Files
@ r16338:04337614dacc
Branch filter:
Location: cpp/openttd-patchpack/source/src/vehicle.cpp
r16338:04337614dacc
65.3 KiB
text/x-c
(svn r21059) -Update from WebTranslator v3.0:
frisian - 32 changes by gjannema
frisian - 32 changes by gjannema
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 | /* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file vehicle.cpp Base implementations of all vehicles. */
#include "stdafx.h"
#include "gui.h"
#include "roadveh.h"
#include "ship.h"
#include "spritecache.h"
#include "timetable.h"
#include "viewport_func.h"
#include "news_func.h"
#include "command_func.h"
#include "company_func.h"
#include "vehicle_gui.h"
#include "train.h"
#include "aircraft.h"
#include "newgrf_debug.h"
#include "newgrf_sound.h"
#include "newgrf_station.h"
#include "group.h"
#include "group_gui.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "functions.h"
#include "date_func.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "autoreplace_func.h"
#include "autoreplace_gui.h"
#include "station_base.h"
#include "ai/ai.hpp"
#include "depot_func.h"
#include "network/network.h"
#include "core/pool_func.hpp"
#include "economy_base.h"
#include "articulated_vehicles.h"
#include "roadstop_base.h"
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "order_backup.h"
#include "sound_func.h"
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "vehiclelist.h"
#include "table/strings.h"
#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
VehicleID _vehicle_id_ctr_day;
VehicleID _new_vehicle_id;
uint16 _returned_refit_capacity;
byte _age_cargo_skip_counter; ///< Skip aging of cargo?
/* Initialize the vehicle-pool */
VehiclePool _vehicle_pool("Vehicle");
INSTANTIATE_POOL_METHODS(Vehicle)
/**
* Function to tell if a vehicle needs to be autorenewed
* @param *c The vehicle owner
* @return true if the vehicle is old enough for replacement
*/
bool Vehicle::NeedsAutorenewing(const Company *c) const
{
/* We can always generate the Company pointer when we have the vehicle.
* However this takes time and since the Company pointer is often present
* when this function is called then it's faster to pass the pointer as an
* argument rather than finding it again. */
assert(c == Company::Get(this->owner));
if (!c->settings.engine_renew) return false;
if (this->age - this->max_age < (c->settings.engine_renew_months * 30)) return false;
if (this->age == 0) return false; // rail cars don't age and lacks a max age
return true;
}
void VehicleServiceInDepot(Vehicle *v)
{
v->date_of_last_service = _date;
v->breakdowns_since_last_service = 0;
v->reliability = Engine::Get(v->engine_type)->reliability;
SetWindowDirty(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
}
bool Vehicle::NeedsServicing() const
{
/* Stopped or crashed vehicles will not move, as such making unmovable
* vehicles to go for service is lame. */
if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
/* Are we ready for the next service cycle? */
const Company *c = Company::Get(this->owner);
if (c->settings.vehicle.servint_ispercent ?
(this->reliability >= Engine::Get(this->engine_type)->reliability * (100 - this->service_interval) / 100) :
(this->date_of_last_service + this->service_interval >= _date)) {
return false;
}
/* If we're servicing anyway, because we have not disabled servicing when
* there are no breakdowns or we are playing with breakdowns, bail out. */
if (!_settings_game.order.no_servicing_if_no_breakdowns ||
_settings_game.difficulty.vehicle_breakdowns != 0) {
return true;
}
/* Test whether there is some pending autoreplace.
* Note: We do this after the service-interval test.
* There are a lot more reasons for autoreplace to fail than we can test here reasonably. */
bool pending_replace = false;
Money needed_money = c->settings.engine_renew_money;
if (needed_money > c->money) return false;
for (const Vehicle *v = this; v != NULL; v = (v->type == VEH_TRAIN) ? Train::From(v)->GetNextUnit() : NULL) {
EngineID new_engine = EngineReplacementForCompany(c, v->engine_type, v->group_id);
/* Check engine availability */
if (new_engine == INVALID_ENGINE || !HasBit(Engine::Get(new_engine)->company_avail, v->owner)) continue;
/* Check refittability */
uint32 available_cargo_types, union_mask;
GetArticulatedRefitMasks(new_engine, true, &union_mask, &available_cargo_types);
/* Is there anything to refit? */
if (union_mask != 0) {
CargoID cargo_type;
/* We cannot refit to mixed cargoes in an automated way */
if (IsArticulatedVehicleCarryingDifferentCargos(v, &cargo_type)) continue;
/* Did the old vehicle carry anything? */
if (cargo_type != CT_INVALID) {
/* We can't refit the vehicle to carry the cargo we want */
if (!HasBit(available_cargo_types, cargo_type)) continue;
}
}
/* Check money.
* We want 2*(the price of the new vehicle) without looking at the value of the vehicle we are going to sell. */
pending_replace = true;
needed_money += 2 * Engine::Get(new_engine)->GetCost();
if (needed_money > c->money) return false;
}
return pending_replace;
}
bool Vehicle::NeedsAutomaticServicing() const
{
if (_settings_game.order.gotodepot && VehicleHasDepotOrders(this)) return false;
if (this->current_order.IsType(OT_LOADING)) return false;
if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false;
return NeedsServicing();
}
uint Vehicle::Crash(bool flooded)
{
assert((this->vehstatus & VS_CRASHED) == 0);
assert(this->Previous() == NULL); // IsPrimaryVehicle fails for free-wagon-chains
uint pass = 0;
/* Stop the vehicle. */
if (this->IsPrimaryVehicle()) this->vehstatus |= VS_STOPPED;
/* crash all wagons, and count passengers */
for (Vehicle *v = this; v != NULL; v = v->Next()) {
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) pass += v->cargo.Count();
v->vehstatus |= VS_CRASHED;
MarkSingleVehicleDirty(v);
}
/* Dirty some windows */
InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
SetWindowDirty(WC_VEHICLE_DEPOT, this->tile);
return pass;
}
/**
* Displays a "NewGrf Bug" error message for a engine, and pauses the game if not networking.
* @param engine The engine that caused the problem
* @param part1 Part 1 of the error message, taking the grfname as parameter 1
* @param part2 Part 2 of the error message, taking the engine as parameter 2
* @param bug_type Flag to check and set in grfconfig
* @param critical Shall the "OpenTTD might crash"-message be shown when the player tries to unpause?
*/
void ShowNewGrfVehicleError(EngineID engine, StringID part1, StringID part2, GRFBugs bug_type, bool critical)
{
const Engine *e = Engine::Get(engine);
uint32 grfid = e->grf_prop.grffile->grfid;
GRFConfig *grfconfig = GetGRFConfig(grfid);
if (!HasBit(grfconfig->grf_bugs, bug_type)) {
SetBit(grfconfig->grf_bugs, bug_type);
SetDParamStr(0, grfconfig->GetName());
SetDParam(1, engine);
ShowErrorMessage(part1, part2, WL_CRITICAL);
if (!_networking) DoCommand(0, critical ? PM_PAUSED_ERROR : PM_PAUSED_NORMAL, 1, DC_EXEC, CMD_PAUSE);
}
/* debug output */
char buffer[512];
SetDParamStr(0, grfconfig->GetName());
GetString(buffer, part1, lastof(buffer));
DEBUG(grf, 0, "%s", buffer + 3);
SetDParam(1, engine);
GetString(buffer, part2, lastof(buffer));
DEBUG(grf, 0, "%s", buffer + 3);
}
/**
* Vehicle constructor.
* @param type Type of the new vehicle.
*/
Vehicle::Vehicle(VehicleType type)
{
this->type = type;
this->coord.left = INVALID_COORD;
this->group_id = DEFAULT_GROUP;
this->fill_percent_te_id = INVALID_TE_ID;
this->first = this;
this->colourmap = PAL_NONE;
}
/**
* Get a value for a vehicle's random_bits.
