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817fa8aba3
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
780 lines
21 KiB
C++
780 lines
21 KiB
C++
/*
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** savegame.cpp
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**
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** common savegame utilities for all front ends.
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OFf
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "compositesaveame.h"
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#include "savegamehelp.h"
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#include "gstrings.h"
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#include "i_specialpaths.h"
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#include "cmdlib.h"
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#include "filesystem.h"
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#include "statistics.h"
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#include "secrets.h"
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#include "quotemgr.h"
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#include "mapinfo.h"
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#include "v_video.h"
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#include "gamecontrol.h"
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#include "m_argv.h"
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#include "serializer.h"
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#include "version.h"
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#include "raze_music.h"
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#include "raze_sound.h"
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#include "gamestruct.h"
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#include "automap.h"
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#include "statusbar.h"
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#include "gamestate.h"
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#include "razemenu.h"
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sectortype sectorbackup[MAXSECTORS];
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walltype wallbackup[MAXWALLS];
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static CompositeSavegameWriter savewriter;
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static FResourceFile *savereader;
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void WriteSavePic(FileWriter* file, int width, int height);
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extern FString BackupSaveGame;
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void SerializeMap(FSerializer &arc);
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FixedBitArray<MAXSPRITES> activeSprites;
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CVAR(String, cl_savedir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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//=============================================================================
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//
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//
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//
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//=============================================================================
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static void SerializeSession(FSerializer& arc)
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{
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SerializeMap(arc);
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SerializeStatistics(arc);
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SECRET_Serialize(arc);
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Mus_Serialize(arc);
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quoteMgr.Serialize(arc);
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S_SerializeSounds(arc);
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SerializeAutomap(arc);
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SerializeHud(arc);
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}
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//=============================================================================
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//
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// This is for keeping my sanity while working with the horrible mess
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// that is the savegame code in Duke Nukem.
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// Without handling this in global variables it is a losing proposition
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// to save custom data along with the regular snapshot. :(
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// With this the savegame code can mostly pretend to load from and write
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// to files while really using a composite archive.
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//
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// All global non-game dependent state is also saved right here for convenience.
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//
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//=============================================================================
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bool OpenSaveGameForRead(const char *name)
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{
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if (savereader) delete savereader;
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savereader = FResourceFile::OpenResourceFile(name, true, true);
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if (savereader != nullptr)
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{
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auto file = ReadSavegameChunk("info.json");
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if (!file.isOpen())
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{
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FinishSavegameRead();
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delete savereader;
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return false;
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}
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if (G_ValidateSavegame(file, nullptr, false) <= 0)
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{
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FinishSavegameRead();
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delete savereader;
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return false;
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}
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FResourceLump* info = savereader->FindLump("session.json");
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if (info == nullptr)
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{
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return false;
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}
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void* data = info->Lock();
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FSerializer arc;
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if (!arc.OpenReader((const char*)data, info->LumpSize))
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{
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info->Unlock();
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return false;
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}
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info->Unlock();
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// Load system-side data from savegames.
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loadMapBackup(currentLevel->fileName);
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SerializeSession(arc);
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gi->SerializeGameState(arc);
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}
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return savereader != nullptr;
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}
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FileWriter *WriteSavegameChunk(const char *name)
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{
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return &savewriter.NewElement(name);
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}
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void AddCompressedSavegameChunk(const char* name, FCompressedBuffer& buffer)
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{
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savewriter.AddCompressedElement(name, buffer);
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}
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FileReader ReadSavegameChunk(const char *name)
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{
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if (!savereader) return FileReader();
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auto lump = savereader->FindLump(name);
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if (!lump) return FileReader();
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return lump->NewReader();
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}
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bool FinishSavegameWrite()
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{
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return savewriter.WriteToFile();
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}
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void FinishSavegameRead()
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{
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delete savereader;
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savereader = nullptr;
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}
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CVAR(Bool, save_formatted, false, 0) // should be set to false once the conversion is done
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//=============================================================================
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//
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// Creates the savegame and writes all cross-game content.
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//
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//=============================================================================
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bool OpenSaveGameForWrite(const char* filename, const char *name)
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{
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savewriter.Clear();
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savewriter.SetFileName(filename);
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FSerializer savegameinfo; // this is for displayable info about the savegame.
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FSerializer savegamesession; // saved game session settings.
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FSerializer savegameengine; // saved play state.
