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OpenTTD-patches/src/sl/saveload_types.h

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C++

/*
* 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_common.h Common functions/types for saving and loading games. */
#ifndef SL_SAVELOAD_TYPES_H
#define SL_SAVELOAD_TYPES_H
#include "saveload_common.h"
#include "extended_ver_sl.h"
/**
* 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_END = 0, ///< Used to mark end-of-header in tables.
SLE_FILE_I8 = 1,
SLE_FILE_U8 = 2,
SLE_FILE_I16 = 3,
SLE_FILE_U16 = 4,
SLE_FILE_I32 = 5,
SLE_FILE_U32 = 6,
SLE_FILE_I64 = 7,
SLE_FILE_U64 = 8,
SLE_FILE_STRINGID = 9, ///< StringID offset into strings-array
SLE_FILE_STRING = 10,
SLE_FILE_STRUCT = 11,
/* End of values storable in save games */
SLE_FILE_TABLE_END = 12,
SLE_FILE_VEHORDERID = 12,
SLE_FILE_TYPE_MASK = 0xF, ///< Mask to get the file-type (and not any flags).
SLE_FILE_HAS_LENGTH_FIELD = 1 << 4, ///< Bit stored in savegame to indicate field has a length field for each entry.
/* 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_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 std::string
SLE_VAR_CNAME = 15 << 4, ///< old custom name to be converted to a char pointer
/* 0 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_STRING = SLE_FILE_STRING | SLE_VAR_STR,
SLE_STRINGQUOTE = SLE_FILE_STRING | SLE_VAR_STRQ,
SLE_NAME = SLE_FILE_STRINGID | SLE_VAR_NAME,
SLE_CNAME = SLE_FILE_STRINGID | SLE_VAR_CNAME,
SLE_VEHORDERID = SLE_FILE_VEHORDERID | SLE_VAR_U16,
/* Shortcut values */
SLE_UINT = SLE_UINT32,
SLE_INT = SLE_INT32,
SLE_STRB = SLE_STRINGBUF,
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_ALLOW_CONTROL = 1 << 8, ///< Allow control codes in the strings.
SLF_ALLOW_NEWLINE = 1 << 9, ///< Allow new lines in the strings.
};
typedef uint32_t 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 a fixed-size array of #SL_VAR elements.
SL_STR = 3, ///< Save/load a string.
SL_REFLIST = 4, ///< Save/load a list of #SL_REF elements.
SL_RING = 5, ///< Save/load a ring of #SL_VAR elements.
SL_VEC = 6, ///< Save/load a vector of #SL_REF elements.
SL_STDSTR = 7, ///< Save/load a std::string.
/* non-normal save-load types */
SL_WRITEBYTE = 8,
SL_VEH_INCLUDE = 9,
SL_ST_INCLUDE = 10,
SL_PTRRING = 13, ///< Save/load a ring of #SL_REF elements.
SL_VARVEC = 14, ///< Save/load a primitive type vector.
};
typedef uint8_t 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_t 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.
SlXvFeatureTest ext_feature_test; ///< extended feature test
};
enum NamedSaveLoadFlags : uint8_t {
NSLF_NONE = 0,
NSLF_TABLE_ONLY = 1 << 0,
};
DECLARE_ENUM_AS_BIT_SET(NamedSaveLoadFlags)
/** Named SaveLoad type struct, for use in tables */
struct NamedSaveLoad {
const char *name; ///< the name (for use in table chunks)
SaveLoad save_load; ///< SaveLoad type struct
NamedSaveLoadFlags nsl_flags; ///< Flags
};
inline constexpr NamedSaveLoad NSL(const char *name, SaveLoad save_load)
{
return { name, save_load, NSLF_NONE };
}
inline constexpr NamedSaveLoad NSLT(const char *name, SaveLoad save_load)
{
return { name, save_load, NSLF_TABLE_ONLY };
}
using NamedSaveLoadTable = std::span<const NamedSaveLoad>;
#endif /* SL_SAVELOAD_TYPES_H */