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CnC_Renegade/Code/Combat/savegame.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** 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, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/savegame.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 3/07/02 12:05p $*
* *
* $Revision:: 45 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "savegame.h"
#include "definitionmgr.h"
#include "debug.h"
#include "chunkio.h"
#include "ffactory.h"
#include "combatsaveload.h"
#include "physstaticsavesystem.h"
#include "physdynamicsavesystem.h"
#include "audiosaveload.h"
#include "matrix3d.h"
#include "scripts.h"
#include "combat.h"
#include "backgroundmgr.h"
#include "conversationmgr.h"
#include "weathermgr.h"
#include "wwmemlog.h"
#include "translatedb.h"
#include "mapmgr.h"
#include "encyclopediamgr.h"
#include "ffactorylist.h"
#include "mixfile.h"
#include "texturethumbnail.h"
#include "systeminfolog.h"
#include "wwprofile.h"
#include <stdlib.h>
#include "specialbuilds.h"
/*
**
*/
StringClass SaveGameManager::MapFilename;
StringClass SaveGameManager::CurrentGameFilename;
WideStringClass SaveGameManager::Description;
int SaveGameManager::MissionDescriptionID = 0;
const char * SaveGameManager::DefaultDefinitionFilename = "Objects.DDB";
/*
**
*/
enum {
#ifdef BETACLIENT
//
// This CHUNKID_LEVEL_INFO tweaking is temporary, to disallow the aircraft maps
// to be used outside of the beta. The maps distributed with the Beta client must have
// 1011991648 replaced with 1011991650 and 1011991649 replaced with 1011991651.
//
CHUNKID_LEVEL_INFO = 1011991650,
#else
CHUNKID_LEVEL_INFO = 1011991648,
#endif
CHUNKID_LEVEL_DATA,
MICROCHUNKID_MAP_FILENAME = 1,
MICROCHUNKID_MISSION_DESCRIPTION,
MICROCHUNKID_DESCRIPTION,
};
/*
**
*/
void _cdecl SaveGameManager::Save_Game( const char * filename, ... )
{
Debug_Say(( "Save Game %s\n", filename ));
CurrentGameFilename = filename;
FileClass * file = _TheWritingFileFactory->Get_File( filename );
WWASSERT(file);
file->Open(FileClass::WRITE);
ChunkSaveClass csave(file);
csave.Begin_Chunk( CHUNKID_LEVEL_INFO );
WRITE_MICRO_CHUNK_WWSTRING( csave, MICROCHUNKID_MAP_FILENAME, MapFilename );
WRITE_MICRO_CHUNK_WIDESTRING( csave, MICROCHUNKID_DESCRIPTION, Description );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_MISSION_DESCRIPTION, MissionDescriptionID );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_LEVEL_DATA );
_ConversationMgrSaveLoad.Set_Category_To_Save (ConversationMgrClass::CATEGORY_LEVEL);
SaveLoadSystemClass::Save( csave, _CombatSaveLoad );
SaveLoadSystemClass::Save( csave, _ConversationMgrSaveLoad );
SaveLoadSystemClass::Save( csave, _PhysDynamicSaveSystem );
SaveLoadSystemClass::Save( csave, _TheEncyclopediaMgrSaveLoadSubsystem );
SaveLoadSystemClass::Save( csave, _DynamicAudioSaveLoadSubsystem );
SaveLoadSystemClass::Save( csave, _TheMapMgrSaveLoadSubsystem );
va_list arg_list;
va_start( arg_list, filename );
bool done = false;
while ( !done ) {
SaveLoadSubSystemClass * sub_system = va_arg( arg_list, SaveLoadSubSystemClass * );
if ( sub_system != NULL ) {
SaveLoadSystemClass::Save( csave, *sub_system );
} else {
done = true;
}
}
va_end (arg_list);
csave.End_Chunk();
file->Close();
_TheWritingFileFactory->Return_File(file);
}
void SaveGameManager::Pre_Load_Game
(
const char * filename,
StringClass & filename_to_load,
StringClass & lsd_filename
)
{
//
// Get the root name and extension from the filename
//
char root_name[_MAX_FNAME] = { 0 };
char extension[_MAX_EXT] = { 0 };
::_splitpath (filename, NULL, NULL, root_name, extension);
SystemInfoLog::Set_Current_Level(root_name);
filename_to_load = filename;
//
// Reset the search order
//
if (FileFactoryListClass::Get_Instance () != NULL)
{
FileFactoryListClass::Get_Instance ()->Reset_Search_Start();
}
//
// Is this a mix file?
//
if (::strcmpi (extension, ".mix") == 0) {
StringClass thumb_filename(root_name,true);
thumb_filename+=".thu";
ThumbnailManagerClass::Add_Thumbnail_Manager(thumb_filename,filename);
//
// Build the dynamic data filename from mix file's root name
//
filename_to_load.Format ("%s.ldd", root_name);
lsd_filename .Format ("%s.lsd", root_name);
//
// HACK HACK - Put the level 9 mix file first...
//
if ( ::lstrcmpi (filename, "M09.mix") == 0 &&
FileFactoryListClass::Get_Instance () != NULL)
{
FileFactoryListClass::Get_Instance ()->Set_Search_Start(filename);
}
} else if (::strcmpi (extension, ".lsd") == 0) {
lsd_filename = filename;
filename_to_load.Format ("%s.ldd", root_name);
} else {
//
// Dig out the name of the map we'll use with this file
//
StringClass map_name(0,true);
if (Peek_Map_Name (filename, map_name)) {
char mix_root_name[_MAX_FNAME] = { 0 };
::_splitpath ((const char *)map_name, NULL, NULL, mix_root_name, NULL);
//
// Build the mix filename from the map name...
//
StringClass mix_filename(0, true);
lsd_filename.Format ("%s.lsd", mix_root_name);
mix_filename.Format ("%s.mix", mix_root_name);
//
// HACK HACK - Put the level 9 mix file first...
//
if ( ::lstrcmpi (mix_filename, "M09.mix") == 0 &&
FileFactoryListClass::Get_Instance () != NULL)
{
FileFactoryListClass::Get_Instance ()->Set_Search_Start(mix_filename);
}
StringClass thumb_filename(mix_root_name,true);
thumb_filename+=".thu";
ThumbnailManagerClass::Add_Thumbnail_Manager(thumb_filename,mix_filename);
}
}
return ;
}
void SaveGameManager::Load_Game( const char * filename )
{
WWLOG_PREPARE_TIME_AND_MEMORY("Load_Game");
WWMEMLOG(MEM_GAMEDATA);
Debug_Say(( "Load Game %s\n", filename ));
CurrentGameFilename = filename;
FileClass * file = _TheFileFactory->Get_File( filename );
WWASSERT( file );
file->Open( FileClass::READ );
ChunkLoadClass cload(file);
WWLOG_INTERMEDIATE("Open file");
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_LEVEL_INFO:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK_WWSTRING( cload, MICROCHUNKID_MAP_FILENAME, MapFilename );
READ_MICRO_CHUNK( cload, MICROCHUNKID_MISSION_DESCRIPTION, MissionDescriptionID );
READ_MICRO_CHUNK_WIDESTRING( cload, MICROCHUNKID_DESCRIPTION, Description );
default:
Debug_Say(( "Unrecognized Level Info chunkID\n" ));
break;
}
cload.Close_Micro_Chunk();
}
{
// Load level specific Defs
StringClass temp_ddb(MapFilename,true);
WWASSERT( temp_ddb.Get_Length() > 4 );
temp_ddb.Erase( MapFilename.Get_Length()-4, 4 );
temp_ddb += ".ddb";
Load_Definitions(temp_ddb);
}
WWLOG_INTERMEDIATE("Load_Definitions");
// Load the static data
Load_Level();
WWLOG_INTERMEDIATE("Load_Level");
break;
case CHUNKID_LEVEL_DATA:
if (CombatManager::I_Am_Server()) {
SaveLoadSystemClass::Load( cload, false );
}
WWLOG_INTERMEDIATE("Load");
break;
default:
Debug_Say(( "Unrecognized Level chunkID\n" ));
break;
}
cload.Close_Chunk();
}
file->Close();
_TheFileFactory->Return_File(file);
WWLOG_INTERMEDIATE("Rest of the stuff");
}
bool SaveGameManager::Smart_Peek_Description
(
const char * filename,
WideStringClass & description,
WideStringClass & mission_name
)
{
//
// Get the root name and extension from the filename
//
char root_name[_MAX_FNAME] = { 0 };
char extension[_MAX_EXT] = { 0 };
::_splitpath (filename, NULL, NULL, root_name, extension);
StringClass filename_to_load(filename,true);
//
// Is this a mix file?
//
FileFactoryClass * mix_factory = NULL;
if (::strcmpi (extension, ".mix") == 0) {
//
// Configure a mix file factory for this mix file
//
Debug_Say(( "Adding Temp MIX file factory %s\n", filename ));
if ( FileFactoryListClass::Get_Instance() != NULL ) {
mix_factory = new MixFileFactoryClass( filename, _TheFileFactory );
FileFactoryListClass::Get_Instance()->Add_FileFactory( mix_factory, filename );
}
//
// Build the dynamic data filename from mix file's root name
//
filename_to_load.Format ("%s.ldd", root_name);
}
//
// Peek at the information inside this mix file...
//
bool retval = Peek_Description (filename_to_load, description, mission_name);
//
// Remove the temporary mix file factory we added
//
if (mix_factory != NULL) {
FileFactoryListClass::Get_Instance()->Remove_FileFactory(mix_factory);
delete mix_factory;
mix_factory = NULL;
}
return retval;
}
bool SaveGameManager::Peek_Description
(
const char * filename,
WideStringClass & description,
WideStringClass & mission_name
)
{
//
// Open the file as a chunk
//
FileClass * file = _TheFileFactory->Get_File(filename);
WWASSERT(file != NULL);
file->Open(FileClass::READ);
ChunkLoadClass cload(file);
bool retval = false;
int mission_name_id = 0;
StringClass map_filename(0,true);
//
// Loop until we've found the header chunk
//
while (retval == false && cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_LEVEL_INFO:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
//
// Read the header chunks
//
READ_MICRO_CHUNK_WWSTRING( cload, MICROCHUNKID_MAP_FILENAME, map_filename );
READ_MICRO_CHUNK( cload, MICROCHUNKID_MISSION_DESCRIPTION, mission_name_id );
READ_MICRO_CHUNK_WIDESTRING( cload, MICROCHUNKID_DESCRIPTION, description );
}
cload.Close_Micro_Chunk();
}
retval = true;
break;
}
cload.Close_Chunk();
}
//
// Either load the mission name from the translation database
// or simply return the map filename
//
if (mission_name_id == 0) {
mission_name.Convert_From ( map_filename );
WCHAR *extension = ::wcsrchr (mission_name, L'.');
if (extension != NULL) {
extension[0] = 0;
}
} else {
mission_name = TRANSLATE(mission_name_id);
}
//
// Close the file
//
file->Close();
_TheFileFactory->Return_File(file);
return retval;
}
bool SaveGameManager::Peek_Map_Name( const char * filename, StringClass &map_name )
{
//
// Open the file as a chunk
//
FileClass * file = _TheFileFactory->Get_File(filename);
WWASSERT(file != NULL);
file->Open(FileClass::READ);
ChunkLoadClass cload(file);
bool retval = false;
//
// Loop until we've found the header chunk
//
while (retval == false && cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_LEVEL_INFO:
while (retval == false && cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
//
// Read the map name string from chunk
//
case MICROCHUNKID_MAP_FILENAME:
LOAD_MICRO_CHUNK_WWSTRING( cload, map_name );
retval = true;
break;
}
cload.Close_Micro_Chunk();
}
break;
}
cload.Close_Chunk();
}
//
// Close the file
//
file->Close();
_TheFileFactory->Return_File(file);
return retval;
}
/*
**
*/
void SaveGameManager::Save_Level( void )
{
Debug_Say(( "Save Level %s\n", MapFilename ));
Save_Save_Load_System( MapFilename,
&_PhysStaticDataSaveSystem,
&_PhysStaticObjectsSaveSystem,
&_StaticAudioSaveLoadSubsystem,
&_TheBackgroundMgr,
&_TheWeatherMgr,
&_TheMapMgrSaveLoadSubsystem,
NULL );
}
void SaveGameManager::Load_Level( void )
{
Debug_Say(( "Load Level %s\n", MapFilename ));
Load_Save_Load_System( MapFilename, false ); // false = no automatic post load processing (needs to be called explicitly)
}
/*
**
*/
void SaveGameManager::Save_Definitions( const char * filename )
{
Debug_Say(( "Save Definitions %s\n", filename ));
Save_Save_Load_System( filename, &_TheDefinitionMgr, NULL );
}
void SaveGameManager::Load_Definitions( const char * filename )
{
WWMEMLOG(MEM_GAMEDATA);
Debug_Say(( "Load Definitions %s\n", filename ));
Load_Save_Load_System( filename, true ); // true = automatic post load processing
}
/*
**
*/
void _cdecl SaveGameManager::Save_Save_Load_System( const char * filename, ... )
{
FileClass * file = _TheWritingFileFactory->Get_File( filename );
WWASSERT(file);
file->Open(FileClass::WRITE);
ChunkSaveClass csave(file);
va_list arg_list;
va_start( arg_list, filename );
bool done = false;
while ( !done ) {
SaveLoadSubSystemClass * sub_system = va_arg( arg_list, SaveLoadSubSystemClass * );
if ( sub_system != NULL ) {
SaveLoadSystemClass::Save( csave, *sub_system );
} else {
done = true;
}
}
va_end (arg_list);
file->Close();
_TheWritingFileFactory->Return_File(file);
}
void SaveGameManager::Load_Save_Load_System( const char * filename, bool auto_post_load )
{
FileClass * file = _TheFileFactory->Get_File( filename );
if ( file != NULL ) {
file->Open( FileClass::READ );
ChunkLoadClass cload(file);
SaveLoadSystemClass::Load( cload, auto_post_load );
file->Close();
_TheFileFactory->Return_File(file);
} else {
Debug_Say(( "Failed to load file %s\n", filename ));
// WWASSERT( file );
}
}