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author | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
commit | 66bbf336c6af7353ef0aeed58002c46543b30635 (patch) | |
tree | ad4a63860df2626b22f77e7dac712e958bea54cb /saveload.h | |
parent | ccc0a3f4dbf58c005b22341ac8874252924690cd (diff) | |
download | openttd-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.h | 305 |
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 */ |