mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r584) -newgrf: Increase chance to get a TTDPatch savegame using custom GRF files loaded (pasky)
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a9a7957eaa
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11
oldloader.c
11
oldloader.c
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@ -11,6 +11,7 @@
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extern byte _name_array[512][32];
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extern TileIndex _animated_tile_list[256];
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extern uint16 _custom_sprites_base;
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#if defined(_MSC_VER)
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#pragma pack(push, 1)
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@ -758,6 +759,8 @@ static void FixVehicle(Vehicle *n, OldVehicle *o, int num)
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n->owner = o->owner;
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n->tile = o->tile;
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n->cur_image = o->cur_image;
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if (o->cur_image >= 0x2000) // TTDPatch maps sprites from 0x2000 up.
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n->cur_image -= 0x2000 - _custom_sprites_base;
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n->vehstatus = o->vehstatus;
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n->cur_speed = o->cur_speed;
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@ -774,7 +777,11 @@ static void FixVehicle(Vehicle *n, OldVehicle *o, int num)
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n->build_year = o->build_year;
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n->unitnumber = o->unitnumber;
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n->engine_type = o->engine_type;
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n->spritenum = o->spritenum>>1;
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switch (o->spritenum) {
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case 0xfd: n->spritenum = 0xfd; break;
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case 0xff: n->spritenum = 0xfe; break;
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default: n->spritenum = o->spritenum >> 1; break;
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}
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n->day_counter = o->day_counter;
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n->breakdowns_since_last_service = o->breakdowns_since_last_service;
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n->breakdown_ctr = o->breakdown_ctr;
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@ -1108,7 +1115,7 @@ bool LoadOldSaveGame(const char *file)
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_opt.currency = m->currency;
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_opt.kilometers = m->use_kilometers;
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_opt.town_name = m->town_name_type;
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_opt.landscape = m->landscape_type;
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_opt.landscape = m->landscape_type & 0xf;
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_opt.snow_line = m->snow_line_height;
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_opt.autosave = 0;
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_opt.road_side = m->road_side;
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@ -22,6 +22,7 @@ int _replace_sprites_offset[16];
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static const char *_cur_grffile;
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static int _loading_stage;
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static int _skip_specials;
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uint16 _custom_sprites_base;
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static SpriteHdr _cur_sprite;
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@ -794,7 +795,6 @@ static void LoadSpriteTables()
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// So just load all files from disk..
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int load_index = 0;
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int old_load_index = 0;
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for(i=0; _filename_list[i] != NULL; i++) {
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load_index += LoadGrfFile(_filename_list[i], load_index, (byte)i);
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@ -815,16 +815,16 @@ static void LoadSpriteTables()
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/* Load newgrf sprites */
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_loading_stage = 0;
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old_load_index = load_index;
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_custom_sprites_base = load_index;
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_loading_stage = 0;
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for (j = 0; j != lengthof(_newgrf_files) && _newgrf_files[j]; j++) {
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InitNewGRFFile(_newgrf_files[j], load_index);
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load_index += LoadNewGrfFile(_newgrf_files[j], load_index, i++);
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}
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_loading_stage = 1;
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load_index = old_load_index;
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load_index = _custom_sprites_base;
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for (j = 0; j != lengthof(_newgrf_files) && _newgrf_files[j]; j++)
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load_index += LoadNewGrfFile(_newgrf_files[j], load_index, i++);
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