mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
79ce0def50
of speed, and get that state from first vehicle in a train consist.
1132 lines
36 KiB
C
1132 lines
36 KiB
C
/* $Id$ */
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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 "table/strings.h"
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#include "engine.h"
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#include "table/engines.h"
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#include "gfx.h"
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#include "player.h"
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#include "command.h"
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#include "vehicle.h"
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#include "news.h"
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#include "saveload.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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EngineInfo _engine_info[TOTAL_NUM_ENGINES];
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RailVehicleInfo _rail_vehicle_info[NUM_TRAIN_ENGINES];
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ShipVehicleInfo _ship_vehicle_info[NUM_SHIP_ENGINES];
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AircraftVehicleInfo _aircraft_vehicle_info[NUM_AIRCRAFT_ENGINES];
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RoadVehicleInfo _road_vehicle_info[NUM_ROAD_ENGINES];
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enum {
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ENGINE_AVAILABLE = 1,
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ENGINE_INTRODUCING = 2,
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ENGINE_PREVIEWING = 4,
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};
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/** TRANSLATE FROM LOCAL CARGO TO GLOBAL CARGO ID'S.
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* This maps the per-landscape cargo ID's to globally unique cargo ID's usable ie. in
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* the custom GRF files. It is basically just a transcribed table from TTDPatch's newgrf.txt.
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*/
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const CargoID _global_cargo_id[NUM_LANDSCAPE][NUM_CARGO] = {
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/* LT_NORMAL */ {GC_PASSENGERS, GC_COAL, GC_MAIL, GC_OIL, GC_LIVESTOCK, GC_GOODS, GC_GRAIN, GC_WOOD, GC_IRON_ORE, GC_STEEL, GC_VALUABLES, GC_PAPER_TEMP},
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/* LT_HILLY */ {GC_PASSENGERS, GC_COAL, GC_MAIL, GC_OIL, GC_LIVESTOCK, GC_GOODS, GC_GRAIN, GC_WOOD, GC_INVALID, GC_PAPER, GC_VALUABLES, GC_FOOD },
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/* LT_DESERT */ {GC_PASSENGERS, GC_RUBBER,GC_MAIL, GC_OIL, GC_FRUIT, GC_GOODS, GC_GRAIN, GC_WOOD, GC_COPPER_ORE, GC_WATER, GC_VALUABLES, GC_FOOD },
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/* LT_CANDY */ {GC_PASSENGERS, GC_SUGAR, GC_MAIL, GC_TOYS,GC_BATTERIES, GC_CANDY, GC_TOFFEE,GC_COLA, GC_COTTON_CANDY,GC_BUBBLES,GC_PLASTIC, GC_FIZZY_DRINKS },
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/**
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* - GC_INVALID (255) means that cargo is not available for that climate
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* - GC_PAPER_TEMP (27) is paper in temperate climate in TTDPatch
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* Following can be renumbered:
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* - GC_DEFAULT (29) is the defa ult cargo for the purpose of spritesets
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* - GC_PURCHASE (30) is the purchase list image (the equivalent of 0xff) for the purpose of spritesets
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*/
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};
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/** BEGIN --- TRANSLATE FROM GLOBAL CARGO TO LOCAL CARGO ID'S **/
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/** Map global cargo ID's to local-cargo ID's */
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const CargoID _local_cargo_id_ctype[NUM_GLOBAL_CID] = {
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CT_PASSENGERS,CT_COAL, CT_MAIL, CT_OIL, CT_LIVESTOCK,CT_GOODS, CT_GRAIN, CT_WOOD, /* 0- 7 */
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CT_IRON_ORE, CT_STEEL, CT_VALUABLES, CT_PAPER, CT_FOOD, CT_FRUIT, CT_COPPER_ORE, CT_WATER, /* 8-15 */
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CT_RUBBER, CT_SUGAR, CT_TOYS, CT_BATTERIES,CT_CANDY, CT_TOFFEE, CT_COLA, CT_COTTON_CANDY, /* 16-23 */
