/* $Id$ */ /* * 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 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 "../station_base.h" #include "../effectvehicle_base.h" #include "saveload.h" #include /** * Link front and rear multiheaded engines to each other * This is done when loading a savegame */ void ConnectMultiheadedTrains() { Train *v; FOR_ALL_TRAINS(v) { v->other_multiheaded_part = NULL; } FOR_ALL_TRAINS(v) { if (v->IsFrontEngine() || v->IsFreeWagon()) { /* 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 = v->IsFrontEngine(); for (Train *u = v; u != NULL; u = u->GetNextVehicle()) { if (u->other_multiheaded_part != NULL) continue; // we already linked this one if (u->IsMultiheaded()) { if (!u->IsEngine()) { /* we got a rear car without a front car. We will convert it to a front one */ u->SetEngine(); u->spritenum--; } /* Find a matching back part */ EngineID eid = u->engine_type; Train *w; if (sequential_matching) { for (w = u->GetNextVehicle(); w != NULL; w = w->GetNextVehicle()) { if (w->engine_type != eid || w->other_multiheaded_part != NULL || !w->IsMultiheaded()) continue; /* we found a car to partner with this engine. Now we will make sure it face the right way */ if (w->IsEngine()) { w->ClearEngine(); w->spritenum++; } break; } } else { uint stack_pos = 0; for (w = u->GetNextVehicle(); w != NULL; w = w->GetNextVehicle()) { if (w->engine_type != eid || w->other_multiheaded_part != NULL || !w->IsMultiheaded()) continue; if (w->IsEngine()) { stack_pos++; } else { if (stack_pos == 0) break; stack_pos--; } } } if (w != NULL) { w->other_multiheaded_part = u; u->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 */ u->ClearMultiheaded(); } } } } } } /** * 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() { Train *t; FOR_ALL_TRAINS(t) SetBit(t->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop FOR_ALL_TRAINS(t) { if (HasBit(t->subtype, 7) && ((t->subtype & ~0x80) == 0 || (t->subtype & ~0x80) == 4)) { for (Train *u = t; 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) u->SetMultiheaded(); u->SetFrontEngine(); u->SetEngine(); break; case 1: // TS_Artic_Part u->subtype = 0; u->SetArticulatedPart(); break; case 2: // TS_Not_First u->subtype = 0; if (rvi->railveh_type == RAILVEH_WAGON) { /* normal wagon */ u->SetWagon(); break; } if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) { /* rear end of a multiheaded engine */ u->SetMultiheaded(); break; } if (rvi->railveh_type == RAILVEH_MULTIHEAD) u->SetMultiheaded(); u->SetEngine(); break; case 4: // TS_Free_Car u->subtype = 0; u->SetWagon(); u->SetFreeWagon(); break; default: SlErrorCorrupt("Invalid train subtype"); } } } } } /** 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 } Aircraft *a; FOR_ALL_AIRCRAFT(a) { /* airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor) * skip those */ if (a->IsNormalAircraft()) { /* airplane in terminal stopped doesn't hurt anyone, so goto next */ if ((a->vehstatus & VS_STOPPED) && a->state == 0) { a->state = HANGAR; continue; } AircraftLeaveHangar(a, a->direction); // make airplane visible if it was in a depot for example a->vehstatus &= ~VS_STOPPED; // make airplane moving UpdateAircraftCache(a); a->cur_speed = a->vcache.cached_max_speed; // so aircraft don't have zero speed while in air if (!a->current_order.IsType(OT_GOTO_STATION) && !a->current_order.IsType(OT_GOTO_DEPOT)) { /* reset current order so aircraft doesn't have invalid "station-only" order */ a->current_order.MakeDummy(); } a->state = FLYING; AircraftNextAirportPos_and_Order(a); // move it to the entry point of the airport GetNewVehiclePosResult gp = GetNewVehiclePos(a); a->tile = 0; // aircraft in air is tile=0 /* correct speed of helicopter-rotors */ if (a->subtype == AIR_HELICOPTER) a->Next()->Next()->cur_speed = 32; /* set new position x,y,z */ SetAircraftPosition(a, gp.x, gp.y, GetAircraftFlyingAltitude(a)); } } } /** * 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() { size_t 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 != v->GetEngine()->type) { v->engine_type = first_engine[v->type]; } break; default: break; } } } extern byte _age_cargo_skip_counter; // From misc_sl.cpp /** 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; if (part_of_load) v->fill_percent_te_id = INVALID_TE_ID; v->first = NULL; if (v->IsGroundVehicle()) v->GetGroundVehicleCache()->first_engine = INVALID_ENGINE; } /* 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 mapping; FOR_ALL_VEHICLES(v) { if (v->orders.old != NULL) { if (IsSavegameVersionBefore(105)) { // Pre-105 didn't save an OrderList if (mapping[v->orders.old] == NULL) { /* This adds the whole shared vehicle chain for case b */ /* Creating an OrderList here is safe because the number of vehicles * allowed in these savegames matches the number of OrderLists. As * such each vehicle can get an OrderList and it will (still) fit. */ assert(OrderList::CanAllocateItem()); 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 (IsSavegameVersionBefore(5, 2)) { v->AddToShared(v->orders.list->GetFirstSharedVehicle()); } } } else { // OrderList was saved as such, only recalculate not saved values if (v->PreviousShared() == NULL) { v->orders.list->Initialize(v->orders.list->first, 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 (part_of_load) { if (IsSavegameVersionBefore(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; /* As above, allocating OrderList here is safe. */ assert(OrderList::CanAllocateItem()); v->orders.list = new OrderList(NULL, v); for (Vehicle *u = v; u != NULL; u = u->next_shared) { u->orders.list = v->orders.list; } } } if (IsSavegameVersionBefore(157)) { /* The road vehicle subtype was converted to a flag. */ RoadVehicle *rv; FOR_ALL_ROADVEHICLES(rv) { if (rv->subtype == 0) { /* The road vehicle is at the front. */ rv->SetFrontEngine(); } else if (rv->subtype == 1) { /* The road vehicle is an articulated part. */ rv->subtype = 0; rv->SetArticulatedPart(); } else { SlErrorCorrupt("Invalid road vehicle subtype"); } } } if (IsSavegameVersionBefore(160)) { /* In some old savegames there might be some "crap" stored. */ FOR_ALL_VEHICLES(v) { if (!v->IsPrimaryVehicle() && v->type != VEH_DISASTER) { v->current_order.Free(); v->unitnumber = 0; } } } if (IsSavegameVersionBefore(162)) { /* Set the vehicle-local cargo age counter from the old global counter. */ FOR_ALL_VEHICLES(v) { v->cargo_age_counter = _age_cargo_skip_counter; } } } CheckValidVehicles(); FOR_ALL_VEHICLES(v) { assert(v->first != NULL); switch (v->type) { case VEH_TRAIN: { Train *t = Train::From(v); if (t->IsFrontEngine() || t->IsFreeWagon()) { t->gcache.last_speed = t->cur_speed; // update displayed train speed t->ConsistChanged(false); } break; } case VEH_ROAD: { RoadVehicle *rv = RoadVehicle::From(v); if (rv->IsFrontEngine()) { rv->gcache.last_speed = rv->cur_speed; // update displayed road vehicle speed RoadVehUpdateCache(rv); if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) { rv->CargoChanged(); } } break; } case VEH_SHIP: Ship::From(v)->UpdateCache(); break; default: break; } } /* Stop non-front engines */ if (part_of_load && IsSavegameVersionBefore(112)) { FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN) { Train *t = Train::From(v); if (!t->IsFrontEngine()) { if (t->IsEngine()) t->vehstatus |= VS_STOPPED; /* cur_speed is now relevant for non-front parts - nonzero breaks * moving-wagons-inside-depot- and autoreplace- code */ t->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 || IsSavegameVersionBefore(2, 1))) { v->cur_speed = 0; } } } FOR_ALL_VEHICLES(v) { switch (v->type) { case VEH_ROAD: { RoadVehicle *rv = RoadVehicle::From(v); rv->roadtype = HasBit(EngInfo(v->First()->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD; rv->compatible_roadtypes = RoadTypeToRoadTypes(rv->roadtype); /* FALL THROUGH */ } case VEH_TRAIN: case VEH_SHIP: v->cur_image = v->GetImage(v->direction, EIT_ON_MAP); break; case VEH_AIRCRAFT: if (Aircraft::From(v)->IsNormalAircraft()) { v->cur_image = v->GetImage(v->direction, EIT_ON_MAP); /* 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(Aircraft::From(v), EIT_ON_MAP); } UpdateAircraftCache(Aircraft::From(v), true); } break; default: break; } v->UpdateDeltaXY(v->direction); v->coord.left = INVALID_COORD; VehicleUpdatePosition(v); VehicleUpdateViewport(v, false); } } bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // From train_cmd.cpp void ReverseTrainDirection(Train *v); void ReverseTrainSwapVeh(Train *v, int l, int r); /** Fixup old train spacing. */ void FixupTrainLengths() { /* Vehicle center was moved from 4 units behind the front to half the length * behind the front. Move vehicles so they end up on the same spot. */ Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->type == VEH_TRAIN && v->IsPrimaryVehicle()) { /* The vehicle center is now more to the front depending on vehicle length, * so we need to move all vehicles forward to cover the difference to the * old center, otherwise wagon spacing in trains would be broken upon load. */ for (Train *u = Train::From(v); u != NULL; u = u->Next()) { if (u->track == TRACK_BIT_DEPOT || (u->vehstatus & VS_CRASHED)) continue; Train *next = u->Next(); /* Try to pull the vehicle half its length forward. */ int diff = (VEHICLE_LENGTH - u->gcache.cached_veh_length) / 2; int done; for (done = 0; done < diff; done++) { if (!TrainController(u, next, false)) break; } if (next != NULL && done < diff && u->IsFrontEngine()) { /* Pulling the front vehicle forwards failed, we either encountered a dead-end * or a red signal. To fix this, we try to move the whole train the required * space backwards and re-do the fix up of the front vehicle. */ /* Ignore any signals when backtracking. */ TrainForceProceeding old_tfp = u->force_proceed; u->force_proceed = TFP_SIGNAL; /* Swap start<>end, start+1<>end-1, ... */ int r = CountVehiclesInChain(u) - 1; // number of vehicles - 1 int l = 0; do ReverseTrainSwapVeh(u, l++, r--); while (l <= r); /* We moved the first vehicle which is now the last. Move it back to the * original position as we will fix up the last vehicle later in the loop. */ for (int i = 0; i < done; i++) TrainController(u->Last(), NULL); /* Move the train backwards to get space for the first vehicle. As the stopping * distance from a line end is rounded up, move the train one unit more to cater * for front vehicles with odd lengths. */ int moved; for (moved = 0; moved < diff + 1; moved++) { if (!TrainController(u, NULL, false)) break; } /* Swap start<>end, start+1<>end-1, ... again. */ r = CountVehiclesInChain(u) - 1; // number of vehicles - 1 l = 0; do ReverseTrainSwapVeh(u, l++, r--); while (l <= r); u->force_proceed = old_tfp; /* Tracks are too short to fix the train length. The player has to fix the * train in a depot. Bail out so we don't damage the vehicle chain any more. */ if (moved < diff + 1) break; /* Re-do the correction for the first vehicle. */ for (done = 0; done < diff; done++) TrainController(u, next, false); /* We moved one unit more backwards than needed for even-length front vehicles, * try to move that unit forward again. We don't care if this step fails. */ TrainController(u, NULL, false); } /* If the next wagon is still in a depot, check if it shouldn't be outside already. */ if (next != NULL && next->track == TRACK_BIT_DEPOT) { int d = TicksToLeaveDepot(u); if (d <= 0) { /* Next vehicle should have left the depot already, show it and pull forward. */ next->vehstatus &= ~VS_HIDDEN; next->track = TrackToTrackBits(GetRailDepotTrack(next->tile)); for (int i = 0; i >= d; i--) TrainController(next, NULL); } } } /* Update all cached properties after moving the vehicle chain around. */ Train::From(v)->ConsistChanged(true); } } } 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 | SLF_ALLOW_CONTROL, 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_CONDVAR(Vehicle, z_pos, SLE_FILE_U8 | SLE_VAR_I32, 0, 163), SLE_CONDVAR(Vehicle, z_pos, SLE_INT32, 164, SL_MAX_VERSION), 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_CONDNULL(2, 0, 151), 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.packets, REF_CARGO_PACKET, 68, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, cargo_age_counter, SLE_UINT16, 162, 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_implicit_order_index, SLE_UINT8), SLE_CONDVAR(Vehicle, cur_real_order_index, SLE_UINT8, 158, SL_MAX_VERSION), /* 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_CONDVAR(Vehicle, current_order.type, SLE_UINT8, 0, 4), SLE_CONDVAR(Vehicle, current_order.dest, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), /* Orders for version 5 and on */ SLE_CONDVAR(Vehicle, current_order.type, SLE_UINT8, 5, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, current_order.flags, SLE_UINT8, 5, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, current_order.dest, SLE_UINT16, 5, SL_MAX_VERSION), /* Refit in current order */ SLE_CONDVAR(Vehicle, current_order.refit_cargo, SLE_UINT8, 36, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, current_order.refit_subtype, SLE_UINT8, 36, SL_MAX_VERSION), /* Timetable in current order */ SLE_CONDVAR(Vehicle, current_order.wait_time, SLE_UINT16, 67, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, current_order.travel_time, SLE_UINT16, 67, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, current_order.max_speed, SLE_UINT16, 174, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, timetable_start, SLE_INT32, 129, 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_ticks, 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), SLE_CONDNULL(10, 2, 143), // old reserved space SLE_END() }; static const SaveLoad _train_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN), SLE_VEH_INCLUDE(), SLE_VAR(Train, crash_anim_pos, SLE_UINT16), SLE_VAR(Train, force_proceed, SLE_UINT8), SLE_VAR(Train, railtype, SLE_UINT8), SLE_VAR(Train, track, SLE_UINT8), SLE_CONDVAR(Train, flags, SLE_FILE_U8 | SLE_VAR_U16, 2, 99), SLE_CONDVAR(Train, flags, SLE_UINT16, 100, SL_MAX_VERSION), SLE_CONDNULL(2, 2, 59), SLE_CONDVAR(Train, wait_counter, SLE_UINT16, 136, SL_MAX_VERSION), SLE_CONDNULL(2, 2, 19), SLE_CONDVAR(Train, gv_flags, SLE_UINT16, 139, SL_MAX_VERSION), SLE_CONDNULL(11, 2, 143), // old reserved space SLE_END() }; static const SaveLoad _roadveh_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_ROAD), SLE_VEH_INCLUDE(), SLE_VAR(RoadVehicle, state, SLE_UINT8), SLE_VAR(RoadVehicle, frame, SLE_UINT8), SLE_VAR(RoadVehicle, blocked_ctr, SLE_UINT16), SLE_VAR(RoadVehicle, overtaking, SLE_UINT8), SLE_VAR(RoadVehicle, overtaking_ctr, SLE_UINT8), SLE_VAR(RoadVehicle, crashed_ctr, SLE_UINT16), SLE_VAR(RoadVehicle, reverse_ctr, SLE_UINT8), SLE_CONDNULL(2, 