Changeset - r22443:89afba6ce61a
[Not reviewed]
master
0 16 0
alberth - 8 years ago 2016-09-04 12:57:43
alberth@openttd.org
(svn r27650) -Codechange: Replace SaveOrLoadMode by FileOperation and DetailedFileType.
16 files changed with 113 insertions and 100 deletions:
0 comments (0 inline, 0 general)
src/console_cmds.cpp
Show inline comments
 
@@ -318,7 +318,7 @@ DEF_CONSOLE_CMD(ConSave)
 
		char *filename = str_fmt("%s.sav", argv[1]);
 
		IConsolePrint(CC_DEFAULT, "Saving map...");
 

	
 
		if (SaveOrLoad(filename, SL_SAVE, SAVE_DIR) != SL_OK) {
 
		if (SaveOrLoad(filename, FOP_SAVE, DFT_GAME_FILE, SAVE_DIR) != SL_OK) {
 
			IConsolePrint(CC_ERROR, "Saving map failed");
 
		} else {
 
			IConsolePrintF(CC_DEFAULT, "Map successfully saved to %s", filename);
src/crashlog.cpp
Show inline comments
 
@@ -388,7 +388,7 @@ bool CrashLog::WriteSavegame(char *filen
 
		seprintf(filename, filename_last, "%scrash.sav", _personal_dir);
 

	
 
		/* Don't do a threaded saveload. */
 
		return SaveOrLoad(filename, SL_SAVE, NO_DIRECTORY, false) == SL_OK;
 
		return SaveOrLoad(filename, FOP_SAVE, DFT_GAME_FILE, NO_DIRECTORY, false) == SL_OK;
 
	} catch (...) {
 
		return false;
 
	}
src/fileio_type.h
Show inline comments
 
@@ -47,8 +47,11 @@ enum DetailedFileType {
 

	
 
/** Operation performed on the file. */
 
enum FileOperation {
 
	FOP_CHECK,   ///< Load file for checking and/or preview.
 
	FOP_LOAD, ///< File is being loaded.
 
	FOP_SAVE, ///< File is being saved.
 

	
 
	FOP_INVALID, ///< Unknown file operation.
 
};
 

	
 
/**
src/fios_gui.cpp
Show inline comments
 
@@ -584,7 +584,7 @@ public:
 

	
 
							if (GetDetailedFileType(file->type) == DFT_GAME_FILE) {
 
								/* Other detailed file types cannot be checked before. */
 
								SaveOrLoad(name, SL_LOAD_CHECK, NO_DIRECTORY, false);
 
								SaveOrLoad(name, FOP_CHECK, DFT_GAME_FILE, NO_DIRECTORY, false);
 
							}
 

	
 
							this->InvalidateData(1);
 
@@ -777,7 +777,7 @@ void ShowSaveLoadDialog(AbstractFileType
 
		sld = (abstract_filetype == FT_HEIGHTMAP) ? &_load_heightmap_dialog_desc : &_load_dialog_desc;
 
	}
 

	
 
	_file_to_saveload.filetype = abstract_filetype;
 
	_file_to_saveload.abstract_ftype = abstract_filetype;
 

	
 
	new SaveLoadWindow(sld, abstract_filetype, fop);
 
}
src/genworld.cpp
Show inline comments
 
@@ -204,7 +204,7 @@ static void _GenerateWorld(void *)
 
		if (_debug_desync_level > 0) {
 
			char name[MAX_PATH];
 
			seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
 
			SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
 
			SaveOrLoad(name, FOP_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
 
		}
 
	} catch (...) {
 
		BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
src/genworld_gui.cpp
Show inline comments
 
@@ -833,7 +833,7 @@ static void _ShowGenerateLandscape(Gener
 

	
 
	if (mode == GLWM_HEIGHTMAP) {
 
		/* If the function returns negative, it means there was a problem loading the heightmap */
 
		if (!GetHeightmapDimensions(_file_to_saveload.name, &x, &y)) return;
 
		if (!GetHeightmapDimensions(_file_to_saveload.detail_ftype, _file_to_saveload.name, &x, &y)) return;
 
	}
 

	
 
	WindowDesc *desc = (mode == GLWM_HEIGHTMAP) ? &_heightmap_load_desc : &_generate_landscape_desc;
src/heightmap.cpp
Show inline comments
 
@@ -102,7 +102,7 @@ static void ReadHeightmapPNGImageData(by
 
 * If map == NULL only the size of the PNG is read, otherwise a map
 
 * with grayscale pixels is allocated and assigned to *map.
 
