(svn r23609) -Add: save/load all GameScript related material

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
truebrain 13 years ago
parent de5494af8f
commit f239a61406

@ -779,6 +779,7 @@
<ClCompile Include="..\src\saveload\depot_sl.cpp" />
<ClCompile Include="..\src\saveload\economy_sl.cpp" />
<ClCompile Include="..\src\saveload\engine_sl.cpp" />
<ClCompile Include="..\src\saveload\game_sl.cpp" />
<ClCompile Include="..\src\saveload\gamelog_sl.cpp" />
<ClCompile Include="..\src\saveload\group_sl.cpp" />
<ClCompile Include="..\src\saveload\industry_sl.cpp" />

@ -1563,6 +1563,9 @@
<ClCompile Include="..\src\saveload\engine_sl.cpp">
<Filter>Save/Load handlers</Filter>
</ClCompile>
<ClCompile Include="..\src\saveload\game_sl.cpp">
<Filter>Save/Load handlers</Filter>
</ClCompile>
<ClCompile Include="..\src\saveload\gamelog_sl.cpp">
<Filter>Save/Load handlers</Filter>
</ClCompile>

@ -2410,6 +2410,10 @@
RelativePath=".\..\src\saveload\engine_sl.cpp"
>
</File>
<File
RelativePath=".\..\src\saveload\game_sl.cpp"
>
</File>
<File
RelativePath=".\..\src\saveload\gamelog_sl.cpp"
>

@ -2407,6 +2407,10 @@
RelativePath=".\..\src\saveload\engine_sl.cpp"
>
</File>
<File
RelativePath=".\..\src\saveload\game_sl.cpp"
>
</File>
<File
RelativePath=".\..\src\saveload\gamelog_sl.cpp"
>

@ -537,6 +537,7 @@ saveload/company_sl.cpp
saveload/depot_sl.cpp
saveload/economy_sl.cpp
saveload/engine_sl.cpp
saveload/game_sl.cpp
saveload/gamelog_sl.cpp
saveload/group_sl.cpp
saveload/industry_sl.cpp

@ -33,6 +33,11 @@ public:
*/
static void Initialize();
/**
* Start up a new GameScript.
*/
static void StartNew();
/**
* Uninitialize the Game system.
*/
@ -51,6 +56,16 @@ public:
static void Rescan();
static void ResetConfig();
/**
* Save data from a GameScript to a savegame.
*/
static void Save();
/**
* Load data for a GameScript from a savegame.
*/
static void Load(int version);
/** Wrapper function for GameScanner::GetConsoleList */
static char *GetConsoleList(char *p, const char *last, bool newest_only = false);
/** Wrapper function for GameScanner::GetInfoList */

@ -57,26 +57,29 @@
Game::scanner = new GameScannerInfo();
Game::scanner->Initialize();
}
}
if (Game::instance == NULL) {
/* Clients shouldn't start GameScripts */
if (_networking && !_network_server) return;
/* static */ void Game::StartNew()
{
if (Game::instance != NULL) return;
GameConfig *config = GameConfig::GetConfig();
GameInfo *info = config->GetInfo();
if (info == NULL) return;
/* Clients shouldn't start GameScripts */
if (_networking && !_network_server) return;
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
cur_company.Change(OWNER_DEITY);
GameConfig *config = GameConfig::GetConfig();
GameInfo *info = config->GetInfo();
if (info == NULL) return;
Game::info = info;
Game::instance = new GameInstance();
Game::instance->Initialize(info);
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
cur_company.Change(OWNER_DEITY);
cur_company.Restore();
Game::info = info;
Game::instance = new GameInstance();
Game::instance->Initialize(info);
InvalidateWindowData(WC_AI_DEBUG, 0, -1);
}
cur_company.Restore();
InvalidateWindowData(WC_AI_DEBUG, 0, -1);
}
/* static */ void Game::Uninitialize(bool keepConfig)
@ -138,6 +141,29 @@
}
/* static */ void Game::Save()
{
if (Game::instance != NULL && (!_networking || _network_server)) {
Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
Game::instance->Save();
cur_company.Restore();
} else {
GameInstance::SaveEmpty();
}
}
/* static */ void Game::Load(int version)
{
if (Game::instance != NULL && (!_networking || _network_server)) {
Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
Game::instance->Load(version);
cur_company.Restore();
} else {
/* Read, but ignore, the load data */
GameInstance::LoadEmpty();
}
}
/* static */ char *Game::GetConsoleList(char *p, const char *last, bool newest_only)
{
return Game::scanner->GetConsoleList(p, last, newest_only);

@ -33,6 +33,7 @@
#include "core/backup_type.hpp"
#include "progress.h"
#include "error.h"
#include "game/game.hpp"
#include "table/sprites.h"
@ -162,6 +163,10 @@ static void _GenerateWorld(void *)
RunTileLoop();
IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
}
if (_game_mode != GM_EDITOR) {
Game::StartNew();
}
}
ResetObjectToPlace();

@ -0,0 +1,116 @@
/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @file game_sl.cpp Handles the saveload part of the GameScripts */
#include "../stdafx.h"
#include "../company_base.h"
#include "../debug.h"
#include "saveload.h"
#include "../string_func.h"
#include "../game/game.hpp"
#include "../game/game_config.hpp"
#include "../network/network.h"
#include "../game/game_instance.hpp"
static char _game_saveload_name[64];
static int _game_saveload_version;
static char _game_saveload_settings[1024];
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 void SaveReal_GSDT(int *index_ptr)
{
GameConfig *config = GameConfig::GetConfig();
if (config->HasScript()) {
ttd_strlcpy(_game_saveload_name, config->GetName(), lengthof(_game_saveload_name));
_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_version = -1;
}
_game_saveload_is_random = config->IsRandom();
_game_saveload_settings[0] = '\0';
config->SettingsToString(_game_saveload_settings, lengthof(_game_saveload_settings));
SlObject(NULL, _game_script);
Game::Save();
}
static void Load_GSDT()
{
/* Free all current data */
GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(NULL);
if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
_game_saveload_version = -1;
SlObject(NULL, _game_script);
if (_networking && !_network_server) {
GameInstance::LoadEmpty();
if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
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 wil 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 wil 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;
}
}
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, NULL);
}
extern const ChunkHandler _game_chunk_handlers[] = {
{ 'GSDT', Save_GSDT, Load_GSDT, NULL, NULL, CH_ARRAY | CH_LAST},
};

@ -403,6 +403,7 @@ extern const ChunkHandler _industry_chunk_handlers[];
extern const ChunkHandler _economy_chunk_handlers[];
extern const ChunkHandler _subsidy_chunk_handlers[];
extern const ChunkHandler _ai_chunk_handlers[];
extern const ChunkHandler _game_chunk_handlers[];
extern const ChunkHandler _animated_tile_chunk_handlers[];
extern const ChunkHandler _newgrf_chunk_handlers[];
extern const ChunkHandler _group_chunk_handlers[];
@ -434,6 +435,7 @@ static const ChunkHandler * const _chunk_handlers[] = {
_station_chunk_handlers,
_company_chunk_handlers,
_ai_chunk_handlers,
_game_chunk_handlers,
_animated_tile_chunk_handlers,
_newgrf_chunk_handlers,
_group_chunk_handlers,

@ -57,6 +57,8 @@
#include "ini_type.h"
#include "ai/ai_config.hpp"
#include "ai/ai.hpp"
#include "game/game_config.hpp"
#include "game/game.hpp"
#include "ship.h"
#include "smallmap_gui.h"
#include "roadveh.h"
@ -1362,6 +1364,32 @@ static void AILoadConfig(IniFile *ini, const char *grpname)
}
}
static void GameLoadConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
IniItem *item;
/* Clean any configured GameScript */
GameConfig::GetConfig(GameConfig::SSS_FORCE_NEWGAME)->Change(NULL);
/* If no group exists, return */
if (group == NULL) return;
item = group->item;
if (item == NULL) return;
GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
config->Change(item->name);
if (!config->HasScript()) {
if (strcmp(item->name, "none") != 0) {
DEBUG(script, 0, "The GameScript by the name '%s' was no longer found, and removed from the list.", item->name);
return;
}
}
if (item->value != NULL) config->StringToSettings(item->value);
}
/**
* Load a GRF configuration
* @param ini The configuration to read from.
@ -1480,6 +1508,28 @@ static void AISaveConfig(IniFile *ini, const char *grpname)
}
}
static void GameSaveConfig(IniFile *ini, const char *grpname)
{
IniGroup *group = ini->GetGroup(grpname);
if (group == NULL) return;
group->Clear();
GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
const char *name;
char value[1024];
config->SettingsToString(value, lengthof(value));
if (config->HasScript()) {
name = config->GetName();
} else {
name = "none";
}
IniItem *item = new IniItem(group, name, strlen(name));
item->SetValue(value);
}
/**
* Save the version of OpenTTD to the ini file.
* @param ini the ini to write to
@ -1563,6 +1613,7 @@ void LoadFromConfig(bool minimal)
_grfconfig_static = GRFLoadConfig(ini, "newgrf-static", true);
NewsDisplayLoadConfig(ini, "news_display");
AILoadConfig(ini, "ai_players");
GameLoadConfig(ini, "game_scripts");
PrepareOldDiffCustom();
IniLoadSettings(ini, _gameopt_settings, "gameopt", &_settings_newgame);
@ -1589,6 +1640,7 @@ void SaveToConfig()
GRFSaveConfig(ini, "newgrf-static", _grfconfig_static);
NewsDisplaySaveConfig(ini, "news_display");
AISaveConfig(ini, "ai_players");
GameSaveConfig(ini, "game_scripts");
SaveVersionInConfig(ini);
ini->SaveToDisk(_config_file);
delete ini;

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