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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name unit_save.cpp - Save unit. */
//
// (c) Copyright 1998-2008 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <sstream>
#include <iomanip>
#include "stratagus.h"
#include "unit.h"
#include "unittype.h"
#include "unit_manager.h"
#include "player.h"
#include "animation.h"
#include "spells.h"
#include "construct.h"
#include "iolib.h"
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Generate a unit reference, a printable unique string for unit.
*/
std::string UnitReference(const CUnit *unit)
{
std::ostringstream ss;
ss << "U" << std::setfill('0') << std::setw(4) << std::uppercase <<
std::hex << UnitNumber(unit);
return ss.str();
}
/**
** Save an order.
**
** @param order Order who should be saved.
** @param file Output file.
*/
void SaveOrder(const COrder *order, CFile *file)
{
file->printf("{");
switch (order->Action) {
case UnitActionNone:
file->printf("\"action-none\",");
break;
case UnitActionStill:
file->printf("\"action-still\",");
break;
case UnitActionStandGround:
file->printf("\"action-stand-ground\",");
break;
case UnitActionFollow:
file->printf("\"action-follow\",");
break;
case UnitActionMove:
file->printf("\"action-move\",");
break;
case UnitActionAttack:
file->printf("\"action-attack\",");
break;
case UnitActionAttackGround:
file->printf("\"action-attack-ground\",");
break;
case UnitActionDie:
file->printf("\"action-die\",");
break;
case UnitActionSpellCast:
file->printf("\"action-spell-cast\",");
break;
case UnitActionTrain:
file->printf("\"action-train\",");
break;
case UnitActionBuilt:
file->printf("\"action-built\",");
break;
case UnitActionBoard:
file->printf("\"action-board\",");
break;
case UnitActionUnload:
file->printf("\"action-unload\",");
break;
case UnitActionPatrol:
file->printf("\"action-patrol\",");
break;
case UnitActionBuild:
file->printf("\"action-build\",");
break;
case UnitActionRepair:
file->printf("\"action-repair\",");
break;
case UnitActionResource:
file->printf("\"action-resource\",");
break;
default:
DebugPrint("Unknown action in order\n");
}
file->printf(" \"range\", %d,", order->Range);
file->printf(" \"width\", %d,", order->Width);
file->printf(" \"height\", %d,", order->Height);
file->printf(" \"min-range\", %d,", order->MinRange);
if (order->Goal) {
if (order->Goal->Destroyed) {
/* this unit is destroyed so it's not in the global unit
* array - this means it won't be saved!!! */
printf ("FIXME: storing destroyed Goal - loading will fail.\n");
}
file->printf(" \"goal\", \"%s\",", UnitReference(order->Goal).c_str());
}
file->printf(" \"tile\", {%d, %d},", order->X, order->Y);
if (order->Type) {
file->printf(" \"type\", \"%s\",", order->Type->Ident.c_str());
}
// Extra arg.
switch (order->Action) {
case UnitActionPatrol:
file->printf(" \"patrol\", {%d, %d},",
order->Arg1.Patrol.X, order->Arg1.Patrol.Y);
break;
case UnitActionSpellCast:
if (order->Arg1.Spell) {
file->printf(" \"spell\", \"%s\",", order->Arg1.Spell->Ident.c_str());
}
break;
default:
break;
}
file->printf("}");
}
/** Save the progress of the current order to a file.
**
** @param unit Unit pointer to be saved.
** @param file Output file.
**
** Each unit must always have a current order, which is kept in
** unit->Orders[0], and then possibly some other orders that it will
** execute after the current order completes. When the unit begins
** executing an order, it can save additional order-specific data to
** some member of the unit->Data union. For example, the various
** movement orders save a precalculated path in unit->Data.Move.
** While the unit is executing the order, it can then read and update
** this data.
**
** This function saves the appropriate member of unit->Data to the
** specified file. unit->Orders[0]->Action controls which member that
** is.
*/
static void SaveOrderData(const CUnit *unit, CFile *file)
{
int i;
// If the unit has not yet begun executing this order, then
// unit->Data can still contain data from the previous order.
// Do not attempt to save the data in that case, because
// integers in it may be out of range, and pointers in it can
// point to invalid addresses.
//
// HOWEVER... UnitActionBuilt apparently keeps SubAction == 0
// at all times, and StartBuilding which sets UnitActionBuilt
// also initializes unit->Data. So there we must allow 0 too.
if (unit->SubAction == 0 && unit->Orders[0]->Action != UnitActionBuilt)
return;
switch (unit->Orders[0]->Action) {
case UnitActionNone:
case UnitActionStill:
case UnitActionStandGround:
case UnitActionDie:
break;
case UnitActionBuilt:
{
CConstructionFrame *cframe;
int frame;
cframe = unit->Type->Construction->Frames;
frame = 0;
while (cframe != unit->Data.Built.Frame) {
cframe = cframe->Next;
++frame;
}
file->printf(",\n \"data-built\", {");
file->printf("\"progress\", %d, \"frame\", %d,",
unit->Data.Built.Progress, frame);
if (unit->Data.Built.Cancel) {
file->printf(" \"cancel\",");
}
file->printf("}");
break;
}
case UnitActionTrain:
file->printf(",\n \"data-train\", {");
file->printf("\"ticks\", %d, ", unit->Data.Train.Ticks);
file->printf("}");
break;
case UnitActionResource:
/// @bug Should save unit->Data.Move instead,
/// if unit->SubAction == SUB_MOVE_TO_RESOURCE.
/// However, that macro is not visible here.
file->printf(",\n \"data-harvest\", {");
file->printf("\"current-production\", {");
for (i = 0; i < MaxCosts; ++i) {
file->printf("%s%d", (i ? ", " : ""), unit->Data.Harvest.CurrentProduction[i]);
}
file->printf("}}");
break;
case UnitActionFollow:
case UnitActionMove:
case UnitActionAttack:
case UnitActionAttackGround:
case UnitActionSpellCast:
case UnitActionBoard:
case UnitActionUnload:
case UnitActionPatrol:
case UnitActionBuild:
case UnitActionRepair:
file->printf(",\n \"data-move\", {");
if (unit->Data.Move.Fast) {
file->printf("\"fast\", ");
}
if (unit->Data.Move.Length > 0) {
Assert(unit->Data.Move.Length <= MAX_PATH_LENGTH);
file->printf("\"path\", {");
for (i = 0; i < unit->Data.Move.Length; ++i) {
file->printf("%d, ", unit->Data.Move.Path[i]);
}
file->printf("},");
}
file->printf("}");
break;
default:
DebugPrint("Unknown action in order\n");
}
}
/**
** Save the state of a unit to file.
**
** @param unit Unit pointer to be saved.
** @param file Output file.
*/
void SaveUnit(const CUnit *unit, CFile *file)
{
CUnit *uins;
int i;
file->printf("\nUnit(%d, ", UnitNumber(unit));
// 'type and 'player must be first, needed to create the unit slot
file->printf("\"type\", \"%s\", ", unit->Type->Ident.c_str());
if (unit->Seen.Type) {
file->printf("\"seen-type\", \"%s\", ", unit->Seen.Type->Ident.c_str());
}
file->printf("\"player\", %d,\n ", unit->Player->Index);
if (unit->Next) {
file->printf("\"next\", %d, ", UnitNumber(unit->Next));
}
file->printf("\"tile\", {%d, %d}, ", unit->X, unit->Y);
file->printf("\"seen-tile\", {%d, %d}, ", unit->Seen.X, unit->Seen.Y);
file->printf("\"refs\", %lu, ", unit->Refs);
#if 0
// latimerius: why is this so complex?
// JOHNS: An unit can be owned by a new player and have still the old stats
for (i = 0; i < PlayerMax; ++i) {
if (&unit->Type->Stats[i] == unit->Stats) {
file->printf("\"stats\", %d,\n ", i);
break;
}
}
// latimerius: what's the point of storing a pointer value anyway?
if (i == PlayerMax) {
file->printf("\"stats\", \"S%08X\",\n ", (int)unit->Stats);
}
#else
file->printf("\"stats\", %d,\n ", unit->Player->Index);
#endif
file->printf("\"pixel\", {%d, %d}, ", unit->IX, unit->IY);
file->printf("\"seen-pixel\", {%d, %d}, ", unit->Seen.IX, unit->Seen.IY);
file->printf("\"frame\", %d, ", unit->Frame);
if (unit->Seen.Frame != UnitNotSeen) {
file->printf("\"seen\", %d, ", unit->Seen.Frame);
} else {
file->printf("\"not-seen\", ");
}
file->printf("\"direction\", %d,\n ", unit->Direction);
file->printf("\"attacked\", %lu,\n ", unit->Attacked);
file->printf(" \"current-sight-range\", %d,", unit->CurrentSightRange);
if (unit->Burning) {
file->printf(" \"burning\",");
}
if (unit->Destroyed) {
file->printf(" \"destroyed\",");
}
if (unit->Removed) {
file->printf(" \"removed\",");
}
if (unit->Selected) {
file->printf(" \"selected\",");
}
if (unit->RescuedFrom) {
file->printf(" \"rescued-from\", %d,", unit->RescuedFrom->Index);
}
// n0b0dy: How is this useful?
// mr-russ: You can't always load units in order, it saved the information
// so you can load a unit whose Container hasn't been loaded yet.
