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OpenTTD-patches/src/saveload/vehicle_sl.cpp

963 lines
39 KiB
C++

/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file vehicle_sl.cpp Code handling saving and loading of vehicles */
#include "../stdafx.h"
#include "../vehicle_func.h"
#include "../train.h"
#include "../roadveh.h"
#include "../ship.h"
#include "../aircraft.h"
#include "../station_base.h"
#include "../effectvehicle_base.h"
#include "../company_base.h"
#include "../company_func.h"
#include "../disaster_vehicle.h"
#include "saveload.h"
#include <map>
#include "../safeguards.h"
/**
* Link front and rear multiheaded engines to each other
* This is done when loading a savegame
*/
void ConnectMultiheadedTrains()
{
Train *v;
FOR_ALL_TRAINS(v) {
v->other_multiheaded_part = NULL;
}
FOR_ALL_TRAINS(v) {
if (v->IsFrontEngine() || v->IsFreeWagon()) {
/* Two ways to associate multiheaded parts to each other:
* sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>..
* bracket-matching: Free vehicle chains shall be arranged to look like ..<..<..>..<..>..>..
*
* Note: Old savegames might contain chains which do not comply with these rules, e.g.
* - the front and read parts have invalid orders
* - different engine types might be combined
* - there might be different amounts of front and rear parts.
*
* Note: The multiheaded parts need to be matched exactly like they are matched on the server, else desyncs will occur.
* This is why two matching strategies are needed.
*/
bool sequential_matching = v->IsFrontEngine();
for (Train *u = v; u != NULL; u = u->GetNextVehicle()) {
if (u->other_multiheaded_part != NULL) continue; // we already linked this one
if (u->IsMultiheaded()) {
if (!u->IsEngine()) {
/* we got a rear car without a front car. We will convert it to a front one */
u->SetEngine();
u->spritenum--;
}
/* Find a matching back part */
EngineID eid = u->engine_type;
Train *w;
if (sequential_matching) {
for (w = u->GetNextVehicle(); w != NULL; w = w->GetNextVehicle()) {
if (w->engine_type != eid || w->other_multiheaded_part != NULL || !w->IsMultiheaded()) continue;
/* we found a car to partner with this engine. Now we will make sure it face the right way */
if (w->IsEngine()) {
w->ClearEngine();
w->spritenum++;
}
break;
}
} else {
uint stack_pos = 0;
for (w = u->GetNextVehicle(); w != NULL; w = w->GetNextVehicle()) {
if (w->engine_type != eid || w->other_multiheaded_part != NULL || !w->IsMultiheaded()) continue;
if (w->IsEngine()) {
stack_pos++;
} else {
if (stack_pos == 0) break;
stack_pos--;
}
}
}
if (w != NULL) {
w->other_multiheaded_part = u;
u->other_multiheaded_part = w;
} else {
/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
u->ClearMultiheaded();
}
}
}
}
}
}
/**
* Converts all trains to the new subtype format introduced in savegame 16.2
* It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
*/
void ConvertOldMultiheadToNew()
{
Train *t;
FOR_ALL_TRAINS(t) SetBit(t->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
FOR_ALL_TRAINS(t) {
if (HasBit(t->subtype, 7) && ((t->subtype & ~0x80) == 0 || (t->subtype & ~0x80) == 4)) {
for (Train *u = t; u != NULL; u = u->Next()) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
ClrBit(u->subtype, 7);
switch (u->subtype) {
case 0: // TS_Front_Engine
if (rvi->railveh_type == RAILVEH_MULTIHEAD) u->SetMultiheaded();
u->SetFrontEngine();
u->SetEngine();
break;
case 1: // TS_Artic_Part
u->subtype = 0;
u->SetArticulatedPart();
break;
case 2: // TS_Not_First
u->subtype = 0;
if (rvi->railveh_type == RAILVEH_WAGON) {
/* normal wagon */
u->SetWagon();
break;
}
if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
/* rear end of a multiheaded engine */
u->SetMultiheaded();
break;
}
if (rvi->railveh_type == RAILVEH_MULTIHEAD) u->SetMultiheaded();
u->SetEngine();
break;
case 4: // TS_Free_Car
u->subtype = 0;
u->SetWagon();
u->SetFreeWagon();
break;
default: SlErrorCorrupt("Invalid train subtype");
}
}
}
}
}
/** need to be called to load aircraft from old version */
void UpdateOldAircraft()
{
/* set airport_flags to 0 for all airports just to be sure */
Station *st;
FOR_ALL_STATIONS(st) {
st->airport.flags = 0; // reset airport
}
Aircraft *a;
FOR_ALL_AIRCRAFT(a) {
/* airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor)
* skip those */
if (a->IsNormalAircraft()) {
/* airplane in terminal stopped doesn't hurt anyone, so goto next */
if ((a->vehstatus & VS_STOPPED) && a->state == 0) {
a->state = HANGAR;
continue;
}
AircraftLeaveHangar(a, a->direction); // make airplane visible if it was in a depot for example
a->vehstatus &= ~VS_STOPPED; // make airplane moving
UpdateAircraftCache(a);
a->cur_speed = a->vcache.cached_max_speed; // so aircraft don't have zero speed while in air
if (!a->current_order.IsType(OT_GOTO_STATION) && !a->current_order.IsType(OT_GOTO_DEPOT)) {
/* reset current order so aircraft doesn't have invalid "station-only" order */
a->current_order.MakeDummy();
}
a->state = FLYING;
AircraftNextAirportPos_and_Order(a); // move it to the entry point of the airport
GetNewVehiclePosResult gp = GetNewVehiclePos(a);
a->tile = 0; // aircraft in air is tile=0
/* correct speed of helicopter-rotors */
if (a->subtype == AIR_HELICOPTER) a->Next()->Next()->cur_speed = 32;
/* set new position x,y,z */
GetAircraftFlightLevelBounds(a, &a->z_pos, NULL);
SetAircraftPosition(a, gp.x, gp.y, GetAircraftFlightLevel(a));
}
}
}
/**
* 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()
{
size_t total_engines = Engine::GetPoolSize();
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 != v->GetEngine()->type) {
v->engine_type = first_engine[v->type];
}
break;
default:
break;
}
}
}
extern byte _age_cargo_skip_counter; // From misc_sl.cpp
/** Called after load to update coordinates */
void AfterLoadVehicles(bool part_of_load)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* Reinstate the previous pointer */
if (v->Next() != NULL) v->Next()->previous = v;
if (v->NextShared() != NULL) v->NextShared()->previous_shared = v;
if (part_of_load) v->fill_percent_te_id = INVALID_TE_ID;
v->first = NULL;
if (v->IsGroundVehicle()) v->GetGroundVehicleCache()->first_engine = INVALID_ENGINE;
}
/* AfterLoadVehicles may also be called in case of NewGRF reload, in this
* case we may not convert orders again. */
if (part_of_load) {
/* Create shared vehicle chain for very old games (pre 5,2) and create
* OrderList from shared vehicle chains. For this to work correctly, the
* following conditions must be fulfilled:
* a) both next_shared and previous_shared are not set for pre 5,2 games
* b) both next_shared and previous_shared are set for later games
*/
std::map<Order*, OrderList*> mapping;
FOR_ALL_VEHICLES(v) {
if (v->orders.old != NULL) {
if (IsSavegameVersionBefore(SLV_105)) { // Pre-105 didn't save an OrderList
if (mapping[v->orders.old] == NULL) {
/* This adds the whole shared vehicle chain for case b */
/* Creating an OrderList here is safe because the number of vehicles
* allowed in these savegames matches the number of OrderLists. As
* such each vehicle can get an OrderList and it will (still) fit. */
assert(OrderList::CanAllocateItem());
v->orders.list = mapping[v->orders.old] = new OrderList(v->orders.old, v);
} else {
v->orders.list = mapping[v->orders.old];
/* For old games (case a) we must create the shared vehicle chain */
if (IsSavegameVersionBefore(SLV_5, 2)) {
v->AddToShared(v->orders.list->GetFirstSharedVehicle());
}
}
} else { // OrderList was saved as such, only recalculate not saved values
if (v->PreviousShared() == NULL) {
v->orders.list->Initialize(v->orders.list->first, v);
}
}
}
}
}
FOR_ALL_VEHICLES(v) {
/* Fill the first pointers */
if (v->Previous() == NULL) {
for (Vehicle *u = v; u != NULL; u = u->Next()) {
u->first = v;
}
}
}
if (part_of_load) {
if (IsSavegameVersionBefore(SLV_105)) {
/* Before 105 there was no order for shared orders, thus it messed up horribly */
FOR_ALL_VEHICLES(v) {
if (v->First() != v || v->orders.list != NULL || v->previous_shared != NULL || v->next_shared == NULL) continue;
/* As above, allocating OrderList here is safe. */
assert(OrderList::CanAllocateItem());
v->orders.list = new OrderList(NULL, v);
for (Vehicle *u = v; u != NULL; u = u->next_shared) {
u->orders.list = v->orders.list;
}
}
}
if (IsSavegameVersionBefore(SLV_157)) {
/* The road vehicle subtype was converted to a flag. */
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
if (rv->subtype == 0) {
/* The road vehicle is at the front. */
rv->SetFrontEngine();
} else if (rv->subtype == 1) {
/* The road vehicle is an articulated part. */
rv->subtype = 0;
rv->SetArticulatedPart();
} else {
SlErrorCorrupt("Invalid road vehicle subtype");
}
}
}
if (IsSavegameVersionBefore(SLV_160)) {
/* In some old savegames there might be some "crap" stored. */
FOR_ALL_VEHICLES(v) {
if (!v->IsPrimaryVehicle() && v->type != VEH_DISASTER) {
v->current_order.Free();
v->unitnumber = 0;
}
}
}
if (IsSavegameVersionBefore(SLV_162)) {
/* Set the vehicle-local cargo age counter from the old global counter. */
FOR_ALL_VEHICLES(v) {
v->cargo_age_counter = _age_cargo_skip_counter;
}
}
if (IsSavegameVersionBefore(SLV_180)) {
/* Set service interval flags */
FOR_ALL_VEHICLES(v) {
if (!v->IsPrimaryVehicle()) continue;
const Company *c = Company::Get(v->owner);
int interval = CompanyServiceInterval(c, v->type);
v->SetServiceIntervalIsCustom(v->GetServiceInterval() != interval);
v->SetServiceIntervalIsPercent(c->settings.vehicle.servint_ispercent);
}
}
if (IsSavegameVersionBefore(SLV_SHIP_ROTATION)) {
/* Ship rotation added */
Ship *s;
FOR_ALL_SHIPS(s) {
s->rotation = s->direction;
}
} else {
Ship *s;
FOR_ALL_SHIPS(s) {
if (s->rotation == s->direction) continue;
/* In case we are rotating on gameload, set the rotation position to
* the current position, otherwise the applied workaround offset would
* be with respect to 0,0.
*/
s->rotation_x_pos = s->x_pos;
s->rotation_y_pos = s->y_pos;
}
}
}
CheckValidVehicles();
FOR_ALL_VEHICLES(v) {
assert(v->first != NULL);
v->trip_occupancy = CalcPercentVehicleFilled(v, NULL);
switch (v->type) {
case VEH_TRAIN: {
Train *t = Train::From(v);
if (t->IsFrontEngine() || t->IsFreeWagon()) {
t->gcache.last_speed = t->cur_speed; // update displayed train speed
t->ConsistChanged(CCF_SAVELOAD);
}
break;
}
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->IsFrontEngine()) {
rv->gcache.last_speed = rv->cur_speed; // update displayed road vehicle speed
RoadVehUpdateCache(rv);
if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) {
rv->CargoChanged();
}
}
break;
}
case VEH_SHIP:
Ship::From(v)->UpdateCache();
break;
default: break;
}
}
/* Stop non-front engines */
if (part_of_load && IsSavegameVersionBefore(SLV_112)) {
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
Train *t = Train::From(v);
if (!t->IsFrontEngine()) {
if (t->IsEngine()) t->vehstatus |= VS_STOPPED;
/* cur_speed is now relevant for non-front parts - nonzero breaks
* moving-wagons-inside-depot- and autoreplace- code */
t->cur_speed = 0;
}
}
/* trains weren't stopping gradually in old OTTD versions (and TTO/TTD)
* other vehicle types didn't have zero speed while stopped (even in 'recent' OTTD versions) */
if ((v->vehstatus & VS_STOPPED) && (v->type != VEH_TRAIN || IsSavegameVersionBefore(SLV_2, 1))) {
v->cur_speed = 0;
}
}
}
FOR_ALL_VEHICLES(v) {
switch (v->type) {
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
rv->roadtype = HasBit(EngInfo(v->First()->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
rv->compatible_roadtypes = RoadTypeToRoadTypes(rv->roadtype);
FALLTHROUGH;
}
case VEH_TRAIN:
case VEH_SHIP:
v->GetImage(v->direction, EIT_ON_MAP, &v->sprite_seq);
break;
case VEH_AIRCRAFT:
if (Aircraft::From(v)->IsNormalAircraft()) {
v->GetImage(v->direction, EIT_ON_MAP, &v->sprite_seq);
/* The plane's shadow will have the same image as the plane, but no colour */
Vehicle *shadow = v->Next();
shadow->sprite_seq.CopyWithoutPalette(v->sprite_seq);
/* In the case of a helicopter we will update the rotor sprites */
