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|
#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "map.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"
#define INVALID_COORD (-0x8000)
#define GEN_HASH(x,y) (((x & 0x1F80)>>7) + ((y & 0xFC0)))
void VehicleServiceInDepot(Vehicle *v)
{
v->date_of_last_service = _date;
v->breakdowns_since_last_service = 0;
v->reliability = _engines[v->engine_type].reliability;
}
bool VehicleNeedsService(const Vehicle *v)
{
return _patches.servint_ispercent ?
(v->reliability < _engines[v->engine_type].reliability * (100 - v->service_interval) / 100) :
(v->date_of_last_service + v->service_interval < _date);
}
Order UnpackOldOrder(uint16 packed)
{
Order order;
order.type = (packed & 0x000f);
order.flags = (packed & 0x00f0) >> 4;
order.station = (packed & 0xff00) >> 8;
// Sanity check
// TTD stores invalid orders as OT_NOTHING with non-zero flags/station
if (order.type == OT_NOTHING && (order.flags != 0 || order.station != 0)) {
order.type = OT_DUMMY;
order.flags = 0;
}
return order;
}
void VehicleInTheWayErrMsg(Vehicle *v)
{
StringID id;
(id = STR_8803_TRAIN_IN_THE_WAY,v->type == VEH_Train) ||
(id = STR_9000_ROAD_VEHICLE_IN_THE_WAY,v->type == VEH_Road) ||
(id = STR_A015_AIRCRAFT_IN_THE_WAY,v->type == VEH_Aircraft) ||
(id = STR_980E_SHIP_IN_THE_WAY, true);
_error_message = id;
}
static void *EnsureNoVehicleProc(Vehicle *v, void *data)
{
if (v->tile != *(const TileIndex*)data || v->type == VEH_Disaster)
return NULL;
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->z_pos != ti->z || v->type == VEH_Disaster)
return NULL;
VehicleInTheWayErrMsg(v);
return v;
}
bool EnsureNoVehicleZ(TileIndex tile, byte z)
{
TileInfo ti;
FindLandscapeHeightByTile(&ti, tile);
// needs z correction for slope-type graphics that have the NORTHERN tile lowered
// 1, 2, 3, 4, 5, 6 and 7
if (CORRECT_Z(ti.tileh))
z += 8;
ti.z = z;
return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ) == NULL;
}
Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z)
{
int x1 = GET_TILE_X(from);
int y1 = GET_TILE_Y(from);
int x2 = GET_TILE_X(to);
int y2 = GET_TILE_Y(to);
Vehicle *veh;
uint count;
/* Make sure x1 < x2 or y1 < y2 */
if (x1 > x2 || y1 > y2) {
intswap(x1,x2);
intswap(y1,y2);
}
for(veh = _vehicles, count=lengthof(_vehicles); count != 0; count--, 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;
}
void VehiclePositionChanged(Vehicle *v)
{
int img = v->cur_image;
const SpriteDimension *sd;
Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
sd = GetSpriteDimension(img);
pt.x += sd->xoffs;
pt.y += sd->yoffs;
UpdateVehiclePosHash(v, pt.x, pt.y);
v->left_coord = pt.x;
v->top_coord = pt.y;
v->right_coord = pt.x + sd->xsize + 2;
v->bottom_coord = pt.y + sd->ysize + 2;
}
void UpdateWaypointSign(Waypoint *cp)
{
Point pt = RemapCoords2(GET_TILE_X(cp->xy)*16, GET_TILE_Y(cp->xy)*16);
SetDParam(0, cp - _waypoints);
UpdateViewportSignPos(&cp->sign, pt.x, pt.y - 0x20, STR_WAYPOINT_VIEWPORT);
}
void RedrawWaypointSign(Waypoint *cp)
{
MarkAllViewportsDirty(
cp->sign.left - 6,
cp->sign.top,
cp->sign.left + (cp->sign.width_1 << 2) + 12,
cp->sign.top + 48);
}
// Called after load to update coordinates
void AfterLoadVehicles()
{
Vehicle *v;
Waypoint *cp;
FOR_ALL_VEHICLES(v) {
if (v->type != 0) {
v->left_coord = INVALID_COORD;
VehiclePositionChanged(v);
if (v->type == VEH_Train) {
if (v->subtype == 0)
UpdateTrainAcceleration(v);
}
#if defined(_DEBUG)
if (!(v->schedule_ptr == NULL || (v->schedule_ptr >= _order_array && v->schedule_ptr < _ptr_to_next_order)))
v->schedule_ptr = NULL;
#endif
}
}
// update waypoint signs
for(cp=_waypoints; cp != endof(_waypoints); cp++) if (cp->xy) UpdateWaypointSign(cp);
}
static Vehicle *InitializeVehicle(Vehicle *v)
{
VehicleID index = v->index;
memset(v, 0, sizeof(Vehicle));
v->index = index;
assert(v->schedule_ptr == NULL);
v->left_coord = INVALID_COORD;
v->next = NULL;
v->next_hash = 0xffff;
v->string_id = 0;
/* random_bits is used to pick out a random sprite for vehicles
which are technical the same (newgrf stuff).
