(svn r10182) -Codechange: rewrite most part of the file loading/searching to be more flexible.

-Codechange: add support for personal directories on Windows.
-Fix [FS#153, FS#193, FS#502, FS#816, FS#854]: fix issues related to fixed names, fixed places of files/directories and application bundles.
This commit is contained in:
rubidium
2007-06-17 15:48:57 +00:00
parent 4e4b152adb
commit 3c7a85fe94
25 changed files with 427 additions and 274 deletions

View File

@@ -312,8 +312,6 @@ static void UnInitializeGame()
static void LoadIntroGame()
{
char filename[256];
_game_mode = GM_MENU;
/* Clear transparency options */
@@ -326,14 +324,8 @@ static void LoadIntroGame()
ResetWindowSystem();
SetupColorsAndInitialWindow();
/* Generate a world. */
snprintf(filename, lengthof(filename), "%sopntitle.dat", _paths.data_dir);
#if defined SECOND_DATA_DIR
if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
snprintf(filename, lengthof(filename), "%sopntitle.dat", _paths.second_data_dir);
}
#endif
if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
/* Load the default opening screen savegame */
if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
WaitTillGeneratedWorld();
}
@@ -760,7 +752,7 @@ static void StartScenario()
ResetGRFConfig(true);
/* Load game */
if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode) != SL_OK) {
if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
LoadIntroGame();
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
}
@@ -782,12 +774,20 @@ static void StartScenario()
MarkWholeScreenDirty();
}
bool SafeSaveOrLoad(const char *filename, int mode, int newgm)
/** Load the specified savegame but on error do different things.
* If loading fails due to corrupt savegame, bad version, etc. go back to
* a previous correct state. In the menu for example load the intro game again.
* @param filename file to be loaded
* @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
* @param newgm switch to this mode of loading fails due to some unknown error
* @param subdir default directory to look for filename, set to 0 if not needed */
bool SafeSaveOrLoad(const char *filename, int mode, int newgm, Subdirectory subdir)
{
byte ogm = _game_mode;
_game_mode = newgm;
switch (SaveOrLoad(filename, mode)) {
assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
switch (SaveOrLoad(filename, mode, subdir)) {
case SL_OK: return true;
case SL_REINIT:
@@ -860,7 +860,7 @@ void SwitchMode(int new_mode)
_opt_ptr = &_opt;
ResetGRFConfig(true);
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
LoadIntroGame();
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
} else {
@@ -894,7 +894,7 @@ void SwitchMode(int new_mode)
break;
case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */
if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR)) {
if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, BASE_DIR)) {
_opt_ptr = &_opt;
SetLocalPlayer(OWNER_NONE);
@@ -910,7 +910,7 @@ void SwitchMode(int new_mode)
break;
case SM_SAVE: /* Save game */
if (SaveOrLoad(_file_to_saveload.name, SL_SAVE) != SL_OK) {
if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, BASE_DIR) != SL_OK) {
ShowErrorMessage(INVALID_STRING_ID, STR_4007_GAME_SAVE_FAILED, 0, 0);
} else {
DeleteWindowById(WC_SAVELOAD, 0);
@@ -967,9 +967,11 @@ void StateGameLoop()
}
}
/** Create an autosave. The default name is "autosave#.sav". However with
* the patch setting 'keep_all_autosave' the name defaults to company-name + date */
static void DoAutosave()
{
char buf[200];
char buf[MAX_PATH];
#if defined(PSP)
/* Autosaving in networking is too time expensive for the PSP */
@@ -979,27 +981,21 @@ static void DoAutosave()
if (_patches.keep_all_autosave && _local_player != PLAYER_SPECTATOR) {
const Player *p = GetPlayer(_local_player);
char* s = buf;
s += snprintf(buf, lengthof(buf), "%s%s", _paths.autosave_dir, PATHSEP);
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
SetDParam(2, _date);
s = GetString(s, STR_4004, lastof(buf));
strecpy(s, ".sav", lastof(buf));
} else { // generate a savegame name and number according to _patches.max_num_autosaves
snprintf(buf, lengthof(buf), "%s%sautosave%d.sav", _paths.autosave_dir, PATHSEP, _autosave_ctr);
GetString(buf, STR_4004, lastof(buf));
ttd_strlcpy(buf, ".sav", sizeof(buf));
} else {
/* generate a savegame name and number according to _patches.max_num_autosaves */
snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
_autosave_ctr++;
if (_autosave_ctr >= _patches.max_num_autosaves) {
/* we reached the limit for numbers of autosaves. We will start over */
_autosave_ctr = 0;
}
if (++_autosave_ctr >= _patches.max_num_autosaves) _autosave_ctr = 0;
}
DEBUG(sl, 2, "Autosaving to '%s'", buf);
if (SaveOrLoad(buf, SL_SAVE) != SL_OK)
if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK)
ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
}