/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "variables.h" #include "debug.h" #include "functions.h" #include "engine.h" #include "train.h" #include "player.h" #include "station.h" #include "airport.h" #include "newgrf_callbacks.h" #include "newgrf_engine.h" #include "newgrf_station.h" #include "newgrf_spritegroup.h" int _traininfo_vehicle_pitch = 0; // TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky typedef struct WagonOverride { byte *train_id; int trains; const SpriteGroup *group; } WagonOverride; typedef struct WagonOverrides { int overrides_count; WagonOverride *overrides; } WagonOverrides; static WagonOverrides _engine_wagon_overrides[TOTAL_NUM_ENGINES]; void SetWagonOverrideSprites(EngineID engine, const 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; 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]; wo->group = NULL; 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 const SpriteGroup *engine_custom_sprites[TOTAL_NUM_ENGINES][NUM_GLOBAL_CID]; static uint32 _engine_grf[TOTAL_NUM_ENGINES]; void SetCustomEngineSprites(EngineID engine, byte cargo, const SpriteGroup *group) { assert(engine < TOTAL_NUM_ENGINES); if (engine_custom_sprites[engine][cargo] != NULL) { DEBUG(grf, 6)("SetCustomEngineSprites: engine `%d' cargo `%d' already has group -- replacing.", engine, cargo); } engine_custom_sprites[engine][cargo] = group; } /** * 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++) { engine_custom_sprites[engine][cargo] = NULL; } _engine_grf[engine] = 0; } } static const SpriteGroup *heli_rotor_custom_sprites[NUM_AIRCRAFT_ENGINES]; /** Load a rotor override sprite group for an aircraft */ void SetRotorOverrideSprites(EngineID engine, const SpriteGroup *group) { assert(engine >= AIRCRAFT_ENGINES_INDEX); assert(engine < AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES); if (heli_rotor_custom_sprites[engine - AIRCRAFT_ENGINES_INDEX] != NULL) { DEBUG(grf, 6)("SetRotorOverrideSprites: engine `%d' already has group -- replacing.", engine); } heli_rotor_custom_sprites[engine - AIRCRAFT_ENGINES_INDEX] = group; } /** Unload all rotor override sprite groups */ void UnloadRotorOverrideSprites(void) { EngineID engine; /* Starting at AIRCRAFT_ENGINES_INDEX may seem pointless, but it means * the context of EngineID is correct */ for (engine = AIRCRAFT_ENGINES_INDEX; engine < AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; engine++) { heli_rotor_custom_sprites[engine - AIRCRAFT_ENGINES_INDEX] = NULL; } } void SetEngineGRF(EngineID engine, uint32 grfid) { assert(engine < TOTAL_NUM_ENGINES); _engine_grf[engine] = grfid; } uint32 GetEngineGRFID(EngineID engine) { assert(engine < TOTAL_NUM_ENGINES); return _engine_grf[engine]; } 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; } /* TTDP style aircraft movement states for GRF Action 2 Var 0xE2 */ enum { AMS_TTDP_HANGER, AMS_TTDP_TO_HANGER, AMS_TTDP_TO_PAD1, AMS_TTDP_TO_PAD2, AMS_TTDP_TO_PAD3, AMS_TTDP_TO_ENTRY_2_AND_3, AMS_TTDP_TO_ENTRY_2_AND_3_AND_H, AMS_TTDP_TO_JUNCTION, AMS_TTDP_LEAVE_RUNWAY, AMS_TTDP_TO_INWAY, AMS_TTDP_TO_RUNWAY, AMS_TTDP_TO_OUTWAY, AMS_TTDP_WAITING, AMS_TTDP_TAKEOFF, AMS_TTDP_TO_TAKEOFF, AMS_TTDP_CLIMBING, AMS_TTDP_FLIGHT_APPROACH, AMS_TTDP_UNUSED_0x11, AMS_TTDP_FLIGHT_TO_TOWER, AMS_TTDP_UNUSED_0x13, AMS_TTDP_FLIGHT_FINAL, AMS_TTDP_FLIGHT_DESCENT, AMS_TTDP_BRAKING, AMS_TTDP_HELI_TAKEOFF_AIRPOPT, AMS_TTDP_HELI_TO_TAKEOFF_AIRPOPT, AMS_TTDP_HELI_LAND_AIRPOPT, AMS_TTDP_HELI_TAKEOFF_HELIPORT, AMS_TTDP_HELI_TO_TAKEOFF_HELIPORT, AMS_TTDP_HELI_LAND_HELIPORT, }; /** * Map OTTD aircraft movement states to TTDPatch style movement states * (VarAction 2 Variable 0xE2) */ static byte MapAircraftMovementState(const Vehicle *v) { const Station *st = GetStation(v->u.air.targetairport); byte amdflag = GetAirportMovingData(st->airport_type, v->u.air.pos)->flag; switch (v->u.air.state) { case HANGAR: /* The international airport is a special case as helicopters can land in * front of the hanger. Helicopters also change their air.state to * AMED_HELI_LOWER some time before actually descending. */ /* This condition only occurs for helicopters, during descent, * to a landing by the hanger of an international airport. */ if (amdflag & AMED_HELI_LOWER) return AMS_TTDP_HELI_LAND_AIRPOPT; /* This condition only occurs for helicopters, before starting descent, * to a landing by the hanger of an international airport. */ if (amdflag & AMED_SLOWTURN) return AMS_TTDP_FLIGHT_TO_TOWER; // The final two conditions apply to helicopters or aircraft. /* Has reached hanger? */ if (amdflag & AMED_EXACTPOS) return AMS_TTDP_HANGER; // Still moving towards hanger. return AMS_TTDP_TO_HANGER; case TERM1: if (amdflag & AMED_EXACTPOS) return AMS_TTDP_TO_PAD1; return AMS_TTDP_TO_JUNCTION; case TERM2: if (amdflag & AMED_EXACTPOS) return AMS_TTDP_TO_PAD2; return AMS_TTDP_TO_ENTRY_2_AND_3_AND_H; case TERM3: case TERM4: case TERM5: case TERM6: /* TTDPatch only has 3 terminals, so treat these states the same */ if (amdflag & AMED_EXACTPOS) return AMS_TTDP_TO_PAD3; return AMS_TTDP_TO_ENTRY_2_AND_3_AND_H; case HELIPAD1: case HELIPAD2: // Will only occur for helicopters. if (amdflag & AMED_HELI_LOWER) return AMS_TTDP_HELI_LAND_AIRPOPT; // Descending. if (amdflag & AMED_SLOWTURN) return AMS_TTDP_FLIGHT_TO_TOWER; // Still hasn't started descent. return AMS_TTDP_TO_JUNCTION; // On the ground. case TAKEOFF: // Moving to takeoff position. return AMS_TTDP_TO_OUTWAY; case STARTTAKEOFF: // Accelerating down runway. return AMS_TTDP_TAKEOFF; case ENDTAKEOFF: // Ascent return AMS_TTDP_CLIMBING; case HELITAKEOFF: // Helicopter is moving to take off position. switch (st->airport_type) { case AT_SMALL: case AT_LARGE: case AT_METROPOLITAN: case AT_INTERNATIONAL: if (amdflag & AMED_HELI_RAISE) return AMS_TTDP_HELI_TAKEOFF_AIRPOPT; return AMS_TTDP_TO_JUNCTION; case AT_HELIPORT: case AT_OILRIG: return AMS_TTDP_HELI_TAKEOFF_HELIPORT; default: return AMS_TTDP_HELI_TAKEOFF_AIRPOPT; } case FLYING: return AMS_TTDP_FLIGHT_TO_TOWER; case LANDING: // Descent return AMS_TTDP_FLIGHT_DESCENT; case ENDLANDING: // On the runway braking if (amdflag & AMED_BRAKE) return AMS_TTDP_BRAKING; // Landed - moving off runway return AMS_TTDP_TO_INWAY; case HELILANDING: case HELIENDLANDING: // Helicoptor is decending. if (amdflag & AMED_HELI_LOWER) { switch (st->airport_type) { case AT_HELIPORT: case AT_OILRIG: return AMS_TTDP_HELI_LAND_HELIPORT; default: return AMS_TTDP_HELI_LAND_AIRPOPT; } } return AMS_TTDP_FLIGHT_TO_TOWER; default: return AMS_TTDP_HANGER; } } /* TTDP style aircraft movement action for GRF Action 2 Var 0xE6 */ enum { AMA_TTDP_IN_HANGER, AMA_TTDP_ON_PAD1, AMA_TTDP_ON_PAD2, AMA_TTDP_ON_PAD3, AMA_TTDP_HANGER_TO_PAD1, AMA_TTDP_HANGER_TO_PAD2, AMA_TTDP_HANGER_TO_PAD3, AMA_TTDP_LANDING_TO_PAD1, AMA_TTDP_LANDING_TO_PAD2, AMA_TTDP_LANDING_TO_PAD3, AMA_TTDP_PAD1_TO_HANGER, AMA_TTDP_PAD2_TO_HANGER, AMA_TTDP_PAD3_TO_HANGER, AMA_TTDP_PAD1_TO_TAKEOFF, AMA_TTDP_PAD2_TO_TAKEOFF, AMA_TTDP_PAD3_TO_TAKEOFF, AMA_TTDP_HANGER_TO_TAKOFF, AMA_TTDP_LANDING_TO_HANGER, AMA_TTDP_IN_FLIGHT, }; /** * Map OTTD aircraft movement states to TTDPatch style movement actions * (VarAction 2 Variable 0xE6) * This is not fully supported yet but it's enough for Planeset. */ static byte MapAircraftMovementAction(const Vehicle *v) { switch (v->u.air.state) { case HANGAR: return (v->cur_speed > 0) ? AMA_TTDP_LANDING_TO_HANGER : AMA_TTDP_IN_HANGER; case TERM1: case HELIPAD1: return (v->current_order.type == OT_LOADING) ? AMA_TTDP_ON_PAD1 : AMA_TTDP_LANDING_TO_PAD1; case TERM2: case HELIPAD2: return (v->current_order.type == OT_LOADING) ? AMA_TTDP_ON_PAD2 : AMA_TTDP_LANDING_TO_PAD2; case TERM3: case TERM4: case TERM5: case TERM6: return (v->current_order.type == OT_LOADING) ? AMA_TTDP_ON_PAD3 : AMA_TTDP_LANDING_TO_PAD3; case TAKEOFF: // Moving to takeoff position case STARTTAKEOFF: // Accelerating down runway case ENDTAKEOFF: // Ascent case HELITAKEOFF: // TODO Need to find which terminal (or hanger) we've come from. How? return AMA_TTDP_PAD1_TO_TAKEOFF; case FLYING: return AMA_TTDP_IN_FLIGHT; case LANDING: // Descent case ENDLANDING: // On the runway braking case HELILANDING: case HELIENDLANDING: // TODO Need to check terminal we're landing to. Is it known yet? return (v->current_order.type == OT_GOTO_DEPOT) ? AMA_TTDP_LANDING_TO_HANGER : AMA_TTDP_LANDING_TO_PAD1; default: return AMA_TTDP_IN_HANGER; } } /* TTDP airport types. Used to map our types to TTDPatch's */ enum { ATP_TTDP_SMALL, ATP_TTDP_LARGE, ATP_TTDP_HELIPORT, ATP_TTDP_OILRIG, }; /* Vehicle Resolver Functions */ static inline const Vehicle *GRV(const ResolverObject *object) { return object->scope == VSG_SCOPE_SELF ? object->u.vehicle.self : object->u.vehicle.parent; } static uint32 VehicleGetRandomBits(const ResolverObject *object) { return GRV(object) == NULL ? 0 : GRV(object)->random_bits; } static uint32 VehicleGetTriggers(const ResolverObject *object) { return GRV(object) == NULL ? 0 : GRV(object)->waiting_triggers; } static void VehicleSetTriggers(const ResolverObject *object, int triggers) { /* Evil cast to get around const-ness. This used to be achieved by an * innocent looking function pointer cast... Currently I cannot see a * way of avoiding this without removing consts deep within gui code. */ Vehicle *v = (Vehicle*)GRV(object); /* This function must only be called when processing triggers -- any * other time is an error. */ assert(object->trigger != 0); if (v != NULL) v->waiting_triggers = triggers; } static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, byte parameter) { const Vehicle *v = GRV(object); if (v == NULL) { /* Vehicle does not exist, so we're in a purchase list */ switch (variable) { case 0x43: return _current_player; /* Owner information */ case 0x46: return 0; /* Motion counter */ case 0xC4: return _cur_year; /* Build year */ case 0xDA: return INVALID_VEHICLE; /* Next vehicle */ default: return -1; } } /* Calculated vehicle parameters */ switch (variable) { case 0x40: /* Get length of consist */ case 0x41: /* Get length of same consecutive wagons */ if (v->type != VEH_Train) return 1; { const Vehicle* u; byte chain_before = 0; byte chain_after = 0; for (u = GetFirstVehicleInChain(v); u != v; u = u->next) { chain_before++; if (variable == 0x41 && u->engine_type != v->engine_type) chain_before = 0; } while (u->next != NULL && (variable == 0x40 || u->next->engine_type == v->engine_type)) { chain_after++; u = u->next; } return chain_before | chain_after << 8 | (chain_before + chain_after) << 16; } case 0x43: /* Player information */ return v->owner; case 0x44: /* Aircraft information */ if (v->type != VEH_Aircraft) return -1; { const Vehicle *w = v->next; uint16 altitude = v->z_pos - w->z_pos; /* Aircraft height - shadow height */ byte airporttype; switch (GetStation(v->u.air.targetairport)->airport_type) { case