/* $Id$ */ /* * 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 . */ /** @file town_sl.cpp Code handling saving and loading of towns and houses */ #include "../stdafx.h" #include "../newgrf_house.h" #include "../newgrf_commons.h" #include "../town.h" #include "saveload.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++) { HouseID house_id; if (!IsTileType(t, MP_HOUSE)) continue; house_id = GetHouseType(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); } 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() }; /* Save and load the mapping between the house id on the map, and the grf file * it came from. */ static const SaveLoad _house_id_mapping_desc[] = { SLE_VAR(EntityIDMapping, grfid, SLE_UINT32), SLE_VAR(EntityIDMapping, entity_id, SLE_UINT8), SLE_VAR(EntityIDMapping, substitute_id, SLE_UINT8), SLE_END() }; static void Save_HOUSEIDS() { uint j = _house_mngr.GetMaxMapping(); for (uint i = 0; i < j; i++) { SlSetArrayIndex(i); SlObject(&_house_mngr.mapping_ID[i], _house_id_mapping_desc); } } static void Load_HOUSEIDS() { int index; _house_mngr.ResetMapping(); uint max_id = _house_mngr.GetMaxMapping(); while ((index = SlIterateArray()) != -1) { if ((uint)index >= max_id) break; SlObject(&_house_mngr.mapping_ID[index], _house_id_mapping_desc); } } 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_HOUSEIDS, Load_HOUSEIDS, NULL, CH_ARRAY }, { 'CITY', Save_TOWN, Load_TOWN, NULL, CH_ARRAY | CH_LAST}, };