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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 );
- }
- }
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