OpenTTD Source 15.0-beta2
afterload.cpp
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1/*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10#include "../stdafx.h"
11#include "../void_map.h"
12#include "../signs_base.h"
13#include "../depot_base.h"
14#include "../fios.h"
15#include "../gamelog_internal.h"
16#include "../network/network.h"
17#include "../network/network_func.h"
18#include "../gfxinit.h"
19#include "../viewport_func.h"
20#include "../viewport_kdtree.h"
21#include "../industry.h"
22#include "../clear_map.h"
23#include "../vehicle_func.h"
24#include "../string_func.h"
25#include "../strings_func.h"
26#include "../window_func.h"
27#include "../roadveh.h"
28#include "../roadveh_cmd.h"
29#include "../train.h"
30#include "../station_base.h"
31#include "../waypoint_base.h"
32#include "../roadstop_base.h"
33#include "../tunnelbridge_map.h"
34#include "../pathfinder/yapf/yapf_cache.h"
35#include "../elrail_func.h"
36#include "../signs_func.h"
37#include "../aircraft.h"
38#include "../object_map.h"
39#include "../object_base.h"
40#include "../tree_map.h"
41#include "../company_func.h"
42#include "../road_cmd.h"
43#include "../ai/ai.hpp"
44#include "../script/script_gui.h"
45#include "../game/game.hpp"
46#include "../town.h"
47#include "../economy_base.h"
48#include "../animated_tile_map.h"
49#include "../animated_tile_func.h"
50#include "../subsidy_base.h"
51#include "../subsidy_func.h"
52#include "../newgrf.h"
53#include "../newgrf_station.h"
54#include "../engine_func.h"
55#include "../rail_gui.h"
56#include "../core/backup_type.hpp"
57#include "../smallmap_gui.h"
58#include "../news_func.h"
59#include "../order_backup.h"
60#include "../error.h"
61#include "../disaster_vehicle.h"
62#include "../ship.h"
63#include "../water.h"
64#include "../timer/timer.h"
65#include "../timer/timer_game_calendar.h"
66#include "../timer/timer_game_economy.h"
67#include "../timer/timer_game_tick.h"
68#include "../picker_func.h"
69
70#include "saveload_internal.h"
71
72#include <signal.h>
73
74#include "table/strings.h"
75
76#include "../safeguards.h"
77
78extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = CompanyID::Invalid());
79
90void SetWaterClassDependingOnSurroundings(Tile t, bool include_invalid_water_class)
91{
92 /* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
93 * Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
94 if (!IsTileFlat(t)) {
95 if (include_invalid_water_class) {
97 return;
98 } else {
99 SlErrorCorrupt("Invalid water class for dry tile");
100 }
101 }
102
103 /* Mark tile dirty in all cases */
105
106 if (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == Map::MaxX() - 1 || TileY(t) == Map::MaxY() - 1) {
107 /* tiles at map borders are always WATER_CLASS_SEA */
109 return;
110 }
111
112 bool has_water = false;
113 bool has_canal = false;
114 bool has_river = false;
115
116 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
117 Tile neighbour = TileAddByDiagDir(t, dir);
118 switch (GetTileType(neighbour)) {
119 case MP_WATER:
120 /* clear water and shipdepots have already a WaterClass associated */
121 if (IsCoast(neighbour)) {
122 has_water = true;
123 } else if (!IsLock(neighbour)) {
124 switch (GetWaterClass(neighbour)) {
125 case WATER_CLASS_SEA: has_water = true; break;
126 case WATER_CLASS_CANAL: has_canal = true; break;
127 case WATER_CLASS_RIVER: has_river = true; break;
128 default: SlErrorCorrupt("Invalid water class for tile");
129 }
130 }
131 break;
132
133 case MP_RAILWAY:
134 /* Shore or flooded halftile */
135 has_water |= (GetRailGroundType(neighbour) == RAIL_GROUND_WATER);
136 break;
137
138 case MP_TREES:
139 /* trees on shore */
140 has_water |= (GB(neighbour.m2(), 4, 2) == TREE_GROUND_SHORE);
141 break;
142
143 default: break;
144 }
145 }
146
147 if (!has_water && !has_canal && !has_river && include_invalid_water_class) {
149 return;
150 }
151
152 if (has_river && !has_canal) {
154 } else if (has_canal || !has_water) {
156 } else {
158 }
159}
160
161static void ConvertTownOwner()
162{
163 for (auto tile : Map::Iterate()) {
164 switch (GetTileType(tile)) {
165 case MP_ROAD:
166 if (GB(tile.m5(), 4, 2) == ROAD_TILE_CROSSING && HasBit(tile.m3(), 7)) {
167 tile.m3() = OWNER_TOWN.base();
168 }
169 [[fallthrough]];
170
171 case MP_TUNNELBRIDGE:
172 if (tile.m1() & 0x80) SetTileOwner(tile, OWNER_TOWN);
173 break;
174
175 default: break;
176 }
177 }
178}
179
180/* since savegame version 4.1, exclusive transport rights are stored at towns */
181static void UpdateExclusiveRights()
182{
183 for (Town *t : Town::Iterate()) {
184 t->exclusivity = CompanyID::Invalid();
185 }
186}
187
188static const uint8_t convert_currency[] = {
189 0, 1, 12, 8, 3,
190 10, 14, 19, 4, 5,
191 9, 11, 13, 6, 17,
192 16, 22, 21, 7, 15,
193 18, 2, 20,
194};
195
196/* since savegame version 4.2 the currencies are arranged differently */
197static void UpdateCurrencies()
198{
200}
201
202/* Up to revision 1413 the invisible tiles at the southern border have not been
203 * MP_VOID, even though they should have. This is fixed by this function
204 */
205static void UpdateVoidTiles()
206{
207 for (uint x = 0; x < Map::SizeX(); x++) MakeVoid(TileXY(x, Map::MaxY()));
208 for (uint y = 0; y < Map::SizeY(); y++) MakeVoid(TileXY(Map::MaxX(), y));
209}
210
211static inline RailType UpdateRailType(RailType rt, RailType min)
212{
213 return rt >= min ? (RailType)(rt + 1): rt;
214}
215
220{
224 UpdateAllTextEffectVirtCoords();
225 RebuildViewportKdtree();
226}
227
228void ClearAllCachedNames()
229{
230 ClearAllStationCachedNames();
232 ClearAllIndustryCachedNames();
233}
234
245{
246 /* Initialize windows */
249
250 /* Update coordinates of the signs. */
251 ClearAllCachedNames();
253 ResetViewportAfterLoadGame();
254
255 for (Company *c : Company::Iterate()) {
256 /* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
257 * accordingly if it is not the case. No need to set it on companies that are not been used already,
258 * thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
259 if (_file_to_saveload.abstract_ftype == FT_SCENARIO && c->inaugurated_year != EconomyTime::MIN_YEAR) {
260 c->inaugurated_year = TimerGameEconomy::year;
261 }
262 }
263
264 /* Count number of objects per type */
265 for (Object *o : Object::Iterate()) {
266 Object::IncTypeCount(o->type);
267 }
268
269 /* Identify owners of persistent storage arrays */
270 for (Industry *i : Industry::Iterate()) {
271 if (i->psa != nullptr) {
272 i->psa->feature = GSF_INDUSTRIES;
273 i->psa->tile = i->location.tile;
274 }
275 }
276 for (Station *s : Station::Iterate()) {
277 if (s->airport.psa != nullptr) {
278 s->airport.psa->feature = GSF_AIRPORTS;
279 s->airport.psa->tile = s->airport.tile;
280 }
281 }
282 for (Town *t : Town::Iterate()) {
283 for (auto &it : t->psa_list) {
284 it->feature = GSF_FAKE_TOWNS;
285 it->tile = t->xy;
286 }
287 }
288 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
289 if (rv->IsFrontEngine()) {
290 rv->CargoChanged();
291 }
292 }
293
295
297
299
300 /* Towns have a noise controlled number of airports system
301 * So each airport's noise value must be added to the town->noise_reached value
302 * Reset each town's noise_reached value to '0' before. */
304
307
308 /* Rebuild the smallmap list of owners. */
310}
311
312typedef void (CDECL *SignalHandlerPointer)(int);
313static SignalHandlerPointer _prev_segfault = nullptr;
314static SignalHandlerPointer _prev_abort = nullptr;
315static SignalHandlerPointer _prev_fpe = nullptr;
316
317static void CDECL HandleSavegameLoadCrash(int signum);
318
323static void SetSignalHandlers()
324{
325 _prev_segfault = signal(SIGSEGV, HandleSavegameLoadCrash);
326 _prev_abort = signal(SIGABRT, HandleSavegameLoadCrash);
327 _prev_fpe = signal(SIGFPE, HandleSavegameLoadCrash);
328}
329
334{
335 signal(SIGSEGV, _prev_segfault);
336 signal(SIGABRT, _prev_abort);
337 signal(SIGFPE, _prev_fpe);
338}
339
342
352
359static void CDECL HandleSavegameLoadCrash(int signum)
360{
362
363 std::string message;
364 message.reserve(1024);
365 message += "Loading your savegame caused OpenTTD to crash.\n";
366
367 _saveload_crash_with_missing_newgrfs = std::ranges::any_of(_grfconfig, [](const auto &c) { return c->flags.Test(GRFConfigFlag::Compatible) || c->status == GCS_NOT_FOUND; });
368
370 message +=
371 "This is most likely caused by a missing NewGRF or a NewGRF that\n"
372 "has been loaded as replacement for a missing NewGRF. OpenTTD\n"
373 "cannot easily determine whether a replacement NewGRF is of a newer\n"
374 "or older version.\n"
375 "It will load a NewGRF with the same GRF ID as the missing NewGRF.\n"
376 "This means that if the author makes incompatible NewGRFs with the\n"
377 "same GRF ID, OpenTTD cannot magically do the right thing. In most\n"
378 "cases, OpenTTD will load the savegame and not crash, but this is an\n"
379 "exception.\n"
380 "Please load the savegame with the appropriate NewGRFs installed.\n"
381 "The missing/compatible NewGRFs are:\n";
382
383 for (const auto &c : _grfconfig) {
384 if (c->flags.Test(GRFConfigFlag::Compatible)) {
385 const GRFIdentifier &replaced = _gamelog.GetOverriddenIdentifier(*c);
386 fmt::format_to(std::back_inserter(message), "NewGRF {:08X} (checksum {}) not found.\n Loaded NewGRF \"{}\" (checksum {}) with same GRF ID instead.\n",
387 std::byteswap(c->ident.grfid), FormatArrayAsHex(c->original_md5sum), c->filename, FormatArrayAsHex(replaced.md5sum));
388 }
389 if (c->status == GCS_NOT_FOUND) {
390 fmt::format_to(std::back_inserter(message), "NewGRF {:08X} ({}) not found; checksum {}.\n",
391 std::byteswap(c->ident.grfid), c->filename, FormatArrayAsHex(c->ident.md5sum));
392 }
393 }
394 } else {
395 message +=
396 "This is probably caused by a corruption in the savegame.\n"
397 "Please file a bug report and attach this savegame.\n";
398 }
399
400 ShowInfoI(message);
401
402 SignalHandlerPointer call = nullptr;
403 switch (signum) {
404 case SIGSEGV: call = _prev_segfault; break;
405 case SIGABRT: call = _prev_abort; break;
406 case SIGFPE: call = _prev_fpe; break;
407 default: NOT_REACHED();
408 }
409 if (call != nullptr) call(signum);
410}
411
418{
420
421 /* remove leftover rail piece from crossing (from very old savegames) */
422 Train *v = nullptr;
423 for (Train *w : Train::Iterate()) {
424 if (w->tile == TileIndex(t)) {
425 v = w;
426 break;
427 }
428 }
429
430 if (v != nullptr) {
431 /* when there is a train on crossing (it could happen in TTD), set owner of crossing to train owner */
432 SetTileOwner(t, v->owner);
433 return;
434 }
435
436 /* try to find any connected rail */
437 for (DiagDirection dd = DIAGDIR_BEGIN; dd < DIAGDIR_END; dd++) {
438 TileIndex tt{t + TileOffsByDiagDir(dd)};
439 if (GetTileTrackStatus(t, TRANSPORT_RAIL, 0, dd) != 0 &&
443 return;
444 }
445 }
446
447 if (IsLevelCrossingTile(t)) {
448 /* else change the crossing to normal road (road vehicles won't care) */
449 Owner road = GetRoadOwner(t, RTT_ROAD);
450 Owner tram = GetRoadOwner(t, RTT_TRAM);
452 bool hasroad = HasBit(t.m7(), 6);
453 bool hastram = HasBit(t.m7(), 7);
454
455 /* MakeRoadNormal */
457 SetTileOwner(t, road);
458 t.m3() = (hasroad ? bits : 0);
459 t.m5() = (hastram ? bits : 0) | ROAD_TILE_NORMAL << 6;
460 SB(t.m6(), 2, 4, 0);
461 SetRoadOwner(t, RTT_TRAM, tram);
462 return;
463 }
464
465 /* if it's not a crossing, make it clean land */
466 MakeClear(t, CLEAR_GRASS, 0);
467}
468
476{
477 /* Compute place where this vehicle entered the tile */
478 int entry_x = v->x_pos;
479 int entry_y = v->y_pos;
480 switch (dir) {
481 case DIR_NE: entry_x |= TILE_UNIT_MASK; break;
482 case DIR_NW: entry_y |= TILE_UNIT_MASK; break;
483 case DIR_SW: entry_x &= ~TILE_UNIT_MASK; break;
484 case DIR_SE: entry_y &= ~TILE_UNIT_MASK; break;
485 case INVALID_DIR: break;
486 default: NOT_REACHED();
487 }
488 uint8_t entry_z = GetSlopePixelZ(entry_x, entry_y, true);
489
490 /* Compute middle of the tile. */
491 int middle_x = (v->x_pos & ~TILE_UNIT_MASK) + TILE_SIZE / 2;
492 int middle_y = (v->y_pos & ~TILE_UNIT_MASK) + TILE_SIZE / 2;
493 uint8_t middle_z = GetSlopePixelZ(middle_x, middle_y, true);
494
495 /* middle_z == entry_z, no height change. */
496 if (middle_z == entry_z) return 0;
497
498 /* middle_z < entry_z, we are going downwards. */
499 if (middle_z < entry_z) return 1U << GVF_GOINGDOWN_BIT;
500
501 /* middle_z > entry_z, we are going upwards. */
502 return 1U << GVF_GOINGUP_BIT;
503}
504
511{
512 for (Vehicle *v : Vehicle::Iterate()) {
513 if (v->IsGroundVehicle()) {
514 /*
515 * Either the vehicle is not actually on the given tile, i.e. it is
516 * in the wormhole of a bridge or a tunnel, or the Z-coordinate must
517 * be the same as when it would be recalculated right now.
518 */
519 assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopePixelZ(v->x_pos, v->y_pos, true));
520 }
521 }
522}
523
530static inline bool MayHaveBridgeAbove(Tile t)
531{
532 return IsTileType(t, MP_CLEAR) || IsTileType(t, MP_RAILWAY) || IsTileType(t, MP_ROAD) ||
534}
535
539static void StartScripts()
540{
541 /* Script debug window requires AIs to be started before trying to start GameScript. */
542
543 /* Start the AIs. */
544 for (const Company *c : Company::Iterate()) {
545 if (Company::IsValidAiID(c->index)) AI::StartNew(c->index);
546 }
547
548 /* Start the GameScript. */
550
552}
553
560{
562
563 extern TileIndex _cur_tileloop_tile; // From landscape.cpp.
564 /* The LFSR used in RunTileLoop iteration cannot have a zeroed state, make it non-zeroed. */
565 if (_cur_tileloop_tile == 0) _cur_tileloop_tile = TileIndex{1};
566
568
571
572 RebuildTownKdtree();
573 RebuildStationKdtree();
574 /* This needs to be done even before conversion, because some conversions will destroy objects
575 * that otherwise won't exist in the tree. */
576 RebuildViewportKdtree();
577
579
583 Debug(net, 0, "The loading savegame was paused due to an error state");
584 Debug(net, 0, " This savegame cannot be used for multiplayer");
585 /* Restore the signals */
587 return false;
588 } else if (!_networking || _network_server) {
589 /* If we are in singleplayer mode, i.e. not networking, and loading the
590 * savegame or we are loading the savegame as network server we do
591 * not want to be bothered by being paused because of the automatic
592 * reason of a network server, e.g. joining clients or too few
593 * active clients. Note that resetting these values for a network
594 * client are very bad because then the client is going to execute
595 * the game loop when the server is not, i.e. it desyncs. */
597 }
598
599 /* In very old versions, size of train stations was stored differently.
600 * They had swapped width and height if station was built along the Y axis.
601 * TTO and TTD used 3 bits for width/height, while OpenTTD used 4.
602 * Because the data stored by TTDPatch are unusable for rail stations > 7x7,
603 * recompute the width and height. Doing this unconditionally for all old
604 * savegames simplifies the code. */
606 for (Station *st : Station::Iterate()) {
607 st->train_station.w = st->train_station.h = 0;
608 }
609 for (auto t : Map::Iterate()) {
610 if (!IsTileType(t, MP_STATION)) continue;
611 if (t.m5() > 7) continue; // is it a rail station tile?
612 Station *st = Station::Get(t.m2());
613 assert(st->train_station.tile != 0);
614 int dx = TileX(t) - TileX(st->train_station.tile);
615 int dy = TileY(t) - TileY(st->train_station.tile);
616 assert(dx >= 0 && dy >= 0);
617 st->train_station.w = std::max<uint>(st->train_station.w, dx + 1);
618 st->train_station.h = std::max<uint>(st->train_station.h, dy + 1);
619 }
620 }
621
624
625 /* In old savegame versions, the heightlevel was coded in bits 0..3 of the type field */
626 for (auto t : Map::Iterate()) {
627 t.height() = GB(t.type(), 0, 4);
628 SB(t.type(), 0, 2, GB(t.m6(), 0, 2));
629 SB(t.m6(), 0, 2, 0);
630 if (MayHaveBridgeAbove(t)) {
631 SB(t.type(), 2, 2, GB(t.m6(), 6, 2));
632 SB(t.m6(), 6, 2, 0);
633 } else {
634 SB(t.type(), 2, 2, 0);
635 }
636 }
637 }
638
639 /* in version 2.1 of the savegame, town owner was unified. */
640 if (IsSavegameVersionBefore(SLV_2, 1)) ConvertTownOwner();
641
642 /* from version 4.1 of the savegame, exclusive rights are stored at towns */
643 if (IsSavegameVersionBefore(SLV_4, 1)) UpdateExclusiveRights();
644
645 /* from version 4.2 of the savegame, currencies are in a different order */
646 if (IsSavegameVersionBefore(SLV_4, 2)) UpdateCurrencies();
647
648 /* In old version there seems to be a problem that water is owned by
649 * OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
650 * (4.3) version, so I just check when versions are older, and then
651 * walk through the whole map.. */
653 for (const auto t : Map::Iterate()) {
654 if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_COMPANIES) {
656 }
657 }
658 }
659
661 for (Company *c : Company::Iterate()) {
662 c->name = CopyFromOldName(c->name_1);
663 if (!c->name.empty()) c->name_1 = STR_SV_UNNAMED;
664 c->president_name = CopyFromOldName(c->president_name_1);
665 if (!c->president_name.empty()) c->president_name_1 = SPECSTR_PRESIDENT_NAME;
666 }
667
668 for (Station *st : Station::Iterate()) {
669 st->name = CopyFromOldName(st->string_id);
670 /* generating new name would be too much work for little effect, use the station name fallback */
671 if (!st->name.empty()) st->string_id = STR_SV_STNAME_FALLBACK;
672 }
673
674 for (Town *t : Town::Iterate()) {
675 t->name = CopyFromOldName(t->townnametype);
676 if (!t->name.empty()) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
677 }
678 }
679
680 /* From this point the old names array is cleared. */
682
684 /* no station is determined by 'tile == INVALID_TILE' now (instead of '0') */
685 for (Station *st : Station::Iterate()) {
686 if (st->airport.tile == 0) st->airport.tile = INVALID_TILE;
687 if (st->train_station.tile == 0) st->train_station.tile = INVALID_TILE;
688 }
689
690 /* the same applies to Company::location_of_HQ */
691 for (Company *c : Company::Iterate()) {
692 if (c->location_of_HQ == 0 || (IsSavegameVersionBefore(SLV_4) && c->location_of_HQ == 0xFFFF)) {
693 c->location_of_HQ = INVALID_TILE;
694 }
695 }
696 }
697
698 /* convert road side to my format. */
700
701 /* Check if all NewGRFs are present, we are very strict in MP mode */
703 for (const auto &c : _grfconfig) {
704 if (c->status == GCS_NOT_FOUND) {
705 _gamelog.GRFRemove(c->ident.grfid);
706 } else if (c->flags.Test(GRFConfigFlag::Compatible)) {
707 _gamelog.GRFCompatible(c->ident);
708 }
709 }
710
711 if (_networking && gcf_res != GLC_ALL_GOOD) {
712 SetSaveLoadError(STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH);
713 /* Restore the signals */
715 return false;
716 }
717
718 switch (gcf_res) {
719 case GLC_COMPATIBLE: ShowErrorMessage(GetEncodedString(STR_NEWGRF_COMPATIBLE_LOAD_WARNING), {}, WL_CRITICAL); break;
720 case GLC_NOT_FOUND: ShowErrorMessage(GetEncodedString(STR_NEWGRF_DISABLED_WARNING), {}, WL_CRITICAL); _pause_mode = PauseMode::Error; break;
721 default: break;
722 }
723
724 /* The value of TimerGameCalendar::date_fract got divided, so make sure that old games are converted correctly. */
726
727 /* Update current year
728 * must be done before loading sprites as some newgrfs check it */
730
731 /* Only new games can use wallclock units. */
733
734 /* Update economy year. If we don't have a separate economy date saved, follow the calendar date. */
737 } else {
739 }
740
741 /*
742 * Force the old behaviour for compatibility reasons with old savegames. As new
743 * settings can only be loaded from new savegames loading old savegames with new
744 * versions of OpenTTD will normally initialize settings newer than the savegame
745 * version with "new game" defaults which the player can define to their liking.
746 * For some settings we override that to keep the behaviour the same as when the
747 * game was saved.
748 *
749 * Note that there is no non-stop in here. This is because the setting could have
750 * either value in TTDPatch. To convert it properly the user has to make sure the
751 * right value has been chosen in the settings. Otherwise we will be converting
752 * it incorrectly in half of the times without a means to correct that.
