src/autoreplace_cmd.cpp
author rubidium
Thu, 30 Aug 2007 21:11:12 +0000
changeset 7497 40e457c0a8ac
parent 7492 35acee076719
child 7524 64f81c03d870
permissions -rw-r--r--
(svn r11011) -Fix [FS#1129]: GetFirstVehicleInChain did change the game state while being marked const.
-Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
/* $Id$ */

#include "stdafx.h"
#include "openttd.h"
#include "roadveh.h"
#include "ship.h"
#include "table/strings.h"
#include "functions.h"
#include "news.h"
#include "command.h"
#include "player.h"
#include "engine.h"
#include "debug.h"
#include "vehicle_gui.h"
#include "depot.h"
#include "train.h"
#include "aircraft.h"
#include "cargotype.h"
#include "group.h"
#include "strings.h"


/*
 * move the cargo from one engine to another if possible
 */
static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
{
	Vehicle *v = dest;

	do {
		do {
			if (source->cargo_type != dest->cargo_type)
				continue; // cargo not compatible

			if (dest->cargo.Count() == dest->cargo_cap)
				continue; // the destination vehicle is already full

			uint units_moved = min(source->cargo.Count(), dest->cargo_cap - dest->cargo.Count());
			source->cargo.MoveTo(&dest->cargo, units_moved);

			// copy the age of the cargo
			dest->day_counter  = source->day_counter;
			dest->tick_counter = source->tick_counter;

		} while (source->cargo.Count() > 0 && (dest = dest->Next()) != NULL);
		dest = v;
	} while ((source = source->Next()) != NULL);

	/*
	 * The of the train will be incorrect at this moment. This is due
	 * to the fact that removing the old wagon updates the weight of
	 * the complete train, which is without the weight of cargo we just
	 * moved back into some (of the) new wagon(s).
	 */
	if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->First());
}

static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type)
{
	const Order *o;
	const Vehicle *u;

	if (v->type == VEH_TRAIN) {
		u = v->First();
	} else {
		u = v;
	}

	FOR_VEHICLE_ORDERS(u, o) {
		if (!(o->refit_cargo < NUM_CARGO)) continue;
		if (!CanRefitTo(v->engine_type, o->refit_cargo)) continue;
		if (!CanRefitTo(engine_type, o->refit_cargo)) return false;
	}

	return true;
}

/**
 * Function to find what type of cargo to refit to when autoreplacing
 * @param *v Original vehicle, that is being replaced
 * @param engine_type The EngineID of the vehicle that is being replaced to
 * @return The cargo type to replace to
 *    CT_NO_REFIT is returned if no refit is needed
 *    CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible
 */
static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
{
	CargoID new_cargo_type = GetEngineCargoType(engine_type);

	if (new_cargo_type == CT_INVALID) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity

	if (v->cargo_type == new_cargo_type || CanRefitTo(engine_type, v->cargo_type)) {
		if (VerifyAutoreplaceRefitForOrders(v, engine_type)) {
			return v->cargo_type == new_cargo_type ? (CargoID)CT_NO_REFIT : v->cargo_type;
		} else {
			return CT_INVALID;
		}
	}
	if (v->type != VEH_TRAIN) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want

	/* Below this line it's safe to assume that the vehicle in question is a train */

	if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type

	/* the old engine didn't have cargo capacity, but the new one does
	 * now we will figure out what cargo the train is carrying and refit to fit this */
	v = v->First();
	do {
		if (v->cargo_cap == 0) continue;
		/* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */
		if (v->cargo_type == new_cargo_type) return CT_NO_REFIT;
		if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type;
	} while ((v = v->Next()) != NULL);
	return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one
}

/* Replaces a vehicle (used to be called autorenew)
 * This function is only called from MaybeReplaceVehicle()
 * Must be called with _current_player set to the owner of the vehicle
 * @param w Vehicle to replace
 * @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
 * @return value is cost of the replacement or CMD_ERROR
 */
static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost)
{
	CommandCost cost;
	CommandCost sell_value;
	Vehicle *old_v = *w;
	const Player *p = GetPlayer(old_v->owner);
	EngineID new_engine_type;
	const UnitID cached_unitnumber = old_v->unitnumber;
	bool new_front = false;
	Vehicle *new_v = NULL;
	char vehicle_name[32];
	CargoID replacement_cargo_type;

