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authorrubidium <rubidium@openttd.org>2007-06-17 15:48:57 +0000
committerrubidium <rubidium@openttd.org>2007-06-17 15:48:57 +0000
commit347c28b71ac754aee20f8eeeae1df1a3b9a49d10 (patch)
tree8bc2a050b44170ed785af66e6e9045d429c789db /src/openttd.cpp
parent5fdde681c2aff0976eef8cea59422332527b3a65 (diff)
downloadopenttd-347c28b71ac754aee20f8eeeae1df1a3b9a49d10.tar.xz
(svn r10182) -Codechange: rewrite most part of the file loading/searching to be more flexible.
-Codechange: add support for personal directories on Windows. -Fix [FS#153, FS#193, FS#502, FS#816, FS#854]: fix issues related to fixed names, fixed places of files/directories and application bundles.
Diffstat (limited to 'src/openttd.cpp')
-rw-r--r--src/openttd.cpp58
1 files changed, 27 insertions, 31 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp
index 22302146b..0ccb850c6 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -312,8 +312,6 @@ static void UnInitializeGame()
static void LoadIntroGame()
{
- char filename[256];
-
_game_mode = GM_MENU;
/* Clear transparency options */
@@ -326,14 +324,8 @@ static void LoadIntroGame()
ResetWindowSystem();
SetupColorsAndInitialWindow();
- /* Generate a world. */
- snprintf(filename, lengthof(filename), "%sopntitle.dat", _paths.data_dir);
-#if defined SECOND_DATA_DIR
- if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
- snprintf(filename, lengthof(filename), "%sopntitle.dat", _paths.second_data_dir);
- }
-#endif
- if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
+ /* Load the default opening screen savegame */
+ if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
WaitTillGeneratedWorld();
}
@@ -760,7 +752,7 @@ static void StartScenario()
ResetGRFConfig(true);
/* Load game */
- if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode) != SL_OK) {
+ if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
LoadIntroGame();
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
}
@@ -782,12 +774,20 @@ static void StartScenario()
MarkWholeScreenDirty();
}
-bool SafeSaveOrLoad(const char *filename, int mode, int newgm)
+/** 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 subdir default directory to look for filename, set to 0 if not needed */
+bool SafeSaveOrLoad(const char *filename, int mode, int newgm, Subdirectory subdir)
{
byte ogm = _game_mode;
_game_mode = newgm;
- switch (SaveOrLoad(filename, mode)) {
+ assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
+ switch (SaveOrLoad(filename, mode, subdir)) {
case SL_OK: return true;
case SL_REINIT:
@@ -860,7 +860,7 @@ void SwitchMode(int new_mode)
_opt_ptr = &_opt;
ResetGRFConfig(true);
- if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
+ if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, BASE_DIR)) {
LoadIntroGame();
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
} else {
@@ -894,7 +894,7 @@ void SwitchMode(int new_mode)
break;
case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */
- if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR)) {
+ if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, BASE_DIR)) {
_opt_ptr = &_opt;
SetLocalPlayer(OWNER_NONE);
@@ -910,7 +910,7 @@ void SwitchMode(int new_mode)
break;
case SM_SAVE: /* Save game */
- if (SaveOrLoad(_file_to_saveload.name, SL_SAVE) != SL_OK) {
+ if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, BASE_DIR) != SL_OK) {
ShowErrorMessage(INVALID_STRING_ID, STR_4007_GAME_SAVE_FAILED, 0, 0);
} else {
DeleteWindowById(WC_SAVELOAD, 0);
@@ -967,9 +967,11 @@ void StateGameLoop()
}
}
+/** Create an autosave. The default name is "autosave#.sav". However with
+ * the patch setting 'keep_all_autosave' the name defaults to company-name + date */
static void DoAutosave()
{
- char buf[200];
+ char buf[MAX_PATH];
#if defined(PSP)
/* Autosaving in networking is too time expensive for the PSP */
@@ -979,27 +981,21 @@ static void DoAutosave()
if (_patches.keep_all_autosave && _local_player != PLAYER_SPECTATOR) {
const Player *p = GetPlayer(_local_player);
- char* s = buf;
-
- s += snprintf(buf, lengthof(buf), "%s%s", _paths.autosave_dir, PATHSEP);
SetDParam(0, p->name_1);
SetDParam(1, p->name_2);
SetDParam(2, _date);
- s = GetString(s, STR_4004, lastof(buf));
- strecpy(s, ".sav", lastof(buf));
- } else { // generate a savegame name and number according to _patches.max_num_autosaves
- snprintf(buf, lengthof(buf), "%s%sautosave%d.sav", _paths.autosave_dir, PATHSEP, _autosave_ctr);
-
- _autosave_ctr++;
- if (_autosave_ctr >= _patches.max_num_autosaves) {
- /* we reached the limit for numbers of autosaves. We will start over */
- _autosave_ctr = 0;
- }
+ GetString(buf, STR_4004, lastof(buf));
+ ttd_strlcpy(buf, ".sav", sizeof(buf));
+ } else {
+ /* generate a savegame name and number according to _patches.max_num_autosaves */
+ snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
+
+ if (++_autosave_ctr >= _patches.max_num_autosaves) _autosave_ctr = 0;
}
DEBUG(sl, 2, "Autosaving to '%s'", buf);
- if (SaveOrLoad(buf, SL_SAVE) != SL_OK)
+ if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK)
ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
}