diff options
Diffstat (limited to 'src/newgrf_house.cpp')
-rw-r--r-- | src/newgrf_house.cpp | 94 |
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 |