/* ** 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" #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" #include "sectorgeometry.h" #include "d_net.h" #include "ns.h" #include "serialize_obj.h" #include "games/blood/src/mapstructs.h" #include "texinfo.h" #include #include "buildtiles.h" void WriteSavePic(FileWriter* file, int width, int height); bool WriteZip(const char* filename, TArray& filenames, TArray& content); 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); 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) { // In Duke and Blood we now have reliable sound names. if (isDukeEngine() || isBlood()) arc.SetUniqueSoundNames(); 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); } //============================================================================= // // // //============================================================================= bool ReadSavegame(const char* name) { auto savereader = FResourceFile::OpenResourceFile(name, true, true); if (savereader != nullptr) { auto lump = savereader->FindLump("info.json"); if (!lump) { delete savereader; return false; } auto file = lump->NewReader(); if (G_ValidateSavegame(file, nullptr, false) <= 0) { delete savereader; return false; } file.Close(); FResourceLump* info = savereader->FindLump("session.json"); if (info == nullptr) { delete savereader; return false; } void* data = info->Lock(); FSerializer arc; if (!arc.OpenReader((const char*)data, info->LumpSize)) { info->Unlock(); delete savereader; return false; } // Load the savegame. loadMapBackup(currentLevel->fileName); SerializeSession(arc); g_nextskill = gi->GetCurrentSkill(); arc.Close(); info->Unlock(); delete savereader; ResetStatusBar(); return true; } 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. // //============================================================================= bool WriteSavegame(const char* filename, const char *name) { BufferWriter savepic; FSerializer savegameinfo; // this is for displayable info about the savegame. FSerializer savegamesession; // saved game session settings. 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.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 = 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 { return false; // this should never happen. Saving on a map that isn't present is impossible. } } // Save the game state savegamesession.OpenWriter(save_formatted); SerializeSession(savegamesession); 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. M_AppendPNGText(&savepic, "Software", buf); M_AppendPNGText(&savepic, "Title", name); M_AppendPNGText(&savepic, "Current Map", lev->labelName); M_FinishPNG(&savepic); auto picdata = savepic.GetBuffer(); FCompressedBuffer bufpng = { picdata->Size(), picdata->Size(), METHOD_STORED, 0, static_cast(crc32(0, &(*picdata)[0], picdata->Size())), (char*)&(*picdata)[0] }; TArray savegame_content; TArray savegame_filenames; 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"); if (WriteZip(filename, savegame_filenames, savegame_content)) { // Check whether the file is ok by trying to open it. FResourceFile* test = FResourceFile::OpenResourceFile(filename, true); if (test != nullptr) { delete test; return true; } } 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. // //============================================================================= 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; } 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; 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; } #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) ("sectnum", c.sectp) ("angles", c.Angles, def->Angles) ("ang", c.intangle, def->intangle) ("owner", c.intowner, def->intowner) ("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) ("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) ("portalflags", c.portalflags, def->portalflags) ("portalnum", c.portalnum, def->portalnum) ("exflags", c.exflags, def->exflags); // Save the extensions only when playing their respective games. if (isDukeEngine()) { arc("keyinfo", c.keyinfo, def->keyinfo) ("shadedsector", c.shadedsector, def->shadedsector) ("hitagactor", c.hitagactor, def->hitagactor); } 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); 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()) { arc("SoundSect", c.pSoundSect, def->pSoundSect) ("Depth", c.Depth, def->Depth) ("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); } else if (isSWALL()) { arc("flags", c.flags, def->flags) ("depth_fixed", c.depth_fixed, def->depth_fixed) ("stag", c.stag, def->stag) ("ang", c.angle, def->angle) ("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); } 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) ("picnum", c.walltexture, def->walltexture) ("overpicnum", c.overtexture, def->overtexture) ("shade", c.shade, def->shade) ("pal", c.pal, def->pal) ("xrepeat", c.xrepeat, def->xrepeat) ("yrepeat", c.yrepeat, def->yrepeat) ("xpanning", c.xpan_, def->xpan_) ("ypanning", c.ypan_, def->ypan_) ("lotag", c.lotag, def->lotag) ("hitag", c.hitag, def->hitag) ("extra", c.extra, def->extra) ("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; } 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) ("spritesetindex", spritesetindex) ("spriteext", sprext) ("xvel", vel.X) ("yvel", vel.Y) ("zvel", vel.Z) ("viewzoffset", viewzoffset) ("dispicnum", dispicnum); if (arc.isReading()) { spsmooth = {}; backuploc(); } } void SerializeMap(FSerializer& arc) { if (arc.BeginObject("engine")) { arc.Array("statlist", statList, MAXSTATUS) ("sectors", sector, sectorbackup) ("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(); } 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; } inputState.ClearAllInput(); 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; 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; 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); } //========================================================================== // // CCMD load // // Load a saved game. // //========================================================================== UNSAFE_CCMD(load) { if (argv.argc() != 2) { Printf("usage: load \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 [description]\n"); return; } FString fname = G_BuildSaveName(argv[1]); G_SaveGame(fname, argv.argc() > 2 ? argv[2] : argv[1]); }