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-rw-r--r--projects/openttd_vs80.vcproj4
-rw-r--r--projects/openttd_vs90.vcproj4
-rw-r--r--source.list1
-rw-r--r--src/vehicle.cpp562
-rw-r--r--src/vehicle_cmd.cpp586
5 files changed, 595 insertions, 562 deletions
diff --git a/projects/openttd_vs80.vcproj b/projects/openttd_vs80.vcproj
index c80949e93..acf9bf4f5 100644
--- a/projects/openttd_vs80.vcproj
+++ b/projects/openttd_vs80.vcproj
@@ -2004,6 +2004,10 @@
>
</File>
<File
+ RelativePath=".\..\src\vehicle_cmd.cpp"
+ >
+ </File>
+ <File
RelativePath=".\..\src\water_cmd.cpp"
>
</File>
diff --git a/projects/openttd_vs90.vcproj b/projects/openttd_vs90.vcproj
index 055699fb7..6e2b0bb47 100644
--- a/projects/openttd_vs90.vcproj
+++ b/projects/openttd_vs90.vcproj
@@ -2001,6 +2001,10 @@
>
</File>
<File
+ RelativePath=".\..\src\vehicle_cmd.cpp"
+ >
+ </File>
+ <File
RelativePath=".\..\src\water_cmd.cpp"
>
</File>
diff --git a/source.list b/source.list
index 63d4162d5..9335c5c11 100644
--- a/source.list
+++ b/source.list
@@ -449,6 +449,7 @@ train_cmd.cpp
tree_cmd.cpp
tunnelbridge_cmd.cpp
unmovable_cmd.cpp
+vehicle_cmd.cpp
water_cmd.cpp
# Save/Load handlers
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index 10d005c71..0f62292b7 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -20,7 +20,6 @@
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "newgrf_station.h"
-#include "newgrf_text.h"
#include "group.h"
#include "group_gui.h"
#include "strings_func.h"
@@ -31,12 +30,10 @@
#include "vehicle_func.h"
#include "autoreplace_func.h"
#include "autoreplace_gui.h"
-#include "string_func.h"
#include "oldpool_func.h"
#include "depot_map.h"
#include "ai/ai.hpp"
#include "core/smallmap_type.hpp"
-#include "vehiclelist.h"
#include "depot_func.h"
#include "settings_type.h"
@@ -51,35 +48,6 @@ VehicleID _new_vehicle_id;
uint16 _returned_refit_capacity;
-/* Tables used in vehicle.h to find the right command for a certain vehicle type */
-const uint32 _veh_build_proc_table[] = {
- CMD_BUILD_RAIL_VEHICLE,
- CMD_BUILD_ROAD_VEH,
- CMD_BUILD_SHIP,
- CMD_BUILD_AIRCRAFT,
-};
-const uint32 _veh_sell_proc_table[] = {
- CMD_SELL_RAIL_WAGON,
- CMD_SELL_ROAD_VEH,
- CMD_SELL_SHIP,
- CMD_SELL_AIRCRAFT,
-};
-
-const uint32 _veh_refit_proc_table[] = {
- CMD_REFIT_RAIL_VEHICLE,
- CMD_REFIT_ROAD_VEH,
- CMD_REFIT_SHIP,
- CMD_REFIT_AIRCRAFT,
-};
-
-const uint32 _send_to_depot_proc_table[] = {
- CMD_SEND_TRAIN_TO_DEPOT,
- CMD_SEND_ROADVEH_TO_DEPOT,
- CMD_SEND_SHIP_TO_DEPOT,
- CMD_SEND_AIRCRAFT_TO_HANGAR,
-};
-
-
/* Initialize the vehicle-pool */
DEFINE_OLD_POOL_GENERIC(Vehicle, Vehicle)
@@ -939,481 +907,6 @@ void AgeVehicle(Vehicle *v)
AddNewsItem(str, NS_ADVICE, v->index, 0);
}
-/** Start/Stop a vehicle
- * @param tile unused
- * @param flags type of operation
- * @param p1 vehicle to start/stop
- * @param p2 bit 0: Shall the start/stop newgrf callback be evaluated (only valid with DC_AUTOREPLACE for network safety)
- * @return result of operation. Nothing if everything went well
- */
-CommandCost CmdStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
-{
- /* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */
- if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0);
-
- if (!IsValidVehicleID(p1)) return CMD_ERROR;
-
- Vehicle *v = GetVehicle(p1);
-
- if (!CheckOwnership(v->owner)) return CMD_ERROR;
- if (!v->IsPrimaryVehicle()) return CMD_ERROR;
-
- switch (v->type) {
- case VEH_TRAIN:
- if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY);
- break;
-
- case VEH_SHIP:
- case VEH_ROAD:
- break;
-
- case VEH_AIRCRAFT:
- /* cannot stop airplane when in flight, or when taking off / landing */
- if (v->u.air.state >= STARTTAKEOFF && v->u.air.state < TERM7) return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT);
- break;
-
- default: return CMD_ERROR;
- }
-
- /* Check if this vehicle can be started/stopped. The callback will fail or
- * return 0xFF if it can. */
- uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
- if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF && HasBit(p2, 0)) {
- StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
- return_cmd_error(error);
- }
-
- if (flags & DC_EXEC) {
- static const StringID vehicle_waiting_in_depot[] = {
- STR_8814_TRAIN_IS_WAITING_IN_DEPOT,
- STR_9016_ROAD_VEHICLE_IS_WAITING,
- STR_981C_SHIP_IS_WAITING_IN_DEPOT,
- STR_A014_AIRCRAFT_IS_WAITING_IN,
- };
-
- static const WindowClass vehicle_list[] = {
- WC_TRAINS_LIST,
- WC_ROADVEH_LIST,
- WC_SHIPS_LIST,
- WC_AIRCRAFT_LIST,
- };
-
- if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, vehicle_waiting_in_depot[v->type]);
