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CnC_Renegade/Code/Commando/dlgloadspgame.cpp

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts 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 3 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, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/Commando/dlgloadspgame.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/23/02 12:05p $*
* *
* $Revision:: 29 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "dlgloadspgame.h"
#include "listctrl.h"
#include "dialogresource.h"
#include "gamedata.h"
#include "gamemode.h"
#include "gameinitmgr.h"
#include "savegame.h"
#include "devoptions.h"
#include "translatedb.h"
#include "string_ids.h"
#include "campaign.h"
#include "dialogmgr.h"
#include "renegadedialogmgr.h"
#include "god.h"
#include "registry.h"
#include "_globals.h"
#include "dialogtests.h"
#include "specialbuilds.h"
////////////////////////////////////////////////////////////////
// Local constants
////////////////////////////////////////////////////////////////
static enum
{
MBEVENT_DELETE_PROMPT = 1,
};
static enum
{
COL_DATE = 0,
COL_TIME,
COL_NAME
};
////////////////////////////////////////////////////////////////
// Static member initialization
////////////////////////////////////////////////////////////////
LoadSPGameMenuClass * LoadSPGameMenuClass::_TheInstance = NULL;
////////////////////////////////////////////////////////////////
//
// On_Init_Dialog
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::On_Init_Dialog (void)
{
//
// Get a pointer to the list control
//
ListCtrlClass *list_ctrl = (ListCtrlClass *)Get_Dlg_Item (IDC_LOAD_GAME_LIST_CTRL);
if (list_ctrl != NULL) {
//
// Configure the columns
//
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_TIME), 0.25F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_DATE), 0.25F, Vector3 (1, 1, 1));
list_ctrl->Add_Column (TRANSLATE (IDS_MENU_TEXT177), 0.5F, Vector3 (1, 1, 1));
//
// Build the lists
//
int start_index = 0;
//start_index = Build_List ("data\\*.mix", start_index);
//start_index = Build_List ("data\\m??_*.mix", start_index);
StringClass file_filter;
file_filter = "data\\m*.mix";
#ifdef WWDEBUG
if (cDevOptions::FilterLevelFiles.Is_False()) {
file_filter = "data\\*.mix";
}
#endif // WWDEBUG
start_index = Build_List (file_filter, start_index);
Build_List ("data\\save\\*.sav", start_index);
//
// Sort the list and select the first entry
//
list_ctrl->Sort (LoadListSortCallback, MAKELONG (CurrSortCol, IsSortAscending));
list_ctrl->Set_Curr_Sel (0);
Update_Button_State ();
//
// Update the sort marker
//
ListCtrlClass::SORT_TYPE type = IsSortAscending ? ListCtrlClass::SORT_ASCENDING : ListCtrlClass::SORT_DESCENDING;
list_ctrl->Set_Sort_Designator (CurrSortCol, type);
}
MenuDialogClass::On_Init_Dialog ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Build_List
//
////////////////////////////////////////////////////////////////
int
LoadSPGameMenuClass::Build_List (const char *search_string, int start_index)
{
ListCtrlClass *list_ctrl = (ListCtrlClass *)Get_Dlg_Item (IDC_LOAD_GAME_LIST_CTRL);
WIN32_FIND_DATA find_info = { 0 };
BOOL keep_going = TRUE;
HANDLE file_find = NULL;
//
// Get the path to the directory we'll be searching
//
StringClass path_name;
const char *search_dir = ::strrchr (search_string, '\\');
if (search_dir != NULL) {
//
// Strip the search mask from the string
//
path_name = search_string;
int len = ::strlen (search_string);
int index = search_dir - search_string;
path_name.Erase (index, len - index);
}
//
// Build a list of all the saved games we know about
