mirror of https://github.com/OpenTTD/OpenTTD
(svn r21396) -Codechange: rename SafeSaveOrLoad to SaveLoad (it only did load), and add support for (safe) loading with a LoadFilter
parent
085c693289
commit
69766049ce
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@ -439,7 +439,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, co
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* DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
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************/
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extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir);
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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 StringID _switch_mode_errorstr;
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DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FULL)
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@ -757,7 +757,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
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SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
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/* The map is done downloading, load it */
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bool load_success = SafeSaveOrLoad(this->download_filename, SL_LOAD, GM_NORMAL, NO_DIRECTORY);
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bool load_success = SafeLoad(this->download_filename, SL_LOAD, GM_NORMAL, NO_DIRECTORY);
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free(this->download_filename);
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this->download_filename = NULL;
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@ -866,18 +866,20 @@ extern void StartupEconomy();
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* Load the specified savegame but on error do different things.
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* If loading fails due to corrupt savegame, bad version, etc. go back to
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* a previous correct state. In the menu for example load the intro game again.
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* @param filename file to be loaded
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* @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
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* @param newgm switch to this mode of loading fails due to some unknown error
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* @param filename file to be loaded
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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 SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
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bool SafeLoad(const char *filename, int mode, 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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GameMode ogm = _game_mode;
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_game_mode = newgm;
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assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
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switch (SaveOrLoad(filename, mode, subdir)) {
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switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
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case SL_OK: return true;
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case SL_REINIT:
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@ -938,7 +940,7 @@ static void StartScenario()
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ResetGRFConfig(true);
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/* Load game */
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if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, SCENARIO_DIR)) {
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if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, SCENARIO_DIR)) {
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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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return;
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@ -1022,7 +1024,7 @@ void SwitchToMode(SwitchMode new_mode)
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ResetGRFConfig(true);
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ResetWindowSystem();
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if (!SafeSaveOrLoad(_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.mode, 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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@ -1062,7 +1064,7 @@ 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 (SafeSaveOrLoad(_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.mode, 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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@ -137,7 +137,7 @@ static void *_dedicated_video_mem;
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/* Whether a fork has been done. */
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bool _dedicated_forks;
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extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir);
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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 void SwitchToMode(SwitchMode new_mode);
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static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
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@ -279,7 +279,7 @@ void VideoDriver_Dedicated::MainLoop()
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_switch_mode = SM_NONE;
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/* First we need to test if the savegame can be loaded, else we will end up playing the
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* intro game... */
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if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
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if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
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/* Loading failed, pop out.. */
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DEBUG(net, 0, "Loading requested map failed, aborting");
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_networking = false;
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