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Location: cpp/openttd-patchpack/source/engine.c - annotation
r605:7bb8ffe1c973
25.9 KiB
text/x-c
(svn r1029) -Update: also added md5.h to vc6 / vc.net project files (bociusz)
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r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r257:62cf22a98c41 r257:62cf22a98c41 r257:62cf22a98c41 r257:62cf22a98c41 r257:62cf22a98c41 r257:62cf22a98c41 r257:62cf22a98c41 r257:62cf22a98c41 r257:62cf22a98c41 r257:62cf22a98c41 r257:62cf22a98c41 r410:6458c1253cb1 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r193:6aa65dc5a4b4 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r114:e206c87bad01 r114:e206c87bad01 r114:e206c87bad01 r0:d63b455452f6 r0:d63b455452f6 r114:e206c87bad01 r114:e206c87bad01 r257:62cf22a98c41 r257:62cf22a98c41 r114:e206c87bad01 r114:e206c87bad01 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r257:62cf22a98c41 r257:62cf22a98c41 r257:62cf22a98c41 r257:62cf22a98c41 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r543:efdb197f91ad r0:d63b455452f6 r0:d63b455452f6 r193:6aa65dc5a4b4 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 | #include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "engine.h"
#include "table/engines.h"
#include "player.h"
#include "command.h"
#include "vehicle.h"
#include "news.h"
#include "saveload.h"
#include "sprite.h"
#define UPDATE_PLAYER_RAILTYPE(e,p) if ((byte)(e->railtype + 1) > p->max_railtype) p->max_railtype = e->railtype + 1;
enum {
ENGINE_AVAILABLE = 1,
ENGINE_INTRODUCING = 2,
ENGINE_PREVIEWING = 4,
};
/* This maps per-landscape cargo ids to globally unique cargo ids usable ie. in
* the custom GRF files. It is basically just a transcribed table from
* TTDPatch's newgrf.txt. */
byte _global_cargo_id[NUM_LANDSCAPE][NUM_CARGO] = {
/* LT_NORMAL */ { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12 },
/* LT_HILLY */ { 0, 1, 2, 3, 4, 5, 6, 7, 28, 11, 10, 12 },
/* LT_DESERT */ { 0, 16, 2, 3, 13, 5, 6, 7, 14, 15, 10, 12 },
/* LT_CANDY */ { 0, 17, 2, 18, 19, 20, 21, 22, 23, 24, 25, 26 },
// 27 is paper in temperate climate in TTDPatch
// Following can be renumbered:
// 29 is the default cargo for the purpose of spritesets
// 30 is the purchase list image (the equivalent of 0xff) for the purpose of spritesets
};
/* These two arrays provide a reverse mapping. */
byte _local_cargo_id_ctype[NUM_CID] = {
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
CT_BUBBLES, CT_PLASTIC, CT_FIZZY_DRINKS, CT_PAPER /* unsup. */, CT_HILLY_UNUSED // 24-28
};
/* LT'th bit is set of the particular landscape if cargo available there.
* 1: LT_NORMAL, 2: LT_HILLY, 4: LT_DESERT, 8: LT_CANDY */
byte _local_cargo_id_landscape[NUM_CID] = {
15, 3, 15, 7, 3, 7, 7, 7, 1, 1, 7, 2, 7, // 0-12
4, 4, 4, 4, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 1, 2, // 13-28
};
void ShowEnginePreviewWindow(int engine);
void DeleteCustomEngineNames()
{
uint i;
StringID old;
for(i=0; i!=TOTAL_NUM_ENGINES; i++) {
old = _engine_name_strings[i];
_engine_name_strings[i] = i + STR_8000_KIRBY_PAUL_TANK_STEAM;
DeleteName(old);
}
_vehicle_design_names &= ~1;
}
void LoadCustomEngineNames()
{
// XXX: not done */
DEBUG(misc, 1) ("LoadCustomEngineNames: not done");
}
static void SetupEngineNames()
{
uint i;
for(i=0; i!=TOTAL_NUM_ENGINES; i++)
_engine_name_strings[i] = STR_SV_EMPTY;
DeleteCustomEngineNames();
LoadCustomEngineNames();
}
static void AdjustAvailAircraft()
{
uint16 date = _date;
byte avail = 0;
if (date >= 12784) avail |= 2; // big airport
if (date < 14610 || _patches.always_small_airport) avail |= 1; // small airport
if (date >= 15706) avail |= 4; // enable heliport
if (avail != _avail_aircraft) {
_avail_aircraft = avail;
InvalidateWindow(WC_BUILD_STATION, 0);
}
}
static void CalcEngineReliability(Engine *e)
{
uint age = e->age;
if (age < e->duration_phase_1) {
uint start = e->reliability_start;
e->reliability = age * (e->reliability_max - start) / e->duration_phase_1 + start;
} else if ((age -= e->duration_phase_1) < e->duration_phase_2) {
e->reliability = e->reliability_max;
} else if ((age -= e->duration_phase_2) < e->duration_phase_3) {
uint max = e->reliability_max;
e->reliability = (int)age * (int)(e->reliability_final - max) / e->duration_phase_3 + max;
} else {
// time's up for this engine
// make it either available to all players (if never_expire_vehicles is enabled and if it was available earlier)
// or disable this engine completely
e->player_avail = (_patches.never_expire_vehicles && e->player_avail)? -1 : 0;
e->reliability = e->reliability_final;
}
}
void StartupEngines()
{
Engine *e;
const EngineInfo *ei;
uint32 r;
SetupEngineNames();
for(e=_engines, ei=_engine_info; e != endof(_engines); e++,ei++) {
e->age = 0;
e->railtype = ei->railtype_climates >> 4;
e->flags = 0;
e->player_avail = 0;
r = Random();
e->intro_date = (uint16)((r & 0x1FF) + ei->base_intro);
if (e->intro_date <= _date) {
e->age = (_date - e->intro_date) >> 5;
e->player_avail = (byte)-1;
e->flags |= ENGINE_AVAILABLE;
}
e->reliability_start = (uint16)(((r >> 16) & 0x3fff) + 0x7AE0);
r = Random();
e->reliability_max = (uint16)((r & 0x3fff) + 0xbfff);
e->reliability_final = (uint16)(((r>>16) & 0x3fff) + 0x3fff);
r = Random();
e->duration_phase_1 = (uint16)((r & 0x1F) + 7);
e->duration_phase_2 = (uint16)(((r >> 5) & 0xF) + ei->base_life * 12 - 96);
e->duration_phase_3 = (uint16)(((r >> 9) & 0x7F) + 120);
e->reliability_spd_dec = (ei->unk2&0x7F) << 2;
/* my invented flag for something that is a wagon */
if (ei->unk2 & 0x80) {
e->age = 0xFFFF;
} else {
CalcEngineReliability(e);
}
e->lifelength = ei->lifelength + _patches.extend_vehicle_life;
// prevent certain engines from ever appearing.
if (!HASBIT(ei->railtype_climates, _opt.landscape)) {
e->flags |= ENGINE_AVAILABLE;
e->player_avail = 0;
}
}
AdjustAvailAircraft();
}
uint32 _engine_refit_masks[256];
// TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky
struct WagonOverride {
byte *train_id;
int trains;
struct SpriteGroup group;
};
static struct WagonOverrides {
int overrides_count;
struct WagonOverride *overrides;
} _engine_wagon_overrides[256];
void SetWagonOverrideSprites(byte engine, struct SpriteGroup *group,
byte *train_id, int trains)
{
struct WagonOverrides *wos;
struct WagonOverride *wo;
wos = &_engine_wagon_overrides[engine];
wos->overrides_count++;
wos->overrides = realloc(wos->overrides,
wos->overrides_count * sizeof(struct WagonOverride));
wo = &wos->overrides[wos->overrides_count - 1];
/* FIXME: If we are replacing an override, release original SpriteGroup
* to prevent leaks. But first we need to refcount the SpriteGroup.
* --pasky */
wo->group = *group;
wo->trains = trains;
wo->train_id = malloc(trains);
memcpy(wo->train_id, train_id, trains);
}
static struct SpriteGroup *GetWagonOverrideSpriteSet(byte engine, byte overriding_engine)
{
struct WagonOverrides *wos = &_engine_wagon_overrides[engine];
int i;
// XXX: This could turn out to be a timesink on profiles. We could
// always just dedicate 65535 bytes for an [engine][train] trampoline
// for O(1). Or O(logMlogN) and searching binary tree or smt. like
// that. --pasky
for (i = 0; i < wos->overrides_count; i++) {
struct WagonOverride *wo = &wos->overrides[i];
int j;
for (j = 0; j < wo->trains; j++) {
if (wo->train_id[j] == overriding_engine)
return &wo->group;
}
}
return NULL;
}
byte _engine_original_sprites[256];
// 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 struct SpriteGroup _engine_custom_sprites[256][NUM_CID];
void SetCustomEngineSprites(byte engine, byte cargo, struct SpriteGroup *group)
{
/* FIXME: If we are replacing an override, release original SpriteGroup
* to prevent leaks. But first we need to refcount the SpriteGroup.
* --pasky */
_engine_custom_sprites[engine][cargo] = *group;
}
typedef struct RealSpriteGroup *(*resolve_callback)(struct SpriteGroup *spritegroup,
struct Vehicle *veh,
void *callback); /* XXX data pointer used as function pointer */
static struct RealSpriteGroup *
ResolveVehicleSpriteGroup(struct SpriteGroup *spritegroup, struct Vehicle *veh,
resolve_callback callback)
{
//debug("spgt %d", spritegroup->type);
switch (spritegroup->type) {
case SGT_REAL:
return &spritegroup->g.real;
case SGT_DETERMINISTIC: {
struct DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
struct SpriteGroup *target;
int value = -1;
//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
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 callback(target, NULL, callback);
}
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) {
if (veh->type == VEH_Train) {
Vehicle *u = GetFirstVehicleInChain(veh);
byte chain_before = 0, chain_after = 0;
while (u != veh) {
u = u->next;
chain_before++;
}
while (u->next != NULL) {
u = u->next;
chain_after++;
};
value = chain_before << 16 | chain_after << 8
| (chain_before + chain_after + 1);
} 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_in_chain_old);
veh_prop(0x5B, veh->next_in_chain_old & 0xFF);
veh_prop(0x5C, veh->value);
veh_prop(0x5D, veh->value & 0xFFFFFF);
veh_prop(0x5E, veh->value & 0xFFFF);
veh_prop(0x5F, veh->value & 0xFF);
veh_prop(0x60, veh->string_id);
veh_prop(0x61, veh->string_id & 0xFF);
/* 00h..07h=sub image? 40h=in tunnel; actually some kind of status
* aircraft: >=13h when in flight
* train, ship: 80h=in depot
* rv: 0feh=in depot */
/* TODO veh_prop(0x62, veh->???); */
/* TODO: The rest is per-vehicle, I hope no GRF file looks so far.
* But they won't let us have an easy ride so surely *some* GRF
* file does. So someone needs to do this too. --pasky */
#undef veh_prop
}
}
}
target = value != -1 ? EvalDeterministicSpriteGroup(dsg, value) : dsg->default_group;
//debug("Resolved variable %x: %d, %p", dsg->variable, value, callback);
return callback(target, veh, callback);
}
case SGT_RANDOMIZED: {
struct RandomizedSpriteGroup *rsg = &spritegroup->g.random;
if (veh == NULL) {
/* Purchase list of something. Show the first one. */
assert(rsg->num_groups > 0);
//debug("going for %p: %d", rsg->groups[0], rsg->groups[0].type);
return callback(&rsg->groups[0], NULL, callback);
}
if (rsg->var_scope == VSG_SCOPE_PARENT) {
/* First engine in the vehicle chain */
if (veh->type == VEH_Train)
veh = GetFirstVehicleInChain(veh);
}
return callback(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback);
}
default:
error("I don't know how to handle such a spritegroup %d!", spritegroup->type);
return NULL;
}
}
static struct SpriteGroup *GetVehicleSpriteGroup(byte engine, Vehicle *v)
{
struct SpriteGroup *group;
uint16 overriding_engine = -1;
byte cargo = CID_PURCHASE;
if (v != NULL) {
overriding_engine = v->type == VEH_Train ? v->u.rail.first_engine : -1;
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
}
group = &_engine_custom_sprites[engine][cargo];
if (overriding_engine != 0xffff) {
struct SpriteGroup *overset;
overset = GetWagonOverrideSpriteSet(engine, overriding_engine);
if (overset) group = overset;
}
return group;
}
int GetCustomEngineSprite(byte engine, Vehicle *v, byte direction)
{
struct SpriteGroup *group;
struct RealSpriteGroup *rsg;
byte cargo = CID_PURCHASE;
byte loaded = 0;
bool in_motion = 0;
int totalsets, spriteset;
int r;
if (v != NULL) {
int capacity = v->cargo_cap;
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
if (capacity == 0) capacity = 1;
loaded = (v->cargo_count * 100) / capacity;
in_motion = (v->cur_speed != 0);
}
group = GetVehicleSpriteGroup(engine, v);
rsg = ResolveVehicleSpriteGroup(group, v, (resolve_callback) ResolveVehicleSpriteGroup);
if (rsg->sprites_per_set == 0 && cargo != 29) { /* XXX magic number */
// This group is empty but perhaps there'll be a default one.
rsg = ResolveVehicleSpriteGroup(&_engine_custom_sprites[engine][29], v,
(resolve_callback) ResolveVehicleSpriteGroup);
}
if (!rsg->sprites_per_set) {
// This group is empty. This function users should therefore
// look up the sprite number in _engine_original_sprites.
return 0;
}
direction %= 8;
if (rsg->sprites_per_set == 4)
direction %= 4;
totalsets = in_motion ? rsg->loaded_count : rsg->loading_count;
// My aim here is to make it possible to visually determine absolutely
// empty and totally full vehicles. --pasky
if (loaded == 100 || totalsets == 1) { // full
spriteset = totalsets - 1;
} else if (loaded == 0 || totalsets == 2) { // empty
spriteset = 0;
} else { // something inbetween
spriteset = loaded * (totalsets - 2) / 100 + 1;
// correct possible rounding errors
if (!spriteset)
spriteset = 1;
else if (spriteset == totalsets - 1)
spriteset--;
}
r = (in_motion ? rsg->loaded[spriteset] : rsg->loading[spriteset]) + direction;
return r;
}
// Global variables are evil, yes, but we would end up with horribly overblown
// calling convention otherwise and this should be 100% reentrant.
static byte _vsg_random_triggers;
static byte _vsg_bits_to_reseed;
extern int _custom_sprites_base;
static struct RealSpriteGroup *
TriggerVehicleSpriteGroup(struct SpriteGroup *spritegroup, struct Vehicle *veh,
resolve_callback callback)
{
if (spritegroup->type == SGT_RANDOMIZED)
_vsg_bits_to_reseed |= RandomizedSpriteGroupTriggeredBits(&spritegroup->g.random,
_vsg_random_triggers,
&veh->waiting_triggers);
return ResolveVehicleSpriteGroup(spritegroup, veh, callback);
}
static void DoTriggerVehicle(Vehicle *veh, enum VehicleTrigger trigger, byte base_random_bits, bool first)
{
struct RealSpriteGroup *rsg;
byte new_random_bits;
_vsg_random_triggers = trigger;
_vsg_bits_to_reseed = 0;
rsg = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh,
(resolve_callback) TriggerVehicleSpriteGroup);
if (rsg->sprites_per_set == 0 && veh->cargo_type != 29) { /* XXX magic number */
// This group turned out to be empty but perhaps there'll be a default one.
rsg = TriggerVehicleSpriteGroup(&_engine_custom_sprites[veh->engine_type][29], veh,
(resolve_callback) TriggerVehicleSpriteGroup);
}
new_random_bits = Random();
veh->random_bits &= ~_vsg_bits_to_reseed;
veh->random_bits |= (first ? new_random_bits : base_random_bits) & _vsg_bits_to_reseed;
switch (trigger) {
case VEHICLE_TRIGGER_NEW_CARGO:
/* All vehicles in chain get ANY_NEW_CARGO trigger now.
* So we call it for the first one and they will recurse. */
/* Indexing part of vehicle random bits needs to be
* same for all triggered vehicles in the chain (to get
* all the random-cargo wagons carry the same cargo,
* i.e.), so we give them all the NEW_CARGO triggered
* vehicle's portion of random bits. */
assert(first);
DoTriggerVehicle(GetFirstVehicleInChain(veh), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
break;
case VEHICLE_TRIGGER_DEPOT:
/* We now trigger the next vehicle in chain recursively.
* The random bits portions may be different for each
* vehicle in chain. */
if (veh->next != NULL)
DoTriggerVehicle(veh->next, trigger, 0, true);
break;
case VEHICLE_TRIGGER_EMPTY:
/* We now trigger the next vehicle in chain
* recursively. The random bits portions must be same
* for each vehicle in chain, so we give them all
* first chained vehicle's portion of random bits. */
if (veh->next != NULL)
DoTriggerVehicle(veh->next, trigger, first ? new_random_bits : base_random_bits, false);
break;
case VEHICLE_TRIGGER_ANY_NEW_CARGO:
/* Now pass the trigger recursively to the next vehicle
* in chain. */
assert(!first);
if (veh->next != NULL)
DoTriggerVehicle(veh->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
break;
}
}
void TriggerVehicle(Vehicle *veh, enum VehicleTrigger trigger)
{
DoTriggerVehicle(veh, trigger, 0, true);
}
static char *_engine_custom_names[256];
void SetCustomEngineName(int engine, char *name)
{
_engine_custom_names[engine] = strdup(name);
}
StringID GetCustomEngineName(int engine)
{
if (!_engine_custom_names[engine])
return _engine_name_strings[engine];
strncpy(_userstring, _engine_custom_names[engine], USERSTRING_LEN);
_userstring[USERSTRING_LEN - 1] = '\0';
return STR_SPEC_USERSTRING;
}
void AcceptEnginePreview(Engine *e, int player)
{
Player *p;
SETBIT(e->player_avail, player);
p = DEREF_PLAYER(player);
UPDATE_PLAYER_RAILTYPE(e,p);
e->preview_player = 0xFF;
InvalidateWindowClasses(WC_BUILD_VEHICLE);
}
void EnginesDailyLoop()
{
Engine *e;
int i,num;
Player *p;
uint mask;
int32 best_hist;
int best_player;
if (_cur_year >= 130)
return;
for(e=_engines,i=0; i!=TOTAL_NUM_ENGINES; e++,i++) {
if (e->flags & ENGINE_INTRODUCING) {
if (e->flags & ENGINE_PREVIEWING) {
if (!--e->preview_wait) {
e->flags &= ~ENGINE_PREVIEWING;
DeleteWindowById(WC_ENGINE_PREVIEW, i);
e->preview_player++;
}
} else if (e->preview_player != 0xFF) {
num = e->preview_player;
mask = 0;
do {
best_hist = -1;
best_player = -1;
FOR_ALL_PLAYERS(p) {
if (p->is_active && p->block_preview == 0 && !HASBIT(mask,p->index) &&
p->old_economy[0].performance_history > best_hist) {
best_hist = p->old_economy[0].performance_history;
best_player = p->index;
}
}
if (best_player == -1) {
e->preview_player = 0xFF;
goto next_engine;
}
mask |= (1 << best_player);
} while (--num != 0);
if (!IS_HUMAN_PLAYER(best_player)) {
/* TTDBUG: TTD has a bug here */
AcceptEnginePreview(e, best_player);
} else {
e->flags |= ENGINE_PREVIEWING;
e->preview_wait = 20;
if (IS_INTERACTIVE_PLAYER(best_player)) {
ShowEnginePreviewWindow(i);
}
}
}
}
next_engine:;
}
}
int32 CmdWantEnginePreview(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) {
AcceptEnginePreview(&_engines[p1], _current_player);
}
return 0;
}
// Determine if an engine type is a wagon (and not a loco)
bool isWagon(byte index)
{
if (index < NUM_TRAIN_ENGINES) {
const RailVehicleInfo *rvi = &_rail_vehicle_info[index];
if(rvi->flags & RVI_WAGON)
return true;
}
return false;
}
static void NewVehicleAvailable(Engine *e)
{
Vehicle *v;
Player *p;
int index = e - _engines;
// In case the player didn't build the vehicle during the intro period,
// prevent that player from getting future intro periods for a while.
if (e->flags&ENGINE_INTRODUCING) {
FOR_ALL_PLAYERS(p) {
if (!HASBIT(e->player_avail,p->index))
continue;
for(v=_vehicles;;) {
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) break;
}
if (++v == endof(_vehicles)) {
p->block_preview = 20;
break;
}
}
}
}
e->flags = (e->flags & ~ENGINE_INTRODUCING) | ENGINE_AVAILABLE;
InvalidateWindowClasses(WC_BUILD_VEHICLE);
// Now available for all players
e->player_avail = (byte)-1;
// Do not introduce new rail wagons
if(isWagon(index))
return;
// make maglev / monorail available
FOR_ALL_PLAYERS(p) {
if (p->is_active)
UPDATE_PLAYER_RAILTYPE(e,p);
}
if ((byte)index < NUM_TRAIN_ENGINES) {
AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_TRAINAVAIL), 0, 0);
} else if ((byte)index < NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES) {
AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_ROADAVAIL), 0, 0);
} else if ((byte)index < NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES + NUM_SHIP_ENGINES) {
AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_SHIPAVAIL), 0, 0);
} else {
AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_AIRCRAFTAVAIL), 0, 0);
}
}
void EnginesMonthlyLoop()
{
Engine *e;
if (_cur_year < 130) {
for(e=_engines; e != endof(_engines); e++) {
// Age the vehicle
if (e->flags&ENGINE_AVAILABLE && e->age != 0xFFFF) {
e->age++;
CalcEngineReliability(e);
}
if (!(e->flags & ENGINE_AVAILABLE) && (uint16)(_date - min(_date, 365)) >= e->intro_date) {
// Introduce it to all players
NewVehicleAvailable(e);
} else if (!(e->flags & (ENGINE_AVAILABLE|ENGINE_INTRODUCING)) && _date >= e->intro_date) {
// Introduction date has passed.. show introducing dialog to one player.
e->flags |= ENGINE_INTRODUCING;
// Do not introduce new rail wagons
if(!isWagon(e - _engines))
e->preview_player = 1; // Give to the player with the highest rating.
}
}
}
AdjustAvailAircraft();
}
int32 CmdRenameEngine(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
StringID str;
str = AllocateNameUnique((byte*)_decode_parameters, 0);
if (str == 0)
return CMD_ERROR;
if (flags & DC_EXEC) {
StringID old_str = _engine_name_strings[p1];
_engine_name_strings[p1] = str;
DeleteName(old_str);
_vehicle_design_names |= 3;
MarkWholeScreenDirty();
} else {
DeleteName(str);
}
return 0;
}
int GetPlayerMaxRailtype(int p)
{
Engine *e;
int rt = 0;
int i;
for(e=_engines,i=0; i!=lengthof(_engines); e++,i++) {
if (!HASBIT(e->player_avail, p))
continue;
if ((i >= 27 && i < 54) || (i >= 57 && i < 84) || (i >= 89 && i < 116))
continue;
if (rt < e->railtype)
rt = e->railtype;
}
return rt + 1;
}
static const byte _engine_desc[] = {
SLE_VAR(Engine,intro_date, SLE_UINT16),
SLE_VAR(Engine,age, SLE_UINT16),
SLE_VAR(Engine,reliability, SLE_UINT16),
SLE_VAR(Engine,reliability_spd_dec, SLE_UINT16),
SLE_VAR(Engine,reliability_start, SLE_UINT16),
SLE_VAR(Engine,reliability_max, SLE_UINT16),
SLE_VAR(Engine,reliability_final, SLE_UINT16),
SLE_VAR(Engine,duration_phase_1, SLE_UINT16),
SLE_VAR(Engine,duration_phase_2, SLE_UINT16),
SLE_VAR(Engine,duration_phase_3, SLE_UINT16),
SLE_VAR(Engine,lifelength, SLE_UINT8),
SLE_VAR(Engine,flags, SLE_UINT8),
SLE_VAR(Engine,preview_player, SLE_UINT8),
SLE_VAR(Engine,preview_wait, SLE_UINT8),
SLE_VAR(Engine,railtype, SLE_UINT8),
SLE_VAR(Engine,player_avail, SLE_UINT8),
// reserve extra space in savegame here. (currently 16 bytes)
SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255),
SLE_END()
};
static void Save_ENGN()
{
Engine *e;
int i;
for(i=0,e=_engines; i != lengthof(_engines); i++,e++) {
SlSetArrayIndex(i);
SlObject(e, _engine_desc);
}
}
static void Load_ENGN()
{
int index;
while ((index = SlIterateArray()) != -1) {
SlObject(&_engines[index], _engine_desc);
}
}
static void LoadSave_ENGS()
{
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},
};
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