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@ -278,8 +278,7 @@ static void InitializeWindowsAndCaches()
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(*it)->tile = t->xy;
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}
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}
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RoadVehicle *rv;
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FOR_ALL_ROADVEHICLES(rv) {
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for (RoadVehicle *rv : RoadVehicle::Iterate()) {
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if (rv->IsFrontEngine()) {
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rv->CargoChanged();
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}
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@ -436,8 +435,8 @@ static void FixOwnerOfRailTrack(TileIndex t)
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assert(!Company::IsValidID(GetTileOwner(t)) && (IsLevelCrossingTile(t) || IsPlainRailTile(t)));
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/* remove leftover rail piece from crossing (from very old savegames) */
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Train *v = nullptr, *w;
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FOR_ALL_TRAINS(w) {
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Train *v = nullptr;
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for (Train *w : Train::Iterate()) {
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if (w->tile == t) {
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v = w;
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break;
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@ -1175,8 +1174,6 @@ bool AfterLoadGame()
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}
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if (IsSavegameVersionBefore(SLV_42)) {
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Vehicle *v;
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for (TileIndex t = 0; t < map_size; t++) {
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if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t);
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if (IsBridgeTile(t)) {
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@ -1230,7 +1227,7 @@ bool AfterLoadGame()
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}
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}
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FOR_ALL_VEHICLES(v) {
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for (Vehicle* v : Vehicle::Iterate()) {
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if (!v->IsGroundVehicle()) continue;
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if (IsBridgeTile(v->tile)) {
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DiagDirection dir = GetTunnelBridgeDirection(v->tile);
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@ -1289,8 +1286,7 @@ bool AfterLoadGame()
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if (IsSavegameVersionBefore(SLV_24)) {
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RailType min_rail = RAILTYPE_ELECTRIC;
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Train *v;
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FOR_ALL_TRAINS(v) {
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for (Train *v : Train::Iterate()) {
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RailType rt = RailVehInfo(v->engine_type)->railtype;
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v->railtype = rt;
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@ -1327,7 +1323,7 @@ bool AfterLoadGame()
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}
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}
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FOR_ALL_TRAINS(v) {
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for (Train *v : Train::Iterate()) {
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if (v->IsFrontEngine() || v->IsFreeWagon()) v->ConsistChanged(CCF_TRACK);
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}
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@ -1384,8 +1380,7 @@ bool AfterLoadGame()
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}
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if (IsSavegameVersionBefore(SLV_25)) {
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|
RoadVehicle *rv;
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FOR_ALL_ROADVEHICLES(rv) {
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for (RoadVehicle *rv : RoadVehicle::Iterate()) {
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|
rv->vehstatus &= ~0x40;
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}
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}
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@ -1412,8 +1407,6 @@ bool AfterLoadGame()
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/* Time starts at 0 instead of 1920.
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* Account for this in older games by adding an offset */
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if (IsSavegameVersionBefore(SLV_31)) {
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Vehicle *v;
|
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_date += DAYS_TILL_ORIGINAL_BASE_YEAR;
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_cur_year += ORIGINAL_BASE_YEAR;
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@ -1423,7 +1416,7 @@ bool AfterLoadGame()
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for (Company *c : Company::Iterate()) c->inaugurated_year += ORIGINAL_BASE_YEAR;
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for (Industry *i : Industry::Iterate()) i->last_prod_year += ORIGINAL_BASE_YEAR;
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|
|
FOR_ALL_VEHICLES(v) {
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|
|
for (Vehicle *v : Vehicle::Iterate()) {
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|
|
v->date_of_last_service += DAYS_TILL_ORIGINAL_BASE_YEAR;
|
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|
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v->build_year += ORIGINAL_BASE_YEAR;
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}
|
