diff options
author | KUDr <kudr@openttd.org> | 2007-01-10 18:12:09 +0000 |
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committer | KUDr <kudr@openttd.org> | 2007-01-10 18:12:09 +0000 |
commit | e373ea7096c741a8189f7a480863fd21dd6f6be1 (patch) | |
tree | d9abc3d9810159441bed9f82a52bd1ee52d770dd /src/vehicle.c | |
parent | 001d858b528d78743deaf7dcea46ea8f0736bad9 (diff) | |
download | openttd-e373ea7096c741a8189f7a480863fd21dd6f6be1.tar.xz |
(svn r8033) [cpp] - Prepare for merge from branches/cpp (all .c files renamed to .cpp)
Diffstat (limited to 'src/vehicle.c')
-rw-r--r-- | src/vehicle.c | 3228 |
1 files changed, 0 insertions, 3228 deletions
diff --git a/src/vehicle.c b/src/vehicle.c deleted file mode 100644 index c7b5365e4..000000000 --- a/src/vehicle.c +++ /dev/null @@ -1,3228 +0,0 @@ -/* $Id$ */ - -#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 "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_engine.h" -#include "newgrf_sound.h" - -#define INVALID_COORD (-0x8000) -#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6)) - -/* - * These command macros are used to call vehicle type specific commands with non type specific commands - * it should be used like: DoCommandP(x, y, p1, p2, flags, CMD_STARTSTOP_VEH(v->type)) - * that line will start/stop a vehicle nomatter what type it is - * VEH_Train is used as an offset because the vehicle type values doesn't start with 0 - */ - -#define CMD_BUILD_VEH(x) _veh_build_proc_table[ x - VEH_Train] -#define CMD_SELL_VEH(x) _veh_sell_proc_table [ x - VEH_Train] -#define CMD_REFIT_VEH(x) _veh_refit_proc_table[ x - VEH_Train] - -static const uint32 _veh_build_proc_table[] = { - CMD_BUILD_RAIL_VEHICLE, - CMD_BUILD_ROAD_VEH, - CMD_BUILD_SHIP, - CMD_BUILD_AIRCRAFT, -}; -static const uint32 _veh_sell_proc_table[] = { - CMD_SELL_RAIL_WAGON, - CMD_SELL_ROAD_VEH, - CMD_SELL_SHIP, - CMD_SELL_AIRCRAFT, -}; - -static 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++; -} - -/* 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 = 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 VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ); -} - -Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z) -{ - 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) { - intswap(x1,x2); - intswap(y1,y2); - } - FOR_ALL_VEHICLES(veh) { - 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(void) -{ - Vehicle *v; - - FOR_ALL_VEHICLES(v) { - 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 (v->subtype == 0 || v->subtype == 2) { - v->cur_image = GetAircraftImage(v, v->direction); - if (v->next != NULL) v->next->cur_image = v->cur_image; - } - 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->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(void) -{ - return GB(Random(), 0, 8); -} - -Vehicle *ForceAllocateSpecialVehicle(void) -{ - /* 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(void) -{ - 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(void) -{ - memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash)); -} - -void InitializeVehicles(void) -{ - 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); - - 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 (v->subtype <= 2); // 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 (IsEngineCountable(v)) GetPlayer(v->owner)->num_engines[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 (v->orders != NULL) 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); -static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs); - -// 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(void) -{ - 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(0, 0); - } -#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 - 0x10](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 > 0) 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; - } -} - -static bool CanFillVehicle_FullLoadAny(Vehicle *v) -{ - uint32 full = 0, not_full = 0; - bool keep_loading = false; - const GoodsEntry *ge = GetStation(v->last_station_visited)->goods; - - //special handling of aircraft - - //if the aircraft carries passengers and is NOT full, then - //continue loading, no matter how much mail is in - if (v->type == VEH_Aircraft && - v->cargo_type == CT_PASSENGERS && - v->cargo_cap != v->cargo_count) { - return true; - } - - // patch should return "true" to continue loading, i.e. when there is no cargo type that is fully loaded. - do { - //Should never happen, but just in case future additions change this - assert(v->cargo_type<32); - - if (v->cargo_cap != 0) { - uint32 mask = 1 << v->cargo_type; - - if (v->cargo_cap == v->cargo_count) { - full |= mask; - } else if (GB(ge[v->cargo_type].waiting_acceptance, 