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Convert save games to use GameStringChar
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67aa5150ca
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@ -1,7 +1,7 @@
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#include <engine/GameState.hpp>
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BasicState::BasicState()
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: saveName { "" }
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: saveName { 0 }
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, saveTime { 0, 0, 0, 0, 0, 0, 0, 0 }
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, islandNumber { 0 }
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, cameraPosition { }
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@ -33,8 +33,7 @@ struct SystemTime
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/** Block 0 State */
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struct BasicState
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{
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/// /!\ This is wchar_t[24] in the original format /!\ we convert on load for convenience
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char saveName[48];
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GameStringChar saveName[24];
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SystemTime saveTime;
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uint32_t unknown;
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uint16_t islandNumber;
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@ -11,7 +11,6 @@
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#include <ai/PlayerController.hpp>
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#include <items/WeaponItem.hpp>
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#include <cstring>
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#include <iconv.h>
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#include <boost/filesystem.hpp>
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#include <boost/range/iterator_range.hpp>
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@ -528,24 +527,6 @@ bool SaveGame::loadGame(GameState& state, const std::string& file)
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static_assert(sizeof(BasicState) == 0xBC, "BasicState is not the right size");
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READ_VALUE(state.basic)
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// Convert utf-16 to utf-8
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size_t bytes = 0;
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for(;; bytes++ ) {
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if(state.basic.saveName[bytes-1] == 0 && state.basic.saveName[bytes] == 0) break;
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}
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size_t outSize = 24;
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char outBuff[48];
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char* outCur = outBuff;
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auto icv = iconv_open("UTF-8", "UTF-16");
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char* saveName = (char*)state.basic.saveName;
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#if defined(RW_NETBSD)
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iconv(icv, (const char**)&saveName, &bytes, &outCur, &outSize);
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#else
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iconv(icv, &saveName, &bytes, &outCur, &outSize);
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#endif
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strcpy(state.basic.saveName, outBuff);
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BlockDword scriptBlockSize;
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READ_SIZE(scriptBlockSize)
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@ -1244,24 +1225,6 @@ bool SaveGame::getSaveInfo(const std::string& file, BasicState *basicState)
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std::fclose(loadFile);
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size_t bytes = 0;
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for(;; bytes++ ) {
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if(basicState->saveName[bytes-1] == 0 && basicState->saveName[bytes] == 0) break;
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}
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size_t outSize = 24;
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char outBuff[48];
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char* outCur = outBuff;
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auto icv = iconv_open("UTF-8", "UTF-16");
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char* saveName = (char*)basicState->saveName;
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// Convert to UTF-8 and copy back to the return struct
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#if defined(RW_NETBSD)
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iconv(icv, (const char**)&saveName, &bytes, &outCur, &outSize);
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#else
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iconv(icv, &saveName, &bytes, &outCur, &outSize);
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#endif
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strcpy(basicState->saveName, outBuff);
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return true;
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}
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@ -34,8 +34,10 @@ void MenuState::enterLoadMenu()
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if (save.valid) {
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std::stringstream ss;
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ss << save.basicState.saveTime.year << "/" << save.basicState.saveTime.month << "/" << save.basicState.saveTime.day
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<< " " << save.basicState.saveTime.hour << ":" << save.basicState.saveTime.minute << " " << save.basicState.saveName;
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m->addEntry(Menu::lambda(ss.str(), [=] {
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<< " " << save.basicState.saveTime.hour << ":" << save.basicState.saveTime.minute << " ";
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auto name = GameStringUtil::fromString(ss.str());
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name += save.basicState.saveName;
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m->addEntry(Menu::lambda(name, [=] {
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StateManager::get().enter(new IngameState(game, false));
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game->loadGame(save.savePath);
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}, 20.f));
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