2006-02-03 12:55:21 +00:00
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/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "functions.h"
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#include "string.h"
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#include "strings.h"
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#include "engine.h"
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2006-02-05 19:46:20 +00:00
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#include "newgrf_callbacks.h"
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2006-02-03 12:55:21 +00:00
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#include "newgrf_engine.h"
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#include "sprite.h"
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#include "variables.h"
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#include "train.h"
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// TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky
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typedef struct WagonOverride {
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byte *train_id;
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int trains;
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SpriteGroup *group;
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} WagonOverride;
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typedef struct WagonOverrides {
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int overrides_count;
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WagonOverride *overrides;
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} WagonOverrides;
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static WagonOverrides _engine_wagon_overrides[TOTAL_NUM_ENGINES];
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void SetWagonOverrideSprites(EngineID engine, SpriteGroup *group, byte *train_id,
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int trains)
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{
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WagonOverrides *wos;
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WagonOverride *wo;
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wos = &_engine_wagon_overrides[engine];
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wos->overrides_count++;
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wos->overrides = realloc(wos->overrides,
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wos->overrides_count * sizeof(*wos->overrides));
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wo = &wos->overrides[wos->overrides_count - 1];
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/* FIXME: If we are replacing an override, release original SpriteGroup
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* to prevent leaks. But first we need to refcount the SpriteGroup.
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* --pasky */
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wo->group = group;
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group->ref_count++;
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wo->trains = trains;
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wo->train_id = malloc(trains);
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memcpy(wo->train_id, train_id, trains);
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}
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static const SpriteGroup *GetWagonOverrideSpriteSet(EngineID engine, byte overriding_engine)
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{
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const WagonOverrides *wos = &_engine_wagon_overrides[engine];
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int i;
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// XXX: This could turn out to be a timesink on profiles. We could
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// always just dedicate 65535 bytes for an [engine][train] trampoline
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// for O(1). Or O(logMlogN) and searching binary tree or smt. like
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// that. --pasky
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for (i = 0; i < wos->overrides_count; i++) {
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const WagonOverride *wo = &wos->overrides[i];
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int j;
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for (j = 0; j < wo->trains; j++) {
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if (wo->train_id[j] == overriding_engine)
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return wo->group;
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}
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}
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return NULL;
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}
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/**
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* Unload all wagon override sprite groups.
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*/
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void UnloadWagonOverrides(void)
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{
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WagonOverrides *wos;
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WagonOverride *wo;
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EngineID engine;
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int i;
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for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
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wos = &_engine_wagon_overrides[engine];
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for (i = 0; i < wos->overrides_count; i++) {
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wo = &wos->overrides[i];
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UnloadSpriteGroup(&wo->group);
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free(wo->train_id);
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}
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free(wos->overrides);
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wos->overrides_count = 0;
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wos->overrides = NULL;
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}
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}
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// 0 - 28 are cargos, 29 is default, 30 is the advert (purchase list)
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// (It isn't and shouldn't be like this in the GRF files since new cargo types
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// may appear in future - however it's more convenient to store it like this in
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// memory. --pasky)
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static SpriteGroup *engine_custom_sprites[TOTAL_NUM_ENGINES][NUM_GLOBAL_CID];
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void SetCustomEngineSprites(EngineID engine, byte cargo, SpriteGroup *group)
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{
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if (engine_custom_sprites[engine][cargo] != NULL) {
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DEBUG(grf, 6)("SetCustomEngineSprites: engine `%d' cargo `%d' already has group -- removing.", engine, cargo);
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UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
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}
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engine_custom_sprites[engine][cargo] = group;
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group->ref_count++;
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}
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/**
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* Unload all engine sprite groups.
