mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
420 lines
16 KiB
C++
420 lines
16 KiB
C++
/* $Id$ */
|
|
|
|
#include "stdafx.h"
|
|
#include "openttd.h"
|
|
#include "roadveh.h"
|
|
#include "ship.h"
|
|
#include "news.h"
|
|
#include "player_func.h"
|
|
#include "engine.h"
|
|
#include "debug.h"
|
|
#include "vehicle_gui.h"
|
|
#include "depot.h"
|
|
#include "train.h"
|
|
#include "aircraft.h"
|
|
#include "cargotype.h"
|
|
#include "group.h"
|
|
#include "order.h"
|
|
#include "strings_func.h"
|
|
#include "command_func.h"
|
|
#include "vehicle_func.h"
|
|
#include "functions.h"
|
|
#include "variables.h"
|
|
#include "autoreplace_func.h"
|
|
#include "articulated_vehicles.h"
|
|
|
|
#include "table/strings.h"
|
|
|
|
|
|
/*
|
|
* move the cargo from one engine to another if possible
|
|
*/
|
|
static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
|
|
{
|
|
Vehicle *v = dest;
|
|
|
|
do {
|
|
do {
|
|
if (source->cargo_type != dest->cargo_type)
|
|
continue; // cargo not compatible
|
|
|
|
if (dest->cargo.Count() == dest->cargo_cap)
|
|
continue; // the destination vehicle is already full
|
|
|
|
uint units_moved = min(source->cargo.Count(), dest->cargo_cap - dest->cargo.Count());
|
|
source->cargo.MoveTo(&dest->cargo, units_moved);
|
|
|
|
// copy the age of the cargo
|
|
dest->day_counter = source->day_counter;
|
|
dest->tick_counter = source->tick_counter;
|
|
|
|
} while (source->cargo.Count() > 0 && (dest = dest->Next()) != NULL);
|
|
dest = v;
|
|
} while ((source = source->Next()) != NULL);
|
|
|
|
/*
|
|
* The of the train will be incorrect at this moment. This is due
|
|
* to the fact that removing the old wagon updates the weight of
|
|
* the complete train, which is without the weight of cargo we just
|
|
* moved back into some (of the) new wagon(s).
|
|
*/
|
|
if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->First());
|
|
}
|
|
|
|
static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type)
|
|
{
|
|
const Order *o;
|
|
const Vehicle *u;
|
|
|
|
if (v->type == VEH_TRAIN) {
|
|
u = v->First();
|
|
} else {
|
|
u = v;
|
|
}
|
|
|
|
FOR_VEHICLE_ORDERS(u, o) {
|
|
if (!(o->refit_cargo < NUM_CARGO)) continue;
|
|
if (!CanRefitTo(v->engine_type, o->refit_cargo)) continue;
|
|
if (!CanRefitTo(engine_type, o->refit_cargo)) return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Function to find what type of cargo to refit to when autoreplacing
|
|
* @param *v Original vehicle, that is being replaced
|
|
* @param engine_type The EngineID of the vehicle that is being replaced to
|
|
* @return The cargo type to replace to
|
|
* CT_NO_REFIT is returned if no refit is needed
|
|
* CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible
|
|
*/
|
|
static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
|
|
{
|
|
CargoID new_cargo_type = GetEngineCargoType(engine_type);
|
|
|
|
if (new_cargo_type == CT_INVALID) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity
|
|
|
|
if (v->cargo_cap != 0 && (v->cargo_type == new_cargo_type || CanRefitTo(engine_type, v->cargo_type))) {
|
|
if (VerifyAutoreplaceRefitForOrders(v, engine_type)) {
|
|
return v->cargo_type == new_cargo_type ? (CargoID)CT_NO_REFIT : v->cargo_type;
|
|
} else {
|
|
return CT_INVALID;
|
|
}
|
|
}
|
|
if (v->type != VEH_TRAIN) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want
|
|
|
|
/* Below this line it's safe to assume that the vehicle in question is a train */
|
|
|
|
if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type
|
|
|
|
/* the old engine didn't have cargo capacity, but the new one does
|
|
* now we will figure out what cargo the train is carrying and refit to fit this */
|
|
v = v->First();
|
|
do {
|
|
if (v->cargo_cap == 0) continue;
|
|
/* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */
|
|
if (v->cargo_type == new_cargo_type) return CT_NO_REFIT;
|
|
if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type;
|
|
} while ((v = v->Next()) != NULL);
|
|
return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one
|
|
}
|
|
|
|
/* Replaces a vehicle (used to be called autorenew)
|
|
* This function is only called from MaybeReplaceVehicle()
|
|
* Must be called with _current_player set to the owner of the vehicle
|
|
* @param w Vehicle to replace
|
|
* @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
|
|
* @return value is cost of the replacement or CMD_ERROR
|
|
*/
|
|
static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost)
|
|
{
|
|
CommandCost cost;
|
|
CommandCost sell_value;
|
|
Vehicle *old_v = *w;
|
|
const Player *p = GetPlayer(old_v->owner);
|
|
EngineID new_engine_type;
|
|
const UnitID cached_unitnumber = old_v->unitnumber;
|
|
bool new_front = false;
|
|
Vehicle *new_v = NULL;
|
|
char *vehicle_name = NULL;
|
|
CargoID replacement_cargo_type;
|
|
|
|
/* Check if there is a autoreplacement set for the vehicle */
|
|
new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type, old_v->group_id);
|
|
/* if not, just renew to the same type */
|
|
if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type;
|
|
|
|
replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);
|
|
|
|
/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
|
|
if (replacement_cargo_type == CT_INVALID) return CommandCost();
|
|
|
|
sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v));
|
|
|
|
/* We give the player a loan of the same amount as the sell value.
