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-rw-r--r--src/saveload/vehicle_sl.cpp39
1 files changed, 39 insertions, 0 deletions
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp
index 0fe73fe99..90d7ef312 100644
--- a/src/saveload/vehicle_sl.cpp
+++ b/src/saveload/vehicle_sl.cpp
@@ -200,6 +200,43 @@ void UpdateOldAircraft()
}
}
+/**
+ * Check all vehicles to ensure their engine type is valid
+ * for the currently loaded NewGRFs (that includes none...)
+ * This only makes a difference if NewGRFs are missing, otherwise
+ * all vehicles will be valid. This does not make such a game
+ * playable, it only prevents crash.
+ */
+static void CheckValidVehicles()
+{
+ uint total_engines = GetEnginePoolSize();
+ EngineID first_engine[4] = { INVALID_ENGINE, INVALID_ENGINE, INVALID_ENGINE, INVALID_ENGINE };
+
+ Engine *e;
+ FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) { first_engine[VEH_TRAIN] = e->index; break; }
+ FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) { first_engine[VEH_ROAD] = e->index; break; }
+ FOR_ALL_ENGINES_OF_TYPE(e, VEH_SHIP) { first_engine[VEH_SHIP] = e->index; break; }
+ FOR_ALL_ENGINES_OF_TYPE(e, VEH_AIRCRAFT) { first_engine[VEH_AIRCRAFT] = e->index; break; }
+
+ Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ /* Test if engine types match */
+ switch (v->type) {
+ case VEH_TRAIN:
+ case VEH_ROAD:
+ case VEH_SHIP:
+ case VEH_AIRCRAFT:
+ if (v->engine_type >= total_engines || v->type != GetEngine(v->engine_type)->type) {
+ v->engine_type = first_engine[v->type];
+ }
+ break;
+
+ default:
+ break;
+ }
+ }
+}
+
/** Called after load to update coordinates */
void AfterLoadVehicles(bool part_of_load)
{
@@ -262,6 +299,8 @@ void AfterLoadVehicles(bool part_of_load)
}
}
+ CheckValidVehicles();
+
FOR_ALL_VEHICLES(v) {
assert(v->first != NULL);