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@@ -39,34 +39,34 @@ static void Save_SIGN()
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FOR_ALL_SIGNS(si) {
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SlSetArrayIndex(si->index);
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SlObject(si, _sign_desc);
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}
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}
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/** Load all signs */
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static void Load_SIGN()
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{
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int index;
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while ((index = SlIterateArray()) != -1) {
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Sign *si = new (index) Sign();
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SlObject(si, _sign_desc);
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/* Before version 6.1, signs didn't have owner.
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* Before version 83, invalid signs were determined by si->str == 0.
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* Before version 103, owner could be a bankrupted company.
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* - we can't use IsValidCompany() now, so this is fixed in AfterLoadGame()
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* All signs that were saved are valid (including those with just 'Sign' and INVALID_OWNER).
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* - so set owner to OWNER_NONE if needed (signs from pre-version 6.1 would be lost) */
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if (IsSavegameVersionBefore(6, 1) || (IsSavegameVersionBefore(83) && si->owner == INVALID_OWNER)) {
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si->owner = OWNER_NONE;
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}
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/* Signs placed in scenario editor shall now be OWNER_DEITY */
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if (IsSavegameVersionBefore(171) && si->owner == OWNER_NONE && _saveload_mode == SLD_LOAD_SCENARIO) {
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if (IsSavegameVersionBefore(171) && si->owner == OWNER_NONE && _file_to_saveload.filetype == FT_SCENARIO) {
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si->owner = OWNER_DEITY;
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}
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}
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}
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/** Chunk handlers related to signs. */
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extern const ChunkHandler _sign_chunk_handlers[] = {
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{ 'SIGN', Save_SIGN, Load_SIGN, NULL, NULL, CH_ARRAY | CH_LAST},
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};
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