- split the savegame manager into a game dependent and a reusable game indepenent part.

- added menu/advance sound alias.
This commit is contained in:
Christoph Oelckers 2020-10-07 15:44:08 +02:00
parent 504f85e6d4
commit 3ea0658449
11 changed files with 640 additions and 508 deletions

View file

@ -1125,6 +1125,7 @@ set (PCH_SOURCES
common/menu/optionmenu.cpp
common/menu/resolutionmenu.cpp
common/menu/menudef.cpp
common/menu/savegamemanager.cpp
common/rendering/v_framebuffer.cpp
common/rendering/v_video.cpp

View file

@ -0,0 +1,541 @@
/*
** 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; i<SaveGames.Size(); i++)
{
if (!SaveGames[i]->bNoDelete)
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)
{
FSaveGameNode *node;
if (file.IsEmpty())
return;
ReadSaveStrings();
// See if the file is already in our list
for (unsigned i = 0; i<SaveGames.Size(); i++)
{
FSaveGameNode *node = SaveGames[i];
#ifdef __unix__
if (node->Filename.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;
}
}
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<uint8_t> &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);

View file

@ -0,0 +1,61 @@
#pragma once
#include "zstring.h"
#include "tarray.h"
class FGameTexture;
class FSerializer;
// The savegame manager contains too much code that is game specific. Parts are shareable but need more work first.
struct FSaveGameNode
{
FString SaveTitle;
FString Filename;
bool bOldVersion = false;
bool bMissingWads = false;
bool bNoDelete = false;
};
struct FSavegameManagerBase
{
protected:
TArray<FSaveGameNode*> SaveGames;
FSaveGameNode NewSaveNode;
int LastSaved = -1;
int LastAccessed = -1;
FGameTexture *SavePic = nullptr;
public:
int WindowSize = 0;
FString SaveCommentString;
FSaveGameNode *quickSaveSlot = nullptr;
virtual ~FSavegameManagerBase();
protected:
int InsertSaveNode(FSaveGameNode *node);
virtual void PerformSaveGame(const char *fn, const char *sgdesc) = 0;
virtual void PerformLoadGame(const char *fn, bool) = 0;
virtual FString ExtractSaveComment(FSerializer &arc) = 0;
virtual FString BuildSaveName(const char* prefix, int slot) = 0;
public:
void NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave);
void ClearSaveGames();
virtual void ReadSaveStrings() = 0;
void UnloadSaveData();
int RemoveSaveSlot(int index);
void LoadSavegame(int Selected);
void DoSave(int Selected, const char *savegamestring);
unsigned ExtractSaveData(int index);
void ClearSaveStuff();
bool DrawSavePic(int x, int y, int w, int h);
void DrawSaveComment(FFont *font, int cr, int x, int y, int scalefactor);
void SetFileInfo(int Selected);
unsigned SavegameCount();
FSaveGameNode *GetSavegame(int i);
void InsertNewSaveNode();
bool RemoveNewSaveNode();
};

