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