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|
@ -1451,13 +1444,11 @@ bool AfterLoadGame()
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/* Setting no refit flags to all orders in savegames from before refit in orders were added */
|
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|
|
if (IsSavegameVersionBefore(SLV_36)) {
|
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|
|
Vehicle *v;
|
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|
|
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|
|
for (Order *order : Order::Iterate()) {
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|
|
order->SetRefit(CT_NO_REFIT);
|
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|
|
}
|
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|
|
FOR_ALL_VEHICLES(v) {
|
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|
|
for (Vehicle *v : Vehicle::Iterate()) {
|
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|
|
v->current_order.SetRefit(CT_NO_REFIT);
|
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|
|
}
|
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|
|
}
|
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|
|
@ -1536,13 +1527,12 @@ bool AfterLoadGame()
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|
|
}
|
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|
|
if (IsSavegameVersionBefore(SLV_45)) {
|
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|
|
Vehicle *v;
|
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|
|
/* Originally just the fact that some cargo had been paid for was
|
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|
* stored to stop people cheating and cashing in several times. This
|
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* wasn't enough though as it was cleared when the vehicle started
|
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|
* loading again, even if it didn't actually load anything, so now the
|
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|
|
* amount that has been paid is stored. */
|
|
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|
|
FOR_ALL_VEHICLES(v) {
|
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|
|
for (Vehicle *v : Vehicle::Iterate()) {
|
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|
|
ClrBit(v->vehicle_flags, 2);
|
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|
|
}
|
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|
|
}
|
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|
|
@ -1556,9 +1546,8 @@ bool AfterLoadGame()
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|
|
}
|
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|
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|
|
if (IsSavegameVersionBefore(SLV_50)) {
|
|
|
|
|
Aircraft *v;
|
|
|
|
|
/* Aircraft units changed from 8 mph to 1 km-ish/h */
|
|
|
|
|
FOR_ALL_AIRCRAFT(v) {
|
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|
|
for (Aircraft *v : Aircraft::Iterate()) {
|
|
|
|
|
if (v->subtype <= AIR_AIRCRAFT) {
|
|
|
|
|
const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
|
|
|
|
|
v->cur_speed *= 128;
|
|
|
|
@ -1592,9 +1581,8 @@ bool AfterLoadGame()
|
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|
|
}
|
|
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|
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|
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|
|
|
if (IsSavegameVersionBefore(SLV_57)) {
|
|
|
|
|
Vehicle *v;
|
|
|
|
|
/* Added a FIFO queue of vehicles loading at stations */
|
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
|
|
|
for (Vehicle *v : Vehicle::Iterate()) {
|
|
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|
|
if ((v->type != VEH_TRAIN || Train::From(v)->IsFrontEngine()) && // for all locs
|
|
|
|
|
!(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
|
|
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|
|
v->current_order.IsType(OT_LOADING)) { // loading
|
|
|
|
@ -1645,8 +1633,7 @@ bool AfterLoadGame()
|
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|
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|
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|
|
if (IsSavegameVersionBefore(SLV_69)) {
|
|
|
|
|
/* In some old savegames a bit was cleared when it should not be cleared */
|
|
|
|
|
RoadVehicle *rv;
|
|
|
|
|
FOR_ALL_ROADVEHICLES(rv) {
|
|
|
|
|
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
|
|
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|
|
if (rv->state == 250 || rv->state == 251) {
|
|
|
|
|
SetBit(rv->state, 2);
|
|
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|
|
}
|
|
|
|
@ -1725,8 +1712,7 @@ bool AfterLoadGame()
|
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|
|
/* Rework of orders. */
|
|
|
|
|
for (Order *order : Order::Iterate()) order->ConvertFromOldSavegame();
|
|
|
|
|
|
|
|
|
|
Vehicle *v;
|
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
|
|
|
for (Vehicle *v : Vehicle::Iterate()) {
|
|
|
|
|
if (v->orders.list != nullptr && v->orders.list->GetFirstOrder() != nullptr && v->orders.list->GetFirstOrder()->IsType(OT_NOTHING)) {
|
|
|
|
|
v->orders.list->FreeChain();
|
|
|
|
|
v->orders.list = nullptr;
|
|
|
|
@ -1747,8 +1733,7 @@ bool AfterLoadGame()
|
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|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Vehicle *v;
|
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
|
|
|
for (Vehicle *v : Vehicle::Iterate()) {
|
|
|
|
|
if ((v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
|
|
|
|
|
v->current_order.SetUnloadType(OUFB_TRANSFER);
|
|
|
|
|
v->current_order.SetLoadType(OLFB_NO_LOAD);
|
|
|
|
@ -1897,8 +1882,7 @@ bool AfterLoadGame()
|
|
|
|
|
|
|
|
|
|
if (IsSavegameVersionBefore(SLV_88)) {
|
|
|
|
|
/* Profits are now with 8 bit fract */
|
|
|
|
|
Vehicle *v;
|
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
|
|
|
for (Vehicle *v : Vehicle::Iterate()) {
|
|
|
|
|
v->profit_this_year <<= 8;
|
|
|
|
|
v->profit_last_year <<= 8;
|
|
|
|
|
v->running_ticks = 0;
|
|
|
|
@ -1919,8 +1903,7 @@ bool AfterLoadGame()
|
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|
|
GroupStatistics::UpdateAfterLoad(); // Ensure statistics pool is initialised before trying to delete vehicles
|
|
|
|
|
/* Remove all trams from savegames without tram support.