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CT_BUBBLES, CT_PLASTIC,CT_FIZZY_DRINKS,CT_PAPER /* unsup. */,CT_HILLY_UNUSED, /* 24-28 */
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CT_INVALID, CT_INVALID /* 29-30 */
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};
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#define MC(cargo) (1 << cargo)
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/** Bitmasked value where the global cargo ID is available in landscape
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* 0: LT_NORMAL, 1: LT_HILLY, 2: LT_DESERT, 3: LT_CANDY */
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const uint32 _landscape_global_cargo_mask[NUM_LANDSCAPE] =
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{ /* LT_NORMAL: temperate */
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MC(GC_PASSENGERS)|MC(GC_COAL)|MC(GC_MAIL)|MC(GC_OIL)|MC(GC_LIVESTOCK)|MC(GC_GOODS)|MC(GC_GRAIN)|MC(GC_WOOD)|
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MC(GC_IRON_ORE)|MC(GC_STEEL)|MC(GC_VALUABLES),
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/* LT_HILLY: arctic */
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MC(GC_PASSENGERS)|MC(GC_COAL)|MC(GC_MAIL)|MC(GC_OIL)|MC(GC_LIVESTOCK)|MC(GC_GOODS)|
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MC(GC_GRAIN)|MC(GC_WOOD)|MC(GC_VALUABLES)|MC(GC_PAPER)|MC(GC_FOOD),
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/* LT_DESERT: rainforest/desert */
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MC(GC_PASSENGERS)|MC(GC_MAIL)|MC(GC_OIL)|MC(GC_GOODS)|MC(GC_GRAIN)|MC(GC_WOOD)|
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MC(GC_VALUABLES)|MC(GC_FOOD)|MC(GC_FRUIT)|MC(GC_COPPER_ORE)|MC(GC_WATER)|MC(GC_RUBBER),
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/* LT_CANDY: toyland */
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MC(GC_PASSENGERS)|MC(GC_MAIL)|MC(GC_SUGAR)|MC(GC_TOYS)|MC(GC_BATTERIES)|MC(GC_CANDY)|
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MC(GC_TOFFEE)|MC(GC_COLA)|MC(GC_COTTON_CANDY)|MC(GC_BUBBLES)|MC(GC_PLASTIC)|MC(GC_FIZZY_DRINKS)
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};
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/** END --- TRANSLATE FROM GLOBAL CARGO TO LOCAL CARGO ID'S **/
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/** Bitmasked values of what type of cargo is refittable for the given vehicle-type.
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* This coupled with the landscape information (_landscape_global_cargo_mask) gives
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* us exactly what is refittable and what is not */
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const uint32 _default_refitmasks[NUM_VEHICLE_TYPES] = {
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/* Trains */
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MC(GC_PASSENGERS)|MC(GC_COAL)|MC(GC_MAIL)|MC(GC_LIVESTOCK)|MC(GC_GOODS)|MC(GC_GRAIN)|MC(GC_WOOD)|MC(GC_IRON_ORE)|
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MC(GC_STEEL)|MC(GC_VALUABLES)|MC(GC_PAPER)|MC(GC_FOOD)|MC(GC_FRUIT)|MC(GC_COPPER_ORE)|MC(GC_WATER)|MC(GC_SUGAR)|
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MC(GC_TOYS)|MC(GC_CANDY)|MC(GC_TOFFEE)|MC(GC_COLA)|MC(GC_COTTON_CANDY)|MC(GC_BUBBLES)|MC(GC_PLASTIC)|MC(GC_FIZZY_DRINKS),
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/* Road vehicles (not refittable by default) */
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0,
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/* Ships */
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MC(GC_COAL)|MC(GC_MAIL)|MC(GC_LIVESTOCK)|MC(GC_GOODS)|MC(GC_GRAIN)|MC(GC_WOOD)|MC(GC_IRON_ORE)|MC(GC_STEEL)|MC(GC_VALUABLES)|
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MC(GC_PAPER)|MC(GC_FOOD)|MC(GC_FRUIT)|MC(GC_COPPER_ORE)|MC(GC_WATER)|MC(GC_RUBBER)|MC(GC_SUGAR)|MC(GC_TOYS)|MC(GC_BATTERIES)|
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MC(GC_CANDY)|MC(GC_TOFFEE)|MC(GC_COLA)|MC(GC_COTTON_CANDY)|MC(GC_BUBBLES)|MC(GC_PLASTIC)|MC(GC_FIZZY_DRINKS),
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/* Aircraft */
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MC(GC_PASSENGERS)|MC(GC_MAIL)|MC(GC_GOODS)|MC(GC_VALUABLES)|MC(GC_FOOD)|MC(GC_FRUIT)|MC(GC_SUGAR)|MC(GC_TOYS)|
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MC(GC_BATTERIES)|MC(GC_CANDY)|MC(GC_TOFFEE)|MC(GC_COLA)|MC(GC_COTTON_CANDY)|MC(GC_BUBBLES)|MC(GC_PLASTIC)|MC(GC_FIZZY_DRINKS),
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/* Special/Disaster */
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0,0
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};
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/**
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* Bitmask of classes for cargo types.
