(svn r14406) -Fix [FS#Eddi]: Autoreplace did not work for vehicles in free wagon chains.

pull/155/head
frosch 16 years ago
parent 423160f946
commit 32289ebd63

@ -8,6 +8,8 @@
#include "debug.h"
#include "vehicle_gui.h"
#include "train.h"
#include "aircraft.h"
#include "roadveh.h"
#include "rail.h"
#include "command_func.h"
#include "engine_base.h"
@ -87,15 +89,27 @@ bool CheckAutoreplaceValidity(EngineID from, EngineID to, PlayerID player)
/** Transfer cargo from a single (articulated )old vehicle to the new vehicle chain
* @param old_veh Old vehicle that will be sold
* @param new_head Head of the completely constructed new vehicle chain
* @param part_of_chain The vehicle is part of a train
*/
static void TransferCargo(Vehicle *old_veh, Vehicle *new_head)
static void TransferCargo(Vehicle *old_veh, Vehicle *new_head, bool part_of_chain)
{
assert(!part_of_chain || IsFrontEngine(new_head));
/* Loop through source parts */
for (Vehicle *src = old_veh; src != NULL; src = src->Next()) {
if (!part_of_chain && src->type == VEH_TRAIN && src != old_veh && src != old_veh->u.rail.other_multiheaded_part && !IsArticulatedPart(src)) {
/* Skip vehicles, which do not belong to old_veh */
src = GetLastEnginePart(src);
continue;
}
if (src->cargo_type >= NUM_CARGO || src->cargo.Count() == 0) continue;
/* Find free space in the new chain */
for (Vehicle *dest = new_head; dest != NULL && src->cargo.Count() > 0; dest = dest->Next()) {
if (!part_of_chain && dest->type == VEH_TRAIN && dest != new_head && dest != new_head->u.rail.other_multiheaded_part && !IsArticulatedPart(src)) {
/* Skip vehicles, which do not belong to new_head */
dest = GetLastEnginePart(dest);
continue;
}
if (dest->cargo_type != src->cargo_type) continue;
uint amount = min(src->cargo.Count(), dest->cargo_cap - dest->cargo.Count());
@ -106,7 +120,7 @@ static void TransferCargo(Vehicle *old_veh, Vehicle *new_head)
}
/* Update train weight etc., the old vehicle will be sold anyway */
if (new_head->type == VEH_TRAIN) TrainConsistChanged(new_head, true);
if (part_of_chain && new_head->type == VEH_TRAIN) TrainConsistChanged(new_head, true);
}
/**
@ -144,11 +158,12 @@ static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, EngineID engine_ty
* Function to find what type of cargo to refit to when autoreplacing
* @param *v Original vehicle, that is being replaced
* @param engine_type The EngineID of the vehicle that is being replaced to
* @param part_of_chain The vehicle is part of a train
* @return The cargo type to replace to
* CT_NO_REFIT is returned if no refit is needed
* 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
*/
static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type, bool part_of_chain)
{
CargoID cargo_type;
@ -161,6 +176,8 @@ static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
if (cargo_type == CT_INVALID) {
if (v->type != VEH_TRAIN) return CT_NO_REFIT; // If the vehicle does not carry anything at all, every replacement is fine.
if (!part_of_chain) return CT_NO_REFIT;
/* the old engine didn't have cargo capacity, but the new one does
* now we will figure out what cargo the train is carrying and refit to fit this */
@ -182,7 +199,7 @@ static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
} else {
if (!HasBit(available_cargo_types, cargo_type)) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want
if (!VerifyAutoreplaceRefitForOrders(v, engine_type)) return CT_INVALID; // Some refit orders lose their effect
if (part_of_chain && !VerifyAutoreplaceRefitForOrders(v, engine_type)) return CT_INVALID; // Some refit orders lose their effect
/* Do we have to refit the vehicle, or is it already carrying the right cargo? */
uint16 *default_capacity = GetCapacityOfArticulatedParts(engine_type, v->type);
@ -226,9 +243,10 @@ static EngineID GetNewEngineType(const Vehicle *v, const Player *p)
* 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)
* @param old_veh A single (articulated/multiheaded) vehicle that shall be replaced.
* @param new_vehicle Returns the newly build and refittet vehicle
* @param part_of_chain The vehicle is part of a train
* @return cost or error
*/
static CommandCost BuildReplacementVehicle(Vehicle *old_veh, Vehicle **new_vehicle)
static CommandCost BuildReplacementVehicle(Vehicle *old_veh, Vehicle **new_vehicle, bool part_of_chain)
{
*new_vehicle = NULL;
@ -238,7 +256,7 @@ static CommandCost BuildReplacementVehicle(Vehicle *old_veh, Vehicle **new_vehic
if (e == INVALID_ENGINE) return CommandCost(); // neither autoreplace is set, nor autorenew is triggered
/* Does it need to be refitted */
CargoID refit_cargo = GetNewCargoTypeForReplace(old_veh, e);
CargoID refit_cargo = GetNewCargoTypeForReplace(old_veh, e, part_of_chain);
if (refit_cargo == CT_INVALID) return CommandCost(); // incompatible cargos
/* Build the new vehicle */
@ -327,6 +345,57 @@ static CommandCost CopyHeadSpecificThings(Vehicle *old_head, Vehicle *new_head,
return cost;
}
/** Replace a single unit in a free wagon chain
* @param single_unit vehicle 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 ReplaceFreeUnit(Vehicle **single_unit, uint32 flags, bool *nothing_to_do)
{
Vehicle *old_v = *single_unit;
assert(old_v->type == VEH_TRAIN && !IsArticulatedPart(old_v) && !IsRearDualheaded(old_v));
CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0);
/* Build and refit replacement vehicle */
Vehicle *new_v = NULL;
cost.AddCost(BuildReplacementVehicle(old_v, &new_v, false));
/* Was a new vehicle constructed? */
if (cost.Succeeded() && new_v != NULL) {
*nothing_to_do = false;
if ((flags & DC_EXEC) != 0) {
/* Move the new vehicle behind the old */
MoveVehicle(new_v, old_v, DC_EXEC, false);
/* Take over cargo
* Note: We do only transfer cargo from the old to the new vehicle.
* I.e. we do not transfer remaining cargo to other vehicles.
* Else you would also need to consider moving cargo to other free chains,
* or doing the same in ReplaceChain(), which would be quite troublesome.
*/
TransferCargo(old_v, new_v, false);
*single_unit = new_v;
}
if (cost.Succeeded()) {
/* Sell the old vehicle */
cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v)));
}
/* If we are not in DC_EXEC undo everything */
if ((flags & DC_EXEC) == 0) {
DoCommand(0, new_v->index, 0, DC_EXEC, GetCmdSellVeh(new_v));
}
}
return cost;
}
/** Replace a whole vehicle chain
* @param chain vehicle chain to let autoreplace/renew operator on
* @param flags command flags
@ -337,6 +406,7 @@ static CommandCost CopyHeadSpecificThings(Vehicle *old_head, Vehicle *new_head,
static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_removal, bool *nothing_to_do)
{
Vehicle *old_head = *chain;
assert(old_head->IsPrimaryVehicle());
CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0);
@ -359,7 +429,7 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova
assert(i < num_units);
old_vehs[i] = w;
CommandCost ret = BuildReplacementVehicle(old_vehs[i], &new_vehs[i]);
CommandCost ret = BuildReplacementVehicle(old_vehs[i], &new_vehs[i], true);
cost.AddCost(ret);
if (cost.Failed()) break;
@ -459,7 +529,7 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova
* Note: We cannot test 'new_vehs[i] != NULL' as wagon removal might cause to remove both */
if (w->First() == new_head) continue;
if ((flags & DC_EXEC) != 0) TransferCargo(w, new_head);
if ((flags & DC_EXEC) != 0) TransferCargo(w, new_head, true);
cost.AddCost(DoCommand(0, w->index, 0, flags, GetCmdSellVeh(w)));
if ((flags & DC_EXEC) != 0) {
@ -502,7 +572,7 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova
} else {
/* Build and refit replacement vehicle */
Vehicle *new_head = NULL;
cost.AddCost(BuildReplacementVehicle(old_head, &new_head));
cost.AddCost(BuildReplacementVehicle(old_head, &new_head, true));
/* Was a new vehicle constructed? */
if (cost.Succeeded() && new_head != NULL) {
@ -514,7 +584,7 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova
if (cost.Succeeded()) {
/* The new vehicle is constructed, now take over cargo */
if ((flags & DC_EXEC) != 0) {
TransferCargo(old_head, new_head);
TransferCargo(old_head, new_head, true);
*chain = new_head;
}
@ -532,7 +602,8 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova
return cost;
}
/** Autoreplace a vehicles
/** Autoreplaces a vehicle
* Trains are replaced as a whole chain, free wagons in depot are replaced on their own
* @param tile not used
* @param flags type of operation
* @param p1 Index of vehicle
@ -549,6 +620,15 @@ CommandCost CmdAutoreplaceVehicle(TileIndex tile, uint32 flags, uint32 p1, uint3
if (!v->IsInDepot()) return CMD_ERROR;
if (HASBITS(v->vehstatus, VS_CRASHED)) return CMD_ERROR;
bool free_wagon = false;
if (v->type == VEH_TRAIN) {
if (IsArticulatedPart(v) || IsRearDualheaded(v)) return CMD_ERROR;
free_wagon = !IsFrontEngine(v);
if (free_wagon && IsFrontEngine(v->First())) return CMD_ERROR;
} else {
if (!v->IsPrimaryVehicle()) return CMD_ERROR;
}
const Player *p = GetPlayer(_current_player);
bool wagon_removal = p->renew_keep_length;
@ -557,11 +637,11 @@ CommandCost CmdAutoreplaceVehicle(TileIndex tile, uint32 flags, uint32 p1, uint3
bool any_replacements = false;
while (w != NULL && !any_replacements) {
any_replacements = (GetNewEngineType(w, p) != INVALID_ENGINE);
w = (w->type == VEH_TRAIN ? GetNextUnit(w) : NULL);
w = (!free_wagon && w->type == VEH_TRAIN ? GetNextUnit(w) : NULL);
}
if (any_replacements) {
bool was_stopped = (v->vehstatus & VS_STOPPED) != 0;
bool was_stopped = free_wagon || ((v->vehstatus & VS_STOPPED) != 0);
/* Stop the vehicle */
if (!was_stopped) cost.AddCost(StartStopVehicle(v, true));
@ -574,11 +654,20 @@ CommandCost CmdAutoreplaceVehicle(TileIndex tile, uint32 flags, uint32 p1, uint3
* 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, &nothing_to_do));
if (free_wagon) {
cost.AddCost(ReplaceFreeUnit(&v, flags & ~DC_EXEC, &nothing_to_do));
} else {
cost.AddCost(ReplaceChain(&v, flags & ~DC_EXEC, wagon_removal, &nothing_to_do));
}
RestoreRandomSeeds(saved_seeds);
if (cost.Succeeded() && (flags & DC_EXEC) != 0) {
CommandCost ret = ReplaceChain(&v, flags, wagon_removal, &nothing_to_do);
CommandCost ret;
if (free_wagon) {
ret = ReplaceFreeUnit(&v, flags, &nothing_to_do);
} else {
ret = ReplaceChain(&v, flags, wagon_removal, &nothing_to_do);
}
assert(ret.Succeeded() && ret.GetCost() == cost.GetCost());
}