AT_SMALL: airporttype = ATP_TTDP_SMALL; break; case AT_METROPOLITAN: case AT_INTERNATIONAL: case AT_LARGE: airporttype = ATP_TTDP_LARGE; break; case AT_HELIPORT: airporttype = ATP_TTDP_HELIPORT; break; case AT_OILRIG: airporttype = ATP_TTDP_OILRIG; break; default: airporttype = ATP_TTDP_LARGE; break; } return (altitude << 8) | airporttype; } case 0x46: /* Motion counter */ return 0; /* Variables which use the parameter */ case 0x60: /* Count consist's engine ID occurance */ if (v->type != VEH_Train) return v->engine_type == parameter; { uint count = 0; for (; v != NULL; v = v->next) { if (v->engine_type == parameter) count++; } return count; } } /* General vehicle properties */ switch (variable - 0x80) { case 0x00: return v->type; case 0x01: return MapOldSubType(v); case 0x04: return v->index; case 0x05: return v->index & 0xFF; case 0x0A: return PackOrder(&v->current_order); case 0x0B: return PackOrder(&v->current_order) & 0xFF; case 0x0C: return v->num_orders; case 0x0D: return v->cur_order_index; case 0x10: return v->load_unload_time_rem; case 0x11: return v->load_unload_time_rem & 0xFF; case 0x12: return v->date_of_last_service; case 0x13: return v->date_of_last_service & 0xFF; case 0x14: return v->service_interval; case 0x15: return v->service_interval & 0xFF; case 0x16: return v->last_station_visited; case 0x17: return v->tick_counter; case 0x18: return v->max_speed; case 0x19: return v->max_speed & 0xFF; case 0x1A: return v->x_pos; case 0x1B: return v->x_pos & 0xFF; case 0x1C: return v->y_pos; case 0x1D: return v->y_pos & 0xFF; case 0x1E: return v->z_pos; case 0x1F: return v->direction; case 0x28: return v->cur_image; case 0x29: return v->cur_image & 0xFF; case 0x32: return v->vehstatus; case 0x33: return v->vehstatus; case 0x34: return v->cur_speed; case 0x35: return v->cur_speed & 0xFF; case 0x36: return v->subspeed; case 0x37: return v->acceleration; case 0x39: return v->cargo_type; case 0x3A: return v->cargo_cap; case 0x3B: return v->cargo_cap & 0xFF; case 0x3C: return v->cargo_count; case 0x3D: return v->cargo_count & 0xFF; case 0x3E: return v->cargo_source; case 0x3F: return v->cargo_days; case 0x40: return v->age; case 0x41: return v->age & 0xFF; case 0x42: return v->max_age; case 0x43: return v->max_age & 0xFF; case 0x44: return v->build_year; case 0x45: return v->unitnumber; case 0x46: return v->engine_type; case 0x47: return v->engine_type & 0xFF; case 0x48: return v->spritenum; case 0x49: return v->day_counter; case 0x4A: return v->breakdowns_since_last_service; case 0x4B: return v->breakdown_ctr; case 0x4C: return v->breakdown_delay; case 0x4D: return v->breakdown_chance; case 0x4E: return v->reliability; case 0x4F: return v->reliability & 0xFF; case 0x50: return v->reliability_spd_dec; case 0x51: return v->reliability_spd_dec & 0xFF; case 0x52: return v->profit_this_year; case 0x53: return v->profit_this_year & 0xFFFFFF; case 0x54: return v->profit_this_year & 0xFFFF; case 0x55: return v->profit_this_year & 0xFF; case 0x56: return v->profit_last_year; case 0x57: return v->profit_last_year & 0xFF; case 0x58: return v->profit_last_year; case 0x59: return v->profit_last_year & 0xFF; case 0x5A: return v->next == NULL ? INVALID_VEHICLE : v->next->index; case 0x5C: return v->value; case 0x5D: return v->value & 0xFFFFFF; case 0x5E: return v->value & 0xFFFF; case 0x5F: return v->value & 0xFF; case 0x60: return v->string_id; case 0x61: return v->string_id & 0xFF; case 0x72: return 0; // XXX Refit cycle case 0x7A: return v->random_bits; case 0x7B: return v->waiting_triggers; } /* Vehicle specific