Example #1
0
// ////////////////////////////////////////////////////////////////////////////
// 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..
static BOOL _runLoadSave(BOOL bResetMissionWidgets)
{
	UDWORD		id=0;
	W_EDBINIT	sEdInit;
	CHAR		sTemp[MAX_STR_LENGTH];
	CD_INDEX	CDrequired;
	UDWORD		iCampaign,i;
	W_CONTEXT		context;
	BOOL		bSkipCD = FALSE;

	id = widgRunScreen(psRequestScreen);

	if ( cdspan_ProcessCDChange(id) )
	{
		return bRequestLoad;
	}

	strcpy(sRequestResult,"");					// set returned filename to null;

	// cancel this operation...
	if(id == LOADSAVE_CANCEL || CancelPressed() )
	{
		goto failure;
	}

	// clicked a load entry
	if( id >= LOADENTRY_START  &&  id <= LOADENTRY_END )
	{

		if(mode)								// Loading, return that entry.
		{
			if( ((W_BUTTON *)widgGetFromID(psRequestScreen,id))->pText )
			{
				sprintf(sRequestResult,"%s%s.%s",sPath,	((W_BUTTON *)widgGetFromID(psRequestScreen,id))->pText ,sExt);
			}
			else
			{
				goto failure;				// clicked on an empty box
			}
		
			if( bLoadSaveMode == LOAD_FORCE || bLoadSaveMode ==SAVE_FORCE )
			{	
				goto successforce;				// it's a force, dont check the cd.
			}

			/* check correct CD in drive */
			iCampaign = getCampaign(sRequestResult,&bSkipCD);
			if ( iCampaign == 0 OR bSkipCD )
			{
				DBPRINTF( ("getCampaign returned 0 or we're loading a skirmish game: assuming correct CD in drive\n") );
			}
			CDrequired = getCDForCampaign( iCampaign );
			if ( (iCampaign == 0) || cdspan_CheckCDPresent( CDrequired ) OR bSkipCD)
			{
				goto success;
			}
			else
			{
				bRequestLoad = FALSE;
				widgHide(psRequestScreen,LOADSAVE_FORM);
				showChangeCDBox( psRequestScreen, CDrequired,
									loadSaveCDOK, loadSaveCDCancel );
				return FALSE;
			}
		}
		else //  SAVING!add edit box at that position.
		{

			if( ! widgGetFromID(psRequestScreen,SAVEENTRY_EDIT))
			{
				// add blank box.
				memset(&sEdInit, 0, sizeof(W_EDBINIT));
				sEdInit.formID= LOADSAVE_FORM;
				sEdInit.id    = SAVEENTRY_EDIT;
				sEdInit.style = WEDB_PLAIN;
				sEdInit.x	  =	widgGetFromID(psRequestScreen,id)->x;
				sEdInit.y     =	widgGetFromID(psRequestScreen,id)->y;
				sEdInit.width = widgGetFromID(psRequestScreen,id)->width;
				sEdInit.height= widgGetFromID(psRequestScreen,id)->height;
				sEdInit.pText = ((W_BUTTON *)widgGetFromID(psRequestScreen,id))->pText; 
				sEdInit.FontID= WFont;
				sEdInit.pBoxDisplay = displayLoadSaveEdit;
				widgAddEditBox(psRequestScreen, &sEdInit);
				
				sprintf(sTemp,"%s%s.%s",
						sPath,
						((W_BUTTON *)widgGetFromID(psRequestScreen,id))->pText ,
						sExt);

				widgHide(psRequestScreen,id);		// hide the old button
				chosenSlotId = id; 

				strcpy(sDelete,sTemp);				// prepare the savegame name.
				sTemp[strlen(sTemp)-4] = '\0';		// strip extension
	
				// auto click in the edit box we just made.
				context.psScreen	= psRequestScreen;
				context.psForm		= (W_FORM *)psRequestScreen->psForm;
				context.xOffset		= 0;
				context.yOffset		= 0;
				context.mx			= mouseX();
				context.my			= mouseY();
				editBoxClicked((W_EDITBOX*)widgGetFromID(psRequestScreen,SAVEENTRY_EDIT), &context);
			}
			else
			{
				// clicked in a different box. shouldnt be possible!(since we autoclicked in editbox)
			}
		}
	}

