Merge branch 'master' into jgrpp
# Conflicts: # regression/regression/result.txt # src/autoreplace_cmd.cpp # src/industry_gui.cpp # src/landscape.cpp # src/network/network_content.cpp # src/newgrf_roadstop.cpp # src/pathfinder/yapf/yapf_ship.cpp # src/road_gui.cpp # src/saveload/ai_sl.cpp # src/saveload/saveload.h # src/saveload/vehicle_sl.cpp # src/station.cpp # src/station_gui.cpp # src/video/cocoa/cocoa_ogl.h # src/video/sdl2_opengl_v.h # src/video/video_driver.hpp # src/video/win32_v.h # src/widget_type.h # src/widgets/dropdown.cpp # src/widgets/dropdown_type.h # src/window.cpp
This commit is contained in:
@@ -27,6 +27,7 @@ add_files(
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newgrf_sl.h
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object_sl.cpp
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order_sl.cpp
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randomizer_sl.cpp
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saveload.cpp
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saveload.h
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settings_sl.cpp
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@@ -273,8 +273,6 @@ static void InitializeWindowsAndCaches()
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UpdateAllVirtCoords();
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ResetViewportAfterLoadGame();
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ScriptObject::InitializeRandomizers();
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for (Company *c : Company::Iterate()) {
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/* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
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* accordingly if it is not the case. No need to set it on companies that are not been used already,
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@@ -4408,6 +4406,10 @@ bool AfterLoadGame()
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}
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}
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if (IsSavegameVersionBefore(SLV_SCRIPT_RANDOMIZER)) {
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ScriptObject::InitializeRandomizers();
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}
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for (Company *c : Company::Iterate()) {
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UpdateCompanyLiveries(c);
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}
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@@ -9,6 +9,7 @@
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#include "../stdafx.h"
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#include "../debug.h"
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#include "../debug_fmt.h"
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#include "saveload.h"
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#include "compat/ai_sl_compat.h"
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@@ -34,13 +35,19 @@ static const SaveLoad _ai_company_desc[] = {
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SLEG_SSTR("name", _ai_saveload_name, SLE_STR),
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SLEG_SSTR("settings", _ai_saveload_settings, SLE_STR),
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SLEG_CONDVAR("version", _ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
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SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
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SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SLV_AI_LOCAL_CONFIG),
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};
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static const SaveLoad _ai_running_desc[] = {
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SLEG_CONDSSTR("running_name", _ai_saveload_name, SLE_STR, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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SLEG_CONDSSTR("running_settings", _ai_saveload_settings, SLE_STR, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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SLEG_CONDVAR("running_version", _ai_saveload_version, SLE_UINT32, SLV_AI_LOCAL_CONFIG, SL_MAX_VERSION),
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};
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static void SaveReal_AIPL(int *index_ptr)
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{
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CompanyID index = (CompanyID)*index_ptr;
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AIConfig *config = AIConfig::GetConfig(index);
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AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
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if (config->HasScript()) {
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_ai_saveload_name = config->GetName();
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@@ -51,12 +58,21 @@ static void SaveReal_AIPL(int *index_ptr)
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_ai_saveload_version = -1;
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}
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_ai_saveload_is_random = config->IsRandom();
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_ai_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _ai_company_desc);
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if (!Company::IsValidAiID(index)) return;
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/* If the AI was active, store its data too */
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if (Company::IsValidAiID(index)) AI::Save(index);
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config = AIConfig::GetConfig(index);
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_ai_saveload_name = config->GetName();
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_ai_saveload_version = config->GetVersion();
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_ai_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _ai_running_desc);
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AI::Save(index);
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}
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struct AIPLChunkHandler : ChunkHandler {
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@@ -80,42 +96,66 @@ struct AIPLChunkHandler : ChunkHandler {
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SlObject(nullptr, slt);
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if (_game_mode == GM_MENU || (_networking && !_network_server)) {
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if (Company::IsValidAiID(index)) AIInstance::LoadEmpty();
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if (Company::IsValidAiID(index)) {
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SlObject(nullptr, _ai_running_desc);
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AIInstance::LoadEmpty();
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}
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continue;
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}
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AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
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if (_ai_saveload_name.empty()) {
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if (_ai_saveload_name.empty() || _ai_saveload_is_random) {
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/* A random AI. */
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config->Change(std::nullopt, -1, false, true);
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config->Change(std::nullopt, -1, false);
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} else {
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config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
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config->Change(_ai_saveload_name, _ai_saveload_version, false);
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if (!config->HasScript()) {
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/* No version of the AI available that can load the data. Try to load the
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/* No version of the AI available. Try to configure the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random);
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config->Change(_ai_saveload_name, -1, false);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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DEBUG(script, 0, "The savegame has an AI by the name '%s', version %u which is no longer available.", _ai_saveload_name.c_str(), _ai_saveload_version);
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DEBUG(script, 0, "A random other AI will be loaded in its place.");
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} else {
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DEBUG(script, 0, "The savegame had no AIs available at the time of saving.");
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DEBUG(script, 0, "A random available AI will be loaded now.");
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "Configuration switched to Random AI.");
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}
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} else {
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DEBUG(script, 0, "The savegame has an AI by the name '%s', version %u which is no longer available.", _ai_saveload_name.c_str(), _ai_saveload_version);
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DEBUG(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been configured instead");
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}
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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}
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}
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config->StringToSettings(_ai_saveload_settings);
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if (!Company::IsValidAiID(index)) continue;
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/* Load the AI saved data */
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if (Company::IsValidAiID(index)) config->SetToLoadData(AIInstance::Load(_ai_saveload_version));
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SlObject(nullptr, _ai_running_desc);
