src/newgrf_industrytiles.cpp
author celestar
Tue, 19 Jun 2007 07:21:01 +0000
branchgamebalance
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/* $Id$ */
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/** @file newgrf_industrytiles.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "functions.h"
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#include "variables.h"
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#include "debug.h"
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#include "viewport.h"
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#include "landscape.h"
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#include "newgrf.h"
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#include "industry.h"
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#include "newgrf_commons.h"
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#include "newgrf_spritegroup.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_industries.h"
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#include "industry_map.h"
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#include "clear_map.h"
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#include "table/sprites.h"
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#include "sprite.h"
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/**
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 * Based on newhouses equivalent, but adapted for newindustries
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 * @param parameter from callback.  It's in fact a pair of coordinates
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 * @param tile TileIndex from which the callback was initiated
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 * @param index of the industry been queried for
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 * @return a construction of bits obeying the newgrf format
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 */
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static uint32 GetNearbyIndustryTileInformation(byte parameter, TileIndex tile, IndustryID index)
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{
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	byte tile_type;
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	bool is_same_industry;
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	tile = GetNearbyTile(parameter, tile);
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	is_same_industry = (IsTileType(tile, MP_INDUSTRY) && GetIndustryIndex(tile) == index);
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	tile_type = GetTerrainType(tile) << 2 | (IsTileType(tile, MP_WATER) ? 1 : 0) << 1 | (is_same_industry ? 1 : 0);
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	return GetTileType(tile) << 24 | (TileHeight(tile) * 8) << 16 | tile_type << 8 | GetTileSlope(tile, NULL);
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}
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/** This is the position of the tile relative to the northernmost tile of the industry.
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 * Format: 00yxYYXX
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 * Variable  Content
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 * x         the x offset from the northernmost tile
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 * XX        same, but stored in a byte instead of a nibble
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 * y         the y offset from the northernmost tile
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 * YY        same, but stored in a byte instead of a nibble
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 * @param tile TileIndex of the tile to evaluate
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 * @param ind_tile northernmost tile of the industry
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 */
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static uint32 GetRelativePosition(TileIndex tile, TileIndex ind_tile)
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{
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	byte x = TileX(tile) - TileX(ind_tile);
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	byte y = TileY(tile) - TileY(ind_tile);
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	return ((y & 0xF) << 20) | ((x & 0xF) << 16) | (y << 8) | x;
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}
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static uint32 IndustryTileGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
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{
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	const Industry *inds = object->u.industry.ind;
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	TileIndex tile       = object->u.industry.tile;
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	if (object->scope == VSG_SCOPE_PARENT) {
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		return IndustryGetVariable(object, variable, parameter, available);
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	}
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	switch (variable) {
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		 /* Construction state of the tile: a value between 0 and 3 */
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		case 0x40 : return (IsTileType(tile, MP_INDUSTRY)) ? GetIndustryConstructionStage(tile) : 0;
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		case 0x41 : return GetTerrainType(tile);
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		/* Current town zone of the tile in the nearest town */
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		/** @todo Maybe use GetRadiusGroupForTile? */
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		case 0x42 : return ClosestTownFromTile(tile, (uint)-1)->GetRadiusGroup(tile);
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		/* Relative position */
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		case 0x43 : return GetRelativePosition(tile, inds->xy);
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		/* Animation frame. Like house variable 46 but can contain anything 0..FF. */
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		case 0x44 : return (IsTileType(tile, MP_INDUSTRY)) ? GetIndustryAnimationState(tile) : 0;
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		/* Land info of nearby tiles */
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		case 0x60 : return GetNearbyIndustryTileInformation(parameter, tile, inds->index);
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		case 0x61 : {/* Animation stage of nearby tiles */
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			tile = GetNearbyTile(parameter, tile);
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			if (IsTileType(tile, MP_INDUSTRY) && GetIndustryByTile(tile) == inds) {
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				return GetIndustryAnimationState(tile);
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			}
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			return 0xFFFFFFFF;
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		}
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		/* Get industry tile ID at offset */
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		case 0x62 : return GetIndustryIDAtOffset(GetNearbyTile(parameter, tile), tile, inds);
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	}
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	return 0;
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}
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static const SpriteGroup *IndustryTileResolveReal(const ResolverObject *object, const SpriteGroup *group)
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{
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	/* IndustryTile do not have 'real' groups.  Or do they?? */
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	return NULL;
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}
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uint32 IndustryTileGetRandomBits(const ResolverObject *object)
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{
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	const TileIndex tile = object->u.industry.tile;
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	return (tile == INVALID_TILE || !IsTileType(tile, MP_INDUSTRY)) ? 0 : GetIndustryRandomBits(tile);
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}
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uint32 IndustryTileGetTriggers(const ResolverObject *object)
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{
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	const TileIndex tile = object->u.industry.tile;
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	return (tile == INVALID_TILE || !IsTileType(tile, MP_INDUSTRY)) ? 0 : GetIndustryTriggers(tile);
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}
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void IndustryTileSetTriggers(const ResolverObject *object, int triggers)
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{
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	const TileIndex tile = object->u.industry.tile;
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	if (IsTileType(tile, MP_INDUSTRY)) SetIndustryTriggers(tile, triggers);
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}
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static void NewIndustryTileResolver(ResolverObject *res, IndustryGfx gfx, TileIndex tile, Industry *indus)
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{
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	res->GetRandomBits = IndustryTileGetRandomBits;
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	res->GetTriggers   = IndustryTileGetTriggers;
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	res->SetTriggers   = IndustryTileSetTriggers;
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	res->GetVariable   = IndustryTileGetVariable;
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	res->ResolveReal   = IndustryTileResolveReal;
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	res->u.industry.tile = tile;
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	res->u.industry.ind  = indus;
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	res->u.industry.gfx  = gfx;
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	res->callback        = 0;
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	res->callback_param1 = 0;
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	res->callback_param2 = 0;
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	res->last_value      = 0;
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	res->trigger         = 0;
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	res->reseed          = 0;
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}
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uint16 GetIndustryTileCallback(uint16 callback, uint32 param1, uint32 param2, IndustryGfx gfx_id, Industry *industry, TileIndex tile)
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{
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	ResolverObject object;
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	const SpriteGroup *group;
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	NewIndustryTileResolver(&object, gfx_id, tile, industry);
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	object.callback = callback;
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	object.callback_param1 = param1;
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	object.callback_param2 = param2;
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	group = Resolve(GetIndustryTileSpec(gfx_id)->grf_prop.spritegroup, &object);
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	if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
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	return group->g.callback.result;
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}