mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
1879 lines
58 KiB
C++
1879 lines
58 KiB
C++
/* $Id$ */
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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 "../window_func.h"
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#include "../fios.h"
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#include "../train.h"
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#include "../string_func.h"
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#include "../gamelog.h"
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#include "../network/network.h"
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#include "../gfxinit.h"
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#include "../functions.h"
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#include "../industry_map.h"
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#include "../town_map.h"
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#include "../clear_map.h"
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#include "../vehicle_func.h"
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#include "../newgrf_station.h"
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#include "../yapf/yapf.hpp"
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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 "../unmovable_map.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 "table/strings.h"
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#include "saveload_internal.h"
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#include <signal.h>
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extern StringID _switch_mode_errorstr;
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extern Company *DoStartupNewCompany(bool is_ai);
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extern void InitializeRailGUI();
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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 o the owner of the new tile.
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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 (GetTileSlope(t, NULL) != SLOPE_FLAT) {
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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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NOT_REACHED();
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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: NOT_REACHED();
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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 |= (GetTreeGround(neighbour) == 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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/* FALLTHROUGH */
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case MP_TUNNELBRIDGE:
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if (GetTileOwner(tile) & 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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* 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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* @return true if everything went according to plan, otherwise false.
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*/
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static bool 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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ResetViewportAfterLoadGame();
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/* Update coordinates of the signs. */
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UpdateAllStationVirtCoord();
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UpdateAllSignVirtCoords();
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UpdateAllTownVirtCoords();
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UpdateAllWaypointSigns();
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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.filetype == 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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SetCachedEngineCounts();
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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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return true;
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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 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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}
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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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}
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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),
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"Loading your savegame caused OpenTTD to crash.\n"
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"This is most likely caused by a missing NewGRF or a NewGRF that has been\n"
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"loaded as replacement for a missing NewGRF. OpenTTD cannot easily\n"
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"determine whether a replacement NewGRF is of a newer or older version.\n"
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"It will load a NewGRF with the same GRF ID as the missing NewGRF. This\n"
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"means that if the author makes incompatible NewGRFs with the same GRF ID\n"
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"OpenTTD cannot magically do the right thing. In most cases OpenTTD will\n"
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"load the savegame and not crash, but this is an exception.\n"
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"Please load the savegame with the appropriate NewGRFs. When loading a\n"
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"savegame still crashes when all NewGRFs are found you should file a\n"
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"bug report. The missing NewGRFs are:\n");
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for (GRFConfig *c = _grfconfig; c != NULL; c = c->next) {
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if (HasBit(c->flags, GCF_COMPATIBLE)) {
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char buf[40];
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md5sumToString(buf, lastof(buf), c->md5sum);
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p += seprintf(p, lastof(buffer), "NewGRF %08X (%s) not found; checksum %s. Tried another NewGRF with same GRF ID\n", BSWAP32(c->grfid), c->filename, buf);
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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->md5sum);
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p += seprintf(p, lastof(buffer), "NewGRF %08X (%s) not found; checksum %s\n", BSWAP32(c->grfid), c->filename, buf);
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}
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}
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ShowInfo(buffer);
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SignalHandlerPointer call = signum == SIGSEGV ? _prev_segfault : _prev_abort;
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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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Vehicle *v = NULL, *w;
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FOR_ALL_VEHICLES(w) {
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if (w->type == VEH_TRAIN && 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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bool AfterLoadGame()
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{
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SetSignalHandlers();
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TileIndex map_size = MapSize();
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Company *c;
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if (CheckSavegameVersion(98)) GamelogOldver();
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GamelogTestRevision();
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GamelogTestMode();
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if (CheckSavegameVersion(98)) GamelogGRFAddList(_grfconfig);
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if (CheckSavegameVersion(119)) {
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_pause_mode = (_pause_mode == 2) ? PM_PAUSED_NORMAL : PM_UNPAUSED;
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}
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/* in very old versions, size of train stations was stored differently */
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if (CheckSavegameVersion(2)) {
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Station *st;
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FOR_ALL_STATIONS(st) {
