1095 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1095 lines
		
	
	
		
			34 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /* $Id$ */
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| 
 | |
| #include "stdafx.h"
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| #include "openttd.h"
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| #include "debug.h"
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| #include "functions.h"
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| #include "string.h"
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| #include "strings.h"
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| #include "table/strings.h"
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| #include "engine.h"
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| #include "table/engines.h"
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| #include "gfx.h"
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| #include "player.h"
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| #include "command.h"
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| #include "vehicle.h"
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| #include "news.h"
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| #include "saveload.h"
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| #include "sprite.h"
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| #include "variables.h"
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| 
 | |
| enum {
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| 	ENGINE_AVAILABLE = 1,
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| 	ENGINE_INTRODUCING = 2,
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| 	ENGINE_PREVIEWING = 4,
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| };
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| 
 | |
| /** TRANSLATE FROM LOCAL CARGO TO GLOBAL CARGO ID'S.
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|  * This maps the per-landscape cargo ID's to globally unique cargo ID's usable ie. in
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|  * the custom GRF  files. It is basically just a transcribed table from TTDPatch's newgrf.txt.
 | |
|  */
 | |
| const CargoID _global_cargo_id[NUM_LANDSCAPE][NUM_CARGO] = {
 | |
| 	/* LT_NORMAL */ {GC_PASSENGERS, GC_COAL,  GC_MAIL, GC_OIL, GC_LIVESTOCK, GC_GOODS, GC_GRAIN, GC_WOOD, GC_IRON_ORE,    GC_STEEL,  GC_VALUABLES, GC_PAPER_TEMP},
 | |
| 	/* LT_HILLY */  {GC_PASSENGERS, GC_COAL,  GC_MAIL, GC_OIL, GC_LIVESTOCK, GC_GOODS, GC_GRAIN, GC_WOOD, GC_INVALID,     GC_PAPER,  GC_VALUABLES, GC_FOOD },
 | |
| 	/* LT_DESERT */ {GC_PASSENGERS, GC_RUBBER,GC_MAIL, GC_OIL, GC_FRUIT,     GC_GOODS, GC_GRAIN, GC_WOOD, GC_COPPER_ORE,  GC_WATER,  GC_VALUABLES, GC_FOOD },
 | |
| 	/* LT_CANDY */  {GC_PASSENGERS, GC_SUGAR, GC_MAIL, GC_TOYS,GC_BATTERIES, GC_CANDY, GC_TOFFEE,GC_COLA, GC_COTTON_CANDY,GC_BUBBLES,GC_PLASTIC,   GC_FIZZY_DRINKS },
 | |
| 	/**
 | |
| 	 * - GC_INVALID (255) means that  cargo is not available for that climate
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| 	 * - GC_PAPER_TEMP (27) is paper in  temperate climate in TTDPatch
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| 	 * Following can  be renumbered:
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| 	 * - GC_DEFAULT (29) is the defa ult cargo for the purpose of spritesets
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| 	 * - GC_PURCHASE (30) is the purchase list image (the equivalent of 0xff) for the purpose of spritesets
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| 	 */
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| };
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| 
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| /** BEGIN --- TRANSLATE FROM GLOBAL CARGO TO LOCAL CARGO ID'S **/
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| /** Map global cargo ID's to local-cargo ID's */
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| const CargoID _local_cargo_id_ctype[NUM_GLOBAL_CID] = {
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| 	CT_PASSENGERS,CT_COAL,   CT_MAIL,        CT_OIL,      CT_LIVESTOCK,CT_GOODS,  CT_GRAIN,      CT_WOOD,         /*  0- 7 */
 | |
| 	CT_IRON_ORE,  CT_STEEL,  CT_VALUABLES,   CT_PAPER,    CT_FOOD,     CT_FRUIT,  CT_COPPER_ORE, CT_WATER,        /*  8-15 */
 | |
| 	CT_RUBBER,    CT_SUGAR,  CT_TOYS,        CT_BATTERIES,CT_CANDY,    CT_TOFFEE, CT_COLA,       CT_COTTON_CANDY, /* 16-23 */
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| 	CT_BUBBLES,   CT_PLASTIC,CT_FIZZY_DRINKS,CT_PAPER     /* unsup. */,CT_HILLY_UNUSED,                           /* 24-28 */
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| 	CT_INVALID,   CT_INVALID                                                                                      /* 29-30 */
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| };
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| 
 | |
| #define MC(cargo) (1 << cargo)
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| /** Bitmasked value where the global cargo ID is available in landscape
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|  * 0: LT_NORMAL, 1: LT_HILLY, 2: LT_DESERT, 3: LT_CANDY */
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| const uint32 _landscape_global_cargo_mask[NUM_LANDSCAPE] =
 | |
| { /* LT_NORMAL: temperate */
 | |
| 	MC(GC_PASSENGERS)|MC(GC_COAL)|MC(GC_MAIL)|MC(GC_OIL)|MC(GC_LIVESTOCK)|MC(GC_GOODS)|MC(GC_GRAIN)|MC(GC_WOOD)|
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| 	MC(GC_IRON_ORE)|MC(GC_STEEL)|MC(GC_VALUABLES)|MC(GC_FOOD)|MC(GC_UNDEFINED),
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| 	/* LT_HILLY: arctic */
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| 	MC(GC_PASSENGERS)|MC(GC_COAL)|MC(GC_MAIL)|MC(GC_OIL)|MC(GC_LIVESTOCK)|MC(GC_GOODS)|
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| 	MC(GC_GRAIN)|MC(GC_WOOD)|MC(GC_VALUABLES)|MC(GC_PAPER)|MC(GC_FOOD)|MC(GC_UNDEFINED),
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| 	/* LT_DESERT: rainforest/desert */
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| 	MC(GC_PASSENGERS)|MC(GC_MAIL)|MC(GC_OIL)|MC(GC_GOODS)|MC(GC_GRAIN)|MC(GC_WOOD)|
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| 	MC(GC_VALUABLES)|MC(GC_FOOD)|MC(GC_FRUIT)|MC(GC_COPPER_ORE)|MC(GC_WATER)|MC(GC_RUBBER),
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| 	/* LT_CANDY: toyland */
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| 	MC(GC_PASSENGERS)|MC(GC_MAIL)|MC(GC_SUGAR)|MC(GC_TOYS)|MC(GC_BATTERIES)|MC(GC_CANDY)|
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| 	MC(GC_TOFFEE)|MC(GC_COLA)|MC(GC_COTTON_CANDY)|MC(GC_BUBBLES)|MC(GC_PLASTIC)|MC(GC_FIZZY_DRINKS)
