Codechange: Store objectspecs in std::vector instead of flat array.
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@@ -207,7 +207,7 @@ CommandCost CmdBuildObject(DoCommandFlag flags, TileIndex tile, ObjectType type,
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{
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CommandCost cost(EXPENSES_CONSTRUCTION);
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if (type >= NUM_OBJECTS) return CMD_ERROR;
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if (type >= ObjectSpec::Count()) return CMD_ERROR;
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const ObjectSpec *spec = ObjectSpec::Get(type);
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if (_game_mode == GM_NORMAL && !spec->IsAvailable() && !_generating_world) return CMD_ERROR;
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if ((_game_mode == GM_EDITOR || _generating_world) && !spec->WasEverAvailable()) return CMD_ERROR;
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@@ -388,7 +388,7 @@ CommandCost CmdBuildObjectArea(DoCommandFlag flags, TileIndex tile, TileIndex st
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{
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if (start_tile >= Map::Size()) return CMD_ERROR;
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if (type >= NUM_OBJECTS) return CMD_ERROR;
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if (type >= ObjectSpec::Count()) return CMD_ERROR;
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const ObjectSpec *spec = ObjectSpec::Get(type);
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if (view >= spec->views) return CMD_ERROR;
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@@ -792,7 +792,7 @@ static bool TryBuildTransmitter()
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void GenerateObjects()
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{
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/* Set a guestimate on how much we progress */
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SetGeneratingWorldProgress(GWP_OBJECT, NUM_OBJECTS);
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SetGeneratingWorldProgress(GWP_OBJECT, (uint)ObjectSpec::Count());
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/* Determine number of water tiles at map border needed for freeform_edges */
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uint num_water_tiles = 0;
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@@ -808,7 +808,7 @@ void GenerateObjects()
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}
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/* Iterate over all possible object types */
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for (uint i = 0; i < NUM_OBJECTS; i++) {
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for (uint i = 0; i < ObjectSpec::Count(); i++) {
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const ObjectSpec *spec = ObjectSpec::Get(i);
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/* Continue, if the object was never available till now or shall not be placed */
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