#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Portions of this software are copyright © 2024 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #include #include "config.h" #include "Item.h" #include "AdventuresInLestoria.h" #include "Unlock.h" #include "State_OverworldMap.h" #include "SaveFile.h" #include "ClassInfo.h" #include "ScrollableWindowComponent.h" #include "LoadFileButton.h" #include "Checkbox.h" #include "InputDisplayComponent.h" #include "GameSettings.h" INCLUDE_game size_t SaveFile::saveFileID=0; std::string SaveFile::saveFileName=""; std::string SaveFile::username=""; bool SaveFile::onlineMode=false; std::functionSaveFile::afterSaveGameDataUpdate; const size_t SaveFile::GetSaveFileCount(){ std::filesystem::create_directories("save_file_path"_S); size_t count=0; if(std::filesystem::exists("save_file_path"_S+"metadata.dat")){ utils::datafile metadata; utils::datafile::Read(metadata,"save_file_path"_S+"metadata.dat"); return metadata.GetKeys().size(); } return count; } const size_t SaveFile::GetOnlineSaveFileCount(){ std::filesystem::create_directories("save_file_path"_S); size_t count=0; if(std::filesystem::exists("save_file_path"_S+"metadata.dat"+"_online")){ utils::datafile metadata; utils::datafile::Read(metadata,"save_file_path"_S+"metadata.dat"+"_online"); return metadata.GetKeys().size(); } return count; } const void SaveFile::SaveGame(){ std::filesystem::create_directories("save_file_path"_S); utils::datafile saveFile; utils::datafile saveSystemFile; utils::datafile::INITIAL_SETUP_COMPLETE=false; for(size_t itemCount=0;auto&item:Inventory::GetInventory()){ saveFile["Items"][std::format("Item[{}]",itemCount)]["Amt"].SetInt(item->Amt()); saveFile["Items"][std::format("Item[{}]",itemCount)]["Enhancement Level"].SetInt(item->EnhancementLevel()); saveFile["Items"][std::format("Item[{}]",itemCount)]["Item Name"].SetString(item->ActualName()); saveFile["Items"][std::format("Item[{}]",itemCount)]["Equip Slot"].SetInt(int(Inventory::GetSlotEquippedIn(item))); uint8_t loadoutSlotNumber=255; for(int i=0;iloadout.size();i++){ if(item==game->GetLoadoutItem(i)){loadoutSlotNumber=i;break;} } saveFile["Items"][std::format("Item[{}]",itemCount)]["LoadoutSlot"].SetInt(loadoutSlotNumber); for(const auto&[attr,val]:item->RandomStats()){ saveFile["Items"][std::format("Item[{}]",itemCount)]["Attributes"][std::string(attr.ActualName())].SetReal(val); } itemCount++; } saveFile["Player"]["Class"].SetString(game->GetPlayer()->GetClassName()); saveFile["Player"]["Level"].SetInt(game->GetPlayer()->Level()); saveFile["Player"]["Money"].SetInt(game->GetPlayer()->GetMoney()); saveFile["Player"]["Current EXP"].SetInt(game->GetPlayer()->CurrentXP()); saveFile["Player"]["Total EXP"].SetInt(game->GetPlayer()->TotalXP()); for(const auto&[attr,val]:game->GetPlayer()->GetBaseStats()){ saveFile["Player"]["Base Stats"][std::string(attr.ActualName())].SetReal(val); } for(const std::string&unlockName:Unlock::unlocks){ saveFile["Unlocks"][unlockName].SetString("True"); if(unlockName=="WORLD_MAP")continue; //This is a special exception, because the world map is not an actual stage. auto opt_cp=State_OverworldMap::ConnectionPointFromString(unlockName); if(!opt_cp.has_value())ERR(std::format("WARNING! Could not find connection point {}! THIS SHOULD NOT BE HAPPENING! Potential invalid unlock name.",unlockName)); if(opt_cp.value()->Visited()){ saveFile["Unlocks"][unlockName].SetString("True",1U); }else{ saveFile["Unlocks"][unlockName].SetString("False",1U); } } saveFile["Overworld