Change: Expose ObjectSpec vector to simplify iteration.

This commit is contained in:
Peter Nelson
2023-01-15 00:04:53 +00:00
committed by PeterN
parent 1f46f080f0
commit 82c70ed3b8
5 changed files with 21 additions and 18 deletions

View File

@@ -808,21 +808,20 @@ void GenerateObjects()
}
/* Iterate over all possible object types */
for (uint i = 0; i < ObjectSpec::Count(); i++) {
const ObjectSpec *spec = ObjectSpec::Get(i);
for (const auto &spec : ObjectSpec::Specs()) {
/* Continue, if the object was never available till now or shall not be placed */
if (!spec->WasEverAvailable() || spec->generate_amount == 0) continue;
if (!spec.WasEverAvailable() || spec.generate_amount == 0) continue;
uint16 amount = spec->generate_amount;
uint16 amount = spec.generate_amount;
/* Scale by map size */
if ((spec->flags & OBJECT_FLAG_SCALE_BY_WATER) && _settings_game.construction.freeform_edges) {
if ((spec.flags & OBJECT_FLAG_SCALE_BY_WATER) && _settings_game.construction.freeform_edges) {
/* Scale the amount of lighthouses with the amount of land at the borders.
* The -6 is because the top borders are MP_VOID (-2) and all corners
* are counted twice (-4). */
amount = Map::ScaleBySize1D(amount * num_water_tiles) / (2 * Map::MaxY() + 2 * Map::MaxX() - 6);
} else if (spec->flags & OBJECT_FLAG_SCALE_BY_WATER) {
} else if (spec.flags & OBJECT_FLAG_SCALE_BY_WATER) {
amount = Map::ScaleBySize1D(amount);
} else {
amount = Map::ScaleBySize(amount);
@@ -830,7 +829,7 @@ void GenerateObjects()
/* Now try to place the requested amount of this object */
for (uint j = Map::ScaleBySize(1000); j != 0 && amount != 0 && Object::CanAllocateItem(); j--) {
switch (i) {
switch (spec.Index()) {
case OBJECT_TRANSMITTER:
if (TryBuildTransmitter()) amount--;
break;
@@ -840,8 +839,8 @@ void GenerateObjects()
break;
default:
uint8 view = RandomRange(spec->views);
if (CmdBuildObject(DC_EXEC | DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, RandomTile(), i, view).Succeeded()) amount--;
uint8 view = RandomRange(spec.views);
if (CmdBuildObject(DC_EXEC | DC_AUTO | DC_NO_TEST_TOWN_RATING | DC_NO_MODIFY_TOWN_RATING, RandomTile(), spec.Index(), view).Succeeded()) amount--;
break;
}
}