OpenTTD/src/saveload/company_sl.cpp

282 lines
11 KiB
C++

/* $Id$ */
/** @file company_sl.cpp Code handling saving and loading of company data */
#include "../stdafx.h"
#include "../company_base.h"
#include "../company_func.h"
#include "../company_manager_face.h"
#include "saveload.h"
/**
* Converts an old company manager's face format to the new company manager's face format
*
* Meaning of the bits in the old face (some bits are used in several times):
* - 4 and 5: chin
* - 6 to 9: eyebrows
* - 10 to 13: nose
* - 13 to 15: lips (also moustache for males)
* - 16 to 19: hair
* - 20 to 22: eye colour
* - 20 to 27: tie, ear rings etc.
* - 28 to 30: glasses
* - 19, 26 and 27: race (bit 27 set and bit 19 equal to bit 26 = black, otherwise white)
* - 31: gender (0 = male, 1 = female)
*
* @param face the face in the old format
* @return the face in the new format
*/
CompanyManagerFace ConvertFromOldCompanyManagerFace(uint32 face)
{
CompanyManagerFace cmf = 0;
GenderEthnicity ge = GE_WM;
if (HasBit(face, 31)) SetBit(ge, GENDER_FEMALE);
if (HasBit(face, 27) && (HasBit(face, 26) == HasBit(face, 19))) SetBit(ge, ETHNICITY_BLACK);
SetCompanyManagerFaceBits(cmf, CMFV_GEN_ETHN, ge, ge);
SetCompanyManagerFaceBits(cmf, CMFV_HAS_GLASSES, ge, GB(face, 28, 3) <= 1);
SetCompanyManagerFaceBits(cmf, CMFV_EYE_COLOUR, ge, HasBit(ge, ETHNICITY_BLACK) ? 0 : ClampU(GB(face, 20, 3), 5, 7) - 5);
SetCompanyManagerFaceBits(cmf, CMFV_CHIN, ge, ScaleCompanyManagerFaceValue(CMFV_CHIN, ge, GB(face, 4, 2)));
SetCompanyManagerFaceBits(cmf, CMFV_EYEBROWS, ge, ScaleCompanyManagerFaceValue(CMFV_EYEBROWS, ge, GB(face, 6, 4)));
SetCompanyManagerFaceBits(cmf, CMFV_HAIR, ge, ScaleCompanyManagerFaceValue(CMFV_HAIR, ge, GB(face, 16, 4)));
SetCompanyManagerFaceBits(cmf, CMFV_JACKET, ge, ScaleCompanyManagerFaceValue(CMFV_JACKET, ge, GB(face, 20, 2)));
SetCompanyManagerFaceBits(cmf, CMFV_COLLAR, ge, ScaleCompanyManagerFaceValue(CMFV_COLLAR, ge, GB(face, 22, 2)));
SetCompanyManagerFaceBits(cmf, CMFV_GLASSES, ge, GB(face, 28, 1));
uint lips = GB(face, 10, 4);
if (!HasBit(ge, GENDER_FEMALE) && lips < 4) {
SetCompanyManagerFaceBits(cmf, CMFV_HAS_MOUSTACHE, ge, true);
SetCompanyManagerFaceBits(cmf, CMFV_MOUSTACHE, ge, max(lips, 1U) - 1);
} else {
if (!HasBit(ge, GENDER_FEMALE)) {
lips = lips * 15 / 16;
lips -= 3;
if (HasBit(ge, ETHNICITY_BLACK) && lips > 8) lips = 0;
} else {
lips = ScaleCompanyManagerFaceValue(CMFV_LIPS, ge, lips);
}
SetCompanyManagerFaceBits(cmf, CMFV_LIPS, ge, lips);
uint nose = GB(face, 13, 3);
if (ge == GE_WF) {
nose = (nose * 3 >> 3) * 3 >> 2; // There is 'hole' in the nose sprites for females
} else {
nose = ScaleCompanyManagerFaceValue(CMFV_NOSE, ge, nose);
}
SetCompanyManagerFaceBits(cmf, CMFV_NOSE, ge, nose);
}
uint tie_earring = GB(face, 24, 4);
if (!HasBit(ge, GENDER_FEMALE) || tie_earring < 3) { // Not all females have an earring
if (HasBit(ge, GENDER_FEMALE)) SetCompanyManagerFaceBits(cmf, CMFV_HAS_TIE_EARRING, ge, true);
SetCompanyManagerFaceBits(cmf, CMFV_TIE_EARRING, ge, HasBit(ge, GENDER_FEMALE) ? tie_earring : ScaleCompanyManagerFaceValue(CMFV_TIE_EARRING, ge, tie_earring / 2));
}
return cmf;
}
/* Save/load of companies */
static const SaveLoad _company_desc[] = {
