OpenTTD-patches/vehicle.c
bjarni 5481dcd191 (svn r3155) -Feature: [autoreplace] autoreplace can now remove cars from too long trains
-Trains will now remember the length of stations it visits and sell cars
        when being autoreplaced if they became too long
        -If it needs to remove cars, then it starts from the front and sells
        all it can find until the train is short enough
        -This only works for trains, that knows the station length of the route
        so a full uninterrupted run is needed
        -a train needs 1-2 runs to detect if the shortest station is expanded
        -This feature can be turned on and off in the train replace window
        and each company can have it's own setting
        -NOTE: minor savegame version bump
2005-11-07 23:20:47 +00:00

2326 lines
61 KiB
C

/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "spritecache.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "functions.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "gfx.h"
#include "viewport.h"
#include "news.h"
#include "command.h"
#include "saveload.h"
#include "player.h"
#include "engine.h"
#include "sound.h"
#include "debug.h"
#include "vehicle_gui.h"
#include "depot.h"
#include "station.h"
#include "gui.h"
#include "rail.h"
#define INVALID_COORD (-0x8000)
#define GEN_HASH(x,y) (((x & 0x1F80)>>7) + ((y & 0xFC0)))
/*
* These command macros are used to call vehicle type specific commands with non type specific commands
* it should be used like: DoCommandP(x, y, p1, p2, flags, CMD_STARTSTOP_VEH(v->type))
* that line will start/stop a vehicle nomatter what type it is
* VEH_Train is used as an offset because the vehicle type values doesn't start with 0
*/
#define CMD_BUILD_VEH(x) _veh_build_proc_table[ x - VEH_Train]
#define CMD_SELL_VEH(x) _veh_sell_proc_table[ x - VEH_Train]
#define CMD_STARTSTOP_VEH(x) _veh_start_stop_proc_table[ x - VEH_Train]
#define CMD_REFIT_VEH(x) _veh_refit_proc_table[ x - VEH_Train]
static uint32 const _veh_build_proc_table[] = {
CMD_BUILD_RAIL_VEHICLE,
CMD_BUILD_ROAD_VEH,
CMD_BUILD_SHIP,
CMD_BUILD_AIRCRAFT,
};
static uint32 const _veh_sell_proc_table[] = {
CMD_SELL_RAIL_WAGON,
CMD_SELL_ROAD_VEH,
CMD_SELL_SHIP,
CMD_SELL_AIRCRAFT,
};
static uint32 const _veh_start_stop_proc_table[] = {
CMD_START_STOP_TRAIN,
CMD_START_STOP_ROADVEH,
CMD_START_STOP_SHIP,
CMD_START_STOP_AIRCRAFT,
};
static uint32 const _veh_refit_proc_table[] = {
CMD_REFIT_RAIL_VEHICLE,
0, // road vehicles can't be refitted
CMD_REFIT_SHIP,
CMD_REFIT_AIRCRAFT,
};
enum {
/* Max vehicles: 64000 (512 * 125) */
VEHICLES_POOL_BLOCK_SIZE_BITS = 9, /* In bits, so (1 << 9) == 512 */
VEHICLES_POOL_MAX_BLOCKS = 125,
BLOCKS_FOR_SPECIAL_VEHICLES = 2, //! Blocks needed for special vehicles
};
/**
* Called if a new block is added to the vehicle-pool
*/
static void VehiclePoolNewBlock(uint start_item)
{
Vehicle *v;
FOR_ALL_VEHICLES_FROM(v, start_item)
v->index = start_item++;
}
/* Initialize the vehicle-pool */
MemoryPool _vehicle_pool = { "Vehicle", VEHICLES_POOL_MAX_BLOCKS, VEHICLES_POOL_BLOCK_SIZE_BITS, sizeof(Vehicle), &VehiclePoolNewBlock, 0, 0, NULL };
void VehicleServiceInDepot(Vehicle *v)
{
v->date_of_last_service = _date;
v->breakdowns_since_last_service = 0;
v->reliability = GetEngine(v->engine_type)->reliability;
}
bool VehicleNeedsService(const Vehicle *v)
{
if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0)
return false;
if (v->vehstatus & VS_CRASHED)
return false; /* Crashed vehicles don't need service anymore */
return _patches.servint_ispercent ?
