OpenTTD/oldloader.c

1642 lines
48 KiB
C

#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "map.h"
#include "town.h"
#include "industry.h"
#include "station.h"
#include "economy.h"
#include "player.h"
#include "engine.h"
#include "vehicle.h"
#include "signs.h"
#include "debug.h"
#include "depot.h"
enum {
HEADER_SIZE = 49,
BUFFER_SIZE = 4096,
OLD_MAP_SIZE = 256 * 256
};
typedef struct LoadgameState {
FILE *file;
uint chunk_size;
bool decoding;
byte decode_char;
uint buffer_count;
uint buffer_cur;
byte buffer[BUFFER_SIZE];
uint total_read;
bool failed;
} LoadgameState;
typedef bool OldChunkProc(LoadgameState *ls, int num);
typedef struct OldChunks {
uint32 type; //! Type of field
uint32 amount; //! Amount of fields
void *ptr; //! Pointer where to save the data (may only be set if offset is 0)
uint offset; //! Offset from basepointer (may only be set if ptr is NULL)
OldChunkProc *proc; //! Pointer to function that is called with OC_CHUNK
} OldChunks;
/* OldChunk-Type */
enum {
OC_END = 0,
OC_NULL = 1 << 0,
OC_CHUNK = 1 << 1,
OC_ASSERT = 1 << 2,
OC_VAR_I8 = 1 << 9,
OC_VAR_U8 = 1 << 10,
OC_VAR_I16 = 1 << 11,
OC_VAR_U16 = 1 << 12,
OC_VAR_I32 = 1 << 13,
OC_VAR_U32 = 1 << 14,
OC_VAR_I64 = 1 << 15,
OC_FILE_I8 = 1 << 17,
OC_FILE_U8 = 1 << 18,
OC_FILE_I16 = 1 << 19,
OC_FILE_U16 = 1 << 20,
OC_FILE_I32 = 1 << 21,
OC_FILE_U32 = 1 << 22,
OC_INT8 = OC_VAR_I8 | OC_FILE_I8,
OC_UINT8 = OC_VAR_U8 | OC_FILE_U8,
OC_INT16 = OC_VAR_I16 | OC_FILE_I16,
OC_UINT16 = OC_VAR_U16 | OC_FILE_U16,
OC_INT32 = OC_VAR_I32 | OC_FILE_I32,
OC_UINT32 = OC_VAR_U32 | OC_FILE_U32,
OC_TILE = OC_VAR_U32 | OC_FILE_U16
};
/* If it fails, check lines above.. */
assert_compile(sizeof(TileIndex) == 4);
static LoadgameState _ls;
static uint32 _bump_assert_value;
static bool _read_ttdpatch_flags;
/**
*
* Reads a byte from a file (do not call yourself, use ReadByte())
*
*/
static byte ReadByteFromFile(LoadgameState *ls)
{
/* To avoid slow reads, we read BUFFER_SIZE of bytes per time
and just return a byte per time */
if (ls->buffer_cur >= ls->buffer_count) {
/* Read some new bytes from the file */
int count = fread(ls->buffer, 1, BUFFER_SIZE, ls->file);
/* We tried to read, but there is nothing in the file anymore.. */
if (count == 0) {
DEBUG(oldloader, 1)("[OldLoader] Read past end of file, loading failed");
ls->failed = true;
}
ls->buffer_count = count;
ls->buffer_cur = 0;
}
return ls->buffer[ls->buffer_cur++];
}
/**
*
* Reads a byte from the buffer and decompress if needed
*
*/
static byte ReadByte(LoadgameState *ls)
{
/* Old savegames have a nice compression algorithm (RLE)
which means that we have a chunk, which starts with a length
byte. If that byte is negative, we have to repeat the next byte
that many times (+1). Else, we need to read that amount of bytes.
Works pretty good if you have many zero's behind eachother */
int8 new_byte;
/* Check if we are reading a chunk */
if (ls->chunk_size != 0) {
ls->total_read++;
ls->chunk_size--;
/* If we are decoding, return the decode_char */
if (ls->decoding)
return ls->decode_char;
/* Else return byte from file */
return ReadByteFromFile(ls);
}
/* Read new chunk */
new_byte = ReadByteFromFile(ls);
if (new_byte < 0) {
/* Repeat next char for new_byte times */
ls->decoding = true;
ls->decode_char = ReadByteFromFile(ls);
ls->chunk_size = -new_byte + 1;
} else {
ls->decoding = false;
ls->chunk_size = new_byte + 1;
}
/* Call this function again to return a byte */
return ReadByte(ls);
}
/**
*
* Loads a chunk from the old savegame
*
*/
static bool LoadChunk(LoadgameState *ls, void *base, const OldChunks *chunks)
{
const OldChunks *chunk = chunks;
byte *ptr;
byte *base_ptr = base;
uint i;
while (chunk->type != OC_END) {
ptr = chunk->ptr;
for (i = 0; i < chunk->amount; i++) {
if (ls->failed)
return false;
/* Handle simple types */
if ((chunk->type & 0xFF) != 0) {
switch (chunk->type & 0xFF) {
case OC_NULL:
/* Just read the byte and forget about it */
ReadByte(ls);
break;
case OC_CHUNK:
/* Call function, with 'i' as parameter to tell which item we
are going to read */
if (!chunk->proc(ls, i))
return false;
break;
case OC_ASSERT:
DEBUG(oldloader, 4)("[OldLoader] Assert point: %x / %x", ls->total_read, chunk->offset + _bump_assert_value);
if (ls->total_read != chunk->offset + _bump_assert_value)
ls->failed = true;
break;
}
} else {
uint32 res = 0;
/* Reading from the file: bit 16 to 23 have the FILE */
switch (((chunk->type >> 16) & 0xFF) << 16) {
case OC_FILE_I8:
res = ReadByte(ls);
res = (int8)res;
break;
case OC_FILE_U8:
res = ReadByte(ls);
break;
case OC_FILE_U16:
res = ReadByte(ls);
res += ReadByte(ls) << 8;
break;
case OC_FILE_I16:
res = ReadByte(ls);
res += ReadByte(ls) << 8;
res = (int16)res;
break;
case OC_FILE_U32:
res = ReadByte(ls);
res += ReadByte(ls) << 8;
res += ReadByte(ls) << 16;
res += ReadByte(ls) << 24;
break;
case OC_FILE_I32:
res = ReadByte(ls);
res += ReadByte(ls) << 8;
res += ReadByte(ls) << 16;
res += ReadByte(ls) << 24;
res = (int32)res;
break;
}
/* Sanity check */
assert(base_ptr != NULL || chunk->ptr != NULL);
/* Writing to the var: bit 8 till 15 have the VAR */
switch (((chunk->type >> 8) & 0xFF) << 8) {
case OC_VAR_I8:
/* Write the data */
if (chunk->ptr != NULL) {
*(int8 *)ptr = res & 0xFF;
ptr++;
} else
*(int8 *)(base_ptr + chunk->offset) = res & 0xFF;
break;
case OC_VAR_U8:
/* Write the data */
if (chunk->ptr != NULL) {
