/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "spritecache.h" #include "table/sprites.h" #include "table/strings.h" #include "functions.h" #include "map.h" #include "tile.h" #include "vehicle.h" #include "gfx.h" #include "viewport.h" #include "news.h" #include "command.h" #include "saveload.h" #include "player.h" #include "engine.h" #include "sound.h" #include "debug.h" #include "vehicle_gui.h" #include "depot.h" #include "station.h" #include "rail.h" #include "train.h" #define INVALID_COORD (-0x8000) #define GEN_HASH(x,y) (((x & 0x1F80)>>7) + ((y & 0xFC0))) /* * These command macros are used to call vehicle type specific commands with non type specific commands * it should be used like: DoCommandP(x, y, p1, p2, flags, CMD_STARTSTOP_VEH(v->type)) * that line will start/stop a vehicle nomatter what type it is * VEH_Train is used as an offset because the vehicle type values doesn't start with 0 */ #define CMD_BUILD_VEH(x) _veh_build_proc_table[ x - VEH_Train] #define CMD_SELL_VEH(x) _veh_sell_proc_table[ x - VEH_Train] #define CMD_REFIT_VEH(x) _veh_refit_proc_table[ x - VEH_Train] static const uint32 _veh_build_proc_table[] = { CMD_BUILD_RAIL_VEHICLE, CMD_BUILD_ROAD_VEH, CMD_BUILD_SHIP, CMD_BUILD_AIRCRAFT, }; static const uint32 _veh_sell_proc_table[] = { CMD_SELL_RAIL_WAGON, CMD_SELL_ROAD_VEH, CMD_SELL_SHIP, CMD_SELL_AIRCRAFT, }; static const uint32 _veh_refit_proc_table[] = { CMD_REFIT_RAIL_VEHICLE, 0, // road vehicles can't be refitted CMD_REFIT_SHIP, CMD_REFIT_AIRCRAFT, }; enum { /* Max vehicles: 64000 (512 * 125) */ VEHICLES_POOL_BLOCK_SIZE_BITS = 9, /* In bits, so (1 << 9) == 512 */ VEHICLES_POOL_MAX_BLOCKS = 125, BLOCKS_FOR_SPECIAL_VEHICLES = 2, ///< Blocks needed for special vehicles }; /** * Called if a new block is added to the vehicle-pool */ static void VehiclePoolNewBlock(uint start_item) { Vehicle *v; FOR_ALL_VEHICLES_FROM(v, start_item) v->index = start_item++; } /* Initialize the vehicle-pool */ MemoryPool _vehicle_pool = { "Vehicle", VEHICLES_POOL_MAX_BLOCKS, VEHICLES_POOL_BLOCK_SIZE_BITS, sizeof(Vehicle), &VehiclePoolNewBlock, 0, 0, NULL }; void VehicleServiceInDepot(Vehicle *v) { v->date_of_last_service = _date; v->breakdowns_since_last_service = 0; v->reliability = GetEngine(v->engine_type)->reliability; } bool VehicleNeedsService(const Vehicle *v) { if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0) return false; if (v->vehstatus & VS_CRASHED) return false; /* Crashed vehicles don't need service anymore */ return _patches.servint_ispercent ? (v->reliability < GetEngine(v->engine_type)->reliability * (100 - v->service_interval) / 100) : (v->date_of_last_service + v->service_interval < _date); } void VehicleInTheWayErrMsg(const Vehicle* v) { switch (v->type) { case VEH_Train: _error_message = STR_8803_TRAIN_IN_THE_WAY; break; case VEH_Road: _error_message = STR_9000_ROAD_VEHICLE_IN_THE_WAY; break; case VEH_Aircraft: _error_message = STR_A015_AIRCRAFT_IN_THE_WAY; break; default: _error_message = STR_980E_SHIP_IN_THE_WAY; break; } } static void *EnsureNoVehicleProc(Vehicle *v, void *data) { if (v->tile != *(const TileIndex*)data || v->type == VEH_Disaster) return NULL; VehicleInTheWayErrMsg(v); return v; } bool EnsureNoVehicle(TileIndex tile) { return VehicleFromPos(tile, &tile, EnsureNoVehicleProc) == NULL; } static void *EnsureNoVehicleProcZ(Vehicle *v, void *data) { const TileInfo *ti = data; if (v->tile != ti->tile || v->type == VEH_Disaster) return NULL; if (!IS_INT_INSIDE(ti->z - v->z_pos, 0, 8 + 1)) return NULL; VehicleInTheWayErrMsg(v); return v; } static inline uint Correct_Z(uint tileh) { // needs z correction for slope-type graphics that have the NORTHERN tile lowered // 1, 2, 3, 4, 5, 6 and 7 return CorrectZ(tileh) ? 8 : 0; } uint GetCorrectTileHeight(TileIndex tile) { return Correct_Z(GetTileSlope(tile, NULL)); } bool EnsureNoVehicleZ(TileIndex tile, byte z) { TileInfo ti; ti.tile = tile; ti.z = z + GetCorrectTileHeight(tile); return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ) == NULL; } Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z) { TileInfo ti; ti.tile = tile; ti.z = z; return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ); } Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z) { int x1 = TileX(from); int y1 = TileY(from); int x2 = TileX(to); int y2 = TileY(to); Vehicle *veh; /* Make sure x1 < x2 or y1 < y2 */ if (x1 > x2 || y1 > y2) { intswap(x1,x2); intswap(y1,y2); } FOR_ALL_VEHICLES(veh) { if ((veh->type == VEH_Train || veh->type == VEH_Road) && (z==0xFF || veh->z_pos == z)) { if ((veh->x_pos>>4) >= x1 && (veh->x_pos>>4) <= x2 && (veh->y_pos>>4) >= y1 && (veh->y_pos>>4) <= y2) { return veh; } } } return NULL; } static void UpdateVehiclePosHash(Vehicle* v, int x, int y); void VehiclePositionChanged(Vehicle *v) { int img = v->cur_image; Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos); const Sprite* spr = GetSprite(img); pt.x += spr->x_offs; pt.y += spr->y_offs; UpdateVehiclePosHash(v, pt.x, pt.y); v->left_coord = pt.x; v->top_coord = pt.y; v->right_coord = pt.x + spr->width + 2; v->bottom_coord = pt.y + spr->height + 2; } // Called after load to update coordinates void AfterLoadVehicles(void) { Vehicle *v; FOR_ALL_VEHICLES(v) { v->first = NULL; if (v->type == VEH_Train && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged(v); } FOR_ALL_VEHICLES(v) { if (v->type != 0) { switch (v->type) { case VEH_Train: v->cur_image = GetTrainImage(v, v->direction); break; case VEH_Road: v->cur_image = GetRoadVehImage(v, v->direction); break; case VEH_Ship: v->cur_image = GetShipImage(v, v->direction); break; case VEH_Aircraft: if (v->subtype == 0 || v->subtype == 2) { v->cur_image = GetAircraftImage(v, v->direction); if (v->next != NULL) v->next->cur_image = v->cur_image; } break; default: break; } v->left_coord = INVALID_COORD; VehiclePositionChanged(v); } } } static Vehicle *InitializeVehicle(Vehicle *v) { VehicleID index = v->index; memset(v, 0, sizeof(Vehicle)); v->index = index; assert(v->orders == NULL); v->left_coord = INVALID_COORD; v->first = NULL; v->next = NULL; v->next_hash = INVALID_VEHICLE; v->string_id = 0; v->next_shared = NULL; v->prev_shared = NULL; v->depot_list = NULL; v->random_bits = 0; return v; } /** * Get a value for a vehicle's random_bits. * @return A random value from 0 to 255. */ byte VehicleRandomBits(void) { return GB(Random(), 0, 8); } Vehicle *ForceAllocateSpecialVehicle(void) { /* This stays a strange story.. there should always be room for special * vehicles (special effects all over the map), but with 65k of vehicles * is this realistic to double-check for that? For now we just reserve * BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only * be used for special vehicles.. should work nicely :) */ Vehicle *v; FOR_ALL_VEHICLES(v) { /* No more room for the special vehicles, return NULL */ if (v->index >= (1 << _vehicle_pool.block_size_bits) * BLOCKS_FOR_SPECIAL_VEHICLES) return NULL; if (v->type == 0) return InitializeVehicle(v); } return NULL; } /* * finds a free vehicle in the memory or allocates a new one * returns a pointer to the first free vehicle or NULL if all vehicles are in use * *skip_vehicles is an offset to where in the array we should begin looking * this is to avoid looping though the same vehicles more than once after we learned that they are not free * this feature is used by AllocateVehicles() since it need to allocate more than one and when * another block is added to _vehicle_pool, since we only do that when we know it's already full */ static Vehicle *AllocateSingleVehicle(VehicleID *skip_vehicles) { /* See note by ForceAllocateSpecialVehicle() why we skip the * first blocks */ Vehicle *v; const int offset = (1 << VEHICLES_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES; if (*skip_vehicles < (_vehicle_pool.total_items - offset)) { // make sure the offset in the array is not larger than the array itself FOR_ALL_VEHICLES_FROM(v, offset + *skip_vehicles) { (*skip_vehicles)++; if (v->type == 0) return InitializeVehicle(v); } } /* Check if we can add a block to the pool */ if (AddBlockToPool(&_vehicle_pool)) return AllocateSingleVehicle(skip_vehicles); return NULL; } Vehicle *AllocateVehicle(void) { VehicleID counter = 0; return AllocateSingleVehicle(&counter); } /** Allocates a lot of vehicles and frees them again * @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only) * @param num number of vehicles to allocate room for * returns true if there is room to allocate all the vehicles */ bool AllocateVehicles(Vehicle **vl, int num) { int i; Vehicle *v; VehicleID counter = 0; for (i = 0; i != num; i++) { v = AllocateSingleVehicle(&counter); if (v == NULL) { return false; } if (vl != NULL) { vl[i] = v; } } return true; } static VehicleID _vehicle_position_hash[0x1000]; void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc) { int x,y,x2,y2; Point pt = RemapCoords(TileX(tile) * 16, TileY(tile) * 16, 0); x2 = ((pt.x + 104) & 0x1F80) >> 7; x = ((pt.x - 174) & 0x1F80) >> 7; y2 = ((pt.y + 56) & 0xFC0); y = ((pt.y - 294) & 0xFC0); for (;;) { int xb = x; for (;;) { VehicleID veh = _vehicle_position_hash[(x + y) & 0xFFFF]; while (veh != INVALID_VEHICLE) { Vehicle *v = GetVehicle(veh); void *a; a = proc(v, data); if (a != NULL) return a; veh = v->next_hash; } if (x == x2) break; x = (x + 1) & 0x3F; } x = xb; if (y == y2) break; y = (y + 0x40) & ((0x3F) << 6); } return NULL; } static void UpdateVehiclePosHash(Vehicle* v, int x, int y) { VehicleID *old_hash, *new_hash; int old_x = v->left_coord; int old_y = v->top_coord; Vehicle *u; new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x,y)]; old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)]; if (old_hash == new_hash) return; /* remove from hash table? */ if (old_hash != NULL) { Vehicle *last = NULL; VehicleID idx = *old_hash; while ((u = GetVehicle(idx)) != v) { idx = u->next_hash; assert(idx != INVALID_VEHICLE); last = u; } if (last == NULL) { *old_hash = v->next_hash; } else { last->next_hash = v->next_hash; } } /* insert into hash table? */ if (new_hash != NULL) { v->next_hash = *new_hash; *new_hash = v->index; } } void InitializeVehicles(void) { int i; /* Clean the vehicle pool, and reserve enough blocks * for the special vehicles, plus one for all the other * vehicles (which is increased on-the-fly) */ CleanPool(&_vehicle_pool); AddBlockToPool(&_vehicle_pool); for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++) AddBlockToPool(&_vehicle_pool); // clear it... memset(_vehicle_position_hash, -1, sizeof(_vehicle_position_hash)); } Vehicle *GetLastVehicleInChain(Vehicle *v) { while (v->next != NULL) v = v->next; return v; } /** Finds the previous vehicle in a chain, by a brute force search. * This old function is REALLY slow because it searches through all vehicles to * find the previous vehicle, but if v->first has not been set, then this function * will need to be used to find the previous one. This function should never be * called by anything but GetFirstVehicleInChain */ static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v) { Vehicle *u; FOR_ALL_VEHICLES(u) if (u->type == VEH_Train && u->next == v) return u; return NULL; } /** Find the previous vehicle in a chain, by using the v->first cache. * While this function is fast, it cannot be used in the GetFirstVehicleInChain * function, otherwise you'll end up in an infinite loop call */ Vehicle *GetPrevVehicleInChain(const Vehicle *v) { Vehicle *u; assert(v != NULL); u = GetFirstVehicleInChain(v); // Check to see if this is the first if (v == u) return NULL; do { if (u->next == v) return u; } while ( ( u = u->next) != NULL); return NULL; } /** Finds the first vehicle in a chain. * This function reads out the v->first cache. Should the cache be dirty, * it determines the first vehicle in a chain, and updates the cache. */ Vehicle *GetFirstVehicleInChain(const Vehicle *v) { Vehicle* u; assert(v != NULL); if (v->first != NULL) { if (IsFrontEngine(v->first) || IsFreeWagon(v->first)) return v->first; DEBUG(misc, 0) ("v->first cache faulty. We shouldn't be here, rebuilding cache!"); } /* It is the fact (currently) that newly built vehicles do not have * their ->first pointer set. When this is the case, go up to the * first engine and set the pointers correctly. Also the first pointer * is not saved in a savegame, so this has to be fixed up after loading */ /* Find the 'locomotive' or the first wagon in a chain */ while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u; /* Set the first pointer of all vehicles in that chain to the first wagon */ if (IsFrontEngine(v) || IsFreeWagon(v)) for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v; return (Vehicle*)v; } uint CountVehiclesInChain(const Vehicle* v) { uint count = 0; do count++; while ((v = v->next) != NULL); return count; } void DeleteVehicle(Vehicle *v) { Vehicle *u; bool has_artic_part = false; DeleteVehicleNews(v->index, INVALID_STRING_ID); do { u = v->next; has_artic_part = EngineHasArticPart(v); DeleteName(v->string_id); v->type = 0; UpdateVehiclePosHash(v, INVALID_COORD, 0); v->next_hash = INVALID_VEHICLE; if (v->orders != NULL) DeleteVehicleOrders(v); v = u; } while (v != NULL && has_artic_part); } void DeleteVehicleChain(Vehicle *v) { do { Vehicle *u = v; v = GetNextVehicle(v); DeleteVehicle(u); } while (v != NULL); } void Aircraft_Tick(Vehicle *v); void RoadVeh_Tick(Vehicle *v); void Ship_Tick(Vehicle *v); void Train_Tick(Vehicle *v); static void EffectVehicle_Tick(Vehicle *v); void DisasterVehicle_Tick(Vehicle *v); static void MaybeReplaceVehicle(Vehicle *v); // head of the linked list to tell what vehicles that visited a depot in a tick static Vehicle* _first_veh_in_depot_list; /** Adds a vehicle to the list of vehicles, that visited a depot this tick * @param *v vehicle to add */ void VehicleEnteredDepotThisTick(Vehicle *v) { // we need to set v->leave_depot_instantly as we have no control of it's contents at this time 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) { // we keep the vehicle in the depot since the user ordered it to stay v->leave_depot_instantly = false; } else { // the vehicle do not plan on stopping in the depot, so we stop it to ensure that it will not reserve the path // out of the depot before we might autoreplace it to a different engine. The new engine would not own the reserved path // we store that we stopped the vehicle, so autoreplace can start it again v->vehstatus |= VS_STOPPED; v->leave_depot_instantly = true; } if (_first_veh_in_depot_list == NULL) { _first_veh_in_depot_list = v; } else { Vehicle *w = _first_veh_in_depot_list; while (w->depot_list != NULL) w = w->depot_list; w->depot_list = v; } } static VehicleTickProc* _vehicle_tick_procs[] = { Train_Tick, RoadVeh_Tick, Ship_Tick, Aircraft_Tick, EffectVehicle_Tick, DisasterVehicle_Tick, }; void CallVehicleTicks(void) { Vehicle *v; _first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick FOR_ALL_VEHICLES(v) { if (v->type != 0) { _vehicle_tick_procs[v->type - 0x10](v); } } // now we handle all the vehicles that entered a depot this tick v = _first_veh_in_depot_list; while (v != NULL) { Vehicle *w = v->depot_list; v->depot_list = NULL; // it should always be NULL at the end of each tick MaybeReplaceVehicle(v); v = w; } } static bool CanFillVehicle_FullLoadAny(Vehicle *v) { uint32 full = 0, not_full = 0; //special handling of aircraft //if the aircraft carries passengers and is NOT full, then //continue loading, no matter how much mail is in if ((v->type == VEH_Aircraft) && (v->cargo_type == CT_PASSENGERS) && (v->cargo_cap != v->cargo_count)) { return true; } // patch should return "true" to continue loading, i.e. when there is no cargo type that is fully loaded. do { //Should never happen, but just in case future additions change this assert(v->cargo_type<32); if (v->cargo_cap != 0) { uint32 mask = 1 << v->cargo_type; if (v->cargo_cap == v->cargo_count) full |= mask; else not_full |= mask; } } while ( (v=v->next) != NULL); // continue loading if there is a non full cargo type and no cargo type that is full return not_full && (full & ~not_full) == 0; } bool CanFillVehicle(Vehicle *v) { TileIndex tile = v->tile; if (IsTileType(tile, MP_STATION) || (v->type == VEH_Ship && ( IsTileType(TILE_ADDXY(tile, 1, 0), MP_STATION) || IsTileType(TILE_ADDXY(tile, -1, 0), MP_STATION) || IsTileType(TILE_ADDXY(tile, 0, 1), MP_STATION) || IsTileType(TILE_ADDXY(tile, 0, -1), MP_STATION) || IsTileType(TILE_ADDXY(tile, -2, 0), MP_STATION) ))) { // If patch is active, use alternative CanFillVehicle-function if (_patches.full_load_any) return CanFillVehicle_FullLoadAny(v); do { if (v->cargo_count != v->cargo_cap) return true; } while ( (v=v->next) != NULL); } return false; } /** Check if a given engine type can be refitted to a given cargo * @param engine_type Engine type to check * @param cid_to check refit to this cargo-type * @return true if it is possible, false otherwise */ bool CanRefitTo(EngineID engine_type, CargoID cid_to) { CargoID cid = _global_cargo_id[_opt_ptr->landscape][cid_to]; return HASBIT(_engine_info[engine_type].refit_mask, cid); } static void DoDrawVehicle(const Vehicle *v) { uint32 image = v->cur_image; if (v->vehstatus & VS_DISASTER) { MAKE_TRANSPARENT(image); } else if (v->vehstatus & VS_DEFPAL) { image |= (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); } AddSortableSpriteToDraw(image, v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->sprite_width, v->sprite_height, v->z_height, v->z_pos); } void ViewportAddVehicles(DrawPixelInfo *dpi) { int x,xb, y, x2, y2; VehicleID veh; Vehicle *v; x = ((dpi->left - 70) & 0x1F80) >> 7; x2 = ((dpi->left + dpi->width) & 0x1F80) >> 7; y = ((dpi->top - 70) & 0xFC0); y2 = ((dpi->top + dpi->height) & 0xFC0); for (;;) { xb = x; for (;;) { veh = _vehicle_position_hash[(x + y) & 0xFFFF]; while (veh != INVALID_VEHICLE) { v = GetVehicle(veh); if (!(v->vehstatus & VS_HIDDEN) && dpi->left <= v->right_coord && dpi->top <= v->bottom_coord && dpi->left + dpi->width >= v->left_coord && dpi->top + dpi->height >= v->top_coord) { DoDrawVehicle(v); } veh = v->next_hash; } if (x == x2) break; x = (x + 1) & 0x3F; } x = xb; if (y == y2) break; y = (y + 0x40) & ((0x3F) << 6); } } static void ChimneySmokeInit(Vehicle *v) { uint32 r = Random(); v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3); v->progress = GB(r, 16, 3); } static void ChimneySmokeTick(Vehicle *v) { if (v->progress > 0) { v->progress--; } else { TileIndex tile; BeginVehicleMove(v); tile = TileVirtXY(v->x_pos, v->y_pos); if (!IsTileType(tile, MP_INDUSTRY)) { EndVehicleMove(v); DeleteVehicle(v); return; } if (v->cur_image != SPR_CHIMNEY_SMOKE_7) { v->cur_image++; } else { v->cur_image = SPR_CHIMNEY_SMOKE_0; } v->progress = 7; VehiclePositionChanged(v); EndVehicleMove(v); } } static void SteamSmokeInit(Vehicle *v) { v->cur_image = SPR_STEAM_SMOKE_0; v->progress = 12; } static void SteamSmokeTick(Vehicle *v) { bool moved = false; BeginVehicleMove(v); v->progress++; if ((v->progress & 7) == 0) { v->z_pos++; moved = true; } if ((v->progress & 0xF) == 4) { if (v->cur_image != SPR_STEAM_SMOKE_4) { v->cur_image++; } else { EndVehicleMove(v); DeleteVehicle(v); return; } moved = true; } if (moved) { VehiclePositionChanged(v); EndVehicleMove(v); } } static void DieselSmokeInit(Vehicle *v) { v->cur_image = SPR_DIESEL_SMOKE_0; v->progress = 0; } static void DieselSmokeTick(Vehicle *v) { v->progress++; if ((v->progress & 3) == 0) { BeginVehicleMove(v); v->z_pos++; VehiclePositionChanged(v); EndVehicleMove(v); } else if ((v->progress & 7) == 1) { BeginVehicleMove(v); if (v->cur_image != SPR_DIESEL_SMOKE_5) { v->cur_image++; VehiclePositionChanged(v); EndVehicleMove(v); } else { EndVehicleMove(v); DeleteVehicle(v); } } } static void ElectricSparkInit(Vehicle *v) { v->cur_image = SPR_ELECTRIC_SPARK_0; v->progress = 1; } static void ElectricSparkTick(Vehicle *v) { if (v->progress < 2) { v->progress++; } else { v->progress = 0; BeginVehicleMove(v); if (v->cur_image != SPR_ELECTRIC_SPARK_5) { v->cur_image++; VehiclePositionChanged(v); EndVehicleMove(v); } else { EndVehicleMove(v); DeleteVehicle(v); } } } static void SmokeInit(Vehicle *v) { v->cur_image = SPR_SMOKE_0; v->progress = 12; } static void SmokeTick(Vehicle *v) { bool moved = false; BeginVehicleMove(v); v->progress++; if ((v->progress & 3) == 0) { v->z_pos++; moved = true; } if ((v->progress & 0xF) == 4) { if (v->cur_image != SPR_SMOKE_4) { v->cur_image++; } else { EndVehicleMove(v); DeleteVehicle(v); return; } moved = true; } if (moved) { VehiclePositionChanged(v); EndVehicleMove(v); } } static void ExplosionLargeInit(Vehicle *v) { v->cur_image = SPR_EXPLOSION_LARGE_0; v->progress = 0; } static void ExplosionLargeTick(Vehicle *v) { v->progress++; if ((v->progress & 3) == 0) { BeginVehicleMove(v); if (v->cur_image != SPR_EXPLOSION_LARGE_F) { v->cur_image++; VehiclePositionChanged(v); EndVehicleMove(v); } else { EndVehicleMove(v); DeleteVehicle(v); } } } static void BreakdownSmokeInit(Vehicle *v) { v->cur_image = SPR_BREAKDOWN_SMOKE_0; v->progress = 0; } static void BreakdownSmokeTick(Vehicle *v) { v->progress++; if ((v->progress & 7) == 0) { BeginVehicleMove(v); if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) { v->cur_image++; } else { v->cur_image = SPR_BREAKDOWN_SMOKE_0; } VehiclePositionChanged(v); EndVehicleMove(v); } v->u.special.unk0--; if (v->u.special.unk0 == 0) { BeginVehicleMove(v); EndVehicleMove(v); DeleteVehicle(v); } } static void ExplosionSmallInit(Vehicle *v) { v->cur_image = SPR_EXPLOSION_SMALL_0; v->progress = 0; } static void ExplosionSmallTick(Vehicle *v) { v->progress++; if ((v->progress & 3) == 0) { BeginVehicleMove(v); if (v->cur_image != SPR_EXPLOSION_SMALL_B) { v->cur_image++; VehiclePositionChanged(v); EndVehicleMove(v); } else { EndVehicleMove(v); DeleteVehicle(v); } } } static void BulldozerInit(Vehicle *v) { v->cur_image = SPR_BULLDOZER_NE; v->progress = 0; v->u.special.unk0 = 0; v->u.special.unk2 = 0; } typedef struct BulldozerMovement { byte direction:2; byte image:2; byte duration:3; } BulldozerMovement; static const BulldozerMovement _bulldozer_movement[] = { { 0, 0, 4 }, { 3, 3, 4 }, { 2, 2, 7 }, { 0, 2, 7 }, { 1, 1, 3 }, { 2, 2, 7 }, { 0, 2, 7 }, { 1, 1, 3 }, { 2, 2, 7 }, { 0, 2, 7 }, { 3, 3, 6 }, { 2, 2, 6 }, { 1, 1, 7 }, { 3, 1, 7 }, { 0, 0, 3 }, { 1, 1, 7 }, { 3, 1, 7 }, { 0, 0, 3 }, { 1, 1, 7 }, { 3, 1, 7 } }; static const struct { int8 x; int8 y; } _inc_by_dir[] = { { -1, 0 }, { 0, 1 }, { 1, 0 }, { 0, -1 } }; static void BulldozerTick(Vehicle *v) { v->progress++; if ((v->progress & 7) == 0) { const BulldozerMovement* b = &_bulldozer_movement[v->u.special.unk0]; BeginVehicleMove(v); v->cur_image = SPR_BULLDOZER_NE + b->image; v->x_pos += _inc_by_dir[b->direction].x; v->y_pos += _inc_by_dir[b->direction].y; v->u.special.unk2++; if (v->u.special.unk2 >= b->duration) { v->u.special.unk2 = 0; v->u.special.unk0++; if (v->u.special.unk0 == lengthof(_bulldozer_movement)) { EndVehicleMove(v); DeleteVehicle(v); return; } } VehiclePositionChanged(v); EndVehicleMove(v); } } static void BubbleInit(Vehicle *v) { v->cur_image = SPR_BUBBLE_GENERATE_0; v->spritenum = 0; v->progress = 0; } typedef struct BubbleMovement { int8 x:4; int8 y:4; int8 z:4; byte image:4; } BubbleMovement; #define MK(x, y, z, i) { x, y, z, i } #define ME(i) { i, 4, 0, 0 } static const BubbleMovement _bubble_float_sw[] = { MK(0,0,1,0), MK(1,0,1,1), MK(0,0,1,0), MK(1,0,1,2), ME(1) }; static const BubbleMovement _bubble_float_ne[] = { MK(0,0,1,0), MK(-1,0,1,1), MK(0,0,1,0), MK(-1,0,1,2), ME(1) }; static const BubbleMovement _bubble_float_se[] = { MK(0,0,1,0), MK(0,1,1,1), MK(0,0,1,0), MK(0,1,1,2), ME(1) }; static const BubbleMovement _bubble_float_nw[] = { MK(0,0,1,0), MK(0,-1,1,1), MK(0,0,1,0), MK(0,-1,1,2), ME(1) }; static const BubbleMovement _bubble_burst[] = { MK(0,0,1,2), MK(0,0,1,7), MK(0,0,1,8), MK(0,0,1,9), ME(0) }; static const BubbleMovement _bubble_absorb[] = { MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(0,0,1,0), MK(0,0,1,2), MK(0,0,1,0), MK(0,0,1,1), MK(2,1,3,0), MK(1,1,3,1), MK(2,1,3,0), MK(1,1,3,2), MK(2,1,3,0), MK(1,1,3,1), MK(2,1,3,0), MK(1,0,1,2), MK(0,0,1,0), MK(1,0,1,1), MK(0,0,1,0), MK(1,0,1,2), MK(0,0,1,0), MK(1,0,1,1), MK(0,0,1,0), MK(1,0,1,2), ME(2), MK(0,0,0,0xA), MK(0,0,0,0xB), MK(0,0,0,0xC), MK(0,0,0,0xD), MK(0,0,0,0xE), ME(0) }; #undef ME #undef MK static const BubbleMovement * const _bubble_movement[] = { _bubble_float_sw, _bubble_float_ne, _bubble_float_se, _bubble_float_nw, _bubble_burst, _bubble_absorb, }; static void BubbleTick(Vehicle *v) { /* * Warning: those effects can NOT use Random(), and have to use * InteractiveRandom(), because somehow someone forgot to save * spritenum to the savegame, and so it will cause desyncs in * multiplayer!! (that is: in ToyLand) */ uint et; const BubbleMovement *b; v->progress++; if ((v->progress & 3) != 0) return; BeginVehicleMove(v); if (v->spritenum == 0) { v->cur_image++; if (v->cur_image < SPR_BUBBLE_GENERATE_3) { VehiclePositionChanged(v); EndVehicleMove(v); return; } if (v->u.special.unk2 != 0) { v->spritenum = GB(InteractiveRandom(), 0, 2) + 1; } else { v->spritenum = 6; } et = 0; } else { et = v->engine_type + 1; } b = &_bubble_movement[v->spritenum - 1][et]; if (b->y == 4 && b->x == 0) { EndVehicleMove(v); DeleteVehicle(v); return; } if (b->y == 4 && b->x == 1) { if (v->z_pos > 180 || CHANCE16I(1, 96, InteractiveRandom())) { v->spritenum = 5; SndPlayVehicleFx(SND_2F_POP, v); } et = 0; } if (b->y == 4 && b->x == 2) { TileIndex tile; et++; SndPlayVehicleFx(SND_31_EXTRACT, v); tile = TileVirtXY(v->x_pos, v->y_pos); if (IsTileType(tile, MP_INDUSTRY) && _m[tile].m5 == 0xA2) AddAnimatedTile(tile); } v->engine_type = et; b = &_bubble_movement[v->spritenum - 1][et]; v->x_pos += b->x; v->y_pos += b->y; v->z_pos += b->z; v->cur_image = SPR_BUBBLE_0 + b->image; VehiclePositionChanged(v); EndVehicleMove(v); } typedef void EffectInitProc(Vehicle *v); typedef void EffectTickProc(Vehicle *v); static EffectInitProc * const _effect_init_procs[] = { ChimneySmokeInit, SteamSmokeInit, DieselSmokeInit, ElectricSparkInit, SmokeInit, ExplosionLargeInit, BreakdownSmokeInit, ExplosionSmallInit, BulldozerInit, BubbleInit, }; static EffectTickProc * const _effect_tick_procs[] = { ChimneySmokeTick, SteamSmokeTick, DieselSmokeTick, ElectricSparkTick, SmokeTick, ExplosionLargeTick, BreakdownSmokeTick, ExplosionSmallTick, BulldozerTick, BubbleTick, }; Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type) { Vehicle *v; v = ForceAllocateSpecialVehicle(); if (v != NULL) { v->type = VEH_Special; v->subtype = type; v->x_pos = x; v->y_pos = y; v->z_pos = z; v->z_height = v->sprite_width = v->sprite_height = 1; v->x_offs = v->y_offs = 0; v->tile = 0; v->vehstatus = VS_UNCLICKABLE; _effect_init_procs[type](v); VehiclePositionChanged(v); BeginVehicleMove(v); EndVehicleMove(v); } return v; } Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type) { return CreateEffectVehicle(x, y, GetSlopeZ(x, y) + z, type); } Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type) { return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type); } static void EffectVehicle_Tick(Vehicle *v) { _effect_tick_procs[v->subtype](v); } Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y) { Vehicle *found = NULL, *v; uint dist, best_dist = (uint)-1; if ( (uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return NULL; x = (x << vp->zoom) + vp->virtual_left; y = (y << vp->zoom) + vp->virtual_top; FOR_ALL_VEHICLES(v) { if (v->type != 0 && (v->vehstatus & (VS_HIDDEN|VS_UNCLICKABLE)) == 0 && x >= v->left_coord && x <= v->right_coord && y >= v->top_coord && y <= v->bottom_coord) { dist = max( myabs( ((v->left_coord + v->right_coord)>>1) - x ), myabs( ((v->top_coord + v->bottom_coord)>>1) - y ) ); if (dist < best_dist) { found = v; best_dist = dist; } } } return found; } void DecreaseVehicleValue(Vehicle *v) { v->value -= v->value >> 8; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } static const byte _breakdown_chance[64] = { 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 13, 13, 14, 15, 16, 17, 19, 21, 25, 28, 31, 34, 37, 40, 44, 48, 52, 56, 60, 64, 68, 72, 80, 90, 100, 110, 120, 130, 140, 150, 170, 190, 210, 230, 250, 250, 250, }; void CheckVehicleBreakdown(Vehicle *v) { int rel, rel_old; uint32 r; int chance; /* decrease reliability */ v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0); if ((rel_old >> 8) != (rel >> 8)) InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (v->breakdown_ctr != 0 || v->vehstatus & VS_STOPPED || v->cur_speed < 5 || _game_mode == GM_MENU) { return; } r = Random(); /* increase chance of failure */ chance = v->breakdown_chance + 1; if (CHANCE16I(1,25,r)) chance += 25; v->breakdown_chance = min(255, chance); /* calculate reliability value to use in comparison */ rel = v->reliability; if (v->type == VEH_Ship) rel += 0x6666; /* disabled breakdowns? */ if (_opt.diff.vehicle_breakdowns < 1) return; /* reduced breakdowns? */ if (_opt.diff.vehicle_breakdowns == 1) rel += 0x6666; /* check if to break down */ if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) { v->breakdown_ctr = GB(r, 16, 6) + 0x3F; v->breakdown_delay = GB(r, 24, 7) + 0x80; v->breakdown_chance = 0; } } static const StringID _vehicle_type_names[4] = { STR_019F_TRAIN, STR_019C_ROAD_VEHICLE, STR_019E_SHIP, STR_019D_AIRCRAFT, }; static void ShowVehicleGettingOld(Vehicle *v, StringID msg) { if (v->owner != _local_player) return; // Do not show getting-old message if autorenew is active if (GetPlayer(v->owner)->engine_renew) return; SetDParam(0, _vehicle_type_names[v->type - 0x10]); SetDParam(1, v->unitnumber); AddNewsItem(msg, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); } void AgeVehicle(Vehicle *v) { int age; if (v->age < 65535) v->age++; age = v->age - v->max_age; if (age == 366*0 || age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4) v->reliability_spd_dec <<= 1; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (age == -366) { ShowVehicleGettingOld(v, STR_01A0_IS_GETTING_OLD); } else if (age == 0) { ShowVehicleGettingOld(v, STR_01A1_IS_GETTING_VERY_OLD); } else if (age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4 || age == 366*5) { ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND); } } /** Clone a vehicle. If it is a train, it will clone all the cars too * @param x,y depot where the cloned vehicle is build * @param p1 the original vehicle's index * @param p2 1 = shared orders, else copied orders */ int32 CmdCloneVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v_front, *v; Vehicle *w_front, *w, *w_rear; int cost, total_cost = 0; if (!IsVehicleIndex(p1)) return CMD_ERROR; v = GetVehicle(p1); v_front = v; w = NULL; w_front = NULL; w_rear = NULL; /* * v_front is the front engine in the original vehicle * v is the car/vehicle of the original vehicle, that is currently being copied * w_front is the front engine of the cloned vehicle * w is the car/vehicle currently being cloned * w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains */ if (!CheckOwnership(v->owner)) return CMD_ERROR; if (v->type == VEH_Train && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR; // check that we can allocate enough vehicles if (!(flags & DC_EXEC)) { int veh_counter = 0; do { veh_counter++; } while ((v = v->next) != NULL); if (!AllocateVehicles(NULL, veh_counter)) { return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); } } v = v_front; do { if (IsMultiheaded(v) && !IsTrainEngine(v)) { /* we build the rear ends of multiheaded trains with the front ones */ continue; } cost = DoCommand(x, y, v->engine_type, 1, flags, CMD_BUILD_VEH(v->type)); if (CmdFailed(cost)) return cost; total_cost += cost; if (flags & DC_EXEC) { w = GetVehicle(_new_vehicle_id); if (v->type != VEH_Road) { // road vehicles can't be refitted if (v->cargo_type != w->cargo_type) { DoCommand(x, y, w->index, v->cargo_type, flags, CMD_REFIT_VEH(v->type)); } } if (v->type == VEH_Train && !IsFrontEngine(v)) { // this s a train car // add this unit to the end of the train DoCommand(x, y, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE); } else { // this is a front engine or not a train. It need orders w_front = w; DoCommand(x, y, (v->index << 16) | w->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER); } w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop } } while (v->type == VEH_Train && (v = GetNextVehicle(v)) != NULL); if (flags & DC_EXEC && v_front->type == VEH_Train) { // _new_train_id needs to be the front engine due to the callback function _new_train_id = w_front->index; } return total_cost; } /* * move the cargo from one engine to another if possible */ static void MoveVehicleCargo(Vehicle *dest, Vehicle *source) { Vehicle *v = dest; int units_moved; do { do { if (source->cargo_type != dest->cargo_type) continue; // cargo not compatible if (dest->cargo_count == dest->cargo_cap) continue; // the destination vehicle is already full units_moved = min(source->cargo_count, dest->cargo_cap - dest->cargo_count); source->cargo_count -= units_moved; dest->cargo_count += units_moved; dest->cargo_source = source->cargo_source; // copy the age of the cargo dest->cargo_days = source->cargo_days; dest->day_counter = source->day_counter; dest->tick_counter = source->tick_counter; } while (source->cargo_count > 0 && (dest = dest->next) != NULL); dest = v; } while ((source = source->next) != NULL); } /* Replaces a vehicle (used to be called autorenew) * This function is only called from MaybeReplaceVehicle() * Must be called with _current_player set to the owner of the vehicle * @param w Vehicle to replace * @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts * @return value is cost of the replacement or CMD_ERROR */ static int32 ReplaceVehicle(Vehicle **w, byte flags) { int32 cost; Vehicle *old_v = *w; const Player *p = GetPlayer(old_v->owner); EngineID new_engine_type; const UnitID cached_unitnumber = old_v->unitnumber; bool new_front = false; Vehicle *new_v = NULL; char vehicle_name[32]; new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type); if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type; cost = DoCommand(old_v->x_pos, old_v->y_pos, new_engine_type, 1, flags, CMD_BUILD_VEH(old_v->type)); if (CmdFailed(cost)) return cost; if (flags & DC_EXEC) { new_v = GetVehicle(_new_vehicle_id); *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 /* refit if needed */ if (new_v->type != VEH_Road) { // road vehicles can't be refitted if (old_v->cargo_type != new_v->cargo_type && old_v->cargo_cap != 0 && new_v->cargo_cap != 0) {// some train engines do not have cargo capacity DoCommand(0, 0, new_v->index, old_v->cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type)); } } if (old_v->type == VEH_Train && !IsFrontEngine(old_v)) { /* this is a railcar. We need to move the car into the train * We add the new engine after the old one instead of replacing it. It will give the same result anyway when we * sell the old engine in a moment */ DoCommand(0, 0, (GetPrevVehicleInChain(old_v)->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); /* Now we move the old one out of the train */ DoCommand(0, 0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); } else { // copy/clone the orders DoCommand(0, 0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER); new_v->cur_order_index = old_v->cur_order_index; ChangeVehicleViewWindow(old_v, new_v); new_v->profit_this_year = old_v->profit_this_year; new_v->profit_last_year = old_v->profit_last_year; new_front = true; new_v->current_order = old_v->current_order; if (old_v->type == VEH_Train && GetNextVehicle(old_v) != NULL){ Vehicle *temp_v = GetNextVehicle(old_v); // move the entire train to the new engine, excluding the old engine if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) { // we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead temp_v = GetNextVehicle(temp_v); } if (temp_v != NULL) { DoCommand(0, 0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); } } } /* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */ MoveVehicleCargo(new_v->type == VEH_Train ? GetFirstVehicleInChain(new_v) : new_v, old_v); // Get the name of the old vehicle if it has a custom name. if ((old_v->string_id & 0xF800) != 0x7800) { vehicle_name[0] = '\0'; } else { GetName(old_v->string_id & 0x7FF, vehicle_name); } } // sell the engine/ find out how much you get for the old engine cost += DoCommand(0, 0, old_v->index, 0, flags, CMD_SELL_VEH(old_v->type)); if (new_front) { // now we assign the old