/*
* 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 "LoadGameState.h"
#include <sstream>
#include "../Engine/Logger.h"
#include "../Savegame/SavedBattleGame.h"
#include "../Engine/Game.h"
#include "../Engine/Exception.h"
#include "../Engine/Options.h"
#include "../Engine/CrossPlatform.h"
#include "../Engine/Screen.h"
#include "../Engine/LocalizedText.h"
#include "../Interface/Text.h"
#include "../Geoscape/GeoscapeState.h"
#include "ErrorMessageState.h"
#include "../Battlescape/BattlescapeState.h"
#include "../Mod/Mod.h"
#include "../Engine/Sound.h"
#include "../Engine/Unicode.h"
#include "../Mod/RuleInterface.h"
#include "StatisticsState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Load 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.
*/
LoadGameState::LoadGameState(OptionsOrigin origin, const std::string &filename, SDL_Color *palette) : _firstRun(0), _origin(origin), _filename(filename)
{
buildUi(palette);
}
/**
* Initializes all the elements in the Load Game screen.
* @param game Pointer to the core game.
* @param origin Game section that originated this state.
* @param type Type of auto-load being used.
* @param palette Parent state palette.
*/
LoadGameState::LoadGameState(OptionsOrigin origin, SaveType type, SDL_Color *palette) : _firstRun(0), _origin(origin)
{
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;
default:
// can't auto-load ironman games
break;
}
buildUi(palette);
}
/**
*
*/
LoadGameState::~LoadGameState()
{
}
/**
* Builds the interface.
* @param palette Parent state palette.
*/
void LoadGameState::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);
if (_game->getSavedGame()->getSavedBattle()->getAmbientSound() != -1)
{
_game->getMod()->getSoundByDepth(0, _game->getSavedGame()->getSavedBattle()->getAmbientSound())->stopLoop();
}
}
else
{
add(_txtStatus, "textLoad", "geoscape");
}
centerAllSurfaces();
// Set up objects
_txtStatus->setBig();
_txtStatus->setAlign(ALIGN_CENTER);
_txtStatus->setText(tr("STR_LOADING_GAME"));
}
/**
* Ignore quick loads without a save available.
*/
void LoadGameState::init()
{
State::init();
if (_filename == SavedGame::QUICKSAVE && !CrossPlatform::fileExists(Options::getMasterUserFolder() + _filename))
{
_game->popState();
return;
}
}
/**
* Loads the specified save.
*/
void LoadGameState::think()
{
State::think();
// Make sure it gets drawn properly
if (_firstRun < 10)
{
_firstRun++;
}
else
{
_game->popState();
// Load the game
SavedGame *s = new SavedGame();
try
{
s->load(_filename, _game->getMod());
_game->setSavedGame(s);
if (_game->getSavedGame()->getEnding() != END_NONE)
{
Options::baseXResolution = Screen::ORIGINAL_WIDTH;
Options::baseYResolution = Screen::ORIGINAL_HEIGHT;
_game->getScreen()->resetDisplay(false);
_game->setState(new StatisticsState);
}
else
{
Options::baseXResolution = Options::baseXGeoscape;
Options::baseYResolution = Options::baseYGeoscape;
_game->getScreen()->resetDisplay(false);
_game->setState(new GeoscapeState);
if (_game->getSavedGame()->getSavedBattle() != 0)
{
_game->getSavedGame()->getSavedBattle()->loadMapResources(_game->getMod());
Options::baseXResolution = Options::baseXBattlescape;
Options::baseYResolution = Options::baseYBattlescape;
_game->getScreen()->resetDisplay(false);
BattlescapeState *bs = new BattlescapeState;
_game->pushState(bs);
_game->getSavedGame()->getSavedBattle()->setBattleState(bs);
}
}
}
catch (Exception &e)
{
error(e.what(), s);
}
catch (YAML::Exception &e)
{
error(e.what(), s);
}
CrossPlatform::flashWindow();
}
}
/**
* Pops up a window with an error message
* and cleans up afterwards.
* @param msg Error message.
* @param save Pending save.
*/
void LoadGameState::error(const std::string &msg, SavedGame *save)
{
Log(LOG_ERROR) << msg;
std::ostringstream error;
error << tr("STR_LOAD_UNSUCCESSFUL") << Unicode::TOK_NL_SMALL << Unicode::convPathToUtf8(msg);
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));
if (_game->getSavedGame() == save)
_game->setSavedGame(0);
else
delete save;
}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getSavedGame()' expression repeatedly.