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00012 #include "../stdafx.h"
00013 #include "../company_base.h"
00014 #include "../debug.h"
00015 #include "saveload.h"
00016 #include "../string_func.h"
00017
00018 #include "../game/game.hpp"
00019 #include "../game/game_config.hpp"
00020 #include "../network/network.h"
00021 #include "../game/game_instance.hpp"
00022 #include "../game/game_text.hpp"
00023
00024 static char _game_saveload_name[64];
00025 static int _game_saveload_version;
00026 static char _game_saveload_settings[1024];
00027 static bool _game_saveload_is_random;
00028
00029 static const SaveLoad _game_script[] = {
00030 SLEG_STR(_game_saveload_name, SLE_STRB),
00031 SLEG_STR(_game_saveload_settings, SLE_STRB),
00032 SLEG_VAR(_game_saveload_version, SLE_UINT32),
00033 SLEG_VAR(_game_saveload_is_random, SLE_BOOL),
00034 SLE_END()
00035 };
00036
00037 static void SaveReal_GSDT(int *index_ptr)
00038 {
00039 GameConfig *config = GameConfig::GetConfig();
00040
00041 if (config->HasScript()) {
00042 ttd_strlcpy(_game_saveload_name, config->GetName(), lengthof(_game_saveload_name));
00043 _game_saveload_version = config->GetVersion();
00044 } else {
00045
00046 _game_saveload_name[0] = '\0';
00047 _game_saveload_version = -1;
00048 }
00049
00050 _game_saveload_is_random = config->IsRandom();
00051 _game_saveload_settings[0] = '\0';
00052 config->SettingsToString(_game_saveload_settings, lengthof(_game_saveload_settings));
00053
00054 SlObject(NULL, _game_script);
00055 Game::Save();
00056 }
00057
00058 static void Load_GSDT()
00059 {
00060
00061 GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(NULL);
00062
00063 if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
00064
00065 _game_saveload_version = -1;
00066 SlObject(NULL, _game_script);
00067
00068 if (_networking && !_network_server) {
00069 GameInstance::LoadEmpty();
00070 if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
00071 return;
00072 }
00073
00074 GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
00075 if (StrEmpty(_game_saveload_name)) {
00076 } else {
00077 config->Change(_game_saveload_name, _game_saveload_version, false, _game_saveload_is_random);
00078 if (!config->HasScript()) {
00079
00080
00081 config->Change(_game_saveload_name, -1, false, _game_saveload_is_random);
00082 if (!config->HasScript()) {
00083 if (strcmp(_game_saveload_name, "%_dummy") != 0) {
00084 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);
00085 DEBUG(script, 0, "This game wil continue to run without GameScript.");
00086 } else {
00087 DEBUG(script, 0, "The savegame had no GameScript available at the time of saving.");
00088 DEBUG(script, 0, "This game wil continue to run without GameScript.");
00089 }
00090 } else {
00091 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);
00092 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.");
00093 }
00094
00095
00096 _game_saveload_version = -1;
00097 }
00098 }
00099
00100 config->StringToSettings(_game_saveload_settings);
00101
00102
00103 Game::StartNew();
00104 Game::Load(_game_saveload_version);
00105
00106 if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
00107 }
00108
00109 static void Save_GSDT()
00110 {
00111 SlSetArrayIndex(0);
00112 SlAutolength((AutolengthProc *)SaveReal_GSDT, NULL);
00113 }
00114
00115 extern GameStrings *_current_data;
00116
00117 static const char *_game_saveload_string;
00118 static uint _game_saveload_strings;
00119
00120 static const SaveLoad _game_language_header[] = {
00121 SLEG_STR(_game_saveload_string, SLE_STR),
00122 SLEG_VAR(_game_saveload_strings, SLE_UINT32),
00123 SLE_END()
00124 };
00125
00126 static const SaveLoad _game_language_string[] = {
00127 SLEG_STR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
00128 SLE_END()
00129 };
00130
00131 static void SaveReal_GSTR(LanguageStrings *ls)
00132 {
00133 _game_saveload_string = ls->language;
00134 _game_saveload_strings = ls->lines.Length();
00135
00136 SlObject(NULL, _game_language_header);
00137 for (uint i = 0; i < _game_saveload_strings; i++) {
00138 _game_saveload_string = ls->lines[i];
00139 SlObject(NULL, _game_language_string);
00140 }
00141 }
00142
00143 static void Load_GSTR()
00144 {
00145 delete _current_data;
00146 _current_data = new GameStrings();
00147
00148 while (SlIterateArray() != -1) {
00149 _game_saveload_string = NULL;
00150 SlObject(NULL, _game_language_header);
00151
00152 LanguageStrings *ls = new LanguageStrings(_game_saveload_string);
00153 for (uint i = 0; i < _game_saveload_strings; i++) {
00154 SlObject(NULL, _game_language_string);
00155 *ls->lines.Append() = strdup(_game_saveload_string);
00156 }
00157
00158 *_current_data->raw_strings.Append() = ls;
00159 }
00160
00161
00162 if (_current_data->raw_strings.Length() == 0) {
00163 delete _current_data;
00164 _current_data = NULL;
00165 return;
00166 }
00167
00168 _current_data->Compile();
00169 ReconsiderGameScriptLanguage();
00170 }
00171
00172 static void Save_GSTR()
00173 {
00174 if (_current_data == NULL) return;
00175
00176 for (uint i = 0; i < _current_data->raw_strings.Length(); i++) {
00177 SlSetArrayIndex(i);
00178 SlAutolength((AutolengthProc *)SaveReal_GSTR, _current_data->raw_strings[i]);
00179 }
00180 }
00181
00182 extern const ChunkHandler _game_chunk_handlers[] = {
00183 { 'GSTR', Save_GSTR, Load_GSTR, NULL, NULL, CH_ARRAY },
00184 { 'GSDT', Save_GSDT, Load_GSDT, NULL, NULL, CH_ARRAY | CH_LAST},
00185 };