mirror of https://github.com/OpenTTD/OpenTTD
(svn r19855) [1.0] -Backport from trunk:
- Fix: [NewGRF] Possible divide-by-zero if a NewGRF checked industry var 42 while the production level was 0 (r19749) - Fix: Do not recenter usually centered windows when resizing main window or changing language, if they have been moved/resized before [FS#3675] (r19746) - Fix: The GUI is controlled by _local_company, not _current_company (r19745) - Fix: NewGRFs could access map bits of not yet constructed industries and houses during construction callbacks (r19748, r19743) - Fix: Check for industry availability more thoroughly and cancel object placement when selecting not available industries [FS#3787] (r19701)release/1.0
parent
530d904f84
commit
1e5d35634d
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@ -14,6 +14,7 @@
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#include "../../command_type.h"
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#include "../../strings_func.h"
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#include "../../industry.h"
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#include "../../newgrf_industries.h"
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#include "../../core/random_func.hpp"
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/* static */ bool AIIndustryType::IsValidIndustryType(IndustryType industry_type)
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@ -88,6 +89,8 @@
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/* static */ bool AIIndustryType::CanBuildIndustry(IndustryType industry_type)
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{
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if (!IsValidIndustryType(industry_type)) return false;
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if (!::CheckIfCallBackAllowsAvailability(industry_type, IACT_USERCREATION)) return false;
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if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return true;
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/* raw_industry_construction == 1 means "Build as other industries" */
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@ -97,7 +100,9 @@
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/* static */ bool AIIndustryType::CanProspectIndustry(IndustryType industry_type)
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{
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if (!IsValidIndustryType(industry_type)) return false;
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if (!::GetIndustrySpec(industry_type)->IsRawIndustry()) return false;
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if (!::CheckIfCallBackAllowsAvailability(industry_type, IACT_USERCREATION)) return false;
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/* raw_industry_construction == 2 means "prospect" */
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return _settings_game.construction.raw_industry_construction == 2;
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@ -1736,6 +1736,10 @@ CommandCost CmdBuildIndustry(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
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return CMD_ERROR;
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}
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if (_game_mode != GM_EDITOR && !CheckIfCallBackAllowsAvailability(it, IACT_USERCREATION)) {
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return CMD_ERROR;
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}
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const Industry *ind = NULL;
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if (_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indspec->IsRawIndustry()) {
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if (flags & DC_EXEC) {
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@ -406,8 +406,10 @@ public:
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this->SetDirty();
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if ((_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
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this->selected_type == INVALID_INDUSTRYTYPE) {
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if (GetCallbackWnd() == this &&
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((_game_mode != GM_EDITOR && _settings_game.construction.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
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this->selected_type == INVALID_INDUSTRYTYPE ||
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!this->enabled[this->selected_index])) {
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/* Reset the button state if going to prospecting or "build many industries" */
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this->RaiseButtons();
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ResetObjectToPlace();
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@ -99,20 +99,25 @@ void DecreaseBuildingCount(Town *t, HouseID house_id)
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static uint32 HouseGetRandomBits(const ResolverObject *object)
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{
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const TileIndex tile = object->u.house.tile;
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return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseRandomBits(tile);
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/* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
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TileIndex tile = object->u.house.tile;
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assert(IsValidTile(tile) && (object->u.house.not_yet_constructed || IsTileType(tile, MP_HOUSE)));
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return object->u.house.not_yet_constructed ? 0 : GetHouseRandomBits(tile);
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}
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static uint32 HouseGetTriggers(const ResolverObject *object)
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{
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const TileIndex tile = object->u.house.tile;
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return (tile == INVALID_TILE || !IsTileType(tile, MP_HOUSE)) ? 0 : GetHouseTriggers(tile);
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/* Note: Towns build houses over houses. So during construction checks 'tile' may be a valid but unrelated house. */
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TileIndex tile = object->u.house.tile;
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assert(IsValidTile(tile) && (object->u.house.not_yet_constructed || IsTileType(tile, MP_HOUSE)));
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return object->u.house.not_yet_constructed ? 0 : GetHouseTriggers(tile);
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}
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static void HouseSetTriggers(const ResolverObject *object, int triggers)
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{
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const TileIndex tile = object->u.house.tile;
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if (IsTileType(tile, MP_HOUSE)) SetHouseTriggers(tile, triggers);
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TileIndex tile = object->u.house.tile;
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assert(!object->u.house.not_yet_constructed && IsValidTile(tile) && IsTileType(tile, MP_HOUSE));
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SetHouseTriggers(tile, triggers);
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}
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static uint32 GetNumHouses(HouseID house_id, const Town *town)
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@ -370,6 +375,7 @@ static void NewHouseResolver(ResolverObject *res, HouseID house_id, TileIndex ti
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res->u.house.tile = tile;
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res->u.house.town = town;
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res->u.house.house_id = house_id;
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res->u.house.not_yet_constructed = false;
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res->callback = CBID_NO_CALLBACK;
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res->callback_param1 = 0;
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@ -383,15 +389,18 @@ static void NewHouseResolver(ResolverObject *res, HouseID house_id, TileIndex ti
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res->grffile = (hs != NULL ? hs->grffile : NULL);
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}
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uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile)
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uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed)
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{
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ResolverObject object;
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const SpriteGroup *group;
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assert(IsValidTile(tile) && (not_yet_constructed || IsTileType(tile, MP_HOUSE)));
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NewHouseResolver(&object, house_id, tile, town);
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object.callback = callback;
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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object.u.house.not_yet_constructed = not_yet_constructed;
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group = SpriteGroup::Resolve(HouseSpec::Get(house_id)->spritegroup, &object);
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if (group == NULL) return CALLBACK_FAILED;
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@ -44,7 +44,7 @@ void DrawNewHouseTile(TileInfo *ti, HouseID house_id);
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void AnimateNewHouseTile(TileIndex tile);
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void ChangeHouseAnimationFrame(const struct GRFFile *file, TileIndex tile, uint16 callback_result);
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uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile);
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uint16 GetHouseCallback(CallbackID callback, uint32 param1, uint32 param2, HouseID house_id, Town *town, TileIndex tile, bool not_yet_constructed = false);
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bool CanDeleteHouse(TileIndex tile);
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@ -201,6 +201,7 @@ uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte par
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uint16 callback = indspec->callback_mask;
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if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
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if ((indspec->behaviour & INDUSTRYBEH_PROD_MULTI_HNDLING) != 0) {
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if (industry->prod_level == 0) return 0;
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return min(industry->incoming_cargo_waiting[variable - 0x40] / industry->prod_level, (uint16)0xFFFF);
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} else {
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return min(industry->incoming_cargo_waiting[variable - 0x40], (uint16)0xFFFF);
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@ -342,18 +343,21 @@ static const SpriteGroup *IndustryResolveReal(const ResolverObject *object, cons
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static uint32 IndustryGetRandomBits(const ResolverObject *object)
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{
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return object->u.industry.ind == NULL ? 0 : object->u.industry.ind->random;
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const Industry *ind = object->u.industry.ind;
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return ind != NULL ? ind->random: 0;
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}
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static uint32 IndustryGetTriggers(const ResolverObject *object)
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{
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return object->u.industry.ind == NULL ? 0 : object->u.industry.ind->random_triggers;
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const Industry *ind = object->u.industry.ind;
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return ind != NULL ? ind->random_triggers : 0;
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}
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static void IndustrySetTriggers(const ResolverObject *object, int triggers)
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{
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if (object->u.industry.ind == NULL) return;
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object->u.industry.ind->random_triggers = triggers;
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Industry *ind = object->u.industry.ind;
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assert(ind != NULL && ind->index != INVALID_INDUSTRY);
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ind->random_triggers = triggers;
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}
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static void NewIndustryResolver(ResolverObject *res, TileIndex tile, Industry *indus, IndustryType type)
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@ -118,26 +118,35 @@ static const SpriteGroup *IndustryTileResolveReal(const ResolverObject *object,
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static uint32 IndustryTileGetRandomBits(const ResolverObject *object)
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{
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const TileIndex tile = object->u.industry.tile;
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if (tile == INVALID_TILE || !IsTileType(tile, MP_INDUSTRY)) return 0;
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return (object->scope == VSG_SCOPE_SELF) ? GetIndustryRandomBits(tile) : Industry::GetByTile(tile)->random;
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const Industry *ind = object->u.industry.ind;
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assert(ind != NULL && IsValidTile(tile));
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assert(ind->index == INVALID_INDUSTRY || IsTileType(tile, MP_INDUSTRY));
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return (object->scope == VSG_SCOPE_SELF) ?
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(ind->index != INVALID_INDUSTRY ? GetIndustryRandomBits(tile) : 0) :
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ind->random;
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}
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static uint32 IndustryTileGetTriggers(const ResolverObject *object)
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{
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const TileIndex tile = object->u.industry.tile;
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if (tile == INVALID_TILE || !IsTileType(tile, MP_INDUSTRY)) return 0;
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return (object->scope == VSG_SCOPE_SELF) ? GetIndustryTriggers(tile) : Industry::GetByTile(tile)->random_triggers;
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const Industry *ind = object->u.industry.ind;
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assert(ind != NULL && IsValidTile(tile));
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assert(ind->index == INVALID_INDUSTRY || IsTileType(tile, MP_INDUSTRY));
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if (ind->index == INVALID_INDUSTRY) return 0;
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return (object->scope == VSG_SCOPE_SELF) ? GetIndustryTriggers(tile) : ind->random_triggers;
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}
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static void IndustryTileSetTriggers(const ResolverObject *object, int triggers)
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{
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const TileIndex tile = object->u.industry.tile;
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if (tile == INVALID_TILE || !IsTileType(tile, MP_INDUSTRY)) return;
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Industry *ind = object->u.industry.ind;
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assert(ind != NULL && ind->index != INVALID_INDUSTRY && IsValidTile(tile) && IsTileType(tile, MP_INDUSTRY));
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if (object->scope == VSG_SCOPE_SELF) {
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SetIndustryTriggers(tile, triggers);
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} else {
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Industry::GetByTile(tile)->random_triggers = triggers;
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ind->random_triggers = triggers;
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}
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}
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ResolverObject object;
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const SpriteGroup *group;
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assert(industry != NULL && IsValidTile(tile));
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assert(industry->index == INVALID_INDUSTRY || IsTileType(tile, MP_INDUSTRY));
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NewIndustryTileResolver(&object, gfx_id, tile, industry);
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object.callback = callback;
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object.callback_param1 = param1;
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{
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ResolverObject object;
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assert(IsValidTile(tile) && IsTileType(tile, MP_INDUSTRY));
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IndustryGfx gfx = GetIndustryGfx(tile);
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const IndustryTileSpec *itspec = GetIndustryTileSpec(gfx);
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@ -319,6 +319,7 @@ struct ResolverObject {
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TileIndex tile;
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Town *town;
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HouseID house_id;
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bool not_yet_constructed; ///< True for construction check
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} house;
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struct {
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TileIndex tile;
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@ -2164,7 +2164,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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}
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if (HasBit(hs->callback_mask, CBM_HOUSE_ALLOW_CONSTRUCTION)) {
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile);
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uint16 callback_res = GetHouseCallback(CBID_HOUSE_ALLOW_CONSTRUCTION, 0, 0, house, t, tile, true);
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if (callback_res != CALLBACK_FAILED && GB(callback_res, 0, 8) == 0) continue;
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}
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@ -1776,7 +1776,7 @@ static bool CheckClickOnStation(const ViewPort *vp, int x, int y)
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static bool CheckClickOnSign(const ViewPort *vp, int x, int y)
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{
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/* Signs are turned off, or they are transparent and invisibility is ON, or company is a spectator */
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if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS) || _current_company == COMPANY_SPECTATOR) return false;
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if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS) || _local_company == COMPANY_SPECTATOR) return false;
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const Sign *si;
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FOR_ALL_SIGNS(si) {
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@ -830,22 +830,22 @@ static void BringWindowToFront(Window *w)
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/**
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* Initializes the data (except the position and initial size) of a new Window.
