Files
@ r6594:cd6701cee0ee
Branch filter:
Location: cpp/openttd-patchpack/source/src/vehicle.cpp
r6594:cd6701cee0ee
85.3 KiB
text/x-c
(svn r9808) -Codechange: unify the Handle<VehicleType>Loading functions.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971 2972 2973 | /* $Id$ */
/** @file vehicle.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "road_map.h"
#include "roadveh.h"
#include "ship.h"
#include "spritecache.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "functions.h"
#include "landscape.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "gfx.h"
#include "viewport.h"
#include "news.h"
#include "command.h"
#include "saveload.h"
#include "player.h"
#include "engine.h"
#include "sound.h"
#include "debug.h"
#include "vehicle_gui.h"
#include "depot.h"
#include "station.h"
#include "rail.h"
#include "train.h"
#include "aircraft.h"
#include "industry_map.h"
#include "station_map.h"
#include "water_map.h"
#include "network/network.h"
#include "yapf/yapf.h"
#include "date.h"
#include "newgrf_callbacks.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "helpers.hpp"
#include "economy.h"
#define INVALID_COORD (-0x8000)
#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
/* 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,
};
enum {
BLOCKS_FOR_SPECIAL_VEHICLES = 2, ///< Blocks needed for special vehicles
};
/**
* Called if a new block is added to the vehicle-pool
*/
static void VehiclePoolNewBlock(uint start_item)
{
Vehicle *v;
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
* TODO - This is just a temporary stage, this will be removed. */
for (v = GetVehicle(start_item); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
v->index = start_item++;
v = new (v) InvalidVehicle();
}
}
/* Initialize the vehicle-pool */
DEFINE_OLD_POOL(Vehicle, Vehicle, VehiclePoolNewBlock, NULL)
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 VehicleNeedsService(const Vehicle *v)
{
if (v->vehstatus & VS_CRASHED)
return false; // Crashed vehicles don't need service anymore
if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0) {
return EngineHasReplacementForPlayer(GetPlayer(v->owner), v->engine_type); /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off */
}
return _patches.servint_ispercent ?
(v->reliability < GetEngine(v->engine_type)->reliability * (100 - v->service_interval) / 100) :
(v->date_of_last_service + v->service_interval < _date);
}
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 void *EnsureNoVehicleProc(Vehicle *v, void *data)
{
if (v->tile != *(const TileIndex*)data || v->type == VEH_DISASTER)
return NULL;
_error_message = VehicleInTheWayErrMsg(v);
return v;
}
bool EnsureNoVehicle(TileIndex tile)
{
return VehicleFromPos(tile, &tile, EnsureNoVehicleProc) == NULL;
}
static void *EnsureNoVehicleProcZ(Vehicle *v, void *data)
{
const TileInfo *ti = (const TileInfo*)data;
if (v->tile != ti->tile || v->type == VEH_DISASTER) return NULL;
if (v->z_pos > ti->z) return NULL;
_error_message = VehicleInTheWayErrMsg(v);
return v;
}
bool EnsureNoVehicleOnGround(TileIndex tile)
{
TileInfo ti;
ti.tile = tile;
ti.z = GetTileMaxZ(tile);
return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ) == NULL;
}
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z)
{
TileInfo ti;
ti.tile = tile;
ti.z = z;
return (Vehicle*)VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ);
}
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;
}
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()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
v->UpdateDeltaXY(v->direction);
v->first = NULL;
if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE;
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v)))
TrainConsistChanged(v);
}
FOR_ALL_VEHICLES(v) {
switch (v->type) {
case VEH_TRAIN: v->cur_image = GetTrainImage(v, v->direction); break;
case VEH_ROAD: v->cur_image = GetRoadVehImage(v, v->direction); break;
case VEH_SHIP: v->cur_image = GetShipImage(v, v->direction); break;
case VEH_AIRCRAFT:
if (IsNormalAircraft(v)) {
v->cur_image = GetAircraftImage(v, 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);
}
}
static Vehicle *InitializeVehicle(Vehicle *v)
{
VehicleID index = v->index;
memset(v, 0, sizeof(Vehicle));
v->index = index;
assert(v->orders == NULL);
v = new (v) InvalidVehicle();
v->left_coord = INVALID_COORD;
v->first = NULL;
v->next = NULL;
v->next_hash = NULL;
v->string_id = 0;
v->next_shared = NULL;
v->prev_shared = NULL;
v->depot_list = NULL;
v->random_bits = 0;
return v;
}
/**
* Get a value for a vehicle's random_bits.
* @return A random value from 0 to 255.