Map Location"].SetString(State_OverworldMap::GetCurrentConnectionPoint().name); saveFile["Chapter"].SetInt(game->GetCurrentChapter()); saveFile["Save Name"].SetString(std::string(GetSaveFileName())); saveFile["Game Time"].SetReal(game->GetRuntime()); saveFile["TravelingMerchant"].SetString(std::string(Merchant::GetCurrentTravelingMerchant().GetKeyName())); saveFile["Screen Shake"].SetBool(GameSettings::ScreenShakeEnabled()); saveFile["Controller Rumble"].SetBool(GameSettings::RumbleEnabled()); saveFile["Terrain Collision Boxes"].SetBool(GameSettings::TerrainCollisionBoxesEnabled()); saveFile["Keyboard Auto-Aim"].SetBool(GameSettings::KeyboardAutoAimEnabled()); saveFile["Fullscreen"].SetBool(game->IsFullscreen()); #pragma region Save Keyboard/Controller mappings //NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well! const int menuRowCount=DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2+1; const int menuColCount=2; for(int row=0;row(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput().GetPrimaryKey(KEY).value().GetKeyCode()); saveFile["Menu Controller Input_"+"Inputs.Menu Input Names"_s[inputID]].SetInt(Component(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput().GetPrimaryKey(CONTROLLER).value().GetKeyCode()); } } const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1; const int ingameControlsColCount=2; for(int row=0;row(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput().GetPrimaryKey(KEY).value().GetKeyCode()); saveFile["Gameplay Controller Input_"+"Inputs.Gameplay Input Names"_s[inputID]].SetInt(Component(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput().GetPrimaryKey(CONTROLLER).value().GetKeyCode()); } } #pragma endregion #pragma region Save System Settings //HACK ALERT! It's possible that on X11 the actual reported window position is offset later when we set it. We will set it now to see if it moves or adjusts, and use that new position instead as the position we save. saveSystemFile["Window Pos"].SetInt(game->GetActualWindowPos().x,0); saveSystemFile["Window Pos"].SetInt(game->GetActualWindowPos().y,1); saveSystemFile["Window Size"].SetInt(game->GetWindowSize().x,0); saveSystemFile["Window Size"].SetInt(game->GetWindowSize().y,1); #pragma endregion utils::datafile::Write(saveFile,"save_file_path"_S+std::format("save.{:04}",saveFileID)); utils::datafile::Write(saveSystemFile,"save_file_path"_S+"system.conf"); utils::datafile metadata; if(onlineMode){ if(std::filesystem::exists("save_file_path"_S+"metadata.dat"+"_online")){ utils::datafile::Read(metadata,"save_file_path"_S+"metadata.dat"+"_online"); } }else{ if(std::filesystem::exists("save_file_path"_S+"metadata.dat")){ utils::datafile::Read(metadata,"save_file_path"_S+"metadata.dat"); } } metadata.GetProperty(std::format("save{}",saveFileID)).SetReal(game->GetRuntime(),0U); metadata.GetProperty(std::format("save{}",saveFileID)).SetInt(game->GetCurrentChapter(),1U); metadata.GetProperty(std::format("save{}",saveFileID)).SetInt(game->GetPlayer()->Level(),2U); metadata.GetProperty(std::format("save{}",saveFileID)).SetString(game->GetPlayer()->GetClassName(),3U); metadata.GetProperty(std::format("save{}",saveFileID)).SetString(std::string(SaveFile::GetSaveFileName()),4U); if(!onlineMode){ utils::datafile::Write(metadata,"save_file_path"_S+"metadata.dat"); }else{ utils::datafile::Write(metadata,"save_file_path"_S+"metadata.dat"+"_online"); } utils::datafile::INITIAL_SETUP_COMPLETE=true; #ifdef __EMSCRIPTEN__ if(onlineMode){ std::functionRetryResponse; RetryResponse=[&](std::string_view response){ if(response!