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saved_game.cpp
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saved_game.cpp
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/**
Some information about savefiles:
A saveile can contain:
* General information (toplevel atributes, [multiplayer])
This is present in all savefiles
* [statistics]
This is present in all savefiles but it's not handled by playcampaign/play_controller/saved_game.
It's handled by savegame.cpp
* [snapshot]
If a savegame was saved during a scenario this contains a snapshot of the game at the point when it was saved.
* [carryover_sides_start]
At start-of-scenrio saves this contains data from the previous scenario that was preserved
* [carryover_sides]
In savefile made during the game, this tag contains data from [carryover_sides_start] that was not used in the current scenario but should be saved for a next scenario
* [replay_start]
A snapshot made very early to replay the game from.
* [replay]
A record of game actions that was made between the creation of [replay_start] and [snapshot].
The following types of savegames are known:
* Start of scenario savefiles
These files only contain general information, statistics, and [carryover_sides_start]
When these saves are loaded, the scenario data is loaded form the game config using the next_scenario attribute from [carryover_sides_start]
* Expanded Start of scenario savefiles
Similar to normal Start-of-scenario savefiles, but the also contain a [scenario] that contains the scenario data.
This type is only used internally and usually doesn't get written to the disk.
* Ingame savefile
These files contain general information, statistics, [snapshot], [replay], [replay_start], [snapshot], [carryover_sides]
These files don't contain a [carryover_sides_start] because both starting points ([replay_start] and [snapshot])
were made after [carryover_sides_start] was merged into the scenario.
* Replay savefiles
Like a Ingame save made during linger mode, but without the [snapshot]
*/
#include "saved_game.hpp"
#include "carryover.hpp"
#include "cursor.hpp"
#include "log.hpp"
#include "game_config_manager.hpp"
#include "generators/map_create.hpp"
#include "statistics.hpp"
#include "serialization/binary_or_text.hpp"
#include "util.hpp"
#include <boost/range/adaptors.hpp>
#include <boost/range/algorithm/copy.hpp>
#include <boost/foreach.hpp>
#include <cassert>
static lg::log_domain log_engine("engine");
#define ERR_NG LOG_STREAM(err, log_engine)
#define WRN_NG LOG_STREAM(warn, log_engine)
#define LOG_NG LOG_STREAM(info, log_engine)
#define DBG_NG LOG_STREAM(debug, log_engine)
saved_game::saved_game()
: has_carryover_expanded_(false)
, carryover_(carryover_info().to_config())
, replay_start_()
, classification_()
, mp_settings_()
, starting_pos_type_(STARTINGPOS_NONE)
, starting_pos_()
, replay_data_()
{
}
saved_game::saved_game(config cfg)
: has_carryover_expanded_(false)
, carryover_()
, replay_start_()
, classification_(cfg)
, mp_settings_()
, starting_pos_type_(STARTINGPOS_NONE)
, starting_pos_()
, replay_data_()
{
set_data(cfg);
}
saved_game::saved_game(const saved_game& state)
: has_carryover_expanded_(state.has_carryover_expanded_)
, carryover_(state.carryover_)
, replay_start_(state.replay_start_)
, classification_(state.classification_)
, mp_settings_(state.mp_settings_)
, starting_pos_type_(state.starting_pos_type_)
, starting_pos_(state.starting_pos_)
, replay_data_(state.replay_data_)
{
}
void saved_game::set_carryover_sides_start(config carryover_sides_start)
{
carryover_.swap(carryover_sides_start);
has_carryover_expanded_ = false;
}
void saved_game::set_random_seed()
{
if(has_carryover_expanded_ || !carryover_["random_seed"].empty())
{
return;
}
carryover_["random_seed"] = rand();
carryover_["random_calls"] = 0;
}
void saved_game::write_config(config_writer& out) const
{
write_general_info(out);
write_starting_pos(out);
if(!this->replay_start_.empty())
{
out.write_child("replay_start", replay_start_);
}
out.open_child("replay");
replay_data_.write(out);
out.close_child("replay");
write_carryover(out);
}
void saved_game::write_starting_pos(config_writer& out) const
{
if(starting_pos_type_ == STARTINGPOS_SNAPSHOT)
{
out.write_child("snapshot", starting_pos_);
}
else if(starting_pos_type_ == STARTINGPOS_SCENARIO)
{
out.write_child("scenario", starting_pos_);
}
}
void saved_game::write_carryover(config_writer& out) const
{
assert(not_corrupt());
out.write_child(has_carryover_expanded_ ? "carryover_sides" : "carryover_sides_start", carryover_);
}
void saved_game::write_general_info(config_writer& out) const
{
out.write(classification_.to_config());
out.write_child("multiplayer", mp_settings_.to_config());
}
void saved_game::set_default_save_id()
{
//Set this default value immideately after reading the scenario is importent because otherwise
//we might endup settings this value to the multiplayer players name, which would break carryover.
