Changeset - r16445:78655b2f7c0d
[Not reviewed]
master
0 4 0
alberth - 14 years ago 2010-11-13 15:15:25
alberth@openttd.org
(svn r21171) -Change: Reset industry build data at game start or load.
4 files changed with 27 insertions and 2 deletions:
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src/industry.h
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@@ -151,6 +151,8 @@ struct IndustryTypeBuildData {
 
	uint16 max_wait;     ///< Starting number of turns to wait (copied to #wait_count).
 
	uint16 wait_count;   ///< Number of turns to wait before trying to build again.
 

	
 
	void Reset();
 

	
 
	void GetIndustryTypeData(IndustryType it);
 
};
 

	
 
@@ -161,6 +163,8 @@ struct IndustryBuildData {
 
	IndustryTypeBuildData builddata[NUM_INDUSTRYTYPES]; ///< Industry build data for every industry type.
 
	uint32 wanted_inds; ///< Number of wanted industries (bits 31-16), and a fraction (bits 15-0).
 

	
 
	void Reset();
 

	
 
	void SetupTargetCount();
 
	void TryBuildNewIndustry();
 
};
src/industry_cmd.cpp
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@@ -1955,6 +1955,22 @@ static void PlaceInitialIndustry(Industr
 
	cur_company.Restore();
 
}
 

	
 

	
 
/** Reset the entry. */
 
void IndustryTypeBuildData::Reset()
 
{
 
	this->probability  = 0;
 
	this->target_count = 0;
 
}
 

	
 
/** Completely reset the industry build data. */
 
void IndustryBuildData::Reset()
 
{
 
	for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) {
 
		this->builddata[it].Reset();
 
	}
 
}
 

	
 
/**
 
 * This function will create random industries during game creation.
 
 * It will scale the amount of industries by mapsize and difficulty level.
 
@@ -2005,6 +2021,7 @@ void GenerateIndustries()
 
		assert(industry_probs[it] > 0);
 
		PlaceInitialIndustry(it, false);
 
	}
 
	_industry_builder.Reset();
 
}
 

	
 
/**
 
@@ -2541,6 +2558,8 @@ void InitializeIndustries()
 

	
 
	Industry::ResetIndustryCounts();
 
	_industry_sound_tile = 0;
 

	
 
	_industry_builder.Reset();
 
}
 

	
 
bool IndustrySpec::IsRawIndustry() const
src/saveload/afterload.cpp
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@@ -2319,8 +2319,9 @@ bool AfterLoadGame()
 
		}
 
	}
 

	
 
	if (CheckSavegameVersion(152)) {
 
		_industry_builder.Reset(); // Initialize industry build data.
 

	
 
	if (CheckSavegameVersion(152)) {
 
		/* The moment vehicles go from hidden to visible changed. This means
 
		 * that vehicles don't always get visible anymore causing things to
 
		 * get messed up just after loading the savegame. This fixes that. */
src/saveload/saveload.cpp
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@@ -214,8 +214,9 @@
 
 *  149   20832
 
 *  150   20857
 
 *  151   20918
 
 *  152   21171
 
 */
 
extern const uint16 SAVEGAME_VERSION = 151; ///< current savegame version of OpenTTD
 
extern const uint16 SAVEGAME_VERSION = 152; ///< Current savegame version of OpenTTD.
 

	
 
SavegameType _savegame_type; ///< type of savegame we are loading
 

	
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