mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
2159 lines
57 KiB
C
2159 lines
57 KiB
C
#include "stdafx.h"
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#include "openttd.h"
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#include "spritecache.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "map.h"
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#include "tile.h"
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#include "vehicle.h"
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#include "gfx.h"
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#include "viewport.h"
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#include "news.h"
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#include "command.h"
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#include "saveload.h"
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#include "player.h"
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#include "engine.h"
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#include "sound.h"
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#include "debug.h"
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#include "vehicle_gui.h"
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#include "depot.h"
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#include "station.h"
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#include "rail.h"
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#define INVALID_COORD (-0x8000)
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#define GEN_HASH(x,y) (((x & 0x1F80)>>7) + ((y & 0xFC0)))
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enum {
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/* Max vehicles: 64000 (512 * 125) */
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VEHICLES_POOL_BLOCK_SIZE_BITS = 9, /* In bits, so (1 << 9) == 512 */
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VEHICLES_POOL_MAX_BLOCKS = 125,
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BLOCKS_FOR_SPECIAL_VEHICLES = 2, //! Blocks needed for special vehicles
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};
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/**
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* Called if a new block is added to the vehicle-pool
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*/
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static void VehiclePoolNewBlock(uint start_item)
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{
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Vehicle *v;
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FOR_ALL_VEHICLES_FROM(v, start_item)
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v->index = start_item++;
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}
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/* Initialize the vehicle-pool */
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MemoryPool _vehicle_pool = { "Vehicle", VEHICLES_POOL_MAX_BLOCKS, VEHICLES_POOL_BLOCK_SIZE_BITS, sizeof(Vehicle), &VehiclePoolNewBlock, 0, 0, NULL };
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void VehicleServiceInDepot(Vehicle *v)
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{
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v->date_of_last_service = _date;
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v->breakdowns_since_last_service = 0;
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v->reliability = GetEngine(v->engine_type)->reliability;
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}
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bool VehicleNeedsService(const Vehicle *v)
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{
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if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0)
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return false;
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if (v->vehstatus & VS_CRASHED)
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return false; /* Crashed vehicles don't need service anymore */
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return _patches.servint_ispercent ?
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(v->reliability < GetEngine(v->engine_type)->reliability * (100 - v->service_interval) / 100) :
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(v->date_of_last_service + v->service_interval < _date);
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}
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void VehicleInTheWayErrMsg(Vehicle *v)
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{
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StringID id;
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(id = STR_8803_TRAIN_IN_THE_WAY,v->type == VEH_Train) ||
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(id = STR_9000_ROAD_VEHICLE_IN_THE_WAY,v->type == VEH_Road) ||
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(id = STR_A015_AIRCRAFT_IN_THE_WAY,v->type == VEH_Aircraft) ||
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(id = STR_980E_SHIP_IN_THE_WAY, true);
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_error_message = id;
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}
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static void *EnsureNoVehicleProc(Vehicle *v, void *data)
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{
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if (v->tile != *(const TileIndex*)data || v->type == VEH_Disaster)
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return NULL;
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VehicleInTheWayErrMsg(v);
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return v;
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}
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bool EnsureNoVehicle(TileIndex tile)
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{
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return VehicleFromPos(tile, &tile, EnsureNoVehicleProc) == NULL;
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}
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static void *EnsureNoVehicleProcZ(Vehicle *v, void *data)
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{
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const TileInfo *ti = data;
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if (v->tile != ti->tile || v->z_pos != ti->z || v->type == VEH_Disaster)
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return NULL;
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VehicleInTheWayErrMsg(v);
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return v;
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}
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static inline uint Correct_Z(uint tileh)
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{
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// needs z correction for slope-type graphics that have the NORTHERN tile lowered
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// 1, 2, 3, 4, 5, 6 and 7
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return CorrectZ(tileh) ? 8 : 0;
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}
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uint GetCorrectTileHeight(TileIndex tile)
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{
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return Correct_Z(GetTileSlope(tile, NULL));
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}
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bool EnsureNoVehicleZ(TileIndex tile, byte z)
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{
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TileInfo ti;
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FindLandscapeHeightByTile(&ti, tile);
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ti.z = z + Correct_Z(ti.tileh);
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return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ) == NULL;
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}
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Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z)
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{
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TileInfo ti;
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ti.tile = tile;
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ti.z = z;
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return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ);
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}
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Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z)
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{
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int x1 = TileX(from);
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int y1 = TileY(from);
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int x2 = TileX(to);
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int y2 = TileY(to);
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Vehicle *veh;
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/* Make sure x1 < x2 or y1 < y2 */
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if (x1 > x2 || y1 > y2) {
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intswap(x1,x2);
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intswap(y1,y2);
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}
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FOR_ALL_VEHICLES(veh) {
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if ((veh->type == VEH_Train || veh->type == VEH_Road) && (z==0xFF || veh->z_pos == z)) {
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if ((veh->x_pos>>4) >= x1 && (veh->x_pos>>4) <= x2 &&
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(veh->y_pos>>4) >= y1 && (veh->y_pos>>4) <= y2) {
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return veh;
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}
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}
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}
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return NULL;
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}
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void VehiclePositionChanged(Vehicle *v)
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{
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int img = v->cur_image;
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const SpriteDimension *sd;
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Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
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sd = GetSpriteDimension(img);
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pt.x += sd->xoffs;
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pt.y += sd->yoffs;
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UpdateVehiclePosHash(v, pt.x, pt.y);
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v->left_coord = pt.x;
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v->top_coord = pt.y;
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v->right_coord = pt.x + sd->xsize + 2;
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v->bottom_coord = pt.y + sd->ysize + 2;
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}
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// Called after load to update coordinates
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void AfterLoadVehicles(void)
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{
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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v->first = NULL;
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if (v->type != 0) {
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v->left_coord = INVALID_COORD;
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VehiclePositionChanged(v);
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if (v->type == VEH_Train && (v->subtype == TS_Front_Engine || v->subtype == TS_Free_Car))
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TrainConsistChanged(v);
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}
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}
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}
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static Vehicle *InitializeVehicle(Vehicle *v)
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{
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VehicleID index = v->index;
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memset(v, 0, sizeof(Vehicle));
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v->index = index;
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assert(v->orders == NULL);
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v->left_coord = INVALID_COORD;
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v->first = NULL;
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v->next = NULL;
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v->next_hash = INVALID_VEHICLE;
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v->string_id = 0;
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v->next_shared = NULL;
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v->prev_shared = NULL;
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/* random_bits is used to pick out a random sprite for vehicles
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which are technical the same (newgrf stuff).
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Because RandomRange() results in desyncs, and because it does
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not really matter that one client has other visual vehicles than
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the other, it can be InteractiveRandomRange() without any problem
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*/
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v->random_bits = InteractiveRandomRange(256);
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return v;
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}
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Vehicle *ForceAllocateSpecialVehicle(void)
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{
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/* This stays a strange story.. there should always be room for special
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* vehicles (special effects all over the map), but with 65k of vehicles
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* is this realistic to double-check for that? For now we just reserve
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* BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only
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* be used for special vehicles.. should work nicely :) */
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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/* No more room for the special vehicles, return NULL */
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if (v->index >= (1 << _vehicle_pool.block_size_bits) * BLOCKS_FOR_SPECIAL_VEHICLES)
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return NULL;
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if (v->type == 0)
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return InitializeVehicle(v);
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}
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return NULL;
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}
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Vehicle *AllocateVehicle(void)
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{
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/* See note by ForceAllocateSpecialVehicle() why we skip the
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* first blocks */
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Vehicle *v;
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FOR_ALL_VEHICLES_FROM(v, (1 << _vehicle_pool.block_size_bits) * BLOCKS_FOR_SPECIAL_VEHICLES) {
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if (v->type == 0)
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return InitializeVehicle(v);
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}
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/* Check if we can add a block to the pool */
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if (AddBlockToPool(&_vehicle_pool))
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return AllocateVehicle();
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return NULL;
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}
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void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
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{
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int x,y,x2,y2;
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VehicleID veh;
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Point pt = RemapCoords(TileX(tile) * 16, TileY(tile) * 16, 0);
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x2 = ((pt.x + 104) & 0x1F80) >> 7;
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x = ((pt.x - 174) & 0x1F80) >> 7;
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y2 = ((pt.y + 56) & 0xFC0);
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y = ((pt.y - 294) & 0xFC0);
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for(;;) {
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int xb = x;
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for(;;) {
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veh = _vehicle_position_hash[ (x+y)&0xFFFF ];
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while (veh != INVALID_VEHICLE) {
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Vehicle *v = GetVehicle(veh);
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void *a;
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if ((a = proc(v, data)) != NULL)
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return a;
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veh = v->next_hash;
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}
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if (x == x2)
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break;
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x = (x + 1) & 0x3F;
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}
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x = xb;
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if (y == y2)
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break;
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y = (y + 0x40) & ((0x3F) << 6);
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}
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return NULL;
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}
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void UpdateVehiclePosHash(Vehicle *v, int x, int y)
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{
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VehicleID *old_hash, *new_hash;
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int old_x = v->left_coord;
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int old_y = v->top_coord;
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Vehicle *u;
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new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x,y)];
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old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)];
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if (old_hash == new_hash)
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return;
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/* remove from hash table? */
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if (old_hash != NULL) {
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Vehicle *last = NULL;
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int idx = *old_hash;
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while ((u = GetVehicle(idx)) != v) {
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idx = u->next_hash;
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assert(idx != INVALID_VEHICLE);
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last = u;
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}
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if (last == NULL)
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*old_hash = v->next_hash;
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else
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last->next_hash = v->next_hash;
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}
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/* insert into hash table? */
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if (new_hash != NULL) {
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v->next_hash = *new_hash;
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*new_hash = v->index;
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}
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}
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void InitializeVehicles(void)
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{
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int i;
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/* Clean the vehicle pool, and reserve enough blocks
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* for the special vehicles, plus one for all the other
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* vehicles (which is increased on-the-fly) */
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CleanPool(&_vehicle_pool);
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AddBlockToPool(&_vehicle_pool);
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for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++)
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AddBlockToPool(&_vehicle_pool);
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// clear it...
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memset(_vehicle_position_hash, -1, sizeof(_vehicle_position_hash));
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}
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Vehicle *GetLastVehicleInChain(Vehicle *v)
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{
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while (v->next != NULL) v = v->next;
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return v;
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}
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/** Finds the previous vehicle in a chain, by a brute force search.
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* This old function is REALLY slow because it searches through all vehicles to
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* find the previous vehicle, but if v->first has not been set, then this function
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* will need to be used to find the previous one. This function should never be
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* called by anything but GetFirstVehicleInChain
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*/
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static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v)
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{
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Vehicle *u;
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FOR_ALL_VEHICLES(u) if (u->type == VEH_Train && u->next == v) return u;
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return NULL;
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}
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/** Find the previous vehicle in a chain, by using the v->first cache.
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* While this function is fast, it cannot be used in the GetFirstVehicleInChain
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* function, otherwise you'll end up in an infinite loop call
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*/
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Vehicle *GetPrevVehicleInChain(const Vehicle *v)
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{
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Vehicle *u;
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assert(v != NULL);
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u = GetFirstVehicleInChain(v);
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// Check to see if this is the first
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if (v == u) return NULL;
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do {
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if (u->next == v) return u;
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} while ( ( u = u->next) != NULL);
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return NULL;
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}
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/** Finds the first vehicle in a chain.
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* This function reads out the v->first cache. Should the cache be dirty,
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* it determines the first vehicle in a chain, and updates the cache.
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*/
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Vehicle *GetFirstVehicleInChain(const Vehicle *v)
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{
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Vehicle* u;
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assert(v != NULL);
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if (v->first != NULL) {
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if (v->first->subtype == TS_Front_Engine) return v->first;
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DEBUG(misc, 0) ("v->first cache faulty. We shouldn't be here, rebuilding cache!");
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}
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/* It is the fact (currently) that newly built vehicles do not have
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* their ->first pointer set. When this is the case, go up to the
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* first engine and set the pointers correctly. Also the first pointer
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* is not saved in a savegame, so this has to be fixed up after loading */
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/* Find the 'locomotive' or the first wagon in a chain */
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while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u;
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/* Set the first pointer of all vehicles in that chain to the first wagon */
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if (v->subtype == TS_Front_Engine)
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for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v;
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return (Vehicle*)v;
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}
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int CountVehiclesInChain(Vehicle *v)
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{
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int count = 0;
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do count++; while ( (v=v->next) != NULL);
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return count;
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}
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void DeleteVehicle(Vehicle *v)
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{
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DeleteName(v->string_id);
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v->type = 0;
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UpdateVehiclePosHash(v, INVALID_COORD, 0);
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v->next_hash = INVALID_VEHICLE;
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if (v->orders != NULL)
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DeleteVehicleOrders(v);
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}
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void DeleteVehicleChain(Vehicle *v)
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{
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do {
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Vehicle *u = v;
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v = v->next;
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DeleteVehicle(u);
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} while (v != NULL);
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}
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void Aircraft_Tick(Vehicle *v);
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void RoadVeh_Tick(Vehicle *v);
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void Ship_Tick(Vehicle *v);
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void Train_Tick(Vehicle *v);
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static void EffectVehicle_Tick(Vehicle *v);
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void DisasterVehicle_Tick(Vehicle *v);
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VehicleTickProc *_vehicle_tick_procs[] = {
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Train_Tick,
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RoadVeh_Tick,
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Ship_Tick,
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Aircraft_Tick,
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EffectVehicle_Tick,
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DisasterVehicle_Tick,
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};
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void CallVehicleTicks(void)
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{
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type != 0)
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_vehicle_tick_procs[v->type - 0x10](v);
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}
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}
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static bool CanFillVehicle_FullLoadAny(Vehicle *v)
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{
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uint32 full = 0, not_full = 0;
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//special handling of aircraft
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//if the aircraft carries passengers and is NOT full, then
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//continue loading, no matter how much mail is in
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if ((v->type == VEH_Aircraft) && (v->cargo_type == CT_PASSENGERS) && (v->cargo_cap != v->cargo_count)) {
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return true;
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}
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// patch should return "true" to continue loading, i.e. when there is no cargo type that is fully loaded.