|
|
* This is needed in case he needs the income from the sale to build the new vehicle.
|
|
* We take it back if building fails or when we really sell the old engine */
|
|
SubtractMoneyFromPlayer(sell_value);
|
|
|
|
cost = DoCommand(old_v->tile, new_engine_type, 3, flags, GetCmdBuildVeh(old_v));
|
|
if (CmdFailed(cost)) {
|
|
/* Take back the money we just gave the player */
|
|
sell_value.MultiplyCost(-1);
|
|
SubtractMoneyFromPlayer(sell_value);
|
|
return cost;
|
|
}
|
|
|
|
if (replacement_cargo_type != CT_NO_REFIT) {
|
|
/* add refit cost */
|
|
CommandCost refit_cost = GetRefitCost(new_engine_type);
|
|
if (old_v->type == VEH_TRAIN && RailVehInfo(new_engine_type)->railveh_type == RAILVEH_MULTIHEAD) {
|
|
/* Since it's a dualheaded engine we have to pay once more because the rear end is being refitted too. */
|
|
refit_cost.AddCost(refit_cost);
|
|
}
|
|
cost.AddCost(refit_cost);
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
new_v = GetVehicle(_new_vehicle_id);
|
|
*w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is
|
|
|
|
/* refit if needed */
|
|
if (replacement_cargo_type != CT_NO_REFIT) {
|
|
if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, GetCmdRefitVeh(new_v)))) {
|
|
/* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */
|
|
error("Autoreplace failed to refit. Replace engine %d to %d and refit to cargo %d", old_v->engine_type, new_v->engine_type, replacement_cargo_type);
|
|
}
|
|
}
|
|
|
|
if (new_v->type == VEH_TRAIN && HasBit(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->Next() != NULL && IsArticulatedPart(new_v->Next()))) {
|
|
// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
|
|
SetBit(new_v->u.rail.flags, VRF_REVERSE_DIRECTION);
|
|
}
|
|
|
|
if (old_v->type == VEH_TRAIN && !IsFrontEngine(old_v)) {
|
|
/* this is a railcar. We need to move the car into the train
|
|
* We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
|
|
* sell the old engine in a moment
|
|
*/
|
|
/* Get the vehicle in front of the one we move out */
|
|
Vehicle *front = old_v->Previous();
|
|
/* If the vehicle in front is the rear end of a dualheaded engine, then we need to use the one in front of that one */
|
|
if (IsRearDualheaded(front)) front = front->Previous();
|
|
/* Now we move the old one out of the train */
|
|
DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
|
|
/* Add the new vehicle */
|
|
DoCommand(0, (front->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
|
|
} else {
|
|
// copy/clone the orders
|
|
DoCommand(0, (old_v->index << 16) | new_v->index, old_v->IsOrderListShared() ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
|
|
new_v->cur_order_index = old_v->cur_order_index;
|
|
ChangeVehicleViewWindow(old_v, new_v);
|
|
new_v->profit_this_year = old_v->profit_this_year;
|
|
new_v->profit_last_year = old_v->profit_last_year;
|
|
new_v->service_interval = old_v->service_interval;
|
|
DoCommand(0, old_v->group_id, new_v->index, flags, CMD_ADD_VEHICLE_GROUP);
|
|
new_front = true;
|
|
new_v->unitnumber = old_v->unitnumber; // use the same unit number
|
|
new_v->dest_tile = old_v->dest_tile;
|
|
|
|
new_v->current_order = old_v->current_order;
|
|
if (old_v->type == VEH_TRAIN && GetNextVehicle(old_v) != NULL){
|
|
Vehicle *temp_v = GetNextVehicle(old_v);
|
|
|
|
// move the entire train to the new engine, excluding the old engine
|
|
if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) {
|
|
// we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead
|
|
temp_v = GetNextVehicle(temp_v);
|
|
}
|
|
|
|
if (temp_v != NULL) {
|
|
DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
|
|
}
|
|
}
|
|
}
|
|
/* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */
|
|
MoveVehicleCargo(new_v->type == VEH_TRAIN ? new_v->First() : new_v, old_v);
|
|
|
|
// Get the name of the old vehicle if it has a custom name.