if (v->subtype == AIR_HELICOPTER) {
Vehicle *rotor = shadow->Next();
GetRotorImage(Aircraft::From(v), EIT_ON_MAP, &rotor->sprite_seq);
}
UpdateAircraftCache(Aircraft::From(v), true);
}
break;
default: break;
}
v->UpdateDeltaXY();
v->coord.left = INVALID_COORD;
v->UpdatePosition();
v->UpdateViewport(false);
}
}
bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // From train_cmd.cpp
void ReverseTrainDirection(Train *v);
void ReverseTrainSwapVeh(Train *v, int l, int r);
/** Fixup old train spacing. */
void FixupTrainLengths()
{
/* Vehicle center was moved from 4 units behind the front to half the length
* behind the front. Move vehicles so they end up on the same spot. */
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && v->IsPrimaryVehicle()) {
/* The vehicle center is now more to the front depending on vehicle length,
* so we need to move all vehicles forward to cover the difference to the
* old center, otherwise wagon spacing in trains would be broken upon load. */
for (Train *u = Train::From(v); u != NULL; u = u->Next()) {
if (u->track == TRACK_BIT_DEPOT || (u->vehstatus & VS_CRASHED)) continue;
Train *next = u->Next();
/* Try to pull the vehicle half its length forward. */
int diff = (VEHICLE_LENGTH - u->gcache.cached_veh_length) / 2;
int done;
for (done = 0; done < diff; done++) {
if (!TrainController(u, next, false)) break;
}
if (next != NULL && done < diff && u->IsFrontEngine()) {
/* Pulling the front vehicle forwards failed, we either encountered a dead-end
* or a red signal. To fix this, we try to move the whole train the required
* space backwards and re-do the fix up of the front vehicle. */
/* Ignore any signals when backtracking. */
TrainForceProceeding old_tfp = u->force_proceed;
u->force_proceed = TFP_SIGNAL;
/* Swap start<>end, start+1<>end-1, ... */
int r = CountVehiclesInChain(u) - 1; // number of vehicles - 1
int l = 0;
do ReverseTrainSwapVeh(u, l++, r--); while (l <= r);
/* We moved the first vehicle which is now the last. Move it back to the
* original position as we will fix up the last vehicle later in the loop. */
for (int i = 0; i < done; i++) TrainController(u->Last(), NULL);
/* Move the train backwards to get space for the first vehicle. As the stopping
* distance from a line end is rounded up, move the train one unit more to cater
* for front vehicles with odd lengths. */
int moved;
for (moved = 0; moved < diff + 1; moved++) {
if (!TrainController(u, NULL, false)) break;
}
/* Swap start<>end, start+1<>end-1, ... again. */
r = CountVehiclesInChain(u) - 1; // number of vehicles - 1
l = 0;
do ReverseTrainSwapVeh(u, l++, r--); while (l <= r);
u->force_proceed = old_tfp;
/* Tracks are too short to fix the train length. The player has to fix the
* train in a depot. Bail out so we don't damage the vehicle chain any more. */
if (moved < diff + 1) break;
/* Re-do the correction for the first vehicle. */
for (done = 0; done < diff; done++) TrainController(u, next, false);
/* We moved one unit more backwards than needed for even-length front vehicles,
* try to move that unit forward again. We don't care if this step fails. */
TrainController(u, NULL, false);
}
/* If the next wagon is still in a depot, check if it shouldn't be outside already. */
if (next != NULL && next->track == TRACK_BIT_DEPOT) {
int d = TicksToLeaveDepot(u);
if (d <= 0) {
/* Next vehicle should have left the depot already, show it and pull forward. */
next->vehstatus &= ~VS_HIDDEN;
next->track = TrackToTrackBits(GetRailDepotTrack(next->tile));
for (int i = 0; i >= d; i--) TrainController(next, NULL);
}
}
}
/* Update all cached properties after moving the vehicle chain around. */
Train::From(v)->ConsistChanged(CCF_TRACK);
}
}
}
static uint8 _cargo_days;
static uint16 _cargo_source;
static uint32 _cargo_source_xy;
static uint16 _cargo_count;
static uint16 _cargo_paid_for;
static Money _cargo_feeder_share;
static uint32 _cargo_loaded_at_xy;
/**
* Make it possible to make the saveload tables "friends" of other classes.
