Exemplo n.º 1
0
void FSavegameManager::DoSave(int Selected, const char *savegamestring)
{
	if (Selected != 0)
	{
		auto node = SaveGames[Selected];
		G_SaveGame(node->Filename.GetChars(), savegamestring);
	}
	else
	{
		// Find an unused filename and save as that
		FString filename;
		int i;

		for (i = 0;; ++i)
		{
			filename = G_BuildSaveName("save", i);
			if (!FileExists(filename))
			{
				break;
			}
		}
		G_SaveGame(filename, savegamestring);
	}
	M_ClearMenus();
}
Exemplo n.º 2
0
//
// M_ReadSaveStrings
//	read the strings from the savegame files
//
void M_ReadSaveStrings(void)
{
	FILE *handle;
	int count;
	int i;

	for (i = 0; i < load_end; i++)
	{
		std::string name;

		G_BuildSaveName (name, i);

		handle = fopen (name.c_str(), "rb");
		if (handle == NULL)
		{
			strcpy (&savegamestrings[i][0], GStrings(EMPTYSTRING));
			LoadMenu[i].status = 0;
		}
		else
		{
			count = fread (&savegamestrings[i], SAVESTRINGSIZE, 1, handle);
			fclose (handle);
			LoadMenu[i].status = 1;
		}
	}
}
Exemplo n.º 3
0
//
// User wants to load this game
//
void M_LoadSelect (int choice)
{
	std::string name;

	G_BuildSaveName (name, choice);
	G_LoadGame ((char *)name.c_str());
	gamestate = gamestate == GS_FULLCONSOLE ? GS_HIDECONSOLE : gamestate;
	M_ClearMenus ();
	if (quickSaveSlot == -2)
	{
		quickSaveSlot = choice;
	}
}
Exemplo n.º 4
0
void FSavegameManager::ReadSaveStrings()
{
	if (SaveGames.Size() == 0)
	{
		void *filefirst;
		findstate_t c_file;
		FString filter;

		LastSaved = LastAccessed = -1;
		quickSaveSlot = nullptr;
		filter = G_BuildSaveName("*." SAVEGAME_EXT, -1);
		filefirst = I_FindFirst(filter.GetChars(), &c_file);
		if (filefirst != ((void *)(-1)))
		{
			do
			{
				// I_FindName only returns the file's name and not its full path
				FString filepath = G_BuildSaveName(I_FindName(&c_file), -1);

				FResourceFile *savegame = FResourceFile::OpenResourceFile(filepath, true, true);
				if (savegame != nullptr)
				{
					bool oldVer = false;
					bool missing = false;
					FResourceLump *info = savegame->FindLump("info.json");
					if (info == nullptr)
					{
						// savegame info not found. This is not a savegame so leave it alone.
						delete savegame;
						continue;
					}
					void *data = info->CacheLump();
					FSerializer arc(nullptr);
					if (arc.OpenReader((const char *)data, info->LumpSize))
					{
						int savever = 0;
						arc("Save Version", savever);
						FString engine = arc.GetString("Engine");
						FString iwad = arc.GetString("Game WAD");
						FString title = arc.GetString("Title");


						if (engine.Compare(GAMESIG) != 0 || savever > SAVEVER)
						{
							// different engine or newer version:
							// not our business. Leave it alone.
							delete savegame;
							continue;
						}

						if (savever < MINSAVEVER)
						{
							// old, incompatible savegame. List as not usable.
							oldVer = true;
						}
						else if (iwad.CompareNoCase(Wads.GetWadName(Wads.GetIwadNum())) == 0)
						{
							missing = !G_CheckSaveGameWads(arc, false);
						}
						else
						{
							// different game. Skip this.
							delete savegame;
							continue;
						}

						FSaveGameNode *node = new FSaveGameNode;
						node->Filename = filepath;
						node->bOldVersion = oldVer;
						node->bMissingWads = missing;
						node->SaveTitle = title;
						InsertSaveNode(node);
						delete savegame;
					}

				}
				else // check for old formats.
				{
					FileReader file;
					if (file.OpenFile(filepath))
					{
						PNGHandle *png;
						char sig[16];
						char title[OLDSAVESTRINGSIZE + 1];
						bool oldVer = true;
						bool addIt = false;
						bool missing = false;

						// ZDoom 1.23 betas 21-33 have the savesig first.
						// Earlier versions have the savesig second.
						// Later versions have the savegame encapsulated inside a PNG.
						//
						// Old savegame versions are always added to the menu so
						// the user can easily delete them if desired.

						title[OLDSAVESTRINGSIZE] = 0;

						if (nullptr != (png = M_VerifyPNG(file)))
						{
							char *ver = M_GetPNGText(png, "ZDoom Save Version");
							if (ver != nullptr)
							{
								// An old version
								if (!M_GetPNGText(png, "Title", title, OLDSAVESTRINGSIZE))
								{
									strncpy(title, I_FindName(&c_file), OLDSAVESTRINGSIZE);
								}
								addIt = true;
								delete[] ver;
							}
							delete png;
						}
						else
						{
							file.Seek(0, FileReader::SeekSet);
							if (file.Read(sig, 16) == 16)
							{

								if (strncmp(sig, "ZDOOMSAVE", 9) == 0)
								{
									if (file.Read(title, OLDSAVESTRINGSIZE) == OLDSAVESTRINGSIZE)
									{
										addIt = true;
									}
								}
								else
								{
									memcpy(title, sig, 16);
									if (file.Read(title + 16, OLDSAVESTRINGSIZE - 16) == OLDSAVESTRINGSIZE - 16 &&
										file.Read(sig, 16) == 16 &&
										strncmp(sig, "ZDOOMSAVE", 9) == 0)
									{
										addIt = true;
									}
								}
							}
						}

						if (addIt)
						{
							FSaveGameNode *node = new FSaveGameNode;
							node->Filename = filepath;
							node->bOldVersion = true;
							node->bMissingWads = false;
							node->SaveTitle = title;
							InsertSaveNode(node);
						}
					}
				}
			} while (I_FindNext(filefirst, &c_file) == 0);
			I_FindClose(filefirst);
		}
	}
}