/* $Id$ */ /** @file newgrf_industries.cpp */ #include "stdafx.h" #include "openttd.h" #include "debug.h" #include "functions.h" #include "macros.h" #include "industry.h" #include "newgrf.h" #include "newgrf_callbacks.h" #include "newgrf_spritegroup.h" #include "newgrf_industries.h" #include "newgrf_commons.h" /* Since the industry IDs defined by the GRF file don't necessarily correlate * to those used by the game, the IDs used for overriding old industries must be * translated when the idustry spec is set. */ IndustryOverrideManager _industry_mngr(NEW_INDUSTRYOFFSET, NUM_INDUSTRYTYPES, INVALID_INDUSTRYTYPE); /** * Finds the distance for the closest tile with water/land given a tile * @param tile the tile to find the distance too * @param water whether to find water or land * @note FAILS when an industry should be seen as water */ static uint GetClosestWaterDistance(TileIndex tile, bool water) { TileIndex t; uint best_dist; for (t = 1; t < MapSize(); t++) { if (IsTileType(t, MP_WATER) == water) break; } best_dist = DistanceManhattan(tile, t); for (; t < MapSize(); t++) { uint dist = DistanceManhattan(tile, t); if (dist < best_dist) { if (IsTileType(t, MP_WATER) == water) best_dist = dist; } else { /* When the Y distance between the current row and the 'source' tile * is larger than the best distance, we've found the best distance */ if (TileY(t) - TileY(tile) > best_dist) return best_dist; if (TileX(tile) > TileX(t)) { /* We can safely skip this many tiles; from here all tiles have a * higher or equal distance than the best distance */ t |= MapMaxX(); continue; } else { /* We can safely skip this many tiles; up to here all tiles have a * higher or equal distance than the best distance */ t += best_dist - dist; continue; } } } return best_dist; } /** This function implements the industries variables that newGRF defines. * @param variable that is queried * @param parameter unused * @param available will return false if ever the variable asked for does not exist * @param ind is of course the industry we are inquiring * @return the value stored in the corresponding variable*/ uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available) { const Industry *industry = object->u.industry.ind; TileIndex tile = object->u.industry.tile; const IndustrySpec *indspec = GetIndustrySpec(industry->type); switch (variable) { case 0x40: case 0x41: case 0x42: { // waiting cargo, but only if those two callback flags are set uint16 callback = indspec->callback_flags; if (callback & (CBM_IND_PRODUCTION_CARGO_ARRIVAL | callback & CBM_IND_PRODUCTION_256_TICKS)) { return max(industry->cargo_waiting[variable - 0x40], (uint16)0x7FFF); } else { return 0; } } /* TODO: somehow determine whether we're in water or not */ case 0x43: return GetClosestWaterDistance(tile, true); // Manhattan distance of closes dry/water tile case 0x60: { /* Get industry ID at offset param */ /*The parameter of this variable is an offset from the northernmost tile of the industry: * the high nibble contains the Y offset, the low one the X offset; both are unsigned. * The high word of the return value is currently reserved, and the low word can be: * 00xxh if the tile is an industry tile and was defined in the current GRF with ID xx. * FFxxh if the tile is an industry tile of an old type, and has the ID xx. * FFFEh if the tile is an industry tile that was defined in another GRF file * FFFFh if the tile isn't an industry tile, or doesn't belong to the current industry */ return GetIndustry(GetNearbyTile(parameter, tile))->type; } case 0x61: return 0; // Get random tile bits at offset param case 0x62: // Land info of nearby tiles case 0x63: // Animation stage of nerby tiles case 0x64: break; // Distance of nearest industry of given type /* Get town zone and Manhattan distance of closest town */ case 0x65: return GetTownRadiusGroup(industry->town, tile) << 16 | min(DistanceManhattan(tile, industry->town->xy), 0xFFFF); /* Get square of Euclidian distance of closes town */ case 0x66: return GetTownRadiusGroup(industry->town, tile) << 16 | min(DistanceSquare(tile, industry->town->xy), 0xFFFF); /* Count of industry, distance of closest instance * format is