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/*
* Copyright (C) 1997-2001 Id Software, Inc.
* Copyright (C) 2011 Knightmare
* Copyright (C) 2011 Yamagi Burmeister
*
* This program 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 2 of the License, or (at
* your option) any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* The savegame system.
*
* =======================================================================
*/
/*
* This is the Quake 2 savegame system, fixed by Yamagi
* based on an idea by Knightmare of kmquake2. This major
* rewrite of the original g_save.c is much more robust
* and portable since it doesn't use any function pointers.
*
* Inner workings:
* When the game is saved all function pointers are
* translated into human readable function definition strings.
* The same way all mmove_t pointers are translated. This
* human readable strings are then written into the file.
* At game load the human readable strings are retranslated
* into the actual function pointers and struct pointers. The
* pointers are generated at each compilation / start of the
* client, thus the pointers are always correct.
*
* Limitations:
* While savegames survive recompilations of the game source
* and bigger changes in the source, there are some limitation
* which a nearly impossible to fix without a object orientated
* rewrite of the game.
* - If functions or mmove_t structs that a referencenced
* inside savegames are added or removed (e.g. the files
* in tables/ are altered) the load functions cannot
* reconnect all pointers and thus not restore the game.
* - If the operating system is changed internal structures
* may change in an unrepairable way.
* - If the architecture is changed pointer length and
* other internal datastructures change in an
* incompatible way.
* - If the edict_t struct is changed, savegames
* will break.
* This is not so bad as it looks since functions and
* struct won't be added and edict_t won't be changed
* if no big, sweeping changes are done. The operating
* system and architecture are in the hands of the user.
*/
#include "../../common/header/common.h" // YQ2ARCH
#include "../header/local.h"
#include "savegame.h"
/*
* When ever the savegame version is changed, q2 will refuse to
* load older savegames. This should be bumped if the files
* in tables/ are changed, otherwise strange things may happen.
*/
#define SAVEGAMEVER "YQ2-5"
#ifndef BUILD_DATE
#define BUILD_DATE __DATE__
#endif
/*
* This macros are used to prohibit loading of savegames
* created on other systems or architectures. This will
* crash q2 in spectacular ways
*/
#ifndef YQ2OSTYPE
#error YQ2OSTYPE should be defined by the build system
#endif
#ifndef YQ2ARCH
#error YQ2ARCH should be defined by the build system
#endif
/*
* Older operating systen and architecture detection
* macros, implemented by savegame version YQ2-1.
*/
#if defined(__APPLE__)
#define OSTYPE_1 "MacOS X"
#elif defined(__FreeBSD__)
#define OSTYPE_1 "FreeBSD"
#elif defined(__OpenBSD__)
#define OSTYPE_1 "OpenBSD"
#elif defined(__linux__)
#define OSTYPE_1 "Linux"
#elif defined(_WIN32)
#define OSTYPE_1 "Windows"
#else
#define OSTYPE_1 "Unknown"
#endif
#if defined(__i386__)
#define ARCH_1 "i386"
#elif defined(__x86_64__)
#define ARCH_1 "amd64"
#elif defined(__sparc__)
#define ARCH_1 "sparc64"
#elif defined(__ia64__)
#define ARCH_1 "ia64"
#else
#define ARCH_1 "unknown"
#endif
/* ========================================================= */
/*
* Prototypes for forward
* declaration for all game
* functions.
*/
#include "tables/gamefunc_decs.h"
/*
* List with function pointer
* to each of the functions
* prototyped above.
*/
static functionList_t functionList[] = {
#include "tables/gamefunc_list.h"
};
/*
* Prototypes for forward
* declaration for all game
* mmove_t functions.
*/
#include "tables/gamemmove_decs.h"
/*
* List with pointers to
* each of the mmove_t
* functions prototyped
* above.
*/
static mmoveList_t mmoveList[] = {
#include "tables/gamemmove_list.h"
};
/*
* Fields to be saved (used in g_spawn.c)
*/
field_t fields[] = {
#include "tables/fields.h"
};
/*
* Level fields to
* be saved
*/
static field_t levelfields[] = {
#include "tables/levelfields.h"
};
/*
* Client fields to
* be saved
*/
static field_t clientfields[] = {
#include "tables/clientfields.h"
};
/* ========================================================= */
/*
* This will be called when the dll is first loaded,
* which only happens when a new game is started or
* a save game is loaded.
