tron@2186: /* $Id$ */ tron@2186: richk@6719: /** @file vehicle.cpp */ richk@6719: truelight@0: #include "stdafx.h" Darkvater@1891: #include "openttd.h" tron@3957: #include "road_map.h" tron@3959: #include "roadveh.h" tron@3961: #include "ship.h" tron@1349: #include "spritecache.h" tron@1364: #include "table/sprites.h" tron@507: #include "table/strings.h" tron@2163: #include "functions.h" richk@6719: #include "landscape.h" tron@679: #include "map.h" tron@1209: #include "tile.h" truelight@0: #include "vehicle.h" truelight@0: #include "gfx.h" truelight@0: #include "viewport.h" truelight@0: #include "news.h" truelight@0: #include "command.h" truelight@0: #include "saveload.h" truelight@0: #include "player.h" truelight@0: #include "engine.h" tron@337: #include "sound.h" celestar@1601: #include "debug.h" matthijs@1752: #include "vehicle_gui.h" matthijs@1758: #include "depot.h" matthijs@1758: #include "station.h" matthijs@1942: #include "rail.h" bjarni@2676: #include "train.h" bjarni@4662: #include "aircraft.h" peter1138@3428: #include "industry_map.h" celestar@3404: #include "station_map.h" tron@3957: #include "water_map.h" rubidium@5720: #include "network/network.h" KUDr@4130: #include "yapf/yapf.h" rubidium@4261: #include "date.h" peter1138@5968: #include "newgrf_callbacks.h" peter1138@4603: #include "newgrf_engine.h" peter1138@4656: #include "newgrf_sound.h" rubidium@5838: #include "helpers.hpp" richk@6719: #include "group.h" richk@6719: #include "economy.h" truelight@0: truelight@0: #define INVALID_COORD (-0x8000) tron@4174: #define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6)) truelight@0: bjarni@6043: bjarni@6043: /* Tables used in vehicle.h to find the right command for a certain vehicle type */ bjarni@6043: const uint32 _veh_build_proc_table[] = { bjarni@2552: CMD_BUILD_RAIL_VEHICLE, bjarni@2552: CMD_BUILD_ROAD_VEH, bjarni@2552: CMD_BUILD_SHIP, bjarni@2552: CMD_BUILD_AIRCRAFT, bjarni@2552: }; bjarni@6043: const uint32 _veh_sell_proc_table[] = { bjarni@2552: CMD_SELL_RAIL_WAGON, bjarni@2552: CMD_SELL_ROAD_VEH, bjarni@2552: CMD_SELL_SHIP, bjarni@2552: CMD_SELL_AIRCRAFT, bjarni@2552: }; tron@2753: bjarni@6043: const uint32 _veh_refit_proc_table[] = { bjarni@2552: CMD_REFIT_RAIL_VEHICLE, peter1138@3990: CMD_REFIT_ROAD_VEH, bjarni@2552: CMD_REFIT_SHIP, bjarni@2552: CMD_REFIT_AIRCRAFT, bjarni@2552: }; bjarni@2552: bjarni@4451: const uint32 _send_to_depot_proc_table[] = { Darkvater@4495: CMD_SEND_TRAIN_TO_DEPOT, bjarni@4451: CMD_SEND_ROADVEH_TO_DEPOT, bjarni@4451: CMD_SEND_SHIP_TO_DEPOT, bjarni@4451: CMD_SEND_AIRCRAFT_TO_HANGAR, bjarni@4451: }; bjarni@4451: bjarni@2552: truelight@919: enum { peter1138@3173: BLOCKS_FOR_SPECIAL_VEHICLES = 2, ///< Blocks needed for special vehicles truelight@919: }; truelight@919: truelight@1279: /** truelight@1279: * Called if a new block is added to the vehicle-pool truelight@1279: */ truelight@1279: static void VehiclePoolNewBlock(uint start_item) truelight@1279: { truelight@1279: Vehicle *v; truelight@1279: truelight@4346: /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. truelight@4346: * TODO - This is just a temporary stage, this will be removed. */ bjarni@6206: for (v = GetVehicle(start_item); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) { bjarni@6206: v->index = start_item++; richk@6719: v = new (v) InvalidVehicle(); bjarni@6206: } truelight@1279: } truelight@1279: truelight@1279: /* Initialize the vehicle-pool */ matthijs@5216: DEFINE_OLD_POOL(Vehicle, Vehicle, VehiclePoolNewBlock, NULL) truelight@1279: bjarni@578: void VehicleServiceInDepot(Vehicle *v) bjarni@578: { bjarni@578: v->date_of_last_service = _date; bjarni@578: v->breakdowns_since_last_service = 0; tron@1926: v->reliability = GetEngine(v->engine_type)->reliability; bjarni@4725: InvalidateWindow(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated bjarni@578: } truelight@0: tron@593: bool VehicleNeedsService(const Vehicle *v) tron@593: { matthijs@1757: if (v->vehstatus & VS_CRASHED) richk@6719: return false; // Crashed vehicles don't need service anymore matthijs@1757: bjarni@4262: if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0) { richk@6719: 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 */ bjarni@4262: } bjarni@4262: truelight@812: return _patches.servint_ispercent ? tron@1926: (v->reliability < GetEngine(v->engine_type)->reliability * (100 - v->service_interval) / 100) : tron@593: (v->date_of_last_service + v->service_interval < _date); tron@593: } tron@593: tron@3881: StringID VehicleInTheWayErrMsg(const Vehicle* v) truelight@0: { tron@2631: switch (v->type) { rubidium@6585: case VEH_TRAIN: return STR_8803_TRAIN_IN_THE_WAY; rubidium@6585: case VEH_ROAD: return STR_9000_ROAD_VEHICLE_IN_THE_WAY; rubidium@6585: case VEH_AIRCRAFT: return STR_A015_AIRCRAFT_IN_THE_WAY; tron@3881: default: return STR_980E_SHIP_IN_THE_WAY; tron@2631: } truelight@0: } truelight@0: truelight@0: static void *EnsureNoVehicleProc(Vehicle *v, void *data) truelight@0: { rubidium@6585: if (v->tile != *(const TileIndex*)data || v->type == VEH_DISASTER) truelight@0: return NULL; truelight@193: tron@3881: _error_message = VehicleInTheWayErrMsg(v); tron@537: return v; truelight@193: } truelight@0: truelight@0: bool EnsureNoVehicle(TileIndex tile) truelight@0: { tron@537: return VehicleFromPos(tile, &tile, EnsureNoVehicleProc) == NULL; truelight@0: } truelight@0: truelight@0: static void *EnsureNoVehicleProcZ(Vehicle *v, void *data) truelight@0: { rubidium@5838: const TileInfo *ti = (const TileInfo*)data; tron@537: rubidium@6585: if (v->tile != ti->tile || v->type == VEH_DISASTER) return NULL; tron@3794: if (v->z_pos > ti->z) return NULL; truelight@0: tron@3881: _error_message = VehicleInTheWayErrMsg(v); tron@537: return v; truelight@0: } truelight@0: darkvater@1082: tron@3794: bool EnsureNoVehicleOnGround(TileIndex tile) truelight@0: { truelight@0: TileInfo ti; tron@537: Darkvater@2871: ti.tile = tile; tron@3794: ti.z = GetTileMaxZ(tile); tron@537: return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ) == NULL; truelight@0: } truelight@0: truelight@1605: Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z) truelight@1605: { truelight@1605: TileInfo ti; truelight@1605: truelight@1605: ti.tile = tile; truelight@1605: ti.z = z; truelight@1605: rubidium@5838: return (Vehicle*)VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ); truelight@1605: } truelight@1605: rubidium@6191: Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed) truelight@0: { tron@926: int x1 = TileX(from); tron@926: int y1 = TileY(from); tron@926: int x2 = TileX(to); tron@926: int y2 = TileY(to); truelight@0: Vehicle *veh; truelight@0: truelight@0: /* Make sure x1 < x2 or y1 < y2 */ truelight@0: if (x1 > x2 || y1 > y2) { tron@6432: Swap(x1, x2); tron@6432: Swap(y1, y2); truelight@0: } truelight@919: FOR_ALL_VEHICLES(veh) { rubidium@6191: if (without_crashed && (veh->vehstatus & VS_CRASHED) != 0) continue; richk@6719: if ((veh->type == VEH_TRAIN || veh->type == VEH_ROAD) && (z == 0xFF || veh->z_pos == z)) { richk@6719: if ((veh->x_pos >> 4) >= x1 && (veh->x_pos >> 4) <= x2 && richk@6719: (veh->y_pos >> 4) >= y1 && (veh->y_pos >> 4) <= y2) { truelight@0: return veh; truelight@0: } truelight@0: } truelight@0: } truelight@0: return NULL; truelight@0: } truelight@0: tron@2817: tron@2817: static void UpdateVehiclePosHash(Vehicle* v, int x, int y); tron@2817: truelight@0: void VehiclePositionChanged(Vehicle *v) truelight@0: { truelight@0: int img = v->cur_image; truelight@0: Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos); tron@2319: const Sprite* spr = GetSprite(img); truelight@0: tron@2319: pt.x += spr->x_offs; tron@2319: pt.y += spr->y_offs; truelight@0: truelight@0: UpdateVehiclePosHash(v, pt.x, pt.y); truelight@0: truelight@0: v->left_coord = pt.x; truelight@0: v->top_coord = pt.y; tron@2319: v->right_coord = pt.x + spr->width + 2; tron@2319: v->bottom_coord = pt.y + spr->height + 2; truelight@0: } truelight@0: richk@6719: /** Called after load to update coordinates */ rubidium@6573: void AfterLoadVehicles() truelight@0: { truelight@0: Vehicle *v; truelight@0: truelight@0: FOR_ALL_VEHICLES(v) { richk@6719: v->UpdateDeltaXY(v->direction); richk@6719: celestar@1601: v->first = NULL; rubidium@6585: if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE; celestar@3355: } celestar@3355: celestar@3355: FOR_ALL_VEHICLES(v) { rubidium@6585: if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) peter1138@2994: TrainConsistChanged(v); peter1138@2994: } peter1138@2994: peter1138@2994: FOR_ALL_VEHICLES(v) { truelight@4346: switch (v->type) { richk@6719: case VEH_ROAD: richk@6719: v->cur_image = GetRoadVehImage(v, v->direction); richk@6719: v->u.road.roadtype = HASBIT(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD; richk@6719: v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype); richk@6719: break; richk@6719: rubidium@6585: case VEH_TRAIN: v->cur_image = GetTrainImage(v, v->direction); break; rubidium@6585: case VEH_SHIP: v->cur_image = GetShipImage(v, v->direction); break; rubidium@6585: case VEH_AIRCRAFT: Darkvater@6105: if (IsNormalAircraft(v)) { truelight@4346: v->cur_image = GetAircraftImage(v, v->direction); Darkvater@6117: Darkvater@6117: /* The plane's shadow will have the same image as the plane */ Darkvater@6117: Vehicle *shadow = v->next; Darkvater@6117: shadow->cur_image = v->cur_image; Darkvater@6117: Darkvater@6117: /* In the case of a helicopter we will update the rotor sprites */ Darkvater@6117: if (v->subtype == AIR_HELICOPTER) { Darkvater@6117: Vehicle *rotor = shadow->next; Darkvater@6117: rotor->cur_image = GetRotorImage(v); Darkvater@6117: } richk@6719: richk@6719: UpdateAircraftCache(v); truelight@4346: } truelight@4346: break; truelight@4346: default: break; truelight@0: } truelight@4346: truelight@4346: v->left_coord = INVALID_COORD; truelight@4346: VehiclePositionChanged(v); truelight@0: } truelight@0: } truelight@0: truelight@0: static Vehicle *InitializeVehicle(Vehicle *v) truelight@0: { truelight@0: VehicleID index = v->index; truelight@0: memset(v, 0, sizeof(Vehicle)); truelight@0: v->index = index; truelight@0: truelight@1024: assert(v->orders == NULL); truelight@0: richk@6719: v = new (v) InvalidVehicle(); truelight@0: v->left_coord = INVALID_COORD; celestar@1601: v->first = NULL; truelight@0: v->next = NULL; peter1138@5825: v->next_hash = NULL; truelight@0: v->string_id = 0; truelight@1111: v->next_shared = NULL; truelight@1111: v->prev_shared = NULL; bjarni@2574: v->depot_list = NULL; peter1138@2804: v->random_bits = 0; richk@6719: v->group_id = DEFAULT_GROUP; richk@6719: truelight@0: return v; truelight@0: } truelight@0: peter1138@2804: /** peter1138@2804: * Get a value for a vehicle's random_bits. peter1138@2804: * @return A random value from 0 to 255. peter1138@2804: */ rubidium@6573: byte VehicleRandomBits() peter1138@2804: { peter1138@2804: return GB(Random(), 0, 8); peter1138@2804: } peter1138@2804: rubidium@6573: Vehicle *ForceAllocateSpecialVehicle() truelight@0: { truelight@1279: /* This stays a strange story.. there should always be room for special truelight@1279: * vehicles (special effects all over the map), but with 65k of vehicles truelight@1279: * is this realistic to double-check for that? For now we just reserve truelight@1279: * BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only truelight@1279: * be used for special vehicles.. should work nicely :) */ truelight@0: truelight@1279: Vehicle *v; truelight@0: truelight@4346: /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. truelight@4346: * TODO - This is just a temporary stage, this will be removed. */ tron@4972: for (v = GetVehicle(0); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) { truelight@1279: /* No more room for the special vehicles, return NULL */ tron@4972: if (v->index >= (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES) truelight@919: return NULL; truelight@919: truelight@4346: if (!IsValidVehicle(v)) return InitializeVehicle(v); truelight@0: } truelight@1279: truelight@0: return NULL; truelight@0: } truelight@0: richk@6719: /** bjarni@2606: * finds a free vehicle in the memory or allocates a new one bjarni@2606: * returns a pointer to the first free vehicle or NULL if all vehicles are in use bjarni@2606: * *skip_vehicles is an offset to where in the array we should begin looking bjarni@2606: * this is to avoid looping though the same vehicles more than once after we learned that they are not free bjarni@2606: * this feature is used by AllocateVehicles() since it need to allocate more than one and when tron@4972: * another block is added to _Vehicle_pool, since we only do that when we know it's already full bjarni@2606: */ bjarni@2606: static Vehicle *AllocateSingleVehicle(VehicleID *skip_vehicles) truelight@0: { truelight@1279: /* See note by ForceAllocateSpecialVehicle() why we skip the truelight@1279: * first blocks */ truelight@0: Vehicle *v; tron@4972: const int offset = (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES; truelight@0: truelight@4346: /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. richk@6719: * @todo - This is just a temporary stage, this will be removed. */ tron@4972: if (*skip_vehicles < (_Vehicle_pool.total_items - offset)) { // make sure the offset in the array is not larger than the array itself tron@4972: for (v = GetVehicle(offset + *skip_vehicles); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) { bjarni@2606: (*skip_vehicles)++; truelight@4346: if (!IsValidVehicle(v)) return InitializeVehicle(v); bjarni@2606: } truelight@0: } truelight@0: truelight@1279: /* Check if we can add a block to the pool */ tron@4972: if (AddBlockToPool(&_Vehicle_pool)) bjarni@2606: return AllocateSingleVehicle(skip_vehicles); truelight@1279: truelight@1279: return NULL; truelight@0: } truelight@0: tron@2639: rubidium@6573: Vehicle *AllocateVehicle() bjarni@2606: { bjarni@2606: VehicleID counter = 0; bjarni@2606: return AllocateSingleVehicle(&counter); bjarni@2606: } bjarni@2606: tron@2639: bjarni@2601: /** Allocates a lot of vehicles and frees them again rubidium@4549: * @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only) rubidium@4549: * @param num number of vehicles to allocate room for rubidium@4549: * @return true if there is room to allocate all the vehicles rubidium@4549: */ bjarni@2601: bool AllocateVehicles(Vehicle **vl, int num) bjarni@2601: { bjarni@2601: int i; bjarni@2601: Vehicle *v; bjarni@2606: VehicleID counter = 0; bjarni@2601: tron@2952: for (i = 0; i != num; i++) { bjarni@2606: v = AllocateSingleVehicle(&counter); bjarni@2601: if (v == NULL) { bjarni@2606: return false; bjarni@2601: } bjarni@2606: if (vl != NULL) { bjarni@2606: vl[i] = v; bjarni@2606: } bjarni@2601: } bjarni@2601: bjarni@2606: return true; bjarni@2601: } bjarni@2601: bjarni@2601: peter1138@5825: static Vehicle *_vehicle_position_hash[0x1000]; tron@2651: truelight@0: void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc) truelight@0: { celestar@3421: Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, 0); truelight@0: richk@6719: /* The hash area to scan */ tron@4174: const int xl = GB(pt.x - 174, 7, 6); tron@4174: const int xu = GB(pt.x + 104, 7, 6); tron@4174: const int yl = GB(pt.y - 294, 6, 6) << 6; tron@4174: const int yu = GB(pt.y + 56, 6, 6) << 6; tron@4174: tron@4174: int x; tron@4174: int y; tron@4174: tron@4174: for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) { tron@4174: for (x = xl;; x = (x + 1) & 0x3F) { peter1138@5825: Vehicle *v = _vehicle_position_hash[(x + y) & 0xFFFF]; peter1138@5825: peter1138@5825: while (v != NULL) { tron@4174: void* a = proc(v, data); tron@4174: tron@2639: if (a != NULL) return a; peter1138@5825: v = v->next_hash; truelight@0: } truelight@0: tron@4174: if (x == xu) break; truelight@0: } tron@4174: tron@4174: if (y == yu) break; truelight@0: } truelight@0: return NULL; truelight@0: } truelight@0: truelight@0: tron@2817: static void UpdateVehiclePosHash(Vehicle* v, int x, int y) truelight@0: { peter1138@5825: Vehicle **old_hash, **new_hash; truelight@0: int old_x = v->left_coord; truelight@0: int old_y = v->top_coord; truelight@0: richk@6719: new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x, y)]; truelight@0: old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)]; truelight@193: tron@2639: if (old_hash == new_hash) return; truelight@0: truelight@0: /* remove from hash table? */ truelight@0: if (old_hash != NULL) { truelight@0: Vehicle *last = NULL; peter1138@5825: Vehicle *u = *old_hash; peter1138@5825: while (u != v) { truelight@0: last = u; peter1138@5825: u = u->next_hash; peter1138@5825: assert(u != NULL); truelight@0: } truelight@0: tron@2639: if (last == NULL) { truelight@0: *old_hash = v->next_hash; tron@2639: } else { truelight@0: last->next_hash = v->next_hash; tron@2639: } truelight@0: } truelight@0: truelight@0: /* insert into hash table? */ truelight@0: if (new_hash != NULL) { truelight@0: v->next_hash = *new_hash; peter1138@5825: *new_hash = v; truelight@0: } truelight@0: } truelight@0: rubidium@6573: void ResetVehiclePosHash() Darkvater@5352: { peter1138@5825: memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash)); Darkvater@5352: } Darkvater@5352: rubidium@6573: void InitializeVehicles() truelight@0: { tron@4174: uint i; truelight@0: truelight@1279: /* Clean the vehicle pool, and reserve enough blocks truelight@1279: * for the special vehicles, plus one for all the other truelight@1279: * vehicles (which is increased on-the-fly) */ tron@4972: CleanPool(&_Vehicle_pool); tron@4972: AddBlockToPool(&_Vehicle_pool); Darkvater@5352: for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++) { tron@4972: AddBlockToPool(&_Vehicle_pool); tron@4174: } Darkvater@5352: Darkvater@5352: ResetVehiclePosHash(); truelight@0: } truelight@0: truelight@0: Vehicle *GetLastVehicleInChain(Vehicle *v) truelight@0: { truelight@0: while (v->next != NULL) v = v->next; truelight@0: return v; truelight@0: } truelight@0: celestar@1985: /** Finds the previous vehicle in a chain, by a brute force search. celestar@1985: * This old function is REALLY slow because it searches through all vehicles to celestar@1985: * find the previous vehicle, but if v->first has not been set, then this function celestar@1985: * will need to be used to find the previous one. This function should never be celestar@1985: * called by anything but GetFirstVehicleInChain celestar@1985: */ celestar@1985: static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v) celestar@1985: { celestar@1985: Vehicle *u; matthijs@2006: rubidium@6585: FOR_ALL_VEHICLES(u) if (u->type == VEH_TRAIN && u->next == v) return u; matthijs@2006: celestar@1985: return NULL; celestar@1985: } celestar@1985: celestar@1985: /** Find the previous vehicle in a chain, by using the v->first cache. celestar@1985: * While this function is fast, it cannot be used in the GetFirstVehicleInChain celestar@1985: * function, otherwise you'll end up in an infinite loop call celestar@1985: */ tron@1475: Vehicle *GetPrevVehicleInChain(const Vehicle *v) truelight@0: { tron@1600: Vehicle *u; celestar@1985: assert(v != NULL); truelight@0: celestar@1985: u = GetFirstVehicleInChain(v); celestar@1985: richk@6719: /* Check to see if this is the first */ celestar@1985: if (v == u) return NULL; celestar@1985: tron@4165: for (; u->next != v; u = u->next) assert(u->next != NULL); tron@4165: tron@4165: return u; truelight@0: } truelight@0: celestar@1985: /** Finds the first vehicle in a chain. celestar@1985: * This function reads out the v->first cache. Should the cache be dirty, celestar@1985: * it determines the first vehicle in a chain, and updates the cache. celestar@1985: */ tron@1475: Vehicle *GetFirstVehicleInChain(const Vehicle *v) truelight@0: { celestar@1601: Vehicle* u; celestar@1601: celestar@1985: assert(v != NULL); rubidium@6585: assert(v->type == VEH_TRAIN); celestar@1985: celestar@1601: if (v->first != NULL) { peter1138@2998: if (IsFrontEngine(v->first) || IsFreeWagon(v->first)) return v->first; Darkvater@1765: Darkvater@5568: DEBUG(misc, 0, "v->first cache faulty. We shouldn't be here, rebuilding cache!"); celestar@1601: } truelight@919: Darkvater@1765: /* It is the fact (currently) that newly built vehicles do not have rubidium@4549: * their ->first pointer set. When this is the case, go up to the rubidium@4549: * first engine and set the pointers correctly. Also the first pointer rubidium@4549: * is not saved in a savegame, so this has to be fixed up after loading */ Darkvater@1765: Darkvater@1765: /* Find the 'locomotive' or the first wagon in a chain */ celestar@1985: while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u; tron@1600: Darkvater@1765: /* Set the first pointer of all vehicles in that chain to the first wagon */ peter1138@2998: if (IsFrontEngine(v) || IsFreeWagon(v)) celestar@1601: for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v; celestar@1601: tron@1600: return (Vehicle*)v; truelight@0: } truelight@0: tron@2630: uint CountVehiclesInChain(const Vehicle* v) truelight@0: { tron@2639: uint count = 0; tron@2639: do count++; while ((v = v->next) != NULL); truelight@0: return count; truelight@0: } truelight@0: bjarni@4574: /** Check if a vehicle is counted in num_engines in each player struct bjarni@4574: * @param *v Vehicle to test bjarni@4574: * @return true if the vehicle is counted in num_engines bjarni@4574: */ bjarni@4574: bool IsEngineCountable(const Vehicle *v) bjarni@4574: { bjarni@4574: switch (v->type) { rubidium@6585: case VEH_AIRCRAFT: return IsNormalAircraft(v); // don't count plane shadows and helicopter rotors rubidium@6585: case VEH_TRAIN: bjarni@4574: return !IsArticulatedPart(v) && // tenders and other articulated parts bjarni@4574: (!IsMultiheaded(v) || IsTrainEngine(v)); // rear parts of multiheaded engines rubidium@6585: case VEH_ROAD: rubidium@6585: case VEH_SHIP: bjarni@4574: return true; bjarni@4574: default: return false; // Only count player buildable vehicles bjarni@4574: } bjarni@4574: } bjarni@4574: truelight@4404: void DestroyVehicle(Vehicle *v) truelight@0: { richk@6719: if (IsValidStationID(v->last_station_visited)) { richk@6719: GetStation(v->last_station_visited)->loading_vehicles.remove(v); richk@6719: } richk@6719: bjarni@6195: if (IsEngineCountable(v)) { bjarni@6195: GetPlayer(v->owner)->num_engines[v->engine_type]--; bjarni@6195: if (v->owner == _local_player) InvalidateAutoreplaceWindow(v->engine_type); richk@6719: richk@6719: if (IsValidGroupID(v->group_id)) GetGroup(v->group_id)->num_engines[v->engine_type]--; richk@6719: if (v->IsPrimaryVehicle()) DecreaseGroupNumVehicle(v->group_id); bjarni@6195: } bjarni@4574: tron@3139: DeleteVehicleNews(v->index, INVALID_STRING_ID); tron@3139: truelight@4404: DeleteName(v->string_id); rubidium@6585: if (v->type == VEH_ROAD) ClearSlot(v); rubidium@6585: rubidium@6585: if (v->type != VEH_TRAIN || (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v)))) { bjarni@4739: InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); bjarni@4739: } bjarni@4739: truelight@4404: UpdateVehiclePosHash(v, INVALID_COORD, 0); peter1138@5825: v->next_hash = NULL; bjarni@5997: if (IsPlayerBuildableVehicleType(v)) DeleteVehicleOrders(v); truelight@4404: truelight@4404: /* Now remove any artic part. This will trigger an other truelight@4404: * destroy vehicle, which on his turn can remove any truelight@4404: * other artic parts. */ richk@6719: if (v->type == VEH_TRAIN && EngineHasArticPart(v)) DeleteVehicle(v->next); truelight@0: } truelight@0: richk@6719: /** richk@6719: * Deletes all vehicles in a chain. richk@6719: * @param v The first vehicle in the chain. richk@6719: * richk@6719: * @warning This function is not valid for any vehicle containing articulated richk@6719: * parts. richk@6719: */ truelight@0: void DeleteVehicleChain(Vehicle *v) truelight@0: { richk@6719: assert(v->type != VEH_TRAIN); richk@6719: truelight@0: do { truelight@0: Vehicle *u = v; richk@6719: v = v->next; truelight@0: DeleteVehicle(u); Darkvater@1765: } while (v != NULL); truelight@0: } truelight@0: truelight@0: truelight@0: void Aircraft_Tick(Vehicle *v); truelight@0: void RoadVeh_Tick(Vehicle *v); truelight@0: void Ship_Tick(Vehicle *v); truelight@0: void Train_Tick(Vehicle *v); tron@410: static void EffectVehicle_Tick(Vehicle *v); truelight@0: void DisasterVehicle_Tick(Vehicle *v); bjarni@2574: richk@6719: /** head of the linked list to tell what vehicles that visited a depot in a tick */ tron@2630: static Vehicle* _first_veh_in_depot_list; bjarni@2574: bjarni@2574: /** Adds a vehicle to the list of vehicles, that visited a depot this tick rubidium@4549: * @param *v vehicle to add rubidium@4549: */ bjarni@2574: void VehicleEnteredDepotThisTick(Vehicle *v) bjarni@2574: { richk@6719: /* we need to set v->leave_depot_instantly as we have no control of it's contents at this time */ bjarni@2600: 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) { richk@6719: /* we keep the vehicle in the depot since the user ordered it to stay */ bjarni@2590: v->leave_depot_instantly = false; bjarni@2590: } else { richk@6719: /* the vehicle do not plan on stopping in the depot, so we stop it to ensure that it will not reserve the path richk@6719: * out of the depot before we might autoreplace it to a different engine. The new engine would not own the reserved path richk@6719: * we store that we stopped the vehicle, so autoreplace can start it again */ bjarni@2579: v->vehstatus |= VS_STOPPED; bjarni@2579: v->leave_depot_instantly = true; bjarni@2579: } bjarni@2579: bjarni@2574: if (_first_veh_in_depot_list == NULL) { bjarni@2574: _first_veh_in_depot_list = v; bjarni@2574: } else { bjarni@2574: Vehicle *w = _first_veh_in_depot_list; bjarni@2574: while (w->depot_list != NULL) w = w->depot_list; bjarni@2574: w->depot_list = v; bjarni@2574: } bjarni@2574: } truelight@0: tron@4176: typedef void VehicleTickProc(Vehicle*); tron@2752: static VehicleTickProc* _vehicle_tick_procs[] = { truelight@0: Train_Tick, truelight@0: RoadVeh_Tick, truelight@0: Ship_Tick, truelight@0: Aircraft_Tick, truelight@0: EffectVehicle_Tick, truelight@0: DisasterVehicle_Tick, truelight@0: }; truelight@0: rubidium@6573: void CallVehicleTicks() truelight@0: { KUDr@4130: #ifdef ENABLE_NETWORK richk@6719: /* hotfix for desync problem: richk@6719: * for MP games invalidate the YAPF cache every tick to keep it exactly the same on the server and all clients */ KUDr@4130: if (_networking) { rubidium@5838: YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK); KUDr@4130: } KUDr@4130: #endif //ENABLE_NETWORK KUDr@4130: rubidium@4434: _first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick bjarni@2574: richk@6719: Station *st; richk@6719: FOR_ALL_STATIONS(st) LoadUnloadStation(st); richk@6719: richk@6719: Vehicle *v; truelight@0: FOR_ALL_VEHICLES(v) { bjarni@6206: _vehicle_tick_procs[v->type](v); peter1138@4656: peter1138@4656: switch (v->type) { richk@6719: default: break; richk@6719: rubidium@6585: case VEH_TRAIN: rubidium@6585: case VEH_ROAD: rubidium@6585: case VEH_AIRCRAFT: rubidium@6585: case VEH_SHIP: rubidium@6585: if (v->type == VEH_TRAIN && IsTrainWagon(v)) continue; rubidium@6585: if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue; peter1138@4656: peter1138@4656: v->motion_counter += (v->direction & 1) ? (v->cur_speed * 3) / 4 : v->cur_speed; peter1138@4656: /* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */ peter1138@4656: if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING); peter1138@4656: peter1138@4656: /* Play an alterate running sound every 16 ticks */ peter1138@4656: if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16); peter1138@4656: } bjarni@2574: } bjarni@2574: richk@6719: /* now we handle all the vehicles that entered a depot this tick */ bjarni@2574: v = _first_veh_in_depot_list; bjarni@2574: while (v != NULL) { bjarni@2574: Vehicle *w = v->depot_list; rubidium@4434: v->depot_list = NULL; // it should always be NULL at the end of each tick bjarni@4676: MaybeReplaceVehicle(v, false, true); bjarni@2574: v = w; truelight@0: } truelight@0: } truelight@0: peter1138@2704: /** Check if a given engine type can be refitted to a given cargo peter1138@2704: * @param engine_type Engine type to check Darkvater@1802: * @param cid_to check refit to this cargo-type Darkvater@1802: * @return true if it is possible, false otherwise Darkvater@1802: */ peter1138@2704: bool CanRefitTo(EngineID engine_type, CargoID cid_to) Darkvater@1802: { peter1138@6474: return HASBIT(EngInfo(engine_type)->refit_mask, cid_to); Darkvater@1802: } Darkvater@1802: peter1138@3973: /** Find the first cargo type that an engine can be refitted to. richk@6719: * @param engine_type Which engine to find cargo for. peter1138@3973: * @return A climate dependent cargo type. CT_INVALID is returned if not refittable. peter1138@3973: */ peter1138@3973: CargoID FindFirstRefittableCargo(EngineID engine_type) peter1138@3973: { peter1138@3973: uint32 refit_mask = EngInfo(engine_type)->refit_mask; peter1138@3973: peter1138@3973: if (refit_mask != 0) { peter1138@6676: for (CargoID cid = 0; cid < NUM_CARGO; cid++) { peter1138@6474: if (HASBIT(refit_mask, cid)) return cid; peter1138@3973: } peter1138@3973: } peter1138@3973: peter1138@3973: return CT_INVALID; peter1138@3973: } peter1138@3973: bjarni@4544: /** Learn the price of refitting a certain engine richk@6719: * @param engine_type Which engine to refit bjarni@4544: * @return Price for refitting bjarni@4544: */ bjarni@4544: int32 GetRefitCost(EngineID engine_type) bjarni@4544: { bjarni@4555: int32 base_cost = 0; bjarni@4544: bjarni@4544: switch (GetEngine(engine_type)->type) { rubidium@6585: case VEH_SHIP: base_cost = _price.ship_base; break; rubidium@6585: case VEH_ROAD: base_cost = _price.roadveh_base; break; rubidium@6585: case VEH_AIRCRAFT: base_cost = _price.aircraft_base; break; rubidium@6585: case VEH_TRAIN: belugas@6119: base_cost = 2 * ((RailVehInfo(engine_type)->railveh_type == RAILVEH_WAGON) ? bjarni@4544: _price.build_railwagon : _price.build_railvehicle); bjarni@4544: break; bjarni@4544: default: NOT_REACHED(); break; bjarni@4544: } bjarni@4544: return (EngInfo(engine_type)->refit_cost * base_cost) >> 10; bjarni@4544: } peter1138@3973: Darkvater@2436: static void DoDrawVehicle(const Vehicle *v) truelight@0: { peter1138@5919: SpriteID image = v->cur_image; peter1138@5919: SpriteID pal; truelight@193: tron@4175: if (v->vehstatus & VS_SHADOW) { peter1138@5919: SETBIT(image, PALETTE_MODIFIER_TRANSPARENT); peter1138@5919: pal = PALETTE_TO_TRANSPARENT; truelight@0: } else if (v->vehstatus & VS_DEFPAL) { peter1138@5919: pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); peter1138@5919: } else { peter1138@5919: pal = PAL_NONE; truelight@193: } truelight@0: peter1138@5919: AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs, truelight@0: v->sprite_width, v->sprite_height, v->z_height, v->z_pos); truelight@0: } truelight@0: truelight@0: void ViewportAddVehicles(DrawPixelInfo *dpi) truelight@0: { richk@6719: /* The bounding rectangle */ tron@4174: const int l = dpi->left; tron@4174: const int r = dpi->left + dpi->width; tron@4174: const int t = dpi->top; tron@4174: const int b = dpi->top + dpi->height; tron@4174: richk@6719: /* The hash area to scan */ tron@4174: const int xl = GB(l - 70, 7, 6); tron@4174: const int xu = GB(r, 7, 6); tron@4174: const int yl = GB(t - 70, 6, 6) << 6; tron@4174: const int yu = GB(b, 6, 6) << 6; tron@4174: tron@4174: int x; tron@4174: int y; tron@4174: tron@4174: for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) { tron@4174: for (x = xl;; x = (x + 1) & 0x3F) { peter1138@5825: const Vehicle *v = _vehicle_position_hash[(x + y) & 0xFFFF]; peter1138@5825: peter1138@5825: while (v != NULL) { truelight@193: if (!(v->vehstatus & VS_HIDDEN) && tron@4174: l <= v->right_coord && tron@4174: t <= v->bottom_coord && tron@4174: r >= v->left_coord && tron@4174: b >= v->top_coord) { truelight@0: DoDrawVehicle(v); truelight@0: } peter1138@5825: v = v->next_hash; truelight@0: } truelight@0: tron@4174: if (x == xu) break; truelight@0: } tron@4174: tron@4174: if (y == yu) break; truelight@0: } truelight@0: } truelight@0: tron@1371: static void ChimneySmokeInit(Vehicle *v) truelight@0: { truelight@0: uint32 r = Random(); tron@2140: v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3); tron@2140: v->progress = GB(r, 16, 3); truelight@0: } truelight@0: tron@1371: static void ChimneySmokeTick(Vehicle *v) truelight@0: { tron@1371: if (v->progress > 0) { tron@1371: v->progress--; tron@1371: } else { tron@1371: TileIndex tile; truelight@0: truelight@0: BeginVehicleMove(v); truelight@193: tron@1980: tile = TileVirtXY(v->x_pos, v->y_pos); tron@1035: if (!IsTileType(tile, MP_INDUSTRY)) { truelight@0: EndVehicleMove(v); truelight@0: DeleteVehicle(v); truelight@0: return; truelight@0: } truelight@0: tron@1371: if (v->cur_image != SPR_CHIMNEY_SMOKE_7) { tron@1371: v->cur_image++; tron@1371: } else { tron@1371: v->cur_image = SPR_CHIMNEY_SMOKE_0; tron@1371: } truelight@0: v->progress = 7; truelight@0: VehiclePositionChanged(v); truelight@0: EndVehicleMove(v); truelight@0: } truelight@0: } truelight@0: tron@1371: static void SteamSmokeInit(Vehicle *v) truelight@0: { tron@1371: v->cur_image = SPR_STEAM_SMOKE_0; truelight@0: v->progress = 12; truelight@0: } truelight@0: tron@1371: static void SteamSmokeTick(Vehicle *v) truelight@0: { tron@1371: bool moved = false; truelight@193: truelight@0: BeginVehicleMove(v); truelight@193: tron@1371: v->progress++; truelight@193: tron@1371: if ((v->progress & 7) == 0) { truelight@0: v->z_pos++; truelight@0: moved = true; truelight@0: } truelight@0: tron@1371: if ((v->progress & 0xF) == 4) { tron@1371: if (v->cur_image != SPR_STEAM_SMOKE_4) { tron@1371: v->cur_image++; tron@1371: } else { truelight@0: EndVehicleMove(v); truelight@0: DeleteVehicle(v); truelight@0: return; truelight@0: } truelight@0: moved = true; truelight@0: } truelight@0: truelight@0: if (moved) { truelight@0: VehiclePositionChanged(v); truelight@0: EndVehicleMove(v); truelight@0: } truelight@0: } truelight@0: tron@1371: static void DieselSmokeInit(Vehicle *v) truelight@0: { tron@1371: v->cur_image = SPR_DIESEL_SMOKE_0; truelight@0: v->progress = 0; truelight@0: } truelight@0: tron@1371: static void DieselSmokeTick(Vehicle *v) truelight@0: { tron@1371: v->progress++; tron@1371: tron@1371: if ((v->progress & 3) == 0) { truelight@0: BeginVehicleMove(v); truelight@0: v->z_pos++; truelight@0: VehiclePositionChanged(v); truelight@0: EndVehicleMove(v); truelight@0: } else if ((v->progress & 7) == 1) { truelight@0: BeginVehicleMove(v); tron@1371: if (v->cur_image != SPR_DIESEL_SMOKE_5) { tron@1371: v->cur_image++; tron@1371: VehiclePositionChanged(v); tron@1371: EndVehicleMove(v); tron@1371: } else { truelight@0: EndVehicleMove(v); truelight@0: DeleteVehicle(v); truelight@0: } truelight@0: } truelight@0: } truelight@0: tron@1371: static void ElectricSparkInit(Vehicle *v) truelight@0: { tron@1371: v->cur_image = SPR_ELECTRIC_SPARK_0; truelight@0: v->progress = 1; truelight@0: } truelight@0: tron@1371: static void ElectricSparkTick(Vehicle *v) truelight@0: { tron@1371: if (v->progress < 2) { tron@1371: v->progress++; tron@1371: } else { truelight@0: v->progress = 0; truelight@0: BeginVehicleMove(v); tron@1371: if (v->cur_image != SPR_ELECTRIC_SPARK_5) { tron@1371: v->cur_image++; tron@1371: VehiclePositionChanged(v); tron@1371: EndVehicleMove(v); tron@1371: } else { truelight@0: EndVehicleMove(v); truelight@0: DeleteVehicle(v); truelight@0: } truelight@0: } truelight@0: } truelight@0: tron@1371: static void SmokeInit(Vehicle *v) truelight@0: { tron@1371: v->cur_image = SPR_SMOKE_0; truelight@0: v->progress = 12; truelight@0: } truelight@0: tron@1371: static void SmokeTick(Vehicle *v) truelight@0: { tron@1371: bool moved = false; truelight@193: truelight@0: BeginVehicleMove(v); truelight@193: tron@1371: v->progress++; truelight@193: tron@1371: if ((v->progress & 3) == 0) { truelight@0: v->z_pos++; truelight@0: moved = true; truelight@0: } truelight@0: tron@1371: if ((v->progress & 0xF) == 4) { tron@1371: if (v->cur_image != SPR_SMOKE_4) { tron@1371: v->cur_image++; tron@1371: } else { truelight@0: EndVehicleMove(v); truelight@0: DeleteVehicle(v); truelight@0: return; truelight@0: } truelight@0: moved = true; truelight@0: } truelight@0: truelight@0: if (moved) { truelight@0: VehiclePositionChanged(v); truelight@0: EndVehicleMove(v); truelight@0: } truelight@0: } truelight@0: tron@1371: static void ExplosionLargeInit(Vehicle *v) truelight@0: { tron@1371: v->cur_image = SPR_EXPLOSION_LARGE_0; truelight@0: v->progress = 0; truelight@0: } truelight@0: tron@1371: static void ExplosionLargeTick(Vehicle *v) truelight@0: { tron@1371: v->progress++; tron@1371: if ((v->progress & 3) == 0) { truelight@0: BeginVehicleMove(v); tron@1371: if (v->cur_image != SPR_EXPLOSION_LARGE_F) { tron@1371: v->cur_image++; tron@1371: VehiclePositionChanged(v); tron@1371: EndVehicleMove(v); tron@1371: } else { truelight@0: EndVehicleMove(v); truelight@0: DeleteVehicle(v); truelight@0: } truelight@0: } truelight@0: } truelight@0: tron@1371: static void BreakdownSmokeInit(Vehicle *v) truelight@0: { tron@1371: v->cur_image = SPR_BREAKDOWN_SMOKE_0; truelight@0: v->progress = 0; truelight@0: } truelight@0: tron@1371: static void BreakdownSmokeTick(Vehicle *v) truelight@0: { tron@1371: v->progress++; tron@1371: if ((v->progress & 7) == 0) { truelight@0: BeginVehicleMove(v); tron@1371: if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) { tron@1371: v->cur_image++; tron@1371: } else { tron@1371: v->cur_image = SPR_BREAKDOWN_SMOKE_0; tron@1371: } truelight@0: VehiclePositionChanged(v); truelight@0: EndVehicleMove(v); truelight@0: } truelight@0: tron@1371: v->u.special.unk0--; tron@1371: if (v->u.special.unk0 == 0) { truelight@0: BeginVehicleMove(v); truelight@0: EndVehicleMove(v); truelight@0: DeleteVehicle(v); truelight@0: } truelight@0: } truelight@0: tron@1371: static void ExplosionSmallInit(Vehicle *v) truelight@0: { tron@1371: v->cur_image = SPR_EXPLOSION_SMALL_0; truelight@0: v->progress = 0; truelight@0: } truelight@0: tron@1371: static void ExplosionSmallTick(Vehicle *v) truelight@0: { tron@1371: v->progress++; tron@1371: if ((v->progress & 3) == 0) { truelight@0: BeginVehicleMove(v); tron@1371: if (v->cur_image != SPR_EXPLOSION_SMALL_B) { tron@1371: v->cur_image++; tron@1371: VehiclePositionChanged(v); tron@1371: EndVehicleMove(v); tron@1371: } else { truelight@0: EndVehicleMove(v); truelight@0: DeleteVehicle(v); truelight@0: } truelight@0: } truelight@0: } truelight@0: tron@1364: static void BulldozerInit(Vehicle *v) truelight@0: { tron@1364: v->cur_image = SPR_BULLDOZER_NE; truelight@0: v->progress = 0; truelight@0: v->u.special.unk0 = 0; truelight@0: v->u.special.unk2 = 0; truelight@0: } truelight@0: rubidium@6574: struct BulldozerMovement { tron@1365: byte direction:2; tron@1364: byte image:2; tron@1364: byte duration:3; rubidium@6574: }; truelight@0: tron@1364: static const BulldozerMovement _bulldozer_movement[] = { tron@1364: { 0, 0, 4 }, tron@1364: { 3, 3, 4 }, tron@1364: { 2, 2, 7 }, tron@1364: { 0, 2, 7 }, tron@1364: { 1, 1, 3 }, tron@1364: { 2, 2, 7 }, tron@1364: { 0, 2, 7 }, tron@1364: { 1, 1, 3 }, tron@1364: { 2, 2, 7 }, tron@1364: { 0, 2, 7 }, tron@1364: { 3, 3, 6 }, tron@1364: { 2, 2, 6 }, tron@1364: { 1, 1, 7 }, tron@1364: { 3, 1, 7 }, tron@1364: { 0, 0, 3 }, tron@1364: { 1, 1, 7 }, tron@1364: { 3, 1, 7 }, tron@1364: { 0, 0, 3 }, tron@1364: { 1, 1, 7 }, tron@1364: { 3, 1, 7 } truelight@0: }; truelight@0: tron@1364: static const struct { tron@1364: int8 x; tron@1364: int8 y; tron@1364: } _inc_by_dir[] = { tron@1364: { -1, 0 }, tron@1364: { 0, 1 }, tron@1364: { 1, 0 }, tron@1364: { 0, -1 } tron@1364: }; truelight@0: tron@1364: static void BulldozerTick(Vehicle *v) truelight@0: { tron@1371: v->progress++; tron@1371: if ((v->progress & 7) == 0) { tron@1364: const BulldozerMovement* b = &_bulldozer_movement[v->u.special.unk0]; truelight@0: truelight@0: BeginVehicleMove(v); truelight@0: tron@1364: v->cur_image = SPR_BULLDOZER_NE + b->image; truelight@0: tron@1364: v->x_pos += _inc_by_dir[b->direction].x; tron@1364: v->y_pos += _inc_by_dir[b->direction].y; truelight@0: tron@1364: v->u.special.unk2++; tron@1365: if (v->u.special.unk2 >= b->duration) { truelight@0: v->u.special.unk2 = 0; truelight@0: v->u.special.unk0++; tron@1364: if (v->u.special.unk0 == lengthof(_bulldozer_movement)) { truelight@0: EndVehicleMove(v); truelight@0: DeleteVehicle(v); truelight@0: return; truelight@0: } truelight@0: } truelight@0: VehiclePositionChanged(v); truelight@0: EndVehicleMove(v); truelight@0: } truelight@0: } truelight@0: tron@1371: static void BubbleInit(Vehicle *v) truelight@0: { tron@1371: v->cur_image = SPR_BUBBLE_GENERATE_0; truelight@0: v->spritenum = 0; truelight@0: v->progress = 0; truelight@0: } truelight@0: rubidium@6574: struct BubbleMovement { tron@1371: int8 x:4; tron@1371: int8 y:4; tron@1371: int8 z:4; tron@1371: byte image:4; rubidium@6574: }; truelight@0: tron@1371: #define MK(x, y, z, i) { x, y, z, i } tron@1371: #define ME(i) { i, 4, 0, 0 } tron@1371: tron@1371: static const BubbleMovement _bubble_float_sw[] = { rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(1, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(1, 0, 1, 2), tron@1371: ME(1) truelight@0: }; truelight@0: truelight@0: tron@1371: static const BubbleMovement _bubble_float_ne[] = { rubidium@4344: MK( 0, 0, 1, 0), rubidium@4344: MK(-1, 0, 1, 1), rubidium@4344: MK( 0, 0, 1, 0), rubidium@4344: MK(-1, 0, 1, 2), tron@1371: ME(1) truelight@0: }; truelight@0: tron@1371: static const BubbleMovement _bubble_float_se[] = { rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 1, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 1, 1, 2), tron@1371: ME(1) truelight@0: }; truelight@0: tron@1371: static const BubbleMovement _bubble_float_nw[] = { rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, -1, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, -1, 1, 2), tron@1371: ME(1) truelight@0: }; truelight@0: tron@1371: static const BubbleMovement _bubble_burst[] = { rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 7), rubidium@4344: MK(0, 0, 1, 8), rubidium@4344: MK(0, 0, 1, 9), tron@1371: ME(0) truelight@0: }; truelight@0: tron@1371: static const BubbleMovement _bubble_absorb[] = { rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(0, 0, 1, 1), rubidium@4344: MK(2, 1, 3, 0), rubidium@4344: MK(1, 1, 3, 1), rubidium@4344: MK(2, 1, 3, 0), rubidium@4344: MK(1, 1, 3, 2), rubidium@4344: MK(2, 1, 3, 0), rubidium@4344: MK(1, 1, 3, 1), rubidium@4344: MK(2, 1, 3, 0), rubidium@4344: MK(1, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(1, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(1, 0, 1, 2), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(1, 0, 1, 1), rubidium@4344: MK(0, 0, 1, 0), rubidium@4344: MK(1, 0, 1, 2), tron@1371: ME(2), rubidium@4344: MK(0, 0, 0, 0xA), rubidium@4344: MK(0, 0, 0, 0xB), rubidium@4344: MK(0, 0, 0, 0xC), rubidium@4344: MK(0, 0, 0, 0xD), rubidium@4344: MK(0, 0, 0, 0xE), tron@1371: ME(0) truelight@0: }; tron@1371: #undef ME truelight@0: #undef MK truelight@0: tron@1371: static const BubbleMovement * const _bubble_movement[] = { tron@1371: _bubble_float_sw, tron@1371: _bubble_float_ne, tron@1371: _bubble_float_se, tron@1371: _bubble_float_nw, tron@1371: _bubble_burst, tron@1371: _bubble_absorb, truelight@0: }; truelight@0: tron@1371: static void BubbleTick(Vehicle *v) truelight@0: { truelight@543: /* truelight@543: * Warning: those effects can NOT use Random(), and have to use truelight@543: * InteractiveRandom(), because somehow someone forgot to save truelight@543: * spritenum to the savegame, and so it will cause desyncs in truelight@543: * multiplayer!! (that is: in ToyLand) truelight@543: */ tron@1371: uint et; tron@1371: const BubbleMovement *b; truelight@0: tron@1371: v->progress++; tron@1371: if ((v->progress & 3) != 0) truelight@0: return; truelight@0: truelight@0: BeginVehicleMove(v); truelight@0: truelight@0: if (v->spritenum == 0) { tron@1371: v->cur_image++; tron@1371: if (v->cur_image < SPR_BUBBLE_GENERATE_3) { truelight@0: VehiclePositionChanged(v); truelight@0: EndVehicleMove(v); truelight@0: return; truelight@0: } truelight@0: if (v->u.special.unk2 != 0) { tron@2635: v->spritenum = GB(InteractiveRandom(), 0, 2) + 1; truelight@0: } else { truelight@0: v->spritenum = 6; truelight@0: } truelight@0: et = 0; tron@1371: } else { tron@1371: et = v->engine_type + 1; truelight@0: } truelight@0: tron@1371: b = &_bubble_movement[v->spritenum - 1][et]; truelight@0: tron@1371: if (b->y == 4 && b->x == 0) { truelight@0: EndVehicleMove(v); truelight@0: DeleteVehicle(v); truelight@0: return; truelight@193: } truelight@193: tron@1371: if (b->y == 4 && b->x == 1) { tron@1371: if (v->z_pos > 180 || CHANCE16I(1, 96, InteractiveRandom())) { truelight@0: v->spritenum = 5; tron@541: SndPlayVehicleFx(SND_2F_POP, v); truelight@0: } truelight@0: et = 0; truelight@193: } truelight@193: tron@1371: if (b->y == 4 && b->x == 2) { tron@1371: TileIndex tile; truelight@0: truelight@0: et++; tron@541: SndPlayVehicleFx(SND_31_EXTRACT, v); truelight@0: tron@1980: tile = TileVirtXY(v->x_pos, v->y_pos); peter1138@3428: if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == 0xA2) AddAnimatedTile(tile); truelight@0: } truelight@0: tron@1371: v->engine_type = et; tron@1371: b = &_bubble_movement[v->spritenum - 1][et]; tron@1371: tron@1371: v->x_pos += b->x; tron@1371: v->y_pos += b->y; tron@1371: v->z_pos += b->z; tron@1371: v->cur_image = SPR_BUBBLE_0 + b->image; truelight@0: truelight@0: VehiclePositionChanged(v); truelight@0: EndVehicleMove(v); truelight@0: } truelight@0: truelight@0: truelight@0: typedef void EffectInitProc(Vehicle *v); truelight@0: typedef void EffectTickProc(Vehicle *v); truelight@0: truelight@0: static EffectInitProc * const _effect_init_procs[] = { tron@1371: ChimneySmokeInit, tron@1371: SteamSmokeInit, tron@1371: DieselSmokeInit, tron@1371: ElectricSparkInit, tron@1371: SmokeInit, tron@1371: ExplosionLargeInit, tron@1371: BreakdownSmokeInit, tron@1371: ExplosionSmallInit, tron@1364: BulldozerInit, tron@1371: BubbleInit, truelight@0: }; truelight@0: truelight@0: static EffectTickProc * const _effect_tick_procs[] = { tron@1371: ChimneySmokeTick, tron@1371: SteamSmokeTick, tron@1371: DieselSmokeTick, tron@1371: ElectricSparkTick, tron@1371: SmokeTick, tron@1371: ExplosionLargeTick, tron@1371: BreakdownSmokeTick, tron@1371: ExplosionSmallTick, tron@1364: BulldozerTick, tron@1371: BubbleTick, truelight@0: }; truelight@0: truelight@0: tron@1359: Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type) truelight@0: { truelight@0: Vehicle *v; truelight@193: truelight@0: v = ForceAllocateSpecialVehicle(); truelight@0: if (v != NULL) { richk@6719: v = new (v) SpecialVehicle(); truelight@0: v->subtype = type; truelight@0: v->x_pos = x; truelight@0: v->y_pos = y; truelight@0: v->z_pos = z; truelight@0: v->tile = 0; richk@6719: v->UpdateDeltaXY(INVALID_DIR); truelight@0: v->vehstatus = VS_UNCLICKABLE; truelight@0: truelight@0: _effect_init_procs[type](v); truelight@0: truelight@0: VehiclePositionChanged(v); truelight@0: BeginVehicleMove(v); truelight@0: EndVehicleMove(v); truelight@0: } truelight@0: return v; truelight@0: } truelight@0: tron@1359: Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type) truelight@0: { rubidium@5295: int safe_x = clamp(x, 0, MapMaxX() * TILE_SIZE); rubidium@5295: int safe_y = clamp(y, 0, MapMaxY() * TILE_SIZE); rubidium@5295: return CreateEffectVehicle(x, y, GetSlopeZ(safe_x, safe_y) + z, type); truelight@0: } truelight@0: tron@1359: Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type) truelight@0: { truelight@0: return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type); truelight@0: } truelight@0: tron@410: static void EffectVehicle_Tick(Vehicle *v) truelight@0: { truelight@0: _effect_tick_procs[v->subtype](v); truelight@0: } truelight@0: tron@2116: Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y) truelight@0: { truelight@0: Vehicle *found = NULL, *v; truelight@0: uint dist, best_dist = (uint)-1; truelight@0: truelight@0: if ( (uint)(x -= vp->left) >= (uint)vp->width || truelight@0: (uint)(y -= vp->top) >= (uint)vp->height) truelight@0: return NULL; truelight@0: richk@6719: x = ScaleByZoom(x, vp->zoom) + vp->virtual_left; richk@6719: y = ScaleByZoom(y, vp->zoom) + vp->virtual_top; truelight@0: truelight@0: FOR_ALL_VEHICLES(v) { truelight@4346: if ((v->vehstatus & (VS_HIDDEN|VS_UNCLICKABLE)) == 0 && truelight@0: x >= v->left_coord && x <= v->right_coord && truelight@0: y >= v->top_coord && y <= v->bottom_coord) { truelight@193: truelight@0: dist = max( truelight@0: myabs( ((v->left_coord + v->right_coord)>>1) - x ), truelight@0: myabs( ((v->top_coord + v->bottom_coord)>>1) - y ) truelight@0: ); truelight@0: truelight@0: if (dist < best_dist) { truelight@0: found = v; truelight@0: best_dist = dist; truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: return found; truelight@0: } truelight@0: truelight@0: truelight@0: void DecreaseVehicleValue(Vehicle *v) truelight@0: { truelight@0: v->value -= v->value >> 8; truelight@0: InvalidateWindow(WC_VEHICLE_DETAILS, v->index); truelight@0: } truelight@0: truelight@0: static const byte _breakdown_chance[64] = { rubidium@4344: 3, 3, 3, 3, 3, 3, 3, 3, rubidium@4344: 4, 4, 5, 5, 6, 6, 7, 7, rubidium@4344: 8, 8, 9, 9, 10, 10, 11, 11, rubidium@4344: 12, 13, 13, 13, 13, 14, 15, 16, rubidium@4344: 17, 19, 21, 25, 28, 31, 34, 37, rubidium@4344: 40, 44, 48, 52, 56, 60, 64, 68, rubidium@4344: 72, 80, 90, 100, 110, 120, 130, 140, truelight@0: 150, 170, 190, 210, 230, 250, 250, 250, truelight@0: }; truelight@0: truelight@0: void CheckVehicleBreakdown(Vehicle *v) truelight@0: { truelight@0: int rel, rel_old; truelight@0: uint32 r; truelight@0: int chance; truelight@0: truelight@0: /* decrease reliability */ truelight@0: v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0); truelight@0: if ((rel_old >> 8) != (rel >> 8)) truelight@0: InvalidateWindow(WC_VEHICLE_DETAILS, v->index); truelight@0: tron@2639: if (v->breakdown_ctr != 0 || v->vehstatus & VS_STOPPED || tron@2639: v->cur_speed < 5 || _game_mode == GM_MENU) { tron@2639: return; tron@2639: } truelight@0: truelight@0: r = Random(); truelight@0: truelight@0: /* increase chance of failure */ truelight@0: chance = v->breakdown_chance + 1; truelight@0: if (CHANCE16I(1,25,r)) chance += 25; truelight@0: v->breakdown_chance = min(255, chance); truelight@0: truelight@0: /* calculate reliability value to use in comparison */ truelight@0: rel = v->reliability; rubidium@6585: if (v->type == VEH_SHIP) rel += 0x6666; truelight@193: truelight@0: /* disabled breakdowns? */ tron@2639: if (_opt.diff.vehicle_breakdowns < 1) return; truelight@0: truelight@0: /* reduced breakdowns? */ truelight@0: if (_opt.diff.vehicle_breakdowns == 1) rel += 0x6666; truelight@0: truelight@0: /* check if to break down */ truelight@0: if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) { tron@2140: v->breakdown_ctr = GB(r, 16, 6) + 0x3F; tron@2140: v->breakdown_delay = GB(r, 24, 7) + 0x80; truelight@0: v->breakdown_chance = 0; truelight@0: } truelight@0: } truelight@0: truelight@0: static const StringID _vehicle_type_names[4] = { truelight@0: STR_019F_TRAIN, truelight@0: STR_019C_ROAD_VEHICLE, truelight@0: STR_019E_SHIP, truelight@0: STR_019D_AIRCRAFT, truelight@0: }; truelight@0: truelight@0: static void ShowVehicleGettingOld(Vehicle *v, StringID msg) truelight@0: { tron@2639: if (v->owner != _local_player) return; truelight@812: richk@6719: /* Do not show getting-old message if autorenew is active */ tron@2639: if (GetPlayer(v->owner)->engine_renew) return; truelight@0: bjarni@6206: SetDParam(0, _vehicle_type_names[v->type]); tron@534: SetDParam(1, v->unitnumber); truelight@0: AddNewsItem(msg, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); truelight@0: } truelight@0: truelight@0: void AgeVehicle(Vehicle *v) truelight@0: { truelight@0: int age; truelight@0: truelight@0: if (v->age < 65535) truelight@0: v->age++; truelight@0: truelight@0: age = v->age - v->max_age; truelight@0: if (age == 366*0 || age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4) truelight@193: v->reliability_spd_dec <<= 1; truelight@193: truelight@0: InvalidateWindow(WC_VEHICLE_DETAILS, v->index); truelight@0: truelight@0: if (age == -366) { truelight@0: ShowVehicleGettingOld(v, STR_01A0_IS_GETTING_OLD); truelight@0: } else if (age == 0) { truelight@0: ShowVehicleGettingOld(v, STR_01A1_IS_GETTING_VERY_OLD); truelight@0: } else if (age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4 || age == 366*5) { truelight@0: ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND); truelight@0: } truelight@0: } truelight@0: bjarni@4640: /** Starts or stops a lot of vehicles bjarni@4673: * @param tile Tile of the depot where the vehicles are started/stopped (only used for depots) richk@6719: * @param flags type of operation bjarni@4762: * @param p1 Station/Order/Depot ID (only used for vehicle list windows) bjarni@4673: * @param p2 bitmask bjarni@4762: * - bit 0-4 Vehicle type bjarni@4762: * - bit 5 false = start vehicles, true = stop vehicles bjarni@4762: * - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case bjarni@4673: * - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set) bjarni@4640: */ bjarni@4640: int32 CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) bjarni@4640: { bjarni@4640: Vehicle **vl = NULL; bjarni@4640: uint16 engine_list_length = 0; bjarni@4640: uint16 engine_count = 0; bjarni@4640: int32 return_value = CMD_ERROR; bjarni@4640: uint i; bjarni@4640: uint stop_command; richk@6719: VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5); bjarni@4762: bool start_stop = HASBIT(p2, 5); bjarni@4762: bool vehicle_list_window = HASBIT(p2, 6); bjarni@4640: bjarni@4640: switch (vehicle_type) { rubidium@6585: case VEH_TRAIN: stop_command = CMD_START_STOP_TRAIN; break; rubidium@6585: case VEH_ROAD: stop_command = CMD_START_STOP_ROADVEH; break; rubidium@6585: case VEH_SHIP: stop_command = CMD_START_STOP_SHIP; break; rubidium@6585: case VEH_AIRCRAFT: stop_command = CMD_START_STOP_AIRCRAFT; break; bjarni@4640: default: return CMD_ERROR; bjarni@4640: } bjarni@4640: bjarni@4673: if (vehicle_list_window) { bjarni@5999: uint32 id = p1; bjarni@4673: uint16 window_type = p2 & VLW_MASK; bjarni@4673: bjarni@5998: engine_count = GenerateVehicleSortList((const Vehicle***)&vl, &engine_list_length, vehicle_type, _current_player, id, window_type); bjarni@4673: } else { bjarni@4673: /* Get the list of vehicles in the depot */ bjarni@4673: BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL); bjarni@4673: } bjarni@4640: bjarni@4640: for (i = 0; i < engine_count; i++) { bjarni@4640: const Vehicle *v = vl[i]; bjarni@4640: int32 ret; bjarni@4640: bjarni@4640: if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue; bjarni@4673: bjarni@4673: if (!vehicle_list_window) { rubidium@6585: if (vehicle_type == VEH_TRAIN) { bjarni@4673: if (CheckTrainInDepot(v, false) == -1) continue; bjarni@4673: } else { bjarni@4673: if (!(v->vehstatus & VS_HIDDEN)) continue; bjarni@4673: } bjarni@4648: } bjarni@4648: bjarni@4640: ret = DoCommand(tile, v->index, 0, flags, stop_command); bjarni@4640: bjarni@4640: if (!CmdFailed(ret)) { bjarni@4640: return_value = 0; bjarni@4640: /* We know that the command is valid for at least one vehicle. bjarni@4640: * If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */ bjarni@4640: if (!(flags & DC_EXEC)) break; bjarni@4640: } bjarni@4640: } bjarni@4640: bjarni@4648: free(vl); bjarni@4640: return return_value; bjarni@4640: } bjarni@4640: bjarni@4659: /** Sells all vehicles in a depot richk@6719: * @param tile Tile of the depot where the depot is richk@6719: * @param flags type of operation richk@6719: * @param p1 Vehicle type richk@6719: * @param p2 unused richk@6719: */ bjarni@4659: int32 CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) bjarni@4659: { bjarni@4659: Vehicle **engines = NULL; bjarni@4659: Vehicle **wagons = NULL; bjarni@4659: uint16 engine_list_length = 0; bjarni@4659: uint16 engine_count = 0; bjarni@4659: uint16 wagon_list_length = 0; bjarni@4659: uint16 wagon_count = 0; bjarni@4659: bjarni@4659: int32 cost = 0; bjarni@4659: uint i, sell_command, total_number_vehicles; richk@6719: VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); bjarni@4659: bjarni@4659: switch (vehicle_type) { rubidium@6585: case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break; rubidium@6585: case VEH_ROAD: sell_command = CMD_SELL_ROAD_VEH; break; rubidium@6585: case VEH_SHIP: sell_command = CMD_SELL_SHIP; break; rubidium@6585: case VEH_AIRCRAFT: sell_command = CMD_SELL_AIRCRAFT; break; bjarni@4659: default: return CMD_ERROR; bjarni@4659: } bjarni@4659: bjarni@4659: /* Get the list of vehicles in the depot */ bjarni@4659: BuildDepotVehicleList(vehicle_type, tile, &engines, &engine_list_length, &engine_count, bjarni@4659: &wagons, &wagon_list_length, &wagon_count); bjarni@4659: bjarni@4659: total_number_vehicles = engine_count + wagon_count; bjarni@4659: for (i = 0; i < total_number_vehicles; i++) { bjarni@4659: const Vehicle *v; bjarni@4659: int32 ret; bjarni@4659: bjarni@4659: if (i < engine_count) { bjarni@4659: v = engines[i]; bjarni@4659: } else { bjarni@4659: v = wagons[i - engine_count]; bjarni@4659: } bjarni@4659: bjarni@4659: ret = DoCommand(tile, v->index, 1, flags, sell_command); bjarni@4659: bjarni@4659: if (!CmdFailed(ret)) cost += ret; bjarni@4659: } bjarni@4659: bjarni@4659: free(engines); bjarni@4659: free(wagons); bjarni@4659: if (cost == 0) return CMD_ERROR; // no vehicles to sell bjarni@4659: return cost; bjarni@4659: } bjarni@4659: bjarni@4662: /** Autoreplace all vehicles in the depot richk@6719: * @param tile Tile of the depot where the vehicles are richk@6719: * @param flags type of operation richk@6719: * @param p1 Type of vehicle richk@6719: * @param p2 Unused richk@6719: */ bjarni@4662: int32 CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) bjarni@4662: { bjarni@4662: Vehicle **vl = NULL; bjarni@4662: uint16 engine_list_length = 0; bjarni@4662: uint16 engine_count = 0; bjarni@4662: uint i, x = 0, y = 0, z = 0; bjarni@4662: int32 cost = 0; richk@6719: VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); bjarni@4662: bjarni@4662: if (!IsTileOwner(tile, _current_player)) return CMD_ERROR; bjarni@4662: bjarni@4662: /* Get the list of vehicles in the depot */ bjarni@4662: BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL); bjarni@4662: bjarni@4662: bjarni@4662: for (i = 0; i < engine_count; i++) { bjarni@4662: Vehicle *v = vl[i]; bjarni@4662: bool stopped = !(v->vehstatus & VS_STOPPED); bjarni@4662: int32 ret; bjarni@4662: bjarni@4662: /* Ensure that the vehicle completely in the depot */ bjarni@4736: if (!IsVehicleInDepot(v)) continue; bjarni@4662: bjarni@4676: x = v->x_pos; bjarni@4676: y = v->y_pos; bjarni@4676: z = v->z_pos; bjarni@4676: bjarni@4676: if (stopped) { bjarni@4676: v->vehstatus |= VS_STOPPED; // Stop the vehicle bjarni@4676: v->leave_depot_instantly = true; bjarni@4676: } bjarni@4676: ret = MaybeReplaceVehicle(v, !(flags & DC_EXEC), false); bjarni@4662: bjarni@4662: if (!CmdFailed(ret)) { bjarni@4662: cost += ret; bjarni@4662: if (!(flags & DC_EXEC)) break; bjarni@4662: /* There is a problem with autoreplace and newgrf bjarni@4662: * It's impossible to tell the length of a train after it's being replaced before it's actually done bjarni@4662: * Because of this, we can't estimate costs due to wagon removal and we will have to always return 0 and pay manually bjarni@4662: * Since we pay after each vehicle is replaced and MaybeReplaceVehicle() check if the player got enough money bjarni@4662: * we should never reach a condition where the player will end up with negative money from doing this */ bjarni@4662: SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); bjarni@4662: SubtractMoneyFromPlayer(ret); bjarni@4662: } bjarni@4662: } bjarni@4662: bjarni@4662: if (cost == 0) { bjarni@4662: cost = CMD_ERROR; bjarni@4662: } else { bjarni@4662: if (flags & DC_EXEC) { bjarni@4662: /* Display the cost animation now that DoCommandP() can't do it for us (see previous comments) */ bjarni@4662: if (IsLocalPlayer()) ShowCostOrIncomeAnimation(x, y, z, cost); bjarni@4662: } bjarni@4662: cost = 0; bjarni@4662: } bjarni@4662: bjarni@4662: free(vl); bjarni@4662: return cost; bjarni@4662: } bjarni@4662: bjarni@2244: /** Clone a vehicle. If it is a train, it will clone all the cars too rubidium@4549: * @param tile tile of the depot where the cloned vehicle is build richk@6719: * @param flags type of operation rubidium@4549: * @param p1 the original vehicle's index rubidium@4549: * @param p2 1 = shared orders, else copied orders rubidium@4549: */ tron@3491: int32 CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) bjarni@2244: { bjarni@2563: Vehicle *v_front, *v; bjarni@2563: Vehicle *w_front, *w, *w_rear; richk@6719: int32 cost, total_cost = 0; bjarni@3816: uint32 build_argument = 2; bjarni@2244: truelight@4352: if (!IsValidVehicleID(p1)) return CMD_ERROR; bjarni@2244: v = GetVehicle(p1); bjarni@2563: v_front = v; bjarni@2563: w = NULL; bjarni@2563: w_front = NULL; bjarni@2563: w_rear = NULL; bjarni@2563: bjarni@2563: bjarni@2563: /* bjarni@2563: * v_front is the front engine in the original vehicle bjarni@2563: * v is the car/vehicle of the original vehicle, that is currently being copied bjarni@2563: * w_front is the front engine of the cloned vehicle bjarni@2563: * w is the car/vehicle currently being cloned bjarni@2563: * w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains bjarni@2563: */ bjarni@2244: tron@2639: if (!CheckOwnership(v->owner)) return CMD_ERROR; bjarni@2244: rubidium@6585: if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR; bjarni@2244: richk@6719: /* check that we can allocate enough vehicles */ bjarni@2601: if (!(flags & DC_EXEC)) { bjarni@2601: int veh_counter = 0; bjarni@2601: do { bjarni@2601: veh_counter++; bjarni@2601: } while ((v = v->next) != NULL); bjarni@2601: bjarni@2606: if (!AllocateVehicles(NULL, veh_counter)) { bjarni@2606: return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); bjarni@2601: } bjarni@2601: } bjarni@2601: bjarni@2601: v = v_front; bjarni@2601: bjarni@2563: do { richk@6719: if (v->type == VEH_TRAIN && IsMultiheaded(v) && !IsTrainEngine(v)) { bjarni@2676: /* we build the rear ends of multiheaded trains with the front ones */ bjarni@2676: continue; bjarni@2676: } bjarni@2676: bjarni@6043: cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v)); bjarni@3819: build_argument = 3; // ensure that we only assign a number to the first engine bjarni@2563: bjarni@2563: if (CmdFailed(cost)) return cost; bjarni@2563: bjarni@2563: total_cost += cost; bjarni@2563: bjarni@2563: if (flags & DC_EXEC) { tron@2639: w = GetVehicle(_new_vehicle_id); bjarni@2563: rubidium@6585: if (v->type == VEH_TRAIN && HASBIT(v->u.rail.flags, VRF_REVERSE_DIRECTION)) { bjarni@3896: SETBIT(w->u.rail.flags, VRF_REVERSE_DIRECTION); bjarni@3896: } bjarni@2563: rubidium@6585: if (v->type == VEH_TRAIN && !IsFrontEngine(v)) { richk@6719: /* this s a train car richk@6719: * add this unit to the end of the train */ tron@3491: DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE); bjarni@2563: } else { richk@6719: /* this is a front engine or not a train. It need orders */ bjarni@2563: w_front = w; bjarni@3679: w->service_interval = v->service_interval; tron@3491: DoCommand(0, (v->index << 16) | w->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER); bjarni@2563: } rubidium@4434: w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop bjarni@2563: } rubidium@6585: } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL); rubidium@6585: rubidium@6585: if (flags & DC_EXEC && v_front->type == VEH_TRAIN) { richk@6719: /* for trains this needs to be the front engine due to the callback function */ tron@3948: _new_vehicle_id = w_front->index; bjarni@2244: } peter1138@5062: richk@6719: if (flags & DC_EXEC) { richk@6719: /* Cloned vehicles belong to the same group */ richk@6719: DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP); richk@6719: } richk@6719: richk@6719: richk@6719: /* Take care of refitting. */ richk@6719: w = w_front; richk@6719: v = v_front; richk@6719: richk@6719: /* Both building and refitting are influenced by newgrf callbacks, which richk@6719: * makes it impossible to accurately estimate the cloning costs. In richk@6719: * particular, it is possible for engines of the same type to be built with richk@6719: * different numbers of articulated parts, so when refitting we have to richk@6719: * loop over real vehicles first, and then the articulated parts of those richk@6719: * vehicles in a different loop. */ richk@6719: do { richk@6719: do { richk@6719: if (flags & DC_EXEC) { richk@6719: assert(w != NULL); richk@6719: richk@6719: if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_type) { richk@6719: cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v)); richk@6719: if (!CmdFailed(cost)) total_cost += cost; richk@6719: } richk@6719: richk@6719: if (w->type == VEH_TRAIN && EngineHasArticPart(w)) { richk@6719: w = GetNextArticPart(w); richk@6719: } else { richk@6719: break; richk@6719: } richk@6719: } else { richk@6719: CargoID initial_cargo = GetEngineCargoType(v->engine_type); richk@6719: richk@6719: if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) { richk@6719: total_cost += GetRefitCost(v->engine_type); richk@6719: } richk@6719: } richk@6719: } while (v->type == VEH_TRAIN && EngineHasArticPart(v) && (v = GetNextArticPart(v)) != NULL); richk@6719: richk@6719: if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle(w); richk@6719: } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL); richk@6719: richk@6719: /* Since we can't estimate the cost of cloning a vehicle accurately we must richk@6719: * check whether the player has enough money manually. */ richk@6719: if (!CheckPlayerHasMoney(total_cost)) { richk@6719: if (flags & DC_EXEC) { richk@6719: /* The vehicle has already been bought, so now it must be sold again. */ richk@6719: DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); richk@6719: } richk@6719: return CMD_ERROR; richk@6719: } richk@6719: peter1138@5062: /* Set the expense type last as refitting will make the cost go towards peter1138@5062: * running costs... */ peter1138@5062: SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); bjarni@2244: return total_cost; bjarni@2244: } bjarni@2244: bjarni@2552: bjarni@4635: /* Extend the list size for BuildDepotVehicleList() */ bjarni@4678: static inline void ExtendVehicleListSize(const Vehicle ***engine_list, uint16 *engine_list_length, uint16 step_size) bjarni@4635: { matthijs@5247: *engine_list_length = min(*engine_list_length + step_size, GetMaxVehicleIndex() + 1); KUDr@5860: *engine_list = ReallocT(*engine_list, *engine_list_length); bjarni@4635: } bjarni@4635: bjarni@4635: /** Generates a list of vehicles inside a depot bjarni@4635: * 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) bjarni@4635: * If one of the lists is not needed (say wagons when finding ships), all the pointers regarding that list should be set to NULL richk@6719: * @param type Type of vehicle bjarni@4635: * @param tile The tile the depot is located in bjarni@4635: * @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) bjarni@4635: * @param *engine_list_length Allocated size of engine_list. Needs to be set to 0 when engine_list points to a NULL array bjarni@4635: * @param *engine_count The number of engines stored in the list bjarni@4635: * @param ***wagon_list Pointer to a pointer to an array of free wagons in the depot (old list is freed and a new one is malloced) bjarni@4635: * @param *wagon_list_length Allocated size of wagon_list. Needs to be set to 0 when wagon_list points to a NULL array bjarni@4635: * @param *wagon_count The number of engines stored in the list bjarni@4635: */ richk@6719: 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) bjarni@4635: { bjarni@4635: Vehicle *v; bjarni@4635: bjarni@4635: /* This function should never be called without an array to store results */ rubidium@6585: assert(!(engine_list == NULL && type != VEH_TRAIN)); rubidium@6585: assert(!(type == VEH_TRAIN && engine_list == NULL && wagon_list == NULL)); bjarni@4635: bjarni@4635: /* Both array and the length should either be NULL to disable the list or both should not be NULL */ bjarni@4635: assert((engine_list == NULL && engine_list_length == NULL) || (engine_list != NULL && engine_list_length != NULL)); bjarni@4635: assert((wagon_list == NULL && wagon_list_length == NULL) || (wagon_list != NULL && wagon_list_length != NULL)); bjarni@4635: bjarni@4635: assert(!(engine_list != NULL && engine_count == NULL)); bjarni@4635: assert(!(wagon_list != NULL && wagon_count == NULL)); bjarni@4635: bjarni@4635: if (engine_count != NULL) *engine_count = 0; bjarni@4635: if (wagon_count != NULL) *wagon_count = 0; bjarni@4635: bjarni@4635: switch (type) { rubidium@6585: case VEH_TRAIN: bjarni@4635: FOR_ALL_VEHICLES(v) { rubidium@6585: if (v->tile == tile && v->type == VEH_TRAIN && v->u.rail.track == TRACK_BIT_DEPOT) { bjarni@4635: if (IsFrontEngine(v)) { bjarni@4635: if (engine_list == NULL) continue; bjarni@4678: if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25); bjarni@4635: (*engine_list)[(*engine_count)++] = v; bjarni@4635: } else if (IsFreeWagon(v)) { bjarni@4635: if (wagon_list == NULL) continue; bjarni@4678: if (*wagon_count == *wagon_list_length) ExtendVehicleListSize((const Vehicle***)wagon_list, wagon_list_length, 25); bjarni@4635: (*wagon_list)[(*wagon_count)++] = v; bjarni@4635: } bjarni@4635: } bjarni@4635: } bjarni@4635: break; bjarni@4635: rubidium@6585: case VEH_ROAD: bjarni@4635: FOR_ALL_VEHICLES(v) { rubidium@6585: if (v->tile == tile && v->type == VEH_ROAD && IsRoadVehInDepot(v)) { bjarni@4678: if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25); bjarni@4635: (*engine_list)[(*engine_count)++] = v; bjarni@4635: } bjarni@4635: } bjarni@4635: break; bjarni@4635: rubidium@6585: case VEH_SHIP: bjarni@4635: FOR_ALL_VEHICLES(v) { rubidium@6585: if (v->tile == tile && v->type == VEH_SHIP && IsShipInDepot(v)) { bjarni@4678: if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25); bjarni@4635: (*engine_list)[(*engine_count)++] = v; bjarni@4635: } bjarni@4635: } bjarni@4635: break; bjarni@4635: rubidium@6585: case VEH_AIRCRAFT: bjarni@4635: FOR_ALL_VEHICLES(v) { bjarni@4635: if (v->tile == tile && rubidium@6585: v->type == VEH_AIRCRAFT && IsNormalAircraft(v) && bjarni@4635: v->vehstatus & VS_HIDDEN) { bjarni@4678: if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25); bjarni@4635: (*engine_list)[(*engine_count)++] = v; bjarni@4635: } bjarni@4635: } bjarni@4635: break; bjarni@4635: bjarni@4635: default: NOT_REACHED(); bjarni@4635: } bjarni@4635: } bjarni@4635: bjarni@4497: /** bjarni@4678: * @param sort_list list to store the list in. Either NULL or the length length_of_array tells bjarni@4678: * @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 bjarni@4554: * @param type type of vehicle bjarni@4554: * @param owner PlayerID of owner to generate a list for richk@6719: * @param index This parameter has different meanings depending on window_type richk@6719: