openttd updated to 1.5.0-beta2
--HG-- branch : openttd
This commit is contained in:
@@ -1,4 +1,4 @@
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/* $Id: game_sl.cpp 25817 2013-10-06 12:10:33Z frosch $ */
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/* $Id: game_sl.cpp 27003 2014-10-12 18:41:53Z rubidium $ */
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/*
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* This file is part of OpenTTD.
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@@ -20,6 +20,8 @@
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#include "../game/game_instance.hpp"
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#include "../game/game_text.hpp"
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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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@@ -38,7 +40,7 @@ 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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ttd_strlcpy(_game_saveload_name, config->GetName(), lengthof(_game_saveload_name));
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strecpy(_game_saveload_name, config->GetName(), lastof(_game_saveload_name));
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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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@@ -48,7 +50,7 @@ static void SaveReal_GSDT(int *index_ptr)
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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, lengthof(_game_saveload_settings));
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config->SettingsToString(_game_saveload_settings, lastof(_game_saveload_settings));
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SlObject(NULL, _game_script);
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Game::Save();
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@@ -76,22 +78,22 @@ static void Load_GSDT()
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config->Change(_game_saveload_name, _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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* 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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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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DEBUG(script, 0, "This game wil continue to run without GameScript.");
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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 wil continue to run without GameScript.");
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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 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 he was not the
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* writer of the saveload data in the first place */
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* writer of the saveload data in the first place */
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_game_saveload_version = -1;
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}
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}
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@@ -151,7 +153,7 @@ static void Load_GSTR()
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LanguageStrings *ls = new LanguageStrings(_game_saveload_string != NULL ? _game_saveload_string : "");
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for (uint i = 0; i < _game_saveload_strings; i++) {
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SlObject(NULL, _game_language_string);
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*ls->lines.Append() = strdup(_game_saveload_string != NULL ? _game_saveload_string : "");
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*ls->lines.Append() = stredup(_game_saveload_string != NULL ? _game_saveload_string : "");
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}
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*_current_data->raw_strings.Append() = ls;
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