(svn r2528) - Fix: TTDPatch games had garbage in _map3[hi]&0xF0 which interfered with OpenTTD PBS functionality; fixed in oldloader

- Fix: TTD AI internals are still a puzzle and the AI in state 'SellVehicle' doesn't have a valid vehicle, so change the state to something harmless. Both fixed make sure that Megarail TTD scenario works
This commit is contained in:
Darkvater 2005-07-07 22:14:37 +00:00
parent 86d6cebb53
commit edcccb6ab2

View File

@ -1069,6 +1069,12 @@ static bool LoadOldPlayer(LoadgameState *ls, int num)
if (p->location_of_house == 0xFFFF)
p->location_of_house = 0;
/* State 20 for AI players is sell vehicle. Since the AI struct is not
* really figured out as of now, p->ai.cur_veh; needed for 'sell vehicle'
* is NULL and the function will crash. To fix this, just change the state
* to some harmless state, like 'loop vehicle'; 1 */
if (!IS_HUMAN_PLAYER(num) && p->ai.state == 20) p->ai.state = 1;
return true;
}
@ -1567,13 +1573,16 @@ static bool LoadOldMain(LoadgameState *ls)
}
for (i = 0; i < OLD_MAP_SIZE; i ++) {
if (IsTileType(i, MP_RAILWAY)) {
/* We save presignals different from TTDPatch, convert them */
if (IsTileType(i, MP_RAILWAY) && (_map5[i] & 0xC0) == 0x40) {
if ((_map5[i] & 0xC0) == 0x40) {
/* This byte is always zero in TTD for this type of tile */
if (_map3_hi[i]) {
/* Convert the presignals to our own format */
if (_map3_hi[i]) /* Convert the presignals to our own format */
_map3_hi[i] = (_map3_hi[i] >> 1) & 7;
}
/* TTDPatch stores PBS things in L6 and all elsewhere; so we'll just
* clear it for ourselves and let OTTD's rebuild PBS itself */
_map3_hi[i] &= 0xF; /* Only keep the lower four bits; upper four is PBS */
}
}