raze/source/common/savegamehelp.cpp

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/*
** savegame.cpp
**
** common savegame utilities for all front ends.
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 AUTHOR 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 OFf
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "compositesaveame.h"
#include "savegamehelp.h"
#include "sjson.h"
#include "baselayer.h"
#include "gstrings.h"
#include "i_specialpaths.h"
#include "cmdlib.h"
#include "filesystem/filesystem.h"
#include "statistics.h"
#include "secrets.h"
#include "s_music.h"
static CompositeSavegameWriter savewriter;
static FResourceFile *savereader;
//=============================================================================
//
// This is for keeping my sanity while working with the horrible mess
// that is the savegame code in Duke Nukem.
// Without handling this in global variables it is a losing proposition
// to save custom data along with the regular snapshot. :(
// With this the savegame code can mostly pretend to load from and write
// to files while really using a composite archive.
//
// All global non-game dependent state is also saved right here for convenience.
//
//=============================================================================
void OpenSaveGameForWrite(const char *name)
{
savewriter.Clear();
savewriter.SetFileName(name);
}
bool OpenSaveGameForRead(const char *name)
{
if (savereader) delete savereader;
savereader = FResourceFile::OpenResourceFile(name, true, true);
if (savereader != nullptr)
{
// Load system-side data from savegames.
ReadStatistics();
SECRET_Load();
MUS_Restore();
}
return savereader != nullptr;
}
FileWriter *WriteSavegameChunk(const char *name)
{
return &savewriter.NewElement(name);
}
FileReader ReadSavegameChunk(const char *name)
{
if (!savereader) return FileReader();
auto lump = savereader->FindLump(name);
if (!lump) return FileReader();
return lump->NewReader();
}
bool FinishSavegameWrite()
{
return savewriter.WriteToFile();
}
void FinishSavegameRead()
{
delete savereader;
savereader = nullptr;
}
//=============================================================================
//
// Writes the header which is used to display the savegame in the menu.
//
//=============================================================================
void G_WriteSaveHeader(const char *name, const char*mapname, const char *maptitle)
{
sjson_context* ctx = sjson_create_context(0, 0, NULL);
if (!ctx)
{
return;
}
sjson_node* root = sjson_mkobject(ctx);
auto savesig = gi->GetSaveSig();
sjson_put_int(ctx, root, "Save Version", savesig.currentsavever);
sjson_put_string(ctx, root, "Engine", savesig.savesig);
sjson_put_string(ctx, root, "Game Resource", fileSystem.GetResourceFileName(1));
sjson_put_string(ctx, root, "map", mapname);
sjson_put_string(ctx, root, "Title", maptitle);
if (*mapname == '/') mapname++;
sjson_put_string(ctx, root, "Map Resource", mapname);
char* encoded = sjson_stringify(ctx, root, " ");
FileWriter* fil = WriteSavegameChunk("info.json");
if (!fil)
{
sjson_destroy_context(ctx);
return;
}
fil->Write(encoded, strlen(encoded));
sjson_free_string(ctx, encoded);
sjson_destroy_context(ctx);
// Handle system-side modules that need to persist data in savegames here, in a central place.
SaveStatistics();
SECRET_Save();
MUS_Save();
}
//=============================================================================
//
//
//
//=============================================================================
static bool CheckSingleFile (const char *name, bool &printRequires, bool printwarn)
{
if (name == NULL)
{
return true;
}
if (fileSystem.CheckIfResourceFileLoaded(name) < 0)
{
if (printwarn)
{
if (!printRequires)
{
Printf ("%s:\n%s", GStrings("TXT_SAVEGAMENEEDS"), name);
}
else
{
Printf (", %s", name);
}
}
printRequires = true;
return false;
}
return true;
}
//=============================================================================
//
// Return false if not all the needed wads have been loaded.
//
//=============================================================================
bool G_CheckSaveGameWads (sjson_node* root, bool printwarn)
{
bool printRequires = false;
auto text = sjson_get_string(root, "Game Resource", "");
CheckSingleFile (text, printRequires, printwarn);
text = sjson_get_string(root, "MAP Resource", "");
CheckSingleFile (text, printRequires, printwarn);
if (printRequires)
{
if (printwarn)
{
Printf ("\n");
}
return false;
}
return true;
}
//=============================================================================
//
// Checks if the savegame is valid. Gets a reader to the included info.json
// Returns 1 if valid, 0 if invalid and -1 if old and -2 if content missing
//
//=============================================================================
int G_ValidateSavegame(FileReader &fr, FString *savetitle)
{
auto data = fr.ReadPadded(1);
sjson_context* ctx = sjson_create_context(0, 0, NULL);
if (ctx)
{
sjson_node* root = sjson_decode(ctx, (const char*)data.Data());
int savever = sjson_get_int(root, "Save Version", -1);
FString engine = sjson_get_string(root, "Engine", "");
FString gamegrp = sjson_get_string(root, "Game Resource", "");
FString title = sjson_get_string(root, "Title", "");
auto savesig = gi->GetSaveSig();
sjson_destroy_context(ctx);
if (savetitle) *savetitle = title;
if (engine.Compare(savesig.savesig) != 0 || savever > savesig.currentsavever)
{
// different engine or newer version:
// not our business. Leave it alone.
return 0;
}
if (savever < savesig.minsavever)
{
// old, incompatible savegame. List as not usable.
return -1;
}
else if (gamegrp.CompareNoCase(fileSystem.GetResourceFileName(1)) == 0)
{
return G_CheckSaveGameWads(root, false)? 0 : -2;
}
else
{
// different game. Skip this.
return 0;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
FString G_BuildSaveName (const char *prefix)
{
FString name = M_GetSavegamesPath();
size_t len = name.Len();
if (name[0] != '\0' && name[len-1] != '\\' && name[len-1] != '/')
{
name << "/";
}
name << prefix;
if (!strchr(prefix, '.')) name << SAVEGAME_EXT; // only add an extension if the prefix doesn't have one already.
name = NicePath(name);
name.Substitute("\\", "/");
CreatePath(name);
return name;
}