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/* $Id$ */
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/** @file saveload.h */
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#ifndef SAVELOAD_H
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#define SAVELOAD_H
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#include "fileio.h"
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#ifdef SIZE_MAX
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#undef SIZE_MAX
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#endif
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#define SIZE_MAX ((size_t)-1)
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enum SaveOrLoadResult {
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SL_OK = 0, ///< completed successfully
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SL_ERROR = 1, ///< error that was caught before internal structures were modified
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SL_REINIT = 2, ///< error that was caught in the middle of updating game state, need to clear it. (can only happen during load)
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};
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enum SaveOrLoadMode {
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SL_INVALID = -1,
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SL_LOAD = 0,
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SL_SAVE = 1,
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SL_OLD_LOAD = 2,
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(svn r5946) -Add: merged the TGP branch to mainline. TGP adds:
- New optional landscape generator (TerraGenesis Perlin)
- Load heightmaps (either BMP or PNG)
- Progress dialog while generating worlds (no longer a 'hanging' screen)
- New dialogs for NewGame, Create Scenario and Play Heightmap
- Easier to configure your landscape
- More things to configure (tree-placer, ..)
- Speedup of world generation
- New console command 'restart': restart the map EXACTLY as it was when you
first started it (needs a game made after or with this commit)
- New console command 'getseed': get the seed of your map and share it with
others (of course only works with generated maps)
- Many new, world generation related, things
- Many internal cleanups and rewrites
Many tnx to those people who helped making this:
Belugas, DaleStan, glx, KUDr, RichK67, Rubidium, and TrueLight (alfabetic)
Many tnx to those who helped testing:
Arnau, Bjarni, and tokai (alfabetic)
And to all other people who helped testing and sending comments / bugs
Stats: 673 lines changed, 3534 new lines, 79 new strings
18 years ago
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SL_PNG = 3,
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SL_BMP = 4,
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};
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enum SavegameType {
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SGT_TTD, ///< TTD savegame (can be detected incorrectly)
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SGT_TTDP1, ///< TTDP savegame ( -//- ) (data at NW border)
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SGT_TTDP2, ///< TTDP savegame in new format (data at SE border)
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SGT_OTTD ///< OTTD savegame
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};
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void SetSaveLoadError(uint16 str);
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const char *GetSaveLoadErrorString();
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SaveOrLoadResult SaveOrLoad(const char *filename, int mode, Subdirectory sb);
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void WaitTillSaved();
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void DoExitSave();
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typedef void ChunkSaveLoadProc();
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typedef void AutolengthProc(void *arg);
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struct ChunkHandler {
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uint32 id;
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ChunkSaveLoadProc *save_proc;
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ChunkSaveLoadProc *load_proc;
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uint32 flags;
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};
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struct NullStruct {
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byte null;
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};
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enum SLRefType {
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REF_ORDER = 0,
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REF_VEHICLE = 1,
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REF_STATION = 2,
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REF_TOWN = 3,
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REF_VEHICLE_OLD = 4,
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REF_ROADSTOPS = 5,
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REF_ENGINE_RENEWS = 6,
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REF_CARGO_PACKET = 7,
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};
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#define SL_MAX_VERSION 255
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enum {
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INC_VEHICLE_COMMON = 0,
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};
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enum {
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CH_RIFF = 0,
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CH_ARRAY = 1,
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CH_SPARSE_ARRAY = 2,
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CH_TYPE_MASK = 3,
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CH_LAST = 8,
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CH_AUTO_LENGTH = 16,
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CH_PRI_0 = 0 << 4,
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CH_PRI_1 = 1 << 4,
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CH_PRI_2 = 2 << 4,
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CH_PRI_3 = 3 << 4,
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CH_PRI_SHL = 4,
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CH_NUM_PRI_LEVELS = 4,
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};
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/** VarTypes is the general bitmasked magic type that tells us
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* certain characteristics about the variable it refers to. For example
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* SLE_FILE_* gives the size(type) as it would be in the savegame and
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* SLE_VAR_* the size(type) as it is in memory during runtime. These are
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* the first 8 bytes (0-3 SLE_FILE, 4-7 SLE_VAR).
