OpenTTD-patches/waypoint.c
Darkvater edd8c87502 (svn r2286) - CodeChange: paramcheck the next batch of commands.
- Fix (regression): fix up terraform land where every player can terraform land (towns, map generation), and player can terraform different corners; used for building tunnels
2005-05-09 16:37:40 +00:00

476 lines
11 KiB
C

#include "stdafx.h"
#include "ttd.h"
#include "command.h"
#include "gfx.h"
#include "map.h"
#include "order.h"
#include "saveload.h"
#include "station.h"
#include "tile.h"
#include "town.h"
#include "waypoint.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "table/track_land.h"
enum {
/* Max waypoints: 64000 (8 * 8000) */
WAYPOINT_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
WAYPOINT_POOL_MAX_BLOCKS = 8000,
MAX_WAYPOINTS_PER_TOWN = 64,
};
/**
* Called if a new block is added to the waypoint-pool
*/
static void WaypointPoolNewBlock(uint start_item)
{
Waypoint *wp;
FOR_ALL_WAYPOINTS_FROM(wp, start_item)
wp->index = start_item++;
}
/* Initialize the town-pool */
MemoryPool _waypoint_pool = { "Waypoints", WAYPOINT_POOL_MAX_BLOCKS, WAYPOINT_POOL_BLOCK_SIZE_BITS, sizeof(Waypoint), &WaypointPoolNewBlock, 0, 0, NULL };
/* Create a new waypoint */
Waypoint *AllocateWaypoint(void)
{
Waypoint *wp;
FOR_ALL_WAYPOINTS(wp) {
if (wp->xy == 0) {
uint index = wp->index;
memset(wp, 0, sizeof(Waypoint));
wp->index = index;
return wp;
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_waypoint_pool))
return AllocateWaypoint();
return NULL;
}
/* Fetch a waypoint by tile */
Waypoint *GetWaypointByTile(TileIndex tile)
{
Waypoint *wp;
FOR_ALL_WAYPOINTS(wp) {
if (wp->xy == tile)
return wp;
}
return NULL;
}
/* Update the sign for the waypoint */
void UpdateWaypointSign(Waypoint *wp)
{
Point pt = RemapCoords2(TileX(wp->xy) * 16, TileY(wp->xy) * 16);
SetDParam(0, wp->index);
UpdateViewportSignPos(&wp->sign, pt.x, pt.y - 0x20, STR_WAYPOINT_VIEWPORT);
}
/* Redraw the sign of a waypoint */
void RedrawWaypointSign(Waypoint *wp)
{
MarkAllViewportsDirty(
wp->sign.left - 6,
wp->sign.top,
wp->sign.left + (wp->sign.width_1 << 2) + 12,
wp->sign.top + 48);
}
/* Update all signs */
void UpdateAllWaypointSigns(void)
{
Waypoint *wp;
FOR_ALL_WAYPOINTS(wp) {
if (wp->xy)
UpdateWaypointSign(wp);
}
}
/* Set the default name for a waypoint */
void MakeDefaultWaypointName(Waypoint *wp)
{
Waypoint *local_wp;
bool used_waypoint[MAX_WAYPOINTS_PER_TOWN];
int i;
wp->town_index = ClosestTownFromTile(wp->xy, (uint)-1)->index;
memset(used_waypoint, 0, sizeof(used_waypoint));
/* Find an unused waypoint number belonging to this town */
FOR_ALL_WAYPOINTS(local_wp) {
if (wp == local_wp)
continue;
if (local_wp->xy && local_wp->string == STR_NULL && local_wp->town_index == wp->town_index)
used_waypoint[local_wp->town_cn] = true;
}
/* Find an empty spot */
for (i = 0; used_waypoint[i] && i < MAX_WAYPOINTS_PER_TOWN; i++) {}
wp->string = STR_NULL;
wp->town_cn = i;
}
/* Find a deleted waypoint close to a tile. */
static Waypoint *FindDeletedWaypointCloseTo(uint tile)
{
Waypoint *wp, *best = NULL;
uint thres = 8, cur_dist;
FOR_ALL_WAYPOINTS(wp) {
if (wp->deleted && wp->xy) {
cur_dist = DistanceManhattan(tile, wp->xy);
if (cur_dist < thres) {
thres = cur_dist;
best = wp;
}
}
}
return best;
}
/** Convert existing rail to waypoint. Eg build a waypoint station over
