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-rw-r--r--projects/openttd.vcproj3
-rw-r--r--projects/openttd_vs80.vcproj4
-rw-r--r--source.list1
-rw-r--r--src/autoreplace_cmd.cpp414
-rw-r--r--src/vehicle.cpp396
-rw-r--r--src/vehicle.h2
6 files changed, 424 insertions, 396 deletions
diff --git a/projects/openttd.vcproj b/projects/openttd.vcproj
index 64ae2e687..2f6380fa3 100644
--- a/projects/openttd.vcproj
+++ b/projects/openttd.vcproj
@@ -167,6 +167,9 @@
RelativePath=".\..\src\aystar.cpp">
</File>
<File
+ RelativePath=".\..\src\autoreplace_cmd.cpp">
+ </File>
+ <File
RelativePath=".\..\src\bmp.cpp">
</File>
<File
diff --git a/projects/openttd_vs80.vcproj b/projects/openttd_vs80.vcproj
index 8067d4c28..cb13007de 100644
--- a/projects/openttd_vs80.vcproj
+++ b/projects/openttd_vs80.vcproj
@@ -452,6 +452,10 @@
>
</File>
<File
+ RelativePath=".\..\src\autoreplace_cmd.cpp"
+ >
+ </File>
+ <File
RelativePath=".\..\src\bmp.cpp"
>
</File>
diff --git a/source.list b/source.list
index 68978f3ee..7c0c1da74 100644
--- a/source.list
+++ b/source.list
@@ -1,6 +1,7 @@
# Source Files
airport.cpp
aystar.cpp
+autoreplace_cmd.cpp
bmp.cpp
callback_table.cpp
cargotype.cpp
diff --git a/src/autoreplace_cmd.cpp b/src/autoreplace_cmd.cpp
new file mode 100644
index 000000000..bdfded603
--- /dev/null
+++ b/src/autoreplace_cmd.cpp
@@ -0,0 +1,414 @@
+/* $Id$ */
+
+#include "stdafx.h"
+#include "openttd.h"
+#include "roadveh.h"
+#include "ship.h"
+#include "table/strings.h"
+#include "functions.h"
+#include "news.h"
+#include "command.h"
+#include "player.h"
+#include "engine.h"
+#include "debug.h"
+#include "vehicle_gui.h"
+#include "depot.h"
+#include "train.h"
+#include "aircraft.h"
+#include "cargotype.h"
+
+
+/*
+ * 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);
+
+ /*
+ * The of the train will be incorrect at this moment. This is due
+ * to the fact that removing the old wagon updates the weight of
+ * the complete train, which is without the weight of cargo we just
+ * moved back into some (of the) new wagon(s).
+ */
+ if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->first);
+}
+
+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 ? (CargoID)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, GetCmdSellVeh(old_v));
+
+ /* 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, GetCmdBuildVeh(old_v));
+ 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, GetCmdRefitVeh(new_v)))) {
+ /* 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, GetCmdSellVeh(old_v));
+
+ 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
+ */
+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;
+
+ /* 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(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 = 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)->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, 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;
+}
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index d5852b0a9..79f12dfea 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -37,7 +37,6 @@
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "helpers.hpp"
-#include "cargotype.h"
#define INVALID_COORD (-0x8000)
#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
@@ -606,7 +605,6 @@ 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;
@@ -1888,400 +1886,6 @@ int32 CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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);
-
- /*
- * The of the train will be incorrect at this moment. This is due
- * to the fact that removing the old wagon updates the weight of
- * the complete train, which is without the weight of cargo we just
- * moved back into some (of the) new wagon(s).
- */
- if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->first);
-}
-
-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 ? (CargoID)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, GetCmdSellVeh(old_v));
-
- /* 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, GetCmdBuildVeh(old_v));
- 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, GetCmdRefitVeh(new_v)))) {
- /* 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, GetCmdSellVeh(old_v));
-
- 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;
-
- /* 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(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 = 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)->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, 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)
diff --git a/src/vehicle.h b/src/vehicle.h
index cd3c73dff..ff12a139c 100644
--- a/src/vehicle.h
+++ b/src/vehicle.h
@@ -400,6 +400,8 @@ void VehicleEnterDepot(Vehicle *v);
void InvalidateAutoreplaceWindow(EngineID e);
+int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs);
+
/* Flags to add to p2 for goto depot commands */
/* Note: bits 8-10 are used for VLW flags */
enum {