(svn r11004) -Codechange: some reworks of the saveload mechanism to be able to save and load private and protected variables in the vehicle struct.
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@@ -2724,8 +2724,15 @@ static uint16 _cargo_paid_for;
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static Money _cargo_feeder_share;
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static uint32 _cargo_loaded_at_xy;
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/**
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* Make it possible to make the saveload tables "friends" of other classes.
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* @param vt the vehicle type. Can be VEH_END for the common vehicle description data
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* @return the saveload description
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*/
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const SaveLoad *GetVehicleDescription(VehicleType vt)
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{
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/** Save and load of vehicles */
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extern const SaveLoad _common_veh_desc[] = {
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static const SaveLoad _common_veh_desc[] = {
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SLE_VAR(Vehicle, subtype, SLE_UINT8),
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SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
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@@ -2848,7 +2855,7 @@ extern const SaveLoad _common_veh_desc[] = {
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static const SaveLoad _train_desc[] = {
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SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN),
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SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
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SLE_VEH_INCLUDEX(),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, crash_anim_pos), SLE_UINT16),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, force_proceed), SLE_UINT8),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, railtype), SLE_UINT8),
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@@ -2866,7 +2873,7 @@ static const SaveLoad _train_desc[] = {
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static const SaveLoad _roadveh_desc[] = {
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SLE_WRITEBYTE(Vehicle, type, VEH_ROAD),
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SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
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SLE_VEH_INCLUDEX(),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, state), SLE_UINT8),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, frame), SLE_UINT8),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, blocked_ctr), SLE_UINT16),
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@@ -2886,7 +2893,7 @@ static const SaveLoad _roadveh_desc[] = {
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static const SaveLoad _ship_desc[] = {
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SLE_WRITEBYTE(Vehicle, type, VEH_SHIP),
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SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
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SLE_VEH_INCLUDEX(),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleShip, state), SLE_UINT8),
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/* reserve extra space in savegame here. (currently 16 bytes) */
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@@ -2897,7 +2904,7 @@ static const SaveLoad _ship_desc[] = {
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static const SaveLoad _aircraft_desc[] = {
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SLE_WRITEBYTE(Vehicle, type, VEH_AIRCRAFT),
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SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
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SLE_VEH_INCLUDEX(),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, crashed_counter), SLE_UINT16),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, pos), SLE_UINT8),
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@@ -2988,8 +2995,12 @@ static const SaveLoad *_veh_descs[] = {
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_aircraft_desc,
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_special_desc,
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_disaster_desc,
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_common_veh_desc,
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};
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return _veh_descs[vt];
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}
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/** Will be called when the vehicles need to be saved. */
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static void Save_VEHS()
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{
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@@ -2997,7 +3008,7 @@ static void Save_VEHS()
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/* Write the vehicles */
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FOR_ALL_VEHICLES(v) {
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SlSetArrayIndex(v->index);
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SlObject(v, _veh_descs[v->type]);
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SlObject(v, GetVehicleDescription(v->type));
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}
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}
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@@ -3024,7 +3035,7 @@ static void Load_VEHS()
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default: NOT_REACHED();
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}
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SlObject(v, _veh_descs[vtype]);
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SlObject(v, GetVehicleDescription(vtype));
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if (_cargo_count != 0 && IsPlayerBuildableVehicleType(v)) {
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/* Don't construct the packet with station here, because that'll fail with old savegames */
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@@ -3157,7 +3168,6 @@ void Vehicle::HandleLoading(bool mode)
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InvalidateVehicleOrder(this);
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}
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void SpecialVehicle::UpdateDeltaXY(Direction direction)
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{
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this->x_offs = 0;
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