(svn r27770) -Fix [FS#6540]: Initialize variables in station_sl.cpp (JGR)
[openttd.git] / src / saveload / vehicle_sl.cpp
blob86ca590e4d4bbe0ceceebe96e59398e65404a19d
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /** @file vehicle_sl.cpp Code handling saving and loading of vehicles */
12 #include "../stdafx.h"
13 #include "../vehicle_func.h"
14 #include "../train.h"
15 #include "../roadveh.h"
16 #include "../ship.h"
17 #include "../aircraft.h"
18 #include "../station_base.h"
19 #include "../effectvehicle_base.h"
20 #include "../company_base.h"
21 #include "../company_func.h"
22 #include "../disaster_vehicle.h"
24 #include "saveload.h"
26 #include <map>
28 #include "../safeguards.h"
30 /**
31 * Link front and rear multiheaded engines to each other
32 * This is done when loading a savegame
34 void ConnectMultiheadedTrains()
36 Train *v;
38 FOR_ALL_TRAINS(v) {
39 v->other_multiheaded_part = NULL;
42 FOR_ALL_TRAINS(v) {
43 if (v->IsFrontEngine() || v->IsFreeWagon()) {
44 /* Two ways to associate multiheaded parts to each other:
45 * sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>..
46 * bracket-matching: Free vehicle chains shall be arranged to look like ..<..<..>..<..>..>..
48 * Note: Old savegames might contain chains which do not comply with these rules, e.g.
49 * - the front and read parts have invalid orders
50 * - different engine types might be combined
51 * - there might be different amounts of front and rear parts.
53 * Note: The multiheaded parts need to be matched exactly like they are matched on the server, else desyncs will occur.
54 * This is why two matching strategies are needed.
57 bool sequential_matching = v->IsFrontEngine();
59 for (Train *u = v; u != NULL; u = u->GetNextVehicle()) {
60 if (u->other_multiheaded_part != NULL) continue; // we already linked this one
62 if (u->IsMultiheaded()) {
63 if (!u->IsEngine()) {
64 /* we got a rear car without a front car. We will convert it to a front one */
65 u->SetEngine();
66 u->spritenum--;
69 /* Find a matching back part */
70 EngineID eid = u->engine_type;
71 Train *w;
72 if (sequential_matching) {
73 for (w = u->GetNextVehicle(); w != NULL; w = w->GetNextVehicle()) {
74 if (w->engine_type != eid || w->other_multiheaded_part != NULL || !w->IsMultiheaded()) continue;
76 /* we found a car to partner with this engine. Now we will make sure it face the right way */
77 if (w->IsEngine()) {
78 w->ClearEngine();
79 w->spritenum++;
81 break;
83 } else {
84 uint stack_pos = 0;
85 for (w = u->GetNextVehicle(); w != NULL; w = w->GetNextVehicle()) {
86 if (w->engine_type != eid || w->other_multiheaded_part != NULL || !w->IsMultiheaded()) continue;
88 if (w->IsEngine()) {
89 stack_pos++;
90 } else {
91 if (stack_pos == 0) break;
92 stack_pos--;
97 if (w != NULL) {
98 w->other_multiheaded_part = u;
99 u->other_multiheaded_part = w;
100 } else {
101 /* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
102 u->ClearMultiheaded();
111 * Converts all trains to the new subtype format introduced in savegame 16.2
112 * It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
114 void ConvertOldMultiheadToNew()
116 Train *t;
117 FOR_ALL_TRAINS(t) SetBit(t->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
119 FOR_ALL_TRAINS(t) {
120 if (HasBit(t->subtype, 7) && ((t->subtype & ~0x80) == 0 || (t->subtype & ~0x80) == 4)) {
121 for (Train *u = t; u != NULL; u = u->Next()) {
122 const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
124 ClrBit(u->subtype, 7);
125 switch (u->subtype) {
126 case 0: // TS_Front_Engine
127 if (rvi->railveh_type == RAILVEH_MULTIHEAD) u->SetMultiheaded();
128 u->SetFrontEngine();
129 u->SetEngine();
130 break;
132 case 1: // TS_Artic_Part
133 u->subtype = 0;
134 u->SetArticulatedPart();
135 break;
137 case 2: // TS_Not_First
138 u->subtype = 0;
139 if (rvi->railveh_type == RAILVEH_WAGON) {
140 /* normal wagon */
141 u->SetWagon();
142 break;
144 if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
145 /* rear end of a multiheaded engine */
146 u->SetMultiheaded();
147 break;
149 if (rvi->railveh_type == RAILVEH_MULTIHEAD) u->SetMultiheaded();
150 u->SetEngine();
151 break;
153 case 4: // TS_Free_Car
154 u->subtype = 0;
155 u->SetWagon();
156 u->SetFreeWagon();
157 break;
158 default: SlErrorCorrupt("Invalid train subtype");
166 /** need to be called to load aircraft from old version */
167 void UpdateOldAircraft()
