/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file order_sl.cpp Code handling saving and loading of orders */ #include "../stdafx.h" #include "../order_backup.h" #include "../settings_type.h" #include "../network/network.h" #include "saveload_internal.h" /** * Converts this order from an old savegame's version; * it moves all bits to the new location. */ void Order::ConvertFromOldSavegame() { uint8 old_flags = this->flags; this->flags = 0; /* First handle non-stop - use value from savegame if possible, else use value from config file */ if (_settings_client.gui.sg_new_nonstop || (IsSavegameVersionBefore(22) && _savegame_type != SGT_TTO && _savegame_type != SGT_TTD && _settings_client.gui.new_nonstop)) { /* OFB_NON_STOP */ this->SetNonStopType((old_flags & 8) ? ONSF_NO_STOP_AT_ANY_STATION : ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS); } else { this->SetNonStopType((old_flags & 8) ? ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS : ONSF_STOP_EVERYWHERE); } switch (this->GetType()) { /* Only a few types need the other savegame conversions. */ case OT_GOTO_DEPOT: case OT_GOTO_STATION: case OT_LOADING: break; default: return; } if (this->GetType() != OT_GOTO_DEPOT) { /* Then the load flags */ if ((old_flags & 2) != 0) { // OFB_UNLOAD this->SetLoadType(OLFB_NO_LOAD); } else if ((old_flags & 4) == 0) { // !OFB_FULL_LOAD this->SetLoadType(OLF_LOAD_IF_POSSIBLE); } else { /* old OTTD versions stored full_load_any in config file - assume it was enabled when loading */ this->SetLoadType(_settings_client.gui.sg_full_load_any || IsSavegameVersionBefore(22) ? OLF_FULL_LOAD_ANY : OLFB_FULL_LOAD); } if (this->IsType(OT_GOTO_STATION)) this->SetStopLocation(OSL_PLATFORM_FAR_END); /* Finally fix the unload flags */ if ((old_flags & 1) != 0) { // OFB_TRANSFER this->SetUnloadType(OUFB_TRANSFER); } else if ((old_flags & 2) != 0) { // OFB_UNLOAD this->SetUnloadType(OUFB_UNLOAD); } else { this->SetUnloadType(OUF_UNLOAD_IF_POSSIBLE); } } else { /* Then the depot action flags */ this->SetDepotActionType(((old_flags & 6) == 4) ? ODATFB_HALT : ODATF_SERVICE_ONLY); /* Finally fix the depot type flags */ uint t = ((old_flags & 6) == 6) ? ODTFB_SERVICE : ODTF_MANUAL; if ((old_flags & 2) != 0) t |= ODTFB_PART_OF_ORDERS; this->SetDepotOrderType((OrderDepotTypeFlags)t); } } /** * Unpacks a order from savegames with version 4 and lower * @param packed packed order * @return unpacked order */ static Order UnpackVersion4Order(uint16 packed) { return Order(GB(packed, 8, 8) << 16 | GB(packed, 4, 4) << 8 | GB(packed, 0, 4)); } /** * Unpacks a order from savegames made with TTD(Patch) * @param packed packed order * @return unpacked order */ Order UnpackOldOrder(uint16 packed) { Order order = UnpackVersion4Order(packed); /* * Sanity check * TTD stores invalid orders as OT_NOTHING with non-zero flags/station */ if (order.IsType(OT_NOTHING) && packed != 0) order.MakeDummy(); return order; } const SaveLoad *GetOrderDescription() { static const SaveLoad _order_desc[] = { SLE_VAR(Order, type, SLE_UINT8), SLE_VAR(Order, flags, SLE_UINT8), SLE_VAR(Order, dest, SLE_UINT16), SLE_REF(Order, next, REF_ORDER), SLE_CONDVAR(Order, refit_cargo, SLE_UINT8, 36, SL_MAX_VERSION), SLE_CONDVAR(Order, refit_subtype, SLE_UINT8, 36, SL_MAX_VERSION), SLE_CONDVAR(Order, wait_time, SLE_UINT16, 67, SL_MAX_VERSION), SLE_CONDVAR(Order, travel_time, SLE_UINT16, 67, SL_MAX_VERSION), SLE_CONDVAR(Order, max_speed, SLE_UINT16, 172, SL_MAX_VERSION), /* Leftover from the minor savegame version stuff * We will never use those free bytes, but we have to keep this line to allow loading of old savegames */ SLE_CONDNULL(10, 5, 35), SLE_END() }; return _order_desc; } static void Save_ORDR() { Order *order; FOR_ALL_ORDERS(order) { SlSetArrayIndex(order->index); SlObject(order, GetOrderDescription()); } } static void Load_ORDR() { if (IsSavegameVersionBefore(5, 2)) { /* Version older than 5.2 did not have a ->next pointer. Convert them * (in the old days, the orderlist was 5000 items big) */ size_t len = SlGetFieldLength(); if (IsSavegameVersionBefore(5)) { /* Pre-version 5 had another layout for orders * (uint16 instead of uint32) */ len /= sizeof(uint16); uint16 *orders = MallocT(len + 1); SlArray(orders, len, SLE_UINT16); for (size_t i = 0; i < len; ++i) { Order *o = new (i) Order(); o->AssignOrder(UnpackVersion4Order(orders[i])); } free(orders); } else if (IsSavegameVersionBefore(5, 2)) { len /= sizeof(uint32); uint32 *orders = MallocT(len + 1); SlArray(orders, len, SLE_UINT32); for (size_t i = 0; i < len; ++i) { new (i) Order(orders[i]); } free(orders); } /* Update all the next pointer */ Order *o; FOR_ALL_ORDERS(o) { /* Delete invalid orders */ if (o->IsType(OT_NOTHING)) { delete o; continue; } /* The orders were built like this: * While the order is valid, set the previous will get its next pointer set */ Order *prev = Order::GetIfValid(order_index - 1); if (prev != NULL) prev->next = o; } } else { int index; while ((index = SlIterateArray()) != -1) { Order *order = new (index) Order(); SlObject(order, GetOrderDescription()); } } } static void Ptrs_ORDR() { /* Orders from old savegames have pointers corrected in Load_ORDR */ if (IsSavegameVersionBefore(5, 2)) return; Order *o; FOR_ALL_ORDERS(o) { SlObject(o, GetOrderDescription()); } } const SaveLoad *GetOrderListDescription() { static const SaveLoad _orderlist_desc[] = { SLE_REF(OrderList, first, REF_ORDER), SLE_END() }; return _orderlist_desc; } static void Save_ORDL() { OrderList *list; FOR_ALL_ORDER_LISTS(list) { SlSetArrayIndex(list->index); SlObject(list, GetOrderListDescription()); } } static void Load_ORDL() { int index; while ((index = SlIterateArray()) != -1) { /* set num_orders to 0 so it's a valid OrderList */ OrderList *list = new (index) OrderList(0); SlObject(list, GetOrderListDescription()); } } static void Ptrs_ORDL() { OrderList *list; FOR_ALL_ORDER_LISTS(list) { SlObject(list, GetOrderListDescription()); } } const SaveLoad *GetOrderBackupDescription() { static const SaveLoad _order_backup_desc[] = { SLE_VAR(OrderBackup, user, SLE_UINT32), SLE_VAR(OrderBackup, tile, SLE_UINT32), SLE_VAR(OrderBackup, group, SLE_UINT16), SLE_VAR(OrderBackup, service_interval, SLE_UINT32), SLE_STR(OrderBackup, name, SLE_STR, 0), SLE_VAR(OrderBackup, clone, SLE_UINT16), SLE_VAR(OrderBackup, cur_real_order_index, SLE_UINT8), SLE_CONDVAR(OrderBackup, cur_implicit_order_index, SLE_UINT8, 176, SL_MAX_VERSION), SLE_CONDVAR(OrderBackup, current_order_time, SLE_UINT32, 176, SL_MAX_VERSION), SLE_CONDVAR(OrderBackup, lateness_counter, SLE_INT32, 176, SL_MAX_VERSION), SLE_CONDVAR(OrderBackup, timetable_start, SLE_INT32, 176, SL_MAX_VERSION), SLE_CONDVAR(OrderBackup, vehicle_flags, SLE_FILE_U8 | SLE_VAR_U16, 176, 179), SLE_CONDVAR(OrderBackup, vehicle_flags, SLE_UINT16, 180, SL_MAX_VERSION), SLE_REF(OrderBackup, orders, REF_ORDER), SLE_END() }; return _order_backup_desc; } static void Save_BKOR() { /* We only save this when we're a network server * as we want this information on our clients. For * normal games this information isn't needed. */ if (!_networking || !_network_server) return; OrderBackup *ob; FOR_ALL_ORDER_BACKUPS(ob) { SlSetArrayIndex(ob->index); SlObject(ob, GetOrderBackupDescription()); } } void Load_BKOR() { int index; while ((index = SlIterateArray()) != -1) { /* set num_orders to 0 so it's a valid OrderList */ OrderBackup *ob = new (index) OrderBackup(); SlObject(ob, GetOrderBackupDescription()); } /* Only load order-backups for network clients. * If we are a network server or not networking, then we just loaded * a previously saved-by-server savegame. There are * no clients with a backup anymore, so clear it. */ if (!_networking || _network_server) { _order_backup_pool.CleanPool(); } } static void Ptrs_BKOR() { OrderBackup *ob; FOR_ALL_ORDER_BACKUPS(ob) { SlObject(ob, GetOrderBackupDescription()); } } extern const ChunkHandler _order_chunk_handlers[] = { { 'BKOR', Save_BKOR, Load_BKOR, Ptrs_BKOR, NULL, CH_ARRAY}, { 'ORDR', Save_ORDR, Load_ORDR, Ptrs_ORDR, NULL, CH_ARRAY}, { 'ORDL', Save_ORDL, Load_ORDL, Ptrs_ORDL, NULL, CH_ARRAY | CH_LAST}, };