TombEngine/TombEngine/Game/savegame.cpp
2024-12-30 22:04:27 +11:00

2798 lines
101 KiB
C++

#include "framework.h"
#include "Game/savegame.h"
#include <filesystem>
#include "Game/collision/collide_room.h"
#include "Game/collision/floordata.h"
#include "Game/control/box.h"
#include "Game/control/event.h"
#include "Game/control/flipeffect.h"
#include "Game/control/lot.h"
#include "Game/control/volume.h"
#include "Game/effects/item_fx.h"
#include "Game/effects/effects.h"
#include "Game/items.h"
#include "Game/itemdata/creature_info.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_initialise.h"
#include "Game/misc.h"
#include "Game/spotcam.h"
#include "Game/room.h"
#include "Game/Setup.h"
#include "Objects/Generic/Object/rope.h"
#include "Objects/Generic/Switches/fullblock_switch.h"
#include "Objects/Generic/puzzles_keys.h"
#include "Objects/Sink.h"
#include "Objects/TR3/Entity/FishSwarm.h"
#include "Objects/TR4/Entity/tr4_beetle_swarm.h"
#include "Objects/TR5/Emitter/tr5_rats_emitter.h"
#include "Objects/TR5/Emitter/tr5_bats_emitter.h"
#include "Objects/TR5/Emitter/tr5_spider_emitter.h"
#include "Renderer/Renderer.h"
#include "Scripting/Include/ScriptInterfaceGame.h"
#include "Scripting/Include/ScriptInterfaceLevel.h"
#include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h"
#include "Sound/sound.h"
#include "Specific/clock.h"
#include "Specific/level.h"
#include "Specific/savegame/flatbuffers/ten_savegame_generated.h"
using namespace flatbuffers;
using namespace TEN::Collision::Floordata;
using namespace TEN::Control::Volumes;
using namespace TEN::Effects::Items;
using namespace TEN::Entities::Creatures::TR3;
using namespace TEN::Entities::Generic;
using namespace TEN::Entities::Switches;
using namespace TEN::Entities::TR4;
using namespace TEN::Gui;
using namespace TEN::Renderer;
namespace Save = TEN::Save;
constexpr auto SAVEGAME_MAX_SLOT = 99;
constexpr auto SAVEGAME_PATH = "Save//";
constexpr auto SAVEGAME_FILE_MASK = "savegame.";
GameStats SaveGame::Statistics;
SaveGameHeader SaveGame::Infos[SAVEGAME_MAX];
std::map<int, std::vector<byte>> SaveGame::Hub;
int SaveGame::LastSaveGame;
std::string SaveGame::FullSaveDirectory;
void SaveGame::LoadHeaders()
{
for (int i = 0; i < SAVEGAME_MAX; i++)
Infos[i].Present = false;
if (!std::filesystem::is_directory(FullSaveDirectory))
return;
// Reset overall savegame count.
LastSaveGame = 0;
// Try loading savegame.
for (int i = 0; i < SAVEGAME_MAX; i++)
{
if (!DoesSaveGameExist(i, true))
continue;
if (!SaveGame::LoadHeader(i, &Infos[i]))
continue;
Infos[i].Present = true;
if (Infos[i].Count > LastSaveGame)
LastSaveGame = Infos[i].Count;
}
}
Save::Pose FromPose(const Pose& pose)
{
return Save::Pose(
pose.Position.x,
pose.Position.y,
pose.Position.z,
pose.Orientation.x,
pose.Orientation.y,
pose.Orientation.z);
}
Save::EulerAngles FromEulerAngles(const EulerAngles& eulers)
{
return Save::EulerAngles(eulers.x, eulers.y, eulers.z);
}
Save::Vector2 FromVector2(const Vector2& vec)
{
return Save::Vector2(vec.x, vec.y);
}
Save::Vector2 FromVector2i(const Vector2i& vec)
{
return Save::Vector2(vec.x, vec.y);
}
Save::Vector3 FromVector3(const Vector3& vec)
{
return Save::Vector3(vec.x, vec.y, vec.z);
}
Save::Vector3 FromVector3i(const Vector3i& vec)
{
return Save::Vector3(vec.x, vec.y, vec.z);
}
Save::Vector4 FromVector4(const Vector4& vec)
{
return Save::Vector4(vec.x, vec.y, vec.z, vec.w);
}
Save::GameVector FromGameVector(const GameVector& vec)
{
return Save::GameVector(vec.x, vec.y, vec.z, (int)vec.RoomNumber);
}
Pose ToPose(const Save::Pose& pose)
{
return Pose(
pose.x_pos(), pose.y_pos(), pose.z_pos(),
(short)pose.x_rot(), (short)pose.y_rot(), (short)pose.z_rot());
}
EulerAngles ToEulerAngles(const Save::EulerAngles* eulers)
{
return EulerAngles((short)round(eulers->x()), (short)round(eulers->y()), (short)round(eulers->z()));
}
Vector2 ToVector2(const Save::Vector2* vec)
{
return Vector2(vec->x(), vec->y());
}
Vector2i ToVector2i(const Save::Vector2* vec)
{
return Vector2i((int)round(vec->x()), (int)round(vec->y()));
}
Vector3i ToVector3i(const Save::Vector3* vec)
{
return Vector3i((int)round(vec->x()), (int)round(vec->y()), (int)round(vec->z()));
}
Vector3 ToVector3(const Save::Vector3* vec)
{
return Vector3(vec->x(), vec->y(), vec->z());
}
Vector4 ToVector4(const Save::Vector3* vec)
{
return Vector4(vec->x(), vec->y(), vec->z(), 1.0f);
}
Vector4 ToVector4(const Save::Vector4* vec)
{
return Vector4(vec->x(), vec->y(), vec->z(), vec->w());
}
GameVector ToGameVector(const Save::GameVector* vec)
{
return GameVector(vec->x(), vec->y(), vec->z(), (short)vec->room_number());
}
bool SaveGame::IsSaveGameSlotValid(int slot)
{
if (slot < 0 || slot > SAVEGAME_MAX_SLOT)
{
TENLog("Attempted to access invalid savegame slot " + std::to_string(slot), LogLevel::Warning);
return false;
}
return true;
}
bool SaveGame::DoesSaveGameExist(int slot, bool silent)
{
if (!std::filesystem::is_regular_file(GetSavegameFilename(slot)))
{
if (!silent)
TENLog("Attempted to access missing savegame slot " + std::to_string(slot), LogLevel::Warning);
return false;
}
return true;
}
bool SaveGame::IsSaveGameValid(int slot)
{
SaveGameHeader header;
if (!LoadHeader(slot, &header))
return false;
// Hash mismatch between savegame and level file means that level version has changed.
if (header.LevelHash != LastLevelHash)
return false;
return true;
}
bool SaveGame::IsLoadGamePossible()
{
for (int i = 0; i < SAVEGAME_MAX; i++)
{
if (Infos[i].Present)
return true;
}
return false;
}
std::string SaveGame::GetSavegameFilename(int slot)
{
return (FullSaveDirectory + SAVEGAME_FILE_MASK + std::to_string(slot));
}
#define SaveVec(Type, Data, TableBuilder, UnionType, SaveType, ConversionFunc) \
auto data = std::get<(int)Type>(Data); \
TableBuilder vtb{ fbb }; \
SaveType saveVec = ConversionFunc(data); \
vtb.add_vec(&saveVec); \
auto vecOffset = vtb.Finish(); \
putDataInVec(UnionType, vecOffset);
void SaveGame::Init(const std::string& gameDirectory)
{
FullSaveDirectory = gameDirectory + SAVEGAME_PATH;
}
const std::vector<byte> SaveGame::Build()
{
ItemInfo itemToSerialize{};
FlatBufferBuilder fbb{};
std::vector<flatbuffers::Offset<Save::Item>> serializedItems{};
// Savegame header
auto levelNameOffset = fbb.CreateString(g_GameFlow->GetString(g_GameFlow->GetLevel(CurrentLevel)->NameStringKey.c_str()));
Save::SaveGameHeaderBuilder sghb{ fbb };
sghb.add_level_name(levelNameOffset);
sghb.add_level_hash(LastLevelHash);
const auto& gameTime = SaveGame::Statistics.Game.TimeTaken;
sghb.add_hours(gameTime.GetHours());
sghb.add_minutes(gameTime.GetMinutes());
sghb.add_seconds(gameTime.GetSeconds());
sghb.add_level(CurrentLevel);
sghb.add_timer(GlobalCounter);
sghb.add_count(++LastSaveGame);
auto headerOffset = sghb.Finish();
Save::SaveGameStatisticsBuilder sgLevelStatisticsBuilder{ fbb };
sgLevelStatisticsBuilder.add_ammo_hits(Statistics.Level.AmmoHits);
sgLevelStatisticsBuilder.add_ammo_used(Statistics.Level.AmmoUsed);
sgLevelStatisticsBuilder.add_kills(Statistics.Level.Kills);
sgLevelStatisticsBuilder.add_medipacks_used(Statistics.Level.HealthUsed);
sgLevelStatisticsBuilder.add_damage_taken(Statistics.Level.DamageTaken);
sgLevelStatisticsBuilder.add_distance(Statistics.Level.Distance);
sgLevelStatisticsBuilder.add_secrets(Statistics.Level.Secrets);
sgLevelStatisticsBuilder.add_timer(SaveGame::Statistics.Level.TimeTaken);
auto levelStatisticsOffset = sgLevelStatisticsBuilder.Finish();
Save::SaveGameStatisticsBuilder sgGameStatisticsBuilder{ fbb };
sgGameStatisticsBuilder.add_ammo_hits(Statistics.Game.AmmoHits);
sgGameStatisticsBuilder.add_ammo_used(Statistics.Game.AmmoUsed);
sgGameStatisticsBuilder.add_kills(Statistics.Game.Kills);
sgGameStatisticsBuilder.add_medipacks_used(Statistics.Game.HealthUsed);
sgGameStatisticsBuilder.add_damage_taken(Statistics.Game.DamageTaken);
sgGameStatisticsBuilder.add_distance(Statistics.Game.Distance);
sgGameStatisticsBuilder.add_secrets(Statistics.Game.Secrets);
sgGameStatisticsBuilder.add_timer(SaveGame::Statistics.Game.TimeTaken);
auto gameStatisticsOffset = sgGameStatisticsBuilder.Finish();
// Lara
std::vector<int> puzzles;
for (int i = 0; i < NUM_PUZZLES; i++)
puzzles.push_back(Lara.Inventory.Puzzles[i]);
auto puzzlesOffset = fbb.CreateVector(puzzles);
std::vector<int> puzzlesCombo;
for (int i = 0; i < NUM_PUZZLES * 2; i++)
puzzlesCombo.push_back(Lara.Inventory.PuzzlesCombo[i]);
auto puzzlesComboOffset = fbb.CreateVector(puzzlesCombo);
std::vector<int> keys;
for (int i = 0; i < NUM_KEYS; i++)
keys.push_back(Lara.Inventory.Keys[i]);
auto keysOffset = fbb.CreateVector(keys);
std::vector<int> keysCombo;
for (int i = 0; i < NUM_KEYS * 2; i++)
keysCombo.push_back(Lara.Inventory.KeysCombo[i]);
auto keysComboOffset = fbb.CreateVector(keysCombo);
std::vector<int> pickups;
for (int i = 0; i < NUM_PICKUPS; i++)
pickups.push_back(Lara.Inventory.Pickups[i]);
auto pickupsOffset = fbb.CreateVector(pickups);
std::vector<int> pickupsCombo;
for (int i = 0; i < NUM_PICKUPS * 2; i++)
pickupsCombo.push_back(Lara.Inventory.PickupsCombo[i]);
auto pickupsComboOffset = fbb.CreateVector(pickupsCombo);
std::vector<int> examines;
for (int i = 0; i < NUM_EXAMINES; i++)
examines.push_back(Lara.Inventory.Examines[i]);
auto examinesOffset = fbb.CreateVector(examines);
std::vector<int> examinesCombo;
for (int i = 0; i < NUM_EXAMINES * 2; i++)
examinesCombo.push_back(Lara.Inventory.ExaminesCombo[i]);
auto examinesComboOffset = fbb.CreateVector(examinesCombo);
std::vector<float> bubbleNodes;
for (int i = 0; i < Lara.Effect.BubbleNodes.size(); i++)
bubbleNodes.push_back(Lara.Effect.BubbleNodes[i] == 1);
auto bubbleNodesOffset = fbb.CreateVector(bubbleNodes);
std::vector<float> dripNodes;
for (int i = 0; i < Lara.Effect.DripNodes.size(); i++)
dripNodes.push_back(Lara.Effect.DripNodes[i] == 1);
auto dripNodesOffset = fbb.CreateVector(dripNodes);
std::vector<int> subsuitVelocity{};
subsuitVelocity.push_back(Lara.Control.Subsuit.Velocity[0]);
subsuitVelocity.push_back(Lara.Control.Subsuit.Velocity[1]);
auto subsuitVelocityOffset = fbb.CreateVector(subsuitVelocity);
Save::HolsterInfoBuilder holsterInfo{ fbb };
holsterInfo.add_back_holster((int)Lara.Control.Weapon.HolsterInfo.BackHolster);
holsterInfo.add_left_holster((int)Lara.Control.Weapon.HolsterInfo.LeftHolster);
holsterInfo.add_right_holster((int)Lara.Control.Weapon.HolsterInfo.RightHolster);
auto holsterInfoOffset = holsterInfo.Finish();
Save::ArmInfoBuilder leftArm{ fbb };
leftArm.add_anim_number(Lara.LeftArm.AnimNumber);
leftArm.add_gun_flash(Lara.LeftArm.GunFlash);
leftArm.add_gun_smoke(Lara.LeftArm.GunSmoke);
leftArm.add_frame_base(Lara.LeftArm.FrameBase);
leftArm.add_frame_number(Lara.LeftArm.FrameNumber);
leftArm.add_locked(Lara.LeftArm.Locked);
leftArm.add_rotation(&FromEulerAngles(Lara.LeftArm.Orientation));
auto leftArmOffset = leftArm.Finish();
Save::ArmInfoBuilder rightArm{ fbb };
rightArm.add_anim_number(Lara.RightArm.AnimNumber);
rightArm.add_gun_flash(Lara.RightArm.GunFlash);
rightArm.add_gun_smoke(Lara.RightArm.GunSmoke);
rightArm.add_frame_base(Lara.RightArm.FrameBase);
rightArm.add_frame_number(Lara.RightArm.FrameNumber);
rightArm.add_locked(Lara.RightArm.Locked);
rightArm.add_rotation(&FromEulerAngles(Lara.RightArm.Orientation));
auto rightArmOffset = rightArm.Finish();
Save::FlareDataBuilder flare{ fbb };
flare.add_control_left(Lara.Flare.ControlLeft);
flare.add_frame(Lara.Flare.Frame);
flare.add_life(Lara.Flare.Life);
auto flareOffset = flare.Finish();
Save::TorchState currentTorchState{ (int)Lara.Torch.State };
Save::TorchDataBuilder torch{ fbb };
torch.add_state(currentTorchState);
torch.add_is_lit(Lara.Torch.IsLit);
auto torchOffset = torch.Finish();
Save::LaraInventoryDataBuilder inventory{ fbb };
