mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
3031 lines
96 KiB
C++
3031 lines
96 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file afterload.cpp Code updating data after game load */
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#include "../stdafx.h"
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#include "../void_map.h"
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#include "../signs_base.h"
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#include "../depot_base.h"
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#include "../fios.h"
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#include "../gamelog_internal.h"
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#include "../network/network.h"
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#include "../network/network_func.h"
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#include "../gfxinit.h"
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#include "../viewport_func.h"
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#include "../industry.h"
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#include "../clear_map.h"
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#include "../vehicle_func.h"
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#include "../string_func.h"
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#include "../date_func.h"
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#include "../roadveh.h"
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#include "../train.h"
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#include "../station_base.h"
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#include "../waypoint_base.h"
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#include "../roadstop_base.h"
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#include "../tunnelbridge_map.h"
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#include "../pathfinder/yapf/yapf_cache.h"
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#include "../elrail_func.h"
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#include "../signs_func.h"
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#include "../aircraft.h"
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#include "../object_map.h"
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#include "../object_base.h"
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#include "../tree_map.h"
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#include "../company_func.h"
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#include "../road_cmd.h"
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#include "../ai/ai.hpp"
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#include "../ai/ai_gui.hpp"
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#include "../town.h"
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#include "../economy_base.h"
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#include "../animated_tile_func.h"
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#include "../subsidy_base.h"
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#include "../subsidy_func.h"
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#include "../newgrf.h"
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#include "../engine_func.h"
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#include "../rail_gui.h"
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#include "../core/backup_type.hpp"
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#include "../smallmap_gui.h"
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#include "../news_func.h"
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#include "../order_backup.h"
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#include "../error.h"
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#include "../disaster_vehicle.h"
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#include "saveload_internal.h"
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#include <signal.h>
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#include "../safeguards.h"
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extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
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/**
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* Makes a tile canal or water depending on the surroundings.
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*
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* Must only be used for converting old savegames. Use WaterClass now.
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*
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* This as for example docks and shipdepots do not store
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* whether the tile used to be canal or 'normal' water.
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* @param t the tile to change.
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* @param include_invalid_water_class Also consider WATER_CLASS_INVALID, i.e. industry tiles on land
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*/
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void SetWaterClassDependingOnSurroundings(TileIndex t, bool include_invalid_water_class)
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{
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/* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
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* Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
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if (!IsTileFlat(t)) {
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if (include_invalid_water_class) {
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SetWaterClass(t, WATER_CLASS_INVALID);
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return;
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} else {
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SlErrorCorrupt("Invalid water class for dry tile");
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}
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}
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/* Mark tile dirty in all cases */
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MarkTileDirtyByTile(t);
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if (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1) {
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/* tiles at map borders are always WATER_CLASS_SEA */
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SetWaterClass(t, WATER_CLASS_SEA);
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return;
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}
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bool has_water = false;
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bool has_canal = false;
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bool has_river = false;
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for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
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TileIndex neighbour = TileAddByDiagDir(t, dir);
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switch (GetTileType(neighbour)) {
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case MP_WATER:
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/* clear water and shipdepots have already a WaterClass associated */
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if (IsCoast(neighbour)) {
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has_water = true;
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} else if (!IsLock(neighbour)) {
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switch (GetWaterClass(neighbour)) {
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case WATER_CLASS_SEA: has_water = true; break;
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case WATER_CLASS_CANAL: has_canal = true; break;
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case WATER_CLASS_RIVER: has_river = true; break;
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default: SlErrorCorrupt("Invalid water class for tile");
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}
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}
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break;
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case MP_RAILWAY:
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/* Shore or flooded halftile */
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has_water |= (GetRailGroundType(neighbour) == RAIL_GROUND_WATER);
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break;
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case MP_TREES:
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/* trees on shore */
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has_water |= (GB(_m[neighbour].m2, 4, 2) == TREE_GROUND_SHORE);
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break;
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default: break;
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}
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}
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if (!has_water && !has_canal && !has_river && include_invalid_water_class) {
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SetWaterClass(t, WATER_CLASS_INVALID);
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return;
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}
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if (has_river && !has_canal) {
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SetWaterClass(t, WATER_CLASS_RIVER);
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} else if (has_canal || !has_water) {
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SetWaterClass(t, WATER_CLASS_CANAL);
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} else {
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SetWaterClass(t, WATER_CLASS_SEA);
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}
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}
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static void ConvertTownOwner()
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{
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for (TileIndex tile = 0; tile != MapSize(); tile++) {
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switch (GetTileType(tile)) {
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case MP_ROAD:
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if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m3, 7)) {
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_m[tile].m3 = OWNER_TOWN;
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}
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/* FALL THROUGH */
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case MP_TUNNELBRIDGE:
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if (_m[tile].m1 & 0x80) SetTileOwner(tile, OWNER_TOWN);
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break;
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default: break;
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}
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}
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}
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/* since savegame version 4.1, exclusive transport rights are stored at towns */
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static void UpdateExclusiveRights()
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{
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Town *t;
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FOR_ALL_TOWNS(t) {
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t->exclusivity = INVALID_COMPANY;
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}
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/* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
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* could be implemented this way:
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* 1.) Go through all stations
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* Build an array town_blocked[ town_id ][ company_id ]
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* that stores if at least one station in that town is blocked for a company
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* 2.) Go through that array, if you find a town that is not blocked for
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* one company, but for all others, then give him exclusivity.
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*/
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}
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static const byte convert_currency[] = {
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0, 1, 12, 8, 3,
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10, 14, 19, 4, 5,
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9, 11, 13, 6, 17,
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16, 22, 21, 7, 15,
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18, 2, 20,
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};
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/* since savegame version 4.2 the currencies are arranged differently */
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static void UpdateCurrencies()
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{
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_settings_game.locale.currency = convert_currency[_settings_game.locale.currency];
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}
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/* Up to revision 1413 the invisible tiles at the southern border have not been
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* MP_VOID, even though they should have. This is fixed by this function
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*/
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static void UpdateVoidTiles()
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{
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uint i;
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for (i = 0; i < MapMaxY(); ++i) MakeVoid(i * MapSizeX() + MapMaxX());
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for (i = 0; i < MapSizeX(); ++i) MakeVoid(MapSizeX() * MapMaxY() + i);
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}
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static inline RailType UpdateRailType(RailType rt, RailType min)
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{
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return rt >= min ? (RailType)(rt + 1): rt;
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}
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/**
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* Update the viewport coordinates of all signs.
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*/
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void UpdateAllVirtCoords()
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{
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UpdateAllStationVirtCoords();
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UpdateAllSignVirtCoords();
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UpdateAllTownVirtCoords();
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}
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/**
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* Initialization of the windows and several kinds of caches.
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* This is not done directly in AfterLoadGame because these
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* functions require that all saveload conversions have been
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* done. As people tend to add savegame conversion stuff after
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* the intialization of the windows and caches quite some bugs
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* had been made.
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* Moving this out of there is both cleaner and less bug-prone.
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*/
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static void InitializeWindowsAndCaches()
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{
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/* Initialize windows */
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ResetWindowSystem();
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SetupColoursAndInitialWindow();
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/* Update coordinates of the signs. */
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UpdateAllVirtCoords();
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ResetViewportAfterLoadGame();
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Company *c;
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FOR_ALL_COMPANIES(c) {
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/* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
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* accordingly if it is not the case. No need to set it on companies that are not been used already,
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* thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
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if (_file_to_saveload.abstract_ftype == FT_SCENARIO && c->inaugurated_year != MIN_YEAR) {
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c->inaugurated_year = _cur_year;
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}
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}
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/* Count number of objects per type */
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Object *o;
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FOR_ALL_OBJECTS(o) {
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Object::IncTypeCount(o->type);
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}
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/* Identify owners of persistent storage arrays */
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Industry *i;
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FOR_ALL_INDUSTRIES(i) {
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if (i->psa != NULL) {
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i->psa->feature = GSF_INDUSTRIES;
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i->psa->tile = i->location.tile;
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}
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}
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Station *s;
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FOR_ALL_STATIONS(s) {
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if (s->airport.psa != NULL) {
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s->airport.psa->feature = GSF_AIRPORTS;
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s->airport.psa->tile = s->airport.tile;
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}
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}
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Town *t;
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FOR_ALL_TOWNS(t) {
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for (std::list<PersistentStorage *>::iterator it = t->psa_list.begin(); it != t->psa_list.end(); ++it) {
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(*it)->feature = GSF_FAKE_TOWNS;
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(*it)->tile = t->xy;
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}
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}
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RecomputePrices();
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GroupStatistics::UpdateAfterLoad();
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Station::RecomputeIndustriesNearForAll();
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RebuildSubsidisedSourceAndDestinationCache();
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/* Towns have a noise controlled number of airports system
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* So each airport's noise value must be added to the town->noise_reached value
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* Reset each town's noise_reached value to '0' before. */
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UpdateAirportsNoise();
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CheckTrainsLengths();
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ShowNewGRFError();
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ShowAIDebugWindowIfAIError();
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/* Rebuild the smallmap list of owners. */
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BuildOwnerLegend();
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}
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typedef void (CDECL *SignalHandlerPointer)(int);
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static SignalHandlerPointer _prev_segfault = NULL;
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static SignalHandlerPointer _prev_abort = NULL;
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static SignalHandlerPointer _prev_fpe = NULL;
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static void CDECL HandleSavegameLoadCrash(int signum);
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/**
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* Replaces signal handlers of SIGSEGV and SIGABRT
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* and stores pointers to original handlers in memory.
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*/
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static void SetSignalHandlers()
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{
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_prev_segfault = signal(SIGSEGV, HandleSavegameLoadCrash);
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_prev_abort = signal(SIGABRT, HandleSavegameLoadCrash);
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_prev_fpe = signal(SIGFPE, HandleSavegameLoadCrash);
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}
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/**
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* Resets signal handlers back to original handlers.
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*/
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static void ResetSignalHandlers()
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{
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signal(SIGSEGV, _prev_segfault);
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signal(SIGABRT, _prev_abort);
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signal(SIGFPE, _prev_fpe);
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}
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/**
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* Try to find the overridden GRF identifier of the given GRF.
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* @param c the GRF to get the 'previous' version of.
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* @return the GRF identifier or \a c if none could be found.
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*/
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static const GRFIdentifier *GetOverriddenIdentifier(const GRFConfig *c)
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{
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const LoggedAction *la = &_gamelog_action[_gamelog_actions - 1];
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if (la->at != GLAT_LOAD) return &c->ident;
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const LoggedChange *lcend = &la->change[la->changes];
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for (const LoggedChange *lc = la->change; lc != lcend; lc++) {
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if (lc->ct == GLCT_GRFCOMPAT && lc->grfcompat.grfid == c->ident.grfid) return &lc->grfcompat;
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}
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return &c->ident;
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}
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/** Was the saveload crash because of missing NewGRFs? */
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static bool _saveload_crash_with_missing_newgrfs = false;
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/**
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* Did loading the savegame cause a crash? If so,
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* were NewGRFs missing?
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* @return when the saveload crashed due to missing NewGRFs.
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*/
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bool SaveloadCrashWithMissingNewGRFs()
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{
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return _saveload_crash_with_missing_newgrfs;
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}
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/**
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* Signal handler used to give a user a more useful report for crashes during
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* the savegame loading process; especially when there's problems with the
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* NewGRFs that are required by the savegame.
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* @param signum received signal
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*/
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static void CDECL HandleSavegameLoadCrash(int signum)
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{
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ResetSignalHandlers();
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char buffer[8192];
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char *p = buffer;
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p += seprintf(p, lastof(buffer), "Loading your savegame caused OpenTTD to crash.\n");
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for (const GRFConfig *c = _grfconfig; !_saveload_crash_with_missing_newgrfs && c != NULL; c = c->next) {
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_saveload_crash_with_missing_newgrfs = HasBit(c->flags, GCF_COMPATIBLE) || c->status == GCS_NOT_FOUND;
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}
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if (_saveload_crash_with_missing_newgrfs) {
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p += seprintf(p, lastof(buffer),
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"This is most likely caused by a missing NewGRF or a NewGRF that\n"
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"has been loaded as replacement for a missing NewGRF. OpenTTD\n"
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"cannot easily determine whether a replacement NewGRF is of a newer\n"
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"or older version.\n"
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"It will load a NewGRF with the same GRF ID as the missing NewGRF.\n"
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"This means that if the author makes incompatible NewGRFs with the\n"
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"same GRF ID OpenTTD cannot magically do the right thing. In most\n"
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"cases OpenTTD will load the savegame and not crash, but this is an\n"
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"exception.\n"
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"Please load the savegame with the appropriate NewGRFs installed.\n"
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"The missing/compatible NewGRFs are:\n");
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for (const GRFConfig *c = _grfconfig; c != NULL; c = c->next) {
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if (HasBit(c->flags, GCF_COMPATIBLE)) {
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const GRFIdentifier *replaced = GetOverriddenIdentifier(c);
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char buf[40];
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md5sumToString(buf, lastof(buf), replaced->md5sum);
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p += seprintf(p, lastof(buffer), "NewGRF %08X (checksum %s) not found.\n Loaded NewGRF \"%s\" with same GRF ID instead.\n", BSWAP32(c->ident.grfid), buf, c->filename);
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}
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if (c->status == GCS_NOT_FOUND) {
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char buf[40];
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md5sumToString(buf, lastof(buf), c->ident.md5sum);
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p += seprintf(p, lastof(buffer), "NewGRF %08X (%s) not found; checksum %s.\n", BSWAP32(c->ident.grfid), c->filename, buf);
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}
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}
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} else {
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p += seprintf(p, lastof(buffer),
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"This is probably caused by a corruption in the savegame.\n"
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"Please file a bug report and attach this savegame.\n");
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}
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ShowInfo(buffer);
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SignalHandlerPointer call = NULL;
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switch (signum) {
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case SIGSEGV: call = _prev_segfault; break;
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case SIGABRT: call = _prev_abort; break;
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case SIGFPE: call = _prev_fpe; break;
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default: NOT_REACHED();
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}
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if (call != NULL) call(signum);
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}
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/**
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* Tries to change owner of this rail tile to a valid owner. In very old versions it could happen that
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* a rail track had an invalid owner. When conversion isn't possible, track is removed.
