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-rw-r--r--src/vehicle_cmd.cpp98
1 files changed, 93 insertions, 5 deletions
diff --git a/src/vehicle_cmd.cpp b/src/vehicle_cmd.cpp
index e63609434..b08c9406d 100644
--- a/src/vehicle_cmd.cpp
+++ b/src/vehicle_cmd.cpp
@@ -28,15 +28,19 @@
#include "depot_map.h"
#include "vehiclelist.h"
#include "engine_base.h"
+#include "engine_func.h"
+#include "articulated_vehicles.h"
+#include "autoreplace_gui.h"
+#include "company_base.h"
#include "table/strings.h"
/* Tables used in vehicle.h to find the right command for a certain vehicle type */
const uint32 _veh_build_proc_table[] = {
- CMD_BUILD_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN),
- CMD_BUILD_ROAD_VEH | CMD_MSG(STR_ERROR_CAN_T_BUY_ROAD_VEHICLE),
- CMD_BUILD_SHIP | CMD_MSG(STR_ERROR_CAN_T_BUY_SHIP),
- CMD_BUILD_AIRCRAFT | CMD_MSG(STR_ERROR_CAN_T_BUY_AIRCRAFT),
+ CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN),
+ CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_ROAD_VEHICLE),
+ CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_SHIP),
+ CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_AIRCRAFT),
};
const uint32 _veh_sell_proc_table[] = {
@@ -61,6 +65,90 @@ const uint32 _send_to_depot_proc_table[] = {
CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_MSG(STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR),
};
+
+CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
+CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
+CommandCost CmdBuildShip (TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
+CommandCost CmdBuildAircraft (TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
+
+/**
+ * Build a vehicle.
+ * @param tile tile of depot where the vehicle is built
+ * @param flags for command
+ * @param p1 various bitstuffed data
+ * bits 0-15: vehicle type being built.
+ * bits 16-31: vehicle type specific bits passed on to the vehicle build functions.
+ * @param p2 unused
+ * @param text unused
+ * @return the cost of this operation or an error
+ */
+CommandCost CmdBuildVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
+{
+ /* Elementary check for valid location. */
+ if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
+
+ VehicleType type;
+ switch (GetTileType(tile)) {
+ case MP_RAILWAY: type = VEH_TRAIN; break;
+ case MP_ROAD: type = VEH_ROAD; break;
+ case MP_WATER: type = VEH_SHIP; break;
+ case MP_STATION: type = VEH_AIRCRAFT; break;
+ default: NOT_REACHED(); // Safe due to IsDepotTile()
+ }
+
+ /* Validate the engine type. */
+ EngineID eid = GB(p1, 0, 16);
+ if (!IsEngineBuildable(eid, type, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE + type);
+
+ const Engine *e = Engine::Get(eid);
+ CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
+
+ /* Engines without valid cargo should not be available */
+ if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
+
+ /* Check whether the number of vehicles we need to build can be built according to pool space. */
+ uint num_vehicles;
+ switch (type) {
+ case VEH_TRAIN: num_vehicles = (e->u.rail.railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) + CountArticulatedParts(eid, false); break;
+ case VEH_ROAD: num_vehicles = 1 + CountArticulatedParts(eid, false); break;
+ case VEH_SHIP: num_vehicles = 1; break;
+ case VEH_AIRCRAFT: num_vehicles = e->u.air.subtype & AIR_CTOL ? 2 : 3; break;
+ default: NOT_REACHED(); // Safe due to IsDepotTile()
+ }
+ if (!Vehicle::CanAllocateItem(num_vehicles)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
+
+ /* Check whether we can allocate a unit number. Autoreplace does not allocate
+ * an unit number as it will (always) reuse the one of the replaced vehicle
+ * and (train) wagons don't have an unit number in any scenario. */
+ UnitID unit_num = (flags & DC_AUTOREPLACE || (type == VEH_TRAIN && e->u.rail.railveh_type == RAILVEH_WAGON)) ? 0 : GetFreeUnitNumber(type);
+ if (unit_num == UINT16_MAX) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
+
+ Vehicle *v;
+ switch (type) {
+ case VEH_TRAIN: value.AddCost(CmdBuildRailVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
+ case VEH_ROAD: value.AddCost(CmdBuildRoadVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
+ case VEH_SHIP: value.AddCost(CmdBuildShip (tile, flags, e, GB(p1, 16, 16), &v)); break;
+ case VEH_AIRCRAFT: value.AddCost(CmdBuildAircraft (tile, flags, e, GB(p1, 16, 16), &v)); break;
+ default: NOT_REACHED(); // Safe due to IsDepotTile()
+ }
+
+ if (value.Succeeded() && flags & DC_EXEC) {
+ v->unitnumber = unit_num;
+ v->value = value.GetCost();
+
+ InvalidateWindowData(WC_VEHICLE_DEPOT, tile);
+ InvalidateWindowClassesData(GetWindowClassForVehicleType(type), 0);
+ SetWindowDirty(WC_COMPANY, _current_company);
+ if (IsLocalCompany()) {
+ InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the auto replace window
+ }
+
+ Company::Get(_current_company)->num_engines[eid]++;
+ }
+
+ return value;
+}
+
/**
* Start/Stop a vehicle
* @param tile unused
@@ -467,7 +555,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
DoCommandFlag build_flags = flags;
if ((flags & DC_EXEC) && !v->IsPrimaryVehicle()) build_flags |= DC_AUTOREPLACE;
- CommandCost cost = DoCommand(tile, v->engine_type, 2, build_flags, GetCmdBuildVeh(v));
+ CommandCost cost = DoCommand(tile, v->engine_type | (1 << 16), 0, build_flags, GetCmdBuildVeh(v));
if (cost.Failed()) {
/* Can't build a part, then sell the stuff we already made; clear up the mess */