476 lines
15 KiB
C++
476 lines
15 KiB
C++
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "extdll.h"
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#include "basemenu.h"
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#include "utils.h"
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#include "keydefs.h"
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#define ART_BANNER "gfx/shell/head_save"
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#define ID_BACKGROUND 0
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#define ID_BANNER 1
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#define ID_SAVE 2
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#define ID_DELETE 3
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#define ID_CANCEL 4
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#define ID_SAVELIST 5
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#define ID_TABLEHINT 6
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#define ID_LEVELSHOT 7
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#define ID_MSGBOX 8
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#define ID_MSGTEXT 9
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#define ID_YES 10
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#define ID_NO 11
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#define LEVELSHOT_X 72
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#define LEVELSHOT_Y 400
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#define LEVELSHOT_W 192
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#define LEVELSHOT_H 160
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#define TIME_LENGTH 20
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#define NAME_LENGTH 32+TIME_LENGTH
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#define GAMETIME_LENGTH 15+NAME_LENGTH
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typedef struct
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{
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char saveName[UI_MAXGAMES][CS_SIZE];
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char delName[UI_MAXGAMES][CS_SIZE];
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char saveDescription[UI_MAXGAMES][256];
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char *saveDescriptionPtr[UI_MAXGAMES];
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menuFramework_s menu;
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menuBitmap_s background;
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menuBitmap_s banner;
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menuAction_s save;
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menuAction_s remove;
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menuAction_s cancel;
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menuScrollList_s savesList;
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menuBitmap_s levelShot;
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menuAction_s hintMessage;
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char hintText[MAX_HINT_TEXT];
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// prompt dialog
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menuAction_s msgBox;
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menuAction_s promptMessage;
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menuAction_s yes;
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menuAction_s no;
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} uiSaveGame_t;
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static uiSaveGame_t uiSaveGame;
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/*
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=================
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UI_MsgBox_Ownerdraw
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=================
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*/
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static void UI_MsgBox_Ownerdraw( void *self )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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UI_FillRect( item->x, item->y, item->width, item->height, uiPromptBgColor );
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}
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static void UI_DeleteDialog( void )
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{
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// toggle main menu between active\inactive
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// show\hide remove dialog
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uiSaveGame.save.generic.flags ^= QMF_INACTIVE;
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uiSaveGame.remove.generic.flags ^= QMF_INACTIVE;
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uiSaveGame.cancel.generic.flags ^= QMF_INACTIVE;
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uiSaveGame.savesList.generic.flags ^= QMF_INACTIVE;
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uiSaveGame.msgBox.generic.flags ^= QMF_HIDDEN;
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uiSaveGame.promptMessage.generic.flags ^= QMF_HIDDEN;
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uiSaveGame.no.generic.flags ^= QMF_HIDDEN;
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uiSaveGame.yes.generic.flags ^= QMF_HIDDEN;
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}
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/*
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=================
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UI_SaveGame_KeyFunc
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=================
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*/
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static const char *UI_SaveGame_KeyFunc( int key, int down )
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{
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if( down && key == K_ESCAPE && uiSaveGame.save.generic.flags & QMF_INACTIVE )
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{
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UI_DeleteDialog();
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return uiSoundNull;
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}
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return UI_DefaultKey( &uiSaveGame.menu, key, down );
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}
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/*
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=================
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UI_SaveGame_GetGameList
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=================
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*/
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static void UI_SaveGame_GetGameList( void )
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{
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char comment[256];
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char **filenames;
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int i = 0, j, numFiles;
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filenames = FS_SEARCH( "save/*.sav", &numFiles, TRUE );
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if ( CL_IsActive() && !gpGlobals->demoplayback )
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{
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// create new entry for current save game
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strncpy( uiSaveGame.saveName[i], "new", CS_SIZE );
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StringConcat( uiSaveGame.saveDescription[i], "Current", TIME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, TIME_LENGTH ); // fill remaining entries
