diff options
Diffstat (limited to 'src/saveload')
-rw-r--r-- | src/saveload/ai_sl.cpp | 31 | ||||
-rw-r--r-- | src/saveload/game_sl.cpp | 31 |
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 |