newgrf_engine.c
changeset 2962 dbd168a4703a
parent 2951 2db3adee7736
child 2971 9b62397dbd56
equal deleted inserted replaced
2961:862fcd67b2dc 2962:dbd168a4703a
       
     1 /* $Id$ */
       
     2 
       
     3 #include "stdafx.h"
       
     4 #include "openttd.h"
       
     5 #include "debug.h"
       
     6 #include "functions.h"
       
     7 #include "string.h"
       
     8 #include "strings.h"
       
     9 #include "engine.h"
       
    10 #include "newgrf_engine.h"
       
    11 #include "sprite.h"
       
    12 #include "variables.h"
       
    13 #include "train.h"
       
    14 
       
    15 // TODO: We don't support cargo-specific wagon overrides. Pretty exotic... ;-) --pasky
       
    16 
       
    17 typedef struct WagonOverride {
       
    18 	byte *train_id;
       
    19 	int trains;
       
    20 	SpriteGroup *group;
       
    21 } WagonOverride;
       
    22 
       
    23 typedef struct WagonOverrides {
       
    24 	int overrides_count;
       
    25 	WagonOverride *overrides;
       
    26 } WagonOverrides;
       
    27 
       
    28 static WagonOverrides _engine_wagon_overrides[TOTAL_NUM_ENGINES];
       
    29 
       
    30 void SetWagonOverrideSprites(EngineID engine, SpriteGroup *group, byte *train_id,
       
    31 	int trains)
       
    32 {
       
    33 	WagonOverrides *wos;
       
    34 	WagonOverride *wo;
       
    35 
       
    36 	wos = &_engine_wagon_overrides[engine];
       
    37 	wos->overrides_count++;
       
    38 	wos->overrides = realloc(wos->overrides,
       
    39 		wos->overrides_count * sizeof(*wos->overrides));
       
    40 
       
    41 	wo = &wos->overrides[wos->overrides_count - 1];
       
    42 	/* FIXME: If we are replacing an override, release original SpriteGroup
       
    43 	 * to prevent leaks. But first we need to refcount the SpriteGroup.
       
    44 	 * --pasky */
       
    45 	wo->group = group;
       
    46 	group->ref_count++;
       
    47 	wo->trains = trains;
       
    48 	wo->train_id = malloc(trains);
       
    49 	memcpy(wo->train_id, train_id, trains);
       
    50 }
       
    51 
       
    52 static const SpriteGroup *GetWagonOverrideSpriteSet(EngineID engine, byte overriding_engine)
       
    53 {
       
    54 	const WagonOverrides *wos = &_engine_wagon_overrides[engine];
       
    55 	int i;
       
    56 
       
    57 	// XXX: This could turn out to be a timesink on profiles. We could
       
    58 	// always just dedicate 65535 bytes for an [engine][train] trampoline
       
    59 	// for O(1). Or O(logMlogN) and searching binary tree or smt. like
       
    60 	// that. --pasky
       
    61 
       
    62 	for (i = 0; i < wos->overrides_count; i++) {
       
    63 		const WagonOverride *wo = &wos->overrides[i];
       
    64 		int j;
       
    65 
       
    66 		for (j = 0; j < wo->trains; j++) {
       
    67 			if (wo->train_id[j] == overriding_engine)
       
    68 				return wo->group;
       
    69 		}
       
    70 	}
       
    71 	return NULL;
       
    72 }
       
    73 
       
    74 /**
       
    75  * Unload all wagon override sprite groups.
       
    76  */
       
    77 void UnloadWagonOverrides(void)
       
    78 {
       
    79 	WagonOverrides *wos;
       
    80 	WagonOverride *wo;
       
    81 	EngineID engine;
       
    82 	int i;
       
    83 
       
    84 	for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
       
    85 		wos = &_engine_wagon_overrides[engine];
       
    86 		for (i = 0; i < wos->overrides_count; i++) {
       
    87 			wo = &wos->overrides[i];
       
    88 			UnloadSpriteGroup(&wo->group);
       
    89 			free(wo->train_id);
       
    90 		}
       
    91 		free(wos->overrides);
       
    92 		wos->overrides_count = 0;
       
    93 		wos->overrides = NULL;
       
    94 	}
       
    95 }
       
    96 
       
    97 // 0 - 28 are cargos, 29 is default, 30 is the advert (purchase list)
       
    98 // (It isn't and shouldn't be like this in the GRF files since new cargo types
       
    99 // may appear in future - however it's more convenient to store it like this in
       
   100 // memory. --pasky)
       
   101 static SpriteGroup *engine_custom_sprites[TOTAL_NUM_ENGINES][NUM_GLOBAL_CID];
       
   102 
       
   103 void SetCustomEngineSprites(EngineID engine, byte cargo, SpriteGroup *group)
       
   104 {
       
   105 	if (engine_custom_sprites[engine][cargo] != NULL) {
       
   106 		DEBUG(grf, 6)("SetCustomEngineSprites: engine `%d' cargo `%d' already has group -- removing.", engine, cargo);
       
   107 		UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
       
   108 	}
       
   109 	engine_custom_sprites[engine][cargo] = group;
       
   110 	group->ref_count++;
       
   111 }
       
   112 
       
   113 /**
       
   114  * Unload all engine sprite groups.
       
   115  */
       
   116 void UnloadCustomEngineSprites(void)
       
   117 {
       
   118 	EngineID engine;
       
   119 	CargoID cargo;
       
   120 
       
   121 	for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++) {
       
   122 		for (cargo = 0; cargo < NUM_GLOBAL_CID; cargo++) {
       
   123 			if (engine_custom_sprites[engine][cargo] != NULL) {
       
   124 				DEBUG(grf, 6)("UnloadCustomEngineSprites: Unloading group for engine `%d' cargo `%d'.", engine, cargo);
       
   125 				UnloadSpriteGroup(&engine_custom_sprites[engine][cargo]);
       
   126 			}
       
   127 		}
       
   128 	}
       
   129 }
       
   130 
       
   131 static int MapOldSubType(const Vehicle *v)
       
   132 {
       
   133 	if (v->type != VEH_Train) return v->subtype;
       
   134 	if (IsTrainEngine(v)) return 0;
       
   135 	if (IsFreeWagon(v)) return 4;
       
   136 	return 2;
       
   137 }
       
   138 
       
   139 typedef SpriteGroup *(*resolve_callback)(const SpriteGroup *spritegroup,
       
   140 	const Vehicle *veh, uint16 callback_info, void *resolve_func); /* XXX data pointer used as function pointer */
       
   141 
       
   142 static const SpriteGroup* ResolveVehicleSpriteGroup(const SpriteGroup *spritegroup,
       
   143 	const Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
       
   144 {
       
   145 	if (spritegroup == NULL)
       
   146 		return NULL;
       
   147 
       
   148 	//debug("spgt %d", spritegroup->type);
       
   149 	switch (spritegroup->type) {
       
   150 		case SGT_REAL:
       
   151 		case SGT_CALLBACK:
       
   152 			return spritegroup;
       
   153 
       
   154 		case SGT_DETERMINISTIC: {
       
   155 			const DeterministicSpriteGroup *dsg = &spritegroup->g.determ;
       
   156 			const SpriteGroup *target;
       
   157 			int value = -1;
       
   158 
       
   159 			//debug("[%p] Having fun resolving variable %x", veh, dsg->variable);
       
   160 			if (dsg->variable == 0x0C) {
       
   161 				/* Callback ID */
       
   162 				value = callback_info & 0xFF;
       
   163 			} else if (dsg->variable == 0x10) {
       
   164 				value = (callback_info >> 8) & 0xFF;
       
   165 			} else if ((dsg->variable >> 6) == 0) {
       
   166 				/* General property */
       
   167 				value = GetDeterministicSpriteValue(dsg->variable);
       
   168 			} else {
       
   169 				/* Vehicle-specific property. */
       
   170 
       
   171 				if (veh == NULL) {
       
   172 					/* We are in a purchase list of something,
       
   173 					 * and we are checking for something undefined.
       
