cleaned up function interface to avoid referencing the file system in the worker functions. replaced StringTable's operators with functions.. The main reason is that these are far easier to look up when browsing the source. This also fixes a premature translation in SBARINFO that was done in the parsing stage, not the printing stage.
585 lines
14 KiB
C++
585 lines
14 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 "menu.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 "savegamemanager.h"
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#include "m_argv.h"
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#include "i_specialpaths.h"
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CVAR(String, save_dir, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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FString SavegameFolder;
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//=============================================================================
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//
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// Save data maintenance
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//
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//=============================================================================
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void FSavegameManagerBase::ClearSaveGames()
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{
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for (unsigned i = 0; i<SaveGames.Size(); i++)
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{
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if (!SaveGames[i]->bNoDelete)
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delete SaveGames[i];
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}
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SaveGames.Clear();
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}
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FSavegameManagerBase::~FSavegameManagerBase()
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{
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ClearSaveGames();
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}
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//=============================================================================
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//
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// Save data maintenance
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//
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//=============================================================================
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int FSavegameManagerBase::RemoveSaveSlot(int index)
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{
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int listindex = SaveGames[0]->bNoDelete ? index - 1 : index;
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if (listindex < 0) return index;
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remove(SaveGames[index]->Filename.GetChars());
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UnloadSaveData();
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FSaveGameNode *file = SaveGames[index];
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if (quickSaveSlot == SaveGames[index])
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{
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quickSaveSlot = nullptr;
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}
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if (!file->bNoDelete) delete file;
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if (LastSaved == listindex) LastSaved = -1;
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else if (LastSaved > listindex) LastSaved--;
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if (LastAccessed == listindex) LastAccessed = -1;
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else if (LastAccessed > listindex) LastAccessed--;
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SaveGames.Delete(index);
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if ((unsigned)index >= SaveGames.Size()) index--;
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ExtractSaveData(index);
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return index;
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, RemoveSaveSlot)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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PARAM_INT(sel);
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ACTION_RETURN_INT(self->RemoveSaveSlot(sel));
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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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int FSavegameManagerBase::InsertSaveNode(FSaveGameNode *node)
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{
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if (SaveGames.Size() == 0)
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{
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return SaveGames.Push(node);
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}
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if (node->bOldVersion)
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{ // Add node at bottom of list
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return SaveGames.Push(node);
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}
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else
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{ // Add node at top of list
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unsigned int i = 0;
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//if (SaveGames[0] == &NewSaveNode) i++; // To not insert above the "new savegame" dummy entry.
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for (; i < SaveGames.Size(); i++)
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{
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if (SaveGames[i]->bOldVersion || node->SaveTitle.CompareNoCase(SaveGames[i]->SaveTitle) <= 0)
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{
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break;
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}
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}
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SaveGames.Insert(i, node);
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return i;
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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 FSavegameManagerBase::NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave)
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{
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if (file.IsEmpty())
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return;
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ReadSaveStrings();
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// See if the file is already in our list
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for (unsigned i = 0; i<SaveGames.Size(); i++)
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{
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FSaveGameNode *node = SaveGames[i];
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#ifdef __unix__
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if (node->Filename.Compare(file) == 0)
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#else
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if (node->Filename.CompareNoCase(file) == 0)
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#endif
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{
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node->SaveTitle = title;
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node->bOldVersion = false;
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node->bMissingWads = false;
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if (okForQuicksave)
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{
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if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node;
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LastAccessed = LastSaved = i;
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}
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return;
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}
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}
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auto node = new FSaveGameNode;
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node->SaveTitle = title;
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node->Filename = file;
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node->bOldVersion = false;
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node->bMissingWads = false;
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int index = InsertSaveNode(node);
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if (okForQuicksave)
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{
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if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node;
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LastAccessed = LastSaved = index;
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}
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else
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{
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LastAccessed = ++LastSaved;
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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 FSavegameManagerBase::LoadSavegame(int Selected)
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{
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PerformLoadGame(SaveGames[Selected]->Filename.GetChars(), true);
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if (quickSaveSlot == (FSaveGameNode*)1)
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{
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quickSaveSlot = SaveGames[Selected];
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}
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M_ClearMenus();
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LastAccessed = Selected;
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, LoadSavegame)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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PARAM_INT(sel);
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self->LoadSavegame(sel);
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return 0;
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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 FSavegameManagerBase::DoSave(int Selected, const char *savegamestring)
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{
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if (Selected != 0)
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{
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auto node = SaveGames[Selected];
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PerformSaveGame(node->Filename.GetChars(), savegamestring);
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}
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else
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{
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// Find an unused filename and save as that
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FString filename;
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int i;
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for (i = 0;; ++i)
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{
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filename = BuildSaveName("save", i);
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if (!FileExists(filename))
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{
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break;
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}
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}
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PerformSaveGame(filename.GetChars(), savegamestring);
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}
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M_ClearMenus();
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, DoSave)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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PARAM_INT(sel);
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PARAM_STRING(name);
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self->DoSave(sel, name.GetChars());
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return 0;
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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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unsigned FSavegameManagerBase::ExtractSaveData(int index)
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{
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FResourceFile *resf;
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FSaveGameNode *node;
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if (index == -1)
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{
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if (SaveGames.Size() > 0 && SaveGames[0]->bNoDelete)
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{
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index = LastSaved + 1;
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}
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else
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{
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index = LastAccessed < 0? 0 : LastAccessed;
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}
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}
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UnloadSaveData();
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if ((unsigned)index < SaveGames.Size() &&
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(node = SaveGames[index]) &&
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!node->Filename.IsEmpty() &&
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!node->bOldVersion &&
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(resf = FResourceFile::OpenResourceFile(node->Filename.GetChars(), true)) != nullptr)
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{
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auto info = resf->FindEntry("info.json");
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if (info < 0)
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{
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// this should not happen because the file has already been verified.
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return index;
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}
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auto data = resf->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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return index;
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}
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SaveCommentString = ExtractSaveComment(arc);
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auto pic = resf->FindEntry("savepic.png");
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if (pic >= 0)
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{
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FileReader picreader = resf->GetEntryReader(pic, FileSys::READER_NEW, FileSys::READERFLAG_SEEKABLE);
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PNGHandle *png = M_VerifyPNG(picreader);
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if (png != nullptr)
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{
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SavePic = PNGTexture_CreateFromFile(png, node->Filename);
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delete png;
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if (SavePic && SavePic->GetDisplayWidth() == 1 && SavePic->GetDisplayHeight() == 1)
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{
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delete SavePic;
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SavePic = nullptr;
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}
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}
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}
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delete resf;
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}
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return index;
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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 FSavegameManagerBase::UnloadSaveData()
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{
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if (SavePic != nullptr)
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{
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delete SavePic;
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}
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SaveCommentString = "";
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SavePic = nullptr;
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, UnloadSaveData)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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self->UnloadSaveData();
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return 0;
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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 FSavegameManagerBase::ClearSaveStuff()
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{
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UnloadSaveData();
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if (quickSaveSlot == (FSaveGameNode*)1)
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{
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quickSaveSlot = nullptr;
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}
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, ClearSaveStuff)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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self->ClearSaveStuff();
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return 0;
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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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bool FSavegameManagerBase::DrawSavePic(int x, int y, int w, int h)
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{