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*/
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void UnloadCustomEngineSprites(void)
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{
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EngineID engine;
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CargoID cargo;
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for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
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for (cargo = 0; cargo < NUM_GLOBAL_CID; cargo++) {
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if (engine_custom_sprites[engine][cargo] != NULL) {
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DEBUG(grf, 6)("UnloadCustomEngineSprites: Unloading group for engine `%d' cargo `%d'.", engine, cargo);
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UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
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}
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}
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}
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}
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static int MapOldSubType(const Vehicle *v)
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{
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if (v->type != VEH_Train) return v->subtype;
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if (IsTrainEngine(v)) return 0;
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if (IsFreeWagon(v)) return 4;
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return 2;
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}
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2006-02-12 10:35:51 +00:00
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static int VehicleSpecificProperty(const Vehicle *v, byte var) {
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switch (v->type) {
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case VEH_Train:
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switch (var) {
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case 0x62: return v->u.rail.track;
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case 0x66: return v->u.rail.railtype;
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case 0x73: return v->u.rail.cached_veh_length;
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case 0x74: return v->u.rail.cached_power;
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case 0x75: return v->u.rail.cached_power & 0xFFFFFF;
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case 0x76: return v->u.rail.cached_power & 0xFFFF;
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case 0x77: return v->u.rail.cached_power & 0xFF;
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case 0x7C: return v->first->index;
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case 0x7D: return v->first->index & 0xFF;
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}
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break;
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case VEH_Road:
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switch (var) {
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case 0x62: return v->u.road.state;
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case 0x64: return v->u.road.blocked_ctr;
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case 0x65: return v->u.road.blocked_ctr & 0xFF;
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case 0x66: return v->u.road.overtaking;
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case 0x67: return v->u.road.overtaking_ctr;
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case 0x68: return v->u.road.crashed_ctr;
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case 0x69: return v->u.road.crashed_ctr & 0xFF;
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}
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break;
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case VEH_Aircraft:
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switch (var) {
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// case 0x62: XXX Need to convert from ottd to ttdp state
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case 0x63: return v->u.air.targetairport;
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// case 0x66: XXX
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}
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break;
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}
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DEBUG(grf, 1)("Unhandled vehicle property 0x%x (var 0x%x), type 0x%x", var, var + 0x80, v->type);
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return -1;
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}
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2006-02-03 12:55:21 +00:00
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typedef SpriteGroup *(*resolve_callback)(const SpriteGroup *spritegroup,
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const Vehicle *veh, uint16 callback_info, void *resolve_func); /* XXX data pointer used as function pointer */
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static const SpriteGroup* ResolveVehicleSpriteGroup(const SpriteGroup *spritegroup,
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const Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
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{
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if (spritegroup == NULL)
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return NULL;
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//debug("spgt %d", spritegroup->type);
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switch (spritegroup->type) {
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case SGT_REAL:
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case SGT_CALLBACK:
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return spritegroup;
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case SGT_DETERMINISTIC: {
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const DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
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const SpriteGroup *target;
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int value = -1;
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//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
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if (dsg->variable == 0x0C) {
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/* Callback ID */
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value = callback_info & 0xFF;
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} else if (dsg->variable == 0x10) {
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value = (callback_info >> 8) & 0xFF;
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} else if ((dsg->variable >> 6) == 0) {
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/* General property */
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value = GetDeterministicSpriteValue(dsg->variable);
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} else {
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/* Vehicle-specific property. */
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if (veh == NULL) {
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/* We are in a purchase list of something,
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* and we are checking for something undefined.
