mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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1557 lines
45 KiB
C
1557 lines
45 KiB
C
/* $Id$ */
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/** @file
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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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* @see ChunkHandler
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* @see SaveLoad
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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 "functions.h"
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#include "vehicle.h"
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#include "station.h"
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#include "thread.h"
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#include "town.h"
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#include "player.h"
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#include "saveload.h"
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#include "variables.h"
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#include <setjmp.h>
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enum {
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SAVEGAME_MAJOR_VERSION = 16,
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SAVEGAME_MINOR_VERSION = 0,
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SAVEGAME_LOADABLE_VERSION = (SAVEGAME_MAJOR_VERSION << 8) + SAVEGAME_MINOR_VERSION
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};
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byte _sl_version; /// the major savegame version identifier
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uint16 _sl_full_version; /// the full version of the savegame
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typedef void WriterProc(uint len);
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typedef uint ReaderProc(void);
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typedef uint ReferenceToIntProc(const void *obj, SLRefType rt);
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typedef void *IntToReferenceProc(uint index, SLRefType rt);
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/** The saveload struct, containing reader-writer functions, bufffer, version, etc. */
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static struct {
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bool save; /// are we doing a save or a load atm. True when saving
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byte need_length; /// ???
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byte block_mode; /// ???
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bool error; /// did an error occur or not
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int 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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uint32 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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ReferenceToIntProc *ref_to_int_proc; /// function to convert pointers to numbers when saving a game
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IntToReferenceProc *int_to_ref_proc; /// function to convert numbers to pointers when loading a game
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const ChunkHandler* const *chs; /// the chunk of data that is being processed atm (vehicles, signs, etc.)
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const SaveLoad* const *includes; /// the internal layouf of the given chunk
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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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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)(void); /// the function to execute on any encountered error
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const char *excpt_msg; /// the error message
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jmp_buf excpt; /// @todo used to jump to "exception handler"; really ugly
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} _sl;
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enum NeedLengthValues {NL_NONE = 0, NL_WANTLENGTH = 1, NL_CALCLENGTH = 2};
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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(void)
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{
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uint len = _sl.read_bytes();
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assert(len != 0);
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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 uint32 SlGetOffs(void) {return _sl.offs_base - (_sl.bufe - _sl.bufp);}
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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(void)
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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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/** 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(const char *msg)
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{
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_sl.excpt_msg = msg;
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longjmp(_sl.excpt, 0);
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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 int SlReadByteInternal(void)
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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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int SlReadByte(void) {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(void)
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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(void)
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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(void)
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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(void)
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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("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(uint 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(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(uint i) {
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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 int SlReadSparseIndex(void) {return SlReadSimpleGamma();}
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static inline void SlWriteSparseIndex(uint index) {SlWriteSimpleGamma(index);}
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static inline int SlReadArrayLength(void) {return SlReadSimpleGamma();}
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static inline void SlWriteArrayLength(uint length) {SlWriteSimpleGamma(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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/**
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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(void)
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{
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int index;
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static uint32 next_offs;
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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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assert(next_offs == 0 || SlGetOffs() == next_offs);
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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 = SlReadSparseIndex(); break;
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case CH_ARRAY: index = _sl.array_index++; break;
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default:
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DEBUG(misc, 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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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((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 + SlGetGammaLength(_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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} break;
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case NL_CALCLENGTH:
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_sl.obj_len += length;
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break;
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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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if (_sl.save) {
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for (; length != 0; length--) {SlWriteByteInternal(*p++);}
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} else {
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for (; length != 0; length--) {*p++ = SlReadByteInternal();}
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}
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}
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#if 0
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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
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* NOTICE: currently unused
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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--)
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SlReadByte();
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}
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#endif
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/* Get the length of the current object */
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uint SlGetFieldLength(void) {return _sl.obj_len;}
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/**
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* Handle all conversion and typechecking of variables here.
