--- a/src/vehicle.cpp Tue Mar 27 23:27:27 2007 +0000
+++ b/src/vehicle.cpp Sat Jun 02 19:59:29 2007 +0000
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file vehicle.cpp */
+
#include "stdafx.h"
#include "openttd.h"
#include "road_map.h"
@@ -9,6 +11,7 @@
#include "table/sprites.h"
#include "table/strings.h"
#include "functions.h"
+#include "landscape.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
@@ -37,6 +40,8 @@
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "helpers.hpp"
+#include "group.h"
+#include "economy.h"
#define INVALID_COORD (-0x8000)
#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
@@ -86,7 +91,7 @@
* TODO - This is just a temporary stage, this will be removed. */
for (v = GetVehicle(start_item); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
v->index = start_item++;
- v->type = VEH_INVALID;
+ v = new (v) InvalidVehicle();
}
}
@@ -104,10 +109,10 @@
bool VehicleNeedsService(const Vehicle *v)
{
if (v->vehstatus & VS_CRASHED)
- return false; /* Crashed vehicles don't need service anymore */
+ return false; // Crashed vehicles don't need service anymore
if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0) {
- return EngineHasReplacementForPlayer(GetPlayer(v->owner), v->engine_type); /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off */
+ return EngineHasReplacementForPlayer(GetPlayer(v->owner), v->engine_type, v->group_id); /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off */
}
return _patches.servint_ispercent ?
@@ -185,9 +190,9 @@
}
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) {
+ 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;
}
}
@@ -215,12 +220,14 @@
v->bottom_coord = pt.y + spr->height + 2;
}
-// Called after load to update coordinates
+/** Called after load to update coordinates */
void AfterLoadVehicles()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
+ v->UpdateDeltaXY(v->direction);
+
v->first = NULL;
if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE;
}
@@ -232,8 +239,13 @@
FOR_ALL_VEHICLES(v) {
switch (v->type) {
+ case VEH_ROAD:
+ v->cur_image = GetRoadVehImage(v, v->direction);
+ 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);
+ break;
+
case VEH_TRAIN: v->cur_image = GetTrainImage(v, v->direction); break;
- case VEH_ROAD: v->cur_image = GetRoadVehImage(v, v->direction); break;
case VEH_SHIP: v->cur_image = GetShipImage(v, v->direction); break;
case VEH_AIRCRAFT:
if (IsNormalAircraft(v)) {
@@ -248,6 +260,8 @@
Vehicle *rotor = shadow->next;
rotor->cur_image = GetRotorImage(v);
}
+
+ UpdateAircraftCache(v);
}
break;
default: break;
@@ -266,7 +280,7 @@
assert(v->orders == NULL);
- v->type = VEH_INVALID;
+ v = new (v) InvalidVehicle();
v->left_coord = INVALID_COORD;
v->first = NULL;
v->next = NULL;
@@ -276,6 +290,8 @@
v->prev_shared = NULL;
v->depot_list = NULL;
v->random_bits = 0;
+ v->group_id = DEFAULT_GROUP;
+
return v;
}
@@ -311,7 +327,7 @@
return NULL;
}
-/*
+/**
* finds a free vehicle in the memory or allocates a new one
* returns a pointer to the first free vehicle or NULL if all vehicles are in use
* *skip_vehicles is an offset to where in the array we should begin looking
@@ -327,7 +343,7 @@
const int offset = (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES;
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
- * TODO - This is just a temporary stage, this will be removed. */
+ * @todo - This is just a temporary stage, this will be removed. */
if (*skip_vehicles < (_Vehicle_pool.total_items - offset)) { // make sure the offset in the array is not larger than the array itself
for (v = GetVehicle(offset + *skip_vehicles); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
(*skip_vehicles)++;
@@ -381,7 +397,7 @@
{
Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, 0);
- // The hash area to scan
+ /* The hash area to scan */
const int xl = GB(pt.x - 174, 7, 6);
const int xu = GB(pt.x + 104, 7, 6);
const int yl = GB(pt.y - 294, 6, 6) << 6;
@@ -416,7 +432,7 @@
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)];
+ 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;
@@ -498,7 +514,7 @@
u = GetFirstVehicleInChain(v);
- // Check to see if this is the first
+ /* Check to see if this is the first */
if (v == u) return NULL;
for (; u->next != v; u = u->next) assert(u->next != NULL);
@@ -565,9 +581,16 @@
void DestroyVehicle(Vehicle *v)
{
+ if (IsValidStationID(v->last_station_visited)) {
+ GetStation(v->last_station_visited)->loading_vehicles.remove(v);
+ }
+
if (IsEngineCountable(v)) {
GetPlayer(v->owner)->num_engines[v->engine_type]--;
if (v->owner == _local_player) InvalidateAutoreplaceWindow(v->engine_type);
+
+ if (IsValidGroupID(v->group_id)) GetGroup(v->group_id)->num_engines[v->engine_type]--;
+ if (v->IsPrimaryVehicle()) DecreaseGroupNumVehicle(v->group_id);
}
DeleteVehicleNews(v->index, INVALID_STRING_ID);
@@ -586,14 +609,23 @@
/* Now remove any artic part. This will trigger an other
* destroy vehicle, which on his turn can remove any
* other artic parts. */
- if (EngineHasArticPart(v)) DeleteVehicle(v->next);
+ if (v->type == VEH_TRAIN && EngineHasArticPart(v)) DeleteVehicle(v->next);
}
+/**
+ * Deletes all vehicles in a chain.
+ * @param v The first vehicle in the chain.
+ *
+ * @warning This function is not valid for any vehicle containing articulated
+ * parts.
+ */
void DeleteVehicleChain(Vehicle *v)
{
+ assert(v->type != VEH_TRAIN);
+
do {
Vehicle *u = v;
- v = GetNextVehicle(v);
+ v = v->next;
DeleteVehicle(u);
} while (v != NULL);
}
@@ -606,7 +638,7 @@
static void EffectVehicle_Tick(Vehicle *v);
void DisasterVehicle_Tick(Vehicle *v);
-// head of the linked list to tell what vehicles that visited a depot in a tick
+/** 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
@@ -614,14 +646,14 @@
*/
void VehicleEnteredDepotThisTick(Vehicle *v)
{
- // we need to set v->leave_depot_instantly as we have no control of it's contents at this time
+ /* we need to set v->leave_depot_instantly as we have no control of it's contents at this time */
if (HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT) && !HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS) && v->current_order.type == OT_GOTO_DEPOT) {
- // we keep the vehicle in the depot since the user ordered it to stay
+ /* 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
+ /* 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;
}
@@ -647,11 +679,9 @@
void CallVehicleTicks()
{
- Vehicle *v;
-
#ifdef ENABLE_NETWORK
- // hotfix for desync problem:
- // for MP games invalidate the YAPF cache every tick to keep it exactly the same on the server and all clients
+ /* hotfix for desync problem:
+ * for MP games invalidate the YAPF cache every tick to keep it exactly the same on the server and all clients */
if (_networking) {
YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
}
@@ -659,10 +689,16 @@
_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) {
_vehicle_tick_procs[v->type](v);
switch (v->type) {
+ default: break;
+
case VEH_TRAIN:
case VEH_ROAD:
case VEH_AIRCRAFT:
@@ -679,7 +715,7 @@
}
}
- // now we handle all the vehicles that entered a depot this tick
+ /* now we handle all the vehicles that entered a depot this tick */
v = _first_veh_in_depot_list;
while (v != NULL) {
Vehicle *w = v->depot_list;
@@ -689,70 +725,6 @@
}
}
-static bool CanFillVehicle_FullLoadAny(Vehicle *v)
-{
- uint32 full = 0, not_full = 0;
- bool keep_loading = false;
- const GoodsEntry *ge = GetStation(v->last_station_visited)->goods;
-
- //special handling of aircraft
-
- //if the aircraft carries passengers and is NOT full, then
- //continue loading, no matter how much mail is in
- if (v->type == VEH_AIRCRAFT &&
- IsCargoInClass(v->cargo_type, CC_PASSENGERS) &&
- v->cargo_cap != v->cargo_count) {
- return true;
- }
-
- // patch should return "true" to continue loading, i.e. when there is no cargo type that is fully loaded.
- do {
- //Should never happen, but just in case future additions change this
- assert(v->cargo_type<32);
-
- if (v->cargo_cap != 0) {
- uint32 mask = 1 << v->cargo_type;
-
- if (v->cargo_cap == v->cargo_count) {
- full |= mask;
- } else if (GB(ge[v->cargo_type].waiting_acceptance, 0, 12) > 0 ||
- (HASBIT(v->vehicle_flags, VF_CARGO_UNLOADING) && (ge[v->cargo_type].waiting_acceptance & 0x8000))) {
- /* If there is any cargo waiting, or this vehicle is still unloading
- * and the station accepts the cargo, don't leave the station. */
- keep_loading = true;
- } else {
- not_full |= mask;
- }
- }
- } while ((v = v->next) != NULL);
-
- // continue loading if there is a non full cargo type and no cargo type that is full
- return keep_loading || (not_full && (full & ~not_full) == 0);
-}
-
-bool CanFillVehicle(Vehicle *v)
-{
- TileIndex tile = v->tile;
-
- if (IsTileType(tile, MP_STATION) ||
- (v->type == VEH_SHIP && (
- IsTileType(TILE_ADDXY(tile, 1, 0), MP_STATION) ||
- IsTileType(TILE_ADDXY(tile, -1, 0), MP_STATION) ||
- IsTileType(TILE_ADDXY(tile, 0, 1), MP_STATION) ||
- IsTileType(TILE_ADDXY(tile, 0, -1), MP_STATION) ||
- IsTileType(TILE_ADDXY(tile, -2, 0), MP_STATION)
- ))) {
-
- // If patch is active, use alternative CanFillVehicle-function
- if (_patches.full_load_any && v->current_order.flags & OF_FULL_LOAD) return CanFillVehicle_FullLoadAny(v);
-
- do {
- if (v->cargo_count != v->cargo_cap) return true;
- } while ((v = v->next) != NULL);
- }
- return false;
-}
-
/** 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
@@ -764,7 +736,7 @@
}
/** Find the first cargo type that an engine can be refitted to.
- * @param engine Which engine to find cargo for.
+ * @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)
@@ -781,7 +753,7 @@
}
/** Learn the price of refitting a certain engine
-* @param engine Which engine to refit
+* @param engine_type Which engine to refit
* @return Price for refitting
*/
int32 GetRefitCost(EngineID engine_type)
@@ -821,13 +793,13 @@
void ViewportAddVehicles(DrawPixelInfo *dpi)
{
- // The bounding rectangle
+ /* 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
+ /* The hash area to scan */
const int xl = GB(l - 70, 7, 6);
const int xu = GB(r, 7, 6);
const int yl = GB(t - 70, 6, 6) << 6;
@@ -1429,14 +1401,13 @@
v = ForceAllocateSpecialVehicle();
if (v != NULL) {
- v->type = VEH_SPECIAL;
+ v = new (v) SpecialVehicle();
v->subtype = type;
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
- v->z_height = v->sprite_width = v->sprite_height = 1;
- v->x_offs = v->y_offs = 0;
v->tile = 0;
+ v->UpdateDeltaXY(INVALID_DIR);
v->vehstatus = VS_UNCLICKABLE;
_effect_init_procs[type](v);
@@ -1474,8 +1445,8 @@
(uint)(y -= vp->top) >= (uint)vp->height)
return NULL;
- x = (x << vp->zoom) + vp->virtual_left;
- y = (y << vp->zoom) + vp->virtual_top;
+ 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 &&
@@ -1567,7 +1538,7 @@
{
if (v->owner != _local_player) return;
- // Do not show getting-old message if autorenew is active
+ /* Do not show getting-old message if autorenew is active */
if (GetPlayer(v->owner)->engine_renew) return;
SetDParam(0, _vehicle_type_names[v->type]);
@@ -1599,6 +1570,7 @@
/** 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
@@ -1614,7 +1586,7 @@
int32 return_value = CMD_ERROR;
uint i;
uint stop_command;
- byte vehicle_type = GB(p2, 0, 5);
+ VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5);
bool start_stop = HASBIT(p2, 5);
bool vehicle_list_window = HASBIT(p2, 6);
@@ -1665,10 +1637,11 @@
}
/** Sells all vehicles in a depot
-* @param tile Tile of the depot where the depot is
-* @param p1 Vehicle type
-* @param p2 unused
-*/
+ * @param tile Tile of the depot where the depot is
+ * @param flags type of operation
+ * @param p1 Vehicle type
+ * @param p2 unused
+ */
int32 CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle **engines = NULL;
@@ -1680,7 +1653,7 @@
int32 cost = 0;
uint i, sell_command, total_number_vehicles;
- byte vehicle_type = GB(p1, 0, 8);
+ VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
switch (vehicle_type) {
case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break;
@@ -1717,10 +1690,11 @@
}
/** Autoreplace all vehicles in the depot
-* @param tile Tile of the depot where the vehicles are
-* @param p1 Type of vehicle
-* @param p2 Unused
-*/
+ * @param tile Tile of the depot where the vehicles are
+ * @param flags type of operation
+ * @param p1 Type of vehicle
+ * @param p2 Unused
+ */
int32 CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle **vl = NULL;
@@ -1728,8 +1702,7 @@
uint16 engine_count = 0;
uint i, x = 0, y = 0, z = 0;
int32 cost = 0;
- byte vehicle_type = GB(p1, 0, 8);
-
+ VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
@@ -1784,6 +1757,7 @@
/** 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
*/
@@ -1791,7 +1765,7 @@
{
Vehicle *v_front, *v;
Vehicle *w_front, *w, *w_rear;
- int cost, total_cost = 0;
+ int32 cost, total_cost = 0;
uint32 build_argument = 2;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
@@ -1814,7 +1788,7 @@
if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR;
- // check that we can allocate enough vehicles
+ /* check that we can allocate enough vehicles */
if (!(flags & DC_EXEC)) {
int veh_counter = 0;
do {
@@ -1829,8 +1803,7 @@
v = v_front;
do {
-
- if (IsMultiheaded(v) && !IsTrainEngine(v)) {
+ if (v->type == VEH_TRAIN && IsMultiheaded(v) && !IsTrainEngine(v)) {
/* we build the rear ends of multiheaded trains with the front ones */
continue;
}
@@ -1845,28 +1818,16 @@
if (flags & DC_EXEC) {
w = GetVehicle(_new_vehicle_id);
- Vehicle *w2 = w;
- Vehicle *v2 = v;
- do {
- if (v2->cargo_type != w2->cargo_type || v2->cargo_subtype != w2->cargo_subtype) {
- /* We can't pay for refitting because we can't estimate refitting costs for a vehicle before it's build.
- * If we pay for it anyway, the cost and the estimated cost will not be the same and we will have an assert.
- * We need to check the whole chain if it is a train because some newgrf articulated engines can refit some units only (and not the front) */
- DoCommand(0, w->index, v2->cargo_type | (v2->cargo_subtype << 8), flags, GetCmdRefitVeh(v));
- break; // We learned that the engine in question needed a refit. No need to check anymore
- }
- } while (v->type == VEH_TRAIN && (w2 = w2->next) != NULL && (v2 = v2->next) != NULL);
-
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
+ /* this s a train car
+ * add this unit to the end of the train */
DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
} else {
- // this is a front engine or not a train. It need orders
+ /* this is a front engine or not a train. It need orders */
w_front = w;
w->service_interval = v->service_interval;
DoCommand(0, (v->index << 16) | w->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
@@ -1876,10 +1837,63 @@
} 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
+ /* 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_type) {
+ cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v));
+ if (!CmdFailed(cost)) total_cost += cost;
+ }
+
+ if (w->type == VEH_TRAIN && EngineHasArticPart(w)) {
+ w = GetNextArticPart(w);
+ } else {
+ break;
+ }
+ } else {
+ CargoID initial_cargo = GetEngineCargoType(v->engine_type);
+
+ if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) {
+ total_cost += GetRefitCost(v->engine_type);
+ }
+ }
+ } while (v->type == VEH_TRAIN && EngineHasArticPart(v) && (v = GetNextArticPart(v)) != NULL);
+
+ if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle(w);
+ } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
+
+ /* 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;
+ }
+
/* Set the expense type last as refitting will make the cost go towards
* running costs... */
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
@@ -1897,7 +1911,7 @@
/** Generates a list of vehicles inside a depot
* Will enlarge allocated space for the list if they are too small, so it's ok to call with (pointer to NULL array, pointer to uninitised uint16, pointer to 0)
* If one of the lists is not needed (say wagons when finding ships), all the pointers regarding that list should be set to NULL
- * @param Type type of vehicle
+ * @param type Type of vehicle
* @param tile The tile the depot is located in
* @param ***engine_list Pointer to a pointer to an array of vehicles in the depot (old list is freed and a new one is malloced)
* @param *engine_list_length Allocated size of engine_list. Needs to be set to 0 when engine_list points to a NULL array
@@ -1906,7 +1920,7 @@
* @param *wagon_list_length Allocated size of wagon_list. Needs to be set to 0 when wagon_list points to a NULL array
* @param *wagon_count The number of engines stored in the list
*/
-void BuildDepotVehicleList(byte type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count)
+void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count)
{
Vehicle *v;
@@ -1979,26 +1993,26 @@
* @param length_of_array informs the length allocated for sort_list. This is not the same as the number of vehicles in the list. Needs to be 0 when sort_list is NULL
* @param type type of vehicle
* @param owner PlayerID of owner to generate a list for
-* @param index This parameter got different meanings depending on window_type
- VLW_STATION_LIST: index of station to generate a list for
- VLW_SHARED_ORDERS: index of order to generate a list for
- VLW_STANDARD: not used
- VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for
+* @param index This parameter has different meanings depending on window_type
+ <ul>
+ <li>VLW_STATION_LIST: index of station to generate a list for</li>
+ <li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
+ <li>VLW_STANDARD: not used<li>
+ <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
+ <li>VLW_GROUP_LIST: index of group to generate a list for</li>
+ </ul>
* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h
* @return the number of vehicles added to the list
*/
-uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, byte type, PlayerID owner, uint32 index, uint16 window_type)
+uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type)
{
- const byte subtype = (type != VEH_AIRCRAFT) ? (byte)Train_Front : (byte)AIR_AIRCRAFT;
uint n = 0;
const Vehicle *v;
switch (window_type) {
case VLW_STATION_LIST: {
FOR_ALL_VEHICLES(v) {
- if (v->type == type && (
- (type == VEH_TRAIN && IsFrontEngine(v)) ||
- (type != VEH_TRAIN && v->subtype <= subtype))) {
+ if (v->type == type && v->IsPrimaryVehicle()) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
@@ -2031,9 +2045,7 @@
case VLW_STANDARD: {
FOR_ALL_VEHICLES(v) {
- if (v->type == type && v->owner == owner && (
- (type == VEH_TRAIN && IsFrontEngine(v)) ||
- (type != VEH_TRAIN && v->subtype <= subtype))) {
+ if (v->type == type && v->owner == owner && v->IsPrimaryVehicle()) {
/* TODO find a better estimate on the total number of vehicles for current player */
if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles()/4);
(*sort_list)[n++] = v;
@@ -2044,9 +2056,7 @@
case VLW_DEPOT_LIST: {
FOR_ALL_VEHICLES(v) {
- if (v->type == type && (
- (type == VEH_TRAIN && IsFrontEngine(v)) ||
- (type != VEH_TRAIN && v->subtype <= subtype))) {
+ if (v->type == type && v->IsPrimaryVehicle()) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
@@ -2061,6 +2071,17 @@
break;
}
+ case VLW_GROUP_LIST:
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == type && v->IsPrimaryVehicle() &&
+ v->owner == owner && v->group_id == index) {
+ if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles() / 4);
+
+ (*sort_list)[n++] = v;
+ }
+ }
+ break;
+
default: NOT_REACHED(); break;
}
@@ -2081,10 +2102,10 @@
* @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
+ * @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
*/
-int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id)
+int32 SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id)
{
const Vehicle **sort_list = NULL;
uint n, i;
@@ -2195,7 +2216,6 @@
if (HASBIT(t.flags, OFB_PART_OF_ORDERS)) {
/* Part of orders */
- if (v->type == VEH_TRAIN) v->u.rail.days_since_order_progr = 0;
v->cur_order_index++;
} else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) {
/* Force depot visit */
@@ -2212,7 +2232,7 @@
}
SetDParam(0, v->unitnumber);
- AddNewsItem(string, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
+ AddNewsItem(string, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
}
}
}
@@ -2220,6 +2240,7 @@
/** Give a custom name to your vehicle
* @param tile unused
+ * @param flags type of operation
* @param p1 vehicle ID to name
* @param p2 unused
*/
@@ -2253,6 +2274,7 @@
/** 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
*/
@@ -2349,27 +2371,27 @@
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, so just use his direction and assume a diagonal track */
+ 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, 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 (IsShipInDepot(v))
- /* We'll assume the ship is facing outwards */
+ // We'll assume the ship is facing outwards
return DiagdirToDiagTrackdir(GetShipDepotDirection(v->tile));
return TrackDirectionToTrackdir(FindFirstTrack(v->u.ship.state), v->direction);
case VEH_ROAD:
- if (IsRoadVehInDepot(v)) /* We'll assume the road vehicle is facing outwards */
+ if (IsRoadVehInDepot(v)) // 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 (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));
@@ -2393,7 +2415,7 @@
return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
}
-UnitID GetFreeUnitNumber(byte type)
+UnitID GetFreeUnitNumber(VehicleType type)
{
UnitID unit, max = 0;
const Vehicle *u;
@@ -2422,16 +2444,16 @@
cache = MallocT<bool>(max + 1);
}
- // Clear the cache
+ /* Clear the cache */
memset(cache, 0, (max + 1) * sizeof(*cache));
- // Fill the 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
+ /* Find the first unused unit number */
for (unit = 1; unit <= max; unit++) {
if (!cache[unit]) break;
}
@@ -2439,31 +2461,19 @@
return unit;
}
-static SpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v)
+
+const Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v)
{
- SpriteID map = PAL_NONE;
const Player *p = GetPlayer(player);
LiveryScheme scheme = LS_DEFAULT;
CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;
- /* Check if we should use the colour map callback */
- if (HASBIT(EngInfo(engine_type)->callbackmask, CBM_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)) return map;
- }
- }
-
/* 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 && (_patches.liveries == 2 || (_patches.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);
@@ -2474,14 +2484,15 @@
{
if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
if (rvi->railveh_type == RAILVEH_WAGON) {
- if (cargo_type == CT_PASSENGERS || cargo_type == CT_MAIL || cargo_type == CT_VALUABLES) {
+ if (!GetCargo(cargo_type)->is_freight) {
if (parent_engine_type == INVALID_ENGINE) {
scheme = LS_PASSENGER_WAGON_STEAM;
} else {
switch (RailVehInfo(parent_engine_type)->engclass) {
- case 0: scheme = LS_PASSENGER_WAGON_STEAM; break;
- case 1: scheme = LS_PASSENGER_WAGON_DIESEL; break;
- case 2: scheme = LS_PASSENGER_WAGON_ELECTRIC; break;
+ 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;
}
}
} else {
@@ -2491,9 +2502,10 @@
bool is_mu = HASBIT(_engine_info[engine_type].misc_flags, EF_RAIL_IS_MU);
switch (rvi->engclass) {
- case 0: scheme = LS_STEAM; break;
- case 1: scheme = is_mu ? LS_DMU : LS_DIESEL; break;
- case 2: scheme = is_mu ? LS_EMU : LS_ELECTRIC; break;
+ 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;
}
}
break;
@@ -2508,7 +2520,13 @@
case VEH_ROAD: {
const RoadVehicleInfo *rvi = RoadVehInfo(engine_type);
if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
- scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
+ 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;
}
@@ -2535,12 +2553,35 @@
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 = PAL_NONE;
+
+ /* Check if we should use the colour map callback */
+ if (HASBIT(EngInfo(engine_type)->callbackmask, CBM_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)) 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;
- map += p->livery[scheme].colour1;
- if (twocc) map += p->livery[scheme].colour2 * 16;
+ const Livery *livery = GetEngineLivery(engine_type, player, parent_engine_type, v);
+
+ map += livery->colour1;
+ if (twocc) map += livery->colour2 * 16;
return map;
}
@@ -2562,7 +2603,7 @@
return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
}
-// Save and load of vehicles
+/** Save and load of vehicles */
extern const SaveLoad _common_veh_desc[] = {
SLE_VAR(Vehicle, subtype, SLE_UINT8),
@@ -2583,13 +2624,9 @@
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, direction, SLE_UINT8),
- SLE_VAR(Vehicle, cur_image, SLE_UINT16),
+ SLE_CONDNULL(2, 0, 57),
SLE_VAR(Vehicle, spritenum, SLE_UINT8),
- SLE_VAR(Vehicle, sprite_width, SLE_UINT8),
- SLE_VAR(Vehicle, sprite_height, SLE_UINT8),
- SLE_VAR(Vehicle, z_height, SLE_UINT8),
- SLE_VAR(Vehicle, x_offs, SLE_INT8),
- SLE_VAR(Vehicle, y_offs, SLE_INT8),
+ SLE_CONDNULL(5, 0, 57),
SLE_VAR(Vehicle, engine_type, SLE_UINT16),
SLE_VAR(Vehicle, max_speed, SLE_UINT16),
@@ -2620,17 +2657,17 @@
/* 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(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 0, 4),
- SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
+ 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(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION),
- SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION),
- SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION),
+ 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(offsetof(Vehicle, current_order) + offsetof(Order, refit_cargo), SLE_UINT8, 36, SL_MAX_VERSION),
- SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, refit_subtype), SLE_UINT8, 36, SL_MAX_VERSION),
+ 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),
SLE_REF(Vehicle, orders, REF_ORDER),
@@ -2667,7 +2704,9 @@
SLE_REF(Vehicle, next_shared, REF_VEHICLE),
SLE_REF(Vehicle, prev_shared, REF_VEHICLE),
- // reserve extra space in savegame here. (currently 10 bytes)
+ SLE_CONDVAR(Vehicle, group_id, SLE_UINT16, 60, SL_MAX_VERSION),
+
+ /* reserve extra space in savegame here. (currently 10 bytes) */
SLE_CONDNULL(10, 2, SL_MAX_VERSION),
SLE_END()
@@ -2677,16 +2716,16 @@
static const SaveLoad _train_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN, 0), // Train type. VEH_TRAIN in mem, 0 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, crash_anim_pos), SLE_UINT16),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, force_proceed), SLE_UINT8),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, railtype), SLE_UINT8),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, track), SLE_UINT8),
-
- SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, flags), SLE_UINT8, 2, SL_MAX_VERSION),
- SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, days_since_order_progr), SLE_UINT16, 2, SL_MAX_VERSION),
+ 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_UINT8, 2, SL_MAX_VERSION),
+ SLE_CONDNULL(2, 2, 59),
SLE_CONDNULL(2, 2, 19),
- // reserve extra space in savegame here. (currently 11 bytes)
+ /* reserve extra space in savegame here. (currently 11 bytes) */
SLE_CONDNULL(11, 2, SL_MAX_VERSION),
SLE_END()
@@ -2695,18 +2734,18 @@
static const SaveLoad _roadveh_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_ROAD, 1), // Road type. VEH_ROAD in mem, 1 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, state), SLE_UINT8),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, frame), SLE_UINT8),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, blocked_ctr), SLE_UINT16),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking), SLE_UINT8),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, crashed_ctr), SLE_UINT16),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, reverse_ctr), SLE_UINT8),
-
- SLE_CONDREFX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot), REF_ROADSTOPS, 6, SL_MAX_VERSION),
+ 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(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot_age), SLE_UINT8, 6, SL_MAX_VERSION),
- // reserve extra space in savegame here. (currently 16 bytes)
+ 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()
@@ -2715,9 +2754,9 @@
static const SaveLoad _ship_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_SHIP, 2), // Ship type. VEH_SHIP in mem, 2 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleShip, state), SLE_UINT8),
-
- // reserve extra space in savegame here. (currently 16 bytes)
+ 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()
@@ -2726,17 +2765,17 @@
static const SaveLoad _aircraft_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_AIRCRAFT, 3), // Aircraft type. VEH_AIRCRAFT in mem, 3 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, crashed_counter), SLE_UINT16),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, pos), SLE_UINT8),
-
- SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
- SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport), SLE_UINT16, 5, SL_MAX_VERSION),
-
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, state), SLE_UINT8),
-
- SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, previous_pos), SLE_UINT8, 2, SL_MAX_VERSION),
-
- // reserve extra space in savegame here. (currently 15 bytes)
+ 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()
@@ -2757,18 +2796,14 @@
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, cur_image, SLE_UINT16),
- SLE_VAR(Vehicle, sprite_width, SLE_UINT8),
- SLE_VAR(Vehicle, sprite_height, SLE_UINT8),
- SLE_VAR(Vehicle, z_height, SLE_UINT8),
- SLE_VAR(Vehicle, x_offs, SLE_INT8),
- SLE_VAR(Vehicle, y_offs, SLE_INT8),
+ SLE_CONDNULL(5, 0, 57),
SLE_VAR(Vehicle, progress, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk0), SLE_UINT16),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk2), SLE_UINT8),
-
- // reserve extra space in savegame here. (currently 16 bytes)
+ SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleSpecial, unk0), SLE_UINT16),
+ SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleSpecial, unk2), SLE_UINT8),
+
+ /* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
@@ -2792,25 +2827,21 @@
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, direction, SLE_UINT8),
- SLE_VAR(Vehicle, x_offs, SLE_INT8),
- SLE_VAR(Vehicle, y_offs, SLE_INT8),
- SLE_VAR(Vehicle, sprite_width, SLE_UINT8),
- SLE_VAR(Vehicle, sprite_height, SLE_UINT8),
- SLE_VAR(Vehicle, z_height, SLE_UINT8),
+ SLE_CONDNULL(5, 0, 57),
SLE_VAR(Vehicle, owner, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
- SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
- SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION),
+ 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(offsetof(Vehicle, u) + offsetof(VehicleDisaster, image_override), SLE_UINT16),
- SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleDisaster, unk2), SLE_UINT16),
-
- // reserve extra space in savegame here. (currently 16 bytes)
+ SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, image_override), SLE_UINT16),
+ SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, unk2), SLE_UINT16),
+
+ /* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
@@ -2826,18 +2857,18 @@
_disaster_desc,
};
-// Will be called when the vehicles need to be saved.
+/** Will be called when the vehicles need to be saved. */
static void Save_VEHS()
{
Vehicle *v;
- // Write the vehicles
+ /* Write the vehicles */
FOR_ALL_VEHICLES(v) {
SlSetArrayIndex(v->index);
SlObject(v, (SaveLoad*)_veh_descs[v->type]);
}
}
-// Will be called when vehicles need to be loaded.
+/** Will be called when vehicles need to be loaded. */
static void Load_VEHS()
{
int index;
@@ -2852,6 +2883,17 @@
v = GetVehicle(index);
SlObject(v, (SaveLoad*)_veh_descs[SlReadByte()]);
+ switch (v->type) {
+ case VEH_TRAIN: v = new (v) Train(); break;
+ case VEH_ROAD: v = new (v) RoadVehicle(); break;
+ case VEH_SHIP: v = new (v) Ship(); break;
+ case VEH_AIRCRAFT: v = new (v) Aircraft(); break;
+ case VEH_SPECIAL: v = new (v) SpecialVehicle(); break;
+ case VEH_DISASTER: v = new (v) DisasterVehicle(); break;
+ case VEH_INVALID: v = new (v) InvalidVehicle(); break;
+ default: NOT_REACHED();
+ }
+
/* Old savegames used 'last_station_visited = 0xFF' */
if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF)
v->last_station_visited = INVALID_STATION;
@@ -2862,6 +2904,9 @@
v->current_order.flags = (v->current_order.type & 0xF0) >> 4;
v->current_order.type.m_val &= 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) */
@@ -2889,13 +2934,80 @@
void Vehicle::BeginLoading()
{
assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP);
+
+ if (this->current_order.type == OT_GOTO_STATION &&
+ this->current_order.dest == this->last_station_visited) {
+ /* Arriving at the ordered station.
+ * Keep the load/unload flags, as we (obviously) still need them. */
+ this->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER;
+
+ /* 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.flags |= OF_NON_STOP;
+ } else {
+ /* This is just an unordered intermediate stop */
+ this->current_order.flags = 0;
+ }
+
current_order.type = OT_LOADING;
+ GetStation(this->last_station_visited)->loading_vehicles.push_back(this);
+
+ SET_EXPENSES_TYPE(this->GetExpenseType(true));
+ VehiclePayment(this);
+
+ InvalidateWindow(this->GetVehicleListWindowClass(), this->owner);
+ InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, STATUS_BAR);
+ InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
+ InvalidateWindow(WC_STATION_VIEW, this->last_station_visited);
+
+ GetStation(this->last_station_visited)->MarkTilesDirty();
+ this->MarkDirty();
}
void Vehicle::LeaveStation()
{
- assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP);
assert(current_order.type == OT_LOADING);
current_order.type = OT_LEAVESTATION;
current_order.flags = 0;
+ GetStation(this->last_station_visited)->loading_vehicles.remove(this);
}
+
+
+void Vehicle::HandleLoading(bool mode)
+{
+ switch (this->current_order.type) {
+ case OT_LOADING: {
+ /* Not the first call for this tick, or still loading */
+ if (mode || !HASBIT(this->vehicle_flags, VF_LOADING_FINISHED)) return;
+
+ this->PlayLeaveStationSound();
+
+ Order b = this->current_order;
+ this->LeaveStation();
+
+ /* If this was not the final order, don't remove it from the list. */
+ if (!(b.flags & OF_NON_STOP)) return;
+ break;
+ }
+
+ case OT_DUMMY: break;
+
+ default: return;
+ }
+
+ this->cur_order_index++;
+ InvalidateVehicleOrder(this);
+}
+
+
+void SpecialVehicle::UpdateDeltaXY(Direction direction)
+{
+ this->x_offs = 0;
+ this->y_offs = 0;
+ this->sprite_width = 1;
+ this->sprite_height = 1;
+ this->z_height = 1;
+}