	// finished entering a name.
	if( id == SAVEENTRY_EDIT) 
	{
		if(!keyPressed(KEY_RETURN))						// 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.
		strcpy(sTemp,((W_EDITBOX *)widgGetFromID(psRequestScreen,id))->aText);

		for(i=LOADENTRY_START;i<LOADENTRY_END;i++)
		{
			if( i != chosenSlotId)
			{
				
				if( ((W_BUTTON *)widgGetFromID(psRequestScreen,i))->pText 
					&& strcmp( sTemp,	((W_BUTTON *)widgGetFromID(psRequestScreen,i))->pText ) ==0)
				{	
					widgDelete(psRequestScreen,SAVEENTRY_EDIT);	//unselect this box, and go back ..
					widgReveal(psRequestScreen,chosenSlotId);
				// move mouse to same box..
				//	SetMousePos(widgGetFromID(psRequestScreen,i)->x ,widgGetFromID(psRequestScreen,i)->y);
					audio_PlayTrack(ID_SOUND_BUILD_FAIL);
					return TRUE;
				}
			}
		}


		// return with this name, as we've edited it.
		if (strlen(((W_EDITBOX *)widgGetFromID(psRequestScreen,id))->aText))
		{
			strcpy(sTemp,((W_EDITBOX *)widgGetFromID(psRequestScreen,id))->aText);
			removeWildcards(sTemp);
			sprintf(sRequestResult,"%s%s.%s",
					sPath,
	  				sTemp,
					sExt);
			deleteSaveGame(sDelete);	//only delete game if a new game fills the slot
		}
		else
		{
			goto failure;				// we entered a blank name..
		}
	
		// we're done. saving.
		closeLoadSave();
		bRequestLoad = FALSE;
        if (bResetMissionWidgets AND widgGetFromID(psWScreen,IDMISSIONRES_FORM) == NULL)
        {
            resetMissionWidgets();			//reset the mission widgets here if necessary
        }
		return TRUE;
	}

	return FALSE;

// failed and/or cancelled..
failure:
	closeLoadSave();
	bRequestLoad = FALSE;
    if (bResetMissionWidgets AND widgGetFromID(psWScreen,IDMISSIONRES_FORM) == NULL)
	{
		resetMissionWidgets();
	}
    return TRUE;

// success on load.
success:
	setCampaignNumber( getCampaign(sRequestResult,&bSkipCD) );
successforce:
	closeLoadSave();		
	bRequestLoad = TRUE;
	return TRUE;
}
Example #2
0
// ////////////////////////////////////////////////////////////////////////////
// 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;
}
Example #3
0
static GAMECODE renderLoop()
{
	if (bMultiPlayer && !NetPlay.isHostAlive && NetPlay.bComms && !NetPlay.isHost)
	{
		intAddInGamePopup();
	}

	int clearMode = 0;
	if(getDrawShadows())
	{
		clearMode |= CLEAR_SHADOW;
	}
	if (loopMissionState == LMS_SAVECONTINUE)
	{
		pie_SetFogStatus(false);
		clearMode = CLEAR_BLACK;
	}
	pie_ScreenFlip(clearMode);//gameloopflip

	HandleClosingWindows();	// Needs to be done outside the pause case.

	audio_Update();

	wzShowMouse(true);

	INT_RETVAL intRetVal = INT_NONE;
	if (!paused)
	{
		/* Run the in game interface and see if it grabbed any mouse clicks */
		if (!rotActive && getWidgetsStatus() && dragBox3D.status != DRAG_DRAGGING && wallDrag.status != DRAG_DRAGGING)
		{
			intRetVal = intRunWidgets();
		}

		//don't process the object lists if paused or about to quit to the front end
		if (!gameUpdatePaused() && intRetVal != INT_QUIT)
		{
			if( dragBox3D.status != DRAG_DRAGGING
				&& wallDrag.status != DRAG_DRAGGING
				&& ( intRetVal == INT_INTERCEPT
					|| ( radarOnScreen
						 && CoordInRadar(mouseX(), mouseY())
						 && getHQExists(selectedPlayer) ) ) )
			{
				// Using software cursors (when on) for these menus due to a bug in SDL's SDL_ShowCursor()
				wzSetCursor(CURSOR_DEFAULT);

				intRetVal = INT_INTERCEPT;
			}

#ifdef DEBUG
			// check all flag positions for duplicate delivery points
			checkFactoryFlags();
#endif

			//handles callbacks for positioning of DP's
			process3DBuilding();

			//ajl. get the incoming netgame messages and process them.
			// FIXME Previous comment is deprecated. multiPlayerLoop does some other weird stuff, but not that anymore.
			if (bMultiPlayer)
			{
				multiPlayerLoop();
			}

			for (unsigned i = 0; i < MAX_PLAYERS; i++)
			{
				for (DROID *psCurr = apsDroidLists[i]; psCurr; psCurr = psCurr->psNext)
				{
					// Don't copy the next pointer - if droids somehow get destroyed in the graphics rendering loop, who cares if we crash.
					calcDroidIllumination(psCurr);
				}
			}

			/* update animations */
			animObj_Update();
		}

		if (!consolePaused())
		{
			/* Process all the console messages */
			updateConsoleMessages();
		}
		if (!scrollPaused() && !getWarCamStatus() && dragBox3D.status != DRAG_DRAGGING && intMode != INT_INGAMEOP )
		{
			scroll();
		}
	}
	else  // paused
	{
		// Using software cursors (when on) for these menus due to a bug in SDL's SDL_ShowCursor()
		wzSetCursor(CURSOR_DEFAULT);

		if(dragBox3D.status != DRAG_DRAGGING)
		{
			scroll();
		}

		if(InGameOpUp || isInGamePopupUp)		// ingame options menu up, run it!
		{
			unsigned widgval = widgRunScreen(psWScreen);
			intProcessInGameOptions(widgval);
			if(widgval == INTINGAMEOP_QUIT_CONFIRM || widgval == INTINGAMEOP_POPUP_QUIT)
			{
				if(gamePaused())
				{
					kf_TogglePauseMode();
				}
				intRetVal = INT_QUIT;
			}
		}

		if(bLoadSaveUp && runLoadSave(true) && strlen(sRequestResult))
		{
			debug( LOG_NEVER, "Returned %s", sRequestResult );
			if(bRequestLoad)
			{
				loopMissionState = LMS_LOADGAME;
				NET_InitPlayers();			// otherwise alliances were not cleared
				sstrcpy(saveGameName, sRequestResult);
			}
			else
			{
				char msgbuffer[256]= {'\0'};

				if (saveInMissionRes())
				{
					if (saveGame(sRequestResult, GTYPE_SAVE_START))
					{
						sstrcpy(msgbuffer, _("GAME SAVED: "));
						sstrcat(msgbuffer, sRequestResult);
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
					}
					else
					{
						ASSERT( false,"Mission Results: saveGame Failed" );
						sstrcpy(msgbuffer, _("Could not save game!"));
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
						deleteSaveGame(sRequestResult);
					}
				}
				else if (bMultiPlayer || saveMidMission())
				{
					if (saveGame(sRequestResult, GTYPE_SAVE_MIDMISSION))//mid mission from [esc] menu
					{
						sstrcpy(msgbuffer, _("GAME SAVED: "));
						sstrcat(msgbuffer, sRequestResult);
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
					}
					else
					{
						ASSERT(!"saveGame(sRequestResult, GTYPE_SAVE_MIDMISSION) failed", "Mid Mission: saveGame Failed" );
						sstrcpy(msgbuffer, _("Could not save game!"));
						addConsoleMessage( msgbuffer, LEFT_JUSTIFY, NOTIFY_MESSAGE);
						deleteSaveGame(sRequestResult);
					}
				}
				else
				{
					ASSERT( false, "Attempt to save game with incorrect load/save mode" );
				}
			}
		}
	}

	/* Check for quit */
	bool quitting = false;
	if (intRetVal == INT_QUIT)
	{
		if (!loop_GetVideoStatus())
		{
			//quitting from the game to the front end
			//so get a new backdrop
			quitting = true;

			pie_LoadBackDrop(SCREEN_RANDOMBDROP);
		}
	}
	if (!loop_GetVideoStatus() && !quitting)
	{
		if (!gameUpdatePaused())
		{
			if (dragBox3D.status != DRAG_DRAGGING
			 && wallDrag.status != DRAG_DRAGGING)
			{
				ProcessRadarInput();
			}
			processInput();

			//no key clicks or in Intelligence Screen
			if (intRetVal == INT_NONE && !InGameOpUp && !isInGamePopupUp)
			{
				processMouseClickInput();
			}
			displayWorld();
		}
		/* Display the in game interface */
		pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
		pie_SetFogStatus(false);

		if(bMultiPlayer && bDisplayMultiJoiningStatus)
		{
			intDisplayMultiJoiningStatus(bDisplayMultiJoiningStatus);
			setWidgetsStatus(false);
		}

		if(getWidgetsStatus())
		{
			intDisplayWidgets();
		}
		pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
		pie_SetFogStatus(true);
	}

	pie_GetResetCounts(&loopPieCount, &loopPolyCount, &loopStateChanges);

	if ((fogStatus & FOG_BACKGROUND) && (loopMissionState == LMS_SAVECONTINUE))
	{
		pie_SetFogStatus(false);
	}

	if (!quitting)
	{
			/* Check for toggling display mode */
			if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) && keyPressed(KEY_RETURN))
			{
				screenToggleMode();
			}
	}

