Files @ r24498:e9114d9ab04a
Branch filter:

Location: cpp/openttd-patchpack/source/src/saveload/animated_tile_sl.cpp

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
/*
 * 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 animated_tile_sl.cpp Code handling saving and loading of animated tiles */

#include "../stdafx.h"
#include "../tile_type.h"
#include "../core/alloc_func.hpp"
#include "../core/smallvec_type.hpp"

#include "saveload.h"

#include "../safeguards.h"

extern std::vector<TileIndex> _animated_tiles;

/**
 * Save the ANIT chunk.
 */
static void Save_ANIT()
{
	SlSetLength(_animated_tiles.size() * sizeof(_animated_tiles.front()));
	SlArray(_animated_tiles.data(), _animated_tiles.size(), SLE_UINT32);
}

/**
 * Load the ANIT chunk; the chunk containing the animated tiles.
 */
static void Load_ANIT()
{
	/* Before version 80 we did NOT have a variable length animated tile table */
	if (IsSavegameVersionBefore(SLV_80)) {
		/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
		TileIndex anim_list[256];
		SlArray(anim_list, 256, IsSavegameVersionBefore(SLV_6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);

		for (int i = 0; i < 256; i++) {
			if (anim_list[i] == 0) break;
			_animated_tiles.push_back(anim_list[i]);
		}
		return;
	}

	uint count = (uint)SlGetFieldLength() / sizeof(_animated_tiles.front());
	_animated_tiles.clear();
	_animated_tiles.resize(_animated_tiles.size() + count);
	SlArray(_animated_tiles.data(), count, SLE_UINT32);
}

/**
 * "Definition" imported by the saveload code to be able to load and save
 * the animated tile table.
 */
extern const ChunkHandler _animated_tile_chunk_handlers[] = {
	{ 'ANIT', Save_ANIT, Load_ANIT, nullptr, nullptr, CH_RIFF | CH_LAST},
};