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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit66bbf336c6af7353ef0aeed58002c46543b30635 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /saveload.c
parentccc0a3f4dbf58c005b22341ac8874252924690cd (diff)
downloadopenttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'saveload.c')
-rw-r--r--saveload.c1686
1 files changed, 0 insertions, 1686 deletions
diff --git a/saveload.c b/saveload.c
deleted file mode 100644
index 75396aeee..000000000
--- a/saveload.c
+++ /dev/null
@@ -1,1686 +0,0 @@
-/* $Id$ */
-
-/** @file
- * All actions handling saving and loading goes on in this file. The general actions
- * are as follows for saving a game (loading is analogous):
- * <ol>
- * <li>initialize the writer by creating a temporary memory-buffer for it
- * <li>go through all to-be saved elements, each 'chunk' (ChunkHandler) prefixed by a label
- * <li>use their description array (SaveLoad) to know what elements to save and in what version
- * of the game it was active (used when loading)
- * <li>write all data byte-by-byte to the temporary buffer so it is endian-safe
- * <li>when the buffer is full; flush it to the output (eg save to file) (_sl.buf, _sl.bufp, _sl.bufe)
- * <li>repeat this until everything is done, and flush any remaining output to file
- * </ol>
- * @see ChunkHandler
- * @see SaveLoad
- */
-#include "stdafx.h"
-#include "openttd.h"
-#include "debug.h"
-#include "functions.h"
-#include "hal.h"
-#include "vehicle.h"
-#include "station.h"
-#include "thread.h"
-#include "town.h"
-#include "player.h"
-#include "saveload.h"
-#include "network/network.h"
-#include "variables.h"
-#include <setjmp.h>
-
-const uint16 SAVEGAME_VERSION = 43;
-uint16 _sl_version; /// the major savegame version identifier
-byte _sl_minor_version; /// the minor savegame version, DO NOT USE!
-
-typedef void WriterProc(uint len);
-typedef uint ReaderProc(void);
-
-/** The saveload struct, containing reader-writer functions, bufffer, version, etc. */
-static 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
-
- 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
-
- 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
- byte *buf_ori; /// pointer to the original memory location of buf, used to free it afterwards
- 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
-} _sl;
-
-
-enum NeedLengthValues {NL_NONE = 0, NL_WANTLENGTH = 1, NL_CALCLENGTH = 2};
-
-/**
- * Fill the input buffer by reading from the file with the given reader
- */
-static void SlReadFill(void)
-{
- uint len = _sl.read_bytes();
- assert(len != 0);
-
- _sl.bufp = _sl.buf;
- _sl.bufe = _sl.buf + len;
- _sl.offs_base += len;
-}
-
-static inline uint32 SlGetOffs(void) {return _sl.offs_base - (_sl.bufe - _sl.bufp);}
-
-/** Return the size in bytes of a certain type of normal/atomic variable
- * as it appears in memory. @see VarTypes
- * @param conv @VarType type of variable that is used for calculating the size
- * @return Return the size of this type in bytes */
-static inline byte SlCalcConvMemLen(VarType conv)
-{
- static const byte conv_mem_size[] = {1, 1, 1, 2, 2, 4, 4, 8, 8, 0};
- byte length = GB(conv, 4, 4);
- assert(length < lengthof(conv_mem_size));
- return conv_mem_size[length];
-}
-
-/** Return the size in bytes of a certain type of normal/atomic variable
- * as it appears in a saved game. @see VarTypes
- * @param conv @VarType type of variable that is used for calculating the size
- * @return Return the size of this type in bytes */
-static inline byte SlCalcConvFileLen(VarType conv)
-{
- static const byte conv_file_size[] = {1, 1, 2, 2, 4, 4, 8, 8, 2};
- byte length = GB(conv, 0, 4);
- assert(length < lengthof(conv_file_size));
- return conv_file_size[length];
-}
-
-/* Return the size in bytes of a reference (pointer) */
-static inline size_t SlCalcRefLen(void) {return 2;}
-
-/** Flush the output buffer by writing to disk with the given reader.
- * If the buffer pointer has not yet been set up, set it up now. Usually
- * only called when the buffer is full, or there is no more data to be processed
- */
-static void SlWriteFill(void)
-{
- // flush the buffer to disk (the writer)
- if (_sl.bufp != NULL) {
- uint len = _sl.bufp - _sl.buf;
- _sl.offs_base += len;
- if (len) _sl.write_bytes(len);
- }
-
- /* All the data from the buffer has been written away, rewind to the beginning
- * to start reading in more data */
- _sl.bufp = _sl.buf;
- _sl.bufe = _sl.buf + _sl.bufsize;
-}
-
-/** Error handler, calls longjmp to simulate an exception.
- * @todo this was used to have a central place to handle errors, but it is
- * pretty ugly, and seriously interferes with any multithreaded approaches */
-static void NORETURN SlError(const char *msg)
-{
- _sl.excpt_msg = msg;
- longjmp(_sl.excpt, 0);
-}
-
-/** Read in a single byte from file. If the temporary buffer is full,
- * flush it to its final destination
- * @return return the read byte from file
- */
-static inline byte SlReadByteInternal(void)
-{
- if (_sl.bufp == _sl.bufe) SlReadFill();
- return *_sl.bufp++;
-}
-
-/** Wrapper for SlReadByteInternal */
-byte SlReadByte(void) {return SlReadByteInternal();}
-
-/** Write away a single byte from memory. If the temporary buffer is full,
- * flush it to its destination (file)
- * @param b the byte that is currently written
- */
-static inline void SlWriteByteInternal(byte b)
-{
- if (_sl.bufp == _sl.bufe) SlWriteFill();
- *_sl.bufp++ = b;
-}
-
-/** Wrapper for SlWriteByteInternal */
-void SlWriteByte(byte b) {SlWriteByteInternal(b);}
-
-static inline int SlReadUint16(void)
-{
- int x = SlReadByte() << 8;
- return x | SlReadByte();
-}
-
-static inline uint32 SlReadUint32(void)
-{
- uint32 x = SlReadUint16() << 16;
- return x | SlReadUint16();
-}
-
-static inline uint64 SlReadUint64(void)
-{
- uint32 x = SlReadUint32();
- uint32 y = SlReadUint32();
- return (uint64)x << 32 | y;
-}
-
-static inline void SlWriteUint16(uint16 v)
-{
- SlWriteByte(GB(v, 8, 8));
- SlWriteByte(GB(v, 0, 8));
-}
-
-static inline void SlWriteUint32(uint32 v)
-{
- SlWriteUint16(GB(v, 16, 16));
- SlWriteUint16(GB(v, 0, 16));
-}
-
-static inline void SlWriteUint64(uint64 x)
-{
- SlWriteUint32((uint32)(x >> 32));
- SlWriteUint32((uint32)x);
-}
-
-/**
- * Read in the header descriptor of an object or an array.
- * If the highest bit is set (7), then the index is bigger than 127
- * elements, so use the next byte to read in the real value.
- * The actual value is then both bytes added with the first shifted
- * 8 bits to the left, and dropping the highest bit (which only indicated a big index).
- * x = ((x & 0x7F) << 8) + SlReadByte();
- * @return Return the value of the index
- */
-static uint SlReadSimpleGamma(void)
-{
- uint i = SlReadByte();
- if (HASBIT(i, 7)) {
- i &= ~0x80;
- if (HASBIT(i, 6)) {
- i &= ~0x40;
- if (HASBIT(i, 5)) {
- i &= ~0x20;
- if (HASBIT(i, 4))
- SlError("Unsupported gamma");
- i = (i << 8) | SlReadByte();
- }
- i = (i << 8) | SlReadByte();
- }
- i = (i << 8) | SlReadByte();
- }
- return i;
-}
-
-/**
- * Write the header descriptor of an object or an array.
- * If the element is bigger than 127, use 2 bytes for saving
- * and use the highest byte of the first written one as a notice
- * that the length consists of 2 bytes, etc.. like this:
- * 0xxxxxxx
- * 10xxxxxx xxxxxxxx
- * 110xxxxx xxxxxxxx xxxxxxxx
- * 1110xxxx xxxxxxxx xxxxxxxx xxxxxxxx
- * @param i Index being written
- */
-
-static void SlWriteSimpleGamma(uint i)
-{
- if (i >= (1 << 7)) {
- if (i >= (1 << 14)) {
- if (i >= (1 << 21)) {
- assert(i < (1 << 28));
- SlWriteByte((byte)0xE0 | (i>>24));
- SlWriteByte((byte)(i>>16));
- } else {
- SlWriteByte((byte)0xC0 | (i>>16));
- }
- SlWriteByte((byte)(i>>8));
- } else {
- SlWriteByte((byte)(0x80 | (i>>8)));
- }
- }
- SlWriteByte(i);
-}
-
-/** Return how many bytes used to encode a gamma value */
-static inline uint SlGetGammaLength(uint i) {
- return 1 + (i >= (1 << 7)) + (i >= (1 << 14)) + (i >= (1 << 21));
-}
-
-static inline uint SlReadSparseIndex(void) {return SlReadSimpleGamma();}
-static inline void SlWriteSparseIndex(uint index) {SlWriteSimpleGamma(index);}
-
-static inline uint SlReadArrayLength(void) {return SlReadSimpleGamma();}
-static inline void SlWriteArrayLength(uint length) {SlWriteSimpleGamma(length);}
-static inline uint SlGetArrayLength(uint length) {return SlGetGammaLength(length);}
-
-void SlSetArrayIndex(uint index)
-{
- _sl.need_length = NL_WANTLENGTH;
- _sl.array_index = index;
-}
-
-/**
- * Iterate through the elements of an array and read the whole thing
- * @return The index of the object, or -1 if we have reached the end of current block
- */
-int SlIterateArray(void)
-{
- int index;
- static uint32 next_offs;
-
- /* After reading in the whole array inside the loop
- * we must have read in all the data, so we must be at end of current block. */
- assert(next_offs == 0 || SlGetOffs() == next_offs);
-
- while (true) {
- uint length = SlReadArrayLength();
- if (length == 0) {
- next_offs = 0;
- return -1;
- }
-
- _sl.obj_len = --length;
- next_offs = SlGetOffs() + length;
-
- switch (_sl.block_mode) {
- case CH_SPARSE_ARRAY: index = (int)SlReadSparseIndex(); break;
- case CH_ARRAY: index = _sl.array_index++; break;
- default:
- DEBUG(sl, 0, "SlIterateArray error");
- return -1; // error
- }
-
- if (length != 0) return index;
- }
-}
-
-/**
- * Sets the length of either a RIFF object or the number of items in an array.
- * This lets us load an object or an array of arbitrary size
- * @param length The length of the sought object/array
- */
-void SlSetLength(size_t length)
-{
- assert(_sl.save);
-
- switch (_sl.need_length) {
- case NL_WANTLENGTH:
- _sl.need_length = NL_NONE;
- switch (_sl.block_mode) {
- case CH_RIFF:
- // Ugly encoding of >16M RIFF chunks
- // The lower 24 bits are normal
- // The uppermost 4 bits are bits 24:27
- assert(length < (1<<28));
- SlWriteUint32((length & 0xFFFFFF) | ((length >> 24) << 28));
- break;
- case CH_ARRAY:
- assert(_sl.last_array_index <= _sl.array_index);
- while (++_sl.last_array_index <= _sl.array_index)
- SlWriteArrayLength(1);
- SlWriteArrayLength(length + 1);
- break;
- case CH_SPARSE_ARRAY:
- SlWriteArrayLength(length + 1 + SlGetArrayLength(_sl.array_index)); // Also include length of sparse index.
- SlWriteSparseIndex(_sl.array_index);
- break;
- default: NOT_REACHED();
- } break;
- case NL_CALCLENGTH:
- _sl.obj_len += length;
- break;
- }
-}
-
-/**
- * Save/Load bytes. These do not need to be converted to Little/Big Endian
- * so directly write them or read them to/from file
- * @param ptr The source or destination of the object being manipulated
- * @param length number of bytes this fast CopyBytes lasts
- */
-static void SlCopyBytes(void *ptr, size_t length)
-{
- byte *p = (byte*)ptr;
-
- if (_sl.save) {
- for (; length != 0; length--) {SlWriteByteInternal(*p++);}
- } else {
- for (; length != 0; length--) {*p++ = SlReadByteInternal();}
- }
-}
-
-/** Read in bytes from the file/data structure but don't do
- * anything with them, discarding them in effect
- * @param length The amount of bytes that is being treated this way
- */
-static inline void SlSkipBytes(size_t length)
-{
- for (; length != 0; length--) SlReadByte();
-}
-
-/* Get the length of the current object */
-uint SlGetFieldLength(void) {return _sl.obj_len;}
-
-/** Return a signed-long version of the value of a setting
- * @param ptr pointer to the variable
- * @param conv type of variable, can be a non-clean
- * type, eg one with other flags because it is parsed
- * @return returns the value of the pointer-setting */
-int64 ReadValue(const void *ptr, VarType conv)
-{
- switch (GetVarMemType(conv)) {
- case SLE_VAR_BL: return (*(bool*)ptr != 0);
- case SLE_VAR_I8: return *(int8* )ptr;
- case SLE_VAR_U8: return *(byte* )ptr;
- case SLE_VAR_I16: return *(int16* )ptr;
- case SLE_VAR_U16: return *(uint16*)ptr;
- case SLE_VAR_I32: return *(int32* )ptr;
- case SLE_VAR_U32: return *(uint32*)ptr;
- case SLE_VAR_I64: return *(int64* )ptr;
- case SLE_VAR_U64: return *(uint64*)ptr;
- case SLE_VAR_NULL:return 0;
- default: NOT_REACHED();
- }
-
- /* useless, but avoids compiler warning this way */
- return 0;
-}
-
-/** Write the value of a setting
- * @param ptr pointer to the variable
- * @param conv type of variable, can be a non-clean type, eg
- * with other flags. It is parsed upon read
- * @param var the new value being given to the variable */
-void WriteValue(void *ptr, VarType conv, int64 val)
-{
- switch (GetVarMemType(conv)) {
- case SLE_VAR_BL: *(bool *)ptr = (val != 0); break;
- case SLE_VAR_I8: *(int8 *)ptr = val; break;
- case SLE_VAR_U8: *(byte *)ptr = val; break;
- case SLE_VAR_I16: *(int16 *)ptr = val; break;
- case SLE_VAR_U16: *(uint16*)ptr = val; break;
- case SLE_VAR_I32: *(int32 *)ptr = val; break;
- case SLE_VAR_U32: *(uint32*)ptr = val; break;
- case SLE_VAR_I64: *(int64 *)ptr = val; break;
- case SLE_VAR_U64: *(uint64*)ptr = val; break;
- case SLE_VAR_NULL: break;
- default: NOT_REACHED();
- }
-}
-
-/**
- * Handle all conversion and typechecking of variables here.
- * In the case of saving, read in the actual value from the struct
- * and then write them to file, endian safely. Loading a value
- * goes exactly the opposite way
- * @param ptr The object being filled/read
- * @param conv @VarType type of the current element of the struct
- */
-static void SlSaveLoadConv(void *ptr, VarType conv)
-{
- int64 x = 0;
-
- if (_sl.save) { /* SAVE values */
- /* Read a value from the struct. These ARE endian safe. */
- x = ReadValue(ptr, conv);
-
- /* Write the value to the file and check if its value is in the desired range */
- switch (GetVarFileType(conv)) {
- case SLE_FILE_I8: assert(x >= -128 && x <= 127); SlWriteByte(x);break;
- case SLE_FILE_U8: assert(x >= 0 && x <= 255); SlWriteByte(x);break;
- case SLE_FILE_I16:assert(x >= -32768 && x <= 32767); SlWriteUint16(x);break;
- case SLE_FILE_STRINGID:
- case SLE_FILE_U16:assert(x >= 0 && x <= 65535); SlWriteUint16(x);break;
- case SLE_FILE_I32:
- case SLE_FILE_U32: SlWriteUint32((uint32)x);break;
- case SLE_FILE_I64:
- case SLE_FILE_U64: SlWriteUint64(x);break;
- default: NOT_REACHED();
- }
- } else { /* LOAD values */
-
- /* Read a value from the file */
- switch (GetVarFileType(conv)) {
- case SLE_FILE_I8: x = (int8 )SlReadByte(); break;
- case SLE_FILE_U8: x = (byte )SlReadByte(); break;
- case SLE_FILE_I16: x = (int16 )SlReadUint16(); break;
- case SLE_FILE_U16: x = (uint16)SlReadUint16(); break;
- case SLE_FILE_I32: x = (int32 )SlReadUint32(); break;
- case SLE_FILE_U32: x = (uint32)SlReadUint32(); break;
- case SLE_FILE_I64: x = (int64 )SlReadUint64(); break;
- case SLE_FILE_U64: x = (uint64)SlReadUint64(); break;
- case SLE_FILE_STRINGID: x = RemapOldStringID((uint16)SlReadUint16()); break;
- default: NOT_REACHED();
- }
-
- /* Write The value to the struct. These ARE endian safe. */
- WriteValue(ptr, conv, x);
- }
-}
-
-/** Calculate the net length of a string. This is in almost all cases
- * just strlen(), but if the string is not properly terminated, we'll
- * resort to the maximum length of the buffer.
- * @param ptr pointer to the stringbuffer
- * @param length maximum length of the string (buffer). If -1 we don't care
- * about a maximum length, but take string length as it is.
- * @return return the net length of the string */
-static inline size_t SlCalcNetStringLen(const char *ptr, size_t length)
-{
- return minu(strlen(ptr), length - 1);
-}
-
-/** Calculate the gross length of the string that it
- * will occupy in the savegame. This includes the real length, returned
- * by SlCalcNetStringLen and the length that the index will occupy.
- * @param ptr pointer to the stringbuffer
- * @param length maximum length of the string (buffer size, etc.)
- * @return return the gross length of the string */
-static inline size_t SlCalcStringLen(const void *ptr, size_t length, VarType conv)
-{
- size_t len;
- const char *str;
-
- switch (GetVarMemType(conv)) {
- default: NOT_REACHED();
- case SLE_VAR_STR:
- case SLE_VAR_STRQ:
- str = *(const char**)ptr;
- len = -1;
- break;
- case SLE_VAR_STRB:
- case SLE_VAR_STRBQ:
- str = (const char*)ptr;
- len = length;
- break;
- }
-
- len = SlCalcNetStringLen(str, len);
- return len + SlGetArrayLength(len); // also include the length of the index
-}
-
-/**
- * Save/Load a string.
- * @param ptr the string being manipulated
- * @param the length of the string (full length)
- * @param conv must be SLE_FILE_STRING */
-static void SlString(void *ptr, size_t length, VarType conv)
-{
- size_t len;
-
- if (_sl.save) { /* SAVE string */
- switch (GetVarMemType(conv)) {
- default: NOT_REACHED();
- case SLE_VAR_STRB:
- case SLE_VAR_STRBQ:
- len = SlCalcNetStringLen(ptr, length);
- break;
- case SLE_VAR_STR:
- case SLE_VAR_STRQ:
- ptr = *(char**)ptr;
- len = SlCalcNetStringLen(ptr, -1);
- break;
- }
-
- SlWriteArrayLength(len);
- SlCopyBytes(ptr, len);
- } else { /* LOAD string */
- len = SlReadArrayLength();
-
- switch (GetVarMemType(conv)) {
- default: NOT_REACHED();
- case SLE_VAR_STRB:
- case SLE_VAR_STRBQ:
- if (len >= length) {
- DEBUG(sl, 1, "String length in savegame is bigger than buffer, truncating");
- SlCopyBytes(ptr, length);
- SlSkipBytes(len - length);
- len = length - 1;
- } else {
- SlCopyBytes(ptr, len);
- }
- break;
- case SLE_VAR_STR:
- case SLE_VAR_STRQ: /* Malloc'd string, free previous incarnation, and allocate */
- free(*(char**)ptr);
- *(char**)ptr = malloc(len + 1); // terminating '\0'
- ptr = *(char**)ptr;
- SlCopyBytes(ptr, len);
- break;
- }
-
- ((char*)ptr)[len] = '\0'; // properly terminate the string
- }
-}
-
-/**
- * Return the size in bytes of a certain type of atomic array
- * @param length The length of the array counted in elements
- * @param conv @VarType type of the variable that is used in calculating the size
- */
-static inline size_t SlCalcArrayLen(uint length, VarType conv)
-{
- return SlCalcConvFileLen(conv) * length;
-}
-
-/**
- * Save/Load an array.
- * @param array The array being manipulated
- * @param length The length of the array in elements
- * @param conv @VarType type of the atomic array (int, byte, uint64, etc.)
- */
-void SlArray(void *array, uint length, VarType conv)
-{
- // Automatically calculate the length?
- if (_sl.need_length != NL_NONE) {
- SlSetLength(SlCalcArrayLen(length, conv));
- // Determine length only?
- if (_sl.need_length == NL_CALCLENGTH) return;
- }
-
- /* NOTICE - handle some buggy stuff, in really old versions everything was saved
- * as a byte-type. So detect this, and adjust array size accordingly */
- if (!_sl.save && _sl_version == 0) {
- if (conv == SLE_INT16 || conv == SLE_UINT16 || conv == SLE_STRINGID ||
- conv == SLE_INT32 || conv == SLE_UINT32) {
- length *= SlCalcConvFileLen(conv);
- conv = SLE_INT8;
- }
- }
-
- /* If the size of elements is 1 byte both in file and memory, no special
- * conversion is needed, use specialized copy-copy function to speed up things */
- if (conv == SLE_INT8 || conv == SLE_UINT8) {
- SlCopyBytes(array, length);
- } else {
- byte *a = (byte*)array;
- byte mem_size = SlCalcConvMemLen(conv);
-
- for (; length != 0; length --) {
- SlSaveLoadConv(a, conv);
- a += mem_size; // get size
- }
- }
-}
-
-/* Are we going to save this object or not? */
-static inline bool SlIsObjectValidInSavegame(const SaveLoad *sld)
-{
- if (_sl_version < sld->version_from || _sl_version > sld->version_to) return false;
- if (sld->conv & SLF_SAVE_NO) return false;
-
- return true;
-}
-
-/** Are we going to load this variable when loading a savegame or not?
- * @note If the variable is skipped it is skipped in the savegame
- * bytestream itself as well, so there is no need to skip it somewhere else */
-static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
-{
- if ((sld->conv & SLF_NETWORK_NO) && !_sl.save && _networking && !_network_server) {
- SlSkipBytes(SlCalcConvMemLen(sld->conv) * sld->length);
- return true;
- }
-
- return false;
-}
-
-/**
- * Calculate the size of an object.
- * @param sld The @SaveLoad description of the object so we know how to manipulate it
- */
-static size_t SlCalcObjLength(const void *object, const SaveLoad *sld)
-{
- size_t length = 0;
-
- // Need to determine the length and write a length tag.
- for (; sld->cmd != SL_END; sld++) {
- length += SlCalcObjMemberLength(object, sld);
- }
- return length;
-}
-
-size_t SlCalcObjMemberLength(const void *object, const SaveLoad *sld)
-{
- assert(_sl.save);
-
- switch (sld->cmd) {
- case SL_VAR:
- case SL_REF:
- case SL_ARR:
- case SL_STR:
- /* CONDITIONAL saveload types depend on the savegame version */
- if (!SlIsObjectValidInSavegame(sld)) break;
-
- switch (sld->cmd) {
- case SL_VAR: return SlCalcConvFileLen(sld->conv);
- case SL_REF: return SlCalcRefLen();
- case SL_ARR: return SlCalcArrayLen(sld->length, sld->conv);
- case SL_STR: return SlCalcStringLen(GetVariableAddress(object, sld), sld->length, sld->conv);
- default: NOT_REACHED();
- }
- break;
- case SL_WRITEBYTE: return 1; // a byte is logically of size 1
- case SL_INCLUDE: return SlCalcObjLength(object, _sl.includes[sld->version_from]);
- default: NOT_REACHED();
- }
- return 0;
-}
-
-
-static uint ReferenceToInt(const void* obj, SLRefType rt);
-static void* IntToReference(uint index, SLRefType rt);
-
-
-bool SlObjectMember(void *ptr, const SaveLoad *sld)
-{
- VarType conv = GB(sld->conv, 0, 8);
- switch (sld->cmd) {
- case SL_VAR:
- case SL_REF:
- case SL_ARR:
- case SL_STR:
- /* CONDITIONAL saveload types depend on the savegame version */
- if (!SlIsObjectValidInSavegame(sld)) return false;
- if (SlSkipVariableOnLoad(sld)) return false;
-
- switch (sld->cmd) {
- case SL_VAR: SlSaveLoadConv(ptr, conv); break;
- case SL_REF: /* Reference variable, translate */
- /// @todo XXX - another artificial limitof 65K elements of pointers?
- if (_sl.save) { // XXX - read/write pointer as uint16? What is with higher indeces?
- SlWriteUint16(ReferenceToInt(*(void**)ptr, conv));
- } else {
- *(void**)ptr = IntToReference(SlReadUint16(), conv);
- }
- break;
- case SL_ARR: SlArray(ptr, sld->length, conv); break;
- case SL_STR: SlString(ptr, sld->length, conv); break;
- default: NOT_REACHED();
- }
- break;
-
- /* SL_WRITEBYTE translates a value of a variable to another one upon
- * saving or loading.
- * XXX - variable renaming abuse
- * game_value: the value of the variable ingame is abused by sld->version_from
- * file_value: the value of the variable in the savegame is abused by sld->version_to */
- case SL_WRITEBYTE:
- if (_sl.save) {
- SlWriteByte(sld->version_to);
- } else {
- *(byte*)ptr = sld->version_from;
- }
- break;
-
- /* SL_INCLUDE loads common code for a type
- * XXX - variable renaming abuse
- * include_index: common code to include from _desc_includes[], abused by sld->version_from */
- case SL_INCLUDE:
- SlObject(ptr, _sl.includes[sld->version_from]);
- break;
- default: NOT_REACHED();
- }
- return true;
-}
-
-/**
- * Main SaveLoad function.
- * @param object The object that is being saved or loaded
- * @param sld The @SaveLoad description of the object so we know how to manipulate it
- */
-void SlObject(void *object, const SaveLoad *sld)
-{
- // Automatically calculate the length?
- if (_sl.need_length != NL_NONE) {
- SlSetLength(SlCalcObjLength(object, sld));
- if (_sl.need_length == NL_CALCLENGTH) return;
- }
-
- for (; sld->cmd != SL_END; sld++) {
- void *ptr = GetVariableAddress(object, sld);
- SlObjectMember(ptr, sld);
- }
-}
-
-/**
- * Save or Load (a list of) global variables
- * @param desc The global variable that is being loaded or saved
- */
-void SlGlobList(const SaveLoadGlobVarList *sldg)
-{
- if (_sl.need_length != NL_NONE) {
- SlSetLength(SlCalcObjLength(NULL, (const SaveLoad*)sldg));
- if (_sl.need_length == NL_CALCLENGTH) return;
- }
-
- for (; sldg->cmd != SL_END; sldg++) {
- SlObjectMember(sldg->address, (const SaveLoad*)sldg);
- }
-}
-
-/**
- * Do something of which I have no idea what it is :P
- * @param proc The callback procedure that is called
- * @param arg The variable that will be used for the callback procedure
- */
-void SlAutolength(AutolengthProc *proc, void *arg)
-{
- uint32 offs;
-
- assert(_sl.save);
-
- // Tell it to calculate the length
- _sl.need_length = NL_CALCLENGTH;
- _sl.obj_len = 0;
- proc(arg);
-
- // Setup length
- _sl.need_length = NL_WANTLENGTH;
- SlSetLength(_sl.obj_len);
-
- offs = SlGetOffs() + _sl.obj_len;
-
- // And write the stuff
- proc(arg);
-
- assert(offs == SlGetOffs());
-}
-
-/**
- * Load a chunk of data (eg vehicles, stations, etc.)
- * @param ch The chunkhandler that will be used for the operation
- */
-static void SlLoadChunk(const ChunkHandler *ch)
-{
- byte m = SlReadByte();
- size_t len;
- uint32 endoffs;
-
- _sl.block_mode = m;
- _sl.obj_len = 0;
-
- switch (m) {
- case CH_ARRAY:
- _sl.array_index = 0;
- ch->load_proc();
- break;
- case CH_SPARSE_ARRAY:
- ch->load_proc();
- break;
- default:
- if ((m & 0xF) == CH_RIFF) {
- // Read length
- len = (SlReadByte() << 16) | ((m >> 4) << 24);
- len += SlReadUint16();
- _sl.obj_len = len;
- endoffs = SlGetOffs() + len;
- ch->load_proc();
- assert(SlGetOffs() == endoffs);
- } else {
- SlError("Invalid chunk type");
- }
- break;
- }
-}
-
-/* Stub Chunk handlers to only calculate length and do nothing else */
-static ChunkSaveLoadProc *_tmp_proc_1;
-static inline void SlStubSaveProc2(void *arg) {_tmp_proc_1();}
-static void SlStubSaveProc(void) {SlAutolength(SlStubSaveProc2, NULL);}
-
-/** Save a chunk of data (eg. vehicles, stations, etc.). Each chunk is
- * prefixed by an ID identifying it, followed by data, and terminator where appropiate
- * @param ch The chunkhandler that will be used for the operation
- */
-static void SlSaveChunk(const ChunkHandler *ch)
-{
- ChunkSaveLoadProc *proc = ch->save_proc;
-
- SlWriteUint32(ch->id);
- DEBUG(sl, 2, "Saving chunk %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id);
-
- if (ch->flags & CH_AUTO_LENGTH) {
- // Need to calculate the length. Solve that by calling SlAutoLength in the save_proc.
- _tmp_proc_1 = proc;
- proc = SlStubSaveProc;
- }
-
- _sl.block_mode = ch->flags & CH_TYPE_MASK;
- switch (ch->flags & CH_TYPE_MASK) {
- case CH_RIFF:
- _sl.need_length = NL_WANTLENGTH;
- proc();
- break;
- case CH_ARRAY:
- _sl.last_array_index = 0;
- SlWriteByte(CH_ARRAY);
- proc();
- SlWriteArrayLength(0); // Terminate arrays
- break;
- case CH_SPARSE_ARRAY:
- SlWriteByte(CH_SPARSE_ARRAY);
- proc();
- SlWriteArrayLength(0); // Terminate arrays
- break;
- default: NOT_REACHED();
- }
-}
-
-/** Save all chunks */
-static void SlSaveChunks(void)
-{
- const ChunkHandler *ch;
- const ChunkHandler* const *chsc;
- uint p;
-
- for (p = 0; p != CH_NUM_PRI_LEVELS; p++) {
- for (chsc = _sl.chs; (ch = *chsc++) != NULL;) {
- while (true) {
- if (((ch->flags >> CH_PRI_SHL) & (CH_NUM_PRI_LEVELS - 1)) == p)
- SlSaveChunk(ch);
- if (ch->flags & CH_LAST)
- break;
- ch++;
- }
- }
- }
-
- // Terminator
- SlWriteUint32(0);
-}
-
-/** Find the ChunkHandler that will be used for processing the found
- * chunk in the savegame or in memory
- * @param id the chunk in question
- * @return returns the appropiate chunkhandler
- */
-static const ChunkHandler *SlFindChunkHandler(uint32 id)
-{
- const ChunkHandler *ch;
- const ChunkHandler *const *chsc;
- for (chsc = _sl.chs; (ch=*chsc++) != NULL;) {
- for (;;) {
- if (ch->id == id) return ch;
- if (ch->flags & CH_LAST) break;
- ch++;
- }
- }
- return NULL;
-}
-
-/** Load all chunks */
-static void SlLoadChunks(void)
-{
- uint32 id;
- const ChunkHandler *ch;
-
- for (id = SlReadUint32(); id != 0; id = SlReadUint32()) {
- DEBUG(sl, 2, "Loading chunk %c%c%c%c", id >> 24, id >> 16, id >> 8, id);
-
- ch = SlFindChunkHandler(id);
- if (ch == NULL) SlError("found unknown tag in savegame (sync error)");
- SlLoadChunk(ch);
- }
-}
-
-//*******************************************
-//********** START OF LZO CODE **************
-//*******************************************
-#define LZO_SIZE 8192
-
-#include "minilzo.h"
-
-static uint ReadLZO(void)
-{
- byte out[LZO_SIZE + LZO_SIZE / 64 + 16 + 3 + 8];
- uint32 tmp[2];
- uint32 size;
- uint len;
-
- // Read header
- if (fread(tmp, sizeof(tmp), 1, _sl.fh) != 1) SlError("file read failed");
-
- // Check if size is bad
- ((uint32*)out)[0] = size = tmp[1];
-
- if (_sl_version != 0) {
- tmp[0] = TO_BE32(tmp[0]);
- size = TO_BE32(size);
- }
-
- if (size >= sizeof(out)) SlError("inconsistent size");
-
- // Read block
- if (fread(out + sizeof(uint32), size, 1, _sl.fh) != 1) SlError("file read failed");
-
- // Verify checksum
- if (tmp[0] != lzo_adler32(0, out, size + sizeof(uint32))) SlError("bad checksum");
-
- // Decompress
- lzo1x_decompress(out + sizeof(uint32)*1, size, _sl.buf, &len, NULL);
- return len;
-}
-
-// p contains the pointer to the buffer, len contains the pointer to the length.
-// len bytes will be written, p and l will be updated to reflect the next buffer.
-static void WriteLZO(uint size)
-{
- byte out[LZO_SIZE + LZO_SIZE / 64 + 16 + 3 + 8];
- byte wrkmem[sizeof(byte*)*4096];
- uint outlen;
-
- lzo1x_1_compress(_sl.buf, size, out + sizeof(uint32)*2, &outlen, wrkmem);
- ((uint32*)out)[1] = TO_BE32(outlen);
- ((uint32*)out)[0] = TO_BE32(lzo_adler32(0, out + sizeof(uint32), outlen + sizeof(uint32)));
- if (fwrite(out, outlen + sizeof(uint32)*2, 1, _sl.fh) != 1) SlError("file write failed");
-}
-
-static bool InitLZO(void)
-{
- _sl.bufsize = LZO_SIZE;
- _sl.buf = _sl.buf_ori = (byte*)malloc(LZO_SIZE);
- return true;
-}
-
-static void UninitLZO(void)
-{
- free(_sl.buf_ori);
-}
-
-//*********************************************
-//******** START OF NOCOMP CODE (uncompressed)*
-//*********************************************
-static uint ReadNoComp(void)
-{
- return fread(_sl.buf, 1, LZO_SIZE, _sl.fh);
-}
-
-static void WriteNoComp(uint size)
-{
- fwrite(_sl.buf, 1, size, _sl.fh);
-}
-
-static bool InitNoComp(void)
-{
- _sl.bufsize = LZO_SIZE;
- _sl.buf = _sl.buf_ori =(byte*)malloc(LZO_SIZE);
- return true;
-}
-
-static void UninitNoComp(void)
-{
- free(_sl.buf_ori);
-}
-
-//********************************************
-//********** START OF MEMORY CODE (in ram)****
-//********************************************
-
-#include "table/strings.h"
-#include "table/sprites.h"
-#include "gfx.h"
-#include "gui.h"
-
-typedef struct ThreadedSave {
- uint count;
- bool ff_state;
- bool saveinprogress;
- CursorID cursor;
-} ThreadedSave;
-
-/* A maximum size of of 128K * 500 = 64.000KB savegames */
-STATIC_OLD_POOL(Savegame, byte, 17, 500, NULL, NULL)
-static ThreadedSave _ts;
-
-static bool InitMem(void)
-{
- _ts.count = 0;
-
- CleanPool(&_Savegame_pool);
- AddBlockToPool(&_Savegame_pool);
-
- /* A block from the pool is a contigious area of memory, so it is safe to write to it sequentially */
- _sl.bufsize = GetSavegamePoolSize();
- _sl.buf = GetSavegame(_ts.count);
- return true;
-}
-
-static void UnInitMem(void)
-{
- CleanPool(&_Savegame_pool);
-}
-
-static void WriteMem(uint size)
-{
- _ts.count += size;
- /* Allocate new block and new buffer-pointer */
- AddBlockIfNeeded(&_Savegame_pool, _ts.count);
- _sl.buf = GetSavegame(_ts.count);
-}
-
-//********************************************
-//********** START OF ZLIB CODE **************
-//********************************************
-
-#if defined(WITH_ZLIB)
-#include <zlib.h>
-
-static z_stream _z;
-
-static bool InitReadZlib(void)
-{
- memset(&_z, 0, sizeof(_z));
- if (inflateInit(&_z) != Z_OK) return false;
-
- _sl.bufsize = 4096;
- _sl.buf = _sl.buf_ori = (byte*)malloc(4096 + 4096); // also contains fread buffer
- return true;
-}
-
-static uint ReadZlib(void)
-{
- int r;
-
- _z.next_out = _sl.buf;
- _z.avail_out = 4096;
-
- do {
- // read more bytes from the file?