inventory.add_beetle_life(Lara.Inventory.BeetleLife);
inventory.add_big_waterskin(Lara.Inventory.BigWaterskin);
inventory.add_examines(examinesOffset);
inventory.add_examines_combo(examinesComboOffset);
inventory.add_beetle_components(Lara.Inventory.BeetleComponents);
inventory.add_has_binoculars(Lara.Inventory.HasBinoculars);
inventory.add_has_diary(Lara.Inventory.HasDiary);
inventory.add_has_load(Lara.Inventory.HasLoad);
inventory.add_has_save(Lara.Inventory.HasSave);
inventory.add_has_compass(Lara.Inventory.HasCompass);
inventory.add_has_stopwatch(Lara.Inventory.HasStopwatch);
inventory.add_has_crowbar(Lara.Inventory.HasCrowbar);
inventory.add_has_lasersight(Lara.Inventory.HasLasersight);
inventory.add_has_silencer(Lara.Inventory.HasSilencer);
inventory.add_has_torch(Lara.Inventory.HasTorch);
inventory.add_is_busy(Lara.Inventory.IsBusy);
inventory.add_keys(keysOffset);
inventory.add_keys_combo(keysComboOffset);
inventory.add_old_busy(Lara.Inventory.OldBusy);
inventory.add_puzzles(puzzlesOffset);
inventory.add_puzzles_combo(puzzlesComboOffset);
inventory.add_pickups(pickupsOffset);
inventory.add_pickups_combo(pickupsComboOffset);
inventory.add_small_waterskin(Lara.Inventory.SmallWaterskin);
inventory.add_total_flares(Lara.Inventory.TotalFlares);
inventory.add_total_small_medipacks(Lara.Inventory.TotalSmallMedipacks);
inventory.add_total_large_medipacks(Lara.Inventory.TotalLargeMedipacks);
auto inventoryOffset = inventory.Finish();
Save::LaraCountDataBuilder count{ fbb };
count.add_death(Lara.Control.Count.Death);
count.add_pose(Lara.Control.Count.Pose);
count.add_position_adjust(Lara.Control.Count.PositionAdjust);
count.add_run_jump(Lara.Control.Count.Run);
auto countOffset = count.Finish();
Save::LookControlDataBuilder lookControl{ fbb };
lookControl.add_is_using_binoculars(Lara.Control.Look.IsUsingBinoculars);
lookControl.add_is_using_lasersight(Lara.Control.Look.IsUsingLasersight);
lookControl.add_mode((int)Lara.Control.Look.Mode);
lookControl.add_optic_range(Lara.Control.Look.OpticRange);
lookControl.add_orientation(&FromEulerAngles(Lara.Control.Look.Orientation));
lookControl.add_turn_rate(&FromEulerAngles(Lara.Control.Look.TurnRate));
auto lookControlOffset = lookControl.Finish();
Save::RopeControlDataBuilder ropeControl{ fbb };
ropeControl.add_segment(Lara.Control.Rope.Segment);
ropeControl.add_direction(Lara.Control.Rope.Direction);
ropeControl.add_arc_front(Lara.Control.Rope.ArcFront);
ropeControl.add_arc_back(Lara.Control.Rope.ArcBack);
ropeControl.add_last_x(Lara.Control.Rope.LastX);
ropeControl.add_max_x_forward(Lara.Control.Rope.MaxXForward);
ropeControl.add_max_x_backward(Lara.Control.Rope.MaxXBackward);
ropeControl.add_dframe(Lara.Control.Rope.DFrame);
ropeControl.add_frame(Lara.Control.Rope.Frame);
ropeControl.add_frame_rate(Lara.Control.Rope.FrameRate);
ropeControl.add_y(Lara.Control.Rope.Y);
ropeControl.add_ptr(Lara.Control.Rope.Ptr);
ropeControl.add_offset(Lara.Control.Rope.Offset);
ropeControl.add_down_vel(Lara.Control.Rope.DownVel);
ropeControl.add_flag(Lara.Control.Rope.Flag);
ropeControl.add_count(Lara.Control.Rope.Count);
auto ropeControlOffset = ropeControl.Finish();
Save::SubsuitControlDataBuilder subsuitControl{ fbb };
subsuitControl.add_x_rot(Lara.Control.Subsuit.XRot);
subsuitControl.add_d_x_rot(Lara.Control.Subsuit.DXRot);
subsuitControl.add_velocity(subsuitVelocityOffset);
subsuitControl.add_vertical_velocity(Lara.Control.Subsuit.VerticalVelocity);
subsuitControl.add_x_rot_vel(Lara.Control.Subsuit.XRotVel);
subsuitControl.add_hit_count(Lara.Control.Subsuit.HitCount);
auto subsuitControlOffset = subsuitControl.Finish();
Save::TightropeControlDataBuilder tightropeControl{ fbb };
tightropeControl.add_balance(Lara.Control.Tightrope.Balance);
tightropeControl.add_can_dismount(Lara.Control.Tightrope.CanDismount);
tightropeControl.add_tightrope_item(Lara.Control.Tightrope.TightropeItem);
tightropeControl.add_time_on_tightrope(Lara.Control.Tightrope.TimeOnTightrope);
auto tightropeControlOffset = tightropeControl.Finish();
Save::WeaponControlDataBuilder weaponControl{ fbb };
weaponControl.add_weapon_item(Lara.Control.Weapon.WeaponItem);
weaponControl.add_has_fired(Lara.Control.Weapon.HasFired);
weaponControl.add_fired(Lara.Control.Weapon.Fired);
weaponControl.add_uzi_left(Lara.Control.Weapon.UziLeft);
weaponControl.add_uzi_right(Lara.Control.Weapon.UziRight);
weaponControl.add_gun_type((int)Lara.Control.Weapon.GunType);
weaponControl.add_request_gun_type((int)Lara.Control.Weapon.RequestGunType);
weaponControl.add_last_gun_type((int)Lara.Control.Weapon.LastGunType);
weaponControl.add_holster_info(holsterInfoOffset);
weaponControl.add_interval(Lara.Control.Weapon.Interval);
weaponControl.add_timer(Lara.Control.Weapon.Timer);
weaponControl.add_num_shots_fired(Lara.Control.Weapon.NumShotsFired);
auto weaponControlOffset = weaponControl.Finish();
Save::PlayerContextDataBuilder context{ fbb };
context.add_calc_jump_velocity(Lara.Context.CalcJumpVelocity);
context.add_interacted_item_number(Lara.Context.InteractedItem);
context.add_next_corner_pose(&FromPose(Lara.Context.NextCornerPos));
context.add_projected_floor_height(Lara.Context.ProjectedFloorHeight);
context.add_target_orient(&FromEulerAngles(Lara.Context.TargetOrientation));
context.add_vehicle_item_number(Lara.Context.Vehicle);
context.add_water_current_active(Lara.Context.WaterCurrentActive);
context.add_water_current_pull(&FromVector3i(Lara.Context.WaterCurrentPull));
context.add_water_surface_dist(Lara.Context.WaterSurfaceDist);
auto contextOffset = context.Finish();
Save::LaraControlDataBuilder control{ fbb };
control.add_can_climb_ladder(Lara.Control.CanClimbLadder);
control.add_can_monkey_swing(Lara.Control.CanMonkeySwing);
control.add_count(countOffset);
control.add_hand_status((int)Lara.Control.HandStatus);
control.add_is_climbing_ladder(Lara.Control.IsClimbingLadder);
control.add_is_locked(Lara.Control.IsLocked);
control.add_is_low(Lara.Control.IsLow);
control.add_is_moving(Lara.Control.IsMoving);
control.add_is_run_jump_queued(Lara.Control.IsRunJumpQueued);
control.add_jump_direction((int)Lara.Control.JumpDirection);
control.add_keep_low(Lara.Control.KeepLow);
control.add_look(lookControlOffset);
control.add_move_angle(Lara.Control.MoveAngle);
control.add_rope(ropeControlOffset);
control.add_subsuit(subsuitControlOffset);
control.add_tightrope(tightropeControlOffset);
control.add_turn_rate(Lara.Control.TurnRate);
control.add_water_status((int)Lara.Control.WaterStatus);
control.add_weapon(weaponControlOffset);
auto controlOffset = control.Finish();
Save::PlayerEffectDataBuilder effect{ fbb };
effect.add_bubble_nodes(bubbleNodesOffset);
effect.add_drip_nodes(dripNodesOffset);
auto effectOffset = effect.Finish();
Save::PlayerStatusDataBuilder status{ fbb };
status.add_air(Lara.Status.Air);
status.add_exposure(Lara.Status.Exposure);
status.add_poison(Lara.Status.Poison);
status.add_stamina(Lara.Status.Stamina);
auto statusOffset = status.Finish();
Save::CollisionInfoDataBuilder collision{ fbb };
collision.add_last_bridge_item_number(LaraCollision.LastBridgeItemNumber);
collision.add_last_bridge_item_pose(&FromPose(LaraCollision.LastBridgeItemPose));
auto collisionOffset = collision.Finish();
Save::CameraBuilder camera{ fbb };
camera.add_position(&FromGameVector(Camera.pos));
camera.add_target(&FromGameVector(Camera.target));
auto cameraOffset = camera.Finish();
std::vector<flatbuffers::Offset<Save::CarriedWeaponInfo>> carriedWeapons;
for (int i = 0; i < (int)LaraWeaponType::NumWeapons; i++)
{
CarriedWeaponInfo* info = &Lara.Weapons[i];
std::vector<flatbuffers::Offset<Save::AmmoInfo>> ammos;
for (int j = 0; j < (int)WeaponAmmoType::Count; j++)
{
Save::AmmoInfoBuilder ammo{ fbb };
ammo.add_count(info->Ammo[j].GetCount());
ammo.add_is_infinite(info->Ammo[j].HasInfinite());
auto ammoOffset = ammo.Finish();
ammos.push_back(ammoOffset);
}
auto ammosOffset = fbb.CreateVector(ammos);
Save::CarriedWeaponInfoBuilder serializedInfo{ fbb };
serializedInfo.add_ammo(ammosOffset);
serializedInfo.add_has_lasersight(info->HasLasersight);
serializedInfo.add_has_silencer(info->HasSilencer);
serializedInfo.add_present(info->Present);
serializedInfo.add_selected_ammo((int)info->SelectedAmmo);
serializedInfo.add_weapon_mode((int)info->WeaponMode);
auto serializedInfoOffset = serializedInfo.Finish();
carriedWeapons.push_back(serializedInfoOffset);
}
auto carriedWeaponsOffset = fbb.CreateVector(carriedWeapons);
Save::LaraBuilder lara{ fbb };
lara.add_context(contextOffset);
lara.add_control(controlOffset);
lara.add_effect(effectOffset);
lara.add_extra_anim(Lara.ExtraAnim);
lara.add_extra_head_rot(&FromEulerAngles(Lara.ExtraHeadRot));
lara.add_extra_torso_rot(&FromEulerAngles(Lara.ExtraTorsoRot));
lara.add_flare(flareOffset);
lara.add_highest_location(Lara.HighestLocation);
lara.add_hit_direction(Lara.HitDirection);
lara.add_hit_frame(Lara.HitFrame);
lara.add_inventory(inventoryOffset);
lara.add_left_arm(leftArmOffset);
lara.add_location(Lara.Location);
lara.add_location_pad(Lara.LocationPad);
lara.add_right_arm(rightArmOffset);
lara.add_status(statusOffset);
lara.add_collision(collisionOffset);
lara.add_target_arm_orient(&FromEulerAngles(Lara.TargetArmOrient));
lara.add_target_entity_number(Lara.TargetEntity == nullptr ? -1 : Lara.TargetEntity->Index);
lara.add_torch(torchOffset);
lara.add_weapons(carriedWeaponsOffset);
auto laraOffset = lara.Finish();
std::vector<flatbuffers::Offset<Save::Room>> rooms;
for (auto& room : g_Level.Rooms)
{
auto nameOffset = fbb.CreateString(room.Name);
Save::RoomBuilder serializedInfo{ fbb };
serializedInfo.add_name(nameOffset);
serializedInfo.add_index(room.RoomNumber);
serializedInfo.add_reverb_type((int)room.reverbType);
serializedInfo.add_flags(room.flags);
auto serializedInfoOffset = serializedInfo.Finish();
rooms.push_back(serializedInfoOffset);
}
auto roomOffset = fbb.CreateVector(rooms);
int currentItemIndex = 0;
for (auto& itemToSerialize : g_Level.Items)
{
auto luaNameOffset = fbb.CreateString(itemToSerialize.Name);
auto luaOnKilledNameOffset = fbb.CreateString(itemToSerialize.Callbacks.OnKilled);
auto luaOnHitNameOffset = fbb.CreateString(itemToSerialize.Callbacks.OnHit);
auto luaOnCollidedObjectNameOffset = fbb.CreateString(itemToSerialize.Callbacks.OnObjectCollided);
auto luaOnCollidedRoomNameOffset = fbb.CreateString(itemToSerialize.Callbacks.OnRoomCollided);
std::vector<int> itemFlags;
for (int i = 0; i < 7; i++)
itemFlags.push_back(itemToSerialize.ItemFlags[i]);
auto itemFlagsOffset = fbb.CreateVector(itemFlags);
std::vector<int> meshPointers;
for (auto p : itemToSerialize.Model.MeshIndex)
meshPointers.push_back(p);
auto meshPointerOffset = fbb.CreateVector(meshPointers);
flatbuffers::Offset<Save::Creature> creatureOffset;
flatbuffers::Offset<Save::QuadBike> quadOffset;
flatbuffers::Offset<Save::Minecart> mineOffset;
flatbuffers::Offset<Save::UPV> upvOffset;
flatbuffers::Offset<Save::Kayak> kayakOffset;
flatbuffers::Offset<Save::Pushable> pushableOffset;
flatbuffers::Offset<Save::Short> shortOffset;
flatbuffers::Offset<Save::Int> intOffset;
if (Objects.CheckID(itemToSerialize.ObjectNumber, true) &&
Objects[itemToSerialize.ObjectNumber].intelligent && itemToSerialize.IsCreature())
{
auto creature = GetCreatureInfo(&itemToSerialize);
std::vector<int> jointRotations;
for (int i = 0; i < 4; i++)
jointRotations.push_back(creature->JointRotation[i]);
auto jointRotationsOffset = fbb.CreateVector(jointRotations);
Save::CreatureBuilder creatureBuilder{ fbb };
creatureBuilder.add_alerted(creature->Alerted);
creatureBuilder.add_can_jump(creature->LOT.CanJump);
creatureBuilder.add_can_monkey(creature->LOT.CanMonkey);
creatureBuilder.add_enemy(creature->Enemy == nullptr ? -1 : creature->Enemy->Index);