   174 					 * That means we should get the first target
       
   175 					 * (NOT the default one). */
       
   176 					if (dsg->num_ranges > 0) {
       
   177 						target = dsg->ranges[0].group;
       
   178 					} else {
       
   179 						target = dsg->default_group;
       
   180 					}
       
   181 					return resolve_func(target, NULL, callback_info, resolve_func);
       
   182 				}
       
   183 
       
   184 				if (dsg->var_scope == VSG_SCOPE_PARENT) {
       
   185 					/* First engine in the vehicle chain */
       
   186 					if (veh->type == VEH_Train)
       
   187 						veh = GetFirstVehicleInChain(veh);
       
   188 				}
       
   189 
       
   190 				if (dsg->variable == 0x40 || dsg->variable == 0x41) {
       
   191 					if (veh->type == VEH_Train) {
       
   192 						const Vehicle *u = GetFirstVehicleInChain(veh);
       
   193 						byte chain_before = 0, chain_after = 0;
       
   194 
       
   195 						while (u != veh) {
       
   196 							chain_before++;
       
   197 							if (dsg->variable == 0x41 && u->engine_type != veh->engine_type)
       
   198 								chain_before = 0;
       
   199 							u = u->next;
       
   200 						}
       
   201 						while (u->next != NULL && (dsg->variable == 0x40 || u->next->engine_type == veh->engine_type)) {
       
   202 							chain_after++;
       
   203 							u = u->next;
       
   204 						};
       
   205 
       
   206 						value = chain_before | chain_after << 8
       
   207 						        | (chain_before + chain_after) << 16;
       
   208 					} else {
       
   209 						value = 1; /* 1 vehicle in the chain */
       
   210 					}
       
   211 
       
   212 				} else {
       
   213 					// TTDPatch runs on little-endian arch;
       
   214 					// Variable is 0x80 + offset in TTD's vehicle structure
       
   215 					switch (dsg->variable - 0x80) {
       
   216 #define veh_prop(id_, value_) case (id_): value = (value_); break
       
   217 						veh_prop(0x00, veh->type);
       
   218 						veh_prop(0x01, MapOldSubType(veh));
       
   219 						veh_prop(0x04, veh->index);
       
   220 						veh_prop(0x05, veh->index & 0xFF);
       
   221 						/* XXX? Is THIS right? */
       
   222 						veh_prop(0x0A, PackOrder(&veh->current_order));
       
   223 						veh_prop(0x0B, PackOrder(&veh->current_order) & 0xff);
       
   224 						veh_prop(0x0C, veh->num_orders);
       
   225 						veh_prop(0x0D, veh->cur_order_index);
       
   226 						veh_prop(0x10, veh->load_unload_time_rem);
       
   227 						veh_prop(0x11, veh->load_unload_time_rem & 0xFF);
       
   228 						veh_prop(0x12, veh->date_of_last_service);
       
   229 						veh_prop(0x13, veh->date_of_last_service & 0xFF);
       
   230 						veh_prop(0x14, veh->service_interval);
       
   231 						veh_prop(0x15, veh->service_interval & 0xFF);
       
   232 						veh_prop(0x16, veh->last_station_visited);
       
   233 						veh_prop(0x17, veh->tick_counter);
       
   234 						veh_prop(0x18, veh->max_speed);
       
   235 						veh_prop(0x19, veh->max_speed & 0xFF);
       
   236 						veh_prop(0x1F, veh->direction);
       
   237 						veh_prop(0x28, veh->cur_image);
       
   238 						veh_prop(0x29, veh->cur_image & 0xFF);
       
   239 						veh_prop(0x32, veh->vehstatus);
       
   240 						veh_prop(0x33, veh->vehstatus);
       
   241 						veh_prop(0x34, veh->cur_speed);
       
   242 						veh_prop(0x35, veh->cur_speed & 0xFF);
       
   243 						veh_prop(0x36, veh->subspeed);
       
   244 						veh_prop(0x37, veh->acceleration);
       
   245 						veh_prop(0x39, veh->cargo_type);
       
   246 						veh_prop(0x3A, veh->cargo_cap);
       
   247 						veh_prop(0x3B, veh->cargo_cap & 0xFF);
       
   248 						veh_prop(0x3C, veh->cargo_count);
       
   249 						veh_prop(0x3D, veh->cargo_count & 0xFF);
       
   250 						veh_prop(0x3E, veh->cargo_source); // Probably useless; so what
       
   251 						veh_prop(0x3F, veh->cargo_days);
       
   252 						veh_prop(0x40, veh->age);
       
   253 						veh_prop(0x41, veh->age & 0xFF);
       
   254 						veh_prop(0x42, veh->max_age);
       
   255 						veh_prop(0x43, veh->max_age & 0xFF);
       
