Files
@ r23478:bf0e9c0d63a3
Branch filter:
Location: cpp/openttd-patchpack/source/src/saveload/saveload.h
r23478:bf0e9c0d63a3
38.9 KiB
text/x-c
Update: Translations from eints
dutch: 1 change by JanWillem
russian: 1 change by Lone_Wolf
dutch: 1 change by JanWillem
russian: 1 change by Lone_Wolf
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file saveload.h Functions/types related to saving and loading games. */
#ifndef SAVELOAD_H
#define SAVELOAD_H
#include "../fileio_type.h"
#include "../strings_type.h"
/** SaveLoad versions
* Previous savegame versions, the trunk revision where they were
* introduced and the released version that had that particular
* savegame version.
* Up to savegame version 18 there is a minor version as well.
*
* Older entries keep their original numbering.
*
* Newer entries should use a descriptive labels, numeric version
* and PR can be added to comment.
*
* Note that this list must not be reordered.
*/
enum SaveLoadVersion : uint16 {
SL_MIN_VERSION, ///< First savegame version
SLV_1, ///< 1.0 0.1.x, 0.2.x
SLV_2, /**< 2.0 0.3.0
* 2.1 0.3.1, 0.3.2 */
SLV_3, ///< 3.x lost
SLV_4, /**< 4.0 1
* 4.1 122 0.3.3, 0.3.4
* 4.2 1222 0.3.5
* 4.3 1417
* 4.4 1426 */
SLV_5, /**< 5.0 1429
* 5.1 1440
* 5.2 1525 0.3.6 */
SLV_6, /**< 6.0 1721
* 6.1 1768 */
SLV_7, ///< 7.0 1770
SLV_8, ///< 8.0 1786
SLV_9, ///< 9.0 1909
SLV_10, ///< 10.0 2030
SLV_11, /**< 11.0 2033
* 11.1 2041 */
SLV_12, ///< 12.1 2046
SLV_13, ///< 13.1 2080 0.4.0, 0.4.0.1
SLV_14, ///< 14.0 2441
SLV_15, ///< 15.0 2499
SLV_16, /**< 16.0 2817
* 16.1 3155 */
SLV_17, /**< 17.0 3212
* 17.1 3218 */
SLV_18, ///< 18 3227
SLV_19, ///< 19 3396
SLV_20, ///< 20 3403
SLV_21, ///< 21 3472 0.4.x
SLV_22, ///< 22 3726
SLV_23, ///< 23 3915
SLV_24, ///< 24 4150
SLV_25, ///< 25 4259
SLV_26, ///< 26 4466
SLV_27, ///< 27 4757
SLV_28, ///< 28 4987
SLV_29, ///< 29 5070
SLV_30, ///< 30 5946
SLV_31, ///< 31 5999
SLV_32, ///< 32 6001
SLV_33, ///< 33 6440
SLV_34, ///< 34 6455
SLV_35, ///< 35 6602
SLV_36, ///< 36 6624
SLV_37, ///< 37 7182
SLV_38, ///< 38 7195
SLV_39, ///< 39 7269
SLV_40, ///< 40 7326
SLV_41, ///< 41 7348 0.5.x
SLV_42, ///< 42 7573
SLV_43, ///< 43 7642
SLV_44, ///< 44 8144
SLV_45, ///< 45 8501
SLV_46, ///< 46 8705
SLV_47, ///< 47 8735
SLV_48, ///< 48 8935
SLV_49, ///< 49 8969
SLV_50, ///< 50 8973
SLV_51, ///< 51 8978
SLV_52, ///< 52 9066
SLV_53, ///< 53 9316
SLV_54, ///< 54 9613
SLV_55, ///< 55 9638
SLV_56, ///< 56 9667
SLV_57, ///< 57 9691
SLV_58, ///< 58 9762
SLV_59, ///< 59 9779
SLV_60, ///< 60 9874
SLV_61, ///< 61 9892
SLV_62, ///< 62 9905
SLV_63, ///< 63 9956
SLV_64, ///< 64 10006
SLV_65, ///< 65 10210
SLV_66, ///< 66 10211
SLV_67, ///< 67 10236
SLV_68, ///< 68 10266
SLV_69, ///< 69 10319
SLV_70, ///< 70 10541
SLV_71, ///< 71 10567
SLV_72, ///< 72 10601
SLV_73, ///< 73 10903
SLV_74, ///< 74 11030
SLV_75, ///< 75 11107
SLV_76, ///< 76 11139
SLV_77, ///< 77 11172
SLV_78, ///< 78 11176
SLV_79, ///< 79 11188
SLV_80, ///< 80 11228
SLV_81, ///< 81 11244
SLV_82, ///< 82 11410
SLV_83, ///< 83 11589
SLV_84, ///< 84 11822
SLV_85, ///< 85 11874
SLV_86, ///< 86 12042
SLV_87, ///< 87 12129
SLV_88, ///< 88 12134
SLV_89, ///< 89 12160
SLV_90, ///< 90 12293
SLV_91, ///< 91 12347
SLV_92, ///< 92 12381 0.6.x
SLV_93, ///< 93 12648
SLV_94, ///< 94 12816
SLV_95, ///< 95 12924
SLV_96, ///< 96 13226
SLV_97, ///< 97 13256
SLV_98, ///< 98 13375
SLV_99, ///< 99 13838
SLV_100, ///< 100 13952
SLV_101, ///< 101 14233
SLV_102, ///< 102 14332
SLV_103, ///< 103 14598
SLV_104, ///< 104 14735
SLV_105, ///< 105 14803
SLV_106, ///< 106 14919
SLV_107, ///< 107 15027
SLV_108, ///< 108 15045
SLV_109, ///< 109 15075
SLV_110, ///< 110 15148
SLV_111, ///< 111 15190
SLV_112, ///< 112 15290
SLV_113, ///< 113 15340
SLV_114, ///< 114 15601
SLV_115, ///< 115 15695
SLV_116, ///< 116 15893 0.7.x
SLV_117, ///< 117 16037
SLV_118, ///< 118 16129
SLV_119, ///< 119 16242
SLV_120, ///< 120 16439
SLV_121, ///< 121 16694
SLV_122, ///< 122 16855
SLV_123, ///< 123 16909
SLV_124, ///< 124 16993
SLV_125, ///< 125 17113
SLV_126, ///< 126 17433
SLV_127, ///< 127 17439
SLV_128, ///< 128 18281
SLV_129, ///< 129 18292
SLV_130, ///< 130 18404
SLV_131, ///< 131 18481
SLV_132, ///< 132 18522
SLV_133, ///< 133 18674
SLV_134, ///< 134 18703
SLV_135, ///< 135 18719
SLV_136, ///< 136 18764
SLV_137, ///< 137 18912
SLV_138, ///< 138 18942 1.0.x
SLV_139, ///< 139 19346
SLV_140, ///< 140 19382
SLV_141, ///< 141 19799
SLV_142, ///< 142 20003
SLV_143, ///< 143 20048
SLV_144, ///< 144 20334
SLV_145, ///< 145 20376
SLV_146, ///< 146 20446
SLV_147, ///< 147 20621
SLV_148, ///< 148 20659
SLV_149, ///< 149 20832
SLV_150, ///< 150 20857
SLV_151, ///< 151 20918
SLV_152, ///< 152 21171
SLV_153, ///< 153 21263
SLV_154, ///< 154 21426
SLV_155, ///< 155 21453
SLV_156, ///< 156 21728
SLV_157, ///< 157 21862
SLV_158, ///< 158 21933
SLV_159, ///< 159 21962
SLV_160, ///< 160 21974 1.1.x
SLV_161, ///< 161 22567
SLV_162, ///< 162 22713
SLV_163, ///< 163 22767
SLV_164, ///< 164 23290
SLV_165, ///< 165 23304
SLV_166, ///< 166 23415
SLV_167, ///< 167 23504
SLV_168, ///< 168 23637
SLV_169, ///< 169 23816
SLV_170, ///< 170 23826
SLV_171, ///< 171 23835
SLV_172, ///< 172 23947
SLV_173, ///< 173 23967 1.2.0-RC1
SLV_174, ///< 174 23973 1.2.x
SLV_175, ///< 175 24136
SLV_176, ///< 176 24446
SLV_177, ///< 177 24619
SLV_178, ///< 178 24789
SLV_179, ///< 179 24810
SLV_180, ///< 180 24998 1.3.x
SLV_181, ///< 181 25012
SLV_182, ///< 182 25115 FS#5492, r25259, r25296 Goal status
SLV_183, ///< 183 25363 Cargodist
SLV_184, ///< 184 25508 Unit localisation split
SLV_185, ///< 185 25620 Storybooks
SLV_186, ///< 186 25833 Objects storage
SLV_187, ///< 187 25899 Linkgraph - restricted flows
SLV_188, ///< 188 26169 v1.4 FS#5831 Unify RV travel time
SLV_189, ///< 189 26450 Heirarchical vehicle subgroups
SLV_190, ///< 190 26547 Separate order travel and wait times
SLV_191, ///< 191 26636 FS#6026 Fix disaster vehicle storage (No bump)
///< 191 26646 FS#6041 Linkgraph - store locations
SLV_192, ///< 192 26700 FS#6066 Fix saving of order backups
SLV_193, ///< 193 26802
SLV_194, ///< 194 26881 v1.5
SLV_195, ///< 195 27572 v1.6.1
SLV_196, ///< 196 27778 v1.7
SLV_197, ///< 197 27978 v1.8
SLV_198, ///< 198 PR#6763 Switch town growth rate and counter to actual game ticks
SLV_EXTEND_CARGOTYPES, ///< 199 PR#6802 Extend cargotypes to 64
SLV_EXTEND_RAILTYPES, ///< 200 PR#6805 Extend railtypes to 64, adding uint16 to map array.
