summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorbjarni <bjarni@openttd.org>2008-04-19 15:14:20 +0000
committerbjarni <bjarni@openttd.org>2008-04-19 15:14:20 +0000
commit44145548ea0164ceee384bbcdaef29462534c373 (patch)
tree4d4e76388db7fe5636cde9b69e8e82c19cad7126 /src
parenta9775dfcc9d5c7ff07eac18a9cd7e3f121812657 (diff)
downloadopenttd-44145548ea0164ceee384bbcdaef29462534c373.tar.xz
(svn r12791) -Codechange: [autoreplace] Added a flag parameter (listens for DC_EXEC and DC_QUERY_COST) and included more info when returning CommandCost
This allowed cleaning up the code in MaybeReplaceVehicle()
Diffstat (limited to 'src')
-rw-r--r--src/autoreplace_cmd.cpp139
-rw-r--r--src/vehicle.cpp38
-rw-r--r--src/vehicle_func.h2
3 files changed, 106 insertions, 73 deletions
diff --git a/src/autoreplace_cmd.cpp b/src/autoreplace_cmd.cpp
index f4fe718ff..2b848ea3c 100644
--- a/src/autoreplace_cmd.cpp
+++ b/src/autoreplace_cmd.cpp
@@ -296,17 +296,37 @@ static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost)
* (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
+ * @param flags
+ * @param display_costs If set, a cost animation is shown (only if DC_EXEC is set)
+ * This bool also takes autorenew money into consideration
+ * @return the costs, the success bool and sometimes an error message
*/
-CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
+CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs)
{
Vehicle *w;
const Player *p = GetPlayer(v->owner);
- byte flags = 0;
- CommandCost cost, temp_cost;
- bool stopped;
+ CommandCost cost;
+ bool stopped = false;
+
+ /* We only want "real" vehicle types. */
+ assert(IsPlayerBuildableVehicleType(v));
+
+ /* Ensure that this bool is cleared. */
+ assert(!v->leave_depot_instantly);
+
+ /* We can't sell if the current player don't own the vehicle. */
+ assert(v->owner == _current_player);
+
+ if (!v->IsInDepot()) {
+ /* The vehicle should be inside the depot */
+ switch (v->type) {
+ default: NOT_REACHED();
+ case VEH_TRAIN: return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED); break;
+ case VEH_ROAD: return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE); break;
+ case VEH_SHIP: return_cmd_error(STR_980B_SHIP_MUST_BE_STOPPED_IN); break;
+ case VEH_AIRCRAFT: return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED); break;
+ }
+ }
/* Remember the length in case we need to trim train later on
* If it's not a train, the value is unused
@@ -317,20 +337,14 @@ CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
-1
);
+ if (!(v->vehstatus & VS_STOPPED)) {
+ /* The vehicle is moving so we better stop it before we might alter consist or sell it */
+ v->vehstatus |= VS_STOPPED;
+ /* Remember that we stopped the vehicle */
+ stopped = true;
+ }
- _current_player = v->owner;
-
- assert(IsPlayerBuildableVehicleType(v));
-
- assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed
-
- /* Remember the flag v->leave_depot_instantly because if we replace the vehicle, the vehicle holding this flag will be sold
- * If it is set, then we only stopped the vehicle to replace it (if needed) and we will need to start it again.
- * We also need to reset the flag since it should remain false except from when the vehicle enters a depot until autoreplace is handled in the same tick */
- stopped = v->leave_depot_instantly;
- v->leave_depot_instantly = false;
-
- for (;;) {
+ {
cost = CommandCost(EXPENSES_NEW_VEHICLES);
w = v;
do {
@@ -346,9 +360,7 @@ CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
}
/* Now replace the vehicle */
- temp_cost = ReplaceVehicle(&w, flags, cost.GetCost());
-
- if (CmdFailed(temp_cost)) break; // replace failed for some reason. Leave the vehicle alone
+ cost.AddCost(ReplaceVehicle(&w, flags, cost.GetCost()));
if (flags & DC_EXEC &&
(w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE)) {
@@ -358,11 +370,26 @@ CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
*/
v = w;
}
- cost.AddCost(temp_cost);
} while (w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL);
- if (!(flags & DC_EXEC) && (p->player_money < (cost.GetCost() + p->engine_renew_money) || cost.GetCost() == 0)) {
- if (!check && p->player_money < (cost.GetCost() + p->engine_renew_money) && ( _local_player == v->owner ) && cost.GetCost() != 0) {
+ if (flags & DC_QUERY_COST || cost.GetCost() == 0) {
+ /* We didn't do anything during the replace so we will just exit here */
+ if (stopped) v->vehstatus &= ~VS_STOPPED;
+ return cost;
+ }
+
+ if (display_costs && !(flags & DC_EXEC)) {
+ /* We want to ensure that we will not get below p->engine_renew_money.
+ * We will not actually pay this amount. It's for display and checks only. */
+ cost.AddCost((Money)p->engine_renew_money);
+ if (CmdSucceeded(cost) && GetAvailableMoneyForCommand() < cost.GetCost()) {
+ /* We don't have enough money so we will set cost to failed */
+ cost.AddCost(CMD_ERROR);
+ }
+ }
+
+ if (display_costs && CmdFailed(cost)) {
+ if (GetAvailableMoneyForCommand() < cost.GetCost() && IsLocalPlayer()) {
StringID message;
SetDParam(0, v->unitnumber);
switch (v->type) {
@@ -376,50 +403,40 @@ CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
AddNewsItem(message, NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, DNC_NONE, 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;
+ if (flags & DC_EXEC && CmdSucceeded(cost)) {
+ /* 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)->railveh_type != RAILVEH_WAGON) {
+ 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)->railveh_type != RAILVEH_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, NM_SMALL, NF_VIEWPORT | NF_VEHICLE, NT_ADVICE, DNC_NONE, 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.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON));
}
- if (w == NULL) {
- // we failed to make the train short enough
- SetDParam(0, v->unitnumber);
- AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NM_SMALL, NF_VIEWPORT | NF_VEHICLE, NT_ADVICE, DNC_NONE, 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.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON));
+ }
+ if (display_costs && IsLocalPlayer()) {
+ ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
}
}
+ /* Start the vehicle if we stopped it earlier */
if (stopped) v->vehstatus &= ~VS_STOPPED;
- if (display_costs) {
- if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
- _current_player = OWNER_NONE;
- }
+
return cost;
}
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index 3cc82188b..028ae5351 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -691,11 +691,32 @@ void CallVehicleTicks()
/* 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;
+ if (v != NULL) {
+ while (v != NULL) {
+ /* Autoreplace needs the current player set as the vehicle owner */
+ _current_player = v->owner;
+
+ /* Buffer v->depot_list and clear it.
+ * Autoreplace might clear this so it has to be buffered. */
+ Vehicle *w = v->depot_list;
+ v->depot_list = NULL; // it should always be NULL at the end of each tick
+
+ /* Start vehicle if we stopped them in VehicleEnteredDepotThisTick()
+ * We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that
+ * they are already leaving the depot again before being replaced. */
+ if (v->leave_depot_instantly) {
+ v->leave_depot_instantly = false;
+ v->vehstatus &= ~VS_STOPPED;
+ }
+
+ CommandCost cost = MaybeReplaceVehicle(v, 0, true);
+ if (CmdSucceeded(cost) && cost.GetCost() != 0) {
+ /* Looks like we can replace this vehicle so we go ahead and do so */
+ MaybeReplaceVehicle(v, DC_EXEC, true);
+ }
+ v = w;
+ }
+ _current_player = OWNER_NONE;
}
}
@@ -1695,16 +1716,11 @@ CommandCost CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uin
for (uint i = 0; i < engine_count; i++) {
Vehicle *v = vl[i];
- bool stopped = !(v->vehstatus & VS_STOPPED);
/* Ensure that the vehicle completely in the depot */
if (!v->IsInDepot()) continue;
- if (stopped) {
- v->vehstatus |= VS_STOPPED; // Stop the vehicle
- v->leave_depot_instantly = true;
- }
- CommandCost ret = MaybeReplaceVehicle(v, !(flags & DC_EXEC), false);
+ CommandCost ret = MaybeReplaceVehicle(v, flags, false);
if (CmdSucceeded(ret)) {
cost.AddCost(ret);
diff --git a/src/vehicle_func.h b/src/vehicle_func.h
index a884e8fd9..2d44eb6a9 100644
--- a/src/vehicle_func.h
+++ b/src/vehicle_func.h
@@ -71,7 +71,7 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_l
CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);
void VehicleEnterDepot(Vehicle *v);
-CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs);
+CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs);
bool CanBuildVehicleInfrastructure(VehicleType type);
void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2);