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authorsmatz <smatz@openttd.org>2009-01-04 15:32:25 +0000
committersmatz <smatz@openttd.org>2009-01-04 15:32:25 +0000
commit7368c740a646c958797b5dff90d6c5b51236e2a4 (patch)
tree56e0ff1f4048e467cf123e92ca788c3c4bbc0f94 /src/saveload.cpp
parentc9e8fd307e36b3d35f5bf7d01cffe64b1e75b846 (diff)
downloadopenttd-7368c740a646c958797b5dff90d6c5b51236e2a4.tar.xz
(svn r14828) -Codechange: move most of save/load-specific code to separate files
Diffstat (limited to 'src/saveload.cpp')
-rw-r--r--src/saveload.cpp1893
1 files changed, 0 insertions, 1893 deletions
diff --git a/src/saveload.cpp b/src/saveload.cpp
deleted file mode 100644
index eb46fe094..000000000
--- a/src/saveload.cpp
+++ /dev/null
@@ -1,1893 +0,0 @@
-/* $Id$ */
-
-/** @file saveload.cpp
- * 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>
- */
-#include "stdafx.h"
-#include "openttd.h"
-#include "debug.h"
-#include "station_base.h"
-#include "thread.h"
-#include "town.h"
-#include "saveload.h"
-#include "network/network.h"
-#include "variables.h"
-#include "window_func.h"
-#include "strings_func.h"
-#include "gfx_func.h"
-#include "core/alloc_func.hpp"
-#include "functions.h"
-#include "core/endian_func.hpp"
-#include "vehicle_base.h"
-#include "company_func.h"
-#include "date_func.h"
-#include "autoreplace_base.h"
-#include "statusbar_gui.h"
-#include "fileio_func.h"
-#include <list>
-#include "gamelog.h"
-
-#include "table/strings.h"
-
-extern const uint16 SAVEGAME_VERSION = 105;
-
-SavegameType _savegame_type; ///< type of savegame we are loading
-
-uint32 _ttdp_version; ///< version of TTDP savegame (if applicable)
-uint16 _sl_version; ///< the major savegame version identifier
-byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
-
-typedef void WriterProc(size_t len);
-typedef size_t ReaderProc();
-
-/** 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
-
- size_t 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
-
- size_t 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.)
-
- /* 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)(); ///< the function to execute on any encountered error
- StringID error_str; ///< the translateable error message to show
- char *extra_msg; ///< the error message
-} _sl;
-
-
-enum NeedLengthValues {NL_NONE = 0, NL_WANTLENGTH = 1, NL_CALCLENGTH = 2};
-
-/** 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(StringID string, const char *extra_msg = NULL)
-{
- _sl.error_str = string;
- free(_sl.extra_msg);
- _sl.extra_msg = (extra_msg == NULL) ? NULL : strdup(extra_msg);
- throw std::exception();
-}
-
-typedef void (*AsyncSaveFinishProc)();
-static AsyncSaveFinishProc _async_save_finish = NULL;
-static ThreadObject *_save_thread;
-
-/**
- * Called by save thread to tell we finished saving.
- */
-static void SetAsyncSaveFinish(AsyncSaveFinishProc proc)
-{
- if (_exit_game) return;
- while (_async_save_finish != NULL) CSleep(10);
-
- _async_save_finish = proc;
-}
-
-/**
- * Handle async save finishes.
