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/* $Id$ */
/** @file engine.cpp Base for all engine handling. */
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "player_base.h"
#include "player_func.h"
#include "command_func.h"
#include "news_func.h"
#include "saveload.h"
#include "variables.h"
#include "train.h"
#include "aircraft.h"
#include "newgrf_cargo.h"
#include "newgrf_engine.h"
#include "group.h"
#include "strings_func.h"
#include "gfx_func.h"
#include "functions.h"
#include "window_func.h"
#include "date_func.h"
#include "autoreplace_base.h"
#include "autoreplace_gui.h"
#include "string_func.h"
#include "settings_type.h"
#include "oldpool_func.h"
#include "core/alloc_func.hpp"
#include "vehicle_func.h"
#include <map>
#include "table/strings.h"
#include "table/engines.h"
DEFINE_OLD_POOL_GENERIC(Engine, Engine)
enum {
YEAR_ENGINE_AGING_STOPS = 2050,
};
/** Number of engines of each vehicle type in original engine data */
const uint8 _engine_counts[4] = {
lengthof(_orig_rail_vehicle_info),
lengthof(_orig_road_vehicle_info),
lengthof(_orig_ship_vehicle_info),
lengthof(_orig_aircraft_vehicle_info),
};
/** Offset of the first engine of each vehicle type in original engine data */
const uint8 _engine_offsets[4] = {
0,
lengthof(_orig_rail_vehicle_info),
lengthof(_orig_rail_vehicle_info) + lengthof(_orig_road_vehicle_info),
lengthof(_orig_rail_vehicle_info) + lengthof(_orig_road_vehicle_info) + lengthof(_orig_ship_vehicle_info),
};
Engine::Engine() :
name(NULL),
overrides_count(0),
overrides(NULL)
{
}
Engine::Engine(VehicleType type, EngineID base)
{
this->type = type;
this->internal_id = base;
this->list_position = base;
/* Check if this base engine is within the original engine data range */
if (base >= _engine_counts[type]) {
/* Mark engine as valid anyway */
this->info.climates = 0x80;
return;
}
/* Copy the original engine info for this slot */
this->info = _orig_engine_info[_engine_offsets[type] + base];
/* Copy the original engine data for this slot */
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
this->u.rail = _orig_rail_vehicle_info[base];
this->image_index = this->u.rail.image_index;
this->info.string_id = STR_8000_KIRBY_PAUL_TANK_STEAM + base;
break;
case VEH_ROAD:
this->u.road = _orig_road_vehicle_info[base];
this->image_index = this->u.road.image_index;
this->info.string_id = STR_8074_MPS_REGAL_BUS + base;
break;
case VEH_SHIP:
this->u.ship = _orig_ship_vehicle_info[base];
this->image_index = this->u.ship.image_index;
this->info.string_id = STR_80CC_MPS_OIL_TANKER + base;
break;
case VEH_AIRCRAFT:
this->u.air = _orig_aircraft_vehicle_info[base];
this->image_index = this->u.air.image_index;
this->info.string_id = STR_80D7_SAMPSON_U52 + base;
break;
}
}
Engine::~Engine()
{
UnloadWagonOverrides(this);
free(this->name);
}
/** Sets cached values in Player::num_vehicles and Group::num_vehicles
*/
void SetCachedEngineCounts()
{
uint engines = GetEnginePoolSize();
/* Set up the engine count for all players */
Player *p;
FOR_ALL_PLAYERS(p) {
free(p->num_engines);
p->num_engines = CallocT<EngineID>(engines);
}
/* Recalculate */
Group *g;
FOR_ALL_GROUPS(g) {
free(g->num_engines);
g->num_engines = CallocT<EngineID>(engines);
}
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (!IsEngineCountable(v)) continue;
assert(v->engine_type < engines);
