/* $Id$ */ /** @file company_sl.cpp Code handling saving and loading of company data */ #include "../stdafx.h" #include "../company_base.h" #include "../company_func.h" #include "../network/network.h" #include "../ai/ai.hpp" #include "../company_manager_face.h" #include "saveload.h" /** * Converts an old company manager's face format to the new company manager's face format * * Meaning of the bits in the old face (some bits are used in several times): * - 4 and 5: chin * - 6 to 9: eyebrows * - 10 to 13: nose * - 13 to 15: lips (also moustache for males) * - 16 to 19: hair * - 20 to 22: eye color * - 20 to 27: tie, ear rings etc. * - 28 to 30: glasses * - 19, 26 and 27: race (bit 27 set and bit 19 equal to bit 26 = black, otherwise white) * - 31: gender (0 = male, 1 = female) * * @param face the face in the old format * @return the face in the new format */ CompanyManagerFace ConvertFromOldCompanyManagerFace(uint32 face) { CompanyManagerFace cmf = 0; GenderEthnicity ge = GE_WM; if (HasBit(face, 31)) SetBit(ge, GENDER_FEMALE); if (HasBit(face, 27) && (HasBit(face, 26) == HasBit(face, 19))) SetBit(ge, ETHNICITY_BLACK); SetCompanyManagerFaceBits(cmf, CMFV_GEN_ETHN, ge, ge); SetCompanyManagerFaceBits(cmf, CMFV_HAS_GLASSES, ge, GB(face, 28, 3) <= 1); SetCompanyManagerFaceBits(cmf, CMFV_EYE_COLOUR, ge, HasBit(ge, ETHNICITY_BLACK) ? 0 : ClampU(GB(face, 20, 3), 5, 7) - 5); SetCompanyManagerFaceBits(cmf, CMFV_CHIN, ge, ScaleCompanyManagerFaceValue(CMFV_CHIN, ge, GB(face, 4, 2))); SetCompanyManagerFaceBits(cmf, CMFV_EYEBROWS, ge, ScaleCompanyManagerFaceValue(CMFV_EYEBROWS, ge, GB(face, 6, 4))); SetCompanyManagerFaceBits(cmf, CMFV_HAIR, ge, ScaleCompanyManagerFaceValue(CMFV_HAIR, ge, GB(face, 16, 4))); SetCompanyManagerFaceBits(cmf, CMFV_JACKET, ge, ScaleCompanyManagerFaceValue(CMFV_JACKET, ge, GB(face, 20, 2))); SetCompanyManagerFaceBits(cmf, CMFV_COLLAR, ge, ScaleCompanyManagerFaceValue(CMFV_COLLAR, ge, GB(face, 22, 2))); SetCompanyManagerFaceBits(cmf, CMFV_GLASSES, ge, GB(face, 28, 1)); uint lips = GB(face, 10, 4); if (!HasBit(ge, GENDER_FEMALE) && lips < 4) { SetCompanyManagerFaceBits(cmf, CMFV_HAS_MOUSTACHE, ge, true); SetCompanyManagerFaceBits(cmf, CMFV_MOUSTACHE, ge, max(lips, 1U) - 1); } else { if (!HasBit(ge, GENDER_FEMALE)) { lips = lips * 15 / 16; lips -= 3; if (HasBit(ge, ETHNICITY_BLACK) && lips > 8) lips = 0; } else { lips = ScaleCompanyManagerFaceValue(CMFV_LIPS, ge, lips); } SetCompanyManagerFaceBits(cmf, CMFV_LIPS, ge, lips); uint nose = GB(face, 13, 3); if (ge == GE_WF) { nose = (nose * 3 >> 3) * 3 >> 2; // There is 'hole' in the nose sprites for females } else { nose = ScaleCompanyManagerFaceValue(CMFV_NOSE, ge, nose); } SetCompanyManagerFaceBits(cmf, CMFV_NOSE, ge, nose); } uint tie_earring = GB(face, 24, 4); if (!HasBit(ge, GENDER_FEMALE) || tie_earring < 3) { // Not all females have an earring if (HasBit(ge, GENDER_FEMALE)) SetCompanyManagerFaceBits(cmf, CMFV_HAS_TIE_EARRING, ge, true); SetCompanyManagerFaceBits(cmf, CMFV_TIE_EARRING, ge, HasBit(ge, GENDER_FEMALE) ? tie_earring : ScaleCompanyManagerFaceValue(CMFV_TIE_EARRING, ge, tie_earring / 2)); } return cmf; } /* Save/load of companies */ static const SaveLoad _company_desc[] = { SLE_VAR(Company, name_2, SLE_UINT32), SLE_VAR(Company, name_1, SLE_STRINGID), SLE_CONDSTR(Company, name, SLE_STR, 