Changeset - r6629:10368ea45a15
[Not reviewed]
master
0 8 2
belugas - 17 years ago 2007-05-15 21:36:58
belugas@openttd.org
(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.
10 files changed with 262 insertions and 107 deletions:
0 comments (0 inline, 0 general)
projects/openttd.vcproj
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@@ -519,6 +519,9 @@
 
				RelativePath=".\..\src\newgrf_cargo.h">
 
			</File>
 
			<File
 
				RelativePath=".\..\src\newgrf_commons.h">
 
			</File>
 
			<File
 
				RelativePath=".\..\src\newgrf_config.h">
 
			</File>
 
			<File
 
@@ -947,6 +950,9 @@
 
				RelativePath=".\..\src\newgrf_cargo.cpp">
 
			</File>
 
			<File
 
				RelativePath=".\..\src\newgrf_commons.cpp">
 
			</File>
 
			<File
 
				RelativePath=".\..\src\newgrf_config.cpp">
 
			</File>
 
			<File
projects/openttd_vs80.vcproj
Show inline comments
 
@@ -920,6 +920,10 @@
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\newgrf_commons.h"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\newgrf_config.h"
 
				>
 
			</File>
 
@@ -1484,6 +1488,10 @@
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\newgrf_commons.cpp"
 
				>
 
			</File>
 
			<File
 
				RelativePath=".\..\src\newgrf_config.cpp"
 
				>
 
			</File>
source.list
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@@ -140,6 +140,7 @@ newgrf.h
 
newgrf_callbacks.h
 
newgrf_canal.h
 
newgrf_cargo.h
 
newgrf_commons.h
 
newgrf_config.h
 
newgrf_engine.h
 
newgrf_house.h
 
@@ -286,6 +287,7 @@ ai/trolly/trolly.cpp
 
newgrf.cpp
 
newgrf_canal.cpp
 
newgrf_cargo.cpp
 
newgrf_commons.cpp
 
newgrf_config.cpp
 
newgrf_engine.cpp
 
newgrf_house.cpp
src/newgrf.cpp
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@@ -40,6 +40,7 @@
 
#include "cargotype.h"
 
#include "industry.h"
 
#include "newgrf_canal.h"
 
#include "newgrf_commons.h"
 

	
 
/* TTDPatch extended GRF format codec
 
 * (c) Petr Baudis 2004 (GPL'd)
 
@@ -1246,7 +1247,7 @@ static bool TownHouseChangeInfo(uint hid
 
		_cur_grffile->housespec = CallocT<HouseSpec*>(HOUSE_MAX);
 

	
 
		/* Reset any overrides that have been set. */
 
		ResetHouseOverrides();
 
		_house_mngr.ResetOverride();
 
	}
 

	
 
	housespec = &_cur_grffile->housespec[hid];
 
@@ -1372,7 +1373,7 @@ static bool TownHouseChangeInfo(uint hid
 
					return false;
 
				}
 

	
 
				AddHouseOverride(hid, override);
 
				_house_mngr.Add(hid, override);
 
			}
 
			break;
 

	
 
@@ -4591,7 +4592,7 @@ static void FinaliseHouseArray()
 
		for (int i = 0; i < HOUSE_MAX; i++) {
 
			HouseSpec *hs = file->housespec[i];
 
			if (hs != NULL) {
 
				SetHouseSpec(hs);
 
				_house_mngr.SetEntitySpec(hs);
 
				if (hs->min_date < 1930) reset_dates = false;
 
			}
 
		}
src/newgrf_commons.cpp
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
/** @file newgrf_commons.cpp Implementation of the class OverrideManagerBase
 
 * and its descendance, present and futur
 
 */
 

	
 
#include "stdafx.h"
 
#include "openttd.h"
 
#include "town.h"
 
#include "industry.h"
 
#include "newgrf.h"
 
#include "newgrf_commons.h"
 

	
 
/** Constructor of generic class
 
 * @param offset end of original data for this entity. i.e: houses = 110
 
 * @param maximum of entities this manager can deal with. i.e: houses = 512
 
 * @param invalid is the ID used to identify an invalid entity id
 
 */
 
OverrideManagerBase::OverrideManagerBase(uint16 offset, uint16 maximum, uint16 invalid)
 
{
 
	max_offset = offset;
 
	max_new_entities = maximum;
 
	invalid_ID = invalid;
 

	
 
	mapping_ID = CallocT<EntityIDMapping>(max_new_entities);
 
	entity_overrides = MallocT<uint16>(max_offset);
 
	memset(entity_overrides, invalid, sizeof(entity_overrides));
 
}
 

	
 
/** Destructor of the generic class.
 
 * Frees allocated memory of constructor
 
 */
 
OverrideManagerBase::~OverrideManagerBase()
 
{
 
	free(mapping_ID);
 
	free(entity_overrides);
 
}
 

	
 
/** Since the entity IDs defined by the GRF file does not necessarily correlate
 
 * to those used by the game, the IDs used for overriding old entities must be
 
 * translated when the entity spec is set.
 
 * @param local_id id in grf file
 
 * @param entity_type original entity type
 
 */
 
void OverrideManagerBase::Add(uint8 local_id, uint entity_type)
 
{
 
	assert(entity_type < max_offset);
 
	entity_overrides[entity_type] = local_id;
 
}
 

	
 
/** Resets the mapping, which is used while initializing game */
 
void OverrideManagerBase::ResetMapping()
 
{
 
	memset(mapping_ID, 0, (max_new_entities - 1) * sizeof(EntityIDMapping));
 
}
 

	
 
/** Resets the override, which is used while initializing game */
 
void OverrideManagerBase::ResetOverride()
 
{
 
	for (uint16 i = 0; i < max_offset; i++) {
 
		entity_overrides[i] = invalid_ID;
 
	}
 
}
 

	
 
/** Return the ID (if ever available) of a previously inserted entity.
 
 * @param grf_local_id ID of this enity withing the grfID
 
 * @param grfid ID of the grf file
 
 * @return the ID of the candidate, of the Invalid flag item ID
 
 */
 
uint16 OverrideManagerBase::GetID(uint8 grf_local_id, uint32 grfid)
 
{
 
	const EntityIDMapping *map;
 

	
 
	for (uint16 id = max_offset; id < max_new_entities; id++) {
 
		map = &mapping_ID[id];
 
		if (map->entity_id == grf_local_id && map->grfid == grfid) {
 
			return id;
 
		}
 
	}
 
	return invalid_ID;
 
}
 

	
 
/** Reserves a place in the mapping array for an entity to be installed
 
 * @param grf_local_id is an arbitrary id given by the grf's author.  Also known as setid
 
 * @param grfid is the id of the grf file itself
 
 * @param substitute_id is the original entity from which data is copied for the new one
 
 * @return the proper usable slot id, or invalid marker if none is found
 
 */
 
uint16 OverrideManagerBase::AddEntityID(byte grf_local_id, uint32 grfid, byte substitute_id)
 
{
 
	uint16 id = this->GetID(grf_local_id, grfid);
 
	EntityIDMapping *map;
 

	
 
	/* Look to see if this entity has already been added. This is done
 
	 * separately from the loop below in case a GRF has been deleted, and there
 
	 * are any gaps in the array.
 
	 */
 
	if (id != invalid_ID) {
 
		return id;
 
	}
 

	
 
	/* This entity hasn't been defined before, so give it an ID now. */
 
	for (id = max_offset; id < max_new_entities; id++) {
 
		map = &mapping_ID[id];
 

	
 
		if (map->entity_id == 0 && map->grfid == 0) {
 
			map->entity_id     = grf_local_id;
 
			map->grfid         = grfid;
 
			map->substitute_id = substitute_id;
 
			return id;
 
		}
 
	}
 

	
 
	return invalid_ID;
 
}
 

	
 
/** Gives the substitute of the entity, as specified by the grf file
 
 * @param entity_id of the entity being queried
 
 * @return mapped id
 
 */
 
uint16 OverrideManagerBase::GetSubstituteID(byte entity_id)
 
{
 
	return mapping_ID[entity_id].substitute_id;
 
}
 

	
 
/** Install the specs into the HouseSpecs array
 
 * It will find itself the proper slot onwhich it will go
 
 * @param hs HouseSpec read from the grf file, ready for inclusion
 
 */
 
void HouseOverrideManager::SetEntitySpec(const HouseSpec *hs)
 
{
 
	HouseID house_id = this->AddEntityID(hs->local_id, hs->grffile->grfid, hs->substitute_id);
 

	
 
	if (house_id == invalid_ID) {
 
		grfmsg(1, "House.SetEntitySpec: Too many houses allocated. Ignoring.");
 
		return;
 
	}
 

	
 
	memcpy(&_house_specs[house_id], hs, sizeof(*hs));
 

	
 
	/* Now add the overrides. */
 
	for (int i = 0; i != max_offset; i++) {
 
		HouseSpec *overridden_hs = GetHouseSpecs(i);
 

	
 
		if (entity_overrides[i] != hs->local_id) continue;
 

	
 
		overridden_hs->override = house_id;
 
		entity_overrides[i] = invalid_ID;
 
	}
 
}
src/newgrf_commons.h
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
/** @file newgrf_commons.h This file simplyfies and embeds a common mechanism of
 
 * loading/saving and mapping of grf entities.
 
 */
 

	
 
#ifndef NEWGRF_COMMONS_H
 
#define NEWGRF_COMMONS_H
 

	
 
/**
 
 * Maps an entity id stored on the map to a GRF file.
 
 * Entities are objects used ingame (houses, industries, industry tiles) for
 
 * which we need to correlate the ids from the grf files with the ones in the
 
 * the savegames themselves.
 
 * An array of EntityIDMapping structs is saved with the savegame so
 
 * that those GRFs can be loaded in a different order, or removed safely. The
 
 * index in the array is the entity's ID stored on the map.
 
 *
 
 * The substitute ID is the ID of an original entity that should be used instead
 
 * if the GRF containing the new entity is not available.
 
 */
 
struct EntityIDMapping {
 
	uint32 grfid;          ///< The GRF ID of the file the entity belongs to
 
	uint8  entity_id;      ///< The entity ID within the GRF file
 
	uint8  substitute_id;  ///< The (original) entity ID to use if this GRF is not available
 
};
 

	
 
class OverrideManagerBase
 
{
 
protected:
 
	uint16 *entity_overrides;
 

	
 
	uint16 max_offset;       ///< what is the length of the original entity's array of specs
 
	uint16 max_new_entities; ///< what is the amount of entities, old and new summed
 

	
 
	uint16 invalid_ID;       ///< ID used to dected invalid entities;
 

	
 
	virtual uint16 AddEntityID(byte grf_local_id, uint32 grfid, byte substitute_id);
 
public:
 
	EntityIDMapping *mapping_ID; ///< mapping of ids from grf files.  Public out of convenience
 

	
 
	OverrideManagerBase(uint16 offset, uint16 maximum, uint16 invalid);
 
	virtual ~OverrideManagerBase();
 

	
 
	void ResetOverride();
 
	void ResetMapping();
 

	
 
	void Add(uint8 local_id, uint entity_type);
 

	
 
	uint16 GetSubstituteID(byte entity_id);
 
	uint16 GetID(uint8 grf_local_id, uint32 grfid);
 

	
 
	inline uint16 GetMaxMapping() { return max_new_entities; };
 
	inline uint16 GetMaxOffset() { return max_offset; };
 
};
 

	
 

	
 
struct HouseSpec;
 
class HouseOverrideManager : public OverrideManagerBase
 
{
 
public:
 
	HouseOverrideManager(uint16 offset, uint16 maximum, uint16 invalid) : OverrideManagerBase(offset, maximum, invalid) {};
 
	void SetEntitySpec(const HouseSpec *hs);
 
};
 

	
 

	
 
extern HouseOverrideManager _house_mngr;
 

	
 
#endif /* NEWGRF_COMMONS_H */
src/newgrf_house.cpp
Show inline comments
 
@@ -24,92 +24,12 @@
 
#include "newgrf_callbacks.h"
 
#include "newgrf_town.h"
 
#include "newgrf_sound.h"
 
#include "newgrf_commons.h"
 

	
 
static BuildingCounts    _building_counts;
 
static HouseClassMapping _class_mapping[HOUSE_CLASS_MAX];
 
HouseIDMapping _house_id_mapping[HOUSE_MAX];
 

	
 
/* Since the house IDs defined by the GRF file don't necessarily correlate
 
 * to those used by the game, the IDs used for overriding old houses must be
 
 * translated when the house spec is set. */
 
static uint16 _house_overrides[NEW_HOUSE_OFFSET];
 

	
 
void AddHouseOverride(uint8 local_id, uint house_type)
 
{
 
	assert(house_type < NEW_HOUSE_OFFSET);
 
	_house_overrides[house_type] = local_id;
 
}
 

	
 
void ResetHouseOverrides()
 
{
 
	for (int i = 0; i != lengthof(_house_overrides); i++) {
 
		_house_overrides[i] = INVALID_HOUSE_ID;
 
	}
 
}
 

	
 
static HouseID GetHouseID(byte grf_local_id, uint32 grfid)
 
{
 
	const HouseIDMapping *map;
 

	
 
	for (HouseID house_id = NEW_HOUSE_OFFSET; house_id != lengthof(_house_id_mapping); house_id++) {
 
		map = &_house_id_mapping[house_id];
 
		if (map->house_id == grf_local_id && map->grfid == grfid) return house_id;
 
	}
 
	return INVALID_HOUSE_ID;
 
}
 

	
 
static HouseID AddHouseID(byte grf_local_id, uint32 grfid, byte substitute_id)
 
{
 
	HouseID house_id;
 
	HouseIDMapping *map;
 

	
 
	/* Look to see if this house has already been added. This is done
 
	 * separately from the loop below in case a GRF has been deleted, and there
 
	 * are any gaps in the array. */
 
	house_id = GetHouseID(grf_local_id, grfid);
 
	if (house_id != INVALID_HOUSE_ID) return house_id;
 

	
 
	/* This house hasn't been defined before, so give it an ID now. */
 
	for (house_id = NEW_HOUSE_OFFSET; house_id != lengthof(_house_id_mapping); house_id++) {
 
		map = &_house_id_mapping[house_id];
 

	
 
		if (map->house_id == 0 && map->grfid == 0) {
 
			map->house_id      = grf_local_id;
 
			map->grfid         = grfid;
 
			map->substitute_id = substitute_id;
 
			return house_id;
 
		}
 
	}
 

	
 
	return INVALID_HOUSE_ID;
 
}
 

	
 
void SetHouseSpec(const HouseSpec *hs)
 
{
 
	HouseID house_id = AddHouseID(hs->local_id, hs->grffile->grfid, hs->substitute_id);
 

	
 
	if (house_id == INVALID_HOUSE_ID) {
 
		grfmsg(1, "SetHouseSpec: Too many houses allocated. Ignoring.");
 
		return;
 
	}
 

	
 
	memcpy(&_house_specs[house_id], hs, sizeof(*hs));
 

	
 
	/* Now add the overrides. */
 
	for (int i = 0; i != lengthof(_house_overrides); i++) {
 
		HouseSpec *overridden_hs = GetHouseSpecs(i);
 

	
 
		if (_house_overrides[i] != hs->local_id) continue;
 

	
 
		overridden_hs->override = house_id;
 
		_house_overrides[i] = INVALID_HOUSE_ID;
 
	}
 
}
 

	
 
void ResetHouseIDMapping()
 
{
 
	memset(&_house_id_mapping, 0, sizeof(_house_id_mapping));
 
}
 
HouseOverrideManager _house_mngr(NEW_HOUSE_OFFSET, HOUSE_MAX, INVALID_HOUSE_ID);
 

	
 
void CheckHouseIDs()
 
{
 
@@ -122,7 +42,7 @@ void CheckHouseIDs()
 
		if (!GetHouseSpecs(house_id)->enabled && house_id >= NEW_HOUSE_OFFSET) {
 
			/* The specs for this type of house are not available any more, so
 
			 * replace it with the substitute original house type. */
 
			SetHouseType(t, _house_id_mapping[house_id].substitute_id);
 
			SetHouseType(t, _house_mngr.GetSubstituteID(house_id));
 
		}
 
	}
 

	
 
@@ -313,7 +233,7 @@ static uint32 HouseGetVariable(const Res
 
			const HouseSpec *hs = GetHouseSpecs(house_id);
 
			if (hs->grffile == NULL) return 0;
 

	
 
			HouseID new_house = GetHouseID(parameter, hs->grffile->grfid);
 
			HouseID new_house = _house_mngr.GetID(parameter, hs->grffile->grfid);
 
			return new_house == INVALID_HOUSE_ID ? 0 : GetNumHouses(new_house, town);
 
		}
 

	
 
@@ -577,7 +497,11 @@ bool NewHouseTileLoop(TileIndex tile)
 
		return true;
 
	}
 

	
 
	/* @todo: Magic with triggers goes here.  Got to implement that, one day. .. */
 
	/* @todo: Magic with triggers goes here.  Got to implement that, one day. ..
 
	 * Process randomizing of tiles following specs.
 
	 * Once done, redraw the house
 
	 * MarkTileDirtyByTile(tile);
 
	 */
 

	
 
	if (HASBIT(hs->callback_mask, CBM_ANIMATION_START_STOP)) {
 
		/* If this house is marked as having a synchronised callback, all the
src/newgrf_house.h
Show inline comments
 
@@ -41,15 +41,7 @@ struct HouseClassMapping {
 
	uint8  class_id;  ////< The class id within the grf file
 
};
 

	
 
extern HouseIDMapping _house_id_mapping[HOUSE_MAX]; ///< Declared in newgrf_house.cpp
 

	
 
void AddHouseOverride(uint8 local_id, uint house_type);
 
void ResetHouseOverrides();
 

	
 
void SetHouseSpec(const HouseSpec *hs);
 

	
 
void CheckHouseIDs();
 
void ResetHouseIDMapping();
 

	
 
HouseClassID AllocateHouseClassID(byte grf_class_id, uint32 grfid);
 

	
src/openttd.cpp
Show inline comments
 
@@ -61,6 +61,7 @@
 
#include "newgrf.h"
 
#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_height
 
	_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);
src/town_cmd.cpp
Show inline comments
 
@@ -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;
 

	
 
	for (i = 0; i != lengthof(_house_id_mapping); i++) {
 
	uint j = _house_mngr.GetMaxMapping();
 

	
 
	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);
 
	}
 
}
 

	
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