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(svn r2389) - Feature: [newgrf] Implement the mechanism for handling newgrf callbacks.

- Feature: [newgrf] Implement the 'refit capacity' callback.
This commit is contained in:
hackykid
2005-06-01 11:34:37 +00:00
parent d1c1a7cba7
commit 351d7aaa9f
5 changed files with 156 additions and 57 deletions

View File

@@ -317,16 +317,17 @@ void SetCustomEngineSprites(byte engine, byte cargo, SpriteGroup *group)
_engine_custom_sprites[engine][cargo] = *group;
}
typedef RealSpriteGroup *(*resolve_callback)(SpriteGroup *spritegroup,
const Vehicle *veh, void *callback); /* XXX data pointer used as function pointer */
typedef SpriteGroup *(*resolve_callback)(SpriteGroup *spritegroup,
const Vehicle *veh, uint16 callback_info, void *resolve_func); /* XXX data pointer used as function pointer */
static RealSpriteGroup* ResolveVehicleSpriteGroup(SpriteGroup *spritegroup,
const Vehicle *veh, resolve_callback callback)
static SpriteGroup* ResolveVehicleSpriteGroup(SpriteGroup *spritegroup,
const Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
{
//debug("spgt %d", spritegroup->type);
switch (spritegroup->type) {
case SGT_REAL:
return &spritegroup->g.real;
case SGT_CALLBACK:
return spritegroup;
case SGT_DETERMINISTIC: {
DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
@@ -334,8 +335,10 @@ static RealSpriteGroup* ResolveVehicleSpriteGroup(SpriteGroup *spritegroup,
int value = -1;
//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
if ((dsg->variable >> 6) == 0) {
if (dsg->variable == 0x0C) {
/* Callback ID */
value = callback_info & 0xFF;
} else if ((dsg->variable >> 6) == 0) {
/* General property */
value = GetDeterministicSpriteValue(dsg->variable);
} else {
@@ -351,7 +354,7 @@ static RealSpriteGroup* ResolveVehicleSpriteGroup(SpriteGroup *spritegroup,
} else {
target = dsg->default_group;
}
return callback(target, NULL, callback);
return resolve_func(target, NULL, callback_info, resolve_func);
}
if (dsg->var_scope == VSG_SCOPE_PARENT) {
@@ -472,7 +475,7 @@ static RealSpriteGroup* ResolveVehicleSpriteGroup(SpriteGroup *spritegroup,
target = value != -1 ? EvalDeterministicSpriteGroup(dsg, value) : dsg->default_group;
//debug("Resolved variable %x: %d, %p", dsg->variable, value, callback);
return callback(target, veh, callback);
return resolve_func(target, veh, callback_info, resolve_func);
}
case SGT_RANDOMIZED: {
@@ -482,7 +485,7 @@ static RealSpriteGroup* ResolveVehicleSpriteGroup(SpriteGroup *spritegroup,
/* Purchase list of something. Show the first one. */
assert(rsg->num_groups > 0);
//debug("going for %p: %d", rsg->groups[0], rsg->groups[0].type);
return callback(&rsg->groups[0], NULL, callback);
return resolve_func(&rsg->groups[0], NULL, callback_info, resolve_func);
}
if (rsg->var_scope == VSG_SCOPE_PARENT) {
@@ -491,7 +494,7 @@ static RealSpriteGroup* ResolveVehicleSpriteGroup(SpriteGroup *spritegroup,
veh = GetFirstVehicleInChain(veh);
}
return callback(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback);
return resolve_func(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback_info, resolve_func);
}
default:
@@ -543,14 +546,17 @@ int GetCustomEngineSprite(byte engine, const Vehicle *v, byte direction)
}
group = GetVehicleSpriteGroup(engine, v);
rsg = ResolveVehicleSpriteGroup(group, v, (resolve_callback) ResolveVehicleSpriteGroup);
group = ResolveVehicleSpriteGroup(group, v, 0, (resolve_callback) ResolveVehicleSpriteGroup);
if (rsg->sprites_per_set == 0 && cargo != 29) { /* XXX magic number */
if (group->type == SGT_REAL && group->g.real.sprites_per_set == 0 && cargo != GC_DEFAULT) {
// This group is empty but perhaps there'll be a default one.
rsg = ResolveVehicleSpriteGroup(&_engine_custom_sprites[engine][29], v,
