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Diffstat (limited to 'src/vehicle.cpp')
-rw-r--r-- | src/vehicle.cpp | 3228 |
1 files changed, 3228 insertions, 0 deletions
diff --git a/src/vehicle.cpp b/src/vehicle.cpp new file mode 100644 index 000000000..c7b5365e4 --- /dev/null +++ b/src/vehicle.cpp @@ -0,0 +1,3228 @@ +/* $Id$ */ + +#include "stdafx.h" +#include "openttd.h" +#include "road_map.h" +#include "roadveh.h" +#include "ship.h" +#include "spritecache.h" +#include "table/sprites.h" +#include "table/strings.h" +#include "functions.h" +#include "map.h" +#include "tile.h" +#include "vehicle.h" +#include "gfx.h" +#include "viewport.h" +#include "news.h" +#include "command.h" +#include "saveload.h" +#include "player.h" +#include "engine.h" +#include "sound.h" +#include "debug.h" +#include "vehicle_gui.h" +#include "depot.h" +#include "station.h" +#include "rail.h" +#include "train.h" +#include "aircraft.h" +#include "industry_map.h" +#include "station_map.h" +#include "water_map.h" +#include "network/network.h" +#include "yapf/yapf.h" +#include "date.h" +#include "newgrf_engine.h" +#include "newgrf_sound.h" + +#define INVALID_COORD (-0x8000) +#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6)) + +/* + * These command macros are used to call vehicle type specific commands with non type specific commands + * it should be used like: DoCommandP(x, y, p1, p2, flags, CMD_STARTSTOP_VEH(v->type)) + * that line will start/stop a vehicle nomatter what type it is + * VEH_Train is used as an offset because the vehicle type values doesn't start with 0 + */ + +#define CMD_BUILD_VEH(x) _veh_build_proc_table[ x - VEH_Train] +#define CMD_SELL_VEH(x) _veh_sell_proc_table [ x - VEH_Train] +#define CMD_REFIT_VEH(x) _veh_refit_proc_table[ x - VEH_Train] + +static const uint32 _veh_build_proc_table[] = { + CMD_BUILD_RAIL_VEHICLE, + CMD_BUILD_ROAD_VEH, + CMD_BUILD_SHIP, + CMD_BUILD_AIRCRAFT, +}; +static const uint32 _veh_sell_proc_table[] = { + CMD_SELL_RAIL_WAGON, + CMD_SELL_ROAD_VEH, + CMD_SELL_SHIP, + CMD_SELL_AIRCRAFT, +}; + +static const uint32 _veh_refit_proc_table[] = { + CMD_REFIT_RAIL_VEHICLE, + CMD_REFIT_ROAD_VEH, + CMD_REFIT_SHIP, + CMD_REFIT_AIRCRAFT, +}; + +const uint32 _send_to_depot_proc_table[] = { + CMD_SEND_TRAIN_TO_DEPOT, + CMD_SEND_ROADVEH_TO_DEPOT, + CMD_SEND_SHIP_TO_DEPOT, + CMD_SEND_AIRCRAFT_TO_HANGAR, +}; + + +enum { + BLOCKS_FOR_SPECIAL_VEHICLES = 2, ///< Blocks needed for special vehicles +}; + +/** + * Called if a new block is added to the vehicle-pool + */ +static void VehiclePoolNewBlock(uint start_item) +{ + Vehicle *v; + + /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. + * TODO - This is just a temporary stage, this will be removed. */ + for (v = GetVehicle(start_item); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) v->index = start_item++; +} + +/* Initialize the vehicle-pool */ +DEFINE_OLD_POOL(Vehicle, Vehicle, VehiclePoolNewBlock, NULL) + +void VehicleServiceInDepot(Vehicle *v) +{ + v->date_of_last_service = _date; + v->breakdowns_since_last_service = 0; + v->reliability = GetEngine(v->engine_type)->reliability; + InvalidateWindow(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated +} + +bool VehicleNeedsService(const Vehicle *v) +{ + if (v->vehstatus & VS_CRASHED) + return false; /* Crashed vehicles don't need service anymore */ + + if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0) { + return EngineHasReplacementForPlayer(GetPlayer(v->owner), v->engine_type); /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off */ + } + + return _patches.servint_ispercent ? + (v->reliability < GetEngine(v->engine_type)->reliability * (100 - v->service_interval) / 100) : + (v->date_of_last_service + v->service_interval < _date); +} + +StringID VehicleInTheWayErrMsg(const Vehicle* v) +{ + switch (v->type) { + case VEH_Train: return STR_8803_TRAIN_IN_THE_WAY; + case VEH_Road: return STR_9000_ROAD_VEHICLE_IN_THE_WAY; + case VEH_Aircraft: return STR_A015_AIRCRAFT_IN_THE_WAY; + default: return STR_980E_SHIP_IN_THE_WAY; + } +} + +static void *EnsureNoVehicleProc(Vehicle *v, void *data) +{ + if (v->tile != *(const TileIndex*)data || v->type == VEH_Disaster) + return NULL; + + _error_message = VehicleInTheWayErrMsg(v); + return v; +} + +bool EnsureNoVehicle(TileIndex tile) +{ + return VehicleFromPos(tile, &tile, EnsureNoVehicleProc) == NULL; +} + +static void *EnsureNoVehicleProcZ(Vehicle *v, void *data) +{ + const TileInfo *ti = data; + + if (v->tile != ti->tile || v->type == VEH_Disaster) return NULL; + if (v->z_pos > ti->z) return NULL; + + _error_message = VehicleInTheWayErrMsg(v); + return v; +} + + +bool EnsureNoVehicleOnGround(TileIndex tile) +{ + TileInfo ti; + + ti.tile = tile; + ti.z = GetTileMaxZ(tile); + return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ) == NULL; +} + +Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z) +{ + TileInfo ti; + + ti.tile = tile; + ti.z = z; + + return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ); +} + +Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z) +{ + int x1 = TileX(from); + int y1 = TileY(from); + int x2 = TileX(to); + int y2 = TileY(to); + Vehicle *veh; + + /* Make sure x1 < x2 or y1 < y2 */ + if (x1 > x2 || y1 > y2) { + intswap(x1,x2); + intswap(y1,y2); + } + FOR_ALL_VEHICLES(veh) { + if ((veh->type == VEH_Train || veh->type == VEH_Road) && (z==0xFF || veh->z_pos == z)) { + if ((veh->x_pos>>4) >= x1 && (veh->x_pos>>4) <= x2 && + (veh->y_pos>>4) >= y1 && (veh->y_pos>>4) <= y2) { + return veh; + } + } + } + return NULL; +} + + +static void UpdateVehiclePosHash(Vehicle* v, int x, int y); + +void VehiclePositionChanged(Vehicle *v) +{ + int img = v->cur_image; + Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos); + const Sprite* spr = GetSprite(img); + + pt.x += spr->x_offs; + pt.y += spr->y_offs; + + UpdateVehiclePosHash(v, pt.x, pt.y); + + v->left_coord = pt.x; + v->top_coord = pt.y; + v->right_coord = pt.x + spr->width + 2; + v->bottom_coord = pt.y + spr->height + 2; +} + +// Called after load to update coordinates +void AfterLoadVehicles(void) +{ + Vehicle *v; + + FOR_ALL_VEHICLES(v) { + v->first = NULL; + if (v->type == VEH_Train) v->u.rail.first_engine = INVALID_ENGINE; + } + + FOR_ALL_VEHICLES(v) { + if (v->type == VEH_Train && (IsFrontEngine(v) || IsFreeWagon(v))) + TrainConsistChanged(v); + } + + FOR_ALL_VEHICLES(v) { + switch (v->type) { + case VEH_Train: v->cur_image = GetTrainImage(v, v->direction); break; + case VEH_Road: v->cur_image = GetRoadVehImage(v, v->direction); break; + case VEH_Ship: v->cur_image = GetShipImage(v, v->direction); break; + case VEH_Aircraft: + if (v->subtype == 0 || v->subtype == 2) { + v->cur_image = GetAircraftImage(v, v->direction); + if (v->next != NULL) v->next->cur_image = v->cur_image; + } + break; + default: break; + } + + v->left_coord = INVALID_COORD; + VehiclePositionChanged(v); + } +} + +static Vehicle *InitializeVehicle(Vehicle *v) +{ + VehicleID index = v->index; + memset(v, 0, sizeof(Vehicle)); + v->index = index; + + assert(v->orders == NULL); + + v->left_coord = INVALID_COORD; + v->first = NULL; + v->next = NULL; + v->next_hash = NULL; + v->string_id = 0; + v->next_shared = NULL; + v->prev_shared = NULL; + v->depot_list = NULL; + v->random_bits = 0; + return v; +} + +/** + * Get a value for a vehicle's random_bits. + * @return A random value from 0 to 255. + */ +byte VehicleRandomBits(void) +{ + return GB(Random(), 0, 8); +} + +Vehicle *ForceAllocateSpecialVehicle(void) +{ + /* This stays a strange story.. there should always be room for special + * vehicles (special effects all over the map), but with 65k of vehicles + * is this realistic to double-check for that? For now we just reserve + * BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only + * be used for special vehicles.. should work nicely :) */ + + Vehicle *v; + + /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. + * TODO - This is just a temporary stage, this will be removed. */ + for (v = GetVehicle(0); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) { + /* No more room for the special vehicles, return NULL */ + if (v->index >= (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES) + return NULL; + + if (!IsValidVehicle(v)) return InitializeVehicle(v); + } + + return NULL; +} + +/* + * finds a free vehicle in the memory or allocates a new one + * returns a pointer to the first free vehicle or NULL if all vehicles are in use + * *skip_vehicles is an offset to where in the array we should begin looking + * this is to avoid looping though the same vehicles more than once after we learned that they are not free + * this feature is used by AllocateVehicles() since it need to allocate more than one and when + * another block is added to _Vehicle_pool, since we only do that when we know it's already full + */ +static Vehicle *AllocateSingleVehicle(VehicleID *skip_vehicles) +{ + /* See note by ForceAllocateSpecialVehicle() why we skip the + * first blocks */ + Vehicle *v; + const int offset = (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES; + + /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. + * TODO - This is just a temporary stage, this will be removed. */ + if (*skip_vehicles < (_Vehicle_pool.total_items - offset)) { // make sure the offset in the array is not larger than the array itself + for (v = GetVehicle(offset + *skip_vehicles); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) { + (*skip_vehicles)++; + if (!IsValidVehicle(v)) return InitializeVehicle(v); + } + } + + /* Check if we can add a block to the pool */ + if (AddBlockToPool(&_Vehicle_pool)) + return AllocateSingleVehicle(skip_vehicles); + + return NULL; +} + + +Vehicle *AllocateVehicle(void) +{ + VehicleID counter = 0; + return AllocateSingleVehicle(&counter); +} + + +/** Allocates a lot of vehicles and frees them again + * @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only) + * @param num number of vehicles to allocate room for + * @return true if there is room to allocate all the vehicles + */ +bool AllocateVehicles(Vehicle **vl, int num) +{ + int i; + Vehicle *v; + VehicleID counter = 0; + + for (i = 0; i != num; i++) { + v = AllocateSingleVehicle(&counter); + if (v == NULL) { + return false; + } + if (vl != NULL) { + vl[i] = v; + } + } + + return true; +} + + +static Vehicle *_vehicle_position_hash[0x1000]; + +void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc) +{ + Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, 0); + + // The hash area to scan + const int xl = GB(pt.x - 174, 7, 6); + const int xu = GB(pt.x + 104, 7, 6); + const int yl = GB(pt.y - 294, 6, 6) << 6; + const int yu = GB(pt.y + 56, 6, 6) << 6; + + int x; + int y; + + for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) { + for (x = xl;; x = (x + 1) & 0x3F) { + Vehicle *v = _vehicle_position_hash[(x + y) & 0xFFFF]; + + while (v != NULL) { + void* a = proc(v, data); + + if (a != NULL) return a; + v = v->next_hash; + } + + if (x == xu) break; + } + + if (y == yu) break; + } + return NULL; +} + + +static void UpdateVehiclePosHash(Vehicle* v, int x, int y) +{ + Vehicle **old_hash, **new_hash; + int old_x = v->left_coord; + int old_y = v->top_coord; + + new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x,y)]; + old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)]; + + if (old_hash == new_hash) return; + + /* remove from hash table? */ + if (old_hash != NULL) { + Vehicle *last = NULL; + Vehicle *u = *old_hash; + while (u != v) { + last = u; + u = u->next_hash; + assert(u != NULL); + } + + if (last == NULL) { + *old_hash = v->next_hash; + } else { + last->next_hash = v->next_hash; + } + } + + /* insert into hash table? */ + if (new_hash != NULL) { + v->next_hash = *new_hash; + *new_hash = v; + } +} + +void ResetVehiclePosHash(void) +{ + memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash)); +} + +void InitializeVehicles(void) +{ + uint i; + + /* Clean the vehicle pool, and reserve enough blocks + * for the special vehicles, plus one for all the other + * vehicles (which is increased on-the-fly) */ + CleanPool(&_Vehicle_pool); + AddBlockToPool(&_Vehicle_pool); + for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++) { + AddBlockToPool(&_Vehicle_pool); + } + + ResetVehiclePosHash(); +} + +Vehicle *GetLastVehicleInChain(Vehicle *v) +{ + while (v->next != NULL) v = v->next; + return v; +} + +/** Finds the previous vehicle in a chain, by a brute force search. + * This old function is REALLY slow because it searches through all vehicles to + * find the previous vehicle, but if v->first has not been set, then this function + * will need to be used to find the previous one. This function should never be + * called by anything but GetFirstVehicleInChain + */ +static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v) +{ + Vehicle *u; + + FOR_ALL_VEHICLES(u) if (u->type == VEH_Train && u->next == v) return u; + + return NULL; +} + +/** Find the previous vehicle in a chain, by using the v->first cache. + * While this function is fast, it cannot be used in the GetFirstVehicleInChain + * function, otherwise you'll end up in an infinite loop call + */ +Vehicle *GetPrevVehicleInChain(const Vehicle *v) +{ + Vehicle *u; + assert(v != NULL); + + u = GetFirstVehicleInChain(v); + + // Check to see if this is the first + if (v == u) return NULL; + + for (; u->next != v; u = u->next) assert(u->next != NULL); + + return u; +} + +/** Finds the first vehicle in a chain. + * This function reads out the v->first cache. Should the cache be dirty, + * it determines the first vehicle in a chain, and updates the cache. + */ +Vehicle *GetFirstVehicleInChain(const Vehicle *v) +{ + Vehicle* u; + + assert(v != NULL); + + if (v->first != NULL) { + if (IsFrontEngine(v->first) || IsFreeWagon(v->first)) return v->first; + + DEBUG(misc, 0, "v->first cache faulty. We shouldn't be here, rebuilding cache!"); + } + + /* It is the fact (currently) that newly built vehicles do not have + * their ->first pointer set. When this is the case, go up to the + * first engine and set the pointers correctly. Also the first pointer + * is not saved in a savegame, so this has to be fixed up after loading */ + + /* Find the 'locomotive' or the first wagon in a chain */ + while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u; + + /* Set the first pointer of all vehicles in that chain to the first wagon */ + if (IsFrontEngine(v) || IsFreeWagon(v)) + for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v; + + return (Vehicle*)v; +} + +uint CountVehiclesInChain(const Vehicle* v) +{ + uint count = 0; + do count++; while ((v = v->next) != NULL); + return count; +} + +/** Check if a vehicle is counted in num_engines in each player struct + * @param *v Vehicle to test + * @return true if the vehicle is counted in num_engines + */ +bool IsEngineCountable(const Vehicle *v) +{ + switch (v->type) { + case VEH_Aircraft: return (v->subtype <= 2); // don't count plane shadows and helicopter rotors + case VEH_Train: + return !IsArticulatedPart(v) && // tenders and other articulated parts + (!IsMultiheaded(v) || IsTrainEngine(v)); // rear parts of multiheaded engines + case VEH_Road: + case VEH_Ship: + return true; + default: return false; // Only count player buildable vehicles + } +} + +void DestroyVehicle(Vehicle *v) +{ + if (IsEngineCountable(v)) GetPlayer(v->owner)->num_engines[v->engine_type]--; + + DeleteVehicleNews(v->index, INVALID_STRING_ID); + + DeleteName(v->string_id); + if (v->type == VEH_Road) ClearSlot(v); + + if (v->type != VEH_Train || (v->type == VEH_Train && (IsFrontEngine(v) || IsFreeWagon(v)))) { + InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); + } + + UpdateVehiclePosHash(v, INVALID_COORD, 0); + v->next_hash = NULL; + if (v->orders != NULL) DeleteVehicleOrders(v); + + /* Now remove any artic part. This will trigger an other + * destroy vehicle, which on his turn can remove any + * other artic parts. */ + if (EngineHasArticPart(v)) DeleteVehicle(v->next); +} + +void DeleteVehicleChain(Vehicle *v) +{ + do { + Vehicle *u = v; + v = GetNextVehicle(v); + DeleteVehicle(u); + } while (v != NULL); +} + + +void Aircraft_Tick(Vehicle *v); +void RoadVeh_Tick(Vehicle *v); +void Ship_Tick(Vehicle *v); +void Train_Tick(Vehicle *v); +static void EffectVehicle_Tick(Vehicle *v); +void DisasterVehicle_Tick(Vehicle *v); +static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs); + +// head of the linked list to tell what vehicles that visited a depot in a tick +static Vehicle* _first_veh_in_depot_list; + +/** Adds a vehicle to the list of vehicles, that visited a depot this tick + * @param *v vehicle to add + */ +void VehicleEnteredDepotThisTick(Vehicle *v) +{ + // we need to set v->leave_depot_instantly as we have no control of it's contents at this time + if (HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT) && !HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS) && v->current_order.type == OT_GOTO_DEPOT) { + // we keep the vehicle in the depot since the user ordered it to stay + v->leave_depot_instantly = false; + } else { + // the vehicle do not plan on stopping in the depot, so we stop it to ensure that it will not reserve the path + // out of the depot before we might autoreplace it to a different engine. The new engine would not own the reserved path + // we store that we stopped the vehicle, so autoreplace can start it again + v->vehstatus |= VS_STOPPED; + v->leave_depot_instantly = true; + } + + if (_first_veh_in_depot_list == NULL) { + _first_veh_in_depot_list = v; + } else { + Vehicle *w = _first_veh_in_depot_list; + while (w->depot_list != NULL) w = w->depot_list; + w->depot_list = v; + } +} + +typedef void VehicleTickProc(Vehicle*); +static VehicleTickProc* _vehicle_tick_procs[] = { + Train_Tick, + RoadVeh_Tick, + Ship_Tick, + Aircraft_Tick, + EffectVehicle_Tick, + DisasterVehicle_Tick, +}; + +void CallVehicleTicks(void) +{ + Vehicle *v; + +#ifdef ENABLE_NETWORK + // hotfix for desync problem: + // for MP games invalidate the YAPF cache every tick to keep it exactly the same on the server and all clients + if (_networking) { + YapfNotifyTrackLayoutChange(0, 0); + } +#endif //ENABLE_NETWORK + + _first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick + + FOR_ALL_VEHICLES(v) { + _vehicle_tick_procs[v->type - 0x10](v); + + switch (v->type) { + case VEH_Train: + case VEH_Road: + case VEH_Aircraft: + case VEH_Ship: + if (v->type == VEH_Train && IsTrainWagon(v)) continue; + if (v->type == VEH_Aircraft && v->subtype > 0) continue; + + v->motion_counter += (v->direction & 1) ? (v->cur_speed * 3) / 4 : v->cur_speed; + /* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */ + if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING); + + /* Play an alterate running sound every 16 ticks */ + if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16); + } + } + + // now we handle all the vehicles that entered a depot this tick + v = _first_veh_in_depot_list; + while (v != NULL) { + Vehicle *w = v->depot_list; + v->depot_list = NULL; // it should always be NULL at the end of each tick + MaybeReplaceVehicle(v, false, true); + v = w; + } +} + +static bool CanFillVehicle_FullLoadAny(Vehicle *v) +{ + uint32 full = 0, not_full = 0; + bool keep_loading = false; + const GoodsEntry *ge = GetStation(v->last_station_visited)->goods; + + //special handling of aircraft + + //if the aircraft carries passengers and is NOT full, then + //continue loading, no matter how much mail is in + if (v->type == VEH_Aircraft && + v->cargo_type == CT_PASSENGERS && + v->cargo_cap != v->cargo_count) { + return true; + } + + // patch should return "true" to continue loading, i.e. when there is no cargo type that is fully loaded. + do { + //Should never happen, but just in case future additions change this + assert(v->cargo_type<32); + + if (v->cargo_cap != 0) { + uint32 mask = 1 << v->cargo_type; + + if (v->cargo_cap == v->cargo_count) { + full |= mask; + } else if (GB(ge[v->cargo_type].waiting_acceptance, 0, 12) > 0 || + (HASBIT(v->load_status, LS_CARGO_UNLOADING) && (ge[v->cargo_type].waiting_acceptance & 0x8000))) { + /* If there is any cargo waiting, or this vehicle is still unloading + * and the station accepts the cargo, don't leave the station. */ + keep_loading = true; + } else { + not_full |= mask; + } + } + } while ((v = v->next) != NULL); + + // continue loading if there is a non full cargo type and no cargo type that is full + return keep_loading || (not_full && (full & ~not_full) == 0); +} + +bool CanFillVehicle(Vehicle *v) +{ + TileIndex tile = v->tile; + + if (IsTileType(tile, MP_STATION) || + (v->type == VEH_Ship && ( + IsTileType(TILE_ADDXY(tile, 1, 0), MP_STATION) || + IsTileType(TILE_ADDXY(tile, -1, 0), MP_STATION) || + IsTileType(TILE_ADDXY(tile, 0, 1), MP_STATION) || + IsTileType(TILE_ADDXY(tile, 0, -1), MP_STATION) || + IsTileType(TILE_ADDXY(tile, -2, 0), MP_STATION) + ))) { + + // If patch is active, use alternative CanFillVehicle-function + if (_patches.full_load_any && v->current_order.flags & OF_FULL_LOAD) return CanFillVehicle_FullLoadAny(v); + + do { + if (v->cargo_count != v->cargo_cap) return true; + } while ((v = v->next) != NULL); + } + return false; +} + +/** Check if a given engine type can be refitted to a given cargo + * @param engine_type Engine type to check + * @param cid_to check refit to this cargo-type + * @return true if it is possible, false otherwise + */ +bool CanRefitTo(EngineID engine_type, CargoID cid_to) +{ + CargoID cid = _global_cargo_id[_opt_ptr->landscape][cid_to]; + return HASBIT(EngInfo(engine_type)->refit_mask, cid); +} + +/** Find the first cargo type that an engine can be refitted to. + * @param engine Which engine to find cargo for. + * @return A climate dependent cargo type. CT_INVALID is returned if not refittable. + */ +CargoID FindFirstRefittableCargo(EngineID engine_type) +{ + CargoID cid; + uint32 refit_mask = EngInfo(engine_type)->refit_mask; + + if (refit_mask != 0) { + for (cid = CT_PASSENGERS; cid < NUM_CARGO; cid++) { + if (HASBIT(refit_mask, _global_cargo_id[_opt_ptr->landscape][cid])) return cid; + } + } + + return CT_INVALID; +} + +/** Learn the price of refitting a certain engine +* @param engine Which engine to refit +* @return Price for refitting +*/ +int32 GetRefitCost(EngineID engine_type) +{ + int32 base_cost = 0; + + switch (GetEngine(engine_type)->type) { + case VEH_Ship: base_cost = _price.ship_base; break; + case VEH_Road: base_cost = _price.roadveh_base; break; + case VEH_Aircraft: base_cost = _price.aircraft_base; break; + case VEH_Train: + base_cost = 2 * ((RailVehInfo(engine_type)->flags & RVI_WAGON) ? + _price.build_railwagon : _price.build_railvehicle); + break; + default: NOT_REACHED(); break; + } + return (EngInfo(engine_type)->refit_cost * base_cost) >> 10; +} + +static void DoDrawVehicle(const Vehicle *v) +{ + uint32 image = v->cur_image; + + if (v->vehstatus & VS_SHADOW) { + MAKE_TRANSPARENT(image); + } else if (v->vehstatus & VS_DEFPAL) { + image |= (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); + } + + AddSortableSpriteToDraw(image, v->x_pos + v->x_offs, v->y_pos + v->y_offs, + v->sprite_width, v->sprite_height, v->z_height, v->z_pos); +} + +void ViewportAddVehicles(DrawPixelInfo *dpi) +{ + // The bounding rectangle + const int l = dpi->left; + const int r = dpi->left + dpi->width; + const int t = dpi->top; + const int b = dpi->top + dpi->height; + + // The hash area to scan + const int xl = GB(l - 70, 7, 6); + const int xu = GB(r, 7, 6); + const int yl = GB(t - 70, 6, 6) << 6; + const int yu = GB(b, 6, 6) << 6; + + int x; + int y; + + for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) { + for (x = xl;; x = (x + 1) & 0x3F) { + const Vehicle *v = _vehicle_position_hash[(x + y) & 0xFFFF]; + + while (v != NULL) { + if (!(v->vehstatus & VS_HIDDEN) && + l <= v->right_coord && + t <= v->bottom_coord && + r >= v->left_coord && + b >= v->top_coord) { + DoDrawVehicle(v); + } + v = v->next_hash; + } + + if (x == xu) break; + } + + if (y == yu) break; + } +} + +static void ChimneySmokeInit(Vehicle *v) +{ + uint32 r = Random(); + v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3); + v->progress = GB(r, 16, 3); +} + +static void ChimneySmokeTick(Vehicle *v) +{ + if (v->progress > 0) { + v->progress--; + } else { + TileIndex tile; + + BeginVehicleMove(v); + + tile = TileVirtXY(v->x_pos, v->y_pos); + if (!IsTileType(tile, MP_INDUSTRY)) { + EndVehicleMove(v); + DeleteVehicle(v); + return; + } + + if (v->cur_image != SPR_CHIMNEY_SMOKE_7) { + v->cur_image++; + } else { + v->cur_image = SPR_CHIMNEY_SMOKE_0; + } + v->progress = 7; + VehiclePositionChanged(v); + EndVehicleMove(v); + } +} + +static void SteamSmokeInit(Vehicle *v) +{ + v->cur_image = SPR_STEAM_SMOKE_0; + v->progress = 12; +} + +static void SteamSmokeTick(Vehicle *v) +{ + bool moved = false; + + BeginVehicleMove(v); + + v->progress++; + + if ((v->progress & 7) == 0) { + v->z_pos++; + moved = true; + } + + if ((v->progress & 0xF) == 4) { + if (v->cur_image != SPR_STEAM_SMOKE_4) { + v->cur_image++; + } else { + EndVehicleMove(v); + DeleteVehicle(v); + return; + } + moved = true; + } + + if (moved) { + VehiclePositionChanged(v); + EndVehicleMove(v); + } +} + +static void DieselSmokeInit(Vehicle *v) +{ + v->cur_image = SPR_DIESEL_SMOKE_0; + v->progress = 0; +} + +static void DieselSmokeTick(Vehicle *v) +{ + v->progress++; + + if ((v->progress & 3) == 0) { + BeginVehicleMove(v); + v->z_pos++; + VehiclePositionChanged(v); + EndVehicleMove(v); + } else if ((v->progress & 7) == 1) { + BeginVehicleMove(v); + if (v->cur_image != SPR_DIESEL_SMOKE_5) { + v->cur_image++; + VehiclePositionChanged(v); + EndVehicleMove(v); + } else { + EndVehicleMove(v); + DeleteVehicle(v); + } + } +} + +static void ElectricSparkInit(Vehicle *v) +{ + v->cur_image = SPR_ELECTRIC_SPARK_0; + v->progress = 1; +} + +static void ElectricSparkTick(Vehicle *v) +{ + if (v->progress < 2) { + v->progress++; + } else { + v->progress = 0; + BeginVehicleMove(v); + if (v->cur_image != SPR_ELECTRIC_SPARK_5) { + v->cur_image++; + VehiclePositionChanged(v); + EndVehicleMove(v); + } else { + EndVehicleMove(v); + DeleteVehicle(v); + } + } +} + +static void SmokeInit(Vehicle *v) +{ + v->cur_image = SPR_SMOKE_0; + v->progress = 12; +} + +static void SmokeTick(Vehicle *v) +{ + bool moved = false; + + BeginVehicleMove(v); + + v->progress++; + + if ((v->progress & 3) == 0) { + v->z_pos++; + moved = true; + } + + if ((v->progress & 0xF) == 4) { + if (v->cur_image != SPR_SMOKE_4) { + v->cur_image++; + } else { + EndVehicleMove(v); + DeleteVehicle(v); + return; + } + moved = true; + } + + if (moved) { + VehiclePositionChanged(v); + EndVehicleMove(v); + } +} + +static void ExplosionLargeInit(Vehicle *v) +{ + v->cur_image = SPR_EXPLOSION_LARGE_0; + v->progress = 0; +} + +static void ExplosionLargeTick(Vehicle *v) +{ + v->progress++; + if ((v->progress & 3) == 0) { + BeginVehicleMove(v); + if (v->cur_image != SPR_EXPLOSION_LARGE_F) { + v->cur_image++; + VehiclePositionChanged(v); + EndVehicleMove(v); + } else { + EndVehicleMove(v); + DeleteVehicle(v); + } + } +} + +static void BreakdownSmokeInit(Vehicle *v) +{ + v->cur_image = SPR_BREAKDOWN_SMOKE_0; + v->progress = 0; +} + +static void BreakdownSmokeTick(Vehicle *v) +{ + v->progress++; + if ((v->progress & 7) == 0) { + BeginVehicleMove(v); + if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) { + v->cur_image++; + } else { + v->cur_image = SPR_BREAKDOWN_SMOKE_0; + } + VehiclePositionChanged(v); + EndVehicleMove(v); + } + + v->u.special.unk0--; + if (v->u.special.unk0 == 0) { + BeginVehicleMove(v); + EndVehicleMove(v); + DeleteVehicle(v); + } +} + +static void ExplosionSmallInit(Vehicle *v) +{ + v->cur_image = SPR_EXPLOSION_SMALL_0; + v->progress = 0; +} + +static void ExplosionSmallTick(Vehicle *v) +{ + v->progress++; + if ((v->progress & 3) == 0) { + BeginVehicleMove(v); + if (v->cur_image != SPR_EXPLOSION_SMALL_B) { + v->cur_image++; + VehiclePositionChanged(v); + EndVehicleMove(v); + } else { + EndVehicleMove(v); + DeleteVehicle(v); + } + } +} + +static void BulldozerInit(Vehicle *v) +{ + v->cur_image = SPR_BULLDOZER_NE; + v->progress = 0; + v->u.special.unk0 = 0; + v->u.special.unk2 = 0; +} + +typedef struct BulldozerMovement { + byte direction:2; + byte image:2; + byte duration:3; +} BulldozerMovement; + +static const BulldozerMovement _bulldozer_movement[] = { + { 0, 0, 4 }, + { 3, 3, 4 }, + { 2, 2, 7 }, + { 0, 2, 7 }, + { 1, 1, 3 }, + { 2, 2, 7 }, + { 0, 2, 7 }, + { 1, 1, 3 }, + { 2, 2, 7 }, + { 0, 2, 7 }, + { 3, 3, 6 }, + { 2, 2, 6 }, + { 1, 1, 7 }, + { 3, 1, 7 }, + { 0, 0, 3 }, + { 1, 1, 7 }, + { 3, 1, 7 }, + { 0, 0, 3 }, + { 1, 1, 7 }, + { 3, 1, 7 } +}; + +static const struct { + int8 x; + int8 y; +} _inc_by_dir[] = { + { -1, 0 }, + { 0, 1 }, + { 1, 0 }, + { 0, -1 } +}; + +static void BulldozerTick(Vehicle *v) +{ + v->progress++; + if ((v->progress & 7) == 0) { + const BulldozerMovement* b = &_bulldozer_movement[v->u.special.unk0]; + + BeginVehicleMove(v); + + v->cur_image = SPR_BULLDOZER_NE + b->image; + + v->x_pos += _inc_by_dir[b->direction].x; + v->y_pos += _inc_by_dir[b->direction].y; + + v->u.special.unk2++; + if (v->u.special.unk2 >= b->duration) { + v->u.special.unk2 = 0; + v->u.special.unk0++; + if (v->u.special.unk0 == lengthof(_bulldozer_movement)) { + EndVehicleMove(v); + DeleteVehicle(v); + return; + } + } + VehiclePositionChanged(v); + EndVehicleMove(v); + } +} + +static void BubbleInit(Vehicle *v) +{ + v->cur_image = SPR_BUBBLE_GENERATE_0; + v->spritenum = 0; + v->progress = 0; +} + +typedef struct BubbleMovement { + int8 x:4; + int8 y:4; + int8 z:4; + byte image:4; +} BubbleMovement; + +#define MK(x, y, z, i) { x, y, z, i } +#define ME(i) { i, 4, 0, 0 } + +static const BubbleMovement _bubble_float_sw[] = { + MK(0, 0, 1, 0), + MK(1, 0, 1, 1), + MK(0, 0, 1, 0), + MK(1, 0, 1, 2), + ME(1) +}; + + +static const BubbleMovement _bubble_float_ne[] = { + MK( 0, 0, 1, 0), + MK(-1, 0, 1, 1), + MK( 0, 0, 1, 0), + MK(-1, 0, 1, 2), + ME(1) +}; + +static const BubbleMovement _bubble_float_se[] = { + MK(0, 0, 1, 0), + MK(0, 1, 1, 1), + MK(0, 0, 1, 0), + MK(0, 1, 1, 2), + ME(1) +}; + +static const BubbleMovement _bubble_float_nw[] = { + MK(0, 0, 1, 0), + MK(0, -1, 1, 1), + MK(0, 0, 1, 0), + MK(0, -1, 1, 2), + ME(1) +}; + +static const BubbleMovement _bubble_burst[] = { + MK(0, 0, 1, 2), + MK(0, 0, 1, 7), + MK(0, 0, 1, 8), + MK(0, 0, 1, 9), + ME(0) +}; + +static const BubbleMovement _bubble_absorb[] = { + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(0, 0, 1, 0), + MK(0, 0, 1, 2), + MK(0, 0, 1, 0), + MK(0, 0, 1, 1), + MK(2, 1, 3, 0), + MK(1, 1, 3, 1), + MK(2, 1, 3, 0), + MK(1, 1, 3, 2), + MK(2, 1, 3, 0), + MK(1, 1, 3, 1), + MK(2, 1, 3, 0), + MK(1, 0, 1, 2), + MK(0, 0, 1, 0), + MK(1, 0, 1, 1), + MK(0, 0, 1, 0), + MK(1, 0, 1, 2), + MK(0, 0, 1, 0), + MK(1, 0, 1, 1), + MK(0, 0, 1, 0), + MK(1, 0, 1, 2), + ME(2), + MK(0, 0, 0, 0xA), + MK(0, 0, 0, 0xB), + MK(0, 0, 0, 0xC), + MK(0, 0, 0, 0xD), + MK(0, 0, 0, 0xE), + ME(0) +}; +#undef ME +#undef MK + +static const BubbleMovement * const _bubble_movement[] = { + _bubble_float_sw, + _bubble_float_ne, + _bubble_float_se, + _bubble_float_nw, + _bubble_burst, + _bubble_absorb, +}; + +static void BubbleTick(Vehicle *v) +{ + /* + * Warning: those effects can NOT use Random(), and have to use + * InteractiveRandom(), because somehow someone forgot to save + * spritenum to the savegame, and so it will cause desyncs in + * multiplayer!! (that is: in ToyLand) + */ + uint et; + const BubbleMovement *b; + + v->progress++; + if ((v->progress & 3) != 0) + return; + + BeginVehicleMove(v); + + if (v->spritenum == 0) { + v->cur_image++; + if (v->cur_image < SPR_BUBBLE_GENERATE_3) { + VehiclePositionChanged(v); + EndVehicleMove(v); + return; + } + if (v->u.special.unk2 != 0) { + v->spritenum = GB(InteractiveRandom(), 0, 2) + 1; + } else { + v->spritenum = 6; + } + et = 0; + } else { + et = v->engine_type + 1; + } + + b = &_bubble_movement[v->spritenum - 1][et]; + + if (b->y == 4 && b->x == 0) { + EndVehicleMove(v); + DeleteVehicle(v); + return; + } + + if (b->y == 4 && b->x == 1) { + if (v->z_pos > 180 || CHANCE16I(1, 96, InteractiveRandom())) { + v->spritenum = 5; + SndPlayVehicleFx(SND_2F_POP, v); + } + et = 0; + } + + if (b->y == 4 && b->x == 2) { + TileIndex tile; + + et++; + SndPlayVehicleFx(SND_31_EXTRACT, v); + + tile = TileVirtXY(v->x_pos, v->y_pos); + if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == 0xA2) AddAnimatedTile(tile); + } + + v->engine_type = et; + b = &_bubble_movement[v->spritenum - 1][et]; + + v->x_pos += b->x; + v->y_pos += b->y; + v->z_pos += b->z; + v->cur_image = SPR_BUBBLE_0 + b->image; + + VehiclePositionChanged(v); + EndVehicleMove(v); +} + + +typedef void EffectInitProc(Vehicle *v); +typedef void EffectTickProc(Vehicle *v); + +static EffectInitProc * const _effect_init_procs[] = { + ChimneySmokeInit, + SteamSmokeInit, + DieselSmokeInit, + ElectricSparkInit, + SmokeInit, + ExplosionLargeInit, + BreakdownSmokeInit, + ExplosionSmallInit, + BulldozerInit, + BubbleInit, +}; + +static EffectTickProc * const _effect_tick_procs[] = { + ChimneySmokeTick, + SteamSmokeTick, + DieselSmokeTick, + ElectricSparkTick, + SmokeTick, + ExplosionLargeTick, + BreakdownSmokeTick, + ExplosionSmallTick, + BulldozerTick, + BubbleTick, +}; + + +Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type) +{ + Vehicle *v; + + v = ForceAllocateSpecialVehicle(); + if (v != NULL) { + v->type = VEH_Special; + v->subtype = type; + v->x_pos = x; + v->y_pos = y; + v->z_pos = z; + v->z_height = v->sprite_width = v->sprite_height = 1; + v->x_offs = v->y_offs = 0; + v->tile = 0; + v->vehstatus = VS_UNCLICKABLE; + + _effect_init_procs[type](v); + + VehiclePositionChanged(v); + BeginVehicleMove(v); + EndVehicleMove(v); + } + return v; +} + +Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type) +{ + int safe_x = clamp(x, 0, MapMaxX() * TILE_SIZE); + int safe_y = clamp(y, 0, MapMaxY() * TILE_SIZE); + return CreateEffectVehicle(x, y, GetSlopeZ(safe_x, safe_y) + z, type); +} + +Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type) +{ + return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type); +} + +static void EffectVehicle_Tick(Vehicle *v) +{ + _effect_tick_procs[v->subtype](v); +} + +Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y) +{ + Vehicle *found = NULL, *v; + uint dist, best_dist = (uint)-1; + + if ( (uint)(x -= vp->left) >= (uint)vp->width || + (uint)(y -= vp->top) >= (uint)vp->height) + return NULL; + + x = (x << vp->zoom) + vp->virtual_left; + y = (y << vp->zoom) + vp->virtual_top; + + FOR_ALL_VEHICLES(v) { + if ((v->vehstatus & (VS_HIDDEN|VS_UNCLICKABLE)) == 0 && + x >= v->left_coord && x <= v->right_coord && + y >= v->top_coord && y <= v->bottom_coord) { + + dist = max( + myabs( ((v->left_coord + v->right_coord)>>1) - x ), + myabs( ((v->top_coord + v->bottom_coord)>>1) - y ) + ); + + if (dist < best_dist) { + found = v; + best_dist = dist; + } + } + } + + return found; +} + + +void DecreaseVehicleValue(Vehicle *v) +{ + v->value -= v->value >> 8; + InvalidateWindow(WC_VEHICLE_DETAILS, v->index); +} + +static const byte _breakdown_chance[64] = { + 3, 3, 3, 3, 3, 3, 3, 3, + 4, 4, 5, 5, 6, 6, 7, 7, + 8, 8, 9, 9, 10, 10, 11, 11, + 12, 13, 13, 13, 13, 14, 15, 16, + 17, 19, 21, 25, 28, 31, 34, 37, + 40, 44, 48, 52, 56, 60, 64, 68, + 72, 80, 90, 100, 110, 120, 130, 140, + 150, 170, 190, 210, 230, 250, 250, 250, +}; + +void CheckVehicleBreakdown(Vehicle *v) +{ + int rel, rel_old; + uint32 r; + int chance; + + /* decrease reliability */ + v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0); + if ((rel_old >> 8) != (rel >> 8)) + InvalidateWindow(WC_VEHICLE_DETAILS, v->index); + + if (v->breakdown_ctr != 0 || v->vehstatus & VS_STOPPED || + v->cur_speed < 5 || _game_mode == GM_MENU) { + return; + } + + r = Random(); + + /* increase chance of failure */ + chance = v->breakdown_chance + 1; + if (CHANCE16I(1,25,r)) chance += 25; + v->breakdown_chance = min(255, chance); + + /* calculate reliability value to use in comparison */ + rel = v->reliability; + if (v->type == VEH_Ship) rel += 0x6666; + + /* disabled breakdowns? */ + if (_opt.diff.vehicle_breakdowns < 1) return; + + /* reduced breakdowns? */ + if (_opt.diff.vehicle_breakdowns == 1) rel += 0x6666; + + /* check if to break down */ + if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) { + v->breakdown_ctr = GB(r, 16, 6) + 0x3F; + v->breakdown_delay = GB(r, 24, 7) + 0x80; + v->breakdown_chance = 0; + } +} + +static const StringID _vehicle_type_names[4] = { + STR_019F_TRAIN, + STR_019C_ROAD_VEHICLE, + STR_019E_SHIP, + STR_019D_AIRCRAFT, +}; + +static void ShowVehicleGettingOld(Vehicle *v, StringID msg) +{ + if (v->owner != _local_player) return; + + // Do not show getting-old message if autorenew is active + if (GetPlayer(v->owner)->engine_renew) return; + + SetDParam(0, _vehicle_type_names[v->type - 0x10]); + SetDParam(1, v->unitnumber); + AddNewsItem(msg, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); +} + +void AgeVehicle(Vehicle *v) +{ + int age; + + if (v->age < 65535) + v->age++; + + age = v->age - v->max_age; + if (age == 366*0 || age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4) + v->reliability_spd_dec <<= 1; + + InvalidateWindow(WC_VEHICLE_DETAILS, v->index); + + if (age == -366) { + ShowVehicleGettingOld(v, STR_01A0_IS_GETTING_OLD); + } else if (age == 0) { + ShowVehicleGettingOld(v, STR_01A1_IS_GETTING_VERY_OLD); + } else if (age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4 || age == 366*5) { + ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND); + } +} + +/** Starts or stops a lot of vehicles + * @param tile Tile of the depot where the vehicles are started/stopped (only used for depots) + * @param p1 Station/Order/Depot ID (only used for vehicle list windows) + * @param p2 bitmask + * - bit 0-4 Vehicle type + * - bit 5 false = start vehicles, true = stop vehicles + * - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case + * - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set) + */ +int32 CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) +{ + Vehicle **vl = NULL; + uint16 engine_list_length = 0; + uint16 engine_count = 0; + int32 return_value = CMD_ERROR; + uint i; + uint stop_command; + byte vehicle_type = GB(p2, 0, 5); + bool start_stop = HASBIT(p2, 5); + bool vehicle_list_window = HASBIT(p2, 6); + + switch (vehicle_type) { + case VEH_Train: stop_command = CMD_START_STOP_TRAIN; break; + case VEH_Road: stop_command = CMD_START_STOP_ROADVEH; break; + case VEH_Ship: stop_command = CMD_START_STOP_SHIP; break; + case VEH_Aircraft: stop_command = CMD_START_STOP_AIRCRAFT; break; + default: return CMD_ERROR; + } + + if (vehicle_list_window) { + uint16 id = GB(p1, 0, 16); + uint16 window_type = p2 & VLW_MASK; + + engine_count = GenerateVehicleSortList((const Vehicle***)&vl, &engine_list_length, vehicle_type, _current_player, id, id, id, window_type); + } else { + /* Get the list of vehicles in the depot */ + BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL); + } + + for (i = 0; i < engine_count; i++) { + const Vehicle *v = vl[i]; + int32 ret; + + if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue; + + if (!vehicle_list_window) { + if (vehicle_type == VEH_Train) { + if (CheckTrainInDepot(v, false) == -1) continue; + } else { + if (!(v->vehstatus & VS_HIDDEN)) continue; + } + } + + ret = DoCommand(tile, v->index, 0, flags, stop_command); + + if (!CmdFailed(ret)) { + return_value = 0; + /* We know that the command is valid for at least one vehicle. + * If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */ + if (!(flags & DC_EXEC)) break; + } + } + + free(vl); + return return_value; +} + +/** Sells all vehicles in a depot +* @param tile Tile of the depot where the depot is +* @param p1 Vehicle type +* @param p2 unused +*/ +int32 CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) +{ + Vehicle **engines = NULL; + Vehicle **wagons = NULL; + uint16 engine_list_length = 0; + uint16 engine_count = 0; + uint16 wagon_list_length = 0; + uint16 wagon_count = 0; + + int32 cost = 0; + uint i, sell_command, total_number_vehicles; + byte vehicle_type = GB(p1, 0, 8); + + switch (vehicle_type) { + case VEH_Train: sell_command = CMD_SELL_RAIL_WAGON; break; + case VEH_Road: sell_command = CMD_SELL_ROAD_VEH; break; + case VEH_Ship: sell_command = CMD_SELL_SHIP; break; + case VEH_Aircraft: sell_command = CMD_SELL_AIRCRAFT; break; + default: return CMD_ERROR; + } + + /* Get the list of vehicles in the depot */ + BuildDepotVehicleList(vehicle_type, tile, &engines, &engine_list_length, &engine_count, + &wagons, &wagon_list_length, &wagon_count); + + total_number_vehicles = engine_count + wagon_count; + for (i = 0; i < total_number_vehicles; i++) { + const Vehicle *v; + int32 ret; + + if (i < engine_count) { + v = engines[i]; + } else { + v = wagons[i - engine_count]; + } + + ret = DoCommand(tile, v->index, 1, flags, sell_command); + + if (!CmdFailed(ret)) cost += ret; + } + + free(engines); + free(wagons); + if (cost == 0) return CMD_ERROR; // no vehicles to sell + return cost; +} + +/** Autoreplace all vehicles in the depot +* @param tile Tile of the depot where the vehicles are +* @param p1 Type of vehicle +* @param p2 Unused +*/ +int32 CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) +{ + Vehicle **vl = NULL; + uint16 engine_list_length = 0; + uint16 engine_count = 0; + uint i, x = 0, y = 0, z = 0; + int32 cost = 0; + byte vehicle_type = GB(p1, 0, 8); + + + if (!IsTileOwner(tile, _current_player)) return CMD_ERROR; + + /* Get the list of vehicles in the depot */ + BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL); + + + for (i = 0; i < engine_count; i++) { + Vehicle *v = vl[i]; + bool stopped = !(v->vehstatus & VS_STOPPED); + int32 ret; + + /* Ensure that the vehicle completely in the depot */ + if (!IsVehicleInDepot(v)) continue; + + x = v->x_pos; + y = v->y_pos; + z = v->z_pos; + + if (stopped) { + v->vehstatus |= VS_STOPPED; // Stop the vehicle + v->leave_depot_instantly = true; + } + ret = MaybeReplaceVehicle(v, !(flags & DC_EXEC), false); + + if (!CmdFailed(ret)) { + cost += ret; + if (!(flags & DC_EXEC)) break; + /* There is a problem with autoreplace and newgrf + * It's impossible to tell the length of a train after it's being replaced before it's actually done + * Because of this, we can't estimate costs due to wagon removal and we will have to always return 0 and pay manually + * Since we pay after each vehicle is replaced and MaybeReplaceVehicle() check if the player got enough money + * we should never reach a condition where the player will end up with negative money from doing this */ + SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); + SubtractMoneyFromPlayer(ret); + } + } + + if (cost == 0) { + cost = CMD_ERROR; + } else { + if (flags & DC_EXEC) { + /* Display the cost animation now that DoCommandP() can't do it for us (see previous comments) */ + if (IsLocalPlayer()) ShowCostOrIncomeAnimation(x, y, z, cost); + } + cost = 0; + } + + free(vl); + return cost; +} + +/** Clone a vehicle. If it is a train, it will clone all the cars too + * @param tile tile of the depot where the cloned vehicle is build + * @param p1 the original vehicle's index + * @param p2 1 = shared orders, else copied orders + */ +int32 CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) +{ + Vehicle *v_front, *v; + Vehicle *w_front, *w, *w_rear; + int cost, total_cost = 0; + uint32 build_argument = 2; + + if (!IsValidVehicleID(p1)) return CMD_ERROR; + v = GetVehicle(p1); + v_front = v; + w = NULL; + w_front = NULL; + w_rear = NULL; + + + /* + * v_front is the front engine in the original vehicle + * v is the car/vehicle of the original vehicle, that is currently being copied + * w_front is the front engine of the cloned vehicle + * w is the car/vehicle currently being cloned + * w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains + */ + + if (!CheckOwnership(v->owner)) return CMD_ERROR; + + if (v->type == VEH_Train && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR; + + // check that we can allocate enough vehicles + if (!(flags & DC_EXEC)) { + int veh_counter = 0; + do { + veh_counter++; + } while ((v = v->next) != NULL); + + if (!AllocateVehicles(NULL, veh_counter)) { + return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); + } + } + + v = v_front; + + do { + + if (IsMultiheaded(v) && !IsTrainEngine(v)) { + /* we build the rear ends of multiheaded trains with the front ones */ + continue; + } + + cost = DoCommand(tile, v->engine_type, build_argument, flags, CMD_BUILD_VEH(v->type)); + build_argument = 3; // ensure that we only assign a number to the first engine + + if (CmdFailed(cost)) return cost; + + total_cost += cost; + + if (flags & DC_EXEC) { + w = GetVehicle(_new_vehicle_id); + + if (v->cargo_type != w->cargo_type || v->cargo_subtype != w->cargo_subtype) { + // we can't pay for refitting because we can't estimate refitting costs for a vehicle before it's build + // if we pay for it anyway, the cost and the estimated cost will not be the same and we will have an assert + DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8), flags, CMD_REFIT_VEH(v->type)); + } + if (v->type == VEH_Train && HASBIT(v->u.rail.flags, VRF_REVERSE_DIRECTION)) { + SETBIT(w->u.rail.flags, VRF_REVERSE_DIRECTION); + } + + if (v->type == VEH_Train && !IsFrontEngine(v)) { + // this s a train car + // add this unit to the end of the train + DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE); + } else { + // this is a front engine or not a train. It need orders + w_front = w; + w->service_interval = v->service_interval; + DoCommand(0, (v->index << 16) | w->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER); + } + w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop + } + } while (v->type == VEH_Train && (v = GetNextVehicle(v)) != NULL); + + if (flags & DC_EXEC && v_front->type == VEH_Train) { + // for trains this needs to be the front engine due to the callback function + _new_vehicle_id = w_front->index; + } + + /* Set the expense type last as refitting will make the cost go towards + * running costs... */ + SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); + return total_cost; +} + +/* + * move the cargo from one engine to another if possible + */ +static void MoveVehicleCargo(Vehicle *dest, Vehicle *source) +{ + Vehicle *v = dest; + int units_moved; + + do { + do { + if (source->cargo_type != dest->cargo_type) + continue; // cargo not compatible + + if (dest->cargo_count == dest->cargo_cap) + continue; // the destination vehicle is already full + + units_moved = min(source->cargo_count, dest->cargo_cap - dest->cargo_count); + source->cargo_count -= units_moved; + dest->cargo_count += units_moved; + dest->cargo_source = source->cargo_source; + + // copy the age of the cargo + dest->cargo_days = source->cargo_days; + dest->day_counter = source->day_counter; + dest->tick_counter = source->tick_counter; + + } while (source->cargo_count > 0 && (dest = dest->next) != NULL); + dest = v; + } while ((source = source->next) != NULL); +} + +static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type) +{ + const Order *o; + const Vehicle *u; + + if (v->type == VEH_Train) { + u = GetFirstVehicleInChain(v); + } else { + u = v; + } + + FOR_VEHICLE_ORDERS(u, o) { + if (!