tron@2186: /* $Id$ */ tron@2186: 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" 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" KUDr@4130: #include "network.h" KUDr@4130: #include "yapf/yapf.h" rubidium@4261: #include "date.h" peter1138@4603: #include "newgrf_engine.h" peter1138@4656: #include "newgrf_sound.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@2552: /* rubidium@4434: * These command macros are used to call vehicle type specific commands with non type specific commands rubidium@4434: * it should be used like: DoCommandP(x, y, p1, p2, flags, CMD_STARTSTOP_VEH(v->type)) rubidium@4434: * that line will start/stop a vehicle nomatter what type it is rubidium@4434: * VEH_Train is used as an offset because the vehicle type values doesn't start with 0 bjarni@2552: */ bjarni@2552: rubidium@4434: #define CMD_BUILD_VEH(x) _veh_build_proc_table[ x - VEH_Train] rubidium@4434: #define CMD_SELL_VEH(x) _veh_sell_proc_table [ x - VEH_Train] rubidium@4434: #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, 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. */ tron@4972: for (v = GetVehicle(start_item); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) v->index = start_item++; 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) matthijs@1757: 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) { bjarni@4263: return EngineHasReplacementForPlayer(GetPlayer(v->owner), v->engine_type); /* 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) { tron@3881: case VEH_Train: return STR_8803_TRAIN_IN_THE_WAY; tron@3881: case VEH_Road: return STR_9000_ROAD_VEHICLE_IN_THE_WAY; tron@3881: 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: { tron@537: 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: { tron@537: const TileInfo *ti = data; tron@537: Darkvater@2871: 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: 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; celestar@3355: if (v->type == VEH_Train) v->u.rail.first_engine = INVALID_ENGINE; celestar@3355: } celestar@3355: celestar@3355: FOR_ALL_VEHICLES(v) { peter1138@2994: 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) { truelight@4346: case VEH_Train: v->cur_image = GetTrainImage(v, v->direction); break; truelight@4346: case VEH_Road: v->cur_image = GetRoadVehImage(v, v->direction); break; truelight@4346: case VEH_Ship: v->cur_image = GetShipImage(v, v->direction); break; truelight@4346: case VEH_Aircraft: truelight@4346: if (v->subtype == 0 || v->subtype == 2) { truelight@4346: v->cur_image = GetAircraftImage(v, v->direction); truelight@4346: if (v->next != NULL) v->next->cur_image = v->cur_image; 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: 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@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: 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 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. truelight@4346: * 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: 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 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: Darkvater@5568: VehicleID _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: tron@4174: // 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) { tron@2639: VehicleID veh = _vehicle_position_hash[(x + y) & 0xFFFF]; tron@4174: truelight@0: while (veh != INVALID_VEHICLE) { truelight@919: Vehicle *v = GetVehicle(veh); tron@4174: void* a = proc(v, data); tron@4174: tron@2639: if (a != NULL) return a; truelight@0: veh = 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: { 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: Darkvater@5352: void ResetVehiclePosHash(void) Darkvater@5352: { Darkvater@5352: uint i; Darkvater@5352: for (i = 0; i < lengthof(_vehicle_position_hash); i++) { Darkvater@5352: _vehicle_position_hash[i] = INVALID_VEHICLE; Darkvater@5352: } Darkvater@5352: } Darkvater@5352: tron@1093: void InitializeVehicles(void) 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: 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: tron@4077: // 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); 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) { bjarni@4574: case VEH_Aircraft: return (v->subtype <= 2); // don't count plane shadows and helicopter rotors bjarni@4574: case VEH_Train: bjarni@4574: return !IsArticulatedPart(v) && // tenders and other articulated parts bjarni@4574: (!IsMultiheaded(v) || IsTrainEngine(v)); // rear parts of multiheaded engines bjarni@4574: case VEH_Road: bjarni@4574: 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: { bjarni@4574: if (IsEngineCountable(v)) GetPlayer(v->owner)->num_engines[v->engine_type]--; bjarni@4574: tron@3139: DeleteVehicleNews(v->index, INVALID_STRING_ID); tron@3139: truelight@4404: DeleteName(v->string_id); truelight@4404: if (v->type == VEH_Road) ClearSlot(v); truelight@4404: bjarni@4739: 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); truelight@4404: v->next_hash = INVALID_VEHICLE; truelight@4404: if (v->orders != NULL) 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. */ truelight@4404: if (EngineHasArticPart(v)) DeleteVehicle(v->next); 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@4676: static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs); 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 rubidium@4549: * @param *v vehicle to add rubidium@4549: */ 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@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: tron@1093: void CallVehicleTicks(void) truelight@0: { truelight@0: Vehicle *v; truelight@0: KUDr@4130: #ifdef ENABLE_NETWORK KUDr@4130: // hotfix for desync problem: KUDr@4130: // 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) { KUDr@4130: YapfNotifyTrackLayoutChange(0, 0); 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: truelight@0: FOR_ALL_VEHICLES(v) { truelight@4346: _vehicle_tick_procs[v->type - 0x10](v); peter1138@4656: peter1138@4656: switch (v->type) { peter1138@4656: case VEH_Train: peter1138@4656: case VEH_Road: peter1138@4656: case VEH_Aircraft: peter1138@4656: case VEH_Ship: peter1138@4656: if (v->type == VEH_Train && IsTrainWagon(v)) continue; peter1138@4656: if (v->type == VEH_Aircraft && v->subtype > 0) 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: 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; 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: truelight@0: static bool CanFillVehicle_FullLoadAny(Vehicle *v) truelight@0: { truelight@0: uint32 full = 0, not_full = 0; Darkvater@5357: bool keep_loading = false; Darkvater@5357: const GoodsEntry *ge = GetStation(v->last_station_visited)->goods; 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 tron@4077: if (v->type == VEH_Aircraft && tron@4077: v->cargo_type == CT_PASSENGERS && tron@4077: 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; tron@4077: tron@4077: if (v->cargo_cap == v->cargo_count) { tron@4077: full |= mask; Darkvater@5357: } else if (GB(ge[v->cargo_type].waiting_acceptance, 0, 12) > 0 || Darkvater@5357: (HASBIT(v->load_status, LS_CARGO_UNLOADING) && (ge[v->cargo_type].waiting_acceptance & 0x8000))) { Darkvater@5357: /* If there is any cargo waiting, or this vehicle is still unloading Darkvater@5357: * and the station accepts the cargo, don't leave the station. */ Darkvater@5357: keep_loading = true; tron@4077: } else { tron@4077: not_full |= mask; tron@4077: } truelight@0: } tron@4077: } 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 Darkvater@5357: return keep_loading || (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 peter1138@5211: if (_patches.full_load_any && v->current_order.flags & OF_FULL_LOAD) return CanFillVehicle_FullLoadAny(v); truelight@0: truelight@0: do { tron@4077: if (v->cargo_count != v->cargo_cap) return true; tron@4077: } 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]; peter1138@3393: return HASBIT(EngInfo(engine_type)->refit_mask, cid); Darkvater@1802: } Darkvater@1802: peter1138@3973: /** Find the first cargo type that an engine can be refitted to. peter1138@3973: * @param engine 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: CargoID cid; peter1138@3973: uint32 refit_mask = EngInfo(engine_type)->refit_mask; peter1138@3973: peter1138@3973: if (refit_mask != 0) { peter1138@3973: for (cid = CT_PASSENGERS; cid < NUM_CARGO; cid++) { peter1138@3973: if (HASBIT(refit_mask, _global_cargo_id[_opt_ptr->landscape][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 bjarni@4544: * @param engine 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) { bjarni@4544: case VEH_Ship: base_cost = _price.ship_base; break; bjarni@4544: case VEH_Road: base_cost = _price.roadveh_base; break; bjarni@4544: case VEH_Aircraft: base_cost = _price.aircraft_base; break; bjarni@4544: case VEH_Train: bjarni@4544: base_cost = 2 * ((RailVehInfo(engine_type)->flags & RVI_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: { truelight@0: uint32 image = v->cur_image; truelight@193: tron@4175: if (v->vehstatus & VS_SHADOW) { celestar@2148: MAKE_TRANSPARENT(image); truelight@0: } else if (v->vehstatus & VS_DEFPAL) { peter1138@3040: image |= (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); 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: { tron@4174: // 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: tron@4174: // 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) { tron@4174: VehicleID veh = _vehicle_position_hash[(x + y) & 0xFFFF]; tron@4174: truelight@0: while (veh != INVALID_VEHICLE) { tron@4174: const Vehicle* v = GetVehicle(veh); truelight@193: 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: } truelight@0: veh = 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: 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[] = { 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) { 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: { 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: 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@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; 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@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) 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; bjarni@4762: byte vehicle_type = 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) { bjarni@4640: case VEH_Train: stop_command = CMD_START_STOP_TRAIN; break; bjarni@4640: case VEH_Road: stop_command = CMD_START_STOP_ROADVEH; break; bjarni@4640: case VEH_Ship: stop_command = CMD_START_STOP_SHIP; break; bjarni@4640: 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@4762: uint16 id = GB(p1, 0, 16); bjarni@4673: uint16 window_type = p2 & VLW_MASK; bjarni@4673: bjarni@4762: engine_count = GenerateVehicleSortList((const Vehicle***)&vl, &engine_list_length, vehicle_type, _current_player, id, id, 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) { bjarni@4673: 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 bjarni@4659: * @param tile Tile of the depot where the depot is bjarni@4659: * @param p1 Vehicle type bjarni@4659: * @param p2 unused bjarni@4659: */ 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; bjarni@4659: byte vehicle_type = GB(p1, 0, 8); bjarni@4659: bjarni@4659: switch (vehicle_type) { bjarni@4659: case VEH_Train: sell_command = CMD_SELL_RAIL_WAGON; break; bjarni@4659: case VEH_Road: sell_command = CMD_SELL_ROAD_VEH; break; bjarni@4659: case VEH_Ship: sell_command = CMD_SELL_SHIP; break; bjarni@4659: 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 bjarni@4662: * @param tile Tile of the depot where the vehicles are bjarni@4662: * @param p1 Type of vehicle bjarni@4662: * @param p2 Unused bjarni@4662: */ 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; bjarni@4662: byte vehicle_type = GB(p1, 0, 8); bjarni@4662: 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 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; bjarni@2563: int 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: 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@3815: cost = DoCommand(tile, v->engine_type, build_argument, flags, CMD_BUILD_VEH(v->type)); 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: peter1138@4925: if (v->cargo_type != w->cargo_type || v->cargo_subtype != w->cargo_subtype) { bjarni@4287: // we can't pay for refitting because we can't estimate refitting costs for a vehicle before it's build bjarni@4287: // if we pay for it anyway, the cost and the estimated cost will not be the same and we will have an assert peter1138@4925: DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8), flags, CMD_REFIT_VEH(v->type)); bjarni@2563: } bjarni@3896: 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: 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 tron@3491: DoCommand(0, (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@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: } peter1138@2602: } while (v->type == VEH_Train && (v = GetNextVehicle(v)) != NULL); bjarni@2244: bjarni@2676: if (flags & DC_EXEC && v_front->type == VEH_Train) { tron@3948: // 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: 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@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) rubidium@4434: continue; // cargo not compatible bjarni@2599: bjarni@2599: if (dest->cargo_count == dest->cargo_cap) rubidium@4434: 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@4741: static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type) bjarni@4741: { bjarni@4741: const Order *o; bjarni@4741: const Vehicle *u; bjarni@4741: bjarni@4741: if (v->type == VEH_Train) { bjarni@4741: u = GetFirstVehicleInChain(v); bjarni@4741: } else { bjarni@4741: u = v; bjarni@4741: } bjarni@4741: bjarni@4741: FOR_VEHICLE_ORDERS(u, o) { bjarni@4782: if (!(o->refit_cargo < NUM_CARGO)) continue; bjarni@4741: if (!CanRefitTo(v->engine_type, o->refit_cargo)) continue; bjarni@4741: if (!CanRefitTo(engine_type, o->refit_cargo)) return false; bjarni@4741: } bjarni@4741: bjarni@4741: return true; bjarni@4741: } bjarni@4741: bjarni@4554: /** bjarni@4554: * Function to find what type of cargo to refit to when autoreplacing bjarni@4554: * @param *v Original vehicle, that is being replaced bjarni@4554: * @param engine_type The EngineID of the vehicle that is being replaced to bjarni@4554: * @return The cargo type to replace to bjarni@4554: * CT_NO_REFIT is returned if no refit is needed bjarni@4554: * CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible bjarni@4554: */ bjarni@4554: static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type) bjarni@4554: { bjarni@4554: bool new_cargo_capacity = true; bjarni@4554: CargoID new_cargo_type = CT_INVALID; bjarni@4554: bjarni@4554: switch (v->type) { bjarni@4554: case VEH_Train: bjarni@4554: new_cargo_capacity = (RailVehInfo(engine_type)->capacity > 0); bjarni@4554: new_cargo_type = RailVehInfo(engine_type)->cargo_type; bjarni@4554: break; bjarni@4554: bjarni@4554: case VEH_Road: bjarni@4554: new_cargo_capacity = (RoadVehInfo(engine_type)->capacity > 0); bjarni@4554: new_cargo_type = RoadVehInfo(engine_type)->cargo_type; bjarni@4554: break; bjarni@4554: case VEH_Ship: bjarni@4554: new_cargo_capacity = (ShipVehInfo(engine_type)->capacity > 0); bjarni@4554: new_cargo_type = ShipVehInfo(engine_type)->cargo_type; bjarni@4554: break; bjarni@4554: bjarni@4554: case VEH_Aircraft: bjarni@4554: /* all aircraft starts as passenger planes with cargo capacity bjarni@4554: * new_cargo_capacity is always true for aircraft, which is the init value. No need to set it here */ bjarni@4554: new_cargo_type = CT_PASSENGERS; bjarni@4554: break; bjarni@4554: bjarni@4554: default: NOT_REACHED(); break; bjarni@4554: } bjarni@4554: bjarni@4554: if (!new_cargo_capacity) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity bjarni@4554: bjarni@4741: if (v->cargo_type == new_cargo_type || CanRefitTo(engine_type, v->cargo_type)) { bjarni@4741: if (VerifyAutoreplaceRefitForOrders(v, engine_type)) { bjarni@4741: return v->cargo_type == new_cargo_type ? CT_NO_REFIT : v->cargo_type; bjarni@4741: } else { bjarni@4741: return CT_INVALID; bjarni@4741: } bjarni@4741: } bjarni@4554: if (v->type != VEH_Train) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want bjarni@4554: bjarni@4554: /* Below this line it's safe to assume that the vehicle in question is a train */ bjarni@4554: bjarni@4554: if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type bjarni@4554: bjarni@4554: /* the old engine didn't have cargo capacity, but the new one does bjarni@4554: * now we will figure out what cargo the train is carrying and refit to fit this */ bjarni@4554: v = GetFirstVehicleInChain(v); bjarni@4554: do { bjarni@4554: if (v->cargo_cap == 0) continue; bjarni@4554: /* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */ bjarni@4554: if (v->cargo_type == new_cargo_type) return CT_NO_REFIT; bjarni@4554: if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type; bjarni@4554: } while ((v=v->next) != NULL); bjarni@4554: return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one bjarni@4554: } bjarni@4554: 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@4554: static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost) bjarni@2552: { bjarni@2552: int32 cost; bjarni@4728: int32 sell_value; 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@4554: CargoID replacement_cargo_type; 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@4554: replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type); bjarni@4554: bjarni@4554: /* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */ bjarni@4554: if (replacement_cargo_type == CT_INVALID) return 0; bjarni@4554: bjarni@4728: sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, CMD_SELL_VEH(old_v->type)); bjarni@4728: bjarni@4728: /* We give the player a loan of the same amount as the sell value. bjarni@4728: * This is needed in case he needs the income from the sale to build the new vehicle. bjarni@4728: * We take it back if building fails or when we really sell the old engine */ bjarni@4728: SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); bjarni@4728: SubtractMoneyFromPlayer(sell_value); bjarni@4728: bjarni@3816: cost = DoCommand(old_v->tile, new_engine_type, 3, flags, CMD_BUILD_VEH(old_v->type)); bjarni@4728: if (CmdFailed(cost)) { bjarni@4728: SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); bjarni@4728: SubtractMoneyFromPlayer(-sell_value); // Take back the money we just gave the player bjarni@4728: return cost; bjarni@4728: } bjarni@2552: bjarni@4554: if (replacement_cargo_type != CT_NO_REFIT) cost += GetRefitCost(new_engine_type); // add refit cost bjarni@4554: bjarni@2552: if (flags & DC_EXEC) { bjarni@2564: new_v = GetVehicle(_new_vehicle_id); rubidium@4434: *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@4554: if (replacement_cargo_type != CT_NO_REFIT) { bjarni@4611: if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type)))) { bjarni@4613: /* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */ bjarni@4613: error("Autoreplace failed to refit. Replace engine %d to %d and refit to cargo %d", old_v->engine_type, new_v->engine_type, replacement_cargo_type); bjarni@4611: } bjarni@2552: } bjarni@4611: bjarni@3896: if (new_v->type == VEH_Train && HASBIT(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->next != NULL && IsArticulatedPart(new_v->next))) { bjarni@3896: // we are autorenewing to a single engine, so we will turn it as the old one was turned as well bjarni@3896: SETBIT(new_v->u.rail.flags, VRF_REVERSE_DIRECTION); bjarni@3896: } 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: */ tron@3491: DoCommand(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 */ tron@3491: DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); bjarni@2552: } else { bjarni@2552: // copy/clone the orders tron@3491: DoCommand(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@3679: new_v->service_interval = old_v->service_interval; bjarni@2552: new_front = true; rubidium@4434: new_v->unitnumber = old_v->unitnumber; // use the same unit number 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) { tron@3491: DoCommand(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@4862: if (!IsCustomName(old_v->string_id)) { peter1138@2716: vehicle_name[0] = '\0'; peter1138@2716: } else { Darkvater@4912: GetName(vehicle_name, old_v->string_id & 0x7FF, lastof(vehicle_name)); peter1138@2716: } bjarni@4554: } else { // flags & DC_EXEC not set bjarni@4554: /* Ensure that the player will not end up having negative money while autoreplacing bjarni@4554: * This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */ bjarni@4728: if (p->money64 < (cost + total_cost)) { bjarni@4728: SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); bjarni@4728: SubtractMoneyFromPlayer(-sell_value); // Pay back the loan bjarni@4728: return CMD_ERROR; bjarni@4728: } bjarni@2552: } bjarni@2552: bjarni@4728: /* Take back the money we just gave the player just before building the vehicle bjarni@4728: * The player will get the same amount now that the sale actually takes place */ bjarni@4728: SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); bjarni@4728: SubtractMoneyFromPlayer(-sell_value); bjarni@4728: bjarni@4554: /* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */ tron@3491: cost += DoCommand(0, old_v->index, 0, flags, CMD_SELL_VEH(old_v->type)); bjarni@2552: bjarni@2552: if (new_front) { bjarni@4554: /* now we assign the old unitnumber to the new vehicle */ bjarni@2552: new_v->unitnumber = cached_unitnumber; bjarni@2552: } bjarni@2552: bjarni@4554: /* Transfer the name of the old vehicle */ peter1138@2716: if ((flags & DC_EXEC) && vehicle_name[0] != '\0') { peter1138@2716: _cmd_text = vehicle_name; tron@3491: DoCommand(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 rubidium@4434: * if the vehicle is a train, v needs to be the front engine bjarni@4662: * @param check Checks if the replace is valid. No action is done at all bjarni@4662: * @param display_costs If set, a cost animation is shown (only if check is false) bjarni@4662: * @return CMD_ERROR if something went wrong. Otherwise the price of the replace tron@2639: */ bjarni@4676: static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs) 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 bjarni@3175: * If it's not a train, the value is unused bjarni@3175: * round up to the length of the tiles used for the train instead of the train length instead bjarni@3175: * Useful when newGRF uses custom length */ celestar@3422: uint16 old_total_length = (v->type == VEH_Train ? celestar@3422: (v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE : celestar@3422: -1 celestar@3422: ); bjarni@3175: 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: rubidium@4434: 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@4554: temp_cost = ReplaceVehicle(&w, flags, cost); bjarni@2552: tron@2639: if (flags & DC_EXEC && peter1138@2999: (w->type != VEH_Train || w->u.rail.first_engine == INVALID_ENGINE)) { 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: bjarni@3413: if (!CmdFailed(temp_cost)) { bjarni@3413: cost += temp_cost; bjarni@3413: } peter1138@2602: } while (w->type == VEH_Train && (w = GetNextVehicle(w)) != NULL); bjarni@2552: bjarni@4515: if (!(flags & DC_EXEC) && (p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) { bjarni@4662: if (!check && 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@4676: if (display_costs) _current_player = OWNER_NONE; bjarni@4662: return CMD_ERROR; bjarni@2552: } bjarni@2552: bjarni@2552: if (flags & DC_EXEC) { rubidium@4434: break; // we are done replacing since the loop ran once with DC_EXEC bjarni@4662: } else if (check) { bjarni@4662: /* It's a test only and we know that we can do this bjarni@4662: * NOTE: payment for wagon removal is NOT included in this price */ bjarni@4662: return cost; 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); tron@3491: DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); bjarni@2678: MoveVehicleCargo(v, temp); bjarni@4662: cost += DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON); bjarni@2617: } bjarni@2617: } bjarni@2617: tron@2639: if (stopped) v->vehstatus &= ~VS_STOPPED; bjarni@4662: if (display_costs) { bjarni@4662: if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost); bjarni@4662: _current_player = OWNER_NONE; bjarni@4662: } bjarni@4662: return cost; bjarni@2552: } 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); glx@4685: *engine_list = realloc((void*)*engine_list, (*engine_list_length) * sizeof((*engine_list)[0])); 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 bjarni@4635: * @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: */ bjarni@4635: void BuildDepotVehicleList(byte type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count) bjarni@4635: { bjarni@4635: Vehicle *v; bjarni@4635: bjarni@4635: /* This function should never be called without an array to store results */ bjarni@4635: assert(!(engine_list == NULL && type != VEH_Train)); bjarni@4635: 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) { bjarni@4635: case VEH_Train: bjarni@4635: FOR_ALL_VEHICLES(v) { bjarni@4635: if (v->tile == tile && v->type == VEH_Train && v->u.rail.track == 0x80) { 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: bjarni@4635: case VEH_Road: bjarni@4635: FOR_ALL_VEHICLES(v) { bjarni@4635: 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: bjarni@4635: case VEH_Ship: bjarni@4635: FOR_ALL_VEHICLES(v) { bjarni@4635: 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: bjarni@4635: case VEH_Aircraft: bjarni@4635: FOR_ALL_VEHICLES(v) { bjarni@4635: if (v->tile == tile && bjarni@4635: v->type == VEH_Aircraft && bjarni@4635: v->subtype <= 2 && 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 bjarni@4554: * @param station index of station to generate a list for. INVALID_STATION when not used bjarni@4554: * @param order index of oder to generate a list for. INVALID_ORDER when not used bjarni@4554: * @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h bjarni@4554: * @return the number of vehicles added to the list bjarni@4554: */ bjarni@4681: uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, byte type, PlayerID owner, StationID station, OrderID order, uint16 depot_airport_index, uint16 window_type) bjarni@4497: { bjarni@4497: const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2; bjarni@4499: uint n = 0; bjarni@4497: const Vehicle *v; bjarni@4497: bjarni@4497: switch (window_type) { bjarni@4497: case VLW_STATION_LIST: { bjarni@4497: FOR_ALL_VEHICLES(v) { bjarni@4497: if (v->type == type && ( bjarni@4497: (type == VEH_Train && IsFrontEngine(v)) || bjarni@4497: (type != VEH_Train && v->subtype <= subtype))) { bjarni@4497: const Order *order; bjarni@4497: bjarni@4497: FOR_VEHICLE_ORDERS(v, order) { tron@4527: if (order->type == OT_GOTO_STATION && order->dest == station) { bjarni@4678: if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 50); bjarni@4678: (*sort_list)[n++] = v; bjarni@4497: break; bjarni@4497: } bjarni@4497: } bjarni@4497: } bjarni@4497: } bjarni@4497: break; bjarni@4497: } bjarni@4497: bjarni@4497: case VLW_SHARED_ORDERS: { bjarni@4497: FOR_ALL_VEHICLES(v) { bjarni@4497: /* Find a vehicle with the order in question */ bjarni@4497: if (v->orders != NULL && v->orders->index == order) break; bjarni@4497: } bjarni@4497: bjarni@4497: if (v != NULL && v->orders != NULL && v->orders->index == order) { bjarni@4497: /* Only try to make the list if we found a vehicle using the order in question */ bjarni@4497: for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) { bjarni@4678: if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25); bjarni@4678: (*sort_list)[n++] = v; bjarni@4497: } bjarni@4497: } bjarni@4497: break; bjarni@4497: } bjarni@4497: bjarni@4497: case VLW_STANDARD: { bjarni@4497: FOR_ALL_VEHICLES(v) { bjarni@4497: if (v->type == type && v->owner == owner && ( bjarni@4497: (type == VEH_Train && IsFrontEngine(v)) || bjarni@4497: (type != VEH_Train && v->subtype <= subtype))) { bjarni@4678: /* TODO find a better estimate on the total number of vehicles for current player */ matthijs@5247: if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles()/4); bjarni@4678: (*sort_list)[n++] = v; bjarni@4497: } bjarni@4497: } bjarni@4497: break; bjarni@4497: } bjarni@4497: bjarni@4681: case VLW_DEPOT_LIST: { bjarni@4681: FOR_ALL_VEHICLES(v) { bjarni@4681: if (v->type == type && ( bjarni@4681: (type == VEH_Train && IsFrontEngine(v)) || bjarni@4681: (type != VEH_Train && v->subtype <= subtype))) { bjarni@4681: const Order *order; bjarni@4681: bjarni@4681: FOR_VEHICLE_ORDERS(v, order) { bjarni@4681: if (order->type == OT_GOTO_DEPOT && order->dest == depot_airport_index) { bjarni@4681: if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25); bjarni@4681: (*sort_list)[n++] = v; bjarni@4681: break; bjarni@4681: } bjarni@4681: } bjarni@4681: } bjarni@4681: } bjarni@4681: break; bjarni@4681: } bjarni@4681: bjarni@4497: default: NOT_REACHED(); break; bjarni@4497: } bjarni@4497: bjarni@4678: if ((n + 100) < *length_of_array) { bjarni@4678: /* We allocated way too much for sort_list. bjarni@4678: * Now we will reduce how much we allocated. bjarni@4678: * We will still make it have room for 50 extra vehicles to prevent having bjarni@4678: * to move the whole array if just one vehicle is added later */ bjarni@4678: *length_of_array = n + 50; glx@4685: *sort_list = realloc((void*)*sort_list, (*length_of_array) * sizeof((*sort_list)[0])); bjarni@4678: } bjarni@4678: bjarni@4497: return n; bjarni@4497: } bjarni@4497: bjarni@4463: /** send all vehicles of type to depots rubidium@4549: * @param type type of vehicle rubidium@4549: * @param flags the flags used for DoCommand() rubidium@4549: * @param service should the vehicles only get service in the depots rubidium@4549: * @param owner PlayerID of owner of the vehicles to send rubidium@4549: * @param VLW_flag tells what kind of list requested the goto depot rubidium@4549: * @return 0 for success and CMD_ERROR if no vehicle is able to go to depot rubidium@4549: */ bjarni@4506: int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id) bjarni@4463: { bjarni@4678: const Vehicle **sort_list = NULL; bjarni@4497: uint n, i; bjarni@4678: uint16 array_length = 0; bjarni@4678: bjarni@4681: n = GenerateVehicleSortList(&sort_list, &array_length, type, owner, id, id, id, vlw_flag); bjarni@4465: bjarni@4463: /* Send all the vehicles to a depot */ bjarni@4499: for (i = 0; i < n; i++) { bjarni@4497: const Vehicle *v = sort_list[i]; Darkvater@4560: int32 ret = DoCommand(v->tile, v->index, service | DEPOT_DONT_CANCEL, flags, CMD_SEND_TO_DEPOT(type)); Darkvater@4560: Darkvater@4560: /* Return 0 if DC_EXEC is not set this is a valid goto depot command) Darkvater@4560: * In this case we know that at least one vehicle can be sent to a depot Darkvater@4560: * and we will issue the command. We can now safely quit the loop, knowing Darkvater@4560: * it will succeed at least once. With DC_EXEC we really need to send them to the depot */ Darkvater@4560: if (!CmdFailed(ret) && !(flags & DC_EXEC)) { bjarni@4683: free((void*)sort_list); bjarni@4497: return 0; bjarni@4463: } bjarni@4463: } bjarni@4465: bjarni@4683: free((void*)sort_list); bjarni@4465: return (flags & DC_EXEC) ? 0 : CMD_ERROR; bjarni@4463: } bjarni@4463: bjarni@4734: bool IsVehicleInDepot(const Vehicle *v) bjarni@4734: { bjarni@4734: switch (v->type) { bjarni@4734: case VEH_Train: return CheckTrainInDepot(v, false) != -1; bjarni@4734: case VEH_Road: return IsRoadVehInDepot(v); bjarni@4734: case VEH_Ship: return IsShipInDepot(v); bjarni@4734: case VEH_Aircraft: return IsAircraftInHangar(v); bjarni@4734: default: NOT_REACHED(); bjarni@4734: } bjarni@4734: return false; bjarni@4734: } bjarni@4734: bjarni@4725: void VehicleEnterDepot(Vehicle *v) bjarni@4725: { bjarni@4725: switch (v->type) { bjarni@4725: case VEH_Train: bjarni@4725: InvalidateWindowClasses(WC_TRAINS_LIST); bjarni@4725: if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v); bjarni@4725: UpdateSignalsOnSegment(v->tile, GetRailDepotDirection(v->tile)); bjarni@4725: v->load_unload_time_rem = 0; bjarni@4725: break; bjarni@4725: bjarni@4725: case VEH_Road: bjarni@4725: InvalidateWindowClasses(WC_ROADVEH_LIST); bjarni@4725: v->u.road.state = 254; bjarni@4725: break; bjarni@4725: bjarni@4725: case VEH_Ship: bjarni@4725: InvalidateWindowClasses(WC_SHIPS_LIST); bjarni@4725: v->u.ship.state = 0x80; bjarni@4725: RecalcShipStuff(v); bjarni@4725: break; bjarni@4725: bjarni@4725: case VEH_Aircraft: bjarni@4725: InvalidateWindowClasses(WC_AIRCRAFT_LIST); bjarni@4725: HandleAircraftEnterHangar(v); bjarni@4725: break; bjarni@4725: default: NOT_REACHED(); bjarni@4725: } bjarni@4725: bjarni@4739: if (v->type != VEH_Train) { bjarni@4739: /* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters. bjarni@4739: * We only increase the number of vehicles when the first one enters, so we will not need to search for more vehicles in the depot */ bjarni@4739: InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); bjarni@4739: } bjarni@4725: InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); bjarni@4725: bjarni@4725: v->vehstatus |= VS_HIDDEN; bjarni@4725: v->cur_speed = 0; bjarni@4725: bjarni@4725: VehicleServiceInDepot(v); bjarni@4725: bjarni@4725: TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT); bjarni@4725: bjarni@4725: if (v->current_order.type == OT_GOTO_DEPOT) { bjarni@4725: Order t; bjarni@4725: bjarni@4725: InvalidateWindow(WC_VEHICLE_VIEW, v->index); bjarni@4725: bjarni@4725: t = v->current_order; bjarni@4725: v->current_order.type = OT_DUMMY; bjarni@4725: v->current_order.flags = 0; bjarni@4725: bjarni@4782: if (t.refit_cargo < NUM_CARGO) { bjarni@4725: int32 cost; bjarni@4725: bjarni@4725: _current_player = v->owner; bjarni@4725: cost = DoCommand(v->tile, v->index, t.refit_cargo | t.refit_subtype << 8, DC_EXEC, CMD_REFIT_VEH(v->type)); bjarni@4783: bjarni@4783: if (CmdFailed(cost)) { bjarni@4783: v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot bjarni@4783: if (v->owner == _local_player) { bjarni@4783: /* Notify the user that we stopped the vehicle */ bjarni@4784: SetDParam(0, _vehicle_type_names[v->type - 0x10]); bjarni@4783: SetDParam(1, v->unitnumber); bjarni@4783: AddNewsItem(STR_ORDER_REFIT_FAILED, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); bjarni@4783: } bjarni@4783: } else if (v->owner == _local_player && cost != 0) { bjarni@4783: ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost); bjarni@4783: } bjarni@4725: } bjarni@4725: bjarni@4725: if (HASBIT(t.flags, OFB_PART_OF_ORDERS)) { bjarni@4725: /* Part of orders */ bjarni@4725: if (v->type == VEH_Train) v->u.rail.days_since_order_progr = 0; bjarni@4725: v->cur_order_index++; bjarni@4725: } else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) { bjarni@4725: /* Force depot visit */ bjarni@4725: v->vehstatus |= VS_STOPPED; bjarni@4725: if (v->owner == _local_player) { bjarni@4725: StringID string; bjarni@4725: bjarni@4725: switch (v->type) { bjarni@4725: case VEH_Train: string = STR_8814_TRAIN_IS_WAITING_IN_DEPOT; break; bjarni@4725: case VEH_Road: string = STR_9016_ROAD_VEHICLE_IS_WAITING; break; bjarni@4725: case VEH_Ship: string = STR_981C_SHIP_IS_WAITING_IN_DEPOT; break; bjarni@4725: case VEH_Aircraft: string = STR_A014_AIRCRAFT_IS_WAITING_IN; break; bjarni@4725: default: NOT_REACHED(); string = STR_EMPTY; // Set the string to something to avoid a compiler warning bjarni@4725: } bjarni@4725: bjarni@4725: SetDParam(0, v->unitnumber); bjarni@4725: AddNewsItem(string, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); bjarni@4725: } bjarni@4725: } bjarni@4725: } bjarni@4725: } bjarni@2244: Darkvater@1786: /** Give a custom name to your vehicle tron@3491: * @param tile unused Darkvater@1786: * @param p1 vehicle ID to name Darkvater@1786: * @param p2 unused Darkvater@1786: */ tron@3491: int32 CmdNameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) truelight@0: { truelight@0: Vehicle *v; truelight@0: StringID str; truelight@0: truelight@4352: if (!IsValidVehicleID(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@3491: * @param tile unused tron@2819: * @param p1 vehicle ID that is being service-interval-changed tron@2819: * @param p2 new service interval tron@2819: */ tron@3491: int32 CmdChangeServiceInt(TileIndex tile, 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: truelight@4352: if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR; tron@2819: tron@2819: v = GetVehicle(p1); tron@2819: truelight@4352: if (!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: tron@3157: static const Direction _new_direction_table[] = { tron@3157: DIR_N , DIR_NW, DIR_W , tron@3157: DIR_NE, DIR_SE, DIR_SW, tron@3157: DIR_E , DIR_SE, DIR_S truelight@0: }; truelight@0: tron@3157: Direction GetDirectionTowards(const Vehicle* v, int x, int y) truelight@0: { tron@3157: Direction dir; tron@3158: DirDiff dirdiff; 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: tron@3158: dirdiff = DirDifference(_new_direction_table[i], dir); tron@3158: if (dirdiff == DIRDIFF_SAME) return dir; tron@3158: return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT); truelight@0: } truelight@0: matthijs@1944: Trackdir GetVehicleTrackdir(const Vehicle* v) matthijs@1752: { Darkvater@1765: if (v->vehstatus & VS_CRASHED) return 0xFF; matthijs@1758: tron@2952: switch (v->type) { matthijs@1752: case VEH_Train: Darkvater@1765: if (v->u.rail.track == 0x80) /* We'll assume the train is facing outwards */ tron@3185: return DiagdirToDiagTrackdir(GetRailDepotDirection(v->tile)); /* 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 */ tron@3161: return DiagdirToDiagTrackdir(DirToDiagDir(v->direction)); Darkvater@1765: matthijs@1944: return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.rail.track),v->direction); tron@1959: matthijs@1752: case VEH_Ship: tron@3961: if (IsShipInDepot(v)) matthijs@1942: /* We'll assume the ship is facing outwards */ tron@3953: return DiagdirToDiagTrackdir(GetShipDepotDirection(v->tile)); Darkvater@1765: matthijs@1944: return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.ship.state),v->direction); tron@1959: matthijs@1752: case VEH_Road: tron@3959: if (IsRoadVehInDepot(v)) /* We'll assume the road vehicle is facing outwards */ tron@3179: return DiagdirToDiagTrackdir(GetRoadDepotDirection(v->tile)); Darkvater@1765: celestar@3404: if (IsRoadStopTile(v->tile)) /* We'll assume the road vehicle is facing outwards */ celestar@3404: return DiagdirToDiagTrackdir(GetRoadStopDir(v->tile)); /* Road vehicle in a station */ Darkvater@1765: Darkvater@4270: /* If vehicle's state is a valid track direction (vehicle is not turning around) return it */ Darkvater@4270: if ((v->u.road.state & 7) < 6) return v->u.road.state; Darkvater@4270: Darkvater@4270: /* Vehicle is turning around, get the direction from vehicle's direction */ tron@3161: return DiagdirToDiagTrackdir(DirToDiagDir(v->direction)); 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@3657: return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y); truelight@0: } truelight@0: truelight@1282: UnitID GetFreeUnitNumber(byte type) truelight@0: { truelight@3018: UnitID unit, max = 0; peter1138@2995: const Vehicle *u; peter1138@2995: static bool *cache = NULL; peter1138@2995: static UnitID gmax = 0; truelight@0: peter1138@2995: switch (type) { peter1138@2995: case VEH_Train: max = _patches.max_trains; break; peter1138@2995: case VEH_Road: max = _patches.max_roadveh; break; peter1138@2995: case VEH_Ship: max = _patches.max_ships; break; peter1138@2995: case VEH_Aircraft: max = _patches.max_aircraft; break; peter1138@2996: default: NOT_REACHED(); peter1138@2995: } peter1138@2995: bjarni@4096: if (max == 0) { bjarni@4096: /* we can't build any of this kind of vehicle, so we just return 1 instead of looking for a free number bjarni@4096: * a max of 0 will cause the following code to write to a NULL pointer bjarni@4096: * We know that 1 is bigger than the max allowed vehicle number, so it's the same as returning something, that is too big bjarni@4096: */ bjarni@4096: return 1; bjarni@4096: } bjarni@4096: peter1138@2995: if (max > gmax) { peter1138@2995: gmax = max; peter1138@2995: free(cache); peter1138@2995: cache = malloc((max + 1) * sizeof(*cache)); peter1138@2995: } peter1138@2995: peter1138@2995: // Clear the cache peter1138@2995: memset(cache, 0, (max + 1) * sizeof(*cache)); peter1138@2995: peter1138@2995: // Fill the cache truelight@0: FOR_ALL_VEHICLES(u) { peter1138@2995: if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max) peter1138@2995: cache[u->unitnumber] = true; truelight@0: } peter1138@2995: peter1138@2995: // Find the first unused unit number peter1138@2995: for (unit = 1; unit <= max; unit++) { peter1138@2995: if (!cache[unit]) break; peter1138@2995: } peter1138@2995: peter1138@2995: return unit; truelight@0: } truelight@0: peter1138@4603: static PalSpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, EngineID parent_engine_type, CargoID cargo_type) peter1138@3040: { peter1138@3113: SpriteID map; peter1138@4603: const Player *p = GetPlayer(player); peter1138@4603: LiveryScheme scheme = LS_DEFAULT; peter1138@4603: peter1138@4603: /* The default livery is always available for use, but its in_use flag determines peter1138@4603: * whether any _other_ liveries are in use. */ peter1138@4616: if (p->livery[LS_DEFAULT].in_use && (_patches.liveries == 2 || (_patches.liveries == 1 && player == _local_player))) { peter1138@4603: /* Determine the livery scheme to use */ peter1138@4603: switch (GetEngine(engine_type)->type) { peter1138@4603: case VEH_Train: { peter1138@4603: switch (_engine_info[engine_type].railtype) { peter1138@4603: case RAILTYPE_RAIL: peter1138@4603: case RAILTYPE_ELECTRIC: peter1138@4603: { peter1138@4603: const RailVehicleInfo *rvi = RailVehInfo(engine_type); peter1138@4603: peter1138@4603: if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type; peter1138@4603: if (rvi->flags & RVI_WAGON) { peter1138@4604: if (cargo_type == CT_PASSENGERS || cargo_type == CT_MAIL || cargo_type == CT_VALUABLES) { peter1138@4604: if (parent_engine_type == INVALID_ENGINE) { peter1138@4604: scheme = LS_PASSENGER_WAGON_STEAM; peter1138@4604: } else { peter1138@4604: switch (RailVehInfo(parent_engine_type)->engclass) { peter1138@4604: case 0: scheme = LS_PASSENGER_WAGON_STEAM; break; peter1138@4604: case 1: scheme = LS_PASSENGER_WAGON_DIESEL; break; peter1138@4604: case 2: scheme = LS_PASSENGER_WAGON_ELECTRIC; break; peter1138@4604: } peter1138@4604: } peter1138@4604: } else { peter1138@4604: scheme = LS_FREIGHT_WAGON; peter1138@4604: } peter1138@4603: } else { peter1138@4603: bool is_mu = HASBIT(_engine_info[engine_type].misc_flags, EF_RAIL_IS_MU); peter1138@4603: peter1138@4603: switch (rvi->engclass) { peter1138@4603: case 0: scheme = LS_STEAM; break; peter1138@4603: case 1: scheme = is_mu ? LS_DMU : LS_DIESEL; break; peter1138@4603: case 2: scheme = is_mu ? LS_EMU : LS_ELECTRIC; break; peter1138@4603: } peter1138@4603: } peter1138@4603: break; peter1138@4603: } peter1138@4603: peter1138@4603: case RAILTYPE_MONO: scheme = LS_MONORAIL; break; peter1138@4603: case RAILTYPE_MAGLEV: scheme = LS_MAGLEV; break; peter1138@4603: } peter1138@4603: break; peter1138@4603: } peter1138@4603: peter1138@4603: case VEH_Road: { peter1138@4603: const RoadVehicleInfo *rvi = RoadVehInfo(engine_type); peter1138@4603: if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type; peter1138@4603: scheme = (cargo_type == CT_PASSENGERS) ? LS_BUS : LS_TRUCK; peter1138@4603: break; peter1138@4603: } peter1138@4603: peter1138@4603: case VEH_Ship: { peter1138@4603: const ShipVehicleInfo *svi = ShipVehInfo(engine_type); peter1138@4603: if (cargo_type == CT_INVALID) cargo_type = svi->cargo_type; peter1138@4603: scheme = (cargo_type == CT_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP; peter1138@4603: break; peter1138@4603: } peter1138@4603: peter1138@4603: case VEH_Aircraft: { peter1138@4603: const AircraftVehicleInfo *avi = AircraftVehInfo(engine_type); peter1138@4603: if (cargo_type == CT_INVALID) cargo_type = CT_PASSENGERS; peter1138@4603: switch (avi->subtype) { peter1138@4603: case 0: scheme = LS_HELICOPTER; break; peter1138@4603: case 1: scheme = LS_SMALL_PLANE; break; peter1138@4603: case 3: scheme = LS_LARGE_PLANE; break; peter1138@4603: } peter1138@4603: break; peter1138@4603: } peter1138@4603: } peter1138@4603: peter1138@4603: /* Switch back to the default scheme if the resolved scheme is not in use */ peter1138@4603: if (!p->livery[scheme].in_use) scheme = LS_DEFAULT; peter1138@4603: } peter1138@4603: peter1138@3393: map = HASBIT(EngInfo(engine_type)->misc_flags, EF_USES_2CC) ? peter1138@4603: (SPR_2CCMAP_BASE + p->livery[scheme].colour1 + p->livery[scheme].colour2 * 16) : peter1138@4603: (PALETTE_RECOLOR_START + p->livery[scheme].colour1); peter1138@3113: peter1138@3113: return SPRITE_PALETTE(map << PALETTE_SPRITE_START); peter1138@3040: } peter1138@3040: peter1138@3105: PalSpriteID GetEnginePalette(EngineID engine_type, PlayerID player) peter1138@3105: { peter1138@4603: return GetEngineColourMap(engine_type, player, INVALID_ENGINE, CT_INVALID); peter1138@3105: } peter1138@3105: peter1138@3105: PalSpriteID GetVehiclePalette(const Vehicle *v) peter1138@3105: { peter1138@4603: if (v->type == VEH_Train) { peter1138@4603: return GetEngineColourMap( peter1138@4603: (v->u.rail.first_engine != INVALID_ENGINE && (IsArticulatedPart(v) || UsesWagonOverride(v))) ? peter1138@4603: v->u.rail.first_engine : v->engine_type, peter1138@4603: v->owner, peter1138@4603: v->u.rail.first_engine, peter1138@4603: v->cargo_type); peter1138@4603: } peter1138@4603: peter1138@4603: return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v->cargo_type); peter1138@3105: } peter1138@3105: truelight@0: // Save and load of vehicles Darkvater@1881: const SaveLoad _common_veh_desc[] = { rubidium@4344: SLE_VAR(Vehicle, subtype, SLE_UINT8), rubidium@4344: rubidium@4344: SLE_REF(Vehicle, next, REF_VEHICLE_OLD), rubidium@4344: SLE_VAR(Vehicle, string_id, SLE_STRINGID), rubidium@4344: SLE_CONDVAR(Vehicle, unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7), rubidium@4344: SLE_CONDVAR(Vehicle, unitnumber, SLE_UINT16, 8, SL_MAX_VERSION), rubidium@4344: SLE_VAR(Vehicle, owner, SLE_UINT8), rubidium@4344: SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@4344: SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@4344: SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@4344: rubidium@4344: SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@4344: SLE_CONDVAR(Vehicle, x_pos, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@4344: SLE_CONDVAR(Vehicle, y_pos, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@4344: SLE_VAR(Vehicle, z_pos, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, direction, SLE_UINT8), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, cur_image, SLE_UINT16), rubidium@4344: SLE_VAR(Vehicle, spritenum, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, sprite_width, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, sprite_height, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, z_height, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, x_offs, SLE_INT8), rubidium@4344: SLE_VAR(Vehicle, y_offs, SLE_INT8), rubidium@4344: SLE_VAR(Vehicle, engine_type, SLE_UINT16), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, max_speed, SLE_UINT16), rubidium@4344: SLE_VAR(Vehicle, cur_speed, SLE_UINT16), rubidium@4344: SLE_VAR(Vehicle, subspeed, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, acceleration, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, progress, SLE_UINT8), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, vehstatus, SLE_UINT8), rubidium@4344: SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), rubidium@4344: SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16, 5, SL_MAX_VERSION), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, cargo_type, SLE_UINT8), peter1138@4695: SLE_CONDVAR(Vehicle, cargo_subtype, SLE_UINT8, 35, SL_MAX_VERSION), rubidium@4344: SLE_VAR(Vehicle, cargo_days, SLE_UINT8), rubidium@4344: SLE_CONDVAR(Vehicle, cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6), rubidium@4344: SLE_CONDVAR(Vehicle, cargo_source, SLE_UINT16, 7, SL_MAX_VERSION), rubidium@4344: SLE_VAR(Vehicle, cargo_cap, SLE_UINT16), rubidium@4344: SLE_VAR(Vehicle, cargo_count, SLE_UINT16), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, day_counter, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, tick_counter, SLE_UINT8), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, cur_order_index, SLE_UINT8), rubidium@4344: 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 */ tron@4527: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 0, 4), tron@4527: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), truelight@956: truelight@956: /* Orders for version 5 and on */ tron@4527: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION), tron@4527: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION), tron@4527: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION), rubidium@4344: bjarni@4712: /* Refit in current order */ bjarni@4712: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, refit_cargo), SLE_UINT8, 36, SL_MAX_VERSION), bjarni@4712: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, refit_subtype), SLE_UINT8, 36, SL_MAX_VERSION), bjarni@4712: rubidium@4344: SLE_REF(Vehicle, orders, REF_ORDER), rubidium@4344: rubidium@4344: SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), rubidium@4344: SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Vehicle, max_age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), rubidium@4344: SLE_CONDVAR(Vehicle, max_age, SLE_INT32, 31, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), rubidium@4344: SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32, 31, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Vehicle, service_interval, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), rubidium@4344: SLE_CONDVAR(Vehicle, service_interval, SLE_INT32, 31, SL_MAX_VERSION), rubidium@4344: SLE_VAR(Vehicle, reliability, SLE_UINT16), rubidium@4344: SLE_VAR(Vehicle, reliability_spd_dec, SLE_UINT16), rubidium@4344: SLE_VAR(Vehicle, breakdown_ctr, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8), rubidium@4344: SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30), rubidium@4344: SLE_CONDVAR(Vehicle, build_year, SLE_INT32, 31, SL_MAX_VERSION), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16), peter1138@5211: SLE_CONDVAR(Vehicle, load_status, SLE_UINT8, 40, SL_MAX_VERSION), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, profit_this_year, SLE_INT32), rubidium@4344: SLE_VAR(Vehicle, profit_last_year, SLE_INT32), rubidium@4344: SLE_VAR(Vehicle, value, SLE_UINT32), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, random_bits, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, waiting_triggers, SLE_UINT8), rubidium@4344: rubidium@4344: SLE_REF(Vehicle, next_shared, REF_VEHICLE), rubidium@4344: SLE_REF(Vehicle, prev_shared, REF_VEHICLE), truelight@1024: truelight@1024: // reserve extra space in savegame here. (currently 10 bytes) rubidium@4344: SLE_CONDNULL(10, 2, SL_MAX_VERSION), truelight@193: truelight@0: SLE_END() truelight@0: }; truelight@0: truelight@0: Darkvater@1881: static const SaveLoad _train_desc[] = { rubidium@4344: SLE_WRITEBYTE(Vehicle, type, VEH_Train, 0), // Train type. VEH_Train in mem, 0 in file. truelight@0: SLE_INCLUDEX(0, INC_VEHICLE_COMMON), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, crash_anim_pos), SLE_UINT16), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, force_proceed), SLE_UINT8), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, railtype), SLE_UINT8), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, track), SLE_UINT8), rubidium@4344: rubidium@4344: SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, flags), SLE_UINT8, 2, SL_MAX_VERSION), rubidium@4344: SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, days_since_order_progr), SLE_UINT16, 2, SL_MAX_VERSION), truelight@0: Darkvater@3222: SLE_CONDNULL(2, 2, 19), Darkvater@2926: // reserve extra space in savegame here. (currently 11 bytes) Darkvater@3222: SLE_CONDNULL(11, 2, SL_MAX_VERSION), truelight@0: truelight@0: SLE_END() truelight@0: }; truelight@0: Darkvater@1881: static const SaveLoad _roadveh_desc[] = { rubidium@4344: SLE_WRITEBYTE(Vehicle, type, VEH_Road, 1), // Road type. VEH_Road in mem, 1 in file. truelight@0: SLE_INCLUDEX(0, INC_VEHICLE_COMMON), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, state), SLE_UINT8), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, frame), SLE_UINT8), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, blocked_ctr), SLE_UINT16), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking), SLE_UINT8), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, crashed_ctr), SLE_UINT16), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, reverse_ctr), SLE_UINT8), rubidium@4344: rubidium@4344: SLE_CONDREFX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot), REF_ROADSTOPS, 6, SL_MAX_VERSION), rubidium@4344: SLE_CONDNULL(1, 6, SL_MAX_VERSION), rubidium@4344: SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot_age), SLE_UINT8, 6, SL_MAX_VERSION), truelight@0: // reserve extra space in savegame here. (currently 16 bytes) rubidium@4344: SLE_CONDNULL(16, 2, SL_MAX_VERSION), truelight@0: truelight@0: SLE_END() truelight@0: }; truelight@0: Darkvater@1881: static const SaveLoad _ship_desc[] = { rubidium@4344: SLE_WRITEBYTE(Vehicle, type, VEH_Ship, 2), // Ship type. VEH_Ship in mem, 2 in file. truelight@0: SLE_INCLUDEX(0, INC_VEHICLE_COMMON), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleShip, state), SLE_UINT8), truelight@0: truelight@0: // reserve extra space in savegame here. (currently 16 bytes) Darkvater@3222: SLE_CONDNULL(16, 2, SL_MAX_VERSION), truelight@0: truelight@0: SLE_END() truelight@0: }; truelight@0: Darkvater@1881: static const SaveLoad _aircraft_desc[] = { rubidium@4344: SLE_WRITEBYTE(Vehicle, type, VEH_Aircraft, 3), // Aircraft type. VEH_Aircraft in mem, 3 in file. truelight@0: SLE_INCLUDEX(0, INC_VEHICLE_COMMON), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, crashed_counter), SLE_UINT16), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, pos), SLE_UINT8), rubidium@4344: rubidium@4344: SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), rubidium@4344: SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport), SLE_UINT16, 5, SL_MAX_VERSION), rubidium@4344: rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, state), SLE_UINT8), rubidium@4344: rubidium@4344: SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, previous_pos), SLE_UINT8, 2, SL_MAX_VERSION), truelight@0: truelight@0: // reserve extra space in savegame here. (currently 15 bytes) rubidium@4344: SLE_CONDNULL(15, 2, SL_MAX_VERSION), 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: rubidium@4344: SLE_VAR(Vehicle, subtype, SLE_UINT8), rubidium@4344: rubidium@4344: SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@4344: SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@4344: rubidium@4344: SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), rubidium@4344: SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), rubidium@4344: SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION), rubidium@4344: SLE_VAR(Vehicle, z_pos, SLE_UINT8), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, cur_image, SLE_UINT16), rubidium@4344: SLE_VAR(Vehicle, sprite_width, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, sprite_height, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, z_height, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, x_offs, SLE_INT8), rubidium@4344: SLE_VAR(Vehicle, y_offs, SLE_INT8), rubidium@4344: SLE_VAR(Vehicle, progress, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, vehstatus, SLE_UINT8), rubidium@4344: rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk0), SLE_UINT16), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk2), SLE_UINT8), truelight@0: truelight@0: // reserve extra space in savegame here. (currently 16 bytes) Darkvater@3222: SLE_CONDNULL(16, 2, SL_MAX_VERSION), truelight@0: truelight@0: SLE_END() truelight@0: }; truelight@0: Darkvater@1881: static const SaveLoad _disaster_desc[] = { rubidium@4344: SLE_WRITEBYTE(Vehicle, type, VEH_Disaster, 5), rubidium@4344: rubidium@4344: SLE_REF(Vehicle, next, REF_VEHICLE_OLD), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, subtype, SLE_UINT8), rubidium@4344: SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@4344: SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), rubidium@4344: SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), rubidium@4344: rubidium@4344: SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), rubidium@4344: SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION), rubidium@4344: SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), rubidium@4344: SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION), rubidium@4344: SLE_VAR(Vehicle, z_pos, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, direction, SLE_UINT8), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, x_offs, SLE_INT8), rubidium@4344: SLE_VAR(Vehicle, y_offs, SLE_INT8), rubidium@4344: SLE_VAR(Vehicle, sprite_width, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, sprite_height, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, z_height, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, owner, SLE_UINT8), rubidium@4344: SLE_VAR(Vehicle, vehstatus, SLE_UINT8), tron@4527: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), tron@4527: SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION), rubidium@4344: rubidium@4344: SLE_VAR(Vehicle, cur_image, SLE_UINT16), rubidium@4344: SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), rubidium@4344: SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION), rubidium@4344: SLE_VAR(Vehicle, tick_counter, SLE_UINT8), rubidium@4344: rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleDisaster, image_override), SLE_UINT16), rubidium@4344: SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleDisaster, unk2), SLE_UINT16), truelight@0: truelight@0: // reserve extra space in savegame here. (currently 16 bytes) rubidium@4344: SLE_CONDNULL(16, 2, SL_MAX_VERSION), 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@4346: SlSetArrayIndex(v->index); truelight@4346: SlObject(v, _veh_descs[v->type - 0x10]); 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: tron@4972: 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 rubidium@4549: * 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: FOR_ALL_VEHICLES_FROM(u, v->index + 1) { truelight@1024: /* If a vehicle has the same orders, add the link to eachother rubidium@4549: * 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: };