SLV_EXTEND_PERSISTENT_STORAGE, ///< 201 PR#6885 Extend NewGRF persistant storages.
SLV_EXTEND_INDUSTRY_CARGO_SLOTS, ///< 202 PR#6867 Increase industry cargo slots to 16 in, 16 out
SLV_SHIP_PATH_CACHE, ///< 203 PR#7072 Add path cache for ships
SLV_SHIP_ROTATION, ///< 204 PR#7065 Add extra rotation stages for ships.
SLV_GROUP_LIVERIES, ///< 205 PR#7108 Livery storage change and group liveries.
SLV_SHIPS_STOP_IN_LOCKS, ///< 206 PR#7150 Ship/lock movement changes.
SLV_FIX_CARGO_MONITOR, ///< 207 PR#7175 v1.9 Cargo monitor data packing fix to support 64 cargotypes.
SLV_TOWN_CARGOGEN, ///< 208 PR#6965 New algorithms for town building cargo generation.
SLV_SHIP_CURVE_PENALTY, ///< 209 PR#7289 Configurable ship curve penalties.
SLV_SERVE_NEUTRAL_INDUSTRIES, ///< 210 PR#7234 Company stations can serve industries with attached neutral stations.
SLV_ROADVEH_PATH_CACHE, ///< 211 PR#7261 Add path cache for road vehicles.
SLV_REMOVE_OPF, ///< 212 PR#7245 Remove OPF.
SL_MAX_VERSION, ///< Highest possible saveload version
};
/** Save or load result codes. */
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)
};
/** Deals with the type of the savegame, independent of extension */
struct FileToSaveLoad {
SaveLoadOperation file_op; ///< File operation to perform.
DetailedFileType detail_ftype; ///< Concrete file type (PNG, BMP, old save, etc).
AbstractFileType abstract_ftype; ///< Abstract type of file (scenario, heightmap, etc).
char name[MAX_PATH]; ///< Name of the file.
char title[255]; ///< Internal name of the game.
void SetMode(FiosType ft);
void SetMode(SaveLoadOperation fop, AbstractFileType aft, DetailedFileType dft);
void SetName(const char *name);
void SetTitle(const char *title);
};
/** Types of save games. */
enum SavegameType {
SGT_TTD, ///< TTD savegame (can be detected incorrectly)
SGT_TTDP1, ///< TTDP savegame ( -//- ) (data at NW border)
SGT_TTDP2, ///< TTDP savegame in new format (data at SE border)
SGT_OTTD, ///< OTTD savegame
SGT_TTO, ///< TTO savegame
SGT_INVALID = 0xFF, ///< broken savegame (used internally)
};
extern FileToSaveLoad _file_to_saveload;
void GenerateDefaultSaveName(char *buf, const char *last);
void SetSaveLoadError(StringID str);
const char *GetSaveLoadErrorString();
SaveOrLoadResult SaveOrLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded = true);
void WaitTillSaved();
void ProcessAsyncSaveFinish();
void DoExitSave();
SaveOrLoadResult SaveWithFilter(struct SaveFilter *writer, bool threaded);
SaveOrLoadResult LoadWithFilter(struct LoadFilter *reader);
typedef void ChunkSaveLoadProc();
typedef void AutolengthProc(void *arg);
/** Handlers and description of chunk. */
struct ChunkHandler {
uint32 id; ///< Unique ID (4 letters).
