(svn r3721) - [3/4] Present the game with a unified structure for the configuration-ini, saveload, console and gui representations of the settings. From part 3 on, OpenTTD is once again compilable.
- Code has been added to the saveload code to honour the SLF_SAVE_NO and SLF_NETWORK_NO flags. SLF_NETWORK_NO just reads in the the bytestream and then discards it because that setting is not synchronised. For this the function SlSkipBytes() has been reinstated
- SAVEGAME_VERSION has been changed from a constant ENUM to a constant integer. This was done for the configuration-code to be able to tell which version of a CONDVAR type to handle. As said before, because settings can be saved to the savegame, they will become conditional at some point. The configuration code always has to read the 'most recent' version.
- GameOptions are saved through the new structure. It is fully compatible with any old savegame...however it is better. Because of the move to this new format we can instruct the loader to skip certain variables. Autosave for example isn't synchronised anymore (in the network). The same goes for currency and kilometers :D. That is the only functionality change this patch is supposed to have if I have written it correctly.
- NOTE! Patches are still not saved so for Multiplayer to work network_client.c and network_server.c needed slight modifications.
/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "clear.h"
#include "functions.h"
#include "map.h"
#include "player.h"
#include "spritecache.h"
#include "table/sprites.h"
#include "tile.h"
#include <stdarg.h>
#include "viewport.h"
#include "command.h"
#include "vehicle.h"
#include "variables.h"
#include "void.h"
#include "water_map.h"
extern const TileTypeProcs
_tile_type_clear_procs,
_tile_type_rail_procs,
_tile_type_road_procs,
_tile_type_town_procs,
_tile_type_trees_procs,
_tile_type_station_procs,
_tile_type_water_procs,
_tile_type_dummy_procs,
_tile_type_industry_procs,
_tile_type_tunnelbridge_procs,
_tile_type_unmovable_procs;
const TileTypeProcs * const _tile_type_procs[16] = {
&_tile_type_clear_procs,
&_tile_type_rail_procs,
&_tile_type_road_procs,
&_tile_type_town_procs,
&_tile_type_trees_procs,
&_tile_type_station_procs,
&_tile_type_water_procs,
&_tile_type_dummy_procs,
&_tile_type_industry_procs,
&_tile_type_tunnelbridge_procs,
&_tile_type_unmovable_procs,
};
/* landscape slope => sprite */
const byte _tileh_to_sprite[32] = {
0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,0,
0,0,0,0,0,0,0,16,0,0,0,17,0,15,18,0,
};
const byte _inclined_tileh[] = {
3, 9, 3, 6, 12, 6, 12, 9
};
void FindLandscapeHeightByTile(TileInfo *ti, TileIndex tile)
{
assert(tile < MapSize());
ti->tile = tile;
ti->map5 = _m[tile].m5;
ti->type = GetTileType(tile);
ti->tileh = GetTileSlope(tile, &ti->z);
}
/* find the landscape height for the coordinates x y */
void FindLandscapeHeight(TileInfo *ti, uint x, uint y)
{
ti->x = x;
ti->y = y;
if (x >= MapMaxX() * 16 - 1 || y >= MapMaxY() * 16 - 1) {
ti->tileh = 0;
ti->type = MP_VOID;
ti->tile = 0;
ti->map5 = 0;
ti->z = 0;
return;
}
FindLandscapeHeightByTile(ti, TileVirtXY(x, y));
}
uint GetPartialZ(int x, int y, int corners)
{
int z = 0;
switch (corners) {
case 1:
if (x - y >= 0)
z = (x - y) >> 1;
break;
case 2:
y^=0xF;
if ( (x - y) >= 0)
z = (x - y) >> 1;
break;
case 3:
z = (x>>1) + 1;
break;
case 4:
if (y - x >= 0)
z = (y - x) >> 1;
break;
case 5:
case 10:
case 15:
z = 4;
break;
case 6:
z = (y>>1) + 1;
break;
case 7:
z = 8;
y^=0xF;
if (x - y < 0)
z += (x - y) >> 1;
break;
case 8:
y ^= 0xF;
if (y - x >= 0)
z = (y - x) >> 1;
break;
case 9:
z = (y^0xF)>>1;
break;
case 11:
z = 8;
if (x - y < 0)
z += (x - y) >> 1;
break;
case 12:
z = (x^0xF)>>1;
break;
case 13:
z = 8;
y ^= 0xF;
if (y - x < 0)
z += (y - x) >> 1;
break;
case 14:
z = 8;
if (y - x < 0)
z += (y - x) >> 1;
break;
case 23:
z = 1 + ((x+y)>>1);
break;
case 27:
z = 1 + ((x+(y^0xF))>>1);
break;
case 29:
z = 1 + (((x^0xF)+(y^0xF))>>1);
break;
case 30:
z = 1 + (((x^0xF)+(y^0xF))>>1);
break;
}
return z;
}
uint GetSlopeZ(int x, int y)
{
TileInfo ti;
FindLandscapeHeight(&ti, x, y);
