mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-15 23:21:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
556
Code/Combat/savegame.cpp
Normal file
556
Code/Combat/savegame.cpp
Normal file
@@ -0,0 +1,556 @@
|
||||
/*
|
||||
** 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 );
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user