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Location: cpp/openttd-patchpack/source/src/vehicle_cmd.cpp
r13024:48c81d0b078a
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(svn r17532) -Codechange: Rename several Invalidate functions to SetDirty for more consistency and distinguishability.
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/*
* 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_cmd.cpp Commands for vehicles. */
#include "stdafx.h"
#include "roadveh.h"
#include "gfx_func.h"
#include "news_func.h"
#include "airport.h"
#include "command_func.h"
#include "company_func.h"
#include "vehicle_gui.h"
#include "train.h"
#include "aircraft.h"
#include "newgrf_engine.h"
#include "newgrf_text.h"
#include "functions.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "string_func.h"
#include "depot_map.h"
#include "vehiclelist.h"
#include "table/strings.h"
/* Tables used in vehicle.h to find the right command for a certain vehicle type */
const uint32 _veh_build_proc_table[] = {
CMD_BUILD_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN),
CMD_BUILD_ROAD_VEH | CMD_MSG(STR_ERROR_CAN_T_BUY_ROAD_VEHICLE),
CMD_BUILD_SHIP | CMD_MSG(STR_ERROR_CAN_T_BUY_SHIP),
CMD_BUILD_AIRCRAFT | CMD_MSG(STR_ERROR_CAN_T_BUY_AIRCRAFT),
};
const uint32 _veh_sell_proc_table[] = {
CMD_SELL_RAIL_WAGON | CMD_MSG(STR_ERROR_CAN_T_SELL_TRAIN),
CMD_SELL_ROAD_VEH | CMD_MSG(STR_ERROR_CAN_T_SELL_ROAD_VEHICLE),
CMD_SELL_SHIP | CMD_MSG(STR_ERROR_CAN_T_SELL_SHIP),
CMD_SELL_AIRCRAFT | CMD_MSG(STR_ERROR_CAN_T_SELL_AIRCRAFT),
};
const uint32 _veh_refit_proc_table[] = {
CMD_REFIT_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_REFIT_TRAIN),
CMD_REFIT_ROAD_VEH | CMD_MSG(STR_ERROR_CAN_T_REFIT_ROAD_VEHICLE),
CMD_REFIT_SHIP | CMD_MSG(STR_ERROR_CAN_T_REFIT_SHIP),
CMD_REFIT_AIRCRAFT | CMD_MSG(STR_ERROR_CAN_T_REFIT_AIRCRAFT),
};
const uint32 _send_to_depot_proc_table[] = {
/* TrainGotoDepot has a nice randomizer in the pathfinder, which causes desyncs... */
CMD_SEND_TRAIN_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_TRAIN_TO_DEPOT) | CMD_NO_TEST_IF_IN_NETWORK,
CMD_SEND_ROADVEH_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_ROAD_VEHICLE_TO_DEPOT),
CMD_SEND_SHIP_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_SHIP_TO_DEPOT),
CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_MSG(STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR),
};
/** Start/Stop a vehicle
* @param tile unused
* @param flags type of operation
* @param p1 vehicle to start/stop
* @param p2 bit 0: Shall the start/stop newgrf callback be evaluated (only valid with DC_AUTOREPLACE for network safety)
* @return result of operation. Nothing if everything went well
*/
CommandCost CmdStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
/* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */
if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0);
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || !CheckOwnership(v->owner) || !v->IsPrimaryVehicle()) return CMD_ERROR;
switch (v->type) {
case VEH_TRAIN:
if ((v->vehstatus & VS_STOPPED) && Train::From(v)->tcache.cached_power == 0) return_cmd_error(STR_ERROR_TRAIN_START_NO_CATENARY);
break;
case VEH_SHIP:
case VEH_ROAD:
break;
case VEH_AIRCRAFT: {
Aircraft *a = Aircraft::From(v);
/* cannot stop airplane when in flight, or when taking off / landing */
if (a->state >= STARTTAKEOFF && a->state < TERM7) return_cmd_error(STR_ERROR_AIRCRAFT_IS_IN_FLIGHT);
} break;
default: return CMD_ERROR;
}
/* Check if this vehicle can be started/stopped. The callback will fail or
* return 0xFF if it can. */
uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF && HasBit(p2, 0)) {
StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
return_cmd_error(error);
}
if (flags & DC_EXEC) {
if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, STR_NEWS_TRAIN_IS_WAITING + v->type);
v->vehstatus ^= VS_STOPPED;
if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly'
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
SetWindowClassesDirty(GetWindowClassForVehicleType(v->type));
}
return CommandCost();
}
/** Starts or stops a lot of vehicles
* @param tile Tile of the depot where the vehicles are started/stopped (only used for depots)
* @param flags type of operation
* @param p1 Station/Order/Depot ID (only used for vehicle list windows)
* @param p2 bitmask
* - bit 0-4 Vehicle type
* - bit 5 false = start vehicles, true = stop vehicles
* - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case
* - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set)
*/
CommandCost CmdMassStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
VehicleList list;
CommandCost return_value = CMD_ERROR;
VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5);
bool start_stop = HasBit(p2, 5);
bool vehicle_list_window = HasBit(p2, 6);
if (vehicle_list_window) {
uint32 id = p1;
uint16 window_type = p2 & VLW_MASK;
GenerateVehicleSortList(&list, vehicle_type, _current_company, id, window_type);
} else {
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &list, NULL);
}
for (uint i = 0; i < list.Length(); i++) {
const Vehicle *v = list[i];
if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue;
if (!vehicle_list_window) {
if (vehicle_type == VEH_TRAIN) {
if (CheckTrainInDepot(Train::From(v), false) == -1) continue;
} else {
if (!(v->vehstatus & VS_HIDDEN)) continue;
}
}
CommandCost ret = DoCommand(tile, v->index, 0, flags, CMD_START_STOP_VEHICLE);
if (CmdSucceeded(ret)) {
return_value = CommandCost();
/* We know that the command is valid for at least one vehicle.