*(uint8 *)ptr = res & 0xFF;
ptr++;
} else
*(uint8 *)(base_ptr + chunk->offset) = res & 0xFF;
break;
case OC_VAR_U16:
/* Write the data */
if (chunk->ptr != NULL) {
*(uint16 *)ptr = res & 0xFFFF;
ptr += 2;
} else
*(uint16 *)(base_ptr + chunk->offset) = res & 0xFFFF;
break;
case OC_VAR_I16:
/* Write the data */
if (chunk->ptr != NULL) {
*(int16 *)ptr = res & 0xFFFF;
ptr += 2;
} else
*(int16 *)(base_ptr + chunk->offset) = res & 0xFFFF;
break;
case OC_VAR_U32:
/* Write the data */
if (chunk->ptr != NULL) {
*(uint32 *)ptr = res;
ptr += 4;
} else
*(uint32 *)(base_ptr + chunk->offset) = res;
break;
case OC_VAR_I32:
/* Write the data */
if (chunk->ptr != NULL) {
*(int32 *)ptr = res;
ptr += 4;
} else
*(int32 *)(base_ptr + chunk->offset) = res;
break;
case OC_VAR_I64:
/* Write the data */
if (chunk->ptr != NULL) {
*(int64 *)ptr = res;
ptr += 8;
} else
*(int64 *)(base_ptr + chunk->offset) = res;
break;
}
}
}
chunk++;
}
return true;
}
/**
*
* Initialize some data before reading
*
*/
static void InitLoading(LoadgameState *ls)
{
ls->chunk_size = 0;
ls->total_read = 0;
ls->failed = false;
ls->decoding = false;
ls->decode_char = 0;
ls->buffer_cur = 0;
ls->buffer_count = 0;
memset(ls->buffer, 0, BUFFER_SIZE);
_bump_assert_value = 0;
_read_ttdpatch_flags = false;
}
/*
* Begin -- Stuff to fix the savegames to be OpenTTD compatible
*/
extern uint32 GetOldTownName(uint32 townnameparts, byte old_town_name_type);
static void FixOldTowns(void)
{
Town *town;
/* Convert town-names if needed */
FOR_ALL_TOWNS(town) {
if (town->xy == 0)
continue;
if (IS_INT_INSIDE(town->townnametype, 0x20C1, 0x20C3)) {
town->townnametype = SPECSTR_TOWNNAME_ENGLISH + _opt.town_name;
town->townnameparts = GetOldTownName(town->townnameparts, _opt.town_name);
}
}
}
static void FixOldStations(void)
{
Station *st;
FOR_ALL_STATIONS(st) {
/* Check if we need to swap width and height for the station */
if (st->train_tile != 0 && _map5[st->train_tile] & 1) {
swap_byte(&st->trainst_w, &st->trainst_h);
}
/* Check if there is a bus or truck station, and convert to new format */
if (st->bus_tile_obsolete != 0) {
st->bus_stops = AllocateRoadStop();
st->bus_stops->xy = st->bus_tile_obsolete;
st->bus_stops->used = true;
st->bus_stops->status = 3;
st->bus_stops->station = st->index;
st->bus_stops->next = NULL;
st->bus_stops->prev = NULL;
st->bus_stops->slot[0] = st->bus_stops->slot[1] = INVALID_SLOT;
}
if (st->lorry_tile_obsolete != 0) {
st->truck_stops = AllocateRoadStop();
st->truck_stops->xy = st->lorry_tile_obsolete;
st->truck_stops->used = true;
st->truck_stops->status = 3;
st->truck_stops->station = st->index;
st->truck_stops->next = NULL;
st->truck_stops->prev = NULL;
st->truck_stops->slot[0] = st->truck_stops->slot[1] = INVALID_SLOT;
}
}
}
static void FixOldVehicles(void)
{
/* Check for shared orders, and link them correctly */
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
Vehicle *u;
if (v->type == 0)
continue;
FOR_ALL_VEHICLES_FROM(u, v->index + 1) {
if (u->type == 0)
continue;
/* If a vehicle has the same orders, add the link to eachother
in both vehicles */
if (v->orders == u->orders) {
v->next_shared = u;
u->prev_shared = v;
break;
}
}
}
}
_vehicle_id_ctr_day = 0;
}
/*
* End -- Stuff to fix the savegames to be OpenTTD compatible
*/
/* Help:
* - OCL_SVAR: load 'type' to offset 'offset' in a struct of type 'base', which must also
* be given via base in LoadChunk() as real pointer
* - OCL_VAR: load 'type' to a global var
* - OCL_END: every struct must end with this
* - OCL_NULL: read 'amount' of bytes and send them to /dev/null or something
* - OCL_CHUNK: load an other proc to load a part of the savegame, 'amount' times
* - OCL_ASSERT: to check if we are really at the place we expect to be.. because old savegames are too binary to be sure ;)
*/
#define OCL_SVAR(type, base, offset) { type, 1, NULL, offsetof(base, offset), NULL }
#define OCL_VAR(type, amount, pointer) { type, amount, pointer, 0, NULL }
#define OCL_END() { OC_END, 0, NULL, 0, NULL }
#define OCL_NULL(amount) { OC_NULL, amount, NULL, 0, NULL }
#define OCL_CHUNK(amount, proc) { OC_CHUNK, amount, NULL, 0, proc }
#define OCL_ASSERT(size) { OC_ASSERT, 1, NULL, size, NULL }
/* The savegames has some hard-coded pointers, because it always enters the same
piece of memory.. we don't.. so we need to remap ;)
Old Towns are 94 bytes big
Old Orders are 2 bytes big */
#define REMAP_TOWN_IDX(x) ((x) - (0x0459154 - 0x0458EF0)) / 94
#define REMAP_ORDER_IDX(x) ((x) - (0x045AB08 - 0x0458EF0)) / 2
extern TileIndex _animated_tile_list[256];
extern char _name_array[512][32];
extern uint16 _custom_sprites_base;
static byte _old_vehicle_multipler;
static uint8 _old_map3[OLD_MAP_SIZE * 2];
static bool _new_ttdpatch_format;
static uint32 _old_town_index;
static uint16 _old_string_id;
static uint16 _old_string_id_2;
void ReadTTDPatchFlags(void)
{
int i;
if (_read_ttdpatch_flags)
return;
_read_ttdpatch_flags = true;
/* TTDPatch misuses _old_map3 for flags.. read them! */
_old_vehicle_multipler = _old_map3[0];
/* Somehow.... there was an error in some savegames, so 0 becomes 1
and 1 becomes 2. The rest of the values are okay */
if (_old_vehicle_multipler < 2)
_old_vehicle_multipler++;
/* TTDPatch incraeses the Vehicle-part in the middle of the game,
so if the multipler is anything else but 1, the assert fails..
bump the assert value so it doesn't!