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savegameinfo.OpenWriter(true);
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savegameengine.OpenWriter(save_formatted);
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char buf[100];
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mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString());
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auto savesig = gi->GetSaveSig();
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auto gs = gi->getStats();
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FStringf timeStr("%02d:%02d", gs.timesecnd / 60, gs.timesecnd % 60);
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auto lev = currentLevel;
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savegameinfo.AddString("Software", buf)
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("Save Version", savesig.currentsavever)
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.AddString("Engine", savesig.savesig)
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.AddString("Game Resource", fileSystem.GetResourceFileName(1))
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.AddString("Map Name", lev->DisplayName())
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.AddString("Creation Time", myasctime())
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.AddString("Title", name)
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.AddString("Map File", lev->fileName)
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.AddString("Map Label", lev->labelName)
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.AddString("Map Time", timeStr);
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const char *fn = currentLevel->fileName;
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if (*fn == '/') fn++;
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if (strncmp(fn, "file://", 7) != 0) // this only has meaning for non-usermaps
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{
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auto fileno = fileSystem.FindFile(fn);
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auto mapfile = fileSystem.GetFileContainer(fileno);
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auto mapcname = fileSystem.GetResourceFileName(mapfile);
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if (mapcname) savegameinfo.AddString("Map Resource", mapcname);
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else
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{
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savewriter.Clear();
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return false; // this should never happen. Saving on a map that isn't present is impossible.
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}
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}
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auto buff = savegameinfo.GetCompressedOutput();
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AddCompressedSavegameChunk("info.json", buff);
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// Handle system-side modules that need to persist data in savegames here, in a central place.
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savegamesession.OpenWriter(save_formatted);
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SerializeSession(savegamesession);
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gi->SerializeGameState(savegamesession);
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buff = savegamesession.GetCompressedOutput();
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AddCompressedSavegameChunk("session.json", buff);
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auto picfile = WriteSavegameChunk("savepic.png");
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WriteSavePic(picfile, 240, 180);
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mysnprintf(buf, countof(buf), GAMENAME " %s", GetVersionString());
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// put some basic info into the PNG so that this isn't lost when the image gets extracted.
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M_AppendPNGText(picfile, "Software", buf);
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M_AppendPNGText(picfile, "Title", name);
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M_AppendPNGText(picfile, "Current Map", lev->labelName);
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M_FinishPNG(picfile);
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return true;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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static bool CheckSingleFile (const char *name, bool &printRequires, bool printwarn)
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{
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if (name == NULL)
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{
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return true;
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}
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if (strncmp(name, "file://", 7) == 0)
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{
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return FileExists(name + 7); // User maps must be present to be validated.
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}
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if (fileSystem.CheckIfResourceFileLoaded(name) < 0)
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{
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if (printwarn)
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{
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if (!printRequires)
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{
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Printf ("%s:\n%s", GStrings("TXT_SAVEGAMENEEDS"), name);
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}
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else
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{
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Printf (", %s", name);
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}
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}
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printRequires = true;
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return false;
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}
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return true;
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}
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//=============================================================================
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//
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// Return false if not all the needed wads have been loaded.
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//
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//=============================================================================
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static bool G_CheckSaveGameWads (const char *gamegrp, const char *mapgrp, bool printwarn)
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{
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bool printRequires = false;
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CheckSingleFile (gamegrp, printRequires, printwarn);
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CheckSingleFile (mapgrp, printRequires, printwarn);
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if (printRequires)
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{
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if (printwarn)
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{
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Printf ("\n");
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}
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return false;
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}
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return true;
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}
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//=============================================================================
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//
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// Checks if the savegame is valid. Gets a reader to the included info.json
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// Returns 1 if valid, 0 if invalid and -1 if old and -2 if content missing
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//
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//=============================================================================
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int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu)
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{
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auto data = fr.Read();
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FSerializer arc;
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if (!arc.OpenReader((const char*)data.Data(), data.Size()))
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{
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return -2;
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}
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int savever;
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FString engine, gamegrp, mapgrp, title, filename, label;
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arc("Save Version", savever)
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("Engine", engine)
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("Game Resource", gamegrp)
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("Map Resource", mapgrp)
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("Title", title)
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("Map Label", label)
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("Map File", filename);
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auto savesig = gi->GetSaveSig();
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if (savetitle) *savetitle = title;
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if (engine.Compare(savesig.savesig) != 0 || savever > savesig.currentsavever)
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{
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// different engine or newer version:
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// not our business. Leave it alone.
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return 0;
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}
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MapRecord *curLevel = FindMapByName(label);
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// If the map does not exist, check if it's a user map.
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if (!curLevel)
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{
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curLevel = AllocateMap();
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if (!formenu)
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{
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curLevel->name = "";
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curLevel->SetFileName(filename);
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}
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}
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if (!curLevel) return 0;
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if (!formenu) currentLevel = curLevel;
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if (savever < savesig.minsavever)
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{
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// old, incompatible savegame. List as not usable.
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return -1;
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}
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else
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{
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auto ggfn = ExtractFileBase(fileSystem.GetResourceFileName(1), true);
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if (gamegrp.CompareNoCase(ggfn) == 0)
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{
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return G_CheckSaveGameWads(gamegrp, mapgrp, false) ? 1 : -2;
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}
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else
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{
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// different game. Skip this.
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return 0;
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}
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}
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return 0;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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FString G_BuildSaveName (const char *prefix)
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{
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FString name;
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bool usefilter;
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if (const char *const dir = Args->CheckValue("-savedir"))
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{
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name = dir;
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usefilter = false;
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}
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else
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{
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name = **cl_savedir ? cl_savedir : M_GetSavegamesPath();
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usefilter = true;
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}
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const size_t len = name.Len();
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if (len > 0)
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{
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name.Substitute("\\", "/");
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if (name[len - 1] != '/')
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name << '/';
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}
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if (usefilter)
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name << LumpFilter << '/';
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CreatePath(name);
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name << prefix;
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if (!strchr(prefix, '.')) name << SAVEGAME_EXT; // only add an extension if the prefix doesn't have one already.
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name = NicePath(name);
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name.Substitute("\\", "/");
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return name;
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}
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#include "build.h"
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#include "mmulti.h"
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static const int magic = 0xbeefcafe;
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void WriteMagic(FileWriter *fw)
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{
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fw->Write(&magic, 4);
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}
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void CheckMagic(FileReader& fr)
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{
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int m = 0;
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fr.Read(&m, 4);
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assert(m == magic);
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#ifndef _DEBUG
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if (m != magic) I_Error("Savegame corrupt");
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#endif
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}
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#define V(x) x
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static spritetype zsp;
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static spriteext_t zspx;
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FSerializer &Serialize(FSerializer &arc, const char *key, spritetype &c, spritetype *def)
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{
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def = &zsp; // always delta against 0
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if (arc.BeginObject(key))
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{
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arc("x", c.x, def->x)
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("y", c.y, def->y)
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("z", c.z, def->z)
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("cstat", c.cstat, def->cstat)
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("picnum", c.picnum, def->picnum)
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("shade", c.shade, def->shade)
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("pal", c.pal, def->pal)
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("clipdist", c.clipdist, def->clipdist)
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("blend", c.blend, def->blend)
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("xrepeat", c.xrepeat, def->xrepeat)
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("yrepeat", c.yrepeat, def->yrepeat)
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("xoffset", c.xoffset, def->xoffset)
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("yoffset", c.yoffset, def->yoffset)
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("statnum", c.statnum)
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("sectnum", c.sectnum)
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("ang", c.ang, def->ang)
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("owner", c.owner, def->owner)
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("xvel", c.xvel, def->xvel)
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("yvel", c.yvel, def->yvel)
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("zvel", c.zvel, def->zvel)
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("lotag", c.lotag, def->lotag)
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("hitag", c.hitag, def->hitag)
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("extra", c.extra, def->extra)
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("detail", c.detail, def->detail)
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.EndObject();
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* key, spriteext_t& c, spriteext_t* def)
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{
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if (arc.isWriting() && c.mdanimtims)
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{
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c.mdanimtims -= mdtims;
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if (c.mdanimtims == 0) c.mdanimtims++;
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}
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def = &zspx; // always delta against 0
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if (arc.BeginObject(key))
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{
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arc("mdanimtims", c.mdanimtims, def->mdanimtims)
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("mdanimcur", c.mdanimcur, def->mdanimcur)
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("angoff", c.angoff, def->angoff)
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("pitch", c.pitch, def->pitch)
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("roll", c.roll, def->roll)
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("pivot_offset", c.pivot_offset, def->pivot_offset)
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("position_offset", c.position_offset, def->position_offset)
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("flags", c.flags, def->flags)
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("alpha", c.alpha, def->alpha)
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.EndObject();
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}
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if (c.mdanimtims) c.mdanimtims += mdtims;
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return arc;
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}
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FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectortype *def)
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{
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if (arc.BeginObject(key))
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{
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arc("wallptr", c.wallptr, def->wallptr)
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("wallnum", c.wallnum, def->wallnum)
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("ceilingz", c.ceilingz, def->ceilingz)
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("floorz", c.floorz, def->floorz)
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("ceilingstat", c.ceilingstat, def->ceilingstat)
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("floorstat", c.floorstat, def->floorstat)
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("ceilingpicnum", c.ceilingpicnum, def->ceilingpicnum)
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("ceilingheinum", c.ceilingheinum, def->ceilingheinum)
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("ceilingshade", c.ceilingshade, def->ceilingshade)
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("ceilingpal", c.ceilingpal, def->ceilingpal)
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("ceilingxpanning", c.ceilingxpanning, def->ceilingxpanning)
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("ceilingypanning", c.ceilingypanning, def->ceilingypanning)
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("floorpicnum", c.floorpicnum, def->floorpicnum)
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("floorheinum", c.floorheinum, def->floorheinum)
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("floorshade", c.floorshade, def->floorshade)
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("floorpal", c.floorpal, def->floorpal)
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("floorxpanning", c.floorxpanning, def->floorxpanning)
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("floorypanning", c.floorypanning, def->floorypanning)
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("visibility", c.visibility, def->visibility)
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|
("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)
|
|
{
|
|
// create a map of all used sprites so that we can use that elsewhere to only save what's needed.