*/
byte VehicleRandomBits()
{
return GB(Random(), 0, 8);
}
Vehicle *ForceAllocateSpecialVehicle()
{
/* This stays a strange story.. there should always be room for special
* vehicles (special effects all over the map), but with 65k of vehicles
* is this realistic to double-check for that? For now we just reserve
* BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only
* be used for special vehicles.. should work nicely :) */
Vehicle *v;
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
* TODO - This is just a temporary stage, this will be removed. */
for (v = GetVehicle(0); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
/* No more room for the special vehicles, return NULL */
if (v->index >= (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES)
return NULL;
if (!IsValidVehicle(v)) return InitializeVehicle(v);
}
return NULL;
}
/**
* finds a free vehicle in the memory or allocates a new one
* returns a pointer to the first free vehicle or NULL if all vehicles are in use
* *skip_vehicles is an offset to where in the array we should begin looking
* this is to avoid looping though the same vehicles more than once after we learned that they are not free
* this feature is used by AllocateVehicles() since it need to allocate more than one and when
* another block is added to _Vehicle_pool, since we only do that when we know it's already full
*/
static Vehicle *AllocateSingleVehicle(VehicleID *skip_vehicles)
{
/* See note by ForceAllocateSpecialVehicle() why we skip the
* first blocks */
Vehicle *v;
const int offset = (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES;
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
* @todo - This is just a temporary stage, this will be removed. */
if (*skip_vehicles < (_Vehicle_pool.total_items - offset)) { // make sure the offset in the array is not larger than the array itself
for (v = GetVehicle(offset + *skip_vehicles); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
(*skip_vehicles)++;
if (!IsValidVehicle(v)) return InitializeVehicle(v);
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_Vehicle_pool))
return AllocateSingleVehicle(skip_vehicles);
return NULL;
}
Vehicle *AllocateVehicle()
{
VehicleID counter = 0;
return AllocateSingleVehicle(&counter);
}
/** Allocates a lot of vehicles and frees them again
* @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
* @param num number of vehicles to allocate room for
* @return true if there is room to allocate all the vehicles
*/
bool AllocateVehicles(Vehicle **vl, int num)
{
int i;
Vehicle *v;
VehicleID counter = 0;
for (i = 0; i != num; i++) {
v = AllocateSingleVehicle(&counter);
if (v == NULL) {
return false;
}
if (vl != NULL) {
vl[i] = v;
}
}
return true;
}
static Vehicle *_vehicle_position_hash[0x1000];
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, 0);
/* The hash area to scan */
const int xl = GB(pt.x - 174, 7, 6);
const int xu = GB(pt.x + 104, 7, 6);
const int yl = GB(pt.y - 294, 6, 6) << 6;
const int yu = GB(pt.y + 56, 6, 6) << 6;
int x;
int y;
for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
for (x = xl;; x = (x + 1) & 0x3F) {
Vehicle *v = _vehicle_position_hash[(x + y) & 0xFFFF];
while (v != NULL) {
void* a = proc(v, data);
if (a != NULL) return a;
v = v->next_hash;
}
if (x == xu) break;
}
if (y == yu) break;
}
return NULL;
}
static void UpdateVehiclePosHash(Vehicle* v, int x, int y)
{
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()
{
memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash));
}
void InitializeVehicles()
{
uint i;
/* Clean the vehicle pool, and reserve enough blocks
* for the special vehicles, plus one for all the other
* vehicles (which is increased on-the-fly) */
CleanPool(&_Vehicle_pool);
AddBlockToPool(&_Vehicle_pool);
for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++) {
AddBlockToPool(&_Vehicle_pool);
}
ResetVehiclePosHash();
}
Vehicle *GetLastVehicleInChain(Vehicle *v)
{
while (v->next != NULL) v = v->next;
return v;
}
/** Finds the previous vehicle in a chain, by a brute force search.
* This old function is REALLY slow because it searches through all vehicles to
* find the previous vehicle, but if v->first has not been set, then this function
* will need to be used to find the previous one. This function should never be
* called by anything but GetFirstVehicleInChain
*/
static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v)
{
Vehicle *u;
FOR_ALL_VEHICLES(u) if (u->type == VEH_TRAIN && u->next == v) return u;
return NULL;
}
/** Find the previous vehicle in a chain, by using the v->first cache.
* While this function is fast, it cannot be used in the GetFirstVehicleInChain
* function, otherwise you'll end up in an infinite loop call
*/
Vehicle *GetPrevVehicleInChain(const Vehicle *v)
{
Vehicle *u;
assert(v != NULL);
u = GetFirstVehicleInChain(v);
/* Check to see if this is the first */
if (v == u) return NULL;
for (; u->next != v; u = u->next) assert(u->next != NULL);
return u;
}
/** Finds the first vehicle in a chain.
* This function reads out the v->first cache. Should the cache be dirty,
* it determines the first vehicle in a chain, and updates the cache.
*/
Vehicle *GetFirstVehicleInChain(const Vehicle *v)
{
Vehicle* u;
assert(v != NULL);
assert(v->type == VEH_TRAIN);
if (v->first != NULL) {
if (IsFrontEngine(v->first) || IsFreeWagon(v->first)) return v->first;
DEBUG(misc, 0, "v->first cache faulty. We shouldn't be here, rebuilding cache!");
}
/* It is the fact (currently) that newly built vehicles do not have
* their ->first pointer set. When this is the case, go up to the
* first engine and set the pointers correctly. Also the first pointer
* is not saved in a savegame, so this has to be fixed up after loading */
/* Find the 'locomotive' or the first wagon in a chain */
while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u;
/* Set the first pointer of all vehicles in that chain to the first wagon */
if (IsFrontEngine(v) || IsFreeWagon(v))
for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v;
return (Vehicle*)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
(!IsMultiheaded(v) || IsTrainEngine(v)); // rear parts of multiheaded engines
case VEH_ROAD:
case VEH_SHIP:
return true;
default: return false; // Only count player buildable vehicles
}
}
void DestroyVehicle(Vehicle *v)
{
if (IsValidStationID(v->last_station_visited)) {
GetStation(v->last_station_visited)->loading_vehicles.remove(v);
}
if (IsEngineCountable(v)) {
GetPlayer(v->owner)->num_engines[v->engine_type]--;
if (v->owner == _local_player) InvalidateAutoreplaceWindow(v->engine_type);
}
DeleteVehicleNews(v->index, INVALID_STRING_ID);
DeleteName(v->string_id);
if (v->type == VEH_ROAD) ClearSlot(v);
if (v->type != VEH_TRAIN || (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v)))) {
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
UpdateVehiclePosHash(v, INVALID_COORD, 0);
v->next_hash = NULL;
if (IsPlayerBuildableVehicleType(v)) DeleteVehicleOrders(v);
/* Now remove any artic part. This will trigger an other
* destroy vehicle, which on his turn can remove any
* other artic parts. */
if (EngineHasArticPart(v)) DeleteVehicle(v->next);
}
void DeleteVehicleChain(Vehicle *v)
{
do {
Vehicle *u = v;
v = GetNextVehicle(v);
DeleteVehicle(u);
} while (v != NULL);
}
void Aircraft_Tick(Vehicle *v);
void RoadVeh_Tick(Vehicle *v);
void Ship_Tick(Vehicle *v);
void Train_Tick(Vehicle *v);
static void EffectVehicle_Tick(Vehicle *v);
void DisasterVehicle_Tick(Vehicle *v);
/** 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 */
if (HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT) && !HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS) && v->current_order.type == OT_GOTO_DEPOT) {
/* 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;
}
}
typedef void VehicleTickProc(Vehicle*);
static VehicleTickProc* _vehicle_tick_procs[] = {
Train_Tick,
RoadVeh_Tick,
Ship_Tick,
Aircraft_Tick,
EffectVehicle_Tick,
DisasterVehicle_Tick,
};
void CallVehicleTicks()
{
Vehicle *v;
#ifdef ENABLE_NETWORK
/* hotfix for desync problem:
* for MP games invalidate the YAPF cache every tick to keep it exactly the same on the server and all clients */
if (_networking) {
YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
}
#endif //ENABLE_NETWORK
_first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick
FOR_ALL_VEHICLES(v) {
_vehicle_tick_procs[v->type](v);
switch (v->type) {
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;
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;
while (v != NULL) {
Vehicle *w = v->depot_list;
v->depot_list = NULL; // it should always be NULL at the end of each tick
MaybeReplaceVehicle(v, false, true);
v = w;
}
}
/** 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
*/
int32 GetRefitCost(EngineID engine_type)
{
int32 base_cost = 0;
switch (GetEngine(engine_type)->type) {
case VEH_SHIP: base_cost = _price.ship_base; break;
case VEH_ROAD: base_cost = _price.roadveh_base; break;
case VEH_AIRCRAFT: base_cost = _price.aircraft_base; break;
case VEH_TRAIN:
base_cost = 2 * ((RailVehInfo(engine_type)->railveh_type == RAILVEH_WAGON) ?