="ERR"){ Server_SaveFile([](std::string_view response){ if(response=="ERR"){ std::cout<<"WARNING! Could not save data to server!"<ResetGame(); for(auto&[key,data]:loadFile["Items"].GetOrderedKeys()){ std::weak_ptrnewItem=Inventory::AddItem(data["Item Name"].GetString(),data["Amt"].GetInt()); newItem.lock()->enhancementLevel=data["Enhancement Level"].GetInt(); if(loadFile.GetProperty(std::format("Items.{}",key)).HasProperty("Attributes")){ for(auto&[attr,data]:loadFile.GetProperty(std::format("Items.{}.Attributes",key)).GetOrderedKeys()){ newItem.lock()->randomizedStats.A(attr)=data.GetReal(); } } if(data.HasProperty("LoadoutSlot")){ uint8_t loadoutSlot=data["LoadoutSlot"].GetInt(); if(loadoutSlot!=255){ game->SetLoadoutItem(loadoutSlot,newItem.lock()->ActualName()); } } EquipSlot slot=EquipSlot(loadFile.GetProperty(std::format("Items.{}.Equip Slot",key)).GetInt()); if(slot!=EquipSlot::NONE){ //This should be equipped somewhere! Inventory::EquipItem(newItem,slot); } } game->ChangePlayerClass(classutils::StringToClass(loadFile["Player"]["Class"].GetString())); game->GetPlayer()->SetLevel(loadFile["Player"]["Level"].GetInt()); game->GetPlayer()->SetMoney(loadFile["Player"]["Money"].GetInt()); game->GetPlayer()->SetXP(loadFile["Player"]["Current EXP"].GetInt()); game->GetPlayer()->SetTotalXPEarned(loadFile["Player"]["Total EXP"].GetInt()); for(auto&[key,data]:loadFile["Player"]["Base Stats"].GetOrderedKeys()){ game->GetPlayer()->SetBaseStat(key,data.GetReal()); } for(const auto&[key,data]:loadFile["Unlocks"].GetOrderedKeys()){ Unlock::UnlockArea(key); if(data.GetValueCount()>1&&data.GetBool(1U)){ auto opt_cp=State_OverworldMap::ConnectionPointFromString(key); if(!opt_cp)ERR(std::format("WARNING! Could not find connection point {}! THIS SHOULD NOT BE HAPPENING! Potential invalid unlock name.",key)) else opt_cp.value()->SetVisited(); } } State_OverworldMap::SetStageMarker(loadFile["Overworld Map Location"].GetString()); State_OverworldMap::UpdateCurrentConnectionPoint(const_cast(State_OverworldMap::GetCurrentConnectionPoint())); game->SetChapter(loadFile["Chapter"].GetInt()); SaveFile::SetSaveFileName(loadFile["Save Name"].GetString()); game->SetRuntime(loadFile["Game Time"].GetReal()); game->GetPlayer()->RecalculateEquipStats(); if(loadFile.HasProperty("TravelingMerchant"))Merchant::SetTravelingMerchant(loadFile["TravelingMerchant"].GetString()); if(loadFile.HasProperty("Screen Shake"))GameSettings::SetScreenShake(loadFile["Screen Shake"].GetBool()); if(loadFile.HasProperty("Controller Rumble"))GameSettings::SetRumble(loadFile["Controller Rumble"].GetBool()); if(loadFile.HasProperty("Terrain Collision Boxes"))GameSettings::SetTerrainCollisionBoxes(loadFile["Terrain Collision Boxes"].GetBool()); if(loadFile.HasProperty("Keyboard Auto-Aim"))GameSettings::SetKeyboardAutoAim(loadFile["Keyboard Auto-Aim"].GetBool()); if(loadFile.HasProperty("Fullscreen"))game->SetFullscreen(loadFile["Fullscreen"].GetBool(),{}); #pragma region Load Keyboard/Controller mappings //NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well! const int menuRowCount=DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2+1; const int menuColCount=2; for(int row=0;row(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput(); group.SetNewPrimaryKeybind({KEY,loadFile[keyName].GetInt()}); } keyName="Menu Controller Input_"+"Inputs.Menu Input