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@ r27976:645fcc9c218c
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Location: cpp/openttd-patchpack/source/src/saveload/game_sl.cpp
r27976:645fcc9c218c
6.8 KiB
text/x-c
Change: Store station blocked/wires/pylons flags in map. (#11337)
This stores three flags in unused map bits, and avoids having to look up
station graphics and custom station specs to determine blocked/wires/pylons
status.
This potentially affects rail pathfinding performance.
Savegame version is not bumped, as the flags can just be updated every
time.
This stores three flags in unused map bits, and avoids having to look up
station graphics and custom station specs to determine blocked/wires/pylons
status.
This potentially affects rail pathfinding performance.
Savegame version is not bumped, as the flags can just be updated every
time.
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* 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 *)
{
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_t _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_t length = IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH) ? _game_saveload_strings : (uint32_t)SlGetStructListLength(UINT32_MAX);
for (uint32_t 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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