diff --git a/src/openttd.cpp b/src/openttd.cpp --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -25,7 +25,7 @@ #include "window_func.h" #include "debug.h" -#include "saveload.h" +#include "saveload/saveload.h" #include "landscape.h" #include "company_func.h" #include "company_base.h" @@ -96,7 +96,6 @@ void IncreaseDate(); void DoPaletteAnimations(); void MusicLoop(); void ResetMusic(); -void ResetOldNames(); void ProcessAsyncSaveFinish(); void CallWindowTickEvent(); @@ -1182,1566 +1181,3 @@ void GameLoop() _sound_driver->MainLoop(); MusicLoop(); } - -static void ConvertTownOwner() -{ - for (TileIndex tile = 0; tile != MapSize(); tile++) { - switch (GetTileType(tile)) { - case MP_ROAD: - if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m3, 7)) { - _m[tile].m3 = OWNER_TOWN; - } - /* FALLTHROUGH */ - - case MP_TUNNELBRIDGE: - if (GetTileOwner(tile) & 0x80) SetTileOwner(tile, OWNER_TOWN); - break; - - default: break; - } - } -} - -/* since savegame version 4.1, exclusive transport rights are stored at towns */ -static void UpdateExclusiveRights() -{ - Town *t; - - FOR_ALL_TOWNS(t) { - t->exclusivity = INVALID_COMPANY; - } - - /* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete) - * could be implemented this way: - * 1.) Go through all stations - * Build an array town_blocked[ town_id ][ company_id ] - * that stores if at least one station in that town is blocked for a company - * 2.) Go through that array, if you find a town that is not blocked for - * one company, but for all others, then give him exclusivity. - */ -} - -static const byte convert_currency[] = { - 0, 1, 12, 8, 3, - 10, 14, 19, 4, 5, - 9, 11, 13, 6, 17, - 16, 22, 21, 7, 15, - 18, 2, 20, }; - -/* since savegame version 4.2 the currencies are arranged differently */ -static void UpdateCurrencies() -{ - _settings_game.locale.currency = convert_currency[_settings_game.locale.currency]; -} - -/* Up to revision 1413 the invisible tiles at the southern border have not been - * MP_VOID, even though they should have. This is fixed by this function - */ -static void UpdateVoidTiles() -{ - uint i; - - for (i = 0; i < MapMaxY(); ++i) MakeVoid(i * MapSizeX() + MapMaxX()); - for (i = 0; i < MapSizeX(); ++i) MakeVoid(MapSizeX() * MapMaxY() + i); -} - -/* since savegame version 6.0 each sign has an "owner", signs without owner (from old games are set to 255) */ -static void UpdateSignOwner() -{ - Sign *si; - - FOR_ALL_SIGNS(si) si->owner = OWNER_NONE; -} - -extern void UpdateOldAircraft(); - - -static inline RailType UpdateRailType(RailType rt, RailType min) -{ - return rt >= min ? (RailType)(rt + 1): rt; -} - -/** - * Initialization of the windows and several kinds of caches. - * This is not done directly in AfterLoadGame because these - * functions require that all saveload conversions have been - * done. As people tend to add savegame conversion stuff after - * the intialization of the windows and caches quite some bugs - * had been made. - * Moving this out of there is both cleaner and less bug-prone. - * - * @return true if everything went according to plan, otherwise false. - */ -static bool InitializeWindowsAndCaches() -{ - /* Initialize windows */ - ResetWindowSystem(); - SetupColorsAndInitialWindow(); - - extern void ResetViewportAfterLoadGame(); - ResetViewportAfterLoadGame(); - - /* Update coordinates of the signs. */ - UpdateAllStationVirtCoord(); - UpdateAllSignVirtCoords(); - UpdateAllTownVirtCoords(); - UpdateAllWaypointSigns(); - - Company *c; - FOR_ALL_COMPANIES(c) { - /* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it - * accordingly if it is not the case. No need to set it on companies that are not been used already, - * thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */ - if (_file_to_saveload.filetype == FT_SCENARIO && c->inaugurated_year != MIN_YEAR) { - c->inaugurated_year = _cur_year; - } - } - - SetCachedEngineCounts(); - - /* Towns have a noise controlled number of airports system - * So each airport's noise value must be added to the town->noise_reached value - * Reset each town's noise_reached value to '0' before. */ - UpdateAirportsNoise(); - - CheckTrainsLengths(); - - return true; -} - -/** - * Signal handler used to give a user a more useful report for crashes during - * the savegame loading process; especially when there's problems with the - * NewGRFs that are required by the savegame. - * @param unused well... unused - */ -void CDECL HandleSavegameLoadCrash(int unused) -{ - char buffer[8192]; - char *p = buffer; - p += seprintf(p, lastof(buffer), - "Loading your savegame caused OpenTTD to crash.\n" - "This is most likely caused by a missing NewGRF or a NewGRF that has been\n" - "loaded as replacement for a missing NewGRF. OpenTTD cannot easily\n" - "determine whether a replacement NewGRF is of a newer or older version.\n" - "It will load a NewGRF with the same GRF ID as the missing NewGRF. This\n" - "means that if the author makes incompatible NewGRFs with the same GRF ID\n" - "OpenTTD cannot magically do the right thing. In most cases OpenTTD will\n" - "load the savegame and not crash, but this is an exception.\n" - "Please load the savegame with the appropriate NewGRFs. When loading a\n" - "savegame still crashes when all NewGRFs are found you should file a\n" - "bug report. The missing NewGRFs are:\n"); - - for (GRFConfig *c = _grfconfig; c != NULL; c = c->next) { - if (HasBit(c->flags, GCF_COMPATIBLE)) { - char buf[40]; - md5sumToString(buf, lastof(buf), c->md5sum); - p += seprintf(p, lastof(buffer), "NewGRF %08X (%s) not found; checksum %s. Tried another NewGRF with same GRF ID\n", BSWAP32(c->grfid), c->filename, buf); - } - if (c->status == GCS_NOT_FOUND) { - char buf[40]; - md5sumToString(buf, lastof(buf), c->md5sum); - p += seprintf(p, lastof(buffer), "NewGRF %08X (%s) not found; checksum %s\n", BSWAP32(c->grfid), c->filename, buf); - } - } - - ShowInfo(buffer); -} - -bool AfterLoadGame() -{ - typedef void (CDECL *SignalHandlerPointer)(int); - SignalHandlerPointer prev_segfault = signal(SIGSEGV, HandleSavegameLoadCrash); - SignalHandlerPointer prev_abort = signal(SIGABRT, HandleSavegameLoadCrash); - - TileIndex map_size = MapSize(); - Company *c; - - if (CheckSavegameVersion(98)) GamelogOldver(); - - GamelogTestRevision(); - GamelogTestMode(); - - if (CheckSavegameVersion(98)) GamelogGRFAddList(_grfconfig); - - /* in very old versions, size of train stations was stored differently */ - if (CheckSavegameVersion(2)) { - Station *st; - FOR_ALL_STATIONS(st) { - if (st->train_tile != 0 && st->trainst_h == 0) { - extern SavegameType _savegame_type; - uint n = _savegame_type == SGT_OTTD ? 