|
|
activeSprites.Zero();
|
|
if (arc.isWriting())
|
|
{
|
|
for (int i=0; i<MAXSPRITES;i++)
|
|
{
|
|
if (sprite[i].statnum != MAXSTATUS)
|
|
{
|
|
activeSprites.Set(i);
|
|
}
|
|
}
|
|
// simplify the data a bit for better compression.
|
|
for (int i = 0; i < MAXSPRITES; i++)
|
|
{
|
|
if (nextspritestat[i] == i + 1) nextspritestat[i] = -2;
|
|
if (nextspritesect[i] == i + 1) nextspritesect[i] = -2;
|
|
if (prevspritestat[i] == i - 1) prevspritestat[i] = -2;
|
|
if (prevspritesect[i] == i - 1) prevspritesect[i] = -2;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
memset(sprite, 0, sizeof(sprite[0]) * MAXSPRITES);
|
|
initspritelists();
|
|
zsp = sprite[0];
|
|
}
|
|
|
|
if (arc.BeginObject("engine"))
|
|
{
|
|
arc.SerializeMemory("activesprites", activeSprites.Storage(), activeSprites.StorageSize())
|
|
.SparseArray("sprites", sprite, MAXSPRITES, activeSprites)
|
|
.SparseArray("spriteext", spriteext, MAXSPRITES, activeSprites)
|
|
("numsectors", numsectors)
|
|
.Array("sectors", sector, sectorbackup, numsectors)
|
|
("numwalls", numwalls)
|
|
.Array("walls", wall, wallbackup, numwalls)
|
|
.Array("headspritestat", headspritestat, MAXSTATUS + 1)
|
|
.Array("nextspritestat", nextspritestat, MAXSPRITES)
|
|
.Array("prevspritestat", prevspritestat, MAXSPRITES)
|
|
.Array("headspritesect", headspritesect, MAXSECTORS + 1)
|
|
.Array("nextspritesect", nextspritesect, MAXSPRITES)
|
|
.Array("prevspritesect", prevspritesect, MAXSPRITES)
|
|
|
|
("tailspritefree", tailspritefree)
|
|
("myconnectindex", myconnectindex)
|
|
("connecthead", connecthead)
|
|
.Array("connectpoint2", connectpoint2, countof(connectpoint2))
|
|
("randomseed", randomseed)
|
|
("numshades", numshades) // is this really needed?
|
|
("visibility", g_visibility)
|
|
("parallaxtype", parallaxtype)
|
|
("parallaxvisibility", parallaxvisibility)
|
|
("parallaxyo", parallaxyoffs_override)
|
|
("parallaxys", parallaxyscale_override)
|
|
("pskybits", pskybits_override)
|
|
("numsprites", Numsprites);
|
|
|
|
if (arc.BeginArray("picanm")) // write this in the most compact form available.
|
|
{
|
|
for (int i = 0; i < MAXTILES; i++)
|
|
{
|
|
arc(nullptr, picanm[i].sf)
|
|
(nullptr, picanm[i].extra);
|
|
}
|
|
arc.EndArray();
|
|
}
|
|
|
|
arc.EndObject();
|
|
}
|
|
|
|
|
|
// Undo the simplification.
|
|
for (int i = 0; i < MAXSPRITES; i++)
|
|
{
|
|
if (nextspritestat[i] == -2) nextspritestat[i] = i + 1;
|
|
if (nextspritesect[i] == -2) nextspritesect[i] = i + 1;
|
|
if (prevspritestat[i] == -2) prevspritestat[i] = i - 1;
|
|
if (prevspritesect[i] == -2) prevspritesect[i] = i - 1;
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
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);
|
|
}
|
|
|
|
|