Mercurial > hg > openttd
changeset 8996:6a811008eb9f draft
(svn r12791) -Codechange: [autoreplace] Added a flag parameter (listens for DC_EXEC and DC_QUERY_COST) and included more info when returning CommandCost
This allowed cleaning up the code in MaybeReplaceVehicle()
author | bjarni <bjarni@openttd.org> |
---|---|
date | Sat, 19 Apr 2008 15:14:20 +0000 |
parents | 3e58e70db5ad |
children | 19392bf555ff |
files | src/autoreplace_cmd.cpp src/vehicle.cpp src/vehicle_func.h |
diffstat | 3 files changed, 112 insertions(+), 79 deletions(-) [+] |
line wrap: on
line diff
--- a/src/autoreplace_cmd.cpp +++ b/src/autoreplace_cmd.cpp @@ -296,17 +296,37 @@ * (used to be called autorenew) * @param v The vehicle to replace * if the vehicle is a train, v needs to be the front engine - * @param check Checks if the replace is valid. No action is done at all - * @param display_costs If set, a cost animation is shown (only if check is false) - * @return CMD_ERROR if something went wrong. Otherwise the price of the replace + * @param flags + * @param display_costs If set, a cost animation is shown (only if DC_EXEC is set) + * This bool also takes autorenew money into consideration + * @return the costs, the success bool and sometimes an error message */ -CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs) +CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs) { Vehicle *w; const Player *p = GetPlayer(v->owner); - byte flags = 0; - CommandCost cost, temp_cost; - bool stopped; + CommandCost cost; + bool stopped = false; + + /* We only want "real" vehicle types. */ + assert(IsPlayerBuildableVehicleType(v)); + + /* Ensure that this bool is cleared. */ + assert(!v->leave_depot_instantly); + + /* We can't sell if the current player don't own the vehicle. */ + assert(v->owner == _current_player); + + if (!v->IsInDepot()) { + /* The vehicle should be inside the depot */ + switch (v->type) { + default: NOT_REACHED(); + case VEH_TRAIN: return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED); break; + case VEH_ROAD: return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE); break; + case VEH_SHIP: return_cmd_error(STR_980B_SHIP_MUST_BE_STOPPED_IN); break; + case VEH_AIRCRAFT: return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED); break; + } + } /* Remember the length in case we need to trim train later on * If it's not a train, the value is unused @@ -317,20 +337,14 @@ -1 ); - - _current_player = v->owner; - - assert(IsPlayerBuildableVehicleType(v)); - - assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed + if (!(v->vehstatus & VS_STOPPED)) { + /* The vehicle is moving so we better stop it before we might alter consist or sell it */ + v->vehstatus |= VS_STOPPED; + /* Remember that we stopped the vehicle */ + stopped = true; + } - /* Remember the flag v->leave_depot_instantly because if we replace the vehicle, the vehicle holding this flag will be sold - * If it is set, then we only stopped the vehicle to replace it (if needed) and we will need to start it again. - * We also need to reset the flag since it should remain false except from when the vehicle enters a depot until autoreplace is handled in the same tick */ - stopped = v->leave_depot_instantly; - v->leave_depot_instantly = false; - - for (;;) { + { cost = CommandCost(EXPENSES_NEW_VEHICLES); w = v; do { @@ -346,9 +360,7 @@ } /* Now replace the vehicle */ - temp_cost = ReplaceVehicle(&w, flags, cost.GetCost()); - - if (CmdFailed(temp_cost)) break; // replace failed for some reason. Leave the vehicle alone + cost.AddCost(ReplaceVehicle(&w, flags, cost.GetCost())); if (flags & DC_EXEC && (w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE)) { @@ -358,11 +370,26 @@ */ v = w; } - cost.AddCost(temp_cost); } while (w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL); - if (!(flags & DC_EXEC) && (p->player_money < (cost.GetCost() + p->engine_renew_money) || cost.GetCost() == 0)) { - if (!check && p->player_money < (cost.GetCost() + p->engine_renew_money) && ( _local_player == v->owner ) && cost.GetCost() != 0) { + if (flags & DC_QUERY_COST || cost.GetCost() == 0) { + /* We didn't do anything during the replace so we will just exit here */ + if (stopped) v->vehstatus &= ~VS_STOPPED; + return cost; + } + + if (display_costs && !