(svn r10755) -Codechange: make the town struct use the pool item class as super class.
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@@ -40,52 +40,40 @@
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#include "newgrf_house.h"
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#include "newgrf_commons.h"
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#include "newgrf_townname.h"
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/**
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* Called if a new block is added to the town-pool
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*/
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static void TownPoolNewBlock(uint start_item)
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{
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Town *t;
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (t = GetTown(start_item); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) t->index = start_item++;
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}
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#include "misc/autoptr.hpp"
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/* Initialize the town-pool */
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DEFINE_OLD_POOL(Town, Town, TownPoolNewBlock, NULL)
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DEFINE_OLD_POOL_GENERIC(Town, Town)
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/**
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* Removes a specific town as well as all industries
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* under its "juridiction"
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* @param t Town to remove
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*/
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void DestroyTown(Town *t)
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Town::Town(TileIndex tile)
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{
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this->xy = tile;
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}
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Town::~Town()
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{
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Industry *i;
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TileIndex tile;
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/* Delete town authority window
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* and remove from list of sorted towns */
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DeleteWindowById(WC_TOWN_VIEW, t->index);
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DeleteWindowById(WC_TOWN_VIEW, this->index);
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_town_sort_dirty = true;
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_total_towns--;
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/* Delete all industries belonging to the town */
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FOR_ALL_INDUSTRIES(i) if (i->town == t) DeleteIndustry(i);
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FOR_ALL_INDUSTRIES(i) if (i->town == this) DeleteIndustry(i);
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/* Go through all tiles and delete those belonging to the town */
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for (tile = 0; tile < MapSize(); ++tile) {
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for (TileIndex tile = 0; tile < MapSize(); ++tile) {
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switch (GetTileType(tile)) {
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case MP_HOUSE:
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if (GetTownByTile(tile) == t) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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break;
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case MP_ROAD:
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case MP_TUNNELBRIDGE:
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if (IsTileOwner(tile, OWNER_TOWN) &&
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ClosestTownFromTile(tile, (uint)-1) == t)
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ClosestTownFromTile(tile, (uint)-1) == this)
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DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
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break;
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@@ -94,10 +82,17 @@ void DestroyTown(Town *t)
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}
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}
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DeleteName(t->townnametype);
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DeleteSubsidyWithTown(t->index);
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DeleteSubsidyWithTown(this->index);
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MarkWholeScreenDirty();
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this->QuickFree();
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this->xy = 0;
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}
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void Town::QuickFree()
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{
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DeleteName(this->townnametype);
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}
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// Local
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@@ -1359,10 +1354,6 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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extern int _nb_orig_names;
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int x, i;
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/* clear the town struct */
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i = t->index;
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memset(t, 0, sizeof(Town));
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t->index = i;
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_total_towns++;
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t->xy = tile;
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@@ -1446,30 +1437,6 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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UpdateTownMaxPass(t);
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}
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static Town *AllocateTown()
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{
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Town *t;
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (t = GetTown(0); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) {
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if (!IsValidTown(t)) {
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TownID index = t->index;
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memset(t, 0, sizeof(Town));
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t->index = index;
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return t;
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}
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}
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/* Check if we can add a block to the pool */
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if (AddBlockToPool(&_Town_pool))
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return AllocateTown();
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return NULL;
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}
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/** Create a new town.
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* This obviously only works in the scenario editor. Function not removed
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* as it might be possible in the future to fund your own town :)
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@@ -1480,7 +1447,6 @@ static Town *AllocateTown()
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*/
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CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Town *t;
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uint32 townnameparts;
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/* Only in the scenario editor */
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@@ -1507,14 +1473,16 @@ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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return_cmd_error(STR_023A_TOO_MANY_TOWNS);
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/* Allocate town struct */
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t = AllocateTown();
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Town *t = new Town(tile);
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if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
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AutoPtrT<Town> t_auto_delete = t;
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/* Create the town */
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if (flags & DC_EXEC) {
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_generating_world = true;
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DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1);
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_generating_world = false;
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t_auto_delete.Detach();
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}
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return CommandCost();
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}
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@@ -1540,7 +1508,7 @@ Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
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if (!CreateTownName(&townnameparts)) break;
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/* Allocate a town struct */
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t = AllocateTown();
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t = new Town(tile);
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if (t == NULL) break;
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DoCreateTown(t, tile, townnameparts, mode, size);
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@@ -2476,12 +2444,7 @@ static void Load_TOWN()
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_total_towns = 0;
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while ((index = SlIterateArray()) != -1) {
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Town *t;
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if (!AddBlockIfNeeded(&_Town_pool, index))
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error("Towns: failed loading savegame: too many towns");
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t = GetTown(index);
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Town *t = new (index) Town();
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SlObject(t, _town_desc);
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_total_towns++;
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