(1 multipler == 850 vehicles
1 vehicle == 128 bytes */
_bump_assert_value = (_old_vehicle_multipler - 1) * 850 * 128;
_new_ttdpatch_format = false;
/* Check if we have a modern TTDPatch savegame (has extra data all around) */
if (memcmp(&_old_map3[0x1FFFA], "TTDp", 4) == 0)
_new_ttdpatch_format = true;
/* Clean the misused places */
for (i = 0; i < 17; i++)
_old_map3[i] = 0;
for (i = 0x1FE00; i < 0x20000; i++)
_old_map3[i] = 0;
if (_new_ttdpatch_format)
DEBUG(oldloader, 1)("[OldLoader] Found TTDPatch game");
DEBUG(oldloader, 1)("[OldLoader] Vehicle-multipler is set to %d (%d vehicles)", _old_vehicle_multipler, _old_vehicle_multipler * 850);
}
static const OldChunks town_chunk[] = {
OCL_SVAR( OC_TILE, Town, xy ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, population ),
OCL_SVAR( OC_UINT16, Town, townnametype ),
OCL_SVAR( OC_UINT32, Town, townnameparts ),
OCL_SVAR( OC_UINT8, Town, grow_counter ),
OCL_NULL( 1 ), // sort_index, no longer in use
OCL_NULL( 4 ), // sign-coordinates, no longer in use
OCL_NULL( 2 ), // namewidth, no longer in use
OCL_SVAR( OC_UINT16, Town, flags12 ),
OCL_NULL( 10 ), // radius, no longer in use
OCL_SVAR( OC_UINT16, Town, ratings[0] ),
OCL_SVAR( OC_UINT16, Town, ratings[1] ),
OCL_SVAR( OC_UINT16, Town, ratings[2] ),
OCL_SVAR( OC_UINT16, Town, ratings[3] ),
OCL_SVAR( OC_UINT16, Town, ratings[4] ),
OCL_SVAR( OC_UINT16, Town, ratings[5] ),
OCL_SVAR( OC_UINT16, Town, ratings[6] ),
OCL_SVAR( OC_UINT16, Town, ratings[7] ),
/* XXX - This is pretty odd.. we read 32bit, but only write 8bit.. sure there is
nothing changed?? */
OCL_SVAR( OC_FILE_U32 | OC_VAR_U8, Town, have_ratings ),
OCL_SVAR( OC_FILE_U32 | OC_VAR_U8, Town, statues ),
OCL_SVAR( OC_UINT16, Town, num_houses ),
OCL_SVAR( OC_UINT8, Town, time_until_rebuild ),
OCL_SVAR( OC_UINT8, Town, growth_rate ),
OCL_SVAR( OC_UINT16, Town, new_max_pass ),
OCL_SVAR( OC_UINT16, Town, new_max_mail ),
OCL_SVAR( OC_UINT16, Town, new_act_pass ),
OCL_SVAR( OC_UINT16, Town, new_act_mail ),
OCL_SVAR( OC_UINT16, Town, max_pass ),
OCL_SVAR( OC_UINT16, Town, max_mail ),
OCL_SVAR( OC_UINT16, Town, act_pass ),
OCL_SVAR( OC_UINT16, Town, act_mail ),
OCL_SVAR( OC_UINT8, Town, pct_pass_transported ),
OCL_SVAR( OC_UINT8, Town, pct_mail_transported ),
OCL_SVAR( OC_UINT16, Town, new_act_food ),
OCL_SVAR( OC_UINT16, Town, new_act_water ),
OCL_SVAR( OC_UINT16, Town, act_food ),
OCL_SVAR( OC_UINT16, Town, act_water ),
OCL_SVAR( OC_UINT8, Town, road_build_months ),
OCL_SVAR( OC_UINT8, Town, fund_buildings_months ),
OCL_NULL( 8 ), // some junk at the end of the record
OCL_END()
};
static bool LoadOldTown(LoadgameState *ls, int num)
{
if (!AddBlockIfNeeded(&_town_pool, num))
error("Towns: failed loading savegame: too many towns");
return LoadChunk(ls, GetTown(num), town_chunk);
}
static uint16 _old_order;
static const OldChunks order_chunk[] = {
OCL_VAR ( OC_UINT16, 1, &_old_order ),
OCL_END()
};
static bool LoadOldOrder(LoadgameState *ls, int num)
{
if (!AddBlockIfNeeded(&_order_pool, num))
error("Orders: failed loading savegame: too many orders");
if (!LoadChunk(ls, NULL, order_chunk))
return false;
AssignOrder(GetOrder(num), UnpackOldOrder(_old_order));
/* Relink the orders to eachother (in TTD(Patch) the orders for one
vehicle are behind eachother, with OT_NOTHING as indication that
it is the last order */
if (num > 0 && GetOrder(num)->type != OT_NOTHING)
GetOrder(num - 1)->next = GetOrder(num);
return true;
}
static const OldChunks depot_chunk[] = {
OCL_SVAR( OC_TILE, Depot, xy ),
OCL_VAR ( OC_UINT32, 1, &_old_town_index ),
OCL_END()
};
static bool LoadOldDepot(LoadgameState *ls, int num)
{
if (!AddBlockIfNeeded(&_depot_pool, num))
error("Depots: failed loading savegame: too many depots");
if (!LoadChunk(ls, GetDepot(num), depot_chunk))
return false;
if (GetDepot(num)->xy != 0) {
GetDepot(num)->town_index = REMAP_TOWN_IDX(_old_town_index);
}
return true;
}
static int32 _old_price;
static uint16 _old_price_frac;
static const OldChunks price_chunk[] = {
OCL_VAR ( OC_INT32, 1, &_old_price ),
OCL_VAR ( OC_UINT16, 1, &_old_price_frac ),
OCL_END()
};
static bool LoadOldPrice(LoadgameState *ls, int num)
{
if (!LoadChunk(ls, NULL, price_chunk))
return false;
/* We use a struct to store the prices, but they are ints in a row..
so just access the struct as an array of int32's */
((int32*)&_price)[num] = _old_price;
_price_frac[num] = _old_price_frac;
return true;
}
static const OldChunks cargo_payment_rate_chunk[] = {
OCL_VAR ( OC_INT32, 1, &_old_price ),
OCL_VAR ( OC_UINT16, 1, &_old_price_frac ),
OCL_NULL( 2 ), // Junk
OCL_END()
};
static bool LoadOldCargoPaymentRate(LoadgameState *ls, int num)
{
if (!LoadChunk(ls, NULL, cargo_payment_rate_chunk))
return false;
_cargo_payment_rates[num] = -_old_price;
_cargo_payment_rates_frac[num] = _old_price_frac;
return true;
}
static uint8 _old_platforms;
static uint _current_station_id;
static const OldChunks goods_chunk[] = {
OCL_SVAR( OC_UINT16, GoodsEntry, waiting_acceptance ),
OCL_SVAR( OC_UINT8, GoodsEntry, days_since_pickup ),
OCL_SVAR( OC_UINT8, GoodsEntry, rating ),
OCL_SVAR( OC_FILE_U8 | OC_VAR_U16, GoodsEntry, enroute_from ),
OCL_SVAR( OC_UINT8, GoodsEntry, enroute_time ),
OCL_SVAR( OC_UINT8, GoodsEntry, last_speed ),
OCL_SVAR( OC_UINT8, GoodsEntry, last_age ),
OCL_END()
};
static bool LoadOldGood(LoadgameState *ls, int num)
{
Station *st = GetStation(_current_station_id);
return LoadChunk(ls, &st->goods[num], goods_chunk);
}
static const OldChunks station_chunk[] = {
OCL_SVAR( OC_TILE, Station, xy ),
OCL_VAR ( OC_UINT32, 1, &_old_town_index ),
