raze/source/core/savegamehelp.cpp

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/*
** 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 "savegamehelp.h"
#include "gstrings.h"
#include "i_specialpaths.h"
#include "cmdlib.h"
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#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"
#include "interpolate.h"
#include "gamefuncs.h"
#include "render.h"
#include "hw_sections.h"
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#include "sectorgeometry.h"
#include "d_net.h"
#include "ns.h"
#include "serialize_obj.h"
#include "games/blood/src/mapstructs.h"
#include "texinfo.h"
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#include "coreplayer.h"
#include <miniz.h>
#include "buildtiles.h"
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#include "fs_findfile.h"
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void WriteSavePic(FileWriter* file, int width, int height);
extern bool crouch_toggle;
extern FString savename;
extern FString BackupSaveGame;
int SaveVersion;
void SerializeMap(FSerializer &arc);
BEGIN_BLD_NS
FSerializer& Serialize(FSerializer& arc, const char* keyname, XWALL& w, XWALL* def);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, XSECTOR& w, XSECTOR* def);
END_BLD_NS
//=============================================================================
//
//
//
//=============================================================================
static void SerializeGlobals(FSerializer& arc)
{
if (arc.BeginObject("globals"))
{
arc("crouch_toggle", crouch_toggle)
.EndObject();
}
}
//=============================================================================
//
//
//
//=============================================================================
static void SerializeSession(FSerializer& arc)
{
// Only Exhumed still depends in indexed sounds.
if (!isExhumed()) arc.SetUniqueSoundNames();
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arc.ReadObjects(false);
SerializeMap(arc);
SerializeStatistics(arc);
SECRET_Serialize(arc);
Mus_Serialize(arc);
quoteMgr.Serialize(arc);
S_SerializeSounds(arc);
SerializeAutomap(arc);
SerializeHud(arc);
SerializeGlobals(arc);
gi->SerializeGameState(arc);
}
//=============================================================================
//
//
//
//=============================================================================
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bool ReadSavegame(const char* name)
{
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auto savereader = FResourceFile::OpenResourceFile(name, true);
if (savereader != nullptr)
{
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auto lump = savereader->FindLump("info.json");
if (!lump)
{
delete savereader;
return false;
}
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auto file = lump->NewReader();
if (G_ValidateSavegame(file, nullptr, false) <= 0)
{
delete savereader;
return false;
}
file.Close();
auto info = savereader->FindLump("session.json");
if (info == nullptr)
{
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delete savereader;
return false;
}
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void* data = info->Lock();
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FRazeSerializer arc;
if (!arc.OpenReader((const char*)data, info->LumpSize))
{
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info->Unlock();
delete savereader;
return false;
}
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// Load the savegame.
loadMapBackup(currentLevel->fileName);
SerializeSession(arc);
g_nextskill = gi->GetCurrentSkill();
arc.Close();
info->Unlock();
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delete savereader;
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// this can only be done after the load is complete
for (auto pl : PlayerArray)
{
pl->Angles.resetCameraAngles();
}
ResetStatusBar();
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return true;
}
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return false;
}
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.
//
//=============================================================================
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bool WriteSavegame(const char* filename, const char *name)
{
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BufferWriter savepic;
FSerializer savegameinfo; // this is for displayable info about the savegame.
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FRazeSerializer savegamesession; // saved game session settings.
char buf[100];
mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString());
auto savesig = gi->GetSaveSig();
auto gs = PlayClock / 120;
FStringf timeStr("%02d:%02d", gs / 60, gs % 60);
auto lev = currentLevel;
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savegameinfo.OpenWriter(true);
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 = lev->fileName.GetChars();
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
{
return false; // this should never happen. Saving on a map that isn't present is impossible.
}
}
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// Save the game state
savegamesession.OpenWriter(save_formatted);
SerializeSession(savegamesession);
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WriteSavePic(&savepic, 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.
