Files @ r2072:93fbc12acd5b
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Location: cpp/openttd-patchpack/source/saveload.h

ludde
(svn r2582) Fix: Prevent generating unrealistically many Oil refineries on large maps. They are always placed next to the borderline, so the perimeter is used instead of area to scale the number of those industries.
#ifndef SAVELOAD_H
#define SAVELOAD_H

#include <setjmp.h>

typedef void ChunkSaveLoadProc(void);
typedef void AutolengthProc(void *arg);

typedef struct SaveLoadGlobVarList {
	void *address;
	byte conv;
	byte from_version;
	byte to_version;
} SaveLoadGlobVarList;

typedef struct {
	uint32 id;
	ChunkSaveLoadProc *save_proc;
	ChunkSaveLoadProc *load_proc;
	uint32 flags;
} ChunkHandler;

typedef struct {
	byte null;
} NullStruct;

typedef void WriterProc(uint len);
typedef uint ReaderProc(void);

typedef enum SLRefType {
	REF_ORDER       = 0,
	REF_VEHICLE     = 1,
	REF_STATION     = 2,
	REF_TOWN        = 3,
	REF_VEHICLE_OLD = 4,
	REF_ROADSTOPS   = 5
} 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

	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,
};

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,
};

typedef enum VarTypes {
	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,
//	SLE_FILE_IVAR = 8,
//	SLE_FILE_UVAR = 9,

	SLE_VAR_I8   = 0 << 4,
	SLE_VAR_U8   = 1 << 4,
	SLE_VAR_I16  = 2 << 4,
	SLE_VAR_U16  = 3 << 4,
	SLE_VAR_I32  = 4 << 4,
	SLE_VAR_U32  = 5 << 4,
	SLE_VAR_I64  = 6 << 4,
	SLE_VAR_U64  = 7 << 4,

	SLE_VAR_NULL = 8 << 4, // useful to write zeros in savegame.

	SLE_VAR_INT  = SLE_VAR_I32,
	SLE_VAR_UINT = SLE_VAR_U32,

	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_STRINGID = SLE_FILE_STRINGID | SLE_VAR_U16,
} VarType;

enum SaveLoadTypes {
	SL_VAR       = 0,
	SL_REF       = 1,
	SL_ARR       = 2,
	SL_CONDVAR   = 0 | (1 << 2), // 4
	SL_CONDREF   = 1 | (1 << 2), // 5
	SL_CONDARR   = 2 | (1 << 2), // 6
	// non-normal save-load types
	SL_WRITEBYTE = 8,
	SL_INCLUDE   = 9,
	SL_END       = 15
};

/** SaveLoad type struct. Do NOT use this directly but use the SLE_ macros defined just below! */
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
};

/* Simple variables, references (pointers) and arrays */
#define SLE_VAR(base, variable, type) {SL_VAR, type, offsetof(base, variable), 0, 0, 0}
#define SLE_REF(base, variable, type) {SL_REF, type, offsetof(base, variable), 0, 0, 0}
#define SLE_ARR(base, variable, type, length) {SL_ARR, type, offsetof(base, variable), length, 0, 0}
/* Conditional variables, references (pointers) and arrays that are only valid for certain savegame versions */
#define SLE_CONDVAR(base, variable, type, from, to) {SL_CONDVAR, type, offsetof(base, variable), 0, from, to}
#define SLE_CONDREF(base, variable, type, from, to) {SL_CONDREF, type, offsetof(base, variable), 0, from, to}
#define SLE_CONDARR(base, variable, type, length, from, to) {SL_CONDARR, type, offsetof(base, variable), length, from, to}
/* Translate values ingame to different values in the savegame and vv */
#define SLE_WRITEBYTE(base, variable, game_value, file_value) {SL_WRITEBYTE, 0, offsetof(base, variable), 0, game_value, file_value}
/* Load common code and put it into each struct (currently only for vehicles */
#define SLE_INCLUDE(base, variable, include_index) {SL_INCLUDE, 0, offsetof(base, variable), 0, include_index, 0}

/* The same as the ones at the top, only the offset is given directly; used for unions */
#define SLE_VARX(offset, type) {SL_VAR, type, offset, 0, 0, 0}
#define SLE_REFX(offset, type) {SL_REF, type, offset, 0, 0, 0}
#define SLE_CONDVARX(offset, type, from, to) {SL_CONDVAR, type, offset, 0, from, to}
#define SLE_CONDREFX(offset, type, from, to) {SL_CONDREF, type, offset, 0, from, to}
#define SLE_WRITEBYTEX(offset, something) {SL_WRITEBYTE, 0, offset, 0, something, 0}
#define SLE_INCLUDEX(offset, type) {SL_INCLUDE, type, offset, 0, 0, 0}

/* End marker */
#define SLE_END() {SL_END, 0, 0, 0, 0, 0}

void SlSetArrayIndex(uint index);
int SlIterateArray(void);
void SlArray(void *array, uint length, VarType conv);
void SlObject(void *object, const SaveLoad *desc);
void SlAutolength(AutolengthProc *proc, void *arg);
uint SlGetFieldLength(void);
int SlReadByte(void);
void SlSetLength(size_t length);
void SlWriteByte(byte b);
void SlGlobList(const SaveLoadGlobVarList *desc);

#endif /* SAVELOAD_H */