mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
922 lines
24 KiB
C++
922 lines
24 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 "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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#include "interpolate.h"
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#include "gamefuncs.h"
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#include "render.h"
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#include "hw_sections.h"
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#include "sectorgeometry.h"
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#include "d_net.h"
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#include "ns.h"
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#include "serialize_obj.h"
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#include "games/blood/src/mapstructs.h"
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#include <zlib.h>
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void WriteSavePic(FileWriter* file, int width, int height);
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bool WriteZip(const char* filename, TArray<FString>& filenames, TArray<FCompressedBuffer>& content);
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extern FString savename;
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extern FString BackupSaveGame;
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int SaveVersion;
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void SerializeMap(FSerializer &arc);
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BEGIN_BLD_NS
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FSerializer& Serialize(FSerializer& arc, const char* keyname, XWALL& w, XWALL* def);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, XSECTOR& w, XSECTOR* def);
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END_BLD_NS
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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 SerializeGlobals(FSerializer& arc)
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{
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if (arc.BeginObject("globals"))
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{
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arc("crouch_toggle", crouch_toggle)
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.EndObject();
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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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//=============================================================================
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static void SerializeSession(FSerializer& arc)
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{
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// In Duke we now have reliable sound names.
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if (isDukeEngine()) arc.SetUniqueSoundNames();
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arc.ReadObjects(false);
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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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SerializeGlobals(arc);
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gi->SerializeGameState(arc);
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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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bool ReadSavegame(const char* name)
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{
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auto savereader = FResourceFile::OpenResourceFile(name, true, true);
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if (savereader != nullptr)
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{
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auto lump = savereader->FindLump("info.json");
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if (!lump)
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{
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delete savereader;
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return false;
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}
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auto file = lump->NewReader();
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if (G_ValidateSavegame(file, nullptr, false) <= 0)
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{
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delete savereader;
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return false;
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}
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file.Close();
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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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delete savereader;
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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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delete savereader;
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return false;
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}
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// Load the savegame.
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loadMapBackup(currentLevel->fileName);
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SerializeSession(arc);
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g_nextskill = gi->GetCurrentSkill();
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arc.Close();
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info->Unlock();
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delete savereader;
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ResetStatusBar();
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return true;
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}
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return false;
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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 WriteSavegame(const char* filename, const char *name)
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{
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BufferWriter savepic;
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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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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.OpenWriter(true);
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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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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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// Save the game state
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savegamesession.OpenWriter(save_formatted);
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SerializeSession(savegamesession);
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WriteSavePic(&savepic, 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(&savepic, "Software", buf);
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M_AppendPNGText(&savepic, "Title", name);
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M_AppendPNGText(&savepic, "Current Map", lev->labelName);
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M_FinishPNG(&savepic);
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auto picdata = savepic.GetBuffer();
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FCompressedBuffer bufpng = { picdata->Size(), picdata->Size(), METHOD_STORED, 0, static_cast<unsigned int>(crc32(0, &(*picdata)[0], picdata->Size())), (char*)&(*picdata)[0] };
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TArray<FCompressedBuffer> savegame_content;
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TArray<FString> savegame_filenames;
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savegame_content.Push(bufpng);
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savegame_filenames.Push("savepic.png");
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savegame_content.Push(savegameinfo.GetCompressedOutput());
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savegame_filenames.Push("info.json");
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savegame_content.Push(savegamesession.GetCompressedOutput());
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savegame_filenames.Push("session.json");
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if (WriteZip(filename, savegame_filenames, savegame_content))
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{
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// Check whether the file is ok by trying to open it.
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FResourceFile* test = FResourceFile::OpenResourceFile(filename, true);
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if (test != nullptr)
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{
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delete test;
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return true;
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}
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}
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return false;
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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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SaveVersion = savesig.currentsavever;
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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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#include "build.h"
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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.pos.X, def->pos.X)
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("y", c.pos.Y, def->pos.Y)
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("z", c.pos.Z, def->pos.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.scale.X, def->scale.X)
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("yrepeat", c.scale.Y, def->scale.Y)
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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.sectp)
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("angles", c.Angles, def->Angles)
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("ang", c.intangle, def->intangle)
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("owner", c.intowner, def->intowner)
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("xvel", c.xint, def->xint)
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("yvel", c.yint, def->yint)
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("zvel", c.inittype, def->inittype)
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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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("cstat2", c.cstat2, def->cstat2)
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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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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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("rot", c.rot, def->rot)
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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.renderflags, def->renderflags)
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("alpha", c.alpha, def->alpha)
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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, 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("firstentry", c.firstEntry)
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("lastentry", c.lastEntry)
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#ifndef SECTOR_HACKJOB // can't save these in test mode...
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("ceilingz", c.ceilingz, def->ceilingz)
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("floorz", c.floorz, def->floorz)
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#endif
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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.ceilingxpan_, def->ceilingxpan_)
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("ceilingypanning", c.ceilingypan_, def->ceilingypan_)
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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.floorxpan_, def->floorxpan_)
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("floorypanning", c.floorypan_, def->floorypan_)
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("visibility", c.visibility, def->visibility)
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("fogpal", c.fogpal, def->fogpal)
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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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("portalflags", c.portalflags, def->portalflags)
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("portalnum", c.portalnum, def->portalnum)
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("exflags", c.exflags, def->exflags);
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// Save the extensions only when playing their respective games.
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if (isDukeEngine())
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{
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arc("keyinfo", c.keyinfo, def->keyinfo)
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("shadedsector", c.shadedsector, def->shadedsector)
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("hitagactor", c.hitagactor, def->hitagactor);
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}
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else if (isBlood())
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{
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arc("upperlink", c.upperLink, def->upperLink)
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("lowerlink", c.lowerLink, def->lowerLink)
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("basefloor", c.baseFloor, def->baseFloor)
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("baseCeil", c.baseCeil, def->baseCeil)
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("velfloor", c.velFloor, def->velFloor)
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("velCeil", c.velCeil, def->velCeil)
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("slopwwallofs", c.slopewallofs, def->slopewallofs);
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if (arc.isWriting())
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{
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if (c.hasX())
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{
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BLD_NS::Serialize(arc, "xsector", *c._xs, nullptr);
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}
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}
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else
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{
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if (arc.HasObject("xsector"))
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{
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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);
|
|
}
|
|
|
|
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.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.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)
|
|
("gamesetinput", gamesetinput)
|
|
("allportals", allPortals);
|
|
|
|
SerializeInterpolations(arc);
|
|
|
|
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();
|
|
}
|
|
|
|
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 <filename>\n");
|
|
return;
|
|
}
|
|
if (netgame)
|
|
{
|
|
Printf("cannot load during a network game\n");
|
|
return;
|
|
}
|
|
FString fname = G_BuildSaveName(argv[1]);
|
|
G_LoadGame(fname);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD save
|
|
//
|
|
// Save the current game.
|
|
//
|
|
//==========================================================================
|
|
|
|
UNSAFE_CCMD(save)
|
|
{
|
|
if (argv.argc() < 2 || argv.argc() > 3)
|
|
{
|
|
Printf("usage: save <filename> [description]\n");
|
|
return;
|
|
}
|
|
FString fname = G_BuildSaveName(argv[1]);
|
|
G_SaveGame(fname, argv.argc() > 2 ? argv[2] : argv[1]);
|
|
}
|
|
|
|
|