mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r19744) -Add [FS#3477]: [NewGRF] Access to random bits of houses and industries from construction callbacks 17, 28 and 2F. That is: The randombits the house/industry will start with, if construction succeeds.
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7795303227
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@ -1320,10 +1320,11 @@ bool IsSlopeRefused(Slope current, Slope refused)
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* @param it Industry tiles table.
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* @param itspec_index The index of the itsepc to build/fund
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* @param type Type of the industry.
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* @param initial_random_bits The random bits the industry is going to have after construction.
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* @param [out] custom_shape_check Perform custom check for the site.
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* @return Failed or succeeded command.
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*/
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static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, bool *custom_shape_check = NULL)
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static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, uint16 initial_random_bits, bool *custom_shape_check = NULL)
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{
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bool refused_slope = false;
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bool custom_shape = false;
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@ -1355,7 +1356,7 @@ static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTil
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if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
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custom_shape = true;
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CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index);
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CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits);
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if (ret.Failed()) return ret;
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} else {
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Slope tileh = GetTileSlope(cur_tile, NULL);
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@ -1564,8 +1565,9 @@ enum ProductionLevels {
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* @param layout Number of the layout.
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* @param t Nearest town.
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* @param founder Founder of the industry; OWNER_NONE in case of random construction.
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* @param initial_random_bits Random bits for the industry.
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*/
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static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner founder)
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static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, const Town *t, Owner founder, uint16 initial_random_bits)
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{
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const IndustrySpec *indspec = GetIndustrySpec(type);
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@ -1593,10 +1595,10 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
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i->town = t;
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i->owner = OWNER_NONE;
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uint32 r = Random();
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uint16 r = Random();
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i->random_colour = GB(r, 0, 4);
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i->counter = GB(r, 4, 12);
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i->random = GB(r, 16, 16);
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i->random = initial_random_bits;
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i->produced_cargo_waiting[0] = 0;
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i->produced_cargo_waiting[1] = 0;
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i->incoming_cargo_waiting[0] = 0;
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@ -1691,13 +1693,14 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
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* @param indspec pointer to industry specifications
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* @param itspec_index the index of the itsepc to build/fund
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* @param seed random seed (possibly) used by industries
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* @param initial_random_bits The random bits the industry is going to have after construction.
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* @param founder Founder of the industry
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* @param ip Pointer to store newly created industry.
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* @return Succeeded or failed command.
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*
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* @post \c *ip contains the newly created industry if all checks are successful and the \a flags request actual creation, else it contains \c NULL afterwards.
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*/
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static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 seed, Owner founder, Industry **ip)
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static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, Industry **ip)
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{
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assert(itspec_index < indspec->num_table);
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const IndustryTileTable *it = indspec->table[itspec_index];
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@ -1705,11 +1708,11 @@ static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, Do
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*ip = NULL;
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CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, &custom_shape_check);
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CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, &custom_shape_check);
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if (ret.Failed()) return ret;
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if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
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ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed);
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ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits);
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} else {
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ret = _check_new_industry_procs[indspec->check_proc](tile);
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}
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@ -1736,7 +1739,7 @@ static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, Do
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if (flags & DC_EXEC) {
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*ip = new Industry(tile);
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if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
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DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder);
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DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits);
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}
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return CommandCost();
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@ -1748,7 +1751,7 @@ static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, Do
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* @param p1 various bitstuffed elements
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* - p1 = (bit 0 - 7) - industry type see build_industry.h and see industry.h
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* - p1 = (bit 8 - 15) - first layout to try
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* @param p2 seed to use for variable 8F
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* @param p2 seed to use for desyncfree randomisations
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* @param text unused
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* @return the cost of this operation or an error
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*/
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@ -1772,6 +1775,11 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
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return CMD_ERROR;
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}
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Randomizer randomizer;
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randomizer.SetSeed(p2);
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uint16 random_initial_bits = GB(p2, 0, 16);
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uint32 random_var8f = randomizer.Next();
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Industry *ind = NULL;
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if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
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if (flags & DC_EXEC) {
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@ -1787,7 +1795,7 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
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* because parameter evaluation order is not guaranteed in the c++ standard
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*/
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tile = RandomTile();
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CommandCost ret = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), p2, founder, &ind);
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CommandCost ret = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), random_var8f, random_initial_bits, founder, &ind);
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if (ret.Succeeded()) break;
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}
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}
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@ -1803,10 +1811,10 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
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do {
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if (--count < 0) return ret;
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if (--num < 0) num = indspec->num_table - 1;
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ret = CheckIfIndustryTilesAreFree(tile, itt[num], num, it);
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ret = CheckIfIndustryTilesAreFree(tile, itt[num], num, it, random_initial_bits);
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} while (ret.Failed());
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ret = CreateNewIndustryHelper(tile, it, flags, indspec, num, p2, _current_company, &ind);
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ret = CreateNewIndustryHelper(tile, it, flags, indspec, num, random_var8f, random_initial_bits, _current_company, &ind);
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if (ret.Failed()) return ret;
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}
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@ -1832,8 +1840,9 @@ static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
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const IndustrySpec *indspec = GetIndustrySpec(type);
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uint32 seed = Random();
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uint32 seed2 = Random();
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Industry *i = NULL;
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CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, OWNER_NONE, &i);
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CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, &i);
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assert(i != NULL || ret.Failed());
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return i;
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}
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@ -102,7 +102,7 @@ static uint32 HouseGetRandomBits(const ResolverObject *object)
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/* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
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TileIndex tile = object->u.house.tile;
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assert(IsValidTile(tile) && (object->u.house.not_yet_constructed || IsTileType(tile, MP_HOUSE)));
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return object->u.house.not_yet_constructed ? 0 : GetHouseRandomBits(tile);
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return object->u.house.not_yet_constructed ? object->u.house.initial_random_bits : GetHouseRandomBits(tile);
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}
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static uint32 HouseGetTriggers(const ResolverObject *object)
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@ -389,7 +389,7 @@ static void NewHouseResolver(ResolverObject *res, HouseID house_id, TileIndex ti
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res->grffile = (hs != NULL ? hs->grffile : NULL);
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}
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uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed)
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uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed, uint8 initial_random_bits)
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{
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ResolverObject object;
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const SpriteGroup *group;
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@ -401,6 +401,7 @@ uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, House
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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object.u.house.not_yet_constructed = not_yet_constructed;
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object.u.house.initial_random_bits = initial_random_bits;
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group = SpriteGroup::Resolve(HouseSpec::Get(house_id)->spritegroup, &object);
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if (group == NULL) return CALLBACK_FAILED;
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@ -44,7 +44,7 @@ void DrawNewHouseTile(TileInfo *ti, HouseID house_id);
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void AnimateNewHouseTile(TileIndex tile);
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void ChangeHouseAnimationFrame(const struct GRFFile *file, TileIndex tile, uint16 callback_result);
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uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed = false);
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uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed = false, uint8 initial_random_bits = 0);
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bool CanDeleteHouse(TileIndex tile);
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@ -459,9 +459,10 @@ uint32 IndustryLocationGetVariable(const ResolverObject *object, byte variable,
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* @param type Type of industry to build.
