mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 15:21:48 +00:00
707 lines
17 KiB
C++
707 lines
17 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 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 "version.h"
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#include "m_png.h"
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#include "filesystem.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 "d_gui.h"
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#include "v_draw.h"
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#include "files.h"
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#include "resourcefile.h"
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#include "sjson.h"
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#include "cmdlib.h"
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#include "files.h"
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#include "savegamehelp.h"
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#include "i_specialpaths.h"
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#include "c_dispatch.h"
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#include "../../platform/win32/i_findfile.h" // This is a temporary direct path. Needs to be fixed when stuff gets cleaned up.
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FSavegameManager savegameManager;
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void FSavegameManager::LoadGame(FSaveGameNode* node)
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{
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if (gi->LoadGame(node))
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{
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}
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}
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void FSavegameManager::SaveGame(FSaveGameNode* node, bool ok4q, bool forceq)
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{
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if (gi->SaveGame(node))
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{
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FString fn = node->Filename;
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FString desc = node->SaveTitle;
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NotifyNewSave(fn, desc, ok4q, forceq);
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}
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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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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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//=============================================================================
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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("*");
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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));
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FResourceFile *savegame = FResourceFile::OpenResourceFile(filepath, true, true);
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if (savegame != nullptr)
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{
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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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auto fr = info->NewReader();
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FString title;
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int check = G_ValidateSavegame(fr, &title);
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fr.Close();
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delete savegame;
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if (check != 0)
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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 = check == -1;
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node->bMissingWads = check == -2;
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node->SaveTitle = title;
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InsertSaveNode(node);
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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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//=============================================================================
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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, bool forceQuicksave)
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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 == (FSaveGameNode*)1 || forceQuicksave) 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 == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node;
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LastAccessed = LastSaved = index;
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}
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else
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{
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LastAccessed = ++LastSaved;
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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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auto sel = savegameManager.GetSavegame(Selected);
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if (sel && !sel->bOldVersion && !sel->bMissingWads)
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{
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savegameManager.LoadGame(SaveGames[Selected]);
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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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LastAccessed = Selected;
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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::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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node.SaveTitle = savegamestring;
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savegameManager.SaveGame(&node, true, false);
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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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for (i = 0;; ++i)
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{
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filename = G_BuildSaveName(FStringf("save%04d", i));
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if (!FileExists(filename))
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{
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break;
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}
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}
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FSaveGameNode sg{ savegamestring, filename };
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savegameManager.SaveGame(&sg, true, false);
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}
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M_ClearMenus();
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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(), 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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auto fr = info->NewReader();
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auto data = fr.ReadPadded(1);
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fr.Close();
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sjson_context* ctx = sjson_create_context(0, 0, NULL);
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if (ctx)
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{
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sjson_node* root = sjson_decode(ctx, (const char*)data.Data());
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FString comment = sjson_get_string(root, "Creation Time", "");
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FString fcomment = sjson_get_string(root, "Map File", "");
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FString ncomment = sjson_get_string(root, "Map Name", "");
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FStringf pcomment("%s - %s\n", fcomment.GetChars(), ncomment.GetChars());
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comment += pcomment;
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SaveCommentString = comment;
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// Extract pic (todo: let the renderer write a proper PNG file instead of a raw canvas dunp of the software renderer - and make it work for all games.)
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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 picreader;
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picreader.OpenMemoryArray([=](TArray<uint8_t> &array)
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{
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auto cache = pic->Lock();
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array.Resize(pic->LumpSize);
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memcpy(&array[0], cache, pic->LumpSize);
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pic->Unlock();
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return true;
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});
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PNGHandle *png = M_VerifyPNG(picreader);
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if (png != nullptr)
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{
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SavePic = nullptr; // not yet implemented: PNGTexture_CreateFromFile(png, node->Filename);
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delete png;
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if (SavePic && 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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SavePicData.Clear();