(v->reliability < GetEngine(v->engine_type)->reliability * (100 - v->service_interval) / 100) :
(v->date_of_last_service + v->service_interval < _date);
}
void VehicleInTheWayErrMsg(Vehicle *v)
{
StringID id;
(id = STR_8803_TRAIN_IN_THE_WAY,v->type == VEH_Train) ||
(id = STR_9000_ROAD_VEHICLE_IN_THE_WAY,v->type == VEH_Road) ||
(id = STR_A015_AIRCRAFT_IN_THE_WAY,v->type == VEH_Aircraft) ||
(id = STR_980E_SHIP_IN_THE_WAY, true);
_error_message = id;
}
static void *EnsureNoVehicleProc(Vehicle *v, void *data)
{
if (v->tile != *(const TileIndex*)data || v->type == VEH_Disaster)
return NULL;
VehicleInTheWayErrMsg(v);
return v;
}
bool EnsureNoVehicle(TileIndex tile)
{
return VehicleFromPos(tile, &tile, EnsureNoVehicleProc) == NULL;
}
static void *EnsureNoVehicleProcZ(Vehicle *v, void *data)
{
const TileInfo *ti = data;
if (v->tile != ti->tile || v->z_pos != ti->z || v->type == VEH_Disaster)
return NULL;
VehicleInTheWayErrMsg(v);
return v;
}
static inline uint Correct_Z(uint tileh)
{
// needs z correction for slope-type graphics that have the NORTHERN tile lowered
// 1, 2, 3, 4, 5, 6 and 7
return CorrectZ(tileh) ? 8 : 0;
}
uint GetCorrectTileHeight(TileIndex tile)
{
return Correct_Z(GetTileSlope(tile, NULL));
}
bool EnsureNoVehicleZ(TileIndex tile, byte z)
{
TileInfo ti;
FindLandscapeHeightByTile(&ti, tile);
ti.z = z + Correct_Z(ti.tileh);
return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ) == NULL;
}
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z)
{
TileInfo ti;
ti.tile = tile;
ti.z = z;
return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ);
}
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z)
{
int x1 = TileX(from);
int y1 = TileY(from);
int x2 = TileX(to);
int y2 = TileY(to);
Vehicle *veh;
/* Make sure x1 < x2 or y1 < y2 */
if (x1 > x2 || y1 > y2) {
intswap(x1,x2);
intswap(y1,y2);
}
FOR_ALL_VEHICLES(veh) {
if ((veh->type == VEH_Train || veh->type == VEH_Road) && (z==0xFF || veh->z_pos == z)) {
if ((veh->x_pos>>4) >= x1 && (veh->x_pos>>4) <= x2 &&
(veh->y_pos>>4) >= y1 && (veh->y_pos>>4) <= y2) {
return veh;
}
}
}
return NULL;
}
void VehiclePositionChanged(Vehicle *v)
{
int img = v->cur_image;
Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
const Sprite* spr = GetSprite(img);
pt.x += spr->x_offs;
pt.y += spr->y_offs;
UpdateVehiclePosHash(v, pt.x, pt.y);
v->left_coord = pt.x;
v->top_coord = pt.y;
v->right_coord = pt.x + spr->width + 2;
v->bottom_coord = pt.y + spr->height + 2;
}
// Called after load to update coordinates
void AfterLoadVehicles(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
v->first = NULL;
if (v->type != 0) {
switch (v->type) {
case VEH_Train: v->cur_image = GetTrainImage(v, v->direction); break;
case VEH_Road: v->cur_image = GetRoadVehImage(v, v->direction); break;
case VEH_Ship: v->cur_image = GetShipImage(v, v->direction); break;
case VEH_Aircraft:
if (v->subtype == 0 || v->subtype == 2) {
v->cur_image = GetAircraftImage(v, v->direction);
if (v->next != NULL) {
v->next->cur_image = v->cur_image;
}
}
break;
default: break;
}
v->left_coord = INVALID_COORD;
VehiclePositionChanged(v);
if (v->type == VEH_Train && (v->subtype == TS_Front_Engine || v->subtype == TS_Free_Car))
TrainConsistChanged(v);
}
}
}
static Vehicle *InitializeVehicle(Vehicle *v)
{
VehicleID index = v->index;
memset(v, 0, sizeof(Vehicle));
v->index = index;
assert(v->orders == NULL);
v->left_coord = INVALID_COORD;
v->first = NULL;
v->next = NULL;
v->next_hash = INVALID_VEHICLE;
v->string_id = 0;
v->next_shared = NULL;
v->prev_shared = NULL;
v->depot_list = NULL;
/* random_bits is used to pick out a random sprite for vehicles
which are technical the same (newgrf stuff).
Because RandomRange() results in desyncs, and because it does
not really matter that one client has other visual vehicles than
the other, it can be InteractiveRandomRange() without any problem
*/
v->random_bits = InteractiveRandomRange(256);
return v;
}
Vehicle *ForceAllocateSpecialVehicle(void)
{
/* This stays a strange story.. there should always be room for special
* vehicles (special effects all over the map), but with 65k of vehicles
* is this realistic to double-check for that? For now we just reserve
* BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only
* be used for special vehicles.. should work nicely :) */
Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* No more room for the special vehicles, return NULL */
if (v->index >= (1 << _vehicle_pool.block_size_bits) * BLOCKS_FOR_SPECIAL_VEHICLES)
return NULL;
if (v->type == 0)
return InitializeVehicle(v);
}
return NULL;
}
/*
* finds a free vehicle in the memory or allocates a new one
