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550 lines
23 KiB
C
550 lines
23 KiB
C
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file saveload.h Functions/types related to saving and loading games. */
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#ifndef SAVELOAD_H
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#define SAVELOAD_H
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#include "../fileio_type.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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/** Save or load result codes. */
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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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/** Save or load mode. @see SaveOrLoad */
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enum SaveOrLoadMode {
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SL_INVALID = -1, ///< Invalid mode.
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SL_LOAD = 0, ///< Load game.
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SL_SAVE = 1, ///< Save game.
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SL_OLD_LOAD = 2, ///< Load old game.
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SL_PNG = 3, ///< Load PNG file (height map).
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SL_BMP = 4, ///< Load BMP file (height map).
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SL_LOAD_CHECK = 5, ///< Load for game preview.
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};
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/** Types of save games. */
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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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SGT_TTO, ///< TTO savegame
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SGT_INVALID = 0xFF ///< broken savegame (used internally)
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};
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void GenerateDefaultSaveName(char *buf, const char *last);
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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, bool threaded = true);
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void WaitTillSaved();
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void DoExitSave();
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SaveOrLoadResult SaveWithFilter(struct SaveFilter *writer, bool threaded);
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SaveOrLoadResult LoadWithFilter(struct LoadFilter *reader);
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typedef void ChunkSaveLoadProc();
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typedef void AutolengthProc(void *arg);
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/** Handlers and description of chunk. */
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struct ChunkHandler {
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uint32 id; ///< Unique ID (4 letters).
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ChunkSaveLoadProc *save_proc; ///< Save procedure of the chunk.
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ChunkSaveLoadProc *load_proc; ///< Load procedure of the chunk.
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ChunkSaveLoadProc *ptrs_proc; ///< Manipulate pointers in the chunk.
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ChunkSaveLoadProc *load_check_proc; ///< Load procedure for game preview.
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uint32 flags; ///< Flags of the chunk. @see ChunkType
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};
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struct NullStruct {
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byte null;
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};
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/** Type of reference (#SLE_REF, #SLE_CONDREF). */
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enum SLRefType {
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REF_ORDER = 0, ///< Load/save a reference to an order.
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REF_VEHICLE = 1, ///< Load/save a reference to a vehicle.
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REF_STATION = 2, ///< Load/save a reference to a station.
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REF_TOWN = 3, ///< Load/save a reference to a town.
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REF_VEHICLE_OLD = 4, ///< Load/save an old-style reference to a vehicle (for pre-4.4 savegames).
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REF_ROADSTOPS = 5, ///< Load/save a reference to a bus/truck stop.
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REF_ENGINE_RENEWS = 6, ///< Load/save a reference to an engine renewal (autoreplace).
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REF_CARGO_PACKET = 7, ///< Load/save a reference to a cargo packet.
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REF_ORDERLIST = 8, ///< Load/save a reference to an orderlist.
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};
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/** Highest possible savegame version. */
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#define SL_MAX_VERSION 255
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/** Flags of a chunk. */
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enum ChunkType {
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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, ///< Last chunk in this array.
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CH_AUTO_LENGTH = 16,
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};
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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 bits (0-3 SLE_FILE, 4-7 SLE_VAR).
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* Bits 8-15 are reserved for various flags as explained below
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*/
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enum VarTypes {
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/* 4 bits 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 bits 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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/* 1 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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/* 8 bits 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 client-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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/** Type of data saved. */
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enum SaveLoadTypes {
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SL_VAR = 0, ///< Save/load a variable.
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SL_REF = 1, ///< Save/load a reference.
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SL_ARR = 2, ///< Save/load an array.
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SL_STR = 3, ///< Save/load a string.
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SL_LST = 4, ///< Save/load a list.
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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_ST_INCLUDE = 10,
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SL_END = 15
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};
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typedef byte SaveLoadType; ///< Save/load type. @see SaveLoadTypes
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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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/**
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* Storage of simple variables, references (pointers), and arrays.
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* @param cmd Load/save type. @see SaveLoadType
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* @param base Name of the class or struct containing the variable.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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* @param from First savegame version that has the field.
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* @param to Last savegame version that has the field.
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* @note In general, it is better to use one of the SLE_* macros below.
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*/
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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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/**
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* Storage of a variable in some savegame versions.
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* @param base Name of the class or struct containing the variable.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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* @param from First savegame version that has the field.
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* @param to Last savegame version that has the field.
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*/
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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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/**
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* Storage of a reference in some savegame versions.
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* @param base Name of the class or struct containing the variable.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Type of the reference, a value from #SLRefType.
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* @param from First savegame version that has the field.
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* @param to Last savegame version that has the field.
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*/
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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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/**
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* Storage of an array in some savegame versions.
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* @param base Name of the class or struct containing the array.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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* @param length Number of elements in the array.
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* @param from First savegame version that has the array.
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* @param to Last savegame version that has the array.
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*/
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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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/**
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* Storage of a string in some savegame versions.
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* @param base Name of the class or struct containing the string.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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* @param length Number of elements in the string (only used for fixed size buffers).
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* @param from First savegame version that has the string.
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* @param to Last savegame version that has the string.
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*/
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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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/**
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* Storage of a list in some savegame versions.
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* @param base Name of the class or struct containing the list.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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* @param from First savegame version that has the list.
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* @param to Last savegame version that has the list.
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*/
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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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/**
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* Storage of a variable in every version of a savegame.
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* @param base Name of the class or struct containing the variable.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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*/
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#define SLE_VAR(base, variable, type) SLE_CONDVAR(base, variable, type, 0, SL_MAX_VERSION)
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/**
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* Storage of a reference in every version of a savegame.
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* @param base Name of the class or struct containing the variable.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Type of the reference, a value from #SLRefType.
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*/
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#define SLE_REF(base, variable, type) SLE_CONDREF(base, variable, type, 0, SL_MAX_VERSION)
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/**
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* Storage of an array in every version of a savegame.
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* @param base Name of the class or struct containing the array.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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* @param length Number of elements in the array.
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*/
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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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/**
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* Storage of a string in every savegame version.
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* @param base Name of the class or struct containing the string.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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* @param length Number of elements in the string (only used for fixed size buffers).
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*/
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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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/**
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* Storage of a list in every savegame version.
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* @param base Name of the class or struct containing the list.
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* @param variable Name of the variable in the class or struct referenced by \a base.
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* @param type Storage of the data in memory and in the savegame.
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*/
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#define SLE_LST(base, variable, type) SLE_CONDLST(base, variable, type, 0, SL_MAX_VERSION)
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/**
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* Empty space in every savegame version.
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* @param length Length of the empty space.
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*/
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#define SLE_NULL(length) SLE_CONDNULL(length, 0, SL_MAX_VERSION)
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/**
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* Empty space in some savegame versions.
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* @param length Length of the empty space.
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* @param from First savegame version that has the empty space.
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* @param to Last savegame version that has the empty space.
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*/
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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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#define SLE_VEH_INCLUDE() {false, SL_VEH_INCLUDE, 0, 0, 0, SL_MAX_VERSION, NULL}
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#define SLE_ST_INCLUDE() {false, SL_ST_INCLUDE, 0, 0, 0, SL_MAX_VERSION, NULL}
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/** End marker of a struct/class save or load. */
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#define SLE_END() {false, SL_END, 0, 0, 0, 0, NULL}
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/**
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* Storage of global simple variables, references (pointers), and arrays.
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* @param cmd Load/save type. @see SaveLoadType
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
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* @param from First savegame version that has the field.
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* @param to Last savegame version that has the field.
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* @note In general, it is better to use one of the SLEG_* macros below.
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*/
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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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/**
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* Storage of a global variable in some savegame versions.
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
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* @param from First savegame version that has the field.
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* @param to Last savegame version that has the field.
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*/
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#define SLEG_CONDVAR(variable, type, from, to) SLEG_GENERAL(SL_VAR, variable, type, 0, from, to)
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/**
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* Storage of a global reference in some savegame versions.
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
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* @param from First savegame version that has the field.
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* @param to Last savegame version that has the field.
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*/
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#define SLEG_CONDREF(variable, type, from, to) SLEG_GENERAL(SL_REF, variable, type, 0, from, to)
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/**
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* Storage of a global array in some savegame versions.
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
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* @param length Number of elements in the array.
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* @param from First savegame version that has the array.
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* @param to Last savegame version that has the array.
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*/
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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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/**
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* Storage of a global string in some savegame versions.
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
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* @param length Number of elements in the string (only used for fixed size buffers).
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* @param from First savegame version that has the string.
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* @param to Last savegame version that has the string.
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*/
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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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/**
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* Storage of a global list in some savegame versions.
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
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* @param from First savegame version that has the list.
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* @param to Last savegame version that has the list.
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*/
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#define SLEG_CONDLST(variable, type, from, to) SLEG_GENERAL(SL_LST, variable, type, 0, from, to)
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/**
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* Storage of a global variable in every savegame version.
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
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*/
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#define SLEG_VAR(variable, type) SLEG_CONDVAR(variable, type, 0, SL_MAX_VERSION)
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/**
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* Storage of a global reference in every savegame version.
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* @param variable Name of the global variable.
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* @param type Storage of the data in memory and in the savegame.
|
|
*/
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#define SLEG_REF(variable, type) SLEG_CONDREF(variable, type, 0, SL_MAX_VERSION)
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|
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|
/**
|
|
* Storage of a global array in every savegame version.
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* @param variable Name of the global variable.
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|
* @param type Storage of the data in memory and in the savegame.
|
|
*/
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#define SLEG_ARR(variable, type) SLEG_CONDARR(variable, type, lengthof(variable), 0, SL_MAX_VERSION)
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|
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|
/**
|
|
* 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.
|
|
*/
|
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#define SLEG_STR(variable, type) SLEG_CONDSTR(variable, type, lengthof(variable), 0, SL_MAX_VERSION)
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|
|
|
/**
|
|
* 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, 0, SL_MAX_VERSION)
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|
|
|
/**
|
|
* 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_CONFIG_NO, length, from, to, (void*)NULL}
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|
|
|
/** End marker of global variables save or load. */
|
|
#define SLEG_END() {true, SL_END, 0, 0, 0, 0, NULL}
|
|
|
|
/**
|
|
* 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(uint16 major, byte minor = 0)
|
|
{
|
|
extern uint16 _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 Lowest version number that falls within the range.
|
|
* @param version_to Highest version number that falls within the range.
|
|
* @return Active savegame version falls within the given range.
|
|
*/
|
|
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 file-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);
|
|
}
|
|
|
|
/**
|
|
* 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 (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 SlErrorCorrupt(const char *msg);
|
|
|
|
bool SaveloadCrashWithMissingNewGRFs();
|
|
|
|
extern char _savegame_format[8];
|
|
extern bool _do_autosave;
|
|
|
|
#endif /* SAVELOAD_H */
|