mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r12381) -Fix [FS1835] [FS1535] (r11855): The number of houses wasn't computed right. A few other things regaring the updating had to be changed. Big thanks for support to frosch123 and SmatZ, to name just a few. (Inspired by a patch of bilbo)
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@ -31,13 +31,24 @@ static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
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HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
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void CheckHouseIDs()
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/**
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* Check and update town and house values.
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*
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* Checked are the HouseIDs. Updated are the
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* town population the number of houses per
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* town, the town radius and the max passengers
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* of the town.
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*/
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void UpdateHousesAndTowns()
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{
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Town *town;
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InitializeBuildingCounts();
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/* Reset town population */
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FOR_ALL_TOWNS(town) town->population = 0;
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/* Reset town population and num_houses */
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FOR_ALL_TOWNS(town) {
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town->population = 0;
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town->num_houses = 0;
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}
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for (TileIndex t = 0; t < MapSize(); t++) {
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HouseID house_id;
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@ -51,9 +62,23 @@ void CheckHouseIDs()
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house_id = _house_mngr.GetSubstituteID(house_id);
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SetHouseType(t, house_id);
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}
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town = GetTownByTile(t);
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IncreaseBuildingCount(town, house_id);
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if (IsHouseCompleted(t)) town->population += GetHouseSpecs(house_id)->population;
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/* Increase the number of houses for every house tile which
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* has a size bit set. Multi tile buildings have got only
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* one tile with such a bit set, so there is no problem. */
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if (GetHouseSpecs(GetHouseType(t))->building_flags & BUILDING_HAS_1_TILE) {
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town->num_houses++;
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}
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}
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/* Update the population and num_house dependant values */
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FOR_ALL_TOWNS(town) {
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UpdateTownRadius(town);
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UpdateTownMaxPass(town);
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}
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}
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@ -26,7 +26,7 @@ struct HouseClassMapping {
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uint8 class_id; ////< The class id within the grf file
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};
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void CheckHouseIDs();
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void UpdateHousesAndTowns();
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HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid);
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@ -64,7 +64,7 @@ uint32 TownGetVariable(byte variable, byte parameter, bool *available, const Tow
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case 0xAD: return GB(t->ratings[7], 8, 8);
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case 0xAE: return t->have_ratings;
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case 0xB2: return t->statues;
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case 0xB6: return t->num_houses;
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case 0xB6: return ClampToU16(t->num_houses);
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case 0xB9: return t->growth_rate;
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case 0xBA: return ClampToU16(t->new_max_pass);
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case 0xBB: return GB(ClampToU16(t->new_max_pass), 8, 8);
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@ -428,7 +428,7 @@ static void ReadTTDPatchFlags()
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static const OldChunks town_chunk[] = {
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OCL_SVAR( OC_TILE, Town, xy ),
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OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, population ),
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OCL_NULL( 2 ), ///< population, no longer in use
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OCL_SVAR( OC_UINT16, Town, townnametype ),
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OCL_SVAR( OC_UINT32, Town, townnameparts ),
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OCL_SVAR( OC_UINT8, Town, grow_counter ),
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@ -451,7 +451,7 @@ static const OldChunks town_chunk[] = {
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nothing changed ? ? */
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OCL_SVAR( OC_FILE_U32 | OC_VAR_U8, Town, have_ratings ),
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OCL_SVAR( OC_FILE_U32 | OC_VAR_U8, Town, statues ),
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OCL_SVAR( OC_UINT16, Town, num_houses ),
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OCL_NULL( 2 ), ///< num_houses, no longer in use
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OCL_SVAR( OC_UINT8, Town, time_until_rebuild ),
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OCL_SVAR( OC_UINT8, Town, growth_rate ),
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@ -1348,9 +1348,9 @@ bool AfterLoadGame()
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if (CheckSavegameVersionOldStyle(6, 1)) UpdateSignOwner();
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/* In old version there seems to be a problem that water is owned by
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OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
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(4.3) version, so I just check when versions are older, and then
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walk through the whole map.. */
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* OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
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* (4.3) version, so I just check when versions are older, and then
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* walk through the whole map.. */
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if (CheckSavegameVersionOldStyle(4, 3)) {
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for (TileIndex t = 0; t < map_size; t++) {
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if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_PLAYERS) {
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@ -2034,8 +2034,8 @@ bool AfterLoadGame()
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}
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}
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/* Check that house ids are still valid. */
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CheckHouseIDs();
