Codechange: Use ChunkHandlers sub-classes

This commit is contained in:
glx22
2021-06-07 23:24:37 +02:00
committed by Loïc Guilloux
parent c1a9fe6fbd
commit 2c941cd8b3
35 changed files with 1953 additions and 1665 deletions

View File

@@ -30,44 +30,46 @@ static const SaveLoad _sign_desc[] = {
SLE_CONDVAR(Sign, z, SLE_INT32, SLV_164, SL_MAX_VERSION),
};
/** Save all signs */
static void Save_SIGN()
{
SlTableHeader(_sign_desc);
struct SIGNChunkHandler : ChunkHandler {
SIGNChunkHandler() : ChunkHandler('SIGN', CH_TABLE) {}
for (Sign *si : Sign::Iterate()) {
SlSetArrayIndex(si->index);
SlObject(si, _sign_desc);
}
}
void Save() const override
{
SlTableHeader(_sign_desc);
/** Load all signs */
static void Load_SIGN()
{
const std::vector<SaveLoad> slt = SlCompatTableHeader(_sign_desc, _sign_sl_compat);
int index;
while ((index = SlIterateArray()) != -1) {
Sign *si = new (index) Sign();
SlObject(si, slt);
/* Before version 6.1, signs didn't have owner.
* Before version 83, invalid signs were determined by si->str == 0.
* Before version 103, owner could be a bankrupted company.
* - we can't use IsValidCompany() now, so this is fixed in AfterLoadGame()
* All signs that were saved are valid (including those with just 'Sign' and INVALID_OWNER).
* - so set owner to OWNER_NONE if needed (signs from pre-version 6.1 would be lost) */
if (IsSavegameVersionBefore(SLV_6, 1) || (IsSavegameVersionBefore(SLV_83) && si->owner == INVALID_OWNER)) {
si->owner = OWNER_NONE;
}
/* Signs placed in scenario editor shall now be OWNER_DEITY */
if (IsSavegameVersionBefore(SLV_171) && si->owner == OWNER_NONE && _file_to_saveload.abstract_ftype == FT_SCENARIO) {
si->owner = OWNER_DEITY;
for (Sign *si : Sign::Iterate()) {
SlSetArrayIndex(si->index);
SlObject(si, _sign_desc);
}
}
}
static const ChunkHandler SIGN{ 'SIGN', Save_SIGN, Load_SIGN, nullptr, nullptr, CH_TABLE };
void Load() const override
{
const std::vector<SaveLoad> slt = SlCompatTableHeader(_sign_desc, _sign_sl_compat);
int index;
while ((index = SlIterateArray()) != -1) {
Sign *si = new (index) Sign();
SlObject(si, slt);
/* Before version 6.1, signs didn't have owner.
* Before version 83, invalid signs were determined by si->str == 0.
* Before version 103, owner could be a bankrupted company.
* - we can't use IsValidCompany() now, so this is fixed in AfterLoadGame()
* All signs that were saved are valid (including those with just 'Sign' and INVALID_OWNER).
* - so set owner to OWNER_NONE if needed (signs from pre-version 6.1 would be lost) */
if (IsSavegameVersionBefore(SLV_6, 1) || (IsSavegameVersionBefore(SLV_83) && si->owner == INVALID_OWNER)) {
si->owner = OWNER_NONE;
}
/* Signs placed in scenario editor shall now be OWNER_DEITY */
if (IsSavegameVersionBefore(SLV_171) && si->owner == OWNER_NONE && _file_to_saveload.abstract_ftype == FT_SCENARIO) {
si->owner = OWNER_DEITY;
}
}
}
};
static const SIGNChunkHandler SIGN;
static const ChunkHandlerRef sign_chunk_handlers[] = {
SIGN,
};