|
|
|
|
|
* There would be trams without tram track under causing crashes sooner or later. */
|
|
|
|
|
RoadVehicle *v;
|
|
|
|
|
FOR_ALL_ROADVEHICLES(v) {
|
|
|
|
|
for (RoadVehicle *v : RoadVehicle::Iterate()) {
|
|
|
|
|
if (v->First() == v && HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM)) {
|
|
|
|
|
ShowErrorMessage(STR_WARNING_LOADGAME_REMOVED_TRAMS, INVALID_STRING_ID, WL_CRITICAL);
|
|
|
|
|
delete v;
|
|
|
|
@ -1991,8 +1974,7 @@ bool AfterLoadGame()
|
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|
|
|
|
|
|
|
|
/* Reserve all tracks trains are currently on. */
|
|
|
|
|
if (IsSavegameVersionBefore(SLV_101)) {
|
|
|
|
|
const Train *t;
|
|
|
|
|
FOR_ALL_TRAINS(t) {
|
|
|
|
|
for (const Train *t : Train::Iterate()) {
|
|
|
|
|
if (t->First() == t) t->ReserveTrackUnderConsist();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -2022,8 +2004,7 @@ bool AfterLoadGame()
|
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|
|
}
|
|
|
|
|
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|
|
|
|
if (IsSavegameVersionBefore(SLV_104)) {
|
|
|
|
|
Aircraft *a;
|
|
|
|
|
FOR_ALL_AIRCRAFT(a) {
|
|
|
|
|
for (Aircraft *a : Aircraft::Iterate()) {
|
|
|
|
|
/* Set engine_type of shadow and rotor */
|
|
|
|
|
if (!a->IsNormalAircraft()) {
|
|
|
|
|
a->engine_type = a->First()->engine_type;
|
|
|
|
@ -2172,8 +2153,7 @@ bool AfterLoadGame()
|
|
|
|
|
|
|
|
|
|
if (IsSavegameVersionBefore(SLV_121)) {
|
|
|
|
|
/* Delete small ufos heading for non-existing vehicles */
|
|
|
|
|
Vehicle *v;
|
|
|
|
|
FOR_ALL_DISASTERVEHICLES(v) {
|
|
|
|
|
for (Vehicle *v : DisasterVehicle::Iterate()) {
|
|
|
|
|
if (v->subtype == 2 /* ST_SMALL_UFO */ && v->current_order.GetDestination() != 0) {
|
|
|
|
|
const Vehicle *u = Vehicle::GetIfValid(v->dest_tile);
|
|
|
|
|
if (u == nullptr || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsFrontEngine()) {
|
|
|
|
@ -2335,8 +2315,7 @@ bool AfterLoadGame()
|
|
|
|
|
/* The behaviour of force_proceed has been changed. Now
|
|
|
|
|
* it counts signals instead of some random time out. */
|
|
|
|
|
if (IsSavegameVersionBefore(SLV_131)) {
|
|
|
|
|
Train *t;
|
|
|
|
|
FOR_ALL_TRAINS(t) {
|
|
|
|
|
for (Train *t : Train::Iterate()) {
|
|
|
|
|
if (t->force_proceed != TFP_NONE) {
|
|
|
|
|
t->force_proceed = TFP_STUCK;
|
|
|
|
|
}
|
|
|
|
@ -2366,13 +2345,11 @@ bool AfterLoadGame()
|
|
|
|
|
|
|
|
|
|
/* Wait counter and load/unload ticks got split. */
|
|
|
|
|
if (IsSavegameVersionBefore(SLV_136)) {
|
|
|
|
|
Aircraft *a;
|
|
|
|
|
FOR_ALL_AIRCRAFT(a) {
|
|
|
|
|
for (Aircraft *a : Aircraft::Iterate()) {
|
|
|
|
|
a->turn_counter = a->current_order.IsType(OT_LOADING) ? 0 : a->load_unload_ticks;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Train *t;
|
|
|
|
|
FOR_ALL_TRAINS(t) {
|
|
|
|
|
for (Train *t : Train::Iterate()) {
|
|
|
|
|
t->wait_counter = t->current_order.IsType(OT_LOADING) ? 0 : t->load_unload_ticks;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -2447,8 +2424,7 @@ bool AfterLoadGame()
|
|
|
|
|
* For old savegames with such aircraft we just throw them in the air and
|
|
|
|
|
* treat the aircraft like they were flying already. */
|
|
|
|
|
if (IsSavegameVersionBefore(SLV_146)) {
|
|
|
|
|
Aircraft *v;
|
|
|
|
|
FOR_ALL_AIRCRAFT(v) {
|
|
|
|
|
for (Aircraft *v : Aircraft::Iterate()) {
|
|
|
|
|
if (!v->IsNormalAircraft()) continue;
|
|
|
|
|
Station *st = GetTargetAirportIfValid(v);
|
|
|
|
|
if (st == nullptr && v->state != FLYING) {
|
|
|
|
@ -2532,8 +2508,7 @@ bool AfterLoadGame()
|
|
|
|
|
/* The moment vehicles go from hidden to visible changed. This means
|
|
|
|
|
* that vehicles don't always get visible anymore causing things to
|
|
|
|
|
* get messed up just after loading the savegame. This fixes that. */
|
|
|
|
|
Vehicle *v;
|
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
|
|
|
for (Vehicle *v : Vehicle::Iterate()) {
|
|
|
|
|
/* Not all vehicle types can be inside a tunnel. Furthermore,
|
|
|
|
|
* testing IsTunnelTile() for invalid tiles causes a crash. */
|
|
|
|
|
if (!v->IsGroundVehicle()) continue;
|
|
|
|
@ -2596,8 +2571,7 @@ bool AfterLoadGame()
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (IsSavegameVersionBefore(SLV_153)) {
|
|
|
|
|
RoadVehicle *rv;
|
|
|
|
|
FOR_ALL_ROADVEHICLES(rv) {
|
|
|
|
|
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
|
|
|
|
|
if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) continue;
|
|
|
|
|
|
|
|
|
|
bool loading = rv->current_order.IsType(OT_LOADING) || rv->current_order.IsType(OT_LEAVESTATION);
|
|
|
|
@ -2612,8 +2586,7 @@ bool AfterLoadGame()
|
|
|
|
|
|
|
|
|
|
if (IsSavegameVersionBefore(SLV_156)) {
|
|
|
|
|
/* The train's pathfinder lost flag got moved. */
|
|
|
|
|
Train *t;
|
|
|
|
|
FOR_ALL_TRAINS(t) {
|
|
|
|
|
for (Train *t : Train::Iterate()) {
|
|
|
|
|
if (!HasBit(t->flags, 5)) continue;
|
|
|
|
|
|
|
|
|
|
ClrBit(t->flags, 5);
|
|
|
|
@ -2628,8 +2601,7 @@ bool AfterLoadGame()
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (IsSavegameVersionBefore(SLV_158)) {
|
|
|
|
|
Vehicle *v;
|
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
|
|
|
for (Vehicle *v : Vehicle::Iterate()) {
|
|
|
|
|
switch (v->type) {
|
|
|
|
|
case VEH_TRAIN: {
|
|
|
|
|
Train *t = Train::From(v);
|
|
|
|
@ -2713,7 +2685,7 @@ bool AfterLoadGame()
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
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/* Fill Vehicle::cur_real_order_index */
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FOR_ALL_VEHICLES(v) {
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for (Vehicle *v : Vehicle::Iterate()) {
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if (!v->IsPrimaryVehicle()) continue;
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/* Older versions are less strict with indices being in range and fix them on the fly */
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@ -2733,8 +2705,7 @@ bool AfterLoadGame()
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* will keep reversing disabled, otherwise it'll be turned on. */
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_settings_game.pf.reverse_at_signals = IsSavegameVersionBefore(SLV_100) || (_settings_game.pf.wait_oneway_signal != 255 && _settings_game.pf.wait_twoway_signal != 255 && _settings_game.pf.wait_for_pbs_path != 255);
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Train *t;
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FOR_ALL_TRAINS(t) {
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for (Train *t : Train::Iterate()) {
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_settings_game.vehicle.max_train_length = max<uint8>(_settings_game.vehicle.max_train_length, CeilDiv(t->gcache.cached_total_length, TILE_SIZE));
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}
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}
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@ -2899,9 +2870,8 @@ bool AfterLoadGame()
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}
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if (IsSavegameVersionBefore(SLV_182)) {
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Aircraft *v;
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/* Aircraft acceleration variable was bonkers */
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FOR_ALL_AIRCRAFT(v) {
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for (Aircraft *v : Aircraft::Iterate()) {
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if (v->subtype <= AIR_AIRCRAFT) {
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const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
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v->acceleration = avi->acceleration;
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@ -2945,10 +2915,9 @@ bool AfterLoadGame()
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* Now they have the same length, but that means that trailing articulated parts will
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* take longer to go through the curve than the parts in front which already left the courve.
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* So, make articulated parts catch up. */
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RoadVehicle *v;
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bool roadside = _settings_game.vehicle.road_side == 1;
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std::vector<uint> skip_frames;
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FOR_ALL_ROADVEHICLES(v) {
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for (RoadVehicle *v : RoadVehicle::Iterate()) {
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if (!v->IsFrontEngine()) continue;
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skip_frames.clear();
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TileIndex prev_tile = v->tile;
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@ -3062,8 +3031,7 @@ bool AfterLoadGame()
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if (IsSavegameVersionBefore(SLV_SHIPS_STOP_IN_LOCKS)) {
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/* Move ships from lock slope to upper or lower position. */
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Ship *s;
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FOR_ALL_SHIPS(s) {
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for (Ship *s : Ship::Iterate()) {
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/* Suitable tile? */
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if (!IsTileType(s->tile, MP_WATER) || !IsLock(s->tile) || GetLockPart(s->tile) != LOCK_PART_MIDDLE) continue;
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