raze/source/blood/src/loadsave.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include <stdio.h>
#include "build.h"
#include "compat.h"
#include "mmulti.h"
#include "common_game.h"
#include "config.h"
#include "ai.h"
#include "asound.h"
#include "blood.h"
#include "demo.h"
#include "globals.h"
#include "db.h"
#include "messages.h"
#include "menu.h"
#include "network.h"
#include "loadsave.h"
#include "resource.h"
#include "screen.h"
#include "sectorfx.h"
#include "seq.h"
#include "sfx.h"
#include "sound.h"
#include "i_specialpaths.h"
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#include "view.h"
#include "statistics.h"
#include "secrets.h"
#include "savegamehelp.h"
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BEGIN_BLD_NS
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GAMEOPTIONS gSaveGameOptions[10];
char *gSaveGamePic[10];
unsigned int gSavedOffset = 0;
unsigned int dword_27AA38 = 0;
unsigned int dword_27AA3C = 0;
unsigned int dword_27AA40 = 0;
void *dword_27AA44 = NULL;
LoadSave LoadSave::head(123);
FileWriter *LoadSave::hSFile = NULL;
FileReader LoadSave::hLFile;
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short word_27AA54 = 0;
void sub_76FD4(void)
{
#if 0
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if (!dword_27AA44)
dword_27AA44 = Resource::Alloc(0x186a0);
#endif
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}
void LoadSave::Save(void)
{
ThrowError("Pure virtual function called");
}
void LoadSave::Load(void)
{
ThrowError("Pure virtual function called");
}
void LoadSave::Read(void *pData, int nSize)
{
dword_27AA38 += nSize;
dassert(hLFile.isOpen());
if (hLFile.Read(pData, nSize) != nSize)
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ThrowError("Error reading save file.");
}
void LoadSave::Write(void *pData, int nSize)
{
dword_27AA38 += nSize;
dword_27AA3C += nSize;
dassert(hSFile != NULL);
if (hSFile->Write(pData, nSize) != (size_t)nSize)
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ThrowError("File error #%d writing save file.", errno);
}
void LoadSave::LoadGame(char *pzFile)
{
bool demoWasPlayed = gDemo.at1;
if (gDemo.at1)
gDemo.Close();
sndKillAllSounds();
sfxKillAllSounds();
ambKillAll();
seqKillAll();
if (!gGameStarted)
{
memset(xsprite, 0, sizeof(xsprite));
memset(sprite, 0, sizeof(spritetype)*kMaxSprites);
automapping = 1;
}
OpenSaveGameForRead(pzFile);
hLFile = ReadSavegameChunk("snapshot.bld");
if (!hLFile.isOpen())
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ThrowError("Error loading save file.");
LoadSave *rover = head.next;
while (rover != &head)
{
rover->Load();
rover = rover->next;
}
if (!ReadStatistics() || !SECRET_Load()) // read the rest...
