Feature: framework to make savegames self-descriptive
We won't be able to make it fully self-descriptive (looking at you MAP-chunks), but anything else can. With this framework, we can add headers for each chunk explaining how each chunk looks like in detail. They also will all be tables, making it a lot easier to read in external tooling, and opening the way to consider a database (like SQLite) to use as savegame format. Lastly, with the headers in the savegame, you can freely add fields without needing a savegame version bump; older versions of OpenTTD will simply ignore the new field. This also means we can remove all the SLE_CONDNULL, as they are irrelevant. The next few commits will start using this framework.
This commit is contained in:

committed by
Patric Stout

parent
513641f9ba
commit
7dd5fd6ed4
@@ -26,10 +26,10 @@ static std::string _ai_saveload_settings;
|
||||
static bool _ai_saveload_is_random;
|
||||
|
||||
static const SaveLoad _ai_company[] = {
|
||||
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),
|
||||
SLEG_SSTR("name", _ai_saveload_name, SLE_STR),
|
||||
SLEG_SSTR("settings", _ai_saveload_settings, SLE_STR),
|
||||
SLEG_CONDVAR("version", _ai_saveload_version, SLE_UINT32, SLV_108, SL_MAX_VERSION),
|
||||
SLEG_CONDVAR("is_random", _ai_saveload_is_random, SLE_BOOL, SLV_136, SL_MAX_VERSION),
|
||||
};
|
||||
|
||||
static void SaveReal_AIPL(int *index_ptr)
|
||||
|
Reference in New Issue
Block a user