/* ** savegame.cpp ** ** common savegame utilities for all front ends. ** **--------------------------------------------------------------------------- ** Copyright 2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OFf ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "compositesaveame.h" #include "savegamehelp.h" #include "gstrings.h" #include "i_specialpaths.h" #include "cmdlib.h" #include "filesystem.h" #include "statistics.h" #include "secrets.h" #include "quotemgr.h" #include "mapinfo.h" #include "v_video.h" #include "gamecontrol.h" #include "m_argv.h" #include "serializer.h" #include "version.h" #include "raze_music.h" #include "raze_sound.h" #include "gamestruct.h" static CompositeSavegameWriter savewriter; static FResourceFile *savereader; void LoadEngineState(); void SaveEngineState(); void WriteSavePic(FileWriter* file, int width, int height); CVAR(String, cl_savedir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG) //============================================================================= // // // //============================================================================= static void SerializeSession(FSerializer& arc) { SerializeStatistics(arc); SECRET_Serialize(arc); Mus_Serialize(arc); quoteMgr.Serialize(arc); S_SerializeSounds(arc); } //============================================================================= // // This is for keeping my sanity while working with the horrible mess // that is the savegame code in Duke Nukem. // Without handling this in global variables it is a losing proposition // to save custom data along with the regular snapshot. :( // With this the savegame code can mostly pretend to load from and write // to files while really using a composite archive. // // All global non-game dependent state is also saved right here for convenience. // //============================================================================= bool OpenSaveGameForRead(const char *name) { if (savereader) delete savereader; savereader = FResourceFile::OpenResourceFile(name, true, true); if (savereader != nullptr) { auto file = ReadSavegameChunk("info.json"); if (!file.isOpen()) { FinishSavegameRead(); delete savereader; return false; } if (G_ValidateSavegame(file, nullptr, false) <= 0) { FinishSavegameRead(); delete savereader; return false; } FResourceLump* info = savereader->FindLump("session.json"); if (info == nullptr) { return false; } void* data = info->Lock(); FSerializer arc; if (!arc.OpenReader((const char*)data, info->LumpSize)) { info->Unlock(); return false; } info->Unlock(); // Load system-side data from savegames. SerializeSession(arc); LoadEngineState(); gi->SerializeGameState(arc); } return savereader != nullptr; } FileWriter *WriteSavegameChunk(const char *name) { return &savewriter.NewElement(name); } void AddCompressedSavegameChunk(const char* name, FCompressedBuffer& buffer) { savewriter.AddCompressedElement(name, buffer); } FileReader ReadSavegameChunk(const char *name) { if (!savereader) return FileReader(); auto lump = savereader->FindLump(name); if (!lump) return FileReader(); return lump->NewReader(); } bool FinishSavegameWrite() { return savewriter.WriteToFile(); } void FinishSavegameRead() { delete savereader; savereader = nullptr; } CVAR(Bool, save_formatted, true, 0) // should be set to false once the conversion is done //============================================================================= // // Creates the savegame and writes all cross-game content. // //============================================================================= bool OpenSaveGameForWrite(const char* filename, const char *name) { savewriter.Clear(); savewriter.SetFileName(filename); FSerializer savegameinfo; // this is for displayable info about the savegame. FSerializer savegamesession; // saved game session settings. FSerializer savegameengine; // saved play state. savegameinfo.OpenWriter(true); savegameengine.OpenWriter(save_formatted); char buf[100]; mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString()); auto savesig = gi->GetSaveSig(); auto gs = gi->getStats(); FStringf timeStr("%02d:%02d", gs.timesecnd / 60, gs.timesecnd % 60); savegameinfo.AddString("Software", buf) ("Save Version", savesig.currentsavever) .AddString("Engine", savesig.savesig) .AddString("Game Resource", fileSystem.GetResourceFileName(1)) .AddString("Map Name", currentLevel->DisplayName()) .AddString("Creation Time", myasctime()) .AddString("Title", name) .AddString("Map File", currentLevel->fileName) .AddString("Map Label", currentLevel->labelName) .AddString("Map Time", timeStr); const char *fn = currentLevel->fileName; if (*fn == '/') fn++; if (strncmp(fn, "file://", 7) != 0) // this only has meaning for non-usermaps { auto fileno = fileSystem.FindFile(fn); auto mapfile = fileSystem.GetFileContainer(fileno); auto mapcname = fileSystem.GetResourceFileName(mapfile); if (mapcname) savegameinfo.AddString("Map Resource", mapcname); else { savewriter.Clear(); return false; // this should never happen. Saving on a map that isn't present is impossible. } } auto buff = savegameinfo.GetCompressedOutput(); AddCompressedSavegameChunk("info.json", buff); // Handle system-side modules that need to persist data in savegames here, in a central place. savegamesession.OpenWriter(save_formatted); SerializeSession(savegamesession); SaveEngineState(); gi->SerializeGameState(savegamesession); buff = savegamesession.GetCompressedOutput(); AddCompressedSavegameChunk("session.json", buff); auto picfile = WriteSavegameChunk("savepic.png"); WriteSavePic(picfile, 240, 180); return true; } //============================================================================= // // // //============================================================================= static bool CheckSingleFile (const char *name, bool &printRequires, bool printwarn) { if (name == NULL) { return true; } if (strncmp(name, "file://", 7) == 0) { return FileExists(name + 7); // User maps must be present to be validated. } if (fileSystem.CheckIfResourceFileLoaded(name) < 0) { if (printwarn) { if (!printRequires) { Printf ("%s:\n%s", GStrings("TXT_SAVEGAMENEEDS"), name); } else { Printf (", %s", name); } } printRequires = true; return false; } return true; } //============================================================================= // // Return false if not all the needed wads have been loaded. // //============================================================================= static bool G_CheckSaveGameWads (const char *gamegrp, const char *mapgrp, bool printwarn) { bool printRequires = false; CheckSingleFile (gamegrp, printRequires, printwarn); CheckSingleFile (mapgrp, printRequires, printwarn); if (printRequires) { if (printwarn) { Printf ("\n"); } return false; } return true; } //============================================================================= // // Checks if the savegame is valid. Gets a reader to the included info.json // Returns 1 if valid, 0 if invalid and -1 if old and -2 if content missing // //============================================================================= int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu) { auto data = fr.Read(); FSerializer arc; if (!arc.OpenReader((const char*)data.Data(), data.Size())) { return -2; } int savever; FString engine, gamegrp, mapgrp, title, filename, label; arc("Save Version", savever) ("Engine", engine) ("Game Resource", gamegrp) ("Map Resource", mapgrp) ("Title", title) ("Nap Label", label) ("Map File", filename); auto savesig = gi->GetSaveSig(); if (savetitle) *savetitle = title; if (engine.Compare(savesig.savesig) != 0 || savever > savesig.currentsavever) { // different engine or newer version: // not our business. Leave it alone. return 0; } MapRecord *curLevel = FindMapByName(label); // If the map does not exist, check if it's a user map. if (!curLevel) { curLevel = AllocateMap(); if (!formenu) { curLevel->name = ""; curLevel->SetFileName(filename); } } if (!curLevel) return 0; if (!formenu) currentLevel = curLevel; if (savever < savesig.minsavever) { // old, incompatible savegame. List as not usable. return -1; } else { auto ggfn = ExtractFileBase(fileSystem.GetResourceFileName(1), true); if (gamegrp.CompareNoCase(ggfn) == 0) { return G_CheckSaveGameWads(gamegrp, mapgrp, false) ? 1 : -2; } else { // different game. Skip this. return 0; } } return 0; } //============================================================================= // // // //============================================================================= FString G_BuildSaveName (const char *prefix) { FString name; bool usefilter; if (const char *const dir = Args->CheckValue("-savedir")) { name = dir; usefilter = false; } else { name = **cl_savedir ? cl_savedir : M_GetSavegamesPath(); usefilter = true; } const size_t len = name.Len(); if (len > 0) { name.Substitute("\\", "/"); if (name[len - 1] != '/') name << '/'; } if (usefilter) name << LumpFilter << '/'; CreatePath(name); name << prefix; if (!strchr(prefix, '.')) name << SAVEGAME_EXT; // only add an extension if the prefix doesn't have one already. name = NicePath(name); name.Substitute("\\", "/"); return name; } #include "build.h" #include "mmulti.h" static void