548 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			548 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /* $Id$ */
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| 
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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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| 
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| /** @file saveload.h Functions/types related to saving and loading games. */
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| 
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| #ifndef SAVELOAD_H
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| #define SAVELOAD_H
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| 
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| #include "../fileio_type.h"
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| #include "../strings_type.h"
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| 
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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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| 
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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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| 
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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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| 
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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 ProcessAsyncSaveFinish();
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| void DoExitSave();
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| 
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| SaveOrLoadResult SaveWithFilter(struct SaveFilter *writer, bool threaded);
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| SaveOrLoadResult LoadWithFilter(struct LoadFilter *reader);
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| 
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| typedef void ChunkSaveLoadProc();
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| typedef void AutolengthProc(void *arg);
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| 
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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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| 
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| struct NullStruct {
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| 	byte null;
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| };
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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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| 	REF_STORAGE       = 9, ///< Load/save a reference to a persistent storage.
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| };
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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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| 
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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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| /**
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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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| 
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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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| 
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| 	/* Shortcut values */
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| 	SLE_VAR_CHAR = SLE_VAR_I8,
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| 
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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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| 
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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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| 
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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_NOT_IN_SAVE     = 1 <<  8, ///< do not save with savegame, basically client-based
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| 	SLF_NOT_IN_CONFIG   = 1 <<  9, ///< do not save to config file
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| 	SLF_NO_NETWORK_SYNC = 1 << 10, ///< do not synchronize over network (but it is saved if SLF_NOT_IN_SAVE is not set)
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| 	/* 5 more possible flags */
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| };
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| 
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| typedef uint32 VarType;
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| 
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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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| 
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| typedef byte SaveLoadType; ///< Save/load type. @see SaveLoadTypes
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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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| 	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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| 
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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_NOT_IN_CONFIG, length, from, to)
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| 
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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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| 
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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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| 
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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.
 | |
|  * @param to       Last savegame version that has the list.
 | |
|  */
 | |
| #define SLEG_CONDLST(variable, type, from, to) SLEG_GENERAL(SL_LST, variable, type, 0, from, to)
 | |
| 
 | |
| /**
 | |
|  * Storage of a global variable 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_VAR(variable, type) SLEG_CONDVAR(variable, type, 0, SL_MAX_VERSION)
 | |
| 
 | |
| /**
 | |
|  * Storage of a global reference 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_REF(variable, type) SLEG_CONDREF(variable, type, 0, SL_MAX_VERSION)
 | |
| 
 | |
| /**
 | |
|  * Storage of a global array 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_ARR(variable, type) SLEG_CONDARR(variable, type, lengthof(variable), 0, SL_MAX_VERSION)
 | |
| 
 | |
| /**
 | |
|  * 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.
 | |
|  */
 | |
| #define SLEG_STR(variable, type) SLEG_CONDSTR(variable, type, lengthof(variable), 0, SL_MAX_VERSION)
 | |
| 
 | |
| /**
 | |
|  * 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)
 | |
| 
 | |
| /**
 | |
|  * 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_NOT_IN_CONFIG, length, from, to, (void*)NULL}
 | |
| 
 | |
| /** 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 SlError(StringID string, const char *extra_msg = NULL);
 | |
| void NORETURN SlErrorCorrupt(const char *msg);
 | |
| 
 | |
| bool SaveloadCrashWithMissingNewGRFs();
 | |
| 
 | |
| extern char _savegame_format[8];
 | |
| extern bool _do_autosave;
 | |
| 
 | |
| #endif /* SAVELOAD_H */
 | 