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if (st->train_tile != 0 && st->trainst_h == 0) {
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uint n = _savegame_type == SGT_OTTD ? 4 : 3; // OTTD uses 4 bits per dimensions, TTD 3 bits
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uint w = GB(st->trainst_w, n, n);
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uint h = GB(st->trainst_w, 0, n);
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if (GetRailStationAxis(st->train_tile) != AXIS_X) Swap(w, h);
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st->trainst_w = w;
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st->trainst_h = h;
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assert(GetStationIndex(st->train_tile + TileDiffXY(w - 1, h - 1)) == st->index);
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}
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}
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}
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/* in version 2.1 of the savegame, town owner was unified. */
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if (CheckSavegameVersionOldStyle(2, 1)) ConvertTownOwner();
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/* from version 4.1 of the savegame, exclusive rights are stored at towns */
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if (CheckSavegameVersionOldStyle(4, 1)) UpdateExclusiveRights();
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/* from version 4.2 of the savegame, currencies are in a different order */
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if (CheckSavegameVersionOldStyle(4, 2)) UpdateCurrencies();
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/* In old version there seems to be a problem that water is owned by
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* OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
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* (4.3) version, so I just check when versions are older, and then
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* walk through the whole map.. */
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if (CheckSavegameVersionOldStyle(4, 3)) {
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for (TileIndex t = 0; t < map_size; t++) {
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if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_COMPANIES) {
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SetTileOwner(t, OWNER_WATER);
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}
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}
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}
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if (CheckSavegameVersion(84)) {
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FOR_ALL_COMPANIES(c) {
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c->name = CopyFromOldName(c->name_1);
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if (c->name != NULL) c->name_1 = STR_SV_UNNAMED;
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c->president_name = CopyFromOldName(c->president_name_1);
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if (c->president_name != NULL) c->president_name_1 = SPECSTR_PRESIDENT_NAME;
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}
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Station *st;
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FOR_ALL_STATIONS(st) {
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st->name = CopyFromOldName(st->string_id);
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/* generating new name would be too much work for little effect, use the station name fallback */
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if (st->name != NULL) st->string_id = STR_SV_STNAME_FALLBACK;
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}
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Town *t;
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FOR_ALL_TOWNS(t) {
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t->name = CopyFromOldName(t->townnametype);
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if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
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}
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Waypoint *wp;
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FOR_ALL_WAYPOINTS(wp) {
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wp->name = CopyFromOldName(wp->string);
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wp->string = STR_EMPTY;
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}
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}
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/* From this point the old names array is cleared. */
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ResetOldNames();
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if (CheckSavegameVersion(106)) {
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/* no station is determined by 'tile == INVALID_TILE' now (instead of '0') */
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Station *st;
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FOR_ALL_STATIONS(st) {
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if (st->airport_tile == 0) st->airport_tile = INVALID_TILE;
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if (st->dock_tile == 0) st->dock_tile = INVALID_TILE;
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if (st->train_tile == 0) st->train_tile = INVALID_TILE;
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}
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/* the same applies to Company::location_of_HQ */
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Company *c;
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FOR_ALL_COMPANIES(c) {
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if (c->location_of_HQ == 0 || (CheckSavegameVersion(4) && c->location_of_HQ == 0xFFFF)) {
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c->location_of_HQ = INVALID_TILE;
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}
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}
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}
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/* convert road side to my format. */
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if (_settings_game.vehicle.road_side) _settings_game.vehicle.road_side = 1;
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/* Check if all NewGRFs are present, we are very strict in MP mode */
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GRFListCompatibility gcf_res = IsGoodGRFConfigList();
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if (_networking && gcf_res != GLC_ALL_GOOD) {
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SetSaveLoadError(STR_NETWORK_ERR_CLIENT_NEWGRF_MISMATCH);
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/* Restore the signals */
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ResetSignalHandlers();
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return false;
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}
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switch (gcf_res) {
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case GLC_COMPATIBLE: _switch_mode_errorstr = STR_NEWGRF_COMPATIBLE_LOAD_WARNING; break;
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case GLC_NOT_FOUND: _switch_mode_errorstr = STR_NEWGRF_DISABLED_WARNING; _pause_mode = PM_PAUSED_ERROR; break;
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default: break;
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}
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/* Update current year
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* must be done before loading sprites as some newgrfs check it */
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SetDate(_date);
|
|
|
|
/* Force dynamic engines off when loading older savegames */
|
|
if (CheckSavegameVersion(95)) _settings_game.vehicle.dynamic_engines = 0;
|
|
|
|
/* 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 (CheckSavegameVersionOldStyle(17, 1)) ConvertOldMultiheadToNew();
|
|
|
|
/* Connect front and rear engines of multiheaded trains */
|
|
ConnectMultiheadedTrains();
|
|
|
|
/* reinit the landscape variables (landscape might have changed) */
|
|
InitializeLandscapeVariables(true);
|
|
|
|
/* 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);
|
|
}
|
|
}
|
|
|
|
/* Update all waypoints */
|
|
if (CheckSavegameVersion(12)) FixOldWaypoints();
|
|
|
|
/* make sure there is a town in the game */
|
|
if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, UINT_MAX)) {
|
|
SetSaveLoadError(STR_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 (CheckSavegameVersion(87)) UpdateVoidTiles();
|
|
|
|
/* If Load Scenario / New (Scenario) Game is used,
|
|
* a company does not exist yet. So create one here.
