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
@@ -287,6 +287,7 @@ static void Load_LGRJ()
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*/
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static void Save_LGRS()
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{
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SlSetArrayIndex(0);
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SlObject(&LinkGraphSchedule::instance, GetLinkGraphScheduleDesc());
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}
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@@ -295,7 +296,9 @@ static void Save_LGRS()
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*/
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static void Load_LGRS()
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{
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if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() == -1) return;
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SlObject(&LinkGraphSchedule::instance, GetLinkGraphScheduleDesc());
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if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() != -1) SlErrorCorrupt("Too many LGRS entries");
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}
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/**
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@@ -309,7 +312,7 @@ static void Ptrs_LGRS()
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static const ChunkHandler linkgraph_chunk_handlers[] = {
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{ 'LGRP', Save_LGRP, Load_LGRP, nullptr, nullptr, CH_ARRAY },
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{ 'LGRJ', Save_LGRJ, Load_LGRJ, nullptr, nullptr, CH_ARRAY },
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{ 'LGRS', Save_LGRS, Load_LGRS, Ptrs_LGRS, nullptr, CH_RIFF }
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{ 'LGRS', Save_LGRS, Load_LGRS, Ptrs_LGRS, nullptr, CH_ARRAY },
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};
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extern const ChunkHandlerTable _linkgraph_chunk_handlers(linkgraph_chunk_handlers);
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