Fix: NewGRF house class mappings were not reset between games. (#11279)

(cherry picked from commit 6643c010bd)
pull/603/head
PeterN 9 months ago committed by Jonathan G Rennison
parent 1637f6f6b0
commit 89b84222d3

@ -29,7 +29,7 @@
#include "table/strings.h"
static BuildingCounts<uint32> _building_counts;
static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
static std::array<HouseClassMapping, HOUSE_CLASS_MAX> _class_mapping;
HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, NUM_HOUSES, INVALID_HOUSE_ID);
@ -105,6 +105,11 @@ uint32 FakeHouseResolverObject::GetDebugID() const
return HouseSpec::Get(this->house_scope.house_id)->grf_prop.local_id;
}
void ResetHouseClassIDs()
{
_class_mapping = {};
}
HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid)
{
/* Start from 1 because 0 means that no class has been assigned. */

@ -134,6 +134,7 @@ struct HouseClassMapping {
uint8 class_id; ///< The class id within the grf file
};
void ResetHouseClassIDs();
HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid);
void InitializeBuildingCounts();

@ -4452,6 +4452,8 @@ HouseSpec _house_specs[NUM_HOUSES];
void ResetHouses()
{
ResetHouseClassIDs();
auto insert = std::copy(std::begin(_original_house_specs), std::end(_original_house_specs), std::begin(_house_specs));
std::fill(insert, std::end(_house_specs), HouseSpec{});

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