/* $Id$ */ /** @file newgrf_commons.cpp Implementation of the class OverrideManagerBase * and its descendance, present and futur */ #include "stdafx.h" #include "openttd.h" #include "variables.h" #include "landscape.h" #include "town.h" #include "industry.h" #include "newgrf.h" #include "newgrf_commons.h" #include "tile_map.h" #include "station_map.h" #include "settings_type.h" #include "tree_map.h" /** Constructor of generic class * @param offset end of original data for this entity. i.e: houses = 110 * @param maximum of entities this manager can deal with. i.e: houses = 512 * @param invalid is the ID used to identify an invalid entity id */ OverrideManagerBase::OverrideManagerBase(uint16 offset, uint16 maximum, uint16 invalid) { max_offset = offset; max_new_entities = maximum; invalid_ID = invalid; mapping_ID = CallocT<EntityIDMapping>(max_new_entities); entity_overrides = MallocT<uint16>(max_offset); memset(entity_overrides, invalid, sizeof(entity_overrides)); grfid_overrides = CallocT<uint32>(max_offset); } /** Destructor of the generic class. * Frees allocated memory of constructor */ OverrideManagerBase::~OverrideManagerBase() { free(mapping_ID); free(entity_overrides); free(grfid_overrides); } /** Since the entity IDs defined by the GRF file does not necessarily correlate * to those used by the game, the IDs used for overriding old entities must be * translated when the entity spec is set. * @param local_id ID in grf file * @param grfid ID of the grf file * @param entity_type original entity type */ void OverrideManagerBase::Add(uint8 local_id, uint32 grfid, uint entity_type) { assert(entity_type < max_offset); /* An override can be set only once */ if (entity_overrides[entity_type] != invalid_ID) return; entity_overrides[entity_type] = local_id; grfid_overrides[entity_type] = grfid; } /** Resets the mapping, which is used while initializing game */ void OverrideManagerBase::ResetMapping() { memset(mapping_ID, 0, (max_new_entities - 1) * sizeof(EntityIDMapping)); } /** Resets the override, which is used while initializing game */ void OverrideManagerBase::ResetOverride() { for (uint16 i = 0; i < max_offset; i++) { entity_overrides[i] = invalid_ID; grfid_overrides[i] = 0; } } /** Return the ID (if ever available) of a previously inserted entity. * @param grf_local_id ID of this enity withing the grfID * @param grfid ID of the grf file * @return the ID of the candidate, of the Invalid flag item ID */ uint16 OverrideManagerBase::GetID(uint8 grf_local_id, uint32 grfid) { const EntityIDMapping *map; for (uint16 id = 0; id < max_new_entities; id++) { map = &mapping_ID[id]; if (map->entity_id == grf_local_id && map->grfid == grfid) { return id; } } return invalid_ID; } /** Reserves a place in the mapping array for an entity to be installed * @param grf_local_id is an arbitrary id given by the grf's author. Also known as setid * @param grfid is the id of the grf file itself * @param substitute_id is the original entity from which data is copied for the new one * @return the proper usable slot id, or invalid marker if none is found */ uint16 OverrideManagerBase::AddEntityID(byte grf_local_id, uint32 grfid, byte substitute_id) { uint16 id = this->GetID(grf_local_id, grfid); EntityIDMapping *map; /* Look to see if this entity has already been added. This is done * separately from the loop below in case a GRF has been deleted, and there * are any gaps in the array. */ if (id != invalid_ID) { return id; } /* This entity hasn't been defined before, so give it an ID now. */ for (id = max_offset; id < max_new_entities; id++) { map = &mapping_ID[id]; if (CheckValidNewID(id) && map->entity_id == 0 && map->grfid == 0) { map->entity_id = grf_local_id; map->grfid = grfid; map->substitute_id = substitute_id; return id; } } return invalid_ID; } /** Gives the substitute of the entity, as specified by the grf file * @param entity_id of the entity being queried * @return mapped id */ uint16 OverrideManagerBase::GetSubstituteID(byte entity_id) { return mapping_ID[entity_id].substitute_id; } /** Install the specs into the HouseSpecs array * It will find itself the proper slot