OCL_SVAR( OC_TILE, Station, bus_tile_obsolete ),
OCL_SVAR( OC_TILE, Station, lorry_tile_obsolete ),
OCL_SVAR( OC_TILE, Station, train_tile ),
OCL_SVAR( OC_TILE, Station, airport_tile ),
OCL_SVAR( OC_TILE, Station, dock_tile ),
OCL_VAR ( OC_UINT8, 1, &_old_platforms ),
OCL_NULL( 1 ), // sort-index, no longer in use
OCL_NULL( 2 ), // sign-width, no longer in use
OCL_VAR ( OC_UINT16, 1, &_old_string_id ),
OCL_NULL( 4 ), // sign left/top, no longer in use
OCL_SVAR( OC_UINT16, Station, had_vehicle_of_type ),
OCL_CHUNK( 12, LoadOldGood ),
OCL_SVAR( OC_UINT8, Station, time_since_load ),
OCL_SVAR( OC_UINT8, Station, time_since_unload ),
OCL_SVAR( OC_UINT8, Station, delete_ctr ),
OCL_SVAR( OC_UINT8, Station, owner ),
OCL_SVAR( OC_UINT8, Station, facilities ),
OCL_SVAR( OC_UINT8, Station, airport_type ),
OCL_NULL( 2 ), // Bus/truck status, no longer in use
OCL_SVAR( OC_UINT8, Station, blocked_months_obsolete ),
OCL_NULL( 1 ), // Unknown
OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Station, airport_flags ),
OCL_SVAR( OC_UINT16, Station, last_vehicle ),
OCL_NULL( 4 ), // Junk at end of chunk
OCL_END()
};
static bool LoadOldStation(LoadgameState *ls, int num)
{
Station *st;
if (!AddBlockIfNeeded(&_station_pool, num))
error("Stations: failed loading savegame: too many stations");
st = GetStation(num);
_current_station_id = num;
if (!LoadChunk(ls, st, station_chunk))
return false;
if (st->xy != 0) {
if (st->train_tile) {
/* Calculate the trainst_w and trainst_h */
int w = (_old_platforms >> 3) & 0x7;
int h = (_old_platforms & 0x7);
st->trainst_w = w;
st->trainst_h = h;
}
st->town = GetTown(REMAP_TOWN_IDX(_old_town_index));
st->string_id = RemapOldStringID(_old_string_id);
}
return true;
}
static const OldChunks industry_chunk[] = {
OCL_SVAR( OC_TILE, Industry, xy ),
OCL_VAR ( OC_UINT32, 1, &_old_town_index ),
OCL_SVAR( OC_UINT8, Industry, width ),
OCL_SVAR( OC_UINT8, Industry, height ),
OCL_SVAR( OC_UINT8, Industry, produced_cargo[0] ),
OCL_SVAR( OC_UINT8, Industry, produced_cargo[1] ),
OCL_SVAR( OC_UINT16, Industry, cargo_waiting[0] ),
OCL_SVAR( OC_UINT16, Industry, cargo_waiting[1] ),
OCL_SVAR( OC_UINT8, Industry, production_rate[0] ),
OCL_SVAR( OC_UINT8, Industry, production_rate[1] ),
OCL_SVAR( OC_UINT8, Industry, accepts_cargo[0] ),
OCL_SVAR( OC_UINT8, Industry, accepts_cargo[1] ),
OCL_SVAR( OC_UINT8, Industry, accepts_cargo[2] ),
OCL_SVAR( OC_UINT8, Industry, prod_level ),
OCL_SVAR( OC_UINT16, Industry, last_mo_production[0] ),
OCL_SVAR( OC_UINT16, Industry, last_mo_production[1] ),
OCL_SVAR( OC_UINT16, Industry, last_mo_transported[0] ),
OCL_SVAR( OC_UINT16, Industry, last_mo_transported[1] ),
OCL_SVAR( OC_UINT8, Industry, pct_transported[0] ),
OCL_SVAR( OC_UINT8, Industry, pct_transported[1] ),
OCL_SVAR( OC_UINT16, Industry, total_production[0] ),
OCL_SVAR( OC_UINT16, Industry, total_production[1] ),
OCL_SVAR( OC_UINT16, Industry, total_transported[0] ),
OCL_SVAR( OC_UINT16, Industry, total_transported[1] ),
OCL_SVAR( OC_UINT8, Industry, type ),
OCL_SVAR( OC_UINT8, Industry, owner ),
OCL_SVAR( OC_UINT8, Industry, color_map ),
OCL_SVAR( OC_UINT8, Industry, last_prod_year ),
OCL_SVAR( OC_UINT16, Industry, counter ),
OCL_SVAR( OC_UINT8, Industry, was_cargo_delivered ),
OCL_NULL( 9 ), // Random junk at the end of this chunk
OCL_END()
};
static bool LoadOldIndustry(LoadgameState *ls, int num)
{
Industry *i;
if (!AddBlockIfNeeded(&_industry_pool, num))
error("Industries: failed loading savegame: too many industries");
i = GetIndustry(num);
if (!LoadChunk(ls, i, industry_chunk))
return false;
if (i->xy != 0) {
i->town = GetTown(REMAP_TOWN_IDX(_old_town_index));
}
return true;
}
static uint _current_player_id;
static uint16 _old_inaugurated_year;
static int32 _old_yearly;
static const OldChunks player_yearly_chunk[] = {
OCL_VAR( OC_INT32, 1, &_old_yearly ),
OCL_END()
};
static bool OldPlayerYearly(LoadgameState *ls, int num)
{
int i;
Player *p = DEREF_PLAYER(_current_player_id);
for (i = 0; i < 13; i++) {
if (!LoadChunk(ls, NULL, player_yearly_chunk))
return false;
p->yearly_expenses[num][i] = _old_yearly;
}
return true;
}
static const OldChunks player_economy_chunk[] = {
OCL_SVAR( OC_INT32, PlayerEconomyEntry, income ),
OCL_SVAR( OC_INT32, PlayerEconomyEntry, expenses ),
OCL_SVAR( OC_INT32, PlayerEconomyEntry, delivered_cargo ),
OCL_SVAR( OC_INT32, PlayerEconomyEntry, performance_history ),
OCL_SVAR( OC_FILE_I32 | OC_VAR_I64, PlayerEconomyEntry, company_value ),
OCL_END()
};
static bool OldPlayerEconomy(LoadgameState *ls, int num)
{
int i;
Player *p = DEREF_PLAYER(_current_player_id);
if (!LoadChunk(ls, &p->cur_economy, player_economy_chunk))
return false;
/* Don't ask, but the number in TTD(Patch) are inversed to OpenTTD */
p->cur_economy.income = -p->cur_economy.income;
p->cur_economy.expenses = -p->cur_economy.expenses;
for (i = 0; i < 24; i++) {
if (!LoadChunk(ls, &p->old_economy[i], player_economy_chunk))
return false;
p->old_economy[i].income = -p->old_economy[i].income;
p->old_economy[i].expenses = -p->old_economy[i].expenses;
}
return true;
}
static const OldChunks player_ai_build_rec_chunk[] = {
OCL_SVAR( OC_TILE, AiBuildRec, spec_tile ),
OCL_SVAR( OC_TILE, AiBuildRec, use_tile ),
OCL_SVAR( OC_UINT8, AiBuildRec, rand_rng ),
OCL_SVAR( OC_UINT8, AiBuildRec, cur_building_rule ),
OCL_SVAR( OC_UINT8, AiBuildRec, unk6 ),
OCL_SVAR( OC_UINT8, AiBuildRec, unk7 ),
OCL_SVAR( OC_UINT8, AiBuildRec, buildcmd_a ),
OCL_SVAR( OC_UINT8, AiBuildRec, buildcmd_b ),
OCL_SVAR( OC_UINT8, AiBuildRec, direction ),
OCL_SVAR( OC_UINT8, AiBuildRec, cargo ),
OCL_NULL( 8 ), // Junk...
