mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
0fed86a779
-Feature: make penalty for road stop occupancy user configurable -Fix [FS#1944]: road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty -Fix [FS#1495]: long (articulated) road vehicles could block loading of others when the following road vehicle already got 'permission' to go to the next bay even when it could not reach it -Change: improve the throughput of the drive through road stops by letting them stop closer together
2035 lines
60 KiB
C++
2035 lines
60 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file saveload.cpp
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* All actions handling saving and loading goes on in this file. The general actions
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* are as follows for saving a game (loading is analogous):
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* <ol>
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* <li>initialize the writer by creating a temporary memory-buffer for it
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* <li>go through all to-be saved elements, each 'chunk' (ChunkHandler) prefixed by a label
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* <li>use their description array (SaveLoad) to know what elements to save and in what version
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* of the game it was active (used when loading)
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* <li>write all data byte-by-byte to the temporary buffer so it is endian-safe
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* <li>when the buffer is full; flush it to the output (eg save to file) (_sl.buf, _sl.bufp, _sl.bufe)
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* <li>repeat this until everything is done, and flush any remaining output to file
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* </ol>
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*/
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#include "../stdafx.h"
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#include "../openttd.h"
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#include "../debug.h"
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#include "../station_base.h"
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#include "../thread/thread.h"
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#include "../town.h"
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#include "../network/network.h"
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#include "../variables.h"
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#include "../window_func.h"
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#include "../strings_func.h"
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#include "../gfx_func.h"
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#include "../core/endian_func.hpp"
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#include "../vehicle_base.h"
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#include "../company_func.h"
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#include "../date_func.h"
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#include "../autoreplace_base.h"
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#include "../roadstop_base.h"
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#include "../statusbar_gui.h"
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#include "../fileio_func.h"
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#include "../gamelog.h"
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#include "../string_func.h"
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#include "../engine_base.h"
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#include "table/strings.h"
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#include "saveload_internal.h"
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extern const uint16 SAVEGAME_VERSION = 130;
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SavegameType _savegame_type; ///< type of savegame we are loading
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uint32 _ttdp_version; ///< version of TTDP savegame (if applicable)
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uint16 _sl_version; ///< the major savegame version identifier
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byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
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char _savegame_format[8]; ///< how to compress savegames
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typedef void WriterProc(size_t len);
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typedef size_t ReaderProc();
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/** What are we currently doing? */
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enum SaveLoadAction {
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SLA_LOAD, ///< loading
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SLA_SAVE, ///< saving
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SLA_PTRS, ///< fixing pointers
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};
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enum NeedLength {
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NL_NONE = 0, ///< not working in NeedLength mode
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NL_WANTLENGTH = 1, ///< writing length and data
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NL_CALCLENGTH = 2, ///< need to calculate the length
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};
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/** The saveload struct, containing reader-writer functions, bufffer, version, etc. */
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struct SaveLoadParams {
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SaveLoadAction action; ///< are we doing a save or a load atm.
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NeedLength need_length; ///< working in NeedLength (Autolength) mode?
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byte block_mode; ///< ???
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bool error; ///< did an error occur or not
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size_t obj_len; ///< the length of the current object we are busy with
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int array_index, last_array_index; ///< in the case of an array, the current and last positions
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size_t offs_base; ///< the offset in number of bytes since we started writing data (eg uncompressed savegame size)
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WriterProc *write_bytes; ///< savegame writer function
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ReaderProc *read_bytes; ///< savegame loader function
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const ChunkHandler * const *chs; ///< the chunk of data that is being processed atm (vehicles, signs, etc.)
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/* When saving/loading savegames, they are always saved to a temporary memory-place
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* to be flushed to file (save) or to final place (load) when full. */
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byte *bufp, *bufe; ///< bufp(ointer) gives the current position in the buffer bufe(nd) gives the end of the buffer
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/* these 3 may be used by compressor/decompressors. */
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byte *buf; ///< pointer to temporary memory to read/write, initialized by SaveLoadFormat->initread/write
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byte *buf_ori; ///< pointer to the original memory location of buf, used to free it afterwards
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uint bufsize; ///< the size of the temporary memory *buf
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FILE *fh; ///< the file from which is read or written to
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void (*excpt_uninit)(); ///< the function to execute on any encountered error
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StringID error_str; ///< the translateable error message to show
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char *extra_msg; ///< the error message
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};
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static SaveLoadParams _sl;
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/** Error handler, calls longjmp to simulate an exception.
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* @todo this was used to have a central place to handle errors, but it is
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* pretty ugly, and seriously interferes with any multithreaded approaches */
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static void NORETURN SlError(StringID string, const char *extra_msg = NULL)
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{
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_sl.error_str = string;
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free(_sl.extra_msg);
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_sl.extra_msg = (extra_msg == NULL) ? NULL : strdup(extra_msg);
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throw std::exception();
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}
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typedef void (*AsyncSaveFinishProc)();
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static AsyncSaveFinishProc _async_save_finish = NULL;
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static ThreadObject *_save_thread;
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/**
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* Called by save thread to tell we finished saving.
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*/
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static void SetAsyncSaveFinish(AsyncSaveFinishProc proc)
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{
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if (_exit_game) return;
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while (_async_save_finish != NULL) CSleep(10);
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_async_save_finish = proc;
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}
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/**
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* Handle async save finishes.
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*/
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void ProcessAsyncSaveFinish()
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{
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if (_async_save_finish == NULL) return;
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_async_save_finish();
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_async_save_finish = NULL;
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if (_save_thread != NULL) {
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_save_thread->Join();
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delete _save_thread;
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_save_thread = NULL;
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}
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}
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/**
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* Fill the input buffer by reading from the file with the given reader
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*/
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static void SlReadFill()
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{
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size_t len = _sl.read_bytes();
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if (len == 0) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unexpected end of chunk");
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_sl.bufp = _sl.buf;
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_sl.bufe = _sl.buf + len;
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_sl.offs_base += len;
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}
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static inline size_t SlGetOffs() {return _sl.offs_base - (_sl.bufe - _sl.bufp);}
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static inline uint SlReadArrayLength();
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/** Return the size in bytes of a certain type of normal/atomic variable
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* as it appears in memory. See VarTypes
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* @param conv VarType type of variable that is used for calculating the size
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* @return Return the size of this type in bytes */
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static inline uint SlCalcConvMemLen(VarType conv)
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{
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static const byte conv_mem_size[] = {1, 1, 1, 2, 2, 4, 4, 8, 8, 0};
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byte length = GB(conv, 4, 4);
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switch (length << 4) {
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case SLE_VAR_STRB:
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case SLE_VAR_STRBQ:
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case SLE_VAR_STR:
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case SLE_VAR_STRQ:
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return SlReadArrayLength();
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default:
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assert(length < lengthof(conv_mem_size));
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return conv_mem_size[length];
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}
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}
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/** Return the size in bytes of a certain type of normal/atomic variable
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* as it appears in a saved game. See VarTypes
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* @param conv VarType type of variable that is used for calculating the size
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* @return Return the size of this type in bytes */
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static inline byte SlCalcConvFileLen(VarType conv)
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{
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static const byte conv_file_size[] = {1, 1, 2, 2, 4, 4, 8, 8, 2};
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byte length = GB(conv, 0, 4);
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assert(length < lengthof(conv_file_size));
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return conv_file_size[length];
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}
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/** Return the size in bytes of a reference (pointer) */
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static inline size_t SlCalcRefLen() {return CheckSavegameVersion(69) ? 2 : 4;}
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/** Flush the output buffer by writing to disk with the given reader.
