mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r19981) -Add: Read NewGRF configuration during SL_LOAD_CHECK.
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16618e6f16
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@ -20,6 +20,7 @@
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#include "date_type.h"
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#include "settings_type.h"
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#include "company_base.h"
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#include "newgrf_config.h"
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typedef SmallMap<uint, CompanyProperties *> CompanyPropertiesMap;
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@ -39,7 +40,10 @@ struct LoadCheckData {
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CompanyPropertiesMap companies; ///< Company information.
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LoadCheckData() : error_data(NULL)
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GRFConfig *grfconfig; ///< NewGrf configuration from save.
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GRFListCompatibility grf_compatibility; ///< Summary state of NewGrfs, whether missing files or only compatible found.
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LoadCheckData() : error_data(NULL), grfconfig(NULL)
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{
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this->Clear();
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}
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@ -54,6 +54,8 @@ void LoadCheckData::Clear()
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delete it->second;
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}
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companies.Clear();
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ClearGRFConfigList(&this->grfconfig);
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}
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@ -14,6 +14,7 @@
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#include "../core/bitmath_func.hpp"
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#include "../core/alloc_func.hpp"
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#include "../gfx_func.h"
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#include "../fios.h"
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#include "saveload.h"
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@ -40,20 +41,30 @@ static void Save_NGRF()
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}
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static void Load_NGRF()
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static void Load_NGRF_common(GRFConfig *&grfconfig)
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{
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ClearGRFConfigList(&_grfconfig);
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ClearGRFConfigList(&grfconfig);
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while (SlIterateArray() != -1) {
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GRFConfig *c = new GRFConfig();
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SlObject(c, _grfconfig_desc);
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if (CheckSavegameVersion(101)) c->windows_paletted = (_use_palette == PAL_WINDOWS);
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AppendToGRFConfigList(&_grfconfig, c);
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AppendToGRFConfigList(&grfconfig, c);
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}
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}
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static void Load_NGRF()
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{
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Load_NGRF_common(_grfconfig);
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/* Append static NewGRF configuration */
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AppendStaticGRFConfigs(&_grfconfig);
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}
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static void Check_NGRF()
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{
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Load_NGRF_common(_load_check_data.grfconfig);
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}
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extern const ChunkHandler _newgrf_chunk_handlers[] = {
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{ 'NGRF', Save_NGRF, Load_NGRF, NULL, NULL, CH_ARRAY | CH_LAST }
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{ 'NGRF', Save_NGRF, Load_NGRF, NULL, Check_NGRF, CH_ARRAY | CH_LAST }
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};
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@ -2123,7 +2123,10 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, boo
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_savegame_type = SGT_OTTD;
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if (mode != SL_LOAD_CHECK) {
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if (mode == SL_LOAD_CHECK) {
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/* The only part from AfterLoadGame() we need */
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_load_check_data.grf_compatibility = IsGoodGRFConfigList(_load_check_data.grfconfig);
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} else {
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GamelogStartAction(GLAT_LOAD);
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/* After loading fix up savegame for any internal changes that
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