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* That means we should get the first target
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* (NOT the default one). */
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if (dsg->num_ranges > 0) {
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target = dsg->ranges[0].group;
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} else {
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target = dsg->default_group;
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}
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return resolve_func(target, NULL, callback_info, resolve_func);
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}
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if (dsg->var_scope == VSG_SCOPE_PARENT) {
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/* First engine in the vehicle chain */
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if (veh->type == VEH_Train)
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veh = GetFirstVehicleInChain(veh);
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}
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if (dsg->variable == 0x40 || dsg->variable == 0x41) {
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if (veh->type == VEH_Train) {
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const Vehicle *u = GetFirstVehicleInChain(veh);
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byte chain_before = 0, chain_after = 0;
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while (u != veh) {
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chain_before++;
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if (dsg->variable == 0x41 && u->engine_type != veh->engine_type)
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chain_before = 0;
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u = u->next;
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}
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while (u->next != NULL && (dsg->variable == 0x40 || u->next->engine_type == veh->engine_type)) {
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chain_after++;
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u = u->next;
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};
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value = chain_before | chain_after << 8
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| (chain_before + chain_after) << 16;
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} else {
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value = 1; /* 1 vehicle in the chain */
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}
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} else {
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// TTDPatch runs on little-endian arch;
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// Variable is 0x80 + offset in TTD's vehicle structure
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switch (dsg->variable - 0x80) {
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#define veh_prop(id_, value_) case (id_): value = (value_); break
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veh_prop(0x00, veh->type);
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veh_prop(0x01, MapOldSubType(veh));
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veh_prop(0x04, veh->index);
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veh_prop(0x05, veh->index & 0xFF);
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/* XXX? Is THIS right? */
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veh_prop(0x0A, PackOrder(&veh->current_order));
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veh_prop(0x0B, PackOrder(&veh->current_order) & 0xff);
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veh_prop(0x0C, veh->num_orders);
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veh_prop(0x0D, veh->cur_order_index);
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veh_prop(0x10, veh->load_unload_time_rem);
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veh_prop(0x11, veh->load_unload_time_rem & 0xFF);
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veh_prop(0x12, veh->date_of_last_service);
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veh_prop(0x13, veh->date_of_last_service & 0xFF);
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veh_prop(0x14, veh->service_interval);
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veh_prop(0x15, veh->service_interval & 0xFF);
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veh_prop(0x16, veh->last_station_visited);
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veh_prop(0x17, veh->tick_counter);
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veh_prop(0x18, veh->max_speed);
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veh_prop(0x19, veh->max_speed & 0xFF);
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veh_prop(0x1F, veh->direction);
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veh_prop(0x28, veh->cur_image);
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veh_prop(0x29, veh->cur_image & 0xFF);
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veh_prop(0x32, veh->vehstatus);
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veh_prop(0x33, veh->vehstatus);
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veh_prop(0x34, veh->cur_speed);
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veh_prop(0x35, veh->cur_speed & 0xFF);
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veh_prop(0x36, veh->subspeed);
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veh_prop(0x37, veh->acceleration);
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veh_prop(0x39, veh->cargo_type);
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veh_prop(0x3A, veh->cargo_cap);
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veh_prop(0x3B, veh->cargo_cap & 0xFF);
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veh_prop(0x3C, veh->cargo_count);
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veh_prop(0x3D, veh->cargo_count & 0xFF);
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veh_prop(0x3E, veh->cargo_source); // Probably useless; so what
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veh_prop(0x3F, veh->cargo_days);
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veh_prop(0x40, veh->age);
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veh_prop(0x41, veh->age & 0xFF);
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veh_prop(0x42, veh->max_age);
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veh_prop(0x43, veh->max_age & 0xFF);
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veh_prop(0x44, veh->build_year);
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veh_prop(0x45, veh->unitnumber);
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veh_prop(0x46, veh->engine_type);
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veh_prop(0x47, veh->engine_type & 0xFF);
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veh_prop(0x48, veh->spritenum);
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veh_prop(0x49, veh->day_counter);
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veh_prop(0x4A, veh->breakdowns_since_last_service);
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veh_prop(0x4B, veh->breakdown_ctr);
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veh_prop(0x4C, veh->breakdown_delay);
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veh_prop(0x4D, veh->breakdown_chance);
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veh_prop(0x4E, veh->reliability);
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veh_prop(0x4F, veh->reliability & 0xFF);
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veh_prop(0x50, veh->reliability_spd_dec);
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veh_prop(0x51, veh->reliability_spd_dec & 0xFF);
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veh_prop(0x52, veh->profit_this_year);
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veh_prop(0x53, veh->profit_this_year & 0xFFFFFF);
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veh_prop(0x54, veh->profit_this_year & 0xFFFF);
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veh_prop(0x55, veh->profit_this_year & 0xFF);
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veh_prop(0x56, veh->profit_last_year);
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veh_prop(0x57, veh->profit_last_year & 0xFF);
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veh_prop(0x58, veh->profit_last_year);
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veh_prop(0x59, veh->profit_last_year & 0xFF);
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veh_prop(0x5A, veh->next == NULL ? INVALID_VEHICLE : veh->next->index);
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veh_prop(0x5C, veh->value);
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veh_prop(0x5D, veh->value & 0xFFFFFF);
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veh_prop(0x5E, veh->value & 0xFFFF);
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veh_prop(0x5F, veh->value & 0xFF);
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veh_prop(0x60, veh->string_id);
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veh_prop(0x61, veh->string_id & 0xFF);
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2006-02-12 10:35:51 +00:00
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veh_prop(0x72, 0); // XXX Refit cycle currently unsupported
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veh_prop(0x7A, veh->random_bits);
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veh_prop(0x7B, veh->waiting_triggers);
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2006-02-03 12:55:21 +00:00
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#undef veh_prop
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2006-02-12 10:35:51 +00:00
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// Handle vehicle specific properties.