4 : 3; // OTTD uses 4 bits per dimensions, TTD 3 bits - uint w = GB(st->trainst_w, n, n); - uint h = GB(st->trainst_w, 0, n); - - if (GetRailStationAxis(st->train_tile) != AXIS_X) Swap(w, h); - - st->trainst_w = w; - st->trainst_h = h; - - assert(GetStationIndex(st->train_tile + TileDiffXY(w - 1, h - 1)) == st->index); - } - } - } - - /* in version 2.1 of the savegame, town owner was unified. */ - if (CheckSavegameVersionOldStyle(2, 1)) ConvertTownOwner(); - - /* from version 4.1 of the savegame, exclusive rights are stored at towns */ - if (CheckSavegameVersionOldStyle(4, 1)) UpdateExclusiveRights(); - - /* from version 4.2 of the savegame, currencies are in a different order */ - if (CheckSavegameVersionOldStyle(4, 2)) UpdateCurrencies(); - - /* from version 6.1 of the savegame, signs have an "owner" */ - if (CheckSavegameVersionOldStyle(6, 1)) UpdateSignOwner(); - - /* In old version there seems to be a problem that water is owned by - * OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current - * (4.3) version, so I just check when versions are older, and then - * walk through the whole map.. */ - if (CheckSavegameVersionOldStyle(4, 3)) { - for (TileIndex t = 0; t < map_size; t++) { - if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_COMPANIES) { - SetTileOwner(t, OWNER_WATER); - } - } - } - - if (CheckSavegameVersion(84)) { - FOR_ALL_COMPANIES(c) { - c->name = CopyFromOldName(c->name_1); - if (c->name != NULL) c->name_1 = STR_SV_UNNAMED; - c->president_name = CopyFromOldName(c->president_name_1); - if (c->president_name != NULL) c->president_name_1 = SPECSTR_PRESIDENT_NAME; - } - - Station *st; - FOR_ALL_STATIONS(st) { - st->name = CopyFromOldName(st->string_id); - /* generating new name would be too much work for little effect, use the station name fallback */ - if (st->name != NULL) st->string_id = STR_SV_STNAME_FALLBACK; - } - - Town *t; - FOR_ALL_TOWNS(t) { - t->name = CopyFromOldName(t->townnametype); - if (t->name != NULL) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name; - } - - Waypoint *wp; - FOR_ALL_WAYPOINTS(wp) { - wp->name = CopyFromOldName(wp->string); - wp->string = STR_EMPTY; - } - - for (uint i = 0; i < GetSignPoolSize(); i++) { - /* invalid signs are determined by si->ower == INVALID_COMPANY now */ - Sign *si = GetSign(i); - if (!si->IsValid() && si->name != NULL) { - si->owner = OWNER_NONE; - } - } - } - - /* From this point the old names array is cleared. */ - ResetOldNames(); - - if (CheckSavegameVersion(106)) { - /* no station is determined by 'tile == INVALID_TILE' now (instead of '0') */ - Station *st; - FOR_ALL_STATIONS(st) { - if (st->airport_tile == 0) st->airport_tile = INVALID_TILE; - if (st->dock_tile == 0) st->dock_tile = INVALID_TILE; - if (st->train_tile == 0) st->train_tile = INVALID_TILE; - } - - /* the same applies to Company::location_of_HQ */ - Company *c; - FOR_ALL_COMPANIES(c) { - if (c->location_of_HQ == 0 || (CheckSavegameVersion(4) && c->location_of_HQ == 0xFFFF)) { - c->location_of_HQ = INVALID_TILE; - } - } - } - - /* convert road side to my format. */ - if (_settings_game.vehicle.road_side) _settings_game.vehicle.road_side = 1; - - /* Check if all NewGRFs are present, we are very strict in MP mode */ - GRFListCompatibility gcf_res = IsGoodGRFConfigList(); - if (_networking && gcf_res != GLC_ALL_GOOD) { - SetSaveLoadError(STR_NETWORK_ERR_CLIENT_NEWGRF_MISMATCH); - /* Restore the signals */ - signal(SIGSEGV, prev_segfault); - signal(SIGABRT, prev_abort); - return false; - } - - switch (gcf_res) { - case GLC_COMPATIBLE: _switch_mode_errorstr = STR_NEWGRF_COMPATIBLE_LOAD_WARNING; break; - case GLC_NOT_FOUND: _switch_mode_errorstr = STR_NEWGRF_DISABLED_WARNING; _pause_game = -1; break; - default: break; - } - - /* Update current year - * must be done before loading sprites as some newgrfs check it */ - SetDate(_date); - - /* Force dynamic engines off when loading older savegames */ - if (CheckSavegameVersion(95)) _settings_game.vehicle.dynamic_engines = 0; - - /* Load the sprites */ - GfxLoadSprites(); - LoadStringWidthTable(); - - /* Copy temporary data to Engine pool */ - CopyTempEngineData(); - - /* Connect front and rear engines of multiheaded trains and converts - * subtype to the new format */ - if (CheckSavegameVersionOldStyle(17, 1)) ConvertOldMultiheadToNew(); - - /* Connect front and rear engines of multiheaded trains */ - ConnectMultiheadedTrains(); - - /* reinit the landscape variables (landscape might have changed) */ - InitializeLandscapeVariables(true); - - /* Update all vehicles */ - AfterLoadVehicles(true); - - /* Update all waypoints */ - if (CheckSavegameVersion(12)) FixOldWaypoints(); - - /* in version 2.2 of the savegame, we have new airports */ - if (CheckSavegameVersionOldStyle(2, 2)) UpdateOldAircraft(); - - AfterLoadTown(); - - /* make sure there is a town in the game */ - if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, UINT_MAX)) { - SetSaveLoadError(STR_NO_TOWN_IN_SCENARIO); - /* Restore the signals */ - signal(SIGSEGV, prev_segfault); - signal(SIGABRT, prev_abort); - return false; - } - - /* The void tiles on the southern border used to belong to a wrong class (pre 4.3). - * This problem appears in savegame version 21 too, see r3455. But after loading the - * savegame and saving again, the buggy map array could be converted to new savegame - * version. It didn't show up before r12070. */ - if (CheckSavegameVersion(87)) UpdateVoidTiles(); - - /* If Load Scenario / New (Scenario) Game is used, - * a company does not exist yet. So create one here. - * 1 exeption: network-games. Those can have 0 companies - * But this exeption is not true for non dedicated network_servers! */ - if (!IsValidCompanyID(COMPANY_FIRST) && (!