Com_sprintf( mapstr, MAX_QPATH, "save\\%s.svg", username ); trap_FS_Rename( filename, mapstr ); // double check that it saved ok if ( ( len = trap_FS_FOpenFile( mapstr, &f, FS_READ ) ) != saveByteCount ) { trap_FS_FCloseFile( f ); G_SaveWriteError(); return qfalse; } trap_FS_FCloseFile( f ); #ifdef __MACOS__ trap_FS_CopyFile( mapstr, "save\\current.svg" ); #endif return qtrue; } /* =============== G_LoadGame Always loads in "current.svg". So if loading a specific savegame, first copy it to that. =============== */ void G_LoadGame( char *filename ) { char mapname[MAX_QPATH]; fileHandle_t f; int i, leveltime, size, last; gentity_t *ent; gclient_t *cl; cast_state_t *cs; qtime_t tm; qboolean serverEntityUpdate = qfalse; if ( g_gametype.integer != GT_SINGLE_PLAYER ) { // don't allow loads in MP return; } if ( saveGamePending ) { return; } G_DPrintf( "G_LoadGame '%s'\n", filename ); // enforce the "current" savegame, since that is used for all loads filename = "save\\current.svg"; // open the file if ( trap_FS_FOpenFile( filename, &f, FS_READ ) < 0 ) { G_Error( "G_LoadGame: savegame '%s' not found\n", filename ); } // read the version trap_FS_Read( &i, sizeof( i ), f ); // TTimo // show_bug.cgi?id=434 // 17 is the only version actually out in the wild if ( i != SAVE_VERSION && i != 17 && i != 13 && i != 14 && i != 15 ) { // 13 is beta7, 14 is pre "SA_MOVEDSTUFF" trap_FS_FCloseFile( f ); G_Error( "G_LoadGame: savegame '%s' is wrong version (%i, should be %i)\n", filename, i, SAVE_VERSION ); } ver = i; if ( ver == 17 ) { // 17 saved games can be buggy (bug #434), let's just warn about it G_Printf( "WARNING: backward compatibility, loading a version 17 saved game.\n" "some version 17 saved games may cause crashes during play.\n" ); } // read the mapname (this is only used in the sever exe, so just discard it) trap_FS_Read( mapname, MAX_QPATH, f ); // read the level time trap_FS_Read( &i, sizeof( i ), f ); leveltime = i; // read the totalPlayTime trap_FS_Read( &i, sizeof( i ), f ); if ( i > g_totalPlayTime.integer ) { trap_Cvar_Set( "g_totalPlayTime", va( "%i", i ) ); } //----(SA) had to add 'episode' tracking. // this is only set in the map scripts, and was previously only handled in the menu's // read the 'episode' if ( ver >= 13 ) { trap_FS_Read( &i, sizeof( i ), f ); trap_Cvar_Set( "g_episode", va( "%i", i ) ); } //----(SA) end // NOTE: do not change the above order without also changing the server code // read the info string length trap_FS_Read( &i, sizeof( i ), f ); // read the info string trap_FS_Read( infoString, i, f ); if ( ver >= SA_MOVEDSTUFF ) { if ( ver > SA_ADDEDMUSIC ) { // read current time/date info ReadTime( f, &tm ); // read music trap_FS_Read( musicString, MAX_QPATH, f ); if ( strlen( musicString ) ) { trap_Cvar_Register( &musicCvar, "s_currentMusic", "", CVAR_ROM ); // get current music if ( Q_stricmp( musicString, musicCvar.string ) ) { // it's different than what's playing, so fade out and queue up // trap_SendServerCommand(-1, "mu_fade 0 1000\n"); // trap_SetConfigstring( CS_MUSIC_QUEUE, musicString); trap_SendServerCommand( -1, va( "mu_start %s 1000\n", musicString ) ); // (SA) trying this instead } } } //----(SA) added if ( ver >= SA_ADDEDFOG ) { char *p; int k; // get length trap_FS_Read( &i, sizeof( i ), f ); // get fog string trap_FS_Read( infoString, i, f ); infoString[i] = 0; // set the configstring so the 'savegame current' has good fog if ( !Q_stricmp( infoString, "0" ) ) { // no fog trap_Cvar_Set( "r_savegameFogColor", "none" ); } else { // send it off to get set on the client for ( p = &infoString[0],k = 0; *p; p++ ) { if ( *p == ' ' ) { k++; } if ( k == 6 ) { // the last parameter infoString[p - infoString + 1] = '0'; infoString[p - infoString + 2] = 0; break; } } trap_Cvar_Set( "r_savegameFogColor", infoString ); } trap_SetConfigstring( CS_FOGVARS, infoString ); } //----(SA) end if ( ver > 13 ) { // read the game skill trap_FS_Read( &i, sizeof( i ), f ); // set the skill level trap_Cvar_Set( "g_gameskill", va( "%i",i ) ); // update this aicast_skillscale = (float)i / (float)GSKILL_MAX; } } // reset all AAS blocking entities trap_AAS_SetAASBlockingEntity( vec3_origin, vec3_origin, -1 ); // read the entity structures trap_FS_Read( &i, sizeof( i ), f ); size = i; last = 0; while ( 1 ) { trap_FS_Read( &i, sizeof( i ), f ); if ( i < 0 ) { break; } if ( i >= MAX_GENTITIES ) { trap_FS_FCloseFile( f ); G_Error( "G_LoadGame: entitynum out of range (%i, MAX = %i)\n", i, MAX_GENTITIES ); } if ( i >= level.num_entities ) { // notify server level.num_entities = i; serverEntityUpdate = qtrue; } ent = &g_entities[i]; ReadEntity( f, ent, size ); // free all entities that we skipped for ( ; last < i; last++ ) { if ( g_entities[last].inuse && i != ENTITYNUM_WORLD ) { if ( last < MAX_CLIENTS ) { trap_DropClient( last, "" ); } else { G_FreeEntity( &g_entities[last] ); } } } last = i + 1; } // clear all remaining entities for ( ent = &g_entities[last] ; last < MAX_GENTITIES ; last++, ent++ ) { memset( ent, 0, sizeof( *ent ) ); ent->classname = "freed"; ent->freetime = level.time; ent->inuse = qfalse; } // read the client structures trap_FS_Read( &i, sizeof( i ), f ); size = i; while ( 1 ) { trap_FS_Read( &i, sizeof( i ), f ); if ( i < 0 ) { break; } if ( i > MAX_CLIENTS ) { trap_FS_FCloseFile( f ); G_Error( "G_LoadGame: clientnum out of range\n" ); } cl = &level.clients[i]; if ( cl->pers.connected == CON_DISCONNECTED ) { trap_FS_FCloseFile( f ); G_Error( "G_LoadGame: client mis-match in savegame" ); } ReadClient( f, cl, size ); } // read the cast_state structures trap_FS_Read( &i, sizeof( i ), f ); size = i; while ( 1 ) { trap_FS_Read( &i, sizeof( i ), f ); if ( i < 0 ) { break; } if ( i > MAX_CLIENTS ) { trap_FS_FCloseFile( f ); G_Error( "G_LoadGame: clientnum out of range\n" ); } cs = &caststates[i]; ReadCastState( f, cs, size ); } // inform server of entity count if it has increased if ( serverEntityUpdate ) { // let the server system know that there are more entities trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ), &level.clients[0].ps, sizeof( level.clients[0] ) ); } //----(SA) moved these up in ver 15 if ( ver < SA_MOVEDSTUFF ) { if ( ver > SA_ADDEDMUSIC ) { // read current time/date info ReadTime( f, &tm ); // read music trap_FS_Read( musicString, MAX_QPATH, f ); if ( strlen( musicString ) ) { trap_Cvar_Register( &musicCvar, "s_currentMusic", "", CVAR_ROM ); // get current music if ( Q_stricmp( musicString, musicCvar.string ) ) { // it's different than what's playing, so fade out and queue up trap_SendServerCommand( -1, "mu_fade 0 1000\n" ); trap_SetConfigstring( CS_MUSIC_QUEUE, musicString ); } } } if ( ver > 13 ) { // read the game skill trap_FS_Read( &i, sizeof( i ), f ); // set the skill level trap_Cvar_Set( "g_gameskill", va( "%i",i ) ); // update this aicast_skillscale = (float)i / (float)GSKILL_MAX; } } //----(SA) end moved trap_FS_FCloseFile( f ); // now increment the attempts field and update totalplaytime according to cvar trap_Cvar_Update( &g_attempts ); trap_Cvar_Set( "g_attempts", va( "%i", g_attempts.integer + 1 ) ); caststates[0].attempts = g_attempts.integer + 1; caststates[0].lastLoadTime = level.time; if ( caststates[0].totalPlayTime < g_totalPlayTime.integer ) { caststates[0].totalPlayTime = g_totalPlayTime.integer; } level.lastLoadTime = leveltime; /* // always save to the "current" savegame last = level.time; level.time = leveltime; // use the value we just for the save time G_SaveGame(NULL); // additionally update the last game that was loaded trap_Cvar_VariableStringBuffer( "savegame_filename", mapname, sizeof(mapname) ); if (strlen( mapname ) > 0 && !strstr( mapname, "autosave" )) { // clear it out so we dont lose it after a map_restart trap_Cvar_Set( "savegame_filename", "" ); if (strstr(mapname, ".svg")) mapname[strstr(mapname, ".svg") - mapname] = '\0'; if (strstr(mapname, "/")) { G_SaveGame( strstr(mapname, "/") + 1 ); } else { G_SaveGame( mapname ); } } // restore the correct level.time level.time = last; */ } //========================================================= /* =============== PersWriteClient =============== */ void PersWriteClient( fileHandle_t f, gclient_t *cl ) { persField_t *field; // save the fields for ( field = gclientPersFields ; field->len ; field++ ) { // write the block G_SaveWrite( ( void * )( (byte *)cl + field->ofs ), field->len, f ); } } /* =============== PersReadClient =============== */ void PersReadClient( fileHandle_t f, gclient_t *cl ) { persField_t *field; // read the fields for ( field = gclientPersFields ; field->len ; field++ ) { // read the block trap_FS_Read( ( void * )( (byte *)cl + field->ofs ), field->len, f ); } } //========================================================= /* =============== PersWriteEntity =============== */ void PersWriteEntity( fileHandle_t f, gentity_t *ent ) { persField_t *field; // save the fields for ( field = gentityPersFields ; field->len ; field++ ) { // write the block G_SaveWrite( ( void * )( (byte *)ent + field->ofs ), field->len, f ); } } /* =============== PersReadEntity =============== */ void PersReadEntity( fileHandle_t f, gentity_t *cl ) { persField_t *field; // read the fields for ( field = gentityPersFields ; field->len ; field++ ) { // read the block trap_FS_Read( ( void * )( (byte *)cl + field->ofs ), field->len, f ); } } //========================================================= /* =============== PersWriteCastState =============== */ void PersWriteCastState( fileHandle_t f, cast_state_t *cs ) { persField_t *field; // save the fields for ( field = castStatePersFields ; field->len ; field++ ) { // write the block G_SaveWrite( ( void * )( (byte *)cs + field->ofs ), field->len, f ); } } /* =============== PersReadCastState =============== */ void PersReadCastState( fileHandle_t f, cast_state_t *cs ) { persField_t *field; // read the fields for ( field = castStatePersFields ; field->len ; field++ ) { // read the block trap_FS_Read( ( void * )( (byte *)cs + field->ofs ), field->len, f ); } } //========================================================= /* =============== G_SavePersistant returns qtrue if successful NOTE: only saves the local player's data, doesn't support AI characters TODO: have G_SaveWrite return the number of byte's written, so if it doesn't succeed, we can abort the save, and not save the file. This means we should save to a temporary name, then copy it across to the real name after success, so full disks don't result in lost saved games. =============== */ qboolean G_SavePersistant( char *nextmap ) { char filename[MAX_QPATH]; fileHandle_t f; int persid; saveByteCount = 0; // open the file Com_sprintf( filename, MAX_QPATH, "save\\temp.psw" ); if ( trap_FS_FOpenFile( filename, &f, FS_WRITE ) < 0 ) { G_Error( "G_SavePersistant: cannot open '%s' for saving\n", filename ); } // write the mapname G_SaveWrite( nextmap, MAX_QPATH, f ); // save out the pers id persid = trap_Milliseconds() + ( rand() & 0xffff ); G_SaveWrite( &persid, sizeof( persid ), f ); trap_Cvar_Set( "persid", va( "%i", persid ) ); // write out the entity structure PersWriteEntity( f, &g_entities[0] ); // write out the client structure PersWriteClient( f, &level.clients[0] ); // write out the cast_state structure PersWriteCastState( f, AICast_GetCastState( 0 ) ); trap_FS_FCloseFile( f ); // now check that it is the correct size Com_sprintf( filename, MAX_QPATH, "save\\temp.psw" ); if ( trap_FS_FOpenFile( filename, &f, FS_READ ) < saveByteCount ) { trap_FS_FCloseFile( f ); G_SaveWriteError(); return qfalse; } trap_FS_FCloseFile( f ); // rename it to the real file trap_FS_Rename( "save\\temp.psw", "save\\current.psw" ); // now check that it is the correct size Com_sprintf( filename, MAX_QPATH, "save\\current.psw" ); if ( trap_FS_FOpenFile( filename, &f, FS_READ ) < saveByteCount ) { trap_FS_FCloseFile( f ); G_SaveWriteError(); return qfalse; } trap_FS_FCloseFile( f ); return qtrue; } /* =============== G_LoadPersistant =============== */ void G_LoadPersistant( void ) { fileHandle_t f; char *filename; char mapstr[MAX_QPATH]; vmCvar_t cvar_mapname; int persid; filename = "save\\current.psw"; // open the file if ( trap_FS_FOpenFile( filename, &f, FS_READ ) < 0 ) { // not here, we shall assume they didn't want one return; } // read the mapname, if it's not the same, then ignore the file trap_FS_Read( mapstr, MAX_QPATH, f ); trap_Cvar_Register( &cvar_mapname, "mapname", "", CVAR_SERVERINFO | CVAR_ROM ); if ( Q_strcasecmp( cvar_mapname.string, mapstr ) ) { trap_FS_FCloseFile( f ); return; } // check the pers id trap_FS_Read( &persid, sizeof( persid ), f ); if ( persid != trap_Cvar_VariableIntegerValue( "persid" ) ) { trap_FS_FCloseFile( f ); return; } // read the entity structure PersReadEntity( f, &g_entities[0] ); // read the client structure PersReadClient( f, &level.clients[0] ); // read the cast_state structure PersReadCastState( f, AICast_GetCastState( 0 ) ); trap_FS_FCloseFile( f ); // clear out the persid, since the persistent data has been read trap_Cvar_Set( "persid", "0" ); }