	/* If the vehicle belongs to a group, check if the group is protected from the global autoreplace.
	 *  If not, chek if an global auto replacement is defined */
	new_engine_type = (IsValidGroupID(old_v->group_id) && GetGroup(old_v->group_id)->replace_protection) ?
			INVALID_ENGINE :
			EngineReplacementForPlayer(p, old_v->engine_type, ALL_GROUP);

	/* If we don't set new_egnine_type previously, we try to check if an autoreplacement was defined
	 *  for the group and the engine_type of the vehicle */
	if (new_engine_type == INVALID_ENGINE && !IsAllGroupID(old_v->group_id)) {
		new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type, old_v->group_id);
	}

	if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type;

	replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);

	/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
	if (replacement_cargo_type == CT_INVALID) return CommandCost();

	sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v));

	/* We give the player a loan of the same amount as the sell value.
	 * This is needed in case he needs the income from the sale to build the new vehicle.
	 * We take it back if building fails or when we really sell the old engine */
	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
	SubtractMoneyFromPlayer(sell_value);

	cost = DoCommand(old_v->tile, new_engine_type, 3, flags, GetCmdBuildVeh(old_v));
	if (CmdFailed(cost)) {
		SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
		/* Take back the money we just gave the player */
		sell_value.MultiplyCost(-1);
		SubtractMoneyFromPlayer(sell_value);
		return cost;
	}

	if (replacement_cargo_type != CT_NO_REFIT) {
		/* add refit cost */
		CommandCost refit_cost = GetRefitCost(new_engine_type);
		if (old_v->type == VEH_TRAIN && IsMultiheaded(old_v)) refit_cost.AddCost(refit_cost); // pay for both ends
		cost.AddCost(refit_cost);
	}

	if (flags & DC_EXEC) {
		new_v = GetVehicle(_new_vehicle_id);
		*w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is

		/* refit if needed */
		if (replacement_cargo_type != CT_NO_REFIT) {
			if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, GetCmdRefitVeh(new_v)))) {
				/* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */
				error("Autoreplace failed to refit. Replace engine %d to %d and refit to cargo %d", old_v->engine_type, new_v->engine_type, replacement_cargo_type);
			}
		}

		if (new_v->type == VEH_TRAIN && HASBIT(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->Next() != NULL && IsArticulatedPart(new_v->Next()))) {
			// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
			SETBIT(new_v->u.rail.flags, VRF_REVERSE_DIRECTION);
		}

		if (old_v->type == VEH_TRAIN && !IsFrontEngine(old_v)) {
			/* this is a railcar. We need to move the car into the train
			 * We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
			 * sell the old engine in a moment
			 */
			/* Get the vehicle in front of the one we move out */
			Vehicle *front = old_v->Previous();
			/* If the vehicle in front is the rear end of a dualheaded engine, then we need to use the one in front of that one */
			if (IsMultiheaded(front) && !IsTrainEngine(front)) front = front->Previous();
			/* Now we move the old one out of the train */
			DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
			/* Add the new vehicle */
			DoCommand(0, (front->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
		} else {
			// copy/clone the orders
			DoCommand(0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
			new_v->cur_order_index = old_v->cur_order_index;
			ChangeVehicleViewWindow(old_v, new_v);
			new_v->profit_this_year = old_v->profit_this_year;
			new_v->profit_last_year = old_v->profit_last_year;
			new_v->service_interval = old_v->service_interval;
			DoCommand(0, old_v->group_id, new_v->index, flags, CMD_ADD_VEHICLE_GROUP);
			new_front = true;
			new_v->unitnumber = old_v->unitnumber; // use the same unit number
			new_v->dest_tile  = old_v->dest_tile;

			new_v->current_order = old_v->current_order;
			if (old_v->type == VEH_TRAIN && GetNextVehicle(old_v) != NULL){
				Vehicle *temp_v = GetNextVehicle(old_v);