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Company::Get(index)->ai_config = std::make_unique<AIConfig>();
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config = Company::Get(index)->ai_config.get();
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config->Change(_ai_saveload_name, _ai_saveload_version, false);
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if (!config->HasScript()) {
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/* No version of the AI available that can load the data. Try to load the
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* latest version of the AI instead. */
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config->Change(_ai_saveload_name, -1, false);
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if (!config->HasScript()) {
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if (_ai_saveload_name.compare("%_dummy") != 0) {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "A random other AI will be loaded in its place.");
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} else {
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Debug(script, 0, "The savegame had no AIs available at the time of saving.");
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Debug(script, 0, "A random available AI will be loaded now.");
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}
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} else {
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Debug(script, 0, "The savegame has an AI by the name '{}', version {} which is no longer available.", _ai_saveload_name, _ai_saveload_version);
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Debug(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
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}
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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}
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config->StringToSettings(_ai_saveload_settings);
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config->SetToLoadData(AIInstance::Load(_ai_saveload_version));
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}
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}
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@@ -19,7 +19,7 @@ const SaveLoadCompat _game_script_sl_compat[] = {
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SLC_VAR("name"),
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SLC_VAR("settings"),
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SLC_VAR("version"),
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SLC_VAR("is_random"),
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SLC_NULL(1, SL_MIN_VERSION, SLV_AI_LOCAL_CONFIG),
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};
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/** Original field order for SlGameLanguageString. */
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@@ -29,13 +29,11 @@ namespace upstream_sl {
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static std::string _game_saveload_name;
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static int _game_saveload_version;
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static std::string _game_saveload_settings;
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static bool _game_saveload_is_random;
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static const SaveLoad _game_script_desc[] = {
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SLEG_SSTR("name", _game_saveload_name, SLE_STR),
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SLEG_SSTR("settings", _game_saveload_settings, SLE_STR),
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SLEG_VAR("version", _game_saveload_version, SLE_UINT32),
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SLEG_VAR("is_random", _game_saveload_is_random, SLE_BOOL),
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};
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static void SaveReal_GSDT(int *)
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@@ -51,7 +49,6 @@ static void SaveReal_GSDT(int *)
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_game_saveload_version = -1;
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}
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_game_saveload_is_random = config->IsRandom();
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_game_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _game_script_desc);
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@@ -81,11 +78,11 @@ struct GSDTChunkHandler : ChunkHandler {
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GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME);
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if (!_game_saveload_name.empty()) {
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config->Change(_game_saveload_name, _game_saveload_version, false, _game_saveload_is_random);
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config->Change(_game_saveload_name, _game_saveload_version, false);
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if (!config->HasScript()) {
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/* No version of the GameScript available that can load the data. Try to load the
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* latest version of the GameScript instead. */
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config->Change(_game_saveload_name, -1, false, _game_saveload_is_random);
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config->Change(_game_saveload_name, -1, false);
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if (!config->HasScript()) {
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if (_game_saveload_name.compare("%_dummy") != 0) {
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DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %u which is no longer available.", _game_saveload_name.c_str(), _game_saveload_version);
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54
src/saveload/randomizer_sl.cpp
Normal file
54
src/saveload/randomizer_sl.cpp
Normal file
@@ -0,0 +1,54 @@
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file randomizer_sl.cpp Code handling saving and loading of script randomizers */
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#include "../stdafx.h"
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#include "../script/api/script_object.hpp"
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#include "saveload.h"
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#include "../safeguards.h"
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namespace upstream_sl {
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static const SaveLoad _randomizer_desc[] = {
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SLE_VAR(Randomizer, state[0], SLE_UINT32),
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SLE_VAR(Randomizer, state[1], SLE_UINT32),
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};
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struct SRNDChunkHandler : ChunkHandler {
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SRNDChunkHandler() : ChunkHandler('SRND', CH_TABLE)
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{}
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void Save() const override
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{
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SlTableHeader(_randomizer_desc);
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for (Owner owner = OWNER_BEGIN; owner < OWNER_END; owner++) {
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SlSetArrayIndex(owner);
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SlObject(&ScriptObject::GetRandomizer(owner), _randomizer_desc);
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}
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}
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void Load() const override
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{
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SlTableHeader(_randomizer_desc);
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Owner index;
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while ((index = (Owner)SlIterateArray()) != (Owner)-1) {
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SlObject(&ScriptObject::GetRandomizer(index), _randomizer_desc);
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}
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}
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};
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static const SRNDChunkHandler SRND;
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static const ChunkHandlerRef randomizer_chunk_handlers[] = {
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SRND,
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};
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extern const ChunkHandlerTable _randomizer_chunk_handlers(randomizer_chunk_handlers);
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};
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@@ -121,6 +121,7 @@ static const std::vector<ChunkHandlerRef> &ChunkHandlers()
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extern const ChunkHandlerTable _object_chunk_handlers;
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extern const ChunkHandlerTable _persistent_storage_chunk_handlers;
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extern const ChunkHandlerTable _water_region_chunk_handlers;
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extern const ChunkHandlerTable _randomizer_chunk_handlers;
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/** List of all chunks in a savegame. */
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static const ChunkHandlerTable _chunk_handler_tables[] = {
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@@ -159,6 +160,7 @@ static const std::vector<ChunkHandlerRef> &ChunkHandlers()
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_object_chunk_handlers,
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_persistent_storage_chunk_handlers,
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_water_region_chunk_handlers,
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_randomizer_chunk_handlers,
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};
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static std::vector<ChunkHandlerRef> _chunk_handlers;
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