(svn r10485) -Codechange: add a callback mechanism to determine whether building an industry is allowed at a given location.

pull/155/head
rubidium 17 years ago
parent b3ed27adab
commit e207ba425f

@ -1490,26 +1490,29 @@ static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const Ind
* @param type of industry to build
* @param flags of operations to conduct
* @param indspec pointer to industry specifications
* @param it pointer to list of tile type to build
* @param itspec_index the index of the itsepc to build/fund
* @return the pointer of the newly created industry, or NULL if it failed
*/
static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, uint32 flags, const IndustrySpec *indspec, const IndustryTileTable *it)
static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, uint32 flags, const IndustrySpec *indspec, uint itspec_index)
{
const Town *t;
Industry *i;
const IndustryTileTable *it = indspec->table[itspec_index];
if (HASBIT(GetIndustrySpec(type)->callback_flags, CBM_IND_LOCATION)) {
if (!CheckIfCallBackAllowsCreation(tile, type, itspec_index)) return NULL;
/* TODO: what with things like quarries and other stuff that must not be on level ground? */
}
if (!CheckIfIndustryTilesAreFree(tile, it, type)) return NULL;
if (_patches.land_generator == LG_TERRAGENESIS && _generating_world && !CheckIfCanLevelIndustryPlatform(tile, 0, it, type)) return NULL;
if (!_check_new_industry_procs[indspec->check_proc](tile)) return NULL;
if (!CheckIfTooCloseToIndustry(tile, type)) return NULL;
t = CheckMultipleIndustryInTown(tile, type);
const Town *t = CheckMultipleIndustryInTown(tile, type);
if (t == NULL) return NULL;
if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
if (!CheckSuitableIndustryPos(tile)) return NULL;
i = AllocateIndustry();
Industry *i = AllocateIndustry();
if (i == NULL) return NULL;
if (flags & DC_EXEC) {
@ -1545,19 +1548,19 @@ CommandCost CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* If the patch for raw-material industries is not on, you cannot build raw-material industries.
* Raw material industries are industries that do not accept cargo (at least for now) */
if (_patches.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 0 && indspec->IsRawIndustry()) {
return CMD_ERROR;
}
if (_patches.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
if (flags & DC_EXEC) {
/* Prospecting has a chance to fail, however we cannot guarantee that something can
* be built on the map, so the chance gets lower when the map is fuller, but there
* is nothing we can really do about that. */
if (Random() <= indspec->prospecting_chance) {
for (int i = 0; i < 5000; i++) {
const IndustryTileTable *it = indspec->table[RandomRange(indspec->num_table)];
const Industry *ind = CreateNewIndustryHelper(RandomTile(), p1, flags, indspec, it);
uint tilespec_index = RandomRange(indspec->num_table);
const Industry *ind = CreateNewIndustryHelper(RandomTile(), p1, flags, indspec, tilespec_index);
if (ind != NULL) {
SetDParam(0, indspec->name);
SetDParam(1, ind->town->index);
@ -1577,7 +1580,7 @@ CommandCost CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (--num < 0) return_cmd_error(STR_0239_SITE_UNSUITABLE);
} while (!CheckIfIndustryTilesAreFree(tile, it = itt[num], p1));
if (CreateNewIndustryHelper(tile, p1, flags, indspec, it) == NULL) return CMD_ERROR;
if (CreateNewIndustryHelper(tile, p1, flags, indspec, num) == NULL) return CMD_ERROR;
}
return CommandCost(indspec->GetConstructionCost());
@ -1587,9 +1590,8 @@ CommandCost CmdBuildIndustry(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
Industry *CreateNewIndustry(TileIndex tile, IndustryType type)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
const IndustryTileTable *it = indspec->table[RandomRange(indspec->num_table)];
return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, it);
return CreateNewIndustryHelper(tile, type, DC_EXEC, indspec, RandomRange(indspec->num_table));
}
static const byte _numof_industry_table[5][11] = {

@ -97,7 +97,7 @@ enum CallbackID {
CBID_INDTILE_ANIMATION_SPEED = 0x27, // not yet implemented
/* Called to determine if the given industry can be built on specific area */
CBID_INDUSTRY_LOCATION = 0x28, // not yet implemented
CBID_INDUSTRY_LOCATION = 0x28,
/* Called on production changes, so it can be adjusted */
CBID_INDUSTRY_PRODUCTION_CHANGE = 0x29, // not yet implemented

@ -7,6 +7,9 @@
#include "debug.h"
#include "functions.h"
#include "macros.h"
#include "variables.h"
#include "landscape.h"
#include "table/strings.h"
#include "industry.h"
#include "industry_map.h"
#include "newgrf.h"
@ -14,6 +17,8 @@
#include "newgrf_spritegroup.h"
#include "newgrf_industries.h"
#include "newgrf_commons.h"
#include "newgrf_text.h"
#include "newgrf_town.h"
#include "date.h"
/* Since the industry IDs defined by the GRF file don't necessarily correlate
@ -116,7 +121,7 @@ uint32 GetIndustryIDAtOffset(TileIndex new_tile, TileIndex old_tile, const Indus
uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
{
const Industry *industry = object->u.industry.ind;
TileIndex tile = object->u.industry.tile;
TileIndex tile = object->u.industry.tile;
const IndustrySpec *indspec = GetIndustrySpec(industry->type);
switch (variable) {
@ -130,8 +135,9 @@ uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte par
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
/* Manhattan distance of closes dry/water tile */
case 0x43: return GetClosestWaterDistance(tile, (object->u.industry_location.spec->behaviour & INDUSTRYBEH_BUILT_ONWATER) == 0);
/* Get industry ID at offset param */
case 0x60: return GetIndustryIDAtOffset(GetNearbyTile(parameter, industry->xy), tile, industry);
@ -260,6 +266,84 @@ uint16 GetIndustryCallback(uint16 callback, uint32 param1, uint32 param2, Indust
return group->g.callback.result;
}
uint32 IndustryLocationGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available)
{
TileIndex tile = object->u.industry_location.tile;
if (object->scope == VSG_SCOPE_PARENT) {
return TownGetVariable(variable, parameter, available, ClosestTownFromTile(tile, (uint)-1));
}
switch (variable) {
case 0x62: // Land info of nearby tiles
case 0x64: break; // Distance of nearest industry of given type
/* Location where to build the industry */
case 0x80: return tile;
case 0x81: return GB(tile, 8, 8);
/* Pointer to the town the industry is associated with */
case 0x82: return ClosestTownFromTile(tile, (uint)-1)->index;
case 0x83:
case 0x84:
case 0x85: DEBUG(grf, 0, "NewGRFs shouldn't be doing pointer magic"); break; // not supported
/* Number of the layout */
case 0x86: return object->u.industry_location.itspec_index;
/* Ground type */
case 0x87: return GetTerrainType(tile);
/* Town zone */
case 0x88: return GetTownRadiusGroup(ClosestTownFromTile(tile, (uint)-1), tile);
/* Manhattan distance of the closest town */
case 0x89: return min(DistanceManhattan(ClosestTownFromTile(tile, (uint)-1)->xy, tile), 255);
/* Lowest height of the tile */
case 0x8A: return GetTileZ(tile);
/* Distance to the nearest water/land tile */
case 0x8B: return GetClosestWaterDistance(tile, (object->u.industry_location.spec->behaviour & INDUSTRYBEH_BUILT_ONWATER) == 0);
/* Square of Euclidian distance from town */
case 0x8D: return min(DistanceSquare(ClosestTownFromTile(tile, (uint)-1)->xy, tile), 65535);
}
DEBUG(grf, 1, "Unhandled industry property 0x%X", variable);
*available = false;
return (uint32)-1;
}
bool CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint itspec_index)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
ResolverObject object;
const SpriteGroup *group;
NewIndustryResolver(&object, tile, NULL);
object.GetVariable = IndustryLocationGetVariable;
object.callback = CBID_INDUSTRY_LOCATION;
object.u.industry_location.tile = tile;
object.u.industry_location.spec = indspec;
object.u.industry_location.itspec_index = itspec_index;
group = Resolve(GetIndustrySpec(type)->grf_prop.spritegroup, &object);
if (group == NULL || group->type != SGT_CALLBACK) return false;
switch (group->g.callback.result) {
case 0x400: return true;
case 0x401: _error_message = STR_0239_SITE_UNSUITABLE;
case 0x402: _error_message = STR_0317_CAN_ONLY_BE_BUILT_IN_RAINFOREST;
case 0x403: _error_message = STR_0318_CAN_ONLY_BE_BUILT_IN_DESERT;
default: _error_message = GetGRFStringID(indspec->grf_prop.grffile->grfid, 0xD000 + group->g.callback.result);
}
return false;
}
static int32 DerefIndProd(uint field, bool use_register)
{
return use_register ? (int32)GetRegister(field) : field;

@ -13,6 +13,7 @@ uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte par
uint16 GetIndustryCallback(uint16 callback, uint32 param1, uint32 param2, Industry *industry, IndustryType type, TileIndex tile);
uint32 GetIndustryIDAtOffset(TileIndex new_tile, TileIndex old_tile, const Industry *i);
void IndustryProductionCallback(Industry *ind, int reason);
bool CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint itspec_index);
/* in newgrf_industrytiles.cpp*/
uint32 IndustryTileGetRandomBits(const ResolverObject *object);

@ -224,6 +224,11 @@ struct ResolverObject {
Industry *ind;
IndustryGfx gfx;
} industry;
struct {
TileIndex tile;
const IndustrySpec *spec;
uint itspec_index;
} industry_location;
struct {
const struct CargoSpec *cs;
} cargo;

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