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-rw-r--r--src/saveload/ai_sl.cpp31
-rw-r--r--src/saveload/game_sl.cpp31
2 files changed, 30 insertions, 32 deletions
diff --git a/src/saveload/ai_sl.cpp b/src/saveload/ai_sl.cpp
index 0ece81981..4c751117f 100644
--- a/src/saveload/ai_sl.cpp
+++ b/src/saveload/ai_sl.cpp
@@ -20,14 +20,14 @@
#include "../safeguards.h"
-static char _ai_saveload_name[64];
-static int _ai_saveload_version;
-static char _ai_saveload_settings[1024];
-static bool _ai_saveload_is_random;
+static std::string _ai_saveload_name;
+static int _ai_saveload_version;
+static std::string _ai_saveload_settings;
+static bool _ai_saveload_is_random;
static const SaveLoad _ai_company[] = {
- SLEG_STR(_ai_saveload_name, SLE_STRB),
- SLEG_STR(_ai_saveload_settings, SLE_STRB),
+ SLEG_SSTR(_ai_saveload_name, SLE_STR),
+ SLEG_SSTR(_ai_saveload_settings, SLE_STR),
SLEG_CONDVAR(_ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
SLEG_CONDVAR(_ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
SLE_END()
@@ -39,17 +39,16 @@ static void SaveReal_AIPL(int *index_ptr)
AIConfig *config = AIConfig::GetConfig(index);
if (config->HasScript()) {
- strecpy(_ai_saveload_name, config->GetName(), lastof(_ai_saveload_name));
+ _ai_saveload_name = config->GetName();
_ai_saveload_version = config->GetVersion();
} else {
/* No AI is configured for this so store an empty string as name. */
- _ai_saveload_name[0] = '\0';
+ _ai_saveload_name.clear();
_ai_saveload_version = -1;
}
_ai_saveload_is_random = config->IsRandom();
- _ai_saveload_settings[0] = '\0';
- config->SettingsToString(_ai_saveload_settings, lastof(_ai_saveload_settings));
+ _ai_saveload_settings = config->SettingsToString();
SlObject(nullptr, _ai_company);
/* If the AI was active, store his data too */
@@ -77,25 +76,25 @@ static void Load_AIPL()
}
AIConfig *config = AIConfig::GetConfig(index, AIConfig::SSS_FORCE_GAME);
- if (StrEmpty(_ai_saveload_name)) {
+ if (_ai_saveload_name.empty()) {
/* A random AI. */
config->Change(nullptr, -1, false, true);
} else {
- config->Change(_ai_saveload_name, _ai_saveload_version, false, _ai_saveload_is_random);
+ config->Change(_ai_saveload_name.c_str(), _ai_saveload_version, false, _ai_saveload_is_random);
if (!config->HasScript()) {
/* No version of the AI available that can load the data. Try to load the
* latest version of the AI instead. */
- config->Change(_ai_saveload_name, -1, false, _ai_saveload_is_random);
+ config->Change(_ai_saveload_name.c_str(), -1, false, _ai_saveload_is_random);
if (!config->HasScript()) {
- if (strcmp(_ai_saveload_name, "%_dummy") != 0) {
- DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
+ if (_ai_saveload_name.compare("%_dummy") != 0) {
+ DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name.c_str(), _ai_saveload_version);
DEBUG(script, 0, "A random other AI will be loaded in its place.");
} else {
DEBUG(script, 0, "The savegame had no AIs available at the time of saving.");
DEBUG(script, 0, "A random available AI will be loaded now.");
}
} else {
- DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
+ DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name.c_str(), _ai_saveload_version);
DEBUG(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
}
/* Make sure the AI doesn't get the saveload data, as it was not the
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