934 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			934 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "stdafx.h"
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#include "ttd.h"
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#include "table/strings.h"
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#include "engine.h"
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#include "table/engines.h"
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#include "gfx.h"
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#include "player.h"
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#include "command.h"
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#include "vehicle.h"
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#include "news.h"
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#include "saveload.h"
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#include "sprite.h"
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#define UPDATE_PLAYER_RAILTYPE(e,p) if ((byte)(e->railtype + 1) > p->max_railtype) p->max_railtype = e->railtype + 1;
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enum {
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	ENGINE_AVAILABLE = 1,
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	ENGINE_INTRODUCING = 2,
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	ENGINE_PREVIEWING = 4,
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};
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/* This maps per-landscape cargo ids to globally unique cargo ids usable ie. in
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 * the custom GRF files. It is basically just a transcribed table from
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 * TTDPatch's newgrf.txt. */
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byte _global_cargo_id[NUM_LANDSCAPE][NUM_CARGO] = {
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	/* LT_NORMAL */ {  0,  1,  2,  3,  4,  5,  6,  7,  8,  9, 10, 12 },
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	/* LT_HILLY */  {  0,  1,  2,  3,  4,  5,  6,  7, 28, 11, 10, 12 },
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	/* LT_DESERT */ {  0, 16,  2,  3, 13,  5,  6,  7, 14, 15, 10, 12 },
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	/* LT_CANDY */  {  0, 17,  2, 18, 19, 20, 21, 22, 23, 24, 25, 26 },
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	// 27 is paper in temperate climate in TTDPatch
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	// Following can be renumbered:
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	// 29 is the default cargo for the purpose of spritesets
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	// 30 is the purchase list image (the equivalent of 0xff) for the purpose of spritesets
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};
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/* These two arrays provide a reverse mapping. */
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byte _local_cargo_id_ctype[NUM_CID] = {
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	CT_PASSENGERS, CT_COAL, CT_MAIL, CT_OIL, CT_LIVESTOCK, CT_GOODS, CT_GRAIN, CT_WOOD, // 0-7
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	CT_IRON_ORE, CT_STEEL, CT_VALUABLES, CT_PAPER, CT_FOOD, CT_FRUIT, CT_COPPER_ORE, CT_WATER, // 8-15
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	CT_RUBBER, CT_SUGAR, CT_TOYS, CT_BATTERIES, CT_CANDY, CT_TOFFEE, CT_COLA, CT_COTTON_CANDY, // 16-23
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	CT_BUBBLES, CT_PLASTIC, CT_FIZZY_DRINKS, CT_PAPER /* unsup. */, CT_HILLY_UNUSED // 24-28
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};
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/* LT'th bit is set of the particular landscape if cargo available there.
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 * 1: LT_NORMAL, 2: LT_HILLY, 4: LT_DESERT, 8: LT_CANDY */
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byte _local_cargo_id_landscape[NUM_CID] = {
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	15, 3, 15, 7, 3, 7, 7, 7, 1, 1, 7, 2, 7, // 0-12
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	4, 4, 4, 4, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 1, 2, // 13-28
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};
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void ShowEnginePreviewWindow(int engine);
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void DeleteCustomEngineNames(void)
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{
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	uint i;
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	StringID old;
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	for(i=0; i!=TOTAL_NUM_ENGINES; i++) {
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		old = _engine_name_strings[i];
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		_engine_name_strings[i] = i + STR_8000_KIRBY_PAUL_TANK_STEAM;
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		DeleteName(old);
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	}
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	_vehicle_design_names &= ~1;
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}
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void LoadCustomEngineNames(void)
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{
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	// XXX: not done */
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	DEBUG(misc, 1) ("LoadCustomEngineNames: not done");
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}
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static void SetupEngineNames(void)
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{
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	uint i;
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	for(i=0; i!=TOTAL_NUM_ENGINES; i++)
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		_engine_name_strings[i] = STR_SV_EMPTY;
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	DeleteCustomEngineNames();
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	LoadCustomEngineNames();
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}
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static void AdjustAvailAircraft(void)
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{
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	uint16 date = _date;
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	byte avail = 0;
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	if (date >= 12784) avail |= 2; // big airport
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	if (date < 14610 || _patches.always_small_airport) avail |= 1;  // small airport
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	if (date >= 15706) avail |= 4; // enable heliport
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	if (avail != _avail_aircraft) {
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		_avail_aircraft = avail;
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		InvalidateWindow(WC_BUILD_STATION, 0);
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	}
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}
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static void CalcEngineReliability(Engine *e)
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{
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	uint age = e->age;
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	if (age < e->duration_phase_1) {
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		uint start = e->reliability_start;
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		e->reliability = age * (e->reliability_max - start) / e->duration_phase_1 + start;
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	} else if ((age -= e->duration_phase_1) < e->duration_phase_2) {
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		e->reliability = e->reliability_max;
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	} else if ((age -= e->duration_phase_2) < e->duration_phase_3) {
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		uint max = e->reliability_max;
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		e->reliability = (int)age * (int)(e->reliability_final - max) / e->duration_phase_3 + max;
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	} else {
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		// time's up for this engine
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		// make it either available to all players (if never_expire_vehicles is enabled and if it was available earlier)
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		// or disable this engine completely
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		e->player_avail = (_patches.never_expire_vehicles && e->player_avail)? -1 : 0;
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		e->reliability = e->reliability_final;
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	}
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}
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void AddTypeToEngines(void)
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{
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	Engine *e;
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	uint32 counter = 0;
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	for(e=_engines; e != endof(_engines); e++, counter++) {
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		e->type = VEH_Train;
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		if 	(counter >= ROAD_ENGINES_INDEX) {
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			e->type = VEH_Road;
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			if 	(counter >= SHIP_ENGINES_INDEX) {
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				e->type = VEH_Ship;
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				if 	(counter >= AIRCRAFT_ENGINES_INDEX) {
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					e->type = VEH_Aircraft;
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					if 	(counter >= TOTAL_NUM_ENGINES) {
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						e->type = VEH_Special;
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					}
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				}
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			}
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		}
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	}
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}
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void StartupEngines(void)
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{
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	Engine *e;
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	const EngineInfo *ei;
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	uint32 r, counter = 0;
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	SetupEngineNames();
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	for(e=_engines, ei=_engine_info; e != endof(_engines); e++, ei++, counter++) {
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		e->age = 0;
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		e->railtype = ei->railtype_climates >> 4;
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		e->flags = 0;
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		e->player_avail = 0;
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		r = Random();
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		e->intro_date = (uint16)((r & 0x1FF) + ei->base_intro);
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		if (e->intro_date <= _date) {
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			e->age = (_date - e->intro_date) >> 5;
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			e->player_avail = (byte)-1;
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			e->flags |= ENGINE_AVAILABLE;
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		}
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		e->reliability_start = (uint16)(((r >> 16) & 0x3fff) + 0x7AE0);
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		r = Random();
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		e->reliability_max = (uint16)((r & 0x3fff) + 0xbfff);
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		e->reliability_final = (uint16)(((r>>16) & 0x3fff) + 0x3fff);
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		r = Random();
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		e->duration_phase_1 = (uint16)((r & 0x1F) + 7);
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		e->duration_phase_2 = (uint16)(((r >> 5) & 0xF) + ei->base_life * 12 - 96);
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		e->duration_phase_3 = (uint16)(((r >> 9) & 0x7F) + 120);
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		e->reliability_spd_dec = (ei->unk2&0x7F) << 2;
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		/* my invented flag for something that is a wagon */
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		if (ei->unk2 & 0x80) {
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			e->age = 0xFFFF;
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		} else {
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			CalcEngineReliability(e);
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		}
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		e->lifelength = ei->lifelength + _patches.extend_vehicle_life;
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		// prevent certain engines from ever appearing.
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		if (!HASBIT(ei->railtype_climates, _opt.landscape)) {
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			e->flags |= ENGINE_AVAILABLE;
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			e->player_avail = 0;
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		}
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		/* This sets up type for the engine
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		   It is needed if you want to ask the engine what type it is
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		   It should hopefully be the same as when you ask a vehicle what it is
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		   but using this, you can ask what type an engine number is
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		   even if it is not a vehicle (yet)*/
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	}
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	AdjustAvailAircraft();
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}
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uint32 _engine_refit_masks[256];
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// TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky
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struct WagonOverride {
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	byte *train_id;
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	int trains;
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	struct SpriteGroup group;
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};
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static struct WagonOverrides {
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	int overrides_count;
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	struct WagonOverride *overrides;
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} _engine_wagon_overrides[256];
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void SetWagonOverrideSprites(byte engine, struct SpriteGroup *group,
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                             byte *train_id, int trains)
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{
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	struct WagonOverrides *wos;
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	struct 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(struct WagonOverride));
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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 struct SpriteGroup *GetWagonOverrideSpriteSet(byte engine, byte overriding_engine)
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{
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	struct 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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		struct WagonOverride *wo = &wos->overrides[i];
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		int j;
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		for (j = 0; j < wo->trains; j++) {
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			if (wo->train_id[j] == overriding_engine)
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				return &wo->group;
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		}
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	}
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	return NULL;
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}
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byte _engine_original_sprites[256];
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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 struct SpriteGroup _engine_custom_sprites[256][NUM_CID];
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void SetCustomEngineSprites(byte engine, byte cargo, struct SpriteGroup *group)
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{
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	/* FIXME: If we are replacing an override, release original SpriteGroup
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	 * to prevent leaks. But first we need to refcount the SpriteGroup.
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	 * --pasky */
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	_engine_custom_sprites[engine][cargo] = *group;
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}
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typedef struct RealSpriteGroup *(*resolve_callback)(struct SpriteGroup *spritegroup,
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                                                    struct Vehicle *veh,
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                                                    void *callback); /* XXX data pointer used as function pointer */
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static struct RealSpriteGroup *
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ResolveVehicleSpriteGroup(struct SpriteGroup *spritegroup, struct Vehicle *veh,
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			  resolve_callback callback)
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{
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	//debug("spgt %d", spritegroup->type);
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	switch (spritegroup->type) {
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		case SGT_REAL:
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			return &spritegroup->g.real;
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		case SGT_DETERMINISTIC: {
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			struct DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
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			struct SpriteGroup *target;
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			int value = -1;
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			//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
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			if ((dsg->variable >> 6) == 0) {
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				/* General property */
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				value = GetDeterministicSpriteValue(dsg->variable);
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			} else {
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				/* Vehicle-specific property. */
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				if (veh == NULL) {
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					/* We are in a purchase list of something,
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					 * and we are checking for something undefined.