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StringConcat( uiSaveGame.saveDescription[i], "New Saved Game", NAME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, NAME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], "New", GAMETIME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, GAMETIME_LENGTH );
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uiSaveGame.saveDescriptionPtr[i] = uiSaveGame.saveDescription[i];
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i++;
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}
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for ( j = 0; j < numFiles; i++, j++ )
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{
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if ( i >= UI_MAXGAMES )
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break;
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if ( !GET_SAVE_COMMENT( filenames[j], comment ))
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{
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if ( strlen( comment ))
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{
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// get name string even if not found - SV_GetComment can be mark saves
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// as <CORRUPTED> <OLD VERSION> etc
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StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, TIME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], comment, NAME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, NAME_LENGTH );
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uiSaveGame.saveDescriptionPtr[i] = uiSaveGame.saveDescription[i];
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COM_FileBase( filenames[j], uiSaveGame.saveName[i] );
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COM_FileBase( filenames[j], uiSaveGame.delName[i] );
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}
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else uiSaveGame.saveDescriptionPtr[i] = NULL;
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continue;
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}
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// strip path, leave only filename (empty slots doesn't have savename)
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COM_FileBase( filenames[j], uiSaveGame.saveName[i] );
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COM_FileBase( filenames[j], uiSaveGame.delName[i] );
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// fill save desc
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StringConcat( uiSaveGame.saveDescription[i], comment + CS_SIZE, TIME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], " ", TIME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], comment + CS_SIZE + CS_TIME, TIME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, TIME_LENGTH ); // fill remaining entries
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StringConcat( uiSaveGame.saveDescription[i], comment, NAME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, NAME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], comment + CS_SIZE + (CS_TIME * 2), GAMETIME_LENGTH );
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StringConcat( uiSaveGame.saveDescription[i], uiEmptyString, GAMETIME_LENGTH );
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uiSaveGame.saveDescriptionPtr[i] = uiSaveGame.saveDescription[i];
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}
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for ( ; i < UI_MAXGAMES; i++ )
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uiSaveGame.saveDescriptionPtr[i] = NULL;
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uiSaveGame.savesList.itemNames = (const char **)uiSaveGame.saveDescriptionPtr;
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if ( strlen( uiSaveGame.saveName[0] ) == 0 || CL_IsActive() == FALSE )
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uiSaveGame.save.generic.flags |= QMF_GRAYED;
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else uiSaveGame.save.generic.flags &= ~QMF_GRAYED;
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if ( strlen( uiSaveGame.delName[0] ) == 0 )
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uiSaveGame.remove.generic.flags |= QMF_GRAYED;
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else uiSaveGame.remove.generic.flags &= ~QMF_GRAYED;
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}
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/*
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=================
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UI_SaveGame_Callback
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=================
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*/
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static void UI_SaveGame_Callback( void *self, int event )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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if( event == QM_CHANGED )
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{
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// never overwrite existing saves, because their names was never get collision
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if ( strlen( uiSaveGame.saveName[uiSaveGame.savesList.curItem] ) == 0 || CL_IsActive() == FALSE )
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uiSaveGame.save.generic.flags |= QMF_GRAYED;
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else uiSaveGame.save.generic.flags &= ~QMF_GRAYED;
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if ( strlen( uiSaveGame.delName[uiSaveGame.savesList.curItem] ) == 0 )
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uiSaveGame.remove.generic.flags |= QMF_GRAYED;
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else uiSaveGame.remove.generic.flags &= ~QMF_GRAYED;
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return;
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}
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if( event != QM_ACTIVATED )
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return;
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switch( item->id )
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{
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case ID_CANCEL:
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UI_PopMenu();
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break;
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case ID_SAVE:
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if( strlen( uiSaveGame.saveName[uiSaveGame.savesList.curItem] ))
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{
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char cmd[128];
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sprintf( cmd, "save/%s.%s", uiSaveGame.saveName[uiSaveGame.savesList.curItem], gpGlobals->shotExt );
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PIC_Free( cmd );
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sprintf( cmd, "save \"%s\"\n", uiSaveGame.saveName[uiSaveGame.savesList.curItem] );
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CLIENT_COMMAND( FALSE, cmd );
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UI_CloseMenu();
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}
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break;
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case ID_NO:
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case ID_DELETE:
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UI_DeleteDialog();
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break;
