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gamesave.cpp
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gamesave.cpp
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#include "game.h"
#include "output.h"
#include "skill.h"
#include "line.h"
#include "computer.h"
#include "options.h"
#include "auto_pickup.h"
#include "mapbuffer.h"
#include "debug.h"
#include "map.h"
#include "output.h"
#include "item_factory.h"
#include "artifact.h"
#include "overmapbuffer.h"
#include "trap.h"
#include "mapdata.h"
#include "translations.h"
#include <map>
#include <set>
#include <algorithm>
#include <string>
#include <fstream>
#include <sstream>
#include <math.h>
#include <vector>
#include "debug.h"
#include "artifactdata.h"
#include "weather.h"
const int savegame_version = 4;
////
int savegame_loading_version = savegame_version;
/*
* Save to opened character.sav
*/
void game::serialize(std::ofstream & fout) {
/*
* save format version. If an alteration is made that breaks saves, please bump this version and
* make a new copy in serialize_load.
*/
/*
* Format version -current-: Interim format. Still resembles a hairball, but it's at least a multi-line hairball;
* Data is segmented for readabilty, stability, and gradual conversion into something closer to sanity.
*/
// Header
fout << "# version " << savegame_version << std::endl;
// First, write out basic game state information.
fout << int(turn) << " " << int(last_target) << " " << int(run_mode) << " " <<
mostseen << " " << nextinv << " " << next_npc_id << " " <<
next_faction_id << " " << next_mission_id << " " << int(nextspawn) << std::endl;
// future weather (for now)
fout << save_weather();
fout << std::endl;
// current map coordinates
fout << levx << " " << levy << " " << levz << " " << cur_om->pos().x <<
" " << cur_om->pos().y << " " << std::endl;
// Next, the scent map.
for (int i = 0; i < SEEX * MAPSIZE; i++) {
for (int j = 0; j < SEEY * MAPSIZE; j++) {
fout << grscent[i][j] << " ";
}
}
// Now save all monsters.
fout << std::endl << num_zombies() << std::endl;
for (int i = 0; i < num_zombies(); i++) {
fout << _z[i].save_info() << std::endl;
fout << _z[i].inv.size() << std::endl;
for( std::vector<item>::iterator it = _z[i].inv.begin(); it != _z[i].inv.end(); ++it ) {
fout << it->save_info() << std::endl;
}
}
for (int i = 0; i < num_monsters; i++) { // Save the kill counts, too.
fout << kills[i] << " ";
}
fout << std::endl;
// And finally the player.
fout << u.save_info() << std::endl;
fout << std::endl;
////////
}
/*
* Properly reuse a stringstream object for line by line parsing
*/
inline std::stringstream & stream_line(std::ifstream & f, std::stringstream & s, std::string & buf) {
s.clear();
s.str("");
getline(f, buf);
s.str(buf);
return s;
}
/*
* Convenience macro for the above
*/
#define parseline() stream_line(fin,linein,linebuf)
/*
* Parse an open .sav file.
*/
void game::unserialize(std::ifstream & fin) {
if ( fin.peek() == '#' ) {
std::string vline;
getline(fin, vline);
std::string tmphash, tmpver;
int savedver=-1;
std::stringstream vliness(vline);
vliness >> tmphash >> tmpver >> savedver;
if ( tmpver == "version" && savedver != -1 ) {
savegame_loading_version = savedver;
}
}
switch (savegame_loading_version) {
default: {
/*
* Format version 3: Temporary format. Still resembles a hairball, but it's at least a multi-line hairball;
* Data is segmented for readabilty, stability, and gradual conversion into something closer to sanity.
*/
std::string linebuf;
std::stringstream linein;
int tmpturn, tmpspawn, tmprun, tmptar, comx, comy;
parseline() >> tmpturn >> tmptar >> tmprun >> mostseen >> nextinv >> next_npc_id >>
next_faction_id >> next_mission_id >> tmpspawn;
getline(fin, linebuf);
load_weather(linebuf);
parseline() >> levx >> levy >> levz >> comx >> comy;
turn = tmpturn;
nextspawn = tmpspawn;
cur_om = &overmap_buffer.get(this, comx, comy);
m.load(this, levx, levy, levz);
run_mode = tmprun;
if (OPTIONS["SAFEMODE"] && run_mode == 0) {
run_mode = 1;
}
autosafemode = OPTIONS["AUTOSAFEMODE"];
last_target = tmptar;
// Next, the scent map.
parseline();
for (int i = 0; i < SEEX *MAPSIZE; i++) {
for (int j = 0; j < SEEY * MAPSIZE; j++) {
linein >> grscent[i][j];
}
}
// Now the number of monsters...
int nummon;
parseline() >> nummon;
// ... and the data on each one.
std::string data;
clear_zombies();
monster montmp;
int num_items;
for (int i = 0; i < nummon; i++)
{
getline(fin, data);
montmp.load_info(data, &mtypes);
fin >> num_items;
// Chomp the endline after number of items.
getline( fin, data );
for (int i = 0; i < num_items; i++) {
getline( fin, data );
montmp.inv.push_back( item( data, this ) );
}
add_zombie(montmp);
}
// And the kill counts;
parseline();
int kk;
for (kk = 0; kk < num_monsters && !linein.eof(); kk++) {
linein >> kills[kk];
}
if ( kk != num_monsters ) {
debugmsg("Warning, number of monsters changed from %d to %d", kk+1, num_monsters );
}
// Finally, the data on the player.
getline(fin, data);
u.load_info(this, data);
u.load_memorial_file( fin );
// And the player's inventory...
u.inv.load_invlet_cache( fin );
char item_place;
std::string itemdata;
// We need a temporary vector of items. Otherwise, when we encounter an item
// which is contained in another item, the auto-sort/stacking behavior of the
// player's inventory may cause the contained item to be misplaced.
std::list<item> tmpinv;
while (!fin.eof()) {
fin >> item_place;
if (!fin.eof()) {
getline(fin, itemdata);
if ( item_place == 'I' || item_place == 'C' || item_place == 'W' ||
item_place == 'S' || item_place == 'w' || item_place == 'c' ) {
item tmpitem(itemdata, this);
if (item_place == 'I') {
tmpinv.push_back(tmpitem);
} else if (item_place == 'C') {
tmpinv.back().contents.push_back(tmpitem);
} else if (item_place == 'W') {
u.worn.push_back(tmpitem);
} else if (item_place == 'S') {
u.worn.back().contents.push_back(tmpitem);
} else if (item_place == 'w') {
u.weapon = tmpitem;
} else if (item_place == 'c') {
u.weapon.contents.push_back(tmpitem);
}
}
}
}
// Now dump tmpinv into the player's inventory
u.inv.add_stack(tmpinv);
////////
} break;
case 0: {
// todo: make savegame_legacy.cpp?
/*
original 'structure', which globs game/weather/location & killcount/player data onto the same lines.
*/
int tmpturn, tmpspawn, tmprun, tmptar, comx, comy;
fin >> tmpturn >> tmptar >> tmprun >> mostseen >> nextinv >> next_npc_id >>
next_faction_id >> next_mission_id >> tmpspawn;
load_weather(fin);
fin >> levx >> levy >> levz >> comx >> comy;
turn = tmpturn;
nextspawn = tmpspawn;
cur_om = &overmap_buffer.get(this, comx, comy);
m.load(this, levx, levy, levz);
run_mode = tmprun;
if (OPTIONS["SAFEMODE"] && run_mode == 0)
run_mode = 1;
autosafemode = OPTIONS["AUTOSAFEMODE"];
last_target = tmptar;
// Next, the scent map.
for (int i = 0; i < SEEX * MAPSIZE; i++) {
for (int j = 0; j < SEEY * MAPSIZE; j++)
fin >> grscent[i][j];
}
// Now the number of monsters...
int nummon;
fin >> nummon;
// ... and the data on each one.
std::string data;
clear_zombies();
monster montmp;
char junk;
int num_items;
if (fin.peek() == '\n')
fin.get(junk); // Chomp that pesky endline
for (int i = 0; i < nummon; i++) {
getline(fin, data);
montmp.load_info(data, &mtypes);
fin >> num_items;
// Chomp the endline after number of items.
getline( fin, data );
for (int i = 0; i < num_items; i++) {
getline( fin, data );
montmp.inv.push_back( item( data, this ) );
}
add_zombie(montmp);
}
// And the kill counts;
if (fin.peek() == '\n')
fin.get(junk); // Chomp that pesky endline
for (int i = 0; i < num_monsters; i++)
fin >> kills[i];
// Finally, the data on the player.
if (fin.peek() == '\n')
fin.get(junk); // Chomp that pesky endline
getline(fin, data);
u.load_info(this, data);
// And the player's inventory...
u.inv.load_invlet_cache( fin );
char item_place;
std::string itemdata;
// We need a temporary vector of items. Otherwise, when we encounter an item
// which is contained in another item, the auto-sort/stacking behavior of the
// player's inventory may cause the contained item to be misplaced.
std::list<item> tmpinv;
while (!fin.eof()) {
fin >> item_place;
if (!fin.eof()) {
getline(fin, itemdata);
if ( item_place == 'I' || item_place == 'C' || item_place == 'W' || item_place == 'S' || item_place == 'w' || item_place == 'c' ) {
item tmpitem(itemdata, this);
if (item_place == 'I') {
tmpinv.push_back(tmpitem);
} else if (item_place == 'C') {
tmpinv.back().contents.push_back(tmpitem);
} else if (item_place == 'W') {
u.worn.push_back(tmpitem);
} else if (item_place == 'S') {
u.worn.back().contents.push_back(tmpitem);
} else if (item_place == 'w') {
u.weapon = tmpitem;
} else if (item_place == 'c') {
u.weapon.contents.push_back(tmpitem);
}
}
}
}
// Now dump tmpinv into the player's inventory
u.inv.add_stack(tmpinv);
///////////////////////////////////// legacy save
} break;
}
}