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(svn r21453) -Codechange: add the view of an object to the savegame
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@ -29,10 +29,11 @@ void UpdateCompanyHQ(TileIndex tile, uint score);
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* @param tile The tile to build the northern tile of the object on.
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* @param owner The owner of the object.
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* @param town Town the tile is related with.
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* @param view The view for the object.
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* @pre All preconditions for building the object at that location
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* are met, e.g. slope and clearness of tiles are checked.
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*/
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void BuildObject(ObjectType type, TileIndex tile, CompanyID owner = OWNER_NONE, struct Town *town = NULL);
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void BuildObject(ObjectType type, TileIndex tile, CompanyID owner = OWNER_NONE, struct Town *town = NULL, uint8 view = 0);
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void PlaceProc_Object(TileIndex tile);
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void ShowBuildObjectPicker(struct Window *w);
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@ -28,6 +28,7 @@ struct Object : ObjectPool::PoolItem<&_object_pool> {
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TileArea location; ///< Location of the object
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Date build_date; ///< Date of construction
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byte colour; ///< Colour of the object, for display purpose
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byte view; ///< The view setting for this object
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/** Make sure the object isn't zeroed. */
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Object() {}
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@ -55,15 +55,16 @@ void InitializeObjects()
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Object::ResetTypeCounts();
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}
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void BuildObject(ObjectType type, TileIndex tile, CompanyID owner, Town *town)
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void BuildObject(ObjectType type, TileIndex tile, CompanyID owner, Town *town, uint8 view)
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{
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const ObjectSpec *spec = ObjectSpec::Get(type);
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TileArea ta(tile, GB(spec->size, 0, 4), GB(spec->size, 4, 4));
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TileArea ta(tile, GB(spec->size, HasBit(view, 0) ? 4 : 0, 4), GB(spec->size, HasBit(view, 0) ? 0 : 4, 4));
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Object *o = new Object();
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o->location = ta;
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o->town = town == NULL ? CalcClosestTownFromTile(tile) : town;
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o->build_date = _date;
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o->view = view;
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/* If nothing owns the object, the colour will be random. Otherwise
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* get the colour from the company's livery settings. */
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@ -157,7 +158,7 @@ static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags);
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* @param tile tile where the object will be located
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* @param flags type of operation
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* @param p1 the object type to build
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* @param p2 unused
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* @param p2 the view for the object
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* @param text unused
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* @return the cost of this operation or an error
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*/
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@ -166,17 +167,19 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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CommandCost cost(EXPENSES_PROPERTY);
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ObjectType type = (ObjectType)GB(p1, 0, 8);
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uint8 view = GB(p2, 0, 2);
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const ObjectSpec *spec = ObjectSpec::Get(type);
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if (!spec->IsAvailable()) return CMD_ERROR;
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if (spec->flags & OBJECT_FLAG_ONLY_IN_SCENEDIT && (_game_mode != GM_EDITOR || _current_company != OWNER_NONE)) return CMD_ERROR;
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if (spec->flags & OBJECT_FLAG_ONLY_IN_GAME && (_game_mode != GM_NORMAL || _current_company > MAX_COMPANIES)) return CMD_ERROR;
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if (view >= spec->views) return CMD_ERROR;
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if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
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if (Town::GetNumItems() == 0) return_cmd_error(STR_ERROR_MUST_FOUND_TOWN_FIRST);
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int size_x = GB(spec->size, 0, 4);
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int size_y = GB(spec->size, 4, 4);
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int size_x = GB(spec->size, HasBit(view, 0) ? 4 : 0, 4);
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int size_y = GB(spec->size, HasBit(view, 0) ? 0 : 4, 4);
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TileArea ta(tile, size_x, size_y);
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if (type == OBJECT_OWNED_LAND) {
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@ -271,7 +274,7 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
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}
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if (flags & DC_EXEC) {
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BuildObject(type, tile, _current_company);
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BuildObject(type, tile, _current_company, NULL, view);
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/* Make sure the HQ starts at the right size. */
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if (type == OBJECT_HQ) UpdateCompanyHQ(tile, hq_score);
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@ -23,6 +23,7 @@ static const SaveLoad _object_desc[] = {
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SLE_REF(Object, town, REF_TOWN),
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SLE_VAR(Object, build_date, SLE_UINT32),
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SLE_CONDVAR(Object, colour, SLE_UINT8, 148, SL_MAX_VERSION),
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SLE_CONDVAR(Object, view, SLE_UINT8, 155, SL_MAX_VERSION),
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SLE_END()
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};
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@ -219,8 +219,9 @@
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* 152 21171
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* 153 21263
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* 154 21426
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* 155 21453
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*/
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extern const uint16 SAVEGAME_VERSION = 154; ///< Current savegame version of OpenTTD.
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extern const uint16 SAVEGAME_VERSION = 155; ///< Current savegame version of OpenTTD.
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SavegameType _savegame_type; ///< type of savegame we are loading
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