thirtyflightsofloving/ui/ui_game_saveload.c
Knightmare66 15d8479c9b Refactored menu utility funcs for fonts, crosshairs, savegames, serverlist, start server maplist, and player models and moved them to ui_utils.c.
Renamed "cursor" cursor_t struct to "ui_menucursor".
Renamed "currentweaponmodel" char pointer to "ui_currentweaponmodel".
Added shutdown functions for console, screen, and UI.
2021-02-17 04:11:49 -05:00

304 lines
9 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
Quake 2 source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake 2 source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake 2 source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// ui_game_saveload.c -- the single save/load menus
#include <ctype.h>
#ifdef _WIN32
#include <io.h>
#endif
#include "../client/client.h"
#include "ui_local.h"
#include <sys/types.h>
#include <sys/stat.h>
static menuframework_s s_loadgame_menu;
static menuaction_s s_loadgame_actions[UI_MAX_SAVEGAMES];
static menuaction_s s_loadgame_back_action;
static menuframework_s s_savegame_menu;
static menuaction_s s_savegame_actions[UI_MAX_SAVEGAMES];
static menuaction_s s_savegame_back_action;
/*
=============================================================================
SAVESHOT HANDLING
=============================================================================
*/
#if 1
void Menu_DrawSaveshot (qboolean loadmenu)
{
char *shotname = NULL;
int i;
if (loadmenu) {
if ( (s_loadgame_menu.cursor < 0) || (s_loadgame_menu.cursor >= UI_MAX_SAVEGAMES)) // catch back action
i = UI_MAX_SAVEGAMES;
else
i = s_loadgame_actions[s_loadgame_menu.cursor].generic.localdata[0];
}
else { // save menu
if ( (s_savegame_menu.cursor < 0) || (s_savegame_menu.cursor >= UI_MAX_SAVEGAMES-1)) // catch back action
i = UI_MAX_SAVEGAMES;
else
i = s_savegame_actions[s_savegame_menu.cursor].generic.localdata[0];
}
shotname = UI_UpdateSaveshot (i);
SCR_DrawFill (SCREEN_WIDTH/2+44, SCREEN_HEIGHT/2-70, 244, 184, ALIGN_CENTER, 60,60,60,255);
if (shotname)
SCR_DrawPic (SCREEN_WIDTH/2+46, SCREEN_HEIGHT/2-68, 240, 180, ALIGN_CENTER, shotname, 1.0);
else
SCR_DrawFill (SCREEN_WIDTH/2+46, SCREEN_HEIGHT/2-68, 240, 180, ALIGN_CENTER, 0,0,0,255);
}
#else
void Menu_DrawSaveshot (qboolean loadmenu)
{
char shotname [MAX_QPATH];
char mapshotname [MAX_QPATH];
int i;
if (loadmenu) {
if ( (s_loadgame_menu.cursor < 0) || (s_loadgame_menu.cursor >= UI_MAX_SAVEGAMES)) // catch back action
i = UI_MAX_SAVEGAMES;
else
i = s_loadgame_actions[s_loadgame_menu.cursor].generic.localdata[0];
}
else { // save menu
if ( (s_savegame_menu.cursor < 0) || (s_savegame_menu.cursor >= UI_MAX_SAVEGAMES-1)) // catch back action
i = UI_MAX_SAVEGAMES;
else
i = s_savegame_actions[s_savegame_menu.cursor].generic.localdata[0];
}
SCR_DrawFill (SCREEN_WIDTH/2+44, SCREEN_HEIGHT/2-70, 244, 184, ALIGN_CENTER, 60,60,60,255);
