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-rw-r--r--src/vehicle.c3235
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diff --git a/src/vehicle.c b/src/vehicle.c
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+++ b/src/vehicle.c
@@ -0,0 +1,3235 @@
+/* $Id$ */
+
+#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 = INVALID_VEHICLE;
+ 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;
+}
+
+
+VehicleID _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) {
+ VehicleID veh = _vehicle_position_hash[(x + y) & 0xFFFF];
+
+ while (veh != INVALID_VEHICLE) {
+ Vehicle *v = GetVehicle(veh);
+ void* a = proc(v, data);
+
+ if (a != NULL) return a;
+ veh = v->next_hash;
+ }
+
+ if (x == xu) break;
+ }
+
+ if (y == yu) break;
+ }
+ return NULL;
+}
+
+
+static void UpdateVehiclePosHash(Vehicle* v, int x, int y)
+{
+ VehicleID *old_hash, *new_hash;
+ int old_x = v->left_coord;
+ int old_y = v->top_coord;
+ Vehicle *u;
+
+ 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;
+ VehicleID idx = *old_hash;
+ while ((u = GetVehicle(idx)) != v) {
+ idx = u->next_hash;
+ assert(idx != INVALID_VEHICLE);
+ last = u;
+ }
+
+ 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->index;
+ }
+}
+
+void ResetVehiclePosHash(void)
+{
+ uint i;
+ for (i = 0; i < lengthof(_vehicle_position_hash); i++) {
+ _vehicle_position_hash[i] = INVALID_VEHICLE;
+ }
+}
+
+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 = INVALID_VEHICLE;
+ 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) {
+ VehicleID veh = _vehicle_position_hash[(x + y) & 0xFFFF];
+
+ while (veh != INVALID_VEHICLE) {
+ const Vehicle* v = GetVehicle(veh);
+
+ if (!(v->vehstatus & VS_HIDDEN) &&
+ l <= v->right_coord &&
+ t <= v->bottom_coord &&
+ r >= v->left_coord &&
+ b >= v->top_coord) {
+ DoDrawVehicle(v);
+ }
+ veh = 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},
+};