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Location: cpp/openttd-patchpack/source/src/autoreplace_cmd.cpp - annotation
r6273:40c57f49e2b7
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(svn r9082) -Codechange: [win32] Update VS2003 and VS2005 project files to use the same outpath, and build in UNICODE mode. When making a release it is probably better to make two binaries, one without UNICODE, the other with, guaranteeing full Win9x compatibility (UNICODE with MSLU also works, without it's even better).
-Remove: [os/2] Relic project file remains from watcom
-Remove: [os/2] Relic project file remains from watcom
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r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e r6264:e0e78c40628e | /* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "roadveh.h"
#include "ship.h"
#include "table/strings.h"
#include "functions.h"
#include "news.h"
#include "command.h"
#include "player.h"
#include "engine.h"
#include "debug.h"
#include "vehicle_gui.h"
#include "depot.h"
#include "train.h"
#include "aircraft.h"
#include "cargotype.h"
/*
* move the cargo from one engine to another if possible
*/
static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
{
Vehicle *v = dest;
int units_moved;
do {
do {
if (source->cargo_type != dest->cargo_type)
continue; // cargo not compatible
if (dest->cargo_count == dest->cargo_cap)
continue; // the destination vehicle is already full
units_moved = min(source->cargo_count, dest->cargo_cap - dest->cargo_count);
source->cargo_count -= units_moved;
dest->cargo_count += units_moved;
dest->cargo_source = source->cargo_source;
// copy the age of the cargo
dest->cargo_days = source->cargo_days;
dest->day_counter = source->day_counter;
dest->tick_counter = source->tick_counter;
} while (source->cargo_count > 0 && (dest = dest->next) != NULL);
dest = v;
} while ((source = source->next) != NULL);
/*
* The of the train will be incorrect at this moment. This is due
* to the fact that removing the old wagon updates the weight of
* the complete train, which is without the weight of cargo we just
* moved back into some (of the) new wagon(s).
*/
if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->first);
}
static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type)
{
const Order *o;
const Vehicle *u;
if (v->type == VEH_TRAIN) {
u = GetFirstVehicleInChain(v);
} else {
u = v;
}
FOR_VEHICLE_ORDERS(u, o) {
if (!(o->refit_cargo < NUM_CARGO)) continue;
if (!CanRefitTo(v->engine_type, o->refit_cargo)) continue;
if (!CanRefitTo(engine_type, o->refit_cargo)) return false;
}
return true;
}
/**
* Function to find what type of cargo to refit to when autoreplacing
* @param *v Original vehicle, that is being replaced
* @param engine_type The EngineID of the vehicle that is being replaced to
* @return The cargo type to replace to
* CT_NO_REFIT is returned if no refit is needed
* CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible
*/
static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
{
bool new_cargo_capacity = true;
CargoID new_cargo_type = CT_INVALID;
switch (v->type) {
case VEH_TRAIN:
new_cargo_capacity = (RailVehInfo(engine_type)->capacity > 0);
new_cargo_type = RailVehInfo(engine_type)->cargo_type;
break;
case VEH_ROAD:
new_cargo_capacity = (RoadVehInfo(engine_type)->capacity > 0);
new_cargo_type = RoadVehInfo(engine_type)->cargo_type;
break;
case VEH_SHIP:
new_cargo_capacity = (ShipVehInfo(engine_type)->capacity > 0);
new_cargo_type = ShipVehInfo(engine_type)->cargo_type;
break;
case VEH_AIRCRAFT:
/* all aircraft starts as passenger planes with cargo capacity
* new_cargo_capacity is always true for aircraft, which is the init value. No need to set it here */
new_cargo_type = CT_PASSENGERS;
break;
default: NOT_REACHED(); break;
}
if (!new_cargo_capacity) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity
if (v->cargo_type == new_cargo_type || CanRefitTo(engine_type, v->cargo_type)) {
if (VerifyAutoreplaceRefitForOrders(v, engine_type)) {
return v->cargo_type == new_cargo_type ? (CargoID)CT_NO_REFIT : v->cargo_type;
} else {
return CT_INVALID;
}
}
if (v->type != VEH_TRAIN) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want
/* Below this line it's safe to assume that the vehicle in question is a train */
if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type
/* the old engine didn't have cargo capacity, but the new one does
* now we will figure out what cargo the train is carrying and refit to fit this */
v = GetFirstVehicleInChain(v);
do {
if (v->cargo_cap == 0) continue;
/* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */
if (v->cargo_type == new_cargo_type) return CT_NO_REFIT;
if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type;
} while ((v=v->next) != NULL);
return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one
}
/* Replaces a vehicle (used to be called autorenew)
* This function is only called from MaybeReplaceVehicle()
* Must be called with _current_player set to the owner of the vehicle
* @param w Vehicle to replace
* @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
* @return value is cost of the replacement or CMD_ERROR
*/
static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost)
{
int32 cost;
int32 sell_value;
Vehicle *old_v = *w;
const Player *p = GetPlayer(old_v->owner);
EngineID new_engine_type;
const UnitID cached_unitnumber = old_v->unitnumber;
bool new_front = false;
Vehicle *new_v = NULL;
char vehicle_name[32];
CargoID replacement_cargo_type;
new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type);
if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type;
replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);
/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
if (replacement_cargo_type == CT_INVALID) return 0;
sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v));
/* We give the player a loan of the same amount as the sell value.