if ( loadmenu && (i == 0) && ui_savevalid[i] && ui_saveshotvalid[i]) // m_mapshotvalid ) // autosave shows mapshot
{
Com_sprintf(mapshotname, sizeof(mapshotname), "/levelshots/%s.pcx", ui_mapname);
SCR_DrawPic (SCREEN_WIDTH/2+46, SCREEN_HEIGHT/2-68, 240, 180, ALIGN_CENTER, mapshotname, 1.0);
}
else if ( ui_savevalid[i] && ui_saveshotvalid[i] )
{
// Com_sprintf(shotname, sizeof(shotname), "/save/kmq2save%03i/shot.jpg", i);
Com_sprintf(shotname, sizeof(shotname), "/"SAVEDIRNAME"/kmq2save%03i/shot.jpg", i);
SCR_DrawPic (SCREEN_WIDTH/2+46, SCREEN_HEIGHT/2-68, 240, 180, ALIGN_CENTER, shotname, 1.0);
}
else if (ui_saveshotvalid[UI_MAX_SAVEGAMES])
SCR_DrawPic (SCREEN_WIDTH/2+46, SCREEN_HEIGHT/2-68, 240, 180, ALIGN_CENTER, "/gfx/ui/noscreen.pcx", 1.0);
else
SCR_DrawFill (SCREEN_WIDTH/2+46, SCREEN_HEIGHT/2-68, 240, 180, ALIGN_CENTER, 0,0,0,255);
}
#endif
/*
=============================================================================
LOADGAME MENU
=============================================================================
*/
extern char *load_saveshot;
char loadshotname[MAX_QPATH];
void LoadGameCallback (void *self)
{
menuaction_s *a = ( menuaction_s * ) self;
// set saveshot name here
if ( ui_saveshotvalid[ a->generic.localdata[0] ] && (a->generic.localdata[0] != 0) ) // autosave has no saveshot, but uses levelshot instead
{
// Com_sprintf(loadshotname, sizeof(loadshotname), "/save/kmq2save%03i/shot.jpg", a->generic.localdata[0]);
Com_sprintf(loadshotname, sizeof(loadshotname), "/"SAVEDIRNAME"/kmq2save%03i/shot.jpg", a->generic.localdata[0]);
load_saveshot = loadshotname; }
else {
load_saveshot = NULL;
}
if ( ui_savevalid[ a->generic.localdata[0] ] ) {
Cbuf_AddText (va("load kmq2save%03i\n", a->generic.localdata[0] ) );
UI_ForceMenuOff ();
}
}
void LoadGame_MenuInit (void)
{
int i;
UI_UpdateSavegameData ();
s_loadgame_menu.x = SCREEN_WIDTH*0.5 - 240;
s_loadgame_menu.y = SCREEN_HEIGHT*0.5 - 68;
s_loadgame_menu.nitems = 0;
// Load_Savestrings ();
for ( i = 0; i < UI_MAX_SAVEGAMES; i++ )
{
s_loadgame_actions[i].generic.name = ui_savestrings[i];
s_loadgame_actions[i].generic.flags = QMF_LEFT_JUSTIFY;
s_loadgame_actions[i].generic.localdata[0] = i;
s_loadgame_actions[i].generic.callback = LoadGameCallback;
s_loadgame_actions[i].generic.x = 0;
s_loadgame_actions[i].generic.y = (i) * MENU_LINE_SIZE;
if (i>0) // separate from autosave
s_loadgame_actions[i].generic.y += 10;
s_loadgame_actions[i].generic.type = MTYPE_ACTION;
s_loadgame_actions[i].generic.textSize = MENU_FONT_SIZE;
Menu_AddItem( &s_loadgame_menu, &s_loadgame_actions[i] );
}
s_loadgame_back_action.generic.type = MTYPE_ACTION;
s_loadgame_back_action.generic.textSize = MENU_FONT_SIZE;
s_loadgame_back_action.generic.flags = QMF_LEFT_JUSTIFY;
s_loadgame_back_action.generic.x = 0;
s_loadgame_back_action.generic.y = (UI_MAX_SAVEGAMES+3)*MENU_LINE_SIZE;
s_loadgame_back_action.generic.name = " back";
