town_sl.cpp

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00001 /* $Id: town_sl.cpp 20698 2010-08-30 16:52:37Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "../stdafx.h"
00013 #include "../newgrf_house.h"
00014 #include "../newgrf_commons.h"
00015 #include "../town.h"
00016 #include "../landscape.h"
00017 
00018 #include "saveload.h"
00019 
00028 void UpdateHousesAndTowns()
00029 {
00030   Town *town;
00031   InitializeBuildingCounts();
00032 
00033   /* Reset town population and num_houses */
00034   FOR_ALL_TOWNS(town) {
00035     town->population = 0;
00036     town->num_houses = 0;
00037   }
00038 
00039   for (TileIndex t = 0; t < MapSize(); t++) {
00040     if (!IsTileType(t, MP_HOUSE)) continue;
00041 
00042     HouseID house_id = GetCleanHouseType(t);
00043     if (!HouseSpec::Get(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) {
00044       /* The specs for this type of house are not available any more, so
00045        * replace it with the substitute original house type. */
00046       house_id = _house_mngr.GetSubstituteID(house_id);
00047       SetHouseType(t, house_id);
00048     }
00049   }
00050 
00051   /* Check for cases when a NewGRF has set a wrong house substitute type. */
00052   for (TileIndex t = 0; t < MapSize(); t++) {
00053     if (!IsTileType(t, MP_HOUSE)) continue;
00054 
00055     HouseID house_type = GetCleanHouseType(t);
00056     TileIndex north_tile = t + GetHouseNorthPart(house_type); // modifies 'house_type'!
00057     if (t == north_tile) {
00058       const HouseSpec *hs = HouseSpec::Get(house_type);
00059       bool valid_house = true;
00060       if (hs->building_flags & TILE_SIZE_2x1) {
00061         TileIndex tile = t + TileDiffXY(1, 0);
00062         if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
00063       } else if (hs->building_flags & TILE_SIZE_1x2) {
00064         TileIndex tile = t + TileDiffXY(0, 1);
00065         if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
00066       } else if (hs->building_flags & TILE_SIZE_2x2) {
00067         TileIndex tile = t + TileDiffXY(0, 1);
00068         if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
00069         tile = t + TileDiffXY(1, 0);
00070         if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 2) valid_house = false;
00071         tile = t + TileDiffXY(1, 1);
00072         if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 3) valid_house = false;
00073       }
00074       /* If not all tiles of this house are present remove the house.
00075        * The other tiles will get removed later in this loop because
00076        * their north tile is not the correct type anymore. */
00077       if (!valid_house) DoClearSquare(t);
00078     } else if (!IsTileType(north_tile, MP_HOUSE) || GetCleanHouseType(north_tile) != house_type) {
00079       /* This tile should be part of a multi-tile building but the
00080        * north tile of this house isn't on the map. */
00081       DoClearSquare(t);
00082     }
00083   }
00084 
00085   for (TileIndex t = 0; t < MapSize(); t++) {
00086     if (!IsTileType(t, MP_HOUSE)) continue;
00087 
00088     HouseID house_id = GetCleanHouseType(t);
00089     town = Town::GetByTile(t);
00090     IncreaseBuildingCount(town, house_id);
00091     if (IsHouseCompleted(t)) town->population += HouseSpec::Get(house_id)->population;
00092 
00093     /* Increase the number of houses for every house, but only once. */
00094     if (GetHouseNorthPart(house_id) == 0) town->num_houses++;
00095   }
00096 
00097   /* Update the population and num_house dependant values */
00098   FOR_ALL_TOWNS(town) {
00099     UpdateTownRadius(town);
00100   }
00101 }
00102 
00104 static const SaveLoad _town_desc[] = {
00105   SLE_CONDVAR(Town, xy,                    SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
00106   SLE_CONDVAR(Town, xy,                    SLE_UINT32,                 6, SL_MAX_VERSION),
00107 
00108   SLE_CONDNULL(2, 0, 2),                   
00109   SLE_CONDNULL(4, 3, 84),                  
00110   SLE_CONDNULL(2, 0, 91),                  
00111 
00112   SLE_CONDVAR(Town, townnamegrfid,         SLE_UINT32, 66, SL_MAX_VERSION),
00113       SLE_VAR(Town, townnametype,          SLE_UINT16),
00114       SLE_VAR(Town, townnameparts,         SLE_UINT32),
00115   SLE_CONDSTR(Town, name,                  SLE_STR, 0, 84, SL_MAX_VERSION),
00116 
00117       SLE_VAR(Town, flags,                 SLE_UINT8),
00118   SLE_CONDVAR(Town, statues,               SLE_FILE_U8  | SLE_VAR_U16, 0, 103),
00119   SLE_CONDVAR(Town, statues,               SLE_UINT16,               104, SL_MAX_VERSION),
00120 
00121   SLE_CONDNULL(1, 0, 1),                   
00122 
00123   SLE_CONDVAR(Town, have_ratings,          SLE_FILE_U8  | SLE_VAR_U16, 0, 103),
00124   SLE_CONDVAR(Town, have_ratings,          SLE_UINT16,               104, SL_MAX_VERSION),
00125   SLE_CONDARR(Town, ratings,               SLE_INT16, 8,               0, 103),
00126   SLE_CONDARR(Town, ratings,               SLE_INT16, MAX_COMPANIES, 104, SL_MAX_VERSION),
