Merge branch 'save_ext' into jgrpp

# Conflicts:
#	config.lib
#	src/saveload/extended_ver_sl.cpp
#	src/saveload/saveload.cpp
This commit is contained in:
Jonathan G Rennison
2016-09-07 22:02:57 +01:00
39 changed files with 777 additions and 477 deletions

View File

@@ -525,7 +525,7 @@ bool ClientNetworkGameSocketHandler::IsConnected()
* DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
************/
extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
extern bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
{
@@ -841,7 +841,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
/* The map is done downloading, load it */
ClearErrorMessages();
bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf);
bool load_success = SafeLoad(NULL, SLO_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
/* Long savegame loads shouldn't affect the lag calculation! */
this->last_packet = _realtime_tick;

View File

@@ -1193,17 +1193,17 @@ struct NetworkStartServerWindow : public Window {
case WID_NSS_LOAD_GAME:
_is_network_server = true;
ShowSaveLoadDialog(SLD_LOAD_GAME);
ShowSaveLoadDialog(FT_SAVEGAME, SLO_LOAD);
break;
case WID_NSS_PLAY_SCENARIO:
_is_network_server = true;
ShowSaveLoadDialog(SLD_LOAD_SCENARIO);
ShowSaveLoadDialog(FT_SCENARIO, SLO_LOAD);
break;
case WID_NSS_PLAY_HEIGHTMAP:
_is_network_server = true;
ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP);
ShowSaveLoadDialog(FT_HEIGHTMAP,SLO_LOAD);
break;
}
}