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case ID_YES:
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if( strlen( uiSaveGame.delName[uiSaveGame.savesList.curItem] ))
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{
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char cmd[128];
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sprintf( cmd, "killsave \"%s\"\n", uiSaveGame.delName[uiSaveGame.savesList.curItem] );
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CLIENT_COMMAND( TRUE, cmd );
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sprintf( cmd, "save/%s.%s", uiSaveGame.delName[uiSaveGame.savesList.curItem], gpGlobals->shotExt );
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PIC_Free( cmd );
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// restarts the menu
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UI_PopMenu();
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UI_SaveGame_Menu();
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return;
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}
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UI_DeleteDialog();
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break;
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}
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}
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/*
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=================
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UI_SaveGame_Ownerdraw
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=================
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*/
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static void UI_SaveGame_Ownerdraw( void *self )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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if( item->type != QMTYPE_ACTION && item->id == ID_LEVELSHOT )
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{
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int x, y, w, h;
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// draw the levelshot
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x = LEVELSHOT_X;
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y = LEVELSHOT_Y;
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w = LEVELSHOT_W;
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h = LEVELSHOT_H;
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UI_ScaleCoords( &x, &y, &w, &h );
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if( strlen( uiSaveGame.saveName[uiSaveGame.savesList.curItem] ))
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{
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char saveshot[128];
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sprintf( saveshot, "save/%s.%s", uiSaveGame.saveName[uiSaveGame.savesList.curItem], gpGlobals->shotExt );
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if( !FILE_EXISTS( saveshot ))
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UI_DrawPicAdditive( x, y, w, h, uiColorWhite, "{GRAF001" );
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else UI_DrawPic( x, y, w, h, uiColorWhite, saveshot );
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}
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else UI_DrawPicAdditive( x, y, w, h, uiColorWhite, "{GRAF001" );
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// draw the rectangle
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UI_DrawRectangle( item->x, item->y, item->width, item->height, uiInputFgColor );
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}
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}
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/*
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=================
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UI_SaveGame_Init
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=================
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*/
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static void UI_SaveGame_Init( void )
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{
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memset( &uiSaveGame, 0, sizeof( uiSaveGame_t ));
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uiSaveGame.menu.keyFunc = UI_SaveGame_KeyFunc;
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StringConcat( uiSaveGame.hintText, "Time", TIME_LENGTH );
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StringConcat( uiSaveGame.hintText, uiEmptyString, TIME_LENGTH );
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StringConcat( uiSaveGame.hintText, "Game", NAME_LENGTH );
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StringConcat( uiSaveGame.hintText, uiEmptyString, NAME_LENGTH );
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StringConcat( uiSaveGame.hintText, "Elapsed time", GAMETIME_LENGTH );
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StringConcat( uiSaveGame.hintText, uiEmptyString, GAMETIME_LENGTH );
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uiSaveGame.background.generic.id = ID_BACKGROUND;
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uiSaveGame.background.generic.type = QMTYPE_BITMAP;
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uiSaveGame.background.generic.flags = QMF_INACTIVE;
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uiSaveGame.background.generic.x = 0;
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uiSaveGame.background.generic.y = 0;
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uiSaveGame.background.generic.width = 1024;
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uiSaveGame.background.generic.height = 768;
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uiSaveGame.background.pic = ART_BACKGROUND;
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uiSaveGame.banner.generic.id = ID_BANNER;
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uiSaveGame.banner.generic.type = QMTYPE_BITMAP;
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uiSaveGame.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE;
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uiSaveGame.banner.generic.x = UI_BANNER_POSX;
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uiSaveGame.banner.generic.y = UI_BANNER_POSY;
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uiSaveGame.banner.generic.width = UI_BANNER_WIDTH;
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uiSaveGame.banner.generic.height = UI_BANNER_HEIGHT;
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uiSaveGame.banner.pic = ART_BANNER;
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uiSaveGame.save.generic.id = ID_SAVE;
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uiSaveGame.save.generic.type = QMTYPE_ACTION;
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uiSaveGame.save.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiSaveGame.save.generic.x = 72;
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uiSaveGame.save.generic.y = 230;
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uiSaveGame.save.generic.name = "Save";
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uiSaveGame.save.generic.statusText = "Save current game";
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uiSaveGame.save.generic.callback = UI_SaveGame_Callback;
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uiSaveGame.remove.generic.id = ID_DELETE;
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uiSaveGame.remove.generic.type = QMTYPE_ACTION;
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uiSaveGame.remove.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiSaveGame.remove.generic.x = 72;
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uiSaveGame.remove.generic.y = 280;