-
- v->vehstatus ^= VS_STOPPED;
- if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly'
- InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
- InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
- InvalidateWindowClasses(vehicle_list[v->type]);
- }
- return CommandCost();
-}
-
-/** Starts or stops a lot of vehicles
- * @param tile Tile of the depot where the vehicles are started/stopped (only used for depots)
- * @param flags type of operation
- * @param p1 Station/Order/Depot ID (only used for vehicle list windows)
- * @param p2 bitmask
- * - bit 0-4 Vehicle type
- * - bit 5 false = start vehicles, true = stop vehicles
- * - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case
- * - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set)
- */
-CommandCost CmdMassStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
-{
- VehicleList list;
- CommandCost return_value = CMD_ERROR;
- VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5);
- bool start_stop = HasBit(p2, 5);
- bool vehicle_list_window = HasBit(p2, 6);
-
- if (vehicle_list_window) {
- uint32 id = p1;
- uint16 window_type = p2 & VLW_MASK;
-
- GenerateVehicleSortList(&list, vehicle_type, _current_company, id, window_type);
- } else {
- /* Get the list of vehicles in the depot */
- BuildDepotVehicleList(vehicle_type, tile, &list, NULL);
- }
-
- for (uint i = 0; i < list.Length(); i++) {
- const Vehicle *v = list[i];
-
- if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue;
-
- if (!vehicle_list_window) {
- if (vehicle_type == VEH_TRAIN) {
- if (CheckTrainInDepot(v, false) == -1) continue;
- } else {
- if (!(v->vehstatus & VS_HIDDEN)) continue;
- }
- }
-
- CommandCost ret = DoCommand(tile, v->index, 0, flags, CMD_START_STOP_VEHICLE);
-
- if (CmdSucceeded(ret)) {
- return_value = CommandCost();
- /* We know that the command is valid for at least one vehicle.
- * If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */
- if (!(flags & DC_EXEC)) break;
- }
- }
-
- return return_value;
-}
-
-/** Sells all vehicles in a depot
- * @param tile Tile of the depot where the depot is
- * @param flags type of operation
- * @param p1 Vehicle type
- * @param p2 unused
- */
-CommandCost CmdDepotSellAllVehicles(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
-{
- VehicleList list;
-
- CommandCost cost(EXPENSES_NEW_VEHICLES);
- uint sell_command;
- VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
-
- switch (vehicle_type) {
- case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break;
- case VEH_ROAD: sell_command = CMD_SELL_ROAD_VEH; break;
- case VEH_SHIP: sell_command = CMD_SELL_SHIP; break;
- case VEH_AIRCRAFT: sell_command = CMD_SELL_AIRCRAFT; break;
- default: return CMD_ERROR;
- }
-
- /* Get the list of vehicles in the depot */
- BuildDepotVehicleList(vehicle_type, tile, &list, &list);
-
- for (uint i = 0; i < list.Length(); i++) {
- CommandCost ret = DoCommand(tile, list[i]->index, 1, flags, sell_command);
- if (CmdSucceeded(ret)) cost.AddCost(ret);
- }
-
- if (cost.GetCost() == 0) return CMD_ERROR; // no vehicles to sell
- return cost;
-}
-
-/** Autoreplace all vehicles in the depot
- * Note: this command can make incorrect cost estimations
- * Luckily the final price can only drop, not increase. This is due to the fact that
- * estimation can't predict wagon removal so it presumes worst case which is no income from selling wagons.
- * @param tile Tile of the depot where the vehicles are
- * @param flags type of operation
- * @param p1 Type of vehicle
- * @param p2 If bit 0 is set, then either replace all or nothing (instead of replacing until money runs out)
- */
-CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
-{
- VehicleList list;
- CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
- VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
- bool all_or_nothing = HasBit(p2, 0);
-
- if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
-
- /* Get the list of vehicles in the depot */
- BuildDepotVehicleList(vehicle_type, tile, &list, &list, true);
-
- bool did_something = false;
-
- for (uint i = 0; i < list.Length(); i++) {
- Vehicle *v = (Vehicle*)list[i];
-
- /* Ensure that the vehicle completely in the depot */
- if (!v->IsInDepot()) continue;
-
- CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE);
-
- if (CmdSucceeded(ret)) {
- did_something = true;
- cost.AddCost(ret);
- } else {
- if (ret.GetErrorMessage() != STR_AUTOREPLACE_NOTHING_TO_DO && all_or_nothing) {
- /* We failed to replace a vehicle even though we set all or nothing.
- * We should never reach this if DC_EXEC is set since then it should
- * have failed the estimation guess. */
- assert(!(flags & DC_EXEC));
- /* Now we will have to return an error. */
- return CMD_ERROR;
- }
- }
- }
-
- if (!did_something) {
- /* Either we didn't replace anything or something went wrong.
- * Either way we want to return an error and not execute this command. */
- cost = CMD_ERROR;
- }
-
- return cost;
-}
-
-/** Test if a name is unique among vehicle names.
- * @param name Name to test.
- * @return True ifffffff the name is unique.
- */
-static bool IsUniqueVehicleName(const char *name)
-{
- const Vehicle *v;
-
- FOR_ALL_VEHICLES(v) {
- if (v->name != NULL && strcmp(v->name, name) == 0) return false;
- }
-
- return true;
-}
-
-/** Clone the custom name of a vehicle, adding or incrementing a number.
- * @param src Source vehicle, with a custom name.
- * @param dst Destination vehicle.
- */
-static void CloneVehicleName(const Vehicle *src, Vehicle *dst)
-{
- char buf[256];
-
- /* Find the position of the first digit in the last group of digits. */
- size_t number_position;
- for (number_position = strlen(src->name); number_position > 0; number_position--) {
- /* The design of UTF-8 lets this work simply without having to check
- * for UTF-8 sequences. */
- if (src->name[number_position - 1] < '0' || src->name[number_position - 1] > '9') break;
- }
-
- /* Format buffer and determine starting number. */
- int num;
- if (number_position == strlen(src->name)) {
- /* No digit at the end, so start at number 2. */
- strecpy(buf, src->name, lastof(buf));
- strecat(buf, " ", lastof(buf));
- number_position = strlen(buf);
- num = 2;
- } else {
- /* Found digits, parse them and start at the next number. */
- strecpy(buf, src->name, lastof(buf));
- buf[number_position] = '\0';
- num = strtol(&src->name[number_position], NULL, 10) + 1;
- }
-
- /* Check if this name is already taken. */
- for (int max_iterations = 1000; max_iterations > 0; max_iterations--, num++) {
- /* Attach the number to the temporary name. */
- seprintf(&buf[number_position], lastof(buf), "%d", num);
-
- /* Check the name is unique. */
- if (IsUniqueVehicleName(buf)) {
- dst->name = strdup(buf);
- break;
- }
- }
-
- /* All done. If we didn't find a name, it'll just use its default. */
-}
-
-/** Clone a vehicle. If it is a train, it will clone all the cars too
- * @param tile tile of the depot where the cloned vehicle is build
- * @param flags type of operation
- * @param p1 the original vehicle's index
- * @param p2 1 = shared orders, else copied orders
- */
-CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
-{
- CommandCost total_cost(EXPENSES_NEW_VEHICLES);
- uint32 build_argument = 2;
-
- if (!IsValidVehicleID(p1)) return CMD_ERROR;
-
- Vehicle *v = GetVehicle(p1);
- Vehicle *v_front = v;
- Vehicle *w = NULL;
- Vehicle *w_front = NULL;
- Vehicle *w_rear = NULL;
-
- /*
- * v_front is the front engine in the original vehicle
- * v is the car/vehicle of the original vehicle, that is currently being copied
- * w_front is the front engine of the cloned vehicle
- * w is the car/vehicle currently being cloned
- * w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains
- */
-
- if (!CheckOwnership(v->owner)) return CMD_ERROR;
-
- if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR;
-
- /* check that we can allocate enough vehicles */
- if (!(flags & DC_EXEC)) {
- int veh_counter = 0;
- do {
- veh_counter++;
- } while ((v = v->Next()) != NULL);
-
- if (!Vehicle::AllocateList(NULL, veh_counter)) {
- return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
- }
- }
-
- v = v_front;
-
- do {
- if (v->type == VEH_TRAIN && IsRearDualheaded(v)) {
- /* we build the rear ends of multiheaded trains with the front ones */
- continue;
- }
-
- CommandCost cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v));
- build_argument = 3; // ensure that we only assign a number to the first engine
-
- if (CmdFailed(cost)) return cost;
-
- total_cost.AddCost(cost);
-
- if (flags & DC_EXEC) {
- w = GetVehicle(_new_vehicle_id);
-
- if (v->type == VEH_TRAIN && HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
- SetBit(w->u.rail.flags, VRF_REVERSE_DIRECTION);
- }
-
- if (v->type == VEH_TRAIN && !IsFrontEngine(v)) {
- /* this s a train car
- * add this unit to the end of the train */
- CommandCost result = DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
- if (CmdFailed(result)) {
- /* The train can't be joined to make the same consist as the original.
