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(svn r22568) -Change: Add a list of persistent storages to the Town class.
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@ -171,6 +171,8 @@ static const SaveLoad _town_desc[] = {
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SLE_CONDVAR(Town, larger_town, SLE_BOOL, 56, SL_MAX_VERSION),
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SLE_CONDVAR(Town, larger_town, SLE_BOOL, 56, SL_MAX_VERSION),
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SLE_CONDVAR(Town, layout, SLE_UINT8, 113, SL_MAX_VERSION),
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SLE_CONDVAR(Town, layout, SLE_UINT8, 113, SL_MAX_VERSION),
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SLE_CONDLST(Town, psa_list, REF_STORAGE, 161, SL_MAX_VERSION),
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/* reserve extra space in savegame here. (currently 30 bytes) */
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/* reserve extra space in savegame here. (currently 30 bytes) */
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SLE_CONDNULL(30, 2, SL_MAX_VERSION),
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SLE_CONDNULL(30, 2, SL_MAX_VERSION),
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@ -207,7 +209,20 @@ static void Load_TOWN()
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}
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}
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}
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}
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/** Fix pointers when loading town data. */
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static void Ptrs_TOWN()
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{
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/* Don't run when savegame version lower than 161. */
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if (IsSavegameVersionBefore(161)) return;
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Town *t;
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FOR_ALL_TOWNS(t) {
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SlObject(t, _town_desc);
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}
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}
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/** Chunk handler for towns. */
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extern const ChunkHandler _town_chunk_handlers[] = {
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extern const ChunkHandler _town_chunk_handlers[] = {
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{ 'HIDS', Save_HIDS, Load_HIDS, NULL, NULL, CH_ARRAY },
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{ 'HIDS', Save_HIDS, Load_HIDS, NULL, NULL, CH_ARRAY },
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{ 'CITY', Save_TOWN, Load_TOWN, NULL, NULL, CH_ARRAY | CH_LAST},
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{ 'CITY', Save_TOWN, Load_TOWN, Ptrs_TOWN, NULL, CH_ARRAY | CH_LAST},
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};
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};
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@ -17,6 +17,8 @@
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#include "command_type.h"
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#include "command_type.h"
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#include "town_map.h"
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#include "town_map.h"
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#include "subsidy_type.h"
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#include "subsidy_type.h"
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#include "newgrf_storage.h"
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#include <list>
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template <typename T>
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template <typename T>
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struct BuildingCounts {
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struct BuildingCounts {
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@ -105,6 +107,8 @@ struct Town : TownPool::PoolItem<&_town_pool> {
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bool larger_town;
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bool larger_town;
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TownLayoutByte layout; ///< town specific road layout
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TownLayoutByte layout; ///< town specific road layout
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std::list<PersistentStorage *> psa_list;
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PartOfSubsidyByte part_of_subsidy; ///< NOSAVE: is this town a source/destination of a subsidy?
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PartOfSubsidyByte part_of_subsidy; ///< NOSAVE: is this town a source/destination of a subsidy?
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/* NOSAVE: UpdateTownRadius updates this given the house count. */
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/* NOSAVE: UpdateTownRadius updates this given the house count. */
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