/* ** loadsavemenu.cpp ** The load game and save game menus ** **--------------------------------------------------------------------------- ** Copyright 2001-2010 Randy Heit ** Copyright 2010 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "menu.h" #include "version.h" #include "m_png.h" #include "filesystem.h" #include "v_text.h" #include "d_event.h" #include "gstrings.h" #include "d_gui.h" #include "v_draw.h" #include "files.h" #include "resourcefile.h" #include "cmdlib.h" #include "files.h" #include "savegamehelp.h" #include "i_specialpaths.h" #include "c_dispatch.h" #include "build.h" #include "serializer.h" #include "findfile.h" #include "inputstate.h" #include "gamestate.h" FSavegameManager savegameManager; FString BackupSaveGame; void DoLoadGame(const char* name) { if (OpenSaveGameForRead(name)) { if (gi->LoadGame(nullptr)) { gameaction = ga_level; } else { I_Error("%s: Failed to load savegame", name); } } else { I_Error("%s: Failed to open savegame", name); } } void FSavegameManager::LoadGame(FSaveGameNode* node) { inputState.ClearAllInput(); gi->FreeLevelData(); DoLoadGame(node->Filename); BackupSaveGame = node->Filename; } void FSavegameManager::SaveGame(FSaveGameNode* node, bool ok4q, bool forceq) { if (OpenSaveGameForWrite(node->Filename, node->SaveTitle)) { if (gi->SaveGame(node) && FinishSavegameWrite()) { FString fn = node->Filename; FString desc = node->SaveTitle; NotifyNewSave(fn, desc, ok4q, forceq); Printf(PRINT_NOTIFY, "%s\n", GStrings("GAME SAVED")); BackupSaveGame = node->Filename; } } } //============================================================================= // // Save data maintenance // //============================================================================= void FSavegameManager::ClearSaveGames() { for (unsigned i = 0; ibNoDelete) delete SaveGames[i]; } SaveGames.Clear(); } FSavegameManager::~FSavegameManager() { ClearSaveGames(); } //============================================================================= // // Save data maintenance // //============================================================================= int FSavegameManager::RemoveSaveSlot(int index) { int listindex = SaveGames[0]->bNoDelete ? index - 1 : index; if (listindex < 0) return index; remove(SaveGames[index]->Filename.GetChars()); UnloadSaveData(); FSaveGameNode *file = SaveGames[index]; if (quickSaveSlot == SaveGames[index]) { quickSaveSlot = nullptr; } if (!file->bNoDelete) delete file; if (LastSaved == listindex) LastSaved = -1; else if (LastSaved > listindex) LastSaved--; if (LastAccessed == listindex) LastAccessed = -1; else if (LastAccessed > listindex) LastAccessed--; SaveGames.Delete(index); if ((unsigned)index >= SaveGames.Size()) index--; ExtractSaveData(index); return index; } //============================================================================= // // // //============================================================================= int FSavegameManager::InsertSaveNode(FSaveGameNode *node) { if (SaveGames.Size() == 0) { return SaveGames.Push(node); } if (node->bOldVersion) { // Add node at bottom of list return SaveGames.Push(node); } else { // Add node at top of list unsigned int i = 0; if (SaveGames[0] == &NewSaveNode) i++; // To not insert above the "new savegame" dummy entry. for (; i < SaveGames.Size(); i++) { if (SaveGames[i]->bOldVersion || node->SaveTitle.CompareNoCase(SaveGames[i]->SaveTitle) <= 0) { break; } } SaveGames.Insert(i, node); return i; } } //============================================================================= // // M_ReadSaveStrings // // Find savegames and read their titles // //============================================================================= void FSavegameManager::ReadSaveStrings() { if (SaveGames.Size() == 0) { void *filefirst; findstate_t c_file; FString filter; LastSaved = LastAccessed = -1; quickSaveSlot = nullptr; filter = G_BuildSaveName("*"); filefirst = I_FindFirst(filter.GetChars(), &c_file); if (filefirst != ((void *)(-1))) { do { // I_FindName only returns the file's name and not its full path FString filepath = G_BuildSaveName(I_FindName(&c_file)); FResourceFile *savegame = FResourceFile::OpenResourceFile(filepath, true, 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; node->Filename = filepath; node->bOldVersion = check == -1; node->bMissingWads = check == -2; node->SaveTitle = title; InsertSaveNode(node); } } } while (I_FindNext (filefirst, &c_file) == 0); I_FindClose (filefirst); } } } //============================================================================= // // // //============================================================================= void FSavegameManager::NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave) { FSaveGameNode *node; if (file.IsEmpty()) return; ReadSaveStrings(); // See if the file is already in our list for (unsigned i = 0; iFilename.Compare(file) == 0) #else if (node->Filename.CompareNoCase(file) == 0) #endif { node->SaveTitle = title; node->bOldVersion = false; node->bMissingWads = false; if (okForQuicksave) { if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node; LastAccessed = LastSaved = i - 1; // without item } return; } } node = new FSaveGameNode; node->SaveTitle = title; node->Filename = file; node->bOldVersion = false; node->bMissingWads = false; int index = InsertSaveNode(node); if (okForQuicksave) { if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node; LastAccessed = LastSaved = index - 1; // without item } else { LastAccessed = ++LastSaved; } } //============================================================================= // // Loads the savegame // //============================================================================= void FSavegameManager::LoadSavegame(int Selected) { auto sel = savegameManager.GetSavegame(Selected); if (sel && !sel->bOldVersion && !sel->bMissingWads) { savegameManager.LoadGame(SaveGames[Selected]); if (quickSaveSlot == (FSaveGameNode*)1) { quickSaveSlot = SaveGames[Selected]; } M_ClearMenus(); LastAccessed = Selected; } } //============================================================================= // // // //============================================================================= void FSavegameManager::DoSave(int Selected, const char *savegamestring) { if (Selected != 0) { auto node = *SaveGames[Selected]; node.SaveTitle = savegamestring; savegameManager.SaveGame(&node, true, false); } else { // Find an unused filename and save as that FString filename; int i; for (i = 0;; ++i) { filename = G_BuildSaveName(FStringf("save%04d", i)); if (!FileExists(filename)) { break; } } FSaveGameNode sg{ savegamestring, filename }; savegameManager.SaveGame(&sg, true, false); } M_ClearMenus(); } //============================================================================= // // // //============================================================================= unsigned FSavegameManager::ExtractSaveData(int index) { FResourceFile *resf; FSaveGameNode *node; if (index == -1) { if (SaveGames.Size() > 0 && SaveGames[0]->bNoDelete) { index = LastSaved + 1; } else { index = LastAccessed < 0? 0 : LastAccessed; } } UnloadSaveData(); if ((unsigned)index < SaveGames.Size() && (node = SaveGames[index]) && !node->Filename.IsEmpty() && !node->bOldVersion && (resf = FResourceFile::OpenResourceFile(node->Filename.GetChars(), true)) != nullptr) { FResourceLump *info = resf->FindLump("info.json"); if (info == nullptr) { // this should not happen because the file has already been verified. return index; } void* data = info->Lock(); FSerializer arc; if (!arc.OpenReader((const char*)data, info->LumpSize)) { info->Unlock(); return index; } info->Unlock(); 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()); SaveCommentString = comment; FResourceLump *pic = resf->FindLump("savepic.png"); if (pic != nullptr) { FileReader picreader; picreader.OpenMemoryArray([=](TArray &array) { auto cache = pic->Lock(); array.Resize(pic->LumpSize); memcpy(&array[0], cache, pic->LumpSize); pic->Unlock(); return true; }); PNGHandle *png = M_VerifyPNG(picreader); if (png != nullptr) { SavePic = PNGTexture_CreateFromFile(png, node->Filename); delete png; if (SavePic && SavePic->GetDisplayWidth() == 1 && SavePic->GetDisplayHeight() == 1) { delete SavePic; SavePic = nullptr; SavePicData.Clear(); } } } delete resf; } return index; } //============================================================================= // // // //============================================================================= void FSavegameManager::UnloadSaveData() { if (SavePic != nullptr) { delete SavePic; } SaveCommentString = ""; SavePic = nullptr; SavePicData.Clear(); } //============================================================================= // // // //============================================================================= void FSavegameManager::ClearSaveStuff() { UnloadSaveData(); if (quickSaveSlot == (FSaveGameNode*)1) { quickSaveSlot = nullptr; } } //============================================================================= // // // //============================================================================= bool FSavegameManager::DrawSavePic(int x, int y, int w, int h) { if (SavePic == nullptr) return false; DrawTexture(twod, SavePic, x, y, DTA_DestWidth, w, DTA_DestHeight, h, DTA_Masked, false, TAG_DONE); return true; } //============================================================================= // // // //============================================================================= void FSavegameManager::SetFileInfo(int Selected) { if (!SaveGames[Selected]->Filename.IsEmpty()) { SaveCommentString.Format("File on disk:\n%s", SaveGames[Selected]->Filename.GetChars()); } } //============================================================================= // // // //============================================================================= unsigned FSavegameManager::SavegameCount() { return SaveGames.Size(); } //============================================================================= // // // //============================================================================= FSaveGameNode *FSavegameManager::GetSavegame(int i) { return SaveGames[i]; } //============================================================================= // // // //============================================================================= void FSavegameManager::InsertNewSaveNode() { NewSaveNode.SaveTitle = GStrings("NEWSAVE"); NewSaveNode.bNoDelete = true; SaveGames.Insert(0, &NewSaveNode); } //============================================================================= // // // //============================================================================= bool FSavegameManager::RemoveNewSaveNode() { if (SaveGames[0] == &NewSaveNode) { SaveGames.Delete(0); return true; } return false; } //============================================================================= // // // //============================================================================= CVAR(Bool, saveloadconfirmation, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Int, autosavenum, 0, CVAR_NOSET | CVAR_ARCHIVE | CVAR_GLOBALCONFIG) static int nextautosave = -1; CVAR(Int, disableautosave, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CUSTOM_CVAR(Int, autosavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { if (self < 1) self = 1; } CVAR(Int, quicksavenum, 0, CVAR_NOSET | CVAR_ARCHIVE | CVAR_GLOBALCONFIG) static int nextquicksave = -1; CUSTOM_CVAR(Int, quicksavecount, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { if (self < 1) self = 1; } void M_Autosave() { if (disableautosave) return; if (!gi->CanSave()) return; FString description; FString file; // Keep a rotating sets of autosaves UCVarValue num; const char* readableTime; int count = autosavecount != 0 ? autosavecount : 1; if (nextautosave == -1) { nextautosave = (autosavenum + 1) % count; } num.Int = nextautosave; autosavenum.ForceSet(num, CVAR_Int); FSaveGameNode sg; sg.Filename = G_BuildSaveName(FStringf("auto%04d", nextautosave)); readableTime = myasctime(); sg.SaveTitle.Format("Autosave %s", readableTime); nextautosave = (nextautosave + 1) % count; savegameManager.SaveGame(&sg, false, false); } CCMD(autosave) { gameaction = ga_autosave; } CCMD(rotatingquicksave) { 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; } FString tempstring = GStrings("QSPROMPT"); tempstring.Substitute("%s", slot->SaveTitle.GetChars()); M_StartControlPanel(true); DMenu* newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, INT_MAX, false, NAME_None, [](bool res) { if (res) { savegameManager.SaveGame(savegameManager.quickSaveSlot, true, true); } return 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(CurrentMenu, tempstring, 0, INT_MAX, false, NAME_None, [](bool res) { if (res) { savegameManager.LoadGame(savegameManager.quickSaveSlot); } return true; }); M_ActivateMenu(newmenu); }