/* $Id$ */ /* * 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" #ifdef SIZE_MAX #undef SIZE_MAX #endif #define SIZE_MAX ((size_t)-1) 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) }; enum SaveOrLoadMode { SL_INVALID = -1, SL_LOAD = 0, SL_SAVE = 1, SL_OLD_LOAD = 2, SL_PNG = 3, SL_BMP = 4, }; 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) }; void GenerateDefaultSaveName(char *buf, const char *last); void SetSaveLoadError(uint16 str); const char *GetSaveLoadErrorString(); SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb); void WaitTillSaved(); void DoExitSave(); typedef void ChunkSaveLoadProc(); typedef void AutolengthProc(void *arg); struct ChunkHandler { uint32 id; ChunkSaveLoadProc *save_proc; ChunkSaveLoadProc *load_proc; ChunkSaveLoadProc *ptrs_proc; uint32 flags; }; struct NullStruct { byte null; }; 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, REF_CARGO_PACKET = 7, REF_ORDERLIST = 8, }; #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 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_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, 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_SAVE_NO = 1 << 8, ///< do not save with savegame, basically client-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, SL_LST = 4, /* non-normal save-load types */ SL_WRITEBYTE = 8, SL_VEH_INCLUDE = 9, SL_ST_INCLUDE = 10, SL_END = 15 }; typedef byte SaveLoadType; /** 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) 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: global=true, offset: global=false */ void *address; ///< address of variable OR offset of variable in the struct (max offset is 65536) }; /* 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) {false, cmd, type, length, from, to, (void*)cpp_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_CONDLST(base, variable, type, from, to) SLE_GENERAL(SL_LST, base, variable, type, 0, 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_LST(base, variable, type) SLE_CONDLST(base, variable, type, 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, value) SLE_GENERAL(SL_WRITEBYTE, base, variable, 0, 0, value, value) #define SLE_VEH_INCLUDE() {false, SL_VEH_INCLUDE, 0, 0, 0, SL_MAX_VERSION, NULL} #define SLE_ST_INCLUDE() {false, SL_ST_INCLUDE, 0, 0, 0, SL_MAX_VERSION, NULL} /* End marker */ #define SLE_END() {false, 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) {true, 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_CONDLST(variable, type, from, to) SLEG_GENERAL(SL_LST, variable, type, 0, 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_LST(variable, type) SLEG_CONDLST(variable, type, 0, SL_MAX_VERSION) #define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to, (void*)NULL} #define SLEG_END() {true, 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*)(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); extern char _savegame_format[8]; #endif /* SAVELOAD_H */