raze/source/blood/src/loadsave.cpp
Christoph Oelckers ba117554b0 - fixed savegame issues.
Since the code is extremely volatile I changed the setup so that the save is a zip file with the regular snapshot plus all added data as separate entries.
This allows compressing everything properly without savegame breaking interference.

Blood does not yet load its savegames, need to check.
2019-11-14 21:07:43 +01:00

517 lines
16 KiB
C++

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