190 lines
5.5 KiB
C++
190 lines
5.5 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 "doommenu.h"
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#include "version.h"
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#include "g_game.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 "fs_findfile.h"
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#include "v_draw.h"
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// Save name length limit for old binary formats.
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#define OLDSAVESTRINGSIZE 24
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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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FString filter;
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LastSaved = LastAccessed = -1;
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quickSaveSlot = nullptr;
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FileSys::FileList list;
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if (FileSys::ScanDirectory(list, G_GetSavegamesFolder().GetChars(), "*." SAVEGAME_EXT, true))
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{
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for (auto& entry : list)
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{
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std::unique_ptr<FResourceFile> savegame(FResourceFile::OpenResourceFile(entry.FilePath.c_str(), true));
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if (savegame != nullptr)
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{
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bool oldVer = false;
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bool missing = false;
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auto info = savegame->FindEntry("info.json");
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if (info < 0)
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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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continue;
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}
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auto data = savegame->Read(info);
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FSerializer arc;
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if (arc.OpenReader(data.string(), data.size()))
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{
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int savever = 0;
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arc("Save Version", savever);
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FString engine = arc.GetString("Engine");
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FString iwad = arc.GetString("Game WAD");
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FString title = arc.GetString("Title");
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if (engine.Compare(GAMESIG) != 0 || savever > SAVEVER)
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{
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// different engine or newer version:
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// not our business. Leave it alone.
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continue;
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}
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if (savever < MINSAVEVER)
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{
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// old, incompatible savegame. List as not usable.
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oldVer = true;
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}
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else if (iwad.CompareNoCase(fileSystem.GetResourceFileName(fileSystem.GetIwadNum())) == 0)
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{
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missing = !G_CheckSaveGameWads(arc, false);
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}
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else
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{
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// different game. Skip this.
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continue;
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}
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FSaveGameNode *node = new FSaveGameNode;
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node->Filename = entry.FilePath.c_str();
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node->bOldVersion = oldVer;
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node->bMissingWads = missing;
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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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}
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}
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}
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}
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//=============================================================================
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//
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// Loads the savegame
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//
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//=============================================================================
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void FSavegameManager::PerformLoadGame(const char *fn, bool flag)
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{
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G_LoadGame(fn, flag);
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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::PerformSaveGame(const char *fn, const char *savegamestring)
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{
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G_SaveGame(fn, savegamestring);
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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;
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FString time = arc.GetString("Creation Time");
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FString pcomment = arc.GetString("Comment");
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comment = time;
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if (time.Len() > 0) comment += "\n";
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comment += pcomment;
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return comment;
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}
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FString FSavegameManager::BuildSaveName(const char* prefix, int slot)
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{
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return G_BuildSaveName(FStringf("%s%02d", prefix, slot).GetChars());
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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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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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