/* $Id$ */ #ifndef SAVELOAD_H #define SAVELOAD_H typedef 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) } SaveOrLoadResult; typedef enum SaveOrLoadMode { SL_INVALID = -1, SL_LOAD = 0, SL_SAVE = 1, SL_OLD_LOAD = 2, } SaveOrLoadMode; SaveOrLoadResult SaveOrLoad(const char *filename, int mode); void WaitTillSaved(void); typedef void ChunkSaveLoadProc(void); typedef void AutolengthProc(void *arg); typedef struct SaveLoadGlobVarList { void *address; byte conv; uint16 from_version; uint16 to_version; } SaveLoadGlobVarList; typedef struct { uint32 id; ChunkSaveLoadProc *save_proc; ChunkSaveLoadProc *load_proc; uint32 flags; } ChunkHandler; typedef struct { byte null; } NullStruct; typedef enum SLRefType { REF_ORDER = 0, REF_VEHICLE = 1, REF_STATION = 2, REF_TOWN = 3, REF_VEHICLE_OLD = 4, REF_ROADSTOPS = 5 } SLRefType; extern uint16 _sl_version; /// the major savegame version identifier extern byte _sl_minor_version; /// the minor savegame version, DO NOT USE! 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! */ 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} #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} /** Checks if the savegame is below major.minor. */ static inline bool CheckSavegameVersionOldStyle(uint16 major, byte minor) { return (_sl_version < major) || (_sl_version == major && _sl_minor_version < minor); } /** Checks if the savegame is below version. */ static inline bool CheckSavegameVersion(uint16 version) { return _sl_version < version; } 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); void SaveFileStart(void); void SaveFileDone(void); void SaveFileError(void); #endif /* SAVELOAD_H */