OpenTTD Source 20260107-master-g88a467db19
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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
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());
79extern void ClearOldOrders();
80
91void SetWaterClassDependingOnSurroundings(Tile t, bool include_invalid_water_class)
92{
93 /* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
94 * Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
95 if (!IsTileFlat(t)) {
96 if (include_invalid_water_class) {
98 return;
99 } else {
100 SlErrorCorrupt("Invalid water class for dry tile");
101 }
102 }
103
104 /* Mark tile dirty in all cases */
106
107 if (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == Map::MaxX() - 1 || TileY(t) == Map::MaxY() - 1) {
108 /* tiles at map borders are always WaterClass::Sea */
110 return;
111 }
112
113 bool has_water = false;
114 bool has_canal = false;
115 bool has_river = false;
116
117 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
118 Tile neighbour = TileAddByDiagDir(t, dir);
119 switch (GetTileType(neighbour)) {
120 case MP_WATER:
121 /* clear water and shipdepots have already a WaterClass associated */
122 if (IsCoast(neighbour)) {
123 has_water = true;
124 } else if (!IsLock(neighbour)) {
125 switch (GetWaterClass(neighbour)) {
126 case WaterClass::Sea: has_water = true; break;
127 case WaterClass::Canal: has_canal = true; break;
128 case WaterClass::River: has_river = true; break;
129 default: SlErrorCorrupt("Invalid water class for tile");
130 }
131 }
132 break;
133
134 case MP_RAILWAY:
135 /* Shore or flooded halftile */
136 has_water |= (GetRailGroundType(neighbour) == RailGroundType::HalfTileWater);
137 break;
138
139 case MP_TREES:
140 /* trees on shore */
141 has_water |= (GB(neighbour.m2(), 4, 2) == TREE_GROUND_SHORE);
142 break;
143
144 default: break;
145 }
146 }
147
148 if (!has_water && !has_canal && !has_river && include_invalid_water_class) {
150 return;
151 }
152
153 if (has_river && !has_canal) {
155 } else if (has_canal || !has_water) {
157 } else {
159 }
160}
161
162static void ConvertTownOwner()
163{
164 for (auto tile : Map::Iterate()) {
165 switch (GetTileType(tile)) {
166 case MP_ROAD:
167 if (GB(tile.m5(), 4, 2) == to_underlying(RoadTileType::Crossing) && HasBit(tile.m3(), 7)) {
168 tile.m3() = OWNER_TOWN.base();
169 }
170 [[fallthrough]];
171
172 case MP_TUNNELBRIDGE:
173 if (tile.m1() & 0x80) SetTileOwner(tile, OWNER_TOWN);
174 break;
175
176 default: break;
177 }
178 }
179}
180
181/* since savegame version 4.1, exclusive transport rights are stored at towns */
182static void UpdateExclusiveRights()
183{
184 for (Town *t : Town::Iterate()) {
185 t->exclusivity = CompanyID::Invalid();
186 }
187}
188
189static const uint8_t convert_currency[] = {
190 0, 1, 12, 8, 3,
191 10, 14, 19, 4, 5,
192 9, 11, 13, 6, 17,
193 16, 22, 21, 7, 15,
194 18, 2, 20,
195};
196
197/* since savegame version 4.2 the currencies are arranged differently */
198static void UpdateCurrencies()
199{
201}
202
203/* Up to revision 1413 the invisible tiles at the southern border have not been
204 * MP_VOID, even though they should have. This is fixed by this function
205 */
206static void UpdateVoidTiles()
207{
208 for (uint x = 0; x < Map::SizeX(); x++) MakeVoid(TileXY(x, Map::MaxY()));
209 for (uint y = 0; y < Map::SizeY(); y++) MakeVoid(TileXY(Map::MaxX(), y));
210}
211
212static inline RailType UpdateRailType(RailType rt, RailType min)
213{
214 return rt >= min ? (RailType)(rt + 1): rt;
215}
216
221{
225 UpdateAllTextEffectVirtCoords();
226 RebuildViewportKdtree();
227}
228
229void ClearAllCachedNames()
230{
231 ClearAllStationCachedNames();
233 ClearAllIndustryCachedNames();
234}
235
246{
247 /* Initialize windows */
250
251 /* Update coordinates of the signs. */
252 ClearAllCachedNames();
254 ResetViewportAfterLoadGame();
255
256 for (Company *c : Company::Iterate()) {
257 /* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
258 * accordingly if it is not the case. No need to set it on companies that are not been used already,
259 * thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
260 if (_file_to_saveload.ftype.abstract == FT_SCENARIO && c->inaugurated_year != EconomyTime::MIN_YEAR) {
261 c->inaugurated_year = TimerGameEconomy::year;
262 }
263 }
264
265 /* Count number of objects per type */
266 for (Object *o : Object::Iterate()) {
267 Object::IncTypeCount(o->type);
268 }
269
270 /* Identify owners of persistent storage arrays */
271 for (Industry *i : Industry::Iterate()) {
272 if (i->psa != nullptr) {
273 i->psa->feature = GSF_INDUSTRIES;
274 i->psa->tile = i->location.tile;
275 }
276 }
277 for (Station *s : Station::Iterate()) {
278 if (s->airport.psa != nullptr) {
279 s->airport.psa->feature = GSF_AIRPORTS;
280 s->airport.psa->tile = s->airport.tile;
281 }
282 }
283 for (Town *t : Town::Iterate()) {
284 for (auto &it : t->psa_list) {
285 it->feature = GSF_FAKE_TOWNS;
286 it->tile = t->xy;
287 }
288 }
289 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
290 if (rv->IsFrontEngine()) {
291 rv->CargoChanged();
292 }
293 }
294
296
298
300
301 /* Towns have a noise controlled number of airports system
302 * So each airport's noise value must be added to the town->noise_reached value
303 * Reset each town's noise_reached value to '0' before. */
305
308
309 /* Rebuild the smallmap list of owners. */
311}
312
313typedef void (CDECL *SignalHandlerPointer)(int);
314static SignalHandlerPointer _prev_segfault = nullptr;
315static SignalHandlerPointer _prev_abort = nullptr;
316static SignalHandlerPointer _prev_fpe = nullptr;
317
318static void CDECL HandleSavegameLoadCrash(int signum);
319
324static void SetSignalHandlers()
325{
326 _prev_segfault = signal(SIGSEGV, HandleSavegameLoadCrash);
327 _prev_abort = signal(SIGABRT, HandleSavegameLoadCrash);
328 _prev_fpe = signal(SIGFPE, HandleSavegameLoadCrash);
329}
330
335{
336 signal(SIGSEGV, _prev_segfault);
337 signal(SIGABRT, _prev_abort);
338 signal(SIGFPE, _prev_fpe);
339}
340
343
353
360static void CDECL HandleSavegameLoadCrash(int signum)
361{
363
364 std::string message;
365 message.reserve(1024);
366 message += "Loading your savegame caused OpenTTD to crash.\n";
367
368 _saveload_crash_with_missing_newgrfs = std::ranges::any_of(_grfconfig, [](const auto &c) { return c->flags.Test(GRFConfigFlag::Compatible) || c->status == GCS_NOT_FOUND; });
369
371 message +=
372 "This is most likely caused by a missing NewGRF or a NewGRF that\n"
373 "has been loaded as replacement for a missing NewGRF. OpenTTD\n"
374 "cannot easily determine whether a replacement NewGRF is of a newer\n"
375 "or older version.\n"
376 "It will load a NewGRF with the same GRF ID as the missing NewGRF.\n"
377 "This means that if the author makes incompatible NewGRFs with the\n"
378 "same GRF ID, OpenTTD cannot magically do the right thing. In most\n"
379 "cases, OpenTTD will load the savegame and not crash, but this is an\n"
380 "exception.\n"
381 "Please load the savegame with the appropriate NewGRFs installed.\n"
382 "The missing/compatible NewGRFs are:\n";
383
384 for (const auto &c : _grfconfig) {
385 if (c->flags.Test(GRFConfigFlag::Compatible)) {
386 const GRFIdentifier &replaced = _gamelog.GetOverriddenIdentifier(*c);
387 format_append(message, "NewGRF {:08X} (checksum {}) not found.\n Loaded NewGRF \"{}\" (checksum {}) with same GRF ID instead.\n",
388 std::byteswap(c->ident.grfid), FormatArrayAsHex(c->original_md5sum), c->filename, FormatArrayAsHex(replaced.md5sum));
389 }
390 if (c->status == GCS_NOT_FOUND) {
391 format_append(message, "NewGRF {:08X} ({}) not found; checksum {}.\n",
392 std::byteswap(c->ident.grfid), c->filename, FormatArrayAsHex(c->ident.md5sum));
393 }
394 }
395 } else {
396 message +=
397 "This is probably caused by a corruption in the savegame.\n"
398 "Please file a bug report and attach this savegame.\n";
399 }
400
401 ShowInfoI(message);
402
403 SignalHandlerPointer call = nullptr;
404 switch (signum) {
405 case SIGSEGV: call = _prev_segfault; break;
406 case SIGABRT: call = _prev_abort; break;
407 case SIGFPE: call = _prev_fpe; break;
408 default: NOT_REACHED();
409 }
410 if (call != nullptr) call(signum);
411}
412
419{
421
422 /* remove leftover rail piece from crossing (from very old savegames) */
423 Train *v = nullptr;
424 for (Train *w : Train::Iterate()) {
425 if (w->tile == TileIndex(t)) {
426 v = w;
427 break;
428 }
429 }
430
431 if (v != nullptr) {
432 /* when there is a train on crossing (it could happen in TTD), set owner of crossing to train owner */
433 SetTileOwner(t, v->owner);
434 return;
435 }
436
437 /* try to find any connected rail */
438 for (DiagDirection dd = DIAGDIR_BEGIN; dd < DIAGDIR_END; dd++) {
439 TileIndex tt{t + TileOffsByDiagDir(dd)};
440 if (GetTileTrackStatus(t, TRANSPORT_RAIL, 0, dd) != 0 &&
444 return;
445 }
446 }
447
448 if (IsLevelCrossingTile(t)) {
449 /* else change the crossing to normal road (road vehicles won't care) */
450 Owner road = GetRoadOwner(t, RTT_ROAD);
451 Owner tram = GetRoadOwner(t, RTT_TRAM);
453 bool hasroad = HasBit(t.m7(), 6);
454 bool hastram = HasBit(t.m7(), 7);
455
456 /* MakeRoadNormal */
458 SetTileOwner(t, road);
459 t.m3() = (hasroad ? bits : 0);
460 t.m5() = (hastram ? bits : 0) | to_underlying(RoadTileType::Normal) << 6;
461 SB(t.m6(), 2, 4, 0);
462 SetRoadOwner(t, RTT_TRAM, tram);
463 return;
464 }
465
466 /* if it's not a crossing, make it clean land */
467 MakeClear(t, CLEAR_GRASS, 0);
468}
469
477{
478 /* Compute place where this vehicle entered the tile */
479 int entry_x = v->x_pos;
480 int entry_y = v->y_pos;
481 switch (dir) {
482 case DIR_NE: entry_x |= TILE_UNIT_MASK; break;
483 case DIR_NW: entry_y |= TILE_UNIT_MASK; break;
484 case DIR_SW: entry_x &= ~TILE_UNIT_MASK; break;
485 case DIR_SE: entry_y &= ~TILE_UNIT_MASK; break;
486 case INVALID_DIR: break;
487 default: NOT_REACHED();
488 }
489 uint8_t entry_z = GetSlopePixelZ(entry_x, entry_y, true);
490
491 /* Compute middle of the tile. */
492 int middle_x = (v->x_pos & ~TILE_UNIT_MASK) + TILE_SIZE / 2;
493 int middle_y = (v->y_pos & ~TILE_UNIT_MASK) + TILE_SIZE / 2;
494 uint8_t middle_z = GetSlopePixelZ(middle_x, middle_y, true);
495
496 /* middle_z == entry_z, no height change. */
497 if (middle_z == entry_z) return 0;
498
499 /* middle_z < entry_z, we are going downwards. */
500 if (middle_z < entry_z) return 1U << GVF_GOINGDOWN_BIT;
501
502 /* middle_z > entry_z, we are going upwards. */
503 return 1U << GVF_GOINGUP_BIT;
504}
505
512{
513 for (Vehicle *v : Vehicle::Iterate()) {
514 if (v->IsGroundVehicle()) {
515 /*
516 * Either the vehicle is not actually on the given tile, i.e. it is
517 * in the wormhole of a bridge or a tunnel, or the Z-coordinate must
518 * be the same as when it would be recalculated right now.
519 */
520 assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopePixelZ(v->x_pos, v->y_pos, true));
521 }
522 }
523}
524
531static inline bool MayHaveBridgeAbove(Tile t)
532{
533 return IsTileType(t, MP_CLEAR) || IsTileType(t, MP_RAILWAY) || IsTileType(t, MP_ROAD) ||
535}
536
540static void StartScripts()
541{
542 /* Script debug window requires AIs to be started before trying to start GameScript. */
543
544 /* Start the AIs. */
545 for (const Company *c : Company::Iterate()) {
546 if (Company::IsValidAiID(c->index)) AI::StartNew(c->index);
547 }
548
549 /* Start the GameScript. */
551
553}
554
561{
563
564 extern TileIndex _cur_tileloop_tile; // From landscape.cpp.
565 /* The LFSR used in RunTileLoop iteration cannot have a zeroed state, make it non-zeroed. */
566 if (_cur_tileloop_tile == 0) _cur_tileloop_tile = TileIndex{1};
567
569
572
573 RebuildTownKdtree();
574 RebuildStationKdtree();
575 /* This needs to be done even before conversion, because some conversions will destroy objects
576 * that otherwise won't exist in the tree. */
577 RebuildViewportKdtree();
578
579 /* Group hierarchy may be evaluated during conversion, so ensure its correct early on. */
581
583
587 Debug(net, 0, "The loading savegame was paused due to an error state");
588 Debug(net, 0, " This savegame cannot be used for multiplayer");
589 /* Restore the signals */
591 return false;
592 } else if (!_networking || _network_server) {
593 /* If we are in singleplayer mode, i.e. not networking, and loading the
594 * savegame or we are loading the savegame as network server we do
595 * not want to be bothered by being paused because of the automatic
596 * reason of a network server, e.g. joining clients or too few
597 * active clients. Note that resetting these values for a network
598 * client are very bad because then the client is going to execute
599 * the game loop when the server is not, i.e. it desyncs. */
601 }
602
603 /* In very old versions, size of train stations was stored differently.
604 * They had swapped width and height if station was built along the Y axis.
605 * TTO and TTD used 3 bits for width/height, while OpenTTD used 4.
606 * Because the data stored by TTDPatch are unusable for rail stations > 7x7,
607 * recompute the width and height. Doing this unconditionally for all old
608 * savegames simplifies the code. */
610 for (Station *st : Station::Iterate()) {
611 st->train_station.w = st->train_station.h = 0;
612 }
613 for (auto t : Map::Iterate()) {
614 if (!IsTileType(t, MP_STATION)) continue;
615 if (t.m5() > 7) continue; // is it a rail station tile?
616 Station *st = Station::Get(t.m2());
617 assert(st->train_station.tile != 0);
618 int dx = TileX(t) - TileX(st->train_station.tile);
619 int dy = TileY(t) - TileY(st->train_station.tile);
620 assert(dx >= 0 && dy >= 0);
621 st->train_station.w = std::max<uint>(st->train_station.w, dx + 1);
622 st->train_station.h = std::max<uint>(st->train_station.h, dy + 1);
623 }
624 }
625
628
629 /* In old savegame versions, the heightlevel was coded in bits 0..3 of the type field */
630 for (auto t : Map::Iterate()) {
631 t.height() = GB(t.type(), 0, 4);
632 SB(t.type(), 0, 2, GB(t.m6(), 0, 2));
633 SB(t.m6(), 0, 2, 0);
634 if (MayHaveBridgeAbove(t)) {
635 SB(t.type(), 2, 2, GB(t.m6(), 6, 2));
636 SB(t.m6(), 6, 2, 0);
637 } else {
638 SB(t.type(), 2, 2, 0);
639 }
640 }
641 }
642
643 /* in version 2.1 of the savegame, town owner was unified. */
644 if (IsSavegameVersionBefore(SLV_2, 1)) ConvertTownOwner();
645
646 /* from version 4.1 of the savegame, exclusive rights are stored at towns */
647 if (IsSavegameVersionBefore(SLV_4, 1)) UpdateExclusiveRights();
648
649 /* from version 4.2 of the savegame, currencies are in a different order */
650 if (IsSavegameVersionBefore(SLV_4, 2)) UpdateCurrencies();
651
652 /* In old version there seems to be a problem that water is owned by
653 * OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
654 * (4.3) version, so I just check when versions are older, and then
655 * walk through the whole map.. */
657 for (const auto t : Map::Iterate()) {
658 if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_COMPANIES) {
660 }
661 }
662 }
663
665 for (Company *c : Company::Iterate()) {
666 c->name = CopyFromOldName(c->name_1);
667 if (!c->name.empty()) c->name_1 = STR_SV_UNNAMED;
668 c->president_name = CopyFromOldName(c->president_name_1);
669 if (!c->president_name.empty()) c->president_name_1 = SPECSTR_PRESIDENT_NAME;
670 }
671
672 for (Station *st : Station::Iterate()) {
673 st->name = CopyFromOldName(st->string_id);
674 /* generating new name would be too much work for little effect, use the station name fallback */
675 if (!st->name.empty()) st->string_id = STR_SV_STNAME_FALLBACK;
676 }
677
678 for (Town *t : Town::Iterate()) {
679 t->name = CopyFromOldName(t->townnametype);
680 if (!t->name.empty()) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
681 }
682 }
683
684 /* From this point the old names array is cleared. */
686
688 /* no station is determined by 'tile == INVALID_TILE' now (instead of '0') */
689 for (Station *st : Station::Iterate()) {
690 if (st->airport.tile == 0) st->airport.tile = INVALID_TILE;
691 if (st->train_station.tile == 0) st->train_station.tile = INVALID_TILE;
692 }
693
694 /* the same applies to Company::location_of_HQ */
695 for (Company *c : Company::Iterate()) {
696 if (c->location_of_HQ == 0 || (IsSavegameVersionBefore(SLV_4) && c->location_of_HQ == 0xFFFF)) {
697 c->location_of_HQ = INVALID_TILE;
698 }
699 }
700 }
701
702 /* convert road side to my format. */
704
705 /* Check if all NewGRFs are present, we are very strict in MP mode */
707 for (const auto &c : _grfconfig) {
708 if (c->status == GCS_NOT_FOUND) {
709 _gamelog.GRFRemove(c->ident.grfid);
710 } else if (c->flags.Test(GRFConfigFlag::Compatible)) {
711 _gamelog.GRFCompatible(c->ident);
712 }
713 }
714
715 if (_networking && gcf_res != GLC_ALL_GOOD) {
716 SetSaveLoadError(STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH);
717 /* Restore the signals */
719 return false;
720 }
721
722 switch (gcf_res) {
723 case GLC_COMPATIBLE: ShowErrorMessage(GetEncodedString(STR_NEWGRF_COMPATIBLE_LOAD_WARNING), {}, WL_CRITICAL); break;
724 case GLC_NOT_FOUND: ShowErrorMessage(GetEncodedString(STR_NEWGRF_DISABLED_WARNING), {}, WL_CRITICAL); _pause_mode = PauseMode::Error; break;
725 default: break;
726 }
727
728 /* The value of TimerGameCalendar::date_fract got divided, so make sure that old games are converted correctly. */
730
731 /* Update current year
732 * must be done before loading sprites as some newgrfs check it */
734
735 /* Only new games can use wallclock units. */
737
738 /* Set the correct default for 'minutes per year' if the savegame was created before the setting existed. */
740
741 /* Update economy year. If we don't have a separate economy date saved, follow the calendar date. */
744 } else {
746 }
747
748 /*
749 * Force the old behaviour for compatibility reasons with old savegames. As new
750 * settings can only be loaded from new savegames loading old savegames with new
751 * versions of OpenTTD will normally initialize settings newer than the savegame
752 * version with "new game" defaults which the player can define to their liking.
753 * For some settings we override that to keep the behaviour the same as when the
754 * game was saved.
755 *
756 * Note that there is no non-stop in here. This is because the setting could have
757 * either value in TTDPatch. To convert it properly the user has to make sure the
758 * right value has been chosen in the settings. Otherwise we will be converting
759 * it incorrectly in half of the times without a means to correct that.
760 */
769 }
775 }
781 }
788 }
789
792 }
793
794 /* Convert linkgraph update settings from days to seconds. */
798 }
799
800 /* Load the sprites */
803
804 /* Copy temporary data to Engine pool */
806
807 /* Connect front and rear engines of multiheaded trains and converts
808 * subtype to the new format */
810
811 /* Connect front and rear engines of multiheaded trains */
813
814 /* Fix the CargoPackets *and* fix the caches of CargoLists.
815 * If this isn't done before Stations and especially Vehicles are
816 * running their AfterLoad we might get in trouble. In the case of
817 * vehicles we could give the wrong (cached) count of items in a
818 * vehicle which causes different results when getting their caches
819 * filled; and that could eventually lead to desyncs. */
821
822 /* Update all vehicles: Phase 1 */
824
825 /* Old orders are no longer needed. */
827
828 /* make sure there is a town in the game */
829 if (_game_mode == GM_NORMAL && Town::GetNumItems() == 0) {
830 SetSaveLoadError(STR_ERROR_NO_TOWN_IN_SCENARIO);
831 /* Restore the signals */
833 return false;
834 }
835
836 /* The void tiles on the southern border used to belong to a wrong class (pre 4.3).
837 * This problem appears in savegame version 21 too, see r3455. But after loading the
838 * savegame and saving again, the buggy map array could be converted to new savegame
839 * version. It didn't show up before r12070. */
840 if (IsSavegameVersionBefore(SLV_87)) UpdateVoidTiles();
841
842 /* Fix the cache for cargo payments. */
843 for (CargoPayment *cp : CargoPayment::Iterate()) {
844 cp->front->cargo_payment = cp;
845 cp->current_station = cp->front->last_station_visited;
846 }
847
848
850 /* Prior to SLV_WATER_TILE_TYPE, the water tile type was stored differently from the enumeration. This has to be
851 * converted before SLV_72 and SLV_82 conversions which use GetWaterTileType. */
852 static constexpr uint8_t WBL_COAST_FLAG = 0;
853
854 for (auto t : Map::Iterate()) {
855 if (!IsTileType(t, MP_WATER)) continue;
856
857 switch (GB(t.m5(), 4, 4)) {
858 case 0x0: /* Previously WBL_TYPE_NORMAL, Clear water or coast. */
860 break;
861
862 case 0x1: SetWaterTileType(t, WaterTileType::Lock); break; /* Previously WBL_TYPE_LOCK */
863 case 0x8: SetWaterTileType(t, WaterTileType::Depot); break; /* Previously WBL_TYPE_DEPOT */
864 default: SetWaterTileType(t, WaterTileType::Clear); break; /* Shouldn't happen... */
865 }
866 }
867 }
868
870 /* Locks in very old savegames had OWNER_WATER as owner */
871 for (auto t : Map::Iterate()) {
872 switch (GetTileType(t)) {
873 default: break;
874
875 case MP_WATER:
877 break;
878
879 case MP_STATION: {
880 if (HasBit(t.m6(), 3)) SetBit(t.m6(), 2);
881 StationGfx gfx = GetStationGfx(t);
882 StationType st;
883 if ( IsInsideMM(gfx, 0, 8)) { // Rail station
884 st = StationType::Rail;
885 SetStationGfx(t, gfx - 0);
886 } else if (IsInsideMM(gfx, 8, 67)) { // Airport
887 st = StationType::Airport;
888 SetStationGfx(t, gfx - 8);
889 } else if (IsInsideMM(gfx, 67, 71)) { // Truck
890 st = StationType::Truck;
891 SetStationGfx(t, gfx - 67);
892 } else if (IsInsideMM(gfx, 71, 75)) { // Bus
893 st = StationType::Bus;
894 SetStationGfx(t, gfx - 71);
895 } else if (gfx == 75) { // Oil rig
896 st = StationType::Oilrig;
897 SetStationGfx(t, gfx - 75);
898 } else if (IsInsideMM(gfx, 76, 82)) { // Dock
899 st = StationType::Dock;
900 SetStationGfx(t, gfx - 76);
901 } else if (gfx == 82) { // Buoy
902 st = StationType::Buoy;
903 SetStationGfx(t, gfx - 82);
904 } else if (IsInsideMM(gfx, 83, 168)) { // Extended airport
905 st = StationType::Airport;
906 SetStationGfx(t, gfx - 83 + 67 - 8);
907 } else if (IsInsideMM(gfx, 168, 170)) { // Drive through truck
908 st = StationType::Truck;
910 } else if (IsInsideMM(gfx, 170, 172)) { // Drive through bus
911 st = StationType::Bus;
913 } else {
914 /* Restore the signals */
916 return false;
917 }
918 SB(t.m6(), 3, 3, to_underlying(st));
919 break;
920 }
921 }
922 }
923 }
924
926 /* Expansion of station type field in m6 */
927 for (auto t : Map::Iterate()) {
928 if (IsTileType(t, MP_STATION)) {
929 ClrBit(t.m6(), 6);
930 }
931 }
932 }
933
934 for (const auto t : Map::Iterate()) {
935 switch (GetTileType(t)) {
936 case MP_STATION: {
938
939 /* Sanity check */
940 if (!IsBuoy(t) && bst->owner != GetTileOwner(t)) SlErrorCorrupt("Wrong owner for station tile");
941
942 /* Set up station spread */
943 bst->rect.BeforeAddTile(t, StationRect::ADD_FORCE);
944
945 /* Waypoints don't have road stops/oil rigs in the old format */
946 if (!Station::IsExpected(bst)) break;
947 Station *st = Station::From(bst);
948
949 switch (GetStationType(t)) {
950 case StationType::Truck:
951 case StationType::Bus:
953 /* Before version 5 you could not have more than 250 stations.
954 * Version 6 adds large maps, so you could only place 253*253
955 * road stops on a map (no freeform edges) = 64009. So, yes
956 * someone could in theory create such a full map to trigger
957 * this assertion, it's safe to assume that's only something
958 * theoretical and does not happen in normal games. */
960
961 /* From this version on there can be multiple road stops of the
962 * same type per station. Convert the existing stops to the new
963 * internal data structure. */
964 RoadStop *rs = RoadStop::Create(t);
965
966 RoadStop **head =
967 IsTruckStop(t) ? &st->truck_stops : &st->bus_stops;
968 *head = rs;
969 }
970 break;
971
972 case StationType::Oilrig: {
973 /* The internal encoding of oil rigs was changed twice.
974 * It was 3 (till 2.2) and later 5 (till 5.1).
975 * DeleteOilRig asserts on the correct type, and
976 * setting it unconditionally does not hurt.
977 */
978 Station::GetByTile(t)->airport.type = AT_OILRIG;
979
980 /* Very old savegames sometimes have phantom oil rigs, i.e.
981 * an oil rig which got shut down, but not completely removed from
982 * the map
983 */
984 TileIndex t1 = TileAddXY(t, 0, 1);
985 if (!IsTileType(t1, MP_INDUSTRY) || GetIndustryGfx(t1) != GFX_OILRIG_1) {
986 DeleteOilRig(t);
987 }
988 break;
989 }
990
991 default: break;
992 }
993 break;
994 }
995
996 default: break;
997 }
998 }
999
1000 /* In version 6.1 we put the town index in the map-array. To do this, we need
1001 * to use m2 (16bit big), so we need to clean m2, and that is where this is
1002 * all about ;) */
1004 for (auto t : Map::Iterate()) {
1005 switch (GetTileType(t)) {
1006 case MP_HOUSE:
1007 t.m4() = t.m2();
1009 break;
1010
1011 case MP_ROAD:
1012 t.m4() |= (t.m2() << 4);
1013 if (GB(t.m5(), 4, 2) == to_underlying(RoadTileType::Depot)) break;
1014 if ((GB(t.m5(), 4, 2) == to_underlying(RoadTileType::Crossing) ? (Owner)t.m3() : GetTileOwner(t)) == OWNER_TOWN) {
1016 } else {
1017 SetTownIndex(t, TownID::Begin());
1018 }
1019 break;
1020
1021 default: break;
1022 }
1023 }
1024 }
1025
1026 /* Force the freeform edges to false for old savegames. */
1029 }
1030
1031 /* From version 9.0, we update the max passengers of a town (was sometimes negative
1032 * before that. */
1034 for (Town *t : Town::Iterate()) UpdateTownMaxPass(t);
1035 }
1036
1037 /* From version 16.0, we included autorenew on engines, which are now saved, but
1038 * of course, we do need to initialize them for older savegames. */
1040 for (Company *c : Company::Iterate()) {
1041 c->engine_renew_list = nullptr;
1042 c->settings.engine_renew = false;
1043 c->settings.engine_renew_months = 6;
1044 c->settings.engine_renew_money = 100000;
1045 }
1046
1047 /* When loading a game, _local_company is not yet set to the correct value.
1048 * However, in a dedicated server we are a spectator, so nothing needs to
1049 * happen. In case we are not a dedicated server, the local company always
1050 * becomes the first available company, unless we are in the scenario editor
1051 * where all the companies are 'invalid'.
1052 */
1054 if (!_network_dedicated && c != nullptr) {
1056 }
1057 }
1058
1060 for (auto t : Map::Iterate()) {
1061 switch (GetTileType(t)) {
1062 case MP_RAILWAY:
1063 if (IsPlainRail(t)) {
1064 /* Swap ground type and signal type for plain rail tiles, so the
1065 * ground type uses the same bits as for depots and waypoints. */
1066 uint tmp = GB(t.m4(), 0, 4);
1067 SB(t.m4(), 0, 4, GB(t.m2(), 0, 4));
1068 SB(t.m2(), 0, 4, tmp);
1069 } else if (HasBit(t.m5(), 2)) {
1070 /* Split waypoint and depot rail type and remove the subtype. */
1071 ClrBit(t.m5(), 2);
1072 ClrBit(t.m5(), 6);
1073 }
1074 break;
1075
1076 case MP_ROAD:
1077 /* Swap m3 and m4, so the track type for rail crossings is the
1078 * same as for normal rail. */
1079 std::swap(t.m3(), t.m4());
1080 break;
1081
1082 default: break;
1083 }
1084 }
1085 }
1086
1088 /* Added the RoadType */
1089 bool old_bridge = IsSavegameVersionBefore(SLV_42);
1090 for (auto t : Map::Iterate()) {
1091 switch (GetTileType(t)) {
1092 case MP_ROAD:
1093 SB(t.m5(), 6, 2, GB(t.m5(), 4, 2));
1094 switch (GetRoadTileType(t)) {
1095 default: SlErrorCorrupt("Invalid road tile type");
1097 SB(t.m4(), 0, 4, GB(t.m5(), 0, 4));
1098 SB(t.m4(), 4, 4, 0);
1099 SB(t.m6(), 2, 4, 0);
1100 break;
1102 SB(t.m4(), 5, 2, GB(t.m5(), 2, 2));
1103 break;
1104 case RoadTileType::Depot: break;
1105 }
1106 SB(t.m7(), 6, 2, 1); // Set pre-NRT road type bits for conversion later.
1107 break;
1108
1109 case MP_STATION:
1110 if (IsStationRoadStop(t)) SB(t.m7(), 6, 2, 1);
1111 break;
1112
1113 case MP_TUNNELBRIDGE:
1114 /* Middle part of "old" bridges */
1115 if (old_bridge && IsBridge(t) && HasBit(t.m5(), 6)) break;
1116 if (((old_bridge && IsBridge(t)) ? (TransportType)GB(t.m5(), 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
1117 SB(t.m7(), 6, 2, 1); // Set pre-NRT road type bits for conversion later.
1118 }
1119 break;
1120
1121 default: break;
1122 }
1123 }
1124 }
1125
1127 bool fix_roadtypes = !IsSavegameVersionBefore(SLV_61);
1128 bool old_bridge = IsSavegameVersionBefore(SLV_42);
1129
1130 for (auto t : Map::Iterate()) {
1131 switch (GetTileType(t)) {
1132 case MP_ROAD:
1133 if (fix_roadtypes) SB(t.m7(), 6, 2, GB(t.m7(), 5, 3));
1134 SB(t.m7(), 5, 1, GB(t.m3(), 7, 1)); // snow/desert
1135 switch (GetRoadTileType(t)) {
1136 default: SlErrorCorrupt("Invalid road tile type");
1138 SB(t.m7(), 0, 4, GB(t.m3(), 0, 4)); // road works
1139 SB(t.m6(), 3, 3, GB(t.m3(), 4, 3)); // ground
1140 SB(t.m3(), 0, 4, GB(t.m4(), 4, 4)); // tram bits
1141 SB(t.m3(), 4, 4, GB(t.m5(), 0, 4)); // tram owner
1142 SB(t.m5(), 0, 4, GB(t.m4(), 0, 4)); // road bits
1143 break;
1144
1146 SB(t.m7(), 0, 5, GB(t.m4(), 0, 5)); // road owner
1147 SB(t.m6(), 3, 3, GB(t.m3(), 4, 3)); // ground
1148 SB(t.m3(), 4, 4, GB(t.m5(), 0, 4)); // tram owner
1149 SB(t.m5(), 0, 1, GB(t.m4(), 6, 1)); // road axis
1150 SB(t.m5(), 5, 1, GB(t.m4(), 5, 1)); // crossing state
1151 break;
1152
1154 break;
1155 }
1156 if (!IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
1157 const Town *town = CalcClosestTownFromTile(t);
1158 if (town != nullptr) SetTownIndex(t, town->index);
1159 }
1160 t.m4() = 0;
1161 break;
1162
1163 case MP_STATION:
1164 if (!IsStationRoadStop(t)) break;
1165
1166 if (fix_roadtypes) SB(t.m7(), 6, 2, GB(t.m3(), 0, 3));
1167 SB(t.m7(), 0, 5, (HasBit(t.m6(), 2) ? OWNER_TOWN : GetTileOwner(t)).base());
1168 SB(t.m3(), 4, 4, t.m1());
1169 t.m4() = 0;
1170 break;
1171
1172 case MP_TUNNELBRIDGE:
1173 if (old_bridge && IsBridge(t) && HasBit(t.m5(), 6)) break;
1174 if (((old_bridge && IsBridge(t)) ? (TransportType)GB(t.m5(), 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
1175 if (fix_roadtypes) SB(t.m7(), 6, 2, GB(t.m3(), 0, 3));
1176
1177 Owner o = GetTileOwner(t);
1178 SB(t.m7(), 0, 5, o.base()); // road owner
1179 SB(t.m3(), 4, 4, (o == OWNER_NONE ? OWNER_TOWN : o).base()); // tram owner
1180 }
1181 SB(t.m6(), 2, 4, GB(t.m2(), 4, 4)); // bridge type
1182 SB(t.m7(), 5, 1, GB(t.m4(), 7, 1)); // snow/desert
1183
1184 t.m2() = 0;
1185 t.m4() = 0;
1186 break;
1187
1188 default: break;
1189 }
1190 }
1191 }
1192
1193 /* Railtype moved from m3 to m8 in version SLV_EXTEND_RAILTYPES. */
1195 for (auto t : Map::Iterate()) {
1196 switch (GetTileType(t)) {
1197 case MP_RAILWAY:
1198 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1199 break;
1200
1201 case MP_ROAD:
1202 if (IsLevelCrossing(t)) {
1203 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1204 }
1205 break;
1206
1207 case MP_STATION:
1208 if (HasStationRail(t)) {
1209 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1210 }
1211 break;
1212
1213 case MP_TUNNELBRIDGE:
1215 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1216 }
1217 break;
1218
1219 default:
1220 break;
1221 }
1222 }
1223 }
1224
1226 for (auto t : Map::Iterate()) {
1228 if (IsBridgeTile(t)) {
1229 if (HasBit(t.m5(), 6)) { // middle part
1230 Axis axis = (Axis)GB(t.m5(), 0, 1);
1231
1232 if (HasBit(t.m5(), 5)) { // transport route under bridge?
1233 if (GB(t.m5(), 3, 2) == TRANSPORT_RAIL) {
1234 MakeRailNormal(
1235 t,
1236 GetTileOwner(t),
1237 axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
1238 GetRailType(t)
1239 );
1240 } else {
1241 TownID town = IsTileOwner(t, OWNER_TOWN) ? ClosestTownFromTile(t, UINT_MAX)->index : TownID::Begin();
1242
1243 /* MakeRoadNormal */
1244 SetTileType(t, MP_ROAD);
1245 t.m2() = town.base();
1246 t.m3() = 0;
1247 t.m5() = (axis == AXIS_X ? ROAD_Y : ROAD_X) | to_underlying(RoadTileType::Normal) << 6;
1248 SB(t.m6(), 2, 4, 0);
1249 t.m7() = 1 << 6;
1251 }
1252 } else {
1253 if (GB(t.m5(), 3, 2) == 0) {
1254 MakeClear(t, CLEAR_GRASS, 3);
1255 } else {
1256 if (!IsTileFlat(t)) {
1257 MakeShore(t);
1258 } else {
1259 if (GetTileOwner(t) == OWNER_WATER) {
1260 MakeSea(t);
1261 } else {
1262 MakeCanal(t, GetTileOwner(t), Random());
1263 }
1264 }
1265 }
1266 }
1267 SetBridgeMiddle(t, axis);
1268 } else { // ramp
1269 Axis axis = (Axis)GB(t.m5(), 0, 1);
1270 uint north_south = GB(t.m5(), 5, 1);
1271 DiagDirection dir = ReverseDiagDir(XYNSToDiagDir(axis, north_south));
1272 TransportType type = (TransportType)GB(t.m5(), 1, 2);
1273
1274 t.m5() = 1 << 7 | type << 2 | dir;
1275 }
1276 }
1277 }
1278
1279 for (Vehicle *v : Vehicle::Iterate()) {
1280 if (!v->IsGroundVehicle()) continue;
1281 if (IsBridgeTile(v->tile)) {
1283
1284 if (dir != DirToDiagDir(v->direction)) continue;
1285 switch (dir) {
1286 default: SlErrorCorrupt("Invalid vehicle direction");
1287 case DIAGDIR_NE: if ((v->x_pos & 0xF) != 0) continue; break;
1288 case DIAGDIR_SE: if ((v->y_pos & 0xF) != TILE_SIZE - 1) continue; break;
1289 case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break;
1290 case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue; break;
1291 }
1292 } else if (v->z_pos > GetTileMaxPixelZ(TileVirtXY(v->x_pos, v->y_pos))) {
1293 v->tile = GetNorthernBridgeEnd(v->tile);
1294 v->UpdatePosition();
1295 } else {
1296 continue;
1297 }
1298 if (v->type == VEH_TRAIN) {
1299 Train::From(v)->track = TRACK_BIT_WORMHOLE;
1300 } else {
1301 RoadVehicle::From(v)->state = RVSB_WORMHOLE;
1302 }
1303 }
1304 }
1305
1307 /* Add road subtypes */
1308 for (auto t : Map::Iterate()) {
1309 bool has_road = false;
1310 switch (GetTileType(t)) {
1311 case MP_ROAD:
1312 has_road = true;
1313 break;
1314 case MP_STATION:
1315 has_road = IsAnyRoadStop(t);
1316 break;
1317 case MP_TUNNELBRIDGE:
1319 break;
1320 default:
1321 break;
1322 }
1323
1324 if (has_road) {
1325 RoadType road_rt = HasBit(t.m7(), 6) ? ROADTYPE_ROAD : INVALID_ROADTYPE;
1326 RoadType tram_rt = HasBit(t.m7(), 7) ? ROADTYPE_TRAM : INVALID_ROADTYPE;
1327
1328 assert(road_rt != INVALID_ROADTYPE || tram_rt != INVALID_ROADTYPE);
1329 SetRoadTypes(t, road_rt, tram_rt);
1330 SB(t.m7(), 6, 2, 0); // Clear pre-NRT road type bits.
1331 }
1332 }
1333 }
1334
1335 /* Elrails got added in rev 24 */
1337 RailType min_rail = RAILTYPE_ELECTRIC;
1338
1339 for (Train *v : Train::Iterate()) {
1340 RailTypes rts = RailVehInfo(v->engine_type)->railtypes;
1341
1342 v->railtypes = rts;
1343 if (rts.Test(RAILTYPE_ELECTRIC)) min_rail = RAILTYPE_RAIL;
1344 }
1345
1346 /* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
1347 for (const auto t : Map::Iterate()) {
1348 switch (GetTileType(t)) {
1349 case MP_RAILWAY:
1350 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1351 break;
1352
1353 case MP_ROAD:
1354 if (IsLevelCrossing(t)) {
1355 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1356 }
1357 break;
1358
1359 case MP_STATION:
1360 if (HasStationRail(t)) {
1361 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1362 }
1363 break;
1364
1365 case MP_TUNNELBRIDGE:
1367 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1368 }
1369 break;
1370
1371 default:
1372 break;
1373 }
1374 }
1375 }
1376
1377 /* In version 16.1 of the savegame a company can decide if trains, which get
1378 * replaced, shall keep their old length. In all prior versions, just default
1379 * to false */
1381 for (Company *c : Company::Iterate()) c->settings.renew_keep_length = false;
1382 }
1383
1385 /* Waypoints became subclasses of stations ... */
1387 /* ... and buoys were moved to waypoints. */
1389 }
1390
1391 /* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making
1392 * room for PBS. Now in version 21 move it back :P. */
1394 for (auto t : Map::Iterate()) {
1395 switch (GetTileType(t)) {
1396 case MP_RAILWAY:
1397 if (HasSignals(t)) {
1398 /* Original signal type/variant was stored in m4 but since saveload
1399 * version 48 they are in m2. The bits has been already moved to m2
1400 * (see the code somewhere above) so don't use m4, use m2 instead. */
1401
1402 /* convert PBS signals to combo-signals */
1403 if (HasBit(t.m2(), 2)) SB(t.m2(), 0, 2, SIGTYPE_COMBO);
1404
1405 /* move the signal variant back */
1406 SB(t.m2(), 2, 1, HasBit(t.m2(), 3) ? SIG_SEMAPHORE : SIG_ELECTRIC);
1407 ClrBit(t.m2(), 3);
1408 }
1409
1410 /* Clear PBS reservation on track */
1411 if (!IsRailDepotTile(t)) {
1412 SB(t.m4(), 4, 4, 0);
1413 } else {
1414 ClrBit(t.m3(), 6);
1415 }
1416 break;
1417
1418 case MP_STATION: // Clear PBS reservation on station
1419 ClrBit(t.m3(), 6);
1420 break;
1421
1422 default: break;
1423 }
1424 }
1425 }
1426
1428 /* Remove obsolete VS_WAIT_FOR_SLOT state from road vehicles. */
1429 static constexpr VehStates OLD_VS_WAIT_FOR_SLOT{0x40};
1430 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
1431 rv->vehstatus.Reset(OLD_VS_WAIT_FOR_SLOT);
1432 }
1433 }
1434
1436 for (Station *st : Station::Iterate()) {
1437 st->last_vehicle_type = VEH_INVALID;
1438 }
1439 }
1440
1442
1445 }
1446
1447 for (Company *c : Company::Iterate()) {
1448 c->avail_railtypes = GetCompanyRailTypes(c->index);
1449 c->avail_roadtypes = GetCompanyRoadTypes(c->index);
1450 }
1451
1452 AfterLoadStations();
1453
1454 /* Time starts at 0 instead of 1920.
1455 * Account for this in older games by adding an offset */
1461
1465 for (Company *c : Company::Iterate()) c->inaugurated_year += EconomyTime::ORIGINAL_BASE_YEAR;
1466 for (Industry *i : Industry::Iterate()) i->last_prod_year += EconomyTime::ORIGINAL_BASE_YEAR;
1467
1468 for (Vehicle *v : Vehicle::Iterate()) {
1469 v->date_of_last_service += EconomyTime::DAYS_TILL_ORIGINAL_BASE_YEAR;
1470 v->build_year += CalendarTime::ORIGINAL_BASE_YEAR;
1471 }
1472 }
1473
1474 /* From 32 on we save the industry who made the farmland.
1475 * To give this prettiness to old savegames, we remove all farmfields and
1476 * plant new ones. */
1478 for (const auto t : Map::Iterate()) {
1480 /* remove fields */
1481 MakeClear(t, CLEAR_GRASS, 3);
1482 }
1483 }
1484
1485 for (Industry *i : Industry::Iterate()) {
1486 uint j;
1487
1489 for (j = 0; j != 50; j++) PlantRandomFarmField(i);
1490 }
1491 }
1492 }
1493
1494 /* Setting no refit flags to all orders in savegames from before refit in orders were added */
1496 for (OrderList *orderlist : OrderList::Iterate()) {
1497 for (Order &order : orderlist->GetOrders()) {
1498 order.SetRefit(CARGO_NO_REFIT);
1499 }
1500 }
1501
1502 for (Vehicle *v : Vehicle::Iterate()) {
1503 v->current_order.SetRefit(CARGO_NO_REFIT);
1504 }
1505 }
1506
1507 /* from version 38 we have optional elrails, since we cannot know the
1508 * preference of a user, let elrails enabled; it can be disabled manually */
1510 /* do the same as when elrails were enabled/disabled manually just now */
1511 UpdateDisableElrailSettingState(_settings_game.vehicle.disable_elrails, false);
1513
1514 /* From version 53, the map array was changed for house tiles to allow
1515 * space for newhouses grf features. A new byte, m7, was also added. */
1517 for (auto t : Map::Iterate()) {
1518 if (IsTileType(t, MP_HOUSE)) {
1519 if (GB(t.m3(), 6, 2) != TOWN_HOUSE_COMPLETED) {
1520 /* Move the construction stage from m3[7..6] to m5[5..4].
1521 * The construction counter does not have to move. */
1522 SB(t.m5(), 3, 2, GB(t.m3(), 6, 2));
1523 SB(t.m3(), 6, 2, 0);
1524
1525 /* The "house is completed" bit is now in m6[2]. */
1526 SetHouseCompleted(t, false);
1527 } else {
1528 /* The "lift has destination" bit has been moved from
1529 * m5[7] to m7[0]. */
1530 AssignBit(t.m7(), 0, HasBit(t.m5(), 7));
1531 ClrBit(t.m5(), 7);
1532
1533 /* The "lift is moving" bit has been removed, as it does
1534 * the same job as the "lift has destination" bit. */
1535 ClrBit(t.m1(), 7);
1536
1537 /* The position of the lift goes from m1[7..0] to m6[7..2],
1538 * making m1 totally free, now. The lift position does not
1539 * have to be a full byte since the maximum value is 36. */
1540 SetLiftPosition(t, GB(t.m1(), 0, 6 ));
1541
1542 t.m1() = 0;
1543 t.m3() = 0;
1544 SetHouseCompleted(t, true);
1545 }
1546 }
1547 }
1548 }
1549
1551 for (auto t : Map::Iterate()) {
1552 if (IsTileType(t, MP_HOUSE)) {
1553 /* House type is moved from m4 + m3[6] to m8. */
1554 SetHouseType(t, t.m4() | (GB(t.m3(), 6, 1) << 8));
1555 t.m4() = 0;
1556 ClrBit(t.m3(), 6);
1557 }
1558 }
1559 }
1560
1562 for (auto t : Map::Iterate()) {
1563 if (IsTileType(t, MP_HOUSE)) {
1564 /* We now store house protection status in the map. Set this based on the house spec flags. */
1565 const HouseSpec *hs = HouseSpec::Get(GetHouseType(t));
1567 }
1568 }
1569 }
1570
1571 /* Check and update house and town values */
1573
1575 for (auto t : Map::Iterate()) {
1576 if (IsTileType(t, MP_INDUSTRY)) {
1577 switch (GetIndustryGfx(t)) {
1578 case GFX_POWERPLANT_SPARKS:
1579 t.m3() = GB(t.m1(), 2, 5);
1580 break;
1581
1582 case GFX_OILWELL_ANIMATED_1:
1583 case GFX_OILWELL_ANIMATED_2:
1584 case GFX_OILWELL_ANIMATED_3:
1585 t.m3() = GB(t.m1(), 0, 2);
1586 break;
1587
1588 case GFX_COAL_MINE_TOWER_ANIMATED:
1589 case GFX_COPPER_MINE_TOWER_ANIMATED:
1590 case GFX_GOLD_MINE_TOWER_ANIMATED:
1591 t.m3() = t.m1();
1592 break;
1593
1594 default: // No animation states to change
1595 break;
1596 }
1597 }
1598 }
1599 }
1600
1602 /* Originally just the fact that some cargo had been paid for was
1603 * stored to stop people cheating and cashing in several times. This
1604 * wasn't enough though as it was cleared when the vehicle started
1605 * loading again, even if it didn't actually load anything, so now the
1606 * amount that has been paid is stored. */
1607 for (Vehicle *v : Vehicle::Iterate()) {
1608 v->vehicle_flags.Reset(VehicleFlag{2});
1609 }
1610 }
1611
1612 /* Buoys do now store the owner of the previous water tile, which can never
1613 * be OWNER_NONE. So replace OWNER_NONE with OWNER_WATER. */
1615 for (Waypoint *wp : Waypoint::Iterate()) {
1616 if (wp->facilities.Test(StationFacility::Dock) && IsTileOwner(wp->xy, OWNER_NONE) && TileHeight(wp->xy) == 0) SetTileOwner(wp->xy, OWNER_WATER);
1617 }
1618 }
1619
1621 /* Aircraft units changed from 8 mph to 1 km-ish/h */
1622 for (Aircraft *v : Aircraft::Iterate()) {
1623 if (v->subtype <= AIR_AIRCRAFT) {
1624 const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
1625 v->cur_speed *= 128;
1626 v->cur_speed /= 10;
1627 v->acceleration = avi->acceleration;
1628 }
1629 }
1630 }
1631
1633 /* Perform conversion of very old face bits. */
1634 for (Company *c : Company::Iterate()) {
1635 c->face = ConvertFromOldCompanyManagerFace(c->face.bits);
1636 }
1638 /* Convert old gender and ethnicity bits to face style. */
1639 for (Company *c : Company::Iterate()) {
1640 SetCompanyManagerFaceStyle(c->face, GB(c->face.bits, 0, 2));
1641 }
1642 } else {
1643 /* Look up each company face style by its label. */
1644 for (Company *c : Company::Iterate()) {
1645 auto style = FindCompanyManagerFaceLabel(c->face.style_label);
1646 if (style.has_value()) {
1647 SetCompanyManagerFaceStyle(c->face, *style);
1648 } else {
1649 /* Style no longer exists, pick an entirely new face. */
1651 }
1652 }
1653 }
1654
1656 for (auto t : Map::Iterate()) {
1657 if (IsTileType(t, MP_OBJECT) && t.m5() == OBJECT_STATUE) {
1658 t.m2() = CalcClosestTownFromTile(t)->index.base();
1659 }
1660 }
1661 }
1662
1663 /* A setting containing the proportion of towns that grow twice as
1664 * fast was added in version 54. From version 56 this is now saved in the
1665 * town as cities can be built specifically in the scenario editor. */
1667 for (Town *t : Town::Iterate()) {
1668 if (_settings_game.economy.larger_towns != 0 && (t->index % _settings_game.economy.larger_towns) == 0) {
1669 t->larger_town = true;
1670 }
1671 }
1672 }
1673
1675 /* Added a FIFO queue of vehicles loading at stations */
1676 for (Vehicle *v : Vehicle::Iterate()) {
1677 if ((v->type != VEH_TRAIN || Train::From(v)->IsFrontEngine()) && // for all locs
1678 !v->vehstatus.Any({VehState::Stopped, VehState::Crashed}) && // not stopped or crashed
1679 v->current_order.IsType(OT_LOADING)) { // loading
1680 Station::Get(v->last_station_visited)->loading_vehicles.push_back(v);
1681
1682 /* The loading finished flag is *only* set when actually completely
1683 * finished. Because the vehicle is loading, it is not finished. */
1684 v->vehicle_flags.Reset(VehicleFlag::LoadingFinished);
1685 }
1686 }
1687 } else if (IsSavegameVersionBefore(SLV_59)) {
1688 /* For some reason non-loading vehicles could be in the station's loading vehicle list */
1689
1690 for (Station *st : Station::Iterate()) {
1691 for (auto iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); /* nothing */) {
1692 Vehicle *v = *iter;
1693 if (!v->current_order.IsType(OT_LOADING)) {
1694 iter = st->loading_vehicles.erase(iter);
1695 } else {
1696 ++iter;
1697 }
1698 }
1699 }
1700 }
1701
1703 /* Setting difficulty industry_density other than zero get bumped to +1
1704 * since a new option (very low at position 1) has been added */
1707 }
1708
1709 /* Same goes for number of towns, although no test is needed, just an increment */
1711 }
1712
1714 /* Since now we allow different signal types and variants on a single tile.
1715 * Move signal states to m4 to make room and clone the signal type/variant. */
1716 for (auto t : Map::Iterate()) {
1717 if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) {
1718 /* move signal states */
1719 SetSignalStates(t, GB(t.m2(), 4, 4));
1720 SB(t.m2(), 4, 4, 0);
1721 /* clone signal type and variant */
1722 SB(t.m2(), 4, 3, GB(t.m2(), 0, 3));
1723 }
1724 }
1725 }
1726
1728 /* In some old savegames a bit was cleared when it should not be cleared */
1729 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
1730 if (rv->state == 250 || rv->state == 251) {
1731 SetBit(rv->state, 2);
1732 }
1733 }
1734 }
1735
1737 /* Added variables to support newindustries */
1738 for (Industry *i : Industry::Iterate()) i->founder = OWNER_NONE;
1739 }
1740
1741 /* From version 82, old style canals (above sealevel (0), WATER owner) are no longer supported.
1742 Replace the owner for those by OWNER_NONE. */
1744 for (const auto t : Map::Iterate()) {
1745 if (IsTileType(t, MP_WATER) &&
1747 GetTileOwner(t) == OWNER_WATER &&
1748 TileHeight(t) != 0) {
1750 }
1751 }
1752 }
1753
1754 /*
1755 * Add the 'previous' owner to the ship depots so we can reset it with
1756 * the correct values when it gets destroyed. This prevents that
1757 * someone can remove canals owned by somebody else and it prevents
1758 * making floods using the removal of ship depots.
1759 */
1761 for (auto t : Map::Iterate()) {
1762 if (IsShipDepotTile(t)) {
1763 t.m4() = (TileHeight(t) == 0 ? OWNER_WATER : OWNER_NONE).base();
1764 }
1765 }
1766 }
1767
1769 for (Station *st : Station::Iterate()) {
1770 for (GoodsEntry &ge : st->goods) {
1771 ge.last_speed = 0;
1772 if (ge.AvailableCount() != 0) ge.status.Set(GoodsEntry::State::Rating);
1773 }
1774 }
1775 }
1776
1777 /* At version 78, industry cargo types can be changed, and are stored with the industry. For older save versions
1778 * copy the IndustrySpec's cargo types over to the Industry. */
1780 for (Industry *i : Industry::Iterate()) {
1781 const IndustrySpec *indsp = GetIndustrySpec(i->type);
1782 for (uint j = 0; j < std::size(i->produced); j++) {
1783 i->produced[j].cargo = indsp->produced_cargo[j];
1784 }
1785 for (uint j = 0; j < std::size(i->accepted); j++) {
1786 i->accepted[j].cargo = indsp->accepts_cargo[j];
1787 }
1788 }
1789 }
1790
1791 /* Industry cargo slots were fixed size before (and including) SLV_VEHICLE_ECONOMY_AGE (either 2/3 or 16/16),
1792 * after this they are dynamic. Trim excess slots. */
1794 for (Industry *i : Industry::Iterate()) {
1796 }
1797 }
1798
1799 /* Before version 81, the density of grass was always stored as zero, and
1800 * grassy trees were always drawn fully grassy. Furthermore, trees on rough
1801 * land used to have zero density, now they have full density. Therefore,
1802 * make all grassy/rough land trees have a density of 3. */
1804 for (auto t : Map::Iterate()) {
1805 if (GetTileType(t) == MP_TREES) {
1806 TreeGround ground_type = (TreeGround)GB(t.m2(), 4, 2);
1807 if (ground_type != TREE_GROUND_SNOW_DESERT) SB(t.m2(), 6, 2, 3);
1808 }
1809 }
1810 }
1811
1812
1814 /* Rework of orders. */
1815 for (OrderList *orderlist : OrderList::Iterate()) {
1816 for (Order &o : orderlist->GetOrders()) {
1817 o.ConvertFromOldSavegame();
1818 }
1819 }
1820
1821 for (Vehicle *v : Vehicle::Iterate()) {
1822 if (v->orders != nullptr && v->GetFirstOrder() != nullptr && v->GetFirstOrder()->IsType(OT_NOTHING)) {
1823 v->orders->FreeChain();
1824 v->orders = nullptr;
1825 }
1826
1827 v->current_order.ConvertFromOldSavegame();
1828 if (v->type == VEH_ROAD && v->IsPrimaryVehicle() && v->FirstShared() == v) {
1829 for (Order &order : v->Orders()) order.SetNonStopType(OrderNonStopFlag::NoIntermediate);
1830 }
1831 }
1832 } else if (IsSavegameVersionBefore(SLV_94)) {
1833 /* Unload and transfer are now mutual exclusive. */
1834 for (OrderList *orderlist : OrderList::Iterate()) {
1835 for (Order &order : orderlist->GetOrders()) {
1836 if (order.GetUnloadType() == OrderUnloadType{3}) { // 3 used to mean transfer and don't load.
1837 order.SetUnloadType(OrderUnloadType::Transfer);
1838 order.SetLoadType(OrderLoadType::NoLoad);
1839 }
1840 }
1841 }
1842
1843 for (Vehicle *v : Vehicle::Iterate()) {
1844 if (v->current_order.GetUnloadType() == OrderUnloadType{3}) { // 3 used to mean transfer and don't load.
1845 v->current_order.SetUnloadType(OrderUnloadType::Transfer);
1846 v->current_order.SetLoadType(OrderLoadType::NoLoad);
1847 }
1848 }
1850 /* OrderDepotActionFlags were moved, instead of starting at bit 4 they now start at bit 3. */
1851 for (OrderList *orderlist : OrderList::Iterate()) {
1852 for (Order &order : orderlist->GetOrders()) {
1853 if (!order.IsType(OT_GOTO_DEPOT)) continue;
1854 order.SetDepotActionType(static_cast<OrderDepotActionFlags>(order.GetDepotActionType().base() >> 1));
1855 }
1856 }
1857
1858 for (Vehicle *v : Vehicle::Iterate()) {
1859 if (!v->current_order.IsType(OT_GOTO_DEPOT)) continue;
1860 v->current_order.SetDepotActionType(static_cast<OrderDepotActionFlags>(v->current_order.GetDepotActionType().base() >> 1));
1861 }
1862 }
1863
1864 /* The water class was moved/unified. */
1866 for (auto t : Map::Iterate()) {
1867 switch (GetTileType(t)) {
1868 case MP_STATION:
1869 switch (GetStationType(t)) {
1870 case StationType::Oilrig:
1871 case StationType::Dock:
1872 case StationType::Buoy:
1873 SetWaterClass(t, (WaterClass)GB(t.m3(), 0, 2));
1874 SB(t.m3(), 0, 2, 0);
1875 break;
1876
1877 default:
1879 break;
1880 }
1881 break;
1882
1883 case MP_WATER:
1884 SetWaterClass(t, (WaterClass)GB(t.m3(), 0, 2));
1885 SB(t.m3(), 0, 2, 0);
1886 break;
1887
1888 case MP_OBJECT:
1890 break;
1891
1892 default:
1893 /* No water class. */
1894 break;
1895 }
1896 }
1897 }
1898
1900 for (auto t : Map::Iterate()) {
1901 /* Move river flag and update canals to use water class */
1902 if (IsTileType(t, MP_WATER)) {
1903 if (GetWaterClass(t) != WaterClass::River) {
1904 if (IsWater(t)) {
1905 Owner o = GetTileOwner(t);
1906 if (o == OWNER_WATER) {
1907 MakeSea(t);
1908 } else {
1909 MakeCanal(t, o, Random());
1910 }
1911 } else if (IsShipDepot(t)) {
1912 Owner o = (Owner)t.m4(); // Original water owner
1914 }
1915 }
1916 }
1917 }
1918
1919 /* Update locks, depots, docks and buoys to have a water class based
1920 * on its neighbouring tiles. Done after river and canal updates to
1921 * ensure neighbours are correct. */
1922 for (const auto t : Map::Iterate()) {
1923 if (!IsTileFlat(t)) continue;
1924
1927 }
1928 }
1929
1931 for (const auto t : Map::Iterate()) {
1932 /* skip oil rigs at borders! */
1933 if ((IsTileType(t, MP_WATER) || IsBuoyTile(t)) &&
1934 (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == Map::MaxX() - 1 || TileY(t) == Map::MaxY() - 1)) {
1935 /* Some version 86 savegames have wrong water class at map borders (under buoy, or after removing buoy).
1936 * This conversion has to be done before buoys with invalid owner are removed. */
1938 }
1939
1941 Owner o = GetTileOwner(t);
1942 if (o < MAX_COMPANIES && !Company::IsValidID(o)) {
1943 Backup<CompanyID> cur_company(_current_company, o);
1945 cur_company.Restore();
1946 }
1947 if (IsBuoyTile(t)) {
1948 /* reset buoy owner to OWNER_NONE in the station struct
1949 * (even if it is owned by active company) */
1951 }
1952 } else if (IsTileType(t, MP_ROAD)) {
1953 /* works for all RoadTileType */
1954 for (RoadTramType rtt : _roadtramtypes) {
1955 /* update even non-existing road types to update tile owner too */
1956 Owner o = GetRoadOwner(t, rtt);
1957 if (o < MAX_COMPANIES && !Company::IsValidID(o)) SetRoadOwner(t, rtt, OWNER_NONE);
1958 }
1959 if (IsLevelCrossing(t)) {
1961 }
1962 } else if (IsPlainRailTile(t)) {
1964 }
1965 }
1966 }
1967
1969 /* Profits are now with 8 bit fract */
1970 for (Vehicle *v : Vehicle::Iterate()) {
1971 v->profit_this_year <<= 8;
1972 v->profit_last_year <<= 8;
1973 v->running_ticks = 0;
1974 }
1975 }
1976
1978 /* Increase HouseAnimationFrame from 5 to 7 bits */
1979 for (auto t : Map::Iterate()) {
1981 SB(t.m6(), 2, 6, GB(t.m6(), 3, 5));
1982 SB(t.m3(), 5, 1, 0);
1983 }
1984 }
1985 }
1986
1988 GroupStatistics::UpdateAfterLoad(); // Ensure statistics pool is initialised before trying to delete vehicles
1989 /* Remove all trams from savegames without tram support.
