Fix #7925: Reset temporary saveload data at the start of loading a savegame instead of at the end.

Otherwise temporary data may be passed from an aborted load action to the next load action.
This commit is contained in:
frosch
2020-01-12 17:23:04 +01:00
committed by Niels Martin Hansen
parent 41163331aa
commit a4be4514c9
5 changed files with 35 additions and 2 deletions

View File

@@ -2377,6 +2377,16 @@ void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settin
extern bool AfterLoadGame();
extern bool LoadOldSaveGame(const char *file);
/**
* Clear temporary data that is passed between various saveload phases.
*/
static void ResetSaveloadData()
{
ResetTempEngineData();
ResetLabelMaps();
ResetOldWaypoints();
}
/**
* Clear/free saveload state.
*/
@@ -2623,6 +2633,8 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
_next_offs = 0;
if (!load_check) {
ResetSaveloadData();
/* Old maps were hardcoded to 256x256 and thus did not contain
* any mapsize information. Pre-initialize to 256x256 to not to
* confuse old games */
@@ -2727,6 +2739,8 @@ SaveOrLoadResult SaveOrLoad(const char *filename, SaveLoadOperation fop, Detaile
try {
/* Load a TTDLX or TTDPatch game */
if (fop == SLO_LOAD && dft == DFT_OLD_GAME_FILE) {
ResetSaveloadData();
InitializeGame(256, 256, true, true); // set a mapsize of 256x256 for TTDPatch games or it might get confused
/* TTD/TTO savegames have no NewGRFs, TTDP savegame have them