rr(reserved) cc(count) dddd(manhattan distance of closest sister) * A lot more should be done, since it has to check for local id, grf id etc... * let's just say it is a beginning ;) */ case 0x67: return GetIndustryTypeCount(industry->type) << 16 | 0; /* Industry founder information. * 0x10 if randomly created or from a map pre-newindustry. * Else, the company who funded it */ case 0xA7: return 0x10; case 0xB0: // Date when built since 1920 (in days) case 0xB3: // Construction type case 0xB4: break; // Date last cargo accepted since 1920 (in days) /* Industry structure access*/ case 0x80: return industry->xy; case 0x81: return GB(industry->xy, 8, 8); /* Pointer to the town the industry is associated with */ case 0x82: case 0x83: case 0x84: case 0x85: break; // not supported case 0x86: return industry->width; case 0x87: return industry->height;// xy dimensions /* */ case 0x88: case 0x89: return indspec->produced_cargo[variable - 0x88]; case 0x8A: return industry->cargo_waiting[0]; case 0x8B: return GB(industry->cargo_waiting[0], 8, 8); case 0x8C: return industry->cargo_waiting[1]; case 0x8D: return GB(industry->cargo_waiting[1], 8, 8); case 0x8E: case 0x8F: return industry->production_rate[variable - 0x8E]; case 0x90: case 0x91: case 0x92: return indspec->accepts_cargo[variable - 0x90]; case 0x93: return industry->prod_level; /* amount of cargo produced so far THIS month. */ case 0x94: return industry->this_month_production[0]; case 0x95: return GB(industry->this_month_production[0], 8, 8); case 0x96: return industry->this_month_production[1]; case 0x97: return GB(industry->this_month_production[1], 8, 8); /* amount of cargo transported so far THIS month. */ case 0x98: return industry->this_month_transported[0]; case 0x99: return GB(industry->this_month_transported[0], 8, 8); case 0x9A: return industry->this_month_transported[1]; case 0x9B: return GB(industry->this_month_transported[0], 8, 8); /* fraction of cargo transported LAST month. */ case 0x9C: case 0x9D: return industry->last_month_pct_transported[variable - 0x9C]; /* amount of cargo produced LAST month. */ case 0x9E: return industry->last_month_production[0]; case 0x9F: return GB(industry->last_month_production[0], 8, 8); case 0xA0: return industry->last_month_production[1]; case 0xA1: return GB(industry->last_month_production[1], 8, 8); /* amount of cargo transported last month. */ case 0xA2: return industry->last_month_transported[0]; case 0xA3: return GB(industry->last_month_transported[0], 8, 8); case 0xA4: return industry->last_month_transported[1]; case 0xA5: return GB(industry->last_month_transported[0], 8, 8); case 0xA6: return industry->type; case 0xA8: return industry->random_color; case 0xA9: return industry->last_prod_year; // capped? case 0xAA: return industry->counter; case 0xAB: return GB(industry->counter, 8, 8); case 0xAC: return industry->was_cargo_delivered; } DEBUG(grf, 1, "Unhandled industry property 0x%X", variable); *available = false; return (uint32)-1; } static const SpriteGroup *IndustryResolveReal(const ResolverObject *object, const SpriteGroup *group) { /* IndustryTile do not have 'real' groups */ return NULL; } static void NewIndustryResolver(ResolverObject *res, IndustryType ind_id, TileIndex tile, Industry *indus) { res->GetRandomBits = NULL;//IndustryTileGetRandomBits; res->GetTriggers = NULL;//IndustryTileGetTriggers; res->SetTriggers = NULL;//IndustryTileSetTriggers; res->GetVariable = IndustryGetVariable; res->ResolveReal = IndustryResolveReal; res->u.industry.tile = tile; res->u.industry.ind = indus; res->callback = 0; res->callback_param1 = 0; res->callback_param2 = 0; res->last_value = 0; res->trigger = 0; res->reseed = 0; } uint16 GetIndustryCallback(uint16 callback, uint32 param1, uint32 param2, Industry *industry, TileIndex tile) { ResolverObject object; const SpriteGroup *group; NewIndustryResolver(&object, industry->type, tile, industry); object.callback = callback; object.callback_param1 = param1; object.callback_param2 = param2; group = Resolve(GetIndustrySpec(industry->type)->grf_prop.spritegroup, &object); if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED; return group->g.callback.result; }