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9dd9dc8efd
They are synchronized with the game loop and should not be initiated directly from the menu.
156 lines
4.6 KiB
C++
156 lines
4.6 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 2010-2020 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 "razemenu.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 "gstrings.h"
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#include "serializer.h"
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#include "vm.h"
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#include "i_system.h"
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#include "v_video.h"
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#include "findfile.h"
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#include "v_draw.h"
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#include "savegamehelp.h"
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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, true);
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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::PerformLoadGame(const char *f, bool s)
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{
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G_LoadGame(f, s);
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}
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void FSavegameManager::PerformSaveGame(const char *f, const char *s)
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{
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G_SaveGame(f, s);
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}
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FString FSavegameManager::BuildSaveName(const char* fn, int slot)
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{
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return G_BuildSaveName(FStringf("%s%04d", fn, slot));
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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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FString FSavegameManager::ExtractSaveComment(FSerializer& arc)
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{
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FString comment, fcomment, ncomment, mtime;
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arc("Creation Time", comment)
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("Map Label", fcomment)
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("Map Name", ncomment)
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("Map Time", mtime);
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comment.AppendFormat("\n%s - %s\n%s", fcomment.GetChars(), ncomment.GetChars(), mtime.GetChars());
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return comment;
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}
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FSavegameManager savegameManager;
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DEFINE_ACTION_FUNCTION(FSavegameManager, GetManager)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_POINTER(&savegameManager);
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}
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