|
|
if (old_v->name != NULL) vehicle_name = strdup(old_v->name);
|
|
} else { // flags & DC_EXEC not set
|
|
CommandCost tmp_move;
|
|
|
|
if (old_v->type == VEH_TRAIN && IsFrontEngine(old_v)) {
|
|
Vehicle *next_veh = GetNextUnit(old_v); // don't try to move the rear multiheaded engine or articulated parts
|
|
if (next_veh != NULL) {
|
|
/* Verify that the wagons can be placed on the engine in question.
|
|
* This is done by building an engine, test if the wagons can be added and then sell the test engine. */
|
|
DoCommand(old_v->tile, new_engine_type, 3, DC_EXEC, GetCmdBuildVeh(old_v));
|
|
Vehicle *temp = GetVehicle(_new_vehicle_id);
|
|
tmp_move = DoCommand(0, (temp->index << 16) | next_veh->index, 1, 0, CMD_MOVE_RAIL_VEHICLE);
|
|
DoCommand(0, temp->index, 0, DC_EXEC, GetCmdSellVeh(old_v));
|
|
}
|
|
}
|
|
|
|
/* Ensure that the player will not end up having negative money while autoreplacing
|
|
* This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */
|
|
if (CmdFailed(tmp_move) || p->player_money < (cost.GetCost() + total_cost)) {
|
|
/* Pay back the loan */
|
|
sell_value.MultiplyCost(-1);
|
|
SubtractMoneyFromPlayer(sell_value);
|
|
return CMD_ERROR;
|
|
}
|
|
}
|
|
|
|
/* Take back the money we just gave the player just before building the vehicle
|
|
* The player will get the same amount now that the sale actually takes place */
|
|
sell_value.MultiplyCost(-1);
|
|
SubtractMoneyFromPlayer(sell_value);
|
|
|
|
/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
|
|
cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v)));
|
|
|
|
if (new_front) {
|
|
/* now we assign the old unitnumber to the new vehicle */
|
|
new_v->unitnumber = cached_unitnumber;
|
|
}
|
|
|
|
/* Transfer the name of the old vehicle */
|
|
if ((flags & DC_EXEC) && vehicle_name != NULL) {
|
|
_cmd_text = vehicle_name;
|
|
DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE);
|
|
free(vehicle_name);
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
/** replaces a vehicle if it's set for autoreplace or is too old
|
|
* (used to be called autorenew)
|
|
* @param v The vehicle to replace
|
|
* if the vehicle is a train, v needs to be the front engine
|
|
* @param check Checks if the replace is valid. No action is done at all
|
|
* @param display_costs If set, a cost animation is shown (only if check is false)
|
|
* @return CMD_ERROR if something went wrong. Otherwise the price of the replace
|
|
*/
|
|
CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
|
|
{
|
|
Vehicle *w;
|
|
const Player *p = GetPlayer(v->owner);
|
|
byte flags = 0;
|
|
CommandCost cost, temp_cost;
|
|
bool stopped;
|
|
|
|
/* Remember the length in case we need to trim train later on
|
|
* If it's not a train, the value is unused
|
|
* round up to the length of the tiles used for the train instead of the train length instead
|
|
* Useful when newGRF uses custom length */
|
|
uint16 old_total_length = (v->type == VEH_TRAIN ?
|
|
(v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE :
|
|
-1
|
|
);
|
|
|
|
|
|
_current_player = v->owner;
|
|
|
|
assert(IsPlayerBuildableVehicleType(v));
|
|
|
|
assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed
|
|
|
|
/* Remember the flag v->leave_depot_instantly because if we replace the vehicle, the vehicle holding this flag will be sold
|
|
* If it is set, then we only stopped the vehicle to replace it (if needed) and we will need to start it again.