* piece of rail
* @param x,y coordinates where waypoint will be built
* @param p1 graphics for waypoint type, bit 8 signifies custom waypoint gfx (& 0x100)
* @param p2 unused
*/
int32 CmdBuildTrainWaypoint(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex tile = TILE_FROM_XY(x, y);
Waypoint *wp;
uint tileh;
uint dir;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
/* if custom gfx are used, make sure it is within bounds */
if ((int)p1 > 0x100 + GetCustomStationsCount(STAT_CLASS_WAYP)) return CMD_ERROR;
if (!IsTileType(tile, MP_RAILWAY) || ((dir = 0, _map5[tile] != 1) && (dir = 1, _map5[tile] != 2)))
return_cmd_error(STR_1005_NO_SUITABLE_RAILROAD_TRACK);
if (!CheckTileOwnership(tile))
return CMD_ERROR;
if (!EnsureNoVehicle(tile)) return CMD_ERROR;
tileh = GetTileSlope(tile, NULL);
if (tileh != 0) {
if (!_patches.build_on_slopes || tileh & 0x10 || !(tileh & (0x3 << dir)) || !(tileh & ~(0x3 << dir)))
return_cmd_error(STR_0007_FLAT_LAND_REQUIRED);
}
/* Check if there is an already existing, deleted, waypoint close to us that we can reuse. */
wp = FindDeletedWaypointCloseTo(tile);
if (wp == NULL) {
wp = AllocateWaypoint();
if (wp == NULL) return CMD_ERROR;
wp->town_index = 0;
wp->string = STR_NULL;
wp->town_cn = 0;
}
if (flags & DC_EXEC) {
ModifyTile(tile, MP_MAP5, RAIL_TYPE_WAYPOINT | dir);
if (--p1 & 0x100) { // waypoint type 0 uses default graphics
// custom graphics
_map3_lo[tile] |= 16;
_map3_hi[tile] = p1 & 0xff;
}
wp->deleted = 0;
wp->xy = tile;
wp->build_date = _date;
if (wp->town_index == STR_NULL)
MakeDefaultWaypointName(wp);
UpdateWaypointSign(wp);
RedrawWaypointSign(wp);
}
return _price.build_train_depot;
}
/* Internal handler to delete a waypoint */
static void DoDeleteWaypoint(Waypoint *wp)
{
Order order;
wp->xy = 0;
order.type = OT_GOTO_WAYPOINT;
order.station = wp->index;
DeleteDestinationFromVehicleOrder(order);
if (wp->string != STR_NULL)
DeleteName(wp->string);
RedrawWaypointSign(wp);
}
/* Daily loop for waypoints */
void WaypointsDailyLoop(void)
{
Waypoint *wp;
/* Check if we need to delete a waypoint */
FOR_ALL_WAYPOINTS(wp) {
if (wp->deleted && !--wp->deleted) {
DoDeleteWaypoint(wp);
}
}
}
/* Remove a waypoint */
int32 RemoveTrainWaypoint(uint tile, uint32 flags, bool justremove)
{
Waypoint *wp;
/* Make sure it's a waypoint */
if (!IsTileType(tile, MP_RAILWAY) || !IsRailWaypoint(_map5[tile]))
return CMD_ERROR;
if (!CheckTileOwnership(tile) && !(_current_player == OWNER_WATER))
return CMD_ERROR;
if (!EnsureNoVehicle(tile))
return CMD_ERROR;
if (flags & DC_EXEC) {
int direction = _map5[tile] & RAIL_WAYPOINT_TRACK_MASK;
wp = GetWaypointByTile(tile);
wp->deleted = 30; // let it live for this many days before we do the actual deletion.
RedrawWaypointSign(wp);
if (justremove) {
ModifyTile(tile, MP_MAP5, 1<<direction);
_map3_lo[tile] &= ~16;
_map3_hi[tile] = 0;
} else {
DoClearSquare(tile);
SetSignalsOnBothDir(tile, direction);
}
}
return _price.remove_train_depot;
}
/** Delete a waypoint
* @param x,y coordinates where waypoint is to be deleted
* @param p1 unused
* @param p2 unused
*/
int32 CmdRemoveTrainWaypoint(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex tile = TILE_FROM_XY(x,y);
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
return RemoveTrainWaypoint(tile, flags, true);
}
/** Rename a waypoint.