- * Sell what we already made (clean up) and return an error. */
- DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
- DoCommand(w_front->tile, w->index, 1, flags, GetCmdSellVeh(w));
- return result; // return error and the message returned from CMD_MOVE_RAIL_VEHICLE
- }
- } else {
- /* this is a front engine or not a train. */
- w_front = w;
- w->service_interval = v->service_interval;
- }
- w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop
- }
- } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
-
- if (flags & DC_EXEC && v_front->type == VEH_TRAIN) {
- /* for trains this needs to be the front engine due to the callback function */
- _new_vehicle_id = w_front->index;
- }
-
- if (flags & DC_EXEC) {
- /* Cloned vehicles belong to the same group */
- DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP);
- }
-
-
- /* Take care of refitting. */
- w = w_front;
- v = v_front;
-
- /* Both building and refitting are influenced by newgrf callbacks, which
- * makes it impossible to accurately estimate the cloning costs. In
- * particular, it is possible for engines of the same type to be built with
- * different numbers of articulated parts, so when refitting we have to
- * loop over real vehicles first, and then the articulated parts of those
- * vehicles in a different loop. */
- do {
- do {
- if (flags & DC_EXEC) {
- assert(w != NULL);
-
- if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_subtype) {
- CommandCost cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v));
- if (CmdSucceeded(cost)) total_cost.AddCost(cost);
- }
-
- if (w->type == VEH_TRAIN && EngineHasArticPart(w)) {
- w = GetNextArticPart(w);
- } else if (w->type == VEH_ROAD && RoadVehHasArticPart(w)) {
- w = w->Next();
- } else {
- break;
- }
- } else {
- const Engine *e = GetEngine(v->engine_type);
- CargoID initial_cargo = (e->CanCarryCargo() ? e->GetDefaultCargoType() : (CargoID)CT_INVALID);
-
- if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) {
- total_cost.AddCost(GetRefitCost(v->engine_type));
- }
- }
-
- if (v->type == VEH_TRAIN && EngineHasArticPart(v)) {
- v = GetNextArticPart(v);
- } else if (v->type == VEH_ROAD && RoadVehHasArticPart(v)) {
- v = v->Next();
- } else {
- break;
- }
- } while (v != NULL);
-
- if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle(w);
- } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
-
- if (flags & DC_EXEC) {
- /*
- * Set the orders of the vehicle. Cannot do it earlier as we need
- * the vehicle refitted before doing this, otherwise the moved
- * cargo types might not match (passenger vs non-passenger)
- */
- DoCommand(0, (v_front->index << 16) | w_front->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
-
- /* Now clone the vehicle's name, if it has one. */
- if (v_front->name != NULL) CloneVehicleName(v_front, w_front);
- }
-
- /* Since we can't estimate the cost of cloning a vehicle accurately we must
- * check whether the company has enough money manually. */
- if (!CheckCompanyHasMoney(total_cost)) {
- if (flags & DC_EXEC) {
- /* The vehicle has already been bought, so now it must be sold again. */
- DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
- }
- return CMD_ERROR;
- }
-
- return total_cost;
-}
-
-/**
- * Send all vehicles of type to depots
- * @param type type of vehicle
- * @param flags the flags used for DoCommand()
- * @param service should the vehicles only get service in the depots
- * @param owner owner of the vehicles to send
- * @param vlw_flag tells what kind of list requested the goto depot
- * @return 0 for success and CMD_ERROR if no vehicle is able to go to depot
- */
-CommandCost SendAllVehiclesToDepot(VehicleType type, DoCommandFlag flags, bool service, Owner owner, uint16 vlw_flag, uint32 id)
-{
- VehicleList list;
-
- GenerateVehicleSortList(&list, type, owner, id, vlw_flag);
-
- /* Send all the vehicles to a depot */
- for (uint i = 0; i < list.Length(); i++) {
- const Vehicle *v = list[i];
- CommandCost ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type));
-
- /* Return 0 if DC_EXEC is not set this is a valid goto depot command)
- * In this case we know that at least one vehicle can be sent to a depot
- * and we will issue the command. We can now safely quit the loop, knowing
- * it will succeed at least once. With DC_EXEC we really need to send them to the depot */
- if (CmdSucceeded(ret) && !(flags & DC_EXEC)) {
- return CommandCost();
- }
- }
-
- return (flags & DC_EXEC) ? CommandCost() : CMD_ERROR;
-}
-
/**
* Calculates how full a vehicle is.
* @param v The Vehicle to check. For trains, use the first engine.
