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diff --git a/doc/devel/savefile b/doc/devel/savefile new file mode 100644 index 0000000..306c1ab --- /dev/null +++ b/doc/devel/savefile @@ -0,0 +1,149 @@ + SAVEFILE FORMAT + --------------- + +This document represents a work in progress. The save format described +here will evolve before finalization for 0.8. + +The old save file format used a custom compressor and was very finicky +about padding and alignment for machines that were not even in use +anymore. It was also extremely fragile and hard for modders to extend. + +The new save format seeks to alleviate these problems. + + GENERAL FORMAT + -------------- + +All multibyte values are little-endian. There are no alignment +restrictions inherent in the format. + +The save file begins with a 32-bit identifier and version number (a +"magic number") that identifies it as a particular version of an UQM +save file. If the format changes in a way that older versions of UQM +cannot read it, either the identifier or the version number should +change. + +The vanilla UQM system has a save number of 0x01534d55, which, if +interpreted as a byte stream is UMS (Ur-quan Masters Save) and a +binary 1 (version 1). Vanilla UQM reserves the tags "UMSx" for all x +for use to evolve the core save format. Modders are encouraged, but +not required, to also use the fourth bit as a version number. + +Following the 32-bit file identifier comes a series of chunks. All +chunks have the same general format: a 32-bit tag, similar to that of +the file as a whole, followed by a 32-bit integer specifying the size +of the chunk, and then that many bytes of data. + +Bytes in a chunk tag should all be in the range 0x20-0x7E -- that is, +they should be printable ASCII characters. Chunks are traditionally +referred to by their tag names. + +Chunks whose tag has a least significant byte in the range 0x41-0x5a, +inclusive---that is to say, whose names start with a capital +letter---are mandatory. If you extend the set of mandatory chunks, you +must increase the version of the file. Tags that do not start with a +capital letter may be ignored by other versions of UQM that otherwise +understand that data version. + +(Why would you want to have ignorable bits of save file? Such chunks +may contain helpful but ancillary information. For instance, at the +time of this writing, there is an outstanding bug that life forms are +un-stunned if you save and load in orbit. One could add a new chunk +that tracks the stunned status of life forms on the planet you're in +orbit around, and just revert to the old behavior if it's not there or +if you're running on a version without that fix. Such an ancillary +data chunk would have a tag like "stun" or "biot".) + +Note also that despite being "mandatory", it is not the case that all +chunks will be present in all save files. Different data is saved out +depending on the situation you saved in. + +Unless otherwise specified, chunks may be stored in any order in the +save file. + + CHUNK INVENTORY + --------------- + +- "Summ": Summary. This chunk must come first. This chunk + carries the flagship configuration information and some overview + information that is displayed on the savegame view screen. It is of + variable length, because the last element of this chunk is the name + of the save as chosen by the user. + +- "GlSt": Global State. This chunk must come second, after + Summ. Represents most of the data in the global state structure in + globdata.h. BattleGroupRef is excised from this; its value is + computed later on. + +- "GmSt": Game State. This chunk must come third, after GlSt. This is + the gigantic bitfield that the GET_GAME_STATE macros modify. It is + variably-sized; excess bytes in this array will be ignored, and if + there are insufficient bytes in the save file, the remaining bits + will be initialized to zero. Modders setting extra event flags may + be able to import a legacy game into a sensible state by choosing + their defaults judiciously. + +- "Evts": Events. An array of values describing scripted future + events. + +- "Enct": Encounters. Details of battle groups that are pursuing you + through HyperSpace. + +- "RacQ": Available Race Queue. Which species are active in the game, + where they are, etc. Corresponds to avail_race_q. + +- "IGpQ": Interplanetary Group Queue. Battlegroup information for + ships in your current star system, if you're in a current star + system. It is currently unclear whether or not this ever needs to + exist, but in keeping with legacy logic, it will appear whenever you + are in a star system but not in the middle of an encounter. + +- "NpcQ": NPC Queue. Battlegroup information for ships you are in the + middle of encountering. This should only appear if your loaded + activity is "IN_ENCOUNTER" and loading the game will trigger the red + alert. + +- "ShpQ": Ship Queue. Battlegroup information for your flagship's + escort fleet. + +- "Star": Star Description. Basic indexing information to indicate + which star system you are in. + +- "Scan": Scanner Masks. This is a semi-structured tree of DWORDs that + represents which planetary resources have been captured or + removed. It is a format roughly similar to the old star info + statefile format (see doc/devel/statefile) but little-endianness is + enforced, making this chunk endian-safe where the old statefile dump + was not. + +- "BtGp": Battle Group. Defines the relevant information for all ships + in a given star system. This includes an "encounter ID" - randomly + generated fleets have an encounter ID of zero, and ones built by the + plot have an 32-bit identifier. Vanilla UQM reserves the first 32 + encounter IDs for itself, and uses 15 of them (random encounter, + Ur-Quan Probe, Shofixti Survivor, Zoq-Fot-Pik Emissary, Unzervalt + Guardian, nine Melnorme Traders, and the final boss). This also + includes the expiration date for random encounters and which system + they are relevant to. Much of this information was originally stored + in randgrp.dat, but it has echoes in defgrp.dat as well. The data + here is a ragged 2D array of a slight extension of the SHIP_FRAGMENT + structure. There is one BtGp chunk per defined group. (Since one of + these is defined at game start, and the random encounter structure + has values that mean 'no encounter present', there should always be + at least two of these chunks in any save.) + +- "Grps": Active Battle Groups. These are IP_GROUP structures to + supplement the SHIP_FRAGMENTs specified in BtGp chunks. They give + more detailed information about the precise location and disposition + of each ship in the system you are either in or most recently left. + + THINGS LEFT TO DO + ----------------- + +The last 448 bits in GmSt probably shouldn't exist. However, we should +not remove them from the source base (and thus the save file) until +after other pending commits have been merged. When this happens, we +can break out those bits into an array of DWORDs instead. The loading +code basically ignores those GmSt bits by overwriting them while +loading later chunks, and GmSt is an expandable array in the first +place, so removing those final bits from the Game State array should +be compatible in both directions. |