* If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */
if (!(flags & DC_EXEC)) break;
}
}
return return_value;
}
/** Sells all vehicles in a depot
* @param tile Tile of the depot where the depot is
* @param flags type of operation
* @param p1 Vehicle type
* @param p2 unused
*/
CommandCost CmdDepotSellAllVehicles(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
VehicleList list;
CommandCost cost(EXPENSES_NEW_VEHICLES);
VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
uint sell_command = GetCmdSellVeh(vehicle_type);
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &list, &list);
for (uint i = 0; i < list.Length(); i++) {
CommandCost ret = DoCommand(tile, list[i]->index, 1, flags, sell_command);
if (CmdSucceeded(ret)) cost.AddCost(ret);
}
if (cost.GetCost() == 0) return CMD_ERROR; // no vehicles to sell
return cost;
}
/** Autoreplace all vehicles in the depot
* Note: this command can make incorrect cost estimations
* Luckily the final price can only drop, not increase. This is due to the fact that
* estimation can't predict wagon removal so it presumes worst case which is no income from selling wagons.
* @param tile Tile of the depot where the vehicles are
* @param flags type of operation
* @param p1 Type of vehicle
* @param p2 If bit 0 is set, then either replace all or nothing (instead of replacing until money runs out)
*/
CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
VehicleList list;
CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
bool all_or_nothing = HasBit(p2, 0);
if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &list, &list, true);
bool did_something = false;
for (uint i = 0; i < list.Length(); i++) {
const Vehicle *v = list[i];
/* Ensure that the vehicle completely in the depot */
if (!v->IsInDepot()) continue;
CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE);
if (CmdSucceeded(ret)) {
did_something = true;
cost.AddCost(ret);
} else {
if (ret.GetErrorMessage() != STR_ERROR_AUTOREPLACE_NOTHING_TO_DO && all_or_nothing) {
/* We failed to replace a vehicle even though we set all or nothing.
* We should never reach this if DC_EXEC is set since then it should
* have failed the estimation guess. */
assert(!(flags & DC_EXEC));
/* Now we will have to return an error. */
return CMD_ERROR;
}
}
}
if (!did_something) {
/* Either we didn't replace anything or something went wrong.
* Either way we want to return an error and not execute this command. */
cost = CMD_ERROR;
}
return cost;
}
/** Test if a name is unique among vehicle names.
* @param name Name to test.
* @return True ifffffff the name is unique.
*/
static bool IsUniqueVehicleName(const char *name)
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->name != NULL && strcmp(v->name, name) == 0) return false;
}
return true;
}
/** Clone the custom name of a vehicle, adding or incrementing a number.
* @param src Source vehicle, with a custom name.
* @param dst Destination vehicle.