unitnumber to the new vehicle new_v->unitnumber = cached_unitnumber; } // Transfer the name of the old vehicle. if ((flags & DC_EXEC) && vehicle_name[0] != '\0') { _cmd_text = vehicle_name; DoCommand(0, 0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE); } return cost; } /** replaces a vehicle if it's set for autoreplace or is too old * (used to be called autorenew) * @param v The vehicle to replace * if the vehicle is a train, v needs to be the front engine * return value is a pointer to the new vehicle, which is the same as the argument if nothing happened */ static void MaybeReplaceVehicle(Vehicle *v) { Vehicle *w; const Player *p = GetPlayer(v->owner); byte flags = 0; int32 cost, temp_cost = 0; bool stopped = false; /* Remember the length in case we need to trim train later on * If it's not a train, the value is unused * round up to the length of the tiles used for the train instead of the train length instead * Useful when newGRF uses custom length */ uint16 old_total_length = (v->type == VEH_Train) ? ((v->u.rail.cached_total_length + 15 )/ 16)* 16 : -1; _current_player = v->owner; assert(v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship || v->type == VEH_Aircraft); assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed if (v->leave_depot_instantly) { // we stopped the vehicle to do this, so we have to remember to start it again when we are done // we need to store this info as the engine might be replaced and lose this info stopped = true; } for (;;) { cost = 0; w = v; do { if (w->type == VEH_Train && IsMultiheaded(w) && !IsTrainEngine(w)) { /* we build the rear ends of multiheaded trains with the front ones */ continue; } // check if the vehicle should be replaced if (!p->engine_renew || w->age - w->max_age < (p->engine_renew_months * 30) || // replace if engine is too old w->max_age == 0) { // rail cars got a max age of 0 if (!EngineHasReplacementForPlayer(p, w->engine_type)) // updates to a new model continue; } if (w->type == VEH_Train && IsTrainWagon(w) && !CanRefitTo(EngineReplacementForPlayer(p, w->engine_type), w->cargo_type)) { // we can't replace this wagon since we can't refit the new one to the right cargo type continue; } /* Now replace the vehicle */ temp_cost = ReplaceVehicle(&w, flags); if (flags & DC_EXEC && (w->type != VEH_Train || w->u.rail.first_engine == INVALID_ENGINE)) { /* now we bought a new engine and sold the old one. We need to fix the * pointers in order to avoid pointing to the old one for trains: these * pointers should point to the front engine and not the cars */ v = w; } if (CmdFailed(temp_cost)) break; cost += temp_cost; } while (w->type == VEH_Train && (w = GetNextVehicle(w)) != NULL); if (!(flags & DC_EXEC) && (CmdFailed(temp_cost) || p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) { if (p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) { StringID message; SetDParam(0, v->unitnumber); switch (v->type) { case VEH_Train: message = STR_TRAIN_AUTORENEW_FAILED; break; case VEH_Road: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break; case VEH_Ship: message = STR_SHIP_AUTORENEW_FAILED; break; case VEH_Aircraft: message = STR_AIRCRAFT_AUTORENEW_FAILED; break; // This should never happen default: NOT_REACHED(); message = 0; break; } AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); } if (stopped) v->vehstatus &= ~VS_STOPPED; _current_player = OWNER_NONE; return; } if (flags & DC_EXEC) { break; // we are done replacing since the loop ran once with DC_EXEC } // now we redo the loop, but this time we actually do stuff since we know that we can do it flags |= DC_EXEC; } /* If setting is on to try not to exceed the old length of the train with the replacement */ if (v->type == VEH_Train && p->renew_keep_length) { Vehicle *temp; w = v; while (v->u.rail.cached_total_length > old_total_length) { // the train is too long. We will remove cars one by one from the start of the train until it's short enough while (w != NULL && !(RailVehInfo(w->engine_type)->flags&RVI_WAGON) ) { w = GetNextVehicle(w); } if (w == NULL) { // we failed to make the train short enough SetDParam(0, v->unitnumber); AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); break; } temp = w; w = GetNextVehicle(w); DoCommand(0, 0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); MoveVehicleCargo(v, temp); cost += DoCommand(0, 0, temp->index, 0, flags, CMD_SELL_VEH(temp->type)); } } if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost); if (stopped) v->vehstatus &= ~VS_STOPPED; _current_player = OWNER_NONE; } /** Give a custom name to your vehicle * @param x,y unused * @param p1 vehicle ID to name * @param p2 unused */ int32 CmdNameVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v; StringID str; if (!IsVehicleIndex(p1) || _cmd_text[0] == '\0') return CMD_ERROR; v = GetVehicle(p1); if (!CheckOwnership(v->owner)) return CMD_ERROR; str = AllocateNameUnique(_cmd_text, 2); if (str == 0) return CMD_ERROR; if (flags & DC_EXEC) { StringID old_str = v->string_id; v->string_id = str; DeleteName(old_str); ResortVehicleLists(); MarkWholeScreenDirty(); } else { DeleteName(str); } return 0; } /** Change the service interval of a vehicle * @param x,y unused * @param p1 vehicle ID that is being service-interval-changed * @param p2 new service interval */ int32 CmdChangeServiceInt(int x, int y, uint32 flags, uint32 p1, uint32 p2) { Vehicle* v; uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */ if (serv_int != p2 || !IsVehicleIndex(p1)) return CMD_ERROR; v = GetVehicle(p1); if (v->type == 0 || !CheckOwnership(v->owner)) return CMD_ERROR; if (flags & DC_EXEC) { v->service_interval = serv_int; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } return 0; } static Rect _old_vehicle_coords; void BeginVehicleMove(Vehicle *v) { _old_vehicle_coords.left = v->left_coord; _old_vehicle_coords.top = v->top_coord; _old_vehicle_coords.right = v->right_coord; _old_vehicle_coords.bottom = v->bottom_coord; } void EndVehicleMove(Vehicle *v) { MarkAllViewportsDirty( min(_old_vehicle_coords.left,v->left_coord), min(_old_vehicle_coords.top,v->top_coord), max(_old_vehicle_coords.right,v->right_coord)+1, max(_old_vehicle_coords.bottom,v->bottom_coord)+1 ); } /* returns true if staying in the same tile */ bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp) { static const int8 _delta_coord[16] = { -1,-1,-1, 0, 1, 1, 1, 0, /* x */ -1, 0, 1, 1, 1, 0,-1,-1, /* y */ }; int x = v->x_pos + _delta_coord[v->direction]; int y = v->y_pos + _delta_coord[v->direction + 8]; gp->x = x; gp->y = y; gp->old_tile = v->tile; gp->new_tile = TileVirtXY(x, y); return gp->old_tile == gp->new_tile; } static const Direction _new_direction_table[] = { DIR_N , DIR_NW, DIR_W , DIR_NE, DIR_SE, DIR_SW, DIR_E , DIR_SE, DIR_S }; Direction GetDirectionTowards(const Vehicle* v, int x, int y) { Direction dir; DirDiff dirdiff; int i = 0; if (y >= v->y_pos) { if (y != v->y_pos) i+=3; i+=3; } if (x >= v->x_pos) { if (x != v->x_pos) i++; i++; } dir = v->direction; dirdiff = DirDifference(_new_direction_table[i], dir); if (dirdiff == DIRDIFF_SAME) return dir; return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT); } Trackdir GetVehicleTrackdir(const Vehicle* v) { if (v->vehstatus & VS_CRASHED) return 0xFF; switch (v->type) { case VEH_Train: if (v->u.rail.track == 0x80) /* We'll assume the train is facing outwards */ return DiagdirToDiagTrackdir(GetDepotDirection(v->tile, TRANSPORT_RAIL)); /* Train in depot */ if (v->u.rail.track == 0x40) /* train in tunnel, so just use his direction and assume a diagonal track */ return DiagdirToDiagTrackdir(DirToDiagDir(v->direction)); return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.rail.track),v->direction); case VEH_Ship: if (v->u.ship.state == 0x80) /* Inside a depot? */ /* We'll assume the ship is facing outwards */ return DiagdirToDiagTrackdir(GetDepotDirection(v->tile, TRANSPORT_WATER)); /* Ship in depot */ return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.ship.state),v->direction); case VEH_Road: if (v->u.road.state == 254) /* We'll assume the road vehicle is facing outwards */ return DiagdirToDiagTrackdir(GetDepotDirection(v->tile, TRANSPORT_ROAD)); /* Road vehicle in depot */ if (IsRoadStationTile(v->tile)) /* We'll assume the road vehicle is facing outwards */ return DiagdirToDiagTrackdir(GetRoadStationDir(v->tile)); /* Road vehicle in a station */ return DiagdirToDiagTrackdir(DirToDiagDir(v->direction)); /* case VEH_Aircraft: case VEH_Special: case VEH_Disaster: */ default: return 0xFF; } } /* Return value has bit 0x2 set, when the vehicle enters a station. Then, * result << 8 contains the id of the station entered. If the return value has * bit 0x8 set, the vehicle could not and did not enter the tile. Are there * other bits that can be set? */ uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y) { TileIndex old_tile = v->tile; uint32 result = _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y); /* When vehicle_enter_tile_proc returns 8, that apparently means that * we cannot enter the tile at all. In that case, don't call * leave_tile. */ if (!(result & 8) && old_tile != tile) { VehicleLeaveTileProc *proc = _tile_type_procs[GetTileType(old_tile)]->vehicle_leave_tile_proc; if (proc != NULL) proc(v, old_tile, x, y); } return result; } UnitID GetFreeUnitNumber(byte type) { UnitID unit, max = 0; const Vehicle *u; static bool *cache = NULL; static UnitID gmax = 0; switch (type) { case VEH_Train: max = _patches.max_trains; break; case VEH_Road: max = _patches.max_roadveh; break; case VEH_Ship: max = _patches.max_ships; break; case VEH_Aircraft: max = _patches.max_aircraft; break; default: NOT_REACHED(); } if (max > gmax) { gmax = max; free(cache); cache = malloc((max + 1) * sizeof(*cache)); } // Clear the cache memset(cache, 0, (max + 1) * sizeof(*cache)); // Fill the cache FOR_ALL_VEHICLES(u) { if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max) cache[u->unitnumber] = true; } // Find the first unused unit number for (unit = 1; unit <= max; unit++) { if (!cache[unit]) break; } return unit; } static PalSpriteID GetEngineColourMap(EngineID engine_type, PlayerID player) { SpriteID map; byte colour = _player_colors[player]; /* XXX Magic 0x307 is the first company colour remap sprite */ map = HASBIT(_engine_info[engine_type].misc_flags, EF_USES_2CC) ? (SPR_2CCMAP_BASE + colour + colour * 16) : (0x307 + colour); return SPRITE_PALETTE(map << PALETTE_SPRITE_START); } PalSpriteID GetEnginePalette(EngineID engine_type, PlayerID player) { return GetEngineColourMap(engine_type, player); } PalSpriteID GetVehiclePalette(const Vehicle *v) { return GetEngineColourMap(v->engine_type, v->owner); } // Save and load of vehicles const SaveLoad _common_veh_desc[] = { SLE_VAR(Vehicle,subtype, SLE_UINT8), SLE_REF(Vehicle,next, REF_VEHICLE_OLD), SLE_VAR(Vehicle,string_id, SLE_STRINGID), SLE_CONDVAR(Vehicle,unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7), SLE_CONDVAR(Vehicle,unitnumber, SLE_UINT16, 8, SL_MAX_VERSION), SLE_VAR(Vehicle,owner, SLE_UINT8), SLE_CONDVAR(Vehicle,tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle,tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle,dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle,dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle,x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle,x_pos, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle,y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle,y_pos, SLE_UINT32, 6, SL_MAX_VERSION), SLE_VAR(Vehicle,z_pos, SLE_UINT8), SLE_VAR(Vehicle,direction, SLE_UINT8), SLE_VAR(Vehicle,cur_image, SLE_UINT16), SLE_VAR(Vehicle,spritenum, SLE_UINT8), SLE_VAR(Vehicle,sprite_width, SLE_UINT8), SLE_VAR(Vehicle,sprite_height, SLE_UINT8), SLE_VAR(Vehicle,z_height, SLE_UINT8), SLE_VAR(Vehicle,x_offs, SLE_INT8), SLE_VAR(Vehicle,y_offs, SLE_INT8), SLE_VAR(Vehicle,engine_type, SLE_UINT16), SLE_VAR(Vehicle,max_speed, SLE_UINT16), SLE_VAR(Vehicle,cur_speed, SLE_UINT16), SLE_VAR(Vehicle,subspeed, SLE_UINT8), SLE_VAR(Vehicle,acceleration, SLE_UINT8), SLE_VAR(Vehicle,progress, SLE_UINT8), SLE_VAR(Vehicle,vehstatus, SLE_UINT8), SLE_CONDVAR(Vehicle,last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVAR(Vehicle,last_station_visited, SLE_UINT16, 5, SL_MAX_VERSION), SLE_VAR(Vehicle,cargo_type, SLE_UINT8), SLE_VAR(Vehicle,cargo_days, SLE_UINT8), SLE_CONDVAR(Vehicle,cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6), SLE_CONDVAR(Vehicle,cargo_source, SLE_UINT16, 7, SL_MAX_VERSION), SLE_VAR(Vehicle,cargo_cap, SLE_UINT16), SLE_VAR(Vehicle,cargo_count, SLE_UINT16), SLE_VAR(Vehicle,day_counter, SLE_UINT8), SLE_VAR(Vehicle,tick_counter, SLE_UINT8), SLE_VAR(Vehicle,cur_order_index, SLE_UINT8), SLE_VAR(Vehicle,num_orders, SLE_UINT8), /* This next line is for version 4 and prior compatibility.. it temporarily reads type and flags (which were both 4 bits) into type. Later on this is converted correctly */ SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 0, 4), SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, station), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), /* Orders for version 5 and on */ SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION), SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION), SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, station), SLE_UINT16, 5, SL_MAX_VERSION), SLE_REF(Vehicle,orders, REF_ORDER), SLE_VAR(Vehicle,age, SLE_UINT16), SLE_VAR(Vehicle,max_age, SLE_UINT16), SLE_VAR(Vehicle,date_of_last_service,SLE_UINT16), SLE_VAR(Vehicle,service_interval, SLE_UINT16), SLE_VAR(Vehicle,reliability, SLE_UINT16), SLE_VAR(Vehicle,reliability_spd_dec,SLE_UINT16), SLE_VAR(Vehicle,breakdown_ctr, SLE_UINT8), SLE_VAR(Vehicle,breakdown_delay, SLE_UINT8), SLE_VAR(Vehicle,breakdowns_since_last_service, SLE_UINT8), SLE_VAR(Vehicle,breakdown_chance, SLE_UINT8), SLE_VAR(Vehicle,build_year, SLE_UINT8), SLE_VAR(Vehicle,load_unload_time_rem, SLE_UINT16), SLE_VAR(Vehicle,profit_this_year, SLE_INT32), SLE_VAR(Vehicle,profit_last_year, SLE_INT32), SLE_VAR(Vehicle,value, SLE_UINT32), SLE_VAR(Vehicle,random_bits, SLE_UINT8), SLE_VAR(Vehicle,waiting_triggers, SLE_UINT8), SLE_REF(Vehicle,next_shared, REF_VEHICLE), SLE_REF(Vehicle,prev_shared, REF_VEHICLE), // reserve extra space in savegame here. (currently 10 bytes) SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 10, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _train_desc[] = { SLE_WRITEBYTE(Vehicle,type,VEH_Train, 0), // Train type. VEH_Train in mem, 0 in file. SLE_INCLUDEX(0, INC_VEHICLE_COMMON), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRail,crash_anim_pos), SLE_UINT16), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRail,force_proceed), SLE_UINT8), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRail,railtype), SLE_UINT8), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRail,track), SLE_UINT8), SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,flags), SLE_UINT8, 2, SL_MAX_VERSION), SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,days_since_order_progr), SLE_UINT16, 2, SL_MAX_VERSION), SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL, 2, 2, 19), // reserve extra space in savegame here. (currently 11 bytes) SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL, 11, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _roadveh_desc[] = { SLE_WRITEBYTE(Vehicle,type,VEH_Road, 1), // Road type. VEH_Road in mem, 1 in file. SLE_INCLUDEX(0, INC_VEHICLE_COMMON), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,state), SLE_UINT8), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,frame), SLE_UINT8), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,blocked_ctr), SLE_UINT16), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,overtaking), SLE_UINT8), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,overtaking_ctr),SLE_UINT8), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,crashed_ctr), SLE_UINT16), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,reverse_ctr), SLE_UINT8), SLE_CONDREFX(offsetof(Vehicle,u)+offsetof(VehicleRoad,slot), REF_ROADSTOPS, 6, SL_MAX_VERSION), SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,slotindex), SLE_UINT8, 6, SL_MAX_VERSION), SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,slot_age), SLE_UINT8, 6, SL_MAX_VERSION), // reserve extra space in savegame here. (currently 16 bytes) SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _ship_desc[] = { SLE_WRITEBYTE(Vehicle,type,VEH_Ship, 2), // Ship type. VEH_Ship in mem, 2 in file. SLE_INCLUDEX(0, INC_VEHICLE_COMMON), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleShip,state), SLE_UINT8), // reserve extra space in savegame here. (currently 16 bytes) SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _aircraft_desc[] = { SLE_WRITEBYTE(Vehicle,type,VEH_Aircraft, 3), // Aircraft type. VEH_Aircraft in mem, 3 in file. SLE_INCLUDEX(0, INC_VEHICLE_COMMON), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleAir,crashed_counter), SLE_UINT16), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleAir,pos), SLE_UINT8), SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleAir,targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleAir,targetairport), SLE_UINT16, 5, SL_MAX_VERSION), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleAir,state), SLE_UINT8), SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleAir,previous_pos), SLE_UINT8, 2, SL_MAX_VERSION), // reserve extra space in savegame here. (currently 15 bytes) SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 15, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _special_desc[] = { SLE_WRITEBYTE(Vehicle,type,VEH_Special, 4), SLE_VAR(Vehicle,subtype, SLE_UINT8), SLE_CONDVAR(Vehicle,tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle,tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle,x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle,x_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle,y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle,y_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_VAR(Vehicle,z_pos, SLE_UINT8), SLE_VAR(Vehicle,cur_image, SLE_UINT16), SLE_VAR(Vehicle,sprite_width, SLE_UINT8), SLE_VAR(Vehicle,sprite_height, SLE_UINT8), SLE_VAR(Vehicle,z_height, SLE_UINT8), SLE_VAR(Vehicle,x_offs, SLE_INT8), SLE_VAR(Vehicle,y_offs, SLE_INT8), SLE_VAR(Vehicle,progress, SLE_UINT8), SLE_VAR(Vehicle,vehstatus, SLE_UINT8), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleSpecial,unk0), SLE_UINT16), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleSpecial,unk2), SLE_UINT8), // reserve extra space in savegame here. (currently 16 bytes) SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _disaster_desc[] = { SLE_WRITEBYTE(Vehicle,type,VEH_Disaster, 5), SLE_REF(Vehicle,next, REF_VEHICLE_OLD), SLE_VAR(Vehicle,subtype, SLE_UINT8), SLE_CONDVAR(Vehicle,tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle,tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle,dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle,dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle,x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle,x_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle,y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle,y_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_VAR(Vehicle,z_pos, SLE_UINT8), SLE_VAR(Vehicle,direction, SLE_UINT8), SLE_VAR(Vehicle,x_offs, SLE_INT8), SLE_VAR(Vehicle,y_offs, SLE_INT8), SLE_VAR(Vehicle,sprite_width, SLE_UINT8), SLE_VAR(Vehicle,sprite_height, SLE_UINT8), SLE_VAR(Vehicle,z_height, SLE_UINT8), SLE_VAR(Vehicle,owner, SLE_UINT8), SLE_VAR(Vehicle,vehstatus, SLE_UINT8), SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, station), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, station), SLE_UINT16, 5, SL_MAX_VERSION), SLE_VAR(Vehicle,cur_image, SLE_UINT16), SLE_VAR(Vehicle,age, SLE_UINT16), SLE_VAR(Vehicle,tick_counter, SLE_UINT8), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleDisaster,image_override), SLE_UINT16), SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleDisaster,unk2), SLE_UINT16), // reserve extra space in savegame here. (currently 16 bytes) SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, SL_MAX_VERSION), SLE_END() }; static const void *_veh_descs[] = { _train_desc, _roadveh_desc, _ship_desc, _aircraft_desc, _special_desc, _disaster_desc, }; // Will be called when the vehicles need to be saved. static void Save_VEHS(void) { Vehicle *v; // Write the vehicles FOR_ALL_VEHICLES(v) { if (v->type != 0) { SlSetArrayIndex(v->index); SlObject(v, _veh_descs[v->type - 0x10]); } } } // Will be called when vehicles need to be loaded. static void Load_VEHS(void) { int index; Vehicle *v; while ((index = SlIterateArray()) != -1) { Vehicle *v; if (!AddBlockIfNeeded(&_vehicle_pool, index)) error("Vehicles: failed loading savegame: too many vehicles"); v = GetVehicle(index); SlObject(v, _veh_descs[SlReadByte()]); /* Old savegames used 'last_station_visited = 0xFF' */ if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF) v->last_station_visited = INVALID_STATION; if (CheckSavegameVersion(5)) { /* Convert the current_order.type (which is a mix of type and flags, because in those versions, they both were 4 bits big) to type and flags */ v->current_order.flags = (v->current_order.type & 0xF0) >> 4; v->current_order.type = v->current_order.type & 0x0F; } } /* Check for shared order-lists (we now use pointers for that) */ if (CheckSavegameVersionOldStyle(5, 2)) { FOR_ALL_VEHICLES(v) { Vehicle *u; if (v->type == 0) continue; FOR_ALL_VEHICLES_FROM(u, v->index + 1) { if (u->type == 0) continue; /* If a vehicle has the same orders, add the link to eachother in both vehicles */ if (v->orders == u->orders) { v->next_shared = u; u->prev_shared = v; break; } } } } } const ChunkHandler _veh_chunk_handlers[] = { { 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST}, };