753 */
762 }
768 }
774 }
781 }
782
785 }
786
787 /* Convert linkgraph update settings from days to seconds. */
791 }
792
793 /* Load the sprites */
796
797 /* Copy temporary data to Engine pool */
799
800 /* Connect front and rear engines of multiheaded trains and converts
801 * subtype to the new format */
803
804 /* Connect front and rear engines of multiheaded trains */
806
807 /* Fix the CargoPackets *and* fix the caches of CargoLists.
808 * If this isn't done before Stations and especially Vehicles are
809 * running their AfterLoad we might get in trouble. In the case of
810 * vehicles we could give the wrong (cached) count of items in a
811 * vehicle which causes different results when getting their caches
812 * filled; and that could eventually lead to desyncs. */
814
815 /* Update all vehicles: Phase 1 */
817
818 /* make sure there is a town in the game */
819 if (_game_mode == GM_NORMAL && Town::GetNumItems() == 0) {
820 SetSaveLoadError(STR_ERROR_NO_TOWN_IN_SCENARIO);
821 /* Restore the signals */
823 return false;
824 }
825
826 /* The void tiles on the southern border used to belong to a wrong class (pre 4.3).
827 * This problem appears in savegame version 21 too, see r3455. But after loading the
828 * savegame and saving again, the buggy map array could be converted to new savegame
829 * version. It didn't show up before r12070. */
830 if (IsSavegameVersionBefore(SLV_87)) UpdateVoidTiles();
831
832 /* Fix the cache for cargo payments. */
833 for (CargoPayment *cp : CargoPayment::Iterate()) {
834 cp->front->cargo_payment = cp;
835 cp->current_station = cp->front->last_station_visited;
836 }
837
838
840 /* Prior to SLV_WATER_TILE_TYPE, the water tile type was stored differently from the enumeration. This has to be
841 * converted before SLV_72 and SLV_82 conversions which use GetWaterTileType. */
842 static constexpr uint8_t WBL_COAST_FLAG = 0;
843
844 for (auto t : Map::Iterate()) {
845 if (!IsTileType(t, MP_WATER)) continue;
846
847 switch (GB(t.m5(), 4, 4)) {
848 case 0x0: /* Previously WBL_TYPE_NORMAL, Clear water or coast. */
849 SetWaterTileType(t, HasBit(t.m5(), WBL_COAST_FLAG) ? WATER_TILE_COAST : WATER_TILE_CLEAR);
850 break;
851
852 case 0x1: SetWaterTileType(t, WATER_TILE_LOCK); break; /* Previously WBL_TYPE_LOCK */
853 case 0x8: SetWaterTileType(t, WATER_TILE_DEPOT); break; /* Previously WBL_TYPE_DEPOT */
854 default: SetWaterTileType(t, WATER_TILE_CLEAR); break; /* Shouldn't happen... */
855 }
856 }
857 }
858
860 /* Locks in very old savegames had OWNER_WATER as owner */
861 for (auto t : Map::Iterate()) {
862 switch (GetTileType(t)) {
863 default: break;
864
865 case MP_WATER:
867 break;
868
869 case MP_STATION: {
870 if (HasBit(t.m6(), 3)) SetBit(t.m6(), 2);
871 StationGfx gfx = GetStationGfx(t);
872 StationType st;
873 if ( IsInsideMM(gfx, 0, 8)) { // Rail station
874 st = StationType::Rail;
875 SetStationGfx(t, gfx - 0);
876 } else if (IsInsideMM(gfx, 8, 67)) { // Airport
877 st = StationType::Airport;
878 SetStationGfx(t, gfx - 8);
879 } else if (IsInsideMM(gfx, 67, 71)) { // Truck
880 st = StationType::Truck;
881 SetStationGfx(t, gfx - 67);
882 } else if (IsInsideMM(gfx, 71, 75)) { // Bus
883 st = StationType::Bus;
884 SetStationGfx(t, gfx - 71);
885 } else if (gfx == 75) { // Oil rig
886 st = StationType::Oilrig;
887 SetStationGfx(t, gfx - 75);
888 } else if (IsInsideMM(gfx, 76, 82)) { // Dock
889 st = StationType::Dock;
890 SetStationGfx(t, gfx - 76);
891 } else if (gfx == 82) { // Buoy
892 st = StationType::Buoy;
893 SetStationGfx(t, gfx - 82);
894 } else if (IsInsideMM(gfx, 83, 168)) { // Extended airport
895 st = StationType::Airport;
896 SetStationGfx(t, gfx - 83 + 67 - 8);
897 } else if (IsInsideMM(gfx, 168, 170)) { // Drive through truck
898 st = StationType::Truck;
900 } else if (IsInsideMM(gfx, 170, 172)) { // Drive through bus
901 st = StationType::Bus;
903 } else {
904 /* Restore the signals */
906 return false;
907 }
908 SB(t.m6(), 3, 3, to_underlying(st));
909 break;
910 }
911 }
912 }
913 }
914
916 /* Expansion of station type field in m6 */
917 for (auto t : Map::Iterate()) {
918 if (IsTileType(t, MP_STATION)) {
919 ClrBit(t.m6(), 6);
920 }
921 }
922 }
923
924 for (const auto t : Map::Iterate()) {
925 switch (GetTileType(t)) {
926 case MP_STATION: {
928
929 /* Sanity check */
930 if (!IsBuoy(t) && bst->owner != GetTileOwner(t)) SlErrorCorrupt("Wrong owner for station tile");
931
932 /* Set up station spread */
933 bst->rect.BeforeAddTile(t, StationRect::ADD_FORCE);
934
935 /* Waypoints don't have road stops/oil rigs in the old format */
936 if (!Station::IsExpected(bst)) break;
937 Station *st = Station::From(bst);
938
939 switch (GetStationType(t)) {
940 case StationType::Truck:
941 case StationType::Bus:
943 /* Before version 5 you could not have more than 250 stations.
944 * Version 6 adds large maps, so you could only place 253*253
945 * road stops on a map (no freeform edges) = 64009. So, yes
946 * someone could in theory create such a full map to trigger
947 * this assertion, it's safe to assume that's only something
948 * theoretical and does not happen in normal games. */
950
951 /* From this version on there can be multiple road stops of the
952 * same type per station. Convert the existing stops to the new
953 * internal data structure. */
954 RoadStop *rs = new RoadStop(t);
955
956 RoadStop **head =
957 IsTruckStop(t) ? &st->truck_stops : &st->bus_stops;
958 *head = rs;
959 }
960 break;
961
962 case StationType::Oilrig: {
963 /* The internal encoding of oil rigs was changed twice.
964 * It was 3 (till 2.2) and later 5 (till 5.1).
965 * DeleteOilRig asserts on the correct type, and
966 * setting it unconditionally does not hurt.
967 */
968 Station::GetByTile(t)->airport.type = AT_OILRIG;
969
970 /* Very old savegames sometimes have phantom oil rigs, i.e.
971 * an oil rig which got shut down, but not completely removed from
972 * the map
973 */
974 TileIndex t1 = TileAddXY(t, 0, 1);
975 if (!IsTileType(t1, MP_INDUSTRY) || GetIndustryGfx(t1) != GFX_OILRIG_1) {
976 DeleteOilRig(t);
977 }
978 break;
979 }
980
981 default: break;
982 }
983 break;
984 }
985
986 default: break;
987 }
988 }
989
990 /* In version 6.1 we put the town index in the map-array. To do this, we need
991 * to use m2 (16bit big), so we need to clean m2, and that is where this is
992 * all about ;) */
994 for (auto t : Map::Iterate()) {
995 switch (GetTileType(t)) {
996 case MP_HOUSE:
997 t.m4() = t.m2();
999 break;
1000
1001 case MP_ROAD:
1002 t.m4() |= (t.m2() << 4);
1003 if ((GB(t.m5(), 4, 2) == ROAD_TILE_CROSSING ? (Owner)t.m3() : GetTileOwner(t)) == OWNER_TOWN) {
1005 } else {
1006 SetTownIndex(t, TownID::Begin());
1007 }
1008 break;
1009
1010 default: break;
1011 }
1012 }
1013 }
1014
1015 /* Force the freeform edges to false for old savegames. */
1018 }
1019
1020 /* From version 9.0, we update the max passengers of a town (was sometimes negative
1021 * before that. */
1023 for (Town *t : Town::Iterate()) UpdateTownMaxPass(t);
1024 }
1025
1026 /* From version 16.0, we included autorenew on engines, which are now saved, but
1027 * of course, we do need to initialize them for older savegames. */
1029 for (Company *c : Company::Iterate()) {
1030 c->engine_renew_list = nullptr;
1031 c->settings.engine_renew = false;
1032 c->settings.engine_renew_months = 6;
1033 c->settings.engine_renew_money = 100000;
1034 }
1035
1036 /* When loading a game, _local_company is not yet set to the correct value.
1037 * However, in a dedicated server we are a spectator, so nothing needs to
1038 * happen. In case we are not a dedicated server, the local company always
1039 * becomes the first available company, unless we are in the scenario editor
1040 * where all the companies are 'invalid'.
1041 */
1043 if (!_network_dedicated && c != nullptr) {
1045 }
1046 }
1047
1049 for (auto t : Map::Iterate()) {
1050 switch (GetTileType(t)) {
1051 case MP_RAILWAY:
1052 if (IsPlainRail(t)) {
1053 /* Swap ground type and signal type for plain rail tiles, so the
1054 * ground type uses the same bits as for depots and waypoints. */
1055 uint tmp = GB(t.m4(), 0, 4);
1056 SB(t.m4(), 0, 4, GB(t.m2(), 0, 4));
1057 SB(t.m2(), 0, 4, tmp);
1058 } else if (HasBit(t.m5(), 2)) {
1059 /* Split waypoint and depot rail type and remove the subtype. */
1060 ClrBit(t.m5(), 2);
1061 ClrBit(t.m5(), 6);
1062 }
1063 break;
1064
1065 case MP_ROAD:
1066 /* Swap m3 and m4, so the track type for rail crossings is the
1067 * same as for normal rail. */
1068 std::swap(t.m3(), t.m4());
1069 break;
1070
1071 default: break;
1072 }
1073 }
1074 }
1075
1077 /* Added the RoadType */
1078 bool old_bridge = IsSavegameVersionBefore(SLV_42);
1079 for (auto t : Map::Iterate()) {
1080 switch (GetTileType(t)) {
1081 case MP_ROAD:
1082 SB(t.m5(), 6, 2, GB(t.m5(), 4, 2));
1083 switch (GetRoadTileType(t)) {
1084 default: SlErrorCorrupt("Invalid road tile type");
1085 case ROAD_TILE_NORMAL:
1086 SB(t.m4(), 0, 4, GB(t.m5(), 0, 4));
1087 SB(t.m4(), 4, 4, 0);
1088 SB(t.m6(), 2, 4, 0);
1089 break;
1090 case ROAD_TILE_CROSSING:
1091 SB(t.m4(), 5, 2, GB(t.m5(), 2, 2));
1092 break;
1093 case ROAD_TILE_DEPOT: break;
1094 }
1095 SB(t.m7(), 6, 2, 1); // Set pre-NRT road type bits for conversion later.
1096 break;
1097
1098 case MP_STATION:
1099 if (IsStationRoadStop(t)) SB(t.m7(), 6, 2, 1);
1100 break;
1101
1102 case MP_TUNNELBRIDGE:
1103 /* Middle part of "old" bridges */
1104 if (old_bridge && IsBridge(t) && HasBit(t.m5(), 6)) break;
1105 if (((old_bridge && IsBridge(t)) ? (TransportType)GB(t.m5(), 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
1106 SB(t.m7(), 6, 2, 1); // Set pre-NRT road type bits for conversion later.
1107 }
1108 break;
1109
1110 default: break;
1111 }
1112 }
1113 }
1114
1116 bool fix_roadtypes = !IsSavegameVersionBefore(SLV_61);
1117 bool old_bridge = IsSavegameVersionBefore(SLV_42);
1118
1119 for (auto t : Map::Iterate()) {
1120 switch (GetTileType(t)) {
1121 case MP_ROAD:
1122 if (fix_roadtypes) SB(t.m7(), 6, 2, GB(t.m7(), 5, 3));
1123 SB(t.m7(), 5, 1, GB(t.m3(), 7, 1)); // snow/desert
1124 switch (GetRoadTileType(t)) {
1125 default: SlErrorCorrupt("Invalid road tile type");
1126 case ROAD_TILE_NORMAL:
1127 SB(t.m7(), 0, 4, GB(t.m3(), 0, 4)); // road works
1128 SB(t.m6(), 3, 3, GB(t.m3(), 4, 3)); // ground
1129 SB(t.m3(), 0, 4, GB(t.m4(), 4, 4)); // tram bits
1130 SB(t.m3(), 4, 4, GB(t.m5(), 0, 4)); // tram owner
1131 SB(t.m5(), 0, 4, GB(t.m4(), 0, 4)); // road bits
1132 break;
1133
1134 case ROAD_TILE_CROSSING:
1135 SB(t.m7(), 0, 5, GB(t.m4(), 0, 5)); // road owner
1136 SB(t.m6(), 3, 3, GB(t.m3(), 4, 3)); // ground
1137 SB(t.m3(), 4, 4, GB(t.m5(), 0, 4)); // tram owner
1138 SB(t.m5(), 0, 1, GB(t.m4(), 6, 1)); // road axis
1139 SB(t.m5(), 5, 1, GB(t.m4(), 5, 1)); // crossing state
1140 break;
1141
1142 case ROAD_TILE_DEPOT:
1143 break;
1144 }
1145 if (!IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
1146 const Town *town = CalcClosestTownFromTile(t);
1147 if (town != nullptr) SetTownIndex(t, town->index);
1148 }
1149 t.m4() = 0;
1150 break;
1151
1152 case MP_STATION:
1153 if (!IsStationRoadStop(t)) break;
1154
1155 if (fix_roadtypes) SB(t.m7(), 6, 2, GB(t.m3(), 0, 3));
1156 SB(t.m7(), 0, 5, (HasBit(t.m6(), 2) ? OWNER_TOWN : GetTileOwner(t)).base());
1157 SB(t.m3(), 4, 4, t.m1());
1158 t.m4() = 0;
1159 break;
1160
1161 case MP_TUNNELBRIDGE:
1162 if (old_bridge && IsBridge(t) && HasBit(t.m5(), 6)) break;
1163 if (((old_bridge && IsBridge(t)) ? (TransportType)GB(t.m5(), 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
1164 if (fix_roadtypes) SB(t.m7(), 6, 2, GB(t.m3(), 0, 3));
1165
1166 Owner o = GetTileOwner(t);
1167 SB(t.m7(), 0, 5, o.base()); // road owner
1168 SB(t.m3(), 4, 4, (o == OWNER_NONE ? OWNER_TOWN : o).base()); // tram owner
1169 }
1170 SB(t.m6(), 2, 4, GB(t.m2(), 4, 4)); // bridge type
1171 SB(t.m7(), 5, 1, GB(t.m4(), 7, 1)); // snow/desert
1172
1173 t.m2() = 0;
1174 t.m4() = 0;
1175 break;
1176
1177 default: break;
1178 }
1179 }
1180 }
1181
1182 /* Railtype moved from m3 to m8 in version SLV_EXTEND_RAILTYPES. */
1184 for (auto t : Map::Iterate()) {
1185 switch (GetTileType(t)) {
1186 case MP_RAILWAY:
1187 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1188 break;
1189
1190 case MP_ROAD:
1191 if (IsLevelCrossing(t)) {
1192 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1193 }
1194 break;
1195
1196 case MP_STATION:
1197 if (HasStationRail(t)) {
1198 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1199 }
1200 break;
1201
1202 case MP_TUNNELBRIDGE:
1204 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1205 }
1206 break;
1207
1208 default:
1209 break;
1210 }
1211 }
1212 }
1213
1215 for (auto t : Map::Iterate()) {
1217 if (IsBridgeTile(t)) {
1218 if (HasBit(t.m5(), 6)) { // middle part
1219 Axis axis = (Axis)GB(t.m5(), 0, 1);
1220
1221 if (HasBit(t.m5(), 5)) { // transport route under bridge?
1222 if (GB(t.m5(), 3, 2) == TRANSPORT_RAIL) {
1223 MakeRailNormal(
1224 t,
1225 GetTileOwner(t),
1226 axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
1227 GetRailType(t)
1228 );
1229 } else {
1230 TownID town = IsTileOwner(t, OWNER_TOWN) ? ClosestTownFromTile(t, UINT_MAX)->index : TownID::Begin();
1231
1232 /* MakeRoadNormal */
1233 SetTileType(t, MP_ROAD);
1234 t.m2() = town.base();
1235 t.m3() = 0;
1236 t.m5() = (axis == AXIS_X ? ROAD_Y : ROAD_X) | ROAD_TILE_NORMAL << 6;
1237 SB(t.m6(), 2, 4, 0);
1238 t.m7() = 1 << 6;
1239 SetRoadOwner(t, RTT_TRAM, OWNER_NONE);
1240 }
1241 } else {
1242 if (GB(t.m5(), 3, 2) == 0) {
1243 MakeClear(t, CLEAR_GRASS, 3);
1244 } else {
1245 if (!IsTileFlat(t)) {
1246 MakeShore(t);
1247 } else {
1248 if (GetTileOwner(t) == OWNER_WATER) {
1249 MakeSea(t);
1250 } else {
1251 MakeCanal(t, GetTileOwner(t), Random());
1252 }
1253 }
1254 }
1255 }
1256 SetBridgeMiddle(t, axis);
1257 } else { // ramp
1258 Axis axis = (Axis)GB(t.m5(), 0, 1);
1259 uint north_south = GB(t.m5(), 5, 1);
1260 DiagDirection dir = ReverseDiagDir(XYNSToDiagDir(axis, north_south));
1261 TransportType type = (TransportType)GB(t.m5(), 1, 2);
1262
1263 t.m5() = 1 << 7 | type << 2 | dir;
1264 }
1265 }
1266 }
1267
1268 for (Vehicle *v : Vehicle::Iterate()) {
1269 if (!v->IsGroundVehicle()) continue;
1270 if (IsBridgeTile(v->tile)) {
1272
1273 if (dir != DirToDiagDir(v->direction)) continue;
1274 switch (dir) {
1275 default: SlErrorCorrupt("Invalid vehicle direction");
1276 case DIAGDIR_NE: if ((v->x_pos & 0xF) != 0) continue; break;
1277 case DIAGDIR_SE: if ((v->y_pos & 0xF) != TILE_SIZE - 1) continue; break;
1278 case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break;
1279 case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue; break;
1280 }
1281 } else if (v->z_pos > GetTileMaxPixelZ(TileVirtXY(v->x_pos, v->y_pos))) {
1282 v->tile = GetNorthernBridgeEnd(v->tile);
1283 v->UpdatePosition();
1284 } else {
1285 continue;
1286 }
1287 if (v->type == VEH_TRAIN) {
1288 Train::From(v)->track = TRACK_BIT_WORMHOLE;
1289 } else {
1290 RoadVehicle::From(v)->state = RVSB_WORMHOLE;
1291 }
1292 }
1293 }
1294
1296 /* Add road subtypes */
1297 for (auto t : Map::Iterate()) {
1298 bool has_road = false;
1299 switch (GetTileType(t)) {
1300 case MP_ROAD:
1301 has_road = true;
1302 break;
1303 case MP_STATION:
1304 has_road = IsAnyRoadStop(t);
1305 break;
1306 case MP_TUNNELBRIDGE:
1308 break;
1309 default:
1310 break;
1311 }
1312
1313 if (has_road) {
1314 RoadType road_rt = HasBit(t.m7(), 6) ? ROADTYPE_ROAD : INVALID_ROADTYPE;
1315 RoadType tram_rt = HasBit(t.m7(), 7) ? ROADTYPE_TRAM : INVALID_ROADTYPE;
1316
1317 assert(road_rt != INVALID_ROADTYPE || tram_rt != INVALID_ROADTYPE);
1318 SetRoadTypes(t, road_rt, tram_rt);
1319 SB(t.m7(), 6, 2, 0); // Clear pre-NRT road type bits.
1320 }
1321 }
1322 }
1323
1324 /* Elrails got added in rev 24 */
1326 RailType min_rail = RAILTYPE_ELECTRIC;
1327
1328 for (Train *v : Train::Iterate()) {
1329 RailType rt = RailVehInfo(v->engine_type)->railtype;
1330
1331 v->railtype = rt;
1332 if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
1333 }
1334
1335 /* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
1336 for (const auto t : Map::Iterate()) {
1337 switch (GetTileType(t)) {
1338 case MP_RAILWAY:
1339 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1340 break;
1341
1342 case MP_ROAD:
1343 if (IsLevelCrossing(t)) {
1344 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1345 }
1346 break;
1347
1348 case MP_STATION:
1349 if (HasStationRail(t)) {
1350 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1351 }
1352 break;
1353
1354 case MP_TUNNELBRIDGE:
1356 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1357 }
1358 break;
1359
1360 default:
1361 break;
1362 }
1363 }
1364 }
1365
1366 /* In version 16.1 of the savegame a company can decide if trains, which get
1367 * replaced, shall keep their old length. In all prior versions, just default
1368 * to false */
1370 for (Company *c : Company::Iterate()) c->settings.renew_keep_length = false;
1371 }
1372
1374 /* Waypoints became subclasses of stations ... */
1376 /* ... and buoys were moved to waypoints. */
1378 }
1379
1380 /* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making
1381 * room for PBS. Now in version 21 move it back :P. */
1383 for (auto t : Map::Iterate()) {
1384 switch (GetTileType(t)) {
1385 case MP_RAILWAY:
1386 if (HasSignals(t)) {
1387 /* Original signal type/variant was stored in m4 but since saveload
1388 * version 48 they are in m2. The bits has been already moved to m2
1389 * (see the code somewhere above) so don't use m4, use m2 instead. */
1390
1391 /* convert PBS signals to combo-signals */
1392 if (HasBit(t.m2(), 2)) SB(t.m2(), 0, 2, SIGTYPE_COMBO);
1393
1394 /* move the signal variant back */
1395 SB(t.m2(), 2, 1, HasBit(t.m2(), 3) ? SIG_SEMAPHORE : SIG_ELECTRIC);
1396 ClrBit(t.m2(), 3);
1397 }
1398
1399 /* Clear PBS reservation on track */
1400 if (!IsRailDepotTile(t)) {
1401 SB(t.m4(), 4, 4, 0);
1402 } else {
1403 ClrBit(t.m3(), 6);
1404 }
1405 break;
1406
1407 case MP_STATION: // Clear PBS reservation on station
1408 ClrBit(t.m3(), 6);
1409 break;
1410
1411 default: break;
1412 }
1413 }
1414 }
1415
1417 /* Remove obsolete VS_WAIT_FOR_SLOT state from road vehicles. */
1418 static constexpr VehStates OLD_VS_WAIT_FOR_SLOT{0x40};
1419 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
1420 rv->vehstatus.Reset(OLD_VS_WAIT_FOR_SLOT);
1421 }
1422 }
1423
1425 for (Station *st : Station::Iterate()) {
1426 st->last_vehicle_type = VEH_INVALID;
1427 }
1428 }
1429
1431
1434 }
1435
1436 for (Company *c : Company::Iterate()) {
1437 c->avail_railtypes = GetCompanyRailTypes(c->index);
1438 c->avail_roadtypes = GetCompanyRoadTypes(c->index);
1439 }
1440
1441 AfterLoadStations();
1442
1443 /* Time starts at 0 instead of 1920.
