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(svn r9850) -Codechange: Introduction of the Override/Substitute manager. Currently only used for newhouses.
Basically, it is more a gathering of IDs from grf files and ingame data.
This commit is contained in:
parent
d2776ccde9
commit
3fb4003534
@ -518,6 +518,9 @@
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<File
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RelativePath=".\..\src\newgrf_cargo.h">
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</File>
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<File
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RelativePath=".\..\src\newgrf_commons.h">
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</File>
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<File
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RelativePath=".\..\src\newgrf_config.h">
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</File>
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@ -946,6 +949,9 @@
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<File
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RelativePath=".\..\src\newgrf_cargo.cpp">
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</File>
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<File
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RelativePath=".\..\src\newgrf_commons.cpp">
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</File>
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<File
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RelativePath=".\..\src\newgrf_config.cpp">
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</File>
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@ -919,6 +919,10 @@
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RelativePath=".\..\src\newgrf_cargo.h"
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>
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</File>
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<File
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RelativePath=".\..\src\newgrf_commons.h"
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>
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</File>
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<File
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RelativePath=".\..\src\newgrf_config.h"
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>
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@ -1483,6 +1487,10 @@
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RelativePath=".\..\src\newgrf_cargo.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\newgrf_commons.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\newgrf_config.cpp"
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>
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@ -140,6 +140,7 @@ newgrf.h
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newgrf_callbacks.h
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newgrf_canal.h
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newgrf_cargo.h
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newgrf_commons.h
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newgrf_config.h
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newgrf_engine.h
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newgrf_house.h
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@ -286,6 +287,7 @@ ai/trolly/trolly.cpp
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newgrf.cpp
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newgrf_canal.cpp
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newgrf_cargo.cpp
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newgrf_commons.cpp
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newgrf_config.cpp
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newgrf_engine.cpp
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newgrf_house.cpp
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@ -40,6 +40,7 @@
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#include "cargotype.h"
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#include "industry.h"
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#include "newgrf_canal.h"
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#include "newgrf_commons.h"
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/* TTDPatch extended GRF format codec
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* (c) Petr Baudis 2004 (GPL'd)
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@ -1246,7 +1247,7 @@ static bool TownHouseChangeInfo(uint hid, int numinfo, int prop, byte **bufp, in
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_cur_grffile->housespec = CallocT<HouseSpec*>(HOUSE_MAX);
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/* Reset any overrides that have been set. */
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ResetHouseOverrides();
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_house_mngr.ResetOverride();
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}
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housespec = &_cur_grffile->housespec[hid];
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@ -1372,7 +1373,7 @@ static bool TownHouseChangeInfo(uint hid, int numinfo, int prop, byte **bufp, in
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return false;
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}
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AddHouseOverride(hid, override);
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_house_mngr.Add(hid, override);
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}
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break;
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@ -4591,7 +4592,7 @@ static void FinaliseHouseArray()
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for (int i = 0; i < HOUSE_MAX; i++) {
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HouseSpec *hs = file->housespec[i];
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if (hs != NULL) {
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SetHouseSpec(hs);
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_house_mngr.SetEntitySpec(hs);
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if (hs->min_date < 1930) reset_dates = false;
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}
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}
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150
src/newgrf_commons.cpp
Normal file
150
src/newgrf_commons.cpp
Normal file
@ -0,0 +1,150 @@
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/* $Id$ */
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/** @file newgrf_commons.cpp Implementation of the class OverrideManagerBase
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* and its descendance, present and futur
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*/
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#include "stdafx.h"
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#include "openttd.h"
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#include "town.h"
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#include "industry.h"
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#include "newgrf.h"
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#include "newgrf_commons.h"
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/** Constructor of generic class
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* @param offset end of original data for this entity. i.e: houses = 110
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* @param maximum of entities this manager can deal with. i.e: houses = 512
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* @param invalid is the ID used to identify an invalid entity id
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*/
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OverrideManagerBase::OverrideManagerBase(uint16 offset, uint16 maximum, uint16 invalid)
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{
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max_offset = offset;
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max_new_entities = maximum;
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invalid_ID = invalid;
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mapping_ID = CallocT<EntityIDMapping>(max_new_entities);
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entity_overrides = MallocT<uint16>(max_offset);
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memset(entity_overrides, invalid, sizeof(entity_overrides));
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}
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/** Destructor of the generic class.
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* Frees allocated memory of constructor
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*/
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OverrideManagerBase::~OverrideManagerBase()
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{
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free(mapping_ID);
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free(entity_overrides);
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}
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/** Since the entity IDs defined by the GRF file does not necessarily correlate
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* to those used by the game, the IDs used for overriding old entities must be
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* translated when the entity spec is set.
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* @param local_id id in grf file
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* @param entity_type original entity type
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*/
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void OverrideManagerBase::Add(uint8 local_id, uint entity_type)
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{
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assert(entity_type < max_offset);
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entity_overrides[entity_type] = local_id;
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}
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/** Resets the mapping, which is used while initializing game */
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void OverrideManagerBase::ResetMapping()
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{
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memset(mapping_ID, 0, (max_new_entities - 1) * sizeof(EntityIDMapping));
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}
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/** Resets the override, which is used while initializing game */
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void OverrideManagerBase::ResetOverride()
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{
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for (uint16 i = 0; i < max_offset; i++) {
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entity_overrides[i] = invalid_ID;
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}
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}
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/** Return the ID (if ever available) of a previously inserted entity.
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* @param grf_local_id ID of this enity withing the grfID
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* @param grfid ID of the grf file
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* @return the ID of the candidate, of the Invalid flag item ID
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*/
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uint16 OverrideManagerBase::GetID(uint8 grf_local_id, uint32 grfid)
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{
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const EntityIDMapping *map;
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for (uint16 id = max_offset; id < max_new_entities; id++) {
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map = &mapping_ID[id];
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if (map->entity_id == grf_local_id && map->grfid == grfid) {
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return id;
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}
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}
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return invalid_ID;
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}
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/** Reserves a place in the mapping array for an entity to be installed
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* @param grf_local_id is an arbitrary id given by the grf's author. Also known as setid
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* @param grfid is the id of the grf file itself
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* @param substitute_id is the original entity from which data is copied for the new one
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* @return the proper usable slot id, or invalid marker if none is found
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*/
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uint16 OverrideManagerBase::AddEntityID(byte grf_local_id, uint32 grfid, byte substitute_id)
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{
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uint16 id = this->GetID(grf_local_id, grfid);
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EntityIDMapping *map;
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/* Look to see if this entity has already been added. This is done
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* separately from the loop below in case a GRF has been deleted, and there
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* are any gaps in the array.
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*/
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if (id != invalid_ID) {
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return id;
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}
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/* This entity hasn't been defined before, so give it an ID now. */
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for (id = max_offset; id < max_new_entities; id++) {
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map = &mapping_ID[id];
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if (map->entity_id == 0 && map->grfid == 0) {
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map->entity_id = grf_local_id;
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map->grfid = grfid;
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map->substitute_id = substitute_id;
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return id;
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}
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}
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return invalid_ID;
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}
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/** Gives the substitute of the entity, as specified by the grf file
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* @param entity_id of the entity being queried
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* @return mapped id
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*/
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uint16 OverrideManagerBase::GetSubstituteID(byte entity_id)
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{
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return mapping_ID[entity_id].substitute_id;
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}
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/** Install the specs into the HouseSpecs array
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* It will find itself the proper slot onwhich it will go
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* @param hs HouseSpec read from the grf file, ready for inclusion
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*/
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void HouseOverrideManager::SetEntitySpec(const HouseSpec *hs)
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{
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HouseID house_id = this->AddEntityID(hs->local_id, hs->grffile->grfid, hs->substitute_id);
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if (house_id == invalid_ID) {
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grfmsg(1, "House.SetEntitySpec: Too many houses allocated. Ignoring.");
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return;
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}
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memcpy(&_house_specs[house_id], hs, sizeof(*hs));
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/* Now add the overrides. */
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for (int i = 0; i != max_offset; i++) {
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HouseSpec *overridden_hs = GetHouseSpecs(i);
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if (entity_overrides[i] != hs->local_id) continue;
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overridden_hs->override = house_id;
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entity_overrides[i] = invalid_ID;
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}
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}
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69
src/newgrf_commons.h
Normal file
69
src/newgrf_commons.h
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@ -0,0 +1,69 @@
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/* $Id$ */
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/** @file newgrf_commons.h This file simplyfies and embeds a common mechanism of
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* loading/saving and mapping of grf entities.
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*/
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#ifndef NEWGRF_COMMONS_H
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#define NEWGRF_COMMONS_H
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/**
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* Maps an entity id stored on the map to a GRF file.
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* Entities are objects used ingame (houses, industries, industry tiles) for
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* which we need to correlate the ids from the grf files with the ones in the
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* the savegames themselves.
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* An array of EntityIDMapping structs is saved with the savegame so
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* that those GRFs can be loaded in a different order, or removed safely. The
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* index in the array is the entity's ID stored on the map.
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*
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* The substitute ID is the ID of an original entity that should be used instead
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* if the GRF containing the new entity is not available.
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*/
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struct EntityIDMapping {
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uint32 grfid; ///< The GRF ID of the file the entity belongs to
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uint8 entity_id; ///< The entity ID within the GRF file
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uint8 substitute_id; ///< The (original) entity ID to use if this GRF is not available
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};
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class OverrideManagerBase
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{
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protected:
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uint16 *entity_overrides;
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uint16 max_offset; ///< what is the length of the original entity's array of specs
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uint16 max_new_entities; ///< what is the amount of entities, old and new summed
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uint16 invalid_ID; ///< ID used to dected invalid entities;
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virtual uint16 AddEntityID(byte grf_local_id, uint32 grfid, byte substitute_id);
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public:
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EntityIDMapping *mapping_ID; ///< mapping of ids from grf files. Public out of convenience
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OverrideManagerBase(uint16 offset, uint16 maximum, uint16 invalid);
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virtual ~OverrideManagerBase();
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void ResetOverride();
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void ResetMapping();
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void Add(uint8 local_id, uint entity_type);
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uint16 GetSubstituteID(byte entity_id);
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uint16 GetID(uint8 grf_local_id, uint32 grfid);
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inline uint16 GetMaxMapping() { return max_new_entities; };
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inline uint16 GetMaxOffset() { return max_offset; };
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};
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struct HouseSpec;
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class HouseOverrideManager : public OverrideManagerBase
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{
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public:
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HouseOverrideManager(uint16 offset, uint16 maximum, uint16 invalid) : OverrideManagerBase(offset, maximum, invalid) {};
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void SetEntitySpec(const HouseSpec *hs);
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};
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extern HouseOverrideManager _house_mngr;
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#endif /* NEWGRF_COMMONS_H */
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@ -24,92 +24,12 @@
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#include "newgrf_callbacks.h"
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#include "newgrf_town.h"
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#include "newgrf_sound.h"
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#include "newgrf_commons.h"
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static BuildingCounts _building_counts;
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static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
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HouseIDMapping _house_id_mapping[HOUSE_MAX];
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/* Since the house IDs defined by the GRF file don't necessarily correlate
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* to those used by the game, the IDs used for overriding old houses must be
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* translated when the house spec is set. */
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static uint16 _house_overrides[NEW_HOUSE_OFFSET];
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void AddHouseOverride(uint8 local_id, uint house_type)
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{
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assert(house_type < NEW_HOUSE_OFFSET);
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_house_overrides[house_type] = local_id;
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}
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void ResetHouseOverrides()
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{
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for (int i = 0; i != lengthof(_house_overrides); i++) {
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_house_overrides[i] = INVALID_HOUSE_ID;
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}
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}
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static HouseID GetHouseID(byte grf_local_id, uint32 grfid)
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{
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const HouseIDMapping *map;
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for (HouseID house_id = NEW_HOUSE_OFFSET; house_id != lengthof(_house_id_mapping); house_id++) {
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map = &_house_id_mapping[house_id];
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if (map->house_id == grf_local_id && map->grfid == grfid) return house_id;
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}
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return INVALID_HOUSE_ID;
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}
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static HouseID AddHouseID(byte grf_local_id, uint32 grfid, byte substitute_id)
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{
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HouseID house_id;
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HouseIDMapping *map;
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/* Look to see if this house has already been added. This is done
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* separately from the loop below in case a GRF has been deleted, and there
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* are any gaps in the array. */
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house_id = GetHouseID(grf_local_id, grfid);
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if (house_id != INVALID_HOUSE_ID) return house_id;
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/* This house hasn't been defined before, so give it an ID now. */
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for (house_id = NEW_HOUSE_OFFSET; house_id != lengthof(_house_id_mapping); house_id++) {
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map = &_house_id_mapping[house_id];
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if (map->house_id == 0 && map->grfid == 0) {
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map->house_id = grf_local_id;
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map->grfid = grfid;
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map->substitute_id = substitute_id;
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return house_id;
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}
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}
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return INVALID_HOUSE_ID;
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}
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void SetHouseSpec(const HouseSpec *hs)
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{
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HouseID house_id = AddHouseID(hs->local_id, hs->grffile->grfid, hs->substitute_id);
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if (house_id == INVALID_HOUSE_ID) {
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grfmsg(1, "SetHouseSpec: Too many houses allocated. Ignoring.");
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return;
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}
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memcpy(&_house_specs[house_id], hs, sizeof(*hs));
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/* Now add the overrides. */
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for (int i = 0; i != lengthof(_house_overrides); i++) {
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HouseSpec *overridden_hs = GetHouseSpecs(i);
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if (_house_overrides[i] != hs->local_id) continue;
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overridden_hs->override = house_id;
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_house_overrides[i] = INVALID_HOUSE_ID;
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}
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}
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void ResetHouseIDMapping()
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{
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memset(&_house_id_mapping, 0, sizeof(_house_id_mapping));
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}
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HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
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void CheckHouseIDs()
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{
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@ -122,7 +42,7 @@ void CheckHouseIDs()
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if (!GetHouseSpecs(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) {
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/* The specs for this type of house are not available any more, so
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* replace it with the substitute original house type. */
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SetHouseType(t, _house_id_mapping[house_id].substitute_id);
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SetHouseType(t, _house_mngr.GetSubstituteID(house_id));
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}
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}
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@ -313,7 +233,7 @@ static uint32 HouseGetVariable(const ResolverObject *object, byte variable, byte
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const HouseSpec *hs = GetHouseSpecs(house_id);
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if (hs->grffile == NULL) return 0;
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HouseID new_house = GetHouseID(parameter, hs->grffile->grfid);
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HouseID new_house = _house_mngr.GetID(parameter, hs->grffile->grfid);
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return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town);
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}
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@ -577,7 +497,11 @@ bool NewHouseTileLoop(TileIndex tile)
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return true;
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}
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/* @todo: Magic with triggers goes here. Got to implement that, one day. .. */
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/* @todo: Magic with triggers goes here. Got to implement that, one day. ..
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* Process randomizing of tiles following specs.
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* Once done, redraw the house
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* MarkTileDirtyByTile(tile);
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*/
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if (HASBIT(hs->callback_mask, CBM_ANIMATION_START_STOP)) {
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/* If this house is marked as having a synchronised callback, all the
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@ -41,15 +41,7 @@ struct HouseClassMapping {
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uint8 class_id; ////< The class id within the grf file
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};
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extern HouseIDMapping _house_id_mapping[HOUSE_MAX]; ///< Declared in newgrf_house.cpp
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void AddHouseOverride(uint8 local_id, uint house_type);
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void ResetHouseOverrides();
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void SetHouseSpec(const HouseSpec *hs);
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void CheckHouseIDs();
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void ResetHouseIDMapping();
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HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid);
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@ -61,6 +61,7 @@
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#include "newgrf.h"
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#include "newgrf_config.h"
|
||||
#include "newgrf_house.h"
|
||||
#include "newgrf_commons.h"
|
||||
#include "player_face.h"
|
||||
|
||||
#include "bridge_map.h"
|
||||
@ -685,7 +686,7 @@ static void MakeNewGame(bool from_heightmap)
|
||||
_game_mode = GM_NORMAL;
|
||||
|
||||
ResetGRFConfig(true);
|
||||
ResetHouseIDMapping();
|
||||
_house_mngr.ResetMapping();
|
||||
|
||||
GenerateWorldSetCallback(&MakeNewGameDone);
|
||||
GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _patches.map_x, 1 << _patches.map_y);
|
||||
|
@ -38,6 +38,7 @@
|
||||
#include "newgrf.h"
|
||||
#include "newgrf_callbacks.h"
|
||||
#include "newgrf_house.h"
|
||||
#include "newgrf_commons.h"
|
||||
|
||||
/**
|
||||
* Called if a new block is added to the town-pool
|
||||
@ -2371,19 +2372,19 @@ static const SaveLoad _town_desc[] = {
|
||||
/* Save and load the mapping between the house id on the map, and the grf file
|
||||
* it came from. */
|
||||
static const SaveLoad _house_id_mapping_desc[] = {
|
||||
SLE_VAR(HouseIDMapping, grfid, SLE_UINT32),
|
||||
SLE_VAR(HouseIDMapping, house_id, SLE_UINT8),
|
||||
SLE_VAR(HouseIDMapping, substitute_id, SLE_UINT8),
|
||||
SLE_VAR(EntityIDMapping, grfid, SLE_UINT32),
|
||||
SLE_VAR(EntityIDMapping, entity_id, SLE_UINT8),
|
||||
SLE_VAR(EntityIDMapping, substitute_id, SLE_UINT8),
|
||||
SLE_END()
|
||||
};
|
||||
|
||||
static void Save_HOUSEIDS()
|
||||
{
|
||||
uint i;
|
||||
uint j = _house_mngr.GetMaxMapping();
|
||||
|
||||
for (i = 0; i != lengthof(_house_id_mapping); i++) {
|
||||
for (uint i = 0; i < j; i++) {
|
||||
SlSetArrayIndex(i);
|
||||
SlObject(&_house_id_mapping[i], _house_id_mapping_desc);
|
||||
SlObject(&_house_mngr.mapping_ID[i], _house_id_mapping_desc);
|
||||
}
|
||||
}
|
||||
|
||||
@ -2391,11 +2392,12 @@ static void Load_HOUSEIDS()
|
||||
{
|
||||
int index;
|
||||
|
||||
ResetHouseIDMapping();
|
||||
_house_mngr.ResetMapping();
|
||||
uint max_id = _house_mngr.GetMaxMapping();
|
||||
|
||||
while ((index = SlIterateArray()) != -1) {
|
||||
if ((uint)index >= lengthof(_house_id_mapping)) break;
|
||||
SlObject(&_house_id_mapping[index], _house_id_mapping_desc);
|
||||
if ((uint)index >= max_id) break;
|
||||
SlObject(&_house_mngr.mapping_ID[index], _house_id_mapping_desc);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user