204 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			204 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/** @file order_sl.cpp Code handling saving and loading of orders */
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#include "../stdafx.h"
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#include "../order_base.h"
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#include "../core/alloc_func.hpp"
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#include "../settings_type.h"
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#include "saveload.h"
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void Order::ConvertFromOldSavegame()
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{
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	uint8 old_flags = this->flags;
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	this->flags = 0;
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	/* First handle non-stop */
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	if (_settings_client.gui.sg_new_nonstop) {
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		/* OFB_NON_STOP */
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		this->SetNonStopType((old_flags & 8) ? ONSF_NO_STOP_AT_ANY_STATION : ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
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	} else {
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		this->SetNonStopType((old_flags & 8) ? ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS : ONSF_STOP_EVERYWHERE);
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	}
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	switch (this->GetType()) {
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		/* Only a few types need the other savegame conversions. */
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		case OT_GOTO_DEPOT: case OT_GOTO_STATION: case OT_LOADING: break;
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		default: return;
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	}
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	if (this->GetType() != OT_GOTO_DEPOT) {
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		/* Then the load flags */
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		if ((old_flags & 2) != 0) { // OFB_UNLOAD
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			this->SetLoadType(OLFB_NO_LOAD);
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		} else if ((old_flags & 4) == 0) { // !OFB_FULL_LOAD
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			this->SetLoadType(OLF_LOAD_IF_POSSIBLE);
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		} else {
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			this->SetLoadType(_settings_client.gui.sg_full_load_any ? OLF_FULL_LOAD_ANY : OLFB_FULL_LOAD);
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		}
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		/* Finally fix the unload flags */
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		if ((old_flags & 1) != 0) { // OFB_TRANSFER
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			this->SetUnloadType(OUFB_TRANSFER);
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		} else if ((old_flags & 2) != 0) { // OFB_UNLOAD
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			this->SetUnloadType(OUFB_UNLOAD);
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		} else {
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			this->SetUnloadType(OUF_UNLOAD_IF_POSSIBLE);
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		}
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	} else {
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		/* Then the depot action flags */
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		this->SetDepotActionType(((old_flags & 6) == 4) ? ODATFB_HALT : ODATF_SERVICE_ONLY);
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		/* Finally fix the depot type flags */
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		uint t = ((old_flags & 6) == 6) ? ODTFB_SERVICE : ODTF_MANUAL;
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		if ((old_flags & 2) != 0) t |= ODTFB_PART_OF_ORDERS;
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		this->SetDepotOrderType((OrderDepotTypeFlags)t);
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	}
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}
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/** Unpacks a order from savegames with version 4 and lower
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 * @param packed packed order
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 * @return unpacked order
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 */
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static Order UnpackVersion4Order(uint16 packed)
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{
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	return Order(GB(packed, 8, 8) << 16 | GB(packed, 4, 4) << 8 | GB(packed, 0, 4));
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}
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/** Unpacks a order from savegames made with TTD(Patch)
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 * @param packed packed order
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 * @return unpacked order
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 */
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Order UnpackOldOrder(uint16 packed)
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{
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	Order order = UnpackVersion4Order(packed);
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	/*
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	 * Sanity check
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	 * TTD stores invalid orders as OT_NOTHING with non-zero flags/station
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	 */
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	if (!order.IsValid() && packed != 0) order.MakeDummy();
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	return order;
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}
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const SaveLoad *GetOrderDescription()
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{
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	static const SaveLoad _order_desc[] = {
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		     SLE_VAR(Order, type,           SLE_UINT8),
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		     SLE_VAR(Order, flags,          SLE_UINT8),
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		     SLE_VAR(Order, dest,           SLE_UINT16),
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		     SLE_REF(Order, next,           REF_ORDER),
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		 SLE_CONDVAR(Order, refit_cargo,    SLE_UINT8,   36, SL_MAX_VERSION),
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		 SLE_CONDVAR(Order, refit_subtype,  SLE_UINT8,   36, SL_MAX_VERSION),
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		 SLE_CONDVAR(Order, wait_time,      SLE_UINT16,  67, SL_MAX_VERSION),
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		 SLE_CONDVAR(Order, travel_time,    SLE_UINT16,  67, SL_MAX_VERSION),
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		/* Leftover from the minor savegame version stuff
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		 * We will never use those free bytes, but we have to keep this line to allow loading of old savegames */
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		SLE_CONDNULL(10,                                  5,  35),
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		     SLE_END()
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	};
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	return _order_desc;
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}
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static void Save_ORDR()
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{
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	Order *order;
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	FOR_ALL_ORDERS(order) {
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		SlSetArrayIndex(order->index);
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		SlObject(order, GetOrderDescription());
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	}
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}
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static void Load_ORDR()
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{
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	if (CheckSavegameVersionOldStyle(5, 2)) {
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		/* Version older than 5.2 did not have a ->next pointer. Convert them
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		    (in the old days, the orderlist was 5000 items big) */
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		size_t len = SlGetFieldLength();
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		uint i;
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		if (CheckSavegameVersion(5)) {
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			/* Pre-version 5 had an other layout for orders
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			    (uint16 instead of uint32) */
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			len /= sizeof(uint16);
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			uint16 *orders = MallocT<uint16>(len + 1);
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			SlArray(orders, len, SLE_UINT16);
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			for (i = 0; i < len; ++i) {
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				Order *order = new (i) Order();
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				order->AssignOrder(UnpackVersion4Order(orders[i]));
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			}
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			free(orders);
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		} else if (CheckSavegameVersionOldStyle(5, 2)) {
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			len /= sizeof(uint16);
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			uint16 *orders = MallocT<uint16>(len + 1);
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			SlArray(orders, len, SLE_UINT32);
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			for (i = 0; i < len; ++i) {
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				new (i) Order(orders[i]);
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			}
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			free(orders);
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		}
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		/* Update all the next pointer */
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		for (i = 1; i < len; ++i) {
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			/* The orders were built like this:
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			 *   While the order is valid, set the previous will get it's next pointer set
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			 *   We start with index 1 because no order will have the first in it's next pointer */
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			if (GetOrder(i)->IsValid())
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				GetOrder(i - 1)->next = GetOrder(i);
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		}
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	} else {
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		int index;
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		while ((index = SlIterateArray()) != -1) {
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			Order *order = new (index) Order();
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			SlObject(order, GetOrderDescription());
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		}
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	}
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}
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const SaveLoad *GetOrderListDescription()
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{
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	static const SaveLoad _orderlist_desc[] = {
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		SLE_REF(OrderList, first,              REF_ORDER),
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		SLE_END()
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	};
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	return _orderlist_desc;
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}
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static void Save_ORDL()
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{
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	OrderList *list;
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	FOR_ALL_ORDER_LISTS(list) {
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		SlSetArrayIndex(list->index);
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		SlObject(list, GetOrderListDescription());
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	}
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}
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static void Load_ORDL()
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{
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	int index;
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	while ((index = SlIterateArray()) != -1) {
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		OrderList *list = new (index) OrderList();
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		SlObject(list, GetOrderListDescription());
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	}
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}
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extern const ChunkHandler _order_chunk_handlers[] = {
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	{ 'ORDR', Save_ORDR, Load_ORDR, CH_ARRAY},
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	{ 'ORDL', Save_ORDL, Load_ORDL, CH_ARRAY | CH_LAST},
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};
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