@@ -163,36 +163,24 @@ static void CalcEngineReliability(Engine
void AddTypeToEngines(void)
{
Engine *e;
uint32 counter = 0;
for(e=_engines; e != endof(_engines); e++, counter++) {
Engine* e = _engines;
e->type = VEH_Train;
if (counter >= ROAD_ENGINES_INDEX) {
e->type = VEH_Road;
if (counter >= SHIP_ENGINES_INDEX) {
e->type = VEH_Ship;
if (counter >= AIRCRAFT_ENGINES_INDEX) {
e->type = VEH_Aircraft;
if (counter >= TOTAL_NUM_ENGINES) {
e->type = VEH_Special;
}
do e->type = VEH_Train; while (++e < &_engines[ROAD_ENGINES_INDEX]);
do e->type = VEH_Road; while (++e < &_engines[SHIP_ENGINES_INDEX]);
do e->type = VEH_Ship; while (++e < &_engines[AIRCRAFT_ENGINES_INDEX]);
do e->type = VEH_Aircraft; while (++e < &_engines[TOTAL_NUM_ENGINES]);
do e->type = VEH_Special; while (++e < endof(_engines));
void StartupEngines(void)
const EngineInfo *ei;
uint32 r, counter = 0;
SetupEngineNames();
for(e=_engines, ei=_engine_info; e != endof(_engines); e++, ei++, counter++) {
for (e = _engines, ei = _engine_info; e != endof(_engines); e++, ei++) {
uint32 r;
e->age = 0;
e->railtype = ei->railtype_climates >> 4;
@@ -283,9 +271,9 @@ void SetWagonOverrideSprites(byte engine
memcpy(wo->train_id, train_id, trains);
static SpriteGroup *GetWagonOverrideSpriteSet(byte engine, byte overriding_engine)
static const SpriteGroup *GetWagonOverrideSpriteSet(byte engine, byte overriding_engine)
WagonOverrides *wos = &_engine_wagon_overrides[engine];
const WagonOverrides *wos = &_engine_wagon_overrides[engine];
int i;
// XXX: This could turn out to be a timesink on profiles. We could
@@ -294,7 +282,7 @@ static SpriteGroup *GetWagonOverrideSpri
// that. --pasky
for (i = 0; i < wos->overrides_count; i++) {
WagonOverride *wo = &wos->overrides[i];
const WagonOverride *wo = &wos->overrides[i];
int j;
for (j = 0; j < wo->trains; j++) {
@@ -306,7 +294,6 @@ static SpriteGroup *GetWagonOverrideSpri
byte _engine_original_sprites[TOTAL_NUM_ENGINES];
// 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
@@ -321,10 +308,10 @@ void SetCustomEngineSprites(byte engine,
_engine_custom_sprites[engine][cargo] = *group;
typedef SpriteGroup *(*resolve_callback)(SpriteGroup *spritegroup,
typedef SpriteGroup *(*resolve_callback)(const SpriteGroup *spritegroup,
const Vehicle *veh, uint16 callback_info, void *resolve_func); /* XXX data pointer used as function pointer */
static SpriteGroup* ResolveVehicleSpriteGroup(SpriteGroup *spritegroup,
static const SpriteGroup* ResolveVehicleSpriteGroup(const SpriteGroup *spritegroup,
const Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
//debug("spgt %d", spritegroup->type);
@@ -334,8 +321,8 @@ static SpriteGroup* ResolveVehicleSprite
return spritegroup;
case SGT_DETERMINISTIC: {
DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
SpriteGroup *target;
const DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
const SpriteGroup *target;
int value = -1;
//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
@@ -369,7 +356,7 @@ static SpriteGroup* ResolveVehicleSprite
if (dsg->variable == 0x40 || dsg->variable == 0x41) {
if (veh->type == VEH_Train) {
Vehicle *u = GetFirstVehicleInChain(veh);
const Vehicle *u = GetFirstVehicleInChain(veh);
byte chain_before = 0, chain_after = 0;
while (u != veh) {
@@ -483,7 +470,7 @@ static SpriteGroup* ResolveVehicleSprite
case SGT_RANDOMIZED: {
RandomizedSpriteGroup *rsg = &spritegroup->g.random;
const RandomizedSpriteGroup *rsg = &spritegroup->g.random;
if (veh == NULL) {
/* Purchase list of something. Show the first one. */
@@ -507,9 +494,9 @@ static SpriteGroup* ResolveVehicleSprite
static SpriteGroup *GetVehicleSpriteGroup(byte engine, const Vehicle *v)
static const SpriteGroup *GetVehicleSpriteGroup(byte engine, const Vehicle *v)
SpriteGroup *group;
const SpriteGroup *group;
byte cargo = GC_PURCHASE;
if (v != NULL) {
@@ -520,7 +507,7 @@ static SpriteGroup *GetVehicleSpriteGrou
group = &_engine_custom_sprites[engine][cargo];
if (v != NULL && v->type == VEH_Train) {
SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
if (overset != NULL) group = overset;
@@ -530,8 +517,8 @@ static SpriteGroup *GetVehicleSpriteGrou
int GetCustomEngineSprite(byte engine, const Vehicle *v, byte direction)