Because RandomRange() results in desyncs, and because it does
not really matter that one client has other visual vehicles than
the other, it can be InteractiveRandomRange() without any problem
*/
v->random_bits = InteractiveRandomRange(256);
return v;
}
Vehicle *ForceAllocateSpecialVehicle()
{
Vehicle *v;
for(v=_vehicles + NUM_NORMAL_VEHICLES;
v!=&_vehicles[NUM_NORMAL_VEHICLES+NUM_SPECIAL_VEHICLES]; v++) {
if (v->type == 0)
return InitializeVehicle(v);
}
return NULL;
}
Vehicle *ForceAllocateVehicle()
{
Vehicle *v;
for(v=_vehicles; v!=&_vehicles[NUM_NORMAL_VEHICLES]; v++) {
if (v->type == 0)
return InitializeVehicle(v);
}
return NULL;
}
Vehicle *AllocateVehicle()
{
Vehicle *v;
int num;
if (IS_HUMAN_PLAYER(_current_player)) {
num = 0;
for(v=_vehicles; v!=&_vehicles[NUM_NORMAL_VEHICLES]; v++) {
if (v->type == 0)
num++;
}
if (num <= 90)
return NULL;
}
return ForceAllocateVehicle();
}
void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
{
int x,y,x2,y2;
VehicleID veh;
Point pt = RemapCoords(GET_TILE_X(tile) * 16, GET_TILE_Y(tile) * 16, 0);
x2 = ((pt.x + 104) & 0x1F80) >> 7;
x = ((pt.x - 174) & 0x1F80) >> 7;
y2 = ((pt.y + 56) & 0xFC0);
y = ((pt.y - 294) & 0xFC0);
for(;;) {
int xb = x;
for(;;) {
veh = _vehicle_position_hash[ (x+y)&0xFFFF ];
while (veh != INVALID_VEHICLE) {
Vehicle *v = &_vehicles[veh];
void *a;
if ((a = proc(v, data)) != NULL)
return a;
veh = v->next_hash;
}
if (x == x2)
break;
x = (x + 1) & 0x3F;
}
x = xb;
if (y == y2)
break;
y = (y + 0x40) & ((0x3F) << 6);
}
return NULL;
}
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;
int idx = *old_hash;
while((u = &_vehicles[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()
{
Vehicle *v;
int i;
// clear it...
memset(&_vehicles, 0, sizeof(_vehicles));
memset(&_waypoints, 0, sizeof(_waypoints));
memset(&_depots, 0, sizeof(_depots));
// setup indexes..
i = 0;
FOR_ALL_VEHICLES(v)
v->index = i++;
memset(_vehicle_position_hash, -1, sizeof(_vehicle_position_hash));
_ptr_to_next_order = _order_array;
}
Vehicle *GetLastVehicleInChain(Vehicle *v)
{
while (v->next != NULL) v = v->next;
return v;
}
Vehicle *GetPrevVehicleInChain(Vehicle *v)
{
Vehicle *org = v;
v = _vehicles;
while (v->type != VEH_Train || org != v->next) {
if (++v == endof(_vehicles))
return NULL;
}
return v;
}
Vehicle *GetFirstVehicleInChain(Vehicle *v)
{
for(;;) {
Vehicle *u = v;
v = _vehicles;
while (v->type != VEH_Train || u != v->next) {
if (++v == endof(_vehicles))
return u;
}
}
}
int CountVehiclesInChain(Vehicle *v)
{
int count = 0;
do count++; while ( (v=v->next) != NULL);
return count;
}
Depot *AllocateDepot()
{
Depot *dep, *free_dep = NULL;
int num_free = 0;
for(dep = _depots; dep != endof(_depots); dep++) {
if (dep->xy == 0) {
num_free++;
if (free_dep==NULL)
free_dep = dep;
}
}
if (free_dep == NULL ||
(num_free < 30 && IS_HUMAN_PLAYER(_current_player))) {
_error_message = STR_1009_TOO_MANY_DEPOTS;
return NULL;
}
return free_dep;
}
Waypoint *AllocateWaypoint()
{
Waypoint *cp;
for(cp = _waypoints; cp != endof(_waypoints); cp++) {
if (cp->xy == 0)
return cp;
}
return NULL;
}
uint GetWaypointByTile(uint tile)
{
Waypoint *cp;
int i=0;
for(cp=_waypoints; cp->xy != (TileIndex)tile; cp++) { i++; }
return i;
}
Vehicle *IsScheduleShared(Vehicle *u)
{
const Order *sched = u->schedule_ptr;
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->schedule_ptr == sched && u != v && v->type != 0)
return v;
}
return NULL;
}
void DeleteVehicleSchedule(Vehicle *v)
{
Order *sched;
Order *cur;
int num;
Vehicle *u;
// if the schedule is shared, don't delete it.
