/* $Id$ */ /* * 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 . */ /** @file saveload.h Functions/types related to saving and loading games. */ #ifndef SAVELOAD_H #define SAVELOAD_H #include "../fileio_type.h" #include "../strings_type.h" /** SaveLoad versions * Previous savegame versions, the trunk revision where they were * introduced and the released version that had that particular * savegame version. * Up to savegame version 18 there is a minor version as well. * * Older entries keep their original numbering. * * Newer entries should use a descriptive labels, numeric version * and PR can be added to comment. * * Note that this list must not be reordered. */ enum SaveLoadVersion : uint16 { SL_MIN_VERSION, ///< First savegame version SLV_1, ///< 1.0 0.1.x, 0.2.x SLV_2, /**< 2.0 0.3.0 * 2.1 0.3.1, 0.3.2 */ SLV_3, ///< 3.x lost SLV_4, /**< 4.0 1 * 4.1 122 0.3.3, 0.3.4 * 4.2 1222 0.3.5 * 4.3 1417 * 4.4 1426 */ SLV_5, /**< 5.0 1429 * 5.1 1440 * 5.2 1525 0.3.6 */ SLV_6, /**< 6.0 1721 * 6.1 1768 */ SLV_7, ///< 7.0 1770 SLV_8, ///< 8.0 1786 SLV_9, ///< 9.0 1909 SLV_10, ///< 10.0 2030 SLV_11, /**< 11.0 2033 * 11.1 2041 */ SLV_12, ///< 12.1 2046 SLV_13, ///< 13.1 2080 0.4.0, 0.4.0.1 SLV_14, ///< 14.0 2441 SLV_15, ///< 15.0 2499 SLV_16, /**< 16.0 2817 * 16.1 3155 */ SLV_17, /**< 17.0 3212 * 17.1 3218 */ SLV_18, ///< 18 3227 SLV_19, ///< 19 3396 SLV_20, ///< 20 3403 SLV_21, ///< 21 3472 0.4.x SLV_22, ///< 22 3726 SLV_23, ///< 23 3915 SLV_24, ///< 24 4150 SLV_25, ///< 25 4259 SLV_26, ///< 26 4466 SLV_27, ///< 27 4757 SLV_28, ///< 28 4987 SLV_29, ///< 29 5070 SLV_30, ///< 30 5946 SLV_31, ///< 31 5999 SLV_32, ///< 32 6001 SLV_33, ///< 33 6440 SLV_34, ///< 34 6455 SLV_35, ///< 35 6602 SLV_36, ///< 36 6624 SLV_37, ///< 37 7182 SLV_38, ///< 38 7195 SLV_39, ///< 39 7269 SLV_40, ///< 40 7326 SLV_41, ///< 41 7348 0.5.x SLV_42, ///< 42 7573 SLV_43, ///< 43 7642 SLV_44, ///< 44 8144 SLV_45, ///< 45 8501 SLV_46, ///< 46 8705 SLV_47, ///< 47 8735 SLV_48, ///< 48 8935 SLV_49, ///< 49 8969 SLV_50, ///< 50 8973 SLV_51, ///< 51 8978 SLV_52, ///< 52 9066 SLV_53, ///< 53 9316 SLV_54, ///< 54 9613 SLV_55, ///< 55 9638 SLV_56, ///< 56 9667 SLV_57, ///< 57 9691 SLV_58, ///< 58 9762 SLV_59, ///< 59 9779 SLV_60, ///< 60 9874 SLV_61, ///< 61 9892 SLV_62, ///< 62 9905 SLV_63, ///< 63 9956 SLV_64, ///< 64 10006 SLV_65, ///< 65 10210 SLV_66, ///< 66 10211 SLV_67, ///< 67 10236 SLV_68, ///< 68 10266 SLV_69, ///< 69 10319 SLV_70, ///< 70 10541 SLV_71, ///< 71 10567 SLV_72, ///< 72 10601 SLV_73, ///< 73 10903 SLV_74, ///< 74 11030 SLV_75, ///< 75 11107 SLV_76, ///< 76 11139 SLV_77, ///< 77 11172 SLV_78, ///< 78 11176 SLV_79, ///< 79 11188 SLV_80, ///< 80 11228 SLV_81, ///< 81 11244 SLV_82, ///< 82 11410 SLV_83, ///< 83 11589 SLV_84, ///< 84 11822 SLV_85, ///< 85 11874 SLV_86, ///< 86 12042 SLV_87, ///< 87 12129 SLV_88, ///< 88 12134 SLV_89, ///< 89 12160 SLV_90, ///< 90 12293 SLV_91, ///< 91 12347 SLV_92, ///< 92 12381 0.6.x SLV_93, ///< 93 12648 SLV_94, ///< 94 12816 SLV_95, ///< 95 12924 SLV_96, ///< 96 13226 SLV_97, ///< 97 13256 SLV_98, ///< 98 13375 SLV_99, ///< 99 13838 SLV_100, ///< 100 13952 SLV_101, ///< 101 14233 SLV_102, ///< 102 14332 SLV_103, ///< 103 14598 SLV_104, ///< 104 14735 SLV_105, ///< 105 14803 SLV_106, ///< 106 14919 SLV_107, ///< 107 15027 SLV_108, ///< 108 15045 SLV_109, ///< 109 15075 SLV_110, ///< 110 15148 SLV_111, ///< 111 15190 SLV_112, ///< 112 15290 SLV_113, ///< 113 15340 SLV_114, ///< 114 15601 SLV_115, ///< 115 15695 SLV_116, ///< 116 15893 0.7.x SLV_117, ///< 117 16037 SLV_118, ///< 118 16129 SLV_119, ///< 119 16242 SLV_120, ///< 120 16439 SLV_121, ///< 121 16694 SLV_122, ///< 122 16855 SLV_123, ///< 123 16909 SLV_124, ///< 124 16993 SLV_125, ///< 125 17113 SLV_126, ///< 126 17433 SLV_127, ///< 127 17439 SLV_128, ///< 128 18281 SLV_129, ///< 129 18292 SLV_130, ///< 130 18404 SLV_131, ///< 131 18481 SLV_132, ///< 132 18522 SLV_133, ///< 133 18674 SLV_134, ///< 134 