Merge branch 'cpp-11' into save_ext
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@@ -271,6 +271,7 @@ extern const uint16 SAVEGAME_VERSION = 195; ///< Current savegame version of Ope
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const uint16 SAVEGAME_VERSION_EXT = 0x8000; ///< Savegame extension indicator mask
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SavegameType _savegame_type; ///< type of savegame we are loading
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FileToSaveLoad _file_to_saveload; ///< File to save or load in the openttd loop.
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uint32 _ttdp_version; ///< version of TTDP savegame (if applicable)
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uint16 _sl_version; ///< the major savegame version identifier
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@@ -2868,10 +2869,10 @@ SaveOrLoadResult LoadWithFilter(LoadFilter *reader)
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* @param threaded True when threaded saving is allowed
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* @return Return the result of the action. #SL_OK, #SL_ERROR, or #SL_REINIT ("unload" the game)
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*/
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SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded)
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SaveOrLoadResult SaveOrLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded)
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{
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/* An instance of saving is already active, so don't go saving again */
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if (_sl.saveinprogress && mode == SL_SAVE && threaded) {
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if (_sl.saveinprogress && fop == SLO_SAVE && dft == DFT_GAME_FILE && threaded) {
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/* if not an autosave, but a user action, show error message */
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if (!_do_autosave) ShowErrorMessage(STR_ERROR_SAVE_STILL_IN_PROGRESS, INVALID_STRING_ID, WL_ERROR);
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return SL_OK;
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@@ -2880,7 +2881,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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try {
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/* Load a TTDLX or TTDPatch game */
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if (mode == SL_OLD_LOAD) {
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if (fop == SLO_LOAD && dft == DFT_OLD_GAME_FILE) {
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InitializeGame(256, 256, true, true); // set a mapsize of 256x256 for TTDPatch games or it might get confused
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/* TTD/TTO savegames have no NewGRFs, TTDP savegame have them
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@@ -2903,25 +2904,35 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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return SL_OK;
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}
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switch (mode) {
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case SL_LOAD_CHECK: _sl.action = SLA_LOAD_CHECK; break;
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case SL_LOAD: _sl.action = SLA_LOAD; break;
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case SL_SAVE: _sl.action = SLA_SAVE; break;
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assert(dft == DFT_GAME_FILE);
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switch (fop) {
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case SLO_CHECK:
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_sl.action = SLA_LOAD_CHECK;
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break;
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case SLO_LOAD:
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_sl.action = SLA_LOAD;
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break;
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case SLO_SAVE:
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_sl.action = SLA_SAVE;
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break;
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default: NOT_REACHED();
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}
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FILE *fh = (mode == SL_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
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FILE *fh = (fop == SLO_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
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/* Make it a little easier to load savegames from the console */
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if (fh == NULL && mode != SL_SAVE) fh = FioFOpenFile(filename, "rb", SAVE_DIR);
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if (fh == NULL && mode != SL_SAVE) fh = FioFOpenFile(filename, "rb", BASE_DIR);
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if (fh == NULL && mode != SL_SAVE) fh = FioFOpenFile(filename, "rb", SCENARIO_DIR);
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if (fh == NULL && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", SAVE_DIR);
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if (fh == NULL && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", BASE_DIR);
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if (fh == NULL && fop != SLO_SAVE) fh = FioFOpenFile(filename, "rb", SCENARIO_DIR);
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if (fh == NULL) {
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SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
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SlError(fop == SLO_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
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}
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if (mode == SL_SAVE) { // SAVE game
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if (fop == SLO_SAVE) { // SAVE game
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DEBUG(desync, 1, "save: %08x; %02x; %s", _date, _date_fract, filename);
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if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
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@@ -2929,24 +2940,25 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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}
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/* LOAD game */
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assert(mode == SL_LOAD || mode == SL_LOAD_CHECK);
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assert(fop == SLO_LOAD || fop == SLO_CHECK);
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DEBUG(desync, 1, "load: %s", filename);
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return DoLoad(new FileReader(fh), mode == SL_LOAD_CHECK);
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return DoLoad(new FileReader(fh), fop == SLO_CHECK);
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} catch (...) {
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/* This code may be executed both for old and new save games. */
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ClearSaveLoadState();
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/* Skip the "colour" character */
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if (mode != SL_LOAD_CHECK) DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
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if (fop != SLO_CHECK) DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
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/* A saver/loader exception!! reinitialize all variables to prevent crash! */
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return (mode == SL_LOAD || mode == SL_OLD_LOAD) ? SL_REINIT : SL_ERROR;
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return (fop == SLO_LOAD) ? SL_REINIT : SL_ERROR;
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}
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}
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/** Do a save when exiting the game (_settings_client.gui.autosave_on_exit) */
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void DoExitSave()
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{
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SaveOrLoad("exit.sav", SL_SAVE, AUTOSAVE_DIR);
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SaveOrLoad("exit.sav", SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR);
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}
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/**
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@@ -2984,6 +2996,53 @@ void GenerateDefaultSaveName(char *buf, const char *last)
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SanitizeFilename(buf);
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}
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/**
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* Set the mode and file type of the file to save or load based on the type of file entry at the file system.
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* @param ft Type of file entry of the file system.
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*/
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void FileToSaveLoad::SetMode(FiosType ft)
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{
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this->SetMode(SLO_LOAD, GetAbstractFileType(ft), GetDetailedFileType(ft));
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}
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/**
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* Set the mode and file type of the file to save or load.
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* @param fop File operation being performed.
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* @param aft Abstract file type.
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* @param dft Detailed file type.
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*/
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void FileToSaveLoad::SetMode(SaveLoadOperation fop, AbstractFileType aft, DetailedFileType dft)
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{
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if (aft == FT_INVALID || aft == FT_NONE) {
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this->file_op = SLO_INVALID;
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this->detail_ftype = DFT_INVALID;
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this->abstract_ftype = FT_INVALID;
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return;
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}
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this->file_op = fop;
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this->detail_ftype = dft;
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this->abstract_ftype = aft;
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}
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/**
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* Set the name of the file.
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* @param name Name of the file.
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*/
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void FileToSaveLoad::SetName(const char *name)
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{
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strecpy(this->name, name, lastof(this->name));
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}
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/**
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* Set the title of the file.
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* @param title Title of the file.
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*/
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void FileToSaveLoad::SetTitle(const char *title)
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{
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strecpy(this->title, title, lastof(this->title));
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}
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#if 0
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/**
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* Function to get the type of the savegame by looking at the file header.
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