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/*
* Copyright 2010-2012 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 "LoadState.h"
#include <yaml-cpp/yaml.h>
#include "../Engine/Logger.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/SavedBattleGame.h"
#include "../Engine/Game.h"
#include "../Engine/Exception.h"
#include "../Engine/Options.h"
#include "../Engine/Language.h"
#include "../Engine/Palette.h"
#include "../Engine/Action.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Geoscape/GeoscapeState.h"
#include "ErrorMessageState.h"
#include "../Battlescape/BattlescapeState.h"
#include "DeleteGameState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Load Game screen.
* @param game Pointer to the core game.
* @param geo True to use Geoscape palette, false to use Battlescape palette.
*/
LoadState::LoadState(Game *game, bool geo) : SavedGameState(game, geo)
{
// Set up objects
_txtTitle->setText(_game->getLanguage()->getString("STR_SELECT_GAME_TO_LOAD"));
_lstSaves->onMousePress((ActionHandler)&LoadState::lstSavesPress);
}
/**
* Initializes all the elements in the Load Game screen.
* @param game Pointer to the core game.
* @param geo True to use Geoscape palette, false to use Battlescape palette.
* @param showMsg True if need to show messages like "Loading game" or "Saving game".
*/
LoadState::LoadState(Game *game, bool geo, bool showMsg) : SavedGameState(game, geo, showMsg)
{
quickLoad();
}
/**
*
*/
LoadState::~LoadState()
{
}
/**
* Loads the selected save.
* @param action Pointer to an action.
*/
void LoadState::lstSavesPress(Action *action)
{
if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
{
updateStatus("STR_LOADING_GAME");
SavedGame *s = new SavedGame();
try
{
#ifdef _WIN32
std::string filename = Language::wstrToCp(_lstSaves->getCellText(_lstSaves->getSelectedRow(), 0));
#else
std::string filename = Language::wstrToUtf8(_lstSaves->getCellText(_lstSaves->getSelectedRow(), 0));
#endif
s->load(filename, _game->getRuleset());
_game->setSavedGame(s);
_game->setState(new GeoscapeState(_game));
if (_game->getSavedGame()->getBattleGame() != 0)
{
_game->getSavedGame()->getBattleGame()->loadMapResources(_game->getResourcePack());
BattlescapeState *bs = new BattlescapeState(_game);
_game->pushState(bs);
_game->getSavedGame()->getBattleGame()->setBattleState(bs);
}
}
catch (Exception &e)
{
Log(LOG_ERROR) << e.what();
std::wstringstream error;
error << _game->getLanguage()->getString("STR_LOAD_UNSUCCESSFUL") << L'\x02' << Language::utf8ToWstr(e.what());
if (_geo)
_game->pushState(new ErrorMessageState(_game, error.str(), Palette::blockOffset(8)+10, "BACK01.SCR", 6));
else
_game->pushState(new ErrorMessageState(_game, error.str(), Palette::blockOffset(0), "TAC00.SCR", -1));
delete s;
_game->setSavedGame(0);
}
catch (YAML::Exception &e)
{
Log(LOG_ERROR) << e.what();
std::wstringstream error;
error << _game->getLanguage()->getString("STR_LOAD_UNSUCCESSFUL") << L'\x02' << Language::utf8ToWstr(e.what());
if (_geo)
_game->pushState(new ErrorMessageState(_game, error.str(), Palette::blockOffset(8)+10, "BACK01.SCR", 6));
else
_game->pushState(new ErrorMessageState(_game, error.str(), Palette::blockOffset(0), "TAC00.SCR", -1));
delete s;
_game->setSavedGame(0);
}
}
else if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
{
_game->pushState(new DeleteGameState(_game, _geo, _lstSaves->getCellText(_lstSaves->getSelectedRow(), 0), this));
}
}
/**
* Quick load game.
*/
void LoadState::quickLoad()
{
if (_showMsg) updateStatus("STR_LOADING_GAME");
#ifdef _WIN32
std::string filename = Language::wstrToCp(L"autosave");
#else
std::string filename = Language::wstrToUtf8(L"autosave");
#endif
SavedGame *s = new SavedGame();
try
{
s->load(filename, _game->getRuleset());
_game->setSavedGame(s);
_game->setState(new GeoscapeState(_game));
if (_game->getSavedGame()->getBattleGame() != 0)
{
_game->getSavedGame()->getBattleGame()->loadMapResources(_game->getResourcePack());
BattlescapeState *bs = new BattlescapeState(_game);
_game->pushState(bs);
_game->getSavedGame()->getBattleGame()->setBattleState(bs);
}
}
catch (Exception &e)
{
Log(LOG_ERROR) << e.what();
std::wstringstream error;
error << _game->getLanguage()->getString("STR_LOAD_UNSUCCESSFUL") << L'\x02' << Language::utf8ToWstr(e.what());
if (_geo)
_game->pushState(new ErrorMessageState(_game, error.str(), Palette::blockOffset(8)+10, "BACK01.SCR", 6));
else
_game->pushState(new ErrorMessageState(_game, error.str(), Palette::blockOffset(0), "TAC00.SCR", -1));
delete s;
}
catch (YAML::Exception &e)
{
Log(LOG_ERROR) << e.what();
std::wstringstream error;
error << _game->getLanguage()->getString("STR_LOAD_UNSUCCESSFUL") << L'\x02' << Language::utf8ToWstr(e.what());
if (_geo)
_game->pushState(new ErrorMessageState(_game, error.str(), Palette::blockOffset(8)+10, "BACK01.SCR", 6));
else
_game->pushState(new ErrorMessageState(_game, error.str(), Palette::blockOffset(0), "TAC00.SCR", -1));
delete s;
}
}
}