diff options
author | smatz <smatz@openttd.org> | 2009-01-04 15:32:25 +0000 |
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committer | smatz <smatz@openttd.org> | 2009-01-04 15:32:25 +0000 |
commit | 7368c740a646c958797b5dff90d6c5b51236e2a4 (patch) | |
tree | 56e0ff1f4048e467cf123e92ca788c3c4bbc0f94 /src/saveload/vehicle_sl.cpp | |
parent | c9e8fd307e36b3d35f5bf7d01cffe64b1e75b846 (diff) | |
download | openttd-7368c740a646c958797b5dff90d6c5b51236e2a4.tar.xz |
(svn r14828) -Codechange: move most of save/load-specific code to separate files
Diffstat (limited to 'src/saveload/vehicle_sl.cpp')
-rw-r--r-- | src/saveload/vehicle_sl.cpp | 670 |
1 files changed, 670 insertions, 0 deletions
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp new file mode 100644 index 000000000..33f043b45 --- /dev/null +++ b/src/saveload/vehicle_sl.cpp @@ -0,0 +1,670 @@ +/* $Id$ */ + +/** @file vehicle_sl.cpp Code handling saving and loading of vehicles */ + +#include "../stdafx.h" +#include "../vehicle_base.h" +#include "../vehicle_func.h" +#include "../train.h" +#include "../roadveh.h" +#include "../ship.h" +#include "../aircraft.h" +#include "../effectvehicle_base.h" + +#include "saveload.h" + +#include <map> + +/* + * Link front and rear multiheaded engines to each other + * This is done when loading a savegame + */ +void ConnectMultiheadedTrains() +{ + Vehicle *v; + + FOR_ALL_VEHICLES(v) { + if (v->type == VEH_TRAIN) { + v->u.rail.other_multiheaded_part = NULL; + } + } + + FOR_ALL_VEHICLES(v) { + if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) { + /* Two ways to associate multiheaded parts to each other: + * sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>.. + * bracket-matching: Free vehicle chains shall be arranged to look like ..<..<..>..<..>..>.. + * + * Note: Old savegames might contain chains which do not comply with these rules, e.g. + * - the front and read parts have invalid orders + * - different engine types might be combined + * - there might be different amounts of front and rear parts. + * + * Note: The multiheaded parts need to be matched exactly like they are matched on the server, else desyncs will occur. + * This is why two matching strategies are needed. + */ + + bool sequential_matching = IsFrontEngine(v); + + for (Vehicle *u = v; u != NULL; u = GetNextVehicle(u)) { + if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one + + if (IsMultiheaded(u)) { + if (!IsTrainEngine(u)) { + /* we got a rear car without a front car. We will convert it to a front one */ + SetTrainEngine(u); + u->spritenum--; + } + + /* Find a matching back part */ + EngineID eid = u->engine_type; + Vehicle *w; + if (sequential_matching) { + for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) { + if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue; + + /* we found a car to partner with this engine. Now we will make sure it face the right way */ + if (IsTrainEngine(w)) { + ClearTrainEngine(w); + w->spritenum++; + } + break; + } + } else { + uint stack_pos = 0; + for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) { + if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue; + + if (IsTrainEngine(w)) { + stack_pos++; + } else { + if (stack_pos == 0) break; + stack_pos--; + } + } + } + + if (w != NULL) { + w->u.rail.other_multiheaded_part = u; + u->u.rail.other_multiheaded_part = w; + } else { + /* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */ + ClearMultiheaded(u); + } + } + } + } + } +} + +/** + * Converts all trains to the new subtype format introduced in savegame 16.2 + * It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found + */ +void ConvertOldMultiheadToNew() +{ + Vehicle *v; + FOR_ALL_VEHICLES(v) { + if (v->type == VEH_TRAIN) { + SetBit(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop + } + } + + FOR_ALL_VEHICLES(v) { + if (v->type == VEH_TRAIN) { + if (HasBit(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) { + for (Vehicle *u = v; u != NULL; u = u->Next()) { + const RailVehicleInfo *rvi = RailVehInfo(u->engine_type); + + ClrBit(u->subtype, 7); + switch (u->subtype) { + case 0: /* TS_Front_Engine */ + if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u); + SetFrontEngine(u); + SetTrainEngine(u); + break; + + case 1: /* TS_Artic_Part */ + u->subtype = 0; + SetArticulatedPart(u); + break; + + case 2: /* TS_Not_First */ + u->subtype = 0; + if (rvi->railveh_type == RAILVEH_WAGON) { + // normal wagon + SetTrainWagon(u); + break; + } + if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) { + // rear end of a multiheaded engine + SetMultiheaded(u); + break; + } + if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u); + SetTrainEngine(u); + break; + + case 4: /* TS_Free_Car */ + u->subtype = 0; + SetTrainWagon(u); + SetFreeWagon(u); + break; + default: NOT_REACHED(); break; + } + } + } + } + } +} + + +/** need to be called to load aircraft from old version */ +void UpdateOldAircraft() +{ + /* set airport_flags to 0 for all airports just to be sure */ + Station *st; + FOR_ALL_STATIONS(st) { + st->airport_flags = 0; // reset airport + } + + Vehicle *v_oldstyle; + FOR_ALL_VEHICLES(v_oldstyle) { + /* airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor) + * skip those */ + if (v_oldstyle->type == VEH_AIRCRAFT && IsNormalAircraft(v_oldstyle)) { + /* airplane in terminal stopped doesn't hurt anyone, so goto next */ + if (v_oldstyle->vehstatus & VS_STOPPED && v_oldstyle->u.air.state == 0) { + v_oldstyle->u.air.state = HANGAR; + continue; + } + + AircraftLeaveHangar(v_oldstyle); // make airplane visible if it was in a depot for example + v_oldstyle->vehstatus &= ~VS_STOPPED; // make airplane moving + v_oldstyle->u.air.state = FLYING; + AircraftNextAirportPos_and_Order(v_oldstyle); // move it to the entry point of the airport + GetNewVehiclePosResult gp = GetNewVehiclePos(v_oldstyle); + v_oldstyle->tile = 0; // aircraft in air is tile=0 + + /* correct speed of helicopter-rotors */ + if (v_oldstyle->subtype == AIR_HELICOPTER) v_oldstyle->Next()->Next()->cur_speed = 32; + + /* set new position x,y,z */ + SetAircraftPosition(v_oldstyle, gp.x, gp.y, GetAircraftFlyingAltitude(v_oldstyle)); + } + } +} + +/** Called after load to update coordinates */ +void AfterLoadVehicles(bool part_of_load) +{ + Vehicle *v; + + FOR_ALL_VEHICLES(v) { + /* Reinstate the previous pointer */ + if (v->Next() != NULL) v->Next()->previous = v; + if (v->NextShared() != NULL) v->NextShared()->previous_shared = v; + + v->UpdateDeltaXY(v->direction); + + if (part_of_load) v->fill_percent_te_id = INVALID_TE_ID; + v->first = NULL; + if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE; + if (v->type == VEH_ROAD) v->u.road.first_engine = INVALID_ENGINE; + + v->cargo.InvalidateCache(); + } + + /* AfterLoadVehicles may also be called in case of NewGRF reload, in this + * case we may not convert orders again. */ + if (part_of_load) { + /* Create shared vehicle chain for very old games (pre 5,2) and create + * OrderList from shared vehicle chains. For this to work correctly, the + * following conditions must be fulfilled: + * a) both next_shared and previous_shared are not set for pre 5,2 games + * b) both next_shared and previous_shared are set for later games + */ + std::map<Order*, OrderList*> mapping; + + FOR_ALL_VEHICLES(v) { + if (v->orders.old != NULL) { + if (CheckSavegameVersion(105)) { // Pre-105 didn't save an OrderList + if (mapping[v->orders.old] == NULL) { + /* This adds the whole shared vehicle chain for case b */ + v->orders.list = mapping[v->orders.old] = new OrderList(v->orders.old, v); + } else { + v->orders.list = mapping[v->orders.old]; + /* For old games (case a) we must create the shared vehicle chain */ + if (CheckSavegameVersionOldStyle(5, 2)) { + v->AddToShared(v->orders.list->GetFirstSharedVehicle()); + } + } + } else { // OrderList was saved as such, only recalculate not saved values + if (v->PreviousShared() == NULL) { + new (v->orders.list) OrderList(v->orders.list->GetFirstOrder(), v); + } + } + } + } + } + + FOR_ALL_VEHICLES(v) { + /* Fill the first pointers */ + if (v->Previous() == NULL) { + for (Vehicle *u = v; u != NULL; u = u->Next()) { + u->first = v; + } + } + } + + FOR_ALL_VEHICLES(v) { + assert(v->first != NULL); + + if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) { + if (IsFrontEngine(v)) v->u.rail.last_speed = v->cur_speed; // update displayed train speed + TrainConsistChanged(v, false); + } else if (v->type == VEH_ROAD && IsRoadVehFront(v)) { + RoadVehUpdateCache(v); + } + } + + /* Stop non-front engines */ + FOR_ALL_VEHICLES(v) { + if (v->type == VEH_TRAIN && IsTrainEngine(v) && !IsFrontEngine(v)) v->vehstatus |= VS_STOPPED; + } + + FOR_ALL_VEHICLES(v) { + switch (v->type) { + case VEH_ROAD: + v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD; + v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype); + /* FALL THROUGH */ + case VEH_TRAIN: + case VEH_SHIP: + v->cur_image = v->GetImage(v->direction); + break; + + case VEH_AIRCRAFT: + if (IsNormalAircraft(v)) { + v->cur_image = v->GetImage(v->direction); + + /* The plane's shadow will have the same image as the plane */ + Vehicle *shadow = v->Next(); + shadow->cur_image = v->cur_image; + + /* In the case of a helicopter we will update the rotor sprites */ + if (v->subtype == AIR_HELICOPTER) { + Vehicle *rotor = shadow->Next(); + rotor->cur_image = GetRotorImage(v); + } + + UpdateAircraftCache(v); + } + break; + default: break; + } + + v->left_coord = INVALID_COORD; + VehiclePositionChanged(v); + } +} + +static uint8 _cargo_days; +static uint16 _cargo_source; +static uint32 _cargo_source_xy; +static uint16 _cargo_count; +static uint16 _cargo_paid_for; +static Money _cargo_feeder_share; +static uint32 _cargo_loaded_at_xy; + +/** + * Make it possible to make the saveload tables "friends" of other classes. + * @param vt the vehicle type. Can be VEH_END for the common vehicle description data + * @return the saveload description + */ +const SaveLoad *GetVehicleDescription(VehicleType vt) +{ + /** Save and load of vehicles */ + static const SaveLoad _common_veh_desc[] = { + SLE_VAR(Vehicle, subtype, SLE_UINT8), + + SLE_REF(Vehicle, next, REF_VEHICLE_OLD), + SLE_CONDVAR(Vehicle, name, SLE_NAME, 0, 83), + SLE_CONDSTR(Vehicle, name, SLE_STR, 0, 84, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7), + SLE_CONDVAR(Vehicle, unitnumber, SLE_UINT16, 8, SL_MAX_VERSION), + SLE_VAR(Vehicle, owner, SLE_UINT8), + SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), + + SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, x_pos, SLE_UINT32, 6, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, y_pos, SLE_UINT32, 6, SL_MAX_VERSION), + SLE_VAR(Vehicle, z_pos, SLE_UINT8), + SLE_VAR(Vehicle, direction, SLE_UINT8), + + SLE_CONDNULL(2, 0, 57), + SLE_VAR(Vehicle, spritenum, SLE_UINT8), + SLE_CONDNULL(5, 0, 57), + SLE_VAR(Vehicle, engine_type, SLE_UINT16), + + SLE_VAR(Vehicle, max_speed, SLE_UINT16), + SLE_VAR(Vehicle, cur_speed, SLE_UINT16), + SLE_VAR(Vehicle, subspeed, SLE_UINT8), + SLE_VAR(Vehicle, acceleration, SLE_UINT8), + SLE_VAR(Vehicle, progress, SLE_UINT8), + + SLE_VAR(Vehicle, vehstatus, SLE_UINT8), + SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), + SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16, 5, SL_MAX_VERSION), + + SLE_VAR(Vehicle, cargo_type, SLE_UINT8), + SLE_CONDVAR(Vehicle, cargo_subtype, SLE_UINT8, 35, SL_MAX_VERSION), + SLEG_CONDVAR( _cargo_days, SLE_UINT8, 0, 67), + SLEG_CONDVAR( _cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6), + SLEG_CONDVAR( _cargo_source, SLE_UINT16, 7, 67), + SLEG_CONDVAR( _cargo_source_xy, SLE_UINT32, 44, 67), + SLE_VAR(Vehicle, cargo_cap, SLE_UINT16), + SLEG_CONDVAR( _cargo_count, SLE_UINT16, 0, 67), + SLE_CONDLST(Vehicle, cargo, REF_CARGO_PACKET, 68, SL_MAX_VERSION), + + SLE_VAR(Vehicle, day_counter, SLE_UINT8), + SLE_VAR(Vehicle, tick_counter, SLE_UINT8), + SLE_CONDVAR(Vehicle, running_ticks, SLE_UINT8, 88, SL_MAX_VERSION), + + SLE_VAR(Vehicle, cur_order_index, SLE_UINT8), + /* num_orders is now part of OrderList and is not saved but counted */ + SLE_CONDNULL(1, 0, 104), + + /* This next line is for version 4 and prior compatibility.. it temporarily reads + type and flags (which were both 4 bits) into type. Later on this is + converted correctly */ + SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 0, 4), + SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), + + /* Orders for version 5 and on */ + SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION), + SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION), + SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION), + + /* Refit in current order */ + SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_cargo), SLE_UINT8, 36, SL_MAX_VERSION), + SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_subtype), SLE_UINT8, 36, SL_MAX_VERSION), + + /* Timetable in current order */ + SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, wait_time), SLE_UINT16, 67, SL_MAX_VERSION), + SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, travel_time), SLE_UINT16, 67, SL_MAX_VERSION), + + SLE_CONDREF(Vehicle, orders, REF_ORDER, 0, 104), + SLE_CONDREF(Vehicle, orders, REF_ORDERLIST, 105, SL_MAX_VERSION), + + SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, max_age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, max_age, SLE_INT32, 31, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32, 31, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, service_interval, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, service_interval, SLE_INT32, 31, SL_MAX_VERSION), + SLE_VAR(Vehicle, reliability, SLE_UINT16), + SLE_VAR(Vehicle, reliability_spd_dec, SLE_UINT16), + SLE_VAR(Vehicle, breakdown_ctr, SLE_UINT8), + SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8), + SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8), + SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8), + SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, build_year, SLE_INT32, 31, SL_MAX_VERSION), + + SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16), + SLEG_CONDVAR( _cargo_paid_for, SLE_UINT16, 45, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, vehicle_flags, SLE_UINT8, 40, SL_MAX_VERSION), + + SLE_CONDVAR(Vehicle, profit_this_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64), + SLE_CONDVAR(Vehicle, profit_this_year, SLE_INT64, 65, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, profit_last_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64), + SLE_CONDVAR(Vehicle, profit_last_year, SLE_INT64, 65, SL_MAX_VERSION), + SLEG_CONDVAR( _cargo_feeder_share, SLE_FILE_I32 | SLE_VAR_I64, 51, 64), + SLEG_CONDVAR( _cargo_feeder_share, SLE_INT64, 65, 67), + SLEG_CONDVAR( _cargo_loaded_at_xy, SLE_UINT32, 51, 67), + SLE_CONDVAR(Vehicle, value, SLE_FILE_I32 | SLE_VAR_I64, 0, 64), + SLE_CONDVAR(Vehicle, value, SLE_INT64, 65, SL_MAX_VERSION), + + SLE_CONDVAR(Vehicle, random_bits, SLE_UINT8, 2, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, waiting_triggers, SLE_UINT8, 2, SL_MAX_VERSION), + + SLE_CONDREF(Vehicle, next_shared, REF_VEHICLE, 2, SL_MAX_VERSION), + SLE_CONDNULL(2, 2, 68), + SLE_CONDNULL(4, 69, 100), + + SLE_CONDVAR(Vehicle, group_id, SLE_UINT16, 60, SL_MAX_VERSION), + + SLE_CONDVAR(Vehicle, current_order_time, SLE_UINT32, 67, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, lateness_counter, SLE_INT32, 67, SL_MAX_VERSION), + + /* reserve extra space in savegame here. (currently 10 bytes) */ + SLE_CONDNULL(10, 2, SL_MAX_VERSION), + + SLE_END() + }; + + + static const SaveLoad _train_desc[] = { + SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN), + SLE_VEH_INCLUDEX(), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, crash_anim_pos), SLE_UINT16), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, force_proceed), SLE_UINT8), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, railtype), SLE_UINT8), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, track), SLE_UINT8), + + SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_FILE_U8 | SLE_VAR_U16, 2, 99), + SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_UINT16, 100, SL_MAX_VERSION), + SLE_CONDNULL(2, 2, 59), + + SLE_CONDNULL(2, 2, 19), + /* reserve extra space in savegame here. (currently 11 bytes) */ + SLE_CONDNULL(11, 2, SL_MAX_VERSION), + + SLE_END() + }; + + static const SaveLoad _roadveh_desc[] = { + SLE_WRITEBYTE(Vehicle, type, VEH_ROAD), + SLE_VEH_INCLUDEX(), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, state), SLE_UINT8), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, frame), SLE_UINT8), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, blocked_ctr), SLE_UINT16), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking), SLE_UINT8), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, crashed_ctr), SLE_UINT16), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, reverse_ctr), SLE_UINT8), + + SLE_CONDREFX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot), REF_ROADSTOPS, 6, SL_MAX_VERSION), + SLE_CONDNULL(1, 6, SL_MAX_VERSION), + SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot_age), SLE_UINT8, 6, SL_MAX_VERSION), + /* reserve extra space in savegame here. (currently 16 bytes) */ + SLE_CONDNULL(16, 2, SL_MAX_VERSION), + + SLE_END() + }; + + static const SaveLoad _ship_desc[] = { + SLE_WRITEBYTE(Vehicle, type, VEH_SHIP), + SLE_VEH_INCLUDEX(), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleShip, state), SLE_UINT8), + + /* reserve extra space in savegame here. (currently 16 bytes) */ + SLE_CONDNULL(16, 2, SL_MAX_VERSION), + + SLE_END() + }; + + static const SaveLoad _aircraft_desc[] = { + SLE_WRITEBYTE(Vehicle, type, VEH_AIRCRAFT), + SLE_VEH_INCLUDEX(), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, crashed_counter), SLE_UINT16), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, pos), SLE_UINT8), + + SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), + SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_UINT16, 5, SL_MAX_VERSION), + + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, state), SLE_UINT8), + + SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, previous_pos), SLE_UINT8, 2, SL_MAX_VERSION), + + /* reserve extra space in savegame here. (currently 15 bytes) */ + SLE_CONDNULL(15, 2, SL_MAX_VERSION), + + SLE_END() + }; + + static const SaveLoad _special_desc[] = { + SLE_WRITEBYTE(Vehicle, type, VEH_EFFECT), + + SLE_VAR(Vehicle, subtype, SLE_UINT8), + + SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), + + SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), + SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), + SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION), + SLE_VAR(Vehicle, z_pos, SLE_UINT8), + + SLE_VAR(Vehicle, cur_image, SLE_UINT16), + SLE_CONDNULL(5, 0, 