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* If the buffer pointer has not yet been set up, set it up now. Usually
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* only called when the buffer is full, or there is no more data to be processed
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*/
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static void SlWriteFill()
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{
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/* flush the buffer to disk (the writer) */
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if (_sl.bufp != NULL) {
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uint len = _sl.bufp - _sl.buf;
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_sl.offs_base += len;
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if (len) _sl.write_bytes(len);
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}
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/* All the data from the buffer has been written away, rewind to the beginning
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* to start reading in more data */
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_sl.bufp = _sl.buf;
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_sl.bufe = _sl.buf + _sl.bufsize;
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}
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/** Read in a single byte from file. If the temporary buffer is full,
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* flush it to its final destination
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* @return return the read byte from file
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*/
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static inline byte SlReadByteInternal()
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{
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if (_sl.bufp == _sl.bufe) SlReadFill();
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return *_sl.bufp++;
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}
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/** Wrapper for SlReadByteInternal */
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byte SlReadByte() {return SlReadByteInternal();}
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/** Write away a single byte from memory. If the temporary buffer is full,
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* flush it to its destination (file)
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* @param b the byte that is currently written
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*/
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static inline void SlWriteByteInternal(byte b)
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{
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if (_sl.bufp == _sl.bufe) SlWriteFill();
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*_sl.bufp++ = b;
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}
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/** Wrapper for SlWriteByteInternal */
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void SlWriteByte(byte b) {SlWriteByteInternal(b);}
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static inline int SlReadUint16()
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{
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int x = SlReadByte() << 8;
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return x | SlReadByte();
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}
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static inline uint32 SlReadUint32()
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{
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uint32 x = SlReadUint16() << 16;
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return x | SlReadUint16();
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}
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static inline uint64 SlReadUint64()
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{
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uint32 x = SlReadUint32();
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uint32 y = SlReadUint32();
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return (uint64)x << 32 | y;
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}
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static inline void SlWriteUint16(uint16 v)
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{
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SlWriteByte(GB(v, 8, 8));
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SlWriteByte(GB(v, 0, 8));
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}
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static inline void SlWriteUint32(uint32 v)
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{
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SlWriteUint16(GB(v, 16, 16));
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SlWriteUint16(GB(v, 0, 16));
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}
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static inline void SlWriteUint64(uint64 x)
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{
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SlWriteUint32((uint32)(x >> 32));
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SlWriteUint32((uint32)x);
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}
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/**
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* Read in the header descriptor of an object or an array.
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* If the highest bit is set (7), then the index is bigger than 127
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* elements, so use the next byte to read in the real value.
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* The actual value is then both bytes added with the first shifted
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* 8 bits to the left, and dropping the highest bit (which only indicated a big index).
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* x = ((x & 0x7F) << 8) + SlReadByte();
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* @return Return the value of the index
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*/
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static uint SlReadSimpleGamma()
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{
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uint i = SlReadByte();
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if (HasBit(i, 7)) {
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i &= ~0x80;
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if (HasBit(i, 6)) {
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i &= ~0x40;
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if (HasBit(i, 5)) {
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i &= ~0x20;
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if (HasBit(i, 4))
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SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unsupported gamma");
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i = (i << 8) | SlReadByte();
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}
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i = (i << 8) | SlReadByte();
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}
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i = (i << 8) | SlReadByte();
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}
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return i;
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}
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/**
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* Write the header descriptor of an object or an array.
