mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 05:21:02 +00:00
786 lines
19 KiB
C++
786 lines
19 KiB
C++
/*
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** loadsavemenu.cpp
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** The load game and save game menus
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**
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**---------------------------------------------------------------------------
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** Copyright 2001-2010 Randy Heit
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** Copyright 2010-2017 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "menu/menu.h"
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#include "i_system.h"
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#include "version.h"
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#include "g_game.h"
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#include "m_png.h"
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#include "w_wad.h"
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#include "v_text.h"
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#include "d_event.h"
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#include "gstrings.h"
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#include "v_palette.h"
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#include "doomstat.h"
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#include "gi.h"
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#include "d_gui.h"
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#include "serializer.h"
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#include "resourcefiles/resourcefile.h"
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#include "vm.h"
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// Save name length limit for old binary formats.
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#define OLDSAVESTRINGSIZE 24
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//=============================================================================
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//
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// Save data maintenance
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//
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//=============================================================================
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void FSavegameManager::ClearSaveGames()
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{
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for (unsigned i = 0; i<SaveGames.Size(); i++)
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{
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if (!SaveGames[i]->bNoDelete)
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delete SaveGames[i];
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}
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SaveGames.Clear();
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}
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FSavegameManager::~FSavegameManager()
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{
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ClearSaveGames();
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}
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//=============================================================================
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//
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// Save data maintenance
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//
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//=============================================================================
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int FSavegameManager::RemoveSaveSlot(int index)
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{
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int listindex = SaveGames[0]->bNoDelete ? index - 1 : index;
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if (listindex < 0) return index;
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remove(SaveGames[index]->Filename.GetChars());
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UnloadSaveData();
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FSaveGameNode *file = SaveGames[index];
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if (quickSaveSlot == SaveGames[index])
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{
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quickSaveSlot = nullptr;
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}
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if (!file->bNoDelete) delete file;
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if (LastSaved == listindex) LastSaved = -1;
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else if (LastSaved > listindex) LastSaved--;
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if (LastAccessed == listindex) LastAccessed = -1;
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else if (LastAccessed > listindex) LastAccessed--;
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SaveGames.Delete(index);
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if ((unsigned)index >= SaveGames.Size()) index--;
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ExtractSaveData(index);
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return index;
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, RemoveSaveSlot)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
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PARAM_INT(sel);
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ACTION_RETURN_INT(self->RemoveSaveSlot(sel));
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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int FSavegameManager::InsertSaveNode(FSaveGameNode *node)
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{
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if (SaveGames.Size() == 0)
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{
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return SaveGames.Push(node);
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}
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if (node->bOldVersion)
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{ // Add node at bottom of list
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return SaveGames.Push(node);
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}
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else
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{ // Add node at top of list
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unsigned int i;
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for (i = 0; i < SaveGames.Size(); i++)
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{
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if (SaveGames[i]->bOldVersion || node->SaveTitle.CompareNoCase(SaveGames[i]->SaveTitle) <= 0)
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{
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break;
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}
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}
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SaveGames.Insert(i, node);
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return i;
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}
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}
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//=============================================================================
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//
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// M_ReadSaveStrings
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//
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// Find savegames and read their titles
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//
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//=============================================================================
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void FSavegameManager::ReadSaveStrings()
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{
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if (SaveGames.Size() == 0)
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{
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void *filefirst;
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findstate_t c_file;
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FString filter;
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LastSaved = LastAccessed = -1;
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quickSaveSlot = nullptr;
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filter = G_BuildSaveName("*." SAVEGAME_EXT, -1);
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filefirst = I_FindFirst(filter.GetChars(), &c_file);
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if (filefirst != ((void *)(-1)))
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{
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do
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{
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// I_FindName only returns the file's name and not its full path
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FString filepath = G_BuildSaveName(I_FindName(&c_file), -1);
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FResourceFile *savegame = FResourceFile::OpenResourceFile(filepath, nullptr, true, true);
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if (savegame != nullptr)
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{
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bool oldVer = false;
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bool missing = false;
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FResourceLump *info = savegame->FindLump("info.json");
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if (info == nullptr)
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{
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// savegame info not found. This is not a savegame so leave it alone.
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delete savegame;
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continue;
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}
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void *data = info->CacheLump();
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FSerializer arc;
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if (arc.OpenReader((const char *)data, info->LumpSize))
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{
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int savever = 0;
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FString engine;
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FString iwad;
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FString title;
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arc("Save Version", savever);
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arc("Engine", engine);
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arc("Game WAD", iwad);
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arc("Title", title);
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if (engine.Compare(GAMESIG) != 0 || savever > SAVEVER)
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{
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// different engine or newer version:
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// not our business. Leave it alone.
