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OpenTTD-patches/src/ai/api/ai_event_types.cpp

188 lines
4.3 KiB
C++

/* $Id$ */
/** @file ai_event_types.cpp Implementation of all EventTypes. */
#include "ai_event_types.hpp"
#include "../../openttd.h"
#include "../../core/alloc_func.hpp"
#include "../../strings_func.h"
#include "../../roadveh.h"
#include "../../train.h"
#include "../../ship.h"
#include "../../aircraft.h"
#include "../../settings_type.h"
#include "../../articulated_vehicles.h"
#include "table/strings.h"
bool AIEventVehicleCrashed::CloneCrashedVehicle(TileIndex depot)
{
return false;
}
const char *AIEventEnginePreview::GetName()
{
static const int len = 64;
char *engine_name = MallocT<char>(len);
::SetDParam(0, engine);
::GetString(engine_name, STR_ENGINE_NAME, &engine_name[len - 1]);
return engine_name;
}
CargoID AIEventEnginePreview::GetCargoType()
{
switch (::GetEngine(engine)->type) {
case VEH_ROAD: {
const RoadVehicleInfo *vi = ::RoadVehInfo(engine);
return vi->cargo_type;
} break;
case VEH_TRAIN: {
const RailVehicleInfo *vi = ::RailVehInfo(engine);
return vi->cargo_type;
} break;
case VEH_SHIP: {
const ShipVehicleInfo *vi = ::ShipVehInfo(engine);
return vi->cargo_type;
} break;
case VEH_AIRCRAFT: {
return CT_PASSENGERS;
} break;
default: NOT_REACHED();
}
}
int32 AIEventEnginePreview::GetCapacity()
{
switch (::GetEngine(engine)->type) {
case VEH_ROAD:
case VEH_TRAIN: {
uint16 *capacities = GetCapacityOfArticulatedParts(engine, ::GetEngine(engine)->type);
for (CargoID c = 0; c < NUM_CARGO; c++) {
if (capacities[c] == 0) continue;
return capacities[c];
}
return -1;
} break;
case VEH_SHIP: {
const ShipVehicleInfo *vi = ::ShipVehInfo(engine);
return vi->capacity;
} break;
case VEH_AIRCRAFT: {
const AircraftVehicleInfo *vi = ::AircraftVehInfo(engine);
return vi->passenger_capacity;
} break;
default: NOT_REACHED();
}
}
int32 AIEventEnginePreview::GetMaxSpeed()
{
switch (::GetEngine(engine)->type) {
case VEH_ROAD: {
const RoadVehicleInfo *vi = ::RoadVehInfo(engine);
/* Internal speeds are km/h * 2 */
return vi->max_speed / 2;
} break;
case VEH_TRAIN: {
const RailVehicleInfo *vi = ::RailVehInfo(engine);
return vi->max_speed;
} break;
case VEH_SHIP: {
const ShipVehicleInfo *vi = ::ShipVehInfo(engine);
/* Internal speeds are km/h * 2 */
return vi->max_speed / 2;
} break;
case VEH_AIRCRAFT: {
const AircraftVehicleInfo *vi = ::AircraftVehInfo(engine);
return vi->max_speed / _settings_game.vehicle.plane_speed;
} break;
default: NOT_REACHED();
}
}
Money AIEventEnginePreview::GetPrice()
{
switch (::GetEngine(engine)->type) {
case VEH_ROAD: {
const RoadVehicleInfo *vi = ::RoadVehInfo(engine);
return (_price.roadveh_base >> 3) * vi->cost_factor >> 5;
} break;
case VEH_TRAIN: {
const RailVehicleInfo *vi = ::RailVehInfo(engine);
return (_price.build_railvehicle >> 3) * vi->cost_factor >> 5;
} break;
case VEH_SHIP: {
const ShipVehicleInfo *vi = ::ShipVehInfo(engine);
return (_price.ship_base >> 3) * vi->cost_factor >> 5;
} break;
case VEH_AIRCRAFT: {
const AircraftVehicleInfo *vi = ::AircraftVehInfo(engine);
return (_price.aircraft_base >> 3) * vi->cost_factor >> 5;
} break;
default: NOT_REACHED();
}
}
Money AIEventEnginePreview::GetRunningCost()
{
/* We need to create an instance in order to obtain GetRunningCost.
* This means we temporary allocate a vehicle in the pool, but
* there is no other way.. */
Vehicle *vehicle;
switch (::GetEngine(engine)->type) {
case VEH_ROAD: {
vehicle = new RoadVehicle();
} break;
case VEH_TRAIN: {
vehicle = new Train();
} break;
case VEH_SHIP: {
vehicle = new Ship();
} break;
case VEH_AIRCRAFT: {
vehicle = new Aircraft();
} break;
default: NOT_REACHED();
}
vehicle->engine_type = engine;
Money runningCost = vehicle->GetRunningCost();
delete vehicle;
return runningCost >> 8;
}
AIVehicle::VehicleType AIEventEnginePreview::GetVehicleType()
{
switch (::GetEngine(engine)->type) {
case VEH_ROAD: return AIVehicle::VEHICLE_ROAD;
case VEH_TRAIN: return AIVehicle::VEHICLE_RAIL;
case VEH_SHIP: return AIVehicle::VEHICLE_WATER;
case VEH_AIRCRAFT: return AIVehicle::VEHICLE_AIR;
default: NOT_REACHED();
}
}
bool AIEventEnginePreview::AcceptPreview()
{
return AIObject::DoCommand(0, engine, 0, CMD_WANT_ENGINE_PREVIEW);
}