2019-11-14 20:07:43 +00:00
|
|
|
/*
|
|
|
|
** savegame.cpp
|
2019-11-26 23:41:26 +00:00
|
|
|
**
|
|
|
|
** common savegame utilities for all front ends.
|
2019-11-14 20:07:43 +00:00
|
|
|
**
|
|
|
|
**---------------------------------------------------------------------------
|
|
|
|
** 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.
|
|
|
|
**---------------------------------------------------------------------------
|
|
|
|
**
|
2019-11-26 23:41:26 +00:00
|
|
|
*/
|
2019-11-14 20:07:43 +00:00
|
|
|
|
|
|
|
#include "compositesaveame.h"
|
|
|
|
#include "savegamehelp.h"
|
2019-11-26 23:41:26 +00:00
|
|
|
#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"
|
2019-11-28 02:18:58 +00:00
|
|
|
#include "s_music.h"
|
2019-12-03 23:28:28 +00:00
|
|
|
#include "quotemgr.h"
|
2019-12-10 21:22:59 +00:00
|
|
|
#include "mapinfo.h"
|
2019-11-14 20:07:43 +00:00
|
|
|
|
|
|
|
static CompositeSavegameWriter savewriter;
|
|
|
|
static FResourceFile *savereader;
|
|
|
|
|
2019-11-26 23:41:26 +00:00
|
|
|
//=============================================================================
|
|
|
|
//
|
|
|
|
// 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.
|
|
|
|
//
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
2019-11-14 20:07:43 +00:00
|
|
|
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);
|
2019-11-26 23:41:26 +00:00
|
|
|
|
|
|
|
if (savereader != nullptr)
|
|
|
|
{
|
2019-11-28 02:18:58 +00:00
|
|
|
// Load system-side data from savegames.
|
2019-11-26 23:41:26 +00:00
|
|
|
ReadStatistics();
|
|
|
|
SECRET_Load();
|
2019-11-28 02:18:58 +00:00
|
|
|
MUS_Restore();
|
2019-12-03 23:28:28 +00:00
|
|
|
quoteMgr.ReadFromSavegame();
|
2019-11-26 23:41:26 +00:00
|
|
|
|
2019-12-10 21:22:59 +00:00
|
|
|
auto file = ReadSavegameChunk("info.json");
|
|
|
|
if (!file.isOpen())
|
|
|
|
{
|
|
|
|
FinishSavegameRead();
|
|
|
|
delete savereader;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (G_ValidateSavegame(file, nullptr, false) <= 0)
|
|
|
|
{
|
|
|
|
FinishSavegameRead();
|
|
|
|
delete savereader;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
2019-11-14 20:07:43 +00:00
|
|
|
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;
|
|
|
|
}
|
2019-11-26 23:41:26 +00:00
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
//
|
|
|
|
// Writes the header which is used to display the savegame in the menu.
|
|
|
|
//
|
|
|
|
//=============================================================================
|
|
|
|
|
2019-12-10 21:22:59 +00:00
|
|
|
void G_WriteSaveHeader(const char *name)
|
2019-11-26 23:41:26 +00:00
|
|
|
{
|
|
|
|
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));
|
2019-12-10 21:22:59 +00:00
|
|
|
sjson_put_string(ctx, root, "Map Name", currentLevel->DisplayName());
|
2019-11-30 21:46:00 +00:00
|
|
|
sjson_put_string(ctx, root, "Title", name);
|
2019-12-10 21:22:59 +00:00
|
|
|
sjson_put_string(ctx, root, "Map File", currentLevel->fileName);
|
|
|
|
sjson_put_string(ctx, root, "Map Label", currentLevel->labelName);
|
|
|
|
const char *fn = currentLevel->fileName;
|
|
|
|
if (*fn == '/') fn++;
|
2019-12-11 00:10:59 +00:00
|
|
|
if (strncmp(fn, "file://", 7) != 0) // this only has meaning for non-usermaps
|
2019-12-10 21:22:59 +00:00
|
|
|
{
|
|
|
|
auto fileno = fileSystem.FindFile(fn);
|
|
|
|
auto mapfile = fileSystem.GetFileContainer(fileno);
|
|
|
|
auto mapcname = fileSystem.GetResourceFileName(mapfile);
|
|
|
|
if (mapcname) sjson_put_string(ctx, root, "Map Resource", mapcname);
|
|
|
|
else return; // this should never happen. Saving on a map that isn't present is impossible.
|
|
|
|
}
|
2019-11-26 23:41:26 +00:00
|
|
|
|
|
|
|
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);
|
|
|
|
|
2019-11-28 02:18:58 +00:00
|
|
|
// Handle system-side modules that need to persist data in savegames here, in a central place.
|
2019-11-26 23:41:26 +00:00
|
|
|
SaveStatistics();
|
|
|
|
SECRET_Save();
|
2019-11-28 02:18:58 +00:00
|
|
|
MUS_Save();
|
2019-12-03 23:28:28 +00:00
|
|
|
quoteMgr.WriteToSavegame();
|
2019-11-26 23:41:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
static bool CheckSingleFile (const char *name, bool &printRequires, bool printwarn)
|
|
|
|
{
|
|
|
|
if (name == NULL)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
2019-12-11 00:10:59 +00:00
|
|
|
if (strncmp(name, "file://", 7) == 0)
|
2019-12-10 21:22:59 +00:00
|
|
|
{
|
|
|
|
return FileExists(name + 7); // User maps must be present to be validated.
|
|
|
|
}
|
2019-11-26 23:41:26 +00:00
|
|
|
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.
|
|
|
|
//
|
|
|
|
//=============================================================================
|
|
|
|
|
2019-11-30 21:46:00 +00:00
|
|
|
static bool G_CheckSaveGameWads (const char *gamegrp, const char *mapgrp, bool printwarn)
|
2019-11-26 23:41:26 +00:00
|
|
|
{
|
|
|
|
bool printRequires = false;
|
2019-11-30 21:46:00 +00:00
|
|
|
CheckSingleFile (gamegrp, printRequires, printwarn);
|
|
|
|
CheckSingleFile (mapgrp, printRequires, printwarn);
|
2019-11-26 23:41:26 +00:00
|
|
|
|
|
|
|
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
|
|
|
|
//
|
|
|
|
//=============================================================================
|
|
|
|
|
2019-12-10 21:22:59 +00:00
|
|
|
int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu)
|
2019-11-26 23:41:26 +00:00
|
|
|
{
|
|
|
|
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", "");
|
2019-11-30 21:46:00 +00:00
|
|
|
FString mapgrp = sjson_get_string(root, "Map Resource", "");
|
2019-11-26 23:41:26 +00:00
|
|
|
FString title = sjson_get_string(root, "Title", "");
|
2019-12-10 21:22:59 +00:00
|
|
|
FString filename = sjson_get_string(root, "Map File", "");
|
2019-11-26 23:41:26 +00:00
|
|
|
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;
|
|
|
|
}
|
2019-12-10 21:22:59 +00:00
|
|
|
|
|
|
|
MapRecord *curLevel = nullptr;
|
|
|
|
|
2019-12-11 00:10:59 +00:00
|
|
|
if (strncmp(filename, "file://", 7) != 0)
|
2019-12-10 21:22:59 +00:00
|
|
|
{
|
|
|
|
for (auto& mr : mapList)
|
|
|
|
{
|
|
|
|
if (mr.fileName.Compare(filename) == 0)
|
|
|
|
{
|
|
|
|
curLevel = &mr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
curLevel = &userMapRecord;
|
|
|
|
if (!formenu)
|
|
|
|
{
|
|
|
|
userMapRecord.name = "";
|
|
|
|
userMapRecord.SetFileName(filename);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!curLevel) return 0;
|
|
|
|
if (!formenu) currentLevel = curLevel;
|
2019-11-26 23:41:26 +00:00
|
|
|
|
2019-11-30 21:46:00 +00:00
|
|
|
|
2019-11-26 23:41:26 +00:00
|
|
|
if (savever < savesig.minsavever)
|
|
|
|
{
|
|
|
|
// old, incompatible savegame. List as not usable.
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2019-11-30 21:46:00 +00:00
|
|
|
auto ggfn = ExtractFileBase(fileSystem.GetResourceFileName(1), true);
|
|
|
|
if (gamegrp.CompareNoCase(ggfn) == 0)
|
|
|
|
{
|
|
|
|
return G_CheckSaveGameWads(gamegrp, mapgrp, false) ? 1 : -2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// different game. Skip this.
|
|
|
|
return 0;
|
|
|
|
}
|
2019-11-26 23:41:26 +00:00
|
|
|
}
|
|
|
|
}
|
2019-11-30 21:46:00 +00:00
|
|
|
return 0;
|
2019-11-26 23:41:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
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("\\", "/");
|
|
|
|
return name;
|
|
|
|
}
|
|
|
|
|