* @param x,y unused
* @param p1 id of waypoint
* @param p2 unused
*/
int32 CmdRenameWaypoint(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Waypoint *wp;
StringID str;
if (!IsWaypointIndex(p1)) return CMD_ERROR;
if (_decode_parameters[0] != 0) {
str = AllocateNameUnique((const char*)_decode_parameters, 0);
if (str == 0)
return CMD_ERROR;
if (flags & DC_EXEC) {
wp = GetWaypoint(p1);
if (wp->string != STR_NULL)
DeleteName(wp->string);
wp->string = str;
wp->town_cn = 0;
UpdateWaypointSign(wp);
MarkWholeScreenDirty();
} else {
DeleteName(str);
}
} else {
if (flags & DC_EXEC) {
wp = GetWaypoint(p1);
if (wp->string != STR_NULL)
DeleteName(wp->string);
MakeDefaultWaypointName(wp);
UpdateWaypointSign(wp);
MarkWholeScreenDirty();
}
}
return 0;
}
/* This hacks together some dummy one-shot Station structure for a waypoint. */
Station *ComposeWaypointStation(uint tile)
{
Waypoint *wp = GetWaypointByTile(tile);
static Station stat;
stat.train_tile = stat.xy = wp->xy;
stat.town = GetTown(wp->town_index);
stat.string_id = wp->string == STR_NULL ? /* FIXME? */ 0 : wp->string;
stat.build_date = wp->build_date;
stat.class_id = 6;
stat.stat_id = wp->stat_id;
return &stat;
}
extern uint16 _custom_sprites_base;
/* Draw a waypoint */
void DrawWaypointSprite(int x, int y, int stat_id, int railtype)
{
StationSpec *stat;
uint32 relocation;
DrawTileSprites *cust;
DrawTileSeqStruct const *seq;
uint32 ormod, img;
ormod = SPRITE_PALETTE(PLAYER_SPRITE_COLOR(_local_player));
x += 33;
y += 17;
/* draw default waypoint graphics of ID 0 */
if (stat_id == 0) {
const DrawTrackSeqStruct *dtss = _track_depot_layout_table[4];
img = dtss++->image;
if (img & 0x8000) img = (img & 0x7FFF) + railtype*TRACKTYPE_SPRITE_PITCH;
DrawSprite(img, x, y);
for (; dtss->image != 0; dtss++) {
Point pt = RemapCoords(dtss->subcoord_x, dtss->subcoord_y, 0);
img = dtss->image;
if (img & 0x8000) img |= ormod;
DrawSprite(img, x + pt.x, y + pt.y);
}
return;
}
stat = GetCustomStation(STAT_CLASS_WAYP, stat_id - 1);
assert(stat);
relocation = GetCustomStationRelocation(stat, NULL, 1);
// emulate station tile - open with building
// add 1 to get the other direction
cust = &stat->renderdata[2];
img = cust->ground_sprite;
img += railtype * ((img < _custom_sprites_base) ? TRACKTYPE_SPRITE_PITCH : 1);
if (img & 0x8000) img = (img & 0x7FFF);
DrawSprite(img, x, y);
foreach_draw_tile_seq(seq, cust->seq) {
Point pt = RemapCoords(seq->delta_x, seq->delta_y, seq->delta_z);
uint32 image = seq->image + relocation;
DrawSprite((image&0x3FFF) | ormod, x + pt.x, y + pt.y);
}
}
/* Fix savegames which stored waypoints in their old format */
void FixOldWaypoints(void)
{
Waypoint *wp;
/* Convert the old 'town_or_string', to 'string' / 'town' / 'town_cn' */
FOR_ALL_WAYPOINTS(wp) {
if (wp->xy == 0)
continue;
wp->town_index = ClosestTownFromTile(wp->xy, (uint)-1)->index;
wp->town_cn = 0;
if (wp->string & 0xC000) {
wp->town_cn = wp->string & 0x3F;
wp->string = STR_NULL;
}
}
}
void InitializeWaypoints(void)
{
CleanPool(&_waypoint_pool);
AddBlockToPool(&_waypoint_pool);
}
static const byte _waypoint_desc[] = {
SLE_CONDVAR(Waypoint, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Waypoint, xy, SLE_UINT32, 6, 255),
SLE_CONDVAR(Waypoint, town_index, SLE_UINT16, 12, 255),
SLE_CONDVAR(Waypoint, town_cn, SLE_UINT8, 12, 255),
SLE_VAR(Waypoint,string, SLE_UINT16),
SLE_VAR(Waypoint,deleted, SLE_UINT8),
SLE_CONDVAR(Waypoint, build_date, SLE_UINT16, 3, 255),
SLE_CONDVAR(Waypoint, stat_id, SLE_UINT8, 3, 255),
SLE_END()
};
static void Save_WAYP(void)
{
Waypoint *wp;
FOR_ALL_WAYPOINTS(wp) {
if (wp->xy != 0) {
SlSetArrayIndex(wp->index);
SlObject(wp, _waypoint_desc);
}
}
}
static void Load_WAYP(void)
{
int index;
while ((index = SlIterateArray()) != -1) {
Waypoint *wp;
if (!AddBlockIfNeeded(&_waypoint_pool, index))
error("Waypoints: failed loading savegame: too many waypoints");
wp = GetWaypoint(index);
SlObject(wp, _waypoint_desc);
}
}
const ChunkHandler _waypoint_chunk_handlers[] = {
{ 'CHKP', Save_WAYP, Load_WAYP, CH_ARRAY | CH_LAST},
};