/* $Id$ */
/*
* 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 .
*/
/** @file waypoint_sl.cpp Code handling saving and loading of waypoints */
#include "../stdafx.h"
#include "../waypoint_base.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;
char *name;
uint8 delete_ctr;
Date build_date;
uint8 localidx;
uint32 grfid;
const StationSpec *spec;
OwnerByte owner;
size_t new_index;
};
/** Temporary array with old waypoints. */
static SmallVector _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.Begin(); wp != _old_waypoints.End(); wp++) {
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.Begin(); wp != _old_waypoints.End(); wp++) {
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.Begin(); wp != _old_waypoints.End(); wp++) {
StationClass* stclass = StationClass::Get(STAT_CLASS_WAYP);
for (uint i = 0; i < stclass->GetSpecCount(); i++) {
const StationSpec *statspec = stclass->GetSpec(i);
if (statspec != NULL && statspec->grf_prop.grffile->grfid == wp->grfid && statspec->grf_prop.local_id == wp->localidx) {
wp->spec = statspec;
break;
}
}
}
}
if (!Waypoint::CanAllocateItem(_old_waypoints.Length())) SlError(STR_ERROR_TOO_MANY_STATIONS_LOADING);
/* All saveload conversions have been done. Create the new waypoints! */
for (OldWaypoint *wp = _old_waypoints.Begin(); wp != _old_waypoints.End(); wp++) {
Waypoint *new_wp = new Waypoint(wp->xy);
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;
TileIndex t = wp->xy;
if (IsTileType(t, MP_RAILWAY) && GetRailTileType(t) == 2 /* RAIL_TILE_WAYPOINT */ && _m[t].m2 == wp->index) {
/* 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 != NULL) {
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 */
OrderList *ol;
FOR_ALL_ORDER_LISTS(ol) {
if (ol->GetFirstSharedVehicle()->type != VEH_TRAIN) continue;
for (Order *o = ol->GetFirstOrder(); o != NULL; o = o->next) UpdateWaypointOrder(o);
}
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type != VEH_TRAIN) continue;
UpdateWaypointOrder(&v->current_order);
}
_old_waypoints.Reset();
}
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_CONDSTR(OldWaypoint, name, SLE_STR, 0, 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 */
_old_waypoints.Clear();
int index;
while ((index = SlIterateArray()) != -1) {
OldWaypoint *wp = _old_waypoints.Append();
memset(wp, 0, sizeof(*wp));
wp->index = index;
SlObject(wp, _old_waypoint_desc);
}
}
static void Ptrs_WAYP()
{
for (OldWaypoint *wp = _old_waypoints.Begin(); wp != _old_waypoints.End(); wp++) {
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 NULL the pointers. However, we don't know
* whether we're in the NULL 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 NULL 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', NULL, Load_WAYP, Ptrs_WAYP, NULL, CH_ARRAY | CH_LAST},
};