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/* $Id$ */
/** @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"
/** 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));
}
/** Destructor of the generic class.
* Frees allocated memory of constructor
*/
OverrideManagerBase::~OverrideManagerBase()
{
free(mapping_ID);
free(entity_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 entity_type original entity type
*/
void OverrideManagerBase::Add(uint8 local_id, uint entity_type)
{
assert(entity_type < max_offset);
entity_overrides[entity_type] = local_id;
}
/** 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;
}
}
/** 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 (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) continue;
overridden_hs->override = house_id;
entity_overrides[i] = 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++) {
/* 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;
}
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) continue;
overridden_its->grf_prop.override = indt_id;
overridden_its->enabled = false;
entity_overrides[i] = invalid_ID;
}
}
/** 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 (_opt.landscape) {
case LT_TROPIC: return GetTropicZone(tile) == TROPICZONE_DESERT ? 1 : 2;
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;
/* Make sure we never roam outside of the map */
return TILE_MASK(tile + TileDiffXY(x, y));
}
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