mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-19 15:25:39 +00:00
2556 lines
86 KiB
C++
2556 lines
86 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file vehicle.cpp Base implementations of all vehicles. */
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#include "stdafx.h"
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#include "gui.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 "timetable.h"
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#include "viewport_func.h"
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#include "news_func.h"
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#include "command_func.h"
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#include "company_func.h"
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#include "vehicle_gui.h"
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#include "train.h"
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#include "aircraft.h"
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#include "newgrf_debug.h"
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#include "newgrf_sound.h"
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#include "newgrf_station.h"
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#include "group.h"
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#include "group_gui.h"
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#include "strings_func.h"
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#include "zoom_func.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 "autoreplace_func.h"
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#include "autoreplace_gui.h"
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#include "station_base.h"
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#include "ai/ai.hpp"
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#include "depot_func.h"
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#include "network/network.h"
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#include "core/pool_func.hpp"
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#include "economy_base.h"
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#include "articulated_vehicles.h"
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#include "roadstop_base.h"
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#include "core/random_func.hpp"
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#include "core/backup_type.hpp"
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#include "order_backup.h"
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#include "sound_func.h"
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#include "effectvehicle_func.h"
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#include "effectvehicle_base.h"
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#include "vehiclelist.h"
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#include "bridge_map.h"
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#include "tunnel_map.h"
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#include "depot_map.h"
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#include "table/strings.h"
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#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
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VehicleID _new_vehicle_id;
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uint16 _returned_refit_capacity; ///< Stores the capacity after a refit operation.
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uint16 _returned_mail_refit_capacity; ///< Stores the mail capacity after a refit operation (Aircraft only).
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/** The pool with all our precious vehicles. */
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VehiclePool _vehicle_pool("Vehicle");
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INSTANTIATE_POOL_METHODS(Vehicle)
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/**
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* Function to tell if a vehicle needs to be autorenewed
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* @param *c 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 Company *c) const
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{
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/* We can always generate the Company pointer when we have the vehicle.
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* However this takes time and since the Company 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(c == Company::Get(this->owner));
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if (!c->settings.engine_renew) return false;
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if (this->age - this->max_age < (c->settings.engine_renew_months * 30)) return false;
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/* Only engines need renewing */
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if (this->type == VEH_TRAIN && !Train::From(this)->IsEngine()) return false;
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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 = Engine::Get(v->engine_type)->reliability;
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SetWindowDirty(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
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}
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/**
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* Check if the vehicle needs to go to a depot in near future (if a opportunity presents itself) for service or replacement.
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*
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* @see NeedsAutomaticServicing()
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* @return true if the vehicle should go to a depot if a opportunity presents itself.
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*/
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bool Vehicle::NeedsServicing() const
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{
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/* Stopped or crashed vehicles will not move, as such making unmovable
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* vehicles to go for service is lame. */
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if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
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/* Are we ready for the next service cycle? */
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const Company *c = Company::Get(this->owner);
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if (c->settings.vehicle.servint_ispercent ?
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(this->reliability >= Engine::Get(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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return false;
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}
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/* If we're servicing anyway, because we have not disabled servicing when
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* there are no breakdowns or we are playing with breakdowns, bail out. */
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if (!_settings_game.order.no_servicing_if_no_breakdowns ||
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_settings_game.difficulty.vehicle_breakdowns != 0) {
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return true;
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}
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/* Test whether there is some pending autoreplace.
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* Note: We do this after the service-interval test.
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* There are a lot more reasons for autoreplace to fail than we can test here reasonably. */
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bool pending_replace = false;
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Money needed_money = c->settings.engine_renew_money;
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if (needed_money > c->money) return false;
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for (const Vehicle *v = this; v != NULL; v = (v->type == VEH_TRAIN) ? Train::From(v)->GetNextUnit() : NULL) {
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EngineID new_engine = EngineReplacementForCompany(c, v->engine_type, v->group_id);
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/* Check engine availability */
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if (new_engine == INVALID_ENGINE || !HasBit(Engine::Get(new_engine)->company_avail, v->owner)) continue;
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/* Check refittability */
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uint32 available_cargo_types, union_mask;
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GetArticulatedRefitMasks(new_engine, true, &union_mask, &available_cargo_types);
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/* Is there anything to refit? */
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if (union_mask != 0) {
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CargoID cargo_type;
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/* We cannot refit to mixed cargoes in an automated way */
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if (IsArticulatedVehicleCarryingDifferentCargos(v, &cargo_type)) continue;
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/* Did the old vehicle carry anything? */
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if (cargo_type != CT_INVALID) {
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/* We can't refit the vehicle to carry the cargo we want */
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if (!HasBit(available_cargo_types, cargo_type)) continue;
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}
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}
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/* Check money.
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* We want 2*(the price of the new vehicle) without looking at the value of the vehicle we are going to sell. */
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pending_replace = true;
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needed_money += 2 * Engine::Get(new_engine)->GetCost();
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if (needed_money > c->money) return false;
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}
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return pending_replace;
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}
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/**
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* Checks if the current order should be interupted for a service-in-depot-order.
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* @see NeedsServicing()
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* @return true if the current order should be interupted.
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*/
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bool Vehicle::NeedsAutomaticServicing() const
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{
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if (this->HasDepotOrder()) 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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uint Vehicle::Crash(bool flooded)
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{
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assert((this->vehstatus & VS_CRASHED) == 0);
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assert(this->Previous() == NULL); // IsPrimaryVehicle fails for free-wagon-chains
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uint pass = 0;
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/* Stop the vehicle. */
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if (this->IsPrimaryVehicle()) this->vehstatus |= VS_STOPPED;
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/* crash all wagons, and count passengers */
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for (Vehicle *v = this; v != NULL; v = v->Next()) {
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if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) pass += v->cargo.Count();
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v->vehstatus |= VS_CRASHED;
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MarkSingleVehicleDirty(v);
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}
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/* Dirty some windows */
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InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
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SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
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SetWindowDirty(WC_VEHICLE_DEPOT, this->tile);
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return pass;
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}
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/**
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* Displays a "NewGrf Bug" error message for a engine, and pauses the game if not networking.
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* @param engine The engine that caused the problem
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* @param part1 Part 1 of the error message, taking the grfname as parameter 1
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* @param part2 Part 2 of the error message, taking the engine as parameter 2
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* @param bug_type Flag to check and set in grfconfig
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* @param critical Shall the "OpenTTD might crash"-message be shown when the player tries to unpause?
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*/
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void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical)
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{
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const Engine *e = Engine::Get(engine);
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uint32 grfid = e->grf_prop.grffile->grfid;
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GRFConfig *grfconfig = GetGRFConfig(grfid);
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if (!HasBit(grfconfig->grf_bugs, bug_type)) {
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SetBit(grfconfig->grf_bugs, bug_type);
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SetDParamStr(0, grfconfig->GetName());
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SetDParam(1, engine);
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ShowErrorMessage(part1, part2, WL_CRITICAL);
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if (!_networking) DoCommand(0, critical ? PM_PAUSED_ERROR : PM_PAUSED_NORMAL, 1, DC_EXEC, CMD_PAUSE);
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}
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/* debug output */
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char buffer[512];
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SetDParamStr(0, grfconfig->GetName());
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GetString(buffer, part1, lastof(buffer));
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DEBUG(grf, 0, "%s", buffer + 3);
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SetDParam(1, engine);
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GetString(buffer, part2, lastof(buffer));
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DEBUG(grf, 0, "%s", buffer + 3);
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}
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/**
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* Vehicle constructor.
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* @param type Type of the new vehicle.
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*/
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Vehicle::Vehicle(VehicleType type)
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{
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this->type = type;
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this->coord.left = 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->colourmap = PAL_NONE;
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this->cargo_age_counter = 1;
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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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/* 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 \a 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 \a 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 \a proc will be ignored.
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* @note Use this function when you have the intention that all vehicles
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* should be iterated over.
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* @param tile The location on the map
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* @param data Arbitrary data passed to \a 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 FindVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
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{
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VehicleFromPos(tile, data, proc, false);
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}
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/**
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* Checks whether a vehicle is on a specific location. It will call \a proc for
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* vehicles until it returns non-NULL.
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* @note Use #FindVehicleOnPos when you have the intention that all vehicles
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* should be iterated over.
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* @param tile The location on the map
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* @param data Arbitrary data passed to \a proc.
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* @param proc The \a 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 HasVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
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{
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return VehicleFromPos(tile, data, proc, true) != NULL;
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}
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/**
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* Callback that returns 'real' vehicles lower or at height \c *(byte*)data .
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* @param v Vehicle to examine.
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* @param data Pointer to height data.
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* @return \a v if conditions are met, else \c NULL.
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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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return v;
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}
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/**
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* Ensure there is no vehicle at the ground at the given position.
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* @param tile Position to examine.
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* @return Succeeded command (ground is free) or failed command (a vehicle is found).
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*/
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CommandCost EnsureNoVehicleOnGround(TileIndex tile)
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{
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byte z = GetTileMaxZ(tile);
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/* Value v is not safe in MP games, however, it is used to generate a local
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* error message only (which may be different for different machines).
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* Such a message does not affect MP synchronisation.