creatureBuilder.add_flags(creature->Flags);
creatureBuilder.add_friendly(creature->Friendly);
creatureBuilder.add_head_left(creature->HeadLeft);
creatureBuilder.add_head_right(creature->HeadRight);
creatureBuilder.add_hurt_by_lara(creature->HurtByLara);
creatureBuilder.add_is_amphibious(creature->LOT.IsAmphibious);
creatureBuilder.add_is_jumping(creature->LOT.IsJumping);
creatureBuilder.add_is_monkeying(creature->LOT.IsMonkeying);
creatureBuilder.add_joint_rotation(jointRotationsOffset);
creatureBuilder.add_jump_ahead(creature->JumpAhead);
creatureBuilder.add_location_ai(creature->LocationAI);
creatureBuilder.add_weapon_delay1(creature->MuzzleFlash[0].Delay);
creatureBuilder.add_weapon_delay2(creature->MuzzleFlash[1].Delay);
creatureBuilder.add_maximum_turn(creature->MaxTurn);
creatureBuilder.add_monkey_swing_ahead(creature->MonkeySwingAhead);
creatureBuilder.add_mood((int)creature->Mood);
creatureBuilder.add_patrol(creature->Patrol);
creatureBuilder.add_poisoned(creature->Poisoned);
creatureBuilder.add_reached_goal(creature->ReachedGoal);
creatureBuilder.add_tosspad(creature->Tosspad);
creatureBuilder.add_ai_target_number(creature->AITargetNumber);
creatureOffset = creatureBuilder.Finish();
}
else if (itemToSerialize.Data.is<QuadBikeInfo>())
{
auto quad = (QuadBikeInfo*)itemToSerialize.Data;
Save::QuadBikeBuilder quadBuilder{ fbb };
quadBuilder.add_can_start_drift(quad->CanStartDrift);
quadBuilder.add_drift_starting(quad->DriftStarting);
quadBuilder.add_engine_revs(quad->EngineRevs);
quadBuilder.add_extra_rotation(quad->ExtraRotation);
quadBuilder.add_flags(quad->Flags);
quadBuilder.add_front_rot(quad->FrontRot);
quadBuilder.add_left_vertical_velocity(quad->LeftVerticalVelocity);
quadBuilder.add_momentum_angle(quad->MomentumAngle);
quadBuilder.add_no_dismount(quad->NoDismount);
quadBuilder.add_pitch(quad->Pitch);
quadBuilder.add_rear_rot(quad->RearRot);
quadBuilder.add_revs(quad->Revs);
quadBuilder.add_right_vertical_velocity(quad->RightVerticalVelocity);
quadBuilder.add_smoke_start(quad->SmokeStart);
quadBuilder.add_turn_rate(quad->TurnRate);
quadBuilder.add_velocity(quad->Velocity);
quadOffset = quadBuilder.Finish();
}
else if (itemToSerialize.Data.is<UPVInfo>())
{
auto upv = (UPVInfo*)itemToSerialize.Data;
Save::UPVBuilder upvBuilder{ fbb };
upvBuilder.add_fan_rot(upv->TurbineRotation);
upvBuilder.add_flags(upv->Flags);
upvBuilder.add_harpoon_left(upv->HarpoonLeft);
upvBuilder.add_harpoon_timer(upv->HarpoonTimer);
upvBuilder.add_rot(upv->TurnRate.y);
upvBuilder.add_velocity(upv->Velocity);
upvBuilder.add_x_rot(upv->TurnRate.x);
upvOffset = upvBuilder.Finish();
}
else if (itemToSerialize.Data.is<MinecartInfo>())
{
auto mine = (MinecartInfo*)itemToSerialize.Data;
Save::MinecartBuilder mineBuilder{ fbb };
mineBuilder.add_flags(mine->Flags);
mineBuilder.add_floor_height_front(mine->FloorHeightFront);
mineBuilder.add_floor_height_middle(mine->FloorHeightMiddle);
mineBuilder.add_gradient(mine->Gradient);
mineBuilder.add_stop_delay(mine->StopDelayTime);
mineBuilder.add_turn_len(mine->TurnLen);
mineBuilder.add_turn_rot(mine->TurnRot);
mineBuilder.add_turn_x(mine->TurnX);
mineBuilder.add_turn_z(mine->TurnZ);
mineBuilder.add_velocity(mine->Velocity);
mineBuilder.add_vertical_velocity(mine->VerticalVelocity);
mineOffset = mineBuilder.Finish();
}
else if (itemToSerialize.Data.is<KayakInfo>())
{
auto kayak = (KayakInfo*)itemToSerialize.Data;
Save::KayakBuilder kayakBuilder{ fbb };
kayakBuilder.add_flags(kayak->Flags);
kayakBuilder.add_forward(kayak->Forward);
kayakBuilder.add_front_vertical_velocity(kayak->FrontVerticalVelocity);
kayakBuilder.add_left_right_count(kayak->LeftRightPaddleCount);
kayakBuilder.add_left_vertical_velocity(kayak->LeftVerticalVelocity);
kayakBuilder.add_old_pos(&FromPose(kayak->OldPose));
kayakBuilder.add_right_vertical_velocity(kayak->RightVerticalVelocity);
kayakBuilder.add_true_water(kayak->TrueWater);
kayakBuilder.add_turn(kayak->Turn);
kayakBuilder.add_turn_rate(kayak->TurnRate);
kayakBuilder.add_velocity(kayak->Velocity);
kayakBuilder.add_water_height(kayak->WaterHeight);
kayakOffset = kayakBuilder.Finish();
}
else if (itemToSerialize.Data.is<PushableInfo>())
{
auto pushable = (PushableInfo*)itemToSerialize.Data;
Save::PushableBuilder pushableBuilder{ fbb };
pushableBuilder.add_pushable_behaviour_state((int)pushable->BehaviorState);
pushableBuilder.add_pushable_gravity(pushable->Gravity);
pushableBuilder.add_pushable_water_force(pushable->Oscillation);
pushableBuilder.add_pushable_stack_limit(pushable->Stack.Limit);
pushableBuilder.add_pushable_stack_upper(pushable->Stack.ItemNumberAbove);
pushableBuilder.add_pushable_stack_lower(pushable->Stack.ItemNumberBelow);
pushableBuilder.add_pushable_start_x(pushable->StartPos.x);
pushableBuilder.add_pushable_start_z(pushable->StartPos.z);
pushableBuilder.add_pushable_room_number(pushable->StartPos.RoomNumber);
pushableBuilder.add_pushable_collider_flag(pushable->UseBridgeCollision);
pushableBuilder.add_pushable_north_pullable(pushable->EdgeAttribs[0].IsPullable);
pushableBuilder.add_pushable_north_pushable(pushable->EdgeAttribs[0].IsPushable);
pushableBuilder.add_pushable_north_climbable(pushable->EdgeAttribs[0].IsClimbable);
pushableBuilder.add_pushable_east_pullable(pushable->EdgeAttribs[1].IsPullable);
pushableBuilder.add_pushable_east_pushable(pushable->EdgeAttribs[1].IsPushable);
pushableBuilder.add_pushable_east_climbable(pushable->EdgeAttribs[1].IsClimbable);
pushableBuilder.add_pushable_south_pullable(pushable->EdgeAttribs[2].IsPullable);
pushableBuilder.add_pushable_south_pushable(pushable->EdgeAttribs[2].IsPushable);
pushableBuilder.add_pushable_south_climbable(pushable->EdgeAttribs[2].IsClimbable);
pushableBuilder.add_pushable_west_pullable(pushable->EdgeAttribs[3].IsPullable);
pushableBuilder.add_pushable_west_pushable(pushable->EdgeAttribs[3].IsPushable);
pushableBuilder.add_pushable_west_climbable(pushable->EdgeAttribs[3].IsClimbable);
pushableOffset = pushableBuilder.Finish();
}
else if (itemToSerialize.Data.is<short>())
{
Save::ShortBuilder sb{ fbb };
sb.add_scalar(short(itemToSerialize.Data));
shortOffset = sb.Finish();
}
else if (itemToSerialize.Data.is<int>())
{
Save::IntBuilder ib{ fbb };
ib.add_scalar(int(itemToSerialize.Data));
intOffset = ib.Finish();
}
Save::ItemBuilder serializedItem{ fbb };
if (Objects.CheckID(itemToSerialize.ObjectNumber, true))
serializedItem.add_anim_number(itemToSerialize.Animation.AnimNumber - Objects[itemToSerialize.ObjectNumber].animIndex);
serializedItem.add_next_item(itemToSerialize.NextItem);
serializedItem.add_next_item_active(itemToSerialize.NextActive);
serializedItem.add_after_death(itemToSerialize.AfterDeath);
serializedItem.add_box_number(itemToSerialize.BoxNumber);
serializedItem.add_carried_item(itemToSerialize.CarriedItem);
serializedItem.add_anim_object_id(itemToSerialize.Animation.AnimObjectID);
serializedItem.add_active_state(itemToSerialize.Animation.ActiveState);
serializedItem.add_flags(itemToSerialize.Flags);
serializedItem.add_floor(itemToSerialize.Floor);
serializedItem.add_frame_number(itemToSerialize.Animation.FrameNumber);
serializedItem.add_target_state(itemToSerialize.Animation.TargetState);
serializedItem.add_hit_points(itemToSerialize.HitPoints);
serializedItem.add_item_flags(itemFlagsOffset);
serializedItem.add_mesh_bits(itemToSerialize.MeshBits.ToPackedBits());
serializedItem.add_mesh_pointers(meshPointerOffset);
serializedItem.add_base_mesh(itemToSerialize.Model.BaseMesh);
serializedItem.add_object_id(itemToSerialize.ObjectNumber);
serializedItem.add_pose(&FromPose(itemToSerialize.Pose));
serializedItem.add_required_state(itemToSerialize.Animation.RequiredState);
serializedItem.add_room_number(itemToSerialize.RoomNumber);
serializedItem.add_velocity(&FromVector3(itemToSerialize.Animation.Velocity));
serializedItem.add_timer(itemToSerialize.Timer);
serializedItem.add_color(&FromVector4(itemToSerialize.Model.Color));
serializedItem.add_touch_bits(itemToSerialize.TouchBits.ToPackedBits());
serializedItem.add_trigger_flags(itemToSerialize.TriggerFlags);
serializedItem.add_active(itemToSerialize.Active);
serializedItem.add_status(itemToSerialize.Status);
serializedItem.add_is_airborne(itemToSerialize.Animation.IsAirborne);
serializedItem.add_hit_stauts(itemToSerialize.HitStatus);
serializedItem.add_ai_bits(itemToSerialize.AIBits);
serializedItem.add_collidable(itemToSerialize.Collidable);
serializedItem.add_looked_at(itemToSerialize.LookedAt);
serializedItem.add_effect_type((int)itemToSerialize.Effect.Type);
serializedItem.add_effect_light_colour(&FromVector3(itemToSerialize.Effect.LightColor));
serializedItem.add_effect_primary_colour(&FromVector3(itemToSerialize.Effect.PrimaryEffectColor));
serializedItem.add_effect_secondary_colour(&FromVector3(itemToSerialize.Effect.SecondaryEffectColor));
serializedItem.add_effect_count(itemToSerialize.Effect.Count);
if (Objects.CheckID(itemToSerialize.ObjectNumber, true) &&
Objects[itemToSerialize.ObjectNumber].intelligent && itemToSerialize.Data.is<CreatureInfo>())
{
serializedItem.add_data_type(Save::ItemData::Creature);
serializedItem.add_data(creatureOffset.Union());
}
else if (itemToSerialize.Data.is<QuadBikeInfo>())
{
serializedItem.add_data_type(Save::ItemData::QuadBike);
serializedItem.add_data(quadOffset.Union());
}
else if (itemToSerialize.Data.is<UPVInfo>())
{
serializedItem.add_data_type(Save::ItemData::UPV);
serializedItem.add_data(upvOffset.Union());
}
else if (itemToSerialize.Data.is<MinecartInfo>())
{
serializedItem.add_data_type(Save::ItemData::Minecart);
serializedItem.add_data(mineOffset.Union());
}
else if (itemToSerialize.Data.is<KayakInfo>())
{
serializedItem.add_data_type(Save::ItemData::Kayak);
serializedItem.add_data(kayakOffset.Union());
}
else if (itemToSerialize.Data.is<PushableInfo>())
{
serializedItem.add_data_type(Save::ItemData::Pushable);
serializedItem.add_data(pushableOffset.Union());
}
else if (itemToSerialize.Data.is<short>())
{
serializedItem.add_data_type(Save::ItemData::Short);
serializedItem.add_data(shortOffset.Union());
}
else if (itemToSerialize.Data.is<int>())
{
serializedItem.add_data_type(Save::ItemData::Int);
serializedItem.add_data(intOffset.Union());
}
serializedItem.add_lua_name(luaNameOffset);
serializedItem.add_lua_on_killed_name(luaOnKilledNameOffset);
serializedItem.add_lua_on_hit_name(luaOnHitNameOffset);
serializedItem.add_lua_on_collided_with_object_name(luaOnCollidedObjectNameOffset);
serializedItem.add_lua_on_collided_with_room_name(luaOnCollidedRoomNameOffset);
auto serializedItemOffset = serializedItem.Finish();
serializedItems.push_back(serializedItemOffset);
currentItemIndex++;
}
auto serializedItemsOffset = fbb.CreateVector(serializedItems);
std::vector<flatbuffers::Offset<Save::FishData>> fishSwarm;
for (const auto& fish : FishSwarm)
{
Save::FishDataBuilder fishSave{ fbb };
fishSave.add_is_lethal(fish.IsLethal);
fishSave.add_is_patrolling(fish.IsPatrolling);
fishSave.add_leader_item_number((fish.LeaderItemPtr == nullptr) ? -1 : fish.LeaderItemPtr->Index);
fishSave.add_life(fish.Life);
fishSave.add_mesh_index(fish.MeshIndex);
fishSave.add_orientation(&FromEulerAngles(fish.Orientation));
fishSave.add_position(&FromVector3(fish.Position));
fishSave.add_position_target(&FromVector3(fish.PositionTarget));
fishSave.add_room_number(fish.RoomNumber);
fishSave.add_target_item_number((fish.TargetItemPtr == nullptr) ? -1 : fish.TargetItemPtr->Index);
fishSave.add_undulation(fish.Undulation);
fishSave.add_velocity(fish.Velocity);
auto fishSaveOffset = fishSave.Finish();
fishSwarm.push_back(fishSaveOffset);
}
auto fishSwarmOffset = fbb.CreateVector(fishSwarm);
// TODO: In future, we should save only active FX, not whole array.
