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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
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
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
00079
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
00094
00095 _game_saveload_version = -1;
00096 }
00097 }
00098
00099 config->StringToSettings(_game_saveload_settings);
00100
00101
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 != NULL ? _game_saveload_string : "");
00155 }
00156
00157 *_current_data->raw_strings.Append() = ls;
00158 }
00159
00160
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 };