/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "roadveh.h" #include "ship.h" #include "table/strings.h" #include "functions.h" #include "news.h" #include "command.h" #include "player.h" #include "engine.h" #include "debug.h" #include "vehicle_gui.h" #include "depot.h" #include "train.h" #include "aircraft.h" #include "cargotype.h" #include "group.h" #include "strings.h" /* * move the cargo from one engine to another if possible */ static void MoveVehicleCargo(Vehicle *dest, Vehicle *source) { Vehicle *v = dest; 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 uint units_moved = min(source->cargo.Count(), dest->cargo_cap - dest->cargo.Count()); source->cargo.MoveTo(&dest->cargo, units_moved); // copy the age of the cargo 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); /* * The of the train will be incorrect at this moment. This is due * to the fact that removing the old wagon updates the weight of * the complete train, which is without the weight of cargo we just * moved back into some (of the) new wagon(s). */ if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->First()); } static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type) { const Order *o; const Vehicle *u; if (v->type == VEH_TRAIN) { u = v->First(); } else { u = v; } FOR_VEHICLE_ORDERS(u, o) { if (!(o->refit_cargo < NUM_CARGO)) continue; if (!CanRefitTo(v->engine_type, o->refit_cargo)) continue; if (!CanRefitTo(engine_type, o->refit_cargo)) return false; } return true; } /** * 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 * @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) { CargoID new_cargo_type = GetEngineCargoType(engine_type); if (new_cargo_type == CT_INVALID) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity if (v->cargo_type == new_cargo_type || CanRefitTo(engine_type, v->cargo_type)) { if (VerifyAutoreplaceRefitForOrders(v, engine_type)) { return v->cargo_type == new_cargo_type ? (CargoID)CT_NO_REFIT : v->cargo_type; } else { return CT_INVALID; } } if (v->type != VEH_TRAIN) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want /* Below this line it's safe to assume that the vehicle in question is a train */ if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type /* 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 */ v = v->First(); do { if (v->cargo_cap == 0) continue; /* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */ if (v->cargo_type == new_cargo_type) return CT_NO_REFIT; if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type; } while ((v = v->Next()) != NULL); return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one } /* 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 CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost) { CommandCost cost; CommandCost sell_value; 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]; CargoID replacement_cargo_type; /* If the vehicle belongs to a group, check if the group is protected from the global autoreplace. * If not, chek if an global auto replacement is defined */ new_engine_type = (IsValidGroupID(old_v->group_id) && GetGroup(old_v->group_id)->replace_protection) ? INVALID_ENGINE : EngineReplacementForPlayer(p, old_v->engine_type, ALL_GROUP); /* If we don't set new_egnine_type previously, we try to check if an autoreplacement was defined * for the group and the engine_type of the vehicle */ if (new_engine_type == INVALID_ENGINE && !IsAllGroupID(old_v->group_id)) { new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type, old_v->group_id); } if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type; replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type); /* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */ if (replacement_cargo_type == CT_INVALID) return CommandCost(); sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v)); /* We give the player a loan of the same amount as the sell value. * This is needed in case he needs the income from the sale to build the new vehicle. * We take it back if building fails or when we really sell the old engine */ SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); SubtractMoneyFromPlayer(sell_value); cost = DoCommand(old_v->tile, new_engine_type, 3, flags, GetCmdBuildVeh(old_v)); if (CmdFailed(cost)) { SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); /* Take back the money we just gave the player */ sell_value.MultiplyCost(-1); SubtractMoneyFromPlayer(sell_value); return cost; } if (replacement_cargo_type != CT_NO_REFIT) { /* add refit cost */ CommandCost refit_cost = GetRefitCost(new_engine_type); if (old_v->type == VEH_TRAIN && IsMultiheaded(old_v)) refit_cost.AddCost(refit_cost); // pay for both ends cost.AddCost(refit_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 (replacement_cargo_type != CT_NO_REFIT) { if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, GetCmdRefitVeh(new_v)))) { /* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */ error("Autoreplace failed to refit. Replace engine %d to %d and refit to cargo %d", old_v->engine_type, new_v->engine_type, replacement_cargo_type); } } if (new_v->type == VEH_TRAIN && HASBIT(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->Next() != NULL && IsArticulatedPart(new_v->Next()))) { // we are autorenewing to a single engine, so we will turn it as the old one was turned as well SETBIT(new_v->u.rail.flags, VRF_REVERSE_DIRECTION); } 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 */ /* Get the vehicle in front of the one we move out */ Vehicle *front = old_v->Previous(); /* If the vehicle in front is the rear end of a dualheaded engine, then we need to use the one in front of that one */ if (IsMultiheaded(front) && !IsTrainEngine(front)) front = front->Previous(); /* Now we move the