* returns a pointer to the first free vehicle or NULL if all vehicles are in use
* *skip_vehicles is an offset to where in the array we should begin looking
* this is to avoid looping though the same vehicles more than once after we learned that they are not free
* this feature is used by AllocateVehicles() since it need to allocate more than one and when
* another block is added to _vehicle_pool, since we only do that when we know it's already full
*/
static Vehicle *AllocateSingleVehicle(VehicleID *skip_vehicles)
{
/* See note by ForceAllocateSpecialVehicle() why we skip the
* first blocks */
Vehicle *v;
const int offset = (1 << VEHICLES_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES;
if (*skip_vehicles < (_vehicle_pool.total_items - offset)) { // make sure the offset in the array is not larger than the array itself
FOR_ALL_VEHICLES_FROM(v, offset + *skip_vehicles) {
(*skip_vehicles)++;
if (v->type == 0)
return InitializeVehicle(v);
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_vehicle_pool))
return AllocateSingleVehicle(skip_vehicles);
return NULL;
}
Vehicle *AllocateVehicle(void)
{
VehicleID counter = 0;
return AllocateSingleVehicle(&counter);
}
/** Allocates a lot of vehicles and frees them again
* @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
* @param num number of vehicles to allocate room for
* returns true if there is room to allocate all the vehicles
*/
bool AllocateVehicles(Vehicle **vl, int num)
{
int i;
Vehicle *v;
VehicleID counter = 0;
for(i = 0; i != num; i++) {
v = AllocateSingleVehicle(&counter);
if (v == NULL) {
return false;
}
if (vl != NULL) {
vl[i] = v;
}
}
return true;
}
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
int x,y,x2,y2;
VehicleID veh;
Point pt = RemapCoords(TileX(tile) * 16, TileY(tile) * 16, 0);
x2 = ((pt.x + 104) & 0x1F80) >> 7;
x = ((pt.x - 174) & 0x1F80) >> 7;
y2 = ((pt.y + 56) & 0xFC0);
y = ((pt.y - 294) & 0xFC0);
for(;;) {
int xb = x;
for(;;) {
veh = _vehicle_position_hash[ (x+y)&0xFFFF ];
while (veh != INVALID_VEHICLE) {
Vehicle *v = GetVehicle(veh);
void *a;
if ((a = proc(v, data)) != NULL)
return a;
veh = v->next_hash;
}
if (x == x2)
break;
x = (x + 1) & 0x3F;
}
x = xb;
if (y == y2)
break;
y = (y + 0x40) & ((0x3F) << 6);
}
return NULL;
}
void UpdateVehiclePosHash(Vehicle *v, int x, int y)
{
VehicleID *old_hash, *new_hash;
int old_x = v->left_coord;
int old_y = v->top_coord;
Vehicle *u;
new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x,y)];
old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)];
if (old_hash == new_hash)
return;
/* remove from hash table? */
if (old_hash != NULL) {
Vehicle *last = NULL;
VehicleID idx = *old_hash;
while ((u = GetVehicle(idx)) != v) {
idx = u->next_hash;
assert(idx != INVALID_VEHICLE);
last = u;
}
if (last == NULL)
*old_hash = v->next_hash;
else
last->next_hash = v->next_hash;
}
/* insert into hash table? */
if (new_hash != NULL) {
v->next_hash = *new_hash;
*new_hash = v->index;
}
}
void InitializeVehicles(void)
{
int i;
/* Clean the vehicle pool, and reserve enough blocks
* for the special vehicles, plus one for all the other
* vehicles (which is increased on-the-fly) */
CleanPool(&_vehicle_pool);
AddBlockToPool(&_vehicle_pool);
for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++)
AddBlockToPool(&_vehicle_pool);
// clear it...
memset(_vehicle_position_hash, -1, sizeof(_vehicle_position_hash));
}
Vehicle *GetLastVehicleInChain(Vehicle *v)
{
while (v->next != NULL) v = v->next;
return v;
}
/** Finds the previous vehicle in a chain, by a brute force search.
* This old function is REALLY slow because it searches through all vehicles to
* find the previous vehicle, but if v->first has not been set, then this function
* will need to be used to find the previous one. This function should never be
* called by anything but GetFirstVehicleInChain
*/
static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v)
{
Vehicle *u;
FOR_ALL_VEHICLES(u) if (u->type == VEH_Train && u->next == v) return u;
return NULL;
}
/** Find the previous vehicle in a chain, by using the v->first cache.
* While this function is fast, it cannot be used in the GetFirstVehicleInChain
* function, otherwise you'll end up in an infinite loop call
*/
Vehicle *GetPrevVehicleInChain(const Vehicle *v)
{
Vehicle *u;
assert(v != NULL);
u = GetFirstVehicleInChain(v);
// Check to see if this is the first
if (v == u) return NULL;
do {
if (u->next == v) return u;
} while ( ( u = u->next) != NULL);
return NULL;
}
/** Finds the first vehicle in a chain.
* This function reads out the v->first cache. Should the cache be dirty,
* it determines the first vehicle in a chain, and updates the cache.
