gzdoom-gles/src/menu/loadsavemenu.cpp
2020-10-16 22:57:28 +02:00

271 lines
7.5 KiB
C++

/*
** 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 "doommenu.h"
#include "version.h"
#include "g_game.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"
// Save name length limit for old binary formats.
#define OLDSAVESTRINGSIZE 24
//=============================================================================
//
// 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);
std::unique_ptr<FResourceFile> savegame(FResourceFile::OpenResourceFile(filepath, 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.
continue;
}
void *data = info->Lock();
FSerializer arc;
if (arc.OpenReader((const char *)data, info->LumpSize))
{
int savever = 0;
arc("Save Version", savever);
FString engine = arc.GetString("Engine");
FString iwad = arc.GetString("Game WAD");
FString title = arc.GetString("Title");
if (engine.Compare(GAMESIG) != 0 || savever > SAVEVER)
{
// different engine or newer version:
// not our business. Leave it alone.
continue;
}
if (savever < MINSAVEVER)
{
// old, incompatible savegame. List as not usable.
oldVer = true;
}
else if (iwad.CompareNoCase(fileSystem.GetResourceFileName(fileSystem.GetIwadNum())) == 0)
{
missing = !G_CheckSaveGameWads(arc, false);
}
else
{
// different game. Skip this.
continue;
}
FSaveGameNode *node = new FSaveGameNode;
node->Filename = filepath;
node->bOldVersion = oldVer;
node->bMissingWads = missing;
node->SaveTitle = title;
InsertSaveNode(node);
}
}
else // check for old formats.
{
FileReader file;
if (file.OpenFile(filepath))
{
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
{
file.Seek(0, FileReader::SeekSet);
if (file.Read(sig, 16) == 16)
{
if (strncmp(sig, "ZDOOMSAVE", 9) == 0)
{
if (file.Read(title, OLDSAVESTRINGSIZE) == OLDSAVESTRINGSIZE)
{
addIt = true;
}
}
else
{
memcpy(title, sig, 16);
if (file.Read(title + 16, OLDSAVESTRINGSIZE - 16) == OLDSAVESTRINGSIZE - 16 &&
file.Read(sig, 16) == 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);
}
}
}
} while (I_FindNext(filefirst, &c_file) == 0);
I_FindClose(filefirst);
}
}
}
//=============================================================================
//
// Loads the savegame
//
//=============================================================================
void FSavegameManager::PerformLoadGame(const char *fn, bool flag)
{
G_LoadGame(fn, flag);
}
//=============================================================================
//
//
//
//=============================================================================
void FSavegameManager::PerformSaveGame(const char *fn, const char *savegamestring)
{
G_SaveGame(fn, savegamestring);
}
//=============================================================================
//
//
//
//=============================================================================
FString FSavegameManager::ExtractSaveComment(FSerializer &arc)
{
FString comment;
FString time = arc.GetString("Creation Time");
FString pcomment = arc.GetString("Comment");
comment = time;
if (time.Len() > 0) comment += "\n";
comment += pcomment;
return comment;
}
FString FSavegameManager::BuildSaveName(const char* prefix, int slot)
{
return G_BuildSaveName(prefix, slot);
}
//=============================================================================
//
//
//
//=============================================================================
FSavegameManager savegameManager;
DEFINE_ACTION_FUNCTION(FSavegameManager, GetManager)
{
PARAM_PROLOGUE;
ACTION_RETURN_POINTER(&savegameManager);
}