(svn r2021) Fix: Enlarge _cur_town_ctr from byte to uint32 so that all the towns are considered when growing them even for big maps, where much more than 256 towns are around; reported by Tomasz Dubiński <uboottd@hydra.polsl.gliwice.pl>. The savegame still saves just the lowest 8 bits but that doesn't hurt so much.

This commit is contained in:
pasky
2005-03-17 23:12:23 +00:00
parent cb084f59c2
commit ad579912f4
3 changed files with 7 additions and 2 deletions

5
misc.c
View File

@@ -772,6 +772,11 @@ static const SaveLoadGlobVarList _date_desc[] = {
{&_station_tick_ctr, SLE_UINT16, 0, 255},
{&_random_seeds[0][0], SLE_UINT32, 0, 255},
{&_random_seeds[0][1], SLE_UINT32, 0, 255},
/* XXX: We save only a portion of the _cur_town_ctr, this should be
* fixed in the next revision bump. It does not hurt so much since
* it just gives a small single-time penalty to the towns with higher
* IDs at the load time. _cur_town_ctr is zeroed in InitializeTowns()
* so the higher octets do not interfere at this time. */
{&_cur_town_ctr, SLE_UINT8, 0, 255},
{&_cur_player_tick_index, SLE_FILE_U8 | SLE_VAR_UINT, 0, 255},
{&_next_competitor_start, SLE_FILE_U16 | SLE_VAR_UINT, 0, 255},