(svn r15407) -Codechange: When loading a save game with an invalid pool index, report the problem (invalid index) rather than an impossible symptom (too many items), and report it in game instead of causing a crash.

This commit is contained in:
peter1138 2009-02-08 10:37:24 +00:00
parent e1b1fd18b5
commit 5f8c2b1b4e

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@ -1415,35 +1415,35 @@ static void *IntToReference(uint index, SLRefType rt)
switch (rt) { switch (rt) {
case REF_ORDERLIST: case REF_ORDERLIST:
if (_OrderList_pool.AddBlockIfNeeded(index)) return GetOrderList(index); if (_OrderList_pool.AddBlockIfNeeded(index)) return GetOrderList(index);
error("Orders: failed loading savegame: too many order lists"); SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "OrderList index out of range");
case REF_ORDER: case REF_ORDER:
if (_Order_pool.AddBlockIfNeeded(index)) return GetOrder(index); if (_Order_pool.AddBlockIfNeeded(index)) return GetOrder(index);
error("Orders: failed loading savegame: too many orders"); SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Order index out of range");
case REF_VEHICLE: case REF_VEHICLE:
if (_Vehicle_pool.AddBlockIfNeeded(index)) return GetVehicle(index); if (_Vehicle_pool.AddBlockIfNeeded(index)) return GetVehicle(index);
error("Vehicles: failed loading savegame: too many vehicles"); SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Vehicle index out of range");
case REF_STATION: case REF_STATION:
if (_Station_pool.AddBlockIfNeeded(index)) return GetStation(index); if (_Station_pool.AddBlockIfNeeded(index)) return GetStation(index);
error("Stations: failed loading savegame: too many stations"); SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Station index out of range");
case REF_TOWN: case REF_TOWN:
if (_Town_pool.AddBlockIfNeeded(index)) return GetTown(index); if (_Town_pool.AddBlockIfNeeded(index)) return GetTown(index);
error("Towns: failed loading savegame: too many towns"); SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Town index out of range");
case REF_ROADSTOPS: case REF_ROADSTOPS:
if (_RoadStop_pool.AddBlockIfNeeded(index)) return GetRoadStop(index); if (_RoadStop_pool.AddBlockIfNeeded(index)) return GetRoadStop(index);
error("RoadStops: failed loading savegame: too many RoadStops"); SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "RoadStop index out of range");
case REF_ENGINE_RENEWS: case REF_ENGINE_RENEWS:
if (_EngineRenew_pool.AddBlockIfNeeded(index)) return GetEngineRenew(index); if (_EngineRenew_pool.AddBlockIfNeeded(index)) return GetEngineRenew(index);
error("EngineRenews: failed loading savegame: too many EngineRenews"); SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "EngineRenew index out of range");
case REF_CARGO_PACKET: case REF_CARGO_PACKET:
if (_CargoPacket_pool.AddBlockIfNeeded(index)) return GetCargoPacket(index); if (_CargoPacket_pool.AddBlockIfNeeded(index)) return GetCargoPacket(index);
error("CargoPackets: failed loading savegame: too many Cargo packets"); SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "CargoPacket index out of range");
case REF_VEHICLE_OLD: case REF_VEHICLE_OLD:
/* Old vehicles were saved differently: /* Old vehicles were saved differently:
@ -1453,7 +1453,7 @@ static void *IntToReference(uint index, SLRefType rt)
if (index == INVALID_VEHICLE) return NULL; if (index == INVALID_VEHICLE) return NULL;
if (_Vehicle_pool.AddBlockIfNeeded(index)) return GetVehicle(index); if (_Vehicle_pool.AddBlockIfNeeded(index)) return GetVehicle(index);
error("Vehicles: failed loading savegame: too many vehicles"); SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Vehicle index out of range");
default: NOT_REACHED(); default: NOT_REACHED();
} }