(svn r10074) -Add: Addition of IndustryOverrideManager as well as the basic (and unfinished) support for callbacks for industries

This commit is contained in:
belugas
2007-06-09 02:05:51 +00:00
parent 142f2aba15
commit 9a4a911bde
8 changed files with 344 additions and 2 deletions

View File

@@ -151,6 +151,75 @@ void HouseOverrideManager::SetEntitySpec(const HouseSpec *hs)
}
}
/** Method to find an entity ID and to mark it as reserved for the Industry to be included.
* @param grf_local_id ID used by the grf file for pre-installation work (equivalent of TTDPatch's setid
* @param grfid ID of the current grf file
* @param substitute_id industry from which data has been copied
* @return a free entity id (slotid) if ever one has been found, or Invalid_ID marker otherwise
*/
uint16 IndustryOverrideManager::AddEntityID(byte grf_local_id, uint32 grfid, byte substitute_id)
{
/* This entity hasn't been defined before, so give it an ID now. */
for (uint16 id = 0; id < max_new_entities; id++) {
/* Get the real live industry */
const IndustrySpec *inds = GetIndustrySpec(id);
/* This industry must be one that is not available(enabled), mostly because of climate.
* And it must not already be used by a grf (grffile == NULL).
* So reseve this slot here, as it is the chosen one */
if (!inds->enabled && inds->grf_prop.grffile == NULL) {
EntityIDMapping *map = &mapping_ID[id];
if (map->entity_id == 0 && map->grfid == 0) {
/* winning slot, mark it as been used */
map->entity_id = grf_local_id;
map->grfid = grfid;
map->substitute_id = substitute_id;
return id;
}
}
}
return invalid_ID;
}
/** Method to install the new indistry data in its proper slot
* The slot assigment is internal of this method, since it requires
* checking what is available
* @param inds Industryspec that comes from the grf decoding process
*/
void IndustryOverrideManager::SetEntitySpec(const IndustrySpec *inds)
{
/* First step : We need to find if this industry is already specified in the savegame data */
IndustryType ind_id = this->GetID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid);
if (ind_id == invalid_ID) { // not found? So this is the introduction of a new industry
/* Second step is dealing with the override. */
if (inds->grf_prop.override != invalid_ID && _industry_specs[inds->grf_prop.override].grf_prop.override == invalid_ID) {
/* this is an override, which means it will take the place of the industry it is
* designed to replace. Before we conclude that the override is allowed,
* we first need to verify that the slot is not holding another override
* If it's the case,it will be considered as a normal substitute */
ind_id = inds->grf_prop.override;
} else {
/* It has already been overriden, so you've lost your place old boy.
* Or it is a simple substitute.
* In both case, we need to find a free available slot */
ind_id = this->AddEntityID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid, inds->grf_prop.subst_id);
}
}
if (ind_id == invalid_ID) {
grfmsg(1, "Industry.SetEntitySpec: Too many industries allocated. Ignoring.");
return;
}
/* Now that we know we can use the given id, copy the spech to its final destination*/
memcpy(&_industry_specs[ind_id], inds, sizeof(*inds));
/* and mark it as usable*/
_industry_specs[ind_id].enabled = true;
}
/** Function used by houses (and soon industries) to get information
* on type of "terrain" the tile it is queries sits on.
* @param tile TileIndex of the tile been queried