View file

@ -1,5 +1,6 @@
#pragma once
#include "menu.h"
#include "savegamemanager.h"
void M_StartControlPanel (bool makeSound, bool scaleoverride = false);
@ -16,53 +17,14 @@ void M_StartupEpisodeMenu(FNewGameStartup *gs);
void M_StartupSkillMenu(FNewGameStartup *gs);
void M_CreateGameMenus();
void SetDefaultMenuColors();
// The savegame manager contains too much code that is game specific. Parts are shareable but need more work first.
struct FSaveGameNode
class FSavegameManager : public FSavegameManagerBase
{
FString SaveTitle;
FString Filename;
bool bOldVersion = false;
bool bMissingWads = false;
bool bNoDelete = false;
};
struct FSavegameManager
{
private:
TArray<FSaveGameNode*> SaveGames;
FSaveGameNode NewSaveNode;
int LastSaved = -1;
int LastAccessed = -1;
FGameTexture *SavePic = nullptr;
public:
int WindowSize = 0;
FString SaveCommentString;
FSaveGameNode *quickSaveSlot = nullptr;
~FSavegameManager();
private:
int InsertSaveNode(FSaveGameNode *node);
public:
void NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave);
void ClearSaveGames();
void ReadSaveStrings();
void UnloadSaveData();
int RemoveSaveSlot(int index);
void LoadSavegame(int Selected);
void DoSave(int Selected, const char *savegamestring);
unsigned ExtractSaveData(int index);
void ClearSaveStuff();
bool DrawSavePic(int x, int y, int w, int h);
void DrawSaveComment(FFont *font, int cr, int x, int y, int scalefactor);
void SetFileInfo(int Selected);
unsigned SavegameCount();
FSaveGameNode *GetSavegame(int i);
void InsertNewSaveNode();
bool RemoveNewSaveNode();
void PerformSaveGame(const char *fn, const char *sgdesc) override;
void PerformLoadGame(const char *fn, bool) override;
FString ExtractSaveComment(FSerializer &arc) override;
FString BuildSaveName(const char* prefix, int slot) override;
void ReadSaveStrings() override;
};
extern FSavegameManager savegameManager;

View file

@ -4,7 +4,7 @@
**
**---------------------------------------------------------------------------
** Copyright 2001-2010 Randy Heit
** Copyright 2010-2017 Christoph Oelckers
** Copyright 2010-2020 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
@ -50,100 +50,6 @@
// Save name length limit for old binary formats.
#define OLDSAVESTRINGSIZE 24
//=============================================================================
//
// Save data maintenance
//
//=============================================================================
void FSavegameManager::ClearSaveGames()
{
for (unsigned i = 0; i<SaveGames.Size(); i++)
{
if (!SaveGames[i]->bNoDelete)
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
@ -303,92 +209,15 @@ void FSavegameManager::ReadSaveStrings()
}
}
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, bool forceQuicksave)
{
FSaveGameNode *node;
if (file.IsEmpty())
return;
ReadSaveStrings();
// See if the file is already in our list
for (unsigned i = 0; i<SaveGames.Size(); i++)
{
FSaveGameNode *node = SaveGames[i];
#ifdef __unix__
if (node->Filename.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;
}
}
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 FSavegameManager::LoadSavegame(int Selected)
void FSavegameManager::PerformLoadGame(const char *fn, bool flag)
{
G_LoadGame(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(FSavegameManager);
PARAM_INT(sel);
self->LoadSavegame(sel);
return 0;
G_LoadGame(fn, flag);
}
//=============================================================================
@ -397,39 +226,9 @@ DEFINE_ACTION_FUNCTION(FSavegameManager, LoadSavegame)
//
//=============================================================================
void FSavegameManager::DoSave(int Selected, const char *savegamestring)
void FSavegameManager::PerformSaveGame(const char *fn, 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;
for (i = 0;; ++i)
{
filename = G_BuildSaveName("save", i);
if (!FileExists(filename))
{
break;
}
}
G_SaveGame(filename, savegamestring);
}
M_ClearMenus();
}
DEFINE_ACTION_FUNCTION(FSavegameManager, DoSave)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
PARAM_INT(sel);
PARAM_STRING(name);
self->DoSave(sel, name);
return 0;
G_SaveGame(fn, savegamestring);
}
//=============================================================================
@ -438,87 +237,22 @@ DEFINE_ACTION_FUNCTION(FSavegameManager, DoSave)
//
//=============================================================================
unsigned FSavegameManager::ExtractSaveData(int index)
FString FSavegameManager::ExtractSaveComment(FSerializer &arc)
{
FResourceFile *resf;
FSaveGameNode *node;
FString comment;
if (index == -1)
{
if (SaveGames.Size() > 0 && SaveGames[0]->bNoDelete)
{
index = LastSaved + 1;
}
else
{
index = LastAccessed < 0? 0 : LastAccessed;
}
}
FString time = arc.GetString("Creation Time");
FString pcomment = arc.GetString("Comment");
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))
{
FString comment;
FString time = arc.GetString("Creation Time");
FString pcomment = arc.GetString("Comment");
comment = time;
if (time.Len() > 0) comment += "\n";
comment += pcomment;
SaveCommentString = comment;
// Extract pic
FResourceLump *pic = resf->FindLump("savepic.png");
if (pic != nullptr)
{
FileReader picreader;
picreader.OpenMemoryArray([=](TArray<uint8_t> &array)
{
auto cache = pic->Lock();
array.Resize(pic->LumpSize);
memcpy(&array[0], cache, pic->LumpSize);
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;
comment = time;
if (time.Len() > 0) comment += "\n";
comment += pcomment;
return comment;
}
DEFINE_ACTION_FUNCTION(FSavegameManager, ExtractSaveData)
FString FSavegameManager::BuildSaveName(const char* prefix, int slot)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
PARAM_INT(sel);
ACTION_RETURN_INT(self->ExtractSaveData(sel));
return G_BuildSaveName(prefix, slot);
}
//=============================================================================
@ -527,170 +261,6 @@ DEFINE_ACTION_FUNCTION(FSavegameManager, ExtractSaveData)
//
//=============================================================================
void FSavegameManager::UnloadSaveData()
{
if (SavePic != nullptr)
{
delete SavePic;
}
SaveCommentString = "";
SavePic = nullptr;
}
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;
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(FSavegameManager);
PARAM_INT(x);
PARAM_INT(y);
PARAM_INT(w);
PARAM_INT(h);
ACTION_RETURN_BOOL(self->DrawSavePic(x, y, w, h));
}
//=============================================================================
//
//
//
//=============================================================================
void FSavegameManager::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(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)
@ -699,15 +269,3 @@ DEFINE_ACTION_FUNCTION(FSavegameManager, GetManager)
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);
DEFINE_FIELD(FSavegameManager, SaveCommentString);

