OpenTTD-patches/newgrf_engine.c

638 lines
18 KiB
C

/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "variables.h"
#include "debug.h"
#include "functions.h"
#include "engine.h"
#include "train.h"
#include "player.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_station.h"
#include "newgrf_spritegroup.h"
// TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky
typedef struct WagonOverride {
byte *train_id;
int trains;
const SpriteGroup *group;
} WagonOverride;
typedef struct WagonOverrides {
int overrides_count;
WagonOverride *overrides;
} WagonOverrides;
static WagonOverrides _engine_wagon_overrides[TOTAL_NUM_ENGINES];
void SetWagonOverrideSprites(EngineID engine, const SpriteGroup *group, byte *train_id, int trains)
{
WagonOverrides *wos;
WagonOverride *wo;
wos = &_engine_wagon_overrides[engine];
wos->overrides_count++;
wos->overrides = realloc(wos->overrides,
wos->overrides_count * sizeof(*wos->overrides));
wo = &wos->overrides[wos->overrides_count - 1];
/* FIXME: If we are replacing an override, release original SpriteGroup
* to prevent leaks. But first we need to refcount the SpriteGroup.
* --pasky */
wo->group = group;
wo->trains = trains;
wo->train_id = malloc(trains);
memcpy(wo->train_id, train_id, trains);
}
static const SpriteGroup *GetWagonOverrideSpriteSet(EngineID engine, byte overriding_engine)
{
const WagonOverrides *wos = &_engine_wagon_overrides[engine];
int i;
// XXX: This could turn out to be a timesink on profiles. We could
// always just dedicate 65535 bytes for an [engine][train] trampoline
// for O(1). Or O(logMlogN) and searching binary tree or smt. like
// that. --pasky
for (i = 0; i < wos->overrides_count; i++) {
const WagonOverride *wo = &wos->overrides[i];
int j;
for (j = 0; j < wo->trains; j++) {
if (wo->train_id[j] == overriding_engine)
return wo->group;
}
}
return NULL;
}
/**
* Unload all wagon override sprite groups.
*/
void UnloadWagonOverrides(void)
{
WagonOverrides *wos;
WagonOverride *wo;
EngineID engine;
int i;
for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
wos = &_engine_wagon_overrides[engine];
for (i = 0; i < wos->overrides_count; i++) {
wo = &wos->overrides[i];
wo->group = NULL;
free(wo->train_id);
}
free(wos->overrides);
wos->overrides_count = 0;
wos->overrides = NULL;
}
}
// 0 - 28 are cargos, 29 is default, 30 is the advert (purchase list)
// (It isn't and shouldn't be like this in the GRF files since new cargo types
// may appear in future - however it's more convenient to store it like this in
// memory. --pasky)
static const SpriteGroup *engine_custom_sprites[TOTAL_NUM_ENGINES][NUM_GLOBAL_CID];
static uint32 _engine_grf[TOTAL_NUM_ENGINES];
void SetCustomEngineSprites(EngineID engine, byte cargo, const SpriteGroup *group)
{
assert(engine < TOTAL_NUM_ENGINES);
if (engine_custom_sprites[engine][cargo] != NULL) {
DEBUG(grf, 6)("SetCustomEngineSprites: engine `%d' cargo `%d' already has group -- replacing.", engine, cargo);
}
engine_custom_sprites[engine][cargo] = group;
}
/**
* Unload all engine sprite groups.
*/
void UnloadCustomEngineSprites(void)
{
EngineID engine;
CargoID cargo;
for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
for (cargo = 0; cargo < NUM_GLOBAL_CID; cargo++) {
engine_custom_sprites[engine][cargo] = NULL;
}
_engine_grf[engine] = 0;
}
}
void SetEngineGRF(EngineID engine, uint32 grfid)
{
assert(engine < TOTAL_NUM_ENGINES);
_engine_grf[engine] = grfid;
}
uint32 GetEngineGRFID(EngineID engine)
{
assert(engine < TOTAL_NUM_ENGINES);
return _engine_grf[engine];
}
static int MapOldSubType(const Vehicle *v)
{
if (v->type != VEH_Train) return v->subtype;
if (IsTrainEngine(v)) return 0;
if (IsFreeWagon(v)) return 4;
return 2;
}
/* Vehicle Resolver Functions */
static inline const Vehicle *GRV(const ResolverObject *object)
{
return object->scope == VSG_SCOPE_SELF ? object->vehicle.self : object->vehicle.parent;
}
static uint32 VehicleGetRandomBits(const ResolverObject *object)
{
return GRV(object) == NULL ? 0 : GRV(object)->random_bits;
}
static uint32 VehicleGetTriggers(const ResolverObject *object)
{
return GRV(object) == NULL ? 0 : GRV(object)->waiting_triggers;
}
static void VehicleSetTriggers(const ResolverObject *object, int triggers)
{
/* Evil cast to get around const-ness. This used to be achieved by an
* innocent looking function pointer cast... Currently I cannot see a
* way of avoiding this without removing consts deep within gui code.