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*/
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const uint32 cargo_classes[16] = {
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/* Passengers */ MC(GC_PASSENGERS),
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/* Mail */ MC(GC_MAIL),
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/* Express */ MC(GC_GOODS)|MC(GC_FOOD)|MC(GC_CANDY),
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/* Armoured */ MC(GC_VALUABLES),
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/* Bulk */ MC(GC_COAL)|MC(GC_GRAIN)|MC(GC_IRON_ORE)|MC(GC_COPPER_ORE)|MC(GC_FRUIT)|MC(GC_SUGAR)|MC(GC_TOFFEE)|MC(GC_COTTON_CANDY),
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/* Piece */ MC(GC_LIVESTOCK)|MC(GC_WOOD)|MC(GC_STEEL)|MC(GC_PAPER)|MC(GC_TOYS)|MC(GC_BATTERIES)|MC(GC_BUBBLES)|MC(GC_FIZZY_DRINKS),
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/* Liquids */ MC(GC_OIL)|MC(GC_WATER)|MC(GC_RUBBER)|MC(GC_COLA)|MC(GC_PLASTIC),
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/* Chilled */ MC(GC_FOOD)|MC(GC_FRUIT),
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/* Undefined */ 0, 0, 0, 0, 0, 0, 0, 0
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};
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#undef MC
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void ShowEnginePreviewWindow(EngineID engine);
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void DeleteCustomEngineNames(void)
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{
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uint i;
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StringID old;
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for (i = 0; i != TOTAL_NUM_ENGINES; i++) {
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old = _engine_name_strings[i];
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_engine_name_strings[i] = i + STR_8000_KIRBY_PAUL_TANK_STEAM;
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DeleteName(old);
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}
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_vehicle_design_names &= ~1;
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}
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void LoadCustomEngineNames(void)
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{
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// XXX: not done */
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DEBUG(misc, 1) ("LoadCustomEngineNames: not done");
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}
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static void SetupEngineNames(void)
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{
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StringID *name;
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for (name = _engine_name_strings; name != endof(_engine_name_strings); name++)
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*name = STR_SV_EMPTY;
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DeleteCustomEngineNames();
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LoadCustomEngineNames();
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}
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static void AdjustAvailAircraft(void)
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{
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uint16 date = _date;
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byte avail = 0;
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if (date >= 12784) avail |= 2; // big airport
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if (date < 14610 || _patches.always_small_airport) avail |= 1; // small airport
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if (date >= 15706) avail |= 4; // enable heliport
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if (avail != _avail_aircraft) {
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_avail_aircraft = avail;
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InvalidateWindow(WC_BUILD_STATION, 0);
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}
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}
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static void CalcEngineReliability(Engine *e)
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{
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uint age = e->age;
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if (age < e->duration_phase_1) {
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uint start = e->reliability_start;
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e->reliability = age * (e->reliability_max - start) / e->duration_phase_1 + start;
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} else if ((age -= e->duration_phase_1) < e->duration_phase_2) {
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e->reliability = e->reliability_max;
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} else if ((age -= e->duration_phase_2) < e->duration_phase_3) {
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uint max = e->reliability_max;
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e->reliability = (int)age * (int)(e->reliability_final - max) / e->duration_phase_3 + max;
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} else {
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// time's up for this engine
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// make it either available to all players (if never_expire_vehicles is enabled and if it was available earlier)
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// or disable this engine completely
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e->player_avail = (_patches.never_expire_vehicles && e->player_avail)? -1 : 0;
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e->reliability = e->reliability_final;
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}
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}
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void AddTypeToEngines(void)
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{
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Engine* e = _engines;
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do e->type = VEH_Train; while (++e < &_engines[ROAD_ENGINES_INDEX]);
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do e->type = VEH_Road; while (++e < &_engines[SHIP_ENGINES_INDEX]);
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do e->type = VEH_Ship; while (++e < &_engines[AIRCRAFT_ENGINES_INDEX]);
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do e->type = VEH_Aircraft; while (++e < &_engines[TOTAL_NUM_ENGINES]);
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do e->type = VEH_Special; while (++e < endof(_engines));
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}
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void StartupEngines(void)
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{
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Engine *e;
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const EngineInfo *ei;
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SetupEngineNames();
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for (e = _engines, ei = _engine_info; e != endof(_engines); e++, ei++) {
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uint32 r;
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e->age = 0;
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e->railtype = ei->railtype;
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e->flags = 0;
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e->player_avail = 0;
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r = Random();
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e->intro_date = GB(r, 0, 9) + ei->base_intro;
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if (e->intro_date <= _date) {
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e->age = (_date - e->intro_date) >> 5;
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e->player_avail = (byte)-1;
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e->flags |= ENGINE_AVAILABLE;
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}
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e->reliability_start = GB(r, 16, 14) + 0x7AE0;
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r = Random();
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e->reliability_max = GB(r, 0, 14) + 0xBFFF;
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e->reliability_final = GB(r, 16, 14) + 0x3FFF;
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r = Random();
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e->duration_phase_1 = GB(r, 0, 5) + 7;
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e->duration_phase_2 = GB(r, 5, 4) + ei->base_life * 12 - 96;
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e->duration_phase_3 = GB(r, 9, 7) + 120;
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e->reliability_spd_dec = (ei->unk2&0x7F) << 2;
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/* my invented flag for something that is a wagon */
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if (ei->unk2 & 0x80) {
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e->age = 0xFFFF;
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} else {
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CalcEngineReliability(e);
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}
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e->lifelength = ei->lifelength + _patches.extend_vehicle_life;
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// prevent certain engines from ever appearing.
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if (!HASBIT(ei->climates, _opt.landscape)) {
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e->flags |= ENGINE_AVAILABLE;
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e->player_avail = 0;
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}
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/* This sets up type for the engine
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It is needed if you want to ask the engine what type it is
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It should hopefully be the same as when you ask a vehicle what it is
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but using this, you can ask what type an engine number is
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even if it is not a vehicle (yet)*/
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}
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AdjustAvailAircraft();
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}
