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@ r27587:25e825300735
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Location: cpp/openttd-patchpack/source/src/saveload/game_sl.cpp
r27587:25e825300735
6.8 KiB
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Codechange: Use std::vector for midifile's ByteBuffer. (#11019)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 | /*
* 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 "compat/game_sl_compat.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_desc[] = {
SLEG_SSTR("name", _game_saveload_name, SLE_STR),
SLEG_SSTR("settings", _game_saveload_settings, SLE_STR),
SLEG_VAR("version", _game_saveload_version, SLE_UINT32),
SLEG_VAR("is_random", _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_desc);
Game::Save();
}
struct GSDTChunkHandler : ChunkHandler {
GSDTChunkHandler() : ChunkHandler('GSDT', CH_TABLE) {}
void Load() const override
{
const std::vector<SaveLoad> slt = SlCompatTableHeader(_game_script_desc, _game_script_sl_compat);
/* Free all current data */
GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(std::nullopt);
if (SlIterateArray() == -1) return;
_game_saveload_version = -1;
SlObject(nullptr, slt);
if (_game_mode == GM_MENU || (_networking && !_network_server)) {
GameInstance::LoadEmpty();
if (SlIterateArray() != -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, _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 (_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);
/* Load the GameScript saved data */
config->SetToLoadData(GameInstance::Load(_game_saveload_version));
if (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
}
void Save() const override
{
SlTableHeader(_game_script_desc);
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("string", _game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
};
inline const static SaveLoadCompatTable compat_description = _game_language_string_sl_compat;
void Save(LanguageStrings *ls) const override
{
SlSetStructListLength(ls->lines.size());
for (const auto &string : ls->lines) {
_game_saveload_string = string;
SlObject(nullptr, this->GetDescription());
}
}
void Load(LanguageStrings *ls) const override
{
uint32 length = IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH) ? _game_saveload_strings : (uint32)SlGetStructListLength(UINT32_MAX);
for (uint32 i = 0; i < length; i++) {
SlObject(nullptr, this->GetLoadDescription());
ls->lines.emplace_back(_game_saveload_string);
}
}
};
static const SaveLoad _game_language_desc[] = {
SLE_SSTR(LanguageStrings, language, SLE_STR),
SLEG_CONDVAR("count", _game_saveload_strings, SLE_UINT32, SL_MIN_VERSION, SLV_SAVELOAD_LIST_LENGTH),
SLEG_STRUCTLIST("strings", SlGameLanguageString),
};
struct GSTRChunkHandler : ChunkHandler {
GSTRChunkHandler() : ChunkHandler('GSTR', CH_TABLE) {}
void Load() const override
{
const std::vector<SaveLoad> slt = SlCompatTableHeader(_game_language_desc, _game_language_sl_compat);
delete _current_data;
_current_data = new GameStrings();
while (SlIterateArray() != -1) {
LanguageStrings ls;
SlObject(&ls, slt);
_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();
}
void Save() const override
{
SlTableHeader(_game_language_desc);
if (_current_data == nullptr) return;
for (uint i = 0; i < _current_data->raw_strings.size(); i++) {
SlSetArrayIndex(i);
SlObject(&_current_data->raw_strings[i], _game_language_desc);
}
}
};
static const GSTRChunkHandler GSTR;
static const GSDTChunkHandler GSDT;
static const ChunkHandlerRef game_chunk_handlers[] = {
GSTR,
GSDT,
};
extern const ChunkHandlerTable _game_chunk_handlers(game_chunk_handlers);
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