/* * 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 "../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 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 { 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 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);