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(svn r20870) [1.0] -Backport from trunk:

- Fix: Building 2x2 houses did not work for 2x2 road layouts on all map sizes (r20791)
- Fix: [NewGRF] Remove a check which is wrong for NewGRF houses and serves no use for original houses [FS#4118] (r20790)
- Fix: Spelling mistake in slovak real town names (r20787)
- Fix: Do autosave-on-exit as well when using kill/CTRL-C to terminate a dedicated OpenTTD (r20783)
- Fix: [NoAI] AIEventCompanyAskMerger was disguised as AIEventCompanyMerger (r20765)
release/1.0
rubidium 2010-10-02 14:34:00 +00:00
parent 672406654c
commit c9ca7bf778
4 changed files with 12 additions and 11 deletions

View File

@ -370,7 +370,7 @@ public:
* @param value The value/costs of buying the company.
*/
AIEventCompanyAskMerger(Owner owner, int32 value) :
AIEvent(AI_ET_COMPANY_MERGER),
AIEvent(AI_ET_COMPANY_ASK_MERGER),
owner((AICompany::CompanyID)owner),
value(value)
{}

View File

@ -2115,7 +2115,7 @@ static const char * const _name_slovak_real[] = {
"Turcianske Teplice",
"Tvrdosin",
"Vrable",
"Vranov nad Toplov",
"Vranov nad Toplou",
"Zahorska Bystrica",
"Zdiar",
"Ziar nad Hronom",

View File

@ -402,9 +402,6 @@ static void MakeSingleHouseBigger(TileIndex tile)
{
assert(IsTileType(tile, MP_HOUSE));
/* means it is completed, get out. */
if (LiftHasDestination(tile)) return;
/* progress in construction stages */
IncHouseConstructionTick(tile);
if (GetHouseConstructionTick(tile) != 0) return;
@ -1987,18 +1984,19 @@ static inline bool TownLayoutAllows2x2HouseHere(Town *t, TileIndex tile)
/* Allow towns everywhere when we don't build roads */
if (!_settings_game.economy.allow_town_roads && !_generating_world) return true;
/* MapSize() is sure dividable by both MapSizeX() and MapSizeY(),
* so to do only one memory access, use MapSize() */
uint dx = MapSize() + TileX(t->xy) - TileX(tile);
uint dy = MapSize() + TileY(t->xy) - TileY(tile);
/* Compute relative position of tile. (Positive offsets are towards north) */
TileIndexDiffC grid_pos = TileIndexToTileIndexDiffC(t->xy, tile);
switch (t->layout) {
case TL_2X2_GRID:
if ((dx % 3) != 0 || (dy % 3) != 0) return false;
grid_pos.x %= 3;
grid_pos.y %= 3;
if ((grid_pos.x != 2 && grid_pos.x != -1) ||
(grid_pos.y != 2 && grid_pos.y != -1)) return false;
break;
case TL_3X3_GRID:
if ((dx % 4) < 2 || (dy % 4) < 2) return false;
if ((grid_pos.x & 3) < 2 || (grid_pos.y & 3) < 2) return false;
break;
default:

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@ -24,6 +24,8 @@
#include "../blitter/factory.hpp"
#include "../company_func.h"
#include "../core/random_func.hpp"
#include "../saveload/saveload.h"
#include "../settings_type.h"
#include "dedicated_v.h"
#ifdef BEOS_NET_SERVER
@ -70,6 +72,7 @@ static void OS2_SwitchToConsoleMode()
/* Signal handlers */
static void DedicatedSignalHandler(int sig)
{
if (_game_mode == GM_NORMAL && _settings_client.gui.autosave_on_exit) DoExitSave();
_exit_game = true;
signal(sig, DedicatedSignalHandler);
}