mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-18 02:01:39 +00:00
292 lines
8.2 KiB
C++
292 lines
8.2 KiB
C++
/*
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** savegame.cpp
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**
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** common savegame utilities for all front ends.
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OFf
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "compositesaveame.h"
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#include "savegamehelp.h"
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#include "sjson.h"
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#include "baselayer.h"
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#include "gstrings.h"
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#include "i_specialpaths.h"
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#include "cmdlib.h"
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#include "filesystem/filesystem.h"
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#include "statistics.h"
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#include "secrets.h"
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#include "s_music.h"
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static CompositeSavegameWriter savewriter;
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static FResourceFile *savereader;
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//=============================================================================
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//
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// This is for keeping my sanity while working with the horrible mess
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// that is the savegame code in Duke Nukem.
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// Without handling this in global variables it is a losing proposition
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// to save custom data along with the regular snapshot. :(
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// With this the savegame code can mostly pretend to load from and write
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// to files while really using a composite archive.
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//
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// All global non-game dependent state is also saved right here for convenience.
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//
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//=============================================================================
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void OpenSaveGameForWrite(const char *name)
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{
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savewriter.Clear();
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savewriter.SetFileName(name);
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}
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bool OpenSaveGameForRead(const char *name)
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{
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if (savereader) delete savereader;
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savereader = FResourceFile::OpenResourceFile(name, true, true);
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if (savereader != nullptr)
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{
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// Load system-side data from savegames.
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ReadStatistics();
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SECRET_Load();
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MUS_Restore();
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}
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return savereader != nullptr;
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}
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FileWriter *WriteSavegameChunk(const char *name)
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{
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return &savewriter.NewElement(name);
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}
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FileReader ReadSavegameChunk(const char *name)
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{
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if (!savereader) return FileReader();
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auto lump = savereader->FindLump(name);
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if (!lump) return FileReader();
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return lump->NewReader();
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}
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bool FinishSavegameWrite()
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{
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return savewriter.WriteToFile();
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}
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void FinishSavegameRead()
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{
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delete savereader;
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savereader = nullptr;
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}
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//=============================================================================
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//
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// Writes the header which is used to display the savegame in the menu.
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//
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//=============================================================================
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void G_WriteSaveHeader(const char *name, const char*mapname, const char *maptitle)
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{
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sjson_context* ctx = sjson_create_context(0, 0, NULL);
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if (!ctx)
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{
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return;
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}
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sjson_node* root = sjson_mkobject(ctx);
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auto savesig = gi->GetSaveSig();
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sjson_put_int(ctx, root, "Save Version", savesig.currentsavever);
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sjson_put_string(ctx, root, "Engine", savesig.savesig);
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sjson_put_string(ctx, root, "Game Resource", fileSystem.GetResourceFileName(1));
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sjson_put_string(ctx, root, "Map Name", maptitle);
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sjson_put_string(ctx, root, "Title", name);
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if (*mapname == '/') mapname++;
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sjson_put_string(ctx, root, "Map File", mapname);
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auto fileno = fileSystem.FindFile(mapname);
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auto mapfile = fileSystem.GetFileContainer(fileno);
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auto mapcname = fileSystem.GetResourceFileName(mapfile);
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if (mapcname) sjson_put_string(ctx, root, "Map Resource", mapcname);
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else return; // this should never happen. Saving on a map that isn't present is impossible.
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char* encoded = sjson_stringify(ctx, root, " ");
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FileWriter* fil = WriteSavegameChunk("info.json");
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if (!fil)
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{
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sjson_destroy_context(ctx);
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return;
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}
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fil->Write(encoded, strlen(encoded));
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sjson_free_string(ctx, encoded);
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sjson_destroy_context(ctx);
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// Handle system-side modules that need to persist data in savegames here, in a central place.
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SaveStatistics();
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SECRET_Save();
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MUS_Save();
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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static bool CheckSingleFile (const char *name, bool &printRequires, bool printwarn)
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{
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if (name == NULL)
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{
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return true;
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}
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if (fileSystem.CheckIfResourceFileLoaded(name) < 0)
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{
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if (printwarn)
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{
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if (!printRequires)
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{
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Printf ("%s:\n%s", GStrings("TXT_SAVEGAMENEEDS"), name);
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}
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else
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{
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Printf (", %s", name);
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}
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}
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printRequires = true;
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return false;
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}
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return true;
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}
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//=============================================================================
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//
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// Return false if not all the needed wads have been loaded.
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//
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//=============================================================================
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static bool G_CheckSaveGameWads (const char *gamegrp, const char *mapgrp, bool printwarn)
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{
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bool printRequires = false;
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CheckSingleFile (gamegrp, printRequires, printwarn);
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CheckSingleFile (mapgrp, printRequires, printwarn);
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if (printRequires)
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{
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if (printwarn)
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{
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Printf ("\n");
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}
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return false;
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}
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return true;
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}
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//=============================================================================
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//
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// Checks if the savegame is valid. Gets a reader to the included info.json
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// Returns 1 if valid, 0 if invalid and -1 if old and -2 if content missing
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//
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//=============================================================================
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int G_ValidateSavegame(FileReader &fr, FString *savetitle)
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{
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auto data = fr.ReadPadded(1);
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sjson_context* ctx = sjson_create_context(0, 0, NULL);
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if (ctx)
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{
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sjson_node* root = sjson_decode(ctx, (const char*)data.Data());
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int savever = sjson_get_int(root, "Save Version", -1);
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FString engine = sjson_get_string(root, "Engine", "");
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FString gamegrp = sjson_get_string(root, "Game Resource", "");
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FString mapgrp = sjson_get_string(root, "Map Resource", "");
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FString title = sjson_get_string(root, "Title", "");
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auto savesig = gi->GetSaveSig();
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sjson_destroy_context(ctx);
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if (savetitle) *savetitle = title;
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if (engine.Compare(savesig.savesig) != 0 || savever > savesig.currentsavever)
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{
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// different engine or newer version:
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// not our business. Leave it alone.
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return 0;
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}
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if (savever < savesig.minsavever)
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{
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// old, incompatible savegame. List as not usable.
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return -1;
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}
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else
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{
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auto ggfn = ExtractFileBase(fileSystem.GetResourceFileName(1), true);
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if (gamegrp.CompareNoCase(ggfn) == 0)
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{
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return G_CheckSaveGameWads(gamegrp, mapgrp, false) ? 1 : -2;
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}
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else
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{
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// different game. Skip this.
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return 0;
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}
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}
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}
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return 0;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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FString G_BuildSaveName (const char *prefix)
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{
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FString name = M_GetSavegamesPath();
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size_t len = name.Len();
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if (name[0] != '\0' && name[len-1] != '\\' && name[len-1] != '/')
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{
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name << "/";
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}
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name << prefix;
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if (!strchr(prefix, '.')) name << SAVEGAME_EXT; // only add an extension if the prefix doesn't have one already.
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name = NicePath(name);
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name.Substitute("\\", "/");
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return name;
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}
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