Changeset - r2552:89bd3d50b470
[Not reviewed]
master
0 9 0
bjarni - 18 years ago 2005-10-24 19:40:48
bjarni@openttd.org
(svn r3081) -Codechange: [autoreplace] complete rewrite of autoreplace
this is a complete rewrite, that makes use of existing commands like build and sell
this means that multiheaded train engines are replaced correctly
9 files changed with 258 insertions and 304 deletions:
0 comments (0 inline, 0 general)
aircraft_cmd.c
Show inline comments
 
@@ -1307,7 +1307,7 @@ static void AircraftEnterHangar(Vehicle 
 
	ServiceAircraft(v);
 
	InvalidateWindowClasses(WC_AIRCRAFT_LIST);
 

	
 
	MaybeReplaceVehicle(v);
 
	v = MaybeReplaceVehicle(v);
 

	
 
	TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
 

	
main_gui.c
Show inline comments
 
@@ -2351,7 +2351,7 @@ static void MainWindowWndProc(Window *w,
 
			e->keypress.cont = false;
 
			break;
 
		}
 
		
 

	
 
		// check to see if Command-Q has been pressed on a Mac
 
		// must be done before checking if we are at the main menu
 
		if ( (e->keypress.keycode == ('Q' | WKC_CTRL)) || (e->keypress.keycode == ('Q' | WKC_META)) )
roadveh_cmd.c
Show inline comments
 
@@ -1521,7 +1521,7 @@ void RoadVehEnterDepot(Vehicle *v)
 

	
 
	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 

	
 
	MaybeReplaceVehicle(v);
 
	v = MaybeReplaceVehicle(v);
 

	
 
	VehicleServiceInDepot(v);
 

	
ship_cmd.c
Show inline comments
 
@@ -414,7 +414,7 @@ static void ShipEnterDepot(Vehicle *v)
 

	
 
	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 

	
 
	MaybeReplaceVehicle(v);
 
	v = MaybeReplaceVehicle(v);
 

	
 
	TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
 

	
train_cmd.c
Show inline comments
 
@@ -551,7 +551,8 @@ void AddRearEngineToMultiheadedTrain(Veh
 
/** Build a railroad vehicle.
 
 * @param x,y tile coordinates (depot) where rail-vehicle is built
 
 * @param p1 engine type id
 
 * @param p2 build only one engine, even if it is a dualheaded engine. It also prevents any free cars from being added to the train
 
 * @param p2 bit 0 build only one engine, even if it is a dualheaded engine.
 
          p2 bit 1 prevents any free cars from being added to the train
 
 */
 
int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 
{
 
@@ -647,7 +648,7 @@ int32 CmdBuildRailVehicle(int x, int y, 
 
			TrainConsistChanged(v);
 
			UpdateTrainAcceleration(v);
 

	
 
			if (!HASBIT(p2,0)) {	// do not move the cars if HASBIT(p2,0) is set
 
			if (!HASBIT(p2, 1)) {	// check if the cars should be added to the new vehicle
 
				NormalizeTrainVehInDepot(v);
 
			}
 

	
 
@@ -3319,7 +3320,7 @@ void TrainEnterDepot(Vehicle *v, TileInd
 
	v->load_unload_time_rem = 0;
 
	v->cur_speed = 0;
 

	
 
	MaybeReplaceVehicle(v);
 
	v = MaybeReplaceVehicle(v);
 

	
 
	TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
 

	
vehicle.c
Show inline comments
 
@@ -27,6 +27,44 @@
 
#define INVALID_COORD (-0x8000)
 
#define GEN_HASH(x,y) (((x & 0x1F80)>>7) + ((y & 0xFC0)))
 

	
 
/*
 
 *	These command macros are used to call vehicle type specific commands with non type specific commands
 
 *	it should be used like: DoCommandP(x, y, p1, p2, flags, CMD_STARTSTOP_VEH(v->type))
 
 *	that line will start/stop a vehicle nomatter what type it is
 
 *	VEH_Train is used as an offset because the vehicle type values doesn't start with 0
 
 */
 

	
 
#define CMD_BUILD_VEH(x)		   _veh_build_proc_table[ x - VEH_Train]
 
#define CMD_SELL_VEH(x)				_veh_sell_proc_table[ x - VEH_Train]
 
#define CMD_STARTSTOP_VEH(x)  _veh_start_stop_proc_table[ x - VEH_Train]
 
#define CMD_REFIT_VEH(x)		   _veh_refit_proc_table[ x - VEH_Train]
 

	
 
static uint32 const _veh_build_proc_table[] = {
 
	CMD_BUILD_RAIL_VEHICLE,
 
	CMD_BUILD_ROAD_VEH,
 
	CMD_BUILD_SHIP,
 
	CMD_BUILD_AIRCRAFT,
 
};
 
static uint32 const _veh_sell_proc_table[] = {
 
	CMD_SELL_RAIL_WAGON,
 
	CMD_SELL_ROAD_VEH,
 
	CMD_SELL_SHIP,
 
	CMD_SELL_AIRCRAFT,
 
};
 
static uint32 const _veh_start_stop_proc_table[] = {
 
	CMD_START_STOP_TRAIN,
 
	CMD_START_STOP_ROADVEH,
 
	CMD_START_STOP_SHIP,
 
	CMD_START_STOP_AIRCRAFT,
 
};
 
static uint32 const _veh_refit_proc_table[] = {
 
	CMD_REFIT_RAIL_VEHICLE,
 
	0,	// road vehicles can't be refitted
 
	CMD_REFIT_SHIP,
 
	CMD_REFIT_AIRCRAFT,
 
};
 

	
 

	
 
enum {
 
	/* Max vehicles: 64000 (512 * 125) */
 
	VEHICLES_POOL_BLOCK_SIZE_BITS = 9,       /* In bits, so (1 << 9) == 512 */
 
@@ -1373,297 +1411,6 @@ extern int32 CmdRefitRailVehicle(int x, 
 
extern int32 CmdRefitShip(int x, int y, uint32 flags, uint32 p1, uint32 p2);
 
extern int32 CmdRefitAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2);
 

	
 

	
 

	
 
/** Replaces a vehicle (used to be called autorenew).
 
 * Must be called with _current_player set to the owner of the vehicle
 
 * @param v Vehicle to replace
 
 */
 
int32 ReplaceVehicle(Vehicle *v)
 
{
 
	Player *p = GetPlayer(v->owner);
 
	EngineID old_engine_type = v->engine_type;
 
	EngineID new_engine_type = p->engine_replacement[old_engine_type];
 
	Vehicle *u, *first;
 
	Engine *e;
 
	int cost, build_cost, rear_engine_cost = 0;
 

	
 
	// If replacing due to age only, use the same type :-)
 
	if (new_engine_type == INVALID_ENGINE)
 
		new_engine_type = old_engine_type;
 

	
 
	u = v;
 

	
 
	/* First we make sure that it's a valid type the user requested
 
	 * check that it's an engine that is in the engine array */
 
	if (!IsEngineIndex(new_engine_type)) return CMD_ERROR;
 

	
 
	// check that the new vehicle type is the same as the original one
 
	if (v->type != GetEngine(new_engine_type)->type) return CMD_ERROR;
 

	
 
	// check that it's the vehicle's owner that requested the replace
 
	if (!CheckOwnership(v->owner)) return CMD_ERROR;
 

	
 
	// makes sure that we do not replace a plane with a helicopter or vise versa
 
	if (v->type == VEH_Aircraft) {
 
		if (HASBIT(AircraftVehInfo(old_engine_type)->subtype, 0) != HASBIT(AircraftVehInfo(new_engine_type)->subtype, 0)) return CMD_ERROR;
 
	}
 

	
 
	// makes sure that the player can actually buy the new engine. Renewing is still allowed to outdated engines
 
	if (!HASBIT(GetEngine(new_engine_type)->player_avail, v->owner) && old_engine_type != new_engine_type) return CMD_ERROR;
 

	
 
	switch (v->type) {
 
		case VEH_Train:    build_cost = EstimateTrainCost(RailVehInfo(new_engine_type)); break;
 
		case VEH_Road:     build_cost = EstimateRoadVehCost(new_engine_type);            break;
 
		case VEH_Ship:     build_cost = EstimateShipCost(new_engine_type);               break;
 
		case VEH_Aircraft: build_cost = EstimateAircraftCost(new_engine_type);           break;
 
		default: return CMD_ERROR;
 
	}
 

	
 
