mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r7451) -Fix (7372): GetNum(Towns|Industries) should return the actual number of towns and industries.
-Fix (6055): GetMax(Town|Industry)Index should not return the number of towns or industries - 1, but the size of the pool - 1.
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@ -99,7 +99,7 @@ static inline IndustryID GetMaxIndustryIndex(void)
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* _really_ returns the highest index. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return _total_industries - 1;
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return GetIndustryPoolSize() - 1;
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}
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static inline uint GetNumIndustries(void)
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@ -110,6 +110,7 @@ void DestroyIndustry(Industry *i)
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}
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_industry_sort_dirty = true;
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_total_industries--;
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DeleteSubsidyWithIndustry(i->index);
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DeleteWindowById(WC_INDUSTRY_VIEW, i->index);
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InvalidateWindow(WC_INDUSTRY_DIRECTORY, 0);
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@ -1361,7 +1362,7 @@ static Industry *AllocateIndustry(void)
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if (IsValidIndustry(i)) continue;
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if (i->index >= _total_industries) _total_industries = i->index + 1;
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_total_industries++;
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memset(i, 0, sizeof(*i));
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i->index = index;
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@ -1917,7 +1918,7 @@ static void Load_INDY(void)
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i = GetIndustry(index);
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SlObject(i, _industry_desc);
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if (index >= _total_industries) _total_industries = index + 1;
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_total_industries++;
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}
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}
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2
town.h
2
town.h
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@ -171,7 +171,7 @@ static inline TownID GetMaxTownIndex(void)
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* _really_ returns the highest index. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return _total_towns - 1;
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return GetTownPoolSize() - 1;
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}
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static inline uint GetNumTowns(void)
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@ -54,6 +54,7 @@ void DestroyTown(Town *t)
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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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_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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@ -983,7 +984,7 @@ static Town *AllocateTown(void)
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if (!IsValidTown(t)) {
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TownID index = t->index;
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if (t->index >= _total_towns) _total_towns = t->index + 1;
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_total_towns++;
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memset(t, 0, sizeof(Town));
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t->index = index;
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@ -1932,7 +1933,7 @@ static void Load_TOWN(void)
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t = GetTown(index);
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SlObject(t, _town_desc);
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if ((uint)index >= _total_towns) _total_towns = index + 1;
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_total_towns++;
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}
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/* This is to ensure all pointers are within the limits of
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