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Location: cpp/openttd-patchpack/source/src/vehicle.cpp
r9949:5ac3bf61abad
85.2 KiB
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(svn r14104) -Feature: Add a window for waypoints, allowing to view all the trains having the selected waypoint in their orders.
Changing its name is also supported from the same new window.
Gui based on work done by Satyap, on FS#2025.
Changing its name is also supported from the same new window.
Gui based on work done by Satyap, on FS#2025.
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2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 | /* $Id$ */
/** @file vehicle.cpp Base implementations of all vehicles. */
#include "stdafx.h"
#include "openttd.h"
#include "road_map.h"
#include "roadveh.h"
#include "ship.h"
#include "spritecache.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "timetable.h"
#include "viewport_func.h"
#include "gfx_func.h"
#include "news_func.h"
#include "command_func.h"
#include "saveload.h"
#include "player_func.h"
#include "debug.h"
#include "vehicle_gui.h"
#include "rail_type.h"
#include "train.h"
#include "aircraft.h"
#include "industry_map.h"
#include "station_map.h"
#include "water_map.h"
#include "yapf/yapf.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "newgrf_station.h"
#include "newgrf_text.h"
#include "group.h"
#include "order_func.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 "signal_func.h"
#include "sound_func.h"
#include "variables.h"
#include "autoreplace_func.h"
#include "autoreplace_gui.h"
#include "string_func.h"
#include "settings_type.h"
#include "oldpool_func.h"
#include "depot_map.h"
#include "animated_tile_func.h"
#include "effectvehicle_base.h"
#include "core/alloc_func.hpp"
#include "vehiclelist.h"
#include "table/sprites.h"
#include "table/strings.h"
#define INVALID_COORD (0x7fffffff)
#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
VehicleID _vehicle_id_ctr_day;
const Vehicle *_place_clicked_vehicle;
VehicleID _new_vehicle_id;
uint16 _returned_refit_capacity;
/* 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_BUILD_ROAD_VEH,
CMD_BUILD_SHIP,
CMD_BUILD_AIRCRAFT,
};
const uint32 _veh_sell_proc_table[] = {
CMD_SELL_RAIL_WAGON,
CMD_SELL_ROAD_VEH,
CMD_SELL_SHIP,
CMD_SELL_AIRCRAFT,
};
const uint32 _veh_refit_proc_table[] = {
CMD_REFIT_RAIL_VEHICLE,
CMD_REFIT_ROAD_VEH,
CMD_REFIT_SHIP,
CMD_REFIT_AIRCRAFT,
};
const uint32 _send_to_depot_proc_table[] = {
CMD_SEND_TRAIN_TO_DEPOT,
CMD_SEND_ROADVEH_TO_DEPOT,
CMD_SEND_SHIP_TO_DEPOT,
CMD_SEND_AIRCRAFT_TO_HANGAR,
};
/* Initialize the vehicle-pool */
DEFINE_OLD_POOL_GENERIC(Vehicle, Vehicle)
/** Function to tell if a vehicle needs to be autorenewed
* @param *p The vehicle owner
* @return true if the vehicle is old enough for replacement
*/
bool Vehicle::NeedsAutorenewing(const Player *p) const
{
/* We can always generate the Player pointer when we have the vehicle.
* However this takes time and since the Player 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(p == GetPlayer(this->owner));
if (!p->engine_renew) return false;
if (this->age - this->max_age < (p->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 = GetEngine(v->engine_type)->reliability;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
}
bool Vehicle::NeedsServicing() const
{
if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false;
if (_settings_game.order.no_servicing_if_no_breakdowns && _settings_game.difficulty.vehicle_breakdowns == 0) {
/* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off.
* Note: If servicing is enabled, we postpone replacement till next service. */
return EngineHasReplacementForPlayer(GetPlayer(this->owner), this->engine_type, this->group_id);
}
return _settings_game.vehicle.servint_ispercent ?
(this->reliability < GetEngine(this->engine_type)->reliability * (100 - this->service_interval) / 100) :
(this->date_of_last_service + this->service_interval < _date);
}
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();
}
StringID VehicleInTheWayErrMsg(const Vehicle* v)
{
switch (v->type) {
case VEH_TRAIN: return STR_8803_TRAIN_IN_THE_WAY;
case VEH_ROAD: return STR_9000_ROAD_VEHICLE_IN_THE_WAY;
case VEH_AIRCRAFT: return STR_A015_AIRCRAFT_IN_THE_WAY;
default: return STR_980E_SHIP_IN_THE_WAY;
}
}
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;
_error_message = VehicleInTheWayErrMsg(v);
return v;
}
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z)
{
return (Vehicle*)VehicleFromPos(tile, &z, &EnsureNoVehicleProcZ);
}
bool EnsureNoVehicleOnGround(TileIndex tile)
{
return FindVehicleOnTileZ(tile, GetTileMaxZ(tile)) == NULL;
}
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed)
{
int x1 = TileX(from);
int y1 = TileY(from);
int x2 = TileX(to);
int y2 = TileY(to);
Vehicle *veh;
/* Make sure x1 < x2 or y1 < y2 */
if (x1 > x2 || y1 > y2) {
Swap(x1, x2);
Swap(y1, y2);
}
FOR_ALL_VEHICLES(veh) {
if (without_crashed && (veh->vehstatus & VS_CRASHED) != 0) continue;
if ((veh->type == VEH_TRAIN || veh->type == VEH_ROAD) && (z == 0xFF || veh->z_pos == z)) {
if ((veh->x_pos >> 4) >= x1 && (veh->x_pos >> 4) <= x2 &&
(veh->y_pos >> 4) >= y1 && (veh->y_pos >> 4) <= y2) {
return veh;
}
}
}
return NULL;
}
/** 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;
_error_message = VehicleInTheWayErrMsg(v);
return v;
}
/**
* Finds vehicle in tunnel / bridge
* @param tile first end
* @param endtile second end
* @return pointer to vehicle found
*/
Vehicle *GetVehicleTunnelBridge(TileIndex tile, TileIndex endtile)
{
Vehicle *v = (Vehicle*)VehicleFromPos(tile, NULL, &GetVehicleTunnelBridgeProc);
if (v != NULL) return v;
return (Vehicle*)VehicleFromPos(endtile, NULL, &GetVehicleTunnelBridgeProc);
}
static void UpdateVehiclePosHash(Vehicle *v, int x, int y);
void VehiclePositionChanged(Vehicle *v)
{
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);
pt.x += spr->x_offs;
pt.y += spr->y_offs;
UpdateVehiclePosHash(v, pt.x, pt.y);
v->left_coord = pt.x;
v->top_coord = pt.y;
v->right_coord = pt.x + spr->width + 2;
v->bottom_coord = pt.y + spr->height + 2;
}
/** Called after load to update coordinates */
void AfterLoadVehicles(bool clear_te_id)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* Reinstate the previous pointer */
if (v->Next() != NULL) v->Next()->previous = v;
if (v->NextShared() != NULL) v->NextShared()->previous_shared = v;
v->UpdateDeltaXY(v->direction);
if (clear_te_id) v->fill_percent_te_id = INVALID_TE_ID;
v->first = NULL;
if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE;
if (v->type == VEH_ROAD) v->u.road.first_engine = INVALID_ENGINE;
v->cargo.InvalidateCache();
}
FOR_ALL_VEHICLES(v) {
/* Fill the first pointers */
if (v->Previous() == NULL) {
for (Vehicle *u = v; u != NULL; u = u->Next()) {
u->first = v;
}
/* Shared orders are only valid for first vehicles in chains. */
if (v->previous_shared == NULL) {
for (Vehicle *u = v; u != NULL; u = u->NextShared()) {
u->first_shared = v;
}
}
}
}
FOR_ALL_VEHICLES(v) {
assert(v->first != NULL);
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
if (IsFrontEngine(v)) v->u.rail.last_speed = v->cur_speed; // update displayed train speed
TrainConsistChanged(v, false);
} else if (v->type == VEH_ROAD && IsRoadVehFront(v)) {
RoadVehUpdateCache(v);
}
}
FOR_ALL_VEHICLES(v) {
switch (v->type) {
case VEH_ROAD:
v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype);
/* FALL THROUGH */
case VEH_TRAIN:
case VEH_SHIP:
v->cur_image = v->GetImage(v->direction);
break;
case VEH_AIRCRAFT:
if (IsNormalAircraft(v)) {
v->cur_image = v->GetImage(v->direction);
/* The plane's shadow will have the same image as the plane */
Vehicle *shadow = v->Next();
shadow->cur_image = v->cur_image;
/* In the case of a helicopter we will update the rotor sprites */
if (v->subtype == AIR_HELICOPTER) {
Vehicle *rotor = shadow->Next();
rotor->cur_image = GetRotorImage(v);
}
UpdateAircraftCache(v);
}
break;
default: break;
}
v->left_coord = INVALID_COORD;
VehiclePositionChanged(v);
}
}
Vehicle::Vehicle()
{
this->type = VEH_INVALID;
this->left_coord = INVALID_COORD;
this->group_id = DEFAULT_GROUP;
this->fill_percent_te_id = INVALID_TE_ID;
this->first = this;
this->first_shared = this;
this->colormap = 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);
}
/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
{
uint counter = _Vehicle_pool.first_free_index;
for (int i = 0; i != num; i++) {
Vehicle *v = AllocateRaw(counter);
if (v == NULL) return false;
v = new (v) InvalidVehicle();
if (vl != NULL) {
vl[i] = v;
}
counter++;
}
return true;
}
/* 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)
{
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 (a != NULL) return a;
}
if (x == xu) break;
}
if (y == yu) break;
}
return NULL;
}
Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc)
{
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);
}
Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
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 (a != NULL) return a;
}
return NULL;
}
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) {
Vehicle *last = NULL;
Vehicle *u = *old_hash;
while (u != v) {
last = u;
u = u->next_new_hash;
assert(u != NULL);
}
if (last == NULL) {
*old_hash = v->next_new_hash;
} else {
last->next_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;
*new_hash = v;
assert(v != v->next_new_hash);
}
/* 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->left_coord;
int old_y = v->top_coord;
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) {
Vehicle *last = NULL;
Vehicle *u = *old_hash;
while (u != v) {
last = u;
u = u->next_hash;
assert(u != NULL);
}
if (last == NULL) {
*old_hash = v->next_hash;
} else {
last->next_hash = v->next_hash;
}
}
/* insert into hash table? */
if (new_hash != NULL) {
v->next_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 ResetVehicleColorMap()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) { v->colormap = PAL_NONE; }
}
void InitializeVehicles()
{
_Vehicle_pool.CleanPool();
_Vehicle_pool.AddBlockToPool();
ResetVehiclePosHash();
}
Vehicle *GetLastVehicleInChain(Vehicle *v)
{
while (v->Next() != NULL) v = v->Next();
return v;
}
const Vehicle *GetLastVehicleInChain(const Vehicle *v)
{
while (v->Next() != NULL) v = v->Next();
return v;
}
uint CountVehiclesInChain(const Vehicle* v)
{
uint count = 0;
do count++; while ((v = v->Next()) != NULL);
return count;
}
/** Check if a vehicle is counted in num_engines in each player struct
* @param *v Vehicle to test
* @return true if the vehicle is counted in num_engines
*/
bool IsEngineCountable(const Vehicle *v)
{
switch (v->type) {
case VEH_AIRCRAFT: return IsNormalAircraft(v); // don't count plane shadows and helicopter rotors
case VEH_TRAIN:
return !IsArticulatedPart(v) && // tenders and other articulated parts
!IsRearDualheaded(v); // rear parts of multiheaded engines
case VEH_ROAD: return IsRoadVehFront(v);
case VEH_SHIP: return true;
default: return false; // Only count player buildable vehicles
}
}
void Vehicle::PreDestructor()
{
if (CleaningPool()) return;
if (IsValidStationID(this->last_station_visited)) {
GetStation(this->last_station_visited)->loading_vehicles.remove(this);
HideFillingPercent(this->fill_percent_te_id);
this->fill_percent_te_id = INVALID_TE_ID;
}
if (IsEngineCountable(this)) {
GetPlayer(this->owner)->num_engines[this->engine_type]--;
if (this->owner == _local_player) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
if (IsValidGroupID(this->group_id)) GetGroup(this->group_id)->num_engines[this->engine_type]--;
if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id);
}
if (this->type == VEH_ROAD) ClearSlot(this);
if (this->type != VEH_TRAIN || (this->type == VEH_TRAIN && (IsFrontEngine(this) || IsFreeWagon(this)))) {
InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
}
this->cargo.Truncate(0);
DeleteVehicleOrders(this);
/* Now remove any artic part. This will trigger an other
* destroy vehicle, which on his turn can remove any
* other artic parts. */
if ((this->type == VEH_TRAIN && EngineHasArticPart(this)) || (this->type == VEH_ROAD && RoadVehHasArticPart(this))) {
delete this->Next();
}
extern void StopGlobalFollowVehicle(const Vehicle *v);
StopGlobalFollowVehicle(this);
}
Vehicle::~Vehicle()
{
free(this->name);
if (CleaningPool()) return;
this->SetNext(NULL);
UpdateVehiclePosHash(this, INVALID_COORD, 0);
this->next_hash = NULL;
this->next_new_hash = NULL;
DeleteVehicleNews(this->index, INVALID_STRING_ID);
new (this) InvalidVehicle();
}
/**
* Deletes all vehicles in a chain.
