mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
638 lines
18 KiB
C
638 lines
18 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "variables.h"
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#include "debug.h"
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#include "functions.h"
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#include "engine.h"
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#include "train.h"
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#include "player.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_engine.h"
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#include "newgrf_station.h"
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#include "newgrf_spritegroup.h"
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// TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky
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typedef struct WagonOverride {
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byte *train_id;
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int trains;
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const 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, const SpriteGroup *group, byte *train_id, 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 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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wo->group = NULL;
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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 const SpriteGroup *engine_custom_sprites[TOTAL_NUM_ENGINES][NUM_GLOBAL_CID];
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static uint32 _engine_grf[TOTAL_NUM_ENGINES];
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void SetCustomEngineSprites(EngineID engine, byte cargo, const SpriteGroup *group)
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{
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assert(engine < TOTAL_NUM_ENGINES);
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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 -- replacing.", engine, cargo);
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}
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engine_custom_sprites[engine][cargo] = group;
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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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engine_custom_sprites[engine][cargo] = NULL;
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}
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_engine_grf[engine] = 0;
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}
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}
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void SetEngineGRF(EngineID engine, uint32 grfid)
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{
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assert(engine < TOTAL_NUM_ENGINES);
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_engine_grf[engine] = grfid;
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}
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uint32 GetEngineGRFID(EngineID engine)
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{
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assert(engine < TOTAL_NUM_ENGINES);
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return _engine_grf[engine];
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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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/* Vehicle Resolver Functions */
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static inline const Vehicle *GRV(const ResolverObject *object)
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{
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return object->scope == VSG_SCOPE_SELF ? object->vehicle.self : object->vehicle.parent;
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}
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static uint32 VehicleGetRandomBits(const ResolverObject *object)
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{
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return GRV(object) == NULL ? 0 : GRV(object)->random_bits;
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}
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static uint32 VehicleGetTriggers(const ResolverObject *object)
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{
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return GRV(object) == NULL ? 0 : GRV(object)->waiting_triggers;
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}
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static void VehicleSetTriggers(const ResolverObject *object, int triggers)
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{
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/* Evil cast to get around const-ness. This used to be achieved by an
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* innocent looking function pointer cast... Currently I cannot see a
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* way of avoiding this without removing consts deep within gui code.
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*/
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Vehicle *v = (Vehicle*)GRV(object);
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/* This function must only be called when processing triggers -- any
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* other time is an error. */
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assert(object->trigger != 0);
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if (v != NULL) v->waiting_triggers = triggers;
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}
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static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, byte parameter)
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{
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const Vehicle *v = GRV(object);
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if (v == NULL) {
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/* Vehicle does not exist, so we're in a purchase list */
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switch (variable) {
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case 0x43: return _current_player; /* Owner information */
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case 0x46: return 0; /* Motion counter */
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case 0xC4: return _cur_year; /* Build year */
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case 0xDA: return INVALID_VEHICLE; /* Next vehicle */
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default: return -1;
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}
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}
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/* Calculated vehicle parameters */
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switch (variable) {
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case 0x40: /* Get length of consist */
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case 0x41: /* Get length of same consecutive wagons */
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if (v->type != VEH_Train) return 1;
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{
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const Vehicle* u;
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byte chain_before = 0;
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byte chain_after = 0;
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for (u = GetFirstVehicleInChain(v); u != v; u = u->next) {
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chain_before++;
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if (variable == 0x41 && u->engine_type != v->engine_type) chain_before = 0;
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}
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while (u->next != NULL && (variable == 0x40 || u->next->engine_type == v->engine_type)) {
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chain_after++;
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u = u->next;
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}
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return chain_before | chain_after << 8 | (chain_before + chain_after) << 16;
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}
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case 0x43: /* Player information */
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return v->owner;
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case 0x46: /* Motion counter */
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return 0;
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}
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/* General vehicle properties */
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switch (variable - 0x80) {
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case 0x00: return v->type;
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case 0x01: return MapOldSubType(v);
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case 0x04: return v->index;
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case 0x05: return v->index & 0xFF;
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case 0x0A: return PackOrder(&v->current_order);
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case 0x0B: return PackOrder(&v->current_order) & 0xFF;
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case 0x0C: return v->num_orders;
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case 0x0D: return v->cur_order_index;
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case 0x10: return v->load_unload_time_rem;
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case 0x11: return v->load_unload_time_rem & 0xFF;
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case 0x12: return v->date_of_last_service;
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case 0x13: return v->date_of_last_service & 0xFF;
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case 0x14: return v->service_interval;
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case 0x15: return v->service_interval & 0xFF;
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case 0x16: return v->last_station_visited;
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case 0x17: return v->tick_counter;
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case 0x18: return v->max_speed;
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case 0x19: return v->max_speed & 0xFF;
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case 0x1A: return v->x_pos;
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case 0x1B: return v->x_pos & 0xFF;
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case 0x1C: return v->y_pos;
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case 0x1D: return v->y_pos & 0xFF;
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case 0x1E: return v->z_pos;
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case 0x1F: return v->direction;
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case 0x28: return v->cur_image;
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case 0x29: return v->cur_image & 0xFF;
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case 0x32: return v->vehstatus;
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case 0x33: return v->vehstatus;
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case 0x34: return v->cur_speed;
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case 0x35: return v->cur_speed & 0xFF;
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case 0x36: return v->subspeed;
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case 0x37: return v->acceleration;
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case 0x39: return v->cargo_type;
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case 0x3A: return v->cargo_cap;
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case 0x3B: return v->cargo_cap & 0xFF;
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case 0x3C: return v->cargo_count;
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case 0x3D: return v->cargo_count & 0xFF;
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case 0x3E: return v->cargo_source;
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case 0x3F: return v->cargo_days;
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case 0x40: return v->age;
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case 0x41: return v->age & 0xFF;
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case 0x42: return v->max_age;
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case 0x43: return v->max_age & 0xFF;
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case 0x44: return v->build_year;
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case 0x45: return v->unitnumber;
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case 0x46: return v->engine_type;
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case 0x47: return v->engine_type & 0xFF;
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case 0x48: return v->spritenum;
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case 0x49: return v->day_counter;
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case 0x4A: return v->breakdowns_since_last_service;
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case 0x4B: return v->breakdown_ctr;
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case 0x4C: return v->breakdown_delay;
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case 0x4D: return v->breakdown_chance;
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case 0x4E: return v->reliability;
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case 0x4F: return v->reliability & 0xFF;
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case 0x50: return v->reliability_spd_dec;
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case 0x51: return v->reliability_spd_dec & 0xFF;
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case 0x52: return v->profit_this_year;
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case 0x53: return v->profit_this_year & 0xFFFFFF;
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case 0x54: return v->profit_this_year & 0xFFFF;
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case 0x55: return v->profit_this_year & 0xFF;
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case 0x56: return v->profit_last_year;
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case 0x57: return v->profit_last_year & 0xFF;
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case 0x58: return v->profit_last_year;
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case 0x59: return v->profit_last_year & 0xFF;
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case 0x5A: return v->next == NULL ? INVALID_VEHICLE : v->next->index;
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case 0x5C: return v->value;
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case 0x5D: return v->value & 0xFFFFFF;
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case 0x5E: return v->value & 0xFFFF;
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case 0x5F: return v->value & 0xFF;
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case 0x60: return v->string_id;
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case 0x61: return v->string_id & 0xFF;
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case 0x72: return 0; // XXX Refit cycle
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case 0x7A: return v->random_bits;
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case 0x7B: return v->waiting_triggers;
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}
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/* Vehicle specific properties */
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switch (v->type) {
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case VEH_Train:
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switch (variable - 0x80) {
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case 0x62: return v->u.rail.track;
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case 0x66: return v->u.rail.railtype;
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case 0x73: return v->u.rail.cached_veh_length;
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case 0x74: return v->u.rail.cached_power;
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case 0x75: return v->u.rail.cached_power & 0xFFFFFF;
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case 0x76: return v->u.rail.cached_power & 0xFFFF;
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case 0x77: return v->u.rail.cached_power & 0xFF;
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case 0x7C: return v->first->index;
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case 0x7D: return v->first->index & 0xFF;
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}
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break;
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case VEH_Road:
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switch (variable - 0x80) {
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case 0x62: return v->u.road.state;
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case 0x64: return v->u.road.blocked_ctr;
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case 0x65: return v->u.road.blocked_ctr & 0xFF;
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case 0x66: return v->u.road.overtaking;
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case 0x67: return v->u.road.overtaking_ctr;
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case 0x68: return v->u.road.crashed_ctr;
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case 0x69: return v->u.road.crashed_ctr & 0xFF;
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}
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break;
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case VEH_Aircraft:
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switch (variable - 0x80) {
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// case 0x62: XXX Need to convert from ottd to ttdp state
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case 0x63: return v->u.air.targetairport;
