65 void GamelogInfo(
struct LoggedAction *gamelog_action, uint gamelog_actions, uint32 *last_ottd_rev, byte *ever_modified,
bool *removed_newgrfs);
void GamelogFree(struct LoggedAction *gamelog_action, uint gamelog_actions)
Frees the memory allocated by a gamelog.
void GamelogGRFCompatible(const GRFIdentifier *newg)
Logs loading compatible GRF (the same ID, but different MD5 hash)
void GamelogRevision()
Logs a change in game revision.
void GamelogGRFAdd(const GRFConfig *newg)
Logs adding of a GRF.
void GamelogInfo(struct LoggedAction *gamelog_action, uint gamelog_actions, uint32 *last_ottd_rev, byte *ever_modified, bool *removed_newgrfs)
Get some basic information from the given gamelog.
void GamelogPrint(GamelogPrintProc *proc)
Prints active gamelog.
void GamelogPrintDebug(int level)
Prints gamelog to debug output.
void GamelogStartAction(GamelogActionType at)
Stores information about new action, but doesn't allocate it Action is allocated only when there is a...
void GamelogPrintConsole()
Print the gamelog data to the console.
bool GamelogGRFBugReverse(uint32 grfid, uint16 internal_id)
Logs GRF bug - rail vehicle has different length after reversing.
Basic data to distinguish a GRF.
GamelogActionType
The actions we log.
void GamelogGRFUpdate(const GRFConfig *oldg, const GRFConfig *newg)
Compares two NewGRF lists and logs any change.
void GamelogReset()
Resets and frees all memory allocated - used before loading or starting a new game.
Contains information about one logged action that caused at least one logged change.
Information about GRF, used in the game and (part of it) in savegames.
void GamelogSetting(const char *name, int32 oldval, int32 newval)
Logs change in game settings.
void GamelogEmergency()
Logs a emergency savegame.
void GamelogMode()
Logs a change in game mode (scenario editor or game)
So we know how many GLATs are there.
Functions to find and configure NewGRFs.
void GamelogGRFAddList(const GRFConfig *newg)
Logs adding of list of GRFs.
void GamelogTestMode()
Finds last stored game mode or landscape.
bool GamelogTestEmergency()
Finds out if current game is a loaded emergency savegame.
void GamelogStopAction()
Stops logging of any changes.
void GamelogOldver()
Logs loading from savegame without gamelog.
void GamelogTestRevision()
Finds out if current revision is different than last revision stored in the savegame.
No logging active; in savegames, end of list.
void GamelogPrintProc(const char *s)
Callback for printing text.
void GamelogGRFRemove(uint32 grfid)
Logs removal of a GRF.