forked from mirror/OpenTTD
(svn r5) -Fix: townname generation of TTDLX savegames. All work
except for German Townnames (also fix one typo on English town-names) -CodeChange: *act_paper to *act_water in Town to more resemble its use -Fix: AI players now retain AI status. Since TTDLX savegame status is not fully documented, some holes exist (AI state is set to one without a vehicle, otherwise it crashes)
This commit is contained in:
64
oldloader.c
64
oldloader.c
@@ -49,10 +49,11 @@ typedef struct {
|
||||
uint16 max_pass, max_mail;
|
||||
uint16 act_pass, act_mail;
|
||||
byte pct_pass_transported, pct_mail_transported;
|
||||
uint16 new_act_food, new_act_paper;
|
||||
uint16 act_food, act_paper;
|
||||
uint16 new_act_food, new_act_water;
|
||||
uint16 act_food, act_water;
|
||||
byte road_build_months;
|
||||
byte fund_buildings_months;
|
||||
// unused bytes at the end of the Town Struct
|
||||
uint32 unk56;
|
||||
uint32 unk5A;
|
||||
} GCC_PACK OldTown;
|
||||
@@ -579,15 +580,21 @@ static void LoadSavegameBytes(void *p, size_t count)
|
||||
} while (--count);
|
||||
}
|
||||
|
||||
static void FixTown(Town *t, OldTown *o, int num)
|
||||
extern uint32 GetOldTownName(uint32 townnameparts, byte old_town_name_type);
|
||||
|
||||
static void FixTown(Town *t, OldTown *o, int num, byte town_name_type)
|
||||
{
|
||||
do {
|
||||
t->xy = o->xy;
|
||||
t->population = o->population;
|
||||
t->townnametype = o->townnametype;
|
||||
t->townnameparts = o->townnameparts;
|
||||
if (IS_INT_INSIDE(o->townnametype, 0x20C1, 0x20C2 + 1))
|
||||
t->townnametype = SPECSTR_TOWNNAME_ENGLISH;
|
||||
// Random TownNames
|
||||
if (IS_INT_INSIDE(o->townnametype, 0x20C1, 0x20C2 + 1)) {
|
||||
t->townnametype = SPECSTR_TOWNNAME_ENGLISH + town_name_type;
|
||||
if (o->xy)
|
||||
t->townnameparts = GetOldTownName(o->townnameparts, town_name_type);
|
||||
}
|
||||
|
||||
t->grow_counter = o->grow_counter;
|
||||
t->flags12 = o->flags12;
|
||||
@@ -608,9 +615,9 @@ static void FixTown(Town *t, OldTown *o, int num)
|
||||
t->pct_pass_transported = o->pct_pass_transported;
|
||||
t->pct_mail_transported = o->pct_mail_transported;
|
||||
t->new_act_food = o->new_act_food;
|
||||
t->new_act_paper = o->new_act_paper;
|
||||
t->new_act_water = o->new_act_water;
|
||||
t->act_food = o->act_food;
|
||||
t->act_paper = o->act_paper;
|
||||
t->act_water = o->act_water;
|
||||
t->road_build_months = o->road_build_months;
|
||||
t->fund_buildings_months = o->fund_buildings_months;
|
||||
} while (t++,o++,--num);
|
||||
@@ -853,18 +860,28 @@ static void FixAiBuildRec(AiBuildRec *n, OldAiBuildRec *o)
|
||||
n->cargo = o->cargo;
|
||||
}
|
||||
|
||||
static void FixPlayer(Player *n, OldPlayer *o, int num)
|
||||
static void FixPlayer(Player *n, OldPlayer *o, int num, byte town_name_type)
|
||||
{
|
||||
int i, j;
|
||||
int x = 0;
|
||||
|
||||
|
||||
do {
|
||||
n->name_1 = RemapOldStringID(o->name_1);
|
||||
n->name_2 = o->name_2;
|
||||
