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author | rubidium42 <rubidium@openttd.org> | 2021-04-29 19:04:27 +0200 |
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committer | rubidium42 <rubidium42@users.noreply.github.com> | 2021-05-13 23:13:17 +0200 |
commit | a032714dc4ca2b620af1ba9a444840d46ec9326f (patch) | |
tree | 9a97d456de8f1fdeb7c65dd5d38ad0304182da81 /src/saveload/game_sl.cpp | |
parent | 95386dc2b8404519c91b9e0ad728c39fb1d9e118 (diff) | |
download | openttd-a032714dc4ca2b620af1ba9a444840d46ec9326f.tar.xz |
Codechange: move script settings to std::string
Diffstat (limited to 'src/saveload/game_sl.cpp')
-rw-r--r-- | src/saveload/game_sl.cpp | 31 |
1 files changed, 15 insertions, 16 deletions
diff --git a/src/saveload/game_sl.cpp b/src/saveload/game_sl.cpp index b570d1054..d7bb22a66 100644 --- a/src/saveload/game_sl.cpp +++ b/src/saveload/game_sl.cpp @@ -20,14 +20,14 @@ #include "../safeguards.h" -static char _game_saveload_name[64]; -static int _game_saveload_version; -static char _game_saveload_settings[1024]; -static bool _game_saveload_is_random; +static std::string _game_saveload_name; +static int _game_saveload_version; +static std::string _game_saveload_settings; +static bool _game_saveload_is_random; static const SaveLoad _game_script[] = { - SLEG_STR(_game_saveload_name, SLE_STRB), - SLEG_STR(_game_saveload_settings, SLE_STRB), + SLEG_SSTR(_game_saveload_name, SLE_STR), + SLEG_SSTR(_game_saveload_settings, SLE_STR), SLEG_VAR(_game_saveload_version, SLE_UINT32), SLEG_VAR(_game_saveload_is_random, SLE_BOOL), SLE_END() @@ -38,17 +38,16 @@ static void SaveReal_GSDT(int *index_ptr) GameConfig *config = GameConfig::GetConfig(); if (config->HasScript()) { - strecpy(_game_saveload_name, config->GetName(), lastof(_game_saveload_name)); + _game_saveload_name = config->GetName(); _game_saveload_version = config->GetVersion(); } else { /* No GameScript is configured for this so store an empty string as name. */ - _game_saveload_name[0] = '\0'; + _game_saveload_name.clear(); _game_saveload_version = -1; } _game_saveload_is_random = config->IsRandom(); - _game_saveload_settings[0] = '\0'; - config->SettingsToString(_game_saveload_settings, lastof(_game_saveload_settings)); + _game_saveload_settings = config->SettingsToString(); SlObject(nullptr, _game_script); Game::Save(); @@ -71,23 +70,23 @@ static void Load_GSDT() } GameConfig *config = GameConfig::GetConfig(GameConfig::SSS_FORCE_GAME); - if (StrEmpty(_game_saveload_name)) { + if (_game_saveload_name.empty()) { } else { - config->Change(_game_saveload_name, _game_saveload_version, false, _game_saveload_is_random); + config->Change(_game_saveload_name.c_str(), _game_saveload_version, false, _game_saveload_is_random); if (!config->HasScript()) { /* No version of the GameScript available that can load the data. Try to load the * latest version of the GameScript instead. */ - config->Change(_game_saveload_name, -1, false, _game_saveload_is_random); + config->Change(_game_saveload_name.c_str(), -1, false, _game_saveload_is_random); if (!config->HasScript()) { - if (strcmp(_game_saveload_name, "%_dummy") != 0) { - DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version); + if (_game_saveload_name.compare("%_dummy") != 0) { + DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name.c_str(), _game_saveload_version); DEBUG(script, 0, "This game will continue to run without GameScript."); } else { DEBUG(script, 0, "The savegame had no GameScript available at the time of saving."); DEBUG(script, 0, "This game will continue to run without GameScript."); } } else { - DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version); + DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name.c_str(), _game_saveload_version); DEBUG(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible."); } /* Make sure the GameScript doesn't get the saveload data, as it was not the |