Add savegame conversion and version bump for more house IDs
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@@ -59,17 +59,29 @@ void RebuildTownCaches(bool cargo_update_required)
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* town, the town radius and the max passengers
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* of the town.
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*/
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void UpdateHousesAndTowns(bool cargo_update_required)
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void UpdateHousesAndTowns(bool cargo_update_required, bool old_map_position)
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{
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auto get_house_type = [&](TileIndex t) -> HouseID {
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if (old_map_position && SlXvIsFeatureMissing(XSLFI_MORE_HOUSES)) {
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return _m[t].m4 | (GB(_m[t].m3, 6, 1) << 8);
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} else {
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return GetCleanHouseType(t);
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}
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};
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for (TileIndex t = 0; t < MapSize(); t++) {
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if (!IsTileType(t, MP_HOUSE)) continue;
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HouseID house_id = GetCleanHouseType(t);
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HouseID house_id = get_house_type(t);
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if (!HouseSpec::Get(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) {
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/* The specs for this type of house are not available any more, so
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* replace it with the substitute original house type. */
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house_id = _house_mngr.GetSubstituteID(house_id);
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SetHouseType(t, house_id);
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if (old_map_position && SlXvIsFeatureMissing(XSLFI_MORE_HOUSES)) {
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_m[t].m4 = GB(house_id, 0, 8);
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SB(_m[t].m3, 6, 1, GB(house_id, 8, 1));
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} else {
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SetHouseType(t, house_id);
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}
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cargo_update_required = true;
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}
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}
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@@ -78,24 +90,24 @@ void UpdateHousesAndTowns(bool cargo_update_required)
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for (TileIndex t = 0; t < MapSize(); t++) {
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if (!IsTileType(t, MP_HOUSE)) continue;
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HouseID house_type = GetCleanHouseType(t);
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HouseID house_type = get_house_type(t);
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TileIndex north_tile = t + GetHouseNorthPart(house_type); // modifies 'house_type'!
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if (t == north_tile) {
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const HouseSpec *hs = HouseSpec::Get(house_type);
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bool valid_house = true;
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if (hs->building_flags & TILE_SIZE_2x1) {
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TileIndex tile = t + TileDiffXY(1, 0);
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if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
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if (!IsTileType(tile, MP_HOUSE) || get_house_type(tile) != house_type + 1) valid_house = false;
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} else if (hs->building_flags & TILE_SIZE_1x2) {
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TileIndex tile = t + TileDiffXY(0, 1);
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if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
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if (!IsTileType(tile, MP_HOUSE) || get_house_type(tile) != house_type + 1) valid_house = false;
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} else if (hs->building_flags & TILE_SIZE_2x2) {
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TileIndex tile = t + TileDiffXY(0, 1);
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if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
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if (!IsTileType(tile, MP_HOUSE) || get_house_type(tile) != house_type + 1) valid_house = false;
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tile = t + TileDiffXY(1, 0);
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if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 2) valid_house = false;
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if (!IsTileType(tile, MP_HOUSE) || get_house_type(tile) != house_type + 2) valid_house = false;
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tile = t + TileDiffXY(1, 1);
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if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 3) valid_house = false;
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if (!IsTileType(tile, MP_HOUSE) || get_house_type(tile) != house_type + 3) valid_house = false;
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}
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/* If not all tiles of this house are present remove the house.
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* The other tiles will get removed later in this loop because
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@@ -104,7 +116,7 @@ void UpdateHousesAndTowns(bool cargo_update_required)
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DoClearSquare(t);
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cargo_update_required = true;
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}
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} else if (!IsTileType(north_tile, MP_HOUSE) || GetCleanHouseType(north_tile) != house_type) {
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} else if (!IsTileType(north_tile, MP_HOUSE) || get_house_type(north_tile) != house_type) {
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/* This tile should be part of a multi-tile building but the
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* north tile of this house isn't on the map. */
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DoClearSquare(t);
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