/* $Id$ */ /** @file vehicle_sl.cpp Code handling saving and loading of vehicles */ #include "../stdafx.h" #include "../vehicle_func.h" #include "../train.h" #include "../roadveh.h" #include "../ship.h" #include "../aircraft.h" #include "../effectvehicle_base.h" #include "saveload.h" #include <map> /* * Link front and rear multiheaded engines to each other * This is done when loading a savegame */ void ConnectMultiheadedTrains() { Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN) { v->u.rail.other_multiheaded_part = NULL; } } FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) { /* Two ways to associate multiheaded parts to each other: * sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>.. * bracket-matching: Free vehicle chains shall be arranged to look like ..<..<..>..<..>..>.. * * Note: Old savegames might contain chains which do not comply with these rules, e.g. * - the front and read parts have invalid orders * - different engine types might be combined * - there might be different amounts of front and rear parts. * * Note: The multiheaded parts need to be matched exactly like they are matched on the server, else desyncs will occur. * This is why two matching strategies are needed. */ bool sequential_matching = IsFrontEngine(v); for (Vehicle *u = v; u != NULL; u = GetNextVehicle(u)) { if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one if (IsMultiheaded(u)) { if (!IsTrainEngine(u)) { /* we got a rear car without a front car. We will convert it to a front one */ SetTrainEngine(u); u->spritenum--; } /* Find a matching back part */ EngineID eid = u->engine_type; Vehicle *w; if (sequential_matching) { for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) { if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue; /* 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++; } break; } } else { uint stack_pos = 0; for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) { if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue; if (IsTrainEngine(w)) { stack_pos++; } else { if (stack_pos == 0) break; stack_pos--; } } } 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); } } } } } } /** * 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() { Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN) { 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)) { for (Vehicle *u = v; u != NULL; u = u->Next()) { const RailVehicleInfo *rvi = RailVehInfo(u->engine_type); ClrBit(u->subtype, 7); switch (u->subtype) { case 0: // TS_Front_Engine if (rvi->railveh_type == RAILVEH_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->railveh_type == RAILVEH_WAGON) { /* normal wagon */ SetTrainWagon(u); break; } if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) { /* rear end of a multiheaded engine */ SetMultiheaded(u); break; } if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u); SetTrainEngine(u); break; case 4: // TS_Free_Car u->subtype = 0; SetTrainWagon(u); SetFreeWagon(u); break; default: NOT_REACHED(); break; } } } } } } /** need to be called to load aircraft from old version */ void UpdateOldAircraft() { /* set airport_flags to 0 for all airports just to be sure */ Station *st; FOR_ALL_STATIONS(st) { st->airport_flags = 0; // reset airport } Vehicle *v_oldstyle; FOR_ALL_VEHICLES(v_oldstyle) { /* airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor) * skip those */ if (v_oldstyle->type == VEH_AIRCRAFT && IsNormalAircraft(v_oldstyle)) { /* airplane in terminal stopped doesn't hurt anyone, so goto next */ if (v_oldstyle->vehstatus & VS_STOPPED && v_oldstyle->u.air.state == 0) { v_oldstyle->u.air.state = HANGAR; continue; } AircraftLeaveHangar(v_oldstyle); // make airplane visible if it was in a depot for example v_oldstyle->vehstatus &= ~VS_STOPPED; // make airplane moving v_oldstyle->cur_speed = v_oldstyle->max_speed; // so aircraft don't have zero speed while in air if (!v_oldstyle->current_order.IsType(OT_GOTO_STATION) && !v_oldstyle->current_order.IsType(OT_GOTO_DEPOT)) { /* reset current order so aircraft doesn't have invalid "station-only" order */ v_oldstyle->current_order.MakeDummy(); } v_oldstyle->u.air.state = FLYING; AircraftNextAirportPos_and_Order(v_oldstyle); // move it to the entry point of the airport GetNewVehiclePosResult gp = GetNewVehiclePos(v_oldstyle); v_oldstyle->tile = 0; // aircraft in air is tile=0 /* correct speed of helicopter-rotors */ if (v_oldstyle->subtype == AIR_HELICOPTER) v_oldstyle->Next()->Next()->cur_speed = 32; /* set new position x,y,z */ SetAircraftPosition(v_oldstyle, gp.x, gp.y, GetAircraftFlyingAltitude(v_oldstyle)); } } } /** * 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 = Engine::GetPoolSize(); 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 != Engine::Get(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) { Vehicle *v; FOR_ALL_VEHICLES(v) { /* Reinstate the previous pointer */ if (v->Next() != NULL) v->Next()->previous = v; if (v->NextShared() != NULL) v->NextShared()->previous_shared = v; v->UpdateDeltaXY(v->direction); if (part_of_load) v->fill_percent_te_id = INVALID_TE_ID; v->first = NULL; if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE; if (v->type == VEH_ROAD) v->u.road.first_engine = INVALID_ENGINE; v->cargo.InvalidateCache(); } /* AfterLoadVehicles may also be called in case of NewGRF reload, in this * case we may not convert orders again. */ if (part_of_load) { /* Create shared vehicle chain for very old games (pre 5,2) and create * OrderList from shared vehicle chains. For this to work correctly, the * following conditions must be fulfilled: * a) both next_shared and previous_shared are not set for pre 5,2 games * b) both next_shared and previous_shared are set for later games */ std::map<Order*, OrderList*> mapping; FOR_ALL_VEHICLES(v) { if (v->orders.old != NULL) { if (CheckSavegameVersion(105)) { // Pre-105 didn't save an OrderList if (mapping[v->orders.old] == NULL) { /* This adds the whole shared vehicle chain for case b */ v->orders.list = mapping[v->orders.old] = new OrderList(v->orders.old, v); } else { v->orders.list = mapping[v->orders.old]; /* For old games (case a) we must create the shared vehicle chain */ if (CheckSavegameVersionOldStyle(5, 2)) { v->AddToShared(v->orders.list->GetFirstSharedVehicle()); } } } else { // OrderList was saved as such, only recalculate not saved values if (v->PreviousShared() == NULL) { new (v->orders.list) OrderList(v->orders.list->GetFirstOrder(), v); } } } } } FOR_ALL_VEHICLES(v) { /* Fill the first pointers */ if (v->Previous() == NULL) { for (Vehicle *u = v; u != NULL; u = u->Next()) { u->first = v; } } } if (CheckSavegameVersion(105)) { /* Before 105 there was no order for shared orders, thus it messed up horribly */ FOR_ALL_VEHICLES(v) { if (v->First() != v || v->orders.list != NULL || v->previous_shared != NULL || v->next_shared == NULL) continue; v->orders.list = new OrderList(NULL, v); for (Vehicle *u = v; u != NULL; u = u->next_shared) { u->orders.list = v->orders.list; } } } CheckValidVehicles(); FOR_ALL_VEHICLES(v) { assert(v->first != NULL); if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) { if (IsFrontEngine(v)) v->u.rail.last_speed = v->cur_speed; // update displayed train speed TrainConsistChanged(v, false); } else if (v->type == VEH_ROAD && IsRoadVehFront(v)) { RoadVehUpdateCache(v); } } /* Stop non-front engines */ if (CheckSavegameVersion(112)) { FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN && !IsFrontEngine(v)) { if (IsTrainEngine(v)) v->vehstatus |= VS_STOPPED; /* cur_speed is now relevant for non-front parts - nonzero breaks * moving-wagons-inside-depot- and autoreplace- code */ v->cur_speed = 0; } /* trains weren't stopping gradually in old OTTD versions (and TTO/TTD) * other vehicle types didn't have zero speed while stopped (even in 'recent' OTTD versions) */ if ((v->vehstatus & VS_STOPPED) && (v->type != VEH_TRAIN || CheckSavegameVersionOldStyle(2, 1))) { v->cur_speed = 0; } } } FOR_ALL_VEHICLES(v) { switch (v->type) { case VEH_ROAD: v->u.road.roadtype = HasBit(EngInfo(v->First()->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD; v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype); /* FALL THROUGH */ case VEH_TRAIN: case VEH_SHIP: v->cur_image = v->GetImage(v->direction); break; case VEH_AIRCRAFT: if (IsNormalAircraft(v)) { v->cur_image = v->GetImage(v->direction); /* The plane's shadow will have the same image as the plane */ Vehicle *shadow = v->Next(); shadow->cur_image = v->cur_image; /* In the case of a helicopter we will update the rotor sprites */ if (v->subtype == AIR_HELICOPTER) { Vehicle *rotor = shadow->Next(); rotor->cur_image = GetRotorImage(v); } UpdateAircraftCache(v); } break; default: break; } v->coord.left = INVALID_COORD; VehicleMove(v, false); } } static uint8 _cargo_days; static uint16 _cargo_source; static uint32 _cargo_source_xy; static uint16 _cargo_count; static uint16 _cargo_paid_for; static Money _cargo_feeder_share; static uint32 _cargo_loaded_at_xy; /** * Make it possible to make the saveload tables "friends" of other classes. * @param vt the vehicle type. Can be VEH_END for the common vehicle description data * @return the saveload description */ const SaveLoad *GetVehicleDescription(VehicleType vt) { /** Save and load of vehicles */ static const SaveLoad _common_veh_desc[] = { SLE_VAR(Vehicle, subtype, SLE_UINT8), SLE_REF(Vehicle, next, REF_VEHICLE_OLD), SLE_CONDVAR(Vehicle, name, SLE_NAME, 0, 83), SLE_CONDSTR(Vehicle, name, SLE_STR, 0, 84, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7), SLE_CONDVAR(Vehicle, unitnumber, SLE_UINT16, 8, SL_MAX_VERSION), SLE_VAR(Vehicle, owner, SLE_UINT8), SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, x_pos, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, y_pos, SLE_UINT32, 6, SL_MAX_VERSION), SLE_VAR(Vehicle, z_pos, SLE_UINT8), SLE_VAR(Vehicle, direction, SLE_UINT8), SLE_CONDNULL(2, 0, 57), SLE_VAR(Vehicle, spritenum, SLE_UINT8), SLE_CONDNULL(5, 0, 57), SLE_VAR(Vehicle, engine_type, SLE_UINT16), SLE_VAR(Vehicle, max_speed, SLE_UINT16), SLE_VAR(Vehicle, cur_speed, SLE_UINT16), SLE_VAR(Vehicle, subspeed, SLE_UINT8), SLE_VAR(Vehicle, acceleration, SLE_UINT8), SLE_VAR(Vehicle, progress, SLE_UINT8), SLE_VAR(Vehicle, vehstatus, SLE_UINT8), SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16, 5, SL_MAX_VERSION), SLE_VAR(Vehicle, cargo_type, SLE_UINT8), SLE_CONDVAR(Vehicle, cargo_subtype, SLE_UINT8, 35, SL_MAX_VERSION), SLEG_CONDVAR( _cargo_days, SLE_UINT8, 0, 67), SLEG_CONDVAR( _cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6), SLEG_CONDVAR( _cargo_source, SLE_UINT16, 7, 67), SLEG_CONDVAR( _cargo_source_xy, SLE_UINT32, 44, 67), SLE_VAR(Vehicle, cargo_cap, SLE_UINT16), SLEG_CONDVAR( _cargo_count, SLE_UINT16, 0, 67), SLE_CONDLST(Vehicle, cargo, REF_CARGO_PACKET, 68, SL_MAX_VERSION), SLE_VAR(Vehicle, day_counter, SLE_UINT8), SLE_VAR(Vehicle, tick_counter, SLE_UINT8), SLE_CONDVAR(Vehicle, running_ticks, SLE_UINT8, 88, SL_MAX_VERSION), SLE_VAR(Vehicle, cur_order_index, SLE_UINT8), /* num_orders is now part of OrderList and is not saved but counted */ SLE_CONDNULL(1, 0, 104), /* This next line is for version 4 and prior compatibility.. it temporarily reads type and flags (which were both 4 bits) into type. Later on this is converted correctly */ SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 0, 4), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), /* Orders for version 5 and on */ SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION), /* Refit in current order */ SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_cargo), SLE_UINT8, 36, SL_MAX_VERSION), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_subtype), SLE_UINT8, 36, SL_MAX_VERSION), /* Timetable in current order */ SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, wait_time), SLE_UINT16, 67, SL_MAX_VERSION), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, travel_time), SLE_UINT16, 67, SL_MAX_VERSION), SLE_CONDREF(Vehicle, orders, REF_ORDER, 0, 104), SLE_CONDREF(Vehicle, orders, REF_ORDERLIST, 105, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, max_age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, max_age, SLE_INT32, 31, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32, 31, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, service_interval, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, service_interval, SLE_INT32, 