tron@2186: /* $Id$ */ tron@2186: truelight@0: #include "stdafx.h" Darkvater@1891: #include "openttd.h" tron@1349: #include "spritecache.h" tron@1364: #include "table/sprites.h" tron@507: #include "table/strings.h" tron@2163: #include "functions.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" truelight@0: truelight@0: #define INVALID_COORD (-0x8000) truelight@0: #define GEN_HASH(x,y) (((x & 0x1F80)>>7) + ((y & 0xFC0))) truelight@0: bjarni@2552: /* bjarni@2552: * These command macros are used to call vehicle type specific commands with non type specific commands bjarni@2552: * it should be used like: DoCommandP(x, y, p1, p2, flags, CMD_STARTSTOP_VEH(v->type)) bjarni@2552: * that line will start/stop a vehicle nomatter what type it is bjarni@2552: * VEH_Train is used as an offset because the vehicle type values doesn't start with 0 bjarni@2552: */ bjarni@2552: bjarni@2552: #define CMD_BUILD_VEH(x) _veh_build_proc_table[ x - VEH_Train] bjarni@2552: #define CMD_SELL_VEH(x) _veh_sell_proc_table[ x - VEH_Train] bjarni@2552: #define CMD_REFIT_VEH(x) _veh_refit_proc_table[ x - VEH_Train] bjarni@2552: tron@2630: static 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: }; tron@2630: static 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: tron@2630: static const uint32 _veh_refit_proc_table[] = { bjarni@2552: CMD_REFIT_RAIL_VEHICLE, bjarni@2552: 0, // road vehicles can't be refitted bjarni@2552: CMD_REFIT_SHIP, bjarni@2552: CMD_REFIT_AIRCRAFT, bjarni@2552: }; bjarni@2552: bjarni@2552: truelight@919: enum { truelight@1279: /* Max vehicles: 64000 (512 * 125) */ truelight@1279: VEHICLES_POOL_BLOCK_SIZE_BITS = 9, /* In bits, so (1 << 9) == 512 */ truelight@1279: VEHICLES_POOL_MAX_BLOCKS = 125, truelight@1279: truelight@1279: 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: tron@2639: FOR_ALL_VEHICLES_FROM(v, start_item) v->index = start_item++; truelight@1279: } truelight@1279: truelight@1279: /* Initialize the vehicle-pool */ truelight@1279: MemoryPool _vehicle_pool = { "Vehicle", VEHICLES_POOL_MAX_BLOCKS, VEHICLES_POOL_BLOCK_SIZE_BITS, sizeof(Vehicle), &VehiclePoolNewBlock, 0, 0, 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@578: } truelight@0: tron@593: bool VehicleNeedsService(const Vehicle *v) tron@593: { darkvater@1037: if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0) darkvater@1037: return false; darkvater@1037: matthijs@1757: if (v->vehstatus & VS_CRASHED) matthijs@1757: return false; /* Crashed vehicles don't need service anymore */ matthijs@1757: 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@2630: void VehicleInTheWayErrMsg(const Vehicle* v) truelight@0: { tron@2631: switch (v->type) { tron@2631: case VEH_Train: _error_message = STR_8803_TRAIN_IN_THE_WAY; break; tron@2631: case VEH_Road: _error_message = STR_9000_ROAD_VEHICLE_IN_THE_WAY; break; tron@2631: case VEH_Aircraft: _error_message = STR_A015_AIRCRAFT_IN_THE_WAY; break; tron@2631: default: _error_message = STR_980E_SHIP_IN_THE_WAY; break; tron@2631: } truelight@0: } truelight@0: truelight@0: static void *EnsureNoVehicleProc(Vehicle *v, void *data) truelight@0: { tron@537: if (v->tile != *(const TileIndex*)data || v->type == VEH_Disaster) truelight@0: return NULL; truelight@193: truelight@193: 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: { tron@537: const TileInfo *ti = data; tron@537: Darkvater@2871: if (v->tile != ti->tile || v->type == VEH_Disaster) return NULL; tron@2942: if (!IS_INT_INSIDE(ti->z - v->z_pos, 0, 8 + 1)) return NULL; truelight@0: truelight@0: VehicleInTheWayErrMsg(v); tron@537: return v; truelight@0: } truelight@0: darkvater@1082: static inline uint Correct_Z(uint tileh) darkvater@1082: { darkvater@1082: // needs z correction for slope-type graphics that have the NORTHERN tile lowered darkvater@1082: // 1, 2, 3, 4, 5, 6 and 7 tron@1394: return CorrectZ(tileh) ? 8 : 0; darkvater@1082: } darkvater@1082: darkvater@1082: uint GetCorrectTileHeight(TileIndex tile) darkvater@1082: { tron@1192: return Correct_Z(GetTileSlope(tile, NULL)); darkvater@1082: } darkvater@1082: truelight@0: bool EnsureNoVehicleZ(TileIndex tile, byte z) truelight@0: { truelight@0: TileInfo ti; tron@537: Darkvater@2871: ti.tile = tile; Darkvater@2871: ti.z = z + GetCorrectTileHeight(tile); tron@537: 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: truelight@1605: return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ); truelight@1605: } truelight@1605: truelight@0: Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z) 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) { truelight@0: intswap(x1,x2); truelight@0: intswap(y1,y2); truelight@0: } truelight@919: FOR_ALL_VEHICLES(veh) { truelight@0: if ((veh->type == VEH_Train || veh->type == VEH_Road) && (z==0xFF || veh->z_pos == z)) { truelight@0: if ((veh->x_pos>>4) >= x1 && (veh->x_pos>>4) <= x2 && truelight@0: (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: truelight@0: // Called after load to update coordinates tron@1093: void AfterLoadVehicles(void) truelight@0: { truelight@0: Vehicle *v; truelight@0: truelight@0: FOR_ALL_VEHICLES(v) { celestar@1601: v->first = NULL; Darkvater@9924: if (v->type == VEH_Train && (IsFrontEngine(v) || IsFreeWagon(v))) Darkvater@9924: TrainConsistChanged(v); Darkvater@9924: } Darkvater@9924: Darkvater@9924: FOR_ALL_VEHICLES(v) { truelight@0: if (v->type != 0) { peter1138@2465: switch (v->type) { peter1138@2465: case VEH_Train: v->cur_image = GetTrainImage(v, v->direction); break; peter1138@2465: case VEH_Road: v->cur_image = GetRoadVehImage(v, v->direction); break; peter1138@2465: case VEH_Ship: v->cur_image = GetShipImage(v, v->direction); break; peter1138@2467: case VEH_Aircraft: peter1138@2467: if (v->subtype == 0 || v->subtype == 2) { peter1138@2467: v->cur_image = GetAircraftImage(v, v->direction); tron@2639: if (v->next != NULL) v->next->cur_image = v->cur_image; peter1138@2467: } peter1138@2467: break; peter1138@2465: default: break; peter1138@2465: } peter1138@2465: truelight@0: v->left_coord = INVALID_COORD; truelight@0: VehiclePositionChanged(v); truelight@0: } 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: truelight@0: v->left_coord = INVALID_COORD; celestar@1601: v->first = NULL; truelight@0: v->next = NULL; Darkvater@1765: v->next_hash = INVALID_VEHICLE; 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; 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: */ peter1138@2804: byte VehicleRandomBits(void) peter1138@2804: { peter1138@2804: return GB(Random(), 0, 8); peter1138@2804: } peter1138@2804: tron@1093: Vehicle *ForceAllocateSpecialVehicle(void) 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@919: FOR_ALL_VEHICLES(v) { truelight@1279: /* No more room for the special vehicles, return NULL */ truelight@1279: if (v->index >= (1 << _vehicle_pool.block_size_bits) * BLOCKS_FOR_SPECIAL_VEHICLES) truelight@919: return NULL; truelight@919: truelight@0: if (v->type == 0) truelight@0: return InitializeVehicle(v); truelight@0: } truelight@1279: truelight@0: return NULL; truelight@0: } truelight@0: bjarni@2606: /* 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 bjarni@2606: * 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; bjarni@2606: const int offset = (1 << VEHICLES_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES; truelight@0: bjarni@2606: if (*skip_vehicles < (_vehicle_pool.total_items - offset)) { // make sure the offset in the array is not larger than the array itself bjarni@2606: FOR_ALL_VEHICLES_FROM(v, offset + *skip_vehicles) { bjarni@2606: (*skip_vehicles)++; bjarni@2606: if (v->type == 0) bjarni@2606: return InitializeVehicle(v); bjarni@2606: } truelight@0: } truelight@0: truelight@1279: /* Check if we can add a block to the pool */ truelight@1279: if (AddBlockToPool(&_vehicle_pool)) bjarni@2606: return AllocateSingleVehicle(skip_vehicles); truelight@1279: truelight@1279: return NULL; truelight@0: } truelight@0: tron@2639: bjarni@2606: Vehicle *AllocateVehicle(void) 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 bjarni@2606: * @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only) bjarni@2606: * @param num number of vehicles to allocate room for bjarni@2601: * returns true if there is room to allocate all the vehicles bjarni@2601: */ 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: bjarni@2601: 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: tron@2651: static VehicleID _vehicle_position_hash[0x1000]; tron@2651: truelight@0: void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc) truelight@0: { truelight@0: int x,y,x2,y2; tron@926: Point pt = RemapCoords(TileX(tile) * 16, TileY(tile) * 16, 0); truelight@0: truelight@0: x2 = ((pt.x + 104) & 0x1F80) >> 7; truelight@0: x = ((pt.x - 174) & 0x1F80) >> 7; truelight@0: truelight@0: y2 = ((pt.y + 56) & 0xFC0); truelight@0: y = ((pt.y - 294) & 0xFC0); truelight@0: tron@2639: for (;;) { truelight@0: int xb = x; tron@2639: for (;;) { tron@2639: VehicleID veh = _vehicle_position_hash[(x + y) & 0xFFFF]; truelight@0: while (veh != INVALID_VEHICLE) { truelight@919: Vehicle *v = GetVehicle(veh); truelight@0: void *a; truelight@193: tron@2639: a = proc(v, data); tron@2639: if (a != NULL) return a; truelight@0: veh = v->next_hash; truelight@0: } truelight@0: truelight@0: if (x == x2) truelight@0: break; truelight@0: truelight@0: x = (x + 1) & 0x3F; truelight@0: } truelight@0: x = xb; truelight@0: truelight@0: if (y == y2) truelight@0: break; truelight@0: truelight@0: y = (y + 0x40) & ((0x3F) << 6); truelight@0: } truelight@0: return NULL; truelight@0: } truelight@0: truelight@0: truelight@0: tron@2817: static void UpdateVehiclePosHash(Vehicle* v, int x, int y) truelight@0: { truelight@0: VehicleID *old_hash, *new_hash; truelight@0: int old_x = v->left_coord; truelight@0: int old_y = v->top_coord; truelight@0: Vehicle *u; truelight@0: truelight@0: 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; tron@2498: VehicleID idx = *old_hash; truelight@919: while ((u = GetVehicle(idx)) != v) { truelight@0: idx = u->next_hash; truelight@0: assert(idx != INVALID_VEHICLE); truelight@0: last = u; 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; truelight@0: *new_hash = v->index; truelight@0: } truelight@0: } truelight@0: tron@1093: void InitializeVehicles(void) truelight@0: { truelight@0: int 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) */ truelight@1279: CleanPool(&_vehicle_pool); truelight@1279: AddBlockToPool(&_vehicle_pool); truelight@1279: for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++) truelight@1279: AddBlockToPool(&_vehicle_pool); truelight@1279: truelight@0: // clear it... truelight@0: memset(_vehicle_position_hash, -1, sizeof(_vehicle_position_hash)); 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: celestar@1985: 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: celestar@1985: // Check to see if this is the first celestar@1985: if (v == u) return NULL; celestar@1985: celestar@1985: do { celestar@1985: if (u->next == v) return u; celestar@1985: } while ( ( u = u->next) != NULL); truelight@0: truelight@919: return NULL; 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); celestar@1985: celestar@1601: if (v->first != NULL) { bjarni@2676: if (IsFrontEngine(v->first)) return v->first; Darkvater@1765: Darkvater@1765: 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 Darkvater@1765: * their ->first pointer set. When this is the case, go up to the Darkvater@1765: * first engine and set the pointers correctly. Also the first pointer Darkvater@1765: * 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 */ bjarni@2676: if (IsFrontEngine(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: truelight@0: void DeleteVehicle(Vehicle *v) truelight@0: { peter1138@2602: Vehicle *u; peter1138@2602: bool has_artic_part = false; truelight@0: peter1138@2602: do { peter1138@2602: u = v->next; peter1138@2602: has_artic_part = EngineHasArticPart(v); peter1138@2602: DeleteName(v->string_id); peter1138@2602: v->type = 0; peter1138@2602: UpdateVehiclePosHash(v, INVALID_COORD, 0); peter1138@2602: v->next_hash = INVALID_VEHICLE; peter1138@2602: peter1138@2602: if (v->orders != NULL) peter1138@2602: DeleteVehicleOrders(v); peter1138@2602: v = u; peter1138@2602: } while (v != NULL && has_artic_part); truelight@0: } truelight@0: truelight@0: void DeleteVehicleChain(Vehicle *v) truelight@0: { truelight@0: do { truelight@0: Vehicle *u = v; peter1138@2602: v = GetNextVehicle(v); 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: static void MaybeReplaceVehicle(Vehicle *v); bjarni@2574: bjarni@2574: // 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 bjarni@2574: * @param *v vehicle to add bjarni@2574: */ bjarni@2574: void VehicleEnteredDepotThisTick(Vehicle *v) bjarni@2574: { bjarni@2579: // 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) { bjarni@2590: // we keep the vehicle in the depot since the user ordered it to stay bjarni@2590: v->leave_depot_instantly = false; bjarni@2590: } else { bjarni@2579: // the vehicle do not plan on stopping in the depot, so we stop it to ensure that it will not reserve the path bjarni@2579: // out of the depot before we might autoreplace it to a different engine. The new engine would not own the reserved path bjarni@2579: // 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@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: tron@1093: void CallVehicleTicks(void) truelight@0: { truelight@0: Vehicle *v; truelight@0: bjarni@2574: _first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick bjarni@2574: truelight@0: FOR_ALL_VEHICLES(v) { bjarni@2574: if (v->type != 0) { truelight@0: _vehicle_tick_procs[v->type - 0x10](v); bjarni@2574: } bjarni@2574: } bjarni@2574: bjarni@2574: // 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; bjarni@2574: v->depot_list = NULL; // it should always be NULL at the end of each tick bjarni@2574: MaybeReplaceVehicle(v); bjarni@2574: v = w; truelight@0: } truelight@0: } truelight@0: truelight@0: static bool CanFillVehicle_FullLoadAny(Vehicle *v) truelight@0: { truelight@0: uint32 full = 0, not_full = 0; truelight@193: celestar@924: //special handling of aircraft truelight@941: celestar@924: //if the aircraft carries passengers and is NOT full, then celestar@924: //continue loading, no matter how much mail is in celestar@924: if ((v->type == VEH_Aircraft) && (v->cargo_type == CT_PASSENGERS) && (v->cargo_cap != v->cargo_count)) { celestar@924: return true; celestar@924: } celestar@924: truelight@0: // patch should return "true" to continue loading, i.e. when there is no cargo type that is fully loaded. truelight@0: do { truelight@0: //Should never happen, but just in case future additions change this truelight@0: assert(v->cargo_type<32); truelight@0: truelight@0: if (v->cargo_cap != 0) { truelight@0: uint32 mask = 1 << v->cargo_type; truelight@0: if (v->cargo_cap == v->cargo_count) full |= mask; else not_full |= mask; truelight@0: } truelight@0: } while ( (v=v->next) != NULL); truelight@0: truelight@0: // continue loading if there is a non full cargo type and no cargo type that is full truelight@0: return not_full && (full & ~not_full) == 0; truelight@0: } truelight@0: truelight@0: bool CanFillVehicle(Vehicle *v) truelight@0: { tron@1058: TileIndex tile = v->tile; truelight@0: tron@1058: if (IsTileType(tile, MP_STATION) || tron@1058: (v->type == VEH_Ship && ( tron@1058: IsTileType(TILE_ADDXY(tile, 1, 0), MP_STATION) || tron@1058: IsTileType(TILE_ADDXY(tile, -1, 0), MP_STATION) || tron@1058: IsTileType(TILE_ADDXY(tile, 0, 1), MP_STATION) || tron@1058: IsTileType(TILE_ADDXY(tile, 0, -1), MP_STATION) || tron@1058: IsTileType(TILE_ADDXY(tile, -2, 0), MP_STATION) tron@1058: ))) { truelight@0: truelight@0: // If patch is active, use alternative CanFillVehicle-function truelight@0: if (_patches.full_load_any) truelight@0: return CanFillVehicle_FullLoadAny(v); truelight@0: truelight@0: do { truelight@0: if (v->cargo_count != v->cargo_cap) truelight@0: return true; truelight@0: } while ( (v=v->next) != NULL); truelight@0: } truelight@0: return false; 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: { Darkvater@1802: CargoID cid = _global_cargo_id[_opt_ptr->landscape][cid_to]; Darkvater@9928: return HASBIT(_engine_info[engine_type].refit_mask, cid); Darkvater@1802: } Darkvater@1802: Darkvater@2436: static void DoDrawVehicle(const Vehicle *v) truelight@0: { truelight@0: uint32 image = v->cur_image; truelight@193: truelight@0: if (v->vehstatus & VS_DISASTER) { celestar@2148: MAKE_TRANSPARENT(image); truelight@0: } else if (v->vehstatus & VS_DEFPAL) { hackykid@1922: image |= (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : SPRITE_PALETTE(PLAYER_SPRITE_COLOR(v->owner)); truelight@193: } truelight@0: truelight@193: AddSortableSpriteToDraw(image, 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: { truelight@0: int x,xb, y, x2, y2; truelight@0: VehicleID veh; truelight@0: Vehicle *v; truelight@0: truelight@0: x = ((dpi->left - 70) & 0x1F80) >> 7; truelight@0: x2 = ((dpi->left + dpi->width) & 0x1F80) >> 7; truelight@0: truelight@0: y = ((dpi->top - 70) & 0xFC0); truelight@0: y2 = ((dpi->top + dpi->height) & 0xFC0); truelight@0: truelight@0: for(;;) { truelight@0: xb = x; truelight@0: for(;;) { tron@2639: veh = _vehicle_position_hash[(x + y) & 0xFFFF]; truelight@0: while (veh != INVALID_VEHICLE) { truelight@919: v = GetVehicle(veh); truelight@193: truelight@193: if (!(v->vehstatus & VS_HIDDEN) && truelight@0: dpi->left <= v->right_coord && truelight@0: dpi->top <= v->bottom_coord && truelight@0: dpi->left + dpi->width >= v->left_coord && truelight@193: dpi->top + dpi->height >= v->top_coord) { truelight@0: DoDrawVehicle(v); truelight@0: } truelight@0: veh = v->next_hash; truelight@0: } truelight@0: truelight@0: if (x == x2) truelight@0: break; truelight@0: x = (x + 1) & 0x3F; truelight@0: } truelight@0: x = xb; truelight@0: truelight@0: if (y == y2) truelight@0: break; truelight@0: y = (y + 0x40) & ((0x3F) << 6); 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: tron@1364: typedef struct BulldozerMovement { tron@1365: byte direction:2; tron@1364: byte image:2; tron@1364: byte duration:3; tron@1364: } BulldozerMovement; 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: tron@1371: typedef struct BubbleMovement { tron@1371: int8 x:4; tron@1371: int8 y:4; tron@1371: int8 z:4; tron@1371: byte image:4; tron@1371: } BubbleMovement; 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[] = { truelight@0: MK(0,0,1,0), truelight@0: MK(1,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(1,0,1,2), tron@1371: ME(1) truelight@0: }; truelight@0: truelight@0: tron@1371: static const BubbleMovement _bubble_float_ne[] = { truelight@0: MK(0,0,1,0), truelight@0: MK(-1,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(-1,0,1,2), tron@1371: ME(1) truelight@0: }; truelight@0: tron@1371: static const BubbleMovement _bubble_float_se[] = { truelight@0: MK(0,0,1,0), truelight@0: MK(0,1,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,1,1,2), tron@1371: ME(1) truelight@0: }; truelight@0: tron@1371: static const BubbleMovement _bubble_float_nw[] = { truelight@0: MK(0,0,1,0), truelight@0: MK(0,-1,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,-1,1,2), tron@1371: ME(1) truelight@0: }; truelight@0: tron@1371: static const BubbleMovement _bubble_burst[] = { truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,7), truelight@0: MK(0,0,1,8), truelight@0: MK(0,0,1,9), tron@1371: ME(0) truelight@0: }; truelight@0: tron@1371: static const BubbleMovement _bubble_absorb[] = { truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(0,0,1,1), truelight@0: MK(2,1,3,0), truelight@0: MK(1,1,3,1), truelight@0: MK(2,1,3,0), truelight@0: MK(1,1,3,2), truelight@0: MK(2,1,3,0), truelight@0: MK(1,1,3,1), truelight@0: MK(2,1,3,0), truelight@0: MK(1,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(1,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(1,0,1,2), truelight@0: MK(0,0,1,0), truelight@0: MK(1,0,1,1), truelight@0: MK(0,0,1,0), truelight@0: MK(1,0,1,2), tron@1371: ME(2), truelight@0: MK(0,0,0,0xA), truelight@0: MK(0,0,0,0xB), truelight@0: MK(0,0,0,0xC), truelight@0: MK(0,0,0,0xD), truelight@0: 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); tron@2049: if (IsTileType(tile, MP_INDUSTRY) && _m[tile].m5 == 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) { truelight@0: v->type = VEH_Special; 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->z_height = v->sprite_width = v->sprite_height = 1; truelight@0: v->x_offs = v->y_offs = 0; truelight@0: v->tile = 0; 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: { truelight@0: return CreateEffectVehicle(x, y, GetSlopeZ(x, 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: truelight@0: x = (x << vp->zoom) + vp->virtual_left; truelight@0: y = (y << vp->zoom) + vp->virtual_top; truelight@0: truelight@0: FOR_ALL_VEHICLES(v) { truelight@193: if (v->type != 0 && (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] = { truelight@0: 3, 3, 3, 3, 3, 3, 3, 3, truelight@0: 4, 4, 5, 5, 6, 6, 7, 7, truelight@0: 8, 8, 9, 9, 10, 10, 11, 11, truelight@0: 12, 13, 13, 13, 13, 14, 15, 16, truelight@0: 17, 19, 21, 25, 28, 31, 34, 37, truelight@0: 40, 44, 48, 52, 56, 60, 64, 68, truelight@0: 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; truelight@0: 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: truelight@26: // Do not show getting-old message if autorenew is active tron@2639: if (GetPlayer(v->owner)->engine_renew) return; truelight@0: tron@534: SetDParam(0, _vehicle_type_names[v->type - 0x10]); 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@2244: /** Clone a vehicle. If it is a train, it will clone all the cars too bjarni@2563: * @param x,y depot where the cloned vehicle is build bjarni@2563: * @param p1 the original vehicle's index bjarni@2563: * @param p2 1 = shared orders, else copied orders bjarni@2563: */ bjarni@2244: int32 CmdCloneVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2) bjarni@2244: { bjarni@2563: Vehicle *v_front, *v; bjarni@2563: Vehicle *w_front, *w, *w_rear; bjarni@2563: int cost, total_cost = 0; bjarni@2244: tron@2639: if (!IsVehicleIndex(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: peter1138@2813: if (v->type == VEH_Train && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR; bjarni@2244: bjarni@2601: // 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 { bjarni@2676: bjarni@2676: if (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@2677: cost = DoCommand(x, y, v->engine_type, 1, flags, CMD_BUILD_VEH(v->type)); 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: bjarni@2563: if (v->type != VEH_Road) { // road vehicles can't be refitted bjarni@2563: if (v->cargo_type != w->cargo_type) { bjarni@2563: DoCommand(x, y, w->index, v->cargo_type, flags, CMD_REFIT_VEH(v->type)); bjarni@2563: } bjarni@2563: } bjarni@2563: bjarni@2676: if (v->type == VEH_Train && !IsFrontEngine(v)) { bjarni@2563: // this s a train car bjarni@2563: // add this unit to the end of the train bjarni@2563: DoCommand(x, y, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE); bjarni@2563: } else { bjarni@2563: // this is a front engine or not a train. It need orders bjarni@2563: w_front = w; bjarni@2563: DoCommand(x, y, (v->index << 16) | w->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER); bjarni@2563: } bjarni@2563: w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop bjarni@2563: } peter1138@2602: } while (v->type == VEH_Train && (v = GetNextVehicle(v)) != NULL); bjarni@2244: bjarni@2676: if (flags & DC_EXEC && v_front->type == VEH_Train) { bjarni@2676: // _new_train_id needs to be the front engine due to the callback function bjarni@2676: _new_train_id = w_front->index; bjarni@2244: } bjarni@2244: return total_cost; bjarni@2244: } bjarni@2244: bjarni@2599: /* bjarni@2599: * move the cargo from one engine to another if possible bjarni@2599: */ bjarni@2599: static void MoveVehicleCargo(Vehicle *dest, Vehicle *source) bjarni@2599: { bjarni@2599: Vehicle *v = dest; bjarni@2599: int units_moved; bjarni@2599: bjarni@2599: do { bjarni@2599: do { bjarni@2599: if (source->cargo_type != dest->cargo_type) bjarni@2599: continue; // cargo not compatible bjarni@2599: bjarni@2599: if (dest->cargo_count == dest->cargo_cap) bjarni@2599: continue; // the destination vehicle is already full bjarni@2599: bjarni@2599: units_moved = min(source->cargo_count, dest->cargo_cap - dest->cargo_count); bjarni@2599: source->cargo_count -= units_moved; bjarni@2599: dest->cargo_count += units_moved; bjarni@2599: dest->cargo_source = source->cargo_source; bjarni@2599: bjarni@2599: // copy the age of the cargo bjarni@2599: dest->cargo_days = source->cargo_days; bjarni@2599: dest->day_counter = source->day_counter; bjarni@2599: dest->tick_counter = source->tick_counter; bjarni@2599: bjarni@2678: } while (source->cargo_count > 0 && (dest = dest->next) != NULL); bjarni@2599: dest = v; bjarni@2678: } while ((source = source->next) != NULL); bjarni@2599: } bjarni@2599: bjarni@2552: /* Replaces a vehicle (used to be called autorenew) tron@2639: * This function is only called from MaybeReplaceVehicle() bjarni@2552: * Must be called with _current_player set to the owner of the vehicle bjarni@2552: * @param w Vehicle to replace bjarni@2552: * @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts tron@2639: * @return value is cost of the replacement or CMD_ERROR bjarni@2552: */ bjarni@2552: static int32 ReplaceVehicle(Vehicle **w, byte flags) bjarni@2552: { bjarni@2552: int32 cost; bjarni@2599: Vehicle *old_v = *w; bjarni@2552: const Player *p = GetPlayer(old_v->owner); bjarni@2552: EngineID new_engine_type; bjarni@2552: const UnitID cached_unitnumber = old_v->unitnumber; bjarni@2552: bool new_front = false; bjarni@2552: Vehicle *new_v = NULL; peter1138@2716: char vehicle_name[32]; bjarni@2552: peter1138@2848: new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type); peter1138@2697: if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type; bjarni@2552: bjarni@2677: cost = DoCommand(old_v->x_pos, old_v->y_pos, new_engine_type, 1, flags, CMD_BUILD_VEH(old_v->type)); bjarni@2552: if (CmdFailed(cost)) return cost; bjarni@2552: bjarni@2552: if (flags & DC_EXEC) { bjarni@2564: new_v = GetVehicle(_new_vehicle_id); bjarni@2564: *w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is bjarni@2552: bjarni@2552: /* refit if needed */ bjarni@2552: if (new_v->type != VEH_Road) { // road vehicles can't be refitted bjarni@2552: if (old_v->cargo_type != new_v->cargo_type && old_v->cargo_cap != 0 && new_v->cargo_cap != 0) {// some train engines do not have cargo capacity bjarni@2552: DoCommand(0, 0, new_v->index, old_v->cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type)); bjarni@2552: } bjarni@2552: } bjarni@2552: bjarni@2552: bjarni@2676: if (old_v->type == VEH_Train && !IsFrontEngine(old_v)) { bjarni@2552: /* this is a railcar. We need to move the car into the train bjarni@2552: * We add the new engine after the old one instead of replacing it. It will give the same result anyway when we bjarni@2552: * sell the old engine in a moment bjarni@2552: */ bjarni@2676: DoCommand(0, 0, (GetPrevVehicleInChain(old_v)->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); bjarni@2678: /* Now we move the old one out of the train */ bjarni@2678: DoCommand(0, 0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); bjarni@2552: } else { bjarni@2552: // copy/clone the orders bjarni@2552: DoCommand(0, 0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER); bjarni@2552: new_v->cur_order_index = old_v->cur_order_index; bjarni@2552: ChangeVehicleViewWindow(old_v, new_v); bjarni@2575: new_v->profit_this_year = old_v->profit_this_year; bjarni@2575: new_v->profit_last_year = old_v->profit_last_year; bjarni@2552: new_front = true; bjarni@2552: bjarni@2552: new_v->current_order = old_v->current_order; bjarni@2842: if (old_v->type == VEH_Train && GetNextVehicle(old_v) != NULL){ bjarni@2842: Vehicle *temp_v = GetNextVehicle(old_v); bjarni@2842: bjarni@2842: // move the entire train to the new engine, excluding the old engine bjarni@2842: if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) { bjarni@2842: // we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead bjarni@2842: temp_v = GetNextVehicle(temp_v); bjarni@2842: } bjarni@2842: bjarni@2842: if (temp_v != NULL) { bjarni@2842: DoCommand(0, 0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); bjarni@2681: } bjarni@2552: } bjarni@2552: } bjarni@2678: /* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */ bjarni@2678: MoveVehicleCargo(new_v->type == VEH_Train ? GetFirstVehicleInChain(new_v) : new_v, old_v); peter1138@2716: peter1138@2716: // Get the name of the old vehicle if it has a custom name. peter1138@2716: if ((old_v->string_id & 0xF800) != 0x7800) { peter1138@2716: vehicle_name[0] = '\0'; peter1138@2716: } else { peter1138@2716: GetName(old_v->string_id & 0x7FF, vehicle_name); peter1138@2716: } bjarni@2552: } bjarni@2552: bjarni@2552: // sell the engine/ find out how much you get for the old engine bjarni@2552: cost += DoCommand(0, 0, old_v->index, 0, flags, CMD_SELL_VEH(old_v->type)); bjarni@2552: bjarni@2552: if (new_front) { bjarni@2552: // now we assign the old unitnumber to the new vehicle bjarni@2552: new_v->unitnumber = cached_unitnumber; bjarni@2552: } bjarni@2552: peter1138@2716: // Transfer the name of the old vehicle. peter1138@2716: if ((flags & DC_EXEC) && vehicle_name[0] != '\0') { peter1138@2716: _cmd_text = vehicle_name; peter1138@2716: DoCommand(0, 0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE); peter1138@2716: } peter1138@2716: bjarni@2552: return cost; bjarni@2552: } bjarni@2552: tron@2639: /** replaces a vehicle if it's set for autoreplace or is too old tron@2639: * (used to be called autorenew) tron@2639: * @param v The vehicle to replace tron@2639: * if the vehicle is a train, v needs to be the front engine tron@2639: * return value is a pointer to the new vehicle, which is the same as the argument if nothing happened tron@2639: */ bjarni@2574: static void MaybeReplaceVehicle(Vehicle *v) bjarni@2552: { bjarni@2552: Vehicle *w; bjarni@2552: const Player *p = GetPlayer(v->owner); bjarni@2552: byte flags = 0; bjarni@2591: int32 cost, temp_cost = 0; bjarni@2574: bool stopped = false; tron@2805: tron@2805: /* Remember the length in case we need to trim train later on Darkvater@9934: * If it's not a train, the value is unused Darkvater@9934: * round up to the length of the tiles used for the train instead of the train length instead Darkvater@9934: * Useful when newGRF uses custom length */ Darkvater@9934: uint16 old_total_length = (v->type == VEH_Train) ? ((v->u.rail.cached_total_length + 15 )/ 16)* 16 : -1; Darkvater@9934: bjarni@2552: bjarni@2552: _current_player = v->owner; bjarni@2552: bjarni@2552: assert(v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship || v->type == VEH_Aircraft); bjarni@2579: bjarni@2590: assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed bjarni@2590: bjarni@2579: if (v->leave_depot_instantly) { bjarni@2579: // we stopped the vehicle to do this, so we have to remember to start it again when we are done bjarni@2579: // we need to store this info as the engine might be replaced and lose this info bjarni@2579: stopped = true; bjarni@2574: } bjarni@2552: tron@2639: for (;;) { bjarni@2591: cost = 0; bjarni@2552: w = v; bjarni@2552: do { bjarni@2676: if (w->type == VEH_Train && IsMultiheaded(w) && !IsTrainEngine(w)) { bjarni@2676: /* we build the rear ends of multiheaded trains with the front ones */ bjarni@2676: continue; bjarni@2676: } bjarni@2676: bjarni@2552: // check if the vehicle should be replaced tron@2639: if (!p->engine_renew || tron@2639: w->age - w->max_age < (p->engine_renew_months * 30) || // replace if engine is too old tron@2639: w->max_age == 0) { // rail cars got a max age of 0 peter1138@2848: if (!EngineHasReplacementForPlayer(p, w->engine_type)) // updates to a new model bjarni@2552: continue; bjarni@2552: } bjarni@2552: bjarni@2552: /* Now replace the vehicle */ bjarni@2552: temp_cost = ReplaceVehicle(&w, flags); bjarni@2552: tron@2639: if (flags & DC_EXEC && tron@2639: (w->type != VEH_Train || w->u.rail.first_engine == INVALID_VEHICLE)) { tron@2639: /* now we bought a new engine and sold the old one. We need to fix the tron@2639: * pointers in order to avoid pointing to the old one for trains: these tron@2639: * pointers should point to the front engine and not the cars tron@2639: */ bjarni@2552: v = w; bjarni@2552: } bjarni@2552: tron@2639: if (CmdFailed(temp_cost)) break; bjarni@2552: bjarni@2552: cost += temp_cost; peter1138@2602: } while (w->type == VEH_Train && (w = GetNextVehicle(w)) != NULL); bjarni@2552: bjarni@2552: if (!(flags & DC_EXEC) && (CmdFailed(temp_cost) || p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) { bjarni@2558: if (p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) { bjarni@2552: StringID message; bjarni@2552: SetDParam(0, v->unitnumber); bjarni@2552: switch (v->type) { bjarni@2552: case VEH_Train: message = STR_TRAIN_AUTORENEW_FAILED; break; bjarni@2552: case VEH_Road: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break; bjarni@2552: case VEH_Ship: message = STR_SHIP_AUTORENEW_FAILED; break; bjarni@2552: case VEH_Aircraft: message = STR_AIRCRAFT_AUTORENEW_FAILED; break; bjarni@2552: // This should never happen bjarni@2552: default: NOT_REACHED(); message = 0; break; bjarni@2552: } bjarni@2552: bjarni@2552: AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); bjarni@2552: } tron@2639: if (stopped) v->vehstatus &= ~VS_STOPPED; bjarni@2592: _current_player = OWNER_NONE; bjarni@2574: return; bjarni@2552: } bjarni@2552: bjarni@2552: if (flags & DC_EXEC) { bjarni@2552: break; // we are done replacing since the loop ran once with DC_EXEC bjarni@2552: } bjarni@2552: // now we redo the loop, but this time we actually do stuff since we know that we can do it bjarni@2552: flags |= DC_EXEC; bjarni@2552: } bjarni@2552: tron@2805: /* If setting is on to try not to exceed the old length of the train with the replacement */ tron@2805: if (v->type == VEH_Train && p->renew_keep_length) { bjarni@2617: Vehicle *temp; bjarni@2617: w = v; tron@2805: tron@2805: while (v->u.rail.cached_total_length > old_total_length) { bjarni@2617: // the train is too long. We will remove cars one by one from the start of the train until it's short enough bjarni@2617: while (w != NULL && !(RailVehInfo(w->engine_type)->flags&RVI_WAGON) ) { bjarni@2617: w = GetNextVehicle(w); bjarni@2617: } bjarni@2617: if (w == NULL) { bjarni@2617: // we failed to make the train short enough bjarni@2617: SetDParam(0, v->unitnumber); bjarni@2617: AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); bjarni@2617: break; bjarni@2617: } bjarni@2617: temp = w; bjarni@2617: w = GetNextVehicle(w); bjarni@2678: DoCommand(0, 0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); bjarni@2678: MoveVehicleCargo(v, temp); bjarni@2617: cost += DoCommand(0, 0, temp->index, 0, flags, CMD_SELL_VEH(temp->type)); bjarni@2617: } bjarni@2617: } bjarni@2617: bjarni@2552: if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost); bjarni@2552: tron@2639: if (stopped) v->vehstatus &= ~VS_STOPPED; bjarni@2552: _current_player = OWNER_NONE; bjarni@2552: } bjarni@2552: bjarni@2244: Darkvater@1786: /** Give a custom name to your vehicle Darkvater@1786: * @param x,y unused Darkvater@1786: * @param p1 vehicle ID to name Darkvater@1786: * @param p2 unused Darkvater@1786: */ truelight@0: int32 CmdNameVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2) truelight@0: { truelight@0: Vehicle *v; truelight@0: StringID str; truelight@0: Darkvater@1840: if (!IsVehicleIndex(p1) || _cmd_text[0] == '\0') return CMD_ERROR; bjarni@1237: truelight@919: v = GetVehicle(p1); truelight@0: Darkvater@1786: if (!CheckOwnership(v->owner)) return CMD_ERROR; truelight@0: tron@1820: str = AllocateNameUnique(_cmd_text, 2); Darkvater@1786: if (str == 0) return CMD_ERROR; truelight@193: truelight@0: if (flags & DC_EXEC) { truelight@0: StringID old_str = v->string_id; truelight@0: v->string_id = str; truelight@0: DeleteName(old_str); tron@588: ResortVehicleLists(); truelight@0: MarkWholeScreenDirty(); truelight@0: } else { truelight@0: DeleteName(str); truelight@0: } truelight@0: truelight@0: return 0; truelight@0: } truelight@0: truelight@0: tron@2819: /** Change the service interval of a vehicle tron@2819: * @param x,y unused tron@2819: * @param p1 vehicle ID that is being service-interval-changed tron@2819: * @param p2 new service interval tron@2819: */ tron@2819: int32 CmdChangeServiceInt(int x, int y, uint32 flags, uint32 p1, uint32 p2) tron@2819: { tron@2819: Vehicle* v; tron@2819: uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */ tron@2819: tron@2819: if (serv_int != p2 || !IsVehicleIndex(p1)) return CMD_ERROR; tron@2819: tron@2819: v = GetVehicle(p1); tron@2819: tron@2819: if (v->type == 0 || !CheckOwnership(v->owner)) return CMD_ERROR; tron@2819: tron@2819: if (flags & DC_EXEC) { tron@2819: v->service_interval = serv_int; tron@2819: InvalidateWindow(WC_VEHICLE_DETAILS, v->index); tron@2819: } tron@2819: tron@2819: return 0; tron@2819: } tron@2819: truelight@0: truelight@0: static Rect _old_vehicle_coords; truelight@0: truelight@0: void BeginVehicleMove(Vehicle *v) { truelight@0: _old_vehicle_coords.left = v->left_coord; truelight@0: _old_vehicle_coords.top = v->top_coord; truelight@0: _old_vehicle_coords.right = v->right_coord; truelight@0: _old_vehicle_coords.bottom = v->bottom_coord; truelight@0: } truelight@0: truelight@0: void EndVehicleMove(Vehicle *v) truelight@0: { truelight@0: MarkAllViewportsDirty( truelight@0: min(_old_vehicle_coords.left,v->left_coord), truelight@0: min(_old_vehicle_coords.top,v->top_coord), truelight@0: max(_old_vehicle_coords.right,v->right_coord)+1, truelight@0: max(_old_vehicle_coords.bottom,v->bottom_coord)+1 truelight@0: ); truelight@0: } truelight@0: truelight@0: /* returns true if staying in the same tile */ Darkvater@2436: bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp) truelight@0: { truelight@0: static const int8 _delta_coord[16] = { truelight@0: -1,-1,-1, 0, 1, 1, 1, 0, /* x */ truelight@0: -1, 0, 1, 1, 1, 0,-1,-1, /* y */ truelight@0: }; truelight@0: truelight@0: int x = v->x_pos + _delta_coord[v->direction]; truelight@0: int y = v->y_pos + _delta_coord[v->direction + 8]; truelight@0: truelight@0: gp->x = x; truelight@0: gp->y = y; truelight@0: gp->old_tile = v->tile; tron@1980: gp->new_tile = TileVirtXY(x, y); truelight@0: return gp->old_tile == gp->new_tile; truelight@0: } truelight@0: truelight@0: static const byte _new_direction_table[9] = { truelight@0: 0, 7, 6, truelight@0: 1, 3, 5, truelight@0: 2, 3, 4, truelight@0: }; truelight@0: Darkvater@2436: byte GetDirectionTowards(const Vehicle *v, int x, int y) truelight@0: { truelight@0: byte dirdiff, dir; truelight@0: int i = 0; truelight@0: truelight@0: if (y >= v->y_pos) { truelight@0: if (y != v->y_pos) i+=3; truelight@0: i+=3; truelight@0: } truelight@0: truelight@0: if (x >= v->x_pos) { truelight@0: if (x != v->x_pos) i++; truelight@0: i++; truelight@0: } truelight@0: truelight@0: dir = v->direction; truelight@0: truelight@0: dirdiff = _new_direction_table[i] - dir; truelight@0: if (dirdiff == 0) truelight@0: return dir; truelight@0: return (dir+((dirdiff&7)<5?1:-1)) & 7; truelight@0: } truelight@0: matthijs@1944: Trackdir GetVehicleTrackdir(const Vehicle* v) matthijs@1752: { Darkvater@1765: if (v->vehstatus & VS_CRASHED) return 0xFF; matthijs@1758: matthijs@1752: switch(v->type) matthijs@1752: { matthijs@1752: case VEH_Train: Darkvater@1765: if (v->u.rail.track == 0x80) /* We'll assume the train is facing outwards */ matthijs@1944: return DiagdirToDiagTrackdir(GetDepotDirection(v->tile, TRANSPORT_RAIL)); /* Train in depot */ Darkvater@1765: Darkvater@1765: if (v->u.rail.track == 0x40) /* train in tunnel, so just use his direction and assume a diagonal track */ matthijs@1944: return DiagdirToDiagTrackdir((v->direction >> 1) & 3); Darkvater@1765: matthijs@1944: return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.rail.track),v->direction); tron@1959: matthijs@1752: case VEH_Ship: matthijs@1942: if (v->u.ship.state == 0x80) /* Inside a depot? */ matthijs@1942: /* We'll assume the ship is facing outwards */ matthijs@1944: return DiagdirToDiagTrackdir(GetDepotDirection(v->tile, TRANSPORT_WATER)); /* Ship in depot */ Darkvater@1765: matthijs@1944: return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.ship.state),v->direction); tron@1959: matthijs@1752: case VEH_Road: Darkvater@1765: if (v->u.road.state == 254) /* We'll assume the road vehicle is facing outwards */ matthijs@1944: return DiagdirToDiagTrackdir(GetDepotDirection(v->tile, TRANSPORT_ROAD)); /* Road vehicle in depot */ Darkvater@1765: Darkvater@1765: if (IsRoadStationTile(v->tile)) /* We'll assume the road vehicle is facing outwards */ matthijs@1944: return DiagdirToDiagTrackdir(GetRoadStationDir(v->tile)); /* Road vehicle in a station */ Darkvater@1765: matthijs@1944: return DiagdirToDiagTrackdir((v->direction >> 1) & 3); tron@1959: Darkvater@1765: /* case VEH_Aircraft: case VEH_Special: case VEH_Disaster: */ Darkvater@1765: default: return 0xFF; matthijs@1752: } matthijs@1752: } darkvater@22: /* Return value has bit 0x2 set, when the vehicle enters a station. Then, darkvater@22: * result << 8 contains the id of the station entered. If the return value has darkvater@22: * bit 0x8 set, the vehicle could not and did not enter the tile. Are there darkvater@22: * other bits that can be set? */ tron@1977: uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y) truelight@193: { tron@1977: TileIndex old_tile = v->tile; tron@1214: uint32 result = _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y); truelight@193: darkvater@22: /* When vehicle_enter_tile_proc returns 8, that apparently means that darkvater@22: * we cannot enter the tile at all. In that case, don't call darkvater@22: * leave_tile. */ truelight@0: if (!(result & 8) && old_tile != tile) { tron@1214: VehicleLeaveTileProc *proc = _tile_type_procs[GetTileType(old_tile)]->vehicle_leave_tile_proc; truelight@0: if (proc != NULL) truelight@0: proc(v, old_tile, x, y); truelight@0: } truelight@0: return result; truelight@0: } truelight@0: truelight@1282: UnitID GetFreeUnitNumber(byte type) truelight@0: { Darkvater@9924: UnitID unit, max; Darkvater@9924: const Vehicle *u; Darkvater@9924: static bool *cache = NULL; Darkvater@9924: static UnitID gmax = 0; truelight@0: Darkvater@9924: switch (type) { Darkvater@9924: case VEH_Train: max = _patches.max_trains; break; Darkvater@9924: case VEH_Road: max = _patches.max_roadveh; break; Darkvater@9924: case VEH_Ship: max = _patches.max_ships; break; Darkvater@9924: case VEH_Aircraft: max = _patches.max_aircraft; break; Darkvater@9924: default: assert(0); Darkvater@9924: } Darkvater@9924: Darkvater@9924: if (max > gmax) { Darkvater@9924: gmax = max; Darkvater@9924: free(cache); Darkvater@9924: cache = malloc((max + 1) * sizeof(*cache)); Darkvater@9924: } Darkvater@9924: Darkvater@9924: // Clear the cache Darkvater@9924: memset(cache, 0, (max + 1) * sizeof(*cache)); Darkvater@9924: Darkvater@9924: // Fill the cache truelight@0: FOR_ALL_VEHICLES(u) { Darkvater@9924: if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max) Darkvater@9924: cache[u->unitnumber] = true; truelight@0: } Darkvater@9924: Darkvater@9924: // Find the first unused unit number Darkvater@9924: for (unit = 1; unit <= max; unit++) { Darkvater@9924: if (!cache[unit]) break; Darkvater@9924: } Darkvater@9924: Darkvater@9924: return unit; truelight@0: } truelight@0: truelight@0: // Save and load of vehicles Darkvater@1881: const SaveLoad _common_veh_desc[] = { truelight@0: SLE_VAR(Vehicle,subtype, SLE_UINT8), truelight@193: truelight@938: SLE_REF(Vehicle,next, REF_VEHICLE_OLD), truelight@0: SLE_VAR(Vehicle,string_id, SLE_STRINGID), truelight@1282: SLE_CONDVAR(Vehicle,unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7), truelight@1282: SLE_CONDVAR(Vehicle,unitnumber, SLE_UINT16, 8, 255), truelight@0: SLE_VAR(Vehicle,owner, SLE_UINT8), tron@1174: SLE_CONDVAR(Vehicle,tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), tron@1174: SLE_CONDVAR(Vehicle,tile, SLE_UINT32, 6, 255), tron@1174: SLE_CONDVAR(Vehicle,dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), tron@1174: SLE_CONDVAR(Vehicle,dest_tile, SLE_UINT32, 6, 255), truelight@0: tron@1174: SLE_CONDVAR(Vehicle,x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), tron@1174: SLE_CONDVAR(Vehicle,x_pos, SLE_UINT32, 6, 255), tron@1174: SLE_CONDVAR(Vehicle,y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), tron@1174: SLE_CONDVAR(Vehicle,y_pos, SLE_UINT32, 6, 255), truelight@0: SLE_VAR(Vehicle,z_pos, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,direction, SLE_UINT8), truelight@0: truelight@0: SLE_VAR(Vehicle,cur_image, SLE_UINT16), truelight@0: SLE_VAR(Vehicle,spritenum, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,sprite_width, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,sprite_height, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,z_height, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,x_offs, SLE_INT8), truelight@0: SLE_VAR(Vehicle,y_offs, SLE_INT8), truelight@0: SLE_VAR(Vehicle,engine_type, SLE_UINT16), tron@445: truelight@0: SLE_VAR(Vehicle,max_speed, SLE_UINT16), truelight@0: SLE_VAR(Vehicle,cur_speed, SLE_UINT16), truelight@0: SLE_VAR(Vehicle,subspeed, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,acceleration, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,progress, SLE_UINT8), truelight@0: truelight@0: SLE_VAR(Vehicle,vehstatus, SLE_UINT8), truelight@817: SLE_CONDVAR(Vehicle,last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), truelight@817: SLE_CONDVAR(Vehicle,last_station_visited, SLE_UINT16, 5, 255), truelight@0: truelight@0: SLE_VAR(Vehicle,cargo_type, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,cargo_days, SLE_UINT8), truelight@1266: SLE_CONDVAR(Vehicle,cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6), truelight@1266: SLE_CONDVAR(Vehicle,cargo_source, SLE_UINT16, 7, 255), truelight@0: SLE_VAR(Vehicle,cargo_cap, SLE_UINT16), truelight@0: SLE_VAR(Vehicle,cargo_count, SLE_UINT16), truelight@0: truelight@0: SLE_VAR(Vehicle,day_counter, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,tick_counter, SLE_UINT8), truelight@0: truelight@0: SLE_VAR(Vehicle,cur_order_index, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,num_orders, SLE_UINT8), truelight@956: truelight@956: /* This next line is for version 4 and prior compatibility.. it temporarily reads truelight@956: type and flags (which were both 4 bits) into type. Later on this is truelight@956: converted correctly */ truelight@956: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 0, 4), truelight@956: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, station), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), truelight@956: truelight@956: /* Orders for version 5 and on */ truelight@956: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 5, 255), truelight@956: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, flags), SLE_UINT8, 5, 255), truelight@956: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, station), SLE_UINT16, 5, 255), truelight@956: truelight@1024: SLE_REF(Vehicle,orders, REF_ORDER), truelight@0: truelight@0: SLE_VAR(Vehicle,age, SLE_UINT16), truelight@0: SLE_VAR(Vehicle,max_age, SLE_UINT16), truelight@0: SLE_VAR(Vehicle,date_of_last_service,SLE_UINT16), truelight@0: SLE_VAR(Vehicle,service_interval, SLE_UINT16), truelight@0: SLE_VAR(Vehicle,reliability, SLE_UINT16), truelight@0: SLE_VAR(Vehicle,reliability_spd_dec,SLE_UINT16), truelight@0: SLE_VAR(Vehicle,breakdown_ctr, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,breakdown_delay, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,breakdowns_since_last_service, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,breakdown_chance, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,build_year, SLE_UINT8), truelight@0: truelight@0: SLE_VAR(Vehicle,load_unload_time_rem, SLE_UINT16), truelight@0: truelight@0: SLE_VAR(Vehicle,profit_this_year, SLE_INT32), truelight@0: SLE_VAR(Vehicle,profit_last_year, SLE_INT32), truelight@0: SLE_VAR(Vehicle,value, SLE_UINT32), truelight@0: tron@445: SLE_VAR(Vehicle,random_bits, SLE_UINT8), tron@445: SLE_VAR(Vehicle,waiting_triggers, SLE_UINT8), tron@445: truelight@1024: SLE_REF(Vehicle,next_shared, REF_VEHICLE), truelight@1024: SLE_REF(Vehicle,prev_shared, REF_VEHICLE), truelight@1024: truelight@1024: // reserve extra space in savegame here. (currently 10 bytes) tron@445: SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 2, 2, 255), /* 2 */ tron@445: SLE_CONDARR(NullStruct,null,SLE_FILE_U32 | SLE_VAR_NULL, 2, 2, 255), /* 8 */ truelight@193: truelight@0: SLE_END() truelight@0: }; truelight@0: truelight@0: Darkvater@1881: static const SaveLoad _train_desc[] = { truelight@0: SLE_WRITEBYTE(Vehicle,type,VEH_Train, 0), // Train type. VEH_Train in mem, 0 in file. truelight@0: SLE_INCLUDEX(0, INC_VEHICLE_COMMON), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRail,crash_anim_pos), SLE_UINT16), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRail,force_proceed), SLE_UINT8), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRail,railtype), SLE_UINT8), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRail,track), SLE_UINT8), truelight@0: truelight@0: SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,flags), SLE_UINT8, 2, 255), truelight@0: SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,days_since_order_progr), SLE_UINT16, 2, 255), truelight@0: Darkvater@2926: SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL, 2, 2, 19), Darkvater@2926: // reserve extra space in savegame here. (currently 11 bytes) Darkvater@2926: SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL, 11, 2, 255), truelight@0: truelight@0: SLE_END() truelight@0: }; truelight@0: Darkvater@1881: static const SaveLoad _roadveh_desc[] = { truelight@0: SLE_WRITEBYTE(Vehicle,type,VEH_Road, 1), // Road type. VEH_Road in mem, 1 in file. truelight@0: SLE_INCLUDEX(0, INC_VEHICLE_COMMON), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,state), SLE_UINT8), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,frame), SLE_UINT8), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,unk2), SLE_UINT16), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,overtaking), SLE_UINT8), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,overtaking_ctr),SLE_UINT8), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,crashed_ctr), SLE_UINT16), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,reverse_ctr), SLE_UINT8), truelight@0: celestar@1217: SLE_CONDREFX(offsetof(Vehicle,u)+offsetof(VehicleRoad,slot), REF_ROADSTOPS, 6, 255), celestar@1217: SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,slotindex), SLE_UINT8, 6, 255), celestar@1217: SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,slot_age), SLE_UINT8, 6, 255), truelight@0: // reserve extra space in savegame here. (currently 16 bytes) truelight@0: SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255), truelight@0: truelight@0: SLE_END() truelight@0: }; truelight@0: Darkvater@1881: static const SaveLoad _ship_desc[] = { truelight@0: SLE_WRITEBYTE(Vehicle,type,VEH_Ship, 2), // Ship type. VEH_Ship in mem, 2 in file. truelight@0: SLE_INCLUDEX(0, INC_VEHICLE_COMMON), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleShip,state), SLE_UINT8), truelight@0: truelight@0: // reserve extra space in savegame here. (currently 16 bytes) truelight@0: SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255), truelight@0: truelight@0: SLE_END() truelight@0: }; truelight@0: Darkvater@1881: static const SaveLoad _aircraft_desc[] = { truelight@0: SLE_WRITEBYTE(Vehicle,type,VEH_Aircraft, 3), // Aircraft type. VEH_Aircraft in mem, 3 in file. truelight@0: SLE_INCLUDEX(0, INC_VEHICLE_COMMON), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleAir,crashed_counter), SLE_UINT16), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleAir,pos), SLE_UINT8), truelight@817: truelight@817: SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleAir,targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), truelight@817: SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleAir,targetairport), SLE_UINT16, 5, 255), truelight@817: truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleAir,state), SLE_UINT8), truelight@193: truelight@0: SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleAir,previous_pos), SLE_UINT8, 2, 255), truelight@0: truelight@0: // reserve extra space in savegame here. (currently 15 bytes) truelight@0: SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 15, 2, 255), truelight@0: truelight@0: SLE_END() truelight@0: }; truelight@0: Darkvater@1881: static const SaveLoad _special_desc[] = { truelight@0: SLE_WRITEBYTE(Vehicle,type,VEH_Special, 4), truelight@0: truelight@0: SLE_VAR(Vehicle,subtype, SLE_UINT8), truelight@193: tron@1174: SLE_CONDVAR(Vehicle,tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), tron@1174: SLE_CONDVAR(Vehicle,tile, SLE_UINT32, 6, 255), truelight@0: tron@1174: SLE_CONDVAR(Vehicle,x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), tron@1174: SLE_CONDVAR(Vehicle,x_pos, SLE_INT32, 6, 255), tron@1174: SLE_CONDVAR(Vehicle,y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), tron@1174: SLE_CONDVAR(Vehicle,y_pos, SLE_INT32, 6, 255), truelight@0: SLE_VAR(Vehicle,z_pos, SLE_UINT8), truelight@0: truelight@0: SLE_VAR(Vehicle,cur_image, SLE_UINT16), truelight@0: SLE_VAR(Vehicle,sprite_width, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,sprite_height, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,z_height, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,x_offs, SLE_INT8), truelight@0: SLE_VAR(Vehicle,y_offs, SLE_INT8), truelight@0: SLE_VAR(Vehicle,progress, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,vehstatus, SLE_UINT8), truelight@0: truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleSpecial,unk0), SLE_UINT16), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleSpecial,unk2), SLE_UINT8), truelight@0: truelight@0: // reserve extra space in savegame here. (currently 16 bytes) truelight@0: SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255), truelight@0: truelight@0: SLE_END() truelight@0: }; truelight@0: Darkvater@1881: static const SaveLoad _disaster_desc[] = { truelight@0: SLE_WRITEBYTE(Vehicle,type,VEH_Disaster, 5), truelight@0: truelight@938: SLE_REF(Vehicle,next, REF_VEHICLE_OLD), truelight@0: truelight@0: SLE_VAR(Vehicle,subtype, SLE_UINT8), tron@1174: SLE_CONDVAR(Vehicle,tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), tron@1174: SLE_CONDVAR(Vehicle,tile, SLE_UINT32, 6, 255), tron@1174: SLE_CONDVAR(Vehicle,dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), tron@1174: SLE_CONDVAR(Vehicle,dest_tile, SLE_UINT32, 6, 255), truelight@0: tron@1174: SLE_CONDVAR(Vehicle,x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), tron@1174: SLE_CONDVAR(Vehicle,x_pos, SLE_INT32, 6, 255), tron@1174: SLE_CONDVAR(Vehicle,y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), tron@1174: SLE_CONDVAR(Vehicle,y_pos, SLE_INT32, 6, 255), truelight@0: SLE_VAR(Vehicle,z_pos, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,direction, SLE_UINT8), truelight@0: truelight@0: SLE_VAR(Vehicle,x_offs, SLE_INT8), truelight@0: SLE_VAR(Vehicle,y_offs, SLE_INT8), truelight@0: SLE_VAR(Vehicle,sprite_width, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,sprite_height, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,z_height, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,owner, SLE_UINT8), truelight@0: SLE_VAR(Vehicle,vehstatus, SLE_UINT8), truelight@956: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, station), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), truelight@956: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, station), SLE_UINT16, 5, 255), truelight@0: truelight@0: SLE_VAR(Vehicle,cur_image, SLE_UINT16), truelight@0: SLE_VAR(Vehicle,age, SLE_UINT16), truelight@0: truelight@0: SLE_VAR(Vehicle,tick_counter, SLE_UINT8), truelight@0: truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleDisaster,image_override), SLE_UINT16), truelight@0: SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleDisaster,unk2), SLE_UINT16), truelight@0: truelight@0: // reserve extra space in savegame here. (currently 16 bytes) truelight@0: SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255), truelight@0: truelight@0: SLE_END() truelight@0: }; truelight@0: truelight@0: truelight@0: static const void *_veh_descs[] = { truelight@0: _train_desc, truelight@0: _roadveh_desc, truelight@0: _ship_desc, truelight@0: _aircraft_desc, truelight@0: _special_desc, truelight@0: _disaster_desc, truelight@0: }; truelight@0: truelight@0: // Will be called when the vehicles need to be saved. tron@1093: static void Save_VEHS(void) truelight@0: { truelight@0: Vehicle *v; truelight@0: // Write the vehicles truelight@0: FOR_ALL_VEHICLES(v) { truelight@0: if (v->type != 0) { truelight@0: SlSetArrayIndex(v->index); truelight@0: SlObject(v, _veh_descs[v->type - 0x10]); truelight@0: } truelight@0: } truelight@0: } truelight@0: truelight@0: // Will be called when vehicles need to be loaded. tron@1093: static void Load_VEHS(void) truelight@0: { truelight@0: int index; truelight@0: Vehicle *v; truelight@0: truelight@0: while ((index = SlIterateArray()) != -1) { truelight@1279: Vehicle *v; truelight@919: truelight@1279: if (!AddBlockIfNeeded(&_vehicle_pool, index)) truelight@1279: error("Vehicles: failed loading savegame: too many vehicles"); truelight@1279: truelight@1279: v = GetVehicle(index); truelight@0: SlObject(v, _veh_descs[SlReadByte()]); truelight@1279: tron@2549: /* Old savegames used 'last_station_visited = 0xFF' */ truelight@2685: if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF) tron@2469: v->last_station_visited = INVALID_STATION; truelight@956: truelight@2685: if (CheckSavegameVersion(5)) { truelight@956: /* Convert the current_order.type (which is a mix of type and flags, because truelight@956: in those versions, they both were 4 bits big) to type and flags */ truelight@956: v->current_order.flags = (v->current_order.type & 0xF0) >> 4; truelight@956: v->current_order.type = v->current_order.type & 0x0F; truelight@956: } truelight@0: } truelight@0: truelight@1024: /* Check for shared order-lists (we now use pointers for that) */ truelight@2685: if (CheckSavegameVersionOldStyle(5, 2)) { truelight@1024: FOR_ALL_VEHICLES(v) { truelight@1024: Vehicle *u; truelight@1024: truelight@1024: if (v->type == 0) truelight@1024: continue; truelight@1024: truelight@1024: FOR_ALL_VEHICLES_FROM(u, v->index + 1) { truelight@1024: if (u->type == 0) truelight@1024: continue; truelight@1024: truelight@1024: /* If a vehicle has the same orders, add the link to eachother truelight@1024: in both vehicles */ truelight@1024: if (v->orders == u->orders) { truelight@1024: v->next_shared = u; truelight@1024: u->prev_shared = v; truelight@1024: break; truelight@1024: } truelight@1024: } truelight@1024: } truelight@1024: } truelight@0: } truelight@0: truelight@0: const ChunkHandler _veh_chunk_handlers[] = { truelight@1542: { 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST}, truelight@0: };