*/
Vehicle *GetFirstVehicleInChain(const Vehicle *v)
{
Vehicle* u;
assert(v != NULL);
if (v->first != NULL) {
if (v->first->subtype == TS_Front_Engine) return v->first;
DEBUG(misc, 0) ("v->first cache faulty. We shouldn't be here, rebuilding cache!");
}
/* It is the fact (currently) that newly built vehicles do not have
* their ->first pointer set. When this is the case, go up to the
* first engine and set the pointers correctly. Also the first pointer
* is not saved in a savegame, so this has to be fixed up after loading */
/* Find the 'locomotive' or the first wagon in a chain */
while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u;
/* Set the first pointer of all vehicles in that chain to the first wagon */
if (v->subtype == TS_Front_Engine)
for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v;
return (Vehicle*)v;
}
int CountVehiclesInChain(Vehicle *v)
{
int count = 0;
do count++; while ( (v=v->next) != NULL);
return count;
}
void DeleteVehicle(Vehicle *v)
{
Vehicle *u;
bool has_artic_part = false;
do {
u = v->next;
has_artic_part = EngineHasArticPart(v);
DeleteName(v->string_id);
v->type = 0;
UpdateVehiclePosHash(v, INVALID_COORD, 0);
v->next_hash = INVALID_VEHICLE;
if (v->orders != NULL)
DeleteVehicleOrders(v);
v = u;
} while (v != NULL && has_artic_part);
}
void DeleteVehicleChain(Vehicle *v)
{
do {
Vehicle *u = v;
v = GetNextVehicle(v);
DeleteVehicle(u);
} while (v != NULL);
}
void Aircraft_Tick(Vehicle *v);
void RoadVeh_Tick(Vehicle *v);
void Ship_Tick(Vehicle *v);
void Train_Tick(Vehicle *v);
static void EffectVehicle_Tick(Vehicle *v);
void DisasterVehicle_Tick(Vehicle *v);
static void MaybeReplaceVehicle(Vehicle *v);
// head of the linked list to tell what vehicles that visited a depot in a tick
Vehicle *_first_veh_in_depot_list;
/** Adds a vehicle to the list of vehicles, that visited a depot this tick
* @param *v vehicle to add
*/
void VehicleEnteredDepotThisTick(Vehicle *v)
{
// we need to set v->leave_depot_instantly as we have no control of it's contents at this time
if (HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT) && !HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS) && v->current_order.type == OT_GOTO_DEPOT) {
// we keep the vehicle in the depot since the user ordered it to stay
v->leave_depot_instantly = false;
} else {
// the vehicle do not plan on stopping in the depot, so we stop it to ensure that it will not reserve the path
// out of the depot before we might autoreplace it to a different engine. The new engine would not own the reserved path
// we store that we stopped the vehicle, so autoreplace can start it again
v->vehstatus |= VS_STOPPED;
v->leave_depot_instantly = true;
}
if (_first_veh_in_depot_list == NULL) {
_first_veh_in_depot_list = v;
} else {
Vehicle *w = _first_veh_in_depot_list;
while (w->depot_list != NULL) w = w->depot_list;
w->depot_list = v;
}
}
VehicleTickProc *_vehicle_tick_procs[] = {
Train_Tick,
RoadVeh_Tick,
Ship_Tick,
Aircraft_Tick,
EffectVehicle_Tick,
DisasterVehicle_Tick,
};
void CallVehicleTicks(void)
{
Vehicle *v;
_first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick
FOR_ALL_VEHICLES(v) {
if (v->type != 0) {
_vehicle_tick_procs[v->type - 0x10](v);
}
}
// now we handle all the vehicles that entered a depot this tick
v = _first_veh_in_depot_list;
while (v != NULL) {
Vehicle *w = v->depot_list;
v->depot_list = NULL; // it should always be NULL at the end of each tick
MaybeReplaceVehicle(v);
v = w;
}
}
static bool CanFillVehicle_FullLoadAny(Vehicle *v)
{
uint32 full = 0, not_full = 0;
//special handling of aircraft
//if the aircraft carries passengers and is NOT full, then
//continue loading, no matter how much mail is in
if ((v->type == VEH_Aircraft) && (v->cargo_type == CT_PASSENGERS) && (v->cargo_cap != v->cargo_count)) {
return true;
}
// patch should return "true" to continue loading, i.e. when there is no cargo type that is fully loaded.
do {
//Should never happen, but just in case future additions change this
assert(v->cargo_type<32);
if (v->cargo_cap != 0) {
uint32 mask = 1 << v->cargo_type;
if (v->cargo_cap == v->cargo_count) full |= mask; else not_full |= mask;
}
} while ( (v=v->next) != NULL);
// continue loading if there is a non full cargo type and no cargo type that is full
return not_full && (full & ~not_full) == 0;
}
bool CanFillVehicle(Vehicle *v)
{
TileIndex tile = v->tile;
if (IsTileType(tile, MP_STATION) ||
(v->type == VEH_Ship && (
IsTileType(TILE_ADDXY(tile, 1, 0), MP_STATION) ||
IsTileType(TILE_ADDXY(tile, -1, 0), MP_STATION) ||
IsTileType(TILE_ADDXY(tile, 0, 1), MP_STATION) ||
IsTileType(TILE_ADDXY(tile, 0, -1), MP_STATION) ||
IsTileType(TILE_ADDXY(tile, -2, 0), MP_STATION)
))) {
// If patch is active, use alternative CanFillVehicle-function
if (_patches.full_load_any)
return CanFillVehicle_FullLoadAny(v);
do {
if (v->cargo_count != v->cargo_cap)
return true;
} while ( (v=v->next) != NULL);
}
return false;
}
/** Check if a given 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];
