(svn r14828) -Codechange: move most of save/load-specific code to separate files

This commit is contained in:
smatz
2009-01-04 15:32:25 +00:00
parent c9e8fd307e
commit 7368c740a6
91 changed files with 5320 additions and 4742 deletions

View File

@@ -4500,146 +4500,3 @@ void InitializeTrains()
{
_age_cargo_skip_counter = 1;
}
/*
* Link front and rear multiheaded engines to each other
* This is done when loading a savegame
*/
void ConnectMultiheadedTrains()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
v->u.rail.other_multiheaded_part = NULL;
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
/* Two ways to associate multiheaded parts to each other:
* sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>..
* bracket-matching: Free vehicle chains shall be arranged to look like ..<..<..>..<..>..>..
*
* Note: Old savegames might contain chains which do not comply with these rules, e.g.
* - the front and read parts have invalid orders
* - different engine types might be combined
* - there might be different amounts of front and rear parts.
*
* Note: The multiheaded parts need to be matched exactly like they are matched on the server, else desyncs will occur.
* This is why two matching strategies are needed.
*/
bool sequential_matching = IsFrontEngine(v);
for (Vehicle *u = v; u != NULL; u = GetNextVehicle(u)) {
if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
if (IsMultiheaded(u)) {
if (!IsTrainEngine(u)) {
/* we got a rear car without a front car. We will convert it to a front one */
SetTrainEngine(u);
u->spritenum--;
}
/* Find a matching back part */
EngineID eid = u->engine_type;
Vehicle *w;
if (sequential_matching) {
for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
/* we found a car to partner with this engine. Now we will make sure it face the right way */
if (IsTrainEngine(w)) {
ClearTrainEngine(w);
w->spritenum++;
}
break;
}
} else {
uint stack_pos = 0;
for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
if (IsTrainEngine(w)) {
stack_pos++;
} else {
if (stack_pos == 0) break;
stack_pos--;
}
}
}
if (w != NULL) {
w->u.rail.other_multiheaded_part = u;
u->u.rail.other_multiheaded_part = w;
} else {
/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
ClearMultiheaded(u);
}
}
}
}
}
}
/**
* Converts all trains to the new subtype format introduced in savegame 16.2
* It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
*/
void ConvertOldMultiheadToNew()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
SetBit(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
if (HasBit(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) {
for (Vehicle *u = v; u != NULL; u = u->Next()) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
ClrBit(u->subtype, 7);
switch (u->subtype) {
case 0: /* TS_Front_Engine */
if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
SetFrontEngine(u);
SetTrainEngine(u);
break;
case 1: /* TS_Artic_Part */
u->subtype = 0;
SetArticulatedPart(u);
break;
case 2: /* TS_Not_First */
u->subtype = 0;
if (rvi->railveh_type == RAILVEH_WAGON) {
// normal wagon
SetTrainWagon(u);
break;
}
if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
// rear end of a multiheaded engine
SetMultiheaded(u);
break;
}
if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
SetTrainEngine(u);
break;
case 4: /* TS_Free_Car */
u->subtype = 0;
SetTrainWagon(u);
SetFreeWagon(u);
break;
default: NOT_REACHED(); break;
}
}
}
}
}
}