mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
571 lines
16 KiB
C++
571 lines
16 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 "baselayer.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 "z_music.h"
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#include "s_soundinternal.h"
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static CompositeSavegameWriter savewriter;
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static FResourceFile *savereader;
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void LoadEngineState();
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void SaveEngineState();
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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 SerializeSession(FSerializer& arc)
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{
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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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}
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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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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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SerializeSession(arc);
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LoadEngineState();
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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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}
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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, true, 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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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", currentLevel->DisplayName())
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.AddString("Creation Time", myasctime())
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.AddString("Title", name)
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.AddString("Map File", currentLevel->fileName)
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.AddString("Map Label", currentLevel->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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SaveEngineState();
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auto picfile = WriteSavegameChunk("savepic.png");
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screen->WriteSavePic(picfile, 240, 180);
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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;
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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 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 = nullptr;
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if (strncmp(filename, "file://", 7) != 0)
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{
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for (auto& mr : mapList)
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{
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if (mr.fileName.Compare(filename) == 0)
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{
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curLevel = &mr;
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}
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}
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}
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else
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{
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curLevel = &userMapRecord;
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if (!formenu)
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{
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userMapRecord.name = "";
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userMapRecord.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 void sv_prespriteextsave()
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{
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for (int i = 0; i < MAXSPRITES; i++)
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if (spriteext[i].mdanimtims)
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{
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spriteext[i].mdanimtims -= mdtims;
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if (spriteext[i].mdanimtims == 0)
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spriteext[i].mdanimtims++;
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}
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}
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static void sv_postspriteext()
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{
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for (int i = 0; i < MAXSPRITES; i++)
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if (spriteext[i].mdanimtims)
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spriteext[i].mdanimtims += mdtims;
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}
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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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void SaveEngineState()
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{
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auto fw = WriteSavegameChunk("engine.bin");
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fw->Write(&numsectors, sizeof(numsectors));
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fw->Write(sector, sizeof(sectortype) * numsectors);
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WriteMagic(fw);
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fw->Write(&numwalls, sizeof(numwalls));
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fw->Write(wall, sizeof(walltype) * numwalls);
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WriteMagic(fw);
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fw->Write(sprite, sizeof(spritetype) * MAXSPRITES);
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WriteMagic(fw);
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fw->Write(headspritesect, sizeof(headspritesect));
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fw->Write(prevspritesect, sizeof(prevspritesect));
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fw->Write(nextspritesect, sizeof(nextspritesect));
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fw->Write(headspritestat, sizeof(headspritestat));
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fw->Write(prevspritestat, sizeof(prevspritestat));
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fw->Write(nextspritestat, sizeof(nextspritestat));
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WriteMagic(fw);
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fw->Write(&tailspritefree, sizeof(tailspritefree));
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fw->Write(&myconnectindex, sizeof(myconnectindex));
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fw->Write(&connecthead, sizeof(connecthead));
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fw->Write(connectpoint2, sizeof(connectpoint2));
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fw->Write(&numframes, sizeof(numframes));
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fw->Write(&randomseed, sizeof(randomseed));
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fw->Write(&numshades, sizeof(numshades));
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fw->Write(&automapping, sizeof(automapping));
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fw->Write(&showinvisibility, sizeof(showinvisibility));
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WriteMagic(fw);
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fw->Write(&g_visibility, sizeof(g_visibility));
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fw->Write(¶llaxtype, sizeof(parallaxtype));
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fw->Write(¶llaxvisibility, sizeof(parallaxvisibility));
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fw->Write(¶llaxyoffs_override, sizeof(parallaxyoffs_override));
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fw->Write(¶llaxyscale_override, sizeof(parallaxyscale_override));
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fw->Write(&pskybits_override, sizeof(pskybits_override));
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WriteMagic(fw);
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fw->Write(show2dwall, sizeof(show2dwall));
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fw->Write(show2dsprite, sizeof(show2dsprite));
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fw->Write(&show2dsector, sizeof(show2dsector));
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WriteMagic(fw);
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fw->Write(&numyaxbunches, sizeof(numyaxbunches));
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fw->Write(yax_bunchnum, sizeof(yax_bunchnum));
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fw->Write(yax_nextwall, sizeof(yax_nextwall));
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WriteMagic(fw);
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fw->Write(&Numsprites, sizeof(Numsprites));
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sv_prespriteextsave();
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fw->Write(spriteext, sizeof(spriteext_t) * MAXSPRITES);
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fw->Write(wallext, sizeof(wallext_t) * MAXWALLS);
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sv_postspriteext();
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WriteMagic(fw);
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}
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void LoadEngineState()
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{
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auto fr = ReadSavegameChunk("engine.bin");
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if (fr.isOpen())
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{
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memset(sector, 0, sizeof(sector[0]) * MAXSECTORS);
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memset(wall, 0, sizeof(wall[0]) * MAXWALLS);
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memset(sprite, 0, sizeof(sprite[0]) * MAXSPRITES);
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fr.Read(&numsectors, sizeof(numsectors));
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fr.Read(sector, sizeof(sectortype) * numsectors);
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CheckMagic(fr);
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fr.Read(&numwalls, sizeof(numwalls));
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fr.Read(wall, sizeof(walltype) * numwalls);
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CheckMagic(fr);
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fr.Read(sprite, sizeof(spritetype) * MAXSPRITES);
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CheckMagic(fr);
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fr.Read(headspritesect, sizeof(headspritesect));
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fr.Read(prevspritesect, sizeof(prevspritesect));
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fr.Read(nextspritesect, sizeof(nextspritesect));
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fr.Read(headspritestat, sizeof(headspritestat));
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fr.Read(prevspritestat, sizeof(prevspritestat));
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fr.Read(nextspritestat, sizeof(nextspritestat));
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CheckMagic(fr);
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fr.Read(&tailspritefree, sizeof(tailspritefree));
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fr.Read(&myconnectindex, sizeof(myconnectindex));
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fr.Read(&connecthead, sizeof(connecthead));
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fr.Read(connectpoint2, sizeof(connectpoint2));
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fr.Read(&numframes, sizeof(numframes));
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fr.Read(&randomseed, sizeof(randomseed));
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fr.Read(&numshades, sizeof(numshades));
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fr.Read(&automapping, sizeof(automapping));
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fr.Read(&showinvisibility, sizeof(showinvisibility));
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CheckMagic(fr);
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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(&numyaxbunches, sizeof(numyaxbunches));
|
|
fr.Read(yax_bunchnum, sizeof(yax_bunchnum));
|
|
fr.Read(yax_nextwall, sizeof(yax_nextwall));
|
|
yax_update(numyaxbunches > 0 ? 2 : 1);
|
|
CheckMagic(fr);
|
|
|
|
fr.Read(&Numsprites, sizeof(Numsprites));
|
|
fr.Read(spriteext, sizeof(spriteext_t) * MAXSPRITES);
|
|
fr.Read(wallext, sizeof(wallext_t) * MAXWALLS);
|
|
sv_postspriteext();
|
|
CheckMagic(fr);
|
|
|
|
fr.Close();
|
|
}
|
|
}
|