Names"_s[inputID]; if(loadFile.HasProperty(keyName)){ InputGroup&group=Component(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Input Displayer",row,col))->GetInput(); group.SetNewPrimaryKeybind({CONTROLLER,loadFile[keyName].GetInt()}); } } } const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1; const int ingameControlsColCount=2; for(int row=0;row(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput(); group.SetNewPrimaryKeybind({KEY,loadFile[keyName].GetInt()}); } keyName="Gameplay Controller Input_"+"Inputs.Gameplay Input Names"_s[inputID]; if(loadFile.HasProperty(keyName)){ InputGroup&group=Component(INPUT_KEY_DISPLAY,std::format("Input_{}_{} Gameplay Input Displayer",row,col))->GetInput(); group.SetNewPrimaryKeybind({CONTROLLER,loadFile[keyName].GetInt()}); } } } #pragma endregion #pragma region Load System Settings if(std::filesystem::exists(loadSystemFilename)){ utils::datafile::Read(loadSystemFile,loadSystemFilename); if(loadSystemFile.HasProperty("Window Pos"))game->SetWindowPos({loadSystemFile["Window Pos"].GetInt(0),loadSystemFile["Window Pos"].GetInt(1)}); if(loadSystemFile.HasProperty("Window Size"))game->SetWindowSize({loadSystemFile["Window Size"].GetInt(0),loadSystemFile["Window Size"].GetInt(1)}); } #pragma endregion GameState::ChangeState(States::OVERWORLD_MAP,0.5f); }else{ std::cout<afterSaveGameDataUpdate){ SaveFile::afterSaveGameDataUpdate=afterSaveGameDataUpdate; std::filesystem::create_directories("save_file_path"_S); auto LoadMetadataFile=[](){ auto gameFilesList=Component(LOAD_GAME,"Game Files List"); auto onlineGameFilesList=Component(LOAD_GAME,"Online Game Files List"); gameFilesList->RemoveAllComponents(); onlineGameFilesList->RemoveAllComponents(); const size_t saveFileCount=GetSaveFileCount(); const size_t onlineSaveFileCount=GetOnlineSaveFileCount(); utils::datafile metadata,online_metadata; if(!std::filesystem::exists("save_file_path"_S+"metadata.dat")){ utils::datafile::Write(metadata,"save_file_path"_S+"metadata.dat"); } if(!std::filesystem::exists("save_file_path"_S+"metadata.dat"+"_online")){ utils::datafile::Write(online_metadata,"save_file_path"_S+"metadata.dat"+"_online"); } std::string saveGameFilename="save_file_path"_S+"metadata.dat"; std::string onlineSaveGameFilename="save_file_path"_S+"metadata.dat"+"_online"; utils::datafile::Read(metadata,saveGameFilename); utils::datafile::Read(online_metadata,onlineSaveGameFilename); float offsetY=0; for(size_t i=0;iADD(std::format("Load File Button - Save {}",i),LoadFileButton)(geom2d::rect{{0,offsetY},{gameFilesList->GetSize().x-13,48}},metadata[std::format("save{}",i)],i,[](MenuFuncData data){ std::weak_ptrcomp=DYNAMIC_POINTER_CAST(data.component.lock()); saveFileID=comp.lock()->getSaveFileID(); SaveFile::LoadGame(); return true; },ButtonAttr::NONE)END; offsetY+=49; } } offsetY=0; for(size_t i=0;iADD(std::format("Online Load File Button - Save {}",i),LoadFileButton)(geom2d::rect{{0,offsetY},{onlineGameFilesList->GetSize().x-13,48}},online_metadata[std::format("save{}",i)],i,[](MenuFuncData data){ std::weak_ptrcomp=DYNAMIC_POINTER_CAST(data.component.lock()); saveFileID=comp.lock()->getSaveFileID(); SaveFile::LoadGame(); return true; },ButtonAttr::NONE)END; offsetY+=49; } } }; auto LoadMetadataFromDB=[&](){ auto gameFilesList=Component(LOAD_GAME,"Game Files List"); gameFilesList->RemoveAllComponents(); #ifdef __EMSCRIPTEN__ emscripten_idb_async_load("/assets",("save_file_path"_S+"metadata.dat").c_str(),0,[](void*arg,void*data,int length){ std::cout<<"Loaded metadata successfully!"