return _tile_type_procs[ti.type]->get_slope_z_proc(&ti);
}
// direction=true: check for foundation in east and south corner
// direction=false: check for foundation in west and south corner
static bool hasFoundation(const TileInfo* ti, bool direction)
{
bool south, other; // southern corner and east/west corner
uint slope = _tile_type_procs[ti->type]->get_slope_tileh_proc(ti);
uint tileh = ti->tileh;
if (slope == 0 && slope != tileh) tileh = 15;
south = (tileh & 2) != (slope & 2);
if (direction) {
other = (tileh & 4) != (slope & 4);
} else {
other = (tileh & 1) != (slope & 1);
}
return south || other;
}
void DrawFoundation(TileInfo *ti, uint f)
{
uint32 sprite_base = SPR_SLOPES_BASE-14;
TileInfo ti2;
FindLandscapeHeight(&ti2, ti->x, ti->y - 1);
if (hasFoundation(&ti2, true)) sprite_base += 22; // foundation in NW direction
FindLandscapeHeight(&ti2, ti->x - 1, ti->y);
if (hasFoundation(&ti2, false)) sprite_base += 22 * 2; // foundation in NE direction
if (f < 15) {
// leveled foundation
if (sprite_base < SPR_SLOPES_BASE) sprite_base = SPR_FOUNDATION_BASE + 1; // use original slope sprites
AddSortableSpriteToDraw(f - 1 + sprite_base, ti->x, ti->y, 16, 16, 7, ti->z);
ti->z += 8;
ti->tileh = 0;
OffsetGroundSprite(31, 1);
} else {
// inclined foundation
sprite_base += 14;
AddSortableSpriteToDraw(
HASBIT((1<<1) | (1<<2) | (1<<4) | (1<<8), ti->tileh) ? sprite_base + (f - 15) : SPR_FOUNDATION_BASE + ti->tileh,
ti->x, ti->y, 1, 1, 1, ti->z
);
ti->tileh = _inclined_tileh[f - 15];
OffsetGroundSprite(31, 9);
}
}
void DoClearSquare(TileIndex tile)
{
MakeClear(tile, CL_GRASS, _generating_world ? 3 : 0);
MarkTileDirtyByTile(tile);
}
uint32 GetTileTrackStatus(TileIndex tile, TransportType mode)
{
return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode);
}
void ChangeTileOwner(TileIndex tile, byte old_player, byte new_player)
{
_tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_player, new_player);
}
void GetAcceptedCargo(TileIndex tile, AcceptedCargo ac)
{
memset(ac, 0, sizeof(AcceptedCargo));
_tile_type_procs[GetTileType(tile)]->get_accepted_cargo_proc(tile, ac);
}
void AnimateTile(TileIndex tile)
{
_tile_type_procs[GetTileType(tile)]->animate_tile_proc(tile);
}
void ClickTile(TileIndex tile)
{
_tile_type_procs[GetTileType(tile)]->click_tile_proc(tile);
}
void DrawTile(TileInfo *ti)
{
_tile_type_procs[ti->type]->draw_tile_proc(ti);
}
void GetTileDesc(TileIndex tile, TileDesc *td)
{
_tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td);
}
/** Clear a piece of landscape
* @param x,y coordinates of clearance
* @param p1 unused
* @param p2 unused
*/
int32 CmdLandscapeClear(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
TileIndex tile = TileVirtXY(x, y);
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags);
}
/** Clear a big piece of landscape
* @param x,y end coordinates of area dragging
* @param p1 start tile of area dragging
* @param p2 unused
*/
int32 CmdClearArea(int ex, int ey, uint32 flags, uint32 p1, uint32 p2)
{
int32 cost, ret, money;
int sx,sy;
int x,y;
bool success = false;
if (p1 >= MapSize()) return CMD_ERROR;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
// make sure sx,sy are smaller than ex,ey
sx = TileX(p1) * 16;
sy = TileY(p1) * 16;
if (ex < sx) intswap(ex, sx);
if (ey < sy) intswap(ey, sy);
money = GetAvailableMoneyForCommand();
cost = 0;
for (x = sx; x <= ex; x += 16) {
for (y = sy; y <= ey; y += 16) {
ret = DoCommandByTile(TileVirtXY(x, y), 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) continue;
cost += ret;
success = true;
if (flags & DC_EXEC) {
if (ret > 0 && (money -= ret) < 0) {
_additional_cash_required = ret;
return cost - ret;
}
DoCommandByTile(TileVirtXY(x, y), 0, 0, flags, CMD_LANDSCAPE_CLEAR);
// draw explosion animation...
if ((x == sx || x == ex) && (y == sy || y == ey)) {
// big explosion in each corner, or small explosion for single tiles
CreateEffectVehicleAbove(x + 8, y + 8, 2,
sy == ey && sx == ex ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
);
}
}
}
}
return (success) ? cost : CMD_ERROR;
}
/* utility function used to modify a tile */
void CDECL ModifyTile(TileIndex tile, uint flags, ...)
