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path: root/StarsEx/CampaignSaveGame.cpp
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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    CampaignSaveGame contains the logic needed to save and load
    campaign games in progress.
*/

#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 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<Campaign>& 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
                            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<CombatAction> 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<Campaign>& 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: %Lf\n",       campaign->GetStartTime());
        fprintf(f, "time:     %Lf // %s\n\n",
        campaign->GetTime(),
        timestr);

        fprintf(f, "sitrep:   \"%s\"\n",    campaign->Situation());
        fprintf(f, "orders:   \"%s\"\n\n",  campaign->Orders());

        ListIter<Combatant> 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<CombatAction> 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<CombatEvent> 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<Text> 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<Text>& 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();
}