*/
void
InitGame(void)
{
gi.dprintf("Game is starting up.\n");
gi.dprintf("Game is %s built on %s.\n", GAMEVERSION, BUILD_DATE);
gun_x = gi.cvar("gun_x", "0", 0);
gun_y = gi.cvar("gun_y", "0", 0);
gun_z = gi.cvar("gun_z", "0", 0);
sv_rollspeed = gi.cvar("sv_rollspeed", "200", 0);
sv_rollangle = gi.cvar("sv_rollangle", "2", 0);
sv_maxvelocity = gi.cvar("sv_maxvelocity", "2000", 0);
sv_gravity = gi.cvar("sv_gravity", "800", 0);
/* noset vars */
dedicated = gi.cvar("dedicated", "0", CVAR_NOSET);
/* latched vars */
sv_cheats = gi.cvar("cheats", "0", CVAR_SERVERINFO | CVAR_LATCH);
gi.cvar("gamename", GAMEVERSION, CVAR_SERVERINFO | CVAR_LATCH);
gi.cvar("gamedate", BUILD_DATE, CVAR_SERVERINFO | CVAR_LATCH);
maxclients = gi.cvar("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH);
maxspectators = gi.cvar("maxspectators", "4", CVAR_SERVERINFO);
deathmatch = gi.cvar("deathmatch", "0", CVAR_LATCH);
coop = gi.cvar("coop", "0", CVAR_LATCH);
coop_pickup_weapons = gi.cvar("coop_pickup_weapons", "1", CVAR_ARCHIVE);
coop_elevator_delay = gi.cvar("coop_elevator_delay", "1.0", CVAR_ARCHIVE);
skill = gi.cvar("skill", "1", CVAR_LATCH);
maxentities = gi.cvar("maxentities", "1024", CVAR_LATCH);
g_footsteps = gi.cvar("g_footsteps", "1", CVAR_ARCHIVE);
g_monsterfootsteps = gi.cvar("g_monsterfootsteps", "0", CVAR_ARCHIVE);
g_fix_triggered = gi.cvar ("g_fix_triggered", "0", 0);
g_commanderbody_nogod = gi.cvar("g_commanderbody_nogod", "0", CVAR_ARCHIVE);
/* change anytime vars */
dmflags = gi.cvar("dmflags", "0", CVAR_SERVERINFO);
fraglimit = gi.cvar("fraglimit", "0", CVAR_SERVERINFO);
timelimit = gi.cvar("timelimit", "0", CVAR_SERVERINFO);
password = gi.cvar("password", "", CVAR_USERINFO);
spectator_password = gi.cvar("spectator_password", "", CVAR_USERINFO);
needpass = gi.cvar("needpass", "0", CVAR_SERVERINFO);
filterban = gi.cvar("filterban", "1", 0);
g_select_empty = gi.cvar("g_select_empty", "0", CVAR_ARCHIVE);
run_pitch = gi.cvar("run_pitch", "0.002", 0);
run_roll = gi.cvar("run_roll", "0.005", 0);
bob_up = gi.cvar("bob_up", "0.005", 0);
bob_pitch = gi.cvar("bob_pitch", "0.002", 0);
bob_roll = gi.cvar("bob_roll", "0.002", 0);
/* flood control */
flood_msgs = gi.cvar("flood_msgs", "4", 0);
flood_persecond = gi.cvar("flood_persecond", "4", 0);
flood_waitdelay = gi.cvar("flood_waitdelay", "10", 0);
/* dm map list */
sv_maplist = gi.cvar("sv_maplist", "", 0);
/* others */
aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
g_machinegun_norecoil = gi.cvar("g_machinegun_norecoil", "0", CVAR_ARCHIVE);
g_quick_weap = gi.cvar("g_quick_weap", "1", CVAR_ARCHIVE);
g_swap_speed = gi.cvar("g_swap_speed", "1", CVAR_ARCHIVE);
/* items */
InitItems();
game.helpmessage1[0] = 0;
game.helpmessage2[0] = 0;
/* initialize all entities for this game */
game.maxentities = maxentities->value;
g_edicts = gi.TagMalloc(game.maxentities * sizeof(g_edicts[0]), TAG_GAME);
globals.edicts = g_edicts;
globals.max_edicts = game.maxentities;
/* initialize all clients for this game */
game.maxclients = maxclients->value;
game.clients = gi.TagMalloc(game.maxclients * sizeof(game.clients[0]), TAG_GAME);
globals.num_edicts = game.maxclients + 1;
}
/* ========================================================= */
/*
* Helper function to get
* the human readable function
* definition by an address.
