Files @ r2567:a475d65e5a9c
Branch filter:

Location: cpp/openttd-patchpack/source/saveload.c

bjarni
(svn r3104) -Codechange: [refit] removed now obsolite code that the old autoreplace needed
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
/* $Id$ */

/** @file
 * All actions handling saving and loading goes on in this file. The general actions
 * are as follows for saving a game (loading is analogous):
 * <ol>
 * <li>initialize the writer by creating a temporary memory-buffer for it
 * <li>go through all to-be saved elements, each 'chunk' (ChunkHandler) prefixed by a label
 * <li>use their description array (SaveLoad) to know what elements to save and in what version
 *    of the game it was active (used when loading)
 * <li>write all data byte-by-byte to the temporary buffer so it is endian-safe
 * <li>when the buffer is full; flush it to the output (eg save to file) (_sl.buf, _sl.bufp, _sl.bufe)
 * <li>repeat this until everything is done, and flush any remaining output to file
 * </ol>
 * @see ChunkHandler
 * @see SaveLoad
 */
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "vehicle.h"
#include "station.h"
#include "thread.h"
#include "town.h"
#include "player.h"
#include "saveload.h"
#include "variables.h"
#include <setjmp.h>

enum {
	SAVEGAME_MAJOR_VERSION = 16,
	SAVEGAME_MINOR_VERSION = 0,

	SAVEGAME_LOADABLE_VERSION = (SAVEGAME_MAJOR_VERSION << 8) + SAVEGAME_MINOR_VERSION
};

byte   _sl_version;      /// the major savegame version identifier
uint16 _sl_full_version; /// the full version of the savegame

typedef void WriterProc(uint len);
typedef uint ReaderProc(void);

typedef uint ReferenceToIntProc(const void *obj, SLRefType rt);
typedef void *IntToReferenceProc(uint index, SLRefType rt);

/** The saveload struct, containing reader-writer functions, bufffer, version, etc. */
static struct {
	bool save;                           /// are we doing a save or a load atm. True when saving
	byte need_length;                    /// ???
	byte block_mode;                     /// ???
	bool error;                          /// did an error occur or not

	int obj_len;                         /// the length of the current object we are busy with
	int array_index, last_array_index;   /// in the case of an array, the current and last positions

	uint32 offs_base;                    /// the offset in number of bytes since we started writing data (eg uncompressed savegame size)

	WriterProc *write_bytes;             /// savegame writer function
	ReaderProc *read_bytes;              /// savegame loader function

	ReferenceToIntProc *ref_to_int_proc; /// function to convert pointers to numbers when saving a game
	IntToReferenceProc *int_to_ref_proc; /// function to convert numbers to pointers when loading a game

	const ChunkHandler* const *chs;      /// the chunk of data that is being processed atm (vehicles, signs, etc.)
	const SaveLoad* const *includes;     /// the internal layouf of the given chunk

	/** When saving/loading savegames, they are always saved to a temporary memory-place
	 * to be flushed to file (save) or to final place (load) when full. */
	byte *bufp, *bufe;                   /// bufp(ointer) gives the current position in the buffer bufe(nd) gives the end of the buffer

	// these 3 may be used by compressor/decompressors.
	byte *buf;                           /// pointer to temporary memory to read/write, initialized by SaveLoadFormat->initread/write
	byte *buf_ori;                       /// pointer to the original memory location of buf, used to free it afterwards
	uint bufsize;                        /// the size of the temporary memory *buf
	FILE *fh;                            /// the file from which is read or written to

	void (*excpt_uninit)(void);          /// the function to execute on any encountered error
	const char *excpt_msg;               /// the error message
	jmp_buf excpt;                       /// @todo used to jump to "exception handler";  really ugly
} _sl;


enum NeedLengthValues {NL_NONE = 0, NL_WANTLENGTH = 1, NL_CALCLENGTH = 2};

/**
 * Fill the input buffer by reading from the file with the given reader
 */
static void SlReadFill(void)
{
	uint len = _sl.read_bytes();
	assert(len != 0);

	_sl.bufp = _sl.buf;
	_sl.bufe = _sl.buf + len;
	_sl.offs_base += len;
}

static inline uint32 SlGetOffs(void) {return _sl.offs_base - (_sl.bufe - _sl.bufp);}

/** Flush the output buffer by writing to disk with the given reader.
 * If the buffer pointer has not yet been set up, set it up now. Usually
 * only called when the buffer is full, or there is no more data to be processed
 */
static void SlWriteFill(void)
{
	// flush the buffer to disk (the writer)
	if (_sl.bufp != NULL) {
		uint len = _sl.bufp - _sl.buf;
		_sl.offs_base += len;
		if (len) _sl.write_bytes(len);
	}

	/* All the data from the buffer has been written away, rewind to the beginning
	* to start reading in more data */
	_sl.bufp = _sl.buf;
	_sl.bufe = _sl.buf + _sl.bufsize;
}

/** Error handler, calls longjmp to simulate an exception.
 * @todo this was used to have a central place to handle errors, but it is
 * pretty ugly, and seriously interferes with any multithreaded approaches */
static void NORETURN SlError(const char *msg)
{
	_sl.excpt_msg = msg;
	longjmp(_sl.excpt, 0);
}

/** Read in a single byte from file. If the temporary buffer is full,
 * flush it to its final destination
 * @return return the read byte from file
 */
static inline int SlReadByteInternal(void)
{
	if (_sl.bufp == _sl.bufe) SlReadFill();
	return *_sl.bufp++;
}

/** Wrapper for SlReadByteInternal */
int SlReadByte(void) {return SlReadByteInternal();}

/** Write away a single byte from memory. If the temporary buffer is full,
 * flush it to its destination (file)
 * @param b the byte that is currently written
 */
static inline void SlWriteByteInternal(byte b)
{
	if (_sl.bufp == _sl.bufe) SlWriteFill();
	*_sl.bufp++ = b;
}

/** Wrapper for SlWriteByteInternal */
void SlWriteByte(byte b) {SlWriteByteInternal(b);}

static inline int SlReadUint16(void)
{
	int x = SlReadByte() << 8;
	return x | SlReadByte();
}

static inline uint32 SlReadUint32(void)
{
	uint32 x = SlReadUint16() << 16;
	return x | SlReadUint16();
}

static inline uint64 SlReadUint64(void)
{
	uint32 x = SlReadUint32();
	uint32 y = SlReadUint32();
	return (uint64)x << 32 | y;
}

static inline void SlWriteUint16(uint16 v)
{
	SlWriteByte(GB(v, 8, 8));
	SlWriteByte(GB(v, 0, 8));
}

static inline void SlWriteUint32(uint32 v)
{
	SlWriteUint16(GB(v, 16, 16));
	SlWriteUint16(GB(v,  0, 16));
}

static inline void SlWriteUint64(uint64 x)
{
	SlWriteUint32((uint32)(x >> 32));
	SlWriteUint32((uint32)x);
}

/**
 * Read in the header descriptor of an object or an array.
 * If the highest bit is set (7), then the index is bigger than 127
 * elements, so use the next byte to read in the real value.
 * The actual value is then both bytes added with the first shifted
 * 8 bits to the left, and dropping the highest bit (which only indicated a big index).
 * x = ((x & 0x7F) << 8) + SlReadByte();
 * @return Return the value of the index
 */
static uint SlReadSimpleGamma(void)
{
	uint i = SlReadByte();
	if (HASBIT(i, 7)) {
		i &= ~0x80;
		if (HASBIT(i, 6)) {
			i &= ~0x40;
			if (HASBIT(i, 5)) {
				i &= ~0x20;
				if (HASBIT(i, 4))
					SlError("Unsupported gamma");
				i = (i << 8) | SlReadByte();
			}
			i = (i << 8) | SlReadByte();
		}
		i = (i << 8) | SlReadByte();
	}
	return i;
}

/**
 * Write the header descriptor of an object or an array.
 * If the element is bigger than 127, use 2 bytes for saving
 * and use the highest byte of the first written one as a notice
 * that the length consists of 2 bytes, etc.. like this:
 * 0xxxxxxx
 * 10xxxxxx xxxxxxxx
 * 110xxxxx xxxxxxxx xxxxxxxx
 * 1110xxxx xxxxxxxx xxxxxxxx xxxxxxxx
 * @param i Index being written
 */

static void SlWriteSimpleGamma(uint i)
{
	if (i >= (1 << 7)) {
		if (i >= (1 << 14)) {
			if (i >= (1 << 21)) {
				assert(i < (1 << 28));
				SlWriteByte((byte)0xE0 | (i>>24));
				SlWriteByte((byte)(i>>16));
			} else {
				SlWriteByte((byte)0xC0 | (i>>16));
			}
			SlWriteByte((byte)(i>>8));
		} else {
			SlWriteByte((byte)(0x80 | (i>>8)));
		}
	}
	SlWriteByte(i);
}

/** Return how many bytes used to encode a gamma value */
static inline uint SlGetGammaLength(uint i) {
	return 1 + (i >= (1 << 7)) + (i >= (1 << 14)) + (i >= (1 << 21));
}

static inline int SlReadSparseIndex(void) {return SlReadSimpleGamma();}
static inline void SlWriteSparseIndex(uint index) {SlWriteSimpleGamma(index);}

static inline int SlReadArrayLength(void) {return SlReadSimpleGamma();}
static inline void SlWriteArrayLength(uint length) {SlWriteSimpleGamma(length);}

void SlSetArrayIndex(uint index)
{
	_sl.need_length = NL_WANTLENGTH;
	_sl.array_index = index;
}

/**
 * Iterate through the elements of an array and read the whole thing
 * @return The index of the object, or -1 if we have reached the end of current block
 */
int SlIterateArray(void)
{
	int index;
	static uint32 next_offs;

	/* After reading in the whole array inside the loop
	 * we must have read in all the data, so we must be at end of current block. */
	assert(next_offs == 0 || SlGetOffs() == next_offs);

	while (true) {
		uint length = SlReadArrayLength();
		if (length == 0) {
			next_offs = 0;
			return -1;
		}

		_sl.obj_len = --length;
		next_offs = SlGetOffs() + length;

		switch (_sl.block_mode) {
		case CH_SPARSE_ARRAY: index = SlReadSparseIndex(); break;
		case CH_ARRAY:        index = _sl.array_index++; break;
		default:
			DEBUG(misc, 0) ("SlIterateArray: error");
			return -1; // error
		}

		if (length != 0) return index;
	}
}

/**
 * Sets the length of either a RIFF object or the number of items in an array.
 * This lets us load an object or an array of arbitrary size
 * @param length The length of the sought object/array
 */
void SlSetLength(size_t length)
{
	switch (_sl.need_length) {
	case NL_WANTLENGTH:
		_sl.need_length = NL_NONE;
		switch (_sl.block_mode) {
		case CH_RIFF:
			// Ugly encoding of >16M RIFF chunks
			// The lower 24 bits are normal
			// The uppermost 4 bits are bits 24:27
			assert(length < (1<<28));
			SlWriteUint32((length & 0xFFFFFF) | ((length >> 24) << 28));
			break;
		case CH_ARRAY:
			assert(_sl.last_array_index <= _sl.array_index);
			while (++_sl.last_array_index <= _sl.array_index)
				SlWriteArrayLength(1);
			SlWriteArrayLength(length + 1);
			break;
		case CH_SPARSE_ARRAY:
			SlWriteArrayLength(length + 1 + SlGetGammaLength(_sl.array_index)); // Also include length of sparse index.
			SlWriteSparseIndex(_sl.array_index);
			break;
		default: NOT_REACHED();
		} break;
	case NL_CALCLENGTH:
		_sl.obj_len += length;
		break;
	}
}

/**
 * Save/Load bytes. These do not need to be converted to Little/Big Endian
 * so directly write them or read them to/from file
 * @param ptr The source or destination of the object being manipulated
 * @param length number of bytes this fast CopyBytes lasts
 */
static void SlCopyBytes(void *ptr, size_t length)
{
	byte *p = (byte*)ptr;

	if (_sl.save) {
		for (; length != 0; length--) {SlWriteByteInternal(*p++);}
	} else {
		for (; length != 0; length--) {*p++ = SlReadByteInternal();}
	}
}

#if 0
/**
 * Read in bytes from the file/data structure but don't do
 * anything with them
 * NOTICE: currently unused
 * @param length The amount of bytes that is being treated this way
 */
static inline void SlSkipBytes(size_t length)
{
	for (; length != 0; length--)
		SlReadByte();
}
#endif

/* Get the length of the current object */
uint SlGetFieldLength(void) {return _sl.obj_len;}

