mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
6987e6015a
-Fix: close any dropdown and child windows in the Order and Timetable windows when selected order is deselected, deleted, ...
2720 lines
89 KiB
C++
2720 lines
89 KiB
C++
/* $Id$ */
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/** @file vehicle.cpp Base implementations of all vehicles. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "road_map.h"
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#include "roadveh.h"
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#include "ship.h"
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#include "spritecache.h"
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#include "tile_cmd.h"
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#include "landscape.h"
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#include "timetable.h"
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#include "viewport_func.h"
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#include "gfx_func.h"
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#include "news_func.h"
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#include "command_func.h"
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#include "saveload.h"
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#include "player_func.h"
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#include "debug.h"
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#include "vehicle_gui.h"
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#include "rail_type.h"
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#include "train.h"
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#include "aircraft.h"
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#include "industry_map.h"
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#include "station_map.h"
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#include "water_map.h"
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#include "yapf/yapf.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_engine.h"
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#include "newgrf_sound.h"
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#include "newgrf_station.h"
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#include "newgrf_text.h"
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#include "group.h"
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#include "order_func.h"
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#include "strings_func.h"
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#include "zoom_func.h"
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#include "functions.h"
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#include "date_func.h"
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#include "window_func.h"
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#include "vehicle_func.h"
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#include "signal_func.h"
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#include "sound_func.h"
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#include "variables.h"
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#include "autoreplace_func.h"
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#include "autoreplace_gui.h"
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#include "string_func.h"
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#include "settings_type.h"
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#include "oldpool_func.h"
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#include "depot_map.h"
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#include "animated_tile_func.h"
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#include "effectvehicle_base.h"
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#include "core/alloc_func.hpp"
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#include "vehiclelist.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#define INVALID_COORD (0x7fffffff)
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#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
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VehicleID _vehicle_id_ctr_day;
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const Vehicle *_place_clicked_vehicle;
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VehicleID _new_vehicle_id;
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uint16 _returned_refit_capacity;
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/* Tables used in vehicle.h to find the right command for a certain vehicle type */
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const uint32 _veh_build_proc_table[] = {
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CMD_BUILD_RAIL_VEHICLE,
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CMD_BUILD_ROAD_VEH,
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CMD_BUILD_SHIP,
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CMD_BUILD_AIRCRAFT,
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};
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const uint32 _veh_sell_proc_table[] = {
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CMD_SELL_RAIL_WAGON,
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CMD_SELL_ROAD_VEH,
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CMD_SELL_SHIP,
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CMD_SELL_AIRCRAFT,
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};
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const uint32 _veh_refit_proc_table[] = {
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CMD_REFIT_RAIL_VEHICLE,
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CMD_REFIT_ROAD_VEH,
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CMD_REFIT_SHIP,
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CMD_REFIT_AIRCRAFT,
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};
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const uint32 _send_to_depot_proc_table[] = {
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CMD_SEND_TRAIN_TO_DEPOT,
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CMD_SEND_ROADVEH_TO_DEPOT,
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CMD_SEND_SHIP_TO_DEPOT,
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CMD_SEND_AIRCRAFT_TO_HANGAR,
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};
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/* Initialize the vehicle-pool */
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DEFINE_OLD_POOL_GENERIC(Vehicle, Vehicle)
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/** Function to tell if a vehicle needs to be autorenewed
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* @param *p The vehicle owner
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* @return true if the vehicle is old enough for replacement
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*/
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bool Vehicle::NeedsAutorenewing(const Player *p) const
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{
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/* We can always generate the Player pointer when we have the vehicle.
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* However this takes time and since the Player pointer is often present
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* when this function is called then it's faster to pass the pointer as an
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* argument rather than finding it again. */
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assert(p == GetPlayer(this->owner));
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if (!p->engine_renew) return false;
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if (this->age - this->max_age < (p->engine_renew_months * 30)) return false;
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if (this->age == 0) return false; // rail cars don't age and lacks a max age
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return true;
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}
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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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InvalidateWindow(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
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}
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bool Vehicle::NeedsServicing() const
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{
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if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
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if (_settings_game.order.no_servicing_if_no_breakdowns && _settings_game.difficulty.vehicle_breakdowns == 0) {
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/* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off.
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* Note: If servicing is enabled, we postpone replacement till next service. */
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return EngineHasReplacementForPlayer(GetPlayer(this->owner), this->engine_type, this->group_id);
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}
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return _settings_game.vehicle.servint_ispercent ?
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(this->reliability < GetEngine(this->engine_type)->reliability * (100 - this->service_interval) / 100) :
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(this->date_of_last_service + this->service_interval < _date);
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}
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bool Vehicle::NeedsAutomaticServicing() const
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{
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if (_settings_game.order.gotodepot && VehicleHasDepotOrders(this)) return false;
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if (this->current_order.IsType(OT_LOADING)) return false;
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if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false;
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return NeedsServicing();
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}
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StringID VehicleInTheWayErrMsg(const Vehicle* v)
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{
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switch (v->type) {
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case VEH_TRAIN: return STR_8803_TRAIN_IN_THE_WAY;
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case VEH_ROAD: return STR_9000_ROAD_VEHICLE_IN_THE_WAY;
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case VEH_AIRCRAFT: return STR_A015_AIRCRAFT_IN_THE_WAY;
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default: return STR_980E_SHIP_IN_THE_WAY;
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}
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}
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static Vehicle *EnsureNoVehicleProcZ(Vehicle *v, void *data)
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{
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byte z = *(byte*)data;
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if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return NULL;
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if (v->z_pos > z) return NULL;
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_error_message = VehicleInTheWayErrMsg(v);
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return v;
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}
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bool EnsureNoVehicleOnGround(TileIndex tile)
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{
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byte z = GetTileMaxZ(tile);
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return !HasVehicleOnPos(tile, &z, &EnsureNoVehicleProcZ);
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}
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/** Procedure called for every vehicle found in tunnel/bridge in the hash map */
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static Vehicle *GetVehicleTunnelBridgeProc(Vehicle *v, void *data)
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{
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if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) return NULL;
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if (v == (const Vehicle *)data) return NULL;
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_error_message = VehicleInTheWayErrMsg(v);
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return v;
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}
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/**
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* Finds vehicle in tunnel / bridge
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* @param tile first end
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* @param endtile second end
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* @param ignore Ignore this vehicle when searching
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* @return true if the bridge has a vehicle
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*/
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bool HasVehicleOnTunnelBridge(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
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{
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return HasVehicleOnPos(tile, (void *)ignore, &GetVehicleTunnelBridgeProc) ||
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HasVehicleOnPos(endtile, (void *)ignore, &GetVehicleTunnelBridgeProc);
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}
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static void UpdateVehiclePosHash(Vehicle *v, int x, int y);
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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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Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
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const Sprite *spr = GetSprite(img, ST_NORMAL);
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pt.x += spr->x_offs;
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pt.y += spr->y_offs;
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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 + spr->width + 2;
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v->bottom_coord = pt.y + spr->height + 2;
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}
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/** Called after load to update coordinates */
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void AfterLoadVehicles(bool clear_te_id)
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{
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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/* Reinstate the previous pointer */
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if (v->Next() != NULL) v->Next()->previous = v;
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if (v->NextShared() != NULL) v->NextShared()->previous_shared = v;
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v->UpdateDeltaXY(v->direction);
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if (clear_te_id) v->fill_percent_te_id = INVALID_TE_ID;
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v->first = NULL;
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if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE;
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if (v->type == VEH_ROAD) v->u.road.first_engine = INVALID_ENGINE;
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v->cargo.InvalidateCache();
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}
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FOR_ALL_VEHICLES(v) {
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/* Fill the first pointers */
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if (v->Previous() == NULL) {
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for (Vehicle *u = v; u != NULL; u = u->Next()) {
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u->first = v;
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}
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/* Shared orders are only valid for first vehicles in chains. */
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if (v->previous_shared == NULL) {
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for (Vehicle *u = v; u != NULL; u = u->NextShared()) {
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u->first_shared = v;
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}
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}
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}
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}
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FOR_ALL_VEHICLES(v) {
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assert(v->first != NULL);
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if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
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if (IsFrontEngine(v)) v->u.rail.last_speed = v->cur_speed; // update displayed train speed
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TrainConsistChanged(v, false);
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} else if (v->type == VEH_ROAD && IsRoadVehFront(v)) {
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RoadVehUpdateCache(v);
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}
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}
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/* Stop non-front engines */
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_TRAIN && IsTrainEngine(v) && !IsFrontEngine(v)) v->vehstatus |= VS_STOPPED;
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}
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FOR_ALL_VEHICLES(v) {
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switch (v->type) {
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case VEH_ROAD:
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v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
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v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype);
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/* FALL THROUGH */
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case VEH_TRAIN:
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case VEH_SHIP:
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v->cur_image = v->GetImage(v->direction);
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break;
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case VEH_AIRCRAFT:
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if (IsNormalAircraft(v)) {
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v->cur_image = v->GetImage(v->direction);
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/* The plane's shadow will have the same image as the plane */
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Vehicle *shadow = v->Next();
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shadow->cur_image = v->cur_image;
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/* In the case of a helicopter we will update the rotor sprites */
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if (v->subtype == AIR_HELICOPTER) {
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Vehicle *rotor = shadow->Next();
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rotor->cur_image = GetRotorImage(v);
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}
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UpdateAircraftCache(v);
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}
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break;
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default: break;
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}
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v->left_coord = INVALID_COORD;
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VehiclePositionChanged(v);
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}
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}
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Vehicle::Vehicle()
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{
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this->type = VEH_INVALID;
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this->left_coord = INVALID_COORD;
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this->group_id = DEFAULT_GROUP;
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this->fill_percent_te_id = INVALID_TE_ID;
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this->first = this;
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this->first_shared = this;
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this->colormap = PAL_NONE;
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}
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/**
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* Get a value for a vehicle's random_bits.
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* @return A random value from 0 to 255.
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*/
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byte VehicleRandomBits()
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{
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return GB(Random(), 0, 8);
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}
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/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
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{
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uint counter = _Vehicle_pool.first_free_index;
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for (int i = 0; i != num; i++) {
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Vehicle *v = AllocateRaw(counter);
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if (v == NULL) return false;
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v = new (v) InvalidVehicle();
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if (vl != NULL) {
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vl[i] = v;
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}
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counter++;
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}
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return true;
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}
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/* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash
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* lookup times at the expense of memory usage. */
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const int HASH_BITS = 7;
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const int HASH_SIZE = 1 << HASH_BITS;
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const int HASH_MASK = HASH_SIZE - 1;
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const int TOTAL_HASH_SIZE = 1 << (HASH_BITS * 2);
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const int TOTAL_HASH_MASK = TOTAL_HASH_SIZE - 1;
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/* Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc.
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* Profiling results show that 0 is fastest. */
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const int HASH_RES = 0;
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static Vehicle *_new_vehicle_position_hash[TOTAL_HASH_SIZE];
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static Vehicle *VehicleFromHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc, bool find_first)
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{
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for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) {
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for (int x = xl; ; x = (x + 1) & HASH_MASK) {
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Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
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for (; v != NULL; v = v->next_new_hash) {
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Vehicle *a = proc(v, data);
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if (find_first && a != NULL) return a;
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}
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if (x == xu) break;
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}
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if (y == yu) break;
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}
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return NULL;
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}
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/**
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* Helper function for FindVehicleOnPos/HasVehicleOnPos.
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* @note Do not call this function directly!
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* @param x The X location on the map
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* @param y The Y location on the map
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* @param data Arbitrary data passed to proc
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* @param proc The proc that determines whether a vehicle will be "found".
