mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-13 07:10:57 +00:00
724 lines
22 KiB
C
724 lines
22 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 "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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#include "newgrf_engine.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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// The magic value of 729 days below comes from the NewGRF spec. If the
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// base intro date is before 1922 then the random number of days is not
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// added.
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r = Random();
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e->intro_date = ei->base_intro <= 729 ? ei->base_intro : 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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static void AcceptEnginePreview(Engine *e, PlayerID player)
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{
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Player *p = GetPlayer(player);
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assert(e->railtype < RAILTYPE_END);
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SETBIT(e->player_avail, player);
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SETBIT(p->avail_railtypes, e->railtype);
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e->preview_player = 0xFF;
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InvalidateWindowClasses(WC_BUILD_VEHICLE);
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InvalidateWindowClasses(WC_REPLACE_VEHICLE);
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}
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static PlayerID GetBestPlayer(PlayerID pp)
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{
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const Player *p;
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int32 best_hist;
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PlayerID best_player;
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uint mask = 0;
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do {
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best_hist = -1;
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best_player = OWNER_SPECTATOR;
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FOR_ALL_PLAYERS(p) {
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if (p->is_active && p->block_preview == 0 && !HASBIT(mask, p->index) &&
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p->old_economy[0].performance_history > best_hist) {
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best_hist = p->old_economy[0].performance_history;
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best_player = p->index;
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}
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}
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if (best_player == OWNER_SPECTATOR) return OWNER_SPECTATOR;
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SETBIT(mask, best_player);
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} while (--pp != 0);
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return best_player;
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}
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void EnginesDailyLoop(void)
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{
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EngineID i;
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if (_cur_year >= 130) return;
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for (i = 0; i != lengthof(_engines); i++) {
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Engine* e = &_engines[i];
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if (e->flags & ENGINE_INTRODUCING) {
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if (e->flags & ENGINE_PREVIEWING) {
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if (e->preview_player != 0xFF && !--e->preview_wait) {
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e->flags &= ~ENGINE_PREVIEWING;
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DeleteWindowById(WC_ENGINE_PREVIEW, i);
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e->preview_player++;
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}
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} else if (e->preview_player != 0xFF) {
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PlayerID best_player = GetBestPlayer(e->preview_player);
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if (best_player == OWNER_SPECTATOR) {
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e->preview_player = 0xFF;
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continue;
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}
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if (!IS_HUMAN_PLAYER(best_player)) {
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/* XXX - TTDBUG: TTD has a bug here ???? */
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AcceptEnginePreview(e, best_player);
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} else {
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e->flags |= ENGINE_PREVIEWING;
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e->preview_wait = 20;
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if (IS_INTERACTIVE_PLAYER(best_player)) ShowEnginePreviewWindow(i);
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}
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}
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}
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}
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}
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/** Accept an engine prototype. XXX - it is possible that the top-player
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* changes while you are waiting to accept the offer? Then it becomes invalid
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* @param x,y unused
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* @param p1 engine-prototype offered
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* @param p2 unused
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*/
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int32 CmdWantEnginePreview(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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Engine *e;
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if (!IsEngineIndex(p1)) return CMD_ERROR;
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e = GetEngine(p1);
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if (GetBestPlayer(e->preview_player) != _current_player) return CMD_ERROR;
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if (flags & DC_EXEC) AcceptEnginePreview(e, _current_player);
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return 0;
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}
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// Determine if an engine type is a wagon (and not a loco)
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static bool IsWagon(EngineID index)
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{
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return index < NUM_TRAIN_ENGINES && RailVehInfo(index)->flags & RVI_WAGON;
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}
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static void NewVehicleAvailable(Engine *e)
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{
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Vehicle *v;
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Player *p;
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EngineID index = e - _engines;
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// In case the player didn't build the vehicle during the intro period,
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// prevent that player from getting future intro periods for a while.