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* In the case of saving, read in the actual value from the struct
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* and then write them to file, endian safely. Loading a value
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* goes exactly the opposite way
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* @param ptr The object being filled/read
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* @param conv @VarType type of the current element of the struct
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*/
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static void SlSaveLoadConv(void *ptr, VarType conv)
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{
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int64 x = 0;
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if (_sl.save) { /* SAVE values */
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/* Read a value from the struct. These ARE endian safe. */
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switch ((conv >> 4) & 0xF) {
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case SLE_VAR_I8 >> 4: x = *(int8*)ptr; break;
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case SLE_VAR_U8 >> 4: x = *(byte*)ptr; break;
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case SLE_VAR_I16 >> 4: x = *(int16*)ptr; break;
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case SLE_VAR_U16 >> 4: x = *(uint16*)ptr; break;
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case SLE_VAR_I32 >> 4: x = *(int32*)ptr; break;
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case SLE_VAR_U32 >> 4: x = *(uint32*)ptr; break;
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case SLE_VAR_I64 >> 4: x = *(int64*)ptr; break;
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case SLE_VAR_U64 >> 4: x = *(uint64*)ptr; break;
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case SLE_VAR_NULL >> 4: x = 0; break;
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default: NOT_REACHED();
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}
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// Write the value to the file and check if its value is in the desired range
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switch (conv & 0xF) {
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case SLE_FILE_I8: assert(x >= -128 && x <= 127); SlWriteByte(x);break;
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case SLE_FILE_U8: assert(x >= 0 && x <= 255); SlWriteByte(x);break;
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case SLE_FILE_I16:assert(x >= -32768 && x <= 32767); SlWriteUint16(x);break;
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case SLE_FILE_STRINGID:
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case SLE_FILE_U16:assert(x >= 0 && x <= 65535); SlWriteUint16(x);break;
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case SLE_FILE_I32: case SLE_FILE_U32: SlWriteUint32((uint32)x);break;
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case SLE_FILE_I64: case SLE_FILE_U64: SlWriteUint64(x);break;
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default: NOT_REACHED();
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}
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} else { /* LOAD values */
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// Read a value from the file
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switch (conv & 0xF) {
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case SLE_FILE_I8: x = (int8)SlReadByte(); break;
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case SLE_FILE_U8: x = (byte)SlReadByte(); break;
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case SLE_FILE_I16: x = (int16)SlReadUint16(); break;
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case SLE_FILE_U16: x = (uint16)SlReadUint16(); break;
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case SLE_FILE_I32: x = (int32)SlReadUint32(); break;
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case SLE_FILE_U32: x = (uint32)SlReadUint32(); break;
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case SLE_FILE_I64: x = (int64)SlReadUint64(); break;
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case SLE_FILE_U64: x = (uint64)SlReadUint64(); break;
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case SLE_FILE_STRINGID: x = RemapOldStringID((uint16)SlReadUint16()); break;
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default: NOT_REACHED();
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}
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/* Write The value to the struct. These ARE endian safe. */
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switch ((conv >> 4) & 0xF) {
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case SLE_VAR_I8 >> 4: *(int8*)ptr = x; break;
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case SLE_VAR_U8 >> 4: *(byte*)ptr = x; break;
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case SLE_VAR_I16 >> 4: *(int16*)ptr = x; break;
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case SLE_VAR_U16 >> 4: *(uint16*)ptr = x; break;
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case SLE_VAR_I32 >> 4: *(int32*)ptr = x; break;
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case SLE_VAR_U32 >> 4: *(uint32*)ptr = x; break;
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case SLE_VAR_I64 >> 4: *(int64*)ptr = x; break;
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case SLE_VAR_U64 >> 4: *(uint64*)ptr = x; break;
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case SLE_VAR_NULL >> 4: break;
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default: NOT_REACHED();
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}
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}
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}
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/* Length in bytes of the various datatypes in a savefile. These
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* sizes are guaranteed by assert_compiles in stdafx.h */
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static const byte _conv_lengths[] = {1, 1, 2, 2, 4, 4, 8, 8, 2};
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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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* @param var The variable the size is being asked of (NOTICE: unused)
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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 byes
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*/
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static inline size_t SlCalcConvLen(const void *var, VarType conv) {return _conv_lengths[conv & 0xF];}
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/**
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* Return the size in bytes of a reference (pointer)
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*/
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static inline size_t SlCalcRefLen(void) {return 2;}
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/**
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* Return the size in bytes of a certain type of atomic array
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* @param array The variable the size is being asked of (NOTICE: unused)
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* @param length The length of the array counted in elements
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* @param conv @VarType type of the variable that is used in calculating the size
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*/
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static inline size_t SlCalcArrayLen(const void *array, uint length, VarType conv) {return _conv_lengths[conv & 0xF] * length;}
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/**
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* Save/Load an array.