if (o->name_1 == 0 && x == 0)
|
||||
n->name_1 = STR_SV_UNNAMED;
|
||||
else
|
||||
n->is_active=true;
|
||||
/* In every Old TTD(Patch) game Player1 (0) is human, and all others are AI
|
||||
* (Except in .SV2 savegames, which were 2 player games, but we are not fixing
|
||||
* that
|
||||
*/
|
||||
|
||||
if (x == 0) {
|
||||
if (o->name_1 == 0) // if first player doesn't have a name, he is 'unnamed'
|
||||
n->name_1 = STR_SV_UNNAMED;
|
||||
} else {
|
||||
n->is_ai = 1;
|
||||
}
|
||||
|
||||
if (o->name_1 != 0)
|
||||
n->is_active = true;
|
||||
|
||||
n->face = o->face;
|
||||
n->president_name_1 = o->pres_name_1;
|
||||
@@ -899,7 +916,12 @@ static void FixPlayer(Player *n, OldPlayer *o, int num)
|
||||
n->last_build_coordinate = o->last_build_coordinate;
|
||||
n->num_valid_stat_ent = o->num_valid_stat_ent;
|
||||
|
||||
n->ai.state = o->ai_state;
|
||||
/* Not good, since AI doesn't have a vehicle assigned as
|
||||
* in p->ai.cur_veh and thus will crash on certain actions.
|
||||
* Best is to set state to AiStateVehLoop (2)
|
||||
* n->ai.state = o->ai_state;
|
||||
*/
|
||||
n->ai.state = 2;
|
||||
n->ai.state_mode = o->ai_state_mode;
|
||||
n->ai.state_counter = o->ai_state_counter;
|
||||
n->ai.timeout_counter = o->ai_timeout_counter;
|
||||
@@ -1032,9 +1054,15 @@ bool LoadOldSaveGame(const char *file)
|
||||
lss.fin = fopen(file, "rb");
|
||||
if (lss.fin == NULL) return false;
|
||||
|
||||
fseek(lss.fin, 49, SEEK_SET);
|
||||
/* B - byte 8bit (1)
|
||||
* W - word 16bit (2 bytes)
|
||||
* L - 'long' word 32bit (4 bytes)
|
||||
*/
|
||||
fseek(lss.fin, 49, SEEK_SET); // 47B TITLE, W Checksum - Total 49
|
||||
|
||||
// load the file into memory
|
||||
/* Load the file into memory
|
||||
* Game Data 0x77179 + L4 (256x256) + L5 (256x256)
|
||||
*/
|
||||
m = (OldMain *)malloc(sizeof(OldMain));
|
||||
LoadSavegameBytes(m, sizeof(OldMain));
|
||||
|
||||
@@ -1063,7 +1091,7 @@ bool LoadOldSaveGame(const char *file)
|
||||
memcpy(_order_array, m->order_list, sizeof(m->order_list));
|
||||
_ptr_to_next_order = _order_array + REMAP_ORDER_IDX(m->ptr_to_next_order);
|
||||
|
||||
FixTown(_towns, m->town_list, lengthof(m->town_list));
|
||||
FixTown(_towns, m->town_list, lengthof(m->town_list), m->town_name_type);
|
||||
FixIndustry(_industries, m->industries, lengthof(m->industries));
|
||||
FixStation(_stations, m->stations, lengthof(m->stations));
|
||||
|
||||
@@ -1071,7 +1099,7 @@ bool LoadOldSaveGame(const char *file)
|
||||
FixVehicle(_vehicles, m->vehicles, lengthof(m->vehicles));
|
||||
FixSubsidy(_subsidies, m->subsidies, lengthof(m->subsidies));
|
||||
|
||||
FixPlayer(_players, m->players, lengthof(m->players));
|
||||
FixPlayer(_players, m->players, lengthof(m->players), m->town_name_type);
|
||||
FixName(m->names, lengthof(m->names));
|
||||
FixSign(_sign_list, m->signs, lengthof(m->signs));
|
||||
FixEngine(_engines, m->engines, lengthof(m->engines));
|
||||
|
Reference in New Issue
Block a user