/* $Id$ */ /* * 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 "train.h" #include "aircraft.h" #include "newgrf_text.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 "group.h" #include "order_backup.h" #include "ship.h" #include "newgrf.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[] = { CMD_SEND_VEHICLE_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_TRAIN_TO_DEPOT), 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 (must be called before incrementing num_engines) } GroupStatistics::CountEngine(v, 1); GroupStatistics::UpdateAutoreplace(_current_company); if (v->IsPrimaryVehicle()) { GroupStatistics::CountVehicle(v, 1); 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 (front->IsPrimaryVehicle() && p1 & MAKE_ORDER_BACKUP_FLAG) OrderBackup::Backup(front, p2); delete front; } } return ret; } /** * Helper to run the refit cost callback. * @param v The vehicle we are refitting, can be NULL. * @param engine_type Which engine to refit * @param new_cid Cargo type we are refitting to. * @param new_subtype New cargo subtype. * @param [out] auto_refit_allowed The refit is allowed as an auto-refit. * @return Price for refitting */ static int GetRefitCostFactor(const Vehicle *v, EngineID engine_type, CargoID new_cid, byte new_subtype, bool *auto_refit_allowed) { /* Prepare callback param with info about the new cargo type. */ const Engine *e = Engine::Get(engine_type); /* Is this vehicle a NewGRF vehicle? */ if (e->GetGRF() != NULL) { const CargoSpec *cs = CargoSpec::Get(new_cid); uint32 param1 = (cs->classes << 16) | (new_subtype << 8) | e->GetGRF()->cargo_map[new_cid]; uint16 cb_res = GetVehicleCallback(CBID_VEHICLE_REFIT_COST, param1, 0, engine_type, v); if (cb_res != CALLBACK_FAILED) { *auto_refit_allowed = HasBit(cb_res, 14); int factor = GB(cb_res, 0, 14); if (factor >= 0x2000) factor -= 0x4000; // Treat as signed integer. return factor; } } *auto_refit_allowed = e->info.refit_cost == 0; return (v == NULL || v->cargo_type != new_cid) ? e->info.refit_cost : 0; } /** * Learn the price of refitting a certain engine * @param v The vehicle we are refitting, can be NULL. * @param engine_type Which engine to refit * @param new_cid Cargo type we are refitting to. * @param new_subtype New cargo subtype. * @param [out] auto_refit_allowed The refit is allowed as an auto-refit. * @return Price for refitting */ static CommandCost GetRefitCost(const Vehicle *v, EngineID engine_type, CargoID new_cid, byte new_subtype, bool *auto_refit_allowed) { ExpensesType expense_type; const Engine *e = Engine::Get(engine_type); Price base_price; int cost_factor = GetRefitCostFactor(v, engine_type, new_cid, new_subtype, auto_refit_allowed); 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(); } if (cost_factor < 0) { return CommandCost(expense_type, -GetPrice(base_price, -cost_factor, e->GetGRF(), -10)); } else { return CommandCost(expense_type, GetPrice(base_price, cost_factor, e->GetGRF(), -10)); } } /** Helper structure for RefitVehicle() */ struct RefitResult { Vehicle *v; ///< Vehicle to refit uint capacity; ///< New capacity of vehicle uint mail_capacity; ///< New mail capacity of aircraft }; /** * 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 to check the rest of them. * @param num_vehicles Number of vehicles to refit (not counting articulated parts). Zero means the whole chain. * @param new_cid Cargotype to refit to * @param new_subtype Cargo subtype to refit to * @param flags Command flags * @param auto_refit Refitting is done as automatic refitting outside a depot. * @return Refit cost. */ static CommandCost RefitVehicle(Vehicle *v, bool only_this, uint8 num_vehicles, CargoID new_cid, byte new_subtype, DoCommandFlag flags, bool auto_refit) { CommandCost cost(v->GetExpenseType(false)); uint total_capacity = 0; uint total_mail_capacity = 0; num_vehicles = num_vehicles == 0 ? UINT8_MAX : num_vehicles; VehicleSet vehicles_to_refit; if (!only_this) { GetVehicleSet(vehicles_to_refit, v, num_vehicles); /* In this case, we need to check the whole chain. */ v = v->First(); } static SmallVector refit_result; refit_result.Clear(); v->InvalidateNewGRFCacheOfChain(); for (; v != NULL; v = (only_this ? NULL : v->Next())) { if (v->type == VEH_TRAIN && !vehicles_to_refit.Contains(v->index) && !only_this) continue; const Engine *e = v->GetEngine(); if (!e->CanCarryCargo()) continue; /* If the vehicle is not refittable, or does not allow automatic refitting, * count its capacity nevertheless if the cargo matches */ bool refittable = HasBit(e->info.refit_mask, new_cid) && (!auto_refit || HasBit(e->info.misc_flags, EF_AUTO_REFIT)); if (!refittable && v->cargo_type != new_cid) continue; /* Back up the vehicle's cargo type */ CargoID temp_cid = v->cargo_type; byte temp_subtype = v->cargo_subtype; if (refittable) { v->cargo_type = new_cid; v->cargo_subtype = new_subtype; } uint16 mail_capacity = 0; uint amount = e->DetermineCapacity(v, &mail_capacity); total_capacity += amount; /* mail_capacity will always be zero if the vehicle is not an aircraft. */ total_mail_capacity += mail_capacity; if (!refittable) continue; /* Restore the original cargo type */ v->cargo_type = temp_cid; v->cargo_subtype = temp_subtype; bool auto_refit_allowed; CommandCost refit_cost = GetRefitCost(v, v->engine_type, new_cid, new_subtype, &auto_refit_allowed); if (auto_refit && !auto_refit_allowed) { /* Sorry, auto-refitting not allowed, subtract the cargo amount again from the total. */ total_capacity -= amount; total_mail_capacity -= mail_capacity; if (v->cargo_type == new_cid) { /* Add the old capacity nevertheless, if the cargo matches */ total_capacity += v->cargo_cap; if (v->type == VEH_AIRCRAFT) total_mail_capacity += v->Next()->cargo_cap; } continue; } cost.AddCost(refit_cost); /* Record the refitting. * Do not execute the refitting immediately, so DetermineCapacity and GetRefitCost do the same in test and exec run. * (weird NewGRFs) * Note: * - If the capacity of vehicles depends on other vehicles in the chain, the actual capacity is * set after RefitVehicle() via ConsistChanged() and friends. The estimation via _returned_refit_capacity will be wrong. * - We have to call the refit cost callback with the pre-refit configuration of the chain because we want refit and * autorefit to behave the same, and we need its result for auto_refit_allowed. */ RefitResult *result = refit_result.Append(); result->v = v; result->capacity = amount; result->mail_capacity = mail_capacity; } if (flags & DC_EXEC) { /* Store the result */ for (RefitResult *result = refit_result.Begin(); result != refit_result.End(); result++) { Vehicle *u = result->v; u->cargo.Truncate((u->cargo_type == new_cid) ? result->capacity : 0); u->cargo_type = new_cid; u->cargo_cap = result->capacity; u->cargo_subtype = new_subtype; if (u->type == VEH_AIRCRAFT) { Vehicle *w = u->Next(); w->cargo_cap = result->mail_capacity; w->cargo.Truncate(result->mail_capacity); } } } refit_result.Clear(); _returned_refit_capacity = total_capacity; _returned_mail_refit_capacity = total_mail_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 0-4) - New cargo type to refit to. * - p2 = (bit 6) - Automatic refitting. * - p2 = (bit 7) - Refit only this vehicle. Used only for cloning vehicles. * - p2 = (bit 8-15) - New cargo subtype to refit to. * - p2 = (bit 16-23) - Number of vehicles to refit (not counting articulated parts). Zero means all vehicles. * Only used if "refit only this vehicle" is false. * @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; bool auto_refit = HasBit(p2, 6); /* Don't allow shadows and such to be refitted. */ if (v != front && (v->type == VEH_SHIP || v->type == VEH_AIRCRAFT)) return CMD_ERROR; /* Allow auto-refitting only during loading and normal refitting only in a depot. */ if ((!auto_refit || !front->current_order.IsType(OT_LOADING)) && !