169 /* set airport_flags to 0 for all airports just to be sure */
170 Station *st;
171 FOR_ALL_STATIONS(st) {
172 st->airport.flags = 0; // reset airport
175 Aircraft *a;
176 FOR_ALL_AIRCRAFT(a) {
177 /* airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor)
178 * skip those */
179 if (a->IsNormalAircraft()) {
180 /* airplane in terminal stopped doesn't hurt anyone, so goto next */
181 if ((a->vehstatus & VS_STOPPED) && a->state == 0) {
182 a->state = HANGAR;
183 continue;
186 AircraftLeaveHangar(a, a->direction); // make airplane visible if it was in a depot for example
187 a->vehstatus &= ~VS_STOPPED; // make airplane moving
188 UpdateAircraftCache(a);
189 a->cur_speed = a->vcache.cached_max_speed; // so aircraft don't have zero speed while in air
190 if (!a->current_order.IsType(OT_GOTO_STATION) && !a->current_order.IsType(OT_GOTO_DEPOT)) {
191 /* reset current order so aircraft doesn't have invalid "station-only" order */
192 a->current_order.MakeDummy();
194 a->state = FLYING;
195 AircraftNextAirportPos_and_Order(a); // move it to the entry point of the airport
196 GetNewVehiclePosResult gp = GetNewVehiclePos(a);
197 a->tile = 0; // aircraft in air is tile=0
199 /* correct speed of helicopter-rotors */
200 if (a->subtype == AIR_HELICOPTER) a->Next()->Next()->cur_speed = 32;
202 /* set new position x,y,z */
203 GetAircraftFlightLevelBounds(a, &a->z_pos, NULL);
204 SetAircraftPosition(a, gp.x, gp.y, GetAircraftFlightLevel(a));
210 * Check all vehicles to ensure their engine type is valid
211 * for the currently loaded NewGRFs (that includes none...)
212 * This only makes a difference if NewGRFs are missing, otherwise
213 * all vehicles will be valid. This does not make such a game
214 * playable, it only prevents crash.
216 static void CheckValidVehicles()
218 size_t total_engines = Engine::GetPoolSize();
219 EngineID first_engine[4] = { INVALID_ENGINE, INVALID_ENGINE, INVALID_ENGINE, INVALID_ENGINE };
221 Engine *e;
222 FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) { first_engine[VEH_TRAIN] = e->index; break; }
223 FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) { first_engine[VEH_ROAD] = e->index; break; }
224 FOR_ALL_ENGINES_OF_TYPE(e, VEH_SHIP) { first_engine[VEH_SHIP] = e->index; break; }
225 FOR_ALL_ENGINES_OF_TYPE(e, VEH_AIRCRAFT) { first_engine[VEH_AIRCRAFT] = e->index; break; }
227 Vehicle *v;
228 FOR_ALL_VEHICLES(v) {
229 /* Test if engine types match */
230 switch (v->type) {
231 case VEH_TRAIN:
232 case VEH_ROAD:
233 case VEH_SHIP:
234 case VEH_AIRCRAFT:
235 if (v->engine_type >= total_engines || v->type != v->GetEngine()->type) {
236 v->engine_type = first_engine[v->type];
238 break;
240 default:
241 break;
246 extern byte _age_cargo_skip_counter; // From misc_sl.cpp
248 /** Called after load to update coordinates */
249 void AfterLoadVehicles(bool part_of_load)
251 Vehicle *v;
253 FOR_ALL_VEHICLES(v) {
254 /* Reinstate the previous pointer */
255 if (v->Next() != NULL) v->Next()->previous = v;
256 if (v->NextShared() != NULL) v->NextShared()->previous_shared = v;
258 if (part_of_load) v->fill_percent_te_id = INVALID_TE_ID;
259 v->first = NULL;
260 if (v->IsGroundVehicle()) v->GetGroundVehicleCache()->first_engine = INVALID_ENGINE;
263 /* AfterLoadVehicles may also be called in case of NewGRF reload, in this
264 * case we may not convert orders again. */
265 if (part_of_load) {
266 /* Create shared vehicle chain for very old games (pre 5,2) and create
267 * OrderList from shared vehicle chains. For this to work correctly, the
268 * following conditions must be fulfilled:
269 * a) both next_shared and previous_shared are not set for pre 5,2 games
270 * b) both next_shared and previous_shared are set for later games
272 std::map<Order*, OrderList*> mapping;
274 FOR_ALL_VEHICLES(v) {
275 if (v->orders.old != NULL) {
276 if (IsSavegameVersionBefore(105)) { // Pre-105 didn't save an OrderList
277 if (mapping[v->orders.old] == NULL) {
278 /* This adds the whole shared vehicle chain for case b */
280 /* Creating an OrderList here is safe because the number of vehicles
281 * allowed in these savegames matches the number of OrderLists. As
282 * such each vehicle can get an OrderList and it will (still) fit. */
283 assert(OrderList::CanAllocateItem());
284 v->orders.list = mapping[v->orders.old] = new OrderList(v->orders.old, v);
285 } else {
286 v->orders.list = mapping[v->orders.old];
