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r6867:65542564f1e4
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(svn r10107) -Fix (r10092): Missing 'i' in 'optimized'
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r6835:9051f7024392 r6835:9051f7024392 r6835:9051f7024392 r6835:9051f7024392 r6835:9051f7024392 r6835:9051f7024392 r6835:9051f7024392 | /* $Id$ */
/** @file newgrf_industries.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "macros.h"
#include "industry.h"
#include "newgrf.h"
#include "newgrf_callbacks.h"
#include "newgrf_spritegroup.h"
#include "newgrf_industries.h"
#include "newgrf_commons.h"
/* Since the industry IDs defined by the GRF file don't necessarily correlate
* to those used by the game, the IDs used for overriding old industries must be
* translated when the idustry spec is set. */
IndustryOverrideManager _industry_mngr(NEW_INDUSTRYOFFSET, NUM_INDUSTRYTYPES, INVALID_INDUSTRYTYPE);
/**
* Finds the distance for the closest tile with water/land given a tile
* @param tile the tile to find the distance too
* @param water whether to find water or land
* @note FAILS when an industry should be seen as water
*/
static uint GetClosestWaterDistance(TileIndex tile, bool water)
{
TileIndex t;
uint best_dist;
for (t = 1; t < MapSize(); t++) {
if (IsTileType(t, MP_WATER) == water) break;
}
best_dist = DistanceManhattan(tile, t);
for (; t < MapSize(); t++) {
uint dist = DistanceManhattan(tile, t);
if (dist < best_dist) {
if (IsTileType(t, MP_WATER) == water) best_dist = dist;
} else {
/* When the Y distance between the current row and the 'source' tile
* is larger than the best distance, we've found the best distance */
if (TileY(t) - TileY(tile) > best_dist) return best_dist;
if (TileX(tile) > TileX(t)) {
/* We can safely skip this many tiles; from here all tiles have a
* higher or equal distance than the best distance */
t |= MapMaxX();
continue;
} else {
/* We can safely skip this many tiles; up to here all tiles have a
* higher or equal distance than the best distance */
t += best_dist - dist;
continue;
}
}
}
return best_dist;
}
/** This function implements the industries variables that newGRF defines.
* @param variable that is queried
* @param parameter unused
* @param available will return false if ever the variable asked for does not exist
* @param ind is of course the industry we are inquiring
* @return the value stored in the corresponding variable*/
uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
{
const Industry *industry = object->u.industry.ind;
TileIndex tile = object->u.industry.tile;
const IndustrySpec *indspec = GetIndustrySpec(industry->type);
switch (variable) {
case 0x40:
case 0x41:
case 0x42: { // waiting cargo, but only if those two callback flags are set
uint16 callback = indspec->callback_flags;
if (callback & (CBM_IND_PRODUCTION_CARGO_ARRIVAL | callback & CBM_IND_PRODUCTION_256_TICKS)) {
return max(industry->cargo_waiting[variable - 0x40], (uint16)0x7FFF);
} else {
return 0;
}
}
/* TODO: somehow determine whether we're in water or not */
case 0x43: return GetClosestWaterDistance(tile, true); // Manhattan distance of closes dry/water tile
case 0x60: { /* Get industry ID at offset param */
/*The parameter of this variable is an offset from the northernmost tile of the industry:
* the high nibble contains the Y offset, the low one the X offset; both are unsigned.
* The high word of the return value is currently reserved, and the low word can be:
* 00xxh if the tile is an industry tile and was defined in the current GRF with ID xx.
* FFxxh if the tile is an industry tile of an old type, and has the ID xx.
* FFFEh if the tile is an industry tile that was defined in another GRF file
* FFFFh if the tile isn't an industry tile, or doesn't belong to the current industry */
return GetIndustry(GetNearbyTile(parameter, tile))->type;
}
case 0x61: return 0; // Get random tile bits at offset param
case 0x62: // Land info of nearby tiles
case 0x63: // Animation stage of nerby tiles
case 0x64: break; // Distance of nearest industry of given type
/* Get town zone and Manhattan distance of closest town */
case 0x65: return GetTownRadiusGroup(industry->town, tile) << 16 | min(DistanceManhattan(tile, industry->town->xy), 0xFFFF);
/* Get square of Euclidian distance of closes town */
case 0x66: return GetTownRadiusGroup(industry->town, tile) << 16 | min(DistanceSquare(tile, industry->town->xy), 0xFFFF);
/* Count of industry, distance of closest instance
* format is rr(reserved) cc(count) dddd(manhattan distance of closest sister)
* A lot more should be done, since it has to check for local id, grf id etc...
* let's just say it is a beginning ;) */
case 0x67: return GetIndustryTypeCount(industry->type) << 16 | 0;
/* Industry founder information.
* 0x10 if randomly created or from a map pre-newindustry.
* Else, the company who funded it */
case 0xA7: return 0x10;
case 0xB0: // Date when built since 1920 (in days)
case 0xB3: // Construction type
case 0xB4: break; // Date last cargo accepted since 1920 (in days)
/* Industry structure access*/
case 0x80: return industry->xy;
case 0x81: return GB(industry->xy, 8, 8);
/* Pointer to the town the industry is associated with */
case 0x82:
case 0x83:
case 0x84:
case 0x85: break; // not supported
case 0x86: return industry->width;
case 0x87: return industry->height;// xy dimensions
/* */
case 0x88:
case 0x89: return indspec->produced_cargo[variable - 0x88];
case 0x8A: return industry->cargo_waiting[0];
case 0x8B: return GB(industry->cargo_waiting[0], 8, 8);
case 0x8C: return industry->cargo_waiting[1];
case 0x8D: return GB(industry->cargo_waiting[1], 8, 8);
case 0x8E:
case 0x8F: return industry->production_rate[variable - 0x8E];
case 0x90:
case 0x91:
case 0x92: return indspec->accepts_cargo[variable - 0x90];
case 0x93: return industry->prod_level;
/* amount of cargo produced so far THIS month. */
case 0x94: return industry->this_month_production[0];
case 0x95: return GB(industry->this_month_production[0], 8, 8);
case 0x96: return industry->this_month_production[1];
case 0x97: return GB(industry->this_month_production[1], 8, 8);
/* amount of cargo transported so far THIS month. */
case 0x98: return industry->this_month_transported[0];
case 0x99: return GB(industry->this_month_transported[0], 8, 8);
case 0x9A: return industry->this_month_transported[1];
case 0x9B: return GB(industry->this_month_transported[0], 8, 8);
/* fraction of cargo transported LAST month. */
case 0x9C:
case 0x9D: return industry->last_month_pct_transported[variable - 0x9C];
/* amount of cargo produced LAST month. */
case 0x9E: return industry->last_month_production[0];
case 0x9F: return GB(industry->last_month_production[0], 8, 8);
case 0xA0: return industry->last_month_production[1];
case 0xA1: return GB(industry->last_month_production[1], 8, 8);
/* amount of cargo transported last month. */
case 0xA2: return industry->last_month_transported[0];
case 0xA3: return GB(industry->last_month_transported[0], 8, 8);
case 0xA4: return industry->last_month_transported[1];
case 0xA5: return GB(industry->last_month_transported[0], 8, 8);
case 0xA6: return industry->type;
case 0xA8: return industry->random_color;
case 0xA9: return industry->last_prod_year; // capped?
case 0xAA: return industry->counter;
case 0xAB: return GB(industry->counter, 8, 8);
case 0xAC: return industry->was_cargo_delivered;
}
DEBUG(grf, 1, "Unhandled industry property 0x%X", variable);
*available = false;
return (uint32)-1;
}
static const SpriteGroup *IndustryResolveReal(const ResolverObject *object, const SpriteGroup *group)
{
/* IndustryTile do not have 'real' groups */
return NULL;
}
static void NewIndustryResolver(ResolverObject *res, IndustryType ind_id, TileIndex tile, Industry *indus)
{
res->GetRandomBits = NULL;//IndustryTileGetRandomBits;
res->GetTriggers = NULL;//IndustryTileGetTriggers;
res->SetTriggers = NULL;//IndustryTileSetTriggers;
res->GetVariable = IndustryGetVariable;
res->ResolveReal = IndustryResolveReal;
res->u.industry.tile = tile;
res->u.industry.ind = indus;
res->callback = 0;
res->callback_param1 = 0;
res->callback_param2 = 0;
res->last_value = 0;
res->trigger = 0;
res->reseed = 0;
}
uint16 GetIndustryCallback(uint16 callback, uint32 param1, uint32 param2, Industry *industry, TileIndex tile)
{
ResolverObject object;
const SpriteGroup *group;
NewIndustryResolver(&object, industry->type, tile, industry);
object.callback = callback;
object.callback_param1 = param1;
object.callback_param2 = param2;
group = Resolve(GetIndustrySpec(industry->type)->grf_prop.spritegroup, &object);
if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED;
return group->g.callback.result;
}
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