* @param v The first vehicle in the chain.
*/
void DeleteVehicleChain(Vehicle *v)
{
assert(v->First() == v);
do {
Vehicle *u = v;
/* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles,
* it may happen that vehicle chain is deleted when visible */
if (!(v->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(v);
v = v->Next();
delete u;
} while (v != NULL);
}
/** head of the linked list to tell what vehicles that visited a depot in a tick */
static Vehicle* _first_veh_in_depot_list;
/** Adds a vehicle to the list of vehicles, that visited a depot this tick
* @param *v vehicle to add
*/
void VehicleEnteredDepotThisTick(Vehicle *v)
{
/* We need to set v->leave_depot_instantly as we have no control of it's contents at this time.
* Vehicle should stop in the depot if it was in 'stopping' state - train intered depot while slowing down. */
if (((v->current_order.GetDepotActionType() & ODATFB_HALT) && !(v->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) && v->current_order.IsType(OT_GOTO_DEPOT)) ||
(v->vehstatus & VS_STOPPED)) {
/* we keep the vehicle in the depot since the user ordered it to stay */
v->leave_depot_instantly = false;
} else {
/* the vehicle do 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;
v->leave_depot_instantly = true;
}
if (_first_veh_in_depot_list == NULL) {
_first_veh_in_depot_list = v;
} else {
Vehicle *w = _first_veh_in_depot_list;
while (w->depot_list != NULL) w = w->depot_list;
w->depot_list = v;
}
}
void CallVehicleTicks()
{
_first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick
Station *st;
FOR_ALL_STATIONS(st) LoadUnloadStation(st);
Vehicle *v;
FOR_ALL_VEHICLES(v) {
v->Tick();
switch (v->type) {
default: break;
case VEH_TRAIN:
case VEH_ROAD:
case VEH_AIRCRAFT:
case VEH_SHIP:
if (v->type == VEH_TRAIN && IsTrainWagon(v)) continue;
if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
if (v->type == VEH_ROAD && !IsRoadVehFront(v)) continue;
v->motion_counter += (v->direction & 1) ? (v->cur_speed * 3) / 4 : 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);
}
}
/* now we handle all the vehicles that entered a depot this tick */
v = _first_veh_in_depot_list;
if (v != NULL) {
while (v != NULL) {
/* Autoreplace needs the current player set as the vehicle owner */
_current_player = v->owner;
/* Buffer v->depot_list and clear it.
* Autoreplace might clear this so it has to be buffered. */
Vehicle *w = v->depot_list;
v->depot_list = NULL; // it should always be NULL at the end of each tick
/* 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 (v->leave_depot_instantly) {
v->leave_depot_instantly = false;
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 Player *p = GetPlayer(_current_player);
SubtractMoneyFromPlayer(CommandCost(EXPENSES_NEW_VEHICLES, (Money)p->engine_renew_money));
CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE);
if (res.Succeeded()) v = NULL; // no longer valid
SubtractMoneyFromPlayer(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)p->engine_renew_money));
if (IsLocalPlayer()) {
if (res.Succeeded()) {
ShowCostOrIncomeAnimation(x, y, z, res.GetCost());
} else {
StringID error_message = res.GetErrorMessage();
if (error_message != STR_AUTOREPLACE_NOTHING_TO_DO && error_message != INVALID_STRING_ID) {
if (error_message == STR_0003_NOT_ENOUGH_CASH_REQUIRES) error_message = STR_AUTOREPLACE_MONEY_LIMIT;
StringID message;
if (error_message == STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) {
message = error_message;
} else {
switch (v->type) {
case VEH_TRAIN: message = STR_TRAIN_AUTORENEW_FAILED; break;
case VEH_ROAD: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
case VEH_SHIP: message = STR_SHIP_AUTORENEW_FAILED; break;
case VEH_AIRCRAFT: message = STR_AIRCRAFT_AUTORENEW_FAILED; break;
default: NOT_REACHED();
}
}
SetDParam(0, v->unitnumber);
SetDParam(1, error_message);
AddNewsItem(message, NS_ADVICE, v->index, 0);
}
}
}
v = w;
}
_current_player = OWNER_NONE;
}
}
/** Check if a given engine type can be refitted to a given cargo
* @param engine_type Engine type to check
* @param cid_to check refit to this cargo-type
* @return true if it is possible, false otherwise
*/
bool CanRefitTo(EngineID engine_type, CargoID cid_to)
{
return HasBit(EngInfo(engine_type)->refit_mask, cid_to);
}
/** Find the first cargo type that an engine can be refitted to.
* @param engine_type Which engine to find cargo for.
* @return A climate dependent cargo type. CT_INVALID is returned if not refittable.
*/
CargoID FindFirstRefittableCargo(EngineID engine_type)
{
uint32 refit_mask = EngInfo(engine_type)->refit_mask;
if (refit_mask != 0) {
for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
if (HasBit(refit_mask, cid)) return cid;
}
}
return CT_INVALID;
}
/** Learn the price of refitting a certain engine
* @param engine_type Which engine to refit
* @return Price for refitting
*/
CommandCost GetRefitCost(EngineID engine_type)
{
Money base_cost;
ExpensesType expense_type;
switch (GetEngine(engine_type)->type) {
case VEH_SHIP:
base_cost = _price.ship_base;
expense_type = EXPENSES_SHIP_RUN;
break;
case VEH_ROAD:
base_cost = _price.roadveh_base;
expense_type = EXPENSES_ROADVEH_RUN;
break;
case VEH_AIRCRAFT:
base_cost = _price.aircraft_base;
expense_type = EXPENSES_AIRCRAFT_RUN;
break;
case VEH_TRAIN:
base_cost = 2 * ((RailVehInfo(engine_type)->railveh_type == RAILVEH_WAGON) ?