1444 * Account for this in older games by adding an offset */
1450
1454 for (Company *c : Company::Iterate()) c->inaugurated_year += EconomyTime::ORIGINAL_BASE_YEAR;
1455 for (Industry *i : Industry::Iterate()) i->last_prod_year += EconomyTime::ORIGINAL_BASE_YEAR;
1456
1457 for (Vehicle *v : Vehicle::Iterate()) {
1458 v->date_of_last_service += EconomyTime::DAYS_TILL_ORIGINAL_BASE_YEAR;
1459 v->build_year += CalendarTime::ORIGINAL_BASE_YEAR;
1460 }
1461 }
1462
1463 /* From 32 on we save the industry who made the farmland.
1464 * To give this prettiness to old savegames, we remove all farmfields and
1465 * plant new ones. */
1467 for (const auto t : Map::Iterate()) {
1469 /* remove fields */
1470 MakeClear(t, CLEAR_GRASS, 3);
1471 }
1472 }
1473
1474 for (Industry *i : Industry::Iterate()) {
1475 uint j;
1476
1478 for (j = 0; j != 50; j++) PlantRandomFarmField(i);
1479 }
1480 }
1481 }
1482
1483 /* Setting no refit flags to all orders in savegames from before refit in orders were added */
1485 for (Order *order : Order::Iterate()) {
1486 order->SetRefit(CARGO_NO_REFIT);
1487 }
1488
1489 for (Vehicle *v : Vehicle::Iterate()) {
1490 v->current_order.SetRefit(CARGO_NO_REFIT);
1491 }
1492 }
1493
1494 /* from version 38 we have optional elrails, since we cannot know the
1495 * preference of a user, let elrails enabled; it can be disabled manually */
1497 /* do the same as when elrails were enabled/disabled manually just now */
1498 UpdateDisableElrailSettingState(_settings_game.vehicle.disable_elrails, false);
1500
1501 /* From version 53, the map array was changed for house tiles to allow
1502 * space for newhouses grf features. A new byte, m7, was also added. */
1504 for (auto t : Map::Iterate()) {
1505 if (IsTileType(t, MP_HOUSE)) {
1506 if (GB(t.m3(), 6, 2) != TOWN_HOUSE_COMPLETED) {
1507 /* Move the construction stage from m3[7..6] to m5[5..4].
1508 * The construction counter does not have to move. */
1509 SB(t.m5(), 3, 2, GB(t.m3(), 6, 2));
1510 SB(t.m3(), 6, 2, 0);
1511
1512 /* The "house is completed" bit is now in m6[2]. */
1513 SetHouseCompleted(t, false);
1514 } else {
1515 /* The "lift has destination" bit has been moved from
1516 * m5[7] to m7[0]. */
1517 AssignBit(t.m7(), 0, HasBit(t.m5(), 7));
1518 ClrBit(t.m5(), 7);
1519
1520 /* The "lift is moving" bit has been removed, as it does
1521 * the same job as the "lift has destination" bit. */
1522 ClrBit(t.m1(), 7);
1523
1524 /* The position of the lift goes from m1[7..0] to m6[7..2],
1525 * making m1 totally free, now. The lift position does not
1526 * have to be a full byte since the maximum value is 36. */
1527 SetLiftPosition(t, GB(t.m1(), 0, 6 ));
1528
1529 t.m1() = 0;
1530 t.m3() = 0;
1531 SetHouseCompleted(t, true);
1532 }
1533 }
1534 }
1535 }
1536
1538 for (auto t : Map::Iterate()) {
1539 if (IsTileType(t, MP_HOUSE)) {
1540 /* House type is moved from m4 + m3[6] to m8. */
1541 SetHouseType(t, t.m4() | (GB(t.m3(), 6, 1) << 8));
1542 t.m4() = 0;
1543 ClrBit(t.m3(), 6);
1544 }
1545 }
1546 }
1547
1549 for (auto t : Map::Iterate()) {
1550 if (IsTileType(t, MP_HOUSE)) {
1551 /* We now store house protection status in the map. Set this based on the house spec flags. */
1552 const HouseSpec *hs = HouseSpec::Get(GetHouseType(t));
1554 }
1555 }
1556 }
1557
1558 /* Check and update house and town values */
1560
1562 for (auto t : Map::Iterate()) {
1563 if (IsTileType(t, MP_INDUSTRY)) {
1564 switch (GetIndustryGfx(t)) {
1565 case GFX_POWERPLANT_SPARKS:
1566 t.m3() = GB(t.m1(), 2, 5);
1567 break;
1568
1569 case GFX_OILWELL_ANIMATED_1:
1570 case GFX_OILWELL_ANIMATED_2:
1571 case GFX_OILWELL_ANIMATED_3:
1572 t.m3() = GB(t.m1(), 0, 2);
1573 break;
1574
1575 case GFX_COAL_MINE_TOWER_ANIMATED:
1576 case GFX_COPPER_MINE_TOWER_ANIMATED:
1577 case GFX_GOLD_MINE_TOWER_ANIMATED:
1578 t.m3() = t.m1();
1579 break;
1580
1581 default: // No animation states to change
1582 break;
1583 }
1584 }
1585 }
1586 }
1587
1589 /* Originally just the fact that some cargo had been paid for was
1590 * stored to stop people cheating and cashing in several times. This
1591 * wasn't enough though as it was cleared when the vehicle started
1592 * loading again, even if it didn't actually load anything, so now the
1593 * amount that has been paid is stored. */
1594 for (Vehicle *v : Vehicle::Iterate()) {
1595 v->vehicle_flags.Reset(VehicleFlag{2});
1596 }
1597 }
1598
1599 /* Buoys do now store the owner of the previous water tile, which can never
1600 * be OWNER_NONE. So replace OWNER_NONE with OWNER_WATER. */
1602 for (Waypoint *wp : Waypoint::Iterate()) {
1603 if (wp->facilities.Test(StationFacility::Dock) && IsTileOwner(wp->xy, OWNER_NONE) && TileHeight(wp->xy) == 0) SetTileOwner(wp->xy, OWNER_WATER);
1604 }
1605 }
1606
1608 /* Aircraft units changed from 8 mph to 1 km-ish/h */
1609 for (Aircraft *v : Aircraft::Iterate()) {
1610 if (v->subtype <= AIR_AIRCRAFT) {
1611 const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
1612 v->cur_speed *= 128;
1613 v->cur_speed /= 10;
1614 v->acceleration = avi->acceleration;
1615 }
1616 }
1617 }
1618
1620
1622 for (auto t : Map::Iterate()) {
1623 if (IsTileType(t, MP_OBJECT) && t.m5() == OBJECT_STATUE) {
1624 t.m2() = CalcClosestTownFromTile(t)->index.base();
1625 }
1626 }
1627 }
1628
1629 /* A setting containing the proportion of towns that grow twice as
1630 * fast was added in version 54. From version 56 this is now saved in the
1631 * town as cities can be built specifically in the scenario editor. */
1633 for (Town *t : Town::Iterate()) {
1634 if (_settings_game.economy.larger_towns != 0 && (t->index % _settings_game.economy.larger_towns) == 0) {
1635 t->larger_town = true;
1636 }
1637 }
1638 }
1639
1641 /* Added a FIFO queue of vehicles loading at stations */
1642 for (Vehicle *v : Vehicle::Iterate()) {
1643 if ((v->type != VEH_TRAIN || Train::From(v)->IsFrontEngine()) && // for all locs
1644 !v->vehstatus.Any({VehState::Stopped, VehState::Crashed}) && // not stopped or crashed
1645 v->current_order.IsType(OT_LOADING)) { // loading
1646 Station::Get(v->last_station_visited)->loading_vehicles.push_back(v);
1647
1648 /* The loading finished flag is *only* set when actually completely
1649 * finished. Because the vehicle is loading, it is not finished. */
1650 v->vehicle_flags.Reset(VehicleFlag::LoadingFinished);
1651 }
1652 }
1653 } else if (IsSavegameVersionBefore(SLV_59)) {
1654 /* For some reason non-loading vehicles could be in the station's loading vehicle list */
1655
1656 for (Station *st : Station::Iterate()) {
1657 for (auto iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); /* nothing */) {
1658 Vehicle *v = *iter;
1659 if (!v->current_order.IsType(OT_LOADING)) {
1660 iter = st->loading_vehicles.erase(iter);
1661 } else {
1662 ++iter;
1663 }
1664 }
1665 }
1666 }
1667
1669 /* Setting difficulty industry_density other than zero get bumped to +1
1670 * since a new option (very low at position 1) has been added */
1673 }
1674
1675 /* Same goes for number of towns, although no test is needed, just an increment */
1677 }
1678
1680 /* Since now we allow different signal types and variants on a single tile.
1681 * Move signal states to m4 to make room and clone the signal type/variant. */
1682 for (auto t : Map::Iterate()) {
1683 if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) {
1684 /* move signal states */
1685 SetSignalStates(t, GB(t.m2(), 4, 4));
1686 SB(t.m2(), 4, 4, 0);
1687 /* clone signal type and variant */
1688 SB(t.m2(), 4, 3, GB(t.m2(), 0, 3));
1689 }
1690 }
1691 }
1692
1694 /* In some old savegames a bit was cleared when it should not be cleared */
1695 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
1696 if (rv->state == 250 || rv->state == 251) {
1697 SetBit(rv->state, 2);
1698 }
1699 }
1700 }
1701
1703 /* Added variables to support newindustries */
1704 for (Industry *i : Industry::Iterate()) i->founder = OWNER_NONE;
1705 }
1706
1707 /* From version 82, old style canals (above sealevel (0), WATER owner) are no longer supported.
1708 Replace the owner for those by OWNER_NONE. */
1710 for (const auto t : Map::Iterate()) {
1711 if (IsTileType(t, MP_WATER) &&
1713 GetTileOwner(t) == OWNER_WATER &&
1714 TileHeight(t) != 0) {
1716 }
1717 }
1718 }
1719
1720 /*
1721 * Add the 'previous' owner to the ship depots so we can reset it with
1722 * the correct values when it gets destroyed. This prevents that
1723 * someone can remove canals owned by somebody else and it prevents
1724 * making floods using the removal of ship depots.
1725 */
1727 for (auto t : Map::Iterate()) {
1728 if (IsShipDepotTile(t)) {
1729 t.m4() = (TileHeight(t) == 0 ? OWNER_WATER : OWNER_NONE).base();
1730 }
1731 }
1732 }
1733
1735 for (Station *st : Station::Iterate()) {
1736 for (GoodsEntry &ge : st->goods) {
1737 ge.last_speed = 0;
1738 if (ge.HasData() && ge.GetData().cargo.AvailableCount() != 0) ge.status.Set(GoodsEntry::State::Rating);
1739 }
1740 }
1741 }
1742
1743 /* At version 78, industry cargo types can be changed, and are stored with the industry. For older save versions
1744 * copy the IndustrySpec's cargo types over to the Industry. */
1746 for (Industry *i : Industry::Iterate()) {
1747 const IndustrySpec *indsp = GetIndustrySpec(i->type);
1748 for (uint j = 0; j < std::size(i->produced); j++) {
1749 i->produced[j].cargo = indsp->produced_cargo[j];
1750 }
1751 for (uint j = 0; j < std::size(i->accepted); j++) {
1752 i->accepted[j].cargo = indsp->accepts_cargo[j];
1753 }
1754 }
1755 }
1756
1757 /* Industry cargo slots were fixed size before (and including) SLV_VEHICLE_ECONOMY_AGE (either 2/3 or 16/16),
1758 * after this they are dynamic. Trim excess slots. */
1760 for (Industry *i : Industry::Iterate()) {
1762 }
1763 }
1764
1765 /* Before version 81, the density of grass was always stored as zero, and
1766 * grassy trees were always drawn fully grassy. Furthermore, trees on rough
1767 * land used to have zero density, now they have full density. Therefore,
1768 * make all grassy/rough land trees have a density of 3. */
1770 for (auto t : Map::Iterate()) {
1771 if (GetTileType(t) == MP_TREES) {
1772 TreeGround ground_type = (TreeGround)GB(t.m2(), 4, 2);
1773 if (ground_type != TREE_GROUND_SNOW_DESERT) SB(t.m2(), 6, 2, 3);
1774 }
1775 }
1776 }
1777
1778
1780 /* Rework of orders. */
1781 for (Order *order : Order::Iterate()) order->ConvertFromOldSavegame();
1782
1783 for (Vehicle *v : Vehicle::Iterate()) {
1784 if (v->orders != nullptr && v->orders->GetFirstOrder() != nullptr && v->orders->GetFirstOrder()->IsType(OT_NOTHING)) {
1785 v->orders->FreeChain();
1786 v->orders = nullptr;
1787 }
1788
1789 v->current_order.ConvertFromOldSavegame();
1790 if (v->type == VEH_ROAD && v->IsPrimaryVehicle() && v->FirstShared() == v) {
1791 for (Order *order : v->Orders()) order->SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
1792 }
1793 }
1794 } else if (IsSavegameVersionBefore(SLV_94)) {
1795 /* Unload and transfer are now mutual exclusive. */
1796 for (Order *order : Order::Iterate()) {
1797 if ((order->GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
1798 order->SetUnloadType(OUFB_TRANSFER);
1799 order->SetLoadType(OLFB_NO_LOAD);
1800 }
1801 }
1802
1803 for (Vehicle *v : Vehicle::Iterate()) {
1804 if ((v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
1805 v->current_order.SetUnloadType(OUFB_TRANSFER);
1806 v->current_order.SetLoadType(OLFB_NO_LOAD);
1807 }
1808 }
1810 /* OrderDepotActionFlags were moved, instead of starting at bit 4 they now start at bit 3. */
1811 for (Order *order : Order::Iterate()) {
1812 if (!order->IsType(OT_GOTO_DEPOT)) continue;
1813 order->SetDepotActionType((OrderDepotActionFlags)(order->GetDepotActionType() >> 1));
1814 }
1815
1816 for (Vehicle *v : Vehicle::Iterate()) {
1817 if (!v->current_order.IsType(OT_GOTO_DEPOT)) continue;
1818 v->current_order.SetDepotActionType((OrderDepotActionFlags)(v->current_order.GetDepotActionType() >> 1));
1819 }
1820 }
1821
1822 /* The water class was moved/unified. */
1824 for (auto t : Map::Iterate()) {
1825 switch (GetTileType(t)) {
1826 case MP_STATION:
1827 switch (GetStationType(t)) {
1828 case StationType::Oilrig:
1829 case StationType::Dock:
1830 case StationType::Buoy:
1831 SetWaterClass(t, (WaterClass)GB(t.m3(), 0, 2));
1832 SB(t.m3(), 0, 2, 0);
1833 break;
1834
1835 default:
1837 break;
1838 }
1839 break;
1840
1841 case MP_WATER:
1842 SetWaterClass(t, (WaterClass)GB(t.m3(), 0, 2));
1843 SB(t.m3(), 0, 2, 0);
1844 break;
1845
1846 case MP_OBJECT:
1848 break;
1849
1850 default:
1851 /* No water class. */
1852 break;
1853 }
1854 }
1855 }
1856
1858 for (auto t : Map::Iterate()) {
1859 /* Move river flag and update canals to use water class */
1860 if (IsTileType(t, MP_WATER)) {
1861 if (GetWaterClass(t) != WATER_CLASS_RIVER) {
1862 if (IsWater(t)) {
1863 Owner o = GetTileOwner(t);
1864 if (o == OWNER_WATER) {
1865 MakeSea(t);
1866 } else {
1867 MakeCanal(t, o, Random());
1868 }
1869 } else if (IsShipDepot(t)) {
1870 Owner o = (Owner)t.m4(); // Original water owner
1872 }
1873 }
1874 }
1875 }
1876
1877 /* Update locks, depots, docks and buoys to have a water class based
1878 * on its neighbouring tiles. Done after river and canal updates to
1879 * ensure neighbours are correct. */
1880 for (const auto t : Map::Iterate()) {
1881 if (!IsTileFlat(t)) continue;
1882
1885 }
1886 }
1887
1889 for (const auto t : Map::Iterate()) {
1890 /* skip oil rigs at borders! */
1891 if ((IsTileType(t, MP_WATER) || IsBuoyTile(t)) &&
1892 (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == Map::MaxX() - 1 || TileY(t) == Map::MaxY() - 1)) {
1893 /* Some version 86 savegames have wrong water class at map borders (under buoy, or after removing buoy).
1894 * This conversion has to be done before buoys with invalid owner are removed. */
1896 }
1897
1899 Owner o = GetTileOwner(t);
1900 if (o < MAX_COMPANIES && !Company::IsValidID(o)) {
1901 Backup<CompanyID> cur_company(_current_company, o);
1903 cur_company.Restore();
1904 }
1905 if (IsBuoyTile(t)) {
1906 /* reset buoy owner to OWNER_NONE in the station struct
1907 * (even if it is owned by active company) */
1909 }
1910 } else if (IsTileType(t, MP_ROAD)) {
1911 /* works for all RoadTileType */
1912 for (RoadTramType rtt : _roadtramtypes) {
1913 /* update even non-existing road types to update tile owner too */
1914 Owner o = GetRoadOwner(t, rtt);
1915 if (o < MAX_COMPANIES && !Company::IsValidID(o)) SetRoadOwner(t, rtt, OWNER_NONE);
1916 }
1917 if (IsLevelCrossing(t)) {
1919 }
1920 } else if (IsPlainRailTile(t)) {
1922 }
1923 }
1924 }
1925
1927 /* Profits are now with 8 bit fract */
1928 for (Vehicle *v : Vehicle::Iterate()) {
1929 v->profit_this_year <<= 8;
1930 v->profit_last_year <<= 8;
1931 v->running_ticks = 0;
1932 }
1933 }
1934
1936 /* Increase HouseAnimationFrame from 5 to 7 bits */
1937 for (auto t : Map::Iterate()) {
1939 SB(t.m6(), 2, 6, GB(t.m6(), 3, 5));
1940 SB(t.m3(), 5, 1, 0);
1941 }
1942 }
1943 }
1944
1946 GroupStatistics::UpdateAfterLoad(); // Ensure statistics pool is initialised before trying to delete vehicles
1947 /* Remove all trams from savegames without tram support.