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* @param array The array being manipulated
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* @param length The length of the array in elements
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* @param conv @VarType type of the atomic array (int, byte, uint64, etc.)
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*/
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void SlArray(void *array, uint length, VarType conv)
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{
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static const byte conv_mem_size[] = {1, 1, 2, 2, 4, 4, 8, 8, 0};
|
|
|
|
// Automatically calculate the length?
|
|
if (_sl.need_length != NL_NONE) {
|
|
SlSetLength(SlCalcArrayLen(array, 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) {
|
|
length *= 2; // int16, uint16 and StringID are 2 bytes in size
|
|
conv = SLE_INT8;
|
|
} else if (conv == SLE_INT32 || conv == SLE_UINT32) {
|
|
length *= 4; // int32 and uint32 are 4 bytes in size
|
|
conv = SLE_INT8;
|
|
}
|
|
}
|
|
|
|
/* If the size of elements is 1 byte, no special conversion is needed,
|
|
* use specialized copy-to-copy function to speed up things */
|
|
if (conv == SLE_INT8 || conv == SLE_UINT8) {
|
|
SlCopyBytes(array, length);
|
|
} else {
|
|
byte *a = (byte*)array;
|
|
for (; length != 0; length --) {
|
|
SlSaveLoadConv(a, conv);
|
|
a += conv_mem_size[(conv >> 4) & 0xF]; // get size
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Calculate the size of an object.
|
|
* @param object Object that needs its length calculated
|
|
* @param sld The @SaveLoad description of the object so we know how to manipulate it
|
|
*/
|
|
static size_t SlCalcObjLength(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++) {
|
|
if (sld->cmd < SL_WRITEBYTE) {
|
|
if (HASBIT(sld->cmd, 2)) {
|
|
// check if the field is used in the current savegame version
|
|
if (_sl_version < sld->version_from || _sl_version > sld->version_to)
|
|
continue;
|
|
}
|
|
|
|
switch (sld->cmd) {
|
|
case SL_VAR: case SL_CONDVAR: /* Normal Variable */
|
|
length += SlCalcConvLen(NULL, sld->type); break;
|
|
case SL_REF: case SL_CONDREF: /* Reference variable */
|
|
length += SlCalcRefLen(); break;
|
|
case SL_ARR: case SL_CONDARR: /* Array */
|
|
length += SlCalcArrayLen(NULL, sld->length, sld->type); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
} else if (sld->cmd == SL_WRITEBYTE) {
|
|
length++; // a byte is logically of size 1
|
|
} else if (sld->cmd == SL_INCLUDE) {
|
|
length += SlCalcObjLength(NULL, _sl.includes[sld->version_from]);
|
|
} else
|
|
assert(sld->cmd == SL_END);
|
|
}
|
|
return length;
|
|
}
|
|
|
|
/**
|
|
* 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 = (byte*)object + sld->offset;
|
|
|
|
if (sld->cmd < SL_WRITEBYTE) {
|
|
/* CONDITIONAL saveload types depend on the savegame version */
|
|
if (HASBIT(sld->cmd, 2)) {
|
|
// check if the field is of the right version, if not, proceed to next one
|
|
if (_sl_version < sld->version_from || _sl_version > sld->version_to)
|
|
continue;
|
|
}
|
|
|
|
switch (sld->cmd) {
|
|
case SL_VAR: case SL_CONDVAR: /* Normal variable */
|
|
SlSaveLoadConv(ptr, sld->type); break;
|
|
case SL_REF: case SL_CONDREF: /* 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(_sl.ref_to_int_proc(*(void**)ptr, sld->type));
|
|
} else
|
|
*(void**)ptr = _sl.int_to_ref_proc(SlReadUint16(), sld->type);
|
|
break;
|
|
case SL_ARR: case SL_CONDARR: /* Array */
|
|
SlArray(ptr, sld->length, sld->type); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
/* SL_WRITEBYTE translates a value of a variable to another one upon
|
|
* saving or loading.
