/* ** loadsavemenu.cpp ** The load game and save game menus ** **--------------------------------------------------------------------------- ** Copyright 2001-2010 Randy Heit ** Copyright 2010-2017 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/menu.h" #include "i_system.h" #include "version.h" #include "g_game.h" #include "m_png.h" #include "w_wad.h" #include "v_text.h" #include "d_event.h" #include "gstrings.h" #include "v_palette.h" #include "doomstat.h" #include "gi.h" #include "d_gui.h" #include "serializer.h" #include "resourcefiles/resourcefile.h" #include "vm.h" // Save name length limit for old binary formats. #define OLDSAVESTRINGSIZE 24 //============================================================================= // // Save data maintenance // //============================================================================= void FSavegameManager::ClearSaveGames() { for (unsigned i = 0; ibNoDelete) delete SaveGames[i]; } SaveGames.Clear(); } FSavegameManager::~FSavegameManager() { ClearSaveGames(); } //============================================================================= // // Save data maintenance // //============================================================================= int FSavegameManager::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(FSavegameManager); PARAM_INT(sel); ACTION_RETURN_INT(self->RemoveSaveSlot(sel)); } //============================================================================= // // // //============================================================================= int FSavegameManager::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; for (i = 0; i < SaveGames.Size(); i++) { if (SaveGames[i]->bOldVersion || node->SaveTitle.CompareNoCase(SaveGames[i]->SaveTitle) <= 0) { break; } } SaveGames.Insert(i, node); return i; } } //============================================================================= // // M_ReadSaveStrings // // Find savegames and read their titles // //============================================================================= void FSavegameManager::ReadSaveStrings() { if (SaveGames.Size() == 0) { void *filefirst; findstate_t c_file; FString filter; LastSaved = LastAccessed = -1; quickSaveSlot = nullptr; filter = G_BuildSaveName("*." SAVEGAME_EXT, -1); filefirst = I_FindFirst(filter.GetChars(), &c_file); if (filefirst != ((void *)(-1))) { do { // I_FindName only returns the file's name and not its full path FString filepath = G_BuildSaveName(I_FindName(&c_file), -1); FResourceFile *savegame = FResourceFile::OpenResourceFile(filepath, nullptr, true, true); if (savegame != nullptr) { bool oldVer = false; bool missing = false; FResourceLump *info = savegame->FindLump("info.json"); if (info == nullptr) { // savegame info not found. This is not a savegame so leave it alone. delete savegame; continue; } void *data = info->CacheLump(); FSerializer arc; if (arc.OpenReader((const char *)data, info->LumpSize)) { int savever = 0; FString engine; FString iwad; FString title; arc("Save Version", savever); arc("Engine", engine); arc("Game WAD", iwad); arc("Title", title); if (engine.Compare(GAMESIG) != 0 || savever > SAVEVER) { // different engine or newer version: // not our business. Leave it alone. delete savegame; continue; } if (savever < MINSAVEVER) { // old, incompatible savegame. List as not usable. oldVer = true; } else if (iwad.CompareNoCase(Wads.GetWadName(FWadCollection::IWAD_FILENUM)) == 0) { missing = !G_CheckSaveGameWads(arc, false); } else { // different game. Skip this. delete savegame; continue; } FSaveGameNode *node = new FSaveGameNode; node->Filename = filepath; node->bOldVersion = oldVer; node->bMissingWads = missing; node->SaveTitle = title; InsertSaveNode(node); delete savegame; } } else // check for old formats. { FILE *file = fopen(filepath, "rb"); if (file != nullptr) { PNGHandle *png; char sig[16]; char title[OLDSAVESTRINGSIZE + 1]; bool oldVer = true; bool addIt = false; bool missing = false; // ZDoom 1.23 betas 21-33 have the savesig first. // Earlier versions have the savesig second. // Later versions have the savegame encapsulated inside a PNG. // // Old savegame versions are always added to the menu so // the user can easily delete them if desired. title[OLDSAVESTRINGSIZE] = 0; if (nullptr != (png = M_VerifyPNG(file))) { char *ver = M_GetPNGText(png, "ZDoom Save Version"); if (ver != nullptr) { // An old version if (!M_GetPNGText(png, "Title", title, OLDSAVESTRINGSIZE)) { strncpy(title, I_FindName(&c_file), OLDSAVESTRINGSIZE); } addIt = true; delete[] ver; } delete png; } else { fseek(file, 0, SEEK_SET); if (fread(sig, 1, 16, file) == 16) { if (strncmp(sig, "ZDOOMSAVE", 9) == 0) { if (fread(title, 1, OLDSAVESTRINGSIZE, file) == OLDSAVESTRINGSIZE) { addIt = true; } } else { memcpy(title, sig, 16); if (fread(title + 16, 1, OLDSAVESTRINGSIZE - 16, file) == OLDSAVESTRINGSIZE - 16 && fread(sig, 1, 16, file) == 16 && strncmp(sig, "ZDOOMSAVE", 9) == 0) { addIt = true; } } } } if (addIt) { FSaveGameNode *node = new FSaveGameNode; node->Filename = filepath; node->bOldVersion = true; node->bMissingWads = false; node->SaveTitle = title; InsertSaveNode(node); } fclose(file); } } } while (I_FindNext(filefirst, &c_file) == 0); I_FindClose(filefirst); } } } DEFINE_ACTION_FUNCTION(FSavegameManager, ReadSaveStrings) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); self->ReadSaveStrings(); return 0; } //============================================================================= // // // //============================================================================= void FSavegameManager::NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave) { FSaveGameNode *node; 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 = node; LastAccessed = LastSaved = i; } return; } } 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 = node; LastAccessed = LastSaved = index; } } //============================================================================= // // Loads the savegame // //============================================================================= void FSavegameManager::LoadSavegame(int Selected) { G_LoadGame(SaveGames[Selected]->Filename.GetChars(), true); if (quickSaveSlot == (FSaveGameNode*)1) { quickSaveSlot = SaveGames[Selected]; } M_ClearMenus(); V_SetBorderNeedRefresh(); LastAccessed = Selected; } DEFINE_ACTION_FUNCTION(FSavegameManager, LoadSavegame) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); PARAM_INT(sel); self->LoadSavegame(sel); return 0; } //============================================================================= // // // //============================================================================= void FSavegameManager::DoSave(int Selected, const char *savegamestring) { if (Selected != 0) { auto node = SaveGames[Selected]; G_SaveGame(node->Filename.GetChars(), savegamestring); } else { // Find an unused filename and save as that FString filename; int i; FILE *test; for (i = 0;; ++i) { filename = G_BuildSaveName("save", i); test = fopen(filename, "rb"); if (test == nullptr) { break; } fclose(test); } G_SaveGame(filename, savegamestring); } M_ClearMenus(); V_SetBorderNeedRefresh(); } DEFINE_ACTION_FUNCTION(FSavegameManager, DoSave) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); PARAM_INT(sel); PARAM_STRING(name); self->DoSave(sel, name); return 0; } //============================================================================= // // // //============================================================================= unsigned FSavegameManager::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(), nullptr, 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->CacheLump(); FSerializer arc; if (arc.OpenReader((const char *)data, info->LumpSize)) { FString time, pcomment, comment; arc("Creation Time", time); arc("Comment", pcomment); comment = time; if (time.Len() > 0) comment += "\n\n"; comment += pcomment; SaveComment = V_BreakLines(SmallFont, WindowSize, comment.GetChars()); // Extract pic FResourceLump *pic = resf->FindLump("savepic.png"); if (pic != nullptr) { FileReader *reader = pic->NewReader(); if (reader != nullptr) { // copy to a memory buffer which gets accessed through a memory reader and PNGHandle. // We cannot use the actual lump as backing for the texture because that requires keeping the // savegame file open. SavePicData.Resize(pic->LumpSize); reader->Read(&SavePicData[0], pic->LumpSize); reader = new MemoryReader(&SavePicData[0], SavePicData.Size()); PNGHandle *png = M_VerifyPNG(reader); if (png != nullptr) { SavePic = PNGTexture_CreateFromFile(png, node->Filename); currentSavePic = reader; // must be kept so that the texture can read from it. delete png; if (SavePic->GetWidth() == 1 && SavePic->GetHeight() == 1) { delete SavePic; SavePic = nullptr; delete currentSavePic; currentSavePic = nullptr; SavePicData.Clear(); } } } } } delete resf; } return index; } DEFINE_ACTION_FUNCTION(FSavegameManager, ExtractSaveData) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); PARAM_INT(sel); ACTION_RETURN_INT(self->ExtractSaveData(sel)); } //============================================================================= // // // //============================================================================= void FSavegameManager::UnloadSaveData() { if (SavePic != nullptr) { delete SavePic; } if (SaveComment != nullptr) { V_FreeBrokenLines(SaveComment); } if (currentSavePic != nullptr) { delete currentSavePic; } SavePic = nullptr; SaveComment = nullptr; currentSavePic = nullptr; SavePicData.Clear(); } DEFINE_ACTION_FUNCTION(FSavegameManager, UnloadSaveData) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); self->UnloadSaveData(); return 0; } //============================================================================= // // // //============================================================================= void FSavegameManager::ClearSaveStuff() { UnloadSaveData(); if (quickSaveSlot == (FSaveGameNode*)1) { quickSaveSlot = nullptr; } } DEFINE_ACTION_FUNCTION(FSavegameManager, ClearSaveStuff) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); self->ClearSaveStuff(); return 0; } //============================================================================= // // // //============================================================================= bool FSavegameManager::DrawSavePic(int x, int y, int w, int h) { if (SavePic == nullptr) return false; screen->DrawTexture(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(FSavegameManager); PARAM_INT(x); PARAM_INT(y); PARAM_INT(w); PARAM_INT(h); ACTION_RETURN_BOOL(self->DrawSavePic(x, y, w, h)); } //============================================================================= // // // //============================================================================= void FSavegameManager::DrawSaveComment(FFont *font, int cr, int x, int y, int scalefactor) { int sx = CleanXfac; int sy = CleanYfac; CleanXfac = CleanYfac = scalefactor; // I'm not sure why SaveComment would go nullptr in this loop, but I got // a crash report where it was nullptr when i reached 1, so now I check // for that. for (int i = 0; SaveComment != nullptr && SaveComment[i].Width >= 0 && i < 6; ++i) { screen->DrawText(font, cr, x, y + font->GetHeight() * i * scalefactor, SaveComment[i].Text, DTA_CleanNoMove, true, TAG_DONE); } CleanXfac = sx; CleanYfac = sy; } DEFINE_ACTION_FUNCTION(FSavegameManager, DrawSaveComment) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); PARAM_POINTER(fnt, FFont); PARAM_INT(cr); PARAM_INT(x); PARAM_INT(y); PARAM_INT(fac); self->DrawSaveComment(fnt, cr, x, y, fac); return 0; } //============================================================================= // // // //============================================================================= void FSavegameManager::SetFileInfo(int Selected) { if (!SaveGames[Selected]->Filename.IsEmpty()) { char workbuf[512]; mysnprintf(workbuf, countof(workbuf), "File on disk:\n%s", SaveGames[Selected]->Filename.GetChars()); if (SaveComment != nullptr) { V_FreeBrokenLines(SaveComment); } SaveComment = V_BreakLines(SmallFont, WindowSize, workbuf); } } DEFINE_ACTION_FUNCTION(FSavegameManager, SetFileInfo) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); PARAM_INT(i); self->SetFileInfo(i); return 0; } //============================================================================= // // // //============================================================================= unsigned FSavegameManager::SavegameCount() { return SaveGames.Size(); } DEFINE_ACTION_FUNCTION(FSavegameManager, SavegameCount) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); ACTION_RETURN_INT(self->SavegameCount()); } //============================================================================= // // // //============================================================================= FSaveGameNode *FSavegameManager::GetSavegame(int i) { return SaveGames[i]; } DEFINE_ACTION_FUNCTION(FSavegameManager, GetSavegame) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); PARAM_INT(i); ACTION_RETURN_POINTER(self->GetSavegame(i)); } //============================================================================= // // // //============================================================================= void FSavegameManager::InsertNewSaveNode() { NewSaveNode.SaveTitle = GStrings["NEWSAVE"]; NewSaveNode.bNoDelete = true; SaveGames.Insert(0, &NewSaveNode); } DEFINE_ACTION_FUNCTION(FSavegameManager, InsertNewSaveNode) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); self->InsertNewSaveNode(); return 0; } //============================================================================= // // // //============================================================================= bool FSavegameManager::RemoveNewSaveNode() { if (SaveGames[0] == &NewSaveNode) { SaveGames.Delete(0); return true; } return false; } DEFINE_ACTION_FUNCTION(FSavegameManager, RemoveNewSaveNode) { PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager); ACTION_RETURN_INT(self->RemoveNewSaveNode()); } FSavegameManager savegameManager; DEFINE_ACTION_FUNCTION(FSavegameManager, GetManager) { PARAM_PROLOGUE; ACTION_RETURN_POINTER(&savegameManager); } DEFINE_FIELD(FSaveGameNode, SaveTitle); DEFINE_FIELD(FSaveGameNode, Filename); DEFINE_FIELD(FSaveGameNode, bOldVersion); DEFINE_FIELD(FSaveGameNode, bMissingWads); DEFINE_FIELD(FSaveGameNode, bNoDelete); DEFINE_FIELD(FSavegameManager, WindowSize); DEFINE_FIELD(FSavegameManager, quickSaveSlot);