mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-08 01:10:28 +00:00
941 lines
27 KiB
C
941 lines
27 KiB
C
#include "stdafx.h"
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#include "ttd.h"
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#include "debug.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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#define UPDATE_PLAYER_RAILTYPE(e,p) if ((byte)(e->railtype + 1) > p->max_railtype) p->max_railtype = e->railtype + 1;
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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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/* This maps per-landscape cargo ids to globally unique cargo ids usable ie. in
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* the custom GRF files. It is basically just a transcribed table from
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* TTDPatch's newgrf.txt. */
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byte _global_cargo_id[NUM_LANDSCAPE][NUM_CARGO] = {
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/* LT_NORMAL */ { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12 },
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/* LT_HILLY */ { 0, 1, 2, 3, 4, 5, 6, 7, 28, 11, 10, 12 },
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/* LT_DESERT */ { 0, 16, 2, 3, 13, 5, 6, 7, 14, 15, 10, 12 },
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/* LT_CANDY */ { 0, 17, 2, 18, 19, 20, 21, 22, 23, 24, 25, 26 },
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// 27 is paper in temperate climate in TTDPatch
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// Following can be renumbered:
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// 29 is the default cargo for the purpose of spritesets
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// 30 is the purchase list image (the equivalent of 0xff) for the purpose of spritesets
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};
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/* These two arrays provide a reverse mapping. */
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byte _local_cargo_id_ctype[NUM_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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};
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/* LT'th bit is set of the particular landscape if cargo available there.
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* 1: LT_NORMAL, 2: LT_HILLY, 4: LT_DESERT, 8: LT_CANDY */
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byte _local_cargo_id_landscape[NUM_CID] = {
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15, 3, 15, 7, 3, 7, 7, 7, 1, 1, 7, 2, 7, // 0-12
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4, 4, 4, 4, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 1, 2, // 13-28
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};
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void ShowEnginePreviewWindow(int 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;
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uint32 counter = 0;
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for(e=_engines; e != endof(_engines); e++, counter++) {
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e->type = VEH_Train;
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if (counter >= ROAD_ENGINES_INDEX) {
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e->type = VEH_Road;
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if (counter >= SHIP_ENGINES_INDEX) {
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e->type = VEH_Ship;
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if (counter >= AIRCRAFT_ENGINES_INDEX) {
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e->type = VEH_Aircraft;
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if (counter >= TOTAL_NUM_ENGINES) {
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e->type = VEH_Special;
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}
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}
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}
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}
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}
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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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uint32 r, counter = 0;
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SetupEngineNames();
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for(e=_engines, ei=_engine_info; e != endof(_engines); e++, ei++, counter++) {
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e->age = 0;
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e->railtype = ei->railtype_climates >> 4;
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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 = (uint16)((r & 0x1FF) + 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 = (uint16)(((r >> 16) & 0x3fff) + 0x7AE0);
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r = Random();
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e->reliability_max = (uint16)((r & 0x3fff) + 0xbfff);
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e->reliability_final = (uint16)(((r>>16) & 0x3fff) + 0x3fff);
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r = Random();
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e->duration_phase_1 = (uint16)((r & 0x1F) + 7);
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e->duration_phase_2 = (uint16)(((r >> 5) & 0xF) + ei->base_life * 12 - 96);
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e->duration_phase_3 = (uint16)(((r >> 9) & 0x7F) + 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->railtype_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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uint32 _engine_refit_masks[TOTAL_NUM_ENGINES];
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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(byte 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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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 SpriteGroup *GetWagonOverrideSpriteSet(byte engine, byte overriding_engine)
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{
