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https://github.com/rwengine/openrw.git
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Proof of concept loading save data from save files
This commit is contained in:
parent
5399948e05
commit
cd7bb3af15
@ -10,6 +10,7 @@
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class GameWorld;
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class GameObject;
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class ScriptMachine;
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class PlayerController;
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struct CutsceneData;
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@ -97,6 +98,39 @@ struct BlipData
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{ }
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};
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/**
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* Data for garages
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*/
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struct GarageInfo
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{
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enum /*GarageType*/ {
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GARAGE_MISSION = 1,
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GARAGE_BOMBSHOP1 = 2,
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GARAGE_BOMBSHOP2 = 3,
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GARAGE_BOMBSHOP3 = 4,
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GARAGE_RESPRAY = 5,
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GARAGE_INVALID = 6,
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GARAGE_SPECIFIC_CARS_ONLY = 7, /* See Opcode 0x21B */
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GARAGE_COLLECTCARS1 = 8, /* See Opcode 0x03D4 */
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GARAGE_COLLECTCARS2 = 9,
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GARAGE_COLLECTCARS3 = 10, /* Unused */
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GARAGE_OPENFOREXIT = 11,
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GARAGE_INVALID2 = 12,
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GARAGE_CRUSHER = 13, /* Unused */
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GARAGE_MISSION_KEEPCAR = 14,
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GARAGE_FOR_SCRIPT = 15,
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GARAGE_HIDEOUT_ONE = 16, /* Portland */
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GARAGE_HIDEOUT_TWO = 17, /* Staunton */
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GARAGE_HIDEOUT_THREE = 18, /* Shoreside */
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GARAGE_FOR_SCRIPT2 = 19,
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GARAGE_OPENS_FOR_SPECIFIC_CAR = 20,
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GARAGE_OPENS_ONCE = 21
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};
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glm::vec3 min;
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glm::vec3 max;
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int type;
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};
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/**
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* Gameplay state object that holds persistent state, and references runtime
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* world state.
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@ -177,11 +211,18 @@ struct GameState
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std::map<int, BlipData> radarBlips;
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std::vector<GarageInfo> garages;
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/**
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* World to use for this state, this isn't saved, just used at runtime
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*/
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GameWorld* world;
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/**
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* Script Machine associated with this state if it exists.
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*/
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ScriptMachine* script;
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GameState();
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/**
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@ -17,6 +17,25 @@ class SaveGame
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{
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public:
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/**
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* Writes the entire game state to a file format that closely approximates
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* the format used in GTA III
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*/
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static void writeGame(GameState& state, const std::string& file);
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/**
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* Loads an entire Game State from a file, using a format similar to the
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* format used by GTA III.
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*
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* It assumes that the state already has a world and script that have been
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* initalized to the same state as the game being loaded.
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* @return status, false if failure occured.
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*/
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static bool loadGame(GameState& state, const std::string& file);
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/**
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* Writes the current game state out into a file suitable for loading later.
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*/
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static void writeState(GameState& state, const std::string& file);
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static bool loadState(GameState& state, const std::string& file);
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@ -17,7 +17,7 @@
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* Changing this will break saves.
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*/
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#define SCM_VARIABLE_SIZE 4
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#define SCM_STACK_DEPTH 32
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#define SCM_STACK_DEPTH 4
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class GameState;
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@ -26,7 +26,8 @@ minute(0),
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cameraNear(0.1f),
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cameraFixed(false),
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cameraTarget(0),
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world(nullptr)
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world(nullptr),
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script(nullptr)
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{
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}
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@ -6,6 +6,7 @@
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#include <objects/CharacterObject.hpp>
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#include <script/ScriptMachine.hpp>
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#include <script/SCMFile.hpp>
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#include <ai/PlayerController.hpp>
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#include <fstream>
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#include <cereal/cereal.hpp>
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@ -88,6 +89,16 @@ void serialize(Archive& archive,
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s.display);
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}
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template<class Archive>
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void serialize(Archive& archive,
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GarageInfo& s)
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{
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archive(
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s.min,
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s.max,
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s.type);
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}
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template<class Archive>
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void serialize(Archive& archive,
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GameState& s)
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@ -313,3 +324,310 @@ bool SaveGame::loadObjects(GameWorld& world, const std::string& file)
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return true;
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}
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// Original save game file data structures
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typedef uint16_t BlockWord;
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typedef uint32_t BlockDword;
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typedef BlockDword BlockSize;
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struct Block0Data {
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uint16_t saveName[24];
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BlockWord year;
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BlockWord month;
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BlockWord weekday;
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BlockWord day;
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BlockWord hour;
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BlockWord minute;
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BlockWord second;
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BlockWord milliseconds;
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BlockDword unknown;
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BlockDword islandNumber;
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glm::vec3 cameraPosition;
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BlockDword gameMinuteMS;
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BlockDword lastTick;
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uint8_t gameHour;
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uint8_t _align0[3];
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uint8_t gameMinute;
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uint8_t _align1[3];
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BlockWord padMode;
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uint8_t _align2[2];
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BlockDword timeMS;
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float timeScale;
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float timeStep;
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float timeStep_unclipped; // Unknown purpose
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BlockDword frameCounter;
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float timeStep2;
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float framesPerUpdate;
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float timeScale2;
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BlockWord lastWeather;
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uint8_t _align3[2];
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BlockWord nextWeather;
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uint8_t _align4[2];
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BlockWord forcedWeather;
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uint8_t _align5[2];
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float weatherInterpolation;
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uint8_t dateTime[24]; // Unused
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BlockDword weatherType;
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float cameraData;
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float cameraData2;
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};
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struct Block0ContactInfo {
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BlockDword missionFlag;
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BlockDword baseBrief;
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};
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struct Block0BuildingSwap {
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BlockDword type;
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BlockDword handle;
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BlockDword newModel;
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BlockDword oldModel;
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};
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struct Block0InvisibilitySettings {
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BlockDword type;
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BlockDword handle;
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};
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struct Block0RunningScript {
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uint32_t nextPointer;
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uint32_t prevPointer;
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char name[8];
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BlockDword programCounter;
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BlockDword stack[4];
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BlockDword unknown0;
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BlockDword unknown1;
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BlockWord stackCounter;
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BlockWord unknown2;
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BlockDword scriptVariables[16];
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BlockDword timerA;
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BlockDword timerB;
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uint8_t ifFlag;
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uint8_t unknown3;
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uint8_t unknown4;
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uint8_t _align0;
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BlockDword wakeTimer;
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BlockWord ifNumber; // ?
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uint8_t unknown[6];
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};
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struct Block0ScriptData {
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BlockDword onMissionOffset;
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Block0ContactInfo contactInfo[16];
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uint8_t unknown[0x100];
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BlockDword lastMissionPassedTime;
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Block0BuildingSwap buildingSwap[25];
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Block0InvisibilitySettings invisibilitySettings[20];
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uint8_t scriptRunning;
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uint8_t _align0[3];
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BlockDword mainSize;
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BlockDword largestMissionSize;
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BlockWord missionCount;
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uint8_t _align1[2];
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};
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struct StructWeaponSlot {
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BlockDword weaponId;
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BlockDword unknown0;
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BlockDword inClip;
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BlockDword totalBullets;
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BlockDword unknown1;
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BlockDword unknown2;
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};
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struct StructPed {
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uint8_t unknown0_[52];
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glm::vec3 position;
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uint8_t unknown1[640];
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float health;
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float armour;
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uint8_t unknown2[148];
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StructWeaponSlot weapons[13];
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uint8_t unknown3[348];
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};
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// NOTE commented members are read manually, due to alignment.