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* @param find_first Whether to return on the first found or iterate over
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* all vehicles
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* @return the best matching or first vehicle (depending on find_first).
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*/
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static Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc, bool find_first)
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{
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const int COLL_DIST = 6;
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/* Hash area to scan is from xl,yl to xu,yu */
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int xl = GB((x - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
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int xu = GB((x + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
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int yl = GB((y - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
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int yu = GB((y + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
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return VehicleFromHash(xl, yl, xu, yu, data, proc, find_first);
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}
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/**
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* Find a vehicle from a specific location. It will call proc for ALL vehicles
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* on the tile and YOU must make SURE that the "best one" is stored in the
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* data value and is ALWAYS the same regardless of the order of the vehicles
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* where proc was called on!
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* When you fail to do this properly you create an almost untraceable DESYNC!
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* @note The return value of proc will be ignored.
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* @note Use this when you have the intention that all vehicles
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* should be iterated over.
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* @param x The X location on the map
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* @param y The Y location on the map
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* @param data Arbitrary data passed to proc
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* @param proc The proc that determines whether a vehicle will be "found".
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*/
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void FindVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
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{
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VehicleFromPosXY(x, y, data, proc, false);
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}
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/**
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* Checks whether a vehicle in on a specific location. It will call proc for
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* vehicles until it returns non-NULL.
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* @note Use FindVehicleOnPosXY when you have the intention that all vehicles
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* should be iterated over.
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* @param x The X location on the map
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* @param y The Y location on the map
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* @param data Arbitrary data passed to proc
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* @param proc The proc that determines whether a vehicle will be "found".
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* @return True if proc returned non-NULL.
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*/
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bool HasVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
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{
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return VehicleFromPosXY(x, y, data, proc, true) != NULL;
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}
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/**
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* Helper function for FindVehicleOnPos/HasVehicleOnPos.
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* @note Do not call this function directly!
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* @param tile The location on the map
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* @param data Arbitrary data passed to proc
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* @param proc The proc that determines whether a vehicle will be "found".
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* @param find_first Whether to return on the first found or iterate over
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* all vehicles
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* @return the best matching or first vehicle (depending on find_first).
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*/
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static Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc, bool find_first)
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{
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int x = GB(TileX(tile), HASH_RES, HASH_BITS);
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int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS;
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Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
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for (; v != NULL; v = v->next_new_hash) {
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if (v->tile != tile) continue;
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Vehicle *a = proc(v, data);
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if (find_first && a != NULL) return a;
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}
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return NULL;
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}
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/**
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* Find a vehicle from a specific location. It will call proc for ALL vehicles
|
|
* on the tile and YOU must make SURE that the "best one" is stored in the
|
|
* data value and is ALWAYS the same regardless of the order of the vehicles
|
|
* where proc was called on!
|
|
* When you fail to do this properly you create an almost untraceable DESYNC!
|
|
* @note The return value of proc will be ignored.
|
|
* @note Use this when you have the intention that all vehicles
|
|
* should be iterated over.
|
|
* @param tile The location on the map
|
|
* @param data Arbitrary data passed to proc
|
|
* @param proc The proc that determines whether a vehicle will be "found".
|
|
*/
|
|
void FindVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
|
|
{
|
|
VehicleFromPos(tile, data, proc, false);
|
|
}
|
|
|
|
/**
|
|
* Checks whether a vehicle in on a specific location. It will call proc for
|
|
* vehicles until it returns non-NULL.
|
|
* @note Use FindVehicleOnPos when you have the intention that all vehicles
|
|
* should be iterated over.
|
|
* @param tile The location on the map
|
|
* @param data Arbitrary data passed to proc
|
|
* @param proc The proc that determines whether a vehicle will be "found".
|
|
* @return True if proc returned non-NULL.
|
|
*/
|
|
bool HasVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
|
|
{
|
|
return VehicleFromPos(tile, data, proc, true) != NULL;
|
|
}
|
|
|
|
|
|
static void UpdateNewVehiclePosHash(Vehicle *v, bool remove)
|
|
{
|
|
Vehicle **old_hash = v->old_new_hash;
|
|
Vehicle **new_hash;
|
|
|
|
if (remove) {
|
|
new_hash = NULL;
|
|
} else {
|
|
int x = GB(TileX(v->tile), HASH_RES, HASH_BITS);
|
|
int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS;
|
|
new_hash = &_new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
|
|
}
|
|
|
|
if (old_hash == new_hash) return;
|
|
|
|
/* Remove from the old position in the hash table */
|
|
if (old_hash != NULL) {
|
|
Vehicle *last = NULL;
|
|
Vehicle *u = *old_hash;
|
|
while (u != v) {
|
|
last = u;
|
|
u = u->next_new_hash;
|
|
assert(u != NULL);
|
|
}
|
|
|
|
if (last == NULL) {
|
|
*old_hash = v->next_new_hash;
|
|
} else {
|
|
last->next_new_hash = v->next_new_hash;
|
|
}
|
|
}
|
|
|
|
/* Insert vehicle at beginning of the new position in the hash table */
|
|
if (new_hash != NULL) {
|
|
v->next_new_hash = *new_hash;
|
|
*new_hash = v;
|
|
assert(v != v->next_new_hash);
|
|
}
|
|
|
|
/* Remember current hash position */
|
|
v->old_new_hash = new_hash;
|
|
}
|
|
|
|
static Vehicle *_vehicle_position_hash[0x1000];
|
|
|
|
static void UpdateVehiclePosHash(Vehicle *v, int x, int y)
|
|
{
|
|
UpdateNewVehiclePosHash(v, x == INVALID_COORD);
|
|
|
|
Vehicle **old_hash, **new_hash;
|
|
int old_x = v->left_coord;
|
|
int old_y = v->top_coord;
|
|
|
|
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;
|
|
Vehicle *u = *old_hash;
|
|
while (u != v) {
|
|
last = u;
|
|
u = u->next_hash;
|
|
assert(u != NULL);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
void ResetVehiclePosHash()
|
|
{
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) { v->old_new_hash = NULL; }
|
|
memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash));
|
|
memset(_new_vehicle_position_hash, 0, sizeof(_new_vehicle_position_hash));
|
|
}
|
|
|
|
void ResetVehicleColorMap()
|
|
{
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) { v->colormap = PAL_NONE; }
|
|
}
|
|
|
|
void InitializeVehicles()
|
|
{
|
|
_Vehicle_pool.CleanPool();
|
|
_Vehicle_pool.AddBlockToPool();
|
|
|
|
ResetVehiclePosHash();
|
|
}
|
|
|
|
Vehicle *GetLastVehicleInChain(Vehicle *v)
|
|
{
|
|
while (v->Next() != NULL) v = v->Next();
|
|
return v;
|
|
}
|
|
|
|
const Vehicle *GetLastVehicleInChain(const Vehicle *v)
|
|
{
|
|
while (v->Next() != NULL) v = v->Next();
|
|
return v;
|
|
}
|
|
|
|
uint CountVehiclesInChain(const Vehicle* v)
|
|
{
|
|
uint count = 0;
|
|
do count++; while ((v = v->Next()) != NULL);
|
|
return count;
|
|
}
|
|
|
|
/** Check if a vehicle is counted in num_engines in each player struct
|
|
* @param *v Vehicle to test
|
|
* @return true if the vehicle is counted in num_engines
|
|
*/
|
|
bool IsEngineCountable(const Vehicle *v)
|
|
{
|
|
switch (v->type) {
|
|
case VEH_AIRCRAFT: return IsNormalAircraft(v); // don't count plane shadows and helicopter rotors
|
|
case VEH_TRAIN:
|
|
return !IsArticulatedPart(v) && // tenders and other articulated parts
|
|
!IsRearDualheaded(v); // rear parts of multiheaded engines
|
|
case VEH_ROAD: return IsRoadVehFront(v);
|
|
case VEH_SHIP: return true;
|
|
default: return false; // Only count player buildable vehicles
|
|
}
|
|
}
|
|
|
|
void Vehicle::PreDestructor()
|
|
{
|
|
if (CleaningPool()) return;
|
|
|
|
if (IsValidStationID(this->last_station_visited)) {
|
|
GetStation(this->last_station_visited)->loading_vehicles.remove(this);
|
|
|
|
HideFillingPercent(&this->fill_percent_te_id);
|
|
}
|
|
|
|
if (IsEngineCountable(this)) {
|
|
GetPlayer(this->owner)->num_engines[this->engine_type]--;
|
|
if (this->owner == _local_player) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
|
|
|
|
if (IsValidGroupID(this->group_id)) GetGroup(this->group_id)->num_engines[this->engine_type]--;
|
|
if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id);
|
|
}
|
|
|
|
if (this->type == VEH_ROAD) ClearSlot(this);
|
|
if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) {
|
|
Station *st = GetTargetAirportIfValid(this);
|
|
if (st != NULL) {
|
|
const AirportFTA *layout = st->Airport()->layout;
|
|
CLRBITS(st->airport_flags, layout[this->u.air.previous_pos].block | layout[this->u.air.pos].block);
|
|
}
|
|
}
|
|
|
|
if (this->type != VEH_TRAIN || (this->type == VEH_TRAIN && (IsFrontEngine(this) || IsFreeWagon(this)))) {
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
|
|
}
|
|
|
|
this->cargo.Truncate(0);
|
|
DeleteVehicleOrders(this);
|
|
|
|
/* Now remove any artic part. This will trigger an other
|
|
* destroy vehicle, which on his turn can remove any
|
|
* other artic parts. */
|
|
if ((this->type == VEH_TRAIN && EngineHasArticPart(this)) || (this->type == VEH_ROAD && RoadVehHasArticPart(this))) {
|
|
delete this->Next();
|
|
}
|
|
|
|
extern void StopGlobalFollowVehicle(const Vehicle *v);
|
|
StopGlobalFollowVehicle(this);
|
|
}
|
|
|
|
Vehicle::~Vehicle()
|
|
{
|
|
free(this->name);
|
|
|
|
if (CleaningPool()) return;
|
|
|
|
this->SetNext(NULL);
|
|
UpdateVehiclePosHash(this, INVALID_COORD, 0);
|
|
this->next_hash = NULL;
|
|
this->next_new_hash = NULL;
|
|
|
|
DeleteVehicleNews(this->index, INVALID_STRING_ID);
|
|
|
|
new (this) InvalidVehicle();
|
|
}
|
|
|
|
/**
|
|
* Deletes all vehicles in a chain.
|
|
* @param v The first vehicle in the chain.
|
|
*/
|
|
void DeleteVehicleChain(Vehicle *v)
|
|
{
|
|
assert(v->First() == v);
|
|
|
|
do {
|
|
Vehicle *u = v;
|
|
/* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
|
|
* it may happen that vehicle chain is deleted when visible */
|
|
if (!(v->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(v);
|
|
v = v->Next();
|
|
delete u;
|
|
} while (v != NULL);
|
|
}
|
|
|
|
/** head of the linked list to tell what vehicles that visited a depot in a tick */
|
|
static Vehicle* _first_veh_in_depot_list;
|
|
|
|
/** Adds a vehicle to the list of vehicles, that visited a depot this tick
|
|
* @param *v vehicle to add
|
|
*/
|
|
void VehicleEnteredDepotThisTick(Vehicle *v)
|
|
{
|
|
/* We need to set v->leave_depot_instantly as we have no control of it's contents at this time.
|
|
* Vehicle should stop in the depot if it was in 'stopping' state - train intered depot while slowing down. */
|
|
if (((v->current_order.GetDepotActionType() & ODATFB_HALT) && !(v->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) && v->current_order.IsType(OT_GOTO_DEPOT)) ||
|
|
(v->vehstatus & VS_STOPPED)) {
|
|
/* 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;
|
|
}
|
|
}
|
|
|
|
void CallVehicleTicks()
|
|
{
|
|
_first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick
|
|
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) LoadUnloadStation(st);
|
|
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
v->Tick();
|
|
|
|
switch (v->type) {
|
|
default: break;
|
|
|
|
case VEH_TRAIN:
|
|
case VEH_ROAD:
|
|
case VEH_AIRCRAFT:
|
|
case VEH_SHIP:
|
|
if (v->type == VEH_TRAIN && IsTrainWagon(v)) continue;
|
|
if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
|
|
if (v->type == VEH_ROAD && !IsRoadVehFront(v)) continue;
|
|
|
|
v->motion_counter += (v->direction & 1) ? (v->cur_speed * 3) / 4 : v->cur_speed;
|
|
/* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
|
|
if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
|
|
|
|
/* Play an alterate running sound every 16 ticks */
|
|
if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16);
|
|
}
|
|
}
|
|
|
|
/* now we handle all the vehicles that entered a depot this tick */
|
|
v = _first_veh_in_depot_list;
|
|
if (v != NULL) {
|
|
while (v != NULL) {
|
|
/* Autoreplace needs the current player set as the vehicle owner */
|
|
_current_player = v->owner;
|
|
|
|
/* Buffer v->depot_list and clear it.
|
|
* Autoreplace might clear this so it has to be buffered. */
|
|
Vehicle *w = v->depot_list;
|
|
v->depot_list = NULL; // it should always be NULL at the end of each tick
|
|
|
|
/* Start vehicle if we stopped them in VehicleEnteredDepotThisTick()
|
|
* We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that
|
|
* they are already leaving the depot again before being replaced. */
|
|
if (v->leave_depot_instantly) {
|
|
v->leave_depot_instantly = false;
|
|
v->vehstatus &= ~VS_STOPPED;
|
|
}
|
|
|
|
/* Store the position of the effect as the vehicle pointer will become invalid later */
|
|
int x = v->x_pos;
|
|
int y = v->y_pos;
|
|
int z = v->z_pos;
|
|
|
|
const Player *p = GetPlayer(_current_player);
|
|
SubtractMoneyFromPlayer(CommandCost(EXPENSES_NEW_VEHICLES, (Money)p->engine_renew_money));
|
|
CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE);
|
|
if (res.Succeeded()) v = NULL; // no longer valid
|
|
SubtractMoneyFromPlayer(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)p->engine_renew_money));
|
|
|
|
if (IsLocalPlayer()) {
|
|
if (res.Succeeded()) {
|
|
ShowCostOrIncomeAnimation(x, y, z, res.GetCost());
|
|
} else {
|
|
StringID error_message = res.GetErrorMessage();
|
|
|
|
if (error_message != STR_AUTOREPLACE_NOTHING_TO_DO && error_message != INVALID_STRING_ID) {
|
|
if (error_message == STR_0003_NOT_ENOUGH_CASH_REQUIRES) error_message = STR_AUTOREPLACE_MONEY_LIMIT;
|
|
|
|
StringID message;
|
|
if (error_message == STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) {
|
|
message = error_message;
|
|
} else {
|
|
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;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
|
|
SetDParam(0, v->unitnumber);
|
|
SetDParam(1, error_message);
|
|
AddNewsItem(message, NS_ADVICE, v->index, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
v = w;
|
|
}
|
|
_current_player = OWNER_NONE;
|
|
}
|
|
}
|
|
|
|
/** Check if a given engine type can be refitted to a given cargo
|
|
* @param engine_type Engine type to check
|
|
* @param cid_to check refit to this cargo-type
|
|
* @return true if it is possible, false otherwise
|
|
*/
|
|
bool CanRefitTo(EngineID engine_type, CargoID cid_to)
|
|
{
|
|
return HasBit(EngInfo(engine_type)->refit_mask, cid_to);
|
|
}
|
|
|
|
/** Find the first cargo type that an engine can be refitted to.
|
|
* @param engine_type Which engine to find cargo for.
|
|
* @return A climate dependent cargo type. CT_INVALID is returned if not refittable.
|
|
*/
|
|
CargoID FindFirstRefittableCargo(EngineID engine_type)
|
|
{
|
|
uint32 refit_mask = EngInfo(engine_type)->refit_mask;
|
|
|
|
if (refit_mask != 0) {
|
|
for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
|
|
if (HasBit(refit_mask, cid)) return cid;
|
|
}
|
|
}
|
|
|
|
return CT_INVALID;
|
|
}
|
|
|
|
/** Learn the price of refitting a certain engine
|
|
* @param engine_type Which engine to refit
|
|
* @return Price for refitting
|
|
*/
|
|
CommandCost GetRefitCost(EngineID engine_type)
|
|
{
|
|
Money base_cost;
|
|
ExpensesType expense_type;
|
|
switch (GetEngine(engine_type)->type) {
|
|
case VEH_SHIP:
|
|
base_cost = _price.ship_base;
|
|
expense_type = EXPENSES_SHIP_RUN;
|
|
break;
|
|
|
|
case VEH_ROAD:
|
|
base_cost = _price.roadveh_base;
|
|
expense_type = EXPENSES_ROADVEH_RUN;
|
|
break;
|
|
|
|
case VEH_AIRCRAFT:
|
|
base_cost = _price.aircraft_base;
|
|
expense_type = EXPENSES_AIRCRAFT_RUN;
|
|
break;
|
|
|
|
case VEH_TRAIN:
|
|
base_cost = 2 * ((RailVehInfo(engine_type)->railveh_type == RAILVEH_WAGON) ?
|
|
_price.build_railwagon : _price.build_railvehicle);
|
|
expense_type = EXPENSES_TRAIN_RUN;
|
|
break;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
return CommandCost(expense_type, (EngInfo(engine_type)->refit_cost * base_cost) >> 10);
|
|
}
|
|
|
|
static void DoDrawVehicle(const Vehicle *v)
|
|
{
|
|
SpriteID image = v->cur_image;
|
|
SpriteID pal = PAL_NONE;
|
|
|
|
if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
|
|
|
|
AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
|
|
v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0);
|
|
}
|
|
|
|
void ViewportAddVehicles(DrawPixelInfo *dpi)
|
|
{
|
|
/* The bounding rectangle */
|
|
const int l = dpi->left;
|
|
const int r = dpi->left + dpi->width;
|
|
const int t = dpi->top;
|
|
const int b = dpi->top + dpi->height;
|
|
|
|
/* The hash area to scan */
|
|
int xl, xu, yl, yu;
|
|
|
|
if (dpi->width + 70 < (1 << (7 + 6))) {
|
|
xl = GB(l - 70, 7, 6);
|
|
xu = GB(r, 7, 6);
|
|
} else {
|
|
/* scan whole hash row */
|
|
xl = 0;
|
|
xu = 0x3F;
|
|
}
|
|
|
|
if (dpi->height + 70 < (1 << (6 + 6))) {
|
|
yl = GB(t - 70, 6, 6) << 6;
|
|
yu = GB(b, 6, 6) << 6;
|
|
} else {
|
|
/* scan whole column */
|
|
yl = 0;
|
|
yu = 0x3F << 6;
|
|
}
|
|
|
|
for (int y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
|
|
for (int x = xl;; x = (x + 1) & 0x3F) {
|
|
const Vehicle *v = _vehicle_position_hash[x + y]; // already masked & 0xFFF
|
|
|
|
while (v != NULL) {
|
|
if (!(v->vehstatus & VS_HIDDEN) &&
|
|
l <= v->right_coord &&
|
|
t <= v->bottom_coord &&
|
|
r >= v->left_coord &&
|
|
b >= v->top_coord) {
|
|
DoDrawVehicle(v);
|
|
}
|
|
v = v->next_hash;
|
|
}
|
|
|
|
if (x == xu) break;
|
|
}
|
|
|
|
if (y == yu) break;
|
|
}
|
|
}
|
|
|
|
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 = ScaleByZoom(x, vp->zoom) + vp->virtual_left;
|
|
y = ScaleByZoom(y, vp->zoom) + vp->virtual_top;
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
if ((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(
|
|
abs(((v->left_coord + v->right_coord) >> 1) - x),
|
|
abs(((v->top_coord + v->bottom_coord) >> 1) - y)
|
|
);
|
|
|
|
if (dist < best_dist) {
|
|
found = v;
|
|
best_dist = dist;
|
|
}
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
void CheckVehicle32Day(Vehicle *v)
|
|
{
|
|
if ((v->day_counter & 0x1F) != 0) return;
|
|
|
|
uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
|
|
if (callback == CALLBACK_FAILED) return;
|
|
if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
|
|
if (HasBit(callback, 1)) v->colormap = PAL_NONE; // Update colormap via callback 2D
|
|
}
|
|
|
|
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;
|
|
|
|
/* 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 ||
|
|
_settings_game.difficulty.vehicle_breakdowns < 1 ||
|
|
v->cur_speed < 5 || _game_mode == GM_MENU) {
|
|
return;
|
|
}
|
|
|
|
uint32 r = Random();
|
|
|
|
/* increase chance of failure */
|
|
int 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;
|
|
|
|
/* reduced breakdowns? */
|
|
if (_settings_game.difficulty.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 (and it can replace the vehicle) */
|
|
if (GetPlayer(v->owner)->engine_renew && GetEngine(v->engine_type)->player_avail != 0) return;
|
|
|
|
SetDParam(0, _vehicle_type_names[v->type]);
|
|
SetDParam(1, v->unitnumber);
|
|
AddNewsItem(msg, NS_ADVICE, v->index, 0);
|
|
}
|
|
|
|
void AgeVehicle(Vehicle *v)
|
|
{
|
|
if (v->age < 65535) v->age++;
|
|
|
|
int 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 > 0 && (age % 366) == 0) {
|
|
ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND);
|
|
}
|
|
}
|
|
|
|
/** Start/Stop a vehicle
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 vehicle to start/stop
|
|
* @param p2 bit 0: Shall the start/stop newgrf callback be evaluated (only valid with DC_AUTOREPLACE for network safety)
|
|
* @return result of operation. Nothing if everything went well
|
|
*/
|
|
CommandCost CmdStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
/* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */
|
|
if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0);
|
|
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
|
|
if (!CheckOwnership(v->owner)) return CMD_ERROR;
|
|
if (!v->IsPrimaryVehicle()) return CMD_ERROR;
|
|
|
|
switch (v->type) {
|
|
case VEH_TRAIN:
|
|
if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY);
|
|
break;
|
|
|
|
case VEH_SHIP:
|
|
case VEH_ROAD:
|
|
break;
|
|
|
|
case VEH_AIRCRAFT:
|
|
/* cannot stop airplane when in flight, or when taking off / landing */
|
|
if (v->u.air.state >= STARTTAKEOFF && v->u.air.state < TERM7) return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT);
|
|
break;
|
|
|
|
default: return CMD_ERROR;
|
|
}
|
|
|
|
/* Check if this vehicle can be started/stopped. The callback will fail or
|
|
* return 0xFF if it can. */
|
|
uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
|
|
if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF && HasBit(p2, 0)) {
|
|
StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
|
|
return_cmd_error(error);
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
static const StringID vehicle_waiting_in_depot[] = {
|
|
STR_8814_TRAIN_IS_WAITING_IN_DEPOT,
|
|
STR_9016_ROAD_VEHICLE_IS_WAITING,
|
|
STR_981C_SHIP_IS_WAITING_IN_DEPOT,
|
|
STR_A014_AIRCRAFT_IS_WAITING_IN,
|
|
};
|
|
|
|
static const WindowClass vehicle_list[] = {
|
|
WC_TRAINS_LIST,
|
|
WC_ROADVEH_LIST,
|
|
WC_SHIPS_LIST,
|
|
WC_AIRCRAFT_LIST,
|
|
};
|
|
|
|
if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, vehicle_waiting_in_depot[v->type]);
|
|
|
|
v->vehstatus ^= VS_STOPPED;
|
|
if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly'
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
|
|
InvalidateWindowClasses(vehicle_list[v->type]);
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
/** Starts or stops a lot of vehicles
|
|
* @param tile Tile of the depot where the vehicles are started/stopped (only used for depots)
|
|
* @param flags type of operation
|
|
* @param p1 Station/Order/Depot ID (only used for vehicle list windows)
|
|
* @param p2 bitmask
|
|
* - bit 0-4 Vehicle type
|
|
* - bit 5 false = start vehicles, true = stop vehicles
|
|
* - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case
|
|
* - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set)
|
|
*/
|
|
CommandCost CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
VehicleList list;
|
|
CommandCost return_value = CMD_ERROR;
|
|
VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5);
|
|
bool start_stop = HasBit(p2, 5);
|
|
bool vehicle_list_window = HasBit(p2, 6);
|
|
|
|
if (vehicle_list_window) {
|
|
uint32 id = p1;
|
|
uint16 window_type = p2 & VLW_MASK;
|
|
|
|
GenerateVehicleSortList(&list, vehicle_type, _current_player, id, window_type);
|
|
} else {
|
|
/* Get the list of vehicles in the depot */
|
|
BuildDepotVehicleList(vehicle_type, tile, &list, NULL);
|
|
}
|
|
|
|
for (uint i = 0; i < list.Length(); i++) {
|
|
const Vehicle *v = list[i];
|
|
|
|
if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue;
|
|
|
|
if (!vehicle_list_window) {
|
|
if (vehicle_type == VEH_TRAIN) {
|
|
if (CheckTrainInDepot(v, false) == -1) continue;
|
|
} else {
|
|
if (!(v->vehstatus & VS_HIDDEN)) continue;
|
|
}
|
|
}
|
|
|
|
CommandCost ret = DoCommand(tile, v->index, 0, flags, CMD_START_STOP_VEHICLE);
|
|
|
|
if (CmdSucceeded(ret)) {
|
|
return_value = CommandCost();
|
|
/* We know that the command is valid for at least one vehicle.