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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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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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byte _engine_original_sprites[TOTAL_NUM_ENGINES];
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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_CID];
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void SetCustomEngineSprites(byte engine, byte cargo, SpriteGroup *group)
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{
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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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_engine_custom_sprites[engine][cargo] = *group;
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}
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typedef RealSpriteGroup *(*resolve_callback)(SpriteGroup *spritegroup,
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const Vehicle *veh, void *callback); /* XXX data pointer used as function pointer */
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static RealSpriteGroup* ResolveVehicleSpriteGroup(SpriteGroup *spritegroup,
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const Vehicle *veh, resolve_callback callback)
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{
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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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return &spritegroup->g.real;
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case SGT_DETERMINISTIC: {
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DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
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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 >> 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 callback(target, NULL, callback);
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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) {
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if (veh->type == VEH_Train) {
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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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u = u->next;
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chain_before++;
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}
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while (u->next != NULL) {
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u = u->next;
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chain_after++;
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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, veh->subtype);
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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_in_chain_old);
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veh_prop(0x5B, veh->next_in_chain_old & 0xFF);*/
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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 callback(target, veh, callback);
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}
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case SGT_RANDOMIZED: {
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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);
|
|
//debug("going for %p: %d", rsg->groups[0], rsg->groups[0].type);
|
|
return callback(&rsg->groups[0], NULL, callback);
|
|
}
|
|
|
|
if (rsg->var_scope == VSG_SCOPE_PARENT) {
|
|
/* First engine in the vehicle chain */
|
|
if (veh->type == VEH_Train)
|
|
veh = GetFirstVehicleInChain(veh);
|
|
}
|
|
|
|
return callback(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback);
|
|
}
|
|
|
|
default:
|
|
error("I don't know how to handle such a spritegroup %d!", spritegroup->type);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
static SpriteGroup *GetVehicleSpriteGroup(byte engine, const Vehicle *v)
|
|
{
|
|
SpriteGroup *group;
|
|
byte cargo = CID_PURCHASE;
|
|
|
|
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) {
|
|
SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
|
|
|
|
if (overset != NULL) group = overset;
|
|
}
|
|
|
|
return group;
|
|
}
|
|
|
|
int GetCustomEngineSprite(byte engine, const Vehicle *v, byte direction)
|
|
{
|
|
SpriteGroup *group;
|
|
RealSpriteGroup *rsg;
|
|
byte cargo = CID_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];
|
|
if (capacity == 0) capacity = 1;
|
|
loaded = (v->cargo_count * 100) / capacity;
|
|
in_motion = (v->cur_speed != 0);
|
|
}
|
|
|
|
group = GetVehicleSpriteGroup(engine, v);
|
|
rsg = ResolveVehicleSpriteGroup(group, v, (resolve_callback) ResolveVehicleSpriteGroup);
|
|
|
|
if (rsg->sprites_per_set == 0 && cargo != 29) { /* XXX magic number */
|
|
// This group is empty but perhaps there'll be a default one.
|
|
rsg = ResolveVehicleSpriteGroup(&_engine_custom_sprites[engine][29], v,
|
|
(resolve_callback) ResolveVehicleSpriteGroup);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
direction %= 8;
|
|
if (rsg->sprites_per_set == 4)
|
|
direction %= 4;
|
|
|
|
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] : rsg->loading[spriteset]) + direction;
|
|
return r;
|
|
}
|
|
|
|
|
|
// 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;
|
|
|
|
extern int _custom_sprites_base;
|
|
|
|
static RealSpriteGroup *TriggerVehicleSpriteGroup(SpriteGroup *spritegroup,
|
|
Vehicle *veh, resolve_callback callback)
|
|
{
|
|
if (spritegroup->type == SGT_RANDOMIZED) {
|
|
_vsg_bits_to_reseed |= RandomizedSpriteGroupTriggeredBits(
|
|
&spritegroup->g.random,
|
|
_vsg_random_triggers,
|
|
&veh->waiting_triggers
|
|
);
|
|
}
|
|
|
|
return ResolveVehicleSpriteGroup(spritegroup, veh, callback);
|
|
}
|
|
|
|
static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_random_bits, bool first)
|
|
{
|
|
RealSpriteGroup *rsg;
|
|
byte new_random_bits;
|
|
|
|
_vsg_random_triggers = trigger;
|
|
_vsg_bits_to_reseed = 0;
|
|
rsg = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh,
|
|
(resolve_callback) TriggerVehicleSpriteGroup);
|
|
if (rsg->sprites_per_set == 0 && veh->cargo_type != 29) { /* XXX magic number */
|
|
// This group turned out to be empty but perhaps there'll be a default one.