s_loadgame_back_action.generic.callback = UI_BackMenu;
Menu_AddItem( &s_loadgame_menu, &s_loadgame_back_action );
// ValidateSaveshots (true); // register saveshots
}
void LoadGame_MenuDraw (void)
{
Menu_DrawBanner( "m_banner_load_game" );
// Menu_AdjustCursor( &s_loadgame_menu, 1 );
Menu_Draw( &s_loadgame_menu );
Menu_DrawSaveshot (true);
}
const char *LoadGame_MenuKey (int key)
{
if ( key == K_ESCAPE || key == K_ENTER )
{
s_savegame_menu.cursor = s_loadgame_menu.cursor - 1;
if ( s_savegame_menu.cursor < 0 )
s_savegame_menu.cursor = 0;
}
return Default_MenuKey( &s_loadgame_menu, key );
}
void M_Menu_LoadGame_f (void)
{
LoadGame_MenuInit();
UI_PushMenu( LoadGame_MenuDraw, LoadGame_MenuKey );
}
/*
=============================================================================
SAVEGAME MENU
=============================================================================
*/
void SaveGameCallback (void *self)
{
menuaction_s *a = ( menuaction_s * ) self;
Cbuf_AddText (va("save kmq2save%03i\n", a->generic.localdata[0] ));
UI_ForceMenuOff ();
}
void SaveGame_MenuDraw (void)
{
Menu_DrawBanner( "m_banner_save_game" );
Menu_AdjustCursor( &s_savegame_menu, 1 );
Menu_Draw( &s_savegame_menu );
Menu_DrawSaveshot (false);
}
void SaveGame_MenuInit (void)
{
int i;
UI_UpdateSavegameData ();
s_savegame_menu.x = SCREEN_WIDTH*0.5 - 240;
s_savegame_menu.y = SCREEN_HEIGHT*0.5 - 68;
s_savegame_menu.nitems = 0;
// Load_Savestrings ();
// don't include the autosave slot
for ( i = 0; i < UI_MAX_SAVEGAMES-1; i++ )
{
s_savegame_actions[i].generic.name = ui_savestrings[i+1];
s_savegame_actions[i].generic.localdata[0] = i+1;
s_savegame_actions[i].generic.flags = QMF_LEFT_JUSTIFY;
s_savegame_actions[i].generic.callback = SaveGameCallback;
s_savegame_actions[i].generic.x = 0;
s_savegame_actions[i].generic.y = ( i ) * MENU_LINE_SIZE;
s_savegame_actions[i].generic.type = MTYPE_ACTION;
s_savegame_actions[i].generic.textSize = MENU_FONT_SIZE;
Menu_AddItem( &s_savegame_menu, &s_savegame_actions[i] );
}
s_savegame_back_action.generic.type = MTYPE_ACTION;
s_savegame_back_action.generic.textSize = MENU_FONT_SIZE;
s_savegame_back_action.generic.flags = QMF_LEFT_JUSTIFY;
s_savegame_back_action.generic.x = 0;
s_savegame_back_action.generic.y = (UI_MAX_SAVEGAMES+1)*MENU_LINE_SIZE;
s_savegame_back_action.generic.name = " back";
s_savegame_back_action.generic.callback = UI_BackMenu;
Menu_AddItem( &s_savegame_menu, &s_savegame_back_action );
// ValidateSaveshots (false);
}
const char *SaveGame_MenuKey (int key)
{
if ( key == K_ENTER || key == K_ESCAPE )
{
s_loadgame_menu.cursor = s_savegame_menu.cursor - 1;
if ( s_loadgame_menu.cursor < 0 )
s_loadgame_menu.cursor = 0;
}
return Default_MenuKey( &s_savegame_menu, key );
}
void M_Menu_SaveGame_f (void)
{
if (!Com_ServerState())
return; // not playing a game
SaveGame_MenuInit();
UI_PushMenu( SaveGame_MenuDraw, SaveGame_MenuKey );
// Load_Savestrings ();
}