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https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-04 06:00:15 +00:00
(svn r12401) -Fix (r9754): when loading TTD savegame some data were lost (profits, ...) due to a 'reallocation' for vehicle type conversion. The conversion is now done before loading the vehicle chunk.
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@ -1111,17 +1111,15 @@ static bool LoadOldVehicleUnion(LoadgameState *ls, int num)
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uint temp = ls->total_read;
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bool res;
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/* We changed the offset of the vehicle types, so fix it
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* Basically v->type -= 0x10; would suffice, but play safely */
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switch (v->type) {
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default: NOT_REACHED();
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case 0x00 /*VEH_INVALID */: v = new (v) InvalidVehicle(); res = LoadChunk(ls, NULL, vehicle_empty_chunk); break;
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case 0x10 /*VEH_TRAIN */: v = new (v) Train(); res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break;
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case 0x11 /*VEH_ROAD */: v = new (v) RoadVehicle(); res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break;
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case 0x12 /*VEH_SHIP */: v = new (v) Ship(); res = LoadChunk(ls, &v->u.ship, vehicle_ship_chunk); break;
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case 0x13 /*VEH_AIRCRAFT*/: v = new (v) Aircraft(); res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break;
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case 0x14 /*VEH_SPECIAL */: v = new (v) SpecialVehicle(); res = LoadChunk(ls, &v->u.special, vehicle_special_chunk); break;
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case 0x15 /*VEH_DISASTER*/: v = new (v) DisasterVehicle(); res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break;
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case VEH_INVALID : res = LoadChunk(ls, NULL, vehicle_empty_chunk); break;
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case VEH_TRAIN : res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break;
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case VEH_ROAD : res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break;
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case VEH_SHIP : res = LoadChunk(ls, &v->u.ship, vehicle_ship_chunk); break;
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case VEH_AIRCRAFT: res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break;
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case VEH_SPECIAL : res = LoadChunk(ls, &v->u.special, vehicle_special_chunk); break;
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case VEH_DISASTER: res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break;
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}
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/* This chunk size should always be 10 bytes */
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@ -1136,7 +1134,6 @@ static bool LoadOldVehicleUnion(LoadgameState *ls, int num)
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static uint16 _cargo_count;
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static const OldChunks vehicle_chunk[] = {
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OCL_SVAR( OC_UINT8, Vehicle, type ),
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OCL_SVAR( OC_UINT8, Vehicle, subtype ),
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OCL_NULL( 2 ), ///< Hash, calculated automatically
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@ -1225,7 +1222,18 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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for (i = 0; i < _old_vehicle_multiplier; i++) {
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_current_vehicle_id = num * _old_vehicle_multiplier + i;
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Vehicle *v = new (_current_vehicle_id) InvalidVehicle();
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/* Read the vehicle type and allocate the right vehicle */
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Vehicle *v;
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switch (ReadByte(ls)) {
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default: NOT_REACHED();
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case 0x00 /*VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break;
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case 0x10 /*VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break;
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case 0x11 /*VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break;
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case 0x12 /*VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break;
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case 0x13 /*VEH_AIRCRAFT*/: v = new (_current_vehicle_id) Aircraft(); break;
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case 0x14 /*VEH_SPECIAL */: v = new (_current_vehicle_id) SpecialVehicle(); break;
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case 0x15 /*VEH_DISASTER*/: v = new (_current_vehicle_id) DisasterVehicle(); break;
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}
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if (!LoadChunk(ls, v, vehicle_chunk)) return false;
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/* This should be consistent, else we have a big problem... */
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