mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
799 lines
21 KiB
C++
799 lines
21 KiB
C++
/*
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** savegame.cpp
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**
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** common savegame utilities for all front ends.
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OFf
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "compositesaveame.h"
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#include "savegamehelp.h"
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#include "gstrings.h"
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#include "i_specialpaths.h"
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#include "cmdlib.h"
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#include "filesystem.h"
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#include "statistics.h"
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#include "secrets.h"
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#include "quotemgr.h"
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#include "mapinfo.h"
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#include "v_video.h"
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#include "gamecontrol.h"
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#include "m_argv.h"
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#include "serializer.h"
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#include "version.h"
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#include "raze_music.h"
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#include "raze_sound.h"
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#include "gamestruct.h"
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#include "automap.h"
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#include "statusbar.h"
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#include "gamestate.h"
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#include "razemenu.h"
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#include "interpolate.h"
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sectortype sectorbackup[MAXSECTORS];
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walltype wallbackup[MAXWALLS];
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static CompositeSavegameWriter savewriter;
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static FResourceFile *savereader;
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void WriteSavePic(FileWriter* file, int width, int height);
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extern FString BackupSaveGame;
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void SerializeMap(FSerializer &arc);
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FixedBitArray<MAXSPRITES> activeSprites;
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CVAR(String, cl_savedir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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//=============================================================================
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//
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//
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//
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//=============================================================================
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static void SerializeGlobals(FSerializer& arc)
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{
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if (arc.BeginObject("globals"))
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{
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arc("crouch_toggle", crouch_toggle)
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.EndObject();
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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static void SerializeSession(FSerializer& arc)
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{
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SerializeMap(arc);
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SerializeStatistics(arc);
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SECRET_Serialize(arc);
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Mus_Serialize(arc);
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quoteMgr.Serialize(arc);
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S_SerializeSounds(arc);
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SerializeAutomap(arc);
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SerializeHud(arc);
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SerializeGlobals(arc);
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gi->SerializeGameState(arc);
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}
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//=============================================================================
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//
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// This is for keeping my sanity while working with the horrible mess
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// that is the savegame code in Duke Nukem.
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// Without handling this in global variables it is a losing proposition
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// to save custom data along with the regular snapshot. :(
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// With this the savegame code can mostly pretend to load from and write
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// to files while really using a composite archive.
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//
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// All global non-game dependent state is also saved right here for convenience.
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//
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//=============================================================================
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bool OpenSaveGameForRead(const char *name)
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{
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if (savereader) delete savereader;
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savereader = FResourceFile::OpenResourceFile(name, true, true);
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if (savereader != nullptr)
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{
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auto file = ReadSavegameChunk("info.json");
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if (!file.isOpen())
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{
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FinishSavegameRead();
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delete savereader;
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return false;
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}
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if (G_ValidateSavegame(file, nullptr, false) <= 0)
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{
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FinishSavegameRead();
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delete savereader;
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return false;
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}
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FResourceLump* info = savereader->FindLump("session.json");
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if (info == nullptr)
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{
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return false;
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}
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void* data = info->Lock();
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FSerializer arc;
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if (!arc.OpenReader((const char*)data, info->LumpSize))
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{
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info->Unlock();
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return false;
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}
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info->Unlock();
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// Load system-side data from savegames.
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loadMapBackup(currentLevel->fileName);
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SerializeSession(arc);
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}
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return savereader != nullptr;
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}
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FileWriter *WriteSavegameChunk(const char *name)
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{
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return &savewriter.NewElement(name);
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}
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void AddCompressedSavegameChunk(const char* name, FCompressedBuffer& buffer)
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{
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savewriter.AddCompressedElement(name, buffer);
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}
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FileReader ReadSavegameChunk(const char *name)
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{
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if (!savereader) return FileReader();
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auto lump = savereader->FindLump(name);
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if (!lump) return FileReader();
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return lump->NewReader();
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}
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bool FinishSavegameWrite()
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{
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return savewriter.WriteToFile();
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}
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void FinishSavegameRead()
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{
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delete savereader;
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savereader = nullptr;
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}
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CVAR(Bool, save_formatted, false, 0) // should be set to false once the conversion is done
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//=============================================================================
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//
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// Creates the savegame and writes all cross-game content.
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//
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//=============================================================================
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bool OpenSaveGameForWrite(const char* filename, const char *name)
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{
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savewriter.Clear();
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savewriter.SetFileName(filename);
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FSerializer savegameinfo; // this is for displayable info about the savegame.
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FSerializer savegamesession; // saved game session settings.
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FSerializer savegameengine; // saved play state.
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savegameinfo.OpenWriter(true);
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savegameengine.OpenWriter(save_formatted);
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char buf[100];
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mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString());
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auto savesig = gi->GetSaveSig();
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auto gs = gi->getStats();
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FStringf timeStr("%02d:%02d", gs.timesecnd / 60, gs.timesecnd % 60);
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auto lev = currentLevel;
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savegameinfo.AddString("Software", buf)
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("Save Version", savesig.currentsavever)
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.AddString("Engine", savesig.savesig)
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.AddString("Game Resource", fileSystem.GetResourceFileName(1))
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.AddString("Map Name", lev->DisplayName())
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.AddString("Creation Time", myasctime())
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.AddString("Title", name)
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.AddString("Map File", lev->fileName)
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.AddString("Map Label", lev->labelName)
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.AddString("Map Time", timeStr);
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const char *fn = currentLevel->fileName;
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if (*fn == '/') fn++;
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if (strncmp(fn, "file://", 7) != 0) // this only has meaning for non-usermaps
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{
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auto fileno = fileSystem.FindFile(fn);
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auto mapfile = fileSystem.GetFileContainer(fileno);
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auto mapcname = fileSystem.GetResourceFileName(mapfile);
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if (mapcname) savegameinfo.AddString("Map Resource", mapcname);
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else
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{
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savewriter.Clear();
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return false; // this should never happen. Saving on a map that isn't present is impossible.
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}
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}
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auto buff = savegameinfo.GetCompressedOutput();
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AddCompressedSavegameChunk("info.json", buff);
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// Handle system-side modules that need to persist data in savegames here, in a central place.
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savegamesession.OpenWriter(save_formatted);
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SerializeSession(savegamesession);
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buff = savegamesession.GetCompressedOutput();
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AddCompressedSavegameChunk("session.json", buff);
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auto picfile = WriteSavegameChunk("savepic.png");
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WriteSavePic(picfile, 240, 180);
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mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString());
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// put some basic info into the PNG so that this isn't lost when the image gets extracted.
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M_AppendPNGText(picfile, "Software", buf);
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M_AppendPNGText(picfile, "Title", name);
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M_AppendPNGText(picfile, "Current Map", lev->labelName);
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M_FinishPNG(picfile);
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return true;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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static bool CheckSingleFile (const char *name, bool &printRequires, bool printwarn)
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{
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if (name == NULL)
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{
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return true;
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}
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if (strncmp(name, "file://", 7) == 0)
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{
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return FileExists(name + 7); // User maps must be present to be validated.
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}
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if (fileSystem.CheckIfResourceFileLoaded(name) < 0)
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{
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if (printwarn)
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{
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if (!printRequires)
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{
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Printf ("%s:\n%s", GStrings("TXT_SAVEGAMENEEDS"), name);
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}
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else
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{
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Printf (", %s", name);
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}
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}
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printRequires = true;
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return false;
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}
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return true;
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}
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//=============================================================================
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//
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// Return false if not all the needed wads have been loaded.