//
int index = start_index;
for (file_find = ::FindFirstFile (search_string, &find_info);
(file_find != INVALID_HANDLE_VALUE) && keep_going;
keep_going = ::FindNextFile (file_find, &find_info))
{
// if (1 || Is_Game_Allowed( find_info.cFileName ) ) {
if ( Is_Game_Allowed( find_info.cFileName ) ) {
//
// Get the user description and map name from the file
//
WideStringClass description;
WideStringClass map_name;
SaveGameManager::Smart_Peek_Description (find_info.cFileName, description, map_name);
//
// Default to the map name if we don't have a description
//
if (description.Is_Empty ()) {
description = map_name;
}
// Get rank
int rank = Get_Game_Rank( find_info.cFileName );
// Modify description for games with a rank
if ( rank ) {
int mission = atoi( find_info.cFileName+1 );
switch ( mission ) {
case 0: description = TRANSLATE( IDS_LoadScreen_Tutorial_Item_00_Title ); break;
case 1: description = TRANSLATE( IDS_Enc_Miss_Title_M01_01 ); break;
case 2: description = TRANSLATE( IDS_Enc_Miss_Title_M02_01 ); break;
case 3: description = TRANSLATE( IDS_Enc_Miss_Title_M03_01 ); break;
case 4: description = TRANSLATE( IDS_Enc_Miss_Title_M04_01 ); break;
case 5: description = TRANSLATE( IDS_Enc_Miss_Title_M05_01 ); break;
case 6: description = TRANSLATE( IDS_Enc_Miss_Title_M06_01 ); break;
case 7: description = TRANSLATE( IDS_Enc_Miss_Title_M07_01 ); break;
case 8: description = TRANSLATE( IDS_Enc_Miss_Title_M08_01 ); break;
case 9: description = TRANSLATE( IDS_Enc_Miss_Title_M09_01 ); break;
case 10: description = TRANSLATE( IDS_Enc_Miss_Title_M10_01 ); break;
case 11: description = TRANSLATE( IDS_Enc_Miss_Title_M11_01 ); break;
case 13: description = TRANSLATE( IDS_LoadScreen_MX0_Title ); break;
}
}
//
// Get the time this file was last written
//
SYSTEMTIME system_time = { 0 };
FILETIME local_time = { 0 };
::FileTimeToLocalFileTime (&find_info.ftLastWriteTime, &local_time);
::FileTimeToSystemTime (&local_time, &system_time);
//
// Build the time and date strings
//
WideStringClass time_string;
WideStringClass date_string;
time_string.Format (L"%d:%02d:%02d", system_time.wHour, system_time.wMinute, system_time.wSecond);
date_string.Format (L"%d/%d/%d", system_time.wMonth, system_time.wDay, system_time.wYear);
//
// Add this entry to the list control
//
int item_index = list_ctrl->Insert_Entry (index ++, time_string);
if (item_index >= 0) {
list_ctrl->Set_Entry_Text (item_index, 1, date_string);
list_ctrl->Set_Entry_Text (item_index, 2, description);
for ( int i = 0; i < rank; i++ ) {
list_ctrl->Add_Icon (item_index, 2, "IF_LRGSTAR.TGA");
}
//
// Build the full path to the file
//
StringClass file_path = path_name;
file_path += "\\";
file_path += find_info.cFileName;
list_ctrl->Set_Entry_Data (item_index, 0, (uint32)new FILETIME(local_time));
list_ctrl->Set_Entry_Data (item_index, 1, (uint32)new StringClass(file_path));
list_ctrl->Set_Entry_Data (item_index, 2, (uint32)new StringClass(find_info.cFileName));
}
}
}
if (file_find != INVALID_HANDLE_VALUE) {
::FindClose (file_find);
}
return index;
}
////////////////////////////////////////////////////////////////
//
// Is_Game_Allowed
//
////////////////////////////////////////////////////////////////
bool
LoadSPGameMenuClass::Is_Game_Allowed
(
const char * filename
)
{
// Determine if this game is valid to present in the load game menu
// All save games (.SAV) are allowed
if ( ::strlen( filename ) > 4 && ::stricmp( filename + (::strlen( filename ) - 4), ".SAV" ) == 0 ) {
return true;
}
// All save games not in the form Mxx.MIX are allowed
if ( ( ::strlen( filename ) != 7 ) ||
( ::stricmp( filename + (::strlen( filename ) - 4), ".MIX" ) != 0 ) ||
( ::toupper( *filename ) != 'M' ) ) {
return true;
}
// if we have a rank, allow it
return ( Get_Game_Rank( filename ) > 0 );
}
////////////////////////////////////////////////////////////////
//
// Get_Game_Rank
//
////////////////////////////////////////////////////////////////
int
LoadSPGameMenuClass::Get_Game_Rank
(
const char * filename
)
{
// Strip extention (so we can pass in .MIX, or .LSD
StringClass name = filename;
if ( name.Get_Length() > 4 ) {
name.Erase( name.Get_Length()-4, 4 );
}
RegistryClass * registry = new RegistryClass( APPLICATION_SUB_KEY_NAME_MISSION_RANKS );
WWASSERT( registry );
int rank = 0;
if ( registry->Is_Valid() ) {
rank = registry->Get_Int( name, 0 );
}
delete registry;
return rank;
}
////////////////////////////////////////////////////////////////
//
// Set_Game_Rank
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::Set_Game_Rank
(
const char * filename,
int rank
)
{
// Strip extention
StringClass name = filename;
if ( name.Get_Length() > 4 ) {
name.Erase( name.Get_Length()-4, 4 );
}
RegistryClass * registry = new RegistryClass( APPLICATION_SUB_KEY_NAME_MISSION_RANKS );
WWASSERT( registry );
if ( registry->Is_Valid() ) {
int old_rank = registry->Get_Int( name, 0 );
// Set to the max of old and rank
if ( old_rank > rank ) {
rank = old_rank;
}
registry->Set_Int( name, rank );
}
delete registry;
}
////////////////////////////////////////////////////////////////
//
// On_ListCtrl_Column_Click
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::On_ListCtrl_Column_Click
(
ListCtrlClass *list_ctrl,
int ctrl_id,
int col_index
)
{
if (ctrl_id == IDC_LOAD_GAME_LIST_CTRL) {
//
// Determine
//
if (col_index == CurrSortCol) {
IsSortAscending = !IsSortAscending;
} else {
CurrSortCol = col_index;
IsSortAscending = true;
}
//
// Sort the list by the column that was clicked
//
list_ctrl->Sort (LoadListSortCallback, MAKELONG (CurrSortCol, IsSortAscending));
//
// Update the sort marker
//
ListCtrlClass::SORT_TYPE type = IsSortAscending ? ListCtrlClass::SORT_ASCENDING : ListCtrlClass::SORT_DESCENDING;
list_ctrl->Set_Sort_Designator (CurrSortCol, type);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_ListCtrl_Delete_Entry
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::On_ListCtrl_Delete_Entry
(
ListCtrlClass *list_ctrl,
int ctrl_id,
int item_index
)
{
if (ctrl_id == IDC_LOAD_GAME_LIST_CTRL) {
//
// Remove the data we associated with this entry
//
FILETIME *file_time = (FILETIME *)list_ctrl->Get_Entry_Data (item_index, 0);
StringClass *path = (StringClass *)list_ctrl->Get_Entry_Data (item_index, 1);
StringClass *filename = (StringClass *)list_ctrl->Get_Entry_Data (item_index, 2);
list_ctrl->Set_Entry_Data (item_index, 0, 0);
list_ctrl->Set_Entry_Data (item_index, 1, 0);
list_ctrl->Set_Entry_Data (item_index, 2, 0);
//
// Free the data
//
if (file_time != NULL) {
delete file_time;
}
if (path != NULL) {
delete path;
}
if (filename != NULL) {
delete filename;
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// LoadListSortCallback
//
////////////////////////////////////////////////////////////////
int CALLBACK
LoadSPGameMenuClass::LoadListSortCallback (ListCtrlClass *list_ctrl, int item_index1, int item_index2, uint32 user_param)
{
int retval = 0;
//
// Get the sorting params
//
int sort_col_index = LOWORD (user_param);
BOOL sort_ascending = HIWORD (user_param);
if (sort_col_index == 0 || sort_col_index == 1) {
//
// Sort by time
//
FILETIME *file_time1 = (FILETIME *)list_ctrl->Get_Entry_Data (item_index1, 0);
FILETIME *file_time2 = (FILETIME *)list_ctrl->Get_Entry_Data (item_index2, 0);
retval = ::CompareFileTime (file_time1, file_time2);
} else {
//
// Sort by name
//
const WCHAR *name1 = list_ctrl->Get_Entry_Text (item_index1, 2);
const WCHAR *name2 = list_ctrl->Get_Entry_Text (item_index2, 2);
retval = ::wcsicmp (name1, name2);
}
//
// Invert the return value if we are sorting descendingly
//
if (sort_ascending == false) {
retval = -retval;
}
return retval;
}
////////////////////////////////////////////////////////////////
//
// On_Command
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::On_Command (int ctrl_id, int message_id, DWORD param)
{
switch (ctrl_id)
{
case IDC_LOAD_GAME_BUTTON:
case IDOK:
Load_Game ();
break;
case IDC_DELETE_GAME_BUTTON:
Delete_Game (true);
break;
}
MenuDialogClass::On_Command (ctrl_id, message_id, param);
return ;
}
////////////////////////////////////////////////////////////////
//
// Load_Game
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::Load_Game (void)
{
#ifndef MULTIPLAYERDEMO
//
// Get a pointer to the list control
//
ListCtrlClass *list_ctrl = (ListCtrlClass *)Get_Dlg_Item (IDC_LOAD_GAME_LIST_CTRL);
if (list_ctrl == NULL) {
return ;
}
#if 0 // MOVED BELOW AND TO DIFFICULTY SELECTION
//
// End the current game before we load the new one
//
if (GameModeManager::Find ("Combat")->Is_Suspended ()) {
GameInitMgrClass::End_Game();
GameModeManager::Safely_Deactivate ();
}
#endif
//
// Get the currently selected entry
//
int item_index = list_ctrl->Get_Curr_Sel ();
if (item_index != -1) {
//
// Get the name of the map
//
StringClass *filename = (StringClass *)list_ctrl->Get_Entry_Data (item_index, 2);
StringClass save_name(filename->Peek_Buffer(),true);
StringClass map_name(0,true);
int mission = 0;
if (SaveGameManager::Peek_Map_Name (save_name, map_name)) {
mission = cGameData::Get_Mission_Number_From_Map_Name( map_name );
} else {
mission = cGameData::Get_Mission_Number_From_Map_Name( save_name );
}
CampaignManager::Select_Backdrop_Number( mission ); // Force default loading screen
bool is_replay = Get_Game_Rank( save_name ) > 0;
if ( is_replay ) {
// if replay
DifficultyMenuClass * dialog = new DifficultyMenuClass();
dialog->Set_Replay( save_name );
dialog->Start_Dialog();
dialog->Release_Ref();
} else {
//
// End the current game before we load the new one
//
if (GameModeManager::Find ("Combat")->Is_Suspended ()) {
GameInitMgrClass::End_Game();
GameModeManager::Safely_Deactivate ();
}
//
// Load the map
//
GameInitMgrClass::Initialize_SP ();
GameInitMgrClass::Start_Game (save_name, -1, 0);
}
}
cGod::Reset_Inventory();
return ;
#endif // !MULTIPLAYERDEMO
}
////////////////////////////////////////////////////////////////
//
// On_ListCtrl_Sel_Change
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::On_ListCtrl_Sel_Change
(
ListCtrlClass *list_ctrl,
int ctrl_id,
int old_index,
int new_index
)
{
Update_Button_State ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Update_Button_State
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::Update_Button_State (void)
{
bool enable = false;
//
// Get a pointer to the list control
//
ListCtrlClass *list_ctrl = (ListCtrlClass *)Get_Dlg_Item (IDC_LOAD_GAME_LIST_CTRL);
if (list_ctrl == NULL) {
return ;
}
//
// Get the currently selected entry
//
int item_index = list_ctrl->Get_Curr_Sel ();
if (item_index != -1) {
//
// Get the filename associated with this entry
//
if (list_ctrl->Get_Entry_Data (item_index, 0) != NULL) {
StringClass filename = ((StringClass *)list_ctrl->Get_Entry_Data (item_index, 1))->Peek_Buffer ();
//
// Check to see if this is a saved game or a level file.
//
int len = filename.Get_Length ();
if (len >= 4 && ::lstrcmpi ((filename.Peek_Buffer () + (len - 4)), ".mix") != 0) {
enable = true;
}
}
//
// Change the enable state of the button
//
Get_Dlg_Item (IDC_DELETE_GAME_BUTTON)->Enable (enable);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_ListCtrl_DblClk
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::On_ListCtrl_DblClk
(
ListCtrlClass *list_ctrl,
int ctrl_id,
int item_index
)
{
Load_Game ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Delete_Game
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::Delete_Game (bool prompt)
{
//
// Get a pointer to the list control
//
ListCtrlClass *list_ctrl = (ListCtrlClass *)Get_Dlg_Item (IDC_LOAD_GAME_LIST_CTRL);
if (list_ctrl == NULL) {
return ;
}
//
// Get the currently selected entry
//
int item_index = list_ctrl->Get_Curr_Sel ();
if (item_index != -1) {
//
// Determine what filename this entry refers to
//
if (list_ctrl->Get_Entry_Data (item_index, 0) != NULL) {
StringClass filename = ((StringClass *)list_ctrl->Get_Entry_Data (item_index, 1))->Peek_Buffer ();
// Never delete .MIX files
int len = filename.Get_Length ();
if (len >= 4 && ::lstrcmpi ((filename.Peek_Buffer () + (len - 4)), ".mix") != 0) {
if (prompt) {
//
// Build a confirmation message to display to the user
//
WideStringClass message;
message.Format (TRANSLATE (IDS_MENU_DELETE_SAVE_MSG),
list_ctrl->Get_Entry_Text (item_index, COL_NAME));
//
// Display a message to the user asking if they really want to do this...
//
DlgMsgBox::DoDialog (TRANSLATE (IDS_MENU_DELETE_SAVE_TITLE), message, DlgMsgBox::YesNo,
this, MBEVENT_DELETE_PROMPT);
} else {
//
// Delete the file and remove its entry from the list
//
if (::DeleteFile (filename) != 0) {
list_ctrl->Delete_Entry (item_index);
}
}
}
}
}
Update_Button_State ();
return ;
}
////////////////////////////////////////////////////////////////
//
// HandleNotification
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::HandleNotification (DlgMsgBoxEvent &event)
{
if (event.Get_User_Data () == MBEVENT_DELETE_PROMPT) {
//
// The user has confirmed the delete, so delete the file
//
if (event.Event () == DlgMsgBoxEvent::Yes) {
Delete_Game (false);
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Display
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::Display (void)
{
#ifndef MULTIPLAYERDEMO
//
// Create the dialog if necessary, otherwise simply bring it to the front
//
if (_TheInstance == NULL) {
START_DIALOG (LoadSPGameMenuClass);
} else {
if (_TheInstance->Is_Active_Menu () == false) {
DialogMgrClass::Rollback (_TheInstance);
}
}
return ;
#endif // !MULTIPLAYERDEMO
}
////////////////////////////////////////////////////////////////
//
// On_Last_Menu_Ending
//
////////////////////////////////////////////////////////////////
void
LoadSPGameMenuClass::On_Last_Menu_Ending (void)
{
RenegadeDialogMgrClass::Goto_Location (RenegadeDialogMgrClass::LOC_MAIN_MENU);
return ;
}