/* ** loadsavemenu.cpp ** The load game and save game menus ** **--------------------------------------------------------------------------- ** Copyright 2001-2010 Randy Heit ** Copyright 2010-2020 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 OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "menu.h" #include "version.h" #include "m_png.h" #include "filesystem.h" #include "v_text.h" #include "gstrings.h" #include "serializer.h" #include "vm.h" #include "i_system.h" #include "v_video.h" #include "findfile.h" #include "v_draw.h" #include "savegamemanager.h" //============================================================================= // // Save data maintenance // //============================================================================= void FSavegameManagerBase::ClearSaveGames() { for (unsigned i = 0; ibNoDelete) delete SaveGames[i]; } SaveGames.Clear(); } FSavegameManagerBase::~FSavegameManagerBase() { ClearSaveGames(); } //============================================================================= // // Save data maintenance // //============================================================================= int FSavegameManagerBase::RemoveSaveSlot(int index) { int listindex = SaveGames[0]->bNoDelete ? index - 1 : index; if (listindex < 0) return index; remove(SaveGames[index]->Filename.GetChars()); UnloadSaveData(); FSaveGameNode *file = SaveGames[index]; if (quickSaveSlot == SaveGames[index]) { quickSaveSlot = nullptr; } if (!file->bNoDelete) delete file; if (LastSaved == listindex) LastSaved = -1; else if (LastSaved > listindex) LastSaved--; if (LastAccessed == listindex) LastAccessed = -1; else if (LastAccessed > listindex) LastAccessed--; SaveGames.Delete(index); if ((unsigned)index >= SaveGames.Size()) index--; ExtractSaveData(index); return index; } DEFINE_ACTION_FUNCTION(FSavegameManager, RemoveSaveSlot) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); PARAM_INT(sel); ACTION_RETURN_INT(self->RemoveSaveSlot(sel)); } //============================================================================= // // // //============================================================================= int FSavegameManagerBase::InsertSaveNode(FSaveGameNode *node) { if (SaveGames.Size() == 0) { return SaveGames.Push(node); } if (node->bOldVersion) { // Add node at bottom of list return SaveGames.Push(node); } else { // Add node at top of list unsigned int i = 0; //if (SaveGames[0] == &NewSaveNode) i++; // To not insert above the "new savegame" dummy entry. for (; i < SaveGames.Size(); i++) { if (SaveGames[i]->bOldVersion || node->SaveTitle.CompareNoCase(SaveGames[i]->SaveTitle) <= 0) { break; } } SaveGames.Insert(i, node); return i; } } //============================================================================= // // // //============================================================================= void FSavegameManagerBase::NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave) { if (file.IsEmpty()) return; ReadSaveStrings(); // See if the file is already in our list for (unsigned i = 0; iFilename.Compare(file) == 0) #else if (node->Filename.CompareNoCase(file) == 0) #endif { node->SaveTitle = title; node->bOldVersion = false; node->bMissingWads = false; if (okForQuicksave) { if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node; LastAccessed = LastSaved = i; } return; } } auto node = new FSaveGameNode; node->SaveTitle = title; node->Filename = file; node->bOldVersion = false; node->bMissingWads = false; int index = InsertSaveNode(node); if (okForQuicksave) { if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node; LastAccessed = LastSaved = index; } else { LastAccessed = ++LastSaved; } } //============================================================================= // // Loads the savegame // //============================================================================= void FSavegameManagerBase::LoadSavegame(int Selected) { PerformLoadGame(SaveGames[Selected]->Filename.GetChars(), true); if (quickSaveSlot == (FSaveGameNode*)1) { quickSaveSlot = SaveGames[Selected]; } M_ClearMenus(); LastAccessed = Selected; } DEFINE_ACTION_FUNCTION(FSavegameManager, LoadSavegame) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); PARAM_INT(sel); self->LoadSavegame(sel); return 0; } //============================================================================= // // // //============================================================================= void FSavegameManagerBase::DoSave(int Selected, const char *savegamestring) { if (Selected != 0) { auto node = SaveGames[Selected]; PerformSaveGame(node->Filename.GetChars(), savegamestring); } else { // Find an unused filename and save as that FString filename; int i; for (i = 0;; ++i) { filename = BuildSaveName("save", i); if (!FileExists(filename)) { break; } } PerformSaveGame(filename, savegamestring); } M_ClearMenus(); } DEFINE_ACTION_FUNCTION(FSavegameManager, DoSave) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); PARAM_INT(sel); PARAM_STRING(name); self->DoSave(sel, name); return 0; } //============================================================================= // // // //============================================================================= unsigned FSavegameManagerBase::ExtractSaveData(int index) { FResourceFile *resf; FSaveGameNode *node; if (index == -1) { if (SaveGames.Size() > 0 && SaveGames[0]->bNoDelete) { index = LastSaved + 1; } else { index = LastAccessed < 0? 