mirror of
https://github.com/nillerusr/source-engine.git
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676 lines
18 KiB
C++
676 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "BaseSaveGameDialog.h"
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#include "filesystem.h"
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#include "savegame_version.h"
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#include "vgui_controls/PanelListPanel.h"
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#include "vgui_controls/Label.h"
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#include "vgui_controls/ImagePanel.h"
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#include "vgui_controls/Button.h"
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#include "tier1/utlbuffer.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "filesystem.h"
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#include "MouseMessageForwardingPanel.h"
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#include "TGAImagePanel.h"
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#include <time.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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#define TGA_IMAGE_PANEL_WIDTH 180
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#define TGA_IMAGE_PANEL_HEIGHT 100
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#define MAX_LISTED_SAVE_GAMES 128
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//-----------------------------------------------------------------------------
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// Purpose: Describes the layout of a same game pic
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//-----------------------------------------------------------------------------
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class CSaveGamePanel : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CSaveGamePanel, vgui::EditablePanel );
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public:
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CSaveGamePanel( PanelListPanel *parent, const char *name, int saveGameListItemID ) : BaseClass( parent, name )
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{
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m_iSaveGameListItemID = saveGameListItemID;
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m_pParent = parent;
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m_pSaveGameImage = new CTGAImagePanel( this, "SaveGameImage" );
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m_pAutoSaveImage = new ImagePanel( this, "AutoSaveImage" );
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m_pSaveGameScreenshotBackground = new ImagePanel( this, "SaveGameScreenshotBackground" );
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m_pChapterLabel = new Label( this, "ChapterLabel", "" );
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m_pTypeLabel = new Label( this, "TypeLabel", "" );
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m_pElapsedTimeLabel = new Label( this, "ElapsedTimeLabel", "" );
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m_pFileTimeLabel = new Label( this, "FileTimeLabel", "" );
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CMouseMessageForwardingPanel *panel = new CMouseMessageForwardingPanel(this, NULL);
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panel->SetZPos(2);
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SetSize( 200, 140 );
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LoadControlSettings( "resource/SaveGamePanel.res" );
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m_FillColor = m_pSaveGameScreenshotBackground->GetFillColor();
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}
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void SetSaveGameInfo( SaveGameDescription_t &save )
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{
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// set the bitmap to display
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char tga[_MAX_PATH];
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Q_strncpy( tga, save.szFileName, sizeof(tga) );
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char *ext = strstr( tga, ".sav" );
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if ( ext )
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{
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strcpy( ext, ".tga" );
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}
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// If a TGA file exists then it is a user created savegame
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if ( g_pFullFileSystem->FileExists( tga ) )
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{
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m_pSaveGameImage->SetTGA( tga );
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}
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// If there is no TGA then it is either an autosave or the user TGA file has been deleted
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else
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{
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m_pSaveGameImage->SetVisible( false );
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m_pAutoSaveImage->SetVisible( true );
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m_pAutoSaveImage->SetImage( "resource\\autosave" );
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}
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// set the title text
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m_pChapterLabel->SetText( save.szComment );
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// type
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SetControlString( "TypeLabel", save.szType );
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SetControlString( "ElapsedTimeLabel", save.szElapsedTime );
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SetControlString( "FileTimeLabel", save.szFileTime );
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}
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MESSAGE_FUNC_INT( OnPanelSelected, "PanelSelected", state )
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{
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if ( state )
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{
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// set the text color to be orange, and the pic border to be orange
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m_pSaveGameScreenshotBackground->SetFillColor( m_SelectedColor );
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m_pChapterLabel->SetFgColor( m_SelectedColor );
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m_pTypeLabel->SetFgColor( m_SelectedColor );
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m_pElapsedTimeLabel->SetFgColor( m_SelectedColor );
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m_pFileTimeLabel->SetFgColor( m_SelectedColor );
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}
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else
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{
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m_pSaveGameScreenshotBackground->SetFillColor( m_FillColor );
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m_pChapterLabel->SetFgColor( m_TextColor );
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m_pTypeLabel->SetFgColor( m_TextColor );
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m_pElapsedTimeLabel->SetFgColor( m_TextColor );
