/* =========================================================================== Return to Castle Wolfenstein multiplayer GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (“RTCW MP Source Code”). RTCW MP 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 MP 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 MP Source Code. If not, see . In addition, the RTCW MP 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 MP 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 * */ // Arnout: removed for multiplayer #if 0 #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. */ #define SAVE_VERSION 7 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[] = { {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} }; 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( castScriptStatusCurrent ), sizeof( cast_script_status_t * ) }, {CSFOFS( weaponInfo ), sizeof( cast_weapon_info_t * )}, {CSFOFS( totalPlayTime ), sizeof( int )}, {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.powerups[0] ), sizeof( int ) * MAX_POWERUPS}, {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( "Unable to save game.\n\nPlease check that game drive has at least 5mb free space." ); #endif } //========================================================= 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; } *(int *)p = index; break; case F_CLIENT: if ( *(gclient_t **)p == NULL ) { index = -1; } else { index = *(gclient_t **)p - level.clients; } *(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 ( !trap_FS_Write( *(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 ( !trap_FS_Write( func->funcStr, len, f ) ) { G_SaveWriteError(); } } break; default: // TTimo F_NOE F_ENTITY F_ITEM F_CLIENT not handled in switch break; } } void ReadField( fileHandle_t f, saveField_t *field, byte *base ) { void *p; int len; int index; char *funcStr; 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 == -1 ) { *(gentity_t **)p = NULL; } else { *(gentity_t **)p = &g_entities[index]; } break; case F_CLIENT: index = *(int *)p; 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 ); 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" ); } } //========================================================= /* =============== WriteClient =============== */ void WriteClient( fileHandle_t f, gclient_t *cl ) { saveField_t *field; gclient_t temp; // 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; // change the pointers to lengths or indexes for ( field = gclientFields ; field->type ; field++ ) { WriteField1( field, (byte *)&temp ); } // write the block if ( !trap_FS_Write( &temp, sizeof( temp ), 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; trap_FS_Read( &temp, size, f ); // 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 client->ps.pm_flags |= PMF_TIME_KNOCKBACK; client->ps.pm_time = 100; 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 if ( !( ent->r.svFlags & SVF_CASTAI ) && ent->missionLevel > 0 ) { gentity_t *trav; // TTimo gcc: suggest parentheses around assignment used as truth value for ( trav = NULL; ( trav = G_Find( trav, FOFS( classname ), "info_player_checkpoint" ) ); ) { if ( trav->missionLevel == ent->missionLevel && 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 ); } // 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 ) ) { trap_SendServerCommand( client->ps.clientNum, "map_restart\n" ); } } //========================================================= /* =============== WriteEntity =============== */ void WriteEntity( fileHandle_t f, gentity_t *ent ) { saveField_t *field; gentity_t temp; // 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 ; field->type ; field++ ) { WriteField1( field, (byte *)&temp ); } // write the block if ( !trap_FS_Write( &temp, sizeof( temp ), f ) ) { G_SaveWriteError(); } // now write any allocated data following the edict for ( field = gentityFields ; field->type ; field++ ) { WriteField2( f, field, (byte *)ent ); } } /* =============== ReadEntity =============== */ void ReadEntity( fileHandle_t f, gentity_t *ent, int size ) { saveField_t *field; ignoreField_t *ifield; gentity_t temp, backup; backup = *ent; trap_FS_Read( &temp, size, f ); // convert any feilds back to the correct data for ( field = gentityFields ; field->type ; field++ ) { ReadField( f, field, (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 ); } // now copy the temp structure into the existing structure memcpy( ent, &temp, size ); // notify server of changes in position/orientation if ( ent->r.linked ) { 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 trap_AdjustAreaPortalState( ent, qtrue ); } } } // check for blocking AAS at save time if ( ent->AASblocking ) { G_SetAASBlockingEntity( ent, qtrue ); } // check for this being a tagconnect entity if ( ent->tagName ) { G_ProcessTagConnect( ent ); } } //========================================================= /* =============== WriteCastState =============== */ void WriteCastState( fileHandle_t f, cast_state_t *cs ) { saveField_t *field; cast_state_t temp; // 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 ( !trap_FS_Write( &temp, sizeof( temp ), 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; trap_FS_Read( &temp, size, f ); // 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 ); } //========================================================= /* =============== G_SaveGame returns qtrue if successful TODO: have trap_FS_Write 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]; vmCvar_t mapname; fileHandle_t f; int i; gentity_t *ent; gclient_t *cl; cast_state_t *cs; // JPW NERVE -- save/load not supported in MP and causes problems during level loads if "pounding random keys" return qfalse; // jpw if ( !username ) { username = "current"; } // 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; if ( !trap_FS_Write( &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 ( !trap_FS_Write( mapstr, MAX_QPATH, f ) ) { G_SaveWriteError(); } // write out the level time if ( !trap_FS_Write( &level.time, sizeof( level.time ), f ) ) { G_SaveWriteError(); } // write the totalPlayTime i = caststates[0].totalPlayTime; if ( !trap_FS_Write( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } // write out the entity structures i = sizeof( gentity_t ); if ( !trap_FS_Write( &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 ( !trap_FS_Write( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } WriteEntity( f, ent ); } i = -1; if ( !trap_FS_Write( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } // write out the client structures i = sizeof( gclient_t ); if ( !trap_FS_Write( &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 ( !trap_FS_Write( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } WriteClient( f, cl ); } i = -1; if ( !trap_FS_Write( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } // write out the cast_state structures i = sizeof( cast_state_t ); if ( !trap_FS_Write( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } for ( i = 0 ; i < level.numConnectedClients ; i++ ) { cs = &caststates[i]; if ( !cs->bs ) { continue; } if ( !trap_FS_Write( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } WriteCastState( f, cs ); } i = -1; if ( !trap_FS_Write( &i, sizeof( i ), f ) ) { G_SaveWriteError(); } 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 ); return qtrue; } /* =============== G_UpdatePlayTime updates the total playing time in the current savegame =============== */ void G_UpdatePlayTime( void ) { fileHandle_t f, of; int i, len; char mapname[MAX_QPATH]; // open the input file if ( ( len = trap_FS_FOpenFile( "save/current.svg", &f, FS_READ ) ) < 0 ) { G_Error( "G_SaveGame: cannot open file for saving\n" ); } // open the output file if ( trap_FS_FOpenFile( "save/current.tmp", &of, FS_WRITE ) < 0 ) { G_Error( "G_SaveGame: cannot open file for saving\n" ); } // start writing out the new file // read the version trap_FS_Read( &i, sizeof( i ), f ); if ( i != SAVE_VERSION ) { G_Error( "G_LoadGame: savegame is wrong version (%i, should be %i)\n", i, SAVE_VERSION ); } if ( !trap_FS_Write( &i, sizeof( i ), of ) ) { G_SaveWriteError(); } len -= sizeof( i ); // read the mapname trap_FS_Read( mapname, MAX_QPATH, f ); if ( !trap_FS_Write( mapname, MAX_QPATH, of ) ) { G_SaveWriteError(); } len -= MAX_QPATH; // read the level time trap_FS_Read( &i, sizeof( i ), f ); if ( !trap_FS_Write( &i, sizeof( i ), of ) ) { G_SaveWriteError(); } len -= sizeof( i ); // read the totalPlayTime trap_FS_Read( &i, sizeof( i ), f ); // write the updated totalPlayTime i = caststates[0].totalPlayTime; if ( !trap_FS_Write( &i, sizeof( i ), of ) ) { G_SaveWriteError(); } len -= sizeof( i ); // just copy the rest of the file while ( len ) { i = MAX_QPATH; len -= i; if ( len < 0 ) { i -= -len; len = 0; } trap_FS_Read( mapname, i, f ); if ( !trap_FS_Write( mapname, i, of ) ) { G_SaveWriteError(); } } trap_FS_FCloseFile( f ); trap_FS_FCloseFile( of ); // now rename the temp file back to current trap_FS_Rename( "save/current.tmp", "save/current.svg" ); /* // open the input file if ((len = trap_FS_FOpenFile( "save/current.tmp", &f, FS_READ )) < 0) { G_Error( "G_SaveGame: cannot open file for saving\n" ); } // open the output file if (trap_FS_FOpenFile( "save/current.svg", &f, FS_WRITE ) < 0) { G_Error( "G_SaveGame: cannot open file for saving\n" ); } // just copy the rest of the file while (len) { i = MAX_QPATH; len -= i; if (len < 0) { i -= -len; len = 0; } trap_FS_Read (mapname, i, f); trap_FS_Write (mapname, i, of); } trap_FS_FCloseFile(f); trap_FS_FCloseFile(of); // clear the temp file, since we can't delete it, just make it ZERO size if (trap_FS_FOpenFile( "save/current.tmp", &of, FS_WRITE ) < 0) { G_Error( "G_SaveGame: cannot open file for saving\n" ); } trap_FS_FCloseFile(of); */ } /* =============== 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, size, last; gentity_t *ent; gclient_t *cl; cast_state_t *cs; // TTimo might be used uninitialized int totalPlayTime = 0; int ver; // JPW NERVE -- save/load not permitted in MP and causes problems if players are "pounding keys" in unsupported configs during level load return; // jpw //if (!filename) { 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 ); if ( i != SAVE_VERSION && i != 6 ) { // special case, so I can debug savegames from our testing session G_Error( "G_LoadGame: savegame '%s' is wrong version (%i, should be %i)\n", filename, i, SAVE_VERSION ); } ver = i; // 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 ); if ( ver > 6 ) { // read the totalPlayTime trap_FS_Read( &i, sizeof( i ), f ); totalPlayTime = i; } // NOTE: do not change the above order without also changing the server code // 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 ) { G_Error( "G_LoadGame: entitynum out of range (%i, MAX = %i)\n", i, MAX_GENTITIES ); } 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; } // 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 ) { 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 ) { G_Error( "G_LoadGame: clientnum out of range\n" ); } cs = &caststates[i]; ReadCastState( f, cs, size ); } trap_FS_FCloseFile( f ); // now increment the attempts field, and save ++caststates[0].attempts; caststates[0].lastLoadTime = level.time; caststates[0].totalPlayTime = totalPlayTime; G_SaveGame( NULL ); } //========================================================= /* =============== PersWriteClient =============== */ void PersWriteClient( fileHandle_t f, gclient_t *cl ) { persField_t *field; // save the fields for ( field = gclientPersFields ; field->len ; field++ ) { // write the block trap_FS_Write( ( 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 trap_FS_Write( ( 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 trap_FS_Write( ( 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 trap_FS_Write 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; // open the file Com_sprintf( filename, MAX_QPATH, "save/current.psw" ); if ( trap_FS_FOpenFile( filename, &f, FS_WRITE ) < 0 ) { G_Error( "G_SavePersistant: cannot open '%s' for saving\n", filename ); } // write the mapname trap_FS_Write( nextmap, MAX_QPATH, f ); // save out the pers id persid = trap_Milliseconds(); trap_FS_Write( &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 ); 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 ); } #endif // 0