/**
 * Handle all conversion and typechecking of variables here.
 * In the case of saving, read in the actual value from the struct
 * and then write them to file, endian safely. Loading a value
 * goes exactly the opposite way
 * @param ptr The object being filled/read
 * @param conv @VarType type of the current element of the struct
 */
static void SlSaveLoadConv(void *ptr, VarType conv)
{
	int64 x = 0;

	if (_sl.save) { /* SAVE values */
		/* Read a value from the struct. These ARE endian safe. */
		switch ((conv >> 4) & 0xF) {
		case SLE_VAR_I8   >> 4: x = *(int8*)ptr; break;
		case SLE_VAR_U8   >> 4: x = *(byte*)ptr; break;
		case SLE_VAR_I16  >> 4: x = *(int16*)ptr; break;
		case SLE_VAR_U16  >> 4: x = *(uint16*)ptr; break;
		case SLE_VAR_I32  >> 4: x = *(int32*)ptr; break;
		case SLE_VAR_U32  >> 4: x = *(uint32*)ptr; break;
		case SLE_VAR_I64  >> 4: x = *(int64*)ptr; break;
		case SLE_VAR_U64  >> 4: x = *(uint64*)ptr; break;
		case SLE_VAR_NULL >> 4: x = 0; break;
		default: NOT_REACHED();
		}

		// Write the value to the file and check if its value is in the desired range
		switch (conv & 0xF) {
		case SLE_FILE_I8: assert(x >= -128 && x <= 127);     SlWriteByte(x);break;
		case SLE_FILE_U8: assert(x >= 0 && x <= 255);        SlWriteByte(x);break;
		case SLE_FILE_I16:assert(x >= -32768 && x <= 32767); SlWriteUint16(x);break;
		case SLE_FILE_STRINGID:
		case SLE_FILE_U16:assert(x >= 0 && x <= 65535);      SlWriteUint16(x);break;
		case SLE_FILE_I32: case SLE_FILE_U32:                SlWriteUint32((uint32)x);break;
		case SLE_FILE_I64: case SLE_FILE_U64:                SlWriteUint64(x);break;
		default: NOT_REACHED();
		}
	} else { /* LOAD values */

		// Read a value from the file
		switch (conv & 0xF) {
		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. */
		switch ((conv >> 4) & 0xF) {
		case SLE_VAR_I8   >> 4:  *(int8*)ptr = x; break;
		case SLE_VAR_U8   >> 4:  *(byte*)ptr = x; break;
		case SLE_VAR_I16  >> 4: *(int16*)ptr = x; break;
		case SLE_VAR_U16  >> 4: *(uint16*)ptr = x; break;
		case SLE_VAR_I32  >> 4: *(int32*)ptr = x; break;
		case SLE_VAR_U32  >> 4: *(uint32*)ptr = x; break;
		case SLE_VAR_I64  >> 4: *(int64*)ptr = x; break;
		case SLE_VAR_U64  >> 4: *(uint64*)ptr = x; break;
		case SLE_VAR_NULL >> 4: break;
		default: NOT_REACHED();
		}
	}
}

/* Length in bytes of the various datatypes in a savefile. These
 * sizes are guaranteed by assert_compiles in stdafx.h */
static const byte _conv_lengths[] = {1, 1, 2, 2, 4, 4, 8, 8, 2};

/**
 * Return the size in bytes of a certain type of normal/atomic variable
 * @param var The variable the size is being asked of (NOTICE: unused)
 * @param conv @VarType type of variable that is used for calculating the size
 * @return Return the size of this type in byes
 */
static inline size_t SlCalcConvLen(const void *var, VarType conv) {return _conv_lengths[conv & 0xF];}

/**
 * Return the size in bytes of a reference (pointer)
 */
static inline size_t SlCalcRefLen(void) {return 2;}

/**
 * Return the size in bytes of a certain type of atomic array
 * @param array The variable the size is being asked of (NOTICE: unused)
 * @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(const void *array, uint length, VarType conv) {return _conv_lengths[conv & 0xF] * length;}

/**
 * Save/Load an array.
 * @param array The array being manipulated
 * @param length The length of the array in elements
 * @param conv @VarType type of the atomic array (int, byte, uint64, etc.)
 */
void SlArray(void *array, uint length, VarType conv)
{
	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 = _sl.buf_ori = (byte*)malloc(LZO_SIZE);
	return true;
}

static void UninitLZO(void)
{
	free(_sl.buf_ori);
}

//*********************************************
//******** START OF NOCOMP CODE (uncompressed)*
//*********************************************
static uint ReadNoComp(void)
{
	return fread(_sl.buf, 1, LZO_SIZE, _sl.fh);
}

static void WriteNoComp(uint size)
{
	fwrite(_sl.buf, 1, size, _sl.fh);
}

static bool InitNoComp(void)
{
	_sl.bufsize = LZO_SIZE;
	_sl.buf = _sl.buf_ori =(byte*)malloc(LZO_SIZE);
	return true;
}

static void UninitNoComp(void)
{
	free(_sl.buf_ori);
}

//********************************************
//********** START OF MEMORY CODE (in ram)****
//********************************************