ThrowError("Error loading save file.");
hLFile.Close();
FinishSavegameRead();
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if (!gGameStarted)
scrLoadPLUs();
InitSectorFX();
viewInitializePrediction();
PreloadCache();
if (!bVanilla && !gMe->packSlots[1].isActive) // if diving suit is not active, turn off reverb sound effect
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sfxSetReverb(0);
ambInit();
#ifdef YAX_ENABLE
yax_update(numyaxbunches > 0 ? 2 : 1);
#endif
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memset(myMinLag, 0, sizeof(myMinLag));
otherMinLag = 0;
myMaxLag = 0;
gNetFifoClock = 0;
gNetFifoTail = 0;
memset(gNetFifoHead, 0, sizeof(gNetFifoHead));
gPredictTail = 0;
gNetFifoMasterTail = 0;
memset(gFifoInput, 0, sizeof(gFifoInput));
memset(gChecksum, 0, sizeof(gChecksum));
memset(gCheckFifo, 0, sizeof(gCheckFifo));
memset(gCheckHead, 0, sizeof(gCheckHead));
gSendCheckTail = 0;
gCheckTail = 0;
gBufferJitter = 0;
bOutOfSync = 0;
for (int i = 0; i < gNetPlayers; i++)
playerSetRace(&gPlayer[i], gPlayer[i].lifeMode);
if (VanillaMode())
viewSetMessage("");
else
gGameMessageMgr.Clear();
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viewSetErrorMessage("");
if (!gGameStarted)
{
netWaitForEveryone(0);
memset(gPlayerReady, 0, sizeof(gPlayerReady));
}
gFrameTicks = 0;
gFrame = 0;
gCacheMiss = 0;
gFrameRate = 0;
totalclock = 0;
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gPaused = 0;
gGameStarted = 1;
bVanilla = false;
if (mus_restartonload
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|| demoWasPlayed
|| (gMusicPrevLoadedEpisode != gGameOptions.nEpisode || gMusicPrevLoadedLevel != gGameOptions.nLevel))
{
levelTryPlayMusic(gGameOptions.nEpisode, gGameOptions.nLevel);
}
gMusicPrevLoadedEpisode = gGameOptions.nEpisode;
gMusicPrevLoadedLevel = gGameOptions.nLevel;
netBroadcastPlayerInfo(myconnectindex);
//sndPlaySong(gGameOptions.zLevelSong, 1);
}
void LoadSave::SaveGame(char *pzFile)
{
OpenSaveGameForWrite(pzFile);
hSFile = WriteSavegameChunk("snapshot.bld");
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if (hSFile == NULL)
ThrowError("File error #%d creating save file.", errno);
dword_27AA38 = 0;
dword_27AA40 = 0;
LoadSave *rover = head.next;
while (rover != &head)
{
rover->Save();
if (dword_27AA38 > dword_27AA40)
dword_27AA40 = dword_27AA38;
dword_27AA38 = 0;
rover = rover->next;
}
SaveStatistics();
SECRET_Save();
FinishSavegameWrite();
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hSFile = NULL;
}
class MyLoadSave : public LoadSave
{
public:
virtual void Load(void);
virtual void Save(void);
};
void MyLoadSave::Load(void)
{
psky_t *pSky = tileSetupSky(0);
int id;
Read(&id, sizeof(id));
if (id != 0x5653424e/*'VSBN'*/)
ThrowError("Old saved game found");
short version;
Read(&version, sizeof(version));
if (version != BYTEVERSION)
ThrowError("Incompatible version of saved game found!");
Read(&gGameOptions, sizeof(gGameOptions));
Read(&numsectors, sizeof(numsectors));
Read(&numwalls, sizeof(numwalls));
Read(&numsectors, sizeof(numsectors));
int nNumSprites;
Read(&nNumSprites, sizeof(nNumSprites));
memset(sector, 0, sizeof(sector[0])*kMaxSectors);