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uiSaveGame.remove.generic.name = "Delete";
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uiSaveGame.remove.generic.statusText = "Delete saved game";
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uiSaveGame.remove.generic.callback = UI_SaveGame_Callback;
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uiSaveGame.cancel.generic.id = ID_CANCEL;
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uiSaveGame.cancel.generic.type = QMTYPE_ACTION;
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uiSaveGame.cancel.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiSaveGame.cancel.generic.x = 72;
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uiSaveGame.cancel.generic.y = 330;
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uiSaveGame.cancel.generic.name = "Cancel";
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uiSaveGame.cancel.generic.statusText = "Return back to main menu";
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uiSaveGame.cancel.generic.callback = UI_SaveGame_Callback;
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uiSaveGame.hintMessage.generic.id = ID_TABLEHINT;
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uiSaveGame.hintMessage.generic.type = QMTYPE_ACTION;
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uiSaveGame.hintMessage.generic.flags = QMF_INACTIVE|QMF_SMALLFONT;
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uiSaveGame.hintMessage.generic.color = uiColorHelp;
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uiSaveGame.hintMessage.generic.name = uiSaveGame.hintText;
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uiSaveGame.hintMessage.generic.x = 360;
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uiSaveGame.hintMessage.generic.y = 225;
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uiSaveGame.levelShot.generic.id = ID_LEVELSHOT;
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uiSaveGame.levelShot.generic.type = QMTYPE_BITMAP;
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uiSaveGame.levelShot.generic.flags = QMF_INACTIVE;
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uiSaveGame.levelShot.generic.x = LEVELSHOT_X;
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uiSaveGame.levelShot.generic.y = LEVELSHOT_Y;
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uiSaveGame.levelShot.generic.width = LEVELSHOT_W;
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uiSaveGame.levelShot.generic.height = LEVELSHOT_H;
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uiSaveGame.levelShot.generic.ownerdraw = UI_SaveGame_Ownerdraw;
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uiSaveGame.savesList.generic.id = ID_SAVELIST;
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uiSaveGame.savesList.generic.type = QMTYPE_SCROLLLIST;
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uiSaveGame.savesList.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_SMALLFONT;
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uiSaveGame.savesList.generic.x = 360;
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uiSaveGame.savesList.generic.y = 255;
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uiSaveGame.savesList.generic.width = 640;
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uiSaveGame.savesList.generic.height = 440;
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uiSaveGame.savesList.generic.callback = UI_SaveGame_Callback;
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uiSaveGame.msgBox.generic.id = ID_MSGBOX;
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uiSaveGame.msgBox.generic.type = QMTYPE_ACTION;
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uiSaveGame.msgBox.generic.flags = QMF_INACTIVE|QMF_HIDDEN;
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uiSaveGame.msgBox.generic.ownerdraw = UI_MsgBox_Ownerdraw; // just a fill rectangle
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uiSaveGame.msgBox.generic.x = 192;
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uiSaveGame.msgBox.generic.y = 256;
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uiSaveGame.msgBox.generic.width = 640;
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uiSaveGame.msgBox.generic.height = 256;
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uiSaveGame.promptMessage.generic.id = ID_MSGBOX;
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uiSaveGame.promptMessage.generic.type = QMTYPE_ACTION;
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uiSaveGame.promptMessage.generic.flags = QMF_INACTIVE|QMF_DROPSHADOW|QMF_HIDDEN;
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uiSaveGame.promptMessage.generic.name = "Delete selected game?";
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uiSaveGame.promptMessage.generic.x = 315;
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uiSaveGame.promptMessage.generic.y = 280;
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uiSaveGame.yes.generic.id = ID_YES;
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uiSaveGame.yes.generic.type = QMTYPE_ACTION;
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uiSaveGame.yes.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN;
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uiSaveGame.yes.generic.name = "Ok";
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uiSaveGame.yes.generic.x = 380;
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uiSaveGame.yes.generic.y = 460;
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uiSaveGame.yes.generic.callback = UI_SaveGame_Callback;
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uiSaveGame.no.generic.id = ID_NO;
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uiSaveGame.no.generic.type = QMTYPE_ACTION;
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uiSaveGame.no.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN;
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uiSaveGame.no.generic.name = "Cancel";
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uiSaveGame.no.generic.x = 530;
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uiSaveGame.no.generic.y = 460;
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uiSaveGame.no.generic.callback = UI_SaveGame_Callback;
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UI_SaveGame_GetGameList();
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.background );
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.banner );
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.save );
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.remove );
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.cancel );
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.hintMessage );
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.levelShot );
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.savesList );
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.msgBox );
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.promptMessage );
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.no );
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UI_AddItem( &uiSaveGame.menu, (void *)&uiSaveGame.yes );
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}
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/*
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=================
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UI_SaveGame_Precache
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=================
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*/
|
|
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
|
|
UI_RecDemo_Menu();
|
|
return;
|
|
}
|
|
|
|
if( !CheckGameDll( )) return;
|
|
|
|
UI_SaveGame_Precache();
|
|
UI_SaveGame_Init();
|
|
|
|
UI_PushMenu( &uiSaveGame.menu );
|
|
} |