* @param vt the vehicle type. Can be VEH_END for the common vehicle description data
* @return the saveload description
*/
const SaveLoad *GetVehicleDescription(VehicleType vt)
{
/** Save and load of vehicles */
static const SaveLoad _common_veh_desc[] = {
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
SLE_CONDVAR(Vehicle, name, SLE_NAME, SL_MIN_VERSION, SLV_84),
SLE_CONDSTR(Vehicle, name, SLE_STR | SLF_ALLOW_CONTROL, 0, SLV_84, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, unitnumber, SLE_FILE_U8 | SLE_VAR_U16, SL_MIN_VERSION, SLV_8),
SLE_CONDVAR(Vehicle, unitnumber, SLE_UINT16, SLV_8, SL_MAX_VERSION),
SLE_VAR(Vehicle, owner, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION, SLV_6),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, SLV_6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION, SLV_6),
SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, SLV_6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION, SLV_6),
SLE_CONDVAR(Vehicle, x_pos, SLE_UINT32, SLV_6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION, SLV_6),
SLE_CONDVAR(Vehicle, y_pos, SLE_UINT32, SLV_6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, z_pos, SLE_FILE_U8 | SLE_VAR_I32, SL_MIN_VERSION, SLV_164),
SLE_CONDVAR(Vehicle, z_pos, SLE_INT32, SLV_164, SL_MAX_VERSION),
SLE_VAR(Vehicle, direction, SLE_UINT8),
SLE_CONDNULL(2, SL_MIN_VERSION, SLV_58),
SLE_VAR(Vehicle, spritenum, SLE_UINT8),
SLE_CONDNULL(5, SL_MIN_VERSION, SLV_58),
SLE_VAR(Vehicle, engine_type, SLE_UINT16),
SLE_CONDNULL(2, SL_MIN_VERSION, SLV_152),
SLE_VAR(Vehicle, cur_speed, SLE_UINT16),
SLE_VAR(Vehicle, subspeed, SLE_UINT8),
SLE_VAR(Vehicle, acceleration, SLE_UINT8),
SLE_VAR(Vehicle, progress, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, SL_MIN_VERSION, SLV_5),
SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16, SLV_5, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, last_loading_station, SLE_UINT16, SLV_182, SL_MAX_VERSION),
SLE_VAR(Vehicle, cargo_type, SLE_UINT8),
SLE_CONDVAR(Vehicle, cargo_subtype, SLE_UINT8, SLV_35, SL_MAX_VERSION),
SLEG_CONDVAR( _cargo_days, SLE_UINT8, SL_MIN_VERSION, SLV_68),
SLEG_CONDVAR( _cargo_source, SLE_FILE_U8 | SLE_VAR_U16, SL_MIN_VERSION, SLV_7),
SLEG_CONDVAR( _cargo_source, SLE_UINT16, SLV_7, SLV_68),
SLEG_CONDVAR( _cargo_source_xy, SLE_UINT32, SLV_44, SLV_68),
SLE_VAR(Vehicle, cargo_cap, SLE_UINT16),
SLE_CONDVAR(Vehicle, refit_cap, SLE_UINT16, SLV_182, SL_MAX_VERSION),
SLEG_CONDVAR( _cargo_count, SLE_UINT16, SL_MIN_VERSION, SLV_68),
SLE_CONDLST(Vehicle, cargo.packets, REF_CARGO_PACKET, SLV_68, SL_MAX_VERSION),
SLE_CONDARR(Vehicle, cargo.action_counts, SLE_UINT, VehicleCargoList::NUM_MOVE_TO_ACTION, SLV_181, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, cargo_age_counter, SLE_UINT16, SLV_162, SL_MAX_VERSION),
SLE_VAR(Vehicle, day_counter, SLE_UINT8),
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
SLE_CONDVAR(Vehicle, running_ticks, SLE_UINT8, SLV_88, SL_MAX_VERSION),
SLE_VAR(Vehicle, cur_implicit_order_index, SLE_UINT8),
SLE_CONDVAR(Vehicle, cur_real_order_index, SLE_UINT8, SLV_158, SL_MAX_VERSION),
/* num_orders is now part of OrderList and is not saved but counted */
SLE_CONDNULL(1, SL_MIN_VERSION, SLV_105),
/* This next line is for version 4 and prior compatibility.. it temporarily reads
type and flags (which were both 4 bits) into type. Later on this is
converted correctly */
SLE_CONDVAR(Vehicle, current_order.type, SLE_UINT8, SL_MIN_VERSION, SLV_5),
SLE_CONDVAR(Vehicle, current_order.dest, SLE_FILE_U8 | SLE_VAR_U16, SL_MIN_VERSION, SLV_5),
/* Orders for version 5 and on */
SLE_CONDVAR(Vehicle, current_order.type, SLE_UINT8, SLV_5, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, current_order.flags, SLE_UINT8, SLV_5, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, current_order.dest, SLE_UINT16, SLV_5, SL_MAX_VERSION),