00127   /* failed bribe attempts are stored since savegame format 4 */
00128   SLE_CONDARR(Town, unwanted,              SLE_INT8,  8,               4, 103),
00129   SLE_CONDARR(Town, unwanted,              SLE_INT8,  MAX_COMPANIES, 104, SL_MAX_VERSION),
00130 
00131   SLE_CONDVAR(Town, max_pass,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
00132   SLE_CONDVAR(Town, max_mail,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
00133   SLE_CONDVAR(Town, new_max_pass,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
00134   SLE_CONDVAR(Town, new_max_mail,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
00135   SLE_CONDVAR(Town, act_pass,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
00136   SLE_CONDVAR(Town, act_mail,              SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
00137   SLE_CONDVAR(Town, new_act_pass,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
00138   SLE_CONDVAR(Town, new_act_mail,          SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
00139 
00140   SLE_CONDVAR(Town, max_pass,              SLE_UINT32,                 9, SL_MAX_VERSION),
00141   SLE_CONDVAR(Town, max_mail,              SLE_UINT32,                 9, SL_MAX_VERSION),
00142   SLE_CONDVAR(Town, new_max_pass,          SLE_UINT32,                 9, SL_MAX_VERSION),
00143   SLE_CONDVAR(Town, new_max_mail,          SLE_UINT32,                 9, SL_MAX_VERSION),
00144   SLE_CONDVAR(Town, act_pass,              SLE_UINT32,                 9, SL_MAX_VERSION),
00145   SLE_CONDVAR(Town, act_mail,              SLE_UINT32,                 9, SL_MAX_VERSION),
00146   SLE_CONDVAR(Town, new_act_pass,          SLE_UINT32,                 9, SL_MAX_VERSION),
00147   SLE_CONDVAR(Town, new_act_mail,          SLE_UINT32,                 9, SL_MAX_VERSION),
00148 
00149       SLE_VAR(Town, pct_pass_transported,  SLE_UINT8),
00150       SLE_VAR(Town, pct_mail_transported,  SLE_UINT8),
00151 
00152       SLE_VAR(Town, act_food,              SLE_UINT16),
00153       SLE_VAR(Town, act_water,             SLE_UINT16),
00154       SLE_VAR(Town, new_act_food,          SLE_UINT16),
00155       SLE_VAR(Town, new_act_water,         SLE_UINT16),
00156 
00157   SLE_CONDVAR(Town, time_until_rebuild,    SLE_FILE_U8 | SLE_VAR_U16,  0, 53),
00158   SLE_CONDVAR(Town, grow_counter,          SLE_FILE_U8 | SLE_VAR_U16,  0, 53),
00159   SLE_CONDVAR(Town, growth_rate,           SLE_FILE_U8 | SLE_VAR_I16,  0, 53),
00160 
00161   SLE_CONDVAR(Town, time_until_rebuild,    SLE_UINT16,                54, SL_MAX_VERSION),
00162   SLE_CONDVAR(Town, grow_counter,          SLE_UINT16,                54, SL_MAX_VERSION),
00163   SLE_CONDVAR(Town, growth_rate,           SLE_INT16,                 54, SL_MAX_VERSION),
00164 
00165       SLE_VAR(Town, fund_buildings_months, SLE_UINT8),
00166       SLE_VAR(Town, road_build_months,     SLE_UINT8),
00167 
00168   SLE_CONDVAR(Town, exclusivity,           SLE_UINT8,                  2, SL_MAX_VERSION),
00169   SLE_CONDVAR(Town, exclusive_counter,     SLE_UINT8,                  2, SL_MAX_VERSION),
00170 
00171   SLE_CONDVAR(Town, larger_town,           SLE_BOOL,                  56, SL_MAX_VERSION),
00172   SLE_CONDVAR(Town, layout,                SLE_UINT8,                113, SL_MAX_VERSION),
00173 
00174   /* reserve extra space in savegame here. (currently 30 bytes) */
00175   SLE_CONDNULL(30, 2, SL_MAX_VERSION),
00176 
00177   SLE_END()
00178 };
00179 
00180 /* Save and load the mapping between the house id on the map, and the grf file
00181  * it came from. */
00182 static const SaveLoad _house_id_mapping_desc[] = {
00183   SLE_VAR(EntityIDMapping, grfid,         SLE_UINT32),
00184   SLE_VAR(EntityIDMapping, entity_id,     SLE_UINT8),
00185   SLE_VAR(EntityIDMapping, substitute_id, SLE_UINT8),
00186   SLE_END()
00187 };
00188 
00189 static void Save_HOUSEIDS()
00190 {
00191   uint j = _house_mngr.GetMaxMapping();
00192 
00193   for (uint i = 0; i < j; i++) {
00194     SlSetArrayIndex(i);
00195     SlObject(&_house_mngr.mapping_ID[i], _house_id_mapping_desc);
00196   }
00197 }
00198 
00199 static void Load_HOUSEIDS()
00200 {
00201   int index;
00202 
00203   _house_mngr.ResetMapping();
00204   uint max_id = _house_mngr.GetMaxMapping();
00205 
00206   while ((index = SlIterateArray()) != -1) {
00207     if ((uint)index >= max_id) break;
00208     SlObject(&_house_mngr.mapping_ID[index], _house_id_mapping_desc);
00209   }
00210 }
00211 
00212 static void Save_TOWN()
00213 {
00214   Town *t;
00215 
00216   FOR_ALL_TOWNS(t) {
00217     SlSetArrayIndex(t->index);
00218     SlObject(t, _town_desc);
00219   }
00220 }
00221 
00222 static void Load_TOWN()
00223 {
00224   int index;
00225 
00226   while ((index = SlIterateArray()) != -1) {
00227     Town *t = new (index) Town();
00228     SlObject(t, _town_desc);
00229   }
00230 }
00231 
00232 extern const ChunkHandler _town_chunk_handlers[] = {
00233   { 'HIDS', Save_HOUSEIDS, Load_HOUSEIDS, NULL, CH_ARRAY },
00234   { 'CITY', Save_TOWN,     Load_TOWN,     NULL, CH_ARRAY | CH_LAST},
00235 };

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