GetPlayer(v->owner)->num_engines[v->engine_type]++;
if (v->group_id == DEFAULT_GROUP) continue;
g = GetGroup(v->group_id);
assert(v->type == g->vehicle_type);
assert(v->owner == g->owner);
g->num_engines[v->engine_type]++;
}
}
void SetupEngines()
{
_Engine_pool.CleanPool();
_Engine_pool.AddBlockToPool();
for (uint i = 0; i < lengthof(_orig_rail_vehicle_info); i++) new Engine(VEH_TRAIN, i);
for (uint i = 0; i < lengthof(_orig_road_vehicle_info); i++) new Engine(VEH_ROAD, i);
for (uint i = 0; i < lengthof(_orig_ship_vehicle_info); i++) new Engine(VEH_SHIP, i);
for (uint i = 0; i < lengthof(_orig_aircraft_vehicle_info); i++) new Engine(VEH_AIRCRAFT, i);
}
void ShowEnginePreviewWindow(EngineID engine);
void DeleteCustomEngineNames()
{
Engine *e;
FOR_ALL_ENGINES(e) {
free(e->name);
e->name = NULL;
}
_vehicle_design_names &= ~1;
}
void LoadCustomEngineNames()
{
/* XXX: not done */
DEBUG(misc, 1, "LoadCustomEngineNames: not done");
}
/* Determine if an engine type is a wagon (and not a loco) */
static bool IsWagon(EngineID index)
{
const Engine *e = GetEngine(index);
return e->type == VEH_TRAIN && e->u.rail.railveh_type == RAILVEH_WAGON;
}
static void CalcEngineReliability(Engine *e)
{
uint age = e->age;
/* Check for early retirement */
if (e->player_avail != 0 && !_settings_game.vehicle.never_expire_vehicles) {
int retire_early = e->info.retire_early;
uint retire_early_max_age = max(0, e->duration_phase_1 + e->duration_phase_2 - retire_early * 12);
if (retire_early != 0 && age >= retire_early_max_age) {
/* Early retirement is enabled and we're past the date... */
e->player_avail = 0;
AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
}
}
if (age < e->duration_phase_1) {
uint start = e->reliability_start;
e->reliability = age * (e->reliability_max - start) / e->duration_phase_1 + start;
} else if ((age -= e->duration_phase_1) < e->duration_phase_2 || _settings_game.vehicle.never_expire_vehicles) {
/* We are at the peak of this engines life. It will have max reliability.
* This is also true if the engines never expire. They will not go bad over time */
e->reliability = e->reliability_max;
} else if ((age -= e->duration_phase_2) < e->duration_phase_3) {
uint max = e->reliability_max;
e->reliability = (int)age * (int)(e->reliability_final - max) / e->duration_phase_3 + max;
} else {
/* time's up for this engine.
* We will now completely retire this design */
e->player_avail = 0;
e->reliability = e->reliability_final;
/* Kick this engine out of the lists */
AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
}
InvalidateWindowClasses(WC_BUILD_VEHICLE); // Update to show the new reliability
InvalidateWindowClasses(WC_REPLACE_VEHICLE);
}
void StartupEngines()
{
Engine *e;
/* Aging of vehicles stops, so account for that when starting late */
const Date aging_date = min(_date, ConvertYMDToDate(YEAR_ENGINE_AGING_STOPS, 0, 1));
FOR_ALL_ENGINES(e) {
const EngineInfo *ei = &e->info;
uint32 r;
e->age = 0;
e->flags = 0;
e->player_avail = 0;
/* The magic value of 729 days below comes from the NewGRF spec. If the
* base intro date is before 1922 then the random number of days is not
* added. */
r = Random();
e->intro_date = ei->base_intro <= ConvertYMDToDate(1922, 0, 1) ? ei->base_intro : (Date)GB(r, 0, 9) + ei->base_intro;
if (e->intro_date <= _date) {
e->age = (aging_date - e->intro_date) >> 5;
e->player_avail = (byte)-1;
e->flags |= ENGINE_AVAILABLE;
}
e->reliability_start = GB(r, 16, 14) + 0x7AE0;
r = Random();
e->reliability_max = GB(r, 0, 14) + 0xBFFF;
e->reliability_final = GB(r, 16, 14) + 0x3FFF;
r = Random();
e->duration_phase_1 = GB(r, 0, 5) + 7;
e->duration_phase_2 = GB(r, 5, 4) + ei->base_life * 12 - 96;
e->duration_phase_3 = GB(r, 9, 7) + 120;
e->reliability_spd_dec = ei->decay_speed << 2;
if (IsWagon(e->index)) {
e->age = 0xFFFF;
} else {
CalcEngineReliability(e);
}
e->lifelength = ei->lifelength + _settings_game.vehicle.extend_vehicle_life;
/* prevent certain engines from ever appearing. */
if (!HasBit(ei->climates, _settings_game.game_creation.landscape)) {
e->flags |= ENGINE_AVAILABLE;
e->player_avail = 0;
}
}
}
static void AcceptEnginePreview(EngineID eid, PlayerID player)
{
Engine *e = GetEngine(eid);
Player *p = GetPlayer(player);
SetBit(e->player_avail, player);
if (e->type == VEH_TRAIN) {
const RailVehicleInfo *rvi = RailVehInfo(eid);
assert(rvi->railtype < RAILTYPE_END);
SetBit(p->avail_railtypes, rvi->railtype);
} else if (e->type == VEH_ROAD) {
SetBit(p->avail_roadtypes, HasBit(EngInfo(eid)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD);
}
e->preview_player_rank = 0xFF;
if (player == _local_player) {
AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
}
}
static PlayerID GetBestPlayer(uint8 pp)
{
const Player *p;
int32 best_hist;
PlayerID best_player;
uint mask = 0;
do {
best_hist = -1;
best_player = PLAYER_SPECTATOR;
FOR_ALL_PLAYERS(p) {
if (p->block_preview == 0 && !HasBit(mask, p->index) &&
p->old_economy[0].performance_history > best_hist) {
best_hist = p->old_economy[0].performance_history;
best_player = p->index;
}
}
if (best_player == PLAYER_SPECTATOR) return PLAYER_SPECTATOR;
SetBit(mask, best_player);
} while (--pp != 0);
return best_player;
}
void EnginesDailyLoop()
{
if (_cur_year >= YEAR_ENGINE_AGING_STOPS) return;
Engine *e;
FOR_ALL_ENGINES(e) {
EngineID i = e->index;
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) {
if (e->flags & ENGINE_OFFER_WINDOW_OPEN) {
if (e->preview_player_rank != 0xFF && !--e->preview_wait) {
e->flags &= ~ENGINE_OFFER_WINDOW_OPEN;
DeleteWindowById(WC_ENGINE_PREVIEW, i);
e->preview_player_rank++;
}
} else if (e->preview_player_rank != 0xFF) {
PlayerID best_player = GetBestPlayer(e->preview_player_rank);
if (best_player == PLAYER_SPECTATOR) {
e->preview_player_rank = 0xFF;
continue;
}
if (!IsHumanPlayer(best_player)) {
/* XXX - TTDBUG: TTD has a bug here ???? */
AcceptEnginePreview(i, best_player);
} else {
e->flags |= ENGINE_OFFER_WINDOW_OPEN;
e->preview_wait = 20;
if (IsInteractivePlayer(best_player)) ShowEnginePreviewWindow(i);
}
}
}
}
}
/** Accept an engine prototype. XXX - it is possible that the top-player
* changes while you are waiting to accept the offer? Then it becomes invalid
* @param tile unused
* @param flags operation to perfom
* @param p1 engine-prototype offered
* @param p2 unused
*/
CommandCost CmdWantEnginePreview(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Engine *e;
if (!IsEngineIndex(p1)) return CMD_ERROR;
e = GetEngine(p1);
if (GetBestPlayer(e->preview_player_rank) != _current_player) return CMD_ERROR;
if (flags & DC_EXEC) AcceptEnginePreview(p1, _current_player);
return CommandCost();
}
StringID GetEngineCategoryName(EngineID engine);
static void NewVehicleAvailable(Engine *e)
{
Vehicle *v;
Player *p;
