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@@ -163,36 +163,24 @@ static void CalcEngineReliability(Engine
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void AddTypeToEngines(void)
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{
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Engine *e;
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uint32 counter = 0;
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for(e=_engines; e != endof(_engines); e++, counter++) {
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Engine* e = _engines;
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e->type = VEH_Train;
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if (counter >= ROAD_ENGINES_INDEX) {
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e->type = VEH_Road;
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if (counter >= SHIP_ENGINES_INDEX) {
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e->type = VEH_Ship;
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if (counter >= AIRCRAFT_ENGINES_INDEX) {
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e->type = VEH_Aircraft;
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if (counter >= TOTAL_NUM_ENGINES) {
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e->type = VEH_Special;
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}
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}
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}
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}
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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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void StartupEngines(void)
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{
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Engine *e;
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const EngineInfo *ei;
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uint32 r, counter = 0;
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SetupEngineNames();
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for(e=_engines, ei=_engine_info; e != endof(_engines); e++, ei++, counter++) {
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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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e->age = 0;
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e->railtype = ei->railtype_climates >> 4;
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@@ -283,9 +271,9 @@ void SetWagonOverrideSprites(byte engine
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memcpy(wo->train_id, train_id, trains);
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}
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static SpriteGroup *GetWagonOverrideSpriteSet(byte engine, byte overriding_engine)
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static const SpriteGroup *GetWagonOverrideSpriteSet(byte engine, byte overriding_engine)
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{
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WagonOverrides *wos = &_engine_wagon_overrides[engine];
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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
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@@ -294,7 +282,7 @@ static SpriteGroup *GetWagonOverrideSpri
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// that. --pasky
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for (i = 0; i < wos->overrides_count; i++) {
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WagonOverride *wo = &wos->overrides[i];
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const WagonOverride *wo = &wos->overrides[i];
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int j;
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for (j = 0; j < wo->trains; j++) {
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@@ -306,7 +294,6 @@ static SpriteGroup *GetWagonOverrideSpri
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}
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byte _engine_original_sprites[TOTAL_NUM_ENGINES];
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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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@@ -321,10 +308,10 @@ void SetCustomEngineSprites(byte engine,
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_engine_custom_sprites[engine][cargo] = *group;
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}
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typedef SpriteGroup *(*resolve_callback)(SpriteGroup *spritegroup,
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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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static SpriteGroup* ResolveVehicleSpriteGroup(SpriteGroup *spritegroup,
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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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//debug("spgt %d", spritegroup->type);
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@@ -334,8 +321,8 @@ static SpriteGroup* ResolveVehicleSprite
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return spritegroup;
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case SGT_DETERMINISTIC: {
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DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
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SpriteGroup *target;
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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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//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
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@@ -369,7 +356,7 @@ static SpriteGroup* ResolveVehicleSprite
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if (dsg->variable == 0x40 || dsg->variable == 0x41) {
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if (veh->type == VEH_Train) {
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Vehicle *u = GetFirstVehicleInChain(veh);
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const Vehicle *u = GetFirstVehicleInChain(veh);
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byte chain_before = 0, chain_after = 0;
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while (u != veh) {
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@@ -483,7 +470,7 @@ static SpriteGroup* ResolveVehicleSprite
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}
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case SGT_RANDOMIZED: {
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RandomizedSpriteGroup *rsg = &spritegroup->g.random;
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const RandomizedSpriteGroup *rsg = &spritegroup->g.random;
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if (veh == NULL) {
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/* Purchase list of something. Show the first one. */
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@@ -507,9 +494,9 @@ static SpriteGroup* ResolveVehicleSprite
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}
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}
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static SpriteGroup *GetVehicleSpriteGroup(byte engine, const Vehicle *v)
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static const SpriteGroup *GetVehicleSpriteGroup(byte engine, const Vehicle *v)
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{
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SpriteGroup *group;
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const SpriteGroup *group;
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byte cargo = GC_PURCHASE;
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if (v != NULL) {
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@@ -520,7 +507,7 @@ static SpriteGroup *GetVehicleSpriteGrou
