warzone2100/src/loadsave.cpp

690 lines
20 KiB
C++
Raw Permalink Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 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.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* loadsave.c
* load and save Popup screens.
*
* these don't actually do any loading or saving, but just
* return a filename to use for the ops.
*/
#include <ctype.h>
#include <physfs.h>
#include <time.h>
#include "lib/framework/frame.h"
#include "lib/framework/strres.h"
#include "lib/framework/input.h"
#include "lib/framework/stdio_ext.h"
#include "lib/widget/button.h"
#include "lib/widget/editbox.h"
#include "lib/widget/widget.h"
#include "lib/ivis_opengl/piepalette.h" // for predefined colours.
#include "lib/ivis_opengl/bitimage.h"
#include "lib/ivis_opengl/pieblitfunc.h" // for boxfill
#include "hci.h"
#include "loadsave.h"
#include "multiplay.h"
#include "game.h"
#include "lib/sound/audio_id.h"
#include "lib/sound/audio.h"
#include "frontend.h"
#include "main.h"
#include "display3d.h"
#include "display.h"
#ifndef WIN32
#include <dirent.h>
#include <sys/types.h>
#include <sys/stat.h>
#endif
#include "lib/netplay/netplay.h"
#include "loop.h"
#include "intdisplay.h"
#include "mission.h"
#include "lib/gamelib/gtime.h"
#define totalslots 36 // saves slots
#define slotsInColumn 12 // # of slots in a column
#define totalslotspace 64 // guessing 64 max chars for filename.
#define LOADSAVE_X D_W + 16
#define LOADSAVE_Y D_H + 5
#define LOADSAVE_W 610
#define LOADSAVE_H 220
#define MAX_SAVE_NAME 60
#define LOADSAVE_HGAP 9
#define LOADSAVE_VGAP 9
#define LOADSAVE_BANNER_DEPTH 40 //top banner which displays either load or save
#define LOADENTRY_W ((LOADSAVE_W / 3 )-(3 * LOADSAVE_HGAP))
#define LOADENTRY_H (LOADSAVE_H -(5 * LOADSAVE_VGAP )- (LOADSAVE_BANNER_DEPTH+LOADSAVE_VGAP) ) /5
#define ID_LOADSAVE 21000
#define LOADSAVE_FORM ID_LOADSAVE+1 // back form.
#define LOADSAVE_CANCEL ID_LOADSAVE+2 // cancel but.
#define LOADSAVE_LABEL ID_LOADSAVE+3 // load/save
#define LOADSAVE_BANNER ID_LOADSAVE+4 // banner.
#define LOADENTRY_START ID_LOADSAVE+10 // each of the buttons.
#define LOADENTRY_END ID_LOADSAVE+10 +totalslots // must have unique ID hmm -Q
#define SAVEENTRY_EDIT ID_LOADSAVE + totalslots + totalslots // save edit box. must be highest value possible I guess. -Q
// ////////////////////////////////////////////////////////////////////////////
static void displayLoadBanner(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset);
static void displayLoadSlot(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset);
static W_SCREEN *psRequestScreen; // Widget screen for requester
static bool mode;
static UDWORD chosenSlotId;
bool bLoadSaveUp = false; // true when interface is up and should be run.