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delete savegame;
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continue;
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}
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if (savever < MINSAVEVER)
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{
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// old, incompatible savegame. List as not usable.
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oldVer = true;
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}
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else if (iwad.CompareNoCase(Wads.GetWadName(FWadCollection::IWAD_FILENUM)) == 0)
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{
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missing = !G_CheckSaveGameWads(arc, false);
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}
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else
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{
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// different game. Skip this.
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delete savegame;
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continue;
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}
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FSaveGameNode *node = new FSaveGameNode;
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node->Filename = filepath;
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node->bOldVersion = oldVer;
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node->bMissingWads = missing;
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node->SaveTitle = title;
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InsertSaveNode(node);
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delete savegame;
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}
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}
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else // check for old formats.
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{
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FILE *file = fopen(filepath, "rb");
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if (file != nullptr)
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{
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PNGHandle *png;
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char sig[16];
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char title[OLDSAVESTRINGSIZE + 1];
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bool oldVer = true;
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bool addIt = false;
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bool missing = false;
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// ZDoom 1.23 betas 21-33 have the savesig first.
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// Earlier versions have the savesig second.
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// Later versions have the savegame encapsulated inside a PNG.
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//
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// Old savegame versions are always added to the menu so
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// the user can easily delete them if desired.
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title[OLDSAVESTRINGSIZE] = 0;
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if (nullptr != (png = M_VerifyPNG(file)))
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{
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char *ver = M_GetPNGText(png, "ZDoom Save Version");
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if (ver != nullptr)
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{
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// An old version
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if (!M_GetPNGText(png, "Title", title, OLDSAVESTRINGSIZE))
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{
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strncpy(title, I_FindName(&c_file), OLDSAVESTRINGSIZE);
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}
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addIt = true;
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delete[] ver;
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}
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delete png;
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}
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else
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{
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fseek(file, 0, SEEK_SET);
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if (fread(sig, 1, 16, file) == 16)
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{
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if (strncmp(sig, "ZDOOMSAVE", 9) == 0)
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{
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if (fread(title, 1, OLDSAVESTRINGSIZE, file) == OLDSAVESTRINGSIZE)
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{
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addIt = true;
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}
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}
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else
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{
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memcpy(title, sig, 16);
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if (fread(title + 16, 1, OLDSAVESTRINGSIZE - 16, file) == OLDSAVESTRINGSIZE - 16 &&
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fread(sig, 1, 16, file) == 16 &&
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strncmp(sig, "ZDOOMSAVE", 9) == 0)
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{
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addIt = true;
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}
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}
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}
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}
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if (addIt)
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{
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FSaveGameNode *node = new FSaveGameNode;
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node->Filename = filepath;
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node->bOldVersion = true;
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node->bMissingWads = false;
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node->SaveTitle = title;
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InsertSaveNode(node);
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}
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fclose(file);
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}
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}
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} while (I_FindNext(filefirst, &c_file) == 0);
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I_FindClose(filefirst);
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}
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}
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, ReadSaveStrings)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
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self->ReadSaveStrings();
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return 0;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void FSavegameManager::NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave)
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{
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FSaveGameNode *node;
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if (file.IsEmpty())
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return;
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ReadSaveStrings();
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// See if the file is already in our list
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for (unsigned i = 0; i<SaveGames.Size(); i++)
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{
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FSaveGameNode *node = SaveGames[i];
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#ifdef __unix__
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if (node->Filename.Compare(file) == 0)
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#else
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if (node->Filename.CompareNoCase(file) == 0)
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#endif
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{
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node->SaveTitle = title;
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node->bOldVersion = false;
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node->bMissingWads = false;
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if (okForQuicksave)
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{
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if (quickSaveSlot == nullptr) quickSaveSlot = node;
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LastAccessed = LastSaved = i;
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}
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return;
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}
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}
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node = new FSaveGameNode;
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node->SaveTitle = title;
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node->Filename = file;
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node->bOldVersion = false;
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node->bMissingWads = false;
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int index = InsertSaveNode(node);
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if (okForQuicksave)
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{
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if (quickSaveSlot == nullptr) quickSaveSlot = node;
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LastAccessed = LastSaved = index;
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}
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}
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//=============================================================================
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//
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// Loads the savegame
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//
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//=============================================================================
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void FSavegameManager::LoadSavegame(int Selected)
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{
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G_LoadGame(SaveGames[Selected]->Filename.GetChars(), true);
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if (quickSaveSlot == (FSaveGameNode*)1)
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{
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quickSaveSlot = SaveGames[Selected];
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}
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M_ClearMenus();
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V_SetBorderNeedRefresh();
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LastAccessed = Selected;
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, LoadSavegame)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
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PARAM_INT(sel);
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self->LoadSavegame(sel);
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return 0;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void FSavegameManager::DoSave(int Selected, const char *savegamestring)
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{
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if (Selected != 0)
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{
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auto node = SaveGames[Selected];
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G_SaveGame(node->Filename.GetChars(), savegamestring);
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}
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else
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{
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// Find an unused filename and save as that
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FString filename;
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int i;
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FILE *test;
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for (i = 0;; ++i)
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{
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filename = G_BuildSaveName("save", i);
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test = fopen(filename, "rb");
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if (test == nullptr)
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{
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break;
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}
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fclose(test);
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}
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G_SaveGame(filename, savegamestring);
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}
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M_ClearMenus();
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V_SetBorderNeedRefresh();
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, DoSave)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
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PARAM_INT(sel);
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PARAM_STRING(name);
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self->DoSave(sel, name);
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return 0;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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unsigned FSavegameManager::ExtractSaveData(int index)
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{
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FResourceFile *resf;
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FSaveGameNode *node;
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if (index == -1)
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{
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if (SaveGames.Size() > 0 && SaveGames[0]->bNoDelete)
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{
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index = LastSaved + 1;
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}
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else
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{
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index = LastAccessed < 0? 0 : LastAccessed;
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}
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}
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UnloadSaveData();
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if ((unsigned)index < SaveGames.Size() &&
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(node = SaveGames[index]) &&
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!node->Filename.IsEmpty() &&
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!node->bOldVersion &&
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(resf = FResourceFile::OpenResourceFile(node->Filename.GetChars(), nullptr, true)) != nullptr)
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{
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FResourceLump *info = resf->FindLump("info.json");
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if (info == nullptr)
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{
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// this should not happen because the file has already been verified.
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return index;
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}
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void *data = info->CacheLump();
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FSerializer arc;
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if (arc.OpenReader((const char *)data, info->LumpSize))
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{
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FString time, pcomment, comment;
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arc("Creation Time", time);
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arc("Comment", pcomment);
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comment = time;
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if (time.Len() > 0) comment += "\n\n";
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comment += pcomment;
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SaveComment = V_BreakLines(SmallFont, WindowSize, comment.GetChars());
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// Extract pic
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FResourceLump *pic = resf->FindLump("savepic.png");
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if (pic != nullptr)
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{
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FileReader *reader = pic->NewReader();
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if (reader != nullptr)
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{
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// copy to a memory buffer which gets accessed through a memory reader and PNGHandle.
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// We cannot use the actual lump as backing for the texture because that requires keeping the
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// savegame file open.
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SavePicData.Resize(pic->LumpSize);
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reader->Read(&SavePicData[0], pic->LumpSize);
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reader = new MemoryReader(&SavePicData[0], SavePicData.Size());
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PNGHandle *png = M_VerifyPNG(reader);
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if (png != nullptr)
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{
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SavePic = PNGTexture_CreateFromFile(png, node->Filename);
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currentSavePic = reader; // must be kept so that the texture can read from it.
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delete png;
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if (SavePic->GetWidth() == 1 && SavePic->GetHeight() == 1)
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{
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delete SavePic;
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SavePic = nullptr;
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delete currentSavePic;
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currentSavePic = nullptr;
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SavePicData.Clear();
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}
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}
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}
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}
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}
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delete resf;
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}
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return index;
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, ExtractSaveData)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
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PARAM_INT(sel);
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ACTION_RETURN_INT(self->ExtractSaveData(sel));
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void FSavegameManager::UnloadSaveData()
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{
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if (SavePic != nullptr)
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{
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delete SavePic;
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}
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if (SaveComment != nullptr)
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{
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V_FreeBrokenLines(SaveComment);
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}
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if (currentSavePic != nullptr)
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{
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delete currentSavePic;
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}
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SavePic = nullptr;
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SaveComment = nullptr;
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currentSavePic = nullptr;
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SavePicData.Clear();
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, UnloadSaveData)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManager);
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self->UnloadSaveData();
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return 0;
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}
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//=============================================================================
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//
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//
|
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//
|
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//=============================================================================
|
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|
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void FSavegameManager::ClearSaveStuff()
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{
|
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UnloadSaveData();
|
|
if (quickSaveSlot == (FSaveGameNode*)1)
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{
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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);
|
|
|