mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Replace GetSavegameFormat's compression output pointer with reference.
This parameter must always be present and is not checked, so a reference is safer.pull/12850/head
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100dd7b6d1
commit
94c08e56ee
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@ -2679,10 +2679,10 @@ static const SaveLoadFormat _saveload_formats[] = {
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* Return the savegameformat of the game. Whether it was created with ZLIB compression
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* uncompressed, or another type
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* @param full_name Name of the savegame format. If empty it picks the first available one
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* @param compression_level Output for telling what compression level we want.
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* @param[out] compression_level Output for telling what compression level we want.
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* @return Reference to SaveLoadFormat struct giving all characteristics of this type of savegame
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*/
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static const SaveLoadFormat &GetSavegameFormat(const std::string &full_name, uint8_t *compression_level)
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static const SaveLoadFormat &GetSavegameFormat(const std::string &full_name, uint8_t &compression_level)
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{
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/* Find default savegame format, the highest one with which files can be written. */
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auto it = std::find_if(std::rbegin(_saveload_formats), std::rend(_saveload_formats), [](const auto &slf) { return slf.init_write != nullptr; });
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@ -2698,7 +2698,7 @@ static const SaveLoadFormat &GetSavegameFormat(const std::string &full_name, uin
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for (const auto &slf : _saveload_formats) {
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if (slf.init_write != nullptr && name.compare(slf.name) == 0) {
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*compression_level = slf.default_compression;
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compression_level = slf.default_compression;
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if (has_comp_level) {
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const std::string complevel(full_name, separator + 1);
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@ -2709,7 +2709,7 @@ static const SaveLoadFormat &GetSavegameFormat(const std::string &full_name, uin
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SetDParamStr(0, complevel);
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ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL, WL_CRITICAL);
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} else {
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*compression_level = level;
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compression_level = level;
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}
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}
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return slf;
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@ -2720,7 +2720,7 @@ static const SaveLoadFormat &GetSavegameFormat(const std::string &full_name, uin
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SetDParamStr(1, def.name);
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ShowErrorMessage(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM, WL_CRITICAL);
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}
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*compression_level = def.default_compression;
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compression_level = def.default_compression;
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return def;
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}
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@ -2806,7 +2806,7 @@ static SaveOrLoadResult SaveFileToDisk(bool threaded)
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{
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try {
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uint8_t compression;
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const SaveLoadFormat &fmt = GetSavegameFormat(_savegame_format, &compression);
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const SaveLoadFormat &fmt = GetSavegameFormat(_savegame_format, compression);
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/* We have written our stuff to memory, now write it to file! */
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uint32_t hdr[2] = { fmt.tag, TO_BE32(SAVEGAME_VERSION << 16) };
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