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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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//=============================================================================
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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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SaveCommentString = "";
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SavePic = 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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//=============================================================================
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void FSavegameManager::ClearSaveStuff()
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{
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UnloadSaveData();
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if (quickSaveSlot == (FSaveGameNode*)1)
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{
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quickSaveSlot = nullptr;
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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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bool FSavegameManager::DrawSavePic(int x, int y, int w, int h)
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{
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if (SavePic == nullptr) return false;
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DrawTexture(&twod, SavePic, x, y, DTA_DestWidth, w, DTA_DestHeight, h, DTA_Masked, false, TAG_DONE);
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return true;
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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::SetFileInfo(int Selected)
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{
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if (!SaveGames[Selected]->Filename.IsEmpty())
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{
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SaveCommentString.Format("File on disk:\n%s", SaveGames[Selected]->Filename.GetChars());
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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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unsigned FSavegameManager::SavegameCount()
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{
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return SaveGames.Size();
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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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FSaveGameNode *FSavegameManager::GetSavegame(int i)
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{
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return SaveGames[i];
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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::InsertNewSaveNode()
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{
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NewSaveNode.SaveTitle = GStrings("NEWSAVE");
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NewSaveNode.bNoDelete = true;
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SaveGames.Insert(0, &NewSaveNode);
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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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bool FSavegameManager::RemoveNewSaveNode()
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{
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if (SaveGames[0] == &NewSaveNode)
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{
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SaveGames.Delete(0);
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return true;
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}
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return false;
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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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CVAR(Bool, saveloadconfirmation, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, autosavenum, 0, CVAR_NOSET | CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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static int nextautosave = -1;
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CVAR(Int, disableautosave, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, autosavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 1)
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self = 1;
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}
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CVAR(Int, quicksavenum, 0, CVAR_NOSET | CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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static int nextquicksave = -1;
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CUSTOM_CVAR(Int, quicksavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 1)
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self = 1;
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}
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void M_Autosave()
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{
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if (!gi->CanSave()) return;
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FString description;
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FString file;
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// Keep a rotating sets of autosaves
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UCVarValue num;
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const char* readableTime;
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int count = autosavecount != 0 ? autosavecount : 1;
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if (nextautosave == -1)
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{
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nextautosave = (autosavenum + 1) % count;
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}
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num.Int = nextautosave;
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autosavenum.ForceSet(num, CVAR_Int);
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FSaveGameNode sg;
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sg.Filename = G_BuildSaveName(FStringf("auto%04d", nextautosave));
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readableTime = myasctime();
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sg.SaveTitle.Format("Autosave %s", readableTime);
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nextautosave = (nextautosave + 1) % count;
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savegameManager.SaveGame(&sg, false, false);
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}
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CCMD(autosave)
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{
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if (disableautosave) return;
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M_Autosave();
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}
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CCMD(rotatingquicksave)
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{
|
|
if (!gi->CanSave()) return;
|
|
FString description;
|
|
FString file;
|
|
// Keep a rotating sets of quicksaves
|
|
UCVarValue num;
|
|
const char* readableTime;
|
|
int count = quicksavecount != 0 ? quicksavecount : 1;
|
|
|
|
if (nextquicksave == -1)
|
|
{
|
|
nextquicksave = (quicksavenum + 1) % count;
|
|
}
|
|
|
|
num.Int = nextquicksave;
|
|
quicksavenum.ForceSet(num, CVAR_Int);
|
|
|
|
FSaveGameNode sg;
|
|
sg.Filename = G_BuildSaveName(FStringf("quick%04d", nextquicksave));
|
|
readableTime = myasctime();
|
|
sg.SaveTitle.Format("Quicksave %s", readableTime);
|
|
nextquicksave = (nextquicksave + 1) % count;
|
|
savegameManager.SaveGame(&sg, false, false);
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
CCMD(quicksave)
|
|
{ // F6
|
|
if (!gi->CanSave()) return;
|
|
|
|
if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
|
|
{
|
|
M_StartControlPanel(true);
|
|
M_SetMenu(NAME_SaveGameMenu);
|
|
return;
|
|
}
|
|
|
|
auto slot = savegameManager.quickSaveSlot;
|
|
|
|
// [mxd]. Just save the game, no questions asked.
|
|
if (!saveloadconfirmation)
|
|
{
|
|
savegameManager.SaveGame(savegameManager.quickSaveSlot, true, true);
|
|
return;
|
|
}
|
|
|
|
gi->MenuSound(ActivateSound);
|
|
|
|
FString tempstring = GStrings("QSPROMPT");
|
|
tempstring.Substitute("%s", slot->SaveTitle.GetChars());
|
|
|
|
DMenu* newmenu = CreateMessageBoxMenu(DMenu::CurrentMenu, tempstring, 0, INT_MAX, false, NAME_None, [](bool res)
|
|
{
|
|
if (res)
|
|
{
|
|
savegameManager.SaveGame(savegameManager.quickSaveSlot, true, true);
|
|
}
|
|
});
|
|
|
|
M_ActivateMenu(newmenu);
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
CCMD(quickload)
|
|
{ // F9
|
|
#if 0
|
|
if (netgame)
|
|
{
|
|
M_StartControlPanel(true);
|
|
M_StartMessage(GStrings("QLOADNET"), 1);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (savegameManager.quickSaveSlot == nullptr || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
|
|
{
|
|
M_StartControlPanel(true);
|
|
// signal that whatever gets loaded should be the new quicksave
|
|
savegameManager.quickSaveSlot = (FSaveGameNode*)1;
|
|
M_SetMenu(NAME_LoadGameMenu);
|
|
return;
|
|
}
|
|
|
|
// [mxd]. Just load the game, no questions asked.
|
|
if (!saveloadconfirmation)
|
|
{
|
|
savegameManager.LoadGame(savegameManager.quickSaveSlot);
|
|
return;
|
|
}
|
|
FString tempstring = GStrings("QLPROMPT");
|
|
tempstring.Substitute("%s", savegameManager.quickSaveSlot->SaveTitle.GetChars());
|
|
|
|
M_StartControlPanel(true);
|
|
|
|
DMenu* newmenu = CreateMessageBoxMenu(DMenu::CurrentMenu, tempstring, 0, INT_MAX, false, NAME_None, [](bool res)
|
|
{
|
|
if (res)
|
|
{
|
|
savegameManager.LoadGame(savegameManager.quickSaveSlot);
|
|
}
|
|
});
|
|
M_ActivateMenu(newmenu);
|
|
}
|