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authorbelugas <belugas@openttd.org>2007-05-15 21:36:58 +0000
committerbelugas <belugas@openttd.org>2007-05-15 21:36:58 +0000
commit3fb4003534dd66e7909568069e117438f88638b8 (patch)
tree70f568a4e7749c7071ef405f07b8f2998266f606 /src/newgrf_house.cpp
parentd2776ccde91e64b0402af22b512a8f6677fca86e (diff)
downloadopenttd-3fb4003534dd66e7909568069e117438f88638b8.tar.xz
(svn r9850) -Codechange: Introduction of the Override/Substitute manager. Currently only used for newhouses.
Basically, it is more a gathering of IDs from grf files and ingame data.
Diffstat (limited to 'src/newgrf_house.cpp')
-rw-r--r--src/newgrf_house.cpp94
1 files changed, 9 insertions, 85 deletions
diff --git a/src/newgrf_house.cpp b/src/newgrf_house.cpp
index 79ad7f3d5..13ca035a1 100644
--- a/src/newgrf_house.cpp
+++ b/src/newgrf_house.cpp
@@ -24,92 +24,12 @@
#include "newgrf_callbacks.h"
#include "newgrf_town.h"
#include "newgrf_sound.h"
+#include "newgrf_commons.h"
static BuildingCounts _building_counts;
static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
-HouseIDMapping _house_id_mapping[HOUSE_MAX];
-/* Since the house IDs defined by the GRF file don't necessarily correlate
- * to those used by the game, the IDs used for overriding old houses must be
- * translated when the house spec is set. */
-static uint16 _house_overrides[NEW_HOUSE_OFFSET];
-
-void AddHouseOverride(uint8 local_id, uint house_type)
-{
- assert(house_type < NEW_HOUSE_OFFSET);
- _house_overrides[house_type] = local_id;
-}
-
-void ResetHouseOverrides()
-{
- for (int i = 0; i != lengthof(_house_overrides); i++) {
- _house_overrides[i] = INVALID_HOUSE_ID;
- }
-}
-
-static HouseID GetHouseID(byte grf_local_id, uint32 grfid)
-{
- const HouseIDMapping *map;
-
- for (HouseID house_id = NEW_HOUSE_OFFSET; house_id != lengthof(_house_id_mapping); house_id++) {
- map = &_house_id_mapping[house_id];
- if (map->house_id == grf_local_id && map->grfid == grfid) return house_id;
- }
- return INVALID_HOUSE_ID;
-}
-
-static HouseID AddHouseID(byte grf_local_id, uint32 grfid, byte substitute_id)
-{
- HouseID house_id;
- HouseIDMapping *map;
-
- /* Look to see if this house has already been added. This is done
- * separately from the loop below in case a GRF has been deleted, and there
- * are any gaps in the array. */
- house_id = GetHouseID(grf_local_id, grfid);
- if (house_id != INVALID_HOUSE_ID) return house_id;
-
- /* This house hasn't been defined before, so give it an ID now. */
- for (house_id = NEW_HOUSE_OFFSET; house_id != lengthof(_house_id_mapping); house_id++) {
- map = &_house_id_mapping[house_id];
-
- if (map->house_id == 0 && map->grfid == 0) {
- map->house_id = grf_local_id;
- map->grfid = grfid;
- map->substitute_id = substitute_id;
- return house_id;
- }
- }
-
- return INVALID_HOUSE_ID;
-}
-
-void SetHouseSpec(const HouseSpec *hs)
-{
- HouseID house_id = AddHouseID(hs->local_id, hs->grffile->grfid, hs->substitute_id);
-
- if (house_id == INVALID_HOUSE_ID) {
- grfmsg(1, "SetHouseSpec: Too many houses allocated. Ignoring.");
- return;
- }
-
- memcpy(&_house_specs[house_id], hs, sizeof(*hs));
-
- /* Now add the overrides. */
- for (int i = 0; i != lengthof(_house_overrides); i++) {
- HouseSpec *overridden_hs = GetHouseSpecs(i);
-
- if (_house_overrides[i] != hs->local_id) continue;
-
- overridden_hs->override = house_id;
- _house_overrides[i] = INVALID_HOUSE_ID;
- }
-}
-
-void ResetHouseIDMapping()
-{
- memset(&_house_id_mapping, 0, sizeof(_house_id_mapping));
-}
+HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
void CheckHouseIDs()
{
@@ -122,7 +42,7 @@ void CheckHouseIDs()
if (!GetHouseSpecs(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) {
/* The specs for this type of house are not available any more, so
* replace it with the substitute original house type. */
- SetHouseType(t, _house_id_mapping[house_id].substitute_id);
+ SetHouseType(t, _house_mngr.GetSubstituteID(house_id));
}
}
@@ -313,7 +233,7 @@ static uint32 HouseGetVariable(const ResolverObject *object, byte variable, byte
const HouseSpec *hs = GetHouseSpecs(house_id);
if (hs->grffile == NULL) return 0;
- HouseID new_house = GetHouseID(parameter, hs->grffile->grfid);
+ HouseID new_house = _house_mngr.GetID(parameter, hs->grffile->grfid);
return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town);
}
@@ -577,7 +497,11 @@ bool NewHouseTileLoop(TileIndex tile)
return true;
}
- /* @todo: Magic with triggers goes here. Got to implement that, one day. .. */
+ /* @todo: Magic with triggers goes here. Got to implement that, one day. ..
+ * Process randomizing of tiles following specs.
+ * Once done, redraw the house
+ * MarkTileDirtyByTile(tile);
+ */
if (HASBIT(hs->callback_mask, CBM_ANIMATION_START_STOP)) {
/* If this house is marked as having a synchronised callback, all the