|
|
rsg = TriggerVehicleSpriteGroup(&_engine_custom_sprites[veh->engine_type][29], veh,
|
|
(resolve_callback) TriggerVehicleSpriteGroup);
|
|
}
|
|
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)
|
|
{
|
|
DoTriggerVehicle(veh, trigger, 0, true);
|
|
}
|
|
|
|
static char *_engine_custom_names[TOTAL_NUM_ENGINES];
|
|
|
|
void SetCustomEngineName(int engine, const char *name)
|
|
{
|
|
_engine_custom_names[engine] = strdup(name);
|
|
}
|
|
|
|
void UnInitNewgrEngines(void)
|
|
{
|
|
char **i;
|
|
for (i = _engine_custom_names; i != endof(_engine_custom_names); i++) {
|
|
free(*i);
|
|
*i = NULL;
|
|
}
|
|
}
|
|
|
|
StringID GetCustomEngineName(int engine)
|
|
{
|
|
if (!_engine_custom_names[engine])
|
|
return _engine_name_strings[engine];
|
|
strncpy(_userstring, _engine_custom_names[engine], USERSTRING_LEN);
|
|
_userstring[USERSTRING_LEN - 1] = '\0';
|
|
return STR_SPEC_USERSTRING;
|
|
}
|
|
|
|
|
|
void AcceptEnginePreview(Engine *e, int player)
|
|
{
|
|
Player *p;
|
|
|
|
SETBIT(e->player_avail, player);
|
|
|
|
p = DEREF_PLAYER(player);
|
|
|
|
UPDATE_PLAYER_RAILTYPE(e,p);
|
|
|
|
e->preview_player = 0xFF;
|
|
InvalidateWindowClasses(WC_BUILD_VEHICLE);
|
|
InvalidateWindowClasses(WC_REPLACE_VEHICLE);
|
|
}
|
|
|
|
void EnginesDailyLoop(void)
|
|
{
|
|
Engine *e;
|
|
int i,num;
|
|
Player *p;
|
|
uint mask;
|
|
int32 best_hist;
|
|
int best_player;
|
|
|
|
if (_cur_year >= 130)
|
|
return;
|
|
|
|
for(e=_engines,i=0; i!=TOTAL_NUM_ENGINES; e++,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) {
|
|
num = e->preview_player;
|
|
mask = 0;
|
|
do {
|
|
best_hist = -1;
|
|
best_player = -1;
|
|
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 == -1) {
|
|
e->preview_player = 0xFF;
|
|
goto next_engine;
|
|
}
|
|
mask |= (1 << best_player);
|
|
} while (--num != 0);
|
|
|
|
if (!IS_HUMAN_PLAYER(best_player)) {
|
|
/* 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
next_engine:;
|
|
}
|
|
}
|
|
|
|
int32 CmdWantEnginePreview(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
if (flags & DC_EXEC) {
|
|
AcceptEnginePreview(&_engines[p1], _current_player);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// Determine if an engine type is a wagon (and not a loco)
|
|
static bool IsWagon(byte index)
|
|
{
|
|
return index < NUM_TRAIN_ENGINES && RailVehInfo(index)->flags & RVI_WAGON;
|
|
}
|
|
|
|
static void NewVehicleAvailable(Engine *e)
|
|
{
|
|
Vehicle *v;
|
|
Player *p;
|
|
int 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)
|
|
UPDATE_PLAYER_RAILTYPE(e,p);
|
|
}
|
|
|
|
if ((byte)index < NUM_TRAIN_ENGINES) {
|
|
AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_TRAINAVAIL), 0, 0);
|
|
} else if ((byte)index < NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES) {
|
|
AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_ROADAVAIL), 0, 0);
|
|
} else if ((byte)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();
|
|
}
|
|
|
|
int32 CmdRenameEngine(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
StringID str;
|
|
|
|
str = AllocateNameUnique((const char*)_decode_parameters, 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;
|
|
}
|
|
|
|
int GetPlayerMaxRailtype(int p)
|
|
{
|
|
Engine *e;
|
|
int rt = 0;
|
|
int i;
|
|
|
|
for(e=_engines,i=0; i!=lengthof(_engines); e++,i++) {
|
|
if (!HASBIT(e->player_avail, p))
|
|
continue;
|
|
|
|
if ((i >= 27 && i < 54) || (i >= 57 && i < 84) || (i >= 89 && i < 116))
|
|
continue;
|
|
|
|
if (rt < e->railtype)
|
|
rt = e->railtype;
|
|
}
|
|
|
|
return rt + 1;
|
|
}
|
|
|
|
|
|
static const byte _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)
|
|
{
|
|
Engine *e;
|
|
int i;
|
|
for(i=0,e=_engines; i != lengthof(_engines); i++,e++) {
|
|
SlSetArrayIndex(i);
|
|
SlObject(e, _engine_desc);
|
|
}
|
|
}
|
|
|
|
static void Load_ENGN(void)
|
|
{
|
|
int index;
|
|
while ((index = SlIterateArray()) != -1) {
|
|
SlObject(&_engines[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 (engine >= TOTAL_NUM_ENGINES) return false;
|
|
|
|
e = DEREF_ENGINE(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;
|
|
}
|