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					 * That means we should get the first target
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					 * (NOT the default one). */
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					if (dsg->num_ranges > 0) {
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						target = &dsg->ranges[0].group;
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					} else {
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						target = dsg->default_group;
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					}
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					return callback(target, NULL, callback);
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				}
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				if (dsg->var_scope == VSG_SCOPE_PARENT) {
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					/* First engine in the vehicle chain */
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					if (veh->type == VEH_Train)
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						veh = GetFirstVehicleInChain(veh);
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				}
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				if (dsg->variable == 0x40) {
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					if (veh->type == VEH_Train) {
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						Vehicle *u = GetFirstVehicleInChain(veh);
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						byte chain_before = 0, chain_after = 0;
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						while (u != veh) {
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							u = u->next;
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							chain_before++;
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						}
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						while (u->next != NULL) {
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							u = u->next;
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							chain_after++;
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						};
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						value = chain_before << 16 | chain_after << 8
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						        | (chain_before + chain_after + 1);
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					} else {
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						value = 1; /* 1 vehicle in the chain */
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					}
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				} else {
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					// TTDPatch runs on little-endian arch;
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					// Variable is 0x80 + offset in TTD's vehicle structure
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					switch (dsg->variable - 0x80) {
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#define veh_prop(id_, value_) case (id_): value = (value_); break
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						veh_prop(0x00, veh->type);
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						veh_prop(0x01, veh->subtype);
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						veh_prop(0x04, veh->index);
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						veh_prop(0x05, veh->index & 0xFF);
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						/* XXX? Is THIS right? */
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						veh_prop(0x0A, PackOrder(&veh->current_order));
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						veh_prop(0x0B, PackOrder(&veh->current_order) & 0xff);
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						veh_prop(0x0C, veh->num_orders);
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						veh_prop(0x0D, veh->cur_order_index);
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						veh_prop(0x10, veh->load_unload_time_rem);
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						veh_prop(0x11, veh->load_unload_time_rem & 0xFF);
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						veh_prop(0x12, veh->date_of_last_service);
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						veh_prop(0x13, veh->date_of_last_service & 0xFF);
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						veh_prop(0x14, veh->service_interval);
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						veh_prop(0x15, veh->service_interval & 0xFF);
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						veh_prop(0x16, veh->last_station_visited);
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						veh_prop(0x17, veh->tick_counter);
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						veh_prop(0x18, veh->max_speed);
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						veh_prop(0x19, veh->max_speed & 0xFF);
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						veh_prop(0x1F, veh->direction);
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						veh_prop(0x28, veh->cur_image);
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						veh_prop(0x29, veh->cur_image & 0xFF);
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						veh_prop(0x32, veh->vehstatus);
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						veh_prop(0x33, veh->vehstatus);
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						veh_prop(0x34, veh->cur_speed);
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						veh_prop(0x35, veh->cur_speed & 0xFF);
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						veh_prop(0x36, veh->subspeed);
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						veh_prop(0x37, veh->acceleration);
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						veh_prop(0x39, veh->cargo_type);
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						veh_prop(0x3A, veh->cargo_cap);
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						veh_prop(0x3B, veh->cargo_cap & 0xFF);
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						veh_prop(0x3C, veh->cargo_count);
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						veh_prop(0x3D, veh->cargo_count & 0xFF);
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						veh_prop(0x3E, veh->cargo_source); // Probably useless; so what
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						veh_prop(0x3F, veh->cargo_days);
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						veh_prop(0x40, veh->age);
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						veh_prop(0x41, veh->age & 0xFF);
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						veh_prop(0x42, veh->max_age);
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						veh_prop(0x43, veh->max_age & 0xFF);
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						veh_prop(0x44, veh->build_year);
 | 
						|
						veh_prop(0x45, veh->unitnumber);
 | 
						|
						veh_prop(0x46, veh->engine_type);
 | 
						|
						veh_prop(0x47, veh->engine_type & 0xFF);
 | 
						|
						veh_prop(0x48, veh->spritenum);
 | 
						|
						veh_prop(0x49, veh->day_counter);
 | 
						|
						veh_prop(0x4A, veh->breakdowns_since_last_service);
 | 
						|
						veh_prop(0x4B, veh->breakdown_ctr);
 | 
						|
						veh_prop(0x4C, veh->breakdown_delay);
 | 
						|
						veh_prop(0x4D, veh->breakdown_chance);
 | 
						|
						veh_prop(0x4E, veh->reliability);
 | 
						|
						veh_prop(0x4F, veh->reliability & 0xFF);
 | 
						|
						veh_prop(0x50, veh->reliability_spd_dec);
 | 
						|
						veh_prop(0x51, veh->reliability_spd_dec & 0xFF);
 | 
						|
						veh_prop(0x52, veh->profit_this_year);
 | 
						|
						veh_prop(0x53, veh->profit_this_year & 0xFFFFFF);
 | 
						|
						veh_prop(0x54, veh->profit_this_year & 0xFFFF);
 | 
						|
						veh_prop(0x55, veh->profit_this_year & 0xFF);
 | 
						|
						veh_prop(0x56, veh->profit_last_year);
 | 
						|
						veh_prop(0x57, veh->profit_last_year & 0xFF);
 | 
						|
						veh_prop(0x58, veh->profit_last_year);
 | 
						|
						veh_prop(0x59, veh->profit_last_year & 0xFF);
 | 
						|
/*						veh_prop(0x5A, veh->next_in_chain_old);
 | 
						|
						veh_prop(0x5B, veh->next_in_chain_old & 0xFF);*/
 | 
						|
						veh_prop(0x5C, veh->value);
 | 
						|
						veh_prop(0x5D, veh->value & 0xFFFFFF);
 | 
						|
						veh_prop(0x5E, veh->value & 0xFFFF);
 | 
						|
						veh_prop(0x5F, veh->value & 0xFF);
 | 
						|
						veh_prop(0x60, veh->string_id);
 | 
						|
						veh_prop(0x61, veh->string_id & 0xFF);
 | 
						|
						/* 00h..07h=sub image? 40h=in tunnel; actually some kind of status
 | 
						|
						 * aircraft: >=13h when in flight
 | 
						|
						 * train, ship: 80h=in depot
 | 
						|
						 * rv: 0feh=in depot */
 | 
						|
						/* TODO veh_prop(0x62, veh->???); */
 | 
						|
 | 
						|
						/* TODO: The rest is per-vehicle, I hope no GRF file looks so far.
 | 
						|
						 * But they won't let us have an easy ride so surely *some* GRF
 | 
						|
						 * file does. So someone needs to do this too. --pasky */
 | 
						|
 | 
						|
#undef veh_prop
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			target = value != -1 ? EvalDeterministicSpriteGroup(dsg, value) : dsg->default_group;
 | 
						|
			//debug("Resolved variable %x: %d, %p", dsg->variable, value, callback);
 | 
						|
			return callback(target, veh, callback);
 | 
						|
		}
 | 
						|
 | 
						|
		case SGT_RANDOMIZED: {
 | 
						|
			struct RandomizedSpriteGroup *rsg = &spritegroup->g.random;
 | 
						|
 | 
						|
			if (veh == NULL) {
 | 
						|
				/* Purchase list of something. Show the first one. */
 | 
						|
				assert(rsg->num_groups > 0);
 | 
						|
				//debug("going for %p: %d", rsg->groups[0], rsg->groups[0].type);
 | 
						|
				return callback(&rsg->groups[0], NULL, callback);
 | 
						|
			}
 | 
						|
 | 
						|
			if (rsg->var_scope == VSG_SCOPE_PARENT) {
 | 
						|
				/* First engine in the vehicle chain */
 | 
						|
				if (veh->type == VEH_Train)
 | 
						|
					veh = GetFirstVehicleInChain(veh);
 | 
						|
			}
 | 
						|
 | 
						|
			return callback(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback);
 | 
						|
		}
 | 
						|
 | 
						|
		default:
 | 
						|
			error("I don't know how to handle such a spritegroup %d!", spritegroup->type);
 | 
						|
			return NULL;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static struct SpriteGroup *GetVehicleSpriteGroup(byte engine, Vehicle *v)
 | 
						|
{
 | 
						|
	struct SpriteGroup *group;
 | 
						|
	uint16 overriding_engine = -1;
 | 
						|
	byte cargo = CID_PURCHASE;
 | 
						|
 | 
						|
	if (v != NULL) {
 | 
						|
		overriding_engine = v->type == VEH_Train ? v->u.rail.first_engine : -1;
 | 
						|
		cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
 | 
						|
	}
 | 
						|
 | 
						|
	group = &_engine_custom_sprites[engine][cargo];
 | 
						|
 | 
						|
	if (overriding_engine != 0xffff) {
 | 
						|
		struct SpriteGroup *overset;
 | 
						|
 | 
						|
		overset = GetWagonOverrideSpriteSet(engine, overriding_engine);
 | 
						|
		if (overset) group = overset;
 | 
						|
	}
 | 
						|
 | 
						|
	return group;
 | 
						|
}
 | 
						|
 | 
						|
int GetCustomEngineSprite(byte engine, Vehicle *v, byte direction)
 | 
						|
{
 | 
						|
	struct SpriteGroup *group;
 | 
						|
	struct RealSpriteGroup *rsg;
 | 
						|
	byte cargo = CID_PURCHASE;
 | 
						|
	byte loaded = 0;
 | 
						|
	bool in_motion = 0;
 | 
						|
	int totalsets, spriteset;
 | 
						|
	int r;
 | 
						|
 | 
						|
	if (v != NULL) {
 | 
						|
		int capacity = v->cargo_cap;
 | 
						|
 | 
						|
		cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
 | 
						|
		if (capacity == 0) capacity = 1;
 | 
						|
		loaded = (v->cargo_count * 100) / capacity;
 | 
						|
		in_motion = (v->cur_speed != 0);
 | 
						|
	}
 | 
						|
 | 
						|
	group = GetVehicleSpriteGroup(engine, v);
 | 
						|
	rsg = ResolveVehicleSpriteGroup(group, v, (resolve_callback) ResolveVehicleSpriteGroup);
 | 
						|
 | 
						|
	if (rsg->sprites_per_set == 0 && cargo != 29) { /* XXX magic number */
 | 
						|
		// This group is empty but perhaps there'll be a default one.
 | 
						|
		rsg = ResolveVehicleSpriteGroup(&_engine_custom_sprites[engine][29], v,
 | 
						|
		                                (resolve_callback) ResolveVehicleSpriteGroup);
 | 
						|
	}
 | 
						|
 | 
						|
	if (!rsg->sprites_per_set) {
 | 
						|
		// This group is empty. This function users should therefore
 | 
						|
		// look up the sprite number in _engine_original_sprites.
 | 
						|
		return 0;
 | 
						|
	}
 | 
						|
 | 
						|
	direction %= 8;
 | 
						|
	if (rsg->sprites_per_set == 4)
 | 
						|
		direction %= 4;
 | 
						|
 | 
						|
	totalsets = in_motion ? rsg->loaded_count : rsg->loading_count;
 | 
						|
 | 
						|
	// My aim here is to make it possible to visually determine absolutely
 | 
						|
	// empty and totally full vehicles. --pasky
 | 
						|
	if (loaded == 100 || totalsets == 1) { // full
 | 
						|
		spriteset = totalsets - 1;
 | 
						|
	} else if (loaded == 0 || totalsets == 2) { // empty
 | 
						|
		spriteset = 0;
 | 
						|
	} else { // something inbetween
 | 
						|
		spriteset = loaded * (totalsets - 2) / 100 + 1;
 | 
						|
		// correct possible rounding errors
 | 
						|
		if (!spriteset)
 | 
						|
			spriteset = 1;
 | 
						|
		else if (spriteset == totalsets - 1)
 | 
						|
			spriteset--;
 | 
						|
	}
 | 
						|
 | 
						|
	r = (in_motion ? rsg->loaded[spriteset] : rsg->loading[spriteset]) + direction;
 | 
						|
	return r;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
// Global variables are evil, yes, but we would end up with horribly overblown
 | 
						|
// calling convention otherwise and this should be 100% reentrant.
 | 
						|
static byte _vsg_random_triggers;
 | 
						|
static byte _vsg_bits_to_reseed;
 | 
						|
 | 
						|
extern int _custom_sprites_base;
 | 
						|
 | 
						|
static struct RealSpriteGroup *
 | 
						|
TriggerVehicleSpriteGroup(struct SpriteGroup *spritegroup, struct Vehicle *veh,
 | 
						|
			  resolve_callback callback)
 | 
						|
{
 | 
						|
	if (spritegroup->type == SGT_RANDOMIZED)
 | 
						|
		_vsg_bits_to_reseed |= RandomizedSpriteGroupTriggeredBits(&spritegroup->g.random,
 | 
						|
		                                                         _vsg_random_triggers,
 | 
						|
		                                                         &veh->waiting_triggers);
 | 
						|
 | 
						|
	return ResolveVehicleSpriteGroup(spritegroup, veh, callback);
 | 
						|
}
 | 
						|
 | 
						|
static void DoTriggerVehicle(Vehicle *veh, enum VehicleTrigger trigger, byte base_random_bits, bool first)
 | 
						|
{
 | 
						|
	struct RealSpriteGroup *rsg;
 | 
						|
	byte new_random_bits;
 | 
						|
 | 
						|
	_vsg_random_triggers = trigger;
 | 
						|
	_vsg_bits_to_reseed = 0;
 | 
						|
	rsg = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh,
 | 
						|
	                                (resolve_callback) TriggerVehicleSpriteGroup);
 | 
						|
	if (rsg->sprites_per_set == 0 && veh->cargo_type != 29) { /* XXX magic number */
 | 
						|
		// This group turned out to be empty but perhaps there'll be a default one.
 | 
						|
		rsg = TriggerVehicleSpriteGroup(&_engine_custom_sprites[veh->engine_type][29], veh,
 | 
						|
						(resolve_callback) TriggerVehicleSpriteGroup);
 | 
						|
	}
 | 
						|
	new_random_bits = Random();
 | 
						|
	veh->random_bits &= ~_vsg_bits_to_reseed;
 | 
						|
	veh->random_bits |= (first ? new_random_bits : base_random_bits) & _vsg_bits_to_reseed;
 | 
						|
 | 
						|
	switch (trigger) {
 | 
						|
		case VEHICLE_TRIGGER_NEW_CARGO:
 | 
						|
			/* All vehicles in chain get ANY_NEW_CARGO trigger now.
