/* ** 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 Name", maptitle); sjson_put_string(ctx, root, "Title", name); if (*mapname == '/') mapname++; sjson_put_string(ctx, root, "Map File", mapname); auto fileno = fileSystem.FindFile(mapname); 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. 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. // //============================================================================= static bool G_CheckSaveGameWads (const char *gamegrp, const char *mapgrp, bool printwarn) { bool printRequires = false; CheckSingleFile (gamegrp, printRequires, printwarn); CheckSingleFile (mapgrp, 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 mapgrp = sjson_get_string(root, "Map 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 { 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; } } } 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("\\", "/"); return name; }