diff options
Diffstat (limited to 'vehicle.c')
-rw-r--r-- | vehicle.c | 101 |
1 files changed, 1 insertions, 100 deletions
@@ -2128,7 +2128,7 @@ static const SaveLoad _train_desc[] = { SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL, 2, 2, 255), - SLE_CONDREFX(offsetof(Vehicle,u)+offsetof(VehicleRail,other_multiheaded_part), REF_VEHICLE, 2, 255), // added with 17.1, but was blank since 2 + SLE_CONDREFX(offsetof(Vehicle,u)+offsetof(VehicleRail,other_multiheaded_part), REF_VEHICLE, 2, 19), // added with 17.1, but was blank since 2. Removed in 20 // reserve extra space in savegame here. (currently 3 bytes) SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 3, 2, 255), @@ -2282,105 +2282,6 @@ static void Save_VEHS(void) } } -/* - * 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(void) -{ - Vehicle *v; - FOR_ALL_VEHICLES(v) { - if (v->type == VEH_Train) { - v->u.rail.other_multiheaded_part = NULL; - 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)) { - Vehicle *u = v; - - BEGIN_ENUM_WAGONS(u) - const RailVehicleInfo *rvi = RailVehInfo(u->engine_type); - CLRBIT(u->subtype, 7); - switch (u->subtype) { - case 0: /* TS_Front_Engine */ - if (rvi->flags & RVI_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->flags & RVI_WAGON) { - // normal wagon - SetTrainWagon(u); - break; - } - if (rvi->flags & RVI_MULTIHEAD && rvi->image_index == u->spritenum - 1) { - // rear end of a multiheaded engine - SetMultiheaded(u); - break; - } - if (rvi->flags & RVI_MULTIHEAD) { - SetMultiheaded(u); - } - SetTrainEngine(u); - break; - case 4: /* TS_Free_Car */ - u->subtype = 0; - SetTrainWagon(u); - SetFreeWagon(u); - break; - default: NOT_REACHED(); break; - } - END_ENUM_WAGONS(u) - u = v; - BEGIN_ENUM_WAGONS(u) - const RailVehicleInfo *rvi = RailVehInfo(u->engine_type); - - if (u->u.rail.other_multiheaded_part != NULL) continue; - - if (rvi->flags & RVI_MULTIHEAD) { - if (!IsTrainEngine(u)) { - /* we got a rear car without a front car. We will convert it to a front one */ - SetTrainEngine(u); - u->spritenum--; - } - - { - Vehicle *w; - - for(w = u->next; w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w)); - if (w != NULL) { - /* 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++; - } - } - - 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); - } - } - } - END_ENUM_WAGONS(u) - } - } - } -} - // Will be called when vehicles need to be loaded. static void Load_VEHS(void) { |