(svn r3524) - Split newgrf features from engine.[ch] into newgrf_engine.[ch], and add the new files to project files.

pull/155/head
peter1138 19 years ago
parent 23d2bfb8b2
commit 6c28b1cec7

@ -653,6 +653,7 @@ SRCS += network_gui.c
SRCS += network_server.c
SRCS += network_udp.c
SRCS += newgrf.c
SRCS += newgrf_engine.c
SRCS += news_gui.c
SRCS += npf.c
SRCS += oldloader.c

@ -18,6 +18,7 @@
#include "airport.h"
#include "vehicle_gui.h"
#include "table/sprites.h"
#include "newgrf_engine.h"
static bool AirportMove(Vehicle *v, const AirportFTAClass *Airport);
static bool AirportSetBlocks(Vehicle *v, AirportFTA *current_pos, const AirportFTAClass *Airport);

@ -19,6 +19,7 @@
#include "player.h"
#include "depot.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
/**
* Draw the purchase info details of an aircraft at a given location.

@ -27,6 +27,7 @@
#include "vehicle_gui.h"
#include "ai/ai.h"
#include "train.h"
#include "newgrf_engine.h"
// Score info
const ScoreInfo _score_info[] = {

@ -4,8 +4,6 @@
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "string.h"
#include "strings.h"
#include "table/strings.h"
#include "engine.h"
#include "table/engines.h"
@ -18,6 +16,7 @@
#include "sprite.h"
#include "variables.h"
#include "train.h"
#include "newgrf_engine.h"
EngineInfo _engine_info[TOTAL_NUM_ENGINES];
RailVehicleInfo _rail_vehicle_info[NUM_TRAIN_ENGINES];
@ -257,586 +256,6 @@ void StartupEngines(void)
AdjustAvailAircraft();
}
// TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky
typedef struct WagonOverride {
byte *train_id;
int trains;
SpriteGroup *group;
} WagonOverride;
typedef struct WagonOverrides {
int overrides_count;
WagonOverride *overrides;
} WagonOverrides;
static WagonOverrides _engine_wagon_overrides[TOTAL_NUM_ENGINES];
void SetWagonOverrideSprites(EngineID engine, SpriteGroup *group, byte *train_id,
int trains)
{
WagonOverrides *wos;
WagonOverride *wo;
wos = &_engine_wagon_overrides[engine];
wos->overrides_count++;
wos->overrides = realloc(wos->overrides,
wos->overrides_count * sizeof(*wos->overrides));
wo = &wos->overrides[wos->overrides_count - 1];
/* FIXME: If we are replacing an override, release original SpriteGroup
* to prevent leaks. But first we need to refcount the SpriteGroup.
* --pasky */
wo->group = group;
group->ref_count++;
wo->trains = trains;
wo->train_id = malloc(trains);
memcpy(wo->train_id, train_id, trains);
}
static const SpriteGroup *GetWagonOverrideSpriteSet(EngineID engine, byte overriding_engine)
{
const WagonOverrides *wos = &_engine_wagon_overrides[engine];
int i;
// XXX: This could turn out to be a timesink on profiles. We could
// always just dedicate 65535 bytes for an [engine][train] trampoline
// for O(1). Or O(logMlogN) and searching binary tree or smt. like
// that. --pasky
for (i = 0; i < wos->overrides_count; i++) {
const WagonOverride *wo = &wos->overrides[i];
int j;
for (j = 0; j < wo->trains; j++) {
if (wo->train_id[j] == overriding_engine)
return wo->group;
}
}
return NULL;
}
/**
* Unload all wagon override sprite groups.
*/
void UnloadWagonOverrides(void)
{
WagonOverrides *wos;
WagonOverride *wo;
EngineID engine;
int i;
for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
wos = &_engine_wagon_overrides[engine];
for (i = 0; i < wos->overrides_count; i++) {
wo = &wos->overrides[i];
UnloadSpriteGroup(&wo->group);
free(wo->train_id);
}
free(wos->overrides);
wos->overrides_count = 0;
wos->overrides = NULL;
}
}
// 0 - 28 are cargos, 29 is default, 30 is the advert (purchase list)
// (It isn't and shouldn't be like this in the GRF files since new cargo types
// may appear in future - however it's more convenient to store it like this in
// memory. --pasky)
static SpriteGroup *engine_custom_sprites[TOTAL_NUM_ENGINES][NUM_GLOBAL_CID];
void SetCustomEngineSprites(EngineID engine, byte cargo, SpriteGroup *group)
{
if (engine_custom_sprites[engine][cargo] != NULL) {
DEBUG(grf, 6)("SetCustomEngineSprites: engine `%d' cargo `%d' already has group -- removing.", engine, cargo);
UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
}
engine_custom_sprites[engine][cargo] = group;
group->ref_count++;
}
/**
* Unload all engine sprite groups.
*/
void UnloadCustomEngineSprites(void)
{
EngineID engine;
CargoID cargo;
for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
for (cargo = 0; cargo < NUM_GLOBAL_CID; cargo++) {
if (engine_custom_sprites[engine][cargo] != NULL) {
DEBUG(grf, 6)("UnloadCustomEngineSprites: Unloading group for engine `%d' cargo `%d'.", engine, cargo);
UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
}
}
}
}
static int MapOldSubType(const Vehicle *v)
{
if (v->type != VEH_Train) return v->subtype;
if (IsTrainEngine(v)) return 0;
if (IsFreeWagon(v)) return 4;
return 2;
}
typedef SpriteGroup *(*resolve_callback)(const SpriteGroup *spritegroup,
const Vehicle *veh, uint16 callback_info, void *resolve_func); /* XXX data pointer used as function pointer */
static const SpriteGroup* ResolveVehicleSpriteGroup(const SpriteGroup *spritegroup,
const Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
{
if (spritegroup == NULL)
return NULL;
//debug("spgt %d", spritegroup->type);
switch (spritegroup->type) {
case SGT_REAL:
case SGT_CALLBACK:
return spritegroup;
case SGT_DETERMINISTIC: {
const DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
const SpriteGroup *target;
int value = -1;
//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
if (dsg->variable == 0x0C) {
/* Callback ID */
value = callback_info & 0xFF;
} else if (dsg->variable == 0x10) {
value = (callback_info >> 8) & 0xFF;
} else if ((dsg->variable >> 6) == 0) {
/* General property */
value = GetDeterministicSpriteValue(dsg->variable);
} else {
/* Vehicle-specific property. */
if (veh == NULL) {
/* We are in a purchase list of something,