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//
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//=============================================================================
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static bool G_CheckSaveGameWads (const char *gamegrp, const char *mapgrp, bool printwarn)
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{
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bool printRequires = false;
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CheckSingleFile (gamegrp, printRequires, printwarn);
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CheckSingleFile (mapgrp, printRequires, printwarn);
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if (printRequires)
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{
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if (printwarn)
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{
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Printf ("\n");
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}
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return false;
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}
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return true;
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}
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//=============================================================================
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//
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// Checks if the savegame is valid. Gets a reader to the included info.json
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// Returns 1 if valid, 0 if invalid and -1 if old and -2 if content missing
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//
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//=============================================================================
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int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu)
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{
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auto data = fr.Read();
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FSerializer arc;
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if (!arc.OpenReader((const char*)data.Data(), data.Size()))
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{
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return -2;
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}
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int savever;
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FString engine, gamegrp, mapgrp, title, filename, label;
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arc("Save Version", savever)
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("Engine", engine)
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("Game Resource", gamegrp)
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("Map Resource", mapgrp)
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("Title", title)
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("Map Label", label)
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("Map File", filename);
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auto savesig = gi->GetSaveSig();
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if (savetitle) *savetitle = title;
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if (engine.Compare(savesig.savesig) != 0 || savever > savesig.currentsavever)
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{
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// different engine or newer version:
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// not our business. Leave it alone.
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return 0;
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}
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MapRecord *curLevel = FindMapByName(label);
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// If the map does not exist, check if it's a user map.
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if (!curLevel)
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{
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curLevel = AllocateMap();
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if (!formenu)
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{
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curLevel->name = "";
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curLevel->SetFileName(filename);
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}
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}
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if (!curLevel) return 0;
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if (!formenu) currentLevel = curLevel;
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if (savever < savesig.minsavever)
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{
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// old, incompatible savegame. List as not usable.
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return -1;
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}
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else
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{
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auto ggfn = ExtractFileBase(fileSystem.GetResourceFileName(1), true);
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if (gamegrp.CompareNoCase(ggfn) == 0)
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{
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return G_CheckSaveGameWads(gamegrp, mapgrp, false) ? 1 : -2;
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}
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else
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{
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// different game. Skip this.
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return 0;
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}
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}
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return 0;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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FString G_BuildSaveName (const char *prefix)
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{
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FString name;
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bool usefilter;
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if (const char *const dir = Args->CheckValue("-savedir"))
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{
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name = dir;
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usefilter = false;
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}
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else
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{
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name = **cl_savedir ? cl_savedir : M_GetSavegamesPath();
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usefilter = true;
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}
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const size_t len = name.Len();
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if (len > 0)
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{
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name.Substitute("\\", "/");
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if (name[len - 1] != '/')
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name << '/';
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}
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if (usefilter)
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name << LumpFilter << '/';
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CreatePath(name);
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name << prefix;
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if (!strchr(prefix, '.')) name << SAVEGAME_EXT; // only add an extension if the prefix doesn't have one already.
