1
0
mirror of https://github.com/OpenTTD/OpenTTD.git synced 2025-08-18 03:59:09 +00:00

(svn r2387) - CodeChange: made the saveload code more readable and also removed the 'byte' saveload arrays which means you can save an array of more than 255 elements, or bigger structs than 255 bytes. This doesn't yet solve the problem that a chunk can be a maximum of 16384 big.

- Fix: also fix an unnoticed error in SlSaveLoadConv() due to wrong types.
This commit is contained in:
Darkvater
2005-05-30 22:16:05 +00:00
parent 628b1adbd2
commit 55423efb06
21 changed files with 651 additions and 535 deletions

View File

@@ -13,7 +13,6 @@ typedef struct SaveLoadGlobVarList {
byte to_version;
} SaveLoadGlobVarList;
typedef struct {
uint32 id;
ChunkSaveLoadProc *save_proc;
@@ -28,62 +27,63 @@ typedef struct {
typedef void WriterProc(uint len);
typedef uint ReaderProc(void);
typedef uint ReferenceToIntProc(void *v, uint t);
typedef void *IntToReferenceProc(uint r, uint t);
typedef struct {
bool save;
byte need_length;
byte block_mode;
bool error;
byte version;
uint16 full_version;
int obj_len;
int array_index, last_array_index;
uint32 offs_base;
WriterProc *write_bytes;
ReaderProc *read_bytes;
ReferenceToIntProc *ref_to_int_proc;
IntToReferenceProc *int_to_ref_proc;
const ChunkHandler * const * chs;
const byte * const *includes;
byte *bufp, *bufe;
int tmp;
// these 3 may be used by compressor/decompressors.
byte *buf; // pointer and size to read/write, initialized by init
uint bufsize;
FILE *fh;
void (*excpt_uninit)(void);
const char *excpt_msg;
jmp_buf excpt; // used to jump to "exception handler"
} SaverLoader;
extern SaverLoader _sl;
enum {
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,
@@ -99,9 +99,9 @@ enum {
CH_NUM_PRI_LEVELS = 4,
};
enum {
SLE_FILE_I8 = 0,
SLE_FILE_U8 = 1,
typedef enum VarTypes {
SLE_FILE_I8 = 0,
SLE_FILE_U8 = 1,
SLE_FILE_I16 = 2,
SLE_FILE_U16 = 3,
SLE_FILE_I32 = 4,
@@ -113,63 +113,88 @@ enum {
// 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_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_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_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_INT32 = SLE_FILE_I32 | SLE_VAR_I32,
SLE_UINT32 = SLE_FILE_U32 | SLE_VAR_U32,
SLE_INT64 = SLE_FILE_I64 | SLE_VAR_I64,
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
};
#define SLE_VAR(t,i,c) 0 | (offsetof(t,i) & 0xF), offsetof(t,i) >> 4, c
#define SLE_REF(t,i,c) 0x10 | (offsetof(t,i) & 0xF), offsetof(t,i) >> 4, c
#define SLE_ARR(t,i,c,l) 0x20 | (offsetof(t,i) & 0xF), offsetof(t,i) >> 4, c, l
#define SLE_CONDVAR(t,i,c,from,to) 0x40 | (offsetof(t,i) & 0xF), offsetof(t,i) >> 4, c, from, to
#define SLE_CONDREF(t,i,c,from,to) 0x50 | (offsetof(t,i) & 0xF), offsetof(t,i) >> 4, c, from, to
#define SLE_CONDARR(t,i,c,l,from,to) 0x60 | (offsetof(t,i) & 0xF), offsetof(t,i) >> 4, c, from,to, l
#define SLE_WRITEBYTE(t,i,b,c) 0x80 | (offsetof(t,i) & 0xF), offsetof(t,i) >> 4, b, c
#define SLE_INCLUDE(t,i,c) 0x90 | (offsetof(t,i) & 0xF), offsetof(t,i) >> 4, c
/** 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}
#define SLE_VARX(t,c) 0x00 | ((t) & 0xF), (t) >> 4, c
#define SLE_REFX(t,c) 0x10 | ((t) & 0xF), (t) >> 4, c
#define SLE_CONDVARX(t,c,from,to) 0x40 | ((t) & 0xF), (t) >> 4, c, from, to
#define SLE_CONDREFX(t,c,from,to) 0x50 | ((t) & 0xF), (t) >> 4, c, from, to
#define SLE_WRITEBYTEX(t,b) 0x80 | ((t) & 0xF), (t) >> 4, b
#define SLE_INCLUDEX(t,c) 0x90 | ((t) & 0xF), (t) >> 4, c
#define SLE_END() 0xF0
/* 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, uint conv);
void SlObject(void *object, const void *desc);
void SlObject(void *object, const SaveLoad *desc);
void SlAutolength(AutolengthProc *proc, void *arg);
uint SlGetFieldLength(void);
int SlReadByte(void);
void SlSetLength(uint length);
void SlWriteByte(byte v);
void SlSetLength(size_t length);
void SlWriteByte(byte b);
void SlGlobList(const SaveLoadGlobVarList *desc);
//int GetSavegameType(char *file);
#endif /* SAVELOAD_H */