(svn r15272) -Codechange: Check that engine types of vehicles are valid and for the correct type on loading a game. This prevents a crash/assertion failure if required NewGRFs are not available. This won't make the game playable, but will let you see what NewGRFs are required.

pull/155/head
peter1138 16 years ago
parent 4546a29729
commit 280fb99f62

@ -200,6 +200,43 @@ void UpdateOldAircraft()
}
}
/**
* Check all vehicles to ensure their engine type is valid
* for the currently loaded NewGRFs (that includes none...)
* This only makes a difference if NewGRFs are missing, otherwise
* all vehicles will be valid. This does not make such a game
* playable, it only prevents crash.
*/
static void CheckValidVehicles()
{
uint total_engines = GetEnginePoolSize();
EngineID first_engine[4] = { INVALID_ENGINE, INVALID_ENGINE, INVALID_ENGINE, INVALID_ENGINE };
Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) { first_engine[VEH_TRAIN] = e->index; break; }
FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) { first_engine[VEH_ROAD] = e->index; break; }
FOR_ALL_ENGINES_OF_TYPE(e, VEH_SHIP) { first_engine[VEH_SHIP] = e->index; break; }
FOR_ALL_ENGINES_OF_TYPE(e, VEH_AIRCRAFT) { first_engine[VEH_AIRCRAFT] = e->index; break; }
Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* Test if engine types match */
switch (v->type) {
case VEH_TRAIN:
case VEH_ROAD:
case VEH_SHIP:
case VEH_AIRCRAFT:
if (v->engine_type >= total_engines || v->type != GetEngine(v->engine_type)->type) {
v->engine_type = first_engine[v->type];
}
break;
default:
break;
}
}
}
/** Called after load to update coordinates */
void AfterLoadVehicles(bool part_of_load)
{
@ -262,6 +299,8 @@ void AfterLoadVehicles(bool part_of_load)
}
}
CheckValidVehicles();
FOR_ALL_VEHICLES(v) {
assert(v->first != NULL);

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