Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/saveload/waypoint_sl.cpp

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
/*
 * 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 <http://www.gnu.org/licenses/>.
 */

/** @file waypoint_sl.cpp Code handling saving and loading of waypoints */

#include "../stdafx.h"
#include "../waypoint_base.h"
#include "../debug.h"
#include "../newgrf_station.h"
#include "../vehicle_base.h"
#include "../town.h"
#include "../newgrf.h"

#include "table/strings.h"

#include "saveload_internal.h"

#include "../safeguards.h"

/** Helper structure to convert from the old waypoint system. */
struct OldWaypoint {
	size_t index;
	TileIndex xy;
	TownID town_index;
	Town *town;
	uint16 town_cn;
	StringID string_id;
	std::string name;
	uint8 delete_ctr;
	Date build_date;
	uint8 localidx;
	uint32 grfid;
	const StationSpec *spec;
	Owner owner;

	size_t new_index;
};

/** Temporary array with old waypoints. */
static std::vector<OldWaypoint> _old_waypoints;

/**
 * Update the waypoint orders to get the new waypoint ID.
 * @param o the order 'list' to check.
 */
static void UpdateWaypointOrder(Order *o)
{
	if (!o->IsType(OT_GOTO_WAYPOINT)) return;

	for (OldWaypoint &wp : _old_waypoints) {
		if (wp.index != o->GetDestination()) continue;

		o->SetDestination((DestinationID)wp.new_index);
		return;
	}
}

/**
 * Perform all steps to upgrade from the old waypoints to the new version
 * that uses station. This includes some old saveload mechanics.
 */
void MoveWaypointsToBaseStations()
{
	/* 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 (IsSavegameVersionBefore(SLV_17)) {
		for (OldWaypoint &wp : _old_waypoints) {
			if (wp.delete_ctr != 0) continue; // The waypoint was deleted

			/* Waypoint indices were not added to the map prior to this. */
			_m[wp.xy].m2 = (StationID)wp.index;

			if (HasBit(_m[wp.xy].m3, 4)) {
				wp.spec = StationClass::Get(STAT_CLASS_WAYP)->GetSpec(_m[wp.xy].m4 + 1);
			}
		}
	} else {
		/* As of version 17, we recalculate the custom graphic ID of waypoints
		 * from the GRF ID / station index. */
		for (OldWaypoint &wp : _old_waypoints) {
			StationClass* stclass = StationClass::Get(STAT_CLASS_WAYP);
			for (uint i = 0; i < stclass->GetSpecCount(); i++) {
				const StationSpec *statspec = stclass->GetSpec(i);
				if (statspec != nullptr && statspec->grf_prop.grffile->grfid == wp.grfid && statspec->grf_prop.local_id == wp.localidx) {
					wp.spec = statspec;
					break;
				}
			}
		}
	}

	if (!Waypoint::CanAllocateItem(_old_waypoints.size())) SlError(STR_ERROR_TOO_MANY_STATIONS_LOADING);

	/* All saveload conversions have been done. Create the new waypoints! */
	for (OldWaypoint &wp : _old_waypoints) {
		TileIndex t = wp.xy;
		/* Sometimes waypoint (sign) locations became disconnected from their actual location in
		 * the map array. If this is the case, try to locate the actual location in the map array */
		if (!IsTileType(t, MP_RAILWAY) || GetRailTileType(t) != 2 /* RAIL_TILE_WAYPOINT */ || _m[t].m2 != wp.index) {
			DEBUG(sl, 0, "Found waypoint tile %u with invalid position", t);
			for (t = 0; t < MapSize(); t++) {
				if (IsTileType(t, MP_RAILWAY) && GetRailTileType(t) == 2 /* RAIL_TILE_WAYPOINT */ && _m[t].m2 == wp.index) {
					DEBUG(sl, 0, "Found actual waypoint position at %u", t);
					break;
				}
			}
		}
		if (t == MapSize()) {
			SlErrorCorrupt("Waypoint with invalid tile");
		}

		Waypoint *new_wp = new Waypoint(t);
		new_wp->town       = wp.town;
		new_wp->town_cn    = wp.town_cn;
		new_wp->name       = wp.name;
		new_wp->delete_ctr = 0; // Just reset delete counter for once.
		new_wp->build_date = wp.build_date;
		new_wp->owner      = wp.owner;
		new_wp->string_id  = STR_SV_STNAME_WAYPOINT;

		/* The tile might've been reserved! */
		bool reserved = !IsSavegameVersionBefore(SLV_100) && HasBit(_m[t].m5, 4);

		/* The tile really has our waypoint, so reassign the map array */
		MakeRailWaypoint(t, GetTileOwner(t), new_wp->index, (Axis)GB(_m[t].m5, 0, 1), 0, GetRailType(t));
		new_wp->facilities |= FACIL_TRAIN;
		new_wp->owner = GetTileOwner(t);