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name = NicePath(name);
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name.Substitute("\\", "/");
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return name;
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}
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#include "build.h"
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#include "mmulti.h"
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static const int magic = 0xbeefcafe;
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void WriteMagic(FileWriter *fw)
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{
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fw->Write(&magic, 4);
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}
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void CheckMagic(FileReader& fr)
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{
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int m = 0;
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fr.Read(&m, 4);
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assert(m == magic);
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#ifndef _DEBUG
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if (m != magic) I_Error("Savegame corrupt");
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#endif
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}
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#define V(x) x
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static spritetype zsp;
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static spriteext_t zspx;
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FSerializer &Serialize(FSerializer &arc, const char *key, spritetype &c, spritetype *def)
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{
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def = &zsp; // always delta against 0
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if (arc.BeginObject(key))
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{
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arc("x", c.x, def->x)
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("y", c.y, def->y)
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("z", c.z, def->z)
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("cstat", c.cstat, def->cstat)
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("picnum", c.picnum, def->picnum)
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("shade", c.shade, def->shade)
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("pal", c.pal, def->pal)
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("clipdist", c.clipdist, def->clipdist)
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("blend", c.blend, def->blend)
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("xrepeat", c.xrepeat, def->xrepeat)
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("yrepeat", c.yrepeat, def->yrepeat)
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("xoffset", c.xoffset, def->xoffset)
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("yoffset", c.yoffset, def->yoffset)
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("statnum", c.statnum)
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("sectnum", c.sectnum)
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("ang", c.ang, def->ang)
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("owner", c.owner, def->owner)
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("xvel", c.xvel, def->xvel)
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("yvel", c.yvel, def->yvel)
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("zvel", c.zvel, def->zvel)
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("lotag", c.lotag, def->lotag)
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("hitag", c.hitag, def->hitag)
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("extra", c.extra, def->extra)
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("detail", c.detail, def->detail)
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.EndObject();
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* key, spriteext_t& c, spriteext_t* def)
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{
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if (arc.isWriting() && c.mdanimtims)
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{
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c.mdanimtims -= mdtims;
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if (c.mdanimtims == 0) c.mdanimtims++;
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}
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def = &zspx; // always delta against 0
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if (arc.BeginObject(key))
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{
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arc("mdanimtims", c.mdanimtims, def->mdanimtims)
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("mdanimcur", c.mdanimcur, def->mdanimcur)
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("angoff", c.angoff, def->angoff)
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("pitch", c.pitch, def->pitch)
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("roll", c.roll, def->roll)
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("pivot_offset", c.pivot_offset, def->pivot_offset)
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("position_offset", c.position_offset, def->position_offset)
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("flags", c.flags, def->flags)
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("alpha", c.alpha, def->alpha)
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.EndObject();
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}
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if (c.mdanimtims) c.mdanimtims += mdtims;
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return arc;
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}
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FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectortype *def)
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{
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if (arc.BeginObject(key))
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{
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arc("wallptr", c.wallptr, def->wallptr)
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("wallnum", c.wallnum, def->wallnum)
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("ceilingz", c.ceilingz, def->ceilingz)
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("floorz", c.floorz, def->floorz)
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("ceilingstat", c.ceilingstat, def->ceilingstat)
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("floorstat", c.floorstat, def->floorstat)
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("ceilingpicnum", c.ceilingpicnum, def->ceilingpicnum)
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("ceilingheinum", c.ceilingheinum, def->ceilingheinum)
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("ceilingshade", c.ceilingshade, def->ceilingshade)
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("ceilingpal", c.ceilingpal, def->ceilingpal)
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("ceilingxpanning", c.ceilingxpan_, def->ceilingxpan_)
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("ceilingypanning", c.ceilingypan_, def->ceilingypan_)
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("floorpicnum", c.floorpicnum, def->floorpicnum)
|
|
("floorheinum", c.floorheinum, def->floorheinum)
|
|
("floorshade", c.floorshade, def->floorshade)
|
|
("floorpal", c.floorpal, def->floorpal)
|
|
("floorxpanning", c.floorxpan_, def->floorxpan_)
|
|
("floorypanning", c.floorypan_, def->floorypan_)
|
|
("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.xpan_, def->xpan_)
|
|
("ypanning", c.ypan_, def->ypan_)
|
|
("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; i<MAXSPRITES;i++)
|
|
{
|
|
if (sprite[i].statnum != MAXSTATUS)
|
|
{
|
|
activeSprites.Set(i);
|
|
}
|
|
}
|
|
// simplify the data a bit for better compression.