(o->refit_cargo < NUM_CARGO)) continue; + if (!CanRefitTo(v->engine_type, o->refit_cargo)) continue; + if (!CanRefitTo(engine_type, o->refit_cargo)) return false; + } + + return true; +} + +/** + * Function to find what type of cargo to refit to when autoreplacing + * @param *v Original vehicle, that is being replaced + * @param engine_type The EngineID of the vehicle that is being replaced to + * @return The cargo type to replace to + * CT_NO_REFIT is returned if no refit is needed + * CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible + */ +static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type) +{ + bool new_cargo_capacity = true; + CargoID new_cargo_type = CT_INVALID; + + switch (v->type) { + case VEH_Train: + new_cargo_capacity = (RailVehInfo(engine_type)->capacity > 0); + new_cargo_type = RailVehInfo(engine_type)->cargo_type; + break; + + case VEH_Road: + new_cargo_capacity = (RoadVehInfo(engine_type)->capacity > 0); + new_cargo_type = RoadVehInfo(engine_type)->cargo_type; + break; + case VEH_Ship: + new_cargo_capacity = (ShipVehInfo(engine_type)->capacity > 0); + new_cargo_type = ShipVehInfo(engine_type)->cargo_type; + break; + + case VEH_Aircraft: + /* all aircraft starts as passenger planes with cargo capacity + * new_cargo_capacity is always true for aircraft, which is the init value. No need to set it here */ + new_cargo_type = CT_PASSENGERS; + break; + + default: NOT_REACHED(); break; + } + + if (!new_cargo_capacity) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity + + if (v->cargo_type == new_cargo_type || CanRefitTo(engine_type, v->cargo_type)) { + if (VerifyAutoreplaceRefitForOrders(v, engine_type)) { + return v->cargo_type == new_cargo_type ? CT_NO_REFIT : v->cargo_type; + } else { + return CT_INVALID; + } + } + if (v->type != VEH_Train) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want + + /* Below this line it's safe to assume that the vehicle in question is a train */ + + if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type + + /* the old engine didn't have cargo capacity, but the new one does + * now we will figure out what cargo the train is carrying and refit to fit this */ + v = GetFirstVehicleInChain(v); + do { + if (v->cargo_cap == 0) continue; + /* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */ + if (v->cargo_type == new_cargo_type) return CT_NO_REFIT; + if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type; + } while ((v=v->next) != NULL); + return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one +} + +/* Replaces a vehicle (used to be called autorenew) + * This function is only called from MaybeReplaceVehicle() + * Must be called with _current_player set to the owner of the vehicle + * @param w Vehicle to replace + * @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts + * @return value is cost of the replacement or CMD_ERROR + */ +static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost) +{ + int32 cost; + int32 sell_value; + Vehicle *old_v = *w; + const Player *p = GetPlayer(old_v->owner); + EngineID new_engine_type; + const UnitID cached_unitnumber = old_v->unitnumber; + bool new_front = false; + Vehicle *new_v = NULL; + char vehicle_name[32]; + CargoID replacement_cargo_type; + + new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type); + if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type; + + replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type); + + /* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */ + if (replacement_cargo_type == CT_INVALID) return 0; + + sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, CMD_SELL_VEH(old_v->type)); + + /* We give the player a loan of the same amount as the sell value. + * This is needed in case he needs the income from the sale to build the new vehicle. + * We take it back if building fails or when we really sell the old engine */ + SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); + SubtractMoneyFromPlayer(sell_value); + + cost = DoCommand(old_v->tile, new_engine_type, 3, flags, CMD_BUILD_VEH(old_v->type)); + if (CmdFailed(cost)) { + SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); + SubtractMoneyFromPlayer(-sell_value); // Take back the money we just gave the player + return cost; + } + + if (replacement_cargo_type != CT_NO_REFIT) cost += GetRefitCost(new_engine_type); // add refit cost + + if (flags & DC_EXEC) { + new_v = GetVehicle(_new_vehicle_id); + *w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is + + /* refit if needed */ + if (replacement_cargo_type != CT_NO_REFIT) { + if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type)))) { + /* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */ + error("Autoreplace failed to refit. Replace engine %d to %d and refit to cargo %d", old_v->engine_type, new_v->engine_type, replacement_cargo_type); + } + } + + if (new_v->type == VEH_Train && HASBIT(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->next != NULL && IsArticulatedPart(new_v->next))) { + // we are autorenewing to a single engine, so we will turn it as the old one was turned as well + SETBIT(new_v->u.rail.flags, VRF_REVERSE_DIRECTION); + } + + if (old_v->type == VEH_Train && !IsFrontEngine(old_v)) { + /* this is a railcar. We need to move the car into the train + * We add the new engine after the old one instead of replacing it. It will give the same result anyway when we + * sell the old engine in a moment + */ + DoCommand(0, (GetPrevVehicleInChain(old_v)->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); + /* Now we move the old one out of the train */ + DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); + } else { + // copy/clone the orders + DoCommand(0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER); + new_v->cur_order_index = old_v->cur_order_index; + ChangeVehicleViewWindow(old_v, new_v); + new_v->profit_this_year = old_v->profit_this_year; + new_v->profit_last_year = old_v->profit_last_year; + new_v->service_interval = old_v->service_interval; + new_front = true; + new_v->unitnumber = old_v->unitnumber; // use the same unit number + + new_v->current_order = old_v->current_order; + if (old_v->type == VEH_Train && GetNextVehicle(old_v) != NULL){ + Vehicle *temp_v = GetNextVehicle(old_v); + + // move the entire train to the new engine, excluding the old engine + if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) { + // we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead + temp_v = GetNextVehicle(temp_v); + } + + if (temp_v != NULL) { + DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); + } + } + } + /* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */ + MoveVehicleCargo(new_v->type == VEH_Train ? GetFirstVehicleInChain(new_v) : new_v, old_v); + + // Get the name of the old vehicle if it has a custom name. + if (!IsCustomName(old_v->string_id)) { + vehicle_name[0] = '\0'; + } else { + GetName(vehicle_name, old_v->string_id & 0x7FF, lastof(vehicle_name)); + } + } else { // flags & DC_EXEC not set + /* Ensure that the player will not end up having negative money while autoreplacing + * This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */ + if (p->money64 < (cost + total_cost)) { + SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); + SubtractMoneyFromPlayer(-sell_value); // Pay back the loan + return CMD_ERROR; + } + } + + /* Take back the money we just gave the player just before building the vehicle + * The player will get the same amount now that the sale actually takes place */ + SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); + SubtractMoneyFromPlayer(-sell_value); + + /* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */ + cost += DoCommand(0, old_v->index, 0, flags, CMD_SELL_VEH(old_v->type)); + + if (new_front) { + /* now we assign the old unitnumber to the new vehicle */ + new_v->unitnumber = cached_unitnumber; + } + + /* Transfer the name of the old vehicle */ + if ((flags & DC_EXEC) && vehicle_name[0] != '\0') { + _cmd_text = vehicle_name; + DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE); + } + + return cost; +} + +/** replaces a vehicle if it's set for autoreplace or is too old + * (used to be called autorenew) + * @param v The vehicle to replace + * if the vehicle is a train, v needs to be the front engine + * @param check Checks if the replace is valid. No action is done at all + * @param display_costs If set, a cost animation is shown (only if check is false) + * @return CMD_ERROR if something went wrong. Otherwise the price of the replace + */ +static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs) +{ + Vehicle *w; + const Player *p = GetPlayer(v->owner); + byte flags = 0; + int32 cost, temp_cost = 0; + bool stopped = false; + + /* Remember the length in case we need to trim train later on + * If it's not a train, the value is unused + * round up to the length of the tiles used for the train instead of the train length instead + * Useful when newGRF uses custom length */ + uint16 old_total_length = (v->type == VEH_Train ? + (v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE : + -1 + ); + + + _current_player = v->owner; + + assert(v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship || v->type == VEH_Aircraft); + + assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed + + if (v->leave_depot_instantly) { + // we stopped the vehicle to do this, so we have to remember to start it again when we are done + // we need to store this info as the engine might be replaced and lose this info + stopped = true; + } + + for (;;) { + cost = 0; + w = v; + do { + if (w->type == VEH_Train && IsMultiheaded(w) && !IsTrainEngine(w)) { + /* we build the rear ends of multiheaded trains with the front ones */ + continue; + } + + // check if the vehicle should be replaced + if (!p->engine_renew || + w->age - w->max_age < (p->engine_renew_months * 30) || // replace if engine is too old + w->max_age == 0) { // rail cars got a max age of 0 + if (!EngineHasReplacementForPlayer(p, w->engine_type)) // updates to a new model + continue; + } + + /* Now replace the vehicle */ + temp_cost = ReplaceVehicle(&w, flags, cost); + + if (flags & DC_EXEC && + (w->type != VEH_Train || w->u.rail.first_engine == INVALID_ENGINE)) { + /* now we bought a new engine and sold the old one. We need to fix the + * pointers in order to avoid pointing to the old one for trains: these + * pointers should point to the front engine and not the cars + */ + v = w; + } + + if (!CmdFailed(temp_cost)) { + cost += temp_cost; + } + } while (w->type == VEH_Train && (w = GetNextVehicle(w)) != NULL); + + if (!