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// case 0x66: XXX
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}
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break;
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}
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DEBUG(grf, 1)("Unhandled vehicle property 0x%X, type 0x%X", variable, v->type);
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return -1;
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}
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static uint32 VehicleResolveReal(const ResolverObject *object, uint num_loaded, uint num_loading, bool *in_motion)
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{
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const Vehicle *v = object->vehicle.self;
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uint totalsets;
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uint set;
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if (v == NULL) {
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*in_motion = false;
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return 0;
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}
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if (v->type == VEH_Train) {
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*in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
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} else {
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*in_motion = v->current_order.type != OT_LOADING;
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}
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totalsets = in_motion ? num_loaded : num_loading;
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if (v->cargo_count == v->cargo_cap || totalsets == 1) {
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set = totalsets - 1;
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} else if (v->cargo_count == 0 || totalsets == 2) {
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set = 0;
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} else {
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set = v->cargo_count * (totalsets - 2) / max(1, v->cargo_cap) + 1;
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}
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return set;
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}
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static inline void NewVehicleResolver(ResolverObject *res, const Vehicle *v)
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{
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res->GetRandomBits = &VehicleGetRandomBits;
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res->GetTriggers = &VehicleGetTriggers;
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res->SetTriggers = &VehicleSetTriggers;
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res->GetVariable = &VehicleGetVariable;
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res->ResolveReal = &VehicleResolveReal;
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res->vehicle.self = v;
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res->vehicle.parent = (v != NULL && v->type == VEH_Train) ? GetFirstVehicleInChain(v) : NULL;
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res->callback = 0;
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res->callback_param1 = 0;
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res->callback_param2 = 0;
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res->last_value = 0;
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res->trigger = 0;
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res->reseed = 0;
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}
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SpriteID GetCustomEngineSprite(EngineID engine, const Vehicle *v, Direction direction)
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{
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const SpriteGroup *group;
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ResolverObject object;
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CargoID cargo = GC_PURCHASE;
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NewVehicleResolver(&object, v);
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if (v != NULL) {
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cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
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assert(cargo != GC_INVALID);
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}
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group = engine_custom_sprites[engine][cargo];
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if (v != NULL && v->type == VEH_Train) {
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const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
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if (overset != NULL) group = overset;
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}
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group = Resolve(group, &object);
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if ((group == NULL || group->type != SGT_RESULT) && cargo != GC_DEFAULT) {
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// This group is empty but perhaps there'll be a default one.
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group = Resolve(engine_custom_sprites[engine][GC_DEFAULT], &object);
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}
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if (group == NULL || group->type != SGT_RESULT) return 0;
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return group->g.result.sprite + (direction % group->g.result.num_sprites);
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}
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/**
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* Check if a wagon is currently using a wagon override
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* @param v The wagon to check
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* @return true if it is using an override, false otherwise
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*/
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bool UsesWagonOverride(const Vehicle* v)
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{
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assert(v->type == VEH_Train);
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return GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine) != NULL;
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}
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/**
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* Evaluate a newgrf callback for vehicles
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* @param callback The callback to evalute
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* @param param1 First parameter of the callback
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* @param param2 Second parameter of the callback
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* @param engine Engine type of the vehicle to evaluate the callback for
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* @param vehicle The vehicle to evaluate the callback for, or NULL if it doesnt exist yet
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* @return The value the callback returned, or CALLBACK_FAILED if it failed
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*/
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uint16 GetVehicleCallback(byte callback, uint32 param1, uint32 param2, EngineID engine, const Vehicle *v)
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{
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const SpriteGroup *group;
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ResolverObject object;
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CargoID cargo;
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NewVehicleResolver(&object, v);
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object.callback = callback;
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object.callback_param1 = param1;
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object.callback_param2 = param2;
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cargo = (v == NULL) ? GC_PURCHASE : _global_cargo_id[_opt.landscape][v->cargo_type];
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group = engine_custom_sprites[engine][cargo];
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if (v != NULL && v->type == VEH_Train) {
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const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
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if (overset != NULL) group = overset;
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}
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group = Resolve(group, &object);
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if ((group == NULL || group->type != SGT_CALLBACK) && cargo != GC_DEFAULT) {
|
|
// This group is empty but perhaps there'll be a default one.