* @return A random value from 0 to 255.
*/
byte VehicleRandomBits()
{
return GB(Random(), 0, 8);
}
/* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash
* lookup times at the expense of memory usage. */
const int HASH_BITS = 7;
const int HASH_SIZE = 1 << HASH_BITS;
const int HASH_MASK = HASH_SIZE - 1;
const int TOTAL_HASH_SIZE = 1 << (HASH_BITS * 2);
const int TOTAL_HASH_MASK = TOTAL_HASH_SIZE - 1;
/* Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc.
* Profiling results show that 0 is fastest. */
const int HASH_RES = 0;
static Vehicle *_new_vehicle_position_hash[TOTAL_HASH_SIZE];
static Vehicle *VehicleFromHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc, bool find_first)
{
for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) {
for (int x = xl; ; x = (x + 1) & HASH_MASK) {
Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
for (; v != NULL; v = v->next_new_hash) {
Vehicle *a = proc(v, data);
if (find_first && a != NULL) return a;
}
if (x == xu) break;
}
if (y == yu) break;
}
return NULL;
}
/**
* Helper function for FindVehicleOnPos/HasVehicleOnPos.
* @note Do not call this function directly!
* @param x The X location on the map
* @param y The Y location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
* @param find_first Whether to return on the first found or iterate over
* all vehicles
* @return the best matching or first vehicle (depending on find_first).
*/
static Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc, bool find_first)
{
const int COLL_DIST = 6;
/* Hash area to scan is from xl,yl to xu,yu */
int xl = GB((x - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
int xu = GB((x + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS);
int yl = GB((y - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
int yu = GB((y + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
return VehicleFromHash(xl, yl, xu, yu, data, proc, find_first);
}
/**
* Find a vehicle from a specific location. It will call proc for ALL vehicles
* on the tile and YOU must make SURE that the "best one" is stored in the
* data value and is ALWAYS the same regardless of the order of the vehicles
* where proc was called on!
* When you fail to do this properly you create an almost untraceable DESYNC!
* @note The return value of proc will be ignored.
* @note Use this when you have the intention that all vehicles
* should be iterated over.
* @param x The X location on the map
* @param y The Y location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
*/
void FindVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
{
VehicleFromPosXY(x, y, data, proc, false);
}
/**
* Checks whether a vehicle in on a specific location. It will call proc for
* vehicles until it returns non-NULL.
* @note Use FindVehicleOnPosXY when you have the intention that all vehicles
* should be iterated over.
* @param x The X location on the map
* @param y The Y location on the map
* @param data Arbitrary data passed to proc
* @param proc The proc that determines whether a vehicle will be "found".
* @return True if proc returned non-NULL.
*/
bool HasVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
{
return VehicleFromPosXY(x, y, data, proc, true) != NULL;
}
/**
* Helper function for FindVehicleOnPos/HasVehicleOnPos.
* @note Do not call this function directly!
* @param tile The location on the map
* @param data Arbitrary data passed to \a proc.
* @param proc The proc that determines whether a vehicle will be "found".
* @param find_first Whether to return on the first found or iterate over
* all vehicles
* @return the best matching or first vehicle (depending on find_first).
*/
static Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc, bool find_first)
{
int x = GB(TileX(tile), HASH_RES, HASH_BITS);
int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS;
Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
for (; v != NULL; v = v->next_new_hash) {
if (v->tile != tile) continue;
Vehicle *a = proc(v, data);
if (find_first && a != NULL) return a;
}
return NULL;
}
/**
* Find a vehicle from a specific location. It will call \a proc for ALL vehicles
* on the tile and YOU must make SURE that the "best one" is stored in the
* data value and is ALWAYS the same regardless of the order of the vehicles
* where proc was called on!
* When you fail to do this properly you create an almost untraceable DESYNC!
* @note The return value of \a proc will be ignored.
* @note Use this function when you have the intention that all vehicles
* should be iterated over.
* @param tile The location on the map
* @param data Arbitrary data passed to \a proc.
* @param proc The proc that determines whether a vehicle will be "found".
*/
void FindVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
VehicleFromPos(tile, data, proc, false);
}
/**
* Checks whether a vehicle is on a specific location. It will call \a proc for
* vehicles until it returns non-NULL.
* @note Use #FindVehicleOnPos when you have the intention that all vehicles
* should be iterated over.
* @param tile The location on the map
* @param data Arbitrary data passed to \a proc.
* @param proc The \a proc that determines whether a vehicle will be "found".
* @return True if proc returned non-NULL.
*/
bool HasVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
return VehicleFromPos(tile, data, proc, true) != NULL;
}
/**
* Callback that returns 'real' vehicles lower or at height \c *(byte*)data .
* @param v Vehicle to examine.
* @param data Pointer to height data.
* @return \a v if conditions are met, else \c NULL.
*/
static Vehicle *EnsureNoVehicleProcZ(Vehicle *v, void *data)
{
byte z = *(byte*)data;
if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return NULL;
if (v->z_pos > z) return NULL;
return v;
}
/**
* Ensure there is no vehicle at the ground at the given position.
* @param tile Position to examine.
* @return Succeeded command (ground is free) or failed command (a vehicle is found).
*/
CommandCost EnsureNoVehicleOnGround(TileIndex tile)
{
byte z = GetTileMaxZ(tile);
/* Value v is not safe in MP games, however, it is used to generate a local
* error message only (which may be different for different machines).
* Such a message does not affect MP synchronisation.
*/
Vehicle *v = VehicleFromPos(tile, &z, &EnsureNoVehicleProcZ, true);
if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
return CommandCost();
}
/** Procedure called for every vehicle found in tunnel/bridge in the hash map */
static Vehicle *GetVehicleTunnelBridgeProc(Vehicle *v, void *data)
{
if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) return NULL;
if (v == (const Vehicle *)data) return NULL;
return v;
}
/**
* Finds vehicle in tunnel / bridge
* @param tile first end
* @param endtile second end
* @param ignore Ignore this vehicle when searching
* @return Succeeded command (if tunnel/bridge is free) or failed command (if a vehicle is using the tunnel/bridge).
*/
CommandCost TunnelBridgeIsFree(TileIndex tile, TileIndex endtile, const Vehicle *ignore)
{
/* Value v is not safe in MP games, however, it is used to generate a local
* error message only (which may be different for different machines).
* Such a message does not affect MP synchronisation.
*/
Vehicle *v = VehicleFromPos(tile, (void *)ignore, &GetVehicleTunnelBridgeProc, true);
if (v == NULL) v = VehicleFromPos(endtile, (void *)ignore, &GetVehicleTunnelBridgeProc, true);
if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
return CommandCost();
}
static Vehicle *EnsureNoTrainOnTrackProc(Vehicle *v, void *data)
{
TrackBits rail_bits = *(TrackBits *)data;
if (v->type != VEH_TRAIN) return NULL;
Train *t = Train::From(v);
if ((t->track != rail_bits) && !TracksOverlap(t->track | rail_bits)) return NULL;
return v;
}
/**
* Tests if a vehicle interacts with the specified track bits.
* All track bits interact except parallel #TRACK_BIT_HORZ or #TRACK_BIT_VERT.
*
* @param tile The tile.
* @param track_bits The track bits.
* @return \c true if no train that interacts, is found. \c false if a train is found.
*/
CommandCost EnsureNoTrainOnTrackBits(TileIndex tile, TrackBits track_bits)
{
/* Value v is not safe in MP games, however, it is used to generate a local
* error message only (which may be different for different machines).
* Such a message does not affect MP synchronisation.