// This may come together with Monty's branch merge -- Lwmte, 10.07.22
std::vector<flatbuffers::Offset<Save::FXInfo>> serializedEffects{};
for (auto& effectToSerialize : EffectList)
{
Save::FXInfoBuilder serializedEffect{ fbb };
serializedEffect.add_pose(&FromPose(effectToSerialize.pos));
serializedEffect.add_room_number(effectToSerialize.roomNumber);
serializedEffect.add_object_number(effectToSerialize.objectNumber);
serializedEffect.add_next_fx(effectToSerialize.nextFx);
serializedEffect.add_next_active(effectToSerialize.nextActive);
serializedEffect.add_speed(effectToSerialize.speed);
serializedEffect.add_fall_speed(effectToSerialize.fallspeed);
serializedEffect.add_frame_number(effectToSerialize.frameNumber);
serializedEffect.add_counter(effectToSerialize.counter);
serializedEffect.add_color(&FromVector4(effectToSerialize.color));
serializedEffect.add_flag1(effectToSerialize.flag1);
serializedEffect.add_flag2(effectToSerialize.flag2);
auto serializedEffectOffset = serializedEffect.Finish();
serializedEffects.push_back(serializedEffectOffset);
}
auto serializedEffectsOffset = fbb.CreateVector(serializedEffects);
// Soundtrack playheads
std::vector<flatbuffers::Offset<Save::Soundtrack>> soundtracks;
for (int j = 0; j < (int)SoundTrackType::Count; j++)
{
auto trackData = GetSoundTrackNameAndPosition((SoundTrackType)j);
auto nameOffset = fbb.CreateString(trackData.first);
Save::SoundtrackBuilder track{ fbb };
track.add_name(nameOffset);
track.add_position(trackData.second);
soundtracks.push_back(track.Finish());
}
auto soundtrackOffset = fbb.CreateVector(soundtracks);
// Legacy soundtrack map
std::vector<int> soundTrackMap;
for (auto& track : SoundTracks)
{
soundTrackMap.push_back(track.first);
soundTrackMap.push_back(track.second.Mask);
}
auto soundtrackMapOffset = fbb.CreateVector(soundTrackMap);
// Action queue
std::vector<int> actionQueue;
for (int i = 0; i < ActionQueue.size(); i++)
actionQueue.push_back((int)ActionQueue[i]);
auto actionQueueOffset = fbb.CreateVector(actionQueue);
// Flipmaps
std::vector<int> flipMaps;
for (int i = 0; i < MAX_FLIPMAP; i++)
flipMaps.push_back(FlipMap[i] >> 8);
auto flipMapsOffset = fbb.CreateVector(flipMaps);
std::vector<int> flipStats;
for (int i = 0; i < MAX_FLIPMAP; i++)
flipStats.push_back(FlipStats[i]);
auto flipStatsOffset = fbb.CreateVector(flipStats);
std::vector<int> roomItems;
for (auto const& r : g_Level.Rooms)
roomItems.push_back(r.itemNumber);
auto roomItemsOffset = fbb.CreateVector(roomItems);
// Cameras
std::vector<flatbuffers::Offset<Save::FixedCamera>> cameras;
for (int i = 0; i < g_Level.Cameras.size(); i++)
{
Save::FixedCameraBuilder camera{ fbb };
camera.add_flags(g_Level.Cameras[i].Flags);
cameras.push_back(camera.Finish());
}
auto camerasOffset = fbb.CreateVector(cameras);
// Sinks
std::vector<flatbuffers::Offset<Save::Sink>> sinks;
for (int i = 0; i < g_Level.Sinks.size(); i++)
{
Save::SinkBuilder sink{ fbb };
sink.add_flags(g_Level.Sinks[i].Strength);
sinks.push_back(sink.Finish());
}
auto sinksOffset = fbb.CreateVector(sinks);
// Flyby cameras
std::vector<flatbuffers::Offset<Save::FlyByCamera>> flybyCameras;
for (int i = 0; i < NumberSpotcams; i++)
{
Save::FlyByCameraBuilder flyby{ fbb };
flyby.add_flags(SpotCam[i].flags);
flybyCameras.push_back(flyby.Finish());
}
auto flybyCamerasOffset = fbb.CreateVector(flybyCameras);
// Static meshes and volumes
std::vector<flatbuffers::Offset<Save::StaticMeshInfo>> staticMeshes;
std::vector<flatbuffers::Offset<Save::Volume>> volumes;
for (int i = 0; i < g_Level.Rooms.size(); i++)
{
auto* room = &g_Level.Rooms[i];
for (int j = 0; j < room->mesh.size(); j++)
{
Save::StaticMeshInfoBuilder staticMesh{ fbb };
staticMesh.add_pose(&FromPose(room->mesh[j].pos));
staticMesh.add_scale(room->mesh[j].scale);
staticMesh.add_color(&FromVector4(room->mesh[j].color));
staticMesh.add_flags(room->mesh[j].flags);
staticMesh.add_hit_points(room->mesh[j].HitPoints);
staticMesh.add_room_number(room->RoomNumber);
staticMesh.add_number(j);
staticMeshes.push_back(staticMesh.Finish());
}
for (int j = 0; j < room->TriggerVolumes.size(); j++)
{
auto& currVolume = room->TriggerVolumes[j];
std::vector<flatbuffers::Offset<Save::VolumeState>> queue;
for (int k = 0; k < currVolume.StateQueue.size(); k++)
{
auto& entry = currVolume.StateQueue[k];
int activator = NO_VALUE;
if (std::holds_alternative<short>(entry.Activator))
activator = std::get<short>(entry.Activator);
else
continue;
Save::VolumeStateBuilder volstate{ fbb };
volstate.add_status((int)entry.Status);
volstate.add_activator(activator);
volstate.add_timestamp(entry.Timestamp);
queue.push_back(volstate.Finish());
}
auto queueOffset = fbb.CreateVector(queue);
auto nameOffset = fbb.CreateString(currVolume.Name);
Save::VolumeBuilder volume{ fbb };
volume.add_room_number(room->RoomNumber);
volume.add_number(j);
volume.add_name(nameOffset);
volume.add_enabled(currVolume.Enabled);
volume.add_position(&FromVector3(currVolume.Box.Center));
volume.add_rotation(&FromVector4(currVolume.Box.Orientation));
volume.add_scale(&FromVector3(currVolume.Box.Extents));
volume.add_queue(queueOffset);
volumes.push_back(volume.Finish());
}
}
auto staticMeshesOffset = fbb.CreateVector(staticMeshes);
auto volumesOffset = fbb.CreateVector(volumes);
// Global event sets
std::vector<flatbuffers::Offset<Save::EventSet>> globalEventSets{};
for (int j = 0; j < g_Level.GlobalEventSets.size(); j++)
{
std::vector<bool> statuses = {};
std::vector<int> callCounters = {};
for (int k = 0; k < g_Level.GlobalEventSets[j].Events.size(); k++)
{
statuses.push_back(g_Level.GlobalEventSets[j].Events[k].Enabled);
callCounters.push_back(g_Level.GlobalEventSets[j].Events[k].CallCounter);
}
auto vecStatuses = fbb.CreateVector(statuses);
auto vecCounters = fbb.CreateVector(callCounters);
Save::EventSetBuilder eventSet{ fbb };
eventSet.add_index(j);
eventSet.add_statuses(vecStatuses);
eventSet.add_call_counters(vecCounters);
globalEventSets.push_back(eventSet.Finish());
}
auto globalEventSetsOffset = fbb.CreateVector(globalEventSets);
// Volume event sets
std::vector<flatbuffers::Offset<Save::EventSet>> volumeEventSets{};
for (int j = 0; j < g_Level.VolumeEventSets.size(); j++)
{
std::vector<bool> statuses = {};
std::vector<int> callCounters = {};
for (int k = 0; k < g_Level.VolumeEventSets[j].Events.size(); k++)
{
statuses.push_back(g_Level.VolumeEventSets[j].Events[k].Enabled);
callCounters.push_back(g_Level.VolumeEventSets[j].Events[k].CallCounter);
}
auto vecStatuses = fbb.CreateVector(statuses);
auto vecCounters = fbb.CreateVector(callCounters);
Save::EventSetBuilder eventSet{ fbb };
eventSet.add_index(j);
eventSet.add_statuses(vecStatuses);
eventSet.add_call_counters(vecCounters);
volumeEventSets.push_back(eventSet.Finish());
}
auto volumeEventSetsOffset = fbb.CreateVector(volumeEventSets);
// Particles
std::vector<flatbuffers::Offset<Save::ParticleInfo>> particles;
for (int i = 0; i < MAX_PARTICLES; i++)
{
auto* particle = &Particles[i];
if (!particle->on)
continue;
Save::ParticleInfoBuilder particleInfo{ fbb };
particleInfo.add_b(particle->b);
particleInfo.add_col_fade_speed(particle->colFadeSpeed);
particleInfo.add_d_b(particle->dB);
particleInfo.add_sprite_index(particle->spriteIndex);
particleInfo.add_d_g(particle->dG);
particleInfo.add_d_r(particle->dR);
particleInfo.add_d_size(particle->dSize);
particleInfo.add_dynamic(particle->dynamic);
particleInfo.add_extras(particle->extras);
particleInfo.add_fade_to_black(particle->fadeToBlack);
particleInfo.add_flags(particle->flags);
particleInfo.add_friction(particle->friction);
particleInfo.add_fx_obj(particle->fxObj);
particleInfo.add_g(particle->g);
particleInfo.add_gravity(particle->gravity);
particleInfo.add_life(particle->life);
particleInfo.add_max_y_vel(particle->maxYvel);
particleInfo.add_node_number(particle->nodeNumber);
particleInfo.add_on(particle->on);
particleInfo.add_r(particle->r);
particleInfo.add_room_number(particle->roomNumber);
particleInfo.add_rot_add(particle->rotAdd);
particleInfo.add_rot_ang(particle->rotAng);
particleInfo.add_s_b(particle->sB);
particleInfo.add_scalar(particle->scalar);
particleInfo.add_s_g(particle->sG);
particleInfo.add_size(particle->size);
particleInfo.add_s_life(particle->sLife);
particleInfo.add_s_r(particle->sR);
particleInfo.add_s_size(particle->sSize);
particleInfo.add_blend_mode((int)particle->blendMode);
particleInfo.add_x(particle->x);
particleInfo.add_x_vel(particle->sSize);
particleInfo.add_y(particle->y);
particleInfo.add_y_vel(particle->yVel);
particleInfo.add_z(particle->z);
particleInfo.add_z_vel(particle->zVel);
particles.push_back(particleInfo.Finish());
}
auto particleOffset = fbb.CreateVector(particles);
// Swarm enemies
std::vector<flatbuffers::Offset<Save::SwarmObjectInfo>> bats;
for (int i = 0; i < NUM_BATS; i++)
{
auto* bat = &Bats[i];
Save::SwarmObjectInfoBuilder batInfo{ fbb };
batInfo.add_flags(bat->Counter);
batInfo.add_on(bat->On);
batInfo.add_room_number(bat->RoomNumber);
batInfo.add_pose(&FromPose(bat->Pose));
bats.push_back(batInfo.Finish());
}
auto batsOffset = fbb.CreateVector(bats);
std::vector<flatbuffers::Offset<Save::SwarmObjectInfo>> spiders;
for (int i = 0; i < NUM_SPIDERS; i++)
{
auto* spider = &Spiders[i];
Save::SwarmObjectInfoBuilder spiderInfo{ fbb };
spiderInfo.add_flags(spider->Flags);
spiderInfo.add_on(spider->On);
spiderInfo.add_room_number(spider->RoomNumber);
spiderInfo.add_pose(&FromPose(spider->Pose));
spiders.push_back(spiderInfo.Finish());
}
auto spidersOffset = fbb.CreateVector(spiders);
std::vector<flatbuffers::Offset<Save::SwarmObjectInfo>> rats;
for (int i = 0; i < NUM_RATS; i++)
{
auto* rat = &Rats[i];
Save::SwarmObjectInfoBuilder ratInfo{ fbb };
ratInfo.add_flags(rat->Flags);
ratInfo.add_on(rat->On);
ratInfo.add_room_number(rat->RoomNumber);
ratInfo.add_pose(&FromPose(rat->Pose));
rats.push_back(ratInfo.Finish());
}
auto ratsOffset = fbb.CreateVector(rats);
std::vector<flatbuffers::Offset<Save::SwarmObjectInfo>> scarabs;
for (int i = 0; i < NUM_BATS; i++)
{
auto* beetle = &BeetleSwarm[i];
Save::SwarmObjectInfoBuilder scarabInfo{ fbb };
scarabInfo.add_flags(beetle->Flags);
scarabInfo.add_on(beetle->On);
scarabInfo.add_room_number(beetle->RoomNumber);
scarabInfo.add_pose(&FromPose(beetle->Pose));
scarabs.push_back(scarabInfo.Finish());
}
auto scarabsOffset = fbb.CreateVector(scarabs);
// Rope
flatbuffers::Offset<Save::Rope> ropeOffset;
flatbuffers::Offset<Save::Pendulum> pendulumOffset;
flatbuffers::Offset<Save::Pendulum> alternatePendulumOffset;
if (Lara.Control.Rope.Ptr != -1)
{
ROPE_STRUCT* rope = &Ropes[Lara.Control.Rope.Ptr];
std::vector<flatbuffers::Offset<Save::RopeSegment>> segments;
for (int i = 0; i < ROPE_SEGMENTS; i++)
{
Save::RopeSegmentBuilder segment{ fbb };
segment.add_segment(&FromVector3i(rope->segment[i]));
segment.add_velocity(&FromVector3i(rope->velocity[i]));
segment.add_normalised_segment(&FromVector3i(rope->normalisedSegment[i]));
segment.add_mesh_segment(&FromVector3i(rope->meshSegment[i]));
segment.add_coord(&FromVector3i(rope->coords[i]));
segments.push_back(segment.Finish());
}
auto ropeSegmentsOffset = fbb.CreateVector(segments);
Save::RopeBuilder ropeInfo{ fbb };
ropeInfo.add_segments(ropeSegmentsOffset);
ropeInfo.add_coiled(rope->coiled);
ropeInfo.add_position(&FromVector3i(rope->position));
ropeInfo.add_segment_length(rope->segmentLength);
ropeOffset = ropeInfo.Finish();
Save::PendulumBuilder pendulumInfo{ fbb };
pendulumInfo.add_node(CurrentPendulum.node);
pendulumInfo.add_position(&FromVector3i(CurrentPendulum.position));
pendulumInfo.add_velocity(&FromVector3i(CurrentPendulum.velocity));
pendulumOffset = pendulumInfo.Finish();
Save::PendulumBuilder alternatePendulumInfo{ fbb };
alternatePendulumInfo.add_node(AlternatePendulum.node);
alternatePendulumInfo.add_position(&FromVector3i(AlternatePendulum.position));
alternatePendulumInfo.add_velocity(&FromVector3i(AlternatePendulum.velocity));