RealSpriteGroup *rsg;
const RealSpriteGroup *rsg;
byte loaded = 0;
bool in_motion = 0;
@@ -598,7 +585,7 @@ int GetCustomEngineSprite(byte engine, c
*/
bool UsesWagonOverride(const Vehicle *v) {
assert(v->type == VEH_Train);
return (GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine) != NULL);
return GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine) != NULL;
/**
@@ -612,7 +599,7 @@ bool UsesWagonOverride(const Vehicle *v)
uint16 GetCallBackResult(uint16 callback_info, byte engine, const Vehicle *v)
byte cargo = GC_DEFAULT;
if (v != NULL)
@@ -621,7 +608,7 @@ uint16 GetCallBackResult(uint16 callback
@@ -647,7 +634,7 @@ uint16 GetCallBackResult(uint16 callback
static byte _vsg_random_triggers;
static byte _vsg_bits_to_reseed;
static SpriteGroup *TriggerVehicleSpriteGroup(SpriteGroup *spritegroup,
static const SpriteGroup *TriggerVehicleSpriteGroup(const SpriteGroup *spritegroup,
Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
if (spritegroup->type == SGT_RANDOMIZED) {
@@ -663,8 +650,8 @@ static SpriteGroup *TriggerVehicleSprite
static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_random_bits, bool first)
byte new_random_bits;
_vsg_random_triggers = trigger;
@@ -793,12 +780,13 @@ static PlayerID GetBestPlayer(PlayerID p
void EnginesDailyLoop(void)
uint i;
if (_cur_year >= 130) return;
for (e = _engines, i = 0; i != TOTAL_NUM_ENGINES; e++, i++) {
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) {
@@ -920,9 +908,9 @@ void EnginesMonthlyLoop(void)
if (_cur_year < 130) {
for(e=_engines; e != endof(_engines); e++) {
for (e = _engines; e != endof(_engines); e++) {
// Age the vehicle
if (e->flags&ENGINE_AVAILABLE && e->age != 0xFFFF) {
if (e->flags & ENGINE_AVAILABLE && e->age != 0xFFFF) {
e->age++;
CalcEngineReliability(e);
@@ -998,11 +986,11 @@ static const SaveLoad _engine_desc[] = {
static void Save_ENGN(void)
for(i=0,e=_engines; i != lengthof(_engines); i++,e++) {
SlSetArrayIndex(i);
SlObject(e, _engine_desc);
SlObject(&_engines[i], _engine_desc);
@@ -9,7 +9,7 @@
#include "variables.h"
SpriteGroup *EvalDeterministicSpriteGroup(DeterministicSpriteGroup *dsg, int value)
SpriteGroup *EvalDeterministicSpriteGroup(const DeterministicSpriteGroup *dsg, int value)
@@ -64,7 +64,7 @@ int GetDeterministicSpriteValue(byte var
SpriteGroup *EvalRandomizedSpriteGroup(RandomizedSpriteGroup *rsg, byte random_bits)
SpriteGroup *EvalRandomizedSpriteGroup(const RandomizedSpriteGroup *rsg, byte random_bits)
byte mask;
byte index;
@@ -78,7 +78,7 @@ SpriteGroup *EvalRandomizedSpriteGroup(R
return &rsg->groups[index];
byte RandomizedSpriteGroupTriggeredBits(RandomizedSpriteGroup *rsg,
byte RandomizedSpriteGroupTriggeredBits(const RandomizedSpriteGroup *rsg,
byte triggers, byte *waiting_triggers)
byte match = rsg->triggers & (*waiting_triggers | triggers);
@@ -140,17 +140,17 @@ struct DeterministicSpriteGroupRange {
/* This takes value (probably of the variable specified in the group) and
* chooses corresponding SpriteGroup accordingly to the given
* DeterministicSpriteGroup. */
struct SpriteGroup *EvalDeterministicSpriteGroup(struct DeterministicSpriteGroup *dsg, int value);
SpriteGroup *EvalDeterministicSpriteGroup(const DeterministicSpriteGroup *dsg, int value);
/* Get value of a common deterministic SpriteGroup variable. */
int GetDeterministicSpriteValue(byte var);
/* This takes randomized bitmask (probably associated with
* vehicle/station/whatever) and chooses corresponding SpriteGroup
* accordingly to the given RandomizedSpriteGroup. */
SpriteGroup *EvalRandomizedSpriteGroup(RandomizedSpriteGroup *rsg, byte random_bits);
SpriteGroup *EvalRandomizedSpriteGroup(const RandomizedSpriteGroup *rsg, byte random_bits);
/* Triggers given RandomizedSpriteGroup with given bitmask and returns and-mask
* of random bits to be reseeded, or zero if there were no triggers matched
* (then they are |ed to @waiting_triggers instead). */
byte RandomizedSpriteGroupTriggeredBits(RandomizedSpriteGroup *rsg, byte triggers, byte *waiting_triggers);
byte RandomizedSpriteGroupTriggeredBits(const RandomizedSpriteGroup *rsg, byte triggers, byte *waiting_triggers);
#endif
Status change: