/* ** 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" #include "automap.h" #include "statusbar.h" #include "gamestate.h" #include "razemenu.h" sectortype sectorbackup[MAXSECTORS]; walltype wallbackup[MAXWALLS]; static CompositeSavegameWriter savewriter; static FResourceFile *savereader; void WriteSavePic(FileWriter* file, int width, int height); extern FString BackupSaveGame; void SerializeMap(FSerializer &arc); FixedBitArray activeSprites; CVAR(String, cl_savedir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG) //============================================================================= // // // //============================================================================= static void SerializeGlobals(FSerializer& arc) { if (arc.BeginObject("globals")) { arc("crouch_toggle", crouch_toggle) .EndObject(); } } //============================================================================= // // // //============================================================================= static void SerializeSession(FSerializer& arc) { SerializeMap(arc); SerializeStatistics(arc); SECRET_Serialize(arc); Mus_Serialize(arc); quoteMgr.Serialize(arc); S_SerializeSounds(arc); SerializeAutomap(arc); SerializeHud(arc); SerializeGlobals(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. loadMapBackup(currentLevel->fileName); SerializeSession(arc); 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, false, 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); auto lev = currentLevel; savegameinfo.AddString("Software", buf) ("Save Version", savesig.currentsavever) .AddString("Engine", savesig.savesig) .AddString("Game Resource", fileSystem.GetResourceFileName(1)) .AddString("Map Name", lev->DisplayName()) .AddString("Creation Time", myasctime()) .AddString("Title", name) .AddString("Map File", lev->fileName) .AddString("Map Label", lev->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); gi->SerializeGameState(savegamesession); buff = savegamesession.GetCompressedOutput(); AddCompressedSavegameChunk("session.json", buff); auto picfile = WriteSavegameChunk("savepic.png"); WriteSavePic(picfile, 240, 180); mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString()); // put some basic info into the PNG so that this isn't lost when the image gets extracted. M_AppendPNGText(picfile, "Software", buf); M_AppendPNGText(picfile, "Title", name); M_AppendPNGText(picfile, "Current Map", lev->labelName); M_FinishPNG(picfile); 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) ("Map 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 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 } #define V(x) x static spritetype zsp; static spriteext_t zspx; FSerializer &Serialize(FSerializer &arc, const char *key, spritetype &c, spritetype *def) { def = &zsp; // always delta against 0 if (arc.BeginObject(key)) { arc("x", c.x, def->x) ("y", c.y, def->y) ("z", c.z, def->z) ("cstat", c.cstat, def->cstat) ("picnum", c.picnum, def->picnum) ("shade", c.shade, def->shade) ("pal", c.pal, def->pal) ("clipdist", c.clipdist, def->clipdist) ("blend", c.blend, def->blend) ("xrepeat", c.xrepeat, def->xrepeat) ("yrepeat", c.yrepeat, def->yrepeat) ("xoffset", c.xoffset, def->xoffset) ("yoffset", c.yoffset, def->yoffset) ("statnum", c.statnum) ("sectnum", c.sectnum) ("ang", c.ang, def->ang) ("owner", c.owner, def->owner) ("xvel", c.xvel, def->xvel) ("yvel", c.yvel, def->yvel) ("zvel", c.zvel, def->zvel) ("lotag", c.lotag, def->lotag) ("hitag", c.hitag, def->hitag) ("extra", c.extra, def->extra) ("detail", c.detail, def->detail) .EndObject(); } return arc; } FSerializer& Serialize(FSerializer& arc, const char* key, spriteext_t& c, spriteext_t* def) { if (arc.isWriting() && c.mdanimtims) { c.mdanimtims -= mdtims; if (c.mdanimtims == 0) c.mdanimtims++; } def = &zspx; // always delta against 0 if (arc.BeginObject(key)) { arc("mdanimtims", c.mdanimtims, def->mdanimtims) ("mdanimcur", c.mdanimcur, def->mdanimcur) ("angoff", c.angoff, def->angoff) ("pitch", c.pitch, def->pitch) ("roll", c.roll, def->roll) ("pivot_offset", c.pivot_offset, def->pivot_offset) ("position_offset", c.position_offset, def->position_offset) ("flags", c.flags, def->flags) ("alpha", c.alpha, def->alpha) .EndObject(); } if (c.mdanimtims) c.mdanimtims += mdtims; return arc; } FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectortype *def) { if (arc.BeginObject(key)) { arc("wallptr", c.wallptr, def->wallptr) ("wallnum", c.wallnum, def->wallnum) ("ceilingz", c.ceilingz, def->ceilingz) ("floorz", c.floorz, def->floorz) ("ceilingstat", c.ceilingstat, def->ceilingstat) ("floorstat", c.floorstat, def->floorstat) ("ceilingpicnum", c.ceilingpicnum, def->ceilingpicnum) ("ceilingheinum", c.ceilingheinum, def->ceilingheinum) ("ceilingshade", c.ceilingshade, def->ceilingshade) ("ceilingpal", c.ceilingpal, def->ceilingpal) ("ceilingxpanning", c.ceilingxpanning, def->ceilingxpanning) ("ceilingypanning", c.ceilingypanning, def->ceilingypanning) ("floorpicnum", c.floorpicnum, def->floorpicnum) ("floorheinum", c.floorheinum, def->floorheinum) ("floorshade", c.floorshade, def->floorshade) ("floorpal", c.floorpal, def->floorpal) ("floorxpanning", c.floorxpanning, def->floorxpanning) ("floorypanning", c.floorypanning, def->floorypanning) ("visibility", c.visibility, def->visibility) ("fogpal", c.fogpal, def->fogpal) ("lotag", c.lotag, def->lotag) ("hitag", c.hitag, def->hitag) ("extra", c.extra, def->extra) .EndObject(); } return arc; } FSerializer &Serialize(FSerializer &arc, const char *key, walltype &c, walltype *def) { if (arc.BeginObject(key)) { arc("x", c.x, def->x) ("y", c.y, def->y) ("point2", c.point2, def->point2) ("nextwall", c.nextwall, def->nextwall) ("nextsector", c.nextsector, def->nextsector) ("cstat", c.cstat, def->cstat) ("picnum", c.picnum, def->picnum) ("overpicnum", c.overpicnum, def->overpicnum) ("shade", c.shade, def->shade) ("pal", c.pal, def->pal) ("xrepeat", c.xrepeat, def->xrepeat) ("yrepeat", c.yrepeat, def->yrepeat) ("xpanning", c.xpanning, def->xpanning) ("ypanning", c.ypanning, def->ypanning) ("lotag", c.lotag, def->lotag) ("hitag", c.hitag, def->hitag) ("extra", c.extra, def->extra) .EndObject(); } return arc; } void SerializeMap(FSerializer& arc) { // create a map of all used sprites so that we can use that elsewhere to only save what's needed. activeSprites.Zero(); if (arc.isWriting()) { for (int i=0; iLoadGame()) { gameaction = ga_level; } else { I_Error("%s: Failed to load savegame", name); } } else { I_Error("%s: Failed to open savegame", name); } } void G_LoadGame(const char *filename) { inputState.ClearAllInput(); gi->FreeLevelData(); DoLoadGame(filename); BackupSaveGame = filename; } void G_SaveGame(const char *fn, const char *desc, bool ok4q, bool forceq) { if (OpenSaveGameForWrite(fn, desc)) { if (gi->SaveGame() && FinishSavegameWrite()) { savegameManager.NotifyNewSave(fn, desc, ok4q, forceq); Printf(PRINT_NOTIFY, "%s\n", GStrings("GAME SAVED")); BackupSaveGame = fn; } } } void M_Autosave() { if (disableautosave) return; if (!gi->CanSave()) return; FString description; FString file; // Keep a rotating sets of autosaves UCVarValue num; const char* readableTime; int count = autosavecount != 0 ? autosavecount : 1; if (nextautosave == -1) { nextautosave = (autosavenum + 1) % count; } num.Int = nextautosave; autosavenum.ForceSet(num, CVAR_Int); auto Filename = G_BuildSaveName(FStringf("auto%04d", nextautosave)); readableTime = myasctime(); FStringf SaveTitle("Autosave %s", readableTime); nextautosave = (nextautosave + 1) % count; G_SaveGame(Filename, SaveTitle, false, false); } CCMD(autosave) { gameaction = ga_autosave; } CCMD(rotatingquicksave) { if (!gi->CanSave()) return; FString description; FString file; // Keep a rotating sets of quicksaves UCVarValue num; const char* readableTime; int count = quicksavecount != 0 ? quicksavecount : 1; if (nextquicksave == -1) { nextquicksave = (quicksavenum + 1) % count; } num.Int = nextquicksave; quicksavenum.ForceSet(num, CVAR_Int); FSaveGameNode sg; auto Filename = G_BuildSaveName(FStringf("quick%04d", nextquicksave)); readableTime = myasctime(); FStringf SaveTitle("Quicksave %s", readableTime); nextquicksave = (nextquicksave + 1) % count; G_SaveGame(Filename, SaveTitle, false, false); }