alternatePendulumOffset = alternatePendulumInfo.Finish();
}
std::vector<SavedVar> savedVars;
g_GameScript->GetVariables(savedVars);
std::vector<flatbuffers::Offset<Save::UnionTable>> varsVec;
for (auto const& s : savedVars)
{
auto putDataInVec = [&varsVec, &fbb](Save::VarUnion type, auto const & offsetVar)
{
Save::UnionTableBuilder ut{ fbb };
ut.add_u_type(type);
ut.add_u(offsetVar.Union());
varsVec.push_back(ut.Finish());
};
if (std::holds_alternative<std::string>(s))
{
auto strOffset2 = fbb.CreateString(std::get<std::string>(s));
Save::stringTableBuilder stb{ fbb };
stb.add_str(strOffset2);
auto strOffset = stb.Finish();
putDataInVec(Save::VarUnion::str, strOffset);
}
else if (std::holds_alternative<double>(s))
{
Save::doubleTableBuilder dtb{ fbb };
dtb.add_scalar(std::get<double>(s));
auto doubleOffset = dtb.Finish();
putDataInVec(Save::VarUnion::num, doubleOffset);
}
else if (std::holds_alternative<bool>(s))
{
Save::boolTableBuilder btb{ fbb };
btb.add_scalar(std::get<bool>(s));
auto boolOffset = btb.Finish();
putDataInVec(Save::VarUnion::boolean, boolOffset);
}
else if (std::holds_alternative<IndexTable>(s))
{
std::vector<Save::KeyValPair> keyValVec;
auto& vec = std::get<IndexTable>(s);
for (auto& id : vec)
{
keyValVec.push_back(Save::KeyValPair(id.first, id.second));
}
auto vecOffset = fbb.CreateVectorOfStructs(keyValVec);
Save::ScriptTableBuilder stb{ fbb };
stb.add_keys_vals(vecOffset);
auto scriptTableOffset = stb.Finish();
putDataInVec(Save::VarUnion::tab, scriptTableOffset);
}
else if (std::holds_alternative<FuncName>(s))
{
std::string data = std::get<FuncName>(s).name;
auto strOffset = fbb.CreateString(data);
Save::funcNameTableBuilder ftb{ fbb };
ftb.add_str(strOffset);
auto funcNameOffset = ftb.Finish();
putDataInVec(Save::VarUnion::funcName, funcNameOffset);
}
else
{
switch (SavedVarType(s.index()))
{
case SavedVarType::Vec2:
{
SaveVec(SavedVarType::Vec2, s, Save::vec2TableBuilder, Save::VarUnion::vec2, Save::Vector2, FromVector2);
break;
}
case SavedVarType::Vec3:
{
SaveVec(SavedVarType::Vec3, s, Save::vec3TableBuilder, Save::VarUnion::vec3, Save::Vector3, FromVector3);
break;
}
case SavedVarType::Rotation:
{
SaveVec(SavedVarType::Rotation, s, Save::rotationTableBuilder, Save::VarUnion::rotation, Save::Vector3, FromVector3);
break;
}
case SavedVarType::Time:
{
Save::timeTableBuilder ttb{ fbb };
ttb.add_scalar(std::get<int>(s));
auto timeOffset = ttb.Finish();
putDataInVec(Save::VarUnion::time, timeOffset);
break;
}
case SavedVarType::Color:
{
Save::colorTableBuilder ctb{ fbb };
ctb.add_color(std::get<(int)SavedVarType::Color>(s));
auto offset = ctb.Finish();
putDataInVec(Save::VarUnion::color, offset);
break;
}
}
}
}
auto unionVec = fbb.CreateVector(varsVec);
Save::UnionVecBuilder uvb{ fbb };
uvb.add_members(unionVec);
auto unionVecOffset = uvb.Finish();
std::vector<std::string> callbackVecPreStart;
std::vector<std::string> callbackVecPostStart;
std::vector<std::string> callbackVecPreEnd;
std::vector<std::string> callbackVecPostEnd;
std::vector<std::string> callbackVecPreSave;
std::vector<std::string> callbackVecPostSave;
std::vector<std::string> callbackVecPreLoad;
std::vector<std::string> callbackVecPostLoad;
std::vector<std::string> callbackVecPreLoop;
std::vector<std::string> callbackVecPostLoop;
std::vector<std::string> callbackVecPreUseItem;
std::vector<std::string> callbackVecPostUseItem;
std::vector<std::string> callbackVecPreFreeze;
std::vector<std::string> callbackVecPostFreeze;
g_GameScript->GetCallbackStrings(
callbackVecPreStart,
callbackVecPostStart,
callbackVecPreEnd,
callbackVecPostEnd,
callbackVecPreSave,
callbackVecPostSave,
callbackVecPreLoad,
callbackVecPostLoad,
callbackVecPreLoop,
callbackVecPostLoop,
callbackVecPreUseItem,
callbackVecPostUseItem,
callbackVecPreFreeze,
callbackVecPostFreeze);
auto stringsCallbackPreStart = fbb.CreateVectorOfStrings(callbackVecPreStart);
auto stringsCallbackPostStart = fbb.CreateVectorOfStrings(callbackVecPostStart);
auto stringsCallbackPreEnd = fbb.CreateVectorOfStrings(callbackVecPreEnd);
auto stringsCallbackPostEnd = fbb.CreateVectorOfStrings(callbackVecPostEnd);
auto stringsCallbackPreSave = fbb.CreateVectorOfStrings(callbackVecPreSave);
auto stringsCallbackPostSave = fbb.CreateVectorOfStrings(callbackVecPostSave);
auto stringsCallbackPreLoad = fbb.CreateVectorOfStrings(callbackVecPreLoad);
auto stringsCallbackPostLoad = fbb.CreateVectorOfStrings(callbackVecPostLoad);
auto stringsCallbackPreLoop = fbb.CreateVectorOfStrings(callbackVecPreLoop);
auto stringsCallbackPostLoop = fbb.CreateVectorOfStrings(callbackVecPostLoop);
auto stringsCallbackPreUseItem = fbb.CreateVectorOfStrings(callbackVecPreUseItem);
auto stringsCallbackPostUseItem = fbb.CreateVectorOfStrings(callbackVecPostUseItem);
auto stringsCallbackPreFreeze = fbb.CreateVectorOfStrings(callbackVecPreFreeze);
auto stringsCallbackPostFreeze = fbb.CreateVectorOfStrings(callbackVecPostFreeze);
Save::SaveGameBuilder sgb{ fbb };
sgb.add_header(headerOffset);
sgb.add_level(levelStatisticsOffset);
sgb.add_game(gameStatisticsOffset);
sgb.add_secret_bits(SaveGame::Statistics.SecretBits);
sgb.add_camera(cameraOffset);
sgb.add_lara(laraOffset);
sgb.add_rooms(roomOffset);
sgb.add_next_item_free(NextItemFree);
sgb.add_next_item_active(NextItemActive);
sgb.add_items(serializedItemsOffset);
sgb.add_fish_swarm(fishSwarmOffset);
sgb.add_fxinfos(serializedEffectsOffset);
sgb.add_next_fx_free(NextFxFree);
sgb.add_next_fx_active(NextFxActive);
sgb.add_postprocess_mode((int)g_Renderer.GetPostProcessMode());
sgb.add_postprocess_strength(g_Renderer.GetPostProcessStrength());
sgb.add_postprocess_tint(&FromVector3(g_Renderer.GetPostProcessTint()));
sgb.add_soundtracks(soundtrackOffset);
sgb.add_cd_flags(soundtrackMapOffset);
sgb.add_action_queue(actionQueueOffset);
sgb.add_flip_maps(flipMapsOffset);
sgb.add_flip_stats(flipStatsOffset);
sgb.add_room_items(roomItemsOffset);
sgb.add_flip_effect(FlipEffect);
sgb.add_flip_status(FlipStatus);
sgb.add_current_fov(LastFOV);
sgb.add_last_inv_item(g_Gui.GetLastInventoryItem());
sgb.add_static_meshes(staticMeshesOffset);
sgb.add_volumes(volumesOffset);
sgb.add_fixed_cameras(camerasOffset);
sgb.add_particles(particleOffset);
sgb.add_bats(batsOffset);
sgb.add_rats(ratsOffset);
sgb.add_spiders(spidersOffset);
sgb.add_scarabs(scarabsOffset);
sgb.add_sinks(sinksOffset);
sgb.add_flyby_cameras(flybyCamerasOffset);
sgb.add_global_event_sets(globalEventSetsOffset);
sgb.add_volume_event_sets(volumeEventSetsOffset);
if (Lara.Control.Rope.Ptr != -1)
{
sgb.add_rope(ropeOffset);
sgb.add_pendulum(pendulumOffset);
sgb.add_alternate_pendulum(alternatePendulumOffset);
}
sgb.add_script_vars(unionVecOffset);
sgb.add_callbacks_pre_start(stringsCallbackPreStart);
sgb.add_callbacks_post_start(stringsCallbackPostStart);
sgb.add_callbacks_pre_end(stringsCallbackPreEnd);
sgb.add_callbacks_post_end(stringsCallbackPostEnd);
sgb.add_callbacks_pre_save(stringsCallbackPreSave);
sgb.add_callbacks_post_save(stringsCallbackPostSave);
sgb.add_callbacks_pre_load(stringsCallbackPreLoad);
sgb.add_callbacks_post_load(stringsCallbackPostLoad);
sgb.add_callbacks_pre_loop(stringsCallbackPreLoop);
sgb.add_callbacks_post_loop(stringsCallbackPostLoop);
sgb.add_callbacks_pre_useitem(stringsCallbackPreUseItem);
sgb.add_callbacks_post_useitem(stringsCallbackPostUseItem);
sgb.add_callbacks_pre_freeze(stringsCallbackPreFreeze);
sgb.add_callbacks_post_freeze(stringsCallbackPostFreeze);
auto sg = sgb.Finish();
fbb.Finish(sg);
auto buffer = fbb.GetBufferPointer();
auto size = fbb.GetSize();
auto result = std::vector<byte>(buffer, buffer + size);
return result;
}
void SaveGame::SaveHub(int index)
{
// Don't save title level to a hub.
if (index == 0)
return;
// Build hub data.
TENLog("Saving hub data for level #" + std::to_string(index) + (IsOnHub(index) ? " (overwrite)" : " (new)"), LogLevel::Info);
Hub[index] = Build();
}
void SaveGame::LoadHub(int index)
{
// Don't attempt to load hub data if level is a title level.
if (index == 0)
return;
if (IsOnHub(index))
{
// Load hub data.
TENLog("Loading hub data for level #" + std::to_string(index), LogLevel::Info);
Parse(Hub[index], true);
}
// Restore vehicle (also for cases when no hub data yet exists).
InitializePlayerVehicle(*LaraItem);
}
bool SaveGame::IsOnHub(int index)
{
return (Hub.count(index) > 0);
}
void SaveGame::ResetHub()
{
if (Hub.empty())
return;
TENLog("Clearing hub data", LogLevel::Info);
Hub.clear();
}
bool SaveGame::Save(int slot)
{
if (!IsSaveGameSlotValid(slot))
return false;
g_GameScript->OnSave();
HandleAllGlobalEvents(EventType::Save, (Activator)short(LaraItem->Index));
// Savegame infos need to be reloaded so that last savegame counter properly increases.
LoadHeaders();
auto fileName = GetSavegameFilename(slot);
TENLog("Saving to savegame: " + fileName, LogLevel::Info);
if (!std::filesystem::is_directory(FullSaveDirectory))
std::filesystem::create_directory(FullSaveDirectory);
std::ofstream fileOut{};
fileOut.open(fileName, std::ios_base::binary | std::ios_base::out);
// Write current level save data.
auto currentLevelState = SaveGame::Build();
int size = (int)currentLevelState.size();
fileOut.write(reinterpret_cast<const char*>(&size), sizeof(size));
fileOut.write(reinterpret_cast<const char*>(currentLevelState.data()), size);
// Write hub data.
int hubCount = (int)Hub.size();
fileOut.write(reinterpret_cast<const char*>(&hubCount), sizeof(hubCount));
for (auto& level : Hub)
{
fileOut.write(reinterpret_cast<const char*>(&level.first), sizeof(level.first));
size = (int)level.second.size();
fileOut.write(reinterpret_cast<const char*>(&size), sizeof(size));
fileOut.write(reinterpret_cast<const char*>(level.second.data()), size);
}
fileOut.close();
return true;
}
bool SaveGame::Load(int slot)
{
if (!IsSaveGameValid(slot))
{
TENLog("Loading from savegame in slot " + std::to_string(slot) + " is impossible, data is missing or level has changed.", LogLevel::Error);
return false;
}
auto fileName = GetSavegameFilename(slot);
TENLog("Loading from savegame: " + fileName, LogLevel::Info);
auto file = std::ifstream();
try
{
file.open(fileName, std::ios_base::app | std::ios_base::binary);
int size = 0;
file.read(reinterpret_cast<char*>(&size), sizeof(size));
// Read current level save data.
auto saveData = std::vector<byte>(size);
file.read(reinterpret_cast<char*>(saveData.data()), size);
// Reset hub data, as it's about to be replaced with saved one.
ResetHub();
// Read hub data from savegame.
int hubCount = 0;
file.read(reinterpret_cast<char*>(&hubCount), sizeof(hubCount));
TENLog("Hub count: " + std::to_string(hubCount), LogLevel::Info);
for (int i = 0; i < hubCount; i++)
{
int index = 0;
file.read(reinterpret_cast<char*>(&index), sizeof(index));
file.read(reinterpret_cast<char*>(&size), sizeof(size));
auto hubBuffer = std::vector<byte>(size);
file.read(reinterpret_cast<char*>(hubBuffer.data()), size);
Hub[index] = hubBuffer;
}
file.close();
// Load save data for current level.
Parse(saveData, false);
return true;
}
catch (std::exception& ex)
{
TENLog("Error while loading savegame: " + std::string(ex.what()), LogLevel::Error);
if (file.is_open())
file.close();
}
return false;
}
static void ParseStatistics(const Save::SaveGame* s, bool isHub)
{
SaveGame::Statistics.SecretBits = s->secret_bits();
SaveGame::Statistics.Level.AmmoHits = s->level()->ammo_hits();
SaveGame::Statistics.Level.AmmoUsed = s->level()->ammo_used();
SaveGame::Statistics.Level.Distance = s->level()->distance();
SaveGame::Statistics.Level.HealthUsed = s->level()->medipacks_used();
SaveGame::Statistics.Level.DamageTaken = s->level()->damage_taken();
SaveGame::Statistics.Level.Kills = s->level()->kills();
SaveGame::Statistics.Level.Secrets = s->level()->secrets();
SaveGame::Statistics.Level.TimeTaken = s->level()->timer();
// Don't touch game statistics if data is parsed in hub mode.