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* Bytes 8-15 are reserved for various flags as explained below */
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enum VarTypes {
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/* 4 bytes allocated a maximum of 16 types for NumberType */
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SLE_FILE_I8 = 0,
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SLE_FILE_U8 = 1,
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SLE_FILE_I16 = 2,
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SLE_FILE_U16 = 3,
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SLE_FILE_I32 = 4,
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SLE_FILE_U32 = 5,
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SLE_FILE_I64 = 6,
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SLE_FILE_U64 = 7,
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SLE_FILE_STRINGID = 8, ///< StringID offset into strings-array
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SLE_FILE_STRING = 9,
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/* 6 more possible file-primitives */
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/* 4 bytes allocated a maximum of 16 types for NumberType */
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SLE_VAR_BL = 0 << 4,
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SLE_VAR_I8 = 1 << 4,
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SLE_VAR_U8 = 2 << 4,
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SLE_VAR_I16 = 3 << 4,
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SLE_VAR_U16 = 4 << 4,
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SLE_VAR_I32 = 5 << 4,
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SLE_VAR_U32 = 6 << 4,
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SLE_VAR_I64 = 7 << 4,
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SLE_VAR_U64 = 8 << 4,
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SLE_VAR_NULL = 9 << 4, ///< useful to write zeros in savegame.
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SLE_VAR_STRB = 10 << 4, ///< string (with pre-allocated buffer)
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SLE_VAR_STRBQ = 11 << 4, ///< string enclosed in quotes (with pre-allocated buffer)
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SLE_VAR_STR = 12 << 4, ///< string pointer
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SLE_VAR_STRQ = 13 << 4, ///< string pointer enclosed in quotes
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SLE_VAR_NAME = 14 << 4, ///< old custom name to be converted to a char pointer
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/* 2 more possible memory-primitives */
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/* Shortcut values */
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SLE_VAR_CHAR = SLE_VAR_I8,
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/* Default combinations of variables. As savegames change, so can variables
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* and thus it is possible that the saved value and internal size do not
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* match and you need to specify custom combo. The defaults are listed here */
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SLE_BOOL = SLE_FILE_I8 | SLE_VAR_BL,
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SLE_INT8 = SLE_FILE_I8 | SLE_VAR_I8,
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SLE_UINT8 = SLE_FILE_U8 | SLE_VAR_U8,
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SLE_INT16 = SLE_FILE_I16 | SLE_VAR_I16,
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SLE_UINT16 = SLE_FILE_U16 | SLE_VAR_U16,
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SLE_INT32 = SLE_FILE_I32 | SLE_VAR_I32,
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SLE_UINT32 = SLE_FILE_U32 | SLE_VAR_U32,
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SLE_INT64 = SLE_FILE_I64 | SLE_VAR_I64,
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SLE_UINT64 = SLE_FILE_U64 | SLE_VAR_U64,
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SLE_CHAR = SLE_FILE_I8 | SLE_VAR_CHAR,
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SLE_STRINGID = SLE_FILE_STRINGID | SLE_VAR_U16,
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SLE_STRINGBUF = SLE_FILE_STRING | SLE_VAR_STRB,
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SLE_STRINGBQUOTE = SLE_FILE_STRING | SLE_VAR_STRBQ,
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SLE_STRING = SLE_FILE_STRING | SLE_VAR_STR,
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SLE_STRINGQUOTE = SLE_FILE_STRING | SLE_VAR_STRQ,
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SLE_NAME = SLE_FILE_STRINGID | SLE_VAR_NAME,
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/* Shortcut values */
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SLE_UINT = SLE_UINT32,
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SLE_INT = SLE_INT32,
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SLE_STRB = SLE_STRINGBUF,
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SLE_STRBQ = SLE_STRINGBQUOTE,
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SLE_STR = SLE_STRING,
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SLE_STRQ = SLE_STRINGQUOTE,
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(svn r3719) - [1/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. This first part rewrites the configuration section to use the SaveLoad VarType in general.
- This unified structure consists of a SaveLoad type which stores all data relevant about the variable internals such as type, mem/filesize, address, version-control. The SettingDesc type is concerned more about the representation. Things like default value, string-name, minimum/maximum values, gui-behaviour etc.
- The SaveLoad type has received a few flags controlling saving/loading. These are:
SLF_SAVE_NO: the setting is not saved with the savegame, effectively making this setting player-based. Eg. it will NOT be overwritten when joining a network-game
SLF_CONFIG_NO: the setting is not saved to the configuration file so you cannot overwrite it ingame.
SLF_NETWORK_NO: the setting is not synchronised with the local settings when the game is loaded during network-play. Note that when SLF_SAVE_NO is set, SLF_NETWORK_NO is also set (which is logical), at least if the proper macros are used (in [2/4]).
- NOTE! The game is not compilable after this commit.