{
va_list va;
int i;
va_start(va, flags);
if ((i = GB(flags, 8, 4)) != 0) {
SetTileType(tile, i - 1);
}
if (flags & (MP_MAP2_CLEAR | MP_MAP2)) {
int x = 0;
if (flags & MP_MAP2) x = va_arg(va, int);
_m[tile].m2 = x;
}
if (flags & (MP_MAP3LO_CLEAR | MP_MAP3LO)) {
int x = 0;
if (flags & MP_MAP3LO) x = va_arg(va, int);
_m[tile].m3 = x;
}
if (flags & (MP_MAP3HI_CLEAR | MP_MAP3HI)) {
int x = 0;
if (flags & MP_MAP3HI) x = va_arg(va, int);
_m[tile].m4 = x;
}
if (flags & (MP_MAPOWNER|MP_MAPOWNER_CURRENT)) {
PlayerID x = _current_player;
if (flags & MP_MAPOWNER) x = va_arg(va, int);
_m[tile].m1 = x;
}
if (flags & MP_MAP5) {
_m[tile].m5 = va_arg(va, int);
}
va_end(va);
if (!(flags & MP_NODIRTY))
MarkTileDirtyByTile(tile);
}
#define TILELOOP_BITS 4
#define TILELOOP_SIZE (1 << TILELOOP_BITS)
#define TILELOOP_ASSERTMASK ((TILELOOP_SIZE-1) + ((TILELOOP_SIZE-1) << MapLogX()))
#define TILELOOP_CHKMASK (((1 << (MapLogX() - TILELOOP_BITS))-1) << TILELOOP_BITS)
void RunTileLoop(void)
{
TileIndex tile;
uint count;
tile = _cur_tileloop_tile;
assert( (tile & ~TILELOOP_ASSERTMASK) == 0);
count = (MapSizeX() / TILELOOP_SIZE) * (MapSizeY() / TILELOOP_SIZE);
do {
_tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
if (TileX(tile) < MapSizeX() - TILELOOP_SIZE) {
tile += TILELOOP_SIZE; /* no overflow */
} else {
tile = TILE_MASK(tile - TILELOOP_SIZE * (MapSizeX() / TILELOOP_SIZE - 1) + TileDiffXY(0, TILELOOP_SIZE)); /* x would overflow, also increase y */
}
} while (--count);
assert( (tile & ~TILELOOP_ASSERTMASK) == 0);
tile += 9;
if (tile & TILELOOP_CHKMASK)
tile = (tile + MapSizeX()) & TILELOOP_ASSERTMASK;
_cur_tileloop_tile = tile;
}
void InitializeLandscape(void)
{
uint maxx = MapMaxX();
uint maxy = MapMaxY();
uint sizex = MapSizeX();
uint x;
uint y;
for (y = 0; y < maxy; y++) {
for (x = 0; x < maxx; x++) {
MakeClear(sizex * y + x, CL_GRASS, 3);
SetTileHeight(sizex * y + x, 0);
}
MakeVoid(sizex * y + x);
}
for (x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
}
void ConvertGroundTilesIntoWaterTiles(void)
{
TileIndex tile = 0;
uint h;
for (tile = 0; tile < MapSize(); ++tile) {
if (IsTileType(tile, MP_CLEAR) && GetTileSlope(tile, &h) == 0 && h == 0) {
MakeWater(tile);
}
}
}
static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4 };
static const byte _genterrain_tbl_2[5] = { 0, 0, 0, 0, 33 };
static void GenerateTerrain(int type, int flag)
{
uint32 r;
uint x;
uint y;
uint w;
uint h;
const Sprite* template;
const byte *p;
Tile* tile;
byte direction;
r = Random();
template = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845);
x = r & MapMaxX();
y = (r >> MapLogX()) & MapMaxY();
if (x < 2 || y < 2) return;
direction = GB(r, 22, 2);
if (direction & 1) {
w = template->height;
h = template->width;
} else {
w = template->width;
h = template->height;
}
p = template->data;
if (flag & 4) {
uint xw = x * MapSizeY();
uint yw = y * MapSizeX();
uint bias = (MapSizeX() + MapSizeY()) * 16;
switch (flag & 3) {
case 0:
if (xw + yw > MapSize() - bias) return;
break;
case 1:
if (yw < xw + bias) return;
break;
case 2:
if (xw + yw < MapSize() + bias) return;
break;
case 3:
if (xw < yw + bias) return;
break;
}
}
if (x + w >= MapMaxX() - 1) return;
if (y + h >= MapMaxY() - 1) return;
tile = &_m[TileXY(x, y)];
switch (direction) {
case 0:
do {
Tile* tile_cur = tile;
uint w_cur;
