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
@@ -51,13 +51,17 @@ static const SaveLoad _economy_desc[] = {
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/** Economy variables */
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static void Save_ECMY()
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{
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SlSetArrayIndex(0);
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SlObject(&_economy, _economy_desc);
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}
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/** Economy variables */
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static void Load_ECMY()
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{
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if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() == -1) return;
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SlObject(&_economy, _economy_desc);
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if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() != -1) SlErrorCorrupt("Too many ECMY entries");
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StartupIndustryDailyChanges(IsSavegameVersionBefore(SLV_102)); // old savegames will need to be initialized
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}
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@@ -98,7 +102,7 @@ static const ChunkHandler economy_chunk_handlers[] = {
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{ 'CAPY', Save_CAPY, Load_CAPY, Ptrs_CAPY, nullptr, CH_ARRAY },
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{ 'PRIC', nullptr, Load_PRIC, nullptr, nullptr, CH_RIFF },
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{ 'CAPR', nullptr, Load_CAPR, nullptr, nullptr, CH_RIFF },
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{ 'ECMY', Save_ECMY, Load_ECMY, nullptr, nullptr, CH_RIFF },
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{ 'ECMY', Save_ECMY, Load_ECMY, nullptr, nullptr, CH_ARRAY },
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};
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extern const ChunkHandlerTable _economy_chunk_handlers(economy_chunk_handlers);
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