raze/source/core/menu/loadsavemenu.cpp

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/*
** loadsavemenu.cpp
** The load game and save game menus
**
**---------------------------------------------------------------------------
** Copyright 2001-2010 Randy Heit
** Copyright 2010-2020 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "razemenu.h"
#include "version.h"
#include "m_png.h"
#include "filesystem.h"
#include "v_text.h"
#include "gstrings.h"
#include "serializer.h"
#include "vm.h"
#include "i_system.h"
#include "v_video.h"
#include "findfile.h"
#include "v_draw.h"
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#include "fs_findfile.h"
#include "savegamehelp.h"
using namespace FileSys;
//=============================================================================
//
// M_ReadSaveStrings
//
// Find savegames and read their titles
//
//=============================================================================
void FSavegameManager::ReadSaveStrings()
{
if (SaveGames.Size() == 0)
{
LastSaved = LastAccessed = -1;
quickSaveSlot = nullptr;
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FileList list;
if (ScanDirectory(list, G_GetSavegamesFolder().GetChars(), "*." SAVEGAME_EXT, true))
{
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for (auto& entry : list)
{
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FResourceFile *savegame = FResourceFile::OpenResourceFile(entry.FilePath.c_str(), true);
if (savegame != nullptr)
{
FResourceLump *info = savegame->FindLump("info.json");
if (info == nullptr)
{
// savegame info not found. This is not a savegame so leave it alone.
delete savegame;
continue;
}
auto fr = info->NewReader();
FString title;
int check = G_ValidateSavegame(fr, &title, true);
fr.Close();
delete savegame;
if (check != 0)
{
FSaveGameNode *node = new FSaveGameNode;
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node->Filename = entry.FilePath.c_str();
node->bOldVersion = check == -1;
node->bMissingWads = check == -2;
node->SaveTitle = title;
InsertSaveNode(node);
}
}
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}
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void FSavegameManager::PerformLoadGame(const char *f, bool s)
{
G_LoadGame(f, s);
}
void FSavegameManager::PerformSaveGame(const char *f, const char *s)
{
G_SaveGame(f, s);
}
FString FSavegameManager::BuildSaveName(const char* fn, int slot)
{
return G_BuildSaveName(FStringf("%s%04d", fn, slot));
}
//=============================================================================
//
//
//
//=============================================================================
FString FSavegameManager::ExtractSaveComment(FSerializer& arc)
{
FString comment, fcomment, ncomment, mtime;
arc("Creation Time", comment)
("Map Label", fcomment)
("Map Name", ncomment)
("Map Time", mtime);
comment.AppendFormat("\n%s - %s\n%s", fcomment.GetChars(), ncomment.GetChars(), mtime.GetChars());
return comment;
}
FSavegameManager savegameManager;
DEFINE_ACTION_FUNCTION(FSavegameManager, GetManager)
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{
PARAM_PROLOGUE;
ACTION_RETURN_POINTER(&savegameManager);
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}