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*/
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Vehicle *v = VehicleFromPos(tile, &z, &EnsureNoVehicleProcZ, true);
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if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
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return CommandCost();
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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)
|
|
{
|
|
if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) return NULL;
|
|
if (v == (const Vehicle *)data) return NULL;
|
|
|
|
return v;
|
|
}
|
|
|
|
/**
|
|
* Finds vehicle in tunnel / bridge
|
|
* @param tile first end
|
|
* @param endtile second end
|
|
* @param ignore Ignore this vehicle when searching
|
|
* @return Succeeded command (if tunnel/bridge is free) or failed command (if a vehicle is using the tunnel/bridge).
|
|
*/
|
|
CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
|
|
{
|
|
/* Value v is not safe in MP games, however, it is used to generate a local
|
|
* error message only (which may be different for different machines).
|
|
* Such a message does not affect MP synchronisation.
|
|
*/
|
|
Vehicle *v = VehicleFromPos(tile, (void *)ignore, &GetVehicleTunnelBridgeProc, true);
|
|
if (v == NULL) v = VehicleFromPos(endtile, (void *)ignore, &GetVehicleTunnelBridgeProc, true);
|
|
|
|
if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
|
|
return CommandCost();
|
|
}
|
|
|
|
static Vehicle *EnsureNoTrainOnTrackProc(Vehicle *v, void *data)
|
|
{
|
|
TrackBits rail_bits = *(TrackBits *)data;
|
|
|
|
if (v->type != VEH_TRAIN) return NULL;
|
|
|
|
Train *t = Train::From(v);
|
|
if ((t->track != rail_bits) && !TracksOverlap(t->track | rail_bits)) return NULL;
|
|
|
|
return v;
|
|
}
|
|
|
|
/**
|
|
* Tests if a vehicle interacts with the specified track bits.
|
|
* All track bits interact except parallel #TRACK_BIT_HORZ or #TRACK_BIT_VERT.
|
|
*
|
|
* @param tile The tile.
|
|
* @param track_bits The track bits.
|
|
* @return \c true if no train that interacts, is found. \c false if a train is found.
|
|
*/
|
|
CommandCost EnsureNoTrainOnTrackBits(TileIndex tile, TrackBits track_bits)
|
|
{
|
|
/* Value v is not safe in MP games, however, it is used to generate a local
|
|
* error message only (which may be different for different machines).
|
|
* Such a message does not affect MP synchronisation.
|
|
*/
|
|
Vehicle *v = VehicleFromPos(tile, &track_bits, &EnsureNoTrainOnTrackProc, true);
|
|
if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
|
|
return CommandCost();
|
|
}
|
|
|
|
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) {
|
|
if (v->next_new_hash != NULL) v->next_new_hash->prev_new_hash = v->prev_new_hash;
|
|
*v->prev_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;
|
|
if (v->next_new_hash != NULL) v->next_new_hash->prev_new_hash = &v->next_new_hash;
|
|
v->prev_new_hash = new_hash;
|
|
*new_hash = v;
|
|
}
|
|
|
|
/* 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->coord.left;
|
|
int old_y = v->coord.top;
|
|
|
|
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) {
|
|
if (v->next_hash != NULL) v->next_hash->prev_hash = v->prev_hash;
|
|
*v->prev_hash = v->next_hash;
|
|
}
|
|
|
|
/* insert into hash table? */
|
|
if (new_hash != NULL) {
|
|
v->next_hash = *new_hash;
|
|
if (v->next_hash != NULL) v->next_hash->prev_hash = &v->next_hash;
|
|
v->prev_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 ResetVehicleColourMap()
|
|
{
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) { v->colourmap = PAL_NONE; }
|
|
}
|
|
|
|
/**
|
|
* List of vehicles that should check for autoreplace this tick.
|
|
* Mapping of vehicle -> leave depot immediately after autoreplace.
|
|
*/
|
|
typedef SmallMap<Vehicle *, bool, 4> AutoreplaceMap;
|
|
static AutoreplaceMap _vehicles_to_autoreplace;
|
|
|
|
void InitializeVehicles()
|
|
{
|
|
_vehicles_to_autoreplace.Reset();
|
|
ResetVehiclePosHash();
|
|
}
|
|
|
|
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 company struct
|
|
* @return true if the vehicle is counted in num_engines
|
|
*/
|
|
bool Vehicle::IsEngineCountable() const
|
|
{
|
|
switch (this->type) {
|
|
case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft(); // don't count plane shadows and helicopter rotors
|
|
case VEH_TRAIN:
|
|
return !this->IsArticulatedPart() && // tenders and other articulated parts
|
|
!Train::From(this)->IsRearDualheaded(); // rear parts of multiheaded engines
|
|
case VEH_ROAD: return RoadVehicle::From(this)->IsFrontEngine();
|
|
case VEH_SHIP: return true;
|
|
default: return false; // Only count company buildable vehicles
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Check whether Vehicle::engine_type has any meaning.
|
|
* @return true if the vehicle has a useable engine type.
|
|
*/
|
|
bool Vehicle::HasEngineType() const
|
|
{
|
|
switch (this->type) {
|
|
case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft();
|
|
case VEH_TRAIN:
|
|
case VEH_ROAD:
|
|
case VEH_SHIP: return true;
|
|
default: return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle the pathfinding result, especially the lost status.
|
|
* If the vehicle is now lost and wasn't previously fire an
|
|
* event to the AIs and a news message to the user. If the
|
|
* vehicle is not lost anymore remove the news message.
|
|
* @param path_found Whether the vehicle has a path to its destination.
|
|
*/
|
|
void Vehicle::HandlePathfindingResult(bool path_found)
|
|
{
|
|
if (path_found) {
|
|
/* Route found, is the vehicle marked with "lost" flag? */
|
|
if (!HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return;
|
|
|
|
/* Clear the flag as the PF's problem was solved. */
|
|
ClrBit(this->vehicle_flags, VF_PATHFINDER_LOST);
|
|
/* Delete the news item. */
|
|
DeleteVehicleNews(this->index, STR_NEWS_VEHICLE_IS_LOST);
|
|
return;
|
|
}
|
|
|
|
/* Were we already lost? */
|
|
if (HasBit(this->vehicle_flags, VF_PATHFINDER_LOST)) return;
|
|
|
|
/* It is first time the problem occurred, set the "lost" flag. */
|
|
SetBit(this->vehicle_flags, VF_PATHFINDER_LOST);
|
|
/* Notify user about the event. */
|
|
AI::NewEvent(this->owner, new AIEventVehicleLost(this->index));
|
|
if (_settings_client.gui.lost_vehicle_warn && this->owner == _local_company) {
|
|
SetDParam(0, this->index);
|
|
AddVehicleNewsItem(STR_NEWS_VEHICLE_IS_LOST, NS_ADVICE, this->index);
|
|
}
|
|
}
|
|
|
|
/** Destroy all stuff that (still) needs the virtual functions to work properly */
|
|
void Vehicle::PreDestructor()
|
|
{
|
|
if (CleaningPool()) return;
|
|
|
|
if (Station::IsValidID(this->last_station_visited)) {
|
|
Station::Get(this->last_station_visited)->loading_vehicles.remove(this);
|
|
|
|
HideFillingPercent(&this->fill_percent_te_id);
|
|
|
|
delete this->cargo_payment;
|
|
}
|
|
|
|
if (this->IsEngineCountable()) {
|
|
GroupStatistics::CountEngine(this, -1);
|
|
if (this->IsPrimaryVehicle()) GroupStatistics::CountVehicle(this, -1);
|
|
GroupStatistics::UpdateAutoreplace(this->owner);
|
|
|
|
if (this->owner == _local_company) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
|
|
DeleteGroupHighlightOfVehicle(this);
|
|
}
|
|
|
|
if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) {
|
|
Aircraft *a = Aircraft::From(this);
|
|
Station *st = GetTargetAirportIfValid(a);
|
|
if (st != NULL) {
|
|
const AirportFTA *layout = st->airport.GetFTA()->layout;
|
|
CLRBITS(st->airport.flags, layout[a->previous_pos].block | layout[a->pos].block);
|
|
}
|
|
}
|
|
|
|
|
|
if (this->type == VEH_ROAD && this->IsPrimaryVehicle()) {
|
|
RoadVehicle *v = RoadVehicle::From(this);
|
|
if (!(v->vehstatus & VS_CRASHED) && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
|
|
/* Leave the drive through roadstop, when you have not already left it. */
|
|
RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
|
|
}
|
|
}
|
|
|
|
if (this->Previous() == NULL) {
|
|
InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
|
|
}
|
|
|
|
if (this->IsPrimaryVehicle()) {
|
|
DeleteWindowById(WC_VEHICLE_VIEW, this->index);
|
|
DeleteWindowById(WC_VEHICLE_ORDERS, this->index);
|
|
DeleteWindowById(WC_VEHICLE_REFIT, this->index);
|
|
DeleteWindowById(WC_VEHICLE_DETAILS, this->index);
|
|
DeleteWindowById(WC_VEHICLE_TIMETABLE, this->index);
|
|
SetWindowDirty(WC_COMPANY, this->owner);
|
|
OrderBackup::ClearVehicle(this);
|
|
}
|
|
InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
|
|
|
|
this->cargo.Truncate(0);
|
|
DeleteVehicleOrders(this);
|
|
DeleteDepotHighlightOfVehicle(this);
|
|
|
|
extern void StopGlobalFollowVehicle(const Vehicle *v);
|
|
StopGlobalFollowVehicle(this);
|
|
|
|
ReleaseDisastersTargetingVehicle(this->index);
|
|
}
|
|
|
|
Vehicle::~Vehicle()
|
|
{
|
|
free(this->name);
|
|
|
|
if (CleaningPool()) {
|
|
this->cargo.OnCleanPool();
|
|
return;
|
|
}
|
|
|
|
/* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
|
|
* it may happen that vehicle chain is deleted when visible */
|
|
if (!(this->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(this);
|
|
|
|
Vehicle *v = this->Next();
|
|
this->SetNext(NULL);
|
|
|
|
delete v;
|
|
|
|
UpdateVehiclePosHash(this, INVALID_COORD, 0);
|
|
DeleteVehicleNews(this->index, INVALID_STRING_ID);
|
|
DeleteNewGRFInspectWindow(GetGrfSpecFeature(this->type), this->index);
|
|
}
|
|
|
|
/**
|
|
* Adds a vehicle to the list of vehicles that visited a depot this tick
|
|
* @param *v vehicle to add
|
|
*/
|
|
void VehicleEnteredDepotThisTick(Vehicle *v)
|
|
{
|
|
/* Vehicle should stop in the depot if it was in 'stopping' state */
|
|
_vehicles_to_autoreplace[v] = !(v->vehstatus & VS_STOPPED);
|
|
|
|
/* We ALWAYS set the stopped state. Even when the vehicle does 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;
|
|
}
|
|
|
|
/**
|
|
* Increases the day counter for all vehicles and calls 1-day and 32-day handlers.
|
|
* Each tick, it processes vehicles with "index % DAY_TICKS == _date_fract",
|
|
* so each day, all vehicles are processes in DAY_TICKS steps.
|
|
*/
|
|
static void RunVehicleDayProc()
|
|
{
|
|
if (_game_mode != GM_NORMAL) return;
|
|
|
|
/* Run the day_proc for every DAY_TICKS vehicle starting at _date_fract. */
|
|
for (size_t i = _date_fract; i < Vehicle::GetPoolSize(); i += DAY_TICKS) {
|
|
Vehicle *v = Vehicle::Get(i);
|
|
if (v == NULL) continue;
|
|
|
|
/* Call the 32-day callback if needed */
|
|
if ((v->day_counter & 0x1F) == 0 && v->HasEngineType()) {
|
|
uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
|
|
if (callback != CALLBACK_FAILED) {
|
|
if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
|
|
if (HasBit(callback, 1)) v->colourmap = PAL_NONE;
|
|
}
|
|
}
|
|
|
|
/* This is called once per day for each vehicle, but not in the first tick of the day */
|
|
v->OnNewDay();
|
|
}
|
|
}
|
|
|
|
void CallVehicleTicks()
|
|
{
|
|
_vehicles_to_autoreplace.Clear();
|
|
|
|
RunVehicleDayProc();
|
|
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) LoadUnloadStation(st);
|
|
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
/* Vehicle could be deleted in this tick */
|
|
if (!v->Tick()) {
|
|
assert(Vehicle::Get(vehicle_index) == NULL);
|
|
continue;
|
|
}
|
|
|
|
assert(Vehicle::Get(vehicle_index) == v);
|
|
|
|
switch (v->type) {
|
|
default: break;
|
|
|
|
case VEH_TRAIN:
|
|
case VEH_ROAD:
|
|
case VEH_AIRCRAFT:
|
|
case VEH_SHIP:
|
|
if (v->vcache.cached_cargo_age_period != 0) {
|
|
v->cargo_age_counter = min(v->cargo_age_counter, v->vcache.cached_cargo_age_period);
|
|
if (--v->cargo_age_counter == 0) {
|
|
v->cargo.AgeCargo();
|
|
v->cargo_age_counter = v->vcache.cached_cargo_age_period;
|
|
}
|
|
}
|
|
|
|
if (v->type == VEH_TRAIN && Train::From(v)->IsWagon()) continue;
|
|
if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
|
|
if (v->type == VEH_ROAD && !RoadVehicle::From(v)->IsFrontEngine()) continue;
|
|
|
|
v->motion_counter += 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);
|
|
}
|
|
}
|
|
|
|
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
|
|
for (AutoreplaceMap::iterator it = _vehicles_to_autoreplace.Begin(); it != _vehicles_to_autoreplace.End(); it++) {
|
|
v = it->first;
|
|
/* Autoreplace needs the current company set as the vehicle owner */
|
|
cur_company.Change(v->owner);
|
|
|
|
/* 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 (it->second) 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 Company *c = Company::Get(_current_company);
|
|
SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, (Money)c->settings.engine_renew_money));
|
|
CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE);
|
|
SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)c->settings.engine_renew_money));
|
|
|
|
if (!IsLocalCompany()) continue;
|
|
|
|
if (res.Succeeded()) {
|
|
ShowCostOrIncomeAnimation(x, y, z, res.GetCost());
|
|
continue;
|
|
}
|
|
|
|
StringID error_message = res.GetErrorMessage();
|
|
if (error_message == STR_ERROR_AUTOREPLACE_NOTHING_TO_DO || error_message == INVALID_STRING_ID) continue;
|
|
|
|
if (error_message == STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY) error_message = STR_ERROR_AUTOREPLACE_MONEY_LIMIT;
|
|
|
|
StringID message;
|
|
if (error_message == STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) {
|
|
message = error_message;
|
|
} else {
|
|
message = STR_NEWS_VEHICLE_AUTORENEW_FAILED;
|
|
}
|
|
|
|
SetDParam(0, v->index);
|
|
SetDParam(1, error_message);
|
|
AddVehicleNewsItem(message, NS_ADVICE, v->index);
|
|
}
|
|
|
|
cur_company.Restore();
|
|
}
|
|
|
|
/**
|
|
* Add vehicle sprite for drawing to the screen.
|
|
* @param v Vehicle to draw.
|
|
*/
|
|
static void DoDrawVehicle(const Vehicle *v)
|
|
{
|
|
SpriteID image = v->cur_image;
|
|
PaletteID pal = PAL_NONE;
|
|
|
|
if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
|
|
|
|
/* Check whether the vehicle shall be transparent due to the game state */
|
|
bool shadowed = (v->vehstatus & VS_SHADOW) != 0;
|
|
|
|
if (v->type == VEH_EFFECT) {
|
|
/* Check whether the vehicle shall be transparent/invisible due to GUI settings.
|
|
* However, transparent smoke and bubbles look weird, so always hide them. */
|
|
TransparencyOption to = EffectVehicle::From(v)->GetTransparencyOption();
|
|
if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
|
|
}
|
|
|
|
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, shadowed);
|
|
}
|
|
|
|
/**
|
|
* Add the vehicle sprites that should be drawn at a part of the screen.
|
|
* @param dpi Rectangle being drawn.
|
|
*/
|
|
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->coord.right &&
|
|
t <= v->coord.bottom &&
|
|
r >= v->coord.left &&
|
|
b >= v->coord.top) {
|
|
DoDrawVehicle(v);
|
|
}
|
|
v = v->next_hash;
|
|
}
|
|
|
|
if (x == xu) break;
|
|
}
|
|
|
|
if (y == yu) break;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Find the vehicle close to the clicked coordinates.
|
|
* @param vp Viewport clicked in.
|
|
* @param x X coordinate in the viewport.
|
|
* @param y Y coordinate in the viewport.
|
|
* @return Closest vehicle, or \c NULL if none found.
|
|
*/
|
|
Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
|
|
{
|
|
Vehicle *found = NULL, *v;
|
|
uint dist, best_dist = UINT_MAX;
|
|
|
|
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->coord.left && x <= v->coord.right &&
|
|
y >= v->coord.top && y <= v->coord.bottom) {
|
|
|
|
dist = max(
|
|
abs(((v->coord.left + v->coord.right) >> 1) - x),
|
|
abs(((v->coord.top + v->coord.bottom) >> 1) - y)
|
|
);
|
|
|
|
if (dist < best_dist) {
|
|
found = v;
|
|
best_dist = dist;
|
|
}
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
/**
|
|
* Decrease the value of a vehicle.
|
|
* @param v %Vehicle to devaluate.
|
|
*/
|
|
void DecreaseVehicleValue(Vehicle *v)
|
|
{
|
|
v->value -= v->value >> 8;
|
|
SetWindowDirty(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)) SetWindowDirty(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;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handle all of the aspects of a vehicle breakdown
|
|
* This includes adding smoke and sounds, and ending the breakdown when appropriate.
|
|
* @return true iff the vehicle is stopped because of a breakdown
|
|
* @note This function always returns false for aircraft, since these never stop for breakdowns
|
|
*/
|
|
bool Vehicle::HandleBreakdown()
|
|
{
|
|
/* Possible states for Vehicle::breakdown_ctr
|
|
* 0 - vehicle is running normally
|
|
* 1 - vehicle is currently broken down
|
|
* 2 - vehicle is going to break down now
|
|
* >2 - vehicle is counting down to the actual breakdown event */
|
|
switch (this->breakdown_ctr) {
|
|
case 0:
|
|
return false;
|
|
|
|
case 2:
|
|
this->breakdown_ctr = 1;
|
|
|
|
if (this->breakdowns_since_last_service != 255) {
|
|
this->breakdowns_since_last_service++;
|
|
}
|
|
|
|
if (this->type == VEH_AIRCRAFT) {
|
|
/* Aircraft just need this flag, the rest is handled elsewhere */
|
|
this->vehstatus |= VS_AIRCRAFT_BROKEN;
|
|
} else {
|
|
this->cur_speed = 0;
|
|
|
|
if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
|
|
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
|
|
(this->type == VEH_TRAIN ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
|
|
(this->type == VEH_TRAIN ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
|
|
}
|
|
|
|
if (!(this->vehstatus & VS_HIDDEN)) {
|
|
EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
|
|
if (u != NULL) u->animation_state = this->breakdown_delay * 2;
|
|
}
|
|
}
|
|
|
|
this->MarkDirty(); // Update graphics after speed is zeroed
|
|
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
|
|
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
|
|
|
|
/* FALL THROUGH */
|
|
case 1:
|
|
/* Aircraft breakdowns end only when arriving at the airport */
|
|
if (this->type == VEH_AIRCRAFT) return false;
|
|
|
|
/* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */
|
|
if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
|
|
if (--this->breakdown_delay == 0) {
|
|
this->breakdown_ctr = 0;
|
|
this->MarkDirty();
|
|
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
|
|
}
|
|
}
|
|
return true;
|
|
|
|
default:
|
|
if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Update age of a vehicle.
|
|
* @param v Vehicle to update.
|
|
*/
|
|
void AgeVehicle(Vehicle *v)
|
|
{
|
|
if (v->age < MAX_DAY) {
|
|
v->age++;
|
|
if (v->IsPrimaryVehicle() && v->age == VEHICLE_PROFIT_MIN_AGE + 1) GroupStatistics::VehicleReachedProfitAge(v);
|
|
}
|
|
|
|
if (!v->IsPrimaryVehicle() && (v->type != VEH_TRAIN || !Train::From(v)->IsEngine())) return;
|
|
|
|
int age = v->age - v->max_age;
|
|
if (age == DAYS_IN_LEAP_YEAR * 0 || age == DAYS_IN_LEAP_YEAR * 1 ||
|
|
age == DAYS_IN_LEAP_YEAR * 2 || age == DAYS_IN_LEAP_YEAR * 3 || age == DAYS_IN_LEAP_YEAR * 4) {
|
|
v->reliability_spd_dec <<= 1;
|
|
}
|
|
|
|
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
|
|
|
|
/* Don't warn about non-primary or not ours vehicles or vehicles that are crashed */
|
|
if (v->Previous() != NULL || v->owner != _local_company || (v->vehstatus & VS_CRASHED) != 0) return;
|
|
|
|
/* Don't warn if a renew is active */
|
|
if (Company::Get(v->owner)->settings.engine_renew && Engine::Get(v->engine_type)->company_avail != 0) return;
|
|
|
|
StringID str;
|
|
if (age == -DAYS_IN_LEAP_YEAR) {
|
|
str = STR_NEWS_VEHICLE_IS_GETTING_OLD;
|
|
} else if (age == 0) {
|
|
str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD;
|
|
} else if (age > 0 && (age % DAYS_IN_LEAP_YEAR) == 0) {
|
|
str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
SetDParam(0, v->index);
|
|
AddVehicleNewsItem(str, NS_ADVICE, v->index);
|
|
}
|
|
|
|
/**
|
|
* Calculates how full a vehicle is.
|
|
* @param v The Vehicle to check. For trains, use the first engine.
|
|
* @param colour 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 *colour)
|
|
{
|
|
int count = 0;
|
|
int max = 0;
|
|
int cars = 0;
|
|
int unloading = 0;
|
|
bool loading = false;
|
|
|
|
const Vehicle *u = v;
|
|
/* The station may be NULL when the (colour) string does not need to be set. */
|
|
const Station *st = Station::GetIfValid(v->last_station_visited);
|
|
assert(colour == NULL || st != 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 && colour != NULL) {
|
|
unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
|
|
loading |= !(u->current_order.GetLoadType() & OLFB_NO_LOAD) && st->goods[v->cargo_type].days_since_pickup != 255;
|
|
cars++;
|
|
}
|
|
}
|
|
|
|
if (colour != NULL) {
|
|
if (unloading == 0 && loading) {
|
|
*colour = STR_PERCENT_UP;
|
|
} else if (cars == unloading || !loading) {
|
|
*colour = STR_PERCENT_DOWN;
|
|
} else {
|
|
*colour = STR_PERCENT_UP_DOWN;
|
|
}
|
|
}
|
|
|
|
/* Train without capacity */
|
|
if (max == 0) return 100;
|
|
|
|
/* Return the percentage */
|
|
return (count * 100) / max;
|
|
}
|
|
|
|
/**
|
|
* Vehicle entirely entered the depot, update its status, orders, vehicle windows, service it, etc.
|
|
* @param v Vehicle that entered a depot.
|
|
*/
|
|
void VehicleEnterDepot(Vehicle *v)
|
|
{
|
|
/* Always work with the front of the vehicle */
|
|
assert(v == v->First());
|
|
|
|
switch (v->type) {
|
|
case VEH_TRAIN: {
|
|
Train *t = Train::From(v);
|
|
SetWindowClassesDirty(WC_TRAINS_LIST);
|
|
/* Clear path reservation */
|
|
SetDepotReservation(t->tile, false);
|
|
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile);
|
|
|
|
UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner);
|
|
t->wait_counter = 0;
|
|
t->force_proceed = TFP_NONE;
|
|
ClrBit(t->flags, VRF_TOGGLE_REVERSE);
|
|
t->ConsistChanged(true);
|
|
break;
|
|
}
|
|
|
|
case VEH_ROAD:
|
|
SetWindowClassesDirty(WC_ROADVEH_LIST);
|
|
break;
|
|
|
|
case VEH_SHIP: {
|
|
SetWindowClassesDirty(WC_SHIPS_LIST);
|
|
Ship *ship = Ship::From(v);
|
|
ship->state = TRACK_BIT_DEPOT;
|
|
ship->UpdateCache();
|
|
ship->UpdateViewport(true, true);
|
|
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
|
|
break;
|
|
}
|
|
|
|
case VEH_AIRCRAFT:
|
|
SetWindowClassesDirty(WC_AIRCRAFT_LIST);
|
|
HandleAircraftEnterHangar(Aircraft::From(v));
|
|
break;
|
|
default: NOT_REACHED();
|
|
}
|
|
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
|
|
|
|
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);
|
|
}
|
|
SetWindowDirty(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)) {
|
|
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
|
|
|
|
const Order *real_order = v->GetOrder(v->cur_real_order_index);
|
|
Order t = v->current_order;
|
|
v->current_order.MakeDummy();
|
|
|
|
/* Test whether we are heading for this depot. If not, do nothing.
|
|
* Note: The target depot for nearest-/manual-depot-orders is only updated on junctions, but we want to accept every depot. */
|
|
if ((t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) &&
|
|
real_order != NULL && !(real_order->GetDepotActionType() & ODATFB_NEAREST_DEPOT) &&
|
|
(v->type == VEH_AIRCRAFT ? t.GetDestination() != GetStationIndex(v->tile) : v->dest_tile != v->tile)) {
|
|
/* We are heading for another depot, keep driving. */
|
|
return;
|
|
}
|
|
|
|
if (t.IsRefit()) {
|
|
Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
|
|
CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v));
|
|
cur_company.Restore();
|
|
|
|
if (cost.Failed()) {
|
|
_vehicles_to_autoreplace[v] = false;
|
|
if (v->owner == _local_company) {
|
|
/* Notify the user that we stopped the vehicle */
|
|
SetDParam(0, v->index);
|
|
AddVehicleNewsItem(STR_NEWS_ORDER_REFIT_FAILED, NS_ADVICE, v->index);
|
|
}
|
|
} else if (cost.GetCost() != 0) {
|
|
v->profit_this_year -= cost.GetCost() << 8;
|
|
if (v->owner == _local_company) {
|
|
ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
|
|
}
|
|
}
|
|
}
|
|
|
|
if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
|
|
/* Part of orders */
|
|
v->DeleteUnreachedImplicitOrders();
|
|
UpdateVehicleTimetable(v, true);
|
|
v->IncrementImplicitOrderIndex();
|
|
}
|
|
if (t.GetDepotActionType() & ODATFB_HALT) {
|
|
/* Vehicles are always stopped on entering depots. Do not restart this one. */
|
|
_vehicles_to_autoreplace[v] = false;
|
|
if (v->owner == _local_company) {
|
|
SetDParam(0, v->index);
|
|
AddVehicleNewsItem(STR_NEWS_TRAIN_IS_WAITING + v->type, NS_ADVICE, v->index);
|
|
}
|
|
AI::NewEvent(v->owner, new AIEventVehicleWaitingInDepot(v->index));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Move a vehicle in the game state; that is moving its position in
|
|
* the position hashes and marking its location in the viewport dirty
|
|
* if requested.
|
|
* @param v vehicle to move
|
|
* @param update_viewport whether to dirty the viewport
|
|
*/
|
|
void VehicleMove(Vehicle *v, bool update_viewport)
|
|
{
|
|
int img = v->cur_image;
|
|
Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
|
|
const Sprite *spr = GetSprite(img, ST_NORMAL);
|
|
|
|
pt.x += spr->x_offs;
|
|
pt.y += spr->y_offs;
|
|
|
|
UpdateVehiclePosHash(v, pt.x, pt.y);
|
|
|
|
Rect old_coord = v->coord;
|
|
v->coord.left = pt.x;
|
|
v->coord.top = pt.y;
|
|
v->coord.right = pt.x + spr->width + 2;
|
|
v->coord.bottom = pt.y + spr->height + 2;
|
|
|
|
if (update_viewport) {
|
|
MarkAllViewportsDirty(
|
|
min(old_coord.left, v->coord.left),
|
|
min(old_coord.top, v->coord.top),
|
|
max(old_coord.right, v->coord.right) + 1,
|
|
max(old_coord.bottom, v->coord.bottom) + 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->coord.left, v->coord.top, v->coord.right + 1, v->coord.bottom + 1);
|
|
}
|
|
|
|
/**
|
|
* Get position information of a vehicle when moving one pixel in the direction it is facing
|
|
* @param v Vehicle to move
|
|
* @return Position information after the move
|
|
*/
|
|
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);
|
|
}
|
|
|
|
/**
|
|
* Call the tile callback function for a vehicle entering a tile
|
|
* @param v Vehicle entering the tile
|
|
* @param tile Tile entered
|
|
* @param x X position
|
|
* @param y Y position
|
|
* @return Some meta-data over the to be entered tile.
|
|
* @see VehicleEnterTileStatus to see what the bits in the return value mean.
|
|
*/
|
|
VehicleEnterTileStatus VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
|
|
{
|
|
return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
|
|
}
|
|
|
|
/**
|
|
* Initializes the structure. Vehicle unit numbers are supposed not to change after
|
|
* struct initialization, except after each call to this->NextID() the returned value
|
|
* is assigned to a vehicle.
|
|
* @param type type of vehicle
|
|
* @param owner owner of vehicles
|
|
*/
|
|
FreeUnitIDGenerator::FreeUnitIDGenerator(VehicleType type, CompanyID owner) : cache(NULL), maxid(0), curid(0)
|
|
{
|
|
/* Find maximum */
|
|
const Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == type && v->owner == owner) {
|
|
this->maxid = max<UnitID>(this->maxid, v->unitnumber);
|
|
}
|
|
}
|
|
|
|
if (this->maxid == 0) return;
|
|
|
|
/* Reserving 'maxid + 2' because we need:
|
|
* - space for the last item (with v->unitnumber == maxid)
|
|
* - one free slot working as loop terminator in FreeUnitIDGenerator::NextID() */
|
|
this->cache = CallocT<bool>(this->maxid + 2);
|
|
|
|
/* Fill the cache */
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->type == type && v->owner == owner) {
|
|
this->cache[v->unitnumber] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Returns next free UnitID. Supposes the last returned value was assigned to a vehicle. */
|
|
UnitID FreeUnitIDGenerator::NextID()
|
|
{
|
|
if (this->maxid <= this->curid) return ++this->curid;
|
|
|
|
while (this->cache[++this->curid]) { } // it will stop, we reserved more space than needed
|
|
|
|
return this->curid;
|
|
}
|
|
|
|
/**
|
|
* Get an unused unit number for a vehicle (if allowed).
|
|
* @param type Type of vehicle
|
|
* @return A unused unit number for the given type of vehicle if it is allowed to build one, else \c UINT16_MAX.
|
|
*/
|
|
UnitID GetFreeUnitNumber(VehicleType type)
|
|
{
|
|
/* Check whether it is allowed to build another vehicle. */
|
|
uint max_veh;
|
|
switch (type) {
|
|
case VEH_TRAIN: max_veh = _settings_game.vehicle.max_trains; break;
|
|
case VEH_ROAD: max_veh = _settings_game.vehicle.max_roadveh; break;
|
|
case VEH_SHIP: max_veh = _settings_game.vehicle.max_ships; break;
|
|
case VEH_AIRCRAFT: max_veh = _settings_game.vehicle.max_aircraft; break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
const Company *c = Company::Get(_current_company);
|
|
if (c->group_all[type].num_vehicle >= max_veh) return UINT16_MAX; // Currently already at the limit, no room to make a new one.
