Changeset - r28209:28b839eace1a
[Not reviewed]
master
0 4 0
Peter Nelson - 5 months ago 2023-11-29 22:40:09
peter1138@openttd.org
Feature: Randomize direction of rail vehicle on build based on probability callback. (#11489)

This allows NewGRF authors to indicate that the game should randomly flip rail vehicles on build, without needing to use random bits nor duplicate sprites to handle it themselves.

To use this functionality, test for callback 162 (CBID_VEHICLE_BUILD_PROBABILITY) and var10 = 0 (values other than 0 are reserved for future use), and return a value between 0 and 100 inclusive.

The return value is a percentage chance of reversing the vehicle. A value of 0 will always build a forward facing vehicle, and 100 will always build a reverse facing vehicle.
4 files changed with 26 insertions and 0 deletions:
0 comments (0 inline, 0 general)
src/newgrf_callbacks.h
Show inline comments
 
@@ -282,6 +282,9 @@ enum CallbackID {
 

	
 
	/** Called to determine the engine name to show. */
 
	CBID_VEHICLE_NAME                    = 0x161, // 15 bit callback
 

	
 
	/** Called to determine probability during build. */
 
	CBID_VEHICLE_BUILD_PROBABILITY       = 0x162, // 15 bit callback
 
};
 

	
 
/**
src/newgrf_engine.cpp
Show inline comments
 
@@ -1192,6 +1192,20 @@ int GetEngineProperty(EngineID engine, P
 
	return orig_value;
 
}
 

	
 
/**
 
 * Test for vehicle build probablity type.
 
 * @param v Vehicle whose build probability to test.
 
 * @param type Build probability type to test for.
 
 * @returns True iff the probability result says so.
 
 */
 
bool TestVehicleBuildProbability(Vehicle *v, EngineID engine, BuildProbabilityType type)
 
{
 
	uint16_t p = GetVehicleCallback(CBID_VEHICLE_BUILD_PROBABILITY, std::underlying_type<BuildProbabilityType>::type(type), 0, engine, v);
 
	if (p == CALLBACK_FAILED) return false;
 

	
 
	const uint16_t PROBABILITY_RANGE = 100;
 
	return p + RandomRange(PROBABILITY_RANGE) >= PROBABILITY_RANGE;
 
}
 

	
 
static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, uint16_t base_random_bits, bool first)
 
{
src/newgrf_engine.h
Show inline comments
 
@@ -103,6 +103,12 @@ bool UsesWagonOverride(const Vehicle *v)
 
int GetVehicleProperty(const Vehicle *v, PropertyID property, int orig_value, bool is_signed = false);
 
int GetEngineProperty(EngineID engine, PropertyID property, int orig_value, const Vehicle *v = nullptr, bool is_signed = false);
 

	
 
enum class BuildProbabilityType {
 
	Reversed = 0,
 
};
 

	
 
bool TestVehicleBuildProbability(Vehicle *v, EngineID engine, BuildProbabilityType type);
 

	
 
enum VehicleTrigger {
 
	VEHICLE_TRIGGER_NEW_CARGO     = 0x01,
 
	/* Externally triggered only for the first vehicle in chain */
src/train_cmd.cpp
Show inline comments
 
@@ -661,6 +661,7 @@ static CommandCost CmdBuildRailWagon(DoC
 

	
 
		v->group_id = DEFAULT_GROUP;
 

	
 
		if (TestVehicleBuildProbability(v, v->engine_type, BuildProbabilityType::Reversed)) SetBit(v->flags, VRF_REVERSE_DIRECTION);
 
		AddArticulatedParts(v);
 

	
 
		v->UpdatePosition();
 
@@ -728,6 +729,7 @@ static void AddRearEngineToMultiheadedTr
 
	v->SetMultiheaded();
 
	u->SetMultiheaded();
 
	v->SetNext(u);
 
	if (TestVehicleBuildProbability(u, u->engine_type, BuildProbabilityType::Reversed)) SetBit(u->flags, VRF_REVERSE_DIRECTION);
 
	u->UpdatePosition();
 

	
 
	/* Now we need to link the front and rear engines together */
 
@@ -799,6 +801,7 @@ CommandCost CmdBuildRailVehicle(DoComman
 
		v->SetFrontEngine();
 
		v->SetEngine();
 

	
 
		if (TestVehicleBuildProbability(v, v->engine_type, BuildProbabilityType::Reversed)) SetBit(v->flags, VRF_REVERSE_DIRECTION);
 
		v->UpdatePosition();
 

	
 
		if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
0 comments (0 inline, 0 general)