diff options
Diffstat (limited to 'src/saveload.cpp')
-rw-r--r-- | src/saveload.cpp | 18 |
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 |