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/* Check and update house and town values */
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UpdateHousesAndTowns();
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if (CheckSavegameVersion(43)) {
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for (TileIndex t = 0; t < map_size; t++) {
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@ -2461,8 +2461,8 @@ void ReloadNewGRFData()
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/* update station and waypoint graphics */
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AfterLoadWaypoints();
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AfterLoadStations();
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/* check that house ids are still valid */
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CheckHouseIDs();
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/* Check and update house and town values */
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UpdateHousesAndTowns();
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/* redraw the whole screen */
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MarkWholeScreenDirty();
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}
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@ -34,7 +34,7 @@
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#include "table/strings.h"
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extern const uint16 SAVEGAME_VERSION = 91;
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extern const uint16 SAVEGAME_VERSION = 92;
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uint16 _sl_version; ///< the major savegame version identifier
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byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
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@ -90,7 +90,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
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TileIndex xy;
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/* Current population of people and amount of houses. */
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uint16 num_houses;
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uint32 num_houses;
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uint32 population;
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/* Town name */
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@ -320,6 +320,7 @@ void ResetHouses();
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void ClearTownHouse(Town *t, TileIndex tile);
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void AfterLoadTown();
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void UpdateTownMaxPass(Town *t);
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void UpdateTownRadius(Town *t);
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bool CheckIfAuthorityAllows(TileIndex tile);
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Town *ClosestTownFromTile(TileIndex tile, uint threshold);
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void ChangeTownRating(Town *t, int add, int max);
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@ -265,8 +265,6 @@ static void AnimateTile_Town(TileIndex tile)
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MarkTileDirtyByTile(tile);
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}
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static void UpdateTownRadius(Town *t);
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/**
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* Determines if a town is close to a tile
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* @param tile TileIndex of the tile to query
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@ -1282,7 +1280,7 @@ static bool GrowTown(Town *t)
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return false;
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}
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static void UpdateTownRadius(Town *t)
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void UpdateTownRadius(Town *t)
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{
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static const uint16 _town_radius_data[23][5] = {
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{ 4, 0, 0, 0, 0}, // 0
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@ -2074,12 +2072,12 @@ CommandCost CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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/** Called from GUI */
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void ExpandTown(Town *t)
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{
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int amount, n;
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uint amount, n;
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_generating_world = true;
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/* The more houses, the faster we grow */
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amount = RandomRange(t->num_houses / 10) + 3;
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amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
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t->num_houses += amount;
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UpdateTownRadius(t);
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@ -2564,10 +2562,10 @@ static const SaveLoad _town_desc[] = {
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SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(Town, xy, SLE_UINT32, 6, SL_MAX_VERSION),
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SLE_CONDNULL(2, 0, 2),
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SLE_CONDNULL(4, 3, 84),
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SLE_CONDNULL(2, 0, 2), ///< population, no longer in use
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SLE_CONDNULL(4, 3, 84), ///< population, no longer in use
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SLE_CONDNULL(2, 0, 91), ///< num_houses, no longer in use
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SLE_VAR(Town, num_houses, SLE_UINT16),
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SLE_CONDVAR(Town, townnamegrfid, SLE_UINT32, 66, SL_MAX_VERSION),
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SLE_VAR(Town, townnametype, SLE_UINT16),
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SLE_VAR(Town, townnameparts, SLE_UINT32),
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@ -2576,13 +2574,12 @@ static const SaveLoad _town_desc[] = {
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SLE_VAR(Town, flags12, SLE_UINT8),
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SLE_VAR(Town, statues, SLE_UINT8),
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/* sort_index_obsolete was stored here in savegame format 0 - 1 */
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SLE_CONDNULL(1, 0, 1),
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SLE_CONDNULL(1, 0, 1), ///< sort_index, no longer in use
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SLE_VAR(Town, have_ratings, SLE_UINT8),
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SLE_ARR(Town, ratings, SLE_INT16, 8),
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/* failed bribe attempts are stored since savegame format 4 */
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SLE_CONDARR(Town, unwanted, SLE_INT8, 8, 4,SL_MAX_VERSION),
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SLE_CONDARR(Town, unwanted, SLE_INT8, 8, 4, SL_MAX_VERSION),
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SLE_CONDVAR(Town, max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
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SLE_CONDVAR(Town, max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
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@ -2695,10 +2692,6 @@ static void Load_TOWN()
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void AfterLoadTown()
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{
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Town *t;
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FOR_ALL_TOWNS(t) {
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UpdateTownRadius(t);
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}
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_town_sort_dirty = true;
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}
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