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* @param t tile to update
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*/
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static void FixOwnerOfRailTrack(TileIndex t)
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{
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assert(!Company::IsValidID(GetTileOwner(t)) && (IsLevelCrossingTile(t) || IsPlainRailTile(t)));
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/* remove leftover rail piece from crossing (from very old savegames) */
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Train *v = NULL, *w;
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FOR_ALL_TRAINS(w) {
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if (w->tile == t) {
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v = w;
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break;
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}
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}
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if (v != NULL) {
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/* when there is a train on crossing (it could happen in TTD), set owner of crossing to train owner */
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SetTileOwner(t, v->owner);
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return;
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}
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/* try to find any connected rail */
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for (DiagDirection dd = DIAGDIR_BEGIN; dd < DIAGDIR_END; dd++) {
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TileIndex tt = t + TileOffsByDiagDir(dd);
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if (GetTileTrackStatus(t, TRANSPORT_RAIL, 0, dd) != 0 &&
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GetTileTrackStatus(tt, TRANSPORT_RAIL, 0, ReverseDiagDir(dd)) != 0 &&
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Company::IsValidID(GetTileOwner(tt))) {
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SetTileOwner(t, GetTileOwner(tt));
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return;
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}
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}
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if (IsLevelCrossingTile(t)) {
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/* else change the crossing to normal road (road vehicles won't care) */
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MakeRoadNormal(t, GetCrossingRoadBits(t), GetRoadTypes(t), GetTownIndex(t),
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GetRoadOwner(t, ROADTYPE_ROAD), GetRoadOwner(t, ROADTYPE_TRAM));
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return;
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}
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/* if it's not a crossing, make it clean land */
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MakeClear(t, CLEAR_GRASS, 0);
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}
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/**
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* Fixes inclination of a vehicle. Older OpenTTD versions didn't update the bits correctly.
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* @param v vehicle
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* @param dir vehicle's direction, or # INVALID_DIR if it can be ignored
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* @return inclination bits to set
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*/
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static uint FixVehicleInclination(Vehicle *v, Direction dir)
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{
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/* Compute place where this vehicle entered the tile */
|
|
int entry_x = v->x_pos;
|
|
int entry_y = v->y_pos;
|
|
switch (dir) {
|
|
case DIR_NE: entry_x |= TILE_UNIT_MASK; break;
|
|
case DIR_NW: entry_y |= TILE_UNIT_MASK; break;
|
|
case DIR_SW: entry_x &= ~TILE_UNIT_MASK; break;
|
|
case DIR_SE: entry_y &= ~TILE_UNIT_MASK; break;
|
|
case INVALID_DIR: break;
|
|
default: NOT_REACHED();
|
|
}
|
|
byte entry_z = GetSlopePixelZ(entry_x, entry_y);
|
|
|
|
/* Compute middle of the tile. */
|
|
int middle_x = (v->x_pos & ~TILE_UNIT_MASK) + TILE_SIZE / 2;
|
|
int middle_y = (v->y_pos & ~TILE_UNIT_MASK) + TILE_SIZE / 2;
|
|
byte middle_z = GetSlopePixelZ(middle_x, middle_y);
|
|
|
|
/* middle_z == entry_z, no height change. */
|
|
if (middle_z == entry_z) return 0;
|
|
|
|
/* middle_z < entry_z, we are going downwards. */
|
|
if (middle_z < entry_z) return 1U << GVF_GOINGDOWN_BIT;
|
|
|
|
/* middle_z > entry_z, we are going upwards. */
|
|
return 1U << GVF_GOINGUP_BIT;
|
|
}
|
|
|
|
/**
|
|
* Checks for the possibility that a bridge may be on this tile
|
|
* These are in fact all the tile types on which a bridge can be found
|
|
* @param t The tile to analyze
|
|
* @return True if a bridge might have been present prior to savegame 194.
|
|
*/
|
|
static inline bool MayHaveBridgeAbove(TileIndex t)
|
|
{
|
|
return IsTileType(t, MP_CLEAR) || IsTileType(t, MP_RAILWAY) || IsTileType(t, MP_ROAD) ||
|
|
IsTileType(t, MP_WATER) || IsTileType(t, MP_TUNNELBRIDGE) || IsTileType(t, MP_OBJECT);
|
|
}
|
|
|
|
/**
|
|
* Perform a (large) amount of savegame conversion *magic* in order to
|
|
* load older savegames and to fill the caches for various purposes.
|
|
* @return True iff conversion went without a problem.
|
|
*/
|
|
bool AfterLoadGame()
|
|
{
|
|
SetSignalHandlers();
|
|
|
|
TileIndex map_size = MapSize();
|
|
|
|
extern TileIndex _cur_tileloop_tile; // From landscape.cpp.
|
|
/* The LFSR used in RunTileLoop iteration cannot have a zeroed state, make it non-zeroed. */
|
|
if (_cur_tileloop_tile == 0) _cur_tileloop_tile = 1;
|
|
|
|
if (IsSavegameVersionBefore(98)) GamelogOldver();
|
|
|
|
GamelogTestRevision();
|
|
GamelogTestMode();
|
|
|
|
if (IsSavegameVersionBefore(98)) GamelogGRFAddList(_grfconfig);
|
|
|
|
if (IsSavegameVersionBefore(119)) {
|
|
_pause_mode = (_pause_mode == 2) ? PM_PAUSED_NORMAL : PM_UNPAUSED;
|
|
} else if (_network_dedicated && (_pause_mode & PM_PAUSED_ERROR) != 0) {
|
|
DEBUG(net, 0, "The loading savegame was paused due to an error state.");
|
|
DEBUG(net, 0, " The savegame cannot be used for multiplayer!");
|
|
/* Restore the signals */
|
|
ResetSignalHandlers();
|
|
return false;
|
|
} else if (!_networking || _network_server) {
|
|
/* If we are in single player, i.e. not networking, and loading the
|
|
* savegame or we are loading the savegame as network server we do
|
|
* not want to be bothered by being paused because of the automatic
|
|
* reason of a network server, e.g. joining clients or too few
|
|
* active clients. Note that resetting these values for a network
|
|
* client are very bad because then the client is going to execute
|
|
* the game loop when the server is not, i.e. it desyncs. */
|
|
_pause_mode &= ~PMB_PAUSED_NETWORK;
|
|
}
|
|
|
|
/* In very old versions, size of train stations was stored differently.
|
|
* They had swapped width and height if station was built along the Y axis.
|
|
* TTO and TTD used 3 bits for width/height, while OpenTTD used 4.
|
|
* Because the data stored by TTDPatch are unusable for rail stations > 7x7,
|
|
* recompute the width and height. Doing this unconditionally for all old
|
|
* savegames simplifies the code. */
|
|
if (IsSavegameVersionBefore(2)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
st->train_station.w = st->train_station.h = 0;
|
|
}
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (!IsTileType(t, MP_STATION)) continue;
|
|
if (_m[t].m5 > 7) continue; // is it a rail station tile?
|
|
st = Station::Get(_m[t].m2);
|
|
assert(st->train_station.tile != 0);
|
|
int dx = TileX(t) - TileX(st->train_station.tile);
|
|
int dy = TileY(t) - TileY(st->train_station.tile);
|
|
assert(dx >= 0 && dy >= 0);
|
|
st->train_station.w = max<uint>(st->train_station.w, dx + 1);
|
|
st->train_station.h = max<uint>(st->train_station.h, dy + 1);
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(194)) {
|
|
_settings_game.construction.max_heightlevel = 15;
|
|
|
|
/* In old savegame versions, the heightlevel was coded in bits 0..3 of the type field */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
_m[t].height = GB(_m[t].type, 0, 4);
|
|
SB(_m[t].type, 0, 2, GB(_me[t].m6, 0, 2));
|
|
SB(_me[t].m6, 0, 2, 0);
|
|
if (MayHaveBridgeAbove(t)) {
|
|
SB(_m[t].type, 2, 2, GB(_me[t].m6, 6, 2));
|
|
SB(_me[t].m6, 6, 2, 0);
|
|
} else {
|
|
SB(_m[t].type, 2, 2, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* in version 2.1 of the savegame, town owner was unified. */
|
|
if (IsSavegameVersionBefore(2, 1)) ConvertTownOwner();
|
|
|
|
/* from version 4.1 of the savegame, exclusive rights are stored at towns */
|
|
if (IsSavegameVersionBefore(4, 1)) UpdateExclusiveRights();
|
|
|
|
/* from version 4.2 of the savegame, currencies are in a different order */
|
|
if (IsSavegameVersionBefore(4, 2)) UpdateCurrencies();
|
|
|
|
/* In old version there seems to be a problem that water is owned by
|
|
* OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
|
|
* (4.3) version, so I just check when versions are older, and then
|
|
* walk through the whole map.. */
|
|
if (IsSavegameVersionBefore(4, 3)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_COMPANIES) {
|
|
SetTileOwner(t, OWNER_WATER);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(84)) {
|
|
Company *c;
|
|
FOR_ALL_COMPANIES(c) {
|
|
c->name = CopyFromOldName(c->name_1);
|
|
if (c->name != NULL) c->name_1 = STR_SV_UNNAMED;
|
|
c->president_name = CopyFromOldName(c->president_name_1);
|
|
if (c->president_name != NULL) c->president_name_1 = SPECSTR_PRESIDENT_NAME;
|
|
}
|
|
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
st->name = CopyFromOldName(st->string_id);
|
|
/* generating new name would be too much work for little effect, use the station name fallback */
|
|
if (st->name != NULL) st->string_id = STR_SV_STNAME_FALLBACK;
|
|
}
|
|
|
|
Town *t;
|
|
FOR_ALL_TOWNS(t) {
|
|
t->name = CopyFromOldName(t->townnametype);
|
|
if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
|
|
}
|
|
}
|
|
|
|
/* From this point the old names array is cleared. */
|
|
ResetOldNames();
|
|
|
|
if (IsSavegameVersionBefore(106)) {
|
|
/* no station is determined by 'tile == INVALID_TILE' now (instead of '0') */
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
if (st->airport.tile == 0) st->airport.tile = INVALID_TILE;
|
|
if (st->dock_tile == 0) st->dock_tile = INVALID_TILE;
|
|
if (st->train_station.tile == 0) st->train_station.tile = INVALID_TILE;
|
|
}
|
|
|
|
/* the same applies to Company::location_of_HQ */
|
|
Company *c;
|
|
FOR_ALL_COMPANIES(c) {
|
|
if (c->location_of_HQ == 0 || (IsSavegameVersionBefore(4) && c->location_of_HQ == 0xFFFF)) {
|
|
c->location_of_HQ = INVALID_TILE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* convert road side to my format. */
|
|
if (_settings_game.vehicle.road_side) _settings_game.vehicle.road_side = 1;
|
|
|
|
/* Check if all NewGRFs are present, we are very strict in MP mode */
|
|
GRFListCompatibility gcf_res = IsGoodGRFConfigList(_grfconfig);
|
|
for (GRFConfig *c = _grfconfig; c != NULL; c = c->next) {
|
|
if (c->status == GCS_NOT_FOUND) {
|
|
GamelogGRFRemove(c->ident.grfid);
|
|
} else if (HasBit(c->flags, GCF_COMPATIBLE)) {
|
|
GamelogGRFCompatible(&c->ident);
|
|
}
|
|
}
|
|
|
|
if (_networking && gcf_res != GLC_ALL_GOOD) {
|
|
SetSaveLoadError(STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH);
|
|
/* Restore the signals */
|
|
ResetSignalHandlers();
|
|
return false;
|
|
}
|
|
|
|
switch (gcf_res) {
|
|
case GLC_COMPATIBLE: ShowErrorMessage(STR_NEWGRF_COMPATIBLE_LOAD_WARNING, INVALID_STRING_ID, WL_CRITICAL); break;
|
|
case GLC_NOT_FOUND: ShowErrorMessage(STR_NEWGRF_DISABLED_WARNING, INVALID_STRING_ID, WL_CRITICAL); _pause_mode = PM_PAUSED_ERROR; break;
|
|
default: break;
|
|
}
|
|
|
|
/* The value of _date_fract got divided, so make sure that old games are converted correctly. */
|
|
if (IsSavegameVersionBefore(11, 1) || (IsSavegameVersionBefore(147) && _date_fract > DAY_TICKS)) _date_fract /= 885;
|
|
|
|
/* Update current year
|
|
* must be done before loading sprites as some newgrfs check it */
|
|
SetDate(_date, _date_fract);
|
|
|
|
/*
|
|
* Force the old behaviour for compatibility reasons with old savegames. As new
|
|
* settings can only be loaded from new savegames loading old savegames with new
|
|
* versions of OpenTTD will normally initialize settings newer than the savegame
|
|
* version with "new game" defaults which the player can define to their liking.
|
|
* For some settings we override that to keep the behaviour the same as when the
|
|
* game was saved.
|
|
*
|
|
* Note that there is no non-stop in here. This is because the setting could have
|
|
* either value in TTDPatch. To convert it properly the user has to make sure the
|
|
* right value has been chosen in the settings. Otherwise we will be converting
|
|
* it incorrectly in half of the times without a means to correct that.
|
|
*/
|
|
if (IsSavegameVersionBefore(4, 2)) _settings_game.station.modified_catchment = false;
|
|
if (IsSavegameVersionBefore(6, 1)) _settings_game.pf.forbid_90_deg = false;
|
|
if (IsSavegameVersionBefore(21)) _settings_game.vehicle.train_acceleration_model = 0;
|
|
if (IsSavegameVersionBefore(90)) _settings_game.vehicle.plane_speed = 4;
|
|
if (IsSavegameVersionBefore(95)) _settings_game.vehicle.dynamic_engines = 0;
|
|
if (IsSavegameVersionBefore(96)) _settings_game.economy.station_noise_level = false;
|
|
if (IsSavegameVersionBefore(133)) {
|
|
_settings_game.vehicle.train_slope_steepness = 3;
|
|
}
|
|
if (IsSavegameVersionBefore(134)) _settings_game.economy.feeder_payment_share = 75;
|
|
if (IsSavegameVersionBefore(138)) _settings_game.vehicle.plane_crashes = 2;
|
|
if (IsSavegameVersionBefore(139)) {
|
|
_settings_game.vehicle.roadveh_acceleration_model = 0;
|
|
_settings_game.vehicle.roadveh_slope_steepness = 7;
|
|
}
|
|
if (IsSavegameVersionBefore(143)) _settings_game.economy.allow_town_level_crossings = true;
|
|
if (IsSavegameVersionBefore(159)) {
|
|
_settings_game.vehicle.max_train_length = 50;
|
|
_settings_game.construction.max_bridge_length = 64;
|
|
_settings_game.construction.max_tunnel_length = 64;
|
|
}
|
|
if (IsSavegameVersionBefore(166)) _settings_game.economy.infrastructure_maintenance = false;
|
|
if (IsSavegameVersionBefore(183)) {
|
|
_settings_game.linkgraph.distribution_pax = DT_MANUAL;
|
|
_settings_game.linkgraph.distribution_mail = DT_MANUAL;
|
|
_settings_game.linkgraph.distribution_armoured = DT_MANUAL;
|
|
_settings_game.linkgraph.distribution_default = DT_MANUAL;
|
|
}
|
|
|
|
/* Load the sprites */
|
|
GfxLoadSprites();
|
|
LoadStringWidthTable();
|
|
|
|
/* Copy temporary data to Engine pool */
|
|
CopyTempEngineData();
|
|
|
|
/* Connect front and rear engines of multiheaded trains and converts
|
|
* subtype to the new format */
|
|
if (IsSavegameVersionBefore(17, 1)) ConvertOldMultiheadToNew();
|
|
|
|
/* Connect front and rear engines of multiheaded trains */
|
|
ConnectMultiheadedTrains();
|
|
|
|
/* Fix the CargoPackets *and* fix the caches of CargoLists.
|
|
* If this isn't done before Stations and especially Vehicles are
|
|
* running their AfterLoad we might get in trouble. In the case of
|
|
* vehicles we could give the wrong (cached) count of items in a
|
|
* vehicle which causes different results when getting their caches
|
|
* filled; and that could eventually lead to desyncs. */
|
|
CargoPacket::AfterLoad();
|
|
|
|
/* Oilrig was moved from id 15 to 9. We have to do this conversion
|
|
* here as AfterLoadVehicles can check it indirectly via the newgrf
|
|
* code. */
|
|
if (IsSavegameVersionBefore(139)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
if (st->airport.tile != INVALID_TILE && st->airport.type == 15) {
|
|
st->airport.type = AT_OILRIG;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Update all vehicles */
|
|
AfterLoadVehicles(true);
|
|
|
|
/* Make sure there is an AI attached to an AI company */
|
|
{
|
|
Company *c;
|
|
FOR_ALL_COMPANIES(c) {
|
|
if (c->is_ai && c->ai_instance == NULL) AI::StartNew(c->index);
|
|
}
|
|
}
|
|
|
|
/* make sure there is a town in the game */
|
|
if (_game_mode == GM_NORMAL && Town::GetNumItems() == 0) {
|
|
SetSaveLoadError(STR_ERROR_NO_TOWN_IN_SCENARIO);
|
|
/* Restore the signals */
|
|
ResetSignalHandlers();
|
|
return false;
|
|
}
|
|
|
|
/* The void tiles on the southern border used to belong to a wrong class (pre 4.3).
|
|
* This problem appears in savegame version 21 too, see r3455. But after loading the
|
|
* savegame and saving again, the buggy map array could be converted to new savegame
|
|
* version. It didn't show up before r12070. */
|
|
if (IsSavegameVersionBefore(87)) UpdateVoidTiles();
|
|
|
|
/* If Load Scenario / New (Scenario) Game is used,
|
|
* a company does not exist yet. So create one here.
|
|
* 1 exception: network-games. Those can have 0 companies
|
|
* But this exception is not true for non-dedicated network servers! */
|
|
if (!Company::IsValidID(COMPANY_FIRST) && (!_networking || (_networking && _network_server && !_network_dedicated))) {
|
|
DoStartupNewCompany(false);
|
|
Company *c = Company::Get(COMPANY_FIRST);
|
|
c->settings = _settings_client.company;
|
|
}
|
|
|
|
/* Fix the cache for cargo payments. */
|
|
CargoPayment *cp;
|
|
FOR_ALL_CARGO_PAYMENTS(cp) {
|
|
cp->front->cargo_payment = cp;
|
|
cp->current_station = cp->front->last_station_visited;
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(72)) {
|
|
/* Locks in very old savegames had OWNER_WATER as owner */
|
|
for (TileIndex t = 0; t < MapSize(); t++) {
|
|
switch (GetTileType(t)) {
|
|
default: break;
|
|
|
|
case MP_WATER:
|
|
if (GetWaterTileType(t) == WATER_TILE_LOCK && GetTileOwner(t) == OWNER_WATER) SetTileOwner(t, OWNER_NONE);
|
|
break;
|
|
|
|
case MP_STATION: {
|
|
if (HasBit(_me[t].m6, 3)) SetBit(_me[t].m6, 2);
|
|
StationGfx gfx = GetStationGfx(t);
|
|
StationType st;
|
|
if ( IsInsideMM(gfx, 0, 8)) { // Rail station
|
|
st = STATION_RAIL;
|
|
SetStationGfx(t, gfx - 0);
|
|
} else if (IsInsideMM(gfx, 8, 67)) { // Airport
|
|
st = STATION_AIRPORT;
|
|
SetStationGfx(t, gfx - 8);
|
|
} else if (IsInsideMM(gfx, 67, 71)) { // Truck
|
|
st = STATION_TRUCK;
|
|
SetStationGfx(t, gfx - 67);
|
|
} else if (IsInsideMM(gfx, 71, 75)) { // Bus
|
|
st = STATION_BUS;
|
|
SetStationGfx(t, gfx - 71);
|
|
} else if (gfx == 75) { // Oil rig
|
|
st = STATION_OILRIG;
|
|
SetStationGfx(t, gfx - 75);
|
|
} else if (IsInsideMM(gfx, 76, 82)) { // Dock
|
|
st = STATION_DOCK;
|
|
SetStationGfx(t, gfx - 76);
|
|
} else if (gfx == 82) { // Buoy
|
|
st = STATION_BUOY;
|
|
SetStationGfx(t, gfx - 82);
|
|
} else if (IsInsideMM(gfx, 83, 168)) { // Extended airport
|
|
st = STATION_AIRPORT;
|
|
SetStationGfx(t, gfx - 83 + 67 - 8);
|
|
} else if (IsInsideMM(gfx, 168, 170)) { // Drive through truck
|
|
st = STATION_TRUCK;
|
|
SetStationGfx(t, gfx - 168 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET);
|
|
} else if (IsInsideMM(gfx, 170, 172)) { // Drive through bus
|
|
st = STATION_BUS;
|
|
SetStationGfx(t, gfx - 170 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET);
|
|
} else {
|
|
/* Restore the signals */
|
|
ResetSignalHandlers();
|
|
return false;
|
|
}
|
|
SB(_me[t].m6, 3, 3, st);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_STATION: {
|
|
BaseStation *bst = BaseStation::GetByTile(t);
|
|
|
|
/* Set up station spread */
|
|
bst->rect.BeforeAddTile(t, StationRect::ADD_FORCE);
|
|
|
|
/* Waypoints don't have road stops/oil rigs in the old format */
|
|
if (!Station::IsExpected(bst)) break;
|
|
Station *st = Station::From(bst);
|
|
|
|
switch (GetStationType(t)) {
|
|
case STATION_TRUCK:
|
|
case STATION_BUS:
|
|
if (IsSavegameVersionBefore(6)) {
|
|
/* Before version 5 you could not have more than 250 stations.
|
|
* Version 6 adds large maps, so you could only place 253*253
|
|
* road stops on a map (no freeform edges) = 64009. So, yes
|
|
* someone could in theory create such a full map to trigger
|
|
* this assertion, it's safe to assume that's only something
|
|
* theoretical and does not happen in normal games. */
|
|
assert(RoadStop::CanAllocateItem());
|
|
|
|
/* From this version on there can be multiple road stops of the
|
|
* same type per station. Convert the existing stops to the new
|
|
* internal data structure. */
|
|
RoadStop *rs = new RoadStop(t);
|
|
|
|
RoadStop **head =
|
|
IsTruckStop(t) ? &st->truck_stops : &st->bus_stops;
|
|
*head = rs;
|
|
}
|
|
break;
|
|
|
|
case STATION_OILRIG: {
|
|
/* Very old savegames sometimes have phantom oil rigs, i.e.
|
|
* an oil rig which got shut down, but not completely removed from
|
|
* the map
|
|
*/
|
|
TileIndex t1 = TILE_ADDXY(t, 0, 1);
|
|
if (IsTileType(t1, MP_INDUSTRY) &&
|
|
GetIndustryGfx(t1) == GFX_OILRIG_1) {
|
|
/* The internal encoding of oil rigs was changed twice.
|
|
* It was 3 (till 2.2) and later 5 (till 5.1).
|
|
* Setting it unconditionally does not hurt.
|
|
*/
|
|
Station::GetByTile(t)->airport.type = AT_OILRIG;
|
|
} else {
|
|
DeleteOilRig(t);
|
|
}
|
|
break;
|
|
}
|
|
|
|
default: break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
/* In version 2.2 of the savegame, we have new airports, so status of all aircraft is reset.
|
|
* This has to be called after the oilrig airport_type update above ^^^ ! */
|
|
if (IsSavegameVersionBefore(2, 2)) UpdateOldAircraft();
|
|
|
|
/* In version 6.1 we put the town index in the map-array. To do this, we need
|
|
* to use m2 (16bit big), so we need to clean m2, and that is where this is
|
|
* all about ;) */
|
|
if (IsSavegameVersionBefore(6, 1)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_HOUSE:
|
|
_m[t].m4 = _m[t].m2;
|
|
SetTownIndex(t, CalcClosestTownFromTile(t)->index);
|
|
break;
|
|
|
|
case MP_ROAD:
|
|
_m[t].m4 |= (_m[t].m2 << 4);
|
|
if ((GB(_m[t].m5, 4, 2) == ROAD_TILE_CROSSING ? (Owner)_m[t].m3 : GetTileOwner(t)) == OWNER_TOWN) {
|
|
SetTownIndex(t, CalcClosestTownFromTile(t)->index);
|
|
} else {
|
|
SetTownIndex(t, 0);
|
|
}
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Force the freeform edges to false for old savegames. */
|
|
if (IsSavegameVersionBefore(111)) {
|
|
_settings_game.construction.freeform_edges = false;
|
|
}
|
|
|
|
/* From version 9.0, we update the max passengers of a town (was sometimes negative
|
|
* before that. */
|
|
if (IsSavegameVersionBefore(9)) {
|
|
Town *t;
|
|
FOR_ALL_TOWNS(t) UpdateTownMaxPass(t);
|
|
}
|
|
|
|
/* From version 16.0, we included autorenew on engines, which are now saved, but
|
|
* of course, we do need to initialize them for older savegames. */
|
|
if (IsSavegameVersionBefore(16)) {
|
|
Company *c;
|
|
FOR_ALL_COMPANIES(c) {
|
|
c->engine_renew_list = NULL;
|
|
c->settings.engine_renew = false;
|
|
c->settings.engine_renew_months = 6;
|
|
c->settings.engine_renew_money = 100000;
|
|
}
|
|
|
|
/* When loading a game, _local_company is not yet set to the correct value.
|
|
* However, in a dedicated server we are a spectator, so nothing needs to
|
|
* happen. In case we are not a dedicated server, the local company always
|
|
* becomes company 0, unless we are in the scenario editor where all the
|
|
* companies are 'invalid'.
|
|
*/
|
|
c = Company::GetIfValid(COMPANY_FIRST);
|
|
if (!_network_dedicated && c != NULL) {
|
|
c->settings = _settings_client.company;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(48)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_RAILWAY:
|
|
if (IsPlainRail(t)) {
|
|
/* Swap ground type and signal type for plain rail tiles, so the
|
|
* ground type uses the same bits as for depots and waypoints. */
|
|
uint tmp = GB(_m[t].m4, 0, 4);
|
|
SB(_m[t].m4, 0, 4, GB(_m[t].m2, 0, 4));
|
|
SB(_m[t].m2, 0, 4, tmp);
|
|
} else if (HasBit(_m[t].m5, 2)) {
|
|
/* Split waypoint and depot rail type and remove the subtype. */
|
|
ClrBit(_m[t].m5, 2);
|
|
ClrBit(_m[t].m5, 6);
|
|
}
|
|
break;
|
|
|
|
case MP_ROAD:
|
|
/* Swap m3 and m4, so the track type for rail crossings is the
|
|
* same as for normal rail. */
|
|
Swap(_m[t].m3, _m[t].m4);
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(61)) {
|
|
/* Added the RoadType */
|
|
bool old_bridge = IsSavegameVersionBefore(42);
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_ROAD:
|
|
SB(_m[t].m5, 6, 2, GB(_m[t].m5, 4, 2));
|
|
switch (GetRoadTileType(t)) {
|
|
default: SlErrorCorrupt("Invalid road tile type");
|
|
case ROAD_TILE_NORMAL:
|
|
SB(_m[t].m4, 0, 4, GB(_m[t].m5, 0, 4));
|
|
SB(_m[t].m4, 4, 4, 0);
|
|
SB(_me[t].m6, 2, 4, 0);
|
|
break;
|
|
case ROAD_TILE_CROSSING:
|
|
SB(_m[t].m4, 5, 2, GB(_m[t].m5, 2, 2));
|
|
break;
|
|
case ROAD_TILE_DEPOT: break;
|
|
}
|
|
SetRoadTypes(t, ROADTYPES_ROAD);
|
|
break;
|
|
|
|
case MP_STATION:
|
|
if (IsRoadStop(t)) SetRoadTypes(t, ROADTYPES_ROAD);
|
|
break;
|
|
|
|
case MP_TUNNELBRIDGE:
|
|
/* Middle part of "old" bridges */
|
|
if (old_bridge && IsBridge(t) && HasBit(_m[t].m5, 6)) break;
|
|
if (((old_bridge && IsBridge(t)) ? (TransportType)GB(_m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
|
|
SetRoadTypes(t, ROADTYPES_ROAD);
|
|
}
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(114)) {
|
|
bool fix_roadtypes = !IsSavegameVersionBefore(61);
|
|
bool old_bridge = IsSavegameVersionBefore(42);
|
|
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_ROAD:
|
|
if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_me[t].m7, 5, 3));
|
|
SB(_me[t].m7, 5, 1, GB(_m[t].m3, 7, 1)); // snow/desert
|
|
switch (GetRoadTileType(t)) {
|
|
default: SlErrorCorrupt("Invalid road tile type");
|
|
case ROAD_TILE_NORMAL:
|
|
SB(_me[t].m7, 0, 4, GB(_m[t].m3, 0, 4)); // road works
|
|
SB(_me[t].m6, 3, 3, GB(_m[t].m3, 4, 3)); // ground
|
|
SB(_m[t].m3, 0, 4, GB(_m[t].m4, 4, 4)); // tram bits
|
|
SB(_m[t].m3, 4, 4, GB(_m[t].m5, 0, 4)); // tram owner
|
|
SB(_m[t].m5, 0, 4, GB(_m[t].m4, 0, 4)); // road bits
|
|
break;
|
|
|
|
case ROAD_TILE_CROSSING:
|
|
SB(_me[t].m7, 0, 5, GB(_m[t].m4, 0, 5)); // road owner
|
|
SB(_me[t].m6, 3, 3, GB(_m[t].m3, 4, 3)); // ground
|
|
SB(_m[t].m3, 4, 4, GB(_m[t].m5, 0, 4)); // tram owner
|
|
SB(_m[t].m5, 0, 1, GB(_m[t].m4, 6, 1)); // road axis
|
|
SB(_m[t].m5, 5, 1, GB(_m[t].m4, 5, 1)); // crossing state
|
|
break;
|
|
|
|
case ROAD_TILE_DEPOT:
|
|
break;
|
|
}
|
|
if (!IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
|
|
const Town *town = CalcClosestTownFromTile(t);
|
|
if (town != NULL) SetTownIndex(t, town->index);
|
|
}
|
|
_m[t].m4 = 0;
|
|
break;
|
|
|
|
case MP_STATION:
|
|
if (!IsRoadStop(t)) break;
|
|
|
|
if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_m[t].m3, 0, 3));
|
|
SB(_me[t].m7, 0, 5, HasBit(_me[t].m6, 2) ? OWNER_TOWN : GetTileOwner(t));
|
|
SB(_m[t].m3, 4, 4, _m[t].m1);
|
|
_m[t].m4 = 0;
|
|
break;
|
|
|
|
case MP_TUNNELBRIDGE:
|
|
if (old_bridge && IsBridge(t) && HasBit(_m[t].m5, 6)) break;
|
|
if (((old_bridge && IsBridge(t)) ? (TransportType)GB(_m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
|
|
if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_m[t].m3, 0, 3));
|
|
|
|
Owner o = GetTileOwner(t);
|
|
SB(_me[t].m7, 0, 5, o); // road owner
|
|
SB(_m[t].m3, 4, 4, o == OWNER_NONE ? OWNER_TOWN : o); // tram owner
|
|
}
|
|
SB(_me[t].m6, 2, 4, GB(_m[t].m2, 4, 4)); // bridge type
|
|
SB(_me[t].m7, 5, 1, GB(_m[t].m4, 7, 1)); // snow/desert
|
|
|
|
_m[t].m2 = 0;
|
|
_m[t].m4 = 0;
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(42)) {
|
|
Vehicle *v;
|
|
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t);
|
|
if (IsBridgeTile(t)) {
|
|
if (HasBit(_m[t].m5, 6)) { // middle part
|
|
Axis axis = (Axis)GB(_m[t].m5, 0, 1);
|
|
|
|
if (HasBit(_m[t].m5, 5)) { // transport route under bridge?
