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/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file object_base.h Base for all objects. */
#ifndef OBJECT_BASE_H
#define OBJECT_BASE_H
#include "core/pool_type.hpp"
#include "object_type.h"
#include "tilearea_type.h"
#include "town_type.h"
#include "date_type.h"
typedef Pool<Object, ObjectID, 64, 64000> ObjectPool;
extern ObjectPool _object_pool;
/** An object, such as transmitter, on the map. */
struct Object : ObjectPool::PoolItem<&_object_pool> {
Town *town; ///< Town the object is built in
TileArea location; ///< Location of the object
Date build_date; ///< Date of construction
/** Make sure the object isn't zeroed. */
Object() {}
/** Make sure the right destructor is called as well! */
~Object() {}
/**
* Get the object associated with a tile.
* @param tile The tile to fetch the object for.
* @return The object.
*/
static Object *GetByTile(TileIndex tile);
/**
* Increment the count of objects for this type.
* @param type ObjectType to increment
* @pre type < NUM_OBJECTS
*/
static inline void IncTypeCount(ObjectType type)
{
assert(type < NUM_OBJECTS);
counts[type]++;
}
/**
* Decrement the count of objects for this type.
* @param type ObjectType to decrement
* @pre type < NUM_OBJECTS
*/
static inline void DecTypeCount(ObjectType type)
{
assert(type < NUM_OBJECTS);
counts[type]--;
}
/**
* Get the count of objects for this type.
* @param type ObjectType to query
* @pre type < NUM_OBJECTS
*/
static inline uint16 GetTypeCount(ObjectType type)
{
assert(type < NUM_OBJECTS);
return counts[type];
}
/** Resets object counts. */
static inline void ResetTypeCounts()
{
memset(&counts, 0, sizeof(counts));
}
protected:
static uint16 counts[NUM_OBJECTS]; ///< Number of objects per type ingame
};
#define FOR_ALL_OBJECTS_FROM(var, start) FOR_ALL_ITEMS_FROM(Object, object_index, var, start)
#define FOR_ALL_OBJECTS(var) FOR_ALL_OBJECTS_FROM(var, 0)
#endif /* OBJECT_BASE_H */
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