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| };
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| /** END   --- TRANSLATE FROM GLOBAL CARGO TO LOCAL CARGO ID'S **/
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| 
 | |
| /** Bitmasked values of what type of cargo is refittable for the given vehicle-type.
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|  * This coupled with the landscape information (_landscape_global_cargo_mask) gives
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|  * us exactly what is refittable and what is not */
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| const uint32 _default_refitmasks[NUM_VEHICLE_TYPES] = {
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| 	/* Trains */
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| 	MC(GC_PASSENGERS)|MC(GC_COAL)|MC(GC_MAIL)|MC(GC_LIVESTOCK)|MC(GC_GOODS)|MC(GC_GRAIN)|MC(GC_WOOD)|MC(GC_IRON_ORE)|
 | |
| 	MC(GC_STEEL)|MC(GC_VALUABLES)|MC(GC_PAPER)|MC(GC_FOOD)|MC(GC_FRUIT)|MC(GC_COPPER_ORE)|MC(GC_WATER)|MC(GC_SUGAR)|
 | |
| 	MC(GC_TOYS)|MC(GC_CANDY)|MC(GC_TOFFEE)|MC(GC_COLA)|MC(GC_COTTON_CANDY)|MC(GC_BUBBLES)|MC(GC_PLASTIC)|MC(GC_FIZZY_DRINKS),
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| 	/* Road vehicles (not refittable by default) */
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| 	0,
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| 	/* Ships */
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| 	MC(GC_COAL)|MC(GC_MAIL)|MC(GC_LIVESTOCK)|MC(GC_GOODS)|MC(GC_GRAIN)|MC(GC_WOOD)|MC(GC_IRON_ORE)|MC(GC_STEEL)|MC(GC_VALUABLES)|
 | |
| 	MC(GC_PAPER)|MC(GC_FOOD)|MC(GC_FRUIT)|MC(GC_COPPER_ORE)|MC(GC_WATER)|MC(GC_RUBBER)|MC(GC_SUGAR)|MC(GC_TOYS)|MC(GC_BATTERIES)|
 | |
| 	MC(GC_CANDY)|MC(GC_TOFFEE)|MC(GC_COLA)|MC(GC_COTTON_CANDY)|MC(GC_BUBBLES)|MC(GC_PLASTIC)|MC(GC_FIZZY_DRINKS),
 | |
| 	/* Aircraft */
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| 	MC(GC_PASSENGERS)|MC(GC_MAIL)|MC(GC_GOODS)|MC(GC_VALUABLES)|MC(GC_FOOD)|MC(GC_FRUIT)|MC(GC_SUGAR)|MC(GC_TOYS)|
 | |
| 	MC(GC_BATTERIES)|MC(GC_CANDY)|MC(GC_TOFFEE)|MC(GC_COLA)|MC(GC_COTTON_CANDY)|MC(GC_BUBBLES)|MC(GC_PLASTIC)|MC(GC_FIZZY_DRINKS),
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| 	/* Special/Disaster */
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| 	0,0
 | |
| };
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| #undef MC
 | |
| 
 | |
| void ShowEnginePreviewWindow(EngineID engine);
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| 
 | |
| void DeleteCustomEngineNames(void)
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| {
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| 	uint i;
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| 	StringID old;
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| 
 | |
| 	for (i = 0; i != TOTAL_NUM_ENGINES; i++) {
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| 		old = _engine_name_strings[i];
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| 		_engine_name_strings[i] = i + STR_8000_KIRBY_PAUL_TANK_STEAM;
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| 		DeleteName(old);
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| 	}
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| 
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| 	_vehicle_design_names &= ~1;
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| }
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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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| 
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| static void SetupEngineNames(void)
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| {
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| 	StringID *name;
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| 
 | |
| 	for (name = _engine_name_strings; name != endof(_engine_name_strings); name++)
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| 		*name = STR_SV_EMPTY;
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| 
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| 	DeleteCustomEngineNames();
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| 	LoadCustomEngineNames();
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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| void AddTypeToEngines(void)
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| {
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| 	Engine* e = _engines;
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| 
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| 	do e->type = VEH_Train;    while (++e < &_engines[ROAD_ENGINES_INDEX]);
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| 	do e->type = VEH_Road;     while (++e < &_engines[SHIP_ENGINES_INDEX]);
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| 	do e->type = VEH_Ship;     while (++e < &_engines[AIRCRAFT_ENGINES_INDEX]);
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| 	do e->type = VEH_Aircraft; while (++e < &_engines[TOTAL_NUM_ENGINES]);
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| 	do e->type = VEH_Special;  while (++e < endof(_engines));
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| }
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| 
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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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| 
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| 	SetupEngineNames();
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| 
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| 	for (e = _engines, ei = _engine_info; e != endof(_engines); e++, ei++) {
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| 		uint32 r;
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| 
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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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| 
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| 		r = Random();
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| 		e->intro_date = GB(r, 0, 9) + ei->base_intro;
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| 		if (e->intro_date <= _date) {
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| 			e->age = (_date - e->intro_date) >> 5;
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| 			e->player_avail = (byte)-1;
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| 			e->flags |= ENGINE_AVAILABLE;
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| 		}
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| 