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* If the element is bigger than 127, use 2 bytes for saving
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* and use the highest byte of the first written one as a notice
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* that the length consists of 2 bytes, etc.. like this:
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* 0xxxxxxx
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* 10xxxxxx xxxxxxxx
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* 110xxxxx xxxxxxxx xxxxxxxx
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* 1110xxxx xxxxxxxx xxxxxxxx xxxxxxxx
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* @param i Index being written
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*/
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static void SlWriteSimpleGamma(size_t i)
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{
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if (i >= (1 << 7)) {
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if (i >= (1 << 14)) {
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if (i >= (1 << 21)) {
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assert(i < (1 << 28));
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SlWriteByte((byte)(0xE0 | (i >> 24)));
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SlWriteByte((byte)(i >> 16));
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} else {
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SlWriteByte((byte)(0xC0 | (i >> 16)));
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}
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SlWriteByte((byte)(i >> 8));
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} else {
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SlWriteByte((byte)(0x80 | (i >> 8)));
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}
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}
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SlWriteByte((byte)i);
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}
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/** Return how many bytes used to encode a gamma value */
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static inline uint SlGetGammaLength(size_t i)
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{
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return 1 + (i >= (1 << 7)) + (i >= (1 << 14)) + (i >= (1 << 21));
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}
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static inline uint SlReadSparseIndex() {return SlReadSimpleGamma();}
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static inline void SlWriteSparseIndex(uint index) {SlWriteSimpleGamma(index);}
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static inline uint SlReadArrayLength() {return SlReadSimpleGamma();}
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static inline void SlWriteArrayLength(size_t length) {SlWriteSimpleGamma(length);}
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static inline uint SlGetArrayLength(size_t length) {return SlGetGammaLength(length);}
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void SlSetArrayIndex(uint index)
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{
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_sl.need_length = NL_WANTLENGTH;
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_sl.array_index = index;
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}
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static size_t _next_offs;
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/**
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* Iterate through the elements of an array and read the whole thing
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* @return The index of the object, or -1 if we have reached the end of current block
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*/
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int SlIterateArray()
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{
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int index;
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/* After reading in the whole array inside the loop
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* we must have read in all the data, so we must be at end of current block. */
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if (_next_offs != 0 && SlGetOffs() != _next_offs) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Invalid chunk size");
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while (true) {
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uint length = SlReadArrayLength();
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if (length == 0) {
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_next_offs = 0;
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return -1;
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}
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_sl.obj_len = --length;
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_next_offs = SlGetOffs() + length;
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switch (_sl.block_mode) {
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case CH_SPARSE_ARRAY: index = (int)SlReadSparseIndex(); break;
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case CH_ARRAY: index = _sl.array_index++; break;
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default:
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DEBUG(sl, 0, "SlIterateArray error");
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return -1; // error
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}
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if (length != 0) return index;
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}
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}
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/**
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* Sets the length of either a RIFF object or the number of items in an array.
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* This lets us load an object or an array of arbitrary size
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* @param length The length of the sought object/array
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*/
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void SlSetLength(size_t length)
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{
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assert(_sl.action == SLA_SAVE);
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switch (_sl.need_length) {
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case NL_WANTLENGTH:
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_sl.need_length = NL_NONE;
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switch (_sl.block_mode) {
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case CH_RIFF:
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/* Ugly encoding of >16M RIFF chunks
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* The lower 24 bits are normal
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* The uppermost 4 bits are bits 24:27 */
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assert(length < (1 << 28));
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SlWriteUint32((uint32)((length & 0xFFFFFF) | ((length >> 24) << 28)));
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break;
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case CH_ARRAY:
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assert(_sl.last_array_index <= _sl.array_index);
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while (++_sl.last_array_index <= _sl.array_index)
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SlWriteArrayLength(1);
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SlWriteArrayLength(length + 1);
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break;
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case CH_SPARSE_ARRAY:
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SlWriteArrayLength(length + 1 + SlGetArrayLength(_sl.array_index)); // Also include length of sparse index.
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SlWriteSparseIndex(_sl.array_index);
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break;
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default: NOT_REACHED();
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}
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break;
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case NL_CALCLENGTH:
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_sl.obj_len += (int)length;
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break;
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default: NOT_REACHED();
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}
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}
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|
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/**
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* Save/Load bytes. These do not need to be converted to Little/Big Endian
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* so directly write them or read them to/from file
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* @param ptr The source or destination of the object being manipulated
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* @param length number of bytes this fast CopyBytes lasts
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*/
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static void SlCopyBytes(void *ptr, size_t length)
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{
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byte *p = (byte *)ptr;
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switch (_sl.action) {
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case SLA_LOAD:
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for (; length != 0; length--) { *p++ = SlReadByteInternal(); }
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break;
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case SLA_SAVE:
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for (; length != 0; length--) { SlWriteByteInternal(*p++); }
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break;
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default: NOT_REACHED();
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}
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}
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/** Read in bytes from the file/data structure but don't do
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* anything with them, discarding them in effect
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* @param length The amount of bytes that is being treated this way
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*/
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static inline void SlSkipBytes(size_t length)
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{
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for (; length != 0; length--) SlReadByte();
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}
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/* Get the length of the current object */
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size_t SlGetFieldLength() {return _sl.obj_len;}
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/** Return a signed-long version of the value of a setting
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* @param ptr pointer to the variable
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* @param conv type of variable, can be a non-clean
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* type, eg one with other flags because it is parsed
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* @return returns the value of the pointer-setting */
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int64 ReadValue(const void *ptr, VarType conv)
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{
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switch (GetVarMemType(conv)) {
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case SLE_VAR_BL: return (*(bool *)ptr != 0);
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case SLE_VAR_I8: return *(int8 *)ptr;
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case SLE_VAR_U8: return *(byte *)ptr;
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case SLE_VAR_I16: return *(int16 *)ptr;
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case SLE_VAR_U16: return *(uint16*)ptr;
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|
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();
|
|
}
|
|
}
|
|
|
|
/** 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)
|
|
{
|
|
switch (_sl.action) {
|
|
case SLA_SAVE: {
|
|
int64 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();
|
|
}
|
|
break;
|
|
}
|
|
case SLA_LOAD: {
|
|
int64 x;
|
|
/* 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);
|
|
break;
|
|
}
|
|
case SLA_PTRS: break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/** 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)
|
|
{
|
|
switch (_sl.action) {
|
|
case SLA_SAVE: {
|
|
size_t len;
|
|
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);
|
|
break;
|
|
}
|
|
case SLA_LOAD: {
|
|
size_t 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
|
|
str_validate((char *)ptr, (char *)ptr + len);
|
|
break;
|
|
}
|
|
case SLA_PTRS: break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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)
|
|
{
|
|
if (_sl.action == SLA_PTRS) return;