if (isHub)
return;
SaveGame::Statistics.Game.AmmoHits = s->game()->ammo_hits();
SaveGame::Statistics.Game.AmmoUsed = s->game()->ammo_used();
SaveGame::Statistics.Game.Distance = s->game()->distance();
SaveGame::Statistics.Game.HealthUsed = s->game()->medipacks_used();
SaveGame::Statistics.Game.DamageTaken = s->game()->damage_taken();
SaveGame::Statistics.Game.Kills = s->game()->kills();
SaveGame::Statistics.Game.Secrets = s->game()->secrets();
SaveGame::Statistics.Game.TimeTaken = s->game()->timer();
}
static void ParseLua(const Save::SaveGame* s, bool hubMode)
{
// Event sets
if (g_Level.VolumeEventSets.size() == s->volume_event_sets()->size())
{
for (int i = 0; i < s->volume_event_sets()->size(); ++i)
{
auto setSaved = s->volume_event_sets()->Get(i);
for (int j = 0; j < setSaved->call_counters()->size(); ++j)
{
g_Level.VolumeEventSets[setSaved->index()].Events[j].Enabled = setSaved->statuses()->Get(j);
g_Level.VolumeEventSets[setSaved->index()].Events[j].CallCounter = setSaved->call_counters()->Get(j);
}
}
}
if (g_Level.GlobalEventSets.size() == s->global_event_sets()->size())
{
for (int i = 0; i < s->global_event_sets()->size(); ++i)
{
auto setSaved = s->global_event_sets()->Get(i);
for (int j = 0; j < setSaved->call_counters()->size(); ++j)
{
g_Level.GlobalEventSets[setSaved->index()].Events[j].Enabled = setSaved->statuses()->Get(j);
g_Level.GlobalEventSets[setSaved->index()].Events[j].CallCounter = setSaved->call_counters()->Get(j);
}
}
}
auto loadedVars = std::vector<SavedVar>{};
auto unionVec = s->script_vars();
if (unionVec)
{
for (const auto& var : *(unionVec->members()))
{
auto varType = var->u_type();
switch (varType)
{
case Save::VarUnion::num:
loadedVars.push_back(var->u_as_num()->scalar());
break;
case Save::VarUnion::boolean:
loadedVars.push_back(var->u_as_boolean()->scalar());
break;
case Save::VarUnion::str:
loadedVars.push_back(var->u_as_str()->str()->str());
break;
case Save::VarUnion::tab:
{
auto tab = var->u_as_tab()->keys_vals();
auto& loadedTab = loadedVars.emplace_back(IndexTable{});
for (const auto& pair : *tab)
std::get<IndexTable>(loadedTab).push_back(std::make_pair(pair->key(), pair->val()));
break;
}
case Save::VarUnion::vec2:
{
auto stored = var->u_as_vec2()->vec();
SavedVar var;
var.emplace<(int)SavedVarType::Vec2>(ToVector2(stored));
loadedVars.push_back(var);
break;
}
case Save::VarUnion::vec3:
{
auto stored = var->u_as_vec3()->vec();
SavedVar var;
var.emplace<(int)SavedVarType::Vec3>(ToVector3(stored));
loadedVars.push_back(var);
break;
}
case Save::VarUnion::rotation:
{
auto stored = var->u_as_rotation()->vec();
SavedVar var;
var.emplace<(int)SavedVarType::Rotation>(ToVector3(stored));
loadedVars.push_back(var);
break;
}
case Save::VarUnion::time:
{
auto stored = var->u_as_time()->scalar();
SavedVar var;
var.emplace<(int)SavedVarType::Time>(stored);
loadedVars.push_back(var);
break;
}
case Save::VarUnion::color:
loadedVars.push_back((D3DCOLOR)var->u_as_color()->color());
break;
case Save::VarUnion::funcName:
loadedVars.push_back(FuncName{ var->u_as_funcName()->str()->str() });
break;
default:
break;
}
}
}
g_GameScript->SetVariables(loadedVars, hubMode);
auto populateCallbackVecs = [&s](auto callbackFunc)
{
auto callbacksVec = std::vector<std::string>{};
auto callbacksOffsetVec = std::invoke(callbackFunc, s);
for (const auto& e : *callbacksOffsetVec)
callbacksVec.push_back(e->str());
return callbacksVec;
};
auto callbacksPreStartVec = populateCallbackVecs(&Save::SaveGame::callbacks_pre_start);
auto callbacksPostStartVec = populateCallbackVecs(&Save::SaveGame::callbacks_post_start);
auto callbacksPreEndVec = populateCallbackVecs(&Save::SaveGame::callbacks_pre_end);
auto callbacksPostEndVec = populateCallbackVecs(&Save::SaveGame::callbacks_post_end);
auto callbacksPreSaveVec = populateCallbackVecs(&Save::SaveGame::callbacks_pre_save);
auto callbacksPostSaveVec = populateCallbackVecs(&Save::SaveGame::callbacks_post_save);
auto callbacksPreLoadVec = populateCallbackVecs(&Save::SaveGame::callbacks_pre_load);
auto callbacksPostLoadVec = populateCallbackVecs(&Save::SaveGame::callbacks_post_load);
auto callbacksPreLoopVec = populateCallbackVecs(&Save::SaveGame::callbacks_pre_loop);
auto callbacksPostLoopVec = populateCallbackVecs(&Save::SaveGame::callbacks_post_loop);
auto callbacksPreUseItemVec = populateCallbackVecs(&Save::SaveGame::callbacks_pre_useitem);
auto callbacksPostUseItemVec = populateCallbackVecs(&Save::SaveGame::callbacks_post_useitem);
auto callbacksPreFreezeVec = populateCallbackVecs(&Save::SaveGame::callbacks_pre_freeze);
auto callbacksPostFreezeVec = populateCallbackVecs(&Save::SaveGame::callbacks_post_freeze);
g_GameScript->SetCallbackStrings(
callbacksPreStartVec,
callbacksPostStartVec,
callbacksPreEndVec,
callbacksPostEndVec,
callbacksPreSaveVec,
callbacksPostSaveVec,
callbacksPreLoadVec,
callbacksPostLoadVec,
callbacksPreLoopVec,
callbacksPostLoopVec,
callbacksPreUseItemVec,
callbacksPostUseItemVec,
callbacksPreFreezeVec,
callbacksPostFreezeVec);
}
static void ParsePlayer(const Save::SaveGame* s)
{
// Restore current inventory item.
g_Gui.SetLastInventoryItem(s->last_inv_item());
ZeroMemory(&Lara, sizeof(LaraInfo));
// Player
ZeroMemory(Lara.Inventory.Puzzles, NUM_PUZZLES * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->puzzles()->size(); i++)
Lara.Inventory.Puzzles[i] = s->lara()->inventory()->puzzles()->Get(i);
ZeroMemory(Lara.Inventory.PuzzlesCombo, NUM_PUZZLES * 2 * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->puzzles_combo()->size(); i++)
Lara.Inventory.PuzzlesCombo[i] = s->lara()->inventory()->puzzles_combo()->Get(i);
ZeroMemory(Lara.Inventory.Keys, NUM_KEYS * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->keys()->size(); i++)
Lara.Inventory.Keys[i] = s->lara()->inventory()->keys()->Get(i);
ZeroMemory(Lara.Inventory.KeysCombo, NUM_KEYS * 2 * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->keys_combo()->size(); i++)
Lara.Inventory.KeysCombo[i] = s->lara()->inventory()->keys_combo()->Get(i);
ZeroMemory(Lara.Inventory.Pickups, NUM_PICKUPS * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->pickups()->size(); i++)
Lara.Inventory.Pickups[i] = s->lara()->inventory()->pickups()->Get(i);
ZeroMemory(Lara.Inventory.PickupsCombo, NUM_PICKUPS * 2 * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->pickups_combo()->size(); i++)
Lara.Inventory.PickupsCombo[i] = s->lara()->inventory()->pickups_combo()->Get(i);
ZeroMemory(Lara.Inventory.Examines, NUM_EXAMINES * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->examines()->size(); i++)
Lara.Inventory.Examines[i] = s->lara()->inventory()->examines()->Get(i);
ZeroMemory(Lara.Inventory.ExaminesCombo, NUM_EXAMINES * 2 * sizeof(int));
for (int i = 0; i < s->lara()->inventory()->examines_combo()->size(); i++)
Lara.Inventory.ExaminesCombo[i] = s->lara()->inventory()->examines_combo()->Get(i);
for (int i = 0; i < Lara.Effect.BubbleNodes.size(); i++)
Lara.Effect.BubbleNodes[i] = s->lara()->effect()->bubble_nodes()->Get(i);
for (int i = 0; i < Lara.Effect.DripNodes.size(); i++)
Lara.Effect.DripNodes[i] = s->lara()->effect()->drip_nodes()->Get(i);
Lara.Context.CalcJumpVelocity = s->lara()->context()->calc_jump_velocity();
Lara.Context.WaterCurrentActive = s->lara()->context()->water_current_active();
Lara.Context.WaterCurrentPull.x = s->lara()->context()->water_current_pull()->x();
Lara.Context.WaterCurrentPull.y = s->lara()->context()->water_current_pull()->y();
Lara.Context.WaterCurrentPull.z = s->lara()->context()->water_current_pull()->z();
Lara.Context.InteractedItem = s->lara()->context()->interacted_item_number();
Lara.Context.NextCornerPos = ToPose(*s->lara()->context()->next_corner_pose());
Lara.Context.ProjectedFloorHeight = s->lara()->context()->projected_floor_height();
Lara.Context.TargetOrientation = ToEulerAngles(s->lara()->context()->target_orient());
Lara.Context.Vehicle = s->lara()->context()->vehicle_item_number();
Lara.Context.WaterSurfaceDist = s->lara()->context()->water_surface_dist();
Lara.Control.CanMonkeySwing = s->lara()->control()->can_monkey_swing();
Lara.Control.CanClimbLadder = s->lara()->control()->is_climbing_ladder();
Lara.Control.Count.Death = s->lara()->control()->count()->death();
Lara.Control.Count.Pose = s->lara()->control()->count()->pose();
Lara.Control.Count.PositionAdjust = s->lara()->control()->count()->position_adjust();
Lara.Control.Count.Run = s->lara()->control()->count()->run_jump();
Lara.Control.Count.Death = s->lara()->control()->count()->death();
Lara.Control.IsClimbingLadder = s->lara()->control()->is_climbing_ladder();
Lara.Control.IsLow = s->lara()->control()->is_low();
Lara.Control.IsMoving = s->lara()->control()->is_moving();
Lara.Control.JumpDirection = (JumpDirection)s->lara()->control()->jump_direction();
Lara.Control.KeepLow = s->lara()->control()->keep_low();
Lara.Control.Look.IsUsingBinoculars = s->lara()->control()->look()->is_using_binoculars();
Lara.Control.Look.IsUsingLasersight = s->lara()->control()->look()->is_using_lasersight();
Lara.Control.Look.Mode = (LookMode)s->lara()->control()->look()->mode();
Lara.Control.Look.OpticRange = s->lara()->control()->look()->optic_range();
Lara.Control.Look.Orientation = ToEulerAngles(s->lara()->control()->look()->orientation());
Lara.Control.Look.TurnRate = ToEulerAngles(s->lara()->control()->look()->turn_rate());
Lara.Control.MoveAngle = s->lara()->control()->move_angle();
Lara.Control.IsRunJumpQueued = s->lara()->control()->is_run_jump_queued();
Lara.Control.TurnRate = s->lara()->control()->turn_rate();
Lara.Control.IsLocked = s->lara()->control()->is_locked();
Lara.Control.HandStatus = (HandStatus)s->lara()->control()->hand_status();
Lara.Control.Weapon.GunType = (LaraWeaponType)s->lara()->control()->weapon()->gun_type();
Lara.Control.Weapon.HasFired = s->lara()->control()->weapon()->has_fired();
Lara.Control.Weapon.Interval = s->lara()->control()->weapon()->interval();
Lara.Control.Weapon.Fired = s->lara()->control()->weapon()->fired();
Lara.Control.Weapon.LastGunType = (LaraWeaponType)s->lara()->control()->weapon()->last_gun_type();
Lara.Control.Weapon.RequestGunType = (LaraWeaponType)s->lara()->control()->weapon()->request_gun_type();
Lara.Control.Weapon.HolsterInfo.BackHolster = (HolsterSlot)s->lara()->control()->weapon()->holster_info()->back_holster();
Lara.Control.Weapon.HolsterInfo.LeftHolster = (HolsterSlot)s->lara()->control()->weapon()->holster_info()->left_holster();
Lara.Control.Weapon.HolsterInfo.RightHolster = (HolsterSlot)s->lara()->control()->weapon()->holster_info()->right_holster();
Lara.Control.Weapon.NumShotsFired = s->lara()->control()->weapon()->num_shots_fired();
Lara.Control.Weapon.Timer = s->lara()->control()->weapon()->timer();
Lara.Control.Weapon.UziLeft = s->lara()->control()->weapon()->uzi_left();
Lara.Control.Weapon.UziRight = s->lara()->control()->weapon()->uzi_right();
Lara.Control.Weapon.WeaponItem = s->lara()->control()->weapon()->weapon_item();
Lara.ExtraAnim = s->lara()->extra_anim();
Lara.ExtraHeadRot = ToEulerAngles(s->lara()->extra_head_rot());
Lara.ExtraTorsoRot = ToEulerAngles(s->lara()->extra_torso_rot());
Lara.Flare.Life = s->lara()->flare()->life();
Lara.Flare.ControlLeft = s->lara()->flare()->control_left();
Lara.Flare.Frame = s->lara()->flare()->frame();
Lara.HighestLocation = s->lara()->highest_location();
Lara.HitDirection = s->lara()->hit_direction();
Lara.HitFrame = s->lara()->hit_frame();
Lara.Inventory.BeetleComponents = s->lara()->inventory()->beetle_components();
Lara.Inventory.BeetleLife = s->lara()->inventory()->beetle_life();
Lara.Inventory.BigWaterskin = s->lara()->inventory()->big_waterskin();
Lara.Inventory.HasBinoculars = s->lara()->inventory()->has_binoculars();
Lara.Inventory.HasDiary = s->lara()->inventory()->has_diary();
Lara.Inventory.HasLoad = s->lara()->inventory()->has_load();
Lara.Inventory.HasSave = s->lara()->inventory()->has_save();
Lara.Inventory.HasStopwatch = s->lara()->inventory()->has_stopwatch();
Lara.Inventory.HasCompass = s->lara()->inventory()->has_compass();
Lara.Inventory.HasCrowbar = s->lara()->inventory()->has_crowbar();
Lara.Inventory.HasLasersight = s->lara()->inventory()->has_lasersight();
Lara.Inventory.HasSilencer = s->lara()->inventory()->has_silencer();
Lara.Inventory.HasTorch = s->lara()->inventory()->has_torch();
Lara.Inventory.IsBusy = s->lara()->inventory()->is_busy();
Lara.Inventory.OldBusy = s->lara()->inventory()->old_busy();
Lara.Inventory.SmallWaterskin = s->lara()->inventory()->small_waterskin();
Lara.Inventory.TotalFlares = s->lara()->inventory()->total_flares();
Lara.Inventory.TotalLargeMedipacks = s->lara()->inventory()->total_large_medipacks();
Lara.Inventory.TotalSmallMedipacks = s->lara()->inventory()->total_small_medipacks();
Lara.LeftArm.AnimNumber = s->lara()->left_arm()->anim_number();
Lara.LeftArm.GunFlash = s->lara()->left_arm()->gun_flash();
Lara.LeftArm.GunSmoke = s->lara()->left_arm()->gun_smoke();
Lara.LeftArm.FrameBase = s->lara()->left_arm()->frame_base();
Lara.LeftArm.FrameNumber = s->lara()->left_arm()->frame_number();
Lara.LeftArm.Locked = s->lara()->left_arm()->locked();
Lara.LeftArm.Orientation = ToEulerAngles(s->lara()->left_arm()->rotation());
Lara.Location = s->lara()->location();
Lara.LocationPad = s->lara()->location_pad();
Lara.RightArm.AnimNumber = s->lara()->right_arm()->anim_number();
Lara.RightArm.GunFlash = s->lara()->right_arm()->gun_flash();
Lara.RightArm.GunSmoke = s->lara()->right_arm()->gun_smoke();
Lara.RightArm.FrameBase = s->lara()->right_arm()->frame_base();
Lara.RightArm.FrameNumber = s->lara()->right_arm()->frame_number();
Lara.RightArm.Locked = s->lara()->right_arm()->locked();
Lara.RightArm.Orientation = ToEulerAngles(s->lara()->right_arm()->rotation());
Lara.Torch.IsLit = s->lara()->torch()->is_lit();
Lara.Torch.State = (TorchState)s->lara()->torch()->state();
Lara.Control.Rope.Segment = s->lara()->control()->rope()->segment();
Lara.Control.Rope.Direction = s->lara()->control()->rope()->direction();
