mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r15755) -Fix: Number of houses in house variables 0x44, 0x60 and 0x61 were incorrect after 0xFF had been reached and could desync clients joining afterwards.
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@ -22,7 +22,7 @@
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#include "animated_tile_func.h"
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#include "company_base.h"
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static BuildingCounts _building_counts;
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static BuildingCounts<uint32> _building_counts;
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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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@ -61,20 +61,13 @@ void IncreaseBuildingCount(Town *t, HouseID house_id)
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if (!_loaded_newgrf_features.has_newhouses) return;
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/* If there are 255 buildings of this type in this town, there are also
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* at least that many houses of the same class in the town, and
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* therefore on the map as well. */
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if (t->building_counts.id_count[house_id] == 255) return;
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t->building_counts.id_count[house_id]++;
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if (_building_counts.id_count[house_id] < 255) _building_counts.id_count[house_id]++;
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_building_counts.id_count[house_id]++;
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/* Similarly, if there are 255 houses of this class in this town, there
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* must be at least that number on the map too. */
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if (class_id == HOUSE_NO_CLASS || t->building_counts.class_count[class_id] == 255) return;
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if (class_id == HOUSE_NO_CLASS) return;
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t->building_counts.class_count[class_id]++;
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if (_building_counts.class_count[class_id] < 255) _building_counts.class_count[class_id]++;
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_building_counts.class_count[class_id]++;
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}
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/**
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@ -121,10 +114,10 @@ static uint32 GetNumHouses(HouseID house_id, const Town *town)
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uint8 map_id_count, town_id_count, map_class_count, town_class_count;
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HouseClassID class_id = GetHouseSpecs(house_id)->class_id;
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map_id_count = _building_counts.id_count[house_id];
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map_class_count = _building_counts.class_count[class_id];
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town_id_count = town->building_counts.id_count[house_id];
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town_class_count = town->building_counts.class_count[class_id];
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map_id_count = ClampU(_building_counts.id_count[house_id], 0, 255);
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map_class_count = ClampU(_building_counts.class_count[class_id], 0, 255);
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town_id_count = ClampU(town->building_counts.id_count[house_id], 0, 255);
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town_class_count = ClampU(town->building_counts.class_count[class_id], 0, 255);
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return map_class_count << 24 | town_class_count << 16 | map_id_count << 8 | town_id_count;
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}
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@ -90,9 +90,10 @@ enum HouseExtraFlags {
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DECLARE_ENUM_AS_BIT_SET(HouseExtraFlags)
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template <typename T>
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struct BuildingCounts {
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uint8 id_count[HOUSE_MAX];
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uint8 class_count[HOUSE_CLASS_MAX];
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T id_count[HOUSE_MAX];
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T class_count[HOUSE_CLASS_MAX];
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};
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static const uint CUSTOM_TOWN_NUMBER_DIFFICULTY = 4; ///< value for custom town number in difficulty settings
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@ -176,7 +177,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
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uint32 squared_town_zone_radius[HZB_END];
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/* NOSAVE: The number of each type of building in the town. */
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BuildingCounts building_counts;
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BuildingCounts<uint16> building_counts;
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/**
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* Creates a new town
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