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(svn r11279) -Codechange: use a typedeffed type for all magic with GameDifficulty instead on relying ints to always be 32 bits, which they are not.
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/** @file saveload.h */
#ifndef SAVELOAD_H
#define SAVELOAD_H
#include "fileio.h"
#ifdef SIZE_MAX
#undef SIZE_MAX
#endif
#define SIZE_MAX ((size_t)-1)
enum SaveOrLoadResult {
SL_OK = 0, ///< completed successfully
SL_ERROR = 1, ///< error that was caught before internal structures were modified
SL_REINIT = 2, ///< error that was caught in the middle of updating game state, need to clear it. (can only happen during load)
};
enum SaveOrLoadMode {
SL_INVALID = -1,
SL_LOAD = 0,
SL_SAVE = 1,
SL_OLD_LOAD = 2,
SL_PNG = 3,
SL_BMP = 4,
};
void SetSaveLoadError(uint16 str);
const char *GetSaveLoadErrorString();
SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb);
void WaitTillSaved();
void DoExitSave();
typedef void ChunkSaveLoadProc();
typedef void AutolengthProc(void *arg);
struct ChunkHandler {
uint32 id;
ChunkSaveLoadProc *save_proc;
ChunkSaveLoadProc *load_proc;
uint32 flags;
};
struct NullStruct {
byte null;
};
enum SLRefType {
REF_ORDER = 0,
REF_VEHICLE = 1,
REF_STATION = 2,
REF_TOWN = 3,
REF_VEHICLE_OLD = 4,
REF_ROADSTOPS = 5,
REF_ENGINE_RENEWS = 6,
REF_CARGO_PACKET = 7,
};
#define SL_MAX_VERSION 255
enum {
INC_VEHICLE_COMMON = 0,
};
enum {
CH_RIFF = 0,
CH_ARRAY = 1,
CH_SPARSE_ARRAY = 2,
CH_TYPE_MASK = 3,
CH_LAST = 8,
CH_AUTO_LENGTH = 16,
CH_PRI_0 = 0 << 4,
CH_PRI_1 = 1 << 4,
CH_PRI_2 = 2 << 4,
CH_PRI_3 = 3 << 4,
CH_PRI_SHL = 4,
CH_NUM_PRI_LEVELS = 4,
};
/** VarTypes is the general bitmasked magic type that tells us
* certain characteristics about the variable it refers to. For example
* SLE_FILE_* gives the size(type) as it would be in the savegame and
* SLE_VAR_* the size(type) as it is in memory during runtime. These are
* the first 8 bytes (0-3 SLE_FILE, 4-7 SLE_VAR).
* Bytes 8-15 are reserved for various flags as explained below */
enum VarTypes {
/* 4 bytes allocated a maximum of 16 types for NumberType */
SLE_FILE_I8 = 0,
SLE_FILE_U8 = 1,
SLE_FILE_I16 = 2,
SLE_FILE_U16 = 3,
SLE_FILE_I32 = 4,
SLE_FILE_U32 = 5,
SLE_FILE_I64 = 6,
SLE_FILE_U64 = 7,
SLE_FILE_STRINGID = 8, ///< StringID offset into strings-array
SLE_FILE_STRING = 9,
/* 6 more possible file-primitives */
/* 4 bytes allocated a maximum of 16 types for NumberType */
SLE_VAR_BL = 0 << 4,
SLE_VAR_I8 = 1 << 4,
SLE_VAR_U8 = 2 << 4,
SLE_VAR_I16 = 3 << 4,
SLE_VAR_U16 = 4 << 4,
SLE_VAR_I32 = 5 << 4,
SLE_VAR_U32 = 6 << 4,
SLE_VAR_I64 = 7 << 4,
SLE_VAR_U64 = 8 << 4,
SLE_VAR_NULL = 9 << 4, ///< useful to write zeros in savegame.
