(svn r13950) -Add [YAPP]: Trains can now also be in a 'stuck' state when waiting on a path reservation. (michi_cc)
/* $Id$ */
/** @file vehicle.cpp Base implementations of all vehicles. */
#include "stdafx.h"
#include "openttd.h"
#include "road_map.h"
#include "roadveh.h"
#include "ship.h"
#include "spritecache.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "timetable.h"
#include "viewport_func.h"
#include "gfx_func.h"
#include "news_func.h"
#include "command_func.h"
#include "saveload.h"
#include "player_func.h"
#include "debug.h"
#include "vehicle_gui.h"
#include "rail_type.h"
#include "train.h"
#include "aircraft.h"
#include "industry_map.h"
#include "station_map.h"
#include "water_map.h"
#include "yapf/yapf.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "newgrf_station.h"
#include "group.h"
#include "order_func.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "functions.h"
#include "date_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "signal_func.h"
#include "sound_func.h"
#include "variables.h"
#include "autoreplace_func.h"
#include "autoreplace_gui.h"
#include "string_func.h"
#include "settings_type.h"
#include "oldpool_func.h"
#include "depot_map.h"
#include "animated_tile_func.h"
#include "effectvehicle_base.h"
#include "core/alloc_func.hpp"
#include "vehiclelist.h"
#include "table/sprites.h"
#include "table/strings.h"
#define INVALID_COORD (0x7fffffff)
#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
VehicleID _vehicle_id_ctr_day;
const Vehicle *_place_clicked_vehicle;
VehicleID _new_vehicle_id;
uint16 _returned_refit_capacity;
/* Tables used in vehicle.h to find the right command for a certain vehicle type */
const uint32 _veh_build_proc_table[] = {
CMD_BUILD_RAIL_VEHICLE,
CMD_BUILD_ROAD_VEH,
CMD_BUILD_SHIP,
CMD_BUILD_AIRCRAFT,
};
const uint32 _veh_sell_proc_table[] = {
CMD_SELL_RAIL_WAGON,
CMD_SELL_ROAD_VEH,
CMD_SELL_SHIP,
CMD_SELL_AIRCRAFT,
};
const uint32 _veh_refit_proc_table[] = {
CMD_REFIT_RAIL_VEHICLE,
CMD_REFIT_ROAD_VEH,
CMD_REFIT_SHIP,
CMD_REFIT_AIRCRAFT,
};
const uint32 _send_to_depot_proc_table[] = {
CMD_SEND_TRAIN_TO_DEPOT,
CMD_SEND_ROADVEH_TO_DEPOT,
CMD_SEND_SHIP_TO_DEPOT,
CMD_SEND_AIRCRAFT_TO_HANGAR,
};
/* Initialize the vehicle-pool */
DEFINE_OLD_POOL_GENERIC(Vehicle, Vehicle)
/** Function to tell if a vehicle needs to be autorenewed
* @param *p The vehicle owner
* @return true if the vehicle is old enough for replacement
*/
bool Vehicle::NeedsAutorenewing(const Player *p) const
{
/* We can always generate the Player pointer when we have the vehicle.
* However this takes time and since the Player pointer is often present
* when this function is called then it's faster to pass the pointer as an
* argument rather than finding it again. */
assert(p == GetPlayer(this->owner));
if (!p->engine_renew) return false;
if (this->age - this->max_age < (p->engine_renew_months * 30)) return false;
if (this->age == 0) return false; // rail cars don't age and lacks a max age
return true;
}
void VehicleServiceInDepot(Vehicle *v)
{
v->date_of_last_service = _date;
v->breakdowns_since_last_service = 0;
v->reliability = GetEngine(v->engine_type)->reliability;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
}
bool Vehicle::NeedsServicing() const
{
if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
if (_settings_game.order.no_servicing_if_no_breakdowns && _settings_game.difficulty.vehicle_breakdowns == 0) {
/* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off.
* Note: If servicing is enabled, we postpone replacement till next service. */
return EngineHasReplacementForPlayer(GetPlayer(this->owner), this->engine_type, this->group_id);
}
return _settings_game.vehicle.servint_ispercent ?
(this->reliability < GetEngine(this->engine_type)->reliability * (100 - this->service_interval) / 100) :
(this->date_of_last_service + this->service_interval < _date);
}
bool Vehicle::NeedsAutomaticServicing() const
{
if (_settings_game.order.gotodepot && VehicleHasDepotOrders(this)) return false;
if (this->current_order.IsType(OT_LOADING)) return false;
if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false;
return NeedsServicing();
}
StringID VehicleInTheWayErrMsg(const Vehicle* v)
{
switch (v->type) {
case VEH_TRAIN: return STR_8803_TRAIN_IN_THE_WAY;
case VEH_ROAD: return STR_9000_ROAD_VEHICLE_IN_THE_WAY;
case VEH_AIRCRAFT: return STR_A015_AIRCRAFT_IN_THE_WAY;
default: return STR_980E_SHIP_IN_THE_WAY;
}
}
static Vehicle *EnsureNoVehicleProcZ(Vehicle *v, void *data)
{
byte z = *(byte*)data;
if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return NULL;
if (v->z_pos > z) return NULL;
_error_message = VehicleInTheWayErrMsg(v);
return v;
}
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z)
{
return (Vehicle*)VehicleFromPos(tile, &z, &EnsureNoVehicleProcZ);
}
bool EnsureNoVehicleOnGround(TileIndex tile)
{
return FindVehicleOnTileZ(tile, GetTileMaxZ(tile)) == NULL;
}
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed)
{
int x1 = TileX(from);
int y1 = TileY(from);
int x2 = TileX(to);
int y2 = TileY(to);
Vehicle *veh;
/* Make sure x1 < x2 or y1 < y2 */
if (x1 > x2 || y1 > y2) {
Swap(x1, x2);
Swap(y1, y2);
}
FOR_ALL_VEHICLES(veh) {
if (without_crashed && (veh->vehstatus & VS_CRASHED) != 0) continue;
if ((veh->type == VEH_TRAIN || veh->type == VEH_ROAD) && (z == 0xFF || veh->z_pos == z)) {
if ((veh->x_pos >> 4) >= x1 && (veh->x_pos >> 4) <= x2 &&
(veh->y_pos >> 4) >= y1 && (veh->y_pos >> 4) <= y2) {
return veh;
}
}
}
return NULL;
}
/** Procedure called for every vehicle found in tunnel/bridge in the hash map */
static Vehicle *GetVehicleTunnelBridgeProc(Vehicle *v, void *data)
{
if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) return NULL;
_error_message = VehicleInTheWayErrMsg(v);
return v;
}
/**
* Finds vehicle in tunnel / bridge
* @param tile first end
* @param endtile second end
* @return pointer to vehicle found
*/
Vehicle *GetVehicleTunnelBridge(TileIndex tile, TileIndex endtile)
{
Vehicle *v = (Vehicle*)VehicleFromPos(tile, NULL, &GetVehicleTunnelBridgeProc);
if (v != NULL) return v;
return (Vehicle*)VehicleFromPos(endtile, NULL, &GetVehicleTunnelBridgeProc);
}
static void UpdateVehiclePosHash(Vehicle *v, int x, int y);
void VehiclePositionChanged(Vehicle *v)
{
int img = v->cur_image;
Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
const Sprite *spr = GetSprite(img);
pt.x += spr->x_offs;
pt.y += spr->y_offs;
UpdateVehiclePosHash(v, pt.x, pt.y);
v->left_coord = pt.x;
v->top_coord = pt.y;
v->right_coord = pt.x + spr->width + 2;
v->bottom_coord = pt.y + spr->height + 2;
}
/** Called after load to update coordinates */
void AfterLoadVehicles(bool clear_te_id)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* Reinstate the previous pointer */
if (v->Next() != NULL) v->Next()->previous = v;
v->UpdateDeltaXY(v->direction);
if (clear_te_id) v->fill_percent_te_id = INVALID_TE_ID;
v->first = NULL;
if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE;
if (v->type == VEH_ROAD) v->u.road.first_engine = INVALID_ENGINE;
v->cargo.InvalidateCache();
}
FOR_ALL_VEHICLES(v) {
/* Fill the first pointers */
if (v->Previous() == NULL) {
for (Vehicle *u = v; u != NULL; u = u->Next()) {
u->first = v;
}
}
}
FOR_ALL_VEHICLES(v) {
assert(v->first != NULL);
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
if (IsFrontEngine(v)) v->u.rail.last_speed = v->cur_speed; // update displayed train speed
TrainConsistChanged(v, false);
} else if (v->type == VEH_ROAD && IsRoadVehFront(v)) {
RoadVehUpdateCache(v);
}
}
FOR_ALL_VEHICLES(v) {
switch (v->type) {
case VEH_ROAD:
v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype);
/* FALL THROUGH */
case VEH_TRAIN:
case VEH_SHIP:
v->cur_image = v->GetImage(v->direction);
break;
case VEH_AIRCRAFT:
if (IsNormalAircraft(v)) {
v->cur_image = v->GetImage(v->direction);
/* The plane's shadow will have the same image as the plane */
Vehicle *shadow = v->Next();
shadow->cur_image = v->cur_image;
/* In the case of a helicopter we will update the rotor sprites */
if (v->subtype == AIR_HELICOPTER) {
Vehicle *rotor = shadow->Next();
rotor->cur_image = GetRotorImage(v);
}
UpdateAircraftCache(v);
}
break;
default: break;
}
v->left_coord = INVALID_COORD;
VehiclePositionChanged(v);
}
}
Vehicle::Vehicle()
{
this->type = VEH_INVALID;
this->left_coord = INVALID_COORD;
this->group_id = DEFAULT_GROUP;
this->fill_percent_te_id = INVALID_TE_ID;
this->first = this;
this->colormap = PAL_NONE;
}
/**
* Get a value for a vehicle's random_bits.
