OpenTTD/src/saveload/order_sl.cpp

207 lines
5.7 KiB
C++

/* $Id$ */
/** @file order_sl.cpp Code handling saving and loading of orders */
#include "../stdafx.h"
#include "../order_base.h"
#include "../core/alloc_func.hpp"
#include "../settings_type.h"
#include "saveload.h"
void Order::ConvertFromOldSavegame()
{
uint8 old_flags = this->flags;
this->flags = 0;
/* First handle non-stop - use value from savegame if possible, else use value from config file */
if (_settings_client.gui.sg_new_nonstop || (CheckSavegameVersion(22) && _settings_client.gui.new_nonstop)) {
/* OFB_NON_STOP */
this->SetNonStopType((old_flags & 8) ? ONSF_NO_STOP_AT_ANY_STATION : ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
} else {
this->SetNonStopType((old_flags & 8) ? ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS : ONSF_STOP_EVERYWHERE);
}
switch (this->GetType()) {
/* Only a few types need the other savegame conversions. */
case OT_GOTO_DEPOT: case OT_GOTO_STATION: case OT_LOADING: break;
default: return;
}
if (this->GetType() != OT_GOTO_DEPOT) {
/* Then the load flags */
if ((old_flags & 2) != 0) { // OFB_UNLOAD
this->SetLoadType(OLFB_NO_LOAD);
} else if ((old_flags & 4) == 0) { // !OFB_FULL_LOAD
this->SetLoadType(OLF_LOAD_IF_POSSIBLE);
} else {
/* old OTTD versions stored full_load_any in config file - assume it was enabled when loading */
this->SetLoadType(_settings_client.gui.sg_full_load_any || CheckSavegameVersion(22) ? OLF_FULL_LOAD_ANY : OLFB_FULL_LOAD);
}
if (this->IsType(OT_GOTO_STATION)) this->SetStopLocation(OSL_PLATFORM_FAR_END);
/* Finally fix the unload flags */
if ((old_flags & 1) != 0) { // OFB_TRANSFER
this->SetUnloadType(OUFB_TRANSFER);
} else if ((old_flags & 2) != 0) { // OFB_UNLOAD
this->SetUnloadType(OUFB_UNLOAD);
} else {
this->SetUnloadType(OUF_UNLOAD_IF_POSSIBLE);
}
} else {
/* Then the depot action flags */
this->SetDepotActionType(((old_flags & 6) == 4) ? ODATFB_HALT : ODATF_SERVICE_ONLY);
/* Finally fix the depot type flags */
uint t = ((old_flags & 6) == 6) ? ODTFB_SERVICE : ODTF_MANUAL;
if ((old_flags & 2) != 0) t |= ODTFB_PART_OF_ORDERS;
this->SetDepotOrderType((OrderDepotTypeFlags)t);
}
}
/** Unpacks a order from savegames with version 4 and lower
* @param packed packed order
* @return unpacked order
*/
static Order UnpackVersion4Order(uint16 packed)
{
return Order(GB(packed, 8, 8) << 16 | GB(packed, 4, 4) << 8 | GB(packed, 0, 4));
}
/** Unpacks a order from savegames made with TTD(Patch)
* @param packed packed order
* @return unpacked order
*/
Order UnpackOldOrder(uint16 packed)
{
Order order = UnpackVersion4Order(packed);
/*
* Sanity check
* TTD stores invalid orders as OT_NOTHING with non-zero flags/station
*/
if (!order.IsValid() && packed != 0) order.MakeDummy();
return order;
}
const SaveLoad *GetOrderDescription()
{
static const SaveLoad _order_desc[] = {
SLE_VAR(Order, type, SLE_UINT8),
SLE_VAR(Order, flags, SLE_UINT8),
SLE_VAR(Order, dest, SLE_UINT16),
SLE_REF(Order, next, REF_ORDER),
SLE_CONDVAR(Order, refit_cargo, SLE_UINT8, 36, SL_MAX_VERSION),
SLE_CONDVAR(Order, refit_subtype, SLE_UINT8, 36, SL_MAX_VERSION),
SLE_CONDVAR(Order, wait_time, SLE_UINT16, 67, SL_MAX_VERSION),
SLE_CONDVAR(Order, travel_time, SLE_UINT16, 67, SL_MAX_VERSION),
/* Leftover from the minor savegame version stuff
* We will never use those free bytes, but we have to keep this line to allow loading of old savegames */
SLE_CONDNULL(10, 5, 35),
SLE_END()
};
return _order_desc;
}
static void Save_ORDR()
{
Order *order;
FOR_ALL_ORDERS(order) {
SlSetArrayIndex(order->index);
SlObject(order, GetOrderDescription());
}
}
static void Load_ORDR()
{
if (CheckSavegameVersionOldStyle(5, 2)) {
/* Version older than 5.2 did not have a ->next pointer. Convert them
(in the old days, the orderlist was 5000 items big) */
size_t len = SlGetFieldLength();
uint i;
if (CheckSavegameVersion(5)) {
/* Pre-version 5 had an other layout for orders
(uint16 instead of uint32) */
len /= sizeof(uint16);
uint16 *orders = MallocT<uint16>(len + 1);
SlArray(orders, len, SLE_UINT16);
for (i = 0; i < len; ++i) {
Order *order = new (i) Order();
order->AssignOrder(UnpackVersion4Order(orders[i]));
}
free(orders);
} else if (CheckSavegameVersionOldStyle(5, 2)) {
len /= sizeof(uint16);
uint16 *orders = MallocT<uint16>(len + 1);
SlArray(orders, len, SLE_UINT32);
for (i = 0; i < len; ++i) {
new (i) Order(orders[i]);
}
free(orders);
}
/* Update all the next pointer */
for (i = 1; i < len; ++i) {
/* The orders were built like this:
* While the order is valid, set the previous will get it's next pointer set
* We start with index 1 because no order will have the first in it's next pointer */
if (GetOrder(i)->IsValid())
GetOrder(i - 1)->next = GetOrder(i);
}
} else {
int index;
while ((index = SlIterateArray()) != -1) {
Order *order = new (index) Order();
SlObject(order, GetOrderDescription());
}
}
}
const SaveLoad *GetOrderListDescription()
{
static const SaveLoad _orderlist_desc[] = {
SLE_REF(OrderList, first, REF_ORDER),
SLE_END()
};
return _orderlist_desc;
}
static void Save_ORDL()
{
OrderList *list;
FOR_ALL_ORDER_LISTS(list) {
SlSetArrayIndex(list->index);
SlObject(list, GetOrderListDescription());
}
}
static void Load_ORDL()
{
int index;
while ((index = SlIterateArray()) != -1) {
OrderList *list = new (index) OrderList();
SlObject(list, GetOrderListDescription());
}
}
extern const ChunkHandler _order_chunk_handlers[] = {
{ 'ORDR', Save_ORDR, Load_ORDR, CH_ARRAY},
{ 'ORDL', Save_ORDL, Load_ORDL, CH_ARRAY | CH_LAST},
};