(svn r20531) -Codechange: unify quite a bit of the vehicle building commands

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 14 years ago
parent bf29e5d860
commit c14853b72e

@ -215,48 +215,25 @@ void GetAircraftSpriteSize(EngineID engine, uint &width, uint &height)
/**
* Build an aircraft.
* @param tile tile of depot where aircraft is built
* @param flags for command
* @param p1 aircraft type being built (engine)
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
* @param tile tile of the depot where aircraft is built.
* @param flags type of operation.
* @param e the engine to build.
* @param data unused.
* @param ret[out] the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
{
EngineID eid = GB(p1, 0, 16);
if (!IsEngineBuildable(eid, VEH_AIRCRAFT, _current_company)) return_cmd_error(STR_ERROR_AIRCRAFT_NOT_AVAILABLE);
const Engine *e = Engine::Get(eid);
const AircraftVehicleInfo *avi = &e->u.air;
CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
/* Engines without valid cargo should not be available */
if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
/* to just query the cost, it is not neccessary to have a valid tile (automation/AI) */
if (flags & DC_QUERY_COST) return value;
if (!IsHangarTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
/* Prevent building aircraft types at places which can't handle them */
if (!CanVehicleUseStation(eid, Station::GetByTile(tile))) return CMD_ERROR;
/* We will need to allocate 2 or 3 vehicle structs, depending on type */
if (!Vehicle::CanAllocateItem(avi->subtype & AIR_CTOL ? 2 : 3)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT);
if (unit_num > _settings_game.vehicle.max_aircraft) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
if (!CanVehicleUseStation(e->index, Station::GetByTile(tile))) return CMD_ERROR;
if (flags & DC_EXEC) {
Aircraft *v = new Aircraft(); // aircraft
Aircraft *u = new Aircraft(); // shadow
*ret = v;
v->unitnumber = unit_num;
v->direction = DIR_SE;
v->owner = u->owner = _current_company;
@ -288,12 +265,11 @@ CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
v->max_speed = avi->max_speed;
v->acceleration = avi->acceleration;
v->engine_type = eid;
u->engine_type = eid;
v->engine_type = e->index;
u->engine_type = e->index;
v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
v->UpdateDeltaXY(INVALID_DIR);
v->value = value.GetCost();
u->subtype = AIR_SHADOW;
u->UpdateDeltaXY(INVALID_DIR);
@ -338,7 +314,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
/* Aircraft with 3 vehicles (chopper)? */
if (v->subtype == AIR_HELICOPTER) {
Aircraft *w = new Aircraft();
w->engine_type = eid;
w->engine_type = e->index;
w->direction = DIR_N;
w->owner = _current_company;
w->x_pos = v->x_pos;
@ -356,18 +332,9 @@ CommandCost CmdBuildAircraft(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
u->SetNext(w);
VehicleMove(w, false);
}
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
SetWindowDirty(WC_COMPANY, v->owner);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Aircraft window
}
Company::Get(_current_company)->num_engines[eid]++;
}
return value;
return CommandCost();
}

@ -77,9 +77,9 @@ CommandProc CmdBuildBuoy;
CommandProc CmdPlantTree;
CommandProc CmdBuildRailVehicle;
CommandProc CmdMoveRailVehicle;
CommandProc CmdBuildVehicle;
CommandProc CmdSellRailWagon;
CommandProc CmdSendTrainToDepot;
@ -113,14 +113,12 @@ CommandProc CmdRenameStation;
CommandProc CmdRenameDepot;
CommandProc CmdSellAircraft;
CommandProc CmdBuildAircraft;
CommandProc CmdSendAircraftToHangar;
CommandProc CmdRefitAircraft;
CommandProc CmdPlaceSign;
CommandProc CmdRenameSign;
CommandProc CmdBuildRoadVeh;
CommandProc CmdSellRoadVeh;
CommandProc CmdSendRoadVehToDepot;
CommandProc CmdTurnRoadVeh;
@ -142,7 +140,6 @@ CommandProc CmdChangeSetting;
CommandProc CmdChangeCompanySetting;
CommandProc CmdSellShip;
CommandProc CmdBuildShip;
CommandProc CmdSendShipToDepot;
CommandProc CmdRefitShip;
@ -229,7 +226,7 @@ static const Command _command_proc_table[] = {
DEF_CMD(CmdBuildShipDepot, CMD_AUTO), // CMD_BUILD_SHIP_DEPOT
DEF_CMD(CmdBuildBuoy, CMD_AUTO), // CMD_BUILD_BUOY
DEF_CMD(CmdPlantTree, CMD_AUTO), // CMD_PLANT_TREE
DEF_CMD(CmdBuildRailVehicle, 0), // CMD_BUILD_RAIL_VEHICLE
DEF_CMD(CmdBuildVehicle, 0), // CMD_BUILD_VEHICLE
DEF_CMD(CmdMoveRailVehicle, 0), // CMD_MOVE_RAIL_VEHICLE
DEF_CMD(CmdSellRailWagon, 0), // CMD_SELL_RAIL_WAGON
@ -264,14 +261,12 @@ static const Command _command_proc_table[] = {
DEF_CMD(CmdSellAircraft, 0), // CMD_SELL_AIRCRAFT
DEF_CMD(CmdBuildAircraft, 0), // CMD_BUILD_AIRCRAFT
DEF_CMD(CmdSendAircraftToHangar, 0), // CMD_SEND_AIRCRAFT_TO_HANGAR
DEF_CMD(CmdRefitAircraft, 0), // CMD_REFIT_AIRCRAFT
DEF_CMD(CmdPlaceSign, 0), // CMD_PLACE_SIGN
DEF_CMD(CmdRenameSign, 0), // CMD_RENAME_SIGN
DEF_CMD(CmdBuildRoadVeh, 0), // CMD_BUILD_ROAD_VEH
DEF_CMD(CmdSellRoadVeh, 0), // CMD_SELL_ROAD_VEH
DEF_CMD(CmdSendRoadVehToDepot, 0), // CMD_SEND_ROADVEH_TO_DEPOT
DEF_CMD(CmdTurnRoadVeh, 0), // CMD_TURN_ROADVEH
@ -290,7 +285,6 @@ static const Command _command_proc_table[] = {
DEF_CMD(CmdDeleteTown, CMD_OFFLINE), // CMD_DELETE_TOWN
DEF_CMD(CmdSellShip, 0), // CMD_SELL_SHIP
DEF_CMD(CmdBuildShip, 0), // CMD_BUILD_SHIP
DEF_CMD(CmdSendShipToDepot, 0), // CMD_SEND_SHIP_TO_DEPOT
DEF_CMD(CmdRefitShip, 0), // CMD_REFIT_SHIP

@ -177,7 +177,7 @@ enum Commands {
CMD_PLANT_TREE, ///< plant a tree
CMD_BUILD_RAIL_VEHICLE, ///< build a rail vehicle
CMD_BUILD_VEHICLE, ///< build a vehicle
CMD_MOVE_RAIL_VEHICLE, ///< move a rail vehicle (in the depot)
CMD_SELL_RAIL_WAGON, ///< sell a rail wagon
@ -211,14 +211,12 @@ enum Commands {
CMD_RENAME_DEPOT, ///< rename a depot
CMD_SELL_AIRCRAFT, ///< sell an aircraft
CMD_BUILD_AIRCRAFT, ///< build an aircraft
CMD_SEND_AIRCRAFT_TO_HANGAR, ///< send an aircraft to a hanger
CMD_REFIT_AIRCRAFT, ///< refit the cargo space of an aircraft
CMD_PLACE_SIGN, ///< place a sign
CMD_RENAME_SIGN, ///< rename a sign
CMD_BUILD_ROAD_VEH, ///< build a road vehicle
CMD_SELL_ROAD_VEH, ///< sell a road vehicle
CMD_SEND_ROADVEH_TO_DEPOT, ///< send a road vehicle to the depot
CMD_TURN_ROADVEH, ///< turn a road vehicle around
@ -237,7 +235,6 @@ enum Commands {
CMD_DELETE_TOWN, ///< delete a town
CMD_SELL_SHIP, ///< sell a ship
CMD_BUILD_SHIP, ///< build a new ship
CMD_SEND_SHIP_TO_DEPOT, ///< send a ship to a depot
CMD_REFIT_SHIP, ///< refit the cargo space of a ship

@ -202,50 +202,22 @@ void RoadVehUpdateCache(RoadVehicle *v)
/**
* Build a road vehicle.
* @param tile tile of depot where road vehicle is built
* @param flags operation to perform
* @param p1 bus/truck type being built (engine)
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
* @param tile tile of the depot where road vehicle is built.
* @param flags type of operation.
* @param e the engine to build.
* @param data unused.
* @param ret[out] the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
{
EngineID eid = GB(p1, 0, 16);
if (!IsEngineBuildable(eid, VEH_ROAD, _current_company)) return_cmd_error(STR_ERROR_ROAD_VEHICLE_NOT_AVAILABLE);
const Engine *e = Engine::Get(eid);
/* Engines without valid cargo should not be available */
if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
CommandCost cost(EXPENSES_NEW_VEHICLES, e->GetCost());
if (flags & DC_QUERY_COST) return cost;
/* The ai_new queries the vehicle cost before building the route,
* so we must check against cheaters no sooner than now. --pasky */
if (!IsRoadDepotTile(tile)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
if (HasTileRoadType(tile, ROADTYPE_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) return_cmd_error(STR_ERROR_DEPOT_WRONG_DEPOT_TYPE);
uint num_vehicles = 1 + CountArticulatedParts(eid, false);
/* Allow for the front and the articulated parts */
if (!Vehicle::CanAllocateItem(num_vehicles)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
/* find the first free roadveh id */
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD);
if (unit_num > _settings_game.vehicle.max_roadveh) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
if (flags & DC_EXEC) {
const RoadVehicleInfo *rvi = &e->u.road;
RoadVehicle *v = new RoadVehicle();
v->unitnumber = unit_num;
*ret = v;
v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
v->owner = _current_company;
@ -262,11 +234,10 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
v->spritenum = rvi->image_index;
v->cargo_type = e->GetDefaultCargoType();
v->cargo_cap = rvi->capacity;
v->value = cost.GetCost();
v->last_station_visited = INVALID_STATION;
v->max_speed = rvi->max_speed;
v->engine_type = eid;
v->engine_type = e->index;
v->rcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
v->reliability = e->reliability;
@ -304,19 +275,10 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
VehicleMove(v, false);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
SetWindowDirty(WC_COMPANY, v->owner);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Road window
}
Company::Get(_current_company)->num_engines[eid]++;
CheckConsistencyOfArticulatedVehicle(v);
}
return cost;
return CommandCost();
}
bool RoadVehicle::IsStoppedInDepot() const

@ -604,37 +604,15 @@ bool Ship::Tick()
/**
* Build a ship.
* @param tile tile of depot where ship is built
* @param flags type of operation
* @param p1 ship type being built (engine)
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
* @param tile tile of the depot where ship is built.
* @param flags type of operation.
* @param e the engine to build.
* @param data unused.
* @param ret[out] the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
{
EngineID eid = GB(p1, 0, 16);
UnitID unit_num;
if (!IsEngineBuildable(eid, VEH_SHIP, _current_company)) return_cmd_error(STR_ERROR_SHIP_NOT_AVAILABLE);
const Engine *e = Engine::Get(eid);
CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
/* Engines without valid cargo should not be available */
if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
if (flags & DC_QUERY_COST) return value;
/* The ai_new queries the vehicle cost before building the route,
* so we must check against cheaters no sooner than now. --pasky */
if (!IsShipDepotTile(tile)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_SHIP);
if (!Vehicle::CanAllocateItem() || unit_num > _settings_game.vehicle.max_ships) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
if (flags & DC_EXEC) {
int x;
int y;
@ -642,7 +620,7 @@ CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
const ShipVehicleInfo *svi = &e->u.ship;
Ship *v = new Ship();
v->unitnumber = unit_num;
*ret = v;
v->owner = _current_company;
v->tile = tile;
@ -658,11 +636,10 @@ CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
v->spritenum = svi->image_index;
v->cargo_type = e->GetDefaultCargoType();
v->cargo_cap = svi->capacity;
v->value = value.GetCost();
v->last_station_visited = INVALID_STATION;
v->max_speed = svi->max_speed;
v->engine_type = eid;
v->engine_type = e->index;
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
@ -686,18 +663,9 @@ CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
v->InvalidateNewGRFCacheOfChain();
VehicleMove(v, false);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
SetWindowDirty(WC_COMPANY, v->owner);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Ship window
}
Company::Get(_current_company)->num_engines[eid]++;
}
return value;
return CommandCost();
}
/**

@ -574,32 +574,27 @@ void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engin
}
}
static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandFlag flags)
/**
* Build a railroad wagon.
* @param tile tile of the depot where rail-vehicle is built.
* @param flags type of operation.
* @param e the engine to build.
* @param ret[out] the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
{
const Engine *e = Engine::Get(engine);
const RailVehicleInfo *rvi = &e->u.rail;
CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
/* Engines without valid cargo should not be available */
if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
if (flags & DC_QUERY_COST) return value;
/* Check that the wagon can drive on the track in question */
if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
uint num_vehicles = 1 + CountArticulatedParts(engine, false);
/* Allow for the wagon and the articulated parts */
if (!Vehicle::CanAllocateItem(num_vehicles)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
if (flags & DC_EXEC) {
Train *v = new Train();
*ret = v;
v->spritenum = rvi->image_index;
v->engine_type = engine;
v->engine_type = e->index;
v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
DiagDirection dir = GetRailDepotDirection(tile);
@ -624,7 +619,6 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
v->cargo_type = e->GetDefaultCargoType();
v->cargo_cap = rvi->capacity;
v->value = value.GetCost();
v->railtype = rvi->railtype;
@ -642,12 +636,6 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
v->First()->ConsistChanged(false);
UpdateTrainGroupID(v->First());
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
Company::Get(_current_company)->num_engines[engine]++;
CheckConsistencyOfArticulatedVehicle(v);
/* Try to connect the vehicle to one of free chains of wagons. */
@ -655,7 +643,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
FOR_ALL_TRAINS(w) {
if (w->tile == tile && ///< Same depot
w->IsFreeWagon() && ///< A free wagon chain
w->engine_type == engine && ///< Same type
w->engine_type == e->index && ///< Same type
w->First() != v && ///< Don't connect to ourself
!(w->vehstatus & VS_CRASHED)) { ///< Not crashed/flooded
DoCommand(0, v->index | (w->Last()->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
@ -664,7 +652,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
}
}
return value;
return CommandCost();
}
/** Move all free vehicles in the depot to the train */
@ -715,60 +703,30 @@ static void AddRearEngineToMultiheadedTrain(Train *v)
/**
* Build a railroad vehicle.
* @param tile tile of the depot where rail-vehicle is built
* @param flags type of operation
* @param p1 engine type id
* @param p2 bit 1 prevents any free cars from being added to the train
* @param text unused
* @return the cost of this operation or an error
* @param tile tile of the depot where rail-vehicle is built.
* @param flags type of operation.
* @param e the engine to build.
* @param data bit 0 prevents any free cars from being added to the train.
* @param ret[out] the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
{
EngineID eid = GB(p1, 0, 16);
/* Check if the engine-type is valid (for the company) */
if (!IsEngineBuildable(eid, VEH_TRAIN, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE);
const Engine *e = Engine::Get(eid);
const RailVehicleInfo *rvi = &e->u.rail;
CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
/* Engines with CT_INVALID should not be available */
if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
if (flags & DC_QUERY_COST) return value;
/* Check if the train is actually being built in a depot belonging
* to the company. Doesn't matter if only the cost is queried */
if (!IsRailDepotTile(tile)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(eid, tile, flags);
uint num_vehicles =
(rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
CountArticulatedParts(eid, false);
if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
/* Check if depot and new engine uses the same kind of tracks *
* We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Allow for the dual-heads and the articulated parts */
if (!Vehicle::CanAllocateItem(num_vehicles)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
if (unit_num > _settings_game.vehicle.max_trains) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
if (flags & DC_EXEC) {
DiagDirection dir = GetRailDepotDirection(tile);
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
Train *v = new Train();
v->unitnumber = unit_num;
*ret = v;
v->direction = DiagDirToDir(dir);
v->tile = tile;
v->owner = _current_company;
@ -781,10 +739,9 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
v->cargo_type = e->GetDefaultCargoType();
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
v->value = value.GetCost();
v->last_station_visited = INVALID_STATION;
v->engine_type = eid;
v->engine_type = e->index;
v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
v->reliability = e->reliability;
@ -818,23 +775,14 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
v->ConsistChanged(false);
UpdateTrainGroupID(v);
if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
NormalizeTrainVehInDepot(v);
}
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
SetWindowDirty(WC_COMPANY, v->owner);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
Company::Get(_current_company)->num_engines[eid]++;
CheckConsistencyOfArticulatedVehicle(v);
}
return value;
return CommandCost();
}

@ -28,15 +28,19 @@
#include "depot_map.h"
#include "vehiclelist.h"
#include "engine_base.h"
#include "engine_func.h"
#include "articulated_vehicles.h"
#include "autoreplace_gui.h"
#include "company_base.h"
#include "table/strings.h"
/* Tables used in vehicle.h to find the right command for a certain vehicle type */
const uint32 _veh_build_proc_table[] = {
CMD_BUILD_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN),
CMD_BUILD_ROAD_VEH | CMD_MSG(STR_ERROR_CAN_T_BUY_ROAD_VEHICLE),
CMD_BUILD_SHIP | CMD_MSG(STR_ERROR_CAN_T_BUY_SHIP),
CMD_BUILD_AIRCRAFT | CMD_MSG(STR_ERROR_CAN_T_BUY_AIRCRAFT),
CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN),
CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_ROAD_VEHICLE),
CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_SHIP),
CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_AIRCRAFT),
};
const uint32 _veh_sell_proc_table[] = {
@ -61,6 +65,90 @@ const uint32 _send_to_depot_proc_table[] = {
CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_MSG(STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR),
};
CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
CommandCost CmdBuildShip (TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
CommandCost CmdBuildAircraft (TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
/**
* Build a vehicle.
* @param tile tile of depot where the vehicle is built
* @param flags for command
* @param p1 various bitstuffed data
* bits 0-15: vehicle type being built.
* bits 16-31: vehicle type specific bits passed on to the vehicle build functions.
* @param p2 unused
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
/* Elementary check for valid location. */
if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
VehicleType type;
switch (GetTileType(tile)) {
case MP_RAILWAY: type = VEH_TRAIN; break;
case MP_ROAD: type = VEH_ROAD; break;
case MP_WATER: type = VEH_SHIP; break;
case MP_STATION: type = VEH_AIRCRAFT; break;
default: NOT_REACHED(); // Safe due to IsDepotTile()
}
/* Validate the engine type. */
EngineID eid = GB(p1, 0, 16);
if (!IsEngineBuildable(eid, type, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE + type);
const Engine *e = Engine::Get(eid);
CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
/* Engines without valid cargo should not be available */
if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
/* Check whether the number of vehicles we need to build can be built according to pool space. */
uint num_vehicles;
switch (type) {
case VEH_TRAIN: num_vehicles = (e->u.rail.railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) + CountArticulatedParts(eid, false); break;
case VEH_ROAD: num_vehicles = 1 + CountArticulatedParts(eid, false); break;
case VEH_SHIP: num_vehicles = 1; break;
case VEH_AIRCRAFT: num_vehicles = e->u.air.subtype & AIR_CTOL ? 2 : 3; break;
default: NOT_REACHED(); // Safe due to IsDepotTile()
}
if (!Vehicle::CanAllocateItem(num_vehicles)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
/* Check whether we can allocate a unit number. Autoreplace does not allocate
* an unit number as it will (always) reuse the one of the replaced vehicle
* and (train) wagons don't have an unit number in any scenario. */
UnitID unit_num = (flags & DC_AUTOREPLACE || (type == VEH_TRAIN && e->u.rail.railveh_type == RAILVEH_WAGON)) ? 0 : GetFreeUnitNumber(type);
if (unit_num == UINT16_MAX) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
Vehicle *v;
switch (type) {
case VEH_TRAIN: value.AddCost(CmdBuildRailVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
case VEH_ROAD: value.AddCost(CmdBuildRoadVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
case VEH_SHIP: value.AddCost(CmdBuildShip (tile, flags, e, GB(p1, 16, 16), &v)); break;
case VEH_AIRCRAFT: value.AddCost(CmdBuildAircraft (tile, flags, e, GB(p1, 16, 16), &v)); break;
default: NOT_REACHED(); // Safe due to IsDepotTile()
}
if (value.Succeeded() && flags & DC_EXEC) {
v->unitnumber = unit_num;
v->value = value.GetCost();
InvalidateWindowData(WC_VEHICLE_DEPOT, tile);
InvalidateWindowClassesData(GetWindowClassForVehicleType(type), 0);
SetWindowDirty(WC_COMPANY, _current_company);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the auto replace window
}
Company::Get(_current_company)->num_engines[eid]++;
}
return value;
}
/**
* Start/Stop a vehicle
* @param tile unused
@ -467,7 +555,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
DoCommandFlag build_flags = flags;
if ((flags & DC_EXEC) && !v->IsPrimaryVehicle()) build_flags |= DC_AUTOREPLACE;
CommandCost cost = DoCommand(tile, v->engine_type, 2, build_flags, GetCmdBuildVeh(v));
CommandCost cost = DoCommand(tile, v->engine_type | (1 << 16), 0, build_flags, GetCmdBuildVeh(v));
if (cost.Failed()) {
/* Can't build a part, then sell the stuff we already made; clear up the mess */

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