*/
Vehicle *v = VehicleFromPos(tile, &track_bits, &EnsureNoTrainOnTrackProc, true);
if (v != NULL) return_cmd_error(STR_ERROR_TRAIN_IN_THE_WAY + v->type);
return CommandCost();
}
static void UpdateNewVehiclePosHash(Vehicle *v, bool remove)
{
Vehicle **old_hash = v->old_new_hash;
Vehicle **new_hash;
if (remove) {
new_hash = NULL;
} else {
int x = GB(TileX(v->tile), HASH_RES, HASH_BITS);
int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS;
new_hash = &_new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
}
if (old_hash == new_hash) return;
/* Remove from the old position in the hash table */
if (old_hash != NULL) {
if (v->next_new_hash != NULL) v->next_new_hash->prev_new_hash = v->prev_new_hash;
*v->prev_new_hash = v->next_new_hash;
}
/* Insert vehicle at beginning of the new position in the hash table */
if (new_hash != NULL) {
v->next_new_hash = *new_hash;
if (v->next_new_hash != NULL) v->next_new_hash->prev_new_hash = &v->next_new_hash;
v->prev_new_hash = new_hash;
*new_hash = v;
}
/* Remember current hash position */
v->old_new_hash = new_hash;
}
static Vehicle *_vehicle_position_hash[0x1000];
static void UpdateVehiclePosHash(Vehicle *v, int x, int y)
{
UpdateNewVehiclePosHash(v, x == INVALID_COORD);
Vehicle **old_hash, **new_hash;
int old_x = v->coord.left;
int old_y = v->coord.top;
new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x, y)];
old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)];
if (old_hash == new_hash) return;
/* remove from hash table? */
if (old_hash != NULL) {
if (v->next_hash != NULL) v->next_hash->prev_hash = v->prev_hash;
*v->prev_hash = v->next_hash;
}
/* insert into hash table? */
if (new_hash != NULL) {
v->next_hash = *new_hash;
if (v->next_hash != NULL) v->next_hash->prev_hash = &v->next_hash;
v->prev_hash = new_hash;
*new_hash = v;
}
}
void ResetVehiclePosHash()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) { v->old_new_hash = NULL; }
memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash));
memset(_new_vehicle_position_hash, 0, sizeof(_new_vehicle_position_hash));
}
void ResetVehicleColourMap()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) { v->colourmap = PAL_NONE; }
}
/**
* List of vehicles that should check for autoreplace this tick.
* Mapping of vehicle -> leave depot immediately after autoreplace.
*/
typedef SmallMap<Vehicle *, bool, 4> AutoreplaceMap;
static AutoreplaceMap _vehicles_to_autoreplace;
void InitializeVehicles()
{
_vehicle_pool.CleanPool();
_cargo_payment_pool.CleanPool();
_age_cargo_skip_counter = 1;
_vehicles_to_autoreplace.Reset();
ResetVehiclePosHash();
}
uint CountVehiclesInChain(const Vehicle *v)
{
uint count = 0;
do count++; while ((v = v->Next()) != NULL);
return count;
}
/**
* Count the number of vehicles of a company.
* @param c Company owning the vehicles.
* @param [out] counts Array of counts. Contains the vehicle count ordered by type afterwards.
*/
void CountCompanyVehicles(CompanyID cid, uint counts[4])
{
for (uint i = 0; i < 4; i++) counts[i] = 0;
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->owner == cid && v->IsPrimaryVehicle()) counts[v->type]++;
}
}
/**
* Check if a vehicle is counted in num_engines in each company struct
* @return true if the vehicle is counted in num_engines
*/
bool Vehicle::IsEngineCountable() const
{
switch (this->type) {
case VEH_AIRCRAFT: return Aircraft::From(this)->IsNormalAircraft(); // don't count plane shadows and helicopter rotors
case VEH_TRAIN:
return !Train::From(this)->IsArticulatedPart() && // tenders and other articulated parts
!Train::From(this)->IsRearDualheaded(); // rear parts of multiheaded engines
case VEH_ROAD: return RoadVehicle::From(this)->IsRoadVehFront();
case VEH_SHIP: return true;
default: return false; // Only count company buildable vehicles
}
}
void Vehicle::PreDestructor()
{
if (CleaningPool()) return;
if (Station::IsValidID(this->last_station_visited)) {
Station::Get(this->last_station_visited)->loading_vehicles.remove(this);
HideFillingPercent(&this->fill_percent_te_id);
delete this->cargo_payment;
}
if (this->IsEngineCountable()) {
Company::Get(this->owner)->num_engines[this->engine_type]--;
if (this->owner == _local_company) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
DeleteGroupHighlightOfVehicle(this);
if (Group::IsValidID(this->group_id)) Group::Get(this->group_id)->num_engines[this->engine_type]--;
if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id);
}
if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) {
Aircraft *a = Aircraft::From(this);
Station *st = GetTargetAirportIfValid(a);
if (st != NULL) {
const AirportFTA *layout = st->airport.GetFTA()->layout;
CLRBITS(st->airport.flags, layout[a->previous_pos].block | layout[a->pos].block);
}
}
if (this->type == VEH_ROAD && this->IsPrimaryVehicle()) {
RoadVehicle *v = RoadVehicle::From(this);
if (!(v->vehstatus & VS_CRASHED) && IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END)) {
/* Leave the drive through roadstop, when you have not already left it. */
RoadStop::GetByTile(v->tile, GetRoadStopType(v->tile))->Leave(v);
}
}
if (this->Previous() == NULL) {
InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
}
if (this->IsPrimaryVehicle()) {
DeleteWindowById(WC_VEHICLE_VIEW, this->index);
DeleteWindowById(WC_VEHICLE_ORDERS, this->index);
DeleteWindowById(WC_VEHICLE_REFIT, this->index);
DeleteWindowById(WC_VEHICLE_DETAILS, this->index);
DeleteWindowById(WC_VEHICLE_TIMETABLE, this->index);
SetWindowDirty(WC_COMPANY, this->owner);
OrderBackup::ClearVehicle(this);
}
InvalidateWindowClassesData(GetWindowClassForVehicleType(this->type), 0);
this->cargo.Truncate(0);
DeleteVehicleOrders(this);
DeleteDepotHighlightOfVehicle(this);
extern void StopGlobalFollowVehicle(const Vehicle *v);
StopGlobalFollowVehicle(this);
ReleaseDisastersTargetingVehicle(this->index);
}
Vehicle::~Vehicle()
{
free(this->name);
if (CleaningPool()) return;
/* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
* it may happen that vehicle chain is deleted when visible */
if (!(this->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(this);
Vehicle *v = this->Next();
this->SetNext(NULL);
delete v;
UpdateVehiclePosHash(this, INVALID_COORD, 0);
DeleteVehicleNews(this->index, INVALID_STRING_ID);
DeleteNewGRFInspectWindow(GetGrfSpecFeature(this->type), this->index);
}
/**
* Adds a vehicle to the list of vehicles, that visited a depot this tick
* @param *v vehicle to add
*/
void VehicleEnteredDepotThisTick(Vehicle *v)
{
/* Vehicle should stop in the depot if it was in 'stopping' state */
_vehicles_to_autoreplace[v] = !(v->vehstatus & VS_STOPPED);
/* We ALWAYS set the stopped state. Even when the vehicle does not plan on
* stopping in the depot, so we stop it to ensure that it will not reserve
* the path out of the depot before we might autoreplace it to a different
* engine. The new engine would not own the reserved path we store that we
* stopped the vehicle, so autoreplace can start it again */
v->vehstatus |= VS_STOPPED;
}
/**
* Increases the day counter for all vehicles and calls 1-day and 32-day handlers.
* Each tick, it processes vehicles with "index % DAY_TICKS == _date_fract",
* so each day, all vehicles are processes in DAY_TICKS steps.
