raze-gles/source/core/savegamehelp.cpp

762 lines
20 KiB
C++

/*
** 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 LoadEngineState();
void SaveEngineState();
void WriteSavePic(FileWriter* file, int width, int height);
extern FString BackupSaveGame;
void SerializeMap(FSerializer &arc);
CVAR(String, cl_savedir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
//=============================================================================
//
//
//
//=============================================================================
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);
}
//=============================================================================
//
// 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);
LoadEngineState();
SerializeSession(arc); // must be AFTER LoadEngineState because it needs info from it.
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);
SaveEngineState();
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 void sv_prespriteextsave()
{
for (int i = 0; i < MAXSPRITES; i++)
if (spriteext[i].mdanimtims)
{
spriteext[i].mdanimtims -= mdtims;
if (spriteext[i].mdanimtims == 0)
spriteext[i].mdanimtims++;
}
}
static void sv_postspriteext()
{
for (int i = 0; i < MAXSPRITES; i++)
if (spriteext[i].mdanimtims)
spriteext[i].mdanimtims += mdtims;
}
static const int magic = 0xbeefcafe;
void WriteMagic(FileWriter *fw)
{
fw->Write(&magic, 4);
}
void CheckMagic(FileReader& fr)
{
int m = 0;
fr.Read(&m, 4);
assert(m == magic);
#ifndef _DEBUG
if (m != magic) I_Error("Savegame corrupt");
#endif
}
#define V(x) x
static spritetype zsp;
static sectortype zsec;
static walltype zwal;
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)
{
if (arc.BeginObject("engine"))
{
arc ("numsectors", numsectors)
.Array("sectors", sector, sectorbackup, numsectors)
("numwalls", numwalls)
.Array("walls", wall, wallbackup, numwalls)
.EndObject();
}
}
void SaveEngineState()
{
auto fw = WriteSavegameChunk("engine.bin");
fw->Write(sprite, sizeof(spritetype) * MAXSPRITES);
WriteMagic(fw);
fw->Write(headspritesect, sizeof(headspritesect));
fw->Write(prevspritesect, sizeof(prevspritesect));
fw->Write(nextspritesect, sizeof(nextspritesect));
fw->Write(headspritestat, sizeof(headspritestat));
fw->Write(prevspritestat, sizeof(prevspritestat));
fw->Write(nextspritestat, sizeof(nextspritestat));
WriteMagic(fw);
for (int i = 0; i < MAXTILES; i++)
{
fw->Write(&picanm[i], sizeof(picanm[i]));
}
WriteMagic(fw);
fw->Write(&tailspritefree, sizeof(tailspritefree));
fw->Write(&myconnectindex, sizeof(myconnectindex));
fw->Write(&connecthead, sizeof(connecthead));
fw->Write(connectpoint2, sizeof(connectpoint2));
fw->Write(&randomseed, sizeof(randomseed));
fw->Write(&numshades, sizeof(numshades));
fw->Write(&showinvisibility, sizeof(showinvisibility));
WriteMagic(fw);
fw->Write(&g_visibility, sizeof(g_visibility));
fw->Write(&parallaxtype, sizeof(parallaxtype));
fw->Write(&parallaxvisibility, sizeof(parallaxvisibility));
fw->Write(&parallaxyoffs_override, sizeof(parallaxyoffs_override));
fw->Write(&parallaxyscale_override, sizeof(parallaxyscale_override));
fw->Write(&pskybits_override, sizeof(pskybits_override));
WriteMagic(fw);
fw->Write(&Numsprites, sizeof(Numsprites));
sv_prespriteextsave();
fw->Write(spriteext, sizeof(spriteext_t) * MAXSPRITES);
fw->Write(&randomseed, sizeof(randomseed));
sv_postspriteext();
WriteMagic(fw);
}
void LoadEngineState()
{
auto fr = ReadSavegameChunk("engine.bin");
if (fr.isOpen())
{
memset(sprite, 0, sizeof(sprite[0]) * MAXSPRITES);
fr.Read(sprite, sizeof(spritetype) * MAXSPRITES);
CheckMagic(fr);
fr.Read(headspritesect, sizeof(headspritesect));
fr.Read(prevspritesect, sizeof(prevspritesect));
fr.Read(nextspritesect, sizeof(nextspritesect));
fr.Read(headspritestat, sizeof(headspritestat));
fr.Read(prevspritestat, sizeof(prevspritestat));
fr.Read(nextspritestat, sizeof(nextspritestat));
CheckMagic(fr);
for (int i = 0; i < MAXTILES; i++)
{
fr.Read(&picanm[i], sizeof(picanm[i]));
}
CheckMagic(fr);
fr.Read(&tailspritefree, sizeof(tailspritefree));
fr.Read(&myconnectindex, sizeof(myconnectindex));
fr.Read(&connecthead, sizeof(connecthead));
fr.Read(connectpoint2, sizeof(connectpoint2));
fr.Read(&randomseed, sizeof(randomseed));
fr.Read(&numshades, sizeof(numshades));
fr.Read(&showinvisibility, sizeof(showinvisibility));
CheckMagic(fr);
fr.Read(&g_visibility, sizeof(g_visibility));
fr.Read(&parallaxtype, sizeof(parallaxtype));
fr.Read(&parallaxvisibility, sizeof(parallaxvisibility));
fr.Read(&parallaxyoffs_override, sizeof(parallaxyoffs_override));
fr.Read(&parallaxyscale_override, sizeof(parallaxyscale_override));
fr.Read(&pskybits_override, sizeof(pskybits_override));
CheckMagic(fr);
fr.Read(&Numsprites, sizeof(Numsprites));
fr.Read(spriteext, sizeof(spriteext_t) * MAXSPRITES);
fr.Read(&randomseed, sizeof(randomseed));
sv_postspriteext();
CheckMagic(fr);
fr.Close();
}
}
//=============================================================================
//
//
//
//=============================================================================
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);
}