   256 						veh_prop(0x44, veh->build_year);
       
   257 						veh_prop(0x45, veh->unitnumber);
       
   258 						veh_prop(0x46, veh->engine_type);
       
   259 						veh_prop(0x47, veh->engine_type & 0xFF);
       
   260 						veh_prop(0x48, veh->spritenum);
       
   261 						veh_prop(0x49, veh->day_counter);
       
   262 						veh_prop(0x4A, veh->breakdowns_since_last_service);
       
   263 						veh_prop(0x4B, veh->breakdown_ctr);
       
   264 						veh_prop(0x4C, veh->breakdown_delay);
       
   265 						veh_prop(0x4D, veh->breakdown_chance);
       
   266 						veh_prop(0x4E, veh->reliability);
       
   267 						veh_prop(0x4F, veh->reliability & 0xFF);
       
   268 						veh_prop(0x50, veh->reliability_spd_dec);
       
   269 						veh_prop(0x51, veh->reliability_spd_dec & 0xFF);
       
   270 						veh_prop(0x52, veh->profit_this_year);
       
   271 						veh_prop(0x53, veh->profit_this_year & 0xFFFFFF);
       
   272 						veh_prop(0x54, veh->profit_this_year & 0xFFFF);
       
   273 						veh_prop(0x55, veh->profit_this_year & 0xFF);
       
   274 						veh_prop(0x56, veh->profit_last_year);
       
   275 						veh_prop(0x57, veh->profit_last_year & 0xFF);
       
   276 						veh_prop(0x58, veh->profit_last_year);
       
   277 						veh_prop(0x59, veh->profit_last_year & 0xFF);
       
   278 						veh_prop(0x5A, veh->next == NULL ? INVALID_VEHICLE : veh->next->index);
       
   279 						veh_prop(0x5C, veh->value);
       
   280 						veh_prop(0x5D, veh->value & 0xFFFFFF);
       
   281 						veh_prop(0x5E, veh->value & 0xFFFF);
       
   282 						veh_prop(0x5F, veh->value & 0xFF);
       
   283 						veh_prop(0x60, veh->string_id);
       
   284 						veh_prop(0x61, veh->string_id & 0xFF);
       
   285 						/* 00h..07h=sub image? 40h=in tunnel; actually some kind of status
       
   286 						 * aircraft: >=13h when in flight
       
   287 						 * train, ship: 80h=in depot
       
   288 						 * rv: 0feh=in depot */
       
   289 						/* TODO veh_prop(0x62, veh->???); */
       
   290 
       
   291 						/* TODO: The rest is per-vehicle, I hope no GRF file looks so far.
       
   292 						 * But they won't let us have an easy ride so surely *some* GRF
       
   293 						 * file does. So someone needs to do this too. --pasky */
       
   294 
       
   295 #undef veh_prop
       
   296 					}
       
   297 				}
       
   298 			}
       
   299 
       
   300 			target = value != -1 ? EvalDeterministicSpriteGroup(dsg, value) : dsg->default_group;
       
   301 			//debug("Resolved variable %x: %d, %p", dsg->variable, value, callback);
       
   302 			return resolve_func(target, veh, callback_info, resolve_func);
       
   303 		}
       
   304 
       
   305 		case SGT_RANDOMIZED: {
       
   306 			const RandomizedSpriteGroup *rsg = &spritegroup->g.random;
       
   307 
       
   308 			if (veh == NULL) {
       
   309 				/* Purchase list of something. Show the first one. */
       
   310 				assert(rsg->num_groups > 0);
       
   311 				//debug("going for %p: %d", rsg->groups[0], rsg->groups[0].type);
       
   312 				return resolve_func(rsg->groups[0], NULL, callback_info, resolve_func);
       
   313 			}
       
   314 
       
   315 			if (rsg->var_scope == VSG_SCOPE_PARENT) {
       
   316 				/* First engine in the vehicle chain */
       
   317 				if (veh->type == VEH_Train)
       
   318 					veh = GetFirstVehicleInChain(veh);
       
   319 			}
       
   320 
       
   321 			return resolve_func(EvalRandomizedSpriteGroup(rsg, veh->random_bits), veh, callback_info, resolve_func);
       
   322 		}
       
   323 
       
   324 		default:
       
   325 			error("I don't know how to handle such a spritegroup %d!", spritegroup->type);
       