19 years ago
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/* 8 bytes allocated for a maximum of 8 flags
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* Flags directing saving/loading of a variable */
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SLF_SAVE_NO = 1 << 8, ///< do not save with savegame, basically player-based
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SLF_CONFIG_NO = 1 << 9, ///< do not save to config file
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SLF_NETWORK_NO = 1 << 10, ///< do not synchronize over network (but it is saved if SSF_SAVE_NO is not set)
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/* 5 more possible flags */
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};
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typedef uint32 VarType;
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enum SaveLoadTypes {
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SL_VAR = 0,
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SL_REF = 1,
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SL_ARR = 2,
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SL_STR = 3,
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SL_LST = 4,
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// non-normal save-load types
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SL_WRITEBYTE = 8,
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SL_VEH_INCLUDE = 9,
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SL_END = 15
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};
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typedef byte SaveLoadType;
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/** SaveLoad type struct. Do NOT use this directly but use the SLE_ macros defined just below! */
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struct SaveLoad {
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bool global; ///< should we load a global variable or a non-global one
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SaveLoadType cmd; ///< the action to take with the saved/loaded type, All types need different action
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VarType conv; ///< type of the variable to be saved, int
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uint16 length; ///< (conditional) length of the variable (eg. arrays) (max array size is 65536 elements)
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uint16 version_from; ///< save/load the variable starting from this savegame version
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uint16 version_to; ///< save/load the variable until this savegame version
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/* NOTE: This element either denotes the address of the variable for a global
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* variable, or the offset within a struct which is then bound to a variable
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* during runtime. Decision on which one to use is controlled by the function
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* that is called to save it. address: global=true, offset: global=false */
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void *address; ///< address of variable OR offset of variable in the struct (max offset is 65536)
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};
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/* Same as SaveLoad but global variables are used (for better readability); */
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typedef SaveLoad SaveLoadGlobVarList;
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/* Simple variables, references (pointers) and arrays */
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#define SLE_GENERAL(cmd, base, variable, type, length, from, to) {false, cmd, type, length, from, to, (void*)cpp_offsetof(base, variable)}
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#define SLE_CONDVAR(base, variable, type, from, to) SLE_GENERAL(SL_VAR, base, variable, type, 0, from, to)
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#define SLE_CONDREF(base, variable, type, from, to) SLE_GENERAL(SL_REF, base, variable, type, 0, from, to)
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#define SLE_CONDARR(base, variable, type, length, from, to) SLE_GENERAL(SL_ARR, base, variable, type, length, from, to)
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#define SLE_CONDSTR(base, variable, type, length, from, to) SLE_GENERAL(SL_STR, base, variable, type, length, from, to)
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#define SLE_CONDLST(base, variable, type, from, to) SLE_GENERAL(SL_LST, base, variable, type, 0, from, to)
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#define SLE_VAR(base, variable, type) SLE_CONDVAR(base, variable, type, 0, SL_MAX_VERSION)
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#define SLE_REF(base, variable, type) SLE_CONDREF(base, variable, type, 0, SL_MAX_VERSION)
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#define SLE_ARR(base, variable, type, length) SLE_CONDARR(base, variable, type, length, 0, SL_MAX_VERSION)
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#define SLE_STR(base, variable, type, length) SLE_CONDSTR(base, variable, type, length, 0, SL_MAX_VERSION)
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#define SLE_LST(base, variable, type) SLE_CONDLST(base, variable, type, 0, SL_MAX_VERSION)
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#define SLE_CONDNULL(length, from, to) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to)
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/* Translate values ingame to different values in the savegame and vv */
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#define SLE_WRITEBYTE(base, variable, value) SLE_GENERAL(SL_WRITEBYTE, base, variable, 0, 0, value, value)
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/* The same as the ones at the top, only the offset is given directly; used for unions */
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#define SLE_GENERALX(cmd, offset, type, length, param1, param2) {false, cmd, type, length, param1, param2, (void*)(offset)}
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#define SLE_CONDVARX(offset, type, from, to) SLE_GENERALX(SL_VAR, offset, type, 0, from, to)
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#define SLE_CONDARRX(offset, type, length, from, to) SLE_GENERALX(SL_ARR, offset, type, length, from, to)
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#define SLE_CONDREFX(offset, type, from, to) SLE_GENERALX(SL_REF, offset, type, 0, from, to)
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#define SLE_VARX(offset, type) SLE_CONDVARX(offset, type, 0, SL_MAX_VERSION)
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#define SLE_REFX(offset, type) SLE_CONDREFX(offset, type, 0, SL_MAX_VERSION)
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#define SLE_WRITEBYTEX(offset, something) SLE_GENERALX(SL_WRITEBYTE, offset, 0, 0, something, 0)
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#define SLE_VEH_INCLUDEX() SLE_GENERALX(SL_VEH_INCLUDE, 0, 0, 0, 0, SL_MAX_VERSION)
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/* End marker */
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#define SLE_END() {false, SL_END, 0, 0, 0, 0, NULL}
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/* Simple variables, references (pointers) and arrays, but for global variables */
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#define SLEG_GENERAL(cmd, variable, type, length, from, to) {true, cmd, type, length, from, to, (void*)&variable}
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#define SLEG_CONDVAR(variable, type, from, to) SLEG_GENERAL(SL_VAR, variable, type, 0, from, to)
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#define SLEG_CONDREF(variable, type, from, to) SLEG_GENERAL(SL_REF, variable, type, 0, from, to)
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#define SLEG_CONDARR(variable, type, length, from, to) SLEG_GENERAL(SL_ARR, variable, type, length, from, to)
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#define SLEG_CONDSTR(variable, type, length, from, to) SLEG_GENERAL(SL_STR, variable, type, length, from, to)
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#define SLEG_CONDLST(variable, type, from, to) SLEG_GENERAL(SL_LST, variable, type, 0, from, to)
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#define SLEG_VAR(variable, type) SLEG_CONDVAR(variable, type, 0, SL_MAX_VERSION)
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#define SLEG_REF(variable, type) SLEG_CONDREF(variable, type, 0, SL_MAX_VERSION)
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#define SLEG_ARR(variable, type) SLEG_CONDARR(variable, type, lengthof(variable), 0, SL_MAX_VERSION)
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#define SLEG_STR(variable, type) SLEG_CONDSTR(variable, type, lengthof(variable), 0, SL_MAX_VERSION)
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#define SLEG_LST(variable, type) SLEG_CONDLST(variable, type, 0, SL_MAX_VERSION)
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#define SLEG_CONDNULL(length, from, to) {true, SL_ARR, SLE_FILE_U8 | SLE_VAR_NULL | SLF_CONFIG_NO, length, from, to, (void*)NULL}
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#define SLEG_END() {true, SL_END, 0, 0, 0, 0, NULL}
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/** Checks if the savegame is below major.minor.
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*/
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static inline bool CheckSavegameVersionOldStyle(uint16 major, byte minor)
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{
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extern uint16 _sl_version;
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extern byte _sl_minor_version;
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return (_sl_version < major) || (_sl_version == major && _sl_minor_version < minor);
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}
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/** Checks if the savegame is below version.
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*/
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static inline bool CheckSavegameVersion(uint16 version)
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{
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extern uint16 _sl_version;
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return _sl_version < version;
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}
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/** Checks if some version from/to combination falls within the range of the
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* active savegame version */
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static inline bool SlIsObjectCurrentlyValid(uint16 version_from, uint16 version_to)
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{
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extern const uint16 SAVEGAME_VERSION;
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if (SAVEGAME_VERSION < version_from || SAVEGAME_VERSION > version_to) return false;
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return true;
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}
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/* Get the NumberType of a setting. This describes the integer type
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* as it is represented in memory
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* @param type VarType holding information about the variable-type
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* @return return the SLE_VAR_* part of a variable-type description */
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static inline VarType GetVarMemType(VarType type)
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{
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return type & 0xF0; // GB(type, 4, 4) << 4;
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}
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/* Get the FileType of a setting. This describes the integer type
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* as it is represented in a savegame/file
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* @param type VarType holding information about the variable-type
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* @param return the SLE_FILE_* part of a variable-type description */
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static inline VarType GetVarFileType(VarType type)
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{
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return type & 0xF; // GB(type, 0, 4);
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}
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/** Get the address of the variable. Which one to pick depends on the object
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* pointer. If it is NULL we are dealing with global variables so the address
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* is taken. If non-null only the offset is stored in the union and we need
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* to add this to the address of the object */
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static inline void *GetVariableAddress(const void *object, const SaveLoad *sld)
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{
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return (byte*)object + (ptrdiff_t)sld->address;
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}
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int64 ReadValue(const void *ptr, VarType conv);
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void WriteValue(void *ptr, VarType conv, int64 val);
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void SlSetArrayIndex(uint index);
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int SlIterateArray();
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void SlAutolength(AutolengthProc *proc, void *arg);
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uint SlGetFieldLength();
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void SlSetLength(size_t length);
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size_t SlCalcObjMemberLength(const void *object, const SaveLoad *sld);
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byte SlReadByte();
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void SlWriteByte(byte b);
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void SlGlobList(const SaveLoadGlobVarList *sldg);
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void SlArray(void *array, uint length, VarType conv);
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void SlObject(void *object, const SaveLoad *sld);
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bool SlObjectMember(void *object, const SaveLoad *sld);
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#endif /* SAVELOAD_H */
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