|
|
* 1 exeption: network-games. Those can have 0 companies
|
|
* But this exeption is not true for non dedicated network_servers! */
|
|
if (!Company::IsValidID(COMPANY_FIRST) && (!_networking || (_networking && _network_server && !_network_dedicated)))
|
|
DoStartupNewCompany(false);
|
|
|
|
if (CheckSavegameVersion(72)) {
|
|
/* Locks/shiplifts 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(_m[t].m6, 3)) SetBit(_m[t].m6, 2);
|
|
StationGfx gfx = GetStationGfx(t);
|
|
StationType st;
|
|
if ( IsInsideMM(gfx, 0, 8)) { // Railway 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(_m[t].m6, 3, 3, st);
|
|
} break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_STATION: {
|
|
Station *st = GetStationByTile(t);
|
|
|
|
/* Set up station spread; buoys do not have one */
|
|
if (!IsBuoy(t)) st->rect.BeforeAddTile(t, StationRect::ADD_FORCE);
|
|
|
|
switch (GetStationType(t)) {
|
|
case STATION_TRUCK:
|
|
case STATION_BUS:
|
|
if (CheckSavegameVersion(6)) {
|
|
/* 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);
|
|
if (rs == NULL) error("Too many road stops in savegame");
|
|
|
|
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 completly 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.
|
|
*/
|
|
GetStationByTile(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 (CheckSavegameVersionOldStyle(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 (CheckSavegameVersionOldStyle(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 (CheckSavegameVersion(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 (CheckSavegameVersion(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 (CheckSavegameVersion(16)) {
|
|
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 (CheckSavegameVersion(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 (CheckSavegameVersion(61)) {
|
|
/* Added the RoadType */
|
|
bool old_bridge = CheckSavegameVersion(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: NOT_REACHED();
|
|
case ROAD_TILE_NORMAL:
|
|
SB(_m[t].m4, 0, 4, GB(_m[t].m5, 0, 4));
|
|
SB(_m[t].m4, 4, 4, 0);
|
|
SB(_m[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 (CheckSavegameVersion(114)) {
|
|
bool fix_roadtypes = !CheckSavegameVersion(61);
|
|
bool old_bridge = CheckSavegameVersion(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: NOT_REACHED();
|
|
case ROAD_TILE_NORMAL:
|
|
SB(_me[t].m7, 0, 4, GB(_m[t].m3, 0, 4)); // road works
|
|
SB(_m[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(_m[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 (!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(_m[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(_m[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 (CheckSavegameVersion(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 (GetTileSlope(t, NULL) != SLOPE_FLAT) {
|
|
MakeShore(t);
|
|
} else {
|
|
if (GetTileOwner(t) == OWNER_WATER) {
|
|
MakeWater(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->type != VEH_TRAIN && v->type != VEH_ROAD) continue;
|
|
if (IsBridgeTile(v->tile)) {
|
|
DiagDirection dir = GetTunnelBridgeDirection(v->tile);
|
|
|
|
if (dir != DirToDiagDir(v->direction)) continue;
|
|
switch (dir) {
|
|
default: NOT_REACHED();
|
|
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 > GetSlopeZ(v->x_pos, v->y_pos)) {
|
|
v->tile = GetNorthernBridgeEnd(v->tile);
|
|
} else {
|
|
continue;
|
|
}
|
|
if (v->type == VEH_TRAIN) {
|
|
