/* $Id$ */ #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}, };