_price.build_railwagon : _price.build_railvehicle);
break;
default: NOT_REACHED(); break;
}
return (EngInfo(engine_type)->refit_cost * base_cost) >> 10;
}
static void DoDrawVehicle(const Vehicle *v)
{
SpriteID image = v->cur_image;
SpriteID pal;
if (v->vehstatus & VS_SHADOW) {
SETBIT(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
} else if (v->vehstatus & VS_DEFPAL) {
pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
} else {
pal = PAL_NONE;
}
AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
v->sprite_width, v->sprite_height, v->z_height, v->z_pos);
}
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 */
const int xl = GB(l - 70, 7, 6);
const int xu = GB(r, 7, 6);
const int yl = GB(t - 70, 6, 6) << 6;
const int yu = GB(b, 6, 6) << 6;
int x;
int y;
for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
for (x = xl;; x = (x + 1) & 0x3F) {
const Vehicle *v = _vehicle_position_hash[(x + y) & 0xFFFF];
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;
}
}
static void ChimneySmokeInit(Vehicle *v)
{
uint32 r = Random();
v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3);
v->progress = GB(r, 16, 3);
}
static void ChimneySmokeTick(Vehicle *v)
{
if (v->progress > 0) {
v->progress--;
} else {
TileIndex tile;
BeginVehicleMove(v);
tile = TileVirtXY(v->x_pos, v->y_pos);
if (!IsTileType(tile, MP_INDUSTRY)) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
if (v->cur_image != SPR_CHIMNEY_SMOKE_7) {
v->cur_image++;
} else {
v->cur_image = SPR_CHIMNEY_SMOKE_0;
}
v->progress = 7;
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void SteamSmokeInit(Vehicle *v)
{
v->cur_image = SPR_STEAM_SMOKE_0;
v->progress = 12;
}
static void SteamSmokeTick(Vehicle *v)
{
bool moved = false;
BeginVehicleMove(v);
v->progress++;
if ((v->progress & 7) == 0) {
v->z_pos++;
moved = true;
}
if ((v->progress & 0xF) == 4) {
if (v->cur_image != SPR_STEAM_SMOKE_4) {
v->cur_image++;
} else {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
moved = true;
}
if (moved) {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void DieselSmokeInit(Vehicle *v)
{
v->cur_image = SPR_DIESEL_SMOKE_0;
v->progress = 0;
}
static void DieselSmokeTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
BeginVehicleMove(v);
v->z_pos++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else if ((v->progress & 7) == 1) {
BeginVehicleMove(v);
if (v->cur_image != SPR_DIESEL_SMOKE_5) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void ElectricSparkInit(Vehicle *v)
{
v->cur_image = SPR_ELECTRIC_SPARK_0;
v->progress = 1;
}
static void ElectricSparkTick(Vehicle *v)
{
if (v->progress < 2) {
v->progress++;
} else {
v->progress = 0;
BeginVehicleMove(v);
if (v->cur_image != SPR_ELECTRIC_SPARK_5) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void SmokeInit(Vehicle *v)
{
v->cur_image = SPR_SMOKE_0;
v->progress = 12;
}
static void SmokeTick(Vehicle *v)
{
bool moved = false;
BeginVehicleMove(v);
v->progress++;
if ((v->progress & 3) == 0) {
v->z_pos++;
moved = true;
}
if ((v->progress & 0xF) == 4) {
if (v->cur_image != SPR_SMOKE_4) {
v->cur_image++;
} else {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
moved = true;
}
if (moved) {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void ExplosionLargeInit(Vehicle *v)
{
v->cur_image = SPR_EXPLOSION_LARGE_0;
v->progress = 0;
}
static void ExplosionLargeTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
BeginVehicleMove(v);
if (v->cur_image != SPR_EXPLOSION_LARGE_F) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void BreakdownSmokeInit(Vehicle *v)
{
v->cur_image = SPR_BREAKDOWN_SMOKE_0;
v->progress = 0;
}
static void BreakdownSmokeTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 7) == 0) {
BeginVehicleMove(v);
if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) {
v->cur_image++;
} else {
v->cur_image = SPR_BREAKDOWN_SMOKE_0;
}
VehiclePositionChanged(v);
EndVehicleMove(v);
}
v->u.special.unk0--;
if (v->u.special.unk0 == 0) {
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
}
}
static void ExplosionSmallInit(Vehicle *v)
{
v->cur_image = SPR_EXPLOSION_SMALL_0;
v->progress = 0;
}
static void ExplosionSmallTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
BeginVehicleMove(v);
if (v->cur_image != SPR_EXPLOSION_SMALL_B) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void BulldozerInit(Vehicle *v)
{
v->cur_image = SPR_BULLDOZER_NE;
v->progress = 0;
v->u.special.unk0 = 0;
v->u.special.unk2 = 0;
}
struct BulldozerMovement {
byte direction:2;
byte image:2;
byte duration:3;
};
static const BulldozerMovement _bulldozer_movement[] = {
{ 0, 0, 4 },
{ 3, 3, 4 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 1, 1, 3 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 1, 1, 3 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 3, 3, 6 },
{ 2, 2, 6 },
{ 1, 1, 7 },
{ 3, 1, 7 },
{ 0, 0, 3 },
{ 1, 1, 7 },
{ 3, 1, 7 },
{ 0, 0, 3 },
{ 1, 1, 7 },
{ 3, 1, 7 }
};
static const struct {
int8 x;
int8 y;
} _inc_by_dir[] = {
{ -1, 0 },
{ 0, 1 },
{ 1, 0 },
{ 0, -1 }
};
static void BulldozerTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 7) == 0) {
const BulldozerMovement* b = &_bulldozer_movement[v->u.special.unk0];
BeginVehicleMove(v);
v->cur_image = SPR_BULLDOZER_NE + b->image;
v->x_pos += _inc_by_dir[b->direction].x;
v->y_pos += _inc_by_dir[b->direction].y;
v->u.special.unk2++;
if (v->u.special.unk2 >= b->duration) {
v->u.special.unk2 = 0;
v->u.special.unk0++;
if (v->u.special.unk0 == lengthof(_bulldozer_movement)) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
}
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void BubbleInit(Vehicle *v)
{
v->cur_image = SPR_BUBBLE_GENERATE_0;
v->spritenum = 0;
v->progress = 0;
}
struct BubbleMovement {
int8 x:4;
int8 y:4;
int8 z:4;
byte image:4;
};
