mirror of https://github.com/OpenTTD/OpenTTD
(svn r10755) -Codechange: make the town struct use the pool item class as super class.
parent
472749af66
commit
db374f600c
|
@ -134,7 +134,7 @@ static void Place_LandInfo(TileIndex tile)
|
||||||
GetString(_landinfo_data[3], STR_LANDINFO_COORDS, lastof(_landinfo_data[3]));
|
GetString(_landinfo_data[3], STR_LANDINFO_COORDS, lastof(_landinfo_data[3]));
|
||||||
|
|
||||||
SetDParam(0, STR_01A9_NONE);
|
SetDParam(0, STR_01A9_NONE);
|
||||||
if (t != NULL && IsValidTown(t)) {
|
if (t != NULL && t->IsValid()) {
|
||||||
SetDParam(0, STR_TOWN);
|
SetDParam(0, STR_TOWN);
|
||||||
SetDParam(1, t->index);
|
SetDParam(1, t->index);
|
||||||
}
|
}
|
||||||
|
|
|
@ -824,7 +824,7 @@ static char* FormatString(char* buff, const char* str, const int64* argv, uint c
|
||||||
const Town* t = GetTown(GetInt32(&argv));
|
const Town* t = GetTown(GetInt32(&argv));
|
||||||
int64 temp[1];
|
int64 temp[1];
|
||||||
|
|
||||||
assert(IsValidTown(t));
|
assert(t->IsValid());
|
||||||
|
|
||||||
temp[0] = t->townnameparts;
|
temp[0] = t->townnameparts;
|
||||||
uint32 grfid = t->townnamegrfid;
|
uint32 grfid = t->townnamegrfid;
|
||||||
|
|
44
src/town.h
44
src/town.h
|
@ -75,7 +75,10 @@ struct BuildingCounts {
|
||||||
uint8 class_count[HOUSE_CLASS_MAX];
|
uint8 class_count[HOUSE_CLASS_MAX];
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Town {
|
struct Town;
|
||||||
|
DECLARE_OLD_POOL(Town, Town, 3, 8000)
|
||||||
|
|
||||||
|
struct Town : PoolItem<Town, TownID, &_Town_pool> {
|
||||||
TileIndex xy;
|
TileIndex xy;
|
||||||
|
|
||||||
/* Current population of people and amount of houses. */
|
/* Current population of people and amount of houses. */
|
||||||
|
@ -139,9 +142,6 @@ struct Town {
|
||||||
/* Fund road reconstruction in action? */
|
/* Fund road reconstruction in action? */
|
||||||
byte road_build_months;
|
byte road_build_months;
|
||||||
|
|
||||||
/* Index in town array */
|
|
||||||
TownID index;
|
|
||||||
|
|
||||||
/* If this is a larger town, and should grow more quickly. */
|
/* If this is a larger town, and should grow more quickly. */
|
||||||
bool larger_town;
|
bool larger_town;
|
||||||
|
|
||||||
|
@ -150,6 +150,18 @@ struct Town {
|
||||||
|
|
||||||
/* NOSAVE: The number of each type of building in the town. */
|
/* NOSAVE: The number of each type of building in the town. */
|
||||||
BuildingCounts building_counts;
|
BuildingCounts building_counts;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Creates a new town
|
||||||
|
*/
|
||||||
|
Town(TileIndex tile = 0);
|
||||||
|
|
||||||
|
/** Destroy the town */
|
||||||
|
~Town();
|
||||||
|
|
||||||
|
bool IsValid() const { return this->xy != 0; }
|
||||||
|
|
||||||
|
void QuickFree();
|
||||||
};
|
};
|
||||||
|
|
||||||
struct HouseSpec {
|
struct HouseSpec {
|
||||||
|
@ -270,24 +282,12 @@ bool CheckforTownRating(uint32 flags, Town *t, byte type);
|
||||||
|
|
||||||
VARDEF const Town** _town_sort;
|
VARDEF const Town** _town_sort;
|
||||||
|
|
||||||
DECLARE_OLD_POOL(Town, Town, 3, 8000)
|
|
||||||
|
|
||||||
static inline HouseSpec *GetHouseSpecs(HouseID house_id)
|
static inline HouseSpec *GetHouseSpecs(HouseID house_id)
|
||||||
{
|
{
|
||||||
assert(house_id < HOUSE_MAX);
|
assert(house_id < HOUSE_MAX);
|
||||||
return &_house_specs[house_id];
|
return &_house_specs[house_id];
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* Check if a Town really exists.
|
|
||||||
* @param town to inquiry
|
|
||||||
* @return true if it exists
|
|
||||||
*/
|
|
||||||
static inline bool IsValidTown(const Town* town)
|
|
||||||
{
|
|
||||||
return town->xy != 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Check if a TownID is valid.
|
* Check if a TownID is valid.
