game_sl.cpp

Go to the documentation of this file.
00001 /* $Id: game_sl.cpp 23740 2012-01-03 21:32:51Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "../stdafx.h"
00013 #include "../debug.h"
00014 #include "saveload.h"
00015 #include "../string_func.h"
00016 
00017 #include "../game/game.hpp"
00018 #include "../game/game_config.hpp"
00019 #include "../network/network.h"
00020 #include "../game/game_instance.hpp"
00021 #include "../game/game_text.hpp"
00022 
00023 static char _game_saveload_name[64];
00024 static int  _game_saveload_version;
00025 static char _game_saveload_settings[1024];
00026 static bool _game_saveload_is_random;
00027 
00028 static const SaveLoad _game_script[] = {
00029       SLEG_STR(_game_saveload_name,        SLE_STRB),
00030       SLEG_STR(_game_saveload_settings,    SLE_STRB),
00031       SLEG_VAR(_game_saveload_version,   SLE_UINT32),
00032       SLEG_VAR(_game_saveload_is_random,   SLE_BOOL),
00033        SLE_END()
00034 };
00035 
00036 static void SaveReal_GSDT(int *index_ptr)
00037 {
00038   GameConfig *config = GameConfig::GetConfig();
00039 
00040   if (config->HasScript()) {
00041     ttd_strlcpy(_game_saveload_name, config->GetName(), lengthof(_game_saveload_name));
00042     _game_saveload_version = config->GetVersion();
00043   } else {
00044     /* No GameScript is configured for this so store an empty string as name. */
00045     _game_saveload_name[0] = '\0';
00046     _game_saveload_version = -1;
00047   }
00048 
00049   _game_saveload_is_random = config->IsRandom();
00050   _game_saveload_settings[0] = '\0';
00051   config->SettingsToString(_game_saveload_settings, lengthof(_game_saveload_settings));
00052 
00053   SlObject(NULL, _game_script);
00054   Game::Save();
00055 }
00056 
00057 static void Load_GSDT()
00058 {
00059   /* Free all current data */
00060   GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(NULL);
00061 
00062   if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
00063 
00064   _game_saveload_version = -1;
00065   SlObject(NULL, _game_script);
00066 
00067   if (_networking && !_network_server) {
00068     GameInstance::LoadEmpty();
00069     if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
00070     return;
00071   }
00072 
00073   GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
00074   if (StrEmpty(_game_saveload_name)) {
00075   } else {
00076     config->Change(_game_saveload_name, _game_saveload_version, false, _game_saveload_is_random);
00077     if (!config->HasScript()) {
00078       /* No version of the GameScript available that can load the data. Try to load the
00079         * latest version of the GameScript instead. */
00080       config->Change(_game_saveload_name, -1, false, _game_saveload_is_random);
00081       if (!config->HasScript()) {
00082         if (strcmp(_game_saveload_name, "%_dummy") != 0) {
00083           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);
00084           DEBUG(script, 0, "This game wil continue to run without GameScript.");
00085         } else {
00086           DEBUG(script, 0, "The savegame had no GameScript available at the time of saving.");
00087           DEBUG(script, 0, "This game wil continue to run without GameScript.");
00088         }
00089       } else {
00090         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);
00091         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.");
00092       }
00093       /* Make sure the GameScript doesn't get the saveload data, as he was not the
00094         *  writer of the saveload data in the first place */
00095       _game_saveload_version = -1;
00096     }
00097   }
00098 
00099   config->StringToSettings(_game_saveload_settings);
00100 
00101   /* Start the GameScript directly if it was active in the savegame */
00102   Game::StartNew();
00103   Game::Load(_game_saveload_version);
00104 
00105   if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
00106 }
00107 
00108 static void Save_GSDT()
00109 {
00110   SlSetArrayIndex(0);
00111   SlAutolength((AutolengthProc *)SaveReal_GSDT, NULL);
00112 }
00113 
00114 extern GameStrings *_current_data;
00115 
00116 static const char *_game_saveload_string;
00117 static uint _game_saveload_strings;
00118 
00119 static const SaveLoad _game_language_header[] = {
00120   SLEG_STR(_game_saveload_string, SLE_STR),
00121   SLEG_VAR(_game_saveload_strings, SLE_UINT32),
00122    SLE_END()
00123 };
00124 
00125 static const SaveLoad _game_language_string[] = {
00126   SLEG_STR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
00127    SLE_END()
00128 };
00129 
00130 static void SaveReal_GSTR(LanguageStrings *ls)
00131 {
00132   _game_saveload_string  = ls->language;
00133   _game_saveload_strings = ls->lines.Length();
00134 
00135   SlObject(NULL, _game_language_header);
00136   for (uint i = 0; i < _game_saveload_strings; i++) {
00137     _game_saveload_string = ls->lines[i];
00138     SlObject(NULL, _game_language_string);
00139   }
00140 }
00141 
00142 static void Load_GSTR()
00143 {
00144   delete _current_data;
00145   _current_data = new GameStrings();
00146 
00147   while (SlIterateArray() != -1) {
00148     _game_saveload_string = NULL;
00149     SlObject(NULL, _game_language_header);
00150 
00151     LanguageStrings *ls = new LanguageStrings(_game_saveload_string);
00152     for (uint i = 0; i < _game_saveload_strings; i++) {
00153       SlObject(NULL, _game_language_string);
00154       *ls->lines.Append() = strdup(_game_saveload_string);
00155     }
00156 
00157     *_current_data->raw_strings.Append() = ls;
00158   }
00159 
00160   /* If there were no strings in the savegame, set GameStrings to NULL */
00161   if (_current_data->raw_strings.Length() == 0) {
00162     delete _current_data;
00163     _current_data = NULL;
00164     return;
00165   }
00166 
00167   _current_data->Compile();
00168   ReconsiderGameScriptLanguage();
00169 }
00170 
00171 static void Save_GSTR()
00172 {
00173   if (_current_data == NULL) return;
00174 
00175   for (uint i = 0; i < _current_data->raw_strings.Length(); i++) {
00176     SlSetArrayIndex(i);
00177     SlAutolength((AutolengthProc *)SaveReal_GSTR, _current_data->raw_strings[i]);
00178   }
00179 }
00180 
00181 extern const ChunkHandler _game_chunk_handlers[] = {
00182   { 'GSTR', Save_GSTR, Load_GSTR, NULL, NULL, CH_ARRAY },
00183   { 'GSDT', Save_GSDT, Load_GSDT, NULL, NULL, CH_ARRAY | CH_LAST},
00184 };