if ((u = IsScheduleShared(v)) != NULL) {
v->schedule_ptr = NULL;
InvalidateWindow(WC_VEHICLE_ORDERS, u->index);
return;
}
sched = v->schedule_ptr;
v->schedule_ptr = NULL;
num = v->num_orders + 1;
_ptr_to_next_order -= num;
cur = sched;
while (cur != _ptr_to_next_order) {
assert(cur < _ptr_to_next_order);
cur[0] = cur[num];
cur++;
}
FOR_ALL_VEHICLES(v) {
if (v->schedule_ptr != NULL && sched < v->schedule_ptr) {
v->schedule_ptr -= num;
}
}
}
void DeleteCommandFromVehicleSchedule(Order cmd)
{
Vehicle *v;
bool need_invalidate;
FOR_ALL_VEHICLES(v) {
if (v->type != 0 && v->schedule_ptr != NULL) {
Order *sched;
// clear last station visited
if (v->last_station_visited == cmd.station && cmd.type == OT_GOTO_STATION)
v->last_station_visited = 0xFFFF;
// check the next order
if (v->current_order.type == cmd.type &&
v->current_order.station == cmd.station) {
v->current_order.type = OT_DUMMY;
v->current_order.flags = 0;
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
}
// clear the order list
need_invalidate = false;
for (sched = v->schedule_ptr; sched->type != OT_NOTHING; ++sched) {
if (sched->type == cmd.type && sched->station == cmd.station) {
sched->type = OT_DUMMY;
sched->flags = 0;
need_invalidate = true;
}
}
if (need_invalidate)
InvalidateWindow(WC_VEHICLE_ORDERS, v->index);
}
}
}
void DoDeleteDepot(uint tile)
{
Order order;
byte dep_index;
Depot *d;
// Clear it
DoClearSquare(tile);
// Nullify the depot struct
for(d=_depots,dep_index=0; d->xy != (TileIndex)tile; d++) {dep_index++;}
d->xy = 0;
order.type = OT_GOTO_DEPOT;
order.flags = 0;
order.station = dep_index;
DeleteCommandFromVehicleSchedule(order);
// Delete the depot
DeleteWindowById(WC_VEHICLE_DEPOT, tile);
}
void DeleteVehicle(Vehicle *v)
{
DeleteName(v->string_id);
v->type = 0;
UpdateVehiclePosHash(v, INVALID_COORD, 0);
v->next_hash = 0xffff;
if (v->schedule_ptr != NULL)
DeleteVehicleSchedule(v);
}
void DeleteVehicleChain(Vehicle *v)
{
do {
Vehicle *u = v;
v = v->next;
DeleteVehicle(u);
} while (v);
}
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);
VehicleTickProc *_vehicle_tick_procs[] = {
Train_Tick,
RoadVeh_Tick,
Ship_Tick,
Aircraft_Tick,
EffectVehicle_Tick,
DisasterVehicle_Tick,
};
void CallVehicleTicks()
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type != 0)
_vehicle_tick_procs[v->type - 0x10](v);
}
}
static bool CanFillVehicle_FullLoadAny(Vehicle *v)
{
uint32 full = 0, not_full = 0;
// 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)
{
byte *t = &_map_type_and_height[v->tile];
if (t[0] >> 4 == MP_STATION ||
(v->type == VEH_Ship &&
(t[TILE_XY(1,0)] >> 4 == MP_STATION ||
t[TILE_XY(-1,0)] >> 4 == MP_STATION ||
t[TILE_XY(0,1)] >> 4 == MP_STATION ||
t[TILE_XY(0,-1)] >> 4 == MP_STATION ||
t[TILE_XY(-2,0)] >> 4 == 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;
}
static void DoDrawVehicle(Vehicle *v)
{
uint32 image = v->cur_image;
if (v->vehstatus & VS_DISASTER) {
image |= 0x3224000;
} else if (v->vehstatus & VS_DEFPAL) {
image |= (v->vehstatus & VS_CRASHED) ? 0x3248000 : SPRITE_PALETTE(PLAYER_SPRITE_COLOR(v->owner));
}
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)
{
int x,xb, y, x2, y2;
VehicleID veh;
Vehicle *v;
x = ((dpi->left - 70) & 0x1F80) >> 7;
x2 = ((dpi->left + dpi->width) & 0x1F80) >> 7;
y = ((dpi->top - 70) & 0xFC0);
y2 = ((dpi->top + dpi->height) & 0xFC0);
for(;;) {
xb = x;
for(;;) {
veh = _vehicle_position_hash[ (x+y)&0xFFFF ];
while (veh != INVALID_VEHICLE) {
v = &_vehicles[veh];
if (!(v->vehstatus & VS_HIDDEN) &&
dpi->left <= v->right_coord &&
dpi->top <= v->bottom_coord &&
dpi->left + dpi->width >= v->left_coord &&
dpi->top + dpi->height >= v->top_coord) {
DoDrawVehicle(v);
}
veh = v->next_hash;
}
if (x == x2)
break;
x = (x + 1) & 0x3F;
}
x = xb;
if (y == y2)
break;
y = (y + 0x40) & ((0x3F) << 6);
}
}
static void EffectInit_0(Vehicle *v)
{
uint32 r = Random();
v->cur_image = (uint16)((r & 7) + 3701);
v->progress = (byte)((r >> 16)&7);
}
static void EffectTick_0(Vehicle *v)
{
uint tile;
uint img;
