mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r27650) -Codechange: Replace SaveOrLoadMode by FileOperation and DetailedFileType.
This commit is contained in:
parent
df9a9f074a
commit
597380e099
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@ -318,7 +318,7 @@ DEF_CONSOLE_CMD(ConSave)
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char *filename = str_fmt("%s.sav", argv[1]);
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IConsolePrint(CC_DEFAULT, "Saving map...");
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if (SaveOrLoad(filename, SL_SAVE, SAVE_DIR) != SL_OK) {
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if (SaveOrLoad(filename, FOP_SAVE, DFT_GAME_FILE, SAVE_DIR) != SL_OK) {
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IConsolePrint(CC_ERROR, "Saving map failed");
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} else {
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IConsolePrintF(CC_DEFAULT, "Map successfully saved to %s", filename);
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@ -388,7 +388,7 @@ bool CrashLog::WriteSavegame(char *filename, const char *filename_last) const
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seprintf(filename, filename_last, "%scrash.sav", _personal_dir);
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/* Don't do a threaded saveload. */
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return SaveOrLoad(filename, SL_SAVE, NO_DIRECTORY, false) == SL_OK;
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return SaveOrLoad(filename, FOP_SAVE, DFT_GAME_FILE, NO_DIRECTORY, false) == SL_OK;
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} catch (...) {
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return false;
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}
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@ -47,8 +47,11 @@ enum DetailedFileType {
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/** Operation performed on the file. */
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enum FileOperation {
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FOP_CHECK, ///< Load file for checking and/or preview.
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FOP_LOAD, ///< File is being loaded.
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FOP_SAVE, ///< File is being saved.
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FOP_INVALID, ///< Unknown file operation.
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};
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/**
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@ -584,7 +584,7 @@ public:
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if (GetDetailedFileType(file->type) == DFT_GAME_FILE) {
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/* Other detailed file types cannot be checked before. */
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SaveOrLoad(name, SL_LOAD_CHECK, NO_DIRECTORY, false);
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SaveOrLoad(name, FOP_CHECK, DFT_GAME_FILE, NO_DIRECTORY, false);
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}
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this->InvalidateData(1);
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@ -777,7 +777,7 @@ void ShowSaveLoadDialog(AbstractFileType abstract_filetype, FileOperation fop)
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sld = (abstract_filetype == FT_HEIGHTMAP) ? &_load_heightmap_dialog_desc : &_load_dialog_desc;
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}
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_file_to_saveload.filetype = abstract_filetype;
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_file_to_saveload.abstract_ftype = abstract_filetype;
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new SaveLoadWindow(sld, abstract_filetype, fop);
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}
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@ -204,7 +204,7 @@ static void _GenerateWorld(void *)
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if (_debug_desync_level > 0) {
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char name[MAX_PATH];
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seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
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SaveOrLoad(name, FOP_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
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}
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} catch (...) {
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BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
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@ -833,7 +833,7 @@ static void _ShowGenerateLandscape(GenerateLandscapeWindowMode mode)
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if (mode == GLWM_HEIGHTMAP) {
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/* If the function returns negative, it means there was a problem loading the heightmap */
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if (!GetHeightmapDimensions(_file_to_saveload.name, &x, &y)) return;
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if (!GetHeightmapDimensions(_file_to_saveload.detail_ftype, _file_to_saveload.name, &x, &y)) return;
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}
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WindowDesc *desc = (mode == GLWM_HEIGHTMAP) ? &_heightmap_load_desc : &_generate_landscape_desc;
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@ -102,7 +102,7 @@ static void ReadHeightmapPNGImageData(byte *map, png_structp png_ptr, png_infop
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* If map == NULL only the size of the PNG is read, otherwise a map
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* with grayscale pixels is allocated and assigned to *map.
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*/
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static bool ReadHeightmapPNG(char *filename, uint *x, uint *y, byte **map)
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static bool ReadHeightmapPNG(const char *filename, uint *x, uint *y, byte **map)
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{
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FILE *fp;
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png_structp png_ptr = NULL;
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@ -232,7 +232,7 @@ static void ReadHeightmapBMPImageData(byte *map, BmpInfo *info, BmpData *data)
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* If map == NULL only the size of the BMP is read, otherwise a map
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* with grayscale pixels is allocated and assigned to *map.
