Changeset - r7386:610d1afd3946
[Not reviewed]
master
0 5 0
rubidium - 17 years ago 2007-08-02 21:05:54
rubidium@openttd.org
(svn r10755) -Codechange: make the town struct use the pool item class as super class.
5 files changed with 49 insertions and 94 deletions:
0 comments (0 inline, 0 general)
src/misc_gui.cpp
Show inline comments
 
@@ -134,7 +134,7 @@ static void Place_LandInfo(TileIndex til
 
	GetString(_landinfo_data[3], STR_LANDINFO_COORDS, lastof(_landinfo_data[3]));
 

	
 
	SetDParam(0, STR_01A9_NONE);
 
	if (t != NULL && IsValidTown(t)) {
 
	if (t != NULL && t->IsValid()) {
 
		SetDParam(0, STR_TOWN);
 
		SetDParam(1, t->index);
 
	}
src/strings.cpp
Show inline comments
 
@@ -824,7 +824,7 @@ static char* FormatString(char* buff, co
 
				const Town* t = GetTown(GetInt32(&argv));
 
				int64 temp[1];
 

	
 
				assert(IsValidTown(t));
 
				assert(t->IsValid());
 

	
 
				temp[0] = t->townnameparts;
 
				uint32 grfid = t->townnamegrfid;
src/town.h
Show inline comments
 
@@ -75,7 +75,10 @@ struct BuildingCounts {
 
	uint8 class_count[HOUSE_CLASS_MAX];
 
};
 

	
 
struct Town {
 
struct Town;
 
DECLARE_OLD_POOL(Town, Town, 3, 8000)
 

	
 
struct Town : PoolItem<Town, TownID, &_Town_pool> {
 
	TileIndex xy;
 

	
 
	/* Current population of people and amount of houses. */
 
@@ -139,9 +142,6 @@ struct Town {
 
	/* Fund road reconstruction in action? */
 
	byte road_build_months;
 

	
 
	/* Index in town array */
 
	TownID index;
 

	
 
	/* If this is a larger town, and should grow more quickly. */
 
	bool larger_town;
 

	
 
@@ -150,6 +150,18 @@ struct Town {
 

	
 
	/* NOSAVE: The number of each type of building in the town. */
 
	BuildingCounts building_counts;
 

	
 
	/**
 
	 * Creates a new town
 
	 */
 
	Town(TileIndex tile = 0);
 

	
 
	/** Destroy the town */
 
	~Town();
 

	
 
	bool IsValid() const { return this->xy != 0; }
 

	
 
	void QuickFree();
 
};
 

	
 
struct HouseSpec {
 
@@ -270,8 +282,6 @@ bool CheckforTownRating(uint32 flags, To
 

	
 
VARDEF const Town** _town_sort;
 

	
 
DECLARE_OLD_POOL(Town, Town, 3, 8000)
 

	
 
static inline HouseSpec *GetHouseSpecs(HouseID house_id)
 
{
 
	assert(house_id < HOUSE_MAX);
 
@@ -279,23 +289,13 @@ static inline HouseSpec *GetHouseSpecs(H
 
}
 

	
 
/**
 
 * Check if a Town really exists.
 
 * @param town to inquiry
 
 * @return true if it exists
 
 */
 
static inline bool IsValidTown(const Town* town)
 
{
 
	return town->xy != 0;
 
}
 

	
 
/**
 
 * Check if a TownID is valid.
 
 * @param index to inquiry in the pool of town
 
 * @return true if it exists
 
 */
 
static inline bool IsValidTownID(TownID index)
 
{
 
	return index < GetTownPoolSize() && IsValidTown(GetTown(index));
 
	return index < GetTownPoolSize() && GetTown(index)->IsValid();
 
}
 

	
 
VARDEF uint _total_towns;
 
@@ -337,17 +337,9 @@ static inline Town *GetRandomTown()
 
	return GetTown(index);
 
}
 

	
 
void DestroyTown(Town *t);
 

	
 
static inline void DeleteTown(Town *t)
 
{
 
	DestroyTown(t);
 
	t->xy = 0;
 
}
 

	
 
Town* CalcClosestTownFromTile(TileIndex tile, uint threshold);
 

	
 
#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) if (IsValidTown(t))
 
#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) if (t->IsValid())
 
#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
 

	
 
VARDEF bool _town_sort_dirty;
src/town_cmd.cpp
Show inline comments
 
@@ -40,52 +40,40 @@
 
#include "newgrf_house.h"
 
#include "newgrf_commons.h"
 
#include "newgrf_townname.h"
 

	
 
/**
 
 * Called if a new block is added to the town-pool
 
 */
 
static void TownPoolNewBlock(uint start_item)
 
{
 
	Town *t;
 

	
 
	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
 
	 * TODO - This is just a temporary stage, this will be removed. */
 
	for (t = GetTown(start_item); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) t->index = start_item++;
 
}
 
#include "misc/autoptr.hpp"
 

	
 
/* Initialize the town-pool */
 
DEFINE_OLD_POOL(Town, Town, TownPoolNewBlock, NULL)
 

	
 
/**
 
 * Removes a specific town as well as all industries
 
 * under its "juridiction"
 
 * @param t Town to remove
 
 */
 
void DestroyTown(Town *t)
 
DEFINE_OLD_POOL_GENERIC(Town, Town)
 

	
 
Town::Town(TileIndex tile)
 
{
 
	this->xy = tile;
 
}
 

	
 