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default: value = VehicleSpecificProperty(veh, dsg->variable - 0x80); break;
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2006-02-03 12:55:21 +00:00
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}
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}
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}
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target = value != -1 ? EvalDeterministicSpriteGroup(dsg, value) : dsg->default_group;
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//debug("Resolved variable %x: %d, %p", dsg->variable, value, callback);
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return resolve_func(target, veh, callback_info, resolve_func);
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}
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case SGT_RANDOMIZED: {
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const RandomizedSpriteGroup *rsg = &spritegroup->g.random;
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if (veh == NULL) {
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/* Purchase list of something. Show the first one. */
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assert(rsg->num_groups > 0);
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//debug("going for %p: %d", rsg->groups[0], rsg->groups[0].type);
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return resolve_func(rsg->groups[0], NULL, callback_info, resolve_func);
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}
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if (rsg->var_scope == VSG_SCOPE_PARENT) {
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/* First engine in the vehicle chain */
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if (veh->type == VEH_Train)
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veh = GetFirstVehicleInChain(veh);
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}
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return resolve_func(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback_info, resolve_func);
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}
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default:
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error("I don't know how to handle such a spritegroup %d!", spritegroup->type);
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return NULL;
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}
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}
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static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *v)
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{
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const SpriteGroup *group;
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byte cargo = GC_PURCHASE;
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if (v != NULL) {
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cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
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assert(cargo != GC_INVALID);
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}
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group = engine_custom_sprites[engine][cargo];
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if (v != NULL && v->type == VEH_Train) {
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const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
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if (overset != NULL) group = overset;
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}
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return group;
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}
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int GetCustomEngineSprite(EngineID engine, const Vehicle *v, byte direction)
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{
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const SpriteGroup *group;
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const RealSpriteGroup *rsg;
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byte cargo = GC_PURCHASE;
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byte loaded = 0;
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bool in_motion = 0;
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int totalsets, spriteset;
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int r;
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if (v != NULL) {
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int capacity = v->cargo_cap;
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cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
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assert(cargo != GC_INVALID);
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if (capacity == 0) capacity = 1;
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loaded = (v->cargo_count * 100) / capacity;
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if (v->type == VEH_Train) {
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in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
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} else {
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in_motion = v->current_order.type != OT_LOADING;
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}
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}
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group = GetVehicleSpriteGroup(engine, v);
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group = ResolveVehicleSpriteGroup(group, v, 0, (resolve_callback) ResolveVehicleSpriteGroup);
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if (group == NULL && cargo != GC_DEFAULT) {
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// This group is empty but perhaps there'll be a default one.
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group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, 0,
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(resolve_callback) ResolveVehicleSpriteGroup);
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}
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if (group == NULL)
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return 0;
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assert(group->type == SGT_REAL);
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rsg = &group->g.real;
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if (!rsg->sprites_per_set) {
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// This group is empty. This function users should therefore
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// look up the sprite number in _engine_original_sprites.