1990 * There would be trams without tram track under causing crashes sooner or later. */
1991 for (RoadVehicle *v : RoadVehicle::Iterate()) {
1992 if (v->First() == v && EngInfo(v->engine_type)->misc_flags.Test(EngineMiscFlag::RoadIsTram)) {
1993 ShowErrorMessage(GetEncodedString(STR_WARNING_LOADGAME_REMOVED_TRAMS), {}, WL_CRITICAL);
1994 delete v;
1995 }
1996 }
1997 }
1998
2000 for (auto t : Map::Iterate()) {
2001 /* Set newly introduced WaterClass of industry tiles */
2002 if (IsTileType(t, MP_STATION) && IsOilRig(t)) {
2004 }
2005 if (IsTileType(t, MP_INDUSTRY)) {
2008 } else {
2010 }
2011 }
2012
2013 /* Replace "house construction year" with "house age" */
2014 if (IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)) {
2015 t.m5() = ClampTo<uint8_t>(TimerGameCalendar::year - (CalendarTime::ORIGINAL_BASE_YEAR + t.m5()));
2016 }
2017 }
2018 }
2019
2020 /* Move the signal variant back up one bit for PBS. We don't convert the old PBS
2021 * format here, as an old layout wouldn't work properly anyway. To be safe, we
2022 * clear any possible PBS reservations as well. */
2024 for (auto t : Map::Iterate()) {
2025 switch (GetTileType(t)) {
2026 case MP_RAILWAY:
2027 if (HasSignals(t)) {
2028 /* move the signal variant */
2029 SetSignalVariant(t, TRACK_UPPER, HasBit(t.m2(), 2) ? SIG_SEMAPHORE : SIG_ELECTRIC);
2030 SetSignalVariant(t, TRACK_LOWER, HasBit(t.m2(), 6) ? SIG_SEMAPHORE : SIG_ELECTRIC);
2031 ClrBit(t.m2(), 2);
2032 ClrBit(t.m2(), 6);
2033 }
2034
2035 /* Clear PBS reservation on track */
2036 if (IsRailDepot(t)) {
2037 SetDepotReservation(t, false);
2038 } else {
2040 }
2041 break;
2042
2043 case MP_ROAD: // Clear PBS reservation on crossing
2044 if (IsLevelCrossing(t)) SetCrossingReservation(t, false);
2045 break;
2046
2047 case MP_STATION: // Clear PBS reservation on station
2048 if (HasStationRail(t)) SetRailStationReservation(t, false);
2049 break;
2050
2051 case MP_TUNNELBRIDGE: // Clear PBS reservation on tunnels/bridges
2053 break;
2054
2055 default: break;
2056 }
2057 }
2058 }
2059
2060 /* Reserve all tracks trains are currently on. */
2062 for (const Train *t : Train::Iterate()) {
2063 if (t->First() == t) t->ReserveTrackUnderConsist();
2064 }
2065 }
2066
2068 /* Non-town-owned roads now store the closest town */
2070
2071 /* signs with invalid owner left from older savegames */
2072 for (Sign *si : Sign::Iterate()) {
2073 if (si->owner != OWNER_NONE && !Company::IsValidID(si->owner)) si->owner = OWNER_NONE;
2074 }
2075
2076 /* Station can get named based on an industry type, but the current ones
2077 * are not, so mark them as if they are not named by an industry. */
2078 for (Station *st : Station::Iterate()) {
2079 st->indtype = IT_INVALID;
2080 }
2081 }
2082
2084 for (Aircraft *a : Aircraft::Iterate()) {
2085 /* Set engine_type of shadow and rotor */
2086 if (!a->IsNormalAircraft()) {
2087 a->engine_type = a->First()->engine_type;
2088 }
2089 }
2090
2091 /* More companies ... */
2092 for (Company *c : Company::Iterate()) {
2093 if (c->bankrupt_asked.base() == 0xFF) c->bankrupt_asked.Set();
2094 }
2095
2096 for (Engine *e : Engine::Iterate()) {
2097 if (e->company_avail.base() == 0xFF) e->company_avail.Set();
2098 }
2099
2100 for (Town *t : Town::Iterate()) {
2101 if (t->have_ratings.base() == 0xFF) t->have_ratings.Set();
2102 for (uint i = 8; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
2103 }
2104 }
2105
2107 for (auto t : Map::Iterate()) {
2108 /* Check for HQ bit being set, instead of using map accessor,
2109 * since we've already changed it code-wise */
2110 if (IsTileType(t, MP_OBJECT) && HasBit(t.m5(), 7)) {
2111 /* Move size and part identification of HQ out of the m5 attribute,
2112 * on new locations */
2113 t.m3() = GB(t.m5(), 0, 5);
2114 t.m5() = OBJECT_HQ;
2115 }
2116 }
2117 }
2119 for (auto t : Map::Iterate()) {
2120 if (!IsTileType(t, MP_OBJECT)) continue;
2121
2122 /* Reordering/generalisation of the object bits. */
2123 ObjectType type = t.m5();
2124 SB(t.m6(), 2, 4, type == OBJECT_HQ ? GB(t.m3(), 2, 3) : 0);
2125 t.m3() = type == OBJECT_HQ ? GB(t.m3(), 1, 1) | GB(t.m3(), 0, 1) << 4 : 0;
2126
2127 /* Make sure those bits are clear as well! */
2128 t.m4() = 0;
2129 t.m7() = 0;
2130 }
2131 }
2132
2134 /* Make real objects for object tiles. */
2135 for (auto t : Map::Iterate()) {
2136 if (!IsTileType(t, MP_OBJECT)) continue;
2137
2138 if (Town::GetNumItems() == 0) {
2139 /* No towns, so remove all objects! */
2140 DoClearSquare(t);
2141 } else {
2142 uint offset = t.m3();
2143
2144 /* Also move the animation state. */
2145 t.m3() = GB(t.m6(), 2, 4);
2146 SB(t.m6(), 2, 4, 0);
2147
2148 if (offset == 0) {
2149 /* No offset, so make the object. */
2150 ObjectType type = t.m5();
2151 int size = type == OBJECT_HQ ? 2 : 1;
2152
2153 if (!Object::CanAllocateItem()) {
2154 /* Nice... you managed to place 64k lighthouses and
2155 * antennae on the map... boohoo. */
2156 SlError(STR_ERROR_TOO_MANY_OBJECTS);
2157 }
2158
2159 Object *o = Object::Create();
2160 o->location.tile = (TileIndex)t;
2161 o->location.w = size;
2162 o->location.h = size;
2164 o->town = type == OBJECT_STATUE ? Town::Get(t.m2()) : CalcClosestTownFromTile(t, UINT_MAX);
2165 t.m2() = o->index.base();
2167 } else {
2168 /* We're at an offset, so get the ID from our "root". */
2169 Tile northern_tile = t - TileXY(GB(offset, 0, 4), GB(offset, 4, 4));
2170 assert(IsTileType(northern_tile, MP_OBJECT));
2171 t.m2() = northern_tile.m2();
2172 }
2173 }
2174 }
2175 }
2176
2178 /* allow_town_roads is added, set it if town_layout wasn't TL_NO_ROADS */
2179 if (_settings_game.economy.town_layout == 0) { // was TL_NO_ROADS
2182 } else {
2185 }
2186
2187 /* Initialize layout of all towns. Older versions were using different
2188 * generator for random town layout, use it if needed. */
2189 for (Town *t : Town::Iterate()) {
2192 continue;
2193 }
2194
2195 /* Use old layout randomizer code */
2196 uint8_t layout = TileHash(TileX(t->xy), TileY(t->xy)) % 6;
2197 switch (layout) {
2198 default: break;
2199 case 5: layout = 1; break;
2200 case 0: layout = 2; break;
2201 }
2202 t->layout = static_cast<TownLayout>(layout - 1);
2203 }
2204 }
2205
2207 /* There could be (deleted) stations with invalid owner, set owner to OWNER NONE.
2208 * The conversion affects oil rigs and buoys too, but it doesn't matter as
2209 * they have st->owner == OWNER_NONE already. */
2210 for (Station *st : Station::Iterate()) {
2211 if (!Company::IsValidID(st->owner)) st->owner = OWNER_NONE;
2212 }
2213 }
2214
2215 /* Trains could now stop in a specific location. */
2217 for (OrderList *orderlist : OrderList::Iterate()) {
2218 for (Order &o : orderlist->GetOrders()) {
2219 if (o.IsType(OT_GOTO_STATION)) o.SetStopLocation(OrderStopLocation::FarEnd);
2220 }
2221 }
2222 }
2223
2226 for (Company *c : Company::Iterate()) {
2227 c->settings.vehicle = _old_vds;
2228 }
2229 }
2230
2232 /* Tile for no orders is now INVALID_TILE instead of 0. */
2233 for (Vehicle *v : Vehicle::Iterate()) {
2234 if (v->dest_tile == 0) v->SetDestTile(INVALID_TILE);
2235 }
2236 }
2237
2239 /* Delete small ufos heading for non-existing vehicles */
2241 if (v->subtype == 2 /* ST_SMALL_UFO */ && v->state != 0) {
2242 const Vehicle *u = Vehicle::GetIfValid(v->dest_tile.base());
2243 if (u == nullptr || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsFrontEngine()) {
2244 delete v;
2245 }
2246 }
2247 }
2248
2249 /* We didn't store cargo payment yet, so make them for vehicles that are
2250 * currently at a station and loading/unloading. If they don't get any
2251 * payment anymore they just removed in the next load/unload cycle.
2252 * However, some 0.7 versions might have cargo payment. For those we just
2253 * add cargopayment for the vehicles that don't have it.
2254 */
2255 for (Station *st : Station::Iterate()) {
2256 for (Vehicle *v : st->loading_vehicles) {
2257 /* There are always as many CargoPayments as Vehicles. We need to make the
2258 * assert() in Pool::GetNew() happy by calling CanAllocateItem(). */
2261 if (v->cargo_payment == nullptr) v->cargo_payment = CargoPayment::Create(v);
2262 }
2263 }
2264 }
2265
2267 /* Animated tiles would sometimes not be actually animated or
2268 * in case of old savegames duplicate. */
2269
2270 extern std::vector<TileIndex> _animated_tiles;
2271
2272 for (auto tile = _animated_tiles.begin(); tile < _animated_tiles.end(); /* Nothing */) {
2273 /* Remove if tile is not animated */
2274 bool remove = !MayAnimateTile(*tile);
2275
2276 /* and remove if duplicate */
2277 for (auto j = _animated_tiles.begin(); !remove && j < tile; j++) {
2278 remove = *tile == *j;
2279 }
2280
2281 if (remove) {
2282 tile = _animated_tiles.erase(tile);
2283 } else {
2284 tile++;
2285 }
2286 }
2287 }
2288
2290 for (auto t : Map::Iterate()) {
2291 if (!IsTileType(t, MP_WATER)) continue;
2292 SetNonFloodingWaterTile(t, false);
2293 }
2294 }
2295
2297 /* Animated tile state is stored in the map array, allowing
2298 * quicker addition and deletion of animated tiles. */
2299
2300 extern std::vector<TileIndex> _animated_tiles;
2301
2302 for (auto t : Map::Iterate()) {
2303 /* Ensure there is no spurious animated tile state. */
2305 }
2306
2307 /* Set animated flag for all valid animated tiles. */
2308 for (const TileIndex &tile : _animated_tiles) {
2310 }
2311 }
2312
2314 /* The train station tile area was added, but for really old (TTDPatch) it's already valid. */
2315 for (Waypoint *wp : Waypoint::Iterate()) {
2316 if (wp->facilities.Test(StationFacility::Train)) {
2317 wp->train_station.tile = wp->xy;
2318 wp->train_station.w = 1;
2319 wp->train_station.h = 1;
2320 } else {
2321 wp->train_station.tile = INVALID_TILE;
2322 wp->train_station.w = 0;
2323 wp->train_station.h = 0;
2324 }
2325 }
2326 }
2327
2329 /* Convert old subsidies */
2330 for (Subsidy *s : Subsidy::Iterate()) {
2331 if (s->remaining < 12) {
2332 /* Converting nonawarded subsidy */
2333 s->remaining = 12 - s->remaining; // convert "age" to "remaining"
2334 s->awarded = CompanyID::Invalid(); // not awarded to anyone
2335 const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
2336 switch (cs->town_acceptance_effect) {
2337 case TAE_PASSENGERS:
2338 case TAE_MAIL:
2339 /* Town -> Town */
2340 s->src.type = s->dst.type = SourceType::Town;
2341 if (Town::IsValidID(s->src.ToTownID()) && Town::IsValidID(s->dst.ToTownID())) continue;
2342 break;
2343 case TAE_GOODS:
2344 case TAE_FOOD:
2345 /* Industry -> Town */
2346 s->src.type = SourceType::Industry;
2347 s->dst.type = SourceType::Town;
2348 if (Industry::IsValidID(s->src.ToIndustryID()) && Town::IsValidID(s->dst.ToTownID())) continue;
2349 break;
2350 default:
2351 /* Industry -> Industry */
2352 s->src.type = s->dst.type = SourceType::Industry;
2353 if (Industry::IsValidID(s->src.ToIndustryID()) && Industry::IsValidID(s->dst.ToIndustryID())) continue;
2354 break;
2355 }
2356 } else {
2357 /* Do our best for awarded subsidies. The original source or destination industry
2358 * can't be determined anymore for awarded subsidies, so invalidate them.
2359 * Town -> Town subsidies are converted using simple heuristic */
2360 s->remaining = 24 - s->remaining; // convert "age of awarded subsidy" to "remaining"
2361 const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
2362 switch (cs->town_acceptance_effect) {
2363 case TAE_PASSENGERS:
2364 case TAE_MAIL: {
2365 /* Town -> Town */
2366 const Station *ss = Station::GetIfValid(s->src.id);
2367 const Station *sd = Station::GetIfValid(s->dst.id);
2368 if (ss != nullptr && sd != nullptr && ss->owner == sd->owner &&
2370 s->src.type = s->dst.type = SourceType::Town;
2371 s->src.SetIndex(ss->town->index);
2372 s->dst.SetIndex(sd->town->index);
2373 s->awarded = ss->owner;
2374 continue;
2375 }
2376 break;
2377 }
2378 default:
2379 break;
2380 }
2381 }
2382 /* Awarded non-town subsidy or invalid source/destination, invalidate */
2383 delete s;
2384 }
2385 }
2386
2388 /* Recompute inflation based on old unround loan limit
2389 * Note: Max loan is 500000. With an inflation of 4% across 170 years
2390 * that results in a max loan of about 0.7 * 2^31.
2391 * So taking the 16 bit fractional part into account there are plenty of bits left
2392 * for unmodified savegames ...
2393 */
2394 uint64_t aimed_inflation = (_economy.old_max_loan_unround << 16 | _economy.old_max_loan_unround_fract) / _settings_game.difficulty.max_loan;
2395
2396 /* ... well, just clamp it then. */
2397 if (aimed_inflation > MAX_INFLATION) aimed_inflation = MAX_INFLATION;
2398
2399 /* Simulate the inflation, so we also get the payment inflation */
2400 while (_economy.inflation_prices < aimed_inflation) {
2401 if (AddInflation(false)) break;
2402 }
2403 }
2404
2406 for (const Depot *d : Depot::Iterate()) {
2407 Tile tile = d->xy;
2408 /* At some point, invalid depots were saved into the game (possibly those removed in the past?)
2409 * Remove them here, so they don't cause issues further down the line */
2410 if (!IsDepotTile(tile)) {
2411 Debug(sl, 0, "Removing invalid depot {} at {}, {}", d->index, TileX(d->xy), TileY(d->xy));
2412 delete d;
2413 d = nullptr;
2414 continue;
2415 }
2416 tile.m2() = d->index.base();
2417 if (IsTileType(tile, MP_WATER)) Tile(GetOtherShipDepotTile(tile)).m2() = d->index.base();
2418 }
2419 }
2420
2421 /* The behaviour of force_proceed has been changed. Now
2422 * it counts signals instead of some random time out. */
2424 for (Train *t : Train::Iterate()) {
2425 if (t->force_proceed != TFP_NONE) {
2426 t->force_proceed = TFP_STUCK;
2427 }
2428 }
2429 }
2430
2431 /* The bits for the tree ground and tree density have
2432 * been swapped (m2 bits 7..6 and 5..4. */
2434 for (auto t : Map::Iterate()) {
2435 if (IsTileType(t, MP_CLEAR)) {
2436 if (GetClearGround(t) == CLEAR_SNOW) { // CLEAR_SNOW becomes CLEAR_GRASS with IsSnowTile() set.
2438 SetBit(t.m3(), 4);
2439 } else {
2440 ClrBit(t.m3(), 4);
2441 }
2442 }
2443 if (IsTileType(t, MP_TREES)) {
2444 uint density = GB(t.m2(), 6, 2);
2445 uint ground = GB(t.m2(), 4, 2);
2446 t.m2() = ground << 6 | density << 4;
2447 }
2448 }
2449 }
2450
2451 /* Wait counter and load/unload ticks got split. */
2453 for (Aircraft *a : Aircraft::Iterate()) {
2454 a->turn_counter = a->current_order.IsType(OT_LOADING) ? 0 : a->load_unload_ticks;
2455 }
2456
2457 for (Train *t : Train::Iterate()) {
2458 t->wait_counter = t->current_order.IsType(OT_LOADING) ? 0 : t->load_unload_ticks;
2459 }
2460 }
2461
2462 /* Airport tile animation uses animation frame instead of other graphics id */
2464 struct AirportTileConversion {
2465 uint8_t old_start;
2466 uint8_t num_frames;
2467 };
2468 static const AirportTileConversion atcs[] = {
2469 {31, 12}, // APT_RADAR_GRASS_FENCE_SW
2470 {50, 4}, // APT_GRASS_FENCE_NE_FLAG
2471 {62, 2}, // 1 unused tile
2472 {66, 12}, // APT_RADAR_FENCE_SW
2473 {78, 12}, // APT_RADAR_FENCE_NE
2474 {101, 10}, // 9 unused tiles
2475 {111, 8}, // 7 unused tiles
2476 {119, 15}, // 14 unused tiles (radar)
2477 {140, 4}, // APT_GRASS_FENCE_NE_FLAG_2
2478 };
2479 for (const auto t : Map::Iterate()) {
2480 if (IsAirportTile(t)) {
2481 StationGfx old_gfx = GetStationGfx(t);
2482 uint8_t offset = 0;
2483 for (const auto &atc : atcs) {
2484 if (old_gfx < atc.old_start) {
2485 SetStationGfx(t, old_gfx - offset);
2486 break;
2487 }
2488 if (old_gfx < atc.old_start + atc.num_frames) {
2489 SetAnimationFrame(t, old_gfx - atc.old_start);
2490 SetStationGfx(t, atc.old_start - offset);
2491 break;
2492 }
2493 offset += atc.num_frames - 1;
2494 }
2495 }
2496 }
2497 }
2498
2499 /* Oilrig was moved from id 15 to 9. */
2501 for (Station *st : Station::Iterate()) {
2502 if (st->airport.tile != INVALID_TILE && st->airport.type == 15) {
2503 st->airport.type = AT_OILRIG;
2504 }
2505 }
2506 }
2507
2509 for (Station *st : Station::Iterate()) {
2510 if (st->airport.tile != INVALID_TILE) {
2511 st->airport.w = st->airport.GetSpec()->size_x;
2512 st->airport.h = st->airport.GetSpec()->size_y;
2513 }
2514 }
2515 }
2516
2518 for (const auto t : Map::Iterate()) {
2519 /* Reset tropic zone for VOID tiles, they shall not have any. */
2521 }
2522
2523 /* We need to properly number/name the depots.
2524 * The first step is making sure none of the depots uses the
2525 * 'default' names, after that we can assign the names. */
2526 for (Depot *d : Depot::Iterate()) d->town_cn = UINT16_MAX;
2527
2528 for (Depot *d : Depot::Iterate()) MakeDefaultName(d);
2529 }
2530
2532 for (Depot *d : Depot::Iterate()) d->build_date = TimerGameCalendar::date;
2533 }
2534
2536 for (Station *st : Station::Iterate()) {
2537 if (st->facilities.Test(StationFacility::Airport)) st->airport.rotation = DIR_N;
2538 }
2539 }
2540
2541 /* In old versions it was possible to remove an airport while a plane was
2542 * taking off or landing. This gives all kind of problems when building
2543 * another airport in the same station so we don't allow that anymore.
2544 * For old savegames with such aircraft we just throw them in the air and
2545 * treat the aircraft like they were flying already. */
2547 for (Aircraft *v : Aircraft::Iterate()) {
2548 if (!v->IsNormalAircraft()) continue;
2550 if (st == nullptr && v->state != FLYING) {
2551 v->state = FLYING;
2554 /* get aircraft back on running altitude */
2555 if (!v->vehstatus.Test(VehState::Crashed)) {
2556 GetAircraftFlightLevelBounds(v, &v->z_pos, nullptr);
2557 SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
2558 }
2559 }
2560 }
2561 }
2562
2563 /* Move the animation frame to the same location (m7) for all objects. */
2565 for (auto t : Map::Iterate()) {
2566 switch (GetTileType(t)) {
2567 case MP_HOUSE:
2568 if (GetHouseType(t) >= NEW_HOUSE_OFFSET) {
2569 uint per_proc = t.m7();
2570 t.m7() = GB(t.m6(), 2, 6) | (GB(t.m3(), 5, 1) << 6);
2571 SB(t.m3(), 5, 1, 0);
2572 SB(t.m6(), 2, 6, std::min(per_proc, 63U));
2573 }
2574 break;
2575
2576 case MP_INDUSTRY: {
2577 uint rand = t.m7();
2578 t.m7() = t.m3();
2579 t.m3() = rand;
2580 break;
2581 }
2582
2583 case MP_OBJECT:
2584 t.m7() = t.m3();
2585 t.m3() = 0;
2586 break;
2587
2588 default:
2589 /* For stations/airports it's already at m7 */
2590 break;
2591 }
2592 }
2593 }
2594
2595 /* Add (random) colour to all objects. */
2597 for (Object *o : Object::Iterate()) {
2598 Owner owner = GetTileOwner(o->location.tile);
2599 o->colour = (owner == OWNER_NONE) ? static_cast<Colours>(GB(Random(), 0, 4)) : Company::Get(owner)->livery[0].colour1;
2600 }
2601 }
2602
2604 for (const auto t : Map::Iterate()) {
2605 if (!IsTileType(t, MP_STATION)) continue;
2606 if (!IsBuoy(t) && !IsOilRig(t) && !(IsDock(t) && IsTileFlat(t))) {
2608 }
2609 }
2610
2611 /* Waypoints with custom name may have a non-unique town_cn,
2612 * renumber those. First set all affected waypoints to the
2613 * highest possible number to get them numbered in the
2614 * order they have in the pool. */
2615 for (Waypoint *wp : Waypoint::Iterate()) {
2616 if (!wp->name.empty()) wp->town_cn = UINT16_MAX;
2617 }
2618
2619 for (Waypoint *wp : Waypoint::Iterate()) {
2620 if (!wp->name.empty()) MakeDefaultName(wp);
2621 }
2622 }
2623
2625 _industry_builder.Reset(); // Initialize industry build data.
2626
2627 /* The moment vehicles go from hidden to visible changed. This means
2628 * that vehicles don't always get visible anymore causing things to
2629 * get messed up just after loading the savegame. This fixes that. */
2630 for (Vehicle *v : Vehicle::Iterate()) {
2631 /* Not all vehicle types can be inside a tunnel. Furthermore,
2632 * testing IsTunnelTile() for invalid tiles causes a crash. */
2633 if (!v->IsGroundVehicle()) continue;
2634
2635 /* Is the vehicle in a tunnel? */
2636 if (!IsTunnelTile(v->tile)) continue;
2637
2638 /* Is the vehicle actually at a tunnel entrance/exit? */
2639 TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
2640 if (!IsTunnelTile(vtile)) continue;
2641
2642 /* Are we actually in this tunnel? Or maybe a lower tunnel? */
2643 if (GetSlopePixelZ(v->x_pos, v->y_pos, true) != v->z_pos) continue;
2644
2645 /* What way are we going? */
2646 const DiagDirection dir = GetTunnelBridgeDirection(vtile);
2647 const DiagDirection vdir = DirToDiagDir(v->direction);
2648
2649 /* Have we passed the visibility "switch" state already? */
2650 uint8_t pos = (DiagDirToAxis(vdir) == AXIS_X ? v->x_pos : v->y_pos) & TILE_UNIT_MASK;
2651 uint8_t frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
2652 extern const uint8_t _tunnel_visibility_frame[DIAGDIR_END];
2653
2654 /* Should the vehicle be hidden or not? */
2655 bool hidden;
2656 if (dir == vdir) { // Entering tunnel
2657 hidden = frame >= _tunnel_visibility_frame[dir];
2658 v->tile = vtile;
2659 } else if (dir == ReverseDiagDir(vdir)) { // Leaving tunnel
2660 hidden = frame < TILE_SIZE - _tunnel_visibility_frame[dir];
2661 /* v->tile changes at the moment when the vehicle leaves the tunnel. */
2662 v->tile = hidden ? GetOtherTunnelBridgeEnd(vtile) : vtile;
2663 } else {
2664 /* We could get here in two cases:
2665 * - for road vehicles, it is reversing at the end of the tunnel
2666 * - it is crashed in the tunnel entry (both train or RV destroyed by UFO)
2667 * Whatever case it is, do not change anything and use the old values.
2668 * Especially changing RV's state would break its reversing in the middle. */
2669 continue;
2670 }
2671
2672 if (hidden) {
2673 v->vehstatus.Set(VehState::Hidden);
2674
2675 switch (v->type) {
2676 case VEH_TRAIN: Train::From(v)->track = TRACK_BIT_WORMHOLE; break;
2677 case VEH_ROAD: RoadVehicle::From(v)->state = RVSB_WORMHOLE; break;
2678 default: NOT_REACHED();
2679 }
2680 } else {
2681 v->vehstatus.Reset(VehState::Hidden);
2682
2683 switch (v->type) {
2684 case VEH_TRAIN: Train::From(v)->track = DiagDirToDiagTrackBits(vdir); break;
2685 case VEH_ROAD: RoadVehicle::From(v)->state = DiagDirToDiagTrackdir(vdir); RoadVehicle::From(v)->frame = frame; break;
2686 default: NOT_REACHED();
2687 }
2688 }
2689 }
2690 }
2691
2693 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
2694 if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) continue;
2695
2696 bool loading = rv->current_order.IsType(OT_LOADING) || rv->current_order.IsType(OT_LEAVESTATION);
2697 if (HasBit(rv->state, RVS_IN_ROAD_STOP)) {
2698 extern const uint8_t _road_stop_stop_frame[];
2699 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)]);
2700 } else if (HasBit(rv->state, RVS_IN_DT_ROAD_STOP)) {
2701 SB(rv->state, RVS_ENTERED_STOP, 1, loading || rv->frame > RVC_DRIVE_THROUGH_STOP_FRAME);
2702 }
2703 }
2704 }
2705
2707 /* The train's pathfinder lost flag got moved. */
2708 for (Train *t : Train::Iterate()) {
2709 if (!t->flags.Test(VehicleRailFlag{5})) continue;
2710
2711 t->flags.Reset(VehicleRailFlag{5});
2712 t->vehicle_flags.Set(VehicleFlag::PathfinderLost);
2713 }
2714
2715 /* Introduced terraform/clear limits. */
2716 for (Company *c : Company::Iterate()) {
2717 c->terraform_limit = _settings_game.construction.terraform_frame_burst << 16;
2718 c->clear_limit = _settings_game.construction.clear_frame_burst << 16;
2719 }
2720 }
2721
2722
2724 /*
2725 * The logic of GetPartialPixelZ has been changed, so the resulting Zs on
2726 * the map are consistent. This requires that the Z position of some
2727 * vehicles is updated to reflect this new situation.
2728 *
2729 * This needs to be before SLV_158, because that performs asserts using
2730 * GetSlopePixelZ which internally uses GetPartialPixelZ.
2731 */
2732 for (Vehicle *v : Vehicle::Iterate()) {
2733 if (v->IsGroundVehicle() && TileVirtXY(v->x_pos, v->y_pos) == v->tile) {
2734 /* Vehicle is on the ground, and not in a wormhole. */
2735 v->z_pos = GetSlopePixelZ(v->x_pos, v->y_pos, true);
2736 }
2737 }
2738 }
2739
2741 for (Vehicle *v : Vehicle::Iterate()) {
2742 switch (v->type) {
2743 case VEH_TRAIN: {
2744 Train *t = Train::From(v);
2745
2746 /* Clear old GOINGUP / GOINGDOWN flags.
2747 * It was changed in savegame version 139, but savegame
2748 * version 158 doesn't use these bits, so it doesn't hurt
2749 * to clear them unconditionally. */
2750 t->flags.Reset(VehicleRailFlag{1});
2751 t->flags.Reset(VehicleRailFlag{2});
2752
2753 /* Clear both bits first. */
2756
2757 /* Crashed vehicles can't be going up/down. */
2758 if (t->vehstatus.Test(VehState::Crashed)) break;
2759
2760 /* Only X/Y tracks can be sloped. */
2761 if (t->track != TRACK_BIT_X && t->track != TRACK_BIT_Y) break;
2762
2764 break;
2765 }
2766 case VEH_ROAD: {
2770
2771 /* Crashed vehicles can't be going up/down. */
2772 if (rv->vehstatus.Test(VehState::Crashed)) break;
2773
2774 if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) break;
2775
2776 TrackStatus ts = GetTileTrackStatus(rv->tile, TRANSPORT_ROAD, GetRoadTramType(rv->roadtype));
2777 TrackBits trackbits = TrackStatusToTrackBits(ts);
2778
2779 /* Only X/Y tracks can be sloped. */
2780 if (trackbits != TRACK_BIT_X && trackbits != TRACK_BIT_Y) break;
2781
2782 Direction dir = rv->direction;
2783
2784 /* Test if we are reversing. */
2785 Axis a = trackbits == TRACK_BIT_X ? AXIS_X : AXIS_Y;
2786 if (AxisToDirection(a) != dir &&
2787 AxisToDirection(a) != ReverseDir(dir)) {
2788 /* When reversing, the road vehicle is on the edge of the tile,
2789 * so it can be safely compared to the middle of the tile. */
2790 dir = INVALID_DIR;
2791 }
2792
2793 rv->gv_flags |= FixVehicleInclination(rv, dir);
2794 break;
2795 }
2796 case VEH_SHIP:
2797 break;
2798
2799 default:
2800 continue;
2801 }
2802
2803 if (IsBridgeTile(v->tile) && TileVirtXY(v->x_pos, v->y_pos) == v->tile) {
2804 /* In old versions, z_pos was 1 unit lower on bridge heads.
2805 * However, this invalid state could be converted to new savegames
2806 * by loading and saving the game in a new version. */
2807 v->z_pos = GetSlopePixelZ(v->x_pos, v->y_pos, true);
2809 if (v->type == VEH_TRAIN && !v->vehstatus.Test(VehState::Crashed) &&
2810 v->direction != DiagDirToDir(dir)) {
2811 /* If the train has left the bridge, it shouldn't have
2812 * track == TRACK_BIT_WORMHOLE - this could happen
2813 * when the train was reversed while on the last "tick"
2814 * on the ramp before leaving the ramp to the bridge. */
2815 Train::From(v)->track = DiagDirToDiagTrackBits(dir);
2816 }
2817 }
2818
2819 /* If the vehicle is really above v->tile (not in a wormhole),
2820 * it should have set v->z_pos correctly. */
2821 assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopePixelZ(v->x_pos, v->y_pos, true));
2822 }
2823
2824 /* Fill Vehicle::cur_real_order_index */
2825 for (Vehicle *v : Vehicle::Iterate()) {
2826 if (!v->IsPrimaryVehicle()) continue;
2827
2828 /* Older versions are less strict with indices being in range and fix them on the fly */
2829 if (v->cur_implicit_order_index >= v->GetNumOrders()) v->cur_implicit_order_index = 0;
2830
2831 v->cur_real_order_index = v->cur_implicit_order_index;
2832 v->UpdateRealOrderIndex();
2833 }
2834 }
2835
2837 /* If the savegame is old (before version 100), then the value of 255
2838 * for these settings did not mean "disabled". As such everything
2839 * before then did reverse.
