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Diffstat (limited to 'src/saveload.cpp')
-rw-r--r-- | src/saveload.cpp | 1686 |
1 files changed, 1686 insertions, 0 deletions
diff --git a/src/saveload.cpp b/src/saveload.cpp new file mode 100644 index 000000000..75396aeee --- /dev/null +++ b/src/saveload.cpp @@ -0,0 +1,1686 @@ +/* $Id$ */ + +/** @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 |