(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)

This commit is contained in:
skidd13 2008-03-18 12:28:21 +00:00
parent 985dbaa093
commit a887b79f90
8 changed files with 50 additions and 31 deletions

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@ -31,13 +31,24 @@ static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
void CheckHouseIDs()
/**
* Check and update town and house values.
*
* Checked are the HouseIDs. Updated are the
* town population the number of houses per
* town, the town radius and the max passengers
* of the town.
*/
void UpdateHousesAndTowns()
{
Town *town;
InitializeBuildingCounts();
/* Reset town population */
FOR_ALL_TOWNS(town) town->population = 0;
/* Reset town population and num_houses */
FOR_ALL_TOWNS(town) {
town->population = 0;
town->num_houses = 0;
}
for (TileIndex t = 0; t < MapSize(); t++) {
HouseID house_id;
@ -51,9 +62,23 @@ void CheckHouseIDs()
house_id = _house_mngr.GetSubstituteID(house_id);
SetHouseType(t, house_id);
}
town = GetTownByTile(t);
IncreaseBuildingCount(town, house_id);
if (IsHouseCompleted(t)) town->population += GetHouseSpecs(house_id)->population;
/* Increase the number of houses for every house tile which
* has a size bit set. Multi tile buildings have got only
* one tile with such a bit set, so there is no problem. */
if (GetHouseSpecs(GetHouseType(t))->building_flags & BUILDING_HAS_1_TILE) {
town->num_houses++;
}
}
/* Update the population and num_house dependant values */
FOR_ALL_TOWNS(town) {
UpdateTownRadius(town);
UpdateTownMaxPass(town);
}
}

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@ -26,7 +26,7 @@ struct HouseClassMapping {
uint8 class_id; ////< The class id within the grf file
};
void CheckHouseIDs();
void UpdateHousesAndTowns();
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
case 0xAD: return GB(t->ratings[7], 8, 8);
case 0xAE: return t->have_ratings;
case 0xB2: return t->statues;
case 0xB6: return t->num_houses;
case 0xB6: return ClampToU16(t->num_houses);
case 0xB9: return t->growth_rate;
case 0xBA: return ClampToU16(t->new_max_pass);
case 0xBB: return GB(ClampToU16(t->new_max_pass), 8, 8);

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@ -428,7 +428,7 @@ static void ReadTTDPatchFlags()
static const OldChunks town_chunk[] = {
OCL_SVAR( OC_TILE, Town, xy ),
OCL_SVAR( OC_FILE_U16 | OC_VAR_U32, Town, population ),
OCL_NULL( 2 ), ///< population, no longer in use
OCL_SVAR( OC_UINT16, Town, townnametype ),
OCL_SVAR( OC_UINT32, Town, townnameparts ),
OCL_SVAR( OC_UINT8, Town, grow_counter ),
@ -451,7 +451,7 @@ static const OldChunks town_chunk[] = {
nothing changed ? ? */
OCL_SVAR( OC_FILE_U32 | OC_VAR_U8, Town, have_ratings ),
OCL_SVAR( OC_FILE_U32 | OC_VAR_U8, Town, statues ),
OCL_SVAR( OC_UINT16, Town, num_houses ),
OCL_NULL( 2 ), ///< num_houses, no longer in use
OCL_SVAR( OC_UINT8, Town, time_until_rebuild ),
OCL_SVAR( OC_UINT8, Town, growth_rate ),

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@ -1348,9 +1348,9 @@ bool AfterLoadGame()
if (CheckSavegameVersionOldStyle(6, 1)) UpdateSignOwner();
/* In old version there seems to be a problem that water is owned by
OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
(4.3) version, so I just check when versions are older, and then
walk through the whole map.. */
* OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
* (4.3) version, so I just check when versions are older, and then
* walk through the whole map.. */
if (CheckSavegameVersionOldStyle(4, 3)) {
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_WATER) && GetTileOwner(t) >= MAX_PLAYERS) {
@ -2034,8 +2034,8 @@ bool AfterLoadGame()
}
}
/* Check that house ids are still valid. */
CheckHouseIDs();
/* Check and update house and town values */
UpdateHousesAndTowns();
if (CheckSavegameVersion(43)) {
for (TileIndex t = 0; t < map_size; t++) {
@ -2461,8 +2461,8 @@ void ReloadNewGRFData()
/* update station and waypoint graphics */
AfterLoadWaypoints();
AfterLoadStations();
/* check that house ids are still valid */
CheckHouseIDs();
/* Check and update house and town values */
UpdateHousesAndTowns();
/* redraw the whole screen */
MarkWholeScreenDirty();
}

