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/* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/**
* @file newgrf_commons.cpp Implementation of the class OverrideManagerBase
* and its descendance, present and futur
*/
#include "stdafx.h"
#include "landscape.h"
#include "house.h"
#include "industrytype.h"
#include "newgrf.h"
#include "clear_map.h"
#include "station_map.h"
#include "tree_map.h"
#include "tunnelbridge_map.h"
#include "newgrf_object.h"
#include "genworld.h"
#include "newgrf_spritegroup.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);
for (size_t i = 0; i < max_offset; i++) entity_overrides[i] = invalid;
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
{
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(uint16 entity_id) const
{
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->grf_prop.local_id, hs->grf_prop.grffile->grfid, hs->grf_prop.subst_id);
if (house_id == invalid_ID) {
grfmsg(1, "House.SetEntitySpec: Too many houses allocated. Ignoring.");
return;
}
MemCpyT(HouseSpec::Get(house_id), hs);
/* Now add the overrides. */
for (int i = 0; i != max_offset; i++) {
HouseSpec *overridden_hs = HouseSpec::Get(i);
if (entity_overrides[i] != hs->grf_prop.local_id || grfid_overrides[i] != hs->grf_prop.grffile->grfid) continue;
overridden_hs->grf_prop.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) const
{
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 spec 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;
}
}
/**
* Method to install the new object data in its proper slot
* The slot assigment is internal of this method, since it requires
* checking what is available
* @param spec ObjectSpec that comes from the grf decoding process
*/
void ObjectOverrideManager::SetEntitySpec(ObjectSpec *spec)
{
/* First step : We need to find if this object is already specified in the savegame data. */
ObjectType type = this->GetID(spec->grf_prop.local_id, spec->grf_prop.grffile->grfid);
if (type == 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 */
type = this->AddEntityID(spec->grf_prop.local_id, spec->grf_prop.grffile->grfid, OBJECT_TRANSMITTER);
}
if (type == invalid_ID) {
grfmsg(1, "Object.SetEntitySpec: Too many objects allocated. Ignoring.");
return;
}
extern ObjectSpec _object_specs[NUM_OBJECTS];
/* Now that we know we can use the given id, copy the spec to its final destination. */
memcpy(&_object_specs[type], spec, sizeof(*spec));
ObjectClass::Assign(&_object_specs[type]);
}
/**
* 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
* @param context The context of the tile.
* @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, TileContext context)
{
switch (_settings_game.game_creation.landscape) {
case LT_TROPIC: return GetTropicZone(tile);
case LT_ARCTIC: {
bool has_snow;
switch (GetTileType(tile)) {
case MP_CLEAR:
/* During map generation the snowstate may not be valid yet, as the tileloop may not have run yet. */
if (_generating_world) goto genworld;
has_snow = IsSnowTile(tile) && GetClearDensity(tile) >= 2;
break;
case MP_RAILWAY: {
/* During map generation the snowstate may not be valid yet, as the tileloop may not have run yet. */
if (_generating_world) goto genworld; // we do not care about foundations here
RailGroundType ground = GetRailGroundType(tile);
has_snow = (ground == RAIL_GROUND_ICE_DESERT || (context == TCX_UPPER_HALFTILE && ground == RAIL_GROUND_HALF_SNOW));
break;
}
case MP_ROAD:
/* During map generation the snowstate may not be valid yet, as the tileloop may not have run yet. */
if (_generating_world) goto genworld; // we do not care about foundations here
has_snow = IsOnSnow(tile);
break;
case MP_TREES: {
/* During map generation the snowstate may not be valid yet, as the tileloop may not have run yet. */
if (_generating_world) goto genworld;
TreeGround ground = GetTreeGround(tile);
has_snow = (ground == TREE_GROUND_SNOW_DESERT || ground == TREE_GROUND_ROUGH_SNOW) && GetTreeDensity(tile) >= 2;
break;
}
case MP_TUNNELBRIDGE:
if (context == TCX_ON_BRIDGE) {
has_snow = (GetBridgeHeight(tile) > GetSnowLine());
} else {
/* During map generation the snowstate may not be valid yet, as the tileloop may not have run yet. */
if (_generating_world) goto genworld; // we do not care about foundations here
has_snow = HasTunnelBridgeSnowOrDesert(tile);
}
break;
case MP_STATION:
case MP_HOUSE:
case MP_INDUSTRY:
case MP_OBJECT:
/* These tiles usually have a levelling foundation. So use max Z */
has_snow = (GetTileMaxZ(tile) > GetSnowLine());
break;
case MP_VOID:
case MP_WATER:
genworld:
has_snow = (GetTileZ(tile) > GetSnowLine());
break;
default: NOT_REACHED();
}
return has_snow ? 4 : 0;
}
default: return 0;
}
}
/**
* Get the tile at the given offset.
* @param parameter The NewGRF "encoded" offset.
* @param tile The tile to base the offset from.
* @param signed_offsets Whether the offsets are to be interpreted as signed or not.
* @return The tile at the offset.
*/
TileIndex GetNearbyTile(byte parameter, TileIndex tile, bool signed_offsets)
{
int8 x = GB(parameter, 0, 4);
int8 y = GB(parameter, 4, 4);
if (signed_offsets && x >= 8) x -= 16;
if (signed_offsets && y >= 8) y -= 16;
/* Swap width and height depending on axis for railway stations */
if (HasStationTileRail(tile) && GetRailStationAxis(tile) == AXIS_Y) Swap(x, y);
/* Make sure we never roam outside of the map, better wrap in that case */
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;
}
/* static */ SmallVector<DrawTileSeqStruct, 8> NewGRFSpriteLayout::result_seq;
/**
* Clone the building sprites of a spritelayout.
* @param source The building sprites to copy.
*/
void NewGRFSpriteLayout::Clone(const DrawTileSeqStruct *source)
{
assert(this->seq == NULL);
assert(source != NULL);
size_t count = 1; // 1 for the terminator
const DrawTileSeqStruct *element;
foreach_draw_tile_seq(element, source) count++;
DrawTileSeqStruct *sprites = MallocT<DrawTileSeqStruct>(count);
MemCpyT(sprites, source, count);
this->seq = sprites;
}
/**
* Clone a spritelayout.
* @param source The spritelayout to copy.
*/
void NewGRFSpriteLayout::Clone(const NewGRFSpriteLayout *source)
{
this->Clone((const DrawTileSprites*)source);
if (source->registers != NULL) {
size_t count = 1; // 1 for the ground sprite
const DrawTileSeqStruct *element;
foreach_draw_tile_seq(element, source->seq) count++;
TileLayoutRegisters *regs = MallocT<TileLayoutRegisters>(count);
MemCpyT(regs, source->registers, count);
this->registers = regs;
}
}
/**
* Allocate a spritelayout for \a num_sprites building sprites.
* @param num_sprites Number of building sprites to allocate memory for. (not counting the terminator)
*/
void NewGRFSpriteLayout::Allocate(uint num_sprites)
{
assert(this->seq == NULL);
DrawTileSeqStruct *sprites = CallocT<DrawTileSeqStruct>(num_sprites + 1);
sprites[num_sprites].MakeTerminator();
this->seq = sprites;
}
/**
* Allocate memory for register modifiers.
*/
void NewGRFSpriteLayout::AllocateRegisters()
{
assert(this->seq != NULL);
assert(this->registers == NULL);
size_t count = 1; // 1 for the ground sprite
const DrawTileSeqStruct *element;
foreach_draw_tile_seq(element, this->seq) count++;
this->registers = CallocT<TileLayoutRegisters>(count);
}
/**
* Prepares a sprite layout before resolving action-1-2-3 chains.
* Integrates offsets into the layout and determines which chains to resolve.
* @note The function uses statically allocated temporary storage, which is reused everytime when calling the function.
* That means, you have to use the sprite layout before calling #PrepareLayout() the next time.
* @param orig_offset Offset to apply to non-action-1 sprites.
* @param newgrf_ground_offset Offset to apply to action-1 ground sprites.
* @param newgrf_offset Offset to apply to action-1 non-ground sprites.
* @param separate_ground Whether the ground sprite shall be resolved by a separate action-1-2-3 chain by default.
* @return Bitmask of values for variable 10 to resolve action-1-2-3 chains for.
*/
uint32 NewGRFSpriteLayout::PrepareLayout(uint32 orig_offset, uint32 newgrf_ground_offset, uint32 newgrf_offset, bool separate_ground) const
{
result_seq.Clear();
uint32 var10_values = 0;
/* Create a copy of the spritelayout, so we can modify some values.
* Also include the groundsprite into the sequence for easier processing. */
DrawTileSeqStruct *result = result_seq.Append();
result->image = ground;
result->delta_x = 0;
result->delta_y = 0;
result->delta_z = 0x80;
const DrawTileSeqStruct *dtss;
foreach_draw_tile_seq(dtss, this->seq) {
*result_seq.Append() = *dtss;
}
result_seq.Append()->MakeTerminator();
/* Determine the var10 values the action-1-2-3 chains needs to be resolved for,
* and apply the default sprite offsets (unless disabled). */
const TileLayoutRegisters *regs = this->registers;
bool ground = true;
foreach_draw_tile_seq(result, result_seq.Begin()) {
TileLayoutFlags flags = TLF_NOTHING;
if (regs != NULL) flags = regs->flags;
/* Record var10 value for the sprite */
if (HasBit(result->image.sprite, SPRITE_MODIFIER_CUSTOM_SPRITE) || (flags & TLF_SPRITE_REG_FLAGS)) {
uint8 var10 = (flags & TLF_SPRITE_VAR10) ? regs->sprite_var10 : (ground && separate_ground ? 1 : 0);
SetBit(var10_values, var10);
}
/* Add default sprite offset, unless there is a custom one */
if (!(flags & TLF_SPRITE)) {
if (HasBit(result->image.sprite, SPRITE_MODIFIER_CUSTOM_SPRITE)) {
result->image.sprite += ground ? newgrf_ground_offset : newgrf_offset;
} else {
result->image.sprite += orig_offset;
}
}
/* Record var10 value for the palette */
if (HasBit(result->image.pal, SPRITE_MODIFIER_CUSTOM_SPRITE) || (flags & TLF_PALETTE_REG_FLAGS)) {
uint8 var10 = (flags & TLF_PALETTE_VAR10) ? regs->palette_var10 : (ground && separate_ground ? 1 : 0);
SetBit(var10_values, var10);
}
/* Add default palette offset, unless there is a custom one */
if (!(flags & TLF_PALETTE)) {
if (HasBit(result->image.pal, SPRITE_MODIFIER_CUSTOM_SPRITE)) {
result->image.sprite += ground ? newgrf_ground_offset : newgrf_offset;
}
}
ground = false;
if (regs != NULL) regs++;
}
return var10_values;
}
/**
* Evaluates the register modifiers and integrates them into the preprocessed sprite layout.
* @pre #PrepareLayout() needs calling first.
* @param resolved_var10 The value of var10 the action-1-2-3 chain was evaluated for.
* @param resolved_sprite Result sprite of the action-1-2-3 chain.
* @param separate_ground Whether the ground sprite is resolved by a separate action-1-2-3 chain.
* @return Resulting spritelayout after processing the registers.
*/
void NewGRFSpriteLayout::ProcessRegisters(uint8 resolved_var10, uint32 resolved_sprite, bool separate_ground) const
{
DrawTileSeqStruct *result;
const TileLayoutRegisters *regs = this->registers;
bool ground = true;
foreach_draw_tile_seq(result, result_seq.Begin()) {
TileLayoutFlags flags = TLF_NOTHING;
if (regs != NULL) flags = regs->flags;
/* Is the sprite or bounding box affected by an action-1-2-3 chain? */
if (HasBit(result->image.sprite, SPRITE_MODIFIER_CUSTOM_SPRITE) || (flags & TLF_SPRITE_REG_FLAGS)) {
/* Does the var10 value apply to this sprite? */
uint8 var10 = (flags & TLF_SPRITE_VAR10) ? regs->sprite_var10 : (ground && separate_ground ? 1 : 0);
if (var10 == resolved_var10) {
/* Apply registers */
if ((flags & TLF_DODRAW) && GetRegister(regs->dodraw) == 0) {
result->image.sprite = 0;
continue;
}
if (HasBit(result->image.sprite, SPRITE_MODIFIER_CUSTOM_SPRITE)) result->image.sprite += resolved_sprite;
if (flags & TLF_SPRITE) result->image.sprite += (int16)GetRegister(regs->sprite); // mask to 16 bits to avoid trouble
if (result->IsParentSprite()) {
if (flags & TLF_BB_XY_OFFSET) {
result->delta_x += (int32)GetRegister(regs->delta.parent[0]);
result->delta_y += (int32)GetRegister(regs->delta.parent[1]);
}
if (flags & TLF_BB_Z_OFFSET) result->delta_z += (int32)GetRegister(regs->delta.parent[2]);
} else {
if (flags & TLF_CHILD_X_OFFSET) result->delta_x += (int32)GetRegister(regs->delta.child[0]);
if (flags & TLF_CHILD_Y_OFFSET) result->delta_y += (int32)GetRegister(regs->delta.child[1]);
}
}
}
/* Is the palette affected by an action-1-2-3 chain? */
if (HasBit(result->image.pal, SPRITE_MODIFIER_CUSTOM_SPRITE) || (flags & TLF_PALETTE_REG_FLAGS)) {
/* Does the var10 value apply to this sprite? */
uint8 var10 = (flags & TLF_PALETTE_VAR10) ? regs->palette_var10 : (ground && separate_ground ? 1 : 0);
if (var10 == resolved_var10) {
/* Apply registers */
if (HasBit(result->image.pal, SPRITE_MODIFIER_CUSTOM_SPRITE)) result->image.pal += resolved_sprite;
if (flags & TLF_PALETTE) result->image.pal += (int16)GetRegister(regs->palette); // mask to 16 bits to avoid trouble
}
}
ground = false;
if (regs != NULL) regs++;
}
}
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