* @return A random value from 0 to 255.
*/
byte VehicleRandomBits()
{
return GB(Random(), 0, 8);
}
/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
{
uint counter = _Vehicle_pool.first_free_index;
for (int i = 0; i != num; i++) {
Vehicle *v = AllocateRaw(counter);
if (v == NULL) return false;
v = new (v) InvalidVehicle();
if (vl != NULL) {
vl[i] = v;
}
counter++;
}
return true;
}
/* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash
* lookup times at the expense of memory usage. */
const int HASH_BITS = 7;
const int HASH_SIZE = 1 << HASH_BITS;
const int HASH_MASK = HASH_SIZE - 1;
const int TOTAL_HASH_SIZE = 1 << (HASH_BITS * 2);
const int TOTAL_HASH_MASK = TOTAL_HASH_SIZE - 1;
/* Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc.
* Profiling results show that 0 is fastest. */
const int HASH_RES = 0;
static Vehicle *_new_vehicle_position_hash[TOTAL_HASH_SIZE];
static Vehicle *VehicleFromHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc)
{
for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) {
for (int x = xl; ; x = (x + 1) & HASH_MASK) {
Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
for (; v != NULL; v = v->next_new_hash) {
Vehicle *a = proc(v, data);
if (a != NULL) return a;
}
if (x == xu) break;
}
if (y == yu) break;
}
return NULL;
}
Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
{
const int COLL_DIST = 6;
/* Hash area to scan is from xl,yl to xu,yu */
int xl = GB((x - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
int xu = GB((x + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
int yl = GB((y - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
int yu = GB((y + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
return VehicleFromHash(xl, yl, xu, yu, data, proc);
}
Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
int x = GB(TileX(tile), HASH_RES, HASH_BITS);
int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS;
Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
for (; v != NULL; v = v->next_new_hash) {
if (v->tile != tile) continue;
Vehicle *a = proc(v, data);
if (a != NULL) return a;
}
return NULL;
}
static void UpdateNewVehiclePosHash(Vehicle *v, bool remove)
{
Vehicle **old_hash = v->old_new_hash;
Vehicle **new_hash;
if (remove) {
new_hash = NULL;
} else {
int x = GB(TileX(v->tile), HASH_RES, HASH_BITS);
int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS;
new_hash = &_new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
}
if (old_hash == new_hash) return;
/* Remove from the old position in the hash table */
if (old_hash != NULL) {
Vehicle *last = NULL;
Vehicle *u = *old_hash;
while (u != v) {
last = u;
u = u->next_new_hash;
assert(u != NULL);
}
if (last == NULL) {
*old_hash = v->next_new_hash;
} else {
last->next_new_hash = v->next_new_hash;
}
}
/* Insert vehicle at beginning of the new position in the hash table */
if (new_hash != NULL) {
v->next_new_hash = *new_hash;
*new_hash = v;
assert(v != v->next_new_hash);
}
/* Remember current hash position */
v->old_new_hash = new_hash;
}
static Vehicle *_vehicle_position_hash[0x1000];
static void UpdateVehiclePosHash(Vehicle *v, int x, int y)
{
UpdateNewVehiclePosHash(v, x == INVALID_COORD);
Vehicle **old_hash, **new_hash;
int old_x = v->left_coord;
int old_y = v->top_coord;
new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x, y)];
old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)];
if (old_hash == new_hash) return;
/* remove from hash table? */
if (old_hash != NULL) {
Vehicle *last = NULL;
Vehicle *u = *old_hash;
while (u != v) {
last = u;
u = u->next_hash;
assert(u != NULL);
}
if (last == NULL) {
*old_hash = v->next_hash;
} else {
last->next_hash = v->next_hash;
}
}
/* insert into hash table? */
if (new_hash != NULL) {
v->next_hash = *new_hash;
*new_hash = v;
}
}
void ResetVehiclePosHash()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) { v->old_new_hash = NULL; }
memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash));
memset(_new_vehicle_position_hash, 0, sizeof(_new_vehicle_position_hash));
}
void ResetVehicleColorMap()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) { v->colormap = PAL_NONE; }
}
void InitializeVehicles()
{
_Vehicle_pool.CleanPool();
_Vehicle_pool.AddBlockToPool();
ResetVehiclePosHash();
}
Vehicle *GetLastVehicleInChain(Vehicle *v)
{
while (v->Next() != NULL) v = v->Next();
return v;
}
const Vehicle *GetLastVehicleInChain(const Vehicle *v)
{
while (v->Next() != NULL) v = v->Next();
return v;
}
uint CountVehiclesInChain(const Vehicle* v)
{
uint count = 0;
do count++; while ((v = v->Next()) != NULL);
return count;
}
/** Check if a vehicle is counted in num_engines in each player struct
* @param *v Vehicle to test
* @return true if the vehicle is counted in num_engines
*/
bool IsEngineCountable(const Vehicle *v)
{
switch (v->type) {
case VEH_AIRCRAFT: return IsNormalAircraft(v); // don't count plane shadows and helicopter rotors
case VEH_TRAIN:
return !IsArticulatedPart(v) && // tenders and other articulated parts
!IsRearDualheaded(v); // rear parts of multiheaded engines
case VEH_ROAD: return IsRoadVehFront(v);
case VEH_SHIP: return true;
default: return false; // Only count player buildable vehicles
}
}
void Vehicle::PreDestructor()
{
if (CleaningPool()) return;
if (IsValidStationID(this->last_station_visited)) {
GetStation(this->last_station_visited)->loading_vehicles.remove(this);
HideFillingPercent(this->fill_percent_te_id);
this->fill_percent_te_id = INVALID_TE_ID;
}
if (IsEngineCountable(this)) {
GetPlayer(this->owner)->num_engines[this->engine_type]--;
if (this->owner == _local_player) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
if (IsValidGroupID(this->group_id)) GetGroup(this->group_id)->num_engines[this->engine_type]--;
if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id);
}
if (this->type == VEH_ROAD) ClearSlot(this);
if (this->type != VEH_TRAIN || (this->type == VEH_TRAIN && (IsFrontEngine(this) || IsFreeWagon(this)))) {
InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
}
this->cargo.Truncate(0);
DeleteVehicleOrders(this);
/* Now remove any artic part. This will trigger an other
* destroy vehicle, which on his turn can remove any
* other artic parts. */
if ((this->type == VEH_TRAIN && EngineHasArticPart(this)) || (this->type == VEH_ROAD && RoadVehHasArticPart(this))) {
delete this->Next();
}
extern void StopGlobalFollowVehicle(const Vehicle *v);
StopGlobalFollowVehicle(this);
}
Vehicle::~Vehicle()
{
free(this->name);
if (CleaningPool()) return;
this->SetNext(NULL);
UpdateVehiclePosHash(this, INVALID_COORD, 0);
this->next_hash = NULL;
this->next_new_hash = NULL;
DeleteVehicleNews(this->index, INVALID_STRING_ID);
new (this) InvalidVehicle();
}
/**
* Deletes all vehicles in a chain.
* @param v The first vehicle in the chain.
*/
void DeleteVehicleChain(Vehicle *v)
{
assert(v->First() == v);
do {
Vehicle *u = v;
/* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
* it may happen that vehicle chain is deleted when visible */
if (!(v->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(v);
v = v->Next();
delete u;
} while (v != NULL);
}
/** head of the linked list to tell what vehicles that visited a depot in a tick */
static Vehicle* _first_veh_in_depot_list;
/** Adds a vehicle to the list of vehicles, that visited a depot this tick
* @param *v vehicle to add
*/
void VehicleEnteredDepotThisTick(Vehicle *v)
{
/* We need to set v->leave_depot_instantly as we have no control of it's contents at this time.
* Vehicle should stop in the depot if it was in 'stopping' state - train intered depot while slowing down. */
if (((v->current_order.GetDepotActionType() & ODATFB_HALT) && !(v->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) && v->current_order.IsType(OT_GOTO_DEPOT)) ||
(v->vehstatus & VS_STOPPED)) {
/* we keep the vehicle in the depot since the user ordered it to stay */
v->leave_depot_instantly = false;
} else {
/* the vehicle do not plan on stopping in the depot, so we stop it to ensure that it will not reserve the path
* out of the depot before we might autoreplace it to a different engine. The new engine would not own the reserved path
* we store that we stopped the vehicle, so autoreplace can start it again */
v->vehstatus |= VS_STOPPED;
v->leave_depot_instantly = true;
}
if (_first_veh_in_depot_list == NULL) {
_first_veh_in_depot_list = v;
} else {
Vehicle *w = _first_veh_in_depot_list;
while (w->depot_list != NULL) w = w->depot_list;
w->depot_list = v;
}
}
void CallVehicleTicks()
{
_first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick
Station *st;
FOR_ALL_STATIONS(st) LoadUnloadStation(st);
Vehicle *v;
FOR_ALL_VEHICLES(v) {
v->Tick();
switch (v->type) {
default: break;
case VEH_TRAIN:
case VEH_ROAD:
case VEH_AIRCRAFT:
case VEH_SHIP:
if (v->type == VEH_TRAIN && IsTrainWagon(v)) continue;
if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
if (v->type == VEH_ROAD && !IsRoadVehFront(v)) continue;
v->motion_counter += (v->direction & 1) ? (v->cur_speed * 3) / 4 : v->cur_speed;
/* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
/* Play an alterate running sound every 16 ticks */
if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16);
}
}
/* now we handle all the vehicles that entered a depot this tick */
v = _first_veh_in_depot_list;
if (v != NULL) {
while (v != NULL) {
/* Autoreplace needs the current player set as the vehicle owner */
_current_player = v->owner;
/* Buffer v->depot_list and clear it.
