Update to 12.0-beta1

This commit is contained in:
dP
2021-08-15 14:57:29 +03:00
parent ac7d3eba75
commit 9df4f2c4fc
666 changed files with 61302 additions and 20466 deletions
+143 -121
View File
@@ -9,9 +9,11 @@
#include "../stdafx.h"
#include "../debug.h"
#include "saveload.h"
#include "../string_func.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"
@@ -20,17 +22,16 @@
#include "../safeguards.h"
static char _game_saveload_name[64];
static int _game_saveload_version;
static char _game_saveload_settings[1024];
static bool _game_saveload_is_random;
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_STR(_game_saveload_name, SLE_STRB),
SLEG_STR(_game_saveload_settings, SLE_STRB),
SLEG_VAR(_game_saveload_version, SLE_UINT32),
SLEG_VAR(_game_saveload_is_random, SLE_BOOL),
SLE_END()
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)
@@ -38,147 +39,168 @@ static void SaveReal_GSDT(int *index_ptr)
GameConfig *config = GameConfig::GetConfig();
if (config->HasScript()) {
strecpy(_game_saveload_name, config->GetName(), lastof(_game_saveload_name));
_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[0] = '\0';
_game_saveload_name.clear();
_game_saveload_version = -1;
}
_game_saveload_is_random = config->IsRandom();
_game_saveload_settings[0] = '\0';
config->SettingsToString(_game_saveload_settings, lastof(_game_saveload_settings));
_game_saveload_settings = config->SettingsToString();
SlObject(nullptr, _game_script);
SlObject(nullptr, _game_script_desc);
Game::Save();
}
static void Load_GSDT()
{
/* Free all current data */
GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(nullptr);
struct GSDTChunkHandler : ChunkHandler {
GSDTChunkHandler() : ChunkHandler('GSDT', CH_TABLE) {}
if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
void Load() const override
{
const std::vector<SaveLoad> slt = SlCompatTableHeader(_game_script_desc, _game_script_sl_compat);
_game_saveload_version = -1;
SlObject(nullptr, _game_script);
/* Free all current data */
GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(nullptr);
if (_networking && !_network_server) {
GameInstance::LoadEmpty();
if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
return;
}
if (SlIterateArray() == -1) return;
GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
if (StrEmpty(_game_saveload_name)) {
} else {
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 (strcmp(_game_saveload_name, "%_dummy") != 0) {
DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d 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 '%s', version %d 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 he was not the
* writer of the saveload data in the first place */
_game_saveload_version = -1;
_game_saveload_version = -1;
SlObject(nullptr, slt);
if (_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.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 (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
}
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);
}
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 uint _game_saveload_strings;
static uint32 _game_saveload_strings;
static const SaveLoad _game_language_header[] = {
SLEG_SSTR(_game_saveload_string, SLE_STR),
SLEG_VAR(_game_saveload_strings, SLE_UINT32),
SLE_END()
};
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;
static const SaveLoad _game_language_string[] = {
SLEG_SSTR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
SLE_END()
};
void Save(LanguageStrings *ls) const override
{
SlSetStructListLength(ls->lines.size());
static void SaveReal_GSTR(const LanguageStrings *ls)
{
_game_saveload_string = ls->language.c_str();
_game_saveload_strings = (uint)ls->lines.size();
SlObject(nullptr, _game_language_header);
for (const auto &i : ls->lines) {
_game_saveload_string = i.c_str();
SlObject(nullptr, _game_language_string);
for (const auto &string : ls->lines) {
_game_saveload_string = string;
SlObject(nullptr, this->GetDescription());
}
}
}
static void Load_GSTR()
{
delete _current_data;
_current_data = new GameStrings();
void Load(LanguageStrings *ls) const override
{
uint32 length = IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH) ? _game_saveload_strings : (uint32)SlGetStructListLength(UINT32_MAX);
while (SlIterateArray() != -1) {
_game_saveload_string.clear();
SlObject(nullptr, _game_language_header);
for (uint32 i = 0; i < length; i++) {
SlObject(nullptr, this->GetLoadDescription());
ls->lines.emplace_back(_game_saveload_string);
}
}
};
LanguageStrings ls(_game_saveload_string);
for (uint i = 0; i < _game_saveload_strings; i++) {
SlObject(nullptr, _game_language_string);
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));
}
_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();
}
/* 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;
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);
}
}
_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);
SlAutolength((AutolengthProc *)SaveReal_GSTR, &_current_data->raw_strings[i]);
}
}
extern const ChunkHandler _game_chunk_handlers[] = {
{ 'GSTR', Save_GSTR, Load_GSTR, nullptr, nullptr, CH_ARRAY },
{ 'GSDT', Save_GSDT, Load_GSDT, nullptr, nullptr, CH_ARRAY | CH_LAST},
};
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);