mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r23609) -Add: save/load all GameScript related material
This commit is contained in:
parent
de5494af8f
commit
f239a61406
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@ -779,6 +779,7 @@
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<ClCompile Include="..\src\saveload\depot_sl.cpp" />
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<ClCompile Include="..\src\saveload\economy_sl.cpp" />
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<ClCompile Include="..\src\saveload\engine_sl.cpp" />
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<ClCompile Include="..\src\saveload\game_sl.cpp" />
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<ClCompile Include="..\src\saveload\gamelog_sl.cpp" />
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<ClCompile Include="..\src\saveload\group_sl.cpp" />
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<ClCompile Include="..\src\saveload\industry_sl.cpp" />
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@ -1563,6 +1563,9 @@
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<ClCompile Include="..\src\saveload\engine_sl.cpp">
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<Filter>Save/Load handlers</Filter>
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</ClCompile>
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<ClCompile Include="..\src\saveload\game_sl.cpp">
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<Filter>Save/Load handlers</Filter>
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</ClCompile>
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<ClCompile Include="..\src\saveload\gamelog_sl.cpp">
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<Filter>Save/Load handlers</Filter>
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</ClCompile>
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@ -2410,6 +2410,10 @@
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RelativePath=".\..\src\saveload\engine_sl.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\saveload\game_sl.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\saveload\gamelog_sl.cpp"
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>
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@ -2407,6 +2407,10 @@
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RelativePath=".\..\src\saveload\engine_sl.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\saveload\game_sl.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\saveload\gamelog_sl.cpp"
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>
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@ -537,6 +537,7 @@ saveload/company_sl.cpp
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saveload/depot_sl.cpp
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saveload/economy_sl.cpp
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saveload/engine_sl.cpp
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saveload/game_sl.cpp
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saveload/gamelog_sl.cpp
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saveload/group_sl.cpp
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saveload/industry_sl.cpp
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@ -33,6 +33,11 @@ public:
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*/
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static void Initialize();
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/**
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* Start up a new GameScript.
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*/
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static void StartNew();
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/**
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* Uninitialize the Game system.
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*/
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@ -51,6 +56,16 @@ public:
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static void Rescan();
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static void ResetConfig();
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/**
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* Save data from a GameScript to a savegame.
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*/
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static void Save();
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/**
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* Load data for a GameScript from a savegame.
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*/
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static void Load(int version);
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/** Wrapper function for GameScanner::GetConsoleList */
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static char *GetConsoleList(char *p, const char *last, bool newest_only = false);
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/** Wrapper function for GameScanner::GetInfoList */
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@ -57,26 +57,29 @@
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Game::scanner = new GameScannerInfo();
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Game::scanner->Initialize();
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}
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}
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if (Game::instance == NULL) {
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/* Clients shouldn't start GameScripts */
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if (_networking && !_network_server) return;
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/* static */ void Game::StartNew()
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{
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if (Game::instance != NULL) return;
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GameConfig *config = GameConfig::GetConfig();
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GameInfo *info = config->GetInfo();
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if (info == NULL) return;
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/* Clients shouldn't start GameScripts */
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if (_networking && !_network_server) return;
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Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
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cur_company.Change(OWNER_DEITY);
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GameConfig *config = GameConfig::GetConfig();
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GameInfo *info = config->GetInfo();
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if (info == NULL) return;
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Game::info = info;
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Game::instance = new GameInstance();
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Game::instance->Initialize(info);
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Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
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cur_company.Change(OWNER_DEITY);
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cur_company.Restore();
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Game::info = info;
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Game::instance = new GameInstance();
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Game::instance->Initialize(info);
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InvalidateWindowData(WC_AI_DEBUG, 0, -1);
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}
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cur_company.Restore();
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InvalidateWindowData(WC_AI_DEBUG, 0, -1);
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}
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/* static */ void Game::Uninitialize(bool keepConfig)
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@ -138,6 +141,29 @@
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}
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/* static */ void Game::Save()
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{
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if (Game::instance != NULL && (!_networking || _network_server)) {
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Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
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Game::instance->Save();
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cur_company.Restore();
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} else {
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GameInstance::SaveEmpty();
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}
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}
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/* static */ void Game::Load(int version)
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{
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if (Game::instance != NULL && (!_networking || _network_server)) {
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Backup<CompanyByte> cur_company(_current_company, OWNER_DEITY, FILE_LINE);
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Game::instance->Load(version);
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cur_company.Restore();
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} else {
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/* Read, but ignore, the load data */
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GameInstance::LoadEmpty();
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}
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}
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/* static */ char *Game::GetConsoleList(char *p, const char *last, bool newest_only)
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{
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return Game::scanner->GetConsoleList(p, last, newest_only);
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@ -33,6 +33,7 @@
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#include "core/backup_type.hpp"
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#include "progress.h"
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#include "error.h"
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#include "game/game.hpp"
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#include "table/sprites.h"
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@ -162,6 +163,10 @@ static void _GenerateWorld(void *)
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RunTileLoop();
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IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
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}
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if (_game_mode != GM_EDITOR) {
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Game::StartNew();
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}
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}
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ResetObjectToPlace();
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@ -0,0 +1,116 @@
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/* $Id$ */
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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 game_sl.cpp Handles the saveload part of the GameScripts */
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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 "../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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static char _game_saveload_name[64];
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static int _game_saveload_version;
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static char _game_saveload_settings[1024];
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static bool _game_saveload_is_random;
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static const SaveLoad _game_script[] = {
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SLEG_STR(_game_saveload_name, SLE_STRB),
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SLEG_STR(_game_saveload_settings, SLE_STRB),
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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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SLE_END()
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};
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static void SaveReal_GSDT(int *index_ptr)
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{
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GameConfig *config = GameConfig::GetConfig();
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if (config->HasScript()) {
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ttd_strlcpy(_game_saveload_name, config->GetName(), lengthof(_game_saveload_name));
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_game_saveload_version = config->GetVersion();
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} else {
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/* No GameScript is configured for this so store an empty string as name. */
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_game_saveload_name[0] = '\0';
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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[0] = '\0';
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config->SettingsToString(_game_saveload_settings, lengthof(_game_saveload_settings));
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SlObject(NULL, _game_script);
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Game::Save();
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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(NULL);
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if ((CompanyID)SlIterateArray() == (CompanyID)-1) return;
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_game_saveload_version = -1;
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SlObject(NULL, _game_script);
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if (_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 (StrEmpty(_game_saveload_name)) {
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} else {
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config->Change(_game_saveload_name, _game_saveload_version, false, _game_saveload_is_random);
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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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if (!config->HasScript()) {
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if (strcmp(_game_saveload_name, "%_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, _game_saveload_version);
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DEBUG(script, 0, "This game wil 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 wil 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, _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 he 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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/* Start the GameScript directly if it was active in the savegame */
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Game::StartNew();
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Game::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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static void Save_GSDT()
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{
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SlSetArrayIndex(0);
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SlAutolength((AutolengthProc *)SaveReal_GSDT, NULL);
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}
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extern const ChunkHandler _game_chunk_handlers[] = {
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{ 'GSDT', Save_GSDT, Load_GSDT, NULL, NULL, CH_ARRAY | CH_LAST},
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};
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@ -403,6 +403,7 @@ extern const ChunkHandler _industry_chunk_handlers[];
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extern const ChunkHandler _economy_chunk_handlers[];
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extern const ChunkHandler _subsidy_chunk_handlers[];
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extern const ChunkHandler _ai_chunk_handlers[];
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extern const ChunkHandler _game_chunk_handlers[];
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extern const ChunkHandler _animated_tile_chunk_handlers[];
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extern const ChunkHandler _newgrf_chunk_handlers[];
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extern const ChunkHandler _group_chunk_handlers[];
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@ -434,6 +435,7 @@ static const ChunkHandler * const _chunk_handlers[] = {
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_station_chunk_handlers,
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_company_chunk_handlers,
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_ai_chunk_handlers,
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_game_chunk_handlers,
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_animated_tile_chunk_handlers,
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_newgrf_chunk_handlers,
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_group_chunk_handlers,
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@ -57,6 +57,8 @@
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#include "ini_type.h"
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#include "ai/ai_config.hpp"
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#include "ai/ai.hpp"
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#include "game/game_config.hpp"
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#include "game/game.hpp"
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#include "ship.h"
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#include "smallmap_gui.h"
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#include "roadveh.h"
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@ -1362,6 +1364,32 @@ static void AILoadConfig(IniFile *ini, const char *grpname)
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}
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}
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static void GameLoadConfig(IniFile *ini, const char *grpname)
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{
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IniGroup *group = ini->GetGroup(grpname);
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IniItem *item;
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/* Clean any configured GameScript */
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GameConfig::GetConfig(GameConfig::SSS_FORCE_NEWGAME)->Change(NULL);
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/* If no group exists, return */
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if (group == NULL) return;
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item = group->item;
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if (item == NULL) return;
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GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
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config->Change(item->name);
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if (!config->HasScript()) {
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if (strcmp(item->name, "none") != 0) {
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DEBUG(script, 0, "The GameScript by the name '%s' was no longer found, and removed from the list.", item->name);
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return;
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}
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}
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if (item->value != NULL) config->StringToSettings(item->value);
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}
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/**
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* Load a GRF configuration
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* @param ini The configuration to read from.
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}
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}
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static void GameSaveConfig(IniFile *ini, const char *grpname)
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{
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IniGroup *group = ini->GetGroup(grpname);
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if (group == NULL) return;
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group->Clear();
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GameConfig *config = GameConfig::GetConfig(AIConfig::SSS_FORCE_NEWGAME);
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const char *name;
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char value[1024];
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config->SettingsToString(value, lengthof(value));
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if (config->HasScript()) {
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name = config->GetName();
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} else {
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name = "none";
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}
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IniItem *item = new IniItem(group, name, strlen(name));
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item->SetValue(value);
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}
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/**
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* Save the version of OpenTTD to the ini file.
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* @param ini the ini to write to
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@ -1563,6 +1613,7 @@ void LoadFromConfig(bool minimal)
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_grfconfig_static = GRFLoadConfig(ini, "newgrf-static", true);
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NewsDisplayLoadConfig(ini, "news_display");
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AILoadConfig(ini, "ai_players");
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GameLoadConfig(ini, "game_scripts");
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PrepareOldDiffCustom();
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IniLoadSettings(ini, _gameopt_settings, "gameopt", &_settings_newgame);
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GRFSaveConfig(ini, "newgrf-static", _grfconfig_static);
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NewsDisplaySaveConfig(ini, "news_display");
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AISaveConfig(ini, "ai_players");
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GameSaveConfig(ini, "game_scripts");
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SaveVersionInConfig(ini);
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ini->SaveToDisk(_config_file);
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delete ini;
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