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OpenTTD-patches/src/newgrf_industrytiles.cpp

161 lines
5.3 KiB
C++

/* $Id$ */
/** @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(tile) - TileX(ind_tile);
byte y = TileY(tile) - TileY(ind_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;
}