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/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "road_map.h"
#include "roadveh.h"
#include "ship.h"
#include "spritecache.h"
#include "table/sprites.h"
#include "table/strings.h"
#include "functions.h"
#include "map.h"
#include "tile.h"
#include "vehicle.h"
#include "gfx.h"
#include "viewport.h"
#include "news.h"
#include "command.h"
#include "saveload.h"
#include "player.h"
#include "engine.h"
#include "sound.h"
#include "debug.h"
#include "vehicle_gui.h"
#include "depot.h"
#include "station.h"
#include "rail.h"
#include "train.h"
#include "industry_map.h"
#include "station_map.h"
#include "water_map.h"
#include "network.h"
#include "yapf/yapf.h"
#include "date.h"
#define INVALID_COORD (-0x8000)
#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
/*
* These command macros are used to call vehicle type specific commands with non type specific commands
* it should be used like: DoCommandP(x, y, p1, p2, flags, CMD_STARTSTOP_VEH(v->type))
* that line will start/stop a vehicle nomatter what type it is
* VEH_Train is used as an offset because the vehicle type values doesn't start with 0
*/
#define CMD_BUILD_VEH(x) _veh_build_proc_table[ x - VEH_Train]
#define CMD_SELL_VEH(x) _veh_sell_proc_table [ x - VEH_Train]
#define CMD_REFIT_VEH(x) _veh_refit_proc_table[ x - VEH_Train]
static const uint32 _veh_build_proc_table[] = {
CMD_BUILD_RAIL_VEHICLE,
CMD_BUILD_ROAD_VEH,
CMD_BUILD_SHIP,
CMD_BUILD_AIRCRAFT,
};
static const uint32 _veh_sell_proc_table[] = {
CMD_SELL_RAIL_WAGON,
CMD_SELL_ROAD_VEH,
CMD_SELL_SHIP,
CMD_SELL_AIRCRAFT,
};
static const uint32 _veh_refit_proc_table[] = {
CMD_REFIT_RAIL_VEHICLE,
CMD_REFIT_ROAD_VEH,
CMD_REFIT_SHIP,
CMD_REFIT_AIRCRAFT,
};
const uint32 _send_to_depot_proc_table[] = {
CMD_SEND_TRAIN_TO_DEPOT,
CMD_SEND_ROADVEH_TO_DEPOT,
CMD_SEND_SHIP_TO_DEPOT,
CMD_SEND_AIRCRAFT_TO_HANGAR,
};
enum {
/* Max vehicles: 64000 (512 * 125) */
VEHICLES_POOL_BLOCK_SIZE_BITS = 9, /* In bits, so (1 << 9) == 512 */
VEHICLES_POOL_MAX_BLOCKS = 125,
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 + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) v->index = start_item++;
}
/* Initialize the vehicle-pool */
MemoryPool _vehicle_pool = { "Vehicle", VEHICLES_POOL_MAX_BLOCKS, VEHICLES_POOL_BLOCK_SIZE_BITS, sizeof(Vehicle), &VehiclePoolNewBlock, NULL, 0, 0, NULL };
void VehicleServiceInDepot(Vehicle *v)
{
v->date_of_last_service = _date;
v->breakdowns_since_last_service = 0;
v->reliability = GetEngine(v->engine_type)->reliability;
}
bool VehicleNeedsService(const Vehicle *v)
{
if (v->vehstatus & VS_CRASHED)
return false; /* Crashed vehicles don't need service anymore */
if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0) {
return EngineHasReplacementForPlayer(GetPlayer(v->owner), v->engine_type); /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off */
}
return _patches.servint_ispercent ?
(v->reliability < GetEngine(v->engine_type)->reliability * (100 - v->service_interval) / 100) :
(v->date_of_last_service + v->service_interval < _date);
}
StringID VehicleInTheWayErrMsg(const Vehicle* v)
{
switch (v->type) {
case VEH_Train: return STR_8803_TRAIN_IN_THE_WAY;
case VEH_Road: return STR_9000_ROAD_VEHICLE_IN_THE_WAY;
case VEH_Aircraft: return STR_A015_AIRCRAFT_IN_THE_WAY;
default: return STR_980E_SHIP_IN_THE_WAY;
}
}
static void *EnsureNoVehicleProc(Vehicle *v, void *data)
{
if (v->tile != *(const TileIndex*)data || v->type == VEH_Disaster)
return NULL;
_error_message = VehicleInTheWayErrMsg(v);
return v;
}
bool EnsureNoVehicle(TileIndex tile)
{
return VehicleFromPos(tile, &tile, EnsureNoVehicleProc) == NULL;
}
static void *EnsureNoVehicleProcZ(Vehicle *v, void *data)
{
const TileInfo *ti = data;
if (v->tile != ti->tile || v->type == VEH_Disaster) return NULL;
if (v->z_pos > ti->z) return NULL;
_error_message = VehicleInTheWayErrMsg(v);
return v;
}
bool EnsureNoVehicleOnGround(TileIndex tile)
{
TileInfo ti;
ti.tile = tile;
ti.z = GetTileMaxZ(tile);
return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ) == NULL;
}
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z)
{
TileInfo ti;
ti.tile = tile;
ti.z = z;
return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ);
}
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z)
{
int x1 = TileX(from);
int y1 = TileY(from);
int x2 = TileX(to);
int y2 = TileY(to);
Vehicle *veh;
/* Make sure x1 < x2 or y1 < y2 */
if (x1 > x2 || y1 > y2) {
intswap(x1,x2);
intswap(y1,y2);
}
FOR_ALL_VEHICLES(veh) {
if ((veh->type == VEH_Train || veh->type == VEH_Road) && (z==0xFF || veh->z_pos == z)) {
if ((veh->x_pos>>4) >= x1 && (veh->x_pos>>4) <= x2 &&
(veh->y_pos>>4) >= y1 && (veh->y_pos>>4) <= y2) {
return veh;
}
}
}
return NULL;
}
static void UpdateVehiclePosHash(Vehicle* v, int x, int y);
void VehiclePositionChanged(Vehicle *v)
{
int img = v->cur_image;
Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
const Sprite* spr = GetSprite(img);
pt.x += spr->x_offs;
pt.y += spr->y_offs;
UpdateVehiclePosHash(v, pt.x, pt.y);
v->left_coord = pt.x;
v->top_coord = pt.y;
v->right_coord = pt.x + spr->width + 2;
v->bottom_coord = pt.y + spr->height + 2;
}
// Called after load to update coordinates
void AfterLoadVehicles(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
v->first = NULL;
if (v->type == VEH_Train) v->u.rail.first_engine = INVALID_ENGINE;
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && (IsFrontEngine(v) || IsFreeWagon(v)))
TrainConsistChanged(v);
}
FOR_ALL_VEHICLES(v) {
switch (v->type) {
case VEH_Train: v->cur_image = GetTrainImage(v, v->direction); break;
case VEH_Road: v->cur_image = GetRoadVehImage(v, v->direction); break;
case VEH_Ship: v->cur_image = GetShipImage(v, v->direction); break;
case VEH_Aircraft:
if (v->subtype == 0 || v->subtype == 2) {
v->cur_image = GetAircraftImage(v, v->direction);
if (v->next != NULL) v->next->cur_image = v->cur_image;
}
break;
default: break;
}
v->left_coord = INVALID_COORD;
VehiclePositionChanged(v);
}
}
static Vehicle *InitializeVehicle(Vehicle *v)
{
VehicleID index = v->index;
memset(v, 0, sizeof(Vehicle));
v->index = index;
assert(v->orders == NULL);
v->left_coord = INVALID_COORD;
v->first = NULL;
v->next = NULL;
v->next_hash = INVALID_VEHICLE;
v->string_id = 0;
v->next_shared = NULL;
v->prev_shared = NULL;
v->depot_list = NULL;
v->random_bits = 0;
return v;
}
/**
* Get a value for a vehicle's random_bits.
* @return A random value from 0 to 255.
*/
byte VehicleRandomBits(void)
{
return GB(Random(), 0, 8);
}
Vehicle *ForceAllocateSpecialVehicle(void)
{
/* This stays a strange story.. there should always be room for special
* vehicles (special effects all over the map), but with 65k of vehicles
* is this realistic to double-check for that? For now we just reserve
* BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only
* be used for special vehicles.. should work nicely :) */
Vehicle *v;
/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
* TODO - This is just a temporary stage, this will be removed. */
for (v = GetVehicle(0); v != NULL; v = (v->index + 1 < 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 << VEHICLES_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 + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
(*skip_vehicles)++;
if (!IsValidVehicle(v)) return InitializeVehicle(v);
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_vehicle_pool))
return AllocateSingleVehicle(skip_vehicles);
return NULL;
}
Vehicle *AllocateVehicle(void)
{
VehicleID counter = 0;
return AllocateSingleVehicle(&counter);
}
/** Allocates a lot of vehicles and frees them again
* @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
* @param num number of vehicles to allocate room for
* @return true if there is room to allocate all the vehicles
*/
bool AllocateVehicles(Vehicle **vl, int num)
{
int i;
Vehicle *v;
VehicleID counter = 0;
for (i = 0; i != num; i++) {
v = AllocateSingleVehicle(&counter);
if (v == NULL) {
return false;
}
if (vl != NULL) {
vl[i] = v;
}
}
return true;
}
static VehicleID _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) {
VehicleID veh = _vehicle_position_hash[(x + y) & 0xFFFF];
while (veh != INVALID_VEHICLE) {
Vehicle *v = GetVehicle(veh);
void* a = proc(v, data);
if (a != NULL) return a;
veh = v->next_hash;
}
if (x == xu) break;
}
if (y == yu) break;
}
return NULL;
}
static void UpdateVehiclePosHash(Vehicle* v, int x, int y)
{
VehicleID *old_hash, *new_hash;
int old_x = v->left_coord;
int old_y = v->top_coord;
Vehicle *u;
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;
VehicleID idx = *old_hash;
while ((u = GetVehicle(idx)) != v) {
idx = u->next_hash;
assert(idx != INVALID_VEHICLE);
last = u;
}
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->index;
}
}
void InitializeVehicles(void)
{
uint i;
/* Clean the vehicle pool, and reserve enough blocks
* for the special vehicles, plus one for all the other
* vehicles (which is increased on-the-fly) */
CleanPool(&_vehicle_pool);
AddBlockToPool(&_vehicle_pool);
for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++)
AddBlockToPool(&_vehicle_pool);
for (i = 0; i < lengthof(_vehicle_position_hash); i++) {
_vehicle_position_hash[i] = INVALID_VEHICLE;
}
}
Vehicle *GetLastVehicleInChain(Vehicle *v)
{
while (v->next != NULL) v = v->next;
return v;
}
/** Finds the previous vehicle in a chain, by a brute force search.
* This old function is REALLY slow because it searches through all vehicles to
* find the previous vehicle, but if v->first has not been set, then this function
* will need to be used to find the previous one. This function should never be
* called by anything but GetFirstVehicleInChain
*/
static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v)
{
Vehicle *u;
FOR_ALL_VEHICLES(u) if (u->type == VEH_Train && u->next == v) return u;
return NULL;
}
/** Find the previous vehicle in a chain, by using the v->first cache.
* While this function is fast, it cannot be used in the GetFirstVehicleInChain
* function, otherwise you'll end up in an infinite loop call
*/
Vehicle *GetPrevVehicleInChain(const Vehicle *v)
{
Vehicle *u;
assert(v != NULL);
u = GetFirstVehicleInChain(v);
// Check to see if this is the first
if (v == u) return NULL;
for (; u->next != v; u = u->next) assert(u->next != NULL);
return u;
}
/** Finds the first vehicle in a chain.
* This function reads out the v->first cache. Should the cache be dirty,
* it determines the first vehicle in a chain, and updates the cache.
*/
Vehicle *GetFirstVehicleInChain(const Vehicle *v)
{
Vehicle* u;
assert(v != NULL);
if (v->first != NULL) {
if (IsFrontEngine(v->first) || IsFreeWagon(v->first)) return v->first;
DEBUG(misc, 0) ("v->first cache faulty. We shouldn't be here, rebuilding cache!");
}
/* It is the fact (currently) that newly built vehicles do not have
* their ->first pointer set. When this is the case, go up to the
* first engine and set the pointers correctly. Also the first pointer
* is not saved in a savegame, so this has to be fixed up after loading */
/* Find the 'locomotive' or the first wagon in a chain */
while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u;
/* Set the first pointer of all vehicles in that chain to the first wagon */
if (IsFrontEngine(v) || IsFreeWagon(v))
for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v;
return (Vehicle*)v;
}
uint CountVehiclesInChain(const Vehicle* v)
{
uint count = 0;
do count++; while ((v = v->next) != NULL);
return count;
}
void DestroyVehicle(Vehicle *v)
{
DeleteVehicleNews(v->index, INVALID_STRING_ID);
DeleteName(v->string_id);
if (v->type == VEH_Road) ClearSlot(v);
UpdateVehiclePosHash(v, INVALID_COORD, 0);
v->next_hash = INVALID_VEHICLE;
if (v->orders != NULL) DeleteVehicleOrders(v);
/* Now remove any artic part. This will trigger an other
* destroy vehicle, which on his turn can remove any
* other artic parts. */
if (EngineHasArticPart(v)) DeleteVehicle(v->next);
}
void DeleteVehicleChain(Vehicle *v)
{
do {
Vehicle *u = v;
v = GetNextVehicle(v);
DeleteVehicle(u);
} while (v != NULL);
}
void Aircraft_Tick(Vehicle *v);
void RoadVeh_Tick(Vehicle *v);
void Ship_Tick(Vehicle *v);
void Train_Tick(Vehicle *v);
static void EffectVehicle_Tick(Vehicle *v);
void DisasterVehicle_Tick(Vehicle *v);
static void MaybeReplaceVehicle(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(void)
{
Vehicle *v;
#ifdef ENABLE_NETWORK
// hotfix for desync problem:
// for MP games invalidate the YAPF cache every tick to keep it exactly the same on the server and all clients
if (_networking) {
YapfNotifyTrackLayoutChange(0, 0);
}
#endif //ENABLE_NETWORK
_first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick
FOR_ALL_VEHICLES(v) {
_vehicle_tick_procs[v->type - 0x10](v);
}
// 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);
v = w;
}
}
static bool CanFillVehicle_FullLoadAny(Vehicle *v)
{
uint32 full = 0, not_full = 0;
//special handling of aircraft
//if the aircraft carries passengers and is NOT full, then
//continue loading, no matter how much mail is in
if (v->type == VEH_Aircraft &&
v->cargo_type == CT_PASSENGERS &&
v->cargo_cap != v->cargo_count) {
return true;
}
// patch should return "true" to continue loading, i.e. when there is no cargo type that is fully loaded.
do {
//Should never happen, but just in case future additions change this
assert(v->cargo_type<32);
if (v->cargo_cap != 0) {
uint32 mask = 1 << v->cargo_type;
if (v->cargo_cap == v->cargo_count) {
full |= mask;
} else {
not_full |= mask;
}
}
} while ((v = v->next) != NULL);
// continue loading if there is a non full cargo type and no cargo type that is full
return not_full && (full & ~not_full) == 0;
}
bool CanFillVehicle(Vehicle *v)
{
TileIndex tile = v->tile;
if (IsTileType(tile, MP_STATION) ||
(v->type == VEH_Ship && (
IsTileType(TILE_ADDXY(tile, 1, 0), MP_STATION) ||
IsTileType(TILE_ADDXY(tile, -1, 0), MP_STATION) ||
IsTileType(TILE_ADDXY(tile, 0, 1), MP_STATION) ||
IsTileType(TILE_ADDXY(tile, 0, -1), MP_STATION) ||
IsTileType(TILE_ADDXY(tile, -2, 0), MP_STATION)
))) {
// If patch is active, use alternative CanFillVehicle-function
if (_patches.full_load_any) return CanFillVehicle_FullLoadAny(v);
do {
if (v->cargo_count != v->cargo_cap) return true;
} while ((v = v->next) != NULL);
}
return false;
}
/** Check if a given engine type can be refitted to a given cargo
* @param engine_type Engine type to check
* @param cid_to check refit to this cargo-type
* @return true if it is possible, false otherwise
*/
bool CanRefitTo(EngineID engine_type, CargoID cid_to)
{
CargoID cid = _global_cargo_id[_opt_ptr->landscape][cid_to];
return HASBIT(EngInfo(engine_type)->refit_mask, cid);
}
/** Find the first cargo type that an engine can be refitted to.
* @param engine Which engine to find cargo for.
* @return A climate dependent cargo type. CT_INVALID is returned if not refittable.