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return 0;
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}
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assert(rsg->sprites_per_set <= 8);
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direction %= rsg->sprites_per_set;
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totalsets = in_motion ? rsg->loaded_count : rsg->loading_count;
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// My aim here is to make it possible to visually determine absolutely
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// empty and totally full vehicles. --pasky
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if (loaded == 100 || totalsets == 1) { // full
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spriteset = totalsets - 1;
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} else if (loaded == 0 || totalsets == 2) { // empty
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spriteset = 0;
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} else { // something inbetween
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spriteset = loaded * (totalsets - 2) / 100 + 1;
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// correct possible rounding errors
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if (!spriteset)
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spriteset = 1;
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else if (spriteset == totalsets - 1)
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spriteset--;
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}
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r = (in_motion ? rsg->loaded[spriteset]->g.result.result : rsg->loading[spriteset]->g.result.result) + direction;
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return r;
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}
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/**
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* Check if a wagon is currently using a wagon override
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* @param v The wagon to check
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* @return true if it is using an override, false otherwise
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*/
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bool UsesWagonOverride(const Vehicle* v)
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{
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assert(v->type == VEH_Train);
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return GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine) != NULL;
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}
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/**
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* Evaluates a newgrf callback
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* @param callback_info info about which callback to evaluate
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* (bit 0-7) = CallBack id of the callback to use, see CallBackId enum
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* (bit 8-15) = Other info some callbacks need to have, callback specific, see CallBackId enum, not used yet
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* @param engine Engine type of the vehicle to evaluate the callback for
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* @param vehicle The vehicle to evaluate the callback for, NULL if it doesnt exist (yet)
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* @return The value the callback returned, or CALLBACK_FAILED if it failed
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*/
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uint16 GetCallBackResult(uint16 callback_info, EngineID engine, const Vehicle *v)
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{
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const SpriteGroup *group;
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byte cargo = GC_DEFAULT;
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if (v != NULL)
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cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
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group = engine_custom_sprites[engine][cargo];
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if (v != NULL && v->type == VEH_Train) {
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const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
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if (overset != NULL) group = overset;
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}
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group = ResolveVehicleSpriteGroup(group, v, callback_info, (resolve_callback) ResolveVehicleSpriteGroup);
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if (group == NULL && cargo != GC_DEFAULT) {
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// This group is empty but perhaps there'll be a default one.
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group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, callback_info,
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(resolve_callback) ResolveVehicleSpriteGroup);
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}
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if (group == NULL || group->type != SGT_CALLBACK)
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return CALLBACK_FAILED;
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return group->g.callback.result;
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}
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// Global variables are evil, yes, but we would end up with horribly overblown
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// calling convention otherwise and this should be 100% reentrant.
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static byte _vsg_random_triggers;
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static byte _vsg_bits_to_reseed;
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static const SpriteGroup *TriggerVehicleSpriteGroup(const SpriteGroup *spritegroup,
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Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
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{
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if (spritegroup == NULL)
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return NULL;
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if (spritegroup->type == SGT_RANDOMIZED) {
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_vsg_bits_to_reseed |= RandomizedSpriteGroupTriggeredBits(
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&spritegroup->g.random,
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_vsg_random_triggers,
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&veh->waiting_triggers
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);
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}
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return ResolveVehicleSpriteGroup(spritegroup, veh, callback_info, resolve_func);
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}
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static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_random_bits, bool first)
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{
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const SpriteGroup *group;
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const RealSpriteGroup *rsg;
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byte new_random_bits;
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_vsg_random_triggers = trigger;
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_vsg_bits_to_reseed = 0;
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group = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh, 0,
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(resolve_callback) TriggerVehicleSpriteGroup);
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if (group == NULL && veh->cargo_type != GC_DEFAULT) {
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// This group turned out to be empty but perhaps there'll be a default one.
