/* 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_save" #define ID_BACKGROUND 0 #define ID_BANNER 1 #define ID_SAVE 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][256]; char *saveDescriptionPtr[UI_MAXGAMES]; menuFramework_s menu; menuBitmap_s background; menuBitmap_s banner; menuPicButton_s save; 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; } uiSaveGame_t; static uiSaveGame_t uiSaveGame; /* ================= 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 uiSaveGame.save.generic.flags ^= QMF_INACTIVE; uiSaveGame.remove.generic.flags ^= QMF_INACTIVE; uiSaveGame.cancel.generic.flags ^= QMF_INACTIVE; uiSaveGame.savesList.generic.flags ^= QMF_INACTIVE; uiSaveGame.msgBox.generic.flags ^= QMF_HIDDEN; uiSaveGame.promptMessage.generic.flags ^= QMF_HIDDEN; uiSaveGame.no.generic.flags ^= QMF_HIDDEN; uiSaveGame.yes.generic.flags ^= QMF_HIDDEN; } /* ================= UI_SaveGame_KeyFunc ================= */ static const char *UI_SaveGame_KeyFunc( int key, int down ) { if( down && key == K_ESCAPE && uiSaveGame.save.generic.flags & QMF_INACTIVE ) { UI_DeleteDialog(); return uiSoundNull; } return UI_DefaultKey( &uiSaveGame.menu, key, down ); } /* ================= UI_SaveGame_GetGameList ================= */ static void UI_SaveGame_GetGameList( void ) { char comment[256]; char **filenames; int i = 0, j, 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 ); if ( CL_IsActive() && !gpGlobals->demoplayback ) { // create new entry for current save game strncpy( uiSaveGame.saveName[i], "new", CS_SIZE ); StringConcat( uiSaveGame.saveDescription[i], "Current", TIME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, TIME_LENGTH ); // fill remaining entries StringConcat( uiSaveGame.saveDescription[i], "New Saved Game", NAME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, NAME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], "New", GAMETIME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, GAMETIME_LENGTH ); uiSaveGame.saveDescriptionPtr[i] = uiSaveGame.saveDescription[i]; i++; } for ( j = 0; j < numFiles; i++, j++ ) { if ( i >= UI_MAXGAMES ) break; if ( !GET_SAVE_COMMENT( filenames[j], comment )) { if ( strlen( comment )) { // get name string even if not found - SV_GetComment can be mark saves // as etc StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, TIME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], comment, NAME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, NAME_LENGTH ); uiSaveGame.saveDescriptionPtr[i] = uiSaveGame.saveDescription[i]; COM_FileBase( filenames[j], uiSaveGame.saveName[i] ); COM_FileBase( filenames[j], uiSaveGame.delName[i] ); } else uiSaveGame.saveDescriptionPtr[i] = NULL; continue; } // strip path, leave only filename (empty slots doesn't have savename) COM_FileBase( filenames[j], uiSaveGame.saveName[i] ); COM_FileBase( filenames[j], uiSaveGame.delName[i] ); // fill save desc StringConcat( uiSaveGame.saveDescription[i], comment + CS_SIZE, TIME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], " ", TIME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], comment + CS_SIZE + CS_TIME, TIME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, TIME_LENGTH ); // fill remaining entries StringConcat( uiSaveGame.saveDescription[i], comment, NAME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, NAME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], comment + CS_SIZE + (CS_TIME * 2), GAMETIME_LENGTH ); StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, GAMETIME_LENGTH ); uiSaveGame.saveDescriptionPtr[i] = uiSaveGame.saveDescription[i]; } for ( ; i < UI_MAXGAMES; i++ ) uiSaveGame.saveDescriptionPtr[i] = NULL; uiSaveGame.savesList.itemNames = (const char **)uiSaveGame.saveDescriptionPtr; if ( strlen( uiSaveGame.saveName[0] ) == 0 || CL_IsActive() == FALSE ) uiSaveGame.save.generic.flags |= QMF_GRAYED; else uiSaveGame.save.generic.flags &= ~QMF_GRAYED; if ( strlen( uiSaveGame.delName[0] ) == 0 ) uiSaveGame.remove.generic.flags |= QMF_GRAYED; else uiSaveGame.remove.generic.flags &= ~QMF_GRAYED; } /* ================= UI_SaveGame_Callback ================= */ static void UI_SaveGame_Callback( void *self, int event ) { menuCommon_s *item = (menuCommon_s *)self; if( event == QM_CHANGED ) { // never overwrite existing saves, because their names was never get collision if ( strlen( uiSaveGame.saveName[uiSaveGame.savesList.curItem] ) == 0 || CL_IsActive() == FALSE ) uiSaveGame.save.generic.flags |= QMF_GRAYED; else uiSaveGame.save.generic.flags &= ~QMF_GRAYED; if ( strlen( uiSaveGame.delName[uiSaveGame.savesList.curItem] ) == 0 ) uiSaveGame.remove.generic.flags |= QMF_GRAYED; else uiSaveGame.remove.generic.flags &= ~QMF_GRAYED; return; } if( event != QM_ACTIVATED ) return; switch( item->id ) { case ID_CANCEL: UI_PopMenu(); break; case ID_SAVE: if( strlen( uiSaveGame.saveName[uiSaveGame.savesList.curItem] )) { char cmd[128]; sprintf( cmd, "save/%s.bmp", uiSaveGame.saveName[uiSaveGame.savesList.curItem] ); PIC_Free( cmd ); sprintf( cmd, "save \"%s\"\n", uiSaveGame.saveName[uiSaveGame.savesList.curItem] ); CLIENT_COMMAND( FALSE, cmd ); UI_CloseMenu(); } break; case ID_NO: case ID_DELETE: UI_DeleteDialog(); break; case ID_YES: if( strlen( uiSaveGame.delName[uiSaveGame.savesList.curItem] )) { char cmd[128]; sprintf( cmd, "killsave \"%s\"\n", uiSaveGame.delName[uiSaveGame.savesList.curItem] ); CLIENT_COMMAND( TRUE, cmd ); sprintf( cmd, "save/%s.bmp", uiSaveGame.delName[uiSaveGame.savesList.curItem] ); PIC_Free( cmd ); // restarts the menu UI_PopMenu(); UI_SaveGame_Menu(); return; } UI_DeleteDialog(); break; } } /* ================= UI_SaveGame_Ownerdraw ================= */ static void UI_SaveGame_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( uiSaveGame.saveName[uiSaveGame.savesList.curItem] )) { char saveshot[128]; sprintf( saveshot, "save/%s.bmp", uiSaveGame.saveName[uiSaveGame.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_SaveGame_Init ================= */ static void UI_SaveGame_Init( void ) { memset( &uiSaveGame, 0, sizeof( uiSaveGame_t )); uiSaveGame.menu.vidInitFunc = UI_SaveGame_Init; uiSaveGame.menu.keyFunc = UI_SaveGame_KeyFunc; StringConcat( uiSaveGame.hintText, "Time", TIME_LENGTH ); StringConcat( uiSaveGame.hintText, uiEmptyString, TIME_LENGTH ); StringConcat( uiSaveGame.hintText, "Game", NAME_LENGTH ); StringConcat( uiSaveGame.hintText, uiEmptyString, NAME_LENGTH ); StringConcat( uiSaveGame.hintText, "Elapsed time", GAMETIME_LENGTH ); StringConcat( uiSaveGame.hintText, uiEmptyString, GAMETIME_LENGTH ); uiSaveGame.background.generic.id = ID_BACKGROUND; uiSaveGame.background.generic.type = QMTYPE_BITMAP; uiSaveGame.background.generic.flags = QMF_INACTIVE; uiSaveGame.background.generic.x = 0; uiSaveGame.background.generic.y = 0; uiSaveGame.background.generic.width = 1024; uiSaveGame.background.generic.height = 768; uiSaveGame.background.pic = ART_BACKGROUND; uiSaveGame.banner.generic.id = ID_BANNER; uiSaveGame.banner.generic.type = QMTYPE_BITMAP; uiSaveGame.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE; uiSaveGame.banner.generic.x = UI_BANNER_POSX; uiSaveGame.banner.generic.y = UI_BANNER_POSY; uiSaveGame.banner.generic.width = UI_BANNER_WIDTH; uiSaveGame.banner.generic.height = UI_BANNER_HEIGHT; uiSaveGame.banner.pic = ART_BANNER; uiSaveGame.save.generic.id = ID_SAVE; uiSaveGame.save.generic.type = QMTYPE_BM_BUTTON; uiSaveGame.save.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW; uiSaveGame.save.generic.x = 72; uiSaveGame.save.generic.y = 230; uiSaveGame.save.generic.name = "Save"; uiSaveGame.save.generic.statusText = "Save current game"; uiSaveGame.save.generic.callback = UI_SaveGame_Callback; UI_UtilSetupPicButton( &uiSaveGame.save, PC_SAVE_GAME ); uiSaveGame.remove.generic.id = ID_DELETE; uiSaveGame.remove.generic.type = QMTYPE_BM_BUTTON; uiSaveGame.remove.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW; uiSaveGame.remove.generic.x = 72; uiSaveGame.remove.generic.y = 280; uiSaveGame.remove.generic.name = "Delete"; uiSaveGame.remove.generic.statusText = "Delete saved game"; uiSaveGame.remove.generic.callback = UI_SaveGame_Callback; UI_UtilSetupPicButton( &uiSaveGame.remove, PC_DELETE ); uiSaveGame.cancel.generic.id = ID_CANCEL; uiSaveGame.cancel.generic.type = QMTYPE_BM_BUTTON; uiSaveGame.cancel.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW; uiSaveGame.cancel.generic.x = 72; uiSaveGame.cancel.generic.y = 330; uiSaveGame.cancel.generic.name = "Cancel"; uiSaveGame.cancel.generic.statusText = "Return back to main menu"; uiSaveGame.cancel.generic.callback = UI_SaveGame_Callback; UI_UtilSetupPicButton( &uiSaveGame.cancel, PC_CANCEL ); uiSaveGame.hintMessage.generic.id = ID_TABLEHINT; uiSaveGame.hintMessage.generic.type = QMTYPE_ACTION; uiSaveGame.hintMessage.generic.flags = QMF_INACTIVE|QMF_SMALLFONT; uiSaveGame.hintMessage.generic.color = uiColorHelp; uiSaveGame.hintMessage.generic.name = uiSaveGame.hintText; uiSaveGame.hintMessage.generic.x = 360; uiSaveGame.hintMessage.generic.y = 225; uiSaveGame.levelShot.generic.id = ID_LEVELSHOT; uiSaveGame.levelShot.generic.type = QMTYPE_BITMAP; uiSaveGame.levelShot.generic.flags = QMF_INACTIVE; uiSaveGame.levelShot.generic.x = LEVELSHOT_X; uiSaveGame.levelShot.generic.y = LEVELSHOT_Y; uiSaveGame.levelShot.generic.width = LEVELSHOT_W; uiSaveGame.levelShot.generic.height = LEVELSHOT_H; uiSaveGame.levelShot.generic.ownerdraw = UI_SaveGame_Ownerdraw; uiSaveGame.savesList.generic.id = ID_SAVELIST; uiSaveGame.savesList.generic.type = QMTYPE_SCROLLLIST; uiSaveGame.savesList.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_SMALLFONT; uiSaveGame.savesList.generic.x = 360; uiSaveGame.savesList.generic.y = 255; uiSaveGame.savesList.generic.width = 640; uiSaveGame.savesList.generic.height = 440; uiSaveGame.savesList.generic.callback = UI_SaveGame_Callback; uiSaveGame.msgBox.generic.id = ID_MSGBOX; uiSaveGame.msgBox.generic.type = QMTYPE_ACTION; uiSaveGame.msgBox.generic.flags = QMF_INACTIVE|QMF_HIDDEN; uiSaveGame.msgBox.generic.ownerdraw = UI_MsgBox_Ownerdraw; // just a fill rectangle uiSaveGame.msgBox.generic.x = 192; uiSaveGame.msgBox.generic.y = 256; uiSaveGame.msgBox.generic.width = 640; uiSaveGame.msgBox.generic.height = 256; uiSaveGame.promptMessage.generic.id = ID_MSGBOX; uiSaveGame.promptMessage.generic.type = QMTYPE_ACTION; uiSaveGame.promptMessage.generic.flags = QMF_INACTIVE|QMF_DROPSHADOW|QMF_HIDDEN; uiSaveGame.promptMessage.generic.name = "Delete selected game?"; uiSaveGame.promptMessage.generic.x = 315; uiSaveGame.promptMessage.generic.y = 280; uiSaveGame.yes.generic.id = ID_YES; uiSaveGame.yes.generic.type = QMTYPE_BM_BUTTON; uiSaveGame.yes.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN; uiSaveGame.yes.generic.name = "Ok"; uiSaveGame.yes.generic.x = 380; uiSaveGame.yes.generic.y = 460; uiSaveGame.yes.generic.callback = UI_SaveGame_Callback; UI_UtilSetupPicButton( &uiSaveGame.yes, PC_OK ); uiSaveGame.no.generic.id = ID_NO; uiSaveGame.no.generic.type = QMTYPE_BM_BUTTON; uiSaveGame.no.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN; uiSaveGame.no.generic.name = "Cancel"; uiSaveGame.no.generic.x = 530; uiSaveGame.no.generic.y = 460; uiSaveGame.no.generic.callback = UI_SaveGame_Callback; UI_UtilSetupPicButton( &uiSaveGame.no, PC_CANCEL ); UI_SaveGame_GetGameList(); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.background ); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.banner ); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.save ); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.remove ); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.cancel ); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.hintMessage ); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.levelShot ); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.savesList ); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.msgBox ); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.promptMessage ); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.no ); UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.yes ); } /* ================= UI_SaveGame_Precache ================= */ void UI_SaveGame_Precache( void ) { PIC_Load( ART_BACKGROUND ); PIC_Load( ART_BANNER ); } /* ================= UI_SaveGame_Menu ================= */ void UI_SaveGame_Menu( void ) { if( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY ) { // completely ignore save\load menus for multiplayer_only return; } if( !CheckGameDll( )) return; UI_SaveGame_Precache(); UI_SaveGame_Init(); UI_PushMenu( &uiSaveGame.menu ); }