group = ResolveVehicleSpriteGroup(&_engine_custom_sprites[engine][GC_DEFAULT], v, 0,
(resolve_callback) ResolveVehicleSpriteGroup);
}
assert(group->type == SGT_REAL);
rsg = &group->g.real;
if (!rsg->sprites_per_set) {
// This group is empty. This function users should therefore
// look up the sprite number in _engine_original_sprites.
@@ -582,6 +588,39 @@ int GetCustomEngineSprite(byte engine, const Vehicle *v, byte direction)
return r;
}
/**
* Evaluates a newgrf callback
* @param callback_info info about which callback to evaluate
* (bit 0-7) = CallBack id of the callback to use, see CallBackId enum
* (bit 8-15) = Other info some callbacks need to have, callback specific, see CallBackId enum, not used yet
* @param engine Engine type of the vehicle to evaluate the callback for
* @param vehicle The vehicle to evaluate the callback for, NULL if it doesnt exist (yet)
* @return The value the callback returned, or CALLBACK_FAILED if it failed
*/
uint16 GetCallBackResult(uint16 callback_info, byte engine, const Vehicle *v)
{
SpriteGroup *group;
byte cargo = GC_DEFAULT;
if (v != NULL)
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
group = &_engine_custom_sprites[engine][cargo];
group = ResolveVehicleSpriteGroup(group, v, callback_info, (resolve_callback) ResolveVehicleSpriteGroup);
if (group->type == SGT_REAL && group->g.real.sprites_per_set == 0 && cargo != GC_DEFAULT) {
// This group is empty but perhaps there'll be a default one.
group = ResolveVehicleSpriteGroup(&_engine_custom_sprites[engine][GC_DEFAULT], v, callback_info,
(resolve_callback) ResolveVehicleSpriteGroup);
}
if (group->type != SGT_CALLBACK)
return CALLBACK_FAILED;
return group->g.callback.result;
}
// Global variables are evil, yes, but we would end up with horribly overblown
// calling convention otherwise and this should be 100% reentrant.
@@ -590,8 +629,8 @@ static byte _vsg_bits_to_reseed;
extern int _custom_sprites_base;
static RealSpriteGroup *TriggerVehicleSpriteGroup(SpriteGroup *spritegroup,
Vehicle *veh, resolve_callback callback)
static SpriteGroup *TriggerVehicleSpriteGroup(SpriteGroup *spritegroup,
Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
{
if (spritegroup->type == SGT_RANDOMIZED) {
_vsg_bits_to_reseed |= RandomizedSpriteGroupTriggeredBits(
@@ -601,23 +640,29 @@ static RealSpriteGroup *TriggerVehicleSpriteGroup(SpriteGroup *spritegroup,
);
}
return ResolveVehicleSpriteGroup(spritegroup, veh, callback);
return ResolveVehicleSpriteGroup(spritegroup, veh, callback_info, resolve_func);
}
static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_random_bits, bool first)
{
SpriteGroup *group;
RealSpriteGroup *rsg;
byte new_random_bits;
_vsg_random_triggers = trigger;
_vsg_bits_to_reseed = 0;
rsg = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh,
(resolve_callback) TriggerVehicleSpriteGroup);
if (rsg->sprites_per_set == 0 && veh->cargo_type != 29) { /* XXX magic number */
group = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh, 0,
(resolve_callback) TriggerVehicleSpriteGroup);
if (group->type == SGT_REAL && group->g.real.sprites_per_set == 0 && veh->cargo_type != GC_DEFAULT) {
// This group turned out to be empty but perhaps there'll be a default one.
rsg = TriggerVehicleSpriteGroup(&_engine_custom_sprites[veh->engine_type][29], veh,
(resolve_callback) TriggerVehicleSpriteGroup);
group = TriggerVehicleSpriteGroup(&_engine_custom_sprites[veh->engine_type][GC_DEFAULT], veh, 0,
(resolve_callback) TriggerVehicleSpriteGroup);
}
assert(group->type == SGT_REAL);
rsg = &group->g.real;
new_random_bits = Random();
veh->random_bits &= ~_vsg_bits_to_reseed;
veh->random_bits |= (first ? new_random_bits : base_random_bits) & _vsg_bits_to_reseed;