Add savegame conversion and version bump for more house IDs

This commit is contained in:
Jonathan G Rennison 2021-04-11 12:32:13 +01:00
parent 51c0b222cc
commit 4c2e42fae0
5 changed files with 36 additions and 13 deletions

View File

@ -1803,7 +1803,7 @@ bool AfterLoadGame()
}
/* Check and update house and town values */
UpdateHousesAndTowns(gcf_res != GLC_ALL_GOOD);
UpdateHousesAndTowns(gcf_res != GLC_ALL_GOOD, true);
if (IsSavegameVersionBefore(SLV_43)) {
for (TileIndex t = 0; t < map_size; t++) {
@ -3878,6 +3878,15 @@ bool AfterLoadGame()
_settings_game.economy.inflation_fixed_dates = !IsSavegameVersionBefore(SLV_GS_INDUSTRY_CONTROL);
}
if (SlXvIsFeatureMissing(XSLFI_MORE_HOUSES)) {
for (TileIndex t = 0; t < map_size; t++) {
if (IsTileType(t, MP_HOUSE)) {
/* Move upper bit of house ID from bit 6 of m3 to bits 6..5 of m3. */
SB(_m[t].m3, 5, 2, GB(_m[t].m3, 6, 1));
}
}
}
InitializeRoadGUI();
/* This needs to be done after conversion. */
@ -3988,7 +3997,7 @@ void ReloadNewGRFData()
/* Update company statistics. */
AfterLoadCompanyStats();
/* Check and update house and town values */
UpdateHousesAndTowns(true);
UpdateHousesAndTowns(true, false);
/* Delete news referring to no longer existing entities */
DeleteInvalidEngineNews();
/* Update livery selection windows */

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@ -147,6 +147,7 @@ const SlxiSubChunkInfo _sl_xv_sub_chunk_infos[] = {
{ XSLFI_REALISTIC_TRAIN_BRAKING,XSCF_NULL, 1, 1, "realistic_train_braking", nullptr, nullptr, "VLKA" },
{ XSLFI_INFLATION_FIXED_DATES, XSCF_IGNORABLE_ALL, 1, 1, "inflation_fixed_dates", nullptr, nullptr, nullptr },
{ XSLFI_WATER_FLOODING, XSCF_NULL, 1, 1, "water_flooding", nullptr, nullptr, nullptr },
{ XSLFI_MORE_HOUSES, XSCF_NULL, 1, 1, "more_houses", nullptr, nullptr, nullptr },
{ XSLFI_NULL, XSCF_NULL, 0, 0, nullptr, nullptr, nullptr, nullptr },// This is the end marker
};

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@ -101,6 +101,7 @@ enum SlXvFeatureIndex {
XSLFI_REALISTIC_TRAIN_BRAKING, ///< Realistic train braking
XSLFI_INFLATION_FIXED_DATES, ///< Inflation is applied between fixed dates
XSLFI_WATER_FLOODING, ///< Water flooding map bit
XSLFI_MORE_HOUSES, ///< More house types
XSLFI_RIFF_HEADER_60_BIT, ///< Size field in RIFF chunk header is 60 bit
XSLFI_HEIGHT_8_BIT, ///< Map tile height is 8 bit instead of 4 bit, but savegame version may be before this became true in trunk

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@ -36,7 +36,7 @@ void AfterLoadStoryBook();
void AfterLoadLinkGraphs();
void AfterLoadCompanyStats();
void AfterLoadTraceRestrict();
void UpdateHousesAndTowns(bool cargo_update_required);
void UpdateHousesAndTowns(bool cargo_update_required, bool old_map_position);
void UpdateOldAircraft();

View File

@ -59,17 +59,29 @@ void RebuildTownCaches(bool cargo_update_required)
* town, the town radius and the max passengers
* of the town.
*/
void UpdateHousesAndTowns(bool cargo_update_required)
void UpdateHousesAndTowns(bool cargo_update_required, bool old_map_position)
{
auto get_house_type = [&](TileIndex t) -> HouseID {
if (old_map_position && SlXvIsFeatureMissing(XSLFI_MORE_HOUSES)) {
return _m[t].m4 | (GB(_m[t].m3, 6, 1) << 8);
} else {
return GetCleanHouseType(t);
}
};
for (TileIndex t = 0; t < MapSize(); t++) {
if (!IsTileType(t, MP_HOUSE)) continue;
HouseID house_id = GetCleanHouseType(t);
HouseID house_id = get_house_type(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);
if (old_map_position && SlXvIsFeatureMissing(XSLFI_MORE_HOUSES)) {
_m[t].m4 = GB(house_id, 0, 8);
SB(_m[t].m3, 6, 1, GB(house_id, 8, 1));
} else {
SetHouseType(t, house_id);
}
cargo_update_required = true;
}
}
@ -78,24 +90,24 @@ void UpdateHousesAndTowns(bool cargo_update_required)
for (TileIndex t = 0; t < MapSize(); t++) {
if (!IsTileType(t, MP_HOUSE)) continue;
HouseID house_type = GetCleanHouseType(t);
HouseID house_type = get_house_type(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;
if (!IsTileType(tile, MP_HOUSE) || get_house_type(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;
if (!IsTileType(tile, MP_HOUSE) || get_house_type(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;
if (!IsTileType(tile, MP_HOUSE) || get_house_type(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;
if (!IsTileType(tile, MP_HOUSE) || get_house_type(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 (!IsTileType(tile, MP_HOUSE) || get_house_type(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
@ -104,7 +116,7 @@ void UpdateHousesAndTowns(bool cargo_update_required)
DoClearSquare(t);
cargo_update_required = true;
}
} else if (!IsTileType(north_tile, MP_HOUSE) || GetCleanHouseType(north_tile) != house_type) {
} else if (!IsTileType(north_tile, MP_HOUSE) || get_house_type(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);