#define MK(x, y, z, i) { x, y, z, i }
#define ME(i) { i, 4, 0, 0 }
static const BubbleMovement _bubble_float_sw[] = {
MK(0, 0, 1, 0),
MK(1, 0, 1, 1),
MK(0, 0, 1, 0),
MK(1, 0, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_float_ne[] = {
MK( 0, 0, 1, 0),
MK(-1, 0, 1, 1),
MK( 0, 0, 1, 0),
MK(-1, 0, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_float_se[] = {
MK(0, 0, 1, 0),
MK(0, 1, 1, 1),
MK(0, 0, 1, 0),
MK(0, 1, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_float_nw[] = {
MK(0, 0, 1, 0),
MK(0, -1, 1, 1),
MK(0, 0, 1, 0),
MK(0, -1, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_burst[] = {
MK(0, 0, 1, 2),
MK(0, 0, 1, 7),
MK(0, 0, 1, 8),
MK(0, 0, 1, 9),
ME(0)
};
static const BubbleMovement _bubble_absorb[] = {
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(2, 1, 3, 0),
MK(1, 1, 3, 1),
MK(2, 1, 3, 0),
MK(1, 1, 3, 2),
MK(2, 1, 3, 0),
MK(1, 1, 3, 1),
MK(2, 1, 3, 0),
MK(1, 0, 1, 2),
MK(0, 0, 1, 0),
MK(1, 0, 1, 1),
MK(0, 0, 1, 0),
MK(1, 0, 1, 2),
MK(0, 0, 1, 0),
MK(1, 0, 1, 1),
MK(0, 0, 1, 0),
MK(1, 0, 1, 2),
ME(2),
MK(0, 0, 0, 0xA),
MK(0, 0, 0, 0xB),
MK(0, 0, 0, 0xC),
MK(0, 0, 0, 0xD),
MK(0, 0, 0, 0xE),
ME(0)
};
#undef ME
#undef MK
static const BubbleMovement * const _bubble_movement[] = {
_bubble_float_sw,
_bubble_float_ne,
_bubble_float_se,
_bubble_float_nw,
_bubble_burst,
_bubble_absorb,
};
static void BubbleTick(Vehicle *v)
{
/*
* Warning: those effects can NOT use Random(), and have to use
* InteractiveRandom(), because somehow someone forgot to save
* spritenum to the savegame, and so it will cause desyncs in
* multiplayer!! (that is: in ToyLand)
*/
uint et;
const BubbleMovement *b;
v->progress++;
if ((v->progress & 3) != 0)
return;
BeginVehicleMove(v);
if (v->spritenum == 0) {
v->cur_image++;
if (v->cur_image < SPR_BUBBLE_GENERATE_3) {
VehiclePositionChanged(v);
EndVehicleMove(v);
return;
}
if (v->u.special.unk2 != 0) {
v->spritenum = GB(InteractiveRandom(), 0, 2) + 1;
} else {
v->spritenum = 6;
}
et = 0;
} else {
et = v->engine_type + 1;
}
b = &_bubble_movement[v->spritenum - 1][et];
if (b->y == 4 && b->x == 0) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
if (b->y == 4 && b->x == 1) {
if (v->z_pos > 180 || CHANCE16I(1, 96, InteractiveRandom())) {
v->spritenum = 5;
SndPlayVehicleFx(SND_2F_POP, v);
}
et = 0;
}
if (b->y == 4 && b->x == 2) {
TileIndex tile;
et++;
SndPlayVehicleFx(SND_31_EXTRACT, v);
tile = TileVirtXY(v->x_pos, v->y_pos);
if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == 0xA2) AddAnimatedTile(tile);
}
v->engine_type = et;
b = &_bubble_movement[v->spritenum - 1][et];
v->x_pos += b->x;
v->y_pos += b->y;
v->z_pos += b->z;
v->cur_image = SPR_BUBBLE_0 + b->image;
VehiclePositionChanged(v);
EndVehicleMove(v);
}
typedef void EffectInitProc(Vehicle *v);
typedef void EffectTickProc(Vehicle *v);
static EffectInitProc * const _effect_init_procs[] = {
ChimneySmokeInit,
SteamSmokeInit,
DieselSmokeInit,
ElectricSparkInit,
SmokeInit,
ExplosionLargeInit,
BreakdownSmokeInit,
ExplosionSmallInit,
BulldozerInit,
BubbleInit,
};
static EffectTickProc * const _effect_tick_procs[] = {
ChimneySmokeTick,
SteamSmokeTick,
DieselSmokeTick,
ElectricSparkTick,
SmokeTick,
ExplosionLargeTick,
BreakdownSmokeTick,
ExplosionSmallTick,
BulldozerTick,
BubbleTick,
};
Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type)
{
Vehicle *v;
v = ForceAllocateSpecialVehicle();
if (v != NULL) {
v = new (v) SpecialVehicle();
v->subtype = type;
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->tile = 0;
v->UpdateDeltaXY(INVALID_DIR);
v->vehstatus = VS_UNCLICKABLE;
_effect_init_procs[type](v);
VehiclePositionChanged(v);
BeginVehicleMove(v);
EndVehicleMove(v);
}
return v;
}
Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type)
{
int safe_x = clamp(x, 0, MapMaxX() * TILE_SIZE);
int safe_y = clamp(y, 0, MapMaxY() * TILE_SIZE);
return CreateEffectVehicle(x, y, GetSlopeZ(safe_x, safe_y) + z, type);
}
Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type)
{
return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type);
}
static void EffectVehicle_Tick(Vehicle *v)
{
_effect_tick_procs[v->subtype](v);
}
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 = (x << vp->zoom) + vp->virtual_left;
y = (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(
myabs( ((v->left_coord + v->right_coord)>>1) - x ),
myabs( ((v->top_coord + v->bottom_coord)>>1) - y )
);
if (dist < best_dist) {
found = v;
best_dist = dist;
}
}
}
return found;
}
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;
uint32 r;
int chance;
/* 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 ||
v->cur_speed < 5 || _game_mode == GM_MENU) {
return;
}
r = Random();
/* increase chance of failure */
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;
/* disabled breakdowns? */
if (_opt.diff.vehicle_breakdowns < 1) return;
/* reduced breakdowns? */
if (_opt.diff.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 */
if (GetPlayer(v->owner)->engine_renew) return;
SetDParam(0, _vehicle_type_names[v->type]);
SetDParam(1, v->unitnumber);
AddNewsItem(msg, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
}
void AgeVehicle(Vehicle *v)
{
int age;
if (v->age < 65535)
v->age++;
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 == 366*1 || age == 366*2 || age == 366*3 || age == 366*4 || age == 366*5) {
ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND);
}
}
/** 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)
*/
int32 CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle **vl = NULL;
uint16 engine_list_length = 0;
uint16 engine_count = 0;
int32 return_value = CMD_ERROR;
uint i;
uint stop_command;
byte vehicle_type = GB(p2, 0, 5);
bool start_stop = HASBIT(p2, 5);
bool vehicle_list_window = HASBIT(p2, 6);
switch (vehicle_type) {
