summaryrefslogtreecommitdiff
path: root/src/saveload.h
blob: f32f15222b02795b5f06fc427b48e7f6f90881e6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
/* $Id$ */

/** @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
};

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;
	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,
};

#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
	SLE_VAR_NAME  = 14 << 4, ///< old custom name to be converted to a char pointer
	/* 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,
	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 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 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_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)

/* The same as the ones at the top, only the offset is given directly; used for unions */
#define SLE_GENERALX(cmd, offset, type, length, param1, param2) {false, cmd, type, length, param1, param2, (void*)(offset)}
#define SLE_CONDVARX(offset, type, from, to) SLE_GENERALX(SL_VAR, offset, type, 0, from, to)
#define SLE_CONDARRX(offset, type, length, from, to) SLE_GENERALX(SL_ARR, offset, type, length, from, to)
#define SLE_CONDREFX(offset, type, from, to) SLE_GENERALX(SL_REF, offset, type, 0, 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, 0, something, 0)
#define SLE_VEH_INCLUDEX() SLE_GENERALX(SL_VEH_INCLUDE, 0, 0, 0, 0, SL_MAX_VERSION)

/* 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);

#endif /* SAVELOAD_H */