Change: [Script] GetWaypointID to return the StationID of any waypoint
[openttd-github.git] / src / saveload / game_sl.cpp
blobfdfce16c68abdd5701b925a279f085039a2bf989
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /** @file game_sl.cpp Handles the saveload part of the GameScripts */
10 #include "../stdafx.h"
11 #include "../debug.h"
13 #include "saveload.h"
14 #include "compat/game_sl_compat.h"
16 #include "../string_func.h"
17 #include "../game/game.hpp"
18 #include "../game/game_config.hpp"
19 #include "../network/network.h"
20 #include "../game/game_instance.hpp"
21 #include "../game/game_text.hpp"
23 #include "../safeguards.h"
25 static std::string _game_saveload_name;
26 static int _game_saveload_version;
27 static std::string _game_saveload_settings;
29 static const SaveLoad _game_script_desc[] = {
30 SLEG_SSTR("name", _game_saveload_name, SLE_STR),
31 SLEG_SSTR("settings", _game_saveload_settings, SLE_STR),
32 SLEG_VAR("version", _game_saveload_version, SLE_UINT32),
35 static void SaveReal_GSDT(int)
37 GameConfig *config = GameConfig::GetConfig();
39 if (config->HasScript()) {
40 _game_saveload_name = config->GetName();
41 _game_saveload_version = config->GetVersion();
42 } else {
43 /* No GameScript is configured for this so store an empty string as name. */
44 _game_saveload_name.clear();
45 _game_saveload_version = -1;
48 _game_saveload_settings = config->SettingsToString();
50 SlObject(nullptr, _game_script_desc);
51 Game::Save();
54 struct GSDTChunkHandler : ChunkHandler {
55 GSDTChunkHandler() : ChunkHandler('GSDT', CH_TABLE) {}
57 void Load() const override
59 const std::vector<SaveLoad> slt = SlCompatTableHeader(_game_script_desc, _game_script_sl_compat);
61 /* Free all current data */
62 GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(std::nullopt);
64 if (SlIterateArray() == -1) return;
66 _game_saveload_version = -1;
67 SlObject(nullptr, slt);
69 if (_game_mode == GM_MENU || (_networking && !_network_server)) {
70 GameInstance::LoadEmpty();
71 if (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
72 return;
75 GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
76 if (!_game_saveload_name.empty()) {
77 config->Change(_game_saveload_name, _game_saveload_version, false);
78 if (!config->HasScript()) {
79 /* No version of the GameScript available that can load the data. Try to load the
80 * latest version of the GameScript instead. */
81 config->Change(_game_saveload_name, -1, false);
82 if (!config->HasScript()) {
83 if (_game_saveload_name.compare("%_dummy") != 0) {
84 Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
85 Debug(script, 0, "This game will continue to run without GameScript.");
86 } else {
87 Debug(script, 0, "The savegame had no GameScript available at the time of saving.");
88 Debug(script, 0, "This game will continue to run without GameScript.");
90 } else {
91 Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
92 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.");
94 /* Make sure the GameScript doesn't get the saveload data, as it was not the
95 * writer of the saveload data in the first place */
96 _game_saveload_version = -1;
100 config->StringToSettings(_game_saveload_settings);
102 /* Load the GameScript saved data */
103 config->SetToLoadData(GameInstance::Load(_game_saveload_version));
105 if (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
108 void Save() const override
110 SlTableHeader(_game_script_desc);
111 SlSetArrayIndex(0);
112 SlAutolength(SaveReal_GSDT, 0);
116 extern GameStrings *_current_data;
118 static std::string _game_saveload_string;
119 static uint32_t _game_saveload_strings;
121 class SlGameLanguageString : public DefaultSaveLoadHandler<SlGameLanguageString, LanguageStrings> {
122 public:
123 inline static const SaveLoad description[] = {
124 SLEG_SSTR("string", _game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
126 inline const static SaveLoadCompatTable compat_description = _game_language_string_sl_compat;
128 void Save(LanguageStrings *ls) const override
130 SlSetStructListLength(ls->lines.size());
132 for (const auto &string : ls->lines) {
133 _game_saveload_string = string;
134 SlObject(nullptr, this->GetDescription());
138 void Load(LanguageStrings *ls) const override
140 uint32_t length = IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH) ? _game_saveload_strings : (uint32_t)SlGetStructListLength(UINT32_MAX);
142 for (uint32_t i = 0; i < length; i++) {
143 SlObject(nullptr, this->GetLoadDescription());
144 ls->lines.emplace_back(_game_saveload_string);
149 static const SaveLoad _game_language_desc[] = {
150 SLE_SSTR(LanguageStrings, language, SLE_STR),
151 SLEG_CONDVAR("count", _game_saveload_strings, SLE_UINT32, SL_MIN_VERSION, SLV_SAVELOAD_LIST_LENGTH),
152 SLEG_STRUCTLIST("strings", SlGameLanguageString),
155 struct GSTRChunkHandler : ChunkHandler {
156 GSTRChunkHandler() : ChunkHandler('GSTR', CH_TABLE) {}
158 void Load() const override
160 const std::vector<SaveLoad> slt = SlCompatTableHeader(_game_language_desc, _game_language_sl_compat);
162 delete _current_data;
163 _current_data = new GameStrings();
165 while (SlIterateArray() != -1) {
166 LanguageStrings ls;
167 SlObject(&ls, slt);
168 _current_data->raw_strings.push_back(std::move(ls));
171 /* If there were no strings in the savegame, set GameStrings to nullptr */
172 if (_current_data->raw_strings.empty()) {
173 delete _current_data;
174 _current_data = nullptr;
175 return;
178 _current_data->Compile();
179 ReconsiderGameScriptLanguage();
182 void Save() const override
184 SlTableHeader(_game_language_desc);
186 if (_current_data == nullptr) return;
188 for (uint i = 0; i < _current_data->raw_strings.size(); i++) {
189 SlSetArrayIndex(i);
190 SlObject(&_current_data->raw_strings[i], _game_language_desc);
195 static const GSTRChunkHandler GSTR;
196 static const GSDTChunkHandler GSDT;
197 static const ChunkHandlerRef game_chunk_handlers[] = {
198 GSTR,
199 GSDT,
202 extern const ChunkHandlerTable _game_chunk_handlers(game_chunk_handlers);