Codechange: Use std::string for most of the user-settable custom names.
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@@ -645,20 +645,20 @@ bool AfterLoadGame()
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if (IsSavegameVersionBefore(SLV_84)) {
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for (Company *c : Company::Iterate()) {
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c->name = CopyFromOldName(c->name_1);
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if (c->name != nullptr) c->name_1 = STR_SV_UNNAMED;
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if (!c->name.empty()) c->name_1 = STR_SV_UNNAMED;
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c->president_name = CopyFromOldName(c->president_name_1);
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if (c->president_name != nullptr) c->president_name_1 = SPECSTR_PRESIDENT_NAME;
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if (!c->president_name.empty()) c->president_name_1 = SPECSTR_PRESIDENT_NAME;
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}
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for (Station *st : Station::Iterate()) {
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st->name = CopyFromOldName(st->string_id);
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/* generating new name would be too much work for little effect, use the station name fallback */
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if (st->name != nullptr) st->string_id = STR_SV_STNAME_FALLBACK;
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if (!st->name.empty()) st->string_id = STR_SV_STNAME_FALLBACK;
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}
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for (Town *t : Town::Iterate()) {
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t->name = CopyFromOldName(t->townnametype);
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if (t->name != nullptr) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
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if (!t->name.empty()) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
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}
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}
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@@ -2502,11 +2502,11 @@ bool AfterLoadGame()
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* highest possible number to get them numbered in the
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* order they have in the pool. */
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for (Waypoint *wp : Waypoint::Iterate()) {
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if (wp->name != nullptr) wp->town_cn = UINT16_MAX;
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if (!wp->name.empty()) wp->town_cn = UINT16_MAX;
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}
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for (Waypoint* wp : Waypoint::Iterate()) {
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if (wp->name != nullptr) MakeDefaultName(wp);
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if (!wp->name.empty()) MakeDefaultName(wp);
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}
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}
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