6, 68), SLE_CONDVAR(RoadVehicle, gv_flags, SLE_UINT16, 139, SL_MAX_VERSION), SLE_CONDNULL(4, 69, 130), SLE_CONDNULL(2, 6, 130), SLE_CONDNULL(16, 2, 143), // old reserved space SLE_END() }; static const SaveLoad _ship_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_SHIP), SLE_VEH_INCLUDE(), SLE_VAR(Ship, state, SLE_UINT8), SLE_CONDNULL(16, 2, 143), // old reserved space SLE_END() }; static const SaveLoad _aircraft_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_AIRCRAFT), SLE_VEH_INCLUDE(), SLE_VAR(Aircraft, crashed_counter, SLE_UINT16), SLE_VAR(Aircraft, pos, SLE_UINT8), SLE_CONDVAR(Aircraft, targetairport, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVAR(Aircraft, targetairport, SLE_UINT16, 5, SL_MAX_VERSION), SLE_VAR(Aircraft, state, SLE_UINT8), SLE_CONDVAR(Aircraft, previous_pos, SLE_UINT8, 2, SL_MAX_VERSION), SLE_CONDVAR(Aircraft, last_direction, SLE_UINT8, 2, SL_MAX_VERSION), SLE_CONDVAR(Aircraft, number_consecutive_turns, SLE_UINT8, 2, SL_MAX_VERSION), SLE_CONDVAR(Aircraft, turn_counter, SLE_UINT8, 136, SL_MAX_VERSION), SLE_CONDVAR(Aircraft, flags, SLE_UINT8, 167, SL_MAX_VERSION), SLE_CONDNULL(13, 2, 143), // old reserved space 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_CONDVAR(Vehicle, z_pos, SLE_FILE_U8 | SLE_VAR_I32, 0, 163), SLE_CONDVAR(Vehicle, z_pos, SLE_INT32, 164, SL_MAX_VERSION), SLE_VAR(Vehicle, cur_image, SLE_FILE_U16 | SLE_VAR_U32), SLE_CONDNULL(5, 0, 57), SLE_VAR(Vehicle, progress, SLE_UINT8), SLE_VAR(Vehicle, vehstatus, SLE_UINT8), SLE_VAR(EffectVehicle, animation_state, SLE_UINT16), SLE_VAR(EffectVehicle, animation_substate, SLE_UINT8), SLE_CONDVAR(Vehicle, spritenum, SLE_UINT8, 2, SL_MAX_VERSION), SLE_CONDNULL(15, 2, 143), // old reserved space 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_CONDVAR(Vehicle, z_pos, SLE_FILE_U8 | SLE_VAR_I32, 0, 163), SLE_CONDVAR(Vehicle, z_pos, SLE_INT32, 164, SL_MAX_VERSION), SLE_VAR(Vehicle, direction, SLE_UINT8), SLE_CONDNULL(5, 0, 57), SLE_VAR(Vehicle, owner, SLE_UINT8), SLE_VAR(Vehicle, vehstatus, SLE_UINT8), SLE_CONDVAR(Vehicle, current_order.dest, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVAR(Vehicle, current_order.dest, SLE_UINT16, 5, SL_MAX_VERSION), SLE_VAR(Vehicle, cur_image, SLE_FILE_U16 | SLE_VAR_U32), 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_VAR(DisasterVehicle, image_override, SLE_UINT16), SLE_VAR(DisasterVehicle, big_ufo_destroyer_target, SLE_UINT16), SLE_CONDNULL(16, 2, 143), // old reserved space SLE_END() }; static const SaveLoad * const _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: // Savegame shouldn't contain invalid vehicles default: SlErrorCorrupt("Invalid vehicle type"); } SlObject(v, GetVehicleDescription(vtype)); if (_cargo_count != 0 && IsCompanyBuildableVehicleType(v) && CargoPacket::CanAllocateItem()) { /* Don't construct the packet with station here, because that'll fail with old savegames */ CargoPacket *cp = new CargoPacket(_cargo_count, _cargo_days, _cargo_source, _cargo_source_xy, _cargo_loaded_at_xy, _cargo_feeder_share); v->cargo.Append(cp); } /* Old savegames used 'last_station_visited = 0xFF' */ if (IsSavegameVersionBefore(5) && v->last_station_visited == 0xFF) { v->last_station_visited = INVALID_STATION; } if (IsSavegameVersionBefore(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 (IsSavegameVersionBefore(60)) v->group_id = DEFAULT_GROUP; } } static 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, NULL, CH_SPARSE_ARRAY | CH_LAST}, };