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
#	ifndef ZLIB_WINAPI
#		define ZLIB_WINAPI
#	endif
#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 = _sl.buf_ori = (byte*)malloc(4096 + 4096); // also contains fread buffer
	return true;
}

static uint ReadZlib(void)
{
	int r;

	_z.next_out = _sl.buf;
	_z.avail_out = 4096;

	do {
		// read more bytes from the file?
		if (_z.avail_in == 0) {
			_z.avail_in = fread(_z.next_in = _sl.buf + 4096, 1, 4096, _sl.fh);
		}

		// inflate the data
		r = inflate(&_z, 0);
		if (r == Z_STREAM_END)
			break;

		if (r != Z_OK)
			SlError("inflate() failed");
	} while (_z.avail_out);

	return 4096 - _z.avail_out;
}

static void UninitReadZlib(void)
{
	inflateEnd(&_z);
	free(_sl.buf_ori);
}

static bool InitWriteZlib(void)
{
	memset(&_z, 0, sizeof(_z));
	if (deflateInit(&_z, 6) != Z_OK) return false;

	_sl.bufsize = 4096;
	_sl.buf = _sl.buf_ori = (byte*)malloc(4096); // also contains fread buffer
	return true;
}

static void WriteZlibLoop(z_streamp z, byte *p, uint len, int mode)
{
	byte buf[1024]; // output buffer
	int r;
	uint n;
	z->next_in = p;
	z->avail_in = len;
	do {
		z->next_out = buf;
		z->avail_out = sizeof(buf);
		r = deflate(z, mode);
			// bytes were emitted?
		if ((n=sizeof(buf) - z->avail_out) != 0) {
			if (fwrite(buf, n, 1, _sl.fh) != 1) SlError("file write error");
		}
		if (r == Z_STREAM_END)
			break;
		if (r != Z_OK) SlError("zlib returned error code");
	} while (z->avail_in || !z->avail_out);
}

static void WriteZlib(uint len)
{
	WriteZlibLoop(&_z, _sl.buf, len, 0);
}

static void UninitWriteZlib(void)
{
	// flush any pending output.
	if (_sl.fh) WriteZlibLoop(&_z, NULL, 0, Z_FINISH);
	deflateEnd(&_z);
	free(_sl.buf_ori);
}

#endif /* WITH_ZLIB */

//*******************************************
//************* END OF CODE *****************
//*******************************************

// these define the chunks
extern const ChunkHandler _misc_chunk_handlers[];
extern const ChunkHandler _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 ((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;
		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);
	uint32 hdr[2];

	if (arg != NULL) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_START);

	/* XXX - Setup setjmp error handler if an error occurs anywhere deep during
	 * loading/saving execute a longjmp() and continue execution here */
	if (setjmp(_sl.excpt)) {
		AbortSaveLoad();
		_sl.excpt_uninit();

		fprintf(stderr, "Save game failed: %s.", _sl.excpt_msg);
		if (arg != NULL) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_ERROR);
		else SaveFileError();
		return NULL;
	}

	/* 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");

	{
		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));
	}

	fmt->uninit_write();
	assert(_ts.count == _sl.offs_base);
	GetSavegameFormat("memory")->uninit_write(); // clean the memorypool
	fclose(_sl.fh);

	if (arg != NULL) OTTD_SendThreadMessage(MSG_OTTD_SAVETHREAD_DONE);
	return NULL;
}

void WaitTillSaved(void)
{
	OTTDJoinThread(save_thread);
	save_thread = NULL;
}


/**
 * Main Save or Load function where the high-level saveload functions are
 * handled. It opens the savegame, selects format and checks versions
 * @param filename The name of the savegame being created/loaded
 * @param mode Save or load. Load can also be a TTD(Patch) game. Use SL_LOAD, SL_OLD_LOAD or SL_SAVE
 * @return Return the results of the action. SL_OK, SL_ERROR or SL_REINIT ("unload" the game)
 */
SaveOrLoadResult SaveOrLoad(const char *filename, int mode)
{
	uint32 hdr[2];
	const SaveLoadFormat *fmt;
	uint version;

	/* 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(_error_message, STR_SAVE_STILL_IN_PROGRESS, 0, 0);
		return SL_OK;
	}
	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

		if (_network_server ||
					(save_thread = OTTDCreateThread(&SaveFileToDisk, (void*)"")) == 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