|
|
* XXX - variable renaming abuse
|
|
* g_value: the value of the variable ingame is abused by sld->version_from
|
|
* f_value: the value of the variable in the savegame is abused by sld->version_to */
|
|
} else if (sld->cmd == SL_WRITEBYTE) {
|
|
if (_sl.save) {
|
|
SlWriteByte(sld->version_to);
|
|
} else
|
|
*(byte*)ptr = sld->version_from;
|
|
/* 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 */
|
|
} else if (sld->cmd == SL_INCLUDE) {
|
|
SlObject(ptr, _sl.includes[sld->version_from]);
|
|
} else
|
|
assert(sld->cmd == SL_END);
|
|
}
|
|
}
|
|
|
|
/** Calculate the length of global variables
|
|
* @param desc The global variable that we want to know the size of
|
|
* @return Returns the length of the sought global object
|
|
*/
|
|
static size_t SlCalcGlobListLength(const SaveLoadGlobVarList *desc)
|
|
{
|
|
size_t length = 0;
|
|
|
|
for (; desc->address != NULL; desc++) {
|
|
// Of course the global variable must exist in the sought savegame version
|
|
if (_sl_version >= desc->from_version && _sl_version <= desc->to_version)
|
|
length += SlCalcConvLen(NULL, desc->conv);
|
|
}
|
|
return length;
|
|
}
|
|
|
|
/**
|
|
* Save or Load (a list of) global variables
|
|
* @param desc The global variable that is being loaded or saved
|
|
*/
|
|
void SlGlobList(const SaveLoadGlobVarList *desc)
|
|
{
|
|
if (_sl.need_length != NL_NONE) {
|
|
SlSetLength(SlCalcGlobListLength(desc));
|
|
if (_sl.need_length == NL_CALCLENGTH)
|
|
return;
|
|
}
|
|
|
|
for (; desc->address != NULL; desc++) {
|
|
if (_sl_version >= desc->from_version && _sl_version <= desc->to_version)
|
|
SlSaveLoadConv(desc->address, desc->conv);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
|
|
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;) {
|
|
while(true) {
|
|
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(misc, 1) ("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 = (byte*)malloc(LZO_SIZE);
|
|
return true;
|
|
}
|
|
|
|
static void UninitLZO(void)
|
|
{
|
|
free(_sl.buf);
|
|
}
|
|
|
|
//*********************************************
|
|
//******** 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 = (byte*)malloc(LZO_SIZE);
|
|
return true;
|
|
}
|
|
|
|
static void UninitNoComp(void)
|
|
{
|
|
free(_sl.buf);
|
|
}
|
|
|
|
//********************************************
|
|
//********** START OF MEMORY CODE (in ram)****
|
|
//********************************************
|
|
|
|
enum {
|
|
SAVE_POOL_BLOCK_SIZE_BITS = 17,
|
|
SAVE_POOL_MAX_BLOCKS = 500
|
|
};
|
|
|
|
#include "network.h"
|
|
#include "table/strings.h"
|
|
#include "table/sprites.h"
|
|
#include "gfx.h"
|
|
#include "gui.h"
|
|
|
|
typedef struct ThreadedSave {
|
|
MemoryPool *save;
|
|
uint count;
|
|
bool ff_state;
|
|
bool saveinprogress;
|
|
CursorID cursor;
|
|
} ThreadedSave;
|
|
|
|
/* A maximum size of of 128K * 500 = 64.000KB savegames */
|
|
static MemoryPool _save_pool = {"Savegame", SAVE_POOL_MAX_BLOCKS, SAVE_POOL_BLOCK_SIZE_BITS, sizeof(byte), NULL, 0, 0, NULL};
|
|
static ThreadedSave _ts;
|
|
|
|
static bool InitMem(void)
|
|
{
|
|
_ts.save = &_save_pool;
|
|
_ts.count = 0;
|
|
|
|
CleanPool(_ts.save);
|
|
AddBlockToPool(_ts.save);
|
|
|
|
/* A block from the pool is a contigious area of memory, so it is safe to write to it sequentially */
|
|
_sl.bufsize = _ts.save->total_items;
|
|
_sl.buf = (byte*)GetItemFromPool(_ts.save, _ts.count);
|
|
return true;
|
|
}
|
|
|
|
static void UnInitMem(void)
|
|
{
|
|
CleanPool(_ts.save);
|
|
_ts.save = NULL;
