mirror of https://github.com/OpenTTD/OpenTTD
(svn r122) Change: exclusive transport rights are now stored per town instead of per station
Exclusive rights from old savegames will be reset.release/0.4.5
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1d1d14ebd3
commit
770f86bbbe
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@ -9,7 +9,7 @@
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enum {
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SAVEGAME_MAJOR_VERSION = 4,
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SAVEGAME_MINOR_VERSION = 0,
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SAVEGAME_MINOR_VERSION = 1,
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SAVEGAME_LOADABLE_VERSION = (SAVEGAME_MAJOR_VERSION << 8) + SAVEGAME_MINOR_VERSION
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};
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@ -302,7 +302,6 @@ static void StationInitialize(Station *st, TileIndex tile)
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st->delete_ctr = 0;
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st->facilities = 0;
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st->blocked_months = 0;
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st->last_vehicle = INVALID_VEHICLE;
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for(i=0,ge=st->goods; i!=NUM_CARGO; i++, ge++) {
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@ -2184,13 +2183,6 @@ void OnTick_Station()
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void StationMonthlyLoop()
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{
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Station *st;
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FOR_ALL_STATIONS(st) {
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if (st->blocked_months != 0)
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st->blocked_months--;
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}
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}
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@ -2272,7 +2264,7 @@ uint MoveGoodsToStation(uint tile, int w, int h, int type, uint amount)
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if (around[i] == 0xFF) {
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st = DEREF_STATION(st_index);
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if ((st->had_vehicle_of_type & HVOT_BUOY) == 0 &&
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st->blocked_months == 0 &&
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( !st->town->exclusive_counter || (st->town->exclusivity == st->owner) ) && // check exclusive transport rights
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st->goods[type].rating != 0 &&
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(!_patches.selectgoods || st->goods[type].last_speed) && // if last_speed is 0, no vehicle has been there.
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((st->facilities & (byte)~FACIL_BUS_STOP)!=0 || type==CT_PASSENGERS) && // if we have other fac. than a bus stop, or the cargo is passengers
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2
town.h
2
town.h
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@ -29,6 +29,8 @@ struct Town {
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// Player ratings as well as a mask that determines which players have a rating.
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byte have_ratings;
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uint8 unwanted[MAX_PLAYERS]; // how many months companies aren't wanted by towns (bribe)
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uint8 exclusivity; // which player has exslusivity
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uint8 exclusive_counter; // months till the exclusivity expires
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int16 ratings[MAX_PLAYERS];
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// Maximum amount of passengers and mail that can be transported.
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21
town_cmd.c
21
town_cmd.c
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@ -863,6 +863,8 @@ static void DoCreateTown(Town *t, TileIndex tile)
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t->ratings[i] = 500;
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t->have_ratings = 0;
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t->exclusivity = (byte)-1;
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t->exclusive_counter = 0;
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t->statues = 0;
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CreateTownName(t);
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@ -1471,13 +1473,8 @@ static void TownActionFundBuildings(Town *t, int action)
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static void TownActionBuyRights(Town *t, int action)
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{
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Station *st;
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FOR_ALL_STATIONS(st) {
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if (st->xy && st->town == t && st->owner < 8 &&
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st->owner != _current_player)
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st->blocked_months = 12;
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}
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t->exclusive_counter = 12;
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t->exclusivity = _current_player;
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ModifyStationRatingAround(t->xy, _current_player, 130, 17);
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}
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@ -1739,6 +1736,10 @@ void TownsMonthlyLoop()
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if (t->road_build_months != 0)
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t->road_build_months--;
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if (t->exclusive_counter != 0)
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if(--t->exclusive_counter==0)
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t->exclusivity = (byte)-1;
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UpdateTownGrowRate(t);
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UpdateTownAmounts(t);
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UpdateTownUnwanted(t);
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@ -1827,8 +1828,10 @@ static const byte _town_desc[] = {
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SLE_VAR(Town,fund_buildings_months, SLE_UINT8),
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SLE_VAR(Town,road_build_months, SLE_UINT8),
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// reserve extra space in savegame here. (currently 32 bytes)
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SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 4, 2, 255),
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SLE_VAR(Town,exclusivity, SLE_UINT8),
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SLE_VAR(Town,exclusive_counter, SLE_UINT8),
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// reserve extra space in savegame here. (currently 30 bytes)
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SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 30, 2, 255),
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SLE_END()
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};
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@ -109,9 +109,9 @@ static void TownAuthorityWndProc(Window *w, WindowEvent *e)
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// Draw list of players
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y = 25;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && HASBIT(t->have_ratings, p->index)) {
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DrawPlayerIcon(p->index, 2, y);
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if (p->is_active && (HASBIT(t->have_ratings, p->index) || t->exclusivity==p->index)) {
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if(t->exclusivity==p->index) DrawPlayerIcon(p->index, 2, y);
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SET_DPARAM16(0, p->name_1);
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SET_DPARAM32(1, p->name_2);
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SET_DPARAM16(2, GetPlayerNameString(p->index, 3));
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@ -133,7 +133,7 @@ static void TownAuthorityWndProc(Window *w, WindowEvent *e)
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So we'll just shift the rating one back if player is AI and all is fine
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*/
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SET_DPARAM16((IS_HUMAN_PLAYER(p->index) ? 4 : 3), str);
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DrawString(19, y, STR_2024, 0);
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DrawString(19, y, STR_2024, (t->exclusivity==p->index)?3:0);
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y+=10;
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}
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}
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23
ttd.c
23
ttd.c
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@ -1039,6 +1039,24 @@ void CheckIsPlayerActive()
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}
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}
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// since savegame version 4.1, exclusive transport rights are stored at towns
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void UpdateExclusiveRights()
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{
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Town *t;
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FOR_ALL_TOWNS(t) if (t->xy != 0) {
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t->exclusivity=(byte)-1;
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}
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/* FIXME old exclusive rights status is not being imported.
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could be implemented this way:
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1.) Go through all stations
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Build an array town_blocked[ town_id ][ player_id ]
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that stores if at least one station in that town is blocked for a player
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2.) Go through that array, if you find a town that is not blocked for
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one player, but for all others, then give him exclusivity.
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*/
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}
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extern void UpdateOldAircraft();
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bool AfterLoadGame(uint version)
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@ -1051,6 +1069,11 @@ bool AfterLoadGame(uint version)
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ConvertTownOwner();
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}
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// from version 4.1 of the savegame, exclusive rights are stored at towns
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if (version <= 0x400) {
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UpdateExclusiveRights();
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}
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// convert road side to my format.
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if (_opt.road_side) _opt.road_side = 1;
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