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m_pFileTimeLabel->SetFgColor( m_TextColor );
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}
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PostMessage( m_pParent->GetVParent(), new KeyValues("PanelSelected") );
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}
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virtual void OnMousePressed( vgui::MouseCode code )
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{
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m_pParent->SetSelectedPanel( this );
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}
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virtual void ApplySchemeSettings( IScheme *pScheme )
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{
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m_TextColor = pScheme->GetColor( "NewGame.TextColor", Color(255, 255, 255, 255) );
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m_SelectedColor = pScheme->GetColor( "NewGame.SelectionColor", Color(255, 255, 255, 255) );
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BaseClass::ApplySchemeSettings( pScheme );
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}
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virtual void OnMouseDoublePressed( vgui::MouseCode code )
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{
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// call the panel
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OnMousePressed( code );
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PostMessage( m_pParent->GetParent(), new KeyValues("Command", "command", "loadsave") );
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}
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int GetSaveGameListItemID()
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{
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return m_iSaveGameListItemID;
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}
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private:
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vgui::PanelListPanel *m_pParent;
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vgui::Label *m_pChapterLabel;
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CTGAImagePanel *m_pSaveGameImage;
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ImagePanel *m_pAutoSaveImage;
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// things to change color when the selection changes
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ImagePanel *m_pSaveGameScreenshotBackground;
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Label *m_pTypeLabel;
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Label *m_pElapsedTimeLabel;
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Label *m_pFileTimeLabel;
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Color m_TextColor, m_FillColor, m_SelectedColor;
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int m_iSaveGameListItemID;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CBaseSaveGameDialog::CBaseSaveGameDialog( vgui::Panel *parent, const char *name ) : BaseClass( parent, name )
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{
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CreateSavedGamesList();
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ScanSavedGames();
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m_pLoadButton = new vgui::Button( this, "loadsave", "" );
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SetControlEnabled( "loadsave", false );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates the load game display list
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//-----------------------------------------------------------------------------
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void CBaseSaveGameDialog::CreateSavedGamesList()
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{
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m_pGameList = new vgui::PanelListPanel( this, "listpanel_loadgame" );
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m_pGameList->SetFirstColumnWidth( 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the save file name of the selected item
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//-----------------------------------------------------------------------------
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int CBaseSaveGameDialog::GetSelectedItemSaveIndex()
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{
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CSaveGamePanel *panel = dynamic_cast<CSaveGamePanel *>(m_pGameList->GetSelectedPanel());
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if ( panel )
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{
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// find the panel in the list
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for ( int i = 0; i < m_SaveGames.Count(); i++ )
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{
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if ( i == panel->GetSaveGameListItemID() )
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{
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return i;
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}
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}
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}
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return m_SaveGames.InvalidIndex();
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}
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//-----------------------------------------------------------------------------
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// Purpose: builds save game list from directory
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//-----------------------------------------------------------------------------
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void CBaseSaveGameDialog::ScanSavedGames()
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{
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// populate list box with all saved games on record:
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char szDirectory[_MAX_PATH];
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Q_snprintf( szDirectory, sizeof( szDirectory ), "save/*.sav" );
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// clear the current list
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m_pGameList->DeleteAllItems();
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m_SaveGames.RemoveAll();
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// iterate the saved files
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FileFindHandle_t handle;
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const char *pFileName = g_pFullFileSystem->FindFirst( szDirectory, &handle );
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while (pFileName)
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{
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if ( !Q_strnicmp(pFileName, "HLSave", strlen( "HLSave" ) ) )
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{
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pFileName = g_pFullFileSystem->FindNext( handle );
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continue;
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}
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char szFileName[_MAX_PATH];
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Q_snprintf(szFileName, sizeof( szFileName ), "save/%s", pFileName);
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// Only load save games from the current mod's save dir
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if( !g_pFullFileSystem->FileExists( szFileName, "MOD" ) )
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{
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pFileName = g_pFullFileSystem->FindNext( handle );
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continue;
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}
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SaveGameDescription_t save;
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if ( ParseSaveData( szFileName, pFileName, save ) )
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{
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m_SaveGames.AddToTail( save );
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}
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pFileName = g_pFullFileSystem->FindNext( handle );
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}
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g_pFullFileSystem->FindClose( handle );
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// notify derived classes that save games are being scanned (so they can insert their own)
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OnScanningSaveGames();
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// sort the save list
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qsort( m_SaveGames.Base(), m_SaveGames.Count(), sizeof(SaveGameDescription_t), &SaveGameSortFunc );
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// add to the list
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for ( int saveIndex = 0; saveIndex < m_SaveGames.Count() && saveIndex < MAX_LISTED_SAVE_GAMES; saveIndex++ )
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{
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// add the item to the panel
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AddSaveGameItemToList( saveIndex );
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}
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// display a message if there are no save games
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if ( !m_SaveGames.Count() )
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{
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vgui::Label *pNoSavesLabel = SETUP_PANEL(new Label(m_pGameList, "NoSavesLabel", "#GameUI_NoSaveGamesToDisplay"));
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pNoSavesLabel->SetTextColorState(vgui::Label::CS_DULL);
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m_pGameList->AddItem( NULL, pNoSavesLabel );
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}
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SetControlEnabled( "loadsave", false );
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SetControlEnabled( "delete", false );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds an item to the list
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//-----------------------------------------------------------------------------
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void CBaseSaveGameDialog::AddSaveGameItemToList( int saveIndex )
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{
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// create the new panel and add to the list
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CSaveGamePanel *saveGamePanel = new CSaveGamePanel( m_pGameList, "SaveGamePanel", saveIndex );
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saveGamePanel->SetSaveGameInfo( m_SaveGames[saveIndex] );
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m_pGameList->AddItem( NULL, saveGamePanel );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Parses the save game info out of the .sav file header
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//-----------------------------------------------------------------------------
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bool CBaseSaveGameDialog::ParseSaveData( char const *pszFileName, char const *pszShortName, SaveGameDescription_t &save )
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{
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char szMapName[SAVEGAME_MAPNAME_LEN];
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char szComment[SAVEGAME_COMMENT_LEN];
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char szElapsedTime[SAVEGAME_ELAPSED_LEN];
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if ( !pszFileName || !pszShortName )
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return false;
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Q_strncpy( save.szShortName, pszShortName, sizeof(save.szShortName) );
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Q_strncpy( save.szFileName, pszFileName, sizeof(save.szFileName) );
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FileHandle_t fh = g_pFullFileSystem->Open( pszFileName, "rb", "MOD" );
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if (fh == FILESYSTEM_INVALID_HANDLE)
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return false;
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int readok = SaveReadNameAndComment( fh, szMapName, ARRAYSIZE(szMapName), szComment, ARRAYSIZE(szComment) );
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g_pFullFileSystem->Close(fh);
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if ( !readok )
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{
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return false;
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}
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Q_strncpy( save.szMapName, szMapName, sizeof(save.szMapName) );
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// Elapsed time is the last 6 characters in comment. (mmm:ss)
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int i;
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i = strlen( szComment );
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Q_strncpy( szElapsedTime, "??", sizeof( szElapsedTime ) );
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if (i >= 6)
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{
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Q_strncpy( szElapsedTime, (char *)&szComment[i - 6], 7 );
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szElapsedTime[6] = '\0';
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// parse out
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int minutes = atoi( szElapsedTime );
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int seconds = atoi( szElapsedTime + 4);
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// reformat
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if ( minutes )
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{
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Q_snprintf( szElapsedTime, sizeof(szElapsedTime), "%d %s %d seconds", minutes, minutes > 1 ? "minutes" : "minute", seconds );
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}
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else
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{
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Q_snprintf( szElapsedTime, sizeof(szElapsedTime), "%d seconds", seconds );
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}
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// Chop elapsed out of comment.
