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-rw-r--r--src/saveload/vehicle_sl.cpp670
1 files changed, 670 insertions, 0 deletions
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp
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--- /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},
+};