*/
static void RunVehicleDayProc()
{
if (_game_mode != GM_NORMAL) return;
/* Run the day_proc for every DAY_TICKS vehicle starting at _date_fract. */
for (size_t i = _date_fract; i < Vehicle::GetPoolSize(); i += DAY_TICKS) {
Vehicle *v = Vehicle::Get(i);
if (v == NULL) continue;
/* Call the 32-day callback if needed */
if ((v->day_counter & 0x1F) == 0) {
uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
if (callback != CALLBACK_FAILED) {
if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
if (HasBit(callback, 1)) v->colourmap = PAL_NONE;
}
}
/* This is called once per day for each vehicle, but not in the first tick of the day */
v->OnNewDay();
}
}
void CallVehicleTicks()
{
_vehicles_to_autoreplace.Clear();
_age_cargo_skip_counter = (_age_cargo_skip_counter == 0) ? 184 : (_age_cargo_skip_counter - 1);
RunVehicleDayProc();
Station *st;
FOR_ALL_STATIONS(st) LoadUnloadStation(st);
Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* Vehicle could be deleted in this tick */
if (!v->Tick()) {
assert(Vehicle::Get(vehicle_index) == NULL);
continue;
}
assert(Vehicle::Get(vehicle_index) == v);
switch (v->type) {
default: break;
case VEH_TRAIN:
case VEH_ROAD:
case VEH_AIRCRAFT:
case VEH_SHIP:
if (_age_cargo_skip_counter == 0) v->cargo.AgeCargo();
if (v->type == VEH_TRAIN && Train::From(v)->IsWagon()) continue;
if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
if (v->type == VEH_ROAD && !RoadVehicle::From(v)->IsRoadVehFront()) continue;
v->motion_counter += v->cur_speed;
/* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
/* Play an alterate running sound every 16 ticks */
if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16);
}
}
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
for (AutoreplaceMap::iterator it = _vehicles_to_autoreplace.Begin(); it != _vehicles_to_autoreplace.End(); it++) {
v = it->first;
/* Autoreplace needs the current company set as the vehicle owner */
cur_company.Change(v->owner);
/* Start vehicle if we stopped them in VehicleEnteredDepotThisTick()
* We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that
* they are already leaving the depot again before being replaced. */
if (it->second) v->vehstatus &= ~VS_STOPPED;
/* Store the position of the effect as the vehicle pointer will become invalid later */
int x = v->x_pos;
int y = v->y_pos;
int z = v->z_pos;
const Company *c = Company::Get(_current_company);
SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, (Money)c->settings.engine_renew_money));
CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE);
SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)c->settings.engine_renew_money));
if (!IsLocalCompany()) continue;
if (res.Succeeded()) {
ShowCostOrIncomeAnimation(x, y, z, res.GetCost());
continue;
}
StringID error_message = res.GetErrorMessage();
if (error_message == STR_ERROR_AUTOREPLACE_NOTHING_TO_DO || error_message == INVALID_STRING_ID) continue;
if (error_message == STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY) error_message = STR_ERROR_AUTOREPLACE_MONEY_LIMIT;
StringID message;
if (error_message == STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) {
message = error_message;
} else {
message = STR_NEWS_VEHICLE_AUTORENEW_FAILED;
}
SetDParam(0, v->index);
SetDParam(1, error_message);
AddVehicleNewsItem(message, NS_ADVICE, v->index);
}
cur_company.Restore();
}
static void DoDrawVehicle(const Vehicle *v)
{
SpriteID image = v->cur_image;
PaletteID pal = PAL_NONE;
if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0);
}
void ViewportAddVehicles(DrawPixelInfo *dpi)
{
/* The bounding rectangle */
const int l = dpi->left;
const int r = dpi->left + dpi->width;
const int t = dpi->top;
const int b = dpi->top + dpi->height;
/* The hash area to scan */
int xl, xu, yl, yu;
if (dpi->width + 70 < (1 << (7 + 6))) {
xl = GB(l - 70, 7, 6);
xu = GB(r, 7, 6);
} else {
/* scan whole hash row */
xl = 0;
xu = 0x3F;
}
if (dpi->height + 70 < (1 << (6 + 6))) {
yl = GB(t - 70, 6, 6) << 6;
yu = GB(b, 6, 6) << 6;
} else {
/* scan whole column */
yl = 0;
yu = 0x3F << 6;
}
for (int y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
for (int x = xl;; x = (x + 1) & 0x3F) {
const Vehicle *v = _vehicle_position_hash[x + y]; // already masked & 0xFFF
while (v != NULL) {
if (!(v->vehstatus & VS_HIDDEN) &&
l <= v->coord.right &&
t <= v->coord.bottom &&
r >= v->coord.left &&
b >= v->coord.top) {
DoDrawVehicle(v);
}
v = v->next_hash;
}
if (x == xu) break;
}
if (y == yu) break;
}
}
Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
{
Vehicle *found = NULL, *v;
uint dist, best_dist = UINT_MAX;
if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return NULL;
x = ScaleByZoom(x, vp->zoom) + vp->virtual_left;
y = ScaleByZoom(y, vp->zoom) + vp->virtual_top;
FOR_ALL_VEHICLES(v) {
if ((v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0 &&
x >= v->coord.left && x <= v->coord.right &&
y >= v->coord.top && y <= v->coord.bottom) {
dist = max(
abs(((v->coord.left + v->coord.right) >> 1) - x),
abs(((v->coord.top + v->coord.bottom) >> 1) - y)
);
if (dist < best_dist) {
found = v;
best_dist = dist;
}
}
}
return found;
}
void DecreaseVehicleValue(Vehicle *v)
{
v->value -= v->value >> 8;
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
static const byte _breakdown_chance[64] = {
3, 3, 3, 3, 3, 3, 3, 3,
4, 4, 5, 5, 6, 6, 7, 7,
8, 8, 9, 9, 10, 10, 11, 11,
12, 13, 13, 13, 13, 14, 15, 16,
17, 19, 21, 25, 28, 31, 34, 37,
40, 44, 48, 52, 56, 60, 64, 68,
72, 80, 90, 100, 110, 120, 130, 140,
150, 170, 190, 210, 230, 250, 250, 250,
};
void CheckVehicleBreakdown(Vehicle *v)
{
int rel, rel_old;
/* decrease reliability */
v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
if ((rel_old >> 8) != (rel >> 8)) SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
if (v->breakdown_ctr != 0 || (v->vehstatus & VS_STOPPED) ||
_settings_game.difficulty.vehicle_breakdowns < 1 ||
v->cur_speed < 5 || _game_mode == GM_MENU) {
return;
}
uint32 r = Random();
/* increase chance of failure */
int chance = v->breakdown_chance + 1;
if (Chance16I(1, 25, r)) chance += 25;
v->breakdown_chance = min(255, chance);
/* calculate reliability value to use in comparison */
rel = v->reliability;
if (v->type == VEH_SHIP) rel += 0x6666;
/* reduced breakdowns? */
if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666;
/* check if to break down */
if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) {
v->breakdown_ctr = GB(r, 16, 6) + 0x3F;
v->breakdown_delay = GB(r, 24, 7) + 0x80;
v->breakdown_chance = 0;
}
}
bool Vehicle::HandleBreakdown()
{
/* Possible states for Vehicle::breakdown_ctr
* 0 - vehicle is running normally
* 1 - vehicle is currently broken down
* 2 - vehicle is going to break down now
* >2 - vehicle is counting down to the actual breakdown event */
switch (this->breakdown_ctr) {
case 0:
return false;
case 2:
this->breakdown_ctr = 1;
if (this->breakdowns_since_last_service != 255) {
this->breakdowns_since_last_service++;
}
this->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
if (this->type == VEH_AIRCRAFT) {
/* Aircraft just need this flag, the rest is handled elsewhere */
this->vehstatus |= VS_AIRCRAFT_BROKEN;
} else {
this->cur_speed = 0;
if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
(this->type == VEH_TRAIN ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
(this->type == VEH_TRAIN ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
}
if (!(this->vehstatus & VS_HIDDEN)) {
EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->animation_state = this->breakdown_delay * 2;
}
}
/* FALL THROUGH */
case 1:
/* Aircraft breakdowns end only when arriving at the airport */
if (this->type == VEH_AIRCRAFT) return false;
/* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */
if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
if (--this->breakdown_delay == 0) {
this->breakdown_ctr = 0;
this->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
}
}
return true;
default:
if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--;
return false;
}
}
void AgeVehicle(Vehicle *v)
{
if (v->age < MAX_DAY) v->age++;
int age = v->age - v->max_age;
if (age == DAYS_IN_LEAP_YEAR * 0 || age == DAYS_IN_LEAP_YEAR * 1 ||
age == DAYS_IN_LEAP_YEAR * 2 || age == DAYS_IN_LEAP_YEAR * 3 || age == DAYS_IN_LEAP_YEAR * 4) {
v->reliability_spd_dec <<= 1;
}
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
/* Don't warn about non-primary or not ours vehicles or vehicles that are crashed */
if (v->Previous() != NULL || v->owner != _local_company || (v->vehstatus & VS_CRASHED) != 0) return;
/* Don't warn if a renew is active */
if (Company::Get(v->owner)->settings.engine_renew && Engine::Get(v->engine_type)->company_avail != 0) return;
StringID str;
if (age == -DAYS_IN_LEAP_YEAR) {
str = STR_NEWS_VEHICLE_IS_GETTING_OLD;
} else if (age == 0) {
str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD;
} else if (age > 0 && (age % DAYS_IN_LEAP_YEAR) == 0) {
str = STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND;
} else {
return;
}
SetDParam(0, v->index);
AddVehicleNewsItem(str, NS_ADVICE, v->index);
}
/**
* Calculates how full a vehicle is.