if (--v->progress & 0x80) {
BeginVehicleMove(v);
tile = TILE_FROM_XY(v->x_pos, v->y_pos);
if (!IS_TILETYPE(tile, MP_INDUSTRY)) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
img = v->cur_image + 1;
if (img > 3708) img = 3701;
v->cur_image = img;
v->progress = 7;
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void EffectInit_1(Vehicle *v)
{
v->cur_image = 3079;
v->progress = 12;
}
static void EffectTick_1(Vehicle *v)
{
bool moved;
BeginVehicleMove(v);
moved = false;
if ((++v->progress & 7) == 0) {
v->z_pos++;
moved = true;
}
if ((v->progress & 0xF)==4) {
if (++v->cur_image > 3083) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
moved = true;
}
if (moved) {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void EffectInit_2(Vehicle *v)
{
v->cur_image = 3073;
v->progress = 0;
}
static void EffectTick_2(Vehicle *v)
{
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 > 3078) {
EndVehicleMove(v);
DeleteVehicle(v);
} else {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
}
static void EffectInit_3(Vehicle *v)
{
v->cur_image = 3084;
v->progress = 1;
}
static void EffectTick_3(Vehicle *v)
{
if (++v->progress > 2) {
v->progress = 0;
BeginVehicleMove(v);
if (++v->cur_image > 3089) {
EndVehicleMove(v);
DeleteVehicle(v);
} else {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
}
static void EffectInit_4(Vehicle *v)
{
v->cur_image = 2040;
v->progress = 12;
}
static void EffectTick_4(Vehicle *v)
{
bool moved;
BeginVehicleMove(v);
moved = false;
if ((++v->progress & 3) == 0) {
v->z_pos++;
moved = true;
}
if ((v->progress & 0xF)==4) {
if (++v->cur_image > 2044) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
moved = true;
}
if (moved) {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void EffectInit_5(Vehicle *v)
{
v->cur_image = 3709;
v->progress = 0;
}
static void EffectTick_5(Vehicle *v)
{
if (!(++v->progress & 3)) {
BeginVehicleMove(v);
if (++v->cur_image > 3724) {
EndVehicleMove(v);
DeleteVehicle(v);
} else {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
}
static void EffectInit_6(Vehicle *v)
{
v->cur_image = 3737;
v->progress = 0;
}
static void EffectTick_6(Vehicle *v)
{
if (!(++v->progress & 7)) {
BeginVehicleMove(v);
if (++v->cur_image > 3740) v->cur_image = 3737;
VehiclePositionChanged(v);
EndVehicleMove(v);
}
if (!--v->u.special.unk0) {
BeginVehicleMove(v);
EndVehicleMove(v);
DeleteVehicle(v);
}
}
static void EffectInit_7(Vehicle *v)
{
v->cur_image = 3725;
v->progress = 0;
}
static void EffectTick_7(Vehicle *v)
{
if (!(++v->progress & 3)) {
BeginVehicleMove(v);
if (++v->cur_image > 3736) {
EndVehicleMove(v);
DeleteVehicle(v);
} else {
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
}
static void EffectInit_8(Vehicle *v)
{
v->cur_image = 1416;
v->progress = 0;
v->u.special.unk0 = 0;
v->u.special.unk2 = 0;
}
#define MK(imag,dir,dur) (imag<<6)+(dir<<4)+dur
static const byte _effecttick8_data[] = {
MK(0,0,4),
MK(3,3,4),
MK(2,2,7),
MK(0,2,7),
MK(1,1,3),
MK(2,2,7),
MK(0,2,7),
MK(1,1,3),
MK(2,2,7),
MK(0,2,7),
MK(3,3,6),
MK(2,2,6),
MK(1,1,7),
MK(3,1,7),
MK(0,0,3),
MK(1,1,7),
MK(3,1,7),
MK(0,0,3),
MK(1,1,7),
MK(3,1,7),
255
};
#undef MK
static const int8 _xy_inc_by_dir[5] = {
-1, 0, 1, 0, -1,
};
#define GET_X_INC_BY_DIR(d) _xy_inc_by_dir[d]
#define GET_Y_INC_BY_DIR(d) _xy_inc_by_dir[(d)+1]
static void EffectTick_8(Vehicle *v)
{
byte b;
if (!(++v->progress & 7)) {
v->u.special.unk2++;
BeginVehicleMove(v);
b = _effecttick8_data[v->u.special.unk0];
v->cur_image = 0x588 + (b>>6);
v->x_pos += GET_X_INC_BY_DIR((b>>4)&3);
v->y_pos += GET_X_INC_BY_DIR((b>>4)&3);
if (v->u.special.unk2 < (b & 7)) {
v->u.special.unk2 = 0;
v->u.special.unk0++;
if (_effecttick8_data[v->u.special.unk0] == 0xFF) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
}
VehiclePositionChanged(v);
EndVehicleMove(v);
}
}
static void EffectInit_9(Vehicle *v)
{
v->cur_image = 4751;
v->spritenum = 0;
v->progress = 0;
}
#define MK(x,y,z,i) (x+4)+(y+4)*16,(z+4)+i*16
/* -1,0,1,2 = 2*/
/* -1,0,1 = 2*/
/* */
static const byte _effecttick9_data1[] = {
