@@ -64,6 +64,7 @@
#include "road_map.h"
#include "water_map.h"
#include "industry_map.h"
#include "unmovable_map.h"
#include <stdarg.h>
@@ -1835,6 +1836,14 @@ bool AfterLoadGame()
if (CheckSavegameVersion(49)) FOR_ALL_PLAYERS(p) p->face = ConvertFromOldPlayerFace(p->face);
if (CheckSavegameVersion(52)) {
for (TileIndex t = 0; t < map_size; t++) {
if (IsStatueTile(t)) {
_m[t].m2 = CalcClosestTownFromTile(t, (uint)-1)->index;
}
return true;
@@ -28,7 +28,7 @@
#include "variables.h"
#include <setjmp.h>
extern const uint16 SAVEGAME_VERSION = 51;
extern const uint16 SAVEGAME_VERSION = 52;
uint16 _sl_version; ///< the major savegame version identifier
byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
@@ -1465,7 +1465,7 @@ static void TownActionRoadRebuild(Town*
NEWS_FLAGS(NM_NORMAL, NF_TILE, NT_GENERAL, 0), t->xy, 0);
static bool DoBuildStatueOfCompany(TileIndex tile)
static bool DoBuildStatueOfCompany(TileIndex tile, TownID town_id)
{
PlayerID old;
int32 r;
@@ -1485,7 +1485,7 @@ static bool DoBuildStatueOfCompany(TileI
if (CmdFailed(r)) return false;
MakeStatue(tile, _current_player);
MakeStatue(tile, _current_player, town_id);
MarkTileDirtyByTile(tile);
@@ -1493,12 +1493,12 @@ static bool DoBuildStatueOfCompany(TileI
/**
* Search callback function for TownActionBuildStatue
* @param data that is passed by the caller. In this case, nothing
* @param town_id The town_id for which we want a statue
* @return the result of the test
*/
static bool SearchTileForStatue(TileIndex tile, uint32 data)
static bool SearchTileForStatue(TileIndex tile, uint32 town_id)
return DoBuildStatueOfCompany(tile);
return DoBuildStatueOfCompany(tile, town_id);
@@ -1510,7 +1510,7 @@ static void TownActionBuildStatue(Town*
TileIndex tile = t->xy;
if (CircularTileSearch(tile, 9, SearchTileForStatue, 0))
if (CircularTileSearch(tile, 9, SearchTileForStatue, t->index))
SETBIT(t->statues, _current_player); ///< Once found and built, "inform" the Town
@@ -233,6 +233,12 @@ static int32 ClearTile_Unmovable(TileInd
if (_game_mode != GM_EDITOR && _current_player != OWNER_WATER && ((flags & DC_AUTO || !_cheats.magic_bulldozer.value)) )
return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
if (IsStatue(tile)) {
TownID town = GetStatueTownID(tile);
CLRBIT(GetTown(town)->statues, _current_player);
InvalidateWindow(WC_TOWN_AUTHORITY, town);
if (flags & DC_EXEC) {
DoClearSquare(tile);
@@ -54,6 +54,23 @@ static inline bool IsCompanyHQ(TileIndex
return IS_INT_INSIDE(GetUnmovableType(t), UNMOVABLE_HQ_NORTH, UNMOVABLE_HQ_END);
static inline bool IsStatue(TileIndex t)
assert(IsTileType(t, MP_UNMOVABLE));
return GetUnmovableType(t) == UNMOVABLE_STATUE;
static inline bool IsStatueTile(TileIndex t)
return IsTileType(t, MP_UNMOVABLE) && IsStatue(t);
static inline TownID GetStatueTownID(TileIndex t)
assert(IsStatue(t));
return _m[t].m2;
static inline byte GetCompanyHQSize(TileIndex t)
assert(IsTileType(t, MP_UNMOVABLE) && IsCompanyHQ(t));
@@ -100,9 +117,10 @@ static inline void MakeLighthouse(TileIn
MakeUnmovable(t, UNMOVABLE_LIGHTHOUSE, OWNER_NONE);
static inline void MakeStatue(TileIndex t, Owner o)
static inline void MakeStatue(TileIndex t, Owner o, TownID town_id)
MakeUnmovable(t, UNMOVABLE_STATUE, o);
_m[t].m2 = town_id;
static inline void MakeOwnedLand(TileIndex t, Owner o)
Status change: