src/autoreplace_cmd.cpp
changeset 6590 9bbf8fdc5e91
parent 6585 7da94b26498a
child 6719 4cc327ad39d5
child 6987 b0f13039bda2
child 9601 b499fdd106d5
equal deleted inserted replaced
6589:addf4b6946d0 6590:9bbf8fdc5e91
       
     1 /* $Id$ */
       
     2 
       
     3 #include "stdafx.h"
       
     4 #include "openttd.h"
       
     5 #include "roadveh.h"
       
     6 #include "ship.h"
       
     7 #include "table/strings.h"
       
     8 #include "functions.h"
       
     9 #include "news.h"
       
    10 #include "command.h"
       
    11 #include "player.h"
       
    12 #include "engine.h"
       
    13 #include "debug.h"
       
    14 #include "vehicle_gui.h"
       
    15 #include "depot.h"
       
    16 #include "train.h"
       
    17 #include "aircraft.h"
       
    18 #include "cargotype.h"
       
    19 
       
    20 
       
    21 /*
       
    22  * move the cargo from one engine to another if possible
       
    23  */
       
    24 static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
       
    25 {
       
    26 	Vehicle *v = dest;
       
    27 	int units_moved;
       
    28 
       
    29 	do {
       
    30 		do {
       
    31 			if (source->cargo_type != dest->cargo_type)
       
    32 				continue; // cargo not compatible
       
    33 
       
    34 			if (dest->cargo_count == dest->cargo_cap)
       
    35 				continue; // the destination vehicle is already full
       
    36 
       
    37 			units_moved = min(source->cargo_count, dest->cargo_cap - dest->cargo_count);
       
    38 			source->cargo_count -= units_moved;
       
    39 			dest->cargo_count   += units_moved;
       
    40 			dest->cargo_source   = source->cargo_source;
       
    41 
       
    42 			// copy the age of the cargo
       
    43 			dest->cargo_days   = source->cargo_days;
       
    44 			dest->day_counter  = source->day_counter;
       
    45 			dest->tick_counter = source->tick_counter;
       
    46 
       
    47 		} while (source->cargo_count > 0 && (dest = dest->next) != NULL);
       
    48 		dest = v;
       
    49 	} while ((source = source->next) != NULL);
       
    50 
       
    51 	/*
       
    52 	 * The of the train will be incorrect at this moment. This is due
       
    53 	 * to the fact that removing the old wagon updates the weight of
       
    54 	 * the complete train, which is without the weight of cargo we just
       
    55 	 * moved back into some (of the) new wagon(s).
       
    56 	 */
       
    57 	if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->first);
       
    58 }
       
    59 
       
    60 static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type)
       
    61 {
       
    62 	const Order *o;
       
    63 	const Vehicle *u;
       
    64 
       
    65 	if (v->type == VEH_TRAIN) {
       
    66 		u = GetFirstVehicleInChain(v);
       
    67 	} else {
       
    68 		u = v;
       
    69 	}
       
    70 
       
    71 	FOR_VEHICLE_ORDERS(u, o) {
       
    72 		if (!(o->refit_cargo < NUM_CARGO)) continue;
       
    73 		if (!CanRefitTo(v->engine_type, o->refit_cargo)) continue;
       
    74 		if (!CanRefitTo(engine_type, o->refit_cargo)) return false;
       
    75 	}
       
    76 
       
    77 	return true;
       
    78 }
       
    79 
       
    80 /**
       
    81  * Function to find what type of cargo to refit to when autoreplacing
       
    82  * @param *v Original vehicle, that is being replaced
       
    83  * @param engine_type The EngineID of the vehicle that is being replaced to
       
    84  * @return The cargo type to replace to
       
    85  *    CT_NO_REFIT is returned if no refit is needed
       
    86  *    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
       
    87  */
       
    88 static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
       
    89 {
       
    90 	bool new_cargo_capacity = true;
       
    91 	CargoID new_cargo_type = CT_INVALID;
       
    92 
       
    93 	switch (v->type) {
       
    94 		case VEH_TRAIN:
       
    95 			new_cargo_capacity = (RailVehInfo(engine_type)->capacity > 0);
       
    96 			new_cargo_type     = RailVehInfo(engine_type)->cargo_type;
       
    97 			break;
       
    98 
       
    99 		case VEH_ROAD:
       
   100 			new_cargo_capacity = (RoadVehInfo(engine_type)->capacity > 0);
       
   101 			new_cargo_type     = RoadVehInfo(engine_type)->cargo_type;
       
   102 			break;
       
   103 		case VEH_SHIP:
       
   104 			new_cargo_capacity = (ShipVehInfo(engine_type)->capacity > 0);
       