	/* In a rare situation, when 2 clients are connected to 1 company and have the same
 
	    settings, a vehicle can be replaced twice.. check if this is the situation here */
 
	if (old_engine_type == new_engine_type && v->age == 0) return CMD_ERROR;
 

	
 
	if ( v->type == VEH_Train ) {
 
		first = GetFirstVehicleInChain(v);
 
		u = GetLastVehicleInChain(v);
 
		if ( RailVehInfo(new_engine_type)->flags & RVI_MULTIHEAD )
 
			build_cost = build_cost >> 1;   //multiheaded engines have EstimateTrainCost() for both engines
 

	
 
		if ( old_engine_type != new_engine_type ) {
 

	
 
			// prevent that the rear engine can get replaced to something else than the front engine
 
			if ( v->u.rail.first_engine != INVALID_VEHICLE && RailVehInfo(old_engine_type)->flags & RVI_MULTIHEAD && RailVehInfo(old_engine_type)->flags ) {
 
				if ( first->engine_type != new_engine_type ) return CMD_ERROR;
 
			}
 

	
 
			// checks if the engine is the first one
 
			if ( v->u.rail.first_engine == INVALID_VEHICLE ) {
 
				if ( RailVehInfo(new_engine_type)->flags & RVI_MULTIHEAD ) {
 
					if ( u->engine_type == old_engine_type && v->next != NULL) {
 
						rear_engine_cost = build_cost - u->value;
 
					} else {
 
						rear_engine_cost = build_cost;
 
					}
 
				} else {
 
					if ( u->engine_type == old_engine_type && RailVehInfo(old_engine_type)->flags & RVI_MULTIHEAD) {
 
						if (v->next != NULL) rear_engine_cost = -(int32)u->value;
 
					}
 
				}
 
			 }
 
		}
 
	}
 

	
 
	/* Check if there is money for the upgrade.. if not, give a nice news-item
 
	    (that is needed, because this CMD is called automaticly) */
 
	if ( p->money64 < (int32)(p->engine_renew_money + build_cost + rear_engine_cost - v->value)) {
 
		if (( _local_player == v->owner ) && ( v->unitnumber != 0 )) {  //v->unitnumber = 0 for train cars
 
			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: message = 0; break;
 
			}
 

	
 
			AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
 
		}
 

	
 
		return CMD_ERROR;
 
	}
 
	cost = build_cost - v->value + rear_engine_cost;
 

	
 
	/* We do not really buy a new vehicle, we upgrade the old one */
 
	e = GetEngine(new_engine_type);
 

	
 
	v->reliability = e->reliability;
 
	v->reliability_spd_dec = e->reliability_spd_dec;
 
	v->age = 0;
 

	
 
	v->date_of_last_service = _date;
 
	v->build_year = _cur_year;
 

	
 
	v->value = build_cost;
 

	
 
	if (v->engine_type != new_engine_type) {
 
		byte sprite = v->spritenum;
 
		byte cargo_type = v->cargo_type;
 
		v->engine_type = new_engine_type;
 
		v->max_age = e->lifelength * 366;
 

	
 
		/* Update limits of the vehicle (for when upgraded) */
 
		switch (v->type) {
 
			case VEH_Train: {
 
				const RailVehicleInfo *rvi = RailVehInfo(new_engine_type);
 
				const RailVehicleInfo *rvi2 = RailVehInfo(old_engine_type);
 
				byte capacity = rvi2->capacity;
 
				Vehicle *first = GetFirstVehicleInChain(v);
 

	
 
				//if (v->owner == _local_player) InvalidateWindowClasses(WC_TRAINS_LIST);
 
				/* rvi->image_index is the new sprite for the engine. Adding +1 makes the engine head the other way
 
				if it is a multiheaded engine (rear engine)
 
				(rvi->flags & RVI_MULTIHEAD && sprite - rvi2->image_index) is true if the engine is heading the other way, otherwise 0*/
 
				v->spritenum = rvi->image_index + ((rvi->flags & RVI_MULTIHEAD && sprite - rvi2->image_index) ? 1 : 0);
 

	
 
				// turn the last engine in a multiheaded train if needed
 
				if (v->next == NULL && v->u.rail.first_engine != INVALID_VEHICLE && rvi->flags & RVI_MULTIHEAD && v->spritenum == rvi->image_index)
 
					v->spritenum++;
 

	
 
				v->cargo_type = rvi->cargo_type;
 
				v->cargo_cap = rvi->capacity;
 
				v->max_speed = rvi->max_speed;
 

	
 
				v->u.rail.railtype = e->railtype;
 

	
 
				// 0x0100 means that we skip the check for being stopped inside the depot
 
				// since we do not stop it for autorefitting
 
				if (v->cargo_type != cargo_type && capacity) {
 
					// BUG: somehow v->index is not transfered properly
 
					//CmdRefitRailVehicle(v->x_pos, v->y_pos, DC_EXEC, v->index , cargo_type + 0x0100 );
 
					v->cargo_type = cargo_type; // workaround, but it do not check the refit table
 
				} else {
 
					v->cargo_type = rvi->cargo_type;
 
				}
 
#if 0
 
// we disable this because they can crash the game. They will be fixed at a later date
 
				if ( rvi2->flags & RVI_MULTIHEAD && !(rvi->flags & RVI_MULTIHEAD) &&  v->index == first->index) {
 
					if (old_engine_type == u->engine_type ) {
 
						Vehicle *w;
 

	
 
						u = GetLastVehicleInChain(v);
 
						w = GetPrevVehicleInChain(u);
 
						w->next = NULL;
 
						DeleteVehicle(u);
 
					}
 
				}
 

	
 
				if ( rvi->flags & RVI_MULTIHEAD && rvi2->flags & RVI_MULTIHEAD &&  v->index == first->index ) {
 
					CmdReplaceVehicle(x, y, flags, u->index, p2);
 
				}
 

	
 
				if ( rvi->flags & RVI_MULTIHEAD && !(rvi2->flags & RVI_MULTIHEAD) &&  v->index == first->index ) {
 
					if ( old_engine_type != u->engine_type ) {
 
						Vehicle *w;
 
						if ( (w=AllocateVehicle()) != NULL ) {
 
							AddRearEngineToMultiheadedTrain(v,w, false);
 
							u->next = w;
 
						}
 
					}
 
				}
 
#endif
 

	
 
				// recalculate changed train values
 
				TrainConsistChanged(first);
 
				InvalidateWindowClasses(WC_TRAINS_LIST);
 
				UpdateTrainAcceleration(first);
 
				break;
 
			}
 

	
 
			case VEH_Road: {
 
				const RoadVehicleInfo *rvi = RoadVehInfo(new_engine_type);
 

	
 
				v->spritenum = rvi->image_index;
 
				v->cargo_type = rvi->cargo_type;
 
				v->cargo_cap = rvi->capacity;
 
				v->max_speed = rvi->max_speed;
 
				InvalidateWindowClasses(WC_ROADVEH_LIST);
 
				break;
 
			}
 

	
 
			case VEH_Ship: {
 
				const ShipVehicleInfo *svi = ShipVehInfo(new_engine_type);
 

	
 
				v->spritenum = svi->image_index;
 
				v->cargo_type = svi->cargo_type;
 
				v->cargo_cap = svi->capacity;
 
				v->max_speed = svi->max_speed;
 

	
 
				// 0x0100 means that we skip the check for being stopped inside the depot
 
				// since we do not stop it for autorefitting
 
				if (v->cargo_type != cargo_type)
 
					CmdRefitShip(v->x_pos, v->y_pos, DC_EXEC, v->index , cargo_type + 0x0100 );
 
				InvalidateWindowClasses(WC_SHIPS_LIST);
 
				break;
 
			}
 

	
 
			case VEH_Aircraft: {
 
				const AircraftVehicleInfo *avi = AircraftVehInfo(new_engine_type);
 
				Vehicle *u;
 

	
 
				v->max_speed = avi->max_speed;
 
				v->acceleration = avi->acceleration;
 
				v->spritenum = avi->image_index;
 

	
 
					if ( cargo_type == CT_PASSENGERS ) {
 
						v->cargo_cap = avi->passenger_capacity;
 
						u = v->next;
 
						u->cargo_cap = avi->mail_capacity;
 
					} else {
 
						// 0x0100 means that we skip the check for being stopped inside the hangar
 
						// since we do not stop it for autorefitting
 
						CmdRefitAircraft(v->x_pos, v->y_pos, DC_EXEC, v->index , cargo_type + 0x0100 );
 
