Files
@ r15939:b46581ea4a91
Branch filter:
Location: cpp/openttd-patchpack/source/src/saveload/town_sl.cpp
r15939:b46581ea4a91
8.7 KiB
text/x-c
(svn r20637) -Change: [Win32] Don't build the DirectMusic driver for x64 as it won't work anyway.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file town_sl.cpp Code handling saving and loading of towns and houses */
#include "../stdafx.h"
#include "../newgrf_house.h"
#include "../town.h"
#include "../landscape.h"
#include "saveload.h"
#include "newgrf_sl.h"
/**
* 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 and num_houses */
FOR_ALL_TOWNS(town) {
town->population = 0;
town->num_houses = 0;
}
for (TileIndex t = 0; t < MapSize(); t++) {
if (!IsTileType(t, MP_HOUSE)) continue;
HouseID house_id = GetCleanHouseType(t);
if (!HouseSpec::Get(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) {
/* The specs for this type of house are not available any more, so
* replace it with the substitute original house type. */
house_id = _house_mngr.GetSubstituteID(house_id);
SetHouseType(t, house_id);
}
}
/* Check for cases when a NewGRF has set a wrong house substitute type. */
for (TileIndex t = 0; t < MapSize(); t++) {
if (!IsTileType(t, MP_HOUSE)) continue;
HouseID house_type = GetCleanHouseType(t);
TileIndex north_tile = t + GetHouseNorthPart(house_type); // modifies 'house_type'!
if (t == north_tile) {
const HouseSpec *hs = HouseSpec::Get(house_type);
bool valid_house = true;
if (hs->building_flags & TILE_SIZE_2x1) {
TileIndex tile = t + TileDiffXY(1, 0);
if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
} else if (hs->building_flags & TILE_SIZE_1x2) {
TileIndex tile = t + TileDiffXY(0, 1);
if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
} else if (hs->building_flags & TILE_SIZE_2x2) {
TileIndex tile = t + TileDiffXY(0, 1);
if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
tile = t + TileDiffXY(1, 0);
if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 2) valid_house = false;
tile = t + TileDiffXY(1, 1);
if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 3) valid_house = false;
}
/* If not all tiles of this house are present remove the house.
* The other tiles will get removed later in this loop because
* their north tile is not the correct type anymore. */
if (!valid_house) DoClearSquare(t);
} else if (!IsTileType(north_tile, MP_HOUSE) || GetCleanHouseType(north_tile) != house_type) {
/* This tile should be part of a multi-tile building but the
* north tile of this house isn't on the map. */
DoClearSquare(t);
}
}
for (TileIndex t = 0; t < MapSize(); t++) {
if (!IsTileType(t, MP_HOUSE)) continue;
HouseID house_id = GetCleanHouseType(t);
town = Town::GetByTile(t);
IncreaseBuildingCount(town, house_id);
if (IsHouseCompleted(t)) town->population += HouseSpec::Get(house_id)->population;
/* Increase the number of houses for every house, but only once. */
if (GetHouseNorthPart(house_id) == 0) town->num_houses++;
}
/* Update the population and num_house dependant values */
FOR_ALL_TOWNS(town) {
UpdateTownRadius(town);
}
}
/** Save and load of towns. */
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), ///< 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_CONDVAR(Town, townnamegrfid, SLE_UINT32, 66, SL_MAX_VERSION),
SLE_VAR(Town, townnametype, SLE_UINT16),
SLE_VAR(Town, townnameparts, SLE_UINT32),