Town::~Town()
 
{
 
	Industry *i;
 
	TileIndex tile;
 

	
 
	/* Delete town authority window
 
	 * and remove from list of sorted towns */
 
	DeleteWindowById(WC_TOWN_VIEW, t->index);
 
	DeleteWindowById(WC_TOWN_VIEW, this->index);
 
	_town_sort_dirty = true;
 
	_total_towns--;
 

	
 
	/* Delete all industries belonging to the town */
 
	FOR_ALL_INDUSTRIES(i) if (i->town == t) DeleteIndustry(i);
 
	FOR_ALL_INDUSTRIES(i) if (i->town == this) DeleteIndustry(i);
 

	
 
	/* Go through all tiles and delete those belonging to the town */
 
	for (tile = 0; tile < MapSize(); ++tile) {
 
	for (TileIndex tile = 0; tile < MapSize(); ++tile) {
 
		switch (GetTileType(tile)) {
 
			case MP_HOUSE:
 
				if (GetTownByTile(tile) == t) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 
				if (GetTownByTile(tile) == this) DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 
				break;
 

	
 
			case MP_ROAD:
 
			case MP_TUNNELBRIDGE:
 
				if (IsTileOwner(tile, OWNER_TOWN) &&
 
						ClosestTownFromTile(tile, (uint)-1) == t)
 
						ClosestTownFromTile(tile, (uint)-1) == this)
 
					DoCommand(tile, 0, 0, DC_EXEC, CMD_LANDSCAPE_CLEAR);
 
				break;
 

	
 
@@ -94,10 +82,17 @@ void DestroyTown(Town *t)
 
		}
 
	}
 

	
 
	DeleteName(t->townnametype);
 
	DeleteSubsidyWithTown(t->index);
 
	DeleteSubsidyWithTown(this->index);
 

	
 
	MarkWholeScreenDirty();
 

	
 
	this->QuickFree();
 
	this->xy = 0;
 
}
 

	
 
void Town::QuickFree()
 
{
 
	DeleteName(this->townnametype);
 
}
 

	
 
// Local
 
@@ -1359,10 +1354,6 @@ static void DoCreateTown(Town *t, TileIn
 
	extern int _nb_orig_names;
 
	int x, i;
 

	
 
	/* clear the town struct */
 
	i = t->index;
 
	memset(t, 0, sizeof(Town));
 
	t->index = i;
 
	_total_towns++;
 

	
 
	t->xy = tile;
 
@@ -1446,30 +1437,6 @@ static void DoCreateTown(Town *t, TileIn
 
	UpdateTownMaxPass(t);
 
}
 

	
 
static Town *AllocateTown()
 
{
 
	Town *t;
 

	
 
	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
 
	 * TODO - This is just a temporary stage, this will be removed. */
 
	for (t = GetTown(0); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) {
 
		if (!IsValidTown(t)) {
 
			TownID index = t->index;
 

	
 
			memset(t, 0, sizeof(Town));
 
			t->index = index;
 

	
 
			return t;
 
		}
 
	}
 

	
 
	/* Check if we can add a block to the pool */
 
	if (AddBlockToPool(&_Town_pool))
 
		return AllocateTown();
 

	
 
	return NULL;
 
}
 

	
 
/** Create a new town.
 
 * This obviously only works in the scenario editor. Function not removed
 
 * as it might be possible in the future to fund your own town :)
 
@@ -1480,7 +1447,6 @@ static Town *AllocateTown()
 
 */
 
CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 
{
 
	Town *t;
 
	uint32 townnameparts;
 

	
 
	/* Only in the scenario editor */
 
@@ -1507,14 +1473,16 @@ CommandCost CmdBuildTown(TileIndex tile,
 
		return_cmd_error(STR_023A_TOO_MANY_TOWNS);
 

	
 
	/* Allocate town struct */
 
	t = AllocateTown();
 
	Town *t = new Town(tile);
 
	if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
 
	AutoPtrT<Town> t_auto_delete = t;
 

	
 
	/* Create the town */
 
	if (flags & DC_EXEC) {
 
		_generating_world = true;
 
		DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1);
 
		_generating_world = false;
 
		t_auto_delete.Detach();
 
	}
 
	return CommandCost();
 
}
 
@@ -1540,7 +1508,7 @@ Town *CreateRandomTown(uint attempts, To
 
		if (!CreateTownName(&townnameparts)) break;
 

	
 
		/* Allocate a town struct */
 
		t = AllocateTown();
 
		t = new Town(tile);
 
		if (t == NULL) break;
 

	
 
		DoCreateTown(t, tile, townnameparts, mode, size);
 
@@ -2476,12 +2444,7 @@ static void Load_TOWN()
 
	_total_towns = 0;
 

	
 
	while ((index = SlIterateArray()) != -1) {
 
		Town *t;
 

	
 
		if (!AddBlockIfNeeded(&_Town_pool, index))
 
			error("Towns: failed loading savegame: too many towns");
 

	
 
		t = GetTown(index);
 
		Town *t = new (index) Town();
 
		SlObject(t, _town_desc);
 

	
 
		_total_towns++;
src/town_gui.cpp
Show inline comments
 
@@ -278,7 +278,7 @@ static void TownViewWndProc(Window *w, W
 
				break;
 

	
 
			case 10: /* delete town */
 
				DeleteTown(t);
 
				delete t;
 
				break;
 
		}
 
		break;
0 comments (0 inline, 0 general)