Change: store length of SL_STRUCTLIST in the savegame
This wasn't consistently done, and often variables were used that were read by an earlier blob. By moving it next to the struct itself, the code becomes a bit more self-contained and easier to read. Additionally, this allows for external tooling to know how many structs to expect, instead of having to know where to find the length-field or a hard-coded value that can change at any moment.
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committed by
Patric Stout

parent
d0bcb9839a
commit
a146bcfe93
@@ -122,8 +122,21 @@ public:
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SLE_CONDVAR(TransportedCargoStat<uint32>, new_act, SLE_UINT32, SLV_165, SL_MAX_VERSION),
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};
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/**
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* Get the number of cargoes used by this savegame version.
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* @return The number of cargoes used by this savegame version.
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*/
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size_t GetNumCargo() const
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{
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if (IsSavegameVersionBefore(SLV_EXTEND_CARGOTYPES)) return 32;
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if (IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH)) return NUM_CARGO;
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/* Read from the savegame how long the list is. */
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return SlGetStructListLength(NUM_CARGO);
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}
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void Save(Town *t) const override
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{
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SlSetStructListLength(NUM_CARGO);
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for (CargoID i = 0; i < NUM_CARGO; i++) {
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SlObject(&t->supplied[i], this->GetDescription());
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}
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@@ -131,7 +144,7 @@ public:
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void Load(Town *t) const override
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{
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uint num_cargo = IsSavegameVersionBefore(SLV_EXTEND_CARGOTYPES) ? 32 : NUM_CARGO;
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size_t num_cargo = this->GetNumCargo();
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for (CargoID i = 0; i < num_cargo; i++) {
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SlObject(&t->supplied[i], this->GetDescription());
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}
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@@ -149,14 +162,16 @@ public:
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void Save(Town *t) const override
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{
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for (int i = TE_BEGIN; i < TE_END; i++) {
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SlSetStructListLength(NUM_TE);
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for (size_t i = TE_BEGIN; i < TE_END; i++) {
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SlObject(&t->received[i], this->GetDescription());
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}
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}
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void Load(Town *t) const override
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{
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for (int i = TE_BEGIN; i < TE_END; i++) {
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size_t length = IsSavegameVersionBefore(SLV_SAVELOAD_LIST_LENGTH) ? (size_t)TE_END : SlGetStructListLength(TE_END);
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for (size_t i = 0; i < length; i++) {
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SlObject(&t->received[i], this->GetDescription());
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}
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}
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