/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
*/
/** @file vehicle_cmd.cpp Commands for vehicles. */
#include "stdafx.h"
#include "roadveh.h"
#include "news_func.h"
#include "airport.h"
#include "cmd_helper.h"
#include "command_func.h"
#include "company_func.h"
#include "vehicle_gui.h"
#include "train.h"
#include "aircraft.h"
#include "newgrf_text.h"
#include "functions.h"
#include "window_func.h"
#include "vehicle_func.h"
#include "string_func.h"
#include "depot_map.h"
#include "vehiclelist.h"
#include "engine_func.h"
#include "articulated_vehicles.h"
#include "autoreplace_gui.h"
#include "company_base.h"
#include "order_backup.h"
#include "table/strings.h"
/* Tables used in vehicle.h to find the right command for a certain vehicle type */
const uint32 _veh_build_proc_table[] = {
CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN),
CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_ROAD_VEHICLE),
CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_SHIP),
CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_AIRCRAFT),
};
const uint32 _veh_sell_proc_table[] = {
CMD_SELL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_SELL_TRAIN),
CMD_SELL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_SELL_ROAD_VEHICLE),
CMD_SELL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_SELL_SHIP),
CMD_SELL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_SELL_AIRCRAFT),
};
const uint32 _veh_refit_proc_table[] = {
CMD_REFIT_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_REFIT_TRAIN),
CMD_REFIT_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_REFIT_ROAD_VEHICLE),
CMD_REFIT_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_REFIT_SHIP),
CMD_REFIT_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_REFIT_AIRCRAFT),
};
const uint32 _send_to_depot_proc_table[] = {
/* TrainGotoDepot has a nice randomizer in the pathfinder, which causes desyncs... */
CMD_SEND_VEHICLE_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_TRAIN_TO_DEPOT) | CMD_NO_TEST_IF_IN_NETWORK,
CMD_SEND_VEHICLE_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_ROAD_VEHICLE_TO_DEPOT),
CMD_SEND_VEHICLE_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_SHIP_TO_DEPOT),
CMD_SEND_VEHICLE_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR),
};
CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
CommandCost CmdBuildShip (TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
CommandCost CmdBuildAircraft (TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
/**
* Build a vehicle.
* @param tile tile of depot where the vehicle is built
* @param flags for command
* @param p1 various bitstuffed data
* bits 0-15: vehicle type being built.
* bits 16-31: vehicle type specific bits passed on to the vehicle build functions.
* @param p2 User
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdBuildVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
/* Elementary check for valid location. */
if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
VehicleType type;
switch (GetTileType(tile)) {
case MP_RAILWAY: type = VEH_TRAIN; break;
case MP_ROAD: type = VEH_ROAD; break;
case MP_WATER: type = VEH_SHIP; break;
case MP_STATION: type = VEH_AIRCRAFT; break;
default: NOT_REACHED(); // Safe due to IsDepotTile()
}
/* Validate the engine type. */
EngineID eid = GB(p1, 0, 16);
if (!IsEngineBuildable(eid, type, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE + type);
const Engine *e = Engine::Get(eid);
CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
/* Engines without valid cargo should not be available */
if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
/* Check whether the number of vehicles we need to build can be built according to pool space. */
uint num_vehicles;
switch (type) {
case VEH_TRAIN: num_vehicles = (e->u.rail.railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) + CountArticulatedParts(eid, false); break;
case VEH_ROAD: num_vehicles = 1 + CountArticulatedParts(eid, false); break;
case VEH_SHIP: num_vehicles = 1; break;
case VEH_AIRCRAFT: num_vehicles = e->u.air.subtype & AIR_CTOL ? 2 : 3; break;
