summaryrefslogtreecommitdiff
path: root/src/saveload
diff options
context:
space:
mode:
authortruebrain <truebrain@openttd.org>2011-12-19 20:56:34 +0000
committertruebrain <truebrain@openttd.org>2011-12-19 20:56:34 +0000
commitf239a6140616340854b2330b75f44abad01ae0a2 (patch)
tree0db054cc972e2638417423a0a89ee17bfbbfc38d /src/saveload
parentde5494af8ff51e7accfe2c73092873574a9edbf0 (diff)
downloadopenttd-f239a6140616340854b2330b75f44abad01ae0a2.tar.xz
(svn r23609) -Add: save/load all GameScript related material
Diffstat (limited to 'src/saveload')
-rw-r--r--src/saveload/game_sl.cpp116
-rw-r--r--src/saveload/saveload.cpp2
2 files changed, 118 insertions, 0 deletions
diff --git a/src/saveload/game_sl.cpp b/src/saveload/game_sl.cpp
new file mode 100644
index 000000000..c479239c1
--- /dev/null
+++ b/src/saveload/game_sl.cpp
@@ -0,0 +1,116 @@
+/* $Id$ */
+
+/*
+ * This file is part of OpenTTD.
+ * OpenTTD 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, version 2.
+ * OpenTTD 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 OpenTTD. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+/** @file game_sl.cpp Handles the saveload part of the GameScripts */
+
+#include "../stdafx.h"
+#include "../company_base.h"
+#include "../debug.h"
+#include "saveload.h"
+#include "../string_func.h"
+
+#include "../game/game.hpp"
+#include "../game/game_config.hpp"
+#include "../network/network.h"
+#include "../game/game_instance.hpp"
+
+static char _game_saveload_name[64];
+static int _game_saveload_version;
+static char _game_saveload_settings[1024];
+static bool _game_saveload_is_random;
+
+static const SaveLoad _game_script[] = {
+ SLEG_STR(_game_saveload_name, SLE_STRB),
+ SLEG_STR(_game_saveload_settings, SLE_STRB),
+ SLEG_VAR(_game_saveload_version, SLE_UINT32),
+ SLEG_VAR(_game_saveload_is_random, SLE_BOOL),
+ SLE_END()
+};
+
+static void SaveReal_GSDT(int *index_ptr)
+{
+ GameConfig *config = GameConfig::GetConfig();
+
+ if (config->HasScript()) {
+ ttd_strlcpy(_game_saveload_name, config->GetName(), lengthof(_game_saveload_name));
+ _game_saveload_version = config->GetVersion();
+ } else {
+ /* No GameScript is configured for this so store an empty string as name. */
+ _game_saveload_name[0] = '\0';
+ _game_saveload_version = -1;
+ }
+
+ _game_saveload_is_random = config->IsRandom();
+ _game_saveload_settings[0] = '\0';
+ config->SettingsToString(_game_saveload_settings, lengthof(_game_saveload_settings));
+
+ SlObject(NULL, _game_script);
+ Game::Save();
+}
+
+static void Load_GSDT()
+{
+ /* Free all current data */
+ GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(NULL);
+
+ if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
+
+ _game_saveload_version = -1;
+ SlObject(NULL, _game_script);
+
+ if (_networking && !_network_server) {
+ GameInstance::LoadEmpty();
+ if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
+ return;
+ }
+
+ GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
+ if (StrEmpty(_game_saveload_name)) {
+ } else {
+ config->Change(_game_saveload_name, _game_saveload_version, false, _game_saveload_is_random);
+ if (!config->HasScript()) {
+ /* No version of the GameScript available that can load the data. Try to load the
+ * latest version of the GameScript instead. */
+ config->Change(_game_saveload_name, -1, false, _game_saveload_is_random);
+ if (!config->HasScript()) {
+ if (strcmp(_game_saveload_name, "%_dummy") != 0) {
+ DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version);
+ DEBUG(script, 0, "This game wil continue to run without GameScript.");
+ } else {
+ DEBUG(script, 0, "The savegame had no GameScript available at the time of saving.");
+ DEBUG(script, 0, "This game wil continue to run without GameScript.");
+ }
+ } else {
+ DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version);
+ DEBUG(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
+ }
+ /* Make sure the GameScript doesn't get the saveload data, as he was not the
+ * writer of the saveload data in the first place */
+ _game_saveload_version = -1;
+ }
+ }
+
+ config->StringToSettings(_game_saveload_settings);
+
+ /* Start the GameScript directly if it was active in the savegame */
+ Game::StartNew();
+ Game::Load(_game_saveload_version);
+
+ if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
+}
+
+static void Save_GSDT()
+{
+ SlSetArrayIndex(0);
+ SlAutolength((AutolengthProc *)SaveReal_GSDT, NULL);
+}
+
+extern const ChunkHandler _game_chunk_handlers[] = {
+ { 'GSDT', Save_GSDT, Load_GSDT, NULL, NULL, CH_ARRAY | CH_LAST},
+};
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp
index b1655512b..fe4053741 100644
--- a/src/saveload/saveload.cpp
+++ b/src/saveload/saveload.cpp
@@ -403,6 +403,7 @@ extern const ChunkHandler _industry_chunk_handlers[];
extern const ChunkHandler _economy_chunk_handlers[];
extern const ChunkHandler _subsidy_chunk_handlers[];
extern const ChunkHandler _ai_chunk_handlers[];
+extern const ChunkHandler _game_chunk_handlers[];
extern const ChunkHandler _animated_tile_chunk_handlers[];
extern const ChunkHandler _newgrf_chunk_handlers[];
extern const ChunkHandler _group_chunk_handlers[];
@@ -434,6 +435,7 @@ static const ChunkHandler * const _chunk_handlers[] = {
_station_chunk_handlers,
_company_chunk_handlers,
_ai_chunk_handlers,
+ _game_chunk_handlers,
_animated_tile_chunk_handlers,
_newgrf_chunk_handlers,
_group_chunk_handlers,