*/
Vehicle *v = (Vehicle*)GRV(object);
/* This function must only be called when processing triggers -- any
* other time is an error. */
assert(object->trigger != 0);
if (v != NULL) v->waiting_triggers = triggers;
}
static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, byte parameter)
{
const Vehicle *v = GRV(object);
if (v == NULL) {
/* Vehicle does not exist, so we're in a purchase list */
switch (variable) {
case 0x43: return _current_player; /* Owner information */
case 0x46: return 0; /* Motion counter */
case 0xC4: return _cur_year; /* Build year */
case 0xDA: return INVALID_VEHICLE; /* Next vehicle */
default: return -1;
}
}
/* Calculated vehicle parameters */
switch (variable) {
case 0x40: /* Get length of consist */
case 0x41: /* Get length of same consecutive wagons */
if (v->type != VEH_Train) return 1;
{
const Vehicle* u;
byte chain_before = 0;
byte chain_after = 0;
for (u = GetFirstVehicleInChain(v); u != v; u = u->next) {
chain_before++;
if (variable == 0x41 && u->engine_type != v->engine_type) chain_before = 0;
}
while (u->next != NULL && (variable == 0x40 || u->next->engine_type == v->engine_type)) {
chain_after++;
u = u->next;
}
return chain_before | chain_after << 8 | (chain_before + chain_after) << 16;
}
case 0x43: /* Player information */
return v->owner;
case 0x46: /* Motion counter */
return 0;
}
/* General vehicle properties */
switch (variable - 0x80) {
case 0x00: return v->type;
case 0x01: return MapOldSubType(v);
case 0x04: return v->index;
case 0x05: return v->index & 0xFF;
case 0x0A: return PackOrder(&v->current_order);
case 0x0B: return PackOrder(&v->current_order) & 0xFF;
case 0x0C: return v->num_orders;
case 0x0D: return v->cur_order_index;
case 0x10: return v->load_unload_time_rem;
case 0x11: return v->load_unload_time_rem & 0xFF;
case 0x12: return v->date_of_last_service;
case 0x13: return v->date_of_last_service & 0xFF;
case 0x14: return v->service_interval;
case 0x15: return v->service_interval & 0xFF;
case 0x16: return v->last_station_visited;
case 0x17: return v->tick_counter;
case 0x18: return v->max_speed;
case 0x19: return v->max_speed & 0xFF;
case 0x1A: return v->x_pos;
case 0x1B: return v->x_pos & 0xFF;
case 0x1C: return v->y_pos;
case 0x1D: return v->y_pos & 0xFF;
case 0x1E: return v->z_pos;
case 0x1F: return v->direction;
case 0x28: return v->cur_image;
case 0x29: return v->cur_image & 0xFF;
case 0x32: return v->vehstatus;
case 0x33: return v->vehstatus;
case 0x34: return v->cur_speed;
case 0x35: return v->cur_speed & 0xFF;
case 0x36: return v->subspeed;
case 0x37: return v->acceleration;
case 0x39: return v->cargo_type;
case 0x3A: return v->cargo_cap;
case 0x3B: return v->cargo_cap & 0xFF;
case 0x3C: return v->cargo_count;
case 0x3D: return v->cargo_count & 0xFF;
case 0x3E: return v->cargo_source;
case 0x3F: return v->cargo_days;
case 0x40: return v->age;
case 0x41: return v->age & 0xFF;
case 0x42: return v->max_age;
case 0x43: return v->max_age & 0xFF;
case 0x44: return v->build_year;
case 0x45: return v->unitnumber;
case 0x46: return v->engine_type;
case 0x47: return v->engine_type & 0xFF;
case 0x48: return v->spritenum;
case 0x49: return v->day_counter;
case 0x4A: return v->breakdowns_since_last_service;
case 0x4B: return v->breakdown_ctr;
case 0x4C: return v->breakdown_delay;
case 0x4D: return v->breakdown_chance;
case 0x4E: return v->reliability;
case 0x4F: return v->reliability & 0xFF;
case 0x50: return v->reliability_spd_dec;
case 0x51: return v->reliability_spd_dec & 0xFF;
case 0x52: return v->profit_this_year;
case 0x53: return v->profit_this_year & 0xFFFFFF;
case 0x54: return v->profit_this_year & 0xFFFF;
case 0x55: return v->profit_this_year & 0xFF;
case 0x56: return v->profit_last_year;
case 0x57: return v->profit_last_year & 0xFF;
case 0x58: return v->profit_last_year;
case 0x59: return v->profit_last_year & 0xFF;
case 0x5A: return v->next == NULL ? INVALID_VEHICLE : v->next->index;
case 0x5C: return v->value;
case 0x5D: return v->value & 0xFFFFFF;
case 0x5E: return v->value & 0xFFFF;
case 0x5F: return v->value & 0xFF;
case 0x60: return v->string_id;
case 0x61: return v->string_id & 0xFF;
case 0x72: return 0; // XXX Refit cycle
case 0x7A: return v->random_bits;
case 0x7B: return v->waiting_triggers;
}
/* Vehicle specific properties */
switch (v->type) {
case VEH_Train:
switch (variable - 0x80) {