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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;
|
|
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);
|
|
|
|
assert(e->railtype < RAILTYPE_END);
|
|
SETBIT(e->player_avail, player);
|
|
SETBIT(p->avail_railtypes, e->railtype);
|
|
|
|
e->preview_player = 0xFF;
|
|
InvalidateWindowClasses(WC_BUILD_VEHICLE);
|
|
InvalidateWindowClasses(WC_REPLACE_VEHICLE);
|
|
}
|
|
|
|
static PlayerID GetBestPlayer(PlayerID pp)
|
|
{
|
|
const Player *p;
|
|
int32 best_hist;
|
|
PlayerID best_player;
|
|
uint mask = 0;
|
|
|
|
do {
|
|
best_hist = -1;
|
|
best_player = OWNER_SPECTATOR;
|
|
FOR_ALL_PLAYERS(p) {
|
|
if (p->is_active && p->block_preview == 0 && !HASBIT(mask, p->index) &&
|
|
p->old_economy[0].performance_history > best_hist) {
|
|
best_hist = p->old_economy[0].performance_history;
|
|
best_player = p->index;
|
|
}
|
|
}
|
|
|
|
if (best_player == OWNER_SPECTATOR) return OWNER_SPECTATOR;
|
|
|
|
SETBIT(mask, best_player);
|
|
} while (--pp != 0);
|
|
|
|
return best_player;
|
|
}
|
|
|
|
void EnginesDailyLoop(void)
|
|
{
|
|
EngineID i;
|
|
|
|
if (_cur_year >= 130) return;
|
|
|
|
for (i = 0; i != lengthof(_engines); i++) {
|
|
Engine* e = &_engines[i];
|
|
|
|
if (e->flags & ENGINE_INTRODUCING) {
|
|
if (e->flags & ENGINE_PREVIEWING) {
|
|
if (e->preview_player != 0xFF && !--e->preview_wait) {
|
|
e->flags &= ~ENGINE_PREVIEWING;
|
|
DeleteWindowById(WC_ENGINE_PREVIEW, i);
|
|
e->preview_player++;
|
|
}
|
|
} else if (e->preview_player != 0xFF) {
|
|
PlayerID best_player = GetBestPlayer(e->preview_player);
|
|
|
|
if (best_player == OWNER_SPECTATOR) {
|
|
e->preview_player = 0xFF;
|
|
continue;
|
|
}
|
|
|
|
if (!IS_HUMAN_PLAYER(best_player)) {
|
|
/* XXX - TTDBUG: TTD has a bug here ???? */
|
|
AcceptEnginePreview(e, best_player);
|
|
} else {
|
|
e->flags |= ENGINE_PREVIEWING;
|
|
e->preview_wait = 20;
|
|
if (IS_INTERACTIVE_PLAYER(best_player)) ShowEnginePreviewWindow(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Accept an engine prototype. XXX - it is possible that the top-player
|
|
* changes while you are waiting to accept the offer? Then it becomes invalid
|
|
* @param x,y unused
|
|
* @param p1 engine-prototype offered
|
|
* @param p2 unused
|
|
*/
|
|
int32 CmdWantEnginePreview(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
Engine *e;
|
|
if (!IsEngineIndex(p1)) return CMD_ERROR;
|
|
|
|
e = GetEngine(p1);
|
|
if (GetBestPlayer(e->preview_player) != _current_player) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC)
|
|
AcceptEnginePreview(e, _current_player);
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Determine if an engine type is a wagon (and not a loco)
|
|
static bool IsWagon(EngineID index)
|
|
{
|
|
return index < NUM_TRAIN_ENGINES && RailVehInfo(index)->flags & RVI_WAGON;
|
|
}
|
|
|
|
static void NewVehicleAvailable(Engine *e)
|
|
{
|
|
Vehicle *v;
|
|
Player *p;
|
|
EngineID index = e - _engines;
|
|
|
|
// In case the player didn't build the vehicle during the intro period,
|
|
// prevent that player from getting future intro periods for a while.
|
|
if (e->flags & ENGINE_INTRODUCING) {
|
|
FOR_ALL_PLAYERS(p) {
|
|
uint block_preview = p->block_preview;
|
|
|
|
if (!HASBIT(e->player_avail, p->index)) continue;
|
|
|
|
/* We assume the user did NOT build it.. prove me wrong ;) */
|
|
p->block_preview = 20;
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship ||
|
|
(v->type == VEH_Aircraft && v->subtype <= 2)) {
|
|
if (v->owner == p->index && v->engine_type == index) {
|
|
/* The user did prove me wrong, so restore old value */
|
|
p->block_preview = block_preview;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
e->flags = (e->flags & ~ENGINE_INTRODUCING) | ENGINE_AVAILABLE;
|
|
InvalidateWindowClasses(WC_BUILD_VEHICLE);
|
|
InvalidateWindowClasses(WC_REPLACE_VEHICLE);
|
|
|
|
// Now available for all players
|
|
e->player_avail = (byte)-1;
|
|
|
|
// Do not introduce new rail wagons
|
|
if (IsWagon(index)) return;
|
|
|
|
// make maglev / monorail available
|
|
FOR_ALL_PLAYERS(p) {
|
|
if (p->is_active) {
|
|
assert(e->railtype < RAILTYPE_END);
|
|
SETBIT(p->avail_railtypes, e->railtype);
|
|
}
|
|
}
|
|
|
|
if (index < NUM_TRAIN_ENGINES) {
|
|
AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_TRAINAVAIL), 0, 0);
|
|
} else if (index < NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES) {
|
|
AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_ROADAVAIL), 0, 0);
|
|
} else if (index < NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES + NUM_SHIP_ENGINES) {
|
|
AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_SHIPAVAIL), 0, 0);
|
|
} else {
|
|
AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_AIRCRAFTAVAIL), 0, 0);
|
|
}
|
|
}
|
|
|
|
void EnginesMonthlyLoop(void)
|
|
{
|
|
Engine *e;
|
|
|
|
if (_cur_year < 130) {
|
|
for (e = _engines; e != endof(_engines); e++) {
|
|
// Age the vehicle
|
|
if (e->flags & ENGINE_AVAILABLE && e->age != 0xFFFF) {
|
|
e->age++;
|
|
CalcEngineReliability(e);
|
|
}
|
|
|
|
if (!(e->flags & ENGINE_AVAILABLE) && (uint16)(_date - min(_date, 365)) >= e->intro_date) {
|
|
// Introduce it to all players
|
|
NewVehicleAvailable(e);
|
|
} else if (!(e->flags & (ENGINE_AVAILABLE|ENGINE_INTRODUCING)) && _date >= e->intro_date) {
|
|
// Introduction date has passed.. show introducing dialog to one player.
