diff options
Diffstat (limited to 'src/saveload')
-rw-r--r-- | src/saveload/afterload.cpp | 46 | ||||
-rw-r--r-- | src/saveload/cargopacket_sl.cpp | 51 |
2 files changed, 52 insertions, 45 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp index c08bba5ab..bcfa76885 100644 --- a/src/saveload/afterload.cpp +++ b/src/saveload/afterload.cpp @@ -1226,43 +1226,7 @@ bool AfterLoadGame() } } - 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 VehicleCargoList::List *packets = v->cargo.Packets(); - for (VehicleCargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) { - CargoPacket *cp = *it; - cp->source_xy = Station::IsValidID(cp->source) ? Station::Get(cp->source)->xy : v->tile; - cp->loaded_at_xy = cp->source_xy; - } - v->cargo.InvalidateCache(); - } - - /* Store position of the station where the goods come from, so there - * are no very high payments when stations get removed. However, if the - * station where the goods came from is already removed, the source - * information is lost. In that case we set it to the position of this - * station */ - Station *st; - FOR_ALL_STATIONS(st) { - for (CargoID c = 0; c < NUM_CARGO; c++) { - GoodsEntry *ge = &st->goods[c]; - - const StationCargoList::List *packets = ge->cargo.Packets(); - for (StationCargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) { - CargoPacket *cp = *it; - cp->source_xy = Station::IsValidID(cp->source) ? Station::Get(cp->source)->xy : st->xy; - cp->loaded_at_xy = cp->source_xy; - } - } - } - } + CargoPacket::AfterLoad(); if (CheckSavegameVersion(45)) { Vehicle *v; @@ -1277,14 +1241,6 @@ bool AfterLoadGame() } } - if (CheckSavegameVersion(120)) { - /* CargoPacket's source should be either INVALID_STATION or a valid station */ - CargoPacket *cp; - FOR_ALL_CARGOPACKETS(cp) { - if (!Station::IsValidID(cp->source)) cp->source = INVALID_STATION; - } - } - /* 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)) { diff --git a/src/saveload/cargopacket_sl.cpp b/src/saveload/cargopacket_sl.cpp index 86354f9c7..dc0d3cc95 100644 --- a/src/saveload/cargopacket_sl.cpp +++ b/src/saveload/cargopacket_sl.cpp @@ -11,9 +11,60 @@ #include "../stdafx.h" #include "../cargopacket.h" +#include "../vehicle_base.h" +#include "../station_base.h" #include "saveload.h" +/* static */ void CargoPacket::AfterLoad() +{ + 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 VehicleCargoList::List *packets = v->cargo.Packets(); + for (VehicleCargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) { + CargoPacket *cp = *it; + cp->source_xy = Station::IsValidID(cp->source) ? Station::Get(cp->source)->xy : v->tile; + cp->loaded_at_xy = cp->source_xy; + } + v->cargo.InvalidateCache(); + } + + /* Store position of the station where the goods come from, so there + * are no very high payments when stations get removed. However, if the + * station where the goods came from is already removed, the source + * information is lost. In that case we set it to the position of this + * station */ + Station *st; + FOR_ALL_STATIONS(st) { + for (CargoID c = 0; c < NUM_CARGO; c++) { + GoodsEntry *ge = &st->goods[c]; + + const StationCargoList::List *packets = ge->cargo.Packets(); + for (StationCargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) { + CargoPacket *cp = *it; + cp->source_xy = Station::IsValidID(cp->source) ? Station::Get(cp->source)->xy : st->xy; + cp->loaded_at_xy = cp->source_xy; + } + } + } + } + + if (CheckSavegameVersion(120)) { + /* CargoPacket's source should be either INVALID_STATION or a valid station */ + CargoPacket *cp; + FOR_ALL_CARGOPACKETS(cp) { + if (!Station::IsValidID(cp->source)) cp->source = INVALID_STATION; + } + } +} + /** * Wrapper function to get the CargoPacket's internal structure while * some of the variables itself are private. |