12 #include "../stdafx.h"
15 #include "../string_func.h"
17 #include "../game/game.hpp"
18 #include "../game/game_config.hpp"
19 #include "../network/network.h"
20 #include "../game/game_instance.hpp"
21 #include "../game/game_text.hpp"
23 #include "../safeguards.h"
25 static char _game_saveload_name[64];
26 static int _game_saveload_version;
27 static char _game_saveload_settings[1024];
28 static bool _game_saveload_is_random;
30 static const SaveLoad _game_script[] = {
31 SLEG_STR(_game_saveload_name, SLE_STRB),
32 SLEG_STR(_game_saveload_settings, SLE_STRB),
33 SLEG_VAR(_game_saveload_version, SLE_UINT32),
34 SLEG_VAR(_game_saveload_is_random, SLE_BOOL),
38 static void SaveReal_GSDT(
int *index_ptr)
47 _game_saveload_name[0] =
'\0';
48 _game_saveload_version = -1;
51 _game_saveload_is_random = config->
IsRandom();
52 _game_saveload_settings[0] =
'\0';
59 static void Load_GSDT()
66 _game_saveload_version = -1;
78 config->
Change(_game_saveload_name, _game_saveload_version,
false, _game_saveload_is_random);
82 config->
Change(_game_saveload_name, -1,
false, _game_saveload_is_random);
84 if (strcmp(_game_saveload_name,
"%_dummy") != 0) {
85 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);
86 DEBUG(script, 0,
"This game will continue to run without GameScript.");
88 DEBUG(script, 0,
"The savegame had no GameScript available at the time of saving.");
89 DEBUG(script, 0,
"This game will continue to run without GameScript.");
92 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);
93 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.");
97 _game_saveload_version = -1;
110 static void Save_GSDT()
118 static const char *_game_saveload_string;
119 static uint _game_saveload_strings;
121 static const SaveLoad _game_language_header[] = {
123 SLEG_VAR(_game_saveload_strings, SLE_UINT32),
127 static const SaveLoad _game_language_string[] = {
134 _game_saveload_string = ls->
language;
137 SlObject(NULL, _game_language_header);
138 for (uint i = 0; i < _game_saveload_strings; i++) {
139 _game_saveload_string = ls->
lines[i];
140 SlObject(NULL, _game_language_string);
144 static void Load_GSTR()
150 _game_saveload_string = NULL;
151 SlObject(NULL, _game_language_header);
154 for (uint i = 0; i < _game_saveload_strings; i++) {
155 SlObject(NULL, _game_language_string);
156 *ls->
lines.
Append() =
stredup(_game_saveload_string != NULL ? _game_saveload_string :
"");
165 _current_data = NULL;
173 static void Save_GSTR()
175 if (_current_data == NULL)
return;
184 {
'GSTR', Save_GSTR, Load_GSTR, NULL, NULL, CH_ARRAY },
185 {
'GSDT', Save_GSDT, Load_GSDT, NULL, NULL, CH_ARRAY |
CH_LAST},