onwhich it will go * @param hs HouseSpec read from the grf file, ready for inclusion */ void HouseOverrideManager::SetEntitySpec(const HouseSpec *hs) { HouseID house_id = this->AddEntityID(hs->local_id, hs->grffile->grfid, hs->substitute_id); if (house_id == invalid_ID) { grfmsg(1, "House.SetEntitySpec: Too many houses allocated. Ignoring."); return; } memcpy(&_house_specs[house_id], hs, sizeof(*hs)); /* Now add the overrides. */ for (int i = 0; i != max_offset; i++) { HouseSpec *overridden_hs = GetHouseSpecs(i); if (entity_overrides[i] != hs->local_id || grfid_overrides[i] != hs->grffile->grfid) continue; overridden_hs->override = house_id; entity_overrides[i] = invalid_ID; grfid_overrides[i] = 0; } } /** Return the ID (if ever available) of a previously inserted entity. * @param grf_local_id ID of this enity withing the grfID * @param grfid ID of the grf file * @return the ID of the candidate, of the Invalid flag item ID */ uint16 IndustryOverrideManager::GetID(uint8 grf_local_id, uint32 grfid) { uint16 id = OverrideManagerBase::GetID(grf_local_id, grfid); if (id != invalid_ID) return id; /* No mapping found, try the overrides */ for (id = 0; id < max_offset; id++) { if (entity_overrides[id] == grf_local_id && grfid_overrides[id] == grfid) return id; } return invalid_ID; } /** 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++) { /* Skip overriden industries */ if (id < max_offset && entity_overrides[id] != invalid_ID) continue; /* 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(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. * Or it has already been overriden, so you've lost your place old boy. * Or it is a simple substitute. * 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); inds->grf_prop.override = invalid_ID; // make sure it will not be detected as overriden } 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; } void IndustryTileOverrideManager::SetEntitySpec(const IndustryTileSpec *its) { IndustryGfx indt_id = this->AddEntityID(its->grf_prop.local_id, its->grf_prop.grffile->grfid, its->grf_prop.subst_id); if (indt_id == invalid_ID) { grfmsg(1, "IndustryTile.SetEntitySpec: Too many industry tiles allocated. Ignoring."); return; } memcpy(&_industry_tile_specs[indt_id], its, sizeof(*its)); /* Now add the overrides. */ for (int i = 0; i < max_offset; i++) { IndustryTileSpec *overridden_its = &_industry_tile_specs[i]; if (entity_overrides[i] != its->grf_prop.local_id || grfid_overrides[i] != its->grf_prop.grffile->grfid) continue; overridden_its->grf_prop.override = indt_id; overridden_its->enabled = false; entity_overrides[i] = invalid_ID; grfid_overrides[i] = 0; } } /** 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 * @return value corresponding to the grf expected format: * Terrain type: 0 normal, 1 desert, 2 rainforest, 4 on or above snowline */ uint32 GetTerrainType(TileIndex tile) { switch (_settings_game.game_creation.landscape) { case LT_TROPIC: return GetTropicZone(tile); case LT_ARCTIC: return GetTileZ(tile) > GetSnowLine() ? 4 : 0; default: return 0; } } TileIndex GetNearbyTile(byte parameter, TileIndex tile) { int8 x = GB(parameter, 0, 4); int8 y = GB(parameter, 4, 4); if (x >= 8) x -= 16; if (y >= 8) y -= 16; /* Swap width and height depending on axis for railway stations */ if (IsRailwayStationTile(tile) && GetRailStationAxis(tile) == AXIS_Y) Swap(x, y); /* Make sure we never roam outside of the map */ return TILE_MASK(tile + TileDiffXY(x, y)); } /** * Common part of station var 0x67 , house var 0x62, indtile var 0x60, industry var 0x62. * * @param tile the tile of interest. * @return 0czzbbss: c = TileType; zz = TileZ; bb: 7-3 zero, 4-2 TerrainType, 1 water/shore, 0 zero; ss = TileSlope */ uint32 GetNearbyTileInformation(TileIndex tile) { TileType tile_type = GetTileType(tile); /* Fake tile type for trees on shore */ if (IsTileType(tile, MP_TREES) && GetTreeGround(tile) == TREE_GROUND_SHORE) tile_type = MP_WATER; uint z; Slope tileh = GetTileSlope(tile, &z); byte terrain_type = GetTerrainType(tile) << 2 | (tile_type == MP_WATER ? 1 : 0) << 1; return tile_type << 24 | z << 16 | terrain_type << 8 | tileh; }