 */
 
static bool ReadHeightmapPNG(char *filename, uint *x, uint *y, byte **map)
 
static bool ReadHeightmapPNG(const char *filename, uint *x, uint *y, byte **map)
 
{
 
	FILE *fp;
 
	png_structp png_ptr = NULL;
 
@@ -232,7 +232,7 @@ static void ReadHeightmapBMPImageData(by
 
 * If map == NULL only the size of the BMP is read, otherwise a map
 
 * with grayscale pixels is allocated and assigned to *map.
 
 */
 
static bool ReadHeightmapBMP(char *filename, uint *x, uint *y, byte **map)
 
static bool ReadHeightmapBMP(const char *filename, uint *x, uint *y, byte **map)
 
{
 
	FILE *f;
 
	BmpInfo info;
 
@@ -444,45 +444,56 @@ void FixSlopes()
 
}
 

	
 
/**
 
 * Reads the heightmap with the correct file reader
 
 * Reads the heightmap with the correct file reader.
 
 * @param dft Type of image file.
 
 * @param filename Name of the file to load.
 
 * @param [out] x Length of the image.
 
 * @param [out] y Height of the image.
 
 * @param [inout] map If not \c NULL, destination to store the loaded block of image data.
 
 * @return Whether loading was successful.
 
 */
 
static bool ReadHeightMap(char *filename, uint *x, uint *y, byte **map)
 
static bool ReadHeightMap(DetailedFileType dft, const char *filename, uint *x, uint *y, byte **map)
 
{
 
	switch (_file_to_saveload.mode) {
 
		default: NOT_REACHED();
 
	switch (dft) {
 
		default:
 
			NOT_REACHED();
 

	
 
#ifdef WITH_PNG
 
		case SL_PNG:
 
		case DFT_HEIGHTMAP_PNG:
 
			return ReadHeightmapPNG(filename, x, y, map);
 
#endif /* WITH_PNG */
 
		case SL_BMP:
 

	
 
		case DFT_HEIGHTMAP_BMP:
 
			return ReadHeightmapBMP(filename, x, y, map);
 
	}
 
}
 

	
 
/**
 
 * Get the dimensions of a heightmap.
 
 * @param dft Type of image file.
 
 * @param filename to query
 
 * @param x dimension x
 
 * @param y dimension y
 
 * @return Returns false if loading of the image failed.
 
 */
 
bool GetHeightmapDimensions(char *filename, uint *x, uint *y)
 
bool GetHeightmapDimensions(DetailedFileType dft, const char *filename, uint *x, uint *y)
 
{
 
	return ReadHeightMap(filename, x, y, NULL);
 
	return ReadHeightMap(dft, filename, x, y, NULL);
 
}
 

	
 
/**
 
 * Load a heightmap from file and change the map in his current dimensions
 
 *  to a landscape representing the heightmap.
 
 * It converts pixels to height. The brighter, the higher.
 
 * @param dft Type of image file.
 
 * @param filename of the heightmap file to be imported
 
 */
 
void LoadHeightmap(char *filename)
 
void LoadHeightmap(DetailedFileType dft, const char *filename)
 
{
 
	uint x, y;
 
	byte *map = NULL;
 

	
 
	if (!ReadHeightMap(filename, &x, &y, &map)) {
 
	if (!ReadHeightMap(dft, filename, &x, &y, &map)) {
 
		free(map);
 
		return;
 
	}
src/heightmap.h
Show inline comments
 
@@ -12,6 +12,8 @@
 
#ifndef HEIGHTMAP_H
 
#define HEIGHTMAP_H
 

	
 
#include "fileio_type.h"
 

	
 
/**
 
 * Order of these enums has to be the same as in lang/english.txt
 
 * Otherwise you will get inconsistent behaviour.
 
@@ -21,8 +23,8 @@ enum HeightmapRotation {
 
	HM_CLOCKWISE,         ///< Rotate the map clockwise 45 degrees
 
};
 

	
 
bool GetHeightmapDimensions(char *filename, uint *x, uint *y);
 
void LoadHeightmap(char *filename);
 
bool GetHeightmapDimensions(DetailedFileType dft, const char *filename, uint *x, uint *y);
 
void LoadHeightmap(DetailedFileType dft, const char *filename);
 
void FlatEmptyWorld(byte tile_height);
 
void FixSlopes();
 

	
src/landscape.cpp
Show inline comments
 
@@ -1222,7 +1222,7 @@ void GenerateLandscape(byte mode)
 

	
 
	if (mode == GWM_HEIGHTMAP) {
 
		SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_HEIGHTMAP);
 
		LoadHeightmap(_file_to_saveload.name);
 
		LoadHeightmap(_file_to_saveload.detail_ftype, _file_to_saveload.name);
 
		IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
 
	} else if (_settings_game.game_creation.land_generator == LG_TERRAGENESIS) {
 
		SetGeneratingWorldProgress(GWP_LANDSCAPE, steps + GLS_TERRAGENESIS);
src/network/network_client.cpp
Show inline comments
 
@@ -520,7 +520,7 @@ bool ClientNetworkGameSocketHandler::IsC
 
 *   DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
 
 ************/
 

	
 
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);
 

	
 
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_FULL(Packet *p)
 
{
 
@@ -836,7 +836,7 @@ NetworkRecvStatus ClientNetworkGameSocke
 

	
 
	/* The map is done downloading, load it */
 
	ClearErrorMessages();
 
	bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf);
 
	bool load_success = SafeLoad(NULL, FOP_LOAD, DFT_GAME_FILE, GM_NORMAL, NO_DIRECTORY, lf);
 

	
 
	/* Long savegame loads shouldn't affect the lag calculation! */
 
	this->last_packet = _realtime_tick;
src/openttd.cpp
Show inline comments
 
@@ -328,7 +328,7 @@ static void LoadIntroGame(bool load_newg
 
	SetupColoursAndInitialWindow();
 

	
 
	/* Load the default opening screen savegame */
 
	if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
 
	if (SaveOrLoad("opntitle.dat", FOP_LOAD, DFT_GAME_FILE, BASESET_DIR) != SL_OK) {
 
		GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
 
		WaitTillGeneratedWorld();
 
		SetLocalCompany(COMPANY_SPECTATOR);
 
@@ -619,8 +619,9 @@ int openttd_main(int argc, char *argv[])
 
		case 'g':
 
			if (mgo.opt != NULL) {
 
				strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
 
				_switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
 
				_file_to_saveload.mode = SL_LOAD;
 
				bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
 
				_switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
 
				_file_to_saveload.SetMode(FOP_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE);
 

	
 
				/* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
 
				const char *t = strrchr(_file_to_saveload.name, '.');
 
@@ -650,7 +651,7 @@ int openttd_main(int argc, char *argv[])
 
			FiosGetSavegameListCallback(FOP_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
 

	
 
			_load_check_data.Clear();
 
			SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
 
			SaveOrLoadResult res = SaveOrLoad(mgo.opt, FOP_CHECK, DFT_GAME_FILE, SAVE_DIR, false);
 
			if (res != SL_OK || _load_check_data.HasErrors()) {
 
				fprintf(stderr, "Failed to open savegame\n");
 
				if (_load_check_data.HasErrors()) {
 
@@ -997,14 +998,15 @@ static void MakeNewEditorWorld()
 
 * @param subdir default directory to look for filename, set to 0 if not needed
 
 * @param lf Load filter to use, if NULL: use filename + subdir.
 
 */
 
bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
 
bool SafeLoad(const char *filename, FileOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
 
{
 
	assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
 
	assert(fop == FOP_LOAD);
 
	assert(dft == DFT_GAME_FILE || (lf == NULL && dft == DFT_OLD_GAME_FILE));
 
	GameMode ogm = _game_mode;
 

	
 
	_game_mode = newgm;
 

	
 
	switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
 
	switch (lf == NULL ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) {
 
		case SL_OK: return true;
 

	
 
		case SL_REINIT:
 
@@ -1093,11 +1095,11 @@ void SwitchToMode(SwitchMode new_mode)
 
			ResetGRFConfig(true);
 
			ResetWindowSystem();
 

	
 
			if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
 
			if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
 
				SetDParamStr(0, GetSaveLoadErrorString());
 
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
 
			} else {
 
				if (_file_to_saveload.filetype == FT_SCENARIO) {
 
				if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
 
					/* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
 
					EngineOverrideManager::ResetToCurrentNewGRFConfig();
 
				}
 
@@ -1134,7 +1136,7 @@ void SwitchToMode(SwitchMode new_mode)
 
			break;
 

	
 
		case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
 
			if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
 
			if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) {
 
				SetLocalCompany(OWNER_NONE);
 
				_settings_newgame.game_creation.starting_year = _cur_year;
 
				/* Cancel the saveload pausing */
 
@@ -1156,7 +1158,7 @@ void SwitchToMode(SwitchMode new_mode)
 

	
 
		case SM_SAVE_GAME: // Save game.
 