MK(0,0,1,0),
MK(1,0,1,1),
MK(0,0,1,0),
MK(1,0,1,2),
0x81,
};
static const byte _effecttick9_data2[] = {
MK(0,0,1,0),
MK(-1,0,1,1),
MK(0,0,1,0),
MK(-1,0,1,2),
0x81,
};
static const byte _effecttick9_data3[] = {
MK(0,0,1,0),
MK(0,1,1,1),
MK(0,0,1,0),
MK(0,1,1,2),
0x81,
};
static const byte _effecttick9_data4[] = {
MK(0,0,1,0),
MK(0,-1,1,1),
MK(0,0,1,0),
MK(0,-1,1,2),
0x81,
};
static const byte _effecttick9_data5[] = {
MK(0,0,1,2),
MK(0,0,1,7),
MK(0,0,1,8),
MK(0,0,1,9),
0x80,
};
static const byte _effecttick9_data6[] = {
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),
0x82,0,
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),
0x80
};
#undef MK
static const byte * const _effecttick9_data[6] = {
_effecttick9_data1,
_effecttick9_data2,
_effecttick9_data3,
_effecttick9_data4,
_effecttick9_data5,
_effecttick9_data6,
};
static void EffectTick_9(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)
*/
int et;
const byte *b;
if (((++v->progress)&3) != 0)
return;
BeginVehicleMove(v);
et = v->engine_type + 1;
if (v->spritenum == 0) {
if (++v->cur_image < 4754) {
VehiclePositionChanged(v);
EndVehicleMove(v);
return;
}
if (v->u.special.unk2 != 0) {
v->spritenum = (byte)((InteractiveRandom()&3)+1);
} else {
v->spritenum = 6;
}
et = 0;
}
again:
v->engine_type = et;
b = &_effecttick9_data[v->spritenum - 1][et*2];
if (*b == 0x80) {
EndVehicleMove(v);
DeleteVehicle(v);
return;
}
if (*b == 0x81) {
if (v->z_pos > 180 || CHANCE16I(1,96, InteractiveRandom())) {
v->spritenum = 5;
SndPlayVehicleFx(SND_2F_POP, v);
}
et = 0;
goto again;
}
if (*b == 0x82) {
uint tile;
et++;
SndPlayVehicleFx(SND_31_EXTRACT, v);
tile = TILE_FROM_XY(v->x_pos, v->y_pos);
if (IS_TILETYPE(tile, MP_INDUSTRY) &&
_map5[tile]==0xA2) {
AddAnimatedTile(tile);
}
goto again;
}
v->x_pos += (b[0]&0xF) - 4;
v->y_pos += (b[0]>>4) - 4;
v->z_pos += (b[1]&0xF) - 4;
v->cur_image = 4748 + (b[1] >> 4);
VehiclePositionChanged(v);
EndVehicleMove(v);
}
typedef void EffectInitProc(Vehicle *v);
typedef void EffectTickProc(Vehicle *v);
static EffectInitProc * const _effect_init_procs[] = {
EffectInit_0,
EffectInit_1,
EffectInit_2,
EffectInit_3,
EffectInit_4,
EffectInit_5,
EffectInit_6,
EffectInit_7,
EffectInit_8,
EffectInit_9,
};
static EffectTickProc * const _effect_tick_procs[] = {
EffectTick_0,
EffectTick_1,
EffectTick_2,
EffectTick_3,
EffectTick_4,
EffectTick_5,
EffectTick_6,
EffectTick_7,
EffectTick_8,
EffectTick_9,
};
Vehicle *CreateEffectVehicle(int x, int y, int z, int 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, int type)
{
return CreateEffectVehicle(x, y, GetSlopeZ(x, y) + z, type);
}
Vehicle *CreateEffectVehicleRel(Vehicle *v, int x, int y, int z, int 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(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->type != 0 && (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) != 0 ||
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 = (byte)(((r >> 16) & 0x3F) + 0x3F);
v->breakdown_delay = (byte)(((r >> 24) & 0x7F) | 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 (_patches.autorenew)
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);
}
}
extern int32 EstimateTrainCost(const RailVehicleInfo *rvi);
extern int32 EstimateRoadVehCost(byte engine_type);
extern int32 EstimateShipCost(uint16 engine_type);
extern int32 EstimateAircraftCost(uint16 engine_type);
extern int32 CmdRefitRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2);
extern int32 CmdRefitShip(int x, int y, uint32 flags, uint32 p1, uint32 p2);
extern int32 CmdRefitAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2);
/* Replaces a vehicle (used to be called autorenew)
p1 - Index of vehicle
p2 - Type of new engine */
int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
/* makesvariables to inform about how much money the player wants to have left after replacing
and which engine to replace with out of p2.
the first 16 bit is the money. The last 5 digits (all 0) were removed when sent, so we add them again.