- if (_z.avail_in == 0) {
- _z.avail_in = fread(_z.next_in = _sl.buf + 4096, 1, 4096, _sl.fh);
- }
-
- // inflate the data
- r = inflate(&_z, 0);
- if (r == Z_STREAM_END)
- break;
-
- if (r != Z_OK)
- SlError("inflate() failed");
- } while (_z.avail_out);
-
- return 4096 - _z.avail_out;
-}
-
-static void UninitReadZlib(void)
-{
- inflateEnd(&_z);
- free(_sl.buf_ori);
-}
-
-static bool InitWriteZlib(void)
-{
- memset(&_z, 0, sizeof(_z));
- if (deflateInit(&_z, 6) != Z_OK) return false;
-
- _sl.bufsize = 4096;
- _sl.buf = _sl.buf_ori = (byte*)malloc(4096); // also contains fread buffer
- return true;
-}
-
-static void WriteZlibLoop(z_streamp z, byte *p, uint len, int mode)
-{
- byte buf[1024]; // output buffer
- int r;
- uint n;
- z->next_in = p;
- z->avail_in = len;
- do {
- z->next_out = buf;
- z->avail_out = sizeof(buf);
- r = deflate(z, mode);
- // bytes were emitted?
- if ((n=sizeof(buf) - z->avail_out) != 0) {
- if (fwrite(buf, n, 1, _sl.fh) != 1) SlError("file write error");
- }
- if (r == Z_STREAM_END)
- break;
- if (r != Z_OK) SlError("zlib returned error code");
- } while (z->avail_in || !z->avail_out);
-}
-
-static void WriteZlib(uint len)
-{
- WriteZlibLoop(&_z, _sl.buf, len, 0);
-}
-
-static void UninitWriteZlib(void)
-{
- // flush any pending output.
- if (_sl.fh) WriteZlibLoop(&_z, NULL, 0, Z_FINISH);
- deflateEnd(&_z);
- free(_sl.buf_ori);
-}
-
-#endif /* WITH_ZLIB */
-
-//*******************************************
-//************* END OF CODE *****************
-//*******************************************
-
-// these define the chunks
-extern const ChunkHandler _misc_chunk_handlers[];
-extern const ChunkHandler _setting_chunk_handlers[];
-extern const ChunkHandler _player_chunk_handlers[];
-extern const ChunkHandler _engine_chunk_handlers[];
-extern const ChunkHandler _veh_chunk_handlers[];
-extern const ChunkHandler _waypoint_chunk_handlers[];
-extern const ChunkHandler _depot_chunk_handlers[];
-extern const ChunkHandler _order_chunk_handlers[];
-extern const ChunkHandler _town_chunk_handlers[];
-extern const ChunkHandler _sign_chunk_handlers[];
-extern const ChunkHandler _station_chunk_handlers[];
-extern const ChunkHandler _industry_chunk_handlers[];
-extern const ChunkHandler _economy_chunk_handlers[];
-extern const ChunkHandler _animated_tile_chunk_handlers[];
-extern const ChunkHandler _newgrf_chunk_handlers[];
-
-static const ChunkHandler * const _chunk_handlers[] = {
- _misc_chunk_handlers,
- _setting_chunk_handlers,
- _veh_chunk_handlers,
- _waypoint_chunk_handlers,
- _depot_chunk_handlers,
- _order_chunk_handlers,
- _industry_chunk_handlers,
- _economy_chunk_handlers,
- _engine_chunk_handlers,
- _town_chunk_handlers,
- _sign_chunk_handlers,
- _station_chunk_handlers,
- _player_chunk_handlers,
- _animated_tile_chunk_handlers,
- _newgrf_chunk_handlers,
- NULL,
-};
-
-// used to include a vehicle desc in another desc.
-extern const SaveLoad _common_veh_desc[];
-static const SaveLoad* const _desc_includes[] = {
- _common_veh_desc
-};
-
-/**
- * Pointers cannot be saved to a savegame, so this functions gets
- * the index of the item, and if not available, it hussles with
- * pointers (looks really bad :()
- * Remember that a NULL item has value 0, and all
- * indeces have +1, so vehicle 0 is saved as index 1.
- * @param obj The object that we want to get the index of
- * @param rt @SLRefType type of the object the index is being sought of
- * @return Return the pointer converted to an index of the type pointed to
- */
-static uint ReferenceToInt(const void *obj, SLRefType rt)
-{
- if (obj == NULL) return 0;
-
- switch (rt) {
- case REF_VEHICLE_OLD: // Old vehicles we save as new onces
- case REF_VEHICLE: return ((const Vehicle*)obj)->index + 1;
- case REF_STATION: return ((const Station*)obj)->index + 1;
- case REF_TOWN: return ((const Town*)obj)->index + 1;
- case REF_ORDER: return ((const Order*)obj)->index + 1;
- case REF_ROADSTOPS: return ((const RoadStop*)obj)->index + 1;
- case REF_ENGINE_RENEWS: return ((const EngineRenew*)obj)->index + 1;
- default: NOT_REACHED();
- }
-
- return 0; // avoid compiler warning
-}
-
-/**
- * Pointers cannot be loaded from a savegame, so this function
- * gets the index from the savegame and returns the appropiate
- * pointer from the already loaded base.
- * Remember that an index of 0 is a NULL pointer so all indeces
- * are +1 so vehicle 0 is saved as 1.
- * @param index The index that is being converted to a pointer
- * @param rt @SLRefType type of the object the pointer is sought of
- * @return Return the index converted to a pointer of any type
- */
-static void *IntToReference(uint index, SLRefType rt)
-{
- /* After version 4.3 REF_VEHICLE_OLD is saved as REF_VEHICLE,
- * and should be loaded like that */
- if (rt == REF_VEHICLE_OLD && !CheckSavegameVersionOldStyle(4, 4))
- rt = REF_VEHICLE;
-
- /* No need to look up NULL pointers, just return immediately */
- if (rt != REF_VEHICLE_OLD && index == 0)
- return NULL;
-
- index--; // correct for the NULL index
-
- switch (rt) {
- case REF_ORDER: {
- if (!AddBlockIfNeeded(&_Order_pool, index))
- error("Orders: failed loading savegame: too many orders");
- return GetOrder(index);
- }
- case REF_VEHICLE: {
- if (!AddBlockIfNeeded(&_Vehicle_pool, index))
- error("Vehicles: failed loading savegame: too many vehicles");
- return GetVehicle(index);
- }
- case REF_STATION: {
- if (!AddBlockIfNeeded(&_Station_pool, index))
- error("Stations: failed loading savegame: too many stations");
- return GetStation(index);
- }
- case REF_TOWN: {
- if (!AddBlockIfNeeded(&_Town_pool, index))
- error("Towns: failed loading savegame: too many towns");
- return GetTown(index);
- }
- case REF_ROADSTOPS: {
- if (!AddBlockIfNeeded(&_RoadStop_pool, index))
- error("RoadStops: failed loading savegame: too many RoadStops");
- return GetRoadStop(index);
- }
- case REF_ENGINE_RENEWS: {
- if (!AddBlockIfNeeded(&_EngineRenew_pool, index))
- error("EngineRenews: failed loading savegame: too many EngineRenews");
- return GetEngineRenew(index);
- }
-
- case REF_VEHICLE_OLD: {
- /* Old vehicles were saved differently:
- * invalid vehicle was 0xFFFF,
- * and the index was not - 1.. correct for this */
- index++;
- if (index == INVALID_VEHICLE)
- return NULL;
-
- if (!AddBlockIfNeeded(&_Vehicle_pool, index))
- error("Vehicles: failed loading savegame: too many vehicles");
- return GetVehicle(index);
- }
- default: NOT_REACHED();
- }
-
- return NULL;
-}
-
-/** The format for a reader/writer type of a savegame */
-typedef struct {
- const char *name; /// name of the compressor/decompressor (debug-only)
- uint32 tag; /// the 4-letter tag by which it is identified in the savegame
-
- bool (*init_read)(void); /// function executed upon initalization of the loader
- ReaderProc *reader; /// function that loads the data from the file
- void (*uninit_read)(void); /// function executed when reading is finished
-
- bool (*init_write)(void); /// function executed upon intialization of the saver
- WriterProc *writer; /// function that saves the data to the file
- void (*uninit_write)(void); /// function executed when writing is done
-} SaveLoadFormat;
-
-static const SaveLoadFormat _saveload_formats[] = {
- {"memory", 0, NULL, NULL, NULL, InitMem, WriteMem, UnInitMem},
- {"lzo", TO_BE32X('OTTD'), InitLZO, ReadLZO, UninitLZO, InitLZO, WriteLZO, UninitLZO},
- {"none", TO_BE32X('OTTN'), InitNoComp, ReadNoComp, UninitNoComp, InitNoComp, WriteNoComp, UninitNoComp},
-#if defined(WITH_ZLIB)
- {"zlib", TO_BE32X('OTTZ'), InitReadZlib, ReadZlib, UninitReadZlib, InitWriteZlib, WriteZlib, UninitWriteZlib},
-#else
- {"zlib", TO_BE32X('OTTZ'), NULL, NULL, NULL, NULL, NULL, NULL},
-#endif
-};
-
-/**
- * Return the savegameformat of the game. Whether it was create with ZLIB compression
- * uncompressed, or another type
- * @param s Name of the savegame format. If NULL it picks the first available one
- * @return Pointer to @SaveLoadFormat struct giving all characteristics of this type of savegame
- */
-static const SaveLoadFormat *GetSavegameFormat(const char *s)
-{
- const SaveLoadFormat *def = endof(_saveload_formats) - 1;
-
- // find default savegame format, the highest one with which files can be written
- while (!def->init_write) def--;
-
- if (s != NULL && s[0] != '\0') {
- const SaveLoadFormat *slf;
- for (slf = &_saveload_formats[0]; slf != endof(_saveload_formats); slf++) {
- if (slf->init_write != NULL && strcmp(s, slf->name) == 0)
- return slf;
- }
-
- ShowInfoF("Savegame format '%s' is not available. Reverting to '%s'.", s, def->name);
- }
- return def;
-}
-
-// actual loader/saver function
-void InitializeGame(int mode, uint size_x, uint size_y);
-extern bool AfterLoadGame(void);
-extern void BeforeSaveGame(void);
-extern bool LoadOldSaveGame(const char *file);
-
-/** Small helper function to close the to be loaded savegame an signal error */
-static inline SaveOrLoadResult AbortSaveLoad(void)
-{
- if (_sl.fh != NULL) fclose(_sl.fh);
-
- _sl.fh = NULL;
- return SL_ERROR;
-}
-
-/** Update the gui accordingly when starting saving
- * and set locks on saveload. Also turn off fast-forward cause with that
- * saving takes Aaaaages */
-void SaveFileStart(void)
-{
- _ts.ff_state = _fast_forward;
- _fast_forward = false;
- if (_cursor.sprite == SPR_CURSOR_MOUSE) SetMouseCursor(SPR_CURSOR_ZZZ);
-
- SendWindowMessage(WC_STATUS_BAR, 0, true, 0, 0);
- _ts.saveinprogress = true;
-}
-
-/** Update the gui accordingly when saving is done and release locks
- * on saveload */
-void SaveFileDone(void)
-{
- _fast_forward = _ts.ff_state;
- if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE);
-
- SendWindowMessage(WC_STATUS_BAR, 0, false, 0, 0);
- _ts.saveinprogress = false;
-}
-
-/** Show a gui message when saving has failed */
-void SaveFileError(void)
-{
- ShowErrorMessage(STR_4007_GAME_SAVE_FAILED, STR_NULL, 0, 0);
- SaveFileDone();
-}
-
-static OTTDThread* save_thread;
-
-/** We have written the whole game into memory, _Savegame_pool, now find
- * and appropiate compressor and start writing to file.
- */
-static void* SaveFileToDisk(void *arg)
-{
- const SaveLoadFormat *fmt;
- uint32 hdr[2];
-
- /* XXX - Setup setjmp error handler if an error occurs anywhere deep during
- * loading/saving execute a longjmp() and continue execution here */
- if (setjmp(_sl.excpt)) {
- AbortSaveLoad();
- _sl.excpt_uninit();
-
- fprintf(stderr, "Save game failed: %s.", _sl.excpt_msg);
- if (arg != NULL) {
- OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_ERROR);
- } else {
- SaveFileError();
- }
- return NULL;
- }
-
- fmt = GetSavegameFormat(_savegame_format);
-
- /* We have written our stuff to memory, now write it to file! */
- hdr[0] = fmt->tag;
- hdr[1] = TO_BE32(SAVEGAME_VERSION << 16);
- if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError("file write failed");
-
- if (!fmt->init_write()) SlError("cannot initialize compressor");
-
- {
- uint i;
- uint count = 1 << Savegame_POOL_BLOCK_SIZE_BITS;
-
- assert(_ts.count == _sl.offs_base);
- for (i = 0; i != _Savegame_pool.current_blocks - 1; i++) {
- _sl.buf = _Savegame_pool.blocks[i];
- fmt->writer(count);
- }
-
- /* The last block is (almost) always not fully filled, so only write away
- * as much data as it is in there */
- _sl.buf = _Savegame_pool.blocks[i];
- fmt->writer(_ts.count - (i * count));
- }
-
- fmt->uninit_write();
- assert(_ts.count == _sl.offs_base);
- GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
- fclose(_sl.fh);
-
- if (arg != NULL) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_DONE);
- return NULL;
-}
-
-void WaitTillSaved(void)
-{
- OTTDJoinThread(save_thread);
- save_thread = NULL;
-}
-
-/**
- * Main Save or Load function where the high-level saveload functions are
- * handled. It opens the savegame, selects format and checks versions
- * @param filename The name of the savegame being created/loaded
- * @param mode Save or load. Load can also be a TTD(Patch) game. Use SL_LOAD, SL_OLD_LOAD or SL_SAVE
- * @return Return the results of the action. SL_OK, SL_ERROR or SL_REINIT ("unload" the game)
- */
-SaveOrLoadResult SaveOrLoad(const char *filename, int mode)
-{
- uint32 hdr[2];
- const SaveLoadFormat *fmt;
-
- /* An instance of saving is already active, so don't go saving again */
- if (_ts.saveinprogress && mode == SL_SAVE) {
- // if not an autosave, but a user action, show error message
- if (!_do_autosave) ShowErrorMessage(INVALID_STRING_ID, STR_SAVE_STILL_IN_PROGRESS, 0, 0);
- return SL_OK;
- }
- WaitTillSaved();
-
- /* Load a TTDLX or TTDPatch game */
- if (mode == SL_OLD_LOAD) {
- InitializeGame(IG_DATE_RESET, 256, 256); // set a mapsize of 256x256 for TTDPatch games or it might get confused
- if (!LoadOldSaveGame(filename)) return SL_REINIT;
- _sl_version = 0;
- AfterLoadGame();
- return SL_OK;
- }
-
- _sl.fh = (mode == SL_SAVE) ? fopen(filename, "wb") : fopen(filename, "rb");
- if (_sl.fh == NULL) {
- DEBUG(sl, 0, "Cannot open savegame '%s' for saving/loading.", filename);
- return SL_ERROR;
- }
-
- _sl.bufe = _sl.bufp = NULL;
- _sl.offs_base = 0;
- _sl.save = mode;
- _sl.includes = _desc_includes;
- _sl.chs = _chunk_handlers;
-
- /* XXX - Setup setjmp error handler if an error occurs anywhere deep during
- * loading/saving execute a longjmp() and continue execution here */
- if (setjmp(_sl.excpt)) {
- AbortSaveLoad();
-
- // deinitialize compressor.
- _sl.excpt_uninit();
-
- /* A saver/loader exception!! reinitialize all variables to prevent crash! */
- if (mode == SL_LOAD) {
- ShowInfoF("Load game failed: %s.", _sl.excpt_msg);
- return SL_REINIT;
- }
-
- ShowInfoF("Save game failed: %s.", _sl.excpt_msg);
- return SL_ERROR;
- }
-
- /* General tactic is to first save the game to memory, then use an available writer
- * to write it to file, either in threaded mode if possible, or single-threaded */
- if (mode == SL_SAVE) { /* SAVE game */
- fmt = GetSavegameFormat("memory"); // write to memory
-
- _sl.write_bytes = fmt->writer;
- _sl.excpt_uninit = fmt->uninit_write;
- if (!fmt->init_write()) {
- DEBUG(sl, 0, "Initializing writer '%s' failed.", fmt->name);
- return AbortSaveLoad();
- }
-
- _sl_version = SAVEGAME_VERSION;
-
- BeforeSaveGame();
- SlSaveChunks();
- SlWriteFill(); // flush the save buffer
-
- SaveFileStart();
- if (_network_server ||
- (save_thread = OTTDCreateThread(&SaveFileToDisk, (void*)"")) == NULL) {
- DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
- SaveFileToDisk(NULL);
- SaveFileDone();
- }
-
- } else { /* LOAD game */
- assert(mode == SL_LOAD);
-
- if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) {
- DEBUG(sl, 0, "Cannot read savegame header, aborting");
- return AbortSaveLoad();
- }
-
- // see if we have any loader for this type.
- for (fmt = _saveload_formats; ; fmt++) {
- /* No loader found, treat as version 0 and use LZO format */
- if (fmt == endof(_saveload_formats)) {
- DEBUG(sl, 0, "Unknown savegame type, trying to load it as the buggy format");
- rewind(_sl.fh);
- _sl_version = 0;
- _sl_minor_version = 0;
- fmt = _saveload_formats + 1; // LZO
- break;
- }
-
- if (fmt->tag == hdr[0]) {
- // check version number
- _sl_version = TO_BE32(hdr[1]) >> 16;
- /* Minor is not used anymore from version 18.0, but it is still needed
- * in versions before that (4 cases) which can't be removed easy.
- * Therefor it is loaded, but never saved (or, it saves a 0 in any scenario).
- * So never EVER use this minor version again. -- TrueLight -- 22-11-2005 */
- _sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
-
- DEBUG(sl, 1, "Loading savegame version %d", _sl_version);
-
- /* Is the version higher than the current? */
- if (_sl_version > SAVEGAME_VERSION) {
- DEBUG(sl, 0, "Savegame version invalid");
- return AbortSaveLoad();
- }
- break;
- }
- }
-
- _sl.read_bytes = fmt->reader;
- _sl.excpt_uninit = fmt->uninit_read;
-
- // loader for this savegame type is not implemented?
- if (fmt->init_read == NULL) {
- ShowInfoF("Loader for '%s' is not available.", fmt->name);
- return AbortSaveLoad();
- }
-
- if (!fmt->init_read()) {
- DEBUG(sl, 0, "Initializing loader '%s' failed", fmt->name);
- return AbortSaveLoad();
- }
-
- /* Old maps were hardcoded to 256x256 and thus did not contain
- * any mapsize information. Pre-initialize to 256x256 to not to
- * confuse old games */
- InitializeGame(IG_DATE_RESET, 256, 256);
-
- SlLoadChunks();
- fmt->uninit_read();
- fclose(_sl.fh);
-
- /* After loading fix up savegame for any internal changes that
- * might've occured since then. If it fails, load back the old game */
- if (!AfterLoadGame()) return SL_REINIT;
- }
-
- return SL_OK;
-}
-
-/** Do a save when exiting the game (patch option) _patches.autosave_on_exit */
-void DoExitSave(void)
-{
- char buf[200];
- snprintf(buf, sizeof(buf), "%s%sexit.sav", _paths.autosave_dir, PATHSEP);
- SaveOrLoad(buf, SL_SAVE);
-}
-
-#if 0
-/**
- * Function to get the type of the savegame by looking at the file header.
- * NOTICE: Not used right now, but could be used if extensions of savegames are garbled
- * @param file Savegame to be checked
- * @return SL_OLD_LOAD or SL_LOAD of the file
- */
-int GetSavegameType(char *file)
-{
- const SaveLoadFormat *fmt;
- uint32 hdr;
- FILE *f;
- int mode = SL_OLD_LOAD;
-
- f = fopen(file, "rb");
- if (fread(&hdr, sizeof(hdr), 1, f) != 1) {
- DEBUG(sl, 0, "Savegame is obsolete or invalid format");
- mode = SL_LOAD; // don't try to get filename, just show name as it is written
- } else {
- // see if we have any loader for this type.
- for (fmt = _saveload_formats; fmt != endof(_saveload_formats); fmt++) {
- if (fmt->tag == hdr) {
- mode = SL_LOAD; // new type of savegame
- break;
- }
- }
- }
-
- fclose(f);
- return mode;
-}
-#endif