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-rw-r--r--vehicle.c101
1 files changed, 1 insertions, 100 deletions
diff --git a/vehicle.c b/vehicle.c
index b7fa42aee..8e3111552 100644
--- a/vehicle.c
+++ b/vehicle.c
@@ -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)
{