memset(wall, 0, sizeof(wall[0])*kMaxWalls);
memset(sprite, 0, sizeof(sprite[0])*kMaxSprites);
Read(sector, sizeof(sector[0])*numsectors);
Read(wall, sizeof(wall[0])*numwalls);
Read(sprite, sizeof(sprite[0])*kMaxSprites);
Read(qsector_filler, sizeof(qsector_filler[0])*numsectors);
Read(qsprite_filler, sizeof(qsprite_filler[0])*kMaxSprites);
Read(&randomseed, sizeof(randomseed));
Read(&parallaxtype, sizeof(parallaxtype));
Read(&showinvisibility, sizeof(showinvisibility));
Read(&pSky->horizfrac, sizeof(pSky->horizfrac));
Read(&pSky->yoffs, sizeof(pSky->yoffs));
Read(&pSky->yscale, sizeof(pSky->yscale));
Read(&gVisibility, sizeof(gVisibility));
Read(&g_visibility, sizeof(g_visibility));
Read(&parallaxvisibility, sizeof(parallaxvisibility));
Read(pSky->tileofs, sizeof(pSky->tileofs));
Read(&pSky->lognumtiles, sizeof(pSky->lognumtiles));
Read(headspritesect, sizeof(headspritesect));
Read(headspritestat, sizeof(headspritestat));
Read(prevspritesect, sizeof(prevspritesect));
Read(prevspritestat, sizeof(prevspritestat));
Read(nextspritesect, sizeof(nextspritesect));
Read(nextspritestat, sizeof(nextspritestat));
Read(show2dsector, sizeof(show2dsector));
Read(show2dwall, sizeof(show2dwall));
Read(show2dsprite, sizeof(show2dsprite));
Read(&automapping, sizeof(automapping));
Read(gotpic, sizeof(gotpic));
Read(gotsector, sizeof(gotsector));
Read(&gFrameClock, sizeof(gFrameClock));
Read(&gFrameTicks, sizeof(gFrameTicks));
Read(&gFrame, sizeof(gFrame));
ClockTicks nGameClock;
Read(&totalclock, sizeof(totalclock));
totalclock = nGameClock;
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Read(&gLevelTime, sizeof(gLevelTime));
Read(&gPaused, sizeof(gPaused));
Read(&gbAdultContent, sizeof(gbAdultContent));
Read(baseWall, sizeof(baseWall[0])*numwalls);
Read(baseSprite, sizeof(baseSprite[0])*nNumSprites);
Read(baseFloor, sizeof(baseFloor[0])*numsectors);
Read(baseCeil, sizeof(baseCeil[0])*numsectors);
Read(velFloor, sizeof(velFloor[0])*numsectors);
Read(velCeil, sizeof(velCeil[0])*numsectors);
Read(&gHitInfo, sizeof(gHitInfo));
Read(&byte_1A76C6, sizeof(byte_1A76C6));
Read(&byte_1A76C8, sizeof(byte_1A76C8));
Read(&byte_1A76C7, sizeof(byte_1A76C7));
Read(&byte_19AE44, sizeof(byte_19AE44));
Read(gStatCount, sizeof(gStatCount));
Read(nextXSprite, sizeof(nextXSprite));
Read(nextXWall, sizeof(nextXWall));
Read(nextXSector, sizeof(nextXSector));
memset(xsprite, 0, sizeof(xsprite));
for (int nSprite = 0; nSprite < kMaxSprites; nSprite++)
{
if (sprite[nSprite].statnum < kMaxStatus)
{
int nXSprite = sprite[nSprite].extra;
if (nXSprite > 0)
Read(&xsprite[nXSprite], sizeof(XSPRITE));
}
}
memset(xwall, 0, sizeof(xwall));
for (int nWall = 0; nWall < numwalls; nWall++)
{
int nXWall = wall[nWall].extra;
if (nXWall > 0)
Read(&xwall[nXWall], sizeof(XWALL));
}
memset(xsector, 0, sizeof(xsector));
for (int nSector = 0; nSector < numsectors; nSector++)
{
int nXSector = sector[nSector].extra;
if (nXSector > 0)
Read(&xsector[nXSector], sizeof(XSECTOR));
}
Read(xvel, nNumSprites*sizeof(xvel[0]));
Read(yvel, nNumSprites*sizeof(yvel[0]));
Read(zvel, nNumSprites*sizeof(zvel[0]));
Read(&gMapRev, sizeof(gMapRev));
Read(&gSongId, sizeof(gSkyCount));