287 /* For old games (case a) we must create the shared vehicle chain */
288 if (IsSavegameVersionBefore(5, 2)) {
289 v->AddToShared(v->orders.list->GetFirstSharedVehicle());
292 } else { // OrderList was saved as such, only recalculate not saved values
293 if (v->PreviousShared() == NULL) {
294 v->orders.list->Initialize(v->orders.list->first, v);
301 FOR_ALL_VEHICLES(v) {
302 /* Fill the first pointers */
303 if (v->Previous() == NULL) {
304 for (Vehicle *u = v; u != NULL; u = u->Next()) {
305 u->first = v;
310 if (part_of_load) {
311 if (IsSavegameVersionBefore(105)) {
312 /* Before 105 there was no order for shared orders, thus it messed up horribly */
313 FOR_ALL_VEHICLES(v) {
314 if (v->First() != v || v->orders.list != NULL || v->previous_shared != NULL || v->next_shared == NULL) continue;
316 /* As above, allocating OrderList here is safe. */
317 assert(OrderList::CanAllocateItem());
318 v->orders.list = new OrderList(NULL, v);
319 for (Vehicle *u = v; u != NULL; u = u->next_shared) {
320 u->orders.list = v->orders.list;
325 if (IsSavegameVersionBefore(157)) {
326 /* The road vehicle subtype was converted to a flag. */
327 RoadVehicle *rv;
328 FOR_ALL_ROADVEHICLES(rv) {
329 if (rv->subtype == 0) {
330 /* The road vehicle is at the front. */
331 rv->SetFrontEngine();
332 } else if (rv->subtype == 1) {
333 /* The road vehicle is an articulated part. */
334 rv->subtype = 0;
335 rv->SetArticulatedPart();
336 } else {
337 SlErrorCorrupt("Invalid road vehicle subtype");
342 if (IsSavegameVersionBefore(160)) {
343 /* In some old savegames there might be some "crap" stored. */
344 FOR_ALL_VEHICLES(v) {
345 if (!v->IsPrimaryVehicle() && v->type != VEH_DISASTER) {
346 v->current_order.Free();
347 v->unitnumber = 0;
352 if (IsSavegameVersionBefore(162)) {
353 /* Set the vehicle-local cargo age counter from the old global counter. */
354 FOR_ALL_VEHICLES(v) {
355 v->cargo_age_counter = _age_cargo_skip_counter;
359 if (IsSavegameVersionBefore(180)) {
360 /* Set service interval flags */
361 FOR_ALL_VEHICLES(v) {
362 if (!v->IsPrimaryVehicle()) continue;
364 const Company *c = Company::Get(v->owner);
365 int interval = CompanyServiceInterval(c, v->type);
367 v->SetServiceIntervalIsCustom(v->GetServiceInterval() != interval);
368 v->SetServiceIntervalIsPercent(c->settings.vehicle.servint_ispercent);
373 CheckValidVehicles();
375 FOR_ALL_VEHICLES(v) {
376 assert(v->first != NULL);
378 switch (v->type) {
379 case VEH_TRAIN: {
380 Train *t = Train::From(v);
381 if (t->IsFrontEngine() || t->IsFreeWagon()) {
382 t->gcache.last_speed = t->cur_speed; // update displayed train speed
383 t->ConsistChanged(CCF_SAVELOAD);
385 break;
388 case VEH_ROAD: {
389 RoadVehicle *rv = RoadVehicle::From(v);
390 if (rv->IsFrontEngine()) {
391 rv->gcache.last_speed = rv->cur_speed; // update displayed road vehicle speed
392 RoadVehUpdateCache(rv);
393 if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) {
394 rv->CargoChanged();
397 break;
400 case VEH_SHIP:
401 Ship::From(v)->UpdateCache();
402 break;
404 default: break;
408 /* Stop non-front engines */
409 if (part_of_load && IsSavegameVersionBefore(112)) {
410 FOR_ALL_VEHICLES(v) {
411 if (v->type == VEH_TRAIN) {
412 Train *t = Train::From(v);
413 if (!t->IsFrontEngine()) {
414 if (t->IsEngine()) t->vehstatus |= VS_STOPPED;
415 /* cur_speed is now relevant for non-front parts - nonzero breaks
416 * moving-wagons-inside-depot- and autoreplace- code */
417 t->cur_speed = 0;
420 /* trains weren't stopping gradually in old OTTD versions (and TTO/TTD)
421 * other vehicle types didn't have zero speed while stopped (even in 'recent' OTTD versions) */
422 if ((v->vehstatus & VS_STOPPED) && (v->type != VEH_TRAIN || IsSavegameVersionBefore(2, 1))) {
423 v->cur_speed = 0;
428 FOR_ALL_VEHICLES(v) {
429 switch (v->type) {
430 case VEH_ROAD: {
431 RoadVehicle *rv = RoadVehicle::From(v);
432 rv->roadtype = HasBit(EngInfo(v->First()->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
433 rv->compatible_roadtypes = RoadTypeToRoadTypes(rv->roadtype);
434 /* FALL THROUGH */
437 case VEH_TRAIN:
438 case VEH_SHIP:
439 v->GetImage(v->direction, EIT_ON_MAP, &v->sprite_seq);
440 break;
442 case VEH_AIRCRAFT:
443 if (Aircraft::From(v)->IsNormalAircraft()) {
444 v->GetImage(v->direction, EIT_ON_MAP, &v->sprite_seq);
446 /* The plane's shadow will have the same image as the plane, but no colour */
447 Vehicle *shadow = v->Next();
448 shadow->sprite_seq.CopyWithoutPalette(v->sprite_seq);
450 /* In the case of a helicopter we will update the rotor sprites */
451 if (v->subtype == AIR_HELICOPTER) {
452 Vehicle *rotor = shadow->Next();
453 GetRotorImage(Aircraft::From(v), EIT_ON_MAP, &rotor->sprite_seq);
456 UpdateAircraftCache(Aircraft::From(v), true);
458 break;
459 default: break;
462 v->UpdateDeltaXY(v->direction);
463 v->coord.left = INVALID_COORD;
464 v->UpdatePosition();
465 v->UpdateViewport(false);
469 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // From train_cmd.cpp
470 void ReverseTrainDirection(Train *v);
471 void ReverseTrainSwapVeh(Train *v, int l, int r);
473 /** Fixup old train spacing. */
474 void FixupTrainLengths()
476 /* Vehicle center was moved from 4 units behind the front to half the length
477 * behind the front. Move vehicles so they end up on the same spot. */
478 Vehicle *v;
479 FOR_ALL_VEHICLES(v) {
480 if (v->type == VEH_TRAIN && v->IsPrimaryVehicle()) {
481 /* The vehicle center is now more to the front depending on vehicle length,
482 * so we need to move all vehicles forward to cover the difference to the
483 * old center, otherwise wagon spacing in trains would be broken upon load. */
484 for (Train *u = Train::From(v); u != NULL; u = u->Next()) {
485 if (u->track == TRACK_BIT_DEPOT || (u->vehstatus & VS_CRASHED)) continue;
487 Train *next = u->Next();
489 /* Try to pull the vehicle half its length forward. */
490 int diff = (VEHICLE_LENGTH - u->gcache.cached_veh_length) / 2;
491 int done;
492 for (done = 0; done < diff; done++) {
493 if (!TrainController(u, next, false)) break;
496 if (next != NULL && done < diff && u->IsFrontEngine()) {
497 /* Pulling the front vehicle forwards failed, we either encountered a dead-end
498 * or a red signal. To fix this, we try to move the whole train the required
499 * space backwards and re-do the fix up of the front vehicle. */
501 /* Ignore any signals when backtracking. */
502 TrainForceProceeding old_tfp = u->force_proceed;
503 u->force_proceed = TFP_SIGNAL;
505 /* Swap start<>end, start+1<>end-1, ... */
506 int r = CountVehiclesInChain(u) - 1; // number of vehicles - 1
507 int l = 0;
508 do ReverseTrainSwapVeh(u, l++, r--); while (l <= r);
510 /* We moved the first vehicle which is now the last. Move it back to the
511 * original position as we will fix up the last vehicle later in the loop. */
512 for (int i = 0; i < done; i++) TrainController(u->Last(), NULL);
514 /* Move the train backwards to get space for the first vehicle. As the stopping
515 * distance from a line end is rounded up, move the train one unit more to cater
516 * for front vehicles with odd lengths. */
517 int moved;
518 for (moved = 0; moved < diff + 1; moved++) {
519 if (!TrainController(u, NULL, false)) break;
522 /* Swap start<>end, start+1<>end-1, ... again. */
523 r = CountVehiclesInChain(u) - 1; // number of vehicles - 1
524 l = 0;
525 do ReverseTrainSwapVeh(u, l++, r--); while (l <= r);
527 u->force_proceed = old_tfp;
529 /* Tracks are too short to fix the train length. The player has to fix the
530 * train in a depot. Bail out so we don't damage the vehicle chain any more. */
531 if (moved < diff + 1) break;
533 /* Re-do the correction for the first vehicle. */
534 for (done = 0; done < diff; done++) TrainController(u, next, false);
536 /* We moved one unit more backwards than needed for even-length front vehicles,
537 * try to move that unit forward again. We don't care if this step fails. */
538 TrainController(u, NULL, false);
541 /* If the next wagon is still in a depot, check if it shouldn't be outside already. */
542 if (next != NULL && next->track == TRACK_BIT_DEPOT) {
543 int d = TicksToLeaveDepot(u);
544 if (d <= 0) {
545 /* Next vehicle should have left the depot already, show it and pull forward. */
546 next->vehstatus &= ~VS_HIDDEN;
547 next->track = TrackToTrackBits(GetRailDepotTrack(next->tile));
548 for (int i = 0; i >= d; i--) TrainController(next, NULL);
553 /* Update all cached properties after moving the vehicle chain around. */
554 Train::From(v)->ConsistChanged(CCF_TRACK);
559 static uint8 _cargo_days;
560 static uint16 _cargo_source;
561 static uint32 _cargo_source_xy;
562 static uint16 _cargo_count;
563 static uint16 _cargo_paid_for;
564 static Money _cargo_feeder_share;
565 static uint32 _cargo_loaded_at_xy;
568 * Make it possible to make the saveload tables "friends" of other classes.