((Train *)v)->track = TRACK_BIT_WORMHOLE;
|
|
} else {
|
|
((RoadVehicle *)v)->state = RVSB_WORMHOLE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Elrails got added in rev 24 */
|
|
if (CheckSavegameVersion(24)) {
|
|
Vehicle *v;
|
|
RailType min_rail = RAILTYPE_ELECTRIC;
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_TRAIN) {
|
|
RailType rt = RailVehInfo(v->engine_type)->railtype;
|
|
|
|
((Train *)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 (IsRailwayStation(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_VEHICLES(v) {
|
|
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged((Train *)v, true);
|
|
}
|
|
|
|
}
|
|
|
|
/* 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 (CheckSavegameVersionOldStyle(16, 1)) {
|
|
FOR_ALL_COMPANIES(c) c->settings.renew_keep_length = false;
|
|
}
|
|
|
|
/* In version 17, ground type is moved from m2 to m4 for depots and
|
|
* waypoints to make way for storing the index in m2. The custom graphics
|
|
* id which was stored in m4 is now saved as a grf/id reference in the
|
|
* waypoint struct. */
|
|
if (CheckSavegameVersion(17)) {
|
|
Waypoint *wp;
|
|
|
|
FOR_ALL_WAYPOINTS(wp) {
|
|
if (wp->deleted == 0) {
|
|
const StationSpec *statspec = NULL;
|
|
|
|
if (HasBit(_m[wp->xy].m3, 4))
|
|
statspec = GetCustomStationSpec(STAT_CLASS_WAYP, _m[wp->xy].m4 + 1);
|
|
|
|
if (statspec != NULL) {
|
|
wp->stat_id = _m[wp->xy].m4 + 1;
|
|
wp->grfid = statspec->grffile->grfid;
|
|
wp->localidx = statspec->localidx;
|
|
} else {
|
|
/* No custom graphics set, so set to default. */
|
|
wp->stat_id = 0;
|
|
wp->grfid = 0;
|
|
wp->localidx = 0;
|
|
}
|
|
|
|
/* Move ground type bits from m2 to m4. */
|
|
_m[wp->xy].m4 = GB(_m[wp->xy].m2, 0, 4);
|
|
/* Store waypoint index in the tile. */
|
|
_m[wp->xy].m2 = wp->index;
|
|
}
|
|
}
|
|
} else {
|
|
/* As of version 17, we recalculate the custom graphic ID of waypoints
|
|
* from the GRF ID / station index. */
|
|
AfterLoadWaypoints();
|
|
}
|
|
|
|
/* 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 (CheckSavegameVersion(21) && !CheckSavegameVersion(15)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
switch (GetTileType(t)) {
|
|
case MP_RAILWAY:
|
|
if (HasSignals(t)) {
|
|
/* convert PBS signals to combo-signals */
|
|
if (HasBit(_m[t].m2, 2)) SetSignalType(t, TRACK_X, SIGTYPE_COMBO);
|
|
|
|
/* move the signal variant back */
|
|
SetSignalVariant(t, TRACK_X, 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 (CheckSavegameVersion(25)) {
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_ROAD) {
|
|
RoadVehicle *rv = (RoadVehicle *)v;
|
|
rv->vehstatus &= ~0x40;
|
|
rv->slot = NULL;
|
|
rv->slot_age = 0;
|
|
}
|
|
}
|
|
} else {
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type != VEH_ROAD) continue;
|
|
RoadVehicle *rv = (RoadVehicle *)v;
|
|
if (rv->slot != NULL) rv->slot->num_vehicles++;
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(26)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
st->last_vehicle_type = VEH_INVALID;
|
|
}
|
|
}
|
|
|
|
YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
|
|
|
|
if (CheckSavegameVersion(34)) FOR_ALL_COMPANIES(c) ResetCompanyLivery(c);
|
|
|
|
FOR_ALL_COMPANIES(c) {
|
|
c->avail_railtypes = GetCompanyRailtypes(c->index);
|
|
c->avail_roadtypes = GetCompanyRoadtypes(c->index);
|
|
}
|
|
|
|
if (!CheckSavegameVersion(27)) AfterLoadStations();
|
|
|
|
/* Time starts at 0 instead of 1920.
|
|
* Account for this in older games by adding an offset */
|
|
if (CheckSavegameVersion(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 prettyness to old savegames, we remove all farmfields and
|
|
* plant new ones. */
|
|
if (CheckSavegameVersion(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);
|
|
} else if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) {
|
|
/* remove fences around fields */
|
|
SetFenceSE(t, 0);
|
|
SetFenceSW(t, 0);
|
|
}
|
|
}
|
|
|
|
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 (CheckSavegameVersion(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 (CheckSavegameVersion(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 (CheckSavegameVersion(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 (CheckSavegameVersion(43)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_INDUSTRY)) {
|
|
switch (GetIndustryGfx(t)) {
|
|
case GFX_POWERPLANT_SPARKS:
|
|
SetIndustryAnimationState(t, GB(_m[t].m1, 2, 5));
|
|
break;
|
|
|
|
case GFX_OILWELL_ANIMATED_1:
|
|
case GFX_OILWELL_ANIMATED_2:
|
|
case GFX_OILWELL_ANIMATED_3:
|
|
SetIndustryAnimationState(t, 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:
|
|
SetIndustryAnimationState(t, _m[t].m1);
|
|
break;
|
|
|
|
default: // No animation states to change
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(44)) {
|
|
Vehicle *v;
|
|
/* If we remove a station while cargo from it is still enroute, payment calculation will assume
|
|
* 0, 0 to be the source of the cargo, resulting in very high payments usually. v->source_xy
|
|
* stores the coordinates, preserving them even if the station is removed. However, if a game is loaded
|
|
* where this situation exists, the cargo-source information is lost. in this case, we set the source
|
|
* to the current tile of the vehicle to prevent excessive profits
|
|
*/
|
|
FOR_ALL_VEHICLES(v) {
|
|
const CargoList::List *packets = v->cargo.Packets();
|
|
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
|
|
CargoPacket *cp = *it;
|
|
cp->source_xy = Station::IsValidID(cp->source) ? Station::Get(cp->source)->xy : v->tile;
|
|
cp->loaded_at_xy = cp->source_xy;
|
|
}
|
|
v->cargo.InvalidateCache();
|
|
}
|
|
|
|
/* Store position of the station where the goods come from, so there
|
|
* are no very high payments when stations get removed. However, if the
|
|
* station where the goods came from is already removed, the source
|
|
* information is lost. In that case we set it to the position of this
|
|
* station */
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
for (CargoID c = 0; c < NUM_CARGO; c++) {
|
|
GoodsEntry *ge = &st->goods[c];
|
|
|
|
const CargoList::List *packets = ge->cargo.Packets();
|
|
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
|
|
CargoPacket *cp = *it;
|
|
cp->source_xy = Station::IsValidID(cp->source) ? Station::Get(cp->source)->xy : st->xy;
|
|
cp->loaded_at_xy = cp->source_xy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(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 of cargo that has been paid for is stored. */
|
|
FOR_ALL_VEHICLES(v) {
|
|
const CargoList::List *packets = v->cargo.Packets();
|
|
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
|
|
CargoPacket *cp = *it;
|
|
cp->paid_for = HasBit(v->vehicle_flags, 2);
|
|
}
|
|
ClrBit(v->vehicle_flags, 2);
|
|
v->cargo.InvalidateCache();
|
|
}
|
|
}
|
|
|
|
/* 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 (CheckSavegameVersion(46)) {
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
if (st->IsBuoy() && IsTileOwner(st->xy, OWNER_NONE) && TileHeight(st->xy) == 0) SetTileOwner(st->xy, OWNER_WATER);
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(50)) {
|
|
Vehicle *v;
|
|
/* Aircraft units changed from 8 mph to 1 km/h */
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_AIRCRAFT && v->subtype <= AIR_AIRCRAFT) {
|
|
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
|
|
v->cur_speed *= 129;
|
|
v->cur_speed /= 10;
|
|
v->max_speed = avi->max_speed;
|
|
v->acceleration = avi->acceleration;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(49)) FOR_ALL_COMPANIES(c) c->face = ConvertFromOldCompanyManagerFace(c->face);
|
|
|
|
if (CheckSavegameVersion(52)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsStatueTile(t)) {
|
|
_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 (CheckSavegameVersion(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 (CheckSavegameVersion(57)) {
|
|
Vehicle *v;
|
|
/* Added a FIFO queue of vehicles loading at stations */
|
