/* $Id$ */ /** @file newgrf_industrytiles.cpp */ #include "stdafx.h" #include "openttd.h" #include "functions.h" #include "variables.h" #include "debug.h" #include "viewport.h" #include "landscape.h" #include "newgrf.h" #include "industry.h" #include "newgrf_commons.h" #include "newgrf_spritegroup.h" #include "newgrf_callbacks.h" #include "newgrf_industries.h" #include "industry_map.h" #include "clear_map.h" #include "table/sprites.h" #include "sprite.h" /** * Based on newhouses equivalent, but adapted for newindustries * @param parameter from callback. It's in fact a pair of coordinates * @param tile TileIndex from which the callback was initiated * @param index of the industry been queried for * @return a construction of bits obeying the newgrf format */ static uint32 GetNearbyIndustryTileInformation(byte parameter, TileIndex tile, IndustryID index) { byte tile_type; bool is_same_industry; tile = GetNearbyTile(parameter, tile); is_same_industry = (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == index); tile_type = GetTerrainType(tile) << 2 | (IsTileType(tile, MP_WATER) ? 1 : 0) << 1 | (is_same_industry ? 1 : 0); return GetTileType(tile) << 24 | (TileHeight(tile) * 8) << 16 | tile_type << 8 | GetTileSlope(tile, NULL); } /** This is the position of the tile relative to the northernmost tile of the industry. * Format: 00yxYYXX * Variable Content * x the x offset from the northernmost tile * XX same, but stored in a byte instead of a nibble * y the y offset from the northernmost tile * YY same, but stored in a byte instead of a nibble * @param tile TileIndex of the tile to evaluate * @param ind_tile northernmost tile of the industry */ static uint32 GetRelativePosition(TileIndex tile, TileIndex ind_tile) { byte x = TileX(ind_tile) - TileX(tile); byte y = TileY(ind_tile) - TileY(tile); return ((y & 0xF) << 20) | ((x & 0xF) << 16) | (y << 8) | x; } static uint32 IndustryTileGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available) { const Industry *inds = object->u.industry.ind; TileIndex tile = object->u.industry.tile; if (object->scope == VSG_SCOPE_PARENT) { return IndustryGetVariable(object, variable, parameter, available); } switch (variable) { /* Construction state of the tile: a value between 0 and 3 */ case 0x40 : return (IsTileType(tile, MP_INDUSTRY)) ? GetIndustryConstructionStage(tile) : 0; case 0x41 : return GetTerrainType(tile); /* Current town zone of the tile in the nearest town */ case 0x42 : return GetTownRadiusGroup(ClosestTownFromTile(tile, (uint)-1), tile); /* Relative position */ case 0x43 : return GetRelativePosition(tile, inds->xy); /* Animation frame. Like house variable 46 but can contain anything 0..FF. */ case 0x44 : return (IsTileType(tile, MP_INDUSTRY)) ? GetIndustryAnimationState(tile) : 0; /* Land info of nearby tiles */ case 0x60 : return GetNearbyIndustryTileInformation(parameter, tile, inds->index); case 0x61 : {/* Animation stage of nearby tiles */ tile = GetNearbyTile(parameter, tile); if (IsTileType(tile, MP_INDUSTRY) && GetIndustryByTile(tile) == inds) { return GetIndustryAnimationState(tile); } return 0xFFFFFFFF; } /* Get industry tile ID at offset */ case 0x62 : return GetIndustryIDAtOffset(GetNearbyTile(parameter, tile), tile, inds); } return 0; } static const SpriteGroup *IndustryTileResolveReal(const ResolverObject *object, const SpriteGroup *group) { /* IndustryTile do not have 'real' groups. Or do they?? */ return NULL; } uint32 IndustryTileGetRandomBits(const ResolverObject *object) { const TileIndex tile = object->u.industry.tile; return (tile == INVALID_TILE || !IsTileType(tile, MP_INDUSTRY)) ? 0 : GetIndustryRandomBits(tile); } uint32 IndustryTileGetTriggers(const ResolverObject *object) { const TileIndex tile = object->u.industry.tile; return (tile == INVALID_TILE || !IsTileType(tile, MP_INDUSTRY)) ? 0 : GetIndustryTriggers(tile); } void IndustryTileSetTriggers(const ResolverObject *object, int triggers) { const TileIndex tile = object->u.industry.tile; if (IsTileType(tile, MP_INDUSTRY)) SetIndustryTriggers(tile, triggers); } static void NewIndustryTileResolver(ResolverObject *res, IndustryGfx gfx, TileIndex tile, Industry *indus) { res->GetRandomBits = IndustryTileGetRandomBits; res->GetTriggers = IndustryTileGetTriggers; res->SetTriggers = IndustryTileSetTriggers; res->GetVariable = IndustryTileGetVariable; res->ResolveReal = IndustryTileResolveReal; res->u.industry.tile = tile; res->u.industry.ind = indus; res->u.industry.gfx = gfx; res->callback = 0; res->callback_param1 = 0; res->callback_param2 = 0; res->last_value = 0; res->trigger = 0; res->reseed = 0; } uint16 GetIndustryTileCallback(uint16 callback, uint32 param1, uint32 param2, IndustryGfx gfx_id, Industry *industry, TileIndex tile) { ResolverObject object; const SpriteGroup *group; NewIndustryTileResolver(&object, gfx_id, tile, industry); object.callback = callback; object.callback_param1 = param1; object.callback_param2 = param2; group = Resolve(GetIndustryTileSpec(gfx_id)->grf_prop.spritegroup, &object); if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED; return group->g.callback.result; }