(svn r21396) -Codechange: rename SafeSaveOrLoad to SaveLoad (it only did load), and add support for (safe) loading with a LoadFilter

pull/155/head
rubidium 14 years ago
parent 2a577707e7
commit c780091c26

@ -439,7 +439,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, co
* DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
************/
extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir);
extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
extern StringID _switch_mode_errorstr;
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_FULL)
@ -757,7 +757,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
/* The map is done downloading, load it */
bool load_success = SafeSaveOrLoad(this->download_filename, SL_LOAD, GM_NORMAL, NO_DIRECTORY);
bool load_success = SafeLoad(this->download_filename, SL_LOAD, GM_NORMAL, NO_DIRECTORY);
free(this->download_filename);
this->download_filename = NULL;

@ -866,18 +866,20 @@ extern void StartupEconomy();
* Load the specified savegame but on error do different things.
* If loading fails due to corrupt savegame, bad version, etc. go back to
* a previous correct state. In the menu for example load the intro game again.
* @param filename file to be loaded
* @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
* @param newgm switch to this mode of loading fails due to some unknown error
* @param filename file to be loaded
* @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 SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
{
assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
GameMode ogm = _game_mode;
_game_mode = newgm;
assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
switch (SaveOrLoad(filename, mode, subdir)) {
switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
case SL_OK: return true;
case SL_REINIT:
@ -938,7 +940,7 @@ static void StartScenario()
ResetGRFConfig(true);
/* Load game */
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, SCENARIO_DIR)) {
if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, SCENARIO_DIR)) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
return;
@ -1022,7 +1024,7 @@ void SwitchToMode(SwitchMode new_mode)
ResetGRFConfig(true);
ResetWindowSystem();
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
} else {
@ -1062,7 +1064,7 @@ void SwitchToMode(SwitchMode new_mode)
break;
case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
SetLocalCompany(OWNER_NONE);
_settings_newgame.game_creation.starting_year = _cur_year;
/* Cancel the saveload pausing */

@ -137,7 +137,7 @@ static void *_dedicated_video_mem;
/* Whether a fork has been done. */
bool _dedicated_forks;
extern bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir);
extern bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL);
extern void SwitchToMode(SwitchMode new_mode);
static FVideoDriver_Dedicated iFVideoDriver_Dedicated;
@ -279,7 +279,7 @@ 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 (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
/* Loading failed, pop out.. */
DEBUG(net, 0, "Loading requested map failed, aborting");
_networking = false;

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