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@@ -404,91 +404,91 @@ void DrawWaypointSprite(int x, int y, in
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return;
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}
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relocation = GetCustomStationRelocation(stat, NULL, 1);
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// emulate station tile - open with building
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// add 1 to get the other direction
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cust = &stat->renderdata[2];
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img = cust->ground_sprite;
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img += (img < _custom_sprites_base) ? rti->total_offset : railtype;
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if (img & PALETTE_MODIFIER_COLOR) img = (img & SPRITE_MASK);
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DrawSprite(img, x, y);
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foreach_draw_tile_seq(seq, cust->seq) {
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Point pt = RemapCoords(seq->delta_x, seq->delta_y, seq->delta_z);
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uint32 image = seq->image + relocation;
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DrawSprite((image & SPRITE_MASK) | ormod, x + pt.x, y + pt.y);
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}
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}
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/* Fix savegames which stored waypoints in their old format */
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void FixOldWaypoints(void)
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{
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Waypoint *wp;
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/* Convert the old 'town_or_string', to 'string' / 'town' / 'town_cn' */
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FOR_ALL_WAYPOINTS(wp) {
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if (wp->xy == 0)
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continue;
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wp->town_index = ClosestTownFromTile(wp->xy, (uint)-1)->index;
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wp->town_cn = 0;
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if (wp->string & 0xC000) {
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wp->town_cn = wp->string & 0x3F;
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wp->string = STR_NULL;
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}
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}
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}
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void InitializeWaypoints(void)
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{
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CleanPool(&_waypoint_pool);
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AddBlockToPool(&_waypoint_pool);
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}
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static const SaveLoad _waypoint_desc[] = {
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SLE_CONDVAR(Waypoint, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(Waypoint, xy, SLE_UINT32, 6, 255),
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SLE_CONDVAR(Waypoint, town_index, SLE_UINT16, 12, 255),
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SLE_CONDVAR(Waypoint, town_cn, SLE_UINT8, 12, 255),
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SLE_CONDVAR(Waypoint, xy, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_CONDVAR(Waypoint, town_index, SLE_UINT16, 12, SL_MAX_VERSION),
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SLE_CONDVAR(Waypoint, town_cn, SLE_UINT8, 12, SL_MAX_VERSION),
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SLE_VAR(Waypoint, string, SLE_UINT16),
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SLE_VAR(Waypoint, deleted, SLE_UINT8),
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SLE_CONDVAR(Waypoint, build_date, SLE_UINT16, 3, 255),
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SLE_CONDVAR(Waypoint, localidx, SLE_UINT8, 3, 255),
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SLE_CONDVAR(Waypoint, grfid, SLE_UINT32, 17, 255),
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SLE_CONDVAR(Waypoint, build_date, SLE_UINT16, 3, SL_MAX_VERSION),
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SLE_CONDVAR(Waypoint, localidx, SLE_UINT8, 3, SL_MAX_VERSION),
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SLE_CONDVAR(Waypoint, grfid, SLE_UINT32, 17, SL_MAX_VERSION),
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SLE_END()
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};
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static void Save_WAYP(void)
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{
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Waypoint *wp;
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FOR_ALL_WAYPOINTS(wp) {
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if (wp->xy != 0) {
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SlSetArrayIndex(wp->index);
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SlObject(wp, _waypoint_desc);
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}
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}
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}
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static void Load_WAYP(void)
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{
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int index;
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while ((index = SlIterateArray()) != -1) {
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Waypoint *wp;
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if (!AddBlockIfNeeded(&_waypoint_pool, index))
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error("Waypoints: failed loading savegame: too many waypoints");
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wp = GetWaypoint(index);
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SlObject(wp, _waypoint_desc);
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}
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}
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const ChunkHandler _waypoint_chunk_handlers[] = {
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{ 'CHKP', Save_WAYP, Load_WAYP, CH_ARRAY | CH_LAST},
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};
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