/* Refit in current order */
SLE_CONDVAR(Vehicle, current_order.refit_cargo, SLE_UINT8, SLV_36, SL_MAX_VERSION),
SLE_CONDNULL(1, SLV_36, SLV_182), // refit_subtype
/* Timetable in current order */
SLE_CONDVAR(Vehicle, current_order.wait_time, SLE_UINT16, SLV_67, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, current_order.travel_time, SLE_UINT16, SLV_67, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, current_order.max_speed, SLE_UINT16, SLV_174, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, timetable_start, SLE_INT32, SLV_129, SL_MAX_VERSION),
SLE_CONDREF(Vehicle, orders, REF_ORDER, SL_MIN_VERSION, SLV_105),
SLE_CONDREF(Vehicle, orders, REF_ORDERLIST, SLV_105, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_31),
SLE_CONDVAR(Vehicle, age, SLE_INT32, SLV_31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, max_age, SLE_FILE_U16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_31),
SLE_CONDVAR(Vehicle, max_age, SLE_INT32, SLV_31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_31),
SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32, SLV_31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, service_interval, SLE_UINT16, SL_MIN_VERSION, SLV_31),
SLE_CONDVAR(Vehicle, service_interval, SLE_FILE_U32 | SLE_VAR_U16, SLV_31, SLV_180),
SLE_CONDVAR(Vehicle, service_interval, SLE_UINT16, SLV_180, SL_MAX_VERSION),
SLE_VAR(Vehicle, reliability, SLE_UINT16),
SLE_VAR(Vehicle, reliability_spd_dec, SLE_UINT16),
SLE_VAR(Vehicle, breakdown_ctr, SLE_UINT8),
SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8),
SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8),
SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8),
SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, SL_MIN_VERSION, SLV_31),
SLE_CONDVAR(Vehicle, build_year, SLE_INT32, SLV_31, SL_MAX_VERSION),
SLE_VAR(Vehicle, load_unload_ticks, SLE_UINT16),
SLEG_CONDVAR( _cargo_paid_for, SLE_UINT16, SLV_45, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, vehicle_flags, SLE_FILE_U8 | SLE_VAR_U16, SLV_40, SLV_180),
SLE_CONDVAR(Vehicle, vehicle_flags, SLE_UINT16, SLV_180, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, profit_this_year, SLE_FILE_I32 | SLE_VAR_I64, SL_MIN_VERSION, SLV_65),
SLE_CONDVAR(Vehicle, profit_this_year, SLE_INT64, SLV_65, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, profit_last_year, SLE_FILE_I32 | SLE_VAR_I64, SL_MIN_VERSION, SLV_65),
SLE_CONDVAR(Vehicle, profit_last_year, SLE_INT64, SLV_65, SL_MAX_VERSION),
SLEG_CONDVAR( _cargo_feeder_share, SLE_FILE_I32 | SLE_VAR_I64, SLV_51, SLV_65),
SLEG_CONDVAR( _cargo_feeder_share, SLE_INT64, SLV_65, SLV_68),
SLEG_CONDVAR( _cargo_loaded_at_xy, SLE_UINT32, SLV_51, SLV_68),
SLE_CONDVAR(Vehicle, value, SLE_FILE_I32 | SLE_VAR_I64, SL_MIN_VERSION, SLV_65),
SLE_CONDVAR(Vehicle, value, SLE_INT64, SLV_65, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, random_bits, SLE_UINT8, SLV_2, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, waiting_triggers, SLE_UINT8, SLV_2, SL_MAX_VERSION),
SLE_CONDREF(Vehicle, next_shared, REF_VEHICLE, SLV_2, SL_MAX_VERSION),
SLE_CONDNULL(2, SLV_2, SLV_69),
SLE_CONDNULL(4, SLV_69, SLV_101),
SLE_CONDVAR(Vehicle, group_id, SLE_UINT16, SLV_60, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, current_order_time, SLE_UINT32, SLV_67, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, lateness_counter, SLE_INT32, SLV_67, SL_MAX_VERSION),
SLE_CONDNULL(10, SLV_2, SLV_144), // old reserved space
SLE_END()
};
static const SaveLoad _train_desc[] = {
SLE_WRITEBYTE(Vehicle, type),
SLE_VEH_INCLUDE(),
SLE_VAR(Train, crash_anim_pos, SLE_UINT16),
SLE_VAR(Train, force_proceed, SLE_UINT8),
