2007-03-08 23:05:05 +00:00
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/* $Id$ */
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2008-04-19 19:01:57 +00:00
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/** @file autoreplace_cmd.cpp Deals with autoreplace execution but not the setup */
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2007-03-08 23:05:05 +00:00
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#include "stdafx.h"
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#include "openttd.h"
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2008-01-12 14:10:35 +00:00
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#include "player_func.h"
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2007-03-08 23:05:05 +00:00
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#include "debug.h"
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#include "vehicle_gui.h"
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#include "train.h"
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2008-08-17 11:49:35 +00:00
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#include "rail.h"
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2007-12-21 21:50:46 +00:00
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#include "command_func.h"
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2008-08-17 11:49:35 +00:00
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#include "engine_base.h"
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#include "engine_func.h"
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2007-12-27 13:35:39 +00:00
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#include "vehicle_func.h"
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2007-12-25 11:26:07 +00:00
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#include "functions.h"
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2008-01-07 09:19:53 +00:00
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#include "autoreplace_func.h"
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2008-01-19 23:34:52 +00:00
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#include "articulated_vehicles.h"
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2008-09-13 10:04:36 +00:00
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#include "core/alloc_func.hpp"
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2007-03-08 23:05:05 +00:00
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2008-01-13 01:21:35 +00:00
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#include "table/strings.h"
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2008-08-10 15:02:21 +00:00
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/** Figure out if two engines got at least one type of cargo in common (refitting if needed)
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* @param engine_a one of the EngineIDs
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* @param engine_b the other EngineID
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* @param type the type of the engines
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* @return true if they can both carry the same type of cargo (or at least one of them got no capacity at all)
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*/
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static bool EnginesGotCargoInCommon(EngineID engine_a, EngineID engine_b, VehicleType type)
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{
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uint32 available_cargos_a = GetUnionOfArticulatedRefitMasks(engine_a, type, true);
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uint32 available_cargos_b = GetUnionOfArticulatedRefitMasks(engine_b, type, true);
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return (available_cargos_a == 0 || available_cargos_b == 0 || (available_cargos_a & available_cargos_b) != 0);
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}
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/**
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* Checks some basic properties whether autoreplace is allowed
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* @param from Origin engine
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* @param to Destination engine
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* @param player Player to check for
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* @return true if autoreplace is allowed
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*/
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bool CheckAutoreplaceValidity(EngineID from, EngineID to, PlayerID player)
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{
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/* First we make sure that it's a valid type the user requested
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* check that it's an engine that is in the engine array */
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if (!IsEngineIndex(from) || !IsEngineIndex(to)) return false;
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/* we can't replace an engine into itself (that would be autorenew) */
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if (from == to) return false;
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VehicleType type = GetEngine(from)->type;
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/* check that the new vehicle type is available to the player and its type is the same as the original one */
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if (!IsEngineBuildable(to, type, player)) return false;
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switch (type) {
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case VEH_TRAIN: {
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const RailVehicleInfo *rvi_from = RailVehInfo(from);
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const RailVehicleInfo *rvi_to = RailVehInfo(to);
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/* make sure the railtypes are compatible */
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if ((GetRailTypeInfo(rvi_from->railtype)->compatible_railtypes & GetRailTypeInfo(rvi_to->railtype)->compatible_railtypes) == 0) return false;
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/* make sure we do not replace wagons with engines or vise versa */
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if ((rvi_from->railveh_type == RAILVEH_WAGON) != (rvi_to->railveh_type == RAILVEH_WAGON)) return false;
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break;
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}
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case VEH_ROAD:
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/* make sure that we do not replace a tram with a normal road vehicles or vise versa */
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if (HasBit(EngInfo(from)->misc_flags, EF_ROAD_TRAM) != HasBit(EngInfo(to)->misc_flags, EF_ROAD_TRAM)) return false;
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break;
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case VEH_AIRCRAFT:
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/* make sure that we do not replace a plane with a helicopter or vise versa */
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if ((AircraftVehInfo(from)->subtype & AIR_CTOL) != (AircraftVehInfo(to)->subtype & AIR_CTOL)) return false;
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break;
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default: break;
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}
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/* the engines needs to be able to carry the same cargo */
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return EnginesGotCargoInCommon(from, to, type);
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}
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2008-02-23 22:01:55 +00:00
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2008-08-16 14:02:20 +00:00
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/** Transfer cargo from a single (articulated )old vehicle to the new vehicle chain
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* @param old_veh Old vehicle that will be sold
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* @param new_head Head of the completely constructed new vehicle chain
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*/
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static void TransferCargo(Vehicle *old_veh, Vehicle *new_head)
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{
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/* Loop through source parts */
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for (Vehicle *src = old_veh; src != NULL; src = src->Next()) {
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if (src->cargo_type >= NUM_CARGO || src->cargo.Count() == 0) continue;
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/* Find free space in the new chain */
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for (Vehicle *dest = new_head; dest != NULL && src->cargo.Count() > 0; dest = dest->Next()) {
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if (dest->cargo_type != src->cargo_type) continue;
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uint amount = min(src->cargo.Count(), dest->cargo_cap - dest->cargo.Count());
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if (amount <= 0) continue;
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src->cargo.MoveTo(&dest->cargo, amount);
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}
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}
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/* Update train weight etc., the old vehicle will be sold anyway */
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if (new_head->type == VEH_TRAIN) TrainConsistChanged(new_head, true);
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}
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2008-07-27 15:17:16 +00:00
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/**
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* Tests whether refit orders that applied to v will also apply to the new vehicle type
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* @param v The vehicle to be replaced
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* @param engine_type The type we want to replace with
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* @return true iff all refit orders stay valid
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*/
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static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, EngineID engine_type)
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2007-03-08 23:05:05 +00:00
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{
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const Order *o;
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const Vehicle *u;
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2008-07-27 15:17:16 +00:00
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uint32 union_refit_mask_a = GetUnionOfArticulatedRefitMasks(v->engine_type, v->type, false);
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uint32 union_refit_mask_b = GetUnionOfArticulatedRefitMasks(engine_type, v->type, false);
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2007-03-08 23:05:05 +00:00
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if (v->type == VEH_TRAIN) {
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2007-08-30 21:11:12 +00:00
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u = v->First();
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2007-03-08 23:05:05 +00:00
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} else {
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u = v;
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}
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FOR_VEHICLE_ORDERS(u, o) {
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2008-04-06 07:07:21 +00:00
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if (!o->IsRefit()) continue;
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2008-07-27 15:17:16 +00:00
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CargoID cargo_type = o->GetRefitCargo();
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if (!HasBit(union_refit_mask_a, cargo_type)) continue;
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if (!HasBit(union_refit_mask_b, cargo_type)) return false;
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2007-03-08 23:05:05 +00:00
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}
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return true;
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}
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/**
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* Function to find what type of cargo to refit to when autoreplacing
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* @param *v Original vehicle, that is being replaced
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* @param engine_type The EngineID of the vehicle that is being replaced to
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* @return The cargo type to replace to
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* CT_NO_REFIT is returned if no refit is needed
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* 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
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*/
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static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
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{
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2008-07-27 15:17:16 +00:00
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CargoID cargo_type;
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2007-03-08 23:05:05 +00:00
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2008-07-27 15:17:16 +00:00
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if (GetUnionOfArticulatedRefitMasks(engine_type, v->type, true) == 0) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity
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2007-03-08 23:05:05 +00:00
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2008-07-27 15:17:16 +00:00
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if (IsArticulatedVehicleCarryingDifferentCargos(v, &cargo_type)) return CT_INVALID; // We cannot refit to mixed cargos in an automated way
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uint32 available_cargo_types = GetIntersectionOfArticulatedRefitMasks(engine_type, v->type, true);
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if (cargo_type == CT_INVALID) {
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if (v->type != VEH_TRAIN) return CT_NO_REFIT; // If the vehicle does not carry anything at all, every replacement is fine.
