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authorsmatz <smatz@openttd.org>2009-01-04 15:32:25 +0000
committersmatz <smatz@openttd.org>2009-01-04 15:32:25 +0000
commit91233ea596aa3cdf00447b23d68cae6083efb6bb (patch)
tree56e0ff1f4048e467cf123e92ca788c3c4bbc0f94 /src/openttd.cpp
parente62e12e7f547b8191b9d6c2c7dc5536de05caaf3 (diff)
downloadopenttd-91233ea596aa3cdf00447b23d68cae6083efb6bb.tar.xz
(svn r14828) -Codechange: move most of save/load-specific code to separate files
Diffstat (limited to 'src/openttd.cpp')
-rw-r--r--src/openttd.cpp1566
1 files changed, 1 insertions, 1565 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp
index 613d63151..fd478955d 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -25,7 +25,7 @@
#include "window_func.h"
#include "debug.h"
-#include "saveload.h"
+#include "saveload/saveload.h"
#include "landscape.h"
#include "company_func.h"
#include "company_base.h"
@@ -96,7 +96,6 @@ void IncreaseDate();
void DoPaletteAnimations();
void MusicLoop();
void ResetMusic();
-void ResetOldNames();
void ProcessAsyncSaveFinish();
void CallWindowTickEvent();
@@ -1182,1566 +1181,3 @@ void GameLoop()
_sound_driver->MainLoop();
MusicLoop();
}
-
-static void ConvertTownOwner()
-{
- for (TileIndex tile = 0; tile != MapSize(); tile++) {
- switch (GetTileType(tile)) {
- case MP_ROAD:
- if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m3, 7)) {
- _m[tile].m3 = OWNER_TOWN;
- }
- /* FALLTHROUGH */
-
- case MP_TUNNELBRIDGE:
- if (GetTileOwner(tile) & 0x80) SetTileOwner(tile, OWNER_TOWN);
- break;
-
- default: break;
- }
- }
-}
-
-/* since savegame version 4.1, exclusive transport rights are stored at towns */
-static void UpdateExclusiveRights()
-{
- Town *t;
-
- FOR_ALL_TOWNS(t) {
- t->exclusivity = INVALID_COMPANY;
- }
-
- /* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
- * could be implemented this way:
- * 1.) Go through all stations
- * Build an array town_blocked[ town_id ][ company_id ]
- * that stores if at least one station in that town is blocked for a company
- * 2.) Go through that array, if you find a town that is not blocked for
- * one company, but for all others, then give him exclusivity.
- */
-}
-
-static const byte convert_currency[] = {
- 0, 1, 12, 8, 3,
- 10, 14, 19, 4, 5,
- 9, 11, 13, 6, 17,
- 16, 22, 21, 7, 15,
- 18, 2, 20, };
-
-/* since savegame version 4.2 the currencies are arranged differently */
-static void UpdateCurrencies()
-{
- _settings_game.locale.currency = convert_currency[_settings_game.locale.currency];
-}
-
-/* Up to revision 1413 the invisible tiles at the southern border have not been
- * MP_VOID, even though they should have. This is fixed by this function
- */
-static void UpdateVoidTiles()
-{
- uint i;
-
- for (i = 0; i < MapMaxY(); ++i) MakeVoid(i * MapSizeX() + MapMaxX());
- for (i = 0; i < MapSizeX(); ++i) MakeVoid(MapSizeX() * MapMaxY() + i);
-}
-
-/* since savegame version 6.0 each sign has an "owner", signs without owner (from old games are set to 255) */
-static void UpdateSignOwner()
-{
- Sign *si;
-
- FOR_ALL_SIGNS(si) si->owner = OWNER_NONE;
-}
-
-extern void UpdateOldAircraft();
-
-
-static inline RailType UpdateRailType(RailType rt, RailType min)
-{
- return rt >= min ? (RailType)(rt + 1): rt;
-}
-
-/**
- * Initialization of the windows and several kinds of caches.
- * This is not done directly in AfterLoadGame because these
- * functions require that all saveload conversions have been
- * done. As people tend to add savegame conversion stuff after
- * the intialization of the windows and caches quite some bugs
- * had been made.
- * Moving this out of there is both cleaner and less bug-prone.
- *
- * @return true if everything went according to plan, otherwise false.
- */
-static bool InitializeWindowsAndCaches()
-{
- /* Initialize windows */
- ResetWindowSystem();
- SetupColorsAndInitialWindow();
-
- extern void ResetViewportAfterLoadGame();
- ResetViewportAfterLoadGame();
-
- /* Update coordinates of the signs. */
- UpdateAllStationVirtCoord();
- UpdateAllSignVirtCoords();
- UpdateAllTownVirtCoords();
- UpdateAllWaypointSigns();
-
- Company *c;
- FOR_ALL_COMPANIES(c) {
- /* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
- * accordingly if it is not the case. No need to set it on companies that are not been used already,
- * thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
- if (_file_to_saveload.filetype == FT_SCENARIO && c->inaugurated_year != MIN_YEAR) {
- c->inaugurated_year = _cur_year;
- }
- }
-
- SetCachedEngineCounts();
-
- /* Towns have a noise controlled number of airports system
- * So each airport's noise value must be added to the town->noise_reached value
- * Reset each town's noise_reached value to '0' before. */
- UpdateAirportsNoise();
-
- CheckTrainsLengths();
-
- return true;
-}
-
-/**
- * Signal handler used to give a user a more useful report for crashes during
- * the savegame loading process; especially when there's problems with the
- * NewGRFs that are required by the savegame.
- * @param unused well... unused
- */
-void CDECL HandleSavegameLoadCrash(int unused)
-{
- char buffer[8192];
- char *p = buffer;
- p += seprintf(p, lastof(buffer),
- "Loading your savegame caused OpenTTD to crash.\n"
- "This is most likely caused by a missing NewGRF or a NewGRF that has been\n"
- "loaded as replacement for a missing NewGRF. OpenTTD cannot easily\n"
- "determine whether a replacement NewGRF is of a newer or older version.\n"
- "It will load a NewGRF with the same GRF ID as the missing NewGRF. This\n"
- "means that if the author makes incompatible NewGRFs with the same GRF ID\n"
- "OpenTTD cannot magically do the right thing. In most cases OpenTTD will\n"
- "load the savegame and not crash, but this is an exception.\n"
- "Please load the savegame with the appropriate NewGRFs. When loading a\n"
- "savegame still crashes when all NewGRFs are found you should file a\n"
- "bug report. The missing NewGRFs are:\n");
-
- for (GRFConfig *c = _grfconfig; c != NULL; c = c->next) {
- if (HasBit(c->flags, GCF_COMPATIBLE)) {
- char buf[40];
- md5sumToString(buf, lastof(buf), c->md5sum);
- 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);
- }
- if (c->status == GCS_NOT_FOUND) {
- char buf[40];
- md5sumToString(buf, lastof(buf), c->md5sum);
- p += seprintf(p, lastof(buffer), "NewGRF %08X (%s) not found; checksum %s\n", BSWAP32(c->grfid), c->filename, buf);
- }
- }
-
- ShowInfo(buffer);
-}
-
-bool AfterLoadGame()
-{
- typedef void (CDECL *SignalHandlerPointer)(int);
- SignalHandlerPointer prev_segfault = signal(SIGSEGV, HandleSavegameLoadCrash);
- SignalHandlerPointer prev_abort = signal(SIGABRT, HandleSavegameLoadCrash);
-
- TileIndex map_size = MapSize();
- Company *c;
-
- if (CheckSavegameVersion(98)) GamelogOldver();
-
- GamelogTestRevision();
- GamelogTestMode();
-
- if (CheckSavegameVersion(98)) GamelogGRFAddList(_grfconfig);
-
- /* in very old versions, size of train stations was stored differently */
- if (CheckSavegameVersion(2)) {
- Station *st;
- FOR_ALL_STATIONS(st) {
- if (st->train_tile != 0 && st->trainst_h == 0) {
- extern SavegameType _savegame_type;
- uint n = _savegame_type == SGT_OTTD ? 4 : 3; // OTTD uses 4 bits per dimensions, TTD 3 bits
- uint w = GB(st->trainst_w, n, n);
- uint h = GB(st->trainst_w, 0, n);
-
- if (GetRailStationAxis(st->train_tile) != AXIS_X) Swap(w, h);
-
- st->trainst_w = w;
- st->trainst_h = h;
-
- assert(GetStationIndex(st->train_tile + TileDiffXY(w - 1, h - 1)) == st->index);
- }
- }
- }
-
- /* in version 2.1 of the savegame, town owner was unified. */
- if (CheckSavegameVersionOldStyle(2, 1)) ConvertTownOwner();
-
- /* from version 4.1 of the savegame, exclusive rights are stored at towns */
- if (CheckSavegameVersionOldStyle(4, 1)) UpdateExclusiveRights();
-
- /* from version 4.2 of the savegame, currencies are in a different order */
- if (CheckSavegameVersionOldStyle(4, 2)) UpdateCurrencies();
-
- /* from version 6.1 of the savegame, signs have an "owner" */
- if (CheckSavegameVersionOldStyle(6, 1)) UpdateSignOwner();
-
- /* 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 (CheckSavegameVersionOldStyle(4, 3)) {
- for (TileIndex t = 0; t < map_size; t++) {
- if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_COMPANIES) {
- SetTileOwner(t, OWNER_WATER);
- }
- }
- }
-
- if (CheckSavegameVersion(84)) {
- 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;
- }
-
- Waypoint *wp;
- FOR_ALL_WAYPOINTS(wp) {
- wp->name = CopyFromOldName(wp->string);
- wp->string = STR_EMPTY;
- }
-
- for (uint i = 0; i < GetSignPoolSize(); i++) {
- /* invalid signs are determined by si->ower == INVALID_COMPANY now */
- Sign *si = GetSign(i);
- if (!si->IsValid() && si->name != NULL) {
- si->owner = OWNER_NONE;
- }
- }
- }
-
- /* From this point the old names array is cleared. */
- ResetOldNames();
-
- if (CheckSavegameVersion(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_tile == 0) st->train_tile = INVALID_TILE;
- }
-
- /* the same applies to Company::location_of_HQ */
- Company *c;
- FOR_ALL_COMPANIES(c) {
- if (c->location_of_HQ == 0 || (CheckSavegameVersion(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();
- if (_networking && gcf_res != GLC_ALL_GOOD) {
- SetSaveLoadError(STR_NETWORK_ERR_CLIENT_NEWGRF_MISMATCH);
- /* Restore the signals */
- signal(SIGSEGV, prev_segfault);
- signal(SIGABRT, prev_abort);
- return false;
- }
-
- switch (gcf_res) {
- case GLC_COMPATIBLE: _switch_mode_errorstr = STR_NEWGRF_COMPATIBLE_LOAD_WARNING; break;
- case GLC_NOT_FOUND: _switch_mode_errorstr = STR_NEWGRF_DISABLED_WARNING; _pause_game = -1; break;
- default: break;
- }
-
- /* Update current year
- * must be done before loading sprites as some newgrfs check it */
- 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);
-
- /* Update all waypoints */
- if (CheckSavegameVersion(12)) FixOldWaypoints();
-
- /* in version 2.2 of the savegame, we have new airports */
- if (CheckSavegameVersionOldStyle(2, 2)) UpdateOldAircraft();
-
- AfterLoadTown();
-
- /* 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 */
- signal(SIGSEGV, prev_segfault);
- signal(SIGABRT, prev_abort);
- 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 (!IsValidCompanyID(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 */
- signal(SIGSEGV, prev_segfault);
- signal(SIGABRT, prev_abort);
- 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 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, UINT_MAX)->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, UINT_MAX)->index);
- } else {
- SetTownIndex(t, 0);
- }
- break;
-
- default: break;
- }
- }
- }
-
- /* 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->engine_renew = false;
- c->engine_renew_months = -6;
- c->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'.
