(svn r19744) -Add [FS#3477]: [NewGRF] Access to random bits of houses and industries from construction callbacks 17, 28 and 2F. That is: The randombits the house/industry will start with, if construction succeeds.

pull/155/head
frosch 14 years ago
parent dc1a95a9fd
commit bca1abe146

@ -1320,10 +1320,11 @@ bool IsSlopeRefused(Slope current, Slope refused)
* @param it Industry tiles table.
* @param itspec_index The index of the itsepc to build/fund
* @param type Type of the industry.
* @param initial_random_bits The random bits the industry is going to have after construction.
* @param [out] custom_shape_check Perform custom check for the site.
* @return Failed or succeeded command.
*/
static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, bool *custom_shape_check = NULL)
static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTileTable *it, uint itspec_index, int type, uint16 initial_random_bits, bool *custom_shape_check = NULL)
{
bool refused_slope = false;
bool custom_shape = false;
@ -1355,7 +1356,7 @@ static CommandCost CheckIfIndustryTilesAreFree(TileIndex tile, const IndustryTil
if (HasBit(its->callback_mask, CBM_INDT_SHAPE_CHECK)) {
custom_shape = true;
CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index);
CommandCost ret = PerformIndustryTileSlopeCheck(tile, cur_tile, its, type, gfx, itspec_index, initial_random_bits);
if (ret.Failed()) return ret;
} else {
Slope tileh = GetTileSlope(cur_tile, NULL);
@ -1564,8 +1565,9 @@ enum ProductionLevels {
* @param layout Number of the layout.
* @param t Nearest town.
* @param founder Founder of the industry; OWNER_NONE in case of random construction.
* @param initial_random_bits Random bits for the industry.
*/
static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, byte layout, const Town *t, Owner founder)
static void DoCreateNewIndustry(Industry *i, TileIndex tile, IndustryType type, const IndustryTileTable *it, byte layout, const Town *t, Owner founder, uint16 initial_random_bits)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
@ -1593,10 +1595,10 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
i->town = t;
i->owner = OWNER_NONE;
uint32 r = Random();
uint16 r = Random();
i->random_colour = GB(r, 0, 4);
i->counter = GB(r, 4, 12);
i->random = GB(r, 16, 16);
i->random = initial_random_bits;
i->produced_cargo_waiting[0] = 0;
i->produced_cargo_waiting[1] = 0;
i->incoming_cargo_waiting[0] = 0;
@ -1691,13 +1693,14 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
* @param indspec pointer to industry specifications
* @param itspec_index the index of the itsepc to build/fund
* @param seed random seed (possibly) used by industries
* @param initial_random_bits The random bits the industry is going to have after construction.
* @param founder Founder of the industry
* @param ip Pointer to store newly created industry.
* @return Succeeded or failed command.
*
* @post \c *ip contains the newly created industry if all checks are successful and the \a flags request actual creation, else it contains \c NULL afterwards.
*/
static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 seed, Owner founder, Industry **ip)
static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, DoCommandFlag flags, const IndustrySpec *indspec, uint itspec_index, uint32 random_var8f, uint16 random_initial_bits, Owner founder, Industry **ip)
{
assert(itspec_index < indspec->num_table);
const IndustryTileTable *it = indspec->table[itspec_index];
@ -1705,11 +1708,11 @@ static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, Do
*ip = NULL;
CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, &custom_shape_check);
CommandCost ret = CheckIfIndustryTilesAreFree(tile, it, itspec_index, type, random_initial_bits, &custom_shape_check);
if (ret.Failed()) return ret;
if (HasBit(GetIndustrySpec(type)->callback_mask, CBM_IND_LOCATION)) {
ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, seed);
ret = CheckIfCallBackAllowsCreation(tile, type, itspec_index, random_var8f, random_initial_bits);
} else {
ret = _check_new_industry_procs[indspec->check_proc](tile);
}
@ -1736,7 +1739,7 @@ static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, Do
if (flags & DC_EXEC) {
*ip = new Industry(tile);
if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_NO_WATER | DC_EXEC, it, type);
DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder);
DoCreateNewIndustry(*ip, tile, type, it, itspec_index, t, founder, random_initial_bits);
}
return CommandCost();
@ -1748,7 +1751,7 @@ static CommandCost CreateNewIndustryHelper(TileIndex tile, IndustryType type, Do
* @param p1 various bitstuffed elements
* - p1 = (bit 0 - 7) - industry type see build_industry.h and see industry.h
* - p1 = (bit 8 - 15) - first layout to try
* @param p2 seed to use for variable 8F
* @param p2 seed to use for desyncfree randomisations
* @param text unused
* @return the cost of this operation or an error
*/
@ -1772,6 +1775,11 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
return CMD_ERROR;
}
Randomizer randomizer;
randomizer.SetSeed(p2);
uint16 random_initial_bits = GB(p2, 0, 16);
uint32 random_var8f = randomizer.Next();
Industry *ind = NULL;
if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
if (flags & DC_EXEC) {
@ -1787,7 +1795,7 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
* because parameter evaluation order is not guaranteed in the c++ standard
*/
tile = RandomTile();
CommandCost ret = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), p2, founder, &ind);
CommandCost ret = CreateNewIndustryHelper(tile, it, flags, indspec, RandomRange(indspec->num_table), random_var8f, random_initial_bits, founder, &ind);
if (ret.Succeeded()) break;
}
}
@ -1803,10 +1811,10 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
do {
if (--count < 0) return ret;
if (--num < 0) num = indspec->num_table - 1;
ret = CheckIfIndustryTilesAreFree(tile, itt[num], num, it);
ret = CheckIfIndustryTilesAreFree(tile, itt[num], num, it, random_initial_bits);
} while (ret.Failed());
ret = CreateNewIndustryHelper(tile, it, flags, indspec, num, p2, _current_company, &ind);
ret = CreateNewIndustryHelper(tile, it, flags, indspec, num, random_var8f, random_initial_bits, _current_company, &ind);
if (ret.Failed()) return ret;
}
@ -1832,8 +1840,9 @@ static Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
const IndustrySpec *indspec = GetIndustrySpec(type);
uint32 seed = Random();
uint32 seed2 = Random();
Industry *i = NULL;
CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, OWNER_NONE, &i);
CommandCost ret = CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table), seed, GB(seed2, 0, 16), OWNER_NONE, &i);
assert(i != NULL || ret.Failed());
return i;
}