return HASBIT(_engine_info[v->engine_type].refit_mask, cid) != 0;
}
static void DoDrawVehicle(const Vehicle *v)
{
uint32 image = v->cur_image;
if (v->vehstatus & VS_DISASTER) {
MAKE_TRANSPARENT(image);
} else if (v->vehstatus & VS_DEFPAL) {
image |= (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : 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 + GB(r, 0, 3);
v->progress = GB(r, 16, 3);
}
static void ChimneySmokeTick(Vehicle *v)
{
if (v->progress > 0) {
v->progress--;
} else {
TileIndex tile;
BeginVehicleMove(v);
tile = TileVirtXY(v->x_pos, v->y_pos);
if (!IsTileType(tile, MP_INDUSTRY)) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
if (v->cur_image != SPR_CHIMNEY_SMOKE_7) {
v->cur_image++;
} else {
v->cur_image = SPR_CHIMNEY_SMOKE_0;
}
v->progress = 7;
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void SteamSmokeInit(Vehicle *v)
{
v->cur_image = SPR_STEAM_SMOKE_0;
v->progress = 12;
}
static void SteamSmokeTick(Vehicle *v)
{
bool moved = false;
BeginVehicleMove(v);
v->progress++;
if ((v->progress & 7) == 0) {
v->z_pos++;
moved = true;
}
if ((v->progress & 0xF) == 4) {
if (v->cur_image != SPR_STEAM_SMOKE_4) {
v->cur_image++;
} else {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
moved = true;
}
if (moved) {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void DieselSmokeInit(Vehicle *v)
{
v->cur_image = SPR_DIESEL_SMOKE_0;
v->progress = 0;
}
static void DieselSmokeTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
BeginVehicleMove(v);
v->z_pos++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else if ((v->progress & 7) == 1) {
BeginVehicleMove(v);
if (v->cur_image != SPR_DIESEL_SMOKE_5) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void ElectricSparkInit(Vehicle *v)
{
v->cur_image = SPR_ELECTRIC_SPARK_0;
v->progress = 1;
}
static void ElectricSparkTick(Vehicle *v)
{
if (v->progress < 2) {
v->progress++;
} else {
v->progress = 0;
BeginVehicleMove(v);
if (v->cur_image != SPR_ELECTRIC_SPARK_5) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void SmokeInit(Vehicle *v)
{
v->cur_image = SPR_SMOKE_0;
v->progress = 12;
}
static void SmokeTick(Vehicle *v)
{
bool moved = false;
BeginVehicleMove(v);
v->progress++;
if ((v->progress & 3) == 0) {
v->z_pos++;
moved = true;
}
if ((v->progress & 0xF) == 4) {
if (v->cur_image != SPR_SMOKE_4) {
v->cur_image++;
} else {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
moved = true;
}
if (moved) {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void ExplosionLargeInit(Vehicle *v)
{
v->cur_image = SPR_EXPLOSION_LARGE_0;
v->progress = 0;
}
static void ExplosionLargeTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
BeginVehicleMove(v);
if (v->cur_image != SPR_EXPLOSION_LARGE_F) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void BreakdownSmokeInit(Vehicle *v)
{
v->cur_image = SPR_BREAKDOWN_SMOKE_0;
v->progress = 0;
}
static void BreakdownSmokeTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 7) == 0) {
BeginVehicleMove(v);
if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) {
v->cur_image++;
} else {
v->cur_image = SPR_BREAKDOWN_SMOKE_0;
}
VehiclePositionChanged(v);
EndVehicleMove(v);
}
v->u.special.unk0--;
if (v->u.special.unk0 == 0) {
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
}
}
static void ExplosionSmallInit(Vehicle *v)
{
v->cur_image = SPR_EXPLOSION_SMALL_0;
v->progress = 0;
}
static void ExplosionSmallTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
BeginVehicleMove(v);
if (v->cur_image != SPR_EXPLOSION_SMALL_B) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void BulldozerInit(Vehicle *v)
{
v->cur_image = SPR_BULLDOZER_NE;
v->progress = 0;
v->u.special.unk0 = 0;
v->u.special.unk2 = 0;
}
typedef struct BulldozerMovement {
byte direction:2;
byte image:2;
byte duration:3;
} BulldozerMovement;
static const BulldozerMovement _bulldozer_movement[] = {
{ 0, 0, 4 },
{ 3, 3, 4 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 1, 1, 3 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 1, 1, 3 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 3, 3, 6 },
{ 2, 2, 6 },
{ 1, 1, 7 },
{ 3, 1, 7 },
{ 0, 0, 3 },
{ 1, 1, 7 },
{ 3, 1, 7 },
{ 0, 0, 3 },
{ 1, 1, 7 },
{ 3, 1, 7 }
};
static const struct {
int8 x;
int8 y;
} _inc_by_dir[] = {
{ -1, 0 },
{ 0, 1 },
{ 1, 0 },
{ 0, -1 }
};
static void BulldozerTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 7) == 0) {
const BulldozerMovement* b = &_bulldozer_movement[v->u.special.unk0];
BeginVehicleMove(v);
v->cur_image = SPR_BULLDOZER_NE + b->image;
v->x_pos += _inc_by_dir[b->direction].x;
v->y_pos += _inc_by_dir[b->direction].y;
v->u.special.unk2++;
if (v->u.special.unk2 >= b->duration) {
v->u.special.unk2 = 0;
v->u.special.unk0++;
if (v->u.special.unk0 == lengthof(_bulldozer_movement)) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
}
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void BubbleInit(Vehicle *v)
{
v->cur_image = SPR_BUBBLE_GENERATE_0;