default: NOT_REACHED(); // Safe due to IsDepotTile()
}
if (!Vehicle::CanAllocateItem(num_vehicles)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
/* Check whether we can allocate a unit number. Autoreplace does not allocate
* an unit number as it will (always) reuse the one of the replaced vehicle
* and (train) wagons don't have an unit number in any scenario. */
UnitID unit_num = (flags & DC_AUTOREPLACE || (type == VEH_TRAIN && e->u.rail.railveh_type == RAILVEH_WAGON)) ? 0 : GetFreeUnitNumber(type);
if (unit_num == UINT16_MAX) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
Vehicle *v;
switch (type) {
case VEH_TRAIN: value.AddCost(CmdBuildRailVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
case VEH_ROAD: value.AddCost(CmdBuildRoadVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
case VEH_SHIP: value.AddCost(CmdBuildShip (tile, flags, e, GB(p1, 16, 16), &v)); break;
case VEH_AIRCRAFT: value.AddCost(CmdBuildAircraft (tile, flags, e, GB(p1, 16, 16), &v)); break;
default: NOT_REACHED(); // Safe due to IsDepotTile()
}
if (value.Succeeded() && flags & DC_EXEC) {
v->unitnumber = unit_num;
v->value = value.GetCost();
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(GetWindowClassForVehicleType(type), 0);
SetWindowDirty(WC_COMPANY, _current_company);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the auto replace window
}
Company::Get(_current_company)->num_engines[eid]++;
if (v->IsPrimaryVehicle()) OrderBackup::Restore(v, p2);
}
return value;
}
CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *v, uint16 data, uint32 user);
/**
* Sell a vehicle.
* @param tile unused.
* @param flags for command.
* @param p1 various bitstuffed data.
* bits 0-19: vehicle ID being sold.
* bits 20-30: vehicle type specific bits passed on to the vehicle build functions.
* bit 31: make a backup of the vehicle's order (if an engine).
* @param p2 User.
* @param text unused.
* @return the cost of this operation or an error.
*/
CommandCost CmdSellVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Vehicle *v = Vehicle::GetIfValid(GB(p1, 0, 20));
if (v == NULL) return CMD_ERROR;
Vehicle *front = v->First();
CommandCost ret = CheckOwnership(front->owner);
if (ret.Failed()) return ret;
if (front->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_VEHICLE_IS_DESTROYED);
if (!front->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAIN_MUST_BE_STOPPED_INSIDE_DEPOT + front->type);
/* Can we actually make the order backup, i.e. are there enough orders? */
if (p1 & MAKE_ORDER_BACKUP_FLAG &&
front->orders.list != NULL &&
!front->orders.list->IsShared() &&
!Order::CanAllocateItem(front->orders.list->GetNumOrders())) {
/* Only happens in exceptional cases when there aren't enough orders anyhow.
* Thus it should be safe to just drop the orders in that case. */
p1 &= ~MAKE_ORDER_BACKUP_FLAG;
}
if (v->type == VEH_TRAIN) {
ret = CmdSellRailWagon(flags, v, GB(p1, 20, 12), p2);
} else {
ret = CommandCost(EXPENSES_NEW_VEHICLES, -front->value);
if (flags & DC_EXEC) {
if (v->IsPrimaryVehicle() && p1 & MAKE_ORDER_BACKUP_FLAG) OrderBackup::Backup(v, p2);
delete front;
}
}
return ret;
}
/**
* Learn the price of refitting a certain engine
* @param engine_type Which engine to refit
* @return Price for refitting
*/
static CommandCost GetRefitCost(EngineID engine_type)
{
ExpensesType expense_type;
const Engine *e = Engine::Get(engine_type);
Price base_price;
uint cost_factor = e->info.refit_cost;
switch (e->type) {
case VEH_SHIP:
base_price = PR_BUILD_VEHICLE_SHIP;
expense_type = EXPENSES_SHIP_RUN;
break;
case VEH_ROAD:
base_price = PR_BUILD_VEHICLE_ROAD;
expense_type = EXPENSES_ROADVEH_RUN;
break;
case VEH_AIRCRAFT:
base_price = PR_BUILD_VEHICLE_AIRCRAFT;
expense_type = EXPENSES_AIRCRAFT_RUN;
break;
case VEH_TRAIN:
base_price = (e->u.rail.railveh_type == RAILVEH_WAGON) ? PR_BUILD_VEHICLE_WAGON : PR_BUILD_VEHICLE_TRAIN;
cost_factor <<= 1;
expense_type = EXPENSES_TRAIN_RUN;
break;
default: NOT_REACHED();
}
return CommandCost(expense_type, GetPrice(base_price, cost_factor, e->grf_prop.grffile, -10));
}
/**
* Refits a vehicle (chain).