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if (e->flags & ENGINE_INTRODUCING) {
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FOR_ALL_PLAYERS(p) {
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uint block_preview = p->block_preview;
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if (!HASBIT(e->player_avail, p->index)) continue;
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/* We assume the user did NOT build it.. prove me wrong ;) */
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p->block_preview = 20;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship ||
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(v->type == VEH_Aircraft && v->subtype <= 2)) {
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if (v->owner == p->index && v->engine_type == index) {
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/* The user did prove me wrong, so restore old value */
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p->block_preview = block_preview;
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break;
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}
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}
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}
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}
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}
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e->flags = (e->flags & ~ENGINE_INTRODUCING) | ENGINE_AVAILABLE;
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InvalidateWindowClasses(WC_BUILD_VEHICLE);
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InvalidateWindowClasses(WC_REPLACE_VEHICLE);
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// Now available for all players
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e->player_avail = (byte)-1;
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// Do not introduce new rail wagons
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if (IsWagon(index)) return;
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// make maglev / monorail available
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FOR_ALL_PLAYERS(p) {
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if (p->is_active) {
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assert(e->railtype < RAILTYPE_END);
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SETBIT(p->avail_railtypes, e->railtype);
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}
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}
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|
|
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;
|
|
}
|
|
|
|
|
|
/*
|
|
* 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;
|
|
}
|
|
|
|
/************************************************************************
|
|
* Engine Replacement stuff
|
|
************************************************************************/
|
|
|
|
static void EngineRenewPoolNewBlock(uint start_item); /* Forward declare for initializer of _engine_renew_pool */
|
|
enum {
|
|
ENGINE_RENEW_POOL_BLOCK_SIZE_BITS = 3,
|
|
ENGINE_RENEW_POOL_MAX_BLOCKS = 8000,
|
|
};
|
|
|
|
MemoryPool _engine_renew_pool = { "EngineRe", ENGINE_RENEW_POOL_MAX_BLOCKS, ENGINE_RENEW_POOL_BLOCK_SIZE_BITS, sizeof(EngineRenew), &EngineRenewPoolNewBlock, 0, 0, NULL };
|
|
|
|
static inline uint16 GetEngineRenewPoolSize(void)
|
|
{
|
|
return _engine_renew_pool.total_items;
|
|
}
|
|
|
|
#define FOR_ALL_ENGINE_RENEWS_FROM(er, start) for (er = GetEngineRenew(start); er != NULL; er = (er->index + 1 < GetEngineRenewPoolSize()) ? GetEngineRenew(er->index + 1) : NULL)
|
|
#define FOR_ALL_ENGINE_RENEWS(er) FOR_ALL_ENGINE_RENEWS_FROM(er, 0)
|
|
|
|
static void EngineRenewPoolNewBlock(uint start_item)
|
|
{
|
|
EngineRenew *er;
|
|
|
|
FOR_ALL_ENGINE_RENEWS_FROM(er, start_item) {
|
|
er->index = start_item++;
