1 /* $Id: game_sl.cpp 25817 2013-10-06 12:10:33Z frosch $ */
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file game_sl.cpp Handles the saveload part of the GameScripts */
12 #include "../stdafx.h"
15 #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 char _game_saveload_name
[64];
26 static int _game_saveload_version
;
27 static char _game_saveload_settings
[1024];
28 static bool _game_saveload_is_random
;
30 static const SaveLoad _game_script
[] = {
31 SLEG_STR(_game_saveload_name
, SLE_STRB
),
32 SLEG_STR(_game_saveload_settings
, SLE_STRB
),
33 SLEG_VAR(_game_saveload_version
, SLE_UINT32
),
34 SLEG_VAR(_game_saveload_is_random
, SLE_BOOL
),
38 static void SaveReal_GSDT(int *index_ptr
)
40 GameConfig
*config
= GameConfig::GetConfig();
42 if (config
->HasScript()) {
43 strecpy(_game_saveload_name
, config
->GetName(), lastof(_game_saveload_name
));
44 _game_saveload_version
= config
->GetVersion();
46 /* No GameScript is configured for this so store an empty string as name. */
47 _game_saveload_name
[0] = '\0';
48 _game_saveload_version
= -1;
51 _game_saveload_is_random
= config
->IsRandom();
52 _game_saveload_settings
[0] = '\0';
53 config
->SettingsToString(_game_saveload_settings
, lastof(_game_saveload_settings
));
55 SlObject(NULL
, _game_script
);
59 static void Load_GSDT()
61 /* Free all current data */
62 GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME
)->Change(NULL
);
64 if ((CompanyID
)SlIterateArray() == (CompanyID
)-1) return;
66 _game_saveload_version
= -1;
67 SlObject(NULL
, _game_script
);
69 if (_networking
&& !_network_server
) {
70 GameInstance::LoadEmpty();
71 if ((CompanyID
)SlIterateArray() != (CompanyID
)-1) SlErrorCorrupt("Too many GameScript configs");
75 GameConfig
*config
= GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME
);
76 if (StrEmpty(_game_saveload_name
)) {
78 config
->Change(_game_saveload_name
, _game_saveload_version
, false, _game_saveload_is_random
);
79 if (!config
->HasScript()) {
80 /* No version of the GameScript available that can load the data. Try to load the
81 * latest version of the GameScript instead. */
82 config
->Change(_game_saveload_name
, -1, false, _game_saveload_is_random
);
83 if (!config
->HasScript()) {
84 if (strcmp(_game_saveload_name
, "%_dummy") != 0) {
85 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
);
86 DEBUG(script
, 0, "This game will continue to run without GameScript.");
88 DEBUG(script
, 0, "The savegame had no GameScript available at the time of saving.");
89 DEBUG(script
, 0, "This game will continue to run without GameScript.");
92 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
);
93 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.");
95 /* Make sure the GameScript doesn't get the saveload data, as he was not the
96 * writer of the saveload data in the first place */
97 _game_saveload_version
= -1;
101 config
->StringToSettings(_game_saveload_settings
);
103 /* Start the GameScript directly if it was active in the savegame */
105 Game::Load(_game_saveload_version
);
107 if ((CompanyID
)SlIterateArray() != (CompanyID
)-1) SlErrorCorrupt("Too many GameScript configs");
110 static void Save_GSDT()
113 SlAutolength((AutolengthProc
*)SaveReal_GSDT
, NULL
);
116 extern GameStrings
*_current_data
;
118 static const char *_game_saveload_string
;
119 static uint _game_saveload_strings
;
121 static const SaveLoad _game_language_header
[] = {
122 SLEG_STR(_game_saveload_string
, SLE_STR
),
123 SLEG_VAR(_game_saveload_strings
, SLE_UINT32
),
127 static const SaveLoad _game_language_string
[] = {
128 SLEG_STR(_game_saveload_string
, SLE_STR
| SLF_ALLOW_CONTROL
),
132 static void SaveReal_GSTR(LanguageStrings
*ls
)
134 _game_saveload_string
= ls
->language
;
135 _game_saveload_strings
= ls
->lines
.Length();
137 SlObject(NULL
, _game_language_header
);
138 for (uint i
= 0; i
< _game_saveload_strings
; i
++) {
139 _game_saveload_string
= ls
->lines
[i
];
140 SlObject(NULL
, _game_language_string
);
144 static void Load_GSTR()
146 delete _current_data
;
147 _current_data
= new GameStrings();
149 while (SlIterateArray() != -1) {
150 _game_saveload_string
= NULL
;
151 SlObject(NULL
, _game_language_header
);
153 LanguageStrings
*ls
= new LanguageStrings(_game_saveload_string
!= NULL
? _game_saveload_string
: "");
154 for (uint i
= 0; i
< _game_saveload_strings
; i
++) {
155 SlObject(NULL
, _game_language_string
);
156 *ls
->lines
.Append() = stredup(_game_saveload_string
!= NULL
? _game_saveload_string
: "");
159 *_current_data
->raw_strings
.Append() = ls
;
162 /* If there were no strings in the savegame, set GameStrings to NULL */
163 if (_current_data
->raw_strings
.Length() == 0) {
164 delete _current_data
;
165 _current_data
= NULL
;
169 _current_data
->Compile();
170 ReconsiderGameScriptLanguage();
173 static void Save_GSTR()
175 if (_current_data
== NULL
) return;
177 for (uint i
= 0; i
< _current_data
->raw_strings
.Length(); i
++) {
179 SlAutolength((AutolengthProc
*)SaveReal_GSTR
, _current_data
->raw_strings
[i
]);
183 extern const ChunkHandler _game_chunk_handlers
[] = {
184 { 'GSTR', Save_GSTR
, Load_GSTR
, NULL
, NULL
, CH_ARRAY
},
185 { 'GSDT', Save_GSDT
, Load_GSDT
, NULL
, NULL
, CH_ARRAY
| CH_LAST
},