0, 84, SL_MAX_VERSION), SLE_VAR(Company, president_name_1, SLE_UINT16), SLE_VAR(Company, president_name_2, SLE_UINT32), SLE_CONDSTR(Company, president_name, SLE_STR, 0, 84, SL_MAX_VERSION), SLE_VAR(Company, face, SLE_UINT32), /* money was changed to a 64 bit field in savegame version 1. */ SLE_CONDVAR(Company, money, SLE_VAR_I64 | SLE_FILE_I32, 0, 0), SLE_CONDVAR(Company, money, SLE_INT64, 1, SL_MAX_VERSION), SLE_CONDVAR(Company, current_loan, SLE_VAR_I64 | SLE_FILE_I32, 0, 64), SLE_CONDVAR(Company, current_loan, SLE_INT64, 65, SL_MAX_VERSION), SLE_VAR(Company, colour, SLE_UINT8), SLE_VAR(Company, money_fraction, SLE_UINT8), SLE_CONDVAR(Company, avail_railtypes, SLE_UINT8, 0, 57), SLE_VAR(Company, block_preview, SLE_UINT8), SLE_CONDVAR(Company, cargo_types, SLE_FILE_U16 | SLE_VAR_U32, 0, 93), SLE_CONDVAR(Company, cargo_types, SLE_UINT32, 94, SL_MAX_VERSION), SLE_CONDVAR(Company, location_of_HQ, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Company, location_of_HQ, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Company, last_build_coordinate, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Company, last_build_coordinate, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Company, inaugurated_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Company, inaugurated_year, SLE_INT32, 31, SL_MAX_VERSION), SLE_ARR(Company, share_owners, SLE_UINT8, 4), SLE_VAR(Company, num_valid_stat_ent, SLE_UINT8), SLE_VAR(Company, quarters_of_bankrupcy, SLE_UINT8), SLE_CONDVAR(Company, bankrupt_asked, SLE_FILE_U8 | SLE_VAR_U16, 0, 103), SLE_CONDVAR(Company, bankrupt_asked, SLE_UINT16, 104, SL_MAX_VERSION), SLE_VAR(Company, bankrupt_timeout, SLE_INT16), SLE_CONDVAR(Company, bankrupt_value, SLE_VAR_I64 | SLE_FILE_I32, 0, 64), SLE_CONDVAR(Company, bankrupt_value, SLE_INT64, 65, SL_MAX_VERSION), /* yearly expenses was changed to 64-bit in savegame version 2. */ SLE_CONDARR(Company, yearly_expenses, SLE_FILE_I32 | SLE_VAR_I64, 3 * 13, 0, 1), SLE_CONDARR(Company, yearly_expenses, SLE_INT64, 3 * 13, 2, SL_MAX_VERSION), SLE_CONDVAR(Company, is_ai, SLE_BOOL, 2, SL_MAX_VERSION), SLE_CONDNULL(1, 107, 111), ///< is_noai SLE_CONDNULL(1, 4, 99), /* Engine renewal settings */ SLE_CONDNULL(512, 16, 18), SLE_CONDREF(Company, engine_renew_list, REF_ENGINE_RENEWS, 19, SL_MAX_VERSION), SLE_CONDVAR(Company, engine_renew, SLE_BOOL, 16, SL_MAX_VERSION), SLE_CONDVAR(Company, engine_renew_months, SLE_INT16, 16, SL_MAX_VERSION), SLE_CONDVAR(Company, engine_renew_money, SLE_UINT32, 16, SL_MAX_VERSION), SLE_CONDVAR(Company, renew_keep_length, SLE_BOOL, 2, SL_MAX_VERSION), // added with 16.1, but was blank since 2 /* Reserve extra space in savegame here. (currently 63 bytes) */ SLE_CONDNULL(63, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _company_economy_desc[] = { /* these were changed to 64-bit in savegame format 2 */ SLE_CONDVAR(CompanyEconomyEntry, income, SLE_FILE_I32 | SLE_VAR_I64, 0, 1), SLE_CONDVAR(CompanyEconomyEntry, income, SLE_INT64, 2, SL_MAX_VERSION), SLE_CONDVAR(CompanyEconomyEntry, expenses, SLE_FILE_I32 | SLE_VAR_I64, 0, 1), SLE_CONDVAR(CompanyEconomyEntry, expenses, SLE_INT64, 2, SL_MAX_VERSION), SLE_CONDVAR(CompanyEconomyEntry, company_value, SLE_FILE_I32 | SLE_VAR_I64, 0, 1), SLE_CONDVAR(CompanyEconomyEntry, company_value, SLE_INT64, 2, SL_MAX_VERSION), SLE_VAR(CompanyEconomyEntry, delivered_cargo, SLE_INT32), SLE_VAR(CompanyEconomyEntry, performance_history, SLE_INT32), SLE_END() }; /* We do need to read this single value, as the bigger it gets, the more data is stored */ struct CompanyOldAI { uint8 num_build_rec; }; static const SaveLoad _company_ai_desc[] = { SLE_CONDNULL(2, 0, 106), SLE_CONDNULL(2, 0, 12), SLE_CONDNULL(4, 13, 106), SLE_CONDNULL(8, 0, 106), SLE_CONDVAR(CompanyOldAI, num_build_rec, SLE_UINT8, 0, 106), SLE_CONDNULL(3, 0, 106), SLE_CONDNULL(2, 0, 5), SLE_CONDNULL(4, 6, 106), SLE_CONDNULL(2, 0, 5), SLE_CONDNULL(4, 6, 106), SLE_CONDNULL(2, 0, 106), SLE_CONDNULL(2, 0, 5), SLE_CONDNULL(4, 6, 106), SLE_CONDNULL(2, 0, 5), SLE_CONDNULL(4, 6, 106), SLE_CONDNULL(2, 0, 106), SLE_CONDNULL(2, 0, 68), SLE_CONDNULL(4, 69, 106), SLE_CONDNULL(18, 0, 106), SLE_CONDNULL(20, 0, 106), SLE_CONDNULL(32, 0, 106), SLE_CONDNULL(64, 2, 106), SLE_END() }; static const SaveLoad _company_ai_build_rec_desc[] = { SLE_CONDNULL(2, 0, 5), SLE_CONDNULL(4, 6, 106), SLE_CONDNULL(2, 0, 5), SLE_CONDNULL(4, 6, 106), SLE_CONDNULL(8, 0, 106), SLE_END() }; static const SaveLoad _company_livery_desc[] = { SLE_CONDVAR(Livery, in_use, SLE_BOOL, 34, SL_MAX_VERSION), SLE_CONDVAR(Livery, colour1, SLE_UINT8, 34, SL_MAX_VERSION), SLE_CONDVAR(Livery, colour2, SLE_UINT8, 34, SL_MAX_VERSION), SLE_END() }; static void SaveLoad_PLYR(Company *c) { int i; SlObject(c, _company_desc); /* Keep backwards compatible for savegames, so load the old AI block */ if (CheckSavegameVersion(107) && !IsHumanCompany(c->index)) { CompanyOldAI old_ai; char nothing; SlObject(&old_ai, _company_ai_desc); for (i = 0; i != old_ai.num_build_rec; i++) { SlObject(¬hing, _company_ai_build_rec_desc); } } /* Write economy */ SlObject(&c->cur_economy, _company_economy_desc); /* Write old economy entries. */ for (i = 0; i < c->num_valid_stat_ent; i++) { SlObject(&c->old_economy[i], _company_economy_desc); } /* Write each livery entry. */ int num_liveries = CheckSavegameVersion(63) ? LS_END - 4 : (CheckSavegameVersion(85) ? LS_END - 2: LS_END); for (i = 0; i < num_liveries; i++) { SlObject(&c->livery[i], _company_livery_desc); } if (num_liveries < LS_END) { /* We want to insert some liveries somewhere in between. This means some have to be moved. */ memmove(&c->livery[LS_FREIGHT_WAGON], &c->livery[LS_PASSENGER_WAGON_MONORAIL], (LS_END - LS_FREIGHT_WAGON) * sizeof(c->livery[0])); c->livery[LS_PASSENGER_WAGON_MONORAIL] = c->livery[LS_MONORAIL]; c->livery[LS_PASSENGER_WAGON_MAGLEV] = c->livery[LS_MAGLEV]; } if (num_liveries == LS_END - 4) { /* Copy bus/truck liveries over to trams */ c->livery[LS_PASSENGER_TRAM] = c->livery[LS_BUS]; c->livery[LS_FREIGHT_TRAM] = c->livery[LS_TRUCK]; } } static void Save_PLYR() { Company *c; FOR_ALL_COMPANIES(c) { SlSetArrayIndex(c->index); SlAutolength((AutolengthProc*)SaveLoad_PLYR, c); } } static void Load_PLYR() { int index; while ((index = SlIterateArray()) != -1) { Company *c = new (index) Company(); SaveLoad_PLYR(c); _company_colours[index] = c->colour; } } extern const ChunkHandler _company_chunk_handlers[] = { { 'PLYR', Save_PLYR, Load_PLYR, CH_ARRAY | CH_LAST}, };