* Called by WriteField1 and
* WriteField2.
*/
functionList_t *
GetFunctionByAddress(byte *adr)
{
int i;
for (i = 0; functionList[i].funcStr; i++)
{
if (functionList[i].funcPtr == adr)
{
return &functionList[i];
}
}
return NULL;
}
/*
* Helper function to get the
* pointer to a function by
* it's human readable name.
* Called by WriteField1 and
* WriteField2.
*/
byte *
FindFunctionByName(char *name)
{
int i;
for (i = 0; functionList[i].funcStr; i++)
{
if (!strcmp(name, functionList[i].funcStr))
{
return functionList[i].funcPtr;
}
}
return NULL;
}
/*
* Helper function to get the
* human readable definition of
* a mmove_t struct by a pointer.
*/
mmoveList_t *
GetMmoveByAddress(mmove_t *adr)
{
int i;
for (i = 0; mmoveList[i].mmoveStr; i++)
{
if (mmoveList[i].mmovePtr == adr)
{
return &mmoveList[i];
}
}
return NULL;
}
/*
* Helper function to get the
* pointer to a mmove_t struct
* by a human readable definition.
*/
mmove_t *
FindMmoveByName(char *name)
{
int i;
for (i = 0; mmoveList[i].mmoveStr; i++)
{
if (!strcmp(name, mmoveList[i].mmoveStr))
{
return mmoveList[i].mmovePtr;
}
}
return NULL;
}
/* ========================================================= */
/*
* The following two functions are
* doing the dirty work to write the
* data generated by the functions
* below this block into files.
*/
void
WriteField1(FILE *f, field_t *field, byte *base)
{
void *p;
size_t len;
int index;
functionList_t *func;
mmoveList_t *mmove;
if (field->flags & FFL_SPAWNTEMP)
{
return;
}
p = (void *)(base + field->ofs);
switch (field->type)
{
case F_INT:
case F_FLOAT:
case F_ANGLEHACK:
case F_VECTOR:
case F_IGNORE:
break;
case F_LSTRING:
case F_GSTRING:
if (*(char **)p)
{
len = strlen(*(char **)p) + 1;
}
else
{
len = 0;
}
*(int *)p = len;
break;
case F_EDICT:
if (*(edict_t **)p == NULL)
{
index = -1;
}
else
{
index = *(edict_t **)p - g_edicts;
}
*(int *)p = index;
break;
case F_CLIENT:
if (*(gclient_t **)p == NULL)
{
index = -1;
}
else
{
index = *(gclient_t **)p - game.clients;
}
*(int *)p = index;
break;
case F_ITEM:
if (*(edict_t **)p == NULL)
{
index = -1;
}
else
{
index = *(gitem_t **)p - itemlist;
}
*(int *)p = index;
break;
case F_FUNCTION:
if (*(byte **)p == NULL)
{
len = 0;
}
else
{
func = GetFunctionByAddress (*(byte **)p);
if (!func)
{
gi.error ("WriteField1: function not in list, can't save game");
}
len = strlen(func->funcStr)+1;
}
*(int *)p = len;
break;
case F_MMOVE:
if (*(byte **)p == NULL)
{
len = 0;
}
else
{
mmove = GetMmoveByAddress (*(mmove_t **)p);
if (!mmove)
{
gi.error ("WriteField1: mmove not in list, can't save game");
}
len = strlen(mmove->mmoveStr)+1;
}
*(int *)p = len;
break;
default:
gi.error("WriteEdict: unknown field type");
}
}
void
WriteField2(FILE *f, field_t *field, byte *base)
{
size_t len;
void *p;
functionList_t *func;
mmoveList_t *mmove;
if (field->flags & FFL_SPAWNTEMP)
{
return;
}
p = (void *)(base + field->ofs);
switch (field->type)
{
case F_LSTRING:
if (*(char **)p)
{
len = strlen(*(char **)p) + 1;
fwrite(*(char **)p, len, 1, f);
}
break;
case F_FUNCTION:
if (*(byte **)p)
{
func = GetFunctionByAddress (*(byte **)p);
if (!func)
{
gi.error ("WriteField2: function not in list, can't save game");
}
len = strlen(func->funcStr)+1;
fwrite (func->funcStr, len, 1, f);
}
break;
case F_MMOVE:
if (*(byte **)p)
{
mmove = GetMmoveByAddress (*(mmove_t **)p);
if (!mmove)
{
gi.error ("WriteField2: mmove not in list, can't save game");
}
len = strlen(mmove->mmoveStr)+1;
fwrite (mmove->mmoveStr, len, 1, f);
}
break;
default:
break;
}
}
/* ========================================================= */
/*
* This function does the dirty
* work to read the data from a
* file. The processing of the