|
|
|
|
/* 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.action != SLA_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 size_t ReferenceToInt(const void *obj, SLRefType rt);
|
|
static void *IntToReference(size_t 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)
|
|
*/
|
|
static 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;
|
|
}
|
|
|
|
typedef std::list<void *> PtrList;
|
|
PtrList *l = (PtrList *)list;
|
|
|
|
switch (_sl.action) {
|
|
case SLA_SAVE: {
|
|
SlWriteUint32((uint32)l->size());
|
|
|
|
PtrList::iterator iter;
|
|
for (iter = l->begin(); iter != l->end(); ++iter) {
|
|
void *ptr = *iter;
|
|
SlWriteUint32((uint32)ReferenceToInt(ptr, conv));
|
|
}
|
|
break;
|
|
}
|
|
case SLA_LOAD: {
|
|
size_t length = CheckSavegameVersion(69) ? SlReadUint16() : SlReadUint32();
|
|
|
|
/* Load each reference and push to the end of the list */
|
|
for (size_t i = 0; i < length; i++) {
|
|
size_t data = CheckSavegameVersion(69) ? SlReadUint16() : SlReadUint32();
|
|
l->push_back((void *)data);
|
|
}
|
|
break;
|
|
}
|
|
case SLA_PTRS: {
|
|
PtrList temp = *l;
|
|
|
|
l->clear();
|
|
PtrList::iterator iter;
|
|
for (iter = temp.begin(); iter != temp.end(); ++iter) {
|
|
void *ptr = IntToReference((size_t)*iter, conv);
|
|
l->push_back(ptr);
|
|
}
|
|
break;
|
|
}
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
|
|
/** 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.action != SLA_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.action == SLA_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));
|
|
case SL_ST_INCLUDE: return SlCalcObjLength(object, GetBaseStationDescription());
|
|
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
|
|
switch (_sl.action) {
|
|
case SLA_SAVE:
|
|
SlWriteUint32((uint32)ReferenceToInt(*(void **)ptr, (SLRefType)conv));
|
|
break;
|
|
case SLA_LOAD:
|
|
*(size_t *)ptr = CheckSavegameVersion(69) ? SlReadUint16() : SlReadUint32();
|
|
break;
|
|
case SLA_PTRS:
|
|
*(void **)ptr = IntToReference(*(size_t *)ptr, (SLRefType)conv);
|
|
break;
|
|
default: NOT_REACHED();
|
|
}
|
|
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:
|
|
switch (_sl.action) {
|
|
case SLA_SAVE: SlWriteByte(sld->version_to); break;
|
|
case SLA_LOAD: *(byte *)ptr = sld->version_from; break;
|
|
case SLA_PTRS: break;
|
|
default: NOT_REACHED();
|
|
}
|
|
break;
|
|
|
|
/* SL_VEH_INCLUDE loads common code for vehicles */
|
|
case SL_VEH_INCLUDE:
|
|
SlObject(ptr, GetVehicleDescription(VEH_END));
|
|
break;
|
|
|
|
case SL_ST_INCLUDE:
|
|
SlObject(ptr, GetBaseStationDescription());
|
|
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.action == SLA_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);
|
|
}
|
|
}
|
|
|
|
static const char *_sl_ptrs_error; ///< error message if there was an error during fixing pointers, NULL otherwise
|
|
|
|
/** Fix all pointers (convert index -> pointer) */
|
|
static void SlFixPointers()
|
|
{
|
|
const ChunkHandler *ch;
|
|
const ChunkHandler * const *chsc;
|
|
|
|
_sl.action = SLA_PTRS;
|
|
_sl_ptrs_error = NULL;
|
|
|
|
DEBUG(sl, 1, "Fixing pointers");
|
|
|
|
for (chsc = _sl.chs; (ch = *chsc++) != NULL;) {
|
|
while (true) {
|
|
if (ch->ptrs_proc != NULL) {
|
|
DEBUG(sl, 2, "Fixing pointers for %c%c%c%c", ch->id >> 24, ch->id >> 16, ch->id >> 8, ch->id);
|
|
ch->ptrs_proc();
|
|
}
|
|
if (ch->flags & CH_LAST)
|
|
break;
|
|
ch++;
|
|
}
|
|
}
|
|
|
|
/* We need to fix all possible pointers even if there were invalid ones. This way pool cleaning will work fine. */
|
|
if (_sl_ptrs_error != NULL) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, _sl_ptrs_error);
|
|
|
|
DEBUG(sl, 1, "All pointers fixed");
|
|
|
|
assert(_sl.action == SLA_PTRS);
|
|
}
|
|
|
|
/*******************************************
|
|
********** START OF LZO CODE **************
|
|
*******************************************/
|
|
#define LZO_SIZE 8192
|
|
|
|
#include "../3rdparty/minilzo/minilzo.h"
|
|
|
|
static size_t ReadLZO()
|
|
{
|
|
byte out[LZO_SIZE + LZO_SIZE / 64 + 16 + 3 + 8];
|
|
uint32 tmp[2];
|
|
uint32 size;
|
|
lzo_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];
|
|
lzo_uint outlen;
|
|
|
|
lzo1x_1_compress(_sl.buf, (lzo_uint)size, out + sizeof(uint32) * 2, &outlen, wrkmem);
|
|
((uint32*)out)[1] = TO_BE32((uint32)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 "../gui.h"
|
|
|
|
struct ThreadedSave {
|
|
uint count;
|
|
byte ff_state;
|
|
bool saveinprogress;
|
|
CursorID cursor;
|
|
};
|
|
|
|
/** Save in chunks of 128 KiB. */
|
|
static const int MEMORY_CHUNK_SIZE = 128 * 1024;
|
|
/** Memory allocation for storing savegames in memory. */
|
|
static AutoFreeSmallVector<byte *, 16> _memory_savegame;
|
|
|
|
static ThreadedSave _ts;
|
|
|
|
static void WriteMem(size_t size)
|
|
{
|
|
_ts.count += (uint)size;
|
|
|
|
_sl.buf = CallocT<byte>(MEMORY_CHUNK_SIZE);
|
|
*_memory_savegame.Append() = _sl.buf;
|
|
}
|
|
|
|
static void UnInitMem()
|
|
{
|
|
_memory_savegame.Clear();
|
|
}
|
|
|
|
static bool InitMem()
|
|
{
|
|
_ts.count = 0;
|
|
_sl.bufsize = MEMORY_CHUNK_SIZE;
|
|
|
|
UnInitMem();
|
|
WriteMem(0);
|
|
return true;
|
|
}
|
|
|
|
/********************************************
|
|
********** 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);
|
|
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);
|
|
|
|
/**
|
|
* For the poor next soul who sees many valgrind warnings of the
|
|
* "Conditional jump or move depends on uninitialised value(s)" kind:
|
|
* According to the author of zlib it is not a bug and it won't be fixed.