* @param v The Vehicle to check. For trains, use the first engine.
* @param colour The string to show depending on if we are unloading or loading
* @return A percentage of how full the Vehicle is.
*/
uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *colour)
{
int count = 0;
int max = 0;
int cars = 0;
int unloading = 0;
bool loading = false;
const Vehicle *u = v;
/* The station may be NULL when the (colour) string does not need to be set. */
const Station *st = Station::GetIfValid(v->last_station_visited);
assert(colour == NULL || st != NULL);
/* Count up max and used */
for (; v != NULL; v = v->Next()) {
count += v->cargo.Count();
max += v->cargo_cap;
if (v->cargo_cap != 0 && colour != NULL) {
unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
loading |= !(u->current_order.GetLoadType() & OLFB_NO_LOAD) && st->goods[v->cargo_type].days_since_pickup != 255;
cars++;
}
}
if (colour != NULL) {
if (unloading == 0 && loading) {
*colour = STR_PERCENT_UP;
} else if (cars == unloading || !loading) {
*colour = STR_PERCENT_DOWN;
} else {
*colour = STR_PERCENT_UP_DOWN;
}
}
/* Train without capacity */
if (max == 0) return 100;
/* Return the percentage */
return (count * 100) / max;
}
void VehicleEnterDepot(Vehicle *v)
{
/* Always work with the front of the vehicle */
assert(v == v->First());
switch (v->type) {
case VEH_TRAIN: {
Train *t = Train::From(v);
SetWindowClassesDirty(WC_TRAINS_LIST);
/* Clear path reservation */
SetDepotReservation(t->tile, false);
if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(t->tile);
UpdateSignalsOnSegment(t->tile, INVALID_DIAGDIR, t->owner);
t->wait_counter = 0;
t->force_proceed = TFP_NONE;
ClrBit(t->flags, VRF_TOGGLE_REVERSE);
t->ConsistChanged(true);
break;
}
case VEH_ROAD:
SetWindowClassesDirty(WC_ROADVEH_LIST);
break;
case VEH_SHIP: {
SetWindowClassesDirty(WC_SHIPS_LIST);
Ship *ship = Ship::From(v);
ship->state = TRACK_BIT_DEPOT;
ship->UpdateViewport(true, true);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
break;
}
case VEH_AIRCRAFT:
SetWindowClassesDirty(WC_AIRCRAFT_LIST);
HandleAircraftEnterHangar(Aircraft::From(v));
break;
default: NOT_REACHED();
}
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
if (v->type != VEH_TRAIN) {
/* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters.
* We only increase the number of vehicles when the first one enters, so we will not need to search for more vehicles in the depot */
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
v->vehstatus |= VS_HIDDEN;
v->cur_speed = 0;
VehicleServiceInDepot(v);
TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
if (v->current_order.IsType(OT_GOTO_DEPOT)) {
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
const Order *real_order = v->GetOrder(v->cur_order_index);
Order t = v->current_order;
v->current_order.MakeDummy();
/* Test whether we are heading for this depot. If not, do nothing.
* Note: The target depot for nearest-/manual-depot-orders is only updated on junctions, but we want to accept every depot. */
if ((t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) &&
real_order != NULL && !(real_order->GetDepotActionType() & ODATFB_NEAREST_DEPOT) &&
(v->type == VEH_AIRCRAFT ? t.GetDestination() != GetStationIndex(v->tile) : v->dest_tile != v->tile)) {
/* We are heading for another depot, keep driving. */
return;
}
if (t.IsRefit()) {
Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v));
cur_company.Restore();
if (cost.Failed()) {
_vehicles_to_autoreplace[v] = false;
if (v->owner == _local_company) {
/* Notify the user that we stopped the vehicle */
SetDParam(0, v->index);
AddVehicleNewsItem(STR_NEWS_ORDER_REFIT_FAILED, NS_ADVICE, v->index);
}
} else if (cost.GetCost() != 0) {
v->profit_this_year -= cost.GetCost() << 8;
if (v->owner == _local_company) {
ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
}
}
}
if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
/* Part of orders */
UpdateVehicleTimetable(v, true);
v->IncrementOrderIndex();
}
if (t.GetDepotActionType() & ODATFB_HALT) {
/* Vehicles are always stopped on entering depots. Do not restart this one. */
_vehicles_to_autoreplace[v] = false;
if (v->owner == _local_company) {
SetDParam(0, v->index);
AddVehicleNewsItem(STR_NEWS_TRAIN_IS_WAITING + v->type, NS_ADVICE, v->index);
}
AI::NewEvent(v->owner, new AIEventVehicleWaitingInDepot(v->index));
}
}
}
/**
* Move a vehicle in the game state; that is moving its position in
* the position hashes and marking its location in the viewport dirty
* if requested.