EngineID index = e->index;
/* In case the player didn't build the vehicle during the intro period,
* prevent that player from getting future intro periods for a while. */
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) {
FOR_ALL_PLAYERS(p) {
uint block_preview = p->block_preview;
if (!HasBit(e->player_avail, p->index)) continue;
/* We assume the user did NOT build it.. prove me wrong ;) */
p->block_preview = 20;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN || v->type == VEH_ROAD || v->type == VEH_SHIP ||
(v->type == VEH_AIRCRAFT && IsNormalAircraft(v))) {
if (v->owner == p->index && v->engine_type == index) {
/* The user did prove me wrong, so restore old value */
p->block_preview = block_preview;
break;
}
}
}
}
}
e->flags = (e->flags & ~ENGINE_EXCLUSIVE_PREVIEW) | ENGINE_AVAILABLE;
AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
/* Now available for all players */
e->player_avail = (PlayerMask)-1;
/* Do not introduce new rail wagons */
if (IsWagon(index)) return;
if (e->type == VEH_TRAIN) {
/* maybe make another rail type available */
RailType railtype = e->u.rail.railtype;
assert(railtype < RAILTYPE_END);
FOR_ALL_PLAYERS(p) SetBit(p->avail_railtypes, railtype);
} else if (e->type == VEH_ROAD) {
/* maybe make another road type available */
FOR_ALL_PLAYERS(p) SetBit(p->avail_roadtypes, HasBit(e->info.misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD);
}
SetDParam(0, GetEngineCategoryName(index));
SetDParam(1, index);
AddNewsItem(STR_NEW_VEHICLE_NOW_AVAILABLE_WITH_TYPE, NS_NEW_VEHICLES, index, 0);
}
void EnginesMonthlyLoop()
{
if (_cur_year < YEAR_ENGINE_AGING_STOPS) {
Engine *e;
FOR_ALL_ENGINES(e) {
/* Age the vehicle */
if (e->flags & ENGINE_AVAILABLE && e->age != 0xFFFF) {
e->age++;
CalcEngineReliability(e);
}
if (!(e->flags & ENGINE_AVAILABLE) && _date >= (e->intro_date + 365)) {
/* Introduce it to all players */
NewVehicleAvailable(e);
} else if (!(e->flags & (ENGINE_AVAILABLE|ENGINE_EXCLUSIVE_PREVIEW)) && _date >= e->intro_date) {
/* Introduction date has passed.. show introducing dialog to one player. */
e->flags |= ENGINE_EXCLUSIVE_PREVIEW;
/* Do not introduce new rail wagons */
if (!IsWagon(e->index))
e->preview_player_rank = 1; // Give to the player with the highest rating.
}
}
}
}
static bool IsUniqueEngineName(const char *name)
{
char buf[512];
const Engine *e;
FOR_ALL_ENGINES(e) {
SetDParam(0, e->index);
GetString(buf, STR_ENGINE_NAME, lastof(buf));
if (strcmp(buf, name) == 0) return false;
}
return true;
}
/** Rename an engine.
* @param tile unused
* @param flags operation to perfom
* @param p1 engine ID to rename
* @param p2 unused
*/
CommandCost CmdRenameEngine(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsEngineIndex(p1)) return CMD_ERROR;
if (StrEmpty(_cmd_text) || strlen(_cmd_text) >= MAX_LENGTH_ENGINE_NAME_BYTES) return CMD_ERROR;
if (!IsUniqueEngineName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
if (flags & DC_EXEC) {
Engine *e = GetEngine(p1);
free(e->name);
e->name = strdup(_cmd_text);
_vehicle_design_names |= 3;
MarkWholeScreenDirty();
}
return CommandCost();
}
/** Check if an engine is buildable.
* @param engine index of the engine to check.
* @param type the type the engine should be.
* @param player index of the player.
* @return True if an engine is valid, of the specified type, and buildable by
* the given player.
*/
bool IsEngineBuildable(EngineID engine, VehicleType type, PlayerID player)
{
/* check if it's an engine that is in the engine array */
if (!IsEngineIndex(engine)) return false;
const Engine *e = GetEngine(engine);
/* check if it's an engine of specified type */
if (e->type != type) return false;
/* check if it's available */
if (!HasBit(e->player_avail, player)) return false;
if (type == VEH_TRAIN) {
/* Check if the rail type is available to this player */
const Player *p = GetPlayer(player);
if (!HasBit(p->avail_railtypes, RailVehInfo(engine)->railtype)) return false;
}
return true;
}
/** Get the default cargo type for a certain engine type
* @param engine The ID to get the cargo for
* @return The cargo type. CT_INVALID means no cargo capacity
*/
CargoID GetEngineCargoType(EngineID engine)
{
assert(IsEngineIndex(engine));
switch (GetEngine(engine)->type) {
case VEH_TRAIN:
if (RailVehInfo(engine)->capacity == 0) return CT_INVALID;
return RailVehInfo(engine)->cargo_type;
case VEH_ROAD:
if (RoadVehInfo(engine)->capacity == 0) return CT_INVALID;
return RoadVehInfo(engine)->cargo_type;
case VEH_SHIP:
if (ShipVehInfo(engine)->capacity == 0) return CT_INVALID;
return ShipVehInfo(engine)->cargo_type;
case VEH_AIRCRAFT:
/* all aircraft starts as passenger planes with cargo capacity */
return CT_PASSENGERS;
default: NOT_REACHED(); return CT_INVALID;
}
}
/************************************************************************
* Engine Replacement stuff
************************************************************************/
DEFINE_OLD_POOL_GENERIC(EngineRenew, EngineRenew)
/**
* Retrieves the EngineRenew that specifies the replacement of the given
* engine type from the given renewlist */
static EngineRenew *GetEngineReplacement(EngineRenewList erl, EngineID engine, GroupID group)
{
EngineRenew *er = (EngineRenew *)erl;
while (er) {
if (er->from == engine && er->group_id == group) return er;
er = er->next;
}
return NULL;
}
void RemoveAllEngineReplacement(EngineRenewList *erl)
{
EngineRenew *er = (EngineRenew *)(*erl);
EngineRenew *next;
while (er != NULL) {
next = er->next;
delete er;
er = next;
}
*erl = NULL; // Empty list
}
EngineID EngineReplacement(EngineRenewList erl, EngineID engine, GroupID group)
{
const EngineRenew *er = GetEngineReplacement(erl, engine, group);
if (er == NULL && (group == DEFAULT_GROUP || (IsValidGroupID(group) && !GetGroup(group)->replace_protection))) {
/* We didn't find anything useful in the vehicle's own group so we will try ALL_GROUP */
er = GetEngineReplacement(erl, engine, ALL_GROUP);
}
return er == NULL ? INVALID_ENGINE : er->to;
}
CommandCost AddEngineReplacement(EngineRenewList *erl, EngineID old_engine, EngineID new_engine, GroupID group, uint32 flags)
{
EngineRenew *er;
/* Check if the old vehicle is already in the list */
er = GetEngineReplacement(*erl, old_engine, group);
if (er != NULL) {
if (flags & DC_EXEC) er->to = new_engine;
return CommandCost();
}
if (!EngineRenew::CanAllocateItem()) return CMD_ERROR;
if (flags & DC_EXEC) {
er = new EngineRenew(old_engine, new_engine);
er->group_id = group;
/* Insert before the first element */
er->next = (EngineRenew *)(*erl);
*erl = (EngineRenewList)er;
}
return CommandCost();
}
CommandCost RemoveEngineReplacement(EngineRenewList *erl, EngineID engine, GroupID group, uint32 flags)
{
EngineRenew *er = (EngineRenew *)(*erl);
EngineRenew *prev = NULL;
while (er)
{
if (er->from == engine && er->group_id == group) {
if (flags & DC_EXEC) {
if (prev == NULL) { // First element
/* The second becomes the new first element */
*erl = (EngineRenewList)er->next;
} else {
/* Cut this element out */
prev->next = er->next;
}
delete er;
}
return CommandCost();
}
prev = er;
er = er->next;
}
return CMD_ERROR;
}
static const SaveLoad _engine_renew_desc[] = {
SLE_VAR(EngineRenew, from, SLE_UINT16),
SLE_VAR(EngineRenew, to, SLE_UINT16),
SLE_REF(EngineRenew, next, REF_ENGINE_RENEWS),