|
|
* We also need to reset the flag since it should remain false except from when the vehicle enters a depot until autoreplace is handled in the same tick */
|
|
stopped = v->leave_depot_instantly;
|
|
v->leave_depot_instantly = false;
|
|
|
|
for (;;) {
|
|
cost = CommandCost(EXPENSES_NEW_VEHICLES);
|
|
w = v;
|
|
do {
|
|
if (w->type == VEH_TRAIN && IsRearDualheaded(w)) {
|
|
/* we build the rear ends of multiheaded trains with the front ones */
|
|
continue;
|
|
}
|
|
|
|
// check if the vehicle should be replaced
|
|
if (!w->NeedsAutorenewing(p) || // replace if engine is too old
|
|
w->max_age == 0) { // rail cars got a max age of 0
|
|
if (!EngineHasReplacementForPlayer(p, w->engine_type, w->group_id)) continue;
|
|
}
|
|
|
|
/* Now replace the vehicle */
|
|
temp_cost = ReplaceVehicle(&w, flags, cost.GetCost());
|
|
|
|
if (CmdFailed(temp_cost)) break; // replace failed for some reason. Leave the vehicle alone
|
|
|
|
if (flags & DC_EXEC &&
|
|
(w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE)) {
|
|
/* now we bought a new engine and sold the old one. We need to fix the
|
|
* pointers in order to avoid pointing to the old one for trains: these
|
|
* pointers should point to the front engine and not the cars
|
|
*/
|
|
v = w;
|
|
}
|
|
cost.AddCost(temp_cost);
|
|
} while (w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL);
|
|
|
|
if (!(flags & DC_EXEC) && (p->player_money < (cost.GetCost() + p->engine_renew_money) || cost.GetCost() == 0)) {
|
|
if (!check && p->player_money < (cost.GetCost() + p->engine_renew_money) && ( _local_player == v->owner ) && cost.GetCost() != 0) {
|
|
StringID message;
|
|
SetDParam(0, v->unitnumber);
|
|
switch (v->type) {
|
|
case VEH_TRAIN: message = STR_TRAIN_AUTORENEW_FAILED; break;
|
|
case VEH_ROAD: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
|
|
case VEH_SHIP: message = STR_SHIP_AUTORENEW_FAILED; break;
|
|
case VEH_AIRCRAFT: message = STR_AIRCRAFT_AUTORENEW_FAILED; break;
|
|
// This should never happen
|
|
default: NOT_REACHED(); message = 0; break;
|
|
}
|
|
|
|
AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
|
|
}
|
|
if (stopped) v->vehstatus &= ~VS_STOPPED;
|
|
if (display_costs) _current_player = OWNER_NONE;
|
|
return CMD_ERROR;
|
|
}
|
|
|
|
if (flags & DC_EXEC) {
|
|
break; // we are done replacing since the loop ran once with DC_EXEC
|
|
} else if (check) {
|
|
/* It's a test only and we know that we can do this
|
|
* NOTE: payment for wagon removal is NOT included in this price */
|
|
return cost;
|
|
}
|
|
// now we redo the loop, but this time we actually do stuff since we know that we can do it
|
|
flags |= DC_EXEC;
|
|
}
|
|
|
|
/* If setting is on to try not to exceed the old length of the train with the replacement */
|
|
if (v->type == VEH_TRAIN && p->renew_keep_length) {
|
|
Vehicle *temp;
|
|
w = v;
|
|
|
|
while (v->u.rail.cached_total_length > old_total_length) {
|
|
// the train is too long. We will remove cars one by one from the start of the train until it's short enough
|
|
while (w != NULL && RailVehInfo(w->engine_type)->railveh_type != RAILVEH_WAGON) {
|
|
w = GetNextVehicle(w);
|
|
}
|
|
if (w == NULL) {
|
|
// we failed to make the train short enough
|
|
SetDParam(0, v->unitnumber);
|
|
AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
|
|
break;
|
|
}
|
|
temp = w;
|
|
w = GetNextVehicle(w);
|
|
DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
|
|
MoveVehicleCargo(v, temp);
|
|
cost.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON));
|
|
}
|
|
}
|
|
|
|
if (stopped) v->vehstatus &= ~VS_STOPPED;
|
|
if (display_costs) {
|
|
if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
|
|
_current_player = OWNER_NONE;
|
|
}
|
|
return cost;
|
|
}
|