SLE_VAR(Company, name_2, SLE_UINT32),
SLE_VAR(Company, name_1, SLE_STRINGID),
SLE_CONDSTR(Company, name, SLE_STR, 0, 84, SL_MAX_VERSION),
SLE_VAR(Company, president_name_1, SLE_UINT16),
SLE_VAR(Company, president_name_2, SLE_UINT32),
SLE_CONDSTR(Company, president_name, SLE_STR, 0, 84, SL_MAX_VERSION),
SLE_VAR(Company, face, SLE_UINT32),
/* money was changed to a 64 bit field in savegame version 1. */
SLE_CONDVAR(Company, money, SLE_VAR_I64 | SLE_FILE_I32, 0, 0),
SLE_CONDVAR(Company, money, SLE_INT64, 1, SL_MAX_VERSION),
SLE_CONDVAR(Company, current_loan, SLE_VAR_I64 | SLE_FILE_I32, 0, 64),
SLE_CONDVAR(Company, current_loan, SLE_INT64, 65, SL_MAX_VERSION),
SLE_VAR(Company, colour, SLE_UINT8),
SLE_VAR(Company, money_fraction, SLE_UINT8),
SLE_CONDVAR(Company, avail_railtypes, SLE_UINT8, 0, 57),
SLE_VAR(Company, block_preview, SLE_UINT8),
SLE_CONDVAR(Company, cargo_types, SLE_FILE_U16 | SLE_VAR_U32, 0, 93),
SLE_CONDVAR(Company, cargo_types, SLE_UINT32, 94, SL_MAX_VERSION),
SLE_CONDVAR(Company, location_of_HQ, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Company, location_of_HQ, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Company, last_build_coordinate, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Company, last_build_coordinate, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Company, inaugurated_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Company, inaugurated_year, SLE_INT32, 31, SL_MAX_VERSION),
SLE_ARR(Company, share_owners, SLE_UINT8, 4),
SLE_VAR(Company, num_valid_stat_ent, SLE_UINT8),
SLE_VAR(Company, quarters_of_bankrupcy, SLE_UINT8),
SLE_CONDVAR(Company, bankrupt_asked, SLE_FILE_U8 | SLE_VAR_U16, 0, 103),
SLE_CONDVAR(Company, bankrupt_asked, SLE_UINT16, 104, SL_MAX_VERSION),
SLE_VAR(Company, bankrupt_timeout, SLE_INT16),
SLE_CONDVAR(Company, bankrupt_value, SLE_VAR_I64 | SLE_FILE_I32, 0, 64),
SLE_CONDVAR(Company, bankrupt_value, SLE_INT64, 65, SL_MAX_VERSION),
/* yearly expenses was changed to 64-bit in savegame version 2. */
SLE_CONDARR(Company, yearly_expenses, SLE_FILE_I32 | SLE_VAR_I64, 3 * 13, 0, 1),
SLE_CONDARR(Company, yearly_expenses, SLE_INT64, 3 * 13, 2, SL_MAX_VERSION),
SLE_CONDVAR(Company, is_ai, SLE_BOOL, 2, SL_MAX_VERSION),
SLE_CONDNULL(1, 107, 111), ///< is_noai
SLE_CONDNULL(1, 4, 99),
/* Engine renewal settings */
SLE_CONDNULL(512, 16, 18),
SLE_CONDREF(Company, engine_renew_list, REF_ENGINE_RENEWS, 19, SL_MAX_VERSION),
SLE_CONDVAR(Company, engine_renew, SLE_BOOL, 16, SL_MAX_VERSION),
SLE_CONDVAR(Company, engine_renew_months, SLE_INT16, 16, SL_MAX_VERSION),
SLE_CONDVAR(Company, engine_renew_money, SLE_UINT32, 16, SL_MAX_VERSION),
SLE_CONDVAR(Company, renew_keep_length, SLE_BOOL, 2, SL_MAX_VERSION), // added with 16.1, but was blank since 2
/* Reserve extra space in savegame here. (currently 63 bytes) */
SLE_CONDNULL(63, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _company_economy_desc[] = {
/* these were changed to 64-bit in savegame format 2 */
SLE_CONDVAR(CompanyEconomyEntry, income, SLE_FILE_I32 | SLE_VAR_I64, 0, 1),
SLE_CONDVAR(CompanyEconomyEntry, income, SLE_INT64, 2, SL_MAX_VERSION),
SLE_CONDVAR(CompanyEconomyEntry, expenses, SLE_FILE_I32 | SLE_VAR_I64, 0, 1),
SLE_CONDVAR(CompanyEconomyEntry, expenses, SLE_INT64, 2, SL_MAX_VERSION),
SLE_CONDVAR(CompanyEconomyEntry, company_value, SLE_FILE_I32 | SLE_VAR_I64, 0, 1),
SLE_CONDVAR(CompanyEconomyEntry, company_value, SLE_INT64, 2, SL_MAX_VERSION),
SLE_VAR(CompanyEconomyEntry, delivered_cargo, SLE_INT32),
SLE_VAR(CompanyEconomyEntry, performance_history, SLE_INT32),
SLE_END()
};
/* We do need to read this single value, as the bigger it gets, the more data is stored */
struct CompanyOldAI {
uint8 num_build_rec;
};
static const SaveLoad _company_ai_desc[] = {
SLE_CONDNULL(2, 0, 106),
SLE_CONDNULL(2, 0, 12),
SLE_CONDNULL(4, 13, 106),
SLE_CONDNULL(8, 0, 106),
SLE_CONDVAR(CompanyOldAI, num_build_rec, SLE_UINT8, 0, 106),
SLE_CONDNULL(3, 0, 106),
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(2, 0, 106),
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(2, 0, 106),
SLE_CONDNULL(2, 0, 68),
SLE_CONDNULL(4, 69, 106),
SLE_CONDNULL(18, 0, 106),
SLE_CONDNULL(20, 0, 106),
SLE_CONDNULL(32, 0, 106),
SLE_CONDNULL(64, 2, 106),
SLE_END()
};
static const SaveLoad _company_ai_build_rec_desc[] = {
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(2, 0, 5),
SLE_CONDNULL(4, 6, 106),
SLE_CONDNULL(8, 0, 106),
SLE_END()
};
static const SaveLoad _company_livery_desc[] = {
SLE_CONDVAR(Livery, in_use, SLE_BOOL, 34, SL_MAX_VERSION),
SLE_CONDVAR(Livery, colour1, SLE_UINT8, 34, SL_MAX_VERSION),
SLE_CONDVAR(Livery, colour2, SLE_UINT8, 34, SL_MAX_VERSION),
SLE_END()
};
static void SaveLoad_PLYR(Company *c)
{
int i;
SlObject(c, _company_desc);
/* Keep backwards compatible for savegames, so load the old AI block */
if (CheckSavegameVersion(107) && !IsHumanCompany(c->index)) {
CompanyOldAI old_ai;
char nothing;
SlObject(&old_ai, _company_ai_desc);
for (i = 0; i != old_ai.num_build_rec; i++) {
SlObject(&nothing, _company_ai_build_rec_desc);
}
}
/* Write economy */
SlObject(&c->cur_economy, _company_economy_desc);
/* Write old economy entries. */
for (i = 0; i < c->num_valid_stat_ent; i++) {
SlObject(&c->old_economy[i], _company_economy_desc);
}
/* Write each livery entry. */
int num_liveries = CheckSavegameVersion(63) ? LS_END - 4 : (CheckSavegameVersion(85) ? LS_END - 2: LS_END);
for (i = 0; i < num_liveries; i++) {
SlObject(&c->livery[i], _company_livery_desc);
}
if (num_liveries < LS_END) {
/* We want to insert some liveries somewhere in between. This means some have to be moved. */
memmove(&c->livery[LS_FREIGHT_WAGON], &c->livery[LS_PASSENGER_WAGON_MONORAIL], (LS_END - LS_FREIGHT_WAGON) * sizeof(c->livery[0]));
c->livery[LS_PASSENGER_WAGON_MONORAIL] = c->livery[LS_MONORAIL];
c->livery[LS_PASSENGER_WAGON_MAGLEV] = c->livery[LS_MAGLEV];
}
if (num_liveries == LS_END - 4) {
/* Copy bus/truck liveries over to trams */
c->livery[LS_PASSENGER_TRAM] = c->livery[LS_BUS];
c->livery[LS_FREIGHT_TRAM] = c->livery[LS_TRUCK];
}
}
static void Save_PLYR()
{
Company *c;
FOR_ALL_COMPANIES(c) {
SlSetArrayIndex(c->index);
SlAutolength((AutolengthProc*)SaveLoad_PLYR, c);
}
}
static void Load_PLYR()
{
int index;
while ((index = SlIterateArray()) != -1) {
Company *c = new (index) Company();
SaveLoad_PLYR(c);
_company_colours[index] = (Colours)c->colour;
}
}
extern const ChunkHandler _company_chunk_handlers[] = {
{ 'PLYR', Save_PLYR, Load_PLYR, CH_ARRAY | CH_LAST},
};