Codechange: move script settings to std::string
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@@ -20,14 +20,14 @@
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#include "../safeguards.h"
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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 std::string _game_saveload_name;
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static int _game_saveload_version;
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static std::string _game_saveload_settings;
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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_SSTR(_game_saveload_name, SLE_STR),
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SLEG_SSTR(_game_saveload_settings, SLE_STR),
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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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@@ -38,17 +38,16 @@ static void SaveReal_GSDT(int *index_ptr)
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GameConfig *config = GameConfig::GetConfig();
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if (config->HasScript()) {
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strecpy(_game_saveload_name, config->GetName(), lastof(_game_saveload_name));
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_game_saveload_name = config->GetName();
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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_name.clear();
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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, lastof(_game_saveload_settings));
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_game_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _game_script);
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Game::Save();
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@@ -71,23 +70,23 @@ static void Load_GSDT()
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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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if (_game_saveload_name.empty()) {
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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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config->Change(_game_saveload_name.c_str(), _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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config->Change(_game_saveload_name.c_str(), -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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if (_game_saveload_name.compare("%_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.c_str(), _game_saveload_version);
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DEBUG(script, 0, "This game will 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 will 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 savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name.c_str(), _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 it was not the
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