* data is done in the functions
* below
*/
void
ReadField(FILE *f, field_t *field, byte *base)
{
void *p;
int len;
int index;
char funcStr[2048];
if (field->flags & FFL_SPAWNTEMP)
{
return;
}
p = (void *)(base + field->ofs);
switch (field->type)
{
case F_INT:
case F_FLOAT:
case F_ANGLEHACK:
case F_VECTOR:
case F_IGNORE:
break;
case F_LSTRING:
len = *(int *)p;
if (!len)
{
*(char **)p = NULL;
}
else
{
*(char **)p = gi.TagMalloc(32 + len, TAG_LEVEL);
fread(*(char **)p, len, 1, f);
}
break;
case F_EDICT:
index = *(int *)p;
if (index == -1)
{
*(edict_t **)p = NULL;
}
else
{
*(edict_t **)p = &g_edicts[index];
}
break;
case F_CLIENT:
index = *(int *)p;
if (index == -1)
{
*(gclient_t **)p = NULL;
}
else
{
*(gclient_t **)p = &game.clients[index];
}
break;
case F_ITEM:
index = *(int *)p;
if (index == -1)
{
*(gitem_t **)p = NULL;
}
else
{
*(gitem_t **)p = &itemlist[index];
}
break;
case F_FUNCTION:
len = *(int *)p;
if (!len)
{
*(byte **)p = NULL;
}
else
{
if (len > sizeof(funcStr))
{
gi.error ("ReadField: function name is longer than buffer (%i chars)",
(int)sizeof(funcStr));
}
fread (funcStr, len, 1, f);
if ( !(*(byte **)p = FindFunctionByName (funcStr)) )
{
gi.error ("ReadField: function %s not found in table, can't load game", funcStr);
}
}
break;
case F_MMOVE:
len = *(int *)p;
if (!len)
{
*(byte **)p = NULL;
}
else
{
if (len > sizeof(funcStr))
{
gi.error ("ReadField: mmove name is longer than buffer (%i chars)",
(int)sizeof(funcStr));
}
fread (funcStr, len, 1, f);
if ( !(*(mmove_t **)p = FindMmoveByName (funcStr)) )
{
gi.error ("ReadField: mmove %s not found in table, can't load game", funcStr);
}
}
break;
default:
gi.error("ReadEdict: unknown field type");
}
}
/* ========================================================= */
/*
* Write the client struct into a file.
*/
void
WriteClient(FILE *f, gclient_t *client)
{
field_t *field;
gclient_t temp;
/* all of the ints, floats, and vectors stay as they are */
temp = *client;
/* change the pointers to indexes */
for (field = clientfields; field->name; field++)
{
WriteField1(f, field, (byte *)&temp);
}
/* write the block */
fwrite(&temp, sizeof(temp), 1, f);
/* now write any allocated data following the edict */
for (field = clientfields; field->name; field++)
{
WriteField2(f, field, (byte *)client);
}
}
/*
* Read the client struct from a file
*/
void
ReadClient(FILE *f, gclient_t *client, short save_ver)
{
field_t *field;
fread(client, sizeof(*client), 1, f);
for (field = clientfields; field->name; field++)
{
if (field->save_ver <= save_ver)
{
ReadField(f, field, (byte *)client);
}
}
if (save_ver < 3)
{
InitClientResp(client);
}
}
/* ========================================================= */
/*
* Writes the game struct into
* a file. This is called whenever
* the game goes to a new level or
* the user saves the game. The saved
* information consists of:
* - cross level data
* - client states
* - help computer info
*/
void
WriteGame(const char *filename, qboolean autosave)
{
savegameHeader_t sv;
FILE *f;
int i;
if (!autosave)
{
SaveClientData();
}
f = Q_fopen(filename, "wb");
if (!f)
{
gi.error("Couldn't open %s", filename);
}
/* Savegame identification */
memset(&sv, 0, sizeof(sv));
Q_strlcpy(sv.ver, SAVEGAMEVER, sizeof(sv.ver) - 1);
Q_strlcpy(sv.game, GAMEVERSION, sizeof(sv.game) - 1);
Q_strlcpy(sv.os, YQ2OSTYPE, sizeof(sv.os) - 1);
Q_strlcpy(sv.arch, YQ2ARCH, sizeof(sv.arch) - 1);
fwrite(&sv, sizeof(sv), 1, f);
game.autosaved = autosave;
fwrite(&game, sizeof(game), 1, f);
game.autosaved = false;
for (i = 0; i < game.maxclients; i++)
{
WriteClient(f, &game.clients[i]);
}
fclose(f);
}
/*
* Read the game structs from
* a file. Called when ever a
* savegames is loaded.