_networking || (_networking && _network_server && !_network_dedicated))) - DoStartupNewCompany(false); - - if (CheckSavegameVersion(72)) { - /* Locks/shiplifts in very old savegames had OWNER_WATER as owner */ - for (TileIndex t = 0; t < MapSize(); t++) { - switch (GetTileType(t)) { - default: break; - - case MP_WATER: - if (GetWaterTileType(t) == WATER_TILE_LOCK && GetTileOwner(t) == OWNER_WATER) SetTileOwner(t, OWNER_NONE); - break; - - case MP_STATION: { - if (HasBit(_m[t].m6, 3)) SetBit(_m[t].m6, 2); - StationGfx gfx = GetStationGfx(t); - StationType st; - if ( IsInsideMM(gfx, 0, 8)) { // Railway station - st = STATION_RAIL; - SetStationGfx(t, gfx - 0); - } else if (IsInsideMM(gfx, 8, 67)) { // Airport - st = STATION_AIRPORT; - SetStationGfx(t, gfx - 8); - } else if (IsInsideMM(gfx, 67, 71)) { // Truck - st = STATION_TRUCK; - SetStationGfx(t, gfx - 67); - } else if (IsInsideMM(gfx, 71, 75)) { // Bus - st = STATION_BUS; - SetStationGfx(t, gfx - 71); - } else if (gfx == 75) { // Oil rig - st = STATION_OILRIG; - SetStationGfx(t, gfx - 75); - } else if (IsInsideMM(gfx, 76, 82)) { // Dock - st = STATION_DOCK; - SetStationGfx(t, gfx - 76); - } else if (gfx == 82) { // Buoy - st = STATION_BUOY; - SetStationGfx(t, gfx - 82); - } else if (IsInsideMM(gfx, 83, 168)) { // Extended airport - st = STATION_AIRPORT; - SetStationGfx(t, gfx - 83 + 67 - 8); - } else if (IsInsideMM(gfx, 168, 170)) { // Drive through truck - st = STATION_TRUCK; - SetStationGfx(t, gfx - 168 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET); - } else if (IsInsideMM(gfx, 170, 172)) { // Drive through bus - st = STATION_BUS; - SetStationGfx(t, gfx - 170 + GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET); - } else { - /* Restore the signals */ - signal(SIGSEGV, prev_segfault); - signal(SIGABRT, prev_abort); - return false; - } - SB(_m[t].m6, 3, 3, st); - } break; - } - } - } - - for (TileIndex t = 0; t < map_size; t++) { - switch (GetTileType(t)) { - case MP_STATION: { - Station *st = GetStationByTile(t); - - /* Set up station spread; buoys do not have one */ - if (!IsBuoy(t)) st->rect.BeforeAddTile(t, StationRect::ADD_FORCE); - - switch (GetStationType(t)) { - case STATION_TRUCK: - case STATION_BUS: - if (CheckSavegameVersion(6)) { - /* From this version on there can be multiple road stops of the - * same type per station. Convert the existing stops to the new - * internal data structure. */ - RoadStop *rs = new RoadStop(t); - if (rs == NULL) error("Too many road stops in savegame"); - - RoadStop **head = - IsTruckStop(t) ? &st->truck_stops : &st->bus_stops; - *head = rs; - } - break; - - case STATION_OILRIG: { - /* Very old savegames sometimes have phantom oil rigs, i.e. - * an oil rig which got shut down, but not completly removed from - * the map - */ - TileIndex t1 = TILE_ADDXY(t, 0, 1); - if (IsTileType(t1, MP_INDUSTRY) && - GetIndustryGfx(t1) == GFX_OILRIG_1) { - /* The internal encoding of oil rigs was changed twice. - * It was 3 (till 2.2) and later 5 (till 5.1). - * Setting it unconditionally does not hurt. - */ - GetStationByTile(t)->airport_type = AT_OILRIG; - } else { - DeleteOilRig(t); - } - break; - } - - default: break; - } - break; - } - - default: break; - } - } - - /* In version 6.1 we put the town index in the map-array. To do this, we need - * to use m2 (16bit big), so we need to clean m2, and that is where this is - * all about ;) */ - if (CheckSavegameVersionOldStyle(6, 1)) { - for (TileIndex t = 0; t < map_size; t++) { - switch (GetTileType(t)) { - case MP_HOUSE: - _m[t].m4 = _m[t].m2; - SetTownIndex(t, CalcClosestTownFromTile(t, UINT_MAX)->index); - break; - - case MP_ROAD: - _m[t].m4 |= (_m[t].m2 << 4); - if ((GB(_m[t].m5, 4, 2) == ROAD_TILE_CROSSING ? (Owner)_m[t].m3 : GetTileOwner(t)) == OWNER_TOWN) { - SetTownIndex(t, CalcClosestTownFromTile(t, UINT_MAX)->index); - } else { - SetTownIndex(t, 0); - } - break; - - default: break; - } - } - } - - /* From version 9.0, we update the max passengers of a town (was sometimes negative - * before that. */ - if (CheckSavegameVersion(9)) { - Town *t; - FOR_ALL_TOWNS(t) UpdateTownMaxPass(t); - } - - /* From version 16.0, we included autorenew on engines, which are now saved, but - * of course, we do need to initialize them for older savegames. */ - if (CheckSavegameVersion(16)) { - FOR_ALL_COMPANIES(c) { - c->engine_renew_list = NULL; - c->engine_renew = false; - c->engine_renew_months = -6; - c->engine_renew_money = 100000; - } - - /* When loading a game, _local_company is not yet set to the correct value. - * However, in a dedicated server we are a spectator, so nothing needs to - * happen. In case we are not a dedicated server, the local company always - * becomes company 0, unless we are in the scenario editor where all the - * companies are 'invalid'. - */ - if (!_network_dedicated && IsValidCompanyID(COMPANY_FIRST)) { - c = GetCompany(COMPANY_FIRST); - c->engine_renew = _settings_client.gui.autorenew; - c->engine_renew_months = _settings_client.gui.autorenew_months; - c->engine_renew_money = _settings_client.gui.autorenew_money; - } - } - - if (CheckSavegameVersion(48)) { - for (TileIndex t = 0; t < map_size; t++) { - switch (GetTileType(t)) { - case MP_RAILWAY: - if (IsPlainRailTile(t)) { - /* Swap ground type and signal type for plain rail tiles, so the - * ground type uses the same bits as for depots and waypoints. */ - uint tmp = GB(_m[t].m4, 0, 4); - SB(_m[t].m4, 0, 4, GB(_m[t].m2, 0, 4)); - SB(_m[t].m2, 0, 4, tmp); - } else if (HasBit(_m[t].m5, 2)) { - /* Split waypoint and depot rail type and remove the subtype. */ - ClrBit(_m[t].m5, 2); - ClrBit(_m[t].m5, 6); - } - break; - - case MP_ROAD: - /* Swap m3 and m4, so the track type for rail crossings is the - * same as for normal rail. */ - Swap(_m[t].m3, _m[t].m4); - break; - - default: break; - } - } - } - - if (CheckSavegameVersion(61)) { - /* Added the RoadType */ - bool old_bridge = CheckSavegameVersion(42); - for (TileIndex t = 0; t < map_size; t++) { - switch(GetTileType(t)) { - case MP_ROAD: - SB(_m[t].m5, 6, 2, GB(_m[t].m5, 4, 2)); - switch (GetRoadTileType(t)) { - default: NOT_REACHED(); - case