/* $Id$ */
/*
* 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"
#include "../safeguards.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_CONDNULL(1, 36, 181), // refit_subtype
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());
if (IsSavegameVersionBefore(190)) {
order->SetTravelTimetabled(order->GetTravelTime() > 0);
order->SetWaitTimetabled(order->GetWaitTime() > 0);
}
}
}
}
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},
};