* @param v vehicle to move
* @param update_viewport whether to dirty the viewport
*/
void VehicleMove(Vehicle *v, bool update_viewport)
{
int img = v->cur_image;
Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
const Sprite *spr = GetSprite(img, ST_NORMAL);
pt.x += spr->x_offs;
pt.y += spr->y_offs;
UpdateVehiclePosHash(v, pt.x, pt.y);
Rect old_coord = v->coord;
v->coord.left = pt.x;
v->coord.top = pt.y;
v->coord.right = pt.x + spr->width + 2;
v->coord.bottom = pt.y + spr->height + 2;
if (update_viewport) {
MarkAllViewportsDirty(
min(old_coord.left, v->coord.left),
min(old_coord.top, v->coord.top),
max(old_coord.right, v->coord.right) + 1,
max(old_coord.bottom, v->coord.bottom) + 1
);
}
}
/**
* Marks viewports dirty where the vehicle's image is
* In fact, it equals
* BeginVehicleMove(v); EndVehicleMove(v);
* @param v vehicle to mark dirty
* @see BeginVehicleMove()
* @see EndVehicleMove()
*/
void MarkSingleVehicleDirty(const Vehicle *v)
{
MarkAllViewportsDirty(v->coord.left, v->coord.top, v->coord.right + 1, v->coord.bottom + 1);
}
/**
* Get position information of a vehicle when moving one pixel in the direction it is facing
* @param v Vehicle to move
* @return Position information after the move
*/
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
{
static const int8 _delta_coord[16] = {
-1,-1,-1, 0, 1, 1, 1, 0, /* x */
-1, 0, 1, 1, 1, 0,-1,-1, /* y */
};
int x = v->x_pos + _delta_coord[v->direction];
int y = v->y_pos + _delta_coord[v->direction + 8];
GetNewVehiclePosResult gp;
gp.x = x;
gp.y = y;
gp.old_tile = v->tile;
gp.new_tile = TileVirtXY(x, y);
return gp;
}
static const Direction _new_direction_table[] = {
DIR_N, DIR_NW, DIR_W,
DIR_NE, DIR_SE, DIR_SW,
DIR_E, DIR_SE, DIR_S
};
Direction GetDirectionTowards(const Vehicle *v, int x, int y)
{
int i = 0;
if (y >= v->y_pos) {
if (y != v->y_pos) i += 3;
i += 3;
}
if (x >= v->x_pos) {
if (x != v->x_pos) i++;
i++;
}
Direction dir = v->direction;
DirDiff dirdiff = DirDifference(_new_direction_table[i], dir);
if (dirdiff == DIRDIFF_SAME) return dir;
return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
}
/**
* Call the tile callback function for a vehicle entering a tile
* @param v Vehicle entering the tile
* @param tile Tile entered
* @param x X position
* @param y Y position
* @return Some meta-data over the to be entered tile.
* @see VehicleEnterTileStatus to see what the bits in the return value mean.
*/
VehicleEnterTileStatus VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
{
return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
}
FreeUnitIDGenerator::FreeUnitIDGenerator(VehicleType type, CompanyID owner) : cache(NULL), maxid(0), curid(0)
{
/* Find maximum */
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->owner == owner) {
this->maxid = max<UnitID>(this->maxid, v->unitnumber);
}
}
if (this->maxid == 0) return;
/* Reserving 'maxid + 2' because we need:
* - space for the last item (with v->unitnumber == maxid)
* - one free slot working as loop terminator in FreeUnitIDGenerator::NextID() */
this->cache = CallocT<bool>(this->maxid + 2);
/* Fill the cache */
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->owner == owner) {
this->cache[v->unitnumber] = true;
}
}
}
UnitID FreeUnitIDGenerator::NextID()
{
if (this->maxid <= this->curid) return ++this->curid;
while (this->cache[++this->curid]) { } // it will stop, we reserved more space than needed
return this->curid;
}
/**
* Get an unused unit number for a vehicle (if allowed).
* @param type Type of vehicle
* @return A unused unit number for the given type of vehicle if it is allowed to build one, else \c UINT16_MAX.
*/
UnitID GetFreeUnitNumber(VehicleType type)
{
/* Check whether it is allowed to build another vehicle. */
uint max_veh;
switch (type) {
case VEH_TRAIN: max_veh = _settings_game.vehicle.max_trains; break;
case VEH_ROAD: max_veh = _settings_game.vehicle.max_roadveh; break;
case VEH_SHIP: max_veh = _settings_game.vehicle.max_ships; break;
case VEH_AIRCRAFT: max_veh = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
}
uint amounts[4];
CountCompanyVehicles(_current_company, amounts);
assert((uint)type < lengthof(amounts));
if (amounts[type] >= max_veh) return UINT16_MAX; // Currently already at the limit, no room to make a new one.
FreeUnitIDGenerator gen(type, _current_company);
return gen.NextID();
}
/**
* Check whether we can build infrastructure for the given
* vehicle type. This to disable building stations etc. when
* you are not allowed/able to have the vehicle type yet.
* @param type the vehicle type to check this for
* @return true if there is any reason why you may build
* the infrastructure for the given vehicle type
*/
bool CanBuildVehicleInfrastructure(VehicleType type)
{
assert(IsCompanyBuildableVehicleType(type));
if (!Company::IsValidID(_local_company)) return false;
if (_settings_client.gui.always_build_infrastructure) return true;
UnitID max;
switch (type) {
case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break;
case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break;
case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
}
/* We can build vehicle infrastructure when we may build the vehicle type */
if (max > 0) {
/* Can we actually build the vehicle type? */
const Engine *e;
FOR_ALL_ENGINES_OF_TYPE(e, type) {
if (HasBit(e->company_avail, _local_company)) return true;
}
return false;
}
/* We should be able to build infrastructure when we have the actual vehicle type */
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->owner == _local_company && v->type == type) return true;
}
return false;
}
/**
* Determines the #LiveryScheme for a vehicle.
* @param engine_type EngineID of the vehicle
* @param parent_engine_type EngineID of the front vehicle. INVALID_VEHICLE if vehicle is at front itself.
* @param v the vehicle. NULL if in purchase list etc.
* @return livery scheme to use
*/
LiveryScheme GetEngineLiveryScheme(EngineID engine_type, EngineID parent_engine_type, const Vehicle *v)
{
CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;
const Engine *e = Engine::Get(engine_type);
switch (e->type) {
default: NOT_REACHED();
case VEH_TRAIN:
if (v != NULL && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (Train::From(v)->IsArticulatedPart() && e->u.rail.railveh_type != RAILVEH_WAGON))) {
/* Wagonoverrides use the colour scheme of the front engine.
* Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
engine_type = parent_engine_type;
e = Engine::Get(engine_type);
/* Note: Luckily cargo_type is not needed for engines */
}
if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
if (e->u.rail.railveh_type == RAILVEH_WAGON) {
if (!CargoSpec::Get(cargo_type)->is_freight) {
if (parent_engine_type == INVALID_ENGINE) {
return LS_PASSENGER_WAGON_STEAM;
} else {
switch (RailVehInfo(parent_engine_type)->engclass) {
default: NOT_REACHED();
case EC_STEAM: return LS_PASSENGER_WAGON_STEAM;
case EC_DIESEL: return LS_PASSENGER_WAGON_DIESEL;
case EC_ELECTRIC: return LS_PASSENGER_WAGON_ELECTRIC;
case EC_MONORAIL: return LS_PASSENGER_WAGON_MONORAIL;
case EC_MAGLEV: return LS_PASSENGER_WAGON_MAGLEV;
}
}
} else {
return LS_FREIGHT_WAGON;
}
} else {
bool is_mu = HasBit(e->info.misc_flags, EF_RAIL_IS_MU);
switch (e->u.rail.engclass) {
default: NOT_REACHED();
case EC_STEAM: return LS_STEAM;
case EC_DIESEL: return is_mu ? LS_DMU : LS_DIESEL;
case EC_ELECTRIC: return is_mu ? LS_EMU : LS_ELECTRIC;
case EC_MONORAIL: return LS_MONORAIL;
case EC_MAGLEV: return LS_MAGLEV;
}
}
case VEH_ROAD:
/* Always use the livery of the front */
if (v != NULL && parent_engine_type != INVALID_ENGINE) {
engine_type = parent_engine_type;
e = Engine::Get(engine_type);
cargo_type = v->First()->cargo_type;
}
if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
/* Important: Use Tram Flag of front part. Luckily engine_type refers to the front part here. */
if (HasBit(e->info.misc_flags, EF_ROAD_TRAM)) {
/* Tram */
return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
} else {
/* Bus or truck */
return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
}
case VEH_SHIP:
if (cargo_type == CT_INVALID) cargo_type = e->GetDefaultCargoType();
if (cargo_type == CT_INVALID) cargo_type = CT_GOODS; // The vehicle does not carry anything, let's pick some freight cargo
return IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
case VEH_AIRCRAFT:
switch (e->u.air.subtype) {
case AIR_HELI: return LS_HELICOPTER;
case AIR_CTOL: return LS_SMALL_PLANE;
case AIR_CTOL | AIR_FAST: return LS_LARGE_PLANE;
default: NOT_REACHED();
}
}
}
/**
* Determines the livery for a vehicle.
