mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
427 lines
11 KiB
C
427 lines
11 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// ui_game_saveload.c -- the single save/load menus
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#include <ctype.h>
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#ifdef _WIN32
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#include <io.h>
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#endif
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#include "../client/client.h"
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#include "ui_local.h"
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#include <sys/types.h>
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#include <sys/stat.h>
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#define MAX_SAVEGAMES 21 // was 15
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static menuframework_s s_loadgame_menu;
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static menuaction_s s_loadgame_actions[MAX_SAVEGAMES];
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static menuaction_s s_loadgame_back_action;
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static menuframework_s s_savegame_menu;
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static menuaction_s s_savegame_actions[MAX_SAVEGAMES];
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static menuaction_s s_savegame_back_action;
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/*
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=============================================================================
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SAVESHOT HANDLING
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=============================================================================
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*/
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char m_savestrings[MAX_SAVEGAMES][32];
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qboolean m_savevalid[MAX_SAVEGAMES+1];
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time_t m_savetimestamps[MAX_SAVEGAMES];
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qboolean m_savechanged[MAX_SAVEGAMES];
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qboolean m_saveshotvalid[MAX_SAVEGAMES+1];
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char m_mapname[MAX_QPATH];
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//qboolean m_mapshotvalid;
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void Load_Savestrings (qboolean update)
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{
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int i;
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FILE *fp;
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fileHandle_t f;
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char name[MAX_OSPATH];
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char mapname[MAX_TOKEN_CHARS];
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char *ch;
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time_t old_timestamp;
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struct stat st;
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for (i=0; i<MAX_SAVEGAMES; i++)
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{
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Com_sprintf (name, sizeof(name), "%s/save/kmq2save%i/server.ssv", FS_Savegamedir(), i); // was FS_Gamedir()
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old_timestamp = m_savetimestamps[i];
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stat(name, &st);
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m_savetimestamps[i] = st.st_mtime;
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// doesn't need to be refreshed
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if ( update && m_savetimestamps[i] == old_timestamp ) {
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m_savechanged[i] = false;
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continue;
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}
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fp = fopen (name, "rb");
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if (!fp) {
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// Com_Printf("Save file %s not found.\n", name);
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// strncpy (m_savestrings[i], "<EMPTY>");
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Q_strncpyz (m_savestrings[i], "<EMPTY>", sizeof(m_savestrings[i]));
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m_savevalid[i] = false;
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m_savetimestamps[i] = 0;
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}
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else
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{
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fclose (fp);
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Com_sprintf (name, sizeof(name), "save/kmq2save%i/server.ssv", i);
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FS_FOpenFile (name, &f, FS_READ);
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if (!f)
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{
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//Com_Printf("Save file %s not found.\n", name);
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// strncpy (m_savestrings[i], "<EMPTY>");
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Q_strncpyz (m_savestrings[i], "<EMPTY>", sizeof(m_savestrings[i]));
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m_savevalid[i] = false;
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m_savetimestamps[i] = 0;
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}
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else
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{
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FS_Read (m_savestrings[i], sizeof(m_savestrings[i]), f);
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if (i==0) { // grab mapname
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FS_Read (mapname, sizeof(mapname), f);
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if (mapname[0] == '*') // skip * marker
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Com_sprintf (m_mapname, sizeof(m_mapname), mapname+1);
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else
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Com_sprintf (m_mapname, sizeof(m_mapname), mapname);
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if (ch = strchr (m_mapname, '$'))
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*ch = 0; // terminate string at $ marker
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}
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FS_FCloseFile(f);
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m_savevalid[i] = true;
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}
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}
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m_savechanged[i] = (m_savetimestamps[i] != old_timestamp);
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}
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}
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void ValidateSaveshots (void)
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{
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int i;
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char shotname [MAX_QPATH];
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// char mapshotname [MAX_QPATH];
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for ( i = 0; i < MAX_SAVEGAMES; i++ )
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{
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if ( !m_savechanged[i] ) // doeesn't need to be reloaded
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continue;
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if ( m_savevalid[i] )
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{
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if (i == 0)
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Com_sprintf(shotname, sizeof(shotname), "/levelshots/%s.pcx", m_mapname);
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else
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{ // free previously loaded shots
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Com_sprintf(shotname, sizeof(shotname), "save/kmq2save%i/shot.jpg", i);
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R_FreePic (shotname);
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Com_sprintf(shotname, sizeof(shotname), "/save/kmq2save%i/shot.jpg", i);
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}
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if (R_DrawFindPic(shotname))
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m_saveshotvalid[i] = true;
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else
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m_saveshotvalid[i] = false;
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}
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else
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m_saveshotvalid[i] = false;
