#ifndef ENGINE_H #define ENGINE_H typedef struct RailVehicleInfo { byte image_index; byte flags; /* 1=multihead engine, 2=wagon */ byte base_cost; uint16 max_speed; uint16 power; byte weight; byte running_cost_base; byte engclass; // 0: steam, 1: diesel, 2: electric byte capacity; byte cargo_type; } RailVehicleInfo; typedef struct ShipVehicleInfo { byte image_index; byte base_cost; uint16 max_speed; byte cargo_type; uint16 capacity; byte running_cost; byte sfx; byte refittable; } ShipVehicleInfo; typedef struct EngineInfo { uint16 base_intro; byte unk2; byte lifelength; byte base_life; byte railtype_climates; } EngineInfo; typedef struct Engine { uint16 intro_date; uint16 age; uint16 reliability; uint16 reliability_spd_dec; uint16 reliability_start, reliability_max, reliability_final; uint16 duration_phase_1, duration_phase_2, duration_phase_3; byte lifelength; byte flags; byte preview_player; byte preview_wait; byte railtype; byte player_avail; } Engine; enum { RVI_MULTIHEAD = 1, RVI_WAGON = 2, }; void StartupEngines(); struct SpriteSuperSet { // XXX: Would anyone ever need more than 16 spritesets? Maybe we should // use even less, now we take whole 8kb for custom sprites table, oh my! byte sprites_per_set; // means number of directions - 4 or 8 // Loaded = in motion, loading = not moving // Each superset contains several spritesets, for various loading stages byte loaded_count; uint16 loaded[16]; // sprite ids byte loading_count; uint16 loading[16]; // sprite ids }; extern byte _global_cargo_id[NUM_LANDSCAPE][NUM_CARGO]; enum { CID_DEFAULT = 29, CID_PURCHASE = 30, NUM_CID = 31, }; extern byte _local_cargo_id_ctype[NUM_CID]; extern byte _local_cargo_id_landscape[NUM_CID]; extern uint32 _engine_refit_masks[256]; extern byte _engine_original_sprites[256]; void SetWagonOverrideSprites(byte engine, struct SpriteSuperSet *superset, byte *train_id, int trains); void SetCustomEngineSprites(byte engine, byte cargo, struct SpriteSuperSet *superset); // loaded is in percents, overriding_engine 0xffff is none int GetCustomEngineSprite(byte engine, uint16 overriding_engine, byte cargo, byte loaded, byte in_motion, byte direction); #define GetCustomVehicleSprite(v, direction) \ GetCustomEngineSprite(v->engine_type, v->type == VEH_Train ? v->u.rail.first_engine : -1, \ _global_cargo_id[_opt.landscape][v->cargo_type], \ ((v->cargo_count + 1) * 100) / (v->cargo_cap + 1), \ !!v->cur_speed, direction); void SetCustomEngineName(int engine, char *name); StringID GetCustomEngineName(int engine); void DrawTrainEngine(int x, int y, int engine, uint32 image_ormod); void DrawRoadVehEngine(int x, int y, int engine, uint32 image_ormod); void DrawShipEngine(int x, int y, int engine, uint32 image_ormod); void DrawAircraftEngine(int x, int y, int engine, uint32 image_ormod); void DrawTrainEngineInfo(int engine, int x, int y, int maxw); void DrawRoadVehEngineInfo(int engine, int x, int y, int maxw); void DrawShipEngineInfo(int engine, int x, int y, int maxw); void DrawAircraftEngineInfo(int engine, int x, int y, int maxw); void AcceptEnginePreview(Engine *e, int player); void LoadCustomEngineNames(); void DeleteCustomEngineNames(); enum { NUM_NORMAL_RAIL_ENGINES = 54, NUM_MONORAIL_ENGINES = 30, NUM_MAGLEV_ENGINES = 32, NUM_TRAIN_ENGINES = NUM_NORMAL_RAIL_ENGINES + NUM_MONORAIL_ENGINES + NUM_MAGLEV_ENGINES, NUM_ROAD_ENGINES = 88, NUM_SHIP_ENGINES = 11, NUM_AIRCRAFT_ENGINES = 41, TOTAL_NUM_ENGINES = NUM_NORMAL_RAIL_ENGINES+NUM_MONORAIL_ENGINES+NUM_MAGLEV_ENGINES+NUM_ROAD_ENGINES+NUM_SHIP_ENGINES+NUM_AIRCRAFT_ENGINES, AIRCRAFT_ENGINES_INDEX = NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES + NUM_SHIP_ENGINES, SHIP_ENGINES_INDEX = NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES, ROAD_ENGINES_INDEX = NUM_TRAIN_ENGINES, }; VARDEF Engine _engines[TOTAL_NUM_ENGINES]; VARDEF StringID _engine_name_strings[TOTAL_NUM_ENGINES]; extern EngineInfo _engine_info[TOTAL_NUM_ENGINES]; extern RailVehicleInfo _rail_vehicle_info[]; #define ship_vehicle_info(e) _ship_vehicle_info[e - SHIP_ENGINES_INDEX] extern ShipVehicleInfo _ship_vehicle_info[]; #endif