|
|
* If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */
|
|
if (!(flags & DC_EXEC)) break;
|
|
}
|
|
}
|
|
|
|
return return_value;
|
|
}
|
|
|
|
/** Sells all vehicles in a depot
|
|
* @param tile Tile of the depot where the depot is
|
|
* @param flags type of operation
|
|
* @param p1 Vehicle type
|
|
* @param p2 unused
|
|
*/
|
|
CommandCost CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
VehicleList list;
|
|
|
|
CommandCost cost(EXPENSES_NEW_VEHICLES);
|
|
uint sell_command;
|
|
VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
|
|
|
|
switch (vehicle_type) {
|
|
case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break;
|
|
case VEH_ROAD: sell_command = CMD_SELL_ROAD_VEH; break;
|
|
case VEH_SHIP: sell_command = CMD_SELL_SHIP; break;
|
|
case VEH_AIRCRAFT: sell_command = CMD_SELL_AIRCRAFT; break;
|
|
default: return CMD_ERROR;
|
|
}
|
|
|
|
/* Get the list of vehicles in the depot */
|
|
BuildDepotVehicleList(vehicle_type, tile, &list, &list);
|
|
|
|
for (uint i = 0; i < list.Length(); i++) {
|
|
CommandCost ret = DoCommand(tile, list[i]->index, 1, flags, sell_command);
|
|
if (CmdSucceeded(ret)) cost.AddCost(ret);
|
|
}
|
|
|
|
if (cost.GetCost() == 0) return CMD_ERROR; // no vehicles to sell
|
|
return cost;
|
|
}
|
|
|
|
/** Autoreplace all vehicles in the depot
|
|
* Note: this command can make incorrect cost estimations
|
|
* Luckily the final price can only drop, not increase. This is due to the fact that
|
|
* estimation can't predict wagon removal so it presumes worst case which is no income from selling wagons.
|
|
* @param tile Tile of the depot where the vehicles are
|
|
* @param flags type of operation
|
|
* @param p1 Type of vehicle
|
|
* @param p2 If bit 0 is set, then either replace all or nothing (instead of replacing until money runs out)
|
|
*/
|
|
CommandCost CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
VehicleList list;
|
|
CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
|
|
VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
|
|
bool all_or_nothing = HasBit(p2, 0);
|
|
|
|
if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR;
|
|
|
|
/* Get the list of vehicles in the depot */
|
|
BuildDepotVehicleList(vehicle_type, tile, &list, &list);
|
|
|
|
bool did_something = false;
|
|
|
|
for (uint i = 0; i < list.Length(); i++) {
|
|
Vehicle *v = (Vehicle*)list[i];
|
|
|
|
/* Ensure that the vehicle completely in the depot */
|
|
if (!v->IsInDepot()) continue;
|
|
|
|
CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE);
|
|
|
|
if (CmdSucceeded(ret)) {
|
|
did_something = true;
|
|
cost.AddCost(ret);
|
|
} else {
|
|
if (ret.GetErrorMessage() != STR_AUTOREPLACE_NOTHING_TO_DO && all_or_nothing) {
|
|
/* We failed to replace a vehicle even though we set all or nothing.
|
|
* We should never reach this if DC_EXEC is set since then it should
|
|
* have failed the estimation guess. */
|
|
assert(!(flags & DC_EXEC));
|
|
/* Now we will have to return an error. */
|
|
return CMD_ERROR;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!did_something) {
|
|
/* Either we didn't replace anything or something went wrong.
|
|
* Either way we want to return an error and not execute this command. */
|
|
cost = CMD_ERROR;
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
/** Clone a vehicle. If it is a train, it will clone all the cars too
|
|
* @param tile tile of the depot where the cloned vehicle is build
|
|
* @param flags type of operation
|
|
* @param p1 the original vehicle's index
|
|
* @param p2 1 = shared orders, else copied orders
|
|
*/
|
|
CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
CommandCost total_cost(EXPENSES_NEW_VEHICLES);
|
|
uint32 build_argument = 2;
|
|
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
Vehicle *v_front = v;
|
|
Vehicle *w = NULL;
|
|
Vehicle *w_front = NULL;
|
|
Vehicle *w_rear = NULL;
|
|
|
|
/*
|
|
* v_front is the front engine in the original vehicle
|
|
* v is the car/vehicle of the original vehicle, that is currently being copied
|
|
* w_front is the front engine of the cloned vehicle
|
|
* w is the car/vehicle currently being cloned
|
|
* w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains
|
|
*/
|
|
|
|
if (!CheckOwnership(v->owner)) return CMD_ERROR;
|
|
|
|
if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR;
|
|
|
|
/* check that we can allocate enough vehicles */
|
|
if (!(flags & DC_EXEC)) {
|
|
int veh_counter = 0;
|
|
do {
|
|
veh_counter++;
|
|
} while ((v = v->Next()) != NULL);
|
|
|
|
if (!Vehicle::AllocateList(NULL, veh_counter)) {
|
|
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
|
|
}
|
|
}
|
|
|
|
v = v_front;
|
|
|
|
do {
|
|
if (v->type == VEH_TRAIN && IsRearDualheaded(v)) {
|
|
/* we build the rear ends of multiheaded trains with the front ones */
|
|
continue;
|
|
}
|
|
|
|
CommandCost cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v));
|
|
build_argument = 3; // ensure that we only assign a number to the first engine
|
|
|
|
if (CmdFailed(cost)) return cost;
|
|
|
|
total_cost.AddCost(cost);
|
|
|
|
if (flags & DC_EXEC) {
|
|
w = GetVehicle(_new_vehicle_id);
|
|
|
|
if (v->type == VEH_TRAIN && HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
|
|
SetBit(w->u.rail.flags, VRF_REVERSE_DIRECTION);
|
|
}
|
|
|
|
if (v->type == VEH_TRAIN && !IsFrontEngine(v)) {
|
|
/* this s a train car
|
|
* add this unit to the end of the train */
|
|
CommandCost result = DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
|
|
if (CmdFailed(result)) {
|
|
/* The train can't be joined to make the same consist as the original.
|
|
* Sell what we already made (clean up) and return an error. */
|
|
DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
|
|
DoCommand(w_front->tile, w->index, 1, flags, GetCmdSellVeh(w));
|
|
return result; // return error and the message returned from CMD_MOVE_RAIL_VEHICLE
|
|
}
|
|
} else {
|
|
/* this is a front engine or not a train. */
|
|
w_front = w;
|
|
w->service_interval = v->service_interval;
|
|
}
|
|
w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop
|
|
}
|
|
} while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
|
|
|
|
if (flags & DC_EXEC && v_front->type == VEH_TRAIN) {
|
|
/* for trains this needs to be the front engine due to the callback function */
|
|
_new_vehicle_id = w_front->index;
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
/* Cloned vehicles belong to the same group */
|
|
DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP);
|
|
}
|
|
|
|
|
|
/* Take care of refitting. */
|
|
w = w_front;
|
|
v = v_front;
|
|
|
|
/* Both building and refitting are influenced by newgrf callbacks, which
|
|
* makes it impossible to accurately estimate the cloning costs. In
|
|
* particular, it is possible for engines of the same type to be built with
|
|
* different numbers of articulated parts, so when refitting we have to
|
|
* loop over real vehicles first, and then the articulated parts of those
|
|
* vehicles in a different loop. */
|
|
do {
|
|
do {
|
|
if (flags & DC_EXEC) {
|
|
assert(w != NULL);
|
|
|
|
if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_subtype) {
|
|
CommandCost cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v));
|
|
if (CmdSucceeded(cost)) total_cost.AddCost(cost);
|
|
}
|
|
|
|
if (w->type == VEH_TRAIN && EngineHasArticPart(w)) {
|
|
w = GetNextArticPart(w);
|
|
} else if (w->type == VEH_ROAD && RoadVehHasArticPart(w)) {
|
|
w = w->Next();
|
|
} else {
|
|
break;
|
|
}
|
|
} else {
|
|
CargoID initial_cargo = GetEngineCargoType(v->engine_type);
|
|
|
|
if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) {
|
|
total_cost.AddCost(GetRefitCost(v->engine_type));
|
|
}
|
|
}
|
|
|
|
if (v->type == VEH_TRAIN && EngineHasArticPart(v)) {
|
|
v = GetNextArticPart(v);
|
|
} else if (v->type == VEH_ROAD && RoadVehHasArticPart(v)) {
|
|
v = v->Next();
|
|
} else {
|
|
break;
|
|
}
|
|
} while (v != NULL);
|
|
|
|
if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle(w);
|
|
} while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
|
|
|
|
if (flags & DC_EXEC) {
|
|
/*
|
|
* Set the orders of the vehicle. Cannot do it earlier as we need
|
|
* the vehicle refitted before doing this, otherwise the moved
|
|
* cargo types might not match (passenger vs non-passenger)
|
|
*/
|
|
DoCommand(0, (v_front->index << 16) | w_front->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
|
|
}
|
|
|
|
/* Since we can't estimate the cost of cloning a vehicle accurately we must
|
|
* check whether the player has enough money manually. */
|
|
if (!CheckPlayerHasMoney(total_cost)) {
|
|
if (flags & DC_EXEC) {
|
|
/* The vehicle has already been bought, so now it must be sold again. */
|
|
DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
|
|
}
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
return total_cost;
|
|
}
|
|
|
|
/**
|
|
* Send all vehicles of type to depots
|
|
* @param type type of vehicle
|
|
* @param flags the flags used for DoCommand()
|
|
* @param service should the vehicles only get service in the depots
|
|
* @param owner PlayerID of owner of the vehicles to send
|
|
* @param vlw_flag tells what kind of list requested the goto depot
|
|
* @return 0 for success and CMD_ERROR if no vehicle is able to go to depot
|
|
*/
|
|
CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id)
|
|
{
|
|
VehicleList list;
|
|
|
|
GenerateVehicleSortList(&list, type, owner, id, vlw_flag);
|
|
|
|
/* Send all the vehicles to a depot */
|
|
for (uint i = 0; i < list.Length(); i++) {
|
|
const Vehicle *v = list[i];
|
|
CommandCost ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type));
|
|
|
|
/* Return 0 if DC_EXEC is not set this is a valid goto depot command)
|
|
* In this case we know that at least one vehicle can be sent to a depot
|
|
* and we will issue the command. We can now safely quit the loop, knowing
|
|
* it will succeed at least once. With DC_EXEC we really need to send them to the depot */
|
|
if (CmdSucceeded(ret) && !(flags & DC_EXEC)) {
|
|
return CommandCost();
|
|
}
|
|
}
|
|
|
|
return (flags & DC_EXEC) ? CommandCost() : CMD_ERROR;
|
|
}
|
|
|
|
/**
|
|
* Calculates how full a vehicle is.