* Autoreplace might clear this so it has to be buffered. */
Vehicle *w = v->depot_list;
v->depot_list = NULL; // it should always be NULL at the end of each tick
/* Start vehicle if we stopped them in VehicleEnteredDepotThisTick()
* We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that
* they are already leaving the depot again before being replaced. */
if (v->leave_depot_instantly) {
v->leave_depot_instantly = false;
v->vehstatus &= ~VS_STOPPED;
}
MaybeReplaceVehicle(v, DC_EXEC, true);
v = w;
}
_current_player = OWNER_NONE;
}
}
/** Check if a given engine type can be refitted to a given cargo
* @param engine_type Engine type to check
* @param cid_to check refit to this cargo-type
* @return true if it is possible, false otherwise
*/
bool CanRefitTo(EngineID engine_type, CargoID cid_to)
{
return HasBit(EngInfo(engine_type)->refit_mask, cid_to);
}
/** Find the first cargo type that an engine can be refitted to.
* @param engine_type Which engine to find cargo for.
* @return A climate dependent cargo type. CT_INVALID is returned if not refittable.
*/
CargoID FindFirstRefittableCargo(EngineID engine_type)
{
uint32 refit_mask = EngInfo(engine_type)->refit_mask;
if (refit_mask != 0) {
for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
if (HasBit(refit_mask, cid)) return cid;
}
}
return CT_INVALID;
}
/** Learn the price of refitting a certain engine
* @param engine_type Which engine to refit
* @return Price for refitting
*/
CommandCost GetRefitCost(EngineID engine_type)
{
Money base_cost;
ExpensesType expense_type;
switch (GetEngine(engine_type)->type) {
case VEH_SHIP:
base_cost = _price.ship_base;
expense_type = EXPENSES_SHIP_RUN;
break;
case VEH_ROAD:
base_cost = _price.roadveh_base;
expense_type = EXPENSES_ROADVEH_RUN;
break;
case VEH_AIRCRAFT:
base_cost = _price.aircraft_base;
expense_type = EXPENSES_AIRCRAFT_RUN;
break;
case VEH_TRAIN:
base_cost = 2 * ((RailVehInfo(engine_type)->railveh_type == RAILVEH_WAGON) ?
_price.build_railwagon : _price.build_railvehicle);
expense_type = EXPENSES_TRAIN_RUN;
break;
default: NOT_REACHED();
}
return CommandCost(expense_type, (EngInfo(engine_type)->refit_cost * base_cost) >> 10);
}
static void DoDrawVehicle(const Vehicle *v)
{
SpriteID image = v->cur_image;
SpriteID pal = PAL_NONE;
if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0);
}
void ViewportAddVehicles(DrawPixelInfo *dpi)
{
/* The bounding rectangle */
const int l = dpi->left;
const int r = dpi->left + dpi->width;
const int t = dpi->top;
const int b = dpi->top + dpi->height;
/* The hash area to scan */
int xl, xu, yl, yu;
if (dpi->width + 70 < (1 << (7 + 6))) {
xl = GB(l - 70, 7, 6);
xu = GB(r, 7, 6);
} else {
/* scan whole hash row */
xl = 0;
xu = 0x3F;
}
if (dpi->height + 70 < (1 << (6 + 6))) {
yl = GB(t - 70, 6, 6) << 6;
yu = GB(b, 6, 6) << 6;
} else {
/* scan whole column */
yl = 0;
yu = 0x3F << 6;
}
for (int y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
for (int x = xl;; x = (x + 1) & 0x3F) {
const Vehicle *v = _vehicle_position_hash[x + y]; // already masked & 0xFFF
while (v != NULL) {
if (!(v->vehstatus & VS_HIDDEN) &&
l <= v->right_coord &&
t <= v->bottom_coord &&
r >= v->left_coord &&
b >= v->top_coord) {
DoDrawVehicle(v);
}
v = v->next_hash;
}
if (x == xu) break;
}
if (y == yu) break;
}
}
Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
{
Vehicle *found = NULL, *v;
uint dist, best_dist = (uint)-1;
if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return NULL;
x = ScaleByZoom(x, vp->zoom) + vp->virtual_left;
y = ScaleByZoom(y, vp->zoom) + vp->virtual_top;
FOR_ALL_VEHICLES(v) {
if ((v->vehstatus & (VS_HIDDEN|VS_UNCLICKABLE)) == 0 &&
x >= v->left_coord && x <= v->right_coord &&
y >= v->top_coord && y <= v->bottom_coord) {
dist = max(
abs(((v->left_coord + v->right_coord) >> 1) - x),
abs(((v->top_coord + v->bottom_coord) >> 1) - y)
);
if (dist < best_dist) {
found = v;
best_dist = dist;
}
}
}
return found;
}
void CheckVehicle32Day(Vehicle *v)
{
if ((v->day_counter & 0x1F) != 0) return;
uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
if (callback == CALLBACK_FAILED) return;
if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
if (HasBit(callback, 1)) v->colormap = PAL_NONE; // Update colormap via callback 2D
}
void DecreaseVehicleValue(Vehicle *v)
{
v->value -= v->value >> 8;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
static const byte _breakdown_chance[64] = {
3, 3, 3, 3, 3, 3, 3, 3,
4, 4, 5, 5, 6, 6, 7, 7,
8, 8, 9, 9, 10, 10, 11, 11,
12, 13, 13, 13, 13, 14, 15, 16,
17, 19, 21, 25, 28, 31, 34, 37,
40, 44, 48, 52, 56, 60, 64, 68,
72, 80, 90, 100, 110, 120, 130, 140,
150, 170, 190, 210, 230, 250, 250, 250,
};
void CheckVehicleBreakdown(Vehicle *v)
{
int rel, rel_old;
/* decrease reliability */
v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
if ((rel_old >> 8) != (rel >> 8)) InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (v->breakdown_ctr != 0 || v->vehstatus & VS_STOPPED ||
_settings_game.difficulty.vehicle_breakdowns < 1 ||
v->cur_speed < 5 || _game_mode == GM_MENU) {
return;
}
uint32 r = Random();
/* increase chance of failure */
int chance = v->breakdown_chance + 1;
if (Chance16I(1, 25, r)) chance += 25;
v->breakdown_chance = min(255, chance);
/* calculate reliability value to use in comparison */
rel = v->reliability;
if (v->type == VEH_SHIP) rel += 0x6666;
/* reduced breakdowns? */
if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666;
/* check if to break down */
if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) {
v->breakdown_ctr = GB(r, 16, 6) + 0x3F;
v->breakdown_delay = GB(r, 24, 7) + 0x80;
v->breakdown_chance = 0;
}
}
static const StringID _vehicle_type_names[4] = {
STR_019F_TRAIN,
STR_019C_ROAD_VEHICLE,
STR_019E_SHIP,
STR_019D_AIRCRAFT,
};
static void ShowVehicleGettingOld(Vehicle *v, StringID msg)
{
if (v->owner != _local_player) return;
/* Do not show getting-old message if autorenew is active (and it can replace the vehicle) */
if (GetPlayer(v->owner)->engine_renew && GetEngine(v->engine_type)->player_avail != 0) return;
SetDParam(0, _vehicle_type_names[v->type]);
SetDParam(1, v->unitnumber);
AddNewsItem(msg, NS_ADVICE, v->index, 0);
}
void AgeVehicle(Vehicle *v)
{
if (v->age < 65535) v->age++;
int age = v->age - v->max_age;
if (age == 366*0 || age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4) v->reliability_spd_dec <<= 1;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (age == -366) {
ShowVehicleGettingOld(v, STR_01A0_IS_GETTING_OLD);
} else if (age == 0) {
ShowVehicleGettingOld(v, STR_01A1_IS_GETTING_VERY_OLD);
} else if (age > 0 && (age % 366) == 0) {
ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND);
}
}
/** Starts or stops a lot of vehicles
* @param tile Tile of the depot where the vehicles are started/stopped (only used for depots)
* @param flags type of operation
* @param p1 Station/Order/Depot ID (only used for vehicle list windows)
* @param p2 bitmask
* - bit 0-4 Vehicle type
* - bit 5 false = start vehicles, true = stop vehicles
* - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case
* - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set)
*/
CommandCost CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
VehicleList list;
CommandCost return_value = CMD_ERROR;
uint stop_command;
VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5);
bool start_stop = HasBit(p2, 5);
bool vehicle_list_window = HasBit(p2, 6);
switch (vehicle_type) {
case VEH_TRAIN: stop_command = CMD_START_STOP_TRAIN; break;
case VEH_ROAD: stop_command = CMD_START_STOP_ROADVEH; break;
case VEH_SHIP: stop_command = CMD_START_STOP_SHIP; break;
case VEH_AIRCRAFT: stop_command = CMD_START_STOP_AIRCRAFT; break;
default: return CMD_ERROR;
}
if (vehicle_list_window) {
uint32 id = p1;
uint16 window_type = p2 & VLW_MASK;
GenerateVehicleSortList(&list, vehicle_type, _current_player, id, window_type);
} else {
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &list, NULL);
}
for (uint i = 0; i < list.Length(); i++) {
const Vehicle *v = list[i];
if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue;
if (!vehicle_list_window) {
if (vehicle_type == VEH_TRAIN) {
if (CheckTrainInDepot(v, false) == -1) continue;
} else {
if (!(v->vehstatus & VS_HIDDEN)) continue;
}
}
CommandCost ret = DoCommand(tile, v->index, 0, flags, stop_command);
if (CmdSucceeded(ret)) {
return_value = CommandCost();
/* We know that the command is valid for at least one vehicle.
