OpenTTD Source 20250205-master-gfd85ab1e2c
afterload.cpp
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1/*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
7
10#include "../stdafx.h"
11#include "../void_map.h"
12#include "../signs_base.h"
13#include "../depot_base.h"
14#include "../fios.h"
15#include "../gamelog_internal.h"
16#include "../network/network.h"
17#include "../network/network_func.h"
18#include "../gfxinit.h"
19#include "../viewport_func.h"
20#include "../viewport_kdtree.h"
21#include "../industry.h"
22#include "../clear_map.h"
23#include "../vehicle_func.h"
24#include "../string_func.h"
25#include "../roadveh.h"
26#include "../roadveh_cmd.h"
27#include "../train.h"
28#include "../station_base.h"
29#include "../waypoint_base.h"
30#include "../roadstop_base.h"
31#include "../tunnelbridge_map.h"
32#include "../pathfinder/yapf/yapf_cache.h"
33#include "../elrail_func.h"
34#include "../signs_func.h"
35#include "../aircraft.h"
36#include "../object_map.h"
37#include "../object_base.h"
38#include "../tree_map.h"
39#include "../company_func.h"
40#include "../road_cmd.h"
41#include "../ai/ai.hpp"
42#include "../script/script_gui.h"
43#include "../game/game.hpp"
44#include "../town.h"
45#include "../economy_base.h"
46#include "../animated_tile_map.h"
47#include "../animated_tile_func.h"
48#include "../subsidy_base.h"
49#include "../subsidy_func.h"
50#include "../newgrf.h"
51#include "../newgrf_station.h"
52#include "../engine_func.h"
53#include "../rail_gui.h"
54#include "../core/backup_type.hpp"
55#include "../smallmap_gui.h"
56#include "../news_func.h"
57#include "../order_backup.h"
58#include "../error.h"
59#include "../disaster_vehicle.h"
60#include "../ship.h"
61#include "../water.h"
62#include "../timer/timer.h"
63#include "../timer/timer_game_calendar.h"
64#include "../timer/timer_game_economy.h"
65#include "../timer/timer_game_tick.h"
66
67#include "saveload_internal.h"
68
69#include <signal.h>
70
71#include "../safeguards.h"
72#include "window_func.h"
73
74extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
75
86void SetWaterClassDependingOnSurroundings(Tile t, bool include_invalid_water_class)
87{
88 /* If the slope is not flat, we always assume 'land' (if allowed). Also for one-corner-raised-shores.
89 * Note: Wrt. autosloping under industry tiles this is the most fool-proof behaviour. */
90 if (!IsTileFlat(t)) {
91 if (include_invalid_water_class) {
93 return;
94 } else {
95 SlErrorCorrupt("Invalid water class for dry tile");
96 }
97 }
98
99 /* Mark tile dirty in all cases */
101
102 if (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == Map::MaxX() - 1 || TileY(t) == Map::MaxY() - 1) {
103 /* tiles at map borders are always WATER_CLASS_SEA */
105 return;
106 }
107
108 bool has_water = false;
109 bool has_canal = false;
110 bool has_river = false;
111
112 for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
113 Tile neighbour = TileAddByDiagDir(t, dir);
114 switch (GetTileType(neighbour)) {
115 case MP_WATER:
116 /* clear water and shipdepots have already a WaterClass associated */
117 if (IsCoast(neighbour)) {
118 has_water = true;
119 } else if (!IsLock(neighbour)) {
120 switch (GetWaterClass(neighbour)) {
121 case WATER_CLASS_SEA: has_water = true; break;
122 case WATER_CLASS_CANAL: has_canal = true; break;
123 case WATER_CLASS_RIVER: has_river = true; break;
124 default: SlErrorCorrupt("Invalid water class for tile");
125 }
126 }
127 break;
128
129 case MP_RAILWAY:
130 /* Shore or flooded halftile */
131 has_water |= (GetRailGroundType(neighbour) == RAIL_GROUND_WATER);
132 break;
133
134 case MP_TREES:
135 /* trees on shore */
136 has_water |= (GB(neighbour.m2(), 4, 2) == TREE_GROUND_SHORE);
137 break;
138
139 default: break;
140 }
141 }
142
143 if (!has_water && !has_canal && !has_river && include_invalid_water_class) {
145 return;
146 }
147
148 if (has_river && !has_canal) {
150 } else if (has_canal || !has_water) {
152 } else {
154 }
155}
156
157static void ConvertTownOwner()
158{
159 for (auto tile : Map::Iterate()) {
160 switch (GetTileType(tile)) {
161 case MP_ROAD:
162 if (GB(tile.m5(), 4, 2) == ROAD_TILE_CROSSING && HasBit(tile.m3(), 7)) {
163 tile.m3() = OWNER_TOWN;
164 }
165 [[fallthrough]];
166
167 case MP_TUNNELBRIDGE:
168 if (tile.m1() & 0x80) SetTileOwner(tile, OWNER_TOWN);
169 break;
170
171 default: break;
172 }
173 }
174}
175
176/* since savegame version 4.1, exclusive transport rights are stored at towns */
177static void UpdateExclusiveRights()
178{
179 for (Town *t : Town::Iterate()) {
180 t->exclusivity = INVALID_COMPANY;
181 }
182
183 /* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
184 * could be implemented this way:
185 * 1.) Go through all stations
186 * Build an array town_blocked[ town_id ][ company_id ]
187 * that stores if at least one station in that town is blocked for a company
188 * 2.) Go through that array, if you find a town that is not blocked for
189 * one company, but for all others, then give it exclusivity.
190 */
191}
192
193static const uint8_t convert_currency[] = {
194 0, 1, 12, 8, 3,
195 10, 14, 19, 4, 5,
196 9, 11, 13, 6, 17,
197 16, 22, 21, 7, 15,
198 18, 2, 20,
199};
200
201/* since savegame version 4.2 the currencies are arranged differently */
202static void UpdateCurrencies()
203{
205}
206
207/* Up to revision 1413 the invisible tiles at the southern border have not been
208 * MP_VOID, even though they should have. This is fixed by this function
209 */
210static void UpdateVoidTiles()
211{
212 for (uint x = 0; x < Map::SizeX(); x++) MakeVoid(TileXY(x, Map::MaxY()));
213 for (uint y = 0; y < Map::SizeY(); y++) MakeVoid(TileXY(Map::MaxX(), y));
214}
215
216static inline RailType UpdateRailType(RailType rt, RailType min)
217{
218 return rt >= min ? (RailType)(rt + 1): rt;
219}
220
225{
229 UpdateAllTextEffectVirtCoords();
230 RebuildViewportKdtree();
231}
232
233void ClearAllCachedNames()
234{
235 ClearAllStationCachedNames();
237 ClearAllIndustryCachedNames();
238}
239
250{
251 /* Initialize windows */
254
255 /* Update coordinates of the signs. */
256 ClearAllCachedNames();
258 ResetViewportAfterLoadGame();
259
260 for (Company *c : Company::Iterate()) {
261 /* For each company, verify (while loading a scenario) that the inauguration date is the current year and set it
262 * accordingly if it is not the case. No need to set it on companies that are not been used already,
263 * thus the MIN_YEAR (which is really nothing more than Zero, initialized value) test */
264 if (_file_to_saveload.abstract_ftype == FT_SCENARIO && c->inaugurated_year != EconomyTime::MIN_YEAR) {
265 c->inaugurated_year = TimerGameEconomy::year;
266 }
267 }
268
269 /* Count number of objects per type */
270 for (Object *o : Object::Iterate()) {
271 Object::IncTypeCount(o->type);
272 }
273
274 /* Identify owners of persistent storage arrays */
275 for (Industry *i : Industry::Iterate()) {
276 if (i->psa != nullptr) {
277 i->psa->feature = GSF_INDUSTRIES;
278 i->psa->tile = i->location.tile;
279 }
280 }
281 for (Station *s : Station::Iterate()) {
282 if (s->airport.psa != nullptr) {
283 s->airport.psa->feature = GSF_AIRPORTS;
284 s->airport.psa->tile = s->airport.tile;
285 }
286 }
287 for (Town *t : Town::Iterate()) {
288 for (auto &it : t->psa_list) {
289 it->feature = GSF_FAKE_TOWNS;
290 it->tile = t->xy;
291 }
292 }
293 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
294 if (rv->IsFrontEngine()) {
295 rv->CargoChanged();
296 }
297 }
298
300
302
304
305 /* Towns have a noise controlled number of airports system
306 * So each airport's noise value must be added to the town->noise_reached value
307 * Reset each town's noise_reached value to '0' before. */
309
312
313 /* Rebuild the smallmap list of owners. */
315}
316
317typedef void (CDECL *SignalHandlerPointer)(int);
318static SignalHandlerPointer _prev_segfault = nullptr;
319static SignalHandlerPointer _prev_abort = nullptr;
320static SignalHandlerPointer _prev_fpe = nullptr;
321
322static void CDECL HandleSavegameLoadCrash(int signum);
323
328static void SetSignalHandlers()
329{
330 _prev_segfault = signal(SIGSEGV, HandleSavegameLoadCrash);
331 _prev_abort = signal(SIGABRT, HandleSavegameLoadCrash);
332 _prev_fpe = signal(SIGFPE, HandleSavegameLoadCrash);
333}
334
339{
340 signal(SIGSEGV, _prev_segfault);
341 signal(SIGABRT, _prev_abort);
342 signal(SIGFPE, _prev_fpe);
343}
344
347
357
364static void CDECL HandleSavegameLoadCrash(int signum)
365{
367
368 std::string message;
369 message.reserve(1024);
370 message += "Loading your savegame caused OpenTTD to crash.\n";
371
372 _saveload_crash_with_missing_newgrfs = std::ranges::any_of(_grfconfig, [](const auto &c) { return c->flags.Test(GRFConfigFlag::Compatible) || c->status == GCS_NOT_FOUND; });
373
375 message +=
376 "This is most likely caused by a missing NewGRF or a NewGRF that\n"
377 "has been loaded as replacement for a missing NewGRF. OpenTTD\n"
378 "cannot easily determine whether a replacement NewGRF is of a newer\n"
379 "or older version.\n"
380 "It will load a NewGRF with the same GRF ID as the missing NewGRF.\n"
381 "This means that if the author makes incompatible NewGRFs with the\n"
382 "same GRF ID, OpenTTD cannot magically do the right thing. In most\n"
383 "cases, OpenTTD will load the savegame and not crash, but this is an\n"
384 "exception.\n"
385 "Please load the savegame with the appropriate NewGRFs installed.\n"
386 "The missing/compatible NewGRFs are:\n";
387
388 for (const auto &c : _grfconfig) {
389 if (c->flags.Test(GRFConfigFlag::Compatible)) {
390 const GRFIdentifier &replaced = _gamelog.GetOverriddenIdentifier(*c);
391 fmt::format_to(std::back_inserter(message), "NewGRF {:08X} (checksum {}) not found.\n Loaded NewGRF \"{}\" (checksum {}) with same GRF ID instead.\n",
392 std::byteswap(c->ident.grfid), FormatArrayAsHex(c->original_md5sum), c->filename, FormatArrayAsHex(replaced.md5sum));
393 }
394 if (c->status == GCS_NOT_FOUND) {
395 fmt::format_to(std::back_inserter(message), "NewGRF {:08X} ({}) not found; checksum {}.\n",
396 std::byteswap(c->ident.grfid), c->filename, FormatArrayAsHex(c->ident.md5sum));
397 }
398 }
399 } else {
400 message +=
401 "This is probably caused by a corruption in the savegame.\n"
402 "Please file a bug report and attach this savegame.\n";
403 }
404
405 ShowInfoI(message);
406
407 SignalHandlerPointer call = nullptr;
408 switch (signum) {
409 case SIGSEGV: call = _prev_segfault; break;
410 case SIGABRT: call = _prev_abort; break;
411 case SIGFPE: call = _prev_fpe; break;
412 default: NOT_REACHED();
413 }
414 if (call != nullptr) call(signum);
415}
416
423{
425
426 /* remove leftover rail piece from crossing (from very old savegames) */
427 Train *v = nullptr;
428 for (Train *w : Train::Iterate()) {
429 if (w->tile == TileIndex(t)) {
430 v = w;
431 break;
432 }
433 }
434
435 if (v != nullptr) {
436 /* when there is a train on crossing (it could happen in TTD), set owner of crossing to train owner */
437 SetTileOwner(t, v->owner);
438 return;
439 }
440
441 /* try to find any connected rail */
442 for (DiagDirection dd = DIAGDIR_BEGIN; dd < DIAGDIR_END; dd++) {
443 TileIndex tt{t + TileOffsByDiagDir(dd)};
444 if (GetTileTrackStatus(t, TRANSPORT_RAIL, 0, dd) != 0 &&
448 return;
449 }
450 }
451
452 if (IsLevelCrossingTile(t)) {
453 /* else change the crossing to normal road (road vehicles won't care) */
454 Owner road = GetRoadOwner(t, RTT_ROAD);
455 Owner tram = GetRoadOwner(t, RTT_TRAM);
457 bool hasroad = HasBit(t.m7(), 6);
458 bool hastram = HasBit(t.m7(), 7);
459
460 /* MakeRoadNormal */
462 SetTileOwner(t, road);
463 t.m3() = (hasroad ? bits : 0);
464 t.m5() = (hastram ? bits : 0) | ROAD_TILE_NORMAL << 6;
465 SB(t.m6(), 2, 4, 0);
466 SetRoadOwner(t, RTT_TRAM, tram);
467 return;
468 }
469
470 /* if it's not a crossing, make it clean land */
471 MakeClear(t, CLEAR_GRASS, 0);
472}
473
481{
482 /* Compute place where this vehicle entered the tile */
483 int entry_x = v->x_pos;
484 int entry_y = v->y_pos;
485 switch (dir) {
486 case DIR_NE: entry_x |= TILE_UNIT_MASK; break;
487 case DIR_NW: entry_y |= TILE_UNIT_MASK; break;
488 case DIR_SW: entry_x &= ~TILE_UNIT_MASK; break;
489 case DIR_SE: entry_y &= ~TILE_UNIT_MASK; break;
490 case INVALID_DIR: break;
491 default: NOT_REACHED();
492 }
493 uint8_t entry_z = GetSlopePixelZ(entry_x, entry_y, true);
494
495 /* Compute middle of the tile. */
496 int middle_x = (v->x_pos & ~TILE_UNIT_MASK) + TILE_SIZE / 2;
497 int middle_y = (v->y_pos & ~TILE_UNIT_MASK) + TILE_SIZE / 2;
498 uint8_t middle_z = GetSlopePixelZ(middle_x, middle_y, true);
499
500 /* middle_z == entry_z, no height change. */
501 if (middle_z == entry_z) return 0;
502
503 /* middle_z < entry_z, we are going downwards. */
504 if (middle_z < entry_z) return 1U << GVF_GOINGDOWN_BIT;
505
506 /* middle_z > entry_z, we are going upwards. */
507 return 1U << GVF_GOINGUP_BIT;
508}
509
516{
517 for (Vehicle *v : Vehicle::Iterate()) {
518 if (v->IsGroundVehicle()) {
519 /*
520 * Either the vehicle is not actually on the given tile, i.e. it is
521 * in the wormhole of a bridge or a tunnel, or the Z-coordinate must
522 * be the same as when it would be recalculated right now.
523 */
524 assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopePixelZ(v->x_pos, v->y_pos, true));
525 }
526 }
527}
528
535static inline bool MayHaveBridgeAbove(Tile t)
536{
537 return IsTileType(t, MP_CLEAR) || IsTileType(t, MP_RAILWAY) || IsTileType(t, MP_ROAD) ||
539}
540
544static void StartScripts()
545{
546 /* Script debug window requires AIs to be started before trying to start GameScript. */
547
548 /* Start the AIs. */
549 for (const Company *c : Company::Iterate()) {
550 if (Company::IsValidAiID(c->index)) AI::StartNew(c->index);
551 }
552
553 /* Start the GameScript. */
555
557}
558
565{
567
568 extern TileIndex _cur_tileloop_tile; // From landscape.cpp.
569 /* The LFSR used in RunTileLoop iteration cannot have a zeroed state, make it non-zeroed. */
570 if (_cur_tileloop_tile == 0) _cur_tileloop_tile = TileIndex{1};
571
573
576
577 RebuildTownKdtree();
578 RebuildStationKdtree();
579 /* This needs to be done even before conversion, because some conversions will destroy objects
580 * that otherwise won't exist in the tree. */
581 RebuildViewportKdtree();
582
584
587 } else if (_network_dedicated && (_pause_mode & PM_PAUSED_ERROR) != 0) {
588 Debug(net, 0, "The loading savegame was paused due to an error state");
589 Debug(net, 0, " This savegame cannot be used for multiplayer");
590 /* Restore the signals */
592 return false;
593 } else if (!_networking || _network_server) {
594 /* If we are in singleplayer mode, i.e. not networking, and loading the
595 * savegame or we are loading the savegame as network server we do
596 * not want to be bothered by being paused because of the automatic
597 * reason of a network server, e.g. joining clients or too few
598 * active clients. Note that resetting these values for a network
599 * client are very bad because then the client is going to execute
600 * the game loop when the server is not, i.e. it desyncs. */
601 _pause_mode &= ~PMB_PAUSED_NETWORK;
602 }
603
604 /* In very old versions, size of train stations was stored differently.
605 * They had swapped width and height if station was built along the Y axis.
606 * TTO and TTD used 3 bits for width/height, while OpenTTD used 4.
607 * Because the data stored by TTDPatch are unusable for rail stations > 7x7,
608 * recompute the width and height. Doing this unconditionally for all old
609 * savegames simplifies the code. */
611 for (Station *st : Station::Iterate()) {
612 st->train_station.w = st->train_station.h = 0;
613 }
614 for (auto t : Map::Iterate()) {
615 if (!IsTileType(t, MP_STATION)) continue;
616 if (t.m5() > 7) continue; // is it a rail station tile?
617 Station *st = Station::Get(t.m2());
618 assert(st->train_station.tile != 0);
619 int dx = TileX(t) - TileX(st->train_station.tile);
620 int dy = TileY(t) - TileY(st->train_station.tile);
621 assert(dx >= 0 && dy >= 0);
622 st->train_station.w = std::max<uint>(st->train_station.w, dx + 1);
623 st->train_station.h = std::max<uint>(st->train_station.h, dy + 1);
624 }
625 }
626
629
630 /* In old savegame versions, the heightlevel was coded in bits 0..3 of the type field */
631 for (auto t : Map::Iterate()) {
632 t.height() = GB(t.type(), 0, 4);
633 SB(t.type(), 0, 2, GB(t.m6(), 0, 2));
634 SB(t.m6(), 0, 2, 0);
635 if (MayHaveBridgeAbove(t)) {
636 SB(t.type(), 2, 2, GB(t.m6(), 6, 2));
637 SB(t.m6(), 6, 2, 0);
638 } else {
639 SB(t.type(), 2, 2, 0);
640 }
641 }
642 }
643
644 /* in version 2.1 of the savegame, town owner was unified. */
645 if (IsSavegameVersionBefore(SLV_2, 1)) ConvertTownOwner();
646
647 /* from version 4.1 of the savegame, exclusive rights are stored at towns */
648 if (IsSavegameVersionBefore(SLV_4, 1)) UpdateExclusiveRights();
649
650 /* from version 4.2 of the savegame, currencies are in a different order */
651 if (IsSavegameVersionBefore(SLV_4, 2)) UpdateCurrencies();
652
653 /* In old version there seems to be a problem that water is owned by
654 * OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
655 * (4.3) version, so I just check when versions are older, and then
656 * walk through the whole map.. */
658 for (const auto t : Map::Iterate()) {
661 }
662 }
663 }
664
666 for (Company *c : Company::Iterate()) {
667 c->name = CopyFromOldName(c->name_1);
668 if (!c->name.empty()) c->name_1 = STR_SV_UNNAMED;
669 c->president_name = CopyFromOldName(c->president_name_1);
670 if (!c->president_name.empty()) c->president_name_1 = SPECSTR_PRESIDENT_NAME;
671 }
672
673 for (Station *st : Station::Iterate()) {
674 st->name = CopyFromOldName(st->string_id);
675 /* generating new name would be too much work for little effect, use the station name fallback */
676 if (!st->name.empty()) st->string_id = STR_SV_STNAME_FALLBACK;
677 }
678
679 for (Town *t : Town::Iterate()) {
680 t->name = CopyFromOldName(t->townnametype);
681 if (!t->name.empty()) t->townnametype = SPECSTR_TOWNNAME_START + _settings_game.game_creation.town_name;
682 }
683 }
684
685 /* From this point the old names array is cleared. */
687
689 /* no station is determined by 'tile == INVALID_TILE' now (instead of '0') */
690 for (Station *st : Station::Iterate()) {
691 if (st->airport.tile == 0) st->airport.tile = INVALID_TILE;
692 if (st->train_station.tile == 0) st->train_station.tile = INVALID_TILE;
693 }
694
695 /* the same applies to Company::location_of_HQ */
696 for (Company *c : Company::Iterate()) {
697 if (c->location_of_HQ == 0 || (IsSavegameVersionBefore(SLV_4) && c->location_of_HQ == 0xFFFF)) {
698 c->location_of_HQ = INVALID_TILE;
699 }
700 }
701 }
702
703 /* convert road side to my format. */
705
706 /* Check if all NewGRFs are present, we are very strict in MP mode */
708 for (const auto &c : _grfconfig) {
709 if (c->status == GCS_NOT_FOUND) {
710 _gamelog.GRFRemove(c->ident.grfid);
711 } else if (c->flags.Test(GRFConfigFlag::Compatible)) {
712 _gamelog.GRFCompatible(c->ident);
713 }
714 }
715
716 if (_networking && gcf_res != GLC_ALL_GOOD) {
717 SetSaveLoadError(STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH);
718 /* Restore the signals */
720 return false;
721 }
722
723 switch (gcf_res) {
724 case GLC_COMPATIBLE: ShowErrorMessage(STR_NEWGRF_COMPATIBLE_LOAD_WARNING, INVALID_STRING_ID, WL_CRITICAL); break;
725 case GLC_NOT_FOUND: ShowErrorMessage(STR_NEWGRF_DISABLED_WARNING, INVALID_STRING_ID, WL_CRITICAL); _pause_mode = PM_PAUSED_ERROR; break;
726 default: break;
727 }
728
729 /* The value of TimerGameCalendar::date_fract got divided, so make sure that old games are converted correctly. */
731
732 /* Update current year
733 * must be done before loading sprites as some newgrfs check it */
735
736 /* Only new games can use wallclock units. */
738
739 /* Update economy year. If we don't have a separate economy date saved, follow the calendar date. */
742 } else {
744 }
745
746 /*
747 * Force the old behaviour for compatibility reasons with old savegames. As new
748 * settings can only be loaded from new savegames loading old savegames with new
749 * versions of OpenTTD will normally initialize settings newer than the savegame
750 * version with "new game" defaults which the player can define to their liking.