Read(&gFogMode, sizeof(gFogMode));
Read(&gModernMap, sizeof(gModernMap));
#ifdef YAX_ENABLE
Read(&numyaxbunches, sizeof(numyaxbunches));
#endif
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gCheatMgr.sub_5BCF4();
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}
void MyLoadSave::Save(void)
{
psky_t *pSky = tileSetupSky(0);
int nNumSprites = 0;
int id = 0x5653424e/*'VSBN'*/;
Write(&id, sizeof(id));
short version = BYTEVERSION;
Write(&version, sizeof(version));
for (int nSprite = 0; nSprite < kMaxSprites; nSprite++)
{
if (sprite[nSprite].statnum < kMaxStatus && nSprite > nNumSprites)
nNumSprites = nSprite;
}
//nNumSprites += 2;
nNumSprites++;
Write(&gGameOptions, sizeof(gGameOptions));
Write(&numsectors, sizeof(numsectors));
Write(&numwalls, sizeof(numwalls));
Write(&numsectors, sizeof(numsectors));
Write(&nNumSprites, sizeof(nNumSprites));
Write(sector, sizeof(sector[0])*numsectors);
Write(wall, sizeof(wall[0])*numwalls);
Write(sprite, sizeof(sprite[0])*kMaxSprites);
Write(qsector_filler, sizeof(qsector_filler[0])*numsectors);
Write(qsprite_filler, sizeof(qsprite_filler[0])*kMaxSprites);
Write(&randomseed, sizeof(randomseed));
Write(&parallaxtype, sizeof(parallaxtype));
Write(&showinvisibility, sizeof(showinvisibility));
Write(&pSky->horizfrac, sizeof(pSky->horizfrac));
Write(&pSky->yoffs, sizeof(pSky->yoffs));
Write(&pSky->yscale, sizeof(pSky->yscale));
Write(&gVisibility, sizeof(gVisibility));
Write(&g_visibility, sizeof(g_visibility));
Write(&parallaxvisibility, sizeof(parallaxvisibility));
Write(pSky->tileofs, sizeof(pSky->tileofs));
Write(&pSky->lognumtiles, sizeof(pSky->lognumtiles));
Write(headspritesect, sizeof(headspritesect));
Write(headspritestat, sizeof(headspritestat));
Write(prevspritesect, sizeof(prevspritesect));
Write(prevspritestat, sizeof(prevspritestat));
Write(nextspritesect, sizeof(nextspritesect));
Write(nextspritestat, sizeof(nextspritestat));
Write(show2dsector, sizeof(show2dsector));
Write(show2dwall, sizeof(show2dwall));
Write(show2dsprite, sizeof(show2dsprite));
Write(&automapping, sizeof(automapping));
Write(gotpic, sizeof(gotpic));
Write(gotsector, sizeof(gotsector));
Write(&gFrameClock, sizeof(gFrameClock));
Write(&gFrameTicks, sizeof(gFrameTicks));
Write(&gFrame, sizeof(gFrame));
ClockTicks nGameClock = totalclock;
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Write(&nGameClock, sizeof(nGameClock));
Write(&gLevelTime, sizeof(gLevelTime));
Write(&gPaused, sizeof(gPaused));
Write(&gbAdultContent, sizeof(gbAdultContent));
Write(baseWall, sizeof(baseWall[0])*numwalls);
Write(baseSprite, sizeof(baseSprite[0])*nNumSprites);
Write(baseFloor, sizeof(baseFloor[0])*numsectors);
Write(baseCeil, sizeof(baseCeil[0])*numsectors);
Write(velFloor, sizeof(velFloor[0])*numsectors);
Write(velCeil, sizeof(velCeil[0])*numsectors);
Write(&gHitInfo, sizeof(gHitInfo));
Write(&byte_1A76C6, sizeof(byte_1A76C6));
Write(&byte_1A76C8, sizeof(byte_1A76C8));
Write(&byte_1A76C7, sizeof(byte_1A76C7));
Write(&byte_19AE44, sizeof(byte_19AE44));
Write(gStatCount, sizeof(gStatCount));
Write(nextXSprite, sizeof(nextXSprite));
Write(nextXWall, sizeof(nextXWall));
Write(nextXSector, sizeof(nextXSector));
