Update to 13.0-RC1

This commit is contained in:
Pavel Stupnikov
2023-01-03 15:58:14 +04:00
parent be23283677
commit 59c991fa52
326 changed files with 12923 additions and 8705 deletions

View File

@@ -24,6 +24,7 @@
#include "../string_func.h"
#include "../date_func.h"
#include "../roadveh.h"
#include "../roadveh_cmd.h"
#include "../train.h"
#include "../station_base.h"
#include "../waypoint_base.h"
@@ -40,6 +41,7 @@
#include "../road_cmd.h"
#include "../ai/ai.hpp"
#include "../ai/ai_gui.hpp"
#include "../game/game.hpp"
#include "../town.h"
#include "../economy_base.h"
#include "../animated_tile_func.h"
@@ -57,7 +59,6 @@
#include "../ship.h"
#include "../water.h"
#include "saveload_internal.h"
#include <signal.h>
@@ -302,7 +303,6 @@ static void InitializeWindowsAndCaches()
CheckTrainsLengths();
ShowNewGRFError();
ShowAIDebugWindowIfAIError();
/* Rebuild the smallmap list of owners. */
BuildOwnerLegend();
@@ -537,6 +537,22 @@ static inline bool MayHaveBridgeAbove(TileIndex t)
IsTileType(t, MP_WATER) || IsTileType(t, MP_TUNNELBRIDGE) || IsTileType(t, MP_OBJECT);
}
/**
* Start the scripts.
*/
static void StartScripts()
{
/* Start the GameScript. */
Game::StartNew();
/* Start the AIs. */
for (const Company *c : Company::Iterate()) {
if (Company::IsValidAiID(c->index)) AI::StartNew(c->index, false);
}
ShowAIDebugWindowIfAIError();
}
/**
* Perform a (large) amount of savegame conversion *magic* in order to
* load older savegames and to fill the caches for various purposes.
@@ -798,13 +814,6 @@ bool AfterLoadGame()
/* Update all vehicles */
AfterLoadVehicles(true);
/* Make sure there is an AI attached to an AI company */
{
for (const Company *c : Company::Iterate()) {
if (c->is_ai && c->ai_instance == nullptr) AI::StartNew(c->index);
}
}
/* make sure there is a town in the game */
if (_game_mode == GM_NORMAL && Town::GetNumItems() == 0) {
SetSaveLoadError(STR_ERROR_NO_TOWN_IN_SCENARIO);
@@ -3155,6 +3164,56 @@ bool AfterLoadGame()
}
}
/* Road stops is 'only' updating some caches, but they are needed for PF calls in SLV_MULTITRACK_LEVEL_CROSSINGS teleporting. */
AfterLoadRoadStops();
/* Road vehicles stopped on multitrack level crossings need teleporting to a depot
* to avoid crashing into the side of the train they're waiting for. */
if (IsSavegameVersionBefore(SLV_MULTITRACK_LEVEL_CROSSINGS)) {
/* Teleport road vehicles to the nearest depot. */
for (RoadVehicle *rv : RoadVehicle::Iterate()) {
/* Ignore trailers of articulated vehicles. */
if (rv->IsArticulatedPart()) continue;
/* Ignore moving vehicles. */
if (rv->cur_speed > 0) continue;
/* Ignore crashed vehicles. */
if (rv->vehstatus & VS_CRASHED) continue;
/* Ignore vehicles not on level crossings. */
TileIndex cur_tile = rv->tile;
if (!IsLevelCrossingTile(cur_tile)) continue;
TileIndex location;
DestinationID destination;
bool reverse = true;
/* Try to find a depot with a distance limit of 512 tiles (Manhattan distance). */
if (rv->FindClosestDepot(&location, &destination, &reverse) && DistanceManhattan(rv->tile, location) < 512u) {
/* Teleport all parts of articulated vehicles. */
for (RoadVehicle *u = rv; u != nullptr; u = u->Next()) {
u->tile = location;
int x = TileX(location) * TILE_SIZE + TILE_SIZE / 2;
int y = TileY(location) * TILE_SIZE + TILE_SIZE / 2;
u->x_pos = x;
u->y_pos = y;
u->z_pos = GetSlopePixelZ(x, y);
u->vehstatus |= VS_HIDDEN;
u->state = RVSB_IN_DEPOT;
u->UpdatePosition();
}
RoadVehLeaveDepot(rv, false);
}
}
/* Refresh all level crossings to bar adjacent crossing tiles. */
for (TileIndex tile = 0; tile < MapSize(); tile++) {
if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile, false, true);
}
}
/* Compute station catchment areas. This is needed here in case UpdateStationAcceptance is called below. */
Station::RecomputeCatchmentForAll();
@@ -3163,8 +3222,6 @@ bool AfterLoadGame()
for (Station *st : Station::Iterate()) UpdateStationAcceptance(st, false);
}
/* Road stops is 'only' updating some caches */
AfterLoadRoadStops();
AfterLoadLabelMaps();
AfterLoadCompanyStats();
AfterLoadStoryBook();
@@ -3176,6 +3233,10 @@ bool AfterLoadGame()
ResetSignalHandlers();
AfterLoadLinkGraphs();
/* Start the scripts. This MUST happen after everything else. */
StartScripts();
return true;
}