OCL_END()
};
static bool OldLoadAIBuildRec(LoadgameState *ls, int num)
{
Player *p = DEREF_PLAYER(_current_player_id);
switch (num) {
case 0: return LoadChunk(ls, &p->ai.src, player_ai_build_rec_chunk);
case 1: return LoadChunk(ls, &p->ai.dst, player_ai_build_rec_chunk);
case 2: return LoadChunk(ls, &p->ai.mid1, player_ai_build_rec_chunk);
case 3: return LoadChunk(ls, &p->ai.mid2, player_ai_build_rec_chunk);
}
return false;
}
static const OldChunks player_ai_chunk[] = {
OCL_SVAR( OC_UINT8, PlayerAI, state ),
OCL_NULL( 1 ), // Junk
OCL_SVAR( OC_UINT8, PlayerAI, state_mode ),
OCL_SVAR( OC_UINT16, PlayerAI, state_counter ),
OCL_SVAR( OC_UINT16, PlayerAI, timeout_counter ),
OCL_CHUNK( 4, OldLoadAIBuildRec ),
OCL_NULL( 20 ), // More junk
OCL_SVAR( OC_UINT8, PlayerAI, cargo_type ),
OCL_SVAR( OC_UINT8, PlayerAI, num_wagons ),
OCL_SVAR( OC_UINT8, PlayerAI, build_kind ),
OCL_SVAR( OC_UINT8, PlayerAI, num_build_rec ),
OCL_SVAR( OC_UINT8, PlayerAI, num_loco_to_build ),
OCL_SVAR( OC_UINT8, PlayerAI, num_want_fullload ),
OCL_NULL( 14 ), // Oh no more junk :|
OCL_NULL( 2 ), // Loco-id, not used
OCL_SVAR( OC_UINT16, PlayerAI, wagon_list[0] ),
OCL_SVAR( OC_UINT16, PlayerAI, wagon_list[1] ),
OCL_SVAR( OC_UINT16, PlayerAI, wagon_list[2] ),
OCL_SVAR( OC_UINT16, PlayerAI, wagon_list[3] ),
OCL_SVAR( OC_UINT16, PlayerAI, wagon_list[4] ),
OCL_SVAR( OC_UINT16, PlayerAI, wagon_list[5] ),
OCL_SVAR( OC_UINT16, PlayerAI, wagon_list[6] ),
OCL_SVAR( OC_UINT16, PlayerAI, wagon_list[7] ),
OCL_SVAR( OC_UINT16, PlayerAI, wagon_list[8] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[0] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[1] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[2] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[3] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[4] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[5] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[6] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[7] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[8] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[9] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[10] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[11] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[12] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[13] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[14] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[15] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[16] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[17] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[18] ),
OCL_SVAR( OC_UINT8, PlayerAI, order_list_blocks[19] ),
OCL_SVAR( OC_UINT16, PlayerAI, start_tile_a ),
OCL_SVAR( OC_UINT16, PlayerAI, start_tile_b ),
OCL_SVAR( OC_UINT16, PlayerAI, cur_tile_a ),
OCL_SVAR( OC_UINT16, PlayerAI, cur_tile_b ),
OCL_SVAR( OC_UINT8, PlayerAI, start_dir_a ),
OCL_SVAR( OC_UINT8, PlayerAI, start_dir_b ),
OCL_SVAR( OC_UINT8, PlayerAI, cur_dir_a ),
OCL_SVAR( OC_UINT8, PlayerAI, cur_dir_b ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_tile_count ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[0] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[0] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[1] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[1] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[2] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[2] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[3] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[3] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[4] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[4] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[5] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[5] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[6] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[6] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[7] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[7] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[8] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[8] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[9] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[9] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[10] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[10] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[11] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[11] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[12] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[12] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[13] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[13] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[14] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[14] ),
OCL_SVAR( OC_TILE, PlayerAI, banned_tiles[15] ),
OCL_SVAR( OC_UINT8, PlayerAI, banned_val[15] ),
OCL_SVAR( OC_UINT8, PlayerAI, railtype_to_use ),
OCL_SVAR( OC_UINT8, PlayerAI, route_type_mask ),
OCL_END()
};
static bool OldPlayerAI(LoadgameState *ls, int num)
{
Player *p = DEREF_PLAYER(_current_player_id);
return LoadChunk(ls, &p->ai, player_ai_chunk);
}
static const OldChunks player_chunk[] = {
OCL_VAR ( OC_UINT16, 1, &_old_string_id ),
OCL_SVAR( OC_UINT32, Player, name_2 ),
OCL_SVAR( OC_UINT32, Player, face ),
OCL_VAR ( OC_UINT16, 1, &_old_string_id_2 ),
OCL_SVAR( OC_UINT32, Player, president_name_2 ),
OCL_SVAR( OC_INT32, Player, player_money ),
OCL_SVAR( OC_INT32, Player, current_loan ),
OCL_SVAR( OC_UINT8, Player, player_color ),
OCL_SVAR( OC_UINT8, Player, player_money_fraction ),
OCL_SVAR( OC_UINT8, Player, quarters_of_bankrupcy ),
OCL_SVAR( OC_UINT8, Player, bankrupt_asked ),
OCL_SVAR( OC_UINT32, Player, bankrupt_value ),
OCL_SVAR( OC_UINT16, Player, bankrupt_timeout ),
OCL_SVAR( OC_FILE_U32 | OC_VAR_U16, Player, cargo_types ),
OCL_CHUNK( 3, OldPlayerYearly ),
OCL_CHUNK( 1, OldPlayerEconomy ),
OCL_VAR ( OC_UINT16, 1, &_old_inaugurated_year ),