			/* Make network saved games on pause compatible to singleplayer */
 
			if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
 
			if (SaveOrLoad(_file_to_saveload.name, FOP_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
 
				SetDParamStr(0, GetSaveLoadErrorString());
 
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
 
			} else {
 
@@ -1367,7 +1369,7 @@ void StateGameLoop()
 
			/* Save the desync savegame if needed. */
 
			char name[MAX_PATH];
 
			seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
 
			SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
 
			SaveOrLoad(name, FOP_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
 
		}
 

	
 
		CheckCaches();
 
@@ -1424,7 +1426,7 @@ static void DoAutosave()
 
	}
 

	
 
	DEBUG(sl, 2, "Autosaving to '%s'", buf);
 
	if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
 
	if (SaveOrLoad(buf, FOP_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR) != SL_OK) {
 
		ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
 
	}
 
}
src/saveload/afterload.cpp
Show inline comments
 
@@ -248,7 +248,7 @@ static void InitializeWindowsAndCaches()
 
		/* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
 
		 * accordingly if it is not the case.  No need to set it on companies that are not been used already,
 
		 * thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
 
		if (_file_to_saveload.filetype == FT_SCENARIO && c->inaugurated_year != MIN_YEAR) {
 
		if (_file_to_saveload.abstract_ftype == FT_SCENARIO && c->inaugurated_year != MIN_YEAR) {
 
			c->inaugurated_year = _cur_year;
 
		}
 
	}
src/saveload/saveload.cpp
Show inline comments
 
@@ -2778,10 +2778,10 @@ SaveOrLoadResult LoadWithFilter(LoadFilt
 
 * @param threaded True when threaded saving is allowed
 
 * @return Return the result of the action. #SL_OK, #SL_ERROR, or #SL_REINIT ("unload" the game)
 
 */
 
SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb, bool threaded)
 
SaveOrLoadResult SaveOrLoad(const char *filename, FileOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded)
 
{
 
	/* An instance of saving is already active, so don't go saving again */
 
	if (_sl.saveinprogress && mode == SL_SAVE && threaded) {
 
	if (_sl.saveinprogress && fop == FOP_SAVE && dft == DFT_GAME_FILE && threaded) {
 
		/* if not an autosave, but a user action, show error message */
 
		if (!_do_autosave) ShowErrorMessage(STR_ERROR_SAVE_STILL_IN_PROGRESS, INVALID_STRING_ID, WL_ERROR);
 
		return SL_OK;
 
@@ -2790,7 +2790,7 @@ SaveOrLoadResult SaveOrLoad(const char *
 

	
 
	try {
 
		/* Load a TTDLX or TTDPatch game */
 
		if (mode == SL_OLD_LOAD) {
 
		if (fop == FOP_LOAD && dft == DFT_OLD_GAME_FILE) {
 
			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
 
@@ -2811,25 +2811,35 @@ SaveOrLoadResult SaveOrLoad(const char *
 
			return SL_OK;
 
		}
 

	
 
		switch (mode) {
 
			case SL_LOAD_CHECK: _sl.action = SLA_LOAD_CHECK; break;
 
			case SL_LOAD: _sl.action = SLA_LOAD; break;
 
			case SL_SAVE: _sl.action = SLA_SAVE; break;
 
		assert(dft == DFT_GAME_FILE);
 
		switch (dft) {
 
			case FOP_CHECK:
 
				_sl.action = SLA_LOAD_CHECK;
 
				break;
 

	
 
			case FOP_LOAD:
 
				_sl.action = SLA_LOAD;
 
				break;
 

	
 
			case FOP_SAVE:
 
				_sl.action = SLA_SAVE;
 
				break;
 

	
 
			default: NOT_REACHED();
 
		}
 

	
 
		FILE *fh = (mode == SL_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
 
		FILE *fh = (fop == FOP_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
 

	
 
		/* Make it a little easier to load savegames from the console */
 
		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 *
 
		}
 

	
 
		/* 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, 
 
 */
 
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
src/saveload/saveload.h
Show inline comments
 
@@ -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();
src/saveload/signs_sl.cpp
Show inline comments
 
@@ -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;
 
		}
 
	}
src/video/dedicated_v.cpp
Show inline comments
 
@@ -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;
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