0, 12) > 0 || - (HASBIT(v->load_status, LS_CARGO_UNLOADING) && (ge[v->cargo_type].waiting_acceptance & 0x8000))) { - /* If there is any cargo waiting, or this vehicle is still unloading - * and the station accepts the cargo, don't leave the station. */ - keep_loading = true; - } else { - not_full |= mask; - } - } - } while ((v = v->next) != NULL); - - // continue loading if there is a non full cargo type and no cargo type that is full - return keep_loading || (not_full && (full & ~not_full) == 0); -} - -bool CanFillVehicle(Vehicle *v) -{ - TileIndex tile = v->tile; - - if (IsTileType(tile, MP_STATION) || - (v->type == VEH_Ship && ( - IsTileType(TILE_ADDXY(tile, 1, 0), MP_STATION) || - IsTileType(TILE_ADDXY(tile, -1, 0), MP_STATION) || - IsTileType(TILE_ADDXY(tile, 0, 1), MP_STATION) || - IsTileType(TILE_ADDXY(tile, 0, -1), MP_STATION) || - IsTileType(TILE_ADDXY(tile, -2, 0), MP_STATION) - ))) { - - // If patch is active, use alternative CanFillVehicle-function - if (_patches.full_load_any && v->current_order.flags & OF_FULL_LOAD) return CanFillVehicle_FullLoadAny(v); - - do { - if (v->cargo_count != v->cargo_cap) return true; - } while ((v = v->next) != NULL); - } - return false; -} - -/** 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) -{ - CargoID cid = _global_cargo_id[_opt_ptr->landscape][cid_to]; - return HASBIT(EngInfo(engine_type)->refit_mask, cid); -} - -/** Find the first cargo type that an engine can be refitted to. - * @param engine Which engine to find cargo for. - * @return A climate dependent cargo type. CT_INVALID is returned if not refittable. - */ -CargoID FindFirstRefittableCargo(EngineID engine_type) -{ - CargoID cid; - uint32 refit_mask = EngInfo(engine_type)->refit_mask; - - if (refit_mask != 0) { - for (cid = CT_PASSENGERS; cid < NUM_CARGO; cid++) { - if (HASBIT(refit_mask, _global_cargo_id[_opt_ptr->landscape][cid])) return cid; - } - } - - return CT_INVALID; -} - -/** Learn the price of refitting a certain engine -* @param engine 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)->flags & RVI_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) -{ - uint32 image = v->cur_image; - - if (v->vehstatus & VS_SHADOW) { - MAKE_TRANSPARENT(image); - } else if (v->vehstatus & VS_DEFPAL) { - image |= (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); - } - - AddSortableSpriteToDraw(image, 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; -} - -typedef struct BulldozerMovement { - byte direction:2; - byte image:2; - byte duration:3; -} BulldozerMovement; - -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; -} - -typedef struct BubbleMovement { - int8 x:4; - int8 y:4; - int8 z:4; - byte image:4; -} BubbleMovement; - -#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->type = VEH_Special; - v->subtype = type; - v->x_pos = x; - v->y_pos = y; - v->z_pos = z; - v->z_height = v->sprite_width = v->sprite_height = 1; - v->x_offs = v->y_offs = 0; - v->tile = 0; - 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 - 0x10]); - 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 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) { - uint16 id = GB(p1, 0, 16); - uint16 window_type = p2 & VLW_MASK; - - engine_count = GenerateVehicleSortList((const Vehicle***)&vl, &engine_list_length, vehicle_type, _current_player, id, id, 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 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 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 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; - int 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, CMD_BUILD_VEH(v->type)); - 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->cargo_type != w->cargo_type || v->cargo_subtype != w->cargo_subtype) { - // we can't pay for refitting because we can't estimate refitting costs for a vehicle before it's build - // if we pay for it anyway, the cost and the estimated cost will not be the same and we will have an assert - DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8), flags, CMD_REFIT_VEH(v->type)); - } - 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; - } - - /* Set the expense type last as refitting will make the cost go towards - * running costs... */ - SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); - return total_cost; -} - -/* - * move the cargo from one engine to another if possible - */ -static void MoveVehicleCargo(Vehicle *dest, Vehicle *source) -{ - Vehicle *v = dest; - int units_moved; - - do { - do { - if (source->cargo_type != dest->cargo_type) - continue; // cargo not compatible - - if (dest->cargo_count == dest->cargo_cap) - continue; // the destination vehicle is already full - - units_moved = min(source->cargo_count, dest->cargo_cap - dest->cargo_count); - source->cargo_count -= units_moved; - dest->cargo_count += units_moved; - dest->cargo_source = source->cargo_source; - - // copy the age of the cargo - dest->cargo_days = source->cargo_days; - dest->day_counter = source->day_counter; - dest->tick_counter = source->tick_counter; - - } while (source->cargo_count > 0 && (dest = dest->next) != NULL); - dest = v; - } while ((source = source->next) != NULL); -} - -static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type) -{ - const Order *o; - const Vehicle *u; - - if (v->type == VEH_Train) { - u = GetFirstVehicleInChain(v); - } else { - u = v; - } - - FOR_VEHICLE_ORDERS(u, o) { - if (!(o->refit_cargo < NUM_CARGO)) continue; - if (!CanRefitTo(v->engine_type, o->refit_cargo)) continue; - if (!CanRefitTo(engine_type, o->refit_cargo)) return false; - } - - return true; -} - -/** - * Function to find what type of cargo to refit to when autoreplacing - * @param *v Original vehicle, that is being replaced - * @param engine_type The EngineID of the vehicle that is being replaced to - * @return The cargo type to replace to - * CT_NO_REFIT is returned if no refit is needed - * CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible - */ -static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type) -{ - bool new_cargo_capacity = true; - CargoID new_cargo_type = CT_INVALID; - - switch (v->type) { - case VEH_Train: - new_cargo_capacity = (RailVehInfo(engine_type)->capacity > 0); - new_cargo_type = RailVehInfo(engine_type)->cargo_type; - break; - - case VEH_Road: - new_cargo_capacity = (RoadVehInfo(engine_type)->capacity > 0); - new_cargo_type = RoadVehInfo(engine_type)->cargo_type; - break; - case VEH_Ship: - new_cargo_capacity = (ShipVehInfo(engine_type)->capacity > 0); - new_cargo_type = ShipVehInfo(engine_type)->cargo_type; - break; - - case VEH_Aircraft: - /* all aircraft starts as passenger planes with cargo capacity - * new_cargo_capacity is always true for aircraft, which is the init value. No need to set it here */ - new_cargo_type = CT_PASSENGERS; - break; - - default: NOT_REACHED(); break; - } - - if (!new_cargo_capacity) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity - - if (v->cargo_type == new_cargo_type || CanRefitTo(engine_type, v->cargo_type)) { - if (VerifyAutoreplaceRefitForOrders(v, engine_type)) { - return v->cargo_type == new_cargo_type ? CT_NO_REFIT : v->cargo_type; - } else { - return CT_INVALID; - } - } - if (v->type != VEH_Train) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want - - /* Below this line it's safe to assume that the vehicle in question is a train */ - - if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type - - /* the old engine didn't have cargo capacity, but the new one does - * now we will figure out what cargo the train is carrying and refit to fit this */ - v = GetFirstVehicleInChain(v); - do { - if (v->cargo_cap == 0) continue; - /* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */ - if (v->cargo_type == new_cargo_type) return CT_NO_REFIT; - if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type; - } while ((v=v->next) != NULL); - return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one -} - -/* Replaces a vehicle (used to be called autorenew) - * This function is only called from MaybeReplaceVehicle() - * Must be called with _current_player set to the owner of the vehicle - * @param w Vehicle to replace - * @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts - * @return value is cost of the replacement or CMD_ERROR - */ -static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost) -{ - int32 cost; - int32 sell_value; - Vehicle *old_v = *w; - const Player *p = GetPlayer(old_v->owner); - EngineID new_engine_type; - const UnitID cached_unitnumber = old_v->unitnumber; - bool new_front = false; - Vehicle *new_v = NULL; - char vehicle_name[32]; - CargoID replacement_cargo_type; - - new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type); - if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type; - - replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type); - - /* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */ - if (replacement_cargo_type == CT_INVALID) return 0; - - sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, CMD_SELL_VEH(old_v->type)); - - /* We give the player a loan of the same amount as the sell value. - * This is needed in case he needs the income from the sale to build the new vehicle. - * We take it back if building fails or when we really sell the old engine */ - SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); - SubtractMoneyFromPlayer(sell_value); - - cost = DoCommand(old_v->tile, new_engine_type, 3, flags, CMD_BUILD_VEH(old_v->type)); - if (CmdFailed(cost)) { - SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); - SubtractMoneyFromPlayer(-sell_value); // Take back the money we just gave the player - return cost; - } - - if (replacement_cargo_type != CT_NO_REFIT) cost += GetRefitCost(new_engine_type); // add refit cost - - if (flags & DC_EXEC) { - new_v = GetVehicle(_new_vehicle_id); - *w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is - - /* refit if needed */ - if (replacement_cargo_type != CT_NO_REFIT) { - if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type)))) { - /* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */ - error("Autoreplace failed to refit. Replace engine %d to %d and refit to cargo %d", old_v->engine_type, new_v->engine_type, replacement_cargo_type); - } - } - - if (new_v->type == VEH_Train && HASBIT(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->next != NULL && IsArticulatedPart(new_v->next))) { - // we are autorenewing to a single engine, so we will turn it as the old one was turned as well - SETBIT(new_v->u.rail.flags, VRF_REVERSE_DIRECTION); - } - - if (old_v->type == VEH_Train && !IsFrontEngine(old_v)) { - /* this is a railcar. We need to move the car into the train - * We add the new engine after the old one instead of replacing it. It will give the same result anyway when we - * sell the old engine in a moment - */ - DoCommand(0, (GetPrevVehicleInChain(old_v)->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); - /* Now we move the old one out of the train */ - DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); - } else { - // copy/clone the orders - DoCommand(0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER); - new_v->cur_order_index = old_v->cur_order_index; - ChangeVehicleViewWindow(old_v, new_v); - new_v->profit_this_year = old_v->profit_this_year; - new_v->profit_last_year = old_v->profit_last_year; - new_v->service_interval = old_v->service_interval; - new_front = true; - new_v->unitnumber = old_v->unitnumber; // use the same unit number - - new_v->current_order = old_v->current_order; - if (old_v->type == VEH_Train && GetNextVehicle(old_v) != NULL){ - Vehicle *temp_v = GetNextVehicle(old_v); - - // move the entire train to the new engine, excluding the old engine - if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) { - // we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead - temp_v = GetNextVehicle(temp_v); - } - - if (temp_v != NULL) { - DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); - } - } - } - /* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */ - MoveVehicleCargo(new_v->type == VEH_Train ? GetFirstVehicleInChain(new_v) : new_v, old_v); - - // Get the name of the old vehicle if it has a custom name. - if (!IsCustomName(old_v->string_id)) { - vehicle_name[0] = '\0'; - } else { - GetName(vehicle_name, old_v->string_id & 0x7FF, lastof(vehicle_name)); - } - } else { // flags & DC_EXEC not set - /* Ensure that the player will not end up having negative money while autoreplacing - * This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */ - if (p->money64 < (cost + total_cost)) { - SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); - SubtractMoneyFromPlayer(-sell_value); // Pay back the loan - return CMD_ERROR; - } - } - - /* Take back the money we just gave the player just before building the vehicle - * The player will get the same amount now that the sale actually takes place */ - SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); - SubtractMoneyFromPlayer(-sell_value); - - /* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */ - cost += DoCommand(0, old_v->index, 0, flags, CMD_SELL_VEH(old_v->type)); - - if (new_front) { - /* now we assign the old unitnumber to the new vehicle */ - new_v->unitnumber = cached_unitnumber; - } - - /* Transfer the name of the old vehicle */ - if ((flags & DC_EXEC) && vehicle_name[0] != '\0') { - _cmd_text = vehicle_name; - DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE); - } - - return cost; -} - -/** replaces a vehicle if it's set for autoreplace or is too old - * (used to be called autorenew) - * @param v The vehicle to replace - * if the vehicle is a train, v needs to be the front engine - * @param check Checks if the replace is valid. No action is done at all - * @param display_costs If set, a cost animation is shown (only if check is false) - * @return CMD_ERROR if something went wrong. Otherwise the price of the replace - */ -static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs) -{ - Vehicle *w; - const Player *p = GetPlayer(v->owner); - byte flags = 0; - int32 cost, temp_cost = 0; - bool stopped = false; - - /* Remember the length in case we need to trim train later on - * If it's not a train, the value is unused - * round up to the length of the tiles used for the train instead of the train length instead - * Useful when newGRF uses custom length */ - uint16 old_total_length = (v->type == VEH_Train ? - (v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE : - -1 - ); - - - _current_player = v->owner; - - assert(v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship || v->type == VEH_Aircraft); - - assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed - - if (v->leave_depot_instantly) { - // we stopped the vehicle to do this, so we have to remember to start it again when we are done - // we need to store this info as the engine might be replaced and lose this info - stopped = true; - } - - for (;;) { - cost = 0; - w = v; - do { - if (w->type == VEH_Train && IsMultiheaded(w) && !IsTrainEngine(w)) { - /* we build the rear ends of multiheaded trains with the front ones */ - continue; - } - - // check if the vehicle should be replaced - if (!p->engine_renew || - w->age - w->max_age < (p->engine_renew_months * 30) || // replace if engine is too old - w->max_age == 0) { // rail cars got a max age of 0 - if (!EngineHasReplacementForPlayer(p, w->engine_type)) // updates to a new model - continue; - } - - /* Now replace the vehicle */ - temp_cost = ReplaceVehicle(&w, flags, cost); - - if (flags & DC_EXEC && - (w->type != VEH_Train || w->u.rail.first_engine == INVALID_ENGINE)) { - /* now we bought a new engine and sold the old one. We need to fix the - * pointers in order to avoid pointing to the old one for trains: these - * pointers should point to the front engine and not the cars - */ - v = w; - } - - if (!CmdFailed(temp_cost)) { - cost += temp_cost; - } - } while (w->type == VEH_Train && (w = GetNextVehicle(w)) != NULL); - - if (!(flags & DC_EXEC) && (p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) { - if (!check && p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) { - StringID message; - SetDParam(0, v->unitnumber); - 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; - // This should never happen - default: NOT_REACHED(); message = 0; break; - } - - AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); - } - if (stopped) v->vehstatus &= ~VS_STOPPED; - if (display_costs) _current_player = OWNER_NONE; - return CMD_ERROR; - } - - if (flags & DC_EXEC) { - break; // we are done replacing since the loop ran once with DC_EXEC - } else if (check) { - /* It's a test only and we know that we can do this - * NOTE: payment for wagon removal is NOT included in this price */ - return cost; - } - // now we redo the loop, but this time we actually do stuff since we know that we can do it - flags |= DC_EXEC; - } - - /* If setting is on to try not to exceed the old length of the train with the replacement */ - if (v->type == VEH_Train && p->renew_keep_length) { - Vehicle *temp; - w = v; - - while (v->u.rail.cached_total_length > old_total_length) { - // the train is too long. We will remove cars one by one from the start of the train until it's short enough - while (w != NULL && !(RailVehInfo(w->engine_type)->flags&RVI_WAGON) ) { - w = GetNextVehicle(w); - } - if (w == NULL) { - // we failed to make the train short enough - SetDParam(0, v->unitnumber); - AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); - break; - } - temp = w; - w = GetNextVehicle(w); - DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); - MoveVehicleCargo(v, temp); - cost += DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON); - } - } - - if (stopped) v->vehstatus &= ~VS_STOPPED; - if (display_costs) { - if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost); - _current_player = OWNER_NONE; - } - return 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 = realloc((void*)*engine_list, (*engine_list_length) * sizeof((*engine_list)[0])); -} - -/** 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 == 0x80) { - 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 && - v->subtype <= 2 && - 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 station index of station to generate a list for. INVALID_STATION when not used -* @param order index of oder to generate a list for. INVALID_ORDER when not used -* @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, StationID station, OrderID order, uint16 depot_airport_index, uint16 window_type) -{ - const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2; - 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 == station) { - 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 == order) break; - } - - if (v != NULL && v->orders != NULL && v->orders->index == order) { - /* 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 == depot_airport_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 = realloc((void*)*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, id, 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 | DEPOT_DONT_CANCEL, flags, CMD_SEND_TO_DEPOT(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 = 254; - break; - - case VEH_Ship: - InvalidateWindowClasses(WC_SHIPS_LIST); - v->u.ship.state = 0x80; - 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, CMD_REFIT_VEH(v->type)); - - 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 - 0x10]); - 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 */ - if (v->type == VEH_Train) v->u.rail.days_since_order_progr = 0; - 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 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 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 */ -bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp) -{ - 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]; - - gp->x = x; - gp->y = y; - gp->old_tile = v->tile; - gp->new_tile = TileVirtXY(x, y); - return gp->old_tile == gp->new_tile; -} - -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 0xFF; - - switch (v->type) { - case VEH_Train: - if (v->u.rail.track == 0x80) /* We'll assume the train is facing outwards */ - return DiagdirToDiagTrackdir(GetRailDepotDirection(v->tile)); /* Train in depot */ - - if (v->u.rail.track == 0x40) /* train in tunnel, so just use his direction and assume a diagonal track */ - return DiagdirToDiagTrackdir(DirToDiagDir(v->direction)); - - return TrackDirectionToTrackdir(FIND_FIRST_BIT(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(FIND_FIRST_BIT(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 (IsRoadStopTile(v->tile)) /* We'll assume the road vehicle is facing outwards */ - return DiagdirToDiagTrackdir(GetRoadStopDir(v->tile)); /* Road vehicle in a station */ - - /* If vehicle's state is a valid track direction (vehicle is not turning around) return it */ - if ((v->u.road.state & 7) < 6) return 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 0xFF; - } -} -/* Return value has bit 0x2 set, when the vehicle enters a station. Then, - * result << 8 contains the id of the station entered. If the return value has - * bit 0x8 set, the vehicle could not and did not enter the tile. Are there - * other bits that can be set? */ -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 = malloc((max + 1) * sizeof(*cache)); - } - - // 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; -} - -static PalSpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, EngineID parent_engine_type, CargoID cargo_type) -{ - SpriteID map; - const Player *p = GetPlayer(player); - LiveryScheme scheme = LS_DEFAULT; - - /* The default livery is always available for use, but its in_use flag determines - * whether any _other_ liveries are in use. */ - if (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: { - switch (_engine_info[engine_type].railtype) { - case RAILTYPE_RAIL: - case RAILTYPE_ELECTRIC: - { - const RailVehicleInfo *rvi = RailVehInfo(engine_type); - - if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type; - if (rvi->flags & RVI_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) { - case 0: scheme = LS_PASSENGER_WAGON_STEAM; break; - case 1: scheme = LS_PASSENGER_WAGON_DIESEL; break; - case 2: 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) { - case 0: scheme = LS_STEAM; break; - case 1: scheme = is_mu ? LS_DMU : LS_DIESEL; break; - case 2: 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 = (cargo_type == CT_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 = (cargo_type == CT_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 0: scheme = LS_HELICOPTER; break; - case 1: scheme = LS_SMALL_PLANE; break; - case 3: 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; - } - - map = HASBIT(EngInfo(engine_type)->misc_flags, EF_USES_2CC) ? - (SPR_2CCMAP_BASE + p->livery[scheme].colour1 + p->livery[scheme].colour2 * 16) : - (PALETTE_RECOLOR_START + p->livery[scheme].colour1); - - return SPRITE_PALETTE(map << PALETTE_SPRITE_START); -} - -PalSpriteID GetEnginePalette(EngineID engine_type, PlayerID player) -{ - return GetEngineColourMap(engine_type, player, INVALID_ENGINE, CT_INVALID); -} - -PalSpriteID 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->cargo_type); - } - - return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v->cargo_type); -} - -// Save and load of vehicles -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_VAR(Vehicle, cur_image, SLE_UINT16), - SLE_VAR(Vehicle, spritenum, SLE_UINT8), - SLE_VAR(Vehicle, sprite_width, SLE_UINT8), - SLE_VAR(Vehicle, sprite_height, SLE_UINT8), - SLE_VAR(Vehicle, z_height, SLE_UINT8), - SLE_VAR(Vehicle, x_offs, SLE_INT8), - SLE_VAR(Vehicle, y_offs, SLE_INT8), - 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_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(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 0, 4), - SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), - - /* Orders for version 5 and on */ - SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION), - SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION), - SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION), - - /* Refit in current order */ - SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, refit_cargo), SLE_UINT8, 36, SL_MAX_VERSION), - SLE_CONDVARX(offsetof(Vehicle, current_order) + 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, load_status, SLE_UINT8, 40, SL_MAX_VERSION), - - SLE_VAR(Vehicle, profit_this_year, SLE_INT32), - SLE_VAR(Vehicle, profit_last_year, SLE_INT32), - 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(offsetof(Vehicle, u) + offsetof(VehicleRail, crash_anim_pos), SLE_UINT16), - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, force_proceed), SLE_UINT8), - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, railtype), SLE_UINT8), - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, track), SLE_UINT8), - - SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, flags), SLE_UINT8, 2, SL_MAX_VERSION), - SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, days_since_order_progr), SLE_UINT16, 2, SL_MAX_VERSION), - - 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(offsetof(Vehicle, u) + offsetof(VehicleRoad, state), SLE_UINT8), - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, frame), SLE_UINT8), - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, blocked_ctr), SLE_UINT16), - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking), SLE_UINT8), - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8), - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, crashed_ctr), SLE_UINT16), - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, reverse_ctr), SLE_UINT8), - - SLE_CONDREFX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot), REF_ROADSTOPS, 6, SL_MAX_VERSION), - SLE_CONDNULL(1, 6, SL_MAX_VERSION), - SLE_CONDVARX(offsetof(Vehicle, u) + 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(offsetof(Vehicle, u) + 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(offsetof(Vehicle, u) + offsetof(VehicleAir, crashed_counter), SLE_UINT16), - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, pos), SLE_UINT8), - - SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), - SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport), SLE_UINT16, 5, SL_MAX_VERSION), - - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, state), SLE_UINT8), - - SLE_CONDVARX(offsetof(Vehicle, u) + 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_VAR(Vehicle, sprite_width, SLE_UINT8), - SLE_VAR(Vehicle, sprite_height, SLE_UINT8), - SLE_VAR(Vehicle, z_height, SLE_UINT8), - SLE_VAR(Vehicle, x_offs, SLE_INT8), - SLE_VAR(Vehicle, y_offs, SLE_INT8), - SLE_VAR(Vehicle, progress, SLE_UINT8), - SLE_VAR(Vehicle, vehstatus, SLE_UINT8), - - SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk0), SLE_UINT16), - SLE_VARX(offsetof(Vehicle, u) + 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_VAR(Vehicle, x_offs, SLE_INT8), - SLE_VAR(Vehicle, y_offs, SLE_INT8), - SLE_VAR(Vehicle, sprite_width, SLE_UINT8), - SLE_VAR(Vehicle, sprite_height, SLE_UINT8), - SLE_VAR(Vehicle, z_height, SLE_UINT8), - SLE_VAR(Vehicle, owner, SLE_UINT8), - SLE_VAR(Vehicle, vehstatus, SLE_UINT8), - SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), - SLE_CONDVARX(offsetof(Vehicle, current_order) + 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(offsetof(Vehicle, u) + offsetof(VehicleDisaster, image_override), SLE_UINT16), - SLE_VARX(offsetof(Vehicle, u) + 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(void) -{ - Vehicle *v; - // Write the vehicles - FOR_ALL_VEHICLES(v) { - SlSetArrayIndex(v->index); - SlObject(v, _veh_descs[v->type - 0x10]); - } -} - -// Will be called when vehicles need to be loaded. -static void Load_VEHS(void) -{ - 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, _veh_descs[SlReadByte()]); - - /* 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 = v->current_order.type & 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; - } - } - } - } -} - -const ChunkHandler _veh_chunk_handlers[] = { - { 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST}, -}; |