Changeset - r20773:6411a759aea6
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master
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frosch - 11 years ago 2013-10-06 12:10:33
frosch@openttd.org
(svn r25817) -Fix [FS5750-ish]: Handle savegames which contain GS translations for languages with empty name more gently.
1 file changed with 1 insertions and 1 deletions:
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src/saveload/game_sl.cpp
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/* $Id$ */
 

	
 
/*
 
 * 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 "../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"
 

	
 
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 GameStrings *_current_data;
 

	
 
static const char *_game_saveload_string;
 
static uint _game_saveload_strings;
 

	
 
static const SaveLoad _game_language_header[] = {
 
	SLEG_STR(_game_saveload_string, SLE_STR),
 
	SLEG_VAR(_game_saveload_strings, SLE_UINT32),
 
	 SLE_END()
 
};
 

	
 
static const SaveLoad _game_language_string[] = {
 
	SLEG_STR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
 
	 SLE_END()
 
};
 

	
 
static void SaveReal_GSTR(LanguageStrings *ls)
 
{
 
	_game_saveload_string  = ls->language;
 
	_game_saveload_strings = ls->lines.Length();
 

	
 
	SlObject(NULL, _game_language_header);
 
	for (uint i = 0; i < _game_saveload_strings; i++) {
 
		_game_saveload_string = ls->lines[i];
 
		SlObject(NULL, _game_language_string);
 
	}
 
}
 

	
 
static void Load_GSTR()
 
{
 
	delete _current_data;
 
	_current_data = new GameStrings();
 

	
 
	while (SlIterateArray() != -1) {
 
		_game_saveload_string = NULL;
 
		SlObject(NULL, _game_language_header);
 

	
 
		LanguageStrings *ls = new LanguageStrings(_game_saveload_string);
 
		LanguageStrings *ls = new LanguageStrings(_game_saveload_string != NULL ? _game_saveload_string : "");
 
		for (uint i = 0; i < _game_saveload_strings; i++) {
 
			SlObject(NULL, _game_language_string);
 
			*ls->lines.Append() = strdup(_game_saveload_string != NULL ? _game_saveload_string : "");
 
		}
 

	
 
		*_current_data->raw_strings.Append() = ls;
 
	}
 

	
 
	/* If there were no strings in the savegame, set GameStrings to NULL */
 
	if (_current_data->raw_strings.Length() == 0) {
 
		delete _current_data;
 
		_current_data = NULL;
 
		return;
 
	}
 

	
 
	_current_data->Compile();
 
	ReconsiderGameScriptLanguage();
 
}
 

	
 
static void Save_GSTR()
 
{
 
	if (_current_data == NULL) return;
 

	
 
	for (uint i = 0; i < _current_data->raw_strings.Length(); i++) {
 
		SlSetArrayIndex(i);
 
		SlAutolength((AutolengthProc *)SaveReal_GSTR, _current_data->raw_strings[i]);
 
	}
 
}
 

	
 
extern const ChunkHandler _game_chunk_handlers[] = {
 
	{ 'GSTR', Save_GSTR, Load_GSTR, NULL, NULL, CH_ARRAY },
 
	{ 'GSDT', Save_GSDT, Load_GSDT, NULL, NULL, CH_ARRAY | CH_LAST},
 
};
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