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*/
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static bool ReadHeightmapBMP(char *filename, uint *x, uint *y, byte **map)
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static bool ReadHeightmapBMP(const char *filename, uint *x, uint *y, byte **map)
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{
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FILE *f;
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BmpInfo info;
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@ -444,45 +444,56 @@ void FixSlopes()
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}
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/**
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* Reads the heightmap with the correct file reader
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* Reads the heightmap with the correct file reader.
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* @param dft Type of image file.
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* @param filename Name of the file to load.
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* @param [out] x Length of the image.
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* @param [out] y Height of the image.
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* @param [inout] map If not \c NULL, destination to store the loaded block of image data.
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* @return Whether loading was successful.
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*/
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static bool ReadHeightMap(char *filename, uint *x, uint *y, byte **map)
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static bool ReadHeightMap(DetailedFileType dft, const char *filename, uint *x, uint *y, byte **map)
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{
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switch (_file_to_saveload.mode) {
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default: NOT_REACHED();
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switch (dft) {
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default:
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NOT_REACHED();
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#ifdef WITH_PNG
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case SL_PNG:
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case DFT_HEIGHTMAP_PNG:
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return ReadHeightmapPNG(filename, x, y, map);
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#endif /* WITH_PNG */
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case SL_BMP:
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case DFT_HEIGHTMAP_BMP:
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return ReadHeightmapBMP(filename, x, y, map);
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}
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}
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/**
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* Get the dimensions of a heightmap.
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* @param dft Type of image file.
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* @param filename to query
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* @param x dimension x
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* @param y dimension y
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* @return Returns false if loading of the image failed.
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*/
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bool GetHeightmapDimensions(char *filename, uint *x, uint *y)
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bool GetHeightmapDimensions(DetailedFileType dft, const char *filename, uint *x, uint *y)
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{
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return ReadHeightMap(filename, x, y, NULL);
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return ReadHeightMap(dft, filename, x, y, NULL);
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}
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/**
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* Load a heightmap from file and change the map in his current dimensions
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* to a landscape representing the heightmap.
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* It converts pixels to height. The brighter, the higher.
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* @param dft Type of image file.
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* @param filename of the heightmap file to be imported
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*/
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void LoadHeightmap(char *filename)
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void LoadHeightmap(DetailedFileType dft, const char *filename)
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{
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uint x, y;
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byte *map = NULL;
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if (!ReadHeightMap(filename, &x, &y, &map)) {
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if (!ReadHeightMap(dft, filename, &x, &y, &map)) {
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free(map);
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return;
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}
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@ -12,6 +12,8 @@
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#ifndef HEIGHTMAP_H
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#define HEIGHTMAP_H
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#include "fileio_type.h"
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/**
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* Order of these enums has to be the same as in lang/english.txt
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* Otherwise you will get inconsistent behaviour.
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@ -21,8 +23,8 @@ enum HeightmapRotation {
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HM_CLOCKWISE, ///< Rotate the map clockwise 45 degrees
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};
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bool GetHeightmapDimensions(char *filename, uint *x, uint *y);
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void LoadHeightmap(char *filename);
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bool GetHeightmapDimensions(DetailedFileType dft, const char *filename, uint *x, uint *y);
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void LoadHeightmap(DetailedFileType dft, const char *filename);
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void FlatEmptyWorld(byte tile_height);
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void FixSlopes();
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@ -1222,7 +1222,7 @@ void GenerateLandscape(byte mode)
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if (mode == GWM_HEIGHTMAP) {
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SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
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LoadHeightmap(_file_to_saveload.name);
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LoadHeightmap(_file_to_saveload.detail_ftype, _file_to_saveload.name);
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IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
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} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
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SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS);
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@ -520,7 +520,7 @@ bool ClientNetworkGameSocketHandler::IsConnected()
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* DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
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************/
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extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
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extern bool SafeLoad(const char *filename, FileOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
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NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
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{
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@ -836,7 +836,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_MAP_DONE(Packet
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/* The map is done downloading, load it */
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ClearErrorMessages();
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bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf);
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bool load_success = SafeLoad(NULL, FOP_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
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/* Long savegame loads shouldn't affect the lag calculation! */
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this->last_packet = _realtime_tick;
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@ -328,7 +328,7 @@ static void LoadIntroGame(bool load_newgrfs = true)
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SetupColoursAndInitialWindow();
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/* Load the default opening screen savegame */
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if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
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if (SaveOrLoad("opntitle.dat", FOP_LOAD, DFT_GAME_FILE, BASESET_DIR) != SL_OK) {
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GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
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WaitTillGeneratedWorld();
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SetLocalCompany(COMPANY_SPECTATOR);
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@ -619,8 +619,9 @@ int openttd_main(int argc, char *argv[])
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case 'g':
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if (mgo.opt != NULL) {
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strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
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_switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
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_file_to_saveload.mode = SL_LOAD;
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bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
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_switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
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_file_to_saveload.SetMode(FOP_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE);
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/* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
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const char *t = strrchr(_file_to_saveload.name, '.');
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@ -650,7 +651,7 @@ int openttd_main(int argc, char *argv[])
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FiosGetSavegameListCallback(FOP_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
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_load_check_data.Clear();
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SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
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SaveOrLoadResult res = SaveOrLoad(mgo.opt, FOP_CHECK, DFT_GAME_FILE, SAVE_DIR, false);
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if (res != SL_OK || _load_check_data.HasErrors()) {
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fprintf(stderr, "Failed to open savegame\n");
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if (_load_check_data.HasErrors()) {
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@ -997,14 +998,15 @@ static void MakeNewEditorWorld()
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* @param subdir default directory to look for filename, set to 0 if not needed
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* @param lf Load filter to use, if NULL: use filename + subdir.
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*/
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bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
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bool SafeLoad(const char *filename, FileOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
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{
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assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
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assert(fop == FOP_LOAD);
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assert(dft == DFT_GAME_FILE || (lf == NULL && dft == DFT_OLD_GAME_FILE));
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GameMode ogm = _game_mode;
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_game_mode = newgm;
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switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
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switch (lf == NULL ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) {
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case SL_OK: return true;
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case SL_REINIT:
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@ -1093,11 +1095,11 @@ void SwitchToMode(SwitchMode new_mode)
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ResetGRFConfig(true);
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ResetWindowSystem();
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if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
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if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
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SetDParamStr(0, GetSaveLoadErrorString());
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ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
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} else {
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if (_file_to_saveload.filetype == FT_SCENARIO) {
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if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
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/* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
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EngineOverrideManager::ResetToCurrentNewGRFConfig();
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}
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@ -1134,7 +1136,7 @@ void SwitchToMode(SwitchMode new_mode)
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break;
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case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
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if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
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if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) {
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SetLocalCompany(OWNER_NONE);
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_settings_newgame.game_creation.starting_year = _cur_year;
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/* Cancel the saveload pausing */
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@ -1156,7 +1158,7 @@ void SwitchToMode(SwitchMode new_mode)
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case SM_SAVE_GAME: // Save game.
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/* Make network saved games on pause compatible to singleplayer */
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if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
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if (SaveOrLoad(_file_to_saveload.name, FOP_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
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SetDParamStr(0, GetSaveLoadErrorString());
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ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
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} else {
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@ -1367,7 +1369,7 @@ void StateGameLoop()
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/* Save the desync savegame if needed. */
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char name[MAX_PATH];
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seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
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SaveOrLoad(name, FOP_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
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}
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CheckCaches();
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@ -1424,7 +1426,7 @@ static void DoAutosave()
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}
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DEBUG(sl, 2, "Autosaving to '%s'", buf);
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if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
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if (SaveOrLoad(buf, FOP_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR) != SL_OK) {
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ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
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}