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, 5); 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, 7) || front->type == VEH_SHIP || front->type == VEH_AIRCRAFT; uint8 num_vehicles = GB(p2, 16, 8); CommandCost cost = RefitVehicle(v, only_this, num_vehicles, new_cid, new_subtype, flags, auto_refit); if (flags & DC_EXEC) { /* Update the cached variables */ switch (v->type) { case VEH_TRAIN: Train::From(front)->ConsistChanged(auto_refit); break; case VEH_ROAD: RoadVehUpdateCache(RoadVehicle::From(front), auto_refit); if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) RoadVehicle::From(front)->CargoChanged(); break; case VEH_SHIP: v->InvalidateNewGRFCacheOfChain(); v->colourmap = PAL_NONE; // invalidate vehicle colour map Ship::From(v)->UpdateCache(); break; case VEH_AIRCRAFT: v->InvalidateNewGRFCacheOfChain(); v->colourmap = PAL_NONE; // invalidate vehicle colour map UpdateAircraftCache(Aircraft::From(v), true); 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)->gcache.cached_power == 0) return_cmd_error(STR_ERROR_TRAIN_START_NO_POWER); 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; } if (HasBit(p2, 0)) { /* Check if this vehicle can be started/stopped. Failure means 'allow'. */ uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v); StringID error = STR_NULL; if (callback != CALLBACK_FAILED) { if (v->GetGRF()->grf_version < 8) { /* 8 bit result 0xFF means 'allow' */ if (callback < 0x400 && GB(callback, 0, 8) != 0xFF) error = GetGRFStringID(v->GetGRFID(), 0xD000 + callback); } else { if (callback < 0x400) { error = GetGRFStringID(v->GetGRFID(), 0xD000 + callback); } else { switch (callback) { case 0x400: // allow break; default: // unknown reason -> disallow error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES; break; } } } } if (error != STR_NULL) 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, WID_VV_START_STOP); 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 && !v->IsChainInDepot()) 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); if (!IsCompanyBuildableVehicleType(vehicle_type)) return CMD_ERROR; uint sell_command = GetCmdSellVeh(vehicle_type); /* 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->IsChainInDepot()) 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 && (!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 && !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 = 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, v->cargo_type); if (w->cargo_type != v->cargo_type || w->cargo_subtype != subtype) { CommandCost cost = DoCommand(0, w->index, v->cargo_type | 1U << 7 | (subtype << 8), flags, GetCmdRefitVeh(v)); if (cost.Succeeded()) total_cost.AddCost(cost); } if (w->IsGroundVehicle() && w->HasArticulatedPart()) { w = w->GetNextArticulatedPart(); } else { break; } } else { const Engine *e = v->GetEngine(); CargoID initial_cargo = (e->CanCarryCargo() ? e->GetDefaultCargoType() : (CargoID)CT_INVALID); if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) { bool dummy; total_cost.AddCost(GetRefitCost(NULL, v->engine_type, v->cargo_type, v->cargo_subtype, &dummy)); } } if (v->IsGroundVehicle() && v->HasArticulatedPart()) { v = v->GetNextArticulatedPart(); } else { break; } } while (v != NULL); if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = w->GetNextVehicle(); } while (v->type == VEH_TRAIN && (v = 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; if (!v->IsPrimaryVehicle()) 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 (Utf8StringLength(text) >= MAX_LENGTH_VEHICLE_NAME_CHARS) 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(GetWindowClassForVehicleType(v->type), 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(); }