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/*
* 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 "../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"
#include "../game/game_text.hpp"
#include "../safeguards.h"
static std::string _game_saveload_name;
static int _game_saveload_version;
static std::string _game_saveload_settings;
static bool _game_saveload_is_random;
static const SaveLoad _game_script[] = {
SLEG_SSTR(_game_saveload_name, SLE_STR),
SLEG_SSTR(_game_saveload_settings, SLE_STR),
SLEG_VAR(_game_saveload_version, SLE_UINT32),
SLEG_VAR(_game_saveload_is_random, SLE_BOOL),
};
static void SaveReal_GSDT(int *index_ptr)
{
GameConfig *config = GameConfig::GetConfig();
if (config->HasScript()) {
_game_saveload_name = config->GetName();
_game_saveload_version = config->GetVersion();
} else {
/* No GameScript is configured for this so store an empty string as name. */
_game_saveload_name.clear();
_game_saveload_version = -1;
}
_game_saveload_is_random = config->IsRandom();
_game_saveload_settings = config->SettingsToString();
SlObject(nullptr, _game_script);
Game::Save();
}
static void Load_GSDT()
{
/* Free all current data */
GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(nullptr);
if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
_game_saveload_version = -1;
SlObject(nullptr, _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 (!_game_saveload_name.empty()) {
config->Change(_game_saveload_name.c_str(), _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.c_str(), -1, false, _game_saveload_is_random);
if (!config->HasScript()) {
if (_game_saveload_name.compare("%_dummy") != 0) {
Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
Debug(script, 0, "This game will 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 will continue to run without GameScript.");
}
} else {
Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} 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 it 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, nullptr);
}
extern GameStrings *_current_data;
static std::string _game_saveload_string;
static uint32 _game_saveload_strings;
class SlGameLanguageString : public DefaultSaveLoadHandler<SlGameLanguageString, LanguageStrings> {
public:
inline static const SaveLoad description[] = {
SLEG_SSTR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
};
void Save(LanguageStrings *ls) const override
{
for (const auto &string : ls->lines) {
_game_saveload_string = string;
SlObject(nullptr, this->GetDescription());
}
}
void Load(LanguageStrings *ls) const override
{
for (uint32 i = 0; i < _game_saveload_strings; i++) {
SlObject(nullptr, this->GetDescription());
ls->lines.emplace_back(_game_saveload_string);
}
}
};
static const SaveLoad _game_language_desc[] = {
SLE_SSTR(LanguageStrings, language, SLE_STR),
SLEG_VAR(_game_saveload_strings, SLE_UINT32),
SLEG_STRUCTLIST(SlGameLanguageString),
};
static void Load_GSTR()
{
delete _current_data;
_current_data = new GameStrings();
while (SlIterateArray() != -1) {
LanguageStrings ls;
SlObject(&ls, _game_language_desc);
_current_data->raw_strings.push_back(std::move(ls));
}
/* If there were no strings in the savegame, set GameStrings to nullptr */
if (_current_data->raw_strings.size() == 0) {
delete _current_data;
_current_data = nullptr;
return;
}
_current_data->Compile();
ReconsiderGameScriptLanguage();
}
static void Save_GSTR()
{
if (_current_data == nullptr) return;
for (uint i = 0; i < _current_data->raw_strings.size(); i++) {
SlSetArrayIndex(i);
LanguageStrings *ls = &_current_data->raw_strings[i];
_game_saveload_strings = (uint32)ls->lines.size();
SlObject(ls, _game_language_desc);
}
}
static const ChunkHandler game_chunk_handlers[] = {
{ 'GSTR', Save_GSTR, Load_GSTR, nullptr, nullptr, CH_ARRAY },
{ 'GSDT', Save_GSDT, Load_GSDT, nullptr, nullptr, CH_ARRAY },
};
extern const ChunkHandlerTable _game_chunk_handlers(game_chunk_handlers);
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