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| 		e->reliability_start = GB(r, 16, 14) + 0x7AE0;
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| 		r = Random();
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| 		e->reliability_max   = GB(r,  0, 14) + 0xBFFF;
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| 		e->reliability_final = GB(r, 16, 14) + 0x3FFF;
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| 
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| 		r = Random();
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| 		e->duration_phase_1 = GB(r, 0, 5) + 7;
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| 		e->duration_phase_2 = GB(r, 5, 4) + ei->base_life * 12 - 96;
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| 		e->duration_phase_3 = GB(r, 9, 7) + 120;
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| 
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| 		e->reliability_spd_dec = (ei->unk2&0x7F) << 2;
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| 
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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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| 
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| 		e->lifelength = ei->lifelength + _patches.extend_vehicle_life;
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| 
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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
 | |
| 		   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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| 
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| 	AdjustAvailAircraft();
 | |
| }
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| 
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| uint32 _engine_refit_masks[TOTAL_NUM_ENGINES];
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| 
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| 
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| // TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky
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| 
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| typedef struct WagonOverride {
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| 	byte *train_id;
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| 	int trains;
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| 	SpriteGroup *group;
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| } WagonOverride;
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| 
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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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| 
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| static WagonOverrides _engine_wagon_overrides[TOTAL_NUM_ENGINES];
 | |
| 
 | |
| void SetWagonOverrideSprites(EngineID engine, SpriteGroup *group, byte *train_id,
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| 	int trains)
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| {
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| 	WagonOverrides *wos;
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| 	WagonOverride *wo;
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| 
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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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| 
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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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| 	group->ref_count++;
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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)
 | |
| {
 | |
| 	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
 | |
| 	// 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
 | |
| 	// that. --pasky
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| 
 | |
| 	for (i = 0; i < wos->overrides_count; i++) {
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| 		const WagonOverride *wo = &wos->overrides[i];
 | |
| 		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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| 	return NULL;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Unload all wagon override sprite groups.
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|  */
 | |
| 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];
 | |
| 			UnloadSpriteGroup(&wo->group);
 | |
| 			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 SpriteGroup *engine_custom_sprites[TOTAL_NUM_ENGINES][NUM_GLOBAL_CID];
 | |
| 
 | |
| void SetCustomEngineSprites(EngineID engine, byte cargo, SpriteGroup *group)
 | |
| {
 | |
| 	if (engine_custom_sprites[engine][cargo] != NULL) {
 | |
| 		DEBUG(grf, 6)("SetCustomEngineSprites: engine `%d' cargo `%d' already has group -- removing.", engine, cargo);
 | |
| 		UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
 | |
| 	}
 | |
| 	engine_custom_sprites[engine][cargo] = group;
 | |
| 	group->ref_count++;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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++) {
 | |
| 			if (engine_custom_sprites[engine][cargo] != NULL) {
 | |
| 				DEBUG(grf, 6)("UnloadCustomEngineSprites: Unloading group for engine `%d' cargo `%d'.", engine, cargo);
 | |
| 				UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| typedef SpriteGroup *(*resolve_callback)(const SpriteGroup *spritegroup,
 | |
| 	const Vehicle *veh, uint16 callback_info, void *resolve_func); /* XXX data pointer used as function pointer */
 | |
| 
 | |
| static const SpriteGroup* ResolveVehicleSpriteGroup(const SpriteGroup *spritegroup,
 | |
| 	const Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
 | |
| {
 | |
| 	if (spritegroup == NULL)
 | |
| 		return NULL;
 | |
| 
 | |
| 	//debug("spgt %d", spritegroup->type);
 | |
| 	switch (spritegroup->type) {
 | |
| 		case SGT_REAL:
 | |
| 		case SGT_CALLBACK:
 | |
| 			return spritegroup;
 | |
| 
 | |
| 		case SGT_DETERMINISTIC: {
 | |
| 			const DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
 | |
| 			const SpriteGroup *target;
 | |
| 			int value = -1;
 | |
| 
 | |
| 			//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
 | |
| 			if (dsg->variable == 0x0C) {
 | |
| 				/* Callback ID */
 | |
| 				value = callback_info & 0xFF;
 | |
| 			} else if ((dsg->variable >> 6) == 0) {
 | |
| 				/* General property */
 | |
| 				value = GetDeterministicSpriteValue(dsg->variable);
 | |
| 			} else {
 | |
| 				/* Vehicle-specific property. */
 | |
| 
 | |
| 				if (veh == NULL) {
 | |
| 					/* We are in a purchase list of something,
 | |
| 					 * and we are checking for something undefined.
