(svn r11855) -Fix [FS#1335]: recompute town population when removing a 'newhouses' grf, or when loading a game with missing 'newhouses' grfs

This commit is contained in:
glx 2008-01-15 00:03:48 +00:00
parent 6fa0463d79
commit 8344327a91
4 changed files with 11 additions and 23 deletions

View File

@ -33,8 +33,12 @@ HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
void CheckHouseIDs()
{
Town *town;
InitializeBuildingCounts();
/* Reset town population */
FOR_ALL_TOWNS(town) town->population = 0;
for (TileIndex t = 0; t < MapSize(); t++) {
HouseID house_id;
@ -47,7 +51,9 @@ void CheckHouseIDs()
house_id = _house_mngr.GetSubstituteID(house_id);
SetHouseType(t, house_id);
}
IncreaseBuildingCount(GetTownByTile(t), house_id);
town = GetTownByTile(t);
IncreaseBuildingCount(town, house_id);
if (IsHouseCompleted(t)) town->population += GetHouseSpecs(house_id)->population;
}
}
@ -122,22 +128,6 @@ void DecreaseBuildingCount(Town *t, HouseID house_id)
if (_building_counts.class_count[class_id] > 0) _building_counts.class_count[class_id]--;
}
/**
* AfterLoadCountBuildings()
*
* After a savegame has been loaded, count the number of buildings on the map.
*/
void AfterLoadCountBuildings()
{
if (!_loaded_newgrf_features.has_newhouses) return;
for (TileIndex t = 0; t < MapSize(); t++) {
if (!IsTileType(t, MP_HOUSE)) continue;
IncreaseBuildingCount(GetTownByTile(t), GetHouseType(t));
}
}
static uint32 HouseGetRandomBits(const ResolverObject *object)
{
const TileIndex tile = object->u.house.tile;

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@ -33,7 +33,6 @@ HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid);
void InitializeBuildingCounts();
void IncreaseBuildingCount(Town *t, HouseID house_id);
void DecreaseBuildingCount(Town *t, HouseID house_id);
void AfterLoadCountBuildings();
void DrawNewHouseTile(TileInfo *ti, HouseID house_id);
void AnimateNewHouseTile(TileIndex tile);

View File

@ -2018,8 +2018,8 @@ bool AfterLoadGame()
}
}
/* Count the buildings after updating the map array. */
AfterLoadCountBuildings();
/* Check that house ids are still valid. */
CheckHouseIDs();
if (CheckSavegameVersion(43)) {
for (TileIndex t = 0; t < map_size; t++) {

View File

@ -2411,9 +2411,8 @@ 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_CONDVAR(Town, population, SLE_FILE_U16 | SLE_VAR_U32, 0, 2),
SLE_CONDVAR(Town, population, SLE_UINT32, 3, SL_MAX_VERSION),
SLE_CONDNULL(2, 0, 2),
SLE_CONDNULL(4, 3, 84),
SLE_VAR(Town, num_houses, SLE_UINT16),
SLE_CONDVAR(Town, townnamegrfid, SLE_UINT32, 66, SL_MAX_VERSION),