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group = TriggerVehicleSpriteGroup(engine_custom_sprites[veh->engine_type][GC_DEFAULT], veh, 0,
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(resolve_callback) TriggerVehicleSpriteGroup);
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}
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if (group == NULL)
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return;
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assert(group->type == SGT_REAL);
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rsg = &group->g.real;
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new_random_bits = Random();
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veh->random_bits &= ~_vsg_bits_to_reseed;
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veh->random_bits |= (first ? new_random_bits : base_random_bits) & _vsg_bits_to_reseed;
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switch (trigger) {
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case VEHICLE_TRIGGER_NEW_CARGO:
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/* All vehicles in chain get ANY_NEW_CARGO trigger now.
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* So we call it for the first one and they will recurse. */
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/* Indexing part of vehicle random bits needs to be
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* same for all triggered vehicles in the chain (to get
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* all the random-cargo wagons carry the same cargo,
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* i.e.), so we give them all the NEW_CARGO triggered
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* vehicle's portion of random bits. */
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assert(first);
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DoTriggerVehicle(GetFirstVehicleInChain(veh), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
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break;
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case VEHICLE_TRIGGER_DEPOT:
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/* We now trigger the next vehicle in chain recursively.
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* The random bits portions may be different for each
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* vehicle in chain. */
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if (veh->next != NULL)
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DoTriggerVehicle(veh->next, trigger, 0, true);
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break;
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case VEHICLE_TRIGGER_EMPTY:
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/* We now trigger the next vehicle in chain
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* recursively. The random bits portions must be same
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* for each vehicle in chain, so we give them all
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* first chained vehicle's portion of random bits. */
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if (veh->next != NULL)
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DoTriggerVehicle(veh->next, trigger, first ? new_random_bits : base_random_bits, false);
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break;
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case VEHICLE_TRIGGER_ANY_NEW_CARGO:
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/* Now pass the trigger recursively to the next vehicle
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* in chain. */
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assert(!first);
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if (veh->next != NULL)
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DoTriggerVehicle(veh->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
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break;
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}
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}
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void TriggerVehicle(Vehicle *veh, VehicleTrigger trigger)
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{
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if (trigger == VEHICLE_TRIGGER_DEPOT) {
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// store that the vehicle entered a depot this tick
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VehicleEnteredDepotThisTick(veh);
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}
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DoTriggerVehicle(veh, trigger, 0, true);
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}
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static char *_engine_custom_names[TOTAL_NUM_ENGINES];
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void SetCustomEngineName(EngineID engine, const char *name)
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{
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_engine_custom_names[engine] = strdup(name);
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}
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void UnloadCustomEngineNames(void)
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{
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char **i;
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for (i = _engine_custom_names; i != endof(_engine_custom_names); i++) {
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free(*i);
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*i = NULL;
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}
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}
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StringID GetCustomEngineName(EngineID engine)
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{
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if (!_engine_custom_names[engine])
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return _engine_name_strings[engine];
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ttd_strlcpy(_userstring, _engine_custom_names[engine], lengthof(_userstring));
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return STR_SPEC_USERSTRING;
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}
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2006-02-04 21:48:46 +00:00
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// Functions for changing the order of vehicle purchase lists
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// This is currently only implemented for rail vehicles.
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static EngineID engine_list_order[NUM_TRAIN_ENGINES];
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void ResetEngineListOrder(void)
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{
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EngineID i;
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for (i = 0; i < NUM_TRAIN_ENGINES; i++)
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engine_list_order[i] = i;
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}
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EngineID GetRailVehAtPosition(EngineID pos)
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{
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return engine_list_order[pos];
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}
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void AlterRailVehListOrder(EngineID engine, EngineID target)
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{
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EngineID i;
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bool moving = false;
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if (engine == target) return;
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// First, remove our ID from the list.
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for (i = 0; i < NUM_TRAIN_ENGINES - 1; i++) {
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if (engine_list_order[i] == engine)
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moving = true;
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if (moving)
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engine_list_order[i] = engine_list_order[i + 1];
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}
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// Now, insert it again, before the target engine.
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for (i = NUM_TRAIN_ENGINES - 1; i > 0; i--) {
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engine_list_order[i] = engine_list_order[i - 1];
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if (engine_list_order[i] == target) {
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engine_list_order[i - 1] = engine;
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break;
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}
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}
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}
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