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SaveGameState.cpp
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SaveGameState.cpp
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/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom 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.
*
* OpenXcom 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 OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "SaveGameState.h"
#include <sstream>
#include "../Engine/Logger.h"
#include "../Engine/Game.h"
#include "../Engine/Exception.h"
#include "../Engine/Options.h"
#include "../Engine/Screen.h"
#include "../Engine/CrossPlatform.h"
#include "../Engine/Language.h"
#include "../Interface/Text.h"
#include "ErrorMessageState.h"
#include "MainMenuState.h"
#include "../Savegame/SavedGame.h"
#include "../Mod/Mod.h"
#include "../Mod/RuleInterface.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Save Game screen.
* @param game Pointer to the core game.
* @param origin Game section that originated this state.
* @param filename Name of the save file without extension.
* @param palette Parent state palette.
*/
SaveGameState::SaveGameState(OptionsOrigin origin, const std::string &filename, SDL_Color *palette) : _firstRun(0), _origin(origin), _filename(filename), _type(SAVE_DEFAULT)
{
buildUi(palette);
}
/**
* Initializes all the elements in the Save Game screen.
* @param game Pointer to the core game.
* @param origin Game section that originated this state.
* @param type Type of auto-save being used.
* @param palette Parent state palette.
*/
SaveGameState::SaveGameState(OptionsOrigin origin, SaveType type, SDL_Color *palette) : _firstRun(0), _origin(origin), _type(type)
{
switch (type)
{
case SAVE_QUICK:
_filename = SavedGame::QUICKSAVE;
break;
case SAVE_AUTO_GEOSCAPE:
_filename = SavedGame::AUTOSAVE_GEOSCAPE;
break;
case SAVE_AUTO_BATTLESCAPE:
_filename = SavedGame::AUTOSAVE_BATTLESCAPE;
break;
case SAVE_IRONMAN:
case SAVE_IRONMAN_END:
_filename = CrossPlatform::sanitizeFilename(Language::wstrToFs(_game->getSavedGame()->getName())) + ".sav";
break;
default:
break;
}
buildUi(palette);
}
/**
*
*/
SaveGameState::~SaveGameState()
{
}
/**
* Builds the interface.
* @param palette Parent state palette.
*/
void SaveGameState::buildUi(SDL_Color *palette)
{
_screen = false;
// Create objects
_txtStatus = new Text(320, 17, 0, 92);
// Set palette
setPalette(palette);
if (_origin == OPT_BATTLESCAPE)
{
add(_txtStatus, "textLoad", "battlescape");
_txtStatus->setHighContrast(true);
}
else
{
add(_txtStatus, "textLoad", "geoscape");
}
centerAllSurfaces();
// Set up objects
_txtStatus->setBig();
_txtStatus->setAlign(ALIGN_CENTER);
_txtStatus->setText(tr("STR_SAVING_GAME"));
}
/**
* Saves the current save.
*/
void SaveGameState::think()
{
State::think();
// Make sure it gets drawn properly
if (_firstRun < 10)
{
_firstRun++;
}
else
{
_game->popState();
switch (_type)
{
case SAVE_DEFAULT:
// manual save, close the save screen
_game->popState();
if (!_game->getSavedGame()->isIronman())
{
// and pause screen too
_game->popState();
}
break;
case SAVE_QUICK:
case SAVE_AUTO_GEOSCAPE:
case SAVE_AUTO_BATTLESCAPE:
// automatic save, give it a default name
_game->getSavedGame()->setName(Language::fsToWstr(_filename));
default:
break;
}
// Save the game
try
{
std::string backup = _filename + ".bak";
_game->getSavedGame()->save(backup);
std::string fullPath = Options::getMasterUserFolder() + _filename;
std::string bakPath = Options::getMasterUserFolder() + backup;
if (!CrossPlatform::moveFile(bakPath, fullPath))
{
throw Exception("Save backed up in " + backup);
}
if (_type == SAVE_IRONMAN_END)
{
Screen::updateScale(Options::geoscapeScale, Options::baseXGeoscape, Options::baseYGeoscape, true);
_game->getScreen()->resetDisplay(false);
_game->setState(new MainMenuState);
_game->setSavedGame(0);
}
}
catch (Exception &e)
{
Log(LOG_ERROR) << e.what();
std::wostringstream error;
error << tr("STR_SAVE_UNSUCCESSFUL") << L'\x02' << Language::fsToWstr(e.what());
if (_origin != OPT_BATTLESCAPE)
_game->pushState(new ErrorMessageState(error.str(), _palette, _game->getMod()->getInterface("errorMessages")->getElement("geoscapeColor")->color, "BACK01.SCR", _game->getMod()->getInterface("errorMessages")->getElement("geoscapePalette")->color));
else
_game->pushState(new ErrorMessageState(error.str(), _palette, _game->getMod()->getInterface("errorMessages")->getElement("battlescapeColor")->color, "TAC00.SCR", _game->getMod()->getInterface("errorMessages")->getElement("battlescapePalette")->color));
}
catch (YAML::Exception &e)
{
Log(LOG_ERROR) << e.what();
std::wostringstream error;
error << tr("STR_SAVE_UNSUCCESSFUL") << L'\x02' << Language::fsToWstr(e.what());
if (_origin != OPT_BATTLESCAPE)
_game->pushState(new ErrorMessageState(error.str(), _palette, _game->getMod()->getInterface("errorMessages")->getElement("geoscapeColor")->color, "BACK01.SCR", _game->getMod()->getInterface("errorMessages")->getElement("geoscapePalette")->color));
else
_game->pushState(new ErrorMessageState(error.str(), _palette, _game->getMod()->getInterface("errorMessages")->getElement("battlescapeColor")->color, "TAC00.SCR", _game->getMod()->getInterface("errorMessages")->getElement("battlescapePalette")->color));
}
}
}
}