(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:
@@ -24,92 +24,12 @@
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#include "newgrf_callbacks.h"
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#include "newgrf_town.h"
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#include "newgrf_sound.h"
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#include "newgrf_commons.h"
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static BuildingCounts _building_counts;
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static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
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HouseIDMapping _house_id_mapping[HOUSE_MAX];
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/* Since the house IDs defined by the GRF file don't necessarily correlate
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* to those used by the game, the IDs used for overriding old houses must be
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* translated when the house spec is set. */
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static uint16 _house_overrides[NEW_HOUSE_OFFSET];
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void AddHouseOverride(uint8 local_id, uint house_type)
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{
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assert(house_type < NEW_HOUSE_OFFSET);
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_house_overrides[house_type] = local_id;
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}
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void ResetHouseOverrides()
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{
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for (int i = 0; i != lengthof(_house_overrides); i++) {
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_house_overrides[i] = INVALID_HOUSE_ID;
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}
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}
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static HouseID GetHouseID(byte grf_local_id, uint32 grfid)
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{
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const HouseIDMapping *map;
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for (HouseID house_id = NEW_HOUSE_OFFSET; house_id != lengthof(_house_id_mapping); house_id++) {
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map = &_house_id_mapping[house_id];
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if (map->house_id == grf_local_id && map->grfid == grfid) return house_id;
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}
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return INVALID_HOUSE_ID;
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}
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static HouseID AddHouseID(byte grf_local_id, uint32 grfid, byte substitute_id)
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{
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HouseID house_id;
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HouseIDMapping *map;
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/* Look to see if this house has already been added. This is done
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* separately from the loop below in case a GRF has been deleted, and there
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* are any gaps in the array. */
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house_id = GetHouseID(grf_local_id, grfid);
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if (house_id != INVALID_HOUSE_ID) return house_id;
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/* This house hasn't been defined before, so give it an ID now. */
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for (house_id = NEW_HOUSE_OFFSET; house_id != lengthof(_house_id_mapping); house_id++) {
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map = &_house_id_mapping[house_id];
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if (map->house_id == 0 && map->grfid == 0) {
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map->house_id = grf_local_id;
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map->grfid = grfid;
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map->substitute_id = substitute_id;
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return house_id;
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}
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}
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return INVALID_HOUSE_ID;
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}
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void SetHouseSpec(const HouseSpec *hs)
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{
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HouseID house_id = AddHouseID(hs->local_id, hs->grffile->grfid, hs->substitute_id);
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if (house_id == INVALID_HOUSE_ID) {
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grfmsg(1, "SetHouseSpec: Too many houses allocated. Ignoring.");
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return;
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}
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memcpy(&_house_specs[house_id], hs, sizeof(*hs));
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/* Now add the overrides. */
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for (int i = 0; i != lengthof(_house_overrides); i++) {
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HouseSpec *overridden_hs = GetHouseSpecs(i);
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if (_house_overrides[i] != hs->local_id) continue;
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overridden_hs->override = house_id;
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_house_overrides[i] = INVALID_HOUSE_ID;
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}
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}
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void ResetHouseIDMapping()
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{
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memset(&_house_id_mapping, 0, sizeof(_house_id_mapping));
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}
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HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
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void CheckHouseIDs()
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{
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@@ -122,7 +42,7 @@ void CheckHouseIDs()
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if (!GetHouseSpecs(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) {
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/* The specs for this type of house are not available any more, so
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* replace it with the substitute original house type. */
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SetHouseType(t, _house_id_mapping[house_id].substitute_id);
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SetHouseType(t, _house_mngr.GetSubstituteID(house_id));
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}
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}
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@@ -313,7 +233,7 @@ static uint32 HouseGetVariable(const ResolverObject *object, byte variable, byte
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const HouseSpec *hs = GetHouseSpecs(house_id);
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if (hs->grffile == NULL) return 0;
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HouseID new_house = GetHouseID(parameter, hs->grffile->grfid);
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HouseID new_house = _house_mngr.GetID(parameter, hs->grffile->grfid);
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return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town);
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}
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@@ -577,7 +497,11 @@ bool NewHouseTileLoop(TileIndex tile)
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return true;
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}
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/* @todo: Magic with triggers goes here. Got to implement that, one day. .. */
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/* @todo: Magic with triggers goes here. Got to implement that, one day. ..
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* Process randomizing of tiles following specs.
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* Once done, redraw the house
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* MarkTileDirtyByTile(tile);
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*/
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if (HASBIT(hs->callback_mask, CBM_ANIMATION_START_STOP)) {
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/* If this house is marked as having a synchronised callback, all the
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