OCL_SVAR( OC_TILE, Player, last_build_coordinate ),
OCL_SVAR( OC_UINT8, Player, num_valid_stat_ent ),
OCL_CHUNK( 1, OldPlayerAI ),
OCL_SVAR( OC_UINT8, Player, block_preview ),
OCL_SVAR( OC_UINT8, Player, ai.tick ),
OCL_SVAR( OC_UINT8, Player, max_railtype ),
OCL_SVAR( OC_TILE, Player, location_of_house ),
OCL_SVAR( OC_UINT8, Player, share_owners[0] ),
OCL_SVAR( OC_UINT8, Player, share_owners[1] ),
OCL_SVAR( OC_UINT8, Player, share_owners[2] ),
OCL_SVAR( OC_UINT8, Player, share_owners[3] ),
OCL_NULL( 8 ), // junk at end of chunk
OCL_END()
};
static bool LoadOldPlayer(LoadgameState *ls, int num)
{
Player *p = DEREF_PLAYER(num);
_current_player_id = num;
if (!LoadChunk(ls, p, player_chunk))
return false;
p->name_1 = RemapOldStringID(_old_string_id);
p->president_name_1 = RemapOldStringID(_old_string_id_2);
p->money64 = p->player_money;
if (num == 0) {
/* If the first player has no name, make sure we call it UNNAMED */
if (p->name_1 == 0)
p->name_1 = STR_SV_UNNAMED;
} else {
/* Beside some multiplayer maps (1 on 1), which we don't official support,
all other players are an AI.. mark them as such */
p->is_ai = 1;
}
/* Sometimes it is better to not ask.. in old scenarios, the money
was always 893288 pounds. In the newer versions this is correct,
but correct for those oldies
Ps: this also means that if you had exact 893288 pounds, you will go back
to 10000.. this is a very VERY small chance ;) */
if (p->player_money == 893288)
p->money64 = p->player_money = p->current_loan = 100000;
_player_colors[num] = p->player_color;
p->inaugurated_year = _old_inaugurated_year - MAX_YEAR_BEGIN_REAL;
if (p->location_of_house == 0xFFFF)
p->location_of_house = 0;
return true;
}
static uint32 _old_order_ptr;
static uint16 _old_next_ptr;
static uint32 _current_vehicle_id;
static const OldChunks vehicle_train_chunk[] = {
OCL_SVAR( OC_UINT8, VehicleRail, track ),
OCL_SVAR( OC_UINT8, VehicleRail, force_proceed ),
OCL_SVAR( OC_UINT16, VehicleRail, crash_anim_pos ),
OCL_SVAR( OC_UINT8, VehicleRail, railtype ),
OCL_NULL( 5 ), // Junk
OCL_END()
};
static const OldChunks vehicle_road_chunk[] = {
OCL_SVAR( OC_UINT8, VehicleRoad, state ),
OCL_SVAR( OC_UINT8, VehicleRoad, frame ),
OCL_SVAR( OC_UINT16, VehicleRoad, unk2 ),
OCL_SVAR( OC_UINT8, VehicleRoad, overtaking ),
OCL_SVAR( OC_UINT8, VehicleRoad, overtaking_ctr ),
OCL_SVAR( OC_UINT16, VehicleRoad, crashed_ctr ),
OCL_SVAR( OC_UINT8, VehicleRoad, reverse_ctr ),
OCL_NULL( 1 ), // Junk
OCL_END()
};
static const OldChunks vehicle_ship_chunk[] = {
OCL_SVAR( OC_UINT8, VehicleShip, state ),
OCL_NULL( 9 ), // Junk
OCL_END()
};
static const OldChunks vehicle_air_chunk[] = {
OCL_SVAR( OC_UINT8, VehicleAir, pos ),
OCL_SVAR( OC_FILE_U8 | OC_VAR_U16, VehicleAir, targetairport ),
OCL_SVAR( OC_UINT16, VehicleAir, crashed_counter ),
OCL_SVAR( OC_UINT8, VehicleAir, state ),
OCL_NULL( 5 ), // Junk
OCL_END()
};
static const OldChunks vehicle_special_chunk[] = {
OCL_SVAR( OC_UINT16, VehicleSpecial, unk0 ),
OCL_SVAR( OC_UINT8, VehicleSpecial, unk2 ),
OCL_NULL( 7 ), // Junk
OCL_END()
};
static const OldChunks vehicle_disaster_chunk[] = {
OCL_SVAR( OC_UINT16, VehicleDisaster, image_override ),
OCL_SVAR( OC_UINT16, VehicleDisaster, unk2 ),
OCL_NULL( 6 ), // Junk
OCL_END()
};
static const OldChunks vehicle_empty_chunk[] = {
OCL_NULL( 10 ), // Junk
OCL_END()
};
static bool LoadOldVehicleUnion(LoadgameState *ls, int num)
{
Vehicle *v = GetVehicle(_current_vehicle_id);
uint temp = ls->total_read;
bool res;
switch (v->type) {
case VEH_Train: res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break;
case VEH_Road: res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break;
case VEH_Ship: res = LoadChunk(ls, &v->u.ship, vehicle_ship_chunk); break;
case VEH_Aircraft: res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break;
case VEH_Special: res = LoadChunk(ls, &v->u.special, vehicle_special_chunk); break;
case VEH_Disaster: res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break;
default: res = LoadChunk(ls, NULL, vehicle_empty_chunk); break;
}
/* This chunk size should always be 10 bytes */
if (ls->total_read - temp != 10) {
DEBUG(oldloader, 4)("[OldLoader] Assert failed in Vehicle");
return false;
}
return res;
}
static const OldChunks vehicle_chunk[] = {
OCL_SVAR( OC_UINT8, Vehicle, type ),
OCL_SVAR( OC_UINT8, Vehicle, subtype ),
OCL_NULL( 2 ), // Hash, calculated automatically
OCL_NULL( 2 ), // Index, calculated automatically
OCL_VAR ( OC_UINT32, 1, &_old_order_ptr ),
OCL_VAR ( OC_UINT16, 1, &_old_order ),
OCL_SVAR( OC_UINT8, Vehicle, num_orders ),
OCL_SVAR( OC_UINT8, Vehicle, cur_order_index ),
OCL_SVAR( OC_TILE, Vehicle, dest_tile ),
OCL_SVAR( OC_UINT16, Vehicle, load_unload_time_rem ),
OCL_SVAR( OC_UINT16, Vehicle, date_of_last_service ),
OCL_SVAR( OC_UINT16, Vehicle, service_interval ),
OCL_SVAR( OC_FILE_U8 | OC_VAR_U16, Vehicle, last_station_visited ),
OCL_SVAR( OC_UINT8, Vehicle, tick_counter ),
OCL_SVAR( OC_UINT16, Vehicle, max_speed ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, Vehicle, x_pos ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, Vehicle, y_pos ),
OCL_SVAR( OC_UINT8, Vehicle, z_pos ),
OCL_SVAR( OC_UINT8, Vehicle, direction ),
OCL_SVAR( OC_INT8, Vehicle, x_offs ),
OCL_SVAR( OC_INT8, Vehicle, y_offs ),
OCL_SVAR( OC_UINT8, Vehicle, sprite_width ),
OCL_SVAR( OC_UINT8, Vehicle, sprite_height ),
OCL_SVAR( OC_UINT8, Vehicle, z_height ),
OCL_SVAR( OC_UINT8, Vehicle, owner ),
OCL_SVAR( OC_TILE, Vehicle, tile ),
OCL_SVAR( OC_UINT16, Vehicle, cur_image ),
OCL_NULL( 8 ), // Vehicle sprite box, calculated automatically
OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, Vehicle, vehstatus ),
OCL_SVAR( OC_UINT16, Vehicle, cur_speed ),
OCL_SVAR( OC_UINT8, Vehicle, subspeed ),
OCL_SVAR( OC_UINT8, Vehicle, acceleration ),
OCL_SVAR( OC_UINT8, Vehicle, progress ),
OCL_SVAR( OC_UINT8, Vehicle, cargo_type ),
OCL_SVAR( OC_UINT16, Vehicle, cargo_cap ),
OCL_SVAR( OC_UINT16, Vehicle, cargo_count ),
OCL_SVAR( OC_FILE_U8 | OC_VAR_U16, Vehicle, cargo_source ),
OCL_SVAR( OC_UINT8, Vehicle, cargo_days ),
OCL_SVAR( OC_UINT16, Vehicle, age ),
OCL_SVAR( OC_UINT16, Vehicle, max_age ),
OCL_SVAR( OC_UINT8, Vehicle, build_year ),
OCL_SVAR( OC_FILE_U8 | OC_VAR_U16, Vehicle, unitnumber ),
OCL_SVAR( OC_UINT16, Vehicle, engine_type ),
OCL_SVAR( OC_UINT8, Vehicle, spritenum ),
OCL_SVAR( OC_UINT8, Vehicle, day_counter ),
OCL_SVAR( OC_UINT8, Vehicle, breakdowns_since_last_service ),
OCL_SVAR( OC_UINT8, Vehicle, breakdown_ctr ),
OCL_SVAR( OC_UINT8, Vehicle, breakdown_delay ),
OCL_SVAR( OC_UINT8, Vehicle, breakdown_chance ),
OCL_SVAR( OC_UINT16, Vehicle, reliability ),
OCL_SVAR( OC_UINT16, Vehicle, reliability_spd_dec ),
OCL_SVAR( OC_INT32, Vehicle, profit_this_year ),
OCL_SVAR( OC_INT32, Vehicle, profit_last_year ),
OCL_VAR ( OC_UINT16, 1, &_old_next_ptr ),
OCL_SVAR( OC_UINT32, Vehicle, value ),
OCL_VAR ( OC_UINT16, 1, &_old_string_id ),
OCL_CHUNK( 1, LoadOldVehicleUnion ),
OCL_NULL( 20 ), // Junk at end of struct (TTDPatch has some data in it)
OCL_END()
};
static bool LoadOldVehicle(LoadgameState *ls, int num)
{
uint i;
/* Read the TTDPatch flags, because we need some info from it */
ReadTTDPatchFlags();
for (i = 0; i < _old_vehicle_multipler; i++) {
Vehicle *v;
_current_vehicle_id = num * _old_vehicle_multipler + i;
if (!AddBlockIfNeeded(&_vehicle_pool, _current_vehicle_id))
error("Vehicles: failed loading savegame: too many vehicles");
v = GetVehicle(_current_vehicle_id);
if (!LoadChunk(ls, v, vehicle_chunk))
return false;
/* This should be consistent, else we have a big problem... */
if (v->index != _current_vehicle_id) {
DEBUG(oldloader, 0)("[OldLoader] -- Loading failed - vehicle-array is invalid");
return false;
}
if (_old_order_ptr != 0 && _old_order_ptr != 0xFFFFFFFF) {
v->orders = GetOrder(REMAP_ORDER_IDX(_old_order_ptr));
}
AssignOrder(&v->current_order, UnpackOldOrder(_old_order));
/* TTDPatch maps sprites from 0x2000 up. */
if (v->cur_image >= 0x2000)
v->cur_image -= 0x2000 - _custom_sprites_base;
/* For some reason we need to correct for this */
switch (v->spritenum) {
case 0xfd: break;
case 0xff: v->spritenum = 0xfe; break;
default: v->spritenum >>= 1; break;
}
if (_old_next_ptr != 0xFFFF)
v->next = GetVehicle(_old_next_ptr);
v->string_id = RemapOldStringID(_old_string_id);
/* Vehicle-subtype is different in TTD(Patch) */
if (v->type == VEH_Special)
v->subtype = v->subtype >> 1;
}
return true;
}
static const OldChunks sign_chunk[] = {
OCL_SVAR( OC_UINT16, SignStruct, str ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32,SignStruct, x ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32,SignStruct, y ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I8, SignStruct, z ),
OCL_NULL( 6 ), // Width of sign, no longer in use
OCL_END()
};
static bool LoadOldSign(LoadgameState *ls, int num)
{
if (!AddBlockIfNeeded(&_sign_pool, num))
error("Signs: failed loading savegame: too many signs");
return LoadChunk(ls, GetSign(num), sign_chunk);
}
static const OldChunks engine_chunk[] = {
OCL_SVAR( OC_UINT16, Engine, player_avail ),
OCL_SVAR( OC_UINT16, Engine, intro_date ),
OCL_SVAR( OC_UINT16, Engine, age ),
OCL_SVAR( OC_UINT16, Engine, reliability ),
OCL_SVAR( OC_UINT16, Engine, reliability_spd_dec ),
OCL_SVAR( OC_UINT16, Engine, reliability_start ),
OCL_SVAR( OC_UINT16, Engine, reliability_max ),
OCL_SVAR( OC_UINT16, Engine, reliability_final ),
OCL_SVAR( OC_UINT16, Engine, duration_phase_1 ),
OCL_SVAR( OC_UINT16, Engine, duration_phase_2 ),
OCL_SVAR( OC_UINT16, Engine, duration_phase_3 ),
OCL_SVAR( OC_UINT8, Engine, lifelength ),
OCL_SVAR( OC_UINT8, Engine, flags ),
OCL_SVAR( OC_UINT8, Engine, preview_player ),
OCL_SVAR( OC_UINT8, Engine, preview_wait ),
OCL_SVAR( OC_UINT8, Engine, railtype ),
OCL_NULL( 1 ), // Junk
OCL_END()
};
static bool LoadOldEngine(LoadgameState *ls, int num)
{
if (!LoadChunk(ls, &_engines[num], engine_chunk))
return false;
/* Make sure wagons are marked as do-not-age */
if ((num >= 27 && num < 54) || (num >= 57 && num < 84) || (num >= 89 && num < 116))
_engines[num].age = 0xFFFF;
return true;
}
static const OldChunks subsidy_chunk[] = {
OCL_SVAR( OC_UINT8, Subsidy, cargo_type ),
OCL_SVAR( OC_UINT8, Subsidy, age ),
OCL_SVAR( OC_FILE_U8 | OC_VAR_U16, Subsidy, from ),
OCL_SVAR( OC_FILE_U8 | OC_VAR_U16, Subsidy, to ),
OCL_END()
};
static bool LoadOldSubsidy(LoadgameState *ls, int num)
{
return LoadChunk(ls, &_subsidies[num], subsidy_chunk);
}
static const OldChunks game_difficulty_chunk[] = {
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, max_no_competitors ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, competitor_start_time ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, number_towns ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, number_industries ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, max_loan ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, initial_interest ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, vehicle_costs ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, competitor_speed ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, competitor_intelligence ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, vehicle_breakdowns ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, subsidy_multiplier ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, construction_cost ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, terrain_type ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, quantity_sea_lakes ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, economy ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, line_reverse_mode ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_I32, GameDifficulty, disasters ),
OCL_END()
};
static bool LoadOldGameDifficulty(LoadgameState *ls, int num)
{
return LoadChunk(ls, &_opt.diff, game_difficulty_chunk);
}
static bool LoadOldMapPart1(LoadgameState *ls, int num)
{
uint i;
for (i = 0; i < OLD_MAP_SIZE; i++) {
_map_owner[i] = ReadByte(ls);
}