This way the max is 6553 millions and it is more than the 32 bit that is stored in _patches
This is a nice way to send 32 bit and only use 16 bit
the last 8 bit is the engine. The 8 bits in front of the engine is free so it have room for 16 bit engine entries */
uint16 new_engine_type = (uint16)(p2 & 0xFFFF);
uint32 autorefit_money = (p2 >> 16) * 100000;
Vehicle *v = DEREF_VEHICLE(p1);
int cost, build_cost;
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
if (v->type != _engines[new_engine_type].type) return CMD_ERROR;
switch (v->type) {
case VEH_Train: build_cost = EstimateTrainCost(RailVehInfo(new_engine_type)); break;
case VEH_Road: build_cost = EstimateRoadVehCost(new_engine_type); break;
case VEH_Ship: build_cost = EstimateShipCost(new_engine_type); break;
case VEH_Aircraft: build_cost = EstimateAircraftCost(new_engine_type); break;
default: return CMD_ERROR;
}
/* In a rare situation, when 2 clients are connected to 1 company and have the same
settings, a vehicle can be replaced twice.. check if this is the situation here */
if (v->engine_type == new_engine_type && v->age == 0)
return CMD_ERROR;
/* Check if there is money for the upgrade.. if not, give a nice news-item
(that is needed, because this CMD is called automaticly) */
if ( DEREF_PLAYER(v->owner)->money64 < (int32)(autorefit_money + build_cost - v->value)) {
if (( _local_player == v->owner ) && ( v->unitnumber != 0 )) { //v->unitnumber = 0 for train cars
int 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: message = 0; break;
}
AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
}
return CMD_ERROR;
}
cost = build_cost - v->value;
if (flags & DC_EXEC) {
Engine *e;
e = &_engines[new_engine_type];
// TODO make it check if refit is possible before actually doing it
/* We do not really buy a new vehicle, we upgrade the old one */
if (v->engine_type != new_engine_type) {
byte cargo_type = v->cargo_type;
v->engine_type = new_engine_type;
v->max_age = e->lifelength * 366;
/* Update limits of the vehicle (for when upgraded) */
switch (v->type) {
case VEH_Train:
// using if (true) to declare the const
{
const RailVehicleInfo *rvi = RailVehInfo(new_engine_type);
byte capacity = rvi->capacity;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
v->u.rail.railtype = e->railtype;
// 0x0100 means that we skip the check for being stopped inside the depot
// since we do not stop it for autorefitting
if (v->cargo_type != cargo_type && capacity) {
// BUG: somehow v->index is not transfered properly
//CmdRefitRailVehicle(v->x_pos, v->y_pos, DC_EXEC, v->index , cargo_type + 0x0100 );
v->cargo_type = cargo_type; // workaround, but it do not check the refit table
} else {
v->cargo_type = rvi->cargo_type;
}
break;
}
case VEH_Road:
// using if (true) to declare the const
if (true) {
const RoadVehicleInfo *rvi = RoadVehInfo(new_engine_type);
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
break;
}
case VEH_Ship:
// using if (true) to declare the const
if (true) {
const ShipVehicleInfo *svi = ShipVehInfo(new_engine_type);
v->spritenum = svi->image_index;
v->cargo_type = svi->cargo_type;
v->cargo_cap = svi->capacity;
v->max_speed = svi->max_speed;
// 0x0100 means that we skip the check for being stopped inside the depot
// since we do not stop it for autorefitting
if (v->cargo_type != cargo_type)
CmdRefitShip(v->x_pos, v->y_pos, DC_EXEC, v->index , cargo_type + 0x0100 );
break;
}
case VEH_Aircraft:
// using if (true) to declare the const
if (true) {
const AircraftVehicleInfo *avi = AircraftVehInfo(new_engine_type);
Vehicle *u;
v->max_speed = avi->max_speed;
v->acceleration = avi->acceleration;
v->spritenum = avi->image_index;
if ( cargo_type == CT_PASSENGERS ) {
v->cargo_cap = avi->passanger_capacity;
u = v->next;
u->cargo_cap = avi->mail_capacity;
} else {
// 0x0100 means that we skip the check for being stopped inside the hangar
// since we do not stop it for autorefitting
CmdRefitAircraft(v->x_pos, v->y_pos, DC_EXEC, v->index , cargo_type + 0x0100 );
}
break;
}
default: return CMD_ERROR;
}
// makes sure that the cargo is still valid compared to new capacity
if (v->cargo_count != 0) {
if ( v->cargo_type != cargo_type )
v->cargo_count = 0;
else if ( v->cargo_count > v->cargo_cap )
v->cargo_count = v->cargo_cap;
}
}
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->age = 0;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->value = build_cost;
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
//needs to be down here because refitting will change SET_EXPENSES_TYPE if called
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
return cost;
}
void MaybeReplaceVehicle(Vehicle *v)
{
uint32 new_engine_and_autoreplace_money;
if (v->owner != _local_player)
return;
// uncomment next line if you want to see what engine type just entered a depot
//printf("engine type: %d\n", v->engine_type);
// A vehicle is autorenewed when it it gets the amount of months
// give by _patches.autorenew_months away for his max age.
// Standard is -6, meaning 6 months before his max age
// It can be any value between -12 and 12.
// Here it also checks if the vehicles is listed for replacement
if (!_patches.autorenew || v->age - v->max_age < (_patches.autorenew_months * 30)) { //replace if engine is too old
if (_autoreplace_array[v->engine_type] == v->engine_type && v->type != VEH_Train) //updates to a new model
return;
}
/* Now replace the vehicle */
_current_player = v->owner;
/* makes the variable to inform about how much money the player wants to have left after replacing
and which engine to replace with
the first 16 bit is the money. Since we know the last 5 digits is 0, they are thrown away.
This way the max is 6553 millions and it is more than the 32 bit that is stored in _patches
This is a nice way to send 32 bit and only use 16 bit
the last 8 bit is the engine. The 8 bits in front of the engine is free so it have room for 16 bit engine entries */
new_engine_and_autoreplace_money = (((_patches.autorenew_money / 100000) & 0xFFFF) << 16)
+ _autoreplace_array[v->engine_type];
assert(v->type == _engines[ _autoreplace_array[v->engine_type] ].type);
if ( v->type != VEH_Train ) {
DoCommandP(v->tile, v->index, new_engine_and_autoreplace_money, NULL, CMD_REPLACE_VEHICLE | CMD_SHOW_NO_ERROR);
} else {
// checks if the front engine is outdated
if (v->engine_type != _autoreplace_array[v->engine_type] )
DoCommandP(v->tile, v->index, new_engine_and_autoreplace_money, NULL, CMD_REPLACE_VEHICLE | CMD_SHOW_NO_ERROR);
//we will check all the cars and engines if they should be replaced
while (v->next != NULL){
v = v->next;
if (v->engine_type != _autoreplace_array[v->engine_type] || v->age - v->max_age < (_patches.autorenew_months * 30))
DoCommandP(v->tile, v->index, new_engine_and_autoreplace_money , NULL, CMD_REPLACE_VEHICLE | CMD_SHOW_NO_ERROR);
}
}
_current_player = OWNER_NONE;
}
int32 CmdNameVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
StringID str;
v = &_vehicles[p1];
if (!CheckOwnership(v->owner))
return CMD_ERROR;
str = AllocateNameUnique((byte*)_decode_parameters, 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;
}
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
);
}
void InvalidateVehicleOrderWidget(Vehicle *v)
{
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
InvalidateWindowWidget(WC_VEHICLE_ORDERS, v->index, 2);
}
/* returns true if staying in the same tile */
bool GetNewVehiclePos(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 = TILE_FROM_XY(x,y);
return gp->old_tile == gp->new_tile;
}
static const byte _new_direction_table[9] = {
0, 7, 6,
1, 3, 5,
2, 3, 4,
};
byte GetDirectionTowards(Vehicle *v, int x, int y)
{
byte dirdiff, dir;
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 = _new_direction_table[i] - dir;
if (dirdiff == 0)
return dir;
return (dir+((dirdiff&7)<5?1:-1)) & 7;
}
/* 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, uint tile, int x, int y)
{
uint old_tile = v->tile;
uint32 result = _tile_type_procs[GET_TILETYPE(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
/* When vehicle_enter_tile_proc returns 8, that apparently means that
* we cannot enter the tile at all. In that case, don't call
* leave_tile. */
if (!(result & 8) && old_tile != tile) {
VehicleLeaveTileProc *proc = _tile_type_procs[GET_TILETYPE(old_tile)]->vehicle_leave_tile_proc;
if (proc != NULL)
proc(v, old_tile, x, y);
}
return result;
}
uint GetFreeUnitNumber(byte type)
{
uint unit_num = 0;
Vehicle *u;
restart:
unit_num++;
FOR_ALL_VEHICLES(u) {
if (u->type == type && u->owner == _current_player &&
unit_num == u->unitnumber)
goto restart;
}
return unit_num;
}
// Save and load of vehicles
const byte _common_veh_desc[] = {
SLE_VAR(Vehicle,subtype, SLE_UINT8),
SLE_VAR(Vehicle,next_in_chain_old, SLE_UINT16),
SLE_VAR(Vehicle,string_id, SLE_STRINGID),
SLE_VAR(Vehicle,unitnumber, SLE_UINT8),
SLE_VAR(Vehicle,owner, SLE_UINT8),
SLE_VAR(Vehicle,tile, SLE_UINT16),
SLE_VAR(Vehicle,dest_tile, SLE_UINT16),
SLE_VAR(Vehicle,x_pos, SLE_INT16),
SLE_VAR(Vehicle,y_pos, SLE_INT16),
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, 255),
SLE_VAR(Vehicle,cargo_type, SLE_UINT8),
SLE_VAR(Vehicle,cargo_days, SLE_UINT8),
SLE_VAR(Vehicle,cargo_source, SLE_UINT8),
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),
SLE_VAR(Vehicle,current_order, SLE_UINT8), /* XXX hack to avoid version bump */
#if _MSC_VER != 1200
SLE_VAR(Vehicle,current_order.station, SLE_UINT8),
#else /* XXX workaround for MSVC6 */
SLE_VAR2(Vehicle, current_order, Order, station, SLE_UINT8),
#endif
SLE_REF(Vehicle,schedule_ptr, REF_SCHEDULE),
SLE_VAR(Vehicle,age, SLE_UINT16),
SLE_VAR(Vehicle,max_age, SLE_UINT16),
SLE_VAR(Vehicle,date_of_last_service,SLE_UINT16),
SLE_VAR(Vehicle,service_interval, SLE_UINT16),
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_VAR(Vehicle,build_year, SLE_UINT8),
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),
// reserve extra space in savegame here. (currently 14 bytes)
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 2, 2, 255), /* 2 */
SLE_CONDARR(NullStruct,null,SLE_FILE_U16 | SLE_VAR_NULL, 2, 2, 255), /* 4 */
SLE_CONDARR(NullStruct,null,SLE_FILE_U32 | SLE_VAR_NULL, 2, 2, 255), /* 8 */
SLE_END()
};
static const byte _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, 255),
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,days_since_order_progr), SLE_UINT16, 2, 255),
// reserve extra space in savegame here. (currently 13 bytes)
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 13, 2, 255),
SLE_END()
};
static const byte _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,unk2), 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),
// reserve extra space in savegame here. (currently 16 bytes)
SLE_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255),
SLE_END()
};
static const byte _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_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255),
SLE_END()
};
static const byte _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, 255),
SLE_VARX(offsetof(Vehicle,u)+offsetof(VehicleAir,state), SLE_UINT8),
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleAir,previous_pos), SLE_UINT8, 2, 255),
// reserve extra space in savegame here. (currently 15 bytes)
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 15, 2, 255),
SLE_END()
};
static const byte _special_desc[] = {
SLE_WRITEBYTE(Vehicle,type,VEH_Special, 4),
SLE_VAR(Vehicle,subtype, SLE_UINT8),
SLE_VAR(Vehicle,tile, SLE_UINT16),
SLE_VAR(Vehicle,x_pos, SLE_INT16),
SLE_VAR(Vehicle,y_pos, SLE_INT16),
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_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255),
SLE_END()
};
static const byte _disaster_desc[] = {
SLE_WRITEBYTE(Vehicle,type,VEH_Disaster, 5),
SLE_VAR(Vehicle,next_in_chain_old,SLE_UINT16),
SLE_VAR(Vehicle,subtype, SLE_UINT8),
SLE_VAR(Vehicle,tile, SLE_UINT16),
SLE_VAR(Vehicle,dest_tile, SLE_UINT16),
SLE_VAR(Vehicle,x_pos, SLE_INT16),
SLE_VAR(Vehicle,y_pos, SLE_INT16),
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),
#if _MSC_VER != 1200
SLE_VAR(Vehicle,current_order.station, SLE_UINT8),
#else /* XXX workaround for MSVC6 */
SLE_VAR2(Vehicle, current_order, Order, station, SLE_UINT8),
#endif
SLE_VAR(Vehicle,cur_image, SLE_UINT16),
SLE_VAR(Vehicle,age, SLE_UINT16),
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_CONDARR(NullStruct,null,SLE_FILE_U64 | SLE_VAR_NULL, 2, 2, 255),
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()
{
Vehicle *v;
// Write the vehicles
FOR_ALL_VEHICLES(v) {
if (v->type != 0) {
/* XXX - Here for now, because we did not bump the savegame to version 5 yet */
if (_sl.version < 5 && v->last_station_visited == 0xFFFF)
v->last_station_visited = 0xFF;
SlSetArrayIndex(v->index);
v->next_in_chain_old = v->next ? v->next->index : INVALID_VEHICLE;
SlObject(v, _veh_descs[v->type - 0x10]);
}
}
}
// Will be called when vehicles need to be loaded.
static void Load_VEHS()
{
int index;
Vehicle *v;
while ((index = SlIterateArray()) != -1) {
Vehicle *v = &_vehicles[index];
v->next_in_chain_old = INVALID_VEHICLE;
SlObject(v, _veh_descs[SlReadByte()]);
v->next = v->next_in_chain_old == INVALID_VEHICLE ? NULL : &_vehicles[v->next_in_chain_old];
if (v->type == VEH_Train)
v->u.rail.first_engine = 0xffff;
/* Old savegames used 'last_station_visited = 0xFF', should be 0xFFFF */
if (_sl.version < 5 && v->last_station_visited == 0xFF)
v->last_station_visited = 0xFFFF;
}
// Iterate through trains and set first_engine appropriately.
FOR_ALL_VEHICLES(v) {
Vehicle *w;
if (v->type != VEH_Train || v->subtype != 0)
continue;
for (w = v->next; w; w = w->next)
w->u.rail.first_engine = v->engine_type;
}
}
static const byte _depot_desc[] = {
SLE_VAR(Depot,xy, SLE_UINT16),
SLE_VAR(Depot,town_index, SLE_UINT16),
SLE_END()
};
static void Save_DEPT()
{
Depot *d;
int i;
for(i=0,d=_depots; i!=lengthof(_depots); i++,d++) {
if (d->xy != 0) {
SlSetArrayIndex(i);
SlObject(d, _depot_desc);
}
}
}
static void Load_DEPT()
{
int index;
while ((index = SlIterateArray()) != -1) {
SlObject(&_depots[index], _depot_desc);
}
}
static const byte _waypoint_desc[] = {
SLE_VAR(Waypoint,xy, SLE_UINT16),
SLE_VAR(Waypoint,town_or_string, SLE_UINT16),
SLE_VAR(Waypoint,deleted, SLE_UINT8),
SLE_CONDVAR(Waypoint, build_date, SLE_UINT16, 3, 255),
SLE_CONDVAR(Waypoint, stat_id, SLE_UINT8, 3, 255),
SLE_END()
};
static void Save_CHKP()
{
Waypoint *cp;
int i;
for(i=0,cp=_waypoints; i!=lengthof(_waypoints); i++,cp++) {
if (cp->xy != 0) {
SlSetArrayIndex(i);
SlObject(cp, _waypoint_desc);
}
}
}
static void Load_CHKP()
{
int index;
while ((index = SlIterateArray()) != -1) {
SlObject(&_waypoints[index], _waypoint_desc);
}
}
static void Save_ORDR()
{
uint16 orders[lengthof(_order_array)];
uint len = _ptr_to_next_order - _order_array;
uint i;
assert (len <= lengthof(orders));
for (i = 0; i < len; ++i)
orders[i] = PackOrder(&_order_array[i]);
SlArray(orders, len, SLE_UINT16);
}
static void Load_ORDR()
{
uint16 orders[lengthof(_order_array)];
uint len = SlGetFieldLength() >> 1;
uint i;
assert (len <= lengthof(orders));
_ptr_to_next_order = _order_array + len;
SlArray(orders, len, SLE_UINT16);
for (i = 0; i < len; ++i)
_order_array[i] = UnpackOrder(orders[i]);
}
const ChunkHandler _veh_chunk_handlers[] = {
{ 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY},
{ 'ORDR', Save_ORDR, Load_ORDR, CH_RIFF},
{ 'DEPT', Save_DEPT, Load_DEPT, CH_ARRAY},
{ 'CHKP', Save_CHKP, Load_CHKP, CH_ARRAY | CH_LAST},
};
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