ChunkSaveLoadProc *save_proc; ///< Save procedure of the chunk.
ChunkSaveLoadProc *load_proc; ///< Load procedure of the chunk.
ChunkSaveLoadProc *ptrs_proc; ///< Manipulate pointers in the chunk.
ChunkSaveLoadProc *load_check_proc; ///< Load procedure for game preview.
uint32 flags; ///< Flags of the chunk. @see ChunkType
};
struct NullStruct {
byte null;
};
/** Type of reference (#SLE_REF, #SLE_CONDREF). */
enum SLRefType {
REF_ORDER = 0, ///< Load/save a reference to an order.
REF_VEHICLE = 1, ///< Load/save a reference to a vehicle.
REF_STATION = 2, ///< Load/save a reference to a station.
REF_TOWN = 3, ///< Load/save a reference to a town.
REF_VEHICLE_OLD = 4, ///< Load/save an old-style reference to a vehicle (for pre-4.4 savegames).
REF_ROADSTOPS = 5, ///< Load/save a reference to a bus/truck stop.
REF_ENGINE_RENEWS = 6, ///< Load/save a reference to an engine renewal (autoreplace).
REF_CARGO_PACKET = 7, ///< Load/save a reference to a cargo packet.
REF_ORDERLIST = 8, ///< Load/save a reference to an orderlist.
REF_STORAGE = 9, ///< Load/save a reference to a persistent storage.
REF_LINK_GRAPH = 10, ///< Load/save a reference to a link graph.
REF_LINK_GRAPH_JOB = 11, ///< Load/save a reference to a link graph job.
};
/** Flags of a chunk. */
enum ChunkType {
CH_RIFF = 0,
CH_ARRAY = 1,
CH_SPARSE_ARRAY = 2,
CH_TYPE_MASK = 3,
CH_LAST = 8, ///< Last chunk in this array.
CH_AUTO_LENGTH = 16,
};
/**
* 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 bits (0-3 SLE_FILE, 4-7 SLE_VAR).
* Bits 8-15 are reserved for various flags as explained below
*/
enum VarTypes {
/* 4 bits 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 bits 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
SLE_VAR_NAME = 14 << 4, ///< old custom name to be converted to a char pointer
/* 1 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_U32,
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,
SLE_NAME = SLE_FILE_STRINGID | SLE_VAR_NAME,
/* 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 bits allocated for a maximum of 8 flags
* Flags directing saving/loading of a variable */
SLF_NOT_IN_SAVE = 1 << 8, ///< do not save with savegame, basically client-based
SLF_NOT_IN_CONFIG = 1 << 9, ///< do not save to config file
SLF_NO_NETWORK_SYNC = 1 << 10, ///< do not synchronize over network (but it is saved if SLF_NOT_IN_SAVE is not set)
SLF_ALLOW_CONTROL = 1 << 11, ///< allow control codes in the strings
SLF_ALLOW_NEWLINE = 1 << 12, ///< allow new lines in the strings
/* 3 more possible flags */
};
typedef uint32 VarType;
/** Type of data saved. */
enum SaveLoadTypes {
SL_VAR = 0, ///< Save/load a variable.
SL_REF = 1, ///< Save/load a reference.
SL_ARR = 2, ///< Save/load an array.
SL_STR = 3, ///< Save/load a string.
SL_LST = 4, ///< Save/load a list.
SL_DEQUE = 5, ///< Save/load a deque.
/* non-normal save-load types */
SL_WRITEBYTE = 8,
SL_VEH_INCLUDE = 9,
SL_ST_INCLUDE = 10,
SL_END = 15
};
typedef byte SaveLoadType; ///< Save/load type. @see SaveLoadTypes
/** 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)
SaveLoadVersion version_from; ///< save/load the variable starting from this savegame version
SaveLoadVersion 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)
size_t size; ///< the sizeof size.
};
/** Same as #SaveLoad but global variables are used (for better readability); */
typedef SaveLoad SaveLoadGlobVarList;
/**
* Storage of simple variables, references (pointers), and arrays.
* @param cmd Load/save type. @see SaveLoadType
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
* @note In general, it is better to use one of the SLE_* macros below.
*/
#define SLE_GENERAL(cmd, base, variable, type, length, from, to) {false, cmd, type, length, from, to, (void*)cpp_offsetof(base, variable), cpp_sizeof(base, variable)}
/**
* Storage of a variable in some savegame versions.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLE_CONDVAR(base, variable, type, from, to) SLE_GENERAL(SL_VAR, base, variable, type, 0, from, to)
/**
* Storage of a reference in some savegame versions.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Type of the reference, a value from #SLRefType.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLE_CONDREF(base, variable, type, from, to) SLE_GENERAL(SL_REF, base, variable, type, 0, from, to)
/**
* Storage of an array in some savegame versions.
* @param base Name of the class or struct containing the array.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
* @param from First savegame version that has the array.
* @param to Last savegame version that has the array.
*/
#define SLE_CONDARR(base, variable, type, length, from, to) SLE_GENERAL(SL_ARR, base, variable, type, length, from, to)
/**
* Storage of a string in some savegame versions.
* @param base Name of the class or struct containing the string.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the string (only used for fixed size buffers).
* @param from First savegame version that has the string.
* @param to Last savegame version that has the string.
*/
#define SLE_CONDSTR(base, variable, type, length, from, to) SLE_GENERAL(SL_STR, base, variable, type, length, from, to)
/**
* Storage of a list in some savegame versions.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLE_CONDLST(base, variable, type, from, to) SLE_GENERAL(SL_LST, base, variable, type, 0, from, to)
/**
* Storage of a deque in some savegame versions.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLE_CONDDEQUE(base, variable, type, from, to) SLE_GENERAL(SL_DEQUE, base, variable, type, 0, from, to)
/**
* Storage of a variable in every version of a savegame.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_VAR(base, variable, type) SLE_CONDVAR(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a reference in every version of a savegame.
* @param base Name of the class or struct containing the variable.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Type of the reference, a value from #SLRefType.
*/
#define SLE_REF(base, variable, type) SLE_CONDREF(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of an array in every version of a savegame.
* @param base Name of the class or struct containing the array.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
*/
#define SLE_ARR(base, variable, type, length) SLE_CONDARR(base, variable, type, length, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a string in every savegame version.
* @param base Name of the class or struct containing the string.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the string (only used for fixed size buffers).
*/
#define SLE_STR(base, variable, type, length) SLE_CONDSTR(base, variable, type, length, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a list in every savegame version.
* @param base Name of the class or struct containing the list.
* @param variable Name of the variable in the class or struct referenced by \a base.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLE_LST(base, variable, type) SLE_CONDLST(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Empty space in every savegame version.
* @param length Length of the empty space.
*/
#define SLE_NULL(length) SLE_CONDNULL(length, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Empty space in some savegame versions.
* @param length Length of the empty space.
* @param from First savegame version that has the empty space.
* @param to Last savegame version that has the empty space.
*/
#define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_NOT_IN_CONFIG, length, from, to)
/** Translate values ingame to different values in the savegame and vv. */
#define SLE_WRITEBYTE(base, variable) SLE_GENERAL(SL_WRITEBYTE, base, variable, 0, 0, SL_MIN_VERSION, SL_MAX_VERSION)
#define SLE_VEH_INCLUDE() {false, SL_VEH_INCLUDE, 0, 0, SL_MIN_VERSION, SL_MAX_VERSION, NULL, 0}
#define SLE_ST_INCLUDE() {false, SL_ST_INCLUDE, 0, 0, SL_MIN_VERSION, SL_MAX_VERSION, NULL, 0}
/** End marker of a struct/class save or load. */
#define SLE_END() {false, SL_END, 0, 0, SL_MIN_VERSION, SL_MIN_VERSION, NULL, 0}
/**
* Storage of global simple variables, references (pointers), and arrays.
* @param cmd Load/save type. @see SaveLoadType
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
* @note In general, it is better to use one of the SLEG_* macros below.
*/
#define SLEG_GENERAL(cmd, variable, type, length, from, to) {true, cmd, type, length, from, to, (void*)&variable, sizeof(variable)}
/**
* Storage of a global variable in some savegame versions.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLEG_CONDVAR(variable, type, from, to) SLEG_GENERAL(SL_VAR, variable, type, 0, from, to)
/**
* Storage of a global reference in some savegame versions.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the field.
* @param to Last savegame version that has the field.
*/
#define SLEG_CONDREF(variable, type, from, to) SLEG_GENERAL(SL_REF, variable, type, 0, from, to)
/**
* Storage of a global array in some savegame versions.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the array.
