diff --git a/src/saveload/game_sl.cpp b/src/saveload/game_sl.cpp new file mode 100644 --- /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 . + */ + +/** @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}, +};