char saveGameName[256]; //the name of the save game to load from the front end
char sRequestResult[PATH_MAX]; // filename returned;
bool bRequestLoad = false;
LOADSAVE_MODE bLoadSaveMode;
static const char *sExt = ".gam";
// ////////////////////////////////////////////////////////////////////////////
// return whether the save screen was displayed in the mission results screen
bool saveInMissionRes(void)
{
return bLoadSaveMode == SAVE_MISSIONEND;
}
// ////////////////////////////////////////////////////////////////////////////
// return whether the save screen was displayed in the middle of a mission
bool saveMidMission(void)
{
return bLoadSaveMode == SAVE_INGAME_MISSION;
}
// ////////////////////////////////////////////////////////////////////////////
bool addLoadSave(LOADSAVE_MODE savemode, const char *title)
{
bool bLoad = true;
char NewSaveGamePath[PATH_MAX] = {'\0'};
bLoadSaveMode = savemode;
UDWORD slotCount;
static char sSlotCaps[totalslots][totalslotspace];
static char sSlotTips[totalslots][totalslotspace];
char **i, **files;
switch(savemode)
{
case LOAD_FRONTEND_MISSION:
case LOAD_INGAME_MISSION:
case LOAD_MISSIONEND:
ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "campaign");
break;
case LOAD_FRONTEND_SKIRMISH:
case LOAD_INGAME_SKIRMISH:
ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "skirmish");
break;
case SAVE_MISSIONEND:
case SAVE_INGAME_MISSION:
ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "campaign");
bLoad = false;
break;
case SAVE_INGAME_SKIRMISH:
ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "skirmish");
bLoad = false;
break;
default:
ASSERT("Invalid load/save mode!", "Invalid load/save mode!");
ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "campaign");
break;
}
mode = bLoad;
debug(LOG_SAVE, "called (%d, %s)", bLoad, title);
if ((bLoadSaveMode == LOAD_INGAME_MISSION) || (bLoadSaveMode == SAVE_INGAME_MISSION)
|| (bLoadSaveMode == LOAD_INGAME_SKIRMISH) || (bLoadSaveMode == SAVE_INGAME_SKIRMISH))
{
if (!bMultiPlayer || (NetPlay.bComms ==0))
{
gameTimeStop();
if(GetGameMode() == GS_NORMAL)
{
bool radOnScreen = radarOnScreen; // Only do this in main game.
bRender3DOnly = true;
radarOnScreen = false;
displayWorld(); // Just display the 3d, no interface
radarOnScreen = radOnScreen;
bRender3DOnly = false;
}
setGamePauseStatus( true );
setGameUpdatePause(true);
setScriptPause(true);
setScrollPause(true);
setConsolePause(true);
}
forceHidePowerBar();
intRemoveReticule();
}
psRequestScreen = new W_SCREEN;
WIDGET *parent = psRequestScreen->psForm;
/* add a form to place the tabbed form on */
// we need the form to be long enough for all resolutions, so we take the total number of items * height
// and * the gaps, add the banner, and finally, the fudge factor ;)
IntFormAnimated *loadSaveForm = new IntFormAnimated(parent);
loadSaveForm->id = LOADSAVE_FORM;
loadSaveForm->setGeometry(LOADSAVE_X, LOADSAVE_Y, LOADSAVE_W, slotsInColumn*(LOADENTRY_H + LOADSAVE_HGAP) + LOADSAVE_BANNER_DEPTH + 20);
// Add Banner
W_FORMINIT sFormInit;
sFormInit.formID = LOADSAVE_FORM;
sFormInit.id = LOADSAVE_BANNER;
sFormInit.x = LOADSAVE_HGAP;
sFormInit.y = LOADSAVE_VGAP;
sFormInit.width = LOADSAVE_W-(2*LOADSAVE_HGAP);
sFormInit.height = LOADSAVE_BANNER_DEPTH;
sFormInit.pDisplay = displayLoadBanner;
sFormInit.UserData = bLoad;
widgAddForm(psRequestScreen, &sFormInit);
// Add Banner Label
W_LABINIT sLabInit;
sLabInit.formID = LOADSAVE_BANNER;
sLabInit.FontID = font_large;
sLabInit.id = LOADSAVE_LABEL;
sLabInit.style = WLAB_ALIGNCENTRE;
sLabInit.x = 0;
sLabInit.y = 0;
sLabInit.width = LOADSAVE_W-(2*LOADSAVE_HGAP); //LOADSAVE_W;
sLabInit.height = LOADSAVE_BANNER_DEPTH; //This looks right -Q
sLabInit.pText = title;
widgAddLabel(psRequestScreen, &sLabInit);
// add cancel.