* If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */
if (!(flags & DC_EXEC)) break;
}
}
return return_value;
}
/** Sells all vehicles in a depot
* @param tile Tile of the depot where the depot is
* @param flags type of operation
* @param p1 Vehicle type
* @param p2 unused
*/
CommandCost CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
VehicleList list;
CommandCost cost(EXPENSES_NEW_VEHICLES);
uint sell_command;
VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
switch (vehicle_type) {
case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break;
case VEH_ROAD: sell_command = CMD_SELL_ROAD_VEH; break;
case VEH_SHIP: sell_command = CMD_SELL_SHIP; break;
case VEH_AIRCRAFT: sell_command = CMD_SELL_AIRCRAFT; break;
default: return CMD_ERROR;
}
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &list, &list);
for (uint i = 0; i < list.Length(); i++) {
CommandCost ret = DoCommand(tile, list[i]->index, 1, flags, sell_command);
if (CmdSucceeded(ret)) cost.AddCost(ret);
}
if (cost.GetCost() == 0) return CMD_ERROR; // no vehicles to sell
return cost;
}
/** Autoreplace all vehicles in the depot
* Note: this command can make incorrect cost estimations
* Luckily the final price can only drop, not increase. This is due to the fact that
* estimation can't predict wagon removal so it presumes worst case which is no income from selling wagons.
* @param tile Tile of the depot where the vehicles are
* @param flags type of operation
* @param p1 Type of vehicle
* @param p2 If bit 0 is set, then either replace all or nothing (instead of replacing until money runs out)
*/
CommandCost CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
VehicleList list;
CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
bool all_or_nothing = HasBit(p2, 0);
if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR;
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &list, &list);
for (uint i = 0; i < list.Length(); i++) {
Vehicle *v = (Vehicle*)list[i];
/* Ensure that the vehicle completely in the depot */
if (!v->IsInDepot()) continue;
CommandCost ret = MaybeReplaceVehicle(v, flags, false);
if (CmdSucceeded(ret)) {
cost.AddCost(ret);
} else {
if (all_or_nothing) {
/* We failed to replace a vehicle even though we set all or nothing.
* We should never reach this if DC_EXEC is set since then it should
* have failed the estimation guess. */
assert(!(flags & DC_EXEC));
/* Now we will have to return an error. */
return CMD_ERROR;
}
}
}
if (cost.GetCost() == 0) {
/* Either we didn't replace anything or something went wrong.
* Either way we want to return an error and not execute this command. */
cost = CMD_ERROR;
}
return cost;
}
/** Clone a vehicle. If it is a train, it will clone all the cars too
* @param tile tile of the depot where the cloned vehicle is build
* @param flags type of operation
* @param p1 the original vehicle's index
* @param p2 1 = shared orders, else copied orders
*/
CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost total_cost(EXPENSES_NEW_VEHICLES);
uint32 build_argument = 2;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
Vehicle *v_front = v;
Vehicle *w = NULL;
Vehicle *w_front = NULL;
Vehicle *w_rear = NULL;
/*
* v_front is the front engine in the original vehicle
* v is the car/vehicle of the original vehicle, that is currently being copied
* w_front is the front engine of the cloned vehicle
* w is the car/vehicle currently being cloned
* w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains
*/
if (!CheckOwnership(v->owner)) return CMD_ERROR;
if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR;
/* check that we can allocate enough vehicles */
if (!(flags & DC_EXEC)) {
int veh_counter = 0;
do {
veh_counter++;
} while ((v = v->Next()) != NULL);
if (!Vehicle::AllocateList(NULL, veh_counter)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
}
v = v_front;
do {
if (v->type == VEH_TRAIN && IsRearDualheaded(v)) {
/* we build the rear ends of multiheaded trains with the front ones */
continue;
}
CommandCost cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v));
build_argument = 3; // ensure that we only assign a number to the first engine
if (CmdFailed(cost)) return cost;
total_cost.AddCost(cost);
if (flags & DC_EXEC) {
w = GetVehicle(_new_vehicle_id);
if (v->type == VEH_TRAIN && HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
SetBit(w->u.rail.flags, VRF_REVERSE_DIRECTION);
}
if (v->type == VEH_TRAIN && !IsFrontEngine(v)) {
/* this s a train car
* add this unit to the end of the train */
CommandCost result = DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
if (CmdFailed(result)) {
/* The train can't be joined to make the same consist as the original.
* Sell what we already made (clean up) and return an error. */
DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
DoCommand(w_front->tile, w->index, 1, flags, GetCmdSellVeh(w));
return result; // return error and the message returned from CMD_MOVE_RAIL_VEHICLE
}
} else {
/* this is a front engine or not a train. */
w_front = w;
w->service_interval = v->service_interval;
}
w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop
}
} while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
if (flags & DC_EXEC && v_front->type == VEH_TRAIN) {
/* for trains this needs to be the front engine due to the callback function */
_new_vehicle_id = w_front->index;
}
if (flags & DC_EXEC) {
/* Cloned vehicles belong to the same group */
DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP);
}
/* Take care of refitting. */
w = w_front;
v = v_front;
/* Both building and refitting are influenced by newgrf callbacks, which
* makes it impossible to accurately estimate the cloning costs. In
* particular, it is possible for engines of the same type to be built with
* different numbers of articulated parts, so when refitting we have to
* loop over real vehicles first, and then the articulated parts of those
* vehicles in a different loop. */
do {
do {
if (flags & DC_EXEC) {
assert(w != NULL);
if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_subtype) {
CommandCost cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v));
if (CmdSucceeded(cost)) total_cost.AddCost(cost);
}
if (w->type == VEH_TRAIN && EngineHasArticPart(w)) {
w = GetNextArticPart(w);
} else if (w->type == VEH_ROAD && RoadVehHasArticPart(w)) {
w = w->Next();
} else {
break;
}
} else {
CargoID initial_cargo = GetEngineCargoType(v->engine_type);
if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) {
total_cost.AddCost(GetRefitCost(v->engine_type));
}
}
if (v->type == VEH_TRAIN && EngineHasArticPart(v)) {
v = GetNextArticPart(v);
} else if (v->type == VEH_ROAD && RoadVehHasArticPart(v)) {
v = v->Next();
} else {
break;
}
} while (v != NULL);
if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle(w);
} while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
if (flags & DC_EXEC) {
/*
* Set the orders of the vehicle. Cannot do it earlier as we need
* the vehicle refitted before doing this, otherwise the moved
* cargo types might not match (passenger vs non-passenger)
*/
DoCommand(0, (v_front->index << 16) | w_front->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
}
/* Since we can't estimate the cost of cloning a vehicle accurately we must
* check whether the player has enough money manually. */
if (!CheckPlayerHasMoney(total_cost)) {
if (flags & DC_EXEC) {
/* The vehicle has already been bought, so now it must be sold again. */
DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
}
return CMD_ERROR;
}
return total_cost;
}
/**
* Send all vehicles of type to depots
* @param type type of vehicle
* @param flags the flags used for DoCommand()
* @param service should the vehicles only get service in the depots
* @param owner PlayerID of owner of the vehicles to send
* @param vlw_flag tells what kind of list requested the goto depot
* @return 0 for success and CMD_ERROR if no vehicle is able to go to depot
*/
CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id)
{
VehicleList list;
GenerateVehicleSortList(&list, type, owner, id, vlw_flag);
/* Send all the vehicles to a depot */
for (uint i = 0; i < list.Length(); i++) {
const Vehicle *v = list[i];
CommandCost ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type));
/* Return 0 if DC_EXEC is not set this is a valid goto depot command)
* In this case we know that at least one vehicle can be sent to a depot
* and we will issue the command. We can now safely quit the loop, knowing
* it will succeed at least once. With DC_EXEC we really need to send them to the depot */
if (CmdSucceeded(ret) && !(flags & DC_EXEC)) {
return CommandCost();
}
}
return (flags & DC_EXEC) ? CommandCost() : CMD_ERROR;
}
/**
* Calculates how full a vehicle is.
* @param v The Vehicle to check. For trains, use the first engine.
* @param color The string to show depending on if we are unloading or loading
* @return A percentage of how full the Vehicle is.
*/
uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *color)
{
int count = 0;
int max = 0;
int cars = 0;
int unloading = 0;
bool loading = false;
const Vehicle *u = v;
const Station *st = v->last_station_visited != INVALID_STATION ? GetStation(v->last_station_visited) : NULL;
/* Count up max and used */
for (; v != NULL; v = v->Next()) {
count += v->cargo.Count();
max += v->cargo_cap;
if (v->cargo_cap != 0 && color != NULL) {
unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
loading |= !(u->current_order.GetUnloadType() & OUFB_UNLOAD) && st->goods[v->cargo_type].days_since_pickup != 255;
cars++;
}
}
if (color != NULL) {
if (unloading == 0 && loading) {
*color = STR_PERCENT_UP;
} else if (cars == unloading || !loading) {
*color = STR_PERCENT_DOWN;
} else {
*color = STR_PERCENT_UP_DOWN;
}
}
/* Train without capacity */
if (max == 0) return 100;
/* Return the percentage */
return (count * 100) / max;
}
void VehicleEnterDepot(Vehicle *v)
{
switch (v->type) {
case VEH_TRAIN:
InvalidateWindowClasses(WC_TRAINS_LIST);
if (!IsFrontEngine(v)) v = v->First();
UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
v->load_unload_time_rem = 0;
ClrBit(v->u.rail.flags, VRF_TOGGLE_REVERSE);
TrainConsistChanged(v, true);
break;
case VEH_ROAD:
InvalidateWindowClasses(WC_ROADVEH_LIST);
if (!IsRoadVehFront(v)) v = v->First();
break;
case VEH_SHIP:
InvalidateWindowClasses(WC_SHIPS_LIST);
v->u.ship.state = TRACK_BIT_DEPOT;
RecalcShipStuff(v);
break;
case VEH_AIRCRAFT:
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
HandleAircraftEnterHangar(v);
break;
default: NOT_REACHED();
}
if (v->type != VEH_TRAIN) {
/* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters.
* We only increase the number of vehicles when the first one enters, so we will not need to search for more vehicles in the depot */
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
v->vehstatus |= VS_HIDDEN;
v->cur_speed = 0;
VehicleServiceInDepot(v);
TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
Order t = v->current_order;
v->current_order.MakeDummy();
if (t.IsRefit()) {
_current_player = v->owner;
CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v));
if (CmdFailed(cost)) {
v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot
if (v->owner == _local_player) {
/* Notify the user that we stopped the vehicle */
SetDParam(0, _vehicle_type_names[v->type]);
SetDParam(1, v->unitnumber);
AddNewsItem(STR_ORDER_REFIT_FAILED, NS_ADVICE, v->index, 0);
}
} else if (v->owner == _local_player && cost.GetCost() != 0) {
ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
}
}
if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
/* Part of orders */
UpdateVehicleTimetable(v, true);
v->cur_order_index++;
} else if (t.GetDepotActionType() & ODATFB_HALT) {
/* Force depot visit */
v->vehstatus |= VS_STOPPED;
if (v->owner == _local_player) {
StringID string;
switch (v->type) {
case VEH_TRAIN: string = STR_8814_TRAIN_IS_WAITING_IN_DEPOT; break;
case VEH_ROAD: string = STR_9016_ROAD_VEHICLE_IS_WAITING; break;
case VEH_SHIP: string = STR_981C_SHIP_IS_WAITING_IN_DEPOT; break;
case VEH_AIRCRAFT: string = STR_A014_AIRCRAFT_IS_WAITING_IN; break;
default: NOT_REACHED(); string = STR_EMPTY; // Set the string to something to avoid a compiler warning
}
SetDParam(0, v->unitnumber);
AddNewsItem(string, NS_ADVICE, v->index, 0);
}
}
}
}
static bool IsUniqueVehicleName(const char *name)
{
const Vehicle *v;
char buf[512];
FOR_ALL_VEHICLES(v) {
switch (v->type) {
case VEH_TRAIN:
if (!IsTrainEngine(v)) continue;
break;
case VEH_ROAD:
if (!IsRoadVehFront(v)) continue;
break;
case VEH_AIRCRAFT:
if (!IsNormalAircraft(v)) continue;
break;
case VEH_SHIP:
break;
default:
continue;
}
SetDParam(0, v->index);
GetString(buf, STR_VEHICLE_NAME, lastof(buf));
if (strcmp(buf, name) == 0) return false;
}
return true;
}
/** Give a custom name to your vehicle
* @param tile unused
* @param flags type of operation
* @param p1 vehicle ID to name
* @param p2 unused
*/
CommandCost CmdNameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsValidVehicleID(p1) || StrEmpty(_cmd_text)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (!CheckOwnership(v->owner)) return CMD_ERROR;
if (!IsUniqueVehicleName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
if (flags & DC_EXEC) {
free(v->name);
v->name = strdup(_cmd_text);
InvalidateWindowClassesData(WC_TRAINS_LIST, 1);
MarkWholeScreenDirty();
}
return CommandCost();
}
/** Change the service interval of a vehicle
* @param tile unused
* @param flags type of operation
* @param p1 vehicle ID that is being service-interval-changed
* @param p2 new service interval
*/
CommandCost CmdChangeServiceInt(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */
if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (!CheckOwnership(v->owner)) return CMD_ERROR;
if (flags & DC_EXEC) {
v->service_interval = serv_int;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
return CommandCost();
}
static Rect _old_vehicle_coords; ///< coords of vehicle before it has moved
/**
* Stores the vehicle image coords for later call to EndVehicleMove()
* @param v vehicle which image's coords to store
* @see _old_vehicle_coords
* @see EndVehicleMove()
*/
void BeginVehicleMove(const Vehicle *v)
{
_old_vehicle_coords.left = v->left_coord;
_old_vehicle_coords.top = v->top_coord;
_old_vehicle_coords.right = v->right_coord;
_old_vehicle_coords.bottom = v->bottom_coord;
}
/**
* Marks screen dirty after a vehicle has moved
* @param v vehicle which is marked dirty
* @see _old_vehicle_coords
* @see BeginVehicleMove()
*/
void EndVehicleMove(const Vehicle *v)
{
MarkAllViewportsDirty(
min(_old_vehicle_coords.left, v->left_coord),
min(_old_vehicle_coords.top, v->top_coord),
max(_old_vehicle_coords.right, v->right_coord) + 1,
max(_old_vehicle_coords.bottom, v->bottom_coord) + 1
);
}
/**
* Marks viewports dirty where the vehicle's image is
* In fact, it equals
* BeginVehicleMove(v); EndVehicleMove(v);
* @param v vehicle to mark dirty
* @see BeginVehicleMove()
* @see EndVehicleMove()
*/
void MarkSingleVehicleDirty(const Vehicle *v)
{
MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
}
/* returns true if staying in the same tile */
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
{
static const int8 _delta_coord[16] = {
-1,-1,-1, 0, 1, 1, 1, 0, /* x */
-1, 0, 1, 1, 1, 0,-1,-1, /* y */
};
int x = v->x_pos + _delta_coord[v->direction];
int y = v->y_pos + _delta_coord[v->direction + 8];
GetNewVehiclePosResult gp;
gp.x = x;
gp.y = y;
gp.old_tile = v->tile;
gp.new_tile = TileVirtXY(x, y);
return gp;
}
static const Direction _new_direction_table[] = {
DIR_N , DIR_NW, DIR_W ,
DIR_NE, DIR_SE, DIR_SW,
DIR_E , DIR_SE, DIR_S
};
Direction GetDirectionTowards(const Vehicle *v, int x, int y)
{
int i = 0;
if (y >= v->y_pos) {
if (y != v->y_pos) i += 3;
i += 3;
}
if (x >= v->x_pos) {
if (x != v->x_pos) i++;
i++;
}
Direction dir = v->direction;
DirDiff dirdiff = DirDifference(_new_direction_table[i], dir);
if (dirdiff == DIRDIFF_SAME) return dir;
return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
}
Trackdir GetVehicleTrackdir(const Vehicle *v)
{
if (v->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
switch (v->type) {
case VEH_TRAIN:
if (v->u.rail.track == TRACK_BIT_DEPOT) // We'll assume the train is facing outwards
return DiagDirToDiagTrackdir(GetRailDepotDirection(v->tile)); // Train in depot
if (v->u.rail.track == TRACK_BIT_WORMHOLE) // train in tunnel or on bridge, so just use his direction and assume a diagonal track
return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
return TrackDirectionToTrackdir(FindFirstTrack(v->u.rail.track), v->direction);
case VEH_SHIP:
if (v->IsInDepot())
// We'll assume the ship is facing outwards
return DiagDirToDiagTrackdir(GetShipDepotDirection(v->tile));
if (v->u.ship.state == TRACK_BIT_WORMHOLE) // ship on aqueduct, so just use his direction and assume a diagonal track
return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
return TrackDirectionToTrackdir(FindFirstTrack(v->u.ship.state), v->direction);
case VEH_ROAD:
if (v->IsInDepot()) // We'll assume the road vehicle is facing outwards
return DiagDirToDiagTrackdir(GetRoadDepotDirection(v->tile));
if (IsStandardRoadStopTile(v->tile)) // We'll assume the road vehicle is facing outwards
return DiagDirToDiagTrackdir(GetRoadStopDir(v->tile)); // Road vehicle in a station
if (IsDriveThroughStopTile(v->tile)) return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
/* If vehicle's state is a valid track direction (vehicle is not turning around) return it */
if (!IsReversingRoadTrackdir((Trackdir)v->u.road.state)) return (Trackdir)v->u.road.state;
/* Vehicle is turning around, get the direction from vehicle's direction */
return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
/* case VEH_AIRCRAFT: case VEH_EFFECT: case VEH_DISASTER: */
default: return INVALID_TRACKDIR;
}
}
/**
* Returns some meta-data over the to be entered tile.
* @see VehicleEnterTileStatus to see what the bits in the return value mean.
*/
uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
{
return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
}
UnitID GetFreeUnitNumber(VehicleType type)
{
UnitID max = 0;
const Vehicle *u;
static bool *cache = NULL;
static UnitID gmax = 0;
switch (type) {
case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break;
case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break;
case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
}
if (max == 0) {
/* we can't build any of this kind of vehicle, so we just return 1 instead of looking for a free number
* a max of 0 will cause the following code to write to a NULL pointer
* We know that 1 is bigger than the max allowed vehicle number, so it's the same as returning something, that is too big
*/
return 1;
}
if (max > gmax) {
gmax = max;
free(cache);
cache = MallocT<bool>(max + 1);
}
/* Clear the cache */
memset(cache, 0, (max + 1) * sizeof(*cache));
/* Fill the cache */
FOR_ALL_VEHICLES(u) {
if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max)
cache[u->unitnumber] = true;
}
/* Find the first unused unit number */
UnitID unit = 1;
for (; unit <= max; unit++) {
if (!cache[unit]) break;
}
return unit;
}
/**
* Check whether we can build infrastructure for the given
* vehicle type. This to disable building stations etc. when
* you are not allowed/able to have the vehicle type yet.
* @param type the vehicle type to check this for
* @return true if there is any reason why you may build
* the infrastructure for the given vehicle type
*/
bool CanBuildVehicleInfrastructure(VehicleType type)
{
assert(IsPlayerBuildableVehicleType(type));
if (!IsValidPlayerID(_current_player)) return false;
if (_settings_client.gui.always_build_infrastructure) return true;
UnitID max;
switch (type) {
case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break;
case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break;
case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
}
/* We can build vehicle infrastructure when we may build the vehicle type */
if (max > 0) {
/* Can we actually build the vehicle type? */
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, type) {
if (HasBit(e->player_avail, _local_player)) return true;
}
return false;
}
/* We should be able to build infrastructure when we have the actual vehicle type */
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->owner == _local_player && v->type == type) return true;
}
return false;
}
const Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v)
{
const Player *p = GetPlayer(player);
LiveryScheme scheme = LS_DEFAULT;
CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;
/* The default livery is always available for use, but its in_use flag determines
* whether any _other_ liveries are in use. */
if (p->livery[LS_DEFAULT].in_use && (_settings_client.gui.liveries == 2 || (_settings_client.gui.liveries == 1 && player == _local_player))) {
/* Determine the livery scheme to use */
switch (GetEngine(engine_type)->type) {
default: NOT_REACHED();
case VEH_TRAIN: {
const RailVehicleInfo *rvi = RailVehInfo(engine_type);
if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
if (rvi->railveh_type == RAILVEH_WAGON) {
if (!GetCargo(cargo_type)->is_freight) {
if (parent_engine_type == INVALID_ENGINE) {
scheme = LS_PASSENGER_WAGON_STEAM;
} else {
switch (RailVehInfo(parent_engine_type)->engclass) {
default: NOT_REACHED();
case EC_STEAM: scheme = LS_PASSENGER_WAGON_STEAM; break;
case EC_DIESEL: scheme = LS_PASSENGER_WAGON_DIESEL; break;
case EC_ELECTRIC: scheme = LS_PASSENGER_WAGON_ELECTRIC; break;
case EC_MONORAIL: scheme = LS_PASSENGER_WAGON_MONORAIL; break;
case EC_MAGLEV: scheme = LS_PASSENGER_WAGON_MAGLEV; break;
}
}
} else {
scheme = LS_FREIGHT_WAGON;
}
} else {
bool is_mu = HasBit(EngInfo(engine_type)->misc_flags, EF_RAIL_IS_MU);
switch (rvi->engclass) {
default: NOT_REACHED();
case EC_STEAM: scheme = LS_STEAM; break;
case EC_DIESEL: scheme = is_mu ? LS_DMU : LS_DIESEL; break;
case EC_ELECTRIC: scheme = is_mu ? LS_EMU : LS_ELECTRIC; break;
case EC_MONORAIL: scheme = LS_MONORAIL; break;
case EC_MAGLEV: scheme = LS_MAGLEV; break;
}
}
break;
}
case VEH_ROAD: {
const RoadVehicleInfo *rvi = RoadVehInfo(engine_type);
if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
if (HasBit(EngInfo(engine_type)->misc_flags, EF_ROAD_TRAM)) {
/* Tram */
scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
} else {
/* Bus or truck */
scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
}
break;
}
case VEH_SHIP: {
const ShipVehicleInfo *svi = ShipVehInfo(engine_type);
if (cargo_type == CT_INVALID) cargo_type = svi->cargo_type;
scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
break;
}
case VEH_AIRCRAFT: {
const AircraftVehicleInfo *avi = AircraftVehInfo(engine_type);
if (cargo_type == CT_INVALID) cargo_type = CT_PASSENGERS;
switch (avi->subtype) {
case AIR_HELI: scheme = LS_HELICOPTER; break;
case AIR_CTOL: scheme = LS_SMALL_PLANE; break;
case AIR_CTOL | AIR_FAST: scheme = LS_LARGE_PLANE; break;
}
break;
}
}
/* Switch back to the default scheme if the resolved scheme is not in use */
if (!p->livery[scheme].in_use) scheme = LS_DEFAULT;
}
return &p->livery[scheme];
}
static SpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v)
{
SpriteID map = (v != NULL) ? v->colormap : PAL_NONE;
/* Return cached value if any */
if (map != PAL_NONE) return map;
/* Check if we should use the colour map callback */
if (HasBit(EngInfo(engine_type)->callbackmask, CBM_VEHICLE_COLOUR_REMAP)) {
uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
/* A return value of 0xC000 is stated to "use the default two-color
* maps" which happens to be the failure action too... */
if (callback != CALLBACK_FAILED && callback != 0xC000) {
map = GB(callback, 0, 14);
/* If bit 14 is set, then the company colours are applied to the
* map else it's returned as-is. */
if (!HasBit(callback, 14)) {
/* Update cache */
if (v != NULL) ((Vehicle*)v)->colormap = map;
return map;
}
}
}
bool twocc = HasBit(EngInfo(engine_type)->misc_flags, EF_USES_2CC);
if (map == PAL_NONE) map = twocc ? (SpriteID)SPR_2CCMAP_BASE : (SpriteID)PALETTE_RECOLOR_START;
const Livery *livery = GetEngineLivery(engine_type, player, parent_engine_type, v);
map += livery->colour1;
if (twocc) map += livery->colour2 * 16;
/* Update cache */
if (v != NULL) ((Vehicle*)v)->colormap = map;
return map;
}
SpriteID GetEnginePalette(EngineID engine_type, PlayerID player)
{
return GetEngineColourMap(engine_type, player, INVALID_ENGINE, NULL);
}
SpriteID GetVehiclePalette(const Vehicle *v)
{
if (v->type == VEH_TRAIN) {
return GetEngineColourMap(
(v->u.rail.first_engine != INVALID_ENGINE && (UsesWagonOverride(v) || (IsArticulatedPart(v) && RailVehInfo(v->engine_type)->railveh_type != RAILVEH_WAGON))) ?
v->u.rail.first_engine : v->engine_type,
v->owner, v->u.rail.first_engine, v);
}
return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
}
static uint8 _cargo_days;
static uint16 _cargo_source;
static uint32 _cargo_source_xy;
static uint16 _cargo_count;
static uint16 _cargo_paid_for;
static Money _cargo_feeder_share;
static uint32 _cargo_loaded_at_xy;
/**
* Make it possible to make the saveload tables "friends" of other classes.
* @param vt the vehicle type. Can be VEH_END for the common vehicle description data
* @return the saveload description
*/
const SaveLoad *GetVehicleDescription(VehicleType vt)
{
/** Save and load of vehicles */
static const SaveLoad _common_veh_desc[] = {
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
SLE_CONDVAR(Vehicle, name, SLE_NAME, 0, 83),
SLE_CONDSTR(Vehicle, name, SLE_STR, 0, 84, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7),
SLE_CONDVAR(Vehicle, unitnumber, SLE_UINT16, 8, SL_MAX_VERSION),
SLE_VAR(Vehicle, owner, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, x_pos, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, y_pos, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, direction, SLE_UINT8),
SLE_CONDNULL(2, 0, 57),
SLE_VAR(Vehicle, spritenum, SLE_UINT8),
SLE_CONDNULL(5, 0, 57),
SLE_VAR(Vehicle, engine_type, SLE_UINT16),
SLE_VAR(Vehicle, max_speed, SLE_UINT16),
SLE_VAR(Vehicle, cur_speed, SLE_UINT16),
SLE_VAR(Vehicle, subspeed, SLE_UINT8),
SLE_VAR(Vehicle, acceleration, SLE_UINT8),
SLE_VAR(Vehicle, progress, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16, 5, SL_MAX_VERSION),
SLE_VAR(Vehicle, cargo_type, SLE_UINT8),
SLE_CONDVAR(Vehicle, cargo_subtype, SLE_UINT8, 35, SL_MAX_VERSION),
SLEG_CONDVAR( _cargo_days, SLE_UINT8, 0, 67),
SLEG_CONDVAR( _cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6),
SLEG_CONDVAR( _cargo_source, SLE_UINT16, 7, 67),
SLEG_CONDVAR( _cargo_source_xy, SLE_UINT32, 44, 67),
SLE_VAR(Vehicle, cargo_cap, SLE_UINT16),
SLEG_CONDVAR( _cargo_count, SLE_UINT16, 0, 67),
SLE_CONDLST(Vehicle, cargo, REF_CARGO_PACKET, 68, SL_MAX_VERSION),
SLE_VAR(Vehicle, day_counter, SLE_UINT8),
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
SLE_CONDVAR(Vehicle, running_ticks, SLE_UINT8, 88, SL_MAX_VERSION),
SLE_VAR(Vehicle, cur_order_index, SLE_UINT8),
SLE_VAR(Vehicle, num_orders, SLE_UINT8),
/* This next line is for version 4 and prior compatibility.. it temporarily reads
type and flags (which were both 4 bits) into type. Later on this is
converted correctly */
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 0, 4),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
/* Orders for version 5 and on */
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION),
/* Refit in current order */
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_cargo), SLE_UINT8, 36, SL_MAX_VERSION),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_subtype), SLE_UINT8, 36, SL_MAX_VERSION),
/* Timetable in current order */
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, wait_time), SLE_UINT16, 67, SL_MAX_VERSION),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, travel_time), SLE_UINT16, 67, SL_MAX_VERSION),
SLE_REF(Vehicle, orders, REF_ORDER),
SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, max_age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, max_age, SLE_INT32, 31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32, 31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, service_interval, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, service_interval, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Vehicle, reliability, SLE_UINT16),
SLE_VAR(Vehicle, reliability_spd_dec, SLE_UINT16),
SLE_VAR(Vehicle, breakdown_ctr, SLE_UINT8),
SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8),
SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8),
SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8),
SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, build_year, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16),
SLEG_CONDVAR( _cargo_paid_for, SLE_UINT16, 45, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, vehicle_flags, SLE_UINT8, 40, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, profit_this_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
SLE_CONDVAR(Vehicle, profit_this_year, SLE_INT64, 65, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, profit_last_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
SLE_CONDVAR(Vehicle, profit_last_year, SLE_INT64, 65, SL_MAX_VERSION),
SLEG_CONDVAR( _cargo_feeder_share, SLE_FILE_I32 | SLE_VAR_I64,51, 64),
SLEG_CONDVAR( _cargo_feeder_share, SLE_INT64, 65, 67),
SLEG_CONDVAR( _cargo_loaded_at_xy, SLE_UINT32, 51, 67),
SLE_CONDVAR(Vehicle, value, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
SLE_CONDVAR(Vehicle, value, SLE_INT64, 65, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, random_bits, SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, waiting_triggers, SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDREF(Vehicle, next_shared, REF_VEHICLE, 2, SL_MAX_VERSION),
SLE_CONDREF(Vehicle, prev_shared, REF_VEHICLE, 2, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, group_id, SLE_UINT16, 60, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, current_order_time, SLE_UINT32, 67, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, lateness_counter, SLE_INT32, 67, SL_MAX_VERSION),
/* reserve extra space in savegame here. (currently 10 bytes) */
SLE_CONDNULL(10, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _train_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN),
SLE_VEH_INCLUDEX(),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, crash_anim_pos), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, force_proceed), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, railtype), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, track), SLE_UINT8),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_FILE_U8 | SLE_VAR_U16, 2, 99),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_UINT16,100, SL_MAX_VERSION),
SLE_CONDNULL(2, 2, 59),
SLE_CONDNULL(2, 2, 19),
/* reserve extra space in savegame here. (currently 11 bytes) */
SLE_CONDNULL(11, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _roadveh_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_ROAD),
SLE_VEH_INCLUDEX(),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, state), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, frame), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, blocked_ctr), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, crashed_ctr), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, reverse_ctr), SLE_UINT8),
SLE_CONDREFX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot), REF_ROADSTOPS, 6, SL_MAX_VERSION),
SLE_CONDNULL(1, 6, SL_MAX_VERSION),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot_age), SLE_UINT8, 6, SL_MAX_VERSION),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _ship_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_SHIP),
SLE_VEH_INCLUDEX(),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleShip, state), SLE_UINT8),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _aircraft_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_AIRCRAFT),
SLE_VEH_INCLUDEX(),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, crashed_counter), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, pos), SLE_UINT8),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_UINT16, 5, SL_MAX_VERSION),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, state), SLE_UINT8),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, previous_pos), SLE_UINT8, 2, SL_MAX_VERSION),
/* reserve extra space in savegame here. (currently 15 bytes) */
SLE_CONDNULL(15, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _special_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_EFFECT),
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, cur_image, SLE_UINT16),
SLE_CONDNULL(5, 0, 57),
SLE_VAR(Vehicle, progress, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_state), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_substate), SLE_UINT8),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _disaster_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_DISASTER),
SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, direction, SLE_UINT8),
SLE_CONDNULL(5, 0, 57),
SLE_VAR(Vehicle, owner, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION),
SLE_VAR(Vehicle, cur_image, SLE_UINT16),
SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, image_override), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, big_ufo_destroyer_target), SLE_UINT16),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad *_veh_descs[] = {
_train_desc,
_roadveh_desc,
_ship_desc,
_aircraft_desc,
_special_desc,
_disaster_desc,
_common_veh_desc,
};
return _veh_descs[vt];
}
/** Will be called when the vehicles need to be saved. */
static void Save_VEHS()
{
Vehicle *v;
/* Write the vehicles */
FOR_ALL_VEHICLES(v) {
SlSetArrayIndex(v->index);
SlObject(v, GetVehicleDescription(v->type));
}
}
/** Will be called when vehicles need to be loaded. */
void Load_VEHS()
{
int index;
Vehicle *v;
_cargo_count = 0;
while ((index = SlIterateArray()) != -1) {
Vehicle *v;
VehicleType vtype = (VehicleType)SlReadByte();
switch (vtype) {
case VEH_TRAIN: v = new (index) Train(); break;
case VEH_ROAD: v = new (index) RoadVehicle(); break;
case VEH_SHIP: v = new (index) Ship(); break;
case VEH_AIRCRAFT: v = new (index) Aircraft(); break;
case VEH_EFFECT: v = new (index) EffectVehicle(); break;
case VEH_DISASTER: v = new (index) DisasterVehicle(); break;
case VEH_INVALID: v = new (index) InvalidVehicle(); break;
default: NOT_REACHED();
}
SlObject(v, GetVehicleDescription(vtype));
if (_cargo_count != 0 && IsPlayerBuildableVehicleType(v)) {
/* Don't construct the packet with station here, because that'll fail with old savegames */
CargoPacket *cp = new CargoPacket();
cp->source = _cargo_source;
cp->source_xy = _cargo_source_xy;
cp->count = _cargo_count;
cp->days_in_transit = _cargo_days;
cp->feeder_share = _cargo_feeder_share;
cp->loaded_at_xy = _cargo_loaded_at_xy;
v->cargo.Append(cp);
}
/* Old savegames used 'last_station_visited = 0xFF' */
if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF)
v->last_station_visited = INVALID_STATION;
if (CheckSavegameVersion(5)) {
/* Convert the current_order.type (which is a mix of type and flags, because
* in those versions, they both were 4 bits big) to type and flags */
v->current_order.flags = GB(v->current_order.type, 4, 4);
v->current_order.type &= 0x0F;
}
/* Advanced vehicle lists got added */
if (CheckSavegameVersion(60)) v->group_id = DEFAULT_GROUP;
}
/* Check for shared order-lists (we now use pointers for that) */
if (CheckSavegameVersionOldStyle(5, 2)) {
FOR_ALL_VEHICLES(v) {
Vehicle *u;
FOR_ALL_VEHICLES_FROM(u, v->index + 1) {
/* If a vehicle has the same orders, add the link to eachother
* in both vehicles */
if (v->orders == u->orders) {
v->next_shared = u;
u->prev_shared = v;
break;
}
}
}
}
}
extern const ChunkHandler _veh_chunk_handlers[] = {
{ 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST},
};
void Vehicle::BeginLoading()
{
assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP);
if (this->current_order.IsType(OT_GOTO_STATION) &&
this->current_order.GetDestination() == this->last_station_visited) {
current_order.MakeLoading(true);
UpdateVehicleTimetable(this, true);
/* Furthermore add the Non Stop flag to mark that this station
* is the actual destination of the vehicle, which is (for example)
* necessary to be known for HandleTrainLoading to determine
* whether the train is lost or not; not marking a train lost
* that arrives at random stations is bad. */
this->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION);
} else {
current_order.MakeLoading(false);
}
GetStation(this->last_station_visited)->loading_vehicles.push_back(this);
VehiclePayment(this);
InvalidateWindow(GetWindowClassForVehicleType(this->type), this->owner);
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
InvalidateWindow(WC_STATION_VIEW, this->last_station_visited);
GetStation(this->last_station_visited)->MarkTilesDirty(true);
this->MarkDirty();
}
void Vehicle::LeaveStation()
{
assert(current_order.IsType(OT_LOADING));
/* Only update the timetable if the vehicle was supposed to stop here. */
if (current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
current_order.MakeLeaveStation();
Station *st = GetStation(this->last_station_visited);
st->loading_vehicles.remove(this);
HideFillingPercent(this->fill_percent_te_id);
this->fill_percent_te_id = INVALID_TE_ID;
/* Trigger station animation for trains only */
if (this->type == VEH_TRAIN && IsTileType(this->tile, MP_STATION)) StationAnimationTrigger(st, this->tile, STAT_ANIM_TRAIN_DEPARTS);
}
void Vehicle::HandleLoading(bool mode)
{
switch (this->current_order.GetType()) {
case OT_LOADING: {
uint wait_time = max(this->current_order.wait_time - this->lateness_counter, 0);
/* Not the first call for this tick, or still loading */
if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) ||
(_settings_game.order.timetabling && this->current_order_time < wait_time)) return;
this->PlayLeaveStationSound();
bool at_destination_station = this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE;
this->LeaveStation();
/* If this was not the final order, don't remove it from the list. */
if (!at_destination_station) return;
break;
}
case OT_DUMMY: break;
default: return;
}
this->cur_order_index++;
InvalidateVehicleOrder(this);
}
CommandCost Vehicle::SendToDepot(uint32 flags, DepotCommand command)
{
if (!CheckOwnership(this->owner)) return CMD_ERROR;
if (this->vehstatus & VS_CRASHED) return CMD_ERROR;
if (this->IsInDepot()) return CMD_ERROR;
if (this->current_order.IsType(OT_GOTO_DEPOT)) {
bool halt_in_depot = this->current_order.GetDepotActionType() & ODATFB_HALT;
if (!!(command & DEPOT_SERVICE) == halt_in_depot) {
/* We called with a different DEPOT_SERVICE setting.
* Now we change the setting to apply the new one and let the vehicle head for the same depot.
* Note: the if is (true for requesting service == true for ordered to stop in depot) */
if (flags & DC_EXEC) {
this->current_order.SetDepotOrderType(ODTF_MANUAL);
this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT);
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
}
return CommandCost();
}
if (command & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders
if (flags & DC_EXEC) {
/* If the orders to 'goto depot' are in the orders list (forced servicing),
* then skip to the next order; effectively cancelling this forced service */
if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->cur_order_index++;
this->current_order.MakeDummy();
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
}
return CommandCost();
}
/* check if at a standstill (not stopped only) in a depot
* the check is down here to make it possible to alter stop/service for trains entering the depot */
if (this->type == VEH_TRAIN && IsRailDepotTile(this->tile) && this->cur_speed == 0) return CMD_ERROR;
TileIndex location;
DestinationID destination;
bool reverse;
static const StringID no_depot[] = {STR_883A_UNABLE_TO_FIND_ROUTE_TO, STR_9019_UNABLE_TO_FIND_LOCAL_DEPOT, STR_981A_UNABLE_TO_FIND_LOCAL_DEPOT, STR_A012_CAN_T_SEND_AIRCRAFT_TO};
if (!this->FindClosestDepot(&location, &destination, &reverse)) return_cmd_error(no_depot[this->type]);
if (flags & DC_EXEC) {
if (this->current_order.IsType(OT_LOADING)) this->LeaveStation();
this->dest_tile = location;
this->current_order.MakeGoToDepot(destination, ODTF_MANUAL);
if (!(command & DEPOT_SERVICE)) this->current_order.SetDepotActionType(ODATFB_HALT);
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
/* If there is no depot in front, reverse automatically (trains only) */
if (this->type == VEH_TRAIN && reverse) DoCommand(this->tile, this->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
if (this->type == VEH_AIRCRAFT && this->u.air.state == FLYING && this->u.air.targetairport != destination) {
/* The aircraft is now heading for a different hangar than the next in the orders */
extern void AircraftNextAirportPos_and_Order(Vehicle *v);
AircraftNextAirportPos_and_Order(this);
}
}
return CommandCost();
}
void Vehicle::SetNext(Vehicle *next)
{
if (this->next != NULL) {
/* We had an old next vehicle. Update the first and previous pointers */
for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
v->first = this->next;
}
this->next->previous = NULL;
}
this->next = next;
if (this->next != NULL) {
/* A new next vehicle. Update the first and previous pointers */
if (this->next->previous != NULL) this->next->previous->next = NULL;
this->next->previous = this;
for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
v->first = this->first;
}
}
}
/** Backs up a chain of vehicles
* @param v The vehicle to back up
*/
void BackuppedVehicle::BackupVehicle(Vehicle *v)
{
int length = CountVehiclesInChain(v);
size_t cargo_packages_count = 1;
for (const Vehicle *v_count = v; v_count != NULL; v_count=v_count->Next()) {
/* Now we count how many cargo packets we need to store.
* We started with an offset by one because we also need an end of array marker. */
cargo_packages_count += v_count->cargo.packets.size();
}
vehicles = MallocT<Vehicle>(length);
cargo_packets = MallocT<CargoPacket>(cargo_packages_count);
/* Now we make some pointers to iterate over the arrays. */
Vehicle *copy = vehicles;
CargoPacket *cargo = cargo_packets;
Vehicle *original = v;
for (; 0 < length; original = original->Next(), copy++, length--) {
/* First we need to copy the vehicle itself.
* However there is an issue as the cargo list isn't copied.
* To avoid restoring invalid pointers we start by swapping the cargo list with an empty one. */
CargoList::List empty_packets;
original->cargo.packets.swap(empty_packets);
memcpy(copy, original, sizeof(Vehicle));
/* No need to do anything else if the cargo list is empty.
* It really doesn't matter if we swap an empty list with an empty list. */
if (original->cargo.Empty()) continue;
/* And now we swap the cargo lists back. The vehicle now has it's cargo again. */
original->cargo.packets.swap(empty_packets);
/* The vehicle contains some cargo so we will back up the cargo as well.
* We only need to store the packets and not which vehicle they came from.
* We will still be able to put them together with the right vehicle when restoring. */
const CargoList::List *packets = original->cargo.Packets();
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
memcpy(cargo, (*it), sizeof(CargoPacket));
cargo++;
}
}
/* We should end with a 0 packet so restoring can detect the end of the array. */
memset(cargo, 0, sizeof(CargoPacket));
}
/** Restore a backed up row of vehicles
* @param *v The array of vehicles to restore
* @param *p The owner of the vehicle
*/
Vehicle* BackuppedVehicle::RestoreBackupVehicle(Vehicle *v, Player *p)
{
Vehicle *backup = v;
CargoPacket *cargo = cargo_packets;
assert(v->owner == p->index);
/* Cache the result of the vehicle type check since it will not change
* and we need this check once for every run though the loop. */
bool is_road_veh = v->type == VEH_ROAD;
while (true) {
Vehicle *dest = GetVehicle(backup->index);
/* The vehicle should be free since we are restoring something we just sold. */
assert(!dest->IsValid());
memcpy(dest, backup, sizeof(Vehicle));
/* We decreased the engine count when we sold the engines so we will increase it again. */
if (IsEngineCountable(backup)) {
p->num_engines[backup->engine_type]++;
if (IsValidGroupID(backup->group_id)) GetGroup(backup->group_id)->num_engines[backup->engine_type]++;
if (backup->IsPrimaryVehicle()) IncreaseGroupNumVehicle(backup->group_id);
}
/* Update hash. */
Vehicle *dummy = dest;
dest->old_new_hash = &dummy;
dest->left_coord = INVALID_COORD;
UpdateVehiclePosHash(dest, INVALID_COORD, 0);
if (is_road_veh) {
/* Removed the slot in the road vehicles as the slot is gone.
* We don't want a pointer to a slot that's gone. */
dest->u.road.slot = NULL;
}
if (!dest->cargo.Empty()) {
/* The vehicle in question contains some cargo.
* However we lost the list so we will have to recreate it.
* We know that the packets are stored in the same order as the vehicles so
* the one cargo_packets points to and maybe some following ones belongs to
* the current vehicle.
* Now all we have to do is to add the packets to a list and keep track of how
* much cargo we restore and once we reached the cached cargo hold we recovered
* everything for this vehicle. */
uint cargo_count = 0;
for(; cargo_count < dest->cargo.Count(); cargo++) {
dest->cargo.packets.push_back(GetCargoPacket(cargo->index));
cargo_count += cargo->count;
}
/* This design should always end up with the right amount of cargo. */
assert(cargo_count == dest->cargo.Count());
}
if (backup->Next() == NULL) break;
backup++;
}
return GetVehicle(v->index);
}
/** Restores a backed up vehicle
* @param *v A vehicle we should sell and take the windows from (NULL for not using this)
* @param *p The owner of the vehicle
* @return The vehicle we restored (front for trains) or v if we didn't have anything to restore
*/
Vehicle *BackuppedVehicle::Restore(Vehicle *v, Player *p)
{
if (!ContainsBackup()) return v;
if (v != NULL) {
ChangeVehicleViewWindow(v->index, INVALID_VEHICLE);
DoCommand(0, v->index, 1, DC_EXEC, GetCmdSellVeh(v));
}
v = RestoreBackupVehicle(this->vehicles, p);
ChangeVehicleViewWindow(INVALID_VEHICLE, v->index);
if (orders != NULL) RestoreVehicleOrdersBruteForce(v, orders);
if (economy != NULL) economy->Restore();
/* If we stored cargo as well then we should restore it. */
cargo_packets->RestoreBackup();
return v;
}
/** Backs up a vehicle
* This should never be called when the object already contains a backup
* @param v the vehicle to backup
* @param p If it's set to the vehicle's owner then economy is backed up. If NULL then economy backup will be skipped.
*/
void BackuppedVehicle::Backup(Vehicle *v, Player *p)
{
assert(!ContainsBackup());
if (p != NULL) {
assert(p->index == v->owner);
economy = new PlayerMoneyBackup(p);
}
BackupVehicle(v);
if (orders != NULL) BackupVehicleOrders(v, orders);
}
void StopAllVehicles()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* Code ripped from CmdStartStopTrain. Can't call it, because of
* ownership problems, so we'll duplicate some code, for now */
v->vehstatus |= VS_STOPPED;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
}