/* $Id$ */ /** @file vehicle.cpp */ #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 "landscape.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_callbacks.h" #include "newgrf_engine.h" #include "newgrf_sound.h" #include "helpers.hpp" #include "group.h" #include "economy.h" #define INVALID_COORD (-0x8000) #define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6)) /* 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_BUILD_ROAD_VEH, CMD_BUILD_SHIP, CMD_BUILD_AIRCRAFT, }; const uint32 _veh_sell_proc_table[] = { CMD_SELL_RAIL_WAGON, CMD_SELL_ROAD_VEH, CMD_SELL_SHIP, CMD_SELL_AIRCRAFT, }; 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++; v = new (v) InvalidVehicle(); } } /* 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, v->group_id); /* 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 = (const TileInfo*)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 (Vehicle*)VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ); } Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed) { 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) { Swap(x1, x2); Swap(y1, y2); } FOR_ALL_VEHICLES(veh) { if (without_crashed && (veh->vehstatus & VS_CRASHED) != 0) continue; 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() { Vehicle *v; FOR_ALL_VEHICLES(v) { v->UpdateDeltaXY(v->direction); 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_ROAD: v->cur_image = GetRoadVehImage(v, v->direction); v->u.road.roadtype = HASBIT(EngInfo(v->engine_type)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD; v->u.road.compatible_roadtypes = RoadTypeToRoadTypes(v->u.road.roadtype); break; case VEH_TRAIN: v->cur_image = GetTrainImage(v, v->direction); break; case VEH_SHIP: v->cur_image = GetShipImage(v, v->direction); break; case VEH_AIRCRAFT: if (IsNormalAircraft(v)) { v->cur_image = GetAircraftImage(v, v->direction); /* The plane's shadow will have the same image as the plane */ Vehicle *shadow = v->next; shadow->cur_image = v->cur_image; /* In the case of a helicopter we will update the rotor sprites */ if (v->subtype == AIR_HELICOPTER) { Vehicle *rotor = shadow->next; rotor->cur_image = GetRotorImage(v); } UpdateAircraftCache(v); } 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 = new (v) InvalidVehicle(); 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; v->group_id = DEFAULT_GROUP; return v; } /** * Get a value for a vehicle's random_bits. * @return A random value from 0 to 255. */ byte VehicleRandomBits() { return GB(Random(), 0, 8); } Vehicle *ForceAllocateSpecialVehicle() { /* 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() { 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() { memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash)); } void InitializeVehicles() { 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); assert(v->type == VEH_TRAIN); 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 IsNormalAircraft(v); // 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 (IsValidStationID(v->last_station_visited)) { GetStation(v->last_station_visited)->loading_vehicles.remove(v); } if (IsEngineCountable(v)) { GetPlayer(v->owner)->num_engines[v->engine_type]--; if (v->owner == _local_player) InvalidateAutoreplaceWindow(v->engine_type); if (IsValidGroupID(v->group_id)) GetGroup(v->group_id)->num_engines[v->engine_type]--; if (v->type != VEH_TRAIN || IsFrontEngine(v)) DecreaseGroupNumVehicle(v->group_id); } 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 (IsPlayerBuildableVehicleType(v)) 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); /** 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() { #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(INVALID_TILE, INVALID_TRACK); } #endif //ENABLE_NETWORK _first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick Station *st; FOR_ALL_STATIONS(st) LoadUnloadStation(st); Vehicle *v; FOR_ALL_VEHICLES(v) { _vehicle_tick_procs[v->type](v); switch (v->type) { default: break; 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 != AIR_HELICOPTER) 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; } } /** 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) { return HASBIT(EngInfo(engine_type)->refit_mask, cid_to); } /** Find the first cargo type that an engine can be refitted to. * @param engine_type Which engine to find cargo for. * @return A climate dependent cargo type. CT_INVALID is returned if not refittable. */ CargoID FindFirstRefittableCargo(EngineID engine_type) { uint32 refit_mask = EngInfo(engine_type)->refit_mask; if (refit_mask != 0) { for (CargoID cid = 0; cid < NUM_CARGO; cid++) { if (HASBIT(refit_mask, cid)) return cid; } } return CT_INVALID; } /** Learn the price of refitting a certain engine * @param engine_type 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)->railveh_type == RAILVEH_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) { SpriteID image = v->cur_image; SpriteID pal; if (v->vehstatus & VS_SHADOW) { SETBIT(image, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } else if (v->vehstatus & VS_DEFPAL) { pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); } else { pal = PAL_NONE; } AddSortableSpriteToDraw(image, pal, 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; } struct BulldozerMovement { byte direction:2; byte image:2; byte duration:3; }; 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; } struct BubbleMovement { int8 x:4; int8 y:4; int8 z:4; byte image:4; }; #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 = new (v) SpecialVehicle(); v->subtype = type; v->x_pos = x; v->y_pos = y; v->z_pos = z; v->tile = 0; v->UpdateDeltaXY(INVALID_DIR); 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 = ScaleByZoom(x, vp->zoom) + vp->virtual_left; y = ScaleByZoom(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]); 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 flags type of operation * @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; VehicleType vehicle_type = (VehicleType)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) { uint32 id = p1; uint16 window_type = p2 & VLW_MASK; engine_count = GenerateVehicleSortList((const Vehicle***)&vl, &engine_list_length, vehicle_type, _current_player, 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 flags type of operation * @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; VehicleType vehicle_type = (VehicleType)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 flags type of operation * @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; VehicleType vehicle_type = (VehicleType)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 flags type of operation * @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; int32 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, GetCmdBuildVeh(v)); 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->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; } if (flags & DC_EXEC) { /* Cloned vehicles belong to the same group */ DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP); } /* Take care of refitting. */ w = w_front; v = v_front; /* Both building and refitting are influenced by newgrf callbacks, which * makes it impossible to accurately estimate the cloning costs. In * particular, it is possible for engines of the same type to be built with * different numbers of articulated parts, so when refitting we have to * loop over real vehicles first, and then the articulated parts of those * vehicles in a different loop. */ do { do { if (flags & DC_EXEC) { assert(w != NULL); if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_type) { cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v)); if (!CmdFailed(cost)) total_cost += cost; } if (w->type == VEH_TRAIN && EngineHasArticPart(w)) { w = GetNextArticPart(w); } else { break; } } else { CargoID initial_cargo = GetEngineCargoType(v->engine_type); if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) { total_cost += GetRefitCost(v->engine_type); } } } while (v->type == VEH_TRAIN && EngineHasArticPart(v) && (v = GetNextArticPart(v)) != NULL); if (flags & DC_EXEC) w = GetNextVehicle(w); } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL); /* Since we can't estimate the cost of cloning a vehicle accurately we must * check whether the player has enough money manually. */ if (!CheckPlayerHasMoney(total_cost)) { if (flags & DC_EXEC) { /* The vehicle has already been bought, so now it must be sold again. */ DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); } return CMD_ERROR; } /* Set the expense type last as refitting will make the cost go towards * running costs... */ SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); return total_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 = ReallocT(*engine_list, *engine_list_length); } /** 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(VehicleType 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 == TRACK_BIT_DEPOT) { 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 && IsNormalAircraft(v) && 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 index This parameter has different meanings depending on window_type