*/
CargoID FindFirstRefittableCargo(EngineID engine_type)
{
CargoID cid;
uint32 refit_mask = EngInfo(engine_type)->refit_mask;
if (refit_mask != 0) {
for (cid = CT_PASSENGERS; cid < NUM_CARGO; cid++) {
if (HASBIT(refit_mask, _global_cargo_id[_opt_ptr->landscape][cid])) return cid;
}
}
return CT_INVALID;
}
/** Learn the price of refitting a certain engine
* @param engine Which engine to refit
* @return Price for refitting
*/
int32 GetRefitCost(EngineID engine_type)
{
int32 base_cost;
switch (GetEngine(engine_type)->type) {
case VEH_Ship: base_cost = _price.ship_base; break;
case VEH_Road: base_cost = _price.roadveh_base; break;
case VEH_Aircraft: base_cost = _price.aircraft_base; break;
case VEH_Train:
base_cost = 2 * ((RailVehInfo(engine_type)->flags & RVI_WAGON) ?
_price.build_railwagon : _price.build_railvehicle);
break;
default: NOT_REACHED(); break;
}
return (EngInfo(engine_type)->refit_cost * base_cost) >> 10;
}
static void DoDrawVehicle(const Vehicle *v)
{
uint32 image = v->cur_image;
if (v->vehstatus & VS_SHADOW) {
MAKE_TRANSPARENT(image);
} else if (v->vehstatus & VS_DEFPAL) {
image |= (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
}
AddSortableSpriteToDraw(image, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
v->sprite_width, v->sprite_height, v->z_height, v->z_pos);
}
void ViewportAddVehicles(DrawPixelInfo *dpi)
{
// The bounding rectangle
const int l = dpi->left;
const int r = dpi->left + dpi->width;
const int t = dpi->top;
const int b = dpi->top + dpi->height;
// The hash area to scan
const int xl = GB(l - 70, 7, 6);
const int xu = GB(r, 7, 6);
const int yl = GB(t - 70, 6, 6) << 6;
const int yu = GB(b, 6, 6) << 6;
int x;
int y;
for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
for (x = xl;; x = (x + 1) & 0x3F) {
VehicleID veh = _vehicle_position_hash[(x + y) & 0xFFFF];
while (veh != INVALID_VEHICLE) {
const Vehicle* v = GetVehicle(veh);
if (!(v->vehstatus & VS_HIDDEN) &&
l <= v->right_coord &&
t <= v->bottom_coord &&
r >= v->left_coord &&
b >= v->top_coord) {
DoDrawVehicle(v);
}
veh = v->next_hash;
}
if (x == xu) break;
}
if (y == yu) break;
}
}
static void ChimneySmokeInit(Vehicle *v)
{
uint32 r = Random();
v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3);
v->progress = GB(r, 16, 3);
}
static void ChimneySmokeTick(Vehicle *v)
{
if (v->progress > 0) {
v->progress--;
} else {
TileIndex tile;
BeginVehicleMove(v);
tile = TileVirtXY(v->x_pos, v->y_pos);
if (!IsTileType(tile, MP_INDUSTRY)) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
if (v->cur_image != SPR_CHIMNEY_SMOKE_7) {
v->cur_image++;
} else {
v->cur_image = SPR_CHIMNEY_SMOKE_0;
}
v->progress = 7;
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void SteamSmokeInit(Vehicle *v)
{
v->cur_image = SPR_STEAM_SMOKE_0;
v->progress = 12;
}
static void SteamSmokeTick(Vehicle *v)
{
bool moved = false;
BeginVehicleMove(v);
v->progress++;
if ((v->progress & 7) == 0) {
v->z_pos++;
moved = true;
}
if ((v->progress & 0xF) == 4) {
if (v->cur_image != SPR_STEAM_SMOKE_4) {
v->cur_image++;
} else {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
moved = true;
}
if (moved) {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void DieselSmokeInit(Vehicle *v)
{
v->cur_image = SPR_DIESEL_SMOKE_0;
v->progress = 0;
}
static void DieselSmokeTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
BeginVehicleMove(v);
v->z_pos++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else if ((v->progress & 7) == 1) {
BeginVehicleMove(v);
if (v->cur_image != SPR_DIESEL_SMOKE_5) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void ElectricSparkInit(Vehicle *v)
{
v->cur_image = SPR_ELECTRIC_SPARK_0;
v->progress = 1;
}
static void ElectricSparkTick(Vehicle *v)
{
if (v->progress < 2) {
v->progress++;
} else {
v->progress = 0;
BeginVehicleMove(v);
if (v->cur_image != SPR_ELECTRIC_SPARK_5) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void SmokeInit(Vehicle *v)
{
v->cur_image = SPR_SMOKE_0;
v->progress = 12;
}
static void SmokeTick(Vehicle *v)
{
bool moved = false;
BeginVehicleMove(v);
v->progress++;
if ((v->progress & 3) == 0) {
v->z_pos++;
moved = true;
}
if ((v->progress & 0xF) == 4) {
if (v->cur_image != SPR_SMOKE_4) {
v->cur_image++;
} else {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
moved = true;
}
if (moved) {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void ExplosionLargeInit(Vehicle *v)
{
v->cur_image = SPR_EXPLOSION_LARGE_0;
v->progress = 0;
}
static void ExplosionLargeTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
BeginVehicleMove(v);
if (v->cur_image != SPR_EXPLOSION_LARGE_F) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void BreakdownSmokeInit(Vehicle *v)
{
v->cur_image = SPR_BREAKDOWN_SMOKE_0;
v->progress = 0;
}
static void BreakdownSmokeTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 7) == 0) {
BeginVehicleMove(v);
if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) {
v->cur_image++;
} else {
v->cur_image = SPR_BREAKDOWN_SMOKE_0;
}
VehiclePositionChanged(v);
EndVehicleMove(v);
}
v->u.special.unk0--;
if (v->u.special.unk0 == 0) {
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
}
}
static void ExplosionSmallInit(Vehicle *v)
{
v->cur_image = SPR_EXPLOSION_SMALL_0;
v->progress = 0;
}
static void ExplosionSmallTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 3) == 0) {
BeginVehicleMove(v);
if (v->cur_image != SPR_EXPLOSION_SMALL_B) {
v->cur_image++;
VehiclePositionChanged(v);
EndVehicleMove(v);
} else {
EndVehicleMove(v);
DeleteVehicle(v);
}
}
}
static void BulldozerInit(Vehicle *v)
{
v->cur_image = SPR_BULLDOZER_NE;
v->progress = 0;
v->u.special.unk0 = 0;
v->u.special.unk2 = 0;
}
typedef struct BulldozerMovement {
byte direction:2;
byte image:2;
byte duration:3;
} BulldozerMovement;
static const BulldozerMovement _bulldozer_movement[] = {
{ 0, 0, 4 },
{ 3, 3, 4 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 1, 1, 3 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 1, 1, 3 },
{ 2, 2, 7 },
{ 0, 2, 7 },
{ 3, 3, 6 },
{ 2, 2, 6 },
{ 1, 1, 7 },
{ 3, 1, 7 },
{ 0, 0, 3 },
{ 1, 1, 7 },
{ 3, 1, 7 },
{ 0, 0, 3 },
{ 1, 1, 7 },
{ 3, 1, 7 }
};
static const struct {
int8 x;
int8 y;
} _inc_by_dir[] = {
{ -1, 0 },
{ 0, 1 },
{ 1, 0 },
{ 0, -1 }
};
static void BulldozerTick(Vehicle *v)
{
v->progress++;
if ((v->progress & 7) == 0) {
const BulldozerMovement* b = &_bulldozer_movement[v->u.special.unk0];
BeginVehicleMove(v);
v->cur_image = SPR_BULLDOZER_NE + b->image;
v->x_pos += _inc_by_dir[b->direction].x;
v->y_pos += _inc_by_dir[b->direction].y;
v->u.special.unk2++;
if (v->u.special.unk2 >= b->duration) {
v->u.special.unk2 = 0;
v->u.special.unk0++;
if (v->u.special.unk0 == lengthof(_bulldozer_movement)) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
}
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void BubbleInit(Vehicle *v)
{
v->cur_image = SPR_BUBBLE_GENERATE_0;
v->spritenum = 0;
v->progress = 0;
}
typedef struct BubbleMovement {
int8 x:4;
int8 y:4;
int8 z:4;
byte image:4;
} BubbleMovement;
#define MK(x, y, z, i) { x, y, z, i }
#define ME(i) { i, 4, 0, 0 }
static const BubbleMovement _bubble_float_sw[] = {
MK(0, 0, 1, 0),
MK(1, 0, 1, 1),
MK(0, 0, 1, 0),
MK(1, 0, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_float_ne[] = {
MK( 0, 0, 1, 0),
MK(-1, 0, 1, 1),
MK( 0, 0, 1, 0),
MK(-1, 0, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_float_se[] = {
MK(0, 0, 1, 0),
MK(0, 1, 1, 1),
MK(0, 0, 1, 0),
MK(0, 1, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_float_nw[] = {
MK(0, 0, 1, 0),
MK(0, -1, 1, 1),
MK(0, 0, 1, 0),
MK(0, -1, 1, 2),
ME(1)
};
static const BubbleMovement _bubble_burst[] = {
MK(0, 0, 1, 2),
MK(0, 0, 1, 7),
MK(0, 0, 1, 8),
MK(0, 0, 1, 9),
ME(0)
};
static const BubbleMovement _bubble_absorb[] = {