31, SL_MAX_VERSION), SLE_VAR(Vehicle, reliability, SLE_UINT16), SLE_VAR(Vehicle, reliability_spd_dec, SLE_UINT16), SLE_VAR(Vehicle, breakdown_ctr, SLE_UINT8), SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8), SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8), SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8), SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, build_year, SLE_INT32, 31, SL_MAX_VERSION), SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16), SLEG_CONDVAR( _cargo_paid_for, SLE_UINT16, 45, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, vehicle_flags, SLE_UINT8, 40, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, profit_this_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64), SLE_CONDVAR(Vehicle, profit_this_year, SLE_INT64, 65, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, profit_last_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64), SLE_CONDVAR(Vehicle, profit_last_year, SLE_INT64, 65, SL_MAX_VERSION), SLEG_CONDVAR( _cargo_feeder_share, SLE_FILE_I32 | SLE_VAR_I64, 51, 64), SLEG_CONDVAR( _cargo_feeder_share, SLE_INT64, 65, 67), SLEG_CONDVAR( _cargo_loaded_at_xy, SLE_UINT32, 51, 67), SLE_CONDVAR(Vehicle, value, SLE_FILE_I32 | SLE_VAR_I64, 0, 64), SLE_CONDVAR(Vehicle, value, SLE_INT64, 65, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, random_bits, SLE_UINT8, 2, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, waiting_triggers, SLE_UINT8, 2, SL_MAX_VERSION), SLE_CONDREF(Vehicle, next_shared, REF_VEHICLE, 2, SL_MAX_VERSION), SLE_CONDNULL(2, 2, 68), SLE_CONDNULL(4, 69, 100), SLE_CONDVAR(Vehicle, group_id, SLE_UINT16, 60, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, current_order_time, SLE_UINT32, 67, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, lateness_counter, SLE_INT32, 67, SL_MAX_VERSION), /* reserve extra space in savegame here. (currently 10 bytes) */ SLE_CONDNULL(10, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _train_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN), SLE_VEH_INCLUDEX(), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, crash_anim_pos), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, force_proceed), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, railtype), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, track), SLE_UINT8), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_FILE_U8 | SLE_VAR_U16, 2, 99), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_UINT16, 100, SL_MAX_VERSION), SLE_CONDNULL(2, 2, 59), SLE_CONDNULL(2, 2, 19), /* reserve extra space in savegame here. (currently 11 bytes) */ SLE_CONDNULL(11, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _roadveh_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_ROAD), SLE_VEH_INCLUDEX(), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, state), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, frame), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, blocked_ctr), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, crashed_ctr), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, reverse_ctr), SLE_UINT8), SLE_CONDREFX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot), REF_ROADSTOPS, 6, SL_MAX_VERSION), SLE_CONDNULL(1, 6, SL_MAX_VERSION), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot_age), SLE_UINT8, 6, SL_MAX_VERSION), /* reserve extra space in savegame here. (currently 16 bytes) */ SLE_CONDNULL(16, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _ship_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_SHIP), SLE_VEH_INCLUDEX(), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleShip, state), SLE_UINT8), /* reserve extra space in savegame here. (currently 16 bytes) */ SLE_CONDNULL(16, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _aircraft_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_AIRCRAFT), SLE_VEH_INCLUDEX(), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, crashed_counter), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, pos), SLE_UINT8), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_UINT16, 5, SL_MAX_VERSION), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, state), SLE_UINT8), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, previous_pos), SLE_UINT8, 2, SL_MAX_VERSION), /* reserve extra space in savegame here. (currently 15 bytes) */ SLE_CONDNULL(15, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _special_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_EFFECT), SLE_VAR(Vehicle, subtype, SLE_UINT8), SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_VAR(Vehicle, z_pos, SLE_UINT8), SLE_VAR(Vehicle, cur_image, SLE_UINT16), SLE_CONDNULL(5, 0, 57), SLE_VAR(Vehicle, progress, SLE_UINT8), SLE_VAR(Vehicle, vehstatus, SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_state), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_substate), SLE_UINT8), SLE_CONDVAR(Vehicle, spritenum, SLE_UINT8, 2, SL_MAX_VERSION), /* reserve extra space in savegame here. (currently 15 bytes) */ SLE_CONDNULL(15, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _disaster_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_DISASTER), SLE_REF(Vehicle, next, REF_VEHICLE_OLD), SLE_VAR(Vehicle, subtype, SLE_UINT8), SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_VAR(Vehicle, z_pos, SLE_UINT8), SLE_VAR(Vehicle, direction, SLE_UINT8), SLE_CONDNULL(5, 0, 57), SLE_VAR(Vehicle, owner, SLE_UINT8), SLE_VAR(Vehicle, vehstatus, SLE_UINT8), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION), SLE_VAR(Vehicle, cur_image, SLE_UINT16), SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION), SLE_VAR(Vehicle, tick_counter, SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, image_override), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, big_ufo_destroyer_target), SLE_UINT16), /* reserve extra space in savegame here. (currently 16 bytes) */ SLE_CONDNULL(16, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad *_veh_descs[] = { _train_desc, _roadveh_desc, _ship_desc, _aircraft_desc, _special_desc, _disaster_desc, _common_veh_desc, }; return _veh_descs[vt]; } /** Will be called when the vehicles need to be saved. */ static void Save_VEHS() { Vehicle *v; /* Write the vehicles */ FOR_ALL_VEHICLES(v) { SlSetArrayIndex(v->index); SlObject(v, GetVehicleDescription(v->type)); } } /** Will be called when vehicles need to be loaded. */ void Load_VEHS() { int index; _cargo_count = 0; while ((index = SlIterateArray()) != -1) { Vehicle *v; VehicleType vtype = (VehicleType)SlReadByte(); switch (vtype) { case VEH_TRAIN: v = new (index) Train(); break; case VEH_ROAD: v = new (index) RoadVehicle(); break; case VEH_SHIP: v = new (index) Ship(); break; case VEH_AIRCRAFT: v = new (index) Aircraft(); break; case VEH_EFFECT: v = new (index) EffectVehicle(); break; case VEH_DISASTER: v = new (index) DisasterVehicle(); break; case VEH_INVALID: v = new (index) InvalidVehicle(); break; default: NOT_REACHED(); } SlObject(v, GetVehicleDescription(vtype)); if (_cargo_count != 0 && IsCompanyBuildableVehicleType(v)) { /* Don't construct the packet with station here, because that'll fail with old savegames */ CargoPacket *cp = new CargoPacket(); cp->source = _cargo_source; cp->source_xy = _cargo_source_xy; cp->count = _cargo_count; cp->days_in_transit = _cargo_days; cp->feeder_share = _cargo_feeder_share; cp->loaded_at_xy = _cargo_loaded_at_xy; v->cargo.Append(cp); } /* Old savegames used 'last_station_visited = 0xFF' */ if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF) v->last_station_visited = INVALID_STATION; if (CheckSavegameVersion(5)) { /* Convert the current_order.type (which is a mix of type and flags, because * in those versions, they both were 4 bits big) to type and flags */ v->current_order.flags = GB(v->current_order.type, 4, 4); v->current_order.type &= 0x0F; } /* Advanced vehicle lists got added */ if (CheckSavegameVersion(60)) v->group_id = DEFAULT_GROUP; } } void Ptrs_VEHS() { Vehicle *v; FOR_ALL_VEHICLES(v) { SlObject(v, GetVehicleDescription(v->type)); } } extern const ChunkHandler _veh_chunk_handlers[] = { { 'VEHS', Save_VEHS, Load_VEHS, Ptrs_VEHS, CH_SPARSE_ARRAY | CH_LAST}, };