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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /saveload.h
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'saveload.h')
-rw-r--r--saveload.h305
1 files changed, 0 insertions, 305 deletions
diff --git a/saveload.h b/saveload.h
deleted file mode 100644
index 5d490b35a..000000000
--- a/saveload.h
+++ /dev/null
@@ -1,305 +0,0 @@
-/* $Id$ */
-
-#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,
- SL_PNG = 3,
- SL_BMP = 4,
-} SaveOrLoadMode;
-
-SaveOrLoadResult SaveOrLoad(const char *filename, int mode);
-void WaitTillSaved(void);
-void DoExitSave(void);
-
-
-typedef void ChunkSaveLoadProc(void);
-typedef void AutolengthProc(void *arg);
-
-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,
- REF_ENGINE_RENEWS = 6,
-} SLRefType;
-
-#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,
- // non-normal save-load types
- SL_WRITEBYTE = 8,
- SL_INCLUDE = 9,
- SL_END = 15
-};
-
-typedef byte SaveLoadType;
-
-/** SaveLoad type struct. Do NOT use this directly but use the SLE_ macros defined just below! */
-typedef struct SaveLoad {
- 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: SlGlobList, offset: SlObject */
- void *address; ///< address of variable OR offset of variable in the struct (max offset is 65536)
-} SaveLoad;
-
-/* 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) {cmd, type, length, from, to, (void*)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_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_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, game_value, file_value) SLE_GENERAL(SL_WRITEBYTE, base, variable, 0, 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) SLE_GENERAL(SL_INCLUDE, base, variable, 0, 0, include_index, 0)
-
-/* The same as the ones at the top, only the offset is given directly; used for unions */
-#define SLE_GENERALX(cmd, offset, type, param1, param2) {cmd, type, 0, param1, param2, (void*)(offset)}
-#define SLE_CONDVARX(offset, type, from, to) SLE_GENERALX(SL_VAR, offset, type, from, to)
-#define SLE_CONDREFX(offset, type, from, to) SLE_GENERALX(SL_REF, offset, type, 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, something, 0)
-#define SLE_INCLUDEX(offset, type) SLE_GENERALX(SL_INCLUDE, offset, type, 0, SL_MAX_VERSION)
-
-/* End marker */
-#define SLE_END() {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) {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_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_CONDNULL(length, from, to) {SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to, (void*)NULL}
-
-#define SLEG_END() {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);
-
-void SlAutolength(AutolengthProc *proc, void *arg);
-uint SlGetFieldLength(void);
-void SlSetLength(size_t length);
-size_t SlCalcObjMemberLength(const void *object, const SaveLoad *sld);
-
-byte SlReadByte(void);
-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);
-void SaveFileDone(void);
-void SaveFileError(void);
-#endif /* SAVELOAD_H */