v->spritenum = 0;
v->progress = 0;
}
typedef struct BubbleMovement {
int8 x:4;
int8 y:4;
int8 z:4;
byte image:4;
} BubbleMovement;
#define MK(x, y, z, i) { x, y, z, i }
#define ME(i) { i, 4, 0, 0 }
static const BubbleMovement _bubble_float_sw[] = {
MK(0,0,1,0),
MK(1,0,1,1),
MK(0,0,1,0),
MK(1,0,1,2),
ME(1)
};
static const BubbleMovement _bubble_float_ne[] = {
MK(0,0,1,0),
MK(-1,0,1,1),
MK(0,0,1,0),
MK(-1,0,1,2),
ME(1)
};
static const BubbleMovement _bubble_float_se[] = {
MK(0,0,1,0),
MK(0,1,1,1),
MK(0,0,1,0),
MK(0,1,1,2),
ME(1)
};
static const BubbleMovement _bubble_float_nw[] = {
MK(0,0,1,0),
MK(0,-1,1,1),
MK(0,0,1,0),
MK(0,-1,1,2),
ME(1)
};
static const BubbleMovement _bubble_burst[] = {
MK(0,0,1,2),
MK(0,0,1,7),
MK(0,0,1,8),
MK(0,0,1,9),
ME(0)
};
static const BubbleMovement _bubble_absorb[] = {
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(0,0,1,0),
MK(0,0,1,2),
MK(0,0,1,0),
MK(0,0,1,1),
MK(2,1,3,0),
MK(1,1,3,1),
MK(2,1,3,0),
MK(1,1,3,2),
MK(2,1,3,0),
MK(1,1,3,1),
MK(2,1,3,0),
MK(1,0,1,2),
MK(0,0,1,0),
MK(1,0,1,1),
MK(0,0,1,0),
MK(1,0,1,2),
MK(0,0,1,0),
MK(1,0,1,1),
MK(0,0,1,0),
MK(1,0,1,2),
ME(2),
MK(0,0,0,0xA),
MK(0,0,0,0xB),
MK(0,0,0,0xC),
MK(0,0,0,0xD),
MK(0,0,0,0xE),
ME(0)
};
#undef ME
#undef MK
static const BubbleMovement * const _bubble_movement[] = {
_bubble_float_sw,
_bubble_float_ne,
_bubble_float_se,
_bubble_float_nw,
_bubble_burst,
_bubble_absorb,
};
static void BubbleTick(Vehicle *v)
{
/*
* Warning: those effects can NOT use Random(), and have to use
* InteractiveRandom(), because somehow someone forgot to save
* spritenum to the savegame, and so it will cause desyncs in
* multiplayer!! (that is: in ToyLand)
*/
uint et;
const BubbleMovement *b;
v->progress++;
if ((v->progress & 3) != 0)
return;
BeginVehicleMove(v);
if (v->spritenum == 0) {
v->cur_image++;
if (v->cur_image < SPR_BUBBLE_GENERATE_3) {
VehiclePositionChanged(v);
EndVehicleMove(v);
return;
}
if (v->u.special.unk2 != 0) {
v->spritenum = (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 = GB(r, 16, 6) + 0x3F;
v->breakdown_delay = GB(r, 24, 7) + 0x80;
v->breakdown_chance = 0;
}
}
static const StringID _vehicle_type_names[4] = {
STR_019F_TRAIN,
STR_019C_ROAD_VEHICLE,
STR_019E_SHIP,
STR_019D_AIRCRAFT,
};
static void ShowVehicleGettingOld(Vehicle *v, StringID msg)
{
if (v->owner != _local_player)
return;
// Do not show getting-old message if autorenew is active
if (GetPlayer(v->owner)->engine_renew)
return;
SetDParam(0, _vehicle_type_names[v->type - 0x10]);
SetDParam(1, v->unitnumber);
AddNewsItem(msg, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
}
void AgeVehicle(Vehicle *v)
{
int age;
if (v->age < 65535)
v->age++;
age = v->age - v->max_age;
if (age == 366*0 || age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4)
v->reliability_spd_dec <<= 1;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (age == -366) {
ShowVehicleGettingOld(v, STR_01A0_IS_GETTING_OLD);
} else if (age == 0) {
ShowVehicleGettingOld(v, STR_01A1_IS_GETTING_VERY_OLD);
} else if (age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4 || age == 366*5) {
ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND);
}
}
/*
* This function returns the next vehicle in an engine that consists of more than one vehicle
* This is planes, multiheaded train engines and so on. It's NOT whole trains as it is only the engines, that are linked together
*/
static Vehicle *GetNextEnginePart(Vehicle *v)
{
switch (v->type) {
case VEH_Train:
{
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
if (rvi->flags & RVI_MULTIHEAD)
return GetRearEngine(v, v->engine_type);
if (v->next != NULL && v->next->subtype == TS_Artic_Part)
return v->next;
}
break;
case VEH_Aircraft:
return v->next;
break;
case VEH_Road:
case VEH_Ship:
break;
default: NOT_REACHED();
}
return NULL;
}
/** Clone a vehicle. If it is a train, it will clone all the cars too
* @param x,y depot where the cloned vehicle is build
* @param p1 the original vehicle's index
* @param p2 1 = shared orders, else copied orders
*/
int32 CmdCloneVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v_front, *v;
Vehicle *w_front, *w, *w_rear;
int cost, total_cost = 0;
if (!IsVehicleIndex(p1))
return CMD_ERROR;
v = GetVehicle(p1);
v_front = v;
w = NULL;
w_front = NULL;
w_rear = NULL;
/*
* v_front is the front engine in the original vehicle
* v is the car/vehicle of the original vehicle, that is currently being copied
* w_front is the front engine of the cloned vehicle
* w is the car/vehicle currently being cloned
* w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains
*/
if (!CheckOwnership(v->owner))
return CMD_ERROR;
if (v->type == VEH_Train && v->subtype != TS_Front_Engine) return CMD_ERROR;
// check that we can allocate enough vehicles
if (!(flags & DC_EXEC)) {
int veh_counter = 0;
do {
veh_counter++;
} while ((v = v->next) != NULL);
if (!AllocateVehicles(NULL, veh_counter)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
}
v = v_front;
do {
cost = DoCommand(x, y, v->engine_type, 3, flags, CMD_BUILD_VEH(v->type));
if (CmdFailed(cost)) return cost;
total_cost += cost;
if (flags & DC_EXEC) {
w= GetVehicle(_new_vehicle_id);
if (v->type != VEH_Road) { // road vehicles can't be refitted
if (v->cargo_type != w->cargo_type) {
DoCommand(x, y, w->index, v->cargo_type, flags, CMD_REFIT_VEH(v->type));
}
}
if (v->type == VEH_Train && v->subtype != TS_Front_Engine) {
// this s a train car
// add this unit to the end of the train
DoCommand(x, y, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
} else {
// this is a front engine or not a train. It need orders
w_front = w;
DoCommand(x, y, (v->index << 16) | w->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
}
w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop
}
} while (v->type == VEH_Train && (v = GetNextVehicle(v)) != NULL);
if (flags & DC_EXEC) {
v = v_front;
w = w_front;
if (v->type == VEH_Train) {
_new_train_id = w_front->index; // _new_train_id needs to be the front engine due to the callback function
while (w != NULL && v != NULL) { // checking both just in case something went wrong
w->spritenum = v->spritenum; // makes sure that multiheaded engines are facing the correct way
w = w->next;
v = v->next;
}
}
}
return total_cost;
}
/*
* move the cargo from one engine to another if possible
*/
static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
{
Vehicle *v = dest;
int units_moved;
do {
do {
if (source->cargo_type != dest->cargo_type)
continue; // cargo not compatible
if (dest->cargo_count == dest->cargo_cap)
continue; // the destination vehicle is already full
units_moved = min(source->cargo_count, dest->cargo_cap - dest->cargo_count);
source->cargo_count -= units_moved;
dest->cargo_count += units_moved;
dest->cargo_source = source->cargo_source;
// copy the age of the cargo
dest->cargo_days = source->cargo_days;
dest->day_counter = source->day_counter;
dest->tick_counter = source->tick_counter;
} while (source->cargo_count > 0 && (dest = GetNextEnginePart(dest)) != NULL);
dest = v;
} while ((source = GetNextEnginePart(source)) != NULL);
}
/* Replaces a vehicle (used to be called autorenew)
* This function is only called from MaybeReplaceVehicle(), which is the next one
* Must be called with _current_player set to the owner of the vehicle
* @param w Vehicle to replace
* @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
* return value is cost of the replacement or CMD_ERROR
*/
static int32 ReplaceVehicle(Vehicle **w, byte flags)
{
int32 cost;
Vehicle *old_v = *w;
const Player *p = GetPlayer(old_v->owner);
EngineID new_engine_type;
const UnitID cached_unitnumber = old_v->unitnumber;
bool new_front = false;
Vehicle *new_v = NULL;
new_engine_type = p->engine_replacement[old_v->engine_type] == INVALID_ENGINE ? old_v->engine_type: p->engine_replacement[old_v->engine_type];
cost = DoCommand(old_v->x_pos, old_v->y_pos, new_engine_type, 2, flags, CMD_BUILD_VEH(old_v->type));
//check if the new engine is buildable
if (CmdFailed(cost)) return cost;
if (flags & DC_EXEC) {
new_v = GetVehicle(_new_vehicle_id);
*w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is
/* refit if needed */
if (new_v->type != VEH_Road) { // road vehicles can't be refitted
if (old_v->cargo_type != new_v->cargo_type && old_v->cargo_cap != 0 && new_v->cargo_cap != 0) {// some train engines do not have cargo capacity
DoCommand(0, 0, new_v->index, old_v->cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type));
}
}
MoveVehicleCargo(new_v, old_v);
if (old_v->type == VEH_Train && old_v->u.rail.first_engine != INVALID_VEHICLE) {
/* this is a railcar. We need to move the car into the train
* We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
* sell the old engine in a moment
*/
DoCommand(0, 0, (old_v->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
} else {
// copy/clone the orders
DoCommand(0, 0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
new_v->cur_order_index = old_v->cur_order_index;
ChangeVehicleViewWindow(old_v, new_v);
new_v->profit_this_year = old_v->profit_this_year;
new_v->profit_last_year = old_v->profit_last_year;
new_front = true;
new_v->current_order = old_v->current_order;
if (old_v->type == VEH_Train){
// move the entire train to the new engine, including the old engine. It will be sold in a moment anyway
DoCommand(0, 0, (new_v->index << 16) | old_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
new_v->u.rail.shortest_platform[0] = old_v->u.rail.shortest_platform[0];
new_v->u.rail.shortest_platform[1] = old_v->u.rail.shortest_platform[1];
}
}
}
// sell the engine/ find out how much you get for the old engine
cost += DoCommand(0, 0, old_v->index, 0, flags, CMD_SELL_VEH(old_v->type));
if (new_front) {
// now we assign the old unitnumber to the new vehicle
new_v->unitnumber = cached_unitnumber;
}
return cost;
}
/** replaces a vehicle if it's set for autoreplace or is too old(used to be called autorenew)
* @param v The vehicle to replace
* if the vehicle is a train, v needs to be the front engine
* return value is a pointer to the new vehicle, which is the same as the argument if nothing happened
*/
static void MaybeReplaceVehicle(Vehicle *v)
{
Vehicle *w;
const Player *p = GetPlayer(v->owner);
byte flags = 0;
int32 cost, temp_cost = 0;
bool stopped = false;
bool train_fits_in_station = false;
_current_player = v->owner;
assert(v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship || v->type == VEH_Aircraft);
assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed
if (v->leave_depot_instantly) {
// we stopped the vehicle to do this, so we have to remember to start it again when we are done
// we need to store this info as the engine might be replaced and lose this info
stopped = true;
}
if (v->type == VEH_Train && v->u.rail.shortest_platform[0]*16 <= v->u.rail.cached_total_length && GetPlayer(v->owner)->renew_keep_length) {
// the train is not too long for the stations it visits. We should try to keep it that way if we change anything
train_fits_in_station = true;
}
while (true) {
cost = 0;
w = v;
do {
// 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 (p->engine_replacement[w->engine_type] == INVALID_ENGINE) // updates to a new model
continue;
}
/* if we are looking at the rear end of a multiheaded locomotive, skip it */
if (w->type == VEH_Train) {
const RailVehicleInfo *rvi = RailVehInfo(w->engine_type);
if (rvi->flags & RVI_MULTIHEAD && rvi->image_index == w->spritenum - 1)
continue;
}
/* Now replace the vehicle */
temp_cost = ReplaceVehicle(&w, flags);
if (flags & DC_EXEC && !(w->type == VEH_Train && w->u.rail.first_engine != INVALID_VEHICLE)){
// now we bought a new engine and sold the old one. We need to fix the pointers in order to avoid pointing to the old one
// for trains: these pointers should point to the front engine and not the cars
v = w;
}
if (CmdFailed(temp_cost))
break;
cost += temp_cost;
} while (w->type == VEH_Train && (w = GetNextVehicle(w)) != NULL);
if (!(flags & DC_EXEC) && (CmdFailed(temp_cost) || p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) {
if (p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) {
StringID message;
SetDParam(0, v->unitnumber);
switch (v->type) {
case VEH_Train: message = STR_TRAIN_AUTORENEW_FAILED; break;
case VEH_Road: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
case VEH_Ship: message = STR_SHIP_AUTORENEW_FAILED; break;
case VEH_Aircraft: message = STR_AIRCRAFT_AUTORENEW_FAILED; break;
// This should never happen
default: NOT_REACHED(); message = 0; break;
}
AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
}
if (stopped)
v->vehstatus &= ~VS_STOPPED; //we start the vehicle again
_current_player = OWNER_NONE;
return;
}
if (flags & DC_EXEC) {
break; // we are done replacing since the loop ran once with DC_EXEC
}
// now we redo the loop, but this time we actually do stuff since we know that we can do it
flags |= DC_EXEC;
}
if (train_fits_in_station) {
// the train fitted in the stations it got in it's orders, so we should make sure that it still do
Vehicle *temp;
w = v;
while (v->u.rail.shortest_platform[0]*16 < v->u.rail.cached_total_length) {
// the train is too long. We will remove cars one by one from the start of the train until it's short enough
while (w != NULL && !(RailVehInfo(w->engine_type)->flags&RVI_WAGON) ) {
w = GetNextVehicle(w);
}
if (w == NULL) {
// we failed to make the train short enough
SetDParam(0, v->unitnumber);
AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
break;
}
temp = w;
w = GetNextVehicle(w);
cost += DoCommand(0, 0, temp->index, 0, flags, CMD_SELL_VEH(temp->type));
}
}
if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
if (stopped)
v->vehstatus &= ~VS_STOPPED; //we start the vehicle again
_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(const Vehicle *v, GetNewVehiclePosResult *gp)
{
static const int8 _delta_coord[16] = {
-1,-1,-1, 0, 1, 1, 1, 0, /* x */
-1, 0, 1, 1, 1, 0,-1,-1, /* y */
};
int x = v->x_pos + _delta_coord[v->direction];
int y = v->y_pos + _delta_coord[v->direction + 8];
gp->x = x;
gp->y = y;
gp->old_tile = v->tile;
gp->new_tile = TileVirtXY(x, y);
return gp->old_tile == gp->new_tile;
}
static const byte _new_direction_table[9] = {
0, 7, 6,
1, 3, 5,
2, 3, 4,
};
byte GetDirectionTowards(const 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),
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,shortest_platform[0]), SLE_UINT8, 2, 255), // added with 16.1, but was blank since 2
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,shortest_platform[1]), SLE_UINT8, 2, 255), // added with 16.1, but was blank since 2
// reserve extra space in savegame here. (currently 5 bytes)
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 5, 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' */
if (_sl_version < 5 && v->last_station_visited == 0xFF)
v->last_station_visited = INVALID_STATION;
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},
};