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(svn r12416) [0.6] -Backport from trunk (r12399, r12401):

- Fix: loading of TTD savegames (r12399, r12401)
release/0.6
glx 2008-03-25 14:53:59 +00:00
parent 9d47454105
commit 8df7a53652
1 changed files with 37 additions and 12 deletions

View File

@ -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));