 | 
						|
			 * So we call it for the first one and they will recurse. */
 | 
						|
			/* Indexing part of vehicle random bits needs to be
 | 
						|
			 * same for all triggered vehicles in the chain (to get
 | 
						|
			 * all the random-cargo wagons carry the same cargo,
 | 
						|
			 * i.e.), so we give them all the NEW_CARGO triggered
 | 
						|
			 * vehicle's portion of random bits. */
 | 
						|
			assert(first);
 | 
						|
			DoTriggerVehicle(GetFirstVehicleInChain(veh), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
 | 
						|
			break;
 | 
						|
		case VEHICLE_TRIGGER_DEPOT:
 | 
						|
			/* We now trigger the next vehicle in chain recursively.
 | 
						|
			 * The random bits portions may be different for each
 | 
						|
			 * vehicle in chain. */
 | 
						|
			if (veh->next != NULL)
 | 
						|
				DoTriggerVehicle(veh->next, trigger, 0, true);
 | 
						|
			break;
 | 
						|
		case VEHICLE_TRIGGER_EMPTY:
 | 
						|
			/* We now trigger the next vehicle in chain
 | 
						|
			 * recursively.  The random bits portions must be same
 | 
						|
			 * for each vehicle in chain, so we give them all
 | 
						|
			 * first chained vehicle's portion of random bits. */
 | 
						|
			if (veh->next != NULL)
 | 
						|
				DoTriggerVehicle(veh->next, trigger, first ? new_random_bits : base_random_bits, false);
 | 
						|
			break;
 | 
						|
		case VEHICLE_TRIGGER_ANY_NEW_CARGO:
 | 
						|
			/* Now pass the trigger recursively to the next vehicle
 | 
						|
			 * in chain. */
 | 
						|
			assert(!first);
 | 
						|
			if (veh->next != NULL)
 | 
						|
				DoTriggerVehicle(veh->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void TriggerVehicle(Vehicle *veh, enum VehicleTrigger trigger)
 | 
						|
{
 | 
						|
	DoTriggerVehicle(veh, trigger, 0, true);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static char *_engine_custom_names[256];
 | 
						|
 | 
						|
void SetCustomEngineName(int engine, char *name)
 | 
						|
{
 | 
						|
	_engine_custom_names[engine] = strdup(name);
 | 
						|
}
 | 
						|
 | 
						|
StringID GetCustomEngineName(int engine)
 | 
						|
{
 | 
						|
	if (!_engine_custom_names[engine])
 | 
						|
		return _engine_name_strings[engine];
 | 
						|
	strncpy(_userstring, _engine_custom_names[engine], USERSTRING_LEN);
 | 
						|
	_userstring[USERSTRING_LEN - 1] = '\0';
 | 
						|
	return STR_SPEC_USERSTRING;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void AcceptEnginePreview(Engine *e, int player)
 | 
						|
{
 | 
						|
	Player *p;
 | 
						|
 | 
						|
	SETBIT(e->player_avail, player);
 | 
						|
 | 
						|
	p = DEREF_PLAYER(player);
 | 
						|
 | 
						|
	UPDATE_PLAYER_RAILTYPE(e,p);
 | 
						|
 | 
						|
	e->preview_player = 0xFF;
 | 
						|
	InvalidateWindowClasses(WC_BUILD_VEHICLE);
 | 
						|
	InvalidateWindowClasses(WC_REPLACE_VEHICLE);
 | 
						|
}
 | 
						|
 | 
						|
void EnginesDailyLoop(void)
 | 
						|
{
 | 
						|
	Engine *e;
 | 
						|
	int i,num;
 | 
						|
	Player *p;
 | 
						|
	uint mask;
 | 
						|
	int32 best_hist;
 | 
						|
	int best_player;
 | 
						|
 | 
						|
	if (_cur_year >= 130)
 | 
						|
		return;
 | 
						|
 | 
						|
	for(e=_engines,i=0; i!=TOTAL_NUM_ENGINES; e++,i++) {
 | 
						|
		if (e->flags & ENGINE_INTRODUCING) {
 | 
						|
			if (e->flags & ENGINE_PREVIEWING) {
 | 
						|
				if (e->preview_player != 0xFF && !--e->preview_wait) {
 | 
						|
					e->flags &= ~ENGINE_PREVIEWING;
 | 
						|
					DeleteWindowById(WC_ENGINE_PREVIEW, i);
 | 
						|
					e->preview_player++;
 | 
						|
				}
 | 
						|
			} else if (e->preview_player != 0xFF) {
 | 
						|
				num = e->preview_player;
 | 
						|
				mask = 0;
 | 
						|
				do {
 | 
						|
					best_hist = -1;
 | 
						|
					best_player = -1;
 | 
						|
					FOR_ALL_PLAYERS(p) {
 | 
						|
						if (p->is_active && p->block_preview == 0 && !HASBIT(mask,p->index) &&
 | 
						|
								p->old_economy[0].performance_history > best_hist) {
 | 
						|
							best_hist = p->old_economy[0].performance_history;
 | 
						|
							best_player = p->index;
 | 
						|
						}
 | 
						|
					}
 | 
						|
					if (best_player == -1) {
 | 
						|
						e->preview_player = 0xFF;
 | 
						|
						goto next_engine;
 | 
						|
					}
 | 
						|
					mask |= (1 << best_player);
 | 
						|
				} while (--num != 0);
 | 
						|
 | 
						|
				if (!IS_HUMAN_PLAYER(best_player)) {
 | 
						|
					/* TTDBUG: TTD has a bug here */
 | 
						|
					AcceptEnginePreview(e, best_player);
 | 
						|
				} else {
 | 
						|
					e->flags |= ENGINE_PREVIEWING;
 | 
						|
					e->preview_wait = 20;
 | 
						|
					if (IS_INTERACTIVE_PLAYER(best_player)) {
 | 
						|
						ShowEnginePreviewWindow(i);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		next_engine:;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
int32 CmdWantEnginePreview(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 | 
						|
{
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		AcceptEnginePreview(&_engines[p1], _current_player);
 | 
						|
	}
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
// Determine if an engine type is a wagon (and not a loco)
 | 
						|
static bool IsWagon(byte index)
 | 
						|
{
 | 
						|
	return index < NUM_TRAIN_ENGINES && RailVehInfo(index)->flags & RVI_WAGON;
 | 
						|
}
 | 
						|
 | 
						|
static void NewVehicleAvailable(Engine *e)
 | 
						|
{
 | 
						|
	Vehicle *v;
 | 
						|
	Player *p;
 | 
						|
	int index = e - _engines;
 | 
						|
 | 
						|
	// In case the player didn't build the vehicle during the intro period,
 | 
						|
	// prevent that player from getting future intro periods for a while.