|
|
e->flags |= ENGINE_INTRODUCING;
|
|
|
|
// Do not introduce new rail wagons
|
|
if (!IsWagon(e - _engines))
|
|
e->preview_player = 1; // Give to the player with the highest rating.
|
|
}
|
|
}
|
|
}
|
|
AdjustAvailAircraft();
|
|
}
|
|
|
|
/** Rename an engine.
|
|
* @param x,y unused
|
|
* @param p1 engine ID to rename
|
|
* @param p2 unused
|
|
*/
|
|
int32 CmdRenameEngine(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
StringID str;
|
|
|
|
if (!IsEngineIndex(p1) || _cmd_text[0] == '\0') return CMD_ERROR;
|
|
|
|
str = AllocateNameUnique(_cmd_text, 0);
|
|
if (str == 0) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC) {
|
|
StringID old_str = _engine_name_strings[p1];
|
|
_engine_name_strings[p1] = str;
|
|
DeleteName(old_str);
|
|
_vehicle_design_names |= 3;
|
|
MarkWholeScreenDirty();
|
|
} else {
|
|
DeleteName(str);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
static const SaveLoad _engine_desc[] = {
|
|
SLE_VAR(Engine,intro_date, SLE_UINT16),
|
|
SLE_VAR(Engine,age, SLE_UINT16),
|
|
SLE_VAR(Engine,reliability, SLE_UINT16),
|
|
SLE_VAR(Engine,reliability_spd_dec, SLE_UINT16),
|
|
SLE_VAR(Engine,reliability_start, SLE_UINT16),
|
|
SLE_VAR(Engine,reliability_max, SLE_UINT16),
|
|
SLE_VAR(Engine,reliability_final, SLE_UINT16),
|
|
SLE_VAR(Engine,duration_phase_1, SLE_UINT16),
|
|
SLE_VAR(Engine,duration_phase_2, SLE_UINT16),
|
|
SLE_VAR(Engine,duration_phase_3, SLE_UINT16),
|
|
|
|
SLE_VAR(Engine,lifelength, SLE_UINT8),
|
|
SLE_VAR(Engine,flags, SLE_UINT8),
|
|
SLE_VAR(Engine,preview_player, SLE_UINT8),
|
|
SLE_VAR(Engine,preview_wait, SLE_UINT8),
|
|
SLE_VAR(Engine,railtype, SLE_UINT8),
|
|
SLE_VAR(Engine,player_avail, SLE_UINT8),
|
|
|
|
// reserve extra space in savegame here. (currently 16 bytes)
|
|
SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255),
|
|
|
|
SLE_END()
|
|
};
|
|
|
|
static void Save_ENGN(void)
|
|
{
|
|
uint i;
|
|
|
|
for (i = 0; i != lengthof(_engines); i++) {
|
|
SlSetArrayIndex(i);
|
|
SlObject(&_engines[i], _engine_desc);
|
|
}
|
|
}
|
|
|
|
static void Load_ENGN(void)
|
|
{
|
|
int index;
|
|
while ((index = SlIterateArray()) != -1) {
|
|
SlObject(GetEngine(index), _engine_desc);
|
|
}
|
|
}
|
|
|
|
static void LoadSave_ENGS(void)
|
|
{
|
|
SlArray(_engine_name_strings, lengthof(_engine_name_strings), SLE_STRINGID);
|
|
}
|
|
|
|
const ChunkHandler _engine_chunk_handlers[] = {
|
|
{ 'ENGN', Save_ENGN, Load_ENGN, CH_ARRAY},
|
|
{ 'ENGS', LoadSave_ENGS, LoadSave_ENGS, CH_RIFF | CH_LAST},
|
|
};
|
|
|
|
|
|
/*
|
|
* returns true if an engine is valid, of the specified type, and buildable by
|
|
* the current player, false otherwise
|
|
*
|
|
* engine = index of the engine to check
|
|
* type = the type the engine should be of (VEH_xxx)
|
|
*/
|
|
bool IsEngineBuildable(uint engine, byte type)
|
|
{
|
|
const Engine *e;
|
|
|
|
// check if it's an engine that is in the engine array
|
|
if (!IsEngineIndex(engine)) return false;
|
|
|
|
e = GetEngine(engine);
|
|
|
|
// check if it's an engine of specified type
|
|
if (e->type != type) return false;
|
|
|
|
// check if it's available
|
|
if (!HASBIT(e->player_avail, _current_player)) return false;
|
|
|
|
return true;
|
|
}
|