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struct Block1PlayerPed {
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//BlockDword unknown0;
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//BlockWord unknown1;
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alignas(uint8_t) BlockDword reference; // 0x0A
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alignas(uint8_t) StructPed info; // 0x0C
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BlockDword maxWantedLevel;
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BlockDword maxChaosLevel;
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uint8_t modelName[24];
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uint8_t align[2];
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};
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void SaveGame::writeGame(GameState& state, const std::string& file)
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{
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std::FILE* saveFile = std::fopen(file.c_str(), "w");
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// BLOCK 0 - Variables
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Block0Data block0Data = {};
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//strcpy(block0Data.saveName, "OpenRW Save Game");
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block0Data.islandNumber = 1;
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block0Data.cameraPosition = glm::vec3(0.f);
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block0Data.gameMinuteMS = 1000;
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block0Data.lastTick = 1;
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block0Data.gameHour = 12;
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block0Data.gameMinute = 13;
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block0Data.padMode = 1;
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block0Data.timeMS = 10000;
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block0Data.timeScale = 1.0;
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block0Data.timeStep = 1.0/60.f;
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block0Data.timeStep_unclipped = block0Data.timeStep;
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block0Data.frameCounter = 1000;
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block0Data.timeStep2 = 1.0;
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block0Data.framesPerUpdate = 1.0;
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block0Data.timeScale2 = 1.0;
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block0Data.lastWeather = 1;
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block0Data.nextWeather = 1;
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block0Data.weatherInterpolation = 1.0;
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block0Data.weatherType = 1;
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BlockSize block0Size = sizeof(block0Data); // TODO calculate correctly.
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fwrite(&block0Size, sizeof(BlockSize), 1, saveFile);
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fwrite(&block0Data, sizeof(block0Data), 1, saveFile);
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// BLOCK 0 - 0 Script
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const char header[4] = "SCR";
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BlockSize block0ScriptSize = sizeof(Block0ScriptData);
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BlockSize block0ScriptHeaderSize = block0ScriptSize + sizeof(char) * 4 + sizeof(BlockDword);
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fwrite(header, sizeof(char), 4, saveFile);
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fwrite(&block0ScriptHeaderSize, sizeof(BlockSize), 1, saveFile);
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BlockDword scriptVariablesCount = state.script->getGlobalData().size();
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fwrite(&scriptVariablesCount, sizeof(BlockDword), 1, saveFile);
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fwrite(state.script->getGlobals(), sizeof(SCMByte), scriptVariablesCount, saveFile);
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BlockDword scriptDataSize = 0x03C8;
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fwrite(&scriptDataSize, sizeof(BlockDword), 1, saveFile);
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Block0ScriptData block0ScriptData = {};
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block0ScriptData.onMissionOffset = (BlockDword)((SCMByte*)state.scriptOnMissionFlag - state.script->getGlobals());
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block0ScriptData.lastMissionPassedTime = 0;
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block0ScriptData.scriptRunning = 1;
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block0ScriptData.mainSize = state.script->getFile()->getMainSize();
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block0ScriptData.largestMissionSize = state.script->getFile()->getLargestMissionSize();
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block0ScriptData.missionCount = state.script->getFile()->getMissionOffsets().size();
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fwrite(&block0ScriptData, sizeof(block0ScriptData), 1, saveFile);
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BlockDword scriptCount = state.script->getThreads().size();
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fwrite(&scriptCount, sizeof(BlockDword), 1, saveFile);
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for(SCMThread& thread : state.script->getThreads())
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{
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Block0RunningScript script = {};
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strcpy(script.name, thread.name);
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script.programCounter = thread.programCounter;
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for(int i = 0; i < SCM_STACK_DEPTH; i++) {
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script.stack[i] = thread.calls[i];
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}
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script.stackCounter = thread.stackDepth;
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for(int i = 0; i < 16; i++) {