(flags & DC_EXEC) && (p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) { + if (!check && p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) { + StringID message; + SetDParam(0, v->unitnumber); + switch (v->type) { + case VEH_Train: message = STR_TRAIN_AUTORENEW_FAILED; break; + case VEH_Road: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break; + case VEH_Ship: message = STR_SHIP_AUTORENEW_FAILED; break; + case VEH_Aircraft: message = STR_AIRCRAFT_AUTORENEW_FAILED; break; + // This should never happen + default: NOT_REACHED(); message = 0; break; + } + + AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); + } + if (stopped) v->vehstatus &= ~VS_STOPPED; + if (display_costs) _current_player = OWNER_NONE; + return CMD_ERROR; + } + + if (flags & DC_EXEC) { + break; // we are done replacing since the loop ran once with DC_EXEC + } else if (check) { + /* It's a test only and we know that we can do this + * NOTE: payment for wagon removal is NOT included in this price */ + return cost; + } + // now we redo the loop, but this time we actually do stuff since we know that we can do it + flags |= DC_EXEC; + } + + /* If setting is on to try not to exceed the old length of the train with the replacement */ + if (v->type == VEH_Train && p->renew_keep_length) { + Vehicle *temp; + w = v; + + while (v->u.rail.cached_total_length > old_total_length) { + // the train is too long. We will remove cars one by one from the start of the train until it's short enough + while (w != NULL && !(RailVehInfo(w->engine_type)->flags&RVI_WAGON) ) { + w = GetNextVehicle(w); + } + if (w == NULL) { + // we failed to make the train short enough + SetDParam(0, v->unitnumber); + AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); + break; + } + temp = w; + w = GetNextVehicle(w); + DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); + MoveVehicleCargo(v, temp); + cost += DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON); + } + } + + if (stopped) v->vehstatus &= ~VS_STOPPED; + if (display_costs) { + if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost); + _current_player = OWNER_NONE; + } + return cost; +} + +/* Extend the list size for BuildDepotVehicleList() */ +static inline void ExtendVehicleListSize(const Vehicle ***engine_list, uint16 *engine_list_length, uint16 step_size) +{ + *engine_list_length = min(*engine_list_length + step_size, GetMaxVehicleIndex() + 1); + *engine_list = realloc((void*)*engine_list, (*engine_list_length) * sizeof((*engine_list)[0])); +} + +/** Generates a list of vehicles inside a depot + * Will enlarge allocated space for the list if they are too small, so it's ok to call with (pointer to NULL array, pointer to uninitised uint16, pointer to 0) + * If one of the lists is not needed (say wagons when finding ships), all the pointers regarding that list should be set to NULL + * @param Type type of vehicle + * @param tile The tile the depot is located in + * @param ***engine_list Pointer to a pointer to an array of vehicles in the depot (old list is freed and a new one is malloced) + * @param *engine_list_length Allocated size of engine_list. Needs to be set to 0 when engine_list points to a NULL array + * @param *engine_count The number of engines stored in the list + * @param ***wagon_list Pointer to a pointer to an array of free wagons in the depot (old list is freed and a new one is malloced) + * @param *wagon_list_length Allocated size of wagon_list. Needs to be set to 0 when wagon_list points to a NULL array + * @param *wagon_count The number of engines stored in the list + */ +void BuildDepotVehicleList(byte type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count) +{ + Vehicle *v; + + /* This function should never be called without an array to store results */ + assert(!(engine_list == NULL && type != VEH_Train)); + assert(!(type == VEH_Train && engine_list == NULL && wagon_list == NULL)); + + /* Both array and the length should either be NULL to disable the list or both should not be NULL */ + assert((engine_list == NULL && engine_list_length == NULL) || (engine_list != NULL && engine_list_length != NULL)); + assert((wagon_list == NULL && wagon_list_length == NULL) || (wagon_list != NULL && wagon_list_length != NULL)); + + assert(!(engine_list != NULL && engine_count == NULL)); + assert(!(wagon_list != NULL && wagon_count == NULL)); + + if (engine_count != NULL) *engine_count = 0; + if (wagon_count != NULL) *wagon_count = 0; + + switch (type) { + case VEH_Train: + FOR_ALL_VEHICLES(v) { + if (v->tile == tile && v->type == VEH_Train && v->u.rail.track == 0x80) { + if (IsFrontEngine(v)) { + if (engine_list == NULL) continue; + if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25); + (*engine_list)[(*engine_count)++] = v; + } else if (IsFreeWagon(v)) { + if (wagon_list == NULL) continue; + if (*wagon_count == *wagon_list_length) ExtendVehicleListSize((const Vehicle***)wagon_list, wagon_list_length, 25); + (*wagon_list)[(*wagon_count)++] = v; + } + } + } + break; + + case VEH_Road: + FOR_ALL_VEHICLES(v) { + if (v->tile == tile && v->type == VEH_Road && IsRoadVehInDepot(v)) { + if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25); + (*engine_list)[(*engine_count)++] = v; + } + } + break; + + case VEH_Ship: + FOR_ALL_VEHICLES(v) { + if (v->tile == tile && v->type == VEH_Ship && IsShipInDepot(v)) { + if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25); + (*engine_list)[(*engine_count)++] = v; + } + } + break; + + case VEH_Aircraft: + FOR_ALL_VEHICLES(v) { + if (v->tile == tile && + v->type == VEH_Aircraft && + v->subtype <= 2 && + v->vehstatus & VS_HIDDEN) { + if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25); + (*engine_list)[(*engine_count)++] = v; + } + } + break; + + default: NOT_REACHED(); + } +} + +/** +* @param sort_list list to store the list in. Either NULL or the length length_of_array tells +* @param length_of_array informs the length allocated for sort_list. This is not the same as the number of vehicles in the list. Needs to be 0 when sort_list is NULL +* @param type type of vehicle +* @param owner PlayerID of owner to generate a list for +* @param station index of station to generate a list for. INVALID_STATION when not used +* @param order index of oder to generate a list for. INVALID_ORDER when not used +* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h +* @return the number of vehicles added to the list +*/ +uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, byte type, PlayerID owner, StationID station, OrderID order, uint16 depot_airport_index, uint16 window_type) +{ + const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2; + uint n = 0; + const Vehicle *v; + + switch (window_type) { + case VLW_STATION_LIST: { + FOR_ALL_VEHICLES(v) { + if (v->type == type && ( + (type == VEH_Train && IsFrontEngine(v)) || + (type != VEH_Train && v->subtype <= subtype))) { + const Order *order; + + FOR_VEHICLE_ORDERS(v, order) { + if (order->type == OT_GOTO_STATION && order->dest == station) { + if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 50); + (*sort_list)[n++] = v; + break; + } + } + } + } + break; + } + + case VLW_SHARED_ORDERS: { + FOR_ALL_VEHICLES(v) { + /* Find a vehicle with the order in question */ + if (v->orders != NULL && v->orders->index == order) break; + } + + if (v != NULL && v->orders != NULL && v->orders->index == order) { + /* Only try to make the list if we found a vehicle using the order in question */ + for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) { + if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25); + (*sort_list)[n++] = v; + } + } + break; + } + + case VLW_STANDARD: { + FOR_ALL_VEHICLES(v) { + if (v->type == type && v->owner == owner && ( + (type == VEH_Train && IsFrontEngine(v)) || + (type != VEH_Train && v->subtype <= subtype))) { + /* TODO find a better estimate on the total number of vehicles for current player */ + if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles()/4); + (*sort_list)[n++] = v; + } + } + break; + } + + case VLW_DEPOT_LIST: { + FOR_ALL_VEHICLES(v) { + if (v->type == type && ( + (type == VEH_Train && IsFrontEngine(v)) || + (type != VEH_Train && v->subtype <= subtype))) { + const Order *order; + + FOR_VEHICLE_ORDERS(v, order) { + if (order->type == OT_GOTO_DEPOT && order->dest == depot_airport_index) { + if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25); + (*sort_list)[n++] = v; + break; + } + } + } + } + break; + } + + default: NOT_REACHED(); break; + } + + if ((n + 100) < *length_of_array) { + /* We allocated way too much for sort_list. + * Now we will reduce how much we allocated. + * We will still make it have room for 50 extra vehicles to prevent having + * to move the whole array if just one vehicle is added later */ + *length_of_array = n + 50; + *sort_list = realloc((void*)*sort_list, (*length_of_array) * sizeof((*sort_list)[0])); + } + + return n; +} + +/** send all vehicles of type to depots + * @param type type of vehicle + * @param flags the flags used for DoCommand() + * @param service should the vehicles only get service in the depots + * @param owner PlayerID of owner of the vehicles to send + * @param VLW_flag tells what kind of list requested the goto depot + * @return 0 for success and CMD_ERROR if no vehicle is able to go to depot + */ +int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id) +{ + const Vehicle **sort_list = NULL; + uint n, i; + uint16 array_length = 0; + + n = GenerateVehicleSortList(&sort_list, &array_length, type, owner, id, id, id, vlw_flag); + + /* Send all the vehicles to a depot */ + for (i = 0; i < n; i++) { + const Vehicle *v = sort_list[i]; + int32 ret = DoCommand(v->tile, v->index, service | DEPOT_DONT_CANCEL, flags, CMD_SEND_TO_DEPOT(type)); + + /* Return 0 if DC_EXEC is not set this is a valid goto depot command) + * In this case we know that at least one vehicle can be sent to a depot + * and we will issue the command. We can now safely quit the loop, knowing + * it will succeed at least once. With DC_EXEC we really need to send them to the depot */ + if (!CmdFailed(ret) && !(flags & DC_EXEC)) { + free((void*)sort_list); + return 0; + } + } + + free((void*)sort_list); + return (flags & DC_EXEC) ? 0 : CMD_ERROR; +} + +bool IsVehicleInDepot(const Vehicle *v) +{ + switch (v->type) { + case VEH_Train: return CheckTrainInDepot(v, false) != -1; + case VEH_Road: return IsRoadVehInDepot(v); + case VEH_Ship: return IsShipInDepot(v); + case VEH_Aircraft: return IsAircraftInHangar(v); + default: NOT_REACHED(); + } + return false; +} + +void VehicleEnterDepot(Vehicle *v) +{ + switch (v->type) { + case VEH_Train: + InvalidateWindowClasses(WC_TRAINS_LIST); + if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v); + UpdateSignalsOnSegment(v->tile, GetRailDepotDirection(v->tile)); + v->load_unload_time_rem = 0; + break; + + case VEH_Road: + InvalidateWindowClasses(WC_ROADVEH_LIST); + v->u.road.state = 254; + break; + + case VEH_Ship: + InvalidateWindowClasses(WC_SHIPS_LIST); + v->u.ship.state = 0x80; + RecalcShipStuff(v); + break; + + case VEH_Aircraft: + InvalidateWindowClasses(WC_AIRCRAFT_LIST); + HandleAircraftEnterHangar(v); + break; + default: NOT_REACHED(); + } + + if (v->type != VEH_Train) { + /* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters. + * We only increase the number of vehicles when the first one enters, so we will not need to search for more vehicles in the depot */ + InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); + } + InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); + + v->vehstatus |= VS_HIDDEN; + v->cur_speed = 0; + + VehicleServiceInDepot(v); + + TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT); + + if (v->current_order.type == OT_GOTO_DEPOT) { + Order t; + + InvalidateWindow(WC_VEHICLE_VIEW, v->index); + + t = v->current_order; + v->current_order.type = OT_DUMMY; + v->current_order.flags = 0; + + if (t.refit_cargo < NUM_CARGO) { + int32 cost; + + _current_player = v->owner; + cost = DoCommand(v->tile, v->index, t.refit_cargo | t.refit_subtype << 8, DC_EXEC, CMD_REFIT_VEH(v->type)); + + if (CmdFailed(cost)) { + v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot + if (v->owner == _local_player) { + /* Notify the user that we stopped the vehicle */ + SetDParam(0, _vehicle_type_names[v->type - 0x10]); + SetDParam(1, v->unitnumber); + AddNewsItem(STR_ORDER_REFIT_FAILED, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); + } + } else if (v->owner == _local_player && cost != 0) { + ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost); + } + } + + if (HASBIT(t.flags, OFB_PART_OF_ORDERS)) { + /* Part of orders */ + if (v->type == VEH_Train) v->u.rail.days_since_order_progr = 0; + v->cur_order_index++; + } else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) { + /* Force depot visit */ + v->vehstatus |= VS_STOPPED; + if (v->owner == _local_player) { + StringID string; + + switch (v->type) { + case VEH_Train: string = STR_8814_TRAIN_IS_WAITING_IN_DEPOT; break; + case VEH_Road: string = STR_9016_ROAD_VEHICLE_IS_WAITING; break; + case VEH_Ship: string = STR_981C_SHIP_IS_WAITING_IN_DEPOT; break; + case VEH_Aircraft: string = STR_A014_AIRCRAFT_IS_WAITING_IN; break; + default: NOT_REACHED(); string = STR_EMPTY; // Set the string to something to avoid a compiler warning + } + + SetDParam(0, v->unitnumber); + AddNewsItem(string, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0); + } + } + } +} + +/** Give a custom name to your vehicle + * @param tile unused + * @param p1 vehicle ID to name + * @param p2 unused + */ +int32 CmdNameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) +{ + Vehicle *v; + StringID str; + + if (!IsValidVehicleID(p1) || _cmd_text[0] == '\0') return CMD_ERROR; + + v = GetVehicle(p1); + + if (!CheckOwnership(v->owner)) return CMD_ERROR; + + str = AllocateNameUnique(_cmd_text, 2); + if (str == 0) return CMD_ERROR; + + if (flags & DC_EXEC) { + StringID old_str = v->string_id; + v->string_id = str; + DeleteName(old_str); + ResortVehicleLists(); + MarkWholeScreenDirty(); + } else { + DeleteName(str); + } + + return 0; +} + + +/** Change the service interval of a vehicle + * @param tile unused + * @param p1 vehicle ID that is being service-interval-changed + * @param p2 new service interval + */ +int32 CmdChangeServiceInt(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) +{ + Vehicle* v; + uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */ + + if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR; + + v = GetVehicle(p1); + + if (!CheckOwnership(v->owner)) return CMD_ERROR; + + if (flags & DC_EXEC) { + v->service_interval = serv_int; + InvalidateWindow(WC_VEHICLE_DETAILS, v->index); + } + + return 0; +} + + +static Rect _old_vehicle_coords; + +void BeginVehicleMove(Vehicle *v) { + _old_vehicle_coords.left = v->left_coord; + _old_vehicle_coords.top = v->top_coord; + _old_vehicle_coords.right = v->right_coord; + _old_vehicle_coords.bottom = v->bottom_coord; +} + +void EndVehicleMove(Vehicle *v) +{ + MarkAllViewportsDirty( + min(_old_vehicle_coords.left,v->left_coord), + min(_old_vehicle_coords.top,v->top_coord), + max(_old_vehicle_coords.right,v->right_coord)+1, + max(_old_vehicle_coords.bottom,v->bottom_coord)+1 + ); +} + +/* returns true if staying in the same tile */ +bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp) +{ + static const int8 _delta_coord[16] = { + -1,-1,-1, 0, 1, 1, 1, 0, /* x */ + -1, 0, 1, 1, 1, 0,-1,-1, /* y */ + }; + + int x = v->x_pos + _delta_coord[v->direction]; + int y = v->y_pos + _delta_coord[v->direction + 8]; + + gp->x = x; + gp->y = y; + gp->old_tile = v->tile; + gp->new_tile = TileVirtXY(x, y); + return gp->old_tile == gp->new_tile; +} + +static const Direction _new_direction_table[] = { + DIR_N , DIR_NW, DIR_W , + DIR_NE, DIR_SE, DIR_SW, + DIR_E , DIR_SE, DIR_S +}; + +Direction GetDirectionTowards(const Vehicle* v, int x, int y) +{ + Direction dir; + DirDiff dirdiff; + int i = 0; + + if (y >= v->y_pos) { + if (y != v->y_pos) i+=3; + i+=3; + } + + if (x >= v->x_pos) { + if (x != v->x_pos) i++; + i++; + } + + dir = v->direction; + + dirdiff = DirDifference(_new_direction_table[i], dir); + if (dirdiff == DIRDIFF_SAME) return dir; + return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT); +} + +Trackdir GetVehicleTrackdir(const Vehicle* v) +{ + if (v->vehstatus & VS_CRASHED) return 0xFF; + + switch (v->type) { + case VEH_Train: + if (v->u.rail.track == 0x80) /* We'll assume the train is facing outwards */ + return DiagdirToDiagTrackdir(GetRailDepotDirection(v->tile)); /* Train in depot */ + + if (v->u.rail.track == 0x40) /* train in tunnel, so just use his direction and assume a diagonal track */ + return DiagdirToDiagTrackdir(DirToDiagDir(v->direction)); + + return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.rail.track),v->direction); + + case VEH_Ship: + if (IsShipInDepot(v)) + /* We'll assume the ship is facing outwards */ + return DiagdirToDiagTrackdir(GetShipDepotDirection(v->tile)); + + return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.ship.state),v->direction); + + case VEH_Road: + if (IsRoadVehInDepot(v)) /* We'll assume the road vehicle is facing outwards */ + return DiagdirToDiagTrackdir(GetRoadDepotDirection(v->tile)); + + if (IsRoadStopTile(v->tile)) /* We'll assume the road vehicle is facing outwards */ + return DiagdirToDiagTrackdir(GetRoadStopDir(v->tile)); /* Road vehicle in a station */ + + /* If vehicle's state is a valid track direction (vehicle is not turning around) return it */ + if ((v->u.road.state & 7) < 6) return v->u.road.state; + + /* Vehicle is turning around, get the direction from vehicle's direction */ + return DiagdirToDiagTrackdir(DirToDiagDir(v->direction)); + + /* case VEH_Aircraft: case VEH_Special: case VEH_Disaster: */ + default: return 0xFF; + } +} +/* Return value has bit 0x2 set, when the vehicle enters a station. Then, + * result << 8 contains the id of the station entered. If the return value has + * bit 0x8 set, the vehicle could not and did not enter the tile. Are there + * other bits that can be set? */ +uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y) +{ + return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y); +} + +UnitID GetFreeUnitNumber(byte type) +{ + UnitID unit, max = 0; + const Vehicle *u; + static bool *cache = NULL; + static UnitID gmax = 0; + + switch (type) { + case VEH_Train: max = _patches.max_trains; break; + case VEH_Road: max = _patches.max_roadveh; break; + case VEH_Ship: max = _patches.max_ships; break; + case VEH_Aircraft: max = _patches.max_aircraft; break; + default: NOT_REACHED(); + } + + if (max == 0) { + /* we can't build any of this kind of vehicle, so we just return 1 instead of looking for a free number + * a max of 0 will cause the following code to write to a NULL pointer + * We know that 1 is bigger than the max allowed vehicle number, so it's the same as returning something, that is too big + */ + return 1; + } + + if (max > gmax) { + gmax = max; + free(cache); + cache = malloc((max + 1) * sizeof(*cache)); + } + + // Clear the cache + memset(cache, 0, (max + 1) * sizeof(*cache)); + + // Fill the cache + FOR_ALL_VEHICLES(u) { + if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max) + cache[u->unitnumber] = true; + } + + // Find the first unused unit number + for (unit = 1; unit <= max; unit++) { + if (!cache[unit]) break; + } + + return unit; +} + +static PalSpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, EngineID parent_engine_type, CargoID cargo_type) +{ + SpriteID map; + const Player *p = GetPlayer(player); + LiveryScheme scheme = LS_DEFAULT; + + /* The default livery is always available for use, but its in_use flag determines + * whether any _other_ liveries are in use. */ + if (p->livery[LS_DEFAULT].in_use && (_patches.liveries == 2 || (_patches.liveries == 1 && player == _local_player))) { + /* Determine the livery scheme to use */ + switch (GetEngine(engine_type)->type) { + case VEH_Train: { + switch (_engine_info[engine_type].railtype) { + case RAILTYPE_RAIL: + case RAILTYPE_ELECTRIC: + { + const RailVehicleInfo *rvi = RailVehInfo(engine_type); + + if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type; + if (rvi->flags & RVI_WAGON) { + if (cargo_type == CT_PASSENGERS || cargo_type == CT_MAIL || cargo_type == CT_VALUABLES) { + if (parent_engine_type == INVALID_ENGINE) { + scheme = LS_PASSENGER_WAGON_STEAM; + } else { + switch (RailVehInfo(parent_engine_type)->engclass) { + case 0: scheme = LS_PASSENGER_WAGON_STEAM; break; + case 1: scheme = LS_PASSENGER_WAGON_DIESEL; break; + case 2: scheme = LS_PASSENGER_WAGON_ELECTRIC; break; + } + } + } else { + scheme = LS_FREIGHT_WAGON; + } + } else { + bool is_mu = HASBIT(_engine_info[engine_type].misc_flags, EF_RAIL_IS_MU); + + switch (rvi->engclass) { + case 0: scheme = LS_STEAM; break; + case 1: scheme = is_mu ? LS_DMU : LS_DIESEL; break; + case 2: scheme = is_mu ? LS_EMU : LS_ELECTRIC; break; + } + } + break; + } + + case RAILTYPE_MONO: scheme = LS_MONORAIL; break; + case RAILTYPE_MAGLEV: scheme = LS_MAGLEV; break; + } + break; + } + + case VEH_Road: { + const RoadVehicleInfo *rvi = RoadVehInfo(engine_type); + if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type; + scheme = (cargo_type == CT_PASSENGERS) ? LS_BUS : LS_TRUCK; + break; + } + + case VEH_Ship: { + const ShipVehicleInfo *svi = ShipVehInfo(engine_type); + if (cargo_type == CT_INVALID) cargo_type = svi->cargo_type; + scheme = (cargo_type == CT_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP; + break; + } + + case VEH_Aircraft: { + const AircraftVehicleInfo *avi = AircraftVehInfo(engine_type); + if (cargo_type == CT_INVALID) cargo_type = CT_PASSENGERS; + switch (avi->subtype) { + case 0: scheme = LS_HELICOPTER; break; + case 1: scheme = LS_SMALL_PLANE; break; + case 3: scheme = LS_LARGE_PLANE; break; + } + break; + } + } + + /* Switch back to the default scheme if the resolved scheme is not in use */ + if (!p->livery[scheme].in_use) scheme = LS_DEFAULT; + } + + map = HASBIT(EngInfo(engine_type)->misc_flags, EF_USES_2CC) ? + (SPR_2CCMAP_BASE + p->livery[scheme].colour1 + p->livery[scheme].colour2 * 16) : + (PALETTE_RECOLOR_START + p->livery[scheme].colour1); + + return SPRITE_PALETTE(map << PALETTE_SPRITE_START); +} + +PalSpriteID GetEnginePalette(EngineID engine_type, PlayerID player) +{ + return GetEngineColourMap(engine_type, player, INVALID_ENGINE, CT_INVALID); +} + +PalSpriteID GetVehiclePalette(const Vehicle *v) +{ + if (v->type == VEH_Train) { + return GetEngineColourMap( + (v->u.rail.first_engine != INVALID_ENGINE && (IsArticulatedPart(v) || UsesWagonOverride(v))) ? + v->u.rail.first_engine : v->engine_type, + v->owner, + v->u.rail.first_engine, + v->cargo_type); + } + + return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v->cargo_type); +} + +// Save