 | |
| 					 * That means we should get the first target
 | |
| 					 * (NOT the default one). */
 | |
| 					if (dsg->num_ranges > 0) {
 | |
| 						target = dsg->ranges[0].group;
 | |
| 					} else {
 | |
| 						target = dsg->default_group;
 | |
| 					}
 | |
| 					return resolve_func(target, NULL, callback_info, resolve_func);
 | |
| 				}
 | |
| 
 | |
| 				if (dsg->var_scope == VSG_SCOPE_PARENT) {
 | |
| 					/* First engine in the vehicle chain */
 | |
| 					if (veh->type == VEH_Train)
 | |
| 						veh = GetFirstVehicleInChain(veh);
 | |
| 				}
 | |
| 
 | |
| 				if (dsg->variable == 0x40 || dsg->variable == 0x41) {
 | |
| 					if (veh->type == VEH_Train) {
 | |
| 						const Vehicle *u = GetFirstVehicleInChain(veh);
 | |
| 						byte chain_before = 0, chain_after = 0;
 | |
| 
 | |
| 						while (u != veh) {
 | |
| 							chain_before++;
 | |
| 							if (dsg->variable == 0x41 && u->engine_type != veh->engine_type)
 | |
| 								chain_before = 0;
 | |
| 							u = u->next;
 | |
| 						}
 | |
| 						while (u->next != NULL && (dsg->variable == 0x40 || u->next->engine_type == veh->engine_type)) {
 | |
| 							chain_after++;
 | |
| 							u = u->next;
 | |
| 						};
 | |
| 
 | |
| 						value = chain_before | chain_after << 8
 | |
| 						        | (chain_before + chain_after) << 16;
 | |
| 					} else {
 | |
| 						value = 1; /* 1 vehicle in the chain */
 | |
| 					}
 | |
| 
 | |
| 				} else {
 | |
| 					// TTDPatch runs on little-endian arch;
 | |
| 					// Variable is 0x80 + offset in TTD's vehicle structure
 | |
| 					switch (dsg->variable - 0x80) {
 | |
| #define veh_prop(id_, value_) case (id_): value = (value_); break
 | |
| 						veh_prop(0x00, veh->type);
 | |
| 						veh_prop(0x01, veh->subtype);
 | |
| 						veh_prop(0x04, veh->index);
 | |
| 						veh_prop(0x05, veh->index & 0xFF);
 | |
| 						/* XXX? Is THIS right? */
 | |
| 						veh_prop(0x0A, PackOrder(&veh->current_order));
 | |
| 						veh_prop(0x0B, PackOrder(&veh->current_order) & 0xff);
 | |
| 						veh_prop(0x0C, veh->num_orders);
 | |
| 						veh_prop(0x0D, veh->cur_order_index);
 | |
| 						veh_prop(0x10, veh->load_unload_time_rem);
 | |
| 						veh_prop(0x11, veh->load_unload_time_rem & 0xFF);
 | |
| 						veh_prop(0x12, veh->date_of_last_service);
 | |
| 						veh_prop(0x13, veh->date_of_last_service & 0xFF);
 | |
| 						veh_prop(0x14, veh->service_interval);
 | |
| 						veh_prop(0x15, veh->service_interval & 0xFF);
 | |
| 						veh_prop(0x16, veh->last_station_visited);
 | |
| 						veh_prop(0x17, veh->tick_counter);
 | |
| 						veh_prop(0x18, veh->max_speed);
 | |
| 						veh_prop(0x19, veh->max_speed & 0xFF);
 | |
| 						veh_prop(0x1F, veh->direction);
 | |
| 						veh_prop(0x28, veh->cur_image);
 | |
| 						veh_prop(0x29, veh->cur_image & 0xFF);
 | |
| 						veh_prop(0x32, veh->vehstatus);
 | |
| 						veh_prop(0x33, veh->vehstatus);
 | |
| 						veh_prop(0x34, veh->cur_speed);
 | |
| 						veh_prop(0x35, veh->cur_speed & 0xFF);
 | |
| 						veh_prop(0x36, veh->subspeed);
 | |
| 						veh_prop(0x37, veh->acceleration);
 | |
| 						veh_prop(0x39, veh->cargo_type);
 | |
| 						veh_prop(0x3A, veh->cargo_cap);
 | |
| 						veh_prop(0x3B, veh->cargo_cap & 0xFF);
 | |
| 						veh_prop(0x3C, veh->cargo_count);
 | |
| 						veh_prop(0x3D, veh->cargo_count & 0xFF);
 | |
| 						veh_prop(0x3E, veh->cargo_source); // Probably useless; so what
 | |
| 						veh_prop(0x3F, veh->cargo_days);
 | |
| 						veh_prop(0x40, veh->age);
 | |
| 						veh_prop(0x41, veh->age & 0xFF);
 | |
| 						veh_prop(0x42, veh->max_age);
 | |
| 						veh_prop(0x43, veh->max_age & 0xFF);
 | |
| 						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 == NULL ? INVALID_VEHICLE : veh->next->index);
 | |
| 						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 resolve_func(target, veh, callback_info, resolve_func);
 | |
| 		}
 | |
| 
 | |
| 		case SGT_RANDOMIZED: {
 | |
| 			const 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 resolve_func(rsg->groups[0], NULL, callback_info, resolve_func);
 | |
| 			}
 | |
| 
 | |
| 			if (rsg->var_scope == VSG_SCOPE_PARENT) {
 | |
| 				/* First engine in the vehicle chain */
 | |
| 				if (veh->type == VEH_Train)
 | |
| 					veh = GetFirstVehicleInChain(veh);
 | |
| 			}
 | |
| 
 | |
| 			return resolve_func(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback_info, resolve_func);
 | |
| 		}
 | |
| 
 | |
| 		default:
 | |
| 			error("I don't know how to handle such a spritegroup %d!", spritegroup->type);
 | |
| 			return NULL;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *v)
 | |
| {
 | |
| 	const SpriteGroup *group;
 | |
| 	byte cargo = GC_PURCHASE;
 | |
| 
 | |
| 	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;
 | |
| 	}
 | |
| 
 | |
| 	return group;
 | |
| }
 | |
| 
 | |
| int GetCustomEngineSprite(EngineID engine, const Vehicle *v, byte direction)
 | |
| {
 | |
| 	const SpriteGroup *group;
 | |
| 	const RealSpriteGroup *rsg;
 | |
| 	byte cargo = GC_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];
 | |
| 		assert(cargo != GC_INVALID);
 | |
| 
 | |
| 		if (capacity == 0) capacity = 1;
 | |
| 		loaded = (v->cargo_count * 100) / capacity;
 | |
| 		in_motion = (v->cur_speed != 0);
 | |
| 	}
 | |
| 
 | |
| 	group = GetVehicleSpriteGroup(engine, v);
 | |
| 	group = ResolveVehicleSpriteGroup(group, v, 0, (resolve_callback) ResolveVehicleSpriteGroup);
 | |
| 
 | |
| 	if (group == NULL && cargo != GC_DEFAULT) {
 | |
| 		// This group is empty but perhaps there'll be a default one.
 | |
| 		group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, 0,
 | |
| 		                                (resolve_callback) ResolveVehicleSpriteGroup);
 | |
| 	}
 | |
| 
 | |
| 	if (group == NULL)
 | |
| 		return 0;
 | |
| 
 | |
| 	assert(group->type == SGT_REAL);
 | |
| 	rsg = &group->g.real;
 | |
| 
 | |
| 	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;
 | |
| 	}
 | |
| 
 | |
| 	assert(rsg->sprites_per_set <= 8);
 | |
| 	direction %= rsg->sprites_per_set;
 | |
| 
 | |
| 	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]->g.result.result : rsg->loading[spriteset]->g.result.result) + direction;
 | |
| 	return r;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * 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;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Evaluates a newgrf callback
 | |
|  * @param callback_info info about which callback to evaluate
 | |
|  *  (bit 0-7)  = CallBack id of the callback to use, see CallBackId enum
 | |
|  *  (bit 8-15) = Other info some callbacks need to have, callback specific, see CallBackId enum, not used yet
 | |
|  * @param engine Engine type of the vehicle to evaluate the callback for
 | |
|  * @param vehicle The vehicle to evaluate the callback for, NULL if it doesnt exist (yet)
 | |
|  * @return The value the callback returned, or CALLBACK_FAILED if it failed
 | |
|  */
 | |
| uint16 GetCallBackResult(uint16 callback_info, EngineID engine, const Vehicle *v)
 | |
| {
 | |
| 	const SpriteGroup *group;
 | |
| 	byte cargo = GC_DEFAULT;
 | |
| 
 | |
| 	if (v != NULL)
 | |
| 		cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
 | |
| 
 | |
| 	group = engine_custom_sprites[engine][cargo];
 | |
| 
 | |
| 	if (v != NULL && v->type == VEH_Train) {
 | |
| 		const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
 | |
| 
 | |
| 		if (overset != NULL) group = overset;
 | |
| 	}
 | |
| 
 | |
| 	group = ResolveVehicleSpriteGroup(group, v, callback_info, (resolve_callback) ResolveVehicleSpriteGroup);
 | |
| 
 | |
| 	if (group == NULL && cargo != GC_DEFAULT) {
 | |
| 		// This group is empty but perhaps there'll be a default one.
 | |
| 		group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, callback_info,
 | |
| 		                                (resolve_callback) ResolveVehicleSpriteGroup);
 | |
| 	}
 | |
| 
 | |
| 	if (group == NULL || group->type != SGT_CALLBACK)
 | |
| 		return CALLBACK_FAILED;
 | |
| 
 | |
| 	return group->g.callback.result;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| // 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;
 | |
| 
 | |
| static const SpriteGroup *TriggerVehicleSpriteGroup(const SpriteGroup *spritegroup,
 | |
| 	Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
 | |
| {
 | |
| 	if (spritegroup == NULL)
 | |
| 		return NULL;
 | |
| 
 | |
| 	if (spritegroup->type == SGT_RANDOMIZED) {
 | |
| 		_vsg_bits_to_reseed |= RandomizedSpriteGroupTriggeredBits(
 | |
| 			&spritegroup->g.random,
 | |
| 			_vsg_random_triggers,
 | |
| 			&veh->waiting_triggers
 | |
| 		);
 | |
| 	}
 | |
| 
 | |
| 	return ResolveVehicleSpriteGroup(spritegroup, veh, callback_info, resolve_func);
 | |
| }
 | |
| 
 | |
| static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_random_bits, bool first)
 | |
| {
 | |
| 	const SpriteGroup *group;
 | |
| 	const RealSpriteGroup *rsg;
 | |
| 	byte new_random_bits;
 | |
| 
 | |
| 	_vsg_random_triggers = trigger;
 | |
| 	_vsg_bits_to_reseed = 0;
 | |
| 	group = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh, 0,
 | |
| 	                                  (resolve_callback) TriggerVehicleSpriteGroup);
 | |
| 
 | |
| 	if (group == NULL && veh->cargo_type != GC_DEFAULT) {
 | |
| 		// This group turned out to be empty but perhaps there'll be a default one.
 | |
| 		group = TriggerVehicleSpriteGroup(engine_custom_sprites[veh->engine_type][GC_DEFAULT], veh, 0,
 | |
| 		                                  (resolve_callback) TriggerVehicleSpriteGroup);
 | |
| 	}
 | |
| 
 | |
| 	if (group == NULL)
 | |
| 		return;
 | |
| 
 | |
| 	assert(group->type == SGT_REAL);
 | |
| 	rsg = &group->g.real;
 | |
| 
 | |
| 	new_random_bits = Random();
 | |
| 	veh->random_bits &= ~_vsg_bits_to_reseed;
 | |
| 	veh->random_bits |= (first ? new_random_bits : base_random_bits) & _vsg_bits_to_reseed;
 | |
| 
 | |
| 	switch (trigger) {
 | |
| 		case VEHICLE_TRIGGER_NEW_CARGO:
 | |
| 			/* All vehicles in chain get ANY_NEW_CARGO trigger now.
 | |
| 			 * So we call it for the first one and they will recurse. */
 | |
| 			/* Indexing part of vehicle random bits needs to be
 | |
| 			 * same for all triggered vehicles in the chain (to get
 | |
| 			 * all the random-cargo wagons carry the same cargo,
 | |
| 			 * i.e.), so we give them all the NEW_CARGO triggered
 | |
| 			 * vehicle's portion of random bits. */
 | |
| 			assert(first);
 | |
| 			DoTriggerVehicle(GetFirstVehicleInChain(veh), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
 | |
| 			break;
 | |
| 		case VEHICLE_TRIGGER_DEPOT:
 | |
| 			/* We now trigger the next vehicle in chain recursively.
 | |
| 			 * The random bits portions may be different for each
 | |
| 			 * vehicle in chain. */
 | |
| 			if (veh->next != NULL)
 | |
| 				DoTriggerVehicle(veh->next, trigger, 0, true);
 | |
| 			break;
 | |
| 		case VEHICLE_TRIGGER_EMPTY:
 | |
| 			/* We now trigger the next vehicle in chain
 | |
| 			 * recursively.  The random bits portions must be same
 | |
| 			 * for each vehicle in chain, so we give them all
 | |
| 			 * first chained vehicle's portion of random bits. */
 | |
| 			if (veh->next != NULL)
 | |
| 				DoTriggerVehicle(veh->next, trigger, first ? new_random_bits : base_random_bits, false);
 | |
| 			break;
 | |
| 		case VEHICLE_TRIGGER_ANY_NEW_CARGO:
 | |
| 			/* Now pass the trigger recursively to the next vehicle
 | |
| 			 * in chain. */
 | |
| 			assert(!first);
 | |
| 			if (veh->next != NULL)
 | |
| 				DoTriggerVehicle(veh->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
 | |
| 			break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void TriggerVehicle(Vehicle *veh, VehicleTrigger trigger)
 | |
| {
 | |
| 	DoTriggerVehicle(veh, trigger, 0, true);
 | |
| }
 | |
| 
 | |
| static char *_engine_custom_names[TOTAL_NUM_ENGINES];
 | |
| 
 | |
| void SetCustomEngineName(EngineID engine, const char *name)
 | |
| {
 | |
| 	_engine_custom_names[engine] = strdup(name);
 | |
| }
 | |
| 
 | |
| void UnInitNewgrEngines(void)
 | |
| {
 | |
| 	char **i;
 | |
| 	for (i = _engine_custom_names; i != endof(_engine_custom_names); i++) {
 | |
| 		free(*i);
 | |
| 		*i = NULL;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| StringID GetCustomEngineName(EngineID engine)
 | |
| {
 | |
| 	if (!_engine_custom_names[engine])
 | |
| 		return _engine_name_strings[engine];
 | |
| 	ttd_strlcpy(_userstring, _engine_custom_names[engine], lengthof(_userstring));
 | |
| 	return STR_SPEC_USERSTRING;
 | |
| }
 | |
| 
 | |
| 
 | |
| void AcceptEnginePreview(Engine *e, PlayerID player)
 | |
| {
 | |
| 	Player *p = GetPlayer(player);
 | |
| 
 | |
| 	assert(e->railtype < RAILTYPE_END);
 | |
| 	SETBIT(e->player_avail, player);
 | |
| 	SETBIT(p->avail_railtypes, e->railtype);
 | |
| 
 | |
| 	e->preview_player = 0xFF;
 | |
| 	InvalidateWindowClasses(WC_BUILD_VEHICLE);
 | |
| 	InvalidateWindowClasses(WC_REPLACE_VEHICLE);
 | |
| }
 | |
| 
 | |
| static PlayerID GetBestPlayer(PlayerID pp)
 | |
| {
 | |
| 	const Player *p;
 | |
| 	int32 best_hist;
 | |
| 	PlayerID best_player;
 | |
| 	uint mask = 0;
 | |
| 
 | |
| 	do {
 | |
| 		best_hist = -1;
 | |
| 		best_player = OWNER_SPECTATOR;
 | |
| 		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 == OWNER_SPECTATOR) return OWNER_SPECTATOR;
 | |
| 
 | |
| 		SETBIT(mask, best_player);
 | |
| 	} while (--pp != 0);
 | |
| 
 | |
| 	return best_player;
 | |
| }
 | |
| 
 | |
| void EnginesDailyLoop(void)
 | |
| {
 | |
| 	EngineID i;
 | |
| 
 | |
| 	if (_cur_year >= 130) return;
 | |
| 
 | |
| 	for (i = 0; i != lengthof(_engines); i++) {
 | |
| 		Engine* e = &_engines[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) {
 | |
| 				PlayerID best_player = GetBestPlayer(e->preview_player);
 | |
| 
 | |
| 				if (best_player == OWNER_SPECTATOR) {
 | |
| 					e->preview_player = 0xFF;
 | |
| 					continue;
 | |
| 				}
 | |
| 
 | |
| 				if (!IS_HUMAN_PLAYER(best_player)) {
 | |
| 					/* XXX - 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);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /** Accept an engine prototype. XXX - it is possible that the top-player
 | |
|  * changes while you are waiting to accept the offer? Then it becomes invalid
 | |
|  * @param x,y unused
 | |
|  * @param p1 engine-prototype offered
 | |
|  * @param p2 unused
 | |
|  */
 | |
| int32 CmdWantEnginePreview(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 | |
| {
 | |
| 	Engine *e;
 | |
| 	if (!IsEngineIndex(p1)) return CMD_ERROR;
 | |
| 
 | |
| 	e = GetEngine(p1);
 | |
| 	if (GetBestPlayer(e->preview_player) != _current_player) return CMD_ERROR;
 | |
| 
 | |
| 	if (flags & DC_EXEC)
 | |
| 		AcceptEnginePreview(e, _current_player);
 | |
| 
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| // Determine if an engine type is a wagon (and not a loco)
 | |
| static bool IsWagon(EngineID index)
 | |
| {
 | |
| 	return index < NUM_TRAIN_ENGINES && RailVehInfo(index)->flags & RVI_WAGON;
 | |
| }
 | |
| 
 | |
| static void NewVehicleAvailable(Engine *e)
 | |
| {
 | |
| 	Vehicle *v;
 | |
| 	Player *p;
 | |
| 	EngineID 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) {
 | |
| 			assert(e->railtype < RAILTYPE_END);
 | |
| 			SETBIT(p->avail_railtypes, e->railtype);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if (index < NUM_TRAIN_ENGINES) {
 | |
| 		AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_TRAINAVAIL), 0, 0);
 | |
| 	} else if (index < NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES) {
 | |
| 		AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_ROADAVAIL), 0, 0);
 | |
| 	} else if (index < NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES + NUM_SHIP_ENGINES) {
 | |
| 		AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_SHIPAVAIL), 0, 0);
 | |
| 	} else {
 | |
| 		AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_AIRCRAFTAVAIL), 0, 0);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void EnginesMonthlyLoop(void)
 | |
| {
 | |
| 	Engine *e;
 | |
| 
 | |
| 	if (_cur_year < 130) {
 | |
| 		for (e = _engines; e != endof(_engines); e++) {
 | |
| 			// Age the vehicle
 | |
| 			if (e->flags & ENGINE_AVAILABLE && e->age != 0xFFFF) {
 | |
| 				e->age++;
 | |
| 				CalcEngineReliability(e);
 | |
| 			}
 | |
| 
 | |
| 			if (!(e->flags & ENGINE_AVAILABLE) && (uint16)(_date - min(_date, 365)) >= e->intro_date) {
 | |
| 				// Introduce it to all players
 | |
| 				NewVehicleAvailable(e);
 | |
| 			} else if (!(e->flags & (ENGINE_AVAILABLE|ENGINE_INTRODUCING)) && _date >= e->intro_date) {
 | |
| 				// Introduction date has passed.. show introducing dialog to one player.
 | |
| 				e->flags |= ENGINE_INTRODUCING;
 | |
| 
 | |
| 				// Do not introduce new rail wagons
 | |
| 				if (!IsWagon(e - _engines))
 | |
| 					e->preview_player = 1; // Give to the player with the highest rating.
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	AdjustAvailAircraft();
 | |
| }
 | |
| 
 | |
| /** Rename an engine.
 | |
|  * @param x,y unused
 | |
|  * @param p1 engine ID to rename
 | |
|  * @param p2 unused
 | |
|  */
 | |
| int32 CmdRenameEngine(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 | |
| {
 | |
| 	StringID str;
 | |
| 
 | |
| 	if (!IsEngineIndex(p1) || _cmd_text[0] == '\0') return CMD_ERROR;
 | |
| 
 | |
| 	str = AllocateNameUnique(_cmd_text, 0);
 | |
| 	if (str == 0) return CMD_ERROR;
 | |
| 
 | |
| 	if (flags & DC_EXEC) {
 | |
| 		StringID old_str = _engine_name_strings[p1];
 | |
| 		_engine_name_strings[p1] = str;
 | |
| 		DeleteName(old_str);
 | |
| 		_vehicle_design_names |= 3;
 | |
| 		MarkWholeScreenDirty();
 | |
| 	} else {
 | |
| 		DeleteName(str);
 | |
| 	}
 | |
| 
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| 
 | |
| static const SaveLoad _engine_desc[] = {
 | |
| 	SLE_VAR(Engine,intro_date,						SLE_UINT16),
 | |
| 	SLE_VAR(Engine,age,										SLE_UINT16),
 | |
| 	SLE_VAR(Engine,reliability,						SLE_UINT16),
 | |
| 	SLE_VAR(Engine,reliability_spd_dec,		SLE_UINT16),
 | |
| 	SLE_VAR(Engine,reliability_start,			SLE_UINT16),
 | |
| 	SLE_VAR(Engine,reliability_max,				SLE_UINT16),
 | |
| 	SLE_VAR(Engine,reliability_final,			SLE_UINT16),
 | |
| 	SLE_VAR(Engine,duration_phase_1,			SLE_UINT16),
 | |
| 	SLE_VAR(Engine,duration_phase_2,			SLE_UINT16),
 | |
| 	SLE_VAR(Engine,duration_phase_3,			SLE_UINT16),
 | |
| 
 | |
| 	SLE_VAR(Engine,lifelength,						SLE_UINT8),
 | |
| 	SLE_VAR(Engine,flags,									SLE_UINT8),
 | |
| 	SLE_VAR(Engine,preview_player,				SLE_UINT8),
 | |
| 	SLE_VAR(Engine,preview_wait,					SLE_UINT8),
 | |
| 	SLE_VAR(Engine,railtype,							SLE_UINT8),
 | |
| 	SLE_VAR(Engine,player_avail,					SLE_UINT8),
 | |
| 
 | |
| 	// reserve extra space in savegame here. (currently 16 bytes)
 | |
| 	SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255),
 | |
| 
 | |
| 	SLE_END()
 | |
| };
 | |
| 
 | |
| static void Save_ENGN(void)
 | |
| {
 | |
| 	uint i;
 | |
| 
 | |
| 	for (i = 0; i != lengthof(_engines); i++) {
 | |
| 		SlSetArrayIndex(i);
 | |
| 		SlObject(&_engines[i], _engine_desc);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void Load_ENGN(void)
 | |
| {
 | |
| 	int index;
 | |
| 	while ((index = SlIterateArray()) != -1) {
 | |
| 		SlObject(GetEngine(index), _engine_desc);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void LoadSave_ENGS(void)
 | |
| {
 | |
| 	SlArray(_engine_name_strings, lengthof(_engine_name_strings), SLE_STRINGID);
 | |
| }
 | |
| 
 | |
| const ChunkHandler _engine_chunk_handlers[] = {
 | |
| 	{ 'ENGN', Save_ENGN, Load_ENGN, CH_ARRAY},
 | |
| 	{ 'ENGS', LoadSave_ENGS, LoadSave_ENGS, CH_RIFF | 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 (!IsEngineIndex(engine)) return false;
 | |
| 
 | |
| 	e = GetEngine(engine);
 | |
| 
 | |
| 	// check if it's an engine of specified type
 | |
| 	if (e->type != type) return false;
 | |
| 
 | |
| 	// check if it's available
 | |
| 	if (!HASBIT(e->player_avail, _current_player)) return false;
 | |
| 
 | |
| 	return true;
 | |
| }
 | 