1948 * There would be trams without tram track under causing crashes sooner or later. */
1949 for (RoadVehicle *v : RoadVehicle::Iterate()) {
1950 if (v->First() == v && EngInfo(v->engine_type)->misc_flags.Test(EngineMiscFlag::RoadIsTram)) {
1951 ShowErrorMessage(GetEncodedString(STR_WARNING_LOADGAME_REMOVED_TRAMS), {}, WL_CRITICAL);
1952 delete v;
1953 }
1954 }
1955 }
1956
1958 for (auto t : Map::Iterate()) {
1959 /* Set newly introduced WaterClass of industry tiles */
1960 if (IsTileType(t, MP_STATION) && IsOilRig(t)) {
1962 }
1963 if (IsTileType(t, MP_INDUSTRY)) {
1966 } else {
1968 }
1969 }
1970
1971 /* Replace "house construction year" with "house age" */
1972 if (IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)) {
1973 t.m5() = ClampTo<uint8_t>(TimerGameCalendar::year - (CalendarTime::ORIGINAL_BASE_YEAR + t.m5()));
1974 }
1975 }
1976 }
1977
1978 /* Move the signal variant back up one bit for PBS. We don't convert the old PBS
1979 * format here, as an old layout wouldn't work properly anyway. To be safe, we
1980 * clear any possible PBS reservations as well. */
1982 for (auto t : Map::Iterate()) {
1983 switch (GetTileType(t)) {
1984 case MP_RAILWAY:
1985 if (HasSignals(t)) {
1986 /* move the signal variant */
1987 SetSignalVariant(t, TRACK_UPPER, HasBit(t.m2(), 2) ? SIG_SEMAPHORE : SIG_ELECTRIC);
1988 SetSignalVariant(t, TRACK_LOWER, HasBit(t.m2(), 6) ? SIG_SEMAPHORE : SIG_ELECTRIC);
1989 ClrBit(t.m2(), 2);
1990 ClrBit(t.m2(), 6);
1991 }
1992
1993 /* Clear PBS reservation on track */
1994 if (IsRailDepot(t)) {
1995 SetDepotReservation(t, false);
1996 } else {
1998 }
1999 break;
2000
2001 case MP_ROAD: // Clear PBS reservation on crossing
2002 if (IsLevelCrossing(t)) SetCrossingReservation(t, false);
2003 break;
2004
2005 case MP_STATION: // Clear PBS reservation on station
2006 if (HasStationRail(t)) SetRailStationReservation(t, false);
2007 break;
2008
2009 case MP_TUNNELBRIDGE: // Clear PBS reservation on tunnels/bridges
2011 break;
2012
2013 default: break;
2014 }
2015 }
2016 }
2017
2018 /* Reserve all tracks trains are currently on. */
2020 for (const Train *t : Train::Iterate()) {
2021 if (t->First() == t) t->ReserveTrackUnderConsist();
2022 }
2023 }
2024
2026 /* Non-town-owned roads now store the closest town */
2028
2029 /* signs with invalid owner left from older savegames */
2030 for (Sign *si : Sign::Iterate()) {
2031 if (si->owner != OWNER_NONE && !Company::IsValidID(si->owner)) si->owner = OWNER_NONE;
2032 }
2033
2034 /* Station can get named based on an industry type, but the current ones
2035 * are not, so mark them as if they are not named by an industry. */
2036 for (Station *st : Station::Iterate()) {
2037 st->indtype = IT_INVALID;
2038 }
2039 }
2040
2042 for (Aircraft *a : Aircraft::Iterate()) {
2043 /* Set engine_type of shadow and rotor */
2044 if (!a->IsNormalAircraft()) {
2045 a->engine_type = a->First()->engine_type;
2046 }
2047 }
2048
2049 /* More companies ... */
2050 for (Company *c : Company::Iterate()) {
2051 if (c->bankrupt_asked.base() == 0xFF) c->bankrupt_asked.Set();
2052 }
2053
2054 for (Engine *e : Engine::Iterate()) {
2055 if (e->company_avail.base() == 0xFF) e->company_avail.Set();
2056 }
2057
2058 for (Town *t : Town::Iterate()) {
2059 if (t->have_ratings.base() == 0xFF) t->have_ratings.Set();
2060 for (uint i = 8; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
2061 }
2062 }
2063
2065 for (auto t : Map::Iterate()) {
2066 /* Check for HQ bit being set, instead of using map accessor,
2067 * since we've already changed it code-wise */
2068 if (IsTileType(t, MP_OBJECT) && HasBit(t.m5(), 7)) {
2069 /* Move size and part identification of HQ out of the m5 attribute,
2070 * on new locations */
2071 t.m3() = GB(t.m5(), 0, 5);
2072 t.m5() = OBJECT_HQ;
2073 }
2074 }
2075 }
2077 for (auto t : Map::Iterate()) {
2078 if (!IsTileType(t, MP_OBJECT)) continue;
2079
2080 /* Reordering/generalisation of the object bits. */
2081 ObjectType type = t.m5();
2082 SB(t.m6(), 2, 4, type == OBJECT_HQ ? GB(t.m3(), 2, 3) : 0);
2083 t.m3() = type == OBJECT_HQ ? GB(t.m3(), 1, 1) | GB(t.m3(), 0, 1) << 4 : 0;
2084
2085 /* Make sure those bits are clear as well! */
2086 t.m4() = 0;
2087 t.m7() = 0;
2088 }
2089 }
2090
2092 /* Make real objects for object tiles. */
2093 for (auto t : Map::Iterate()) {
2094 if (!IsTileType(t, MP_OBJECT)) continue;
2095
2096 if (Town::GetNumItems() == 0) {
2097 /* No towns, so remove all objects! */
2098 DoClearSquare(t);
2099 } else {
2100 uint offset = t.m3();
2101
2102 /* Also move the animation state. */
2103 t.m3() = GB(t.m6(), 2, 4);
2104 SB(t.m6(), 2, 4, 0);
2105
2106 if (offset == 0) {
2107 /* No offset, so make the object. */
2108 ObjectType type = t.m5();
2109 int size = type == OBJECT_HQ ? 2 : 1;
2110
2111 if (!Object::CanAllocateItem()) {
2112 /* Nice... you managed to place 64k lighthouses and
2113 * antennae on the map... boohoo. */
2114 SlError(STR_ERROR_TOO_MANY_OBJECTS);
2115 }
2116
2117 Object *o = new Object();
2118 o->location.tile = (TileIndex)t;
2119 o->location.w = size;
2120 o->location.h = size;
2122 o->town = type == OBJECT_STATUE ? Town::Get(t.m2()) : CalcClosestTownFromTile(t, UINT_MAX);
2123 t.m2() = o->index.base();
2125 } else {
2126 /* We're at an offset, so get the ID from our "root". */
2127 Tile northern_tile = t - TileXY(GB(offset, 0, 4), GB(offset, 4, 4));
2128 assert(IsTileType(northern_tile, MP_OBJECT));
2129 t.m2() = northern_tile.m2();
2130 }
2131 }
2132 }
2133 }
2134
2136 /* allow_town_roads is added, set it if town_layout wasn't TL_NO_ROADS */
2137 if (_settings_game.economy.town_layout == 0) { // was TL_NO_ROADS
2140 } else {
2143 }
2144
2145 /* Initialize layout of all towns. Older versions were using different
2146 * generator for random town layout, use it if needed. */
2147 for (Town *t : Town::Iterate()) {
2150 continue;
2151 }
2152
2153 /* Use old layout randomizer code */
2154 uint8_t layout = TileHash(TileX(t->xy), TileY(t->xy)) % 6;
2155 switch (layout) {
2156 default: break;
2157 case 5: layout = 1; break;
2158 case 0: layout = 2; break;
2159 }
2160 t->layout = static_cast<TownLayout>(layout - 1);
2161 }
2162 }
2163
2165 /* There could be (deleted) stations with invalid owner, set owner to OWNER NONE.
2166 * The conversion affects oil rigs and buoys too, but it doesn't matter as
2167 * they have st->owner == OWNER_NONE already. */
2168 for (Station *st : Station::Iterate()) {
2169 if (!Company::IsValidID(st->owner)) st->owner = OWNER_NONE;
2170 }
2171 }
2172
2173 /* Trains could now stop in a specific location. */
2175 for (Order *o : Order::Iterate()) {
2176 if (o->IsType(OT_GOTO_STATION)) o->SetStopLocation(OSL_PLATFORM_FAR_END);
2177 }
2178 }
2179
2182 for (Company *c : Company::Iterate()) {
2183 c->settings.vehicle = _old_vds;
2184 }
2185 }
2186
2188 /* Delete small ufos heading for non-existing vehicles */
2190 if (v->subtype == 2 /* ST_SMALL_UFO */ && v->state != 0) {
2191 const Vehicle *u = Vehicle::GetIfValid(v->dest_tile.base());
2192 if (u == nullptr || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsFrontEngine()) {
2193 delete v;
2194 }
2195 }
2196 }
2197
2198 /* We didn't store cargo payment yet, so make them for vehicles that are
2199 * currently at a station and loading/unloading. If they don't get any
2200 * payment anymore they just removed in the next load/unload cycle.
2201 * However, some 0.7 versions might have cargo payment. For those we just
2202 * add cargopayment for the vehicles that don't have it.
2203 */
2204 for (Station *st : Station::Iterate()) {
2205 for (Vehicle *v : st->loading_vehicles) {
2206 /* There are always as many CargoPayments as Vehicles. We need to make the
2207 * assert() in Pool::GetNew() happy by calling CanAllocateItem(). */
2210 if (v->cargo_payment == nullptr) v->cargo_payment = new CargoPayment(v);
2211 }
2212 }
2213 }
2214
2216 /* Animated tiles would sometimes not be actually animated or
2217 * in case of old savegames duplicate. */
2218
2219 extern std::vector<TileIndex> _animated_tiles;
2220
2221 for (auto tile = _animated_tiles.begin(); tile < _animated_tiles.end(); /* Nothing */) {
2222 /* Remove if tile is not animated */
2223 bool remove = !MayAnimateTile(*tile);
2224
2225 /* and remove if duplicate */
2226 for (auto j = _animated_tiles.begin(); !remove && j < tile; j++) {
2227 remove = *tile == *j;
2228 }
2229
2230 if (remove) {
2231 tile = _animated_tiles.erase(tile);
2232 } else {
2233 tile++;
2234 }
2235 }
2236 }
2237
2239 for (auto t : Map::Iterate()) {
2240 if (!IsTileType(t, MP_WATER)) continue;
2241 SetNonFloodingWaterTile(t, false);
2242 }
2243 }
2244
2246 /* Animated tile state is stored in the map array, allowing
2247 * quicker addition and deletion of animated tiles. */
2248
2249 extern std::vector<TileIndex> _animated_tiles;
2250
2251 for (auto t : Map::Iterate()) {
2252 /* Ensure there is no spurious animated tile state. */
2254 }
2255
2256 /* Set animated flag for all valid animated tiles. */
2257 for (const TileIndex &tile : _animated_tiles) {
2259 }
2260 }
2261
2263 /* The train station tile area was added, but for really old (TTDPatch) it's already valid. */
2264 for (Waypoint *wp : Waypoint::Iterate()) {
2265 if (wp->facilities.Test(StationFacility::Train)) {
2266 wp->train_station.tile = wp->xy;
2267 wp->train_station.w = 1;
2268 wp->train_station.h = 1;
2269 } else {
2270 wp->train_station.tile = INVALID_TILE;
2271 wp->train_station.w = 0;
2272 wp->train_station.h = 0;
2273 }
2274 }
2275 }
2276
2278 /* Convert old subsidies */
2279 for (Subsidy *s : Subsidy::Iterate()) {
2280 if (s->remaining < 12) {
2281 /* Converting nonawarded subsidy */
2282 s->remaining = 12 - s->remaining; // convert "age" to "remaining"
2283 s->awarded = CompanyID::Invalid(); // not awarded to anyone
2284 const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
2285 switch (cs->town_acceptance_effect) {
2286 case TAE_PASSENGERS:
2287 case TAE_MAIL:
2288 /* Town -> Town */
2289 s->src.type = s->dst.type = SourceType::Town;
2290 if (Town::IsValidID(s->src.ToTownID()) && Town::IsValidID(s->dst.ToTownID())) continue;
2291 break;
2292 case TAE_GOODS:
2293 case TAE_FOOD:
2294 /* Industry -> Town */
2295 s->src.type = SourceType::Industry;
2296 s->dst.type = SourceType::Town;
2297 if (Industry::IsValidID(s->src.ToIndustryID()) && Town::IsValidID(s->dst.ToTownID())) continue;
2298 break;
2299 default:
2300 /* Industry -> Industry */
2301 s->src.type = s->dst.type = SourceType::Industry;
2302 if (Industry::IsValidID(s->src.ToIndustryID()) && Industry::IsValidID(s->dst.ToIndustryID())) continue;
2303 break;
2304 }
2305 } else {
2306 /* Do our best for awarded subsidies. The original source or destination industry
2307 * can't be determined anymore for awarded subsidies, so invalidate them.
2308 * Town -> Town subsidies are converted using simple heuristic */
2309 s->remaining = 24 - s->remaining; // convert "age of awarded subsidy" to "remaining"
2310 const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
2311 switch (cs->town_acceptance_effect) {
2312 case TAE_PASSENGERS:
2313 case TAE_MAIL: {
2314 /* Town -> Town */
2315 const Station *ss = Station::GetIfValid(s->src.id);
2316 const Station *sd = Station::GetIfValid(s->dst.id);
2317 if (ss != nullptr && sd != nullptr && ss->owner == sd->owner &&
2319 s->src.type = s->dst.type = SourceType::Town;
2320 s->src.SetIndex(ss->town->index);
2321 s->dst.SetIndex(sd->town->index);
2322 s->awarded = ss->owner;
2323 continue;
2324 }
2325 break;
2326 }
2327 default:
2328 break;
2329 }
2330 }
2331 /* Awarded non-town subsidy or invalid source/destination, invalidate */
2332 delete s;
2333 }
2334 }
2335
2337 /* Recompute inflation based on old unround loan limit
2338 * Note: Max loan is 500000. With an inflation of 4% across 170 years
2339 * that results in a max loan of about 0.7 * 2^31.
2340 * So taking the 16 bit fractional part into account there are plenty of bits left
2341 * for unmodified savegames ...
2342 */
2343 uint64_t aimed_inflation = (_economy.old_max_loan_unround << 16 | _economy.old_max_loan_unround_fract) / _settings_game.difficulty.max_loan;
2344
2345 /* ... well, just clamp it then. */
2346 if (aimed_inflation > MAX_INFLATION) aimed_inflation = MAX_INFLATION;
2347
2348 /* Simulate the inflation, so we also get the payment inflation */
2349 while (_economy.inflation_prices < aimed_inflation) {
2350 if (AddInflation(false)) break;
2351 }
2352 }
2353
2355 for (const Depot *d : Depot::Iterate()) {
2356 Tile tile = d->xy;
2357 /* At some point, invalid depots were saved into the game (possibly those removed in the past?)
2358 * Remove them here, so they don't cause issues further down the line */
2359 if (!IsDepotTile(tile)) {
2360 Debug(sl, 0, "Removing invalid depot {} at {}, {}", d->index, TileX(d->xy), TileY(d->xy));
2361 delete d;
2362 d = nullptr;
2363 continue;
2364 }
2365 tile.m2() = d->index.base();
2366 if (IsTileType(tile, MP_WATER)) Tile(GetOtherShipDepotTile(tile)).m2() = d->index.base();
2367 }
2368 }
2369
2370 /* The behaviour of force_proceed has been changed. Now
2371 * it counts signals instead of some random time out. */
2373 for (Train *t : Train::Iterate()) {
2374 if (t->force_proceed != TFP_NONE) {
2375 t->force_proceed = TFP_STUCK;
2376 }
2377 }
2378 }
2379
2380 /* The bits for the tree ground and tree density have
2381 * been swapped (m2 bits 7..6 and 5..4. */
2383 for (auto t : Map::Iterate()) {
2384 if (IsTileType(t, MP_CLEAR)) {
2385 if (GetClearGround(t) == CLEAR_SNOW) { // CLEAR_SNOW becomes CLEAR_GRASS with IsSnowTile() set.
2387 SetBit(t.m3(), 4);
2388 } else {
2389 ClrBit(t.m3(), 4);
2390 }
2391 }
2392 if (IsTileType(t, MP_TREES)) {
2393 uint density = GB(t.m2(), 6, 2);
2394 uint ground = GB(t.m2(), 4, 2);
2395 t.m2() = ground << 6 | density << 4;
2396 }
2397 }
2398 }
2399
2400 /* Wait counter and load/unload ticks got split. */
2402 for (Aircraft *a : Aircraft::Iterate()) {
2403 a->turn_counter = a->current_order.IsType(OT_LOADING) ? 0 : a->load_unload_ticks;
2404 }
2405
2406 for (Train *t : Train::Iterate()) {
2407 t->wait_counter = t->current_order.IsType(OT_LOADING) ? 0 : t->load_unload_ticks;
2408 }
2409 }
2410
2411 /* Airport tile animation uses animation frame instead of other graphics id */
2413 struct AirportTileConversion {
2414 uint8_t old_start;
2415 uint8_t num_frames;
2416 };
2417 static const AirportTileConversion atcs[] = {
2418 {31, 12}, // APT_RADAR_GRASS_FENCE_SW
2419 {50, 4}, // APT_GRASS_FENCE_NE_FLAG
2420 {62, 2}, // 1 unused tile
2421 {66, 12}, // APT_RADAR_FENCE_SW
2422 {78, 12}, // APT_RADAR_FENCE_NE
2423 {101, 10}, // 9 unused tiles
2424 {111, 8}, // 7 unused tiles
2425 {119, 15}, // 14 unused tiles (radar)
2426 {140, 4}, // APT_GRASS_FENCE_NE_FLAG_2
2427 };
2428 for (const auto t : Map::Iterate()) {
2429 if (IsAirportTile(t)) {
2430 StationGfx old_gfx = GetStationGfx(t);
2431 uint8_t offset = 0;
2432 for (const auto &atc : atcs) {
2433 if (old_gfx < atc.old_start) {
2434 SetStationGfx(t, old_gfx - offset);
2435 break;
2436 }
2437 if (old_gfx < atc.old_start + atc.num_frames) {
2438 SetAnimationFrame(t, old_gfx - atc.old_start);
2439 SetStationGfx(t, atc.old_start - offset);
2440 break;
2441 }
2442 offset += atc.num_frames - 1;
2443 }
2444 }
2445 }
2446 }
2447
2448 /* Oilrig was moved from id 15 to 9. */
2450 for (Station *st : Station::Iterate()) {
2451 if (st->airport.tile != INVALID_TILE && st->airport.type == 15) {
2452 st->airport.type = AT_OILRIG;
2453 }
2454 }
2455 }
2456
2458 for (Station *st : Station::Iterate()) {
2459 if (st->airport.tile != INVALID_TILE) {
2460 st->airport.w = st->airport.GetSpec()->size_x;
2461 st->airport.h = st->airport.GetSpec()->size_y;
2462 }
2463 }
2464 }
2465
2467 for (const auto t : Map::Iterate()) {
2468 /* Reset tropic zone for VOID tiles, they shall not have any. */
2470 }
2471
2472 /* We need to properly number/name the depots.
2473 * The first step is making sure none of the depots uses the
2474 * 'default' names, after that we can assign the names. */
2475 for (Depot *d : Depot::Iterate()) d->town_cn = UINT16_MAX;
2476
2477 for (Depot *d : Depot::Iterate()) MakeDefaultName(d);
2478 }
2479
2481 for (Depot *d : Depot::Iterate()) d->build_date = TimerGameCalendar::date;
2482 }
2483
2485 for (Station *st : Station::Iterate()) {
2486 if (st->facilities.Test(StationFacility::Airport)) st->airport.rotation = DIR_N;
2487 }
2488 }
2489
2490 /* In old versions it was possible to remove an airport while a plane was
2491 * taking off or landing. This gives all kind of problems when building
2492 * another airport in the same station so we don't allow that anymore.
2493 * For old savegames with such aircraft we just throw them in the air and
2494 * treat the aircraft like they were flying already. */
2496 for (Aircraft *v : Aircraft::Iterate()) {
2497 if (!v->IsNormalAircraft()) continue;
2499 if (st == nullptr && v->state != FLYING) {
2500 v->state = FLYING;
2503 /* get aircraft back on running altitude */
2504 if (!v->vehstatus.Test(VehState::Crashed)) {
2505 GetAircraftFlightLevelBounds(v, &v->z_pos, nullptr);
2506 SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
2507 }
2508 }
2509 }
2510 }
2511
2512 /* Move the animation frame to the same location (m7) for all objects. */
2514 for (auto t : Map::Iterate()) {
2515 switch (GetTileType(t)) {
2516 case MP_HOUSE:
2517 if (GetHouseType(t) >= NEW_HOUSE_OFFSET) {
2518 uint per_proc = t.m7();
2519 t.m7() = GB(t.m6(), 2, 6) | (GB(t.m3(), 5, 1) << 6);
2520 SB(t.m3(), 5, 1, 0);
2521 SB(t.m6(), 2, 6, std::min(per_proc, 63U));
2522 }
2523 break;
2524
2525 case MP_INDUSTRY: {
2526 uint rand = t.m7();
2527 t.m7() = t.m3();
2528 t.m3() = rand;
2529 break;
2530 }
2531
2532 case MP_OBJECT:
2533 t.m7() = t.m3();
2534 t.m3() = 0;
2535 break;
2536
2537 default:
2538 /* For stations/airports it's already at m7 */
2539 break;
2540 }
2541 }
2542 }
2543
2544 /* Add (random) colour to all objects. */
2546 for (Object *o : Object::Iterate()) {
2547 Owner owner = GetTileOwner(o->location.tile);
2548 o->colour = (owner == OWNER_NONE) ? static_cast<Colours>(GB(Random(), 0, 4)) : Company::Get(owner)->livery[0].colour1;
2549 }
2550 }
2551
2553 for (const auto t : Map::Iterate()) {
2554 if (!IsTileType(t, MP_STATION)) continue;
2555 if (!IsBuoy(t) && !IsOilRig(t) && !(IsDock(t) && IsTileFlat(t))) {
2557 }
2558 }
2559
2560 /* Waypoints with custom name may have a non-unique town_cn,
2561 * renumber those. First set all affected waypoints to the
2562 * highest possible number to get them numbered in the
2563 * order they have in the pool. */
2564 for (Waypoint *wp : Waypoint::Iterate()) {
2565 if (!wp->name.empty()) wp->town_cn = UINT16_MAX;
2566 }
2567
2568 for (Waypoint *wp : Waypoint::Iterate()) {
2569 if (!wp->name.empty()) MakeDefaultName(wp);
2570 }
2571 }
2572
2574 _industry_builder.Reset(); // Initialize industry build data.
2575
2576 /* The moment vehicles go from hidden to visible changed. This means
2577 * that vehicles don't always get visible anymore causing things to
2578 * get messed up just after loading the savegame. This fixes that. */
2579 for (Vehicle *v : Vehicle::Iterate()) {
2580 /* Not all vehicle types can be inside a tunnel. Furthermore,
2581 * testing IsTunnelTile() for invalid tiles causes a crash. */
2582 if (!v->IsGroundVehicle()) continue;
2583
2584 /* Is the vehicle in a tunnel? */
2585 if (!IsTunnelTile(v->tile)) continue;
2586
2587 /* Is the vehicle actually at a tunnel entrance/exit? */
2588 TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
2589 if (!IsTunnelTile(vtile)) continue;
2590
2591 /* Are we actually in this tunnel? Or maybe a lower tunnel? */
2592 if (GetSlopePixelZ(v->x_pos, v->y_pos, true) != v->z_pos) continue;
2593
2594 /* What way are we going? */
2595 const DiagDirection dir = GetTunnelBridgeDirection(vtile);
2596 const DiagDirection vdir = DirToDiagDir(v->direction);
2597
2598 /* Have we passed the visibility "switch" state already? */
2599 uint8_t pos = (DiagDirToAxis(vdir) == AXIS_X ? v->x_pos : v->y_pos) & TILE_UNIT_MASK;
2600 uint8_t frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
2601 extern const uint8_t _tunnel_visibility_frame[DIAGDIR_END];
2602
2603 /* Should the vehicle be hidden or not? */
2604 bool hidden;
2605 if (dir == vdir) { // Entering tunnel
2606 hidden = frame >= _tunnel_visibility_frame[dir];
2607 v->tile = vtile;
2608 } else if (dir == ReverseDiagDir(vdir)) { // Leaving tunnel
2609 hidden = frame < TILE_SIZE - _tunnel_visibility_frame[dir];
2610 /* v->tile changes at the moment when the vehicle leaves the tunnel. */
2611 v->tile = hidden ? GetOtherTunnelBridgeEnd(vtile) : vtile;
2612 } else {
2613 /* We could get here in two cases:
2614 * - for road vehicles, it is reversing at the end of the tunnel
2615 * - it is crashed in the tunnel entry (both train or RV destroyed by UFO)
2616 * Whatever case it is, do not change anything and use the old values.
2617 * Especially changing RV's state would break its reversing in the middle. */
2618 continue;
2619 }
2620
2621 if (hidden) {
2622 v->vehstatus.Set(VehState::Hidden);
2623
2624 switch (v->type) {
2625 case VEH_TRAIN: Train::From(v)->track = TRACK_BIT_WORMHOLE; break;
2626 case VEH_ROAD: RoadVehicle::From(v)->state = RVSB_WORMHOLE; break;
2627 default: NOT_REACHED();
2628 }
2629 } else {
2630 v->vehstatus.Reset(VehState::Hidden);
2631
2632 switch (v->type) {
2633 case VEH_TRAIN: Train::From(v)->track = DiagDirToDiagTrackBits(vdir); break;
2634 case VEH_ROAD: RoadVehicle::From(v)->state = DiagDirToDiagTrackdir(vdir); RoadVehicle::From(v)->frame = frame; break;
2635 default: NOT_REACHED();
2636 }
2637 }
2638 }
2639 }
2640
2642 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
2643 if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) continue;
2644
2645 bool loading = rv->current_order.IsType(OT_LOADING) || rv->current_order.IsType(OT_LEAVESTATION);
2646 if (HasBit(rv->state, RVS_IN_ROAD_STOP)) {
2647 extern const uint8_t _road_stop_stop_frame[];
2648 SB(rv->state, RVS_ENTERED_STOP, 1, loading || rv->frame > _road_stop_stop_frame[rv->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)]);
2649 } else if (HasBit(rv->state, RVS_IN_DT_ROAD_STOP)) {
2650 SB(rv->state, RVS_ENTERED_STOP, 1, loading || rv->frame > RVC_DRIVE_THROUGH_STOP_FRAME);
2651 }
2652 }
2653 }
2654
2656 /* The train's pathfinder lost flag got moved. */
2657 for (Train *t : Train::Iterate()) {
2658 if (!HasBit(t->flags, 5)) continue;
2659
2660 ClrBit(t->flags, 5);
2661 t->vehicle_flags.Set(VehicleFlag::PathfinderLost);
2662 }
2663
2664 /* Introduced terraform/clear limits. */
2665 for (Company *c : Company::Iterate()) {
2666 c->terraform_limit = _settings_game.construction.terraform_frame_burst << 16;
2667 c->clear_limit = _settings_game.construction.clear_frame_burst << 16;
2668 }
2669 }
2670
2671
2673 /*
2674 * The logic of GetPartialPixelZ has been changed, so the resulting Zs on
2675 * the map are consistent. This requires that the Z position of some
2676 * vehicles is updated to reflect this new situation.
2677 *
2678 * This needs to be before SLV_158, because that performs asserts using
2679 * GetSlopePixelZ which internally uses GetPartialPixelZ.
2680 */
2681 for (Vehicle *v : Vehicle::Iterate()) {
2682 if (v->IsGroundVehicle() && TileVirtXY(v->x_pos, v->y_pos) == v->tile) {
2683 /* Vehicle is on the ground, and not in a wormhole. */
2684 v->z_pos = GetSlopePixelZ(v->x_pos, v->y_pos, true);
2685 }
2686 }
2687 }
2688
2690 for (Vehicle *v : Vehicle::Iterate()) {
2691 switch (v->type) {
2692 case VEH_TRAIN: {
2693 Train *t = Train::From(v);
2694
2695 /* Clear old GOINGUP / GOINGDOWN flags.
2696 * It was changed in savegame version 139, but savegame
2697 * version 158 doesn't use these bits, so it doesn't hurt
2698 * to clear them unconditionally. */
2699 ClrBit(t->flags, 1);
2700 ClrBit(t->flags, 2);
2701
2702 /* Clear both bits first. */
2705
2706 /* Crashed vehicles can't be going up/down. */
2707 if (t->vehstatus.Test(VehState::Crashed)) break;
2708
2709 /* Only X/Y tracks can be sloped. */
2710 if (t->track != TRACK_BIT_X && t->track != TRACK_BIT_Y) break;
2711
2713 break;
2714 }
2715 case VEH_ROAD: {
2719
2720 /* Crashed vehicles can't be going up/down. */
2721 if (rv->vehstatus.Test(VehState::Crashed)) break;
2722
2723 if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) break;
2724
2725 TrackStatus ts = GetTileTrackStatus(rv->tile, TRANSPORT_ROAD, GetRoadTramType(rv->roadtype));
2726 TrackBits trackbits = TrackStatusToTrackBits(ts);
2727
2728 /* Only X/Y tracks can be sloped. */
2729 if (trackbits != TRACK_BIT_X && trackbits != TRACK_BIT_Y) break;
2730
2731 Direction dir = rv->direction;
2732
2733 /* Test if we are reversing. */
2734 Axis a = trackbits == TRACK_BIT_X ? AXIS_X : AXIS_Y;
2735 if (AxisToDirection(a) != dir &&
2736 AxisToDirection(a) != ReverseDir(dir)) {
2737 /* When reversing, the road vehicle is on the edge of the tile,
2738 * so it can be safely compared to the middle of the tile. */
2739 dir = INVALID_DIR;
2740 }
2741
2742 rv->gv_flags |= FixVehicleInclination(rv, dir);
2743 break;
2744 }
2745 case VEH_SHIP:
2746 break;
2747
2748 default:
2749 continue;
2750 }
2751
2752 if (IsBridgeTile(v->tile) && TileVirtXY(v->x_pos, v->y_pos) == v->tile) {
2753 /* In old versions, z_pos was 1 unit lower on bridge heads.
2754 * However, this invalid state could be converted to new savegames
2755 * by loading and saving the game in a new version. */
2756 v->z_pos = GetSlopePixelZ(v->x_pos, v->y_pos, true);
2758 if (v->type == VEH_TRAIN && !v->vehstatus.Test(VehState::Crashed) &&
2759 v->direction != DiagDirToDir(dir)) {
2760 /* If the train has left the bridge, it shouldn't have
2761 * track == TRACK_BIT_WORMHOLE - this could happen
2762 * when the train was reversed while on the last "tick"
2763 * on the ramp before leaving the ramp to the bridge. */
2764 Train::From(v)->track = DiagDirToDiagTrackBits(dir);
2765 }
2766 }
2767
2768 /* If the vehicle is really above v->tile (not in a wormhole),
2769 * it should have set v->z_pos correctly. */
2770 assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopePixelZ(v->x_pos, v->y_pos, true));
2771 }
2772
2773 /* Fill Vehicle::cur_real_order_index */
2774 for (Vehicle *v : Vehicle::Iterate()) {
2775 if (!v->IsPrimaryVehicle()) continue;
2776
2777 /* Older versions are less strict with indices being in range and fix them on the fly */
2778 if (v->cur_implicit_order_index >= v->GetNumOrders()) v->cur_implicit_order_index = 0;
2779
2780 v->cur_real_order_index = v->cur_implicit_order_index;
2781 v->UpdateRealOrderIndex();
2782 }
2783 }
2784
2786 /* If the savegame is old (before version 100), then the value of 255
2787 * for these settings did not mean "disabled". As such everything
2788 * before then did reverse.
2789 * To simplify stuff we disable all turning around or we do not
2790 * disable anything at all. So, if some reversing was disabled we
2791 * will keep reversing disabled, otherwise it'll be turned on. */
2793
2794 for (Train *t : Train::Iterate()) {
2795 _settings_game.vehicle.max_train_length = std::max<uint8_t>(_settings_game.vehicle.max_train_length, CeilDiv(t->gcache.cached_total_length, TILE_SIZE));
2796 }
2797 }
2798
2800 /* Setting difficulty industry_density other than zero get bumped to +1
2801 * since a new option (minimal at position 1) has been added */
2804 }
2805 }
2806
2808 /* Before savegame version 161, persistent storages were not stored in a pool. */
2809
2811 for (Industry *ind : Industry::Iterate()) {
2812 assert(ind->psa != nullptr);
2813
2814 /* Check if the old storage was empty. */
2815 bool is_empty = true;
2816 for (uint i = 0; i < sizeof(ind->psa->storage); i++) {
2817 if (ind->psa->GetValue(i) != 0) {
2818 is_empty = false;
2819 break;
2820 }
2821 }
2822
2823 if (!is_empty) {
2824 ind->psa->grfid = _industry_mngr.GetGRFID(ind->type);
2825 } else {
2826 delete ind->psa;
2827 ind->psa = nullptr;
2828 }
2829 }
2830 }
2831
2833 for (Station *st : Station::Iterate()) {
2834 if (!st->facilities.Test(StationFacility::Airport)) continue;
2835 assert(st->airport.psa != nullptr);
2836
2837 /* Check if the old storage was empty. */
2838 bool is_empty = true;
2839 for (uint i = 0; i < sizeof(st->airport.psa->storage); i++) {
2840 if (st->airport.psa->GetValue(i) != 0) {
2841 is_empty = false;
2842 break;
2843 }
2844 }
2845
2846 if (!is_empty) {
2847 st->airport.psa->grfid = _airport_mngr.GetGRFID(st->airport.type);
2848 } else {
2849 delete st->airport.psa;
2850 st->airport.psa = nullptr;
2851
2852 }
2853 }
2854 }
2855 }
2856
2857 /* This triggers only when old snow_lines were copied into the snow_line_height. */
2860 }
2861
2863 /* We store 4 fences in the field tiles instead of only SE and SW. */
2864 for (auto t : Map::Iterate()) {
2865 if (!IsTileType(t, MP_CLEAR) && !IsTileType(t, MP_TREES)) continue;
2866 if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) continue;
2867 uint fence = GB(t.m4(), 5, 3);
2868 if (fence != 0 && IsTileType(TileAddXY(t, 1, 0), MP_CLEAR) && IsClearGround(TileAddXY(t, 1, 0), CLEAR_FIELDS)) {
2869 SetFence(TileAddXY(t, 1, 0), DIAGDIR_NE, fence);
2870 }
2871 fence = GB(t.m4(), 2, 3);
2872 if (fence != 0 && IsTileType(TileAddXY(t, 0, 1), MP_CLEAR) && IsClearGround(TileAddXY(t, 0, 1), CLEAR_FIELDS)) {
2873 SetFence(TileAddXY(t, 0, 1), DIAGDIR_NW, fence);
2874 }
2875 SB(t.m4(), 2, 3, 0);
2876 SB(t.m4(), 5, 3, 0);
2877 }
2878 }
2879
2881 for (Town *t : Town::Iterate()) {
2882 /* Set the default cargo requirement for town growth */
2884 case LandscapeType::Arctic:
2886 break;
2887
2888 case LandscapeType::Tropic:
2891 break;
2892
2893 default:
2894 break;
2895 }
2896 }
2897 }
2898
2900 /* Adjust zoom level to account for new levels */
2901 _saved_scrollpos_zoom = static_cast<ZoomLevel>(_saved_scrollpos_zoom + ZOOM_BASE_SHIFT);
2902 _saved_scrollpos_x *= ZOOM_BASE;
2903 _saved_scrollpos_y *= ZOOM_BASE;
2904 }
2905
2906 /* When any NewGRF has been changed the availability of some vehicles might
2907 * have been changed too. e->company_avail must be set to 0 in that case
2908 * which is done by StartupEngines(). */
2909 if (gcf_res != GLC_ALL_GOOD) StartupEngines();
2910
2911 /* The road owner of standard road stops was not properly accounted for. */
2913 for (const auto t : Map::Iterate()) {
2914 if (!IsBayRoadStopTile(t)) continue;
2915 Owner o = GetTileOwner(t);
2916 SetRoadOwner(t, RTT_ROAD, o);
2917 SetRoadOwner(t, RTT_TRAM, o);
2918 }
2919 }
2920
2922 /* Introduced tree planting limit. */
2923 for (Company *c : Company::Iterate()) c->tree_limit = _settings_game.construction.tree_frame_burst << 16;
2924 }
2925
2927 /* Fix too high inflation rates */
2930
2931 /* We have to convert the quarters of bankruptcy into months of bankruptcy */
2932 for (Company *c : Company::Iterate()) {
2933 c->months_of_bankruptcy = 3 * c->months_of_bankruptcy;
2934 }
2935 }
2936
2938 /* Aircraft acceleration variable was bonkers */
2939 for (Aircraft *v : Aircraft::Iterate()) {
2940 if (v->subtype <= AIR_AIRCRAFT) {
2941 const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
2942 v->acceleration = avi->acceleration;
2943 }
2944 }
2945
2946 /* Blocked tiles could be reserved due to a bug, which causes
2947 * other places to assert upon e.g. station reconstruction. */
2948 for (const auto t : Map::Iterate()) {
2950 SetRailStationReservation(t, false);
2951 }
2952 }
2953 }
2954
2956 /* The global units configuration is split up in multiple configurations. */
2957 extern uint8_t _old_units;
2958 _settings_game.locale.units_velocity = Clamp(_old_units, 0, 2);
2959 _settings_game.locale.units_power = Clamp(_old_units, 0, 2);
2960 _settings_game.locale.units_weight = Clamp(_old_units, 1, 2);
2961 _settings_game.locale.units_volume = Clamp(_old_units, 1, 2);
2963 _settings_game.locale.units_height = Clamp(_old_units, 0, 2);
2964 }
2965
2967 /* Match nautical velocity with land velocity units. */
2969 }
2970
2972 /* Move ObjectType from map to pool */
2973 for (auto t : Map::Iterate()) {
2974 if (IsTileType(t, MP_OBJECT)) {
2975 Object *o = Object::Get(t.m2());
2976 o->type = t.m5();
2977 t.m5() = 0; // zero upper bits of (now bigger) ObjectID
2978 }
2979 }
2980 }
2981
2982 /* Beyond this point, tile types which can be accessed by vehicles must be in a valid state. */
2983
2984 /* Update all vehicles: Phase 2 */
2986
2987 /* The center of train vehicles was changed, fix up spacing. */
2989
2990 /* In version 2.2 of the savegame, we have new airports, so status of all aircraft is reset.
2991 * This has to be called after all map array updates */
2993
2995 /* Fix articulated road vehicles.
2996 * Some curves were shorter than other curves.
2997 * Now they have the same length, but that means that trailing articulated parts will
2998 * take longer to go through the curve than the parts in front which already left the courve.
2999 * So, make articulated parts catch up. */
3000 bool roadside = _settings_game.vehicle.road_side == 1;
3001 std::vector<uint> skip_frames;
3002 for (RoadVehicle *v : RoadVehicle::Iterate()) {
3003 if (!v->IsFrontEngine()) continue;
3004 skip_frames.clear();
3005 TileIndex prev_tile = v->tile;
3006 uint prev_tile_skip = 0;
3007 uint cur_skip = 0;
3008 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
3009 if (u->tile != prev_tile) {
3010 prev_tile_skip = cur_skip;
3011 prev_tile = u->tile;
3012 } else {
3013 cur_skip = prev_tile_skip;
3014 }
3015
3016 uint &this_skip = skip_frames.emplace_back(prev_tile_skip);
3017
3018 /* The following 3 curves now take longer than before */
3019 switch (u->state) {
3020 case 2:
3021 cur_skip++;
3022 if (u->frame <= (roadside ? 9 : 5)) this_skip = cur_skip;
3023 break;
3024
3025 case 4:
3026 cur_skip++;
3027 if (u->frame <= (roadside ? 5 : 9)) this_skip = cur_skip;
3028 break;
3029
3030 case 5:
3031 cur_skip++;
3032 if (u->frame <= (roadside ? 4 : 2)) this_skip = cur_skip;
3033 break;
3034
3035 default:
3036 break;
3037 }
3038 }
3039 while (cur_skip > skip_frames[0]) {
3040 RoadVehicle *u = v;
3041 RoadVehicle *prev = nullptr;
3042 for (uint sf : skip_frames) {
3043 if (sf >= cur_skip) IndividualRoadVehicleController(u, prev);
3044
3045 prev = u;
3046 u = u->Next();
3047 }
3048 cur_skip--;
3049 }
3050 }
3051 }
3052
3054 for (Order *order : Order::Iterate()) {
3055 order->SetTravelTimetabled(order->GetTravelTime() > 0);
3056 order->SetWaitTimetabled(order->GetWaitTime() > 0);
3057 }
3058 for (OrderList *orderlist : OrderList::Iterate()) {
3059 orderlist->RecalculateTimetableDuration();
3060 }
3061 }
3062
3063 /*
3064 * Only keep order-backups for network clients (and when replaying).
3065 * If we are a network server or not networking, then we just loaded a previously
3066 * saved-by-server savegame. There are no clients with a backup, so clear it.
3067 * Furthermore before savegame version SLV_192 the actual content was always corrupt.
3068 */
3070#ifndef DEBUG_DUMP_COMMANDS
3071 /* Note: We cannot use CleanPool since that skips part of the destructor
3072 * and then leaks un-reachable Orders in the order pool. */
3073 for (OrderBackup *ob : OrderBackup::Iterate()) {
3074 delete ob;
3075 }
3076#endif
3077 }
3078
3080 /* Convert towns growth_rate and grow_counter to ticks */
3081 for (Town *t : Town::Iterate()) {
3082 /* 0x8000 = TOWN_GROWTH_RATE_CUSTOM previously */
3083 if (t->growth_rate & 0x8000) SetBit(t->flags, TOWN_CUSTOM_GROWTH);
3084 if (t->growth_rate != TOWN_GROWTH_RATE_NONE) {
3085 t->growth_rate = TownTicksToGameTicks(t->growth_rate & ~0x8000);
3086 }
3087 /* Add t->index % TOWN_GROWTH_TICKS to spread growth across ticks. */
3088 t->grow_counter = TownTicksToGameTicks(t->grow_counter) + t->index % Ticks::TOWN_GROWTH_TICKS;
3089 }
3090 }
3091
3093 /* Make sure added industry cargo slots are cleared */
3094 for (Industry *i : Industry::Iterate()) {
3095 /* Make sure last_cargo_accepted_at is copied to elements for every valid input cargo.
3096 * The loading routine should put the original singular value into the first array element. */
3097 for (auto &a : i->accepted) {
3098 if (IsValidCargoType(a.cargo)) {
3099 a.last_accepted = i->GetAccepted(0).last_accepted;
3100 } else {
3101 a.last_accepted = EconomyTime::MIN_DATE;
3102 }
3103 }
3104 }
3105 }
3106
3108 /* Move ships from lock slope to upper or lower position. */
3109 for (Ship *s : Ship::Iterate()) {
3110 /* Suitable tile? */
3111 if (!IsTileType(s->tile, MP_WATER) || !IsLock(s->tile) || GetLockPart(s->tile) != LOCK_PART_MIDDLE) continue;
3112
3113 /* We don't need to adjust position when at the tile centre */
3114 int x = s->x_pos & 0xF;
3115 int y = s->y_pos & 0xF;
3116 if (x == 8 && y == 8) continue;
3117
3118 /* Test if ship is on the second half of the tile */
3119 bool second_half;
3120 DiagDirection shipdiagdir = DirToDiagDir(s->direction);
3121 switch (shipdiagdir) {
3122 default: NOT_REACHED();
3123 case DIAGDIR_NE: second_half = x < 8; break;
3124 case DIAGDIR_NW: second_half = y < 8; break;
3125 case DIAGDIR_SW: second_half = x > 8; break;
3126 case DIAGDIR_SE: second_half = y > 8; break;
3127 }
3128
3129 DiagDirection slopediagdir = GetInclinedSlopeDirection(GetTileSlope(s->tile));
3130
3131 /* Heading up slope == passed half way */
3132 if ((shipdiagdir == slopediagdir) == second_half) {
3133 /* On top half of lock */
3134 s->z_pos = GetTileMaxZ(s->tile) * (int)TILE_HEIGHT;
3135 } else {
3136 /* On lower half of lock */
3137 s->z_pos = GetTileZ(s->tile) * (int)TILE_HEIGHT;
3138 }
3139 }
3140 }
3141
3143 /* Ensure the original cargo generation mode is used */
3145 }
3146
3148 /* Ensure the original neutral industry/station behaviour is used */
3150
3151 /* Link oil rigs to their industry and back. */
3152 for (Station *st : Station::Iterate()) {
3153 if (IsTileType(st->xy, MP_STATION) && IsOilRig(st->xy)) {
3154 /* Industry tile is always adjacent during construction by TileDiffXY(0, 1) */
3155 st->industry = Industry::GetByTile(st->xy + TileDiffXY(0, 1));
3156 st->industry->neutral_station = st;
3157 }
3158 }
3159 } else {
3160 /* Link neutral station back to industry, as this is not saved. */
3161 for (Industry *ind : Industry::Iterate()) if (ind->neutral_station != nullptr) ind->neutral_station->industry = ind;
3162 }
3163
3165 /* Update water class for trees. */
3166 for (const auto t : Map::Iterate()) {
3168 }
3169 }
3170
3171 /* Update structures for multitile docks */
3173 for (const auto t : Map::Iterate()) {
3174 /* Clear docking tile flag from relevant tiles as it
3175 * was not previously cleared. */
3177 SetDockingTile(t, false);
3178 }
3179 /* Add docks and oilrigs to Station::ship_station. */
3180 if (IsTileType(t, MP_STATION)) {
3181 if (IsDock(t) || IsOilRig(t)) Station::GetByTile(t)->ship_station.Add(t);
3182 }
3183 }
3184 }
3185
3187 /* Placing objects on docking tiles was not updating adjacent station's docking tiles. */
3188 for (Station *st : Station::Iterate()) {
3189 if (st->ship_station.tile != INVALID_TILE) UpdateStationDockingTiles(st);
3190 }
3191 }
3192
3193 /* Make sure all industries exclusive supplier/consumer set correctly. */
3195 for (Industry *i : Industry::Iterate()) {
3196 i->exclusive_supplier = INVALID_OWNER;
3197 i->exclusive_consumer = INVALID_OWNER;
3198 }
3199 }
3200
3202 /* Propagate wagon removal flag for compatibility */
3203 /* Temporary bitmask of company wagon removal setting */
3204 CompanyMask wagon_removal{};
3205 for (const Company *c : Company::Iterate()) {
3206 if (c->settings.renew_keep_length) wagon_removal.Set(c->index);
3207 }
3208 for (Group *g : Group::Iterate()) {
3209 if (g->flags.Any()) {
3210 /* Convert old replace_protection value to flag. */
3212 }
3213 if (wagon_removal.Test(g->owner)) g->flags.Set(GroupFlag::ReplaceWagonRemoval);
3214 }
3215 }
3216
3217 /* Use current order time to approximate last loading time */
3219 for (Vehicle *v : Vehicle::Iterate()) {
3220 v->last_loading_tick = std::max(TimerGameTick::counter, static_cast<uint64_t>(v->current_order_time)) - v->current_order_time;
3221 }
3222 }
3223
3224 /* Road stops is 'only' updating some caches, but they are needed for PF calls in SLV_MULTITRACK_LEVEL_CROSSINGS teleporting. */
3226
3227 /* Road vehicles stopped on multitrack level crossings need teleporting to a depot
3228 * to avoid crashing into the side of the train they're waiting for. */
3230 /* Teleport road vehicles to the nearest depot. */
3231 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
3232 /* Ignore trailers of articulated vehicles. */
3233 if (rv->IsArticulatedPart()) continue;
3234
3235 /* Ignore moving vehicles. */
3236 if (rv->cur_speed > 0) continue;
3237
3238 /* Ignore crashed vehicles. */
3239 if (rv->vehstatus.Test(VehState::Crashed)) continue;
3240
3241 /* Ignore vehicles not on level crossings. */
3242 TileIndex cur_tile = rv->tile;
3243 if (!IsLevelCrossingTile(cur_tile)) continue;
3244
3245 ClosestDepot closest_depot = rv->FindClosestDepot();
3246
3247 /* Try to find a depot with a distance limit of 512 tiles (Manhattan distance). */
3248 if (closest_depot.found && DistanceManhattan(rv->tile, closest_depot.location) < 512u) {
3249 /* Teleport all parts of articulated vehicles. */
3250 for (RoadVehicle *u = rv; u != nullptr; u = u->Next()) {
3251 u->tile = closest_depot.location;
3252 int x = TileX(closest_depot.location) * TILE_SIZE + TILE_SIZE / 2;
3253 int y = TileY(closest_depot.location) * TILE_SIZE + TILE_SIZE / 2;
3254 u->x_pos = x;
3255 u->y_pos = y;
3256 u->z_pos = GetSlopePixelZ(x, y, true);
3257
3258 u->vehstatus.Set(VehState::Hidden);
3259 u->state = RVSB_IN_DEPOT;
3260 u->UpdatePosition();
3261 }
3262 RoadVehLeaveDepot(rv, false);
3263 }
3264 }
3265
3267 /* Reset unused tree counters to reduce the savegame size. */
3268 for (auto t : Map::Iterate()) {
3269 if (IsTileType(t, MP_TREES)) {
3270 SB(t.m2(), 0, 4, 0);
3271 }
3272 }
3273 }
3274
3275 /* Refresh all level crossings to bar adjacent crossing tiles, if needed. */
3276 for (const auto tile : Map::Iterate()) {
3277 if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile, false);
3278 }
3279 }
3280
3281 /* Compute station catchment areas. This is needed here in case UpdateStationAcceptance is called below. */
3283
3284 /* Station acceptance is some kind of cache */
3286 for (Station *st : Station::Iterate()) UpdateStationAcceptance(st, false);
3287 }
3288
3291 }
3292
3294 /* For older savegames, we don't now the actual interval; so set it to the newgame value. */
3296
3297 /* We did load the "period" of the timer, but not the fired/elapsed. We can deduce that here. */
3299 _new_competitor_timeout.storage.elapsed = 0;
3300 _new_competitor_timeout.fired = _new_competitor_timeout.period.value == 0;
3301 }
3302
3304 /* Set service date provided to NewGRF. */
3305 for (Vehicle *v : Vehicle::Iterate()) {
3306 v->date_of_last_service_newgrf = TimerGameCalendar::Date{v->date_of_last_service.base()};
3307 }
3308 }
3309
3311 /* NewGRF acceleration information was added to ships. */
3312 for (Ship *s : Ship::Iterate()) {
3313 if (s->acceleration == 0) s->acceleration = ShipVehInfo(s->engine_type)->acceleration;
3314 }
3315 }
3316
3318 for (Company *c : Company::Iterate()) {
3319 c->max_loan = COMPANY_MAX_LOAN_DEFAULT;
3320 }
3321 }
3322
3324 ScriptObject::InitializeRandomizers();
3325 }
3326
3328 for (Company *c : Company::Iterate()) {
3329 c->inaugurated_year_calendar = _settings_game.game_creation.starting_year;
3330 }
3331 }
3332
3334 /* Between these two versions (actually from f8b1e303 to 77236258) EngineFlags had an off-by-one. Depending
3335 * on when the save was started, this may or may not affect existing engines. Here we try to detect invalid flags
3336 * and reset them to what they should be. */
3337 for (Engine *e : Engine::Iterate()) {
3338 if (e->flags.Test(EngineFlag::Available)) continue;
3339 if (e->flags.Test(EngineFlag{2}) || (e->flags.Test(EngineFlag::ExclusivePreview) && e->preview_asked.None())) {
3340 e->flags = EngineFlags(e->flags.base() >> 1U);
3341 }
3342 }
3343 }
3344
3345 for (Company *c : Company::Iterate()) {
3347 }
3348
3349 /* Update free group numbers data for each company, required regardless of savegame version. */
3350 for (Group *g : Group::Iterate()) {
3351 Company *c = Company::Get(g->owner);
3353 /* Use the index as group number when converting old savegames. */
3354 g->number = c->freegroups.UseID(g->index.base());
3355 } else {
3356 c->freegroups.UseID(g->number);
3357 }
3358 }
3359
3363
3365
3367 /* Restore the signals */
3369
3371
3373
3374 /* Start the scripts. This MUST happen after everything else except
3375 * starting a new company. */
3376 StartScripts();
3377
3378 /* If Load Scenario / New (Scenario) Game is used,
3379 * a company does not exist yet. So create one here.
3380 * 1 exception: network-games. Those can have 0 companies
3381 * But this exception is not true for non-dedicated network servers! */
3383 CompanyID first_human_company = GetFirstPlayableCompanyID();
3384 if (!Company::IsValidID(first_human_company)) {
3385 Company *c = DoStartupNewCompany(false, first_human_company);
3387 }
3388 }
3389
3390 return true;
3391}
3392
3402{
3403 /* reload grf data */
3407 /* reload vehicles */
3408 ResetVehicleHash();
3414 /* update station graphics */
3415 AfterLoadStations();
3416 /* Update company statistics. */
3418 /* Check and update house and town values */
3420 /* Delete news referring to no longer existing entities */
3422 /* Update livery selection windows */
3423 for (CompanyID i = CompanyID::Begin(); i < MAX_COMPANIES; ++i) InvalidateWindowData(WC_COMPANY_COLOUR, i);
3424 /* Update company infrastructure counts. */
3427 InvalidateAllPickerWindows();
3428 /* redraw the whole screen */
3431}
static void SetSignalHandlers()
Replaces signal handlers of SIGSEGV and SIGABRT and stores pointers to original handlers in memory.
static uint FixVehicleInclination(Vehicle *v, Direction dir)
Fixes inclination of a vehicle.
Company * DoStartupNewCompany(bool is_ai, CompanyID company=CompanyID::Invalid())
Create a new company and sets all company variables default values.
static void InitializeWindowsAndCaches()
Initialization of the windows and several kinds of caches.
static void CheckGroundVehiclesAtCorrectZ()
Check whether the ground vehicles are at the correct Z-coordinate.
static bool _saveload_crash_with_missing_newgrfs
Was the saveload crash because of missing NewGRFs?
static void FixOwnerOfRailTrack(Tile t)
Tries to change owner of this rail tile to a valid owner.
static void CDECL HandleSavegameLoadCrash(int signum)
Signal handler used to give a user a more useful report for crashes during the savegame loading proce...
static bool MayHaveBridgeAbove(Tile t)
Checks for the possibility that a bridge may be on this tile These are in fact all the tile types on ...
void SetWaterClassDependingOnSurroundings(Tile t, bool include_invalid_water_class)
Makes a tile canal or water depending on the surroundings.
Definition afterload.cpp:90
static void StartScripts()
Start the scripts.
bool SaveloadCrashWithMissingNewGRFs()
Did loading the savegame cause a crash? If so, were NewGRFs missing?
void UpdateAllVirtCoords()
Update the viewport coordinates of all signs.
bool AfterLoadGame()
Perform a (large) amount of savegame conversion magic in order to load older savegames and to fill th...
void ReloadNewGRFData()
Reload all NewGRF files during a running game.
static void ResetSignalHandlers()
Resets signal handlers back to original handlers.
void GetAircraftFlightLevelBounds(const Vehicle *v, int *min, int *max)
Get the 'flight level' bounds, in pixels from 'z_pos' 0 for a particular vehicle for normal flight si...
void AircraftNextAirportPos_and_Order(Aircraft *v)
set the right pos when heading to other airports after takeoff
Station * GetTargetAirportIfValid(const Aircraft *v)
Returns aircraft's target station if v->target_airport is a valid station with airport.
void SetAircraftPosition(Aircraft *v, int x, int y, int z)
Set aircraft position.
@ AIR_AIRCRAFT
an airplane
Definition aircraft.h:30
void UpdateAircraftCache(Aircraft *v, bool update_range=false)
Update cached values of an aircraft.
@ FLYING
Vehicle is flying in the air.
Definition airport.h:77
@ AT_OILRIG
Oilrig airport.
Definition airport.h:38
std::vector< TileIndex > _animated_tiles
The table/list with animated tiles.
@ Animated
Tile is animated.
@ None
Tile is not animated.
void SetAnimatedTileState(Tile t, AnimatedTileState state)
Set the animated state of a tile.
VehicleFlag
Bit numbers in Vehicle::vehicle_flags.
@ PathfinderLost
Vehicle's pathfinder is lost.
@ LoadingFinished
Vehicle has finished loading.
debug_inline constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
constexpr T AssignBit(T &x, const uint8_t y, bool value)
Assigns a bit in a variable.
constexpr T SB(T &x, const uint8_t s, const uint8_t n, const U d)
Set n bits in x starting at bit s to d.
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
debug_inline static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
constexpr T ClrBit(T &x, const uint8_t y)
Clears a bit in a variable.
TileIndex GetNorthernBridgeEnd(TileIndex t)
Finds the northern end of a bridge starting at a middle tile.
void SetBridgeMiddle(Tile t, Axis a)
Set that there is a bridge over the given axis.
Definition bridge_map.h:114
bool IsBridgeTile(Tile t)
checks if there is a bridge on this tile
Definition bridge_map.h:35
void ClearBridgeMiddle(Tile t)
Removes bridges from the given, that is bridges along the X and Y axis.
Definition bridge_map.h:103
bool IsBridge(Tile t)
Checks if this is a bridge, instead of a tunnel.
Definition bridge_map.h:24
void AfterLoadCompanyStats()
Rebuilding of company statistics after loading a savegame.
bool IsValidCargoType(CargoType cargo)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:106
static const CargoType CARGO_NO_REFIT
Do not refit cargo of a vehicle (used in vehicle orders and auto-replace/auto-renew).
Definition cargo_type.h:79
@ TAE_GOODS
Cargo behaves goods/candy-like.
Definition cargotype.h:27
@ TAE_PASSENGERS
Cargo behaves passenger-like.
Definition cargotype.h:25
@ TAE_MAIL
Cargo behaves mail-like.
Definition cargotype.h:26
@ TAE_FOOD
Cargo behaves food/fizzy-drinks-like.
Definition cargotype.h:29
@ TAE_WATER
Cargo behaves water-like.
Definition cargotype.h:28
static void StartNew(CompanyID company)
Start a new AI company.
Definition ai_core.cpp:36
constexpr bool Test(Tvalue_type value) const
Test if the value-th bit is set.
constexpr Tstorage base() const noexcept
Retrieve the raw value behind this bit set.
constexpr Timpl & Set()
Set all bits.
constexpr Timpl & Reset(Tvalue_type value)
Reset the value-th bit.
TStorage storage
The storage of the timer.
Definition timer.h:50
Enum-as-bit-set wrapper.
UnitID UseID(UnitID index)
Use a unit number.
Definition vehicle.cpp:1856
static void StartNew()
Start up a new GameScript.
Definition game_core.cpp:72
void TestRevision()
Finds out if current revision is different than last revision stored in the savegame.
Definition gamelog.cpp:425
const GRFIdentifier & GetOverriddenIdentifier(const GRFConfig &c)
Try to find the overridden GRF identifier of the given GRF.
Definition gamelog.cpp:712
void PrintDebug(int level)
Prints gamelog to debug output.
Definition gamelog.cpp:323
void GRFRemove(uint32_t grfid)
Logs removal of a GRF.
Definition gamelog.cpp:517
void GRFAddList(const GRFConfigList &newg)
Logs adding of list of GRFs.
Definition gamelog.cpp:578
void GRFCompatible(const GRFIdentifier &newg)
Logs loading compatible GRF (the same ID, but different MD5 hash)
Definition gamelog.cpp:542
void Oldver()
Logs loading from savegame without gamelog.
Definition gamelog.cpp:399
void TestMode()
Finds last stored game mode or landscape.
Definition gamelog.cpp:446
uint32_t GetGRFID(uint16_t entity_id) const
Gives the GRFID of the file the entity belongs to.
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
static constexpr TimerGameTick::Ticks TOWN_GROWTH_TICKS
Cycle duration for towns trying to grow (this originates from the size of the town array in TTD).
Wrapper class to abstract away the way the tiles are stored.
Definition map_func.h:25
debug_inline uint16_t & m2()
Primarily used for indices to towns, industries and stations.
Definition map_func.h:125
debug_inline uint8_t & m7()
Primarily used for newgrf support.
Definition map_func.h:185
debug_inline uint8_t & m6()
General purpose.
Definition map_func.h:173
debug_inline uint8_t & m3()
General purpose.
Definition map_func.h:137
debug_inline uint8_t & m5()
General purpose.
Definition map_func.h:161
A timeout timer will fire once after the interval.
Definition timer.h:116
static void SetDate(Date date, DateFract fract)
Set the date.
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static DateFract date_fract
Fractional part of the day.
static constexpr TimerGame< struct Economy >::Date MIN_DATE
The date on January 1, year 0.
static constexpr TimerGame< struct Calendar >::Year DEF_END_YEAR
The default scoring end year.
static constexpr TimerGame< struct Economy >::Year MIN_YEAR
The absolute minimum year in OTTD.
static constexpr int SECONDS_PER_DAY
approximate seconds per day, not for precise calculations
static constexpr TimerGame< struct Calendar >::Year ORIGINAL_BASE_YEAR
The minimum starting year/base year of the original TTD.
static constexpr TimerGame< struct Calendar >::Date DAYS_TILL_ORIGINAL_BASE_YEAR
The date of the first day of the original base year.
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static DateFract date_fract
Fractional part of the day.
static void SetDate(Date date, DateFract fract)
Set the date.
static TickCounter counter
Monotonic counter, in ticks, since start of game.
bool IsClearGround(Tile t, ClearGround ct)
Set the type of clear tile.
Definition clear_map.h:59
void SetFence(Tile t, DiagDirection side, uint h)
Sets the type of fence (and whether there is one) for the given border.
Definition clear_map.h:228
@ CLEAR_GRASS
0-3
Definition clear_map.h:20
@ CLEAR_FIELDS
3
Definition clear_map.h:23
@ CLEAR_SNOW
0-3 (Not stored in map.)
Definition clear_map.h:24
void MakeClear(Tile t, ClearGround g, uint density)
Make a clear tile.
Definition clear_map.h:247
ClearGround GetClearGround(Tile t)
Get the type of clear tile.
Definition clear_map.h:47
void SetClearGroundDensity(Tile t, ClearGround type, uint density)
Sets ground type and density in one go, also sets the counter to 0.
Definition clear_map.h:146
uint GetClearDensity(Tile t)
Get the density of a non-field clear tile.
Definition clear_map.h:71
TimeoutTimer< TimerGameTick > _new_competitor_timeout({ TimerGameTick::Priority::COMPETITOR_TIMEOUT, 0 }, []() { if(_game_mode==GM_MENU||!AI::CanStartNew()) return;if(_networking &&Company::GetNumItems() >=_settings_client.network.max_companies) return;if(_settings_game.difficulty.competitors_interval==0) return;uint8_t n=0;for(const Company *c :Company::Iterate()) { if(c->is_ai) n++;} if(n >=_settings_game.difficulty.max_no_competitors) return;Command< CMD_COMPANY_CTRL >::Post(CCA_NEW_AI, CompanyID::Invalid(), CRR_NONE, INVALID_CLIENT_ID);})
Start a new competitor company if possible.
void ResetCompanyLivery(Company *c)
Reset the livery schemes to the company's primary colour.
void UpdateCompanyLiveries(Company *c)
Update liveries for a company.
CompanyID GetFirstPlayableCompanyID()
Get the index of the first available company.
CompanyID _current_company
Company currently doing an action.
CompanyManagerFace ConvertFromOldCompanyManagerFace(uint32_t face)
Converts an old company manager's face format to the new company manager's face format.
static constexpr Owner OWNER_TOWN
A town owns the tile, or a town is expanding.
static constexpr Owner OWNER_NONE
The tile has no ownership.
static constexpr Owner INVALID_OWNER
An invalid owner.
static constexpr Owner OWNER_WATER
The tile/execution is done by "water".
#define Debug(category, level, format_string,...)
Output a line of debugging information.
Definition debug.h:37
bool IsDepotTile(Tile tile)
Is the given tile a tile with a depot on it?
Definition depot_map.h:42
Direction DiagDirToDir(DiagDirection dir)
Convert a DiagDirection to a Direction.
DiagDirection ReverseDiagDir(DiagDirection d)
Returns the reverse direction of the given DiagDirection.
Direction ReverseDir(Direction d)
Return the reverse of a direction.
Direction AxisToDirection(Axis a)
Converts an Axis to a Direction.
Axis DiagDirToAxis(DiagDirection d)
Convert a DiagDirection to the axis.
DiagDirection XYNSToDiagDir(Axis xy, uint ns)
Convert an axis and a flag for north/south into a DiagDirection.
DiagDirection DirToDiagDir(Direction dir)
Convert a Direction to a DiagDirection.
Direction
Defines the 8 directions on the map.
@ DIR_SW
Southwest.
@ DIR_NW
Northwest.
@ INVALID_DIR
Flag for an invalid direction.
@ DIR_N
North.
@ DIR_SE
Southeast.
@ DIR_NE
Northeast.
Axis
Allow incrementing of DiagDirDiff variables.
@ AXIS_X
The X axis.
@ AXIS_Y
The y axis.
DiagDirection
Enumeration for diagonal directions.
@ DIAGDIR_NE
Northeast, upper right on your monitor.
@ DIAGDIR_NW
Northwest.
@ DIAGDIR_SE
Southeast.
@ DIAGDIR_END
Used for iterations.
@ DIAGDIR_BEGIN
Used for iterations.
@ DIAGDIR_SW
Southwest.
void RecomputePrices()
Computes all prices, payments and maximum loan.
Definition economy.cpp:745
bool AddInflation(bool check_year)
Add monthly inflation.
Definition economy.cpp:707
static const uint64_t MAX_INFLATION
Maximum inflation (including fractional part) without causing overflows in int64_t price computations...
void StartupEngines()
Start/initialise all our engines.
Definition engine.cpp:799
void CopyTempEngineData()
Copy data from temporary engine array into the real engine pool.
Definition engine_sl.cpp:96
@ RoadIsTram
Road vehicle is a tram/light rail vehicle.
EngineFlag
Engine.flags is a bitmask, with the following values.
@ Available
This vehicle is available to everyone.
@ ExclusivePreview
This vehicle is in the exclusive preview stage, either being used or being offered to a company.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23)
Definition enum_type.hpp:17
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition error.h:27
void ShowErrorMessage(EncodedString &&summary_msg, int x, int y, CommandCost &cc)
Display an error message in a window.
@ FT_SCENARIO
old or new scenario
Definition fileio_type.h:19
Gamelog _gamelog
Gamelog instance.
Definition gamelog.cpp:31
void LoadStringWidthTable(bool monospace)
Initialize _stringwidth_table cache.
Definition gfx.cpp:1211
PauseModes _pause_mode
The current pause mode.
Definition gfx.cpp:50
void GfxLoadSprites()
Initialise and load all the sprites.
Definition gfxinit.cpp:335
@ GVF_GOINGDOWN_BIT
Vehicle is currently going downhill. (Cached track information for acceleration)
@ GVF_GOINGUP_BIT
Vehicle is currently going uphill. (Cached track information for acceleration)
@ ReplaceProtection
If set, the global autoreplace has no effect on the group.
@ ReplaceWagonRemoval
If set, autoreplace will perform wagon removal on vehicles in this group.
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition gfx.cpp:1500
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
@ BuildingIsProtected
towns and AI will not remove this house, while human players will be able to
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition house.h:28
static const uint8_t TOWN_HOUSE_COMPLETED
Simple value that indicates the house has reached the final stage of construction.
Definition house.h:25
IndustryBuildData _industry_builder
In-game manager of industries.
void TrimIndustryAcceptedProduced(Industry *ind)
Remove unused industry accepted/produced slots – entries after the last slot with valid cargo.
const IndustrySpec * GetIndustrySpec(IndustryType thistype)
Accessor for array _industry_specs.
IndustryType GetIndustryType(Tile tile)
Retrieve the type for this industry.
IndustryGfx GetIndustryGfx(Tile t)
Get the industry graphics ID for the given industry tile.
@ PlantOnBuild
Fields are planted around when built (all farms)
@ BuiltOnWater
is built on water (oil rig)
void AfterLoadLabelMaps()
Perform rail type and road type conversion if necessary.
TrackStatus GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side)
Returns information about trackdirs and signal states.
void ChangeTileOwner(TileIndex tile, Owner old_owner, Owner new_owner)
Change the owner of a tile.
int GetSlopePixelZ(int x, int y, bool ground_vehicle)
Return world Z coordinate of a given point of a tile.
@ Random
Randomise borders.
void AfterLoadLinkGraphs()
Spawn the threads for running link graph calculations.
@ DT_MANUAL
Manual distribution. No link graph calculations are run.
void SetupColoursAndInitialWindow()
Initialise the default colours (remaps and the likes), and load the main windows.
Definition main_gui.cpp:549
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition map.cpp:142
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:469
static debug_inline TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition map_func.h:372
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition map_func.h:610
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition map_func.h:388
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:424
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:414
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:569
static debug_inline TileIndex TileVirtXY(uint x, uint y)
Get a tile from the virtual XY-coordinate.
Definition map_func.h:403
constexpr bool IsInsideMM(const size_t x, const size_t min, const size_t max) noexcept
Checks if a value is in an interval.
constexpr uint CeilDiv(uint a, uint b)
Computes ceil(a / b) for non-negative a and b.
constexpr T Clamp(const T a, const T min, const T max)
Clamp a value between an interval.
Definition math_func.hpp:79
void GenerateSavegameId()
Generate an unique savegame ID.
Definition misc.cpp:87
bool _networking
are we in networking mode?
Definition network.cpp:66
bool _network_dedicated
are we a dedicated server?
Definition network.cpp:69
bool _network_server
network-server is active
Definition network.cpp:67
@ GSF_FAKE_TOWNS
Fake town GrfSpecFeature for NewGRF debugging (parent scope)
Definition newgrf.h:95
void ShowNewGRFError()
Show the first NewGRF error we can find.
uint8_t StationGfx
Copy from station_map.h.
GRFConfigList _grfconfig
First item in list of current GRF set up.
GRFListCompatibility IsGoodGRFConfigList(GRFConfigList &grfconfig)
Check if all GRFs in the GRF config from a savegame can be loaded.
GRFListCompatibility
Status of post-gameload GRF compatibility check.
@ GLC_COMPATIBLE
Compatible (eg. the same ID, but different checksum) GRF found in at least one case.
@ GLC_ALL_GOOD
All GRF needed by game are present.
@ GLC_NOT_FOUND
At least one GRF couldn't be found (higher priority than GLC_COMPATIBLE)
@ GCS_NOT_FOUND
GRF file was not found in the local cache.
@ Compatible
GRF file does not exactly match the requested GRF (different MD5SUM), but grfid matches)
void DeleteInvalidEngineNews()
Remove engine announcements for invalid engines.
uint16_t ObjectType
Types of objects.
Definition object_type.h:16
static const ObjectType OBJECT_STATUE
Statue in towns.
Definition object_type.h:20
static const ObjectType OBJECT_HQ
HeadQuarter of a player.
Definition object_type.h:22
@ Error
A game paused because a (critical) error.
@ ActiveClients
A game paused for 'min_active_clients'.
@ Normal
A game normally paused.
@ Join
A game paused for 'pause_on_join'.
@ OSL_PLATFORM_FAR_END
Stop at the far end of the platform.
Definition order_type.h:102
@ OUFB_TRANSFER
Transfer all cargo onto the platform.
Definition order_type.h:71
@ OUFB_UNLOAD
Force unloading all cargo onto the platform, possibly not getting paid.
Definition order_type.h:70
OrderDepotActionFlags
Actions that can be performed when the vehicle enters the depot.
Definition order_type.h:118
@ OLFB_NO_LOAD
Do not load anything.
Definition order_type.h:82
@ ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS
The vehicle will not stop at any stations it passes except the destination.
Definition order_type.h:90
RailTypes GetCompanyRailTypes(CompanyID company, bool introduces)
Get the rail types the given company can build.
Definition rail.cpp:253
void InitializeRailGUI()
Resets the rail GUI - sets default railtype to build and resets the signal GUI.
RailType GetRailType(Tile t)
Gets the rail type of the given tile.
Definition rail_map.h:115
static debug_inline bool IsRailDepotTile(Tile t)
Is this tile rail tile and a rail depot?
Definition rail_map.h:105
void SetTrackReservation(Tile t, TrackBits b)
Sets the reserved track bits of the tile.
Definition rail_map.h:209
@ RAIL_GROUND_WATER
Grass with a fence and shore or water on the free halftile.
Definition rail_map.h:498
static debug_inline bool IsRailDepot(Tile t)
Is this rail tile a rail depot?
Definition rail_map.h:95
void SetDepotReservation(Tile t, bool b)
Set the reservation state of the depot.
Definition rail_map.h:269
static debug_inline bool IsPlainRail(Tile t)
Returns whether this is plain rails, with or without signals.
Definition rail_map.h:49
bool HasSignals(Tile t)
Checks if a rail tile has signals.
Definition rail_map.h:72
static debug_inline bool IsPlainRailTile(Tile t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition rail_map.h:60
void SetSignalStates(Tile tile, uint state)
Set the states of the signals (Along/AgainstTrackDir)
Definition rail_map.h:351
void SetRailType(Tile t, RailType r)
Sets the rail type of the given tile.
Definition rail_map.h:125
RailType
Enumeration for all possible railtypes.
Definition rail_type.h:25
@ RAILTYPE_ELECTRIC
Electric rails.
Definition rail_type.h:28
@ RAILTYPE_RAIL
Standard non-electric rails.
Definition rail_type.h:27
RoadTypes GetCompanyRoadTypes(CompanyID company, bool introduces)
Get the road types the given company can build.
Definition road.cpp:198
void UpdateNearestTownForRoadTiles(bool invalidate)
Updates cached nearest town for all road tiles.
void UpdateLevelCrossing(TileIndex tile, bool sound=true, bool force_bar=false)
Update a level crossing to barred or open (crossing may include multiple adjacent tiles).
void SetRoadOwner(Tile t, RoadTramType rtt, Owner o)
Set the owner of a specific road type.
Definition road_map.h:235
bool HasTownOwnedRoad(Tile t)
Checks if given tile has town owned road.
Definition road_map.h:264
static debug_inline bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition road_map.h:90
bool IsLevelCrossingTile(Tile t)
Return whether a tile is a level crossing tile.
Definition road_map.h:79
void SetRoadTypes(Tile t, RoadType road_rt, RoadType tram_rt)
Set the present road types of a tile.
Definition road_map.h:603
@ ROAD_TILE_NORMAL
Normal road.
Definition road_map.h:23
@ ROAD_TILE_DEPOT
Depot (one entrance)
Definition road_map.h:25
@ ROAD_TILE_CROSSING
Level crossing.
Definition road_map.h:24
RoadBits GetCrossingRoadBits(Tile tile)
Get the road bits of a level crossing.
Definition road_map.h:332
Owner GetRoadOwner(Tile t, RoadTramType rtt)
Get the owner of a specific road type.
Definition road_map.h:218
static debug_inline RoadTileType GetRoadTileType(Tile t)
Get the type of the road tile.
Definition road_map.h:36
void SetCrossingReservation(Tile t, bool b)
Set the reservation state of the rail crossing.
Definition road_map.h:377
bool IsLevelCrossing(Tile t)
Return whether a tile is a level crossing.
Definition road_map.h:69
RoadBits
Enumeration for the road parts on a tile.
Definition road_type.h:40
@ ROAD_Y
Full road along the y-axis (north-west + south-east)
Definition road_type.h:47
@ ROAD_X
Full road along the x-axis (south-west + north-east)
Definition road_type.h:46
RoadType
The different roadtypes we support.
Definition road_type.h:23
@ INVALID_ROADTYPE
flag for invalid roadtype
Definition road_type.h:28
@ ROADTYPE_TRAM
Trams.
Definition road_type.h:26
@ ROADTYPE_ROAD
Basic road type.
Definition road_type.h:25
@ RVS_ENTERED_STOP
Only set when a vehicle has entered the stop.
Definition roadveh.h:43
@ RVSB_IN_ROAD_STOP
The vehicle is in a road stop.
Definition roadveh.h:49
@ RVS_IN_DT_ROAD_STOP
The vehicle is in a drive-through road stop.
Definition roadveh.h:46
@ RVS_IN_ROAD_STOP
The vehicle is in a road stop.
Definition roadveh.h:45
@ RVSB_IN_DEPOT
The vehicle is in a depot.
Definition roadveh.h:38
@ RVSB_WORMHOLE
The vehicle is in a tunnel and/or bridge.
Definition roadveh.h:39
@ RVS_DRIVE_SIDE
Only used when retrieving move data.
Definition roadveh.h:44
const uint8_t _road_stop_stop_frame[]
Table of road stop stop frames, when to stop at a road stop.
void SlError(StringID string, const std::string &extra_msg)
Error handler.
Definition saveload.cpp:326
void SetSaveLoadError(StringID str)
Set the error message from outside of the actual loading/saving of the game (AfterLoadGame and friend...
void SlErrorCorrupt(const std::string &msg)
Error handler for corrupt savegames.
Definition saveload.cpp:356
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition saveload.cpp:65
bool IsSavegameVersionBefore(SaveLoadVersion major, uint8_t minor=0)
Checks whether the savegame is below major.
Definition saveload.h:1268
@ SLV_AI_START_DATE
309 PR#10653 Removal of individual AI start dates and added a generic one.
Definition saveload.h:350
@ SLV_190
190 26547 Separate order travel and wait times
Definition saveload.h:271
@ SLV_91
91 12347
Definition saveload.h:152
@ SLV_49
49 8969
Definition saveload.h:101
@ SLV_90
90 12293
Definition saveload.h:151
@ SLV_64
64 10006
Definition saveload.h:119
@ SLV_69
69 10319
Definition saveload.h:125
@ SLV_ECONOMY_MODE_TIMEKEEPING_UNITS
327 PR#11341 Mode to display economy measurements in wallclock units.
Definition saveload.h:372
@ SLV_PROTECT_PLACED_HOUSES
351 PR#13270 Houses individually placed by players can be protected from town/AI removal.
Definition saveload.h:401
@ SLV_172
172 23947
Definition saveload.h:249
@ SLV_COMPANY_INAUGURATED_PERIOD_V2
349 PR#13448 Fix savegame storage for company inaugurated year in wallclock mode.
Definition saveload.h:398
@ SLV_182
182 25115 FS#5492, r25259, r25296 Goal status
Definition saveload.h:261
@ SLV_186
186 25833 Objects storage
Definition saveload.h:266
@ SLV_175
175 24136
Definition saveload.h:253
@ SLV_16
16.0 2817 16.1 3155
Definition saveload.h:60
@ SLV_87
87 12129
Definition saveload.h:147
@ SLV_SERVE_NEUTRAL_INDUSTRIES
210 PR#7234 Company stations can serve industries with attached neutral stations.
Definition saveload.h:296
@ SLV_147
147 20621
Definition saveload.h:219
@ SLV_188
188 26169 v1.4 FS#5831 Unify RV travel time
Definition saveload.h:268
@ SLV_61
61 9892
Definition saveload.h:116
@ SLV_84
84 11822
Definition saveload.h:143
@ SLV_25
25 4259
Definition saveload.h:73
@ SLV_15
15.0 2499
Definition saveload.h:59
@ SLV_198
198 PR#6763 Switch town growth rate and counter to actual game ticks
Definition saveload.h:281
@ SLV_36
36 6624
Definition saveload.h:86
@ SLV_26
26 4466
Definition saveload.h:74
@ SLV_96
96 13226
Definition saveload.h:158
@ SLV_EXTEND_RAILTYPES
200 PR#6805 Extend railtypes to 64, adding uint16_t to map array.
Definition saveload.h:284
@ SLV_17
17.0 3212 17.1 3218
Definition saveload.h:62
@ SLV_42
42 7573
Definition saveload.h:93
@ SLV_177
177 24619
Definition saveload.h:255
@ SLV_EXTEND_INDUSTRY_CARGO_SLOTS
202 PR#6867 Increase industry cargo slots to 16 in, 16 out
Definition saveload.h:286
@ SLV_103
103 14598
Definition saveload.h:166
@ SLV_100
100 13952
Definition saveload.h:163
@ SLV_GROUP_REPLACE_WAGON_REMOVAL
291 PR#7441 Per-group wagon removal flag.
Definition saveload.h:329
@ SLV_VELOCITY_NAUTICAL
305 PR#10594 Separation of land and nautical velocity (knots!)
Definition saveload.h:346
@ SLV_VEHICLE_ECONOMY_AGE
334 PR#12141 v14.0 Add vehicle age in economy year, for profit stats minimum age
Definition saveload.h:380
@ SLV_4
4.0 1 4.1 122 0.3.3, 0.3.4 4.2 1222 0.3.5 4.3 1417 4.4 1426
Definition saveload.h:37
@ SLV_TOWN_CARGOGEN
208 PR#6965 New algorithms for town building cargo generation.
Definition saveload.h:293
@ SLV_149
149 20832
Definition saveload.h:221
@ SLV_83
83 11589
Definition saveload.h:142
@ SLV_6
6.0 1721 6.1 1768
Definition saveload.h:46
@ SLV_34
34 6455
Definition saveload.h:83
@ SLV_LINKGRAPH_SECONDS
308 PR#10610 Store linkgraph update intervals in seconds instead of days.
Definition saveload.h:349
@ SLV_114
114 15601
Definition saveload.h:179
@ SLV_137
137 18912
Definition saveload.h:207
@ SLV_SAVEGAME_ID
313 PR#10719 Add an unique ID to every savegame (used to deduplicate surveys).
Definition saveload.h:355
@ SLV_131
131 18481
Definition saveload.h:200
@ SLV_11
11.0 2033 11.1 2041
Definition saveload.h:53
@ SLV_120
120 16439
Definition saveload.h:187
@ SLV_99
99 13838
Definition saveload.h:161
@ SLV_123
123 16909
Definition saveload.h:190
@ SLV_46
46 8705
Definition saveload.h:98
@ SLV_122
122 16855
Definition saveload.h:189
@ SLV_ENDING_YEAR
218 PR#7747 v1.10 Configurable ending year.
Definition saveload.h:305
@ SLV_141
141 19799
Definition saveload.h:212
@ SLV_112
112 15290
Definition saveload.h:177
@ SLV_125
125 17113
Definition saveload.h:193
@ SLV_166
166 23415
Definition saveload.h:242
@ SLV_98
98 13375
Definition saveload.h:160
@ SLV_WATER_TILE_TYPE
342 PR#13030 Simplify water tile type.
Definition saveload.h:390
@ SLV_117
117 16037
Definition saveload.h:183
@ SLV_140
140 19382
Definition saveload.h:211
@ SLV_126
126 17433
Definition saveload.h:194
@ SLV_138
138 18942 1.0.x
Definition saveload.h:208
@ SLV_ANIMATED_TILE_STATE_IN_MAP
347 PR#13082 Animated tile state saved for improved performance.
Definition saveload.h:396
@ SLV_MULTITILE_DOCKS
216 PR#7380 Multiple docks per station.
Definition saveload.h:303
@ SLV_86
86 12042
Definition saveload.h:146
@ SLV_ROAD_TYPES
214 PR#6811 NewGRF road types.
Definition saveload.h:300
@ SLV_1
1.0 0.1.x, 0.2.x
Definition saveload.h:33
@ SLV_GS_INDUSTRY_CONTROL
287 PR#7912 and PR#8115 GS industry control.
Definition saveload.h:324
@ SLV_164
164 23290
Definition saveload.h:239
@ SLV_160
160 21974 1.1.x
Definition saveload.h:235
@ SLV_38
38 7195
Definition saveload.h:88
@ SLV_145
145 20376
Definition saveload.h:217
@ SLV_48
48 8935
Definition saveload.h:100
@ SLV_57
57 9691
Definition saveload.h:111
@ SLV_104
104 14735
Definition saveload.h:167
@ SLV_52
52 9066
Definition saveload.h:105
@ SLV_134
134 18703
Definition saveload.h:203
@ SLV_165
165 23304
Definition saveload.h:241
@ SLV_144
144 20334
Definition saveload.h:215
@ SLV_2
2.0 0.3.0 2.1 0.3.1, 0.3.2
Definition saveload.h:34
@ SLV_INCREASE_HOUSE_LIMIT
348 PR#12288 Increase house limit to 4096.
Definition saveload.h:397
@ SLV_143
143 20048
Definition saveload.h:214
@ SLV_127
127 17439
Definition saveload.h:195
@ SLV_152
152 21171
Definition saveload.h:225
@ SLV_LAST_LOADING_TICK
301 PR#9693 Store tick of last loading for vehicles.
Definition saveload.h:341
@ SLV_76
76 11139
Definition saveload.h:134
@ SLV_SCRIPT_RANDOMIZER
333 PR#12063 v14.0-RC1 Save script randomizers.
Definition saveload.h:379
@ SLV_78
78 11176
Definition saveload.h:136
@ SLV_106
106 14919
Definition saveload.h:170
@ SLV_DEPOT_UNBUNCHING
331 PR#11945 Allow unbunching shared order vehicles at a depot.
Definition saveload.h:377
@ SLV_119
119 16242
Definition saveload.h:185
@ SLV_139
139 19346
Definition saveload.h:209
@ SLV_SHIP_ACCELERATION
329 PR#10734 Start using Vehicle's acceleration field for ships too.
Definition saveload.h:374
@ SLV_135
135 18719
Definition saveload.h:205
@ SLV_MULTITRACK_LEVEL_CROSSINGS
302 PR#9931 v13.0 Multi-track level crossings.
Definition saveload.h:342
@ SLV_121
121 16694
Definition saveload.h:188
@ SLV_192
192 26700 FS#6066 Fix saving of order backups
Definition saveload.h:274
@ SLV_58
58 9762
Definition saveload.h:112
@ SLV_94
94 12816
Definition saveload.h:155
@ SLV_153
153 21263
Definition saveload.h:226
@ SLV_101
101 14233
Definition saveload.h:164
@ SLV_95
95 12924
Definition saveload.h:157
@ SLV_158
158 21933
Definition saveload.h:232
@ SLV_133
133 18674
Definition saveload.h:202
@ SLV_93
93 12648
Definition saveload.h:154
@ SLV_81
81 11244
Definition saveload.h:140
@ SLV_72
72 10601
Definition saveload.h:129
@ SLV_43
43 7642
Definition saveload.h:94
@ SLV_113
113 15340
Definition saveload.h:178
@ SLV_ECONOMY_DATE
326 PR#10700 Split calendar and economy timers and dates.
Definition saveload.h:371
@ SLV_45
45 8501
Definition saveload.h:97
@ SLV_128
128 18281
Definition saveload.h:196
@ SLV_GROUP_NUMBERS
336 PR#12297 Add per-company group numbers.
Definition saveload.h:383
@ SLV_NEWGRF_LAST_SERVICE
317 PR#11124 Added stable date_of_last_service to avoid NewGRF trouble.
Definition saveload.h:360
@ SLV_53
53 9316
Definition saveload.h:106
@ SLV_161
161 22567
Definition saveload.h:236
@ SLV_74
74 11030
Definition saveload.h:131
@ SLV_184
184 25508 Unit localisation split
Definition saveload.h:263
@ SLV_INCREASE_STATION_TYPE_FIELD_SIZE
337 PR#12572 Increase size of StationType field in map array
Definition saveload.h:384
@ SLV_88
88 12134
Definition saveload.h:148
@ SLV_156
156 21728
Definition saveload.h:230
@ SLV_NONFLOODING_WATER_TILES
345 PR#13013 Store water tile non-flooding state.
Definition saveload.h:394
@ SLV_62
62 9905
Definition saveload.h:117
@ SLV_59
59 9779
Definition saveload.h:113
@ SLV_82
82 11410
Definition saveload.h:141
@ SLV_194
194 26881 v1.5
Definition saveload.h:276
@ SLV_TREES_WATER_CLASS
213 PR#7405 WaterClass update for tree tiles.
Definition saveload.h:299
@ SLV_124
124 16993
Definition saveload.h:191
@ SLV_159
159 21962
Definition saveload.h:233
@ SLV_32
32 6001
Definition saveload.h:81
@ SLV_56
56 9667
Definition saveload.h:110
@ SLV_SHIPS_STOP_IN_LOCKS
206 PR#7150 Ship/lock movement changes.
Definition saveload.h:291
@ SLV_111
111 15190
Definition saveload.h:176
@ SLV_70
70 10541
Definition saveload.h:127
@ SLV_183
183 25363 Cargodist
Definition saveload.h:262
@ SLV_31
31 5999
Definition saveload.h:80
@ SLV_148
148 20659
Definition saveload.h:220
@ SLV_50
50 8973
Definition saveload.h:103
@ SLV_REPAIR_OBJECT_DOCKING_TILES
299 PR#9594 v12.0 Fixing issue with docking tiles overlapping objects.
Definition saveload.h:338
@ SLV_CONSISTENT_PARTIAL_Z
306 PR#10570 Conversion from an inconsistent partial Z calculation for slopes, to one that is (more) ...
Definition saveload.h:347
@ SLV_142
142 20003
Definition saveload.h:213
@ SLV_21
21 3472 0.4.x
Definition saveload.h:68
@ SLV_136
136 18764
Definition saveload.h:206
@ SLV_146
146 20446
Definition saveload.h:218
@ SLV_SCRIPT_SAVE_INSTANCES
352 PR#13556 Scripts are allowed to save instances.
Definition saveload.h:402
@ SLV_MAX_LOAN_FOR_COMPANY
330 PR#11224 Separate max loan for each company.
Definition saveload.h:376
@ SLV_24
24 4150
Definition saveload.h:71
@ SLV_9
9.0 1909
Definition saveload.h:50
bool IsSavegameVersionBeforeOrAt(SaveLoadVersion major)
Checks whether the savegame is below or at major.
Definition saveload.h:1282
Declaration of functions used in more save/load files.
void AfterLoadVehiclesPhase1(bool part_of_load)
Called after load for phase 1 of vehicle initialisation.
void ResetOldNames()
Free the memory of the old names array.
void FixupTrainLengths()
Fixup old train spacing.
void MoveBuoysToWaypoints()
Perform all steps to upgrade from the old station buoys to the new version that uses waypoints.
void UpdateOldAircraft()
need to be called to load aircraft from old version
void ConvertOldMultiheadToNew()
Converts all trains to the new subtype format introduced in savegame 16.2 It also links multiheaded e...
void ConnectMultiheadedTrains()
Link front and rear multiheaded engines to each other This is done when loading a savegame.
void AfterLoadRoadStops()
(Re)building of road stop caches after loading a savegame.
void MoveWaypointsToBaseStations()
Perform all steps to upgrade from the old waypoints to the new version that uses station.
void AfterLoadVehiclesPhase2(bool part_of_load)
Called after load for phase 2 of vehicle initialisation.
void UpdateHousesAndTowns()
Check and update town and house values.
Definition town_sl.cpp:64
std::string CopyFromOldName(StringID id)
Copy and convert old custom names to UTF-8.
void AfterLoadStoryBook()
Called after load to trash broken pages.
Definition story_sl.cpp:20
void ShowScriptDebugWindowIfScriptError()
Open the AI debug window if one of the AI scripts has crashed.
VehicleDefaultSettings _old_vds
Used for loading default vehicles settings from old savegames.
Definition settings.cpp:61
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:59
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition settings.cpp:60
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:58
@ SIGTYPE_COMBO
presignal inter-block
Definition signal_type.h:27
@ SIG_SEMAPHORE
Old-fashioned semaphore signal.
Definition signal_type.h:18
@ SIG_ELECTRIC
Light signal.
Definition signal_type.h:17
void UpdateAllSignVirtCoords()
Update the coordinates of all signs.
Definition signs.cpp:50
DiagDirection GetInclinedSlopeDirection(Slope s)
Returns the direction of an inclined slope.
Definition slope_func.h:239
void BuildOwnerLegend()
Completes the array for the owned property legend.
@ Industry
Source/destination is an industry.
@ Town
Source/destination is a town.
void UpdateAllStationVirtCoords()
Update the virtual coords needed to draw the station sign for all stations.
void UpdateAirportsNoise()
Recalculate the noise generated by the airports of each town.
void UpdateStationAcceptance(Station *st, bool show_msg)
Update the acceptance for a station.
StationType GetStationType(Tile t)
Get the station type of this tile.
Definition station_map.h:44
StationGfx GetStationGfx(Tile t)
Get the station graphics of this tile.
Definition station_map.h:68
void SetStationGfx(Tile t, StationGfx gfx)
Set the station graphics of this tile.
