(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.
This commit is contained in:
belugas
2007-05-15 21:36:58 +00:00
parent 7f88f14f64
commit 641d51a5ad
10 changed files with 261 additions and 106 deletions

View File

@@ -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