mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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217 lines
7.8 KiB
C
217 lines
7.8 KiB
C
#ifndef SAVELOAD_H
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#define SAVELOAD_H
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#include <setjmp.h>
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typedef 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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} SaveOrLoadResult;
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typedef 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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} SaveOrLoadMode;
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SaveOrLoadResult SaveOrLoad(const char *filename, int mode);
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typedef void ChunkSaveLoadProc(void);
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typedef void AutolengthProc(void *arg);
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typedef struct SaveLoadGlobVarList {
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void *address;
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byte conv;
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byte from_version;
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byte to_version;
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} SaveLoadGlobVarList;
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typedef struct {
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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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} ChunkHandler;
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typedef struct {
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byte null;
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} NullStruct;
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typedef void WriterProc(uint len);
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typedef uint ReaderProc(void);
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typedef 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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} SLRefType;
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typedef uint ReferenceToIntProc(const void *obj, SLRefType rt);
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typedef void *IntToReferenceProc(uint index, SLRefType rt);
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typedef struct SaveLoad SaveLoad;
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/** The saveload struct, containing reader-writer functions, bufffer, version, etc. */
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typedef struct {
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bool save; /// are we doing a save or a load atm. True when saving
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byte need_length; /// ???
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byte block_mode; /// ???
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bool error; /// did an error occur or not
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byte version; /// the major savegame version identifier
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uint16 full_version; /// the full version of the savegame
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int obj_len; /// the length of the current object we are busy with
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int array_index, last_array_index; /// in the case of an array, the current and last positions
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uint32 offs_base; /// the offset in number of bytes since we started writing data (eg uncompressed savegame size)
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WriterProc *write_bytes; /// savegame writer function
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ReaderProc *read_bytes; /// savegame loader function
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ReferenceToIntProc *ref_to_int_proc; /// function to convert pointers to numbers when saving a game
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IntToReferenceProc *int_to_ref_proc; /// function to convert numbers to pointers when loading a game
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const ChunkHandler* const *chs; /// the chunk of data that is being processed atm (vehicles, signs, etc.)
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const SaveLoad* const *includes; /// the internal layouf of the given chunk
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/** When saving/loading savegames, they are always saved to a temporary memory-place
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* to be flushed to file (save) or to final place (load) when full. */
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byte *bufp, *bufe; /// bufp(ointer) gives the current position in the buffer bufe(nd) gives the end of the buffer
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// these 3 may be used by compressor/decompressors.
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byte *buf; /// pointer to temporary memory to read/write, initialized by SaveLoadFormat->initread/write
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uint bufsize; /// the size of the temporary memory *buf
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FILE *fh; /// the file from which is read or written to
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void (*excpt_uninit)(void); /// the function to execute on any encountered error
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const char *excpt_msg; /// the error message
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jmp_buf excpt; /// @todo used to jump to "exception handler"; really ugly
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} SaverLoader;
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extern SaverLoader _sl;
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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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typedef enum VarTypes {
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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,
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// SLE_FILE_IVAR = 8,
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// SLE_FILE_UVAR = 9,
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SLE_VAR_I8 = 0 << 4,
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SLE_VAR_U8 = 1 << 4,
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SLE_VAR_I16 = 2 << 4,
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SLE_VAR_U16 = 3 << 4,
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SLE_VAR_I32 = 4 << 4,
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SLE_VAR_U32 = 5 << 4,
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SLE_VAR_I64 = 6 << 4,
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SLE_VAR_U64 = 7 << 4,
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SLE_VAR_NULL = 8 << 4, // useful to write zeros in savegame.
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SLE_VAR_INT = SLE_VAR_I32,
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SLE_VAR_UINT = SLE_VAR_U32,
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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_STRINGID = SLE_FILE_STRINGID | SLE_VAR_U16,
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} 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_CONDVAR = 0 | (1 << 2), // 4
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SL_CONDREF = 1 | (1 << 2), // 5
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SL_CONDARR = 2 | (1 << 2), // 6
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// non-normal save-load types
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SL_WRITEBYTE = 8,
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SL_INCLUDE = 9,
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SL_END = 15
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};
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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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byte cmd; /// the action to take with the saved/loaded type, All types need different action
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VarType type; /// type of the variable to be saved, int
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uint16 offset; /// offset of this variable in the struct (max offset is 65536)
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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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};
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/* Simple variables, references (pointers) and arrays */
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#define SLE_VAR(base, variable, type) {SL_VAR, type, offsetof(base, variable), 0, 0, 0}
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#define SLE_REF(base, variable, type) {SL_REF, type, offsetof(base, variable), 0, 0, 0}
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#define SLE_ARR(base, variable, type, length) {SL_ARR, type, offsetof(base, variable), length, 0, 0}
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/* Conditional variables, references (pointers) and arrays that are only valid for certain savegame versions */
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#define SLE_CONDVAR(base, variable, type, from, to) {SL_CONDVAR, type, offsetof(base, variable), 0, from, to}
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#define SLE_CONDREF(base, variable, type, from, to) {SL_CONDREF, type, offsetof(base, variable), 0, from, to}
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#define SLE_CONDARR(base, variable, type, length, from, to) {SL_CONDARR, type, offsetof(base, variable), 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, game_value, file_value) {SL_WRITEBYTE, 0, offsetof(base, variable), 0, game_value, file_value}
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/* Load common code and put it into each struct (currently only for vehicles */
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#define SLE_INCLUDE(base, variable, include_index) {SL_INCLUDE, 0, offsetof(base, variable), 0, include_index, 0}
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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_VARX(offset, type) {SL_VAR, type, offset, 0, 0, 0}
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#define SLE_REFX(offset, type) {SL_REF, type, offset, 0, 0, 0}
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#define SLE_CONDVARX(offset, type, from, to) {SL_CONDVAR, type, offset, 0, from, to}
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#define SLE_CONDREFX(offset, type, from, to) {SL_CONDREF, type, offset, 0, from, to}
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#define SLE_WRITEBYTEX(offset, something) {SL_WRITEBYTE, 0, offset, 0, something, 0}
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#define SLE_INCLUDEX(offset, type) {SL_INCLUDE, type, offset, 0, 0, 0}
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/* End marker */
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#define SLE_END() {SL_END, 0, 0, 0, 0, 0}
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void SlSetArrayIndex(uint index);
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int SlIterateArray(void);
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void SlArray(void *array, uint length, VarType conv);
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void SlObject(void *object, const SaveLoad *desc);
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void SlAutolength(AutolengthProc *proc, void *arg);
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uint SlGetFieldLength(void);
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int SlReadByte(void);
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void SlSetLength(size_t length);
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void SlWriteByte(byte b);
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void SlGlobList(const SaveLoadGlobVarList *desc);
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#endif /* SAVELOAD_H */
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