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/* the old engine didn't have cargo capacity, but the new one does
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* now we will figure out what cargo the train is carrying and refit to fit this */
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for (v = v->First(); v != NULL; v = v->Next()) {
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if (v->cargo_cap == 0) continue;
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/* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */
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if (HasBit(available_cargo_types, v->cargo_type)) {
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/* Do we have to refit the vehicle, or is it already carrying the right cargo? */
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uint16 *default_capacity = GetCapacityOfArticulatedParts(engine_type, v->type);
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for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
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2008-08-09 16:42:55 +00:00
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if (cid != v->cargo_type && default_capacity[cid] > 0) return v->cargo_type;
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2008-07-27 15:17:16 +00:00
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}
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return CT_NO_REFIT;
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}
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2007-03-08 23:05:05 +00:00
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}
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2008-07-27 15:17:16 +00:00
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return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one
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} else {
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if (!HasBit(available_cargo_types, cargo_type)) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want
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2008-08-25 20:10:45 +00:00
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if (!VerifyAutoreplaceRefitForOrders(v, engine_type)) return CT_INVALID; // Some refit orders lose their effect
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2007-03-08 23:05:05 +00:00
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2008-07-27 15:17:16 +00:00
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/* Do we have to refit the vehicle, or is it already carrying the right cargo? */
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uint16 *default_capacity = GetCapacityOfArticulatedParts(engine_type, v->type);
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for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
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if (cid != cargo_type && default_capacity[cid] > 0) return cargo_type;
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}
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2007-03-08 23:05:05 +00:00
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2008-07-27 15:17:16 +00:00
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return CT_NO_REFIT;
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}
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2007-03-08 23:05:05 +00:00
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}
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2008-04-19 17:47:56 +00:00
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/** Get the EngineID of the replacement for a vehicle
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* @param v The vehicle to find a replacement for
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* @param p The vehicle's owner (it's faster to forward the pointer than refinding it)
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* @return the EngineID of the replacement. INVALID_ENGINE if no buildable replacement is found
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*/
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static EngineID GetNewEngineType(const Vehicle *v, const Player *p)
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{
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2008-07-27 15:17:16 +00:00
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assert(v->type != VEH_TRAIN || !IsArticulatedPart(v));
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2008-04-19 17:47:56 +00:00
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if (v->type == VEH_TRAIN && IsRearDualheaded(v)) {
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/* we build the rear ends of multiheaded trains with the front ones */
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return INVALID_ENGINE;
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}
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EngineID e = EngineReplacementForPlayer(p, v->engine_type, v->group_id);
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if (e != INVALID_ENGINE && IsEngineBuildable(e, v->type, _current_player)) {
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return e;
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}
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if (v->NeedsAutorenewing(p) && // replace if engine is too old
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IsEngineBuildable(v->engine_type, v->type, _current_player)) { // engine can still be build
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return v->engine_type;
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}
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return INVALID_ENGINE;
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}
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2008-08-16 14:02:20 +00:00
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/** Builds and refits a replacement vehicle
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* Important: The old vehicle is still in the original vehicle chain (used for determining the cargo when the old vehicle did not carry anything, but the new one does)
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* @param old_veh A single (articulated/multiheaded) vehicle that shall be replaced.
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* @param new_vehicle Returns the newly build and refittet vehicle
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* @return cost or error
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*/
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static CommandCost BuildReplacementVehicle(Vehicle *old_veh, Vehicle **new_vehicle)
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{
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*new_vehicle = NULL;
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/* Shall the vehicle be replaced? */
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const Player *p = GetPlayer(_current_player);
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EngineID e = GetNewEngineType(old_veh, p);
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if (e == INVALID_ENGINE) return CommandCost(); // neither autoreplace is set, nor autorenew is triggered
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/* Does it need to be refitted */
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CargoID refit_cargo = GetNewCargoTypeForReplace(old_veh, e);
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if (refit_cargo == CT_INVALID) return CommandCost(); // incompatible cargos
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/* Build the new vehicle */
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CommandCost cost = DoCommand(old_veh->tile, e, 0, DC_EXEC | DC_AUTOREPLACE, GetCmdBuildVeh(old_veh));
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if (cost.Failed()) return cost;
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Vehicle *new_veh = GetVehicle(_new_vehicle_id);
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*new_vehicle = new_veh;
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/* Refit the vehicle if needed */
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if (refit_cargo != CT_NO_REFIT) {
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cost.AddCost(DoCommand(0, new_veh->index, refit_cargo, DC_EXEC, GetCmdRefitVeh(new_veh)));
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assert(cost.Succeeded()); // This should be ensured by GetNewCargoTypeForReplace()
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}
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/* Try to reverse the vehicle, but do not care if it fails as the new type might not be reversible */
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if (new_veh->type == VEH_TRAIN && HasBit(old_veh->u.rail.flags, VRF_REVERSE_DIRECTION)) {
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DoCommand(0, new_veh->index, true, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
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}
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return cost;
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}
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/** Issue a start/stop command
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* @param v a vehicle
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* @param evaluate_callback shall the start/stop callback be evaluated?
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* @return success or error
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*/
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static inline CommandCost StartStopVehicle(const Vehicle *v, bool evaluate_callback)
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{
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return DoCommand(0, v->index, evaluate_callback ? 1 : 0, DC_EXEC | DC_AUTOREPLACE, CMD_START_STOP_VEHICLE);
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}
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/** Issue a train vehicle move command
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* @param v The vehicle to move
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* @param after The vehicle to insert 'v' after, or NULL to start new chain
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* @param whole_chain move all vehicles following 'v' (true), or only 'v' (false)
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* @return success or error
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*/
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static inline CommandCost MoveVehicle(const Vehicle *v, const Vehicle *after, uint32 flags, bool whole_chain)
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{
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return DoCommand(0, v->index | (after != NULL ? after->index : INVALID_VEHICLE) << 16, whole_chain ? 1 : 0, flags, CMD_MOVE_RAIL_VEHICLE);
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}
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/** Copy head specific things to the new vehicle chain after it was successfully constructed
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* @param old_head The old front vehicle (no wagons attached anymore)
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* @param new_head The new head of the completely replaced vehicle chain
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* @param flags the command flags to use
