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@@ -764,13 +764,9 @@ CommandCost GetRefitCost(EngineID engine
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static void DoDrawVehicle(const Vehicle *v)
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{
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SpriteID image = v->cur_image;
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SpriteID pal;
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if (v->vehstatus & VS_DEFPAL) {
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pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
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} else {
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pal = PAL_NONE;
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}
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SpriteID pal = PAL_NONE;
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if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
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AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
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v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0);
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@@ -1298,11 +1294,9 @@ static void BubbleTick(Vehicle *v)
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* multiplayer!! (that is: in ToyLand)
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*/
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uint et;
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const BubbleMovement *b;
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v->progress++;
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if ((v->progress & 3) != 0)
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return;
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if ((v->progress & 3) != 0) return;
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BeginVehicleMove(v);
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@@ -1323,7 +1317,7 @@ static void BubbleTick(Vehicle *v)
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et = v->engine_type + 1;
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}
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b = &_bubble_movement[v->spritenum - 1][et];
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const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][et];
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if (b->y == 4 && b->x == 0) {
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EndVehicleMove(v);
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@@ -1394,9 +1388,7 @@ static EffectTickProc * const _effect_ti
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Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type)
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{
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Vehicle *v;
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v = new SpecialVehicle();
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Vehicle *v = new SpecialVehicle();
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if (v != NULL) {
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v->subtype = type;
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v->x_pos = x;
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@@ -1437,9 +1429,7 @@ Vehicle *CheckClickOnVehicle(const ViewP
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Vehicle *found = NULL, *v;
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uint dist, best_dist = (uint)-1;
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if ( (uint)(x -= vp->left) >= (uint)vp->width ||
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(uint)(y -= vp->top) >= (uint)vp->height)
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return NULL;
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if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return NULL;
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x = ScaleByZoom(x, vp->zoom) + vp->virtual_left;
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y = ScaleByZoom(y, vp->zoom) + vp->virtual_top;
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@@ -1494,8 +1484,6 @@ static const byte _breakdown_chance[64]
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void CheckVehicleBreakdown(Vehicle *v)
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{
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int rel, rel_old;
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uint32 r;
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int chance;
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/* decrease reliability */
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v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
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@@ -1507,10 +1495,10 @@ void CheckVehicleBreakdown(Vehicle *v)
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return;
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}
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r = Random();
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uint32 r = Random();
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/* increase chance of failure */
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chance = v->breakdown_chance + 1;
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int chance = v->breakdown_chance + 1;
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if (Chance16I(1,25,r)) chance += 25;
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v->breakdown_chance = min(255, chance);
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@@ -1585,7 +1573,6 @@ CommandCost CmdMassStartStopVehicle(Tile
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uint16 engine_list_length = 0;
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uint16 engine_count = 0;
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CommandCost return_value = CMD_ERROR;
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uint i;
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uint stop_command;
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VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5);
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bool start_stop = HasBit(p2, 5);
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@@ -1609,9 +1596,8 @@ CommandCost CmdMassStartStopVehicle(Tile
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BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL);
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}
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for (i = 0; i < engine_count; i++) {
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for (uint i = 0; i < engine_count; i++) {
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const Vehicle *v = vl[i];
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CommandCost ret;
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if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue;
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@@ -1623,7 +1609,7 @@ CommandCost CmdMassStartStopVehicle(Tile
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}
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}
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ret = DoCommand(tile, v->index, 0, flags, stop_command);
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CommandCost ret = DoCommand(tile, v->index, 0, flags, stop_command);
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if (CmdSucceeded(ret)) {
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return_value = CommandCost();
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@@ -1653,7 +1639,7 @@ CommandCost CmdDepotSellAllVehicles(Tile
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uint16 wagon_count = 0;
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CommandCost cost(EXPENSES_NEW_VEHICLES);
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uint i, sell_command, total_number_vehicles;
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uint sell_command, total_number_vehicles;
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VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
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switch (vehicle_type) {
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@@ -1669,9 +1655,8 @@ CommandCost CmdDepotSellAllVehicles(Tile
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&wagons, &wagon_list_length, &wagon_count);
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total_number_vehicles = engine_count + wagon_count;
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for (i = 0; i < total_number_vehicles; i++) {
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for (uint i = 0; i < total_number_vehicles; i++) {
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const Vehicle *v;
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CommandCost ret;
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if (i < engine_count) {
