#ifndef SAVELOAD_H #define SAVELOAD_H #include typedef void ChunkSaveLoadProc(void); typedef void AutolengthProc(void *arg); typedef struct SaveLoadGlobVarList { void *address; byte conv; byte from_version; byte to_version; } SaveLoadGlobVarList; typedef struct { uint32 id; ChunkSaveLoadProc *save_proc; ChunkSaveLoadProc *load_proc; uint32 flags; } ChunkHandler; typedef struct { byte null; } NullStruct; typedef void WriterProc(uint len); typedef uint ReaderProc(void); typedef enum SLRefType { REF_ORDER = 0, REF_VEHICLE = 1, REF_STATION = 2, REF_TOWN = 3, REF_VEHICLE_OLD = 4, REF_ROADSTOPS = 5 } SLRefType; typedef uint ReferenceToIntProc(const void *obj, SLRefType rt); typedef void *IntToReferenceProc(uint index, SLRefType rt); typedef struct SaveLoad SaveLoad; /** The saveload struct, containing reader-writer functions, bufffer, version, etc. */ typedef struct { bool save; /// are we doing a save or a load atm. True when saving byte need_length; /// ??? byte block_mode; /// ??? bool error; /// did an error occur or not byte version; /// the major savegame version identifier uint16 full_version; /// the full version of the savegame int obj_len; /// the length of the current object we are busy with int array_index, last_array_index; /// in the case of an array, the current and last positions uint32 offs_base; /// the offset in number of bytes since we started writing data (eg uncompressed savegame size) WriterProc *write_bytes; /// savegame writer function ReaderProc *read_bytes; /// savegame loader function ReferenceToIntProc *ref_to_int_proc; /// function to convert pointers to numbers when saving a game IntToReferenceProc *int_to_ref_proc; /// function to convert numbers to pointers when loading a game const ChunkHandler* const *chs; /// the chunk of data that is being processed atm (vehicles, signs, etc.) const SaveLoad* const *includes; /// the internal layouf of the given chunk /** When saving/loading savegames, they are always saved to a temporary memory-place * to be flushed to file (save) or to final place (load) when full. */ byte *bufp, *bufe; /// bufp(ointer) gives the current position in the buffer bufe(nd) gives the end of the buffer // these 3 may be used by compressor/decompressors. byte *buf; /// pointer to temporary memory to read/write, initialized by SaveLoadFormat->initread/write uint bufsize; /// the size of the temporary memory *buf FILE *fh; /// the file from which is read or written to void (*excpt_uninit)(void); /// the function to execute on any encountered error const char *excpt_msg; /// the error message jmp_buf excpt; /// @todo used to jump to "exception handler"; really ugly } SaverLoader; extern SaverLoader _sl; enum { INC_VEHICLE_COMMON = 0, }; enum { CH_RIFF = 0, CH_ARRAY = 1, CH_SPARSE_ARRAY = 2, CH_TYPE_MASK = 3, CH_LAST = 8, CH_AUTO_LENGTH = 16, CH_PRI_0 = 0 << 4, CH_PRI_1 = 1 << 4, CH_PRI_2 = 2 << 4, CH_PRI_3 = 3 << 4, CH_PRI_SHL = 4, CH_NUM_PRI_LEVELS = 4, }; typedef enum VarTypes { SLE_FILE_I8 = 0, SLE_FILE_U8 = 1, SLE_FILE_I16 = 2, SLE_FILE_U16 = 3, SLE_FILE_I32 = 4, SLE_FILE_U32 = 5, SLE_FILE_I64 = 6, SLE_FILE_U64 = 7, SLE_FILE_STRINGID = 8, // SLE_FILE_IVAR = 8, // SLE_FILE_UVAR = 9, SLE_VAR_I8 = 0 << 4, SLE_VAR_U8 = 1 << 4, SLE_VAR_I16 = 2 << 4, SLE_VAR_U16 = 3 << 4, SLE_VAR_I32 = 4 << 4, SLE_VAR_U32 = 5 << 4, SLE_VAR_I64 = 6 << 4, SLE_VAR_U64 = 7 << 4, SLE_VAR_NULL = 8 << 4, // useful to write zeros in savegame. SLE_VAR_INT = SLE_VAR_I32, SLE_VAR_UINT = SLE_VAR_U32, SLE_INT8 = SLE_FILE_I8 | SLE_VAR_I8, SLE_UINT8 = SLE_FILE_U8 | SLE_VAR_U8, SLE_INT16 = SLE_FILE_I16 | SLE_VAR_I16, SLE_UINT16 = SLE_FILE_U16 | SLE_VAR_U16, SLE_INT32 = SLE_FILE_I32 | SLE_VAR_I32, SLE_UINT32 = SLE_FILE_U32 | SLE_VAR_U32, SLE_INT64 = SLE_FILE_I64 | SLE_VAR_I64, SLE_UINT64 = SLE_FILE_U64 | SLE_VAR_U64, SLE_STRINGID = SLE_FILE_STRINGID | SLE_VAR_U16, } VarType; enum SaveLoadTypes { SL_VAR = 0, SL_REF = 1, SL_ARR = 2, SL_CONDVAR = 0 | (1 << 2), // 4 SL_CONDREF = 1 | (1 << 2), // 5 SL_CONDARR = 2 | (1 << 2), // 6 // non-normal save-load types SL_WRITEBYTE = 8, SL_INCLUDE = 9, SL_END = 15 }; /** SaveLoad type struct. Do NOT use this directly but use the SLE_ macros defined just below! */ struct SaveLoad { byte cmd; /// the action to take with the saved/loaded type, All types need different action VarType type; /// type of the variable to be saved, int uint16 offset; /// offset of this variable in the struct (max offset is 65536) uint16 length; /// (conditional) length of the variable (eg. arrays) (max array size is 65536 elements) uint16 version_from; /// save/load the variable starting from this savegame version uint16 version_to; /// save/load the variable until this savegame version }; /* Simple variables, references (pointers) and arrays */ #define SLE_VAR(base, variable, type) {SL_VAR, type, offsetof(base, variable), 0, 0, 0} #define SLE_REF(base, variable, type) {SL_REF, type, offsetof(base, variable), 0, 0, 0} #define SLE_ARR(base, variable, type, length) {SL_ARR, type, offsetof(base, variable), length, 0, 0} /* Conditional variables, references (pointers) and arrays that are only valid for certain savegame versions */ #define SLE_CONDVAR(base, variable, type, from, to) {SL_CONDVAR, type, offsetof(base, variable), 0, from, to} #define SLE_CONDREF(base, variable, type, from, to) {SL_CONDREF, type, offsetof(base, variable), 0, from, to} #define SLE_CONDARR(base, variable, type, length, from, to) {SL_CONDARR, type, offsetof(base, variable), length, from, to} /* Translate values ingame to different values in the savegame and vv */ #define SLE_WRITEBYTE(base, variable, game_value, file_value) {SL_WRITEBYTE, 0, offsetof(base, variable), 0, game_value, file_value} /* Load common code and put it into each struct (currently only for vehicles */ #define SLE_INCLUDE(base, variable, include_index) {SL_INCLUDE, 0, offsetof(base, variable), 0, include_index, 0} /* The same as the ones at the top, only the offset is given directly; used for unions */ #define SLE_VARX(offset, type) {SL_VAR, type, offset, 0, 0, 0} #define SLE_REFX(offset, type) {SL_REF, type, offset, 0, 0, 0} #define SLE_CONDVARX(offset, type, from, to) {SL_CONDVAR, type, offset, 0, from, to} #define SLE_CONDREFX(offset, type, from, to) {SL_CONDREF, type, offset, 0, from, to} #define SLE_WRITEBYTEX(offset, something) {SL_WRITEBYTE, 0, offset, 0, something, 0} #define SLE_INCLUDEX(offset, type) {SL_INCLUDE, type, offset, 0, 0, 0} /* End marker */ #define SLE_END() {SL_END, 0, 0, 0, 0, 0} void SlSetArrayIndex(uint index); int SlIterateArray(void); void SlArray(void *array, uint length, VarType conv); void SlObject(void *object, const SaveLoad *desc); void SlAutolength(AutolengthProc *proc, void *arg); uint SlGetFieldLength(void); int SlReadByte(void); void SlSetLength(size_t length); void SlWriteByte(byte b); void SlGlobList(const SaveLoadGlobVarList *desc); #endif /* SAVELOAD_H */