for (i = 0; i < OLD_MAP_SIZE; i++) {
_map2[i] = ReadByte(ls);
}
for (i = 0; i < OLD_MAP_SIZE; i++) {
_old_map3[i * 2] = ReadByte(ls);
_old_map3[i * 2 + 1] = ReadByte(ls);
}
for (i = 0; i < OLD_MAP_SIZE / 4; i++) {
_map_extra_bits[i] = ReadByte(ls);
}
return !ls->failed;
}
static bool LoadOldMapPart2(LoadgameState *ls, int num)
{
uint i;
for (i = 0; i < OLD_MAP_SIZE; i++) {
_map_type_and_height[i] = ReadByte(ls);
}
for (i = 0; i < OLD_MAP_SIZE; i++) {
_map5[i] = ReadByte(ls);
}
return !ls->failed;
}
static uint32 _old_cur_town_ctr;
static const OldChunks main_chunk[] = {
OCL_ASSERT( 0 ),
OCL_VAR ( OC_UINT16, 1, &_date ),
OCL_VAR ( OC_UINT16, 1, &_date_fract ),
OCL_NULL( 600 ), // TextEffects
OCL_VAR ( OC_UINT32, 2, &_random_seeds[0] ),
OCL_ASSERT( 0x264 ),
OCL_CHUNK( 70, LoadOldTown ),
OCL_ASSERT( 0x1C18 ),
OCL_CHUNK(5000, LoadOldOrder ),
OCL_ASSERT( 0x4328 ),
OCL_VAR ( OC_TILE, 256, &_animated_tile_list[0] ),
OCL_NULL( 4 ), // old end-of-order-list-pointer, no longer in use
OCL_CHUNK( 255, LoadOldDepot ),
OCL_ASSERT( 0x4B26 ),
OCL_VAR ( OC_UINT32, 1, &_old_cur_town_ctr ),
OCL_NULL( 2 ), // timer_counter, no longer in use
OCL_NULL( 2 ), // land_code, no longer in use
OCL_VAR ( OC_FILE_U16 | OC_VAR_U8, 1, &_age_cargo_skip_counter ),
OCL_VAR ( OC_UINT16, 1, &_tick_counter ),
OCL_VAR ( OC_TILE, 1, &_cur_tileloop_tile ),
OCL_CHUNK( 49, LoadOldPrice ),
OCL_CHUNK( 12, LoadOldCargoPaymentRate ),
OCL_ASSERT( 0x4CBA ),
OCL_CHUNK( 1, LoadOldMapPart1 ),
OCL_ASSERT( 0x48CBA ),
OCL_CHUNK(250, LoadOldStation ),
OCL_CHUNK( 90, LoadOldIndustry ),
OCL_CHUNK( 8, LoadOldPlayer ),
OCL_ASSERT( 0x547F2 ),
OCL_CHUNK( 850, LoadOldVehicle ),
OCL_ASSERT( 0x6F0F2 ),
OCL_VAR ( OC_UINT8, 32 * 500, &_name_array[0] ),
OCL_NULL( 0x2000 ), // Old hash-table, no longer in use
OCL_CHUNK( 40, LoadOldSign ),
OCL_CHUNK(256, LoadOldEngine ),
OCL_VAR ( OC_UINT16, 1, &_vehicle_id_ctr_day ),
OCL_CHUNK( 8, LoadOldSubsidy ),
OCL_VAR ( OC_FILE_U16 | OC_VAR_U32, 1, &_next_competitor_start ),
OCL_VAR ( OC_FILE_I16 | OC_VAR_I32, 1, &_saved_scrollpos_x ),
OCL_VAR ( OC_FILE_I16 | OC_VAR_I32, 1, &_saved_scrollpos_y ),
OCL_VAR ( OC_FILE_U16 | OC_VAR_U8, 1, &_saved_scrollpos_zoom ),
OCL_VAR ( OC_UINT32, 1, &_economy.max_loan ),
OCL_VAR ( OC_UINT32, 1, &_economy.max_loan_unround ),
OCL_VAR ( OC_FILE_U16 | OC_VAR_U32, 1, &_economy.fluct ),
OCL_VAR ( OC_UINT16, 1, &_disaster_delay ),
OCL_NULL( 144 ), // cargo-stuff, calculated in InitializeLandscapeVariables
OCL_VAR ( OC_UINT16, 256, &_engine_name_strings[0] ),
OCL_NULL( 144 ), // AI cargo-stuff, calculated in InitializeLandscapeVariables
OCL_NULL( 2 ), // Company indexes of players, no longer in use
OCL_VAR ( OC_FILE_U8 | OC_VAR_U16, 1, &_station_tick_ctr ),
OCL_VAR ( OC_UINT8, 1, &_opt.currency ),
OCL_VAR ( OC_UINT8, 1, &_opt.kilometers ),
OCL_VAR ( OC_FILE_U8 | OC_VAR_U32, 1, &_cur_player_tick_index ),
OCL_NULL( 2 ), // Date stuff, calculated automatically
OCL_NULL( 8 ), // Player colors, calculated automatically
OCL_VAR ( OC_UINT8, 1, &_economy.infl_amount ),
OCL_VAR ( OC_UINT8, 1, &_economy.infl_amount_pr ),
OCL_VAR ( OC_UINT8, 1, &_economy.interest_rate ),
OCL_VAR ( OC_UINT8, 1, &_avail_aircraft ),
OCL_VAR ( OC_UINT8, 1, &_opt.road_side ),
OCL_VAR ( OC_UINT8, 1, &_opt.town_name ),
OCL_CHUNK( 1, LoadOldGameDifficulty ),
OCL_ASSERT( 0x77130 ),
OCL_VAR ( OC_UINT8, 1, &_opt.diff_level ),
OCL_VAR ( OC_UINT8, 1, &_opt.landscape ),
OCL_VAR ( OC_UINT8, 1, &_trees_tick_ctr ),
OCL_NULL( 1 ), // Custom vehicle types yes/no, no longer used
OCL_VAR ( OC_UINT8, 1, &_opt.snow_line ),
OCL_NULL( 32 ), // new_industry_randtable, no longer used (because of new design)
OCL_NULL( 36 ), // cargo-stuff, calculated in InitializeLandscapeVariables
OCL_ASSERT( 0x77179 ),
OCL_CHUNK( 1, LoadOldMapPart2 ),
OCL_ASSERT( 0x97179 ),
/* Below any (if available) extra chunks from TTDPatch can follow */
OCL_END()
};
static bool LoadOldMain(LoadgameState *ls)
{
int i;
/* The first 49 is the name of the game + checksum, skip it */
fseek(ls->file, HEADER_SIZE, SEEK_SET);
DEBUG(oldloader, 4)("[OldLoader] Going to read main chunk..");
/* Load the biggest chunk */
if (!LoadChunk(&_ls, NULL, main_chunk)) {
DEBUG(oldloader, 0)("[OldLoader] Loading failed!");
return false;
}
DEBUG(oldloader, 4)("[OldLoader] Done. Converting stuff..");
/* Fix some general stuff */
_opt.landscape = _opt.landscape & 0xF;
/* Remap some pointers */
_cur_town_ctr = REMAP_TOWN_IDX(_old_cur_town_ctr);
/* _old_map3 is changed in _map3_lo and _map3_hi */
for (i = 0; i < OLD_MAP_SIZE; i++) {
_map3_lo[i] = _old_map3[i * 2];
_map3_hi[i] = _old_map3[i * 2 + 1];
}
for (i = 0; i < OLD_MAP_SIZE; i ++) {
/* We save presignals different from TTDPatch, convert them */
if (IsTileType(i, MP_RAILWAY) && (_map5[i] & 0xC0) == 0x40) {
/* This byte is always zero in TTD for this type of tile */
if (_map3_hi[i]) {
/* Convert the presignals to our own format */
_map3_hi[i] = (_map3_hi[i] >> 1) & 7;
}
}
}
/* Fix the game to be compatible with OpenTTD */
FixOldTowns();
FixOldStations();
FixOldVehicles();
AddTypeToEngines();
/* We have a new difficulty setting */
_opt.diff.town_council_tolerance = clamp(_opt.diff_level, 0, 2);
DEBUG(oldloader, 4)("[OldLoader] Done!");
DEBUG(oldloader, 1)("[OldLoader] TTD(Patch) savegame successfully converted");
return true;
}
bool LoadOldSaveGame(const char *file)
{
DEBUG(oldloader, 4)("[OldLoader] Trying to load an TTD(Patch) savegame");
InitLoading(&_ls);
/* Open file */
_ls.file = fopen(file, "rb");
if (_ls.file == NULL) {
DEBUG(oldloader, 0)("[OldLoader] Could not open file %s", file);
return false;
}
/* Load the main chunk */
if (!LoadOldMain(&_ls))
return false;
fclose(_ls.file);
_pause = 2;
return true;
}
void GetOldSaveGameName(char *title, const char *file)
{
FILE *f;
f = fopen(file, "rb");
title[0] = 0;
title[48] = 0;
if (f == NULL)
return;
if (fread(title, 1, 48, f) != 48)
title[0] = '\0';
fclose(f);
}
void GetOldScenarioGameName(char *title, const char *file)
{
GetOldSaveGameName(title, file);
}