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v = engines[i];
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@@ -1679,7 +1664,7 @@ CommandCost CmdDepotSellAllVehicles(Tile
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v = wagons[i - engine_count];
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}
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ret = DoCommand(tile, v->index, 1, flags, sell_command);
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CommandCost ret = DoCommand(tile, v->index, 1, flags, sell_command);
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if (CmdSucceeded(ret)) cost.AddCost(ret);
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}
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@@ -1704,7 +1689,6 @@ CommandCost CmdDepotMassAutoReplace(Tile
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Vehicle **vl = NULL;
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uint16 engine_list_length = 0;
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uint16 engine_count = 0;
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uint i;
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CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
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VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
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bool all_or_nothing = HasBit(p2, 0);
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@@ -1714,11 +1698,9 @@ CommandCost CmdDepotMassAutoReplace(Tile
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/* Get the list of vehicles in the depot */
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BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, &vl, &engine_list_length, &engine_count);
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for (i = 0; i < engine_count; i++) {
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for (uint i = 0; i < engine_count; i++) {
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Vehicle *v = vl[i];
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bool stopped = !(v->vehstatus & VS_STOPPED);
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CommandCost ret;
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/* Ensure that the vehicle completely in the depot */
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if (!v->IsInDepot()) continue;
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@@ -1727,7 +1709,7 @@ CommandCost CmdDepotMassAutoReplace(Tile
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v->vehstatus |= VS_STOPPED; // Stop the vehicle
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v->leave_depot_instantly = true;
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}
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ret = MaybeReplaceVehicle(v, !(flags & DC_EXEC), false);
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CommandCost ret = MaybeReplaceVehicle(v, !(flags & DC_EXEC), false);
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if (CmdSucceeded(ret)) {
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cost.AddCost(ret);
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@@ -1764,18 +1746,16 @@ error:
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*/
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CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Vehicle *v_front, *v;
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Vehicle *w_front, *w, *w_rear;
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CommandCost cost, total_cost(EXPENSES_NEW_VEHICLES);
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CommandCost total_cost(EXPENSES_NEW_VEHICLES);
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uint32 build_argument = 2;
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if (!IsValidVehicleID(p1)) return CMD_ERROR;
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v = GetVehicle(p1);
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v_front = v;
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w = NULL;
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w_front = NULL;
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w_rear = NULL;
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Vehicle *v = GetVehicle(p1);
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Vehicle *v_front = v;
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Vehicle *w = NULL;
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Vehicle *w_front = NULL;
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Vehicle *w_rear = NULL;
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/*
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* v_front is the front engine in the original vehicle
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@@ -1809,7 +1789,7 @@ CommandCost CmdCloneVehicle(TileIndex ti
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continue;
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}
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cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v));
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CommandCost cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v));
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build_argument = 3; // ensure that we only assign a number to the first engine
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if (CmdFailed(cost)) return cost;
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@@ -1870,7 +1850,7 @@ CommandCost CmdCloneVehicle(TileIndex ti
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assert(w != NULL);
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if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_subtype) {
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cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v));
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CommandCost cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v));
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if (CmdSucceeded(cost)) total_cost.AddCost(cost);
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}
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@@ -2017,13 +1997,13 @@ void BuildDepotVehicleList(VehicleType t
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* @param type type of vehicle
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* @param owner PlayerID of owner to generate a list for
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* @param index This parameter has different meanings depending on window_type
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<ul>
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<li>VLW_STATION_LIST: index of station to generate a list for</li>
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<li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
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<li>VLW_STANDARD: not used<li>
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<li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
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<li>VLW_GROUP_LIST: index of group to generate a list for</li>
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</ul>
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* <ul>
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* <li>VLW_STATION_LIST: index of station to generate a list for</li>
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* <li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
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* <li>VLW_STANDARD: not used<li>
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* <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
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* <li>VLW_GROUP_LIST: index of group to generate a list for</li>
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* </ul>
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* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h
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* @return the number of vehicles added to the list
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*/
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@@ -2120,7 +2100,8 @@ uint GenerateVehicleSortList(const Vehic
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return n;
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}
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/** send all vehicles of type to depots
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/**
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* Send all vehicles of type to depots
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* @param type type of vehicle
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* @param flags the flags used for DoCommand()
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* @param service should the vehicles only get service in the depots
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@@ -2131,13 +2112,12 @@ uint GenerateVehicleSortList(const Vehic