View file

@ -440,6 +440,7 @@ menu/invalid dsoof // Menu not available
menu/dismiss dsswtchx // Dismiss a prompt message
menu/choose dspistol // Choose a menu item
menu/clear dsswtchx // Close top menu
$alias menu/advance menu/choose // Open a submenu
$random menu/quit1 { player/male/death1 demon/pain grunt/pain misc/gibbed misc/teleport grunt/sight1 grunt/sight3 demon/melee }
$random menu/quit2 { vile/active misc/p_pkup brain/cube misc/gibbed skeleton/swing knight/death baby/active demon/melee }

View file

@ -283,6 +283,7 @@ menu/change keyup
menu/invalid plroof
menu/dismiss dorcls
menu/clear dorcls
$alias menu/advance menu/choose
misc/secret dssecret

View file

@ -165,6 +165,7 @@ $alias menu/invalid DoorCloseMetal // Hexen does not use this, but I do
$alias menu/dismiss PlatformStop
$alias menu/choose DoorCloseLight
$alias menu/clear PlatformStop
$alias menu/advance menu/choose
// Hexen does not have ripslop sound like Heretic
misc/ripslop dsempty

View file

@ -107,6 +107,7 @@ menu/invalid dsoof // Menu not available
menu/dismiss dsswish // Dismiss a prompt message
menu/choose dsrifl // Choose a menu item
menu/clear dsmtalht // Close top menu
$alias menu/advance menu/choose
misc/startupdone dspsdtha
misc/teleport dstelept

View file

@ -652,3 +652,12 @@ struct StringStruct native
native int CodePointCount() const;
native int, int GetNextCodePoint(int position) const;
}
struct Translation version("2.4")
{
static int MakeID(int group, int num)
{
return (group << 16) + num;
}
}

View file

@ -42,17 +42,13 @@ extend struct Screen
}
}
struct Translation version("2.4")
extend struct Translation
{
Color colors[256];
native int AddTranslation();
native static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass);
native static int GetID(Name transname);
static int MakeID(int group, int num)
{
return (group << 16) + num;
}
}
struct DamageTypeDefinition native