57), + SLE_VAR(Vehicle, progress, SLE_UINT8), + SLE_VAR(Vehicle, vehstatus, SLE_UINT8), + + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_state), SLE_UINT16), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_substate), SLE_UINT8), + + SLE_CONDVAR(Vehicle, spritenum, SLE_UINT8, 2, SL_MAX_VERSION), + + /* reserve extra space in savegame here. (currently 15 bytes) */ + SLE_CONDNULL(15, 2, SL_MAX_VERSION), + + SLE_END() + }; + + static const SaveLoad _disaster_desc[] = { + SLE_WRITEBYTE(Vehicle, type, VEH_DISASTER), + + SLE_REF(Vehicle, next, REF_VEHICLE_OLD), + + SLE_VAR(Vehicle, subtype, SLE_UINT8), + SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), + + SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), + SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), + SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION), + SLE_VAR(Vehicle, z_pos, SLE_UINT8), + SLE_VAR(Vehicle, direction, SLE_UINT8), + + SLE_CONDNULL(5, 0, 57), + SLE_VAR(Vehicle, owner, SLE_UINT8), + SLE_VAR(Vehicle, vehstatus, SLE_UINT8), + SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), + SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION), + + SLE_VAR(Vehicle, cur_image, SLE_UINT16), + SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION), + SLE_VAR(Vehicle, tick_counter, SLE_UINT8), + + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, image_override), SLE_UINT16), + SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, big_ufo_destroyer_target), SLE_UINT16), + + /* reserve extra space in savegame here. (currently 16 bytes) */ + SLE_CONDNULL(16, 2, SL_MAX_VERSION), + + SLE_END() + }; + + + static const SaveLoad *_veh_descs[] = { + _train_desc, + _roadveh_desc, + _ship_desc, + _aircraft_desc, + _special_desc, + _disaster_desc, + _common_veh_desc, + }; + + return _veh_descs[vt]; +} + +/** Will be called when the vehicles need to be saved. */ +static void Save_VEHS() +{ + Vehicle *v; + /* Write the vehicles */ + FOR_ALL_VEHICLES(v) { + SlSetArrayIndex(v->index); + SlObject(v, GetVehicleDescription(v->type)); + } +} + +/** Will be called when vehicles need to be loaded. */ +void Load_VEHS() +{ + int index; + + _cargo_count = 0; + + while ((index = SlIterateArray()) != -1) { + Vehicle *v; + VehicleType vtype = (VehicleType)SlReadByte(); + + switch (vtype) { + case VEH_TRAIN: v = new (index) Train(); break; + case VEH_ROAD: v = new (index) RoadVehicle(); break; + case VEH_SHIP: v = new (index) Ship(); break; + case VEH_AIRCRAFT: v = new (index) Aircraft(); break; + case VEH_EFFECT: v = new (index) EffectVehicle(); break; + case VEH_DISASTER: v = new (index) DisasterVehicle(); break; + case VEH_INVALID: v = new (index) InvalidVehicle(); break; + default: NOT_REACHED(); + } + + SlObject(v, GetVehicleDescription(vtype)); + + if (_cargo_count != 0 && IsCompanyBuildableVehicleType(v)) { + /* Don't construct the packet with station here, because that'll fail with old savegames */ + CargoPacket *cp = new CargoPacket(); + cp->source = _cargo_source; + cp->source_xy = _cargo_source_xy; + cp->count = _cargo_count; + cp->days_in_transit = _cargo_days; + cp->feeder_share = _cargo_feeder_share; + cp->loaded_at_xy = _cargo_loaded_at_xy; + v->cargo.Append(cp); + } + + /* Old savegames used 'last_station_visited = 0xFF' */ + if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF) + v->last_station_visited = INVALID_STATION; + + if (CheckSavegameVersion(5)) { + /* Convert the current_order.type (which is a mix of type and flags, because + * in those versions, they both were 4 bits big) to type and flags */ + v->current_order.flags = GB(v->current_order.type, 4, 4); + v->current_order.type &= 0x0F; + } + + /* Advanced vehicle lists got added */ + if (CheckSavegameVersion(60)) v->group_id = DEFAULT_GROUP; + } +} + +extern const ChunkHandler _veh_chunk_handlers[] = { + { 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST}, +}; |