old one out of the train */ DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); /* Add the new vehicle */ DoCommand(0, (front->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); } else { // copy/clone the orders DoCommand(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_v->service_interval = old_v->service_interval; DoCommand(0, old_v->group_id, new_v->index, flags, CMD_ADD_VEHICLE_GROUP); new_front = true; new_v->unitnumber = old_v->unitnumber; // use the same unit number new_v->dest_tile = old_v->dest_tile; 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, (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 ? new_v->First() : new_v, old_v); // Get the name of the old vehicle if it has a custom name. if (!IsCustomName(old_v->string_id)) { vehicle_name[0] = '\0'; } else { SetDParam(0, old_v->index); GetString(vehicle_name, STR_VEHICLE_NAME, lastof(vehicle_name)); } } else { // flags & DC_EXEC not set CommandCost tmp_move; if (old_v->type == VEH_TRAIN && IsFrontEngine(old_v)) { Vehicle *next_veh = IsMultiheaded(old_v) ? old_v->Next()->Next() : old_v->Next(); if (next_veh != NULL) { /* Verify that the wagons can be placed on the engine in question. * This is done by building an engine, test if the wagons can be added and then sell the test engine. */ DoCommand(old_v->tile, new_engine_type, 3, DC_EXEC, GetCmdBuildVeh(old_v)); Vehicle *temp = GetVehicle(_new_vehicle_id); tmp_move = DoCommand(0, (temp->index << 16) | next_veh->index, 1, 0, CMD_MOVE_RAIL_VEHICLE); DoCommand(0, temp->index, 0, DC_EXEC, GetCmdSellVeh(old_v)); } } /* Ensure that the player will not end up having negative money while autoreplacing * This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */ if (CmdFailed(tmp_move) || p->player_money < (cost.GetCost() + total_cost)) { SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); /* Pay back the loan */ sell_value.MultiplyCost(-1); SubtractMoneyFromPlayer(sell_value); return CMD_ERROR; } } /* Take back the money we just gave the player just before building the vehicle * The player will get the same amount now that the sale actually takes place */ SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); sell_value.MultiplyCost(-1); SubtractMoneyFromPlayer(sell_value); /* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */ cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v))); 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, 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 * @param check Checks if the replace is valid. No action is done at all * @param display_costs If set, a cost animation is shown (only if check is false) * @return CMD_ERROR if something went wrong. Otherwise the price of the replace */ CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs) { Vehicle *w; const Player *p = GetPlayer(v->owner); byte flags = 0; CommandCost cost, temp_cost; bool stopped; /* 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 + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE : -1 ); _current_player = v->owner; assert(IsPlayerBuildableVehicleType(v)); assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed /* Remember the flag v->leave_depot_instantly because if we replace the vehicle, the vehicle holding this flag will be sold * If it is set, then we only stopped the vehicle to replace it (if needed) and we will need to start it again. * We also need to reset the flag since it should remain false except from when the vehicle enters a depot until autoreplace is handled in the same tick */ stopped = v->leave_depot_instantly; v->leave_depot_instantly = false; for (;;) { cost = CommandCost(); 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 the vehicle belongs to a group, check if the group is protected from the global autoreplace. If not, chek if an global auto remplacement is defined */ if (IsValidGroupID(w->group_id)) { if (!EngineHasReplacementForPlayer(p, w->engine_type, w->group_id) && ( GetGroup(w->group_id)->replace_protection || !EngineHasReplacementForPlayer(p, w->engine_type, ALL_GROUP))) { continue; } } else if (IsDefaultGroupID(w->group_id)) { if (!EngineHasReplacementForPlayer(p, w->engine_type, DEFAULT_GROUP) && !EngineHasReplacementForPlayer(p, w->engine_type, ALL_GROUP)) { continue; } } else if (!EngineHasReplacementForPlayer(p, w->engine_type, ALL_GROUP)) { continue; } } /* Now replace the vehicle */ temp_cost = ReplaceVehicle(&w, flags, cost.GetCost()); if (CmdFailed(temp_cost)) break; // replace failed for some reason. Leave the vehicle alone 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; } cost.AddCost(temp_cost); } while (w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL); if (!(flags & DC_EXEC) && (p->player_money < (cost.GetCost() + p->engine_renew_money) || cost.GetCost() == 0)) { if (!check && p->player_money < (cost.GetCost() + p->engine_renew_money) && ( _local_player == v->owner ) && cost.GetCost() != 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; if (display_costs) _current_player = OWNER_NONE; return CMD_ERROR; } if (flags & DC_EXEC) { break; // we are done replacing since the loop ran once with DC_EXEC } else if (check) { /* It's a test only and we know that we can do this * NOTE: payment for wagon removal is NOT included in this price */ return cost; } // 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)->railveh_type != RAILVEH_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, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); MoveVehicleCargo(v, temp); cost.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON)); } } if (stopped) v->vehstatus &= ~VS_STOPPED; if (display_costs) { if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost()); _current_player = OWNER_NONE; } return cost; }