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* @param layout Layout number.
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* @param seed Seed for the random generator.
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* @param initial_random_bits The random bits the industry is going to have after construction.
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* @return Succeeded or failed command.
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*/
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CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed)
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CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed, uint16 initial_random_bits)
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{
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const IndustrySpec *indspec = GetIndustrySpec(type);
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@ -475,6 +476,7 @@ CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uin
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ind.type = type;
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ind.selected_layout = layout;
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ind.town = ClosestTownFromTile(tile, UINT_MAX);
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ind.random = initial_random_bits;
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NewIndustryResolver(&object, tile, &ind, type);
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object.GetVariable = IndustryLocationGetVariable;
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@ -37,7 +37,7 @@ uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte par
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uint16 GetIndustryCallback(CallbackID callback, uint32 param1, uint32 param2, Industry *industry, IndustryType type, TileIndex tile);
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uint32 GetIndustryIDAtOffset(TileIndex new_tile, const Industry *i, uint32 cur_grfid);
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void IndustryProductionCallback(Industry *ind, int reason);
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CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed);
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CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed, uint16 initial_random_bits);
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bool CheckIfCallBackAllowsAvailability(IndustryType type, IndustryAvailabilityCallType creation_type);
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IndustryType MapNewGRFIndustryType(IndustryType grf_type, uint32 grf_id);
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@ -257,15 +257,17 @@ extern bool IsSlopeRefused(Slope current, Slope refused);
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* @param type Industry type.
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* @param gfx Gfx of the tile.
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* @param itspec_index Layout.
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* @param initial_random_bits Random bits of industry after construction
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* @return Suceeded or failed command.
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*/
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CommandCost PerformIndustryTileSlopeCheck(TileIndex ind_base_tile, TileIndex ind_tile, const IndustryTileSpec *its, IndustryType type, IndustryGfx gfx, uint itspec_index)
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CommandCost PerformIndustryTileSlopeCheck(TileIndex ind_base_tile, TileIndex ind_tile, const IndustryTileSpec *its, IndustryType type, IndustryGfx gfx, uint itspec_index, uint16 initial_random_bits)
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{
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Industry ind;
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ind.index = INVALID_INDUSTRY;
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ind.location.tile = ind_base_tile;
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ind.location.w = 0;
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ind.type = type;
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ind.random = initial_random_bits;
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uint16 callback_res = GetIndustryTileCallback(CBID_INDTILE_SHAPE_CHECK, 0, itspec_index, gfx, &ind, ind_tile);
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if (callback_res == CALLBACK_FAILED) {
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@ -27,7 +27,7 @@ enum IndustryAnimationTrigger {
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bool DrawNewIndustryTile(TileInfo *ti, Industry *i, IndustryGfx gfx, const IndustryTileSpec *inds);
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uint16 GetIndustryTileCallback(CallbackID callback, uint32 param1, uint32 param2, IndustryGfx gfx_id, Industry *industry, TileIndex tile);
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CommandCost PerformIndustryTileSlopeCheck(TileIndex ind_base_tile, TileIndex ind_tile, const IndustryTileSpec *its, IndustryType type, IndustryGfx gfx, uint itspec_index);
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CommandCost PerformIndustryTileSlopeCheck(TileIndex ind_base_tile, TileIndex ind_tile, const IndustryTileSpec *its, IndustryType type, IndustryGfx gfx, uint itspec_index, uint16 initial_random_bits);
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void AnimateNewIndustryTile(TileIndex tile);
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bool StartStopIndustryTileAnimation(TileIndex tile, IndustryAnimationTrigger iat, uint32 random = Random());
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@ -319,6 +319,7 @@ struct ResolverObject {
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TileIndex tile;
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Town *town;
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HouseID house_id;
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uint16 initial_random_bits; ///< Random bits during construction checks
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bool not_yet_constructed; ///< True for construction check
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} house;
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struct {
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@ -2164,8 +2164,10 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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/* 1x1 house checks are already done */
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}
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byte random_bits = Random();
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if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true);
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
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if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
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}
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@ -2191,7 +2193,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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}
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}
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MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
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MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
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return true;
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}
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