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authorpeter1138 <peter1138@openttd.org>2006-02-03 12:55:21 +0000
committerpeter1138 <peter1138@openttd.org>2006-02-03 12:55:21 +0000
commitb88904f345cf14a3e02313b50d81148ee9bdf6d8 (patch)
treea77196f7b7c19f9fe9ae1fa323355f9cdfdd7e7e /engine.c
parent6823be9d031b7e17fe9dafcb97572a370626b887 (diff)
downloadopenttd-b88904f345cf14a3e02313b50d81148ee9bdf6d8.tar.xz
(svn r3524) - Split newgrf features from engine.[ch] into newgrf_engine.[ch], and add the new files to project files.
Diffstat (limited to 'engine.c')
-rw-r--r--engine.c583
1 files changed, 1 insertions, 582 deletions
diff --git a/engine.c b/engine.c
index 0ed802637..93704ae8f 100644
--- a/engine.c
+++ b/engine.c
@@ -4,8 +4,6 @@
#include "openttd.h"
#include "debug.h"
#include "functions.h"
-#include "string.h"
-#include "strings.h"
#include "table/strings.h"
#include "engine.h"
#include "table/engines.h"
@@ -18,6 +16,7 @@
#include "sprite.h"
#include "variables.h"
#include "train.h"
+#include "newgrf_engine.h"
EngineInfo _engine_info[TOTAL_NUM_ENGINES];
RailVehicleInfo _rail_vehicle_info[NUM_TRAIN_ENGINES];
@@ -257,586 +256,6 @@ void StartupEngines(void)
AdjustAvailAircraft();
}
-// 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;
-}
-
-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(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);
- /* 00h..07h=sub image? 40h=in tunnel; actually some kind of status
- * aircraft: >=13h when in flight
- * train, ship: 80h=in depot
- * rv: 0feh=in depot */
- /* TODO veh_prop(0x62, veh->???); */
-
- /* TODO: The rest is per-vehicle, I hope no GRF file looks so far.
- * But they won't let us have an easy ride so surely *some* GRF
- * file does. So someone needs to do this too. --pasky */
-
-#undef veh_prop
- }
- }
- }
-
- 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;
- byte 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, byte direction)
-{
- const SpriteGroup *group;
- const RealSpriteGroup *rsg;
- byte 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;
-}
-
-/**
- * Evaluates a newgrf callback
- * @param callback_info info about which callback to evaluate
- * (bit 0-7) = CallBack id of the callback to use, see CallBackId enum
- * (bit 8-15) = Other info some callbacks need to have, callback specific, see CallBackId enum, not used yet
- * @param engine Engine type of the vehicle to evaluate the callback for
- * @param vehicle The vehicle to evaluate the callback for, NULL if it doesnt exist (yet)
- * @return The value the callback returned, or CALLBACK_FAILED if it failed
- */
-uint16 GetCallBackResult(uint16 callback_info, EngineID engine, const Vehicle *v)
-{
- const SpriteGroup *group;
- byte cargo = GC_DEFAULT;
-
- 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;
-}
-
-
static void AcceptEnginePreview(Engine *e, PlayerID player)
{
Player *p = GetPlayer(player);