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if (SavePic == nullptr) return false;
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DrawTexture(twod, SavePic, x, y, DTA_DestWidth, w, DTA_DestHeight, h, DTA_Masked, false, TAG_DONE);
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return true;
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, DrawSavePic)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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PARAM_INT(x);
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PARAM_INT(y);
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PARAM_INT(w);
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PARAM_INT(h);
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ACTION_RETURN_BOOL(self->DrawSavePic(x, y, w, h));
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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 FSavegameManagerBase::SetFileInfo(int Selected)
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{
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if (!SaveGames[Selected]->Filename.IsEmpty())
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{
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SaveCommentString.Format("File on disk:\n%s", SaveGames[Selected]->Filename.GetChars());
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}
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, SetFileInfo)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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PARAM_INT(i);
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self->SetFileInfo(i);
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return 0;
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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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unsigned FSavegameManagerBase::SavegameCount()
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{
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return SaveGames.Size();
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, SavegameCount)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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ACTION_RETURN_INT(self->SavegameCount());
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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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FSaveGameNode *FSavegameManagerBase::GetSavegame(int i)
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{
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if ((unsigned)i >= SaveGames.Size()) ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Bad savegame index");
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return SaveGames[i];
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, GetSavegame)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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PARAM_INT(i);
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ACTION_RETURN_POINTER(self->GetSavegame(i));
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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 FSavegameManagerBase::InsertNewSaveNode()
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{
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NewSaveNode.SaveTitle = GStrings.GetString("NEWSAVE");
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NewSaveNode.bNoDelete = true;
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SaveGames.Insert(0, &NewSaveNode);
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, InsertNewSaveNode)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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self->InsertNewSaveNode();
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return 0;
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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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bool FSavegameManagerBase::RemoveNewSaveNode()
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{
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if (SaveGames[0] == &NewSaveNode)
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{
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SaveGames.Delete(0);
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return true;
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, RemoveNewSaveNode)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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ACTION_RETURN_INT(self->RemoveNewSaveNode());
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, ReadSaveStrings)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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self->ReadSaveStrings();
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return 0;
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}
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DEFINE_ACTION_FUNCTION(FSavegameManager, ExtractSaveData)
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{
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PARAM_SELF_STRUCT_PROLOGUE(FSavegameManagerBase);
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PARAM_INT(sel);
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ACTION_RETURN_INT(self->ExtractSaveData(sel));
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}
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DEFINE_FIELD(FSaveGameNode, SaveTitle);
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DEFINE_FIELD(FSaveGameNode, Filename);
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DEFINE_FIELD(FSaveGameNode, bOldVersion);
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DEFINE_FIELD(FSaveGameNode, bMissingWads);
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DEFINE_FIELD(FSaveGameNode, bNoDelete);
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DEFINE_FIELD_X(SavegameManager, FSavegameManagerBase, WindowSize);
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DEFINE_FIELD_X(SavegameManager, FSavegameManagerBase, quickSaveSlot);
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DEFINE_FIELD_X(SavegameManager, FSavegameManagerBase, SaveCommentString);
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//=============================================================================
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//
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// todo: cache this - it never changes once set up.
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//
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//=============================================================================
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FString G_GetSavegamesFolder()
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{
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FString name;
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bool usefilter;
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if (const char* const dir = Args->CheckValue("-savedir"))
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{
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name = dir;
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usefilter = false; //-savedir specifies an absolute save directory path.
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}
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else
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{
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name = **save_dir ? FString(save_dir) : M_GetSavegamesPath();
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usefilter = true;
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}
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const size_t len = name.Len();
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if (len > 0)
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{
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FixPathSeperator(name);
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if (name[len - 1] != '/')
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name << '/';
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}
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if (usefilter && SavegameFolder.IsNotEmpty())
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name << SavegameFolder << '/';
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name = NicePath(name.GetChars());
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CreatePath(name.GetChars());
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return name;
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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 G_BuildSaveName(const char* prefix)
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{
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FString name = G_GetSavegamesFolder() + prefix;
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DefaultExtension(name, "." SAVEGAME_EXT); // only add an extension if the prefix doesn't have one already.
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name = NicePath(name.GetChars());
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name.Substitute("\\", "/");
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return name;
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}
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