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(0, 0, 1, 0),
MK(0, 0, 1, 2),
MK(0, 0, 1, 0),
MK(0, 0, 1, 1),
MK(2, 1, 3, 0),
MK(1, 1, 3, 1),
MK(2, 1, 3, 0),
MK(1, 1, 3, 2),
MK(2, 1, 3, 0),
MK(1, 1, 3, 1),
MK(2, 1, 3, 0),
MK(1, 0, 1, 2),
MK(0, 0, 1, 0),
MK(1, 0, 1, 1),
MK(0, 0, 1, 0),
MK(1, 0, 1, 2),
MK(0, 0, 1, 0),
MK(1, 0, 1, 1),
MK(0, 0, 1, 0),
MK(1, 0, 1, 2),
ME(2),
MK(0, 0, 0, 0xA),
MK(0, 0, 0, 0xB),
MK(0, 0, 0, 0xC),
MK(0, 0, 0, 0xD),
MK(0, 0, 0, 0xE),
ME(0)
};
#undef ME
#undef MK
static const BubbleMovement * const _bubble_movement[] = {
_bubble_float_sw,
_bubble_float_ne,
_bubble_float_se,
_bubble_float_nw,
_bubble_burst,
_bubble_absorb,
};
static void BubbleTick(Vehicle *v)
{
/*
* Warning: those effects can NOT use Random(), and have to use
* InteractiveRandom(), because somehow someone forgot to save
* spritenum to the savegame, and so it will cause desyncs in
* multiplayer!! (that is: in ToyLand)
*/
uint et;
const BubbleMovement *b;
v->progress++;
if ((v->progress & 3) != 0)
return;
BeginVehicleMove(v);
if (v->spritenum == 0) {
v->cur_image++;
if (v->cur_image < SPR_BUBBLE_GENERATE_3) {
VehiclePositionChanged(v);
EndVehicleMove(v);
return;
}
if (v->u.special.unk2 != 0) {
v->spritenum = GB(InteractiveRandom(), 0, 2) + 1;
} else {
v->spritenum = 6;
}
et = 0;
} else {
et = v->engine_type + 1;
}
b = &_bubble_movement[v->spritenum - 1][et];
if (b->y == 4 && b->x == 0) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
if (b->y == 4 && b->x == 1) {
if (v->z_pos > 180 || CHANCE16I(1, 96, InteractiveRandom())) {
v->spritenum = 5;
SndPlayVehicleFx(SND_2F_POP, v);
}
et = 0;
}
if (b->y == 4 && b->x == 2) {
TileIndex tile;
et++;
SndPlayVehicleFx(SND_31_EXTRACT, v);
tile = TileVirtXY(v->x_pos, v->y_pos);
if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == 0xA2) AddAnimatedTile(tile);
}
v->engine_type = et;
b = &_bubble_movement[v->spritenum - 1][et];
v->x_pos += b->x;
v->y_pos += b->y;
v->z_pos += b->z;
v->cur_image = SPR_BUBBLE_0 + b->image;
VehiclePositionChanged(v);
EndVehicleMove(v);
}
typedef void EffectInitProc(Vehicle *v);
typedef void EffectTickProc(Vehicle *v);
static EffectInitProc * const _effect_init_procs[] = {
ChimneySmokeInit,
SteamSmokeInit,
DieselSmokeInit,
ElectricSparkInit,
SmokeInit,
ExplosionLargeInit,
BreakdownSmokeInit,
ExplosionSmallInit,
BulldozerInit,
BubbleInit,
};
static EffectTickProc * const _effect_tick_procs[] = {
ChimneySmokeTick,
SteamSmokeTick,
DieselSmokeTick,
ElectricSparkTick,
SmokeTick,
ExplosionLargeTick,
BreakdownSmokeTick,
ExplosionSmallTick,
BulldozerTick,
BubbleTick,
};
Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type)
{
Vehicle *v;
v = ForceAllocateSpecialVehicle();
if (v != NULL) {
v->type = VEH_Special;
v->subtype = type;
v->x_pos = x;
v->y_pos = y;
v->z_pos = z;
v->z_height = v->sprite_width = v->sprite_height = 1;
v->x_offs = v->y_offs = 0;
v->tile = 0;
v->vehstatus = VS_UNCLICKABLE;
_effect_init_procs[type](v);
VehiclePositionChanged(v);
BeginVehicleMove(v);
EndVehicleMove(v);
}
return v;
}
Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type)
{
return CreateEffectVehicle(x, y, GetSlopeZ(x, y) + z, type);
}
Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type)
{
return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type);
}
static void EffectVehicle_Tick(Vehicle *v)
{
_effect_tick_procs[v->subtype](v);
}
Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
{
Vehicle *found = NULL, *v;
uint dist, best_dist = (uint)-1;
if ( (uint)(x -= vp->left) >= (uint)vp->width ||
(uint)(y -= vp->top) >= (uint)vp->height)
return NULL;
x = (x << vp->zoom) + vp->virtual_left;
y = (y << vp->zoom) + vp->virtual_top;
FOR_ALL_VEHICLES(v) {
if ((v->vehstatus & (VS_HIDDEN|VS_UNCLICKABLE)) == 0 &&
x >= v->left_coord && x <= v->right_coord &&
y >= v->top_coord && y <= v->bottom_coord) {
dist = max(
myabs( ((v->left_coord + v->right_coord)>>1) - x ),
myabs( ((v->top_coord + v->bottom_coord)>>1) - y )
);
if (dist < best_dist) {
found = v;
best_dist = dist;
}
}
}
return found;
}
void DecreaseVehicleValue(Vehicle *v)
{
v->value -= v->value >> 8;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
static const byte _breakdown_chance[64] = {
3, 3, 3, 3, 3, 3, 3, 3,
4, 4, 5, 5, 6, 6, 7, 7,
8, 8, 9, 9, 10, 10, 11, 11,
12, 13, 13, 13, 13, 14, 15, 16,
17, 19, 21, 25, 28, 31, 34, 37,
40, 44, 48, 52, 56, 60, 64, 68,
72, 80, 90, 100, 110, 120, 130, 140,
150, 170, 190, 210, 230, 250, 250, 250,
};
void CheckVehicleBreakdown(Vehicle *v)
{
int rel, rel_old;
uint32 r;
int chance;
/* decrease reliability */
v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
if ((rel_old >> 8) != (rel >> 8))
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (v->breakdown_ctr != 0 || v->vehstatus & VS_STOPPED ||
v->cur_speed < 5 || _game_mode == GM_MENU) {
return;
}
r = Random();
/* increase chance of failure */
chance = v->breakdown_chance + 1;
if (CHANCE16I(1,25,r)) chance += 25;
v->breakdown_chance = min(255, chance);
/* calculate reliability value to use in comparison */
rel = v->reliability;
if (v->type == VEH_Ship) rel += 0x6666;
/* disabled breakdowns? */
if (_opt.diff.vehicle_breakdowns < 1) return;
/* reduced breakdowns? */
if (_opt.diff.vehicle_breakdowns == 1) rel += 0x6666;
/* check if to break down */
if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) {
v->breakdown_ctr = GB(r, 16, 6) + 0x3F;
v->breakdown_delay = GB(r, 24, 7) + 0x80;
v->breakdown_chance = 0;
}
}
static const StringID _vehicle_type_names[4] = {
STR_019F_TRAIN,
STR_019C_ROAD_VEHICLE,
STR_019E_SHIP,
STR_019D_AIRCRAFT,
};
static void ShowVehicleGettingOld(Vehicle *v, StringID msg)
{
if (v->owner != _local_player) return;
// Do not show getting-old message if autorenew is active
if (GetPlayer(v->owner)->engine_renew) return;
SetDParam(0, _vehicle_type_names[v->type - 0x10]);
SetDParam(1, v->unitnumber);
AddNewsItem(msg, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
}
void AgeVehicle(Vehicle *v)
{
int age;
if (v->age < 65535)
v->age++;
age = v->age - v->max_age;
if (age == 366*0 || age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4)
v->reliability_spd_dec <<= 1;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
if (age == -366) {
ShowVehicleGettingOld(v, STR_01A0_IS_GETTING_OLD);
} else if (age == 0) {
ShowVehicleGettingOld(v, STR_01A1_IS_GETTING_VERY_OLD);
} else if (age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4 || age == 366*5) {
ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND);
}
}
/** Clone a vehicle. If it is a train, it will clone all the cars too
* @param tile tile of the depot where the cloned vehicle is build
* @param p1 the original vehicle's index
* @param p2 1 = shared orders, else copied orders
*/
int32 CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v_front, *v;
Vehicle *w_front, *w, *w_rear;
int cost, total_cost = 0;
uint32 build_argument = 2;
if (!IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
v_front = v;
w = NULL;
w_front = NULL;
w_rear = NULL;
/*
* v_front is the front engine in the original vehicle
* v is the car/vehicle of the original vehicle, that is currently being copied
* w_front is the front engine of the cloned vehicle
* w is the car/vehicle currently being cloned
* w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains
*/
if (!CheckOwnership(v->owner)) return CMD_ERROR;
if (v->type == VEH_Train && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR;
// check that we can allocate enough vehicles
if (!(flags & DC_EXEC)) {
int veh_counter = 0;
do {
veh_counter++;
} while ((v = v->next) != NULL);
if (!AllocateVehicles(NULL, veh_counter)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
}
v = v_front;
do {
if (IsMultiheaded(v) && !IsTrainEngine(v)) {
/* we build the rear ends of multiheaded trains with the front ones */
continue;
}
cost = DoCommand(tile, v->engine_type, build_argument, flags, CMD_BUILD_VEH(v->type));
build_argument = 3; // ensure that we only assign a number to the first engine
if (CmdFailed(cost)) return cost;
total_cost += cost;
if (flags & DC_EXEC) {
w = GetVehicle(_new_vehicle_id);
if (v->cargo_type != w->cargo_type) {
// we can't pay for refitting because we can't estimate refitting costs for a vehicle before it's build
// if we pay for it anyway, the cost and the estimated cost will not be the same and we will have an assert
DoCommand(0, w->index, v->cargo_type, flags, CMD_REFIT_VEH(v->type));
}
if (v->type == VEH_Train && HASBIT(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
SETBIT(w->u.rail.flags, VRF_REVERSE_DIRECTION);
}
if (v->type == VEH_Train && !IsFrontEngine(v)) {
// this s a train car
// add this unit to the end of the train
DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
} else {
// this is a front engine or not a train. It need orders
w_front = w;
w->service_interval = v->service_interval;
DoCommand(0, (v->index << 16) | w->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
}
w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop
}
} while (v->type == VEH_Train && (v = GetNextVehicle(v)) != NULL);
if (flags & DC_EXEC && v_front->type == VEH_Train) {
// for trains this needs to be the front engine due to the callback function
_new_vehicle_id = w_front->index;
}
return total_cost;
}
/*
* move the cargo from one engine to another if possible
*/
static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
{
Vehicle *v = dest;
int units_moved;
do {
do {
if (source->cargo_type != dest->cargo_type)
continue; // cargo not compatible
if (dest->cargo_count == dest->cargo_cap)
continue; // the destination vehicle is already full
units_moved = min(source->cargo_count, dest->cargo_cap - dest->cargo_count);
source->cargo_count -= units_moved;
dest->cargo_count += units_moved;
dest->cargo_source = source->cargo_source;
// copy the age of the cargo
dest->cargo_days = source->cargo_days;
dest->day_counter = source->day_counter;
dest->tick_counter = source->tick_counter;
} while (source->cargo_count > 0 && (dest = dest->next) != NULL);
dest = v;
} while ((source = source->next) != NULL);
}
/**
* Function to find what type of cargo to refit to when autoreplacing
* @param *v Original vehicle, that is being replaced
* @param engine_type The EngineID of the vehicle that is being replaced to
* @return The cargo type to replace to
* CT_NO_REFIT is returned if no refit is needed
* CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible
*/
static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
{
bool new_cargo_capacity = true;
CargoID new_cargo_type = CT_INVALID;
switch (v->type) {
case VEH_Train:
new_cargo_capacity = (RailVehInfo(engine_type)->capacity > 0);
new_cargo_type = RailVehInfo(engine_type)->cargo_type;
break;
case VEH_Road:
new_cargo_capacity = (RoadVehInfo(engine_type)->capacity > 0);
new_cargo_type = RoadVehInfo(engine_type)->cargo_type;
break;
case VEH_Ship:
new_cargo_capacity = (ShipVehInfo(engine_type)->capacity > 0);
new_cargo_type = ShipVehInfo(engine_type)->cargo_type;
break;
case VEH_Aircraft:
/* all aircraft starts as passenger planes with cargo capacity
* new_cargo_capacity is always true for aircraft, which is the init value. No need to set it here */
new_cargo_type = CT_PASSENGERS;
break;
default: NOT_REACHED(); break;
}
if (!new_cargo_capacity) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity
if (v->cargo_type == new_cargo_type) return CT_NO_REFIT;
if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type;
if (v->type != VEH_Train) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want
/* Below this line it's safe to assume that the vehicle in question is a train */
if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type
/* the old engine didn't have cargo capacity, but the new one does
* now we will figure out what cargo the train is carrying and refit to fit this */
v = GetFirstVehicleInChain(v);
do {
if (v->cargo_cap == 0) continue;
/* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */
if (v->cargo_type == new_cargo_type) return CT_NO_REFIT;
if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type;
} while ((v=v->next) != NULL);
return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one
}
/* Replaces a vehicle (used to be called autorenew)
* This function is only called from MaybeReplaceVehicle()
* Must be called with _current_player set to the owner of the vehicle
* @param w Vehicle to replace
* @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
* @return value is cost of the replacement or CMD_ERROR
*/
static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost)
{
int32 cost;
Vehicle *old_v = *w;
const Player *p = GetPlayer(old_v->owner);
EngineID new_engine_type;
const UnitID cached_unitnumber = old_v->unitnumber;
bool new_front = false;
Vehicle *new_v = NULL;
char vehicle_name[32];
CargoID replacement_cargo_type;
new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type);
if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type;
replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);
/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
if (replacement_cargo_type == CT_INVALID) return 0;
cost = DoCommand(old_v->tile, new_engine_type, 3, flags, CMD_BUILD_VEH(old_v->type));
if (CmdFailed(cost)) return cost;
if (replacement_cargo_type != CT_NO_REFIT) cost += GetRefitCost(new_engine_type); // add refit cost
if (flags & DC_EXEC) {
new_v = GetVehicle(_new_vehicle_id);
*w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is
/* refit if needed */
if (replacement_cargo_type != CT_NO_REFIT) {
int32 temp_cost = DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type));
assert(!CmdFailed(temp_cost)); // assert failure here indicates a bug in GetNewCargoTypeForReplace()
}
if (new_v->type == VEH_Train && HASBIT(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->next != NULL && IsArticulatedPart(new_v->next))) {
// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
SETBIT(new_v->u.rail.flags, VRF_REVERSE_DIRECTION);
}
if (old_v->type == VEH_Train && !IsFrontEngine(old_v)) {
/* this is a railcar. We need to move the car into the train
* We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
* sell the old engine in a moment
*/
DoCommand(0, (GetPrevVehicleInChain(old_v)->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
/* Now we move the old one out of the train */
DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
} else {
// copy/clone the orders
DoCommand(0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
new_v->cur_order_index = old_v->cur_order_index;
ChangeVehicleViewWindow(old_v, new_v);
new_v->profit_this_year = old_v->profit_this_year;
new_v->profit_last_year = old_v->profit_last_year;
new_v->service_interval = old_v->service_interval;
new_front = true;
new_v->unitnumber = old_v->unitnumber; // use the same unit number
new_v->current_order = old_v->current_order;
if (old_v->type == VEH_Train && GetNextVehicle(old_v) != NULL){
Vehicle *temp_v = GetNextVehicle(old_v);
// move the entire train to the new engine, excluding the old engine
if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) {
// we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead
temp_v = GetNextVehicle(temp_v);
}
if (temp_v != NULL) {
DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
}
}
}
/* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */
MoveVehicleCargo(new_v->type == VEH_Train ? GetFirstVehicleInChain(new_v) : new_v, old_v);
// Get the name of the old vehicle if it has a custom name.