W_BUTINIT sButInit;
sButInit.formID = LOADSAVE_BANNER;
sButInit.x = 8;
sButInit.y = 10;
sButInit.width = iV_GetImageWidth(IntImages,IMAGE_NRUTER);
sButInit.height = iV_GetImageHeight(IntImages,IMAGE_NRUTER);
sButInit.UserData = PACKDWORD_TRI(0,IMAGE_NRUTER , IMAGE_NRUTER);
sButInit.id = LOADSAVE_CANCEL;
sButInit.style = WBUT_PLAIN;
sButInit.pTip = _("Close");
sButInit.pDisplay = intDisplayImageHilight;
widgAddButton(psRequestScreen, &sButInit);
// add slots
sButInit = W_BUTINIT();
sButInit.formID = LOADSAVE_FORM;
sButInit.style = WBUT_PLAIN;
sButInit.width = LOADENTRY_W;
sButInit.height = LOADENTRY_H;
sButInit.pDisplay = displayLoadSlot;
for(slotCount = 0; slotCount< totalslots; slotCount++)
{
sButInit.id = slotCount+LOADENTRY_START;
if(slotCount < slotsInColumn)
{
sButInit.x = 22 + LOADSAVE_HGAP;
sButInit.y = (SWORD)((LOADSAVE_BANNER_DEPTH +(2*LOADSAVE_VGAP)) + (
slotCount*(LOADSAVE_VGAP+LOADENTRY_H)));
}
else if (slotCount >= slotsInColumn && (slotCount < (slotsInColumn *2)))
{
sButInit.x = 22 + (2*LOADSAVE_HGAP + LOADENTRY_W);
sButInit.y = (SWORD)((LOADSAVE_BANNER_DEPTH +(2* LOADSAVE_VGAP)) + (
(slotCount % slotsInColumn)*(LOADSAVE_VGAP+LOADENTRY_H)));
}
else
{
sButInit.x = 22 + (3*LOADSAVE_HGAP + (2*LOADENTRY_W));
sButInit.y = (SWORD)((LOADSAVE_BANNER_DEPTH +(2* LOADSAVE_VGAP)) + (
(slotCount % slotsInColumn)*(LOADSAVE_VGAP+LOADENTRY_H)));
}
widgAddButton(psRequestScreen, &sButInit);
}
// fill slots.
slotCount = 0;
debug(LOG_SAVE, "Searching \"%s\" for savegames", NewSaveGamePath);
// add savegame filenames minus extensions to buttons
files = PHYSFS_enumerateFiles(NewSaveGamePath);
for (i = files; *i != NULL; ++i)
{
W_BUTTON *button;
char savefile[256];
time_t savetime;
struct tm *timeinfo;
// See if this filename contains the extension we're looking for
if (!strstr(*i, sExt))
{
// If it doesn't, move on to the next filename
continue;
}
button = (W_BUTTON*)widgGetFromID(psRequestScreen, LOADENTRY_START + slotCount);
debug(LOG_SAVE, "We found [%s]", *i);
/* Figure save-time */
snprintf(savefile, sizeof(savefile), "%s/%s", NewSaveGamePath, *i);
savetime = PHYSFS_getLastModTime(savefile);
timeinfo = localtime(&savetime);
strftime(sSlotTips[slotCount], sizeof(sSlotTips[slotCount]), "%x %X", timeinfo);
/* Set the button-text */
(*i)[strlen(*i) - 4] = '\0'; // remove .gam extension
sstrcpy(sSlotCaps[slotCount], *i); //store it!
