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OpenTTD-patches/src/load_check.h

91 lines
2.6 KiB
C++

/*
* 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 load_check.h Load check data. */
#ifndef LOAD_CHECK_H
#define LOAD_CHECK_H
#include "company_base.h"
#include "date_type.h"
#include "gamelog_internal.h"
#include "newgrf_config.h"
#include "strings_type.h"
#include "3rdparty/cpp-btree/btree_map.h"
#include <memory>
#include <string>
#include <vector>
using CompanyPropertiesMap = btree::btree_map<uint, std::unique_ptr<CompanyProperties>>;
/**
* Container for loading in mode SL_LOAD_CHECK.
*/
struct LoadCheckData {
bool checkable; ///< True if the savegame could be checked by SL_LOAD_CHECK. (Old savegames are not checkable.)
StringID error; ///< Error message from loading. INVALID_STRING_ID if no error.
std::string error_msg; ///< Data to pass to SetDParamStr when displaying #error.
uint32_t map_size_x, map_size_y;
CalTime::Date current_date;
GameSettings settings;
CompanyPropertiesMap companies; ///< Company information.
GRFConfig *grfconfig; ///< NewGrf configuration from save.
bool want_grf_compatibility = true;
GRFListCompatibility grf_compatibility; ///< Summary state of NewGrfs, whether missing files or only compatible found.
std::vector<LoggedAction> gamelog_actions; ///< Gamelog actions
bool want_debug_data = false;
std::string debug_log_data;
std::string debug_config_data;
bool sl_is_ext_version = false;
std::string version_name;
LoadCheckData() : grfconfig(nullptr),
grf_compatibility(GLC_NOT_FOUND)
{
this->Clear();
}
/**
* Don't leak memory at program exit
*/
~LoadCheckData()
{
this->Clear();
}
/**
* Check whether loading the game resulted in errors.
* @return true if errors were encountered.
*/
bool HasErrors()
{
return this->checkable && this->error != INVALID_STRING_ID;
}
/**
* Check whether the game uses any NewGrfs.
* @return true if NewGrfs are used.
*/
bool HasNewGrfs()
{
return this->checkable && this->error == INVALID_STRING_ID && this->grfconfig != nullptr;
}
void Clear();
};
extern LoadCheckData _load_check_data;
#endif /* LOAD_CHECK_H */