					}
 
				InvalidateWindowClasses(WC_AIRCRAFT_LIST);
 
				break;
 
			}
 

	
 
			default: return CMD_ERROR;
 
		}
 
		// makes sure that the cargo is still valid compared to new capacity
 
		if (v->cargo_count != 0) {
 
			if ( v->cargo_type != cargo_type )
 
				v->cargo_count = 0;
 
			else if ( v->cargo_count > v->cargo_cap )
 
				v->cargo_count = v->cargo_cap;
 
		}
 
	}
 

	
 
	InvalidateWindow(WC_REPLACE_VEHICLE, v->type);
 
	ResortVehicleLists();
 
	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 

	
 
	//needs to be down here because refitting will change SET_EXPENSES_TYPE if called
 
	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
 
	SubtractMoneyFromPlayer(cost);
 
	if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
 

	
 
	return cost;
 
}
 

	
 
void MaybeReplaceVehicle(Vehicle *v)
 
{
 
	Player *p = GetPlayer(v->owner);
 
	// uncomment next line if you want to see what engine type just entered a depot
 
	//printf("engine type: %d\n", v->engine_type);
 

	
 
	// A vehicle is autorenewed when it it gets the amount of months
 
	//  give by _patches.autorenew_months away for his max age.
 
	//  Standard is -6, meaning 6 months before his max age
 
	//  It can be any value between -12 and 12.
 
	//  Here it also checks if the vehicles is listed for replacement
 
	if (!p->engine_renew || v->age - v->max_age < (p->engine_renew_months * 30)) {  //replace if engine is too old
 
		if (p->engine_replacement[v->engine_type] == INVALID_ENGINE && v->type != VEH_Train) // updates to a new model
 
			return;
 
	}
 
	/* Now replace the vehicle */
 
	_current_player = v->owner;
 

	
 
	if ( v->type != VEH_Train ) {
 
		ReplaceVehicle(v);
 
	} else {
 
	// checks if any of the engines in the train are either old or listed for replacement
 
		do {
 
			if (p->engine_replacement[v->engine_type] != INVALID_ENGINE || (p->engine_renew && (v->age - v->max_age) > (p->engine_renew_months * 30))) {
 
				ReplaceVehicle(v);
 
			}
 
		} while ((v=v->next) != NULL);
 
	}
 
	_current_player = OWNER_NONE;
 
}
 

	
 
int32 CmdCloneOrder(int x, int y, uint32 flags, uint32 veh1_veh2, uint32 mode);
 
int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2);
 
int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2);
 
@@ -1671,10 +1418,9 @@ int32 CmdBuildRoadVeh(int x, int y, uint
 
int32 CmdBuildShip(int x, int y, uint32 flags, uint32 p1, uint32 p2);
 
int32 CmdBuildAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2);
 

	
 

	
 
typedef int32 VehBuildProc(int x, int y, uint32 flags, uint32 p1, uint32 p2);
 

	
 
static VehBuildProc * const _veh_build_proc_table[] = {
 
static VehBuildProc * const _veh_build_cmd_table[] = {
 
	CmdBuildRailVehicle,
 
	CmdBuildRoadVeh,
 
	CmdBuildShip,
 
@@ -1724,9 +1470,9 @@ int32 CmdCloneVehicle(int x, int y, uint
 
		default: return CMD_ERROR;
 
	}
 

	
 
	proc = _veh_build_proc_table[v->type - VEH_Train];
 
	proc = _veh_build_cmd_table[v->type - VEH_Train];
 
	new_id = _new_vehicle_id_proc_table[v->type - VEH_Train];
 
	total_cost = proc(x, y, flags, v->engine_type, 1);
 
	total_cost = proc(x, y, flags, v->engine_type, 3);
 
	if (total_cost == CMD_ERROR)
 
		return CMD_ERROR;
 

	
 
@@ -1744,7 +1490,7 @@ int32 CmdCloneVehicle(int x, int y, uint
 
		// now we handle the cars
 
		v = v->next;
 
		while (v != NULL) {
 
			cost = proc(x, y, flags, v->engine_type, 1);
 
			cost = proc(x, y, flags, v->engine_type, 3);
 
			if (cost == CMD_ERROR)
 
				return CMD_ERROR;
 
			total_cost += cost;
 