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}
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/* if (loadmenu)
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{ // register mapshot for autosave
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if (m_savevalid[0]) {
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Com_sprintf(mapshotname, sizeof(mapshotname), "/levelshots/%s.pcx", m_mapname);
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if (R_DrawFindPic(mapshotname))
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m_mapshotvalid = true;
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else
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m_mapshotvalid = false;
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}
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else
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m_mapshotvalid = false;
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}
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// register null saveshot, this is only done once
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if (R_DrawFindPic("/gfx/ui/noscreen.pcx"))
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m_saveshotvalid[MAX_SAVEGAMES] = true;
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else
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m_saveshotvalid[MAX_SAVEGAMES] = false;
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*/
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}
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void UI_UpdateSavegameData (void)
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{
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Load_Savestrings (true);
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ValidateSaveshots (); // register saveshots
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}
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void UI_InitSavegameData (void)
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{
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int i;
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for (i=0; i<MAX_SAVEGAMES; i++) {
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m_savetimestamps[i] = 0;
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m_savechanged[i] = true;
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}
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Load_Savestrings (false);
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ValidateSaveshots (); // register saveshots
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// register null saveshot, this is only done once
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if (R_DrawFindPic("/gfx/ui/noscreen.pcx"))
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m_saveshotvalid[MAX_SAVEGAMES] = true;
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else
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m_saveshotvalid[MAX_SAVEGAMES] = false;
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m_savevalid[MAX_SAVEGAMES] = false; // this element is always false to handle the back action
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}
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void DrawSaveshot (qboolean loadmenu)
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{
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char shotname [MAX_QPATH];
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char mapshotname [MAX_QPATH];
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int i;
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if (loadmenu) {
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if ( (s_loadgame_menu.cursor < 0) || (s_loadgame_menu.cursor >= MAX_SAVEGAMES)) // catch back action
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i = MAX_SAVEGAMES;
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else
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i = s_loadgame_actions[s_loadgame_menu.cursor].generic.localdata[0];
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}
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else { // save menu
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if ( (s_savegame_menu.cursor < 0) || (s_savegame_menu.cursor >= MAX_SAVEGAMES-1)) // catch back action
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i = MAX_SAVEGAMES;
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else
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i = s_savegame_actions[s_savegame_menu.cursor].generic.localdata[0];
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}
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SCR_DrawFill (SCREEN_WIDTH/2+44, SCREEN_HEIGHT/2-60, 244, 184, ALIGN_CENTER, 60,60,60,255);
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if ( loadmenu && (i == 0) && m_savevalid[i] && m_saveshotvalid[i]) // m_mapshotvalid ) // autosave shows mapshot
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{
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Com_sprintf(mapshotname, sizeof(mapshotname), "/levelshots/%s.pcx", m_mapname);
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SCR_DrawPic (SCREEN_WIDTH/2+46, SCREEN_HEIGHT/2-58, 240, 180, ALIGN_CENTER, mapshotname, 1.0);
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}
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else if ( m_savevalid[i] && m_saveshotvalid[i] )
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{
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Com_sprintf(shotname, sizeof(shotname), "/save/kmq2save%i/shot.jpg", i);
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SCR_DrawPic (SCREEN_WIDTH/2+46, SCREEN_HEIGHT/2-58, 240, 180, ALIGN_CENTER, shotname, 1.0);
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}
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else if (m_saveshotvalid[MAX_SAVEGAMES])
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SCR_DrawPic (SCREEN_WIDTH/2+46, SCREEN_HEIGHT/2-58, 240, 180, ALIGN_CENTER, "/gfx/ui/noscreen.pcx", 1.0);
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else
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SCR_DrawFill (SCREEN_WIDTH/2+46, SCREEN_HEIGHT/2-58, 240, 180, ALIGN_CENTER, 0,0,0,255);
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}
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/*
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=============================================================================
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LOADGAME MENU
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=============================================================================
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*/
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extern char *load_saveshot;
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char loadshotname[MAX_QPATH];
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void LoadGameCallback (void *self)
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{
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menuaction_s *a = ( menuaction_s * ) self;
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// set saveshot name here
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if ( m_saveshotvalid[ a->generic.localdata[0] ] && (a->generic.localdata[0] != 0) ) // autosave has no saveshot, but uses levelshot instead
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{
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Com_sprintf(loadshotname, sizeof(loadshotname), "/save/kmq2save%i/shot.jpg", a->generic.localdata[0]);
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load_saveshot = loadshotname; }
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else {
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load_saveshot = NULL;
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}
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if ( m_savevalid[ a->generic.localdata[0] ] ) {
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Cbuf_AddText (va("load kmq2save%i\n", a->generic.localdata[0] ) );
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UI_ForceMenuOff ();
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}
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}
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void LoadGame_MenuInit (void)
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{
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int i;
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UI_UpdateSavegameData ();
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s_loadgame_menu.x = SCREEN_WIDTH*0.5 - 240;
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s_loadgame_menu.y = SCREEN_HEIGHT*0.5 - 58;
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s_loadgame_menu.nitems = 0;
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// Load_Savestrings ();
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for ( i = 0; i < MAX_SAVEGAMES; i++ )
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{
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s_loadgame_actions[i].generic.name = m_savestrings[i];
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s_loadgame_actions[i].generic.flags = QMF_LEFT_JUSTIFY;
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s_loadgame_actions[i].generic.localdata[0] = i;