|
FOR_ALL_VEHICLES(v) {
|
|
if ((v->type != VEH_TRAIN || IsFrontEngine(v)) && // 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 (CheckSavegameVersion(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 (CheckSavegameVersion(58)) {
|
|
/* Setting difficulty number_industries other than zero get bumped to +1
|
|
* since a new option (very low at position1) has been added */
|
|
if (_settings_game.difficulty.number_industries > 0) {
|
|
_settings_game.difficulty.number_industries++;
|
|
}
|
|
|
|
/* Same goes for number of towns, although no test is needed, just an increment */
|
|
_settings_game.difficulty.number_towns++;
|
|
}
|
|
|
|
if (CheckSavegameVersion(64)) {
|
|
/* copy the signal type/variant and move signal states bits */
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) {
|
|
SetSignalStates(t, GB(_m[t].m2, 4, 4));
|
|
SetSignalVariant(t, INVALID_TRACK, GetSignalVariant(t, TRACK_X));
|
|
SetSignalType(t, INVALID_TRACK, GetSignalType(t, TRACK_X));
|
|
ClrBit(_m[t].m2, 7);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(69)) {
|
|
/* In some old savegames a bit was cleared when it should not be cleared */
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type != VEH_ROAD) continue;
|
|
RoadVehicle *rv = (RoadVehicle *)v;
|
|
if (rv->state == 250 || rv->state == 251) {
|
|
SetBit(rv->state, RVS_IS_STOPPING);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(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 (CheckSavegameVersion(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 (CheckSavegameVersion(83)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (IsTileType(t, MP_WATER) && IsShipDepot(t)) {
|
|
_m[t].m4 = (TileHeight(t) == 0) ? OWNER_WATER : OWNER_NONE;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(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.Count() != 0) SetBit(st->goods[c].acceptance_pickup, GoodsEntry::PICKUP);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(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 (CheckSavegameVersion(81)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
if (GetTileType(t) == MP_TREES) {
|
|
TreeGround groundType = GetTreeGround(t);
|
|
if (groundType != TREE_GROUND_SNOW_DESERT) SetTreeGroundDensity(t, groundType, 3);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (CheckSavegameVersion(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 (CheckSavegameVersion(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 (CheckSavegameVersion(84)) {
|
|
/* Update go to buoy orders because they are just waypoints */
|
|
Order *order;
|
|
FOR_ALL_ORDERS(order) {
|
|
if (order->IsType(OT_GOTO_STATION) && Station::Get(order->GetDestination())->IsBuoy()) {
|
|
order->SetLoadType(OLF_LOAD_IF_POSSIBLE);
|
|
order->SetUnloadType(OUF_UNLOAD_IF_POSSIBLE);
|
|
}
|
|
}
|
|
|
|
/* 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(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) {
|
|
MakeWater(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 (GetTileSlope(t, NULL) != SLOPE_FLAT) continue;
|
|
|
|
if (IsTileType(t, MP_WATER) && IsLock(t)) SetWaterClassDependingOnSurroundings(t, false);
|
|
if (IsTileType(t, MP_STATION) && (IsDock(t) || IsBuoy(t))) SetWaterClassDependingOnSurroundings(t, false);
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(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)) {
|
|
_current_company = o;
|
|
ChangeTileOwner(t, o, INVALID_OWNER);
|
|
}
|
|
if (IsBuoyTile(t)) {
|
|
/* reset buoy owner to OWNER_NONE in the station struct
|
|
* (even if it is owned by active company) */
|
|
GetStationByTile(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 || CheckSavegameVersion(28)) {
|
|
_settings_game.pf.pathfinder_for_trains = VPF_YAPF;
|
|
} else {
|
|
_settings_game.pf.pathfinder_for_trains = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_NTP);
|
|
}
|
|
|
|
if (_settings_game.pf.yapf.road_use_yapf || CheckSavegameVersion(28)) {
|
|
_settings_game.pf.pathfinder_for_roadvehs = VPF_YAPF;
|
|
} else {
|
|
_settings_game.pf.pathfinder_for_roadvehs = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_OPF);
|
|
}
|
|
|
|
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 (CheckSavegameVersion(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 (CheckSavegameVersion(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) {
|
|
SetHouseAnimationFrame(t, GB(_m[t].m6, 3, 5));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(62)) {
|
|
/* Remove all trams from savegames without tram support.
