mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r16632) -Codechange: rename Town::flags12 to Town::flags
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@ -30,7 +30,7 @@ uint32 TownGetVariable(byte variable, byte parameter, bool *available, const Tow
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case 0x82: return ClampToU16(t->population);
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case 0x83: return GB(ClampToU16(t->population), 8, 8);
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case 0x8A: return t->grow_counter;
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case 0x92: return t->flags12; // In original game, 0x92 and 0x93 are really one word. Since flags12 is a byte, this is to adjust
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case 0x92: return t->flags; // In original game, 0x92 and 0x93 are really one word. Since flags is a byte, this is to adjust
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case 0x93: return 0;
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case 0x94: return ClampToU16(t->squared_town_zone_radius[0]);
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case 0x95: return GB(ClampToU16(t->squared_town_zone_radius[0]), 8, 8);
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@ -527,7 +527,7 @@ static const OldChunks town_chunk[] = {
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OCL_NULL( 1 ), ///< sort_index, no longer in use
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OCL_NULL( 4 ), ///< sign-coordinates, no longer in use
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OCL_NULL( 2 ), ///< namewidth, no longer in use
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, Town, flags12 ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U8, Town, flags ),
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OCL_NULL( 10 ), ///< radius, no longer in use
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OCL_SVAR( OC_INT16, Town, ratings[0] ),
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@ -70,7 +70,7 @@ static const SaveLoad _town_desc[] = {
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SLE_VAR(Town, townnameparts, SLE_UINT32),
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SLE_CONDSTR(Town, name, SLE_STR, 0, 84, SL_MAX_VERSION),
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SLE_VAR(Town, flags12, SLE_UINT8),
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SLE_VAR(Town, flags, SLE_UINT8),
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SLE_CONDVAR(Town, statues, SLE_FILE_U8 | SLE_VAR_U16, 0, 103),
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SLE_CONDVAR(Town, statues, SLE_UINT16, 104, SL_MAX_VERSION),
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@ -123,7 +123,7 @@ struct Town : TownPool::PoolItem<&_town_pool> {
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* bit 0 = Building funds received
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* bit 1 = CHURCH
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* bit 2 = STADIUM */
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byte flags12;
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byte flags;
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/* level of noise that all the airports are generating */
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uint16 noise_reached;
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@ -272,11 +272,11 @@ static const byte TOWN_GROWTH_FREQUENCY = 70;
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* construction. */
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static const byte TOWN_HOUSE_COMPLETED = 3;
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/** This enum is used in conjonction with town->flags12.
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/** This enum is used in conjonction with town->flags.
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* IT simply states what bit is used for.
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* It is pretty unrealistic (IMHO) to only have one church/stadium
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* per town, NO MATTER the population of it.
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* And there are 5 more bits available on flags12...
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* And there are 5 more bits available on flags...
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*/
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enum {
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TOWN_IS_FUNDED = 0, ///< Town has received some funds for
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@ -488,7 +488,7 @@ static void TileLoop_Town(TileIndex tile)
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_current_company = OWNER_TOWN;
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if ((hs->building_flags & BUILDING_HAS_1_TILE) &&
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HasBit(t->flags12, TOWN_IS_FUNDED) &&
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HasBit(t->flags, TOWN_IS_FUNDED) &&
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CanDeleteHouse(tile) &&
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GetHouseAge(tile) >= hs->minimum_life &&
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--t->time_until_rebuild == 0) {
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@ -656,7 +656,7 @@ static bool GrowTown(Town *t);
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static void TownTickHandler(Town *t)
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{
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if (HasBit(t->flags12, TOWN_IS_FUNDED)) {
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if (HasBit(t->flags, TOWN_IS_FUNDED)) {
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int i = t->grow_counter - 1;
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if (i < 0) {
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if (GrowTown(t)) {
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@ -1460,7 +1460,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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t->num_houses = 0;
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t->time_until_rebuild = 10;
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UpdateTownRadius(t);
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t->flags12 = 0;
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t->flags = 0;
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t->population = 0;
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t->grow_counter = 0;
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t->growth_rate = 250;
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@ -2121,7 +2121,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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SetBit(oneof, TOWN_HAS_STADIUM);
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}
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if (t->flags12 & oneof) continue;
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if (t->flags & oneof) continue;
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/* Make sure there is no slope? */
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bool noslope = (hs->building_flags & TILE_NOT_SLOPED) != 0;
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@ -2146,7 +2146,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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t->num_houses++;
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/* Special houses that there can be only one of. */
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t->flags12 |= oneof;
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t->flags |= oneof;
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byte construction_counter = 0;
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byte construction_stage = 0;
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@ -2233,9 +2233,9 @@ void ClearTownHouse(Town *t, TileIndex tile)
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/* Clear flags for houses that only may exist once/town. */
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if (hs->building_flags & BUILDING_IS_CHURCH) {
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ClrBit(t->flags12, TOWN_HAS_CHURCH);
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ClrBit(t->flags, TOWN_HAS_CHURCH);
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} else if (hs->building_flags & BUILDING_IS_STADIUM) {
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ClrBit(t->flags12, TOWN_HAS_STADIUM);
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ClrBit(t->flags, TOWN_HAS_STADIUM);
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}
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/* Do the actual clearing of tiles */
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@ -2404,7 +2404,7 @@ static void TownActionFundBuildings(Town *t)
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/* Build next tick */
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t->grow_counter = 1;
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/* If we were not already growing */
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SetBit(t->flags12, TOWN_IS_FUNDED);
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SetBit(t->flags, TOWN_IS_FUNDED);
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/* And grow for 3 months */
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t->fund_buildings_months = 3;
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}
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@ -2591,7 +2591,7 @@ static void UpdateTownGrowRate(Town *t)
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InvalidateWindow(WC_TOWN_AUTHORITY, t->index);
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ClrBit(t->flags12, TOWN_IS_FUNDED);
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ClrBit(t->flags, TOWN_IS_FUNDED);
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if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
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/** Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the
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@ -2630,7 +2630,7 @@ static void UpdateTownGrowRate(Town *t)
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if (m <= t->grow_counter)
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t->grow_counter = m;
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SetBit(t->flags12, TOWN_IS_FUNDED);
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SetBit(t->flags, TOWN_IS_FUNDED);
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}
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static void UpdateTownAmounts(Town *t)
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