ROAD_TILE_NORMAL: - SB(_m[t].m4, 0, 4, GB(_m[t].m5, 0, 4)); - SB(_m[t].m4, 4, 4, 0); - SB(_m[t].m6, 2, 4, 0); - break; - case ROAD_TILE_CROSSING: - SB(_m[t].m4, 5, 2, GB(_m[t].m5, 2, 2)); - break; - case ROAD_TILE_DEPOT: break; - } - SetRoadTypes(t, ROADTYPES_ROAD); - break; - - case MP_STATION: - if (IsRoadStop(t)) SetRoadTypes(t, ROADTYPES_ROAD); - break; - - case MP_TUNNELBRIDGE: - /* Middle part of "old" bridges */ - if (old_bridge && IsBridge(t) && HasBit(_m[t].m5, 6)) break; - if (((old_bridge && IsBridge(t)) ? (TransportType)GB(_m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) { - SetRoadTypes(t, ROADTYPES_ROAD); - } - break; - - default: break; - } - } - } - - if (CheckSavegameVersion(42)) { - Vehicle* v; - - for (TileIndex t = 0; t < map_size; t++) { - if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t); - if (IsBridgeTile(t)) { - if (HasBit(_m[t].m5, 6)) { // middle part - Axis axis = (Axis)GB(_m[t].m5, 0, 1); - - if (HasBit(_m[t].m5, 5)) { // transport route under bridge? - if (GB(_m[t].m5, 3, 2) == TRANSPORT_RAIL) { - MakeRailNormal( - t, - GetTileOwner(t), - axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X, - GetRailType(t) - ); - } else { - TownID town = IsTileOwner(t, OWNER_TOWN) ? ClosestTownFromTile(t, UINT_MAX)->index : 0; - - MakeRoadNormal( - t, - axis == AXIS_X ? ROAD_Y : ROAD_X, - ROADTYPES_ROAD, - town, - GetTileOwner(t), OWNER_NONE, OWNER_NONE - ); - } - } else { - if (GB(_m[t].m5, 3, 2) == 0) { - MakeClear(t, CLEAR_GRASS, 3); - } else { - if (GetTileSlope(t, NULL) != SLOPE_FLAT) { - MakeShore(t); - } else { - if (GetTileOwner(t) == OWNER_WATER) { - MakeWater(t); - } else { - MakeCanal(t, GetTileOwner(t), Random()); - } - } - } - } - SetBridgeMiddle(t, axis); - } else { // ramp - Axis axis = (Axis)GB(_m[t].m5, 0, 1); - uint north_south = GB(_m[t].m5, 5, 1); - DiagDirection dir = ReverseDiagDir(XYNSToDiagDir(axis, north_south)); - TransportType type = (TransportType)GB(_m[t].m5, 1, 2); - - _m[t].m5 = 1 << 7 | type << 2 | dir; - } - } - } - - FOR_ALL_VEHICLES(v) { - if (v->type != VEH_TRAIN && v->type != VEH_ROAD) continue; - if (IsBridgeTile(v->tile)) { - DiagDirection dir = GetTunnelBridgeDirection(v->tile); - - if (dir != DirToDiagDir(v->direction)) continue; - switch (dir) { - default: NOT_REACHED(); - case DIAGDIR_NE: if ((v->x_pos & 0xF) != 0) continue; break; - case DIAGDIR_SE: if ((v->y_pos & 0xF) != TILE_SIZE - 1) continue; break; - case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break; - case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue; break; - } - } else if (v->z_pos > GetSlopeZ(v->x_pos, v->y_pos)) { - v->tile = GetNorthernBridgeEnd(v->tile); - } else { - continue; - } - if (v->type == VEH_TRAIN) { - v->u.rail.track = TRACK_BIT_WORMHOLE; - } else { - v->u.road.state = RVSB_WORMHOLE; - } - } - } - - /* Elrails got added in rev 24 */ - if (CheckSavegameVersion(24)) { - Vehicle *v; - RailType min_rail = RAILTYPE_ELECTRIC; - - FOR_ALL_VEHICLES(v) { - if (v->type == VEH_TRAIN) { - RailType rt = RailVehInfo(v->engine_type)->railtype; - - v->u.rail.railtype = rt; - if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL; - } - } - - /* .. so we convert the entire map from normal to elrail (so maintain "fairness") */ - for (TileIndex t = 0; t < map_size; t++) { - switch (GetTileType(t)) { - case MP_RAILWAY: - SetRailType(t, UpdateRailType(GetRailType(t), min_rail)); - break; - - case MP_ROAD: - if (IsLevelCrossing(t)) { - SetRailType(t, UpdateRailType(GetRailType(t), min_rail)); - } - break; - - case MP_STATION: - if (IsRailwayStation(t)) { - SetRailType(t, UpdateRailType(GetRailType(t), min_rail)); - } - break; - - case MP_TUNNELBRIDGE: - if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) { - SetRailType(t, UpdateRailType(GetRailType(t), min_rail)); - } - break; - - default: - break; - } - } - - FOR_ALL_VEHICLES(v) { - if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged(v, true); - } - - } - - /* In version 16.1 of the savegame a company can decide if trains, which get - * replaced, shall keep their old length. In all prior versions, just default - * to false */ - if (CheckSavegameVersionOldStyle(16, 1)) { - FOR_ALL_COMPANIES(c) c->renew_keep_length = false; - } - - /* In version 17, ground type is moved from m2 to m4 for depots and - * waypoints to make way for storing the index in m2. The custom graphics - * id which was stored in m4 is now saved as a grf/id reference in the - * waypoint struct. */ - if (CheckSavegameVersion(17)) { - Waypoint *wp; - - FOR_ALL_WAYPOINTS(wp) { - if (wp->deleted == 0) { - const StationSpec *statspec = NULL; - - if (HasBit(_m[wp->xy].m3, 4)) - statspec = GetCustomStationSpec(STAT_CLASS_WAYP, _m[wp->xy].m4 + 1); - - if (statspec != NULL) { - wp->stat_id = _m[wp->xy].m4 + 1; - wp->grfid = statspec->grffile->grfid; - wp->localidx = statspec->localidx; - } else { - /* No custom graphics set, so set to default. */ - wp->stat_id = 0; - wp->grfid = 0; - wp->localidx = 0; - } - - /* Move ground type bits from m2 to m4. */ - _m[wp->xy].m4 = GB(_m[wp->xy].m2, 0, 4); - /* Store waypoint index in the tile. */ - _m[wp->xy].m2 = wp->index; - } - } - } else { - /* As of version 17, we recalculate the custom graphic ID of waypoints - * from the GRF ID / station index. */ - AfterLoadWaypoints(); - } - - /* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making - * room for PBS. Now in version 21 move it back :P. */ - if (CheckSavegameVersion(21) && !CheckSavegameVersion(15)) { - for (TileIndex t = 0; t < map_size; t++) { - switch (GetTileType(t)) { - case MP_RAILWAY: - if (HasSignals(t)) { - /* convert PBS signals to combo-signals */ - if (HasBit(_m[t].m2, 2)) SetSignalType(t, TRACK_X, SIGTYPE_COMBO); - - /* move the signal variant back */ - SetSignalVariant(t, TRACK_X, HasBit(_m[t].m2, 3) ? SIG_SEMAPHORE : SIG_ELECTRIC); - ClrBit(_m[t].m2, 3); - } - - /* Clear PBS reservation on track */ - if (!IsRailDepotTile(t)) { - SB(_m[t].m4, 4, 4, 0); - } else { - ClrBit(_m[t].m3, 6); - } - break; - - case MP_ROAD: /* Clear PBS reservation on crossing */ - if (IsLevelCrossing(t)) ClrBit(_m[t].m5, 0); - break; - - case MP_STATION: /* Clear PBS reservation on station */ - ClrBit(_m[t].m3, 6); - break; - - default: break; - } - } - } - - if (CheckSavegameVersion(25)) { - Vehicle *v; - FOR_ALL_VEHICLES(v) { - if (v->type == VEH_ROAD) { - v->vehstatus &= ~0x40; - v->u.road.slot = NULL; - v->u.road.slot_age = 0; - } - } - } else { - Vehicle *v; - FOR_ALL_VEHICLES(v) { - if (v->type == VEH_ROAD && v->u.road.slot != NULL) v->u.road.slot->num_vehicles++; - } - } - - if (CheckSavegameVersion(26)) { - Station *st; - FOR_ALL_STATIONS(st) { - st->last_vehicle_type = VEH_INVALID; - } - } - - YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK); - - if (CheckSavegameVersion(34)) FOR_ALL_COMPANIES(c) ResetCompanyLivery(c); - - FOR_ALL_COMPANIES(c) { - c->avail_railtypes = GetCompanyRailtypes(c->index); - c->avail_roadtypes = GetCompanyRoadtypes(c->index); - } - - if (!CheckSavegameVersion(27)) AfterLoadStations(); - - /* Time starts at 0 instead of 1920. - * Account for this in older games by adding an offset */ - if (CheckSavegameVersion(31)) { - Station *st; - Waypoint *wp; - Engine *e; - Industry *i; - Vehicle *v; - - _date += DAYS_TILL_ORIGINAL_BASE_YEAR; - _cur_year += ORIGINAL_BASE_YEAR; - - FOR_ALL_STATIONS(st) st->build_date += DAYS_TILL_ORIGINAL_BASE_YEAR; - FOR_ALL_WAYPOINTS(wp) wp->build_date += DAYS_TILL_ORIGINAL_BASE_YEAR; - FOR_ALL_ENGINES(e) e->intro_date += DAYS_TILL_ORIGINAL_BASE_YEAR; - FOR_ALL_COMPANIES(c) c->inaugurated_year += ORIGINAL_BASE_YEAR; - FOR_ALL_INDUSTRIES(i) i->last_prod_year += ORIGINAL_BASE_YEAR; - - FOR_ALL_VEHICLES(v) { - v->date_of_last_service += DAYS_TILL_ORIGINAL_BASE_YEAR; - v->build_year += ORIGINAL_BASE_YEAR; - } - } - - /* From 32 on we save the industry who made the farmland. - * To give this prettyness to old savegames, we remove all farmfields and - * plant new ones. */ - if (CheckSavegameVersion(32)) { - Industry *i; - - for (TileIndex t = 0; t < map_size; t++) { - if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) { - /* remove fields */ - MakeClear(t, CLEAR_GRASS, 3); - } else if (IsTileType(t, MP_CLEAR) || IsTileType(t, MP_TREES)) { - /* remove fences around fields */ - SetFenceSE(t, 0); - SetFenceSW(t, 0); - } - } - - FOR_ALL_INDUSTRIES(i) { - uint j; - - if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_ON_BUILT) { - for (j = 0; j != 50; j++) PlantRandomFarmField(i); - } - } - } - - /* Setting no refit flags to all orders in savegames from before refit in orders were added */ - if (CheckSavegameVersion(36)) { - Order *order; - Vehicle *v; - - FOR_ALL_ORDERS(order) { - order->SetRefit(CT_NO_REFIT); - } - - FOR_ALL_VEHICLES(v) { - v->current_order.SetRefit(CT_NO_REFIT); - } - } - - /* from version 38 we have optional elrails, since we cannot know the - * preference of a user, let elrails enabled; it can be disabled manually */ - if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false; - /* do the same as when elrails were enabled/disabled manually just now */ - SettingsDisableElrail(_settings_game.vehicle.disable_elrails); - InitializeRailGUI(); - - /* From version 53, the map array was changed for house tiles to allow - * space for newhouses grf features. A new byte, m7, was also added. */ - if (CheckSavegameVersion(53)) { - for (TileIndex t = 0; t < map_size; t++) { - if (IsTileType(t, MP_HOUSE)) { - if (GB(_m[t].m3, 6, 2) != TOWN_HOUSE_COMPLETED) { - /* Move the construction stage from m3[7..6] to m5[5..4]. - * The construction counter does not have to move. */ - SB(_m[t].m5, 3, 2, GB(_m[t].m3, 6, 2)); - SB(_m[t].m3, 6, 2, 0); - - /* The "house is completed" bit is now in m6[2]. */ - SetHouseCompleted(t, false); - } else { - /* The "lift has destination" bit has been moved from - * m5[7] to m7[0]. */ - SB(_me[t].m7, 0, 1, HasBit(_m[t].m5, 7)); - ClrBit(_m[t].m5, 7); - - /* The "lift is moving" bit has been removed, as it does - * the same job as the "lift has destination" bit. */ - ClrBit(_m[t].m1, 7); - - /* The position of the lift goes from m1[7..0] to m6[7..2], - * making m1 totally free, now. The lift position does not - * have to be a full byte since the maximum value is 36. */ - SetLiftPosition(t, GB(_m[t].m1, 0, 6 )); - - _m[t].m1 = 0; - _m[t].m3 = 0; - SetHouseCompleted(t, true); - } - } - } - } - - /* Check and update house and town values */ - UpdateHousesAndTowns(); - - if (CheckSavegameVersion(43)) { - for (TileIndex t = 0; t < map_size; t++) { - if (IsTileType(t, MP_INDUSTRY)) { - switch (GetIndustryGfx(t)) { - case GFX_POWERPLANT_SPARKS: - SetIndustryAnimationState(t, GB(_m[t].m1, 2, 5)); - break; - - case GFX_OILWELL_ANIMATED_1: - case GFX_OILWELL_ANIMATED_2: - case GFX_OILWELL_ANIMATED_3: - SetIndustryAnimationState(t, GB(_m[t].m1, 0, 2)); - break; - - case GFX_COAL_MINE_TOWER_ANIMATED: - case GFX_COPPER_MINE_TOWER_ANIMATED: - case GFX_GOLD_MINE_TOWER_ANIMATED: - SetIndustryAnimationState(t, _m[t].m1); - break; - - default: /* No animation states to change */ - break; - } - } - } - } - - if (CheckSavegameVersion(44)) { - Vehicle *v; - /* If we remove a station while cargo from it is still enroute, payment calculation will assume - * 0, 0 to be the source of the cargo, resulting in very high payments usually. v->source_xy - * stores the coordinates, preserving them even if the station is removed. However, if a game is loaded - * where this situation exists, the cargo-source information is lost. in this case, we set the source - * to the current tile of the vehicle to prevent excessive profits - */ - FOR_ALL_VEHICLES(v) { - const CargoList::List *packets = v->cargo.Packets(); - for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) { - CargoPacket *cp = *it; - cp->source_xy = IsValidStationID(cp->source) ? GetStation(cp->source)->xy : v->tile; - cp->loaded_at_xy = cp->source_xy; - } - v->cargo.InvalidateCache(); - } - - /* Store position of the station where the goods come from, so there - * are no very high payments when stations get removed. However, if the - * station where the goods came from is already removed, the source - * information is lost. In that case we set it to the position of this - * station */ - Station *st; - FOR_ALL_STATIONS(st) { - for (CargoID c = 0; c < NUM_CARGO; c++) { - GoodsEntry *ge = &st->goods[c]; - - const CargoList::List *packets = ge->cargo.Packets(); - for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) { - CargoPacket *cp = *it; - cp->source_xy = IsValidStationID(cp->source) ? GetStation(cp->source)->xy : st->xy; - cp->loaded_at_xy = cp->source_xy; - } - } - } - } - - if (CheckSavegameVersion(45)) { - Vehicle *v; - /* Originally just the fact that some cargo had been paid for was - * stored to stop people cheating and cashing in several times. This - * wasn't enough though as it was cleared when the vehicle started - * loading again, even if it didn't actually load anything, so now the - * amount of cargo that has been paid for is stored. */ - FOR_ALL_VEHICLES(v) { - const CargoList::List *packets = v->cargo.Packets(); - for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) { - CargoPacket *cp = *it; - cp->paid_for = HasBit(v->vehicle_flags, 2); - } - ClrBit(v->vehicle_flags, 2); - v->cargo.InvalidateCache(); - } - } - - /* Buoys do now store the owner of the previous water tile, which can never - * be OWNER_NONE. So replace OWNER_NONE with OWNER_WATER. */ - if (CheckSavegameVersion(46)) { - Station *st; - FOR_ALL_STATIONS(st) { - if (st->IsBuoy() && IsTileOwner(st->xy, OWNER_NONE) && TileHeight(st->xy) == 0) SetTileOwner(st->xy, OWNER_WATER); - } - } - - if (CheckSavegameVersion(50)) { - Vehicle *v; - /* Aircraft units changed from 8 mph to 1 km/h */ - FOR_ALL_VEHICLES(v) { - if (v->type == VEH_AIRCRAFT && v->subtype <= AIR_AIRCRAFT) { - const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type); - v->cur_speed *= 129; - v->cur_speed /= 10; - v->max_speed = avi->max_speed; - v->acceleration = avi->acceleration; - } - } - } - - if (CheckSavegameVersion(49)) FOR_ALL_COMPANIES(c) c->face = ConvertFromOldCompanyManagerFace(c->face); - - if (CheckSavegameVersion(52)) { - for (TileIndex t = 0; t < map_size; t++) { - if (IsStatueTile(t)) { - _m[t].m2 = CalcClosestTownFromTile(t, UINT_MAX)->index; - } - } - } - - /* A patch option containing the proportion of towns that grow twice as - * fast was added in version 54. From version 56 this is now saved in the - * town as cities can be built specifically in the scenario editor. */ - if (CheckSavegameVersion(56)) { - Town *t; - - FOR_ALL_TOWNS(t) { - if (_settings_game.economy.larger_towns != 0 && (t->index % _settings_game.economy.larger_towns) == 0) { - t->larger_town = true; - } - } - } - - if (CheckSavegameVersion(57)) { - Vehicle *v; - /* Added a FIFO queue of vehicles loading at stations */ - FOR_ALL_VEHICLES(v) { - if ((v->type != VEH_TRAIN || IsFrontEngine(v)) && // for all locs - !(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed - v->current_order.IsType(OT_LOADING)) { // loading - GetStation(v->last_station_visited)->loading_vehicles.push_back(v); - - /* The loading finished flag is *only* set when actually completely - * finished. Because the vehicle is loading, it is not finished. */ - ClrBit(v->vehicle_flags, VF_LOADING_FINISHED); - } - } - } else if (CheckSavegameVersion(59)) { - /* For some reason non-loading vehicles could be in the station's loading vehicle list */ - - Station *st; - FOR_ALL_STATIONS(st) { - std::list::iterator iter; - for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end();) { - Vehicle *v = *iter; - iter++; - if (!v->current_order.IsType(OT_LOADING)) st->loading_vehicles.remove(v); - } - } - } - - if (CheckSavegameVersion(58)) { - /* patch difficulty number_industries other than zero get bumped to +1 - * since a new option (very low at position1) has been added */ - if (_settings_game.difficulty.number_industries > 0) { - _settings_game.difficulty.number_industries++; - } - - /* Same goes for number of towns, although no test is needed, just an increment */ - _settings_game.difficulty.number_towns++; - } - - if (CheckSavegameVersion(64)) { - /* copy the signal type/variant and move signal states bits */ - for (TileIndex t = 0; t < map_size; t++) { - if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) { - SetSignalStates(t, GB(_m[t].m2, 4, 4)); - SetSignalVariant(t, INVALID_TRACK, GetSignalVariant(t, TRACK_X)); - SetSignalType(t, INVALID_TRACK, GetSignalType(t, TRACK_X)); - ClrBit(_m[t].m2, 7); - } - } - } - - if (CheckSavegameVersion(69)) { - /* In some old savegames a bit was cleared when it should not be cleared */ - Vehicle *v; - FOR_ALL_VEHICLES(v) { - if (v->type == VEH_ROAD && (v->u.road.state == 250 || v->u.road.state == 251)) { - SetBit(v->u.road.state, RVS_IS_STOPPING); - } - } - } - - if (CheckSavegameVersion(70)) { - /* Added variables to support newindustries */ - Industry *i; - FOR_ALL_INDUSTRIES(i) i->founder = OWNER_NONE; - } - - /* From version 82, old style canals (above sealevel (0), WATER owner) are no longer supported. - Replace the owner for those by OWNER_NONE. */ - if (CheckSavegameVersion(82)) { - for (TileIndex t = 0; t < map_size; t++) { - if (IsTileType(t, MP_WATER) && - GetWaterTileType(t) == WATER_TILE_CLEAR && - GetTileOwner(t) == OWNER_WATER && - TileHeight(t) != 0) { - SetTileOwner(t, OWNER_NONE); - } - } - } - - /* - * Add the 'previous' owner to the ship depots so we can reset it with - * the correct values when it gets destroyed. This prevents that - * someone can remove canals owned by somebody else and it prevents - * making floods using the removal of ship depots. - */ - if (CheckSavegameVersion(83)) { - for (TileIndex t = 0; t < map_size; t++) { - if (IsTileType(t, MP_WATER) && IsShipDepot(t)) { - _m[t].m4 = (TileHeight(t) == 0) ? OWNER_WATER : OWNER_NONE; - } - } - } - - if (CheckSavegameVersion(74)) { - Station *st; - FOR_ALL_STATIONS(st) { - for (CargoID c = 0; c < NUM_CARGO; c++) { - st->goods[c].last_speed = 0; - if (st->goods[c].cargo.Count() != 0) SetBit(st->goods[c].acceptance_pickup, GoodsEntry::PICKUP); - } - } - } - - if (CheckSavegameVersion(78)) { - Industry *i; - uint j; - FOR_ALL_INDUSTRIES(i) { - const IndustrySpec *indsp = GetIndustrySpec(i->type); - for (j = 0; j < lengthof(i->produced_cargo); j++) { - i->produced_cargo[j] = indsp->produced_cargo[j]; - } - for (j = 0; j < lengthof(i->accepts_cargo); j++) { - i->accepts_cargo[j] = indsp->accepts_cargo[j]; - } - } - } - - /* Before