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}
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@ -248,7 +248,7 @@ static void InitializeWindowsAndCaches()
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/* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
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* accordingly if it is not the case. No need to set it on companies that are not been used already,
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* thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
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if (_file_to_saveload.filetype == FT_SCENARIO && c->inaugurated_year != MIN_YEAR) {
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if (_file_to_saveload.abstract_ftype == FT_SCENARIO && c->inaugurated_year != MIN_YEAR) {
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c->inaugurated_year = _cur_year;
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}
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}
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@ -2778,10 +2778,10 @@ 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, FileOperation 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 == FOP_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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@ -2790,7 +2790,7 @@ 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 == FOP_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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@ -2811,25 +2811,35 @@ 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 (dft) {
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case FOP_CHECK:
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_sl.action = SLA_LOAD_CHECK;
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break;
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case FOP_LOAD:
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_sl.action = SLA_LOAD;
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break;
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case FOP_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 == FOP_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);
|
||||
if (fh == NULL && mode != SL_SAVE) fh = FioFOpenFile(filename, "rb", BASE_DIR);
|
||||
if (fh == NULL && mode != SL_SAVE) fh = FioFOpenFile(filename, "rb", SCENARIO_DIR);
|
||||
if (fh == NULL && fop != FOP_SAVE) fh = FioFOpenFile(filename, "rb", SAVE_DIR);
|
||||
if (fh == NULL && fop != FOP_SAVE) fh = FioFOpenFile(filename, "rb", BASE_DIR);
|
||||
if (fh == NULL && fop != FOP_SAVE) fh = FioFOpenFile(filename, "rb", SCENARIO_DIR);
|
||||
|
||||
if (fh == NULL) {
|
||||
SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
|
||||
SlError(fop == FOP_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
|
||||
}
|
||||
|
||||
if (mode == SL_SAVE) { // SAVE game
|
||||
if (fop == FOP_SAVE) { // SAVE game
|
||||
DEBUG(desync, 1, "save: %08x; %02x; %s", _date, _date_fract, filename);
|
||||
if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
|
||||
|
||||
|
@ -2837,24 +2847,25 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
|
|||
}
|
||||
|
||||
/* LOAD game */
|
||||
assert(mode == SL_LOAD || mode == SL_LOAD_CHECK);
|
||||
assert(fop == FOP_LOAD || fop == FOP_CHECK);
|
||||
DEBUG(desync, 1, "load: %s", filename);
|
||||
return DoLoad(new FileReader(fh), mode == SL_LOAD_CHECK);
|
||||
return DoLoad(new FileReader(fh), fop == FOP_CHECK);
|
||||
} catch (...) {
|
||||
/* This code may be executed both for old and new save games. */
|
||||
ClearSaveLoadState();
|
||||
|
||||
/* Skip the "colour" character */
|
||||
if (mode != SL_LOAD_CHECK) DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
|
||||
if (fop != FOP_CHECK) DEBUG(sl, 0, "%s", GetSaveLoadErrorString() + 3);
|
||||
|
||||
/* A saver/loader exception!! reinitialize all variables to prevent crash! */
|
||||
return (mode == SL_LOAD || mode == SL_OLD_LOAD) ? SL_REINIT : SL_ERROR;
|
||||
return (fop == FOP_LOAD) ? SL_REINIT : SL_ERROR;
|
||||
}
|
||||
}
|
||||
|
||||
/** Do a save when exiting the game (_settings_client.gui.autosave_on_exit) */
|
||||
void DoExitSave()
|
||||
{
|
||||
SaveOrLoad("exit.sav", SL_SAVE, AUTOSAVE_DIR);
|
||||
SaveOrLoad("exit.sav", FOP_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2898,34 +2909,27 @@ void GenerateDefaultSaveName(char *buf, const char *last)
|
|||
*/
|
||||
void FileToSaveLoad::SetMode(FiosType ft)
|
||||
{
|
||||
switch (ft) {
|
||||
case FIOS_TYPE_FILE:
|
||||
case FIOS_TYPE_SCENARIO:
|
||||
this->mode = SL_LOAD;
|
||||
break;
|
||||
|
||||
case FIOS_TYPE_OLDFILE:
|
||||
case FIOS_TYPE_OLD_SCENARIO:
|
||||
this->mode = SL_OLD_LOAD;
|
||||
break;
|
||||
|
||||
#ifdef WITH_PNG
|
||||
case FIOS_TYPE_PNG:
|
||||
this->mode = SL_PNG;
|
||||
break;
|
||||
#endif /* WITH_PNG */
|
||||
|
||||
case FIOS_TYPE_BMP:
|
||||
this->mode = SL_BMP;
|
||||
break;
|
||||
|
||||
default:
|
||||
this->mode = SL_INVALID;
|
||||
break;
|
||||
this->SetMode(FOP_LOAD, GetAbstractFileType(ft), GetDetailedFileType(ft));
|
||||
}
|
||||
|
||||
this->filetype = GetAbstractFileType(ft);
|
||||
if (this->filetype == FT_NONE) this->filetype = FT_INVALID;
|
||||
/**
|
||||
* Set the mode and file type of the file to save or load.
|
||||
* @param fop File operation being performed.
|
||||
* @param aft Abstract file type.
|
||||
* @param dft Detailed file type.