2840 * To simplify stuff we disable all turning around or we do not
2841 * disable anything at all. So, if some reversing was disabled we
2842 * will keep reversing disabled, otherwise it'll be turned on. */
2844
2845 for (Train *t : Train::Iterate()) {
2846 _settings_game.vehicle.max_train_length = std::max<uint8_t>(_settings_game.vehicle.max_train_length, CeilDiv(t->gcache.cached_total_length, TILE_SIZE));
2847 }
2848 }
2849
2851 /* Setting difficulty industry_density other than zero get bumped to +1
2852 * since a new option (minimal at position 1) has been added */
2855 }
2856 }
2857
2859 /* Before savegame version 161, persistent storages were not stored in a pool. */
2860
2862 for (Industry *ind : Industry::Iterate()) {
2863 assert(ind->psa != nullptr);
2864
2865 /* Check if the old storage was empty. */
2866 bool is_empty = true;
2867 for (uint i = 0; i < sizeof(ind->psa->storage); i++) {
2868 if (ind->psa->GetValue(i) != 0) {
2869 is_empty = false;
2870 break;
2871 }
2872 }
2873
2874 if (!is_empty) {
2875 ind->psa->grfid = _industry_mngr.GetGRFID(ind->type);
2876 } else {
2877 delete ind->psa;
2878 ind->psa = nullptr;
2879 }
2880 }
2881 }
2882
2884 for (Station *st : Station::Iterate()) {
2885 if (!st->facilities.Test(StationFacility::Airport)) continue;
2886 assert(st->airport.psa != nullptr);
2887
2888 /* Check if the old storage was empty. */
2889 bool is_empty = true;
2890 for (uint i = 0; i < sizeof(st->airport.psa->storage); i++) {
2891 if (st->airport.psa->GetValue(i) != 0) {
2892 is_empty = false;
2893 break;
2894 }
2895 }
2896
2897 if (!is_empty) {
2898 st->airport.psa->grfid = _airport_mngr.GetGRFID(st->airport.type);
2899 } else {
2900 delete st->airport.psa;
2901 st->airport.psa = nullptr;
2902
2903 }
2904 }
2905 }
2906 }
2907
2908 /* This triggers only when old snow_lines were copied into the snow_line_height. */
2911 }
2912
2914 /* We store 4 fences in the field tiles instead of only SE and SW. */
2915 for (auto t : Map::Iterate()) {
2916 if (!IsTileType(t, MP_CLEAR) && !IsTileType(t, MP_TREES)) continue;
2917 if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) continue;
2918 uint fence = GB(t.m4(), 5, 3);
2919 if (fence != 0 && IsTileType(TileAddXY(t, 1, 0), MP_CLEAR) && IsClearGround(TileAddXY(t, 1, 0), CLEAR_FIELDS)) {
2920 SetFence(TileAddXY(t, 1, 0), DIAGDIR_NE, fence);
2921 }
2922 fence = GB(t.m4(), 2, 3);
2923 if (fence != 0 && IsTileType(TileAddXY(t, 0, 1), MP_CLEAR) && IsClearGround(TileAddXY(t, 0, 1), CLEAR_FIELDS)) {
2924 SetFence(TileAddXY(t, 0, 1), DIAGDIR_NW, fence);
2925 }
2926 SB(t.m4(), 2, 3, 0);
2927 SB(t.m4(), 5, 3, 0);
2928 }
2929 }
2930
2932 for (Town *t : Town::Iterate()) {
2933 /* Set the default cargo requirement for town growth */
2935 case LandscapeType::Arctic:
2937 break;
2938
2939 case LandscapeType::Tropic:
2942 break;
2943
2944 default:
2945 break;
2946 }
2947 }
2948 }
2949
2951 /* Adjust zoom level to account for new levels */
2952 _saved_scrollpos_zoom += ZOOM_BASE_SHIFT;
2953 _saved_scrollpos_x *= ZOOM_BASE;
2954 _saved_scrollpos_y *= ZOOM_BASE;
2955 }
2956
2957 /* When any NewGRF has been changed the availability of some vehicles might
2958 * have been changed too. e->company_avail must be set to 0 in that case
2959 * which is done by StartupEngines(). */
2960 if (gcf_res != GLC_ALL_GOOD) StartupEngines();
2961
2962 /* The road owner of standard road stops was not properly accounted for. */
2964 for (const auto t : Map::Iterate()) {
2965 if (!IsBayRoadStopTile(t)) continue;
2966 Owner o = GetTileOwner(t);
2967 SetRoadOwner(t, RTT_ROAD, o);
2968 SetRoadOwner(t, RTT_TRAM, o);
2969 }
2970 }
2971
2973 /* Introduced tree planting limit. */
2974 for (Company *c : Company::Iterate()) c->tree_limit = _settings_game.construction.tree_frame_burst << 16;
2975 }
2976
2978 /* Fix too high inflation rates */
2981
2982 /* We have to convert the quarters of bankruptcy into months of bankruptcy */
2983 for (Company *c : Company::Iterate()) {
2984 c->months_of_bankruptcy = 3 * c->months_of_bankruptcy;
2985 }
2986 }
2987
2989 /* Aircraft acceleration variable was bonkers */
2990 for (Aircraft *v : Aircraft::Iterate()) {
2991 if (v->subtype <= AIR_AIRCRAFT) {
2992 const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
2993 v->acceleration = avi->acceleration;
2994 }
2995 }
2996
2997 /* Blocked tiles could be reserved due to a bug, which causes
2998 * other places to assert upon e.g. station reconstruction. */
2999 for (const auto t : Map::Iterate()) {
3001 SetRailStationReservation(t, false);
3002 }
3003 }
3004 }
3005
3007 /* The global units configuration is split up in multiple configurations. */
3008 extern uint8_t _old_units;
3009 _settings_game.locale.units_velocity = Clamp(_old_units, 0, 2);
3010 _settings_game.locale.units_power = Clamp(_old_units, 0, 2);
3011 _settings_game.locale.units_weight = Clamp(_old_units, 1, 2);
3012 _settings_game.locale.units_volume = Clamp(_old_units, 1, 2);
3014 _settings_game.locale.units_height = Clamp(_old_units, 0, 2);
3015 }
3016
3018 /* Match nautical velocity with land velocity units. */
3020 }
3021
3023 /* Move ObjectType from map to pool */
3024 for (auto t : Map::Iterate()) {
3025 if (IsTileType(t, MP_OBJECT)) {
3026 Object *o = Object::Get(t.m2());
3027 o->type = t.m5();
3028 t.m5() = 0; // zero upper bits of (now bigger) ObjectID
3029 }
3030 }
3031 }
3032
3033 /* Beyond this point, tile types which can be accessed by vehicles must be in a valid state. */
3034
3035 /* Update all vehicles: Phase 2 */
3037
3038 /* The center of train vehicles was changed, fix up spacing. */
3040
3041 /* In version 2.2 of the savegame, we have new airports, so status of all aircraft is reset.
3042 * This has to be called after all map array updates */
3044
3046 /* Fix articulated road vehicles.
3047 * Some curves were shorter than other curves.
3048 * Now they have the same length, but that means that trailing articulated parts will
3049 * take longer to go through the curve than the parts in front which already left the curve.
3050 * So, make articulated parts catch up. */
3051 bool roadside = _settings_game.vehicle.road_side == 1;
3052 std::vector<uint> skip_frames;
3053 for (RoadVehicle *v : RoadVehicle::Iterate()) {
3054 if (!v->IsFrontEngine()) continue;
3055 skip_frames.clear();
3056 TileIndex prev_tile = v->tile;
3057 uint prev_tile_skip = 0;
3058 uint cur_skip = 0;
3059 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
3060 if (u->tile != prev_tile) {
3061 prev_tile_skip = cur_skip;
3062 prev_tile = u->tile;
3063 } else {
3064 cur_skip = prev_tile_skip;
3065 }
3066
3067 uint &this_skip = skip_frames.emplace_back(prev_tile_skip);
3068
3069 /* The following 3 curves now take longer than before */
3070 switch (u->state) {
3071 case 2:
3072 cur_skip++;
3073 if (u->frame <= (roadside ? 9 : 5)) this_skip = cur_skip;
3074 break;
3075
3076 case 4:
3077 cur_skip++;
3078 if (u->frame <= (roadside ? 5 : 9)) this_skip = cur_skip;
3079 break;
3080
3081 case 5:
3082 cur_skip++;
3083 if (u->frame <= (roadside ? 4 : 2)) this_skip = cur_skip;
3084 break;
3085
3086 default:
3087 break;
3088 }
3089 }
3090 while (cur_skip > skip_frames[0]) {
3091 RoadVehicle *u = v;
3092 RoadVehicle *prev = nullptr;
3093 for (uint sf : skip_frames) {
3094 if (sf >= cur_skip) IndividualRoadVehicleController(u, prev);
3095
3096 prev = u;
3097 u = u->Next();
3098 }
3099 cur_skip--;
3100 }
3101 }
3102 }
3103
3105 for (OrderList *orderlist : OrderList::Iterate()) {
3106 for (Order &order : orderlist->GetOrders()) {
3107 order.SetTravelTimetabled(order.GetTravelTime() > 0);
3108 order.SetWaitTimetabled(order.GetWaitTime() > 0);
3109 }
3110 orderlist->RecalculateTimetableDuration();
3111 }
3112 }
3113
3114 /*
3115 * Only keep order-backups for network clients (and when replaying).
3116 * If we are a network server or not networking, then we just loaded a previously
3117 * saved-by-server savegame. There are no clients with a backup, so clear it.
3118 * Furthermore before savegame version SLV_192 the actual content was always corrupt.
3119 */
3121#ifndef DEBUG_DUMP_COMMANDS
3122 /* Note: We cannot use CleanPool since that skips part of the destructor
3123 * and then leaks un-reachable Orders in the order pool. */
3124 for (OrderBackup *ob : OrderBackup::Iterate()) {
3125 delete ob;
3126 }
3127#endif
3128 }
3129
3131 /* Convert towns growth_rate and grow_counter to ticks */
3132 for (Town *t : Town::Iterate()) {
3133 /* 0x8000 = TOWN_GROWTH_RATE_CUSTOM previously */
3134 if (t->growth_rate & 0x8000) t->flags.Set(TownFlag::CustomGrowth);
3135 if (t->growth_rate != TOWN_GROWTH_RATE_NONE) {
3136 t->growth_rate = TownTicksToGameTicks(t->growth_rate & ~0x8000);
3137 }
3138 /* Add t->index % TOWN_GROWTH_TICKS to spread growth across ticks. */
3139 t->grow_counter = TownTicksToGameTicks(t->grow_counter) + t->index % Ticks::TOWN_GROWTH_TICKS;
3140 }
3141 }
3142
3144 /* Make sure added industry cargo slots are cleared */
3145 for (Industry *i : Industry::Iterate()) {
3146 /* Make sure last_cargo_accepted_at is copied to elements for every valid input cargo.
3147 * The loading routine should put the original singular value into the first array element. */
3148 for (auto &a : i->accepted) {
3149 if (IsValidCargoType(a.cargo)) {
3150 a.last_accepted = i->GetAccepted(0).last_accepted;
3151 } else {
3152 a.last_accepted = EconomyTime::MIN_DATE;
3153 }
3154 }
3155 }
3156 }
3157
3159 /* Move ships from lock slope to upper or lower position. */
3160 for (Ship *s : Ship::Iterate()) {
3161 /* Suitable tile? */
3162 if (!IsTileType(s->tile, MP_WATER) || !IsLock(s->tile) || GetLockPart(s->tile) != LockPart::Middle) continue;
3163
3164 /* We don't need to adjust position when at the tile centre */
3165 int x = s->x_pos & 0xF;
3166 int y = s->y_pos & 0xF;
3167 if (x == 8 && y == 8) continue;
3168
3169 /* Test if ship is on the second half of the tile */
3170 bool second_half;
3171 DiagDirection shipdiagdir = DirToDiagDir(s->direction);
3172 switch (shipdiagdir) {
3173 default: NOT_REACHED();
3174 case DIAGDIR_NE: second_half = x < 8; break;
3175 case DIAGDIR_NW: second_half = y < 8; break;
3176 case DIAGDIR_SW: second_half = x > 8; break;
3177 case DIAGDIR_SE: second_half = y > 8; break;
3178 }
3179
3180 DiagDirection slopediagdir = GetInclinedSlopeDirection(GetTileSlope(s->tile));
3181
3182 /* Heading up slope == passed half way */
3183 if ((shipdiagdir == slopediagdir) == second_half) {
3184 /* On top half of lock */
3185 s->z_pos = GetTileMaxZ(s->tile) * (int)TILE_HEIGHT;
3186 } else {
3187 /* On lower half of lock */
3188 s->z_pos = GetTileZ(s->tile) * (int)TILE_HEIGHT;
3189 }
3190 }
3191 }
3192
3194 /* Ensure the original cargo generation mode is used */
3196 }
3197
3199 /* Ensure the original neutral industry/station behaviour is used */
3201
3202 /* Link oil rigs to their industry and back. */
3203 for (Station *st : Station::Iterate()) {
3204 if (IsTileType(st->xy, MP_STATION) && IsOilRig(st->xy)) {
3205 /* Industry tile is always adjacent during construction by TileDiffXY(0, 1) */
3206 st->industry = Industry::GetByTile(st->xy + TileDiffXY(0, 1));
3207 st->industry->neutral_station = st;
3208 }
3209 }
3210 } else {
3211 /* Link neutral station back to industry, as this is not saved. */
3212 for (Industry *ind : Industry::Iterate()) if (ind->neutral_station != nullptr) ind->neutral_station->industry = ind;
3213 }
3214
3216 /* Update water class for trees. */
3217 for (const auto t : Map::Iterate()) {
3219 }
3220 }
3221
3222 /* Update structures for multitile docks */
3224 for (const auto t : Map::Iterate()) {
3225 /* Clear docking tile flag from relevant tiles as it
3226 * was not previously cleared. */
3228 SetDockingTile(t, false);
3229 }
3230 /* Add docks and oilrigs to Station::ship_station. */
3231 if (IsTileType(t, MP_STATION)) {
3232 if (IsDock(t) || IsOilRig(t)) Station::GetByTile(t)->ship_station.Add(t);
3233 }
3234 }
3235 }
3236
3238 /* Placing objects on docking tiles was not updating adjacent station's docking tiles. */
3239 for (Station *st : Station::Iterate()) {
3240 if (st->ship_station.tile != INVALID_TILE) UpdateStationDockingTiles(st);
3241 }
3242 }
3243
3244 /* Make sure all industries exclusive supplier/consumer set correctly. */
3246 for (Industry *i : Industry::Iterate()) {
3247 i->exclusive_supplier = INVALID_OWNER;
3248 i->exclusive_consumer = INVALID_OWNER;
3249 }
3250 }
3251
3253 /* Propagate wagon removal flag for compatibility */
3254 /* Temporary bitmask of company wagon removal setting */
3255 CompanyMask wagon_removal{};
3256 for (const Company *c : Company::Iterate()) {
3257 if (c->settings.renew_keep_length) wagon_removal.Set(c->index);
3258 }
3259 for (Group *g : Group::Iterate()) {
3260 if (g->flags.Any()) {
3261 /* Convert old replace_protection value to flag. */
3263 }
3264 if (wagon_removal.Test(g->owner)) g->flags.Set(GroupFlag::ReplaceWagonRemoval);
3265 }
3266 }
3267
3268 /* Use current order time to approximate last loading time */
3270 for (Vehicle *v : Vehicle::Iterate()) {
3271 v->last_loading_tick = std::max(TimerGameTick::counter, static_cast<uint64_t>(v->current_order_time)) - v->current_order_time;
3272 }
3273 }
3274
3275 /* Road stops is 'only' updating some caches, but they are needed for PF calls in SLV_MULTITRACK_LEVEL_CROSSINGS teleporting. */
3277
3278 /* Road vehicles stopped on multitrack level crossings need teleporting to a depot
3279 * to avoid crashing into the side of the train they're waiting for. */
3281 /* Teleport road vehicles to the nearest depot. */
3282 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
3283 /* Ignore trailers of articulated vehicles. */
3284 if (rv->IsArticulatedPart()) continue;
3285
3286 /* Ignore moving vehicles. */
3287 if (rv->cur_speed > 0) continue;
3288
3289 /* Ignore crashed vehicles. */
3290 if (rv->vehstatus.Test(VehState::Crashed)) continue;
3291
3292 /* Ignore vehicles not on level crossings. */
3293 TileIndex cur_tile = rv->tile;
3294 if (!IsLevelCrossingTile(cur_tile)) continue;
3295
3296 ClosestDepot closest_depot = rv->FindClosestDepot();
3297
3298 /* Try to find a depot with a distance limit of 512 tiles (Manhattan distance). */
3299 if (closest_depot.found && DistanceManhattan(rv->tile, closest_depot.location) < 512u) {
3300 /* Teleport all parts of articulated vehicles. */
3301 for (RoadVehicle *u = rv; u != nullptr; u = u->Next()) {
3302 u->tile = closest_depot.location;
3303 int x = TileX(closest_depot.location) * TILE_SIZE + TILE_SIZE / 2;
3304 int y = TileY(closest_depot.location) * TILE_SIZE + TILE_SIZE / 2;
3305 u->x_pos = x;
3306 u->y_pos = y;
3307 u->z_pos = GetSlopePixelZ(x, y, true);
3308
3309 u->vehstatus.Set(VehState::Hidden);
3310 u->state = RVSB_IN_DEPOT;
3311 u->UpdatePosition();
3312 }
3313 RoadVehLeaveDepot(rv, false);
3314 }
3315 }
3316
3318 /* Reset unused tree counters to reduce the savegame size. */
3319 for (auto t : Map::Iterate()) {
3320 if (IsTileType(t, MP_TREES)) {
3321 SB(t.m2(), 0, 4, 0);
3322 }
3323 }
3324 }
3325
3326 /* Refresh all level crossings to bar adjacent crossing tiles, if needed. */
3327 for (const auto tile : Map::Iterate()) {
3328 if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile, false);
3329 }
3330 }
3331
3332 /* Compute station catchment areas. This is needed here in case UpdateStationAcceptance is called below. */
3334
3335 /* Station acceptance is some kind of cache */
3337 for (Station *st : Station::Iterate()) UpdateStationAcceptance(st, false);
3338 }
3339
3342 }
3343
3345 /* For older savegames, we don't now the actual interval; so set it to the newgame value. */
3347
3348 /* We did load the "period" of the timer, but not the fired/elapsed. We can deduce that here. */
3350 _new_competitor_timeout.storage.elapsed = 0;
3351 _new_competitor_timeout.fired = _new_competitor_timeout.period.value == 0;
3352 }
3353
3355 /* Set service date provided to NewGRF. */
3356 for (Vehicle *v : Vehicle::Iterate()) {
3357 v->date_of_last_service_newgrf = TimerGameCalendar::Date{v->date_of_last_service.base()};
3358 }
3359 }
3360
3362 /* NewGRF acceleration information was added to ships. */
3363 for (Ship *s : Ship::Iterate()) {
3364 if (s->acceleration == 0) s->acceleration = ShipVehInfo(s->engine_type)->acceleration;
3365 }
3366 }
3367
3369 for (Company *c : Company::Iterate()) {
3370 c->max_loan = COMPANY_MAX_LOAN_DEFAULT;
3371 }
3372 }
3373
3375 ScriptObject::InitializeRandomizers();
3376 }
3377
3379 for (Company *c : Company::Iterate()) {
3380 c->inaugurated_year_calendar = _settings_game.game_creation.starting_year;
3381 }
3382 }
3383
3385 /* Between these two versions (actually from f8b1e303 to 77236258) EngineFlags had an off-by-one. Depending
3386 * on when the save was started, this may or may not affect existing engines. Here we try to detect invalid flags
3387 * and reset them to what they should be. */
3388 for (Engine *e : Engine::Iterate()) {
3389 if (e->flags.Test(EngineFlag::Available)) continue;
3390 if (e->flags.Test(EngineFlag{2}) || (e->flags.Test(EngineFlag::ExclusivePreview) && e->preview_asked.None())) {
3391 e->flags = EngineFlags(e->flags.base() >> 1U);
3392 }
3393 }
3394 }
3395
3396 for (Company *c : Company::Iterate()) {
3398 }
3399
3400 /* Update free group numbers data for each company, required regardless of savegame version. */
3401 for (Group *g : Group::Iterate()) {
3402 Company *c = Company::Get(g->owner);
3404 /* Use the index as group number when converting old savegames. */
3405 g->number = c->freegroups.UseID(g->index.base());
3406 } else {
3407 c->freegroups.UseID(g->number);
3408 }
3409 }
3410
3414
3416
3418 /* Restore the signals */
3420
3422
3424
3425 /* Start the scripts. This MUST happen after everything else except
3426 * starting a new company. */
3427 StartScripts();
3428
3429 /* If Load Scenario / New (Scenario) Game is used,
3430 * a company does not exist yet. So create one here.
3431 * 1 exception: network-games. Those can have 0 companies
3432 * But this exception is not true for non-dedicated network servers! */
3434 CompanyID first_human_company = GetFirstPlayableCompanyID();
3435 if (!Company::IsValidID(first_human_company)) {
3436 Company *c = DoStartupNewCompany(false, first_human_company);
3438 }
3439 }
3440
3441 return true;
3442}
3443
3453{
3454 /* reload grf data */
3458 /* reload vehicles */
3459 ResetVehicleHash();
3465 /* update station graphics */
3466 AfterLoadStations();
3467 /* Update company statistics. */
3469 /* Check and update house and town values */
3471 /* Delete news referring to no longer existing entities */
3473 /* Update livery selection windows */
3474 for (CompanyID i = CompanyID::Begin(); i < MAX_COMPANIES; ++i) InvalidateWindowData(WC_COMPANY_COLOUR, i);
3475 /* Update company infrastructure counts. */
3478 InvalidateAllPickerWindows();
3479 /* redraw the whole screen */
3482}
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:91
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.
void ClearOldOrders()
Clear all old orders.
Definition order_sl.cpp:114
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.
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.
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 SetBit(T &x, const uint8_t y)
Set a bit in a variable.
constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
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:104
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:77
@ 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 & Reset()
Reset all bits.
constexpr Timpl & Set()
Set all bits.
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:1845
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
uint8_t & m5()
General purpose.
Definition map_func.h:161
uint8_t & m6()
General purpose.
Definition map_func.h:173
uint8_t & m7()
Primarily used for newgrf support.
Definition map_func.h:185
uint8_t & m3()
General purpose.
Definition map_func.h:137
uint16_t & m2()
Primarily used for indices to towns, industries and stations.
Definition map_func.h:125
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 RandomiseCompanyManagerFace(CompanyManagerFace &cmf, Randomizer &randomizer)
Completely randomise a company manager face, including style.
void ResetCompanyLivery(Company *c)
Reset the livery schemes to the company's primary colour.
void UpdateCompanyLiveries(Company *c)
Update liveries for a company.
void SetCompanyManagerFaceStyle(CompanyManagerFace &cmf, uint style)
Set a company face style.
CompanyID GetFirstPlayableCompanyID()
Get the index of the first available company.
std::optional< uint > FindCompanyManagerFaceLabel(std::string_view label)
Find a company manager face style by label.
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:737
bool AddInflation(bool check_year)
Add monthly inflation.
Definition economy.cpp:699
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:802
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:20
Gamelog _gamelog
Gamelog instance.
Definition gamelog.cpp:31
void LoadStringWidthTable(FontSizes fontsizes)
Initialize _stringwidth_table cache for the specified font sizes.
Definition gfx.cpp:1256
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)
void UpdateGroupChildren()
Update children list for each group.
Definition group_cmd.cpp:47
@ 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:1549
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:553
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition map.cpp:158
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:482
static TileIndex TileVirtXY(uint x, uint y)
Get a tile from the virtual XY-coordinate.
Definition map_func.h:416
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition map_func.h:623
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition map_func.h:401
static TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition map_func.h:385
static uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:437
static uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:427
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:582
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:94
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'.
OrderUnloadType
Unloading order types.
Definition order_type.h:67
@ Transfer
Transfer all cargo onto the platform.
@ FarEnd
Stop at the far end of the platform.
@ NoIntermediate
The vehicle will not stop at any stations it passes except the destination, aka non-stop.
@ NoLoad
Do not load anything.
RailTypes GetCompanyRailTypes(CompanyID company, bool introduces)
Get the rail types the given company can build.
Definition rail.cpp:135
void InitializeRailGUI()
Resets the rail GUI - sets default railtype to build and resets the signal GUI.
static bool IsPlainRail(Tile t)
Returns whether this is plain rails, with or without signals.
Definition rail_map.h:49
RailType GetRailType(Tile t)
Gets the rail type of the given tile.
Definition rail_map.h:115
static bool IsRailDepot(Tile t)
Is this rail tile a rail depot?
Definition rail_map.h:95
static bool IsPlainRailTile(Tile t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition rail_map.h:60
void SetTrackReservation(Tile t, TrackBits b)
Sets the reserved track bits of the tile.
Definition rail_map.h:209
@ HalfTileWater
Grass with a fence and shore or water on the free halftile.
void SetDepotReservation(Tile t, bool b)
Set the reservation state of the depot.
Definition rail_map.h:269
bool HasSignals(Tile t)
Checks if a rail tile has signals.
Definition rail_map.h:72
static bool IsRailDepotTile(Tile t)
Is this tile rail tile and a rail depot?
Definition rail_map.h:105
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
Randomizer _random
Random used in the game state calculations.
RoadTypes GetCompanyRoadTypes(CompanyID company, bool introduces)
Get the road types the given company can build.
Definition road.cpp:210
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
static RoadTileType GetRoadTileType(Tile t)
Get the type of the road tile.
Definition road_map.h:36
bool HasTownOwnedRoad(Tile t)
Checks if given tile has town owned road.
Definition road_map.h:264
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:604
static bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition road_map.h:90
@ Normal
Normal road.
@ Depot
Depot (one entrance)
@ Crossing
Level crossing.
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
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:56
@ ROAD_Y
Full road along the y-axis (north-west + south-east)
Definition road_type.h:63
@ ROAD_X
Full road along the x-axis (south-west + north-east)
Definition road_type.h:62
RoadTramType
The different types of road type.
Definition road_type.h:37
@ RTT_ROAD
Road road type.
Definition road_type.h:38
@ RTT_TRAM
Tram road type.
Definition road_type.h:39
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:339
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:369
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition saveload.cpp:78
bool IsSavegameVersionBefore(SaveLoadVersion major, uint8_t minor=0)
Checks whether the savegame is below major.
Definition saveload.h:1280
@ 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_CALENDAR_SUB_DATE_FRACT
328 PR#11428 Add sub_date_fract to measure calendar days.
Definition saveload.h:373
@ 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_FACE_STYLES
355 PR#14319 Addition of face styles, replacing gender and ethnicity.
Definition saveload.h:406
@ 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_BUOYS_AT_0_0
364 PR#14983 Allow to build buoys at (0x0).
Definition saveload.h:416
@ 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:1294
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:65
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:63
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:61
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition settings.cpp:62
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:60
@ 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:77
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
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
uint16_t minutes_per_calendar_year
minutes per calendar year. Special value 0 means that calendar time is frozen.
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.
FiosType ftype
File type.
Definition saveload.h:431
AbstractFileType abstract
Abstract file type.
Definition fileio_type.h:64
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:73
static HouseSpec * Get(size_t house_id)
Get the spec for a house ID.
HouseExtraFlags extra_flags
some more flags
Definition house.h:118
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:62
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:251
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 SizeX()
Get the size of the map along the X.
Definition map_func.h:272
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:281
static IterateWrapper Iterate()
Returns an iterable ensemble of all Tiles.
Definition map_func.h:375
static uint MaxY()
Gets the maximum Y coordinate within the map, including MP_VOID.
Definition map_func.h:308
static uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition map_func.h:299
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:44
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:274
bool IsType(OrderType type) const
Check whether this order is of the given type.
Definition order_base.h:66
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 T * Create(Targs &&... args)
Creates a new T-object in the associated pool.
static Titem * Get(auto index)
Returns Titem with given index.
static size_t GetNumItems()
Returns number of valid items in the pool.
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.
const Tindex index
Index of this pool item.
static Titem * GetIfValid(auto index)
Returns Titem with given index.
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
RailTypes railtypes
Railtypes, mangled if elrail is disabled.
Definition engine_type.h:78
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)
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:534
RoadStop * truck_stops
All the truck stops.
Struct about subsidies, offered and awarded.
Town data structure.
Definition town.h:63
'Train' is either a loco or a wagon.
Definition train.h:91
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:197
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
static bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition tile_map.h:324
static uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
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
void SetAnimationFrame(Tile t, uint8_t frame)
Set a new animation frame.
Definition tile_map.h:262
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 TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
static constexpr 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
static constexpr uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
static constexpr uint MIN_SNOWLINE_HEIGHT
Minimum snowline height.
Definition tile_type.h:32
static constexpr uint TILE_HEIGHT
Height of a height level in world coordinate AND in pixels in ZOOM_BASE.
Definition tile_type.h:18
@ 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:32
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:33
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:430
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold=UINT_MAX)
Return the town closest to the given tile within threshold.
@ CustomGrowth
Growth rate is controlled by GS.
static const uint16_t TOWN_GROWTH_RATE_NONE
Special value for Town::growth_rate to disable town growth.
Definition town.h:34
void MakeDefaultName(T *obj)
Set the default name for a depot/waypoint.
Definition town.h:285
void UpdateAllTownVirtCoords()
Update the virtual coords needed to draw the town sign for all towns.
Definition town_cmd.cpp:422
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:114
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:75
VehicleRailFlag
Rail vehicle flags.
Definition train.h:25
@ TFP_NONE
Normal operation.
Definition train.h:39
@ TFP_STUCK
Proceed till next signal, but ignore being stuck till then. This includes force leaving depots.
Definition train.h:40
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:383
void SetWaterClass(Tile t, WaterClass wc)
Set the water class at a tile.
Definition water_map.h:126
bool IsShipDepot(Tile t)
Is it a water tile with a ship depot on it?
Definition water_map.h:224
WaterClass
classes of water (for WaterTileType::Clear water tile type).
Definition water_map.h:39
@ River
River.
@ Invalid
Used for industry tiles on land (also for oilrig if newgrf says so).
@ Canal
Canal.
bool IsShipDepotTile(Tile t)
Is it a ship depot tile?
Definition water_map.h:234
bool IsCoast(Tile t)
Is it a coast tile?
Definition water_map.h:203
WaterTileType GetWaterTileType(Tile t)
Get the water tile type of a tile.
Definition water_map.h:80
void SetNonFloodingWaterTile(Tile t, bool b)
Set the non-flooding water tile state of a tile.
Definition water_map.h:530
void SetWaterTileType(Tile t, WaterTileType type)
Set the water tile type of a tile.
Definition water_map.h:91
WaterClass GetWaterClass(Tile t)
Get the water class at a tile.
Definition water_map.h:114
void MakeCanal(Tile t, Owner o, uint8_t random_bits)
Make a canal tile.
Definition water_map.h:447
TileIndex GetOtherShipDepotTile(Tile t)
Get the other tile of the ship depot.
Definition water_map.h:280
@ Depot
Water Depot.
@ Lock
Water lock.
@ Clear
Plain water.
void SetDockingTile(Tile t, bool b)
Set the docking tile state of a tile.
Definition water_map.h:363
@ Middle
Middle part of a lock.
bool IsWater(Tile t)
Is it a plain water tile?
Definition water_map.h:149
bool IsLock(Tile t)
Is there a lock on a given water tile?
Definition water_map.h:305
void MakeSea(Tile t)
Make a sea tile.
Definition water_map.h:426
LockPart GetLockPart(Tile t)
Get the part of a lock.
Definition water_map.h:328
void ResetWindowSystem()
Reset the windowing system, by means of shutting it down followed by re-initialization.
Definition window.cpp:1894
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:3300
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:3318
@ 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:78
void YapfNotifyTrackLayoutChange(TileIndex tile, Track track)
Use this function to notify YAPF that track layout (or signal configuration) has change.