This repository has been archived on 2022-06-27. You can view files and clone it, but cannot push or open issues or pull requests.
Xash3DArchive/mainui/menu_savegame.cpp
2022-06-27 01:15:10 +03:00

476 lines
15 KiB
C++

/*
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"
#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 10
#define ID_NO 11
#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;
menuAction_s save;
menuAction_s remove;
menuAction_s cancel;
menuScrollList_s savesList;
menuBitmap_s levelShot;
menuAction_s hintMessage;
char hintText[MAX_HINT_TEXT];
// prompt dialog
menuAction_s msgBox;
menuAction_s promptMessage;
menuAction_s yes;
menuAction_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 );
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 <CORRUPTED> <OLD VERSION> 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.%s", uiSaveGame.saveName[uiSaveGame.savesList.curItem], gpGlobals->shotExt );
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.%s", uiSaveGame.delName[uiSaveGame.savesList.curItem], gpGlobals->shotExt );
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.%s", uiSaveGame.saveName[uiSaveGame.savesList.curItem], gpGlobals->shotExt );
if( !FILE_EXISTS( saveshot ))
UI_DrawPicAdditive( x, y, w, h, uiColorWhite, "{GRAF001" );
else UI_DrawPic( x, y, w, h, uiColorWhite, saveshot );
}
else UI_DrawPicAdditive( x, y, w, h, uiColorWhite, "{GRAF001" );
// 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.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_ACTION;
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;
uiSaveGame.remove.generic.id = ID_DELETE;
uiSaveGame.remove.generic.type = QMTYPE_ACTION;
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;
uiSaveGame.cancel.generic.id = ID_CANCEL;
uiSaveGame.cancel.generic.type = QMTYPE_ACTION;
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;
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_ACTION;
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;
uiSaveGame.no.generic.id = ID_NO;
uiSaveGame.no.generic.type = QMTYPE_ACTION;
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_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
UI_RecDemo_Menu();
return;
}
if( !CheckGameDll( )) return;
UI_SaveGame_Precache();
UI_SaveGame_Init();
UI_PushMenu( &uiSaveGame.menu );
}