|
||||||
* @param index to inquiry in the pool of town
|
* @param index to inquiry in the pool of town
|
||||||
|
@ -295,7 +295,7 @@ static inline bool IsValidTown(const Town* town)
|
||||||
*/
|
*/
|
||||||
static inline bool IsValidTownID(TownID index)
|
static inline bool IsValidTownID(TownID index)
|
||||||
{
|
{
|
||||||
return index < GetTownPoolSize() && IsValidTown(GetTown(index));
|
return index < GetTownPoolSize() && GetTown(index)->IsValid();
|
||||||
}
|
}
|
||||||
|
|
||||||
VARDEF uint _total_towns;
|
VARDEF uint _total_towns;
|
||||||
|
@ -337,17 +337,9 @@ static inline Town *GetRandomTown()
|
||||||
return GetTown(index);
|
return GetTown(index);
|
||||||
}
|
}
|
||||||
|
|
||||||
void DestroyTown(Town *t);
|
|
||||||
|
|
||||||
static inline void DeleteTown(Town *t)
|
|
||||||
{
|
|
||||||
DestroyTown(t);
|
|
||||||
t->xy = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
Town* CalcClosestTownFromTile(TileIndex tile, uint threshold);
|
Town* CalcClosestTownFromTile(TileIndex tile, uint threshold);
|
||||||
|
|
||||||
#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) if (IsValidTown(t))
|
#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) if (t->IsValid())
|
||||||
#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
|
#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
|
||||||
|
|
||||||
VARDEF bool _town_sort_dirty;
|
VARDEF bool _town_sort_dirty;
|
||||||
|
|
|
@ -40,52 +40,40 @@
|
||||||
#include "newgrf_house.h"
|
#include "newgrf_house.h"
|
||||||
#include "newgrf_commons.h"
|
#include "newgrf_commons.h"
|
||||||
#include "newgrf_townname.h"
|
#include "newgrf_townname.h"
|
||||||
|
#include "misc/autoptr.hpp"
|
||||||
/**
|
|
||||||
* Called if a new block is added to the town-pool
|
|
||||||
*/
|
|
||||||
static void TownPoolNewBlock(uint start_item)
|
|
||||||
{
|
|
||||||
Town *t;
|
|
||||||
|
|
||||||
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
|
|
||||||
* TODO - This is just a temporary stage, this will be removed. */
|
|
||||||
for (t = GetTown(start_item); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) t->index = start_item++;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Initialize the town-pool */
|
/* Initialize the town-pool */
|
||||||
DEFINE_OLD_POOL(Town, Town, TownPoolNewBlock, NULL)
|
DEFINE_OLD_POOL_GENERIC(Town, Town)
|
||||||
|
|
||||||
/**
|
Town::Town(TileIndex tile)
|
||||||
* Removes a specific town as well as all industries
|
{
|
||||||
* under its "juridiction"
|
this->xy = tile;
|
||||||
* @param t Town to remove
|
}
|
||||||
*/
|
|
||||||
void DestroyTown(Town *t)
|
Town::~Town()
|
||||||
{
|
{
|
||||||
Industry *i;
|
Industry *i;
|
||||||
TileIndex tile;
|
|
||||||
|
|
||||||
/* Delete town authority window
|
/* Delete town authority window
|
||||||
* and remove from list of sorted towns */
|
* and remove from list of sorted towns */
|
||||||
DeleteWindowById(WC_TOWN_VIEW, t->index);
|
DeleteWindowById(WC_TOWN_VIEW, this->index);
|
||||||
_town_sort_dirty = true;
|
_town_sort_dirty = true;
|
||||||
_total_towns--;
|
_total_towns--;
|
||||||
|
|
||||||
/* Delete all industries belonging to the town */
|
/* Delete all industries belonging to the town */
|
||||||
FOR_ALL_INDUSTRIES(i) if (i->town == t) DeleteIndustry(i);
|
FOR_ALL_INDUSTRIES(i) if (i->town == this) DeleteIndustry(i);
|
||||||
|
|
||||||
/* Go through all tiles and delete those belonging to the town */
|
/* Go through all tiles and delete those belonging to the town */
|
||||||
for (tile = 0; tile < MapSize(); ++tile) {
|
for (TileIndex tile = 0; tile < MapSize(); ++tile) {
|
||||||
switch (GetTileType(tile)) {
|
switch (GetTileType(tile)) {
|
||||||
case MP_HOUSE:
|
case MP_HOUSE:
|
||||||
if (GetTownByTile(tile) == t) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case MP_ROAD:
|
case MP_ROAD:
|
||||||
case MP_TUNNELBRIDGE:
|
case MP_TUNNELBRIDGE:
|
||||||
if (IsTileOwner(tile, OWNER_TOWN) &&
|
if (IsTileOwner(tile, OWNER_TOWN) &&
|
||||||
ClosestTownFromTile(tile, (uint)-1) == t)
|
ClosestTownFromTile(tile, (uint)-1) == this)
|
||||||
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -94,10 +82,17 @@ void DestroyTown(Town *t)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
DeleteName(t->townnametype);
|
DeleteSubsidyWithTown(this->index);
|
||||||
DeleteSubsidyWithTown(t->index);
|
|
||||||
|
|
||||||
MarkWholeScreenDirty();
|
MarkWholeScreenDirty();
|
||||||
|
|
||||||
|
this->QuickFree();
|
||||||
|