* and we are checking for something undefined.
* That means we should get the first target
* (NOT the default one). */
if (dsg->num_ranges > 0) {
target = dsg->ranges[0].group;
} else {
target = dsg->default_group;
}
return resolve_func(target, NULL, callback_info, resolve_func);
}
if (dsg->var_scope == VSG_SCOPE_PARENT) {
/* First engine in the vehicle chain */
if (veh->type == VEH_Train)
veh = GetFirstVehicleInChain(veh);
}
if (dsg->variable == 0x40 || dsg->variable == 0x41) {
if (veh->type == VEH_Train) {
const Vehicle *u = GetFirstVehicleInChain(veh);
byte chain_before = 0, chain_after = 0;
while (u != veh) {
chain_before++;
if (dsg->variable == 0x41 && u->engine_type != veh->engine_type)
chain_before = 0;
u = u->next;
}
while (u->next != NULL && (dsg->variable == 0x40 || u->next->engine_type == veh->engine_type)) {
chain_after++;
u = u->next;
};
value = chain_before | chain_after << 8
| (chain_before + chain_after) << 16;
} else {
value = 1; /* 1 vehicle in the chain */
}
} else {
// TTDPatch runs on little-endian arch;
// Variable is 0x80 + offset in TTD's vehicle structure
switch (dsg->variable - 0x80) {
#define veh_prop(id_, value_) case (id_): value = (value_); break
veh_prop(0x00, veh->type);
veh_prop(0x01, MapOldSubType(veh));
veh_prop(0x04, veh->index);
veh_prop(0x05, veh->index & 0xFF);
/* XXX? Is THIS right? */
veh_prop(0x0A, PackOrder(&veh->current_order));
veh_prop(0x0B, PackOrder(&veh->current_order) & 0xff);
veh_prop(0x0C, veh->num_orders);
veh_prop(0x0D, veh->cur_order_index);
veh_prop(0x10, veh->load_unload_time_rem);
veh_prop(0x11, veh->load_unload_time_rem & 0xFF);
veh_prop(0x12, veh->date_of_last_service);
veh_prop(0x13, veh->date_of_last_service & 0xFF);
veh_prop(0x14, veh->service_interval);
veh_prop(0x15, veh->service_interval & 0xFF);
veh_prop(0x16, veh->last_station_visited);
veh_prop(0x17, veh->tick_counter);
veh_prop(0x18, veh->max_speed);
veh_prop(0x19, veh->max_speed & 0xFF);
veh_prop(0x1F, veh->direction);
veh_prop(0x28, veh->cur_image);
veh_prop(0x29, veh->cur_image & 0xFF);
veh_prop(0x32, veh->vehstatus);
veh_prop(0x33, veh->vehstatus);
veh_prop(0x34, veh->cur_speed);
veh_prop(0x35, veh->cur_speed & 0xFF);
veh_prop(0x36, veh->subspeed);
veh_prop(0x37, veh->acceleration);
veh_prop(0x39, veh->cargo_type);
veh_prop(0x3A, veh->cargo_cap);
veh_prop(0x3B, veh->cargo_cap & 0xFF);
veh_prop(0x3C, veh->cargo_count);
veh_prop(0x3D, veh->cargo_count & 0xFF);
veh_prop(0x3E, veh->cargo_source); // Probably useless; so what
veh_prop(0x3F, veh->cargo_days);
veh_prop(0x40, veh->age);
veh_prop(0x41, veh->age & 0xFF);
veh_prop(0x42, veh->max_age);
veh_prop(0x43, veh->max_age & 0xFF);
veh_prop(0x44, veh->build_year);
veh_prop(0x45, veh->unitnumber);
veh_prop(0x46, veh->engine_type);
veh_prop(0x47, veh->engine_type & 0xFF);
veh_prop(0x48, veh->spritenum);
veh_prop(0x49, veh->day_counter);
veh_prop(0x4A, veh->breakdowns_since_last_service);
veh_prop(0x4B, veh->breakdown_ctr);
veh_prop(0x4C, veh->breakdown_delay);
veh_prop(0x4D, veh->breakdown_chance);
veh_prop(0x4E, veh->reliability);
veh_prop(0x4F, veh->reliability & 0xFF);
veh_prop(0x50, veh->reliability_spd_dec);
veh_prop(0x51, veh->reliability_spd_dec & 0xFF);
veh_prop(0x52, veh->profit_this_year);
veh_prop(0x53, veh->profit_this_year & 0xFFFFFF);
veh_prop(0x54, veh->profit_this_year & 0xFFFF);
veh_prop(0x55, veh->profit_this_year & 0xFF);
veh_prop(0x56, veh->profit_last_year);
veh_prop(0x57, veh->profit_last_year & 0xFF);
veh_prop(0x58, veh->profit_last_year);
veh_prop(0x59, veh->profit_last_year & 0xFF);
veh_prop(0x5A, veh->next == NULL ? INVALID_VEHICLE : veh->next->index);
veh_prop(0x5C, veh->value);
veh_prop(0x5D, veh->value & 0xFFFFFF);
veh_prop(0x5E, veh->value & 0xFFFF);
veh_prop(0x5F, veh->value & 0xFF);
veh_prop(0x60, veh->string_id);
veh_prop(0x61, veh->string_id & 0xFF);
/* 00h..07h=sub image? 40h=in tunnel; actually some kind of status
* aircraft: >=13h when in flight
* train, ship: 80h=in depot
* rv: 0feh=in depot */
/* TODO veh_prop(0x62, veh->???); */
/* TODO: The rest is per-vehicle, I hope no GRF file looks so far.
* But they won't let us have an easy ride so surely *some* GRF
* file does. So someone needs to do this too. --pasky */
#undef veh_prop
}
}
}
target = value != -1 ? EvalDeterministicSpriteGroup(dsg, value) : dsg->default_group;
//debug("Resolved variable %x: %d, %p", dsg->variable, value, callback);
return resolve_func(target, veh, callback_info, resolve_func);
}
case SGT_RANDOMIZED: {
const RandomizedSpriteGroup *rsg = &spritegroup->g.random;
if (veh == NULL) {
/* 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 resolve_func(rsg->groups[0], NULL, callback_info, resolve_func);
}
if (rsg->var_scope == VSG_SCOPE_PARENT) {
/* First engine in the vehicle chain */
if (veh->type == VEH_Train)
veh = GetFirstVehicleInChain(veh);
}
return resolve_func(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback_info, resolve_func);
}
default:
error("I don't know how to handle such a spritegroup %d!", spritegroup->type);
return NULL;
}
}
static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *v)
{
const SpriteGroup *group;
byte cargo = GC_PURCHASE;
if (v != NULL) {
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
assert(cargo != GC_INVALID);
}
group = engine_custom_sprites[engine][cargo];
if (v != NULL && v->type == VEH_Train) {
const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
if (overset != NULL) group = overset;
}
return group;
}
int GetCustomEngineSprite(EngineID engine, const Vehicle *v, byte direction)
{
const SpriteGroup *group;
const RealSpriteGroup *rsg;
byte cargo = GC_PURCHASE;
byte loaded = 0;
bool in_motion = 0;
int totalsets, spriteset;
int r;
if (v != NULL) {
int capacity = v->cargo_cap;
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
assert(cargo != GC_INVALID);
if (capacity == 0) capacity = 1;
loaded = (v->cargo_count * 100) / capacity;
if (v->type == VEH_Train) {
in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
} else {
in_motion = v->current_order.type != OT_LOADING;
}
}
group = GetVehicleSpriteGroup(engine, v);
group = ResolveVehicleSpriteGroup(group, v, 0, (resolve_callback) ResolveVehicleSpriteGroup);
if (group == NULL && cargo != GC_DEFAULT) {
// This group is empty but perhaps there'll be a default one.
group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, 0,
(resolve_callback) ResolveVehicleSpriteGroup);
}
if (group == NULL)
return 0;
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.
return 0;
}
assert(rsg->sprites_per_set <= 8);
direction %= rsg->sprites_per_set;
totalsets = in_motion ? rsg->loaded_count : rsg->loading_count;
// My aim here is to make it possible to visually determine absolutely
// empty and totally full vehicles. --pasky
if (loaded == 100 || totalsets == 1) { // full
spriteset = totalsets - 1;
} else if (loaded == 0 || totalsets == 2) { // empty
spriteset = 0;
} else { // something inbetween
spriteset = loaded * (totalsets - 2) / 100 + 1;
// correct possible rounding errors
if (!spriteset)
spriteset = 1;
else if (spriteset == totalsets - 1)
spriteset--;
}
r = (in_motion ? rsg->loaded[spriteset]->g.result.result : rsg->loading[spriteset]->g.result.result) + direction;
return r;
}
/**
* Check if a wagon is currently using a wagon override
* @param v The wagon to check
* @return true if it is using an override, false otherwise
*/
bool UsesWagonOverride(const Vehicle* v)
{
assert(v->type == VEH_Train);
return GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine) != NULL;
}
/**
* 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, EngineID engine, const Vehicle *v)
{
const SpriteGroup *group;
byte cargo = GC_DEFAULT;
if (v != NULL)
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
group = engine_custom_sprites[engine][cargo];
if (v != NULL && v->type == VEH_Train) {
const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
if (overset != NULL) group = overset;
}
group = ResolveVehicleSpriteGroup(group, v, callback_info, (resolve_callback) ResolveVehicleSpriteGroup);
if (group == NULL && 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 == NULL || 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.
static byte _vsg_random_triggers;
static byte _vsg_bits_to_reseed;
static const SpriteGroup *TriggerVehicleSpriteGroup(const SpriteGroup *spritegroup,
Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
{
if (spritegroup == NULL)
return NULL;
if (spritegroup->type == SGT_RANDOMIZED) {
_vsg_bits_to_reseed |= RandomizedSpriteGroupTriggeredBits(
&spritegroup->g.random,
_vsg_random_triggers,
&veh->waiting_triggers
);
}
return ResolveVehicleSpriteGroup(spritegroup, veh, callback_info, resolve_func);
}
static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_random_bits, bool first)
{
const SpriteGroup *group;
const RealSpriteGroup *rsg;
byte new_random_bits;
_vsg_random_triggers = trigger;
_vsg_bits_to_reseed = 0;
group = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh, 0,
(resolve_callback) TriggerVehicleSpriteGroup);
if (group == NULL && veh->cargo_type != GC_DEFAULT) {
// This group turned out to be empty but perhaps there'll be a default one.
group = TriggerVehicleSpriteGroup(engine_custom_sprites[veh->engine_type][GC_DEFAULT], veh, 0,
(resolve_callback) TriggerVehicleSpriteGroup);
}
if (group == NULL)
return;
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;
switch (trigger) {
case VEHICLE_TRIGGER_NEW_CARGO:
/* All vehicles in chain get ANY_NEW_CARGO trigger now.
* So we call it for the first one and they will recurse. */
/* Indexing part of vehicle random bits needs to be
* same for all triggered vehicles in the chain (to get
* all the random-cargo wagons carry the same cargo,
* i.e.), so we give them all the NEW_CARGO triggered
* vehicle's portion of random bits. */
assert(first);
DoTriggerVehicle(GetFirstVehicleInChain(veh), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
break;
case VEHICLE_TRIGGER_DEPOT:
/* We now trigger the next vehicle in chain recursively.
* The random bits portions may be different for each
* vehicle in chain. */
if (veh->next != NULL)
DoTriggerVehicle(veh->next, trigger, 0, true);
break;
case VEHICLE_TRIGGER_EMPTY:
/* We now trigger the next vehicle in chain
* recursively. The random bits portions must be same
* for each vehicle in chain, so we give them all
* first chained vehicle's portion of random bits. */
if (veh->next != NULL)
DoTriggerVehicle(veh->next, trigger, first ? new_random_bits : base_random_bits, false);
break;
case VEHICLE_TRIGGER_ANY_NEW_CARGO:
/* Now pass the trigger recursively to the next vehicle
* in chain. */
assert(!first);
if (veh->next != NULL)
DoTriggerVehicle(veh->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
break;
}
}
void TriggerVehicle(Vehicle *veh, VehicleTrigger trigger)
{
if (trigger == VEHICLE_TRIGGER_DEPOT) {
// store that the vehicle entered a depot this tick
VehicleEnteredDepotThisTick(veh);
}
DoTriggerVehicle(veh, trigger, 0, true);
}
static char *_engine_custom_names[TOTAL_NUM_ENGINES];
void SetCustomEngineName(EngineID engine, const char *name)
{
_engine_custom_names[engine] = strdup(name);
}
void UnloadCustomEngineNames(void)
{
char **i;
for (i = _engine_custom_names; i != endof(_engine_custom_names); i++) {
free(*i);
*i = NULL;
}
}
StringID GetCustomEngineName(EngineID engine)
{
if (!_engine_custom_names[engine])
return _engine_name_strings[engine];
ttd_strlcpy(_userstring, _engine_custom_names[engine], lengthof(_userstring));
return STR_SPEC_USERSTRING;
}
static void AcceptEnginePreview(Engine *e, PlayerID player)
{
Player *p = GetPlayer(player);