for (w_cur = w; w_cur != 0; --w_cur) {
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
p++;
tile_cur++;
}
tile += TileDiffXY(0, 1);
} while (--h != 0);
break;
case 1:
do {
Tile* tile_cur = tile;
uint h_cur;
for (h_cur = h; h_cur != 0; --h_cur) {
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
p++;
tile_cur += TileDiffXY(0, 1);
}
tile++;
} while (--w != 0);
break;
case 2:
tile += TileDiffXY(w - 1, 0);
do {
Tile* tile_cur = tile;
uint w_cur;
for (w_cur = w; w_cur != 0; --w_cur) {
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
p++;
tile_cur--;
}
tile += TileDiffXY(0, 1);
} while (--h != 0);
break;
case 3:
tile += TileDiffXY(0, h - 1);
do {
Tile* tile_cur = tile;
uint h_cur;
for (h_cur = h; h_cur != 0; --h_cur) {
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
p++;
tile_cur -= TileDiffXY(0, 1);
}
tile++;
} while (--w != 0);
break;
}
}
#include "table/genland.h"
static void CreateDesertOrRainForest(void)
{
TileIndex tile;
const TileIndexDiffC *data;
uint i;
for (tile = 0; tile != MapSize(); ++tile) {
for (data = _make_desert_or_rainforest_data;
data != endof(_make_desert_or_rainforest_data); ++data) {
TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data));
if (TileHeight(t) >= 4 || IsTileType(t, MP_WATER)) break;
}
if (data == endof(_make_desert_or_rainforest_data))
SetMapExtraBits(tile, 1);
}
for (i = 0; i != 256; i++)
RunTileLoop();
for (tile = 0; tile != MapSize(); ++tile) {
for (data = _make_desert_or_rainforest_data;
data != endof(_make_desert_or_rainforest_data); ++data) {
TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data));
if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CL_DESERT)) break;
}
if (data == endof(_make_desert_or_rainforest_data))
SetMapExtraBits(tile, 2);
}
}
void GenerateLandscape(void)
{
uint i;
uint flag;
uint32 r;
switch (_opt.landscape) {
case LT_HILLY:
for (i = ScaleByMapSize((Random() & 0x7F) + 950); i != 0; --i) {
GenerateTerrain(2, 0);
}
r = Random();
flag = GB(r, 0, 2) | 4;
for (i = ScaleByMapSize(GB(r, 16, 7) + 450); i != 0; --i) {
GenerateTerrain(4, flag);
}
break;
case LT_DESERT:
for (i = ScaleByMapSize((Random() & 0x7F) + 170); i != 0; --i) {
GenerateTerrain(0, 0);
}
r = Random();
flag = GB(r, 0, 2) | 4;
for (i = ScaleByMapSize(GB(r, 16, 8) + 1700); i != 0; --i) {
GenerateTerrain(0, flag);
}
flag ^= 2;
for (i = ScaleByMapSize((Random() & 0x7F) + 410); i != 0; --i) {
GenerateTerrain(3, flag);
}
break;
default:
i = ScaleByMapSize((Random() & 0x7F) + (3 - _opt.diff.quantity_sea_lakes) * 256 + 100);
for (; i != 0; --i) {
GenerateTerrain(_opt.diff.terrain_type, 0);
}
break;
}
ConvertGroundTilesIntoWaterTiles();
if (_opt.landscape == LT_DESERT) CreateDesertOrRainForest();
}
void OnTick_Town(void);
void OnTick_Trees(void);
void OnTick_Station(void);
void OnTick_Industry(void);
void OnTick_Players(void);
void OnTick_Train(void);
void CallLandscapeTick(void)
{
OnTick_Town();
OnTick_Trees();
OnTick_Station();
OnTick_Industry();
OnTick_Players();
OnTick_Train();
}
TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng)
{
int rn = rng;
uint32 r = Random();
return TILE_MASK(TileXY(
TileX(a) + (GB(r, 0, 8) * rn * 2 >> 8) - rn,
TileY(a) + (GB(r, 8, 8) * rn * 2 >> 8) - rn
));
}
bool IsValidTile(TileIndex tile)
{
return (tile < MapSizeX() * MapMaxY() && TileX(tile) != MapMaxX());
}