SLE_VAR(Train, railtype, SLE_UINT8),
SLE_VAR(Train, track, SLE_UINT8),
SLE_CONDVAR(Train, flags, SLE_FILE_U8 | SLE_VAR_U16, SLV_2, SLV_100),
SLE_CONDVAR(Train, flags, SLE_UINT16, SLV_100, SL_MAX_VERSION),
SLE_CONDNULL(2, SLV_2, SLV_60),
SLE_CONDVAR(Train, wait_counter, SLE_UINT16, SLV_136, SL_MAX_VERSION),
SLE_CONDNULL(2, SLV_2, SLV_20),
SLE_CONDVAR(Train, gv_flags, SLE_UINT16, SLV_139, SL_MAX_VERSION),
SLE_CONDNULL(11, SLV_2, SLV_144), // old reserved space
SLE_END()
};
static const SaveLoad _roadveh_desc[] = {
SLE_WRITEBYTE(Vehicle, type),
SLE_VEH_INCLUDE(),
SLE_VAR(RoadVehicle, state, SLE_UINT8),
SLE_VAR(RoadVehicle, frame, SLE_UINT8),
SLE_VAR(RoadVehicle, blocked_ctr, SLE_UINT16),
SLE_VAR(RoadVehicle, overtaking, SLE_UINT8),
SLE_VAR(RoadVehicle, overtaking_ctr, SLE_UINT8),
SLE_VAR(RoadVehicle, crashed_ctr, SLE_UINT16),
SLE_VAR(RoadVehicle, reverse_ctr, SLE_UINT8),
SLE_CONDNULL(2, SLV_6, SLV_69),
SLE_CONDVAR(RoadVehicle, gv_flags, SLE_UINT16, SLV_139, SL_MAX_VERSION),
SLE_CONDNULL(4, SLV_69, SLV_131),
SLE_CONDNULL(2, SLV_6, SLV_131),
SLE_CONDNULL(16, SLV_2, SLV_144), // old reserved space
SLE_END()
};
static const SaveLoad _ship_desc[] = {
SLE_WRITEBYTE(Vehicle, type),
SLE_VEH_INCLUDE(),
SLE_VAR(Ship, state, SLE_UINT8),
SLE_CONDDEQUE(Ship, path, SLE_UINT8, SLV_SHIP_PATH_CACHE, SL_MAX_VERSION),
SLE_CONDVAR(Ship, rotation, SLE_UINT8, SLV_SHIP_ROTATION, SL_MAX_VERSION),
SLE_CONDNULL(16, SLV_2, SLV_144), // old reserved space
SLE_END()
};
static const SaveLoad _aircraft_desc[] = {
SLE_WRITEBYTE(Vehicle, type),
SLE_VEH_INCLUDE(),
SLE_VAR(Aircraft, crashed_counter, SLE_UINT16),
SLE_VAR(Aircraft, pos, SLE_UINT8),
SLE_CONDVAR(Aircraft, targetairport, SLE_FILE_U8 | SLE_VAR_U16, SL_MIN_VERSION, SLV_5),
SLE_CONDVAR(Aircraft, targetairport, SLE_UINT16, SLV_5, SL_MAX_VERSION),
SLE_VAR(Aircraft, state, SLE_UINT8),
SLE_CONDVAR(Aircraft, previous_pos, SLE_UINT8, SLV_2, SL_MAX_VERSION),
SLE_CONDVAR(Aircraft, last_direction, SLE_UINT8, SLV_2, SL_MAX_VERSION),
SLE_CONDVAR(Aircraft, number_consecutive_turns, SLE_UINT8, SLV_2, SL_MAX_VERSION),
SLE_CONDVAR(Aircraft, turn_counter, SLE_UINT8, SLV_136, SL_MAX_VERSION),
SLE_CONDVAR(Aircraft, flags, SLE_UINT8, SLV_167, SL_MAX_VERSION),
SLE_CONDNULL(13, SLV_2, SLV_144), // old reserved space
SLE_END()
};
static const SaveLoad _special_desc[] = {
SLE_WRITEBYTE(Vehicle, type),
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION, SLV_6),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, SLV_6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_6),
SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, SLV_6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_6),
SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, SLV_6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, z_pos, SLE_FILE_U8 | SLE_VAR_I32, SL_MIN_VERSION, SLV_164),
SLE_CONDVAR(Vehicle, z_pos, SLE_INT32, SLV_164, SL_MAX_VERSION),
SLE_VAR(Vehicle, sprite_seq.seq[0].sprite, SLE_FILE_U16 | SLE_VAR_U32),
SLE_CONDNULL(5, SL_MIN_VERSION, SLV_59),
SLE_VAR(Vehicle, progress, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_VAR(EffectVehicle, animation_state, SLE_UINT16),
SLE_VAR(EffectVehicle, animation_substate, SLE_UINT8),
SLE_CONDVAR(Vehicle, spritenum, SLE_UINT8, SLV_2, SL_MAX_VERSION),
SLE_CONDNULL(15, SLV_2, SLV_144), // old reserved space
SLE_END()
};
static const SaveLoad _disaster_desc[] = {
SLE_WRITEBYTE(Vehicle, type),
SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION, SLV_6),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, SLV_6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION, SLV_6),
SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, SLV_6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_6),
SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, SLV_6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_6),
SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, SLV_6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, z_pos, SLE_FILE_U8 | SLE_VAR_I32, SL_MIN_VERSION, SLV_164),
SLE_CONDVAR(Vehicle, z_pos, SLE_INT32, SLV_164, SL_MAX_VERSION),
SLE_VAR(Vehicle, direction, SLE_UINT8),
SLE_CONDNULL(5, SL_MIN_VERSION, SLV_58),
SLE_VAR(Vehicle, owner, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_CONDVAR(Vehicle, current_order.dest, SLE_FILE_U8 | SLE_VAR_U16, SL_MIN_VERSION, SLV_5),
SLE_CONDVAR(Vehicle, current_order.dest, SLE_UINT16, SLV_5, SL_MAX_VERSION),
SLE_VAR(Vehicle, sprite_seq.seq[0].sprite, SLE_FILE_U16 | SLE_VAR_U32),
SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_31),
SLE_CONDVAR(Vehicle, age, SLE_INT32, SLV_31, SL_MAX_VERSION),
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
SLE_CONDVAR(DisasterVehicle, image_override, SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION, SLV_191),
SLE_CONDVAR(DisasterVehicle, image_override, SLE_UINT32, SLV_191, SL_MAX_VERSION),
SLE_CONDVAR(DisasterVehicle, big_ufo_destroyer_target, SLE_FILE_U16 | SLE_VAR_U32, SL_MIN_VERSION, SLV_191),
SLE_CONDVAR(DisasterVehicle, big_ufo_destroyer_target, SLE_UINT32, SLV_191, SL_MAX_VERSION),
SLE_CONDVAR(DisasterVehicle, flags, SLE_UINT8, SLV_194, SL_MAX_VERSION),
SLE_CONDNULL(16, SLV_2, SLV_144), // old reserved space
SLE_END()
};
static const SaveLoad * const _veh_descs[] = {
_train_desc,
_roadveh_desc,
_ship_desc,
_aircraft_desc,
_special_desc,
_disaster_desc,
_common_veh_desc,
};
return _veh_descs[vt];
}
/** Will be called when the vehicles need to be saved. */
static void Save_VEHS()
{
Vehicle *v;
/* Write the vehicles */
FOR_ALL_VEHICLES(v) {
SlSetArrayIndex(v->index);
SlObject(v, GetVehicleDescription(v->type));
}
}
/** Will be called when vehicles need to be loaded. */
void Load_VEHS()
{
int index;
_cargo_count = 0;
while ((index = SlIterateArray()) != -1) {
Vehicle *v;
VehicleType vtype = (VehicleType)SlReadByte();
switch (vtype) {
case VEH_TRAIN: v = new (index) Train(); break;
case VEH_ROAD: v = new (index) RoadVehicle(); break;
case VEH_SHIP: v = new (index) Ship(); break;
case VEH_AIRCRAFT: v = new (index) Aircraft(); break;
case VEH_EFFECT: v = new (index) EffectVehicle(); break;
case VEH_DISASTER: v = new (index) DisasterVehicle(); break;
case VEH_INVALID: // Savegame shouldn't contain invalid vehicles
default: SlErrorCorrupt("Invalid vehicle type");
}
SlObject(v, GetVehicleDescription(vtype));
if (_cargo_count != 0 && IsCompanyBuildableVehicleType(v) && CargoPacket::CanAllocateItem()) {
/* Don't construct the packet with station here, because that'll fail with old savegames */
CargoPacket *cp = new CargoPacket(_cargo_count, _cargo_days, _cargo_source, _cargo_source_xy, _cargo_loaded_at_xy, _cargo_feeder_share);
v->cargo.Append(cp);
}
/* Old savegames used 'last_station_visited = 0xFF' */
if (IsSavegameVersionBefore(SLV_5) && v->last_station_visited == 0xFF) {
v->last_station_visited = INVALID_STATION;
}
if (IsSavegameVersionBefore(SLV_182)) v->last_loading_station = INVALID_STATION;
if (IsSavegameVersionBefore(SLV_5)) {
/* Convert the current_order.type (which is a mix of type and flags, because
* in those versions, they both were 4 bits big) to type and flags */
v->current_order.flags = GB(v->current_order.type, 4, 4);
v->current_order.type &= 0x0F;
}
/* Advanced vehicle lists got added */
if (IsSavegameVersionBefore(SLV_60)) v->group_id = DEFAULT_GROUP;
}
}
static void Ptrs_VEHS()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
SlObject(v, GetVehicleDescription(v->type));
}
}
extern const ChunkHandler _veh_chunk_handlers[] = {
{ 'VEHS', Save_VEHS, Load_VEHS, Ptrs_VEHS, NULL, CH_SPARSE_ARRAY | CH_LAST},
};