   326 			return NULL;
       
   327 	}
       
   328 }
       
   329 
       
   330 static const SpriteGroup *GetVehicleSpriteGroup(EngineID engine, const Vehicle *v)
       
   331 {
       
   332 	const SpriteGroup *group;
       
   333 	byte cargo = GC_PURCHASE;
       
   334 
       
   335 	if (v != NULL) {
       
   336 		cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
       
   337 		assert(cargo != GC_INVALID);
       
   338 	}
       
   339 
       
   340 	group = engine_custom_sprites[engine][cargo];
       
   341 
       
   342 	if (v != NULL && v->type == VEH_Train) {
       
   343 		const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
       
   344 
       
   345 		if (overset != NULL) group = overset;
       
   346 	}
       
   347 
       
   348 	return group;
       
   349 }
       
   350 
       
   351 int GetCustomEngineSprite(EngineID engine, const Vehicle *v, byte direction)
       
   352 {
       
   353 	const SpriteGroup *group;
       
   354 	const RealSpriteGroup *rsg;
       
   355 	byte cargo = GC_PURCHASE;
       
   356 	byte loaded = 0;
       
   357 	bool in_motion = 0;
       
   358 	int totalsets, spriteset;
       
   359 	int r;
       
   360 
       
   361 	if (v != NULL) {
       
   362 		int capacity = v->cargo_cap;
       
   363 
       
   364 		cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
       
   365 		assert(cargo != GC_INVALID);
       
   366 
       
   367 		if (capacity == 0) capacity = 1;
       
   368 		loaded = (v->cargo_count * 100) / capacity;
       
   369 
       
   370 		if (v->type == VEH_Train) {
       
   371 			in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING;
       
   372 		} else {
       
   373 			in_motion = v->current_order.type != OT_LOADING;
       
   374 		}
       
   375 	}
       
   376 
       
   377 	group = GetVehicleSpriteGroup(engine, v);
       
   378 	group = ResolveVehicleSpriteGroup(group, v, 0, (resolve_callback) ResolveVehicleSpriteGroup);
       
   379 
       
   380 	if (group == NULL && cargo != GC_DEFAULT) {
       
   381 		// This group is empty but perhaps there'll be a default one.
       
   382 		group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, 0,
       
   383 		                                (resolve_callback) ResolveVehicleSpriteGroup);
       
   384 	}
       
   385 
       
   386 	if (group == NULL)
       
   387 		return 0;
       
   388 
       
   389 	assert(group->type == SGT_REAL);
       
   390 	rsg = &group->g.real;
       
   391 
       
   392 	if (!rsg->sprites_per_set) {
       
   393 		// This group is empty. This function users should therefore
       
   394 		// look up the sprite number in _engine_original_sprites.
       
   395 		return 0;
       
   396 	}
       
   397 
       
   398 	assert(rsg->sprites_per_set <= 8);
       
   399 	direction %= rsg->sprites_per_set;
       
   400 
       
   401 	totalsets = in_motion ? rsg->loaded_count : rsg->loading_count;
       
   402 
       
   403 	// My aim here is to make it possible to visually determine absolutely
       
   404 	// empty and totally full vehicles. --pasky
       
   405 	if (loaded == 100 || totalsets == 1) { // full
       
   406 		spriteset = totalsets - 1;
       
   407 	} else if (loaded == 0 || totalsets == 2) { // empty
       
   408 		spriteset = 0;
       
   409 	} else { // something inbetween
       
   410 		spriteset = loaded * (totalsets - 2) / 100 + 1;
       
   411 		// correct possible rounding errors
       
   412 		if (!spriteset)
       
   413 			spriteset = 1;
       
   414 		else if (spriteset == totalsets - 1)
       
   415 			spriteset--;
       
   416 	}
       
   417 
       
   418 	r = (in_motion ? rsg->loaded[spriteset]->g.result.result : rsg->loading[spriteset]->g.result.result) + direction;
       
   419 	return r;
       
   420 }
       
   421 
       
   422 /**
       
   423  * Check if a wagon is currently using a wagon override
       
   424  * @param v The wagon to check
       
   425  * @return true if it is using an override, false otherwise
       
   426  */
       
   427 bool UsesWagonOverride(const Vehicle* v)
       
   428 {
       
   429 	assert(v->type == VEH_Train);
       
   430 	return GetWagonOverrideSpriteSet(v->engine_type, v->u.rail.first_engine) != NULL;
       
   431 }
       
   432 
       
   433 /**
       
   434  * Evaluates a newgrf callback
       
   435  * @param callback_info info about which callback to evaluate
       
   436  *  (bit 0-7)  = CallBack id of the callback to use, see CallBackId enum
       
   437  *  (bit 8-15) = Other info some callbacks need to have, callback specific, see CallBackId enum, not used yet
       
   438  * @param engine Engine type of the vehicle to evaluate the callback for
       
   439  * @param vehicle The vehicle to evaluate the callback for, NULL if it doesnt exist (yet)
       
   440  * @return The value the callback returned, or CALLBACK_FAILED if it failed
       
   441  */
       
   442 uint16 GetCallBackResult(uint16 callback_info, EngineID engine, const Vehicle *v)
       
   443 {
       
   444 	const SpriteGroup *group;
       
   445 	byte cargo = GC_DEFAULT;
       
   446 
       
   447 	if (v != NULL)
       
   448 		cargo = _global_cargo_id[_opt.landscape][v->cargo_type];
       
   449 
       
   450 	group = engine_custom_sprites[engine][cargo];
       
   451 
       
   452 	if (v != NULL && v->type == VEH_Train) {
       
   453 		const SpriteGroup *overset = GetWagonOverrideSpriteSet(engine, v->u.rail.first_engine);
       
   454 
       
   455 		if (overset != NULL) group = overset;
       
   456 	}
       
   457 
       
   458 	group = ResolveVehicleSpriteGroup(group, v, callback_info, (resolve_callback) ResolveVehicleSpriteGroup);
       
   459 
       
   460 	if (group == NULL && cargo != GC_DEFAULT) {
       
   461 		// This group is empty but perhaps there'll be a default one.
       
   462 		group = ResolveVehicleSpriteGroup(engine_custom_sprites[engine][GC_DEFAULT], v, callback_info,
       
   463 		                                (resolve_callback) ResolveVehicleSpriteGroup);
       
   464 	}
       
   465 
       
   466 	if (group == NULL || group->type != SGT_CALLBACK)
       
   467 		return CALLBACK_FAILED;
       
   468 
       
   469 	return group->g.callback.result;
       
   470 }
       
   471 
       
   472 
       
   473 
       
   474 // Global variables are evil, yes, but we would end up with horribly overblown
       
   475 // calling convention otherwise and this should be 100% reentrant.
       
   476 static byte _vsg_random_triggers;
       
   477 static byte _vsg_bits_to_reseed;
       
   478 
       
   479 static const SpriteGroup *TriggerVehicleSpriteGroup(const SpriteGroup *spritegroup,
       
   480 	Vehicle *veh, uint16 callback_info, resolve_callback resolve_func)
       
   481 {
       
   482 	if (spritegroup == NULL)
       
   483 		return NULL;
       
   484 
       
   485 	if (spritegroup->type == SGT_RANDOMIZED) {
       
   486 		_vsg_bits_to_reseed |= RandomizedSpriteGroupTriggeredBits(
       
   487 			&spritegroup->g.random,
       
   488 			_vsg_random_triggers,
       
   489 			&veh->waiting_triggers
       
   490 		);
       
   491 	}
       
   492 
       
   493 	return ResolveVehicleSpriteGroup(spritegroup, veh, callback_info, resolve_func);
       
   494 }
       
   495 
       
   496 static void DoTriggerVehicle(Vehicle *veh, VehicleTrigger trigger, byte base_random_bits, bool first)
       
   497 {
       
   498 	const SpriteGroup *group;
       
   499 	const RealSpriteGroup *rsg;
       
   500 	byte new_random_bits;
       
   501 
       
   502 	_vsg_random_triggers = trigger;
       
   503 	_vsg_bits_to_reseed = 0;
       
   504 	group = TriggerVehicleSpriteGroup(GetVehicleSpriteGroup(veh->engine_type, veh), veh, 0,
       
   505 	                                  (resolve_callback) TriggerVehicleSpriteGroup);
       
   506 
       
   507 	if (group == NULL && veh->cargo_type != GC_DEFAULT) {
       
   508 		// This group turned out to be empty but perhaps there'll be a default one.
       
