Use upstream load for non-table script chunks
This commit is contained in:
@@ -8,87 +8,12 @@
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/** @file ai_sl.cpp Handles the saveload part of the AIs */
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#include "../stdafx.h"
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#include "../company_base.h"
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#include "../debug.h"
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#include "saveload.h"
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#include "../string_func.h"
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#include "../ai/ai.hpp"
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#include "../ai/ai_config.hpp"
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#include "../network/network.h"
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#include "../ai/ai_instance.hpp"
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#include "../safeguards.h"
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static std::string _ai_saveload_name;
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static int _ai_saveload_version;
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static std::string _ai_saveload_settings;
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static bool _ai_saveload_is_random;
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static const SaveLoad _ai_company[] = {
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SLEG_SSTR(_ai_saveload_name, SLE_STR),
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SLEG_SSTR(_ai_saveload_settings, SLE_STR),
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SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
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SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, SLV_136, SLV_AI_LOCAL_CONFIG),
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};
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static void Load_AIPL()
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{
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/* Free all current data */
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(std::nullopt);
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}
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CompanyID index;
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while ((index = (CompanyID)SlIterateArray()) != (CompanyID)-1) {
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if (index >= MAX_COMPANIES) SlErrorCorrupt("Too many AI configs");
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_ai_saveload_is_random = false;
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_ai_saveload_version = -1;
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SlObject(nullptr, _ai_company);
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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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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() || _ai_saveload_is_random) {
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/* A random AI. */
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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);
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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 '%s', version %d 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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}
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} else {
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DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d 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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}
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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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/* Load the AI saved data */
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if (Company::IsValidAiID(index)) config->SetToLoadData(AIInstance::Load(_ai_saveload_version));
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}
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}
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static const ChunkHandler ai_chunk_handlers[] = {
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MakeSaveUpstreamFeatureConditionalLoadUpstreamChunkHandler<'AIPL', XSLFI_TABLE_SCRIPT_SL>(Load_AIPL, nullptr, nullptr),
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MakeUpstreamChunkHandler<'AIPL', GeneralUpstreamChunkLoadInfo>(),
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};
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extern const ChunkHandlerTable _ai_chunk_handlers(ai_chunk_handlers);
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@@ -8,125 +8,13 @@
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/** @file game_sl.cpp Handles the saveload part of the GameScripts */
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#include "../stdafx.h"
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#include "../debug.h"
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#include "saveload.h"
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#include "../string_func.h"
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#include "../game/game.hpp"
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#include "../game/game_config.hpp"
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#include "../network/network.h"
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#include "../game/game_instance.hpp"
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#include "../game/game_text.hpp"
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#include "../safeguards.h"
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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[] = {
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SLEG_SSTR(_game_saveload_name, SLE_STR),
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SLEG_SSTR(_game_saveload_settings, SLE_STR),
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SLEG_VAR(_game_saveload_version, SLE_UINT32),
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SLEG_VAR(_game_saveload_is_random, SLE_BOOL),
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};
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static void Load_GSDT()
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{
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/* Free all current data */
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GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME)->Change(std::nullopt);
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if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
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_game_saveload_version = -1;
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SlObject(nullptr, _game_script);
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if (_game_mode == GM_MENU || (_networking && !_network_server)) {
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GameInstance::LoadEmpty();
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if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
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return;
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}
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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);
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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);
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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 %d which is no longer available.", _game_saveload_name.c_str(), _game_saveload_version);
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DEBUG(script, 0, "This game will continue to run without GameScript.");
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} else {
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DEBUG(script, 0, "The savegame had no GameScript available at the time of saving.");
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DEBUG(script, 0, "This game will continue to run without GameScript.");
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}
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} else {
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DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name.c_str(), _game_saveload_version);
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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.");
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}
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/* Make sure the GameScript 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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_game_saveload_version = -1;
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}
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}
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config->StringToSettings(_game_saveload_settings);
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/* Load the GameScript saved data */
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config->SetToLoadData(GameInstance::Load(_game_saveload_version));
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if ((CompanyID)SlIterateArray() != (CompanyID)-1) SlErrorCorrupt("Too many GameScript configs");
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}
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extern GameStrings *_current_data;
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static std::string _game_saveload_string;
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static uint _game_saveload_strings;
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static const SaveLoad _game_language_header[] = {
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SLEG_SSTR(_game_saveload_string, SLE_STR),
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SLEG_VAR(_game_saveload_strings, SLE_UINT32),
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};
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static const SaveLoad _game_language_string[] = {
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SLEG_SSTR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
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};
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static void Load_GSTR()
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{
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delete _current_data;
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_current_data = new GameStrings();
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while (SlIterateArray() != -1) {
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_game_saveload_string.clear();
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SlObject(nullptr, _game_language_header);
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LanguageStrings ls(_game_saveload_string);
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for (uint i = 0; i < _game_saveload_strings; i++) {
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SlObject(nullptr, _game_language_string);
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ls.lines.emplace_back(_game_saveload_string);
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}
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_current_data->raw_strings.push_back(std::move(ls));
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}
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/* If there were no strings in the savegame, set GameStrings to nullptr */
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if (_current_data->raw_strings.size() == 0) {
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delete _current_data;
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_current_data = nullptr;
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return;
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}
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_current_data->Compile();
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ReconsiderGameScriptLanguage();
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}
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static const ChunkHandler game_chunk_handlers[] = {
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MakeSaveUpstreamFeatureConditionalLoadUpstreamChunkHandler<'GSTR', XSLFI_TABLE_SCRIPT_SL>(Load_GSTR, nullptr, nullptr),
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MakeSaveUpstreamFeatureConditionalLoadUpstreamChunkHandler<'GSDT', XSLFI_TABLE_SCRIPT_SL>(Load_GSDT, nullptr, nullptr),
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MakeUpstreamChunkHandler<'GSTR', GeneralUpstreamChunkLoadInfo>(),
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MakeUpstreamChunkHandler<'GSDT', GeneralUpstreamChunkLoadInfo>(),
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};
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extern const ChunkHandlerTable _game_chunk_handlers(game_chunk_handlers);
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