751 * For some settings we override that to keep the behaviour the same as when the
752 * game was saved.
753 *
754 * Note that there is no non-stop in here. This is because the setting could have
755 * either value in TTDPatch. To convert it properly the user has to make sure the
756 * right value has been chosen in the settings. Otherwise we will be converting
757 * it incorrectly in half of the times without a means to correct that.
758 */
767 }
773 }
779 }
786 }
787
790 }
791
792 /* Convert linkgraph update settings from days to seconds. */
796 }
797
798 /* Load the sprites */
801
802 /* Copy temporary data to Engine pool */
804
805 /* Connect front and rear engines of multiheaded trains and converts
806 * subtype to the new format */
808
809 /* Connect front and rear engines of multiheaded trains */
811
812 /* Fix the CargoPackets *and* fix the caches of CargoLists.
813 * If this isn't done before Stations and especially Vehicles are
814 * running their AfterLoad we might get in trouble. In the case of
815 * vehicles we could give the wrong (cached) count of items in a
816 * vehicle which causes different results when getting their caches
817 * filled; and that could eventually lead to desyncs. */
819
820 /* Update all vehicles: Phase 1 */
822
823 /* make sure there is a town in the game */
824 if (_game_mode == GM_NORMAL && Town::GetNumItems() == 0) {
825 SetSaveLoadError(STR_ERROR_NO_TOWN_IN_SCENARIO);
826 /* Restore the signals */
828 return false;
829 }
830
831 /* The void tiles on the southern border used to belong to a wrong class (pre 4.3).
832 * This problem appears in savegame version 21 too, see r3455. But after loading the
833 * savegame and saving again, the buggy map array could be converted to new savegame
834 * version. It didn't show up before r12070. */
835 if (IsSavegameVersionBefore(SLV_87)) UpdateVoidTiles();
836
837 /* Fix the cache for cargo payments. */
838 for (CargoPayment *cp : CargoPayment::Iterate()) {
839 cp->front->cargo_payment = cp;
840 cp->current_station = cp->front->last_station_visited;
841 }
842
843
845 /* Prior to SLV_WATER_TILE_TYPE, the water tile type was stored differently from the enumeration. This has to be
846 * converted before SLV_72 and SLV_82 conversions which use GetWaterTileType. */
847 static constexpr uint8_t WBL_COAST_FLAG = 0;
848
849 for (auto t : Map::Iterate()) {
850 if (!IsTileType(t, MP_WATER)) continue;
851
852 switch (GB(t.m5(), 4, 4)) {
853 case 0x0: /* Previously WBL_TYPE_NORMAL, Clear water or coast. */
854 SetWaterTileType(t, HasBit(t.m5(), WBL_COAST_FLAG) ? WATER_TILE_COAST : WATER_TILE_CLEAR);
855 break;
856
857 case 0x1: SetWaterTileType(t, WATER_TILE_LOCK); break; /* Previously WBL_TYPE_LOCK */
858 case 0x8: SetWaterTileType(t, WATER_TILE_DEPOT); break; /* Previously WBL_TYPE_DEPOT */
859 default: SetWaterTileType(t, WATER_TILE_CLEAR); break; /* Shouldn't happen... */
860 }
861 }
862 }
863
865 /* Locks in very old savegames had OWNER_WATER as owner */
866 for (auto t : Map::Iterate()) {
867 switch (GetTileType(t)) {
868 default: break;
869
870 case MP_WATER:
872 break;
873
874 case MP_STATION: {
875 if (HasBit(t.m6(), 3)) SetBit(t.m6(), 2);
876 StationGfx gfx = GetStationGfx(t);
877 StationType st;
878 if ( IsInsideMM(gfx, 0, 8)) { // Rail station
879 st = StationType::Rail;
880 SetStationGfx(t, gfx - 0);
881 } else if (IsInsideMM(gfx, 8, 67)) { // Airport
882 st = StationType::Airport;
883 SetStationGfx(t, gfx - 8);
884 } else if (IsInsideMM(gfx, 67, 71)) { // Truck
885 st = StationType::Truck;
886 SetStationGfx(t, gfx - 67);
887 } else if (IsInsideMM(gfx, 71, 75)) { // Bus
888 st = StationType::Bus;
889 SetStationGfx(t, gfx - 71);
890 } else if (gfx == 75) { // Oil rig
891 st = StationType::Oilrig;
892 SetStationGfx(t, gfx - 75);
893 } else if (IsInsideMM(gfx, 76, 82)) { // Dock
894 st = StationType::Dock;
895 SetStationGfx(t, gfx - 76);
896 } else if (gfx == 82) { // Buoy
897 st = StationType::Buoy;
898 SetStationGfx(t, gfx - 82);
899 } else if (IsInsideMM(gfx, 83, 168)) { // Extended airport
900 st = StationType::Airport;
901 SetStationGfx(t, gfx - 83 + 67 - 8);
902 } else if (IsInsideMM(gfx, 168, 170)) { // Drive through truck
903 st = StationType::Truck;
905 } else if (IsInsideMM(gfx, 170, 172)) { // Drive through bus
906 st = StationType::Bus;
908 } else {
909 /* Restore the signals */
911 return false;
912 }
913 SB(t.m6(), 3, 3, to_underlying(st));
914 break;
915 }
916 }
917 }
918 }
919
921 /* Expansion of station type field in m6 */
922 for (auto t : Map::Iterate()) {
923 if (IsTileType(t, MP_STATION)) {
924 ClrBit(t.m6(), 6);
925 }
926 }
927 }
928
929 for (const auto t : Map::Iterate()) {
930 switch (GetTileType(t)) {
931 case MP_STATION: {
933
934 /* Sanity check */
935 if (!IsBuoy(t) && bst->owner != GetTileOwner(t)) SlErrorCorrupt("Wrong owner for station tile");
936
937 /* Set up station spread */
938 bst->rect.BeforeAddTile(t, StationRect::ADD_FORCE);
939
940 /* Waypoints don't have road stops/oil rigs in the old format */
941 if (!Station::IsExpected(bst)) break;
942 Station *st = Station::From(bst);
943
944 switch (GetStationType(t)) {
945 case StationType::Truck:
946 case StationType::Bus:
948 /* Before version 5 you could not have more than 250 stations.
949 * Version 6 adds large maps, so you could only place 253*253
950 * road stops on a map (no freeform edges) = 64009. So, yes
951 * someone could in theory create such a full map to trigger
952 * this assertion, it's safe to assume that's only something
953 * theoretical and does not happen in normal games. */
955
956 /* From this version on there can be multiple road stops of the
957 * same type per station. Convert the existing stops to the new
958 * internal data structure. */
959 RoadStop *rs = new RoadStop(t);
960
961 RoadStop **head =
962 IsTruckStop(t) ? &st->truck_stops : &st->bus_stops;
963 *head = rs;
964 }
965 break;
966
967 case StationType::Oilrig: {
968 /* The internal encoding of oil rigs was changed twice.
969 * It was 3 (till 2.2) and later 5 (till 5.1).
970 * DeleteOilRig asserts on the correct type, and
971 * setting it unconditionally does not hurt.
972 */
973 Station::GetByTile(t)->airport.type = AT_OILRIG;
974
975 /* Very old savegames sometimes have phantom oil rigs, i.e.
976 * an oil rig which got shut down, but not completely removed from
977 * the map
978 */
979 TileIndex t1 = TileAddXY(t, 0, 1);
980 if (!IsTileType(t1, MP_INDUSTRY) || GetIndustryGfx(t1) != GFX_OILRIG_1) {
981 DeleteOilRig(t);
982 }
983 break;
984 }
985
986 default: break;
987 }
988 break;
989 }
990
991 default: break;
992 }
993 }
994
995 /* In version 6.1 we put the town index in the map-array. To do this, we need
996 * to use m2 (16bit big), so we need to clean m2, and that is where this is
997 * all about ;) */
999 for (auto t : Map::Iterate()) {
1000 switch (GetTileType(t)) {
1001 case MP_HOUSE:
1002 t.m4() = t.m2();
1004 break;
1005
1006 case MP_ROAD:
1007 t.m4() |= (t.m2() << 4);
1008 if ((GB(t.m5(), 4, 2) == ROAD_TILE_CROSSING ? (Owner)t.m3() : GetTileOwner(t)) == OWNER_TOWN) {
1010 } else {
1011 SetTownIndex(t, 0);
1012 }
1013 break;
1014
1015 default: break;
1016 }
1017 }
1018 }
1019
1020 /* Force the freeform edges to false for old savegames. */
1023 }
1024
1025 /* From version 9.0, we update the max passengers of a town (was sometimes negative
1026 * before that. */
1028 for (Town *t : Town::Iterate()) UpdateTownMaxPass(t);
1029 }
1030
1031 /* From version 16.0, we included autorenew on engines, which are now saved, but
1032 * of course, we do need to initialize them for older savegames. */
1034 for (Company *c : Company::Iterate()) {
1035 c->engine_renew_list = nullptr;
1036 c->settings.engine_renew = false;
1037 c->settings.engine_renew_months = 6;
1038 c->settings.engine_renew_money = 100000;
1039 }
1040
1041 /* When loading a game, _local_company is not yet set to the correct value.
1042 * However, in a dedicated server we are a spectator, so nothing needs to
1043 * happen. In case we are not a dedicated server, the local company always
1044 * becomes the first available company, unless we are in the scenario editor
1045 * where all the companies are 'invalid'.
1046 */
1048 if (!_network_dedicated && c != nullptr) {
1050 }
1051 }
1052
1054 for (auto t : Map::Iterate()) {
1055 switch (GetTileType(t)) {
1056 case MP_RAILWAY:
1057 if (IsPlainRail(t)) {
1058 /* Swap ground type and signal type for plain rail tiles, so the
1059 * ground type uses the same bits as for depots and waypoints. */
1060 uint tmp = GB(t.m4(), 0, 4);
1061 SB(t.m4(), 0, 4, GB(t.m2(), 0, 4));
1062 SB(t.m2(), 0, 4, tmp);
1063 } else if (HasBit(t.m5(), 2)) {
1064 /* Split waypoint and depot rail type and remove the subtype. */
1065 ClrBit(t.m5(), 2);
1066 ClrBit(t.m5(), 6);
1067 }
1068 break;
1069
1070 case MP_ROAD:
1071 /* Swap m3 and m4, so the track type for rail crossings is the
1072 * same as for normal rail. */
1073 Swap(t.m3(), t.m4());
1074 break;
1075
1076 default: break;
1077 }
1078 }
1079 }
1080
1082 /* Added the RoadType */
1083 bool old_bridge = IsSavegameVersionBefore(SLV_42);
1084 for (auto t : Map::Iterate()) {
1085 switch (GetTileType(t)) {
1086 case MP_ROAD:
1087 SB(t.m5(), 6, 2, GB(t.m5(), 4, 2));
1088 switch (GetRoadTileType(t)) {
1089 default: SlErrorCorrupt("Invalid road tile type");
1090 case ROAD_TILE_NORMAL:
1091 SB(t.m4(), 0, 4, GB(t.m5(), 0, 4));
1092 SB(t.m4(), 4, 4, 0);
1093 SB(t.m6(), 2, 4, 0);
1094 break;
1095 case ROAD_TILE_CROSSING:
1096 SB(t.m4(), 5, 2, GB(t.m5(), 2, 2));
1097 break;
1098 case ROAD_TILE_DEPOT: break;
1099 }
1100 SB(t.m7(), 6, 2, 1); // Set pre-NRT road type bits for conversion later.
1101 break;
1102
1103 case MP_STATION:
1104 if (IsStationRoadStop(t)) SB(t.m7(), 6, 2, 1);
1105 break;
1106
1107 case MP_TUNNELBRIDGE:
1108 /* Middle part of "old" bridges */
1109 if (old_bridge && IsBridge(t) && HasBit(t.m5(), 6)) break;
1110 if (((old_bridge && IsBridge(t)) ? (TransportType)GB(t.m5(), 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
1111 SB(t.m7(), 6, 2, 1); // Set pre-NRT road type bits for conversion later.
1112 }
1113 break;
1114
1115 default: break;
1116 }
1117 }
1118 }
1119
1121 bool fix_roadtypes = !IsSavegameVersionBefore(SLV_61);
1122 bool old_bridge = IsSavegameVersionBefore(SLV_42);
1123
1124 for (auto t : Map::Iterate()) {
1125 switch (GetTileType(t)) {
1126 case MP_ROAD:
1127 if (fix_roadtypes) SB(t.m7(), 6, 2, (RoadTypes)GB(t.m7(), 5, 3));
1128 SB(t.m7(), 5, 1, GB(t.m3(), 7, 1)); // snow/desert
1129 switch (GetRoadTileType(t)) {
1130 default: SlErrorCorrupt("Invalid road tile type");
1131 case ROAD_TILE_NORMAL:
1132 SB(t.m7(), 0, 4, GB(t.m3(), 0, 4)); // road works
1133 SB(t.m6(), 3, 3, GB(t.m3(), 4, 3)); // ground
1134 SB(t.m3(), 0, 4, GB(t.m4(), 4, 4)); // tram bits
1135 SB(t.m3(), 4, 4, GB(t.m5(), 0, 4)); // tram owner
1136 SB(t.m5(), 0, 4, GB(t.m4(), 0, 4)); // road bits
1137 break;
1138
1139 case ROAD_TILE_CROSSING:
1140 SB(t.m7(), 0, 5, GB(t.m4(), 0, 5)); // road owner
1141 SB(t.m6(), 3, 3, GB(t.m3(), 4, 3)); // ground
1142 SB(t.m3(), 4, 4, GB(t.m5(), 0, 4)); // tram owner
1143 SB(t.m5(), 0, 1, GB(t.m4(), 6, 1)); // road axis
1144 SB(t.m5(), 5, 1, GB(t.m4(), 5, 1)); // crossing state
1145 break;
1146
1147 case ROAD_TILE_DEPOT:
1148 break;
1149 }
1150 if (!IsRoadDepot(t) && !HasTownOwnedRoad(t)) {
1151 const Town *town = CalcClosestTownFromTile(t);
1152 if (town != nullptr) SetTownIndex(t, town->index);
1153 }
1154 t.m4() = 0;
1155 break;
1156
1157 case MP_STATION:
1158 if (!IsStationRoadStop(t)) break;
1159
1160 if (fix_roadtypes) SB(t.m7(), 6, 2, (RoadTypes)GB(t.m3(), 0, 3));
1161 SB(t.m7(), 0, 5, HasBit(t.m6(), 2) ? OWNER_TOWN : GetTileOwner(t));
1162 SB(t.m3(), 4, 4, t.m1());
1163 t.m4() = 0;
1164 break;
1165
1166 case MP_TUNNELBRIDGE:
1167 if (old_bridge && IsBridge(t) && HasBit(t.m5(), 6)) break;
1168 if (((old_bridge && IsBridge(t)) ? (TransportType)GB(t.m5(), 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) {
1169 if (fix_roadtypes) SB(t.m7(), 6, 2, (RoadTypes)GB(t.m3(), 0, 3));
1170
1171 Owner o = GetTileOwner(t);
1172 SB(t.m7(), 0, 5, o); // road owner
1173 SB(t.m3(), 4, 4, o == OWNER_NONE ? OWNER_TOWN : o); // tram owner
1174 }
1175 SB(t.m6(), 2, 4, GB(t.m2(), 4, 4)); // bridge type
1176 SB(t.m7(), 5, 1, GB(t.m4(), 7, 1)); // snow/desert
1177
1178 t.m2() = 0;
1179 t.m4() = 0;
1180 break;
1181
1182 default: break;
1183 }
1184 }
1185 }
1186
1187 /* Railtype moved from m3 to m8 in version SLV_EXTEND_RAILTYPES. */
1189 for (auto t : Map::Iterate()) {
1190 switch (GetTileType(t)) {
1191 case MP_RAILWAY:
1192 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1193 break;
1194
1195 case MP_ROAD:
1196 if (IsLevelCrossing(t)) {
1197 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1198 }
1199 break;
1200
1201 case MP_STATION:
1202 if (HasStationRail(t)) {
1203 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1204 }
1205 break;
1206
1207 case MP_TUNNELBRIDGE:
1209 SetRailType(t, (RailType)GB(t.m3(), 0, 4));
1210 }
1211 break;
1212
1213 default:
1214 break;
1215 }
1216 }
1217 }
1218
1220 for (auto t : Map::Iterate()) {
1222 if (IsBridgeTile(t)) {
1223 if (HasBit(t.m5(), 6)) { // middle part
1224 Axis axis = (Axis)GB(t.m5(), 0, 1);
1225
1226 if (HasBit(t.m5(), 5)) { // transport route under bridge?
1227 if (GB(t.m5(), 3, 2) == TRANSPORT_RAIL) {
1228 MakeRailNormal(
1229 t,
1230 GetTileOwner(t),
1231 axis == AXIS_X ? TRACK_BIT_Y : TRACK_BIT_X,
1232 GetRailType(t)
1233 );
1234 } else {
1235 TownID town = IsTileOwner(t, OWNER_TOWN) ? ClosestTownFromTile(t, UINT_MAX)->index : 0;
1236
1237 /* MakeRoadNormal */
1238 SetTileType(t, MP_ROAD);
1239 t.m2() = town;
1240 t.m3() = 0;
1241 t.m5() = (axis == AXIS_X ? ROAD_Y : ROAD_X) | ROAD_TILE_NORMAL << 6;
1242 SB(t.m6(), 2, 4, 0);
1243 t.m7() = 1 << 6;
1244 SetRoadOwner(t, RTT_TRAM, OWNER_NONE);
1245 }
1246 } else {
1247 if (GB(t.m5(), 3, 2) == 0) {
1248 MakeClear(t, CLEAR_GRASS, 3);
1249 } else {
1250 if (!IsTileFlat(t)) {
1251 MakeShore(t);
1252 } else {
1253 if (GetTileOwner(t) == OWNER_WATER) {
1254 MakeSea(t);
1255 } else {
1256 MakeCanal(t, GetTileOwner(t), Random());
1257 }
1258 }
1259 }
1260 }
1261 SetBridgeMiddle(t, axis);
1262 } else { // ramp
1263 Axis axis = (Axis)GB(t.m5(), 0, 1);
1264 uint north_south = GB(t.m5(), 5, 1);
1265 DiagDirection dir = ReverseDiagDir(XYNSToDiagDir(axis, north_south));
1266 TransportType type = (TransportType)GB(t.m5(), 1, 2);
1267
1268 t.m5() = 1 << 7 | type << 2 | dir;
1269 }
1270 }
1271 }
1272
1273 for (Vehicle *v : Vehicle::Iterate()) {
1274 if (!v->IsGroundVehicle()) continue;
1275 if (IsBridgeTile(v->tile)) {
1277
1278 if (dir != DirToDiagDir(v->direction)) continue;
1279 switch (dir) {
1280 default: SlErrorCorrupt("Invalid vehicle direction");
1281 case DIAGDIR_NE: if ((v->x_pos & 0xF) != 0) continue; break;
1282 case DIAGDIR_SE: if ((v->y_pos & 0xF) != TILE_SIZE - 1) continue; break;
1283 case DIAGDIR_SW: if ((v->x_pos & 0xF) != TILE_SIZE - 1) continue; break;
1284 case DIAGDIR_NW: if ((v->y_pos & 0xF) != 0) continue; break;
1285 }
1286 } else if (v->z_pos > GetTileMaxPixelZ(TileVirtXY(v->x_pos, v->y_pos))) {
1287 v->tile = GetNorthernBridgeEnd(v->tile);
1288 v->UpdatePosition();
1289 } else {
1290 continue;
1291 }
1292 if (v->type == VEH_TRAIN) {
1293 Train::From(v)->track = TRACK_BIT_WORMHOLE;
1294 } else {
1295 RoadVehicle::From(v)->state = RVSB_WORMHOLE;
1296 }
1297 }
1298 }
1299
1301 /* Add road subtypes */
1302 for (auto t : Map::Iterate()) {
1303 bool has_road = false;
1304 switch (GetTileType(t)) {
1305 case MP_ROAD:
1306 has_road = true;
1307 break;
1308 case MP_STATION:
1309 has_road = IsAnyRoadStop(t);
1310 break;
1311 case MP_TUNNELBRIDGE:
1313 break;
1314 default:
1315 break;
1316 }
1317
1318 if (has_road) {
1319 RoadType road_rt = HasBit(t.m7(), 6) ? ROADTYPE_ROAD : INVALID_ROADTYPE;
1320 RoadType tram_rt = HasBit(t.m7(), 7) ? ROADTYPE_TRAM : INVALID_ROADTYPE;
1321
1322 assert(road_rt != INVALID_ROADTYPE || tram_rt != INVALID_ROADTYPE);
1323 SetRoadTypes(t, road_rt, tram_rt);
1324 SB(t.m7(), 6, 2, 0); // Clear pre-NRT road type bits.
1325 }
1326 }
1327 }
1328
1329 /* Elrails got added in rev 24 */
1331 RailType min_rail = RAILTYPE_ELECTRIC;
1332
1333 for (Train *v : Train::Iterate()) {
1334 RailType rt = RailVehInfo(v->engine_type)->railtype;
1335
1336 v->railtype = rt;
1337 if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
1338 }
1339
1340 /* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
1341 for (const auto t : Map::Iterate()) {
1342 switch (GetTileType(t)) {
1343 case MP_RAILWAY:
1344 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1345 break;
1346
1347 case MP_ROAD:
1348 if (IsLevelCrossing(t)) {
1349 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1350 }
1351 break;
1352
1353 case MP_STATION:
1354 if (HasStationRail(t)) {
1355 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1356 }
1357 break;
1358
1359 case MP_TUNNELBRIDGE:
1361 SetRailType(t, UpdateRailType(GetRailType(t), min_rail));
1362 }
1363 break;
1364
1365 default:
1366 break;
1367 }
1368 }
1369 }
1370
1371 /* In version 16.1 of the savegame a company can decide if trains, which get
1372 * replaced, shall keep their old length. In all prior versions, just default
1373 * to false */
1375 for (Company *c : Company::Iterate()) c->settings.renew_keep_length = false;
1376 }
1377
1379 /* Waypoints became subclasses of stations ... */
1381 /* ... and buoys were moved to waypoints. */
1383 }
1384
1385 /* From version 15, we moved a semaphore bit from bit 2 to bit 3 in m4, making
1386 * room for PBS. Now in version 21 move it back :P. */
1388 for (auto t : Map::Iterate()) {
1389 switch (GetTileType(t)) {
1390 case MP_RAILWAY:
1391 if (HasSignals(t)) {
1392 /* Original signal type/variant was stored in m4 but since saveload
1393 * version 48 they are in m2. The bits has been already moved to m2
1394 * (see the code somewhere above) so don't use m4, use m2 instead. */
1395
1396 /* convert PBS signals to combo-signals */
1397 if (HasBit(t.m2(), 2)) SB(t.m2(), 0, 2, SIGTYPE_COMBO);
1398
1399 /* move the signal variant back */
1400 SB(t.m2(), 2, 1, HasBit(t.m2(), 3) ? SIG_SEMAPHORE : SIG_ELECTRIC);
1401 ClrBit(t.m2(), 3);
1402 }
1403
1404 /* Clear PBS reservation on track */
1405 if (!IsRailDepotTile(t)) {
1406 SB(t.m4(), 4, 4, 0);
1407 } else {
1408 ClrBit(t.m3(), 6);
1409 }
1410 break;
1411
1412 case MP_STATION: // Clear PBS reservation on station
1413 ClrBit(t.m3(), 6);
1414 break;
1415
1416 default: break;
1417 }
1418 }
1419 }
1420
1422 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
1423 rv->vehstatus &= ~0x40;
1424 }
1425 }
1426
1428 for (Station *st : Station::Iterate()) {
1429 st->last_vehicle_type = VEH_INVALID;
1430 }
1431 }
1432
1434
1437 }
1438
1439 for (Company *c : Company::Iterate()) {
1440 c->avail_railtypes = GetCompanyRailTypes(c->index);
1441 c->avail_roadtypes = GetCompanyRoadTypes(c->index);
1442 }
1443
1444 AfterLoadStations();
1445
1446 /* Time starts at 0 instead of 1920.
1447 * Account for this in older games by adding an offset */
1453
1457 for (Company *c : Company::Iterate()) c->inaugurated_year += EconomyTime::ORIGINAL_BASE_YEAR;
1458 for (Industry *i : Industry::Iterate()) i->last_prod_year += EconomyTime::ORIGINAL_BASE_YEAR;
1459
1460 for (Vehicle *v : Vehicle::Iterate()) {
1461 v->date_of_last_service += EconomyTime::DAYS_TILL_ORIGINAL_BASE_YEAR;
1462 v->build_year += CalendarTime::ORIGINAL_BASE_YEAR;
1463 }
1464 }
1465
1466 /* From 32 on we save the industry who made the farmland.
1467 * To give this prettiness to old savegames, we remove all farmfields and
1468 * plant new ones. */
1470 for (const auto t : Map::Iterate()) {
1472 /* remove fields */
1473 MakeClear(t, CLEAR_GRASS, 3);
1474 }
1475 }
1476
1477 for (Industry *i : Industry::Iterate()) {
1478 uint j;
1479
1481 for (j = 0; j != 50; j++) PlantRandomFarmField(i);
1482 }
1483 }
1484 }
1485
1486 /* Setting no refit flags to all orders in savegames from before refit in orders were added */
1488 for (Order *order : Order::Iterate()) {
1489 order->SetRefit(CARGO_NO_REFIT);
1490 }
1491
1492 for (Vehicle *v : Vehicle::Iterate()) {
1493 v->current_order.SetRefit(CARGO_NO_REFIT);
1494 }
1495 }
1496
1497 /* from version 38 we have optional elrails, since we cannot know the
1498 * preference of a user, let elrails enabled; it can be disabled manually */
1500 /* do the same as when elrails were enabled/disabled manually just now */
1501 UpdateDisableElrailSettingState(_settings_game.vehicle.disable_elrails, false);
1503
1504 /* From version 53, the map array was changed for house tiles to allow
1505 * space for newhouses grf features. A new byte, m7, was also added. */
1507 for (auto t : Map::Iterate()) {
1508 if (IsTileType(t, MP_HOUSE)) {
1509 if (GB(t.m3(), 6, 2) != TOWN_HOUSE_COMPLETED) {
1510 /* Move the construction stage from m3[7..6] to m5[5..4].
1511 * The construction counter does not have to move. */
1512 SB(t.m5(), 3, 2, GB(t.m3(), 6, 2));
1513 SB(t.m3(), 6, 2, 0);
1514
1515 /* The "house is completed" bit is now in m6[2]. */
1516 SetHouseCompleted(t, false);
1517 } else {
1518 /* The "lift has destination" bit has been moved from
1519 * m5[7] to m7[0]. */
1520 AssignBit(t.m7(), 0, HasBit(t.m5(), 7));
1521 ClrBit(t.m5(), 7);
1522
1523 /* The "lift is moving" bit has been removed, as it does
1524 * the same job as the "lift has destination" bit. */
1525 ClrBit(t.m1(), 7);
1526
1527 /* The position of the lift goes from m1[7..0] to m6[7..2],
1528 * making m1 totally free, now. The lift position does not
1529 * have to be a full byte since the maximum value is 36. */
1530 SetLiftPosition(t, GB(t.m1(), 0, 6 ));
1531
1532 t.m1() = 0;
1533 t.m3() = 0;
1534 SetHouseCompleted(t, true);
1535 }
1536 }
1537 }
1538 }
1539
1541 for (auto t : Map::Iterate()) {
1542 if (IsTileType(t, MP_HOUSE)) {
1543 /* House type is moved from m4 + m3[6] to m8. */
1544 SetHouseType(t, t.m4() | (GB(t.m3(), 6, 1) << 8));
1545 t.m4() = 0;
1546 ClrBit(t.m3(), 6);
1547 }
1548 }
1549 }
1550
1551 /* Check and update house and town values */
1553
1555 for (auto t : Map::Iterate()) {
1556 if (IsTileType(t, MP_INDUSTRY)) {
1557 switch (GetIndustryGfx(t)) {
1558 case GFX_POWERPLANT_SPARKS:
1559 t.m3() = GB(t.m1(), 2, 5);
1560 break;
1561
1562 case GFX_OILWELL_ANIMATED_1:
1563 case GFX_OILWELL_ANIMATED_2:
1564 case GFX_OILWELL_ANIMATED_3:
1565 t.m3() = GB(t.m1(), 0, 2);
1566 break;
1567
1568 case GFX_COAL_MINE_TOWER_ANIMATED:
1569 case GFX_COPPER_MINE_TOWER_ANIMATED:
1570 case GFX_GOLD_MINE_TOWER_ANIMATED:
1571 t.m3() = t.m1();
1572 break;
1573
1574 default: // No animation states to change
1575 break;
1576 }
1577 }
1578 }
1579 }
1580
1582 /* Originally just the fact that some cargo had been paid for was
1583 * stored to stop people cheating and cashing in several times. This
1584 * wasn't enough though as it was cleared when the vehicle started
1585 * loading again, even if it didn't actually load anything, so now the
1586 * amount that has been paid is stored. */
1587 for (Vehicle *v : Vehicle::Iterate()) {
1588 ClrBit(v->vehicle_flags, 2);
1589 }
1590 }
1591
1592 /* Buoys do now store the owner of the previous water tile, which can never
1593 * be OWNER_NONE. So replace OWNER_NONE with OWNER_WATER. */
1595 for (Waypoint *wp : Waypoint::Iterate()) {
1596 if ((wp->facilities & FACIL_DOCK) != 0 && IsTileOwner(wp->xy, OWNER_NONE) && TileHeight(wp->xy) == 0) SetTileOwner(wp->xy, OWNER_WATER);
1597 }
1598 }
1599
1601 /* Aircraft units changed from 8 mph to 1 km-ish/h */
1602 for (Aircraft *v : Aircraft::Iterate()) {
1603 if (v->subtype <= AIR_AIRCRAFT) {
1604 const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
1605 v->cur_speed *= 128;
1606 v->cur_speed /= 10;
1607 v->acceleration = avi->acceleration;
1608 }
1609 }
1610 }
1611
1613
1615 for (auto t : Map::Iterate()) {
1616 if (IsTileType(t, MP_OBJECT) && t.m5() == OBJECT_STATUE) {
1617 t.m2() = CalcClosestTownFromTile(t)->index;
1618 }
1619 }
1620 }
1621
1622 /* A setting containing the proportion of towns that grow twice as
1623 * fast was added in version 54. From version 56 this is now saved in the
1624 * town as cities can be built specifically in the scenario editor. */
1626 for (Town *t : Town::Iterate()) {
1627 if (_settings_game.economy.larger_towns != 0 && (t->index % _settings_game.economy.larger_towns) == 0) {
1628 t->larger_town = true;
1629 }
1630 }
1631 }
1632
1634 /* Added a FIFO queue of vehicles loading at stations */
1635 for (Vehicle *v : Vehicle::Iterate()) {
1636 if ((v->type != VEH_TRAIN || Train::From(v)->IsFrontEngine()) && // for all locs
1637 !(v->vehstatus & (VS_STOPPED | VS_CRASHED)) && // not stopped or crashed
1638 v->current_order.IsType(OT_LOADING)) { // loading
1639 Station::Get(v->last_station_visited)->loading_vehicles.push_back(v);
1640
1641 /* The loading finished flag is *only* set when actually completely
1642 * finished. Because the vehicle is loading, it is not finished. */
1643 ClrBit(v->vehicle_flags, VF_LOADING_FINISHED);
1644 }
1645 }
1646 } else if (IsSavegameVersionBefore(SLV_59)) {
1647 /* For some reason non-loading vehicles could be in the station's loading vehicle list */
1648
1649 for (Station *st : Station::Iterate()) {
1650 for (auto iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); /* nothing */) {
1651 Vehicle *v = *iter;
1652 if (!v->current_order.IsType(OT_LOADING)) {
1653 iter = st->loading_vehicles.erase(iter);
1654 } else {
1655 ++iter;
1656 }
1657 }
1658 }
1659 }
1660
1662 /* Setting difficulty industry_density other than zero get bumped to +1
1663 * since a new option (very low at position 1) has been added */
1666 }
1667
1668 /* Same goes for number of towns, although no test is needed, just an increment */
1670 }
1671
1673 /* Since now we allow different signal types and variants on a single tile.
1674 * Move signal states to m4 to make room and clone the signal type/variant. */
1675 for (auto t : Map::Iterate()) {
1676 if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) {
1677 /* move signal states */
1678 SetSignalStates(t, GB(t.m2(), 4, 4));
1679 SB(t.m2(), 4, 4, 0);
1680 /* clone signal type and variant */
1681 SB(t.m2(), 4, 3, GB(t.m2(), 0, 3));
1682 }
1683 }
1684 }
1685
1687 /* In some old savegames a bit was cleared when it should not be cleared */
1688 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
1689 if (rv->state == 250 || rv->state == 251) {
1690 SetBit(rv->state, 2);
1691 }
1692 }
1693 }
1694
1696 /* Added variables to support newindustries */
1697 for (Industry *i : Industry::Iterate()) i->founder = OWNER_NONE;
1698 }
1699
1700 /* From version 82, old style canals (above sealevel (0), WATER owner) are no longer supported.
1701 Replace the owner for those by OWNER_NONE. */
1703 for (const auto t : Map::Iterate()) {
1704 if (IsTileType(t, MP_WATER) &&
1706 GetTileOwner(t) == OWNER_WATER &&
1707 TileHeight(t) != 0) {
1709 }
1710 }
1711 }
1712
1713 /*
1714 * Add the 'previous' owner to the ship depots so we can reset it with
1715 * the correct values when it gets destroyed. This prevents that
1716 * someone can remove canals owned by somebody else and it prevents
1717 * making floods using the removal of ship depots.
1718 */
1720 for (auto t : Map::Iterate()) {
1721 if (IsShipDepotTile(t)) {
1722 t.m4() = (TileHeight(t) == 0) ? OWNER_WATER : OWNER_NONE;
1723 }
1724 }
1725 }
1726
1728 for (Station *st : Station::Iterate()) {
1729 for (GoodsEntry &ge : st->goods) {
1730 ge.last_speed = 0;
1731 if (ge.HasData() && ge.GetData().cargo.AvailableCount() != 0) SetBit(ge.status, GoodsEntry::GES_RATING);
1732 }
1733 }
1734 }
1735
1736 /* At version 78, industry cargo types can be changed, and are stored with the industry. For older save versions
1737 * copy the IndustrySpec's cargo types over to the Industry. */
1739 for (Industry *i : Industry::Iterate()) {
1740 const IndustrySpec *indsp = GetIndustrySpec(i->type);
1741 for (uint j = 0; j < std::size(i->produced); j++) {
1742 i->produced[j].cargo = indsp->produced_cargo[j];
1743 }
1744 for (uint j = 0; j < std::size(i->accepted); j++) {
1745 i->accepted[j].cargo = indsp->accepts_cargo[j];
1746 }
1747 }
1748 }
1749
1750 /* Industry cargo slots were fixed size before (and including) SLV_VEHICLE_ECONOMY_AGE (either 2/3 or 16/16),
1751 * after this they are dynamic. Trim excess slots. */
1753 for (Industry *i : Industry::Iterate()) {
1755 }
1756 }
1757
1758 /* Before version 81, the density of grass was always stored as zero, and
1759 * grassy trees were always drawn fully grassy. Furthermore, trees on rough
1760 * land used to have zero density, now they have full density. Therefore,
1761 * make all grassy/rough land trees have a density of 3. */
1763 for (auto t : Map::Iterate()) {
1764 if (GetTileType(t) == MP_TREES) {
1765 TreeGround groundType = (TreeGround)GB(t.m2(), 4, 2);
1766 if (groundType != TREE_GROUND_SNOW_DESERT) SB(t.m2(), 6, 2, 3);
1767 }
1768 }
1769 }
1770
1771
1773 /* Rework of orders. */
1774 for (Order *order : Order::Iterate()) order->ConvertFromOldSavegame();
1775
1776 for (Vehicle *v : Vehicle::Iterate()) {
1777 if (v->orders != nullptr && v->orders->GetFirstOrder() != nullptr && v->orders->GetFirstOrder()->IsType(OT_NOTHING)) {
1778 v->orders->FreeChain();
1779 v->orders = nullptr;
1780 }
1781
1782 v->current_order.ConvertFromOldSavegame();
1783 if (v->type == VEH_ROAD && v->IsPrimaryVehicle() && v->FirstShared() == v) {
1784 for (Order *order : v->Orders()) order->SetNonStopType(ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS);
1785 }
1786 }
1787 } else if (IsSavegameVersionBefore(SLV_94)) {
1788 /* Unload and transfer are now mutual exclusive. */
1789 for (Order *order : Order::Iterate()) {
1790 if ((order->GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
1791 order->SetUnloadType(OUFB_TRANSFER);
1792 order->SetLoadType(OLFB_NO_LOAD);
1793 }
1794 }
1795
1796 for (Vehicle *v : Vehicle::Iterate()) {
1797 if ((v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) == (OUFB_UNLOAD | OUFB_TRANSFER)) {
1798 v->current_order.SetUnloadType(OUFB_TRANSFER);
1799 v->current_order.SetLoadType(OLFB_NO_LOAD);
1800 }
1801 }
1803 /* OrderDepotActionFlags were moved, instead of starting at bit 4 they now start at bit 3. */
1804 for (Order *order : Order::Iterate()) {
1805 if (!order->IsType(OT_GOTO_DEPOT)) continue;
1806 order->SetDepotActionType((OrderDepotActionFlags)(order->GetDepotActionType() >> 1));
1807 }
1808
1809 for (Vehicle *v : Vehicle::Iterate()) {
1810 if (!v->current_order.IsType(OT_GOTO_DEPOT)) continue;
1811 v->current_order.SetDepotActionType((OrderDepotActionFlags)(v->current_order.GetDepotActionType() >> 1));
1812 }
1813 }
1814
1815 /* The water class was moved/unified. */
1817 for (auto t : Map::Iterate()) {
1818 switch (GetTileType(t)) {
1819 case MP_STATION:
1820 switch (GetStationType(t)) {
1821 case StationType::Oilrig:
1822 case StationType::Dock:
1823 case StationType::Buoy:
1824 SetWaterClass(t, (WaterClass)GB(t.m3(), 0, 2));
1825 SB(t.m3(), 0, 2, 0);
1826 break;
1827
1828 default:
1830 break;
1831 }
1832 break;
1833
1834 case MP_WATER:
1835 SetWaterClass(t, (WaterClass)GB(t.m3(), 0, 2));
1836 SB(t.m3(), 0, 2, 0);
1837 break;
1838
1839 case MP_OBJECT:
1841 break;
1842
1843 default:
1844 /* No water class. */
1845 break;
1846 }
1847 }
1848 }
1849
1851 for (auto t : Map::Iterate()) {
1852 /* Move river flag and update canals to use water class */
1853 if (IsTileType(t, MP_WATER)) {
1854 if (GetWaterClass(t) != WATER_CLASS_RIVER) {
1855 if (IsWater(t)) {
1856 Owner o = GetTileOwner(t);
1857 if (o == OWNER_WATER) {
1858 MakeSea(t);
1859 } else {
1860 MakeCanal(t, o, Random());
1861 }
1862 } else if (IsShipDepot(t)) {
1863 Owner o = (Owner)t.m4(); // Original water owner
1865 }
1866 }
1867 }
1868 }
1869
1870 /* Update locks, depots, docks and buoys to have a water class based
1871 * on its neighbouring tiles. Done after river and canal updates to
1872 * ensure neighbours are correct. */
1873 for (const auto t : Map::Iterate()) {
1874 if (!IsTileFlat(t)) continue;
1875
1878 }
1879 }
1880
1882 for (const auto t : Map::Iterate()) {
1883 /* skip oil rigs at borders! */
1884 if ((IsTileType(t, MP_WATER) || IsBuoyTile(t)) &&
1885 (TileX(t) == 0 || TileY(t) == 0 || TileX(t) == Map::MaxX() - 1 || TileY(t) == Map::MaxY() - 1)) {
1886 /* Some version 86 savegames have wrong water class at map borders (under buoy, or after removing buoy).