 | 
						|
	if (e->flags&ENGINE_INTRODUCING) {
 | 
						|
		FOR_ALL_PLAYERS(p) {
 | 
						|
			uint block_preview = p->block_preview;
 | 
						|
 | 
						|
			if (!HASBIT(e->player_avail,p->index))
 | 
						|
				continue;
 | 
						|
 | 
						|
			/* We assume the user did NOT build it.. prove me wrong ;) */
 | 
						|
			p->block_preview = 20;
 | 
						|
 | 
						|
			FOR_ALL_VEHICLES(v) {
 | 
						|
				if (v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship ||
 | 
						|
						(v->type == VEH_Aircraft && v->subtype <= 2)) {
 | 
						|
					if (v->owner == p->index && v->engine_type == index) {
 | 
						|
						/* The user did prove me wrong, so restore old value */
 | 
						|
						p->block_preview = block_preview;
 | 
						|
						break;
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	e->flags = (e->flags & ~ENGINE_INTRODUCING) | ENGINE_AVAILABLE;
 | 
						|
	InvalidateWindowClasses(WC_BUILD_VEHICLE);
 | 
						|
	InvalidateWindowClasses(WC_REPLACE_VEHICLE);
 | 
						|
 | 
						|
	// Now available for all players
 | 
						|
	e->player_avail = (byte)-1;
 | 
						|
 | 
						|
	// Do not introduce new rail wagons
 | 
						|
	if (IsWagon(index))
 | 
						|
		return;
 | 
						|
 | 
						|
	// make maglev / monorail available
 | 
						|
	FOR_ALL_PLAYERS(p) {
 | 
						|
		if (p->is_active)
 | 
						|
			UPDATE_PLAYER_RAILTYPE(e,p);
 | 
						|
	}
 | 
						|
 | 
						|
	if ((byte)index < NUM_TRAIN_ENGINES) {
 | 
						|
		AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_TRAINAVAIL), 0, 0);
 | 
						|
	} else if ((byte)index < NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES) {
 | 
						|
		AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_ROADAVAIL), 0, 0);
 | 
						|
	} else if ((byte)index < NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES + NUM_SHIP_ENGINES) {
 | 
						|
		AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_SHIPAVAIL), 0, 0);
 | 
						|
	} else {
 | 
						|
		AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_AIRCRAFTAVAIL), 0, 0);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void EnginesMonthlyLoop(void)
 | 
						|
{
 | 
						|
	Engine *e;
 | 
						|
 | 
						|
	if (_cur_year < 130) {
 | 
						|
		for(e=_engines; e != endof(_engines); e++) {
 | 
						|
			// Age the vehicle
 | 
						|
			if (e->flags&ENGINE_AVAILABLE && e->age != 0xFFFF) {
 | 
						|
				e->age++;
 | 
						|
				CalcEngineReliability(e);
 | 
						|
			}
 | 
						|
 | 
						|
			if (!(e->flags & ENGINE_AVAILABLE) && (uint16)(_date - min(_date, 365)) >= e->intro_date) {
 | 
						|
				// Introduce it to all players
 | 
						|
				NewVehicleAvailable(e);
 | 
						|
			} else if (!(e->flags & (ENGINE_AVAILABLE|ENGINE_INTRODUCING)) && _date >= e->intro_date) {
 | 
						|
				// Introduction date has passed.. show introducing dialog to one player.
 | 
						|
				e->flags |= ENGINE_INTRODUCING;
 | 
						|
 | 
						|
				// Do not introduce new rail wagons
 | 
						|
				if (!IsWagon(e - _engines))
 | 
						|
					e->preview_player = 1; // Give to the player with the highest rating.
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	AdjustAvailAircraft();
 | 
						|
}
 | 
						|
 | 
						|
int32 CmdRenameEngine(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 | 
						|
{
 | 
						|
	StringID str;
 | 
						|
 | 
						|
	str = AllocateNameUnique((byte*)_decode_parameters, 0);
 | 
						|
	if (str == 0)
 | 
						|
		return CMD_ERROR;
 | 
						|
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		StringID old_str = _engine_name_strings[p1];
 | 
						|
		_engine_name_strings[p1] = str;
 | 
						|
		DeleteName(old_str);
 | 
						|
		_vehicle_design_names |= 3;
 | 
						|
		MarkWholeScreenDirty();
 | 
						|
	} else {
 | 
						|
		DeleteName(str);
 | 
						|
	}
 | 
						|
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
int GetPlayerMaxRailtype(int p)
 | 
						|
{
 | 
						|
	Engine *e;
 | 
						|
	int rt = 0;
 | 
						|
	int i;
 | 
						|
 | 
						|
	for(e=_engines,i=0; i!=lengthof(_engines); e++,i++) {
 | 
						|
		if (!HASBIT(e->player_avail, p))
 | 
						|
			continue;
 | 
						|
 | 
						|
		if ((i >= 27 && i < 54) || (i >= 57 && i < 84) || (i >= 89 && i < 116))
 | 
						|
			continue;
 | 
						|
 | 
						|
		if (rt < e->railtype)
 | 
						|
			rt = e->railtype;
 | 
						|
	}
 | 
						|
 | 
						|
	return rt + 1;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static const byte _engine_desc[] = {
 | 
						|
	SLE_VAR(Engine,intro_date,						SLE_UINT16),
 | 
						|
	SLE_VAR(Engine,age,										SLE_UINT16),
 | 
						|
	SLE_VAR(Engine,reliability,						SLE_UINT16),
 | 
						|
	SLE_VAR(Engine,reliability_spd_dec,		SLE_UINT16),
 | 
						|
	SLE_VAR(Engine,reliability_start,			SLE_UINT16),
 | 
						|
	SLE_VAR(Engine,reliability_max,				SLE_UINT16),
 | 
						|
	SLE_VAR(Engine,reliability_final,			SLE_UINT16),
 | 
						|
	SLE_VAR(Engine,duration_phase_1,			SLE_UINT16),
 | 
						|
	SLE_VAR(Engine,duration_phase_2,			SLE_UINT16),
 | 
						|
	SLE_VAR(Engine,duration_phase_3,			SLE_UINT16),
 | 
						|
 | 
						|
	SLE_VAR(Engine,lifelength,						SLE_UINT8),
 | 
						|
	SLE_VAR(Engine,flags,									SLE_UINT8),
 | 
						|
	SLE_VAR(Engine,preview_player,				SLE_UINT8),
 | 
						|
	SLE_VAR(Engine,preview_wait,					SLE_UINT8),
 | 
						|
	SLE_VAR(Engine,railtype,							SLE_UINT8),
 | 
						|
	SLE_VAR(Engine,player_avail,					SLE_UINT8),
 | 
						|
 | 
						|
	// reserve extra space in savegame here. (currently 16 bytes)
 | 
						|
	SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255),
 | 
						|
 | 
						|
	SLE_END()
 | 
						|
};
 | 
						|
 | 
						|
static void Save_ENGN(void)
 | 
						|
{
 | 
						|
	Engine *e;
 | 
						|
	int i;
 | 
						|
	for(i=0,e=_engines; i != lengthof(_engines); i++,e++) {
 | 
						|
		SlSetArrayIndex(i);
 | 
						|
		SlObject(e, _engine_desc);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void Load_ENGN(void)
 | 
						|
{
 | 
						|
	int index;
 | 
						|
	while ((index = SlIterateArray()) != -1) {
 | 
						|
		SlObject(&_engines[index], _engine_desc);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void LoadSave_ENGS(void)
 | 
						|
{
 | 
						|
	SlArray(_engine_name_strings, lengthof(_engine_name_strings), SLE_STRINGID);
 | 
						|
}
 | 
						|
 | 
						|
const ChunkHandler _engine_chunk_handlers[] = {
 | 
						|
	{ 'ENGN', Save_ENGN, Load_ENGN, CH_ARRAY},
 | 
						|
	{ 'ENGS', LoadSave_ENGS, LoadSave_ENGS, CH_RIFF | CH_LAST},
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
/*
 | 
						|
 * returns true if an engine is valid, of the specified type, and buildable by
 | 
						|
 * the current player, false otherwise
 | 
						|
 *
 | 
						|
 * engine = index of the engine to check
 | 
						|
 * type   = the type the engine should be of (VEH_xxx)
 | 
						|
 */
 | 
						|
bool IsEngineBuildable(uint engine, byte type)
 | 
						|
{
 | 
						|
	const Engine *e;
 | 
						|
 | 
						|
	// check if it's an engine that is in the engine array
 | 
						|
	if (engine >= TOTAL_NUM_ENGINES) return false;
 | 
						|
 | 
						|
	e = DEREF_ENGINE(engine);
 | 
						|
 | 
						|
	// check if it's an engine of specified type
 | 
						|
	if (e->type != type) return false;
 | 
						|
 | 
						|
	// check if it's available
 | 
						|
	if (!HASBIT(e->player_avail, _current_player)) return false;
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 |