672 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			672 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /* $Id$ */
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| 
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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 "engine.h"
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| #include "newgrf_callbacks.h"
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| #include "newgrf_engine.h"
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| #include "sprite.h"
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| #include "variables.h"
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| #include "train.h"
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| 
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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];
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| 
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| 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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| 	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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| 
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| static const SpriteGroup *GetWagonOverrideSpriteSet(EngineID engine, byte overriding_engine)
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| {
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| 	const WagonOverrides *wos = &_engine_wagon_overrides[engine];
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| 	int i;
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| 
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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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| 
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| 	for (i = 0; i < wos->overrides_count; i++) {
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| 		const WagonOverride *wo = &wos->overrides[i];
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| 		int j;
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| 
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| 		for (j = 0; j < wo->trains; j++) {
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| 			if (wo->train_id[j] == overriding_engine)
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| 				return wo->group;
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| 		}
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| 	}
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| 	return NULL;
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| }
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| 
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| /**
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|  * Unload all wagon override sprite groups.
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|  */
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| void UnloadWagonOverrides(void)
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| {
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| 	WagonOverrides *wos;
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| 	WagonOverride *wo;
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| 	EngineID engine;
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| 	int i;
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| 
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| 	for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
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| 		wos = &_engine_wagon_overrides[engine];
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| 		for (i = 0; i < wos->overrides_count; i++) {
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| 			wo = &wos->overrides[i];
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| 			wo->group = NULL;
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| 			free(wo->train_id);
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| 		}
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| 		free(wos->overrides);
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| 		wos->overrides_count = 0;
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| 		wos->overrides = NULL;
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| 	}
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| }
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| 
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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 SpriteGroup *engine_custom_sprites[TOTAL_NUM_ENGINES][NUM_GLOBAL_CID];
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| 
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| void SetCustomEngineSprites(EngineID engine, byte cargo, SpriteGroup *group)
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| {
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| 	assert(engine < TOTAL_NUM_ENGINES);
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| 	if (engine_custom_sprites[engine][cargo] != NULL) {
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| 		DEBUG(grf, 6)("SetCustomEngineSprites: engine `%d' cargo `%d' already has group -- replacing.", engine, cargo);
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| 	}
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| 	engine_custom_sprites[engine][cargo] = group;
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| }
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| 
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| /**
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|  * Unload all engine sprite groups.
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|  */
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| void UnloadCustomEngineSprites(void)
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| {
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| 	EngineID engine;
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| 	CargoID cargo;
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| 
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| 	for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
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| 		for (cargo = 0; cargo < NUM_GLOBAL_CID; cargo++) {
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| 			engine_custom_sprites[engine][cargo] = NULL;
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| 		}
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| 	}
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| }
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| 
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| static int MapOldSubType(const Vehicle *v)
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| {
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| 	if (v->type != VEH_Train) return v->subtype;
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| 	if (IsTrainEngine(v)) return 0;
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| 	if (IsFreeWagon(v)) return 4;
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| 	return 2;
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| }
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| 
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| static int VehicleSpecificProperty(const Vehicle *v, byte var) {
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| 	switch (v->type) {
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| 		case VEH_Train:
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| 			switch (var) {
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| 				case 0x62: return v->u.rail.track;
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| 				case 0x66: return v->u.rail.railtype;
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| 				case 0x73: return v->u.rail.cached_veh_length;
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| 				case 0x74: return v->u.rail.cached_power;
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| 				case 0x75: return v->u.rail.cached_power & 0xFFFFFF;
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| 				case 0x76: return v->u.rail.cached_power & 0xFFFF;
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| 				case 0x77: return v->u.rail.cached_power & 0xFF;
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| 				case 0x7C: return v->first->index;
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| 				case 0x7D: return v->first->index & 0xFF;
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| 			}
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| 			break;
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| 
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| 		case VEH_Road:
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| 			switch (var) {
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| 				case 0x62: return v->u.road.state;
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| 				case 0x64: return v->u.road.blocked_ctr;
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| 				case 0x65: return v->u.road.blocked_ctr & 0xFF;
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| 				case 0x66: return v->u.road.overtaking;
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| 				case 0x67: return v->u.road.overtaking_ctr;
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| 				case 0x68: return v->u.road.crashed_ctr;
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| 				case 0x69: return v->u.road.crashed_ctr & 0xFF;
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| 			}
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| 			break;
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| 
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| 		case VEH_Aircraft:
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| 			switch (var) {
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| 				// case 0x62: XXX Need to convert from ottd to ttdp state
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| 				case 0x63: return v->u.air.targetairport;
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| 				// case 0x66: XXX
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| 			}
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| 			break;
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| 	}
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| 
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| 	DEBUG(grf, 1)("Unhandled vehicle property 0x%02X (var 0x%02X), type 0x%02X", var, var + 0x80, v->type);
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| 
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| 	return -1;
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| }
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| 
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| typedef SpriteGroup *(*resolve_callback)(const SpriteGroup *spritegroup,
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| 	const Vehicle *veh, uint16 callback_info, void *resolve_func); /* XXX data pointer used as function pointer */
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| 
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| static const SpriteGroup* ResolveVehicleSpriteGroup(const SpriteGroup *spritegroup,
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| 	const Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
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| {
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| 	if (spritegroup == NULL)
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| 		return NULL;
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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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| 		case SGT_CALLBACK:
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| 			return spritegroup;
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| 
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| 		case SGT_DETERMINISTIC: {
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| 			const DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
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| 			const SpriteGroup *target;
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| 			int value = -1;
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| 
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| 			//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
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| 			if (dsg->variable == 0x0C) {
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| 				/* Callback ID */
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| 				value = callback_info & 0xFF;
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| 			} else if (dsg->variable == 0x10) {
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| 				value = (callback_info >> 8) & 0xFF;
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| 			} else 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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| 
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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 resolve_func(target, NULL, callback_info, resolve_func);
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| 				}
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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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| 
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| 				if (dsg->variable == 0x40 || dsg->variable == 0x41) {
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| 					if (veh->type == VEH_Train) {
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| 						const Vehicle *u = GetFirstVehicleInChain(veh);
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| 						byte chain_before = 0, chain_after = 0;
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| 
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| 						while (u != veh) {
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| 							chain_before++;
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| 							if (dsg->variable == 0x41 && u->engine_type != veh->engine_type)
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| 								chain_before = 0;
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| 							u = u->next;
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| 						}
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| 						while (u->next != NULL && (dsg->variable == 0x40 || u->next->engine_type == veh->engine_type)) {
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| 							chain_after++;
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| 							u = u->next;
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| 						};
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| 
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| 						value = chain_before | chain_after << 8
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| 						        | (chain_before + chain_after) << 16;
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| 					} else {
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| 						value = 1; /* 1 vehicle in the chain */
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| 					}
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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, MapOldSubType(veh));
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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(0x1A, veh->x_pos);
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| 						veh_prop(0x1B, veh->x_pos & 0xFF);
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| 						veh_prop(0x1C, veh->y_pos);
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| 						veh_prop(0x1D, veh->y_pos & 0xFF);
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| 						veh_prop(0x1E, veh->z_pos);
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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);
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| 						veh_prop(0x45, veh->unitnumber);
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| 						veh_prop(0x46, veh->engine_type);
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| 						veh_prop(0x47, veh->engine_type & 0xFF);
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| 						veh_prop(0x48, veh->spritenum);
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| 						veh_prop(0x49, veh->day_counter);
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| 						veh_prop(0x4A, veh->breakdowns_since_last_service);
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| 						veh_prop(0x4B, veh->breakdown_ctr);
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| 						veh_prop(0x4C, veh->breakdown_delay);
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| 						veh_prop(0x4D, veh->breakdown_chance);
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| 						veh_prop(0x4E, veh->reliability);
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| 						veh_prop(0x4F, veh->reliability & 0xFF);
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| 						veh_prop(0x50, veh->reliability_spd_dec);
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| 						veh_prop(0x51, veh->reliability_spd_dec & 0xFF);
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| 						veh_prop(0x52, veh->profit_this_year);
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| 						veh_prop(0x53, veh->profit_this_year & 0xFFFFFF);
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| 						veh_prop(0x54, veh->profit_this_year & 0xFFFF);
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| 						veh_prop(0x55, veh->profit_this_year & 0xFF);
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| 						veh_prop(0x56, veh->profit_last_year);
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| 						veh_prop(0x57, veh->profit_last_year & 0xFF);
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| 						veh_prop(0x58, veh->profit_last_year);
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| 						veh_prop(0x59, veh->profit_last_year & 0xFF);
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| 						veh_prop(0x5A, veh->next == NULL ? INVALID_VEHICLE : veh->next->index);
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| 						veh_prop(0x5C, veh->value);
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| 						veh_prop(0x5D, veh->value & 0xFFFFFF);
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| 						veh_prop(0x5E, veh->value & 0xFFFF);
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| 						veh_prop(0x5F, veh->value & 0xFF);
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| 						veh_prop(0x60, veh->string_id);
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| 						veh_prop(0x61, veh->string_id & 0xFF);
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| 
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| 						veh_prop(0x72, 0); // XXX Refit cycle currently unsupported
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| 						veh_prop(0x7A, veh->random_bits);
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| 						veh_prop(0x7B, veh->waiting_triggers);
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| #undef veh_prop
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| 
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| 						// Handle vehicle specific properties.
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| 						default: value = VehicleSpecificProperty(veh, dsg->variable - 0x80); break;
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| 					}
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| 				}
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| 			}
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| 
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| 			target = value != -1 ? EvalDeterministicSpriteGroup(dsg, value) : dsg->default_group;
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| 			//debug("Resolved variable %x: %d, %p", dsg->variable, value, callback);
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| 			return resolve_func(target, veh, callback_info, resolve_func);
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| 		}
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| 
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| 		case SGT_RANDOMIZED: {
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| 			const RandomizedSpriteGroup *rsg = &spritegroup->g.random;
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| 
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| 			if (veh == NULL) {
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| 				/* Purchase list of something. Show the first one. */
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| 				assert(rsg->num_groups > 0);
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| 				//debug("going for %p: %d", rsg->groups[0], rsg->groups[0].type);
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| 				return resolve_func(rsg->groups[0], NULL, callback_info, resolve_func);
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| 			}
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| 
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| 			if (rsg->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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| 
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| 			return resolve_func(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback_info, resolve_func);
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| 		}
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| 
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| 		default:
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| 			error("I don't know how to handle such a spritegroup %d!", spritegroup->type);
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| 			return NULL;
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| 	}
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| }
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| 
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| static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *v)
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| {
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| 	const SpriteGroup *group;
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| 	CargoID cargo = GC_PURCHASE;
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| 
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| 	if (v != NULL) {
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| 		cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
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| 		assert(cargo != GC_INVALID);
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| 	}
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| 
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| 	group = engine_custom_sprites[engine][cargo];
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| 
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| 	if (v != NULL && v->type == VEH_Train) {
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| 		const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
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| 
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| 		if (overset != NULL) group = overset;
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| 	}
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| 
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| 	return group;
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| }
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| 
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| int GetCustomEngineSprite(EngineID engine, const Vehicle* v, Direction direction)
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| {
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| 	const SpriteGroup *group;
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| 	const RealSpriteGroup *rsg;
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| 	CargoID cargo = GC_PURCHASE;
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| 	byte loaded = 0;
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| 	bool in_motion = 0;
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| 	int totalsets, spriteset;
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| 	int r;
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| 
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| 	if (v != NULL) {
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| 		int capacity = v->cargo_cap;
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| 
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| 		cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
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| 		assert(cargo != GC_INVALID);
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| 
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| 		if (capacity == 0) capacity = 1;
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| 		loaded = (v->cargo_count * 100) / capacity;
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| 
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| 		if (v->type == VEH_Train) {
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| 			in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
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| 		} else {
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| 			in_motion = v->current_order.type != OT_LOADING;
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| 		}
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| 	}
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| 
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| 	group = GetVehicleSpriteGroup(engine, v);
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| 	group = ResolveVehicleSpriteGroup(group, v, 0, (resolve_callback) ResolveVehicleSpriteGroup);
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| 
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| 	if (group == NULL && cargo != GC_DEFAULT) {
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| 		// This group is empty but perhaps there'll be a default one.
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| 		group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, 0,
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| 		                                (resolve_callback) ResolveVehicleSpriteGroup);
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| 	}
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| 
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| 	if (group == NULL)
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| 		return 0;
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| 
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| 	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;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Evaluate a newgrf callback for vehicles
 | |
|  * @param callback The callback to evalute
 | |
|  * @param param1   First parameter of the callback
 | |
|  * @param param2   Second parameter of the callback
 | |
|  * @param engine   Engine type of the vehicle to evaluate the callback for
 | |
|  * @param vehicle  The vehicle to evaluate the callback for, or NULL if it doesnt exist yet
 | |
|  * @return The value the callback returned, or CALLBACK_FAILED if it failed
 | |
|  */
 | |
| uint16 GetVehicleCallback(byte callback, uint32 param1, uint32 param2, EngineID engine, const Vehicle *v)
 | |
| {
 | |
| 	const SpriteGroup *group;
 | |
| 	CargoID cargo;
 | |
| 	uint16 callback_info = callback | (param1 << 8); // XXX Temporary conversion between new and old format.
 | |
| 
 | |
| 	cargo = (v == NULL) ? GC_PURCHASE : _global_cargo_id[_opt.landscape][v->cargo_type];
 | |
| 
 | |
| 	group = engine_custom_sprites[engine][cargo];
 | |
| 
 | |
| 	if (v != NULL && v->type == VEH_Train) {
 | |
| 		const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
 | |
| 
 | |
| 		if (overset != NULL) group = overset;
 | |
| 	}
 | |
| 
 | |
| 	group = ResolveVehicleSpriteGroup(group, v, callback_info, (resolve_callback) ResolveVehicleSpriteGroup);
 | |
| 
 | |
| 	if ((group == NULL || group->type != SGT_CALLBACK) && 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)
 | |
| {
 | |
| 	if (trigger == VEHICLE_TRIGGER_DEPOT) {
 | |
| 		// store that the vehicle entered a depot this tick
 | |
| 		VehicleEnteredDepotThisTick(veh);
 | |
| 	}
 | |
| 
 | |
| 	DoTriggerVehicle(veh, trigger, 0, true);
 | |
| }
 | |
| 
 | |
| StringID _engine_custom_names[TOTAL_NUM_ENGINES];
 | |
| 
 | |
| void SetCustomEngineName(EngineID engine, StringID name)
 | |
| {
 | |
| 	assert(engine < lengthof(_engine_custom_names));
 | |
| 	_engine_custom_names[engine] = name;
 | |
| }
 | |
| 
 | |
| void UnloadCustomEngineNames(void)
 | |
| {
 | |
| 	EngineID i;
 | |
| 	for (i = 0; i < TOTAL_NUM_ENGINES; i++) {
 | |
| 		_engine_custom_names[i] = 0;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| StringID GetCustomEngineName(EngineID engine)
 | |
| {
 | |
| 	return _engine_custom_names[engine] == 0 ? _engine_name_strings[engine] : _engine_custom_names[engine];
 | |
| }
 | |
| 
 | |
| // Functions for changing the order of vehicle purchase lists
 | |
| // This is currently only implemented for rail vehicles.
 | |
| static EngineID engine_list_order[NUM_TRAIN_ENGINES];
 | |
| 
 | |
| void ResetEngineListOrder(void)
 | |
| {
 | |
| 	EngineID i;
 | |
| 
 | |
| 	for (i = 0; i < NUM_TRAIN_ENGINES; i++)
 | |
| 		engine_list_order[i] = i;
 | |
| }
 | |
| 
 | |
| EngineID GetRailVehAtPosition(EngineID pos)
 | |
| {
 | |
| 	return engine_list_order[pos];
 | |
| }
 | |
| 
 | |
| void AlterRailVehListOrder(EngineID engine, EngineID target)
 | |
| {
 | |
| 	EngineID i;
 | |
| 	bool moving = false;
 | |
| 
 | |
| 	if (engine == target) return;
 | |
| 
 | |
| 	// First, remove our ID from the list.
 | |
| 	for (i = 0; i < NUM_TRAIN_ENGINES - 1; i++) {
 | |
| 		if (engine_list_order[i] == engine)
 | |
| 			moving = true;
 | |
| 		if (moving)
 | |
| 			engine_list_order[i] = engine_list_order[i + 1];
 | |
| 	}
 | |
| 
 | |
| 	// Now, insert it again, before the target engine.
 | |
| 	for (i = NUM_TRAIN_ENGINES - 1; i > 0; i--) {
 | |
| 		engine_list_order[i] = engine_list_order[i - 1];
 | |
| 		if (engine_list_order[i] == target) {
 | |
| 			engine_list_order[i - 1] = engine;
 | |
| 			break;
 | |
| 		}
 | |
| 	}
 | |
| }
 | 
