Files @ r26005:fa9fad1bd9d6
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Location: cpp/openttd-patchpack/source/src/saveload/cheat_sl.cpp - annotation

Patric Stout
Add: [Network] Keep the refresh button in lowered state while refreshing (#9600)

This gives user visual feedback that the refresh is still pending, and
prevents people from clicking again and again thinking nothing is
happening. This is especially true for connections that fall back to
TURN, as that takes a few seconds to kick in.

Additionally, prevent clicking on the button again while a refresh
is pending. This is only delaying a successful result.
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/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file cheat_sl.cpp Code handling saving and loading of cheats */

#include "../stdafx.h"

#include "saveload.h"
#include "compat/cheat_sl_compat.h"

#include "../cheat_type.h"

#include "../safeguards.h"

static const SaveLoad _cheats_desc[] = {
	SLE_VAR(Cheats, magic_bulldozer.been_used, SLE_BOOL),
	SLE_VAR(Cheats, magic_bulldozer.value, SLE_BOOL),
	SLE_VAR(Cheats, switch_company.been_used, SLE_BOOL),
	SLE_VAR(Cheats, switch_company.value, SLE_BOOL),
	SLE_VAR(Cheats, money.been_used, SLE_BOOL),
	SLE_VAR(Cheats, money.value, SLE_BOOL),
	SLE_VAR(Cheats, crossing_tunnels.been_used, SLE_BOOL),
	SLE_VAR(Cheats, crossing_tunnels.value, SLE_BOOL),
	SLE_VAR(Cheats, no_jetcrash.been_used, SLE_BOOL),
	SLE_VAR(Cheats, no_jetcrash.value, SLE_BOOL),
	SLE_VAR(Cheats, change_date.been_used, SLE_BOOL),
	SLE_VAR(Cheats, change_date.value, SLE_BOOL),
	SLE_VAR(Cheats, setup_prod.been_used, SLE_BOOL),
	SLE_VAR(Cheats, setup_prod.value, SLE_BOOL),
	SLE_VAR(Cheats, edit_max_hl.been_used, SLE_BOOL),
	SLE_VAR(Cheats, edit_max_hl.value, SLE_BOOL),
};


struct CHTSChunkHandler : ChunkHandler {
	CHTSChunkHandler() : ChunkHandler('CHTS', CH_TABLE) {}

	void Save() const override
	{
		SlTableHeader(_cheats_desc);

		SlSetArrayIndex(0);
		SlObject(&_cheats, _cheats_desc);
	}

	void Load() const override
	{
		std::vector<SaveLoad> slt = SlCompatTableHeader(_cheats_desc, _cheats_sl_compat);

		if (IsSavegameVersionBefore(SLV_TABLE_CHUNKS)) {
			size_t count = SlGetFieldLength();
			std::vector<SaveLoad> oslt;

			/* Cheats were added over the years without a savegame bump. They are
			 * stored as 2 SLE_BOOLs per entry. "count" indicates how many SLE_BOOLs
			 * are stored for this savegame. So read only "count" SLE_BOOLs (and in
			 * result "count / 2" cheats). */
			for (auto &sld : slt) {
				count--;
				oslt.push_back(sld);

				if (count == 0) break;
			}
			slt = oslt;
		}

		if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() == -1) return;
		SlObject(&_cheats, slt);
		if (!IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY) && SlIterateArray() != -1) SlErrorCorrupt("Too many CHTS entries");
	}
};

static const CHTSChunkHandler CHTS;
static const ChunkHandlerRef cheat_chunk_handlers[] = {
	CHTS,
};

extern const ChunkHandlerTable _cheat_chunk_handlers(cheat_chunk_handlers);