From 89b2b9370a877526e2b637b1cd39d6f374dbabdb Mon Sep 17 00:00:00 2001 From: rubidium Date: Fri, 13 Aug 2010 12:45:26 +0000 Subject: (svn r20482) -Codechange: move some object related information off the map and unify the relation objects have to towns --- src/saveload/afterload.cpp | 42 ++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 40 insertions(+), 2 deletions(-) (limited to 'src/saveload/afterload.cpp') diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp index 12cbf2e3e..1a2d07cca 100644 --- a/src/saveload/afterload.cpp +++ b/src/saveload/afterload.cpp @@ -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 -- cgit v1.2.3-54-g00ecf