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-rw-r--r--src/newgrf_commons.cpp31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/newgrf_commons.cpp b/src/newgrf_commons.cpp
index 952224f3d..91a449987 100644
--- a/src/newgrf_commons.cpp
+++ b/src/newgrf_commons.cpp
@@ -21,6 +21,7 @@
#include "station_map.h"
#include "tree_map.h"
#include "tunnelbridge_map.h"
+#include "newgrf_object.h"
#include "genworld.h"
#include "core/mem_func.hpp"
@@ -289,6 +290,36 @@ void IndustryTileOverrideManager::SetEntitySpec(const IndustryTileSpec *its)
}
/**
+ * Method to install the new object data in its proper slot
+ * The slot assigment is internal of this method, since it requires
+ * checking what is available
+ * @param spec ObjectSpec that comes from the grf decoding process
+ */
+void ObjectOverrideManager::SetEntitySpec(ObjectSpec *spec)
+{
+ /* First step : We need to find if this object is already specified in the savegame data. */
+ ObjectType type = this->GetID(spec->grf_prop.local_id, spec->grf_prop.grffile->grfid);
+
+ if (type == invalid_ID) {
+ /* Not found.
+ * Or it has already been overriden, so you've lost your place old boy.
+ * Or it is a simple substitute.
+ * We need to find a free available slot */
+ type = this->AddEntityID(spec->grf_prop.local_id, spec->grf_prop.grffile->grfid, OBJECT_TRANSMITTER);
+ }
+
+ if (type == invalid_ID) {
+ grfmsg(1, "Object.SetEntitySpec: Too many objects allocated. Ignoring.");
+ return;
+ }
+
+ extern ObjectSpec _object_specs[NUM_OBJECTS];
+
+ /* Now that we know we can use the given id, copy the spec to its final destination. */
+ memcpy(&_object_specs[type], spec, sizeof(*spec));
+}
+
+/**
* Function used by houses (and soon industries) to get information
* on type of "terrain" the tile it is queries sits on.
* @param tile TileIndex of the tile been queried