if ((old_v->string_id & 0xF800) != 0x7800) {
vehicle_name[0] = '\0';
} else {
GetName(old_v->string_id & 0x7FF, vehicle_name);
}
} else { // flags & DC_EXEC not set
/* Ensure that the player will not end up having negative money while autoreplacing
* This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */
if (p->money64 < (cost + total_cost)) return CMD_ERROR;
}
/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
cost += DoCommand(0, old_v->index, 0, flags, CMD_SELL_VEH(old_v->type));
if (new_front) {
/* now we assign the old unitnumber to the new vehicle */
new_v->unitnumber = cached_unitnumber;
}
/* Transfer the name of the old vehicle */
if ((flags & DC_EXEC) && vehicle_name[0] != '\0') {
_cmd_text = vehicle_name;
DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE);
}
return cost;
}
/** replaces a vehicle if it's set for autoreplace or is too old
* (used to be called autorenew)
* @param v The vehicle to replace
* if the vehicle is a train, v needs to be the front engine
* @return pointer to the new vehicle, which is the same as the argument if nothing happened
*/
static void MaybeReplaceVehicle(Vehicle *v)
{
Vehicle *w;
const Player *p = GetPlayer(v->owner);
byte flags = 0;
int32 cost, temp_cost = 0;
bool stopped = false;
/* Remember the length in case we need to trim train later on
* If it's not a train, the value is unused
* round up to the length of the tiles used for the train instead of the train length instead
* Useful when newGRF uses custom length */
uint16 old_total_length = (v->type == VEH_Train ?
(v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE :
-1
);
_current_player = v->owner;
assert(v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship || v->type == VEH_Aircraft);
assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed
if (v->leave_depot_instantly) {
// we stopped the vehicle to do this, so we have to remember to start it again when we are done
// we need to store this info as the engine might be replaced and lose this info
stopped = true;
}
for (;;) {
cost = 0;
w = v;
do {
if (w->type == VEH_Train && IsMultiheaded(w) && !IsTrainEngine(w)) {
/* we build the rear ends of multiheaded trains with the front ones */
continue;
}
// check if the vehicle should be replaced
if (!p->engine_renew ||
w->age - w->max_age < (p->engine_renew_months * 30) || // replace if engine is too old
w->max_age == 0) { // rail cars got a max age of 0
if (!EngineHasReplacementForPlayer(p, w->engine_type)) // updates to a new model
continue;
}
/* Now replace the vehicle */
temp_cost = ReplaceVehicle(&w, flags, cost);
if (flags & DC_EXEC &&
(w->type != VEH_Train || w->u.rail.first_engine == INVALID_ENGINE)) {
/* now we bought a new engine and sold the old one. We need to fix the
* pointers in order to avoid pointing to the old one for trains: these
* pointers should point to the front engine and not the cars
*/
v = w;
}
if (!CmdFailed(temp_cost)) {
cost += temp_cost;
}
} while (w->type == VEH_Train && (w = GetNextVehicle(w)) != NULL);
if (!(flags & DC_EXEC) && (p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) {
if (p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) {
StringID message;
SetDParam(0, v->unitnumber);
switch (v->type) {
case VEH_Train: message = STR_TRAIN_AUTORENEW_FAILED; break;
case VEH_Road: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
case VEH_Ship: message = STR_SHIP_AUTORENEW_FAILED; break;
case VEH_Aircraft: message = STR_AIRCRAFT_AUTORENEW_FAILED; break;
// This should never happen
default: NOT_REACHED(); message = 0; break;
}
AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
}
if (stopped) v->vehstatus &= ~VS_STOPPED;
_current_player = OWNER_NONE;
return;
}
if (flags & DC_EXEC) {
break; // we are done replacing since the loop ran once with DC_EXEC
}
// now we redo the loop, but this time we actually do stuff since we know that we can do it
flags |= DC_EXEC;
}
/* If setting is on to try not to exceed the old length of the train with the replacement */
if (v->type == VEH_Train && p->renew_keep_length) {
Vehicle *temp;
w = v;
while (v->u.rail.cached_total_length > old_total_length) {
// the train is too long. We will remove cars one by one from the start of the train until it's short enough
while (w != NULL && !(RailVehInfo(w->engine_type)->flags&RVI_WAGON) ) {
w = GetNextVehicle(w);
}
if (w == NULL) {
// we failed to make the train short enough
SetDParam(0, v->unitnumber);
AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
break;
}
temp = w;
w = GetNextVehicle(w);
DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
MoveVehicleCargo(v, temp);
cost += DoCommand(0, temp->index, 0, flags, CMD_SELL_VEH(temp->type));
}
}
if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
if (stopped) v->vehstatus &= ~VS_STOPPED;
_current_player = OWNER_NONE;
}
/**
* @param sort_list list to store the list in. Note: it's presumed that it is big enough to store all vehicles in the game (worst case) and it will not check size
* @param type type of vehicle
* @param owner PlayerID of owner to generate a list for
* @param station index of station to generate a list for. INVALID_STATION when not used
* @param order index of oder to generate a list for. INVALID_ORDER when not used
* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h
* @return the number of vehicles added to the list
*/
uint GenerateVehicleSortList(const Vehicle** sort_list, byte type, PlayerID owner, StationID station, OrderID order, uint16 window_type)
{
const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2;
uint n = 0;
const Vehicle *v;
switch (window_type) {
case VLW_STATION_LIST: {
FOR_ALL_VEHICLES(v) {
if (v->type == type && (
(type == VEH_Train && IsFrontEngine(v)) ||
(type != VEH_Train && v->subtype <= subtype))) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
if (order->type == OT_GOTO_STATION && order->dest == station) {
sort_list[n++] = v;
break;
}
}
}
}
break;
}
case VLW_SHARED_ORDERS: {
FOR_ALL_VEHICLES(v) {
/* Find a vehicle with the order in question */
if (v->orders != NULL && v->orders->index == order) break;
}
if (v != NULL && v->orders != NULL && v->orders->index == order) {
/* Only try to make the list if we found a vehicle using the order in question */
for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
sort_list[n++] = v;
}
}
break;
}
case VLW_STANDARD: {
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->owner == owner && (
(type == VEH_Train && IsFrontEngine(v)) ||
(type != VEH_Train && v->subtype <= subtype))) {
sort_list[n++] = v;
}
}
break;
}
default: NOT_REACHED(); break;
}
return n;
}
/** send all vehicles of type to depots
* @param type type of vehicle
* @param flags the flags used for DoCommand()
* @param service should the vehicles only get service in the depots
* @param owner PlayerID of owner of the vehicles to send