				// move the entire train to the new engine, excluding the old engine
				if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) {
					// we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead
					temp_v = GetNextVehicle(temp_v);
				}

				if (temp_v != NULL) {
					DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
				}
			}
		}
		/* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */
		MoveVehicleCargo(new_v->type == VEH_TRAIN ? new_v->First() : new_v, old_v);

		// Get the name of the old vehicle if it has a custom name.
		if (!IsCustomName(old_v->string_id)) {
			vehicle_name[0] = '\0';
		} else {
			SetDParam(0, old_v->index);
			GetString(vehicle_name, STR_VEHICLE_NAME, lastof(vehicle_name));
		}
	} else { // flags & DC_EXEC not set
		CommandCost tmp_move;
		if (old_v->type == VEH_TRAIN && IsFrontEngine(old_v) && old_v->Next() != NULL) {
			/* Verify that the wagons can be placed on the engine in question.
			 * This is done by building an engine, test if the wagons can be added and then sell the test engine. */
			DoCommand(old_v->tile, new_engine_type, 3, DC_EXEC, GetCmdBuildVeh(old_v));
			Vehicle *temp = GetVehicle(_new_vehicle_id);
			tmp_move = DoCommand(0, (temp->index << 16) | old_v->Next()->index, 1, 0, CMD_MOVE_RAIL_VEHICLE);
			DoCommand(0, temp->index, 0, DC_EXEC, GetCmdSellVeh(old_v));
		}

		/* Ensure that the player will not end up having negative money while autoreplacing
		 * This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */
		if (CmdFailed(tmp_move) || p->player_money < (cost.GetCost() + total_cost)) {
			SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
			/* Pay back the loan */
			sell_value.MultiplyCost(-1);
			SubtractMoneyFromPlayer(sell_value);
			return CMD_ERROR;
		}
	}

	/* Take back the money we just gave the player just before building the vehicle
	 * The player will get the same amount now that the sale actually takes place */
	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
	sell_value.MultiplyCost(-1);
	SubtractMoneyFromPlayer(sell_value);

	/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
	cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v)));

	if (new_front) {
		/* now we assign the old unitnumber to the new vehicle */
		new_v->unitnumber = cached_unitnumber;
	}

	/* Transfer the name of the old vehicle */
	if ((flags & DC_EXEC) && vehicle_name[0] != '\0') {
		_cmd_text = vehicle_name;
		DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE);
	}

	return cost;
}

/** replaces a vehicle if it's set for autoreplace or is too old
 * (used to be called autorenew)
 * @param v The vehicle to replace
 * if the vehicle is a train, v needs to be the front engine
 * @param check Checks if the replace is valid. No action is done at all
 * @param display_costs If set, a cost animation is shown (only if check is false)
 * @return CMD_ERROR if something went wrong. Otherwise the price of the replace
 */
CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
{
	Vehicle *w;
	const Player *p = GetPlayer(v->owner);
	byte flags = 0;
	CommandCost cost, temp_cost;
	bool stopped;

	/* Remember the length in case we need to trim train later on
	 * If it's not a train, the value is unused
	 * round up to the length of the tiles used for the train instead of the train length instead
	 * Useful when newGRF uses custom length */
	uint16 old_total_length = (v->type == VEH_TRAIN ?
		(v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE :
		-1
	);


	_current_player = v->owner;

	assert(IsPlayerBuildableVehicleType(v));

	assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed

	/* Remember the flag v->leave_depot_instantly because if we replace the vehicle, the vehicle holding this flag will be sold
	 * If it is set, then we only stopped the vehicle to replace it (if needed) and we will need to start it again.
	 * We also need to reset the flag since it should remain false except from when the vehicle enters a depot until autoreplace is handled in the same tick */
	stopped = v->leave_depot_instantly;
	v->leave_depot_instantly = false;

	for (;;) {
		cost = CommandCost();
		w = v;
		do {
			if (w->type == VEH_TRAIN && IsMultiheaded(w) && !IsTrainEngine(w)) {
				/* we build the rear ends of multiheaded trains with the front ones */
				continue;
			}

			// check if the vehicle should be replaced
			if (!p->engine_renew ||
					w->age - w->max_age < (p->engine_renew_months * 30) || // replace if engine is too old
					w->max_age == 0) { // rail cars got a max age of 0
				/* If the vehicle belongs to a group, check if the group is protected from the global autoreplace.
				   If not, chek if an global auto remplacement is defined */
				if (IsValidGroupID(w->group_id)) {
					if (!EngineHasReplacementForPlayer(p, w->engine_type, w->group_id) && (
							GetGroup(w->group_id)->replace_protection ||
							!EngineHasReplacementForPlayer(p, w->engine_type, ALL_GROUP))) {
						continue;
					}
				} else if (IsDefaultGroupID(w->group_id)) {
					if (!EngineHasReplacementForPlayer(p, w->engine_type, DEFAULT_GROUP) &&
							!EngineHasReplacementForPlayer(p, w->engine_type, ALL_GROUP)) {
						continue;
					}
				} else if (!EngineHasReplacementForPlayer(p, w->engine_type, ALL_GROUP)) {
					continue;
				}
			}

			/* Now replace the vehicle */
			temp_cost = ReplaceVehicle(&w, flags, cost.GetCost());

			if (CmdFailed(temp_cost)) break; // replace failed for some reason. Leave the vehicle alone

			if (flags & DC_EXEC &&
					(w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE)) {
				/* now we bought a new engine and sold the old one. We need to fix the
				 * pointers in order to avoid pointing to the old one for trains: these
				 * pointers should point to the front engine and not the cars
				 */
				v = w;
			}
			cost.AddCost(temp_cost);
		} while (w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL);

		if (!(flags & DC_EXEC) && (p->player_money < (cost.GetCost() + p->engine_renew_money) || cost.GetCost() == 0)) {
			if (!check && p->player_money < (cost.GetCost() + p->engine_renew_money) && ( _local_player == v->owner ) && cost.GetCost() != 0) {
				StringID message;
				SetDParam(0, v->unitnumber);
				switch (v->type) {
					case VEH_TRAIN:    message = STR_TRAIN_AUTORENEW_FAILED;       break;
					case VEH_ROAD:     message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
					case VEH_SHIP:     message = STR_SHIP_AUTORENEW_FAILED;        break;
					case VEH_AIRCRAFT: message = STR_AIRCRAFT_AUTORENEW_FAILED;    break;
						// This should never happen
					default: NOT_REACHED(); message = 0; break;
				}

				AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
			}
			if (stopped) v->vehstatus &= ~VS_STOPPED;
			if (display_costs) _current_player = OWNER_NONE;
			return CMD_ERROR;
		}

		if (flags & DC_EXEC) {
			break; // we are done replacing since the loop ran once with DC_EXEC
		} else if (check) {
			/* It's a test only and we know that we can do this
			 * NOTE: payment for wagon removal is NOT included in this price */
			return cost;
		}
		// now we redo the loop, but this time we actually do stuff since we know that we can do it
		flags |= DC_EXEC;
	}

	/* If setting is on to try not to exceed the old length of the train with the replacement */
	if (v->type == VEH_TRAIN && p->renew_keep_length) {
		Vehicle *temp;
		w = v;

		while (v->u.rail.cached_total_length > old_total_length) {
			// the train is too long. We will remove cars one by one from the start of the train until it's short enough
			while (w != NULL && RailVehInfo(w->engine_type)->railveh_type != RAILVEH_WAGON) {
				w = GetNextVehicle(w);
			}
			if (w == NULL) {
				// we failed to make the train short enough
				SetDParam(0, v->unitnumber);
				AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
				break;
			}
			temp = w;
			w = GetNextVehicle(w);
			DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
			MoveVehicleCargo(v, temp);
			cost.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON));
		}
	}

	if (stopped) v->vehstatus &= ~VS_STOPPED;
	if (display_costs) {
		if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
		_current_player = OWNER_NONE;
	}
	return cost;
}