case VEH_TRAIN: stop_command = CMD_START_STOP_TRAIN; break;
case VEH_ROAD: stop_command = CMD_START_STOP_ROADVEH; break;
case VEH_SHIP: stop_command = CMD_START_STOP_SHIP; break;
case VEH_AIRCRAFT: stop_command = CMD_START_STOP_AIRCRAFT; break;
default: return CMD_ERROR;
}
if (vehicle_list_window) {
uint32 id = p1;
uint16 window_type = p2 & VLW_MASK;
engine_count = GenerateVehicleSortList((const Vehicle***)&vl, &engine_list_length, vehicle_type, _current_player, id, window_type);
} else {
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL);
}
for (i = 0; i < engine_count; i++) {
const Vehicle *v = vl[i];
int32 ret;
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;
}
}
ret = DoCommand(tile, v->index, 0, flags, stop_command);
if (!CmdFailed(ret)) {
return_value = 0;
/* 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;
}
}
free(vl);
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
*/
int32 CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle **engines = NULL;
Vehicle **wagons = NULL;
uint16 engine_list_length = 0;
uint16 engine_count = 0;
uint16 wagon_list_length = 0;
uint16 wagon_count = 0;
int32 cost = 0;
uint i, sell_command, total_number_vehicles;
byte vehicle_type = 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, &engines, &engine_list_length, &engine_count,
&wagons, &wagon_list_length, &wagon_count);
total_number_vehicles = engine_count + wagon_count;
for (i = 0; i < total_number_vehicles; i++) {
const Vehicle *v;
int32 ret;
if (i < engine_count) {
v = engines[i];
} else {
v = wagons[i - engine_count];
}
ret = DoCommand(tile, v->index, 1, flags, sell_command);
if (!CmdFailed(ret)) cost += ret;
}
free(engines);
free(wagons);
if (cost == 0) return CMD_ERROR; // no vehicles to sell
return cost;
}
/** Autoreplace all vehicles in the depot
* @param tile Tile of the depot where the vehicles are
* @param flags type of operation
* @param p1 Type of vehicle
* @param p2 Unused
*/
int32 CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle **vl = NULL;
uint16 engine_list_length = 0;
uint16 engine_count = 0;
uint i, x = 0, y = 0, z = 0;
int32 cost = 0;
byte vehicle_type = GB(p1, 0, 8);
if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL);
for (i = 0; i < engine_count; i++) {
Vehicle *v = vl[i];
bool stopped = !(v->vehstatus & VS_STOPPED);
int32 ret;
/* Ensure that the vehicle completely in the depot */
if (!IsVehicleInDepot(v)) continue;
x = v->x_pos;
y = v->y_pos;
z = v->z_pos;
if (stopped) {
v->vehstatus |= VS_STOPPED; // Stop the vehicle
v->leave_depot_instantly = true;
}
ret = MaybeReplaceVehicle(v, !(flags & DC_EXEC), false);
if (!CmdFailed(ret)) {
cost += ret;
if (!(flags & DC_EXEC)) break;
/* There is a problem with autoreplace and newgrf
* It's impossible to tell the length of a train after it's being replaced before it's actually done
* Because of this, we can't estimate costs due to wagon removal and we will have to always return 0 and pay manually
* Since we pay after each vehicle is replaced and MaybeReplaceVehicle() check if the player got enough money
* we should never reach a condition where the player will end up with negative money from doing this */
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
SubtractMoneyFromPlayer(ret);
}
}
if (cost == 0) {
cost = CMD_ERROR;
} else {
if (flags & DC_EXEC) {
/* Display the cost animation now that DoCommandP() can't do it for us (see previous comments) */
if (IsLocalPlayer()) ShowCostOrIncomeAnimation(x, y, z, cost);
}
cost = 0;
}
free(vl);
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
*/
int32 CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v_front, *v;
Vehicle *w_front, *w, *w_rear;
int32 cost, total_cost = 0;
uint32 build_argument = 2;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
v_front = v;
w = NULL;
w_front = NULL;
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 (!AllocateVehicles(NULL, veh_counter)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
}
v = v_front;
do {
if (IsMultiheaded(v) && !IsTrainEngine(v)) {
/* we build the rear ends of multiheaded trains with the front ones */
continue;
}
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 += 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 */
DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
} else {
/* this is a front engine or not a train. It need orders */
w_front = w;
w->service_interval = v->service_interval;
DoCommand(0, (v->index << 16) | w->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
}
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;
}
/* 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_type) {
cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v));
if (!CmdFailed(cost)) total_cost += cost;
}
if (w->type == VEH_TRAIN && EngineHasArticPart(w)) {
w = GetNextArticPart(w);
} else {
break;
}
} else {
CargoID initial_cargo = GetEngineCargoType(v->engine_type);
if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) {
total_cost += GetRefitCost(v->engine_type);
}
}
} while (v->type == VEH_TRAIN && EngineHasArticPart(v) && (v = GetNextArticPart(v)) != NULL);
if (flags & DC_EXEC) w = GetNextVehicle(w);
} while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
/* 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;
}
/* Set the expense type last as refitting will make the cost go towards
* running costs... */
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
return total_cost;
}
/* Extend the list size for BuildDepotVehicleList() */
static inline void ExtendVehicleListSize(const Vehicle ***engine_list, uint16 *engine_list_length, uint16 step_size)
{
*engine_list_length = min(*engine_list_length + step_size, GetMaxVehicleIndex() + 1);
*engine_list = ReallocT(*engine_list, *engine_list_length);
}
/** Generates a list of vehicles inside a depot
* Will enlarge allocated space for the list if they are too small, so it's ok to call with (pointer to NULL array, pointer to uninitised uint16, pointer to 0)
* If one of the lists is not needed (say wagons when finding ships), all the pointers regarding that list should be set to NULL
* @param type Type of vehicle
* @param tile The tile the depot is located in
* @param ***engine_list Pointer to a pointer to an array of vehicles in the depot (old list is freed and a new one is malloced)
* @param *engine_list_length Allocated size of engine_list. Needs to be set to 0 when engine_list points to a NULL array
* @param *engine_count The number of engines stored in the list
* @param ***wagon_list Pointer to a pointer to an array of free wagons in the depot (old list is freed and a new one is malloced)
* @param *wagon_list_length Allocated size of wagon_list. Needs to be set to 0 when wagon_list points to a NULL array
* @param *wagon_count The number of engines stored in the list
*/
void BuildDepotVehicleList(byte type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count)
{
Vehicle *v;
/* This function should never be called without an array to store results */
assert(!(engine_list == NULL && type != VEH_TRAIN));
assert(!(type == VEH_TRAIN && engine_list == NULL && wagon_list == NULL));
/* Both array and the length should either be NULL to disable the list or both should not be NULL */
assert((engine_list == NULL && engine_list_length == NULL) || (engine_list != NULL && engine_list_length != NULL));
assert((wagon_list == NULL && wagon_list_length == NULL) || (wagon_list != NULL && wagon_list_length != NULL));
assert(!(engine_list != NULL && engine_count == NULL));
assert(!(wagon_list != NULL && wagon_count == NULL));
if (engine_count != NULL) *engine_count = 0;
if (wagon_count != NULL) *wagon_count = 0;
switch (type) {
case VEH_TRAIN:
FOR_ALL_VEHICLES(v) {
if (v->tile == tile && v->type == VEH_TRAIN && v->u.rail.track == TRACK_BIT_DEPOT) {
if (IsFrontEngine(v)) {
if (engine_list == NULL) continue;
if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
(*engine_list)[(*engine_count)++] = v;
} else if (IsFreeWagon(v)) {
if (wagon_list == NULL) continue;
if (*wagon_count == *wagon_list_length) ExtendVehicleListSize((const Vehicle***)wagon_list, wagon_list_length, 25);
(*wagon_list)[(*wagon_count)++] = v;
}
}
}
break;
case VEH_ROAD:
FOR_ALL_VEHICLES(v) {
if (v->tile == tile && v->type == VEH_ROAD && IsRoadVehInDepot(v)) {
if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
(*engine_list)[(*engine_count)++] = v;
}
}
break;
case VEH_SHIP:
FOR_ALL_VEHICLES(v) {
if (v->tile == tile && v->type == VEH_SHIP && IsShipInDepot(v)) {
if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
(*engine_list)[(*engine_count)++] = v;
}
}
break;
case VEH_AIRCRAFT:
FOR_ALL_VEHICLES(v) {
if (v->tile == tile &&
v->type == VEH_AIRCRAFT && IsNormalAircraft(v) &&
v->vehstatus & VS_HIDDEN) {
if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
(*engine_list)[(*engine_count)++] = v;
}
}
break;
default: NOT_REACHED();
}
}
/**
* @param sort_list list to store the list in. Either NULL or the length length_of_array tells
* @param length_of_array informs the length allocated for sort_list. This is not the same as the number of vehicles in the list. Needs to be 0 when sort_list is NULL
* @param type type of vehicle
* @param owner PlayerID of owner to generate a list for
* @param index This parameter has different meanings depending on window_type
<ul>
<li>VLW_STATION_LIST: index of station to generate a list for</li>
<li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
<li>VLW_STANDARD: not used<li>
<li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
</ul>
* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h
* @return the number of vehicles added to the list
*/
uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, byte type, PlayerID owner, uint32 index, uint16 window_type)
{
const byte subtype = (type != VEH_AIRCRAFT) ? (byte)Train_Front : (byte)AIR_AIRCRAFT;
uint n = 0;
const Vehicle *v;
switch (window_type) {
case VLW_STATION_LIST: {
FOR_ALL_VEHICLES(v) {
if (v->type == type && (
(type == VEH_TRAIN && IsFrontEngine(v)) ||
(type != VEH_TRAIN && v->subtype <= subtype))) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
if (order->type == OT_GOTO_STATION && order->dest == index) {
if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 50);
(*sort_list)[n++] = v;
break;
}
}
}
}
break;
}
case VLW_SHARED_ORDERS: {
FOR_ALL_VEHICLES(v) {
/* Find a vehicle with the order in question */
if (v->orders != NULL && v->orders->index == index) break;
}
if (v != NULL && v->orders != NULL && v->orders->index == index) {
/* Only try to make the list if we found a vehicle using the order in question */
for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25);
(*sort_list)[n++] = v;
}
}
break;
}
case VLW_STANDARD: {
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->owner == owner && (
(type == VEH_TRAIN && IsFrontEngine(v)) ||
(type != VEH_TRAIN && v->subtype <= subtype))) {
/* TODO find a better estimate on the total number of vehicles for current player */
if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles()/4);
(*sort_list)[n++] = v;
}
}
break;
}
case VLW_DEPOT_LIST: {
FOR_ALL_VEHICLES(v) {
if (v->type == type && (
(type == VEH_TRAIN && IsFrontEngine(v)) ||
(type != VEH_TRAIN && v->subtype <= subtype))) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
if (order->type == OT_GOTO_DEPOT && order->dest == index) {
if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25);
(*sort_list)[n++] = v;
break;
}
}
}
}
break;
}
default: NOT_REACHED(); break;
}
if ((n + 100) < *length_of_array) {
/* We allocated way too much for sort_list.
* Now we will reduce how much we allocated.
* We will still make it have room for 50 extra vehicles to prevent having
* to move the whole array if just one vehicle is added later */
*length_of_array = n + 50;
*sort_list = ReallocT(*sort_list, (*length_of_array) * sizeof((*sort_list)[0]));
}
return n;
}
/** 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
*/
int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id)
{
const Vehicle **sort_list = NULL;
uint n, i;
uint16 array_length = 0;
n = GenerateVehicleSortList(&sort_list, &array_length, type, owner, id, vlw_flag);
/* Send all the vehicles to a depot */
for (i = 0; i < n; i++) {
const Vehicle *v = sort_list[i];
int32 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 (!CmdFailed(ret) && !(flags & DC_EXEC)) {
free((void*)sort_list);
return 0;
}
}
free((void*)sort_list);
return (flags & DC_EXEC) ? 0 : CMD_ERROR;
}
bool IsVehicleInDepot(const Vehicle *v)
{
switch (v->type) {
case VEH_TRAIN: return CheckTrainInDepot(v, false) != -1;
case VEH_ROAD: return IsRoadVehInDepot(v);
case VEH_SHIP: return IsShipInDepot(v);
case VEH_AIRCRAFT: return IsAircraftInHangar(v);
default: NOT_REACHED();
}
return false;
}
void VehicleEnterDepot(Vehicle *v)
{
switch (v->type) {
case VEH_TRAIN:
InvalidateWindowClasses(WC_TRAINS_LIST);
if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v);
UpdateSignalsOnSegment(v->tile, GetRailDepotDirection(v->tile));
v->load_unload_time_rem = 0;
break;
case VEH_ROAD:
InvalidateWindowClasses(WC_ROADVEH_LIST);
v->u.road.state = RVSB_IN_DEPOT;
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.type == OT_GOTO_DEPOT) {
Order t;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
t = v->current_order;
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
if (t.refit_cargo < NUM_CARGO) {
int32 cost;
_current_player = v->owner;
cost = DoCommand(v->tile, v->index, t.refit_cargo | t.refit_subtype << 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, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
}
} else if (v->owner == _local_player && cost != 0) {
ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
}
}
if (HASBIT(t.flags, OFB_PART_OF_ORDERS)) {
/* Part of orders */
v->cur_order_index++;
} else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) {
/* 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, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
}
}
}
}
/** Give a custom name to your vehicle
* @param tile unused
* @param flags type of operation
* @param p1 vehicle ID to name
* @param p2 unused
*/
int32 CmdNameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
StringID str;
if (!IsValidVehicleID(p1) || _cmd_text[0] == '\0') return CMD_ERROR;
v = GetVehicle(p1);
if (!CheckOwnership(v->owner)) return CMD_ERROR;
str = AllocateNameUnique(_cmd_text, 2);
if (str == 0) return CMD_ERROR;
if (flags & DC_EXEC) {
StringID old_str = v->string_id;
v->string_id = str;
DeleteName(old_str);
ResortVehicleLists();
MarkWholeScreenDirty();
} else {
DeleteName(str);
}
return 0;
}
/** 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
*/
int32 CmdChangeServiceInt(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle* v;
uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */
if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR;
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 0;
}
static Rect _old_vehicle_coords;
void BeginVehicleMove(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;
}
void EndVehicleMove(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
);
}
/* 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)
{
Direction dir;
DirDiff dirdiff;
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++;
}
dir = v->direction;
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, 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 (IsShipInDepot(v))
// We'll assume the ship is facing outwards
return DiagdirToDiagTrackdir(GetShipDepotDirection(v->tile));
return TrackDirectionToTrackdir(FindFirstTrack(v->u.ship.state), v->direction);
case VEH_ROAD:
if (IsRoadVehInDepot(v)) // 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_SPECIAL: 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(byte type)
{
UnitID unit, max = 0;
const Vehicle *u;
static bool *cache = NULL;
static UnitID gmax = 0;
switch (type) {
case VEH_TRAIN: max = _patches.max_trains; break;
case VEH_ROAD: max = _patches.max_roadveh; break;
case VEH_SHIP: max = _patches.max_ships; break;
case VEH_AIRCRAFT: max = _patches.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 */
for (unit = 1; unit <= max; unit++) {
if (!cache[unit]) break;
}
return unit;
}
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 && (_patches.liveries == 2 || (_patches.liveries == 1 && player == _local_player))) {
/* Determine the livery scheme to use */
switch (GetEngine(engine_type)->type) {
case VEH_TRAIN: {
const RailVehicleInfo *rvi = RailVehInfo(engine_type);
switch (rvi->railtype) {
default: NOT_REACHED();
case RAILTYPE_RAIL:
case RAILTYPE_ELECTRIC:
{
if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
if (rvi->railveh_type == RAILVEH_WAGON) {
if (cargo_type == CT_PASSENGERS || cargo_type == CT_MAIL || cargo_type == CT_VALUABLES) {
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;
}
}
} else {
scheme = LS_FREIGHT_WAGON;
}
} else {
bool is_mu = HASBIT(_engine_info[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;
}
}
break;
}
case RAILTYPE_MONO: scheme = LS_MONORAIL; break;
case RAILTYPE_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;
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 = PAL_NONE;
/* Check if we should use the colour map callback */
if (HASBIT(EngInfo(engine_type)->callbackmask, CBM_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)) 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;
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 && (IsArticulatedPart(v) || UsesWagonOverride(v))) ?