|
|
* http://groups.google.com/group/comp.compression/browse_thread/thread/b154b8def8c2a3ef/cdf9b8729ce17ee2
|
|
* [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newgroup comp.compression]
|
|
**/
|
|
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 _map_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 _subsidy_chunk_handlers[];
|
|
extern const ChunkHandler _ai_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[];
|
|
extern const ChunkHandler _labelmaps_chunk_handlers[];
|
|
|
|
static const ChunkHandler * const _chunk_handlers[] = {
|
|
_gamelog_chunk_handlers,
|
|
_map_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,
|
|
_subsidy_chunk_handlers,
|
|
_engine_chunk_handlers,
|
|
_town_chunk_handlers,
|
|
_sign_chunk_handlers,
|
|
_station_chunk_handlers,
|
|
_company_chunk_handlers,
|
|
_ai_chunk_handlers,
|
|
_animated_tile_chunk_handlers,
|
|
_newgrf_chunk_handlers,
|
|
_group_chunk_handlers,
|
|
_cargopacket_chunk_handlers,
|
|
_autoreplace_chunk_handlers,
|
|
_labelmaps_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 size_t ReferenceToInt(const void *obj, SLRefType rt)
|
|
{
|
|
assert(_sl.action == SLA_SAVE);
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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(size_t index, SLRefType rt)
|
|
{
|
|
assert_compile(sizeof(size_t) <= sizeof(void *));
|
|
|
|
assert(_sl.action == SLA_PTRS);
|
|
|
|
/* 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 (index == (rt == REF_VEHICLE_OLD ? 0xFFFF : 0)) return NULL;
|
|
|
|
/* Correct index. Old vehicles were saved differently:
|
|
* invalid vehicle was 0xFFFF, now we use 0x0000 for everything invalid. */
|
|
if (rt != REF_VEHICLE_OLD) index--;
|
|
|
|
switch (rt) {
|
|
case REF_ORDERLIST:
|
|
if (OrderList::IsValidID(index)) return OrderList::Get(index);
|
|
_sl_ptrs_error = "Referencing invalid OrderList";
|
|
break;
|
|
|
|
case REF_ORDER:
|
|
if (Order::IsValidID(index)) return Order::Get(index);
|
|
/* in old versions, invalid order was used to mark end of order list */
|
|
if (CheckSavegameVersionOldStyle(5, 2)) return NULL;
|
|
_sl_ptrs_error = "Referencing invalid Order";
|
|
break;
|
|
|
|
case REF_VEHICLE_OLD:
|
|
case REF_VEHICLE:
|
|
if (Vehicle::IsValidID(index)) return Vehicle::Get(index);
|
|
_sl_ptrs_error = "Referencing invalid Vehicle";
|
|
break;
|
|
|
|
case REF_STATION:
|
|
if (Station::IsValidID(index)) return Station::Get(index);
|
|
_sl_ptrs_error = "Referencing invalid Station";
|
|
break;
|
|
|
|
case REF_TOWN:
|
|
if (Town::IsValidID(index)) return Town::Get(index);
|
|
_sl_ptrs_error = "Referencing invalid Town";
|
|
break;
|
|
|
|
case REF_ROADSTOPS:
|
|
if (RoadStop::IsValidID(index)) return RoadStop::Get(index);
|
|
_sl_ptrs_error = "Referencing invalid RoadStop";
|
|
break;
|
|
|
|
case REF_ENGINE_RENEWS:
|
|
if (EngineRenew::IsValidID(index)) return EngineRenew::Get(index);
|
|
_sl_ptrs_error = "Referencing invalid EngineRenew";
|
|
break;
|
|
|
|
case REF_CARGO_PACKET:
|
|
if (CargoPacket::IsValidID(index)) return CargoPacket::Get(index);
|
|
_sl_ptrs_error = "Referencing invalid CargoPacket";
|
|
