Files @ r25751:3154638283de
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Location: cpp/openttd-patchpack/source/src/saveload/story_sl.cpp

Patric Stout
Feature: framework to make savegames self-descriptive

We won't be able to make it fully self-descriptive (looking at you
MAP-chunks), but anything else can. With this framework, we can
add headers for each chunk explaining how each chunk looks like
in detail.

They also will all be tables, making it a lot easier to read in
external tooling, and opening the way to consider a database
(like SQLite) to use as savegame format.

Lastly, with the headers in the savegame, you can freely add
fields without needing a savegame version bump; older versions
of OpenTTD will simply ignore the new field. This also means
we can remove all the SLE_CONDNULL, as they are irrelevant.

The next few commits will start using this framework.
/*
 * 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 story_sl.cpp Code handling saving and loading of story pages */

#include "../stdafx.h"
#include "../story_base.h"

#include "saveload.h"

#include "../safeguards.h"

/** Called after load to trash broken pages. */
void AfterLoadStoryBook()
{
	if (IsSavegameVersionBefore(SLV_185)) {
		/* Trash all story pages and page elements because
		 * they were saved with wrong data types.
		 */
		_story_page_element_pool.CleanPool();
		_story_page_pool.CleanPool();
	}
}

static const SaveLoad _story_page_elements_desc[] = {
	SLE_CONDVAR(StoryPageElement, sort_value,    SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION,   SLV_185),
	SLE_CONDVAR(StoryPageElement, sort_value,    SLE_UINT32,                 SLV_185, SL_MAX_VERSION),
	    SLE_VAR(StoryPageElement, page,          SLE_UINT16),
	SLE_CONDVAR(StoryPageElement, type,          SLE_FILE_U16 | SLE_VAR_U8,  SL_MIN_VERSION,   SLV_185),
	SLE_CONDVAR(StoryPageElement, type,          SLE_UINT8,                  SLV_185, SL_MAX_VERSION),
	    SLE_VAR(StoryPageElement, referenced_id, SLE_UINT32),
	    SLE_STR(StoryPageElement, text,          SLE_STR | SLF_ALLOW_CONTROL, 0),
};

static void Save_STORY_PAGE_ELEMENT()
{
	for (StoryPageElement *s : StoryPageElement::Iterate()) {
		SlSetArrayIndex(s->index);
		SlObject(s, _story_page_elements_desc);
	}
}

static void Load_STORY_PAGE_ELEMENT()
{
	int index;
	uint32 max_sort_value = 0;
	while ((index = SlIterateArray()) != -1) {
		StoryPageElement *s = new (index) StoryPageElement();
		SlObject(s, _story_page_elements_desc);
		if (s->sort_value > max_sort_value) {
			max_sort_value = s->sort_value;
		}
	}
	/* Update the next sort value, so that the next
	 * created page is shown after all existing pages.
	 */
	_story_page_element_next_sort_value = max_sort_value + 1;
}

static const SaveLoad _story_pages_desc[] = {
	SLE_CONDVAR(StoryPage, sort_value, SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION,   SLV_185),
	SLE_CONDVAR(StoryPage, sort_value, SLE_UINT32,                 SLV_185, SL_MAX_VERSION),
	    SLE_VAR(StoryPage, date,       SLE_UINT32),
	SLE_CONDVAR(StoryPage, company,    SLE_FILE_U16 | SLE_VAR_U8,  SL_MIN_VERSION,   SLV_185),
	SLE_CONDVAR(StoryPage, company,    SLE_UINT8,                  SLV_185, SL_MAX_VERSION),
	    SLE_STR(StoryPage, title,      SLE_STR | SLF_ALLOW_CONTROL, 0),
};

static void Save_STORY_PAGE()
{
	for (StoryPage *s : StoryPage::Iterate()) {
		SlSetArrayIndex(s->index);
		SlObject(s, _story_pages_desc);
	}
}

static void Load_STORY_PAGE()
{
	int index;
	uint32 max_sort_value = 0;
	while ((index = SlIterateArray()) != -1) {
		StoryPage *s = new (index) StoryPage();
		SlObject(s, _story_pages_desc);
		if (s->sort_value > max_sort_value) {
			max_sort_value = s->sort_value;
		}
	}
	/* Update the next sort value, so that the next
	 * created page is shown after all existing pages.
	 */
	_story_page_next_sort_value = max_sort_value + 1;
}

static const ChunkHandler story_page_chunk_handlers[] = {
	{ 'STPE', Save_STORY_PAGE_ELEMENT, Load_STORY_PAGE_ELEMENT, nullptr, nullptr, CH_ARRAY },
	{ 'STPA', Save_STORY_PAGE,         Load_STORY_PAGE,         nullptr, nullptr, CH_ARRAY },
};

extern const ChunkHandlerTable _story_page_chunk_handlers(story_page_chunk_handlers);