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);
}
/** Save and load of vehicles */
extern const SaveLoad _common_veh_desc[] = {
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
SLE_VAR(Vehicle, string_id, SLE_STRINGID),
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),
SLE_VAR(Vehicle, cargo_days, SLE_UINT8),
SLE_CONDVAR(Vehicle, cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6),
SLE_CONDVAR(Vehicle, cargo_source, SLE_UINT16, 7, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, cargo_source_xy, SLE_UINT32, 44, SL_MAX_VERSION),
SLE_VAR(Vehicle, cargo_cap, SLE_UINT16),
SLE_VAR(Vehicle, cargo_count, SLE_UINT16),
SLE_VAR(Vehicle, day_counter, SLE_UINT8),
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
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),
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),
SLE_CONDVAR(Vehicle, cargo_paid_for, SLE_UINT16, 45, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, vehicle_flags, SLE_UINT8, 40, SL_MAX_VERSION),
SLE_VAR(Vehicle, profit_this_year, SLE_INT32),
SLE_VAR(Vehicle, profit_last_year, SLE_INT32),
SLE_CONDVAR(Vehicle, cargo_feeder_share, SLE_INT32, 51, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, cargo_loaded_at_xy, SLE_UINT32, 51, SL_MAX_VERSION),
SLE_VAR(Vehicle, value, SLE_UINT32),
SLE_VAR(Vehicle, random_bits, SLE_UINT8),
SLE_VAR(Vehicle, waiting_triggers, SLE_UINT8),
SLE_REF(Vehicle, next_shared, REF_VEHICLE),
SLE_REF(Vehicle, prev_shared, REF_VEHICLE),
/* 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, 0), // Train type. VEH_TRAIN in mem, 0 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
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_UINT8, 2, 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, 1), // Road type. VEH_ROAD in mem, 1 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
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, 2), // Ship type. VEH_SHIP in mem, 2 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
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, 3), // Aircraft type. VEH_AIRCRAFT in mem, 3 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
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_SPECIAL, 4),
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(VehicleSpecial, unk0), SLE_UINT16),
SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleSpecial, unk2), 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, 5),
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, unk2), SLE_UINT16),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const void *_veh_descs[] = {
_train_desc,
_roadveh_desc,
_ship_desc,
_aircraft_desc,
_special_desc,
_disaster_desc,
};
/** 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, (SaveLoad*)_veh_descs[v->type]);
}
}
/** Will be called when vehicles need to be loaded. */
static void Load_VEHS()
{
int index;
Vehicle *v;
while ((index = SlIterateArray()) != -1) {
Vehicle *v;
if (!AddBlockIfNeeded(&_Vehicle_pool, index))
error("Vehicles: failed loading savegame: too many vehicles");
v = GetVehicle(index);
SlObject(v, (SaveLoad*)_veh_descs[SlReadByte()]);
switch (v->type) {
case VEH_TRAIN: v = new (v) Train(); break;
case VEH_ROAD: v = new (v) RoadVehicle(); break;
case VEH_SHIP: v = new (v) Ship(); break;
case VEH_AIRCRAFT: v = new (v) Aircraft(); break;
case VEH_SPECIAL: v = new (v) SpecialVehicle(); break;
case VEH_DISASTER: v = new (v) DisasterVehicle(); break;
case VEH_INVALID: v = new (v) InvalidVehicle(); break;
}
/* 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 = (v->current_order.type & 0xF0) >> 4;
v->current_order.type.m_val &= 0x0F;
}
}
/* 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) {
v->next_shared = u;
u->prev_shared = 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.type == OT_GOTO_STATION &&
this->current_order.dest == this->last_station_visited) {
/* Arriving at the ordered station.
* Keep the load/unload flags, as we (obviously) still need them. */
this->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER;
/* 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.flags |= OF_NON_STOP;
} else {
/* This is just an unordered intermediate stop */
this->current_order.flags = 0;
}
current_order.type = OT_LOADING;
GetStation(this->last_station_visited)->loading_vehicles.push_back(this);
SET_EXPENSES_TYPE(this->GetExpenseType(true));
VehiclePayment(this);
InvalidateWindow(this->GetVehicleListWindowClass(), this->owner);
InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, STATUS_BAR);
InvalidateWindow(WC_VEHICLE_DETAILS, this->index);
InvalidateWindow(WC_STATION_VIEW, this->last_station_visited);
GetStation(this->last_station_visited)->MarkTilesDirty();
this->MarkDirty();
}
void Vehicle::LeaveStation()
{
assert(current_order.type == OT_LOADING);
current_order.type = OT_LEAVESTATION;
current_order.flags = 0;
GetStation(this->last_station_visited)->loading_vehicles.remove(this);
}
void Vehicle::HandleLoading(bool mode)
{
switch (this->current_order.type) {
case OT_LOADING: {
/* Not the first call for this tick */
if (mode) return;
/* We have not waited enough time till the next round of loading/unloading */
if (--this->load_unload_time_rem) return;
/* Load/unload the vehicle; when it actually did something
* we do not leave the station. */
if (LoadUnloadVehicle(this)) return;
this->PlayLeaveStationSound();
Order b = this->current_order;
this->LeaveStation();
/* If this was not the final order, don't remove it from the list. */
if (!(b.flags & OF_NON_STOP)) return;
break;
}
case OT_DUMMY: break;
default: return;
}
this->cur_order_index++;
InvalidateVehicleOrder(this);
}
void SpecialVehicle::UpdateDeltaXY(Direction direction)
{
this->x_offs = 0;
this->y_offs = 0;
this->sprite_width = 1;
this->sprite_height = 1;
this->z_height = 1;
}
|