* @param VLW_flag tells what kind of list requested the goto depot
* @return 0 for success and CMD_ERROR if no vehicle is able to go to depot
*/
int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id)
{
const Vehicle** sort_list;
uint n, i;
sort_list = malloc(GetVehicleArraySize() * sizeof(sort_list[0]));
if (sort_list == NULL) {
error("Could not allocate memory for the vehicle-goto-depot-list");
}
n = GenerateVehicleSortList(sort_list, type, owner, (vlw_flag == VLW_STATION_LIST) ? id : INVALID_STATION, (vlw_flag == VLW_SHARED_ORDERS) ? id : INVALID_ORDER, vlw_flag);
/* Send all the vehicles to a depot */
for (i = 0; i < n; i++) {
const Vehicle *v = sort_list[i];
if (!DoCommand(v->tile, v->index, service | DEPOT_DONT_CANCEL, flags, CMD_SEND_TO_DEPOT(type)) && !(flags & DC_EXEC)) {
/* At least one vehicle is valid to send the command to, so the mass goto depot is valid. No need to check the rest */
free((void*)sort_list);
return 0;
}
}
free((void*)sort_list);
return (flags & DC_EXEC) ? 0 : CMD_ERROR;
}
/** Give a custom name to your vehicle
* @param tile unused
* @param p1 vehicle ID to name
* @param p2 unused
*/
int32 CmdNameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
StringID str;
if (!IsValidVehicleID(p1) || _cmd_text[0] == '\0') return CMD_ERROR;
v = GetVehicle(p1);
if (!CheckOwnership(v->owner)) return CMD_ERROR;
str = AllocateNameUnique(_cmd_text, 2);
if (str == 0) return CMD_ERROR;
if (flags & DC_EXEC) {
StringID old_str = v->string_id;
v->string_id = str;
DeleteName(old_str);
ResortVehicleLists();
MarkWholeScreenDirty();
} else {
DeleteName(str);
}
return 0;
}
/** Change the service interval of a vehicle
* @param tile unused
* @param p1 vehicle ID that is being service-interval-changed
* @param p2 new service interval
*/
int32 CmdChangeServiceInt(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle* v;
uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */
if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR;
v = GetVehicle(p1);
if (!CheckOwnership(v->owner)) return CMD_ERROR;
if (flags & DC_EXEC) {
v->service_interval = serv_int;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
return 0;
}
static Rect _old_vehicle_coords;
void BeginVehicleMove(Vehicle *v) {
_old_vehicle_coords.left = v->left_coord;
_old_vehicle_coords.top = v->top_coord;
_old_vehicle_coords.right = v->right_coord;
_old_vehicle_coords.bottom = v->bottom_coord;
}
void EndVehicleMove(Vehicle *v)
{
MarkAllViewportsDirty(
min(_old_vehicle_coords.left,v->left_coord),
min(_old_vehicle_coords.top,v->top_coord),
max(_old_vehicle_coords.right,v->right_coord)+1,
max(_old_vehicle_coords.bottom,v->bottom_coord)+1
);
}
/* returns true if staying in the same tile */
bool GetNewVehiclePos(const Vehicle *v, GetNewVehiclePosResult *gp)
{
static const int8 _delta_coord[16] = {
-1,-1,-1, 0, 1, 1, 1, 0, /* x */
-1, 0, 1, 1, 1, 0,-1,-1, /* y */
};
int x = v->x_pos + _delta_coord[v->direction];
int y = v->y_pos + _delta_coord[v->direction + 8];
gp->x = x;
gp->y = y;
gp->old_tile = v->tile;
gp->new_tile = TileVirtXY(x, y);
return gp->old_tile == gp->new_tile;
}
static const Direction _new_direction_table[] = {
DIR_N , DIR_NW, DIR_W ,
DIR_NE, DIR_SE, DIR_SW,
DIR_E , DIR_SE, DIR_S
};
Direction GetDirectionTowards(const Vehicle* v, int x, int y)
{
Direction dir;
DirDiff dirdiff;
int i = 0;
if (y >= v->y_pos) {
if (y != v->y_pos) i+=3;
i+=3;
}
if (x >= v->x_pos) {
if (x != v->x_pos) i++;
i++;
}
dir = v->direction;
dirdiff = DirDifference(_new_direction_table[i], dir);
if (dirdiff == DIRDIFF_SAME) return dir;
return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
}
Trackdir GetVehicleTrackdir(const Vehicle* v)
{
if (v->vehstatus & VS_CRASHED) return 0xFF;
switch (v->type) {
case VEH_Train:
if (v->u.rail.track == 0x80) /* We'll assume the train is facing outwards */
return DiagdirToDiagTrackdir(GetRailDepotDirection(v->tile)); /* Train in depot */
if (v->u.rail.track == 0x40) /* train in tunnel, so just use his direction and assume a diagonal track */
return DiagdirToDiagTrackdir(DirToDiagDir(v->direction));
return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.rail.track),v->direction);
case VEH_Ship:
if (IsShipInDepot(v))
/* We'll assume the ship is facing outwards */
return DiagdirToDiagTrackdir(GetShipDepotDirection(v->tile));
return TrackDirectionToTrackdir(FIND_FIRST_BIT(v->u.ship.state),v->direction);
case VEH_Road:
if (IsRoadVehInDepot(v)) /* We'll assume the road vehicle is facing outwards */
return DiagdirToDiagTrackdir(GetRoadDepotDirection(v->tile));
if (IsRoadStopTile(v->tile)) /* We'll assume the road vehicle is facing outwards */
return DiagdirToDiagTrackdir(GetRoadStopDir(v->tile)); /* Road vehicle in a station */
/* If vehicle's state is a valid track direction (vehicle is not turning around) return it */
if ((v->u.road.state & 7) < 6) return v->u.road.state;
/* Vehicle is turning around, get the direction from vehicle's direction */
return DiagdirToDiagTrackdir(DirToDiagDir(v->direction));
/* case VEH_Aircraft: case VEH_Special: case VEH_Disaster: */
default: return 0xFF;
}
}
/* Return value has bit 0x2 set, when the vehicle enters a station. Then,
* result << 8 contains the id of the station entered. If the return value has
* bit 0x8 set, the vehicle could not and did not enter the tile. Are there
* other bits that can be set? */
uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
{
return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
}
UnitID GetFreeUnitNumber(byte type)
{
UnitID unit, max = 0;
const Vehicle *u;
static bool *cache = NULL;
static UnitID gmax = 0;
switch (type) {
case VEH_Train: max = _patches.max_trains; break;
case VEH_Road: max = _patches.max_roadveh; break;
case VEH_Ship: max = _patches.max_ships; break;
case VEH_Aircraft: max = _patches.max_aircraft; break;
default: NOT_REACHED();
}
if (max == 0) {
/* we can't build any of this kind of vehicle, so we just return 1 instead of looking for a free number
* a max of 0 will cause the following code to write to a NULL pointer
* We know that 1 is bigger than the max allowed vehicle number, so it's the same as returning something, that is too big
*/
return 1;
}
if (max > gmax) {
gmax = max;
free(cache);
cache = malloc((max + 1) * sizeof(*cache));
}
// Clear the cache
memset(cache, 0, (max + 1) * sizeof(*cache));
// Fill the cache
FOR_ALL_VEHICLES(u) {
if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max)
cache[u->unitnumber] = true;
}
// Find the first unused unit number
for (unit = 1; unit <= max; unit++) {
if (!cache[unit]) break;
}
return unit;
}
static PalSpriteID GetEngineColourMap(EngineID engine_type, PlayerID player)
{
SpriteID map;
byte colour = _player_colors[player];
/* XXX Magic 0x307 is the first company colour remap sprite */
map = HASBIT(EngInfo(engine_type)->misc_flags, EF_USES_2CC) ?
