/* $Id$ */ /* * 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_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(max_new_entities); entity_overrides = MallocT(max_offset); for (size_t i = 0; i < max_offset; i++) entity_overrides[i] = invalid; grfid_overrides = CallocT(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 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(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(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(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(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++; } }