Files @ r6838:11a1cc4094ae
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Location: cpp/openttd-patchpack/source/src/newgrf_commons.cpp

bjarni
(svn r10077) -Fix: FS#845 Cloning Trains Longer Than 8 Units Causes Crash
The problem was that if adding units to the clone (wagon by wagon) failed, then cloning wouldn't notice it and it made two half trains
Now it detects this case and it will make cloning fail. The string with the explanation for the failed move will be used in the error message so the user will know why it failed.
/* $Id$ */

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

#include "stdafx.h"
#include "openttd.h"
#include "variables.h"
#include "clear_map.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;
	}
}

/** Method to find an entity ID and to mark it as reserved for the Industry to be included.
 * @param grf_local_id ID used by the grf file for pre-installation work (equivalent of TTDPatch's setid
 * @param grfid ID of the current grf file
 * @param substitute_id industry from which data has been copied
 * @return a free entity id (slotid) if ever one has been found, or Invalid_ID marker otherwise
 */
uint16 IndustryOverrideManager::AddEntityID(byte grf_local_id, uint32 grfid, byte substitute_id)
{
	/* This entity hasn't been defined before, so give it an ID now. */
	for (uint16 id = 0; id < max_new_entities; id++) {
		/* Get the real live industry */
		const IndustrySpec *inds = GetIndustrySpec(id);

		/* This industry must be one that is not available(enabled), mostly because of climate.
		 * And it must not already be used by a grf (grffile == NULL).
		 * So reseve this slot here, as it is the chosen one */
		if (!inds->enabled && inds->grf_prop.grffile == NULL) {
			EntityIDMapping *map = &mapping_ID[id];

			if (map->entity_id == 0 && map->grfid == 0) {
				/* winning slot, mark it as been used */
				map->entity_id     = grf_local_id;
				map->grfid         = grfid;
				map->substitute_id = substitute_id;
				return id;
			}
		}
	}

	return invalid_ID;
}

/** Method to install the new indistry data in its proper slot
 * The slot assigment is internal of this method, since it requires
 * checking what is available
 * @param inds Industryspec that comes from the grf decoding process
 */
void IndustryOverrideManager::SetEntitySpec(const IndustrySpec *inds)
{
	/* First step : We need to find if this industry is already specified in the savegame data */
	IndustryType ind_id = this->GetID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid);

	if (ind_id == invalid_ID) { // not found?  So this is the introduction of a new industry
		/* Second step is dealing with the override. */
		if (inds->grf_prop.override != invalid_ID && _industry_specs[inds->grf_prop.override].grf_prop.override == invalid_ID) {
			/* this is an override, which means it will take the place of the industry it is
			 * designed to replace. Before we conclude that the override is allowed,
			* we first need to verify that the slot is not holding another override
			* If it's the case,it will be considered as a normal substitute */
			ind_id = inds->grf_prop.override;
		} else {
			/* It has already been overriden, so you've lost your place old boy.
			 * Or it is a simple substitute.
			 * In both case, we need to find a free available slot */
			ind_id = this->AddEntityID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid, inds->grf_prop.subst_id);
		}
	}

	if (ind_id == invalid_ID) {
		grfmsg(1, "Industry.SetEntitySpec: Too many industries allocated. Ignoring.");
		return;
	}

	/* Now that we know we can use the given id, copy the spech to its final destination*/
	memcpy(&_industry_specs[ind_id], inds, sizeof(*inds));
	/* and mark it as usable*/
	_industry_specs[ind_id].enabled = true;
}

/** Function used by houses (and soon industries) to get information
 * on type of "terrain" the tile it is queries sits on.
 * @param tile TileIndex of the tile been queried
 * @return value corresponding to the grf expected format:
 *         Terrain type: 0 normal, 1 desert, 2 rainforest, 4 on or above snowline */
uint32 GetTerrainType(TileIndex tile)
{
	switch (_opt.landscape) {
		case LT_TROPIC: return GetTropicZone(tile) == TROPICZONE_DESERT ? 1 : 2;
		case LT_ARCTIC: return (GetClearGround(tile) == CLEAR_SNOW) ? 4 : 0;
		default:        return 0;
	}
}

TileIndex GetNearbyTile(byte parameter, TileIndex tile)
{
	int8 x = GB(parameter, 0, 4);
	int8 y = GB(parameter, 4, 4);

	if (x >= 8) x -= 16;
	if (y >= 8) y -= 16;

	return tile + TileDiffXY(x, y);
}