コード例 #1
0
ファイル: town_sl.cpp プロジェクト: Johnnei/OpenTTD
/**
 * Rebuild all the cached variables of towns.
 */
void RebuildTownCaches()
{
	Town *town;
	InitializeBuildingCounts();

	/* Reset town population and num_houses */
	FOR_ALL_TOWNS(town) {
		town->cache.population = 0;
		town->cache.num_houses = 0;
	}

	for (TileIndex t = 0; t < MapSize(); t++) {
		if (!IsTileType(t, MP_HOUSE)) continue;

		HouseID house_id = GetHouseType(t);
		town = Town::GetByTile(t);
		IncreaseBuildingCount(town, house_id);
		if (IsHouseCompleted(t)) town->cache.population += HouseSpec::Get(house_id)->population;

		/* Increase the number of houses for every house, but only once. */
		if (GetHouseNorthPart(house_id) == 0) town->cache.num_houses++;
	}

	/* Update the population and num_house dependent values */
	FOR_ALL_TOWNS(town) {
		UpdateTownRadius(town);
		UpdateTownCargoes(town);
	}
	UpdateTownCargoBitmap();
}
コード例 #2
0
ファイル: misc.cpp プロジェクト: benjeffery/openttd
void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings)
{
	/* Make sure there isn't any window that can influence anything
	 * related to the new game we're about to start/load. */
	UnInitWindowSystem();

	AllocateMap(size_x, size_y);

	_pause_mode = PM_UNPAUSED;
	_fast_forward = 0;
	_tick_counter = 0;
	_cur_tileloop_tile = 0;
	_thd.redsq = INVALID_TILE;
	if (reset_settings) MakeNewgameSettingsLive();

	if (reset_date) {
		SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1), 0);
		InitializeOldNames();
	}

	PoolBase::Clean(PT_NORMAL);

	ResetPersistentNewGRFData();

	InitializeSound();
	InitializeMusic();

	InitializeVehicles();

	InitNewsItemStructs();
	InitializeLandscape();
	InitializeRailGui();
	InitializeRoadGui();
	InitializeAirportGui();
	InitializeDockGui();
	InitializeObjectGui();
	InitializeAIGui();
	InitializeTrees();
	InitializeIndustries();
	InitializeObjects();
	InitializeBuildingCounts();

	InitializeNPF();

	InitializeCompanies();
	AI::Initialize();
	Game::Initialize();
	InitializeCheats();

	InitTextEffects();
#ifdef ENABLE_NETWORK
	NetworkInitChatMessage();
#endif /* ENABLE_NETWORK */
	InitializeAnimatedTiles();

	InitializeEconomy();

	ResetObjectToPlace();

	GamelogReset();
	GamelogStartAction(GLAT_START);
	GamelogRevision();
	GamelogMode();
	GamelogGRFAddList(_grfconfig);
	GamelogStopAction();
}
コード例 #3
0
ファイル: town_sl.cpp プロジェクト: koreapyj/openttd-yacd
/**
 * Check and update town and house values.
 *
 * Checked are the HouseIDs. Updated are the
 * town population the number of houses per
 * town, the town radius and the max passengers
 * of the town.
 */
void UpdateHousesAndTowns()
{
	Town *town;
	InitializeBuildingCounts();

	/* Reset town population and num_houses */
	FOR_ALL_TOWNS(town) {
		town->population = 0;
		town->num_houses = 0;
	}

	for (TileIndex t = 0; t < MapSize(); t++) {
		if (!IsTileType(t, MP_HOUSE)) continue;

		HouseID house_id = GetCleanHouseType(t);
		if (!HouseSpec::Get(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) {
			/* The specs for this type of house are not available any more, so
			 * replace it with the substitute original house type. */
			house_id = _house_mngr.GetSubstituteID(house_id);
			SetHouseType(t, house_id);
		}
	}

	/* Check for cases when a NewGRF has set a wrong house substitute type. */
	for (TileIndex t = 0; t < MapSize(); t++) {
		if (!IsTileType(t, MP_HOUSE)) continue;

		HouseID house_type = GetCleanHouseType(t);
		TileIndex north_tile = t + GetHouseNorthPart(house_type); // modifies 'house_type'!
		if (t == north_tile) {
			const HouseSpec *hs = HouseSpec::Get(house_type);
			bool valid_house = true;
			if (hs->building_flags & TILE_SIZE_2x1) {
				TileIndex tile = t + TileDiffXY(1, 0);
				if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
			} else if (hs->building_flags & TILE_SIZE_1x2) {
				TileIndex tile = t + TileDiffXY(0, 1);
				if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
			} else if (hs->building_flags & TILE_SIZE_2x2) {
				TileIndex tile = t + TileDiffXY(0, 1);
				if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 1) valid_house = false;
				tile = t + TileDiffXY(1, 0);
				if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 2) valid_house = false;
				tile = t + TileDiffXY(1, 1);
				if (!IsTileType(tile, MP_HOUSE) || GetCleanHouseType(tile) != house_type + 3) valid_house = false;
			}
			/* If not all tiles of this house are present remove the house.
			 * The other tiles will get removed later in this loop because
			 * their north tile is not the correct type anymore. */
			if (!valid_house) DoClearSquare(t);
		} else if (!IsTileType(north_tile, MP_HOUSE) || GetCleanHouseType(north_tile) != house_type) {
			/* This tile should be part of a multi-tile building but the
			 * north tile of this house isn't on the map. */
			DoClearSquare(t);
		}
	}

	for (TileIndex t = 0; t < MapSize(); t++) {
		if (!IsTileType(t, MP_HOUSE)) continue;

		HouseID house_id = GetCleanHouseType(t);
		town = Town::GetByTile(t);
		IncreaseBuildingCount(town, house_id);
		if (IsHouseCompleted(t)) town->population += HouseSpec::Get(house_id)->population;

		/* Increase the number of houses for every house, but only once. */
		if (GetHouseNorthPart(house_id) == 0) town->num_houses++;
	}

	/* Update the population and num_house dependant values */
	FOR_ALL_TOWNS(town) {
		UpdateTownRadius(town);
		UpdateTownCargos(town);
	}
}