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int n;
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n = i - 6;
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szComment[n] = '\0';
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n--;
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// Strip back the spaces at the end.
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while ((n >= 1) &&
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szComment[n] &&
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szComment[n] == ' ')
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{
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szComment[n--] = '\0';
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}
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}
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// calculate the file name to print
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const char *pszType = "";
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if (strstr(pszFileName, "quick"))
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{
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pszType = "#GameUI_QuickSave";
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}
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else if (strstr(pszFileName, "autosave"))
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{
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pszType = "#GameUI_AutoSave";
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}
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Q_strncpy( save.szType, pszType, sizeof(save.szType) );
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Q_strncpy( save.szComment, szComment, sizeof(save.szComment) );
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Q_strncpy( save.szElapsedTime, szElapsedTime, sizeof(save.szElapsedTime) );
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// Now get file time stamp.
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time_t fileTime = g_pFullFileSystem->GetFileTime(pszFileName);
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char szFileTime[32];
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g_pFullFileSystem->FileTimeToString(szFileTime, sizeof(szFileTime), fileTime);
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char *newline = strstr(szFileTime, "\n");
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if (newline)
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{
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*newline = 0;
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}
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Q_strncpy( save.szFileTime, szFileTime, sizeof(save.szFileTime) );
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save.iTimestamp = fileTime;
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return true;
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}
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void CBaseSaveGameDialog::OnKeyCodeTyped( vgui::KeyCode code )
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{
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if ( code == KEY_ESCAPE )
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{
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OnCommand( "Close" );
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return;
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}
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BaseClass::OnKeyCodeTyped( code );
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}
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void CBaseSaveGameDialog::OnKeyCodePressed( vgui::KeyCode code )
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{
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if ( code == KEY_XBUTTON_B )
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{
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OnCommand( "Close" );
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return;
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}
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else if ( code == KEY_XSTICK1_DOWN ||
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code == KEY_XSTICK2_DOWN ||
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code == KEY_XBUTTON_DOWN ||
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code == KEY_DOWN )
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{
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if ( m_pGameList->GetItemCount() )
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{
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Panel *pSelectedPanel = m_pGameList->GetSelectedPanel();
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if ( !pSelectedPanel )
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{
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m_pGameList->SetSelectedPanel( m_pGameList->GetItemPanel( m_pGameList->FirstItem() ) );
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m_pGameList->ScrollToItem( m_pGameList->FirstItem() );
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return;
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}
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else
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{
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int nNextPanelID = m_pGameList->FirstItem();
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while ( nNextPanelID != m_pGameList->InvalidItemID() )
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{
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if ( m_pGameList->GetItemPanel( nNextPanelID ) == pSelectedPanel )
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{
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nNextPanelID = m_pGameList->NextItem( nNextPanelID );
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if ( nNextPanelID != m_pGameList->InvalidItemID() )
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{
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m_pGameList->SetSelectedPanel( m_pGameList->GetItemPanel( nNextPanelID ) );
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m_pGameList->ScrollToItem( nNextPanelID );
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return;
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}
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break;
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}
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nNextPanelID = m_pGameList->NextItem( nNextPanelID );
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}
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}
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}
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}
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else if ( code == KEY_XSTICK1_UP ||
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code == KEY_XSTICK2_UP ||
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code == KEY_XBUTTON_UP ||
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code == KEY_UP )
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{
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if ( m_pGameList->GetItemCount() )
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{
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Panel *pSelectedPanel = m_pGameList->GetSelectedPanel();
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if ( !pSelectedPanel )
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{
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m_pGameList->SetSelectedPanel( m_pGameList->GetItemPanel( m_pGameList->FirstItem() ) );
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m_pGameList->ScrollToItem( m_pGameList->FirstItem() );
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return;
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}
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else
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{
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int nNextPanelID = m_pGameList->FirstItem();
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if ( m_pGameList->GetItemPanel( nNextPanelID ) != pSelectedPanel )
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{
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while ( nNextPanelID != m_pGameList->InvalidItemID() )
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{
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int nOldPanelID = nNextPanelID;
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nNextPanelID = m_pGameList->NextItem( nNextPanelID );
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if ( nNextPanelID != m_pGameList->InvalidItemID() )
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{
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if ( m_pGameList->GetItemPanel( nNextPanelID ) == pSelectedPanel )
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{
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m_pGameList->SetSelectedPanel( m_pGameList->GetItemPanel( nOldPanelID ) );
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m_pGameList->ScrollToItem( nOldPanelID );
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return;
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}
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}
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}
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}
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}
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}
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}
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else if ( code == KEY_ENTER || code == KEY_XBUTTON_A || code == STEAMCONTROLLER_A )
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{
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Panel *pSelectedPanel = m_pGameList->GetSelectedPanel();
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if ( pSelectedPanel )
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{
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if ( code == KEY_XBUTTON_A || code == STEAMCONTROLLER_A )
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{
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ConVarRef var( "joystick" );
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if ( var.IsValid() && !var.GetBool() )
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{
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var.SetValue( true );
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}
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ConVarRef var2( "hud_fastswitch" );
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if ( var2.IsValid() && var2.GetInt() != 2 )
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{
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var2.SetValue( 2 );
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}
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}
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m_pLoadButton->DoClick();
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return;
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}
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}
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BaseClass::OnKeyCodePressed( code );
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}
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//-----------------------------------------------------------------------------
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// Purpose: timestamp sort function for savegames
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//-----------------------------------------------------------------------------
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int CBaseSaveGameDialog::SaveGameSortFunc( const void *lhs, const void *rhs )
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{
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const SaveGameDescription_t *s1 = (const SaveGameDescription_t *)lhs;
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const SaveGameDescription_t *s2 = (const SaveGameDescription_t *)rhs;
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if (s1->iTimestamp < s2->iTimestamp)
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return 1;
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else if (s1->iTimestamp > s2->iTimestamp)
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return -1;
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// timestamps are equal, so just sort by filename
|
|
return strcmp(s1->szFileName, s2->szFileName);
|
|
}
|
|
|
|
#define MAKEID(d,c,b,a) ( ((int)(a) << 24) | ((int)(b) << 16) | ((int)(c) << 8) | ((int)(d)) )
|
|
|
|
int SaveReadNameAndComment( FileHandle_t f, OUT_Z_CAP(nameSize) char *name, int nameSize, OUT_Z_CAP(commentSize) char *comment, int commentSize )
|
|
{
|
|
int i, tag, size, tokenSize, tokenCount;
|
|
char *pSaveData, *pFieldName, **pTokenList;
|
|
|
|
name[0] = '\0';
|
|
comment[0] = '\0';
|
|
|
|
g_pFullFileSystem->Read( &tag, sizeof(int), f );
|
|
if ( tag != MAKEID('J','S','A','V') )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
g_pFullFileSystem->Read( &tag, sizeof(int), f );
|
|
if ( tag != SAVEGAME_VERSION ) // Enforce version for now
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
g_pFullFileSystem->Read( &size, sizeof(int), f );
|
|
|
|
g_pFullFileSystem->Read( &tokenCount, sizeof(int), f ); // These two ints are the token list
|
|
g_pFullFileSystem->Read( &tokenSize, sizeof(int), f );
|
|
size += tokenSize;
|
|
|
|
// Sanity Check.