*/
void
ReadGame(const char *filename)
{
savegameHeader_t sv;
FILE *f;
int i;
short save_ver = 0;
gi.FreeTags(TAG_GAME);
f = Q_fopen(filename, "rb");
if (!f)
{
gi.error("Couldn't open %s", filename);
}
/* Sanity checks */
fread(&sv, sizeof(sv), 1, f);
static const struct {
const char* verstr;
int vernum;
} version_mappings[] = {
{"YQ2-1", 1},
{"YQ2-2", 2},
{"YQ2-3", 3},
{"YQ2-4", 4},
{"YQ2-5", 5},
};
for (i=0; i < sizeof(version_mappings)/sizeof(version_mappings[0]); ++i)
{
if (strcmp(version_mappings[i].verstr, sv.ver) == 0)
{
save_ver = version_mappings[i].vernum;
break;
}
}
if (save_ver == 0) // not found in mappings table
{
fclose(f);
gi.error("Savegame from an incompatible version.\n");
}
if (save_ver == 1)
{
if (strcmp(sv.game, GAMEVERSION) != 0)
{
fclose(f);
gi.error("Savegame from another game.so.\n");
}
else if (strcmp(sv.os, OSTYPE_1) != 0)
{
fclose(f);
gi.error("Savegame from another os.\n");
}
#ifdef _WIN32
/* Windows was forced to i386 */
if (strcmp(sv.arch, "i386") != 0)
{
fclose(f);
gi.error("Savegame from another architecture.\n");
}
#else
if (strcmp(sv.arch, ARCH_1) != 0)
{
fclose(f);
gi.error("Savegame from another architecture.\n");
}
#endif
}
else // all newer savegame versions
{
if (strcmp(sv.game, GAMEVERSION) != 0)
{
fclose(f);
gi.error("Savegame from another game.so.\n");
}
else if (strcmp(sv.os, YQ2OSTYPE) != 0)
{
fclose(f);
gi.error("Savegame from another os.\n");
}
else if (strcmp(sv.arch, YQ2ARCH) != 0)
{
#if defined(_WIN32) && (defined(__i386__) || defined(_M_IX86))
// before savegame version "YQ2-4" (and after version 1),
// the official Win32 binaries accidentally had the YQ2ARCH "AMD64"
// instead of "i386" set due to a bug in the Makefile.
// This quirk allows loading those savegames anyway
if (save_ver >= 4 || strcmp(sv.arch, "AMD64") != 0)
#elif defined(__aarch64__)
// Debian packaging accidentally used this,
// accept it as an alias
if (strcmp(sv.arch, "arm64") != 0)
#elif defined(__powerpc__) && defined(__ppc64__) && __BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__
if (strcmp(sv.arch, "ppc64el") != 0)
#elif defined(__powerpc__) && !defined(__ppc64__)
if (strcmp(sv.arch, "powerpc") != 0)
#elif defined(__x86_64__)
if (strcmp(sv.arch, "amd64") != 0)
#endif
{
fclose(f);
gi.error("Savegame from another architecture.\n");
}
}
}
g_edicts = gi.TagMalloc(game.maxentities * sizeof(g_edicts[0]), TAG_GAME);
globals.edicts = g_edicts;
fread(&game, sizeof(game), 1, f);
game.clients = gi.TagMalloc(game.maxclients * sizeof(game.clients[0]),
TAG_GAME);
for (i = 0; i < game.maxclients; i++)
{
ReadClient(f, &game.clients[i], save_ver);
}
fclose(f);
}
/* ========================================================== */
/*
* Helper function to write the
* edict into a file. Called by
* WriteLevel.
*/
void
WriteEdict(FILE *f, edict_t *ent)
{
field_t *field;
edict_t temp;
/* all of the ints, floats, and vectors stay as they are */
temp = *ent;
/* change the pointers to lengths or indexes */
for (field = fields; field->name; field++)
{
WriteField1(f, field, (byte *)&temp);
}
/* write the block */
fwrite(&temp, sizeof(temp), 1, f);
/* now write any allocated data following the edict */
for (field = fields; field->name; field++)
{
WriteField2(f, field, (byte *)ent);
}
}
/*
* Helper function to write the
* level local data into a file.
* Called by WriteLevel.
*/
void
WriteLevelLocals(FILE *f)
{
field_t *field;
level_locals_t temp;
/* all of the ints, floats, and vectors stay as they are */
temp = level;
/* change the pointers to lengths or indexes */
for (field = levelfields; field->name; field++)
{
WriteField1(f, field, (byte *)&temp);
}
/* write the block */
fwrite(&temp, sizeof(temp), 1, f);
/* now write any allocated data following the edict */
for (field = levelfields; field->name; field++)
{
WriteField2(f, field, (byte *)&level);
}
}
/*
* Writes the current level
* into a file.
*/
void
WriteLevel(const char *filename)
{
int i;
edict_t *ent;
FILE *f;
f = Q_fopen(filename, "wb");
if (!f)
{
gi.error("Couldn't open %s", filename);
}
/* write out edict size for checking */
i = sizeof(edict_t);
fwrite(&i, sizeof(i), 1, f);
/* write out level_locals_t */
WriteLevelLocals(f);
/* write out all the entities */
for (i = 0; i < globals.num_edicts; i++)
{
ent = &g_edicts[i];
if (!ent->inuse)
{
continue;
}
fwrite(&i, sizeof(i), 1, f);
WriteEdict(f, ent);
}
i = -1;
fwrite(&i, sizeof(i), 1, f);
fclose(f);
}
/* ========================================================== */
/*
* A helper function to
* read the edict back
* into the memory. Called
* by ReadLevel.
*/
void
ReadEdict(FILE *f, edict_t *ent)
{
field_t *field;
fread(ent, sizeof(*ent), 1, f);
for (field = fields; field->name; field++)
{
ReadField(f, field, (byte *)ent);
}
}
/*
* A helper function to
* read the level local
* data from a file.
* Called by ReadLevel.
*/
void
ReadLevelLocals(FILE *f)
{
field_t *field;
fread(&level, sizeof(level), 1, f);
for (field = levelfields; field->name; field++)
{
ReadField(f, field, (byte *)&level);
}
}
/*
* Reads a level back into the memory.
* SpawnEntities were already called
* in the same way when the level was
* saved. All world links were cleared
* before this function was called. When
* this function is called, no clients
* are connected to the server.
*/
void
ReadLevel(const char *filename)
{
int entnum;
FILE *f;
int i;
edict_t *ent;
f = Q_fopen(filename, "rb");
if (!f)
{
gi.error("Couldn't open %s", filename);
}
/* free any dynamic memory allocated by
loading the level base state */
gi.FreeTags(TAG_LEVEL);
/* wipe all the entities */
memset(g_edicts, 0, game.maxentities * sizeof(g_edicts[0]));
globals.num_edicts = maxclients->value + 1;
/* check edict size */
fread(&i, sizeof(i), 1, f);
if (i != sizeof(edict_t))
{
fclose(f);
gi.error("ReadLevel: mismatched edict size");
}
/* load the level locals */
ReadLevelLocals(f);
/* load all the entities */
while (1)
{
if (fread(&entnum, sizeof(entnum), 1, f) != 1)
{
fclose(f);
gi.error("ReadLevel: failed to read entnum");
}
if (entnum == -1)
{
break;
}
if (entnum >= globals.num_edicts)
{
globals.num_edicts = entnum + 1;
}
ent = &g_edicts[entnum];
ReadEdict(f, ent);
/* let the server rebuild world links for this ent */
memset(&ent->area, 0, sizeof(ent->area));
gi.linkentity(ent);
}
fclose(f);
/* mark all clients as unconnected */
for (i = 0; i < maxclients->value; i++)
{
ent = &g_edicts[i + 1];
ent->client = game.clients + i;
ent->client->pers.connected = false;
}
/* do any load time things at this point */
for (i = 0; i < globals.num_edicts; i++)
{
ent = &g_edicts[i];
if (!ent->inuse)
{
continue;
}
/* fire any cross-level triggers */
if (ent->classname)
{
if (strcmp(ent->classname, "target_crosslevel_target") == 0)
{
ent->nextthink = level.time + ent->delay;
}
}
}
}
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