*/
static void CloneVehicleName(const Vehicle *src, Vehicle *dst)
{
char buf[256];
/* Find the position of the first digit in the last group of digits. */
size_t number_position;
for (number_position = strlen(src->name); number_position > 0; number_position--) {
/* The design of UTF-8 lets this work simply without having to check
* for UTF-8 sequences. */
if (src->name[number_position - 1] < '0' || src->name[number_position - 1] > '9') break;
}
/* Format buffer and determine starting number. */
int num;
if (number_position == strlen(src->name)) {
/* No digit at the end, so start at number 2. */
strecpy(buf, src->name, lastof(buf));
strecat(buf, " ", lastof(buf));
number_position = strlen(buf);
num = 2;
} else {
/* Found digits, parse them and start at the next number. */
strecpy(buf, src->name, lastof(buf));
buf[number_position] = '\0';
num = strtol(&src->name[number_position], NULL, 10) + 1;
}
/* Check if this name is already taken. */
for (int max_iterations = 1000; max_iterations > 0; max_iterations--, num++) {
/* Attach the number to the temporary name. */
seprintf(&buf[number_position], lastof(buf), "%d", num);
/* Check the name is unique. */
if (IsUniqueVehicleName(buf)) {
dst->name = strdup(buf);
break;
}
}
/* All done. If we didn't find a name, it'll just use its default. */
}
/** Clone a vehicle. If it is a train, it will clone all the cars too
* @param tile tile of the depot where the cloned vehicle is build
* @param flags type of operation
* @param p1 the original vehicle's index
* @param p2 1 = shared orders, else copied orders
*/
CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
CommandCost total_cost(EXPENSES_NEW_VEHICLES);
uint32 build_argument = 2;
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL) return CMD_ERROR;
Vehicle *v_front = v;
Vehicle *w = NULL;
Vehicle *w_front = NULL;
Vehicle *w_rear = NULL;
/*
* v_front is the front engine in the original vehicle
* v is the car/vehicle of the original vehicle, that is currently being copied
* w_front is the front engine of the cloned vehicle
* w is the car/vehicle currently being cloned
* w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains
*/
if (!CheckOwnership(v->owner)) return CMD_ERROR;
if (v->type == VEH_TRAIN && (!Train::From(v)->IsFrontEngine() || Train::From(v)->crash_anim_pos >= 4400)) return CMD_ERROR;
/* check that we can allocate enough vehicles */
if (!(flags & DC_EXEC)) {
int veh_counter = 0;
do {
veh_counter++;
} while ((v = v->Next()) != NULL);
if (!Vehicle::CanAllocateItem(veh_counter)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
}
v = v_front;
do {
if (v->type == VEH_TRAIN && Train::From(v)->IsRearDualheaded()) {
/* we build the rear ends of multiheaded trains with the front ones */
continue;
}
/* In case we're building a multi headed vehicle and the maximum number of
* vehicles is almost reached (e.g. max trains - 1) not all vehicles would
* be cloned. When the non-primary engines were build they were seen as
* 'new' vehicles whereas they would immediately be joined with a primary
* engine. This caused the vehicle to be not build as 'the limit' had been
* reached, resulting in partially build vehicles and such. */
DoCommandFlag build_flags = flags;
if ((flags & DC_EXEC) && !v->IsPrimaryVehicle()) build_flags |= DC_AUTOREPLACE;
CommandCost cost = DoCommand(tile, v->engine_type, build_argument, build_flags, GetCmdBuildVeh(v));
build_argument = 3; // ensure that we only assign a number to the first engine
if (CmdFailed(cost)) {
/* Can't build a part, then sell the stuff we already made; clear up the mess */
if (w_front != NULL) DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
return cost;
}
total_cost.AddCost(cost);
if (flags & DC_EXEC) {
w = Vehicle::Get(_new_vehicle_id);
if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
SetBit(Train::From(w)->flags, VRF_REVERSE_DIRECTION);
}
if (v->type == VEH_TRAIN && !Train::From(v)->IsFrontEngine()) {
/* this s a train car
* add this unit to the end of the train */
CommandCost result = DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
if (CmdFailed(result)) {
/* The train can't be joined to make the same consist as the original.
