Files @ r25693:311303f64840
Branch filter:

Location: cpp/openttd-patchpack/source/src/saveload/game_sl.cpp

Patric Stout
Change: store length of SL_STRUCTLIST in the savegame

This wasn't consistently done, and often variables were used that
were read by an earlier blob. By moving it next to the struct
itself, the code becomes a bit more self-contained and easier to
read.

Additionally, this allows for external tooling to know how many
structs to expect, instead of having to know where to find the
length-field or a hard-coded value that can change at any moment.
/*
 * 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
	{
		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->GetDescription());
			ls->lines.emplace_back(_game_saveload_string);
		}
	}
};

static const SaveLoad _game_language_desc[] = {
	SLE_SSTR(LanguageStrings, language, SLE_STR),
	SLEG_CONDVAR(_game_saveload_strings, SLE_UINT32, SL_MIN_VERSION, SLV_SAVELOAD_LIST_LENGTH),
	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);
		SlObject(&_current_data->raw_strings[i], _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);