/* * OpenClonk, http://www.openclonk.org * * Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/ * Copyright (c) 2009-2016, The OpenClonk Team and contributors * * Distributed under the terms of the ISC license; see accompanying file * "COPYING" for details. * * "Clonk" is a registered trademark of Matthes Bender, used with permission. * See accompanying file "TRADEMARK" for details. * * To redistribute this file separately, substitute the full license texts * for the above references. */ // game saving functionality // merely controls what to save when how - actual saving procedures reside in the subclasses // // Game saving is done on the following occasions: // -scenario saving (C4GameSaveScenario) [SyncStateScenario; KeepFiles] // -savegames (C4GameSaveSavegame) [SyncStateSavegame; KeepFiles] // -records (C4GameSaveRecord) [SyncStateSynced; KeepFiles] - initially and while game is running // -network synchronizations (C4GameSaveNetwork) [SyncStateSynced] - in lobby and runtime mode // -network references (C4GameSaveNetReference) [SyncStateScenario] #ifndef INC_C4GameSave #define INC_C4GameSave #include "landscape/C4Scenario.h" #include "c4group/C4Components.h" class C4GameSave { private: C4Scenario rC4S; // local scenario core copy protected: C4Group *pSaveGroup; // group file written to bool fOwnGroup; // whether group file is owned // if set, the game is saved at initial (pre-frame0) state // (lobby-dynamics, initial records and network references) // no runtime data will be saved for initial-state-saves // SafeGame/NoInitialize-core-settings will be kept in its current state for initial saves bool fInitial; // sync state describes what to save enum SyncState { SyncNONE = 0, SyncScenario = 1, // save (eventually static) landscape and objects only to play as a separate scenario later SyncSavegame = 2, // save all runtime data, so the scenario can be continued at a future date SyncSynchronized = 3 // save exact runtime data to be network- or replay-save } Sync; // sync is set by ctor // query functions virtual bool GetSaveRuntimeData() { return !fInitial; } // save exact landscape, players, etc. virtual bool GetKeepTitle() { return !IsExact(); } // whether original, localized title with image and icon shall be deleted virtual bool GetSaveDesc() { return true; } // should WriteDescData be executed in Save()-call? virtual bool GetCopyScenario() { return true; } // return whether the savegame depends on the game scenario file virtual const char *GetSortOrder() { return C4FLS_Scenario; } // return NULL to prevent sorting virtual bool GetCreateSmallFile() { return false; } // return whether file size should be minimized virtual bool GetForceExactLandscape() { return GetSaveRuntimeData() && IsExact(); } // whether exact landscape shall be saved virtual bool GetSaveOrigin() { return false; } // return whether C4S.Head.Origin shall be set virtual bool GetClearOrigin() { return !GetSaveOrigin(); } // return whether C4S.Head.Origin shall be cleared if it's set virtual bool GetSaveUserPlayers() { return IsExact(); } // return whether joined user players shall be saved into SavePlayerInfos virtual bool GetSaveScriptPlayers() { return IsExact(); } // return whether joined script players shall be saved into SavePlayerInfos virtual bool GetSaveUserPlayerFiles() { return IsExact(); } // return whether .ocp files of joined user players shall be put into the scenario virtual bool GetSaveScriptPlayerFiles() { return IsExact(); } // return whether .ocp files of joined script players shall be put into the scenario // savegame specializations virtual void AdjustCore(C4Scenario &rC4S) {} // set specific C4S values virtual bool WriteDesc(StdStrBuf &sBuf) { return true; } // write desc (contents only) virtual bool SaveComponents() { return true; } // save (or remove) custom components for specialization virtual bool OnSaving() { return true; } // callback for special actions to be performed when saving (like, add sync) // query sync level bool IsExact() { return Sync>=SyncSavegame; } // exact save (players, always exact landscape, etc.) bool IsSynced() { return Sync>=SyncSynchronized; } // synchronized // protected constructor C4GameSave(bool fAInitial, SyncState ASync) : pSaveGroup(NULL), fOwnGroup(false), fInitial(fAInitial), Sync(ASync) { } protected: // some desc writing helpers void WriteDescLineFeed(StdStrBuf &sBuf); // append a line break to desc void WriteDescDate(StdStrBuf &sBuf, bool fRecord = false); // append current date to desc buffer void WriteDescGameTime(StdStrBuf &sBuf); // append game time to desc buffer, if it's >0 void WriteDescDefinitions(StdStrBuf &sBuf); // append used definition filenames to desc buffer void WriteDescNetworkClients(StdStrBuf &sBuf); // append current network client list to desc buffer void WriteDescPlayers(StdStrBuf &sBuf, bool fByTeam, int32_t idTeam); // helper func used by WriteDescPlayers: Write all players matching team void WriteDescPlayers(StdStrBuf &sBuf); // append currently participating players to desc buffer void WriteDescLeague(StdStrBuf &sBuf, bool fLeague, const char *strLeagueName); // append league status void WriteDescEngine(StdStrBuf &sBuf); // append engine build private: // saving subcalls bool SaveCreateGroup(const char *szFilename, C4Group &hUseGroup); // create/copy group at target filename bool SaveCore(); // save C4S core bool SaveScenarioSections(); // save scenario sections bool SaveLandscape(); // save current landscape bool SaveRuntimeData(); // save any runtime data public: virtual ~C4GameSave() { Close(); } // dtor: close group bool Save(const char *szFilename); // create group at filename and do actual saving; group is kept open until dtor or Close()-call! bool Save(C4Group &hToGroup, bool fKeepGroup); // save game directly to target group bool SaveDesc(C4Group &hToGroup); // save scenario desc to file bool Close(); // close scenario group C4Group *GetGroup() { return pSaveGroup; } // get scenario saving group; only open between calls to Save() and Close() }; class C4GameSaveScenario : public C4GameSave { public: C4GameSaveScenario(bool fForceExactLandscape, bool fSaveOrigin) : C4GameSave(false, SyncScenario), fForceExactLandscape(fForceExactLandscape), fSaveOrigin(fSaveOrigin) {} // ctor protected: bool fForceExactLandscape; bool fSaveOrigin; virtual bool GetSaveOrigin() { return fSaveOrigin; } virtual bool GetClearOrigin() { return false; } // always keep existing origin virtual bool GetSaveDesc() { return false; } // should WriteDescData be executed in Save()-call? virtual bool GetForceExactLandscape() { return C4GameSave::GetForceExactLandscape() || fForceExactLandscape; } virtual bool GetSaveScriptPlayers() { return true; } // script players are also saved; but user players aren't! virtual bool GetSaveScriptPlayerFiles() { return true; } // script players are also saved; but user players aren't! }; class C4GameSaveSavegame : public C4GameSave { public: C4GameSaveSavegame() : C4GameSave(false, SyncSavegame) {} protected: // savegame specializations virtual bool GetSaveOrigin() { return true; } // origin must be saved in savegames virtual bool GetSaveUserPlayerFiles() { return false; } // user player files are not needed in savegames, because they will be replaced by player files of resuming playerss virtual void AdjustCore(C4Scenario &rC4S); // set specific C4S values virtual bool WriteDesc(StdStrBuf &sBuf); // write savegame desc (contents only) virtual bool SaveComponents(); // custom savegame components (title) virtual bool OnSaving(); // add sync when saving }; class C4GameSaveRecord : public C4GameSave { private: int iNum; // record number bool fLeague; // recording of a league game? bool fCopyScenario; // copy scenario? public: C4GameSaveRecord(bool fAInitial, int iANum, bool fLeague, bool fCopyScenario = true) : C4GameSave(fAInitial, SyncSynchronized), iNum(iANum), fLeague(fLeague), fCopyScenario(fCopyScenario) {} protected: // query functions virtual bool GetSaveDesc() { return false; } // desc is saved by external call when the record is finished virtual bool GetCreateSmallFile() { return true; } // no need to save players complete with portraits virtual bool GetSaveOrigin() { return true; } // origin must be saved to trace language packs, folder local material, etc. for records virtual bool GetCopyScenario() { return fCopyScenario; } // records without copied scenario are a lot smaller can be reconstructed later (used for streaming) // savegame specializations virtual void AdjustCore(C4Scenario &rC4S); // set specific C4S values virtual bool WriteDesc(StdStrBuf &sBuf); // write desc (contents only) - using old-style unchecked string buffers here... virtual bool SaveComponents(); // custom components: PlayerInfos even if fInitial }; class C4GameSaveNetwork : public C4GameSave { public: C4GameSaveNetwork(bool fAInitial) : C4GameSave(fAInitial, SyncSynchronized) {} protected: // query functions virtual bool GetSaveOrigin() { return true; } // clients must know where to get music and localization virtual bool GetKeepTitle() { return false; } // always delete title files (not used in dynamics) virtual bool GetSaveDesc() { return false; } // no desc in dynamics virtual bool GetCreateSmallFile() { return true; }// return whether file size should be minimized virtual bool GetCopyScenario() { return false; } // network dynamics do not base on normal scenario // savegame specializations virtual void AdjustCore(C4Scenario &rC4S); // set specific C4S values }; #endif // INC_C4GameSave