(svn r20482) -Codechange: move some object related information off the map and unify the relation objects have to towns

This commit is contained in:
rubidium 2010-08-13 12:45:26 +00:00
parent c5ec910980
commit 89b2b9370a
17 changed files with 266 additions and 92 deletions

View File

@ -1568,8 +1568,8 @@
<ul>
<li>m1 bits 6..5 : Water class (sea, canal, river or land)
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
<li>m2: see company statue
<li>m3: offset to northern most tile
<li>m2: index into the array of objects
<li>m3: animation counter
<li>m5: tile type:
<table>
<tr>
@ -1585,10 +1585,6 @@
<tr>
<td nowrap valign=top><tt>02</tt>&nbsp; </td>
<td align=left>company statue
<ul>
<li>m2: TownID on which the statue is built in</li>
</ul>
</td>
</tr>
<tr>
@ -1603,7 +1599,6 @@
</table>
</li>
<li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li>
<li>m6 bits 2..5 : Animation counter</li>
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
</ul>
</td>

View File

@ -330,24 +330,13 @@ the array so you can quickly see what is used and what is not.
<td class="caption">objects</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">O</span>XXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">company statue</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
</tr>
</tbody>
</table>

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@ -505,6 +505,7 @@
<ClInclude Include="..\src\sound\null_s.h" />
<ClInclude Include="..\src\video\null_v.h" />
<ClInclude Include="..\src\object.h" />
<ClInclude Include="..\src\object_base.h" />
<ClInclude Include="..\src\object_type.h" />
<ClInclude Include="..\src\openttd.h" />
<ClInclude Include="..\src\order_base.h" />
@ -725,6 +726,7 @@
<ClCompile Include="..\src\saveload\misc_sl.cpp" />
<ClCompile Include="..\src\saveload\newgrf_sl.cpp" />
<ClInclude Include="..\src\saveload\newgrf_sl.h" />
<ClCompile Include="..\src\saveload\object_sl.cpp" />
<ClCompile Include="..\src\saveload\oldloader.cpp" />
<ClInclude Include="..\src\saveload\oldloader.h" />
<ClCompile Include="..\src\saveload\oldloader_sl.cpp" />

View File

@ -718,6 +718,9 @@
<ClInclude Include="..\src\object.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\src\object_base.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\src\object_type.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -1378,6 +1381,9 @@
<ClInclude Include="..\src\saveload\newgrf_sl.h">
<Filter>Save/Load handlers</Filter>
</ClInclude>
<ClCompile Include="..\src\saveload\object_sl.cpp">
<Filter>Save/Load handlers</Filter>
</ClCompile>
<ClCompile Include="..\src\saveload\oldloader.cpp">
<Filter>Save/Load handlers</Filter>
</ClCompile>

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@ -1287,6 +1287,10 @@
RelativePath=".\..\src\object.h"
>
</File>
<File
RelativePath=".\..\src\object_base.h"
>
</File>
<File
RelativePath=".\..\src\object_type.h"
>
@ -2187,6 +2191,10 @@
RelativePath=".\..\src\saveload\newgrf_sl.h"
>
</File>
<File
RelativePath=".\..\src\saveload\object_sl.cpp"
>
</File>
<File
RelativePath=".\..\src\saveload\oldloader.cpp"
>

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@ -1284,6 +1284,10 @@
RelativePath=".\..\src\object.h"
>
</File>
<File
RelativePath=".\..\src\object_base.h"
>
</File>
<File
RelativePath=".\..\src\object_type.h"
>
@ -2184,6 +2188,10 @@
RelativePath=".\..\src\saveload\newgrf_sl.h"
>
</File>
<File
RelativePath=".\..\src\saveload\object_sl.cpp"
>
</File>
<File
RelativePath=".\..\src\saveload\oldloader.cpp"
>

View File

@ -231,6 +231,7 @@ music/null_m.h
sound/null_s.h
video/null_v.h
object.h
object_base.h
object_type.h
openttd.h
order_base.h
@ -476,6 +477,7 @@ saveload/map_sl.cpp
saveload/misc_sl.cpp
saveload/newgrf_sl.cpp
saveload/newgrf_sl.h
saveload/object_sl.cpp
saveload/oldloader.cpp
saveload/oldloader.h
saveload/oldloader_sl.cpp

View File

@ -3630,6 +3630,7 @@ STR_ERROR_TUNNEL_THROUGH_MAP_BORDER :{WHITE}Tunnel w
STR_ERROR_UNABLE_TO_EXCAVATE_LAND :{WHITE}Unable to excavate land for other end of tunnel
# Object related errors
STR_ERROR_TOO_MANY_OBJECTS :{WHITE}... too many objects
STR_ERROR_CAN_T_BUILD_OBJECT :{WHITE}Can't build object...
STR_ERROR_OBJECT_IN_THE_WAY :{WHITE}Object in the way
STR_ERROR_COMPANY_HEADQUARTERS_IN :{WHITE}... company headquarters in the way

View File

@ -42,6 +42,7 @@ void InitializeRoadGui();
void InitializeAirportGui();
void InitializeDockGui();
void InitializeIndustries();
void InitializeObjects();
void InitializeTowns();
void InitializeSubsidies();
void InitializeTrees();
@ -100,6 +101,7 @@ void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settin
InitializeRoadStops();
InitializeCargoPackets();
InitializeIndustries();
InitializeObjects();
InitializeBuildingCounts();
InitializeNPF();

44
src/object_base.h Normal file
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@ -0,0 +1,44 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file object_base.h Base for all objects. */
#ifndef OBJECT_BASE_H
#define OBJECT_BASE_H
#include "core/pool_type.hpp"
#include "object_type.h"
#include "tilearea_type.h"
#include "town_type.h"
#include "date_type.h"
typedef Pool<Object, ObjectID, 64, 64000> ObjectPool;
extern ObjectPool _object_pool;
/** An object, such as transmitter, on the map. */
struct Object : ObjectPool::PoolItem<&_object_pool> {
Town *town; ///< Town the object is built in
TileArea location; ///< Location of the object
Date build_date; ///< Date of construction
/** Make sure the object isn't zeroed. */
Object() {}
/**
* Get the object associated with a tile.
* @param tile The tile to fetch the object for.
* @return The object.
*/
static Object *GetByTile(TileIndex tile);
};
#define FOR_ALL_OBJECTS_FROM(var, start) FOR_ALL_ITEMS_FROM(Object, object_index, var, start)
#define FOR_ALL_OBJECTS(var) FOR_ALL_OBJECTS_FROM(var, 0)
#endif /* OBJECT_BASE_H */

