| 1 | /* |
| 2 | * LegacyClonk |
| 3 | * |
| 4 | * Copyright (c) RedWolf Design |
| 5 | * Copyright (c) 2004, Sven2 |
| 6 | * Copyright (c) 2017-2020, The LegacyClonk Team and contributors |
| 7 | * |
| 8 | * Distributed under the terms of the ISC license; see accompanying file |
| 9 | * "COPYING" for details. |
| 10 | * |
| 11 | * "Clonk" is a registered trademark of Matthes Bender, used with permission. |
| 12 | * See accompanying file "TRADEMARK" for details. |
| 13 | * |
| 14 | * To redistribute this file separately, substitute the full license texts |
| 15 | * for the above references. |
| 16 | */ |
| 17 | |
| 18 | // game saving functionality |
| 19 | // merely controls what to save when how - actual saving procedures reside in the subclasses |
| 20 | // |
| 21 | // Game saving is done on the following occasions: |
| 22 | // -scenario saving (C4GameSaveScenario) [SyncStateScenario; KeepFiles] |
| 23 | // -savegames (C4GameSaveSavegame) [SyncStateSavegame; KeepFiles] |
| 24 | // -records (C4GameSaveRecord) [SyncStateSynced; KeepFiles] - initially and while game is running |
| 25 | // -network synchronizations (C4GameSaveNetwork) [SyncStateSynced] - in lobby and runtime mode |
| 26 | // -network references (C4GameSaveNetReference) [SyncStateScenario] |
| 27 | |
| 28 | #pragma once |
| 29 | |
| 30 | #include <C4Scenario.h> |
| 31 | #include <C4Group.h> |
| 32 | #include <C4Components.h> |
| 33 | |
| 34 | class C4GameSave |
| 35 | { |
| 36 | private: |
| 37 | C4Scenario rC4S; // local scenario core copy |
| 38 | |
| 39 | protected: |
| 40 | C4Group *pSaveGroup; // group file written to |
| 41 | bool fOwnGroup; // whether group file is owned |
| 42 | |
| 43 | // if set, the game is saved at initial (pre-frame0) state |
| 44 | // (lobby-dynamics, initial records and network references) |
| 45 | // no runtime data will be saved for initial-state-saves |
| 46 | // SafeGame/NoInitialize-core-settings will be kept in its current state for initial saves |
| 47 | bool fInitial; |
| 48 | |
| 49 | // sync state describes what to save |
| 50 | enum SyncState |
| 51 | { |
| 52 | SyncNONE = 0, |
| 53 | SyncScenario = 1, // save (eventually static) landscape and objects only to play as a separate scenario later |
| 54 | SyncSavegame = 2, // save all runtime data, so the scenario can be continued at a future date |
| 55 | SyncSynchronized = 3, // save exact runtime data to be network- or replay-save |
| 56 | } Sync; // sync is set by ctor |
| 57 | |
| 58 | // query functions |
| 59 | virtual bool GetSaveRuntimeData() { return !fInitial; } // save exact landscape, players, etc. |
| 60 | virtual bool GetKeepTitle() { return !IsExact(); } // whether original, localized title with image and icon shall be deleted |
| 61 | virtual bool GetSaveDesc() { return true; } // should WriteDescData be executed in Save()-call? |
| 62 | virtual bool GetCopyScenario() { return true; } // return whether the savegame depends on the game scenario file |
| 63 | virtual const char *GetSortOrder() { return C4FLS_Scenario; } // return nullptr to prevent sorting |
| 64 | virtual bool GetCreateSmallFile() { return false; } // return whether file size should be minimized |
| 65 | virtual bool GetForceExactLandscape() { return GetSaveRuntimeData() && IsExact(); } // whether exact landscape shall be saved |
| 66 | virtual bool GetSaveOrigin() { return false; } // return whether C4S.Head.Origin shall be set |
| 67 | virtual bool GetClearOrigin() { return !GetSaveOrigin(); } // return whether C4S.Head.Origin shall be cleared if it's set |
| 68 | virtual bool GetSaveUserPlayers() { return IsExact(); } // return whether joined user players shall be saved into SavePlayerInfos |
| 69 | virtual bool GetSaveScriptPlayers() { return IsExact(); } // return whether joined script players shall be saved into SavePlayerInfos |
| 70 | virtual bool GetSaveUserPlayerFiles() { return IsExact(); } // return whether .c4p files of joined user players shall be put into the scenario |
| 71 | virtual bool GetSaveScriptPlayerFiles() { return IsExact(); } // return whether .c4p files of joined script players shall be put into the scenario |
| 72 | |
| 73 | // savegame specializations |
| 74 | virtual void AdjustCore(C4Scenario &rC4S) {} // set specific C4S values |
| 75 | virtual bool WriteDesc(std::string &desc) { return true; } // write desc (contents only) |
| 76 | virtual bool SaveComponents() { return true; } // save (or remove) custom components for specialization |
| 77 | virtual bool OnSaving() { return true; } // callback for special actions to be performed when saving (like, add sync) |
| 78 | |
| 79 | // query sync level |
| 80 | bool IsExact() { return Sync >= SyncSavegame; } // exact save (players, always exact landscape, etc.) |
| 81 | bool IsSynced() { return Sync >= SyncSynchronized; } // synchronized |
| 82 | |
| 83 | // protected constructor |
| 84 | C4GameSave(bool fAInitial, SyncState ASync) : pSaveGroup(nullptr), fOwnGroup(false), fInitial(fAInitial), Sync(ASync) {} |
| 85 | |
| 86 | protected: |
| 87 | // some desc writing helpers |
| 88 | void WriteDescLineFeed(std::string &desc); // append a line break to desc |
| 89 | void WriteDescDate(std::string &desc, bool fRecord = false); // append current date to desc buffer |
| 90 | void WriteDescGameTime(std::string &desc); // append game time to desc buffer, if it's >0 |
| 91 | void WriteDescDefinitions(std::string &desc); // append used definition filenames to desc buffer |
| 92 | void WriteDescNetworkClients(std::string &desc); // append current network client list to desc buffer |
| 93 | void WriteDescPlayers(std::string &desc, bool fByTeam, int32_t idTeam); // helper func used by WriteDescPlayers: Write all players matching team |
| 94 | void WriteDescPlayers(std::string &desc); // append currently participating players to desc buffer |
| 95 | void WriteDescLeague(std::string &desc, bool fLeague, const char *strLeagueName); // append league status |
| 96 | void WriteDescEngine(std::string &desc); // append engine build |
| 97 | |
| 98 | private: |
| 99 | // saving subcalls |
| 100 | bool SaveCreateGroup(const char *szFilename, C4Group &hUseGroup); // create/copy group at target filename |
| 101 | bool SaveCore(); // save C4S core |
| 102 | bool SaveScenarioSections(); // save scenario sections |
| 103 | bool SaveLandscape(); // save current landscape |
| 104 | bool SaveRuntimeData(); // save any runtime data |
| 105 | |
| 106 | public: |
| 107 | virtual ~C4GameSave() { Close(); } // dtor: close group |
| 108 | |
| 109 | bool Save(const char *szFilename); // create group at filename and do actual saving; group is kept open until dtor or Close()-call! |
| 110 | bool Save(C4Group &hToGroup, bool fKeepGroup); // save game directly to target group |
| 111 | bool SaveDesc(C4Group &hToGroup); // save scenario desc to file |
| 112 | bool Close(); // close scenario group |
| 113 | |
| 114 | C4Group *GetGroup() { return pSaveGroup; } // get scenario saving group; only open between calls to Save() and Close() |
| 115 | }; |
| 116 | |
| 117 | class C4GameSaveScenario : public C4GameSave |
| 118 | { |
| 119 | public: |
| 120 | C4GameSaveScenario(bool fForceExactLandscape, bool fSaveOrigin) : C4GameSave(false, SyncScenario), fForceExactLandscape(fForceExactLandscape), fSaveOrigin(fSaveOrigin) {} |
| 121 | |
| 122 | protected: |
| 123 | bool fForceExactLandscape; |
| 124 | bool fSaveOrigin; |
| 125 | virtual bool GetSaveOrigin() override { return fSaveOrigin; } |
| 126 | virtual bool GetClearOrigin() override { return false; } // always keep existing origin |
| 127 | virtual bool GetSaveDesc() override { return false; } // should WriteDescData be executed in Save()-call? |
| 128 | virtual bool GetForceExactLandscape() override { return C4GameSave::GetForceExactLandscape() || fForceExactLandscape; } |
| 129 | virtual bool GetSaveScriptPlayers() override { return true; } // script players are also saved; but user players aren't! |
| 130 | virtual bool GetSaveScriptPlayerFiles() override { return true; } // script players are also saved; but user players aren't! |
| 131 | }; |
| 132 | |
| 133 | class C4GameSaveSavegame : public C4GameSave |
| 134 | { |
| 135 | public: |
| 136 | C4GameSaveSavegame() : C4GameSave(false, SyncSavegame) {} |
| 137 | |
| 138 | protected: |
| 139 | // savegame specializations |
| 140 | virtual bool GetSaveOrigin() override { return true; } // origin must be saved in savegames |
| 141 | virtual bool GetSaveUserPlayerFiles() override { return false; } // user player files are not needed in savegames, because they will be replaced by player files of resuming playerss |
| 142 | virtual void AdjustCore(C4Scenario &rC4S) override; // set specific C4S values |
| 143 | virtual bool WriteDesc(std::string &desc) override; // write savegame desc (contents only) |
| 144 | virtual bool SaveComponents() override; // custom savegame components (title) |
| 145 | virtual bool OnSaving() override; // add sync when saving |
| 146 | }; |
| 147 | |
| 148 | class C4GameSaveRecord : public C4GameSave |
| 149 | { |
| 150 | private: |
| 151 | int iNum; // record number |
| 152 | bool fLeague; // recording of a league game? |
| 153 | bool fCopyScenario; // copy scenario? |
| 154 | |
| 155 | public: |
| 156 | C4GameSaveRecord(bool fAInitial, int iANum, bool fLeague, bool fCopyScenario = true) |
| 157 | : C4GameSave(fAInitial, SyncSynchronized), iNum(iANum), fLeague(fLeague), fCopyScenario(fCopyScenario) {} |
| 158 | |
| 159 | protected: |
| 160 | // query functions |
| 161 | virtual bool GetSaveDesc() override { return false; } // desc is saved by external call when the record is finished |
| 162 | virtual bool GetCreateSmallFile() override { return true; } // no need to save players complete with portraits |
| 163 | virtual bool GetSaveOrigin() override { return true; } // origin must be saved to trace language packs, folder local material, etc. for records |
| 164 | |
| 165 | virtual bool GetCopyScenario() override { return fCopyScenario; } // records without copied scenario are a lot smaller can be reconstructed later (used for streaming) |
| 166 | |
| 167 | // savegame specializations |
| 168 | virtual void AdjustCore(C4Scenario &rC4S) override; // set specific C4S values |
| 169 | virtual bool WriteDesc(std::string &desc) override; // write desc (contents only) - using old-style unchecked string buffers here... |
| 170 | virtual bool SaveComponents() override; // custom components: PlayerInfos even if fInitial |
| 171 | }; |
| 172 | |
| 173 | class C4GameSaveNetwork : public C4GameSave |
| 174 | { |
| 175 | public: |
| 176 | C4GameSaveNetwork(bool fAInitial) : C4GameSave(fAInitial, SyncSynchronized) {} |
| 177 | |
| 178 | protected: |
| 179 | // query functions |
| 180 | virtual bool GetSaveOrigin() override { return true; } // clients must know where to get music and localization |
| 181 | virtual bool GetKeepTitle() override { return false; } // always delete title files (not used in dynamics) |
| 182 | virtual bool GetSaveDesc() override { return false; } // no desc in dynamics |
| 183 | virtual bool GetCreateSmallFile() override { return true; } // return whether file size should be minimized |
| 184 | |
| 185 | virtual bool GetCopyScenario() override { return false; } // network dynamics do not base on normal scenario |
| 186 | // savegame specializations |
| 187 | virtual void AdjustCore(C4Scenario &rC4S) override; // set specific C4S values |
| 188 | }; |
| 189 | |