From 8df7a536524a2ee5086b0f2efd2b2147157d4456 Mon Sep 17 00:00:00 2001 From: glx Date: Tue, 25 Mar 2008 14:53:59 +0000 Subject: [PATCH] (svn r12416) [0.6] -Backport from trunk (r12399, r12401): - Fix: loading of TTD savegames (r12399, r12401) --- src/oldloader.cpp | 49 +++++++++++++++++++++++++++++++++++------------ 1 file changed, 37 insertions(+), 12 deletions(-) diff --git a/src/oldloader.cpp b/src/oldloader.cpp index 434e634de7..0c985c375e 100644 --- a/src/oldloader.cpp +++ b/src/oldloader.cpp @@ -339,6 +339,18 @@ static void FixOldVehicles() ClrBit(v->u.road.state, RVS_IS_STOPPING); } + /* The subtype should be 0, but it sometimes isn't :( */ + if (v->type == VEH_ROAD) v->subtype = 0; + + /* Sometimes primary vehicles would have a nothing (invalid) order + * or vehicles that could not have an order would still have a + * (loading) order which causes assertions and the like later on. + */ + if (!IsPlayerBuildableVehicleType(v) || + (v->IsPrimaryVehicle() && v->current_order.type == OT_NOTHING)) { + v->current_order.type = OT_DUMMY; + } + FOR_ALL_VEHICLES_FROM(u, v->index + 1) { /* If a vehicle has the same orders, add the link to eachother * in both vehicles */ @@ -1099,17 +1111,15 @@ static bool LoadOldVehicleUnion(LoadgameState *ls, int num) uint temp = ls->total_read; bool res; - /* We changed the offset of the vehicle types, so fix it - * Basically v->type -= 0x10; would suffice, but play safely */ switch (v->type) { default: NOT_REACHED(); - case 0x00 /*VEH_INVALID */: v = new (v) InvalidVehicle(); res = LoadChunk(ls, NULL, vehicle_empty_chunk); break; - case 0x10 /*VEH_TRAIN */: v = new (v) Train(); res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break; - case 0x11 /*VEH_ROAD */: v = new (v) RoadVehicle(); res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break; - case 0x12 /*VEH_SHIP */: v = new (v) Ship(); res = LoadChunk(ls, &v->u.ship, vehicle_ship_chunk); break; - case 0x13 /*VEH_AIRCRAFT*/: v = new (v) Aircraft(); res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break; - case 0x14 /*VEH_SPECIAL */: v = new (v) SpecialVehicle(); res = LoadChunk(ls, &v->u.special, vehicle_special_chunk); break; - case 0x15 /*VEH_DISASTER*/: v = new (v) DisasterVehicle(); res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break; + case VEH_INVALID : res = LoadChunk(ls, NULL, vehicle_empty_chunk); break; + 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; } /* This chunk size should always be 10 bytes */ @@ -1124,7 +1134,6 @@ static bool LoadOldVehicleUnion(LoadgameState *ls, int num) static uint16 _cargo_count; static const OldChunks vehicle_chunk[] = { - OCL_SVAR( OC_UINT8, Vehicle, type ), OCL_SVAR( OC_UINT8, Vehicle, subtype ), OCL_NULL( 2 ), ///< Hash, calculated automatically @@ -1213,7 +1222,18 @@ bool LoadOldVehicle(LoadgameState *ls, int num) for (i = 0; i < _old_vehicle_multiplier; i++) { _current_vehicle_id = num * _old_vehicle_multiplier + i; - Vehicle *v = new (_current_vehicle_id) InvalidVehicle(); + /* Read the vehicle type and allocate the right vehicle */ + Vehicle *v; + switch (ReadByte(ls)) { + default: NOT_REACHED(); + case 0x00 /*VEH_INVALID */: v = new (_current_vehicle_id) InvalidVehicle(); break; + case 0x10 /*VEH_TRAIN */: v = new (_current_vehicle_id) Train(); break; + case 0x11 /*VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break; + case 0x12 /*VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break; + case 0x13 /*VEH_AIRCRAFT*/: v = new (_current_vehicle_id) Aircraft(); break; + case 0x14 /*VEH_SPECIAL */: v = new (_current_vehicle_id) SpecialVehicle(); break; + case 0x15 /*VEH_DISASTER*/: v = new (_current_vehicle_id) DisasterVehicle(); break; + } if (!LoadChunk(ls, v, vehicle_chunk)) return false; /* This should be consistent, else we have a big problem... */ @@ -1223,7 +1243,12 @@ bool LoadOldVehicle(LoadgameState *ls, int num) } if (_old_order_ptr != 0 && _old_order_ptr != 0xFFFFFFFF) { - v->orders = GetOrder(REMAP_ORDER_IDX(_old_order_ptr)); + uint old_id = REMAP_ORDER_IDX(_old_order_ptr); + /* There is a maximum of 5000 orders in old savegames, so *if* + * we go over that limit something is very wrong. In that case + * we just assume there are no orders for the vehicle. + */ + if (old_id < 5000) v->orders = GetOrder(old_id); } AssignOrder(&v->current_order, UnpackOldOrder(_old_order));