_price.build_railwagon : _price.build_railvehicle);
expense_type = EXPENSES_TRAIN_RUN;
break;
default: NOT_REACHED();
}
return CommandCost(expense_type, (EngInfo(engine_type)->refit_cost * base_cost) >> 10);
}
static void DoDrawVehicle(const Vehicle *v)
{
SpriteID image = v->cur_image;
SpriteID 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->right_coord &&
t <= v->bottom_coord &&
r >= v->left_coord &&
b >= v->top_coord) {
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)-1;
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->left_coord && x <= v->right_coord &&
y >= v->top_coord && y <= v->bottom_coord) {
dist = max(
abs(((v->left_coord + v->right_coord) >> 1) - x),
abs(((v->top_coord + v->bottom_coord) >> 1) - y)
);
if (dist < best_dist) {
found = v;
best_dist = dist;
}
}
}
return found;
}
void CheckVehicle32Day(Vehicle *v)
{
if ((v->day_counter & 0x1F) != 0) return;
uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v);
if (callback == CALLBACK_FAILED) return;
if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10
if (HasBit(callback, 1)) v->colormap = PAL_NONE; // Update colormap via callback 2D
}
void DecreaseVehicleValue(Vehicle *v)
{
v->value -= v->value >> 8;
InvalidateWindow(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)) InvalidateWindow(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;
}
}
static const StringID _vehicle_type_names[4] = {
STR_019F_TRAIN,
STR_019C_ROAD_VEHICLE,
STR_019E_SHIP,
STR_019D_AIRCRAFT,
};
static void ShowVehicleGettingOld(Vehicle *v, StringID msg)
{
if (v->owner != _local_player) return;
/* Do not show getting-old message if autorenew is active (and it can replace the vehicle) */
if (GetPlayer(v->owner)->engine_renew && GetEngine(v->engine_type)->player_avail != 0) return;
SetDParam(0, _vehicle_type_names[v->type]);
SetDParam(1, v->unitnumber);
AddNewsItem(msg, NS_ADVICE, v->index, 0);
}
void AgeVehicle(Vehicle *v)
{
if (v->age < 65535) v->age++;
int age = v->age - v->max_age;
if (age == 366*0 || age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4) v->reliability_spd_dec <<= 1;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (age == -366) {
ShowVehicleGettingOld(v, STR_01A0_IS_GETTING_OLD);
} else if (age == 0) {
ShowVehicleGettingOld(v, STR_01A1_IS_GETTING_VERY_OLD);
} else if (age > 0 && (age % 366) == 0) {
ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND);
}
}
/** 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, uint32 flags, uint32 p1, uint32 p2)
{
/* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */
if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0);
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (!CheckOwnership(v->owner)) return CMD_ERROR;
switch (v->type) {
case VEH_TRAIN:
if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY);
break;
case VEH_SHIP:
case VEH_ROAD:
break;
case VEH_AIRCRAFT:
/* cannot stop airplane when in flight, or when taking off / landing */
if (v->u.air.state >= STARTTAKEOFF && v->u.air.state < TERM7) return_cmd_error(STR_A017_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) {
static const StringID vehicle_waiting_in_depot[] = {
STR_8814_TRAIN_IS_WAITING_IN_DEPOT,
STR_9016_ROAD_VEHICLE_IS_WAITING,
STR_981C_SHIP_IS_WAITING_IN_DEPOT,
STR_A014_AIRCRAFT_IS_WAITING_IN,
};
static const WindowClass vehicle_list[] = {
WC_TRAINS_LIST,
WC_ROADVEH_LIST,
WC_SHIPS_LIST,
WC_AIRCRAFT_LIST,
};
if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, vehicle_waiting_in_depot[v->type]);
v->vehstatus ^= VS_STOPPED;
if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly'
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClasses(vehicle_list[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, uint32 flags, uint32 p1, uint32 p2)
{
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_player, 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(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, uint32 flags, uint32 p1, uint32 p2)
{
VehicleList list;
CommandCost cost(EXPENSES_NEW_VEHICLES);
uint sell_command;
VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
switch (vehicle_type) {
case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break;
case VEH_ROAD: sell_command = CMD_SELL_ROAD_VEH; break;
case VEH_SHIP: sell_command = CMD_SELL_SHIP; break;
case VEH_AIRCRAFT: sell_command = CMD_SELL_AIRCRAFT; break;
default: return CMD_ERROR;
}
/* 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, uint32 flags, uint32 p1, uint32 p2)
{
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_player)) return CMD_ERROR;
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &list, &list);
bool did_something = false;
for (uint i = 0; i < list.Length(); i++) {
Vehicle *v = (Vehicle*)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_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;
}
/** 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, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost total_cost(EXPENSES_NEW_VEHICLES);
uint32 build_argument = 2;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
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 && (!IsFrontEngine(v) || v->u.rail.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::AllocateList(NULL, veh_counter)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
}
v = v_front;
do {
if (v->type == VEH_TRAIN && IsRearDualheaded(v)) {
/* we build the rear ends of multiheaded trains with the front ones */
continue;
}
CommandCost cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v));
build_argument = 3; // ensure that we only assign a number to the first engine
if (CmdFailed(cost)) return cost;
total_cost.AddCost(cost);
if (flags & DC_EXEC) {
w = GetVehicle(_new_vehicle_id);
if (v->type == VEH_TRAIN && HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
SetBit(w->u.rail.flags, VRF_REVERSE_DIRECTION);
}
if (v->type == VEH_TRAIN && !IsFrontEngine(v)) {
/* 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 = GetNextVehicle(v)) != 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 && EngineHasArticPart(w)) {
w = GetNextArticPart(w);
} else if (w->type == VEH_ROAD && RoadVehHasArticPart(w)) {
w = w->Next();
} else {
break;
}
} else {
CargoID initial_cargo = GetEngineCargoType(v->engine_type);
if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) {
total_cost.AddCost(GetRefitCost(v->engine_type));
}
}
if (v->type == VEH_TRAIN && EngineHasArticPart(v)) {
v = GetNextArticPart(v);
} else if (v->type == VEH_ROAD && RoadVehHasArticPart(v)) {
v = v->Next();
} else {
break;
}
} while (v != NULL);
if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle(w);
} while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != 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);
}
/* Since we can't estimate the cost of cloning a vehicle accurately we must
* check whether the player has enough money manually. */
if (!CheckPlayerHasMoney(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 PlayerID of 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, uint32 flags, bool service, PlayerID 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;
}
/**
* Calculates how full a vehicle is.
* @param v The Vehicle to check. For trains, use the first engine.
* @param color 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 *color)
{
int count = 0;
int max = 0;
int cars = 0;
int unloading = 0;
bool loading = false;
const Vehicle *u = v;
const Station *st = v->last_station_visited != INVALID_STATION ? GetStation(v->last_station_visited) : 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 && color != NULL) {
unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
loading |= !(u->current_order.GetUnloadType() & OUFB_UNLOAD) && st->goods[v->cargo_type].days_since_pickup != 255;
cars++;
}
}
if (color != NULL) {
if (unloading == 0 && loading) {
*color = STR_PERCENT_UP;
} else if (cars == unloading || !loading) {
*color = STR_PERCENT_DOWN;
} else {
*color = STR_PERCENT_UP_DOWN;
}
}
/* Train without capacity */
if (max == 0) return 100;
/* Return the percentage */
return (count * 100) / max;
}
void VehicleEnterDepot(Vehicle *v)
{
switch (v->type) {
case VEH_TRAIN:
InvalidateWindowClasses(WC_TRAINS_LIST);
if (!IsFrontEngine(v)) v = v->First();
UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner);
v->load_unload_time_rem = 0;
ClrBit(v->u.rail.flags, VRF_TOGGLE_REVERSE);
TrainConsistChanged(v, true);
break;
case VEH_ROAD:
InvalidateWindowClasses(WC_ROADVEH_LIST);
if (!IsRoadVehFront(v)) v = v->First();
break;
case VEH_SHIP:
InvalidateWindowClasses(WC_SHIPS_LIST);
v->u.ship.state = TRACK_BIT_DEPOT;
RecalcShipStuff(v);
break;
case VEH_AIRCRAFT:
InvalidateWindowClasses(WC_AIRCRAFT_LIST);
HandleAircraftEnterHangar(v);
break;
default: NOT_REACHED();
}
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);
}
InvalidateWindow(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)) {
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
Order t = v->current_order;
v->current_order.MakeDummy();
if (t.IsRefit()) {
_current_player = v->owner;
CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v));
if (CmdFailed(cost)) {
v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot
if (v->owner == _local_player) {
/* Notify the user that we stopped the vehicle */
SetDParam(0, _vehicle_type_names[v->type]);
SetDParam(1, v->unitnumber);
AddNewsItem(STR_ORDER_REFIT_FAILED, NS_ADVICE, v->index, 0);
}
} else if (v->owner == _local_player && cost.GetCost() != 0) {
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->cur_order_index++;
} else if (t.GetDepotActionType() & ODATFB_HALT) {
/* Force depot visit */
v->vehstatus |= VS_STOPPED;
if (v->owner == _local_player) {
StringID string;
switch (v->type) {
case VEH_TRAIN: string = STR_8814_TRAIN_IS_WAITING_IN_DEPOT; break;
case VEH_ROAD: string = STR_9016_ROAD_VEHICLE_IS_WAITING; break;
case VEH_SHIP: string = STR_981C_SHIP_IS_WAITING_IN_DEPOT; break;
case VEH_AIRCRAFT: string = STR_A014_AIRCRAFT_IS_WAITING_IN; break;
default: NOT_REACHED(); string = STR_EMPTY; // Set the string to something to avoid a compiler warning
}
SetDParam(0, v->unitnumber);
AddNewsItem(string, NS_ADVICE, v->index, 0);
}
}
}
}
static bool IsUniqueVehicleName(const char *name)
{
const Vehicle *v;
char buf[512];
FOR_ALL_VEHICLES(v) {
switch (v->type) {
case VEH_TRAIN:
if (!IsTrainEngine(v)) continue;
break;
case VEH_ROAD:
if (!IsRoadVehFront(v)) continue;
break;
case VEH_AIRCRAFT:
if (!IsNormalAircraft(v)) continue;
break;
case VEH_SHIP:
break;
default:
continue;
}
SetDParam(0, v->index);
GetString(buf, STR_VEHICLE_NAME, lastof(buf));
if (strcmp(buf, name) == 0) return false;
}
return true;
}
/** 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 CmdNameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsValidVehicleID(p1)) return CMD_ERROR;
if (StrEmpty(_cmd_text) || strlen(_cmd_text) >= MAX_LENGTH_VEHICLE_NAME_BYTES) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (!CheckOwnership(v->owner)) return CMD_ERROR;
if ((flags & DC_AUTOREPLACE) == 0 && !IsUniqueVehicleName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
if (flags & DC_EXEC) {
free(v->name);
v->name = strdup(_cmd_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, uint32 flags, uint32 p1, uint32 p2)
{
uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */
if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR;
Vehicle *v = GetVehicle(p1);
if (!CheckOwnership(v->owner)) return CMD_ERROR;
if (flags & DC_EXEC) {
v->service_interval = serv_int;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
return CommandCost();
}
static Rect _old_vehicle_coords; ///< coords of vehicle before it has moved
/**
* Stores the vehicle image coords for later call to EndVehicleMove()
* @param v vehicle which image's coords to store
* @see _old_vehicle_coords
* @see EndVehicleMove()
*/
void BeginVehicleMove(const Vehicle *v)
{
_old_vehicle_coords.left = v->left_coord;
_old_vehicle_coords.top = v->top_coord;
_old_vehicle_coords.right = v->right_coord;
_old_vehicle_coords.bottom = v->bottom_coord;
}
/**
* Marks screen dirty after a vehicle has moved
* @param v vehicle which is marked dirty
* @see _old_vehicle_coords
* @see BeginVehicleMove()
*/
void EndVehicleMove(const Vehicle *v)
{
MarkAllViewportsDirty(
min(_old_vehicle_coords.left, v->left_coord),
min(_old_vehicle_coords.top, v->top_coord),
max(_old_vehicle_coords.right, v->right_coord) + 1,
max(_old_vehicle_coords.bottom, v->bottom_coord) + 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->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1);
}
/* returns true if staying in the same tile */
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);
}
Trackdir GetVehicleTrackdir(const Vehicle *v)
{
if (v->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
switch (v->type) {
case VEH_TRAIN:
if (v->u.rail.track == TRACK_BIT_DEPOT) // We'll assume the train is facing outwards
return DiagDirToDiagTrackdir(GetRailDepotDirection(v->tile)); // Train in depot
if (v->u.rail.track == TRACK_BIT_WORMHOLE) // train in tunnel or on bridge, so just use his direction and assume a diagonal track
return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
return TrackDirectionToTrackdir(FindFirstTrack(v->u.rail.track), v->direction);
case VEH_SHIP:
if (v->IsInDepot())
// We'll assume the ship is facing outwards
return DiagDirToDiagTrackdir(GetShipDepotDirection(v->tile));
if (v->u.ship.state == TRACK_BIT_WORMHOLE) // ship on aqueduct, so just use his direction and assume a diagonal track
return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
return TrackDirectionToTrackdir(FindFirstTrack(v->u.ship.state), v->direction);
case VEH_ROAD:
if (v->IsInDepot()) // We'll assume the road vehicle is facing outwards
return DiagDirToDiagTrackdir(GetRoadDepotDirection(v->tile));
if (IsStandardRoadStopTile(v->tile)) // We'll assume the road vehicle is facing outwards
return DiagDirToDiagTrackdir(GetRoadStopDir(v->tile)); // Road vehicle in a station
if (IsDriveThroughStopTile(v->tile)) return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
/* If vehicle's state is a valid track direction (vehicle is not turning around) return it */
if (!IsReversingRoadTrackdir((Trackdir)v->u.road.state)) return (Trackdir)v->u.road.state;
/* Vehicle is turning around, get the direction from vehicle's direction */
return DiagDirToDiagTrackdir(DirToDiagDir(v->direction));
/* case VEH_AIRCRAFT: case VEH_EFFECT: case VEH_DISASTER: */
default: return INVALID_TRACKDIR;
}
}
/**
* Returns some meta-data over the to be entered tile.
* @see VehicleEnterTileStatus to see what the bits in the return value mean.
*/
uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
{
return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
}
UnitID GetFreeUnitNumber(VehicleType type)
{
UnitID max = 0;
const Vehicle *u;
static bool *cache = NULL;
static UnitID gmax = 0;
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();
}
if (max == 0) {
/* we can't build any of this kind of vehicle, so we just return 1 instead of looking for a free number
* a max of 0 will cause the following code to write to a NULL pointer
* We know that 1 is bigger than the max allowed vehicle number, so it's the same as returning something, that is too big
*/
return 1;
}
if (max > gmax) {
gmax = max;
free(cache);
cache = MallocT<bool>(max + 1);
}
/* Clear the cache */
memset(cache, 0, (max + 1) * sizeof(*cache));
/* Fill the cache */
FOR_ALL_VEHICLES(u) {
if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max)
cache[u->unitnumber] = true;
}
/* Find the first unused unit number */
UnitID unit = 1;
for (; unit <= max; unit++) {
if (!cache[unit]) break;
}
return unit;
}
/**
* 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(IsPlayerBuildableVehicleType(type));
if (!IsValidPlayerID(_current_player)) 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->player_avail, _local_player)) 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_player && v->type == type) return true;
}
return false;
}
const Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v)
{
const Player *p = GetPlayer(player);
LiveryScheme scheme = LS_DEFAULT;
CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;
/* The default livery is always available for use, but its in_use flag determines
* whether any _other_ liveries are in use. */
if (p->livery[LS_DEFAULT].in_use && (_settings_client.gui.liveries == 2 || (_settings_client.gui.liveries == 1 && player == _local_player))) {
/* Determine the livery scheme to use */
switch (GetEngine(engine_type)->type) {
default: NOT_REACHED();
case VEH_TRAIN: {
const RailVehicleInfo *rvi = RailVehInfo(engine_type);
if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
if (rvi->railveh_type == RAILVEH_WAGON) {
if (!GetCargo(cargo_type)->is_freight) {
if (parent_engine_type == INVALID_ENGINE) {
scheme = LS_PASSENGER_WAGON_STEAM;
} else {
switch (RailVehInfo(parent_engine_type)->engclass) {
default: NOT_REACHED();
case EC_STEAM: scheme = LS_PASSENGER_WAGON_STEAM; break;
case EC_DIESEL: scheme = LS_PASSENGER_WAGON_DIESEL; break;
case EC_ELECTRIC: scheme = LS_PASSENGER_WAGON_ELECTRIC; break;
case EC_MONORAIL: scheme = LS_PASSENGER_WAGON_MONORAIL; break;
case EC_MAGLEV: scheme = LS_PASSENGER_WAGON_MAGLEV; break;
}
}
} else {
scheme = LS_FREIGHT_WAGON;
}
} else {
bool is_mu = HasBit(EngInfo(engine_type)->misc_flags, EF_RAIL_IS_MU);
switch (rvi->engclass) {
default: NOT_REACHED();
case EC_STEAM: scheme = LS_STEAM; break;
case EC_DIESEL: scheme = is_mu ? LS_DMU : LS_DIESEL; break;
case EC_ELECTRIC: scheme = is_mu ? LS_EMU : LS_ELECTRIC; break;
case EC_MONORAIL: scheme = LS_MONORAIL; break;
case EC_MAGLEV: scheme = LS_MAGLEV; break;
}
}
break;
}
case VEH_ROAD: {
const RoadVehicleInfo *rvi = RoadVehInfo(engine_type);
if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
if (HasBit(EngInfo(engine_type)->misc_flags, EF_ROAD_TRAM)) {
/* Tram */
scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM;
} else {
/* Bus or truck */
scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
}
break;
}
case VEH_SHIP: {
const ShipVehicleInfo *svi = ShipVehInfo(engine_type);
if (cargo_type == CT_INVALID) cargo_type = svi->cargo_type;
scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
break;
}
case VEH_AIRCRAFT: {
const AircraftVehicleInfo *avi = AircraftVehInfo(engine_type);
if (cargo_type == CT_INVALID) cargo_type = CT_PASSENGERS;
switch (avi->subtype) {
case AIR_HELI: scheme = LS_HELICOPTER; break;
case AIR_CTOL: scheme = LS_SMALL_PLANE; break;
case AIR_CTOL | AIR_FAST: scheme = LS_LARGE_PLANE; break;
}
break;
}
}
/* Switch back to the default scheme if the resolved scheme is not in use */
if (!p->livery[scheme].in_use) scheme = LS_DEFAULT;
}
return &p->livery[scheme];
}
static SpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v)
{
SpriteID map = (v != NULL) ? v->colormap : PAL_NONE;
/* Return cached value if any */
if (map != PAL_NONE) return map;
/* Check if we should use the colour map callback */
if (HasBit(EngInfo(engine_type)->callbackmask, CBM_VEHICLE_COLOUR_REMAP)) {
uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
/* A return value of 0xC000 is stated to "use the default two-color
* maps" which happens to be the failure action too... */
if (callback != CALLBACK_FAILED && callback != 0xC000) {
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) ((Vehicle*)v)->colormap = map;
return map;
}
}
}
bool twocc = HasBit(EngInfo(engine_type)->misc_flags, EF_USES_2CC);
if (map == PAL_NONE) map = twocc ? (SpriteID)SPR_2CCMAP_BASE : (SpriteID)PALETTE_RECOLOR_START;
const Livery *livery = GetEngineLivery(engine_type, player, parent_engine_type, v);
map += livery->colour1;
if (twocc) map += livery->colour2 * 16;
/* Update cache */
if (v != NULL) ((Vehicle*)v)->colormap = map;
return map;
}
SpriteID GetEnginePalette(EngineID engine_type, PlayerID player)
{
return GetEngineColourMap(engine_type, player, INVALID_ENGINE, NULL);
}
SpriteID GetVehiclePalette(const Vehicle *v)
{
if (v->type == VEH_TRAIN) {
return GetEngineColourMap(
(v->u.rail.first_engine != INVALID_ENGINE && (UsesWagonOverride(v) || (IsArticulatedPart(v) && RailVehInfo(v->engine_type)->railveh_type != RAILVEH_WAGON))) ?
v->u.rail.first_engine : v->engine_type,
v->owner, v->u.rail.first_engine, v);
}
return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
}
static uint8 _cargo_days;
static uint16 _cargo_source;
static uint32 _cargo_source_xy;
static uint16 _cargo_count;
static uint16 _cargo_paid_for;
static Money _cargo_feeder_share;
static uint32 _cargo_loaded_at_xy;
/**
* Make it possible to make the saveload tables "friends" of other classes.
* @param vt the vehicle type. Can be VEH_END for the common vehicle description data
* @return the saveload description
*/
const SaveLoad *GetVehicleDescription(VehicleType vt)
{
/** Save and load of vehicles */
static const SaveLoad _common_veh_desc[] = {
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
SLE_CONDVAR(Vehicle, name, SLE_NAME, 0, 83),
SLE_CONDSTR(Vehicle, name, SLE_STR, 0, 84, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7),
SLE_CONDVAR(Vehicle, unitnumber, SLE_UINT16, 8, SL_MAX_VERSION),
SLE_VAR(Vehicle, owner, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, x_pos, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, y_pos, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, direction, SLE_UINT8),
SLE_CONDNULL(2, 0, 57),
SLE_VAR(Vehicle, spritenum, SLE_UINT8),
SLE_CONDNULL(5, 0, 57),
SLE_VAR(Vehicle, engine_type, SLE_UINT16),
SLE_VAR(Vehicle, max_speed, SLE_UINT16),
SLE_VAR(Vehicle, cur_speed, SLE_UINT16),
SLE_VAR(Vehicle, subspeed, SLE_UINT8),
SLE_VAR(Vehicle, acceleration, SLE_UINT8),
SLE_VAR(Vehicle, progress, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16, 5, SL_MAX_VERSION),
SLE_VAR(Vehicle, cargo_type, SLE_UINT8),
SLE_CONDVAR(Vehicle, cargo_subtype, SLE_UINT8, 35, SL_MAX_VERSION),
SLEG_CONDVAR( _cargo_days, SLE_UINT8, 0, 67),
SLEG_CONDVAR( _cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6),
SLEG_CONDVAR( _cargo_source, SLE_UINT16, 7, 67),
SLEG_CONDVAR( _cargo_source_xy, SLE_UINT32, 44, 67),
SLE_VAR(Vehicle, cargo_cap, SLE_UINT16),
SLEG_CONDVAR( _cargo_count, SLE_UINT16, 0, 67),
SLE_CONDLST(Vehicle, cargo, REF_CARGO_PACKET, 68, SL_MAX_VERSION),
SLE_VAR(Vehicle, day_counter, SLE_UINT8),
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
SLE_CONDVAR(Vehicle, running_ticks, SLE_UINT8, 88, SL_MAX_VERSION),
SLE_VAR(Vehicle, cur_order_index, SLE_UINT8),
SLE_VAR(Vehicle, num_orders, SLE_UINT8),
/* This next line is for version 4 and prior compatibility.. it temporarily reads
type and flags (which were both 4 bits) into type. Later on this is
converted correctly */
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 0, 4),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
/* Orders for version 5 and on */
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION),
/* Refit in current order */
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_cargo), SLE_UINT8, 36, SL_MAX_VERSION),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_subtype), SLE_UINT8, 36, SL_MAX_VERSION),
/* Timetable in current order */
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, wait_time), SLE_UINT16, 67, SL_MAX_VERSION),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, travel_time), SLE_UINT16, 67, SL_MAX_VERSION),
SLE_REF(Vehicle, orders, REF_ORDER),
SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, max_age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, max_age, SLE_INT32, 31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32, 31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, service_interval, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, service_interval, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Vehicle, reliability, SLE_UINT16),
SLE_VAR(Vehicle, reliability_spd_dec, SLE_UINT16),
SLE_VAR(Vehicle, breakdown_ctr, SLE_UINT8),
SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8),
SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8),
SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8),
SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, build_year, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16),
SLEG_CONDVAR( _cargo_paid_for, SLE_UINT16, 45, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, vehicle_flags, SLE_UINT8, 40, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, profit_this_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
SLE_CONDVAR(Vehicle, profit_this_year, SLE_INT64, 65, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, profit_last_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
SLE_CONDVAR(Vehicle, profit_last_year, SLE_INT64, 65, SL_MAX_VERSION),
SLEG_CONDVAR( _cargo_feeder_share, SLE_FILE_I32 | SLE_VAR_I64,51, 64),
SLEG_CONDVAR( _cargo_feeder_share, SLE_INT64, 65, 67),
SLEG_CONDVAR( _cargo_loaded_at_xy, SLE_UINT32, 51, 67),
SLE_CONDVAR(Vehicle, value, SLE_FILE_I32 | SLE_VAR_I64, 0, 64),
SLE_CONDVAR(Vehicle, value, SLE_INT64, 65, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, random_bits, SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, waiting_triggers, SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDREF(Vehicle, next_shared, REF_VEHICLE, 2, SL_MAX_VERSION),
SLE_CONDNULL(2, 2, 68),
SLE_CONDNULL(4, 69, 100),
SLE_CONDVAR(Vehicle, group_id, SLE_UINT16, 60, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, current_order_time, SLE_UINT32, 67, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, lateness_counter, SLE_INT32, 67, SL_MAX_VERSION),
/* reserve extra space in savegame here. (currently 10 bytes) */
SLE_CONDNULL(10, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _train_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN),
SLE_VEH_INCLUDEX(),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, crash_anim_pos), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, force_proceed), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, railtype), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, track), SLE_UINT8),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_FILE_U8 | SLE_VAR_U16, 2, 99),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_UINT16,100, SL_MAX_VERSION),
SLE_CONDNULL(2, 2, 59),
SLE_CONDNULL(2, 2, 19),
/* reserve extra space in savegame here. (currently 11 bytes) */
SLE_CONDNULL(11, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _roadveh_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_ROAD),
SLE_VEH_INCLUDEX(),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, state), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, frame), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, blocked_ctr), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, crashed_ctr), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, reverse_ctr), SLE_UINT8),
SLE_CONDREFX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot), REF_ROADSTOPS, 6, SL_MAX_VERSION),
SLE_CONDNULL(1, 6, SL_MAX_VERSION),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot_age), SLE_UINT8, 6, SL_MAX_VERSION),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _ship_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_SHIP),
SLE_VEH_INCLUDEX(),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleShip, state), SLE_UINT8),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _aircraft_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_AIRCRAFT),
SLE_VEH_INCLUDEX(),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, crashed_counter), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, pos), SLE_UINT8),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_UINT16, 5, SL_MAX_VERSION),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, state), SLE_UINT8),
SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, previous_pos), SLE_UINT8, 2, SL_MAX_VERSION),
/* reserve extra space in savegame here. (currently 15 bytes) */
SLE_CONDNULL(15, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _special_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_EFFECT),
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, cur_image, SLE_UINT16),
SLE_CONDNULL(5, 0, 57),
SLE_VAR(Vehicle, progress, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_state), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_substate), SLE_UINT8),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _disaster_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_DISASTER),
SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, direction, SLE_UINT8),
SLE_CONDNULL(5, 0, 57),
SLE_VAR(Vehicle, owner, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION),
SLE_VAR(Vehicle, cur_image, SLE_UINT16),
SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, image_override), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, big_ufo_destroyer_target), SLE_UINT16),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad *_veh_descs[] = {
_train_desc,
_roadveh_desc,
_ship_desc,
_aircraft_desc,
_special_desc,
_disaster_desc,
_common_veh_desc,
};
return _veh_descs[vt];
}
/** Will be called when the vehicles need to be saved. */
static void Save_VEHS()
{
Vehicle *v;
/* Write the vehicles */
FOR_ALL_VEHICLES(v) {
SlSetArrayIndex(v->index);
SlObject(v, GetVehicleDescription(v->type));
}
}
/** Will be called when vehicles need to be loaded. */
void Load_VEHS()
{
int index;
Vehicle *v;
_cargo_count = 0;
while ((index = SlIterateArray()) != -1) {
Vehicle *v;
VehicleType vtype = (VehicleType)SlReadByte();
switch (vtype) {
case VEH_TRAIN: v = new (index) Train(); break;
case VEH_ROAD: v = new (index) RoadVehicle(); break;
case VEH_SHIP: v = new (index) Ship(); break;
case VEH_AIRCRAFT: v = new (index) Aircraft(); break;
case VEH_EFFECT: v = new (index) EffectVehicle(); break;
case VEH_DISASTER: v = new (index) DisasterVehicle(); break;
case VEH_INVALID: v = new (index) InvalidVehicle(); break;
default: NOT_REACHED();
}
SlObject(v, GetVehicleDescription(vtype));
if (_cargo_count != 0 && IsPlayerBuildableVehicleType(v)) {
/* Don't construct the packet with station here, because that'll fail with old savegames */
CargoPacket *cp = new CargoPacket();
cp->source = _cargo_source;
cp->source_xy = _cargo_source_xy;
cp->count = _cargo_count;
cp->days_in_transit = _cargo_days;
cp->feeder_share = _cargo_feeder_share;
cp->loaded_at_xy = _cargo_loaded_at_xy;
v->cargo.Append(cp);
}
/* Old savegames used 'last_station_visited = 0xFF' */
if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF)
v->last_station_visited = INVALID_STATION;
if (CheckSavegameVersion(5)) {
/* Convert the current_order.type (which is a mix of type and flags, because
* in those versions, they both were 4 bits big) to type and flags */
v->current_order.flags = GB(v->current_order.type, 4, 4);
v->current_order.type &= 0x0F;
}
/* Advanced vehicle lists got added */
if (CheckSavegameVersion(60)) v->group_id = DEFAULT_GROUP;
}
/* Check for shared order-lists (we now use pointers for that) */
if (CheckSavegameVersionOldStyle(5, 2)) {
FOR_ALL_VEHICLES(v) {
Vehicle *u;
FOR_ALL_VEHICLES_FROM(u, v->index + 1) {
/* If a vehicle has the same orders, add the link to eachother
* in both vehicles */
if (v->orders == u->orders) {
u->AddToShared(v);
break;
}
}
}
}
}
extern const ChunkHandler _veh_chunk_handlers[] = {
{ 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST},
};
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);
}
GetStation(this->last_station_visited)->loading_vehicles.push_back(this);
VehiclePayment(this);
InvalidateWindow(GetWindowClassForVehicleType(this->type), this->owner);
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
InvalidateWindow(WC_STATION_VIEW, this->last_station_visited);
GetStation(this->last_station_visited)->MarkTilesDirty(true);
this->MarkDirty();
}
void Vehicle::LeaveStation()
{
assert(current_order.IsType(OT_LOADING));
/* 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 = GetStation(this->last_station_visited);
st->loading_vehicles.remove(this);
HideFillingPercent(this->fill_percent_te_id);
this->fill_percent_te_id = INVALID_TE_ID;
if (this->type == VEH_TRAIN) {
/* Trigger station animation (trains only) */
if (IsTileType(this->tile, MP_STATION)) StationAnimationTrigger(st, this->tile, STAT_ANIM_TRAIN_DEPARTS);
/* Try to reserve a path when leaving the station as we
* might not be marked as wanting a reservation, e.g.
* when an overlenght train gets turned around in a station.
*/
TryPathReserve(this, true, true);
}
}
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->cur_order_index++;
InvalidateVehicleOrder(this);
}
CommandCost Vehicle::SendToDepot(uint32 flags, DepotCommand command)
{
if (!CheckOwnership(this->owner)) return CMD_ERROR;
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;
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);
InvalidateWindowWidget(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->cur_order_index++;
this->current_order.MakeDummy();
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
}
return CommandCost();
}
TileIndex location;
DestinationID destination;
bool reverse;
static const StringID no_depot[] = {STR_883A_UNABLE_TO_FIND_ROUTE_TO, STR_9019_UNABLE_TO_FIND_LOCAL_DEPOT, STR_981A_UNABLE_TO_FIND_LOCAL_DEPOT, STR_A012_CAN_T_SEND_AIRCRAFT_TO};
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);
InvalidateWindowWidget(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 && this->u.air.state == FLYING && this->u.air.targetairport != destination) {
/* The aircraft is now heading for a different hangar than the next in the orders */
extern void AircraftNextAirportPos_and_Order(Vehicle *v);
AircraftNextAirportPos_and_Order(this);
}
}
return CommandCost();
}
void Vehicle::SetNext(Vehicle *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->IsOrderListShared());
this->next_shared = shared_chain->next_shared;
this->previous_shared = shared_chain;
this->first_shared = shared_chain->first_shared;
shared_chain->next_shared = this;
if (this->next_shared != NULL) this->next_shared->previous_shared = this;
}
void Vehicle::RemoveFromShared()
{
Vehicle *new_first;
if (this->FirstShared() == this) {
/* We are the first shared one, so update all the first pointers of our next shared ones. */
new_first = this->NextShared();
for (Vehicle *u = new_first; u != NULL; u = u->NextShared()) {
u->first_shared = new_first;
}
} else {
/* We are not the first shared one, so only relink our previous one. */
new_first = this->FirstShared();
this->previous_shared->next_shared = this->NextShared();
}
if (this->next_shared != NULL) this->next_shared->previous_shared = this->previous_shared;
uint32 old_window_number = (this->FirstShared()->index << 16) | (this->type << 11) | VLW_SHARED_ORDERS | this->owner;
if (new_first->NextShared() == NULL) {
/* When there is only one vehicle, remove the shared order list window. */
DeleteWindowById(GetWindowClassForVehicleType(this->type), old_window_number);
InvalidateVehicleOrder(new_first);
} else if (this->FirstShared() == this) {
/* If we were the first one, update to the new first one. */
InvalidateWindowData(GetWindowClassForVehicleType(this->type), old_window_number, (new_first->index << 16) | (1 << 15));
}
this->first_shared = this;
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;
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
}
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