SLE_VAR_STRB = 10 << 4, ///< string (with pre-allocated buffer)
SLE_VAR_STRBQ = 11 << 4, ///< string enclosed in quotes (with pre-allocated buffer)
SLE_VAR_STR = 12 << 4, ///< string pointer
SLE_VAR_STRQ = 13 << 4, ///< string pointer enclosed in quotes
/* 2 more possible memory-primitives */
/* Shortcut values */
SLE_VAR_CHAR = SLE_VAR_I8,
/* Default combinations of variables. As savegames change, so can variables
* and thus it is possible that the saved value and internal size do not
* match and you need to specify custom combo. The defaults are listed here */
SLE_BOOL = SLE_FILE_I8 | SLE_VAR_BL,
SLE_INT8 = SLE_FILE_I8 | SLE_VAR_I8,
SLE_UINT8 = SLE_FILE_U8 | SLE_VAR_U8,
SLE_INT16 = SLE_FILE_I16 | SLE_VAR_I16,
SLE_UINT16 = SLE_FILE_U16 | SLE_VAR_U16,
SLE_INT32 = SLE_FILE_I32 | SLE_VAR_I32,
SLE_UINT32 = SLE_FILE_U32 | SLE_VAR_U32,
SLE_INT64 = SLE_FILE_I64 | SLE_VAR_I64,
SLE_UINT64 = SLE_FILE_U64 | SLE_VAR_U64,
SLE_CHAR = SLE_FILE_I8 | SLE_VAR_CHAR,
SLE_STRINGID = SLE_FILE_STRINGID | SLE_VAR_U16,
SLE_STRINGBUF = SLE_FILE_STRING | SLE_VAR_STRB,
SLE_STRINGBQUOTE = SLE_FILE_STRING | SLE_VAR_STRBQ,
SLE_STRING = SLE_FILE_STRING | SLE_VAR_STR,
SLE_STRINGQUOTE = SLE_FILE_STRING | SLE_VAR_STRQ,
/* Shortcut values */
SLE_UINT = SLE_UINT32,
SLE_INT = SLE_INT32,
SLE_STRB = SLE_STRINGBUF,
SLE_STRBQ = SLE_STRINGBQUOTE,
SLE_STR = SLE_STRING,
SLE_STRQ = SLE_STRINGQUOTE,
/* 8 bytes allocated for a maximum of 8 flags
* Flags directing saving/loading of a variable */
SLF_SAVE_NO = 1 << 8, ///< do not save with savegame, basically player-based
SLF_CONFIG_NO = 1 << 9, ///< do not save to config file
SLF_NETWORK_NO = 1 << 10, ///< do not synchronize over network (but it is saved if SSF_SAVE_NO is not set)
/* 5 more possible flags */
};
typedef uint32 VarType;
enum SaveLoadTypes {
SL_VAR = 0,
SL_REF = 1,
SL_ARR = 2,
SL_STR = 3,
SL_LST = 4,
// non-normal save-load types
SL_WRITEBYTE = 8,
SL_VEH_INCLUDE = 9,
SL_END = 15
};
typedef byte SaveLoadType;
/** SaveLoad type struct. Do NOT use this directly but use the SLE_ macros defined just below! */
struct SaveLoad {
bool global; ///< should we load a global variable or a non-global one
SaveLoadType cmd; ///< the action to take with the saved/loaded type, All types need different action
VarType conv; ///< type of the variable to be saved, int
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
/* NOTE: This element either denotes the address of the variable for a global
* variable, or the offset within a struct which is then bound to a variable
* during runtime. Decision on which one to use is controlled by the function
* that is called to save it. address: global=true, offset: global=false */
void *address; ///< address of variable OR offset of variable in the struct (max offset is 65536)
};
/* Same as SaveLoad but global variables are used (for better readability); */
typedef SaveLoad SaveLoadGlobVarList;
/* Simple variables, references (pointers) and arrays */
#define SLE_GENERAL(cmd, base, variable, type, length, from, to) {false, cmd, type, length, from, to, (void*)cpp_offsetof(base, variable)}
#define SLE_CONDVAR(base, variable, type, from, to) SLE_GENERAL(SL_VAR, base, variable, type, 0, from, to)
#define SLE_CONDREF(base, variable, type, from, to) SLE_GENERAL(SL_REF, base, variable, type, 0, from, to)
#define SLE_CONDARR(base, variable, type, length, from, to) SLE_GENERAL(SL_ARR, base, variable, type, length, from, to)
#define SLE_CONDSTR(base, variable, type, length, from, to) SLE_GENERAL(SL_STR, base, variable, type, length, from, to)
#define SLE_CONDLST(base, variable, type, from, to) SLE_GENERAL(SL_LST, base, variable, type, 0, from, to)
#define SLE_VAR(base, variable, type) SLE_CONDVAR(base, variable, type, 0, SL_MAX_VERSION)
#define SLE_REF(base, variable, type) SLE_CONDREF(base, variable, type, 0, SL_MAX_VERSION)
#define SLE_ARR(base, variable, type, length) SLE_CONDARR(base, variable, type, length, 0, SL_MAX_VERSION)
#define SLE_STR(base, variable, type, length) SLE_CONDSTR(base, variable, type, length, 0, SL_MAX_VERSION)
#define SLE_LST(base, variable, type) SLE_CONDLST(base, variable, type, 0, SL_MAX_VERSION)
#define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to)
/* Translate values ingame to different values in the savegame and vv */
#define SLE_WRITEBYTE(base, variable, value) SLE_GENERAL(SL_WRITEBYTE, base, variable, 0, 0, value, value)
/* The same as the ones at the top, only the offset is given directly; used for unions */
#define SLE_GENERALX(cmd, offset, type, length, param1, param2) {false, cmd, type, length, param1, param2, (void*)(offset)}