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* @param cls Class of the window, used for identification and grouping. @see WindowClass
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* @param desc Window description.
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* @param window_number Number being assigned to the new window
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* @param desc_flags Window flags. @see WindowDefaultFlag
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* @return Window pointer of the newly created window
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* @pre If nested widgets are used (\a widget is \c NULL), #nested_root and #nested_array_size must be initialized.
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* In addition, #nested_array is either \c NULL, or already initialized.
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*/
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void Window::InitializeData(WindowClass cls, int window_number, uint32 desc_flags)
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void Window::InitializeData(const WindowDesc *desc, WindowNumber window_number)
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{
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/* Set up window properties; some of them are needed to set up smallest size below */
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this->window_class = cls;
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this->window_class = desc->cls;
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this->flags4 |= WF_WHITE_BORDER_MASK; // just opened windows have a white border
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if (desc->default_pos == WDP_CENTER) this->flags4 |= WF_CENTERED;
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this->owner = INVALID_OWNER;
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this->nested_focus = NULL;
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this->window_number = window_number;
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this->desc_flags = desc_flags;
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this->desc_flags = desc->flags;
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this->OnInit();
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/* Initialize nested widget tree. */
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*/
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void Window::FinishInitNested(const WindowDesc *desc, WindowNumber window_number)
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{
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this->InitializeData(desc->cls, window_number, desc->flags);
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this->InitializeData(desc, window_number);
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Point pt = this->OnInitialPosition(desc, this->nested_root->smallest_x, this->nested_root->smallest_y, window_number);
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this->InitializePositionSize(pt.x, pt.y, this->nested_root->smallest_x, this->nested_root->smallest_y);
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this->FindWindowPlacementAndResize(desc->default_width, desc->default_height);
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static void StartWindowDrag(Window *w)
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{
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w->flags4 |= WF_DRAGGING;
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w->flags4 &= ~WF_CENTERED;
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_dragging_window = true;
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_drag_delta.x = w->left - _cursor.pos.x;
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static void StartWindowSizing(Window *w, bool to_left)
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{
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w->flags4 |= to_left ? WF_SIZING_LEFT : WF_SIZING_RIGHT;
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w->flags4 &= ~WF_CENTERED;
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_dragging_window = true;
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_drag_delta.x = _cursor.pos.x;
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left = PositionMainToolbar(w); // changes toolbar orientation
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break;
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case WC_SELECT_GAME:
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case WC_GAME_OPTIONS:
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case WC_NETWORK_WINDOW:
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top = (newh - w->height) >> 1;
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left = (neww - w->width) >> 1;
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break;
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case WC_NEWS_WINDOW:
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top = newh - w->height;
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left = (neww - w->width) >> 1;
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continue;
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default: {
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if (w->flags4 & WF_CENTERED) {
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top = (newh - w->height) >> 1;
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left = (neww - w->width) >> 1;
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break;
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}
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left = w->left;
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if (left + (w->width >> 1) >= neww) left = neww - w->width;
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if (left < 0) left = 0;
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@ -334,7 +334,7 @@ struct Window : ZeroedMemoryAllocator {
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};
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protected:
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void InitializeData(WindowClass cls, int window_number, uint32 desc_flags);
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void InitializeData(const WindowDesc *desc, WindowNumber window_number);
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void InitializePositionSize(int x, int y, int min_width, int min_height);
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void FindWindowPlacementAndResize(int def_width, int def_height);
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WF_WHITE_BORDER_ONE = 1 << 13,
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WF_WHITE_BORDER_MASK = 1 << 14 | WF_WHITE_BORDER_ONE,
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WF_CENTERED = 1 << 15, ///< Window is centered and shall stay centered after ReInit
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};
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Window *BringWindowToFrontById(WindowClass cls, WindowNumber number);
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