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M_AppendPNGText(&savepic, "Software", buf);
M_AppendPNGText(&savepic, "Title", name);
M_AppendPNGText(&savepic, "Current Map", lev->labelName);
M_FinishPNG(&savepic);
auto picdata = savepic.GetBuffer();
FileSys::FCompressedBuffer bufpng = { picdata->Size(), picdata->Size(), FileSys::METHOD_STORED, 0, static_cast<unsigned int>(crc32(0, &(*picdata)[0], picdata->Size())), (char*)&(*picdata)[0] };
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TArray<FileSys::FCompressedBuffer> savegame_content;
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TArray<FString> savegame_filenames;
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savegame_content.Push(bufpng);
savegame_filenames.Push("savepic.png");
savegame_content.Push(savegameinfo.GetCompressedOutput());
savegame_filenames.Push("info.json");
savegame_content.Push(savegamesession.GetCompressedOutput());
savegame_filenames.Push("session.json");
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for (unsigned i = 0; i < savegame_content.Size(); i++)
savegame_content[i].filename = savegame_filenames[i].GetChars();
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if (WriteZip(filename, savegame_content.Data(), savegame_content.Size()))
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{
// Check whether the file is ok by trying to open it.
FResourceFile* test = FResourceFile::OpenResourceFile(filename, true);
if (test != nullptr)
{
delete test;
return true;
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}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
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.
//
//=============================================================================
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static bool G_CheckSaveGameWads (const char *gamegrp, const char *mapgrp, bool printwarn)
{
bool printRequires = false;
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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;
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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;
}
SaveVersion = savesig.currentsavever;
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;
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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;
}
}
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return 0;
}
#include "build.h"
#define V(x) x
static spritetype zsp;
static spriteext_t zspx;
FSerializer &Serialize(FSerializer &arc, const char *key, spritetype &c, spritetype *def)
{
def = &zsp; // always delta against 0
if (arc.BeginObject(key))
{
arc("x", c.pos.X, def->pos.X)
("y", c.pos.Y, def->pos.Y)
("z", c.pos.Z, def->pos.Z)
("cstat", c.cstat, def->cstat)
("picnum", c.picnum, def->picnum)
("shade", c.shade, def->shade)
("pal", c.pal, def->pal)
("clipdist", c.clipdist, def->clipdist)
("blend", c.blend, def->blend)
("xrepeat", c.scale.X, def->scale.X)
("yrepeat", c.scale.Y, def->scale.Y)
("xoffset", c.xoffset, def->xoffset)
("yoffset", c.yoffset, def->yoffset)
("statnum", c.statnum)
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("sectnum", c.sectp)
("angles", c.Angles, def->Angles)
("ang", c.intangle, def->intangle)
("owner", c.intowner, def->intowner)
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("xvel", c.xint, def->xint)
("yvel", c.yint, def->yint)
("zvel", c.inittype, def->inittype)
("lotag", c.lotag, def->lotag)
("hitag", c.hitag, def->hitag)
("extra", c.extra, def->extra)
("detail", c.detail, def->detail)
("cstat2", c.cstat2, def->cstat2)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* key, spriteext_t& c, spriteext_t* def)
{
def = &zspx; // always delta against 0
if (arc.BeginObject(key))
{
arc("mdanimtims", c.mdanimtims, def->mdanimtims)
("mdanimcur", c.mdanimcur, def->mdanimcur)
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("rot", c.rot, def->rot)
("pivot_offset", c.pivot_offset, def->pivot_offset)
("position_offset", c.position_offset, def->position_offset)
("flags", c.renderflags, def->renderflags)
("alpha", c.alpha, def->alpha)
.EndObject();
}
return arc;
}
FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectortype *def)
{
if (arc.BeginObject(key))
{
arc("firstentry", c.firstEntry)
("lastentry", c.lastEntry)
#ifndef SECTOR_HACKJOB // can't save these in test mode...
("ceilingz", c.ceilingz, def->ceilingz)
("floorz", c.floorz, def->floorz)
#endif
("ceilingstat", c.ceilingstat, def->ceilingstat)
("floorstat", c.floorstat, def->floorstat)
("ceilingpicnum", c.ceilingtexture, def->ceilingtexture)
("ceilingheinum", c.ceilingheinum, def->ceilingheinum)
("ceilingshade", c.ceilingshade, def->ceilingshade)
("ceilingpal", c.ceilingpal, def->ceilingpal)
("ceilingxpanning", c.ceilingxpan_, def->ceilingxpan_)
("ceilingypanning", c.ceilingypan_, def->ceilingypan_)
("floorpicnum", c.floortexture, def->floortexture)
("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)
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("portalflags", c.portalflags, def->portalflags)
("portalnum", c.portalnum, def->portalnum)
("exflags", c.exflags, def->exflags);
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// Save the extensions only when playing their respective games.
if (isDukeEngine())
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{
arc("keyinfo", c.lockinfo, def->lockinfo)
("shadedsector", c.shadedsector, def->shadedsector)
("hitagactor", c.hitagactor, def->hitagactor);
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}
else if (isBlood())
{
arc("upperlink", c.upperLink, def->upperLink)
("lowerlink", c.lowerLink, def->lowerLink)
("basefloor", c.baseFloor, def->baseFloor)
("baseCeil", c.baseCeil, def->baseCeil)
("velfloor", c.velFloor, def->velFloor)
("velCeil", c.velCeil, def->velCeil)
("slopwwallofs", c.slopewallofs, def->slopewallofs);
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if (arc.isWriting())
{
if (c.hasX())
{
BLD_NS::Serialize(arc, "xsector", *c._xs, nullptr);
}
}
else
{
if (arc.HasObject("xsector"))
{
c.allocX();
BLD_NS::Serialize(arc, "xsector", *c._xs, nullptr);
}
}
}
else if (isExhumed())
{
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arc("SoundSect", c.pSoundSect, def->pSoundSect)
("Depth", c.Depth, def->Depth)
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("Above", c.pAbove, def->pAbove)
("Below", c.pBelow, def->pBelow)
("Sound", c.Sound, def->Sound)
("Flag", c.Flag, def->Flag)
("Damage", c.Damage, def->Damage)
("Speed", c.Speed, def->Speed);
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}
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else if (isSWALL())
{
arc("flags", c.flags, def->flags)
("depth_fixed", c.depth_fixed, def->depth_fixed)
("stag", c.stag, def->stag)
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("ang", c.angle, def->angle)
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("height", c.height, def->height)
("speed", c.speed, def->speed)
("damage", c.damage, def->damage)
("number", c.number, def->number)
("u_defined", c.u_defined, def->u_defined)
("flags2", c.flags2, def->flags2)
("interpolate", c.interpolate, def->interpolate);
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}
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arc.EndObject();
}
return arc;
}
FSerializer &Serialize(FSerializer &arc, const char *key, walltype &c, walltype *def)
{
if (arc.BeginObject(key))
{
arc("x", c.pos.X, def->pos.X)
("y", c.pos.Y, def->pos.Y)
("point2", c.point2, def->point2)
("nextwall", c.nextwall, def->nextwall)
("nextsector", c.nextsector, def->nextsector)
("cstat", c.cstat, def->cstat)
("texture", c.walltexture, def->walltexture)
("overtexture", c.overtexture, def->overtexture)
("shade", c.shade, def->shade)
("pal", c.pal, def->pal)
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("xrepeat", c.xrepeat, def->xrepeat)
("yrepeat", c.yrepeat, def->yrepeat)
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("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)
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("portalflags", c.portalflags, def->portalflags)
("portalnum", c.portalnum, def->portalnum);
// Save the blood-specific extensions only when playing Blood
if (isBlood())
{
arc("wallbase", c.baseWall, def->baseWall);
if (arc.isWriting())
{
if (c.hasX())
{
BLD_NS::Serialize(arc, "xwall", *c._xw, nullptr);
}
}
else
{
if (arc.HasObject("xwall"))
{
c.allocX();
BLD_NS::Serialize(arc, "xwall", *c._xw, nullptr);
}
}
}
arc.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* key, ActorStatList& c, ActorStatList* def)
{
if (arc.BeginObject(key))
{
arc("firstentry", c.firstEntry)
("lastentry", c.lastEntry)
.EndObject();
}
return arc;
}
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void DCorePlayer::Serialize(FSerializer& arc)
{
Super::Serialize(arc);
arc("pnum", pnum)
("actor", actor)
("angles", Angles)
("actions", cmd.ucmd.actions)
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//("cmd", cmd)
//("lastcmd", lastcmd)
;
if (arc.isReading())
{
cmd.ucmd.actions &= SB_CENTERVIEW|SB_CROUCH; // these are the only bits we need to preserve.