@@ -1779,6 +1525,170 @@ int32 CmdCloneVehicle(int x, int y, uint
 
	return total_cost;
 
}
 

	
 
/* Replaces a vehicle (used to be called autorenew)
 
 * This function is only called from MaybeReplaceVehicle(), which is the next one
 
 * 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 cost;
 
	const 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;
 

	
 
	new_engine_type = p->engine_replacement[old_v->engine_type] == INVALID_ENGINE ? old_v->engine_type: p->engine_replacement[old_v->engine_type];
 

	
 
	cost = DoCommand(old_v->x_pos, old_v->y_pos, new_engine_type, 2, flags, CMD_BUILD_VEH(old_v->type));
 

	
 
	//check if the new engine is buildable
 
	if (CmdFailed(cost)) return cost;
 

	
 
	if (flags & DC_EXEC) {
 
		new_v = GetVehicle(*_new_vehicle_id_proc_table[old_v->type - VEH_Train]);
 
		*w = new_v;
 

	
 
		/* refit if needed */
 
		if (new_v->type != VEH_Road) { // road vehicles can't be refitted
 
			if (old_v->cargo_type != new_v->cargo_type && old_v->cargo_cap != 0 && new_v->cargo_cap != 0) {// some train engines do not have cargo capacity
 
				DoCommand(0, 0, new_v->index, old_v->cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type));
 
			}
 
		}
 

	
 
		/* move the cargo to the new vehicle */
 
		if (old_v->cargo_type == new_v->cargo_type && old_v->cargo_count != 0) {
 
			// move the cargo to the new vehicle
 
			new_v->cargo_count = min(old_v->cargo_count, new_v->cargo_cap);
 
			new_v->cargo_source = old_v->cargo_source;
 

	
 
			// copy the age of the cargo
 
			new_v->cargo_days = old_v->cargo_days;
 
			new_v->day_counter = old_v->day_counter;
 
			new_v->tick_counter = old_v->tick_counter;
 
		}
 

	
 
		if (old_v->type == VEH_Train && old_v->u.rail.first_engine != INVALID_VEHICLE) {
 
			/* 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, 0, (old_v->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
 
		} else {
 
			// copy/clone the orders
 
			DoCommand(0, 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_front = true;
 

	
 
			new_v->current_order = old_v->current_order;
 
			if (old_v->type == VEH_Train){
 
				// move the entire train to the new engine, including the old engine. It will be sold in a moment anyway
 
				DoCommand(0, 0, (new_v->index << 16) | old_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
 
			}
 
		}
 
	}
 

	
 
	// sell the engine/ find out how much you get for the old engine
 
	cost += DoCommand(0, 0, old_v->index, 0, flags, CMD_SELL_VEH(old_v->type));
 

	
 
	if (new_front) {
 
		// now we assign the old unitnumber to the new vehicle
 
		new_v->unitnumber = cached_unitnumber;
 
	}
 

	
 
	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
 
*	return value is a pointer to the new vehicle, which is the same as the argument if nothing happened
 
*/
 
Vehicle * MaybeReplaceVehicle(Vehicle *v)
 
{
 
	Vehicle *w;
 
	const Player *p = GetPlayer(v->owner);
 
	byte flags = 0;
 
	int32 cost = 0, temp_cost = 0;
 

	
 
	_current_player = v->owner;
 

	
 
	assert(v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship || v->type == VEH_Aircraft);
 

	
 
	DoCommand(0, 0, v->index, 0, DC_EXEC, CMD_STARTSTOP_VEH(v->type));
 

	
 
	while (true) {
 
		w = v;
 
		do {
 
			// 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 (p->engine_replacement[w->engine_type] == INVALID_ENGINE)				// updates to a new model
 
					continue;
 
			}
 

	
 
			/* if we are looking at the rear end of a multiheaded locomotive, skip it */
 
			if (w->type == VEH_Train) {
 
				const RailVehicleInfo *rvi = RailVehInfo(w->engine_type);
 
				if (rvi->flags & RVI_MULTIHEAD && rvi->image_index == w->spritenum - 1)
 
					continue;
 
			}
 

	
 
			/* Now replace the vehicle */
 
			temp_cost = ReplaceVehicle(&w, flags);
 

