summaryrefslogtreecommitdiff
path: root/src/saveload/vehicle_sl.cpp
blob: 2b5bc94dc878b64699ccc8df36add4a80616f077 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
/* $Id$ */

/** @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 = GetEnginePoolSize();
	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 != GetEngine(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;
			}
		}
	}

	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;
	}
}

extern const ChunkHandler _veh_chunk_handlers[] = {
	{ 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST},
};