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do {
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//Should never happen, but just in case future additions change this
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assert(v->cargo_type<32);
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if (v->cargo_cap != 0) {
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uint32 mask = 1 << v->cargo_type;
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if (v->cargo_cap == v->cargo_count) full |= mask; else not_full |= mask;
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}
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} while ( (v=v->next) != NULL);
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// continue loading if there is a non full cargo type and no cargo type that is full
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return not_full && (full & ~not_full) == 0;
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}
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bool CanFillVehicle(Vehicle *v)
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{
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TileIndex tile = v->tile;
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if (IsTileType(tile, MP_STATION) ||
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(v->type == VEH_Ship && (
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IsTileType(TILE_ADDXY(tile, 1, 0), MP_STATION) ||
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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 vehicle (type) can be refitted to a given cargo
|
|
* @param *v vehicle to check
|
|
* @param cid_to check refit to this cargo-type
|
|
* @return true if it is possible, false otherwise
|
|
*/
|
|
bool CanRefitTo(const Vehicle *v, CargoID cid_to)
|
|
{
|
|
CargoID cid = _global_cargo_id[_opt_ptr->landscape][cid_to];
|
|
|
|
if (cid == GC_INVALID) return false;
|
|
|
|
if (_engine_refit_masks[v->engine_type]) {
|
|
if (!HASBIT(_engine_refit_masks[v->engine_type], cid)) return false;
|
|
} else {
|
|
/* If we are talking about normal vehicles (no newgrf), you can only refit engines */
|
|
if (v->type == VEH_Train && (RailVehInfo(v->engine_type)->flags & RVI_WAGON)) return false;
|
|
if (!HASBIT(_default_refitmasks[v->type - VEH_Train], cid)) return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void DoDrawVehicle(Vehicle *v)
|
|
{
|
|
uint32 image = v->cur_image;
|
|
|
|
if (v->vehstatus & VS_DISASTER) {
|
|
image |= 0x3224000;
|
|
} else if (v->vehstatus & VS_DEFPAL) {
|
|
image |= (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : SPRITE_PALETTE(PLAYER_SPRITE_COLOR(v->owner));
|
|
}
|
|
|
|
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 + (r & 7);
|
|
v->progress = (r >> 16) & 7;
|
|
}
|
|
|
|
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 = (InteractiveRandom() & 3) + 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) != 0 ||
|
|
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 = (byte)(((r >> 16) & 0x3F) + 0x3F);
|
|
v->breakdown_delay = (byte)(((r >> 24) & 0x7F) | 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 (_patches.autorenew)
|
|
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);
|
|
}
|
|
}
|
|
|
|
extern int32 EstimateTrainCost(const RailVehicleInfo *rvi);
|
|
extern int32 EstimateRoadVehCost(EngineID engine_type);
|
|
extern int32 EstimateShipCost(EngineID engine_type);
|
|
extern int32 EstimateAircraftCost(EngineID engine_type);
|
|
extern int32 CmdRefitRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2);
|
|
extern int32 CmdRefitShip(int x, int y, uint32 flags, uint32 p1, uint32 p2);
|
|
extern int32 CmdRefitAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2);
|
|
|
|
/** Replaces a vehicle (used to be called autorenew).
|
|
* @param x,y unused
|
|
* @param p1 index of vehicle being replaced
|
|
* @param p2 various bitstuffed elements
|
|
* - p2 = (bit 0-15) - new engine type for the vehicle (p2 & 0xFFFF)
|
|
* - p2 = (bit 16-31) - money the player wants to have left after replacement counted in 100.000 (100K) (p2 >> 16)
|
|
*/
|
|
int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
/* makesvariables to inform about how much money the player wants to have left after replacing
|
|
and which engine to replace with out of p2.
|
|
the first 16 bit is the money. The last 5 digits (all 0) were removed when sent, so we add them again.
|
|
This way the max is 6553 millions and it is more than the 32 bit that is stored in _patches
|
|
This is a nice way to send 32 bit and only use 16 bit
|
|
the last 8 bit is the engine. The 8 bits in front of the engine is free so it have room for 16 bit engine entries */
|
|
EngineID new_engine_type = (p2 & 0xFFFF);
|
|
uint32 autorefit_money = (p2 >> 16) * 100000;
|
|
Vehicle *v, *u, *first;
|
|
int cost, build_cost, rear_engine_cost = 0;
|
|
EngineID old_engine_type;
|
|
|
|
if (!IsVehicleIndex(p1)) return CMD_ERROR;
|
|
|
|
v = u = GetVehicle(p1);
|
|
|
|
old_engine_type = v->engine_type;
|
|
|
|
/* First we make sure that it's a valid type the user requested
|
|
* check that it's an engine that is in the engine array */
|
|
if (!IsEngineIndex(new_engine_type)) return CMD_ERROR;
|
|
|
|
// check that the new vehicle type is the same as the original one
|
|
if (v->type != GetEngine(new_engine_type)->type) return CMD_ERROR;
|
|
|
|
// check that it's the vehicle's owner that requested the replace
|
|
if (!CheckOwnership(v->owner)) return CMD_ERROR;
|
|
|
|
// makes sure that we do not replace a plane with a helicopter or vise versa
|
|
if (v->type == VEH_Aircraft) {
|
|
if (HASBIT(AircraftVehInfo(old_engine_type)->subtype, 0) != HASBIT(AircraftVehInfo(new_engine_type)->subtype, 0)) return CMD_ERROR;
|
|
}
|
|
|
|
// makes sure that the player can actually buy the new engine. Renewing is still allowed to outdated engines
|
|
if (!HASBIT(GetEngine(new_engine_type)->player_avail, v->owner) && old_engine_type != new_engine_type) return CMD_ERROR;
|
|
|
|
switch (v->type) {
|
|
case VEH_Train: build_cost = EstimateTrainCost(RailVehInfo(new_engine_type)); break;
|
|
case VEH_Road: build_cost = EstimateRoadVehCost(new_engine_type); break;
|
|
case VEH_Ship: build_cost = EstimateShipCost(new_engine_type); break;
|
|
case VEH_Aircraft: build_cost = EstimateAircraftCost(new_engine_type); break;
|
|
default: return CMD_ERROR;
|
|
}
|
|
|
|
/* In a rare situation, when 2 clients are connected to 1 company and have the same
|
|
settings, a vehicle can be replaced twice.. check if this is the situation here */
|
|
if (old_engine_type == new_engine_type && v->age == 0) return CMD_ERROR;
|
|
|
|
if ( v->type == VEH_Train ) {
|
|
first = GetFirstVehicleInChain(v);
|
|
u = GetLastVehicleInChain(v);
|
|
if ( RailVehInfo(new_engine_type)->flags & RVI_MULTIHEAD )
|
|
build_cost = build_cost >> 1; //multiheaded engines have EstimateTrainCost() for both engines
|
|
|
|
if ( old_engine_type != new_engine_type ) {
|
|
|
|
// prevent that the rear engine can get replaced to something else than the front engine
|
|
if ( v->u.rail.first_engine != INVALID_VEHICLE && RailVehInfo(old_engine_type)->flags & RVI_MULTIHEAD && RailVehInfo(old_engine_type)->flags ) {
|
|
if ( first->engine_type != new_engine_type ) return CMD_ERROR;
|
|
}
|
|
|
|
// checks if the engine is the first one
|
|
if ( v->u.rail.first_engine == INVALID_VEHICLE ) {
|
|
if ( RailVehInfo(new_engine_type)->flags & RVI_MULTIHEAD ) {
|
|
if ( u->engine_type == old_engine_type && v->next != NULL) {
|
|
rear_engine_cost = build_cost - u->value;
|
|
} else {
|
|
rear_engine_cost = build_cost;
|
|
}
|
|
} else {
|
|
if ( u->engine_type == old_engine_type && RailVehInfo(old_engine_type)->flags & RVI_MULTIHEAD) {
|
|
if (v->next != NULL) rear_engine_cost = -(int32)u->value;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Check if there is money for the upgrade.. if not, give a nice news-item
|
|
(that is needed, because this CMD is called automaticly) */
|
|
if ( GetPlayer(v->owner)->money64 < (int32)(autorefit_money + build_cost + rear_engine_cost - v->value)) {
|
|
if (( _local_player == v->owner ) && ( v->unitnumber != 0 )) { //v->unitnumber = 0 for train cars
|
|
int 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: message = 0; break;
|
|
}
|
|
|
|
AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
|
|
}
|
|
|
|
return CMD_ERROR;
|
|
}
|
|
cost = build_cost - v->value + rear_engine_cost;
|
|
|
|
|
|
if (flags & DC_EXEC) {
|
|
/* We do not really buy a new vehicle, we upgrade the old one */
|
|
const Engine* e = GetEngine(new_engine_type);
|
|
|
|
v->reliability = e->reliability;
|
|
v->reliability_spd_dec = e->reliability_spd_dec;
|
|
v->age = 0;
|
|
|
|
v->date_of_last_service = _date;
|
|
v->build_year = _cur_year;
|
|
|
|
v->value = build_cost;
|
|
|
|
if (v->engine_type != new_engine_type) {
|
|
byte sprite = v->spritenum;
|
|
byte cargo_type = v->cargo_type;
|
|
v->engine_type = new_engine_type;
|
|
v->max_age = e->lifelength * 366;
|
|
|
|
/* Update limits of the vehicle (for when upgraded) */
|
|
switch (v->type) {
|
|
case VEH_Train:
|
|
{
|
|
const RailVehicleInfo *rvi = RailVehInfo(new_engine_type);
|
|
const RailVehicleInfo *rvi2 = RailVehInfo(old_engine_type);
|
|
byte capacity = rvi2->capacity;
|
|
Vehicle *first = GetFirstVehicleInChain(v);
|
|
|
|
//if (v->owner == _local_player) InvalidateWindowClasses(WC_TRAINS_LIST);
|
|
/* rvi->image_index is the new sprite for the engine. Adding +1 makes the engine head the other way
|
|
if it is a multiheaded engine (rear engine)
|
|
(rvi->flags & RVI_MULTIHEAD && sprite - rvi2->image_index) is true if the engine is heading the other way, otherwise 0*/
|
|
v->spritenum = rvi->image_index + (( rvi->flags & RVI_MULTIHEAD && sprite - rvi2->image_index) ? 1 : 0);
|
|
|
|
// turn the last engine in a multiheaded train if needed
|
|
if ( v->next == NULL && v->u.rail.first_engine != INVALID_VEHICLE && rvi->flags & RVI_MULTIHEAD && v->spritenum == rvi->image_index )
|
|
v->spritenum++;
|
|
|
|
v->cargo_type = rvi->cargo_type;
|
|
v->cargo_cap = rvi->capacity;
|
|
v->max_speed = rvi->max_speed;
|
|
|
|
v->u.rail.railtype = e->railtype;
|
|
|
|
// 0x0100 means that we skip the check for being stopped inside the depot
|
|
// since we do not stop it for autorefitting
|
|
if (v->cargo_type != cargo_type && capacity) {
|
|
// BUG: somehow v->index is not transfered properly
|
|
//CmdRefitRailVehicle(v->x_pos, v->y_pos, DC_EXEC, v->index , cargo_type + 0x0100 );
|
|
v->cargo_type = cargo_type; // workaround, but it do not check the refit table
|
|
} else {
|
|
v->cargo_type = rvi->cargo_type;
|
|
}
|
|
#if 0
|
|
// we disable this because they can crash the game. They will be fixed at a later date
|
|
if ( rvi2->flags & RVI_MULTIHEAD && !(rvi->flags & RVI_MULTIHEAD) && v->index == first->index) {
|
|
if (old_engine_type == u->engine_type ) {
|
|
Vehicle *w;
|
|
|
|
u = GetLastVehicleInChain(v);
|
|
w = GetPrevVehicleInChain(u);
|
|
w->next = NULL;
|
|
DeleteVehicle(u);
|
|
}
|
|
}
|
|
|
|
if ( rvi->flags & RVI_MULTIHEAD && rvi2->flags & RVI_MULTIHEAD && v->index == first->index ) {
|
|
CmdReplaceVehicle(x, y, flags, u->index, p2);
|
|
}
|
|
|
|
if ( rvi->flags & RVI_MULTIHEAD && !(rvi2->flags & RVI_MULTIHEAD) && v->index == first->index ) {
|
|
if ( old_engine_type != u->engine_type ) {
|
|
Vehicle *w;
|
|
if ( (w=AllocateVehicle()) != NULL ) {
|
|
AddRearEngineToMultiheadedTrain(v,w, false);
|
|
u->next = w;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// recalculate changed train values
|
|
TrainConsistChanged(first);
|
|
InvalidateWindowClasses(WC_TRAINS_LIST);
|
|
UpdateTrainAcceleration(first);
|
|
break;
|
|
}
|
|
case VEH_Road:
|
|
{
|
|
const RoadVehicleInfo *rvi = RoadVehInfo(new_engine_type);
|
|
|
|
v->spritenum = rvi->image_index;
|
|
v->cargo_type = rvi->cargo_type;
|
|
v->cargo_cap = rvi->capacity;
|
|
v->max_speed = rvi->max_speed;
|
|
InvalidateWindowClasses(WC_ROADVEH_LIST);
|
|
break;
|
|
}
|
|
case VEH_Ship:
|
|
{
|
|
const ShipVehicleInfo *svi = ShipVehInfo(new_engine_type);
|
|
|
|
v->spritenum = svi->image_index;
|
|
v->cargo_type = svi->cargo_type;
|
|
v->cargo_cap = svi->capacity;
|
|
v->max_speed = svi->max_speed;
|
|
|
|
// 0x0100 means that we skip the check for being stopped inside the depot
|
|
// since we do not stop it for autorefitting
|
|
if (v->cargo_type != cargo_type)
|
|
CmdRefitShip(v->x_pos, v->y_pos, DC_EXEC, v->index , cargo_type + 0x0100 );
|
|
InvalidateWindowClasses(WC_SHIPS_LIST);
|
|
break;
|
|
}
|
|
case VEH_Aircraft:
|
|
{
|
|
const AircraftVehicleInfo *avi = AircraftVehInfo(new_engine_type);
|
|
Vehicle *u;
|
|
|
|
v->max_speed = avi->max_speed;
|
|
v->acceleration = avi->acceleration;
|
|
v->spritenum = avi->image_index;
|
|
|
|
if ( cargo_type == CT_PASSENGERS ) {
|
|
v->cargo_cap = avi->passenger_capacity;
|
|
u = v->next;
|
|
u->cargo_cap = avi->mail_capacity;
|
|
} else {
|
|
// 0x0100 means that we skip the check for being stopped inside the hangar
|
|
// since we do not stop it for autorefitting
|
|
CmdRefitAircraft(v->x_pos, v->y_pos, DC_EXEC, v->index , cargo_type + 0x0100 );
|
|
}
|
|
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
|
|
break;
|
|
}
|
|
default: return CMD_ERROR;
|
|
}
|
|
// makes sure that the cargo is still valid compared to new capacity
|
|
if (v->cargo_count != 0) {
|
|
if ( v->cargo_type != cargo_type )
|
|
v->cargo_count = 0;
|
|
else if ( v->cargo_count > v->cargo_cap )
|
|
v->cargo_count = v->cargo_cap;
|
|
}
|
|
}
|
|
InvalidateWindow(WC_REPLACE_VEHICLE, v->type);
|
|
ResortVehicleLists();
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
}
|
|
//needs to be down here because refitting will change SET_EXPENSES_TYPE if called
|
|
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
|
|
|
|
return cost;
|
|
}
|
|
|
|
void MaybeReplaceVehicle(Vehicle *v)
|
|
{
|
|
uint32 new_engine_and_autoreplace_money;
|
|
|
|
if (v->owner != _local_player)
|
|
return;
|
|
// uncomment next line if you want to see what engine type just entered a depot
|
|
//printf("engine type: %d\n", v->engine_type);
|
|
|
|
// A vehicle is autorenewed when it it gets the amount of months
|
|
// give by _patches.autorenew_months away for his max age.
|
|
// Standard is -6, meaning 6 months before his max age
|
|
// It can be any value between -12 and 12.
|
|
// Here it also checks if the vehicles is listed for replacement
|
|
if (!_patches.autorenew || v->age - v->max_age < (_patches.autorenew_months * 30)) { //replace if engine is too old
|
|
if (_autoreplace_array[v->engine_type] == v->engine_type && v->type != VEH_Train) //updates to a new model
|
|
return;
|
|
}
|
|
/* Now replace the vehicle */
|
|
_current_player = v->owner;
|
|
|
|
/* makes the variable to inform about how much money the player wants to have left after replacing
|
|
and which engine to replace with
|
|
the first 16 bit is the money. Since we know the last 5 digits is 0, they are thrown away.
|
|
This way the max is 6553 millions and it is more than the 32 bit that is stored in _patches
|
|
This is a nice way to send 32 bit and only use 16 bit
|
|
the last 8 bit is the engine. The 8 bits in front of the engine is free so it have room for 16 bit engine entries */
|
|
new_engine_and_autoreplace_money = ((_patches.autorenew_money / 100000) << 16) + _autoreplace_array[v->engine_type];
|
|
|
|
assert(v->type == GetEngine(_autoreplace_array[v->engine_type])->type);
|
|
|
|
if ( v->type != VEH_Train ) {
|
|
DoCommandP(v->tile, v->index, new_engine_and_autoreplace_money, NULL, CMD_REPLACE_VEHICLE | CMD_SHOW_NO_ERROR);
|
|
} else {
|
|
// checks if any of the engines in the train are either old or listed for replacement
|
|
do {
|
|
if ( v->engine_type != _autoreplace_array[v->engine_type] || (_patches.autorenew && (v->age - v->max_age) > (_patches.autorenew_months * 30))) {
|
|
new_engine_and_autoreplace_money = (new_engine_and_autoreplace_money & 0xFFFF0000) + _autoreplace_array[v->engine_type]; // sets the new engine replacement type
|
|
DoCommandP(v->tile, v->index, new_engine_and_autoreplace_money, NULL, CMD_REPLACE_VEHICLE | CMD_SHOW_NO_ERROR);
|
|
}
|
|
} while ((v=v->next) != NULL);
|
|
}
|
|
_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;
|
|
}
|
|
|
|
|
|
|
|
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(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 byte _new_direction_table[9] = {
|
|
0, 7, 6,
|
|
1, 3, 5,
|
|
2, 3, 4,
|
|
};
|
|
|
|
byte GetDirectionTowards(Vehicle *v, int x, int y)
|
|
{
|
|
byte dirdiff, dir;
|
|
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 = _new_direction_table[i] - dir;
|
|
if (dirdiff == 0)
|
|
return dir;
|
|
return (dir+((dirdiff&7)<5?1:-1)) & 7;
|
|
}
|
|
|
|
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((v->direction >> 1) & 3);
|
|
|
|
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((v->direction >> 1) & 3);
|
|
|
|
/* 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_num = 0;
|
|
Vehicle *u;
|
|
|
|
restart:
|
|
unit_num++;
|
|
FOR_ALL_VEHICLES(u) {
|
|
if (u->type == type && u->owner == _current_player &&
|
|
unit_num == u->unitnumber)
|
|
goto restart;
|
|
}
|
|
return unit_num;
|
|
}
|
|
|
|
|
|
// 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, 255),
|
|
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, 255),
|
|
SLE_CONDVAR(Vehicle,dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Vehicle,dest_tile, SLE_UINT32, 6, 255),
|
|
|
|
SLE_CONDVAR(Vehicle,x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Vehicle,x_pos, SLE_UINT32, 6, 255),
|
|
SLE_CONDVAR(Vehicle,y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Vehicle,y_pos, SLE_UINT32, 6, 255),
|
|
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, 255),
|
|
|
|
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, 255),
|
|
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, 255),
|
|
SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, flags), SLE_UINT8, 5, 255),
|
|
SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, station), SLE_UINT16, 5, 255),
|
|
|
|
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, 2, 2, 255), /* 2 */
|
|
SLE_CONDARR(NullStruct,null,SLE_FILE_U32 | SLE_VAR_NULL, 2, 2, 255), /* 8 */
|
|
|
|
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, 255),
|
|
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,days_since_order_progr), SLE_UINT16, 2, 255),
|
|
|
|
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,pbs_status), SLE_UINT8, 2, 255),
|
|
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,pbs_end_tile), SLE_UINT32, 2, 255),
|
|
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,pbs_end_trackdir), SLE_UINT8, 2, 255),
|
|
// reserve extra space in savegame here. (currently 7 bytes)
|
|
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 7, 2, 255),
|
|
|
|
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,unk2), 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, 255),
|
|
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,slotindex), SLE_UINT8, 6, 255),
|
|
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRoad,slot_age), SLE_UINT8, 6, 255),
|
|
// reserve extra space in savegame here. (currently 16 bytes)
|
|
SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255),
|
|
|
|
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, 255),
|
|
|
|
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, 255),
|
|
|
|
SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleAir,state), SLE_UINT8),
|
|
|
|
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleAir,previous_pos), SLE_UINT8, 2, 255),
|
|
|
|
// reserve extra space in savegame here. (currently 15 bytes)
|
|
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 15, 2, 255),
|
|
|
|
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, 255),
|
|
|
|
SLE_CONDVAR(Vehicle,x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
|
|
SLE_CONDVAR(Vehicle,x_pos, SLE_INT32, 6, 255),
|
|
SLE_CONDVAR(Vehicle,y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
|
|
SLE_CONDVAR(Vehicle,y_pos, SLE_INT32, 6, 255),
|
|
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, 255),
|
|
|
|
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, 255),
|
|
SLE_CONDVAR(Vehicle,dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Vehicle,dest_tile, SLE_UINT32, 6, 255),
|
|
|
|
SLE_CONDVAR(Vehicle,x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
|
|
SLE_CONDVAR(Vehicle,x_pos, SLE_INT32, 6, 255),
|
|
SLE_CONDVAR(Vehicle,y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
|
|
SLE_CONDVAR(Vehicle,y_pos, SLE_INT32, 6, 255),
|
|
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, 255),
|
|
|
|
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, 255),
|
|
|
|
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', should be 0xFFFF */
|
|
if (_sl.version < 5 && v->last_station_visited == 0xFF)
|
|
v->last_station_visited = 0xFFFF;
|
|
|
|
if (_sl.version < 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 (_sl.full_version < 0x502) {
|
|
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},
|
|
};
|