this->xy = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Town::QuickFree()
|
||||||
|
{
|
||||||
|
DeleteName(this->townnametype);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Local
|
// Local
|
||||||
|
@ -1359,10 +1354,6 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
|
||||||
extern int _nb_orig_names;
|
extern int _nb_orig_names;
|
||||||
int x, i;
|
int x, i;
|
||||||
|
|
||||||
/* clear the town struct */
|
|
||||||
i = t->index;
|
|
||||||
memset(t, 0, sizeof(Town));
|
|
||||||
t->index = i;
|
|
||||||
_total_towns++;
|
_total_towns++;
|
||||||
|
|
||||||
t->xy = tile;
|
t->xy = tile;
|
||||||
|
@ -1446,30 +1437,6 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
|
||||||
UpdateTownMaxPass(t);
|
UpdateTownMaxPass(t);
|
||||||
}
|
}
|
||||||
|
|
||||||
static Town *AllocateTown()
|
|
||||||
{
|
|
||||||
Town *t;
|
|
||||||
|
|
||||||
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
|
|
||||||
* TODO - This is just a temporary stage, this will be removed. */
|
|
||||||
for (t = GetTown(0); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) {
|
|
||||||
if (!IsValidTown(t)) {
|
|
||||||
TownID index = t->index;
|
|
||||||
|
|
||||||
memset(t, 0, sizeof(Town));
|
|
||||||
t->index = index;
|
|
||||||
|
|
||||||
return t;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Check if we can add a block to the pool */
|
|
||||||
if (AddBlockToPool(&_Town_pool))
|
|
||||||
return AllocateTown();
|
|
||||||
|
|
||||||
return NULL;
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Create a new town.
|
/** Create a new town.
|
||||||
* This obviously only works in the scenario editor. Function not removed
|
* This obviously only works in the scenario editor. Function not removed
|
||||||
* as it might be possible in the future to fund your own town :)
|
* as it might be possible in the future to fund your own town :)
|
||||||
|
@ -1480,7 +1447,6 @@ static Town *AllocateTown()
|
||||||
*/
|
*/
|
||||||
CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
||||||
{
|
{
|
||||||
Town *t;
|
|
||||||
uint32 townnameparts;
|
uint32 townnameparts;
|
||||||
|
|
||||||
/* Only in the scenario editor */
|
/* Only in the scenario editor */
|
||||||
|
@ -1507,14 +1473,16 @@ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
||||||
return_cmd_error(STR_023A_TOO_MANY_TOWNS);
|
return_cmd_error(STR_023A_TOO_MANY_TOWNS);
|
||||||
|
|
||||||
/* Allocate town struct */
|
/* Allocate town struct */
|
||||||
t = AllocateTown();
|
Town *t = new Town(tile);
|
||||||
if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
|
if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
|
||||||
|
AutoPtrT<Town> t_auto_delete = t;
|
||||||
|
|
||||||
/* Create the town */
|
/* Create the town */
|
||||||
if (flags & DC_EXEC) {
|
if (flags & DC_EXEC) {
|
||||||
_generating_world = true;
|
_generating_world = true;
|
||||||
DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1);
|
DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1);
|
||||||
_generating_world = false;
|
_generating_world = false;
|
||||||
|
t_auto_delete.Detach();
|
||||||
}
|
}
|
||||||
return CommandCost();
|
return CommandCost();
|
||||||
}
|
}
|
||||||
|
@ -1540,7 +1508,7 @@ Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
|
||||||
if (!CreateTownName(&townnameparts)) break;
|
if (!CreateTownName(&townnameparts)) break;
|
||||||
|
|
||||||
/* Allocate a town struct */
|
/* Allocate a town struct */
|
||||||
t = AllocateTown();
|
t = new Town(tile);
|
||||||
if (t == NULL) break;
|
if (t == NULL) break;
|
||||||
|
|
||||||
DoCreateTown(t, tile, townnameparts, mode, size);
|
DoCreateTown(t, tile, townnameparts, mode, size);
|
||||||
|
@ -2476,12 +2444,7 @@ static void Load_TOWN()
|
||||||
_total_towns = 0;
|
_total_towns = 0;
|
||||||
|
|
||||||
while ((index = SlIterateArray()) != -1) {
|
while ((index = SlIterateArray()) != -1) {
|
||||||
Town *t;
|
Town *t = new (index) Town();
|
||||||
|
|
||||||
if (!AddBlockIfNeeded(&_Town_pool, index))
|
|
||||||
error("Towns: failed loading savegame: too many towns");
|
|
||||||
|
|
||||||
t = GetTown(index);
|
|
||||||
SlObject(t, _town_desc);
|
SlObject(t, _town_desc);
|
||||||
|
|
||||||
_total_towns++;
|
_total_towns++;
|
||||||
|
|
|
@ -278,7 +278,7 @@ static void TownViewWndProc(Window *w, WindowEvent *e)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 10: /* delete town */
|
case 10: /* delete town */
|
||||||
DeleteTown(t);
|
delete t;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
Loading…
Reference in New Issue