/* $Id$ */ /** @file vehicle.cpp Base implementations of all vehicles. */ #include "stdafx.h" #include "openttd.h" #include "road_map.h" #include "roadveh.h" #include "ship.h" #include "spritecache.h" #include "tile_cmd.h" #include "landscape.h" #include "timetable.h" #include "viewport_func.h" #include "gfx_func.h" #include "news_func.h" #include "command_func.h" #include "saveload.h" #include "player_func.h" #include "debug.h" #include "vehicle_gui.h" #include "rail_type.h" #include "train.h" #include "aircraft.h" #include "industry_map.h" #include "station_map.h" #include "water_map.h" #include "yapf/yapf.h" #include "newgrf_callbacks.h" #include "newgrf_engine.h" #include "newgrf_sound.h" #include "newgrf_station.h" #include "newgrf_text.h" #include "group.h" #include "order_func.h" #include "strings_func.h" #include "zoom_func.h" #include "functions.h" #include "date_func.h" #include "window_func.h" #include "vehicle_func.h" #include "signal_func.h" #include "sound_func.h" #include "variables.h" #include "autoreplace_func.h" #include "autoreplace_gui.h" #include "string_func.h" #include "settings_type.h" #include "oldpool_func.h" #include "depot_map.h" #include "animated_tile_func.h" #include "effectvehicle_base.h" #include "core/alloc_func.hpp" #include "vehiclelist.h" #include "table/sprites.h" #include "table/strings.h" #define INVALID_COORD (0x7fffffff) #define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6)) VehicleID _vehicle_id_ctr_day; const Vehicle *_place_clicked_vehicle; VehicleID _new_vehicle_id; uint16 _returned_refit_capacity; /* Tables used in vehicle.h to find the right command for a certain vehicle type */ const uint32 _veh_build_proc_table[] = { CMD_BUILD_RAIL_VEHICLE, CMD_BUILD_ROAD_VEH, CMD_BUILD_SHIP, CMD_BUILD_AIRCRAFT, }; const uint32 _veh_sell_proc_table[] = { CMD_SELL_RAIL_WAGON, CMD_SELL_ROAD_VEH, CMD_SELL_SHIP, CMD_SELL_AIRCRAFT, }; const uint32 _veh_refit_proc_table[] = { CMD_REFIT_RAIL_VEHICLE, CMD_REFIT_ROAD_VEH, CMD_REFIT_SHIP, CMD_REFIT_AIRCRAFT, }; const uint32 _send_to_depot_proc_table[] = { CMD_SEND_TRAIN_TO_DEPOT, CMD_SEND_ROADVEH_TO_DEPOT, CMD_SEND_SHIP_TO_DEPOT, CMD_SEND_AIRCRAFT_TO_HANGAR, }; /* Initialize the vehicle-pool */ DEFINE_OLD_POOL_GENERIC(Vehicle, Vehicle) /** Function to tell if a vehicle needs to be autorenewed * @param *p The vehicle owner * @return true if the vehicle is old enough for replacement */ bool Vehicle::NeedsAutorenewing(const Player *p) const { /* We can always generate the Player pointer when we have the vehicle. * However this takes time and since the Player pointer is often present * when this function is called then it's faster to pass the pointer as an * argument rather than finding it again. */ assert(p == GetPlayer(this->owner)); if (!p->engine_renew) return false; if (this->age - this->max_age < (p->engine_renew_months * 30)) return false; if (this->age == 0) return false; // rail cars don't age and lacks a max age return true; } void VehicleServiceInDepot(Vehicle *v) { v->date_of_last_service = _date; v->breakdowns_since_last_service = 0; v->reliability = GetEngine(v->engine_type)->reliability; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated } bool Vehicle::NeedsServicing() const { if (this->vehstatus & (VS_STOPPED | VS_CRASHED)) return false; if (_settings_game.order.no_servicing_if_no_breakdowns && _settings_game.difficulty.vehicle_breakdowns == 0) { /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off. * Note: If servicing is enabled, we postpone replacement till next service. */ return EngineHasReplacementForPlayer(GetPlayer(this->owner), this->engine_type, this->group_id); } return _settings_game.vehicle.servint_ispercent ? (this->reliability < GetEngine(this->engine_type)->reliability * (100 - this->service_interval) / 100) : (this->date_of_last_service + this->service_interval < _date); } bool Vehicle::NeedsAutomaticServicing() const { if (_settings_game.order.gotodepot && VehicleHasDepotOrders(this)) return false; if (this->current_order.IsType(OT_LOADING)) return false; if (this->current_order.IsType(OT_GOTO_DEPOT) && this->current_order.GetDepotOrderType() != ODTFB_SERVICE) return false; return NeedsServicing(); } StringID VehicleInTheWayErrMsg(const Vehicle* v) { switch (v->type) { case VEH_TRAIN: return STR_8803_TRAIN_IN_THE_WAY; case VEH_ROAD: return STR_9000_ROAD_VEHICLE_IN_THE_WAY; case VEH_AIRCRAFT: return STR_A015_AIRCRAFT_IN_THE_WAY; default: return STR_980E_SHIP_IN_THE_WAY; } } static Vehicle *EnsureNoVehicleProcZ(Vehicle *v, void *data) { byte z = *(byte*)data; if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return NULL; if (v->z_pos > z) return NULL; _error_message = VehicleInTheWayErrMsg(v); return v; } bool EnsureNoVehicleOnGround(TileIndex tile) { byte z = GetTileMaxZ(tile); return !HasVehicleOnPos(tile, &z, &EnsureNoVehicleProcZ); } /** Procedure called for every vehicle found in tunnel/bridge in the hash map */ static Vehicle *GetVehicleTunnelBridgeProc(Vehicle *v, void *data) { if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_SHIP) return NULL; if (v == (const Vehicle *)data) return NULL; _error_message = VehicleInTheWayErrMsg(v); return v; } /** * Finds vehicle in tunnel / bridge * @param tile first end * @param endtile second end * @param ignore Ignore this vehicle when searching * @return true if the bridge has a vehicle */ bool HasVehicleOnTunnelBridge(TileIndex tile, TileIndex endtile, const Vehicle *ignore) { return HasVehicleOnPos(tile, (void *)ignore, &GetVehicleTunnelBridgeProc) || HasVehicleOnPos(endtile, (void *)ignore, &GetVehicleTunnelBridgeProc); } static void UpdateVehiclePosHash(Vehicle *v, int x, int y); void VehiclePositionChanged(Vehicle *v) { int img = v->cur_image; Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos); const Sprite *spr = GetSprite(img, ST_NORMAL); pt.x += spr->x_offs; pt.y += spr->y_offs; UpdateVehiclePosHash(v, pt.x, pt.y); v->left_coord = pt.x; v->top_coord = pt.y; v->right_coord = pt.x + spr->width + 2; v->bottom_coord = pt.y + spr->height + 2; } /** Called after load to update coordinates */ void AfterLoadVehicles(bool clear_te_id) { Vehicle *v; FOR_ALL_VEHICLES(v) { /* Reinstate the previous pointer */ if (v->Next() != NULL) v->Next()->previous = v; if (v->NextShared() != NULL) v->NextShared()->previous_shared = v; v->UpdateDeltaXY(v->direction); if (clear_te_id) v->fill_percent_te_id = INVALID_TE_ID; v->first = NULL; if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE; if (v->type == VEH_ROAD) v->u.road.first_engine = INVALID_ENGINE; v->cargo.InvalidateCache(); } FOR_ALL_VEHICLES(v) { /* Fill the first pointers */ if (v->Previous() == NULL) { for (Vehicle *u = v; u != NULL; u = u->Next()) { u->first = v; } /* Shared orders are only valid for first vehicles in chains. */ if (v->previous_shared == NULL) { for (Vehicle *u = v; u != NULL; u = u->NextShared()) { u->first_shared = v; } } } } FOR_ALL_VEHICLES(v) { assert(v->first != NULL); if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) { if (IsFrontEngine(v)) v->u.rail.last_speed = v->cur_speed; // update displayed train speed TrainConsistChanged(v, false); } else if (v->type == VEH_ROAD && IsRoadVehFront(v)) { RoadVehUpdateCache(v); } } FOR_ALL_VEHICLES(v) { switch (v->type) { case VEH_ROAD: v->u.road.roadtype = HasBit(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD; v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype); /* FALL THROUGH */ case VEH_TRAIN: case VEH_SHIP: v->cur_image = v->GetImage(v->direction); break; case VEH_AIRCRAFT: if (IsNormalAircraft(v)) { v->cur_image = v->GetImage(v->direction); /* The plane's shadow will have the same image as the plane */ Vehicle *shadow = v->Next(); shadow->cur_image = v->cur_image; /* In the case of a helicopter we will update the rotor sprites */ if (v->subtype == AIR_HELICOPTER) { Vehicle *rotor = shadow->Next(); rotor->cur_image = GetRotorImage(v); } UpdateAircraftCache(v); } break; default: break; } v->left_coord = INVALID_COORD; VehiclePositionChanged(v); } } Vehicle::Vehicle() { this->type = VEH_INVALID; this->left_coord = INVALID_COORD; this->group_id = DEFAULT_GROUP; this->fill_percent_te_id = INVALID_TE_ID; this->first = this; this->first_shared = this; this->colormap = PAL_NONE; } /** * Get a value for a vehicle's random_bits. * @return A random value from 0 to 255. */ byte VehicleRandomBits() { return GB(Random(), 0, 8); } /* static */ bool Vehicle::AllocateList(Vehicle **vl, int num) { uint counter = _Vehicle_pool.first_free_index; for (int i = 0; i != num; i++) { Vehicle *v = AllocateRaw(counter); if (v == NULL) return false; v = new (v) InvalidVehicle(); if (vl != NULL) { vl[i] = v; } counter++; } return true; } /* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash * lookup times at the expense of memory usage. */ const int HASH_BITS = 7; const int HASH_SIZE = 1 << HASH_BITS; const int HASH_MASK = HASH_SIZE - 1; const int TOTAL_HASH_SIZE = 1 << (HASH_BITS * 2); const int TOTAL_HASH_MASK = TOTAL_HASH_SIZE - 1; /* Resolution of the hash, 0 = 1*1 tile, 1 = 2*2 tiles, 2 = 4*4 tiles, etc. * Profiling results show that 0 is fastest. */ const int HASH_RES = 0; static Vehicle *_new_vehicle_position_hash[TOTAL_HASH_SIZE]; static Vehicle *VehicleFromHash(int xl, int yl, int xu, int yu, void *data, VehicleFromPosProc *proc, bool find_first) { for (int y = yl; ; y = (y + (1 << HASH_BITS)) & (HASH_MASK << HASH_BITS)) { for (int x = xl; ; x = (x + 1) & HASH_MASK) { Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK]; for (; v != NULL; v = v->next_new_hash) { Vehicle *a = proc(v, data); if (find_first && a != NULL) return a; } if (x == xu) break; } if (y == yu) break; } return NULL; } /** * Helper function for FindVehicleOnPos/HasVehicleOnPos. * @note Do not call this function directly! * @param x The X location on the map * @param y The Y location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". * @param find_first Whether to return on the first found or iterate over * all vehicles * @return the best matching or first vehicle (depending on find_first). */ static Vehicle *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc, bool find_first) { const int COLL_DIST = 6; /* Hash area to scan is from xl,yl to xu,yu */ int xl = GB((x - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS); int xu = GB((x + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS); int yl = GB((y - COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS; int yu = GB((y + COLL_DIST) / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS; return VehicleFromHash(xl, yl, xu, yu, data, proc, find_first); } /** * Find a vehicle from a specific location. It will call proc for ALL vehicles * on the tile and YOU must make SURE that the "best one" is stored in the * data value and is ALWAYS the same regardless of the order of the vehicles * where proc was called on! * When you fail to do this properly you create an almost untraceable DESYNC! * @note The return value of proc will be ignored. * @note Use this when you have the intention that all vehicles * should be iterated over. * @param x The X location on the map * @param y The Y location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". */ void FindVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc) { VehicleFromPosXY(x, y, data, proc, false); } /** * Checks whether a vehicle in on a specific location. It will call proc for * vehicles until it returns non-NULL. * @note Use FindVehicleOnPosXY when you have the intention that all vehicles * should be iterated over. * @param x The X location on the map * @param y The Y location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". * @return True if proc returned non-NULL. */ bool HasVehicleOnPosXY(int x, int y, void *data, VehicleFromPosProc *proc) { return VehicleFromPosXY(x, y, data, proc, true) != NULL; } /** * Helper function for FindVehicleOnPos/HasVehicleOnPos. * @note Do not call this function directly! * @param tile The location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". * @param find_first Whether to return on the first found or iterate over * all vehicles * @return the best matching or first vehicle (depending on find_first). */ static Vehicle *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc, bool find_first) { int x = GB(TileX(tile), HASH_RES, HASH_BITS); int y = GB(TileY(tile), HASH_RES, HASH_BITS) << HASH_BITS; Vehicle *v = _new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK]; for (; v != NULL; v = v->next_new_hash) { if (v->tile != tile) continue; Vehicle *a = proc(v, data); if (find_first && a != NULL) return a; } return NULL; } /** * Find a vehicle from a specific location. It will call proc for ALL vehicles * on the tile and YOU must make SURE that the "best one" is stored in the * data value and is ALWAYS the same regardless of the order of the vehicles * where proc was called on! * When you fail to do this properly you create an almost untraceable DESYNC! * @note The return value of proc will be ignored. * @note Use this when you have the intention that all vehicles * should be iterated over. * @param tile The location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". */ void FindVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc) { VehicleFromPos(tile, data, proc, false); } /** * Checks whether a vehicle in on a specific location. It will call proc for * vehicles until it returns non-NULL. * @note Use FindVehicleOnPos when you have the intention that all vehicles * should be iterated over. * @param tile The location on the map * @param data Arbitrary data passed to proc * @param proc The proc that determines whether a vehicle will be "found". * @return True if proc returned non-NULL. */ bool HasVehicleOnPos(TileIndex tile, void *data, VehicleFromPosProc *proc) { return VehicleFromPos(tile, data, proc, true) != NULL; } static void UpdateNewVehiclePosHash(Vehicle *v, bool remove) { Vehicle **old_hash = v->old_new_hash; Vehicle **new_hash; if (remove) { new_hash = NULL; } else { int x = GB(TileX(v->tile), HASH_RES, HASH_BITS); int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS; new_hash = &_new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK]; } if (old_hash == new_hash) return; /* Remove from the old position in the hash table */ if (old_hash != NULL) { Vehicle *last = NULL; Vehicle *u = *old_hash; while (u != v) { last = u; u = u->next_new_hash; assert(u != NULL); } if (last == NULL) { *old_hash = v->next_new_hash; } else { last->next_new_hash = v->next_new_hash; } } /* Insert vehicle at beginning of the new position in the hash table */ if (new_hash != NULL) { v->next_new_hash = *new_hash; *new_hash = v; assert(v != v->next_new_hash); } /* Remember current hash position */ v->old_new_hash = new_hash; } static Vehicle *_vehicle_position_hash[0x1000]; static void UpdateVehiclePosHash(Vehicle *v, int x, int y) { UpdateNewVehiclePosHash(v, x == INVALID_COORD); Vehicle **old_hash, **new_hash; int old_x = v->left_coord; int old_y = v->top_coord; new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x, y)]; old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)]; if (old_hash == new_hash) return; /* remove from hash table? */ if (old_hash != NULL) { Vehicle *last = NULL; Vehicle *u = *old_hash; while (u != v) { last = u; u = u->next_hash; assert(u != NULL); } if (last == NULL) { *old_hash = v->next_hash; } else { last->next_hash = v->next_hash; } } /* insert into hash table? */ if (new_hash != NULL) { v->next_hash = *new_hash; *new_hash = v; } } void ResetVehiclePosHash() { Vehicle *v; FOR_ALL_VEHICLES(v) { v->old_new_hash = NULL; } memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash)); memset(_new_vehicle_position_hash, 0, sizeof(_new_vehicle_position_hash)); } void ResetVehicleColorMap() { Vehicle *v; FOR_ALL_VEHICLES(v) { v->colormap = PAL_NONE; } } void InitializeVehicles() { _Vehicle_pool.CleanPool(); _Vehicle_pool.AddBlockToPool(); ResetVehiclePosHash(); } Vehicle *GetLastVehicleInChain(Vehicle *v) { while (v->Next() != NULL) v = v->Next(); return v; } const Vehicle *GetLastVehicleInChain(const Vehicle *v) { while (v->Next() != NULL) v = v->Next(); return v; } uint CountVehiclesInChain(const Vehicle* v) { uint count = 0; do count++; while ((v = v->Next()) != NULL); return count; } /** Check if a vehicle is counted in num_engines in each player struct * @param *v Vehicle to test * @return true if the vehicle is counted in num_engines */ bool IsEngineCountable(const Vehicle *v) { switch (v->type) { case VEH_AIRCRAFT: return IsNormalAircraft(v); // don't count plane shadows and helicopter rotors case VEH_TRAIN: return !IsArticulatedPart(v) && // tenders and other articulated parts !IsRearDualheaded(v); // rear parts of multiheaded engines case VEH_ROAD: return IsRoadVehFront(v); case VEH_SHIP: return true; default: return false; // Only count player buildable vehicles } } void Vehicle::PreDestructor() { if (CleaningPool()) return; if (IsValidStationID(this->last_station_visited)) { GetStation(this->last_station_visited)->loading_vehicles.remove(this); HideFillingPercent(this->fill_percent_te_id); this->fill_percent_te_id = INVALID_TE_ID; } if (IsEngineCountable(this)) { GetPlayer(this->owner)->num_engines[this->engine_type]--; if (this->owner == _local_player) InvalidateAutoreplaceWindow(this->engine_type, this->group_id); if (IsValidGroupID(this->group_id)) GetGroup(this->group_id)->num_engines[this->engine_type]--; if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id); } if (this->type == VEH_ROAD) ClearSlot(this); if (this->type == VEH_AIRCRAFT && this->IsPrimaryVehicle()) { Station *st = GetStation(this->u.air.targetairport); const AirportFTA *layout = st->Airport()->layout; CLRBITS(st->airport_flags, layout[this->u.air.previous_pos].block | layout[this->u.air.pos].block); } if (this->type != VEH_TRAIN || (this->type == VEH_TRAIN && (IsFrontEngine(this) || IsFreeWagon(this)))) { InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile); } this->cargo.Truncate(0); DeleteVehicleOrders(this); /* Now remove any artic part. This will trigger an other * destroy vehicle, which on his turn can remove any * other artic parts. */ if ((this->type == VEH_TRAIN && EngineHasArticPart(this)) || (this->type == VEH_ROAD && RoadVehHasArticPart(this))) { delete this->Next(); } extern void StopGlobalFollowVehicle(const Vehicle *v); StopGlobalFollowVehicle(this); } Vehicle::~Vehicle() { free(this->name); if (CleaningPool()) return; this->SetNext(NULL); UpdateVehiclePosHash(this, INVALID_COORD, 0); this->next_hash = NULL; this->next_new_hash = NULL; DeleteVehicleNews(this->index, INVALID_STRING_ID); new (this) InvalidVehicle(); } /** * Deletes all vehicles in a chain. * @param v The first vehicle in the chain. */ void DeleteVehicleChain(Vehicle *v) { assert(v->First() == v); do { Vehicle *u = v; /* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles, * it may happen that vehicle chain is deleted when visible */ if (!(v->vehstatus & VS_HIDDEN)) MarkSingleVehicleDirty(v); v = v->Next(); delete u; } while (v != NULL); } /** head of the linked list to tell what vehicles that visited a depot in a tick */ static Vehicle* _first_veh_in_depot_list; /** Adds a vehicle to the list of vehicles, that visited a depot this tick * @param *v vehicle to add */ void VehicleEnteredDepotThisTick(Vehicle *v) { /* We need to set v->leave_depot_instantly as we have no control of it's contents at this time. * Vehicle should stop in the depot if it was in 'stopping' state - train intered depot while slowing down. */ if (((v->current_order.GetDepotActionType() & ODATFB_HALT) && !(v->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) && v->current_order.IsType(OT_GOTO_DEPOT)) || (v->vehstatus & VS_STOPPED)) { /* we keep the vehicle in the depot since the user ordered it to stay */ v->leave_depot_instantly = false; } else { /* the vehicle do not plan on stopping in the depot, so we stop it to ensure that it will not reserve the path * out of the depot before we might autoreplace it to a different engine. The new engine would not own the reserved path * we store that we stopped the vehicle, so autoreplace can start it again */ v->vehstatus |= VS_STOPPED; v->leave_depot_instantly = true; } if (_first_veh_in_depot_list == NULL) { _first_veh_in_depot_list = v; } else { Vehicle *w = _first_veh_in_depot_list; while (w->depot_list != NULL) w = w->depot_list; w->depot_list = v; } } void CallVehicleTicks() { _first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick Station *st; FOR_ALL_STATIONS(st) LoadUnloadStation(st); Vehicle *v; FOR_ALL_VEHICLES(v) { v->Tick(); switch (v->type) { default: break; case VEH_TRAIN: case VEH_ROAD: case VEH_AIRCRAFT: case VEH_SHIP: if (v->type == VEH_TRAIN && IsTrainWagon(v)) continue; if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue; if (v->type == VEH_ROAD && !IsRoadVehFront(v)) continue; v->motion_counter += (v->direction & 1) ? (v->cur_speed * 3) / 4 : v->cur_speed; /* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */ if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING); /* Play an alterate running sound every 16 ticks */ if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16); } } /* now we handle all the vehicles that entered a depot this tick */ v = _first_veh_in_depot_list; if (v != NULL) { while (v != NULL) { /* Autoreplace needs the current player set as the vehicle owner */ _current_player = v->owner; /* Buffer v->depot_list and clear it. * Autoreplace might clear this so it has to be buffered. */ Vehicle *w = v->depot_list; v->depot_list = NULL; // it should always be NULL at the end of each tick /* Start vehicle if we stopped them in VehicleEnteredDepotThisTick() * We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that * they are already leaving the depot again before being replaced. */ if (v->leave_depot_instantly) { v->leave_depot_instantly = false; v->vehstatus &= ~VS_STOPPED; } /* Store the position of the effect as the vehicle pointer will become invalid later */ int x = v->x_pos; int y = v->y_pos; int z = v->z_pos; const Player *p = GetPlayer(_current_player); SubtractMoneyFromPlayer(CommandCost(EXPENSES_NEW_VEHICLES, (Money)p->engine_renew_money)); CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE); if (res.Succeeded()) v = NULL; // no longer valid SubtractMoneyFromPlayer(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)p->engine_renew_money)); if (IsLocalPlayer()) { if (res.Succeeded()) { ShowCostOrIncomeAnimation(x, y, z, res.GetCost()); } else { StringID error_message = res.GetErrorMessage(); if (error_message != STR_AUTOREPLACE_NOTHING_TO_DO && error_message != INVALID_STRING_ID) { if (error_message == STR_0003_NOT_ENOUGH_CASH_REQUIRES) error_message = STR_AUTOREPLACE_MONEY_LIMIT; StringID message; if (error_message == STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT) { message = error_message; } else { switch (v->type) { case VEH_TRAIN: message = STR_TRAIN_AUTORENEW_FAILED; break; case VEH_ROAD: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break; case VEH_SHIP: message = STR_SHIP_AUTORENEW_FAILED; break; case VEH_AIRCRAFT: message = STR_AIRCRAFT_AUTORENEW_FAILED; break; default: NOT_REACHED(); } } SetDParam(0, v->unitnumber); SetDParam(1, error_message); AddNewsItem(message, NS_ADVICE, v->index, 0); } } } v = w; } _current_player = OWNER_NONE; } } /** Check if a given engine type can be refitted to a given cargo * @param engine_type Engine type to check * @param cid_to check refit to this cargo-type * @return true if it is possible, false otherwise */ bool CanRefitTo(EngineID engine_type, CargoID cid_to) { return HasBit(EngInfo(engine_type)->refit_mask, cid_to); } /** Find the first cargo type that an engine can be refitted to. * @param engine_type Which engine to find cargo for. * @return A climate dependent cargo type. CT_INVALID is returned if not refittable. */ CargoID FindFirstRefittableCargo(EngineID engine_type) { uint32 refit_mask = EngInfo(engine_type)->refit_mask; if (refit_mask != 0) { for (CargoID cid = 0; cid < NUM_CARGO; cid++) { if (HasBit(refit_mask, cid)) return cid; } } return CT_INVALID; } /** Learn the price of refitting a certain engine * @param engine_type Which engine to refit * @return Price for refitting */ CommandCost GetRefitCost(EngineID engine_type) { Money base_cost; ExpensesType expense_type; switch (GetEngine(engine_type)->type) { case VEH_SHIP: base_cost = _price.ship_base; expense_type = EXPENSES_SHIP_RUN; break; case VEH_ROAD: base_cost = _price.roadveh_base; expense_type = EXPENSES_ROADVEH_RUN; break; case VEH_AIRCRAFT: base_cost = _price.aircraft_base; expense_type = EXPENSES_AIRCRAFT_RUN; break; case VEH_TRAIN: base_cost = 2 * ((RailVehInfo(engine_type)->railveh_type == RAILVEH_WAGON) ? _price.build_railwagon : _price.build_railvehicle); expense_type = EXPENSES_TRAIN_RUN; break; default: NOT_REACHED(); } return CommandCost(expense_type, (EngInfo(engine_type)->refit_cost * base_cost) >> 10); } static void DoDrawVehicle(const Vehicle *v) { SpriteID image = v->cur_image; SpriteID pal = PAL_NONE; if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0); } void ViewportAddVehicles(DrawPixelInfo *dpi) { /* The bounding rectangle */ const int l = dpi->left; const int r = dpi->left + dpi->width; const int t = dpi->top; const int b = dpi->top + dpi->height; /* The hash area to scan */ int xl, xu, yl, yu; if (dpi->width + 70 < (1 << (7 + 6))) { xl = GB(l - 70, 7, 6); xu = GB(r, 7, 6); } else { /* scan whole hash row */ xl = 0; xu = 0x3F; } if (dpi->height + 70 < (1 << (6 + 6))) { yl = GB(t - 70, 6, 6) << 6; yu = GB(b, 6, 6) << 6; } else { /* scan whole column */ yl = 0; yu = 0x3F << 6; } for (int y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) { for (int x = xl;; x = (x + 1) & 0x3F) { const Vehicle *v = _vehicle_position_hash[x + y]; // already masked & 0xFFF while (v != NULL) { if (!(v->vehstatus & VS_HIDDEN) && l <= v->right_coord && t <= v->bottom_coord && r >= v->left_coord && b >= v->top_coord) { DoDrawVehicle(v); } v = v->next_hash; } if (x == xu) break; } if (y == yu) break; } } Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y) { Vehicle *found = NULL, *v; uint dist, best_dist = (uint)-1; if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return NULL; x = ScaleByZoom(x, vp->zoom) + vp->virtual_left; y = ScaleByZoom(y, vp->zoom) + vp->virtual_top; FOR_ALL_VEHICLES(v) { if ((v->vehstatus & (VS_HIDDEN|VS_UNCLICKABLE)) == 0 && x >= v->left_coord && x <= v->right_coord && y >= v->top_coord && y <= v->bottom_coord) { dist = max( abs(((v->left_coord + v->right_coord) >> 1) - x), abs(((v->top_coord + v->bottom_coord) >> 1) - y) ); if (dist < best_dist) { found = v; best_dist = dist; } } } return found; } void CheckVehicle32Day(Vehicle *v) { if ((v->day_counter & 0x1F) != 0) return; uint16 callback = GetVehicleCallback(CBID_VEHICLE_32DAY_CALLBACK, 0, 0, v->engine_type, v); if (callback == CALLBACK_FAILED) return; if (HasBit(callback, 0)) TriggerVehicle(v, VEHICLE_TRIGGER_CALLBACK_32); // Trigger vehicle trigger 10 if (HasBit(callback, 1)) v->colormap = PAL_NONE; // Update colormap via callback 2D } void DecreaseVehicleValue(Vehicle *v) { v->value -= v->value >> 8; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } static const byte _breakdown_chance[64] = { 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 13, 13, 14, 15, 16, 17, 19, 21, 25, 28, 31, 34, 37, 40, 44, 48, 52, 56, 60, 64, 68, 72, 80, 90, 100, 110, 120, 130, 140, 150, 170, 190, 210, 230, 250, 250, 250, }; void CheckVehicleBreakdown(Vehicle *v) { int rel, rel_old; /* decrease reliability */ v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0); if ((rel_old >> 8) != (rel >> 8)) InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (v->breakdown_ctr != 0 || v->vehstatus & VS_STOPPED || _settings_game.difficulty.vehicle_breakdowns < 1 || v->cur_speed < 5 || _game_mode == GM_MENU) { return; } uint32 r = Random(); /* increase chance of failure */ int chance = v->breakdown_chance + 1; if (Chance16I(1, 25, r)) chance += 25; v->breakdown_chance = min(255, chance); /* calculate reliability value to use in comparison */ rel = v->reliability; if (v->type == VEH_SHIP) rel += 0x6666; /* reduced breakdowns? */ if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666; /* check if to break down */ if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) { v->breakdown_ctr = GB(r, 16, 6) + 0x3F; v->breakdown_delay = GB(r, 24, 7) + 0x80; v->breakdown_chance = 0; } } static const StringID _vehicle_type_names[4] = { STR_019F_TRAIN, STR_019C_ROAD_VEHICLE, STR_019E_SHIP, STR_019D_AIRCRAFT, }; static void ShowVehicleGettingOld(Vehicle *v, StringID msg) { if (v->owner != _local_player) return; /* Do not show getting-old message if autorenew is active (and it can replace the vehicle) */ if (GetPlayer(v->owner)->engine_renew && GetEngine(v->engine_type)->player_avail != 0) return; SetDParam(0, _vehicle_type_names[v->type]); SetDParam(1, v->unitnumber); AddNewsItem(msg, NS_ADVICE, v->index, 0); } void AgeVehicle(Vehicle *v) { if (v->age < 65535) v->age++; int age = v->age - v->max_age; if (age == 366*0 || age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4) v->reliability_spd_dec <<= 1; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); if (age == -366) { ShowVehicleGettingOld(v, STR_01A0_IS_GETTING_OLD); } else if (age == 0) { ShowVehicleGettingOld(v, STR_01A1_IS_GETTING_VERY_OLD); } else if (age > 0 && (age % 366) == 0) { ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND); } } /** Start/Stop a vehicle * @param tile unused * @param flags type of operation * @param p1 vehicle to start/stop * @param p2 bit 0: Shall the start/stop newgrf callback be evaluated (only valid with DC_AUTOREPLACE for network safety) * @return result of operation. Nothing if everything went well */ CommandCost CmdStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { /* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */ if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0); if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (!CheckOwnership(v->owner)) return CMD_ERROR; switch (v->type) { case VEH_TRAIN: if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY); break; case VEH_SHIP: case VEH_ROAD: break; case VEH_AIRCRAFT: /* cannot stop airplane when in flight, or when taking off / landing */ if (v->u.air.state >= STARTTAKEOFF && v->u.air.state < TERM7) return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT); break; default: return CMD_ERROR; } /* Check if this vehicle can be started/stopped. The callback will fail or * return 0xFF if it can. */ uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v); if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF && HasBit(p2, 0)) { StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback); return_cmd_error(error); } if (flags & DC_EXEC) { static const StringID vehicle_waiting_in_depot[] = { STR_8814_TRAIN_IS_WAITING_IN_DEPOT, STR_9016_ROAD_VEHICLE_IS_WAITING, STR_981C_SHIP_IS_WAITING_IN_DEPOT, STR_A014_AIRCRAFT_IS_WAITING_IN, }; static const WindowClass vehicle_list[] = { WC_TRAINS_LIST, WC_ROADVEH_LIST, WC_SHIPS_LIST, WC_AIRCRAFT_LIST, }; if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, vehicle_waiting_in_depot[v->type]); v->vehstatus ^= VS_STOPPED; if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly' InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); InvalidateWindowClasses(vehicle_list[v->type]); } return CommandCost(); } /** Starts or stops a lot of vehicles * @param tile Tile of the depot where the vehicles are started/stopped (only used for depots) * @param flags type of operation * @param p1 Station/Order/Depot ID (only used for vehicle list windows) * @param p2 bitmask * - bit 0-4 Vehicle type * - bit 5 false = start vehicles, true = stop vehicles * - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case * - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set) */ CommandCost CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { VehicleList list; CommandCost return_value = CMD_ERROR; VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5); bool start_stop = HasBit(p2, 5); bool vehicle_list_window = HasBit(p2, 6); if (vehicle_list_window) { uint32 id = p1; uint16 window_type = p2 & VLW_MASK; GenerateVehicleSortList(&list, vehicle_type, _current_player, id, window_type); } else { /* Get the list of vehicles in the depot */ BuildDepotVehicleList(vehicle_type, tile, &list, NULL); } for (uint i = 0; i < list.Length(); i++) { const Vehicle *v = list[i]; if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue; if (!vehicle_list_window) { if (vehicle_type == VEH_TRAIN) { if (CheckTrainInDepot(v, false) == -1) continue; } else { if (!(v->vehstatus & VS_HIDDEN)) continue; } } CommandCost ret = DoCommand(tile, v->index, 0, flags, CMD_START_STOP_VEHICLE); if (CmdSucceeded(ret)) { return_value = CommandCost(); /* We know that the command is valid for at least one vehicle. * If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */ if (!(flags & DC_EXEC)) break; } } return return_value; } /** Sells all vehicles in a depot * @param tile Tile of the depot where the depot is * @param flags type of operation * @param p1 Vehicle type * @param p2 unused */ CommandCost CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { VehicleList list; CommandCost cost(EXPENSES_NEW_VEHICLES); uint sell_command; VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); switch (vehicle_type) { case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break; case VEH_ROAD: sell_command = CMD_SELL_ROAD_VEH; break; case VEH_SHIP: sell_command = CMD_SELL_SHIP; break; case VEH_AIRCRAFT: sell_command = CMD_SELL_AIRCRAFT; break; default: return CMD_ERROR; } /* Get the list of vehicles in the depot */ BuildDepotVehicleList(vehicle_type, tile, &list, &list); for (uint i = 0; i < list.Length(); i++) { CommandCost ret = DoCommand(tile, list[i]->index, 1, flags, sell_command); if (CmdSucceeded(ret)) cost.AddCost(ret); } if (cost.GetCost() == 0) return CMD_ERROR; // no vehicles to sell return cost; } /** Autoreplace all vehicles in the depot * Note: this command can make incorrect cost estimations * Luckily the final price can only drop, not increase. This is due to the fact that * estimation can't predict wagon removal so it presumes worst case which is no income from selling wagons. * @param tile Tile of the depot where the vehicles are * @param flags type of operation * @param p1 Type of vehicle * @param p2 If bit 0 is set, then either replace all or nothing (instead of replacing until money runs out) */ CommandCost CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { VehicleList list; CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES); VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); bool all_or_nothing = HasBit(p2, 0); if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR; /* Get the list of vehicles in the depot */ BuildDepotVehicleList(vehicle_type, tile, &list, &list); bool did_something = false; for (uint i = 0; i < list.Length(); i++) { Vehicle *v = (Vehicle*)list[i]; /* Ensure that the vehicle completely in the depot */ if (!v->IsInDepot()) continue; CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE); if (CmdSucceeded(ret)) { did_something = true; cost.AddCost(ret); } else { if (ret.GetErrorMessage() != STR_AUTOREPLACE_NOTHING_TO_DO && all_or_nothing) { /* We failed to replace a vehicle even though we set all or nothing. * We should never reach this if DC_EXEC is set since then it should * have failed the estimation guess. */ assert(!(flags & DC_EXEC)); /* Now we will have to return an error. */ return CMD_ERROR; } } } if (!did_something) { /* Either we didn't replace anything or something went wrong. * Either way we want to return an error and not execute this command. */ cost = CMD_ERROR; } return cost; } /** Clone a vehicle. If it is a train, it will clone all the cars too * @param tile tile of the depot where the cloned vehicle is build * @param flags type of operation * @param p1 the original vehicle's index * @param p2 1 = shared orders, else copied orders */ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { CommandCost total_cost(EXPENSES_NEW_VEHICLES); uint32 build_argument = 2; if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); Vehicle *v_front = v; Vehicle *w = NULL; Vehicle *w_front = NULL; Vehicle *w_rear = NULL; /* * v_front is the front engine in the original vehicle * v is the car/vehicle of the original vehicle, that is currently being copied * w_front is the front engine of the cloned vehicle * w is the car/vehicle currently being cloned * w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains */ if (!CheckOwnership(v->owner)) return CMD_ERROR; if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR; /* check that we can allocate enough vehicles */ if (!(flags & DC_EXEC)) { int veh_counter = 0; do { veh_counter++; } while ((v = v->Next()) != NULL); if (!Vehicle::AllocateList(NULL, veh_counter)) { return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); } } v = v_front; do { if (v->type == VEH_TRAIN && IsRearDualheaded(v)) { /* we build the rear ends of multiheaded trains with the front ones */ continue; } CommandCost cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v)); build_argument = 3; // ensure that we only assign a number to the first engine if (CmdFailed(cost)) return cost; total_cost.AddCost(cost); if (flags & DC_EXEC) { w = GetVehicle(_new_vehicle_id); if (v->type == VEH_TRAIN && HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) { SetBit(w->u.rail.flags, VRF_REVERSE_DIRECTION); } if (v->type == VEH_TRAIN && !IsFrontEngine(v)) { /* this s a train car * add this unit to the end of the train */ CommandCost result = DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE); if (CmdFailed(result)) { /* The train can't be joined to make the same consist as the original. * Sell what we already made (clean up) and return an error. */ DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); DoCommand(w_front->tile, w->index, 1, flags, GetCmdSellVeh(w)); return result; // return error and the message returned from CMD_MOVE_RAIL_VEHICLE } } else { /* this is a front engine or not a train. */ w_front = w; w->service_interval = v->service_interval; } w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop } } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL); if (flags & DC_EXEC && v_front->type == VEH_TRAIN) { /* for trains this needs to be the front engine due to the callback function */ _new_vehicle_id = w_front->index; } if (flags & DC_EXEC) { /* Cloned vehicles belong to the same group */ DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP); } /* Take care of refitting. */ w = w_front; v = v_front; /* Both building and refitting are influenced by newgrf callbacks, which * makes it impossible to accurately estimate the cloning costs. In * particular, it is possible for engines of the same type to be built with * different numbers of articulated parts, so when refitting we have to * loop over real vehicles first, and then the articulated parts of those * vehicles in a different loop. */ do { do { if (flags & DC_EXEC) { assert(w != NULL); if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_subtype) { CommandCost cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v)); if (CmdSucceeded(cost)) total_cost.AddCost(cost); } if (w->type == VEH_TRAIN && EngineHasArticPart(w)) { w = GetNextArticPart(w); } else if (w->type == VEH_ROAD && RoadVehHasArticPart(w)) { w = w->Next(); } else { break; } } else { CargoID initial_cargo = GetEngineCargoType(v->engine_type); if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) { total_cost.AddCost(GetRefitCost(v->engine_type)); } } if (v->type == VEH_TRAIN && EngineHasArticPart(v)) { v = GetNextArticPart(v); } else if (v->type == VEH_ROAD && RoadVehHasArticPart(v)) { v = v->Next(); } else { break; } } while (v != NULL); if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle(w); } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL); if (flags & DC_EXEC) { /* * Set the orders of the vehicle. Cannot do it earlier as we need * the vehicle refitted before doing this, otherwise the moved * cargo types might not match (passenger vs non-passenger) */ DoCommand(0, (v_front->index << 16) | w_front->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER); } /* Since we can't estimate the cost of cloning a vehicle accurately we must * check whether the player has enough money manually. */ if (!CheckPlayerHasMoney(total_cost)) { if (flags & DC_EXEC) { /* The vehicle has already been bought, so now it must be sold again. */ DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); } return CMD_ERROR; } return total_cost; } /** * Send all vehicles of type to depots * @param type type of vehicle * @param flags the flags used for DoCommand() * @param service should the vehicles only get service in the depots * @param owner PlayerID of owner of the vehicles to send * @param vlw_flag tells what kind of list requested the goto depot * @return 0 for success and CMD_ERROR if no vehicle is able to go to depot */ CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id) { VehicleList list; GenerateVehicleSortList(&list, type, owner, id, vlw_flag); /* Send all the vehicles to a depot */ for (uint i = 0; i < list.Length(); i++) { const Vehicle *v = list[i]; CommandCost ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type)); /* Return 0 if DC_EXEC is not set this is a valid goto depot command) * In this case we know that at least one vehicle can be sent to a depot * and we will issue the command. We can now safely quit the loop, knowing * it will succeed at least once. With DC_EXEC we really need to send them to the depot */ if (CmdSucceeded(ret) && !(flags & DC_EXEC)) { return CommandCost(); } } return (flags & DC_EXEC) ? CommandCost() : CMD_ERROR; } /** * Calculates how full a vehicle is. * @param v The Vehicle to check. For trains, use the first engine. * @param color The string to show depending on if we are unloading or loading * @return A percentage of how full the Vehicle is. */ uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *color) { int count = 0; int max = 0; int cars = 0; int unloading = 0; bool loading = false; const Vehicle *u = v; const Station *st = v->last_station_visited != INVALID_STATION ? GetStation(v->last_station_visited) : NULL; /* Count up max and used */ for (; v != NULL; v = v->Next()) { count += v->cargo.Count(); max += v->cargo_cap; if (v->cargo_cap != 0 && color != NULL) { unloading += HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0; loading |= !(u->current_order.GetUnloadType() & OUFB_UNLOAD) && st->goods[v->cargo_type].days_since_pickup != 255; cars++; } } if (color != NULL) { if (unloading == 0 && loading) { *color = STR_PERCENT_UP; } else if (cars == unloading || !loading) { *color = STR_PERCENT_DOWN; } else { *color = STR_PERCENT_UP_DOWN; } } /* Train without capacity */ if (max == 0) return 100; /* Return the percentage */ return (count * 100) / max; } void VehicleEnterDepot(Vehicle *v) { switch (v->type) { case VEH_TRAIN: InvalidateWindowClasses(WC_TRAINS_LIST); if (!IsFrontEngine(v)) v = v->First(); UpdateSignalsOnSegment(v->tile, INVALID_DIAGDIR, v->owner); v->load_unload_time_rem = 0; ClrBit(v->u.rail.flags, VRF_TOGGLE_REVERSE); TrainConsistChanged(v, true); break; case VEH_ROAD: InvalidateWindowClasses(WC_ROADVEH_LIST); if (!IsRoadVehFront(v)) v = v->First(); break; case VEH_SHIP: InvalidateWindowClasses(WC_SHIPS_LIST); v->u.ship.state = TRACK_BIT_DEPOT; RecalcShipStuff(v); break; case VEH_AIRCRAFT: InvalidateWindowClasses(WC_AIRCRAFT_LIST); HandleAircraftEnterHangar(v); break; default: NOT_REACHED(); } if (v->type != VEH_TRAIN) { /* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters. * We only increase the number of vehicles when the first one enters, so we will not need to search for more vehicles in the depot */ InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); } InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); v->vehstatus |= VS_HIDDEN; v->cur_speed = 0; VehicleServiceInDepot(v); TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT); if (v->current_order.IsType(OT_GOTO_DEPOT)) { InvalidateWindow(WC_VEHICLE_VIEW, v->index); Order t = v->current_order; v->current_order.MakeDummy(); if (t.IsRefit()) { _current_player = v->owner; CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v)); if (CmdFailed(cost)) { v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot if (v->owner == _local_player) { /* Notify the user that we stopped the vehicle */ SetDParam(0, _vehicle_type_names[v->type]); SetDParam(1, v->unitnumber); AddNewsItem(STR_ORDER_REFIT_FAILED, NS_ADVICE, v->index, 0); } } else if (v->owner == _local_player && cost.GetCost() != 0) { ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost()); } } if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) { /* Part of orders */ UpdateVehicleTimetable(v, true); v->cur_order_index++; } else if (t.GetDepotActionType() & ODATFB_HALT) { /* Force depot visit */ v->vehstatus |= VS_STOPPED; if (v->owner == _local_player) { StringID string; switch (v->type) { case VEH_TRAIN: string = STR_8814_TRAIN_IS_WAITING_IN_DEPOT; break; case VEH_ROAD: string = STR_9016_ROAD_VEHICLE_IS_WAITING; break; case VEH_SHIP: string = STR_981C_SHIP_IS_WAITING_IN_DEPOT; break; case VEH_AIRCRAFT: string = STR_A014_AIRCRAFT_IS_WAITING_IN; break; default: NOT_REACHED(); string = STR_EMPTY; // Set the string to something to avoid a compiler warning } SetDParam(0, v->unitnumber); AddNewsItem(string, NS_ADVICE, v->index, 0); } } } } static bool IsUniqueVehicleName(const char *name) { const Vehicle *v; char buf[512]; FOR_ALL_VEHICLES(v) { switch (v->type) { case VEH_TRAIN: if (!IsTrainEngine(v)) continue; break; case VEH_ROAD: if (!IsRoadVehFront(v)) continue; break; case VEH_AIRCRAFT: if (!IsNormalAircraft(v)) continue; break; case VEH_SHIP: break; default: continue; } SetDParam(0, v->index); GetString(buf, STR_VEHICLE_NAME, lastof(buf)); if (strcmp(buf, name) == 0) return false; } return true; } /** Give a custom name to your vehicle * @param tile unused * @param flags type of operation * @param p1 vehicle ID to name * @param p2 unused */ CommandCost CmdNameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (!CheckOwnership(v->owner)) return CMD_ERROR; bool reset = StrEmpty(_cmd_text); if (!reset) { if (strlen(_cmd_text) >= MAX_LENGTH_VEHICLE_NAME_BYTES) return CMD_ERROR; if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE); } if (flags & DC_EXEC) { free(v->name); v->name = reset ? NULL : strdup(_cmd_text); InvalidateWindowClassesData(WC_TRAINS_LIST, 1); MarkWholeScreenDirty(); } return CommandCost(); } /** Change the service interval of a vehicle * @param tile unused * @param flags type of operation * @param p1 vehicle ID that is being service-interval-changed * @param p2 new service interval */ CommandCost CmdChangeServiceInt(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */ if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (!CheckOwnership(v->owner)) return CMD_ERROR; if (flags & DC_EXEC) { v->service_interval = serv_int; InvalidateWindow(WC_VEHICLE_DETAILS, v->index); } return CommandCost(); } static Rect _old_vehicle_coords; ///< coords of vehicle before it has moved /** * Stores the vehicle image coords for later call to EndVehicleMove() * @param v vehicle which image's coords to store * @see _old_vehicle_coords * @see EndVehicleMove() */ void BeginVehicleMove(const Vehicle *v) { _old_vehicle_coords.left = v->left_coord; _old_vehicle_coords.top = v->top_coord; _old_vehicle_coords.right = v->right_coord; _old_vehicle_coords.bottom = v->bottom_coord; } /** * Marks screen dirty after a vehicle has moved * @param v vehicle which is marked dirty * @see _old_vehicle_coords * @see BeginVehicleMove() */ void EndVehicleMove(const Vehicle *v) { MarkAllViewportsDirty( min(_old_vehicle_coords.left, v->left_coord), min(_old_vehicle_coords.top, v->top_coord), max(_old_vehicle_coords.right, v->right_coord) + 1, max(_old_vehicle_coords.bottom, v->bottom_coord) + 1 ); } /** * Marks viewports dirty where the vehicle's image is * In fact, it equals * BeginVehicleMove(v); EndVehicleMove(v); * @param v vehicle to mark dirty * @see BeginVehicleMove() * @see EndVehicleMove() */ void MarkSingleVehicleDirty(const Vehicle *v) { MarkAllViewportsDirty(v->left_coord, v->top_coord, v->right_coord + 1, v->bottom_coord + 1); } /* returns true if staying in the same tile */ GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v) { static const int8 _delta_coord[16] = { -1,-1,-1, 0, 1, 1, 1, 0, /* x */ -1, 0, 1, 1, 1, 0,-1,-1, /* y */ }; int x = v->x_pos + _delta_coord[v->direction]; int y = v->y_pos + _delta_coord[v->direction + 8]; GetNewVehiclePosResult gp; gp.x = x; gp.y = y; gp.old_tile = v->tile; gp.new_tile = TileVirtXY(x, y); return gp; } static const Direction _new_direction_table[] = { DIR_N , DIR_NW, DIR_W , DIR_NE, DIR_SE, DIR_SW, DIR_E , DIR_SE, DIR_S }; Direction GetDirectionTowards(const Vehicle *v, int x, int y) { int i = 0; if (y >= v->y_pos) { if (y != v->y_pos) i += 3; i += 3; } if (x >= v->x_pos) { if (x != v->x_pos) i++; i++; } Direction dir = v->direction; DirDiff dirdiff = DirDifference(_new_direction_table[i], dir); if (dirdiff == DIRDIFF_SAME) return dir; return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT); } Trackdir GetVehicleTrackdir(const Vehicle *v) { if (v->vehstatus & VS_CRASHED) return INVALID_TRACKDIR; switch (v->type) { case VEH_TRAIN: if (v->u.rail.track == TRACK_BIT_DEPOT) // We'll assume the train is facing outwards return DiagDirToDiagTrackdir(GetRailDepotDirection(v->tile)); // Train in depot if (v->u.rail.track == TRACK_BIT_WORMHOLE) // train in tunnel or on bridge, so just use his direction and assume a diagonal track return DiagDirToDiagTrackdir(DirToDiagDir(v->direction)); return TrackDirectionToTrackdir(FindFirstTrack(v->u.rail.track), v->direction); case VEH_SHIP: if (v->IsInDepot()) // We'll assume the ship is facing outwards return DiagDirToDiagTrackdir(GetShipDepotDirection(v->tile)); if (v->u.ship.state == TRACK_BIT_WORMHOLE) // ship on aqueduct, so just use his direction and assume a diagonal track return DiagDirToDiagTrackdir(DirToDiagDir(v->direction)); return TrackDirectionToTrackdir(FindFirstTrack(v->u.ship.state), v->direction); case VEH_ROAD: if (v->IsInDepot()) // We'll assume the road vehicle is facing outwards return DiagDirToDiagTrackdir(GetRoadDepotDirection(v->tile)); if (IsStandardRoadStopTile(v->tile)) // We'll assume the road vehicle is facing outwards return DiagDirToDiagTrackdir(GetRoadStopDir(v->tile)); // Road vehicle in a station if (IsDriveThroughStopTile(v->tile)) return DiagDirToDiagTrackdir(DirToDiagDir(v->direction)); /* If vehicle's state is a valid track direction (vehicle is not turning around) return it */ if (!IsReversingRoadTrackdir((Trackdir)v->u.road.state)) return (Trackdir)v->u.road.state; /* Vehicle is turning around, get the direction from vehicle's direction */ return DiagDirToDiagTrackdir(DirToDiagDir(v->direction)); /* case VEH_AIRCRAFT: case VEH_EFFECT: case VEH_DISASTER: */ default: return INVALID_TRACKDIR; } } /** * Returns some meta-data over the to be entered tile. * @see VehicleEnterTileStatus to see what the bits in the return value mean. */ uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y) { return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y); } UnitID GetFreeUnitNumber(VehicleType type) { UnitID max = 0; const Vehicle *u; static bool *cache = NULL; static UnitID gmax = 0; switch (type) { case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break; case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break; case VEH_SHIP: max = _settings_game.vehicle.max_ships; break; case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break; default: NOT_REACHED(); } if (max == 0) { /* we can't build any of this kind of vehicle, so we just return 1 instead of looking for a free number * a max of 0 will cause the following code to write to a NULL pointer * We know that 1 is bigger than the max allowed vehicle number, so it's the same as returning something, that is too big */ return 1; } if (max > gmax) { gmax = max; free(cache); cache = MallocT(max + 1); } /* Clear the cache */ memset(cache, 0, (max + 1) * sizeof(*cache)); /* Fill the cache */ FOR_ALL_VEHICLES(u) { if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max) cache[u->unitnumber] = true; } /* Find the first unused unit number */ UnitID unit = 1; for (; unit <= max; unit++) { if (!cache[unit]) break; } return unit; } /** * Check whether we can build infrastructure for the given * vehicle type. This to disable building stations etc. when * you are not allowed/able to have the vehicle type yet. * @param type the vehicle type to check this for * @return true if there is any reason why you may build * the infrastructure for the given vehicle type */ bool CanBuildVehicleInfrastructure(VehicleType type) { assert(IsPlayerBuildableVehicleType(type)); if (!IsValidPlayerID(_current_player)) return false; if (_settings_client.gui.always_build_infrastructure) return true; UnitID max; switch (type) { case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break; case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break; case VEH_SHIP: max = _settings_game.vehicle.max_ships; break; case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break; default: NOT_REACHED(); } /* We can build vehicle infrastructure when we may build the vehicle type */ if (max > 0) { /* Can we actually build the vehicle type? */ const Engine *e; FOR_ALL_ENGINES_OF_TYPE(e, type) { if (HasBit(e->player_avail, _local_player)) return true; } return false; } /* We should be able to build infrastructure when we have the actual vehicle type */ const Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->owner == _local_player && v->type == type) return true; } return false; } const Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v) { const Player *p = GetPlayer(player); LiveryScheme scheme = LS_DEFAULT; CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type; /* The default livery is always available for use, but its in_use flag determines * whether any _other_ liveries are in use. */ if (p->livery[LS_DEFAULT].in_use && (_settings_client.gui.liveries == 2 || (_settings_client.gui.liveries == 1 && player == _local_player))) { /* Determine the livery scheme to use */ switch (GetEngine(engine_type)->type) { default: NOT_REACHED(); case VEH_TRAIN: { const RailVehicleInfo *rvi = RailVehInfo(engine_type); if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type; if (rvi->railveh_type == RAILVEH_WAGON) { if (!GetCargo(cargo_type)->is_freight) { if (parent_engine_type == INVALID_ENGINE) { scheme = LS_PASSENGER_WAGON_STEAM; } else { switch (RailVehInfo(parent_engine_type)->engclass) { default: NOT_REACHED(); case EC_STEAM: scheme = LS_PASSENGER_WAGON_STEAM; break; case EC_DIESEL: scheme = LS_PASSENGER_WAGON_DIESEL; break; case EC_ELECTRIC: scheme = LS_PASSENGER_WAGON_ELECTRIC; break; case EC_MONORAIL: scheme = LS_PASSENGER_WAGON_MONORAIL; break; case EC_MAGLEV: scheme = LS_PASSENGER_WAGON_MAGLEV; break; } } } else { scheme = LS_FREIGHT_WAGON; } } else { bool is_mu = HasBit(EngInfo(engine_type)->misc_flags, EF_RAIL_IS_MU); switch (rvi->engclass) { default: NOT_REACHED(); case EC_STEAM: scheme = LS_STEAM; break; case EC_DIESEL: scheme = is_mu ? LS_DMU : LS_DIESEL; break; case EC_ELECTRIC: scheme = is_mu ? LS_EMU : LS_ELECTRIC; break; case EC_MONORAIL: scheme = LS_MONORAIL; break; case EC_MAGLEV: scheme = LS_MAGLEV; break; } } break; } case VEH_ROAD: { const RoadVehicleInfo *rvi = RoadVehInfo(engine_type); if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type; if (HasBit(EngInfo(engine_type)->misc_flags, EF_ROAD_TRAM)) { /* Tram */ scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_TRAM : LS_FREIGHT_TRAM; } else { /* Bus or truck */ scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK; } break; } case VEH_SHIP: { const ShipVehicleInfo *svi = ShipVehInfo(engine_type); if (cargo_type == CT_INVALID) cargo_type = svi->cargo_type; scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP; break; } case VEH_AIRCRAFT: { const AircraftVehicleInfo *avi = AircraftVehInfo(engine_type); if (cargo_type == CT_INVALID) cargo_type = CT_PASSENGERS; switch (avi->subtype) { case AIR_HELI: scheme = LS_HELICOPTER; break; case AIR_CTOL: scheme = LS_SMALL_PLANE; break; case AIR_CTOL | AIR_FAST: scheme = LS_LARGE_PLANE; break; } break; } } /* Switch back to the default scheme if the resolved scheme is not in use */ if (!p->livery[scheme].in_use) scheme = LS_DEFAULT; } return &p->livery[scheme]; } static SpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v) { SpriteID map = (v != NULL) ? v->colormap : PAL_NONE; /* Return cached value if any */ if (map != PAL_NONE) return map; /* Check if we should use the colour map callback */ if (HasBit(EngInfo(engine_type)->callbackmask, CBM_VEHICLE_COLOUR_REMAP)) { uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v); /* A return value of 0xC000 is stated to "use the default two-color * maps" which happens to be the failure action too... */ if (callback != CALLBACK_FAILED && callback != 0xC000) { map = GB(callback, 0, 14); /* If bit 14 is set, then the company colours are applied to the * map else it's returned as-is. */ if (!HasBit(callback, 14)) { /* Update cache */ if (v != NULL) ((Vehicle*)v)->colormap = map; return map; } } } bool twocc = HasBit(EngInfo(engine_type)->misc_flags, EF_USES_2CC); if (map == PAL_NONE) map = twocc ? (SpriteID)SPR_2CCMAP_BASE : (SpriteID)PALETTE_RECOLOR_START; const Livery *livery = GetEngineLivery(engine_type, player, parent_engine_type, v); map += livery->colour1; if (twocc) map += livery->colour2 * 16; /* Update cache */ if (v != NULL) ((Vehicle*)v)->colormap = map; return map; } SpriteID GetEnginePalette(EngineID engine_type, PlayerID player) { return GetEngineColourMap(engine_type, player, INVALID_ENGINE, NULL); } SpriteID GetVehiclePalette(const Vehicle *v) { if (v->type == VEH_TRAIN) { return GetEngineColourMap( (v->u.rail.first_engine != INVALID_ENGINE && (UsesWagonOverride(v) || (IsArticulatedPart(v) && RailVehInfo(v->engine_type)->railveh_type != RAILVEH_WAGON))) ? v->u.rail.first_engine : v->engine_type, v->owner, v->u.rail.first_engine, v); } return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v); } static uint8 _cargo_days; static uint16 _cargo_source; static uint32 _cargo_source_xy; static uint16 _cargo_count; static uint16 _cargo_paid_for; static Money _cargo_feeder_share; static uint32 _cargo_loaded_at_xy; /** * Make it possible to make the saveload tables "friends" of other classes. * @param vt the vehicle type. Can be VEH_END for the common vehicle description data * @return the saveload description */ const SaveLoad *GetVehicleDescription(VehicleType vt) { /** Save and load of vehicles */ static const SaveLoad _common_veh_desc[] = { SLE_VAR(Vehicle, subtype, SLE_UINT8), SLE_REF(Vehicle, next, REF_VEHICLE_OLD), SLE_CONDVAR(Vehicle, name, SLE_NAME, 0, 83), SLE_CONDSTR(Vehicle, name, SLE_STR, 0, 84, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7), SLE_CONDVAR(Vehicle, unitnumber, SLE_UINT16, 8, SL_MAX_VERSION), SLE_VAR(Vehicle, owner, SLE_UINT8), SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, x_pos, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, y_pos, SLE_UINT32, 6, SL_MAX_VERSION), SLE_VAR(Vehicle, z_pos, SLE_UINT8), SLE_VAR(Vehicle, direction, SLE_UINT8), SLE_CONDNULL(2, 0, 57), SLE_VAR(Vehicle, spritenum, SLE_UINT8), SLE_CONDNULL(5, 0, 57), SLE_VAR(Vehicle, engine_type, SLE_UINT16), SLE_VAR(Vehicle, max_speed, SLE_UINT16), SLE_VAR(Vehicle, cur_speed, SLE_UINT16), SLE_VAR(Vehicle, subspeed, SLE_UINT8), SLE_VAR(Vehicle, acceleration, SLE_UINT8), SLE_VAR(Vehicle, progress, SLE_UINT8), SLE_VAR(Vehicle, vehstatus, SLE_UINT8), SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16, 5, SL_MAX_VERSION), SLE_VAR(Vehicle, cargo_type, SLE_UINT8), SLE_CONDVAR(Vehicle, cargo_subtype, SLE_UINT8, 35, SL_MAX_VERSION), SLEG_CONDVAR( _cargo_days, SLE_UINT8, 0, 67), SLEG_CONDVAR( _cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6), SLEG_CONDVAR( _cargo_source, SLE_UINT16, 7, 67), SLEG_CONDVAR( _cargo_source_xy, SLE_UINT32, 44, 67), SLE_VAR(Vehicle, cargo_cap, SLE_UINT16), SLEG_CONDVAR( _cargo_count, SLE_UINT16, 0, 67), SLE_CONDLST(Vehicle, cargo, REF_CARGO_PACKET, 68, SL_MAX_VERSION), SLE_VAR(Vehicle, day_counter, SLE_UINT8), SLE_VAR(Vehicle, tick_counter, SLE_UINT8), SLE_CONDVAR(Vehicle, running_ticks, SLE_UINT8, 88, SL_MAX_VERSION), SLE_VAR(Vehicle, cur_order_index, SLE_UINT8), SLE_VAR(Vehicle, num_orders, SLE_UINT8), /* This next line is for version 4 and prior compatibility.. it temporarily reads type and flags (which were both 4 bits) into type. Later on this is converted correctly */ SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 0, 4), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), /* Orders for version 5 and on */ SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION), /* Refit in current order */ SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_cargo), SLE_UINT8, 36, SL_MAX_VERSION), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, refit_subtype), SLE_UINT8, 36, SL_MAX_VERSION), /* Timetable in current order */ SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, wait_time), SLE_UINT16, 67, SL_MAX_VERSION), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, travel_time), SLE_UINT16, 67, SL_MAX_VERSION), SLE_REF(Vehicle, orders, REF_ORDER), SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, max_age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, max_age, SLE_INT32, 31, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32, 31, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, service_interval, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, service_interval, SLE_INT32, 31, SL_MAX_VERSION), SLE_VAR(Vehicle, reliability, SLE_UINT16), SLE_VAR(Vehicle, reliability_spd_dec, SLE_UINT16), SLE_VAR(Vehicle, breakdown_ctr, SLE_UINT8), SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8), SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8), SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8), SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, build_year, SLE_INT32, 31, SL_MAX_VERSION), SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16), SLEG_CONDVAR( _cargo_paid_for, SLE_UINT16, 45, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, vehicle_flags, SLE_UINT8, 40, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, profit_this_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64), SLE_CONDVAR(Vehicle, profit_this_year, SLE_INT64, 65, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, profit_last_year, SLE_FILE_I32 | SLE_VAR_I64, 0, 64), SLE_CONDVAR(Vehicle, profit_last_year, SLE_INT64, 65, SL_MAX_VERSION), SLEG_CONDVAR( _cargo_feeder_share, SLE_FILE_I32 | SLE_VAR_I64,51, 64), SLEG_CONDVAR( _cargo_feeder_share, SLE_INT64, 65, 67), SLEG_CONDVAR( _cargo_loaded_at_xy, SLE_UINT32, 51, 67), SLE_CONDVAR(Vehicle, value, SLE_FILE_I32 | SLE_VAR_I64, 0, 64), SLE_CONDVAR(Vehicle, value, SLE_INT64, 65, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, random_bits, SLE_UINT8, 2, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, waiting_triggers, SLE_UINT8, 2, SL_MAX_VERSION), SLE_CONDREF(Vehicle, next_shared, REF_VEHICLE, 2, SL_MAX_VERSION), SLE_CONDNULL(2, 2, 68), SLE_CONDNULL(4, 69, 100), SLE_CONDVAR(Vehicle, group_id, SLE_UINT16, 60, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, current_order_time, SLE_UINT32, 67, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, lateness_counter, SLE_INT32, 67, SL_MAX_VERSION), /* reserve extra space in savegame here. (currently 10 bytes) */ SLE_CONDNULL(10, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _train_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN), SLE_VEH_INCLUDEX(), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, crash_anim_pos), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, force_proceed), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, railtype), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, track), SLE_UINT8), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_FILE_U8 | SLE_VAR_U16, 2, 99), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRail, flags), SLE_UINT16,100, SL_MAX_VERSION), SLE_CONDNULL(2, 2, 59), SLE_CONDNULL(2, 2, 19), /* reserve extra space in savegame here. (currently 11 bytes) */ SLE_CONDNULL(11, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _roadveh_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_ROAD), SLE_VEH_INCLUDEX(), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, state), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, frame), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, blocked_ctr), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, crashed_ctr), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, reverse_ctr), SLE_UINT8), SLE_CONDREFX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot), REF_ROADSTOPS, 6, SL_MAX_VERSION), SLE_CONDNULL(1, 6, SL_MAX_VERSION), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleRoad, slot_age), SLE_UINT8, 6, SL_MAX_VERSION), /* reserve extra space in savegame here. (currently 16 bytes) */ SLE_CONDNULL(16, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _ship_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_SHIP), SLE_VEH_INCLUDEX(), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleShip, state), SLE_UINT8), /* reserve extra space in savegame here. (currently 16 bytes) */ SLE_CONDNULL(16, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _aircraft_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_AIRCRAFT), SLE_VEH_INCLUDEX(), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, crashed_counter), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, pos), SLE_UINT8), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, targetairport), SLE_UINT16, 5, SL_MAX_VERSION), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, state), SLE_UINT8), SLE_CONDVARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleAir, previous_pos), SLE_UINT8, 2, SL_MAX_VERSION), /* reserve extra space in savegame here. (currently 15 bytes) */ SLE_CONDNULL(15, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad _special_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_EFFECT), SLE_VAR(Vehicle, subtype, SLE_UINT8), SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_VAR(Vehicle, z_pos, SLE_UINT8), SLE_VAR(Vehicle, cur_image, SLE_UINT16), SLE_CONDNULL(5, 0, 57), SLE_VAR(Vehicle, progress, SLE_UINT8), SLE_VAR(Vehicle, vehstatus, SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_state), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_substate), SLE_UINT8), SLE_CONDVAR(Vehicle, spritenum, 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 _disaster_desc[] = { SLE_WRITEBYTE(Vehicle, type, VEH_DISASTER), SLE_REF(Vehicle, next, REF_VEHICLE_OLD), SLE_VAR(Vehicle, subtype, SLE_UINT8), SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION), SLE_VAR(Vehicle, z_pos, SLE_UINT8), SLE_VAR(Vehicle, direction, SLE_UINT8), SLE_CONDNULL(5, 0, 57), SLE_VAR(Vehicle, owner, SLE_UINT8), SLE_VAR(Vehicle, vehstatus, SLE_UINT8), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVARX(cpp_offsetof(Vehicle, current_order) + cpp_offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION), SLE_VAR(Vehicle, cur_image, SLE_UINT16), SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION), SLE_VAR(Vehicle, tick_counter, SLE_UINT8), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, image_override), SLE_UINT16), SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, big_ufo_destroyer_target), SLE_UINT16), /* reserve extra space in savegame here. (currently 16 bytes) */ SLE_CONDNULL(16, 2, SL_MAX_VERSION), SLE_END() }; static const SaveLoad *_veh_descs[] = { _train_desc, _roadveh_desc, _ship_desc, _aircraft_desc, _special_desc, _disaster_desc, _common_veh_desc, }; return _veh_descs[vt]; } /** Will be called when the vehicles need to be saved. */ static void Save_VEHS() { Vehicle *v; /* Write the vehicles */ FOR_ALL_VEHICLES(v) { SlSetArrayIndex(v->index); SlObject(v, GetVehicleDescription(v->type)); } } /** Will be called when vehicles need to be loaded. */ void Load_VEHS() { int index; Vehicle *v; _cargo_count = 0; while ((index = SlIterateArray()) != -1) { Vehicle *v; VehicleType vtype = (VehicleType)SlReadByte(); switch (vtype) { case VEH_TRAIN: v = new (index) Train(); break; case VEH_ROAD: v = new (index) RoadVehicle(); break; case VEH_SHIP: v = new (index) Ship(); break; case VEH_AIRCRAFT: v = new (index) Aircraft(); break; case VEH_EFFECT: v = new (index) EffectVehicle(); break; case VEH_DISASTER: v = new (index) DisasterVehicle(); break; case VEH_INVALID: v = new (index) InvalidVehicle(); break; default: NOT_REACHED(); } SlObject(v, GetVehicleDescription(vtype)); if (_cargo_count != 0 && IsPlayerBuildableVehicleType(v)) { /* Don't construct the packet with station here, because that'll fail with old savegames */ CargoPacket *cp = new CargoPacket(); cp->source = _cargo_source; cp->source_xy = _cargo_source_xy; cp->count = _cargo_count; cp->days_in_transit = _cargo_days; cp->feeder_share = _cargo_feeder_share; cp->loaded_at_xy = _cargo_loaded_at_xy; v->cargo.Append(cp); } /* Old savegames used 'last_station_visited = 0xFF' */ if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF) v->last_station_visited = INVALID_STATION; if (CheckSavegameVersion(5)) { /* Convert the current_order.type (which is a mix of type and flags, because * in those versions, they both were 4 bits big) to type and flags */ v->current_order.flags = GB(v->current_order.type, 4, 4); v->current_order.type &= 0x0F; } /* Advanced vehicle lists got added */ if (CheckSavegameVersion(60)) v->group_id = DEFAULT_GROUP; } /* Check for shared order-lists (we now use pointers for that) */ if (CheckSavegameVersionOldStyle(5, 2)) { FOR_ALL_VEHICLES(v) { Vehicle *u; FOR_ALL_VEHICLES_FROM(u, v->index + 1) { /* If a vehicle has the same orders, add the link to eachother * in both vehicles */ if (v->orders == u->orders) { u->AddToShared(v); break; } } } } } extern const ChunkHandler _veh_chunk_handlers[] = { { 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST}, }; void Vehicle::BeginLoading() { assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP); if (this->current_order.IsType(OT_GOTO_STATION) && this->current_order.GetDestination() == this->last_station_visited) { current_order.MakeLoading(true); UpdateVehicleTimetable(this, true); /* Furthermore add the Non Stop flag to mark that this station * is the actual destination of the vehicle, which is (for example) * necessary to be known for HandleTrainLoading to determine * whether the train is lost or not; not marking a train lost * that arrives at random stations is bad. */ this->current_order.SetNonStopType(ONSF_NO_STOP_AT_ANY_STATION); } else { current_order.MakeLoading(false); } GetStation(this->last_station_visited)->loading_vehicles.push_back(this); VehiclePayment(this); InvalidateWindow(GetWindowClassForVehicleType(this->type), this->owner); InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH); InvalidateWindow(WC_VEHICLE_DETAILS, this->index); InvalidateWindow(WC_STATION_VIEW, this->last_station_visited); GetStation(this->last_station_visited)->MarkTilesDirty(true); this->MarkDirty(); } void Vehicle::LeaveStation() { assert(current_order.IsType(OT_LOADING)); /* Only update the timetable if the vehicle was supposed to stop here. */ if (current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false); current_order.MakeLeaveStation(); Station *st = GetStation(this->last_station_visited); st->loading_vehicles.remove(this); HideFillingPercent(this->fill_percent_te_id); this->fill_percent_te_id = INVALID_TE_ID; if (this->type == VEH_TRAIN) { /* Trigger station animation (trains only) */ if (IsTileType(this->tile, MP_STATION)) StationAnimationTrigger(st, this->tile, STAT_ANIM_TRAIN_DEPARTS); /* Try to reserve a path when leaving the station as we * might not be marked as wanting a reservation, e.g. * when an overlength train gets turned around in a station. */ if (UpdateSignalsOnSegment(this->tile, TrackdirToExitdir(GetVehicleTrackdir(this)), this->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) { TryPathReserve(this, true, true); } } } void Vehicle::HandleLoading(bool mode) { switch (this->current_order.GetType()) { case OT_LOADING: { uint wait_time = max(this->current_order.wait_time - this->lateness_counter, 0); /* Not the first call for this tick, or still loading */ if (mode || !HasBit(this->vehicle_flags, VF_LOADING_FINISHED) || (_settings_game.order.timetabling && this->current_order_time < wait_time)) return; this->PlayLeaveStationSound(); bool at_destination_station = this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE; this->LeaveStation(); /* If this was not the final order, don't remove it from the list. */ if (!at_destination_station) return; break; } case OT_DUMMY: break; default: return; } this->cur_order_index++; InvalidateVehicleOrder(this); } CommandCost Vehicle::SendToDepot(uint32 flags, DepotCommand command) { if (!CheckOwnership(this->owner)) return CMD_ERROR; if (this->vehstatus & VS_CRASHED) return CMD_ERROR; if (this->IsStoppedInDepot()) return CMD_ERROR; if (this->current_order.IsType(OT_GOTO_DEPOT)) { bool halt_in_depot = this->current_order.GetDepotActionType() & ODATFB_HALT; if (!!(command & DEPOT_SERVICE) == halt_in_depot) { /* We called with a different DEPOT_SERVICE setting. * Now we change the setting to apply the new one and let the vehicle head for the same depot. * Note: the if is (true for requesting service == true for ordered to stop in depot) */ if (flags & DC_EXEC) { this->current_order.SetDepotOrderType(ODTF_MANUAL); this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT); InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH); } return CommandCost(); } if (command & DEPOT_DONT_CANCEL) return CMD_ERROR; // Requested no cancelation of depot orders if (flags & DC_EXEC) { /* If the orders to 'goto depot' are in the orders list (forced servicing), * then skip to the next order; effectively cancelling this forced service */ if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->cur_order_index++; this->current_order.MakeDummy(); InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH); } return CommandCost(); } TileIndex location; DestinationID destination; bool reverse; static const StringID no_depot[] = {STR_883A_UNABLE_TO_FIND_ROUTE_TO, STR_9019_UNABLE_TO_FIND_LOCAL_DEPOT, STR_981A_UNABLE_TO_FIND_LOCAL_DEPOT, STR_A012_CAN_T_SEND_AIRCRAFT_TO}; if (!this->FindClosestDepot(&location, &destination, &reverse)) return_cmd_error(no_depot[this->type]); if (flags & DC_EXEC) { if (this->current_order.IsType(OT_LOADING)) this->LeaveStation(); this->dest_tile = location; this->current_order.MakeGoToDepot(destination, ODTF_MANUAL); if (!(command & DEPOT_SERVICE)) this->current_order.SetDepotActionType(ODATFB_HALT); InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH); /* If there is no depot in front, reverse automatically (trains only) */ if (this->type == VEH_TRAIN && reverse) DoCommand(this->tile, this->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION); if (this->type == VEH_AIRCRAFT && this->u.air.state == FLYING && this->u.air.targetairport != destination) { /* The aircraft is now heading for a different hangar than the next in the orders */ extern void AircraftNextAirportPos_and_Order(Vehicle *v); AircraftNextAirportPos_and_Order(this); } } return CommandCost(); } void Vehicle::SetNext(Vehicle *next) { if (this->next != NULL) { /* We had an old next vehicle. Update the first and previous pointers */ for (Vehicle *v = this->next; v != NULL; v = v->Next()) { v->first = this->next; } this->next->previous = NULL; } this->next = next; if (this->next != NULL) { /* A new next vehicle. Update the first and previous pointers */ if (this->next->previous != NULL) this->next->previous->next = NULL; this->next->previous = this; for (Vehicle *v = this->next; v != NULL; v = v->Next()) { v->first = this->first; } } } void Vehicle::AddToShared(Vehicle *shared_chain) { assert(!this->IsOrderListShared()); this->next_shared = shared_chain->next_shared; this->previous_shared = shared_chain; this->first_shared = shared_chain->first_shared; shared_chain->next_shared = this; if (this->next_shared != NULL) this->next_shared->previous_shared = this; } void Vehicle::RemoveFromShared() { Vehicle *new_first; if (this->FirstShared() == this) { /* We are the first shared one, so update all the first pointers of our next shared ones. */ new_first = this->NextShared(); for (Vehicle *u = new_first; u != NULL; u = u->NextShared()) { u->first_shared = new_first; } } else { /* We are not the first shared one, so only relink our previous one. */ new_first = this->FirstShared(); this->previous_shared->next_shared = this->NextShared(); } if (this->next_shared != NULL) this->next_shared->previous_shared = this->previous_shared; uint32 old_window_number = (this->FirstShared()->index << 16) | (this->type << 11) | VLW_SHARED_ORDERS | this->owner; if (new_first->NextShared() == NULL) { /* When there is only one vehicle, remove the shared order list window. */ DeleteWindowById(GetWindowClassForVehicleType(this->type), old_window_number); InvalidateVehicleOrder(new_first); } else if (this->FirstShared() == this) { /* If we were the first one, update to the new first one. */ InvalidateWindowData(GetWindowClassForVehicleType(this->type), old_window_number, (new_first->index << 16) | (1 << 15)); } this->first_shared = this; this->next_shared = NULL; this->previous_shared = NULL; } void StopAllVehicles() { Vehicle *v; FOR_ALL_VEHICLES(v) { /* Code ripped from CmdStartStopTrain. Can't call it, because of * ownership problems, so we'll duplicate some code, for now */ v->vehstatus |= VS_STOPPED; InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); } }