(svn r2819) Make variables, which are exclusive for internal use of the save/load code, static in saveload.c

This commit is contained in:
tron
2005-08-06 17:40:21 +00:00
parent 3b6b3af629
commit 03e860d06d
7 changed files with 196 additions and 94 deletions

View File

@@ -58,46 +58,10 @@ typedef enum SLRefType {
typedef uint ReferenceToIntProc(const void *obj, SLRefType rt);
typedef void *IntToReferenceProc(uint index, SLRefType rt);
typedef struct SaveLoad SaveLoad;
/** The saveload struct, containing reader-writer functions, bufffer, version, etc. */
typedef struct {
bool save; /// are we doing a save or a load atm. True when saving
byte need_length; /// ???
byte block_mode; /// ???
bool error; /// did an error occur or not
byte version; /// the major savegame version identifier
uint16 full_version; /// the full version of the savegame
extern byte _sl_version; /// the major savegame version identifier
extern uint16 _sl_full_version; /// the full version of the savegame
int obj_len; /// the length of the current object we are busy with
int array_index, last_array_index; /// in the case of an array, the current and last positions
uint32 offs_base; /// the offset in number of bytes since we started writing data (eg uncompressed savegame size)
WriterProc *write_bytes; /// savegame writer function
ReaderProc *read_bytes; /// savegame loader function
ReferenceToIntProc *ref_to_int_proc; /// function to convert pointers to numbers when saving a game
IntToReferenceProc *int_to_ref_proc; /// function to convert numbers to pointers when loading a game
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. */
byte *bufp, *bufe; /// bufp(ointer) gives the current position in the buffer bufe(nd) gives the end of the buffer
// these 3 may be used by compressor/decompressors.
byte *buf; /// pointer to temporary memory to read/write, initialized by SaveLoadFormat->initread/write
uint bufsize; /// the size of the temporary memory *buf
FILE *fh; /// the file from which is read or written to
void (*excpt_uninit)(void); /// the function to execute on any encountered error
const char *excpt_msg; /// the error message
jmp_buf excpt; /// @todo used to jump to "exception handler"; really ugly
} SaverLoader;
extern SaverLoader _sl;
enum {
INC_VEHICLE_COMMON = 0,
@@ -172,14 +136,14 @@ enum SaveLoadTypes {
};
/** SaveLoad type struct. Do NOT use this directly but use the SLE_ macros defined just below! */
struct SaveLoad {
typedef struct SaveLoad {
byte cmd; /// the action to take with the saved/loaded type, All types need different action
VarType type; /// type of the variable to be saved, int
uint16 offset; /// offset of this variable in the struct (max offset is 65536)
uint16 length; /// (conditional) length of the variable (eg. arrays) (max array size is 65536 elements)
uint16 version_from; /// save/load the variable starting from this savegame version
uint16 version_to; /// save/load the variable until this savegame version
};
} SaveLoad;
/* Simple variables, references (pointers) and arrays */
#define SLE_VAR(base, variable, type) {SL_VAR, type, offsetof(base, variable), 0, 0, 0}