vkdoom_m/src/menu/loadsavemenu.cpp
2023-12-10 10:32:16 +01:00

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