|
|
for (int i = 0; i < MAXSPRITES; i++)
|
|
{
|
|
if (nextspritestat[i] == i + 1) nextspritestat[i] = -2;
|
|
if (nextspritesect[i] == i + 1) nextspritesect[i] = -2;
|
|
if (prevspritestat[i] == i - 1) prevspritestat[i] = -2;
|
|
if (prevspritesect[i] == i - 1) prevspritesect[i] = -2;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
memset(sprite, 0, sizeof(sprite[0]) * MAXSPRITES);
|
|
initspritelists();
|
|
zsp = sprite[0];
|
|
}
|
|
|
|
if (arc.BeginObject("engine"))
|
|
{
|
|
arc.SerializeMemory("activesprites", activeSprites.Storage(), activeSprites.StorageSize())
|
|
.SparseArray("sprites", sprite, MAXSPRITES, activeSprites)
|
|
.SparseArray("spriteext", spriteext, MAXSPRITES, activeSprites)
|
|
("numsectors", numsectors)
|
|
.Array("sectors", sector, sectorbackup, numsectors)
|
|
("numwalls", numwalls)
|
|
.Array("walls", wall, wallbackup, numwalls)
|
|
.Array("headspritestat", headspritestat, MAXSTATUS + 1)
|
|
.Array("nextspritestat", nextspritestat, MAXSPRITES)
|
|
.Array("prevspritestat", prevspritestat, MAXSPRITES)
|
|
.Array("headspritesect", headspritesect, MAXSECTORS + 1)
|
|
.Array("nextspritesect", nextspritesect, MAXSPRITES)
|
|
.Array("prevspritesect", prevspritesect, MAXSPRITES)
|
|
|
|
("tailspritefree", tailspritefree)
|
|
("myconnectindex", myconnectindex)
|
|
("connecthead", connecthead)
|
|
.Array("connectpoint2", connectpoint2, countof(connectpoint2))
|
|
("randomseed", randomseed)
|
|
("numshades", numshades) // is this really needed?
|
|
("visibility", g_visibility)
|
|
("parallaxtype", parallaxtype)
|
|
("parallaxvisibility", parallaxvisibility)
|
|
("parallaxyo", parallaxyoffs_override)
|
|
("parallaxys", parallaxyscale_override)
|
|
("pskybits", pskybits_override)
|
|
("numsprites", Numsprites)
|
|
("gamesetinput", gamesetinput);
|
|
|
|
SerializeInterpolations(arc);
|
|
|
|
if (arc.BeginArray("picanm")) // write this in the most compact form available.
|
|
{
|
|
for (int i = 0; i < MAXTILES; i++)
|
|
{
|
|
arc(nullptr, picanm[i].sf)
|
|
(nullptr, picanm[i].extra);
|
|
}
|
|
arc.EndArray();
|
|
}
|
|
|
|
arc.EndObject();
|
|
}
|
|
|
|
|
|
// Undo the simplification.
|
|
for (int i = 0; i < MAXSPRITES; i++)
|
|
{
|
|
if (nextspritestat[i] == -2) nextspritestat[i] = i + 1;
|
|
if (nextspritesect[i] == -2) nextspritesect[i] = i + 1;
|
|
if (prevspritestat[i] == -2) prevspritestat[i] = i - 1;
|
|
if (prevspritesect[i] == -2) prevspritesect[i] = i - 1;
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
CVAR(Bool, saveloadconfirmation, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
CVAR(Int, autosavenum, 0, CVAR_NOSET | CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
static int nextautosave = -1;
|
|
CVAR(Int, disableautosave, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
CUSTOM_CVAR(Int, autosavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
{
|
|
if (self < 1)
|
|
self = 1;
|
|
}
|
|
|
|
CVAR(Int, quicksavenum, 0, CVAR_NOSET | CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
static int nextquicksave = -1;
|
|
CUSTOM_CVAR(Int, quicksavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
{
|
|
if (self < 1)
|
|
self = 1;
|
|
}
|
|
|
|
void DoLoadGame(const char* name)
|
|
{
|
|
if (OpenSaveGameForRead(name))
|
|
{
|
|
if (gi->LoadGame())
|
|
{
|
|
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);
|
|
}
|
|
|
|
|