(svn r23609) -Add: save/load all GameScript related material
parent
de5494af8f
commit
f239a61406
@ -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},
|
||||
};
|
Loading…
Reference in New Issue