SLE_CONDSTR(Town, name, SLE_STR, 0, 84, SL_MAX_VERSION),
SLE_VAR(Town, flags, SLE_UINT8),
SLE_CONDVAR(Town, statues, SLE_FILE_U8 | SLE_VAR_U16, 0, 103),
SLE_CONDVAR(Town, statues, SLE_UINT16, 104, SL_MAX_VERSION),
SLE_CONDNULL(1, 0, 1), ///< sort_index, no longer in use
SLE_CONDVAR(Town, have_ratings, SLE_FILE_U8 | SLE_VAR_U16, 0, 103),
SLE_CONDVAR(Town, have_ratings, SLE_UINT16, 104, SL_MAX_VERSION),
SLE_CONDARR(Town, ratings, SLE_INT16, 8, 0, 103),
SLE_CONDARR(Town, ratings, SLE_INT16, MAX_COMPANIES, 104, SL_MAX_VERSION),
/* failed bribe attempts are stored since savegame format 4 */
SLE_CONDARR(Town, unwanted, SLE_INT8, 8, 4, 103),
SLE_CONDARR(Town, unwanted, SLE_INT8, MAX_COMPANIES, 104, 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),
SLE_CONDVAR(Town, new_max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town, new_max_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town, act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town, act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town, new_act_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town, new_act_mail, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
SLE_CONDVAR(Town, max_pass, SLE_UINT32, 9, SL_MAX_VERSION),
SLE_CONDVAR(Town, max_mail, SLE_UINT32, 9, SL_MAX_VERSION),
SLE_CONDVAR(Town, new_max_pass, SLE_UINT32, 9, SL_MAX_VERSION),
SLE_CONDVAR(Town, new_max_mail, SLE_UINT32, 9, SL_MAX_VERSION),
SLE_CONDVAR(Town, act_pass, SLE_UINT32, 9, SL_MAX_VERSION),
SLE_CONDVAR(Town, act_mail, SLE_UINT32, 9, SL_MAX_VERSION),
SLE_CONDVAR(Town, new_act_pass, SLE_UINT32, 9, SL_MAX_VERSION),
SLE_CONDVAR(Town, new_act_mail, SLE_UINT32, 9, SL_MAX_VERSION),
SLE_VAR(Town, pct_pass_transported, SLE_UINT8),
SLE_VAR(Town, pct_mail_transported, SLE_UINT8),
SLE_VAR(Town, act_food, SLE_UINT16),
SLE_VAR(Town, act_water, SLE_UINT16),
SLE_VAR(Town, new_act_food, SLE_UINT16),
SLE_VAR(Town, new_act_water, SLE_UINT16),
SLE_CONDVAR(Town, time_until_rebuild, SLE_FILE_U8 | SLE_VAR_U16, 0, 53),
SLE_CONDVAR(Town, grow_counter, SLE_FILE_U8 | SLE_VAR_U16, 0, 53),
SLE_CONDVAR(Town, growth_rate, SLE_FILE_U8 | SLE_VAR_I16, 0, 53),
SLE_CONDVAR(Town, time_until_rebuild, SLE_UINT16, 54, SL_MAX_VERSION),
SLE_CONDVAR(Town, grow_counter, SLE_UINT16, 54, SL_MAX_VERSION),
SLE_CONDVAR(Town, growth_rate, SLE_INT16, 54, SL_MAX_VERSION),
SLE_VAR(Town, fund_buildings_months, SLE_UINT8),
SLE_VAR(Town, road_build_months, SLE_UINT8),
SLE_CONDVAR(Town, exclusivity, SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDVAR(Town, exclusive_counter, SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDVAR(Town, larger_town, SLE_BOOL, 56, SL_MAX_VERSION),
SLE_CONDVAR(Town, layout, SLE_UINT8, 113, SL_MAX_VERSION),
/* reserve extra space in savegame here. (currently 30 bytes) */
SLE_CONDNULL(30, 2, SL_MAX_VERSION),
SLE_END()
};
static void Save_HIDS()
{
Save_NewGRFMapping(_house_mngr);
}
static void Load_HIDS()
{
Load_NewGRFMapping(_house_mngr);
}
static void Save_TOWN()
{
Town *t;
FOR_ALL_TOWNS(t) {
SlSetArrayIndex(t->index);
SlObject(t, _town_desc);
}
}
static void Load_TOWN()
{
int index;
while ((index = SlIterateArray()) != -1) {
Town *t = new (index) Town();
SlObject(t, _town_desc);
}
}
extern const ChunkHandler _town_chunk_handlers[] = {
{ 'HIDS', Save_HIDS, Load_HIDS, NULL, NULL, CH_ARRAY },
{ 'CITY', Save_TOWN, Load_TOWN, NULL, NULL, CH_ARRAY | CH_LAST},
};
|