|
|
* @param v The Vehicle to check. For trains, use the first engine.
|
|
* @param color The string to show depending on if we are unloading or loading
|
|
* @return A percentage of how full the Vehicle is.
|
|
*/
|
|
uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *color)
|
|
{
|
|
int count = 0;
|
|
int max = 0;
|
|
int cars = 0;
|
|
int unloading = 0;
|
|
bool loading = false;
|
|
|
|
const Vehicle *u = v;
|
|
const Station *st = v->last_station_visited != INVALID_STATION ? GetStation(v->last_station_visited) : NULL;
|
|
|
|
/* Count up max and used */
|
|
for (; v != NULL; v = v->Next()) {
|
|
count += v->cargo.Count();
|
|
max += v->cargo_cap;
|
|
if (v->cargo_cap != 0 && color != NULL) {
|
|
unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
|
|
loading |= !(u->current_order.GetUnloadType() & OUFB_UNLOAD) && st->goods[v->cargo_type].days_since_pickup != 255;
|
|
cars++;
|
|
}
|
|
}
|
|
|
|
if (color != NULL) {
|
|
if (unloading == 0 && loading) {
|
|
*color = STR_PERCENT_UP;
|
|
} else if (cars == unloading || !loading) {
|
|
*color = STR_PERCENT_DOWN;
|
|
} else {
|
|
*color = STR_PERCENT_UP_DOWN;
|
|
}
|
|
}
|
|
|
|
/* Train without capacity */
|
|
if (max == 0) return 100;
|
|
|
|
/* Return the percentage */
|
|
return (count * 100) / max;
|
|
}
|
|
|
|
void VehicleEnterDepot(Vehicle *v)
|
|
{
|
|
switch (v->type) {
|
|
case VEH_TRAIN:
|
|
InvalidateWindowClasses(WC_TRAINS_LIST);
|
|
if (!IsFrontEngine(v)) v = v->First();
|
|
UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
|
|
v->load_unload_time_rem = 0;
|
|
ClrBit(v->u.rail.flags, VRF_TOGGLE_REVERSE);
|
|
TrainConsistChanged(v, true);
|
|
break;
|
|
|
|
case VEH_ROAD:
|
|
InvalidateWindowClasses(WC_ROADVEH_LIST);
|
|
if (!IsRoadVehFront(v)) v = v->First();
|
|
break;
|
|
|
|
case VEH_SHIP:
|
|
InvalidateWindowClasses(WC_SHIPS_LIST);
|
|
v->u.ship.state = TRACK_BIT_DEPOT;
|
|
RecalcShipStuff(v);
|
|
break;
|
|
|
|
case VEH_AIRCRAFT:
|
|
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
|
|
HandleAircraftEnterHangar(v);
|
|
break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
if (v->type != VEH_TRAIN) {
|
|
/* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters.
|
|
* We only increase the number of vehicles when the first one enters, so we will not need to search for more vehicles in the depot */
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
|
|
}
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
|
|
|
|
v->vehstatus |= VS_HIDDEN;
|
|
v->cur_speed = 0;
|
|
|
|
VehicleServiceInDepot(v);
|
|
|
|
TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
|
|
|
|
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
|
|
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
|
|
|
|
Order t = v->current_order;
|
|
v->current_order.MakeDummy();
|
|
|
|
if (t.IsRefit()) {
|
|
_current_player = v->owner;
|
|
CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v));
|
|
|
|
if (CmdFailed(cost)) {
|
|
v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot
|
|
if (v->owner == _local_player) {
|
|
/* Notify the user that we stopped the vehicle */
|
|
SetDParam(0, _vehicle_type_names[v->type]);
|
|
SetDParam(1, v->unitnumber);
|
|
AddNewsItem(STR_ORDER_REFIT_FAILED, NS_ADVICE, v->index, 0);
|
|
}
|
|
} else if (v->owner == _local_player && cost.GetCost() != 0) {
|
|
ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
|
|
}
|
|
}
|
|
|
|
if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
|
|
/* Part of orders */
|
|
UpdateVehicleTimetable(v, true);
|
|
v->cur_order_index++;
|
|
} else if (t.GetDepotActionType() & ODATFB_HALT) {
|
|
/* Force depot visit */
|
|
v->vehstatus |= VS_STOPPED;
|
|
if (v->owner == _local_player) {
|
|
StringID string;
|
|
|
|
switch (v->type) {
|
|
case VEH_TRAIN: string = STR_8814_TRAIN_IS_WAITING_IN_DEPOT; break;
|
|
case VEH_ROAD: string = STR_9016_ROAD_VEHICLE_IS_WAITING; break;
|
|
case VEH_SHIP: string = STR_981C_SHIP_IS_WAITING_IN_DEPOT; break;
|
|
case VEH_AIRCRAFT: string = STR_A014_AIRCRAFT_IS_WAITING_IN; break;
|
|
default: NOT_REACHED(); string = STR_EMPTY; // Set the string to something to avoid a compiler warning
|
|
}
|
|
|
|
SetDParam(0, v->unitnumber);
|
|
AddNewsItem(string, NS_ADVICE, v->index, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool IsUniqueVehicleName(const char *name)
|
|
{
|
|
const Vehicle *v;
|
|
char buf[512];
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
switch (v->type) {
|
|
case VEH_TRAIN:
|
|
if (!IsTrainEngine(v)) continue;
|
|
break;
|
|
|
|
case VEH_ROAD:
|
|
if (!IsRoadVehFront(v)) continue;
|
|
break;
|
|
|
|
case VEH_AIRCRAFT:
|
|
if (!IsNormalAircraft(v)) continue;
|
|
break;
|
|
|
|
case VEH_SHIP:
|
|
break;
|
|
|
|
default:
|
|
continue;
|
|
}
|
|
|
|
SetDParam(0, v->index);
|
|
GetString(buf, STR_VEHICLE_NAME, lastof(buf));
|
|
if (strcmp(buf, name) == 0) return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/** Give a custom name to your vehicle
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 vehicle ID to name
|
|
* @param p2 unused
|
|
*/
|
|
CommandCost CmdRenameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
if (!IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
if (!CheckOwnership(v->owner)) return CMD_ERROR;
|
|
|
|
bool reset = StrEmpty(_cmd_text);
|
|
|
|
if (!reset) {
|
|
if (strlen(_cmd_text) >= MAX_LENGTH_VEHICLE_NAME_BYTES) return CMD_ERROR;
|
|
if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
free(v->name);
|
|
v->name = reset ? NULL : strdup(_cmd_text);
|
|
InvalidateWindowClassesData(WC_TRAINS_LIST, 1);
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
return CommandCost();
|
|
}
|
|
|
|
|
|
/** Change the service interval of a vehicle
|
|
* @param tile unused
|
|
* @param flags type of operation
|
|
* @param p1 vehicle ID that is being service-interval-changed
|
|
* @param p2 new service interval
|
|
*/
|
|
CommandCost CmdChangeServiceInt(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
|
|
{
|
|
uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */
|
|
|
|
if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR;
|
|
|
|
Vehicle *v = GetVehicle(p1);
|
|
|
|
if (!CheckOwnership(v->owner)) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC) {
|
|
v->service_interval = serv_int;
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
}
|
|
|
|
return CommandCost();
|
|
}
|
|
|
|
|
|
static Rect _old_vehicle_coords; ///< coords of vehicle before it has moved
|
|
|
|
/**
|
|
* Stores the vehicle image coords for later call to EndVehicleMove()
|
|
* @param v vehicle which image's coords to store
|
|
* @see _old_vehicle_coords
|
|
* @see EndVehicleMove()
|
|
*/
|
|
void BeginVehicleMove(const 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;
|
|
}
|
|
|
|
/**
|
|
* Marks screen dirty after a vehicle has moved
|
|
* @param v vehicle which is marked dirty
|
|
* @see _old_vehicle_coords
|
|
* @see BeginVehicleMove()
|
|
*/
|
|
void EndVehicleMove(const 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
|
|
);
|
|
}
|
|
|
|
/**
|
|
* Marks viewports dirty where the vehicle's image is
|
|
* In fact, it equals
|
|
* BeginVehicleMove(v); EndVehicleMove(v);
|
|
* @param v vehicle to mark dirty
|
|
* @see BeginVehicleMove()
|
|
* @see EndVehicleMove()
|
|
*/
|
|
void MarkSingleVehicleDirty(const Vehicle *v)
|
|
{
|
|
MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
|
|
}
|
|
|
|
/* returns true if staying in the same tile */
|
|
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
|
|
{
|
|
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];
|
|
|
|
GetNewVehiclePosResult gp;
|
|
gp.x = x;
|
|
gp.y = y;
|
|
gp.old_tile = v->tile;
|
|
gp.new_tile = TileVirtXY(x, y);
|
|
return gp;
|
|
}
|
|
|
|
static const Direction _new_direction_table[] = {
|
|
DIR_N , DIR_NW, DIR_W ,
|
|
DIR_NE, DIR_SE, DIR_SW,
|
|
DIR_E , DIR_SE, DIR_S
|
|
};
|
|
|
|
Direction GetDirectionTowards(const Vehicle *v, int x, int y)
|
|
{
|
|
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++;
|
|
}
|
|
|
|
Direction dir = v->direction;
|
|
|
|
DirDiff dirdiff = DirDifference(_new_direction_table[i], dir);
|
|
if (dirdiff == DIRDIFF_SAME) return dir;
|
|
return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
|
|
}
|
|
|
|
Trackdir GetVehicleTrackdir(const Vehicle *v)
|
|
{
|
|
if (v->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
|
|
|
|
switch (v->type) {
|
|
case VEH_TRAIN:
|
|
if (v->u.rail.track == TRACK_BIT_DEPOT) // We'll assume the train is facing outwards
|
|
return DiagDirToDiagTrackdir(GetRailDepotDirection(v->tile)); // Train in depot
|
|
|
|
if (v->u.rail.track == TRACK_BIT_WORMHOLE) // train in tunnel or on bridge, so just use his direction and assume a diagonal track
|
|
return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
|
|
|
|
return TrackDirectionToTrackdir(FindFirstTrack(v->u.rail.track), v->direction);
|
|
|
|
case VEH_SHIP:
|
|
if (v->IsInDepot())
|
|
// We'll assume the ship is facing outwards
|
|
return DiagDirToDiagTrackdir(GetShipDepotDirection(v->tile));
|
|
|
|
if (v->u.ship.state == TRACK_BIT_WORMHOLE) // ship on aqueduct, so just use his direction and assume a diagonal track
|
|
return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
|
|
|
|
return TrackDirectionToTrackdir(FindFirstTrack(v->u.ship.state), v->direction);
|
|
|
|
case VEH_ROAD:
|
|
if (v->IsInDepot()) // We'll assume the road vehicle is facing outwards
|
|
return DiagDirToDiagTrackdir(GetRoadDepotDirection(v->tile));
|
|
|
|
if (IsStandardRoadStopTile(v->tile)) // We'll assume the road vehicle is facing outwards
|
|
return DiagDirToDiagTrackdir(GetRoadStopDir(v->tile)); // Road vehicle in a station
|
|
|
|
if (IsDriveThroughStopTile(v->tile)) return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
|
|
|
|
/* If vehicle's state is a valid track direction (vehicle is not turning around) return it */
|
|
if (!IsReversingRoadTrackdir((Trackdir)v->u.road.state)) return (Trackdir)v->u.road.state;
|
|
|
|
/* Vehicle is turning around, get the direction from vehicle's direction */
|
|
return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
|
|
|
|
/* case VEH_AIRCRAFT: case VEH_EFFECT: case VEH_DISASTER: */
|
|
default: return INVALID_TRACKDIR;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns some meta-data over the to be entered tile.