- */
-void ProcessAsyncSaveFinish()
-{
- if (_async_save_finish == NULL) return;
-
- _async_save_finish();
-
- _async_save_finish = NULL;
-
- if (_save_thread != NULL) {
- _save_thread->Join();
- delete _save_thread;
- _save_thread = NULL;
- }
-}
-
-/**
- * Fill the input buffer by reading from the file with the given reader
- */
-static void SlReadFill()
-{
- size_t len = _sl.read_bytes();
- if (len == 0) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unexpected end of chunk");
-
- _sl.bufp = _sl.buf;
- _sl.bufe = _sl.buf + len;
- _sl.offs_base += len;
-}
-
-static inline size_t SlGetOffs() {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() {return CheckSavegameVersion(69) ? 2 : 4;}
-
-/** 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()
-{
- /* 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;
-}
-
-/** 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()
-{
- if (_sl.bufp == _sl.bufe) SlReadFill();
- return *_sl.bufp++;
-}
-
-/** Wrapper for SlReadByteInternal */
-byte SlReadByte() {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()
-{
- int x = SlReadByte() << 8;
- return x | SlReadByte();
-}
-
-static inline uint32 SlReadUint32()
-{
- uint32 x = SlReadUint16() << 16;
- return x | SlReadUint16();
-}
-
-static inline uint64 SlReadUint64()
-{
- 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()
-{
- 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(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "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(size_t 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((byte)i);
-}
-
-/** Return how many bytes used to encode a gamma value */
-static inline uint SlGetGammaLength(size_t i)
-{
- return 1 + (i >= (1 << 7)) + (i >= (1 << 14)) + (i >= (1 << 21));
-}
-
-static inline uint SlReadSparseIndex() {return SlReadSimpleGamma();}
-static inline void SlWriteSparseIndex(uint index) {SlWriteSimpleGamma(index);}
-
-static inline uint SlReadArrayLength() {return SlReadSimpleGamma();}
-static inline void SlWriteArrayLength(size_t length) {SlWriteSimpleGamma(length);}
-static inline uint SlGetArrayLength(size_t length) {return SlGetGammaLength(length);}
-
-void SlSetArrayIndex(uint index)
-{
- _sl.need_length = NL_WANTLENGTH;
- _sl.array_index = index;
-}
-
-static size_t _next_offs;
-
-/**
- * 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()
-{
- int index;
-
- /* 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. */
- if (_next_offs != 0 && SlGetOffs() != _next_offs) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Invalid chunk size");
-
- 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((uint32)((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 += (int)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 */
-size_t SlGetFieldLength() {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 val 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_NAME: *(char**)ptr = CopyFromOldName(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)
-{
- if (ptr == NULL) return 0;
- return min(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.)
- * @param conv type of data been used
- * @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 = SIZE_MAX;
- 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 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((char*)ptr, length);
- break;
- case SLE_VAR_STR:
- case SLE_VAR_STRQ:
- ptr = *(char**)ptr;
- len = SlCalcNetStringLen((char*)ptr, SIZE_MAX);
- 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);
- if (len == 0) {
- *(char**)ptr = NULL;
- } else {
- *(char**)ptr = MallocT<char>(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(size_t 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, size_t 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) {
- /* all arrays except difficulty settings */
- if (conv == SLE_INT16 || conv == SLE_UINT16 || conv == SLE_STRINGID ||
- conv == SLE_INT32 || conv == SLE_UINT32) {
- SlCopyBytes(array, length * SlCalcConvFileLen(conv));
- return;
- }
- /* used for conversion of Money 32bit->64bit */
- if (conv == (SLE_FILE_I32 | SLE_VAR_I64)) {
- for (uint i = 0; i < length; i++) {
- ((int64*)array)[i] = (int32)BSWAP32(SlReadUint32());
- }
- return;
- }
- }
-
- /* 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
- }
- }
-}
-
-
-static uint ReferenceToInt(const void* obj, SLRefType rt);
-static void* IntToReference(uint index, SLRefType rt);
-
-
-/**
- * Return the size in bytes of a list
- * @param list The std::list to find the size of
- */
-static inline size_t SlCalcListLen(const void *list)
-{
- std::list<void *> *l = (std::list<void *> *) list;
-
- int type_size = CheckSavegameVersion(69) ? 2 : 4;
- /* Each entry is saved as type_size bytes, plus type_size bytes are used for the length
- * of the list */
- return l->size() * type_size + type_size;
-}
-
-
-/**
- * Save/Load a list.
- * @param list The list being manipulated
- * @param conv SLRefType type of the list (Vehicle *, Station *, etc)
- */
-void SlList(void *list, SLRefType conv)
-{
- /* Automatically calculate the length? */
- if (_sl.need_length != NL_NONE) {
- SlSetLength(SlCalcListLen(list));
- /* Determine length only? */
- if (_sl.need_length == NL_CALCLENGTH) return;
- }
-
- std::list<void *> *l = (std::list<void *> *) list;
-
- if (_sl.save) {
- SlWriteUint32((uint32)l->size());
-
- std::list<void *>::iterator iter;
- for (iter = l->begin(); iter != l->end(); ++iter) {
- void *ptr = *iter;
- SlWriteUint32(ReferenceToInt(ptr, conv));
- }
- } else {
- uint length = CheckSavegameVersion(69) ? SlReadUint16() : SlReadUint32();
-
- /* Load each reference and push to the end of the list */
- for (uint i = 0; i < length; i++) {
- void *ptr = IntToReference(CheckSavegameVersion(69) ? SlReadUint16() : SlReadUint32(), conv);
- l->push_back(ptr);
- }
- }
-}
-
-
-/** 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 object to be measured
- * @param sld The SaveLoad description of the object so we know how to manipulate it
- * @return size of given objetc
- */
-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:
- case SL_LST:
- /* 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);
- case SL_LST: return SlCalcListLen(GetVariableAddress(object, sld));
- default: NOT_REACHED();
- }
- break;
- case SL_WRITEBYTE: return 1; // a byte is logically of size 1
- case SL_VEH_INCLUDE: return SlCalcObjLength(object, GetVehicleDescription(VEH_END));
- default: NOT_REACHED();
- }
- return 0;
-}
-
-
-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:
- case SL_LST:
- /* 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
- if (_sl.save) {
- SlWriteUint32(ReferenceToInt(*(void**)ptr, (SLRefType)conv));
- } else {
- *(void**)ptr = IntToReference(CheckSavegameVersion(69) ? SlReadUint16() : SlReadUint32(), (SLRefType)conv);
- }
- break;
- case SL_ARR: SlArray(ptr, sld->length, conv); break;
- case SL_STR: SlString(ptr, sld->length, conv); break;
- case SL_LST: SlList(ptr, (SLRefType)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_VEH_INCLUDE loads common code for vehicles */
- case SL_VEH_INCLUDE:
- SlObject(ptr, GetVehicleDescription(VEH_END));
- 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 = sld->global ? sld->address : GetVariableAddress(object, sld);
- SlObjectMember(ptr, sld);
- }
-}
-
-/**
- * Save or Load (a list of) global variables
- * @param sldg The global variable that is being loaded or saved
- */
-void SlGlobList(const SaveLoadGlobVarList *sldg)
-{
- SlObject(NULL, (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)
-{
- size_t 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);
-
- if (offs != SlGetOffs()) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Invalid chunk size");
-}
-
-/**
- * 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;
- size_t 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();
- if (SlGetOffs() != endoffs) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Invalid chunk size");
- } else {
- SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "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() {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;
-
- /* Don't save any chunk information if there is no save handler. */
- if (proc == NULL) return;
-
- 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()
-{
- 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()
-{
- 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(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unknown chunk type");
- SlLoadChunk(ch);
- }
-}
-
-/*******************************************
- ********** START OF LZO CODE **************
- *******************************************/
-#define LZO_SIZE 8192
-
-#include "minilzo.h"
-
-static size_t ReadLZO()
-{
- 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(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE, "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(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Inconsistent size");
-
- /* Read block */
- if (fread(out + sizeof(uint32), size, 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
-
- /* Verify checksum */
- if (tmp[0] != lzo_adler32(0, out, size + sizeof(uint32))) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "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(size_t size)
-{
- byte out[LZO_SIZE + LZO_SIZE / 64 + 16 + 3 + 8];
- byte wrkmem[sizeof(byte*)*4096];
- uint outlen;
-
- lzo1x_1_compress(_sl.buf, (lzo_uint)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(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
-}
-
-static bool InitLZO()
-{
- _sl.bufsize = LZO_SIZE;
- _sl.buf = _sl.buf_ori = MallocT<byte>(LZO_SIZE);
- return true;
-}
-
-static void UninitLZO()
-{
- free(_sl.buf_ori);
-}
-
-/*********************************************
- ******** START OF NOCOMP CODE (uncompressed)*
- *********************************************/
-static size_t ReadNoComp()
-{
- return fread(_sl.buf, 1, LZO_SIZE, _sl.fh);
-}
-
-static void WriteNoComp(size_t size)
-{
- if (fwrite(_sl.buf, 1, size, _sl.fh) != size) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
-}
-
-static bool InitNoComp()
-{
- _sl.bufsize = LZO_SIZE;
- _sl.buf = _sl.buf_ori = MallocT<byte>(LZO_SIZE);
- return true;
-}
-
-static void UninitNoComp()
-{
- free(_sl.buf_ori);
-}
-
-/********************************************
- ********** START OF MEMORY CODE (in ram)****
- ********************************************/
-
-#include "table/sprites.h"
-#include "gui.h"
-
-struct ThreadedSave {
- uint count;
- byte ff_state;
- bool saveinprogress;
- CursorID cursor;
-};
-
-/* 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()
-{
- _ts.count = 0;
-
- _Savegame_pool.CleanPool();
- _Savegame_pool.AddBlockToPool();
-
- /* 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()
-{
- _Savegame_pool.CleanPool();
-}
-
-static void WriteMem(size_t size)
-{
- _ts.count += (uint)size;
- /* Allocate new block and new buffer-pointer */
- _Savegame_pool.AddBlockIfNeeded(_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()
-{
- memset(&_z, 0, sizeof(_z));
- if (inflateInit(&_z) != Z_OK) return false;
-
- _sl.bufsize = 4096;
- _sl.buf = _sl.buf_ori = MallocT<byte>(4096 + 4096); // also contains fread buffer
- return true;
-}
-
-static size_t ReadZlib()
-{
- 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 = (uint)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(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "inflate() failed");
- } while (_z.avail_out);
-
- return 4096 - _z.avail_out;
-}
-
-static void UninitReadZlib()
-{
- inflateEnd(&_z);
- free(_sl.buf_ori);
-}
-
-static bool InitWriteZlib()
-{
- memset(&_z, 0, sizeof(_z));
- if (deflateInit(&_z, 6) != Z_OK) return false;
-
- _sl.bufsize = 4096;
- _sl.buf = _sl.buf_ori = MallocT<byte>(4096); // also contains fread buffer
- return true;
-}
-
-static void WriteZlibLoop(z_streamp z, byte *p, size_t len, int mode)
-{
- byte buf[1024]; // output buffer
- int r;
- uint n;
- z->next_in = p;
- z->avail_in = (uInt)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(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
- }
- if (r == Z_STREAM_END)
- break;
- if (r != Z_OK) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "zlib returned error code");
- } while (z->avail_in || !z->avail_out);
-}
-
-static void WriteZlib(size_t len)
-{
- WriteZlibLoop(&_z, _sl.buf, len, 0);
-}
-
-static void UninitWriteZlib()
-{
- /* 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 _gamelog_chunk_handlers[];
-extern const ChunkHandler _misc_chunk_handlers[];
-extern const ChunkHandler _name_chunk_handlers[];
-extern const ChunkHandler _cheat_chunk_handlers[] ;
-extern const ChunkHandler _setting_chunk_handlers[];
-extern const ChunkHandler _company_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[];
-extern const ChunkHandler _group_chunk_handlers[];
-extern const ChunkHandler _cargopacket_chunk_handlers[];
-extern const ChunkHandler _autoreplace_chunk_handlers[];
-
-static const ChunkHandler * const _chunk_handlers[] = {
- _gamelog_chunk_handlers,
- _misc_chunk_handlers,
- _name_chunk_handlers,
- _cheat_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,
- _company_chunk_handlers,
- _animated_tile_chunk_handlers,
- _newgrf_chunk_handlers,
- _group_chunk_handlers,
- _cargopacket_chunk_handlers,
- _autoreplace_chunk_handlers,
- NULL,
-};
-
-/**
- * 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;
- case REF_CARGO_PACKET: return ((const CargoPacket*)obj)->index + 1;
- case REF_ORDERLIST: return ((const OrderList*)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_ORDERLIST:
- if (_OrderList_pool.AddBlockIfNeeded(index)) return GetOrderList(index);
- error("Orders: failed loading savegame: too many order lists");
-
- case REF_ORDER:
- if (_Order_pool.AddBlockIfNeeded(index)) return GetOrder(index);
- error("Orders: failed loading savegame: too many orders");
-
- case REF_VEHICLE:
- if (_Vehicle_pool.AddBlockIfNeeded(index)) return GetVehicle(index);
- error("Vehicles: failed loading savegame: too many vehicles");
-
- case REF_STATION:
- if (_Station_pool.AddBlockIfNeeded(index)) return GetStation(index);
- error("Stations: failed loading savegame: too many stations");
-
- case REF_TOWN:
- if (_Town_pool.AddBlockIfNeeded(index)) return GetTown(index);
- error("Towns: failed loading savegame: too many towns");
-
- case REF_ROADSTOPS:
- if (_RoadStop_pool.AddBlockIfNeeded(index)) return GetRoadStop(index);
- error("RoadStops: failed loading savegame: too many RoadStops");
-
- case REF_ENGINE_RENEWS:
- if (_EngineRenew_pool.AddBlockIfNeeded(index)) return GetEngineRenew(index);
- error("EngineRenews: failed loading savegame: too many EngineRenews");
-
- case REF_CARGO_PACKET:
- if (_CargoPacket_pool.AddBlockIfNeeded(index)) return GetCargoPacket(index);
- error("CargoPackets: failed loading savegame: too many Cargo packets");
-
- 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 (_Vehicle_pool.AddBlockIfNeeded(index)) return GetVehicle(index);
- error("Vehicles: failed loading savegame: too many vehicles");
-
- default: NOT_REACHED();
- }
-
- return NULL;
-}
-
-/** The format for a reader/writer type of a savegame */
-struct SaveLoadFormat {
- 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)(); ///< function executed upon initalization of the loader
- ReaderProc *reader; ///< function that loads the data from the file
- void (*uninit_read)(); ///< function executed when reading is finished
-
- bool (*init_write)(); ///< function executed upon intialization of the saver
- WriterProc *writer; ///< function that saves the data to the file
- void (*uninit_write)(); ///< function executed when writing is done
-};
-
-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(uint size_x, uint size_y, bool reset_date);
-extern bool AfterLoadGame();
-extern void SaveViewportBeforeSaveGame();
-extern bool LoadOldSaveGame(const char *file);
-
-/** Small helper function to close the to be loaded savegame an signal error */
-static inline SaveOrLoadResult AbortSaveLoad()
-{
- 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 */
-static void SaveFileStart()
-{
- _ts.ff_state = _fast_forward;
- _fast_forward = 0;
- if (_cursor.sprite == SPR_CURSOR_MOUSE) SetMouseCursor(SPR_CURSOR_ZZZ, PAL_NONE);
-
- InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_START);
- _ts.saveinprogress = true;
-}
-
-/** Update the gui accordingly when saving is done and release locks
- * on saveload */
-static void SaveFileDone()
-{
- if (_game_mode != GM_MENU) _fast_forward = _ts.ff_state;
- if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
-
- InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_FINISH);
- _ts.saveinprogress = false;
-}
-
-/** Set the error message from outside of the actual loading/saving of the game (AfterLoadGame and friends) */
-void SetSaveLoadError(StringID str)
-{
- _sl.error_str = str;
-}
-
-/** Get the string representation of the error message */
-const char *GetSaveLoadErrorString()
-{
- SetDParam(0, _sl.error_str);
- SetDParamStr(1, _sl.extra_msg);
-
- static char err_str[512];
- GetString(err_str, _sl.save ? STR_4007_GAME_SAVE_FAILED : STR_4009_GAME_LOAD_FAILED, lastof(err_str));
- return err_str;
-}
-
-/** Show a gui message when saving has failed */
-static void SaveFileError()
-{
- SetDParamStr(0, GetSaveLoadErrorString());
- ShowErrorMessage(STR_JUST_RAW_STRING, STR_NULL, 0, 0);
- SaveFileDone();
-}
-
-/** We have written the whole game into memory, _Savegame_pool, now find
- * and appropiate compressor and start writing to file.
- */
-static SaveOrLoadResult SaveFileToDisk(bool threaded)
-{
- const SaveLoadFormat *fmt;
- uint32 hdr[2];
-
- _sl.excpt_uninit = NULL;
- try {
- 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(STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE);
-
- if (!fmt->init_write()) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, "cannot initialize compressor");
-
- {
- uint i;
- uint count = 1 << Savegame_POOL_BLOCK_SIZE_BITS;
-
- if (_ts.count != _sl.offs_base) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unexpected size of chunk");
- for (i = 0; i != _Savegame_pool.GetBlockCount() - 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();
- if (_ts.count != _sl.offs_base) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unexpected size of chunk");
- GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
- fclose(_sl.fh);
-
- if (threaded) SetAsyncSaveFinish(SaveFileDone);
-
- return SL_OK;
- }
- catch (...) {
- AbortSaveLoad();
- if (_sl.excpt_uninit != NULL) _sl.excpt_uninit();
-
- /* Skip the "color" character */
- DEBUG(sl, 0, GetSaveLoadErrorString() + 3);
-
- if (threaded) {
- SetAsyncSaveFinish(SaveFileError);
- } else {
- SaveFileError();
- }
- return SL_ERROR;
- }
-}
-
-static void SaveFileToDiskThread(void *arg)
-{
- SaveFileToDisk(true);
-}
-
-void WaitTillSaved()
-{
- if (_save_thread == NULL) return;
-
- _save_thread->Join();
- delete _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, Subdirectory sb)
-{
- 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();
-
- _next_offs = 0;
-
- /* Load a TTDLX or TTDPatch game */
- if (mode == SL_OLD_LOAD) {
- InitializeGame(256, 256, true); // set a mapsize of 256x256 for TTDPatch games or it might get confused
- GamelogReset();
- if (!LoadOldSaveGame(filename)) return SL_REINIT;
- _sl_version = 0;
- _sl_minor_version = 0;
- GamelogStartAction(GLAT_LOAD);
- if (!AfterLoadGame()) {
- GamelogStopAction();
- return SL_REINIT;
- }
- GamelogStopAction();
- return SL_OK;
- }
-
- _sl.excpt_uninit = NULL;
- try {
- _sl.fh = (mode == SL_SAVE) ? FioFOpenFile(filename, "wb", sb) : FioFOpenFile(filename, "rb", sb);
-
- /* Make it a little easier to load savegames from the console */
- if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", SAVE_DIR);
- if (_sl.fh == NULL && mode == SL_LOAD) _sl.fh = FioFOpenFile(filename, "rb", BASE_DIR);
-
- if (_sl.fh == NULL) {
- SlError(mode == SL_SAVE ? STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE : STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
- }
-
- _sl.bufe = _sl.bufp = NULL;
- _sl.offs_base = 0;
- _sl.save = (mode != 0);
- _sl.chs = _chunk_handlers;
-
- /* 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 */
- DEBUG(desync, 1, "save: %s\n", filename);
- 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;
-
- SaveViewportBeforeSaveGame();
- SlSaveChunks();
- SlWriteFill(); // flush the save buffer
-
- SaveFileStart();
- if (_network_server ||
- (_save_thread = ThreadObject::New(&SaveFileToDiskThread, NULL)) == NULL) {
- if (!_network_server) DEBUG(sl, 1, "Cannot create savegame thread, reverting to single-threaded mode...");
-