18703 SLV_135, ///< 135 18719 SLV_136, ///< 136 18764 SLV_137, ///< 137 18912 SLV_138, ///< 138 18942 1.0.x SLV_139, ///< 139 19346 SLV_140, ///< 140 19382 SLV_141, ///< 141 19799 SLV_142, ///< 142 20003 SLV_143, ///< 143 20048 SLV_144, ///< 144 20334 SLV_145, ///< 145 20376 SLV_146, ///< 146 20446 SLV_147, ///< 147 20621 SLV_148, ///< 148 20659 SLV_149, ///< 149 20832 SLV_150, ///< 150 20857 SLV_151, ///< 151 20918 SLV_152, ///< 152 21171 SLV_153, ///< 153 21263 SLV_154, ///< 154 21426 SLV_155, ///< 155 21453 SLV_156, ///< 156 21728 SLV_157, ///< 157 21862 SLV_158, ///< 158 21933 SLV_159, ///< 159 21962 SLV_160, ///< 160 21974 1.1.x SLV_161, ///< 161 22567 SLV_162, ///< 162 22713 SLV_163, ///< 163 22767 SLV_164, ///< 164 23290 SLV_165, ///< 165 23304 SLV_166, ///< 166 23415 SLV_167, ///< 167 23504 SLV_168, ///< 168 23637 SLV_169, ///< 169 23816 SLV_170, ///< 170 23826 SLV_171, ///< 171 23835 SLV_172, ///< 172 23947 SLV_173, ///< 173 23967 1.2.0-RC1 SLV_174, ///< 174 23973 1.2.x SLV_175, ///< 175 24136 SLV_176, ///< 176 24446 SLV_177, ///< 177 24619 SLV_178, ///< 178 24789 SLV_179, ///< 179 24810 SLV_180, ///< 180 24998 1.3.x SLV_181, ///< 181 25012 SLV_182, ///< 182 25115 FS#5492, r25259, r25296 Goal status SLV_183, ///< 183 25363 Cargodist SLV_184, ///< 184 25508 Unit localisation split SLV_185, ///< 185 25620 Storybooks SLV_186, ///< 186 25833 Objects storage SLV_187, ///< 187 25899 Linkgraph - restricted flows SLV_188, ///< 188 26169 FS#5831 Unify RV travel time SLV_189, ///< 189 26450 Heirarchical vehicle subgroups SLV_190, ///< 190 26547 Separate order travel and wait times SLV_191, ///< 191 26636 FS#6026 Fix disaster vehicle storage (No bump) ///< 191 26646 FS#6041 Linkgraph - store locations SLV_192, ///< 192 26700 FS#6066 Fix saving of order backups SLV_193, ///< 193 26802 SLV_194, ///< 194 26881 v1.5 SLV_195, ///< 195 27572 v1.6.1 SLV_196, ///< 196 27778 v1.7 SLV_197, ///< 197 27978 v1.8 SLV_198, ///< 198 PR#6763 Switch town growth rate and counter to actual game ticks SLV_EXTEND_CARGOTYPES, ///< 199 PR#6802 Extend cargotypes to 64 SLV_EXTEND_RAILTYPES, ///< 200 PR#6805 Extend railtypes to 64, adding uint16 to map array. SLV_EXTEND_PERSISTENT_STORAGE, ///< 201 PR#6885 Extend NewGRF persistant storages. SLV_EXTEND_INDUSTRY_CARGO_SLOTS, ///< 202 PR#6867 Increase industry cargo slots to 16 in, 16 out SLV_SHIP_PATH_CACHE, ///< 203 PR#7072 Add path cache for ships SLV_SHIP_ROTATION, ///< 204 PR#7065 Add extra rotation stages for ships. SLV_GROUP_LIVERIES, ///< 205 PR#7108 Livery storage change and group liveries. SLV_SHIPS_STOP_IN_LOCKS, ///< 206 PR#7150 Ship/lock movement changes. SLV_FIX_CARGO_MONITOR, ///< 207 PR#7175 Cargo monitor data packing fix to support 64 cargotypes. SL_MAX_VERSION, ///< Highest possible saveload version }; /** Save or load result codes. */ 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) }; /** Deals with the type of the savegame, independent of extension */ struct FileToSaveLoad { SaveLoadOperation file_op; ///< File operation to perform. DetailedFileType detail_ftype; ///< Concrete file type (PNG, BMP, old save, etc). AbstractFileType abstract_ftype; ///< Abstract type of file (scenario, heightmap, etc). char name[MAX_PATH]; ///< Name of the file. char title[255]; ///< Internal name of the game. void SetMode(FiosType ft); void SetMode(SaveLoadOperation fop, AbstractFileType aft, DetailedFileType dft); void SetName(const char *name); void SetTitle(const char *title); }; /** Types of save games. */ 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) }; extern FileToSaveLoad _file_to_saveload; void GenerateDefaultSaveName(char *buf, const char *last); void SetSaveLoadError(StringID str); const char *GetSaveLoadErrorString(); SaveOrLoadResult SaveOrLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded = true); void WaitTillSaved(); void ProcessAsyncSaveFinish(); void DoExitSave(); SaveOrLoadResult SaveWithFilter(struct SaveFilter *writer, bool threaded); SaveOrLoadResult LoadWithFilter(struct LoadFilter *reader); typedef void ChunkSaveLoadProc(); typedef void AutolengthProc(void *arg); /** Handlers and description of chunk. */ struct ChunkHandler { uint32 id; ///< Unique ID (4 letters). ChunkSaveLoadProc *save_proc; ///< Save procedure of the chunk. ChunkSaveLoadProc *load_proc; ///< Load procedure of the chunk. ChunkSaveLoadProc *ptrs_proc; ///< Manipulate pointers in the chunk. ChunkSaveLoadProc *load_check_proc; ///< Load procedure for game preview. uint32 flags; ///< Flags of the chunk. @see ChunkType }; struct NullStruct { byte null; }; /** Type of reference (#SLE_REF, #SLE_CONDREF). */ enum SLRefType { REF_ORDER = 0, ///< Load/save a reference to an order. REF_VEHICLE = 1, ///< Load/save a reference to a vehicle. REF_STATION = 2, ///< Load/save a reference to a station. REF_TOWN = 3, ///< Load/save a reference to a town. REF_VEHICLE_OLD = 4, ///< Load/save an old-style reference to a vehicle (for pre-4.4 savegames). REF_ROADSTOPS = 5, ///< Load/save a reference to a bus/truck stop. REF_ENGINE_RENEWS = 6, ///< Load/save a reference to an engine renewal (autoreplace). REF_CARGO_PACKET = 7, ///< Load/save a reference to a cargo packet. REF_ORDERLIST = 8, ///< Load/save a reference to an orderlist. REF_STORAGE = 9, ///< Load/save a reference to a persistent storage. REF_LINK_GRAPH = 10, ///< Load/save a reference to a link graph. REF_LINK_GRAPH_JOB = 11, ///< Load/save a reference to a link graph job. }; /** Flags of a chunk. */ enum ChunkType { CH_RIFF = 0, CH_ARRAY = 1, CH_SPARSE_ARRAY = 2, CH_TYPE_MASK = 3, CH_LAST = 8, ///< Last chunk in this array. CH_AUTO_LENGTH = 16, }; /** * 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_U32, 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_NOT_IN_SAVE = 1 << 8, ///< do not save with savegame, basically client-based SLF_NOT_IN_CONFIG = 1 << 9, ///< do not save to config file SLF_NO_NETWORK_SYNC = 1 << 10, ///< do not synchronize over network (but it is saved if SLF_NOT_IN_SAVE is not set) SLF_ALLOW_CONTROL = 1 << 11, ///< allow control codes in the strings SLF_ALLOW_NEWLINE = 1 << 12, ///< allow new lines in the strings /* 3 more possible flags */ }; typedef uint32 VarType; /** Type of data saved. */ enum SaveLoadTypes { SL_VAR = 0, ///< Save/load a variable. SL_REF = 1, ///< Save/load a reference. SL_ARR = 2, ///< Save/load an array. SL_STR = 3, ///< Save/load a string. SL_LST = 4, ///< Save/load a list. SL_DEQUE = 5, ///< Save/load a deque. /* non-normal save-load types */ SL_WRITEBYTE = 8, SL_VEH_INCLUDE = 9, SL_ST_INCLUDE = 10, SL_END = 15 }; typedef byte SaveLoadType; ///< Save/load type. @see SaveLoadTypes /** 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) SaveLoadVersion version_from; ///< save/load the variable starting from this savegame version SaveLoadVersion 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) size_t size; ///< the sizeof size. }; /** Same as #SaveLoad but global variables are used (for better readability); */ typedef SaveLoad SaveLoadGlobVarList; /** * Storage of simple variables, references (pointers), and arrays. * @param cmd Load/save type. @see SaveLoadType * @param base Name of the class or struct containing the variable. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Storage of the data in memory and in the savegame. * @param from First savegame version that has the field. * @param to Last savegame version that has the field. * @note In general, it is better to use one of the SLE_* macros below. */ #define SLE_GENERAL(cmd, base, variable, type, length, from, to) {false, cmd, type, length, from, to, (void*)cpp_offsetof(base, variable), cpp_sizeof(base, variable)} /** * Storage of a variable in some savegame versions. * @param base Name of the class or struct containing the variable. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Storage of the data in memory and in the savegame. * @param from First savegame version that has the field. * @param to Last savegame version that has the field. */ #define SLE_CONDVAR(base, variable, type, from, to) SLE_GENERAL(SL_VAR, base, variable, type, 0, from, to) /** * Storage of a reference in some savegame versions. * @param base Name of the class or struct containing the variable. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Type of the reference, a value from #SLRefType. * @param from First savegame version that has the field. * @param to Last savegame version that has the field. */ #define SLE_CONDREF(base, variable, type, from, to) SLE_GENERAL(SL_REF, base, variable, type, 0, from, to) /** * Storage of an array in some savegame versions. * @param base Name of the class or struct containing the array. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Storage of the data in memory and in the savegame. * @param length Number of elements in the array. * @param from First savegame version that has the array. * @param to Last savegame version that has the array. */ #define SLE_CONDARR(base, variable, type, length, from, to) SLE_GENERAL(SL_ARR, base, variable, type, length, from, to) /** * Storage of a string in some savegame versions. * @param base Name of the class or struct containing the string. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Storage of the data in memory and in the savegame. * @param length Number of elements in the string (only used for fixed size buffers). * @param from First savegame version that has the string. * @param to Last savegame version that has the string. */ #define SLE_CONDSTR(base, variable, type, length, from, to) SLE_GENERAL(SL_STR, base, variable, type, length, from, to) /** * Storage of a list in some savegame versions. * @param base Name of the class or struct containing the list. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Storage of the data in memory and in the savegame. * @param from First savegame version that has the list. * @param to Last savegame version that has the list. */ #define SLE_CONDLST(base, variable, type, from, to) SLE_GENERAL(SL_LST, base, variable, type, 0, from, to) /** * Storage of a deque in some savegame versions. * @param base Name of the class or struct containing the list. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Storage of the data in memory and in the savegame. * @param from First savegame version that has the list. * @param to Last savegame version that has the list. */ #define SLE_CONDDEQUE(base, variable, type, from, to) SLE_GENERAL(SL_DEQUE, base, variable, type, 0, from, to) /** * Storage of a variable in every version of a savegame. * @param base Name of the class or struct containing the variable. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Storage of the data in memory and in the savegame. */ #define SLE_VAR(base, variable, type) SLE_CONDVAR(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION) /** * Storage of a reference in every version of a savegame. * @param base Name of the class or struct containing the variable. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Type of the reference, a value from #SLRefType. */ #define SLE_REF(base, variable, type) SLE_CONDREF(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION) /** * Storage of an array in every version of a savegame. * @param base Name of the class or struct containing the array. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Storage of the data in memory and in the savegame. * @param length Number of elements in the array. */ #define SLE_ARR(base, variable, type, length) SLE_CONDARR(base, variable, type, length, SL_MIN_VERSION, SL_MAX_VERSION) /** * Storage of a string in every savegame version. * @param base Name of the class or struct containing the string. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Storage of the data in memory and in the savegame. * @param length Number of elements in the string (only used for fixed size buffers). */ #define SLE_STR(base, variable, type, length) SLE_CONDSTR(base, variable, type, length, SL_MIN_VERSION, SL_MAX_VERSION) /** * Storage of a list in every savegame version. * @param base Name of the class or struct containing the list. * @param variable Name of the variable in the class or struct referenced by \a base. * @param type Storage of the data in memory and in the savegame. */ #define SLE_LST(base, variable, type) SLE_CONDLST(base, variable, type, SL_MIN_VERSION, SL_MAX_VERSION) /** * Empty space in every savegame version. * @param length Length of the empty space. */ #define SLE_NULL(length) SLE_CONDNULL(length, SL_MIN_VERSION, SL_MAX_VERSION) /** * Empty space in some savegame versions. * @param length Length of the empty space. * @param from First savegame version that has the empty space. * @param to Last savegame version that has the empty space. */ #define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_NOT_IN_CONFIG, length, from, to) /** Translate values ingame to different values in the savegame and vv. */ #define SLE_WRITEBYTE(base, variable) SLE_GENERAL(SL_WRITEBYTE, base, variable, 0, 0, SL_MIN_VERSION, SL_MAX_VERSION) #define SLE_VEH_INCLUDE() {false, SL_VEH_INCLUDE, 0, 0, SL_MIN_VERSION, SL_MAX_VERSION, NULL, 0} #define SLE_ST_INCLUDE() {false, SL_ST_INCLUDE, 0, 0, SL_MIN_VERSION, SL_MAX_VERSION, NULL, 0} /** End marker of a struct/class save or load. */ #define SLE_END() {false, SL_END, 0, 0, SL_MIN_VERSION, SL_MIN_VERSION, NULL, 0} /** * Storage of global simple variables, references (pointers), and arrays. * @param cmd Load/save type. @see SaveLoadType * @param variable Name of the global variable. * @param type Storage of the data in memory and in the savegame. * @param from First savegame version that has the field. * @param to Last savegame version that has the field. * @note In general, it is better to use one of the SLEG_* macros below. */ #define SLEG_GENERAL(cmd, variable, type, length, from, to) {true, cmd, type, length, from, to, (void*)&variable, sizeof(variable)} /** * Storage of a global variable in some savegame versions. * @param variable Name of the global variable. * @param type Storage of the data in memory and in the savegame. * @param from First savegame version that has the field. * @param to Last savegame version that has the field. */ #define SLEG_CONDVAR(variable, type, from, to) SLEG_GENERAL(SL_VAR, variable, type, 0, from, to) /** * Storage of a global reference in some savegame versions. * @param variable Name of the global variable. * @param type Storage of the data in memory and in the savegame. * @param from First savegame version that has the field. * @param to Last savegame version that has the field. */ #define SLEG_CONDREF(variable, type, from, to) SLEG_GENERAL(SL_REF, variable, type, 0, from, to) /** * Storage of a global array in some savegame versions. * @param variable Name of the global variable. * @param type Storage of the data in memory and in the savegame. * @param length Number of elements in the array. * @param from First savegame version that has the array. * @param to Last savegame version that has the array. */ #define SLEG_CONDARR(variable, type, length, from, to) SLEG_GENERAL(SL_ARR, variable, type, length, from, to) /** * Storage of a global string in some savegame versions. * @param variable Name of the global variable. * @param type Storage of the data in memory and in the savegame. * @param length Number of elements in the string (only used for fixed size buffers). * @param from First savegame version that has the string. * @param to Last savegame version that has the string. */ #define SLEG_CONDSTR(variable, type, length, from, to) SLEG_GENERAL(SL_STR, variable, type, length, from, to) /** * Storage of a global list in some savegame versions. * @param variable Name of the global variable. * @param type Storage of the data in memory and in the savegame. * @param from First savegame version that has the list. * @param to Last savegame version that has the list. */ #define SLEG_CONDLST(variable, type, from, to) SLEG_GENERAL(SL_LST, variable, type, 0, from, to) /** * Storage of a global variable in every savegame version. * @param variable Name of the global variable. * @param type Storage of the data in memory and in the savegame. */ #define SLEG_VAR(variable, type) SLEG_CONDVAR(variable, type, SL_MIN_VERSION, SL_MAX_VERSION) /** * Storage of a global reference in every savegame version. * @param variable Name of the global variable. * @param type Storage of the data in memory and in the savegame. */ #define SLEG_REF(variable, type) SLEG_CONDREF(variable, type, SL_MIN_VERSION, SL_MAX_VERSION) /** * Storage of a global array in every savegame version. * @param variable Name of the global variable. * @param type Storage of the data in memory and in the savegame. */ #define SLEG_ARR(variable, type) SLEG_CONDARR(variable, type, lengthof(variable), SL_MIN_VERSION, SL_MAX_VERSION) /** * Storage of a global string in every savegame version. * @param variable Name of the global variable. * @param type Storage of the data in memory and in the savegame. */ #define SLEG_STR(variable, type) SLEG_CONDSTR(variable, type, sizeof(variable), SL_MIN_VERSION, SL_MAX_VERSION) /** * Storage of a global list in every savegame version. * @param variable Name of the global variable. * @param type Storage of the data in memory and in the savegame. */ #define SLEG_LST(variable, type) SLEG_CONDLST(variable, type, SL_MIN_VERSION, SL_MAX_VERSION) /** * Empty global space in some savegame versions. * @param length Length of the empty space. * @param from First savegame version that has the empty space. * @param to Last savegame version that has the empty space. */ #define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_NOT_IN_CONFIG, length, from, to, (void*)NULL} /** End marker of global variables save or load. */ #define SLEG_END() {true, SL_END, 0, 0, SL_MIN_VERSION, SL_MIN_VERSION, NULL, 0} /** * Checks whether the savegame is below \a major.\a minor. * @param major Major number of the version to check against. * @param minor Minor number of the version to check against. If \a minor is 0 or not specified, only the major number is checked. * @return Savegame version is earlier than the specified version. */ static inline bool IsSavegameVersionBefore(SaveLoadVersion major, byte minor = 0) { extern SaveLoadVersion _sl_version; extern byte _sl_minor_version; return _sl_version < major || (minor > 0 && _sl_version == major && _sl_minor_version < minor); } /** * Checks if some version from/to combination falls within the range of the * active savegame version. * @param version_from Inclusive savegame version lower bound. * @param version_to Exclusive savegame version upper bound. SL_MAX_VERSION if no upper bound. * @return Active savegame version falls within the given range. */ static inline bool SlIsObjectCurrentlyValid(SaveLoadVersion version_from, SaveLoadVersion version_to) { extern const SaveLoadVersion 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 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 file-type * @return the SLE_FILE_* part of a variable-type description */ static inline VarType GetVarFileType(VarType type) { return type & 0xF; // GB(type, 0, 4); } /** * Check if the given saveload type is a numeric type. * @param conv the type to check * @return True if it's a numeric type. */ static inline bool IsNumericType(VarType conv) { return GetVarMemType(conv) <= SLE_VAR_U64; } /** * 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 const_cast((const 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); void NORETURN SlError(StringID string, const char *extra_msg = NULL); void NORETURN SlErrorCorrupt(const char *msg); bool SaveloadCrashWithMissingNewGRFs(); extern char _savegame_format[8]; extern bool _do_autosave; #endif /* SAVELOAD_H */