/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "extdll.h" #include "basemenu.h" #include "utils.h" #include "keydefs.h" #include "menu_btnsbmp_table.h" #define ART_BANNER "gfx/shell/head_load" #define ID_BACKGROUND 0 #define ID_BANNER 1 #define ID_LOAD 2 #define ID_DELETE 3 #define ID_CANCEL 4 #define ID_SAVELIST 5 #define ID_TABLEHINT 6 #define ID_LEVELSHOT 7 #define ID_MSGBOX 8 #define ID_MSGTEXT 9 #define ID_YES 130 #define ID_NO 131 #define LEVELSHOT_X 72 #define LEVELSHOT_Y 400 #define LEVELSHOT_W 192 #define LEVELSHOT_H 160 #define TIME_LENGTH 20 #define NAME_LENGTH 32+TIME_LENGTH #define GAMETIME_LENGTH 15+NAME_LENGTH typedef struct { char saveName[UI_MAXGAMES][CS_SIZE]; char delName[UI_MAXGAMES][CS_SIZE]; char saveDescription[UI_MAXGAMES][95]; char *saveDescriptionPtr[UI_MAXGAMES]; menuFramework_s menu; menuBitmap_s background; menuBitmap_s banner; menuPicButton_s load; menuPicButton_s remove; menuPicButton_s cancel; menuScrollList_s savesList; menuBitmap_s levelShot; menuAction_s hintMessage; char hintText[MAX_HINT_TEXT]; // prompt dialog menuAction_s msgBox; menuAction_s promptMessage; menuPicButton_s yes; menuPicButton_s no; } uiLoadGame_t; static uiLoadGame_t uiLoadGame; /* ================= UI_MsgBox_Ownerdraw ================= */ static void UI_MsgBox_Ownerdraw( void *self ) { menuCommon_s *item = (menuCommon_s *)self; UI_FillRect( item->x, item->y, item->width, item->height, uiPromptBgColor ); } static void UI_DeleteDialog( void ) { // toggle main menu between active\inactive // show\hide remove dialog uiLoadGame.load.generic.flags ^= QMF_INACTIVE; uiLoadGame.remove.generic.flags ^= QMF_INACTIVE; uiLoadGame.cancel.generic.flags ^= QMF_INACTIVE; uiLoadGame.savesList.generic.flags ^= QMF_INACTIVE; uiLoadGame.msgBox.generic.flags ^= QMF_HIDDEN; uiLoadGame.promptMessage.generic.flags ^= QMF_HIDDEN; uiLoadGame.no.generic.flags ^= QMF_HIDDEN; uiLoadGame.yes.generic.flags ^= QMF_HIDDEN; } /* ================= UI_LoadGame_KeyFunc ================= */ static const char *UI_LoadGame_KeyFunc( int key, int down ) { if( down && key == K_ESCAPE && uiLoadGame.load.generic.flags & QMF_INACTIVE ) { UI_DeleteDialog(); return uiSoundNull; } return UI_DefaultKey( &uiLoadGame.menu, key, down ); } /* ================= UI_LoadGame_GetGameList ================= */ static void UI_LoadGame_GetGameList( void ) { char comment[256]; char **filenames; int i, numFiles; filenames = FS_SEARCH( "save/*.sav", &numFiles, TRUE ); // sort the saves in reverse order (oldest past at the end) qsort( filenames, numFiles, sizeof( char* ), (cmpfunc)COM_CompareSaves ); for ( i = 0; i < numFiles; i++ ) { if( i >= UI_MAXGAMES ) break; if( !GET_SAVE_COMMENT( filenames[i], comment )) { if( strlen( comment )) { // get name string even if not found - SV_GetComment can be mark saves // as etc StringConcat( uiLoadGame.saveDescription[i], uiEmptyString, TIME_LENGTH ); StringConcat( uiLoadGame.saveDescription[i], comment, NAME_LENGTH ); StringConcat( uiLoadGame.saveDescription[i], uiEmptyString, NAME_LENGTH ); uiLoadGame.saveDescriptionPtr[i] = uiLoadGame.saveDescription[i]; COM_FileBase( filenames[i], uiLoadGame.delName[i] ); } else uiLoadGame.saveDescriptionPtr[i] = NULL; continue; } // strip path, leave only filename (empty slots doesn't have savename) COM_FileBase( filenames[i], uiLoadGame.saveName[i] ); COM_FileBase( filenames[i], uiLoadGame.delName[i] ); // fill