- SaveOrLoadResult result = SaveFileToDisk(false);
- SaveFileDone();
-
- return result;
- }
- } else { /* LOAD game */
- assert(mode == SL_LOAD);
- DEBUG(desync, 1, "load: %s\n", filename);
-
- if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError(STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE);
-
- /* 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");
- #if defined(WINCE)
- /* Of course some system had not to support rewind ;) */
- fseek(_sl.fh, 0L, SEEK_SET);
- clearerr(_sl.fh);
- #else
- rewind(_sl.fh);
- #endif
- _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) SlError(STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME);
- 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) {
- char err_str[64];
- snprintf(err_str, lengthof(err_str), "Loader for '%s' is not available.", fmt->name);
- SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
- }
-
- if (!fmt->init_read()) {
- char err_str[64];
- snprintf(err_str, lengthof(err_str), "Initializing loader '%s' failed", fmt->name);
- SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR, err_str);
- }
-
- /* 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(256, 256, true);
-
- GamelogReset();
-
- SlLoadChunks();
- fmt->uninit_read();
- fclose(_sl.fh);
-
- GamelogStartAction(GLAT_LOAD);
-
- _savegame_type = SGT_OTTD;
-
- /* 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()) {
- GamelogStopAction();
- return SL_REINIT;
- }
-
- GamelogStopAction();
- }
-
- return SL_OK;
- }
- catch (...) {
- AbortSaveLoad();
-
- /* deinitialize compressor. */
- if (_sl.excpt_uninit != NULL) _sl.excpt_uninit();
-
- /* Skip the "color" character */
- DEBUG(sl, 0, GetSaveLoadErrorString() + 3);
-
- /* A saver/loader exception!! reinitialize all variables to prevent crash! */
- return (mode == SL_LOAD) ? SL_REINIT : SL_ERROR;
- }
-}
-
-/** Do a save when exiting the game (patch option) _settings_client.gui.autosave_on_exit */
-void DoExitSave()
-{
- SaveOrLoad("exit.sav", SL_SAVE, AUTOSAVE_DIR);
-}
-
-/**
- * Fill the buffer with the default name for a savegame *or* screenshot.
- * @param buf the buffer to write to.
- * @param last the last element in the buffer.
- */
-void GenerateDefaultSaveName(char *buf, const char *last)
-{
- /* Check if we have a name for this map, which is the name of the first
- * available company. When there's no company available we'll use
- * 'Spectator' as "company" name. */
- CompanyID cid = _local_company;
- if (!IsValidCompanyID(cid)) {
- const Company *c;
- FOR_ALL_COMPANIES(c) {
- cid = c->index;
- break;
- }
- }
-
- SetDParam(0, cid);
-
- /* Insert current date */
- switch (_settings_client.gui.date_format_in_default_names) {
- case 0: SetDParam(1, STR_JUST_DATE_LONG); break;
- case 1: SetDParam(1, STR_JUST_DATE_TINY); break;
- case 2: SetDParam(1, STR_JUST_DATE_ISO); break;
- default: NOT_REACHED();
- }
- SetDParam(2, _date);
-
- /* Get the correct string (special string for when there's not company) */
- GetString(buf, !IsValidCompanyID(cid) ? STR_GAME_SAVELOAD_SPECTATOR_SAVEGAME : STR_4004, last);
- SanitizeFilename(buf);
-}
-
-#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