properties */ switch (v->type) { case VEH_Train: switch (variable - 0x80) { 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 (variable - 0x80) { 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 (variable - 0x80) { case 0x62: return MapAircraftMovementState(v); // Current movement state case 0x63: return v->u.air.targetairport; // Airport to which the action refers case 0x66: return MapAircraftMovementAction(v); // Current movement action } break; } DEBUG(grf, 1)("Unhandled vehicle property 0x%X, type 0x%X", variable, v->type); return -1; } static const SpriteGroup *VehicleResolveReal(const ResolverObject *object, const SpriteGroup *group) { const Vehicle *v = object->u.vehicle.self; uint totalsets; uint set; bool in_motion; if (v == NULL) return group->g.real.loading[0]; if (v->type == VEH_Train) { in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING; } else { in_motion = v->current_order.type != OT_LOADING; } totalsets = in_motion ? group->g.real.num_loaded : group->g.real.num_loading; if (v->cargo_count == v->cargo_cap || totalsets == 1) { set = totalsets - 1; } else if (v->cargo_count == 0 || totalsets == 2) { set = 0; } else { set = v->cargo_count * (totalsets - 2) / max(1, v->cargo_cap) + 1; } return in_motion ? group->g.real.loaded[set] : group->g.real.loading[set]; } static inline void NewVehicleResolver(ResolverObject *res, const Vehicle *v) { res->GetRandomBits = &VehicleGetRandomBits; res->GetTriggers = &VehicleGetTriggers; res->SetTriggers = &VehicleSetTriggers; res->GetVariable = &VehicleGetVariable; res->ResolveReal = &VehicleResolveReal; res->u.vehicle.self = v; res->u.vehicle.parent = (v != NULL && v->type == VEH_Train) ? GetFirstVehicleInChain(v) : v; res->callback = 0; res->callback_param1 = 0; res->callback_param2 = 0; res->last_value = 0; res->trigger = 0; res->reseed = 0; } SpriteID GetCustomEngineSprite(EngineID engine, const Vehicle *v, Direction direction) { const SpriteGroup *group; ResolverObject object; CargoID cargo = GC_PURCHASE; NewVehicleResolver(&object, v); 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; } group = Resolve(group, &object); if ((group == NULL || group->type != SGT_RESULT) && cargo != GC_DEFAULT) { // This group is empty but perhaps there'll be a default one. group = Resolve(engine_custom_sprites[engine][GC_DEFAULT], &object); } if (group == NULL || group->type != SGT_RESULT) return 0; return group->g.result.sprite + (direction % group->g.result.num_sprites); } SpriteID GetRotorOverrideSprite(EngineID engine, const Vehicle *v) { const SpriteGroup *group; ResolverObject object; assert(engine >= AIRCRAFT_ENGINES_INDEX); assert(engine < AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES); /* Only valid for helicopters */ assert((AircraftVehInfo(engine)->subtype & 1) == 0); NewVehicleResolver(&object, v); group = heli_rotor_custom_sprites[engine - AIRCRAFT_ENGINES_INDEX]; group = Resolve(group, &object); if (group == NULL || group->type != SGT_RESULT) return 0; if (v == NULL) return group->g.result.sprite; return group->g.result.sprite + (v->next->next->u.air.state % group->g.result.num_sprites); } /** * 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(uint16 callback, uint32 param1, uint32 param2, EngineID engine, const Vehicle *v) { const SpriteGroup *group; ResolverObject object; CargoID cargo; NewVehicleResolver(&object, v); object.callback = callback; object.callback_param1 = param1; object.callback_param2 = param2; cargo = (v == NULL) ? GC_PURCHASE : _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 = Resolve(group, &object); if ((group == NULL || group->type != SGT_CALLBACK) && cargo != GC_DEFAULT) { // This group is empty but perhaps there'll be a default one. group = Resolve(engine_custom_sprites[engine][GC_DEFAULT], &object); } if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED; return group->g.callback.result; } /** * Evaluate a newgrf callback for vehicles with a different vehicle for parent scope. * @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 v The vehicle to evaluate the callback for, or NULL if it doesnt exist yet * @param parent The vehicle to use for parent scope * @return The value the callback returned, or CALLBACK_FAILED if it failed */ uint16 GetVehicleCallbackParent(uint16 callback, uint32 param1, uint32 param2, EngineID engine, const Vehicle *v, const Vehicle *parent) { const SpriteGroup *group; ResolverObject object; CargoID cargo; NewVehicleResolver(&object, v); object.callback = callback; object.callback_param1 = param1; object.callback_param2 = param2; object.u.vehicle.parent = parent; cargo = (v == NULL) ? GC_PURCHASE : _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 = Resolve(group, &object); if ((group == NULL || group->type != SGT_CALLBACK) && cargo != GC_DEFAULT) { // This group is empty but perhaps there'll be a default one. group = Resolve(engine_custom_sprites[engine][GC_DEFAULT], &object); } if (group == NULL || group->type != SGT_CALLBACK) return CALLBACK_FAILED; return group->g.callback.result; } static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, byte base_random_bits, bool first) { const SpriteGroup *group; ResolverObject object; CargoID cargo; byte new_random_bits; /* We can't trigger a non-existent vehicle... */ assert(v != NULL); NewVehicleResolver(&object, v); object.trigger = trigger; cargo = _global_cargo_id[_opt.landscape][v->cargo_type]; group = engine_custom_sprites[v->engine_type][cargo]; if (v->type == VEH_Train) { const SpriteGroup *overset = GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine); if (overset != NULL) group = overset; } group = Resolve(group, &object); if (group == NULL && v->cargo_type != GC_DEFAULT) { // This group is empty but perhaps there'll be a default one. group = Resolve(engine_custom_sprites[v->engine_type][GC_DEFAULT], &object); } /* Really return? */ if (group == NULL) return; new_random_bits = Random(); v->random_bits &= ~object.reseed; v->random_bits |= (first ? new_random_bits : base_random_bits) & object.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(v), 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 (v->next != NULL) DoTriggerVehicle(v->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 (v->next != NULL) DoTriggerVehicle(v->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 (v->next != NULL) DoTriggerVehicle(v->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false); break; } } void TriggerVehicle(Vehicle *v, VehicleTrigger trigger) { if (trigger == VEHICLE_TRIGGER_DEPOT) { // store that the vehicle entered a depot this tick VehicleEnteredDepotThisTick(v); } DoTriggerVehicle(v, trigger, 0, true); } StringID _engine_custom_names[TOTAL_NUM_ENGINES]; void SetCustomEngineName(EngineID engine, StringID name) { assert(engine < lengthof(_engine_custom_names)); _engine_custom_names[engine] = name; } void UnloadCustomEngineNames(void) { EngineID i; for (i = 0; i < TOTAL_NUM_ENGINES; i++) { _engine_custom_names[i] = 0; } } StringID GetCustomEngineName(EngineID engine) { return _engine_custom_names[engine] == 0 ? _engine_name_strings[engine] : _engine_custom_names[engine]; } // 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; } } }