	// deal with the mission state
	switch (loopMissionState)
	{
		case LMS_CLEAROBJECTS:
			missionDestroyObjects();
			setScriptPause(true);
			loopMissionState = LMS_SETUPMISSION;
			break;

		case LMS_NORMAL:
			// default
			break;
		case LMS_SETUPMISSION:
			setScriptPause(false);
			if (!setUpMission(nextMissionType))
			{
				return GAMECODE_QUITGAME;
			}
			break;
		case LMS_SAVECONTINUE:
			// just wait for this to be changed when the new mission starts
			break;
		case LMS_NEWLEVEL:
			//nextMissionType = MISSION_NONE;
			nextMissionType = LDS_NONE;
			return GAMECODE_NEWLEVEL;
			break;
		case LMS_LOADGAME:
			return GAMECODE_LOADGAME;
			break;
		default:
			ASSERT( false, "unknown loopMissionState" );
			break;
	}

	if (quitting)
	{
		pie_SetFogStatus(false);
		pie_ScreenFlip(CLEAR_BLACK);//gameloopflip
		/* Check for toggling display mode */
		if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) && keyPressed(KEY_RETURN))
		{
			screenToggleMode();
		}
		return GAMECODE_QUITGAME;
	}
	else if (loop_GetVideoStatus())
	{
		audio_StopAll();
		return GAMECODE_PLAYVIDEO;
	}

	return GAMECODE_CONTINUE;
}
Example #4
0
// ////////////////////////////////////////////////////////////////////////////
// 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)
{
	UDWORD		id=0;
	W_EDBINIT	sEdInit;
	static char     sDelete[PATH_MAX];
	UDWORD		i, campaign;
	W_CONTEXT		context;

	id = widgRunScreen(psRequestScreen);

	sstrcpy(sRequestResult, "");					// set returned filename to null;

	// cancel this operation...
	if(id == LOADSAVE_CANCEL || CancelPressed() )
	{
		goto cleanup;
	}

	// clicked a load entry
	if( id >= LOADENTRY_START  &&  id <= LOADENTRY_END )
	{

		if (mode)								// Loading, return that entry.
		{
			if( ((W_BUTTON *)widgGetFromID(psRequestScreen,id))->pText )
			{
				sprintf(sRequestResult,"%s%s.%s",sPath,	((W_BUTTON *)widgGetFromID(psRequestScreen,id))->pText ,sExt);
			}
			else
			{
				return false;				// clicked on an empty box
			}

			goto success;
		}
		else //  SAVING!add edit box at that position.
		{

			if( ! widgGetFromID(psRequestScreen,SAVEENTRY_EDIT))
			{
				// add blank box.
				memset(&sEdInit, 0, sizeof(W_EDBINIT));
				sEdInit.formID= LOADSAVE_FORM;
				sEdInit.id    = SAVEENTRY_EDIT;
				sEdInit.style = WEDB_PLAIN;
				sEdInit.x	  =	widgGetFromID(psRequestScreen,id)->x;
				sEdInit.y     =	widgGetFromID(psRequestScreen,id)->y;
				sEdInit.width = widgGetFromID(psRequestScreen,id)->width;
				sEdInit.height= widgGetFromID(psRequestScreen,id)->height;
				sEdInit.pText = ((W_BUTTON *)widgGetFromID(psRequestScreen,id))->pText;
				sEdInit.FontID= font_regular;
				sEdInit.pBoxDisplay = displayLoadSaveEdit;
				widgAddEditBox(psRequestScreen, &sEdInit);

				if (((W_BUTTON *)widgGetFromID(psRequestScreen,id))->pText != NULL)
				{
					snprintf(sDelete, sizeof(sDelete), "%s%s.%s",
					         sPath,
					         ((W_BUTTON *)widgGetFromID(psRequestScreen,id))->pText ,
					         sExt);
				}
				else
				{
					sstrcpy(sDelete, "");
				}

				widgHide(psRequestScreen,id);		// hide the old button
				chosenSlotId = id;

				// auto click in the edit box we just made.
				context.psScreen	= psRequestScreen;
				context.psForm		= (W_FORM *)psRequestScreen->psForm;
				context.xOffset		= 0;
				context.yOffset		= 0;
				context.mx			= mouseX();
				context.my			= mouseY();
				editBoxClicked((W_EDITBOX*)widgGetFromID(psRequestScreen,SAVEENTRY_EDIT), &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
					&& strcmp( sTemp,	((W_BUTTON *)widgGetFromID(psRequestScreen,i))->pText ) ==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", sPath, 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;
}