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group = &_engine_custom_sprites[engine][cargo];
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if (v != NULL && v->type == VEH_Train) {
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SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
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const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
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if (overset != NULL) group = overset;
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}
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@@ -530,8 +517,8 @@ static SpriteGroup *GetVehicleSpriteGrou
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int GetCustomEngineSprite(byte engine, const Vehicle *v, byte direction)
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{
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SpriteGroup *group;
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RealSpriteGroup *rsg;
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const SpriteGroup *group;
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const RealSpriteGroup *rsg;
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byte cargo = GC_PURCHASE;
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byte loaded = 0;
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bool in_motion = 0;
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@@ -598,7 +585,7 @@ int GetCustomEngineSprite(byte engine, c
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*/
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bool UsesWagonOverride(const Vehicle *v) {
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assert(v->type == VEH_Train);
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return (GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine) != NULL);
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return GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine) != NULL;
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}
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/**
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@@ -612,7 +599,7 @@ bool UsesWagonOverride(const Vehicle *v)
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*/
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uint16 GetCallBackResult(uint16 callback_info, byte engine, const Vehicle *v)
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{
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SpriteGroup *group;
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const SpriteGroup *group;
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byte cargo = GC_DEFAULT;
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if (v != NULL)
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@@ -621,7 +608,7 @@ uint16 GetCallBackResult(uint16 callback
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group = &_engine_custom_sprites[engine][cargo];
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if (v != NULL && v->type == VEH_Train) {
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SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
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const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
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if (overset != NULL) group = overset;
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}
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@@ -647,7 +634,7 @@ uint16 GetCallBackResult(uint16 callback
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static byte _vsg_random_triggers;
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static byte _vsg_bits_to_reseed;
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static SpriteGroup *TriggerVehicleSpriteGroup(SpriteGroup *spritegroup,
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static const SpriteGroup *TriggerVehicleSpriteGroup(const SpriteGroup *spritegroup,
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Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
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{
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if (spritegroup->type == SGT_RANDOMIZED) {
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@@ -663,8 +650,8 @@ static SpriteGroup *TriggerVehicleSprite
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static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_random_bits, bool first)
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{
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SpriteGroup *group;
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RealSpriteGroup *rsg;
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const SpriteGroup *group;
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const RealSpriteGroup *rsg;
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byte new_random_bits;
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_vsg_random_triggers = trigger;
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@@ -793,12 +780,13 @@ static PlayerID GetBestPlayer(PlayerID p
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void EnginesDailyLoop(void)
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{
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Engine *e;
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int i;
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uint i;
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if (_cur_year >= 130) return;
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for (e = _engines, i = 0; i != TOTAL_NUM_ENGINES; e++, i++) {
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for (i = 0; i != lengthof(_engines); i++) {
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Engine* e = &_engines[i];
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if (e->flags & ENGINE_INTRODUCING) {
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if (e->flags & ENGINE_PREVIEWING) {
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if (e->preview_player != 0xFF && !--e->preview_wait) {
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@@ -920,9 +908,9 @@ void EnginesMonthlyLoop(void)
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Engine *e;
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if (_cur_year < 130) {
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for(e=_engines; e != endof(_engines); e++) {
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for (e = _engines; e != endof(_engines); e++) {
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// Age the vehicle
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if (e->flags&ENGINE_AVAILABLE && e->age != 0xFFFF) {
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if (e->flags & ENGINE_AVAILABLE && e->age != 0xFFFF) {
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e->age++;
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CalcEngineReliability(e);
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}
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@@ -998,11 +986,11 @@ static const SaveLoad _engine_desc[] = {
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static void Save_ENGN(void)
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{
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Engine *e;
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int i;
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for(i=0,e=_engines; i != lengthof(_engines); i++,e++) {
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uint i;
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for (i = 0; i != lengthof(_engines); i++) {
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SlSetArrayIndex(i);
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SlObject(e, _engine_desc);
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SlObject(&_engines[i], _engine_desc);
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}
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}
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