* This is needed in case he needs the income from the sale to build the new vehicle.
* We take it back if building fails or when we really sell the old engine */
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
SubtractMoneyFromPlayer(sell_value);
cost = DoCommand(old_v->tile, new_engine_type, 3, flags, GetCmdBuildVeh(old_v));
if (CmdFailed(cost)) {
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
SubtractMoneyFromPlayer(-sell_value); // Take back the money we just gave the player
return cost;
}
if (replacement_cargo_type != CT_NO_REFIT) cost += GetRefitCost(new_engine_type); // add refit cost
if (flags & DC_EXEC) {
new_v = GetVehicle(_new_vehicle_id);
*w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is
/* refit if needed */
if (replacement_cargo_type != CT_NO_REFIT) {
if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, GetCmdRefitVeh(new_v)))) {
/* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */
error("Autoreplace failed to refit. Replace engine %d to %d and refit to cargo %d", old_v->engine_type, new_v->engine_type, replacement_cargo_type);
}
}
if (new_v->type == VEH_TRAIN && HASBIT(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->next != NULL && IsArticulatedPart(new_v->next))) {
// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
SETBIT(new_v->u.rail.flags, VRF_REVERSE_DIRECTION);
}
if (old_v->type == VEH_TRAIN && !IsFrontEngine(old_v)) {
/* this is a railcar. We need to move the car into the train
* We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
* sell the old engine in a moment
*/
DoCommand(0, (GetPrevVehicleInChain(old_v)->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
/* Now we move the old one out of the train */
DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
} else {
// copy/clone the orders
DoCommand(0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
new_v->cur_order_index = old_v->cur_order_index;
ChangeVehicleViewWindow(old_v, new_v);
new_v->profit_this_year = old_v->profit_this_year;
new_v->profit_last_year = old_v->profit_last_year;
new_v->service_interval = old_v->service_interval;
new_front = true;
new_v->unitnumber = old_v->unitnumber; // use the same unit number
new_v->current_order = old_v->current_order;
if (old_v->type == VEH_TRAIN && GetNextVehicle(old_v) != NULL){
Vehicle *temp_v = GetNextVehicle(old_v);
// move the entire train to the new engine, excluding the old engine
if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) {
// we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead
temp_v = GetNextVehicle(temp_v);
}
if (temp_v != NULL) {
DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
}
}
}
/* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */
MoveVehicleCargo(new_v->type == VEH_TRAIN ? GetFirstVehicleInChain(new_v) : new_v, old_v);
// Get the name of the old vehicle if it has a custom name.
if (!IsCustomName(old_v->string_id)) {
vehicle_name[0] = '\0';
} else {
GetName(vehicle_name, old_v->string_id & 0x7FF, lastof(vehicle_name));
}
} else { // flags & DC_EXEC not set
/* Ensure that the player will not end up having negative money while autoreplacing
* This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */
if (p->money64 < (cost + total_cost)) {
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
SubtractMoneyFromPlayer(-sell_value); // Pay back the loan
return CMD_ERROR;
}
}
/* Take back the money we just gave the player just before building the vehicle
* The player will get the same amount now that the sale actually takes place */
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
SubtractMoneyFromPlayer(-sell_value);
/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
cost += DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v));
if (new_front) {
/* now we assign the old unitnumber to the new vehicle */
new_v->unitnumber = cached_unitnumber;
}
/* Transfer the name of the old vehicle */
if ((flags & DC_EXEC) && vehicle_name[0] != '\0') {
_cmd_text = vehicle_name;
DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE);
}
return cost;
}
/** replaces a vehicle if it's set for autoreplace or is too old
* (used to be called autorenew)
* @param v The vehicle to replace
* if the vehicle is a train, v needs to be the front engine
* @param check Checks if the replace is valid. No action is done at all
* @param display_costs If set, a cost animation is shown (only if check is false)
* @return CMD_ERROR if something went wrong. Otherwise the price of the replace
*/
int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
{
Vehicle *w;
const Player *p = GetPlayer(v->owner);
byte flags = 0;
int32 cost, temp_cost = 0;
bool stopped;
/* Remember the length in case we need to trim train later on
* If it's not a train, the value is unused
* round up to the length of the tiles used for the train instead of the train length instead
* Useful when newGRF uses custom length */
uint16 old_total_length = (v->type == VEH_TRAIN ?
(v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE :
-1
);
_current_player = v->owner;
assert(IsPlayerBuildableVehicleType(v));
assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed
/* Remember the flag v->leave_depot_instantly because if we replace the vehicle, the vehicle holding this flag will be sold
* If it is set, then we only stopped the vehicle to replace it (if needed) and we will need to start it again.
* We also need to reset the flag since it should remain false except from when the vehicle enters a depot until autoreplace is handled in the same tick */
stopped = v->leave_depot_instantly;
v->leave_depot_instantly = false;
for (;;) {
cost = 0;
w = v;
do {
if (w->type == VEH_TRAIN && IsMultiheaded(w) && !IsTrainEngine(w)) {
/* we build the rear ends of multiheaded trains with the front ones */
continue;
}
// check if the vehicle should be replaced
if (!p->engine_renew ||
w->age - w->max_age < (p->engine_renew_months * 30) || // replace if engine is too old
w->max_age == 0) { // rail cars got a max age of 0
if (!EngineHasReplacementForPlayer(p, w->engine_type)) // updates to a new model
continue;
}
/* Now replace the vehicle */
temp_cost = ReplaceVehicle(&w, flags, cost);
if (flags & DC_EXEC &&
(w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE)) {
/* now we bought a new engine and sold the old one. We need to fix the
* pointers in order to avoid pointing to the old one for trains: these
* pointers should point to the front engine and not the cars
*/
v = w;
}
if (!CmdFailed(temp_cost)) {
cost += temp_cost;
}
} while (w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL);
if (!(flags & DC_EXEC) && (p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) {
if (!check && p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) {
StringID message;
SetDParam(0, v->unitnumber);
switch (v->type) {
case VEH_TRAIN: message = STR_TRAIN_AUTORENEW_FAILED; break;
case VEH_ROAD: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
case VEH_SHIP: message = STR_SHIP_AUTORENEW_FAILED; break;
case VEH_AIRCRAFT: message = STR_AIRCRAFT_AUTORENEW_FAILED; break;
// This should never happen
default: NOT_REACHED(); message = 0; break;
}
AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
}
if (stopped) v->vehstatus &= ~VS_STOPPED;
if (display_costs) _current_player = OWNER_NONE;
return CMD_ERROR;
}
if (flags & DC_EXEC) {
break; // we are done replacing since the loop ran once with DC_EXEC
} else if (check) {
/* It's a test only and we know that we can do this
* NOTE: payment for wagon removal is NOT included in this price */
return cost;
}
// now we redo the loop, but this time we actually do stuff since we know that we can do it
flags |= DC_EXEC;
}
/* If setting is on to try not to exceed the old length of the train with the replacement */
if (v->type == VEH_TRAIN && p->renew_keep_length) {
Vehicle *temp;
w = v;
while (v->u.rail.cached_total_length > old_total_length) {
// the train is too long. We will remove cars one by one from the start of the train until it's short enough
while (w != NULL && RailVehInfo(w->engine_type)->railveh_type != RAILVEH_WAGON) {
w = GetNextVehicle(w);
}
if (w == NULL) {
// we failed to make the train short enough
SetDParam(0, v->unitnumber);
AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
break;
}
temp = w;
w = GetNextVehicle(w);
DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
MoveVehicleCargo(v, temp);
cost += DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
}
}
if (stopped) v->vehstatus &= ~VS_STOPPED;
if (display_costs) {
if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
_current_player = OWNER_NONE;
}
return cost;
}
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