(svn r20411) -Codechange: rename unmovables as quite a lot of them are actually movable; e.g. HQ and owned land are pretty movable.
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@@ -36,7 +36,7 @@
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#include "../elrail_func.h"
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#include "../signs_func.h"
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#include "../aircraft.h"
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#include "../unmovable_map.h"
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#include "../object_map.h"
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#include "../tree_map.h"
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#include "../company_func.h"
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#include "../road_cmd.h"
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@@ -1789,22 +1789,22 @@ bool AfterLoadGame()
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for (TileIndex t = 0; t < map_size; t++) {
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/* Check for HQ bit being set, instead of using map accessor,
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* since we've already changed it code-wise */
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if (IsTileType(t, MP_UNMOVABLE) && HasBit(_m[t].m5, 7)) {
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if (IsTileType(t, MP_OBJECT) && HasBit(_m[t].m5, 7)) {
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/* Move size and part identification of HQ out of the m5 attribute,
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* on new locations */
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_m[t].m3 = GB(_m[t].m5, 0, 5);
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_m[t].m5 = UNMOVABLE_HQ;
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_m[t].m5 = OBJECT_HQ;
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}
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}
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}
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if (CheckSavegameVersion(144)) {
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for (TileIndex t = 0; t < map_size; t++) {
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if (!IsTileType(t, MP_UNMOVABLE)) continue;
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if (!IsTileType(t, MP_OBJECT)) continue;
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/* Reordering/generalisation of the unmovable bits. */
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UnmovableType type = GetUnmovableType(t);
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SetUnmovableAnimationStage(t, type == UNMOVABLE_HQ ? GB(_m[t].m3, 2, 3) : 0);
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SetUnmovableOffset(t, type == UNMOVABLE_HQ ? GB(_m[t].m3, 1, 1) | GB(_m[t].m3, 0, 1) << 4 : 0);
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/* Reordering/generalisation of the object bits. */
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ObjectType type = GetObjectType(t);
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SetObjectAnimationStage(t, type == OBJECT_HQ ? GB(_m[t].m3, 2, 3) : 0);
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SetObjectOffset(t, type == OBJECT_HQ ? GB(_m[t].m3, 1, 1) | GB(_m[t].m3, 0, 1) << 4 : 0);
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/* Make sure those bits are clear as well! */
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_m[t].m4 = 0;
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