# newgrf_commons.cpp

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    00001 /* $Id: newgrf_commons.cpp 20168 2010-07-17 11:45:42Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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/>.
    00008  */
    00009
    00014 #include "stdafx.h"
    00015 #include "landscape.h"
    00016 #include "house.h"
    00017 #include "industrytype.h"
    00018 #include "newgrf.h"
    00019 #include "newgrf_commons.h"
    00020 #include "clear_map.h"
    00021 #include "station_map.h"
    00022 #include "tree_map.h"
    00023 #include "tunnelbridge_map.h"
    00024 #include "core/mem_func.hpp"
    00025
    00031 OverrideManagerBase::OverrideManagerBase(uint16 offset, uint16 maximum, uint16 invalid)
    00032 {
    00033   max_offset = offset;
    00034   max_new_entities = maximum;
    00035   invalid_ID = invalid;
    00036
    00037   mapping_ID = CallocT<EntityIDMapping>(max_new_entities);
    00038   entity_overrides = MallocT<uint16>(max_offset);
    00039   for (size_t i = 0; i < max_offset; i++) entity_overrides[i] = invalid;
    00040   grfid_overrides = CallocT<uint32>(max_offset);
    00041 }
    00042
    00046 OverrideManagerBase::~OverrideManagerBase()
    00047 {
    00048   free(mapping_ID);
    00049   free(entity_overrides);
    00050   free(grfid_overrides);
    00051 }
    00052
    00060 void OverrideManagerBase::Add(uint8 local_id, uint32 grfid, uint entity_type)
    00061 {
    00062   assert(entity_type < max_offset);
    00063   /* An override can be set only once */
    00064   if (entity_overrides[entity_type] != invalid_ID) return;
    00065   entity_overrides[entity_type] = local_id;
    00066   grfid_overrides[entity_type] = grfid;
    00067 }
    00068
    00070 void OverrideManagerBase::ResetMapping()
    00071 {
    00072   memset(mapping_ID, 0, (max_new_entities - 1) * sizeof(EntityIDMapping));
    00073 }
    00074
    00076 void OverrideManagerBase::ResetOverride()
    00077 {
    00078   for (uint16 i = 0; i < max_offset; i++) {
    00079     entity_overrides[i] = invalid_ID;
    00080     grfid_overrides[i] = 0;
    00081   }
    00082 }
    00083
    00089 uint16 OverrideManagerBase::GetID(uint8 grf_local_id, uint32 grfid)
    00090 {
    00091   const EntityIDMapping *map;
    00092
    00093   for (uint16 id = 0; id < max_new_entities; id++) {
    00094     map = &mapping_ID[id];
    00095     if (map->entity_id == grf_local_id && map->grfid == grfid) {
    00096       return id;
    00097     }
    00098   }
    00099
    00100   return invalid_ID;
    00101 }
    00102
    00109 uint16 OverrideManagerBase::AddEntityID(byte grf_local_id, uint32 grfid, byte substitute_id)
    00110 {
    00111   uint16 id = this->GetID(grf_local_id, grfid);
    00112   EntityIDMapping *map;
    00113
    00114   /* Look to see if this entity has already been added. This is done
    00115    * separately from the loop below in case a GRF has been deleted, and there
    00116    * are any gaps in the array.
    00117    */
    00118   if (id != invalid_ID) {
    00119     return id;
    00120   }
    00121
    00122   /* This entity hasn't been defined before, so give it an ID now. */
    00123   for (id = max_offset; id < max_new_entities; id++) {
    00124     map = &mapping_ID[id];
    00125
    00126     if (CheckValidNewID(id) && map->entity_id == 0 && map->grfid == 0) {
    00127       map->entity_id     = grf_local_id;
    00128       map->grfid         = grfid;
    00129       map->substitute_id = substitute_id;
    00130       return id;
    00131     }
    00132   }
    00133
    00134   return invalid_ID;
    00135 }
    00136
    00141 uint16 OverrideManagerBase::GetSubstituteID(uint16 entity_id)
    00142 {
    00143   return mapping_ID[entity_id].substitute_id;
    00144 }
    00145
    00150 void HouseOverrideManager::SetEntitySpec(const HouseSpec *hs)
    00151 {
    00152   HouseID house_id = this->AddEntityID(hs->local_id, hs->grffile->grfid, hs->substitute_id);
    00153
    00154   if (house_id == invalid_ID) {
    00155     grfmsg(1, "House.SetEntitySpec: Too many houses allocated. Ignoring.");
    00156     return;
    00157   }
    00158
    00159   MemCpyT(HouseSpec::Get(house_id), hs);
    00160
    00161   /* Now add the overrides. */
    00162   for (int i = 0; i != max_offset; i++) {
    00163     HouseSpec *overridden_hs = HouseSpec::Get(i);
    00164
    00165     if (entity_overrides[i] != hs->local_id || grfid_overrides[i] != hs->grffile->grfid) continue;
    00166
    00167     overridden_hs->override = house_id;
    00168     entity_overrides[i] = invalid_ID;
    00169     grfid_overrides[i] = 0;
    00170   }
    00171 }
    00172
    00178 uint16 IndustryOverrideManager::GetID(uint8 grf_local_id, uint32 grfid)
    00179 {
    00180   uint16 id = OverrideManagerBase::GetID(grf_local_id, grfid);
    00181   if (id != invalid_ID) return id;
    00182
    00183   /* No mapping found, try the overrides */
    00184   for (id = 0; id < max_offset; id++) {
    00185     if (entity_overrides[id] == grf_local_id && grfid_overrides[id] == grfid) return id;
    00186   }
    00187
    00188   return invalid_ID;
    00189 }
    00190
    00197 uint16 IndustryOverrideManager::AddEntityID(byte grf_local_id, uint32 grfid, byte substitute_id)
    00198 {
    00199   /* This entity hasn't been defined before, so give it an ID now. */
    00200   for (uint16 id = 0; id < max_new_entities; id++) {
    00201     /* Skip overriden industries */
    00202     if (id < max_offset && entity_overrides[id] != invalid_ID) continue;
    00203
    00204     /* Get the real live industry */
    00205     const IndustrySpec *inds = GetIndustrySpec(id);
    00206
    00207     /* This industry must be one that is not available(enabled), mostly because of climate.
    00208      * And it must not already be used by a grf (grffile == NULL).
    00209      * So reseve this slot here, as it is the chosen one */
    00210     if (!inds->enabled && inds->grf_prop.grffile == NULL) {
    00211       EntityIDMapping *map = &mapping_ID[id];
    00212
    00213       if (map->entity_id == 0 && map->grfid == 0) {
    00214         /* winning slot, mark it as been used */
    00215         map->entity_id     = grf_local_id;
    00216         map->grfid         = grfid;
    00217         map->substitute_id = substitute_id;
    00218         return id;
    00219       }
    00220     }
    00221   }
    00222
    00223   return invalid_ID;
    00224 }
    00225
    00231 void IndustryOverrideManager::SetEntitySpec(IndustrySpec *inds)
    00232 {
    00233   /* First step : We need to find if this industry is already specified in the savegame data */
    00234   IndustryType ind_id = this->GetID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid);
    00235
    00236   if (ind_id == invalid_ID) {
    00237     /* Not found.
    00238      * Or it has already been overriden, so you've lost your place old boy.
    00239      * Or it is a simple substitute.
    00240      * We need to find a free available slot */
    00241     ind_id = this->AddEntityID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid, inds->grf_prop.subst_id);
    00242     inds->grf_prop.override = invalid_ID;  // make sure it will not be detected as overriden
    00243   }
    00244
    00245   if (ind_id == invalid_ID) {
    00246     grfmsg(1, "Industry.SetEntitySpec: Too many industries allocated. Ignoring.");
    00247     return;
    00248   }
    00249
    00250   /* Now that we know we can use the given id, copy the spech to its final destination*/
    00251   memcpy(&_industry_specs[ind_id], inds, sizeof(*inds));
    00252   /* and mark it as usable*/
    00253   _industry_specs[ind_id].enabled = true;
    00254 }
    00255
    00256 void IndustryTileOverrideManager::SetEntitySpec(const IndustryTileSpec *its)
    00257 {
    00258   IndustryGfx indt_id = this->AddEntityID(its->grf_prop.local_id, its->grf_prop.grffile->grfid, its->grf_prop.subst_id);
    00259
    00260   if (indt_id == invalid_ID) {
    00261     grfmsg(1, "IndustryTile.SetEntitySpec: Too many industry tiles allocated. Ignoring.");
    00262     return;
    00263   }
    00264
    00265   memcpy(&_industry_tile_specs[indt_id], its, sizeof(*its));
    00266
    00267   /* Now add the overrides. */
    00268   for (int i = 0; i < max_offset; i++) {
    00269     IndustryTileSpec *overridden_its = &_industry_tile_specs[i];
    00270
    00271     if (entity_overrides[i] != its->grf_prop.local_id || grfid_overrides[i] != its->grf_prop.grffile->grfid) continue;
    00272
    00273     overridden_its->grf_prop.override = indt_id;
    00274     overridden_its->enabled = false;
    00275     entity_overrides[i] = invalid_ID;
    00276     grfid_overrides[i] = 0;
    00277   }
    00278 }
    00279
    00286 uint32 GetTerrainType(TileIndex tile, bool upper_halftile)
    00287 {
    00288   switch (_settings_game.game_creation.landscape) {
    00289     case LT_TROPIC: return GetTropicZone(tile);
    00290     case LT_ARCTIC: {
    00291       bool has_snow;
    00292       switch (GetTileType(tile)) {
    00293         case MP_CLEAR:
    00294           has_snow = IsSnowTile(tile) && GetClearDensity(tile) >= 2;
    00295           break;
    00296
    00297         case MP_RAILWAY: {
    00298           RailGroundType ground = GetRailGroundType(tile);
    00299           has_snow = (ground == RAIL_GROUND_ICE_DESERT || (upper_halftile && ground == RAIL_GROUND_HALF_SNOW));
    00300           break;
    00301         }
    00302
    00303         case MP_ROAD:
    00304           has_snow = IsOnSnow(tile);
    00305           break;
    00306
    00307         case MP_TREES: {
    00308           TreeGround ground = GetTreeGround(tile);
    00309           has_snow = (ground == TREE_GROUND_SNOW_DESERT || ground == TREE_GROUND_ROUGH_SNOW) && GetTreeDensity(tile) >= 2;
    00310           break;
    00311         }
    00312
    00313         case MP_TUNNELBRIDGE:
    00314           has_snow = HasTunnelBridgeSnowOrDesert(tile);
    00315           break;
    00316
    00317         case MP_STATION:
    00318         case MP_HOUSE:
    00319         case MP_INDUSTRY:
    00320         case MP_UNMOVABLE:
    00321           /* These tiles usually have a levelling foundation. So use max Z */
    00322           has_snow = (GetTileMaxZ(tile) > GetSnowLine());
    00323           break;
    00324
    00325         case MP_WATER:
    00326           has_snow = (GetTileZ(tile) > GetSnowLine());
    00327           break;
    00328
    00329         default: NOT_REACHED();
    00330       }
    00331       return has_snow ? 4 : 0;
    00332     }
    00333     default:        return 0;
    00334   }
    00335 }
    00336
    00337 TileIndex GetNearbyTile(byte parameter, TileIndex tile)
    00338 {
    00339   int8 x = GB(parameter, 0, 4);
    00340   int8 y = GB(parameter, 4, 4);
    00341
    00342   if (x >= 8) x -= 16;
    00343   if (y >= 8) y -= 16;
    00344
    00345   /* Swap width and height depending on axis for railway stations */
    00346   if (HasStationTileRail(tile) && GetRailStationAxis(tile) == AXIS_Y) Swap(x, y);
    00347
    00348   /* Make sure we never roam outside of the map, better wrap in that case */
    00349   return TILE_MASK(tile + TileDiffXY(x, y));
    00350 }
    00351
    00358 uint32 GetNearbyTileInformation(TileIndex tile)
    00359 {
    00360   TileType tile_type = GetTileType(tile);
    00361
    00362   /* Fake tile type for trees on shore */
    00363   if (IsTileType(tile, MP_TREES) && GetTreeGround(tile) == TREE_GROUND_SHORE) tile_type = MP_WATER;
    00364
    00365   uint z;
    00366   Slope tileh = GetTileSlope(tile, &z);
    00367   byte terrain_type = GetTerrainType(tile) << 2 | (tile_type == MP_WATER ? 1 : 0) << 1;
    00368   return tile_type << 24 | z << 16 | terrain_type << 8 | tileh;
    00369 }