case 0x62: return v->u.rail.track;
case 0x66: return v->u.rail.railtype;
case 0x73: return v->u.rail.cached_veh_length;
case 0x74: return v->u.rail.cached_power;
case 0x75: return v->u.rail.cached_power & 0xFFFFFF;
case 0x76: return v->u.rail.cached_power & 0xFFFF;
case 0x77: return v->u.rail.cached_power & 0xFF;
case 0x7C: return v->first->index;
case 0x7D: return v->first->index & 0xFF;
}
break;
case VEH_Road:
switch (variable - 0x80) {
case 0x62: return v->u.road.state;
case 0x64: return v->u.road.blocked_ctr;
case 0x65: return v->u.road.blocked_ctr & 0xFF;
case 0x66: return v->u.road.overtaking;
case 0x67: return v->u.road.overtaking_ctr;
case 0x68: return v->u.road.crashed_ctr;
case 0x69: return v->u.road.crashed_ctr & 0xFF;
}
break;
case VEH_Aircraft:
switch (variable - 0x80) {
// case 0x62: XXX Need to convert from ottd to ttdp state
case 0x63: return v->u.air.targetairport;
// case 0x66: XXX
}
break;
}
DEBUG(grf, 1)("Unhandled vehicle property 0x%X, type 0x%X", variable, v->type);
return -1;
}
static uint32 VehicleResolveReal(const ResolverObject *object, uint num_loaded, uint num_loading, bool *in_motion)
{
const Vehicle *v = object->vehicle.self;
uint totalsets;
uint set;
if (v == NULL) {
*in_motion = false;
return 0;
}
if (v->type == VEH_Train) {
*in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
} else {
*in_motion = v->current_order.type != OT_LOADING;
}
totalsets = in_motion ? num_loaded : num_loading;
if (v->cargo_count == v->cargo_cap || totalsets == 1) {
set = totalsets - 1;
} else if (v->cargo_count == 0 || totalsets == 2) {
set = 0;
} else {
set = v->cargo_count * (totalsets - 2) / max(1, v->cargo_cap) + 1;
}
return set;
}
static inline void NewVehicleResolver(ResolverObject *res, const Vehicle *v)
{
res->GetRandomBits = &VehicleGetRandomBits;
res->GetTriggers = &VehicleGetTriggers;
res->SetTriggers = &VehicleSetTriggers;
res->GetVariable = &VehicleGetVariable;
res->ResolveReal = &VehicleResolveReal;
res->vehicle.self = v;
res->vehicle.parent = (v != NULL && v->type == VEH_Train) ? GetFirstVehicleInChain(v) : NULL;
res->callback = 0;
res->callback_param1 = 0;
res->callback_param2 = 0;
res->last_value = 0;
res->trigger = 0;
res->reseed = 0;
}
SpriteID GetCustomEngineSprite(EngineID engine, const Vehicle *v, Direction direction)
{
const SpriteGroup *group;
ResolverObject object;
CargoID cargo = GC_PURCHASE;
NewVehicleResolver(&object, v);
if (v != NULL) {
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
assert(cargo != GC_INVALID);
}
group = engine_custom_sprites[engine][cargo];
if (v != NULL && v->type == VEH_Train) {
const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
if (overset != NULL) group = overset;
}
group = Resolve(group, &object);
if ((group == NULL || group->type != SGT_RESULT) && 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_RESULT) return 0;
return group->g.result.sprite + (direction % group->g.result.num_sprites);
}
/**
* Check if a wagon is currently using a wagon override
* @param v The wagon to check
* @return true if it is using an override, false otherwise
*/
bool UsesWagonOverride(const Vehicle* v)
{
assert(v->type == VEH_Train);
return GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine) != NULL;
}
/**
* Evaluate a newgrf callback for vehicles
* @param callback The callback to evalute
* @param param1 First parameter of the callback
* @param param2 Second parameter of the callback
* @param engine Engine type of the vehicle to evaluate the callback for
* @param vehicle The vehicle to evaluate the callback for, or NULL if it doesnt exist yet
* @return The value the callback returned, or CALLBACK_FAILED if it failed
*/
uint16 GetVehicleCallback(byte callback, uint32 param1, uint32 param2, EngineID engine, const Vehicle *v)
{
const SpriteGroup *group;
ResolverObject object;
CargoID cargo;
NewVehicleResolver(&object, v);
object.callback = callback;
object.callback_param1 = param1;
object.callback_param2 = param2;
cargo = (v == NULL) ? GC_PURCHASE : _global_cargo_id[_opt.landscape][v->cargo_type];
group = engine_custom_sprites[engine][cargo];
if (v != NULL && v->type == VEH_Train) {
const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
if (overset != NULL) group = overset;
}
group = Resolve(group, &object);
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;
}
}
}