save desc StringConcat( uiLoadGame.saveDescription[i], comment + CS_SIZE, TIME_LENGTH ); StringConcat( uiLoadGame.saveDescription[i], " ", TIME_LENGTH ); StringConcat( uiLoadGame.saveDescription[i], comment + CS_SIZE + CS_TIME, TIME_LENGTH ); StringConcat( uiLoadGame.saveDescription[i], uiEmptyString, TIME_LENGTH ); // fill remaining entries StringConcat( uiLoadGame.saveDescription[i], comment, NAME_LENGTH ); StringConcat( uiLoadGame.saveDescription[i], uiEmptyString, NAME_LENGTH ); StringConcat( uiLoadGame.saveDescription[i], comment + CS_SIZE + (CS_TIME * 2), GAMETIME_LENGTH ); StringConcat( uiLoadGame.saveDescription[i], uiEmptyString, GAMETIME_LENGTH ); uiLoadGame.saveDescriptionPtr[i] = uiLoadGame.saveDescription[i]; } for ( ; i < UI_MAXGAMES; i++ ) uiLoadGame.saveDescriptionPtr[i] = NULL; uiLoadGame.savesList.itemNames = (const char **)uiLoadGame.saveDescriptionPtr; if ( strlen( uiLoadGame.saveName[0] ) == 0 ) uiLoadGame.load.generic.flags |= QMF_GRAYED; else uiLoadGame.load.generic.flags &= ~QMF_GRAYED; if ( strlen( uiLoadGame.delName[0] ) == 0 ) uiLoadGame.remove.generic.flags |= QMF_GRAYED; else uiLoadGame.remove.generic.flags &= ~QMF_GRAYED; } /* ================= UI_LoadGame_Callback ================= */ static void UI_LoadGame_Callback( void *self, int event ) { menuCommon_s *item = (menuCommon_s *)self; if( event == QM_CHANGED ) { if( strlen( uiLoadGame.saveName[uiLoadGame.savesList.curItem] ) == 0 ) uiLoadGame.load.generic.flags |= QMF_GRAYED; else uiLoadGame.load.generic.flags &= ~QMF_GRAYED; if( strlen( uiLoadGame.delName[uiLoadGame.savesList.curItem] ) == 0 ) uiLoadGame.remove.generic.flags |= QMF_GRAYED; else uiLoadGame.remove.generic.flags &= ~QMF_GRAYED; return; } if( event != QM_ACTIVATED ) return; switch( item->id ) { case ID_CANCEL: UI_PopMenu(); break; case ID_LOAD: if( strlen( uiLoadGame.saveName[uiLoadGame.savesList.curItem] )) { char cmd[128]; sprintf( cmd, "load \"%s\"\n", uiLoadGame.saveName[uiLoadGame.savesList.curItem] ); BACKGROUND_TRACK( NULL, NULL ); CLIENT_COMMAND( FALSE, cmd ); } break; case ID_NO: case ID_DELETE: UI_DeleteDialog(); break; case ID_YES: if( strlen( uiLoadGame.delName[uiLoadGame.savesList.curItem] )) { char cmd[128]; sprintf( cmd, "killsave \"%s\"\n", uiLoadGame.delName[uiLoadGame.savesList.curItem] ); CLIENT_COMMAND( TRUE, cmd ); sprintf( cmd, "save/%s.bmp", uiLoadGame.delName[uiLoadGame.savesList.curItem] ); PIC_Free( cmd ); // restarts the menu UI_PopMenu(); UI_LoadGame_Menu(); return; } UI_DeleteDialog(); break; } } /* ================= UI_LoadGame_Ownerdraw ================= */ static void UI_LoadGame_Ownerdraw( void *self ) { menuCommon_s *item = (menuCommon_s *)self; if( item->type != QMTYPE_ACTION && item->id == ID_LEVELSHOT ) { int x, y, w, h; // draw the levelshot x = LEVELSHOT_X; y = LEVELSHOT_Y; w = LEVELSHOT_W; h = LEVELSHOT_H; UI_ScaleCoords( &x, &y, &w, &h ); if( strlen( uiLoadGame.saveName[uiLoadGame.savesList.curItem] )) { char saveshot[128]; sprintf( saveshot, "save/%s.bmp", uiLoadGame.saveName[uiLoadGame.savesList.curItem] ); if( !FILE_EXISTS( saveshot )) UI_DrawPicAdditive( x, y, w, h, uiColorWhite, "gfx/empty.tga" ); else UI_DrawPic( x, y, w, h, uiColorWhite, saveshot ); } else UI_DrawPicAdditive( x, y, w, h, uiColorWhite, "gfx/empty.tga" ); // draw the rectangle