Initialize with OpenTTD 1.9.3
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186
src/saveload/game_sl.cpp
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186
src/saveload/game_sl.cpp
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file game_sl.cpp Handles the saveload part of the GameScripts */
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#include "../stdafx.h"
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#include "../debug.h"
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#include "saveload.h"
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#include "../string_func.h"
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#include "../game/game.hpp"
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#include "../game/game_config.hpp"
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#include "../network/network.h"
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#include "../game/game_instance.hpp"
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#include "../game/game_text.hpp"
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#include "../safeguards.h"
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static char _game_saveload_name[64];
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static int _game_saveload_version;
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static char _game_saveload_settings[1024];
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static bool _game_saveload_is_random;
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static const SaveLoad _game_script[] = {
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SLEG_STR(_game_saveload_name, SLE_STRB),
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SLEG_STR(_game_saveload_settings, SLE_STRB),
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SLEG_VAR(_game_saveload_version, SLE_UINT32),
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SLEG_VAR(_game_saveload_is_random, SLE_BOOL),
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SLE_END()
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};
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static void SaveReal_GSDT(int *index_ptr)
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{
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GameConfig *config = GameConfig::GetConfig();
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if (config->HasScript()) {
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strecpy(_game_saveload_name, config->GetName(), lastof(_game_saveload_name));
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_game_saveload_version = config->GetVersion();
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} else {
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/* No GameScript is configured for this so store an empty string as name. */
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_game_saveload_name[0] = '\0';
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_game_saveload_version = -1;
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}
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_game_saveload_is_random = config->IsRandom();
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_game_saveload_settings[0] = '\0';
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config->SettingsToString(_game_saveload_settings, lastof(_game_saveload_settings));
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SlObject(NULL, _game_script);
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Game::Save();
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}
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static void Load_GSDT()
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{
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/* Free all current data */
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GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(NULL);
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if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
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_game_saveload_version = -1;
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SlObject(NULL, _game_script);
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if (_networking && !_network_server) {
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GameInstance::LoadEmpty();
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if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
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return;
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}
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GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
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if (StrEmpty(_game_saveload_name)) {
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} else {
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config->Change(_game_saveload_name, _game_saveload_version, false, _game_saveload_is_random);
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if (!config->HasScript()) {
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/* No version of the GameScript available that can load the data. Try to load the
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* latest version of the GameScript instead. */
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config->Change(_game_saveload_name, -1, false, _game_saveload_is_random);
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if (!config->HasScript()) {
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if (strcmp(_game_saveload_name, "%_dummy") != 0) {
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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);
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DEBUG(script, 0, "This game will continue to run without GameScript.");
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} else {
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DEBUG(script, 0, "The savegame had no GameScript available at the time of saving.");
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DEBUG(script, 0, "This game will continue to run without GameScript.");
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}
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} else {
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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);
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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.");
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}
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/* Make sure the GameScript doesn't get the saveload data, as he was not the
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* writer of the saveload data in the first place */
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_game_saveload_version = -1;
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}
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}
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config->StringToSettings(_game_saveload_settings);
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/* Start the GameScript directly if it was active in the savegame */
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Game::StartNew();
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Game::Load(_game_saveload_version);
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if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
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}
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static void Save_GSDT()
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{
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SlSetArrayIndex(0);
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SlAutolength((AutolengthProc *)SaveReal_GSDT, NULL);
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}
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extern GameStrings *_current_data;
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static const char *_game_saveload_string;
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static uint _game_saveload_strings;
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static const SaveLoad _game_language_header[] = {
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SLEG_STR(_game_saveload_string, SLE_STR),
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SLEG_VAR(_game_saveload_strings, SLE_UINT32),
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SLE_END()
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};
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static const SaveLoad _game_language_string[] = {
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SLEG_STR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
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SLE_END()
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};
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static void SaveReal_GSTR(LanguageStrings *ls)
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{
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_game_saveload_string = ls->language;
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_game_saveload_strings = ls->lines.Length();
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SlObject(NULL, _game_language_header);
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for (uint i = 0; i < _game_saveload_strings; i++) {
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_game_saveload_string = ls->lines[i];
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SlObject(NULL, _game_language_string);
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}
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}
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static void Load_GSTR()
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{
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delete _current_data;
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_current_data = new GameStrings();
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while (SlIterateArray() != -1) {
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_game_saveload_string = NULL;
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SlObject(NULL, _game_language_header);
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LanguageStrings *ls = new LanguageStrings(_game_saveload_string != NULL ? _game_saveload_string : "");
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for (uint i = 0; i < _game_saveload_strings; i++) {
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SlObject(NULL, _game_language_string);
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*ls->lines.Append() = stredup(_game_saveload_string != NULL ? _game_saveload_string : "");
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}
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*_current_data->raw_strings.Append() = ls;
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}
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/* If there were no strings in the savegame, set GameStrings to NULL */
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if (_current_data->raw_strings.Length() == 0) {
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delete _current_data;
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_current_data = NULL;
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return;
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}
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_current_data->Compile();
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ReconsiderGameScriptLanguage();
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}
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static void Save_GSTR()
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{
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if (_current_data == NULL) return;
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for (uint i = 0; i < _current_data->raw_strings.Length(); i++) {
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SlSetArrayIndex(i);
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SlAutolength((AutolengthProc *)SaveReal_GSTR, _current_data->raw_strings[i]);
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}
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}
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extern const ChunkHandler _game_chunk_handlers[] = {
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{ 'GSTR', Save_GSTR, Load_GSTR, NULL, NULL, CH_ARRAY },
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{ 'GSDT', Save_GSDT, Load_GSDT, NULL, NULL, CH_ARRAY | CH_LAST},
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};
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