|
|
* @see VehicleEnterTileStatus to see what the bits in the return value mean.
|
|
*/
|
|
uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
|
|
{
|
|
return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
|
|
}
|
|
|
|
UnitID GetFreeUnitNumber(VehicleType type)
|
|
{
|
|
UnitID max = 0;
|
|
const Vehicle *u;
|
|
static bool *cache = NULL;
|
|
static UnitID gmax = 0;
|
|
|
|
switch (type) {
|
|
case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break;
|
|
case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break;
|
|
case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
|
|
case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
if (max == 0) {
|
|
/* we can't build any of this kind of vehicle, so we just return 1 instead of looking for a free number
|
|
* a max of 0 will cause the following code to write to a NULL pointer
|
|
* We know that 1 is bigger than the max allowed vehicle number, so it's the same as returning something, that is too big
|
|
*/
|
|
return 1;
|
|
}
|
|
|
|
if (max > gmax) {
|
|
gmax = max;
|
|
free(cache);
|
|
cache = MallocT<bool>(max + 1);
|
|
}
|
|
|
|
/* Clear the cache */
|
|
memset(cache, 0, (max + 1) * sizeof(*cache));
|
|
|
|
/* Fill the cache */
|
|
FOR_ALL_VEHICLES(u) {
|
|
if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max)
|
|
cache[u->unitnumber] = true;
|
|
}
|
|
|
|
/* Find the first unused unit number */
|
|
UnitID unit = 1;
|
|
for (; unit <= max; unit++) {
|
|
if (!cache[unit]) break;
|
|
}
|
|
|
|
return unit;
|
|
}
|
|
|
|
|
|
/**
|
|
* Check whether we can build infrastructure for the given
|
|
* vehicle type. This to disable building stations etc. when
|
|
* you are not allowed/able to have the vehicle type yet.
|
|
* @param type the vehicle type to check this for
|
|
* @return true if there is any reason why you may build
|
|
* the infrastructure for the given vehicle type
|
|
*/
|
|
bool CanBuildVehicleInfrastructure(VehicleType type)
|
|
{
|
|
assert(IsPlayerBuildableVehicleType(type));
|
|
|
|
if (!IsValidPlayerID(_current_player)) return false;
|
|
if (_settings_client.gui.always_build_infrastructure) return true;
|
|
|
|
UnitID max;
|
|
switch (type) {
|
|
case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break;
|
|
case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break;
|
|
case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
|
|
case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
/* We can build vehicle infrastructure when we may build the vehicle type */
|
|
if (max > 0) {
|
|
/* Can we actually build the vehicle type? */
|
|
const Engine *e;
|
|
FOR_ALL_ENGINES_OF_TYPE(e, type) {
|
|
if (HasBit(e->player_avail, _local_player)) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/* We should be able to build infrastructure when we have the actual vehicle type */
|
|
const Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->owner == _local_player && v->type == type) return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
const Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v)
|
|
{
|
|
const Player *p = GetPlayer(player);
|
|
LiveryScheme scheme = LS_DEFAULT;
|
|
CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;
|
|
|
|
/* The default livery is always available for use, but its in_use flag determines
|
|
* whether any _other_ liveries are in use. */
|
|
if (p->livery[LS_DEFAULT].in_use && (_settings_client.gui.liveries == 2 || (_settings_client.gui.liveries == 1 && player == _local_player))) {
|
|
/* Determine the livery scheme to use */
|
|
switch (GetEngine(engine_type)->type) {
|
|
default: NOT_REACHED();
|
|
case VEH_TRAIN: {
|
|
const RailVehicleInfo *rvi = RailVehInfo(engine_type);
|
|
|
|
if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
|
|
if (rvi->railveh_type == RAILVEH_WAGON) {
|
|
if (!GetCargo(cargo_type)->is_freight) {
|
|
if (parent_engine_type == INVALID_ENGINE) {
|
|
scheme = LS_PASSENGER_WAGON_STEAM;
|
|
} else {
|
|
switch (RailVehInfo(parent_engine_type)->engclass) {
|
|
default: NOT_REACHED();
|
|
case EC_STEAM: scheme = LS_PASSENGER_WAGON_STEAM; break;
|
|
case EC_DIESEL: scheme = LS_PASSENGER_WAGON_DIESEL; break;
|
|
case EC_ELECTRIC: scheme = LS_PASSENGER_WAGON_ELECTRIC; break;
|
|
case EC_MONORAIL: scheme = LS_PASSENGER_WAGON_MONORAIL; break;
|
|
case EC_MAGLEV: scheme = LS_PASSENGER_WAGON_MAGLEV; break;
|
|
}
|
|
}
|
|
} else {
|
|
scheme = LS_FREIGHT_WAGON;
|
|
}
|
|
} else {
|
|
bool is_mu = HasBit(EngInfo(engine_type)->misc_flags, EF_RAIL_IS_MU);
|
|
|
|
switch (rvi->engclass) {
|
|
default: NOT_REACHED();
|
|
case EC_STEAM: scheme = LS_STEAM; break;
|
|
case EC_DIESEL: scheme = is_mu ? LS_DMU : LS_DIESEL; break;
|
|
case EC_ELECTRIC: scheme = is_mu ? LS_EMU : LS_ELECTRIC; break;
|
|
case EC_MONORAIL: scheme = LS_MONORAIL; break;
|
|
case EC_MAGLEV: scheme = LS_MAGLEV; break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case VEH_ROAD: {
|
|
const RoadVehicleInfo *rvi = RoadVehInfo(engine_type);
|
|
if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
|
|
if (HasBit(EngInfo(engine_type)->misc_flags, EF_ROAD_TRAM)) {
|
|
/* Tram */
|
|
scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
|
|
} else {
|
|
/* Bus or truck */
|
|
scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case VEH_SHIP: {
|
|
const ShipVehicleInfo *svi = ShipVehInfo(engine_type);
|
|
if (cargo_type == CT_INVALID) cargo_type = svi->cargo_type;
|
|
scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
|
|
break;
|
|
}
|
|
|
|
case VEH_AIRCRAFT: {
|
|
const AircraftVehicleInfo *avi = AircraftVehInfo(engine_type);
|
|
if (cargo_type == CT_INVALID) cargo_type = CT_PASSENGERS;
|
|
switch (avi->subtype) {
|
|
case AIR_HELI: scheme = LS_HELICOPTER; break;
|
|
case AIR_CTOL: scheme = LS_SMALL_PLANE; break;
|
|
case AIR_CTOL | AIR_FAST: scheme = LS_LARGE_PLANE; break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Switch back to the default scheme if the resolved scheme is not in use */
|
|
if (!p->livery[scheme].in_use) scheme = LS_DEFAULT;
|
|
}
|
|
|
|
return &p->livery[scheme];
|
|
}
|
|
|
|
|
|
static SpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v)
|
|
{
|
|
SpriteID map = (v != NULL) ? v->colormap : PAL_NONE;
|
|
|
|
/* Return cached value if any */
|
|
if (map != PAL_NONE) return map;
|
|
|
|
/* Check if we should use the colour map callback */
|
|
if (HasBit(EngInfo(engine_type)->callbackmask, CBM_VEHICLE_COLOUR_REMAP)) {
|
|
uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
|
|
/* A return value of 0xC000 is stated to "use the default two-color
|
|
* maps" which happens to be the failure action too... */
|
|
if (callback != CALLBACK_FAILED && callback != 0xC000) {
|
|
map = GB(callback, 0, 14);
|
|
/* If bit 14 is set, then the company colours are applied to the
|
|
* map else it's returned as-is. */
|
|
if (!HasBit(callback, 14)) {
|
|
/* Update cache */
|
|
if (v != NULL) ((Vehicle*)v)->colormap = map;
|
|
return map;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool twocc = HasBit(EngInfo(engine_type)->misc_flags, EF_USES_2CC);
|
|
|
|
if (map == PAL_NONE) map = twocc ? (SpriteID)SPR_2CCMAP_BASE : (SpriteID)PALETTE_RECOLOR_START;
|
|
|
|
const Livery *livery = GetEngineLivery(engine_type, player, parent_engine_type, v);
|
|
|
|
map += livery->colour1;
|
|
if (twocc) map += livery->colour2 * 16;
|
|
|
|
/* Update cache */
|
|
if (v != NULL) ((Vehicle*)v)->colormap = map;
|
|
return map;
|
|
}
|
|
|
|
SpriteID GetEnginePalette(EngineID engine_type, PlayerID player)
|
|
{
|
|
return GetEngineColourMap(engine_type, player, INVALID_ENGINE, NULL);
|
|
}
|
|
|
|
SpriteID GetVehiclePalette(const Vehicle *v)
|
|
{
|
|
if (v->type == VEH_TRAIN) {
|
|
return GetEngineColourMap(
|
|
(v->u.rail.first_engine != INVALID_ENGINE && (UsesWagonOverride(v) || (IsArticulatedPart(v) && RailVehInfo(v->engine_type)->railveh_type != RAILVEH_WAGON))) ?
|
|
v->u.rail.first_engine : v->engine_type,
|
|
v->owner, v->u.rail.first_engine, v);
|
|
}
|
|
|
|
return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
|
|
}
|
|
|
|
static uint8 _cargo_days;
|
|
static uint16 _cargo_source;
|
|
static uint32 _cargo_source_xy;
|
|
static uint16 _cargo_count;
|
|
static uint16 _cargo_paid_for;
|
|
static Money _cargo_feeder_share;
|
|
static uint32 _cargo_loaded_at_xy;
|
|
|
|
/**
|
|
* Make it possible to make the saveload tables "friends" of other classes.