|
|
}
|
|
|
|
static void WriteMem(uint size)
|
|
{
|
|
_ts.count += size;
|
|
/* Allocate new block and new buffer-pointer */
|
|
AddBlockIfNeeded(_ts.save, _ts.count);
|
|
_sl.buf = (byte*)GetItemFromPool(_ts.save, _ts.count);
|
|
}
|
|
|
|
//********************************************
|
|
//********** START OF ZLIB CODE **************
|
|
//********************************************
|
|
|
|
#if defined(WITH_ZLIB)
|
|
|
|
// This is needed to zlib uses the stdcall calling convention on visual studio
|
|
#ifdef _MSC_VER
|
|
#define ZLIB_WINAPI
|
|
#endif
|
|
|
|
#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 = (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);
|
|
}
|
|
|
|
static bool InitWriteZlib(void)
|
|
{
|
|
memset(&_z, 0, sizeof(_z));
|
|
if (deflateInit(&_z, 6) != Z_OK) return false;
|
|
|
|
_sl.bufsize = 4096;
|
|
_sl.buf = (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);
|
|
}
|
|
|
|
#endif /* WITH_ZLIB */
|
|
|
|
//*******************************************
|
|
//************* END OF CODE *****************
|
|
//*******************************************
|
|
|
|
// these define the chunks
|
|
extern const ChunkHandler _misc_chunk_handlers[];
|
|
extern const ChunkHandler _player_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 _engine_chunk_handlers[];
|
|
extern const ChunkHandler _economy_chunk_handlers[];
|
|
extern const ChunkHandler _animated_tile_chunk_handlers[];
|
|
|
|
static const ChunkHandler * const _chunk_handlers[] = {
|
|
_misc_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,
|
|
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 ((Vehicle *)obj)->index + 1;
|
|
case REF_STATION: return ((Station *)obj)->index + 1;
|
|
case REF_TOWN: return ((Town *)obj)->index + 1;
|
|
case REF_ORDER: return ((Order *)obj)->index + 1;
|
|
case REF_ROADSTOPS: return ((RoadStop *)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 && _sl_full_version >= ((4 << 8) | 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_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(uint size_x, uint size_y);
|
|
extern bool AfterLoadGame(uint version);
|
|
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 Thread* save_thread;
|
|
|
|
/** We have written the whole game into memory, _save_pool, now find
|
|
* and appropiate compressor and start writing to file.
|
|
*/
|
|
static void* SaveFileToDisk(void *arg)
|
|
{
|
|
const SaveLoadFormat *fmt = GetSavegameFormat(_savegame_format);
|
|
/* XXX - backup _sl.buf cause it is used internally by the writer
|
|
* and we update it for our own purposes */
|
|
static byte *tmp = NULL;
|
|
uint32 hdr[2];
|
|
|
|
if (save_thread != NULL) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_START);
|
|
|
|
tmp = _sl.buf;
|
|
|
|
/* 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.buf = tmp;
|
|
_sl.excpt_uninit();
|
|
|
|
ShowInfoF("Save game failed: %s.", _sl.excpt_msg);
|
|
OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_ERROR);
|
|
return NULL;
|
|
}
|
|
|
|
/* We have written our stuff to memory, now write it to file! */
|
|
hdr[0] = fmt->tag;
|
|
hdr[1] = TO_BE32((SAVEGAME_MAJOR_VERSION << 16) + (SAVEGAME_MINOR_VERSION << 8));
|
|
if (fwrite(hdr, sizeof(hdr), 1, _sl.fh) != 1) SlError("file write failed");
|
|
|
|
if (!fmt->init_write()) SlError("cannot initialize compressor");
|
|
tmp = _sl.buf; // XXX - init_write can change _sl.buf, so update it
|
|
|
|
{
|
|
uint i;
|
|
uint count = 1 << _ts.save->block_size_bits;
|
|
|
|