@ -146,67 +146,12 @@ enum GlobalCargo {
NUM_GLOBAL_CID = 31
};
// This enum lists the implemented callbacks
// Use as argument for the GetCallBackResult function (see comments there)
enum CallbackID {
// Powered wagons, if the result is lower as 0x40 then the wagon is powered
// TODO: interpret the rest of the result, aka "visual effects"
CBID_WAGON_POWER = 0x10,
// Vehicle length, returns the amount of 1/8's the vehicle is shorter
// only for train vehicles
CBID_VEH_LENGTH = 0x11,
// Refit capacity, the passed vehicle needs to have its ->cargo_type set to
// the cargo we are refitting to, returns the new cargo capacity
CBID_REFIT_CAP = 0x15,
CBID_ARTIC_ENGINE = 0x16,
};
// bit positions for rvi->callbackmask, indicates which callbacks are used by an engine
// (some callbacks are always used, and dont appear here)
enum CallbackMask {
CBM_WAGON_POWER = 0,
CBM_VEH_LENGTH = 1,
CBM_REFIT_CAP = 3,
CBM_ARTIC_ENGINE = 4,
};
enum {
CALLBACK_FAILED = 0xFFFF
};
VARDEF const uint32 _default_refitmasks[NUM_VEHICLE_TYPES];
VARDEF const CargoID _global_cargo_id[NUM_LANDSCAPE][NUM_CARGO];
VARDEF const uint32 _landscape_global_cargo_mask[NUM_LANDSCAPE];
VARDEF const CargoID _local_cargo_id_ctype[NUM_GLOBAL_CID];
VARDEF const uint32 cargo_classes[16];
void SetWagonOverrideSprites(EngineID engine, struct SpriteGroup *group, byte *train_id, int trains);
void SetCustomEngineSprites(EngineID engine, byte cargo, struct SpriteGroup *group);
// loaded is in percents, overriding_engine 0xffff is none
int GetCustomEngineSprite(EngineID engine, const Vehicle *v, byte direction);
uint16 GetCallBackResult(uint16 callback_info, EngineID engine, const Vehicle *v);
bool UsesWagonOverride(const Vehicle *v);
#define GetCustomVehicleSprite(v, direction) GetCustomEngineSprite(v->engine_type, v, direction)
#define GetCustomVehicleIcon(et, direction) GetCustomEngineSprite(et, NULL, direction)
typedef enum VehicleTrigger {
VEHICLE_TRIGGER_NEW_CARGO = 1,
// Externally triggered only for the first vehicle in chain
VEHICLE_TRIGGER_DEPOT = 2,
// Externally triggered only for the first vehicle in chain, only if whole chain is empty
VEHICLE_TRIGGER_EMPTY = 4,
// Not triggered externally (called for the whole chain if we got NEW_CARGO)
VEHICLE_TRIGGER_ANY_NEW_CARGO = 8,
} VehicleTrigger;
void TriggerVehicle(Vehicle *veh, VehicleTrigger trigger);
void SetCustomEngineName(EngineID engine, const char *name);
StringID GetCustomEngineName(EngineID engine);
void DrawTrainEngine(int x, int y, EngineID engine, uint32 image_ormod);
void DrawRoadVehEngine(int x, int y, EngineID engine, uint32 image_ormod);
void DrawShipEngine(int x, int y, EngineID engine, uint32 image_ormod);
@ -284,10 +229,6 @@ static inline const RoadVehicleInfo* RoadVehInfo(EngineID e)
return &_road_vehicle_info[e - ROAD_ENGINES_INDEX];
}
void UnloadWagonOverrides(void);
void UnloadCustomEngineSprites(void);
void UnloadCustomEngineNames(void);
/************************************************************************
* Engine Replacement stuff
************************************************************************/

@ -13,6 +13,7 @@
#include "command.h"
#include "news.h"
#include "variables.h"
#include "newgrf_engine.h"
static StringID GetEngineCategoryName(EngineID engine)

@ -17,6 +17,7 @@
#include "variables.h"
#include "bridge.h"
#include "economy.h"
#include "newgrf_engine.h"
/* TTDPatch extended GRF format codec
* (c) Petr Baudis 2004 (GPL'd)

@ -0,0 +1,593 @@
/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "string.h"
#include "strings.h"
#include "engine.h"
#include "newgrf_engine.h"
#include "sprite.h"
#include "variables.h"
#include "train.h"
// TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky
typedef struct WagonOverride {
byte *train_id;
int trains;
SpriteGroup *group;
} WagonOverride;
typedef struct WagonOverrides {
int overrides_count;
WagonOverride *overrides;
} WagonOverrides;
static WagonOverrides _engine_wagon_overrides[TOTAL_NUM_ENGINES];
void SetWagonOverrideSprites(EngineID engine, SpriteGroup *group, byte *train_id,
int trains)
{
WagonOverrides *wos;
WagonOverride *wo;
wos = &_engine_wagon_overrides[engine];
wos->overrides_count++;
wos->overrides = realloc(wos->overrides,
wos->overrides_count * sizeof(*wos->overrides));
wo = &wos->overrides[wos->overrides_count - 1];
/* FIXME: If we are replacing an override, release original SpriteGroup
* to prevent leaks. But first we need to refcount the SpriteGroup.
* --pasky */
wo->group = group;
group->ref_count++;
wo->trains = trains;
wo->train_id = malloc(trains);
memcpy(wo->train_id, train_id, trains);
}
static const SpriteGroup *GetWagonOverrideSpriteSet(EngineID engine, byte overriding_engine)
{
const WagonOverrides *wos = &_engine_wagon_overrides[engine];
int i;
// XXX: This could turn out to be a timesink on profiles. We could
// always just dedicate 65535 bytes for an [engine][train] trampoline
// for O(1). Or O(logMlogN) and searching binary tree or smt. like
// that. --pasky
for (i = 0; i < wos->overrides_count; i++) {
const WagonOverride *wo = &wos->overrides[i];
int j;
for (j = 0; j < wo->trains; j++) {
if (wo->train_id[j] == overriding_engine)
return wo->group;
}
}
return NULL;
}
/**
* Unload all wagon override sprite groups.
*/
void UnloadWagonOverrides(void)
{
WagonOverrides *wos;
WagonOverride *wo;
EngineID engine;
int i;
for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
wos = &_engine_wagon_overrides[engine];
for (i = 0; i < wos->overrides_count; i++) {
wo = &wos->overrides[i];
UnloadSpriteGroup(&wo->group);
free(wo->train_id);
}
free(wos->overrides);
wos->overrides_count = 0;
wos->overrides = NULL;
}
}
// 0 - 28 are cargos, 29 is default, 30 is the advert (purchase list)
// (It isn't and shouldn't be like this in the GRF files since new cargo types
// may appear in future - however it's more convenient to store it like this in
// memory. --pasky)
static SpriteGroup *engine_custom_sprites[TOTAL_NUM_ENGINES][NUM_GLOBAL_CID];
void SetCustomEngineSprites(EngineID engine, byte cargo, SpriteGroup *group)
{
if (engine_custom_sprites[engine][cargo] != NULL) {
DEBUG(grf, 6)("SetCustomEngineSprites: engine `%d' cargo `%d' already has group -- removing.", engine, cargo);
UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
}
engine_custom_sprites[engine][cargo] = group;
group->ref_count++;
}
/**
* Unload all engine sprite groups.
*/
void UnloadCustomEngineSprites(void)
{
EngineID engine;
CargoID cargo;
for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
for (cargo = 0; cargo < NUM_GLOBAL_CID; cargo++) {
if (engine_custom_sprites[engine][cargo] != NULL) {
DEBUG(grf, 6)("UnloadCustomEngineSprites: Unloading group for engine `%d' cargo `%d'.", engine, cargo);
UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
}
}
}
}
static int MapOldSubType(const Vehicle *v)
{
if (v->type != VEH_Train) return v->subtype;
if (IsTrainEngine(v)) return 0;
if (IsFreeWagon(v)) return 4;
return 2;
}
typedef SpriteGroup *(*resolve_callback)(const SpriteGroup *spritegroup,
const Vehicle *veh, uint16 callback_info, void *resolve_func); /* XXX data pointer used as function pointer */
static const SpriteGroup* ResolveVehicleSpriteGroup(const SpriteGroup *spritegroup,
const Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
{
if (spritegroup == NULL)
return NULL;
//debug("spgt %d", spritegroup->type);
switch (spritegroup->type) {
case SGT_REAL:
case SGT_CALLBACK:
return spritegroup;
case SGT_DETERMINISTIC: {
const DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
const SpriteGroup *target;
int value = -1;
//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
if (dsg->variable == 0x0C) {
/* Callback ID */
value = callback_info & 0xFF;
} else if (dsg->variable == 0x10) {
value = (callback_info >> 8) & 0xFF;
} else if ((dsg->variable >> 6) == 0) {
/* General property */
value = GetDeterministicSpriteValue(dsg->variable);
} else {
/* Vehicle-specific property. */
if (veh == NULL) {
/* We are in a purchase list of something,
* and we are checking for something undefined.
* That means we should get the first target
* (NOT the default one). */
if (dsg->num_ranges > 0) {
target = dsg->ranges[0].group;
} else {
target = dsg->default_group;
}
return resolve_func(target, NULL, callback_info, resolve_func);
}
if (dsg->var_scope == VSG_SCOPE_PARENT) {
/* First engine in the vehicle chain */
if (veh->type == VEH_Train)
veh = GetFirstVehicleInChain(veh);
}
if (dsg->variable == 0x40 || dsg->variable == 0x41) {
if (veh->type == VEH_Train) {
const Vehicle *u = GetFirstVehicleInChain(veh);
byte chain_before = 0, chain_after = 0;
while (u != veh) {
chain_before++;
if (dsg->variable == 0x41 && u->engine_type != veh->engine_type)
chain_before = 0;
u = u->next;
}
while (u->next != NULL && (dsg->variable == 0x40 || u->next->engine_type == veh->engine_type)) {
chain_after++;
u = u->next;
};
value = chain_before | chain_after << 8
| (chain_before + chain_after) << 16;
} else {
value = 1; /* 1 vehicle in the chain */
}
} else {
// TTDPatch runs on little-endian arch;
// Variable is 0x80 + offset in TTD's vehicle structure
switch (dsg->variable - 0x80) {
#define veh_prop(id_, value_) case (id_): value = (value_); break
veh_prop(0x00, veh->type);
veh_prop(0x01, MapOldSubType(veh));
veh_prop(0x04, veh->index);
veh_prop(0x05, veh->index & 0xFF);
/* XXX? Is THIS right? */
veh_prop(0x0A, PackOrder(&veh->current_order));
veh_prop(0x0B, PackOrder(&veh->current_order) & 0xff);
veh_prop(0x0C, veh->num_orders);
veh_prop(0x0D, veh->cur_order_index);
veh_prop(0x10, veh->load_unload_time_rem);
veh_prop(0x11, veh->load_unload_time_rem & 0xFF);
veh_prop(0x12, veh->date_of_last_service);
veh_prop(0x13, veh->date_of_last_service & 0xFF);
veh_prop(0x14, veh->service_interval);
veh_prop(0x15, veh->service_interval & 0xFF);
veh_prop(0x16, veh->last_station_visited);
veh_prop(0x17, veh->tick_counter);
veh_prop(0x18, veh->max_speed);
veh_prop(0x19, veh->max_speed & 0xFF);
veh_prop(0x1F, veh->direction);
veh_prop(0x28, veh->cur_image);
veh_prop(0x29, veh->cur_image & 0xFF);
veh_prop(0x32, veh->vehstatus);
veh_prop(0x33, veh->vehstatus);
veh_prop(0x34, veh->cur_speed);
veh_prop(0x35, veh->cur_speed & 0xFF);
veh_prop(0x36, veh->subspeed);
veh_prop(0x37, veh->acceleration);
veh_prop(0x39, veh->cargo_type);
veh_prop(0x3A, veh->cargo_cap);
veh_prop(0x3B, veh->cargo_cap & 0xFF);
veh_prop(0x3C, veh->cargo_count);
veh_prop(0x3D, veh->cargo_count & 0xFF);
veh_prop(0x3E, veh->cargo_source); // Probably useless; so what
veh_prop(0x3F, veh->cargo_days);
veh_prop(0x40, veh->age);
veh_prop(0x41, veh->age & 0xFF);
veh_prop(0x42, veh->max_age);
veh_prop(0x43, veh->max_age & 0xFF);
veh_prop(0x44, veh->build_year);
veh_prop(0x45, veh->unitnumber);
veh_prop(0x46, veh->engine_type);
veh_prop(0x47, veh->engine_type & 0xFF);
veh_prop(0x48, veh->spritenum);
veh_prop(0x49, veh->day_counter);
veh_prop(0x4A, veh->breakdowns_since_last_service);
veh_prop(0x4B, veh->breakdown_ctr);
veh_prop(0x4C, veh->breakdown_delay);
veh_prop(0x4D, veh->breakdown_chance);
veh_prop(0x4E, veh->reliability);
veh_prop(0x4F, veh->reliability & 0xFF);
veh_prop(0x50, veh->reliability_spd_dec);
veh_prop(0x51, veh->reliability_spd_dec & 0xFF);
veh_prop(0x52, veh->profit_this_year);
veh_prop(0x53, veh->profit_this_year & 0xFFFFFF);
