Пример #1
0
/** @file src/saveload/house.c Load/save routines for House. */

#include <stdio.h>
#include "types.h"

#include "saveload.h"
#include "../object.h"

const SaveLoadDesc g_saveObject[] = {
	SLD_ENTRY (Object, SLDT_UINT16, index),
	SLD_ENTRY (Object, SLDT_UINT8,  type),
	SLD_ENTRY (Object, SLDT_UINT8,  linkedID),
	SLD_ENTRY (Object, SLDT_UINT32, flags),
	SLD_ENTRY (Object, SLDT_UINT8,  houseID),
	SLD_ENTRY (Object, SLDT_UINT8,  seenByHouses),
	SLD_ENTRY (Object, SLDT_UINT32, position),
	SLD_ENTRY (Object, SLDT_UINT16, hitpoints),
	SLD_SLD   (Object,              script, g_saveScriptEngine),
	SLD_END
};
Пример #2
0
/** @file src/saveload/structure.c Load/save routines for Structure. */

#include <stdio.h>
#include <string.h>
#include "types.h"

#include "saveload.h"
#include "../house.h"
#include "../structure.h"
#include "../pool/structure.h"
#include "../pool/pool.h"

static const SaveLoadDesc s_saveStructure[] = {
	SLD_SLD   (Structure,              o, g_saveObject),
	SLD_ENTRY (Structure, SLDT_UINT16, creatorHouseID),
	SLD_ENTRY (Structure, SLDT_UINT16, rotationSpriteDiff),
	SLD_EMPTY (           SLDT_UINT8),
	SLD_ENTRY (Structure, SLDT_UINT16, objectType),
	SLD_ENTRY (Structure, SLDT_UINT8,  upgradeLevel),
	SLD_ENTRY (Structure, SLDT_UINT8,  upgradeTimeLeft),
	SLD_ENTRY (Structure, SLDT_UINT16, countDown),
	SLD_ENTRY (Structure, SLDT_UINT16, buildCostRemainder),
	SLD_ENTRY (Structure,  SLDT_INT16, state),
	SLD_ENTRY (Structure, SLDT_UINT16, hitpointsMax),
	SLD_END
};

/**
 * Load all Structures from a file.
 * @param fp The file to load from.
 * @param length The length of the data chunk.