|
|
if (GB(_m[t].m5, 3, 2) == TRANSPORT_RAIL) {
|
|
MakeRailNormal(
|
|
t,
|
|
GetTileOwner(t),
|
|
axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
|
|
GetRailType(t)
|
|
);
|
|
} else {
|
|
TownID town = IsTileOwner(t, OWNER_TOWN) ? ClosestTownFromTile(t, UINT_MAX)->index : 0;
|
|
|
|
MakeRoadNormal(
|
|
t,
|
|
axis == AXIS_X ? ROAD_Y : ROAD_X,
|
|
ROADTYPES_ROAD,
|
|
town,
|
|
GetTileOwner(t), OWNER_NONE
|
|
);
|
|
}
|
|
} else {
|
|
if (GB(_m[t].m5, 3, 2) == 0) {
|
|
MakeClear(t, CLEAR_GRASS, 3);
|
|
} else {
|
|
if (!IsTileFlat(t)) {
|
|
MakeShore(t);
|
|
} else {
|
|
if (GetTileOwner(t) == OWNER_WATER) {
|
|
MakeSea(t);
|
|
} else {
|
|
MakeCanal(t, GetTileOwner(t), Random());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
SetBridgeMiddle(t, axis);
|
|
} else { // ramp
|
|
Axis axis = (Axis)GB(_m[t].m5, 0, 1);
|
|
uint north_south = GB(_m[t].m5, 5, 1);
|
|
DiagDirection dir = ReverseDiagDir(XYNSToDiagDir(axis, north_south));
|
|
TransportType type = (TransportType)GB(_m[t].m5, 1, 2);
|
|
|
|
_m[t].m5 = 1 << 7 | type << 2 | dir;
|
|
}
|
|
}
|
|
}
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (!v->IsGroundVehicle()) continue;
|
|
if (IsBridgeTile(v->tile)) {
|
|
DiagDirection dir = GetTunnelBridgeDirection(v->tile);
|
|
|
|
if (dir != DirToDiagDir(v->direction)) continue;
|
|
switch (dir) {
|
|
default: SlErrorCorrupt("Invalid vehicle direction");
|
|
case DIAGDIR_NE: if ((v->x_pos & 0xF) != 0) continue; break;
|
|
case DIAGDIR_SE: if ((v->y_pos & 0xF) != TILE_SIZE - 1) continue; break;
|
|
case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break;
|
|
case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue; break;
|
|
}
|
|
} else if (v->z_pos > GetSlopePixelZ(v->x_pos, v->y_pos)) {
|
|
v->tile = GetNorthernBridgeEnd(v->tile);
|
|
} else {
|
|
continue;
|
|
}
|
|
if (v->type == VEH_TRAIN) {
|
|
Train::From(v)->track = TRACK_BIT_WORMHOLE;
|
|
} else {
|
|
RoadVehicle::From(v)->state = RVSB_WORMHOLE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Elrails got added in rev 24 */
|
|
if (IsSavegameVersionBefore(24)) {
|
|
RailType min_rail = RAILTYPE_ELECTRIC;
|
|
|
|
Train *v;
|
|
FOR_ALL_TRAINS(v) {
|
|
RailType rt = RailVehInfo(v->engine_type)->railtype;
|
|
|
|
v->railtype = rt;
|
|
if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
|
|
}
|
|
|
|
/* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_RAILWAY:
|
|
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
|
|
break;
|
|
|
|
case MP_ROAD:
|
|
if (IsLevelCrossing(t)) {
|
|
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
|
|
}
|
|
break;
|
|
|
|
case MP_STATION:
|
|
if (HasStationRail(t)) {
|
|
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
|
|
}
|
|
break;
|
|
|
|
case MP_TUNNELBRIDGE:
|
|
if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) {
|
|
SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
FOR_ALL_TRAINS(v) {
|
|
if (v->IsFrontEngine() || v->IsFreeWagon()) v->ConsistChanged(CCF_TRACK);
|
|
}
|
|
|
|
}
|
|
|
|
/* In version 16.1 of the savegame a company can decide if trains, which get
|
|
* replaced, shall keep their old length. In all prior versions, just default
|
|
* to false */
|
|
if (IsSavegameVersionBefore(16, 1)) {
|
|
Company *c;
|
|
FOR_ALL_COMPANIES(c) c->settings.renew_keep_length = false;
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(123)) {
|
|
/* Waypoints became subclasses of stations ... */
|
|
MoveWaypointsToBaseStations();
|
|
/* ... and buoys were moved to waypoints. */
|
|
MoveBuoysToWaypoints();
|
|
}
|
|
|
|
/* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making
|
|
* room for PBS. Now in version 21 move it back :P. */
|
|
if (IsSavegameVersionBefore(21) && !IsSavegameVersionBefore(15)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_RAILWAY:
|
|
if (HasSignals(t)) {
|
|
/* Original signal type/variant was stored in m4 but since saveload
|
|
* version 48 they are in m2. The bits has been already moved to m2
|
|
* (see the code somewhere above) so don't use m4, use m2 instead. */
|
|
|
|
/* convert PBS signals to combo-signals */
|
|
if (HasBit(_m[t].m2, 2)) SB(_m[t].m2, 0, 2, SIGTYPE_COMBO);
|
|
|
|
/* move the signal variant back */
|
|
SB(_m[t].m2, 2, 1, HasBit(_m[t].m2, 3) ? SIG_SEMAPHORE : SIG_ELECTRIC);
|
|
ClrBit(_m[t].m2, 3);
|
|
}
|
|
|
|
/* Clear PBS reservation on track */
|
|
if (!IsRailDepotTile(t)) {
|
|
SB(_m[t].m4, 4, 4, 0);
|
|
} else {
|
|
ClrBit(_m[t].m3, 6);
|
|
}
|
|
break;
|
|
|
|
case MP_STATION: // Clear PBS reservation on station
|
|
ClrBit(_m[t].m3, 6);
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(25)) {
|
|
RoadVehicle *rv;
|
|
FOR_ALL_ROADVEHICLES(rv) {
|
|
rv->vehstatus &= ~0x40;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(26)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
st->last_vehicle_type = VEH_INVALID;
|
|
}
|
|
}
|
|
|
|
YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
|
|
|
|
if (IsSavegameVersionBefore(34)) {
|
|
Company *c;
|
|
FOR_ALL_COMPANIES(c) ResetCompanyLivery(c);
|
|
}
|
|
|
|
Company *c;
|
|
FOR_ALL_COMPANIES(c) {
|
|
c->avail_railtypes = GetCompanyRailtypes(c->index);
|
|
c->avail_roadtypes = GetCompanyRoadtypes(c->index);
|
|
}
|
|
|
|
if (!IsSavegameVersionBefore(27)) AfterLoadStations();
|
|
|
|
/* Time starts at 0 instead of 1920.
|
|
* Account for this in older games by adding an offset */
|
|
if (IsSavegameVersionBefore(31)) {
|
|
Station *st;
|
|
Waypoint *wp;
|
|
Engine *e;
|
|
Industry *i;
|
|
Vehicle *v;
|
|
|
|
_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
|
|
_cur_year += ORIGINAL_BASE_YEAR;
|
|
|
|
FOR_ALL_STATIONS(st) st->build_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
|
|
FOR_ALL_WAYPOINTS(wp) wp->build_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
|
|
FOR_ALL_ENGINES(e) e->intro_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
|
|
FOR_ALL_COMPANIES(c) c->inaugurated_year += ORIGINAL_BASE_YEAR;
|
|
FOR_ALL_INDUSTRIES(i) i->last_prod_year += ORIGINAL_BASE_YEAR;
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
v->date_of_last_service += DAYS_TILL_ORIGINAL_BASE_YEAR;
|
|
v->build_year += ORIGINAL_BASE_YEAR;
|
|
}
|
|
}
|
|
|
|
/* From 32 on we save the industry who made the farmland.
|
|
* To give this prettiness to old savegames, we remove all farmfields and
|
|
* plant new ones. */
|
|
if (IsSavegameVersionBefore(32)) {
|
|
Industry *i;
|
|
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) {
|
|
/* remove fields */
|
|
MakeClear(t, CLEAR_GRASS, 3);
|
|
}
|
|
}
|
|
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
uint j;
|
|
|
|
if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) {
|
|
for (j = 0; j != 50; j++) PlantRandomFarmField(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Setting no refit flags to all orders in savegames from before refit in orders were added */
|
|
if (IsSavegameVersionBefore(36)) {
|
|
Order *order;
|
|
Vehicle *v;
|
|
|
|
FOR_ALL_ORDERS(order) {
|
|
order->SetRefit(CT_NO_REFIT);
|
|
}
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
v->current_order.SetRefit(CT_NO_REFIT);
|
|
}
|
|
}
|
|
|
|
/* from version 38 we have optional elrails, since we cannot know the
|
|
* preference of a user, let elrails enabled; it can be disabled manually */
|
|
if (IsSavegameVersionBefore(38)) _settings_game.vehicle.disable_elrails = false;
|
|
/* do the same as when elrails were enabled/disabled manually just now */
|
|
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
|
|
InitializeRailGUI();
|
|
|
|
/* From version 53, the map array was changed for house tiles to allow
|
|
* space for newhouses grf features. A new byte, m7, was also added. */
|
|
if (IsSavegameVersionBefore(53)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_HOUSE)) {
|
|
if (GB(_m[t].m3, 6, 2) != TOWN_HOUSE_COMPLETED) {
|
|
/* Move the construction stage from m3[7..6] to m5[5..4].
|
|
* The construction counter does not have to move. */
|
|
SB(_m[t].m5, 3, 2, GB(_m[t].m3, 6, 2));
|
|
SB(_m[t].m3, 6, 2, 0);
|
|
|
|
/* The "house is completed" bit is now in m6[2]. */
|
|
SetHouseCompleted(t, false);
|
|
} else {
|
|
/* The "lift has destination" bit has been moved from
|
|
* m5[7] to m7[0]. */
|
|
SB(_me[t].m7, 0, 1, HasBit(_m[t].m5, 7));
|
|
ClrBit(_m[t].m5, 7);
|
|
|
|
/* The "lift is moving" bit has been removed, as it does
|
|
* the same job as the "lift has destination" bit. */
|
|
ClrBit(_m[t].m1, 7);
|
|
|
|
/* The position of the lift goes from m1[7..0] to m6[7..2],
|
|
* making m1 totally free, now. The lift position does not
|
|
* have to be a full byte since the maximum value is 36. */
|
|
SetLiftPosition(t, GB(_m[t].m1, 0, 6 ));
|
|
|
|
_m[t].m1 = 0;
|
|
_m[t].m3 = 0;
|
|
SetHouseCompleted(t, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Check and update house and town values */
|
|
UpdateHousesAndTowns();
|
|
|
|
if (IsSavegameVersionBefore(43)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_INDUSTRY)) {
|
|
switch (GetIndustryGfx(t)) {
|
|
case GFX_POWERPLANT_SPARKS:
|
|
_m[t].m3 = GB(_m[t].m1, 2, 5);
|
|
break;
|
|
|
|
case GFX_OILWELL_ANIMATED_1:
|
|
case GFX_OILWELL_ANIMATED_2:
|
|
case GFX_OILWELL_ANIMATED_3:
|
|
_m[t].m3 = GB(_m[t].m1, 0, 2);
|
|
break;
|
|
|
|
case GFX_COAL_MINE_TOWER_ANIMATED:
|
|
case GFX_COPPER_MINE_TOWER_ANIMATED:
|
|
case GFX_GOLD_MINE_TOWER_ANIMATED:
|
|
_m[t].m3 = _m[t].m1;
|
|
break;
|
|
|
|
default: // No animation states to change
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(45)) {
|
|
Vehicle *v;
|
|
/* Originally just the fact that some cargo had been paid for was
|
|
* stored to stop people cheating and cashing in several times. This
|
|
* wasn't enough though as it was cleared when the vehicle started
|
|
* loading again, even if it didn't actually load anything, so now the
|
|
* amount that has been paid is stored. */
|
|
FOR_ALL_VEHICLES(v) {
|
|
ClrBit(v->vehicle_flags, 2);
|
|
}
|
|
}
|
|
|
|
/* Buoys do now store the owner of the previous water tile, which can never
|
|
* be OWNER_NONE. So replace OWNER_NONE with OWNER_WATER. */
|
|
if (IsSavegameVersionBefore(46)) {
|
|
Waypoint *wp;
|
|
FOR_ALL_WAYPOINTS(wp) {
|
|
if ((wp->facilities & FACIL_DOCK) != 0 && IsTileOwner(wp->xy, OWNER_NONE) && TileHeight(wp->xy) == 0) SetTileOwner(wp->xy, OWNER_WATER);
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(50)) {
|
|
Aircraft *v;
|
|
/* Aircraft units changed from 8 mph to 1 km-ish/h */
|
|
FOR_ALL_AIRCRAFT(v) {
|
|
if (v->subtype <= AIR_AIRCRAFT) {
|
|
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
|
|
v->cur_speed *= 128;
|
|
v->cur_speed /= 10;
|
|
v->acceleration = avi->acceleration;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(49)) FOR_ALL_COMPANIES(c) c->face = ConvertFromOldCompanyManagerFace(c->face);
|
|
|
|
if (IsSavegameVersionBefore(52)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_OBJECT) && _m[t].m5 == OBJECT_STATUE) {
|
|
_m[t].m2 = CalcClosestTownFromTile(t)->index;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* A setting containing the proportion of towns that grow twice as
|
|
* fast was added in version 54. From version 56 this is now saved in the
|
|
* town as cities can be built specifically in the scenario editor. */
|
|
if (IsSavegameVersionBefore(56)) {
|
|
Town *t;
|
|
|
|
FOR_ALL_TOWNS(t) {
|
|
if (_settings_game.economy.larger_towns != 0 && (t->index % _settings_game.economy.larger_towns) == 0) {
|
|
t->larger_town = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(57)) {
|
|
Vehicle *v;
|
|
/* Added a FIFO queue of vehicles loading at stations */
|
|
FOR_ALL_VEHICLES(v) {
|
|
if ((v->type != VEH_TRAIN || Train::From(v)->IsFrontEngine()) && // for all locs
|
|
!(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
|
|
v->current_order.IsType(OT_LOADING)) { // loading
|
|
Station::Get(v->last_station_visited)->loading_vehicles.push_back(v);
|
|
|
|
/* The loading finished flag is *only* set when actually completely
|
|
* finished. Because the vehicle is loading, it is not finished. */
|
|
ClrBit(v->vehicle_flags, VF_LOADING_FINISHED);
|
|
}
|
|
}
|
|
} else if (IsSavegameVersionBefore(59)) {
|
|
/* For some reason non-loading vehicles could be in the station's loading vehicle list */
|
|
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
std::list<Vehicle *>::iterator iter;
|
|
for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end();) {
|
|
Vehicle *v = *iter;
|
|
iter++;
|
|
if (!v->current_order.IsType(OT_LOADING)) st->loading_vehicles.remove(v);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(58)) {
|
|
/* Setting difficulty industry_density other than zero get bumped to +1
|
|
* since a new option (very low at position 1) has been added */
|
|
if (_settings_game.difficulty.industry_density > 0) {
|
|
_settings_game.difficulty.industry_density++;
|
|
}
|
|
|
|
/* Same goes for number of towns, although no test is needed, just an increment */
|
|
_settings_game.difficulty.number_towns++;
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(64)) {
|
|
/* Since now we allow different signal types and variants on a single tile.