veh_prop(0x54, veh->profit_this_year & 0xFFFF);
veh_prop(0x55, veh->profit_this_year & 0xFF);
veh_prop(0x56, veh->profit_last_year);
veh_prop(0x57, veh->profit_last_year & 0xFF);
veh_prop(0x58, veh->profit_last_year);
veh_prop(0x59, veh->profit_last_year & 0xFF);
veh_prop(0x5A, veh->next == NULL ? INVALID_VEHICLE : veh->next->index);
veh_prop(0x5C, veh->value);
veh_prop(0x5D, veh->value & 0xFFFFFF);
veh_prop(0x5E, veh->value & 0xFFFF);
veh_prop(0x5F, veh->value & 0xFF);
veh_prop(0x60, veh->string_id);
veh_prop(0x61, veh->string_id & 0xFF);
/* 00h..07h=sub image? 40h=in tunnel; actually some kind of status
* aircraft: >=13h when in flight
* train, ship: 80h=in depot
* rv: 0feh=in depot */
/* TODO veh_prop(0x62, veh->???); */
/* TODO: The rest is per-vehicle, I hope no GRF file looks so far.
* But they won't let us have an easy ride so surely *some* GRF
* file does. So someone needs to do this too. --pasky */
#undef veh_prop
}
}
}
target = value != -1 ? EvalDeterministicSpriteGroup(dsg, value) : dsg->default_group;
//debug("Resolved variable %x: %d, %p", dsg->variable, value, callback);
return resolve_func(target, veh, callback_info, resolve_func);
}
case SGT_RANDOMIZED: {
const RandomizedSpriteGroup *rsg = &spritegroup->g.random;
if (veh == NULL) {
/* 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 resolve_func(rsg->groups[0], NULL, callback_info, resolve_func);
}
if (rsg->var_scope == VSG_SCOPE_PARENT) {
/* First engine in the vehicle chain */
if (veh->type == VEH_Train)
veh = GetFirstVehicleInChain(veh);
}
return resolve_func(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback_info, resolve_func);
}
default:
error("I don't know how to handle such a spritegroup %d!", spritegroup->type);
return NULL;
}
}
static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *v)
{
const SpriteGroup *group;
byte cargo = GC_PURCHASE;
if (v != NULL) {
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
assert(cargo != GC_INVALID);
}
group = engine_custom_sprites[engine][cargo];
if (v != NULL && v->type == VEH_Train) {
const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
if (overset != NULL) group = overset;
}
return group;
}
int GetCustomEngineSprite(EngineID engine, const Vehicle *v, byte direction)
{
const SpriteGroup *group;
const RealSpriteGroup *rsg;
byte cargo = GC_PURCHASE;
byte loaded = 0;
bool in_motion = 0;
int totalsets, spriteset;
int r;
if (v != NULL) {
int capacity = v->cargo_cap;
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
assert(cargo != GC_INVALID);
if (capacity == 0) capacity = 1;
loaded = (v->cargo_count * 100) / capacity;
if (v->type == VEH_Train) {
in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
} else {
in_motion = v->current_order.type != OT_LOADING;
}
}
group = GetVehicleSpriteGroup(engine, v);
group = ResolveVehicleSpriteGroup(group, v, 0, (resolve_callback) ResolveVehicleSpriteGroup);
if (group == NULL && cargo != GC_DEFAULT) {
// This group is empty but perhaps there'll be a default one.
group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, 0,
(resolve_callback) ResolveVehicleSpriteGroup);
}
if (group == NULL)
return 0;
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.
return 0;
}
assert(rsg->sprites_per_set <= 8);
direction %= rsg->sprites_per_set;
totalsets = in_motion ? rsg->loaded_count : rsg->loading_count;
// My aim here is to make it possible to visually determine absolutely
// empty and totally full vehicles. --pasky
if (loaded == 100 || totalsets == 1) { // full
spriteset = totalsets - 1;
} else if (loaded == 0 || totalsets == 2) { // empty
spriteset = 0;
} else { // something inbetween
spriteset = loaded * (totalsets - 2) / 100 + 1;
// correct possible rounding errors
if (!spriteset)
spriteset = 1;
else if (spriteset == totalsets - 1)
spriteset--;
}
r = (in_motion ? rsg->loaded[spriteset]->g.result.result : rsg->loading[spriteset]->g.result.result) + direction;
return r;
}
/**
* Check if a wagon is currently using a wagon override
* @param v The wagon to check
* @return true if it is using an override, false otherwise
*/
bool UsesWagonOverride(const Vehicle* v)
{
assert(v->type == VEH_Train);
return GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine) != NULL;
}
/**
* 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, EngineID engine, const Vehicle *v)
{
const SpriteGroup *group;
byte cargo = GC_DEFAULT;
if (v != NULL)
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
group = engine_custom_sprites[engine][cargo];
if (v != NULL && v->type == VEH_Train) {
const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
if (overset != NULL) group = overset;
}
group = ResolveVehicleSpriteGroup(group, v, callback_info, (resolve_callback) ResolveVehicleSpriteGroup);
if (group == NULL && 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 == NULL || 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.
static byte _vsg_random_triggers;
static byte _vsg_bits_to_reseed;
static const SpriteGroup *TriggerVehicleSpriteGroup(const SpriteGroup *spritegroup,
Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
{
if (spritegroup == NULL)
return NULL;
if (spritegroup->type == SGT_RANDOMIZED) {
_vsg_bits_to_reseed |= RandomizedSpriteGroupTriggeredBits(
&spritegroup->g.random,
_vsg_random_triggers,
&veh->waiting_triggers
);
}
return ResolveVehicleSpriteGroup(spritegroup, veh, callback_info, resolve_func);
}
static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_random_bits, bool first)
{
const SpriteGroup *group;
const RealSpriteGroup *rsg;
byte new_random_bits;
_vsg_random_triggers = trigger;
_vsg_bits_to_reseed = 0;
group = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh, 0,
(resolve_callback) TriggerVehicleSpriteGroup);
if (group == NULL && veh->cargo_type != GC_DEFAULT) {
// This group turned out to be empty but perhaps there'll be a default one.
group = TriggerVehicleSpriteGroup(engine_custom_sprites[veh->engine_type][GC_DEFAULT], veh, 0,
(resolve_callback) TriggerVehicleSpriteGroup);
}
if (group == NULL)
return;
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;
switch (trigger) {
case VEHICLE_TRIGGER_NEW_CARGO:
/* All vehicles in chain get ANY_NEW_CARGO trigger now.
* So we call it for the first one and they will recurse. */
/* Indexing part of vehicle random bits needs to be
* same for all triggered vehicles in the chain (to get
* all the random-cargo wagons carry the same cargo,
* i.e.), so we give them all the NEW_CARGO triggered
* vehicle's portion of random bits. */
assert(first);
DoTriggerVehicle(GetFirstVehicleInChain(veh), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
break;
case VEHICLE_TRIGGER_DEPOT:
/* We now trigger the next vehicle in chain recursively.
* The random bits portions may be different for each
* vehicle in chain. */
if (veh->next != NULL)
DoTriggerVehicle(veh->next, trigger, 0, true);
break;
case VEHICLE_TRIGGER_EMPTY:
/* We now trigger the next vehicle in chain
* recursively. The random bits portions must be same
* for each vehicle in chain, so we give them all
* first chained vehicle's portion of random bits. */
if (veh->next != NULL)
DoTriggerVehicle(veh->next, trigger, first ? new_random_bits : base_random_bits, false);
break;
case VEHICLE_TRIGGER_ANY_NEW_CARGO:
/* Now pass the trigger recursively to the next vehicle
* in chain. */
assert(!first);
if (veh->next != NULL)
DoTriggerVehicle(veh->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
break;
}
}
void TriggerVehicle(Vehicle *veh, VehicleTrigger trigger)
{
if (trigger == VEHICLE_TRIGGER_DEPOT) {
// store that the vehicle entered a depot this tick
VehicleEnteredDepotThisTick(veh);
}
DoTriggerVehicle(veh, trigger, 0, true);
}
static char *_engine_custom_names[TOTAL_NUM_ENGINES];
void SetCustomEngineName(EngineID engine, const char *name)
{
_engine_custom_names[engine] = strdup(name);
}
void UnloadCustomEngineNames(void)
{
char **i;
for (i = _engine_custom_names; i != endof(_engine_custom_names); i++) {
free(*i);
*i = NULL;
}
}
StringID GetCustomEngineName(EngineID engine)
{
if (!_engine_custom_names[engine])
return _engine_name_strings[engine];
ttd_strlcpy(_userstring, _engine_custom_names[engine], lengthof(_userstring));
return STR_SPEC_USERSTRING;
}

@ -0,0 +1,73 @@
/* $Id$ */
#ifndef NEWGRF_ENGINE_H
#define NEWGRF_ENGINE_H
/** @file newgrf_engine.h
*/
// This enum lists the implemented callbacks
// Use as argument for the GetCallBackResult function (see comments there)
enum CallbackID {
// Powered wagons, if the result is lower as 0x40 then the wagon is powered
// TODO: interpret the rest of the result, aka "visual effects"
CBID_WAGON_POWER = 0x10,
// Vehicle length, returns the amount of 1/8's the vehicle is shorter
// only for train vehicles
CBID_VEH_LENGTH = 0x11,
// Refit capacity, the passed vehicle needs to have its ->cargo_type set to
// the cargo we are refitting to, returns the new cargo capacity
CBID_REFIT_CAP = 0x15,
CBID_ARTIC_ENGINE = 0x16,
};
// bit positions for rvi->callbackmask, indicates which callbacks are used by an engine
// (some callbacks are always used, and dont appear here)
enum CallbackMask {
CBM_WAGON_POWER = 0,
CBM_VEH_LENGTH = 1,
CBM_REFIT_CAP = 3,
CBM_ARTIC_ENGINE = 4,
};
enum {
CALLBACK_FAILED = 0xFFFF
};
VARDEF const uint32 _default_refitmasks[NUM_VEHICLE_TYPES];
VARDEF const CargoID _global_cargo_id[NUM_LANDSCAPE][NUM_CARGO];
VARDEF const uint32 _landscape_global_cargo_mask[NUM_LANDSCAPE];
VARDEF const CargoID _local_cargo_id_ctype[NUM_GLOBAL_CID];
VARDEF const uint32 cargo_classes[16];
void SetWagonOverrideSprites(EngineID engine, struct SpriteGroup *group, byte *train_id, int trains);
void SetCustomEngineSprites(EngineID engine, byte cargo, struct SpriteGroup *group);
// loaded is in percents, overriding_engine 0xffff is none
int GetCustomEngineSprite(EngineID engine, const Vehicle *v, byte direction);
uint16 GetCallBackResult(uint16 callback_info, EngineID engine, const Vehicle *v);
bool UsesWagonOverride(const Vehicle *v);
#define GetCustomVehicleSprite(v, direction) GetCustomEngineSprite(v->engine_type, v, direction)
#define GetCustomVehicleIcon(et, direction) GetCustomEngineSprite(et, NULL, direction)
typedef enum VehicleTrigger {
VEHICLE_TRIGGER_NEW_CARGO = 1,
// Externally triggered only for the first vehicle in chain
VEHICLE_TRIGGER_DEPOT = 2,
// Externally triggered only for the first vehicle in chain, only if whole chain is empty
VEHICLE_TRIGGER_EMPTY = 4,
// Not triggered externally (called for the whole chain if we got NEW_CARGO)
VEHICLE_TRIGGER_ANY_NEW_CARGO = 8,
} VehicleTrigger;
void TriggerVehicle(Vehicle *veh, VehicleTrigger trigger);
void SetCustomEngineName(EngineID engine, const char *name);
StringID GetCustomEngineName(EngineID engine);
void UnloadWagonOverrides(void);
void UnloadCustomEngineSprites(void);
void UnloadCustomEngineNames(void);
#endif /* NEWGRF_ENGINE_H */

@ -276,6 +276,10 @@ SOURCE=.\newgrf.c
# End Source File
# Begin Source File
SOURCE=.\newgrf_engine.c
# End Source File
# Begin Source File
SOURCE=.\npf.c
# End Source File
# Begin Source File
@ -618,6 +622,14 @@ SOURCE=.\network.h
# End Source File
# Begin Source File
SOURCE=.\newgrf.h
# End Source File
# Begin Source File
SOURCE=.\newgrf_engine.h
# End Source File
# Begin Source File
SOURCE=.\news.h
# End Source File
# Begin Source File

@ -272,6 +272,9 @@
<File
RelativePath=".\newgrf.c">
</File>
<File
RelativePath=".\newgrf_engine.c">
</File>
<File
RelativePath=".\npf.c">
</File>
@ -486,6 +489,9 @@
<File
RelativePath=".\newgrf.h">
</File>
<File
RelativePath=".\newgrf_engine.h">
</File>
<File
RelativePath=".\news.h">
</File>

@ -18,6 +18,7 @@
#include "sound.h"
#include "depot.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
static const uint16 _roadveh_images[63] = {
0xCD4, 0xCDC, 0xCE4, 0xCEC, 0xCF4, 0xCFC, 0xD0C, 0xD14,

@ -18,6 +18,7 @@
#include "engine.h"
#include "depot.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
/**
* Draw the purchase info details of road vehicle at a given location.

@ -17,6 +17,7 @@
#include "npf.h"
#include "depot.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
static const byte _ship_sometracks[4] = {0x19, 0x16, 0x25, 0x2A};

@ -18,6 +18,7 @@
#include "engine.h"
#include "depot.h"
#include "vehicle_gui.h"
#include "newgrf_engine.h"
/**
* Draw the purchase info details of a ship at a given location.

@ -22,6 +22,7 @@
#include "waypoint.h"
#include "vehicle_gui.h"
#include "train.h"
#include "newgrf_engine.h"
static bool TrainCheckIfLineEnds(Vehicle *v);
static void TrainController(Vehicle *v);

@ -19,6 +19,7 @@
#include "vehicle_gui.h"
#include "depot.h"
#include "train.h"
#include "newgrf_engine.h"
int _traininfo_vehicle_pitch = 0;

@ -19,6 +19,7 @@
#include "vehicle_gui.h"
#include "viewport.h"
#include "train.h"
#include "newgrf_engine.h"
Sorting _sorting;

Loading…
Cancel
Save