@ -102,7 +102,7 @@ static uint32 HouseGetRandomBits(const ResolverObject *object)
/* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
TileIndex tile = object->u.house.tile;
assert(IsValidTile(tile) && (object->u.house.not_yet_constructed || IsTileType(tile, MP_HOUSE)));
return object->u.house.not_yet_constructed ? 0 : GetHouseRandomBits(tile);
return object->u.house.not_yet_constructed ? object->u.house.initial_random_bits : GetHouseRandomBits(tile);
}
static uint32 HouseGetTriggers(const ResolverObject *object)
@ -389,7 +389,7 @@ static void NewHouseResolver(ResolverObject *res, HouseID house_id, TileIndex ti
res->grffile = (hs != NULL ? hs->grffile : NULL);
}
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed)
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed, uint8 initial_random_bits)
{
ResolverObject object;
const SpriteGroup *group;
@ -401,6 +401,7 @@ uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, House
object.callback_param1 = param1;
object.callback_param2 = param2;
object.u.house.not_yet_constructed = not_yet_constructed;
object.u.house.initial_random_bits = initial_random_bits;
group = SpriteGroup::Resolve(HouseSpec::Get(house_id)->spritegroup, &object);
if (group == NULL) return CALLBACK_FAILED;

@ -44,7 +44,7 @@ void DrawNewHouseTile(TileInfo *ti, HouseID house_id);
void AnimateNewHouseTile(TileIndex tile);
void ChangeHouseAnimationFrame(const struct GRFFile *file, TileIndex tile, uint16 callback_result);
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed = false);
uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed = false, uint8 initial_random_bits = 0);
bool CanDeleteHouse(TileIndex tile);

@ -459,9 +459,10 @@ uint32 IndustryLocationGetVariable(const ResolverObject *object, byte variable,
* @param type Type of industry to build.
* @param layout Layout number.
* @param seed Seed for the random generator.
* @param initial_random_bits The random bits the industry is going to have after construction.
* @return Succeeded or failed command.
*/
CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed)
CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed, uint16 initial_random_bits)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
@ -475,6 +476,7 @@ CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uin
ind.type = type;
ind.selected_layout = layout;
ind.town = ClosestTownFromTile(tile, UINT_MAX);
ind.random = initial_random_bits;
NewIndustryResolver(&object, tile, &ind, type);
object.GetVariable = IndustryLocationGetVariable;

@ -37,7 +37,7 @@ uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte par
uint16 GetIndustryCallback(CallbackID callback, uint32 param1, uint32 param2, Industry *industry, IndustryType type, TileIndex tile);
uint32 GetIndustryIDAtOffset(TileIndex new_tile, const Industry *i, uint32 cur_grfid);
void IndustryProductionCallback(Industry *ind, int reason);
CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed);
CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed, uint16 initial_random_bits);
bool CheckIfCallBackAllowsAvailability(IndustryType type, IndustryAvailabilityCallType creation_type);
IndustryType MapNewGRFIndustryType(IndustryType grf_type, uint32 grf_id);

@ -257,15 +257,17 @@ extern bool IsSlopeRefused(Slope current, Slope refused);
* @param type Industry type.
* @param gfx Gfx of the tile.
* @param itspec_index Layout.
* @param initial_random_bits Random bits of industry after construction
* @return Suceeded or failed command.
*/
CommandCost PerformIndustryTileSlopeCheck(TileIndex ind_base_tile, TileIndex ind_tile, const IndustryTileSpec *its, IndustryType type, IndustryGfx gfx, uint itspec_index)
CommandCost PerformIndustryTileSlopeCheck(TileIndex ind_base_tile, TileIndex ind_tile, const IndustryTileSpec *its, IndustryType type, IndustryGfx gfx, uint itspec_index, uint16 initial_random_bits)
{
Industry ind;
ind.index = INVALID_INDUSTRY;
ind.location.tile = ind_base_tile;
ind.location.w = 0;
ind.type = type;
ind.random = initial_random_bits;
uint16 callback_res = GetIndustryTileCallback(CBID_INDTILE_SHAPE_CHECK, 0, itspec_index, gfx, &ind, ind_tile);
if (callback_res == CALLBACK_FAILED) {

@ -27,7 +27,7 @@ enum IndustryAnimationTrigger {
bool DrawNewIndustryTile(TileInfo *ti, Industry *i, IndustryGfx gfx, const IndustryTileSpec *inds);
uint16 GetIndustryTileCallback(CallbackID callback, uint32 param1, uint32 param2, IndustryGfx gfx_id, Industry *industry, TileIndex tile);
CommandCost PerformIndustryTileSlopeCheck(TileIndex ind_base_tile, TileIndex ind_tile, const IndustryTileSpec *its, IndustryType type, IndustryGfx gfx, uint itspec_index);
CommandCost PerformIndustryTileSlopeCheck(TileIndex ind_base_tile, TileIndex ind_tile, const IndustryTileSpec *its, IndustryType type, IndustryGfx gfx, uint itspec_index, uint16 initial_random_bits);
void AnimateNewIndustryTile(TileIndex tile);
bool StartStopIndustryTileAnimation(TileIndex tile, IndustryAnimationTrigger iat, uint32 random = Random());

@ -319,6 +319,7 @@ struct ResolverObject {
TileIndex tile;
Town *town;
HouseID house_id;
uint16 initial_random_bits; ///< Random bits during construction checks
bool not_yet_constructed; ///< True for construction check
} house;
struct {

@ -2164,8 +2164,10 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
/* 1x1 house checks are already done */
}
byte random_bits = Random();
if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true);
uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true, random_bits);
if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
}
@ -2191,7 +2193,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
}
}
MakeTownHouse(tile, t, construction_counter, construction_stage, house, Random());
MakeTownHouse(tile, t, construction_counter, construction_stage, house, random_bits);
return true;
}

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