View File

@ -29,12 +29,29 @@
#include "cargopacket.h"
#include "sprite.h"
#include "core/random_func.hpp"
#include "core/pool_func.hpp"
#include "object_map.h"
#include "object_base.h"
#include "date_func.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "table/object_land.h"
ObjectPool _object_pool("Object");
INSTANTIATE_POOL_METHODS(Object)
/* static */ Object *Object::GetByTile(TileIndex tile)
{
return Object::Get(GetObjectIndex(tile));
}
/** Initialize/reset the objects. */
void InitializeObjects()
{
_object_pool.CleanPool();
}
/* static */ const ObjectSpec *ObjectSpec::Get(ObjectType index)
{
assert(index < OBJECT_MAX);
@ -51,24 +68,26 @@ void BuildObject(ObjectType type, TileIndex tile, CompanyID owner, Town *town)
const ObjectSpec *spec = ObjectSpec::Get(type);
TileArea ta(tile, GB(spec->size, 0, 4), GB(spec->size, 4, 4));
Object *o = new Object();
o->location = ta;
o->town = town == NULL ? CalcClosestTownFromTile(tile) : town;
o->build_date = _date;
assert(o->town != NULL);
TILE_AREA_LOOP(t, ta) {
TileIndex offset = t - tile;
MakeObject(t, type, owner, TileY(offset) << 4 | TileX(offset), town == NULL ? 0 : town->index, WATER_CLASS_INVALID);
MakeObject(t, type, owner, o->index, WATER_CLASS_INVALID);
MarkTileDirtyByTile(t);
}
}
/**
* Increase the animation stage of a whole structure.
* @param northern The northern tile of the structure.
* @pre GetObjectOffset(northern) == 0
* @param tile The tile of the structure.
*/
void IncreaseAnimationStage(TileIndex northern)
static void IncreaseAnimationStage(TileIndex tile)
{
assert(GetObjectOffset(northern) == 0);
const ObjectSpec *spec = ObjectSpec::GetByTile(northern);
TileArea ta(northern, GB(spec->size, 0, 4), GB(spec->size, 4, 4));
TileArea ta = Object::GetByTile(tile)->location;
TILE_AREA_LOOP(t, ta) {
SetObjectAnimationStage(t, GetObjectAnimationStage(t) + 1);
MarkTileDirtyByTile(t);
@ -119,6 +138,9 @@ CommandCost CmdBuildObject(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
if (spec->flags & OBJECT_FLAG_ONLY_IN_SCENEDIT && (_game_mode != GM_EDITOR || _current_company != OWNER_NONE)) return CMD_ERROR;
if (spec->flags & OBJECT_FLAG_ONLY_IN_GAME && (_game_mode != GM_NORMAL || _current_company > MAX_COMPANIES)) return CMD_ERROR;
if (!Object::CanAllocateItem()) return_cmd_error(STR_ERROR_TOO_MANY_OBJECTS);
if (Town::GetNumItems() == 0) return_cmd_error(STR_ERROR_MUST_FOUND_TOWN_FIRST);
int size_x = GB(spec->size, 0, 4);
int size_y = GB(spec->size, 4, 4);
TileArea ta(tile, size_x, size_y);
@ -195,8 +217,8 @@ static void DrawTile_Object(TileInfo *ti)
PaletteID palette = to == OWNER_NONE ? PAL_NONE : COMPANY_SPRITE_COLOUR(to);
if (type == OBJECT_HQ) {
uint8 offset = GetObjectOffset(ti->tile);
dts = &_object_hq[GetCompanyHQSize(ti->tile) << 2 | GB(offset, 4, 1) << 1 | GB(offset, 0, 1)];
TileIndex diff = ti->tile - Object::GetByTile(ti->tile)->location.tile;
dts = &_object_hq[GetCompanyHQSize(ti->tile) << 2 | TileY(diff) << 1 | TileX(diff)];
} else {
dts = &_objects[type];
}
@ -254,8 +276,8 @@ static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags)
const ObjectSpec *spec = ObjectSpec::Get(type);
/* Get to the northern most tile. */
byte tile_offset = GetObjectOffset(tile);
tile -= TileXY(GB(tile_offset, 0, 4), GB(tile_offset, 4, 4));
Object *o = Object::GetByTile(tile);
TileArea ta = o->location;
/* Water can remove everything! */
if (_current_company != OWNER_WATER) {
@ -276,11 +298,7 @@ static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags)
}
}
int size_x = GB(spec->size, 0, 4);
int size_y = GB(spec->size, 4, 4);
TileArea ta(tile, size_x, size_y);
CommandCost cost(EXPENSES_CONSTRUCTION, spec->GetClearCost() * size_x * size_y);
CommandCost cost(EXPENSES_CONSTRUCTION, spec->GetClearCost() * ta.w * ta.h);
if (spec->flags & OBJECT_FLAG_CLEAR_INCOME) cost.MultiplyCost(-1); // They get an income!
switch (type) {
@ -299,9 +317,9 @@ static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags)
case OBJECT_STATUE:
if (flags & DC_EXEC) {
Town *t = Town::Get(GetStatueTownID(tile));
ClrBit(t->statues, GetTileOwner(tile));
SetWindowDirty(WC_TOWN_AUTHORITY, t->index);
Town *town = o->town;
ClrBit(town->statues, GetTileOwner(tile));
SetWindowDirty(WC_TOWN_AUTHORITY, town->index);
}
break;
@ -311,6 +329,7 @@ static CommandCost ClearTile_Object(TileIndex tile, DoCommandFlag flags)
if (flags & DC_EXEC) {
TILE_AREA_LOOP(tile_cur, ta) DoClearSquare(tile_cur);
delete o;
}
return cost;
@ -344,6 +363,7 @@ static void GetTileDesc_Object(TileIndex tile, TileDesc *td)
{
td->str = ObjectSpec::GetByTile(tile)->name;
td->owner[0] = GetTileOwner(tile);
td->build_date = Object::GetByTile(tile)->build_date;
}
static void TileLoop_Object(TileIndex tile)
@ -492,7 +512,7 @@ static void ChangeTileOwner_Object(TileIndex tile, Owner old_owner, Owner new_ow
if (IsOwnedLand(tile) && new_owner != INVALID_OWNER) {
SetTileOwner(tile, new_owner);
} else if (IsStatueTile(tile)) {
Town *t = Town::Get(GetStatueTownID(tile));
Town *t = Object::GetByTile(tile)->town;
ClrBit(t->statues, old_owner);
if (new_owner != INVALID_OWNER && !HasBit(t->statues, new_owner)) {
/* Transfer ownership to the new company */

View File

@ -28,6 +28,18 @@ static inline ObjectType GetObjectType(TileIndex t)
return (ObjectType)_m[t].m5;
}
/**
* Get the index of which object this tile is attached to.
* @param t the tile
* @pre IsTileType(t, MP_OBJECT)
* @return The ObjectID of the object.
*/
static inline ObjectID GetObjectIndex(TileIndex t)
{
assert(IsTileType(t, MP_OBJECT));
return _m[t].m2;
}
/**
* Does the given tile have a transmitter?
* @param t the tile to inspect.
@ -94,18 +106,6 @@ static inline bool IsStatueTile(TileIndex t)
return IsTileType(t, MP_OBJECT) && IsStatue(t);
}
/**
* Get the town of the given statue tile.
* @param t the tile of the statue.
* @pre IsStatueTile(t)
* @return the town the given statue is in.
*/
static inline TownID GetStatueTownID(TileIndex t)
{
assert(IsStatueTile(t));
return _m[t].m2;
}
/**
* Get animation stage/counter of this tile.
* @param t The tile to query.
@ -115,7 +115,7 @@ static inline TownID GetStatueTownID(TileIndex t)
static inline byte GetObjectAnimationStage(TileIndex t)
{
assert(IsTileType(t, MP_OBJECT));
return GB(_m[t].m6, 2, 4);
return _m[t].m3;
}
/**
@ -127,31 +127,7 @@ static inline byte GetObjectAnimationStage(TileIndex t)
static inline void SetObjectAnimationStage(TileIndex t, uint8 stage)
{
assert(IsTileType(t, MP_OBJECT));
SB(_m[t].m6, 2, 4, stage);
}
/**
* Get offset to the northern most tile.
* @param t The tile to get the offset from.
* @return The offset to the northern most tile of this structure.
* @pre IsTileType(t, MP_OBJECT)
*/
static inline byte GetObjectOffset(TileIndex t)
{
assert(IsTileType(t, MP_OBJECT));
return _m[t].m3;
}
/**
* Set offset to the northern most tile.
* @param t The tile to set the offset of.
* @param offset The offset to the northern most tile of this structure.
* @pre IsTileType(t, MP_OBJECT)
*/
static inline void SetObjectOffset(TileIndex t, uint8 offset)
{
assert(IsTileType(t, MP_OBJECT));
_m[t].m3 = offset;
_m[t].m3 = stage;
}
@ -161,17 +137,16 @@ static inline void SetObjectOffset(TileIndex t, uint8 offset)
* @param t The tile to make and object tile.
* @param u The object type of the tile.
* @param o The new owner of the tile.
* @param offset The offset to the northern tile of this object.
* @param index Generic index associated with the object type.
* @param index Index to the object.
* @param wc Water class for this obect.
*/
static inline void MakeObject(TileIndex t, ObjectType u, Owner o, uint8 offset, uint index, WaterClass wc)
static inline void MakeObject(TileIndex t, ObjectType u, Owner o, ObjectID index, WaterClass wc)
{
SetTileType(t, MP_OBJECT);
SetTileOwner(t, o);
SetWaterClass(t, wc);
_m[t].m2 = index;
_m[t].m3 = offset;
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = u;
SB(_m[t].m6, 2, 4, 0);

View File

@ -22,6 +22,10 @@ enum ObjectType {
OBJECT_MAX,
};
/** Unique identifier for an object. */
typedef uint16 ObjectID;
struct Object;
struct ObjectSpec;
#endif /* OBJECT_TYPE_H */

View File

@ -37,6 +37,7 @@
#include "../signs_func.h"
#include "../aircraft.h"
#include "../object_map.h"
#include "../object_base.h"
#include "../tree_map.h"
#include "../company_func.h"
#include "../road_cmd.h"
@ -1838,8 +1839,8 @@ bool AfterLoadGame()
/* Reordering/generalisation of the object bits. */
ObjectType type = GetObjectType(t);
SetObjectAnimationStage(t, type == OBJECT_HQ ? GB(_m[t].m3, 2, 3) : 0);
SetObjectOffset(t, type == OBJECT_HQ ? GB(_m[t].m3, 1, 1) | GB(_m[t].m3, 0, 1) << 4 : 0);
SB(_m[t].m6, 2, 4, type == OBJECT_HQ ? GB(_m[t].m3, 2, 3) : 0);
_m[t].m3 = type == OBJECT_HQ ? GB(_m[t].m3, 1, 1) | GB(_m[t].m3, 0, 1) << 4 : 0;
/* Make sure those bits are clear as well! */
_m[t].m4 = 0;
@ -1847,6 +1848,43 @@ bool AfterLoadGame()
}
}
if (CheckSavegameVersion(147) && Object::GetNumItems() == 0) {
/* Make real objects for object tiles. */
for (TileIndex t = 0; t < map_size; t++) {
if (!IsTileType(t, MP_OBJECT)) continue;
if (Town::GetNumItems() == 0) {
/* No towns, so remove all objects! */
DoClearSquare(t);
} else {
uint offset = _m[t].m3;
/* Also move the animation state. */
_m[t].m3 = GB(_m[t].m6, 2, 4);
SB(_m[t].m6, 2, 4, 0);
if (offset == 0) {
/* No offset, so make the object. */
ObjectType type = GetObjectType(t);
int size = type == OBJECT_HQ ? 2 : 1;
Object *o = new Object();
o->location.tile = t;
o->location.w = size;
o->location.h = size;
o->build_date = _date;
o->town = type == OBJECT_STATUE ? Town::Get(_m[t].m2) : CalcClosestTownFromTile(t, UINT_MAX);
_m[t].m2 = o->index;
} else {
/* We're at an offset, so get the ID from our "root". */
TileIndex northern_tile = t - TileXY(GB(offset, 0, 4), GB(offset, 4, 4));
assert(IsTileType(northern_tile, MP_OBJECT));
_m[t].m2 = _m[northern_tile].m2;
}
}
}
}
if (CheckSavegameVersion(113)) {
/* allow_town_roads is added, set it if town_layout wasn't TL_NO_ROADS */
if (_settings_game.economy.town_layout == 0) { // was TL_NO_ROADS