   105 			new_cargo_type     = ShipVehInfo(engine_type)->cargo_type;
       
   106 			break;
       
   107 
       
   108 		case VEH_AIRCRAFT:
       
   109 			/* all aircraft starts as passenger planes with cargo capacity
       
   110 			 * new_cargo_capacity is always true for aircraft, which is the init value. No need to set it here */
       
   111 			new_cargo_type     = CT_PASSENGERS;
       
   112 			break;
       
   113 
       
   114 		default: NOT_REACHED(); break;
       
   115 	}
       
   116 
       
   117 	if (!new_cargo_capacity) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity
       
   118 
       
   119 	if (v->cargo_type == new_cargo_type || CanRefitTo(engine_type, v->cargo_type)) {
       
   120 		if (VerifyAutoreplaceRefitForOrders(v, engine_type)) {
       
   121 			return v->cargo_type == new_cargo_type ? (CargoID)CT_NO_REFIT : v->cargo_type;
       
   122 		} else {
       
   123 			return CT_INVALID;
       
   124 		}
       
   125 	}
       
   126 	if (v->type != VEH_TRAIN) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want
       
   127 
       
   128 	/* Below this line it's safe to assume that the vehicle in question is a train */
       
   129 
       
   130 	if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type
       
   131 
       
   132 	/* the old engine didn't have cargo capacity, but the new one does
       
   133 	 * now we will figure out what cargo the train is carrying and refit to fit this */
       
   134 	v = GetFirstVehicleInChain(v);
       
   135 	do {
       
   136 		if (v->cargo_cap == 0) continue;
       
   137 		/* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */
       
   138 		if (v->cargo_type == new_cargo_type) return CT_NO_REFIT;
       
   139 		if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type;
       
   140 	} while ((v=v->next) != NULL);
       
   141 	return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one
       
   142 }
       
   143 
       
   144 /* Replaces a vehicle (used to be called autorenew)
       
   145  * This function is only called from MaybeReplaceVehicle()
       
   146  * Must be called with _current_player set to the owner of the vehicle
       
   147  * @param w Vehicle to replace
       
   148  * @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
       
   149  * @return value is cost of the replacement or CMD_ERROR
       
   150  */
       
   151 static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost)
       
   152 {
       
   153 	int32 cost;
       
   154 	int32 sell_value;
       
   155 	Vehicle *old_v = *w;
       
   156 	const Player *p = GetPlayer(old_v->owner);
       
   157 	EngineID new_engine_type;
       
   158 	const UnitID cached_unitnumber = old_v->unitnumber;
       
   159 	bool new_front = false;
       
   160 	Vehicle *new_v = NULL;
       
   161 	char vehicle_name[32];
       
   162 	CargoID replacement_cargo_type;
       
   163 
       
   164 	new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type);
       
   165 	if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type;
       
   166 
       
   167 	replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);
       
   168 
       
   169 	/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
       
   170 	if (replacement_cargo_type == CT_INVALID) return 0;
       
   171 
       
   172 	sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v));
       
   173 
       
   174 	/* We give the player a loan of the same amount as the sell value.
       
   175 	 * This is needed in case he needs the income from the sale to build the new vehicle.
       
   176 	 * We take it back if building fails or when we really sell the old engine */
       
   177 	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
       
   178 	SubtractMoneyFromPlayer(sell_value);
       
   179 
       
   180 	cost = DoCommand(old_v->tile, new_engine_type, 3, flags, GetCmdBuildVeh(old_v));
       
   181 	if (CmdFailed(cost)) {
       
   182 		SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
       
   183 		SubtractMoneyFromPlayer(-sell_value); // Take back the money we just gave the player
       
   184 		return cost;
       
   185 	}
       
   186 
       
   187 	if (replacement_cargo_type != CT_NO_REFIT) cost += GetRefitCost(new_engine_type); // add refit cost
       
   188 
       
   189 	if (flags & DC_EXEC) {
       
   190 		new_v = GetVehicle(_new_vehicle_id);
       
   191 		*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
       
   192 
       
   193 		/* refit if needed */
       
   194 		if (replacement_cargo_type != CT_NO_REFIT) {
       
   195 			if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, GetCmdRefitVeh(new_v)))) {
       
   196 				/* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */
       
   197 				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);
       
   198 			}
       
   199 		}
       
   200 
       
   201 		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))) {
       
   202 			// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
       
   203 			SETBIT(new_v->u.rail.flags, VRF_REVERSE_DIRECTION);
       
   204 		}
       
   205 
       
   206 		if (old_v->type == VEH_TRAIN && !IsFrontEngine(old_v)) {
       
   207 			/* this is a railcar. We need to move the car into the train
       
   208 			 * We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
       
   209 			 * sell the old engine in a moment
       
   210 			 */
       
   211 			DoCommand(0, (GetPrevVehicleInChain(old_v)->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
       
   212 			/* Now we move the old one out of the train */
       
   213 			DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
       
   214 		} else {
       
   215 			// copy/clone the orders
       
   216 			DoCommand(0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
       
   217 			new_v->cur_order_index = old_v->cur_order_index;
       
   218 			ChangeVehicleViewWindow(old_v, new_v);
       
   219 			new_v->profit_this_year = old_v->profit_this_year;
       
   220 			new_v->profit_last_year = old_v->profit_last_year;
       
   221 			new_v->service_interval = old_v->service_interval;
       
   222 			new_front = true;
       
   223 			new_v->unitnumber = old_v->unitnumber; // use the same unit number
       
   224 
       
   225 			new_v->current_order = old_v->current_order;
       
   226 			if (old_v->type == VEH_TRAIN && GetNextVehicle(old_v) != NULL){
       
   227 				Vehicle *temp_v = GetNextVehicle(old_v);
       
   228 
       
   229 				// move the entire train to the new engine, excluding the old engine
       
   230 				if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) {
       
   231 					// we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead
       
   232 					temp_v = GetNextVehicle(temp_v);
       
   233 				}
       
   234 
       
   235 				if (temp_v != NULL) {
       
   236 					DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
       
   237 				}
       
   238 			}
       
   239 		}
       
   240 		/* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */
       
   241 		MoveVehicleCargo(new_v->type == VEH_TRAIN ? GetFirstVehicleInChain(new_v) : new_v, old_v);
       
   242 
       
   243 		// Get the name of the old vehicle if it has a custom name.
       
   244 		if (!IsCustomName(old_v->string_id)) {
       
   245 			vehicle_name[0] = '\0';
       
   246 		} else {
       
   247 			GetName(vehicle_name, old_v->string_id & 0x7FF, lastof(vehicle_name));
       
   248 		}
       
   249 	} else { // flags & DC_EXEC not set
       
   250 		/* Ensure that the player will not end up having negative money while autoreplacing
       
   251 		 * This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */
       
   252 		if (p->money64 < (cost + total_cost)) {
       
   253 			SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
       
   254 			SubtractMoneyFromPlayer(-sell_value); // Pay back the loan
       
   255 			return CMD_ERROR;
       
   256 		}
       
   257 	}
       
   258 
       
   259 	/* Take back the money we just gave the player just before building the vehicle
       
   260 	 * The player will get the same amount now that the sale actually takes place */
       
   261 	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
       
   262 	SubtractMoneyFromPlayer(-sell_value);
       
   263 
       
   264 	/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
       
   265 	cost += DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v));
       
   266 
       
   267 	if (new_front) {
       
   268 		/* now we assign the old unitnumber to the new vehicle */
       
   269 		new_v->unitnumber = cached_unitnumber;
       
   270 	}
       
   271 
       
   272 	/* Transfer the name of the old vehicle */
       
   273 	if ((flags & DC_EXEC) && vehicle_name[0] != '\0') {
       
   274 		_cmd_text = vehicle_name;
       
   275 		DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE);
       
   276 	}
       
   277 
       
   278 	return cost;
       
   279 }
       
   280 
       
   281 /** replaces a vehicle if it's set for autoreplace or is too old
       
   282  * (used to be called autorenew)
       
   283  * @param v The vehicle to replace
       
   284  * if the vehicle is a train, v needs to be the front engine
       
   285  * @param check Checks if the replace is valid. No action is done at all
       
   286  * @param display_costs If set, a cost animation is shown (only if check is false)
       
   287  * @return CMD_ERROR if something went wrong. Otherwise the price of the replace
       
   288  */
       
   289 int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
       
   290 {
       
   291 	Vehicle *w;
       
   292 	const Player *p = GetPlayer(v->owner);
       
   293 	byte flags = 0;
       
   294 	int32 cost, temp_cost = 0;
       
   295 	bool stopped;
       
   296 
       
   297 	/* Remember the length in case we need to trim train later on
       
   298 	 * If it's not a train, the value is unused
       
   299 	 * round up to the length of the tiles used for the train instead of the train length instead
       
   300 	 * Useful when newGRF uses custom length */
       
   301 	uint16 old_total_length = (v->type == VEH_TRAIN ?
       
   302 		(v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE :
       
   303 		-1
       
   304 	);
       
   305 
       
   306 
       
   307 	_current_player = v->owner;
       
   308 
       
   309 	assert(IsPlayerBuildableVehicleType(v));
       
   310 
       
   311 	assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed
       
   312 
       
   313 	/* Remember the flag v->leave_depot_instantly because if we replace the vehicle, the vehicle holding this flag will be sold
       
   314 	 * If it is set, then we only stopped the vehicle to replace it (if needed) and we will need to start it again.
       
   315 	 * 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 */
       
   316 	stopped = v->leave_depot_instantly;
       
   317 	v->leave_depot_instantly = false;
       
   318 
       
   319 	for (;;) {
       
   320 		cost = 0;
       
   321 		w = v;
       
   322 		do {
       
   323 			if (w->type == VEH_TRAIN && IsMultiheaded(w) && !IsTrainEngine(w)) {
       
   324 				/* we build the rear ends of multiheaded trains with the front ones */
       
   325 				continue;
       
   326 			}
       
   327 
       
   328 			// check if the vehicle should be replaced
       
   329 			if (!p->engine_renew ||
       
   330 					w->age - w->max_age < (p->engine_renew_months * 30) || // replace if engine is too old
       
   331 					w->max_age == 0) { // rail cars got a max age of 0
       
   332 				if (!EngineHasReplacementForPlayer(p, w->engine_type)) // updates to a new model
       
   333 					continue;
       
   334 			}
       
   335 
       
   336 			/* Now replace the vehicle */
       
   337 			temp_cost = ReplaceVehicle(&w, flags, cost);
       
   338 
       
   339 			if (flags & DC_EXEC &&
       
   340 					(w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE)) {
       
   341 				/* now we bought a new engine and sold the old one. We need to fix the
       
   342 				 * pointers in order to avoid pointing to the old one for trains: these
       
   343 				 * pointers should point to the front engine and not the cars
       
   344 				 */
       
   345 				v = w;
       
   346 			}
       
   347 
       
   348 			if (!CmdFailed(temp_cost)) {
       
   349 				cost += temp_cost;
       
   350 			}
       
   351 		} while (w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL);
       
   352 
       
   353 		if (!(flags & DC_EXEC) && (p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) {
       
   354 			if (!check && p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) {
       
   355 				StringID message;
       
   356 				SetDParam(0, v->unitnumber);
       
   357 				switch (v->type) {
       
   358 					case VEH_TRAIN:    message = STR_TRAIN_AUTORENEW_FAILED;       break;
       
   359 					case VEH_ROAD:     message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
       
   360 					case VEH_SHIP:     message = STR_SHIP_AUTORENEW_FAILED;        break;
       
   361 					case VEH_AIRCRAFT: message = STR_AIRCRAFT_AUTORENEW_FAILED;    break;
       
   362 						// This should never happen
       
   363 					default: NOT_REACHED(); message = 0; break;
       
   364 				}
       
   365 
       
   366 				AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
       
   367 			}
       
   368 			if (stopped) v->vehstatus &= ~VS_STOPPED;
       
   369 			if (display_costs) _current_player = OWNER_NONE;
       
   370 			return CMD_ERROR;
       
   371 		}
       
   372 
       
   373 		if (flags & DC_EXEC) {
       
   374 			break; // we are done replacing since the loop ran once with DC_EXEC
       
   375 		} else if (check) {
       
   376 			/* It's a test only and we know that we can do this
       
   377 			 * NOTE: payment for wagon removal is NOT included in this price */
       
   378 			return cost;
       
   379 		}
       
   380 		// now we redo the loop, but this time we actually do stuff since we know that we can do it
       
   381 		flags |= DC_EXEC;
       
   382 	}
       
   383 
       
   384 	/* If setting is on to try not to exceed the old length of the train with the replacement */
       
   385 	if (v->type == VEH_TRAIN && p->renew_keep_length) {
       
   386 		Vehicle *temp;
       
   387 		w = v;
       
   388 
       
   389 		while (v->u.rail.cached_total_length > old_total_length) {
       
   390 			// the train is too long. We will remove cars one by one from the start of the train until it's short enough
       
   391 			while (w != NULL && RailVehInfo(w->engine_type)->railveh_type != RAILVEH_WAGON) {
       
   392 				w = GetNextVehicle(w);
       
   393 			}
       
   394 			if (w == NULL) {
       
   395 				// we failed to make the train short enough
       
   396 				SetDParam(0, v->unitnumber);
       
   397 				AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
       
   398 				break;
       
   399 			}
       
   400 			temp = w;
       
   401 			w = GetNextVehicle(w);
       
   402 			DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
       
   403 			MoveVehicleCargo(v, temp);
       
   404 			cost += DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
       
   405 		}
       
   406 	}
       
   407 
       
   408 	if (stopped) v->vehstatus &= ~VS_STOPPED;
       
   409 	if (display_costs) {
       
   410 		if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
       
   411 		_current_player = OWNER_NONE;
       
   412 	}
       
   413 	return cost;
       
   414 }