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*/
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static CommandCost CopyHeadSpecificThings(Vehicle *old_head, Vehicle *new_head, uint32 flags)
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{
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CommandCost cost = CommandCost();
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/* Share orders */
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if (cost.Succeeded() && old_head != new_head) cost.AddCost(DoCommand(0, (old_head->index << 16) | new_head->index, CO_SHARE, DC_EXEC, CMD_CLONE_ORDER));
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/* Copy group membership */
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if (cost.Succeeded() && old_head != new_head) cost.AddCost(DoCommand(0, old_head->group_id, new_head->index, DC_EXEC, CMD_ADD_VEHICLE_GROUP));
|
|
|
|
|
|
|
|
/* Perform start/stop check whether the new vehicle suits newgrf restrictions etc. */
|
|
|
|
if (cost.Succeeded()) {
|
|
|
|
/* Start the vehicle, might be denied by certain things */
|
|
|
|
assert((new_head->vehstatus & VS_STOPPED) != 0);
|
|
|
|
cost.AddCost(StartStopVehicle(new_head, true));
|
|
|
|
|
|
|
|
/* Stop the vehicle again, but do not care about evil newgrfs allowing starting but not stopping :p */
|
|
|
|
if (cost.Succeeded()) cost.AddCost(StartStopVehicle(new_head, false));
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Last do those things which do never fail (resp. we do not care about), but which are not undo-able */
|
|
|
|
if (cost.Succeeded() && old_head != new_head && (flags & DC_EXEC) != 0) {
|
|
|
|
/* Copy vehicle name */
|
|
|
|
if (old_head->name != NULL) {
|
|
|
|
_cmd_text = old_head->name;
|
|
|
|
DoCommand(0, new_head->index, 0, DC_EXEC | DC_AUTOREPLACE, CMD_NAME_VEHICLE);
|
|
|
|
_cmd_text = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Copy other things which cannot be copied by a command and which shall not stay resetted from the build vehicle command */
|
|
|
|
new_head->CopyVehicleConfigAndStatistics(old_head);
|
|
|
|
|
|
|
|
/* Switch vehicle windows to the new vehicle, so they are not closed when the old vehicle is sold */
|
|
|
|
ChangeVehicleViewWindow(old_head->index, new_head->index);
|
|
|
|
}
|
|
|
|
|
|
|
|
return cost;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Replace a whole vehicle chain
|
|
|
|
* @param chain vehicle chain to let autoreplace/renew operator on
|
|
|
|
* @param flags command flags
|
|
|
|
* @param wagon_removal remove wagons when the resulting chain occupies more tiles than the old did
|
|
|
|
* @param nothing_to_do is set to 'false' when something was done (only valid when not failed)
|
|
|
|
* @return cost or error
|
|
|
|
*/
|
|
|
|
static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_removal, bool *nothing_to_do)
|
|
|
|
{
|
|
|
|
Vehicle *old_head = *chain;
|
|
|
|
|
|
|
|
CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0);
|
|
|
|
|
|
|
|
if (old_head->type == VEH_TRAIN) {
|
|
|
|
/* Store the length of the old vehicle chain, rounded up to whole tiles */
|
|
|
|
uint16 old_total_length = (old_head->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE;
|
|
|
|
|
|
|
|
int num_units = 0; ///< Number of units in the chain
|
|
|
|
for (Vehicle *w = old_head; w != NULL; w = GetNextUnit(w)) num_units++;
|
|
|
|
|
|
|
|
Vehicle **old_vehs = CallocT<Vehicle *>(num_units); ///< Will store vehicles of the old chain in their order
|
|
|
|
Vehicle **new_vehs = CallocT<Vehicle *>(num_units); ///< New vehicles corresponding to old_vehs or NULL if no replacement
|
|
|
|
Money *new_costs = MallocT<Money>(num_units); ///< Costs for buying and refitting the new vehicles
|
|
|
|
|
|
|
|
/* Collect vehicles and build replacements
|
|
|
|
* Note: The replacement vehicles can only successfully build as long as the old vehicles are still in their chain */
|
|
|
|
int i;
|
|
|
|
Vehicle *w;
|
|
|
|
for (w = old_head, i = 0; w != NULL; w = GetNextUnit(w), i++) {
|
|
|
|
assert(i < num_units);
|
|
|
|
old_vehs[i] = w;
|
|
|
|
|
|
|
|
CommandCost ret = BuildReplacementVehicle(old_vehs[i], &new_vehs[i]);
|
|
|
|
cost.AddCost(ret);
|
|
|
|
if (cost.Failed()) break;
|
|
|
|
|
|
|
|
new_costs[i] = ret.GetCost();
|
|
|
|
if (new_vehs[i] != NULL) *nothing_to_do = false;
|
|
|
|
}
|
|
|
|
Vehicle *new_head = (new_vehs[0] != NULL ? new_vehs[0] : old_vehs[0]);
|
|
|
|
|
2008-08-21 20:42:45 +00:00
|
|
|
/* Note: When autoreplace has already failed here, old_vehs[] is not completely initialized. But it is also not needed. */
|
2008-08-16 14:02:20 +00:00
|
|
|
if (cost.Succeeded()) {
|
2008-08-21 20:42:45 +00:00
|
|
|
/* Separate the head, so we can start constructing the new chain */
|
2008-08-16 14:02:20 +00:00
|
|
|
Vehicle *second = GetNextUnit(old_head);
|
|
|
|
if (second != NULL) cost.AddCost(MoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true));
|
|
|
|
|
|
|
|
assert(GetNextUnit(new_head) == NULL);
|
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
/* Append engines to the new chain
|
|
|
|
* We do this from back to front, so that the head of the temporary vehicle chain does not change all the time.
|
|
|
|
* OTOH the vehicle attach callback is more expensive this way :s */
|
|
|
|
Vehicle *last_engine = NULL; ///< Shall store the last engine unit after this step
|
|
|
|
if (cost.Succeeded()) {
|
|
|
|
for (int i = num_units - 1; i > 0; i--) {
|
|
|
|
Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);
|
|
|
|
|
|
|
|
if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) continue;
|
|
|
|
|
|
|
|
if (last_engine == NULL) last_engine = append;
|
|
|
|
cost.AddCost(MoveVehicle(append, new_head, DC_EXEC, false));
|
|
|
|
if (cost.Failed()) break;
|
|
|
|
}
|
|
|
|
if (last_engine == NULL) last_engine = new_head;
|
2008-08-16 14:02:20 +00:00
|
|
|
}
|
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
/* When wagon removal is enabled and the new engines without any wagons are already longer than the old, we have to fail */
|
|
|
|
if (cost.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) cost = CommandCost(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT);
|
|
|
|
|
|
|
|
/* Append/insert wagons into the new vehicle chain
|
|
|
|
* We do this from back to front, so we can stop when wagon removal or maximum train length (i.e. from mammoth-train setting) is triggered.
|
|
|
|
*/
|
|
|
|
if (cost.Succeeded()) {
|
|
|
|
for (int i = num_units - 1; i > 0; i--) {
|
|
|
|
assert(last_engine != NULL);
|
|
|
|
Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);
|
|
|
|
|
|
|
|
if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) {
|
|
|
|
/* Insert wagon after 'last_engine' */
|
|
|
|
CommandCost res = MoveVehicle(append, last_engine, DC_EXEC, false);
|
|
|
|
|
|
|
|
if (res.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) {
|
|
|
|
MoveVehicle(append, NULL, DC_EXEC | DC_AUTOREPLACE, false);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
cost.AddCost(res);
|
|
|
|
if (cost.Failed()) break;
|
|
|
|
} else {
|
|
|
|
/* We have reached 'last_engine', continue with the next engine towards the front */
|
|
|
|
assert(append == last_engine);
|
|
|
|
last_engine = GetPrevUnit(last_engine);
|
2008-08-16 14:02:20 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
/* Sell superfluous new vehicles that could not be inserted. */
|
|
|
|
if (cost.Succeeded() && wagon_removal) {
|
|
|
|
for (int i = 1; i < num_units; i++) {
|
|
|
|
Vehicle *wagon = new_vehs[i];
|
|
|
|
if (wagon == NULL) continue;
|
|
|
|
if (wagon->First() == new_head) break;
|
2008-08-16 14:02:20 +00:00
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
assert(RailVehInfo(wagon->engine_type)->railveh_type == RAILVEH_WAGON);
|
2008-08-16 14:02:20 +00:00
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
/* Sell wagon */
|
|
|
|
CommandCost ret = DoCommand(0, wagon->index, 0, DC_EXEC, GetCmdSellVeh(wagon));
|
|
|
|
assert(ret.Succeeded());
|
|
|
|
new_vehs[i] = NULL;
|
2008-08-16 14:02:20 +00:00
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
/* Revert the money subtraction when the vehicle was built.
|
|
|
|
* This value is different from the sell value, esp. because of refitting */
|
|
|
|
cost.AddCost(-new_costs[i]);
|
|
|
|
}
|
2008-08-16 14:02:20 +00:00
|
|
|
}
|
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
/* The new vehicle chain is constructed, now take over orders and everything... */
|
|
|
|
if (cost.Succeeded()) cost.AddCost(CopyHeadSpecificThings(old_head, new_head, flags));
|
2008-08-16 14:02:20 +00:00
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
if (cost.Succeeded()) {
|
|
|
|
/* Success ! */
|
|
|
|
if ((flags & DC_EXEC) != 0 && new_head != old_head) {
|
|
|
|
*chain = new_head;
|
|
|
|
}
|
2008-08-16 14:02:20 +00:00
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
/* Transfer cargo of old vehicles and sell them*/
|
|
|
|
for (int i = 0; i < num_units; i++) {
|
|
|
|
Vehicle *w = old_vehs[i];
|
|
|
|
/* Is the vehicle again part of the new chain?
|
|
|
|
* Note: We cannot test 'new_vehs[i] != NULL' as wagon removal might cause to remove both */
|
|
|
|
if (w->First() == new_head) continue;
|
2008-08-16 14:02:20 +00:00
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
if ((flags & DC_EXEC) != 0) TransferCargo(w, new_head);
|
2008-08-16 14:02:20 +00:00
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
cost.AddCost(DoCommand(0, w->index, 0, flags, GetCmdSellVeh(w)));
|
|
|
|
if ((flags & DC_EXEC) != 0) {
|
|
|
|
old_vehs[i] = NULL;
|
|
|
|
if (i == 0) old_head = NULL;
|
|
|
|
}
|
2008-08-16 14:02:20 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
/* If we are not in DC_EXEC undo everything, i.e. rearrange old vehicles.
|
|
|
|
* We do this from back to front, so that the head of the temporary vehicle chain does not change all the time.
|
|
|
|
* Note: The vehicle attach callback is disabled here :) */
|
|
|
|
if ((flags & DC_EXEC) == 0) {
|
|
|
|
/* Separate the head, so we can reattach the old vehicles */
|
|
|
|
Vehicle *second = GetNextUnit(old_head);
|
|
|
|
if (second != NULL) MoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true);
|
2008-08-16 14:02:20 +00:00
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
assert(GetNextUnit(old_head) == NULL);
|
2008-08-16 14:02:20 +00:00
|
|
|
|
2008-08-21 20:45:52 +00:00
|
|
|
for (int i = num_units - 1; i > 0; i--) {
|
|
|
|
CommandCost ret = MoveVehicle(old_vehs[i], old_head, DC_EXEC | DC_AUTOREPLACE, false);
|
|
|
|
assert(ret.Succeeded());
|
|
|
|
}
|
2008-08-21 20:42:45 +00:00
|
|
|
}
|
|
|
|
}
|
2008-08-16 14:02:20 +00:00
|
|
|
|
2008-08-21 20:42:45 +00:00
|
|
|
/* Finally undo buying of new vehicles */
|
|
|
|
if ((flags & DC_EXEC) == 0) {
|
2008-08-16 14:02:20 +00:00
|
|
|
for (int i = num_units - 1; i >= 0; i--) {
|
|
|
|
if (new_vehs[i] != NULL) {
|
|
|
|
DoCommand(0, new_vehs[i]->index, 0, DC_EXEC, GetCmdSellVeh(new_vehs[i]));
|
|
|
|
new_vehs[i] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
free(old_vehs);
|
|
|
|
free(new_vehs);
|
|
|
|
free(new_costs);
|
|
|
|
} else {
|
|
|
|
/* Build and refit replacement vehicle */
|
|
|
|
Vehicle *new_head = NULL;
|
|
|
|
cost.AddCost(BuildReplacementVehicle(old_head, &new_head));
|
|
|
|
|
|
|
|
/* Was a new vehicle constructed? */
|
|
|
|
if (cost.Succeeded() && new_head != NULL) {
|
|
|
|
*nothing_to_do = false;
|
|
|
|
|
|
|
|
/* The new vehicle is constructed, now take over orders and everything... */
|
|
|
|
cost.AddCost(CopyHeadSpecificThings(old_head, new_head, flags));
|
|
|
|
|
|
|
|
if (cost.Succeeded()) {
|
|
|
|
/* The new vehicle is constructed, now take over cargo */
|
|
|
|
if ((flags & DC_EXEC) != 0) {
|
|
|
|
TransferCargo(old_head, new_head);
|
|
|
|
*chain = new_head;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Sell the old vehicle */
|
|
|
|
cost.AddCost(DoCommand(0, old_head->index, 0, flags, GetCmdSellVeh(old_head)));
|
|
|
|
}
|
|
|
|
|
|
|
|
/* If we are not in DC_EXEC undo everything */
|
|
|
|
if ((flags & DC_EXEC) == 0) {
|
|
|
|
DoCommand(0, new_head->index, 0, DC_EXEC, GetCmdSellVeh(new_head));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return cost;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Autoreplace a vehicles
|
|
|
|
* @param tile not used
|
|
|
|
* @param flags type of operation
|
|
|
|
* @param p1 Index of vehicle
|
|
|
|
* @param p2 not used
|
|
|
|
*/
|
|
|
|
CommandCost CmdAutoreplaceVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
|
|
{
|
|
|
|
CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0);
|
|
|
|
bool nothing_to_do = true;
|
|
|
|
|
|
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
|
|
if (!CheckOwnership(v->owner)) return CMD_ERROR;
|
|
|
|
if (!v->IsInDepot()) return CMD_ERROR;
|
|
|
|
if (HASBITS(v->vehstatus, VS_CRASHED)) return CMD_ERROR;
|
|
|
|
|
|
|
|
const Player *p = GetPlayer(_current_player);
|
|
|
|
bool wagon_removal = p->renew_keep_length;
|
|
|
|
|
|
|
|
/* Test whether any replacement is set, before issuing a whole lot of commands that would end in nothing changed */
|
|
|
|
Vehicle *w = v;
|
|
|
|
bool any_replacements = false;
|
|
|
|
while (w != NULL && !any_replacements) {
|
|
|
|
any_replacements = (GetNewEngineType(w, p) != INVALID_ENGINE);
|
|
|
|
w = (w->type == VEH_TRAIN ? GetNextUnit(w) : NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (any_replacements) {
|
|
|
|
bool was_stopped = (v->vehstatus & VS_STOPPED) != 0;
|
|
|
|
|
|
|
|
/* Stop the vehicle */
|
|
|
|
if (!was_stopped) cost.AddCost(StartStopVehicle(v, true));
|
|
|
|
if (cost.Failed()) return cost;
|
|
|
|
|
|
|
|
assert(v->IsStoppedInDepot());
|
|
|
|
|
|
|
|
/* We have to construct the new vehicle chain to test whether it is valid.
|
|
|
|
* Vehicle construction needs random bits, so we have to save the random seeds
|
|
|
|
* to prevent desyncs and to replay newgrf callbacks during DC_EXEC */
|
|
|
|
SavedRandomSeeds saved_seeds;
|
|
|
|
SaveRandomSeeds(&saved_seeds);
|
|
|
|
cost.AddCost(ReplaceChain(&v, flags & ~DC_EXEC, wagon_removal, ¬hing_to_do));
|
|
|
|
RestoreRandomSeeds(saved_seeds);
|
|
|
|
|
|
|
|
if (cost.Succeeded() && (flags & DC_EXEC) != 0) {
|
|
|
|
CommandCost ret = ReplaceChain(&v, flags, wagon_removal, ¬hing_to_do);
|
|
|
|
assert(ret.Succeeded() && ret.GetCost() == cost.GetCost());
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Restart the vehicle */
|
|
|
|
if (!was_stopped) cost.AddCost(StartStopVehicle(v, false));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cost.Succeeded() && nothing_to_do) cost = CommandCost(STR_AUTOREPLACE_NOTHING_TO_DO);
|
|
|
|
return cost;
|
|
|
|
}
|