}
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}
void DCoreActor::Serialize(FSerializer& arc)
{
Super::Serialize(arc);
arc("link_stat", link_stat)
("link_sector", link_sector)
("prevstat", prevStat)
("nextstat", nextStat)
("prevsect", prevSect)
("nextsect", nextSect)
("sprite", spr)
("clipdist", clipdist)
("time", time)
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("spritesetindex", spritesetindex)
("spriteext", sprext)
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("xvel", vel.X)
("yvel", vel.Y)
("zvel", vel.Z)
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("viewzoffset", viewzoffset)
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("dispicnum", dispictex);
if (arc.isReading())
{
spsmooth = {};
backuploc();
}
}
FSerializer& Serialize(FSerializer& arc, const char* key, StatRecord& c, StatRecord* def)
{
if (arc.BeginObject(key))
{
arc("max", c.max)
("got", c.got)
.Array("player", c.player, MAXPLAYERS)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* key, MapLocals& c, MapLocals* def)
{
if (arc.BeginObject(key))
{
arc("kills", c.kills)
("secrets", c.secrets)
("superSecrets", c.superSecrets)
.EndObject();
}
return arc;
}
void SerializeMap(FSerializer& arc)
{
if (arc.BeginObject("engine"))
{
arc("maplocals", Level)
// everything here should move into MapLocals as well later.
.Array("statlist", statList, MAXSTATUS)
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.Array("players",PlayerArray, MAXPLAYERS)
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("sectors", sector, sectorbackup)
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("walls", wall, wallbackup)
("myconnectindex", myconnectindex)
("connecthead", connecthead)
.Array("connectpoint2", connectpoint2, countof(connectpoint2))
("randomseed", randomseed)
("numshades", numshades) // is this really needed?
("visibility", g_visibility)
("relvisibility", g_relvisibility)
("numsprites", Numsprites)
("allportals", allPortals);
SerializeInterpolations(arc);
arc.EndObject();
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}
if (arc.isReading())
{
setWallSectors();
hw_CreateSections();
sectionGeometry.SetSize(sections.Size());
}
}
//=============================================================================
//
//
//
//=============================================================================
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)
{
gi->FreeLevelData();
if (ReadSavegame(name))
{
gameaction = ga_level;
}
else
{
I_Error("%s: Failed to open savegame", name);
}
}
void G_LoadGame(const char* name, bool hidecon)
{
if (name != NULL)
{
savename = name;
gameaction = !hidecon ? ga_loadgame : ga_loadgamehidecon;
}
}
void G_DoLoadGame()
{
if (gameaction == ga_loadgamehidecon && gamestate == GS_FULLCONSOLE)
{
// does this even do anything anymore?
gamestate = GS_HIDECONSOLE;
}
DoLoadGame(savename);
BackupSaveGame = savename;
}
extern bool sendsave;
extern FString savedescription;
extern FString savegamefile;
void G_SaveGame(const char* filename, const char* description)
{
if (sendsave || gameaction == ga_savegame)
{
Printf("%s\n", GStrings("TXT_SAVEPENDING"));
}
else if (gamestate != GS_LEVEL)
{
Printf("%s\n", GStrings("TXT_NOTINLEVEL"));
}
else if (!gi->CanSave())
{
Printf("%s\n", GStrings("TXT_SPPLAYERDEAD"));
}
else
{
savegamefile = filename;
savedescription = description;
sendsave = true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void startSaveGame(int player, uint8_t** stream, bool skip)
{
auto s = ReadString(stream);
savegamefile = s;
delete[] s;
s = ReadString(stream);
savedescription = s;
if (!skip && gi->CanSave())
{
if (player != consoleplayer)
{
// Paths sent over the network will be valid for the system that sent
// the save command. For other systems, the path needs to be changed.
savegamefile = G_BuildSaveName(ExtractFileBase(savegamefile, true));
}
gameaction = ga_savegame;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void G_DoSaveGame(bool ok4q, bool forceq, const char* fn, const char* desc)
{
if (WriteSavegame(fn, desc))
{
savegameManager.NotifyNewSave(fn, desc, ok4q, forceq);
Printf(PRINT_NOTIFY, "%s\n", GStrings("GGSAVED"));
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;
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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_DoSaveGame(false, false, Filename, SaveTitle);
}
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;
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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);
}
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//==========================================================================
//
// CCMD load
//
// Load a saved game.
//
//==========================================================================
UNSAFE_CCMD(load)
{
if (argv.argc() != 2)
{
Printf("usage: load <filename>\n");
return;
}
if (netgame)
{
Printf("cannot load during a network game\n");
return;
}
FString fname = G_BuildSaveName(argv[1]);
G_LoadGame(fname);
}
//==========================================================================
//
// CCMD save
//
// Save the current game.
//
//==========================================================================
UNSAFE_CCMD(save)
{
if (argv.argc() < 2 || argv.argc() > 3)
{
Printf("usage: save <filename> [description]\n");
return;
}
FString fname = G_BuildSaveName(argv[1]);
G_SaveGame(fname, argv.argc() > 2 ? argv[2] : argv[1]);
}