for (int nSprite = 0; nSprite < kMaxSprites; nSprite++)
{
if (sprite[nSprite].statnum < kMaxStatus)
{
int nXSprite = sprite[nSprite].extra;
if (nXSprite > 0)
Write(&xsprite[nXSprite], sizeof(XSPRITE));
}
}
for (int nWall = 0; nWall < numwalls; nWall++)
{
int nXWall = wall[nWall].extra;
if (nXWall > 0)
Write(&xwall[nXWall], sizeof(XWALL));
}
for (int nSector = 0; nSector < numsectors; nSector++)
{
int nXSector = sector[nSector].extra;
if (nXSector > 0)
Write(&xsector[nXSector], sizeof(XSECTOR));
}
Write(xvel, nNumSprites*sizeof(xvel[0]));
Write(yvel, nNumSprites*sizeof(yvel[0]));
Write(zvel, nNumSprites*sizeof(zvel[0]));
Write(&gMapRev, sizeof(gMapRev));
Write(&gSongId, sizeof(gSkyCount));
Write(&gFogMode, sizeof(gFogMode));
Write(&gModernMap, sizeof(gModernMap));
#ifdef YAX_ENABLE
Write(&numyaxbunches, sizeof(numyaxbunches));
#endif
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}
void LoadSavedInfo(void)
{
FString path = M_GetSavegamesPath() + "%sgame*.sav";
TArray<FString> saves;
D_AddWildFile(saves, path);
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int nCount = 0;
for (auto & savename : saves)
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{
auto hFile = fopenFileReader(savename, 0);
if (!hFile.isOpen())
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ThrowError("Error loading save file header.");
int vc;
short v4;
vc = 0;
v4 = word_27AA54;
if ((uint32_t)hFile.Read(&vc, sizeof(vc)) != sizeof(vc))
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{
continue;
}
if (vc != 0x5653424e/*'VSBN'*/)
{
continue;
}
hFile.Read(&v4, sizeof(v4));
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if (v4 != BYTEVERSION)
{
continue;
}
if ((uint32_t)hFile.Read(&gSaveGameOptions[nCount], sizeof(gSaveGameOptions[0])) != sizeof(gSaveGameOptions[0]))
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ThrowError("Error reading save file.");
strcpy(strRestoreGameStrings[gSaveGameOptions[nCount].nSaveGameSlot], gSaveGameOptions[nCount].szUserGameName);
nCount++;
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}
}
void UpdateSavedInfo(int nSlot)
{
strcpy(strRestoreGameStrings[gSaveGameOptions[nSlot].nSaveGameSlot], gSaveGameOptions[nSlot].szUserGameName);
}
static MyLoadSave *myLoadSave;
void ActorLoadSaveConstruct(void);
void AILoadSaveConstruct(void);
void EndGameLoadSaveConstruct(void);
void EventQLoadSaveConstruct(void);
void LevelsLoadSaveConstruct(void);
void MessagesLoadSaveConstruct(void);
void MirrorLoadSaveConstruct(void);
void PlayerLoadSaveConstruct(void);
void SeqLoadSaveConstruct(void);
void TriggersLoadSaveConstruct(void);
void ViewLoadSaveConstruct(void);
void WarpLoadSaveConstruct(void);
void WeaponLoadSaveConstruct(void);
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void LoadSaveSetup(void)
{
myLoadSave = new MyLoadSave();
ActorLoadSaveConstruct();
AILoadSaveConstruct();
EndGameLoadSaveConstruct();
EventQLoadSaveConstruct();
LevelsLoadSaveConstruct();
MessagesLoadSaveConstruct();
MirrorLoadSaveConstruct();
PlayerLoadSaveConstruct();
SeqLoadSaveConstruct();
TriggersLoadSaveConstruct();
ViewLoadSaveConstruct();
WarpLoadSaveConstruct();
WeaponLoadSaveConstruct();
}
END_BLD_NS