* @param engine_type EngineID of the vehicle
* @param company Owner of the vehicle
* @param parent_engine_type EngineID of the front vehicle. INVALID_VEHICLE if vehicle is at front itself.
* @param v the vehicle. NULL if in purchase list etc.
* @param livery_setting The livery settings to use for acquiring the livery information.
* @return livery to use
*/
const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v, byte livery_setting)
{
const Company *c = Company::Get(company);
LiveryScheme scheme = LS_DEFAULT;
/* The default livery is always available for use, but its in_use flag determines
* whether any _other_ liveries are in use. */
if (c->livery[LS_DEFAULT].in_use && (livery_setting == LIT_ALL || (livery_setting == LIT_COMPANY && company == _local_company))) {
/* Determine the livery scheme to use */
scheme = GetEngineLiveryScheme(engine_type, parent_engine_type, v);
/* Switch back to the default scheme if the resolved scheme is not in use */
if (!c->livery[scheme].in_use) scheme = LS_DEFAULT;
}
return &c->livery[scheme];
}
static PaletteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v)
{
PaletteID map = (v != NULL) ? v->colourmap : PAL_NONE;
/* Return cached value if any */
if (map != PAL_NONE) return map;
const Engine *e = Engine::Get(engine_type);
/* Check if we should use the colour map callback */
if (HasBit(e->info.callback_mask, CBM_VEHICLE_COLOUR_REMAP)) {
uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
/* Failure means "use the default two-colour" */
if (callback != CALLBACK_FAILED) {
assert_compile(PAL_NONE == 0); // Returning 0x4000 (resp. 0xC000) conincidences with default value (PAL_NONE)
map = GB(callback, 0, 14);
/* If bit 14 is set, then the company colours are applied to the
* map else it's returned as-is. */
if (!HasBit(callback, 14)) {
/* Update cache */
if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
return map;
}
}
}
bool twocc = HasBit(e->info.misc_flags, EF_USES_2CC);
if (map == PAL_NONE) map = twocc ? (PaletteID)SPR_2CCMAP_BASE : (PaletteID)PALETTE_RECOLOUR_START;
/* Spectator has news shown too, but has invalid company ID - as well as dedicated server */
if (!Company::IsValidID(company)) return map;
const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v, _settings_client.gui.liveries);
map += livery->colour1;
if (twocc) map += livery->colour2 * 16;
/* Update cache */
if (v != NULL) const_cast<Vehicle *>(v)->colourmap = map;
return map;
}
PaletteID GetEnginePalette(EngineID engine_type, CompanyID company)
{
return GetEngineColourMap(engine_type, company, INVALID_ENGINE, NULL);
}
PaletteID GetVehiclePalette(const Vehicle *v)
{
if (v->type == VEH_TRAIN) {
return GetEngineColourMap(v->engine_type, v->owner, Train::From(v)->tcache.first_engine, v);
} else if (v->type == VEH_ROAD) {
return GetEngineColourMap(v->engine_type, v->owner, RoadVehicle::From(v)->rcache.first_engine, v);
}
return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
}
/**
* Determines capacity of a given vehicle from scratch.
* For aircraft the main capacity is determined. Mail might be present as well.
* @note Keep this function consistent with Engine::GetDisplayDefaultCapacity().
* @param v Vehicle of interest
* @param mail_capacity returns secondary cargo (mail) capacity of aircraft
* @return Capacity
*/
uint GetVehicleCapacity(const Vehicle *v, uint16 *mail_capacity)
{
if (mail_capacity != NULL) *mail_capacity = 0;
const Engine *e = Engine::Get(v->engine_type);
if (!e->CanCarryCargo()) return 0;
if (mail_capacity != NULL && e->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS)) {
*mail_capacity = GetVehicleProperty(v, PROP_AIRCRAFT_MAIL_CAPACITY, e->u.air.mail_capacity);
}
CargoID default_cargo = e->GetDefaultCargoType();
/* Check the refit capacity callback if we are not in the default configuration.
* Note: This might change to become more consistent/flexible/sane, esp. when default cargo is first refittable. */
if (HasBit(e->info.callback_mask, CBM_VEHICLE_REFIT_CAPACITY) &&
(default_cargo != v->cargo_type || v->cargo_subtype != 0)) {
uint16 callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, v->engine_type, v);
if (callback != CALLBACK_FAILED) return callback;
}
/* Get capacity according to property resp. CB */
uint capacity;
switch (e->type) {
case VEH_TRAIN: capacity = GetVehicleProperty(v, PROP_TRAIN_CARGO_CAPACITY, e->u.rail.capacity); break;
case VEH_ROAD: capacity = GetVehicleProperty(v, PROP_ROADVEH_CARGO_CAPACITY, e->u.road.capacity); break;
case VEH_SHIP: capacity = GetVehicleProperty(v, PROP_SHIP_CARGO_CAPACITY, e->u.ship.capacity); break;
case VEH_AIRCRAFT: capacity = GetVehicleProperty(v, PROP_AIRCRAFT_PASSENGER_CAPACITY, e->u.air.passenger_capacity); break;
default: NOT_REACHED();
}
/* Apply multipliers depending on cargo- and vehicletype.
* Note: This might change to become more consistent/flexible. */
if (e->type != VEH_SHIP) {
if (e->type == VEH_AIRCRAFT) {
if (!IsCargoInClass(v->cargo_type, CC_PASSENGERS)) {
capacity += GetVehicleProperty(v, PROP_AIRCRAFT_MAIL_CAPACITY, e->u.air.mail_capacity);
}
if (v->cargo_type == CT_MAIL) return capacity;
} else {
switch (default_cargo) {
case CT_PASSENGERS: break;
case CT_MAIL:
case CT_GOODS: capacity *= 2; break;
default: capacity *= 4; break;
}
}
switch (v->cargo_type) {
case CT_PASSENGERS: break;
case CT_MAIL:
case CT_GOODS: capacity /= 2; break;
default: capacity /= 4; break;
}
}
return capacity;
}
void Vehicle::BeginLoading()
{
assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP);
if (this->current_order.IsType(OT_GOTO_STATION) &&
this->current_order.GetDestination() == this->last_station_visited) {
current_order.MakeLoading(true);
UpdateVehicleTimetable(this, true);
/* Furthermore add the Non Stop flag to mark that this station
* is the actual destination of the vehicle, which is (for example)
* necessary to be known for HandleTrainLoading to determine
* whether the train is lost or not; not marking a train lost
* that arrives at random stations is bad. */
this->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION);
} else {
current_order.MakeLoading(false);
}
Station::Get(this->last_station_visited)->loading_vehicles.push_back(this);
PrepareUnload(this);
SetWindowDirty(GetWindowClassForVehicleType(this->type), this->owner);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
SetWindowDirty(WC_STATION_VIEW, this->last_station_visited);
Station::Get(this->last_station_visited)->MarkTilesDirty(true);
this->cur_speed = 0;
this->MarkDirty();
}
void Vehicle::LeaveStation()
{
assert(current_order.IsType(OT_LOADING));
delete this->cargo_payment;
/* Only update the timetable if the vehicle was supposed to stop here. */
if (current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
current_order.MakeLeaveStation();
Station *st = Station::Get(this->last_station_visited);
st->loading_vehicles.remove(this);
HideFillingPercent(&this->fill_percent_te_id);
if (this->type == VEH_TRAIN && !(this->vehstatus & VS_CRASHED)) {
/* Trigger station animation (trains only) */
if (IsTileType(this->tile, MP_STATION)) TriggerStationAnimation(st, this->tile, SAT_TRAIN_DEPARTS);
SetBit(Train::From(this)->flags, VRF_LEAVING_STATION);
}
}
void Vehicle::HandleLoading(bool mode)
{
switch (this->current_order.GetType()) {
case OT_LOADING: {
uint wait_time = max(this->current_order.wait_time - this->lateness_counter, 0);
/* Not the first call for this tick, or still loading */
if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) ||
(_settings_game.order.timetabling && this->current_order_time < wait_time)) return;
this->PlayLeaveStationSound();
bool at_destination_station = this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE;
this->LeaveStation();
/* If this was not the final order, don't remove it from the list. */
if (!at_destination_station) return;
break;
}
case OT_DUMMY: break;
default: return;
}
this->IncrementOrderIndex();
}
CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
{
CommandCost ret = CheckOwnership(this->owner);
if (ret.Failed()) return ret;
if (this->vehstatus & VS_CRASHED) return CMD_ERROR;
if (this->IsStoppedInDepot()) return CMD_ERROR;
if (this->current_order.IsType(OT_GOTO_DEPOT)) {
bool halt_in_depot = (this->current_order.GetDepotActionType() & ODATFB_HALT) != 0;
if (!!(command & DEPOT_SERVICE) == halt_in_depot) {
/* We called with a different DEPOT_SERVICE setting.
