(svn r3524) - Split newgrf features from engine.[ch] into newgrf_engine.[ch], and add the new files to project files.
parent
23d2bfb8b2
commit
6c28b1cec7
@ -0,0 +1,593 @@
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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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#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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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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/* 00h..07h=sub image? 40h=in tunnel; actually some kind of status
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* aircraft: >=13h when in flight
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* train, ship: 80h=in depot
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* rv: 0feh=in depot */
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/* TODO veh_prop(0x62, veh->???); */
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/* TODO: The rest is per-vehicle, I hope no GRF file looks so far.
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* But they won't let us have an easy ride so surely *some* GRF
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* file does. So someone needs to do this too. --pasky */
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#undef veh_prop
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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
|
||||
* (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 */
|
Loading…
Reference in New Issue