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script.scriptVariables[i] = *(((BlockDword*)thread.locals.data())+i);
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}
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script.timerA = *(BlockDword*)(thread.locals.data() + 16 * sizeof ( SCMByte ) * 4);
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script.timerB = *(BlockDword*)(thread.locals.data() + 16 * sizeof ( SCMByte ) * 4);
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script.ifFlag = thread.conditionResult;
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script.wakeTimer = thread.wakeCounter;
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script.ifNumber = thread.conditionCount;
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fwrite(&script, sizeof(block0ScriptData), 1, saveFile);
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}
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}
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const size_type DWORDSZ = sizeof(BlockDword);
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BlockDword readDword(std::FILE* file)
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{
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BlockDword sz;
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fread(&sz, sizeof(BlockDword), 1, file);
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}
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bool SaveGame::loadGame(GameState& state, const std::string& file)
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{
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std::FILE* loadFile = std::fopen(file.c_str(), "r");
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// BLOCK 0
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BlockDword blockSize;
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fread(&blockSize, sizeof(BlockDword), 1, loadFile);
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Block0Data block0Data;
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fread(&block0Data, sizeof(block0Data), 1, loadFile);
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BlockDword scriptBlockSize;
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fread(&scriptBlockSize, sizeof(BlockDword), 1, loadFile);
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char signature[4];
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fread(signature, sizeof(char), 4, loadFile);
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if( std::strncmp(signature, "SCR", 3) != 0 ) {
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return false;
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}
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fread(&scriptBlockSize, sizeof(BlockDword), 1, loadFile);
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BlockDword scriptVars;
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fread(&scriptVars, sizeof(BlockDword), 1, loadFile);
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SCMByte bytes[scriptVars];
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fread(bytes, sizeof(SCMByte), scriptVars, loadFile);
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BlockDword scriptDataBlockSize;
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fread(&scriptDataBlockSize, sizeof(BlockDword), 1, loadFile);
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if( scriptDataBlockSize != 0x03C8 ) {
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return false;
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}
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Block0ScriptData scriptData;
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fread(&scriptData, sizeof(Block0ScriptData), 1, loadFile);
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BlockDword numScripts;
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fread(&numScripts, DWORDSZ, 1, loadFile);
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Block0RunningScript scripts[numScripts];
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fread(scripts, sizeof(Block0RunningScript), numScripts, loadFile);
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// BLOCK 1
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BlockDword playerBlockSize = readDword(loadFile);
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BlockDword playerInfoSize = readDword(loadFile);
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BlockDword playerCount = readDword(loadFile);
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Block1PlayerPed players[playerCount];
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BlockDword unknownPlayerValue = readDword(loadFile);
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BlockWord unknownPlayerValue2;
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fread(&unknownPlayerValue2, sizeof(BlockWord), 1, loadFile);
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fread(players, sizeof(Block1PlayerPed), playerCount, loadFile);
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// Insert Game State.
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state.hour = block0Data.gameHour;
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state.minute = block0Data.gameMinute;
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state.gameTime = block0Data.timeMS / 1000.f;
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state.currentWeather = block0Data.nextWeather;
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state.cameraPosition = block0Data.cameraPosition;
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for(int v = 0; v < scriptVars; ++v) {
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state.script->getGlobals()[v] = bytes[v];
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}
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state.scriptOnMissionFlag = (unsigned int*)state.script->getGlobals() + (size_t)scriptData.onMissionOffset;
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auto& threads = state.script->getThreads();
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for(int s = 0; s < numScripts; ++s) {
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state.script->startThread(scripts[s].programCounter);
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SCMThread& thread = threads.back();
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// thread.baseAddress // ??
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thread.conditionResult = scripts[s].ifFlag;
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thread.conditionCount = scripts[s].ifNumber;
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thread.stackDepth = scripts[s].stackCounter;
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for(int i = 0; i < SCM_STACK_DEPTH; ++i) {
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thread.calls[i] = scripts[s].stack[i];
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}
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thread.wakeCounter = scripts[s].wakeTimer;
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}
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if( playerCount > 0 ) {
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auto player = state.world->createPlayer(players[0].info.position);
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player->mHealth = players[0].info.health;
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state.playerObject = player->getGameObjectID();
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state.maxWantedLevel = players[0].maxWantedLevel;
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}
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return true;
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}
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@ -373,15 +373,17 @@ void game_get_player(const ScriptArguments& args)
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void game_create_garage(const ScriptArguments& args)
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{
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// http://www.gtamodding.com/index.php?title=Garage#GTA_III
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glm::vec3 min(args[0].real, args[1].real, args[2].real);
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glm::vec3 max(args[3].real, args[4].real, args[5].real);
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/// @todo http://www.gtamodding.com/index.php?title=Garage#GTA_III
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int garageType = args[6].integer;
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// TODO actually store the garage information and return the handle
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*args[7].globalInteger = 0;
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args.getWorld()->logger->warning("SCM", "Garages Unimplemented! " + std::to_string(garageType));
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args.getWorld()->state->garages.push_back({
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min, max, garageType
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});
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// TODO actually store the garage information and return the handle
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*args[7].globalInteger = args.getWorld()->state->garages.size()-1;
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}
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void game_disable_ped_paths(const ScriptArguments& args)
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@ -1,6 +1,7 @@
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#include <boost/test/unit_test.hpp>
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#include <engine/GameState.hpp>
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#include <engine/SaveGame.hpp>
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#include <script/ScriptMachine.hpp>
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#include <test_globals.hpp>
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|
||||
BOOST_AUTO_TEST_SUITE(SaveGameTests)
|
||||
@ -44,6 +45,22 @@ BOOST_AUTO_TEST_CASE(test_write_state)
|
||||
BOOST_CHECK_EQUAL( loaded.overrideNextStart, state.overrideNextStart );
|
||||
BOOST_CHECK_EQUAL( loaded.hour, state.hour );
|
||||
BOOST_CHECK_EQUAL( loaded.minute, state.minute );
|
||||
|
||||
// Check Garage data + garage vehicle restoration
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_load_game)
|
||||
{
|
||||
GameState state;
|
||||
GameWorld world();
|
||||
SCMOpcodes s;
|
||||
auto file = Global::get().d->loadSCM("data/main.scm");
|
||||
ScriptMachine machine(&state, file, &s);
|
||||
|
||||
state.world = Global::get().e;
|
||||
state.script = &machine;
|
||||
|
||||
BOOST_REQUIRE( SaveGame::loadGame(state, "GTA3sf1.b") );
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_SUITE_END()
|
@ -187,26 +187,17 @@ void RWGame::saveGame(const std::string& savename)
|
||||
void RWGame::loadGame(const std::string& savename)
|
||||
{
|
||||
delete state->world;
|
||||
//delete state;
|
||||
delete state->script;
|
||||
state = nullptr;
|
||||
|
||||
newGame();
|
||||
|
||||
startScript("data/main.scm");
|
||||
|
||||
if(! SaveGame::loadScript(*script, savename+".script") )
|
||||
if(! SaveGame::loadGame(*state, "GTA3sf1.b") )
|
||||
{
|
||||
log.error("Game", "Failed to restore Script");
|
||||
log.error("Game", "Failed to load game");
|
||||
}
|
||||
if(! SaveGame::loadState(*state, savename+".state") )
|
||||
{
|
||||
log.error("Game", "Failed to restore State");
|
||||
}
|
||||
if(! SaveGame::loadObjects(*world, savename+".world") )
|
||||
{
|
||||
log.error("Game", "Failed to restore World");
|
||||
}
|
||||
// TODO objects.
|
||||
}
|
||||
|
||||
void RWGame::startScript(const std::string& name)
|
||||
@ -246,6 +237,7 @@ void RWGame::startScript(const std::string& name)
|
||||
log.info("Script", ss.str());
|
||||
});
|
||||
script->addBreakpoint(0);
|
||||
state->script = script;
|
||||
}
|
||||
else {
|
||||
log.error("Game", "Failed to load SCM: " + name);
|
||||
|
Loading…
Reference in New Issue
Block a user