(svn r20482) -Codechange: move some object related information off the map and unify the relation objects have to towns

This commit is contained in:
rubidium
2010-08-13 12:45:26 +00:00
parent c5ec910980
commit 89b2b9370a
17 changed files with 266 additions and 92 deletions

View File

@@ -37,6 +37,7 @@
#include "../signs_func.h"
#include "../aircraft.h"
#include "../object_map.h"
#include "../object_base.h"
#include "../tree_map.h"
#include "../company_func.h"
#include "../road_cmd.h"
@@ -1838,8 +1839,8 @@ bool AfterLoadGame()
/* Reordering/generalisation of the object bits. */
ObjectType type = GetObjectType(t);
SetObjectAnimationStage(t, type == OBJECT_HQ ? GB(_m[t].m3, 2, 3) : 0);
SetObjectOffset(t, type == OBJECT_HQ ? GB(_m[t].m3, 1, 1) | GB(_m[t].m3, 0, 1) << 4 : 0);
SB(_m[t].m6, 2, 4, type == OBJECT_HQ ? GB(_m[t].m3, 2, 3) : 0);
_m[t].m3 = type == OBJECT_HQ ? GB(_m[t].m3, 1, 1) | GB(_m[t].m3, 0, 1) << 4 : 0;
/* Make sure those bits are clear as well! */
_m[t].m4 = 0;
@@ -1847,6 +1848,43 @@ bool AfterLoadGame()
}
}
if (CheckSavegameVersion(147) && Object::GetNumItems() == 0) {
/* Make real objects for object tiles. */
for (TileIndex t = 0; t < map_size; t++) {
if (!IsTileType(t, MP_OBJECT)) continue;
if (Town::GetNumItems() == 0) {
/* No towns, so remove all objects! */
DoClearSquare(t);
} else {
uint offset = _m[t].m3;
/* Also move the animation state. */
_m[t].m3 = GB(_m[t].m6, 2, 4);
SB(_m[t].m6, 2, 4, 0);
if (offset == 0) {
/* No offset, so make the object. */
ObjectType type = GetObjectType(t);
int size = type == OBJECT_HQ ? 2 : 1;
Object *o = new Object();
o->location.tile = t;
o->location.w = size;
o->location.h = size;
o->build_date = _date;
o->town = type == OBJECT_STATUE ? Town::Get(_m[t].m2) : CalcClosestTownFromTile(t, UINT_MAX);
_m[t].m2 = o->index;
} else {
/* We're at an offset, so get the ID from our "root". */
TileIndex northern_tile = t - TileXY(GB(offset, 0, 4), GB(offset, 4, 4));
assert(IsTileType(northern_tile, MP_OBJECT));
_m[t].m2 = _m[northern_tile].m2;
}
}
}
}
if (CheckSavegameVersion(113)) {
/* allow_town_roads is added, set it if town_layout wasn't TL_NO_ROADS */
if (_settings_game.economy.town_layout == 0) { // was TL_NO_ROADS