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(svn r1702) - Fix: [ 1110407 ] Game does not crash any more when a newgrf file doesn't exist
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parent
3e0dcfd47f
commit
c8d084a85e
36
fileio.c
36
fileio.c
@ -100,6 +100,42 @@ void FioCloseAll(void)
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FioCloseFile(i);
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}
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bool FiosCheckFileExists(const char *filename)
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{
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FILE *f;
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char buf[MAX_PATH];
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sprintf(buf, "%s%s", _path.data_dir, filename);
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f = fopen(buf, "rb");
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#if !defined(WIN32)
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if (f == NULL) {
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char *s;
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// Make lower case and try again
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for(s=buf + strlen(_path.data_dir) - 1; *s != 0; s++)
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*s = tolower(*s);
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f = fopen(buf, "rb");
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#if defined SECOND_DATA_DIR
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// tries in the 2nd data directory
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if (f == NULL) {
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sprintf(buf, "%s%s", _path.second_data_dir, filename);
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for(s=buf + strlen(_path.second_data_dir) - 1; *s != 0; s++)
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*s = tolower(*s);
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f = fopen(buf, "rb");
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}
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#endif
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}
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#endif
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if (f == NULL)
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return false;
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else {
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fclose(f);
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return true;
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}
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}
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void FioOpenFile(int slot, const char *filename)
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{
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FILE *f;
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1
fileio.h
1
fileio.h
@ -11,5 +11,6 @@ void FioCloseAll(void);
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void FioOpenFile(int slot, const char *filename);
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void FioReadBlock(void *ptr, uint size);
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void FioSkipBytes(int n);
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bool FiosCheckFileExists(const char *filename);
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#endif /* FILEIO_H */
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@ -893,21 +893,18 @@ static void LoadSpriteTables(void)
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/* Load newgrf sprites */
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// in each loading stage, (try to) open each file specified in the config and load information from it.
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_custom_sprites_base = load_index;
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_loading_stage = 0;
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for (j = 0; j != lengthof(_newgrf_files) && _newgrf_files[j]; j++) {
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InitNewGRFFile(_newgrf_files[j], load_index);
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load_index += LoadNewGrfFile(_newgrf_files[j], load_index, i++);
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for (_loading_stage = 0; _loading_stage < 2; _loading_stage++) {
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for (j = 0; j != lengthof(_newgrf_files) && _newgrf_files[j]; j++) {
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if ( !FiosCheckFileExists(_newgrf_files[j]) )
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continue;
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if (_loading_stage == 0)
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InitNewGRFFile(_newgrf_files[j], load_index);
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load_index += LoadNewGrfFile(_newgrf_files[j], load_index, i++);
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}
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}
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_loading_stage = 1;
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load_index = _custom_sprites_base;
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for (j = 0; j != lengthof(_newgrf_files) && _newgrf_files[j]; j++)
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load_index += LoadNewGrfFile(_newgrf_files[j], load_index, i++);
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// If needed, save the cache to file
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HandleCachedSpriteHeaders(_cached_filenames[_opt.landscape], false);
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} else {
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