   509 		group = TriggerVehicleSpriteGroup(engine_custom_sprites[veh->engine_type][GC_DEFAULT], veh, 0,
       
   510 		                                  (resolve_callback) TriggerVehicleSpriteGroup);
       
   511 	}
       
   512 
       
   513 	if (group == NULL)
       
   514 		return;
       
   515 
       
   516 	assert(group->type == SGT_REAL);
       
   517 	rsg = &group->g.real;
       
   518 
       
   519 	new_random_bits = Random();
       
   520 	veh->random_bits &= ~_vsg_bits_to_reseed;
       
   521 	veh->random_bits |= (first ? new_random_bits : base_random_bits) & _vsg_bits_to_reseed;
       
   522 
       
   523 	switch (trigger) {
       
   524 		case VEHICLE_TRIGGER_NEW_CARGO:
       
   525 			/* All vehicles in chain get ANY_NEW_CARGO trigger now.
       
   526 			 * So we call it for the first one and they will recurse. */
       
   527 			/* Indexing part of vehicle random bits needs to be
       
   528 			 * same for all triggered vehicles in the chain (to get
       
   529 			 * all the random-cargo wagons carry the same cargo,
       
   530 			 * i.e.), so we give them all the NEW_CARGO triggered
       
   531 			 * vehicle's portion of random bits. */
       
   532 			assert(first);
       
   533 			DoTriggerVehicle(GetFirstVehicleInChain(veh), VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false);
       
   534 			break;
       
   535 		case VEHICLE_TRIGGER_DEPOT:
       
   536 			/* We now trigger the next vehicle in chain recursively.
       
   537 			 * The random bits portions may be different for each
       
   538 			 * vehicle in chain. */
       
   539 			if (veh->next != NULL)
       
   540 				DoTriggerVehicle(veh->next, trigger, 0, true);
       
   541 			break;
       
   542 		case VEHICLE_TRIGGER_EMPTY:
       
   543 			/* We now trigger the next vehicle in chain
       
   544 			 * recursively.  The random bits portions must be same
       
   545 			 * for each vehicle in chain, so we give them all
       
   546 			 * first chained vehicle's portion of random bits. */
       
   547 			if (veh->next != NULL)
       
   548 				DoTriggerVehicle(veh->next, trigger, first ? new_random_bits : base_random_bits, false);
       
   549 			break;
       
   550 		case VEHICLE_TRIGGER_ANY_NEW_CARGO:
       
   551 			/* Now pass the trigger recursively to the next vehicle
       
   552 			 * in chain. */
       
   553 			assert(!first);
       
   554 			if (veh->next != NULL)
       
   555 				DoTriggerVehicle(veh->next, VEHICLE_TRIGGER_ANY_NEW_CARGO, base_random_bits, false);
       
   556 			break;
       
   557 	}
       
   558 }
       
   559 
       
   560 void TriggerVehicle(Vehicle *veh, VehicleTrigger trigger)
       
   561 {
       
   562 	if (trigger == VEHICLE_TRIGGER_DEPOT) {
       
   563 		// store that the vehicle entered a depot this tick
       
   564 		VehicleEnteredDepotThisTick(veh);
       
   565 	}
       
   566 
       
   567 	DoTriggerVehicle(veh, trigger, 0, true);
       
   568 }
       
   569 
       
   570 static char *_engine_custom_names[TOTAL_NUM_ENGINES];
       
   571 
       
   572 void SetCustomEngineName(EngineID engine, const char *name)
       
   573 {
       
   574 	_engine_custom_names[engine] = strdup(name);
       
   575 }
       
   576 
       
   577 void UnloadCustomEngineNames(void)
       
   578 {
       
   579 	char **i;
       
   580 	for (i = _engine_custom_names; i != endof(_engine_custom_names); i++) {
       
   581 		free(*i);
       
   582 		*i = NULL;
       
   583 	}
       
   584 }
       
   585 
       
   586 StringID GetCustomEngineName(EngineID engine)
       
   587 {
       
   588 	if (!_engine_custom_names[engine])
       
   589 		return _engine_name_strings[engine];
       
   590 	ttd_strlcpy(_userstring, _engine_custom_names[engine], lengthof(_userstring));
       
   591 	return STR_SPEC_USERSTRING;
       
   592 }
       
   593