@@ -1556,61 +1049,6 @@ void VehicleEnterDepot(Vehicle *v)
}
}
-/** Give a custom name to your vehicle
- * @param tile unused
- * @param flags type of operation
- * @param p1 vehicle ID to name
- * @param p2 unused
- */
-CommandCost CmdRenameVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
-{
- if (!IsValidVehicleID(p1)) return CMD_ERROR;
-
- Vehicle *v = GetVehicle(p1);
- if (!CheckOwnership(v->owner)) return CMD_ERROR;
-
- bool reset = StrEmpty(text);
-
- if (!reset) {
- if (strlen(text) >= MAX_LENGTH_VEHICLE_NAME_BYTES) return CMD_ERROR;
- if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
- }
-
- if (flags & DC_EXEC) {
- free(v->name);
- v->name = reset ? NULL : strdup(text);
- InvalidateWindowClassesData(WC_TRAINS_LIST, 1);
- MarkWholeScreenDirty();
- }
-
- return CommandCost();
-}
-
-
-/** Change the service interval of a vehicle
- * @param tile unused
- * @param flags type of operation
- * @param p1 vehicle ID that is being service-interval-changed
- * @param p2 new service interval
- */
-CommandCost CmdChangeServiceInt(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
-{
- uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */
-
- if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR;
-
- Vehicle *v = GetVehicle(p1);
-
- if (!CheckOwnership(v->owner)) return CMD_ERROR;
-
- if (flags & DC_EXEC) {
- v->service_interval = serv_int;
- InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
- }
-
- return CommandCost();
-}
-
/**
* Move a vehicle in the game state; that is moving it's position in
diff --git a/src/vehicle_cmd.cpp b/src/vehicle_cmd.cpp
new file mode 100644
index 000000000..df638eab6
--- /dev/null
+++ b/src/vehicle_cmd.cpp
@@ -0,0 +1,586 @@
+/* $Id$ */
+
+/** @file vehicle.cpp Base implementations of all vehicles. */
+
+#include "stdafx.h"
+#include "openttd.h"
+#include "roadveh.h"
+#include "ship.h"
+#include "gfx_func.h"
+#include "news_func.h"
+#include "command_func.h"
+#include "company_func.h"
+#include "vehicle_gui.h"
+#include "train.h"
+#include "aircraft.h"
+#include "newgrf_engine.h"
+#include "newgrf_text.h"
+#include "group.h"
+#include "functions.h"
+#include "date_func.h"
+#include "window_func.h"
+#include "vehicle_func.h"
+#include "autoreplace_func.h"
+#include "string_func.h"
+#include "depot_map.h"
+#include "vehiclelist.h"
+
+#include "table/strings.h"
+
+/* Tables used in vehicle.h to find the right command for a certain vehicle type */
+const uint32 _veh_build_proc_table[] = {
+ CMD_BUILD_RAIL_VEHICLE,
+ CMD_BUILD_ROAD_VEH,
+ CMD_BUILD_SHIP,
+ CMD_BUILD_AIRCRAFT,
+};
+const uint32 _veh_sell_proc_table[] = {
+ CMD_SELL_RAIL_WAGON,
+ CMD_SELL_ROAD_VEH,
+ CMD_SELL_SHIP,
+ CMD_SELL_AIRCRAFT,
+};
+
+const uint32 _veh_refit_proc_table[] = {
+ CMD_REFIT_RAIL_VEHICLE,
+ CMD_REFIT_ROAD_VEH,
+ CMD_REFIT_SHIP,
+ CMD_REFIT_AIRCRAFT,
+};
+
+const uint32 _send_to_depot_proc_table[] = {
+ CMD_SEND_TRAIN_TO_DEPOT,
+ CMD_SEND_ROADVEH_TO_DEPOT,
+ CMD_SEND_SHIP_TO_DEPOT,
+ CMD_SEND_AIRCRAFT_TO_HANGAR,
+};
+
+/** Start/Stop a vehicle
+ * @param tile unused
+ * @param flags type of operation
+ * @param p1 vehicle to start/stop
+ * @param p2 bit 0: Shall the start/stop newgrf callback be evaluated (only valid with DC_AUTOREPLACE for network safety)
+ * @return result of operation. Nothing if everything went well
+ */
+CommandCost CmdStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
+{
+ /* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */
+ if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0);
+
+ if (!IsValidVehicleID(p1)) return CMD_ERROR;
+
+ Vehicle *v = GetVehicle(p1);
+
+ if (!CheckOwnership(v->owner)) return CMD_ERROR;
+ if (!v->IsPrimaryVehicle()) return CMD_ERROR;
+
+ switch (v->type) {
+ case VEH_TRAIN:
+ if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY);
+ break;
+
+ case VEH_SHIP:
+ case VEH_ROAD:
+ break;
+
+ case VEH_AIRCRAFT:
+ /* cannot stop airplane when in flight, or when taking off / landing */
+ if (v->u.air.state >= STARTTAKEOFF && v->u.air.state < TERM7) return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT);
+ break;
+
+ default: return CMD_ERROR;
+ }
+
+ /* Check if this vehicle can be started/stopped. The callback will fail or
+ * return 0xFF if it can. */
+ uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
+ if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF && HasBit(p2, 0)) {
+ StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
+ return_cmd_error(error);
+ }
+
+ if (flags & DC_EXEC) {
+ static const StringID vehicle_waiting_in_depot[] = {
+ STR_8814_TRAIN_IS_WAITING_IN_DEPOT,
+ STR_9016_ROAD_VEHICLE_IS_WAITING,
+ STR_981C_SHIP_IS_WAITING_IN_DEPOT,
+ STR_A014_AIRCRAFT_IS_WAITING_IN,
+ };
+
+ static const WindowClass vehicle_list[] = {
+ WC_TRAINS_LIST,
+ WC_ROADVEH_LIST,
+ WC_SHIPS_LIST,
+ WC_AIRCRAFT_LIST,
+ };
+
+ if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, vehicle_waiting_in_depot[v->type]);
+
+ v->vehstatus ^= VS_STOPPED;
+ if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly'
+ InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
+ InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
+ InvalidateWindowClasses(vehicle_list[v->type]);
+ }
+ return CommandCost();
+}
+
+/** Starts or stops a lot of vehicles
+ * @param tile Tile of the depot where the vehicles are started/stopped (only used for depots)
+ * @param flags type of operation
+ * @param p1 Station/Order/Depot ID (only used for vehicle list windows)
+ * @param p2 bitmask
+ * - bit 0-4 Vehicle type
+ * - bit 5 false = start vehicles, true = stop vehicles
+ * - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case
+ * - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set)
+ */
+CommandCost CmdMassStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
+{
+ VehicleList list;
+ CommandCost return_value = CMD_ERROR;
+ VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5);
+ bool start_stop = HasBit(p2, 5);
+ bool vehicle_list_window = HasBit(p2, 6);
+
+ if (vehicle_list_window) {
+ uint32 id = p1;
+ uint16 window_type = p2 & VLW_MASK;
+
+ GenerateVehicleSortList(&list, vehicle_type, _current_company, id, window_type);
+ } else {
+ /* Get the list of vehicles in the depot */
+ BuildDepotVehicleList(vehicle_type, tile, &list, NULL);
+ }
+
+ for (uint i = 0; i < list.Length(); i++) {
+ const Vehicle *v = list[i];
+
+ if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue;
+
+ if (!vehicle_list_window) {
+ if (vehicle_type == VEH_TRAIN) {
+ if (CheckTrainInDepot(v, false) == -1) continue;
+ } else {
+ if (!(v->vehstatus & VS_HIDDEN)) continue;
+ }
+ }
+
+ CommandCost ret = DoCommand(tile, v->index, 0, flags, CMD_START_STOP_VEHICLE);
+
+ if (CmdSucceeded(ret)) {
+ return_value = CommandCost();
+ /* We know that the command is valid for at least one vehicle.
+ * If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */
+ if (!(flags & DC_EXEC)) break;
+ }
+ }
+
+ return return_value;
+}
+
+/** Sells all vehicles in a depot
+ * @param tile Tile of the depot where the depot is
+ * @param flags type of operation
+ * @param p1 Vehicle type
+ * @param p2 unused
+ */
+CommandCost CmdDepotSellAllVehicles(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
+{
+ VehicleList list;
+
+ CommandCost cost(EXPENSES_NEW_VEHICLES);
+ uint sell_command;
+ VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
+
+ switch (vehicle_type) {
+ case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break;
+ case VEH_ROAD: sell_command = CMD_SELL_ROAD_VEH; break;
+ case VEH_SHIP: sell_command = CMD_SELL_SHIP; break;
+ case VEH_AIRCRAFT: sell_command = CMD_SELL_AIRCRAFT; break;
+ default: return CMD_ERROR;
+ }
+
+ /* Get the list of vehicles in the depot */
+ BuildDepotVehicleList(vehicle_type, tile, &list, &list);
+
+ for (uint i = 0; i < list.Length(); i++) {
+ CommandCost ret = DoCommand(tile, list[i]->index, 1, flags, sell_command);
+ if (CmdSucceeded(ret)) cost.AddCost(ret);
+ }
+
+ if (cost.GetCost() == 0) return CMD_ERROR; // no vehicles to sell
+ return cost;
+}
+
+/** Autoreplace all vehicles in the depot
+ * Note: this command can make incorrect cost estimations
+ * Luckily the final price can only drop, not increase. This is due to the fact that
+ * estimation can't predict wagon removal so it presumes worst case which is no income from selling wagons.
+ * @param tile Tile of the depot where the vehicles are
+ * @param flags type of operation
+ * @param p1 Type of vehicle
+ * @param p2 If bit 0 is set, then either replace all or nothing (instead of replacing until money runs out)
+ */
+CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
+{
+ VehicleList list;
+ CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
+ VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
+ bool all_or_nothing = HasBit(p2, 0);
+
+ if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
+
+ /* Get the list of vehicles in the depot */
+ BuildDepotVehicleList(vehicle_type, tile, &list, &list, true);
+
+ bool did_something = false;
+
+ for (uint i = 0; i < list.Length(); i++) {
+ Vehicle *v = (Vehicle*)list[i];
+
+ /* Ensure that the vehicle completely in the depot */
+ if (!v->IsInDepot()) continue;
+
+ CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE);
+
+ if (CmdSucceeded(ret)) {
+ did_something = true;
+ cost.AddCost(ret);
+ } else {
+ if (ret.GetErrorMessage() != STR_AUTOREPLACE_NOTHING_TO_DO && all_or_nothing) {
+ /* We failed to replace a vehicle even though we set all or nothing.
+ * We should never reach this if DC_EXEC is set since then it should
+ * have failed the estimation guess. */
+ assert(!(flags & DC_EXEC));
+ /* Now we will have to return an error. */
+ return CMD_ERROR;
+ }
+ }
+ }
+
+ if (!did_something) {
+ /* Either we didn't replace anything or something went wrong.
+ * Either way we want to return an error and not execute this command. */
+ cost = CMD_ERROR;
+ }
+
+ return cost;
+}
+
+/** Test if a name is unique among vehicle names.
+ * @param name Name to test.
+ * @return True ifffffff the name is unique.
+ */
+static bool IsUniqueVehicleName(const char *name)
+{
+ const Vehicle *v;
+
+ FOR_ALL_VEHICLES(v) {
+ if (v->name != NULL && strcmp(v->name, name) == 0) return false;
+ }
+
+ return true;
+}
+
+/** Clone the custom name of a vehicle, adding or incrementing a number.
+ * @param src Source vehicle, with a custom name.
+ * @param dst Destination vehicle.
+ */
+static void CloneVehicleName(const Vehicle *src, Vehicle *dst)
+{
+ char buf[256];
+
+ /* Find the position of the first digit in the last group of digits. */
+ size_t number_position;
+ for (number_position = strlen(src->name); number_position > 0; number_position--) {
+ /* The design of UTF-8 lets this work simply without having to check
+ * for UTF-8 sequences. */
+ if (src->name[number_position - 1] < '0' || src->name[number_position - 1] > '9') break;
+ }
+
+ /* Format buffer and determine starting number. */
+ int num;
+ if (number_position == strlen(src->name)) {
+ /* No digit at the end, so start at number 2. */
+ strecpy(buf, src->name, lastof(buf));
+ strecat(buf, " ", lastof(buf));
+ number_position = strlen(buf);
+ num = 2;
+ } else {
+ /* Found digits, parse them and start at the next number. */
+ strecpy(buf, src->name, lastof(buf));
+ buf[number_position] = '\0';
+ num = strtol(&src->name[number_position], NULL, 10) + 1;
+ }
+
+ /* Check if this name is already taken. */
+ for (int max_iterations = 1000; max_iterations > 0; max_iterations--, num++) {
+ /* Attach the number to the temporary name. */
+ seprintf(&buf[number_position], lastof(buf), "%d", num);
+
+ /* Check the name is unique. */
+ if (IsUniqueVehicleName(buf)) {
+ dst->name = strdup(buf);
+ break;
+ }
+ }
+
+ /* All done. If we didn't find a name, it'll just use its default. */
+}
+
+/** Clone a vehicle. If it is a train, it will clone all the cars too
+ * @param tile tile of the depot where the cloned vehicle is build
+ * @param flags type of operation
+ * @param p1 the original vehicle's index
+ * @param p2 1 = shared orders, else copied orders
+ */
+CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
+{
+ CommandCost total_cost(EXPENSES_NEW_VEHICLES);
+ uint32 build_argument = 2;
+
+ if (!IsValidVehicleID(p1)) return CMD_ERROR;
+
+ Vehicle *v = GetVehicle(p1);
+ Vehicle *v_front = v;
+ Vehicle *w = NULL;
+ Vehicle *w_front = NULL;
+ Vehicle *w_rear = NULL;
+
+ /*
+ * v_front is the front engine in the original vehicle
+ * v is the car/vehicle of the original vehicle, that is currently being copied
+ * w_front is the front engine of the cloned vehicle
+ * w is the car/vehicle currently being cloned
+ * w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains
+ */
+
+ if (!CheckOwnership(v->owner)) return CMD_ERROR;
+
+ if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR;
+
+ /* check that we can allocate enough vehicles */
+ if (!(flags & DC_EXEC)) {
+ int veh_counter = 0;
+ do {
+ veh_counter++;
+ } while ((v = v->Next()) != NULL);
+
+ if (!Vehicle::AllocateList(NULL, veh_counter)) {
+ return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
+ }
+ }
+
+ v = v_front;
+
+ do {
+ if (v->type == VEH_TRAIN && IsRearDualheaded(v)) {
+ /* we build the rear ends of multiheaded trains with the front ones */
+ continue;
+ }
+
+ CommandCost cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v));
+ build_argument = 3; // ensure that we only assign a number to the first engine
+
+ if (CmdFailed(cost)) return cost;
+
+ total_cost.AddCost(cost);
+
+ if (flags & DC_EXEC) {
+ w = GetVehicle(_new_vehicle_id);
+
+ if (v->type == VEH_TRAIN && HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
+ SetBit(w->u.rail.flags, VRF_REVERSE_DIRECTION);
+ }
+
+ if (v->type == VEH_TRAIN && !IsFrontEngine(v)) {
+ /* this s a train car
+ * add this unit to the end of the train */
+ CommandCost result = DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
+ if (CmdFailed(result)) {
+ /* The train can't be joined to make the same consist as the original.
+ * Sell what we already made (clean up) and return an error. */
+ DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
+ DoCommand(w_front->tile, w->index, 1, flags, GetCmdSellVeh(w));
+ return result; // return error and the message returned from CMD_MOVE_RAIL_VEHICLE
+ }
+ } else {
+ /* this is a front engine or not a train. */
+ w_front = w;
+ w->service_interval = v->service_interval;
+ }
+ w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop
+ }
+ } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
+
+ if (flags & DC_EXEC && v_front->type == VEH_TRAIN) {
+ /* for trains this needs to be the front engine due to the callback function */
+ _new_vehicle_id = w_front->index;
+ }
+
+ if (flags & DC_EXEC) {
+ /* Cloned vehicles belong to the same group */
+ DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP);
+ }
+
+
+ /* Take care of refitting. */
+ w = w_front;
+ v = v_front;
+
+ /* Both building and refitting are influenced by newgrf callbacks, which
+ * makes it impossible to accurately estimate the cloning costs. In
+ * particular, it is possible for engines of the same type to be built with
+ * different numbers of articulated parts, so when refitting we have to
+ * loop over real vehicles first, and then the articulated parts of those
+ * vehicles in a different loop. */
+ do {
+ do {
+ if (flags & DC_EXEC) {
+ assert(w != NULL);
+
+ if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_subtype) {
+ CommandCost cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v));
+ if (CmdSucceeded(cost)) total_cost.AddCost(cost);
+ }
+
+ if (w->type == VEH_TRAIN && EngineHasArticPart(w)) {
+ w = GetNextArticPart(w);
+ } else if (w->type == VEH_ROAD && RoadVehHasArticPart(w)) {
+ w = w->Next();
+ } else {
+ break;
+ }
+ } else {
+ const Engine *e = GetEngine(v->engine_type);
+ CargoID initial_cargo = (e->CanCarryCargo() ? e->GetDefaultCargoType() : (CargoID)CT_INVALID);
+
+ if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) {
+ total_cost.AddCost(GetRefitCost(v->engine_type));
+ }
+ }
+
+ if (v->type == VEH_TRAIN && EngineHasArticPart(v)) {
+ v = GetNextArticPart(v);
+ } else if (v->type == VEH_ROAD && RoadVehHasArticPart(v)) {
+ v = v->Next();
+ } else {
+ break;
+ }
+ } while (v != NULL);
+
+ if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle(w);
+ } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL);
+
+ if (flags & DC_EXEC) {
+ /*
+ * Set the orders of the vehicle. Cannot do it earlier as we need
+ * the vehicle refitted before doing this, otherwise the moved
+ * cargo types might not match (passenger vs non-passenger)
+ */
+ DoCommand(0, (v_front->index << 16) | w_front->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
+
+ /* Now clone the vehicle's name, if it has one. */
+ if (v_front->name != NULL) CloneVehicleName(v_front, w_front);
+ }
+
+ /* Since we can't estimate the cost of cloning a vehicle accurately we must
+ * check whether the company has enough money manually. */
+ if (!CheckCompanyHasMoney(total_cost)) {
+ if (flags & DC_EXEC) {
+ /* The vehicle has already been bought, so now it must be sold again. */
+ DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
+ }
+ return CMD_ERROR;
+ }
+
+ return total_cost;
+}
+
+/**
+ * Send all vehicles of type to depots
+ * @param type type of vehicle
+ * @param flags the flags used for DoCommand()
+ * @param service should the vehicles only get service in the depots
+ * @param owner owner of the vehicles to send
+ * @param vlw_flag tells what kind of list requested the goto depot
+ * @return 0 for success and CMD_ERROR if no vehicle is able to go to depot
+ */
+CommandCost SendAllVehiclesToDepot(VehicleType type, DoCommandFlag flags, bool service, Owner owner, uint16 vlw_flag, uint32 id)
+{
+ VehicleList list;
+
+ GenerateVehicleSortList(&list, type, owner, id, vlw_flag);
+
+ /* Send all the vehicles to a depot */
+ for (uint i = 0; i < list.Length(); i++) {
+ const Vehicle *v = list[i];
+ CommandCost ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type));
+
+ /* Return 0 if DC_EXEC is not set this is a valid goto depot command)
+ * In this case we know that at least one vehicle can be sent to a depot
+ * and we will issue the command. We can now safely quit the loop, knowing
+ * it will succeed at least once. With DC_EXEC we really need to send them to the depot */
+ if (CmdSucceeded(ret) && !(flags & DC_EXEC)) {
+ return CommandCost();
+ }
+ }
+
+ return (flags & DC_EXEC) ? CommandCost() : CMD_ERROR;
+}
+
+/** Give a custom name to your vehicle
+ * @param tile unused
+ * @param flags type of operation
+ * @param p1 vehicle ID to name
+ * @param p2 unused
+ */
+CommandCost CmdRenameVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
+{
+ if (!IsValidVehicleID(p1)) return CMD_ERROR;
+
+ Vehicle *v = GetVehicle(p1);
+ if (!CheckOwnership(v->owner)) return CMD_ERROR;
+
+ bool reset = StrEmpty(text);
+
+ if (!reset) {
+ if (strlen(text) >= MAX_LENGTH_VEHICLE_NAME_BYTES) return CMD_ERROR;
+ if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE);
+ }
+
+ if (flags & DC_EXEC) {
+ free(v->name);
+ v->name = reset ? NULL : strdup(text);
+ InvalidateWindowClassesData(WC_TRAINS_LIST, 1);
+ MarkWholeScreenDirty();
+ }
+
+ return CommandCost();
+}
+
+
+/** Change the service interval of a vehicle
+ * @param tile unused
+ * @param flags type of operation
+ * @param p1 vehicle ID that is being service-interval-changed
+ * @param p2 new service interval
+ */
+CommandCost CmdChangeServiceInt(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
+{
+ uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */
+
+ if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR;
+
+ Vehicle *v = GetVehicle(p1);
+
+ if (!CheckOwnership(v->owner)) return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ v->service_interval = serv_int;
+ InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
+ }
+
+ return CommandCost();
+}