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-rw-r--r--src/newgrf_commons.cpp69
1 files changed, 69 insertions, 0 deletions
diff --git a/src/newgrf_commons.cpp b/src/newgrf_commons.cpp
index 9e796aa60..6c03de201 100644
--- a/src/newgrf_commons.cpp
+++ b/src/newgrf_commons.cpp
@@ -151,6 +151,75 @@ void HouseOverrideManager::SetEntitySpec(const HouseSpec *hs)
}
}
+/** Method to find an entity ID and to mark it as reserved for the Industry to be included.
+ * @param grf_local_id ID used by the grf file for pre-installation work (equivalent of TTDPatch's setid
+ * @param grfid ID of the current grf file
+ * @param substitute_id industry from which data has been copied
+ * @return a free entity id (slotid) if ever one has been found, or Invalid_ID marker otherwise
+ */
+uint16 IndustryOverrideManager::AddEntityID(byte grf_local_id, uint32 grfid, byte substitute_id)
+{
+ /* This entity hasn't been defined before, so give it an ID now. */
+ for (uint16 id = 0; id < max_new_entities; id++) {
+ /* Get the real live industry */
+ const IndustrySpec *inds = GetIndustrySpec(id);
+
+ /* This industry must be one that is not available(enabled), mostly because of climate.
+ * And it must not already be used by a grf (grffile == NULL).
+ * So reseve this slot here, as it is the chosen one */
+ if (!inds->enabled && inds->grf_prop.grffile == NULL) {
+ EntityIDMapping *map = &mapping_ID[id];
+
+ if (map->entity_id == 0 && map->grfid == 0) {
+ /* winning slot, mark it as been used */
+ map->entity_id = grf_local_id;
+ map->grfid = grfid;
+ map->substitute_id = substitute_id;
+ return id;
+ }
+ }
+ }
+
+ return invalid_ID;
+}
+
+/** Method to install the new indistry data in its proper slot
+ * The slot assigment is internal of this method, since it requires
+ * checking what is available
+ * @param inds Industryspec that comes from the grf decoding process
+ */
+void IndustryOverrideManager::SetEntitySpec(const IndustrySpec *inds)
+{
+ /* First step : We need to find if this industry is already specified in the savegame data */
+ IndustryType ind_id = this->GetID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid);
+
+ if (ind_id == invalid_ID) { // not found? So this is the introduction of a new industry
+ /* Second step is dealing with the override. */
+ if (inds->grf_prop.override != invalid_ID && _industry_specs[inds->grf_prop.override].grf_prop.override == invalid_ID) {
+ /* this is an override, which means it will take the place of the industry it is
+ * designed to replace. Before we conclude that the override is allowed,
+ * we first need to verify that the slot is not holding another override
+ * If it's the case,it will be considered as a normal substitute */
+ ind_id = inds->grf_prop.override;
+ } else {
+ /* It has already been overriden, so you've lost your place old boy.
+ * Or it is a simple substitute.
+ * In both case, we need to find a free available slot */
+ ind_id = this->AddEntityID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid, inds->grf_prop.subst_id);
+ }
+ }
+
+ if (ind_id == invalid_ID) {
+ grfmsg(1, "Industry.SetEntitySpec: Too many industries allocated. Ignoring.");
+ return;
+ }
+
+ /* Now that we know we can use the given id, copy the spech to its final destination*/
+ memcpy(&_industry_specs[ind_id], inds, sizeof(*inds));
+ /* and mark it as usable*/
+ _industry_specs[ind_id].enabled = true;
+}
+
/** Function used by houses (and soon industries) to get information
* on type of "terrain" the tile it is queries sits on.
* @param tile TileIndex of the tile been queried