assert(_ts.count == _sl.offs_base);
|
|
for (i = 0; i != _ts.save->current_blocks - 1; i++) {
|
|
_sl.buf = _ts.save->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 = _ts.save->blocks[i];
|
|
fmt->writer(_ts.count - (i * count));
|
|
|
|
_sl.buf = tmp; // XXX - reset _sl.buf to its original value to let it continue its internal usage
|
|
}
|
|
|
|
fmt->uninit_write();
|
|
assert(_ts.count == _sl.offs_base);
|
|
GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
|
|
fclose(_sl.fh);
|
|
|
|
if (save_thread != 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;
|
|
uint version;
|
|
|
|
/* An instance of saving is already active, so wait until it is done */
|
|
if (_ts.saveinprogress) {
|
|
if (!_do_autosave) ShowErrorMessage(_error_message, STR_SAVE_STILL_IN_PROGRESS, 0, 0);
|
|
WaitTillSaved();
|
|
// nonsense to do an autosave while we were still saving our game, so skip it
|
|
if (_do_autosave) return SL_OK;
|
|
} else {
|
|
WaitTillSaved();
|
|
}
|
|
|
|
/* Load a TTDLX or TTDPatch game */
|
|
if (mode == SL_OLD_LOAD) {
|
|
InitializeGame(256, 256); // set a mapsize of 256x256 for TTDPatch games or it might get confused
|
|
if (!LoadOldSaveGame(filename)) return SL_REINIT;
|
|
AfterLoadGame(0);
|
|
return SL_OK;
|
|
}
|
|
|
|
_sl.fh = fopen(filename, (mode == SL_SAVE) ? "wb" : "rb");
|
|
if (_sl.fh == NULL) {
|
|
DEBUG(misc, 0) ("Cannot open savegame for saving/loading.");
|
|
return SL_ERROR;
|
|
}
|
|
|
|
_sl.bufe = _sl.bufp = NULL;
|
|
_sl.offs_base = 0;
|
|
_sl.int_to_ref_proc = IntToReference;
|
|
_sl.ref_to_int_proc = ReferenceToInt;
|
|
_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;
|
|
}
|
|
|
|
/* We first initialize here to avoid: "warning: variable `version' might
|
|
* be clobbered by `longjmp' or `vfork'" */
|
|
version = 0;
|
|
|
|
/* 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(misc, 0) ("Initializing writer %s failed.", fmt->name);
|
|
return AbortSaveLoad();
|
|
}
|
|
|
|
_sl_version = SAVEGAME_MAJOR_VERSION;
|
|
|
|
BeforeSaveGame();
|
|
SlSaveChunks();
|
|
SlWriteFill(); // flush the save buffer
|
|
|
|
/* Write to file */
|
|
if (_network_server ||
|
|
(save_thread = OTTDCreateThread(&SaveFileToDisk, NULL)) == NULL) {
|
|
DEBUG(misc, 1) ("cannot create savegame thread, reverting to single-threaded mode...");
|
|
SaveFileToDisk(NULL);
|
|
}
|
|
|
|
} else { /* LOAD game */
|
|
assert(mode == SL_LOAD);
|
|
|
|
if (fread(hdr, sizeof(hdr), 1, _sl.fh) != 1) {
|
|
DEBUG(misc, 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(misc, 0) ("Unknown savegame type, trying to load it as the buggy format.");
|
|
rewind(_sl.fh);
|
|
_sl_version = version = 0;
|
|
_sl_full_version = 0;
|
|
fmt = _saveload_formats + 1; // LZO
|
|
break;
|
|
}
|
|
|
|
if (fmt->tag == hdr[0]) {
|
|
// check version number
|
|
version = TO_BE32(hdr[1]) >> 8;
|
|
|
|
/* Is the version higher than the current? */
|
|
if (version > SAVEGAME_LOADABLE_VERSION) {
|
|
DEBUG(misc, 0) ("Savegame version invalid.");
|
|
return AbortSaveLoad();
|
|
}
|
|
|
|
_sl_version = (version >> 8);
|
|
_sl_full_version = version;
|
|
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(misc, 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(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(version)) 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", _path.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) {
|
|
printf("Savegame is obsolete or invalid format.\n");
|
|
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
|