@ -1274,7 +1274,7 @@ CommandCost CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uin
if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR;
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &list, &list);
BuildDepotVehicleList(vehicle_type, tile, &list, &list, true);
bool did_something = false;

@ -18,8 +18,9 @@
* @param tile The tile the depot is located on
* @param engines Pointer to list to add vehicles to
* @param wagons Pointer to list to add wagons to (can be NULL)
* @param individual_wagons If true add every wagon to #wagons which is not attached to an engine. If false only add the first wagon of every row.
*/
void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engines, VehicleList *wagons)
void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engines, VehicleList *wagons, bool individual_wagons)
{
engines->Clear();
if (wagons != NULL && wagons != engines) wagons->Clear();
@ -32,9 +33,10 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine
switch (type) {
case VEH_TRAIN:
if (IsArticulatedPart(v) || IsRearDualheaded(v)) continue;
if (v->u.rail.track != TRACK_BIT_DEPOT) continue;
if (wagons != NULL && IsFreeWagon(v)) {
*wagons->Append() = v;
if (wagons != NULL && IsFreeWagon(v->First())) {
if (individual_wagons || IsFreeWagon(v)) *wagons->Append() = v;
continue;
}
break;

@ -10,6 +10,6 @@
typedef SmallVector<const Vehicle *, 32> VehicleList;
void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type);
void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine_list, VehicleList *wagon_list);
void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine_list, VehicleList *wagon_list, bool individual_wagons = false);
#endif /* VEHICLELIST_H */

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