Change: rework several CH_RIFF chunks to use CH_ARRAY instead
This adds two byte extra to those chunks, and might feel a bit silly at first. But in later changes we will prefix CH_ARRAY with a table header, and then this change shines. Without this, we could still add headers to these chunks, but any external reader wouldn't know if the CH_RIFF has them or not. This way is much more practical, as they are now more like any other chunk.
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committed by
Patric Stout

parent
b9ab9e4d05
commit
88edfd4ef1
@@ -44,6 +44,8 @@ static const SaveLoad _cheats_desc[] = {
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*/
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static void Save_CHTS()
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{
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SlSetArrayIndex(0);
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SlSetLength(std::size(_cheats_desc));
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SlObject(&_cheats, _cheats_desc);
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}
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@@ -67,12 +69,14 @@ static void Load_CHTS()
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if (count == 0) break;
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}
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if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() == -1) return;
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SlObject(&_cheats, slt);
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if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() != -1) SlErrorCorrupt("Too many CHTS entries");
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}
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/** Chunk handlers related to cheats. */
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static const ChunkHandler cheat_chunk_handlers[] = {
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{ 'CHTS', Save_CHTS, Load_CHTS, nullptr, nullptr, CH_RIFF },
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{ 'CHTS', Save_CHTS, Load_CHTS, nullptr, nullptr, CH_ARRAY },
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};
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extern const ChunkHandlerTable _cheat_chunk_handlers(cheat_chunk_handlers);
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