|
||||
*/
|
||||
void FileToSaveLoad::SetMode(FileOperation fop, AbstractFileType aft, DetailedFileType dft)
|
||||
{
|
||||
if (aft == FT_INVALID || aft == FT_NONE) {
|
||||
this->file_op = FOP_INVALID;
|
||||
this->detail_ftype = DFT_INVALID;
|
||||
this->abstract_ftype = FT_INVALID;
|
||||
return;
|
||||
}
|
||||
|
||||
this->file_op = fop;
|
||||
this->detail_ftype = dft;
|
||||
this->abstract_ftype = aft;
|
||||
}
|
||||
|
||||
#if 0
|
||||
|
|
|
@ -22,25 +22,16 @@ enum SaveOrLoadResult {
|
|||
SL_REINIT = 2, ///< error that was caught in the middle of updating game state, need to clear it. (can only happen during load)
|
||||
};
|
||||
|
||||
/** Save or load mode. @see SaveOrLoad */
|
||||
enum SaveOrLoadMode {
|
||||
SL_INVALID = -1, ///< Invalid mode.
|
||||
SL_LOAD = 0, ///< Load game.
|
||||
SL_SAVE = 1, ///< Save game.
|
||||
SL_OLD_LOAD = 2, ///< Load old game.
|
||||
SL_PNG = 3, ///< Load PNG file (height map).
|
||||
SL_BMP = 4, ///< Load BMP file (height map).
|
||||
SL_LOAD_CHECK = 5, ///< Load for game preview.
|
||||
};
|
||||
|
||||
/** Deals with the type of the savegame, independent of extension */
|
||||
struct FileToSaveLoad {
|
||||
SaveOrLoadMode mode; ///< savegame/scenario type (old, new)
|
||||
AbstractFileType filetype; ///< what type of file are we dealing with
|
||||
char name[MAX_PATH]; ///< name
|
||||
char title[255]; ///< internal name of the game
|
||||
FileOperation file_op; ///< File operation to perform.
|
||||
DetailedFileType detail_ftype; ///< Concrete file type (PNG, BMP, old save, etc).
|
||||
AbstractFileType abstract_ftype; ///< Abstract type of file (scenario, heightmap, etc).
|
||||
char name[MAX_PATH]; ///< Name of the file.
|
||||
char title[255]; ///< Internal name of the game.
|
||||
|
||||
void SetMode(FiosType ft);
|
||||
void SetMode(FileOperation fop, AbstractFileType aft, DetailedFileType dft);
|
||||
};
|
||||
|
||||
/** Types of save games. */
|
||||
|
@ -58,7 +49,7 @@ extern FileToSaveLoad _file_to_saveload;
|
|||
void GenerateDefaultSaveName(char *buf, const char *last);
|
||||
void SetSaveLoadError(uint16 str);
|
||||
const char *GetSaveLoadErrorString();
|
||||
SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded = true);
|
||||
SaveOrLoadResult SaveOrLoad(const char *filename, FileOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded = true);
|
||||
void WaitTillSaved();
|
||||
void ProcessAsyncSaveFinish();
|
||||
void DoExitSave();
|
||||
|
|
|
@ -60,7 +60,7 @@ static void Load_SIGN()
|
|||
}
|
||||
|
||||
/* Signs placed in scenario editor shall now be OWNER_DEITY */
|
||||
if (IsSavegameVersionBefore(171) && si->owner == OWNER_NONE && _file_to_saveload.filetype == FT_SCENARIO) {
|
||||
if (IsSavegameVersionBefore(171) && si->owner == OWNER_NONE && _file_to_saveload.abstract_ftype == FT_SCENARIO) {
|
||||
si->owner = OWNER_DEITY;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -142,7 +142,7 @@ static void *_dedicated_video_mem;
|
|||
/* Whether a fork has been done. */
|
||||
bool _dedicated_forks;
|
||||
|
||||
extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
|
||||
extern bool SafeLoad(const char *filename, FileOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
|
||||
|
||||
static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
|
||||
|
||||
|
@ -286,7 +286,7 @@ void VideoDriver_Dedicated::MainLoop()
|
|||
_switch_mode = SM_NONE;
|
||||
/* First we need to test if the savegame can be loaded, else we will end up playing the
|
||||
* intro game... */
|
||||
if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
|
||||
if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, BASE_DIR)) {
|
||||
/* Loading failed, pop out.. */
|
||||
DEBUG(net, 0, "Loading requested map failed, aborting");
|
||||
_networking = false;
|
||||
|
|
Loading…
Reference in New Issue