diff options
Diffstat (limited to 'src/saveload/afterload.cpp')
-rw-r--r-- | src/saveload/afterload.cpp | 50 |
1 files changed, 25 insertions, 25 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp index d2b8b6d5d..514f29465 100644 --- a/src/saveload/afterload.cpp +++ b/src/saveload/afterload.cpp @@ -574,11 +574,11 @@ bool AfterLoadGame() /* In old savegame versions, the heightlevel was coded in bits 0..3 of the type field */ for (TileIndex t = 0; t < map_size; t++) { _m[t].height = GB(_m[t].type, 0, 4); - SB(_m[t].type, 0, 2, GB(_m[t].m6, 0, 2)); - SB(_m[t].m6, 0, 2, 0); + SB(_m[t].type, 0, 2, GB(_me[t].m6, 0, 2)); + SB(_me[t].m6, 0, 2, 0); if (MayHaveBridgeAbove(t)) { - SB(_m[t].type, 2, 2, GB(_m[t].m6, 6, 2)); - SB(_m[t].m6, 6, 2, 0); + SB(_m[t].type, 2, 2, GB(_me[t].m6, 6, 2)); + SB(_me[t].m6, 6, 2, 0); } else { SB(_m[t].type, 2, 2, 0); } @@ -810,7 +810,7 @@ bool AfterLoadGame() break; case MP_STATION: { - if (HasBit(_m[t].m6, 3)) SetBit(_m[t].m6, 2); + if (HasBit(_me[t].m6, 3)) SetBit(_me[t].m6, 2); StationGfx gfx = GetStationGfx(t); StationType st; if ( IsInsideMM(gfx, 0, 8)) { // Rail station @@ -848,7 +848,7 @@ bool AfterLoadGame() ResetSignalHandlers(); return false; } - SB(_m[t].m6, 3, 3, st); + SB(_me[t].m6, 3, 3, st); break; } } @@ -1022,7 +1022,7 @@ bool AfterLoadGame() 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); + SB(_me[t].m6, 2, 4, 0); break; case ROAD_TILE_CROSSING: SB(_m[t].m4, 5, 2, GB(_m[t].m5, 2, 2)); @@ -1061,19 +1061,19 @@ bool AfterLoadGame() switch (GetRoadTileType(t)) { default: SlErrorCorrupt("Invalid road tile type"); case ROAD_TILE_NORMAL: - SB(_me[t].m7, 0, 4, GB(_m[t].m3, 0, 4)); // road works - SB(_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 + SB(_me[t].m7, 0, 4, GB(_m[t].m3, 0, 4)); // road works + SB(_me[t].m6, 3, 3, GB(_m[t].m3, 4, 3)); // ground + SB(_m[t].m3, 0, 4, GB(_m[t].m4, 4, 4)); // tram bits + SB(_m[t].m3, 4, 4, GB(_m[t].m5, 0, 4)); // tram owner + SB(_m[t].m5, 0, 4, GB(_m[t].m4, 0, 4)); // road bits break; case ROAD_TILE_CROSSING: - SB(_me[t].m7, 0, 5, GB(_m[t].m4, 0, 5)); // road owner - SB(_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 + SB(_me[t].m7, 0, 5, GB(_m[t].m4, 0, 5)); // road owner + SB(_me[t].m6, 3, 3, GB(_m[t].m3, 4, 3)); // ground + SB(_m[t].m3, 4, 4, GB(_m[t].m5, 0, 4)); // tram owner + SB(_m[t].m5, 0, 1, GB(_m[t].m4, 6, 1)); // road axis + SB(_m[t].m5, 5, 1, GB(_m[t].m4, 5, 1)); // crossing state break; case ROAD_TILE_DEPOT: @@ -1090,7 +1090,7 @@ bool AfterLoadGame() 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(_me[t].m7, 0, 5, HasBit(_me[t].m6, 2) ? OWNER_TOWN : GetTileOwner(t)); SB(_m[t].m3, 4, 4, _m[t].m1); _m[t].m4 = 0; break; @@ -1104,7 +1104,7 @@ bool AfterLoadGame() 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].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; @@ -1838,7 +1838,7 @@ bool AfterLoadGame() /* Increase HouseAnimationFrame from 5 to 7 bits */ for (TileIndex t = 0; t < map_size; t++) { if (IsTileType(t, MP_HOUSE) && GetHouseType(t) >= NEW_HOUSE_OFFSET) { - SB(_m[t].m6, 2, 6, GB(_m[t].m6, 3, 5)); + SB(_me[t].m6, 2, 6, GB(_me[t].m6, 3, 5)); SB(_m[t].m3, 5, 1, 0); } } @@ -1995,7 +1995,7 @@ bool AfterLoadGame() /* Reordering/generalisation of the object bits. */ ObjectType type = _m[t].m5; - SB(_m[t].m6, 2, 4, type == OBJECT_HQ ? GB(_m[t].m3, 2, 3) : 0); + SB(_me[t].m6, 2, 4, type == OBJECT_HQ ? GB(_m[t].m3, 2, 3) : 0); _m[t].m3 = type == OBJECT_HQ ? GB(_m[t].m3, 1, 1) | GB(_m[t].m3, 0, 1) << 4 : 0; /* Make sure those bits are clear as well! */ @@ -2016,8 +2016,8 @@ bool AfterLoadGame() uint offset = _m[t].m3; /* Also move the animation state. */ - _m[t].m3 = GB(_m[t].m6, 2, 4); - SB(_m[t].m6, 2, 4, 0); + _m[t].m3 = GB(_me[t].m6, 2, 4); + SB(_me[t].m6, 2, 4, 0); if (offset == 0) { /* No offset, so make the object. */ @@ -2404,9 +2404,9 @@ bool AfterLoadGame() case MP_HOUSE: if (GetHouseType(t) >= NEW_HOUSE_OFFSET) { uint per_proc = _me[t].m7; - _me[t].m7 = GB(_m[t].m6, 2, 6) | (GB(_m[t].m3, 5, 1) << 6); + _me[t].m7 = GB(_me[t].m6, 2, 6) | (GB(_m[t].m3, 5, 1) << 6); SB(_m[t].m3, 5, 1, 0); - SB(_m[t].m6, 2, 6, min(per_proc, 63)); + SB(_me[t].m6, 2, 6, min(per_proc, 63)); } break; |