(svn r10755) -Codechange: make the town struct use the pool item class as super class.

pull/155/head
rubidium 17 years ago
parent 2c9e166e7e
commit 032de036dd

@ -134,7 +134,7 @@ static void Place_LandInfo(TileIndex tile)
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);
}

@ -824,7 +824,7 @@ static char* FormatString(char* buff, const char* str, const int64* argv, uint c
const Town* t = GetTown(GetInt32(&argv));
int64 temp[1];
assert(IsValidTown(t));
assert(t->IsValid());
temp[0] = t->townnameparts;
uint32 grfid = t->townnamegrfid;

@ -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 {
@ -270,24 +282,12 @@ bool CheckforTownRating(uint32 flags, Town *t, byte type);
VARDEF const Town** _town_sort;
DECLARE_OLD_POOL(Town, Town, 3, 8000)
static inline HouseSpec *GetHouseSpecs(HouseID house_id)
{
assert(house_id < HOUSE_MAX);
return &_house_specs[house_id];
}
/**
* 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
@ -295,7 +295,7 @@ static inline bool IsValidTown(const Town* town)
*/
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;

@ -40,52 +40,40 @@
#include "newgrf_house.h"
#include "newgrf_commons.h"
#include "newgrf_townname.h"
#include "misc/autoptr.hpp"
/**
* Called if a new block is added to the town-pool
*/
static void TownPoolNewBlock(uint start_item)
{
Town *t;
/* Initialize the town-pool */
DEFINE_OLD_POOL_GENERIC(Town, Town)
/* 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++;
Town::Town(TileIndex tile)
{
this->xy = tile;
}
/* 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)
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, TileIndex tile, uint32 townnameparts, TownSize
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, TileIndex tile, uint32 townnameparts, TownSize
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, uint32 flags, uint32 p1, uint32 p2)
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, TownSizeMode mode, uint size)
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++;

@ -278,7 +278,7 @@ static void TownViewWndProc(Window *w, WindowEvent *e)
break;
case 10: /* delete town */
DeleteTown(t);
delete t;
break;
}
break;

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