(SPR_2CCMAP_BASE + colour + colour * 16) : (PALETTE_RECOLOR_START + colour);
return SPRITE_PALETTE(map << PALETTE_SPRITE_START);
}
PalSpriteID GetEnginePalette(EngineID engine_type, PlayerID player)
{
return GetEngineColourMap(engine_type, player);
}
PalSpriteID GetVehiclePalette(const Vehicle *v)
{
return GetEngineColourMap(v->engine_type, v->owner);
}
// Save and load of vehicles
const SaveLoad _common_veh_desc[] = {
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
SLE_VAR(Vehicle, string_id, SLE_STRINGID),
SLE_CONDVAR(Vehicle, unitnumber, SLE_FILE_U8 | SLE_VAR_U16, 0, 7),
SLE_CONDVAR(Vehicle, unitnumber, SLE_UINT16, 8, SL_MAX_VERSION),
SLE_VAR(Vehicle, owner, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, x_pos, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, y_pos, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, direction, SLE_UINT8),
SLE_VAR(Vehicle, cur_image, SLE_UINT16),
SLE_VAR(Vehicle, spritenum, SLE_UINT8),
SLE_VAR(Vehicle, sprite_width, SLE_UINT8),
SLE_VAR(Vehicle, sprite_height, SLE_UINT8),
SLE_VAR(Vehicle, z_height, SLE_UINT8),
SLE_VAR(Vehicle, x_offs, SLE_INT8),
SLE_VAR(Vehicle, y_offs, SLE_INT8),
SLE_VAR(Vehicle, engine_type, SLE_UINT16),
SLE_VAR(Vehicle, max_speed, SLE_UINT16),
SLE_VAR(Vehicle, cur_speed, SLE_UINT16),
SLE_VAR(Vehicle, subspeed, SLE_UINT8),
SLE_VAR(Vehicle, acceleration, SLE_UINT8),
SLE_VAR(Vehicle, progress, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16, 5, SL_MAX_VERSION),
SLE_VAR(Vehicle, cargo_type, SLE_UINT8),
SLE_VAR(Vehicle, cargo_days, SLE_UINT8),
SLE_CONDVAR(Vehicle, cargo_source, SLE_FILE_U8 | SLE_VAR_U16, 0, 6),
SLE_CONDVAR(Vehicle, cargo_source, SLE_UINT16, 7, SL_MAX_VERSION),
SLE_VAR(Vehicle, cargo_cap, SLE_UINT16),
SLE_VAR(Vehicle, cargo_count, SLE_UINT16),
SLE_VAR(Vehicle, day_counter, SLE_UINT8),
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
SLE_VAR(Vehicle, cur_order_index, SLE_UINT8),
SLE_VAR(Vehicle, num_orders, SLE_UINT8),
/* This next line is for version 4 and prior compatibility.. it temporarily reads
type and flags (which were both 4 bits) into type. Later on this is
converted correctly */
SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 0, 4),
SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
/* Orders for version 5 and on */
SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8, 5, SL_MAX_VERSION),
SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, flags), SLE_UINT8, 5, SL_MAX_VERSION),
SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION),
SLE_REF(Vehicle, orders, REF_ORDER),
SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, max_age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, max_age, SLE_INT32, 31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32, 31, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, service_interval, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, service_interval, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Vehicle, reliability, SLE_UINT16),
SLE_VAR(Vehicle, reliability_spd_dec, SLE_UINT16),
SLE_VAR(Vehicle, breakdown_ctr, SLE_UINT8),
SLE_VAR(Vehicle, breakdown_delay, SLE_UINT8),
SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8),
SLE_VAR(Vehicle, breakdown_chance, SLE_UINT8),
SLE_CONDVAR(Vehicle, build_year, SLE_FILE_U8 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, build_year, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16),
SLE_VAR(Vehicle, profit_this_year, SLE_INT32),
SLE_VAR(Vehicle, profit_last_year, SLE_INT32),
SLE_VAR(Vehicle, value, SLE_UINT32),
SLE_VAR(Vehicle, random_bits, SLE_UINT8),
SLE_VAR(Vehicle, waiting_triggers, SLE_UINT8),
SLE_REF(Vehicle, next_shared, REF_VEHICLE),
SLE_REF(Vehicle, prev_shared, REF_VEHICLE),
// reserve extra space in savegame here. (currently 10 bytes)
SLE_CONDNULL(10, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _train_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_Train, 0), // Train type. VEH_Train in mem, 0 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, crash_anim_pos), SLE_UINT16),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, force_proceed), SLE_UINT8),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, railtype), SLE_UINT8),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, track), SLE_UINT8),
SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, flags), SLE_UINT8, 2, SL_MAX_VERSION),
SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, days_since_order_progr), SLE_UINT16, 2, SL_MAX_VERSION),
SLE_CONDNULL(2, 2, 19),
// reserve extra space in savegame here. (currently 11 bytes)
SLE_CONDNULL(11, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _roadveh_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_Road, 1), // Road type. VEH_Road in mem, 1 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, state), SLE_UINT8),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, frame), SLE_UINT8),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, blocked_ctr), SLE_UINT16),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking), SLE_UINT8),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, crashed_ctr), SLE_UINT16),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, reverse_ctr), SLE_UINT8),
SLE_CONDREFX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot), REF_ROADSTOPS, 6, SL_MAX_VERSION),
SLE_CONDNULL(1, 6, SL_MAX_VERSION),
SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot_age), SLE_UINT8, 6, SL_MAX_VERSION),
// reserve extra space in savegame here. (currently 16 bytes)
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _ship_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_Ship, 2), // Ship type. VEH_Ship in mem, 2 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleShip, state), SLE_UINT8),
// reserve extra space in savegame here. (currently 16 bytes)
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _aircraft_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_Aircraft, 3), // Aircraft type. VEH_Aircraft in mem, 3 in file.
SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, crashed_counter), SLE_UINT16),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, pos), SLE_UINT8),
SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport), SLE_UINT16, 5, SL_MAX_VERSION),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, state), SLE_UINT8),
SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, previous_pos), SLE_UINT8, 2, SL_MAX_VERSION),
// reserve extra space in savegame here. (currently 15 bytes)
SLE_CONDNULL(15, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _special_desc[] = {
SLE_WRITEBYTE(Vehicle,type,VEH_Special, 4),
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, cur_image, SLE_UINT16),
SLE_VAR(Vehicle, sprite_width, SLE_UINT8),
SLE_VAR(Vehicle, sprite_height, SLE_UINT8),
SLE_VAR(Vehicle, z_height, SLE_UINT8),
SLE_VAR(Vehicle, x_offs, SLE_INT8),
SLE_VAR(Vehicle, y_offs, SLE_INT8),
SLE_VAR(Vehicle, progress, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk0), SLE_UINT16),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk2), SLE_UINT8),
// reserve extra space in savegame here. (currently 16 bytes)
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const SaveLoad _disaster_desc[] = {
SLE_WRITEBYTE(Vehicle, type, VEH_Disaster, 5),
SLE_REF(Vehicle, next, REF_VEHICLE_OLD),
SLE_VAR(Vehicle, subtype, SLE_UINT8),
SLE_CONDVAR(Vehicle, tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, dest_tile, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Vehicle, dest_tile, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, x_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, x_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, y_pos, SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
SLE_CONDVAR(Vehicle, y_pos, SLE_INT32, 6, SL_MAX_VERSION),
SLE_VAR(Vehicle, z_pos, SLE_UINT8),
SLE_VAR(Vehicle, direction, SLE_UINT8),
SLE_VAR(Vehicle, x_offs, SLE_INT8),
SLE_VAR(Vehicle, y_offs, SLE_INT8),
SLE_VAR(Vehicle, sprite_width, SLE_UINT8),
SLE_VAR(Vehicle, sprite_height, SLE_UINT8),
SLE_VAR(Vehicle, z_height, SLE_UINT8),
SLE_VAR(Vehicle, owner, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_UINT16, 5, SL_MAX_VERSION),
SLE_VAR(Vehicle, cur_image, SLE_UINT16),
SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleDisaster, image_override), SLE_UINT16),
SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleDisaster, unk2), SLE_UINT16),
// reserve extra space in savegame here. (currently 16 bytes)
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
SLE_END()
};
static const void *_veh_descs[] = {
_train_desc,
_roadveh_desc,
_ship_desc,
_aircraft_desc,
_special_desc,
_disaster_desc,
};
// Will be called when the vehicles need to be saved.
static void Save_VEHS(void)
{
Vehicle *v;
// Write the vehicles
FOR_ALL_VEHICLES(v) {
SlSetArrayIndex(v->index);
SlObject(v, _veh_descs[v->type - 0x10]);
}
}
// Will be called when vehicles need to be loaded.
static void Load_VEHS(void)
{
int index;
Vehicle *v;
while ((index = SlIterateArray()) != -1) {
Vehicle *v;
if (!AddBlockIfNeeded(&_vehicle_pool, index))
error("Vehicles: failed loading savegame: too many vehicles");
v = GetVehicle(index);
SlObject(v, _veh_descs[SlReadByte()]);
/* Old savegames used 'last_station_visited = 0xFF' */
if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF)
v->last_station_visited = INVALID_STATION;
if (CheckSavegameVersion(5)) {
/* Convert the current_order.type (which is a mix of type and flags, because
* in those versions, they both were 4 bits big) to type and flags */
v->current_order.flags = (v->current_order.type & 0xF0) >> 4;
v->current_order.type = v->current_order.type & 0x0F;
}
}
/* Check for shared order-lists (we now use pointers for that) */
if (CheckSavegameVersionOldStyle(5, 2)) {
FOR_ALL_VEHICLES(v) {
Vehicle *u;
FOR_ALL_VEHICLES_FROM(u, v->index + 1) {
/* If a vehicle has the same orders, add the link to eachother
* in both vehicles */
if (v->orders == u->orders) {
v->next_shared = u;
u->prev_shared = v;
break;
}
}
}
}
}
const ChunkHandler _veh_chunk_handlers[] = {
{ 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST},
};
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