/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. 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SUBSYSTEM: Stars.exe FILE: CampaignSaveGame.cpp AUTHOR: John DiCamillo OVERVIEW ======== CampaignSaveGame contains the logic needed to save and load campaign games in progress. */ #include "MemDebug.h" #include "CampaignSaveGame.h" #include "Campaign.h" #include "Combatant.h" #include "CombatAction.h" #include "CombatEvent.h" #include "CombatGroup.h" #include "CombatUnit.h" #include "CombatZone.h" #include "Galaxy.h" #include "Mission.h" #include "StarSystem.h" #include "Player.h" #include "Game.h" #include "DataLoader.h" #include "ParseUtil.h" #include "FormatUtil.h" static const char* SAVE_DIR = "SaveGame"; // +--------------------------------------------------------------------+ CampaignSaveGame::CampaignSaveGame(Campaign* c) : campaign(c) { } // +--------------------------------------------------------------------+ CampaignSaveGame::~CampaignSaveGame() { } // +--------------------------------------------------------------------+ Text CampaignSaveGame::GetSaveDirectory() { return GetSaveDirectory(Player::GetCurrentPlayer()); } Text CampaignSaveGame::GetSaveDirectory(Player* player) { if (player) { char save_dir[32]; sprintf_s(save_dir, "%s/%02d", SAVE_DIR, player->Identity()); return save_dir; } return SAVE_DIR; } void CampaignSaveGame::CreateSaveDirectory() { HANDLE hDir = CreateFile(SAVE_DIR, 0, 0, 0, OPEN_EXISTING, 0, 0); if (hDir == INVALID_HANDLE_VALUE) CreateDirectory(SAVE_DIR, NULL); else CloseHandle(hDir); hDir = CreateFile(GetSaveDirectory(), 0, 0, 0, OPEN_EXISTING, 0, 0); if (hDir == INVALID_HANDLE_VALUE) CreateDirectory(GetSaveDirectory(), NULL); else CloseHandle(hDir); } // +--------------------------------------------------------------------+ static char multiline[4096]; static char* FormatMultiLine(const char* s) { int i = 4095; char* p = multiline; while (*s && i > 0) { if (*s == '\n') { *p++ = '\\'; *p++ = 'n'; s++; i -= 2; } else if (*s == '"') { *p++ = '\\'; *p++ = '"'; s++; i -= 2; } else { *p++ = *s++; i--; } } *p = 0; return multiline; } static char* ParseMultiLine(const char* s) { int i = 4095; char* p = multiline; while (*s && i > 0) { if (*s == '\\') { s++; if (*s == 'n') { *p++ = '\n'; #pragma warning(suppress: 6269) *s++; i--; } else if (*s == '"') { *p++ = '"'; #pragma warning(suppress: 6269) *s++; i--; } else { *p++ = *s++; i--; } } else { *p++ = *s++; i--; } } *p = 0; return multiline; } void CampaignSaveGame::Load(const char* filename) { Print("-------------------------\nLOADING SAVEGAME (%s).\n", filename); campaign = 0; if (!filename || !filename[0]) return; DataLoader* loader = DataLoader::GetLoader(); bool use_file_sys = loader->IsFileSystemEnabled(); loader->UseFileSystem(true); loader->SetDataPath(GetSaveDirectory() + "/"); BYTE* block; loader->LoadBuffer(filename, block, true); loader->UseFileSystem(use_file_sys); Sleep(10); Parser parser(new(__FILE__,__LINE__) BlockReader((const char*) block)); Term* term = parser.ParseTerm(); if (!term) { Print("ERROR: could not parse save game '%s'\n", filename); loader->SetDataPath(0); return; } else { TermText* file_type = term->isText(); if (!file_type || file_type->value() != "SAVEGAME") { Print("ERROR: invalid save game file '%s'\n", filename); term->print(10); loader->SetDataPath(0); delete term; return; } } int grp_iff = 0; int grp_type = 0; int grp_id = 0; int status = 0; double baseTime = 0; double time = 0; Text unit; Text sitrep; Text orders; do { Sleep(5); delete term; term = 0; term = parser.ParseTerm(); if (term) { TermDef* def = term->isDef(); if (def) { if (def->name()->value() == "campaign") { Text cname; int cid=0; if (def->term()) { if (def->term()->isText()) cname = def->term()->isText()->value(); else if (def->term()->isNumber()) cid = (int) def->term()->isNumber()->value(); } if (!campaign) { List& list = Campaign::GetAllCampaigns(); for (int i = 0; i < list.size() && !campaign; i++) { Campaign* c = list.at(i); if (cname == c->Name() || cid == c->GetCampaignId()) { campaign = c; campaign->Load(); campaign->Prep(); // restore campaign to pristine state loader->SetDataPath(GetSaveDirectory() + "/"); } } } } else if (def->name()->value() == "grp_iff") { GetDefNumber(grp_iff, def, filename); } else if (def->name()->value() == "grp_type") { GetDefNumber(grp_type, def, filename); } else if (def->name()->value() == "grp_id") { GetDefNumber(grp_id, def, filename); } else if (def->name()->value() == "unit") { GetDefText(unit, def, filename); } else if (def->name()->value() == "status") { GetDefNumber(status, def, filename); } else if (def->name()->value() == "basetime") { GetDefNumber(baseTime, def, filename); } else if (def->name()->value() == "time") { GetDefNumber(time, def, filename); } else if (def->name()->value() == "sitrep") { GetDefText(sitrep, def, filename); } else if (def->name()->value() == "orders") { GetDefText(orders, def, filename); } else if (def->name()->value() == "combatant") { if (!def->term() || !def->term()->isStruct()) { ::Print("WARNING: combatant struct missing in '%s/%s'\n", loader->GetDataPath(), filename); } else { TermStruct* val = def->term()->isStruct(); char name[64]; int iff = 0; int score = 0; ZeroMemory(name, sizeof(name)); for (int i = 0; i < val->elements()->size(); i++) { TermDef* pdef = val->elements()->at(i)->isDef(); if (pdef) { if (pdef->name()->value() == "name") GetDefText(name, pdef, filename); else if (pdef->name()->value() == "iff") { GetDefNumber(iff, pdef, filename); } else if (pdef->name()->value() == "score") { GetDefNumber(score, pdef, filename); } } } if (campaign && name[0]) { Combatant* combatant = campaign->GetCombatant(name); if (combatant) { CombatGroup::MergeOrderOfBattle(block, filename, iff, combatant, campaign); combatant->SetScore(score); } else { ::Print("WARNING: could not find combatant '%s' in campaign.\n", name); } } } } else if (def->name()->value() == "event") { if (!def->term() || !def->term()->isStruct()) { ::Print("WARNING: event struct missing in '%s/%s'\n", loader->GetDataPath(), filename); } else { TermStruct* val = def->term()->isStruct(); char type[64]; char source[64]; char region[64]; char title[256]; char file[256]; char image[256]; char scene[256]; char info[4096]; int time = 0; int team = 0; int points = 0; type[0] = 0; info[0] = 0; file[0] = 0; image[0] = 0; scene[0] = 0; title[0] = 0; region[0] = 0; source[0] = 0; for (int i = 0; i < val->elements()->size(); i++) { TermDef* pdef = val->elements()->at(i)->isDef(); if (pdef) { if (pdef->name()->value() == "type") GetDefText(type, pdef, filename); else if (pdef->name()->value() == "source") GetDefText(source, pdef, filename); else if (pdef->name()->value() == "region") GetDefText(region, pdef, filename); else if (pdef->name()->value() == "title") GetDefText(title, pdef, filename); else if (pdef->name()->value() == "file") GetDefText(file, pdef, filename); else if (pdef->name()->value() == "image") GetDefText(image, pdef, filename); else if (pdef->name()->value() == "scene") GetDefText(scene, pdef, filename); else if (pdef->name()->value() == "info") GetDefText(info, pdef, filename); else if (pdef->name()->value() == "time") GetDefNumber(time, pdef, filename); else if (pdef->name()->value() == "team") GetDefNumber(team, pdef, filename); else if (pdef->name()->value() == "points") GetDefNumber(points, pdef, filename); } } if (campaign && type[0]) { loader->SetDataPath(campaign->Path()); CombatEvent* event = new(__FILE__,__LINE__) CombatEvent(campaign, CombatEvent::TypeFromName(type), time, team, CombatEvent::SourceFromName(source), region); if (event) { event->SetTitle(title); event->SetFilename(file); event->SetImageFile(image); event->SetSceneFile(scene); event->Load(); if (info[0]) event->SetInformation(ParseMultiLine(info)); event->SetVisited(true); campaign->GetEvents().append(event); } } } } else if (def->name()->value() == "action") { if (!def->term() || !def->term()->isStruct()) { ::Print("WARNING: action struct missing in '%s/%s'\n", loader->GetDataPath(), filename); } else { TermStruct* val = def->term()->isStruct(); int id = -1; int stat = 0; int count = 0; int after = 0; for (int i = 0; i < val->elements()->size(); i++) { TermDef* pdef = val->elements()->at(i)->isDef(); if (pdef) { if (pdef->name()->value() == "id") GetDefNumber(id, pdef, filename); else if (pdef->name()->value() == "stat") GetDefNumber(stat, pdef, filename); else if (pdef->name()->value() == "count") GetDefNumber(count, pdef, filename); else if (pdef->name()->value().contains("after")) GetDefNumber(after, pdef, filename); } } if (campaign && id >= 0) { ListIter a_iter = campaign->GetActions(); while (++a_iter) { CombatAction* a = a_iter.value(); if (a->Identity() == id) { a->SetStatus(stat); if (count) a->SetCount(count); if (after) a->SetStartAfter(after); break; } } } } } } } } while (term); if (term) { delete term; term = 0; } if (campaign) { campaign->SetSaveGame(true); List& list = Campaign::GetAllCampaigns(); if (status < Campaign::CAMPAIGN_SUCCESS) { campaign->SetStatus(status); if (sitrep.length()) campaign->SetSituation(sitrep); if (orders.length()) campaign->SetOrders(orders); campaign->SetStartTime(baseTime); campaign->SetLoadTime(baseTime + time); campaign->LockoutEvents(3600); campaign->Start(); if (grp_type >= CombatGroup::FLEET && grp_type <= CombatGroup::PRIVATE) { CombatGroup* player_group = campaign->FindGroup(grp_iff, grp_type, grp_id); if (player_group) { CombatUnit* player_unit = 0; if (unit.length()) player_unit = player_group->FindUnit(unit); if (player_unit) campaign->SetPlayerUnit(player_unit); else campaign->SetPlayerGroup(player_group); } } } // failed - restart current campaign: else if (status == Campaign::CAMPAIGN_FAILED) { Print("CampaignSaveGame: Loading FAILED campaign, restarting '%s'\n", campaign->Name()); campaign->Load(); campaign->Prep(); // restore campaign to pristine state campaign->SetSaveGame(false); loader->SetDataPath(GetSaveDirectory() + "/"); } // start next campaign: else if (status == Campaign::CAMPAIGN_SUCCESS) { Print("CampaignSaveGame: Loading COMPLETED campaign '%s', searching for next campaign...\n", campaign->Name()); bool found = false; for (int i = 0; i < list.size() && !found; i++) { Campaign* c = list.at(i); if (c->GetCampaignId() == campaign->GetCampaignId()+1) { campaign = c; campaign->Load(); campaign->Prep(); // restore campaign to pristine state Print("Advanced to campaign %d '%s'\n", campaign->GetCampaignId(), campaign->Name()); loader->SetDataPath(GetSaveDirectory() + "/"); found = true; } } // if no next campaign found, start over from the beginning: for (int i = 0; i < list.size() && !found; i++) { Campaign* c = list.at(i); if (c->IsDynamic()) { campaign = c; campaign->Load(); campaign->Prep(); // restore campaign to pristine state Print("Completed full series, restarting at %d '%s'\n", campaign->GetCampaignId(), campaign->Name()); loader->SetDataPath(GetSaveDirectory() + "/"); found = true; } } } } loader->ReleaseBuffer(block); loader->SetDataPath(0); Print("SAVEGAME LOADED (%s).\n\n", filename); } // +--------------------------------------------------------------------+ void CampaignSaveGame::Save(const char* name) { if (!campaign) return; CreateSaveDirectory(); Text s = GetSaveDirectory() + Text("/") + Text(name); FILE* f; fopen_s(&f, s, "wb"); if (f) { char timestr[32]; FormatDayTime(timestr, campaign->GetTime()); CombatGroup* player_group = campaign->GetPlayerGroup(); CombatUnit* player_unit = campaign->GetPlayerUnit(); fprintf(f, "SAVEGAME\n\n"); fprintf(f, "campaign: \"%s\"\n\n", campaign->Name()); fprintf(f, "grp_iff: %d\n", (int) player_group->GetIFF()); fprintf(f, "grp_type: %d\n", (int) player_group->Type()); fprintf(f, "grp_id: %d\n", (int) player_group->GetID()); if (player_unit) fprintf(f, "unit: \"%s\"\n", player_unit->Name().data()); fprintf(f, "status: %d\n", (int) campaign->GetStatus()); fprintf(f, "basetime: %f\n", campaign->GetStartTime()); fprintf(f, "time: %f // %s\n\n", campaign->GetTime(), timestr); fprintf(f, "sitrep: \"%s\"\n", campaign->Situation()); fprintf(f, "orders: \"%s\"\n\n", campaign->Orders()); ListIter c_iter = campaign->GetCombatants(); while (++c_iter) { Combatant* c = c_iter.value(); fprintf(f, "combatant: {"); fprintf(f, " name:\"%s\",", c->Name()); fprintf(f, " iff:%d,", c->GetIFF()); fprintf(f, " score:%d,", c->Score()); fprintf(f, " }\n"); } fprintf(f, "\n"); ListIter a_iter = campaign->GetActions(); while (++a_iter) { CombatAction* a = a_iter.value(); fprintf(f, "action: { id:%4d, stat:%d", a->Identity(), a->Status()); if (a->Status() == CombatAction::PENDING) { if (a->Count()) fprintf(f, ", count:%d", a->Count()); if (a->StartAfter()) fprintf(f, ", after:%d", a->StartAfter()); } fprintf(f, " }\n"); } fprintf(f, "\n"); ListIter e_iter = campaign->GetEvents(); while (++e_iter) { CombatEvent* e = e_iter.value(); fprintf(f, "event: {"); fprintf(f, " type:%-18s,", e->TypeName()); fprintf(f, " time:0x%08x,", e->Time()); fprintf(f, " team:%d,", e->GetIFF()); fprintf(f, " points:%d,", e->Points()); fprintf(f, " source:\"%s\",", e->SourceName()); fprintf(f, " region:\"%s\",", e->Region()); fprintf(f, " title:\"%s\",", e->Title()); if (e->Filename()) fprintf(f, " file:\"%s\",", e->Filename()); if (e->ImageFile()) fprintf(f, " image:\"%s\",", e->ImageFile()); if (e->SceneFile()) fprintf(f, " scene:\"%s\",", e->SceneFile()); if (!e->Filename() || *e->Filename() == 0) fprintf(f, " info:\"%s\"", FormatMultiLine(e->Information())); fprintf(f, " }\n"); } fprintf(f, "\n// ORDER OF BATTLE:\n\n"); fclose(f); c_iter.reset(); while (++c_iter) { Combatant* c = c_iter.value(); CombatGroup* g = c->GetForce(); CombatGroup::SaveOrderOfBattle(s, g); } } } void CampaignSaveGame::Delete(const char* name) { DeleteFile(GetSaveDirectory() + "/" + name); } void CampaignSaveGame::RemovePlayer(Player* p) { List save_list; Text save_dir = GetSaveDirectory(p) + "/"; DataLoader* loader = DataLoader::GetLoader(); bool use_file_sys = loader->IsFileSystemEnabled(); loader->UseFileSystem(true); loader->SetDataPath(save_dir); loader->ListFiles("*.*", save_list); loader->SetDataPath(0); loader->UseFileSystem(use_file_sys); for (int i = 0; i < save_list.size(); i++) { Text* filename = save_list[i]; DeleteFile(save_dir + filename->data()); } save_list.destroy(); RemoveDirectory(GetSaveDirectory(p)); } // +--------------------------------------------------------------------+ void CampaignSaveGame::SaveAuto() { Save("AutoSave"); } void CampaignSaveGame::LoadAuto() { Load("AutoSave"); } // +--------------------------------------------------------------------+ Text CampaignSaveGame::GetResumeFile() { // check for auto save game: FILE* f; ::fopen_s(&f, GetSaveDirectory() + "/AutoSave", "rb"); if (f) { ::fclose(f); return "AutoSave"; } return Text(); } int CampaignSaveGame::GetSaveGameList(List& save_list) { DataLoader* loader = DataLoader::GetLoader(); bool use_file_sys = loader->IsFileSystemEnabled(); loader->UseFileSystem(true); loader->SetDataPath(GetSaveDirectory() + "/"); loader->ListFiles("*.*", save_list); loader->SetDataPath(0); loader->UseFileSystem(use_file_sys); return save_list.size(); }