Lara.Control.Rope.ArcFront = s->lara()->control()->rope()->arc_front();
Lara.Control.Rope.ArcBack = s->lara()->control()->rope()->arc_back();
Lara.Control.Rope.LastX = s->lara()->control()->rope()->last_x();
Lara.Control.Rope.MaxXForward = s->lara()->control()->rope()->max_x_forward();
Lara.Control.Rope.MaxXBackward = s->lara()->control()->rope()->max_x_backward();
Lara.Control.Rope.DFrame = s->lara()->control()->rope()->dframe();
Lara.Control.Rope.Frame = s->lara()->control()->rope()->frame();
Lara.Control.Rope.FrameRate = s->lara()->control()->rope()->frame_rate();
Lara.Control.Rope.Y = s->lara()->control()->rope()->y();
Lara.Control.Rope.Ptr = s->lara()->control()->rope()->ptr();
Lara.Control.Rope.Offset = s->lara()->control()->rope()->offset();
Lara.Control.Rope.DownVel = s->lara()->control()->rope()->down_vel();
Lara.Control.Rope.Flag = s->lara()->control()->rope()->flag();
Lara.Control.Rope.Count = s->lara()->control()->rope()->count();
Lara.Control.Subsuit.XRot = s->lara()->control()->subsuit()->x_rot();
Lara.Control.Subsuit.DXRot = s->lara()->control()->subsuit()->d_x_rot();
Lara.Control.Subsuit.Velocity[0] = s->lara()->control()->subsuit()->velocity()->Get(0);
Lara.Control.Subsuit.Velocity[1] = s->lara()->control()->subsuit()->velocity()->Get(1);
Lara.Control.Subsuit.VerticalVelocity = s->lara()->control()->subsuit()->vertical_velocity();
Lara.Control.Subsuit.XRotVel = s->lara()->control()->subsuit()->x_rot_vel();
Lara.Control.Subsuit.HitCount = s->lara()->control()->subsuit()->hit_count();
Lara.Control.Tightrope.Balance = s->lara()->control()->tightrope()->balance();
Lara.Control.Tightrope.CanDismount = s->lara()->control()->tightrope()->can_dismount();
Lara.Control.Tightrope.TightropeItem = s->lara()->control()->tightrope()->tightrope_item();
Lara.Control.Tightrope.TimeOnTightrope = s->lara()->control()->tightrope()->time_on_tightrope();
Lara.Control.WaterStatus = (WaterStatus)s->lara()->control()->water_status();
Lara.Status.Air = s->lara()->status()->air();
Lara.Status.Exposure = s->lara()->status()->exposure();
Lara.Status.Poison = s->lara()->status()->poison();
Lara.Status.Stamina = s->lara()->status()->stamina();
Lara.TargetEntity = (s->lara()->target_entity_number() >= 0) ? &g_Level.Items[s->lara()->target_entity_number()] : nullptr;
Lara.TargetArmOrient = ToEulerAngles(s->lara()->target_arm_orient());
for (int i = 0; i < s->lara()->weapons()->size(); i++)
{
auto* info = s->lara()->weapons()->Get(i);
for (int j = 0; j < info->ammo()->size(); j++)
{
Lara.Weapons[i].Ammo[j].SetInfinite(info->ammo()->Get(j)->is_infinite());
Lara.Weapons[i].Ammo[j] = info->ammo()->Get(j)->count();
}
Lara.Weapons[i].HasLasersight = info->has_lasersight();
Lara.Weapons[i].HasSilencer = info->has_silencer();
Lara.Weapons[i].Present = info->present();
Lara.Weapons[i].SelectedAmmo = (WeaponAmmoType)info->selected_ammo();
Lara.Weapons[i].WeaponMode = (LaraWeaponTypeCarried)info->weapon_mode();
}
// Rope
if (Lara.Control.Rope.Ptr >= 0)
{
auto* rope = &Ropes[Lara.Control.Rope.Ptr];
for (int i = 0; i < s->rope()->segments()->size(); i++)
{
auto ropeSegment = s->rope()->segments()->Get(i);
rope->segment[i] = ToVector3i(ropeSegment->segment());
rope->normalisedSegment[i] = ToVector3i(ropeSegment->normalised_segment());
rope->meshSegment[i] = ToVector3i(ropeSegment->mesh_segment());
rope->coords[i] = ToVector3i(ropeSegment->coord());
rope->velocity[i] = ToVector3i(ropeSegment->velocity());
}
rope->coiled = s->rope()->coiled();
rope->active = s->rope()->active();
rope->position = ToVector3i(s->rope()->position());
CurrentPendulum.position = ToVector3i(s->pendulum()->position());
CurrentPendulum.velocity = ToVector3i(s->pendulum()->velocity());
CurrentPendulum.node = s->pendulum()->node();
CurrentPendulum.rope = rope;
AlternatePendulum.position = ToVector3i(s->alternate_pendulum()->position());
AlternatePendulum.velocity = ToVector3i(s->alternate_pendulum()->velocity());
AlternatePendulum.node = s->alternate_pendulum()->node();
AlternatePendulum.rope = rope;
}
// Collision
LaraCollision.LastBridgeItemNumber = s->lara()->collision()->last_bridge_item_number();
LaraCollision.LastBridgeItemPose = ToPose(*s->lara()->collision()->last_bridge_item_pose());
// Camera
Camera.pos = ToGameVector(s->camera()->position());
Camera.target = ToGameVector(s->camera()->target());
for (auto& item : g_Level.Items)
{
if (item.ObjectNumber != ID_LARA || item.Index >= g_Level.NumItems)
continue;
LaraItem->Data = nullptr;
LaraItem = &item;
LaraItem->Location.RoomNumber = item.RoomNumber;
LaraItem->Location.Height = item.Pose.Position.y;
LaraItem->Data = &Lara;
break;
}
}
static void ParseEffects(const Save::SaveGame* s)
{
// Restore camera FOV.
AlterFOV(s->current_fov());
// Restore postprocess effects.
g_Renderer.SetPostProcessMode((PostProcessMode)s->postprocess_mode());
g_Renderer.SetPostProcessStrength(s->postprocess_strength());
g_Renderer.SetPostProcessTint(ToVector3(s->postprocess_tint()));
// Restore soundtracks.
for (int i = 0; i < s->soundtracks()->size(); i++)
{
TENAssert(i < (int)SoundTrackType::Count, "Soundtrack type count was changed");
auto track = s->soundtracks()->Get(i);
PlaySoundTrack(track->name()->str(), (SoundTrackType)i, track->position(), SOUND_XFADETIME_LEVELJUMP);
}
// Load fish swarm.
for (int i = 0; i < s->fish_swarm()->size(); i++)
{
const auto& fishSave = s->fish_swarm()->Get(i);
auto fish = FishData{};
fish.IsLethal = fishSave->is_lethal();
fish.IsPatrolling = fishSave->is_patrolling();
fish.LeaderItemPtr = (fishSave->leader_item_number() == -1) ? nullptr : &g_Level.Items[fishSave->leader_item_number()];
fish.Life = fishSave->life();
fish.MeshIndex = fishSave->mesh_index();
fish.Orientation = ToEulerAngles(fishSave->orientation());
fish.Position = ToVector3(fishSave->position());
fish.PositionTarget = ToVector3(fishSave->position_target());
fish.RoomNumber = fishSave->room_number();
fish.TargetItemPtr = (fishSave->target_item_number() == -1) ? nullptr : &g_Level.Items[fishSave->target_item_number()];
fish.Undulation = fishSave->undulation();
fish.Velocity = fishSave->velocity();
FishSwarm.push_back(fish);
}
// Load particles.
for (int i = 0; i < s->particles()->size(); i++)
{
auto* particleInfo = s->particles()->Get(i);
auto* particle = &Particles[i];
particle->x = particleInfo->x();
particle->y = particleInfo->y();
particle->z = particleInfo->z();
particle->xVel = particleInfo->x_vel();
particle->yVel = particleInfo->y_vel();
particle->zVel = particleInfo->z_vel();
particle->gravity = particleInfo->gravity();
particle->rotAng = particleInfo->rot_ang();
particle->flags = particleInfo->flags();
particle->sSize = particleInfo->s_size();
particle->dSize = particleInfo->d_size();
particle->size = particleInfo->size();
particle->friction = particleInfo->friction();
particle->scalar = particleInfo->scalar();
particle->spriteIndex = particleInfo->sprite_index();
particle->rotAdd = particleInfo->rot_add();
particle->maxYvel = particleInfo->max_y_vel();
particle->on = particleInfo->on();
particle->sR = particleInfo->s_r();
particle->sG = particleInfo->s_g();
particle->sB = particleInfo->s_b();
particle->dR = particleInfo->d_r();
particle->dG = particleInfo->d_g();
particle->dB = particleInfo->d_b();
particle->r = particleInfo->r();
particle->g = particleInfo->g();
particle->b = particleInfo->b();
particle->colFadeSpeed = particleInfo->col_fade_speed();
particle->fadeToBlack = particleInfo->fade_to_black();
particle->sLife = particleInfo->s_life();
particle->life = particleInfo->life();
particle->blendMode = (BlendMode)particleInfo->blend_mode();
particle->extras = particleInfo->extras();
particle->dynamic = particleInfo->dynamic();
particle->fxObj = particleInfo->fx_obj();
particle->roomNumber = particleInfo->room_number();
particle->nodeNumber = particleInfo->node_number();
}
for (int i = 0; i < s->bats()->size(); i++)
{
auto* batInfo = s->bats()->Get(i);
auto* bat = &Bats[i];
bat->On = batInfo->on();
bat->Counter = batInfo->flags();
bat->RoomNumber = batInfo->room_number();
bat->Pose = ToPose(*batInfo->pose());
}
for (int i = 0; i < s->rats()->size(); i++)
{
auto ratInfo = s->rats()->Get(i);
auto* rat = &Rats[i];
rat->On = ratInfo->on();
rat->Flags = ratInfo->flags();
rat->RoomNumber = ratInfo->room_number();
rat->Pose = ToPose(*ratInfo->pose());
}
for (int i = 0; i < s->spiders()->size(); i++)
{
auto* spiderInfo = s->spiders()->Get(i);
auto* spider = &Spiders[i];
spider->On = spiderInfo->on();
spider->Flags = spiderInfo->flags();
spider->RoomNumber = spiderInfo->room_number();
spider->Pose = ToPose(*spiderInfo->pose());
}
for (int i = 0; i < s->scarabs()->size(); i++)
{
auto beetleInfo = s->scarabs()->Get(i);
auto* beetle = &BeetleSwarm[i];
beetle->On = beetleInfo->on();
beetle->Flags = beetleInfo->flags();
beetle->RoomNumber = beetleInfo->room_number();
beetle->Pose = ToPose(*beetleInfo->pose());
}
NextFxFree = s->next_fx_free();
NextFxActive = s->next_fx_active();
for (int i = 0; i < s->fxinfos()->size(); ++i)
{
auto& fx = EffectList[i];
auto fx_saved = s->fxinfos()->Get(i);
fx.pos = ToPose(*fx_saved->pose());
fx.roomNumber = fx_saved->room_number();
fx.objectNumber = fx_saved->object_number();
fx.nextFx = fx_saved->next_fx();
fx.nextActive = fx_saved->next_active();
fx.speed = fx_saved->speed();
fx.fallspeed = fx_saved->fall_speed();
fx.frameNumber = fx_saved->frame_number();
fx.counter = fx_saved->counter();
fx.color = ToVector4(fx_saved->color());
fx.flag1 = fx_saved->flag1();
fx.flag2 = fx_saved->flag2();
}
}
static void ParseLevel(const Save::SaveGame* s, bool hubMode)
{
// Rooms
for (int i = 0; i < s->rooms()->size(); i++)
{
auto room = s->rooms()->Get(i);
g_Level.Rooms[room->index()].Name = room->name()->str();
g_Level.Rooms[room->index()].flags = room->flags();
g_Level.Rooms[room->index()].reverbType = (ReverbType)room->reverb_type();
}
// Static objects.
for (int i = 0; i < s->static_meshes()->size(); i++)
{
auto staticMesh = s->static_meshes()->Get(i);
auto room = &g_Level.Rooms[staticMesh->room_number()];
int number = staticMesh->number();
room->mesh[number].pos = ToPose(*staticMesh->pose());
room->mesh[number].roomNumber = staticMesh->room_number();
room->mesh[number].scale = staticMesh->scale();
room->mesh[number].color = ToVector4(staticMesh->color());
room->mesh[number].flags = staticMesh->flags();
room->mesh[number].HitPoints = staticMesh->hit_points();
room->mesh[number].Dirty = true;
if (!room->mesh[number].flags)
{
short roomNumber = staticMesh->room_number();
FloorInfo* floor = GetFloor(room->mesh[number].pos.Position.x, room->mesh[number].pos.Position.y, room->mesh[number].pos.Position.z, &roomNumber);
TestTriggers(room->mesh[number].pos.Position.x, room->mesh[number].pos.Position.y, room->mesh[number].pos.Position.z, staticMesh->room_number(), true, 0);
floor->Stopper = false;
}
}
// Volumes
for (int i = 0; i < s->volumes()->size(); i++)
{
auto volume = s->volumes()->Get(i);
auto room = &g_Level.Rooms[volume->room_number()];
int number = volume->number();
room->TriggerVolumes[number].Enabled = volume->enabled();
room->TriggerVolumes[number].Name = volume->name()->str();
room->TriggerVolumes[number].Box.Center =
room->TriggerVolumes[number].Sphere.Center = ToVector3(volume->position());
room->TriggerVolumes[number].Box.Orientation = ToVector4(volume->rotation());
room->TriggerVolumes[number].Box.Extents = ToVector3(volume->scale());
room->TriggerVolumes[number].Sphere.Radius = room->TriggerVolumes[number].Box.Extents.x;
for (int j = 0; j < volume->queue()->size(); j++)
{
auto state = volume->queue()->Get(j);
room->TriggerVolumes[number].StateQueue.push_back(
VolumeState
{
(VolumeStateStatus)state->status(),
(short)state->activator(),
state->timestamp()
});
}
}
// Flipmaps (should be applied after statics and volumes are loaded)
for (int i = 0; i < s->flip_stats()->size(); i++)
{
if (s->flip_stats()->Get(i) != 0)
DoFlipMap(i);
FlipMap[i] = s->flip_maps()->Get(i) << 8;
}
// Flipeffects
FlipEffect = s->flip_effect();
FlipStatus = s->flip_status();
// Restore action queue.
for (int i = 0; i < s->action_queue()->size(); i++)
{
TENAssert(i < ActionQueue.size(), "Action queue size was changed");
ActionQueue[i] = (QueueState)s->action_queue()->Get(i);
}
// Legacy soundtrack map.
for (int i = 0; i < s->cd_flags()->size(); i++)
{
int index = s->cd_flags()->Get(i);
int mask = s->cd_flags()->Get(++i);
SoundTracks[index].Mask = mask;
}
// Cameras
for (int i = 0; i < s->fixed_cameras()->size(); i++)
{
if (i < g_Level.Cameras.size())
g_Level.Cameras[i].Flags = s->fixed_cameras()->Get(i)->flags();
}
// Sinks
for (int i = 0; i < s->sinks()->size(); i++)
{
if (i < g_Level.Sinks.size())
g_Level.Sinks[i].Strength = s->sinks()->Get(i)->flags();
}
// Flyby cameras
for (int i = 0; i < s->flyby_cameras()->size(); i++)
{
if (i < NumberSpotcams)
SpotCam[i].flags = s->flyby_cameras()->Get(i)->flags();
}
// Items
NextItemFree = s->next_item_free();
NextItemActive = s->next_item_active();
for(int i = 0; i < s->room_items()->size(); ++i)
g_Level.Rooms[i].itemNumber = s->room_items()->Get(i);
for (int i = 0; i < s->items()->size(); i++)
{
const Save::Item* savedItem = s->items()->Get(i);
bool dynamicItem = i >= g_Level.NumItems;
ItemInfo* item = &g_Level.Items[i];
item->ObjectNumber = GAME_OBJECT_ID(savedItem->object_id());
item->NextItem = savedItem->next_item();
item->NextActive = savedItem->next_item_active();
if (item->ObjectNumber == GAME_OBJECT_ID::ID_NO_OBJECT)
continue;
ObjectInfo* obj = &Objects[item->ObjectNumber];
item->Name = savedItem->lua_name()->str();
if (!item->Name.empty())
g_GameScriptEntities->AddName(item->Name, (short)i);
item->Callbacks.OnKilled = savedItem->lua_on_killed_name()->str();
item->Callbacks.OnHit = savedItem->lua_on_hit_name()->str();
item->Callbacks.OnObjectCollided = savedItem->lua_on_collided_with_object_name()->str();
item->Callbacks.OnRoomCollided = savedItem->lua_on_collided_with_room_name()->str();
g_GameScriptEntities->TryAddColliding(i);
// Don't load player data in hub mode.