Definition station_map.h:80
bool IsAirportTile(Tile t)
Is this tile a station tile and an airport tile?
bool IsBayRoadStopTile(Tile t)
Is tile t a bay (non-drive through) road stop station?
bool IsBuoy(Tile t)
Is tile t a buoy tile?
bool IsDriveThroughStopTile(Tile t)
Is tile t a drive through road stop station or waypoint?
bool HasStationTileRail(Tile t)
Has this station tile a rail? In other words, is this station tile a rail station or rail waypoint?
void SetRailStationReservation(Tile t, bool b)
Set the reservation state of the rail station.
bool IsAnyRoadStop(Tile t)
Is the station at t a road station?
bool IsStationTileBlocked(Tile t)
Is tile t a blocked tile?
bool IsTruckStop(Tile t)
Is the station at t a truck stop?
bool IsStationRoadStop(Tile t)
Is the station at t a road station?
bool HasStationRail(Tile t)
Has this station tile a rail? In other words, is this station tile a rail station or rail waypoint?
static const int GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET
The offset for the drive through parts.
Definition station_map.h:36
bool IsOilRig(Tile t)
Is tile t part of an oilrig?
bool IsBuoyTile(Tile t)
Is tile t a buoy tile?
bool IsDock(Tile t)
Is tile t a dock tile?
@ Dock
Station with a dock.
@ Train
Station with train station.
@ Airport
Station with an airport.
StationType
Station types.
std::string FormatArrayAsHex(std::span< const uint8_t > data)
Format a byte array into a continuous hex string.
Definition string.cpp:78
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:91
static constexpr StringID SPECSTR_PRESIDENT_NAME
Special string for the president's name.
static constexpr StringID SPECSTR_TOWNNAME_START
Special strings for town names.
Information about a aircraft vehicle.
Aircraft, helicopters, rotors and their shadows belong to this class.
Definition aircraft.h:72
Class to backup a specific variable and restore it later.
void Restore()
Restore the variable.
Base class for all station-ish types.
TileArea train_station
Tile area the train 'station' part covers.
Owner owner
The owner of this station.
StationRect rect
NOSAVE: Station spread out rectangle maintained by StationRect::xxx() functions.
Town * town
The town this station is associated with.
static BaseStation * GetByTile(TileIndex tile)
Get the base station belonging to a specific tile.
VehicleType type
Type of vehicle.
static void AfterLoad()
Savegame conversion for cargopackets.
Helper class to perform the cargo payment.
Specification of a cargo type.
Definition cargotype.h:74
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo type.
Definition cargotype.h:137
TownAcceptanceEffect town_acceptance_effect
The effect that delivering this cargo type has on towns. Also affects destination of subsidies.
Definition cargotype.h:86
CompanySettings company
default values for per-company settings
Structure to return information about the closest depot location, and whether it could be found.
CompanySettings settings
settings specific for each company
static bool IsValidAiID(auto index)
Is this company a valid company, controlled by the computer (a NoAI program)?
bool freeform_edges
allow terraforming the tiles at the map edges
uint16_t max_bridge_length
maximum length of bridges
uint16_t terraform_frame_burst
how many tile heights may, over a short period, be terraformed?
uint16_t max_tunnel_length
maximum length of tunnels
uint16_t tree_frame_burst
how many trees may, over a short period, be planted?
uint8_t map_height_limit
the maximum allowed heightlevel
uint16_t clear_frame_burst
how many tiles may, over a short period, be cleared?
uint8_t number_towns
the amount of towns
uint32_t max_loan
the maximum initial loan
uint16_t competitors_interval
the interval (in minutes) between adding competitors
uint8_t industry_density
The industry density.
Disasters, like submarines, skyrangers and their shadows, belong to this class.
TownLayout town_layout
select town layout,
TimekeepingUnits timekeeping_units
time units to use for the game economy, either calendar or wallclock
bool allow_town_level_crossings
towns are allowed to build level crossings
bool allow_town_roads
towns are allowed to build roads (always allowed when generating world / in SE)
bool station_noise_level
build new airports when the town noise level is still within accepted limits
bool infrastructure_maintenance
enable monthly maintenance fee for owner infrastructure
uint8_t feeder_payment_share
percentage of leg payment to virtually pay in feeder systems
TownCargoGenMode town_cargogen_mode
algorithm for generating cargo from houses,
uint8_t larger_towns
the number of cities to build. These start off larger and grow twice as fast
uint64_t inflation_payment
Cumulated inflation of cargo payment since game start; 16 bit fractional part.
uint64_t inflation_prices
Cumulated inflation of prices since game start; 16 bit fractional part.
Money old_max_loan_unround
Old: Unrounded max loan.
uint16_t old_max_loan_unround_fract
Old: Fraction of the unrounded max loan.
EngineMiscFlags misc_flags
Miscellaneous flags.
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition saveload.h:418
Basic data to distinguish a GRF.
MD5Hash md5sum
MD5 checksum of file to distinguish files with the same GRF ID (eg. newer version of GRF)
TimerGameCalendar::Year ending_year
scoring end date
LandscapeType landscape
the landscape we're currently in
uint8_t snow_line_height
the configured snow line height (deduced from "snow_coverage")
uint8_t town_name
the town name generator used for town names
TimerGameCalendar::Year starting_year
starting date
LocaleSettings locale
settings related to used currency/unit system in the current game
PathfinderSettings pf
settings for all pathfinders
EconomySettings economy
settings to change the economy
ConstructionSettings construction
construction of things in-game
DifficultySettings difficulty
settings related to the difficulty
GameCreationSettings game_creation
settings used during the creation of a game (map)
StationSettings station
settings related to station management
VehicleSettings vehicle
options for vehicles
LinkGraphSettings linkgraph
settings for link graph calculations
Stores station stats for a single cargo.
@ Rating
This indicates whether a cargo has a rating at the station.
static void UpdateAfterLoad()
Update all caches after loading a game, changing NewGRF, etc.
Group data.
Definition group.h:72
static HouseSpec * Get(size_t house_id)
Get the spec for a house ID.
HouseExtraFlags extra_flags
some more flags
Definition house.h:113
void Reset()
Completely reset the industry build data.
Defines the data structure for constructing industry.
std::array< CargoType, INDUSTRY_NUM_INPUTS > accepts_cargo
16 accepted cargoes.
IndustryBehaviours behaviour
How this industry will behave, and how others entities can use it.
Defines the internal data of a functional industry.
Definition industry.h:63
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:235
uint16_t recalc_time
time (in days) for recalculating each link graph component.
DistributionType distribution_mail
distribution type for mail
DistributionType distribution_default
distribution type for all other goods
DistributionType distribution_pax
distribution type for passengers
DistributionType distribution_armoured
distribution type for armoured cargo class
uint16_t recalc_interval
time (in days) between subsequent checks for link graphs to be calculated.
uint8_t units_velocity_nautical
unit system for velocity of ships and aircraft
uint8_t currency
currency we currently use
uint8_t units_velocity
unit system for velocity of trains and road vehicles
uint8_t units_power
unit system for power
uint8_t units_height
unit system for height
uint8_t units_force
unit system for force
uint8_t units_volume
unit system for volume
uint8_t units_weight
unit system for weight
Size related data of the map.
Definition map_func.h:206
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:278
static IterateWrapper Iterate()
Returns an iterable ensemble of all Tiles.
Definition map_func.h:362
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition map_func.h:269
static uint MaxY()
Gets the maximum Y coordinate within the map, including MP_VOID.
Definition map_func.h:305
static debug_inline uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition map_func.h:296
An object, such as transmitter, on the map.
Definition object_base.h:23
ObjectType type
Type of the object.
Definition object_base.h:24
Town * town
Town the object is built in.
Definition object_base.h:25
static void IncTypeCount(ObjectType type)
Increment the count of objects for this type.
Definition object_base.h:45
TimerGameCalendar::Date build_date
Date of construction.
Definition object_base.h:27
TileArea location
Location of the object.
Definition object_base.h:26
Data for backing up an order of a vehicle so it can be restored after a vehicle is rebuilt in the sam...
Shared order list linking together the linked list of orders and the list of vehicles sharing this or...
Definition order_base.h:258
bool IsType(OrderType type) const
Check whether this order is of the given type.
Definition order_base.h:70
uint16_t w
The width of the area.
TileIndex tile
The base tile of the area.
uint16_t h
The height of the area.
uint8_t wait_for_pbs_path
how long to wait for a path reservation.
uint8_t wait_oneway_signal
waitingtime in days before a oneway signal
bool reverse_at_signals
whether to reverse at signals at all
bool forbid_90_deg
forbid trains to make 90 deg turns
uint8_t wait_twoway_signal
waitingtime in days before a twoway signal
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
static Titem * Get(auto index)
Returns Titem with given index.
static size_t GetNumItems()
Returns number of valid items in the pool.
Tindex index
Index of this pool item.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static bool IsValidID(auto index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static Titem * GetIfValid(auto index)
Returns Titem with given index.
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
RailType railtype
Railtype, mangled if elrail is disabled.
Definition engine_type.h:50
A Stop for a Road Vehicle.
Buses, trucks and trams belong to this class.
Definition roadveh.h:98
uint8_t state
Definition roadveh.h:100
RoadType roadtype
NOSAVE: Roadtype of this vehicle.
Definition roadveh.h:108
uint8_t acceleration
Acceleration (1 unit = 1/3.2 mph per tick = 0.5 km-ish/h per tick)
Definition engine_type.h:75
All ships have this type.
Definition ship.h:32
static bool IsExpected(const BaseStation *st)
Helper for checking whether the given station is of this type.
static Pool::IterateWrapper< Station > Iterate(size_t from=0)
Returns an iterable ensemble of all valid stations of type T.
static Station * Get(auto index)
Gets station with given index.
static Station * GetIfValid(auto index)
Returns station if the index is a valid index for this station type.
static Station * From(BaseStation *st)
Converts a BaseStation to SpecializedStation with type checking.
T * Next() const
Get next vehicle in the chain.
static Pool::IterateWrapper< T > Iterate(size_t from=0)
Returns an iterable ensemble of all valid vehicles of type T.
static T * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
bool modified_catchment
different-size catchment areas
bool serve_neutral_industries
company stations can serve industries with attached neutral stations
Station data structure.
RoadStop * bus_stops
All the road stops.
static void RecomputeCatchmentForAll()
Recomputes catchment of all stations.
Definition station.cpp:533
RoadStop * truck_stops
All the truck stops.
Struct about subsidies, offered and awarded.
Town data structure.
Definition town.h:52
'Train' is either a loco or a wagon.
Definition train.h:90
Default settings for vehicles.
uint8_t plane_crashes
number of plane crashes, 0 = none, 1 = reduced, 2 = normal
uint8_t roadveh_acceleration_model
realistic acceleration for road vehicles
uint8_t roadveh_slope_steepness
Steepness of hills for road vehicles when using realistic acceleration.
uint8_t train_acceleration_model
realistic acceleration for trains
uint8_t train_slope_steepness
Steepness of hills for trains when using realistic acceleration.
uint8_t road_side
the side of the road vehicles drive on
bool dynamic_engines
enable dynamic allocation of engine data
uint8_t max_train_length
maximum length for trains
uint8_t plane_speed
divisor for speed of aircraft
bool disable_elrails
when true, the elrails are disabled
Vehicle data structure.
Direction direction
facing
VehStates vehstatus
Status.
Order current_order
The current order (+ status, like: loading)
int32_t y_pos
y coordinate.
int32_t x_pos
x coordinate.
TileIndex tile
Current tile index.
Owner owner
Which company owns the vehicle?
Representation of a waypoint.
void RebuildSubsidisedSourceAndDestinationCache()
Perform a full rebuild of the subsidies cache.
Definition subsidy.cpp:103
bool MayAnimateTile(TileIndex tile)
Test if a tile may be animated.
Definition tile_cmd.h:203
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition tile_map.cpp:95
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition tile_map.cpp:136
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:116
uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition tile_map.h:324
bool IsTileOwner(Tile tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition tile_map.h:214
void SetTileType(Tile tile, TileType type)
Set the type of a tile.
Definition tile_map.h:131
Owner GetTileOwner(Tile tile)
Returns the owner of a tile.
Definition tile_map.h:178
void SetTileOwner(Tile tile, Owner owner)
Sets the owner of a tile.
Definition tile_map.h:198
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition tile_map.h:312
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
void SetAnimationFrame(Tile t, uint8_t frame)
Set a new animation frame.
Definition tile_map.h:262
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
void SetTropicZone(Tile tile, TropicZone type)
Set the tropic zone.
Definition tile_map.h:225
static debug_inline uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
static const uint TILE_HEIGHT
Height of a height level in world coordinate AND in pixels in ZOOM_BASE.
Definition tile_type.h:18
static const uint MIN_SNOWLINE_HEIGHT
Minimum snowline height.
Definition tile_type.h:32
static const uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
static const uint TILE_UNIT_MASK
For masking in/out the inner-tile world coordinate units.
Definition tile_type.h:16
@ TROPICZONE_NORMAL
Normal tropiczone.
Definition tile_type.h:77
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:95
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > > TileIndex
The index/ID of a Tile.
Definition tile_type.h:87
@ MP_TREES
Tile got trees.
Definition tile_type.h:52
@ MP_ROAD
A tile with road (or tram tracks)
Definition tile_type.h:50
@ MP_STATION
A tile of a station.
Definition tile_type.h:53
@ MP_TUNNELBRIDGE
Tunnel entry/exit and bridge heads.
Definition tile_type.h:57
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:48
@ MP_HOUSE
A house by a town.
Definition tile_type.h:51
@ MP_WATER
Water tile.
Definition tile_type.h:54
@ MP_RAILWAY
A railway.
Definition tile_type.h:49
@ MP_INDUSTRY
Part of an industry.
Definition tile_type.h:56
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition tile_type.h:55
@ MP_OBJECT
Contains objects such as transmitters and owned land.
Definition tile_type.h:58
static const uint TOWN_GROWTH_WINTER
The town only needs this cargo in the winter (any amount)
Definition town.h:31
const CargoSpec * FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect)
Determines the first cargo with a certain town effect.
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
static const uint TOWN_GROWTH_DESERT
The town needs the cargo for growth when on desert (any amount)
Definition town.h:32
@ TOWN_CUSTOM_GROWTH
Growth rate is controlled by GS.
Definition town.h:197
void UpdateTownMaxPass(Town *t)
Update the maximum amount of monthly passengers and mail for a town, based on its population.
void ClearAllTownCachedNames()
Clear the cached_name of all towns.
Definition town_cmd.cpp:435
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold=UINT_MAX)
Return the town closest to the given tile within threshold.
static const uint16_t TOWN_GROWTH_RATE_NONE
Special value for Town::growth_rate to disable town growth.
Definition town.h:33
void MakeDefaultName(T *obj)
Set the default name for a depot/waypoint.
Definition town.h:246
void UpdateAllTownVirtCoords()
Update the virtual coords needed to draw the town sign for all towns.
Definition town_cmd.cpp:427
HouseID GetHouseType(Tile t)
Get the type of this house, which is an index into the house spec array.
Definition town_map.h:60
void SetHouseType(Tile t, HouseID house_id)
Set the house type.
Definition town_map.h:71
void SetLiftPosition(Tile t, uint8_t pos)
Set the position of the lift on this animated house.
Definition town_map.h:157
void SetHouseCompleted(Tile t, bool status)
Mark this house as been completed.
Definition town_map.h:178
void SetHouseProtected(Tile t, bool house_protected)
Set a house as protected from removal by towns.
Definition town_map.h:93
void SetTownIndex(Tile t, TownID index)
Set the town index for a road or house tile.
Definition town_map.h:35
bool IsHouseCompleted(Tile t)
Get the completion of this house.
Definition town_map.h:167
static constexpr int RATING_INITIAL
initial rating
Definition town_type.h:45
@ TCGM_ORIGINAL
Original algorithm (quadratic cargo by population)
Definition town_type.h:106
TownLayout
Town Layouts.
Definition town_type.h:81
@ TL_RANDOM
Random town layout.
Definition town_type.h:88
@ TL_BETTER_ROADS
Extended original algorithm (min. 2 distance between roads)
Definition town_type.h:84
TrackBits DiagDirToDiagTrackBits(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal track bits incidating with that diagdir.
Definition track_func.h:524
Trackdir DiagDirToDiagTrackdir(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal trackdir that runs in that direction.
Definition track_func.h:537
TrackBits TrackStatusToTrackBits(TrackStatus ts)
Returns the present-track-information of a TrackStatus.
Definition track_func.h:363
TrackBits
Allow incrementing of Track variables.
Definition track_type.h:35
@ TRACK_BIT_WORMHOLE
Bitflag for a wormhole (used for tunnels)
Definition track_type.h:52
@ TRACK_BIT_Y
Y-axis track.
Definition track_type.h:38
@ TRACK_BIT_NONE
No track.
Definition track_type.h:36
@ TRACK_BIT_X
X-axis track.
Definition track_type.h:37
@ INVALID_TRACK
Flag for an invalid track.
Definition track_type.h:28
@ TRACK_LOWER
Track in the lower corner of the tile (south)
Definition track_type.h:24
@ TRACK_UPPER
Track in the upper corner of the tile (north)
Definition track_type.h:23
void CheckTrainsLengths()
Checks if lengths of all rail vehicles are valid.
Definition train_cmd.cpp:76
@ TFP_NONE
Normal operation.
Definition train.h:38
@ TFP_STUCK
Proceed till next signal, but ignore being stuck till then. This includes force leaving depots.
Definition train.h:39
TransportType
Available types of transport.
@ TRANSPORT_RAIL
Transport by train.
@ TRANSPORT_ROAD
Transport by road vehicle.
TreeGround GetTreeGround(Tile t)
Returns the groundtype for tree tiles.
Definition tree_map.h:102
TreeGround
Enumeration for ground types of tiles with trees.
Definition tree_map.h:52
@ TREE_GROUND_SHORE
shore
Definition tree_map.h:56
@ TREE_GROUND_SNOW_DESERT
a desert or snow tile, depend on landscape
Definition tree_map.h:55
bool IsTunnelTile(Tile t)
Is this a tunnel (entrance)?
Definition tunnel_map.h:34
const uint8_t _tunnel_visibility_frame[DIAGDIR_END]
Frame when a vehicle should be hidden in a tunnel with a certain direction.
DiagDirection GetTunnelBridgeDirection(Tile t)
Get the direction pointing to the other end.
TransportType GetTunnelBridgeTransportType(Tile t)
Tunnel: Get the transport type of the tunnel (road or rail) Bridge: Get the transport type of the bri...
TileIndex GetOtherTunnelBridgeEnd(Tile t)
Determines type of the wormhole and returns its other end.
void SetTunnelBridgeReservation(Tile t, bool b)
Set the reservation state of the rail tunnel/bridge.
@ Crashed
Vehicle is crashed.
@ Hidden
Vehicle is not visible.
@ Stopped
Vehicle is stopped by the player.
@ VEH_INVALID
Non-existing type of vehicle.
@ VEH_ROAD
Road vehicle type.
@ VEH_SHIP
Ship vehicle type.
@ VEH_TRAIN
Train vehicle type.
void MakeVoid(Tile t)
Make a nice void tile ;)
Definition void_map.h:19
void MakeShore(Tile t)
Helper function to make a coast tile.
Definition water_map.h:381
void SetWaterClass(Tile t, WaterClass wc)
Set the water class at a tile.
Definition water_map.h:124
bool IsShipDepot(Tile t)
Is it a water tile with a ship depot on it?
Definition water_map.h:222
WaterClass
classes of water (for WATER_TILE_CLEAR water tile type).
Definition water_map.h:39
@ WATER_CLASS_SEA
Sea.
Definition water_map.h:40
@ WATER_CLASS_CANAL
Canal.
Definition water_map.h:41
@ WATER_CLASS_INVALID
Used for industry tiles on land (also for oilrig if newgrf says so).
Definition water_map.h:43
@ WATER_CLASS_RIVER
River.
Definition water_map.h:42
bool IsShipDepotTile(Tile t)
Is it a ship depot tile?
Definition water_map.h:232
bool IsCoast(Tile t)
Is it a coast tile?
Definition water_map.h:201
WaterTileType GetWaterTileType(Tile t)
Get the water tile type of a tile.
Definition water_map.h:78
void SetNonFloodingWaterTile(Tile t, bool b)
Set the non-flooding water tile state of a tile.
Definition water_map.h:524
void SetWaterTileType(Tile t, WaterTileType type)
Set the water tile type of a tile.
Definition water_map.h:89
WaterClass GetWaterClass(Tile t)
Get the water class at a tile.
Definition water_map.h:112
void MakeCanal(Tile t, Owner o, uint8_t random_bits)
Make a canal tile.
Definition water_map.h:443
uint8_t GetLockPart(Tile t)
Get the part of a lock.
Definition water_map.h:326
TileIndex GetOtherShipDepotTile(Tile t)
Get the other tile of the ship depot.
Definition water_map.h:278
@ WATER_TILE_COAST
Coast.
Definition water_map.h:33
@ WATER_TILE_LOCK
Water lock.
Definition water_map.h:34
@ WATER_TILE_DEPOT
Water Depot.
Definition water_map.h:35
@ WATER_TILE_CLEAR
Plain water.
Definition water_map.h:32
void SetDockingTile(Tile t, bool b)
Set the docking tile state of a tile.
Definition water_map.h:361
@ LOCK_PART_MIDDLE
Middle part of a lock.
Definition water_map.h:66
bool IsWater(Tile t)
Is it a plain water tile?
Definition water_map.h:147
bool IsLock(Tile t)
Is there a lock on a given water tile?
Definition water_map.h:303
void MakeSea(Tile t)
Make a sea tile.
Definition water_map.h:422
void ResetWindowSystem()
Reset the windowing system, by means of shutting it down followed by re-initialization.
Definition window.cpp:1821
void InvalidateWindowData(WindowClass cls, WindowNumber number, int data, bool gui_scope)
Mark window data of the window of a given class and specific window number as invalid (in need of re-...
Definition window.cpp:3224
void InvalidateWindowClassesData(WindowClass cls, int data, bool gui_scope)
Mark window data of all windows of a given class as invalid (in need of re-computing) Note that by de...
Definition window.cpp:3241
@ WC_COMPANY_INFRASTRUCTURE
Company infrastructure overview; Window numbers:
@ WC_COMPANY_COLOUR
Company colour selection; Window numbers:
@ WC_BUILD_TOOLBAR
Build toolbar; Window numbers:
Definition window_type.h:75
void YapfNotifyTrackLayoutChange(TileIndex tile, Track track)
Use this function to notify YAPF that track layout (or signal configuration) has change.
ZoomLevel
All zoom levels we know.
Definition zoom_type.h:16