/* Add button */
button->pTip = sSlotTips[slotCount];
button->pText = sSlotCaps[slotCount];
slotCount++; // goto next but...
if (slotCount == totalslots)
{
break;
}
}
PHYSFS_freeList(files);
bLoadSaveUp = true;
return true;
}
// ////////////////////////////////////////////////////////////////////////////
bool closeLoadSave(void)
{
bLoadSaveUp = false;
if ((bLoadSaveMode == LOAD_INGAME_MISSION) || (bLoadSaveMode == SAVE_INGAME_MISSION)
|| (bLoadSaveMode == LOAD_INGAME_SKIRMISH) || (bLoadSaveMode == SAVE_INGAME_SKIRMISH))
{
if (!bMultiPlayer || (NetPlay.bComms == 0))
{
gameTimeStart();
setGamePauseStatus( false );
setGameUpdatePause(false);
setScriptPause(false);
setScrollPause(false);
setConsolePause(false);
}
intAddReticule();
intShowPowerBar();
}
delete psRequestScreen;
psRequestScreen = NULL;
// need to "eat" up the return key so it don't pass back to game.
inputLoseFocus();
return true;
}
/***************************************************************************
Delete a savegame. saveGameName should be a .gam extension save game
filename reference. We delete this file, any .es file with the same
name, and any files in the directory with the same name.
***************************************************************************/
void deleteSaveGame(char* saveGameName)
{
char **files, **i;
ASSERT( strlen(saveGameName) < MAX_STR_LENGTH,"deleteSaveGame; save game name too long" );
PHYSFS_delete(saveGameName);
saveGameName[strlen(saveGameName)-4] = '\0';// strip extension
strcat(saveGameName,".es"); // remove script data if it exists.
PHYSFS_delete(saveGameName);
saveGameName[strlen(saveGameName)-3] = '\0';// strip extension
// check for a directory and remove that too.
files = PHYSFS_enumerateFiles(saveGameName);
for (i = files; *i != NULL; ++i)
{
char del_file[PATH_MAX];
// Construct the full path to the file by appending the
// filename to the directory it is in.
snprintf(del_file, sizeof(del_file), "%s/%s", saveGameName, *i);
debug(LOG_SAVE, "Deleting [%s].", del_file);
// Delete the file
if (!PHYSFS_delete(del_file))
{
debug(LOG_ERROR, "Warning [%s] could not be deleted due to PhysicsFS error: %s", del_file, PHYSFS_getLastError());
}
}
PHYSFS_freeList(files);
if (!PHYSFS_delete(saveGameName)) // now (should be)empty directory
{
debug(LOG_ERROR, "Warning directory[%s] could not be deleted because %s", saveGameName,PHYSFS_getLastError());
}
return;
}
// ////////////////////////////////////////////////////////////////////////////
// Returns true if cancel pressed or a valid game slot was selected.
// if when returning true strlen(sRequestResult) != 0 then a valid game slot was selected
// otherwise cancel was selected..
bool runLoadSave(bool bResetMissionWidgets)
{
static char sDelete[PATH_MAX];
UDWORD i, campaign;
W_CONTEXT context;
char NewSaveGamePath[PATH_MAX] = {'\0'};
WidgetTriggers const &triggers = widgRunScreen(psRequestScreen);
unsigned id = triggers.empty()? 0 : triggers.front().widget->id; // Just use first click here, since the next click could be on another menu.
sstrcpy(sRequestResult, ""); // set returned filename to null;
// cancel this operation...
if(id == LOADSAVE_CANCEL || CancelPressed() )
{
goto cleanup;
}
if (bMultiPlayer)
{
ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "skirmish");
}
else
{
ssprintf(NewSaveGamePath, "%s%s/", SaveGamePath, "campaign");
}
// clicked a load entry
if( id >= LOADENTRY_START && id <= LOADENTRY_END )
{
W_BUTTON *slotButton = (W_BUTTON *)widgGetFromID(psRequestScreen, id);
if (mode) // Loading, return that entry.