UI_DrawRectangle( item->x, item->y, item->width, item->height, uiInputFgColor ); } } /* ================= UI_LoadGame_Init ================= */ static void UI_LoadGame_Init( void ) { memset( &uiLoadGame, 0, sizeof( uiLoadGame_t )); uiLoadGame.menu.vidInitFunc = UI_LoadGame_Init; uiLoadGame.menu.keyFunc = UI_LoadGame_KeyFunc; StringConcat( uiLoadGame.hintText, "Time", TIME_LENGTH ); StringConcat( uiLoadGame.hintText, uiEmptyString, TIME_LENGTH ); StringConcat( uiLoadGame.hintText, "Game", NAME_LENGTH ); StringConcat( uiLoadGame.hintText, uiEmptyString, NAME_LENGTH ); StringConcat( uiLoadGame.hintText, "Elapsed time", GAMETIME_LENGTH ); StringConcat( uiLoadGame.hintText, uiEmptyString, GAMETIME_LENGTH ); uiLoadGame.background.generic.id = ID_BACKGROUND; uiLoadGame.background.generic.type = QMTYPE_BITMAP; uiLoadGame.background.generic.flags = QMF_INACTIVE; uiLoadGame.background.generic.x = 0; uiLoadGame.background.generic.y = 0; uiLoadGame.background.generic.width = 1024; uiLoadGame.background.generic.height = 768; uiLoadGame.background.pic = ART_BACKGROUND; uiLoadGame.banner.generic.id = ID_BANNER; uiLoadGame.banner.generic.type = QMTYPE_BITMAP; uiLoadGame.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE; uiLoadGame.banner.generic.x = UI_BANNER_POSX; uiLoadGame.banner.generic.y = UI_BANNER_POSY; uiLoadGame.banner.generic.width = UI_BANNER_WIDTH; uiLoadGame.banner.generic.height = UI_BANNER_HEIGHT; uiLoadGame.banner.pic = ART_BANNER; uiLoadGame.load.generic.id = ID_LOAD; uiLoadGame.load.generic.type = QMTYPE_BM_BUTTON; uiLoadGame.load.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW; uiLoadGame.load.generic.x = 72; uiLoadGame.load.generic.y = 230; uiLoadGame.load.generic.name = "Load"; uiLoadGame.load.generic.statusText = "Load saved game"; uiLoadGame.load.generic.callback = UI_LoadGame_Callback; UI_UtilSetupPicButton( &uiLoadGame.load, PC_LOAD_GAME ); uiLoadGame.remove.generic.id = ID_DELETE; uiLoadGame.remove.generic.type = QMTYPE_BM_BUTTON; uiLoadGame.remove.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW; uiLoadGame.remove.generic.x = 72; uiLoadGame.remove.generic.y = 280; uiLoadGame.remove.generic.name = "Delete"; uiLoadGame.remove.generic.statusText = "Delete saved game"; uiLoadGame.remove.generic.callback = UI_LoadGame_Callback; UI_UtilSetupPicButton( &uiLoadGame.remove, PC_DELETE ); uiLoadGame.cancel.generic.id = ID_CANCEL; uiLoadGame.cancel.generic.type = QMTYPE_BM_BUTTON; uiLoadGame.cancel.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW; uiLoadGame.cancel.generic.x = 72; uiLoadGame.cancel.generic.y = 330; uiLoadGame.cancel.generic.name = "Cancel"; uiLoadGame.cancel.generic.statusText = "Return back to main menu"; uiLoadGame.cancel.generic.callback = UI_LoadGame_Callback; UI_UtilSetupPicButton( &uiLoadGame.cancel, PC_CANCEL ); uiLoadGame.hintMessage.generic.id = ID_TABLEHINT; uiLoadGame.hintMessage.generic.type = QMTYPE_ACTION; uiLoadGame.hintMessage.generic.flags = QMF_INACTIVE|QMF_SMALLFONT; uiLoadGame.hintMessage.generic.color = uiColorHelp; uiLoadGame.hintMessage.generic.name = uiLoadGame.hintText; uiLoadGame.hintMessage.generic.x = 360; uiLoadGame.hintMessage.generic.y = 225; uiLoadGame.levelShot.generic.id = ID_LEVELSHOT; uiLoadGame.levelShot.generic.type = QMTYPE_BITMAP; uiLoadGame.levelShot.generic.flags = QMF_INACTIVE; uiLoadGame.levelShot.generic.x = LEVELSHOT_X; uiLoadGame.levelShot.generic.y = LEVELSHOT_Y; uiLoadGame.levelShot.generic.width = LEVELSHOT_W; uiLoadGame.levelShot.generic.height = LEVELSHOT_H; uiLoadGame.levelShot.generic.ownerdraw = UI_LoadGame_Ownerdraw; uiLoadGame.savesList.generic.id = ID_SAVELIST; uiLoadGame.savesList.generic.type = QMTYPE_SCROLLLIST; uiLoadGame.savesList.