if (item->ObjectNumber == ID_LARA && hubMode)
{
item->RoomNumber = savedItem->room_number();
item->Floor = savedItem->floor();
item->BoxNumber = savedItem->box_number();
continue;
}
if (item->Index == Lara.Context.Vehicle && hubMode)
{
//item->Pose = ToPose(*savedItem->pose());
item->RoomNumber = savedItem->room_number();
item->Floor = savedItem->floor();
item->BoxNumber = savedItem->box_number();
continue;
}
// If object is bridge - remove it from existing sectors.
if (item->IsBridge())
UpdateBridgeItem(g_Level.Items[i], BridgeUpdateType::Remove);
// Position
item->Pose = ToPose(*savedItem->pose());
item->RoomNumber = savedItem->room_number();
item->Floor = savedItem->floor();
item->BoxNumber = savedItem->box_number();
// Animations
item->Animation.AnimObjectID = GAME_OBJECT_ID(savedItem->anim_object_id());
item->Animation.ActiveState = savedItem->active_state();
item->Animation.RequiredState = savedItem->required_state();
item->Animation.TargetState = savedItem->target_state();
item->Animation.AnimNumber = obj->animIndex + savedItem->anim_number();
item->Animation.FrameNumber = savedItem->frame_number();
item->Animation.Velocity = ToVector3(savedItem->velocity());
// Hit points
item->HitPoints = savedItem->hit_points();
// Mesh stuff
item->MeshBits = savedItem->mesh_bits();
item->Model.BaseMesh = savedItem->base_mesh();
item->Model.MeshIndex.resize(savedItem->mesh_pointers()->size());
for (int j = 0; j < savedItem->mesh_pointers()->size(); j++)
item->Model.MeshIndex[j] = savedItem->mesh_pointers()->Get(j);
// Flags and timers
for (int j = 0; j < 7; j++)
item->ItemFlags[j] = savedItem->item_flags()->Get(j);
item->Timer = savedItem->timer();
item->TriggerFlags = savedItem->trigger_flags();
item->Flags = savedItem->flags();
// Color
item->Model.Color = ToVector4(savedItem->color());
// Carried item
item->CarriedItem = savedItem->carried_item();
item->Active = savedItem->active();
item->HitStatus = savedItem->hit_stauts();
item->Status = (ItemStatus)savedItem->status();
item->AIBits = savedItem->ai_bits();
item->Animation.IsAirborne = savedItem->is_airborne();
item->Collidable = savedItem->collidable();
item->LookedAt = savedItem->looked_at();
item->Effect.Type = (EffectType)savedItem->effect_type();
item->Effect.PrimaryEffectColor = ToVector3(savedItem->effect_primary_colour());
item->Effect.SecondaryEffectColor = ToVector3(savedItem->effect_secondary_colour());
item->Effect.LightColor = ToVector3(savedItem->effect_light_colour());
item->Effect.Count = savedItem->effect_count();
if (item->ObjectNumber >= ID_SMASH_OBJECT1 && item->ObjectNumber <= ID_SMASH_OBJECT8 &&
(item->Flags & ONESHOT))
{
item->MeshBits = 0x00100;
}
// Post-load specific hacks for objects.
if (item->ObjectNumber >= ID_PUZZLE_HOLE1 && item->ObjectNumber <= ID_PUZZLE_HOLE16 &&
(item->Status == ITEM_ACTIVE || item->Status == ITEM_DEACTIVATED))
{
item->ObjectNumber = (GAME_OBJECT_ID)((int)item->ObjectNumber + ID_PUZZLE_DONE1 - ID_PUZZLE_HOLE1);
item->Animation.AnimNumber = Objects[item->ObjectNumber].animIndex + savedItem->anim_number();
}
// Re-add bridges at new position.
if (item->IsBridge())
UpdateBridgeItem(g_Level.Items[i], BridgeUpdateType::Initialize);
// Creature data for intelligent items.
if (item->ObjectNumber != ID_LARA && item->Status == ITEM_ACTIVE && obj->intelligent)
{
EnableEntityAI(i, true, false);
auto creature = GetCreatureInfo(item);
auto data = savedItem->data();
auto savedCreature = (Save::Creature*)data;
if (savedCreature == nullptr)
continue;
creature->Alerted = savedCreature->alerted();
creature->LOT.CanJump = savedCreature->can_jump();
creature->LOT.CanMonkey = savedCreature->can_monkey();
if (savedCreature->enemy() >= 0)
creature->Enemy = &g_Level.Items[savedCreature->enemy()];
creature->Flags = savedCreature->flags();
creature->Friendly = savedCreature->friendly();
creature->HeadLeft = savedCreature->head_left();
creature->HeadRight = savedCreature->head_right();
creature->HurtByLara = savedCreature->hurt_by_lara();
creature->LocationAI = savedCreature->location_ai();
creature->MuzzleFlash[0].Delay = savedCreature->weapon_delay1();
creature->MuzzleFlash[1].Delay = savedCreature->weapon_delay2();
creature->LOT.IsAmphibious = savedCreature->is_amphibious();
creature->LOT.IsJumping = savedCreature->is_jumping();
creature->LOT.IsMonkeying = savedCreature->is_monkeying();
for (int j = 0; j < 4; j++)
creature->JointRotation[j] = savedCreature->joint_rotation()->Get(j);
creature->JumpAhead = savedCreature->jump_ahead();
creature->MaxTurn = savedCreature->maximum_turn();
creature->MonkeySwingAhead = savedCreature->monkey_swing_ahead();
creature->Mood = (MoodType)savedCreature->mood();
creature->Patrol = savedCreature->patrol();
creature->Poisoned = savedCreature->poisoned();
creature->ReachedGoal = savedCreature->reached_goal();
creature->Tosspad = savedCreature->tosspad();
SetEntityTarget(i, savedCreature->ai_target_number());
}
else if (item->Data.is<QuadBikeInfo>())
{
auto* quadBike = (QuadBikeInfo*)item->Data;
auto* savedQuad = (Save::QuadBike*)savedItem->data();
quadBike->CanStartDrift = savedQuad->can_start_drift();
quadBike->DriftStarting = savedQuad->drift_starting();
quadBike->EngineRevs = savedQuad->engine_revs();
quadBike->ExtraRotation = savedQuad->extra_rotation();
quadBike->Flags = savedQuad->flags();
quadBike->FrontRot = savedQuad->front_rot();
quadBike->LeftVerticalVelocity = savedQuad->left_vertical_velocity();
quadBike->MomentumAngle = savedQuad->momentum_angle();
quadBike->NoDismount = savedQuad->no_dismount();
quadBike->Pitch = savedQuad->pitch();
quadBike->RearRot = savedQuad->rear_rot();
quadBike->Revs = savedQuad->revs();
quadBike->RightVerticalVelocity = savedQuad->right_vertical_velocity();
quadBike->SmokeStart = savedQuad->smoke_start();
quadBike->TurnRate = savedQuad->turn_rate();
quadBike->Velocity = savedQuad->velocity();
}
else if (item->Data.is<UPVInfo>())
{
auto* upv = (UPVInfo*)item->Data;
auto* savedUpv = (Save::UPV*)savedItem->data();
upv->TurbineRotation = savedUpv->fan_rot();
upv->Flags = savedUpv->flags();
upv->HarpoonLeft = savedUpv->harpoon_left();
upv->HarpoonTimer = savedUpv->harpoon_timer();
upv->TurnRate.y = savedUpv->rot();
upv->Velocity = savedUpv->velocity();
upv->TurnRate.x = savedUpv->x_rot();
}
else if (item->Data.is<MinecartInfo>())
{
auto* minecart = (MinecartInfo*)item->Data;
auto* savedMine = (Save::Minecart*)savedItem->data();
minecart->Flags = savedMine->flags();
minecart->FloorHeightFront = savedMine->floor_height_front();
minecart->FloorHeightMiddle = savedMine->floor_height_middle();
minecart->Gradient = savedMine->gradient();
minecart->StopDelayTime = savedMine->stop_delay();
minecart->TurnLen = savedMine->turn_len();
minecart->TurnRot = savedMine->turn_rot();
minecart->TurnX = savedMine->turn_x();
minecart->TurnZ = savedMine->turn_z();
minecart->Velocity = savedMine->velocity();
minecart->VerticalVelocity = savedMine->vertical_velocity();
}
else if (item->Data.is<KayakInfo>())
{
auto* kayak = (KayakInfo*)item->Data;
auto* savedKayak = (Save::Kayak*)savedItem->data();
kayak->Flags = savedKayak->flags();
kayak->Forward = savedKayak->forward();
kayak->FrontVerticalVelocity = savedKayak->front_vertical_velocity();
kayak->LeftRightPaddleCount = savedKayak->left_right_count();
kayak->LeftVerticalVelocity = savedKayak->left_vertical_velocity();
kayak->OldPose = ToPose(*savedKayak->old_pos());
kayak->RightVerticalVelocity = savedKayak->right_vertical_velocity();
kayak->TrueWater = savedKayak->true_water();
kayak->Turn = savedKayak->turn();
kayak->TurnRate = savedKayak->turn_rate();
kayak->Velocity = savedKayak->velocity();
kayak->WaterHeight = savedKayak->water_height();
}
else if (item->Data.is <PushableInfo>())
{
auto* pushable = (PushableInfo*)item->Data;
auto* savedPushable = (Save::Pushable*)savedItem->data();
pushable->BehaviorState = (PushableBehaviourState)savedPushable->pushable_behaviour_state();
pushable->Gravity = savedPushable->pushable_gravity();
pushable->Oscillation = savedPushable->pushable_water_force();
pushable->Stack.Limit = savedPushable->pushable_stack_limit();
pushable->Stack.ItemNumberAbove = savedPushable->pushable_stack_upper();
pushable->Stack.ItemNumberBelow = savedPushable->pushable_stack_lower();
pushable->StartPos.x = savedPushable->pushable_start_x();
pushable->StartPos.z = savedPushable->pushable_start_z();
pushable->StartPos.RoomNumber = savedPushable->pushable_room_number();
pushable->UseBridgeCollision = savedPushable->pushable_collider_flag();
pushable->EdgeAttribs[0].IsPullable = savedPushable->pushable_north_pullable();
pushable->EdgeAttribs[0].IsPushable = savedPushable->pushable_north_pushable();
pushable->EdgeAttribs[0].IsClimbable = savedPushable->pushable_north_climbable();
pushable->EdgeAttribs[1].IsPullable = savedPushable->pushable_east_pullable();
pushable->EdgeAttribs[1].IsPushable = savedPushable->pushable_east_pushable();
pushable->EdgeAttribs[1].IsClimbable = savedPushable->pushable_east_climbable();
pushable->EdgeAttribs[2].IsPullable = savedPushable->pushable_south_pullable();
pushable->EdgeAttribs[2].IsPushable = savedPushable->pushable_south_pushable();
pushable->EdgeAttribs[2].IsClimbable = savedPushable->pushable_south_climbable();
pushable->EdgeAttribs[3].IsPullable = savedPushable->pushable_west_pullable();
pushable->EdgeAttribs[3].IsPushable = savedPushable->pushable_west_pushable();
pushable->EdgeAttribs[3].IsClimbable = savedPushable->pushable_west_climbable();
}
else if (savedItem->data_type() == Save::ItemData::Short)
{
auto* data = savedItem->data();
auto* savedData = (Save::Short*)data;
item->Data = savedData->scalar();
}
else if (savedItem->data_type() == Save::ItemData::Int)
{
auto* data = savedItem->data();
auto* savedData = (Save::Int*)data;
item->Data = savedData->scalar();
}
}
}
void SaveGame::Parse(const std::vector<byte>& buffer, bool hubMode)
{
if (!Save::VerifySaveGameBuffer(flatbuffers::Verifier(buffer.data(), buffer.size())))
{
TENLog("Savegame data is incorrect and was not loaded! Incorrect flatbuffer format or memory corruption?", LogLevel::Error);
return;
}
JustLoaded = true;
const Save::SaveGame* s = Save::GetSaveGame(buffer.data());
ParseLevel(s, hubMode);
ParseLua(s, hubMode);
ParseStatistics(s, hubMode);
// Effects and player data is ignored when loading hub.
// Effects are commonly believed to be non-preservable, while player data is transfered from previous level.
if (hubMode)
return;
ParseEffects(s);
ParsePlayer(s);
}
bool SaveGame::LoadHeader(int slot, SaveGameHeader* header)
{
if (!IsSaveGameSlotValid(slot))
return false;
if (!DoesSaveGameExist(slot))
return false;
auto fileName = GetSavegameFilename(slot);
std::ifstream file;
file.open(fileName, std::ios_base::app | std::ios_base::binary);
file.seekg(0, std::ios::end);
size_t length = file.tellg();
file.seekg(0, std::ios::beg);
if (length == 0)
{
TENLog("Savegame #" + std::to_string(slot) + " has no data!", LogLevel::Warning);
return false;
}
try
{
int size;
file.read(reinterpret_cast<char*>(&size), sizeof(size));
std::unique_ptr<char[]> buffer = std::make_unique<char[]>(size);
file.read(buffer.get(), size);
file.close();
bool bufferIsValid = Save::VerifySaveGameBuffer(flatbuffers::Verifier(reinterpret_cast<const unsigned char*>(buffer.get()), size));
if (size <= 0 || size >= length || !bufferIsValid)
{
TENLog("Incorrect data in savegame #" + std::to_string(slot) + ". Old format?", LogLevel::Warning);
return false;
}
const Save::SaveGame* s = Save::GetSaveGame(buffer.get());
header->Level = s->header()->level();
header->LevelName = s->header()->level_name()->str();
header->LevelHash = s->header()->level_hash();
header->Hours = s->header()->hours();
header->Minutes = s->header()->minutes();
header->Seconds = s->header()->seconds();
header->Level = s->header()->level();
header->Timer = s->header()->timer();
header->Count = s->header()->count();
return true;
}
catch (std::exception& ex)
{
TENLog("Error reading savegame #" + std::to_string(slot) + ", Exception: " + ex.what(), LogLevel::Error);
return false;
}
}
void SaveGame::Delete(int slot)
{
if (!IsSaveGameSlotValid(slot))
return;
if (!DoesSaveGameExist(slot))
return;
std::filesystem::remove(GetSavegameFilename(slot));
}