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