diff --git a/projects/openttd.vcproj b/projects/openttd.vcproj --- a/projects/openttd.vcproj +++ b/projects/openttd.vcproj @@ -167,6 +167,9 @@ RelativePath=".\..\src\aystar.cpp"> + + + + diff --git a/source.list b/source.list --- a/source.list +++ b/source.list @@ -1,6 +1,7 @@ # Source Files airport.cpp aystar.cpp +autoreplace_cmd.cpp bmp.cpp callback_table.cpp cargotype.cpp diff --git a/src/autoreplace_cmd.cpp b/src/autoreplace_cmd.cpp new file mode 100644 --- /dev/null +++ b/src/autoreplace_cmd.cpp @@ -0,0 +1,414 @@ +/* $Id$ */ + +#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; +} diff --git a/src/vehicle.cpp b/src/vehicle.cpp --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -37,7 +37,6 @@ #include "newgrf_engine.h" #include "newgrf_sound.h" #include "helpers.hpp" -#include "cargotype.h" #define INVALID_COORD (-0x8000) #define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6)) @@ -606,7 +605,6 @@ void Ship_Tick(Vehicle *v); void Train_Tick(Vehicle *v); static void EffectVehicle_Tick(Vehicle *v); void DisasterVehicle_Tick(Vehicle *v); -static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs); // head of the linked list to tell what vehicles that visited a depot in a tick static Vehicle* _first_veh_in_depot_list; @@ -1888,400 +1886,6 @@ int32 CmdCloneVehicle(TileIndex tile, ui return total_cost; } -/* - * 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 - */ -static 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; -} /* Extend the list size for BuildDepotVehicleList() */ static inline void ExtendVehicleListSize(const Vehicle ***engine_list, uint16 *engine_list_length, uint16 step_size) diff --git a/src/vehicle.h b/src/vehicle.h --- a/src/vehicle.h +++ b/src/vehicle.h @@ -400,6 +400,8 @@ void VehicleEnterDepot(Vehicle *v); void InvalidateAutoreplaceWindow(EngineID e); +int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs); + /* Flags to add to p2 for goto depot commands */ /* Note: bits 8-10 are used for VLW flags */ enum {