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_SMALLFONT; uiLoadGame.savesList.generic.x = 360; uiLoadGame.savesList.generic.y = 255; uiLoadGame.savesList.generic.width = 640; uiLoadGame.savesList.generic.height = 440; uiLoadGame.savesList.generic.callback = UI_LoadGame_Callback; uiLoadGame.msgBox.generic.id = ID_MSGBOX; uiLoadGame.msgBox.generic.type = QMTYPE_ACTION; uiLoadGame.msgBox.generic.flags = QMF_INACTIVE|QMF_HIDDEN; uiLoadGame.msgBox.generic.ownerdraw = UI_MsgBox_Ownerdraw; // just a fill rectangle uiLoadGame.msgBox.generic.x = 192; uiLoadGame.msgBox.generic.y = 256; uiLoadGame.msgBox.generic.width = 640; uiLoadGame.msgBox.generic.height = 256; uiLoadGame.promptMessage.generic.id = ID_MSGBOX; uiLoadGame.promptMessage.generic.type = QMTYPE_ACTION; uiLoadGame.promptMessage.generic.flags = QMF_INACTIVE|QMF_DROPSHADOW|QMF_HIDDEN; uiLoadGame.promptMessage.generic.name = "Delete selected game?"; uiLoadGame.promptMessage.generic.x = 315; uiLoadGame.promptMessage.generic.y = 280; uiLoadGame.yes.generic.id = ID_YES; uiLoadGame.yes.generic.type = QMTYPE_BM_BUTTON; uiLoadGame.yes.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN; uiLoadGame.yes.generic.name = "Ok"; uiLoadGame.yes.generic.x = 380; uiLoadGame.yes.generic.y = 460; uiLoadGame.yes.generic.callback = UI_LoadGame_Callback; UI_UtilSetupPicButton( &uiLoadGame.yes, PC_OK ); uiLoadGame.no.generic.id = ID_NO; uiLoadGame.no.generic.type = QMTYPE_BM_BUTTON; uiLoadGame.no.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN; uiLoadGame.no.generic.name = "Cancel"; uiLoadGame.no.generic.x = 530; uiLoadGame.no.generic.y = 460; uiLoadGame.no.generic.callback = UI_LoadGame_Callback; UI_UtilSetupPicButton( &uiLoadGame.no, PC_CANCEL ); UI_LoadGame_GetGameList(); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.background ); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.banner ); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.load ); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.remove ); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.cancel ); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.hintMessage ); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.levelShot ); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.savesList ); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.msgBox ); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.promptMessage ); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.no ); UI_AddItem( &uiLoadGame.menu, (void *)&uiLoadGame.yes ); } /* ================= UI_LoadGame_Precache ================= */ void UI_LoadGame_Precache( void ) { PIC_Load( ART_BACKGROUND ); PIC_Load( ART_BANNER ); } /* ================= UI_LoadGame_Menu ================= */ void UI_LoadGame_Menu( void ) { if( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY ) { // completely ignore save\load menus for multiplayer_only return; } if( !CheckGameDll( )) return; UI_LoadGame_Precache(); UI_LoadGame_Init(); UI_PushMenu( &uiLoadGame.menu ); }