* @param from First savegame version that has the array.
* @param to Last savegame version that has the array.
*/
#define SLEG_CONDARR(variable, type, length, from, to) SLEG_GENERAL(SL_ARR, variable, type, length, from, to)
/**
* Storage of a global string in some savegame versions.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param length Number of elements in the string (only used for fixed size buffers).
* @param from First savegame version that has the string.
* @param to Last savegame version that has the string.
*/
#define SLEG_CONDSTR(variable, type, length, from, to) SLEG_GENERAL(SL_STR, variable, type, length, from, to)
/**
* Storage of a global list in some savegame versions.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
* @param from First savegame version that has the list.
* @param to Last savegame version that has the list.
*/
#define SLEG_CONDLST(variable, type, from, to) SLEG_GENERAL(SL_LST, variable, type, 0, from, to)
/**
* Storage of a global variable in every savegame version.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_VAR(variable, type) SLEG_CONDVAR(variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global reference in every savegame version.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_REF(variable, type) SLEG_CONDREF(variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global array in every savegame version.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_ARR(variable, type) SLEG_CONDARR(variable, type, lengthof(variable), SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global string in every savegame version.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_STR(variable, type) SLEG_CONDSTR(variable, type, sizeof(variable), SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Storage of a global list in every savegame version.
* @param variable Name of the global variable.
* @param type Storage of the data in memory and in the savegame.
*/
#define SLEG_LST(variable, type) SLEG_CONDLST(variable, type, SL_MIN_VERSION, SL_MAX_VERSION)
/**
* Empty global space in some savegame versions.
* @param length Length of the empty space.
* @param from First savegame version that has the empty space.
* @param to Last savegame version that has the empty space.
*/
#define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_NOT_IN_CONFIG, length, from, to, (void*)NULL}
/** End marker of global variables save or load. */
#define SLEG_END() {true, SL_END, 0, 0, SL_MIN_VERSION, SL_MIN_VERSION, NULL, 0}
/**
* Checks whether the savegame is below \a major.\a minor.
* @param major Major number of the version to check against.
* @param minor Minor number of the version to check against. If \a minor is 0 or not specified, only the major number is checked.
* @return Savegame version is earlier than the specified version.
*/
static inline bool IsSavegameVersionBefore(SaveLoadVersion major, byte minor = 0)
{
extern SaveLoadVersion _sl_version;
extern byte _sl_minor_version;
return _sl_version < major || (minor > 0 && _sl_version == major && _sl_minor_version < minor);
}
/**
* Checks if some version from/to combination falls within the range of the
* active savegame version.
* @param version_from Inclusive savegame version lower bound.
* @param version_to Exclusive savegame version upper bound. SL_MAX_VERSION if no upper bound.
* @return Active savegame version falls within the given range.
*/
static inline bool SlIsObjectCurrentlyValid(SaveLoadVersion version_from, SaveLoadVersion version_to)
{
extern const SaveLoadVersion 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 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 file-type
* @return the SLE_FILE_* part of a variable-type description
*/
static inline VarType GetVarFileType(VarType type)
{
return type & 0xF; // GB(type, 0, 4);
}
/**
* Check if the given saveload type is a numeric type.
* @param conv the type to check
* @return True if it's a numeric type.
*/
static inline bool IsNumericType(VarType conv)
{
return GetVarMemType(conv) <= SLE_VAR_U64;
}
/**
* 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 const_cast<byte *>((const byte*)(sld->global ? NULL : 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);
size_t SlGetFieldLength();
void SlSetLength(size_t length);
size_t SlCalcObjMemberLength(const void *object, const SaveLoad *sld);
size_t SlCalcObjLength(const void *object, const SaveLoad *sld);
byte SlReadByte();
void SlWriteByte(byte b);
void SlGlobList(const SaveLoadGlobVarList *sldg);
void SlArray(void *array, size_t length, VarType conv);
void SlObject(void *object, const SaveLoad *sld);
bool SlObjectMember(void *object, const SaveLoad *sld);
void NORETURN SlError(StringID string, const char *extra_msg = NULL);
void NORETURN SlErrorCorrupt(const char *msg);
void NORETURN SlErrorCorruptFmt(const char *format, ...);
bool SaveloadCrashWithMissingNewGRFs();
extern char _savegame_format[8];
extern bool _do_autosave;
#endif /* SAVELOAD_H */
|