<(LOAD_GAME,"Game Files List"); std::string rawMetadata=(char*)data; std::ofstream file("save_file_path"_S+"metadata.dat"); for(int i=0;iADD(std::format("Load File Button - Save {}",i),LoadFileButton)(geom2d::rect{{0,offsetY},{gameFilesList->GetSize().x-13,48}},metadata[std::format("save{}",i)],i,[](MenuFuncData data){ std::weak_ptrcomp=DYNAMIC_POINTER_CAST(data.component.lock()); saveFileID=comp.lock()->getSaveFileID(); SaveFile::LoadGame(); return true; },ButtonAttr::NONE)END; offsetY+=49; } } SaveFile::afterSaveGameDataUpdate(); },[](void*arg){ std::cout<<"Failed to load metadata!"<='A'&&c<='Z'||c>='a'&&c<='z'||c>='0'&&c<='9'||std::find(uriReserved.begin(),uriReserved.end(),c)!=uriReserved.end())return std::move(str)+c; std::string convertedChar=std::format("%{:02x}",c); std::for_each(convertedChar.begin(),convertedChar.end(),[](char&c){c=char(std::toupper(c));}); return std::move(str)+convertedChar; }); }; std::string dataString=std::format("\"username\":\"{}\"",EncodeURI(username)); std::string operationName=""; switch(operation){ case SaveFileOperation::GET_LOAD_FILES:{ operationName=std::format("GET_LOAD_FILES"); //Data should be blank. }break; case SaveFileOperation::GET_FILE:{ operationName=std::format("GET_FILE"); //Data should contain the file ID we want. }break; case SaveFileOperation::SAVE_FILE:{ operationName=std::format("SAVE_FILE"); //Data should contain the entire contents of our save file. }break; case SaveFileOperation::SAVE_METADATA_FILE:{ operationName=std::format("SAVE_METADATA_FILE"); //Data should contain the entire contents of our metadata save file. }break; } dataString+=",\"operation\":\""+EncodeURI(operationName)+"\""; dataString+=",\"checksum\":\""+EncodeURI(std::to_string(CalculateChecksum(operationName,data)))+"\""; dataString+=",\"data\":\""+EncodeURI(std::string(data))+"\""; return "{"+dataString+"}"; } const void SaveFile::Server_GetLoadInfo(std::functionrespCallbackFunc){ game->SendRequest("save_server"_S,CreateServerRequest(SaveFileOperation::GET_LOAD_FILES,"0")); game->responseCallback=respCallbackFunc; } const void SaveFile::Server_GetFile(std::functionrespCallbackFunc){ game->SendRequest("save_server"_S,CreateServerRequest(SaveFileOperation::GET_FILE,std::to_string(saveFileID))); game->responseCallback=respCallbackFunc; } const void SaveFile::Server_SaveFile(std::functionrespCallbackFunc){ std::stringstream fileContents; std::ifstream file("save_file_path"_S+std::format("save.{:04}",saveFileID)); while(file.good()){ int val=file.get(); if(val!=-1){ fileContents<SendRequest("save_server"_S,CreateServerRequest(SaveFileOperation::SAVE_FILE,std::to_string(saveFileID)+"|"+fileContents.str())); game->responseCallback=respCallbackFunc; } const void SaveFile::Server_SaveMetadataFile(std::functionrespCallbackFunc){ std::stringstream fileContents; std::ifstream file("save_file_path"_S+"metadata.dat"+"_online"); while(file.good()){ int val=file.get(); if(val!=-1){ fileContents<SendRequest("save_server"_S,CreateServerRequest(SaveFileOperation::SAVE_METADATA_FILE,fileContents.str())); game->responseCallback=respCallbackFunc; } const std::string_view SaveFile::GetUserID(){ return SaveFile::username; } const void SaveFile::SetUserID(std::string_view userID){ SaveFile::username=userID; } const bool SaveFile::IsOnline(){ return onlineMode; } void SaveFile::SetOnlineMode(bool online){ onlineMode=online; Component(CLASS_SELECTION,"Online Character Checkbox")->SetChecked(onlineMode); }