(flags & DC_EXEC)) { + /* We want to ensure that we will not get below p->engine_renew_money. + * We will not actually pay this amount. It's for display and checks only. */ + cost.AddCost((Money)p->engine_renew_money); + if (CmdSucceeded(cost) && GetAvailableMoneyForCommand() < cost.GetCost()) { + /* We don't have enough money so we will set cost to failed */ + cost.AddCost(CMD_ERROR); + } + } + + if (display_costs && CmdFailed(cost)) { + if (GetAvailableMoneyForCommand() < cost.GetCost() && IsLocalPlayer()) { StringID message; SetDParam(0, v->unitnumber); switch (v->type) { @@ -376,50 +403,40 @@ AddNewsItem(message, NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, DNC_NONE, v->index, 0); } - if (stopped) v->vehstatus &= ~VS_STOPPED; - if (display_costs) _current_player = OWNER_NONE; - return CMD_ERROR; - } - - if (flags & DC_EXEC) { - break; // we are done replacing since the loop ran once with DC_EXEC - } else if (check) { - /* It's a test only and we know that we can do this - * NOTE: payment for wagon removal is NOT included in this price */ - return cost; - } - // 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)->railveh_type != RAILVEH_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, NM_SMALL, NF_VIEWPORT | NF_VEHICLE, NT_ADVICE, DNC_NONE, 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.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON)); } } + if (flags & DC_EXEC && CmdSucceeded(cost)) { + /* 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)->railveh_type != RAILVEH_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, NM_SMALL, NF_VIEWPORT | NF_VEHICLE, NT_ADVICE, DNC_NONE, 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.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON)); + } + } + if (display_costs && IsLocalPlayer()) { + ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost()); + } + } + + /* Start the vehicle if we stopped it earlier */ if (stopped) v->vehstatus &= ~VS_STOPPED; - if (display_costs) { - if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost()); - _current_player = OWNER_NONE; - } + return cost; }
--- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -691,11 +691,32 @@ /* now we handle all the vehicles that entered a depot this tick */ v = _first_veh_in_depot_list; - while (v != NULL) { - Vehicle *w = v->depot_list; - v->depot_list = NULL; // it should always be NULL at the end of each tick - MaybeReplaceVehicle(v, false, true); - v = w; + if (v != NULL) { + while (v != NULL) { + /* Autoreplace needs the current player set as the vehicle owner */ + _current_player = v->owner; + + /* Buffer v->depot_list and clear it. + * Autoreplace might clear this so it has to be buffered. */ + Vehicle *w = v->depot_list; + v->depot_list = NULL; // it should always be NULL at the end of each tick + + /* Start vehicle if we stopped them in VehicleEnteredDepotThisTick() + * We need to stop them between VehicleEnteredDepotThisTick() and here or we risk that + * they are already leaving the depot again before being replaced. */ + if (v->leave_depot_instantly) { + v->leave_depot_instantly = false; + v->vehstatus &= ~VS_STOPPED; + } + + CommandCost cost = MaybeReplaceVehicle(v, 0, true); + if (CmdSucceeded(cost) && cost.GetCost() != 0) { + /* Looks like we can replace this vehicle so we go ahead and do so */ + MaybeReplaceVehicle(v, DC_EXEC, true); + } + v = w; + } + _current_player = OWNER_NONE; } } @@ -1695,16 +1716,11 @@ for (uint i = 0; i < engine_count; i++) { Vehicle *v = vl[i]; - bool stopped = !(v->vehstatus & VS_STOPPED); /* Ensure that the vehicle completely in the depot */ if (!v->IsInDepot()) continue; - if (stopped) { - v->vehstatus |= VS_STOPPED; // Stop the vehicle - v->leave_depot_instantly = true; - } - CommandCost ret = MaybeReplaceVehicle(v, !(flags & DC_EXEC), false); + CommandCost ret = MaybeReplaceVehicle(v, flags, false); if (CmdSucceeded(ret)) { cost.AddCost(ret);
--- a/src/vehicle_func.h +++ b/src/vehicle_func.h @@ -71,7 +71,7 @@ CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id); void VehicleEnterDepot(Vehicle *v); -CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs); +CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs); bool CanBuildVehicleInfrastructure(VehicleType type); void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2);