Codechange: Use ChunkHandlers sub-classes

This commit is contained in:
glx22
2021-06-07 23:24:37 +02:00
committed by Loïc Guilloux
parent c1a9fe6fbd
commit 2c941cd8b3
35 changed files with 1953 additions and 1665 deletions

View File

@@ -54,64 +54,68 @@ static void SaveReal_GSDT(int *index_ptr)
Game::Save();
}
static void Load_GSDT()
{
const std::vector<SaveLoad> slt = SlCompatTableHeader(_game_script_desc, _game_script_sl_compat);
struct GSDTChunkHandler : ChunkHandler {
GSDTChunkHandler() : ChunkHandler('GSDT', CH_TABLE) {}
/* Free all current data */
GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(nullptr);
void Load() const override
{
const std::vector<SaveLoad> slt = SlCompatTableHeader(_game_script_desc, _game_script_sl_compat);
if (SlIterateArray() == -1) return;
/* Free all current data */
GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(nullptr);
_game_saveload_version = -1;
SlObject(nullptr, slt);
if (SlIterateArray() == -1) return;
if (_networking && !_network_server) {
GameInstance::LoadEmpty();
if (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
return;
}
_game_saveload_version = -1;
SlObject(nullptr, slt);
GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
if (!_game_saveload_name.empty()) {
config->Change(_game_saveload_name.c_str(), _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.c_str(), -1, false, _game_saveload_is_random);
if (!config->HasScript()) {
if (_game_saveload_name.compare("%_dummy") != 0) {
Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
Debug(script, 0, "This game will 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 will continue to run without GameScript.");
}
} else {
Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} 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 it was not the
* writer of the saveload data in the first place */
_game_saveload_version = -1;
if (_networking && !_network_server) {
GameInstance::LoadEmpty();
if (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
return;
}
GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
if (!_game_saveload_name.empty()) {
config->Change(_game_saveload_name.c_str(), _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.c_str(), -1, false, _game_saveload_is_random);
if (!config->HasScript()) {
if (_game_saveload_name.compare("%_dummy") != 0) {
Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} which is no longer available.", _game_saveload_name, _game_saveload_version);
Debug(script, 0, "This game will 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 will continue to run without GameScript.");
}
} else {
Debug(script, 0, "The savegame has an GameScript by the name '{}', version {} 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 it 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 (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
}
config->StringToSettings(_game_saveload_settings);
/* Start the GameScript directly if it was active in the savegame */
Game::StartNew();
Game::Load(_game_saveload_version);
if (SlIterateArray() != -1) SlErrorCorrupt("Too many GameScript configs");
}
static void Save_GSDT()
{
SlTableHeader(_game_script_desc);
SlSetArrayIndex(0);
SlAutolength((AutolengthProc *)SaveReal_GSDT, nullptr);
}
void Save() const override
{
SlTableHeader(_game_script_desc);
SlSetArrayIndex(0);
SlAutolength((AutolengthProc *)SaveReal_GSDT, nullptr);
}
};
extern GameStrings *_current_data;
@@ -152,44 +156,48 @@ static const SaveLoad _game_language_desc[] = {
SLEG_STRUCTLIST("strings", SlGameLanguageString),
};
static void Load_GSTR()
{
const std::vector<SaveLoad> slt = SlCompatTableHeader(_game_language_desc, _game_language_sl_compat);
struct GSTRChunkHandler : ChunkHandler {
GSTRChunkHandler() : ChunkHandler('GSTR', CH_TABLE) {}
delete _current_data;
_current_data = new GameStrings();
void Load() const override
{
const std::vector<SaveLoad> slt = SlCompatTableHeader(_game_language_desc, _game_language_sl_compat);
while (SlIterateArray() != -1) {
LanguageStrings ls;
SlObject(&ls, slt);
_current_data->raw_strings.push_back(std::move(ls));
}
/* If there were no strings in the savegame, set GameStrings to nullptr */
if (_current_data->raw_strings.size() == 0) {
delete _current_data;
_current_data = nullptr;
return;
_current_data = new GameStrings();
while (SlIterateArray() != -1) {
LanguageStrings ls;
SlObject(&ls, slt);
_current_data->raw_strings.push_back(std::move(ls));
}
/* If there were no strings in the savegame, set GameStrings to nullptr */
if (_current_data->raw_strings.size() == 0) {
delete _current_data;
_current_data = nullptr;
return;
}
_current_data->Compile();
ReconsiderGameScriptLanguage();
}
_current_data->Compile();
ReconsiderGameScriptLanguage();
}
void Save() const override
{
SlTableHeader(_game_language_desc);
static void Save_GSTR()
{
SlTableHeader(_game_language_desc);
if (_current_data == nullptr) return;
if (_current_data == nullptr) return;
for (uint i = 0; i < _current_data->raw_strings.size(); i++) {
SlSetArrayIndex(i);
SlObject(&_current_data->raw_strings[i], _game_language_desc);
for (uint i = 0; i < _current_data->raw_strings.size(); i++) {
SlSetArrayIndex(i);
SlObject(&_current_data->raw_strings[i], _game_language_desc);
}
}
}
};
static const ChunkHandler GSTR{ 'GSTR', Save_GSTR, Load_GSTR, nullptr, nullptr, CH_TABLE };
static const ChunkHandler GSDT{ 'GSDT', Save_GSDT, Load_GSDT, nullptr, nullptr, CH_TABLE };
static const GSTRChunkHandler GSTR;
static const GSDTChunkHandler GSDT;
static const ChunkHandlerRef game_chunk_handlers[] = {
GSTR,
GSDT,