|
|
* @param vt the vehicle type. Can be VEH_END for the common vehicle description data
|
|
* @return the saveload description
|
|
*/
|
|
const SaveLoad *GetVehicleDescription(VehicleType vt)
|
|
{
|
|
/** Save and load of vehicles */
|
|
static const SaveLoad _common_veh_desc[] = {
|
|
SLE_VAR(Vehicle, subtype, SLE_UINT8),
|
|
|
|
SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
|
|
SLE_CONDVAR(Vehicle, name, SLE_NAME, 0, 83),
|
|
SLE_CONDSTR(Vehicle, name, SLE_STR, 0, 84, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7),
|
|
SLE_CONDVAR(Vehicle, unitnumber, SLE_UINT16, 8, SL_MAX_VERSION),
|
|
SLE_VAR(Vehicle, owner, SLE_UINT8),
|
|
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION),
|
|
|
|
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Vehicle, x_pos, SLE_UINT32, 6, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Vehicle, y_pos, SLE_UINT32, 6, SL_MAX_VERSION),
|
|
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
|
|
SLE_VAR(Vehicle, direction, SLE_UINT8),
|
|
|
|
SLE_CONDNULL(2, 0, 57),
|
|
SLE_VAR(Vehicle, spritenum, SLE_UINT8),
|
|
SLE_CONDNULL(5, 0, 57),
|
|
SLE_VAR(Vehicle, engine_type, SLE_UINT16),
|
|
|
|
SLE_VAR(Vehicle, max_speed, SLE_UINT16),
|
|
SLE_VAR(Vehicle, cur_speed, SLE_UINT16),
|
|
SLE_VAR(Vehicle, subspeed, SLE_UINT8),
|
|
SLE_VAR(Vehicle, acceleration, SLE_UINT8),
|
|
SLE_VAR(Vehicle, progress, SLE_UINT8),
|
|
|
|
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
|
|
SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
|
|
SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16, 5, SL_MAX_VERSION),
|
|
|
|
SLE_VAR(Vehicle, cargo_type, SLE_UINT8),
|
|
SLE_CONDVAR(Vehicle, cargo_subtype, SLE_UINT8, 35, SL_MAX_VERSION),
|
|
SLEG_CONDVAR( _cargo_days, SLE_UINT8, 0, 67),
|
|
SLEG_CONDVAR( _cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6),
|
|
SLEG_CONDVAR( _cargo_source, SLE_UINT16, 7, 67),
|
|
SLEG_CONDVAR( _cargo_source_xy, SLE_UINT32, 44, 67),
|
|
SLE_VAR(Vehicle, cargo_cap, SLE_UINT16),
|
|
SLEG_CONDVAR( _cargo_count, SLE_UINT16, 0, 67),
|
|
SLE_CONDLST(Vehicle, cargo, REF_CARGO_PACKET, 68, SL_MAX_VERSION),
|
|
|
|
SLE_VAR(Vehicle, day_counter, SLE_UINT8),
|
|
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
|
|
SLE_CONDVAR(Vehicle, running_ticks, SLE_UINT8, 88, SL_MAX_VERSION),
|
|
|
|
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(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 0, 4),
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
|
|
|
|
/* Orders for version 5 and on */
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION),
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION),
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION),
|
|
|
|
/* Refit in current order */
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_cargo), SLE_UINT8, 36, SL_MAX_VERSION),
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_subtype), SLE_UINT8, 36, SL_MAX_VERSION),
|
|
|
|
/* Timetable in current order */
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, wait_time), SLE_UINT16, 67, SL_MAX_VERSION),
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, travel_time), SLE_UINT16, 67, SL_MAX_VERSION),
|
|
|
|
SLE_REF(Vehicle, orders, REF_ORDER),
|
|
|
|
SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
|
|
SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, max_age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
|
|
SLE_CONDVAR(Vehicle, max_age, SLE_INT32, 31, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
|
|
SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32, 31, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, service_interval, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
|
|
SLE_CONDVAR(Vehicle, service_interval, SLE_INT32, 31, SL_MAX_VERSION),
|
|
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_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
|
|
SLE_CONDVAR(Vehicle, build_year, SLE_INT32, 31, SL_MAX_VERSION),
|
|
|
|
SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16),
|
|
SLEG_CONDVAR( _cargo_paid_for, SLE_UINT16, 45, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, vehicle_flags, SLE_UINT8, 40, SL_MAX_VERSION),
|
|
|
|
SLE_CONDVAR(Vehicle, profit_this_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
|
|
SLE_CONDVAR(Vehicle, profit_this_year, SLE_INT64, 65, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, profit_last_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
|
|
SLE_CONDVAR(Vehicle, profit_last_year, SLE_INT64, 65, SL_MAX_VERSION),
|
|
SLEG_CONDVAR( _cargo_feeder_share, SLE_FILE_I32 | SLE_VAR_I64,51, 64),
|
|
SLEG_CONDVAR( _cargo_feeder_share, SLE_INT64, 65, 67),
|
|
SLEG_CONDVAR( _cargo_loaded_at_xy, SLE_UINT32, 51, 67),
|
|
SLE_CONDVAR(Vehicle, value, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
|
|
SLE_CONDVAR(Vehicle, value, SLE_INT64, 65, SL_MAX_VERSION),
|
|
|
|
SLE_CONDVAR(Vehicle, random_bits, SLE_UINT8, 2, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, waiting_triggers, SLE_UINT8, 2, SL_MAX_VERSION),
|
|
|
|
SLE_CONDREF(Vehicle, next_shared, REF_VEHICLE, 2, SL_MAX_VERSION),
|
|
SLE_CONDNULL(2, 2, 68),
|
|
SLE_CONDNULL(4, 69, 100),
|
|
|
|
SLE_CONDVAR(Vehicle, group_id, SLE_UINT16, 60, SL_MAX_VERSION),
|
|
|
|
SLE_CONDVAR(Vehicle, current_order_time, SLE_UINT32, 67, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, lateness_counter, SLE_INT32, 67, SL_MAX_VERSION),
|
|
|
|
/* reserve extra space in savegame here. (currently 10 bytes) */
|
|
SLE_CONDNULL(10, 2, SL_MAX_VERSION),
|
|
|
|
SLE_END()
|
|
};
|
|
|
|
|
|
static const SaveLoad _train_desc[] = {
|
|
SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN),
|
|
SLE_VEH_INCLUDEX(),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, crash_anim_pos), SLE_UINT16),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, force_proceed), SLE_UINT8),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, railtype), SLE_UINT8),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, track), SLE_UINT8),
|
|
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_FILE_U8 | SLE_VAR_U16, 2, 99),
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_UINT16,100, SL_MAX_VERSION),
|
|
SLE_CONDNULL(2, 2, 59),
|
|
|
|
SLE_CONDNULL(2, 2, 19),
|
|
/* reserve extra space in savegame here. (currently 11 bytes) */
|
|
SLE_CONDNULL(11, 2, SL_MAX_VERSION),
|
|
|
|
SLE_END()
|
|
};
|
|
|
|
static const SaveLoad _roadveh_desc[] = {
|
|
SLE_WRITEBYTE(Vehicle, type, VEH_ROAD),
|
|
SLE_VEH_INCLUDEX(),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, state), SLE_UINT8),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, frame), SLE_UINT8),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, blocked_ctr), SLE_UINT16),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking), SLE_UINT8),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, crashed_ctr), SLE_UINT16),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, reverse_ctr), SLE_UINT8),
|
|
|
|
SLE_CONDREFX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot), REF_ROADSTOPS, 6, SL_MAX_VERSION),
|
|
SLE_CONDNULL(1, 6, SL_MAX_VERSION),
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot_age), SLE_UINT8, 6, SL_MAX_VERSION),
|
|
/* reserve extra space in savegame here. (currently 16 bytes) */
|
|
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
|
|
|
|
SLE_END()
|
|
};
|
|
|
|
static const SaveLoad _ship_desc[] = {
|
|
SLE_WRITEBYTE(Vehicle, type, VEH_SHIP),
|
|
SLE_VEH_INCLUDEX(),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleShip, state), SLE_UINT8),
|
|
|
|
/* reserve extra space in savegame here. (currently 16 bytes) */
|
|
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
|
|
|
|
SLE_END()
|
|
};
|
|
|
|
static const SaveLoad _aircraft_desc[] = {
|
|
SLE_WRITEBYTE(Vehicle, type, VEH_AIRCRAFT),
|
|
SLE_VEH_INCLUDEX(),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, crashed_counter), SLE_UINT16),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, pos), SLE_UINT8),
|
|
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_UINT16, 5, SL_MAX_VERSION),
|
|
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, state), SLE_UINT8),
|
|
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, previous_pos), SLE_UINT8, 2, SL_MAX_VERSION),
|
|
|
|
/* reserve extra space in savegame here. (currently 15 bytes) */
|
|
SLE_CONDNULL(15, 2, SL_MAX_VERSION),
|
|
|
|
SLE_END()
|
|
};
|
|
|
|
static const SaveLoad _special_desc[] = {
|
|
SLE_WRITEBYTE(Vehicle, type, VEH_EFFECT),
|
|
|
|
SLE_VAR(Vehicle, subtype, SLE_UINT8),
|
|
|
|
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
|
|
|
|
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
|
|
SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
|
|
SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION),
|
|
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
|
|
|
|
SLE_VAR(Vehicle, cur_image, SLE_UINT16),
|
|
SLE_CONDNULL(5, 0, 57),
|
|
SLE_VAR(Vehicle, progress, SLE_UINT8),
|
|
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
|
|
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_state), SLE_UINT16),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_substate), SLE_UINT8),
|
|
|
|
SLE_CONDVAR(Vehicle, spritenum, SLE_UINT8, 2, SL_MAX_VERSION),
|
|
|
|
/* reserve extra space in savegame here. (currently 15 bytes) */
|
|
SLE_CONDNULL(15, 2, SL_MAX_VERSION),
|
|
|
|
SLE_END()
|
|
};
|
|
|
|
static const SaveLoad _disaster_desc[] = {
|
|
SLE_WRITEBYTE(Vehicle, type, VEH_DISASTER),
|
|
|
|
SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
|
|
|
|
SLE_VAR(Vehicle, subtype, SLE_UINT8),
|
|
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
|
|
SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION),
|
|
|
|
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
|
|
SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION),
|
|
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
|
|
SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION),
|
|
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
|
|
SLE_VAR(Vehicle, direction, SLE_UINT8),
|
|
|
|
SLE_CONDNULL(5, 0, 57),
|
|
SLE_VAR(Vehicle, owner, SLE_UINT8),
|
|
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
|
|
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION),
|
|
|
|
SLE_VAR(Vehicle, cur_image, SLE_UINT16),
|
|
SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
|
|
SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION),
|
|
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
|
|
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, image_override), SLE_UINT16),
|
|
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, big_ufo_destroyer_target), SLE_UINT16),
|
|
|
|
/* reserve extra space in savegame here. (currently 16 bytes) */
|
|
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
|
|
|
|
SLE_END()
|
|
};
|
|
|
|
|
|
static const SaveLoad *_veh_descs[] = {
|
|
_train_desc,
|
|
_roadveh_desc,
|
|
_ship_desc,
|
|
_aircraft_desc,
|
|
_special_desc,
|
|
_disaster_desc,
|
|
_common_veh_desc,
|
|
};
|
|
|
|
return _veh_descs[vt];
|
|
}
|
|
|
|
/** Will be called when the vehicles need to be saved. */