//(doing this in at config loading in game_config would be ok too i think.)
const config::attribute_value* carryover_percentage = starting_pos_.get("carryover_percentage");
const config::attribute_value* carryover_add = starting_pos_.get("carryover_add");
BOOST_FOREACH(config& side, starting_pos_.child_range("side"))
{
if(side["save_id"].empty())
{
side["save_id"] = side["id"];
}
if(carryover_percentage && side["carryover_percentage"].empty())
{
side["carryover_percentage"] = *carryover_percentage;
}
if(carryover_add && side["carryover_add"].empty())
{
side["carryover_add"] = *carryover_add;
}
}
}
void saved_game::expand_scenario()
{
if(this->starting_pos_type_ == STARTINGPOS_NONE && !has_carryover_expanded_)
{
game_config_manager::get()->load_game_config_for_game(this->classification());
const config& game_config = game_config_manager::get()->game_config();
const config& scenario = game_config.find_child(lexical_cast_default<std::string>
(classification().campaign_type == game_classification::SCENARIO ?
game_classification::MULTIPLAYER : classification().campaign_type),
"id", carryover_["next_scenario"]);
if(scenario)
{
this->starting_pos_type_ = STARTINGPOS_SCENARIO;
this->starting_pos_ = scenario;
// A hash has to be generated using an unmodified scenario data.
mp_settings_.hash = scenario.hash();
update_label();
set_default_save_id();
}
else
{
this->starting_pos_type_ = STARTINGPOS_INVALID;
this->starting_pos_ = config();
}
}
}
//helper objects for saved_game::expand_mp_events()
struct modevents_entry
{
modevents_entry(const std::string& _type, const std::string& _id) : type(_type), id(_id) {}
std::string type;
std::string id;
};
struct modevents_entry_for
{
//this typedef is used by boost.
typedef modevents_entry result_type;
modevents_entry_for(const std::string& type ) : type_(type) {}
modevents_entry operator()(const std::string& id) const
{
return modevents_entry(type_, id);
}
private:
std::string type_;
};
// Gets the ids of the mp_era and modifications which were set to be active, then fetches these configs from the game_config and copies their [event] and [lua] to the starting_pos_.
// At this time, also collect the addon_id attributes which appeared in them and put this list in the addon_ids attribute of the mp_settings.
void saved_game::expand_mp_events()
{
expand_scenario();
if(this->starting_pos_type_ == STARTINGPOS_SCENARIO && !this->starting_pos_["has_mod_events"].to_bool(false))
{
std::vector<modevents_entry> mods;
std::vector<std::string> addon_ids;
boost::copy( mp_settings_.active_mods
| boost::adaptors::transformed(modevents_entry_for("modification"))
, std::back_inserter(mods) );
if(mp_settings_.mp_era != "") //We don't want the error message below if there is no era (= if this is a sp game)
{ mods.push_back(modevents_entry("era", mp_settings_.mp_era)); }
BOOST_FOREACH(modevents_entry& mod, mods)
{
if(const config& cfg = game_config_manager::get()->
game_config().find_child(mod.type, "id", mod.id))
{
// Note the addon_id
if (cfg.has_attribute("addon_id") && !cfg["addon_id"].empty()) {
addon_ids.push_back(cfg["addon_id"].str());
}
// Copy events
BOOST_FOREACH(const config& modevent, cfg.child_range("event"))
{
this->starting_pos_.add_child("event", modevent);
}
// Copy lua
BOOST_FOREACH(const config& modlua, cfg.child_range("lua"))
{
this->starting_pos_.add_child("lua", modlua);
}
}
else
{
//TODO: A user message instead?
ERR_NG << "Couldn't find [" << mod.type<< "] with id=" << mod.id <<std::endl;
}
}
mp_settings_.addon_ids = addon_ids;
this->starting_pos_["has_mod_events"] = true;
}
}
void saved_game::expand_mp_options()
{
if(starting_pos_type_ == STARTINGPOS_SCENARIO && !has_carryover_expanded_)
{
std::vector<modevents_entry> mods;
boost::copy( mp_settings_.active_mods
| boost::adaptors::transformed(modevents_entry_for("modification"))
, std::back_inserter(mods) );
mods.push_back(modevents_entry("era", mp_settings_.mp_era));
mods.push_back(modevents_entry("multiplayer", get_scenario_id()));
config& variables = carryover_.child_or_add("variables");
BOOST_FOREACH(modevents_entry& mod, mods)
{
if(const config& cfg = this->mp_settings().options.find_child(mod.type, "id", mod.id))
{
BOOST_FOREACH(const config& option, cfg.child_range("option"))
{
variables[option["id"]] = option["value"];
}
}
else
{
LOG_NG << "Couldn't find [" << mod.type<< "] with id=" << mod.id << " for [option]s" << std::endl;
}
}
}
}
void saved_game::expand_random_scenario()
{
expand_scenario();
if(this->starting_pos_type_ == STARTINGPOS_SCENARIO)
{
// If the entire scenario should be randomly generated
if(!starting_pos_["scenario_generation"].empty())
{
LOG_NG << "randomly generating scenario...\n";
const cursor::setter cursor_setter(cursor::WAIT);
config scenario_new = random_generate_scenario(starting_pos_["scenario_generation"],
starting_pos_.child("generator"));
//Preserve "story" form the scenario toplevel.
BOOST_FOREACH(config& story, starting_pos_.child_range("story"))
{
scenario_new.add_child("story", story);
}
scenario_new["id"] = starting_pos_["id"];
starting_pos_ = scenario_new;
update_label();
set_default_save_id();
}
//it looks like we support a map= where map=filename equals more or less map_data={filename}
if(starting_pos_["map_data"].empty() && !starting_pos_["map"].empty()) {
starting_pos_["map_data"] = filesystem::read_map(starting_pos_["map"]);
}
// If the map should be randomly generated
// We don’t want that we accidentally to this twice so we check for starting_pos_["map_data"].empty()
if(starting_pos_["map_data"].empty() && !starting_pos_["map_generation"].empty()) {
LOG_NG << "randomly generating map...\n";
const cursor::setter cursor_setter(cursor::WAIT);
starting_pos_["map_data"] = random_generate_map(
starting_pos_["map_generation"], starting_pos_.child("generator"));
}
}
}
void saved_game::expand_carryover()
{
expand_scenario();
if(this->starting_pos_type_ == STARTINGPOS_SCENARIO && !has_carryover_expanded_)
{
carryover_info sides(carryover_);
sides.transfer_to(get_starting_pos());
BOOST_FOREACH(config& side_cfg, get_starting_pos().child_range("side"))
{
sides.transfer_all_to(side_cfg);
}
carryover_ = sides.to_config();
has_carryover_expanded_ = true;
}
}
bool saved_game::valid()
{
return this->starting_pos_type_ != STARTINGPOS_INVALID;
}
config& saved_game::set_snapshot(config snapshot)
{
this->starting_pos_type_ = STARTINGPOS_SNAPSHOT;
this->starting_pos_.swap(snapshot);
return this->starting_pos_;
}
void saved_game::set_scenario(config scenario)
{
this->starting_pos_type_ = STARTINGPOS_SCENARIO;
this->starting_pos_.swap(scenario);
has_carryover_expanded_ = false;
update_label();
}
void saved_game::remove_snapshot()
{
this->starting_pos_type_ = STARTINGPOS_NONE;
this->starting_pos_ = config();
}
config& saved_game::get_starting_pos()
{
return starting_pos_;
}
const config& saved_game::get_replay_starting_pos()
{
if(!replay_start_.empty())
{
return replay_start_;
}
if(!has_carryover_expanded_)
{
//Try to load the scenario form game config or from [scenario] if there is no [replay_start]
expand_scenario();
expand_carryover();
}
if(starting_pos_type_ == STARTINGPOS_SCENARIO)
{
return starting_pos_;
}
return this->replay_start_.child("some_non_existet_invalid");
}
void saved_game::convert_to_start_save()
{
assert(starting_pos_type_ == STARTINGPOS_SNAPSHOT);
carryover_info sides(starting_pos_, true);
sides.merge_old_carryover(carryover_info(carryover_));
sides.rng().rotate_random();
carryover_ = sides.to_config();
has_carryover_expanded_ = false;
replay_data_ = replay_recorder_base();
replay_start_ = config();
remove_snapshot();
}
config saved_game::to_config() const
{
//TODO: remove this code dublication with write_... functions.
