mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-29 23:42:08 +00:00
596 lines
14 KiB
C++
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;
|
|
}
|
|
|