View File

@ -0,0 +1,57 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file object_sl.cpp Code handling saving and loading of objects */
#include "../stdafx.h"
#include "../object_base.h"
#include "saveload.h"
static const SaveLoad _object_desc[] = {
SLE_VAR(Object, location.tile, SLE_UINT32),
SLE_VAR(Object, location.w, SLE_FILE_U8 | SLE_VAR_U16),
SLE_VAR(Object, location.h, SLE_FILE_U8 | SLE_VAR_U16),
SLE_REF(Object, town, REF_TOWN),
SLE_VAR(Object, build_date, SLE_UINT32),
SLE_END()
};
static void Save_OBJS()
{
Object *o;
/* Write the objects */
FOR_ALL_OBJECTS(o) {
SlSetArrayIndex(o->index);
SlObject(o, _object_desc);
}
}
static void Load_OBJS()
{
int index;
while ((index = SlIterateArray()) != -1) {
Object *o = new (index) Object();
SlObject(o, _object_desc);
}
}
static void Ptrs_OBJS()
{
Object *o;
FOR_ALL_OBJECTS(o) {
SlObject(o, _object_desc);
}
}
extern const ChunkHandler _object_chunk_handlers[] = {
{ 'OBJS', Save_OBJS, Load_OBJS, Ptrs_OBJS, NULL, CH_ARRAY | CH_LAST},
};

View File

@ -296,6 +296,7 @@ extern const ChunkHandler _cargopacket_chunk_handlers[];
extern const ChunkHandler _autoreplace_chunk_handlers[];
extern const ChunkHandler _labelmaps_chunk_handlers[];
extern const ChunkHandler _airport_chunk_handlers[];
extern const ChunkHandler _object_chunk_handlers[];
static const ChunkHandler * const _chunk_handlers[] = {
_gamelog_chunk_handlers,
@ -324,6 +325,7 @@ static const ChunkHandler * const _chunk_handlers[] = {
_autoreplace_chunk_handlers,
_labelmaps_chunk_handlers,
_airport_chunk_handlers,
_object_chunk_handlers,
NULL,
};

View File

@ -48,6 +48,7 @@
#include "core/backup_type.hpp"
#include "depot_base.h"
#include "object_map.h"
#include "object_base.h"
#include "table/strings.h"
#include "table/town_land.h"
@ -71,9 +72,13 @@ Town::~Town()
DeleteWindowById(WC_TOWN_VIEW, this->index);
/* Check no industry is related to us. */
Industry *i;
const Industry *i;
FOR_ALL_INDUSTRIES(i) assert(i->town != this);
/* ... and no object is related to us. */
const Object *o;
FOR_ALL_OBJECTS(o) assert(o->town != this);
/* Check no tile is related to us. */
for (TileIndex tile = 0; tile < MapSize(); ++tile) {
switch (GetTileType(tile)) {
@ -89,10 +94,6 @@ Town::~Town()
assert(!IsTileOwner(tile, OWNER_TOWN) || ClosestTownFromTile(tile, UINT_MAX) != this);
break;
case MP_OBJECT:
assert(GetObjectType(tile) != OBJECT_STATUE || GetStatueTownID(tile) != this->index);
break;
default:
break;
}
@ -114,6 +115,12 @@ void Town::PostDestructor(size_t index)
{
InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
UpdateNearestTownForRoadTiles(false);
/* Give objects a new home! */
Object *o;
FOR_ALL_OBJECTS(o) {
if (o->town == NULL) o->town = CalcClosestTownFromTile(o->location.tile, UINT_MAX);
}
}
/**
@ -2403,7 +2410,21 @@ CommandCost CmdDeleteTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
break;
case MP_OBJECT:
try_clear = GetObjectType(tile) == OBJECT_STATUE && GetStatueTownID(tile) == t->index;
if (Town::GetNumItems() == 1) {
/* No towns will be left, remove it! */
try_clear = true;
} else {
Object *o = Object::GetByTile(tile);
if (o->town == t) {
if (GetObjectType(tile) == OBJECT_STATUE) {
/* Statue... always remove. */
try_clear = true;
} else {
/* Tell to find a new town. */
o->town = NULL;
}
}
}
break;
default: