/* $Id$ */
/*
* 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 .
*/
/** @file newgrf_industrytiles.cpp NewGRF handling of industry tiles. */
#include "stdafx.h"
#include "debug.h"
#include "viewport_func.h"
#include "landscape.h"
#include "newgrf.h"
#include "newgrf_industrytiles.h"
#include "newgrf_sound.h"
#include "newgrf_text.h"
#include "industry.h"
#include "town.h"
#include "command_func.h"
#include "water.h"
#include "sprite.h"
#include "newgrf_animation_base.h"
#include "table/strings.h"
/**
* Based on newhouses equivalent, but adapted for newindustries
* @param parameter from callback. It's in fact a pair of coordinates
* @param tile TileIndex from which the callback was initiated
* @param index of the industry been queried for
* @param signed_offsets Are the x and y offset encoded in parameter signed?
* @return a construction of bits obeying the newgrf format
*/
uint32 GetNearbyIndustryTileInformation(byte parameter, TileIndex tile, IndustryID index, bool signed_offsets)
{
if (parameter != 0) tile = GetNearbyTile(parameter, tile, signed_offsets); // only perform if it is required
bool is_same_industry = (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == index);
return GetNearbyTileInformation(tile) | (is_same_industry ? 1 : 0) << 8;
}
/**
* This is the position of the tile relative to the northernmost tile of the industry.
* Format: 00yxYYXX
* Variable Content
* x the x offset from the northernmost tile
* XX same, but stored in a byte instead of a nibble
* y the y offset from the northernmost tile
* YY same, but stored in a byte instead of a nibble
* @param tile TileIndex of the tile to evaluate
* @param ind_tile northernmost tile of the industry
*/
uint32 GetRelativePosition(TileIndex tile, TileIndex ind_tile)
{
byte x = TileX(tile) - TileX(ind_tile);
byte y = TileY(tile) - TileY(ind_tile);
return ((y & 0xF) << 20) | ((x & 0xF) << 16) | (y << 8) | x;
}
static uint32 IndustryTileGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
{
const Industry *inds = object->u.industry.ind;
TileIndex tile = object->u.industry.tile;
if (object->scope == VSG_SCOPE_PARENT) {
return IndustryGetVariable(object, variable, parameter, available);
}
switch (variable) {
/* Construction state of the tile: a value between 0 and 3 */
case 0x40: return (IsTileType(tile, MP_INDUSTRY)) ? GetIndustryConstructionStage(tile) : 0;
/* Terrain type */
case 0x41: return GetTerrainType(tile);
/* Current town zone of the tile in the nearest town */
case 0x42: return GetTownRadiusGroup(ClosestTownFromTile(tile, UINT_MAX), tile);
/* Relative position */
case 0x43: return GetRelativePosition(tile, inds->location.tile);
/* Animation frame. Like house variable 46 but can contain anything 0..FF. */
case 0x44: return (IsTileType(tile, MP_INDUSTRY)) ? GetAnimationFrame(tile) : 0;
/* Land info of nearby tiles */
case 0x60: return GetNearbyIndustryTileInformation(parameter, tile, inds == NULL ? (IndustryID)INVALID_INDUSTRY : inds->index);
/* Animation stage of nearby tiles */
case 0x61:
tile = GetNearbyTile(parameter, tile);
if (IsTileType(tile, MP_INDUSTRY) && Industry::GetByTile(tile) == inds) {
return GetAnimationFrame(tile);
}
return UINT_MAX;
/* Get industry tile ID at offset */
case 0x62: return GetIndustryIDAtOffset(GetNearbyTile(parameter, tile), inds, object->grffile->grfid);
}
DEBUG(grf, 1, "Unhandled industry tile variable 0x%X", variable);
*available = false;
return UINT_MAX;
}
static const SpriteGroup *IndustryTileResolveReal(const ResolverObject *object, const RealSpriteGroup *group)
{
/* IndustryTile do not have 'real' groups. Or do they?? */
return NULL;
}
static uint32 IndustryTileGetRandomBits(const ResolverObject *object)
{
const TileIndex tile = object->u.industry.tile;
const Industry *ind = object->u.industry.ind;
assert(ind != NULL && IsValidTile(tile));
assert(ind->index == INVALID_INDUSTRY || IsTileType(tile, MP_INDUSTRY));
return (object->scope == VSG_SCOPE_SELF) ?
(ind->index != INVALID_INDUSTRY ? GetIndustryRandomBits(tile) : 0) :
ind->random;
}
static uint32 IndustryTileGetTriggers(const ResolverObject *object)
{
const TileIndex tile = object->u.industry.tile;
const Industry *ind = object->u.industry.ind;
assert(ind != NULL && IsValidTile(tile));
assert(ind->index == INVALID_INDUSTRY || IsTileType(tile, MP_INDUSTRY));
if (ind->index == INVALID_INDUSTRY) return 0;
return (object->scope == VSG_SCOPE_SELF) ? GetIndustryTriggers(tile) : ind->random_triggers;
}
static void IndustryTileSetTriggers(const ResolverObject *object, int triggers)
{
const TileIndex tile = object->u.industry.tile;
Industry *ind = object->u.industry.ind;
assert(ind != NULL && ind->index != INVALID_INDUSTRY && IsValidTile(tile) && IsTileType(tile, MP_INDUSTRY));
if (object->scope == VSG_SCOPE_SELF) {
SetIndustryTriggers(tile, triggers);
} else {
ind->random_triggers = triggers;
}
}
/**
* Store a value into the persistent storage of the object's parent.
* @param object Object that we want to query.
* @param pos Position in the persistent storage to use.
* @param value Value to store.
*/
void IndustryTileStorePSA(ResolverObject *object, uint pos, int32 value)
{
Industry *ind = object->u.industry.ind;
if (object->scope != VSG_SCOPE_PARENT || ind->index == INVALID_INDUSTRY) return;
if (ind->psa == NULL) {
/* There is no need to create a storage if the value is zero. */
if (value == 0) return;
/* Create storage on first modification. */
const IndustrySpec *indsp = GetIndustrySpec(ind->type);
uint32 grfid = (indsp->grf_prop.grffile != NULL) ? indsp->grf_prop.grffile->grfid : 0;
assert(PersistentStorage::CanAllocateItem());
ind->psa = new PersistentStorage(grfid);
}
ind->psa->StoreValue(pos, value);
}
static void NewIndustryTileResolver(ResolverObject *res, IndustryGfx gfx, TileIndex tile, Industry *indus)
{
res->GetRandomBits = IndustryTileGetRandomBits;
res->GetTriggers = IndustryTileGetTriggers;
res->SetTriggers = IndustryTileSetTriggers;
res->GetVariable = IndustryTileGetVariable;
res->ResolveReal = IndustryTileResolveReal;
res->StorePSA = IndustryTileStorePSA;
res->u.industry.tile = tile;
res->u.industry.ind = indus;
res->u.industry.gfx = gfx;
res->u.industry.type = indus->type;
res->callback = CBID_NO_CALLBACK;
res->callback_param1 = 0;
res->callback_param2 = 0;
res->ResetState();
const IndustryTileSpec *its = GetIndustryTileSpec(gfx);
res->grffile = (its != NULL ? its->grf_prop.grffile : NULL);
}
static void IndustryDrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *group, byte rnd_colour, byte stage, IndustryGfx gfx)
{
const DrawTileSprites *dts = group->ProcessRegisters(&stage);
SpriteID image = dts->ground.sprite;
PaletteID pal = dts->ground.pal;
if (HasBit(image, SPRITE_MODIFIER_CUSTOM_SPRITE)) image += stage;
if (HasBit(pal, SPRITE_MODIFIER_CUSTOM_SPRITE)) pal += stage;
if (GB(image, 0, SPRITE_WIDTH) != 0) {
/* If the ground sprite is the default flat water sprite, draw also canal/river borders
* Do not do this if the tile's WaterClass is 'land'. */
if (image == SPR_FLAT_WATER_TILE && IsTileOnWater(ti->tile)) {
DrawWaterClassGround(ti);
} else {
DrawGroundSprite(image, GroundSpritePaletteTransform(image, pal, GENERAL_SPRITE_COLOUR(rnd_colour)));
}
}
DrawNewGRFTileSeq(ti, dts, TO_INDUSTRIES, stage, GENERAL_SPRITE_COLOUR(rnd_colour));
}
uint16 GetIndustryTileCallback(CallbackID callback, uint32 param1, uint32 param2, IndustryGfx gfx_id, Industry *industry, TileIndex tile)
{
ResolverObject object;
const SpriteGroup *group;
assert(industry != NULL && IsValidTile(tile));
assert(industry->index == INVALID_INDUSTRY || IsTileType(tile, MP_INDUSTRY));
NewIndustryTileResolver(&object, gfx_id, tile, industry);
object.callback = callback;
object.callback_param1 = param1;
object.callback_param2 = param2;