|
|
|
|
FreeUnitIDGenerator gen(type, _current_company);
|
|
|
|
return gen.NextID();
|
|
}
|
|
|
|
|
|
/**
|
|
* 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(IsCompanyBuildableVehicleType(type));
|
|
|
|
if (!Company::IsValidID(_local_company)) return false;
|
|
if (!_settings_client.gui.disable_unsuitable_building) 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->company_avail, _local_company)) 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_company && v->type == type) return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
/**
|
|
* Determines the #LiveryScheme for a vehicle.
|
|
* @param engine_type EngineID of the vehicle
|
|
* @param parent_engine_type EngineID of the front vehicle. INVALID_VEHICLE if vehicle is at front itself.
|
|
* @param v the vehicle. NULL if in purchase list etc.
|
|
* @return livery scheme to use
|
|
*/
|
|
LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v)
|
|
{
|
|
CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;
|
|
const Engine *e = Engine::Get(engine_type);
|
|
switch (e->type) {
|
|
default: NOT_REACHED();
|
|
case VEH_TRAIN:
|
|
if (v != NULL && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (v->IsArticulatedPart() && e->u.rail.railveh_type != RAILVEH_WAGON))) {
|
|
/* Wagonoverrides use the colour scheme of the front engine.
|
|
* Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
|
|
engine_type = parent_engine_type;
|
|
e = Engine::Get(engine_type);
|
|
/* Note: Luckily cargo_type is not needed for engines */
|
|
}
|
|
|
|
if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
|
|
if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
|
|
if (e->u.rail.railveh_type == RAILVEH_WAGON) {
|
|
if (!CargoSpec::Get(cargo_type)->is_freight) {
|
|
if (parent_engine_type == INVALID_ENGINE) {
|
|
return LS_PASSENGER_WAGON_STEAM;
|
|
} else {
|
|
switch (RailVehInfo(parent_engine_type)->engclass) {
|
|
default: NOT_REACHED();
|
|
case EC_STEAM: return LS_PASSENGER_WAGON_STEAM;
|
|
case EC_DIESEL: return LS_PASSENGER_WAGON_DIESEL;
|
|
case EC_ELECTRIC: return LS_PASSENGER_WAGON_ELECTRIC;
|
|
case EC_MONORAIL: return LS_PASSENGER_WAGON_MONORAIL;
|
|
case EC_MAGLEV: return LS_PASSENGER_WAGON_MAGLEV;
|
|
}
|
|
}
|
|
} else {
|
|
return LS_FREIGHT_WAGON;
|
|
}
|
|
} else {
|
|
bool is_mu = HasBit(e->info.misc_flags, EF_RAIL_IS_MU);
|
|
|
|
switch (e->u.rail.engclass) {
|
|
default: NOT_REACHED();
|
|
case EC_STEAM: return LS_STEAM;
|
|
case EC_DIESEL: return is_mu ? LS_DMU : LS_DIESEL;
|
|
case EC_ELECTRIC: return is_mu ? LS_EMU : LS_ELECTRIC;
|
|
case EC_MONORAIL: return LS_MONORAIL;
|
|
case EC_MAGLEV: return LS_MAGLEV;
|
|
}
|
|
}
|
|
|
|
case VEH_ROAD:
|
|
/* Always use the livery of the front */
|
|
if (v != NULL && parent_engine_type != INVALID_ENGINE) {
|
|
engine_type = parent_engine_type;
|
|
e = Engine::Get(engine_type);
|
|
cargo_type = v->First()->cargo_type;
|
|
}
|
|
if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
|
|
if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
|
|
|
|
/* Important: Use Tram Flag of front part. Luckily engine_type refers to the front part here. */
|
|
if (HasBit(e->info.misc_flags, EF_ROAD_TRAM)) {
|
|
/* Tram */
|
|
return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
|
|
} else {
|
|
/* Bus or truck */
|
|
return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
|
|
}
|
|
|
|
case VEH_SHIP:
|
|
if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
|
|
if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
|
|
return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
|
|
|
|
case VEH_AIRCRAFT:
|
|
switch (e->u.air.subtype) {
|
|
case AIR_HELI: return LS_HELICOPTER;
|
|
case AIR_CTOL: return LS_SMALL_PLANE;
|
|
case AIR_CTOL | AIR_FAST: return LS_LARGE_PLANE;
|
|
default: NOT_REACHED();
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Determines the livery for a vehicle.
|
|
* @param engine_type EngineID of the vehicle
|
|
* @param company Owner of the vehicle
|
|
* @param parent_engine_type EngineID of the front vehicle. INVALID_VEHICLE if vehicle is at front itself.
|
|
* @param v the vehicle. NULL if in purchase list etc.
|
|
* @param livery_setting The livery settings to use for acquiring the livery information.
|
|
* @return livery to use
|
|
*/
|
|
const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, byte livery_setting)
|
|
{
|
|
const Company *c = Company::Get(company);
|
|
LiveryScheme scheme = LS_DEFAULT;
|
|
|
|
/* The default livery is always available for use, but its in_use flag determines
|
|
* whether any _other_ liveries are in use. */
|
|
if (c->livery[LS_DEFAULT].in_use && (livery_setting == LIT_ALL || (livery_setting == LIT_COMPANY && company == _local_company))) {
|
|
/* Determine the livery scheme to use */
|
|
scheme = GetEngineLiveryScheme(engine_type, parent_engine_type, v);
|
|
|
|
/* Switch back to the default scheme if the resolved scheme is not in use */
|
|
if (!c->livery[scheme].in_use) scheme = LS_DEFAULT;
|
|
}
|
|
|
|
return &c->livery[scheme];
|
|
}
|
|
|
|
|
|
static PaletteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v)
|
|
{
|
|
PaletteID map = (v != NULL) ? v->colourmap : PAL_NONE;
|
|
|
|
/* Return cached value if any */
|
|
if (map != PAL_NONE) return map;
|
|
|
|
const Engine *e = Engine::Get(engine_type);
|
|
|
|
/* Check if we should use the colour map callback */
|
|
if (HasBit(e->info.callback_mask, CBM_VEHICLE_COLOUR_REMAP)) {
|
|
uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
|
|
/* Failure means "use the default two-colour" */
|
|
if (callback != CALLBACK_FAILED) {
|
|
assert_compile(PAL_NONE == 0); // Returning 0x4000 (resp. 0xC000) conincidences with default value (PAL_NONE)
|
|
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) const_cast<Vehicle *>(v)->colourmap = map;
|
|
return map;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool twocc = HasBit(e->info.misc_flags, EF_USES_2CC);
|
|
|
|
if (map == PAL_NONE) map = twocc ? (PaletteID)SPR_2CCMAP_BASE : (PaletteID)PALETTE_RECOLOUR_START;
|
|
|
|
/* Spectator has news shown too, but has invalid company ID - as well as dedicated server */
|
|
if (!Company::IsValidID(company)) return map;
|
|
|
|
const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v, _settings_client.gui.liveries);
|
|
|
|
map += livery->colour1;
|
|
if (twocc) map += livery->colour2 * 16;
|
|
|
|
/* Update cache */
|
|
if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
|
|
return map;
|
|
}
|
|
|
|
/**
|
|
* Get the colour map for an engine. This used for unbuilt engines in the user interface.
|
|
* @param engine_type ID of engine
|
|
* @param company ID of company
|
|
* @return A ready-to-use palette modifier
|
|
*/
|
|
PaletteID GetEnginePalette(EngineID engine_type, CompanyID company)
|
|
{
|
|
return GetEngineColourMap(engine_type, company, INVALID_ENGINE, NULL);
|
|
}
|
|
|
|
/**
|
|
* Get the colour map for a vehicle.
|
|
* @param v Vehicle to get colour map for
|
|
* @return A ready-to-use palette modifier
|
|
*/
|
|
PaletteID GetVehiclePalette(const Vehicle *v)
|
|
{
|
|
if (v->IsGroundVehicle()) {
|
|
return GetEngineColourMap(v->engine_type, v->owner, v->GetGroundVehicleCache()->first_engine, v);
|
|
}
|
|
|
|
return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
|
|
}
|
|
|
|
/**
|
|
* Determines capacity of a given vehicle from scratch.
|
|
* For aircraft the main capacity is determined. Mail might be present as well.
|
|
* @note Keep this function consistent with Engine::GetDisplayDefaultCapacity().
|
|
* @param v Vehicle of interest
|
|
* @param mail_capacity returns secondary cargo (mail) capacity of aircraft
|
|
* @return Capacity
|
|
*/
|
|
uint GetVehicleCapacity(const Vehicle *v, uint16 *mail_capacity)
|
|
{
|
|
if (mail_capacity != NULL) *mail_capacity = 0;
|
|
const Engine *e = Engine::Get(v->engine_type);
|
|
|
|
if (!e->CanCarryCargo()) return 0;
|
|
|
|
if (mail_capacity != NULL && e->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS)) {
|
|
*mail_capacity = GetVehicleProperty(v, PROP_AIRCRAFT_MAIL_CAPACITY, e->u.air.mail_capacity);
|
|
}
|
|
CargoID default_cargo = e->GetDefaultCargoType();
|
|
|
|
/* Check the refit capacity callback if we are not in the default configuration.
|
|
* Note: This might change to become more consistent/flexible/sane, esp. when default cargo is first refittable. */
|
|
if (HasBit(e->info.callback_mask, CBM_VEHICLE_REFIT_CAPACITY) &&
|
|
(default_cargo != v->cargo_type || v->cargo_subtype != 0)) {
|
|
uint16 callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
|
|
if (callback != CALLBACK_FAILED) return callback;
|
|
}
|
|
|
|
/* Get capacity according to property resp. CB */
|
|
uint capacity;
|
|
switch (e->type) {
|
|
case VEH_TRAIN: capacity = GetVehicleProperty(v, PROP_TRAIN_CARGO_CAPACITY, e->u.rail.capacity); break;
|
|
case VEH_ROAD: capacity = GetVehicleProperty(v, PROP_ROADVEH_CARGO_CAPACITY, e->u.road.capacity); break;
|
|
case VEH_SHIP: capacity = GetVehicleProperty(v, PROP_SHIP_CARGO_CAPACITY, e->u.ship.capacity); break;
|
|
case VEH_AIRCRAFT: capacity = GetVehicleProperty(v, PROP_AIRCRAFT_PASSENGER_CAPACITY, e->u.air.passenger_capacity); break;
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
/* Apply multipliers depending on cargo- and vehicletype.
|
|
* Note: This might change to become more consistent/flexible. */
|
|
if (e->type != VEH_SHIP) {
|
|
if (e->type == VEH_AIRCRAFT) {
|
|
if (!IsCargoInClass(v->cargo_type, CC_PASSENGERS)) {
|
|
capacity += GetVehicleProperty(v, PROP_AIRCRAFT_MAIL_CAPACITY, e->u.air.mail_capacity);
|
|
}
|
|
if (v->cargo_type == CT_MAIL) return capacity;
|
|
} else {
|
|
switch (default_cargo) {
|
|
case CT_PASSENGERS: break;
|
|
case CT_MAIL:
|
|
case CT_GOODS: capacity *= 2; break;
|
|
default: capacity *= 4; break;
|
|
}
|
|
}
|
|
switch (v->cargo_type) {
|
|
case CT_PASSENGERS: break;
|
|
case CT_MAIL:
|
|
case CT_GOODS: capacity /= 2; break;
|
|
default: capacity /= 4; break;
|
|
}
|
|
}
|
|
|
|
return capacity;
|
|
}
|
|
|
|
/**
|
|
* Delete all implicit orders which were not reached.
|
|
*/
|
|
void Vehicle::DeleteUnreachedImplicitOrders()
|
|
{
|
|
if (this->IsGroundVehicle()) {
|
|
uint16 &gv_flags = this->GetGroundVehicleFlags();
|
|
if (HasBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS)) {
|
|
/* Do not delete orders, only skip them */
|
|
ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
|
|
this->cur_implicit_order_index = this->cur_real_order_index;
|
|
InvalidateVehicleOrder(this, 0);
|
|
return;
|
|
}
|
|
}
|
|
|
|
const Order *order = this->GetOrder(this->cur_implicit_order_index);
|
|
while (order != NULL) {
|
|
if (this->cur_implicit_order_index == this->cur_real_order_index) break;
|
|
|
|
if (order->IsType(OT_IMPLICIT)) {
|
|
/* Delete order effectively deletes order, so get the next before deleting it. */
|
|
order = order->next;
|
|
DeleteOrder(this, this->cur_implicit_order_index);
|
|
} else {
|
|
/* Skip non-implicit orders, e.g. service-orders */
|
|
order = order->next;
|
|
this->cur_implicit_order_index++;
|
|
}
|
|
|
|
/* Wrap around */
|
|
if (order == NULL) {
|
|
order = this->GetOrder(0);
|
|
this->cur_implicit_order_index = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Prepare everything to begin the loading when arriving at a station.
|
|
* @pre IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP.
|
|
*/
|
|
void Vehicle::BeginLoading()
|
|
{
|
|
assert(IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP);
|
|
|
|
if (this->current_order.IsType(OT_GOTO_STATION) &&
|
|
this->current_order.GetDestination() == this->last_station_visited) {
|
|
this->DeleteUnreachedImplicitOrders();
|
|
|
|
/* Now both order indices point to the destination station, and we can start loading */
|
|
this->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 {
|
|
/* We weren't scheduled to stop here. Insert an implicit order
|
|
* to show that we are stopping here, but only do that if the order
|
|
* list isn't empty.
|
|
* While only groundvehicles have implicit orders, e.g. aircraft might still enter
|
|
* the 'wrong' terminal when skipping orders etc. */
|
|
Order *in_list = this->GetOrder(this->cur_implicit_order_index);
|
|
if (this->IsGroundVehicle() && in_list != NULL &&
|
|
(!in_list->IsType(OT_IMPLICIT) ||
|
|
in_list->GetDestination() != this->last_station_visited)) {
|
|
bool suppress_implicit_orders = HasBit(this->GetGroundVehicleFlags(), GVF_SUPPRESS_IMPLICIT_ORDERS);
|
|
/* Do not create consecutive duplicates of implicit orders */
|
|
Order *prev_order = this->cur_implicit_order_index > 0 ? this->GetOrder(this->cur_implicit_order_index - 1) : (this->GetNumOrders() > 1 ? this->GetLastOrder() : NULL);
|
|
if (prev_order == NULL ||
|
|
(!prev_order->IsType(OT_IMPLICIT) && !prev_order->IsType(OT_GOTO_STATION)) ||
|
|
prev_order->GetDestination() != this->last_station_visited) {
|
|
|
|
/* Prefer deleting implicit orders instead of inserting new ones,
|
|
* so test whether the right order follows later */
|
|
int target_index = this->cur_implicit_order_index;
|
|
bool found = false;
|
|
while (target_index != this->cur_real_order_index) {
|
|
const Order *order = this->GetOrder(target_index);
|
|
if (order->IsType(OT_IMPLICIT) && order->GetDestination() == this->last_station_visited) {
|
|
found = true;
|
|
break;
|
|
}
|
|
target_index++;
|
|
if (target_index >= this->orders.list->GetNumOrders()) target_index = 0;
|
|
assert(target_index != this->cur_implicit_order_index); // infinite loop?
|
|
}
|
|
|
|
if (found) {
|
|
if (suppress_implicit_orders) {
|
|
/* Skip to the found order */
|
|
this->cur_implicit_order_index = target_index;
|
|
InvalidateVehicleOrder(this, 0);
|
|
} else {
|
|
/* Delete all implicit orders up to the station we just reached */
|
|
const Order *order = this->GetOrder(this->cur_implicit_order_index);
|
|
while (!order->IsType(OT_IMPLICIT) || order->GetDestination() != this->last_station_visited) {
|
|
if (order->IsType(OT_IMPLICIT)) {
|
|
/* Delete order effectively deletes order, so get the next before deleting it. */
|
|
order = order->next;
|
|
DeleteOrder(this, this->cur_implicit_order_index);
|
|
} else {
|
|
/* Skip non-implicit orders, e.g. service-orders */
|
|
order = order->next;
|
|
this->cur_implicit_order_index++;
|
|
}
|
|
|
|
/* Wrap around */
|
|
if (order == NULL) {
|
|
order = this->GetOrder(0);
|
|
this->cur_implicit_order_index = 0;
|
|
}
|
|
assert(order != NULL);
|
|
}
|
|
}
|
|
} else if (!suppress_implicit_orders && this->orders.list->GetNumOrders() < MAX_VEH_ORDER_ID && Order::CanAllocateItem()) {
|
|
/* Insert new implicit order */
|
|
Order *implicit_order = new Order();
|
|
implicit_order->MakeImplicit(this->last_station_visited);
|
|
InsertOrder(this, implicit_order, this->cur_implicit_order_index);
|
|
if (this->cur_implicit_order_index > 0) --this->cur_implicit_order_index;
|
|
|
|
/* InsertOrder disabled creation of implicit orders for all vehicles with the same implicit order.
|
|
* Reenable it for this vehicle */
|
|
uint16 &gv_flags = this->GetGroundVehicleFlags();
|
|
ClrBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
|
|
}
|
|
}
|
|
}
|
|
this->current_order.MakeLoading(false);
|
|
}
|
|
|
|
Station::Get(this->last_station_visited)->loading_vehicles.push_back(this);
|
|
|
|
PrepareUnload(this);
|
|
|
|
SetWindowDirty(GetWindowClassForVehicleType(this->type), this->owner);
|
|
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
|
|
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
|
|
SetWindowDirty(WC_STATION_VIEW, this->last_station_visited);
|
|
|
|
Station::Get(this->last_station_visited)->MarkTilesDirty(true);
|
|
this->cur_speed = 0;
|
|
this->MarkDirty();
|
|
}
|
|
|
|
/**
|
|
* Perform all actions when leaving a station.
|
|
* @pre this->current_order.IsType(OT_LOADING)
|
|
*/
|
|
void Vehicle::LeaveStation()
|
|
{
|
|
assert(this->current_order.IsType(OT_LOADING));
|
|
|
|
delete this->cargo_payment;
|
|
|
|
/* Only update the timetable if the vehicle was supposed to stop here. */
|
|
if (this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
|
|
|
|
this->current_order.MakeLeaveStation();
|
|
Station *st = Station::Get(this->last_station_visited);
|
|
st->loading_vehicles.remove(this);
|
|
|
|
HideFillingPercent(&this->fill_percent_te_id);
|
|
|
|
if (this->type == VEH_TRAIN && !(this->vehstatus & VS_CRASHED)) {
|
|
/* Trigger station animation (trains only) */
|
|
if (IsTileType(this->tile, MP_STATION)) TriggerStationAnimation(st, this->tile, SAT_TRAIN_DEPARTS);
|
|
|
|
SetBit(Train::From(this)->flags, VRF_LEAVING_STATION);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Handle the loading of the vehicle; when not it skips through dummy
|
|
* orders and does nothing in all other cases.
|
|
* @param mode is the non-first call for this vehicle in this tick?
|
|
*/
|
|
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) || this->current_order_time < wait_time) return;
|
|
|
|
this->PlayLeaveStationSound();
|
|
|
|
this->LeaveStation();
|
|
|
|
/* Only advance to next order if we just loaded at the current one */
|
|
const Order *order = this->GetOrder(this->cur_implicit_order_index);
|
|
if (order == NULL ||
|
|
(!order->IsType(OT_IMPLICIT) && !order->IsType(OT_GOTO_STATION)) ||
|
|
order->GetDestination() != this->last_station_visited) {
|
|
return;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case OT_DUMMY: break;
|
|
|
|
default: return;
|
|
}
|
|
|
|
this->IncrementImplicitOrderIndex();
|
|
}
|
|
|
|
/**
|
|
* Send this vehicle to the depot using the given command(s).
|
|
* @param flags the command flags (like execute and such).
|
|
* @param command the command to execute.
|
|
* @return the cost of the depot action.