break;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
/* Print a debug message about each invalid reference */
|
|
DEBUG(sl, 1, "%s (index = " PRINTF_SIZE ")", _sl_ptrs_error, index);
|
|
|
|
/* Return NULL for broken savegames */
|
|
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, bool reset_settings);
|
|
extern bool AfterLoadGame();
|
|
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.action == SLA_SAVE ? STR_ERROR_GAME_SAVE_FAILED : STR_ERROR_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, INVALID_STRING_ID, 0, 0);
|
|
SaveFileDone();
|
|
}
|
|
|
|
/** We have written the whole game into memory, _memory_savegame, 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;
|
|
|
|
if (_ts.count != _sl.offs_base) SlError(STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME, "Unexpected size of chunk");
|
|
for (i = 0; i != _memory_savegame.Length() - 1; i++) {
|
|
_sl.buf = _memory_savegame[i];
|
|
fmt->writer(MEMORY_CHUNK_SIZE);
|
|
}
|
|
|
|
/* The last block is (almost) always not fully filled, so only write away
|
|
* as much data as it is in there */
|
|
_sl.buf = _memory_savegame[i];
|
|
fmt->writer(_ts.count % MEMORY_CHUNK_SIZE);
|
|
}
|
|
|
|
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 "colour" character */
|
|
DEBUG(sl, 0, "%s", 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
|
|
* @param sb The sub directory to save the savegame in
|
|
* @param threaded True when threaded saving is allowed
|
|
* @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, bool threaded)
|
|
{
|
|
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(STR_ERROR_SAVE_STILL_IN_PROGRESS, INVALID_STRING_ID, 0, 0);
|
|
return SL_OK;
|
|
}
|
|
WaitTillSaved();
|
|
|
|
_next_offs = 0;
|
|
|
|
/* Load a TTDLX or TTDPatch game */
|
|
if (mode == SL_OLD_LOAD) {
|
|
_engine_mngr.ResetToDefaultMapping();
|
|
InitializeGame(256, 256, true, 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.action = (mode != 0) ? SLA_SAVE : SLA_LOAD;
|
|
_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 || !_settings_client.gui.threaded_saves) threaded = false;
|
|
if (!threaded || !ThreadObject::New(&SaveFileToDiskThread, NULL, &_save_thread)) {
|
|
if (threaded) 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);
|
|
|
|
/* Can't fseek to 0 as in tar files that is not correct */
|
|
long pos = ftell(_sl.fh);
|
|
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");
|
|
clearerr(_sl.fh);
|
|
fseek(_sl.fh, pos, SEEK_SET);
|
|
_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);
|
|
}
|
|
|
|
_engine_mngr.ResetToDefaultMapping();
|
|
|
|
/* 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, true);
|
|
|
|
GamelogReset();
|
|
|
|
SlLoadChunks();
|
|
SlFixPointers();
|
|
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 "colour" character */
|
|
DEBUG(sl, 0, "%s", 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 (_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 (!Company::IsValidID(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, !Company::IsValidID(cid) ? STR_SAVEGAME_NAME_SPECTATOR : STR_SAVEGAME_NAME_DEFAULT, 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
|