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s_loadgame_actions[i].generic.callback = LoadGameCallback;
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s_loadgame_actions[i].generic.x = 0;
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s_loadgame_actions[i].generic.y = (i) * MENU_LINE_SIZE;
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if (i>0) // separate from autosave
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s_loadgame_actions[i].generic.y += 10;
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s_loadgame_actions[i].generic.type = MTYPE_ACTION;
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s_loadgame_actions[i].generic.textSize = MENU_FONT_SIZE;
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Menu_AddItem( &s_loadgame_menu, &s_loadgame_actions[i] );
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}
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s_loadgame_back_action.generic.type = MTYPE_ACTION;
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s_loadgame_back_action.generic.textSize = MENU_FONT_SIZE;
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s_loadgame_back_action.generic.flags = QMF_LEFT_JUSTIFY;
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s_loadgame_back_action.generic.x = 0;
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s_loadgame_back_action.generic.y = (MAX_SAVEGAMES+3)*MENU_LINE_SIZE;
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s_loadgame_back_action.generic.name = " back";
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s_loadgame_back_action.generic.callback = UI_BackMenu;
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Menu_AddItem( &s_loadgame_menu, &s_loadgame_back_action );
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// ValidateSaveshots (true); // register saveshots
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}
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void LoadGame_MenuDraw (void)
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{
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Menu_DrawBanner( "m_banner_load_game" );
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// Menu_AdjustCursor( &s_loadgame_menu, 1 );
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Menu_Draw( &s_loadgame_menu );
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DrawSaveshot (true);
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}
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const char *LoadGame_MenuKey (int key)
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{
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if ( key == K_ESCAPE || key == K_ENTER )
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{
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s_savegame_menu.cursor = s_loadgame_menu.cursor - 1;
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if ( s_savegame_menu.cursor < 0 )
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s_savegame_menu.cursor = 0;
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}
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return Default_MenuKey( &s_loadgame_menu, key );
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}
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void M_Menu_LoadGame_f (void)
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{
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LoadGame_MenuInit();
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UI_PushMenu( LoadGame_MenuDraw, LoadGame_MenuKey );
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}
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/*
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=============================================================================
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SAVEGAME MENU
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=============================================================================
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*/
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void SaveGameCallback (void *self)
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{
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menuaction_s *a = ( menuaction_s * ) self;
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Cbuf_AddText (va("save kmq2save%i\n", a->generic.localdata[0] ));
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UI_ForceMenuOff ();
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}
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void SaveGame_MenuDraw (void)
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{
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Menu_DrawBanner( "m_banner_save_game" );
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Menu_AdjustCursor( &s_savegame_menu, 1 );
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Menu_Draw( &s_savegame_menu );
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DrawSaveshot (false);
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}
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void SaveGame_MenuInit (void)
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{
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int i;
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UI_UpdateSavegameData ();
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s_savegame_menu.x = SCREEN_WIDTH*0.5 - 240;
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s_savegame_menu.y = SCREEN_HEIGHT*0.5 - 58;
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s_savegame_menu.nitems = 0;
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// Load_Savestrings ();
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// don't include the autosave slot
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for ( i = 0; i < MAX_SAVEGAMES-1; i++ )
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{
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s_savegame_actions[i].generic.name = m_savestrings[i+1];
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s_savegame_actions[i].generic.localdata[0] = i+1;
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s_savegame_actions[i].generic.flags = QMF_LEFT_JUSTIFY;
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s_savegame_actions[i].generic.callback = SaveGameCallback;
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s_savegame_actions[i].generic.x = 0;
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s_savegame_actions[i].generic.y = ( i ) * MENU_LINE_SIZE;
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s_savegame_actions[i].generic.type = MTYPE_ACTION;
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s_savegame_actions[i].generic.textSize = MENU_FONT_SIZE;
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Menu_AddItem( &s_savegame_menu, &s_savegame_actions[i] );
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}
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s_savegame_back_action.generic.type = MTYPE_ACTION;
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s_savegame_back_action.generic.textSize = MENU_FONT_SIZE;
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s_savegame_back_action.generic.flags = QMF_LEFT_JUSTIFY;
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s_savegame_back_action.generic.x = 0;
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s_savegame_back_action.generic.y = (MAX_SAVEGAMES+1)*MENU_LINE_SIZE;
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s_savegame_back_action.generic.name = " back";
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s_savegame_back_action.generic.callback = UI_BackMenu;
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Menu_AddItem( &s_savegame_menu, &s_savegame_back_action );
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// ValidateSaveshots (false);
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}
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const char *SaveGame_MenuKey (int key)
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{
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if ( key == K_ENTER || key == K_ESCAPE )
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{
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s_loadgame_menu.cursor = s_savegame_menu.cursor - 1;
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if ( s_loadgame_menu.cursor < 0 )
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s_loadgame_menu.cursor = 0;
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}
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return Default_MenuKey( &s_savegame_menu, key );
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}
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void M_Menu_SaveGame_f (void)
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{
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if (!Com_ServerState())
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return; // not playing a game
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SaveGame_MenuInit();
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UI_PushMenu( SaveGame_MenuDraw, SaveGame_MenuKey );
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// Load_Savestrings ();
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}
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