// SEE unit loading code.
if (unit->Container && unit->Removed) {
file->printf(" \"host-info\", {%d, %d, %d, %d}, ",
unit->Container->X, unit->Container->Y,
unit->Container->Type->TileWidth,
unit->Container->Type->TileHeight);
}
file->printf(" \"seen-by-player\", \"");
for (i = 0; i < PlayerMax; ++i) {
file->printf("%c", (unit->Seen.ByPlayer & (1 << i)) ? 'X' : '_');
}
file->printf("\",\n ");
file->printf(" \"seen-destroyed\", \"");
for (i = 0; i < PlayerMax; ++i) {
file->printf("%c", (unit->Seen.Destroyed & (1 << i)) ? 'X' : '_');
}
file->printf("\",\n ");
if (unit->Constructed) {
file->printf(" \"constructed\",");
}
if (unit->Seen.Constructed) {
file->printf(" \"seen-constructed\",");
}
if (unit->Seen.CFrame) {
CConstructionFrame *cframe = unit->Seen.Type->Construction->Frames;
int frame = 0;
while (cframe != unit->Seen.CFrame) {
cframe = cframe->Next;
++frame;
}
file->printf(" \"seen-cframe\", %d,", frame);
}
file->printf(" \"seen-state\", %d, ", unit->Seen.State);
file->printf("\"ttl\", %lu, ", unit->TTL);
for (i = 0; i < UnitTypeVar.NumberVariable; i++) {
file->printf("\"%s\", {Value = %d, Max = %d, Increase = %d, Enable = %s},\n ",
UnitTypeVar.VariableName[i], unit->Variable[i].Value, unit->Variable[i].Max,
unit->Variable[i].Increase, unit->Variable[i].Enable ? "true" : "false");
}
file->printf("\"group-id\", %d,\n ", unit->GroupId);
file->printf("\"last-group\", %d,\n ", unit->LastGroup);
file->printf("\"resources-held\", {");
for (i = 0; i < MaxCosts; ++i) {
file->printf("%s%d", (i ? ", " : ""), unit->ResourcesHeld[i]);
}
file->printf("},\n ");
file->printf("\"production-efficiency\", %d, ", unit->ProductionEfficiency);
file->printf("\"sub-action\", %d, ", unit->SubAction);
file->printf("\"wait\", %d, ", unit->Wait);
file->printf("\"state\", %d,", unit->State);
file->printf("\"anim-wait\", %d,", unit->Anim.Wait);
for (i = 0; i < NumAnimations; ++i) {
if (AnimationsArray[i] == unit->Anim.CurrAnim) {
file->printf("\"curr-anim\", %d,", i);
// The cast from ptrdiff_t to int will not
// overflow because the array of animation
// frames was converted from a Lua list
// and lua_objlen returns int.
file->printf("\"anim\", %d,",
static_cast<int>(unit->Anim.Anim - unit->Anim.CurrAnim));
break;
}
}
if (unit->Anim.Unbreakable) {
file->printf(" \"unbreakable\",");
}
file->printf("\n \"blink\", %d,", unit->Blink);
if (unit->Moving) {
file->printf(" \"moving\",");
}
if (unit->ReCast) {
file->printf(" \"re-cast\",");
}
if (unit->Boarded) {
file->printf(" \"boarded\",");
}
if (unit->AutoRepair) {
file->printf(" \"auto-repair\",");
}
file->printf(" \"units-boarded-count\", %d,", unit->BoardCount);
if (unit->UnitInside) {
file->printf("\n \"units-contained\", {");
uins = unit->UnitInside->PrevContained;
for (i = unit->InsideCount; i; --i, uins = uins->PrevContained) {
file->printf("\"%s\"", UnitReference(uins).c_str());
if (i > 1) {
file->printf(", ");
}
}
file->printf("},\n ");
}
Assert((unsigned int)unit->OrderCount == unit->Orders.size());
file->printf("\"order-count\", %d,\n ", unit->OrderCount);
file->printf("\"order-flush\", %d,\n ", unit->OrderFlush);
file->printf("\"orders\", {");
for (i = 0; i < unit->OrderCount; ++i) {
file->printf("\n ");
SaveOrder(unit->Orders[i], file);
file->printf(",");
}
file->printf("},\n \"saved-order\", ");
SaveOrder(&unit->SavedOrder, file);
file->printf(",\n \"new-order\", ");
SaveOrder(&unit->NewOrder, file);
//
// Order data part
//
SaveOrderData(unit, file);
if (unit->Goal) {
file->printf(",\n \"goal\", %d", UnitNumber(unit->Goal));
}
if (unit->AutoCastSpell) {
for (i = 0; (unsigned int) i < SpellTypeTable.size(); ++i) {
if (unit->AutoCastSpell[i]) {
file->printf(",\n \"auto-cast\", \"%s\"", SpellTypeTable[i]->Ident.c_str());
}
}
}
file->printf(")\n");
}
/**
** Save state of units to file.
**
** @param file Output file.
*/
void SaveUnits(CFile *file)
{
UnitManager.Save(file);
for (CUnit **table = Units; table < &Units[NumUnits]; ++table) {
SaveUnit(*table, file);
}
}
//@}
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