		SetRailStationReservation(t, reserved);

		if (wp.spec != nullptr) {
			SetCustomStationSpecIndex(t, AllocateSpecToStation(wp.spec, new_wp, true));
		}
		new_wp->rect.BeforeAddTile(t, StationRect::ADD_FORCE);

		wp.new_index = new_wp->index;
	}

	/* Update the orders of vehicles */
	for (OrderList *ol : OrderList::Iterate()) {
		if (ol->GetFirstSharedVehicle()->type != VEH_TRAIN) continue;

		for (Order *o = ol->GetFirstOrder(); o != nullptr; o = o->next) UpdateWaypointOrder(o);
	}

	for (Vehicle *v : Vehicle::Iterate()) {
		if (v->type != VEH_TRAIN) continue;

		UpdateWaypointOrder(&v->current_order);
	}

	ResetOldWaypoints();
}

void ResetOldWaypoints()
{
	_old_waypoints.clear();
	_old_waypoints.shrink_to_fit();
}

static const SaveLoad _old_waypoint_desc[] = {
	SLE_CONDVAR(OldWaypoint, xy,         SLE_FILE_U16 | SLE_VAR_U32,  SL_MIN_VERSION, SLV_6),
	SLE_CONDVAR(OldWaypoint, xy,         SLE_UINT32,                  SLV_6, SL_MAX_VERSION),
	SLE_CONDVAR(OldWaypoint, town_index, SLE_UINT16,                 SLV_12, SLV_122),
	SLE_CONDREF(OldWaypoint, town,       REF_TOWN,                  SLV_122, SL_MAX_VERSION),
	SLE_CONDVAR(OldWaypoint, town_cn,    SLE_FILE_U8 | SLE_VAR_U16,  SLV_12, SLV_89),
	SLE_CONDVAR(OldWaypoint, town_cn,    SLE_UINT16,                 SLV_89, SL_MAX_VERSION),
	SLE_CONDVAR(OldWaypoint, string_id,  SLE_STRINGID,                SL_MIN_VERSION, SLV_84),
	SLE_CONDSSTR(OldWaypoint, name,      SLE_STR,                    SLV_84, SL_MAX_VERSION),
	    SLE_VAR(OldWaypoint, delete_ctr, SLE_UINT8),

	SLE_CONDVAR(OldWaypoint, build_date, SLE_FILE_U16 | SLE_VAR_I32,  SLV_3, SLV_31),
	SLE_CONDVAR(OldWaypoint, build_date, SLE_INT32,                  SLV_31, SL_MAX_VERSION),
	SLE_CONDVAR(OldWaypoint, localidx,   SLE_UINT8,                   SLV_3, SL_MAX_VERSION),
	SLE_CONDVAR(OldWaypoint, grfid,      SLE_UINT32,                 SLV_17, SL_MAX_VERSION),
	SLE_CONDVAR(OldWaypoint, owner,      SLE_UINT8,                 SLV_101, SL_MAX_VERSION),

	SLE_END()
};

static void Load_WAYP()
{
	/* Precaution for when loading failed and it didn't get cleared */
	ResetOldWaypoints();

	int index;

	while ((index = SlIterateArray()) != -1) {
		OldWaypoint *wp = &_old_waypoints.emplace_back();

		wp->index = index;
		SlObject(wp, _old_waypoint_desc);
	}
}

static void Ptrs_WAYP()
{
	for (OldWaypoint &wp : _old_waypoints) {
		SlObject(&wp, _old_waypoint_desc);

		if (IsSavegameVersionBefore(SLV_12)) {
			wp.town_cn = (wp.string_id & 0xC000) == 0xC000 ? (wp.string_id >> 8) & 0x3F : 0;
			wp.town = ClosestTownFromTile(wp.xy, UINT_MAX);
		} else if (IsSavegameVersionBefore(SLV_122)) {
			/* Only for versions 12 .. 122 */
			if (!Town::IsValidID(wp.town_index)) {
				/* Upon a corrupted waypoint we'll likely get here. The next step will be to
				 * loop over all Ptrs procs to nullptr the pointers. However, we don't know
				 * whether we're in the nullptr or "normal" Ptrs proc. So just clear the list
				 * of old waypoints we constructed and then this waypoint (and the other
				 * possibly corrupt ones) will not be queried in the nullptr Ptrs proc run. */
				_old_waypoints.clear();
				SlErrorCorrupt("Referencing invalid Town");
			}
			wp.town = Town::Get(wp.town_index);
		}
		if (IsSavegameVersionBefore(SLV_84)) {
			wp.name = CopyFromOldName(wp.string_id);
		}
	}
}

extern const ChunkHandler _waypoint_chunk_handlers[] = {
	{ 'CHKP', nullptr, Load_WAYP, Ptrs_WAYP, nullptr, CH_ARRAY | CH_LAST},
};