|
|
er->from = INVALID_ENGINE;
|
|
}
|
|
}
|
|
|
|
|
|
static EngineRenew *AllocateEngineRenew(void)
|
|
{
|
|
EngineRenew *er;
|
|
|
|
FOR_ALL_ENGINE_RENEWS(er) {
|
|
if (er->from == INVALID_ENGINE) {
|
|
er->to = INVALID_ENGINE;
|
|
er->next = NULL;
|
|
return er;
|
|
}
|
|
}
|
|
|
|
/* Check if we can add a block to the pool */
|
|
if (AddBlockToPool(&_engine_renew_pool)) return AllocateEngineRenew();
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Retrieves the EngineRenew that specifies the replacement of the given
|
|
* engine type from the given renewlist */
|
|
static EngineRenew *GetEngineReplacement(EngineRenewList erl, EngineID engine)
|
|
{
|
|
EngineRenew* er = (EngineRenew*)erl; /* Fetch first element */
|
|
while (er) {
|
|
if (er->from == engine) return er;
|
|
er = er->next;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void RemoveAllEngineReplacement(EngineRenewList* erl)
|
|
{
|
|
EngineRenew* er = (EngineRenew*)(*erl); /* Fetch first element */
|
|
while (er) {
|
|
er->from = INVALID_ENGINE; /* "Deallocate" all elements */
|
|
er = er->next;
|
|
}
|
|
*erl = NULL; /* Empty list */
|
|
}
|
|
|
|
EngineID EngineReplacement(EngineRenewList erl, EngineID engine)
|
|
{
|
|
const EngineRenew *er = GetEngineReplacement(erl, engine);
|
|
return er == NULL ? INVALID_ENGINE : er->to;
|
|
}
|
|
|
|
int32 AddEngineReplacement(EngineRenewList* erl, EngineID old_engine, EngineID new_engine, uint32 flags)
|
|
{
|
|
EngineRenew *er;
|
|
|
|
// Check if the old vehicle is already in the list
|
|
er = GetEngineReplacement(*erl, old_engine);
|
|
if (er != NULL) {
|
|
if (flags & DC_EXEC) er->to = new_engine;
|
|
return 0;
|
|
}
|
|
|
|
er = AllocateEngineRenew();
|
|
if (er == NULL) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC) {
|
|
er->from = old_engine;
|
|
er->to = new_engine;
|
|
er->next = (EngineRenew*)(*erl); /* Resolve the first element in the list */
|
|
|
|
*erl = (EngineRenewList)er; /* Insert before the first element */
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int32 RemoveEngineReplacement(EngineRenewList* erl, EngineID engine, uint32 flags)
|
|
{
|
|
EngineRenew* er = (EngineRenew*)(*erl); /* Start at the first element */
|
|
EngineRenew* prev = NULL;
|
|
|
|
while (er)
|
|
{
|
|
if (er->from == engine) {
|
|
if (flags & DC_EXEC) {
|
|
if (prev == NULL) { /* First element */
|
|
(*erl) = (EngineRenewList)er->next; /* The second becomes the new first element */
|
|
} else {
|
|
prev->next = er->next; /* Cut this element out */
|
|
}
|
|
er->from = INVALID_ENGINE; /* Deallocate */
|
|
}
|
|
return 0;
|
|
}
|
|
prev = er;
|
|
er = er->next; /* Look at next element */
|
|
}
|
|
|
|
return CMD_ERROR; /* Not found? */
|
|
}
|
|
|
|
static const SaveLoad _engine_renew_desc[] = {
|
|
SLE_VAR(EngineRenew, from, SLE_UINT16),
|
|
SLE_VAR(EngineRenew, to, SLE_UINT16),
|
|
|
|
SLE_REF(EngineRenew, next, REF_ENGINE_RENEWS),
|
|
|
|
SLE_END()
|
|
};
|
|
|
|
static void Save_ERNW(void)
|
|
{
|
|
EngineRenew *er;
|
|
|
|
FOR_ALL_ENGINE_RENEWS(er) {
|
|
if (er->from != INVALID_ENGINE) {
|
|
SlSetArrayIndex(er->index);
|
|
SlObject(er, _engine_renew_desc);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Load_ERNW(void)
|
|
{
|
|
int index;
|
|
|
|
while ((index = SlIterateArray()) != -1) {
|
|
EngineRenew *er;
|
|
|
|
if (!AddBlockIfNeeded(&_engine_renew_pool, index))
|
|
error("EngineRenews: failed loading savegame: too many EngineRenews");
|
|
|
|
er = GetEngineRenew(index);
|
|
SlObject(er, _engine_renew_desc);
|
|
}
|
|
}
|
|
|
|
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 },
|
|
{ 'ERNW', Save_ERNW, Load_ERNW, CH_ARRAY | CH_LAST},
|
|
};
|
|
|
|
void InitializeEngines(void)
|
|
{
|
|
/* Clean the engine renew pool and create 1 block in it */
|
|
CleanPool(&_engine_renew_pool);
|
|
AddBlockToPool(&_engine_renew_pool);
|
|
}
|