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(svn r3546) - NewGRF feature: Implement rail vehicle 'property' 0x1A: allows shuffling order of rail vehicle purchase list (and replace vehicle list)
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78b51cbec2
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14
newgrf.c
14
newgrf.c
@ -365,6 +365,18 @@ static bool RailVehicleChangeInfo(uint engine, int numinfo, int prop, byte **buf
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rvi[i].engclass = engclass;
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}
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} break;
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case 0x1A: // Alter purchase list sort order.
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FOR_EACH_OBJECT {
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EngineID pos = grf_load_byte(&buf);
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if (pos < NUM_TRAIN_ENGINES) {
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AlterRailVehListOrder(engine + i, pos);
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} else {
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grfmsg(GMS_NOTICE, "RailVehicleChangeInfo: Invalid train engine ID %d, ignoring.", pos);
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}
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}
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break;
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case 0x1B: { /* Powered wagons power bonus */
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FOR_EACH_OBJECT {
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uint16 wag_power = grf_load_word(&buf);
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@ -431,7 +443,6 @@ static bool RailVehicleChangeInfo(uint engine, int numinfo, int prop, byte **buf
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} break;
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/* TODO */
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/* Fall-through for unimplemented one byte long properties. */
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case 0x1A: /* Sort order */
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case 0x1C: /* Refit cost */
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case 0x1F: /* Tractive effort */
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case 0x20: /* Air drag */
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@ -2499,6 +2510,7 @@ static void ResetNewGRFData(void)
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UnloadWagonOverrides();
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UnloadCustomEngineSprites();
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UnloadCustomEngineNames();
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ResetEngineListOrder();
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// Reset price base data
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ResetPriceBaseMultipliers();
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@ -591,3 +591,44 @@ StringID GetCustomEngineName(EngineID engine)
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return STR_SPEC_USERSTRING;
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}
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// Functions for changing the order of vehicle purchase lists
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// This is currently only implemented for rail vehicles.
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static EngineID engine_list_order[NUM_TRAIN_ENGINES];
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void ResetEngineListOrder(void)
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{
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EngineID i;
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for (i = 0; i < NUM_TRAIN_ENGINES; i++)
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engine_list_order[i] = i;
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}
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EngineID GetRailVehAtPosition(EngineID pos)
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{
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return engine_list_order[pos];
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}
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void AlterRailVehListOrder(EngineID engine, EngineID target)
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{
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EngineID i;
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bool moving = false;
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if (engine == target) return;
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// First, remove our ID from the list.
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for (i = 0; i < NUM_TRAIN_ENGINES - 1; i++) {
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if (engine_list_order[i] == engine)
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moving = true;
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if (moving)
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engine_list_order[i] = engine_list_order[i + 1];
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}
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// Now, insert it again, before the target engine.
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for (i = NUM_TRAIN_ENGINES - 1; i > 0; i--) {
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engine_list_order[i] = engine_list_order[i - 1];
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if (engine_list_order[i] == target) {
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engine_list_order[i - 1] = engine;
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break;
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}
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}
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}
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@ -70,4 +70,8 @@ void UnloadWagonOverrides(void);
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void UnloadCustomEngineSprites(void);
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void UnloadCustomEngineNames(void);
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void ResetEngineListOrder(void);
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EngineID GetRailVehAtPosition(EngineID pos);
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void AlterRailVehListOrder(EngineID engine, EngineID target);
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#endif /* NEWGRF_ENGINE_H */
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@ -170,9 +170,10 @@ void CcCloneTrain(bool success, uint tile, uint32 p1, uint32 p2)
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static void engine_drawing_loop(int *x, int *y, int *pos, int *sel,
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EngineID* selected_id, RailType railtype, byte show_max, bool is_engine)
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{
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EngineID i;
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EngineID j;
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for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
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for (j = 0; j < NUM_TRAIN_ENGINES; j++) {
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EngineID i = GetRailVehAtPosition(j);
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const Engine *e = GetEngine(i);
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const RailVehicleInfo *rvi = RailVehInfo(i);
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@ -453,11 +453,12 @@ static int CDECL VehicleValueSorter(const void *a, const void *b)
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static void train_engine_drawing_loop(int *x, int *y, int *pos, int *sel, EngineID *selected_id, RailType railtype,
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uint8 lines_drawn, bool is_engine, bool show_cars, bool show_outdated)
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{
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EngineID i;
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EngineID j;
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byte colour;
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const Player *p = GetPlayer(_local_player);
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for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
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for (j = 0; j < NUM_TRAIN_ENGINES; j++) {
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EngineID i = GetRailVehAtPosition(j);
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const Engine *e = GetEngine(i);
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const RailVehicleInfo *rvi = RailVehInfo(i);
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const EngineInfo *info = &_engine_info[i];
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@ -467,7 +468,7 @@ static void train_engine_drawing_loop(int *x, int *y, int *pos, int *sel, Engine
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if ((rvi->power == 0 && !show_cars) || (rvi->power != 0 && show_cars)) // show wagons or engines (works since wagons do not have power)
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continue;
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if (*sel == 0) *selected_id = i;
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if (*sel == 0) *selected_id = j;
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colour = *sel == 0 ? 0xC : 0x10;
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@ -513,10 +514,12 @@ static void SetupScrollStuffForReplaceWindow(Window *w)
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switch (WP(w,replaceveh_d).vehicletype) {
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case VEH_Train: {
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EngineID i;
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railtype = _railtype_selected_in_replace_gui;
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w->widget[13].color = _player_colors[_local_player]; // sets the colour of that art thing
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w->widget[16].color = _player_colors[_local_player]; // sets the colour of that art thing
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for (engine_id = 0; engine_id < NUM_TRAIN_ENGINES; engine_id++) {
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for (i = 0; i < NUM_TRAIN_ENGINES; i++) {
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EngineID engine_id = GetRailVehAtPosition(i);
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const Engine *e = GetEngine(engine_id);
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const EngineInfo *info = &_engine_info[engine_id];
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