#define SLE_CONDVARX(offset, type, from, to) SLE_GENERALX(SL_VAR, offset, type, 0, from, to)
#define SLE_CONDARRX(offset, type, length, from, to) SLE_GENERALX(SL_ARR, offset, type, length, from, to)
#define SLE_CONDREFX(offset, type, from, to) SLE_GENERALX(SL_REF, offset, type, 0, from, to)
#define SLE_VARX(offset, type) SLE_CONDVARX(offset, type, 0, SL_MAX_VERSION)
#define SLE_REFX(offset, type) SLE_CONDREFX(offset, type, 0, SL_MAX_VERSION)
#define SLE_WRITEBYTEX(offset, something) SLE_GENERALX(SL_WRITEBYTE, offset, 0, 0, something, 0)
#define SLE_VEH_INCLUDEX() SLE_GENERALX(SL_VEH_INCLUDE, 0, 0, 0, 0, SL_MAX_VERSION)
/* End marker */
#define SLE_END() {false, SL_END, 0, 0, 0, 0, NULL}
/* Simple variables, references (pointers) and arrays, but for global variables */
#define SLEG_GENERAL(cmd, variable, type, length, from, to) {true, cmd, type, length, from, to, (void*)&variable}
#define SLEG_CONDVAR(variable, type, from, to) SLEG_GENERAL(SL_VAR, variable, type, 0, from, to)
#define SLEG_CONDREF(variable, type, from, to) SLEG_GENERAL(SL_REF, variable, type, 0, from, to)
#define SLEG_CONDARR(variable, type, length, from, to) SLEG_GENERAL(SL_ARR, variable, type, length, from, to)
#define SLEG_CONDSTR(variable, type, length, from, to) SLEG_GENERAL(SL_STR, variable, type, length, from, to)
#define SLEG_CONDLST(variable, type, from, to) SLEG_GENERAL(SL_LST, variable, type, 0, from, to)
#define SLEG_VAR(variable, type) SLEG_CONDVAR(variable, type, 0, SL_MAX_VERSION)
#define SLEG_REF(variable, type) SLEG_CONDREF(variable, type, 0, SL_MAX_VERSION)
#define SLEG_ARR(variable, type) SLEG_CONDARR(variable, type, lengthof(variable), 0, SL_MAX_VERSION)
#define SLEG_STR(variable, type) SLEG_CONDSTR(variable, type, lengthof(variable), 0, SL_MAX_VERSION)
#define SLEG_LST(variable, type) SLEG_CONDLST(variable, type, 0, SL_MAX_VERSION)
#define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to, (void*)NULL}
#define SLEG_END() {true, SL_END, 0, 0, 0, 0, NULL}
/** Checks if the savegame is below major.minor.
*/
static inline bool CheckSavegameVersionOldStyle(uint16 major, byte minor)
{
extern uint16 _sl_version;
extern byte _sl_minor_version;
return (_sl_version < major) || (_sl_version == major && _sl_minor_version < minor);
}
/** Checks if the savegame is below version.
*/
static inline bool CheckSavegameVersion(uint16 version)
{
extern uint16 _sl_version;
return _sl_version < version;
}
/** Checks if some version from/to combination falls within the range of the
* active savegame version */
static inline bool SlIsObjectCurrentlyValid(uint16 version_from, uint16 version_to)
{
extern const uint16 SAVEGAME_VERSION;
if (SAVEGAME_VERSION < version_from || SAVEGAME_VERSION > version_to) return false;
return true;
}
/* Get the NumberType of a setting. This describes the integer type
* as it is represented in memory
* @param type VarType holding information about the variable-type
* @return return the SLE_VAR_* part of a variable-type description */
static inline VarType GetVarMemType(VarType type)
{
return type & 0xF0; // GB(type, 4, 4) << 4;
}
/* Get the FileType of a setting. This describes the integer type
* as it is represented in a savegame/file
* @param type VarType holding information about the variable-type
* @param return the SLE_FILE_* part of a variable-type description */
static inline VarType GetVarFileType(VarType type)
{
return type & 0xF; // GB(type, 0, 4);
}
/** Get the address of the variable. Which one to pick depends on the object
* pointer. If it is NULL we are dealing with global variables so the address
* is taken. If non-null only the offset is stored in the union and we need
* to add this to the address of the object */
static inline void *GetVariableAddress(const void *object, const SaveLoad *sld)
{
return (byte*)object + (ptrdiff_t)sld->address;
}
int64 ReadValue(const void *ptr, VarType conv);
void WriteValue(void *ptr, VarType conv, int64 val);
void SlSetArrayIndex(uint index);
int SlIterateArray();
void SlAutolength(AutolengthProc *proc, void *arg);
uint SlGetFieldLength();
void SlSetLength(size_t length);
size_t SlCalcObjMemberLength(const void *object, const SaveLoad *sld);
byte SlReadByte();
void SlWriteByte(byte b);
void SlGlobList(const SaveLoadGlobVarList *sldg);
void SlArray(void *array, uint length, VarType conv);
void SlObject(void *object, const SaveLoad *sld);
bool SlObjectMember(void *object, const SaveLoad *sld);
void SaveFileStart();
void SaveFileDone();
void SaveFileError();
#endif /* SAVELOAD_H */
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