mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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ec9a920aab
-Codechange: Remove LAST_GRF_SLOT and MAX_NEWGRFS. Now NETWORK_MAX_GRF_COUNT is the only constant to specify the maximum number of non-static NewGRF. -Codechange: Increase the number of file slots, effectively increasing the maximum number of static NewGRF and baseset GRFs.
225 lines
5.9 KiB
C++
225 lines
5.9 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 fios.h Declarations for savegames operations */
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#ifndef FIOS_H
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#define FIOS_H
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#include "gfx_type.h"
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#include "company_base.h"
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#include "newgrf_config.h"
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#include "network/core/tcp_content.h"
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typedef SmallMap<uint, CompanyProperties *> CompanyPropertiesMap;
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/**
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* Container for loading in mode SL_LOAD_CHECK.
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*/
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struct LoadCheckData {
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bool checkable; ///< True if the savegame could be checked by SL_LOAD_CHECK. (Old savegames are not checkable.)
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StringID error; ///< Error message from loading. INVALID_STRING_ID if no error.
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char *error_data; ///< Data to pass to SetDParamStr when displaying #error.
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uint32 map_size_x, map_size_y;
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Date current_date;
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GameSettings settings;
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CompanyPropertiesMap companies; ///< Company information.
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GRFConfig *grfconfig; ///< NewGrf configuration from save.
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GRFListCompatibility grf_compatibility; ///< Summary state of NewGrfs, whether missing files or only compatible found.
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struct LoggedAction *gamelog_action; ///< Gamelog actions
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uint gamelog_actions; ///< Number of gamelog actions
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LoadCheckData() : error_data(NULL), grfconfig(NULL),
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grf_compatibility(GLC_NOT_FOUND), gamelog_action(NULL), gamelog_actions(0)
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{
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this->Clear();
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}
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/**
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* Don't leak memory at program exit
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*/
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~LoadCheckData()
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{
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this->Clear();
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}
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/**
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* Check whether loading the game resulted in errors.
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* @return true if errors were encountered.
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*/
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bool HasErrors()
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{
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return this->checkable && this->error != INVALID_STRING_ID;
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}
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/**
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* Check whether the game uses any NewGrfs.
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* @return true if NewGrfs are used.
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*/
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bool HasNewGrfs()
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{
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return this->checkable && this->error == INVALID_STRING_ID && this->grfconfig != NULL;
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}
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void Clear();
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};
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extern LoadCheckData _load_check_data;
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enum FileSlots {
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/**
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* Slot used for the GRF scanning and such.
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* This slot is used for all temporary accesses to files when scanning/testing files,
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* and thus cannot be used for files, which are continuously accessed during a game.
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*/
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CONFIG_SLOT = 0,
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/** Slot for the sound. */
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SOUND_SLOT = 1,
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/** First slot usable for (New)GRFs used during the game. */
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FIRST_GRF_SLOT = 2,
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/** Maximum number of slots. */
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MAX_FILE_SLOTS = 128,
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};
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/** Deals with finding savegames */
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struct FiosItem {
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FiosType type;
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uint64 mtime;
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char title[64];
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char name[MAX_PATH];
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};
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/** List of file information. */
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class FileList {
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public:
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~FileList();
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/**
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* Construct a new entry in the file list.
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* @return Pointer to the new items to be initialized.
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*/
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inline FiosItem *Append()
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{
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return this->files.Append();
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}
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/**
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* Get the number of files in the list.
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* @return The number of files stored in the list.
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*/
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inline uint Length() const
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{
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return this->files.Length();
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}
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/**
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* Get a pointer to the first file information.
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* @return Address of the first file information.
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*/
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inline const FiosItem *Begin() const
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{
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return this->files.Begin();
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}
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/**
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* Get a pointer behind the last file information.
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* @return Address behind the last file information.
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*/
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inline const FiosItem *End() const
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{
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return this->files.End();
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}
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/**
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* Get a pointer to the indicated file information. File information must exist.
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* @return Address of the indicated existing file information.
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*/
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inline const FiosItem *Get(uint index) const
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{
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return this->files.Get(index);
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}
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/**
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* Get a pointer to the indicated file information. File information must exist.
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* @return Address of the indicated existing file information.
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*/
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inline FiosItem *Get(uint index)
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{
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return this->files.Get(index);
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}
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inline const FiosItem &operator[](uint index) const
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{
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return this->files[index];
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}
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/**
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* Get a reference to the indicated file information. File information must exist.
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* @return The requested file information.
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*/
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inline FiosItem &operator[](uint index)
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{
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return this->files[index];
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}
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/** Remove all items from the list. */
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inline void Clear()
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{
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this->files.Clear();
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}
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/** Compact the list down to the smallest block size boundary. */
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inline void Compact()
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{
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this->files.Compact();
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}
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void BuildFileList(AbstractFileType abstract_filetype, SaveLoadOperation fop);
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const FiosItem *FindItem(const char *file);
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SmallVector<FiosItem, 32> files; ///< The list of files.
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};
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enum SortingBits {
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SORT_ASCENDING = 0,
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SORT_DESCENDING = 1,
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SORT_BY_DATE = 0,
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SORT_BY_NAME = 2
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};
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DECLARE_ENUM_AS_BIT_SET(SortingBits)
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/* Variables to display file lists */
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extern SortingBits _savegame_sort_order;
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void ShowSaveLoadDialog(AbstractFileType abstract_filetype, SaveLoadOperation fop);
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void FiosGetSavegameList(SaveLoadOperation fop, FileList &file_list);
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void FiosGetScenarioList(SaveLoadOperation fop, FileList &file_list);
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void FiosGetHeightmapList(SaveLoadOperation fop, FileList &file_list);
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const char *FiosBrowseTo(const FiosItem *item);
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StringID FiosGetDescText(const char **path, uint64 *total_free);
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bool FiosDelete(const char *name);
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void FiosMakeHeightmapName(char *buf, const char *name, const char *last);
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void FiosMakeSavegameName(char *buf, const char *name, const char *last);
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FiosType FiosGetSavegameListCallback(SaveLoadOperation fop, const char *file, const char *ext, char *title, const char *last);
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int CDECL CompareFiosItems(const FiosItem *a, const FiosItem *b);
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#endif /* FIOS_H */
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