|
|
* There would be trams without tram track under causing crashes sooner or later. */
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_ROAD && v->First() == v &&
|
|
HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM)) {
|
|
if (_switch_mode_errorstr == INVALID_STRING_ID || _switch_mode_errorstr == STR_NEWGRF_COMPATIBLE_LOAD_WARNING) {
|
|
_switch_mode_errorstr = STR_LOADGAME_REMOVED_TRAMS;
|
|
}
|
|
delete v;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(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 (CheckSavegameVersion(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) ||IsRailWaypoint(t)) {
|
|
SetDepotWaypointReservation(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 (IsRailwayStation(t)) SetRailwayStationReservation(t, false);
|
|
break;
|
|
|
|
case MP_TUNNELBRIDGE: // Clear PBS reservation on tunnels/birdges
|
|
if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) SetTunnelBridgeReservation(t, false);
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Reserve all tracks trains are currently on. */
|
|
if (CheckSavegameVersion(101)) {
|
|
Vehicle *u;
|
|
FOR_ALL_VEHICLES(u) {
|
|
if (u->type == VEH_TRAIN) {
|
|
Train *v = (Train *)u;
|
|
if ((v->track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
|
|
TryReserveRailTrack(v->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(v->tile)));
|
|
} else if ((v->track & TRACK_BIT_MASK) != TRACK_BIT_NONE) {
|
|
TryReserveRailTrack(v->tile, TrackBitsToTrack(v->track));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(102)) {
|
|
for (TileIndex t = 0; t < map_size; t++) {
|
|
/* Now all crossings should be in correct state */
|
|
if (IsLevelCrossingTile(t)) UpdateLevelCrossing(t, false);
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(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 (CheckSavegameVersion(104)) {
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
/* Set engine_type of shadow and rotor */
|
|
if (v->type == VEH_AIRCRAFT && !IsNormalAircraft(v)) {
|
|
v->engine_type = v->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 (CheckSavegameVersion(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_UNMOVABLE) && HasBit(_m[t].m5, 7)) {
|
|
/* Move size and part identification of HQ out of the m5 attribute,
|
|
* on new locations */
|
|
uint8 old_m5 = _m[t].m5;
|
|
_m[t].m5 = UNMOVABLE_HQ;
|
|
SetCompanyHQSize(t, GB(old_m5, 2, 3));
|
|
SetCompanyHQSection(t, GB(old_m5, 0, 2));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CheckSavegameVersion(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 (CheckSavegameVersion(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;
|
|
}
|
|
|
|
/* Give owners to waypoints, based on rail tracks it is sitting on.
|
|
* If none is available, specify OWNER_NONE.
|
|
* This code was in CheckSavegameVersion(101) in the past, but in some cases,
|
|
* the owner of waypoints could be incorrect. */
|
|
Waypoint *wp;
|
|
FOR_ALL_WAYPOINTS(wp) {
|
|
Owner owner = IsTileType(wp->xy, MP_RAILWAY) ? GetTileOwner(wp->xy) : OWNER_NONE;
|
|
wp->owner = Company::IsValidID(owner) ? owner : OWNER_NONE;
|
|
}
|
|
}
|
|
|
|
/* Trains could now stop in a specific location. */
|
|
if (CheckSavegameVersion(117)) {
|
|
Order *o;
|
|
FOR_ALL_ORDERS(o) {
|
|
if (o->IsType(OT_GOTO_STATION)) o->SetStopLocation(OSL_PLATFORM_FAR_END);
|
|
}
|
|
}
|
|
|
|
AfterLoadLabelMaps();
|
|
|
|
GamelogPrintDebug(1);
|
|
|
|
bool ret = InitializeWindowsAndCaches();
|
|
/* Restore the signals */
|
|
ResetSignalHandlers();
|
|
return ret;
|
|
}
|
|
|
|
/** 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()
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* to recalculate vehicle data as some NewGRF vehicle sets could have been
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* removed or added and changed statistics */
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void ReloadNewGRFData()
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{
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/* reload grf data */
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GfxLoadSprites();
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LoadStringWidthTable();
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ResetEconomy();
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/* reload vehicles */
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ResetVehiclePosHash();
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AfterLoadVehicles(false);
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StartupEngines();
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SetCachedEngineCounts();
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/* update station and waypoint graphics */
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AfterLoadWaypoints();
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AfterLoadStations();
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/* Check and update house and town values */
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UpdateHousesAndTowns();
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/* Update livery selection windows */
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for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) InvalidateWindowData(WC_COMPANY_COLOUR, i, _loaded_newgrf_features.has_2CC);
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/* redraw the whole screen */
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MarkWholeScreenDirty();
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CheckTrainsLengths();
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}
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