- */
- if (!_network_dedicated && IsValidCompanyID(COMPANY_FIRST)) {
- c = GetCompany(COMPANY_FIRST);
- c->engine_renew = _settings_client.gui.autorenew;
- c->engine_renew_months = _settings_client.gui.autorenew_months;
- c->engine_renew_money = _settings_client.gui.autorenew_money;
- }
- }
-
- if (CheckSavegameVersion(48)) {
- for (TileIndex t = 0; t < map_size; t++) {
- switch (GetTileType(t)) {
- case MP_RAILWAY:
- if (IsPlainRailTile(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(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, 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) {
- v->u.rail.track = TRACK_BIT_WORMHOLE;
- } else {
- v->u.road.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;
-
- v->u.rail.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(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->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_ROAD: /* Clear PBS reservation on crossing */
- if (IsLevelCrossing(t)) ClrBit(_m[t].m5, 0);
- 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) {
- v->vehstatus &= ~0x40;
- v->u.road.slot = NULL;
- v->u.road.slot_age = 0;
- }
- }
- } else {
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
- if (v->type == VEH_ROAD && v->u.road.slot != NULL) v->u.road.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 = IsValidStationID(cp->source) ? GetStation(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 = IsValidStationID(cp->source) ? GetStation(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, UINT_MAX)->index;
- }
- }
- }
-
- /* A patch option 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
- GetStation(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)) {
- /* patch 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 && (v->u.road.state == 250 || v->u.road.state == 251)) {
- SetBit(v->u.road.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()->IsValid()) {
- 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) && GetStation(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 (!IsValidCompanyID(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 && !IsValidCompanyID(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 && !IsValidCompanyID(o)) SetRoadOwner(t, rt, OWNER_NONE);
- }
- if (IsLevelCrossing(t)) {
- Owner o = GetTileOwner(t);
- if (!IsValidCompanyID(o)) {
- /* remove leftover rail piece from crossing (from very old savegames) */
- _current_company = o;
- DoCommand(t, 0, GetCrossingRailTrack(t), DC_EXEC | DC_BANKRUPT, CMD_REMOVE_SINGLE_RAIL);
- }
- }
- }
- }
-
- /* 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 *v;
- FOR_ALL_VEHICLES(v) {
- if (v->type == VEH_TRAIN) {
- if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
- TryReserveRailTrack(v->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(v->tile)));
- } else if ((v->u.rail.track & TRACK_BIT_MASK) != TRACK_BIT_NONE) {
- TryReserveRailTrack(v->tile, TrackBitsToTrack(v->u.rail.track));
- }
- }
- }
-
- /* Give owners to waypoints, based on rail tracks it is sitting on.
- * If none is available, specify OWNER_NONE */
- Waypoint *wp;
- FOR_ALL_WAYPOINTS(wp) {
- Owner owner = (IsRailWaypointTile(wp->xy) ? GetTileOwner(wp->xy) : OWNER_NONE);
- wp->owner = IsValidCompanyID(owner) ? owner : OWNER_NONE;
- }
- }
-
- 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 && !IsValidCompanyID(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;
- }
- }
-
- GamelogPrintDebug(1);
-
- bool ret = InitializeWindowsAndCaches();
- /* Restore the signals */
- signal(SIGSEGV, prev_segfault);
- signal(SIGABRT, prev_abort);
- 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()
- * 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();
- ResetEconomy();
- /* reload vehicles */
- ResetVehiclePosHash();
- AfterLoadVehicles(false);
- StartupEngines();
- SetCachedEngineCounts();
- /* update station and waypoint graphics */
- AfterLoadWaypoints();
- AfterLoadStations();
- /* Check and update house and town values */
- UpdateHousesAndTowns();
- /* Update livery selection windows */
- for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) InvalidateWindowData(WC_COMPANY_COLOR, i, _loaded_newgrf_features.has_2CC);
- /* redraw the whole screen */
- MarkWholeScreenDirty();
- CheckTrainsLengths();
-}