0 : LastAccessed; } } UnloadSaveData(); if ((unsigned)index < SaveGames.Size() && (node = SaveGames[index]) && !node->Filename.IsEmpty() && !node->bOldVersion && (resf = FResourceFile::OpenResourceFile(node->Filename.GetChars(), true)) != nullptr) { FResourceLump *info = resf->FindLump("info.json"); if (info == nullptr) { // this should not happen because the file has already been verified. return index; } void* data = info->Lock(); FSerializer arc; if (!arc.OpenReader((const char*)data, info->LumpSize)) { info->Unlock(); return index; } info->Unlock(); SaveCommentString = ExtractSaveComment(arc); FResourceLump *pic = resf->FindLump("savepic.png"); if (pic != nullptr) { FileReader picreader; picreader.OpenMemoryArray([=](TArray &array) { auto cache = pic->Lock(); array.Resize(pic->LumpSize); memcpy(&array[0], cache, pic->LumpSize); pic->Unlock(); return true; }); PNGHandle *png = M_VerifyPNG(picreader); if (png != nullptr) { SavePic = PNGTexture_CreateFromFile(png, node->Filename); delete png; if (SavePic && SavePic->GetDisplayWidth() == 1 && SavePic->GetDisplayHeight() == 1) { delete SavePic; SavePic = nullptr; } } } delete resf; } return index; } //============================================================================= // // // //============================================================================= void FSavegameManagerBase::UnloadSaveData() { if (SavePic != nullptr) { delete SavePic; } SaveCommentString = ""; SavePic = nullptr; } DEFINE_ACTION_FUNCTION(FSavegameManager, UnloadSaveData) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); self->UnloadSaveData(); return 0; } //============================================================================= // // // //============================================================================= void FSavegameManagerBase::ClearSaveStuff() { UnloadSaveData(); if (quickSaveSlot == (FSaveGameNode*)1) { quickSaveSlot = nullptr; } } DEFINE_ACTION_FUNCTION(FSavegameManager, ClearSaveStuff) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); self->ClearSaveStuff(); return 0; } //============================================================================= // // // //============================================================================= bool FSavegameManagerBase::DrawSavePic(int x, int y, int w, int h) { if (SavePic == nullptr) return false; DrawTexture(twod, SavePic, x, y, DTA_DestWidth, w, DTA_DestHeight, h, DTA_Masked, false, TAG_DONE); return true; } DEFINE_ACTION_FUNCTION(FSavegameManager, DrawSavePic) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); PARAM_INT(x); PARAM_INT(y); PARAM_INT(w); PARAM_INT(h); ACTION_RETURN_BOOL(self->DrawSavePic(x, y, w, h)); } //============================================================================= // // // //============================================================================= void FSavegameManagerBase::SetFileInfo(int Selected) { if (!SaveGames[Selected]->Filename.IsEmpty()) { SaveCommentString.Format("File on disk:\n%s", SaveGames[Selected]->Filename.GetChars()); } } DEFINE_ACTION_FUNCTION(FSavegameManager, SetFileInfo) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); PARAM_INT(i); self->SetFileInfo(i); return 0; } //============================================================================= // // // //============================================================================= unsigned FSavegameManagerBase::SavegameCount() { return SaveGames.Size(); } DEFINE_ACTION_FUNCTION(FSavegameManager, SavegameCount) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); ACTION_RETURN_INT(self->SavegameCount()); } //============================================================================= // // // //============================================================================= FSaveGameNode *FSavegameManagerBase::GetSavegame(int i) { return SaveGames[i]; } DEFINE_ACTION_FUNCTION(FSavegameManager, GetSavegame) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); PARAM_INT(i); ACTION_RETURN_POINTER(self->GetSavegame(i)); } //============================================================================= // // // //============================================================================= void FSavegameManagerBase::InsertNewSaveNode() { NewSaveNode.SaveTitle = GStrings("NEWSAVE"); NewSaveNode.bNoDelete = true; SaveGames.Insert(0, &NewSaveNode); } DEFINE_ACTION_FUNCTION(FSavegameManager, InsertNewSaveNode) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); self->InsertNewSaveNode(); return 0; } //============================================================================= // // // //============================================================================= bool FSavegameManagerBase::RemoveNewSaveNode() { if (SaveGames[0] == &NewSaveNode) { SaveGames.Delete(0); return true; } return false; } DEFINE_ACTION_FUNCTION(FSavegameManager, RemoveNewSaveNode) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); ACTION_RETURN_INT(self->RemoveNewSaveNode()); } DEFINE_ACTION_FUNCTION(FSavegameManager, ReadSaveStrings) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); self->ReadSaveStrings(); return 0; } DEFINE_ACTION_FUNCTION(FSavegameManager, ExtractSaveData) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase); PARAM_INT(sel); ACTION_RETURN_INT(self->ExtractSaveData(sel)); } DEFINE_FIELD(FSaveGameNode, SaveTitle); DEFINE_FIELD(FSaveGameNode, Filename); DEFINE_FIELD(FSaveGameNode, bOldVersion); DEFINE_FIELD(FSaveGameNode, bMissingWads); DEFINE_FIELD(FSaveGameNode, bNoDelete); DEFINE_FIELD_X(SavegameManager, FSavegameManagerBase, WindowSize); DEFINE_FIELD_X(SavegameManager, FSavegameManagerBase, quickSaveSlot); DEFINE_FIELD_X(SavegameManager, FSavegameManagerBase, SaveCommentString);