|
|
* Move signal states to m4 to make room and clone the signal type/variant. */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) {
|
|
/* move signal states */
|
|
SetSignalStates(t, GB(_m[t].m2, 4, 4));
|
|
SB(_m[t].m2, 4, 4, 0);
|
|
/* clone signal type and variant */
|
|
SB(_m[t].m2, 4, 3, GB(_m[t].m2, 0, 3));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(69)) {
|
|
/* In some old savegames a bit was cleared when it should not be cleared */
|
|
RoadVehicle *rv;
|
|
FOR_ALL_ROADVEHICLES(rv) {
|
|
if (rv->state == 250 || rv->state == 251) {
|
|
SetBit(rv->state, 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(70)) {
|
|
/* Added variables to support newindustries */
|
|
Industry *i;
|
|
FOR_ALL_INDUSTRIES(i) i->founder = OWNER_NONE;
|
|
}
|
|
|
|
/* From version 82, old style canals (above sealevel (0), WATER owner) are no longer supported.
|
|
Replace the owner for those by OWNER_NONE. */
|
|
if (IsSavegameVersionBefore(82)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_WATER) &&
|
|
GetWaterTileType(t) == WATER_TILE_CLEAR &&
|
|
GetTileOwner(t) == OWNER_WATER &&
|
|
TileHeight(t) != 0) {
|
|
SetTileOwner(t, OWNER_NONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Add the 'previous' owner to the ship depots so we can reset it with
|
|
* the correct values when it gets destroyed. This prevents that
|
|
* someone can remove canals owned by somebody else and it prevents
|
|
* making floods using the removal of ship depots.
|
|
*/
|
|
if (IsSavegameVersionBefore(83)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsShipDepotTile(t)) {
|
|
_m[t].m4 = (TileHeight(t) == 0) ? OWNER_WATER : OWNER_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(74)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
for (CargoID c = 0; c < NUM_CARGO; c++) {
|
|
st->goods[c].last_speed = 0;
|
|
if (st->goods[c].cargo.AvailableCount() != 0) SetBit(st->goods[c].status, GoodsEntry::GES_RATING);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(78)) {
|
|
Industry *i;
|
|
uint j;
|
|
FOR_ALL_INDUSTRIES(i) {
|
|
const IndustrySpec *indsp = GetIndustrySpec(i->type);
|
|
for (j = 0; j < lengthof(i->produced_cargo); j++) {
|
|
i->produced_cargo[j] = indsp->produced_cargo[j];
|
|
}
|
|
for (j = 0; j < lengthof(i->accepts_cargo); j++) {
|
|
i->accepts_cargo[j] = indsp->accepts_cargo[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Before version 81, the density of grass was always stored as zero, and
|
|
* grassy trees were always drawn fully grassy. Furthermore, trees on rough
|
|
* land used to have zero density, now they have full density. Therefore,
|
|
* make all grassy/rough land trees have a density of 3. */
|
|
if (IsSavegameVersionBefore(81)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (GetTileType(t) == MP_TREES) {
|
|
TreeGround groundType = (TreeGround)GB(_m[t].m2, 4, 2);
|
|
if (groundType != TREE_GROUND_SNOW_DESERT) SB(_m[t].m2, 6, 2, 3);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (IsSavegameVersionBefore(93)) {
|
|
/* Rework of orders. */
|
|
Order *order;
|
|
FOR_ALL_ORDERS(order) order->ConvertFromOldSavegame();
|
|
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->orders.list != NULL && v->orders.list->GetFirstOrder() != NULL && v->orders.list->GetFirstOrder()->IsType(OT_NOTHING)) {
|
|
v->orders.list->FreeChain();
|
|
v->orders.list = NULL;
|
|
}
|
|
|
|
v->current_order.ConvertFromOldSavegame();
|
|
if (v->type == VEH_ROAD && v->IsPrimaryVehicle() && v->FirstShared() == v) {
|
|
FOR_VEHICLE_ORDERS(v, order) order->SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
|
|
}
|
|
}
|
|
} else if (IsSavegameVersionBefore(94)) {
|
|
/* Unload and transfer are now mutual exclusive. */
|
|
Order *order;
|
|
FOR_ALL_ORDERS(order) {
|
|
if ((order->GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
|
|
order->SetUnloadType(OUFB_TRANSFER);
|
|
order->SetLoadType(OLFB_NO_LOAD);
|
|
}
|
|
}
|
|
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if ((v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
|
|
v->current_order.SetUnloadType(OUFB_TRANSFER);
|
|
v->current_order.SetLoadType(OLFB_NO_LOAD);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(84)) {
|
|
/* Set all share owners to INVALID_COMPANY for
|
|
* 1) all inactive companies
|
|
* (when inactive companies were stored in the savegame - TTD, TTDP and some
|
|
* *really* old revisions of OTTD; else it is already set in InitializeCompanies())
|
|
* 2) shares that are owned by inactive companies or self
|
|
* (caused by cheating clients in earlier revisions) */
|
|
FOR_ALL_COMPANIES(c) {
|
|
for (uint i = 0; i < 4; i++) {
|
|
CompanyID company = c->share_owners[i];
|
|
if (company == INVALID_COMPANY) continue;
|
|
if (!Company::IsValidID(company) || company == c->index) c->share_owners[i] = INVALID_COMPANY;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* The water class was moved/unified. */
|
|
if (IsSavegameVersionBefore(146)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_STATION:
|
|
switch (GetStationType(t)) {
|
|
case STATION_OILRIG:
|
|
case STATION_DOCK:
|
|
case STATION_BUOY:
|
|
SetWaterClass(t, (WaterClass)GB(_m[t].m3, 0, 2));
|
|
SB(_m[t].m3, 0, 2, 0);
|
|
break;
|
|
|
|
default:
|
|
SetWaterClass(t, WATER_CLASS_INVALID);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case MP_WATER:
|
|
SetWaterClass(t, (WaterClass)GB(_m[t].m3, 0, 2));
|
|
SB(_m[t].m3, 0, 2, 0);
|
|
break;
|
|
|
|
case MP_OBJECT:
|
|
SetWaterClass(t, WATER_CLASS_INVALID);
|
|
break;
|
|
|
|
default:
|
|
/* No water class. */
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(86)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
/* Move river flag and update canals to use water class */
|
|
if (IsTileType(t, MP_WATER)) {
|
|
if (GetWaterClass(t) != WATER_CLASS_RIVER) {
|
|
if (IsWater(t)) {
|
|
Owner o = GetTileOwner(t);
|
|
if (o == OWNER_WATER) {
|
|
MakeSea(t);
|
|
} else {
|
|
MakeCanal(t, o, Random());
|
|
}
|
|
} else if (IsShipDepot(t)) {
|
|
Owner o = (Owner)_m[t].m4; // Original water owner
|
|
SetWaterClass(t, o == OWNER_WATER ? WATER_CLASS_SEA : WATER_CLASS_CANAL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Update locks, depots, docks and buoys to have a water class based
|
|
* on its neighbouring tiles. Done after river and canal updates to
|
|
* ensure neighbours are correct. */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (!IsTileFlat(t)) continue;
|
|
|
|
if (IsTileType(t, MP_WATER) && IsLock(t)) SetWaterClassDependingOnSurroundings(t, false);
|
|
if (IsTileType(t, MP_STATION) && (IsDock(t) || IsBuoy(t))) SetWaterClassDependingOnSurroundings(t, false);
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(87)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
/* skip oil rigs at borders! */
|
|
if ((IsTileType(t, MP_WATER) || IsBuoyTile(t)) &&
|
|
(TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1)) {
|
|
/* Some version 86 savegames have wrong water class at map borders (under buoy, or after removing buoy).
|
|
* This conversion has to be done before buoys with invalid owner are removed. */
|
|
SetWaterClass(t, WATER_CLASS_SEA);
|
|
}
|
|
|
|
if (IsBuoyTile(t) || IsDriveThroughStopTile(t) || IsTileType(t, MP_WATER)) {
|
|
Owner o = GetTileOwner(t);
|
|
if (o < MAX_COMPANIES && !Company::IsValidID(o)) {
|
|
Backup<CompanyByte> cur_company(_current_company, o, FILE_LINE);
|
|
ChangeTileOwner(t, o, INVALID_OWNER);
|
|
cur_company.Restore();
|
|
}
|
|
if (IsBuoyTile(t)) {
|
|
/* reset buoy owner to OWNER_NONE in the station struct
|
|
* (even if it is owned by active company) */
|
|
Waypoint::GetByTile(t)->owner = OWNER_NONE;
|
|
}
|
|
} else if (IsTileType(t, MP_ROAD)) {
|
|
/* works for all RoadTileType */
|
|
for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) {
|
|
/* update even non-existing road types to update tile owner too */
|
|
Owner o = GetRoadOwner(t, rt);
|
|
if (o < MAX_COMPANIES && !Company::IsValidID(o)) SetRoadOwner(t, rt, OWNER_NONE);
|
|
}
|
|
if (IsLevelCrossing(t)) {
|
|
if (!Company::IsValidID(GetTileOwner(t))) FixOwnerOfRailTrack(t);
|
|
}
|
|
} else if (IsPlainRailTile(t)) {
|
|
if (!Company::IsValidID(GetTileOwner(t))) FixOwnerOfRailTrack(t);
|
|
}
|
|
}
|
|
|
|
/* Convert old PF settings to new */
|
|
if (_settings_game.pf.yapf.rail_use_yapf || IsSavegameVersionBefore(28)) {
|
|
_settings_game.pf.pathfinder_for_trains = VPF_YAPF;
|
|
} else {
|
|
_settings_game.pf.pathfinder_for_trains = VPF_NPF;
|
|
}
|
|
|
|
if (_settings_game.pf.yapf.road_use_yapf || IsSavegameVersionBefore(28)) {
|
|
_settings_game.pf.pathfinder_for_roadvehs = VPF_YAPF;
|
|
} else {
|
|
_settings_game.pf.pathfinder_for_roadvehs = VPF_NPF;
|
|
}
|
|
|
|
if (_settings_game.pf.yapf.ship_use_yapf) {
|
|
_settings_game.pf.pathfinder_for_ships = VPF_YAPF;
|
|
} else {
|
|
_settings_game.pf.pathfinder_for_ships = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_OPF);
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(88)) {
|
|
/* Profits are now with 8 bit fract */
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
v->profit_this_year <<= 8;
|
|
v->profit_last_year <<= 8;
|
|
v->running_ticks = 0;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(91)) {
|
|
/* Increase HouseAnimationFrame from 5 to 7 bits */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_HOUSE) && GetHouseType(t) >= NEW_HOUSE_OFFSET) {
|
|
SB(_me[t].m6, 2, 6, GB(_me[t].m6, 3, 5));
|
|
SB(_m[t].m3, 5, 1, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(62)) {
|
|
/* Remove all trams from savegames without tram support.