569 * @param vt the vehicle type. Can be VEH_END for the common vehicle description data
570 * @return the saveload description
572 const SaveLoad *GetVehicleDescription(VehicleType vt)
574 /** Save and load of vehicles */
575 static const SaveLoad _common_veh_desc[] = {
576 SLE_VAR(Vehicle, subtype, SLE_UINT8),
578 SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
579 SLE_CONDVAR(Vehicle, name, SLE_NAME, 0, 83),
580 SLE_CONDSTR(Vehicle, name, SLE_STR | SLF_ALLOW_CONTROL, 0, 84, SL_MAX_VERSION),
581 SLE_CONDVAR(Vehicle, unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7),
582 SLE_CONDVAR(Vehicle, unitnumber, SLE_UINT16, 8, SL_MAX_VERSION),
583 SLE_VAR(Vehicle, owner, SLE_UINT8),
584 SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
585 SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
586 SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
587 SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION),
589 SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
590 SLE_CONDVAR(Vehicle, x_pos, SLE_UINT32, 6, SL_MAX_VERSION),
591 SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
592 SLE_CONDVAR(Vehicle, y_pos, SLE_UINT32, 6, SL_MAX_VERSION),
593 SLE_CONDVAR(Vehicle, z_pos, SLE_FILE_U8 | SLE_VAR_I32, 0, 163),
594 SLE_CONDVAR(Vehicle, z_pos, SLE_INT32, 164, SL_MAX_VERSION),
595 SLE_VAR(Vehicle, direction, SLE_UINT8),
597 SLE_CONDNULL(2, 0, 57),
598 SLE_VAR(Vehicle, spritenum, SLE_UINT8),
599 SLE_CONDNULL(5, 0, 57),
600 SLE_VAR(Vehicle, engine_type, SLE_UINT16),
602 SLE_CONDNULL(2, 0, 151),
603 SLE_VAR(Vehicle, cur_speed, SLE_UINT16),
604 SLE_VAR(Vehicle, subspeed, SLE_UINT8),
605 SLE_VAR(Vehicle, acceleration, SLE_UINT8),
606 SLE_VAR(Vehicle, progress, SLE_UINT8),
608 SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
609 SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
610 SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16, 5, SL_MAX_VERSION),
611 SLE_CONDVAR(Vehicle, last_loading_station, SLE_UINT16, 182, SL_MAX_VERSION),
613 SLE_VAR(Vehicle, cargo_type, SLE_UINT8),
614 SLE_CONDVAR(Vehicle, cargo_subtype, SLE_UINT8, 35, SL_MAX_VERSION),
615 SLEG_CONDVAR( _cargo_days, SLE_UINT8, 0, 67),
616 SLEG_CONDVAR( _cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6),
617 SLEG_CONDVAR( _cargo_source, SLE_UINT16, 7, 67),
618 SLEG_CONDVAR( _cargo_source_xy, SLE_UINT32, 44, 67),
619 SLE_VAR(Vehicle, cargo_cap, SLE_UINT16),
620 SLE_CONDVAR(Vehicle, refit_cap, SLE_UINT16, 182, SL_MAX_VERSION),
621 SLEG_CONDVAR( _cargo_count, SLE_UINT16, 0, 67),
622 SLE_CONDLST(Vehicle, cargo.packets, REF_CARGO_PACKET, 68, SL_MAX_VERSION),
623 SLE_CONDARR(Vehicle, cargo.action_counts, SLE_UINT, VehicleCargoList::NUM_MOVE_TO_ACTION, 181, SL_MAX_VERSION),
624 SLE_CONDVAR(Vehicle, cargo_age_counter, SLE_UINT16, 162, SL_MAX_VERSION),
626 SLE_VAR(Vehicle, day_counter, SLE_UINT8),
627 SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
628 SLE_CONDVAR(Vehicle, running_ticks, SLE_UINT8, 88, SL_MAX_VERSION),
630 SLE_VAR(Vehicle, cur_implicit_order_index, SLE_UINT8),
631 SLE_CONDVAR(Vehicle, cur_real_order_index, SLE_UINT8, 158, SL_MAX_VERSION),
632 /* num_orders is now part of OrderList and is not saved but counted */
633 SLE_CONDNULL(1, 0, 104),
635 /* This next line is for version 4 and prior compatibility.. it temporarily reads
636 type and flags (which were both 4 bits) into type. Later on this is
637 converted correctly */
638 SLE_CONDVAR(Vehicle, current_order.type, SLE_UINT8, 0, 4),
639 SLE_CONDVAR(Vehicle, current_order.dest, SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
641 /* Orders for version 5 and on */
642 SLE_CONDVAR(Vehicle, current_order.type, SLE_UINT8, 5, SL_MAX_VERSION),
643 SLE_CONDVAR(Vehicle, current_order.flags, SLE_UINT8, 5, SL_MAX_VERSION),