|
|
group = Resolve(engine_custom_sprites[engine][GC_DEFAULT], &object);
|
|
}
|
|
|
|
if (group == NULL || group->type != SGT_CALLBACK)
|
|
return CALLBACK_FAILED;
|
|
|
|
return group->g.callback.result;
|
|
}
|
|
|
|
|
|
static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, byte base_random_bits, bool first)
|
|
{
|
|
const SpriteGroup *group;
|
|
ResolverObject object;
|
|
CargoID cargo;
|
|
byte new_random_bits;
|
|
|
|
/* We can't trigger a non-existent vehicle... */
|
|
assert(v != NULL);
|
|
|
|
NewVehicleResolver(&object, v);
|
|
|
|
object.trigger = trigger;
|
|
|
|
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
|
|
group = engine_custom_sprites[v->engine_type][cargo];
|
|
|
|
if (v->type == VEH_Train) {
|
|
const SpriteGroup *overset = GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine);
|
|
if (overset != NULL) group = overset;
|
|
}
|
|
|
|
group = Resolve(group, &object);
|
|
if (group == NULL && v->cargo_type != GC_DEFAULT) {
|
|
// This group is empty but perhaps there'll be a default one.
|
|
group = Resolve(engine_custom_sprites[v->engine_type][GC_DEFAULT], &object);
|
|
}
|
|
|
|
/* Really return? */
|
|
if (group == NULL) return;
|
|
|
|
new_random_bits = Random();
|
|
v->random_bits &= ~object.reseed;
|
|
v->random_bits |= (first ? new_random_bits : base_random_bits) & object.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(v), 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 (v->next != NULL) DoTriggerVehicle(v->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 (v->next != NULL) DoTriggerVehicle(v->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 (v->next != NULL) DoTriggerVehicle(v->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void TriggerVehicle(Vehicle *v, VehicleTrigger trigger)
|
|
{
|
|
if (trigger == VEHICLE_TRIGGER_DEPOT) {
|
|
// store that the vehicle entered a depot this tick
|
|
VehicleEnteredDepotThisTick(v);
|
|
}
|
|
|
|
DoTriggerVehicle(v, trigger, 0, true);
|
|
}
|
|
|
|
StringID _engine_custom_names[TOTAL_NUM_ENGINES];
|
|
|
|
void SetCustomEngineName(EngineID engine, StringID name)
|
|
{
|
|
assert(engine < lengthof(_engine_custom_names));
|
|
_engine_custom_names[engine] = name;
|
|
}
|
|
|
|
void UnloadCustomEngineNames(void)
|
|
{
|
|
EngineID i;
|
|
for (i = 0; i < TOTAL_NUM_ENGINES; i++) {
|
|
_engine_custom_names[i] = 0;
|
|
}
|
|
}
|
|
|
|
StringID GetCustomEngineName(EngineID engine)
|
|
{
|
|
return _engine_custom_names[engine] == 0 ? _engine_name_strings[engine] : _engine_custom_names[engine];
|
|
}
|
|
|
|
// Functions for changing the order of vehicle purchase lists
|
|
// This is currently only implemented for rail vehicles.
|
|
static EngineID engine_list_order[NUM_TRAIN_ENGINES];
|
|
|
|
void ResetEngineListOrder(void)
|
|
{
|
|
EngineID i;
|
|
|
|
for (i = 0; i < NUM_TRAIN_ENGINES; i++)
|
|
engine_list_order[i] = i;
|
|
}
|
|
|
|
EngineID GetRailVehAtPosition(EngineID pos)
|
|
{
|
|
return engine_list_order[pos];
|
|
}
|
|
|
|
void AlterRailVehListOrder(EngineID engine, EngineID target)
|
|
{
|
|
EngineID i;
|
|
bool moving = false;
|
|
|
|
if (engine == target) return;
|
|
|
|
// First, remove our ID from the list.
|
|
for (i = 0; i < NUM_TRAIN_ENGINES - 1; i++) {
|
|
if (engine_list_order[i] == engine)
|
|
moving = true;
|
|
if (moving)
|
|
engine_list_order[i] = engine_list_order[i + 1];
|
|
}
|
|
|
|
// Now, insert it again, before the target engine.
|
|
for (i = NUM_TRAIN_ENGINES - 1; i > 0; i--) {
|
|
engine_list_order[i] = engine_list_order[i - 1];
|
|
if (engine_list_order[i] == target) {
|
|
engine_list_order[i - 1] = engine;
|
|
break;
|
|
}
|
|
}
|
|
}
|