|
|
static void Save_VEHS()
|
|
{
|
|
Vehicle *v;
|
|
/* Write the vehicles */
|
|
FOR_ALL_VEHICLES(v) {
|
|
SlSetArrayIndex(v->index);
|
|
SlObject(v, GetVehicleDescription(v->type));
|
|
}
|
|
}
|
|
|
|
/** Will be called when vehicles need to be loaded. */
|
|
void Load_VEHS()
|
|
{
|
|
int index;
|
|
Vehicle *v;
|
|
|
|
_cargo_count = 0;
|
|
|
|
while ((index = SlIterateArray()) != -1) {
|
|
Vehicle *v;
|
|
VehicleType vtype = (VehicleType)SlReadByte();
|
|
|
|
switch (vtype) {
|
|
case VEH_TRAIN: v = new (index) Train(); break;
|
|
case VEH_ROAD: v = new (index) RoadVehicle(); break;
|
|
case VEH_SHIP: v = new (index) Ship(); break;
|
|
case VEH_AIRCRAFT: v = new (index) Aircraft(); break;
|
|
case VEH_EFFECT: v = new (index) EffectVehicle(); break;
|
|
case VEH_DISASTER: v = new (index) DisasterVehicle(); break;
|
|
case VEH_INVALID: v = new (index) InvalidVehicle(); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
SlObject(v, GetVehicleDescription(vtype));
|
|
|
|
if (_cargo_count != 0 && IsPlayerBuildableVehicleType(v)) {
|
|
/* Don't construct the packet with station here, because that'll fail with old savegames */
|
|
CargoPacket *cp = new CargoPacket();
|
|
cp->source = _cargo_source;
|
|
cp->source_xy = _cargo_source_xy;
|
|
cp->count = _cargo_count;
|
|
cp->days_in_transit = _cargo_days;
|
|
cp->feeder_share = _cargo_feeder_share;
|
|
cp->loaded_at_xy = _cargo_loaded_at_xy;
|
|
v->cargo.Append(cp);
|
|
}
|
|
|
|
/* Old savegames used 'last_station_visited = 0xFF' */
|
|
if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF)
|
|
v->last_station_visited = INVALID_STATION;
|
|
|
|
if (CheckSavegameVersion(5)) {
|
|
/* Convert the current_order.type (which is a mix of type and flags, because
|
|
* in those versions, they both were 4 bits big) to type and flags */
|
|
v->current_order.flags = GB(v->current_order.type, 4, 4);
|
|
v->current_order.type &= 0x0F;
|
|
}
|
|
|
|
/* Advanced vehicle lists got added */
|
|
if (CheckSavegameVersion(60)) v->group_id = DEFAULT_GROUP;
|
|
}
|
|
|
|
/* Check for shared order-lists (we now use pointers for that) */
|
|
if (CheckSavegameVersionOldStyle(5, 2)) {
|
|
FOR_ALL_VEHICLES(v) {
|
|
Vehicle *u;
|
|
|
|
FOR_ALL_VEHICLES_FROM(u, v->index + 1) {
|
|
/* If a vehicle has the same orders, add the link to eachother
|
|
* in both vehicles */
|
|
if (v->orders == u->orders) {
|
|
u->AddToShared(v);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
extern const ChunkHandler _veh_chunk_handlers[] = {
|
|
{ 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST},
|
|
};
|
|
|
|
void Vehicle::BeginLoading()
|
|
{
|
|
assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP);
|
|
|
|
if (this->current_order.IsType(OT_GOTO_STATION) &&
|
|
this->current_order.GetDestination() == this->last_station_visited) {
|
|
current_order.MakeLoading(true);
|
|
UpdateVehicleTimetable(this, true);
|
|
|
|
/* Furthermore add the Non Stop flag to mark that this station
|
|
* is the actual destination of the vehicle, which is (for example)
|
|
* necessary to be known for HandleTrainLoading to determine
|
|
* whether the train is lost or not; not marking a train lost
|
|
* that arrives at random stations is bad. */
|
|
this->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION);
|
|
|
|
} else {
|
|
current_order.MakeLoading(false);
|
|
}
|
|
|
|
GetStation(this->last_station_visited)->loading_vehicles.push_back(this);
|
|
|
|
VehiclePayment(this);
|
|
|
|
InvalidateWindow(GetWindowClassForVehicleType(this->type), this->owner);
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
|
|
InvalidateWindow(WC_STATION_VIEW, this->last_station_visited);
|
|
|
|
GetStation(this->last_station_visited)->MarkTilesDirty(true);
|
|
this->MarkDirty();
|
|
}
|
|
|
|
void Vehicle::LeaveStation()
|
|
{
|
|
assert(current_order.IsType(OT_LOADING));
|
|
|
|
/* Only update the timetable if the vehicle was supposed to stop here. */
|
|
if (current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
|
|
|
|
current_order.MakeLeaveStation();
|
|
Station *st = GetStation(this->last_station_visited);
|
|
st->loading_vehicles.remove(this);
|
|
|
|
HideFillingPercent(&this->fill_percent_te_id);
|
|
|
|
if (this->type == VEH_TRAIN) {
|
|
/* Trigger station animation (trains only) */
|
|
if (IsTileType(this->tile, MP_STATION)) StationAnimationTrigger(st, this->tile, STAT_ANIM_TRAIN_DEPARTS);
|
|
|
|
/* Try to reserve a path when leaving the station as we
|
|
* might not be marked as wanting a reservation, e.g.
|
|
* when an overlength train gets turned around in a station. */
|
|
if (UpdateSignalsOnSegment(this->tile, TrackdirToExitdir(GetVehicleTrackdir(this)), this->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
|
|
TryPathReserve(this, true, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void Vehicle::HandleLoading(bool mode)
|
|
{
|
|
switch (this->current_order.GetType()) {
|
|
case OT_LOADING: {
|
|
uint wait_time = max(this->current_order.wait_time - this->lateness_counter, 0);
|
|
|
|
/* Not the first call for this tick, or still loading */
|
|
if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) ||
|
|
(_settings_game.order.timetabling && this->current_order_time < wait_time)) return;
|
|
|
|
this->PlayLeaveStationSound();
|
|
|
|
bool at_destination_station = this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE;
|
|
this->LeaveStation();
|
|
|
|
/* If this was not the final order, don't remove it from the list. */
|
|
if (!at_destination_station) return;
|
|
break;
|
|
}
|
|
|
|
case OT_DUMMY: break;
|
|
|
|
default: return;
|
|
}
|
|
|
|
this->cur_order_index++;
|
|
InvalidateVehicleOrder(this, 0);
|
|
}
|
|
|
|
CommandCost Vehicle::SendToDepot(uint32 flags, DepotCommand command)
|
|
{
|
|
if (!CheckOwnership(this->owner)) return CMD_ERROR;
|
|
if (this->vehstatus & VS_CRASHED) return CMD_ERROR;
|
|
if (this->IsStoppedInDepot()) return CMD_ERROR;
|
|
|
|
if (this->current_order.IsType(OT_GOTO_DEPOT)) {
|
|
bool halt_in_depot = this->current_order.GetDepotActionType() & ODATFB_HALT;
|
|
if (!!(command & DEPOT_SERVICE) == halt_in_depot) {
|
|
/* We called with a different DEPOT_SERVICE setting.
|
|
* Now we change the setting to apply the new one and let the vehicle head for the same depot.
|
|
* Note: the if is (true for requesting service == true for ordered to stop in depot) */
|
|
if (flags & DC_EXEC) {
|
|
this->current_order.SetDepotOrderType(ODTF_MANUAL);
|
|
this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT);
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
if (command & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders
|
|
if (flags & DC_EXEC) {
|
|
/* If the orders to 'goto depot' are in the orders list (forced servicing),
|
|
* then skip to the next order; effectively cancelling this forced service */
|
|
if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->cur_order_index++;
|
|
|
|
this->current_order.MakeDummy();
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
TileIndex location;
|
|
DestinationID destination;
|
|
bool reverse;
|
|
static const StringID no_depot[] = {STR_883A_UNABLE_TO_FIND_ROUTE_TO, STR_9019_UNABLE_TO_FIND_LOCAL_DEPOT, STR_981A_UNABLE_TO_FIND_LOCAL_DEPOT, STR_A012_CAN_T_SEND_AIRCRAFT_TO};
|
|
if (!this->FindClosestDepot(&location, &destination, &reverse)) return_cmd_error(no_depot[this->type]);
|
|
|
|
if (flags & DC_EXEC) {
|
|
if (this->current_order.IsType(OT_LOADING)) this->LeaveStation();
|
|
|
|
this->dest_tile = location;
|
|
this->current_order.MakeGoToDepot(destination, ODTF_MANUAL);
|
|
if (!(command & DEPOT_SERVICE)) this->current_order.SetDepotActionType(ODATFB_HALT);
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
|
|
|
|
/* If there is no depot in front, reverse automatically (trains only) */
|
|
if (this->type == VEH_TRAIN && reverse) DoCommand(this->tile, this->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
|
|
|
|
if (this->type == VEH_AIRCRAFT && this->u.air.state == FLYING && this->u.air.targetairport != destination) {
|
|
/* The aircraft is now heading for a different hangar than the next in the orders */
|
|
extern void AircraftNextAirportPos_and_Order(Vehicle *v);
|
|
AircraftNextAirportPos_and_Order(this);
|
|
}
|
|
}
|
|
|
|
return CommandCost();
|
|
|
|
}
|
|
|
|
void Vehicle::SetNext(Vehicle *next)
|
|
{
|
|
if (this->next != NULL) {
|
|
/* We had an old next vehicle. Update the first and previous pointers */
|
|
for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
|
|
v->first = this->next;
|
|
}
|
|
this->next->previous = NULL;
|
|
}
|
|
|
|
this->next = next;
|
|
|
|
if (this->next != NULL) {
|
|
/* A new next vehicle. Update the first and previous pointers */
|
|
if (this->next->previous != NULL) this->next->previous->next = NULL;
|
|
this->next->previous = this;
|
|
for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
|
|
v->first = this->first;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Vehicle::AddToShared(Vehicle *shared_chain)
|
|
{
|
|
assert(!this->IsOrderListShared());
|
|
|
|
this->next_shared = shared_chain->next_shared;
|
|
this->previous_shared = shared_chain;
|
|
this->first_shared = shared_chain->first_shared;
|
|
|
|
shared_chain->next_shared = this;
|
|
|
|
if (this->next_shared != NULL) this->next_shared->previous_shared = this;
|
|
}
|
|
|
|
void Vehicle::RemoveFromShared()
|
|
{
|
|
Vehicle *new_first;
|
|
|
|
if (this->FirstShared() == this) {
|
|
/* We are the first shared one, so update all the first pointers of our next shared ones. */
|
|
new_first = this->NextShared();
|
|
for (Vehicle *u = new_first; u != NULL; u = u->NextShared()) {
|
|
u->first_shared = new_first;
|
|
}
|
|
} else {
|
|
/* We are not the first shared one, so only relink our previous one. */
|
|
new_first = this->FirstShared();
|
|
this->previous_shared->next_shared = this->NextShared();
|
|
}
|
|
|
|
if (this->next_shared != NULL) this->next_shared->previous_shared = this->previous_shared;
|
|
|
|
uint32 old_window_number = (this->FirstShared()->index << 16) | (this->type << 11) | VLW_SHARED_ORDERS | this->owner;
|
|
|
|
if (new_first->NextShared() == NULL) {
|
|
/* When there is only one vehicle, remove the shared order list window. */
|
|
DeleteWindowById(GetWindowClassForVehicleType(this->type), old_window_number);
|
|
InvalidateVehicleOrder(new_first, 0);
|
|
} else if (this->FirstShared() == this) {
|
|
/* If we were the first one, update to the new first one. */
|
|
InvalidateWindowData(GetWindowClassForVehicleType(this->type), old_window_number, (new_first->index << 16) | (1 << 15));
|
|
}
|
|
|
|
this->first_shared = this;
|
|
this->next_shared = NULL;
|
|
this->previous_shared = NULL;
|
|
}
|
|
|
|
void StopAllVehicles()
|
|
{
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
/* Code ripped from CmdStartStopTrain. Can't call it, because of
|
|
* ownership problems, so we'll duplicate some code, for now */
|
|
v->vehstatus |= VS_STOPPED;
|
|
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
|
|
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
|
|
}
|
|
}
|