* This is the vehicle-type independent part of the CmdRefitXXX functions.
* @param v The vehicle to refit.
* @param only_this Whether to only refit this vehicle, or the whole chain.
* @param new_cid Cargotype to refit to
* @param new_subtype Cargo subtype to refit to
* @param flags Command flags
* @return Refit cost.
*/
static CommandCost RefitVehicle(Vehicle *v, bool only_this, CargoID new_cid, byte new_subtype, DoCommandFlag flags)
{
CommandCost cost(v->GetExpenseType(false));
uint total_capacity = 0;
v->InvalidateNewGRFCacheOfChain();
for (; v != NULL; v = (only_this ? NULL : v->Next())) {
const Engine *e = Engine::Get(v->engine_type);
if (!e->CanCarryCargo() || !HasBit(e->info.refit_mask, new_cid)) continue;
/* Back up the vehicle's cargo type */
CargoID temp_cid = v->cargo_type;
byte temp_subtype = v->cargo_subtype;
v->cargo_type = new_cid;
v->cargo_subtype = new_subtype;
uint16 mail_capacity;
uint amount = GetVehicleCapacity(v, &mail_capacity);
total_capacity += amount;
/* Restore the original cargo type */
v->cargo_type = temp_cid;
v->cargo_subtype = temp_subtype;
if (new_cid != v->cargo_type) {
cost.AddCost(GetRefitCost(v->engine_type));
}
if (flags & DC_EXEC) {
v->cargo.Truncate((v->cargo_type == new_cid) ? amount : 0);
v->cargo_type = new_cid;
v->cargo_cap = amount;
v->cargo_subtype = new_subtype;
if (v->type == VEH_AIRCRAFT) {
Vehicle *u = v->Next();
u->cargo_cap = mail_capacity;
u->cargo.Truncate(mail_capacity);
}
}
}
_returned_refit_capacity = total_capacity;
return cost;
}
/**
* Refits a vehicle to the specified cargo type.
* @param tile unused
* @param flags type of operation
* @param p1 vehicle ID to refit
* @param p2 various bitstuffed elements
* - p2 = (bit 0-7) - the new cargo type to refit to
* - p2 = (bit 8-15) - the new cargo subtype to refit to
* - p2 = (bit 16) - refit only this vehicle
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdRefitVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL) return CMD_ERROR;
/* Don't allow disasters and sparks and such to be refitted.
* We cannot check for IsPrimaryVehicle as autoreplace also refits in free wagon chains. */
if (!IsCompanyBuildableVehicleType(v->type)) return CMD_ERROR;
Vehicle *front = v->First();
CommandCost ret = CheckOwnership(front->owner);
if (ret.Failed()) return ret;
/* Don't allow shadows and such to be refitted. */
if (v != front && (v->type == VEH_SHIP || v->type == VEH_AIRCRAFT)) return CMD_ERROR;
if (!front->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAIN_MUST_BE_STOPPED_INSIDE_DEPOT + front->type);
if (front->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_VEHICLE_IS_DESTROYED);
/* Check cargo */
CargoID new_cid = GB(p2, 0, 8);
byte new_subtype = GB(p2, 8, 8);
if (new_cid >= NUM_CARGO) return CMD_ERROR;
/* For ships and aircrafts there is always only one. */
bool only_this = HasBit(p2, 16) || front->type == VEH_SHIP || front->type == VEH_AIRCRAFT;
CommandCost cost = RefitVehicle(v, only_this, new_cid, new_subtype, flags);
if (flags & DC_EXEC) {
/* Update the cached variables */
switch (v->type) {
case VEH_TRAIN:
Train::From(front)->ConsistChanged(false);
break;
case VEH_ROAD:
RoadVehUpdateCache(RoadVehicle::From(front));
if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) RoadVehicle::From(front)->CargoChanged();
break;
case VEH_SHIP:
case VEH_AIRCRAFT:
v->InvalidateNewGRFCacheOfChain();
v->colourmap = PAL_NONE; // invalidate vehicle colour map
break;
default: NOT_REACHED();
}
InvalidateWindowData(WC_VEHICLE_DETAILS, front->index);
SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
InvalidateWindowClassesData(GetWindowClassForVehicleType(v->type), 0);
} else {
/* Always invalidate the cache; querycost might have filled it. */
v->InvalidateNewGRFCacheOfChain();
}
return cost;
}
/**
* Start/Stop a vehicle
* @param tile unused
* @param flags type of operation
* @param p1 vehicle to start/stop, don't forget to change CcStartStopVehicle if you modify this!
* @param p2 bit 0: Shall the start/stop newgrf callback be evaluated (only valid with DC_AUTOREPLACE for network safety)
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
/* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */
if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0);
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_VEHICLE_IS_DESTROYED);
switch (v->type) {
case VEH_TRAIN:
if ((v->vehstatus & VS_STOPPED) && Train::From(v)->acc_cache.cached_power == 0) return_cmd_error(STR_ERROR_TRAIN_START_NO_CATENARY);
break;
case VEH_SHIP:
case VEH_ROAD:
break;
case VEH_AIRCRAFT: {
Aircraft *a = Aircraft::From(v);
/* cannot stop airplane when in flight, or when taking off / landing */
if (!(v->vehstatus & VS_CRASHED) && a->state >= STARTTAKEOFF && a->state < TERM7) return_cmd_error(STR_ERROR_AIRCRAFT_IS_IN_FLIGHT);
break;
}
default: return CMD_ERROR;
}
/* Check if this vehicle can be started/stopped. The callback will fail or
* return 0xFF if it can. */
uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF && HasBit(p2, 0)) {
StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
return_cmd_error(error);
}
if (flags & DC_EXEC) {
if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, STR_NEWS_TRAIN_IS_WAITING + v->type);
v->vehstatus ^= VS_STOPPED;
if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly'
v->MarkDirty();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
SetWindowClassesDirty(GetWindowClassForVehicleType(v->type));
}
return CommandCost();
}
/**
* 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 bitmask
* - bit 0 set = start vehicles, unset = stop vehicles
* - bit 1 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case
* @param p2 packed VehicleListIdentifier
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdMassStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
VehicleList list;
bool do_start = HasBit(p1, 0);
bool vehicle_list_window = HasBit(p1, 1);
VehicleListIdentifier vli;
if (!vli.Unpack(p2)) return CMD_ERROR;
if (!IsCompanyBuildableVehicleType(vli.vtype)) return CMD_ERROR;
if (vehicle_list_window) {
if (!GenerateVehicleSortList(&list, vli)) return CMD_ERROR;
} else {
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vli.vtype, tile, &list, NULL);
}
for (uint i = 0; i < list.Length(); i++) {
const Vehicle *v = list[i];
if (!!(v->vehstatus & VS_STOPPED) != do_start) continue;
if (!vehicle_list_window) {
if (vli.vtype == VEH_TRAIN) {
if (!Train::From(v)->IsInDepot()) continue;
} else {
if (!(v->vehstatus & VS_HIDDEN)) continue;
}
}
/* Just try and don't care if some vehicle's can't be stopped. */
DoCommand(tile, v->index, 0, flags, CMD_START_STOP_VEHICLE);
}
return CommandCost();
}
/**
* 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
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdDepotSellAllVehicles(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
VehicleList list;
CommandCost cost(EXPENSES_NEW_VEHICLES);
VehicleType vehicle_type = Extract(p1);
uint sell_command = GetCmdSellVeh(vehicle_type);
if (!IsCompanyBuildableVehicleType(vehicle_type)) return CMD_ERROR;
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &list, &list);
CommandCost last_error = CMD_ERROR;
bool had_success = false;
for (uint i = 0; i < list.Length(); i++) {
CommandCost ret = DoCommand(tile, list[i]->index | (1 << 20), 0, flags, sell_command);
if (ret.Succeeded()) {
cost.AddCost(ret);
had_success = true;
} else {
last_error = ret;
}
}
return had_success ? cost : last_error;
}
/**
* 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
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
VehicleList list;
CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
VehicleType vehicle_type = Extract(p1);
if (!IsCompanyBuildableVehicleType(vehicle_type)) return CMD_ERROR;
if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
/* Get the list of vehicles in the depot */
BuildDepotVehicleList(vehicle_type, tile, &list, &list, true);
for (uint i = 0; i < list.Length(); i++) {
const Vehicle *v = list[i];
/* Ensure that the vehicle completely in the depot */
if (!v->IsInDepot()) continue;
CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE);
if (ret.Succeeded()) cost.AddCost(ret);
}
return cost;
}
/**
* Test if a name is unique among vehicle names.
* @param name Name to test.
* @return True ifffffff the name is unique.
*/
static bool IsUniqueVehicleName(const char *name)
{
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->name != NULL && strcmp(v->name, name) == 0) return false;
}
return true;
}
/**
* Clone the custom name of a vehicle, adding or incrementing a number.
* @param src Source vehicle, with a custom name.
* @param dst Destination vehicle.
*/
static void CloneVehicleName(const Vehicle *src, Vehicle *dst)
{
char buf[256];
/* Find the position of the first digit in the last group of digits. */
size_t number_position;
for (number_position = strlen(src->name); number_position > 0; number_position--) {
/* The design of UTF-8 lets this work simply without having to check
* for UTF-8 sequences. */
if (src->name[number_position - 1] < '0' || src->name[number_position - 1] > '9') break;
}
/* Format buffer and determine starting number. */
int num;
byte padding = 0;
if (number_position == strlen(src->name)) {
/* No digit at the end, so start at number 2. */
strecpy(buf, src->name, lastof(buf));
strecat(buf, " ", lastof(buf));
number_position = strlen(buf);
num = 2;
} else {
/* Found digits, parse them and start at the next number. */
strecpy(buf, src->name, lastof(buf));
buf[number_position] = '\0';
char *endptr;
num = strtol(&src->name[number_position], &endptr, 10) + 1;
padding = endptr - &src->name[number_position];
}
/* Check if this name is already taken. */
for (int max_iterations = 1000; max_iterations > 0; max_iterations--, num++) {
/* Attach the number to the temporary name. */
seprintf(&buf[number_position], lastof(buf), "%0*d", padding, num);
/* Check the name is unique. */
if (IsUniqueVehicleName(buf)) {
dst->name = strdup(buf);
break;
}
}
/* All done. If we didn't find a name, it'll just use its default. */
}
/**
* 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
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
CommandCost total_cost(EXPENSES_NEW_VEHICLES);
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;
Vehicle *v_front = v;
Vehicle *w = NULL;
Vehicle *w_front = NULL;
Vehicle *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
*/
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
if (v->type == VEH_TRAIN && (!Train::From(v)->IsFrontEngine() || Train::From(v)->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 (!Vehicle::CanAllocateItem(veh_counter)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
}
v = v_front;
do {
if (v->type == VEH_TRAIN && Train::From(v)->IsRearDualheaded()) {
/* we build the rear ends of multiheaded trains with the front ones */
continue;
}
/* In case we're building a multi headed vehicle and the maximum number of
* vehicles is almost reached (e.g. max trains - 1) not all vehicles would
* be cloned. When the non-primary engines were build they were seen as
* 'new' vehicles whereas they would immediately be joined with a primary
* engine. This caused the vehicle to be not build as 'the limit' had been
* reached, resulting in partially build vehicles and such. */
DoCommandFlag build_flags = flags;
if ((flags & DC_EXEC) && !v->IsPrimaryVehicle()) build_flags |= DC_AUTOREPLACE;
CommandCost cost = DoCommand(tile, v->engine_type | (1 << 16), 0, build_flags, GetCmdBuildVeh(v));
if (cost.Failed()) {
/* Can't build a part, then sell the stuff we already made; clear up the mess */
if (w_front != NULL) DoCommand(w_front->tile, w_front->index | (1 << 20), 0, flags, GetCmdSellVeh(w_front));
return cost;
}
total_cost.AddCost(cost);
if (flags & DC_EXEC) {
w = Vehicle::Get(_new_vehicle_id);
if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
SetBit(Train::From(w)->flags, VRF_REVERSE_DIRECTION);
}
if (v->type == VEH_TRAIN && !Train::From(v)->IsFrontEngine()) {
/* this s a train car
* add this unit to the end of the train */
CommandCost result = DoCommand(0, w->index | 1 << 20, w_rear->index, flags, CMD_MOVE_RAIL_VEHICLE);
if (result.Failed()) {
/* The train can't be joined to make the same consist as the original.
* Sell what we already made (clean up) and return an error. */
DoCommand(w_front->tile, w_front->index | 1 << 20, 0, flags, GetCmdSellVeh(w_front));
DoCommand(w_front->tile, w->index | 1 << 20, 0, flags, GetCmdSellVeh(w));
return result; // return error and the message returned from CMD_MOVE_RAIL_VEHICLE
}
} else {
/* this is a front engine or not a train. */
w_front = w;
w->service_interval = v->service_interval;
}
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 = Train::From(v)->GetNextVehicle()) != 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);
/* Find out what's the best sub type */
byte subtype = GetBestFittingSubType(v, w);
if (w->cargo_type != v->cargo_type || w->cargo_subtype != subtype) {
CommandCost cost = DoCommand(0, w->index, v->cargo_type | (subtype << 8) | 1U << 16, flags, GetCmdRefitVeh(v));
if (cost.Succeeded()) total_cost.AddCost(cost);
}
if (w->type == VEH_TRAIN && Train::From(w)->HasArticulatedPart()) {
w = Train::From(w)->GetNextArticPart();
} else if (w->type == VEH_ROAD && RoadVehicle::From(w)->HasArticulatedPart()) {
w = w->Next();
} else {
break;
}
} else {
const Engine *e = Engine::Get(v->engine_type);
CargoID initial_cargo = (e->CanCarryCargo() ? e->GetDefaultCargoType() : (CargoID)CT_INVALID);
if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) {
total_cost.AddCost(GetRefitCost(v->engine_type));
}
}
if (v->type == VEH_TRAIN && Train::From(v)->HasArticulatedPart()) {
v = Train::From(v)->GetNextArticPart();
} else if (v->type == VEH_ROAD && RoadVehicle::From(v)->HasArticulatedPart()) {
v = v->Next();
} else {
break;
}
} while (v != NULL);
if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = Train::From(w)->GetNextVehicle();
} while (v->type == VEH_TRAIN && (v = Train::From(v)->GetNextVehicle()) != NULL);
if (flags & DC_EXEC) {
/*
* Set the orders of the vehicle. Cannot do it earlier as we need
* the vehicle refitted before doing this, otherwise the moved
* cargo types might not match (passenger vs non-passenger)
*/
DoCommand(0, w_front->index | (p2 & 1 ? CO_SHARE : CO_COPY) << 30, v_front->index, flags, CMD_CLONE_ORDER);
/* Now clone the vehicle's name, if it has one. */
if (v_front->name != NULL) CloneVehicleName(v_front, w_front);
}
/* Since we can't estimate the cost of cloning a vehicle accurately we must
* check whether the company has enough money manually. */
if (!CheckCompanyHasMoney(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 << 20, 0, flags, GetCmdSellVeh(w_front));
}
return total_cost;
}
return total_cost;
}
/**
* Send all vehicles of type to depots
* @param flags the flags used for DoCommand()
* @param service should the vehicles only get service in the depots
* @param vli identifier of the vehicle list
* @return 0 for success and CMD_ERROR if no vehicle is able to go to depot
*/
static CommandCost SendAllVehiclesToDepot(DoCommandFlag flags, bool service, const VehicleListIdentifier &vli)
{
VehicleList list;
if (!GenerateVehicleSortList(&list, vli)) return CMD_ERROR;
/* Send all the vehicles to a depot */
bool had_success = false;
for (uint i = 0; i < list.Length(); i++) {
const Vehicle *v = list[i];
CommandCost ret = DoCommand(v->tile, v->index | (service ? DEPOT_SERVICE : 0U) | DEPOT_DONT_CANCEL, 0, flags, GetCmdSendToDepot(vli.vtype));
if (ret.Succeeded()) {
had_success = true;
/* 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 (!(flags & DC_EXEC)) break;
}
}
return had_success ? CommandCost() : CMD_ERROR;
}
/**
* Send a vehicle to the depot.
* @param tile unused
* @param flags for command type
* @param p1 bitmask
* - p1 0-20: bitvehicle ID to send to the depot
* - p1 bits 25-8 - DEPOT_ flags (see vehicle_type.h)
* @param p2 packed VehicleListIdentifier.
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdSendVehicleToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
if (p1 & DEPOT_MASS_SEND) {
/* Mass goto depot requested */
VehicleListIdentifier vli;
if (!vli.Unpack(p2)) return CMD_ERROR;
return SendAllVehiclesToDepot(flags, (p1 & DEPOT_SERVICE) != 0, vli);
}
Vehicle *v = Vehicle::GetIfValid(GB(p1, 0, 20));
if (v == NULL) return CMD_ERROR;
return v->SendToDepot(flags, (DepotCommand)(p1 & DEPOT_COMMAND_MASK));
}
/**
* Give a custom name to your vehicle
* @param tile unused
* @param flags type of operation
* @param p1 vehicle ID to name
* @param p2 unused
* @param text the new name or an empty string when resetting to the default
* @return the cost of this operation or an error
*/
CommandCost CmdRenameVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
bool reset = StrEmpty(text);
if (!reset) {
if (strlen(text) >= MAX_LENGTH_VEHICLE_NAME_BYTES) return CMD_ERROR;
if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
}
if (flags & DC_EXEC) {
free(v->name);
v->name = reset ? NULL : strdup(text);
InvalidateWindowClassesData(WC_TRAINS_LIST, 1);
MarkWholeScreenDirty();
}
return CommandCost();
}
/**
* Change the service interval of a vehicle
* @param tile unused
* @param flags type of operation
* @param p1 vehicle ID that is being service-interval-changed
* @param p2 new service interval
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdChangeServiceInt(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Vehicle *v = Vehicle::GetIfValid(p1);
if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;
CommandCost ret = CheckOwnership(v->owner);
if (ret.Failed()) return ret;
uint16 serv_int = GetServiceIntervalClamped(p2, v->owner); // Double check the service interval from the user-input
if (serv_int != p2) return CMD_ERROR;
if (flags & DC_EXEC) {
v->service_interval = serv_int;
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
return CommandCost();
}