1887 * This conversion has to be done before buoys with invalid owner are removed. */
1889 }
1890
1892 Owner o = GetTileOwner(t);
1893 if (o < MAX_COMPANIES && !Company::IsValidID(o)) {
1894 Backup<CompanyID> cur_company(_current_company, o);
1896 cur_company.Restore();
1897 }
1898 if (IsBuoyTile(t)) {
1899 /* reset buoy owner to OWNER_NONE in the station struct
1900 * (even if it is owned by active company) */
1902 }
1903 } else if (IsTileType(t, MP_ROAD)) {
1904 /* works for all RoadTileType */
1905 for (RoadTramType rtt : _roadtramtypes) {
1906 /* update even non-existing road types to update tile owner too */
1907 Owner o = GetRoadOwner(t, rtt);
1909 }
1910 if (IsLevelCrossing(t)) {
1912 }
1913 } else if (IsPlainRailTile(t)) {
1915 }
1916 }
1917 }
1918
1920 /* Profits are now with 8 bit fract */
1921 for (Vehicle *v : Vehicle::Iterate()) {
1922 v->profit_this_year <<= 8;
1923 v->profit_last_year <<= 8;
1924 v->running_ticks = 0;
1925 }
1926 }
1927
1929 /* Increase HouseAnimationFrame from 5 to 7 bits */
1930 for (auto t : Map::Iterate()) {
1932 SB(t.m6(), 2, 6, GB(t.m6(), 3, 5));
1933 SB(t.m3(), 5, 1, 0);
1934 }
1935 }
1936 }
1937
1939 GroupStatistics::UpdateAfterLoad(); // Ensure statistics pool is initialised before trying to delete vehicles
1940 /* Remove all trams from savegames without tram support.
1941 * There would be trams without tram track under causing crashes sooner or later. */
1942 for (RoadVehicle *v : RoadVehicle::Iterate()) {
1943 if (v->First() == v && EngInfo(v->engine_type)->misc_flags.Test(EngineMiscFlag::RoadIsTram)) {
1944 ShowErrorMessage(STR_WARNING_LOADGAME_REMOVED_TRAMS, INVALID_STRING_ID, WL_CRITICAL);
1945 delete v;
1946 }
1947 }
1948 }
1949
1951 for (auto t : Map::Iterate()) {
1952 /* Set newly introduced WaterClass of industry tiles */
1953 if (IsTileType(t, MP_STATION) && IsOilRig(t)) {
1955 }
1956 if (IsTileType(t, MP_INDUSTRY)) {
1957 if ((GetIndustrySpec(GetIndustryType(t))->behaviour & INDUSTRYBEH_BUILT_ONWATER) != 0) {
1959 } else {
1961 }
1962 }
1963
1964 /* Replace "house construction year" with "house age" */
1965 if (IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)) {
1966 t.m5() = ClampTo<uint8_t>(TimerGameCalendar::year - (CalendarTime::ORIGINAL_BASE_YEAR + t.m5()));
1967 }
1968 }
1969 }
1970
1971 /* Move the signal variant back up one bit for PBS. We don't convert the old PBS
1972 * format here, as an old layout wouldn't work properly anyway. To be safe, we
1973 * clear any possible PBS reservations as well. */
1975 for (auto t : Map::Iterate()) {
1976 switch (GetTileType(t)) {
1977 case MP_RAILWAY:
1978 if (HasSignals(t)) {
1979 /* move the signal variant */
1980 SetSignalVariant(t, TRACK_UPPER, HasBit(t.m2(), 2) ? SIG_SEMAPHORE : SIG_ELECTRIC);
1981 SetSignalVariant(t, TRACK_LOWER, HasBit(t.m2(), 6) ? SIG_SEMAPHORE : SIG_ELECTRIC);
1982 ClrBit(t.m2(), 2);
1983 ClrBit(t.m2(), 6);
1984 }
1985
1986 /* Clear PBS reservation on track */
1987 if (IsRailDepot(t)) {
1988 SetDepotReservation(t, false);
1989 } else {
1991 }
1992 break;
1993
1994 case MP_ROAD: // Clear PBS reservation on crossing
1995 if (IsLevelCrossing(t)) SetCrossingReservation(t, false);
1996 break;
1997
1998 case MP_STATION: // Clear PBS reservation on station
1999 if (HasStationRail(t)) SetRailStationReservation(t, false);
2000 break;
2001
2002 case MP_TUNNELBRIDGE: // Clear PBS reservation on tunnels/bridges
2004 break;
2005
2006 default: break;
2007 }
2008 }
2009 }
2010
2011 /* Reserve all tracks trains are currently on. */
2013 for (const Train *t : Train::Iterate()) {
2014 if (t->First() == t) t->ReserveTrackUnderConsist();
2015 }
2016 }
2017
2019 /* Non-town-owned roads now store the closest town */
2021
2022 /* signs with invalid owner left from older savegames */
2023 for (Sign *si : Sign::Iterate()) {
2024 if (si->owner != OWNER_NONE && !Company::IsValidID(si->owner)) si->owner = OWNER_NONE;
2025 }
2026
2027 /* Station can get named based on an industry type, but the current ones
2028 * are not, so mark them as if they are not named by an industry. */
2029 for (Station *st : Station::Iterate()) {
2030 st->indtype = IT_INVALID;
2031 }
2032 }
2033
2035 for (Aircraft *a : Aircraft::Iterate()) {
2036 /* Set engine_type of shadow and rotor */
2037 if (!a->IsNormalAircraft()) {
2038 a->engine_type = a->First()->engine_type;
2039 }
2040 }
2041
2042 /* More companies ... */
2043 for (Company *c : Company::Iterate()) {
2044 if (c->bankrupt_asked == 0xFF) c->bankrupt_asked = std::numeric_limits<CompanyMask>::max();
2045 }
2046
2047 for (Engine *e : Engine::Iterate()) {
2048 if (e->company_avail == 0xFF) e->company_avail = std::numeric_limits<CompanyMask>::max();
2049 }
2050
2051 for (Town *t : Town::Iterate()) {
2052 if (t->have_ratings == 0xFF) t->have_ratings = std::numeric_limits<CompanyMask>::max();
2053 for (uint i = 8; i != MAX_COMPANIES; i++) t->ratings[i] = RATING_INITIAL;
2054 }
2055 }
2056
2058 for (auto t : Map::Iterate()) {
2059 /* Check for HQ bit being set, instead of using map accessor,
2060 * since we've already changed it code-wise */
2061 if (IsTileType(t, MP_OBJECT) && HasBit(t.m5(), 7)) {
2062 /* Move size and part identification of HQ out of the m5 attribute,
2063 * on new locations */
2064 t.m3() = GB(t.m5(), 0, 5);
2065 t.m5() = OBJECT_HQ;
2066 }
2067 }
2068 }
2070 for (auto t : Map::Iterate()) {
2071 if (!IsTileType(t, MP_OBJECT)) continue;
2072
2073 /* Reordering/generalisation of the object bits. */
2074 ObjectType type = t.m5();
2075 SB(t.m6(), 2, 4, type == OBJECT_HQ ? GB(t.m3(), 2, 3) : 0);
2076 t.m3() = type == OBJECT_HQ ? GB(t.m3(), 1, 1) | GB(t.m3(), 0, 1) << 4 : 0;
2077
2078 /* Make sure those bits are clear as well! */
2079 t.m4() = 0;
2080 t.m7() = 0;
2081 }
2082 }
2083
2085 /* Make real objects for object tiles. */
2086 for (auto t : Map::Iterate()) {
2087 if (!IsTileType(t, MP_OBJECT)) continue;
2088
2089 if (Town::GetNumItems() == 0) {
2090 /* No towns, so remove all objects! */
2091 DoClearSquare(t);
2092 } else {
2093 uint offset = t.m3();
2094
2095 /* Also move the animation state. */
2096 t.m3() = GB(t.m6(), 2, 4);
2097 SB(t.m6(), 2, 4, 0);
2098
2099 if (offset == 0) {
2100 /* No offset, so make the object. */
2101 ObjectType type = t.m5();
2102 int size = type == OBJECT_HQ ? 2 : 1;
2103
2104 if (!Object::CanAllocateItem()) {
2105 /* Nice... you managed to place 64k lighthouses and
2106 * antennae on the map... boohoo. */
2107 SlError(STR_ERROR_TOO_MANY_OBJECTS);
2108 }
2109
2110 Object *o = new Object();
2111 o->location.tile = (TileIndex)t;
2112 o->location.w = size;
2113 o->location.h = size;
2115 o->town = type == OBJECT_STATUE ? Town::Get(t.m2()) : CalcClosestTownFromTile(t, UINT_MAX);
2116 t.m2() = o->index;
2118 } else {
2119 /* We're at an offset, so get the ID from our "root". */
2120 Tile northern_tile = t - TileXY(GB(offset, 0, 4), GB(offset, 4, 4));
2121 assert(IsTileType(northern_tile, MP_OBJECT));
2122 t.m2() = northern_tile.m2();
2123 }
2124 }
2125 }
2126 }
2127
2129 /* allow_town_roads is added, set it if town_layout wasn't TL_NO_ROADS */
2130 if (_settings_game.economy.town_layout == 0) { // was TL_NO_ROADS
2133 } else {
2136 }
2137
2138 /* Initialize layout of all towns. Older versions were using different
2139 * generator for random town layout, use it if needed. */
2140 for (Town *t : Town::Iterate()) {
2143 continue;
2144 }
2145
2146 /* Use old layout randomizer code */
2147 uint8_t layout = TileHash(TileX(t->xy), TileY(t->xy)) % 6;
2148 switch (layout) {
2149 default: break;
2150 case 5: layout = 1; break;
2151 case 0: layout = 2; break;
2152 }
2153 t->layout = static_cast<TownLayout>(layout - 1);
2154 }
2155 }
2156
2158 /* There could be (deleted) stations with invalid owner, set owner to OWNER NONE.
2159 * The conversion affects oil rigs and buoys too, but it doesn't matter as
2160 * they have st->owner == OWNER_NONE already. */
2161 for (Station *st : Station::Iterate()) {
2162 if (!Company::IsValidID(st->owner)) st->owner = OWNER_NONE;
2163 }
2164 }
2165
2166 /* Trains could now stop in a specific location. */
2168 for (Order *o : Order::Iterate()) {
2169 if (o->IsType(OT_GOTO_STATION)) o->SetStopLocation(OSL_PLATFORM_FAR_END);
2170 }
2171 }
2172
2175 for (Company *c : Company::Iterate()) {
2176 c->settings.vehicle = _old_vds;
2177 }
2178 }
2179
2181 /* Delete small ufos heading for non-existing vehicles */
2183 if (v->subtype == 2 /* ST_SMALL_UFO */ && v->state != 0) {
2184 const Vehicle *u = Vehicle::GetIfValid(v->dest_tile.base());
2185 if (u == nullptr || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsFrontEngine()) {
2186 delete v;
2187 }
2188 }
2189 }
2190
2191 /* We didn't store cargo payment yet, so make them for vehicles that are
2192 * currently at a station and loading/unloading. If they don't get any
2193 * payment anymore they just removed in the next load/unload cycle.
2194 * However, some 0.7 versions might have cargo payment. For those we just
2195 * add cargopayment for the vehicles that don't have it.
2196 */
2197 for (Station *st : Station::Iterate()) {
2198 for (Vehicle *v : st->loading_vehicles) {
2199 /* There are always as many CargoPayments as Vehicles. We need to make the
2200 * assert() in Pool::GetNew() happy by calling CanAllocateItem(). */
2203 if (v->cargo_payment == nullptr) v->cargo_payment = new CargoPayment(v);
2204 }
2205 }
2206 }
2207
2209 /* Animated tiles would sometimes not be actually animated or
2210 * in case of old savegames duplicate. */
2211
2212 extern std::vector<TileIndex> _animated_tiles;
2213
2214 for (auto tile = _animated_tiles.begin(); tile < _animated_tiles.end(); /* Nothing */) {
2215 /* Remove if tile is not animated */
2216 bool remove = !MayAnimateTile(*tile);
2217
2218 /* and remove if duplicate */
2219 for (auto j = _animated_tiles.begin(); !remove && j < tile; j++) {
2220 remove = *tile == *j;
2221 }
2222
2223 if (remove) {
2224 tile = _animated_tiles.erase(tile);
2225 } else {
2226 tile++;
2227 }
2228 }
2229 }
2230
2232 for (auto t : Map::Iterate()) {
2233 if (!IsTileType(t, MP_WATER)) continue;
2234 SetNonFloodingWaterTile(t, false);
2235 }
2236 }
2237
2239 /* Animated tile state is stored in the map array, allowing
2240 * quicker addition and deletion of animated tiles. */
2241
2242 extern std::vector<TileIndex> _animated_tiles;
2243
2244 for (auto t : Map::Iterate()) {
2245 /* Ensure there is no spurious animated tile state. */
2247 }
2248
2249 /* Set animated flag for all valid animated tiles. */
2250 for (const TileIndex &tile : _animated_tiles) {
2252 }
2253 }
2254
2256 /* The train station tile area was added, but for really old (TTDPatch) it's already valid. */
2257 for (Waypoint *wp : Waypoint::Iterate()) {
2258 if (wp->facilities & FACIL_TRAIN) {
2259 wp->train_station.tile = wp->xy;
2260 wp->train_station.w = 1;
2261 wp->train_station.h = 1;
2262 } else {
2263 wp->train_station.tile = INVALID_TILE;
2264 wp->train_station.w = 0;
2265 wp->train_station.h = 0;
2266 }
2267 }
2268 }
2269
2271 /* Convert old subsidies */
2272 for (Subsidy *s : Subsidy::Iterate()) {
2273 if (s->remaining < 12) {
2274 /* Converting nonawarded subsidy */
2275 s->remaining = 12 - s->remaining; // convert "age" to "remaining"
2276 s->awarded = INVALID_COMPANY; // not awarded to anyone
2277 const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
2278 switch (cs->town_acceptance_effect) {
2279 case TAE_PASSENGERS:
2280 case TAE_MAIL:
2281 /* Town -> Town */
2282 s->src_type = s->dst_type = SourceType::Town;
2283 if (Town::IsValidID(s->src) && Town::IsValidID(s->dst)) continue;
2284 break;
2285 case TAE_GOODS:
2286 case TAE_FOOD:
2287 /* Industry -> Town */
2288 s->src_type = SourceType::Industry;
2289 s->dst_type = SourceType::Town;
2290 if (Industry::IsValidID(s->src) && Town::IsValidID(s->dst)) continue;
2291 break;
2292 default:
2293 /* Industry -> Industry */
2294 s->src_type = s->dst_type = SourceType::Industry;
2295 if (Industry::IsValidID(s->src) && Industry::IsValidID(s->dst)) continue;
2296 break;
2297 }
2298 } else {
2299 /* Do our best for awarded subsidies. The original source or destination industry
2300 * can't be determined anymore for awarded subsidies, so invalidate them.
2301 * Town -> Town subsidies are converted using simple heuristic */
2302 s->remaining = 24 - s->remaining; // convert "age of awarded subsidy" to "remaining"
2303 const CargoSpec *cs = CargoSpec::Get(s->cargo_type);
2304 switch (cs->town_acceptance_effect) {
2305 case TAE_PASSENGERS:
2306 case TAE_MAIL: {
2307 /* Town -> Town */
2308 const Station *ss = Station::GetIfValid(s->src);
2309 const Station *sd = Station::GetIfValid(s->dst);
2310 if (ss != nullptr && sd != nullptr && ss->owner == sd->owner &&
2312 s->src_type = s->dst_type = SourceType::Town;
2313 s->src = ss->town->index;
2314 s->dst = sd->town->index;
2315 s->awarded = ss->owner;
2316 continue;
2317 }
2318 break;
2319 }
2320 default:
2321 break;
2322 }
2323 }
2324 /* Awarded non-town subsidy or invalid source/destination, invalidate */
2325 delete s;
2326 }
2327 }
2328
2330 /* Recompute inflation based on old unround loan limit
2331 * Note: Max loan is 500000. With an inflation of 4% across 170 years
2332 * that results in a max loan of about 0.7 * 2^31.
2333 * So taking the 16 bit fractional part into account there are plenty of bits left
2334 * for unmodified savegames ...
2335 */
2336 uint64_t aimed_inflation = (_economy.old_max_loan_unround << 16 | _economy.old_max_loan_unround_fract) / _settings_game.difficulty.max_loan;
2337
2338 /* ... well, just clamp it then. */
2339 if (aimed_inflation > MAX_INFLATION) aimed_inflation = MAX_INFLATION;
2340
2341 /* Simulate the inflation, so we also get the payment inflation */
2342 while (_economy.inflation_prices < aimed_inflation) {
2343 if (AddInflation(false)) break;
2344 }
2345 }
2346
2348 for (const Depot *d : Depot::Iterate()) {
2349 Tile tile = d->xy;
2350 /* At some point, invalid depots were saved into the game (possibly those removed in the past?)
2351 * Remove them here, so they don't cause issues further down the line */
2352 if (!IsDepotTile(tile)) {
2353 Debug(sl, 0, "Removing invalid depot {} at {}, {}", d->index, TileX(d->xy), TileY(d->xy));
2354 delete d;
2355 d = nullptr;
2356 continue;
2357 }
2358 tile.m2() = d->index;
2359 if (IsTileType(tile, MP_WATER)) Tile(GetOtherShipDepotTile(tile)).m2() = d->index;
2360 }
2361 }
2362
2363 /* The behaviour of force_proceed has been changed. Now
2364 * it counts signals instead of some random time out. */
2366 for (Train *t : Train::Iterate()) {
2367 if (t->force_proceed != TFP_NONE) {
2368 t->force_proceed = TFP_STUCK;
2369 }
2370 }
2371 }
2372
2373 /* The bits for the tree ground and tree density have
2374 * been swapped (m2 bits 7..6 and 5..4. */
2376 for (auto t : Map::Iterate()) {
2377 if (IsTileType(t, MP_CLEAR)) {
2378 if (GetRawClearGround(t) == CLEAR_SNOW) {
2380 SetBit(t.m3(), 4);
2381 } else {
2382 ClrBit(t.m3(), 4);
2383 }
2384 }
2385 if (IsTileType(t, MP_TREES)) {
2386 uint density = GB(t.m2(), 6, 2);
2387 uint ground = GB(t.m2(), 4, 2);
2388 t.m2() = ground << 6 | density << 4;
2389 }
2390 }
2391 }
2392
2393 /* Wait counter and load/unload ticks got split. */
2395 for (Aircraft *a : Aircraft::Iterate()) {
2396 a->turn_counter = a->current_order.IsType(OT_LOADING) ? 0 : a->load_unload_ticks;
2397 }
2398
2399 for (Train *t : Train::Iterate()) {
2400 t->wait_counter = t->current_order.IsType(OT_LOADING) ? 0 : t->load_unload_ticks;
2401 }
2402 }
2403
2404 /* Airport tile animation uses animation frame instead of other graphics id */
2406 struct AirportTileConversion {
2407 uint8_t old_start;
2408 uint8_t num_frames;
2409 };
2410 static const AirportTileConversion atcs[] = {
2411 {31, 12}, // APT_RADAR_GRASS_FENCE_SW
2412 {50, 4}, // APT_GRASS_FENCE_NE_FLAG
2413 {62, 2}, // 1 unused tile
2414 {66, 12}, // APT_RADAR_FENCE_SW
2415 {78, 12}, // APT_RADAR_FENCE_NE
2416 {101, 10}, // 9 unused tiles
2417 {111, 8}, // 7 unused tiles
2418 {119, 15}, // 14 unused tiles (radar)
2419 {140, 4}, // APT_GRASS_FENCE_NE_FLAG_2
2420 };
2421 for (const auto t : Map::Iterate()) {
2422 if (IsAirportTile(t)) {
2423 StationGfx old_gfx = GetStationGfx(t);
2424 uint8_t offset = 0;
2425 for (const auto &atc : atcs) {
2426 if (old_gfx < atc.old_start) {
2427 SetStationGfx(t, old_gfx - offset);
2428 break;
2429 }
2430 if (old_gfx < atc.old_start + atc.num_frames) {
2431 SetAnimationFrame(t, old_gfx - atc.old_start);
2432 SetStationGfx(t, atc.old_start - offset);
2433 break;
2434 }
2435 offset += atc.num_frames - 1;
2436 }
2437 }
2438 }
2439 }
2440
2441 /* Oilrig was moved from id 15 to 9. */
2443 for (Station *st : Station::Iterate()) {
2444 if (st->airport.tile != INVALID_TILE && st->airport.type == 15) {
2445 st->airport.type = AT_OILRIG;
2446 }
2447 }
2448 }
2449
2451 for (Station *st : Station::Iterate()) {
2452 if (st->airport.tile != INVALID_TILE) {
2453 st->airport.w = st->airport.GetSpec()->size_x;
2454 st->airport.h = st->airport.GetSpec()->size_y;
2455 }
2456 }
2457 }
2458
2460 for (const auto t : Map::Iterate()) {
2461 /* Reset tropic zone for VOID tiles, they shall not have any. */
2463 }
2464
2465 /* We need to properly number/name the depots.
2466 * The first step is making sure none of the depots uses the
2467 * 'default' names, after that we can assign the names. */
2468 for (Depot *d : Depot::Iterate()) d->town_cn = UINT16_MAX;
2469
2470 for (Depot *d : Depot::Iterate()) MakeDefaultName(d);
2471 }
2472
2474 for (Depot *d : Depot::Iterate()) d->build_date = TimerGameCalendar::date;
2475 }
2476
2477 /* In old versions it was possible to remove an airport while a plane was
2478 * taking off or landing. This gives all kind of problems when building
2479 * another airport in the same station so we don't allow that anymore.
2480 * For old savegames with such aircraft we just throw them in the air and
2481 * treat the aircraft like they were flying already. */
2483 for (Aircraft *v : Aircraft::Iterate()) {
2484 if (!v->IsNormalAircraft()) continue;
2486 if (st == nullptr && v->state != FLYING) {
2487 v->state = FLYING;
2490 /* get aircraft back on running altitude */
2491 if ((v->vehstatus & VS_CRASHED) == 0) {
2492 GetAircraftFlightLevelBounds(v, &v->z_pos, nullptr);
2493 SetAircraftPosition(v, v->x_pos, v->y_pos, GetAircraftFlightLevel(v));
2494 }
2495 }
2496 }
2497 }
2498
2499 /* Move the animation frame to the same location (m7) for all objects. */
2501 for (auto t : Map::Iterate()) {
2502 switch (GetTileType(t)) {
2503 case MP_HOUSE:
2504 if (GetHouseType(t) >= NEW_HOUSE_OFFSET) {
2505 uint per_proc = t.m7();
2506 t.m7() = GB(t.m6(), 2, 6) | (GB(t.m3(), 5, 1) << 6);
2507 SB(t.m3(), 5, 1, 0);
2508 SB(t.m6(), 2, 6, std::min(per_proc, 63U));
2509 }
2510 break;
2511
2512 case MP_INDUSTRY: {
2513 uint rand = t.m7();
2514 t.m7() = t.m3();
2515 t.m3() = rand;
2516 break;
2517 }
2518
2519 case MP_OBJECT:
2520 t.m7() = t.m3();
2521 t.m3() = 0;
2522 break;
2523
2524 default:
2525 /* For stations/airports it's already at m7 */
2526 break;
2527 }
2528 }
2529 }
2530
2531 /* Add (random) colour to all objects. */
2533 for (Object *o : Object::Iterate()) {
2534 Owner owner = GetTileOwner(o->location.tile);
2535 o->colour = (owner == OWNER_NONE) ? static_cast<Colours>(GB(Random(), 0, 4)) : Company::Get(owner)->livery->colour1;
2536 }
2537 }
2538
2540 for (const auto t : Map::Iterate()) {
2541 if (!IsTileType(t, MP_STATION)) continue;
2542 if (!IsBuoy(t) && !IsOilRig(t) && !(IsDock(t) && IsTileFlat(t))) {
2544 }
2545 }
2546
2547 /* Waypoints with custom name may have a non-unique town_cn,
2548 * renumber those. First set all affected waypoints to the
2549 * highest possible number to get them numbered in the
2550 * order they have in the pool. */
2551 for (Waypoint *wp : Waypoint::Iterate()) {
2552 if (!wp->name.empty()) wp->town_cn = UINT16_MAX;
2553 }
2554
2555 for (Waypoint *wp : Waypoint::Iterate()) {
2556 if (!wp->name.empty()) MakeDefaultName(wp);
2557 }
2558 }
2559
2561 _industry_builder.Reset(); // Initialize industry build data.
2562
2563 /* The moment vehicles go from hidden to visible changed. This means
2564 * that vehicles don't always get visible anymore causing things to
2565 * get messed up just after loading the savegame. This fixes that. */
2566 for (Vehicle *v : Vehicle::Iterate()) {
2567 /* Not all vehicle types can be inside a tunnel. Furthermore,
2568 * testing IsTunnelTile() for invalid tiles causes a crash. */
2569 if (!v->IsGroundVehicle()) continue;
2570
2571 /* Is the vehicle in a tunnel? */
2572 if (!IsTunnelTile(v->tile)) continue;
2573
2574 /* Is the vehicle actually at a tunnel entrance/exit? */
2575 TileIndex vtile = TileVirtXY(v->x_pos, v->y_pos);
2576 if (!IsTunnelTile(vtile)) continue;
2577
2578 /* Are we actually in this tunnel? Or maybe a lower tunnel? */
2579 if (GetSlopePixelZ(v->x_pos, v->y_pos, true) != v->z_pos) continue;
2580
2581 /* What way are we going? */
2582 const DiagDirection dir = GetTunnelBridgeDirection(vtile);
2583 const DiagDirection vdir = DirToDiagDir(v->direction);
2584
2585 /* Have we passed the visibility "switch" state already? */
2586 uint8_t pos = (DiagDirToAxis(vdir) == AXIS_X ? v->x_pos : v->y_pos) & TILE_UNIT_MASK;
2587 uint8_t frame = (vdir == DIAGDIR_NE || vdir == DIAGDIR_NW) ? TILE_SIZE - 1 - pos : pos;
2588 extern const uint8_t _tunnel_visibility_frame[DIAGDIR_END];
2589
2590 /* Should the vehicle be hidden or not? */
2591 bool hidden;
2592 if (dir == vdir) { // Entering tunnel
2593 hidden = frame >= _tunnel_visibility_frame[dir];
2594 v->tile = vtile;
2595 } else if (dir == ReverseDiagDir(vdir)) { // Leaving tunnel
2596 hidden = frame < TILE_SIZE - _tunnel_visibility_frame[dir];
2597 /* v->tile changes at the moment when the vehicle leaves the tunnel. */
2598 v->tile = hidden ? GetOtherTunnelBridgeEnd(vtile) : vtile;
2599 } else {
2600 /* We could get here in two cases:
2601 * - for road vehicles, it is reversing at the end of the tunnel
2602 * - it is crashed in the tunnel entry (both train or RV destroyed by UFO)
2603 * Whatever case it is, do not change anything and use the old values.
2604 * Especially changing RV's state would break its reversing in the middle. */
2605 continue;
2606 }
2607
2608 if (hidden) {
2609 v->vehstatus |= VS_HIDDEN;
2610
2611 switch (v->type) {
2612 case VEH_TRAIN: Train::From(v)->track = TRACK_BIT_WORMHOLE; break;
2613 case VEH_ROAD: RoadVehicle::From(v)->state = RVSB_WORMHOLE; break;
2614 default: NOT_REACHED();
2615 }
2616 } else {
2617 v->vehstatus &= ~VS_HIDDEN;
2618
2619 switch (v->type) {
2620 case VEH_TRAIN: Train::From(v)->track = DiagDirToDiagTrackBits(vdir); break;
2621 case VEH_ROAD: RoadVehicle::From(v)->state = DiagDirToDiagTrackdir(vdir); RoadVehicle::From(v)->frame = frame; break;
2622 default: NOT_REACHED();
2623 }
2624 }
2625 }
2626 }
2627
2629 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
2630 if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) continue;
2631
2632 bool loading = rv->current_order.IsType(OT_LOADING) || rv->current_order.IsType(OT_LEAVESTATION);
2633 if (HasBit(rv->state, RVS_IN_ROAD_STOP)) {
2634 extern const uint8_t _road_stop_stop_frame[];
2635 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)]);
2636 } else if (HasBit(rv->state, RVS_IN_DT_ROAD_STOP)) {
2637 SB(rv->state, RVS_ENTERED_STOP, 1, loading || rv->frame > RVC_DRIVE_THROUGH_STOP_FRAME);
2638 }
2639 }
2640 }
2641
2643 /* The train's pathfinder lost flag got moved. */
2644 for (Train *t : Train::Iterate()) {
2645 if (!HasBit(t->flags, 5)) continue;
2646
2647 ClrBit(t->flags, 5);
2648 SetBit(t->vehicle_flags, VF_PATHFINDER_LOST);
2649 }
2650
2651 /* Introduced terraform/clear limits. */
2652 for (Company *c : Company::Iterate()) {
2653 c->terraform_limit = _settings_game.construction.terraform_frame_burst << 16;
2654 c->clear_limit = _settings_game.construction.clear_frame_burst << 16;
2655 }
2656 }
2657
2658
2660 /*
2661 * The logic of GetPartialPixelZ has been changed, so the resulting Zs on
2662 * the map are consistent. This requires that the Z position of some
2663 * vehicles is updated to reflect this new situation.
2664 *
2665 * This needs to be before SLV_158, because that performs asserts using
2666 * GetSlopePixelZ which internally uses GetPartialPixelZ.
2667 */
2668 for (Vehicle *v : Vehicle::Iterate()) {
2669 if (v->IsGroundVehicle() && TileVirtXY(v->x_pos, v->y_pos) == v->tile) {
2670 /* Vehicle is on the ground, and not in a wormhole. */
2671 v->z_pos = GetSlopePixelZ(v->x_pos, v->y_pos, true);
2672 }
2673 }
2674 }
2675
2677 for (Vehicle *v : Vehicle::Iterate()) {
2678 switch (v->type) {
2679 case VEH_TRAIN: {
2680 Train *t = Train::From(v);
2681
2682 /* Clear old GOINGUP / GOINGDOWN flags.
2683 * It was changed in savegame version 139, but savegame
2684 * version 158 doesn't use these bits, so it doesn't hurt
2685 * to clear them unconditionally. */
2686 ClrBit(t->flags, 1);
2687 ClrBit(t->flags, 2);
2688
2689 /* Clear both bits first. */
2692
2693 /* Crashed vehicles can't be going up/down. */
2694 if (t->vehstatus & VS_CRASHED) break;
2695
2696 /* Only X/Y tracks can be sloped. */
2697 if (t->track != TRACK_BIT_X && t->track != TRACK_BIT_Y) break;
2698
2700 break;
2701 }
2702 case VEH_ROAD: {
2706
2707 /* Crashed vehicles can't be going up/down. */
2708 if (rv->vehstatus & VS_CRASHED) break;
2709
2710 if (rv->state == RVSB_IN_DEPOT || rv->state == RVSB_WORMHOLE) break;
2711
2712 TrackStatus ts = GetTileTrackStatus(rv->tile, TRANSPORT_ROAD, GetRoadTramType(rv->roadtype));
2713 TrackBits trackbits = TrackStatusToTrackBits(ts);
2714
2715 /* Only X/Y tracks can be sloped. */
2716 if (trackbits != TRACK_BIT_X && trackbits != TRACK_BIT_Y) break;
2717
2718 Direction dir = rv->direction;
2719
2720 /* Test if we are reversing. */
2721 Axis a = trackbits == TRACK_BIT_X ? AXIS_X : AXIS_Y;
2722 if (AxisToDirection(a) != dir &&
2723 AxisToDirection(a) != ReverseDir(dir)) {
2724 /* When reversing, the road vehicle is on the edge of the tile,
2725 * so it can be safely compared to the middle of the tile. */
2726 dir = INVALID_DIR;
2727 }
2728
2729 rv->gv_flags |= FixVehicleInclination(rv, dir);
2730 break;
2731 }
2732 case VEH_SHIP:
2733 break;
2734
2735 default:
2736 continue;
2737 }
2738
2739 if (IsBridgeTile(v->tile) && TileVirtXY(v->x_pos, v->y_pos) == v->tile) {
2740 /* In old versions, z_pos was 1 unit lower on bridge heads.
2741 * However, this invalid state could be converted to new savegames
2742 * by loading and saving the game in a new version. */
2743 v->z_pos = GetSlopePixelZ(v->x_pos, v->y_pos, true);
2745 if (v->type == VEH_TRAIN && !(v->vehstatus & VS_CRASHED) &&
2746 v->direction != DiagDirToDir(dir)) {
2747 /* If the train has left the bridge, it shouldn't have
2748 * track == TRACK_BIT_WORMHOLE - this could happen
2749 * when the train was reversed while on the last "tick"
2750 * on the ramp before leaving the ramp to the bridge. */
2751 Train::From(v)->track = DiagDirToDiagTrackBits(dir);
2752 }
2753 }
2754
2755 /* If the vehicle is really above v->tile (not in a wormhole),
2756 * it should have set v->z_pos correctly. */
2757 assert(v->tile != TileVirtXY(v->x_pos, v->y_pos) || v->z_pos == GetSlopePixelZ(v->x_pos, v->y_pos, true));
2758 }
2759
2760 /* Fill Vehicle::cur_real_order_index */
2761 for (Vehicle *v : Vehicle::Iterate()) {
2762 if (!v->IsPrimaryVehicle()) continue;
2763
2764 /* Older versions are less strict with indices being in range and fix them on the fly */
2765 if (v->cur_implicit_order_index >= v->GetNumOrders()) v->cur_implicit_order_index = 0;
2766
2767 v->cur_real_order_index = v->cur_implicit_order_index;
2768 v->UpdateRealOrderIndex();
2769 }
2770 }
2771
2773 /* If the savegame is old (before version 100), then the value of 255
2774 * for these settings did not mean "disabled". As such everything
2775 * before then did reverse.
2776 * To simplify stuff we disable all turning around or we do not
2777 * disable anything at all. So, if some reversing was disabled we
2778 * will keep reversing disabled, otherwise it'll be turned on. */
2780
2781 for (Train *t : Train::Iterate()) {
2782 _settings_game.vehicle.max_train_length = std::max<uint8_t>(_settings_game.vehicle.max_train_length, CeilDiv(t->gcache.cached_total_length, TILE_SIZE));
2783 }
2784 }
2785
2787 /* Setting difficulty industry_density other than zero get bumped to +1
2788 * since a new option (minimal at position 1) has been added */
2791 }
2792 }
2793
2795 /* Before savegame version 161, persistent storages were not stored in a pool. */
2796
2798 for (Industry *ind : Industry::Iterate()) {
2799 assert(ind->psa != nullptr);
2800
2801 /* Check if the old storage was empty. */
2802 bool is_empty = true;
2803 for (uint i = 0; i < sizeof(ind->psa->storage); i++) {
2804 if (ind->psa->GetValue(i) != 0) {
2805 is_empty = false;
2806 break;
2807 }
2808 }
2809
2810 if (!is_empty) {
2811 ind->psa->grfid = _industry_mngr.GetGRFID(ind->type);
2812 } else {
2813 delete ind->psa;
2814 ind->psa = nullptr;
2815 }
2816 }
2817 }
2818
2820 for (Station *st : Station::Iterate()) {
2821 if (!(st->facilities & FACIL_AIRPORT)) continue;
2822 assert(st->airport.psa != nullptr);
2823
2824 /* Check if the old storage was empty. */
2825 bool is_empty = true;
2826 for (uint i = 0; i < sizeof(st->airport.psa->storage); i++) {
2827 if (st->airport.psa->GetValue(i) != 0) {
2828 is_empty = false;
2829 break;
2830 }
2831 }
2832
2833 if (!is_empty) {
2834 st->airport.psa->grfid = _airport_mngr.GetGRFID(st->airport.type);
2835 } else {
2836 delete st->airport.psa;
2837 st->airport.psa = nullptr;
2838
2839 }
2840 }
2841 }
2842 }
2843
2844 /* This triggers only when old snow_lines were copied into the snow_line_height. */
2847 }
2848
2850 /* We store 4 fences in the field tiles instead of only SE and SW. */
2851 for (auto t : Map::Iterate()) {
2852 if (!IsTileType(t, MP_CLEAR) && !IsTileType(t, MP_TREES)) continue;
2853 if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) continue;
2854 uint fence = GB(t.m4(), 5, 3);
2855 if (fence != 0 && IsTileType(TileAddXY(t, 1, 0), MP_CLEAR) && IsClearGround(TileAddXY(t, 1, 0), CLEAR_FIELDS)) {
2856 SetFence(TileAddXY(t, 1, 0), DIAGDIR_NE, fence);
2857 }
2858 fence = GB(t.m4(), 2, 3);
2859 if (fence != 0 && IsTileType(TileAddXY(t, 0, 1), MP_CLEAR) && IsClearGround(TileAddXY(t, 0, 1), CLEAR_FIELDS)) {
2860 SetFence(TileAddXY(t, 0, 1), DIAGDIR_NW, fence);
2861 }
2862 SB(t.m4(), 2, 3, 0);
2863 SB(t.m4(), 5, 3, 0);
2864 }
2865 }
2866
2868 for (Town *t : Town::Iterate()) {
2869 /* Set the default cargo requirement for town growth */
2871 case LandscapeType::Arctic:
2873 break;
2874
2875 case LandscapeType::Tropic:
2878 break;
2879
2880 default:
2881 break;
2882 }
2883 }
2884 }
2885
2887 /* Adjust zoom level to account for new levels */
2888 _saved_scrollpos_zoom = static_cast<ZoomLevel>(_saved_scrollpos_zoom + ZOOM_BASE_SHIFT);
2889 _saved_scrollpos_x *= ZOOM_BASE;
2890 _saved_scrollpos_y *= ZOOM_BASE;
2891 }
2892
2893 /* When any NewGRF has been changed the availability of some vehicles might
2894 * have been changed too. e->company_avail must be set to 0 in that case
2895 * which is done by StartupEngines(). */
2896 if (gcf_res != GLC_ALL_GOOD) StartupEngines();
2897
2898 /* The road owner of standard road stops was not properly accounted for. */
2900 for (const auto t : Map::Iterate()) {
2901 if (!IsBayRoadStopTile(t)) continue;
2902 Owner o = GetTileOwner(t);
2903 SetRoadOwner(t, RTT_ROAD, o);
2904 SetRoadOwner(t, RTT_TRAM, o);
2905 }
2906 }
2907
2909 /* Introduced tree planting limit. */
2910 for (Company *c : Company::Iterate()) c->tree_limit = _settings_game.construction.tree_frame_burst << 16;
2911 }
2912
2914 /* Fix too high inflation rates */
2917
2918 /* We have to convert the quarters of bankruptcy into months of bankruptcy */
2919 for (Company *c : Company::Iterate()) {
2920 c->months_of_bankruptcy = 3 * c->months_of_bankruptcy;
2921 }
2922 }
2923
2925 /* Aircraft acceleration variable was bonkers */
2926 for (Aircraft *v : Aircraft::Iterate()) {
2927 if (v->subtype <= AIR_AIRCRAFT) {
2928 const AircraftVehicleInfo *avi = AircraftVehInfo(v->engine_type);
2929 v->acceleration = avi->acceleration;
2930 }
2931 }
2932
2933 /* Blocked tiles could be reserved due to a bug, which causes
2934 * other places to assert upon e.g. station reconstruction. */
2935 for (const auto t : Map::Iterate()) {
2937 SetRailStationReservation(t, false);
2938 }
2939 }
2940 }
2941
2943 /* The global units configuration is split up in multiple configurations. */
2944 extern uint8_t _old_units;
2945 _settings_game.locale.units_velocity = Clamp(_old_units, 0, 2);
2946 _settings_game.locale.units_power = Clamp(_old_units, 0, 2);
2947 _settings_game.locale.units_weight = Clamp(_old_units, 1, 2);
2948 _settings_game.locale.units_volume = Clamp(_old_units, 1, 2);
2950 _settings_game.locale.units_height = Clamp(_old_units, 0, 2);
2951 }
2952
2954 /* Match nautical velocity with land velocity units. */
2956 }
2957
2959 /* Move ObjectType from map to pool */
2960 for (auto t : Map::Iterate()) {
2961 if (IsTileType(t, MP_OBJECT)) {
2962 Object *o = Object::Get(t.m2());
2963 o->type = t.m5();
2964 t.m5() = 0; // zero upper bits of (now bigger) ObjectID
2965 }
2966 }
2967 }
2968
2969 /* Beyond this point, tile types which can be accessed by vehicles must be in a valid state. */
2970
2971 /* Update all vehicles: Phase 2 */
2973
2974 /* The center of train vehicles was changed, fix up spacing. */
2976
2977 /* In version 2.2 of the savegame, we have new airports, so status of all aircraft is reset.
2978 * This has to be called after all map array updates */
2980
2982 /* Fix articulated road vehicles.
2983 * Some curves were shorter than other curves.
2984 * Now they have the same length, but that means that trailing articulated parts will
2985 * take longer to go through the curve than the parts in front which already left the courve.
2986 * So, make articulated parts catch up. */
2987 bool roadside = _settings_game.vehicle.road_side == 1;
2988 std::vector<uint> skip_frames;
2989 for (RoadVehicle *v : RoadVehicle::Iterate()) {
2990 if (!v->IsFrontEngine()) continue;
2991 skip_frames.clear();
2992 TileIndex prev_tile = v->tile;
2993 uint prev_tile_skip = 0;
2994 uint cur_skip = 0;
2995 for (RoadVehicle *u = v; u != nullptr; u = u->Next()) {
2996 if (u->tile != prev_tile) {
2997 prev_tile_skip = cur_skip;
2998 prev_tile = u->tile;
2999 } else {
3000 cur_skip = prev_tile_skip;
3001 }
3002
3003 uint &this_skip = skip_frames.emplace_back(prev_tile_skip);
3004
3005 /* The following 3 curves now take longer than before */
3006 switch (u->state) {
3007 case 2:
3008 cur_skip++;
3009 if (u->frame <= (roadside ? 9 : 5)) this_skip = cur_skip;
3010 break;
3011
3012 case 4:
3013 cur_skip++;
3014 if (u->frame <= (roadside ? 5 : 9)) this_skip = cur_skip;
3015 break;
3016
3017 case 5:
3018 cur_skip++;
3019 if (u->frame <= (roadside ? 4 : 2)) this_skip = cur_skip;
3020 break;
3021
3022 default:
3023 break;
3024 }
3025 }
3026 while (cur_skip > skip_frames[0]) {
3027 RoadVehicle *u = v;
3028 RoadVehicle *prev = nullptr;
3029 for (uint sf : skip_frames) {
3030 if (sf >= cur_skip) IndividualRoadVehicleController(u, prev);
3031
3032 prev = u;
3033 u = u->Next();
3034 }
3035 cur_skip--;
3036 }
3037 }
3038 }
3039
3041 for (Order *order : Order::Iterate()) {
3042 order->SetTravelTimetabled(order->GetTravelTime() > 0);
3043 order->SetWaitTimetabled(order->GetWaitTime() > 0);
3044 }
3045 for (OrderList *orderlist : OrderList::Iterate()) {
3046 orderlist->RecalculateTimetableDuration();
3047 }
3048 }
3049
3050 /*
3051 * Only keep order-backups for network clients (and when replaying).
3052 * If we are a network server or not networking, then we just loaded a previously
3053 * saved-by-server savegame. There are no clients with a backup, so clear it.
3054 * Furthermore before savegame version SLV_192 the actual content was always corrupt.
3055 */
3057#ifndef DEBUG_DUMP_COMMANDS
3058 /* Note: We cannot use CleanPool since that skips part of the destructor
3059 * and then leaks un-reachable Orders in the order pool. */
3060 for (OrderBackup *ob : OrderBackup::Iterate()) {
3061 delete ob;
3062 }
3063#endif
3064 }
3065
3067 /* Convert towns growth_rate and grow_counter to ticks */
3068 for (Town *t : Town::Iterate()) {
3069 /* 0x8000 = TOWN_GROWTH_RATE_CUSTOM previously */
3070 if (t->growth_rate & 0x8000) SetBit(t->flags, TOWN_CUSTOM_GROWTH);
3071 if (t->growth_rate != TOWN_GROWTH_RATE_NONE) {
3072 t->growth_rate = TownTicksToGameTicks(t->growth_rate & ~0x8000);
3073 }
3074 /* Add t->index % TOWN_GROWTH_TICKS to spread growth across ticks. */
3075 t->grow_counter = TownTicksToGameTicks(t->grow_counter) + t->index % Ticks::TOWN_GROWTH_TICKS;
3076 }
3077 }
3078
3080 /* Make sure added industry cargo slots are cleared */
3081 for (Industry *i : Industry::Iterate()) {
3082 /* Make sure last_cargo_accepted_at is copied to elements for every valid input cargo.
3083 * The loading routine should put the original singular value into the first array element. */
3084 for (auto &a : i->accepted) {
3085 if (IsValidCargoType(a.cargo)) {
3086 a.last_accepted = i->GetAccepted(0).last_accepted;
3087 } else {
3088 a.last_accepted = EconomyTime::MIN_DATE;
3089 }
3090 }
3091 }
3092 }
3093
3095 /* Move ships from lock slope to upper or lower position. */
3096 for (Ship *s : Ship::Iterate()) {
3097 /* Suitable tile? */
3098 if (!IsTileType(s->tile, MP_WATER) || !IsLock(s->tile) || GetLockPart(s->tile) != LOCK_PART_MIDDLE) continue;
3099
3100 /* We don't need to adjust position when at the tile centre */
3101 int x = s->x_pos & 0xF;
3102 int y = s->y_pos & 0xF;
3103 if (x == 8 && y == 8) continue;
3104
3105 /* Test if ship is on the second half of the tile */
3106 bool second_half;
3107 DiagDirection shipdiagdir = DirToDiagDir(s->direction);
3108 switch (shipdiagdir) {
3109 default: NOT_REACHED();
3110 case DIAGDIR_NE: second_half = x < 8; break;
3111 case DIAGDIR_NW: second_half = y < 8; break;
3112 case DIAGDIR_SW: second_half = x > 8; break;
3113 case DIAGDIR_SE: second_half = y > 8; break;
3114 }
3115
3116 DiagDirection slopediagdir = GetInclinedSlopeDirection(GetTileSlope(s->tile));
3117
3118 /* Heading up slope == passed half way */
3119 if ((shipdiagdir == slopediagdir) == second_half) {
3120 /* On top half of lock */
3121 s->z_pos = GetTileMaxZ(s->tile) * (int)TILE_HEIGHT;
3122 } else {
3123 /* On lower half of lock */
3124 s->z_pos = GetTileZ(s->tile) * (int)TILE_HEIGHT;
3125 }
3126 }
3127 }
3128
3130 /* Ensure the original cargo generation mode is used */
3132 }
3133
3135 /* Ensure the original neutral industry/station behaviour is used */
3137
3138 /* Link oil rigs to their industry and back. */
3139 for (Station *st : Station::Iterate()) {
3140 if (IsTileType(st->xy, MP_STATION) && IsOilRig(st->xy)) {
3141 /* Industry tile is always adjacent during construction by TileDiffXY(0, 1) */
3142 st->industry = Industry::GetByTile(st->xy + TileDiffXY(0, 1));
3143 st->industry->neutral_station = st;
3144 }
3145 }
3146 } else {
3147 /* Link neutral station back to industry, as this is not saved. */
3148 for (Industry *ind : Industry::Iterate()) if (ind->neutral_station != nullptr) ind->neutral_station->industry = ind;
3149 }
3150
3152 /* Update water class for trees. */
3153 for (const auto t : Map::Iterate()) {
3155 }
3156 }
3157
3158 /* Update structures for multitile docks */
3160 for (const auto t : Map::Iterate()) {
3161 /* Clear docking tile flag from relevant tiles as it
3162 * was not previously cleared. */
3164 SetDockingTile(t, false);
3165 }
3166 /* Add docks and oilrigs to Station::ship_station. */
3167 if (IsTileType(t, MP_STATION)) {
3168 if (IsDock(t) || IsOilRig(t)) Station::GetByTile(t)->ship_station.Add(t);
3169 }
3170 }
3171 }
3172
3174 /* Placing objects on docking tiles was not updating adjacent station's docking tiles. */
3175 for (Station *st : Station::Iterate()) {
3176 if (st->ship_station.tile != INVALID_TILE) UpdateStationDockingTiles(st);
3177 }
3178 }
3179
3181 /* Reset roadtype/streetcartype info for non-road bridges. */
3182 for (const auto t : Map::Iterate()) {
3185 }
3186 }
3187 }
3188
3189 /* Make sure all industries exclusive supplier/consumer set correctly. */
3191 for (Industry *i : Industry::Iterate()) {
3192 i->exclusive_supplier = INVALID_OWNER;
3193 i->exclusive_consumer = INVALID_OWNER;
3194 }
3195 }
3196
3198 /* Propagate wagon removal flag for compatibility */
3199 /* Temporary bitmask of company wagon removal setting */
3200 uint16_t wagon_removal = 0;
3201 for (const Company *c : Company::Iterate()) {
3202 if (c->settings.renew_keep_length) SetBit(wagon_removal, c->index);
3203 }
3204 for (Group *g : Group::Iterate()) {
3205 if (g->flags != GroupFlags{}) {
3206 /* Convert old replace_protection value to flag. */
3208 }
3209 if (HasBit(wagon_removal, g->owner)) g->flags.Set(GroupFlag::ReplaceWagonRemoval);
3210 }
3211 }
3212
3213 /* Use current order time to approximate last loading time */
3215 for (Vehicle *v : Vehicle::Iterate()) {
3216 v->last_loading_tick = std::max(TimerGameTick::counter, static_cast<uint64_t>(v->current_order_time)) - v->current_order_time;
3217 }
3218 }
3219
3220 /* Road stops is 'only' updating some caches, but they are needed for PF calls in SLV_MULTITRACK_LEVEL_CROSSINGS teleporting. */
3222
3223 /* Road vehicles stopped on multitrack level crossings need teleporting to a depot
3224 * to avoid crashing into the side of the train they're waiting for. */
3226 /* Teleport road vehicles to the nearest depot. */
3227 for (RoadVehicle *rv : RoadVehicle::Iterate()) {
3228 /* Ignore trailers of articulated vehicles. */
3229 if (rv->IsArticulatedPart()) continue;
3230
3231 /* Ignore moving vehicles. */
3232 if (rv->cur_speed > 0) continue;
3233
3234 /* Ignore crashed vehicles. */
3235 if (rv->vehstatus & VS_CRASHED) continue;
3236
3237 /* Ignore vehicles not on level crossings. */
3238 TileIndex cur_tile = rv->tile;
3239 if (!IsLevelCrossingTile(cur_tile)) continue;
3240
3241 ClosestDepot closestDepot = rv->FindClosestDepot();
3242
3243 /* Try to find a depot with a distance limit of 512 tiles (Manhattan distance). */
3244 if (closestDepot.found && DistanceManhattan(rv->tile, closestDepot.location) < 512u) {
3245 /* Teleport all parts of articulated vehicles. */
3246 for (RoadVehicle *u = rv; u != nullptr; u = u->Next()) {
3247 u->tile = closestDepot.location;
3248 int x = TileX(closestDepot.location) * TILE_SIZE + TILE_SIZE / 2;
3249 int y = TileY(closestDepot.location) * TILE_SIZE + TILE_SIZE / 2;
3250 u->x_pos = x;
3251 u->y_pos = y;
3252 u->z_pos = GetSlopePixelZ(x, y, true);
3253
3254 u->vehstatus |= VS_HIDDEN;
3255 u->state = RVSB_IN_DEPOT;
3256 u->UpdatePosition();
3257 }
3258 RoadVehLeaveDepot(rv, false);
3259 }
3260 }
3261
3263 /* Reset unused tree counters to reduce the savegame size. */
3264 for (auto t : Map::Iterate()) {
3265 if (IsTileType(t, MP_TREES)) {
3266 SB(t.m2(), 0, 4, 0);
3267 }
3268 }
3269 }
3270
3271 /* Refresh all level crossings to bar adjacent crossing tiles, if needed. */
3272 for (const auto tile : Map::Iterate()) {
3273 if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile, false);
3274 }
3275 }
3276
3277 /* Compute station catchment areas. This is needed here in case UpdateStationAcceptance is called below. */
3279
3280 /* Station acceptance is some kind of cache */
3282 for (Station *st : Station::Iterate()) UpdateStationAcceptance(st, false);
3283 }
3284
3287 }
3288
3290 /* For older savegames, we don't now the actual interval; so set it to the newgame value. */
3292
3293 /* We did load the "period" of the timer, but not the fired/elapsed. We can deduce that here. */
3295 _new_competitor_timeout.storage.elapsed = 0;
3296 _new_competitor_timeout.fired = _new_competitor_timeout.period.value == 0;
3297 }
3298
3300 /* Set service date provided to NewGRF. */
3301 for (Vehicle *v : Vehicle::Iterate()) {
3302 v->date_of_last_service_newgrf = TimerGameCalendar::Date{v->date_of_last_service.base()};
3303 }
3304 }
3305
3307 /* NewGRF acceleration information was added to ships. */
3308 for (Ship *s : Ship::Iterate()) {
3309 if (s->acceleration == 0) s->acceleration = ShipVehInfo(s->engine_type)->acceleration;
3310 }
3311 }
3312
3314 for (Company *c : Company::Iterate()) {
3315 c->max_loan = COMPANY_MAX_LOAN_DEFAULT;
3316 }
3317 }
3318
3320 ScriptObject::InitializeRandomizers();
3321 }
3322
3324 for (Company *c : Company::Iterate()) {
3325 c->inaugurated_year_calendar = _settings_game.game_creation.starting_year;
3326 }
3327 }
3328
3329 for (Company *c : Company::Iterate()) {
3331 }
3332
3333 /* Update free group numbers data for each company, required regardless of savegame version. */
3334 for (Group *g : Group::Iterate()) {
3335 Company *c = Company::Get(g->owner);
3337 /* Use the index as group number when converting old savegames. */
3338 g->number = c->freegroups.UseID(g->index);
3339 } else {
3340 c->freegroups.UseID(g->number);
3341 }
3342 }
3343
3347
3349
3351 /* Restore the signals */
3353
3355
3357
3358 /* Start the scripts. This MUST happen after everything else except
3359 * starting a new company. */
3360 StartScripts();
3361
3362 /* If Load Scenario / New (Scenario) Game is used,
3363 * a company does not exist yet. So create one here.
3364 * 1 exception: network-games. Those can have 0 companies
3365 * But this exception is not true for non-dedicated network servers! */
3367 CompanyID first_human_company = GetFirstPlayableCompanyID();
3368 if (!Company::IsValidID(first_human_company)) {
3369 Company *c = DoStartupNewCompany(false, first_human_company);
3371 }
3372 }
3373
3374 return true;
3375}
3376
3386{
3387 /* reload grf data */
3391 /* reload vehicles */
3392 ResetVehicleHash();
3398 /* update station graphics */
3399 AfterLoadStations();
3400 /* Update company statistics. */
3402 /* Check and update house and town values */
3404 /* Delete news referring to no longer existing entities */
3406 /* Update livery selection windows */
3408 /* Update company infrastructure counts. */
3411 /* redraw the whole screen */
3414}
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.
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 ...
Company * DoStartupNewCompany(bool is_ai, CompanyID company=INVALID_COMPANY)
Create a new company and sets all company variables default values.
void SetWaterClassDependingOnSurroundings(Tile t, bool include_invalid_water_class)
Makes a tile canal or water depending on the surroundings.
Definition afterload.cpp:86
static void StartScripts()
Start the scripts.
bool SaveloadCrashWithMissingNewGRFs()
Did loading the savegame cause a crash? If so, were NewGRFs missing?
void UpdateAllVirtCoords()
Update the viewport coordinates of all signs.
bool AfterLoadGame()
Perform a (large) amount of savegame conversion magic in order to load older savegames and to fill th...
void ReloadNewGRFData()
Reload all NewGRF files during a running game.
static void ResetSignalHandlers()
Resets signal handlers back to original handlers.
void GetAircraftFlightLevelBounds(const Vehicle *v, int *min, int *max)
Get the 'flight level' bounds, in pixels from 'z_pos' 0 for a particular vehicle for normal flight si...
void AircraftNextAirportPos_and_Order(Aircraft *v)
set the right pos when heading to other airports after takeoff
Station * GetTargetAirportIfValid(const Aircraft *v)
Returns aircraft's target station if v->target_airport is a valid station with airport.
void SetAircraftPosition(Aircraft *v, int x, int y, int z)
Set aircraft position.
@ AIR_AIRCRAFT
an airplane
Definition aircraft.h:30
void UpdateAircraftCache(Aircraft *v, bool update_range=false)
Update cached values of an aircraft.
@ FLYING
Vehicle is flying in the air.
Definition airport.h:75
@ 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.
debug_inline constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
constexpr T AssignBit(T &x, const uint8_t y, bool value)
Assigns a bit in a variable.
constexpr T SB(T &x, const uint8_t s, const uint8_t n, const U d)
Set n bits in x starting at bit s to d.
constexpr T SetBit(T &x, const uint8_t y)
Set a bit in a variable.
debug_inline static constexpr uint GB(const T x, const uint8_t s, const uint8_t n)
Fetch n bits from x, started at bit s.
constexpr T ClrBit(T &x, const uint8_t y)
Clears a bit in a variable.
TileIndex GetNorthernBridgeEnd(TileIndex t)
Finds the northern end of a bridge starting at a middle tile.
void SetBridgeMiddle(Tile t, Axis a)
Set that there is a bridge over the given axis.
Definition bridge_map.h:114
bool IsBridgeTile(Tile t)
checks if there is a bridge on this tile
Definition bridge_map.h:35
void ClearBridgeMiddle(Tile t)
Removes bridges from the given, that is bridges along the X and Y axis.
Definition bridge_map.h:103
bool IsBridge(Tile t)
Checks if this is a bridge, instead of a tunnel.
Definition bridge_map.h:24
void AfterLoadCompanyStats()
Rebuilding of company statistics after loading a savegame.
bool IsValidCargoType(CargoType t)
Test whether cargo type is not INVALID_CARGO.
Definition cargo_type.h:105
@ Industry
Source/destination is an industry.
@ Town
Source/destination is a town.
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:78
@ 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
TStorage storage
The storage of the timer.
Definition timer.h:50
constexpr bool Test(Tenum value) const
Test if the enum value is set.
UnitID UseID(UnitID index)
Use a unit number.
Definition vehicle.cpp:1863
static void StartNew()
Start up a new GameScript.
Definition game_core.cpp:72
void TestRevision()
Finds out if current revision is different than last revision stored in the savegame.
Definition gamelog.cpp:425
const GRFIdentifier & GetOverriddenIdentifier(const GRFConfig &c)
Try to find the overridden GRF identifier of the given GRF.
Definition gamelog.cpp:712
void PrintDebug(int level)
Prints gamelog to debug output.
Definition gamelog.cpp:323
void GRFRemove(uint32_t grfid)
Logs removal of a GRF.
Definition gamelog.cpp:517
void GRFAddList(const GRFConfigList &newg)
Logs adding of list of GRFs.
Definition gamelog.cpp:578
void GRFCompatible(const GRFIdentifier &newg)
Logs loading compatible GRF (the same ID, but different MD5 hash)
Definition gamelog.cpp:542
void Oldver()
Logs loading from savegame without gamelog.
Definition gamelog.cpp:399
void TestMode()
Finds last stored game mode or landscape.
Definition gamelog.cpp:446
uint32_t GetGRFID(uint16_t entity_id) const
Gives the GRFID of the file the entity belongs to.
static constexpr TimerGameTick::Ticks DAY_TICKS
1 day is 74 ticks; TimerGameCalendar::date_fract used to be uint16_t and incremented by 885.
static constexpr TimerGameTick::Ticks TOWN_GROWTH_TICKS
Cycle duration for towns trying to grow (this originates from the size of the town array in TTD).
Wrapper class to abstract away the way the tiles are stored.
Definition map_func.h:25
debug_inline uint16_t & m2()
Primarily used for indices to towns, industries and stations.
Definition map_func.h:125
debug_inline uint8_t & m7()
Primarily used for newgrf support.
Definition map_func.h:185
debug_inline uint8_t & m6()
General purpose.
Definition map_func.h:173
debug_inline uint8_t & m3()
General purpose.
Definition map_func.h:137
debug_inline uint8_t & m5()
General purpose.
Definition map_func.h:161
A timeout timer will fire once after the interval.
Definition timer.h:116
static void SetDate(Date date, DateFract fract)
Set the date.
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static DateFract date_fract
Fractional part of the day.
static constexpr TimerGame< struct Economy >::Date MIN_DATE
The date on January 1, year 0.
static constexpr TimerGame< struct Calendar >::Year DEF_END_YEAR
The default scoring end year.
static constexpr TimerGame< struct Economy >::Year MIN_YEAR
The absolute minimum year in OTTD.
static constexpr int SECONDS_PER_DAY
approximate seconds per day, not for precise calculations
static constexpr TimerGame< struct Calendar >::Year ORIGINAL_BASE_YEAR
The minimum starting year/base year of the original TTD.
static constexpr TimerGame< struct Calendar >::Date DAYS_TILL_ORIGINAL_BASE_YEAR
The date of the first day of the original base year.
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static DateFract date_fract
Fractional part of the day.
static void SetDate(Date date, DateFract fract)
Set the date.
static TickCounter counter
Monotonic counter, in ticks, since start of game.
ClearGround GetRawClearGround(Tile t)
Get the type of clear tile but never return CLEAR_SNOW.
Definition clear_map.h:47
bool IsClearGround(Tile t, ClearGround ct)
Set the type of clear tile.
Definition clear_map.h:71
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:240
@ CLEAR_GRASS
0-3
Definition clear_map.h:20
@ CLEAR_FIELDS
3
Definition clear_map.h:23
@ CLEAR_SNOW
0-3
Definition clear_map.h:24
void MakeClear(Tile t, ClearGround g, uint density)
Make a clear tile.
Definition clear_map.h:259
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:158
uint GetClearDensity(Tile t)
Get the density of a non-field clear tile.
Definition clear_map.h:83
void ResetCompanyLivery(Company *c)
Reset the livery schemes to the company's primary colour.
void UpdateCompanyLiveries(Company *c)
Update liveries for a company.
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;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, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);})
Start a new competitor company if possible.
CompanyID GetFirstPlayableCompanyID()
Get the index of the first available company.
CompanyID _current_company
Company currently doing an action.
CompanyManagerFace ConvertFromOldCompanyManagerFace(uint32_t face)
Converts an old company manager's face format to the new company manager's face format.
Owner
Enum for all companies/owners.
@ INVALID_COMPANY
An invalid company.
@ INVALID_OWNER
An invalid owner.
@ COMPANY_FIRST
First company, same as owner.
@ OWNER_NONE
The tile has no ownership.
@ OWNER_WATER
The tile/execution is done by "water".
@ OWNER_TOWN
A town owns the tile, or a town is expanding.
@ MAX_COMPANIES
Maximum number of companies.
#define Debug(category, level, format_string,...)
Ouptut 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:41
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_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:759
bool AddInflation(bool check_year)
Add monthly inflation.
Definition economy.cpp:721
static const uint64_t MAX_INFLATION
Maximum inflation (including fractional part) without causing overflows in int64_t price computations...
void StartupEngines()
Start/initialise all our engines.
Definition engine.cpp:799
void CopyTempEngineData()
Copy data from temporary engine array into the real engine pool.
@ RoadIsTram
Road vehicle is a tram/light rail vehicle.
constexpr std::underlying_type_t< enum_type > to_underlying(enum_type e)
Implementation of std::to_underlying (from C++23)
Definition enum_type.hpp:15
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition error.h:27
void ShowErrorMessage(StringID summary_msg, int x, int y, CommandCost cc)
Display an error message in a window.
@ FT_SCENARIO
old or new scenario
Definition fileio_type.h:19
Gamelog _gamelog
Gamelog instance.
Definition gamelog.cpp:31
PauseMode _pause_mode
The current pause mode.
Definition gfx.cpp:50
void LoadStringWidthTable(bool monospace)
Initialize _stringwidth_table cache.
Definition gfx.cpp:1210
void GfxLoadSprites()
Initialise and load all the sprites.
Definition gfxinit.cpp:336
@ GVF_GOINGDOWN_BIT
Vehicle is currently going downhill. (Cached track information for acceleration)
@ GVF_GOINGUP_BIT
Vehicle is currently going uphill. (Cached track information for acceleration)
@ ReplaceProtection
If set, the global autoreplace has no effect on the group.
@ ReplaceWagonRemoval
If set, autoreplace will perform wagon removal on vehicles in this group.
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition gfx.cpp:1529
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
static const HouseID NEW_HOUSE_OFFSET
Offset for new houses.
Definition house.h:27
static const uint8_t TOWN_HOUSE_COMPLETED
Simple value that indicates the house has reached the final stage of construction.
Definition house.h:24
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.
@ INDUSTRYBEH_PLANT_ON_BUILT
Fields are planted around when built (all farms)
@ INDUSTRYBEH_BUILT_ONWATER
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:546
uint DistanceManhattan(TileIndex t0, TileIndex t1)
Gets the Manhattan distance between the two given tiles.
Definition map.cpp:143
TileIndex TileAddXY(TileIndex tile, int x, int y)
Adds a given offset to a tile.
Definition map_func.h:470
static debug_inline TileIndex TileXY(uint x, uint y)
Returns the TileIndex of a coordinate.
Definition map_func.h:373
TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir)
Adds a DiagDir to a tile.
Definition map_func.h:611
TileIndexDiff TileDiffXY(int x, int y)
Calculates an offset for the given coordinate(-offset).
Definition map_func.h:389
static debug_inline uint TileY(TileIndex tile)
Get the Y component of a tile.
Definition map_func.h:425
static debug_inline uint TileX(TileIndex tile)
Get the X component of a tile.
Definition map_func.h:415
TileIndexDiff TileOffsByDiagDir(DiagDirection dir)
Convert a DiagDirection to a TileIndexDiff.
Definition map_func.h:570
static debug_inline TileIndex TileVirtXY(uint x, uint y)
Get a tile from the virtual XY-coordinate.
Definition map_func.h:404
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
constexpr void Swap(T &a, T &b)
Type safe swap operation.
void GenerateSavegameId()
Generate an unique savegame ID.
Definition misc.cpp:87
bool _networking
are we in networking mode?
Definition network.cpp:65
bool _network_dedicated
are we a dedicated server?
Definition network.cpp:68
bool _network_server
network-server is active
Definition network.cpp:66
@ GSF_FAKE_TOWNS
Fake town GrfSpecFeature for NewGRF debugging (parent scope)
Definition newgrf.h:92
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:14
static const ObjectType OBJECT_STATUE
Statue in towns.
Definition object_type.h:18
static const ObjectType OBJECT_HQ
HeadQuarter of a player.
Definition object_type.h:20
@ PM_UNPAUSED
A normal unpaused game.
Definition openttd.h:69
@ PM_PAUSED_ERROR
A game paused because a (critical) error.
Definition openttd.h:73
@ PM_PAUSED_NORMAL
A game normally paused.
Definition openttd.h:70
@ OSL_PLATFORM_FAR_END
Stop at the far end of the platform.
Definition order_type.h:86
@ OUFB_TRANSFER
Transfer all cargo onto the platform.
Definition order_type.h:55
@ OUFB_UNLOAD
Force unloading all cargo onto the platform, possibly not getting paid.
Definition order_type.h:54
OrderDepotActionFlags
Actions that can be performed when the vehicle enters the depot.
Definition order_type.h:102
@ OLFB_NO_LOAD
Do not load anything.
Definition order_type.h:66
@ ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS
The vehicle will not stop at any stations it passes except the destination.
Definition order_type.h:74
RailTypes GetCompanyRailTypes(CompanyID company, bool introduces)
Get the rail types the given company can build.
Definition rail.cpp:251
void InitializeRailGUI()
Resets the rail GUI - sets default railtype to build and resets the signal GUI.
RailType GetRailType(Tile t)
Gets the rail type of the given tile.
Definition rail_map.h:115
static debug_inline bool IsRailDepotTile(Tile t)
Is this tile rail tile and a rail depot?
Definition rail_map.h:105
void SetTrackReservation(Tile t, TrackBits b)
Sets the reserved track bits of the tile.
Definition rail_map.h:209
@ RAIL_GROUND_WATER
Grass with a fence and shore or water on the free halftile.
Definition rail_map.h:499
static debug_inline bool IsRailDepot(Tile t)
Is this rail tile a rail depot?
Definition rail_map.h:95
void SetDepotReservation(Tile t, bool b)
Set the reservation state of the depot.
Definition rail_map.h:270
static debug_inline bool IsPlainRail(Tile t)
Returns whether this is plain rails, with or without signals.
Definition rail_map.h:49
bool HasSignals(Tile t)
Checks if a rail tile has signals.
Definition rail_map.h:72
static debug_inline bool IsPlainRailTile(Tile t)
Checks whether the tile is a rail tile or rail tile with signals.
Definition rail_map.h:60
void SetSignalStates(Tile tile, uint state)
Set the states of the signals (Along/AgainstTrackDir)
Definition rail_map.h:352
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:27
@ RAILTYPE_ELECTRIC
Electric rails.
Definition rail_type.h:30
@ RAILTYPE_RAIL
Standard non-electric rails.
Definition rail_type.h:29
RoadTypes GetCompanyRoadTypes(CompanyID company, bool introduces)
Get the road types the given company can build.
Definition road.cpp:199
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:251
bool HasTownOwnedRoad(Tile t)
Checks if given tile has town owned road.
Definition road_map.h:280
static debug_inline bool IsRoadDepot(Tile t)
Return whether a tile is a road depot.
Definition road_map.h:106
bool IsLevelCrossingTile(Tile t)
Return whether a tile is a level crossing tile.
Definition road_map.h:95
void SetRoadTypes(Tile t, RoadType road_rt, RoadType tram_rt)
Set the present road types of a tile.
Definition road_map.h:619
@ ROAD_TILE_NORMAL
Normal road.
Definition road_map.h:23
@ ROAD_TILE_DEPOT
Depot (one entrance)
Definition road_map.h:25
@ ROAD_TILE_CROSSING
Level crossing.
Definition road_map.h:24
RoadBits GetCrossingRoadBits(Tile tile)
Get the road bits of a level crossing.
Definition road_map.h:348
Owner GetRoadOwner(Tile t, RoadTramType rtt)
Get the owner of a specific road type.
Definition road_map.h:234
static debug_inline RoadTileType GetRoadTileType(Tile t)
Get the type of the road tile.
Definition road_map.h:52
void SetCrossingReservation(Tile t, bool b)
Set the reservation state of the rail crossing.
Definition road_map.h:393
bool IsLevelCrossing(Tile t)
Return whether a tile is a level crossing.
Definition road_map.h:85
RoadBits
Enumeration for the road parts on a tile.
Definition road_type.h:52
@ ROAD_Y
Full road along the y-axis (north-west + south-east)
Definition road_type.h:59
@ ROAD_X
Full road along the x-axis (south-west + north-east)
Definition road_type.h:58
RoadTypes
The different roadtypes we support, but then a bitmask of them.
Definition road_type.h:38
RoadType
The different roadtypes we support.
Definition road_type.h:25
@ INVALID_ROADTYPE
flag for invalid roadtype
Definition road_type.h:30
@ ROADTYPE_TRAM
Trams.
Definition road_type.h:28
@ ROADTYPE_ROAD
Basic road type.
Definition road_type.h:27
@ 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:324
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:354
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition saveload.cpp:63
bool IsSavegameVersionBefore(SaveLoadVersion major, uint8_t minor=0)
Checks whether the savegame is below major.
Definition saveload.h:1264
@ 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_172
172 23947
Definition saveload.h:249
@ SLV_COMPANY_INAUGURATED_PERIOD_V2
349 PR#13448 Fix savegame storage for company inaugurated year in wallclock mode.
Definition saveload.h:398
@ SLV_182
182 25115 FS#5492, r25259, r25296 Goal status
Definition saveload.h:261
@ SLV_186
186 25833 Objects storage
Definition saveload.h:266
@ SLV_175
175 24136
Definition saveload.h:253
@ SLV_16
16.0 2817 16.1 3155
Definition saveload.h:60
@ SLV_87
87 12129
Definition saveload.h:147
@ SLV_SERVE_NEUTRAL_INDUSTRIES
210 PR#7234 Company stations can serve industries with attached neutral stations.
Definition saveload.h:296
@ SLV_147
147 20621
Definition saveload.h:219
@ SLV_188
188 26169 v1.4 FS#5831 Unify RV travel time
Definition saveload.h:268
@ SLV_61
61 9892
Definition saveload.h:116
@ SLV_84
84 11822
Definition saveload.h:143
@ SLV_25
25 4259
Definition saveload.h:73
@ SLV_15
15.0 2499
Definition saveload.h:59
@ SLV_198
198 PR#6763 Switch town growth rate and counter to actual game ticks
Definition saveload.h:281
@ SLV_36
36 6624
Definition saveload.h:86
@ SLV_26
26 4466
Definition saveload.h:74
@ SLV_96
96 13226
Definition saveload.h:158
@ SLV_EXTEND_RAILTYPES
200 PR#6805 Extend railtypes to 64, adding uint16_t to map array.
Definition saveload.h:284
@ SLV_17
17.0 3212 17.1 3218
Definition saveload.h:62
@ SLV_42
42 7573
Definition saveload.h:93
@ SLV_177
177 24619
Definition saveload.h:255
@ SLV_EXTEND_INDUSTRY_CARGO_SLOTS
202 PR#6867 Increase industry cargo slots to 16 in, 16 out
Definition saveload.h:286
@ SLV_103
103 14598
Definition saveload.h:166
@ SLV_100
100 13952
Definition saveload.h:163
@ SLV_GROUP_REPLACE_WAGON_REMOVAL
291 PR#7441 Per-group wagon removal flag.
Definition saveload.h:329
@ SLV_VELOCITY_NAUTICAL
305 PR#10594 Separation of land and nautical velocity (knots!)
Definition saveload.h:346
@ SLV_VEHICLE_ECONOMY_AGE
334 PR#12141 v14.0 Add vehicle age in economy year, for profit stats minimum age
Definition saveload.h:380
@ SLV_4
4.0 1 4.1 122 0.3.3, 0.3.4 4.2 1222 0.3.5 4.3 1417 4.4 1426
Definition saveload.h:37
@ SLV_TOWN_CARGOGEN
208 PR#6965 New algorithms for town building cargo generation.
Definition saveload.h:293
@ SLV_149
149 20832
Definition saveload.h:221
@ SLV_83
83 11589
Definition saveload.h:142
@ SLV_6
6.0 1721 6.1 1768
Definition saveload.h:46
@ SLV_34
34 6455
Definition saveload.h:83
@ SLV_LINKGRAPH_SECONDS
308 PR#10610 Store linkgraph update intervals in seconds instead of days.
Definition saveload.h:349
@ SLV_114
114 15601
Definition saveload.h:179
@ SLV_137
137 18912
Definition saveload.h:207
@ SLV_SAVEGAME_ID
313 PR#10719 Add an unique ID to every savegame (used to deduplicate surveys).
Definition saveload.h:355
@ SLV_131
131 18481
Definition saveload.h:200
@ SLV_11
11.0 2033 11.1 2041
Definition saveload.h:53
@ SLV_120
120 16439
Definition saveload.h:187
@ SLV_99
99 13838
Definition saveload.h:161
@ SLV_123
123 16909
Definition saveload.h:190
@ SLV_46
46 8705
Definition saveload.h:98
@ SLV_122
122 16855
Definition saveload.h:189
@ SLV_ENDING_YEAR
218 PR#7747 v1.10 Configurable ending year.
Definition saveload.h:305
@ SLV_141
141 19799
Definition saveload.h:212
@ SLV_112
112 15290
Definition saveload.h:177
@ SLV_125
125 17113
Definition saveload.h:193
@ SLV_166
166 23415
Definition saveload.h:242
@ SLV_98
98 13375
Definition saveload.h:160
@ SLV_WATER_TILE_TYPE
342 PR#13030 Simplify water tile type.
Definition saveload.h:390
@ SLV_117
117 16037
Definition saveload.h:183
@ SLV_140
140 19382
Definition saveload.h:211
@ SLV_126
126 17433
Definition saveload.h:194
@ SLV_138
138 18942 1.0.x
Definition saveload.h:208
@ SLV_ANIMATED_TILE_STATE_IN_MAP
347 PR#13082 Animated tile state saved for improved performance.
Definition saveload.h:396
@ SLV_MULTITILE_DOCKS
216 PR#7380 Multiple docks per station.
Definition saveload.h:303
@ SLV_86
86 12042
Definition saveload.h:146
@ SLV_ROAD_TYPES
214 PR#6811 NewGRF road types.
Definition saveload.h:300
@ SLV_1
1.0 0.1.x, 0.2.x
Definition saveload.h:33
@ SLV_GS_INDUSTRY_CONTROL
287 PR#7912 and PR#8115 GS industry control.
Definition saveload.h:324
@ SLV_164
164 23290
Definition saveload.h:239
@ SLV_160
160 21974 1.1.x
Definition saveload.h:235
@ SLV_38
38 7195
Definition saveload.h:88
@ SLV_145
145 20376
Definition saveload.h:217
@ SLV_48
48 8935
Definition saveload.h:100
@ SLV_57
57 9691
Definition saveload.h:111
@ SLV_104
104 14735
Definition saveload.h:167
@ SLV_52
52 9066
Definition saveload.h:105
@ SLV_134
134 18703
Definition saveload.h:203
@ SLV_165
165 23304
Definition saveload.h:241
@ SLV_144
144 20334
Definition saveload.h:215
@ SLV_2
2.0 0.3.0 2.1 0.3.1, 0.3.2
Definition saveload.h:34
@ SLV_INCREASE_HOUSE_LIMIT
348 PR#12288 Increase house limit to 4096.
Definition saveload.h:397
@ SLV_143
143 20048
Definition saveload.h:214
@ SLV_127
127 17439
Definition saveload.h:195
@ SLV_152
152 21171
Definition saveload.h:225
@ SLV_LAST_LOADING_TICK
301 PR#9693 Store tick of last loading for vehicles.
Definition saveload.h:341
@ SLV_76
76 11139
Definition saveload.h:134
@ SLV_SCRIPT_RANDOMIZER
333 PR#12063 v14.0-RC1 Save script randomizers.
Definition saveload.h:379
@ SLV_78
78 11176
Definition saveload.h:136
@ SLV_106
106 14919
Definition saveload.h:170
@ SLV_DEPOT_UNBUNCHING
331 PR#11945 Allow unbunching shared order vehicles at a depot.
Definition saveload.h:377
@ SLV_119
119 16242
Definition saveload.h:185
@ SLV_139
139 19346
Definition saveload.h:209
@ SLV_SHIP_ACCELERATION
329 PR#10734 Start using Vehicle's acceleration field for ships too.
Definition saveload.h:374
@ SLV_135
135 18719
Definition saveload.h:205
@ SLV_MULTITRACK_LEVEL_CROSSINGS
302 PR#9931 v13.0 Multi-track level crossings.
Definition saveload.h:342
@ SLV_121
121 16694
Definition saveload.h:188
@ SLV_192
192 26700 FS#6066 Fix saving of order backups
Definition saveload.h:274
@ SLV_58
58 9762
Definition saveload.h:112
@ SLV_94
94 12816
Definition saveload.h:155
@ SLV_153
153 21263
Definition saveload.h:226
@ SLV_101
101 14233
Definition saveload.h:164
@ SLV_95
95 12924
Definition saveload.h:157
@ SLV_158
158 21933
Definition saveload.h:232
@ SLV_133
133 18674
Definition saveload.h:202
@ SLV_93
93 12648
Definition saveload.h:154
@ SLV_81
81 11244
Definition saveload.h:140
@ SLV_72
72 10601
Definition saveload.h:129
@ SLV_43
43 7642
Definition saveload.h:94
@ SLV_113
113 15340
Definition saveload.h:178
@ SLV_ECONOMY_DATE
326 PR#10700 Split calendar and economy timers and dates.
Definition saveload.h:371
@ SLV_45
45 8501
Definition saveload.h:97
@ SLV_128
128 18281
Definition saveload.h:196
@ SLV_GROUP_NUMBERS
336 PR#12297 Add per-company group numbers.
Definition saveload.h:383
@ SLV_NEWGRF_LAST_SERVICE
317 PR#11124 Added stable date_of_last_service to avoid NewGRF trouble.
Definition saveload.h:360
@ SLV_53
53 9316
Definition saveload.h:106
@ SLV_161
161 22567
Definition saveload.h:236
@ SLV_74
74 11030
Definition saveload.h:131
@ SLV_184
184 25508 Unit localisation split
Definition saveload.h:263
@ SLV_INCREASE_STATION_TYPE_FIELD_SIZE
337 PR#12572 Increase size of StationType field in map array
Definition saveload.h:384
@ SLV_88
88 12134
Definition saveload.h:148
@ SLV_156
156 21728
Definition saveload.h:230
@ SLV_NONFLOODING_WATER_TILES
345 PR#13013 Store water tile non-flooding state.
Definition saveload.h:394
@ SLV_62
62 9905
Definition saveload.h:117
@ SLV_59
59 9779
Definition saveload.h:113
@ SLV_82
82 11410
Definition saveload.h:141
@ SLV_194
194 26881 v1.5
Definition saveload.h:276
@ SLV_TREES_WATER_CLASS
213 PR#7405 WaterClass update for tree tiles.
Definition saveload.h:299
@ SLV_124
124 16993
Definition saveload.h:191
@ SLV_159
159 21962
Definition saveload.h:233
@ SLV_32
32 6001
Definition saveload.h:81
@ SLV_56
56 9667
Definition saveload.h:110
@ SLV_SHIPS_STOP_IN_LOCKS
206 PR#7150 Ship/lock movement changes.
Definition saveload.h:291
@ SLV_111
111 15190
Definition saveload.h:176
@ SLV_70
70 10541
Definition saveload.h:127
@ SLV_183
183 25363 Cargodist
Definition saveload.h:262
@ SLV_31
31 5999
Definition saveload.h:80
@ SLV_148
148 20659
Definition saveload.h:220
@ SLV_50
50 8973
Definition saveload.h:103
@ SLV_REPAIR_OBJECT_DOCKING_TILES
299 PR#9594 v12.0 Fixing issue with docking tiles overlapping objects.
Definition saveload.h:338
@ SLV_CONSISTENT_PARTIAL_Z
306 PR#10570 Conversion from an inconsistent partial Z calculation for slopes, to one that is (more) ...
Definition saveload.h:347
@ SLV_142
142 20003
Definition saveload.h:213
@ SLV_21
21 3472 0.4.x
Definition saveload.h:68
@ SLV_136
136 18764
Definition saveload.h:206
@ SLV_146
146 20446
Definition saveload.h:218
@ SLV_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:1278
Declaration of functions used in more save/load files.
void AfterLoadVehiclesPhase1(bool part_of_load)
Called after load for phase 1 of vehicle initialisation.
void ResetOldNames()
Free the memory of the old names array.
void FixupTrainLengths()
Fixup old train spacing.
void MoveBuoysToWaypoints()
Perform all steps to upgrade from the old station buoys to the new version that uses waypoints.
void UpdateOldAircraft()
need to be called to load aircraft from old version
void ConvertOldMultiheadToNew()
Converts all trains to the new subtype format introduced in savegame 16.2 It also links multiheaded e...
void ConnectMultiheadedTrains()
Link front and rear multiheaded engines to each other This is done when loading a savegame.
void AfterLoadRoadStops()
(Re)building of road stop caches after loading a savegame.
void MoveWaypointsToBaseStations()
Perform all steps to upgrade from the old waypoints to the new version that uses station.
void AfterLoadVehiclesPhase2(bool part_of_load)
Called after load for phase 2 of vehicle initialisation.
void UpdateHousesAndTowns()
Check and update town and house values.