and load of vehicles +const SaveLoad _common_veh_desc[] = { + SLE_VAR(Vehicle, subtype, SLE_UINT8), + + SLE_REF(Vehicle, next, REF_VEHICLE_OLD), + SLE_VAR(Vehicle, string_id, SLE_STRINGID), + SLE_CONDVAR(Vehicle, unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7), + SLE_CONDVAR(Vehicle, unitnumber, SLE_UINT16, 8, SL_MAX_VERSION), + SLE_VAR(Vehicle, owner, SLE_UINT8), + SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), + + SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, x_pos, SLE_UINT32, 6, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, y_pos, SLE_UINT32, 6, SL_MAX_VERSION), + SLE_VAR(Vehicle, z_pos, SLE_UINT8), + SLE_VAR(Vehicle, direction, SLE_UINT8), + + SLE_VAR(Vehicle, cur_image, SLE_UINT16), + SLE_VAR(Vehicle, spritenum, SLE_UINT8), + SLE_VAR(Vehicle, sprite_width, SLE_UINT8), + SLE_VAR(Vehicle, sprite_height, SLE_UINT8), + SLE_VAR(Vehicle, z_height, SLE_UINT8), + SLE_VAR(Vehicle, x_offs, SLE_INT8), + SLE_VAR(Vehicle, y_offs, SLE_INT8), + SLE_VAR(Vehicle, engine_type, SLE_UINT16), + + SLE_VAR(Vehicle, max_speed, SLE_UINT16), + SLE_VAR(Vehicle, cur_speed, SLE_UINT16), + SLE_VAR(Vehicle, subspeed, SLE_UINT8), + SLE_VAR(Vehicle, acceleration, SLE_UINT8), + SLE_VAR(Vehicle, progress, SLE_UINT8), + + SLE_VAR(Vehicle, vehstatus, SLE_UINT8), + SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), + SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16, 5, SL_MAX_VERSION), + + SLE_VAR(Vehicle, cargo_type, SLE_UINT8), + SLE_CONDVAR(Vehicle, cargo_subtype, SLE_UINT8, 35, SL_MAX_VERSION), + SLE_VAR(Vehicle, cargo_days, SLE_UINT8), + SLE_CONDVAR(Vehicle, cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6), + SLE_CONDVAR(Vehicle, cargo_source, SLE_UINT16, 7, SL_MAX_VERSION), + SLE_VAR(Vehicle, cargo_cap, SLE_UINT16), + SLE_VAR(Vehicle, cargo_count, SLE_UINT16), + + SLE_VAR(Vehicle, day_counter, SLE_UINT8), + SLE_VAR(Vehicle, tick_counter, SLE_UINT8), + + SLE_VAR(Vehicle, cur_order_index, SLE_UINT8), + SLE_VAR(Vehicle, num_orders, SLE_UINT8), + + /* This next line is for version 4 and prior compatibility.. it temporarily reads + type and flags (which were both 4 bits) into type. Later on this is + converted correctly */ + SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 0, 4), + SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), + + /* Orders for version 5 and on */ + SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION), + SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION), + SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION), + + /* Refit in current order */ + SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, refit_cargo), SLE_UINT8, 36, SL_MAX_VERSION), + SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, refit_subtype), SLE_UINT8, 36, SL_MAX_VERSION), + + SLE_REF(Vehicle, orders, REF_ORDER), + + SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, max_age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, max_age, SLE_INT32, 31, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32, 31, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, service_interval, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, service_interval, SLE_INT32, 31, SL_MAX_VERSION), + SLE_VAR(Vehicle, reliability, SLE_UINT16), + SLE_VAR(Vehicle, reliability_spd_dec, SLE_UINT16), + SLE_VAR(Vehicle, breakdown_ctr, SLE_UINT8), + SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8), + SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8), + SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8), + SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, build_year, SLE_INT32, 31, SL_MAX_VERSION), + + SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16), + SLE_CONDVAR(Vehicle, load_status, SLE_UINT8, 40, SL_MAX_VERSION), + + SLE_VAR(Vehicle, profit_this_year, SLE_INT32), + SLE_VAR(Vehicle, profit_last_year, SLE_INT32), + SLE_VAR(Vehicle, value, SLE_UINT32), + + SLE_VAR(Vehicle, random_bits, SLE_UINT8), + SLE_VAR(Vehicle, waiting_triggers, SLE_UINT8), + + SLE_REF(Vehicle, next_shared, REF_VEHICLE), + SLE_REF(Vehicle, prev_shared, REF_VEHICLE), + + // reserve extra space in savegame here. (currently 10 bytes) + SLE_CONDNULL(10, 2, SL_MAX_VERSION), + + SLE_END() +}; + + +static const SaveLoad _train_desc[] = { + SLE_WRITEBYTE(Vehicle, type, VEH_Train, 0), // Train type. VEH_Train in mem, 0 in file. + SLE_INCLUDEX(0, INC_VEHICLE_COMMON), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, crash_anim_pos), SLE_UINT16), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, force_proceed), SLE_UINT8), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, railtype), SLE_UINT8), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, track), SLE_UINT8), + + SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, flags), SLE_UINT8, 2, SL_MAX_VERSION), + SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, days_since_order_progr), SLE_UINT16, 2, SL_MAX_VERSION), + + SLE_CONDNULL(2, 2, 19), + // reserve extra space in savegame here. (currently 11 bytes) + SLE_CONDNULL(11, 2, SL_MAX_VERSION), + + SLE_END() +}; + +static const SaveLoad _roadveh_desc[] = { + SLE_WRITEBYTE(Vehicle, type, VEH_Road, 1), // Road type. VEH_Road in mem, 1 in file. + SLE_INCLUDEX(0, INC_VEHICLE_COMMON), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, state), SLE_UINT8), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, frame), SLE_UINT8), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, blocked_ctr), SLE_UINT16), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking), SLE_UINT8), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, crashed_ctr), SLE_UINT16), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, reverse_ctr), SLE_UINT8), + + SLE_CONDREFX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot), REF_ROADSTOPS, 6, SL_MAX_VERSION), + SLE_CONDNULL(1, 6, SL_MAX_VERSION), + SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot_age), SLE_UINT8, 6, SL_MAX_VERSION), + // reserve extra space in savegame here. (currently 16 bytes) + SLE_CONDNULL(16, 2, SL_MAX_VERSION), + + SLE_END() +}; + +static const SaveLoad _ship_desc[] = { + SLE_WRITEBYTE(Vehicle, type, VEH_Ship, 2), // Ship type. VEH_Ship in mem, 2 in file. + SLE_INCLUDEX(0, INC_VEHICLE_COMMON), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleShip, state), SLE_UINT8), + + // reserve extra space in savegame here. (currently 16 bytes) + SLE_CONDNULL(16, 2, SL_MAX_VERSION), + + SLE_END() +}; + +static const SaveLoad _aircraft_desc[] = { + SLE_WRITEBYTE(Vehicle, type, VEH_Aircraft, 3), // Aircraft type. VEH_Aircraft in mem, 3 in file. + SLE_INCLUDEX(0, INC_VEHICLE_COMMON), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, crashed_counter), SLE_UINT16), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, pos), SLE_UINT8), + + SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), + SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport), SLE_UINT16, 5, SL_MAX_VERSION), + + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, state), SLE_UINT8), + + SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, previous_pos), SLE_UINT8, 2, SL_MAX_VERSION), + + // reserve extra space in savegame here. (currently 15 bytes) + SLE_CONDNULL(15, 2, SL_MAX_VERSION), + + SLE_END() +}; + +static const SaveLoad _special_desc[] = { + SLE_WRITEBYTE(Vehicle,type,VEH_Special, 4), + + SLE_VAR(Vehicle, subtype, SLE_UINT8), + + SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), + + SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), + SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), + SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION), + SLE_VAR(Vehicle, z_pos, SLE_UINT8), + + SLE_VAR(Vehicle, cur_image, SLE_UINT16), + SLE_VAR(Vehicle, sprite_width, SLE_UINT8), + SLE_VAR(Vehicle, sprite_height, SLE_UINT8), + SLE_VAR(Vehicle, z_height, SLE_UINT8), + SLE_VAR(Vehicle, x_offs, SLE_INT8), + SLE_VAR(Vehicle, y_offs, SLE_INT8), + SLE_VAR(Vehicle, progress, SLE_UINT8), + SLE_VAR(Vehicle, vehstatus, SLE_UINT8), + + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk0), SLE_UINT16), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk2), SLE_UINT8), + + // reserve extra space in savegame here. (currently 16 bytes) + SLE_CONDNULL(16, 2, SL_MAX_VERSION), + + SLE_END() +}; + +static const SaveLoad _disaster_desc[] = { + SLE_WRITEBYTE(Vehicle, type, VEH_Disaster, 5), + + SLE_REF(Vehicle, next, REF_VEHICLE_OLD), + + SLE_VAR(Vehicle, subtype, SLE_UINT8), + SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5), + SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION), + + SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), + SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION), + SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5), + SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION), + SLE_VAR(Vehicle, z_pos, SLE_UINT8), + SLE_VAR(Vehicle, direction, SLE_UINT8), + + SLE_VAR(Vehicle, x_offs, SLE_INT8), + SLE_VAR(Vehicle, y_offs, SLE_INT8), + SLE_VAR(Vehicle, sprite_width, SLE_UINT8), + SLE_VAR(Vehicle, sprite_height, SLE_UINT8), + SLE_VAR(Vehicle, z_height, SLE_UINT8), + SLE_VAR(Vehicle, owner, SLE_UINT8), + SLE_VAR(Vehicle, vehstatus, SLE_UINT8), + SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4), + SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION), + + SLE_VAR(Vehicle, cur_image, SLE_UINT16), + SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30), + SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION), + SLE_VAR(Vehicle, tick_counter, SLE_UINT8), + + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleDisaster, image_override), SLE_UINT16), + SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleDisaster, unk2), SLE_UINT16), + + // reserve extra space in savegame here. (currently 16 bytes) + SLE_CONDNULL(16, 2, SL_MAX_VERSION), + + SLE_END() +}; + + +static const void *_veh_descs[] = { + _train_desc, + _roadveh_desc, + _ship_desc, + _aircraft_desc, + _special_desc, + _disaster_desc, +}; + +// Will be called when the vehicles need to be saved. +static void Save_VEHS(void) +{ + Vehicle *v; + // Write the vehicles + FOR_ALL_VEHICLES(v) { + SlSetArrayIndex(v->index); + SlObject(v, _veh_descs[v->type - 0x10]); + } +} + +// Will be called when vehicles need to be loaded. +static void Load_VEHS(void) +{ + int index; + Vehicle *v; + + while ((index = SlIterateArray()) != -1) { + Vehicle *v; + + if (!AddBlockIfNeeded(&_Vehicle_pool, index)) + error("Vehicles: failed loading savegame: too many vehicles"); + + v = GetVehicle(index); + SlObject(v, _veh_descs[SlReadByte()]); + + /* Old savegames used 'last_station_visited = 0xFF' */ + if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF) + v->last_station_visited = INVALID_STATION; + + if (CheckSavegameVersion(5)) { + /* Convert the current_order.type (which is a mix of type and flags, because + * in those versions, they both were 4 bits big) to type and flags */ + v->current_order.flags = (v->current_order.type & 0xF0) >> 4; + v->current_order.type = v->current_order.type & 0x0F; + } + } + + /* Check for shared order-lists (we now use pointers for that) */ + if (CheckSavegameVersionOldStyle(5, 2)) { + FOR_ALL_VEHICLES(v) { + Vehicle *u; + + FOR_ALL_VEHICLES_FROM(u, v->index + 1) { + /* If a vehicle has the same orders, add the link to eachother + * in both vehicles */ + if (v->orders == u->orders) { + v->next_shared = u; + u->prev_shared = v; + break; + } + } + } + } +} + +const ChunkHandler _veh_chunk_handlers[] = { + { 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST}, +}; |