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Location: cpp/openttd-patchpack/source/newgrf_engine.c
r3478:523ece58cb16
20.9 KiB
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(svn r4323) -Regression: Clear the slot assignments of all vehicles heading twoards a road stop if that road stop gets removed
This issue was fixed in r2210 and reintroduced in r4259 when the multistop handling was overhauled.
This issue was fixed in r2210 and reintroduced in r4259 when the multistop handling was overhauled.
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#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "string.h"
#include "strings.h"
#include "engine.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "sprite.h"
#include "variables.h"
#include "train.h"
// TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky
typedef struct WagonOverride {
byte *train_id;
int trains;
SpriteGroup *group;
} WagonOverride;
typedef struct WagonOverrides {
int overrides_count;
WagonOverride *overrides;
} WagonOverrides;
static WagonOverrides _engine_wagon_overrides[TOTAL_NUM_ENGINES];
void SetWagonOverrideSprites(EngineID engine, SpriteGroup *group, byte *train_id,
int trains)
{
WagonOverrides *wos;
WagonOverride *wo;
wos = &_engine_wagon_overrides[engine];
wos->overrides_count++;
wos->overrides = realloc(wos->overrides,
wos->overrides_count * sizeof(*wos->overrides));
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;
group->ref_count++;
wo->trains = trains;
wo->train_id = malloc(trains);
memcpy(wo->train_id, train_id, trains);
}
static const SpriteGroup *GetWagonOverrideSpriteSet(EngineID engine, byte overriding_engine)
{
const 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++) {
const 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;
}
/**
* Unload all wagon override sprite groups.
*/
void UnloadWagonOverrides(void)
{
WagonOverrides *wos;
WagonOverride *wo;
EngineID engine;
int i;
for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
wos = &_engine_wagon_overrides[engine];
for (i = 0; i < wos->overrides_count; i++) {
wo = &wos->overrides[i];
UnloadSpriteGroup(&wo->group);
free(wo->train_id);
}
free(wos->overrides);
wos->overrides_count = 0;
wos->overrides = NULL;
}
}
// 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 SpriteGroup *engine_custom_sprites[TOTAL_NUM_ENGINES][NUM_GLOBAL_CID];
void SetCustomEngineSprites(EngineID engine, byte cargo, SpriteGroup *group)
{
if (engine_custom_sprites[engine][cargo] != NULL) {
DEBUG(grf, 6)("SetCustomEngineSprites: engine `%d' cargo `%d' already has group -- removing.", engine, cargo);
UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
}
engine_custom_sprites[engine][cargo] = group;
group->ref_count++;
}
/**
* Unload all engine sprite groups.
*/
void UnloadCustomEngineSprites(void)
{
EngineID engine;
CargoID cargo;
for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
for (cargo = 0; cargo < NUM_GLOBAL_CID; cargo++) {
if (engine_custom_sprites[engine][cargo] != NULL) {
DEBUG(grf, 6)("UnloadCustomEngineSprites: Unloading group for engine `%d' cargo `%d'.", engine, cargo);
UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
}
}
}
}
static int MapOldSubType(const Vehicle *v)
{
if (v->type != VEH_Train) return v->subtype;
if (IsTrainEngine(v)) return 0;
if (IsFreeWagon(v)) return 4;
return 2;
}
static int VehicleSpecificProperty(const Vehicle *v, byte var) {
switch (v->type) {
case VEH_Train:
switch (var) {
case 0x62: return v->u.rail.track;
case 0x66: return v->u.rail.railtype;
case 0x73: return v->u.rail.cached_veh_length;
case 0x74: return v->u.rail.cached_power;
case 0x75: return v->u.rail.cached_power & 0xFFFFFF;
case 0x76: return v->u.rail.cached_power & 0xFFFF;
case 0x77: return v->u.rail.cached_power & 0xFF;
case 0x7C: return v->first->index;
case 0x7D: return v->first->index & 0xFF;
}
break;
case VEH_Road:
switch (var) {
case 0x62: return v->u.road.state;
case 0x64: return v->u.road.blocked_ctr;
case 0x65: return v->u.road.blocked_ctr & 0xFF;
case 0x66: return v->u.road.overtaking;
case 0x67: return v->u.road.overtaking_ctr;
case 0x68: return v->u.road.crashed_ctr;
case 0x69: return v->u.road.crashed_ctr & 0xFF;
}
break;
case VEH_Aircraft:
switch (var) {
// case 0x62: XXX Need to convert from ottd to ttdp state
case 0x63: return v->u.air.targetairport;
// case 0x66: XXX
}
break;
}
DEBUG(grf, 1)("Unhandled vehicle property 0x%x (var 0x%x), type 0x%x", var, var + 0x80, v->type);
return -1;
}
typedef SpriteGroup *(*resolve_callback)(const SpriteGroup *spritegroup,
const Vehicle *veh, uint16 callback_info, void *resolve_func); /* XXX data pointer used as function pointer */
static const SpriteGroup* ResolveVehicleSpriteGroup(const SpriteGroup *spritegroup,
const Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
{
if (spritegroup == NULL)
return NULL;
//debug("spgt %d", spritegroup->type);
switch (spritegroup->type) {
case SGT_REAL:
case SGT_CALLBACK:
return spritegroup;
case SGT_DETERMINISTIC: {
const DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
const SpriteGroup *target;
int value = -1;
//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
if (dsg->variable == 0x0C) {
/* Callback ID */
value = callback_info & 0xFF;
} else if (dsg->variable == 0x10) {
value = (callback_info >> 8) & 0xFF;
} else 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 resolve_func(target, NULL, callback_info, resolve_func);
}
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 || dsg->variable == 0x41) {
if (veh->type == VEH_Train) {
const Vehicle *u = GetFirstVehicleInChain(veh);
byte chain_before = 0, chain_after = 0;
while (u != veh) {
chain_before++;
if (dsg->variable == 0x41 && u->engine_type != veh->engine_type)
chain_before = 0;
u = u->next;
}
while (u->next != NULL && (dsg->variable == 0x40 || u->next->engine_type == veh->engine_type)) {
chain_after++;
u = u->next;
};
value = chain_before | chain_after << 8
| (chain_before + chain_after) << 16;
} 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, MapOldSubType(veh));
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(0x1A, veh->x_pos);
veh_prop(0x1B, veh->x_pos & 0xFF);
veh_prop(0x1C, veh->y_pos);
veh_prop(0x1D, veh->y_pos & 0xFF);
veh_prop(0x1E, veh->z_pos);
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 == NULL ? INVALID_VEHICLE : veh->next->index);
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);
veh_prop(0x72, 0); // XXX Refit cycle currently unsupported
veh_prop(0x7A, veh->random_bits);
veh_prop(0x7B, veh->waiting_triggers);
#undef veh_prop
// Handle vehicle specific properties.
default: value = VehicleSpecificProperty(veh, dsg->variable - 0x80); break;
}
}
}
target = value != -1 ? EvalDeterministicSpriteGroup(dsg, value) : dsg->default_group;
//debug("Resolved variable %x: %d, %p", dsg->variable, value, callback);
return resolve_func(target, veh, callback_info, resolve_func);
}
case SGT_RANDOMIZED: {
const 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 resolve_func(rsg->groups[0], NULL, callback_info, resolve_func);
}
if (rsg->var_scope == VSG_SCOPE_PARENT) {
/* First engine in the vehicle chain */
if (veh->type == VEH_Train)
veh = GetFirstVehicleInChain(veh);
}
return resolve_func(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback_info, resolve_func);
}
default:
error("I don't know how to handle such a spritegroup %d!", spritegroup->type);
return NULL;
}
}
static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *v)
{
const SpriteGroup *group;
CargoID cargo = GC_PURCHASE;
if (v != NULL) {
cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
assert(cargo != GC_INVALID);
}
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;
}
return group;
}
int GetCustomEngineSprite(EngineID engine, const Vehicle* v, Direction direction)
{
const SpriteGroup *group;
const RealSpriteGroup *rsg;
CargoID cargo = GC_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];
assert(cargo != GC_INVALID);
if (capacity == 0) capacity = 1;
loaded = (v->cargo_count * 100) / capacity;
if (v->type == VEH_Train) {
in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
} else {
in_motion = v->current_order.type != OT_LOADING;
}
}
group = GetVehicleSpriteGroup(engine, v);
group = ResolveVehicleSpriteGroup(group, v, 0, (resolve_callback) ResolveVehicleSpriteGroup);
if (group == NULL && cargo != GC_DEFAULT) {
// This group is empty but perhaps there'll be a default one.
group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, 0,
(resolve_callback) ResolveVehicleSpriteGroup);
}
if (group == NULL)
return 0;
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 = GC_DEFAULT;
uint16 callback_info = callback | (param1 << 8); // XXX Temporary conversion between new and old format.
if (v != NULL)
cargo = _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 && 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);
}
static char *_engine_custom_names[TOTAL_NUM_ENGINES];
void SetCustomEngineName(EngineID engine, const char *name)
{
_engine_custom_names[engine] = strdup(name);
}
void UnloadCustomEngineNames(void)
{
char **i;
for (i = _engine_custom_names; i != endof(_engine_custom_names); i++) {
free(*i);
*i = NULL;
}
}
StringID GetCustomEngineName(EngineID engine)
{
if (!_engine_custom_names[engine])
return _engine_name_strings[engine];
ttd_strlcpy(_userstring, _engine_custom_names[engine], lengthof(_userstring));
return STR_SPEC_USERSTRING;
}
// 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;
}
}
}
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