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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 /src/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 'src/saveload.h')
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diff --git a/src/saveload.h b/src/saveload.h
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@@ -0,0 +1,305 @@
+/* $Id$ */
+
+#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 */