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Location: cpp/openttd-patchpack/source/src/newgrf_object.cpp
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(svn r23012) -Fix [FS#4798]: AI backlog was to short to fully display the backtrace of some AI crashes (Kogut)
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file newgrf_object.cpp Handling of object NewGRFs. */
#include "stdafx.h"
#include "company_base.h"
#include "company_func.h"
#include "debug.h"
#include "newgrf.h"
#include "newgrf_class_func.h"
#include "newgrf_object.h"
#include "newgrf_sound.h"
#include "newgrf_spritegroup.h"
#include "newgrf_town.h"
#include "object_base.h"
#include "object_map.h"
#include "sprite.h"
#include "town.h"
#include "viewport_func.h"
#include "water.h"
#include "newgrf_animation_base.h"
/** The override manager for our objects. */
ObjectOverrideManager _object_mngr(NEW_OBJECT_OFFSET, NUM_OBJECTS, INVALID_OBJECT_TYPE);
extern const ObjectSpec _original_objects[NEW_OBJECT_OFFSET];
/** All the object specifications. */
ObjectSpec _object_specs[NUM_OBJECTS];
/**
* Get the specification associated with a specific ObjectType.
* @param index The object type to fetch.
* @return The specification.
*/
/* static */ const ObjectSpec *ObjectSpec::Get(ObjectType index)
{
assert(index < NUM_OBJECTS);
return &_object_specs[index];
}
/**
* Get the specification associated with a tile.
* @param tile The tile to fetch the data for.
* @return The specification.
*/
/* static */ const ObjectSpec *ObjectSpec::GetByTile(TileIndex tile)
{
return ObjectSpec::Get(GetObjectType(tile));
}
/**
* Check whether the object is available at this time.
* @return true if it is available.
*/
bool ObjectSpec::IsAvailable() const
{
return this->enabled && _date > this->introduction_date &&
(_date < this->end_of_life_date || this->end_of_life_date < this->introduction_date + 365) &&
HasBit(this->climate, _settings_game.game_creation.landscape) &&
(flags & (_game_mode != GM_EDITOR ? OBJECT_FLAG_ONLY_IN_SCENEDIT : OBJECT_FLAG_ONLY_IN_GAME)) == 0;
}
/**
* Gets the index of this spec.
* @return The index.
*/
uint ObjectSpec::Index() const
{
return this - _object_specs;
}
/** This function initialize the spec arrays of objects. */
void ResetObjects()
{
/* Clean the pool. */
MemSetT(_object_specs, 0, lengthof(_object_specs));
/* And add our originals. */
MemCpyT(_object_specs, _original_objects, lengthof(_original_objects));
for (uint16 i = 0; i < lengthof(_original_objects); i++) {
_object_specs[i].grf_prop.local_id = i;
}
}
template <typename Tspec, typename Tid, Tid Tmax>
/* static */ void NewGRFClass<Tspec, Tid, Tmax>::InsertDefaults()
{
/* We only add the transmitters in the scenario editor. */
if (_game_mode != GM_EDITOR) return;
ObjectClassID cls = ObjectClass::Allocate('LTHS');
ObjectClass::SetName(cls, STR_OBJECT_CLASS_LTHS);
_object_specs[OBJECT_LIGHTHOUSE].cls_id = cls;
ObjectClass::Assign(&_object_specs[OBJECT_LIGHTHOUSE]);
cls = ObjectClass::Allocate('TRNS');
ObjectClass::SetName(cls, STR_OBJECT_CLASS_TRNS);
_object_specs[OBJECT_TRANSMITTER].cls_id = cls;
ObjectClass::Assign(&_object_specs[OBJECT_TRANSMITTER]);
}
INSTANTIATE_NEWGRF_CLASS_METHODS(ObjectClass, ObjectSpec, ObjectClassID, OBJECT_CLASS_MAX)
static uint32 ObjectGetRandomBits(const ResolverObject *object)
{
TileIndex t = object->u.object.tile;
return IsValidTile(t) && IsTileType(t, MP_OBJECT) ? GetObjectRandomBits(t) : 0;
}
static uint32 ObjectGetTriggers(const ResolverObject *object)
{
return 0;
}
static void ObjectSetTriggers(const ResolverObject *object, int triggers)
{
}
/**
* Make an analysis of a tile and get the object type.
* @param tile TileIndex of the tile to query
* @param cur_grfid GRFID of the current callback chain
* @return value encoded as per NFO specs
*/
static uint32 GetObjectIDAtOffset(TileIndex tile, uint32 cur_grfid)
{
if (!IsTileType(tile, MP_OBJECT)) {
return 0xFFFF;
}
const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
/* Default objects have no associated NewGRF file */
if (spec->grf_prop.grffile == NULL) {
return 0xFFFE; // Defined in another grf file
}
if (spec->grf_prop.grffile->grfid == cur_grfid) { // same object, same grf ?
return spec->grf_prop.local_id;
}
return 0xFFFE; // Defined in another grf file
}
/**
* Based on newhouses equivalent, but adapted for newobjects
* @param parameter from callback. It's in fact a pair of coordinates
* @param tile TileIndex from which the callback was initiated
* @param index of the object been queried for
* @return a construction of bits obeying the newgrf format
*/
static uint32 GetNearbyObjectTileInformation(byte parameter, TileIndex tile, ObjectID index)
{
if (parameter != 0) tile = GetNearbyTile(parameter, tile); // only perform if it is required
bool is_same_object = (IsTileType(tile, MP_OBJECT) && GetObjectIndex(tile) == index);
return GetNearbyTileInformation(tile) | (is_same_object ? 1 : 0) << 8;
}
/**
* Get the closest object of a given type.
* @param tile The tile to start searching from.
* @param type The type of the object to search for.
* @param current The current object (to ignore).
* @return The distance to the closest object.
*/
static uint32 GetClosestObject(TileIndex tile, ObjectType type, const Object *current)
{
uint32 best_dist = UINT32_MAX;
const Object *o;
FOR_ALL_OBJECTS(o) {
if (GetObjectType(o->location.tile) != type || o == current) continue;
best_dist = min(best_dist, DistanceManhattan(tile, o->location.tile));
}
return best_dist;
}
/**
* Implementation of var 65
* @param local_id Parameter given to the callback, which is the set id, or the local id, in our terminology.
* @param grfid The object's GRFID.
* @param tile The tile to look from.
* @param current Object for which the inquiry is made
* @return The formatted answer to the callback : rr(reserved) cc(count) dddd(manhattan distance of closest sister)
*/
static uint32 GetCountAndDistanceOfClosestInstance(byte local_id, uint32 grfid, TileIndex tile, const Object *current)
{
uint32 grf_id = GetRegister(0x100); // Get the GRFID of the definition to look for in register 100h
uint32 idx;
/* Determine what will be the object type to look for */
switch (grf_id) {
case 0: // this is a default object type
idx = local_id;
break;
case 0xFFFFFFFF: // current grf
grf_id = grfid;
/* FALL THROUGH */
default: // use the grfid specified in register 100h
idx = _object_mngr.GetID(local_id, grf_id);
break;
}
/* If the object type is invalid, there is none and the closest is far away. */
if (idx >= NUM_OBJECTS) return 0 | 0xFFFF;
return Object::GetTypeCount(idx) << 16 | min(GetClosestObject(tile, idx, current), 0xFFFF);
}
/** Used by the resolver to get values for feature 0F deterministic spritegroups. */
static uint32 ObjectGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
{
const Object *o = object->u.object.o;
TileIndex tile = object->u.object.tile;
if (object->scope == VSG_SCOPE_PARENT) {
/* Pass the request on to the town of the object */
return TownGetVariable(variable, parameter, available, (o == NULL) ? ClosestTownFromTile(tile, UINT_MAX) : o->town, object->grffile);
}
/* We get the town from the object, or we calculate the closest
* town if we need to when there's no object. */
const Town *t = NULL;
if (o == NULL) {
switch (variable) {
/* Allow these when there's no object. */
case 0x41:
case 0x60:
case 0x61:
case 0x62:
case 0x64:
break;
/* Allow these, but find the closest town. */
case 0x45:
case 0x46:
if (!IsValidTile(tile)) goto unhandled;
t = ClosestTownFromTile(tile, UINT_MAX);
break;
/* Construction date */
case 0x42: return _date;
/* Object founder information */
case 0x44: return _current_company;
/* Object view */
case 0x48: return object->u.object.view;
/*
* Disallow the rest:
* 0x40: Relative position is passed as parameter during construction.
* 0x43: Animation counter is only for actual tiles.
* 0x47: Object colour is only valid when its built.
* 0x63: Animation counter of nearby tile, see above.
*/
default:
goto unhandled;
}
/* If there's an invalid tile, then we don't have enough information at all. */
if (!IsValidTile(tile)) goto unhandled;
} else {
t = o->town;
}
switch (variable) {
/* Relative position. */
case 0x40: {
uint offset = tile - o->location.tile;
uint offset_x = TileX(offset);
uint offset_y = TileY(offset);
return offset_y << 20 | offset_x << 16 | offset_y << 8 | offset_x;
}
/* Tile information. */
case 0x41: return GetTileSlope(tile, NULL) << 8 | GetTerrainType(tile);
/* Construction date */
case 0x42: return o->build_date;
/* Animation counter */
case 0x43: return GetAnimationFrame(tile);
/* Object founder information */
case 0x44: return GetTileOwner(tile);
/* Get town zone and Manhattan distance of closest town */
case 0x45: return GetTownRadiusGroup(t, tile) << 16 | min(DistanceManhattan(tile, t->xy), 0xFFFF);
/* Get square of Euclidian distance of closes town */
case 0x46: return GetTownRadiusGroup(t, tile) << 16 | min(DistanceSquare(tile, t->xy), 0xFFFF);
/* Object colour */
case 0x47: return o->colour;
/* Object view */
case 0x48: return o->view;
/* Get object ID at offset param */
case 0x60: return GetObjectIDAtOffset(GetNearbyTile(parameter, tile), object->grffile->grfid);
/* Get random tile bits at offset param */
case 0x61:
tile = GetNearbyTile(parameter, tile);
return (IsTileType(tile, MP_OBJECT) && Object::GetByTile(tile) == o) ? GetObjectRandomBits(tile) : 0;
/* Land info of nearby tiles */
case 0x62: return GetNearbyObjectTileInformation(parameter, tile, o == NULL ? INVALID_OBJECT : o->index);
/* Animation counter of nearby tile */
case 0x63:
tile = GetNearbyTile(parameter, tile);
return (IsTileType(tile, MP_OBJECT) && Object::GetByTile(tile) == o) ? GetAnimationFrame(tile) : 0;
/* Count of object, distance of closest instance */
case 0x64: return GetCountAndDistanceOfClosestInstance(parameter, object->grffile->grfid, tile, o);
}
unhandled:
DEBUG(grf, 1, "Unhandled object variable 0x%X", variable);
*available = false;
return UINT_MAX;
}
static const SpriteGroup *ObjectResolveReal(const ResolverObject *object, const RealSpriteGroup *group)
{
/* Objects do not have 'real' groups */
return NULL;
}
/**
* Get the object's sprite group.
* @param spec The specification to get the sprite group from.
* @param o The object to get he sprite group for.
* @return The resolved sprite group.
*/
static const SpriteGroup *GetObjectSpriteGroup(const ObjectSpec *spec, const Object *o)
{
const SpriteGroup *group = NULL;
if (o == NULL) group = spec->grf_prop.spritegroup[CT_PURCHASE_OBJECT];
if (group != NULL) return group;
/* Fall back to the default set if the selected cargo type is not defined */
return spec->grf_prop.spritegroup[0];
}
/**
* Store a value into the persistent storage of the object's parent.
* @param object Object that we want to query.
* @param pos Position in the persistent storage to use.
* @param value Value to store.
*/
void ObjectStorePSA(ResolverObject *object, uint pos, int32 value)
{
/* Objects have no persistent storage. */
Object *o = object->u.object.o;
if (object->scope != VSG_SCOPE_PARENT || o == NULL) return;
/* Pass the request on to the town of the object */
TownStorePSA(o->town, object->grffile, pos, value);
}
/**
* Returns a resolver object to be used with feature 0F spritegroups.
*/
static void NewObjectResolver(ResolverObject *res, const ObjectSpec *spec, Object *o, TileIndex tile, uint8 view = 0)
{
res->GetRandomBits = ObjectGetRandomBits;
res->GetTriggers = ObjectGetTriggers;
res->SetTriggers = ObjectSetTriggers;
res->GetVariable = ObjectGetVariable;
res->ResolveReal = ObjectResolveReal;
res->StorePSA = ObjectStorePSA;
res->u.object.o = o;
res->u.object.tile = tile;
res->u.object.view = view;
res->callback = CBID_NO_CALLBACK;
res->callback_param1 = 0;
res->callback_param2 = 0;
res->ResetState();
res->grffile = spec->grf_prop.grffile;
}
/**
* Perform a callback for an object.
* @param callback The callback to perform.
* @param param1 The first parameter to pass to the NewGRF.
* @param param2 The second parameter to pass to the NewGRF.
* @param spec The specification of the object / the entry point.
* @param o The object to call the callback for.
* @param tile The tile the callback is called for.
* @param view The view of the object (only used when o == NULL).
* @return The result of the callback.
*/
uint16 GetObjectCallback(CallbackID callback, uint32 param1, uint32 param2, const ObjectSpec *spec, Object *o, TileIndex tile, uint8 view)
{
ResolverObject object;
NewObjectResolver(&object, spec, o, tile, view);
object.callback = callback;
object.callback_param1 = param1;
object.callback_param2 = param2;
const SpriteGroup *group = SpriteGroup::Resolve(GetObjectSpriteGroup(spec, o), &object);
if (group == NULL) return CALLBACK_FAILED;
return group->GetCallbackResult();
}
/**
* Draw an group of sprites on the map.
* @param ti Information about the tile to draw on.
* @param group The group of sprites to draw.
* @param spec Object spec to draw.
*/
static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *group, const ObjectSpec *spec)
{
const DrawTileSprites *dts = group->ProcessRegisters(NULL);
PaletteID palette = ((spec->flags & OBJECT_FLAG_2CC_COLOUR) ? SPR_2CCMAP_BASE : PALETTE_RECOLOUR_START) + Object::GetByTile(ti->tile)->colour;
SpriteID image = dts->ground.sprite;
PaletteID pal = dts->ground.pal;
if (GB(image, 0, SPRITE_WIDTH) != 0) {
/* If the ground sprite is the default flat water sprite, draw also canal/river borders
* Do not do this if the tile's WaterClass is 'land'. */
if ((image == SPR_FLAT_WATER_TILE || spec->flags & OBJECT_FLAG_DRAW_WATER) && IsTileOnWater(ti->tile)) {
DrawWaterClassGround(ti);
} else {
DrawGroundSprite(image, GroundSpritePaletteTransform(image, pal, palette));
}
}
DrawNewGRFTileSeq(ti, dts, TO_STRUCTURES, 0, palette);
}
/**
* Draw an object on the map.
* @param ti Information about the tile to draw on.
* @param spec Object spec to draw.
*/
void DrawNewObjectTile(TileInfo *ti, const ObjectSpec *spec)
{
ResolverObject object;
Object *o = Object::GetByTile(ti->tile);
NewObjectResolver(&object, spec, o, ti->tile);
const SpriteGroup *group = SpriteGroup::Resolve(GetObjectSpriteGroup(spec, o), &object);
if (group == NULL || group->type != SGT_TILELAYOUT) return;
DrawTileLayout(ti, (const TileLayoutSpriteGroup *)group, spec);
}
/**
* Draw representation of an object (tile) for GUI purposes.
* @param x Position x of image.
* @param y Position y of image.
* @param spec Object spec to draw.
* @param view The object's view.
*/
void DrawNewObjectTileInGUI(int x, int y, const ObjectSpec *spec, uint8 view)
{
ResolverObject object;
NewObjectResolver(&object, spec, NULL, INVALID_TILE, view);
const SpriteGroup *group = SpriteGroup::Resolve(GetObjectSpriteGroup(spec, NULL), &object);
if (group == NULL || group->type != SGT_TILELAYOUT) return;
const DrawTileSprites *dts = ((const TileLayoutSpriteGroup *)group)->ProcessRegisters(NULL);
PaletteID palette;
if (Company::IsValidID(_local_company)) {
/* Get the colours of our company! */
if (spec->flags & OBJECT_FLAG_2CC_COLOUR) {
const Livery *l = Company::Get(_local_company)->livery;
palette = SPR_2CCMAP_BASE + l->colour1 + l->colour2 * 16;
} else {
palette = COMPANY_SPRITE_COLOUR(_local_company);
}
} else {
/* There's no company, so just take the base palette. */
palette = (spec->flags & OBJECT_FLAG_2CC_COLOUR) ? SPR_2CCMAP_BASE : PALETTE_RECOLOUR_START;
}
SpriteID image = dts->ground.sprite;
PaletteID pal = dts->ground.pal;
if (GB(image, 0, SPRITE_WIDTH) != 0) {
DrawSprite(image, GroundSpritePaletteTransform(image, pal, palette), x, y);
}
DrawNewGRFTileSeqInGUI(x, y, dts, 0, palette);
}
/**
* Perform a callback for an object.
* @param callback The callback to perform.
* @param param1 The first parameter to pass to the NewGRF.
* @param param2 The second parameter to pass to the NewGRF.
* @param spec The specification of the object / the entry point.
* @param o The object to call the callback for.
* @param tile The tile the callback is called for.
* @return The result of the callback.
*/
uint16 StubGetObjectCallback(CallbackID callback, uint32 param1, uint32 param2, const ObjectSpec *spec, Object *o, TileIndex tile)
{
return GetObjectCallback(callback, param1, param2, spec, o, tile);
}
/** Helper class for animation control. */
struct ObjectAnimationBase : public AnimationBase<ObjectAnimationBase, ObjectSpec, Object, StubGetObjectCallback> {
static const CallbackID cb_animation_speed = CBID_OBJECT_ANIMATION_SPEED;
static const CallbackID cb_animation_next_frame = CBID_OBJECT_ANIMATION_NEXT_FRAME;
static const ObjectCallbackMask cbm_animation_speed = CBM_OBJ_ANIMATION_SPEED;
static const ObjectCallbackMask cbm_animation_next_frame = CBM_OBJ_ANIMATION_NEXT_FRAME;
};
/**
* Handle the animation of the object tile.
* @param tile The tile to animate.
*/
void AnimateNewObjectTile(TileIndex tile)
{
const ObjectSpec *spec = ObjectSpec::GetByTile(tile);
if (spec == NULL || !(spec->flags & OBJECT_FLAG_ANIMATION)) return;
ObjectAnimationBase::AnimateTile(spec, Object::GetByTile(tile), tile, (spec->flags & OBJECT_FLAG_ANIM_RANDOM_BITS) != 0);
}
/**
* Trigger the update of animation on a single tile.
* @param o The object that got triggered.
* @param tile The location of the triggered tile.
* @param trigger The trigger that is triggered.
* @param spec The spec associated with the object.
*/
void TriggerObjectTileAnimation(Object *o, TileIndex tile, ObjectAnimationTrigger trigger, const ObjectSpec *spec)
{
if (!HasBit(spec->animation.triggers, trigger)) return;
ObjectAnimationBase::ChangeAnimationFrame(CBID_OBJECT_ANIMATION_START_STOP, spec, o, tile, Random(), trigger);
}
/**
* Trigger the update of animation on a whole object.
* @param o The object that got triggered.
* @param trigger The trigger that is triggered.
* @param spec The spec associated with the object.
*/
void TriggerObjectAnimation(Object *o, ObjectAnimationTrigger trigger, const ObjectSpec *spec)
{
if (!HasBit(spec->animation.triggers, trigger)) return;
TILE_AREA_LOOP(tile, o->location) {
TriggerObjectTileAnimation(o, tile, trigger, spec);
}
}
/**
* Resolve an object's spec and such so we can get a variable.
* @param ro The resolver object to fill.
* @param index The object tile to get the data from.
*/
void GetObjectResolver(ResolverObject *ro, uint index)
{
NewObjectResolver(ro, ObjectSpec::GetByTile(index), Object::GetByTile(index), index);
}
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