config r = classification_.to_config();
if(!this->replay_start_.empty())
{
r.add_child("replay_start", replay_start_);
}
replay_data_.write(r.add_child("replay"));
if(starting_pos_type_ == STARTINGPOS_SNAPSHOT)
{
r.add_child("snapshot", starting_pos_);
}
else if(starting_pos_type_ == STARTINGPOS_SCENARIO)
{
r.add_child("scenario", starting_pos_);
}
r.add_child(has_carryover_expanded_ ? "carryover_sides" : "carryover_sides_start" , carryover_);
r.add_child("multiplayer", mp_settings_.to_config());
return r;
}
std::string saved_game::get_scenario_id()
{
std::string scenario_id;
if(this->starting_pos_type_ == STARTINGPOS_SNAPSHOT
|| this->starting_pos_type_ == STARTINGPOS_SCENARIO)
{
scenario_id = starting_pos_["id"].str();
}
else if(!has_carryover_expanded_)
{
scenario_id = carryover_["next_scenario"].str();
}
else
{
assert(!"cannot figure out scenario_id");
throw "assertion ingnored";
}
return scenario_id == "null" ? "" : scenario_id;
}
bool saved_game::not_corrupt() const
{
return true;
}
void saved_game::update_label()
{
if (classification().abbrev.empty())
classification().label = starting_pos_["name"].str();
else {
classification().label = classification().abbrev + "-" + starting_pos_["name"];
}
}
void saved_game::cancel_orders()
{
BOOST_FOREACH(config &side, this->starting_pos_.child_range("side"))
{
// for humans "goto_x/y" is used for multi-turn-moves
// for the ai "goto_x/y" is a way for wml to order the ai to move a unit to a certain place.
// we want to cancel human order but not to break wml.
if (side["controller"] != "human" && side["controller"] != "network") continue;
BOOST_FOREACH(config &unit, side.child_range("unit"))
{
unit["goto_x"] = -999;
unit["goto_y"] = -999;
}
}
}
void saved_game::unify_controllers()
{
BOOST_FOREACH(config &side, this->starting_pos_.child_range("side"))
{
if (side["controller"] == "network")
side["controller"] = "human";
if (side["controller"] == "network_ai")
side["controller"] = "ai";
}
}
saved_game& saved_game::operator=(saved_game other)
{
this->swap(other);
return *this;
}
void saved_game::swap(saved_game& other)
{
carryover_.swap(other.carryover_);
std::swap(classification_, other.classification_);
std::swap(has_carryover_expanded_, other.has_carryover_expanded_);
std::swap(mp_settings_, other.mp_settings_);
replay_data_.swap(other.replay_data_);
replay_start_.swap(other.replay_start_);
starting_pos_.swap(other.starting_pos_);
std::swap(starting_pos_type_, other.starting_pos_type_);
}
void saved_game::set_data(config& cfg)
{
log_scope("read_game");
if(config & caryover_sides = cfg.child("carryover_sides"))
{
carryover_.swap(caryover_sides);
has_carryover_expanded_ = true;
}
else if(config & caryover_sides_start = cfg.child("carryover_sides_start"))
{
carryover_.swap(caryover_sides_start);
has_carryover_expanded_ = false;
}
else
{
carryover_ = config();
has_carryover_expanded_ = false;
}
if(config & replay_start = cfg.child("replay_start"))
{
replay_start_.swap(replay_start);
}
else
{
replay_start_ = config();
}
replay_data_ = replay_recorder_base();
//Serversided replays can contain multiple [replay]
BOOST_FOREACH(config& replay, cfg.child_range("replay"))
{
replay_data_.append_config(replay);
}
replay_data_.set_to_end();
if(config& snapshot = cfg.child("snapshot"))
{
this->starting_pos_type_ = STARTINGPOS_SNAPSHOT;
this->starting_pos_.swap(snapshot);
}
else if(config& scenario = cfg.child("scenario"))
{
this->starting_pos_type_ = STARTINGPOS_SCENARIO;
this->starting_pos_.swap(scenario);
}
else
{
this->starting_pos_type_ = STARTINGPOS_NONE;
this->starting_pos_ = config();
}
LOG_NG << "scenario: '" << carryover_["next_scenario"].str() << "'\n";
if (const config &stats = cfg.child("statistics")) {
statistics::fresh_stats();
statistics::read_stats(stats);
}
classification_ = game_classification(cfg);
mp_settings_ = mp_game_settings(cfg.child_or_empty("multiplayer"));
cfg.clear();
}