(svn r13678) -Fix (r13677): electric trains from pre elrail savegames would get stopped on load.

This commit is contained in:
rubidium 2008-07-06 11:08:40 +00:00
parent 22249a7317
commit 3a793ceea9
3 changed files with 24 additions and 20 deletions

View File

@ -1265,6 +1265,8 @@ static bool InitializeWindowsAndCaches()
}
}
InitializeVehicleCaches();
SetCachedEngineCounts();
/* Towns have a noise controlled number of airports system
@ -1382,16 +1384,6 @@ bool AfterLoadGame()
/* reinit the landscape variables (landscape might have changed) */
InitializeLandscapeVariables(true);
/* from version 38 we have optional elrails, since we cannot know the
* preference of a user, let elrails enabled; it can be disabled manually */
if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
/* Do the same as when elrails were enabled/disabled manually just now.
* This needs to be done before AfterLoadVehicles because that relies on
* the compatible railtypes and such to be correct. */
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
InitializeRailGUI();
/* Update all vehicles */
AfterLoadVehicles(true);
@ -1963,6 +1955,13 @@ bool AfterLoadGame()
}
}
/* from version 38 we have optional elrails, since we cannot know the
* preference of a user, let elrails enabled; it can be disabled manually */
if (CheckSavegameVersion(38)) _settings_game.vehicle.disable_elrails = false;
/* do the same as when elrails were enabled/disabled manually just now */
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
InitializeRailGUI();
/* From version 53, the map array was changed for house tiles to allow
* space for newhouses grf features. A new byte, m7, was also added. */
if (CheckSavegameVersion(53)) {

View File

@ -275,17 +275,8 @@ void AfterLoadVehicles(bool clear_te_id)
}
FOR_ALL_VEHICLES(v) {
assert(v->first != NULL);
assert(v->First() != NULL);
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
if (IsFrontEngine(v)) v->u.rail.last_speed = v->cur_speed; // update displayed train speed
TrainConsistChanged(v);
} else if (v->type == VEH_ROAD && IsRoadVehFront(v)) {
RoadVehUpdateCache(v);
}
}
FOR_ALL_VEHICLES(v) {
switch (v->type) {
case VEH_ROAD:
v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
@ -321,6 +312,19 @@ void AfterLoadVehicles(bool clear_te_id)
}
}
void InitializeVehicleCaches()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
if (IsFrontEngine(v)) v->u.rail.last_speed = v->cur_speed; // update displayed train speed
TrainConsistChanged(v);
} else if (v->type == VEH_ROAD && IsRoadVehFront(v)) {
RoadVehUpdateCache(v);
}
}
}
Vehicle::Vehicle()
{
this->type = VEH_INVALID;

View File

@ -191,6 +191,7 @@ DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
struct SaveLoad;
extern const SaveLoad *GetVehicleDescription(VehicleType vt);
extern void AfterLoadVehicles(bool clear_te_id);
extern void InitializeVehicleCaches();
struct LoadgameState;
extern bool LoadOldVehicle(LoadgameState *ls, int num);