raze/source/core/savegamehelp.cpp
2023-12-17 12:48:03 +01:00

964 lines
25 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 "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 "coreplayer.h"
#include <miniz.h>
#include "buildtiles.h"
#include "fs_findfile.h"
#include "resourcefile.h"
void WriteSavePic(FileWriter* file, int width, int height);
extern bool crouch_toggle;
extern FString savename;
extern FString BackupSaveGame;
int SaveVersion;
void SerializeMap(FSerializer &arc);
bool WriteZip(const char* filename, const FileSys::FCompressedBuffer* content, size_t contentcount);
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)
{
// Only Exhumed still depends in indexed sounds.
if (!isExhumed()) 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 = FileSys::FResourceFile::OpenResourceFile(name, true);
if (savereader != nullptr)
{
auto lump = savereader->FindEntry("info.json");
if (lump < 0)
{
delete savereader;
return false;
}
auto file = savereader->GetEntryReader(lump);
if (G_ValidateSavegame(file, nullptr, false) <= 0)
{
delete savereader;
return false;
}
file.Close();
auto info = savereader->FindEntry("session.json");
if (info < 0)
{
delete savereader;
return false;
}
auto data = savereader->Read(info);
FRazeSerializer arc;
if (!arc.OpenReader(data.string(), data.size()))
{
delete savereader;
return false;
}
// Load the savegame.
loadMapBackup(currentLevel->fileName.GetChars());
SerializeSession(arc);
g_nextskill = gi->GetCurrentSkill();
arc.Close();
delete savereader;
// this can only be done after the load is complete
for (auto pl : PlayerArray)
{
pl->resetCameraAngles();
}
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.
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;
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.GetChars())
.AddString("Map Label", lev->labelName.GetChars())
.AddString("Map Time", timeStr.GetChars());
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.
}
}
// 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.GetChars());
M_FinishPNG(&savepic);
auto picdata = savepic.GetBuffer();
FileSys::FCompressedBuffer bufpng = { picdata->size(), picdata->size(), FileSys::METHOD_STORED, static_cast<unsigned int>(crc32(0, &(*picdata)[0], picdata->size())), (char*)&(*picdata)[0] };
TArray<FileSys::FCompressedBuffer> savegame_content;
TArray<FString> 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");
for (unsigned i = 0; i < savegame_content.Size(); i++)
savegame_content[i].filename = savegame_filenames[i].GetChars();
if (WriteZip(filename, savegame_content.Data(), savegame_content.Size()))
{
// 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.GetChars());
// If the map does not exist, check if it's a user map.
if (!curLevel)
{
curLevel = AllocateMap();
if (!formenu)
{
curLevel->name = "";
curLevel->SetFileName(filename.GetChars());
}
}
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.GetChars(), mapgrp.GetChars(), 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("pos", c.pos, def->pos)
("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)
("repeat", c.scale, def->scale)
("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.lockinfo, def->lockinfo)
("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("pos", c.pos, def->pos)
("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)
("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 DCorePlayer::Serialize(FSerializer& arc)
{
Super::Serialize(arc);
arc("pnum", pnum)
("actor", actor)
("actions", cmd.ucmd.actions)
("viewangles", ViewAngles)
("yawspin", YawSpin)
//("cmd", cmd)
//("lastcmd", lastcmd)
;
if (arc.isReading())
{
cmd.ucmd.actions &= SB_CENTERVIEW|SB_CROUCH; // these are the only bits we need to preserve.
}
}
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)
("vel", vel)
("viewzoffset", viewzoffset)
("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)
.Array("players",PlayerArray, MAXPLAYERS)
("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;
}
DoLoadGame(savename.GetChars());
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.GetChars(), true).GetChars());
}
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).GetChars());
readableTime = myasctime();
FStringf SaveTitle("Autosave %s", readableTime);
nextautosave = (nextautosave + 1) % count;
G_DoSaveGame(false, false, Filename.GetChars(), SaveTitle.GetChars());
}
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).GetChars());
readableTime = myasctime();
FStringf SaveTitle("Quicksave %s", readableTime);
nextquicksave = (nextquicksave + 1) % count;
G_SaveGame(Filename.GetChars(), SaveTitle.GetChars());
}
//==========================================================================
//
// 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.GetChars());
}
//==========================================================================
//
// 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.GetChars(), argv.argc() > 2 ? argv[2] : argv[1]);
}