644 SLE_CONDVAR(Vehicle, current_order.dest, SLE_UINT16, 5, SL_MAX_VERSION),
646 /* Refit in current order */
647 SLE_CONDVAR(Vehicle, current_order.refit_cargo, SLE_UINT8, 36, SL_MAX_VERSION),
648 SLE_CONDNULL(1, 36, 181), // refit_subtype
650 /* Timetable in current order */
651 SLE_CONDVAR(Vehicle, current_order.wait_time, SLE_UINT16, 67, SL_MAX_VERSION),
652 SLE_CONDVAR(Vehicle, current_order.travel_time, SLE_UINT16, 67, SL_MAX_VERSION),
653 SLE_CONDVAR(Vehicle, current_order.max_speed, SLE_UINT16, 174, SL_MAX_VERSION),
654 SLE_CONDVAR(Vehicle, timetable_start, SLE_INT32, 129, SL_MAX_VERSION),
656 SLE_CONDREF(Vehicle, orders, REF_ORDER, 0, 104),
657 SLE_CONDREF(Vehicle, orders, REF_ORDERLIST, 105, SL_MAX_VERSION),
659 SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
660 SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION),
661 SLE_CONDVAR(Vehicle, max_age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
662 SLE_CONDVAR(Vehicle, max_age, SLE_INT32, 31, SL_MAX_VERSION),
663 SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
664 SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32, 31, SL_MAX_VERSION),
665 SLE_CONDVAR(Vehicle, service_interval, SLE_UINT16, 0, 30),
666 SLE_CONDVAR(Vehicle, service_interval, SLE_FILE_U32 | SLE_VAR_U16, 31, 179),
667 SLE_CONDVAR(Vehicle, service_interval, SLE_UINT16, 180, SL_MAX_VERSION),
668 SLE_VAR(Vehicle, reliability, SLE_UINT16),
669 SLE_VAR(Vehicle, reliability_spd_dec, SLE_UINT16),
670 SLE_VAR(Vehicle, breakdown_ctr, SLE_UINT8),
671 SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8),
672 SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8),
673 SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8),
674 SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
675 SLE_CONDVAR(Vehicle, build_year, SLE_INT32, 31, SL_MAX_VERSION),
677 SLE_VAR(Vehicle, load_unload_ticks, SLE_UINT16),
678 SLEG_CONDVAR( _cargo_paid_for, SLE_UINT16, 45, SL_MAX_VERSION),
679 SLE_CONDVAR(Vehicle, vehicle_flags, SLE_FILE_U8 | SLE_VAR_U16, 40, 179),
680 SLE_CONDVAR(Vehicle, vehicle_flags, SLE_UINT16, 180, SL_MAX_VERSION),
682 SLE_CONDVAR(Vehicle, profit_this_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
683 SLE_CONDVAR(Vehicle, profit_this_year, SLE_INT64, 65, SL_MAX_VERSION),
684 SLE_CONDVAR(Vehicle, profit_last_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
685 SLE_CONDVAR(Vehicle, profit_last_year, SLE_INT64, 65, SL_MAX_VERSION),
686 SLEG_CONDVAR( _cargo_feeder_share, SLE_FILE_I32 | SLE_VAR_I64, 51, 64),
687 SLEG_CONDVAR( _cargo_feeder_share, SLE_INT64, 65, 67),
688 SLEG_CONDVAR( _cargo_loaded_at_xy, SLE_UINT32, 51, 67),
689 SLE_CONDVAR(Vehicle, value, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
690 SLE_CONDVAR(Vehicle, value, SLE_INT64, 65, SL_MAX_VERSION),
692 SLE_CONDVAR(Vehicle, random_bits, SLE_UINT8, 2, SL_MAX_VERSION),
693 SLE_CONDVAR(Vehicle, waiting_triggers, SLE_UINT8, 2, SL_MAX_VERSION),
695 SLE_CONDREF(Vehicle, next_shared, REF_VEHICLE, 2, SL_MAX_VERSION),
696 SLE_CONDNULL(2, 2, 68),
697 SLE_CONDNULL(4, 69, 100),
699 SLE_CONDVAR(Vehicle, group_id, SLE_UINT16, 60, SL_MAX_VERSION),
701 SLE_CONDVAR(Vehicle, current_order_time, SLE_UINT32, 67, SL_MAX_VERSION),
702 SLE_CONDVAR(Vehicle, lateness_counter, SLE_INT32, 67, SL_MAX_VERSION),
704 SLE_CONDNULL(10, 2, 143), // old reserved space
706 SLE_END()
710 static const SaveLoad _train_desc[] = {
711 SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN),
712 SLE_VEH_INCLUDE(),
713 SLE_VAR(Train, crash_anim_pos, SLE_UINT16),
714 SLE_VAR(Train, force_proceed, SLE_UINT8),
715 SLE_VAR(Train, railtype, SLE_UINT8),
716 SLE_VAR(Train, track, SLE_UINT8),
718 SLE_CONDVAR(Train, flags, SLE_FILE_U8 | SLE_VAR_U16, 2, 99),
719 SLE_CONDVAR(Train, flags, SLE_UINT16, 100, SL_MAX_VERSION),
