Merge pull request #899 from khutchins/master

Adds option to use a quicksave rotation
This commit is contained in:
Christoph Oelckers 2019-07-28 08:44:21 +02:00 committed by GitHub
commit c577f1d743
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 58 additions and 9 deletions

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@ -94,8 +94,9 @@ void G_DoPlayDemo (void);
void G_DoCompleted (void);
void G_DoVictory (void);
void G_DoWorldDone (void);
void G_DoSaveGame (bool okForQuicksave, FString filename, const char *description);
void G_DoSaveGame (bool okForQuicksave, bool forceQuicksave, FString filename, const char *description);
void G_DoAutoSave ();
void G_DoQuickSave ();
void STAT_Serialize(FSerializer &file);
bool WriteZip(const char *filename, TArray<FString> &filenames, TArray<FCompressedBuffer> &content);
@ -1058,7 +1059,7 @@ void G_Ticker ()
G_DoLoadGame ();
break;
case ga_savegame:
G_DoSaveGame (true, savegamefile, savedescription);
G_DoSaveGame (true, false, savegamefile, savedescription);
gameaction = ga_nothing;
savegamefile = "";
savedescription = "";
@ -2027,6 +2028,14 @@ CUSTOM_CVAR (Int, autosavecount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
if (self < 0)
self = 0;
}
CVAR (Int, quicksavenum, -1, CVAR_NOSET|CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static int lastquicksave = -1;
CVAR (Bool, quicksaverotation, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CUSTOM_CVAR (Int, quicksaverotationcount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 1)
self = 1;
}
void G_DoAutoSave ()
{
@ -2060,7 +2069,35 @@ void G_DoAutoSave ()
readableTime = myasctime ();
description.Format("Autosave %s", readableTime);
G_DoSaveGame (false, file, description);
G_DoSaveGame (false, false, file, description);
}
void G_DoQuickSave ()
{
FString description;
FString file;
// Keeps a rotating set of quicksaves
UCVarValue num;
const char *readableTime;
int count = quicksaverotationcount != 0 ? quicksaverotationcount : 1;
if (quicksavenum < 0)
{
lastquicksave = 0;
}
else
{
lastquicksave = (quicksavenum + 1) % count;
}
num.Int = lastquicksave;
quicksavenum.ForceSet (num, CVAR_Int);
file = G_BuildSaveName ("quick", lastquicksave);
readableTime = myasctime ();
description.Format("Quicksave %s", readableTime);
G_DoSaveGame (true, true, file, description);
}
@ -2165,7 +2202,7 @@ static void PutSavePic (FileWriter *file, int width, int height)
}
}
void G_DoSaveGame (bool okForQuicksave, FString filename, const char *description)
void G_DoSaveGame (bool okForQuicksave, bool forceQuicksave, FString filename, const char *description)
{
TArray<FCompressedBuffer> savegame_content;
TArray<FString> savegame_filenames;
@ -2281,7 +2318,7 @@ void G_DoSaveGame (bool okForQuicksave, FString filename, const char *descriptio
WriteZip(filename, savegame_filenames, savegame_content);
savegameManager.NotifyNewSave (filename, description, okForQuicksave);
savegameManager.NotifyNewSave (filename, description, okForQuicksave, forceQuicksave);
// delete the JSON buffers we created just above. Everything else will
// either still be needed or taken care of automatically.

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@ -82,6 +82,8 @@ void G_DoLoadGame (void);
// Called by M_Responder.
void G_SaveGame (const char *filename, const char *description);
// Called by messagebox
void G_DoQuickSave ();
// Only called by startup code.
void G_RecordDemo (const char* name);

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@ -318,7 +318,7 @@ DEFINE_ACTION_FUNCTION(FSavegameManager, ReadSaveStrings)
//
//=============================================================================
void FSavegameManager::NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave)
void FSavegameManager::NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave)
{
FSaveGameNode *node;
@ -342,7 +342,7 @@ void FSavegameManager::NotifyNewSave(const FString &file, const FString &title,
node->bMissingWads = false;
if (okForQuicksave)
{
if (quickSaveSlot == nullptr) quickSaveSlot = node;
if (quickSaveSlot == nullptr || forceQuicksave) quickSaveSlot = node;
LastAccessed = LastSaved = i;
}
return;
@ -358,7 +358,7 @@ void FSavegameManager::NotifyNewSave(const FString &file, const FString &title,
if (okForQuicksave)
{
if (quickSaveSlot == nullptr) quickSaveSlot = node;
if (quickSaveSlot == nullptr || forceQuicksave) quickSaveSlot = node;
LastAccessed = LastSaved = index;
}
}

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@ -84,7 +84,7 @@ public:
private:
int InsertSaveNode(FSaveGameNode *node);
public:
void NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave);
void NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave);
void ClearSaveGames();
void ReadSaveStrings();

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@ -44,6 +44,7 @@
#include "vm.h"
EXTERN_CVAR (Bool, saveloadconfirmation) // [mxd]
EXTERN_CVAR (Bool, quicksaverotation)
typedef void(*hfunc)();
DEFINE_ACTION_FUNCTION(DMessageBoxMenu, CallHandler)
@ -174,6 +175,13 @@ CCMD (quicksave)
if (gamestate != GS_LEVEL)
return;
// If the quick save rotation is enabled, it handles the save slot.
if (quicksaverotation)
{
G_DoQuickSave();
return;
}
if (savegameManager.quickSaveSlot == NULL)
{

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@ -1182,6 +1182,8 @@ OptionMenu "MiscOptions" protected
Option "$MISCMNU_ENABLEAUTOSAVES", "disableautosave", "Autosave"
Option "$MISCMNU_SAVELOADCONFIRMATION", "saveloadconfirmation", "OnOff"
Slider "$MISCMNU_AUTOSAVECOUNT", "autosavecount", 1, 20, 1, 0
Option "$MISCMNU_QUICKSAVEROTATION", "quicksaverotation", "OnOff"
Slider "$MISCMNU_QUICKSAVECOUNT", "quicksaverotationcount", 1, 20, 1, 0
Option "$MISCMNU_DEHLOAD", "dehload", "dehopt"
Option "$MISCMNU_ENABLESCRIPTSCREENSHOTS", "enablescriptscreenshot", "OnOff"
Option "$MISCMNU_INTERSCROLL", "nointerscrollabort", "OffOn"