|
|
*/
|
|
CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
|
|
{
|
|
CommandCost ret = CheckOwnership(this->owner);
|
|
if (ret.Failed()) return ret;
|
|
|
|
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) != 0;
|
|
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);
|
|
SetWindowWidgetDirty(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->IncrementRealOrderIndex();
|
|
|
|
if (this->IsGroundVehicle()) {
|
|
uint16 &gv_flags = this->GetGroundVehicleFlags();
|
|
SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
|
|
}
|
|
|
|
this->current_order.MakeDummy();
|
|
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
|
|
}
|
|
return CommandCost();
|
|
}
|
|
|
|
TileIndex location;
|
|
DestinationID destination;
|
|
bool reverse;
|
|
static const StringID no_depot[] = {STR_ERROR_UNABLE_TO_FIND_ROUTE_TO, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR};
|
|
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();
|
|
|
|
if (this->IsGroundVehicle()) {
|
|
uint16 &gv_flags = this->GetGroundVehicleFlags();
|
|
SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
|
|
}
|
|
|
|
this->dest_tile = location;
|
|
this->current_order.MakeGoToDepot(destination, ODTF_MANUAL);
|
|
if (!(command & DEPOT_SERVICE)) this->current_order.SetDepotActionType(ODATFB_HALT);
|
|
SetWindowWidgetDirty(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) {
|
|
Aircraft *a = Aircraft::From(this);
|
|
if (a->state == FLYING && a->targetairport != destination) {
|
|
/* The aircraft is now heading for a different hangar than the next in the orders */
|
|
extern void AircraftNextAirportPos_and_Order(Aircraft *a);
|
|
AircraftNextAirportPos_and_Order(a);
|
|
}
|
|
}
|
|
}
|
|
|
|
return CommandCost();
|
|
|
|
}
|
|
|
|
/**
|
|
* Update the cached visual effect.
|
|
* @param allow_power_change true if the wagon-is-powered-state may change.
|
|
*/
|
|
void Vehicle::UpdateVisualEffect(bool allow_power_change)
|
|
{
|
|
bool powered_before = HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
|
|
const Engine *e = Engine::Get(this->engine_type);
|
|
|
|
/* Evaluate properties */
|
|
byte visual_effect;
|
|
switch (e->type) {
|
|
case VEH_TRAIN: visual_effect = e->u.rail.visual_effect; break;
|
|
case VEH_ROAD: visual_effect = e->u.road.visual_effect; break;
|
|
case VEH_SHIP: visual_effect = e->u.ship.visual_effect; break;
|
|
default: visual_effect = 1 << VE_DISABLE_EFFECT; break;
|
|
}
|
|
|
|
/* Check powered wagon / visual effect callback */
|
|
if (HasBit(e->info.callback_mask, CBM_VEHICLE_VISUAL_EFFECT)) {
|
|
uint16 callback = GetVehicleCallback(CBID_VEHICLE_VISUAL_EFFECT, 0, 0, this->engine_type, this);
|
|
|
|
if (callback != CALLBACK_FAILED) {
|
|
callback = GB(callback, 0, 8);
|
|
/* Avoid accidentally setting 'visual_effect' to the default value
|
|
* Since bit 6 (disable effects) is set anyways, we can safely erase some bits. */
|
|
if (callback == VE_DEFAULT) {
|
|
assert(HasBit(callback, VE_DISABLE_EFFECT));
|
|
SB(callback, VE_TYPE_START, VE_TYPE_COUNT, 0);
|
|
}
|
|
visual_effect = callback;
|
|
}
|
|
}
|
|
|
|
/* Apply default values */
|
|
if (visual_effect == VE_DEFAULT ||
|
|
(!HasBit(visual_effect, VE_DISABLE_EFFECT) && GB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT) == VE_TYPE_DEFAULT)) {
|
|
/* Only train engines have default effects.
|
|
* Note: This is independent of whether the engine is a front engine or articulated part or whatever. */
|
|
if (e->type != VEH_TRAIN || e->u.rail.railveh_type == RAILVEH_WAGON || !IsInsideMM(e->u.rail.engclass, EC_STEAM, EC_MONORAIL)) {
|
|
if (visual_effect == VE_DEFAULT) {
|
|
visual_effect = 1 << VE_DISABLE_EFFECT;
|
|
} else {
|
|
SetBit(visual_effect, VE_DISABLE_EFFECT);
|
|
}
|
|
} else {
|
|
if (visual_effect == VE_DEFAULT) {
|
|
/* Also set the offset */
|
|
visual_effect = (VE_OFFSET_CENTRE - (e->u.rail.engclass == EC_STEAM ? 4 : 0)) << VE_OFFSET_START;
|
|
}
|
|
SB(visual_effect, VE_TYPE_START, VE_TYPE_COUNT, e->u.rail.engclass - EC_STEAM + VE_TYPE_STEAM);
|
|
}
|
|
}
|
|
|
|
this->vcache.cached_vis_effect = visual_effect;
|
|
|
|
if (!allow_power_change && powered_before != HasBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
|
|
ToggleBit(this->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER);
|
|
ShowNewGrfVehicleError(this->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_POWERED_WAGON, GBUG_VEH_POWERED_WAGON, false);
|
|
}
|
|
}
|
|
|
|
static const int8 _vehicle_smoke_pos[8] = {
|
|
1, 1, 1, 0, -1, -1, -1, 0
|
|
};
|
|
|
|
/**
|
|
* Draw visual effects (smoke and/or sparks) for a vehicle chain.
|
|
* @pre this->IsPrimaryVehicle()
|
|
*/
|
|
void Vehicle::ShowVisualEffect() const
|
|
{
|
|
assert(this->IsPrimaryVehicle());
|
|
bool sound = false;
|
|
|
|
/* Do not show any smoke when:
|
|
* - vehicle smoke is disabled by the player
|
|
* - the vehicle is slowing down or stopped (by the player)
|
|
* - the vehicle is moving very slowly
|
|
*/
|
|
if (_settings_game.vehicle.smoke_amount == 0 ||
|
|
this->vehstatus & (VS_TRAIN_SLOWING | VS_STOPPED) ||
|
|
this->cur_speed < 2) {
|
|
return;
|
|
}
|
|
if (this->type == VEH_TRAIN) {
|
|
const Train *t = Train::From(this);
|
|
/* For trains, do not show any smoke when:
|
|
* - the train is reversing
|
|
* - is entering a station with an order to stop there and its speed is equal to maximum station entering speed
|
|
*/
|
|
if (HasBit(t->flags, VRF_REVERSING) ||
|
|
(IsRailStationTile(t->tile) && t->IsFrontEngine() && t->current_order.ShouldStopAtStation(t, GetStationIndex(t->tile)) &&
|
|
t->cur_speed >= t->Train::GetCurrentMaxSpeed())) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
const Vehicle *v = this;
|
|
|
|
do {
|
|
int effect_offset = GB(v->vcache.cached_vis_effect, VE_OFFSET_START, VE_OFFSET_COUNT) - VE_OFFSET_CENTRE;
|
|
byte effect_type = GB(v->vcache.cached_vis_effect, VE_TYPE_START, VE_TYPE_COUNT);
|
|
bool disable_effect = HasBit(v->vcache.cached_vis_effect, VE_DISABLE_EFFECT);
|
|
|
|
/* Show no smoke when:
|
|
* - Smoke has been disabled for this vehicle
|
|
* - The vehicle is not visible
|
|
* - The vehicle is under a bridge
|
|
* - The vehicle is on a depot tile
|
|
* - The vehicle is on a tunnel tile
|
|
* - The vehicle is a train engine that is currently unpowered */
|
|
if (disable_effect ||
|
|
v->vehstatus & VS_HIDDEN ||
|
|
(MayHaveBridgeAbove(v->tile) && IsBridgeAbove(v->tile)) ||
|
|
IsDepotTile(v->tile) ||
|
|
IsTunnelTile(v->tile) ||
|
|
(v->type == VEH_TRAIN &&
|
|
!HasPowerOnRail(Train::From(v)->railtype, GetTileRailType(v->tile)))) {
|
|
continue;
|
|
}
|
|
|
|
int x = _vehicle_smoke_pos[v->direction] * effect_offset;
|
|
int y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
|
|
|
|
if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
|
|
x = -x;
|
|
y = -y;
|
|
}
|
|
|
|
switch (effect_type) {
|
|
case VE_TYPE_STEAM:
|
|
/* Steam smoke - amount is gradually falling until vehicle reaches its maximum speed, after that it's normal.
|
|
* Details: while vehicle's current speed is gradually increasing, steam plumes' density decreases by one third each
|
|
* third of its maximum speed spectrum. Steam emission finally normalises at very close to vehicle's maximum speed.
|
|
* REGULATION:
|
|
* - instead of 1, 4 / 2^smoke_amount (max. 2) is used to provide sufficient regulation to steam puffs' amount. */
|
|
if (GB(v->tick_counter, 0, ((4 >> _settings_game.vehicle.smoke_amount) + ((this->cur_speed * 3) / this->vcache.cached_max_speed))) == 0) {
|
|
CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
|
|
sound = true;
|
|
}
|
|
break;
|
|
|
|
case VE_TYPE_DIESEL: {
|
|
/* Diesel smoke - thicker when vehicle is starting, gradually subsiding till it reaches its maximum speed
|
|
* when smoke emission stops.
|
|
* Details: Vehicle's (max.) speed spectrum is divided into 32 parts. When max. speed is reached, chance for smoke
|
|
* emission erodes by 32 (1/4). For trains, power and weight come in handy too to either increase smoke emission in
|
|
* 6 steps (1000HP each) if the power is low or decrease smoke emission in 6 steps (512 tonnes each) if the train
|
|
* isn't overweight. Power and weight contributions are expressed in a way that neither extreme power, nor
|
|
* extreme weight can ruin the balance (e.g. FreightWagonMultiplier) in the formula. When the vehicle reaches
|
|
* maximum speed no diesel_smoke is emitted.
|
|
* REGULATION:
|
|
* - up to which speed a diesel vehicle is emitting smoke (with reduced/small setting only until 1/2 of max_speed),
|
|
* - in Chance16 - the last value is 512 / 2^smoke_amount (max. smoke when 128 = smoke_amount of 2). */
|
|
int power_weight_effect = 0;
|
|
if (v->type == VEH_TRAIN) {
|
|
power_weight_effect = (32 >> (Train::From(this)->gcache.cached_power >> 10)) - (32 >> (Train::From(this)->gcache.cached_weight >> 9));
|
|
}
|
|
if (this->cur_speed < (this->vcache.cached_max_speed >> (2 >> _settings_game.vehicle.smoke_amount)) &&
|
|
Chance16((64 - ((this->cur_speed << 5) / this->vcache.cached_max_speed) + power_weight_effect), (512 >> _settings_game.vehicle.smoke_amount))) {
|
|
CreateEffectVehicleRel(v, x, y, 10, EV_DIESEL_SMOKE);
|
|
sound = true;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case VE_TYPE_ELECTRIC:
|
|
/* Electric train's spark - more often occurs when train is departing (more load)
|
|
* Details: Electric locomotives are usually at least twice as powerful as their diesel counterparts, so spark
|
|
* emissions are kept simple. Only when starting, creating huge force are sparks more likely to happen, but when
|
|
* reaching its max. speed, quarter by quarter of it, chance decreases untill the usuall 2,22% at train's top speed.
|
|
* REGULATION:
|
|
* - in Chance16 the last value is 360 / 2^smoke_amount (max. sparks when 90 = smoke_amount of 2). */
|
|
if (GB(v->tick_counter, 0, 2) == 0 &&
|
|
Chance16((6 - ((this->cur_speed << 2) / this->vcache.cached_max_speed)), (360 >> _settings_game.vehicle.smoke_amount))) {
|
|
CreateEffectVehicleRel(v, x, y, 10, EV_ELECTRIC_SPARK);
|
|
sound = true;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
} while ((v = v->Next()) != NULL);
|
|
|
|
if (sound) PlayVehicleSound(this, VSE_VISUAL_EFFECT);
|
|
}
|
|
|
|
/**
|
|
* Set the next vehicle of this vehicle.
|
|
* @param next the next vehicle. NULL removes the next vehicle.
|
|
*/
|
|
void Vehicle::SetNext(Vehicle *next)
|
|
{
|
|
assert(this != 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Adds this vehicle to a shared vehicle chain.
|
|
* @param shared_chain a vehicle of the chain with shared vehicles.
|
|
* @pre !this->IsOrderListShared()
|
|
*/
|
|
void Vehicle::AddToShared(Vehicle *shared_chain)
|
|
{
|
|
assert(this->previous_shared == NULL && this->next_shared == NULL);
|
|
|
|
if (shared_chain->orders.list == NULL) {
|
|
assert(shared_chain->previous_shared == NULL);
|
|
assert(shared_chain->next_shared == NULL);
|
|
this->orders.list = shared_chain->orders.list = new OrderList(NULL, shared_chain);
|
|
}
|
|
|
|
this->next_shared = shared_chain->next_shared;
|
|
this->previous_shared = shared_chain;
|
|
|
|
shared_chain->next_shared = this;
|
|
|
|
if (this->next_shared != NULL) this->next_shared->previous_shared = this;
|
|
|
|
shared_chain->orders.list->AddVehicle(this);
|
|
}
|
|
|
|
/**
|
|
* Removes the vehicle from the shared order list.
|
|
*/
|
|
void Vehicle::RemoveFromShared()
|
|
{
|
|
/* Remember if we were first and the old window number before RemoveVehicle()
|
|
* as this changes first if needed. */
|
|
bool were_first = (this->FirstShared() == this);
|
|
VehicleListIdentifier vli(VL_SHARED_ORDERS, this->type, this->owner, this->FirstShared()->index);
|
|
|
|
this->orders.list->RemoveVehicle(this);
|
|
|
|
if (!were_first) {
|
|
/* We are not the first shared one, so only relink our previous one. */
|
|
this->previous_shared->next_shared = this->NextShared();
|
|
}
|
|
|
|
if (this->next_shared != NULL) this->next_shared->previous_shared = this->previous_shared;
|
|
|
|
|
|
if (this->orders.list->GetNumVehicles() == 1) {
|
|
/* When there is only one vehicle, remove the shared order list window. */
|
|
DeleteWindowById(GetWindowClassForVehicleType(this->type), vli.Pack());
|
|
InvalidateVehicleOrder(this->FirstShared(), 0);
|
|
} else if (were_first) {
|
|
/* If we were the first one, update to the new first one.
|
|
* Note: FirstShared() is already the new first */
|
|
InvalidateWindowData(GetWindowClassForVehicleType(this->type), vli.Pack(), this->FirstShared()->index | (1U << 31));
|
|
}
|
|
|
|
this->next_shared = NULL;
|
|
this->previous_shared = NULL;
|
|
}
|
|
|
|
void VehiclesYearlyLoop()
|
|
{
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v->IsPrimaryVehicle()) {
|
|
/* show warning if vehicle is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
|
|
Money profit = v->GetDisplayProfitThisYear();
|
|
if (v->age >= 730 && profit < 0) {
|
|
if (_settings_client.gui.vehicle_income_warn && v->owner == _local_company) {
|
|
SetDParam(0, v->index);
|
|
SetDParam(1, profit);
|
|
AddVehicleNewsItem(
|
|
STR_NEWS_VEHICLE_IS_UNPROFITABLE,
|
|
NS_ADVICE,
|
|
v->index
|
|
);
|
|
}
|
|
AI::NewEvent(v->owner, new AIEventVehicleUnprofitable(v->index));
|
|
}
|
|
|
|
v->profit_last_year = v->profit_this_year;
|
|
v->profit_this_year = 0;
|
|
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
|
|
}
|
|
}
|
|
GroupStatistics::UpdateProfits();
|
|
SetWindowClassesDirty(WC_TRAINS_LIST);
|
|
SetWindowClassesDirty(WC_SHIPS_LIST);
|
|
SetWindowClassesDirty(WC_ROADVEH_LIST);
|
|
SetWindowClassesDirty(WC_AIRCRAFT_LIST);
|
|
}
|
|
|
|
|
|
/**
|
|
* Can this station be used by the given engine type?
|
|
* @param engine_type the type of vehicles to test
|
|
* @param st the station to test for
|
|
* @return true if and only if the vehicle of the type can use this station.
|
|
* @note For road vehicles the Vehicle is needed to determine whether it can
|
|
* use the station. This function will return true for road vehicles
|
|
* when at least one of the facilities is available.
|
|
*/
|
|
bool CanVehicleUseStation(EngineID engine_type, const Station *st)
|
|
{
|
|
const Engine *e = Engine::GetIfValid(engine_type);
|
|
assert(e != NULL);
|
|
|
|
switch (e->type) {
|
|
case VEH_TRAIN:
|
|
return (st->facilities & FACIL_TRAIN) != 0;
|
|
|
|
case VEH_ROAD:
|
|
/* For road vehicles we need the vehicle to know whether it can actually
|
|
* use the station, but if it doesn't have facilities for RVs it is
|
|
* certainly not possible that the station can be used. */
|
|
return (st->facilities & (FACIL_BUS_STOP | FACIL_TRUCK_STOP)) != 0;
|
|
|
|
case VEH_SHIP:
|
|
return (st->facilities & FACIL_DOCK) != 0;
|
|
|
|
case VEH_AIRCRAFT:
|
|
return (st->facilities & FACIL_AIRPORT) != 0 &&
|
|
(st->airport.GetFTA()->flags & (e->u.air.subtype & AIR_CTOL ? AirportFTAClass::AIRPLANES : AirportFTAClass::HELICOPTERS)) != 0;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Can this station be used by the given vehicle?
|
|
* @param v the vehicle to test
|
|
* @param st the station to test for
|
|
* @return true if and only if the vehicle can use this station.
|
|
*/
|
|
bool CanVehicleUseStation(const Vehicle *v, const Station *st)
|
|
{
|
|
if (v->type == VEH_ROAD) return st->GetPrimaryRoadStop(RoadVehicle::From(v)) != NULL;
|
|
|
|
return CanVehicleUseStation(v->engine_type, st);
|
|
}
|
|
|
|
/**
|
|
* Access the ground vehicle cache of the vehicle.
|
|
* @pre The vehicle is a #GroundVehicle.
|
|
* @return #GroundVehicleCache of the vehicle.
|
|
*/
|
|
GroundVehicleCache *Vehicle::GetGroundVehicleCache()
|
|
{
|
|
assert(this->IsGroundVehicle());
|
|
if (this->type == VEH_TRAIN) {
|
|
return &Train::From(this)->gcache;
|
|
} else {
|
|
return &RoadVehicle::From(this)->gcache;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Access the ground vehicle cache of the vehicle.
|
|
* @pre The vehicle is a #GroundVehicle.
|
|
* @return #GroundVehicleCache of the vehicle.
|
|
*/
|
|
const GroundVehicleCache *Vehicle::GetGroundVehicleCache() const
|
|
{
|
|
assert(this->IsGroundVehicle());
|
|
if (this->type == VEH_TRAIN) {
|
|
return &Train::From(this)->gcache;
|
|
} else {
|
|
return &RoadVehicle::From(this)->gcache;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Access the ground vehicle flags of the vehicle.
|
|
* @pre The vehicle is a #GroundVehicle.
|
|
* @return #GroundVehicleFlags of the vehicle.
|
|
*/
|
|
uint16 &Vehicle::GetGroundVehicleFlags()
|
|
{
|
|
assert(this->IsGroundVehicle());
|
|
if (this->type == VEH_TRAIN) {
|
|
return Train::From(this)->gv_flags;
|
|
} else {
|
|
return RoadVehicle::From(this)->gv_flags;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Access the ground vehicle flags of the vehicle.
|
|
* @pre The vehicle is a #GroundVehicle.
|
|
* @return #GroundVehicleFlags of the vehicle.
|
|
*/
|
|
const uint16 &Vehicle::GetGroundVehicleFlags() const
|
|
{
|
|
assert(this->IsGroundVehicle());
|
|
if (this->type == VEH_TRAIN) {
|
|
return Train::From(this)->gv_flags;
|
|
} else {
|
|
return RoadVehicle::From(this)->gv_flags;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Calculates the set of vehicles that will be affected by a given selection.
|
|
* @param set [inout] Set of affected vehicles.
|
|
* @param v First vehicle of the selection.
|
|
* @param num_vehicles Number of vehicles in the selection (not counting articulated parts).
|
|
* @pre \a set must be empty.
|
|
* @post \a set will contain the vehicles that will be refitted.
|
|
*/
|
|
void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8 num_vehicles)
|
|
{
|
|
if (v->type == VEH_TRAIN) {
|
|
Train *u = Train::From(v);
|
|
/* Only include whole vehicles, so start with the first articulated part */
|
|
u = u->GetFirstEnginePart();
|
|
|
|
/* Include num_vehicles vehicles, not counting articulated parts */
|
|
for (; u != NULL && num_vehicles > 0; num_vehicles--) {
|
|
do {
|
|
/* Include current vehicle in the selection. */
|
|
set.Include(u->index);
|
|
|
|
/* If the vehicle is multiheaded, add the other part too. */
|
|
if (u->IsMultiheaded()) set.Include(u->other_multiheaded_part->index);
|
|
|
|
u = u->Next();
|
|
} while (u != NULL && u->IsArticulatedPart());
|
|
}
|
|
}
|
|
}
|