Definition town_sl.cpp:64
std::string CopyFromOldName(StringID id)
Copy and convert old custom names to UTF-8.
void AfterLoadStoryBook()
Called after load to trash broken pages.
Definition story_sl.cpp:20
void ShowScriptDebugWindowIfScriptError()
Open the AI debug window if one of the AI scripts has crashed.
VehicleDefaultSettings _old_vds
Used for loading default vehicles settings from old savegames.
Definition settings.cpp:59
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:57
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition settings.cpp:58
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:56
@ 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:59
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.
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?
@ FACIL_DOCK
Station with a dock.
@ FACIL_AIRPORT
Station with an airport.
@ FACIL_TRAIN
Station with train station.
StationType
Station types.
std::string FormatArrayAsHex(std::span< const uint8_t > data)
Format a byte array into a continuous hex string.
Definition string.cpp:81
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
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:77
static CargoSpec * Get(size_t index)
Retrieve cargo details for the given cargo type.
Definition cargotype.h:140
TownAcceptanceEffect town_acceptance_effect
The effect that delivering this cargo type has on towns. Also affects destination of subsidies.
Definition cargotype.h:89
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(size_t index)
Is this company a valid company, controlled by the computer (a NoAI program)?
bool freeform_edges
allow terraforming the tiles at the map edges
uint16_t max_bridge_length
maximum length of bridges
uint16_t terraform_frame_burst
how many tile heights may, over a short period, be terraformed?
uint16_t max_tunnel_length
maximum length of tunnels
uint16_t tree_frame_burst
how many trees may, over a short period, be planted?
uint8_t map_height_limit
the maximum allowed heightlevel
uint16_t clear_frame_burst
how many tiles may, over a short period, be cleared?
uint8_t number_towns
the amount of towns
uint32_t max_loan
the maximum initial loan
uint16_t competitors_interval
the interval (in minutes) between adding competitors
uint8_t industry_density
The industry density.
Disasters, like submarines, skyrangers and their shadows, belong to this class.
TownLayout town_layout
select town layout,
TimekeepingUnits timekeeping_units
time units to use for the game economy, either calendar or wallclock
bool allow_town_level_crossings
towns are allowed to build level crossings
bool allow_town_roads
towns are allowed to build roads (always allowed when generating world / in SE)
bool station_noise_level
build new airports when the town noise level is still within accepted limits
bool infrastructure_maintenance
enable monthly maintenance fee for owner infrastructure
uint8_t feeder_payment_share
percentage of leg payment to virtually pay in feeder systems
TownCargoGenMode town_cargogen_mode
algorithm for generating cargo from houses,
uint8_t larger_towns
the number of cities to build. These start off larger and grow twice as fast
uint64_t inflation_payment
Cumulated inflation of cargo payment since game start; 16 bit fractional part.
uint64_t inflation_prices
Cumulated inflation of prices since game start; 16 bit fractional part.
Money old_max_loan_unround
Old: Unrounded max loan.
uint16_t old_max_loan_unround_fract
Old: Fraction of the unrounded max loan.
EngineMiscFlags misc_flags
Miscellaneous flags.
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition saveload.h:414
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.
@ GES_RATING
This indicates whether a cargo has a rating at the station.
static void UpdateAfterLoad()
Update all caches after loading a game, changing NewGRF, etc.
Group data.
Definition group.h:72
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.
IndustryBehaviour behaviour
How this industry will behave, and how others entities can use it.
Defines the internal data of a functional industry.
Definition industry.h:66
static Industry * GetByTile(TileIndex tile)
Get the industry of the given tile.
Definition industry.h:238
uint16_t recalc_time
time (in days) for recalculating each link graph component.
DistributionType distribution_mail
distribution type for mail
DistributionType distribution_default
distribution type for all other goods
DistributionType distribution_pax
distribution type for passengers
DistributionType distribution_armoured
distribution type for armoured cargo class
uint16_t recalc_interval
time (in days) between subsequent checks for link graphs to be calculated.
uint8_t units_velocity_nautical
unit system for velocity of ships and aircraft
uint8_t currency
currency we currently use
uint8_t units_velocity
unit system for velocity of trains and road vehicles
uint8_t units_power
unit system for power
uint8_t units_height
unit system for height
uint8_t units_force
unit system for force
uint8_t units_volume
unit system for volume
uint8_t units_weight
unit system for weight
Size related data of the map.
Definition map_func.h:206
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:279
static IterateWrapper Iterate()
Returns an iterable ensemble of all Tiles.
Definition map_func.h:363
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition map_func.h:270
static uint MaxY()
Gets the maximum Y coordinate within the map, including MP_VOID.
Definition map_func.h:306
static debug_inline uint MaxX()
Gets the maximum X coordinate within the map, including MP_VOID.
Definition map_func.h:297
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:43
TimerGameCalendar::Date build_date
Date of construction.
Definition object_base.h:27
TileArea location
Location of the object.
Definition object_base.h:26
Data for backing up an order of a vehicle so it can be restored after a vehicle is rebuilt in the sam...
Shared order list linking together the linked list of orders and the list of vehicles sharing this or...
Definition order_base.h:258
bool IsType(OrderType type) const
Check whether this order is of the given type.
Definition order_base.h:70
uint16_t w
The width of the area.
TileIndex tile
The base tile of the area.
uint16_t h
The height of the area.
uint8_t wait_for_pbs_path
how long to wait for a path reservation.
uint8_t wait_oneway_signal
waitingtime in days before a oneway signal
bool reverse_at_signals
whether to reverse at signals at all
bool forbid_90_deg
forbid trains to make 90 deg turns
uint8_t wait_twoway_signal
waitingtime in days before a twoway signal
Tindex index
Index of this pool item.
static size_t GetNumItems()
Returns number of valid items in the pool.
static bool IsValidID(size_t index)
Tests whether given index can be used to get valid (non-nullptr) Titem.
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
static Titem * GetIfValid(size_t index)
Returns Titem with given index.
static bool CanAllocateItem(size_t n=1)
Helper functions so we can use PoolItem::Function() instead of _poolitem_pool.Function()
static Titem * Get(size_t index)
Returns Titem with given index.
static constexpr size_t MAX_SIZE
Make template parameter accessible from outside.
Definition pool_type.hpp:90
RailType railtype
Railtype, mangled if elrail is disabled.
Definition engine_type.h:48
A Stop for a Road Vehicle.
Buses, trucks and trams belong to this class.
Definition roadveh.h:98
uint8_t state
Definition roadveh.h:100
RoadType roadtype
NOSAVE: Roadtype of this vehicle.
Definition roadveh.h:108
uint8_t acceleration
Acceleration (1 unit = 1/3.2 mph per tick = 0.5 km-ish/h per tick)
Definition engine_type.h:73
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(size_t index)
Gets station with given index.
static Station * GetIfValid(size_t index)
Returns station if the index is a valid index for this station type.
static Station * From(BaseStation *st)
Converts a BaseStation to SpecializedStation with type checking.
T * Next() const
Get next vehicle in the chain.
static Pool::IterateWrapper< T > Iterate(size_t from=0)
Returns an iterable ensemble of all valid vehicles of type T.
static T * From(Vehicle *v)
Converts a Vehicle to SpecializedVehicle with type checking.
bool modified_catchment
different-size catchment areas
bool serve_neutral_industries
company stations can serve industries with attached neutral stations
Station data structure.
RoadStop * bus_stops
All the road stops.
static void RecomputeCatchmentForAll()
Recomputes catchment of all stations.
Definition station.cpp:533
RoadStop * truck_stops
All the truck stops.
Struct about subsidies, offered and awarded.
Town data structure.
Definition town.h:52
'Train' is either a loco or a wagon.
Definition train.h:89
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
Order current_order
The current order (+ status, like: loading)
int32_t y_pos
y coordinate.
int32_t x_pos
x coordinate.
uint8_t vehstatus
Status.
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:134
bool MayAnimateTile(TileIndex tile)
Test if a tile may be animated.
Definition tile_cmd.h:202
bool IsTileFlat(TileIndex tile, int *h)
Check if a given tile is flat.
Definition tile_map.cpp:95
int GetTileMaxZ(TileIndex t)
Get top height of the tile inside the map.
Definition tile_map.cpp:136
int GetTileZ(TileIndex tile)
Get bottom height of the tile.
Definition tile_map.cpp:116
uint TileHash(uint x, uint y)
Calculate a hash value from a tile position.
Definition tile_map.h:324
bool IsTileOwner(Tile tile, Owner owner)
Checks if a tile belongs to the given owner.
Definition tile_map.h:214
void SetTileType(Tile tile, TileType type)
Set the type of a tile.
Definition tile_map.h:131
Owner GetTileOwner(Tile tile)
Returns the owner of a tile.
Definition tile_map.h:178
void SetTileOwner(Tile tile, Owner owner)
Sets the owner of a tile.
Definition tile_map.h:198
int GetTileMaxPixelZ(TileIndex tile)
Get top height of the tile.
Definition tile_map.h:312
static debug_inline TileType GetTileType(Tile tile)
Get the tiletype of a given tile.
Definition tile_map.h:96
void SetAnimationFrame(Tile t, uint8_t frame)
Set a new animation frame.
Definition tile_map.h:262
static debug_inline bool IsTileType(Tile tile, TileType type)
Checks if a tile is a given tiletype.
Definition tile_map.h:150
Slope GetTileSlope(TileIndex tile)
Return the slope of a given tile inside the map.
Definition tile_map.h:279
void SetTropicZone(Tile tile, TropicZone type)
Set the tropic zone.
Definition tile_map.h:225
static debug_inline uint TileHeight(Tile tile)
Returns the height of a tile.
Definition tile_map.h:29
static const uint TILE_HEIGHT
Height of a height level in world coordinate AND in pixels in ZOOM_BASE.
Definition tile_type.h:18
static const uint MIN_SNOWLINE_HEIGHT
Minimum snowline height.
Definition tile_type.h:32
static const uint TILE_SIZE
Tile size in world coordinates.
Definition tile_type.h:15
static const uint TILE_UNIT_MASK
For masking in/out the inner-tile world coordinate units.
Definition tile_type.h:16
@ TROPICZONE_NORMAL
Normal tropiczone.
Definition tile_type.h:77
constexpr TileIndex INVALID_TILE
The very nice invalid tile marker.
Definition tile_type.h:95
StrongType::Typedef< uint32_t, struct TileIndexTag, StrongType::Compare, StrongType::Integer, StrongType::Compatible< int32_t >, StrongType::Compatible< int64_t > > TileIndex
The index/ID of a Tile.
Definition tile_type.h:87
@ MP_TREES
Tile got trees.
Definition tile_type.h:52
@ MP_ROAD
A tile with road (or tram tracks)
Definition tile_type.h:50
@ MP_STATION
A tile of a station.
Definition tile_type.h:53
@ MP_TUNNELBRIDGE
Tunnel entry/exit and bridge heads.
Definition tile_type.h:57
@ MP_CLEAR
A tile without any structures, i.e. grass, rocks, farm fields etc.
Definition tile_type.h:48
@ MP_HOUSE
A house by a town.
Definition tile_type.h:51
@ MP_WATER
Water tile.
Definition tile_type.h:54
@ MP_RAILWAY
A railway.
Definition tile_type.h:49
@ MP_INDUSTRY
Part of an industry.
Definition tile_type.h:56
@ MP_VOID
Invisible tiles at the SW and SE border.
Definition tile_type.h:55
@ MP_OBJECT
Contains objects such as transmitters and owned land.
Definition tile_type.h:58
static const uint TOWN_GROWTH_WINTER
The town only needs this cargo in the winter (any amount)
Definition town.h:31
const CargoSpec * FindFirstCargoWithTownAcceptanceEffect(TownAcceptanceEffect effect)
Determines the first cargo with a certain town effect.
Town * ClosestTownFromTile(TileIndex tile, uint threshold)
Return the town closest (in distance or ownership) to a given tile, within a given threshold.
static const uint TOWN_GROWTH_DESERT
The town needs the cargo for growth when on desert (any amount)
Definition town.h:32
@ TOWN_CUSTOM_GROWTH
Growth rate is controlled by GS.
Definition town.h:197
void UpdateTownMaxPass(Town *t)
Update the maximum amount of montly passengers and mail for a town, based on its population.
void ClearAllTownCachedNames()
Clear the cached_name of all towns.
Definition town_cmd.cpp:435
Town * CalcClosestTownFromTile(TileIndex tile, uint threshold=UINT_MAX)
Return the town closest to the given tile within threshold.
static const uint16_t TOWN_GROWTH_RATE_NONE
Special value for Town::growth_rate to disable town growth.
Definition town.h:33
void MakeDefaultName(T *obj)
Set the default name for a depot/waypoint.
Definition town.h:252
void UpdateAllTownVirtCoords()
Update the virtual coords needed to draw the town sign for all towns.
Definition town_cmd.cpp:427
HouseID GetHouseType(Tile t)
Get the type of this house, which is an index into the house spec array.
Definition town_map.h:60
void SetHouseType(Tile t, HouseID house_id)
Set the house type.
Definition town_map.h:71
void SetLiftPosition(Tile t, uint8_t pos)
Set the position of the lift on this animated house.
Definition town_map.h:135
void SetHouseCompleted(Tile t, bool status)
Mark this house as been completed.
Definition town_map.h:156
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:145
static constexpr int RATING_INITIAL
initial rating
Definition town_type.h:45
@ TCGM_ORIGINAL
Original algorithm (quadratic cargo by population)
Definition town_type.h:106
TownLayout
Town Layouts.
Definition town_type.h:81
@ TL_RANDOM
Random town layout.
Definition town_type.h:88
@ TL_BETTER_ROADS
Extended original algorithm (min. 2 distance between roads)
Definition town_type.h:84
TrackBits DiagDirToDiagTrackBits(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal track bits incidating with that diagdir.
Definition track_func.h:524
Trackdir DiagDirToDiagTrackdir(DiagDirection diagdir)
Maps a (4-way) direction to the diagonal trackdir that runs in that direction.
Definition track_func.h:537
TrackBits TrackStatusToTrackBits(TrackStatus ts)
Returns the present-track-information of a TrackStatus.
Definition track_func.h:363
TrackBits
Allow incrementing of Track variables.
Definition track_type.h:35
@ TRACK_BIT_WORMHOLE
Bitflag for a wormhole (used for tunnels)
Definition track_type.h:52
@ TRACK_BIT_Y
Y-axis track.
Definition track_type.h:38
@ TRACK_BIT_NONE
No track.
Definition track_type.h:36
@ TRACK_BIT_X
X-axis track.
Definition track_type.h:37
@ INVALID_TRACK
Flag for an invalid track.
Definition track_type.h:28
@ TRACK_LOWER
Track in the lower corner of the tile (south)
Definition track_type.h:24
@ TRACK_UPPER
Track in the upper corner of the tile (north)
Definition track_type.h:23
void CheckTrainsLengths()
Checks if lengths of all rail vehicles are valid.
Definition train_cmd.cpp:76
@ TFP_NONE
Normal operation.
Definition train.h:38
@ TFP_STUCK
Proceed till next signal, but ignore being stuck till then. This includes force leaving depots.
Definition train.h:39
TransportType
Available types of transport.
@ TRANSPORT_RAIL
Transport by train.
@ TRANSPORT_ROAD
Transport by road vehicle.
TreeGround GetTreeGround(Tile t)
Returns the groundtype for tree tiles.
Definition tree_map.h:102
TreeGround
Enumeration for ground types of tiles with trees.
Definition tree_map.h:52
@ TREE_GROUND_SHORE
shore
Definition tree_map.h:56
@ TREE_GROUND_SNOW_DESERT
a desert or snow tile, depend on landscape
Definition tree_map.h:55
bool IsTunnelTile(Tile t)
Is this a tunnel (entrance)?
Definition tunnel_map.h:34
const uint8_t _tunnel_visibility_frame[DIAGDIR_END]
Frame when a vehicle should be hidden in a tunnel with a certain direction.
DiagDirection GetTunnelBridgeDirection(Tile t)
Get the direction pointing to the other end.
TransportType GetTunnelBridgeTransportType(Tile t)
Tunnel: Get the transport type of the tunnel (road or rail) Bridge: Get the transport type of the bri...
TileIndex GetOtherTunnelBridgeEnd(Tile t)
Determines type of the wormhole and returns its other end.
void SetTunnelBridgeReservation(Tile t, bool b)
Set the reservation state of the rail tunnel/bridge.
@ VS_STOPPED
Vehicle is stopped by the player.
@ VS_HIDDEN
Vehicle is not visible.
@ VS_CRASHED
Vehicle is crashed.
@ VF_PATHFINDER_LOST
Vehicle's pathfinder is lost.
@ VF_LOADING_FINISHED
Vehicle has finished loading.
@ VEH_INVALID
Non-existing type of vehicle.
@ VEH_ROAD
Road vehicle type.
@ VEH_SHIP
Ship vehicle type.
@ VEH_TRAIN
Train vehicle type.
void MakeVoid(Tile t)
Make a nice void tile ;)
Definition void_map.h:19
void MakeShore(Tile t)
Helper function to make a coast tile.
Definition water_map.h:381
void SetWaterClass(Tile t, WaterClass wc)
Set the water class at a tile.
Definition water_map.h:124
bool IsShipDepot(Tile t)
Is it a water tile with a ship depot on it?
Definition water_map.h:222
WaterClass
classes of water (for WATER_TILE_CLEAR water tile type).
Definition water_map.h:39
@ WATER_CLASS_SEA
Sea.
Definition water_map.h:40
@ WATER_CLASS_CANAL
Canal.
Definition water_map.h:41
@ WATER_CLASS_INVALID
Used for industry tiles on land (also for oilrig if newgrf says so).
Definition water_map.h:43
@ WATER_CLASS_RIVER
River.
Definition water_map.h:42
bool IsShipDepotTile(Tile t)
Is it a ship depot tile?
Definition water_map.h:232
bool IsCoast(Tile t)
Is it a coast tile?
Definition water_map.h:201
WaterTileType GetWaterTileType(Tile t)
Get the water tile type of a tile.
Definition water_map.h:78
void SetNonFloodingWaterTile(Tile t, bool b)
Set the non-flooding water tile state of a tile.
Definition water_map.h:524
void SetWaterTileType(Tile t, WaterTileType type)
Set the water tile type of a tile.
Definition water_map.h:89
WaterClass GetWaterClass(Tile t)
Get the water class at a tile.
Definition water_map.h:112
void MakeCanal(Tile t, Owner o, uint8_t random_bits)
Make a canal tile.
Definition water_map.h:443
uint8_t GetLockPart(Tile t)
Get the part of a lock.
Definition water_map.h:326
TileIndex GetOtherShipDepotTile(Tile t)
Get the other tile of the ship depot.
Definition water_map.h:278
@ WATER_TILE_COAST
Coast.
Definition water_map.h:33
@ WATER_TILE_LOCK
Water lock.
Definition water_map.h:34
@ WATER_TILE_DEPOT
Water Depot.
Definition water_map.h:35
@ WATER_TILE_CLEAR
Plain water.
Definition water_map.h:32
void SetDockingTile(Tile t, bool b)
Set the docking tile state of a tile.
Definition water_map.h:361
@ LOCK_PART_MIDDLE
Middle part of a lock.
Definition water_map.h:66
bool IsWater(Tile t)
Is it a plain water tile?
Definition water_map.h:147
bool IsLock(Tile t)
Is there a lock on a given water tile?
Definition water_map.h:303
void MakeSea(Tile t)
Make a sea tile.
Definition water_map.h:422
void ResetWindowSystem()
Reset the windowing system, by means of shutting it down followed by re-initialization.
Definition window.cpp:1815
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:3217
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:3234
Window functions not directly related to making/drawing windows.
@ WC_COMPANY_INFRASTRUCTURE
Company infrastructure overview; Window numbers:
@ WC_COMPANY_COLOUR
Company colour selection; Window numbers:
@ WC_BUILD_TOOLBAR
Build toolbar; Window numbers:
Definition window_type.h:75
void YapfNotifyTrackLayoutChange(TileIndex tile, Track track)
Use this function to notify YAPF that track layout (or signal configuration) has change.
ZoomLevel
All zoom levels we know.
Definition zoom_type.h:16