	
 
			if (flags & DC_EXEC && !(w->type == VEH_Train && w->u.rail.first_engine != INVALID_VEHICLE)){
 
				// 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))
 
				break;
 

	
 
			cost += temp_cost;
 
		} while (w->type == VEH_Train && (w=w->next) != NULL);
 

	
 
		if (!(flags & DC_EXEC) && (CmdFailed(temp_cost) || p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) {
 
			if (p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner )) {
 
				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);
 
			}
 
			DoCommand(0, 0, v->index, 0, DC_EXEC, CMD_STARTSTOP_VEH(v->type));	//we start the vehicle again
 
			return v;
 
		}
 

	
 
		if (flags & DC_EXEC) {
 
			break;	// we are done replacing since the loop ran once with DC_EXEC
 
		}
 
		// now we redo the loop, but this time we actually do stuff since we know that we can do it
 
		flags |= DC_EXEC;
 
	}
 

	
 
	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
 
	SubtractMoneyFromPlayer(cost);
 
	if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
 

	
 
	DoCommand(0, 0, v->index, 0, DC_EXEC, CMD_STARTSTOP_VEH(v->type));	//we start the vehicle again
 
	_current_player = OWNER_NONE;
 
	return v;
 
}
 

	
 

	
 
/** Give a custom name to your vehicle
 
 * @param x,y unused
vehicle.h
Show inline comments
 
@@ -309,7 +309,7 @@ Vehicle *CheckClickOnVehicle(const ViewP
 
void DecreaseVehicleValue(Vehicle *v);
 
void CheckVehicleBreakdown(Vehicle *v);
 
void AgeVehicle(Vehicle *v);
 
void MaybeReplaceVehicle(Vehicle *v);
 
Vehicle * MaybeReplaceVehicle(Vehicle *v);
 

	
 
void BeginVehicleMove(Vehicle *v);
 
void EndVehicleMove(Vehicle *v);
vehicle_gui.c
Show inline comments
 
@@ -17,6 +17,7 @@
 
#include "gfx.h"
 
#include "variables.h"
 
#include "vehicle_gui.h"
 
#include "viewport.h"
 

	
 
Sorting _sorting;
 

	
 
@@ -1084,3 +1085,42 @@ void InitializeGUI(void)
 
{
 
	memset(&_sorting, 0, sizeof(_sorting));
 
}
 

	
 
/** Assigns an already open vehicle window to a new vehicle.
 
* Assigns an already open vehicle window to a new vehicle. If the vehicle got any sub window open (orders and so on) it will change owner too
 
* @param *from_v the current owner of the window
 
* @param *to_v the new owner of the window
 
*/
 
void ChangeVehicleViewWindow(const Vehicle *from_v, const Vehicle *to_v)
 
{
 
	Window *w;
 

	
 
	w = FindWindowById(WC_VEHICLE_VIEW, from_v->index);
 

	
 
	if (w != NULL) {
 
		w->window_number = to_v->index;
 
		WP(w, vp_d).follow_vehicle = (VehicleID)(w->window_number & 0xFFFF);
 
		SetWindowDirty(w);
 

	
 
		w = FindWindowById(WC_VEHICLE_ORDERS, from_v->index);
 

	
 
		if (w != NULL) {
 
			w->window_number = to_v->index;
 
			SetWindowDirty(w);
 
		}
 

	
 
		w = FindWindowById(WC_VEHICLE_REFIT, from_v->index);
 

	
 
		if (w != NULL) {
 
			w->window_number = to_v->index;
 
			SetWindowDirty(w);
 
		}
 

	
 
		w = FindWindowById(WC_VEHICLE_DETAILS, from_v->index);
 

	
 
		if (w != NULL) {
 
			w->window_number = to_v->index;
 
			SetWindowDirty(w);
 
		}
 
	}
 
}
vehicle_gui.h
Show inline comments
 
@@ -60,5 +60,8 @@ void DrawRoadVehPurchaseInfo(int x, int 
 
void DrawAircraftPurchaseInfo(int x, int y, EngineID engine_number);
 
void DrawShipPurchaseInfo(int x, int y, EngineID engine_number);
 

	
 
void ChangeVehicleViewWindow(const Vehicle *from_v, const Vehicle *to_v);
 

	
 

	
 

	
 
#endif /* VEHICLE_GUI_H */
0 comments (0 inline, 0 general)