720 SLE_CONDNULL(2, 2, 59),
722 SLE_CONDVAR(Train, wait_counter, SLE_UINT16, 136, SL_MAX_VERSION),
724 SLE_CONDNULL(2, 2, 19),
725 SLE_CONDVAR(Train, gv_flags, SLE_UINT16, 139, SL_MAX_VERSION),
726 SLE_CONDNULL(11, 2, 143), // old reserved space
728 SLE_END()
731 static const SaveLoad _roadveh_desc[] = {
732 SLE_WRITEBYTE(Vehicle, type, VEH_ROAD),
733 SLE_VEH_INCLUDE(),
734 SLE_VAR(RoadVehicle, state, SLE_UINT8),
735 SLE_VAR(RoadVehicle, frame, SLE_UINT8),
736 SLE_VAR(RoadVehicle, blocked_ctr, SLE_UINT16),
737 SLE_VAR(RoadVehicle, overtaking, SLE_UINT8),
738 SLE_VAR(RoadVehicle, overtaking_ctr, SLE_UINT8),
739 SLE_VAR(RoadVehicle, crashed_ctr, SLE_UINT16),
740 SLE_VAR(RoadVehicle, reverse_ctr, SLE_UINT8),
742 SLE_CONDNULL(2, 6, 68),
743 SLE_CONDVAR(RoadVehicle, gv_flags, SLE_UINT16, 139, SL_MAX_VERSION),
744 SLE_CONDNULL(4, 69, 130),
745 SLE_CONDNULL(2, 6, 130),
746 SLE_CONDNULL(16, 2, 143), // old reserved space
748 SLE_END()
751 static const SaveLoad _ship_desc[] = {
752 SLE_WRITEBYTE(Vehicle, type, VEH_SHIP),
753 SLE_VEH_INCLUDE(),
754 SLE_VAR(Ship, state, SLE_UINT8),
756 SLE_CONDNULL(16, 2, 143), // old reserved space
758 SLE_END()
761 static const SaveLoad _aircraft_desc[] = {
762 SLE_WRITEBYTE(Vehicle, type, VEH_AIRCRAFT),
763 SLE_VEH_INCLUDE(),
764 SLE_VAR(Aircraft, crashed_counter, SLE_UINT16),
765 SLE_VAR(Aircraft, pos, SLE_UINT8),
767 SLE_CONDVAR(Aircraft, targetairport, SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
768 SLE_CONDVAR(Aircraft, targetairport, SLE_UINT16, 5, SL_MAX_VERSION),
770 SLE_VAR(Aircraft, state, SLE_UINT8),
772 SLE_CONDVAR(Aircraft, previous_pos, SLE_UINT8, 2, SL_MAX_VERSION),
773 SLE_CONDVAR(Aircraft, last_direction, SLE_UINT8, 2, SL_MAX_VERSION),
774 SLE_CONDVAR(Aircraft, number_consecutive_turns, SLE_UINT8, 2, SL_MAX_VERSION),
776 SLE_CONDVAR(Aircraft, turn_counter, SLE_UINT8, 136, SL_MAX_VERSION),
777 SLE_CONDVAR(Aircraft, flags, SLE_UINT8, 167, SL_MAX_VERSION),
779 SLE_CONDNULL(13, 2, 143), // old reserved space
781 SLE_END()
784 static const SaveLoad _special_desc[] = {
785 SLE_WRITEBYTE(Vehicle, type, VEH_EFFECT),
787 SLE_VAR(Vehicle, subtype, SLE_UINT8),
789 SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
790 SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
792 SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
793 SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION),
794 SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
795 SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION),
796 SLE_CONDVAR(Vehicle, z_pos, SLE_FILE_U8 | SLE_VAR_I32, 0, 163),
797 SLE_CONDVAR(Vehicle, z_pos, SLE_INT32, 164, SL_MAX_VERSION),
799 SLE_VAR(Vehicle, sprite_seq.seq[0].sprite, SLE_FILE_U16 | SLE_VAR_U32),
800 SLE_CONDNULL(5, 0, 57),
801 SLE_VAR(Vehicle, progress, SLE_UINT8),
802 SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
804 SLE_VAR(EffectVehicle, animation_state, SLE_UINT16),
805 SLE_VAR(EffectVehicle, animation_substate, SLE_UINT8),
807 SLE_CONDVAR(Vehicle, spritenum, SLE_UINT8, 2, SL_MAX_VERSION),
809 SLE_CONDNULL(15, 2, 143), // old reserved space
811 SLE_END()
814 static const SaveLoad _disaster_desc[] = {
815 SLE_WRITEBYTE(Vehicle, type, VEH_DISASTER),
817 SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
819 SLE_VAR(Vehicle, subtype, SLE_UINT8),
820 SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
821 SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
822 SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
823 SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION),
825 SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
826 SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION),
827 SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
828 SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION),