|
|
* There would be trams without tram track under causing crashes sooner or later. */
|
|
RoadVehicle *v;
|
|
FOR_ALL_ROADVEHICLES(v) {
|
|
if (v->First() == v && HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM)) {
|
|
ShowErrorMessage(STR_WARNING_LOADGAME_REMOVED_TRAMS, INVALID_STRING_ID, WL_CRITICAL);
|
|
delete v;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(99)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
/* Set newly introduced WaterClass of industry tiles */
|
|
if (IsTileType(t, MP_STATION) && IsOilRig(t)) {
|
|
SetWaterClassDependingOnSurroundings(t, true);
|
|
}
|
|
if (IsTileType(t, MP_INDUSTRY)) {
|
|
if ((GetIndustrySpec(GetIndustryType(t))->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) {
|
|
SetWaterClassDependingOnSurroundings(t, true);
|
|
} else {
|
|
SetWaterClass(t, WATER_CLASS_INVALID);
|
|
}
|
|
}
|
|
|
|
/* Replace "house construction year" with "house age" */
|
|
if (IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)) {
|
|
_m[t].m5 = Clamp(_cur_year - (_m[t].m5 + ORIGINAL_BASE_YEAR), 0, 0xFF);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Move the signal variant back up one bit for PBS. We don't convert the old PBS
|
|
* format here, as an old layout wouldn't work properly anyway. To be safe, we
|
|
* clear any possible PBS reservations as well. */
|
|
if (IsSavegameVersionBefore(100)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_RAILWAY:
|
|
if (HasSignals(t)) {
|
|
/* move the signal variant */
|
|
SetSignalVariant(t, TRACK_UPPER, HasBit(_m[t].m2, 2) ? SIG_SEMAPHORE : SIG_ELECTRIC);
|
|
SetSignalVariant(t, TRACK_LOWER, HasBit(_m[t].m2, 6) ? SIG_SEMAPHORE : SIG_ELECTRIC);
|
|
ClrBit(_m[t].m2, 2);
|
|
ClrBit(_m[t].m2, 6);
|
|
}
|
|
|
|
/* Clear PBS reservation on track */
|
|
if (IsRailDepot(t)) {
|
|
SetDepotReservation(t, false);
|
|
} else {
|
|
SetTrackReservation(t, TRACK_BIT_NONE);
|
|
}
|
|
break;
|
|
|
|
case MP_ROAD: // Clear PBS reservation on crossing
|
|
if (IsLevelCrossing(t)) SetCrossingReservation(t, false);
|
|
break;
|
|
|
|
case MP_STATION: // Clear PBS reservation on station
|
|
if (HasStationRail(t)) SetRailStationReservation(t, false);
|
|
break;
|
|
|
|
case MP_TUNNELBRIDGE: // Clear PBS reservation on tunnels/bridges
|
|
if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) SetTunnelBridgeReservation(t, false);
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Reserve all tracks trains are currently on. */
|
|
if (IsSavegameVersionBefore(101)) {
|
|
const Train *t;
|
|
FOR_ALL_TRAINS(t) {
|
|
if (t->First() == t) t->ReserveTrackUnderConsist();
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(102)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
/* Now all crossings should be in correct state */
|
|
if (IsLevelCrossingTile(t)) UpdateLevelCrossing(t, false);
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(103)) {
|
|
/* Non-town-owned roads now store the closest town */
|
|
UpdateNearestTownForRoadTiles(false);
|
|
|
|
/* signs with invalid owner left from older savegames */
|
|
Sign *si;
|
|
FOR_ALL_SIGNS(si) {
|
|
if (si->owner != OWNER_NONE && !Company::IsValidID(si->owner)) si->owner = OWNER_NONE;
|
|
}
|
|
|
|
/* Station can get named based on an industry type, but the current ones
|
|
* are not, so mark them as if they are not named by an industry. */
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
st->indtype = IT_INVALID;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(104)) {
|
|
Aircraft *a;
|
|
FOR_ALL_AIRCRAFT(a) {
|
|
/* Set engine_type of shadow and rotor */
|
|
if (!a->IsNormalAircraft()) {
|
|
a->engine_type = a->First()->engine_type;
|
|
}
|
|
}
|
|
|
|
/* More companies ... */
|
|
Company *c;
|
|
FOR_ALL_COMPANIES(c) {
|
|
if (c->bankrupt_asked == 0xFF) c->bankrupt_asked = 0xFFFF;
|
|
}
|
|
|
|
Engine *e;
|
|
FOR_ALL_ENGINES(e) {
|
|
if (e->company_avail == 0xFF) e->company_avail = 0xFFFF;
|
|
}
|
|
|
|
Town *t;
|
|
FOR_ALL_TOWNS(t) {
|
|
if (t->have_ratings == 0xFF) t->have_ratings = 0xFFFF;
|
|
for (uint i = 8; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(112)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
/* Check for HQ bit being set, instead of using map accessor,
|
|
* since we've already changed it code-wise */
|
|
if (IsTileType(t, MP_OBJECT) && HasBit(_m[t].m5, 7)) {
|
|
/* Move size and part identification of HQ out of the m5 attribute,
|
|
* on new locations */
|
|
_m[t].m3 = GB(_m[t].m5, 0, 5);
|
|
_m[t].m5 = OBJECT_HQ;
|
|
}
|
|
}
|
|
}
|
|
if (IsSavegameVersionBefore(144)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (!IsTileType(t, MP_OBJECT)) continue;
|
|
|
|
/* Reordering/generalisation of the object bits. */
|
|
ObjectType type = _m[t].m5;
|
|
SB(_me[t].m6, 2, 4, type == OBJECT_HQ ? GB(_m[t].m3, 2, 3) : 0);
|
|
_m[t].m3 = type == OBJECT_HQ ? GB(_m[t].m3, 1, 1) | GB(_m[t].m3, 0, 1) << 4 : 0;
|
|
|
|
/* Make sure those bits are clear as well! */
|
|
_m[t].m4 = 0;
|
|
_me[t].m7 = 0;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(147) && Object::GetNumItems() == 0) {
|
|
/* Make real objects for object tiles. */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (!IsTileType(t, MP_OBJECT)) continue;
|
|
|
|
if (Town::GetNumItems() == 0) {
|
|
/* No towns, so remove all objects! */
|
|
DoClearSquare(t);
|
|
} else {
|
|
uint offset = _m[t].m3;
|
|
|
|
/* Also move the animation state. */
|
|
_m[t].m3 = GB(_me[t].m6, 2, 4);
|
|
SB(_me[t].m6, 2, 4, 0);
|
|
|
|
if (offset == 0) {
|
|
/* No offset, so make the object. */
|
|
ObjectType type = _m[t].m5;
|
|
int size = type == OBJECT_HQ ? 2 : 1;
|
|
|
|
if (!Object::CanAllocateItem()) {
|
|
/* Nice... you managed to place 64k lighthouses and
|
|
* antennae on the map... boohoo. */
|
|
SlError(STR_ERROR_TOO_MANY_OBJECTS);
|
|
}
|
|
|
|
Object *o = new Object();
|
|
o->location.tile = t;
|
|
o->location.w = size;
|
|
o->location.h = size;
|
|
o->build_date = _date;
|
|
o->town = type == OBJECT_STATUE ? Town::Get(_m[t].m2) : CalcClosestTownFromTile(t, UINT_MAX);
|
|
_m[t].m2 = o->index;
|
|
Object::IncTypeCount(type);
|
|
} else {
|
|
/* We're at an offset, so get the ID from our "root". */
|
|
TileIndex northern_tile = t - TileXY(GB(offset, 0, 4), GB(offset, 4, 4));
|
|
assert(IsTileType(northern_tile, MP_OBJECT));
|
|
_m[t].m2 = _m[northern_tile].m2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(113)) {
|
|
/* allow_town_roads is added, set it if town_layout wasn't TL_NO_ROADS */
|
|
if (_settings_game.economy.town_layout == 0) { // was TL_NO_ROADS
|
|
_settings_game.economy.allow_town_roads = false;
|
|
_settings_game.economy.town_layout = TL_BETTER_ROADS;
|
|
} else {
|
|
_settings_game.economy.allow_town_roads = true;
|
|
_settings_game.economy.town_layout = _settings_game.economy.town_layout - 1;
|
|
}
|
|
|
|
/* Initialize layout of all towns. Older versions were using different
|
|
* generator for random town layout, use it if needed. */
|
|
Town *t;
|
|
FOR_ALL_TOWNS(t) {
|
|
if (_settings_game.economy.town_layout != TL_RANDOM) {
|
|
t->layout = _settings_game.economy.town_layout;
|
|
continue;
|
|
}
|
|
|
|
/* Use old layout randomizer code */
|
|
byte layout = TileHash(TileX(t->xy), TileY(t->xy)) % 6;
|
|
switch (layout) {
|
|
default: break;
|
|
case 5: layout = 1; break;
|
|
case 0: layout = 2; break;
|
|
}
|
|
t->layout = layout - 1;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(114)) {
|
|
/* There could be (deleted) stations with invalid owner, set owner to OWNER NONE.
|
|
* The conversion affects oil rigs and buoys too, but it doesn't matter as
|
|
* they have st->owner == OWNER_NONE already. */
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
if (!Company::IsValidID(st->owner)) st->owner = OWNER_NONE;
|
|
}
|
|
}
|
|
|
|
/* Trains could now stop in a specific location. */
|
|
if (IsSavegameVersionBefore(117)) {
|
|
Order *o;
|
|
FOR_ALL_ORDERS(o) {
|
|
if (o->IsType(OT_GOTO_STATION)) o->SetStopLocation(OSL_PLATFORM_FAR_END);
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(120)) {
|
|
extern VehicleDefaultSettings _old_vds;
|
|
Company *c;
|
|
FOR_ALL_COMPANIES(c) {
|
|
c->settings.vehicle = _old_vds;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(121)) {
|
|
/* Delete small ufos heading for non-existing vehicles */
|
|
Vehicle *v;
|
|
FOR_ALL_DISASTERVEHICLES(v) {
|
|
if (v->subtype == 2 /* ST_SMALL_UFO */ && v->current_order.GetDestination() != 0) {
|
|
const Vehicle *u = Vehicle::GetIfValid(v->dest_tile);
|
|
if (u == NULL || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsFrontEngine()) {
|
|
delete v;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* We didn't store cargo payment yet, so make them for vehicles that are
|
|
* currently at a station and loading/unloading. If they don't get any
|
|
* payment anymore they just removed in the next load/unload cycle.
|
|
* However, some 0.7 versions might have cargo payment. For those we just
|
|
* add cargopayment for the vehicles that don't have it.
|
|
*/
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
std::list<Vehicle *>::iterator iter;
|
|
for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
|
|
/* There are always as many CargoPayments as Vehicles. We need to make the
|
|
* assert() in Pool::GetNew() happy by calling CanAllocateItem(). */
|
|
assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
|
|
assert(CargoPayment::CanAllocateItem());
|
|
Vehicle *v = *iter;
|
|
if (v->cargo_payment == NULL) v->cargo_payment = new CargoPayment(v);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(122)) {
|
|
/* Animated tiles would sometimes not be actually animated or
|
|
* in case of old savegames duplicate. */
|
|
|
|
extern TileIndex *_animated_tile_list;
|
|
extern uint _animated_tile_count;
|
|
|
|
for (uint i = 0; i < _animated_tile_count; /* Nothing */) {
|
|
/* Remove if tile is not animated */
|
|
bool remove = _tile_type_procs[GetTileType(_animated_tile_list[i])]->animate_tile_proc == NULL;
|
|
|
|
/* and remove if duplicate */
|
|
for (uint j = 0; !remove && j < i; j++) {
|
|
remove = _animated_tile_list[i] == _animated_tile_list[j];
|
|
}
|
|
|
|
if (remove) {
|
|
DeleteAnimatedTile(_animated_tile_list[i]);
|
|
} else {
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(124) && !IsSavegameVersionBefore(1)) {
|
|
/* The train station tile area was added, but for really old (TTDPatch) it's already valid. */
|
|
Waypoint *wp;
|
|
FOR_ALL_WAYPOINTS(wp) {
|
|
if (wp->facilities & FACIL_TRAIN) {
|
|
wp->train_station.tile = wp->xy;
|
|
wp->train_station.w = 1;
|
|
wp->train_station.h = 1;
|
|
} else {
|
|
wp->train_station.tile = INVALID_TILE;
|
|
wp->train_station.w = 0;
|
|
wp->train_station.h = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(125)) {
|
|
/* Convert old subsidies */
|
|
Subsidy *s;
|
|
FOR_ALL_SUBSIDIES(s) {
|
|
if (s->remaining < 12) {
|
|
/* Converting nonawarded subsidy */
|
|
s->remaining = 12 - s->remaining; // convert "age" to "remaining"
|
|
s->awarded = INVALID_COMPANY; // not awarded to anyone
|
|
const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
|
|
switch (cs->town_effect) {
|
|
case TE_PASSENGERS:
|
|
case TE_MAIL:
|
|
/* Town -> Town */
|
|
s->src_type = s->dst_type = ST_TOWN;
|
|
if (Town::IsValidID(s->src) && Town::IsValidID(s->dst)) continue;
|
|
break;
|
|
case TE_GOODS:
|
|
case TE_FOOD:
|
|
/* Industry -> Town */
|
|
s->src_type = ST_INDUSTRY;
|
|
s->dst_type = ST_TOWN;
|
|
if (Industry::IsValidID(s->src) && Town::IsValidID(s->dst)) continue;
|
|
break;
|
|
default:
|
|
/* Industry -> Industry */
|
|
s->src_type = s->dst_type = ST_INDUSTRY;
|
|
if (Industry::IsValidID(s->src) && Industry::IsValidID(s->dst)) continue;
|
|
break;
|
|
}
|
|
} else {
|
|
/* Do our best for awarded subsidies. The original source or destination industry
|
|
* can't be determined anymore for awarded subsidies, so invalidate them.
|
|
* Town -> Town subsidies are converted using simple heuristic */
|
|
s->remaining = 24 - s->remaining; // convert "age of awarded subsidy" to "remaining"
|
|
const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
|
|
switch (cs->town_effect) {
|
|
case TE_PASSENGERS:
|
|
case TE_MAIL: {
|
|
/* Town -> Town */
|
|
const Station *ss = Station::GetIfValid(s->src);
|
|
const Station *sd = Station::GetIfValid(s->dst);
|
|
if (ss != NULL && sd != NULL && ss->owner == sd->owner &&
|
|
Company::IsValidID(ss->owner)) {
|
|
s->src_type = s->dst_type = ST_TOWN;
|
|
s->src = ss->town->index;
|
|
s->dst = sd->town->index;
|
|
s->awarded = ss->owner;
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
/* Awarded non-town subsidy or invalid source/destination, invalidate */
|
|
delete s;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(126)) {
|
|
/* Recompute inflation based on old unround loan limit
|
|
* Note: Max loan is 500000. With an inflation of 4% across 170 years
|
|
* that results in a max loan of about 0.7 * 2^31.
|
|
* So taking the 16 bit fractional part into account there are plenty of bits left
|
|
* for unmodified savegames ...
|
|
*/
|
|
uint64 aimed_inflation = (_economy.old_max_loan_unround << 16 | _economy.old_max_loan_unround_fract) / _settings_game.difficulty.max_loan;
|
|
|
|
/* ... well, just clamp it then. */
|
|
if (aimed_inflation > MAX_INFLATION) aimed_inflation = MAX_INFLATION;
|
|
|
|
/* Simulate the inflation, so we also get the payment inflation */
|
|
while (_economy.inflation_prices < aimed_inflation) {
|
|
if (AddInflation(false)) break;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(128)) {
|
|
const Depot *d;
|
|
FOR_ALL_DEPOTS(d) {
|
|
_m[d->xy].m2 = d->index;
|
|
if (IsTileType(d->xy, MP_WATER)) _m[GetOtherShipDepotTile(d->xy)].m2 = d->index;
|
|
}
|
|
}
|
|
|
|
/* The behaviour of force_proceed has been changed. Now
|
|
* it counts signals instead of some random time out. */
|
|
if (IsSavegameVersionBefore(131)) {
|
|
Train *t;
|
|
FOR_ALL_TRAINS(t) {
|
|
if (t->force_proceed != TFP_NONE) {
|
|
t->force_proceed = TFP_STUCK;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* The bits for the tree ground and tree density have
|
|
* been swapped (m2 bits 7..6 and 5..4. */
|
|
if (IsSavegameVersionBefore(135)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_CLEAR)) {
|
|
if (GetRawClearGround(t) == CLEAR_SNOW) {
|
|
SetClearGroundDensity(t, CLEAR_GRASS, GetClearDensity(t));
|
|
SetBit(_m[t].m3, 4);
|
|
} else {
|
|
ClrBit(_m[t].m3, 4);
|
|
}
|
|
}
|
|
if (IsTileType(t, MP_TREES)) {
|
|
uint density = GB(_m[t].m2, 6, 2);
|
|
uint ground = GB(_m[t].m2, 4, 2);
|
|
uint counter = GB(_m[t].m2, 0, 4);
|
|
_m[t].m2 = ground << 6 | density << 4 | counter;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Wait counter and load/unload ticks got split. */
|
|
if (IsSavegameVersionBefore(136)) {
|
|
Aircraft *a;
|
|
FOR_ALL_AIRCRAFT(a) {
|
|
a->turn_counter = a->current_order.IsType(OT_LOADING) ? 0 : a->load_unload_ticks;
|
|
}
|
|
|
|
Train *t;
|
|
FOR_ALL_TRAINS(t) {
|
|
t->wait_counter = t->current_order.IsType(OT_LOADING) ? 0 : t->load_unload_ticks;
|
|
}
|
|
}
|
|
|
|
/* Airport tile animation uses animation frame instead of other graphics id */
|
|
if (IsSavegameVersionBefore(137)) {
|
|
struct AirportTileConversion {
|
|
byte old_start;
|
|
byte num_frames;
|
|
};
|
|
static const AirportTileConversion atc[] = {
|
|
{31, 12}, // APT_RADAR_GRASS_FENCE_SW
|
|
{50, 4}, // APT_GRASS_FENCE_NE_FLAG
|
|
{62, 2}, // 1 unused tile
|
|
{66, 12}, // APT_RADAR_FENCE_SW
|
|
{78, 12}, // APT_RADAR_FENCE_NE
|
|
{101, 10}, // 9 unused tiles
|
|
{111, 8}, // 7 unused tiles
|
|
{119, 15}, // 14 unused tiles (radar)
|
|
{140, 4}, // APT_GRASS_FENCE_NE_FLAG_2
|
|
};
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsAirportTile(t)) {
|
|
StationGfx old_gfx = GetStationGfx(t);
|
|
byte offset = 0;
|
|
for (uint i = 0; i < lengthof(atc); i++) {
|
|
if (old_gfx < atc[i].old_start) {
|
|
SetStationGfx(t, old_gfx - offset);
|
|
break;
|
|
}
|
|
if (old_gfx < atc[i].old_start + atc[i].num_frames) {
|
|
SetAnimationFrame(t, old_gfx - atc[i].old_start);
|
|
SetStationGfx(t, atc[i].old_start - offset);
|
|
break;
|
|
}
|
|
offset += atc[i].num_frames - 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(140)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
if (st->airport.tile != INVALID_TILE) {
|
|
st->airport.w = st->airport.GetSpec()->size_x;
|
|
st->airport.h = st->airport.GetSpec()->size_y;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(141)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
/* Reset tropic zone for VOID tiles, they shall not have any. */
|
|
if (IsTileType(t, MP_VOID)) SetTropicZone(t, TROPICZONE_NORMAL);
|
|
}
|
|
|
|
/* We need to properly number/name the depots.
|
|
* The first step is making sure none of the depots uses the
|
|
* 'default' names, after that we can assign the names. */
|
|
Depot *d;
|
|
FOR_ALL_DEPOTS(d) d->town_cn = UINT16_MAX;
|
|
|
|
FOR_ALL_DEPOTS(d) MakeDefaultName(d);
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(142)) {
|
|
Depot *d;
|
|
FOR_ALL_DEPOTS(d) d->build_date = _date;
|
|
}
|
|
|
|
/* In old versions it was possible to remove an airport while a plane was
|
|
* taking off or landing. This gives all kind of problems when building
|
|
* another airport in the same station so we don't allow that anymore.
|
|
* For old savegames with such aircraft we just throw them in the air and
|
|
* treat the aircraft like they were flying already. */
|
|
if (IsSavegameVersionBefore(146)) {
|
|
Aircraft *v;
|
|
FOR_ALL_AIRCRAFT(v) {
|
|
if (!v->IsNormalAircraft()) continue;
|
|
Station *st = GetTargetAirportIfValid(v);
|
|
if (st == NULL && v->state != FLYING) {
|
|
v->state = FLYING;
|
|
UpdateAircraftCache(v);
|
|
AircraftNextAirportPos_and_Order(v);
|
|
/* get aircraft back on running altitude */
|
|
if ((v->vehstatus & VS_CRASHED) == 0) {
|
|
GetAircraftFlightLevelBounds(v, &v->z_pos, NULL);
|
|
SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Move the animation frame to the same location (m7) for all objects. */
|
|
if (IsSavegameVersionBefore(147)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_HOUSE:
|
|
if (GetHouseType(t) >= NEW_HOUSE_OFFSET) {
|
|
uint per_proc = _me[t].m7;
|
|
_me[t].m7 = GB(_me[t].m6, 2, 6) | (GB(_m[t].m3, 5, 1) << 6);
|
|
SB(_m[t].m3, 5, 1, 0);
|
|
SB(_me[t].m6, 2, 6, min(per_proc, 63));
|
|
}
|
|
break;
|
|
|
|
case MP_INDUSTRY: {
|
|
uint rand = _me[t].m7;
|
|
_me[t].m7 = _m[t].m3;
|
|
_m[t].m3 = rand;
|
|
break;
|
|
}
|
|
|
|
case MP_OBJECT:
|
|
_me[t].m7 = _m[t].m3;
|
|
_m[t].m3 = 0;
|
|
break;
|
|
|
|
default:
|
|
/* For stations/airports it's already at m7 */
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Add (random) colour to all objects. */
|
|
if (IsSavegameVersionBefore(148)) {
|
|
Object *o;
|
|
FOR_ALL_OBJECTS(o) {
|
|
Owner owner = GetTileOwner(o->location.tile);
|
|
o->colour = (owner == OWNER_NONE) ? Random() & 0xF : Company::Get(owner)->livery->colour1;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(149)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (!IsTileType(t, MP_STATION)) continue;
|
|
if (!IsBuoy(t) && !IsOilRig(t) && !(IsDock(t) && IsTileFlat(t))) {
|
|
SetWaterClass(t, WATER_CLASS_INVALID);
|
|
}
|
|
}
|
|
|
|
/* Waypoints with custom name may have a non-unique town_cn,
|
|
* renumber those. First set all affected waypoints to the
|
|
* highest possible number to get them numbered in the
|
|
* order they have in the pool. */
|
|
Waypoint *wp;
|
|
FOR_ALL_WAYPOINTS(wp) {
|
|
if (wp->name != NULL) wp->town_cn = UINT16_MAX;
|
|
}
|
|
|
|
FOR_ALL_WAYPOINTS(wp) {
|
|
if (wp->name != NULL) MakeDefaultName(wp);
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(152)) {
|
|
_industry_builder.Reset(); // Initialize industry build data.
|
|
|
|
/* The moment vehicles go from hidden to visible changed. This means
|
|
* that vehicles don't always get visible anymore causing things to
|
|
* get messed up just after loading the savegame. This fixes that. */
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
/* Not all vehicle types can be inside a tunnel. Furthermore,
|
|
* testing IsTunnelTile() for invalid tiles causes a crash. */
|
|
if (!v->IsGroundVehicle()) continue;
|
|
|
|
/* Is the vehicle in a tunnel? */
|
|
if (!IsTunnelTile(v->tile)) continue;
|
|
|
|
/* Is the vehicle actually at a tunnel entrance/exit? */
|
|
TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
|
|
if (!IsTunnelTile(vtile)) continue;
|
|
|
|
/* Are we actually in this tunnel? Or maybe a lower tunnel? */
|
|
if (GetSlopePixelZ(v->x_pos, v->y_pos) != v->z_pos) continue;
|
|
|
|
/* What way are we going? */
|
|
const DiagDirection dir = GetTunnelBridgeDirection(vtile);
|
|
const DiagDirection vdir = DirToDiagDir(v->direction);
|
|
|
|
/* Have we passed the visibility "switch" state already? */
|
|
byte pos = (DiagDirToAxis(vdir) == AXIS_X ? v->x_pos : v->y_pos) & TILE_UNIT_MASK;
|
|
byte frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
|
|
extern const byte _tunnel_visibility_frame[DIAGDIR_END];
|
|
|
|
/* Should the vehicle be hidden or not? */
|
|
bool hidden;
|
|
if (dir == vdir) { // Entering tunnel
|
|
hidden = frame >= _tunnel_visibility_frame[dir];
|
|
v->tile = vtile;
|
|
} else if (dir == ReverseDiagDir(vdir)) { // Leaving tunnel
|
|
hidden = frame < TILE_SIZE - _tunnel_visibility_frame[dir];
|
|
/* v->tile changes at the moment when the vehicle leaves the tunnel. */
|
|
v->tile = hidden ? GetOtherTunnelBridgeEnd(vtile) : vtile;
|
|
} else {
|
|
/* We could get here in two cases:
|
|
* - for road vehicles, it is reversing at the end of the tunnel
|
|
* - it is crashed in the tunnel entry (both train or RV destroyed by UFO)
|
|
* Whatever case it is, do not change anything and use the old values.
|
|
* Especially changing RV's state would break its reversing in the middle. */
|
|
continue;
|
|
}
|
|
|
|
if (hidden) {
|
|
v->vehstatus |= VS_HIDDEN;
|
|
|
|
switch (v->type) {
|
|
case VEH_TRAIN: Train::From(v)->track = TRACK_BIT_WORMHOLE; break;
|
|
case VEH_ROAD: RoadVehicle::From(v)->state = RVSB_WORMHOLE; break;
|
|
default: NOT_REACHED();
|
|
}
|
|
} else {
|
|
v->vehstatus &= ~VS_HIDDEN;
|
|
|
|
switch (v->type) {
|
|
case VEH_TRAIN: Train::From(v)->track = DiagDirToDiagTrackBits(vdir); break;
|
|
case VEH_ROAD: RoadVehicle::From(v)->state = DiagDirToDiagTrackdir(vdir); RoadVehicle::From(v)->frame = frame; break;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(153)) {
|
|
RoadVehicle *rv;
|
|
FOR_ALL_ROADVEHICLES(rv) {
|
|
if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) continue;
|
|
|
|
bool loading = rv->current_order.IsType(OT_LOADING) || rv->current_order.IsType(OT_LEAVESTATION);
|
|
if (HasBit(rv->state, RVS_IN_ROAD_STOP)) {
|
|
extern const byte _road_stop_stop_frame[];
|
|
SB(rv->state, RVS_ENTERED_STOP, 1, loading || rv->frame > _road_stop_stop_frame[rv->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)]);
|
|
} else if (HasBit(rv->state, RVS_IN_DT_ROAD_STOP)) {
|
|
SB(rv->state, RVS_ENTERED_STOP, 1, loading || rv->frame > RVC_DRIVE_THROUGH_STOP_FRAME);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(156)) {
|
|
/* The train's pathfinder lost flag got moved. */
|
|
Train *t;
|
|
FOR_ALL_TRAINS(t) {
|
|
if (!HasBit(t->flags, 5)) continue;
|
|
|
|
ClrBit(t->flags, 5);
|
|
SetBit(t->vehicle_flags, VF_PATHFINDER_LOST);
|
|
}
|
|
|
|
/* Introduced terraform/clear limits. */
|
|
Company *c;
|
|
FOR_ALL_COMPANIES(c) {
|
|
c->terraform_limit = _settings_game.construction.terraform_frame_burst << 16;
|
|
c->clear_limit = _settings_game.construction.clear_frame_burst << 16;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(158)) {
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
switch (v->type) {
|
|
case VEH_TRAIN: {
|
|
Train *t = Train::From(v);
|
|
|
|
/* Clear old GOINGUP / GOINGDOWN flags.
|
|
* It was changed in savegame version 139, but savegame
|
|
* version 158 doesn't use these bits, so it doesn't hurt
|
|
* to clear them unconditionally. */
|
|
ClrBit(t->flags, 1);
|
|
ClrBit(t->flags, 2);
|
|
|
|
/* Clear both bits first. */
|
|
ClrBit(t->gv_flags, GVF_GOINGUP_BIT);
|
|
ClrBit(t->gv_flags, GVF_GOINGDOWN_BIT);
|
|
|
|
/* Crashed vehicles can't be going up/down. */
|
|
if (t->vehstatus & VS_CRASHED) break;
|
|
|
|
/* Only X/Y tracks can be sloped. */
|
|
if (t->track != TRACK_BIT_X && t->track != TRACK_BIT_Y) break;
|
|
|
|
t->gv_flags |= FixVehicleInclination(t, t->direction);
|
|
break;
|
|
}
|
|
case VEH_ROAD: {
|
|
RoadVehicle *rv = RoadVehicle::From(v);
|
|
ClrBit(rv->gv_flags, GVF_GOINGUP_BIT);
|
|
ClrBit(rv->gv_flags, GVF_GOINGDOWN_BIT);
|
|
|
|
/* Crashed vehicles can't be going up/down. */
|
|
if (rv->vehstatus & VS_CRASHED) break;
|
|
|
|
if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) break;
|
|
|
|
TrackStatus ts = GetTileTrackStatus(rv->tile, TRANSPORT_ROAD, rv->compatible_roadtypes);
|
|
TrackBits trackbits = TrackStatusToTrackBits(ts);
|
|
|
|
/* Only X/Y tracks can be sloped. */
|
|
if (trackbits != TRACK_BIT_X && trackbits != TRACK_BIT_Y) break;
|
|
|
|
Direction dir = rv->direction;
|
|
|
|
/* Test if we are reversing. */
|
|
Axis a = trackbits == TRACK_BIT_X ? AXIS_X : AXIS_Y;
|
|
if (AxisToDirection(a) != dir &&
|
|
AxisToDirection(a) != ReverseDir(dir)) {
|
|
/* When reversing, the road vehicle is on the edge of the tile,
|
|
* so it can be safely compared to the middle of the tile. */
|
|
dir = INVALID_DIR;
|
|
}
|
|
|
|
rv->gv_flags |= FixVehicleInclination(rv, dir);
|
|
break;
|
|
}
|
|
case VEH_SHIP:
|
|
break;
|
|
|
|
default:
|
|
continue;
|
|
}
|
|
|
|
if (IsBridgeTile(v->tile) && TileVirtXY(v->x_pos, v->y_pos) == v->tile) {
|
|
/* In old versions, z_pos was 1 unit lower on bridge heads.
|
|
* However, this invalid state could be converted to new savegames
|
|
* by loading and saving the game in a new version. */
|
|
v->z_pos = GetSlopePixelZ(v->x_pos, v->y_pos);
|
|
DiagDirection dir = GetTunnelBridgeDirection(v->tile);
|
|
if (v->type == VEH_TRAIN && !(v->vehstatus & VS_CRASHED) &&
|
|
v->direction != DiagDirToDir(dir)) {
|
|
/* If the train has left the bridge, it shouldn't have
|
|
* track == TRACK_BIT_WORMHOLE - this could happen
|
|
* when the train was reversed while on the last "tick"
|
|
* on the ramp before leaving the ramp to the bridge. */
|
|
Train::From(v)->track = DiagDirToDiagTrackBits(dir);
|
|
}
|
|
}
|
|
|
|
/* If the vehicle is really above v->tile (not in a wormhole),
|
|
* it should have set v->z_pos correctly. */
|
|
assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopePixelZ(v->x_pos, v->y_pos));
|
|
}
|
|
|
|
/* Fill Vehicle::cur_real_order_index */
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (!v->IsPrimaryVehicle()) continue;
|
|
|
|
/* Older versions are less strict with indices being in range and fix them on the fly */
|
|
if (v->cur_implicit_order_index >= v->GetNumOrders()) v->cur_implicit_order_index = 0;
|
|
|
|
v->cur_real_order_index = v->cur_implicit_order_index;
|
|
v->UpdateRealOrderIndex();
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(159)) {
|
|
/* If the savegame is old (before version 100), then the value of 255
|
|
* for these settings did not mean "disabled". As such everything
|
|
* before then did reverse.
|
|
* To simplify stuff we disable all turning around or we do not
|
|
* disable anything at all. So, if some reversing was disabled we
|
|
* will keep reversing disabled, otherwise it'll be turned on. */
|
|
_settings_game.pf.reverse_at_signals = IsSavegameVersionBefore(100) || (_settings_game.pf.wait_oneway_signal != 255 && _settings_game.pf.wait_twoway_signal != 255 && _settings_game.pf.wait_for_pbs_path != 255);
|
|
|
|
Train *t;
|
|
FOR_ALL_TRAINS(t) {
|
|
_settings_game.vehicle.max_train_length = max<uint8>(_settings_game.vehicle.max_train_length, CeilDiv(t->gcache.cached_total_length, TILE_SIZE));
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(160)) {
|
|
/* Setting difficulty industry_density other than zero get bumped to +1
|
|
* since a new option (minimal at position 1) has been added */
|
|
if (_settings_game.difficulty.industry_density > 0) {
|
|
_settings_game.difficulty.industry_density++;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(161)) {
|
|
/* Before savegame version 161, persistent storages were not stored in a pool. */
|
|
|
|
if (!IsSavegameVersionBefore(76)) {
|
|
Industry *ind;
|
|
FOR_ALL_INDUSTRIES(ind) {
|
|
assert(ind->psa != NULL);
|
|
|
|
/* Check if the old storage was empty. */
|
|
bool is_empty = true;
|
|
for (uint i = 0; i < sizeof(ind->psa->storage); i++) {
|
|
if (ind->psa->GetValue(i) != 0) {
|
|
is_empty = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!is_empty) {
|
|
ind->psa->grfid = _industry_mngr.GetGRFID(ind->type);
|
|
} else {
|
|
delete ind->psa;
|
|
ind->psa = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!IsSavegameVersionBefore(145)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
if (!(st->facilities & FACIL_AIRPORT)) continue;
|
|
assert(st->airport.psa != NULL);
|
|
|
|
/* Check if the old storage was empty. */
|
|
bool is_empty = true;
|
|
for (uint i = 0; i < sizeof(st->airport.psa->storage); i++) {
|
|
if (st->airport.psa->GetValue(i) != 0) {
|
|
is_empty = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!is_empty) {
|
|
st->airport.psa->grfid = _airport_mngr.GetGRFID(st->airport.type);
|
|
} else {
|
|
delete st->airport.psa;
|
|
st->airport.psa = NULL;
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* This triggers only when old snow_lines were copied into the snow_line_height. */
|
|
if (IsSavegameVersionBefore(164) && _settings_game.game_creation.snow_line_height >= MIN_SNOWLINE_HEIGHT * TILE_HEIGHT) {
|
|
_settings_game.game_creation.snow_line_height /= TILE_HEIGHT;
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(164) && !IsSavegameVersionBefore(32)) {
|
|
/* We store 4 fences in the field tiles instead of only SE and SW. */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (!IsTileType(t, MP_CLEAR) && !IsTileType(t, MP_TREES)) continue;
|
|
if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) continue;
|
|
uint fence = GB(_m[t].m4, 5, 3);
|
|
if (fence != 0 && IsTileType(TILE_ADDXY(t, 1, 0), MP_CLEAR) && IsClearGround(TILE_ADDXY(t, 1, 0), CLEAR_FIELDS)) {
|
|
SetFence(TILE_ADDXY(t, 1, 0), DIAGDIR_NE, fence);
|
|
}
|
|
fence = GB(_m[t].m4, 2, 3);
|
|
if (fence != 0 && IsTileType(TILE_ADDXY(t, 0, 1), MP_CLEAR) && IsClearGround(TILE_ADDXY(t, 0, 1), CLEAR_FIELDS)) {
|
|
SetFence(TILE_ADDXY(t, 0, 1), DIAGDIR_NW, fence);
|
|
}
|
|
SB(_m[t].m4, 2, 3, 0);
|
|
SB(_m[t].m4, 5, 3, 0);
|
|
}
|
|
}
|
|
|
|
/* The center of train vehicles was changed, fix up spacing. */
|
|
if (IsSavegameVersionBefore(164)) FixupTrainLengths();
|
|
|
|
if (IsSavegameVersionBefore(165)) {
|
|
Town *t;
|
|
|
|
FOR_ALL_TOWNS(t) {
|
|
/* Set the default cargo requirement for town growth */
|
|
switch (_settings_game.game_creation.landscape) {
|
|
case LT_ARCTIC:
|
|
if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_WINTER;
|
|
break;
|
|
|
|
case LT_TROPIC:
|
|
if (FindFirstCargoWithTownEffect(TE_FOOD) != NULL) t->goal[TE_FOOD] = TOWN_GROWTH_DESERT;
|
|
if (FindFirstCargoWithTownEffect(TE_WATER) != NULL) t->goal[TE_WATER] = TOWN_GROWTH_DESERT;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(165)) {
|
|
/* Adjust zoom level to account for new levels */
|
|
_saved_scrollpos_zoom = _saved_scrollpos_zoom + ZOOM_LVL_SHIFT;
|
|
_saved_scrollpos_x *= ZOOM_LVL_BASE;
|
|
_saved_scrollpos_y *= ZOOM_LVL_BASE;
|
|
}
|
|
|
|
/* When any NewGRF has been changed the availability of some vehicles might
|
|
* have been changed too. e->company_avail must be set to 0 in that case
|
|
* which is done by StartupEngines(). */
|
|
if (gcf_res != GLC_ALL_GOOD) StartupEngines();
|
|
|
|
if (IsSavegameVersionBefore(166)) {
|
|
/* Update cargo acceptance map of towns. */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (!IsTileType(t, MP_HOUSE)) continue;
|
|
Town::Get(GetTownIndex(t))->cargo_accepted.Add(t);
|
|
}
|
|
|
|
Town *town;
|
|
FOR_ALL_TOWNS(town) {
|
|
UpdateTownCargoes(town);
|
|
}
|
|
}
|
|
|
|
/* The road owner of standard road stops was not properly accounted for. */
|
|
if (IsSavegameVersionBefore(172)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (!IsStandardRoadStopTile(t)) continue;
|
|
Owner o = GetTileOwner(t);
|
|
SetRoadOwner(t, ROADTYPE_ROAD, o);
|
|
SetRoadOwner(t, ROADTYPE_TRAM, o);
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(175)) {
|
|
/* Introduced tree planting limit. */
|
|
Company *c;
|
|
FOR_ALL_COMPANIES(c) c->tree_limit = _settings_game.construction.tree_frame_burst << 16;
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(177)) {
|
|
/* Fix too high inflation rates */
|
|
if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
|
|
if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
|
|
|
|
/* We have to convert the quarters of bankruptcy into months of bankruptcy */
|
|
FOR_ALL_COMPANIES(c) {
|
|
c->months_of_bankruptcy = 3 * c->months_of_bankruptcy;
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(178)) {
|
|
extern uint8 _old_diff_level;
|
|
/* Initialise script settings profile */
|
|
_settings_game.script.settings_profile = IsInsideMM(_old_diff_level, SP_BEGIN, SP_END) ? _old_diff_level : (uint)SP_MEDIUM;
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(182)) {
|
|
Aircraft *v;
|
|
/* Aircraft acceleration variable was bonkers */
|
|
FOR_ALL_AIRCRAFT(v) {
|
|
if (v->subtype <= AIR_AIRCRAFT) {
|
|
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
|
|
v->acceleration = avi->acceleration;
|
|
}
|
|
}
|
|
|
|
/* Blocked tiles could be reserved due to a bug, which causes
|
|
* other places to assert upon e.g. station reconstruction. */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (HasStationTileRail(t) && IsStationTileBlocked(t)) {
|
|
SetRailStationReservation(t, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(184)) {
|
|
/* The global units configuration is split up in multiple configurations. */
|
|
extern uint8 _old_units;
|
|
_settings_game.locale.units_velocity = Clamp(_old_units, 0, 2);
|
|
_settings_game.locale.units_power = Clamp(_old_units, 0, 2);
|
|
_settings_game.locale.units_weight = Clamp(_old_units, 1, 2);
|
|
_settings_game.locale.units_volume = Clamp(_old_units, 1, 2);
|
|
_settings_game.locale.units_force = 2;
|
|
_settings_game.locale.units_height = Clamp(_old_units, 0, 2);
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(186)) {
|
|
/* Move ObjectType from map to pool */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_OBJECT)) {
|
|
Object *o = Object::Get(_m[t].m2);
|
|
o->type = _m[t].m5;
|
|
_m[t].m5 = 0; // zero upper bits of (now bigger) ObjectID
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IsSavegameVersionBefore(188)) {
|
|
/* Fix articulated road vehicles.
|
|
* Some curves were shorter than other curves.
|
|
* Now they have the same length, but that means that trailing articulated parts will
|
|
* take longer to go through the curve than the parts in front which already left the courve.
|
|
* So, make articulated parts catch up. */
|
|
RoadVehicle *v;
|
|
bool roadside = _settings_game.vehicle.road_side == 1;
|
|
SmallVector<uint, 16> skip_frames;
|
|
FOR_ALL_ROADVEHICLES(v) {
|
|
if (!v->IsFrontEngine()) continue;
|
|
skip_frames.Clear();
|
|
TileIndex prev_tile = v->tile;
|
|
uint prev_tile_skip = 0;
|
|
uint cur_skip = 0;
|
|
for (RoadVehicle *u = v; u != NULL; u = u->Next()) {
|
|
if (u->tile != prev_tile) {
|
|
prev_tile_skip = cur_skip;
|
|
prev_tile = u->tile;
|
|
} else {
|
|
cur_skip = prev_tile_skip;
|
|
}
|
|
|
|
uint *this_skip = skip_frames.Append();
|
|
*this_skip = prev_tile_skip;
|
|
|
|
/* The following 3 curves now take longer than before */
|
|
switch (u->state) {
|
|
case 2:
|
|
cur_skip++;
|
|
if (u->frame <= (roadside ? 9 : 5)) *this_skip = cur_skip;
|
|
break;
|
|
|
|
case 4:
|
|
cur_skip++;
|
|
if (u->frame <= (roadside ? 5 : 9)) *this_skip = cur_skip;
|
|
break;
|
|
|
|
case 5:
|
|
cur_skip++;
|
|
if (u->frame <= (roadside ? 4 : 2)) *this_skip = cur_skip;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
while (cur_skip > skip_frames[0]) {
|
|
RoadVehicle *u = v;
|
|
RoadVehicle *prev = NULL;
|
|
for (uint *it = skip_frames.Begin(); it != skip_frames.End(); ++it, prev = u, u = u->Next()) {
|
|
extern bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev);
|
|
if (*it >= cur_skip) IndividualRoadVehicleController(u, prev);
|
|
}
|
|
cur_skip--;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Only keep order-backups for network clients (and when replaying).
|
|
* If we are a network server or not networking, then we just loaded a previously
|
|
* saved-by-server savegame. There are no clients with a backup, so clear it.
|
|
* Furthermore before savegame version 192 the actual content was always corrupt.
|
|
*/
|
|
if (!_networking || _network_server || IsSavegameVersionBefore(192)) {
|
|
#ifndef DEBUG_DUMP_COMMANDS
|
|
/* Note: We cannot use CleanPool since that skips part of the destructor
|
|
* and then leaks un-reachable Orders in the order pool. */
|
|
OrderBackup *ob;
|
|
FOR_ALL_ORDER_BACKUPS(ob) {
|
|
delete ob;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/* Station acceptance is some kind of cache */
|
|
if (IsSavegameVersionBefore(127)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) UpdateStationAcceptance(st, false);
|
|
}
|
|
|
|
/* Road stops is 'only' updating some caches */
|
|
AfterLoadRoadStops();
|
|
AfterLoadLabelMaps();
|
|
AfterLoadCompanyStats();
|
|
AfterLoadStoryBook();
|
|
|
|
GamelogPrintDebug(1);
|
|
|
|
InitializeWindowsAndCaches();
|
|
/* Restore the signals */
|
|
ResetSignalHandlers();
|
|
|
|
AfterLoadLinkGraphs();
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Reload all NewGRF files during a running game. This is a cut-down
|
|
* version of AfterLoadGame().
|
|
* XXX - We need to reset the vehicle position hash because with a non-empty
|
|
* hash AfterLoadVehicles() will loop infinitely. We need AfterLoadVehicles()
|
|
* to recalculate vehicle data as some NewGRF vehicle sets could have been
|
|
* removed or added and changed statistics
|
|
*/
|
|
void ReloadNewGRFData()
|
|
{
|
|
/* reload grf data */
|
|
GfxLoadSprites();
|
|
LoadStringWidthTable();
|
|
RecomputePrices();
|
|
/* reload vehicles */
|
|
ResetVehicleHash();
|
|
AfterLoadVehicles(false);
|
|
StartupEngines();
|
|
GroupStatistics::UpdateAfterLoad();
|
|
/* update station graphics */
|
|
AfterLoadStations();
|
|
/* Update company statistics. */
|
|
AfterLoadCompanyStats();
|
|
/* Check and update house and town values */
|
|
UpdateHousesAndTowns();
|
|
/* Delete news referring to no longer existing entities */
|
|
DeleteInvalidEngineNews();
|
|
/* Update livery selection windows */
|
|
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) InvalidateWindowData(WC_COMPANY_COLOUR, i);
|
|
/* Update company infrastructure counts. */
|
|
InvalidateWindowClassesData(WC_COMPANY_INFRASTRUCTURE);
|
|
/* redraw the whole screen */
|
|
MarkWholeScreenDirty();
|
|
CheckTrainsLengths();
|
|
}
|