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@ -34,7 +34,7 @@
#include "table/strings.h"
extern const uint16 SAVEGAME_VERSION = 91;
extern const uint16 SAVEGAME_VERSION = 92;
uint16 _sl_version; ///< the major savegame version identifier
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> {
TileIndex xy;
/* Current population of people and amount of houses. */
uint16 num_houses;
uint32 num_houses;
uint32 population;
/* Town name */
@ -320,6 +320,7 @@ void ResetHouses();
void ClearTownHouse(Town *t, TileIndex tile);
void AfterLoadTown();
void UpdateTownMaxPass(Town *t);
void UpdateTownRadius(Town *t);
bool CheckIfAuthorityAllows(TileIndex tile);
Town *ClosestTownFromTile(TileIndex tile, uint threshold);
void ChangeTownRating(Town *t, int add, int max);

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@ -265,8 +265,6 @@ static void AnimateTile_Town(TileIndex tile)
MarkTileDirtyByTile(tile);
}
static void UpdateTownRadius(Town *t);
/**
* Determines if a town is close to a tile
* @param tile TileIndex of the tile to query
@ -1282,7 +1280,7 @@ static bool GrowTown(Town *t)
return false;
}
static void UpdateTownRadius(Town *t)
void UpdateTownRadius(Town *t)
{
static const uint16 _town_radius_data[23][5] = {
{ 4, 0, 0, 0, 0}, // 0
@ -2074,12 +2072,12 @@ CommandCost CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/** Called from GUI */
void ExpandTown(Town *t)
{
int amount, n;
uint amount, n;
_generating_world = true;
/* The more houses, the faster we grow */
amount = RandomRange(t->num_houses / 10) + 3;
amount = RandomRange(ClampToU16(t->num_houses / 10)) + 3;
t->num_houses += amount;
UpdateTownRadius(t);
@ -2564,10 +2562,10 @@ static const SaveLoad _town_desc[] = {
SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Town, xy, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDNULL(2, 0, 2),
SLE_CONDNULL(4, 3, 84),
SLE_CONDNULL(2, 0, 2), ///< population, no longer in use
SLE_CONDNULL(4, 3, 84), ///< population, no longer in use
SLE_CONDNULL(2, 0, 91), ///< num_houses, no longer in use
SLE_VAR(Town, num_houses, SLE_UINT16),
SLE_CONDVAR(Town, townnamegrfid, SLE_UINT32, 66, SL_MAX_VERSION),
SLE_VAR(Town, townnametype, SLE_UINT16),
SLE_VAR(Town, townnameparts, SLE_UINT32),
@ -2576,13 +2574,12 @@ static const SaveLoad _town_desc[] = {
SLE_VAR(Town, flags12, SLE_UINT8),
SLE_VAR(Town, statues, SLE_UINT8),
/* sort_index_obsolete was stored here in savegame format 0 - 1 */
SLE_CONDNULL(1, 0, 1),
SLE_CONDNULL(1, 0, 1), ///< sort_index, no longer in use
SLE_VAR(Town, have_ratings, SLE_UINT8),
SLE_ARR(Town, ratings, SLE_INT16, 8),
/* failed bribe attempts are stored since savegame format 4 */
SLE_CONDARR(Town, unwanted, SLE_INT8, 8, 4,SL_MAX_VERSION),
SLE_CONDARR(Town, unwanted, SLE_INT8, 8, 4, SL_MAX_VERSION),
SLE_CONDVAR(Town, max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town, max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
@ -2695,10 +2692,6 @@ static void Load_TOWN()
void AfterLoadTown()
{
Town *t;
FOR_ALL_TOWNS(t) {
UpdateTownRadius(t);
}
_town_sort_dirty = true;
}