{
if (!slotButton->pText.isEmpty())
{
ssprintf(sRequestResult, "%s%s%s", NewSaveGamePath, ((W_BUTTON *)widgGetFromID(psRequestScreen,id))->pText.toUtf8().constData(), sExt);
}
else
{
return false; // clicked on an empty box
}
goto success;
}
else // SAVING!add edit box at that position.
{
if( ! widgGetFromID(psRequestScreen,SAVEENTRY_EDIT))
{
WIDGET *parent = widgGetFromID(psRequestScreen, LOADSAVE_FORM);
// add blank box.
W_EDITBOX *saveEntryEdit = new W_EDITBOX(parent);
saveEntryEdit->id = SAVEENTRY_EDIT;
saveEntryEdit->setGeometry(slotButton->geometry());
saveEntryEdit->setString(slotButton->getString());
saveEntryEdit->setBoxColours(WZCOL_MENU_LOAD_BORDER, WZCOL_MENU_LOAD_BORDER, WZCOL_MENU_BACKGROUND);
if (!slotButton->pText.isEmpty())
{
ssprintf(sDelete, "%s%s%s", NewSaveGamePath, slotButton->pText.toUtf8().constData(), sExt);
}
else
{
sstrcpy(sDelete, "");
}
slotButton->hide(); // hide the old button
chosenSlotId = id;
// auto click in the edit box we just made.
context.xOffset = 0;
context.yOffset = 0;
context.mx = mouseX();
context.my = mouseY();
saveEntryEdit->clicked(&context);
}
else
{
// clicked in a different box. shouldnt be possible!(since we autoclicked in editbox)
}
}
}
// finished entering a name.
if( id == SAVEENTRY_EDIT)
{
char sTemp[MAX_STR_LENGTH];
if(!keyPressed(KEY_RETURN) && !keyPressed(KEY_KPENTER)) // enter was not pushed, so not a vaild entry.
{
widgDelete(psRequestScreen,SAVEENTRY_EDIT); //unselect this box, and go back ..
widgReveal(psRequestScreen,chosenSlotId);
return true;
}
// scan to see if that game exists in another slot, if so then fail.
sstrcpy(sTemp, widgGetString(psRequestScreen, id));
for(i=LOADENTRY_START;i<LOADENTRY_END;i++)
{
if( i != chosenSlotId)
{
if(!((W_BUTTON *)widgGetFromID(psRequestScreen,i))->pText.isEmpty()
&& strcmp(sTemp, ((W_BUTTON *)widgGetFromID(psRequestScreen,i))->pText.toUtf8().constData()) == 0)
{
widgDelete(psRequestScreen,SAVEENTRY_EDIT); //unselect this box, and go back ..
widgReveal(psRequestScreen,chosenSlotId);
// move mouse to same box..
// setMousePos(widgGetFromID(psRequestScreen,i)->pos.x ,widgGetFromID(psRequestScreen,i)->pos.y);
audio_PlayTrack(ID_SOUND_BUILD_FAIL);
return true;
}
}
}
// return with this name, as we've edited it.
if (strlen(widgGetString(psRequestScreen, id)))
{
sstrcpy(sTemp, widgGetString(psRequestScreen, id));
removeWildcards(sTemp);
snprintf(sRequestResult, sizeof(sRequestResult), "%s%s%s", NewSaveGamePath, sTemp, sExt);
if (strlen(sDelete) != 0)
{
deleteSaveGame(sDelete); //only delete game if a new game fills the slot
}
}
goto cleanup;
}
return false;
// failed and/or cancelled..
cleanup:
closeLoadSave();
bRequestLoad = false;
if (bResetMissionWidgets && widgGetFromID(psWScreen,IDMISSIONRES_FORM) == NULL)
{
resetMissionWidgets(); //reset the mission widgets here if necessary
}
return true;
// success on load.
success:
campaign = getCampaign(sRequestResult);
setCampaignNumber(campaign);
debug(LOG_WZ, "Set campaign for %s to %u", sRequestResult, campaign);
closeLoadSave();
bRequestLoad = true;
return true;
}
// ////////////////////////////////////////////////////////////////////////////
// should be done when drawing the other widgets.
bool displayLoadSave(void)
{
widgDisplayScreen(psRequestScreen); // display widgets.
return true;
}
// ////////////////////////////////////////////////////////////////////////////
// char HANDLER, replaces dos wildcards in a string with harmless chars.
void removeWildcards(char *pStr)
{
UDWORD i;
// Remember never to allow: < > : " / \ | ? *
// Whitelist: Get rid of any characters except:
// a-z A-Z 0-9 - + ! , = ^ @ # $ % & ' ( ) [ ] (and space and unicode characters ≥ 0x80)
for (i=0; i<strlen(pStr); i++)
{
if (!isalnum(pStr[i])
&& (pStr[i] != ' ' || i==0 || pStr[i-1]==' ')
// We allow spaces as long as they aren't the first char, or two spaces in a row
&& pStr[i] != '-'
&& pStr[i] != '+'
&& pStr[i] != '!'
&& pStr[i] != ','
&& pStr[i] != '='
&& pStr[i] != '^'
&& pStr[i] != '@'
&& (pStr[i]<35 || pStr[i]>41) // # $ % & ' ( )
&& pStr[i] != '[' && pStr[i] != ']'
&& (pStr[i]&0x80) != 0x80 // á é í ó ú α β γ δ ε
)
{
pStr[i] = '_';
}
}
if (strlen(pStr) >= MAX_SAVE_NAME)
{
pStr[MAX_SAVE_NAME - 1] = 0;
}
else if (strlen(pStr) == 0)
{
pStr[0] = '!';
pStr[1] = 0;
return;
}
// Trim trailing spaces
for (i = strlen(pStr); i > 0 && pStr[i - 1] == ' '; --i)
{}
pStr[i] = 0;
// Trims leading spaces (currently unused)
/* for (i=0; pStr[i]==' '; i++);
if (i != 0)
{
memmove(pStr, pStr+i, strlen(pStr)+1-i);
} */
// If that leaves us with a blank string, replace with '!'
if (pStr[0] == 0)
{
pStr[0] = '!';
pStr[1] = 0;
}
return;
}
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////////
// DISPLAY FUNCTIONS
static void displayLoadBanner(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset)
{
PIELIGHT col;
int x = xOffset + psWidget->x();
int y = yOffset + psWidget->y();
if(psWidget->pUserData)
{
col = WZCOL_GREEN;
}
else
{
col = WZCOL_MENU_LOAD_BORDER;
}
pie_BoxFill(x, y, x + psWidget->width(), y + psWidget->height(), col);
pie_BoxFill(x + 2,y + 2, x + psWidget->width() - 2, y + psWidget->height() - 2, WZCOL_MENU_BACKGROUND);
}
// ////////////////////////////////////////////////////////////////////////////
static void displayLoadSlot(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset)
{
int x = xOffset + psWidget->x();
int y = yOffset + psWidget->y();
char butString[64];
drawBlueBox(x, y, psWidget->width(), psWidget->height()); //draw box
if (!((W_BUTTON *)psWidget)->pText.isEmpty())
{
sstrcpy(butString, ((W_BUTTON *)psWidget)->pText.toUtf8().constData());
iV_SetFont(font_regular); // font
iV_SetTextColour(WZCOL_FORM_TEXT);
while(iV_GetTextWidth(butString) > psWidget->width())
{
butString[strlen(butString)-1]='\0';
}
//draw text
iV_DrawText( butString, x+4, y+17);
}
}
void drawBlueBox(UDWORD x,UDWORD y, UDWORD w, UDWORD h)
{
pie_BoxFill(x - 1, y - 1, x + w + 1, y + h + 1, WZCOL_MENU_BORDER);
pie_BoxFill(x, y , x + w, y + h, WZCOL_MENU_BACKGROUND);
}