summaryrefslogtreecommitdiff
path: root/src/saveload.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/saveload.cpp')
-rw-r--r--src/saveload.cpp18
1 files changed, 4 insertions, 14 deletions
diff --git a/src/saveload.cpp b/src/saveload.cpp
index 3a5fbdc7b..68b4fa808 100644
--- a/src/saveload.cpp
+++ b/src/saveload.cpp
@@ -52,7 +52,6 @@ static struct {
ReaderProc *read_bytes; ///< savegame loader function
const ChunkHandler* const *chs; ///< the chunk of data that is being processed atm (vehicles, signs, etc.)
- const SaveLoad* const *includes; ///< the internal layouf of the given chunk
/* When saving/loading savegames, they are always saved to a temporary memory-place
* to be flushed to file (save) or to final place (load) when full. */
@@ -755,7 +754,7 @@ size_t SlCalcObjMemberLength(const void *object, const SaveLoad *sld)
}
break;
case SL_WRITEBYTE: return 1; // a byte is logically of size 1
- case SL_INCLUDE: return SlCalcObjLength(object, _sl.includes[sld->version_from]);
+ case SL_VEH_INCLUDE: return SlCalcObjLength(object, GetVehicleDescription(VEH_END));
default: NOT_REACHED();
}
return 0;
@@ -804,11 +803,9 @@ bool SlObjectMember(void *ptr, const SaveLoad *sld)
}
break;
- /* SL_INCLUDE loads common code for a type
- * XXX - variable renaming abuse
- * include_index: common code to include from _desc_includes[], abused by sld->version_from */
- case SL_INCLUDE:
- SlObject(ptr, _sl.includes[sld->version_from]);
+ /* SL_VEH_INCLUDE loads common code for vehicles */
+ case SL_VEH_INCLUDE:
+ SlObject(ptr, GetVehicleDescription(VEH_END));
break;
default: NOT_REACHED();
}
@@ -1281,12 +1278,6 @@ static const ChunkHandler * const _chunk_handlers[] = {
NULL,
};
-/* used to include a vehicle desc in another desc. */
-extern const SaveLoad _common_veh_desc[];
-static const SaveLoad* const _desc_includes[] = {
- _common_veh_desc
-};
-
/**
* Pointers cannot be saved to a savegame, so this functions gets
* the index of the item, and if not available, it hussles with
@@ -1628,7 +1619,6 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb)
_sl.bufe = _sl.bufp = NULL;
_sl.offs_base = 0;
_sl.save = (mode != 0);
- _sl.includes = _desc_includes;
_sl.chs = _chunk_handlers;
/* General tactic is to first save the game to memory, then use an available writer