group = SpriteGroup::Resolve(GetIndustryTileSpec(gfx_id)->grf_prop.spritegroup[0], &object);
if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
return group->GetCallbackResult();
}
bool DrawNewIndustryTile(TileInfo *ti, Industry *i, IndustryGfx gfx, const IndustryTileSpec *inds)
{
const SpriteGroup *group;
ResolverObject object;
if (ti->tileh != SLOPE_FLAT) {
bool draw_old_one = true;
if (HasBit(inds->callback_mask, CBM_INDT_DRAW_FOUNDATIONS)) {
/* Called to determine the type (if any) of foundation to draw for industry tile */
uint32 callback_res = GetIndustryTileCallback(CBID_INDTILE_DRAW_FOUNDATIONS, 0, 0, gfx, i, ti->tile);
draw_old_one = (callback_res != 0);
}
if (draw_old_one) DrawFoundation(ti, FOUNDATION_LEVELED);
}
NewIndustryTileResolver(&object, gfx, ti->tile, i);
group = SpriteGroup::Resolve(inds->grf_prop.spritegroup[0], &object);
if (group == NULL || group->type != SGT_TILELAYOUT) {
return false;
} else {
/* Limit the building stage to the number of stages supplied. */
const TileLayoutSpriteGroup *tlgroup = (const TileLayoutSpriteGroup *)group;
byte stage = GetIndustryConstructionStage(ti->tile);
stage = Clamp(stage - 4 + tlgroup->num_building_stages, 0, tlgroup->num_building_stages - 1);
IndustryDrawTileLayout(ti, tlgroup, i->random_colour, stage, gfx);
return true;
}
}
extern bool IsSlopeRefused(Slope current, Slope refused);
/**
* Check the slope of a tile of a new industry.
* @param ind_base_tile Base tile of the industry.
* @param ind_tile Tile to check.
* @param its Tile specification.
* @param type Industry type.
* @param gfx Gfx of the tile.
* @param itspec_index Layout.
* @param initial_random_bits Random bits of industry after construction
* @param founder Industry founder
* @param creation_type The circumstances the industry is created under.
* @return Suceeded or failed command.
*/
CommandCost PerformIndustryTileSlopeCheck(TileIndex ind_base_tile, TileIndex ind_tile, const IndustryTileSpec *its, IndustryType type, IndustryGfx gfx, uint itspec_index, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type)
{
Industry ind;
ind.index = INVALID_INDUSTRY;
ind.location.tile = ind_base_tile;
ind.location.w = 0;
ind.type = type;
ind.random = initial_random_bits;
ind.founder = founder;
uint16 callback_res = GetIndustryTileCallback(CBID_INDTILE_SHAPE_CHECK, 0, creation_type << 8 | itspec_index, gfx, &ind, ind_tile);
if (callback_res == CALLBACK_FAILED) {
if (!IsSlopeRefused(GetTileSlope(ind_tile, NULL), its->slopes_refused)) return CommandCost();
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
}
if (its->grf_prop.grffile->grf_version < 7) {
if (callback_res != 0) return CommandCost();
return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
}
if (callback_res == 0x400) return CommandCost();
CommandCost res;
switch (callback_res) {
case 0x401: res = CommandCost(STR_ERROR_SITE_UNSUITABLE);
case 0x402: res = CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST);
case 0x403: res = CommandCost(STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT);
default: res = CommandCost(GetGRFStringID(its->grf_prop.grffile->grfid, 0xD000 + callback_res));
}
/* Copy some parameters from the registers to the error message text ref. stack */
res.UseTextRefStack(4);
return res;
}
/* Simple wrapper for GetHouseCallback to keep the animation unified. */
uint16 GetSimpleIndustryCallback(CallbackID callback, uint32 param1, uint32 param2, const IndustryTileSpec *spec, Industry *ind, TileIndex tile)
{
return GetIndustryTileCallback(callback, param1, param2, spec - GetIndustryTileSpec(0), ind, tile);
}
/** Helper class for animation control. */
struct IndustryAnimationBase : public AnimationBase {
static const CallbackID cb_animation_speed = CBID_INDTILE_ANIMATION_SPEED;
static const CallbackID cb_animation_next_frame = CBID_INDTILE_ANIM_NEXT_FRAME;
static const IndustryTileCallbackMask cbm_animation_speed = CBM_INDT_ANIM_SPEED;
static const IndustryTileCallbackMask cbm_animation_next_frame = CBM_INDT_ANIM_NEXT_FRAME;
};
void AnimateNewIndustryTile(TileIndex tile)
{
const IndustryTileSpec *itspec = GetIndustryTileSpec(GetIndustryGfx(tile));
if (itspec == NULL) return;
IndustryAnimationBase::AnimateTile(itspec, Industry::GetByTile(tile), tile, (itspec->special_flags & INDTILE_SPECIAL_NEXTFRAME_RANDOMBITS) != 0);
}
bool StartStopIndustryTileAnimation(TileIndex tile, IndustryAnimationTrigger iat, uint32 random)
{
const IndustryTileSpec *itspec = GetIndustryTileSpec(GetIndustryGfx(tile));
if (!HasBit(itspec->animation.triggers, iat)) return false;
IndustryAnimationBase::ChangeAnimationFrame(CBID_INDTILE_ANIM_START_STOP, itspec, Industry::GetByTile(tile), tile, random, iat);
return true;
}
bool StartStopIndustryTileAnimation(const Industry *ind, IndustryAnimationTrigger iat)
{
bool ret = true;
uint32 random = Random();
TILE_AREA_LOOP(tile, ind->location) {
if (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == ind->index) {
if (StartStopIndustryTileAnimation(tile, iat, random)) {
SB(random, 0, 16, Random());
} else {
ret = false;
}
}
}
return ret;
}
/**
* Trigger random triggers for an industry tile and reseed its random bits.
* @param tile Industry tile to trigger.
* @param trigger Trigger to trigger.
* @param ind Industry of the tile.
* @param [in,out] reseed_industry Collects bits to reseed for the industry.
*/
static void DoTriggerIndustryTile(TileIndex tile, IndustryTileTrigger trigger, Industry *ind, uint32 &reseed_industry)
{
ResolverObject object;
assert(IsValidTile(tile) && IsTileType(tile, MP_INDUSTRY));
IndustryGfx gfx = GetIndustryGfx(tile);
const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
if (itspec->grf_prop.spritegroup[0] == NULL) return;
NewIndustryTileResolver(&object, gfx, tile, ind);
object.callback = CBID_RANDOM_TRIGGER;
object.trigger = trigger;
const SpriteGroup *group = SpriteGroup::Resolve(itspec->grf_prop.spritegroup[0], &object);
if (group == NULL) return;
byte new_random_bits = Random();
byte random_bits = GetIndustryRandomBits(tile);
random_bits &= ~object.reseed[VSG_SCOPE_SELF];
random_bits |= new_random_bits & object.reseed[VSG_SCOPE_SELF];
SetIndustryRandomBits(tile, random_bits);
MarkTileDirtyByTile(tile);
reseed_industry |= object.reseed[VSG_SCOPE_PARENT];
}
/**
* Reseeds the random bits of an industry.
* @param ind Industry.
* @param reseed Bits to reseed.
*/
static void DoReseedIndustry(Industry *ind, uint32 reseed)
{
if (reseed == 0 || ind == NULL) return;
uint16 random_bits = Random();
ind->random &= reseed;
ind->random |= random_bits & reseed;
}
/**
* Trigger a random trigger for a single industry tile.
* @param tile Industry tile to trigger.
* @param trigger Trigger to trigger.
*/
void TriggerIndustryTile(TileIndex tile, IndustryTileTrigger trigger)
{
uint32 reseed_industry = 0;
Industry *ind = Industry::GetByTile(tile);
DoTriggerIndustryTile(tile, trigger, ind, reseed_industry);
DoReseedIndustry(ind, reseed_industry);
}
/**
* Trigger a random trigger for all industry tiles.
* @param ind Industry to trigger.
* @param trigger Trigger to trigger.
*/
void TriggerIndustry(Industry *ind, IndustryTileTrigger trigger)
{
uint32 reseed_industry = 0;
TILE_AREA_LOOP(tile, ind->location) {
if (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == ind->index) {
DoTriggerIndustryTile(tile, trigger, ind, reseed_industry);
}
}
DoReseedIndustry(ind, reseed_industry);
}
/**
* Resolve a industry tile's spec and such so we can get a variable.
* @param ro The resolver object to fill.
* @param index The industry tile to get the data from.
*/
void GetIndustryTileResolver(ResolverObject *ro, uint index)
{
NewIndustryTileResolver(ro, GetIndustryGfx(index), index, Industry::GetByTile(index));
}