SLE_CONDVAR(EngineRenew, group_id, SLE_UINT16, 60, SL_MAX_VERSION),
SLE_END()
};
static void Save_ERNW()
{
EngineRenew *er;
FOR_ALL_ENGINE_RENEWS(er) {
SlSetArrayIndex(er->index);
SlObject(er, _engine_renew_desc);
}
}
static void Load_ERNW()
{
int index;
while ((index = SlIterateArray()) != -1) {
EngineRenew *er = new (index) EngineRenew();
SlObject(er, _engine_renew_desc);
/* Advanced vehicle lists, ungrouped vehicles got added */
if (CheckSavegameVersion(60)) {
er->group_id = ALL_GROUP;
} else if (CheckSavegameVersion(71)) {
if (er->group_id == DEFAULT_GROUP) er->group_id = ALL_GROUP;
}
}
}
static const SaveLoad _engine_desc[] = {
SLE_CONDVAR(Engine, intro_date, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Engine, intro_date, SLE_INT32, 31, SL_MAX_VERSION),
SLE_CONDVAR(Engine, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Engine, age, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Engine, reliability, SLE_UINT16),
SLE_VAR(Engine, reliability_spd_dec, SLE_UINT16),
SLE_VAR(Engine, reliability_start, SLE_UINT16),
SLE_VAR(Engine, reliability_max, SLE_UINT16),
SLE_VAR(Engine, reliability_final, SLE_UINT16),
SLE_VAR(Engine, duration_phase_1, SLE_UINT16),
SLE_VAR(Engine, duration_phase_2, SLE_UINT16),
SLE_VAR(Engine, duration_phase_3, SLE_UINT16),
SLE_VAR(Engine, lifelength, SLE_UINT8),
SLE_VAR(Engine, flags, SLE_UINT8),
SLE_VAR(Engine, preview_player_rank, SLE_UINT8),
SLE_VAR(Engine, preview_wait, SLE_UINT8),
SLE_CONDNULL(1, 0, 44),
SLE_VAR(Engine, player_avail, SLE_UINT8),
SLE_CONDSTR(Engine, name, SLE_STR, 0, 84, SL_MAX_VERSION),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static std::map<EngineID, Engine> _temp_engine;
Engine *GetTempDataEngine(EngineID index)
{
return &_temp_engine[index];
}
static void Save_ENGN()
{
Engine *e;
FOR_ALL_ENGINES(e) {
SlSetArrayIndex(e->index);
SlObject(e, _engine_desc);
}
}
static void Load_ENGN()
{
/* As engine data is loaded before engines are initialized we need to load
* this information into a temporary array. This is then copied into the
* engine pool after processing NewGRFs by CopyTempEngineData(). */
int index;
while ((index = SlIterateArray()) != -1) {
Engine *e = GetTempDataEngine(index);
SlObject(e, _engine_desc);
}
}
/**
* Copy data from temporary engine array into the real engine pool.
*/
void CopyTempEngineData()
{
Engine *e;
FOR_ALL_ENGINES(e) {
if (e->index >= _temp_engine.size()) break;
const Engine *se = GetTempDataEngine(e->index);
e->intro_date = se->intro_date;
e->age = se->age;
e->reliability = se->reliability;
e->reliability_spd_dec = se->reliability_spd_dec;
e->reliability_start = se->reliability_start;
e->reliability_max = se->reliability_max;
e->reliability_final = se->reliability_final;
e->duration_phase_1 = se->duration_phase_1;
e->duration_phase_2 = se->duration_phase_2;
e->duration_phase_3 = se->duration_phase_3;
e->lifelength = se->lifelength;
e->flags = se->flags;
e->preview_player_rank = se->preview_player_rank;
e->preview_wait = se->preview_wait;
e->player_avail = se->player_avail;
if (se->name != NULL) e->name = strdup(se->name);
}
/* Get rid of temporary data */
_temp_engine.clear();
}
static void Load_ENGS()
{
/* Load old separate String ID list into a temporary array. This
* was always 256 entries. */
StringID names[256];
SlArray(names, lengthof(names), SLE_STRINGID);
/* Copy each string into the temporary engine array. */
for (EngineID engine = 0; engine < lengthof(names); engine++) {
Engine *e = GetTempDataEngine(engine);
e->name = CopyFromOldName(names[engine]);
}
}
extern const ChunkHandler _engine_chunk_handlers[] = {
{ 'ENGN', Save_ENGN, Load_ENGN, CH_ARRAY },
{ 'ENGS', NULL, Load_ENGS, CH_RIFF },
{ 'ERNW', Save_ERNW, Load_ERNW, CH_ARRAY | CH_LAST},
};
void InitializeEngines()
{
/* Clean the engine renew pool and create 1 block in it */
_EngineRenew_pool.CleanPool();
_EngineRenew_pool.AddBlockToPool();
}
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