* Now we change the setting to apply the new one and let the vehicle head for the same depot.
* Note: the if is (true for requesting service == true for ordered to stop in depot) */
if (flags & DC_EXEC) {
this->current_order.SetDepotOrderType(ODTF_MANUAL);
this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
}
return CommandCost();
}
if (command & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders
if (flags & DC_EXEC) {
/* If the orders to 'goto depot' are in the orders list (forced servicing),
* then skip to the next order; effectively cancelling this forced service */
if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->IncrementOrderIndex();
this->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
}
return CommandCost();
}
TileIndex location;
DestinationID destination;
bool reverse;
static const StringID no_depot[] = {STR_ERROR_UNABLE_TO_FIND_ROUTE_TO, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT, STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR};
if (!this->FindClosestDepot(&location, &destination, &reverse)) return_cmd_error(no_depot[this->type]);
if (flags & DC_EXEC) {
if (this->current_order.IsType(OT_LOADING)) this->LeaveStation();
this->dest_tile = location;
this->current_order.MakeGoToDepot(destination, ODTF_MANUAL);
if (!(command & DEPOT_SERVICE)) this->current_order.SetDepotActionType(ODATFB_HALT);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
/* If there is no depot in front, reverse automatically (trains only) */
if (this->type == VEH_TRAIN && reverse) DoCommand(this->tile, this->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION);
if (this->type == VEH_AIRCRAFT) {
Aircraft *a = Aircraft::From(this);
if (a->state == FLYING && a->targetairport != destination) {
/* The aircraft is now heading for a different hangar than the next in the orders */
extern void AircraftNextAirportPos_and_Order(Aircraft *a);
AircraftNextAirportPos_and_Order(a);
}
}
}
return CommandCost();
}
void Vehicle::SetNext(Vehicle *next)
{
assert(this != next);
if (this->next != NULL) {
/* We had an old next vehicle. Update the first and previous pointers */
for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
v->first = this->next;
}
this->next->previous = NULL;
}
this->next = next;
if (this->next != NULL) {
/* A new next vehicle. Update the first and previous pointers */
if (this->next->previous != NULL) this->next->previous->next = NULL;
this->next->previous = this;
for (Vehicle *v = this->next; v != NULL; v = v->Next()) {
v->first = this->first;
}
}
}
void Vehicle::AddToShared(Vehicle *shared_chain)
{
assert(this->previous_shared == NULL && this->next_shared == NULL);
if (!shared_chain->orders.list) {
assert(shared_chain->previous_shared == NULL);
assert(shared_chain->next_shared == NULL);
this->orders.list = shared_chain->orders.list = new OrderList(NULL, shared_chain);
}
this->next_shared = shared_chain->next_shared;
this->previous_shared = shared_chain;
shared_chain->next_shared = this;
if (this->next_shared != NULL) this->next_shared->previous_shared = this;
shared_chain->orders.list->AddVehicle(this);
}
void Vehicle::RemoveFromShared()
{
/* Remember if we were first and the old window number before RemoveVehicle()
* as this changes first if needed. */
bool were_first = (this->FirstShared() == this);
VehicleListIdentifier vli(VL_SHARED_ORDERS, this->type, this->owner, this->FirstShared()->index);
this->orders.list->RemoveVehicle(this);
if (!were_first) {
/* We are not the first shared one, so only relink our previous one. */
this->previous_shared->next_shared = this->NextShared();
}
if (this->next_shared != NULL) this->next_shared->previous_shared = this->previous_shared;
if (this->orders.list->GetNumVehicles() == 1) {
/* When there is only one vehicle, remove the shared order list window. */
DeleteWindowById(GetWindowClassForVehicleType(this->type), vli.Pack());
InvalidateVehicleOrder(this->FirstShared(), 0);
} else if (were_first) {
/* If we were the first one, update to the new first one.
* Note: FirstShared() is already the new first */
InvalidateWindowData(GetWindowClassForVehicleType(this->type), vli.Pack(), this->FirstShared()->index | (1U << 31));
}
this->next_shared = NULL;
this->previous_shared = NULL;
}
void StopAllVehicles()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* Code ripped from CmdStartStopTrain. Can't call it, because of
* ownership problems, so we'll duplicate some code, for now */
v->vehstatus |= VS_STOPPED;
v->MarkDirty();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
}
}
void VehiclesYearlyLoop()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->IsPrimaryVehicle()) {
/* show warning if vehicle is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
Money profit = v->GetDisplayProfitThisYear();
if (v->age >= 730 && profit < 0) {
if (_settings_client.gui.vehicle_income_warn && v->owner == _local_company) {
SetDParam(0, v->index);
SetDParam(1, profit);
AddVehicleNewsItem(
STR_NEWS_VEHICLE_IS_UNPROFITABLE,
NS_ADVICE,
v->index
);
}
AI::NewEvent(v->owner, new AIEventVehicleUnprofitable(v->index));
}
v->profit_last_year = v->profit_this_year;
v->profit_this_year = 0;
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
}
}
/**
* Can this station be used by the given engine type?
* @param engine_type the type of vehicles to test
* @param st the station to test for
* @return true if and only if the vehicle of the type can use this station.
* @note For road vehicles the Vehicle is needed to determine whether it can
* use the station. This function will return true for road vehicles
* when at least one of the facilities is available.
*/
bool CanVehicleUseStation(EngineID engine_type, const Station *st)
{
const Engine *e = Engine::GetIfValid(engine_type);
assert(e != NULL);
switch (e->type) {
case VEH_TRAIN:
return (st->facilities & FACIL_TRAIN) != 0;
case VEH_ROAD:
/* For road vehicles we need the vehicle to know whether it can actually
* use the station, but if it doesn't have facilities for RVs it is
* certainly not possible that the station can be used. */
return (st->facilities & (FACIL_BUS_STOP | FACIL_TRUCK_STOP)) != 0;
case VEH_SHIP:
return (st->facilities & FACIL_DOCK) != 0;
case VEH_AIRCRAFT:
return (st->facilities & FACIL_AIRPORT) != 0 &&
(st->airport.GetFTA()->flags & (e->u.air.subtype & AIR_CTOL ? AirportFTAClass::AIRPLANES : AirportFTAClass::HELICOPTERS)) != 0;
default:
return false;
}
}
/**
* Can this station be used by the given vehicle?
* @param v the vehicle to test
* @param st the station to test for
* @return true if and only if the vehicle can use this station.
*/
bool CanVehicleUseStation(const Vehicle *v, const Station *st)
{
if (v->type == VEH_ROAD) return st->GetPrimaryRoadStop(RoadVehicle::From(v)) != NULL;
return CanVehicleUseStation(v->engine_type, st);
}
|