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CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id)
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{
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const Vehicle **sort_list = NULL;
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uint n, i;
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uint16 array_length = 0;
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n = GenerateVehicleSortList(&sort_list, &array_length, type, owner, id, vlw_flag);
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uint n = GenerateVehicleSortList(&sort_list, &array_length, type, owner, id, vlw_flag);
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/* Send all the vehicles to a depot */
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for (i = 0; i < n; i++) {
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for (uint i = 0; i < n; i++) {
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const Vehicle *v = sort_list[i];
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CommandCost ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type));
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@@ -2185,9 +2165,13 @@ uint8 CalcPercentVehicleFilled(Vehicle *
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}
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}
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if (unloading == 0 && loading) *color = STR_PERCENT_UP;
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else if (cars == unloading || !loading) *color = STR_PERCENT_DOWN;
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else *color = STR_PERCENT_UP_DOWN;
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if (unloading == 0 && loading) {
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*color = STR_PERCENT_UP;
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} else if (cars == unloading || !loading) {
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*color = STR_PERCENT_DOWN;
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} else {
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*color = STR_PERCENT_UP_DOWN;
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}
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/* Train without capacity */
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if (max == 0) return 100;
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@@ -2242,18 +2226,14 @@ void VehicleEnterDepot(Vehicle *v)
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TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
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if (v->current_order.IsType(OT_GOTO_DEPOT)) {
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Order t;
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InvalidateWindow(WC_VEHICLE_VIEW, v->index);
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t = v->current_order;
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Order t = v->current_order;
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v->current_order.MakeDummy();
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if (t.IsRefit()) {
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CommandCost cost;
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_current_player = v->owner;
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cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v));
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CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v));
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if (CmdFailed(cost)) {
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v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot
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@@ -2335,11 +2315,9 @@ static bool IsUniqueVehicleName(const ch
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*/
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CommandCost CmdNameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Vehicle *v;
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if (!IsValidVehicleID(p1) || StrEmpty(_cmd_text)) return CMD_ERROR;
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v = GetVehicle(p1);
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Vehicle *v = GetVehicle(p1);
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if (!CheckOwnership(v->owner)) return CMD_ERROR;
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@@ -2364,12 +2342,11 @@ CommandCost CmdNameVehicle(TileIndex til
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*/
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CommandCost CmdChangeServiceInt(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Vehicle* v;
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uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */
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if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR;
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v = GetVehicle(p1);
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Vehicle *v = GetVehicle(p1);
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if (!CheckOwnership(v->owner)) return CMD_ERROR;
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@@ -2454,8 +2431,6 @@ static const Direction _new_direction_ta
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Direction GetDirectionTowards(const Vehicle* v, int x, int y)
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{
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Direction dir;
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DirDiff dirdiff;
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int i = 0;
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if (y >= v->y_pos) {
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@@ -2468,9 +2443,9 @@ Direction GetDirectionTowards(const Vehi
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i++;
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}
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dir = v->direction;
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dirdiff = DirDifference(_new_direction_table[i], dir);
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Direction dir = v->direction;
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DirDiff dirdiff = DirDifference(_new_direction_table[i], dir);
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if (dirdiff == DIRDIFF_SAME) return dir;
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return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
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}
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@@ -2527,7 +2502,7 @@ uint32 VehicleEnterTile(Vehicle *v, Tile
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UnitID GetFreeUnitNumber(VehicleType type)
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{
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UnitID unit, max = 0;
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UnitID max = 0;
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const Vehicle *u;
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static bool *cache = NULL;
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static UnitID gmax = 0;
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@@ -2564,7 +2539,8 @@ UnitID GetFreeUnitNumber(VehicleType typ
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}
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/* Find the first unused unit number */
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for (unit = 1; unit <= max; unit++) {
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UnitID unit = 1;
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for (; unit <= max; unit++) {
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if (!cache[unit]) break;
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}
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@@ -2598,7 +2574,6 @@ bool CanBuildVehicleInfrastructure(Vehic
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/* We can build vehicle infrastructure when we may build the vehicle type */
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if (max > 0) {
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/* Can we actually build the vehicle type? */
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EngineID e;
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FOR_ALL_ENGINEIDS_OF_TYPE(e, type) {
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@@ -3267,7 +3242,6 @@ CommandCost Vehicle::SendToDepot(uint32
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extern void AircraftNextAirportPos_and_Order(Vehicle *v);
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AircraftNextAirportPos_and_Order(this);
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}
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}
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|
return CommandCost();
|