829 SLE_CONDVAR(Vehicle, z_pos, SLE_FILE_U8 | SLE_VAR_I32, 0, 163),
830 SLE_CONDVAR(Vehicle, z_pos, SLE_INT32, 164, SL_MAX_VERSION),
831 SLE_VAR(Vehicle, direction, SLE_UINT8),
833 SLE_CONDNULL(5, 0, 57),
834 SLE_VAR(Vehicle, owner, SLE_UINT8),
835 SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
836 SLE_CONDVAR(Vehicle, current_order.dest, SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
837 SLE_CONDVAR(Vehicle, current_order.dest, SLE_UINT16, 5, SL_MAX_VERSION),
839 SLE_VAR(Vehicle, sprite_seq.seq[0].sprite, SLE_FILE_U16 | SLE_VAR_U32),
840 SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
841 SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION),
842 SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
844 SLE_CONDVAR(DisasterVehicle, image_override, SLE_FILE_U16 | SLE_VAR_U32, 0, 190),
845 SLE_CONDVAR(DisasterVehicle, image_override, SLE_UINT32, 191, SL_MAX_VERSION),
846 SLE_CONDVAR(DisasterVehicle, big_ufo_destroyer_target, SLE_FILE_U16 | SLE_VAR_U32, 0, 190),
847 SLE_CONDVAR(DisasterVehicle, big_ufo_destroyer_target, SLE_UINT32, 191, SL_MAX_VERSION),
848 SLE_CONDVAR(DisasterVehicle, flags, SLE_UINT8, 194, SL_MAX_VERSION),
850 SLE_CONDNULL(16, 2, 143), // old reserved space
852 SLE_END()
856 static const SaveLoad * const _veh_descs[] = {
857 _train_desc,
858 _roadveh_desc,
859 _ship_desc,
860 _aircraft_desc,
861 _special_desc,
862 _disaster_desc,
863 _common_veh_desc,
866 return _veh_descs[vt];
869 /** Will be called when the vehicles need to be saved. */
870 static void Save_VEHS()
872 Vehicle *v;
873 /* Write the vehicles */
874 FOR_ALL_VEHICLES(v) {
875 SlSetArrayIndex(v->index);
876 SlObject(v, GetVehicleDescription(v->type));
880 /** Will be called when vehicles need to be loaded. */
881 void Load_VEHS()
883 int index;
885 _cargo_count = 0;
887 while ((index = SlIterateArray()) != -1) {
888 Vehicle *v;
889 VehicleType vtype = (VehicleType)SlReadByte();
891 switch (vtype) {
892 case VEH_TRAIN: v = new (index) Train(); break;
893 case VEH_ROAD: v = new (index) RoadVehicle(); break;
894 case VEH_SHIP: v = new (index) Ship(); break;
895 case VEH_AIRCRAFT: v = new (index) Aircraft(); break;
896 case VEH_EFFECT: v = new (index) EffectVehicle(); break;
897 case VEH_DISASTER: v = new (index) DisasterVehicle(); break;
898 case VEH_INVALID: // Savegame shouldn't contain invalid vehicles
899 default: SlErrorCorrupt("Invalid vehicle type");
902 SlObject(v, GetVehicleDescription(vtype));
904 if (_cargo_count != 0 && IsCompanyBuildableVehicleType(v) && CargoPacket::CanAllocateItem()) {
905 /* Don't construct the packet with station here, because that'll fail with old savegames */
906 CargoPacket *cp = new CargoPacket(_cargo_count, _cargo_days, _cargo_source, _cargo_source_xy, _cargo_loaded_at_xy, _cargo_feeder_share);
907 v->cargo.Append(cp);
910 /* Old savegames used 'last_station_visited = 0xFF' */
911 if (IsSavegameVersionBefore(5) && v->last_station_visited == 0xFF) {
912 v->last_station_visited = INVALID_STATION;
915 if (IsSavegameVersionBefore(182)) v->last_loading_station = INVALID_STATION;
917 if (IsSavegameVersionBefore(5)) {
918 /* Convert the current_order.type (which is a mix of type and flags, because
919 * in those versions, they both were 4 bits big) to type and flags */
920 v->current_order.flags = GB(v->current_order.type, 4, 4);
921 v->current_order.type &= 0x0F;
924 /* Advanced vehicle lists got added */
925 if (IsSavegameVersionBefore(60)) v->group_id = DEFAULT_GROUP;
929 static void Ptrs_VEHS()
931 Vehicle *v;
932 FOR_ALL_VEHICLES(v) {
933 SlObject(v, GetVehicleDescription(v->type));
937 extern const ChunkHandler _veh_chunk_handlers[] = {
938 { 'VEHS', Save_VEHS, Load_VEHS, Ptrs_VEHS, NULL, CH_SPARSE_ARRAY | CH_LAST},