* Sell what we already made (clean up) and return an error. */
DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
DoCommand(w_front->tile, w->index, 1, flags, GetCmdSellVeh(w));
return result; // return error and the message returned from CMD_MOVE_RAIL_VEHICLE
}
} else {
/* this is a front engine or not a train. */
w_front = w;
w->service_interval = v->service_interval;
}
w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop
}
} while (v->type == VEH_TRAIN && (v = Train::From(v)->GetNextVehicle()) != NULL);
if ((flags & DC_EXEC) && v_front->type == VEH_TRAIN) {
/* for trains this needs to be the front engine due to the callback function */
_new_vehicle_id = w_front->index;
}
if (flags & DC_EXEC) {
/* Cloned vehicles belong to the same group */
DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP);
}
/* Take care of refitting. */
w = w_front;
v = v_front;
/* Both building and refitting are influenced by newgrf callbacks, which
* makes it impossible to accurately estimate the cloning costs. In
* particular, it is possible for engines of the same type to be built with
* different numbers of articulated parts, so when refitting we have to
* loop over real vehicles first, and then the articulated parts of those
* vehicles in a different loop. */
do {
do {
if (flags & DC_EXEC) {
assert(w != NULL);
if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_subtype) {
CommandCost cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v));
if (CmdSucceeded(cost)) total_cost.AddCost(cost);
}
if (w->type == VEH_TRAIN && Train::From(w)->HasArticulatedPart()) {
w = Train::From(w)->GetNextArticPart();
} else if (w->type == VEH_ROAD && RoadVehicle::From(w)->HasArticulatedPart()) {
w = w->Next();
} else {
break;
}
} else {
const Engine *e = Engine::Get(v->engine_type);
CargoID initial_cargo = (e->CanCarryCargo() ? e->GetDefaultCargoType() : (CargoID)CT_INVALID);
if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) {
total_cost.AddCost(GetRefitCost(v->engine_type));
}
}
if (v->type == VEH_TRAIN && Train::From(v)->HasArticulatedPart()) {
v = Train::From(v)->GetNextArticPart();
} else if (v->type == VEH_ROAD && RoadVehicle::From(v)->HasArticulatedPart()) {
v = v->Next();
} else {
break;
}
} while (v != NULL);
if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = Train::From(w)->GetNextVehicle();
} while (v->type == VEH_TRAIN && (v = Train::From(v)->GetNextVehicle()) != NULL);
if (flags & DC_EXEC) {
/*
* Set the orders of the vehicle. Cannot do it earlier as we need
* the vehicle refitted before doing this, otherwise the moved
* cargo types might not match (passenger vs non-passenger)
*/
DoCommand(0, (v_front->index << 16) | w_front->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
/* Now clone the vehicle's name, if it has one. */
if (v_front->name != NULL) CloneVehicleName(v_front, w_front);
}
/* Since we can't estimate the cost of cloning a vehicle accurately we must
* check whether the company has enough money manually. */
if (!CheckCompanyHasMoney(total_cost)) {
if (flags & DC_EXEC) {
/* The vehicle has already been bought, so now it must be sold again. */
DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
}
return CMD_ERROR;
}
return total_cost;
}
/**
* Send all vehicles of type to depots
* @param type type of vehicle
* @param flags the flags used for DoCommand()
* @param service should the vehicles only get service in the depots
* @param owner owner of the vehicles to send
* @param vlw_flag tells what kind of list requested the goto depot
* @return 0 for success and CMD_ERROR if no vehicle is able to go to depot
*/
CommandCost SendAllVehiclesToDepot(VehicleType type, DoCommandFlag flags, bool service, Owner owner, uint16 vlw_flag, uint32 id)
{
VehicleList list;
GenerateVehicleSortList(&list, type, owner, id, vlw_flag);
/* Send all the vehicles to a depot */
for (uint i = 0; i < list.Length(); i++) {
const Vehicle *v = list[i];
CommandCost ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type));
/* Return 0 if DC_EXEC is not set this is a valid goto depot command)
* In this case we know that at least one vehicle can be sent to a depot
* and we will issue the command. We can now safely quit the loop, knowing
* it will succeed at least once. With DC_EXEC we really need to send them to the depot */
if (CmdSucceeded(ret) && !(flags & DC_EXEC)) {
return CommandCost();
}
}
return (flags & DC_EXEC) ? CommandCost() : CMD_ERROR;
}
/** Give a custom name to your vehicle
* @param tile unused
* @param flags type of operation
* @param p1 vehicle ID to name
* @param p2 unused
*/
CommandCost CmdRenameVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
bool reset = StrEmpty(text);
if (!reset) {
if (strlen(text) >= MAX_LENGTH_VEHICLE_NAME_BYTES) return CMD_ERROR;
if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
}
if (flags & DC_EXEC) {
free(v->name);
v->name = reset ? NULL : strdup(text);
InvalidateWindowClassesData(WC_TRAINS_LIST, 1);
MarkWholeScreenDirty();
}
return CommandCost();
}
/** Change the service interval of a vehicle
* @param tile unused
* @param flags type of operation
* @param p1 vehicle ID that is being service-interval-changed
* @param p2 new service interval
*/
CommandCost CmdChangeServiceInt(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR;
uint16 serv_int = GetServiceIntervalClamped(p2, v->owner); // Double check the service interval from the user-input
if (serv_int != p2) return CMD_ERROR;
if (flags & DC_EXEC) {
v->service_interval = serv_int;
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
return CommandCost();
}
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