|
|
if ( tokenCount < 0 || tokenCount > 1024*1024*32 )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if ( tokenSize < 0 || tokenSize > 1024*1024*32 )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
pSaveData = (char *)new char[size];
|
|
g_pFullFileSystem->Read(pSaveData, size, f);
|
|
|
|
int nNumberOfFields;
|
|
|
|
char *pData;
|
|
short nFieldSize;
|
|
|
|
pData = pSaveData;
|
|
|
|
// Allocate a table for the strings, and parse the table
|
|
if ( tokenSize > 0 )
|
|
{
|
|
pTokenList = new char *[tokenCount];
|
|
|
|
// Make sure the token strings pointed to by the pToken hashtable.
|
|
for( i=0; i<tokenCount; i++ )
|
|
{
|
|
pTokenList[i] = *pData ? pData : NULL; // Point to each string in the pToken table
|
|
while( *pData++ ); // Find next token (after next null)
|
|
}
|
|
}
|
|
else
|
|
pTokenList = NULL;
|
|
|
|
// short, short (size, index of field name)
|
|
memcpy( &nFieldSize, pData, sizeof(short) );
|
|
|
|
pData += sizeof(short);
|
|
short index;
|
|
memcpy( &index, pData, sizeof(short) );
|
|
pFieldName = pTokenList[index];
|
|
|
|
if (stricmp(pFieldName, "GameHeader"))
|
|
{
|
|
delete[] pSaveData;
|
|
return 0;
|
|
};
|
|
|
|
// int (fieldcount)
|
|
pData += sizeof(short);
|
|
memcpy( &nNumberOfFields, pData, sizeof(int) );
|
|
pData += nFieldSize;
|
|
|
|
// Each field is a short (size), short (index of name), binary string of "size" bytes (data)
|
|
for (i = 0; i < nNumberOfFields; i++)
|
|
{
|
|
// Data order is:
|
|
// Size
|
|
// szName
|
|
// Actual Data
|
|
|
|
memcpy( &nFieldSize, pData, sizeof(short) );
|
|
pData += sizeof(short);
|
|
|
|
short index;
|
|
memcpy( &index, pData, sizeof(short));
|
|
pFieldName = pTokenList[index];
|
|
pData += sizeof(short);
|
|
|
|
if (!stricmp(pFieldName, "comment"))
|
|
{
|
|
int copySize = MAX(commentSize, nFieldSize);
|
|
Q_strncpy(comment, pData, copySize);
|
|
}
|
|
else if (!stricmp(pFieldName, "mapName"))
|
|
{
|
|
int copySize = MAX(nameSize, nFieldSize);
|
|
Q_strncpy(name, pData, copySize);
|
|
};
|
|
|
|
// Move to Start of next field.
|
|
pData += nFieldSize;
|
|
};
|
|
|
|
// Delete the string table we allocated
|
|
delete[] pTokenList;
|
|
delete[] pSaveData;
|
|
|
|
if (strlen(name) > 0 && strlen(comment) > 0)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: deletes an existing save game
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseSaveGameDialog::DeleteSaveGame( const char *fileName )
|
|
{
|
|
if ( !fileName || !fileName[0] )
|
|
return;
|
|
|
|
// delete the save game file
|
|
g_pFullFileSystem->RemoveFile( fileName, "MOD" );
|
|
|
|
// delete the associated tga
|
|
char tga[_MAX_PATH];
|
|
Q_strncpy( tga, fileName, sizeof(tga) );
|
|
char *ext = strstr( tga, ".sav" );
|
|
if ( ext )
|
|
{
|
|
strcpy( ext, ".tga" );
|
|
}
|
|
g_pFullFileSystem->RemoveFile( tga, "MOD" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: One item has been selected
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseSaveGameDialog::OnPanelSelected()
|
|
{
|
|
SetControlEnabled( "loadsave", true );
|
|
SetControlEnabled( "delete", true );
|
|
}
|
|
|
|
|