version 81, the density of grass was always stored as zero, and - * grassy trees were always drawn fully grassy. Furthermore, trees on rough - * land used to have zero density, now they have full density. Therefore, - * make all grassy/rough land trees have a density of 3. */ - if (CheckSavegameVersion(81)) { - for (TileIndex t = 0; t < map_size; t++) { - if (GetTileType(t) == MP_TREES) { - TreeGround groundType = GetTreeGround(t); - if (groundType != TREE_GROUND_SNOW_DESERT) SetTreeGroundDensity(t, groundType, 3); - } - } - } - - - if (CheckSavegameVersion(93)) { - /* Rework of orders. */ - Order *order; - FOR_ALL_ORDERS(order) order->ConvertFromOldSavegame(); - - Vehicle *v; - FOR_ALL_VEHICLES(v) { - if (v->orders.list != NULL && v->orders.list->GetFirstOrder() != NULL && !v->orders.list->GetFirstOrder()->IsValid()) { - v->orders.list->FreeChain(); - v->orders.list = NULL; - } - - v->current_order.ConvertFromOldSavegame(); - if (v->type == VEH_ROAD && v->IsPrimaryVehicle() && v->FirstShared() == v) { - FOR_VEHICLE_ORDERS(v, order) order->SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS); - } - } - } else if (CheckSavegameVersion(94)) { - /* Unload and transfer are now mutual exclusive. */ - Order *order; - FOR_ALL_ORDERS(order) { - if ((order->GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) { - order->SetUnloadType(OUFB_TRANSFER); - order->SetLoadType(OLFB_NO_LOAD); - } - } - - Vehicle *v; - FOR_ALL_VEHICLES(v) { - if ((v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) { - v->current_order.SetUnloadType(OUFB_TRANSFER); - v->current_order.SetLoadType(OLFB_NO_LOAD); - } - } - } - - if (CheckSavegameVersion(84)) { - /* Update go to buoy orders because they are just waypoints */ - Order *order; - FOR_ALL_ORDERS(order) { - if (order->IsType(OT_GOTO_STATION) && GetStation(order->GetDestination())->IsBuoy()) { - order->SetLoadType(OLF_LOAD_IF_POSSIBLE); - order->SetUnloadType(OUF_UNLOAD_IF_POSSIBLE); - } - } - - /* Set all share owners to INVALID_COMPANY for - * 1) all inactive companies - * (when inactive companies were stored in the savegame - TTD, TTDP and some - * *really* old revisions of OTTD; else it is already set in InitializeCompanies()) - * 2) shares that are owned by inactive companies or self - * (caused by cheating clients in earlier revisions) */ - FOR_ALL_COMPANIES(c) { - for (uint i = 0; i < 4; i++) { - CompanyID company = c->share_owners[i]; - if (company == INVALID_COMPANY) continue; - if (!IsValidCompanyID(company) || company == c->index) c->share_owners[i] = INVALID_COMPANY; - } - } - } - - if (CheckSavegameVersion(86)) { - for (TileIndex t = 0; t < map_size; t++) { - /* Move river flag and update canals to use water class */ - if (IsTileType(t, MP_WATER)) { - if (GetWaterClass(t) != WATER_CLASS_RIVER) { - if (IsWater(t)) { - Owner o = GetTileOwner(t); - if (o == OWNER_WATER) { - MakeWater(t); - } else { - MakeCanal(t, o, Random()); - } - } else if (IsShipDepot(t)) { - Owner o = (Owner)_m[t].m4; // Original water owner - SetWaterClass(t, o == OWNER_WATER ? WATER_CLASS_SEA : WATER_CLASS_CANAL); - } - } - } - } - - /* Update locks, depots, docks and buoys to have a water class based - * on its neighbouring tiles. Done after river and canal updates to - * ensure neighbours are correct. */ - for (TileIndex t = 0; t < map_size; t++) { - if (GetTileSlope(t, NULL) != SLOPE_FLAT) continue; - - if (IsTileType(t, MP_WATER) && IsLock(t)) SetWaterClassDependingOnSurroundings(t, false); - if (IsTileType(t, MP_STATION) && (IsDock(t) || IsBuoy(t))) SetWaterClassDependingOnSurroundings(t, false); - } - } - - if (CheckSavegameVersion(87)) { - for (TileIndex t = 0; t < map_size; t++) { - /* skip oil rigs at borders! */ - if ((IsTileType(t, MP_WATER) || IsBuoyTile(t)) && - (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == MapMaxX() - 1 || TileY(t) == MapMaxY() - 1)) { - /* Some version 86 savegames have wrong water class at map borders (under buoy, or after removing buoy). - * This conversion has to be done before buoys with invalid owner are removed. */ - SetWaterClass(t, WATER_CLASS_SEA); - } - - if (IsBuoyTile(t) || IsDriveThroughStopTile(t) || IsTileType(t, MP_WATER)) { - Owner o = GetTileOwner(t); - if (o < MAX_COMPANIES && !IsValidCompanyID(o)) { - _current_company = o; - ChangeTileOwner(t, o, INVALID_OWNER); - } - if (IsBuoyTile(t)) { - /* reset buoy owner to OWNER_NONE in the station struct - * (even if it is owned by active company) */ - GetStationByTile(t)->owner = OWNER_NONE; - } - } else if (IsTileType(t, MP_ROAD)) { - /* works for all RoadTileType */ - for (RoadType rt = ROADTYPE_ROAD; rt < ROADTYPE_END; rt++) { - /* update even non-existing road types to update tile owner too */ - Owner o = GetRoadOwner(t, rt); - if (o < MAX_COMPANIES && !IsValidCompanyID(o)) SetRoadOwner(t, rt, OWNER_NONE); - } - if (IsLevelCrossing(t)) { - Owner o = GetTileOwner(t); - if (!IsValidCompanyID(o)) { - /* remove leftover rail piece from crossing (from very old savegames) */ - _current_company = o; - DoCommand(t, 0, GetCrossingRailTrack(t), DC_EXEC | DC_BANKRUPT, CMD_REMOVE_SINGLE_RAIL); - } - } - } - } - - /* Convert old PF settings to new */ - if (_settings_game.pf.yapf.rail_use_yapf || CheckSavegameVersion(28)) { - _settings_game.pf.pathfinder_for_trains = VPF_YAPF; - } else { - _settings_game.pf.pathfinder_for_trains = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_NTP); - } - - if (_settings_game.pf.yapf.road_use_yapf || CheckSavegameVersion(28)) { - _settings_game.pf.pathfinder_for_roadvehs = VPF_YAPF; - } else { - _settings_game.pf.pathfinder_for_roadvehs = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_OPF); - } - - if (_settings_game.pf.yapf.ship_use_yapf) { - _settings_game.pf.pathfinder_for_ships = VPF_YAPF; - } else { - _settings_game.pf.pathfinder_for_ships = (_settings_game.pf.new_pathfinding_all ? VPF_NPF : VPF_OPF); - } - } - - if (CheckSavegameVersion(88)) { - /* Profits are now with 8 bit fract */ - Vehicle *v; - FOR_ALL_VEHICLES(v) { - v->profit_this_year <<= 8; - v->profit_last_year <<= 8; - v->running_ticks = 0; - } - } - - if (CheckSavegameVersion(91)) { - /* Increase HouseAnimationFrame from 5 to 7 bits */ - for (TileIndex t = 0; t < map_size; t++) { - if (IsTileType(t, MP_HOUSE) && GetHouseType(t) >= NEW_HOUSE_OFFSET) { - SetHouseAnimationFrame(t, GB(_m[t].m6, 3, 5)); - } - } - } - - if (CheckSavegameVersion(62)) { - /* Remove all trams from savegames without tram support. - * There would be trams without tram track under causing crashes sooner or later. */ - Vehicle *v; - FOR_ALL_VEHICLES(v) { - if (v->type == VEH_ROAD && v->First() == v && - HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM)) { - if (_switch_mode_errorstr == INVALID_STRING_ID || _switch_mode_errorstr == STR_NEWGRF_COMPATIBLE_LOAD_WARNING) { - _switch_mode_errorstr = STR_LOADGAME_REMOVED_TRAMS; - } - delete v; - } - } - } - - if (CheckSavegameVersion(99)) { - for (TileIndex t = 0; t < map_size; t++) { - /* Set newly introduced WaterClass of industry tiles */ - if (IsTileType(t, MP_STATION) && IsOilRig(t)) { - SetWaterClassDependingOnSurroundings(t, true); - } - if (IsTileType(t, MP_INDUSTRY)) { - if ((GetIndustrySpec(GetIndustryType(t))->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) { - SetWaterClassDependingOnSurroundings(t, true); - } else { - SetWaterClass(t, WATER_CLASS_INVALID); - } - } - - /* Replace "house construction year" with "house age" */ - if (IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)) { - _m[t].m5 = Clamp(_cur_year - (_m[t].m5 + ORIGINAL_BASE_YEAR), 0, 0xFF); - } - } - } - - /* Move the signal variant back up one bit for PBS. We don't convert the old PBS - * format here, as an old layout wouldn't work properly anyway. To be safe, we - * clear any possible PBS reservations as well. */ - if (CheckSavegameVersion(100)) { - for (TileIndex t = 0; t < map_size; t++) { - switch (GetTileType(t)) { - case MP_RAILWAY: - if (HasSignals(t)) { - /* move the signal variant */ - SetSignalVariant(t, TRACK_UPPER, HasBit(_m[t].m2, 2) ? SIG_SEMAPHORE : SIG_ELECTRIC); - SetSignalVariant(t, TRACK_LOWER, HasBit(_m[t].m2, 6) ? SIG_SEMAPHORE : SIG_ELECTRIC); - ClrBit(_m[t].m2, 2); - ClrBit(_m[t].m2, 6); - } - - /* Clear PBS reservation on track */ - if (IsRailDepot(t) ||IsRailWaypoint(t)) { - SetDepotWaypointReservation(t, false); - } else { - SetTrackReservation(t, TRACK_BIT_NONE); - } - break; - - case MP_ROAD: /* Clear PBS reservation on crossing */ - if (IsLevelCrossing(t)) SetCrossingReservation(t, false); - break; - - case MP_STATION: /* Clear PBS reservation on station */ - if (IsRailwayStation(t)) SetRailwayStationReservation(t, false); - break; - - case MP_TUNNELBRIDGE: /* Clear PBS reservation on tunnels/birdges */ - if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) SetTunnelBridgeReservation(t, false); - break; - - default: break; - } - } - } - - /* Reserve all tracks trains are currently on. */ - if (CheckSavegameVersion(101)) { - Vehicle *v; - FOR_ALL_VEHICLES(v) { - if (v->type == VEH_TRAIN) { - if ((v->u.rail.track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) { - TryReserveRailTrack(v->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(v->tile))); - } else if ((v->u.rail.track & TRACK_BIT_MASK) != TRACK_BIT_NONE) { - TryReserveRailTrack(v->tile, TrackBitsToTrack(v->u.rail.track)); - } - } - } - - /* Give owners to waypoints, based on rail tracks it is sitting on. - * If none is available, specify OWNER_NONE */ - Waypoint *wp; - FOR_ALL_WAYPOINTS(wp) { - Owner owner = (IsRailWaypointTile(wp->xy) ? GetTileOwner(wp->xy) : OWNER_NONE); - wp->owner = IsValidCompanyID(owner) ? owner : OWNER_NONE; - } - } - - if (CheckSavegameVersion(102)) { - for (TileIndex t = 0; t < map_size; t++) { - /* Now all crossings should be in correct state */ - if (IsLevelCrossingTile(t)) UpdateLevelCrossing(t, false); - } - } - - if (CheckSavegameVersion(103)) { - /* Non-town-owned roads now store the closest town */ - UpdateNearestTownForRoadTiles(false); - - /* signs with invalid owner left from older savegames */ - Sign *si; - FOR_ALL_SIGNS(si) { - if (si->owner != OWNER_NONE && !IsValidCompanyID(si->owner)) si->owner = OWNER_NONE; - } - - /* Station can get named based on an industry type, but the current ones - * are not, so mark them as if they are not named by an industry. */ - Station *st; - FOR_ALL_STATIONS(st) { - st->indtype = IT_INVALID; - } - } - - if (CheckSavegameVersion(104)) { - Vehicle *v; - FOR_ALL_VEHICLES(v) { - /* Set engine_type of shadow and rotor */ - if (v->type == VEH_AIRCRAFT && !IsNormalAircraft(v)) { - v->engine_type = v->First()->engine_type; - } - } - - /* More companies ... */ - Company *c; - FOR_ALL_COMPANIES(c) { - if (c->bankrupt_asked == 0xFF) c->bankrupt_asked = 0xFFFF; - } - - Engine *e; - FOR_ALL_ENGINES(e) { - if (e->company_avail == 0xFF) e->company_avail = 0xFFFF; - } - - Town *t; - FOR_ALL_TOWNS(t) { - if (t->have_ratings == 0xFF) t->have_ratings = 0xFFFF; - for (uint i = 8; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL; - } - } - - GamelogPrintDebug(1); - - bool ret = InitializeWindowsAndCaches(); - /* Restore the signals */ - signal(SIGSEGV, prev_segfault); - signal(SIGABRT, prev_abort); - return ret; -} - -/** Reload all NewGRF files during a running game. This is a cut-down - * version of AfterLoadGame(). - * XXX - We need to reset the vehicle position hash because with a non-empty - * hash AfterLoadVehicles() will loop infinitely. We need AfterLoadVehicles() - * to recalculate vehicle data as some NewGRF vehicle sets could have been - * removed or added and changed statistics */ -void ReloadNewGRFData() -{ - /* reload grf data */ - GfxLoadSprites(); - LoadStringWidthTable(); - ResetEconomy(); - /* reload vehicles */ - ResetVehiclePosHash(); - AfterLoadVehicles(false); - StartupEngines(); - SetCachedEngineCounts(); - /* update station and waypoint graphics */ - AfterLoadWaypoints(); - AfterLoadStations(); - /* Check and update house and town values */ - UpdateHousesAndTowns(); - /* Update livery selection windows */ - for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) InvalidateWindowData(WC_COMPANY_COLOR, i, _loaded_newgrf_features.has_2CC); - /* redraw the whole screen */ - MarkWholeScreenDirty(); - CheckTrainsLengths(); -}