sv_prespriteextsave() { for (int i = 0; i < MAXSPRITES; i++) if (spriteext[i].mdanimtims) { spriteext[i].mdanimtims -= mdtims; if (spriteext[i].mdanimtims == 0) spriteext[i].mdanimtims++; } } static void sv_postspriteext() { for (int i = 0; i < MAXSPRITES; i++) if (spriteext[i].mdanimtims) spriteext[i].mdanimtims += mdtims; } static const int magic = 0xbeefcafe; void WriteMagic(FileWriter *fw) { fw->Write(&magic, 4); } void CheckMagic(FileReader& fr) { int m = 0; fr.Read(&m, 4); assert(m == magic); #ifndef _DEBUG if (m != magic) I_Error("Savegame corrupt"); #endif } void SaveEngineState() { auto fw = WriteSavegameChunk("engine.bin"); fw->Write(&numsectors, sizeof(numsectors)); fw->Write(sector, sizeof(sectortype) * numsectors); WriteMagic(fw); fw->Write(&numwalls, sizeof(numwalls)); fw->Write(wall, sizeof(walltype) * numwalls); WriteMagic(fw); fw->Write(sprite, sizeof(spritetype) * MAXSPRITES); WriteMagic(fw); fw->Write(headspritesect, sizeof(headspritesect)); fw->Write(prevspritesect, sizeof(prevspritesect)); fw->Write(nextspritesect, sizeof(nextspritesect)); fw->Write(headspritestat, sizeof(headspritestat)); fw->Write(prevspritestat, sizeof(prevspritestat)); fw->Write(nextspritestat, sizeof(nextspritestat)); WriteMagic(fw); for (int i = 0; i < MAXTILES; i++) { fw->Write(&picanm[i], sizeof(picanm[i])); } WriteMagic(fw); fw->Write(&tailspritefree, sizeof(tailspritefree)); fw->Write(&myconnectindex, sizeof(myconnectindex)); fw->Write(&connecthead, sizeof(connecthead)); fw->Write(connectpoint2, sizeof(connectpoint2)); fw->Write(&numframes, sizeof(numframes)); fw->Write(&randomseed, sizeof(randomseed)); fw->Write(&numshades, sizeof(numshades)); fw->Write(&automapping, sizeof(automapping)); fw->Write(&showinvisibility, sizeof(showinvisibility)); WriteMagic(fw); fw->Write(&g_visibility, sizeof(g_visibility)); fw->Write(¶llaxtype, sizeof(parallaxtype)); fw->Write(¶llaxvisibility, sizeof(parallaxvisibility)); fw->Write(¶llaxyoffs_override, sizeof(parallaxyoffs_override)); fw->Write(¶llaxyscale_override, sizeof(parallaxyscale_override)); fw->Write(&pskybits_override, sizeof(pskybits_override)); WriteMagic(fw); fw->Write(show2dwall, sizeof(show2dwall)); fw->Write(show2dsprite, sizeof(show2dsprite)); fw->Write(&show2dsector, sizeof(show2dsector)); WriteMagic(fw); fw->Write(&Numsprites, sizeof(Numsprites)); sv_prespriteextsave(); fw->Write(spriteext, sizeof(spriteext_t) * MAXSPRITES); fw->Write(wallext, sizeof(wallext_t) * MAXWALLS); fw->Write(&randomseed, sizeof(randomseed)); sv_postspriteext(); WriteMagic(fw); } void LoadEngineState() { auto fr = ReadSavegameChunk("engine.bin"); if (fr.isOpen()) { memset(sector, 0, sizeof(sector[0]) * MAXSECTORS); memset(wall, 0, sizeof(wall[0]) * MAXWALLS); memset(sprite, 0, sizeof(sprite[0]) * MAXSPRITES); fr.Read(&numsectors, sizeof(numsectors)); fr.Read(sector, sizeof(sectortype) * numsectors); CheckMagic(fr); fr.Read(&numwalls, sizeof(numwalls)); fr.Read(wall, sizeof(walltype) * numwalls); CheckMagic(fr); fr.Read(sprite, sizeof(spritetype) * MAXSPRITES); CheckMagic(fr); fr.Read(headspritesect, sizeof(headspritesect)); fr.Read(prevspritesect, sizeof(prevspritesect)); fr.Read(nextspritesect, sizeof(nextspritesect)); fr.Read(headspritestat, sizeof(headspritestat)); fr.Read(prevspritestat, sizeof(prevspritestat)); fr.Read(nextspritestat, sizeof(nextspritestat)); CheckMagic(fr); for (int i = 0; i < MAXTILES; i++) { fr.Read(&picanm[i], sizeof(picanm[i])); } CheckMagic(fr); fr.Read(&tailspritefree, sizeof(tailspritefree)); fr.Read(&myconnectindex, sizeof(myconnectindex)); fr.Read(&connecthead, sizeof(connecthead)); fr.Read(connectpoint2, sizeof(connectpoint2)); fr.Read(&numframes, sizeof(numframes)); fr.Read(&randomseed, sizeof(randomseed)); fr.Read(&numshades, sizeof(numshades)); fr.Read(&automapping, sizeof(automapping)); fr.Read(&showinvisibility, sizeof(showinvisibility)); CheckMagic(fr); fr.Read(&g_visibility, sizeof(g_visibility)); fr.Read(¶llaxtype, sizeof(parallaxtype)); fr.Read(¶llaxvisibility, sizeof(parallaxvisibility)); fr.Read(¶llaxyoffs_override, sizeof(parallaxyoffs_override)); fr.Read(¶llaxyscale_override, sizeof(parallaxyscale_override)); fr.Read(&pskybits_override, sizeof(pskybits_override)); CheckMagic(fr); fr.Read(show2dwall, sizeof(show2dwall)); fr.Read(show2dsprite, sizeof(show2dsprite)); fr.Read(&show2dsector, sizeof(show2dsector)); CheckMagic(fr); fr.Read(&Numsprites, sizeof(Numsprites)); fr.Read(spriteext, sizeof(spriteext_t) * MAXSPRITES); fr.Read(wallext, sizeof(wallext_t) * MAXWALLS); fr.Read(&randomseed, sizeof(randomseed)); sv_postspriteext(); CheckMagic(fr); fr.Close(); } }