raze/source/common/menu/savegamemanager.cpp
2023-10-08 08:09:04 +02:00

596 lines
14 KiB
C++

/*
** 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 "menu.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"
#include "savegamemanager.h"
#include "m_argv.h"
#include "i_specialpaths.h"
CVAR(String, save_dir, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
FString SavegameFolder;
//=============================================================================
//
// Save data maintenance
//
//=============================================================================
void FSavegameManagerBase::ClearSaveGames()
{
for (unsigned i = 0; i<SaveGames.Size(); i++)
{
if (!SaveGames[i]->bNoDelete)
delete SaveGames[i];
}
SaveGames.Clear();
}
FSavegameManagerBase::~FSavegameManagerBase()
{
ClearSaveGames();
}
//=============================================================================
//
// Save data maintenance
//
//=============================================================================
int FSavegameManagerBase::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;
}
DEFINE_ACTION_FUNCTION(FSavegameManager, RemoveSaveSlot)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
PARAM_INT(sel);
ACTION_RETURN_INT(self->RemoveSaveSlot(sel));
}
//=============================================================================
//
//
//
//=============================================================================
int FSavegameManagerBase::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;
}
}
//=============================================================================
//
//
//
//=============================================================================
void FSavegameManagerBase::NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave)
{
if (file.IsEmpty())
return;
ReadSaveStrings();
// See if the file is already in our list
for (unsigned i = 0; i<SaveGames.Size(); i++)
{
FSaveGameNode *node = SaveGames[i];
#ifdef __unix__
if (node->Filename.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;
}
return;
}
}
auto 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;
}
else
{
LastAccessed = ++LastSaved;
}
}
//=============================================================================
//
// Loads the savegame
//
//=============================================================================
void FSavegameManagerBase::LoadSavegame(int Selected)
{
PerformLoadGame(SaveGames[Selected]->Filename.GetChars(), true);
if (quickSaveSlot == (FSaveGameNode*)1)
{
quickSaveSlot = SaveGames[Selected];
}
M_ClearMenus();
LastAccessed = Selected;
}
DEFINE_ACTION_FUNCTION(FSavegameManager, LoadSavegame)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
PARAM_INT(sel);
self->LoadSavegame(sel);
return 0;
}
//=============================================================================
//
//
//
//=============================================================================
void FSavegameManagerBase::DoSave(int Selected, const char *savegamestring)
{
if (Selected != 0)
{
auto node = SaveGames[Selected];
PerformSaveGame(node->Filename.GetChars(), savegamestring);
}
else
{
// Find an unused filename and save as that
FString filename;
int i;
for (i = 0;; ++i)
{
filename = BuildSaveName("save", i);
if (!FileExists(filename))
{
break;
}
}
PerformSaveGame(filename.GetChars(), savegamestring);
}
M_ClearMenus();
}
DEFINE_ACTION_FUNCTION(FSavegameManager, DoSave)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
PARAM_INT(sel);
PARAM_STRING(name);
self->DoSave(sel, name.GetChars());
return 0;
}
//=============================================================================
//
//
//
//=============================================================================
unsigned FSavegameManagerBase::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)
{
auto 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();
SaveCommentString = ExtractSaveComment(arc);
auto pic = resf->FindLump("savepic.png");
if (pic != nullptr)
{
FileReader picreader;
picreader.OpenMemoryArray([=](std::vector<uint8_t> &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;
}
}
}
delete resf;
}
return index;
}
//=============================================================================
//
//
//
//=============================================================================
void FSavegameManagerBase::UnloadSaveData()
{
if (SavePic != nullptr)
{
delete SavePic;
}
SaveCommentString = "";
SavePic = nullptr;
}
DEFINE_ACTION_FUNCTION(FSavegameManager, UnloadSaveData)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
self->UnloadSaveData();
return 0;
}
//=============================================================================
//
//
//
//=============================================================================
void FSavegameManagerBase::ClearSaveStuff()
{
UnloadSaveData();
if (quickSaveSlot == (FSaveGameNode*)1)
{
quickSaveSlot = nullptr;
}
}
DEFINE_ACTION_FUNCTION(FSavegameManager, ClearSaveStuff)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
self->ClearSaveStuff();
return 0;
}
//=============================================================================
//
//
//
//=============================================================================
bool FSavegameManagerBase::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;
}
DEFINE_ACTION_FUNCTION(FSavegameManager, DrawSavePic)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
PARAM_INT(x);
PARAM_INT(y);
PARAM_INT(w);
PARAM_INT(h);
ACTION_RETURN_BOOL(self->DrawSavePic(x, y, w, h));
}
//=============================================================================
//
//
//
//=============================================================================
void FSavegameManagerBase::SetFileInfo(int Selected)
{
if (!SaveGames[Selected]->Filename.IsEmpty())
{
SaveCommentString.Format("File on disk:\n%s", SaveGames[Selected]->Filename.GetChars());
}
}
DEFINE_ACTION_FUNCTION(FSavegameManager, SetFileInfo)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
PARAM_INT(i);
self->SetFileInfo(i);
return 0;
}
//=============================================================================
//
//
//
//=============================================================================
unsigned FSavegameManagerBase::SavegameCount()
{
return SaveGames.Size();
}
DEFINE_ACTION_FUNCTION(FSavegameManager, SavegameCount)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
ACTION_RETURN_INT(self->SavegameCount());
}
//=============================================================================
//
//
//
//=============================================================================
FSaveGameNode *FSavegameManagerBase::GetSavegame(int i)
{
if ((unsigned)i >= SaveGames.Size()) ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Bad savegame index");
return SaveGames[i];
}
DEFINE_ACTION_FUNCTION(FSavegameManager, GetSavegame)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
PARAM_INT(i);
ACTION_RETURN_POINTER(self->GetSavegame(i));
}
//=============================================================================
//
//
//
//=============================================================================
void FSavegameManagerBase::InsertNewSaveNode()
{
NewSaveNode.SaveTitle = GStrings("NEWSAVE");
NewSaveNode.bNoDelete = true;
SaveGames.Insert(0, &NewSaveNode);
}
DEFINE_ACTION_FUNCTION(FSavegameManager, InsertNewSaveNode)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
self->InsertNewSaveNode();
return 0;
}
//=============================================================================
//
//
//
//=============================================================================
bool FSavegameManagerBase::RemoveNewSaveNode()
{
if (SaveGames[0] == &NewSaveNode)
{
SaveGames.Delete(0);
return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(FSavegameManager, RemoveNewSaveNode)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
ACTION_RETURN_INT(self->RemoveNewSaveNode());
}
DEFINE_ACTION_FUNCTION(FSavegameManager, ReadSaveStrings)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
self->ReadSaveStrings();
return 0;
}
DEFINE_ACTION_FUNCTION(FSavegameManager, ExtractSaveData)
{
PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
PARAM_INT(sel);
ACTION_RETURN_INT(self->ExtractSaveData(sel));
}
DEFINE_FIELD(FSaveGameNode, SaveTitle);
DEFINE_FIELD(FSaveGameNode, Filename);
DEFINE_FIELD(FSaveGameNode, bOldVersion);
DEFINE_FIELD(FSaveGameNode, bMissingWads);
DEFINE_FIELD(FSaveGameNode, bNoDelete);
DEFINE_FIELD_X(SavegameManager, FSavegameManagerBase, WindowSize);
DEFINE_FIELD_X(SavegameManager, FSavegameManagerBase, quickSaveSlot);
DEFINE_FIELD_X(SavegameManager, FSavegameManagerBase, SaveCommentString);
//=============================================================================
//
// todo: cache this - it never changes once set up.
//
//=============================================================================
FString G_GetSavegamesFolder()
{
FString name;
bool usefilter;
if (const char* const dir = Args->CheckValue("-savedir"))
{
name = dir;
usefilter = false; //-savedir specifies an absolute save directory path.
}
else
{
name = **save_dir ? FString(save_dir) : M_GetSavegamesPath();
usefilter = true;
}
const size_t len = name.Len();
if (len > 0)
{
FixPathSeperator(name);
if (name[len - 1] != '/')
name << '/';
}
if (usefilter && SavegameFolder.IsNotEmpty())
name << SavegameFolder << '/';
name = NicePath(name.GetChars());
CreatePath(name.GetChars());
return name;
}
//=============================================================================
//
//
//
//=============================================================================
FString G_BuildSaveName(const char* prefix)
{
FString name = G_GetSavegamesFolder() + prefix;
DefaultExtension(name, "." SAVEGAME_EXT); // only add an extension if the prefix doesn't have one already.
name = NicePath(name.GetChars());
name.Substitute("\\", "/");
return name;
}