Mercurial > hg > openttd
changeset 13940:b76c3fa5c59d draft
(svn r18472) -Fix [FS#3146]: selling vehicles in the depot could create states that are not allowed by the NewGRF attach callback.
author | rubidium <rubidium@openttd.org> |
---|---|
date | Sat, 12 Dec 2009 22:59:48 +0000 |
parents | 0a9f4129b777 |
children | 5a2efeabdd21 |
files | src/train_cmd.cpp |
diffstat | 1 files changed, 56 insertions(+), 200 deletions(-) [+] |
line wrap: on
line diff
--- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -980,35 +980,6 @@ return count; } -/** - * Unlink a rail wagon from the consist. - * @param v Vehicle to remove. - * @param first The first vehicle of the consist. - * @return The first vehicle of the consist. - */ -static Train *UnlinkWagon(Train *v, Train *first) -{ - /* unlinking the first vehicle of the chain? */ - if (v == first) { - v = v->GetNextVehicle(); - if (v == NULL) return NULL; - - if (v->IsWagon()) v->SetFreeWagon(); - - /* First can be an articulated engine, meaning GetNextVehicle() isn't - * v->Next(). Thus set the next vehicle of the last articulated part - * and the last articulated part is just before the next vehicle (v). */ - v->Previous()->SetNext(NULL); - - return v; - } - - Train *u; - for (u = first; u->GetNextVehicle() != v; u = u->GetNextVehicle()) {} - u->GetLastEnginePart()->SetNext(v->GetNextVehicle()); - return first; -} - static Train *FindGoodVehiclePos(const Train *src) { EngineID eng = src->engine_type; @@ -1029,41 +1000,6 @@ return NULL; } -/* - * add a vehicle v behind vehicle dest - * use this function since it sets flags as needed - */ -static void AddWagonToConsist(Train *v, Train *dest) -{ - UnlinkWagon(v, v->First()); - if (dest == NULL) return; - - Train *next = dest->Next(); - v->SetNext(NULL); - dest->SetNext(v); - v->SetNext(next); - v->ClearFreeWagon(); - v->ClearFrontEngine(); -} - -/* - * move around on the train so rear engines are placed correctly according to the other engines - * always call with the front engine - */ -static void NormaliseTrainConsist(Train *v) -{ - for (; v != NULL; v = v->GetNextVehicle()) { - if (!v->IsMultiheaded() || !v->IsEngine()) continue; - - /* make sure that there are no free cars before next engine */ - Train *u; - for (u = v; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {} - - if (u == v->other_multiheaded_part) continue; - AddWagonToConsist(v->other_multiheaded_part, u); - } -} - /** Helper type for lists/vectors of trains */ typedef SmallVector<Train *, 16> TrainList; @@ -1546,7 +1482,9 @@ Train *v = Train::GetIfValid(p1); if (v == NULL || !CheckOwnership(v->owner)) return CMD_ERROR; - if (p2 > 1) return CMD_ERROR; + + /* Sell a chain of vehicles or not? */ + bool sell_chain = HasBit(p2, 0); if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_CAN_T_SELL_DESTROYED_VEHICLE); @@ -1560,145 +1498,63 @@ if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT); - if (flags & DC_EXEC) { - if (v == first && first->IsFrontEngine()) { - DeleteWindowById(WC_VEHICLE_VIEW, first->index); - DeleteWindowById(WC_VEHICLE_ORDERS, first->index); - DeleteWindowById(WC_VEHICLE_REFIT, first->index); - DeleteWindowById(WC_VEHICLE_DETAILS, first->index); - DeleteWindowById(WC_VEHICLE_TIMETABLE, first->index); - } - SetWindowDirty(WC_VEHICLE_DEPOT, first->tile); - InvalidateWindowClassesData(WC_TRAINS_LIST, 0); + /* First make a backup of the order of the train. That way we can do + * whatever we want with the order and later on easily revert. */ + TrainList original; + MakeTrainBackup(original, first); + + /* We need to keep track of the new head and the head of what we're going to sell. */ + Train *new_head = first; + Train *sell_head = NULL; + + /* Split the train in the wanted way. */ + ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain); + + /* We don't need to validate the second train; it's going to be sold. */ + CommandCost ret = ValidateTrains(NULL, NULL, first, new_head); + if (ret.Failed()) { + /* Restore the train we had. */ + RestoreTrainBackup(original); + return ret; } CommandCost cost(EXPENSES_NEW_VEHICLES); - switch (p2) { - case 0: { // Delete given wagon - bool switch_engine = false; // update second wagon to engine? - - /* 1. Delete the engine, if it is dualheaded also delete the matching - * rear engine of the loco (from the point of deletion onwards) */ - Train *rear = (v->IsMultiheaded() && - v->IsEngine()) ? v->other_multiheaded_part : NULL; - - if (rear != NULL) { - cost.AddCost(-rear->value); - if (flags & DC_EXEC) { - UnlinkWagon(rear, first); - delete rear; - } - } - - /* 2. We are selling the front vehicle, some special action might be required - * here, so take attention */ - if (v == first) { - Train *new_f = first->GetNextUnit(); - - /* 2.2 If there are wagons present after the deleted front engine, check - * if the second wagon (which will be first) is an engine. If it is one, - * promote it as a new train, retaining the unitnumber, orders */ - if (new_f != NULL && new_f->IsEngine()) { - if (first->IsEngine()) { - /* Let the new front engine take over the setup of the old engine */ - switch_engine = true; - - if (flags & DC_EXEC) { - /* Make sure the group counts stay correct. */ - new_f->group_id = first->group_id; - first->group_id = DEFAULT_GROUP; - - /* Copy orders (by sharing) */ - new_f->orders.list = first->orders.list; - new_f->AddToShared(first); - DeleteVehicleOrders(first); - - /* Copy other important data from the front engine */ - new_f->CopyVehicleConfigAndStatistics(first); - - /* If we deleted a window then open a new one for the 'new' train */ - if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_f); - } - } else { - /* We are selling a free wagon, and construct a new train at the same time. - * This needs lots of extra checks (e.g. train limit), which are done by first moving - * the remaining vehicles to a new row */ - cost.AddCost(DoCommand(0, new_f->index | INVALID_VEHICLE << 16, 1, flags, CMD_MOVE_RAIL_VEHICLE)); - if (cost.Failed()) return cost; - } - } - } - - /* 3. Delete the requested wagon */ - cost.AddCost(-v->value); - if (flags & DC_EXEC) { - first = UnlinkWagon(v, first); - delete v; - - /* 4 If the second wagon was an engine, update it to front_engine - * which UnlinkWagon() has changed to TS_Free_Car */ - if (switch_engine) first->SetFrontEngine(); - - /* 5. If the train still exists, update its acceleration, window, etc. */ - if (first != NULL) { - NormaliseTrainConsist(first); - TrainConsistChanged(first, false); - UpdateTrainGroupID(first); - if (first->IsFrontEngine()) SetWindowDirty(WC_VEHICLE_REFIT, first->index); - } - - } - } break; - case 1: { // Delete wagon and all wagons after it given certain criteria - /* Start deleting every vehicle after the selected one - * If we encounter a matching rear-engine to a front-engine - * earlier in the chain (before deletion), leave it alone */ - for (Train *tmp; v != NULL; v = tmp) { - tmp = v->GetNextVehicle(); - - if (v->IsMultiheaded()) { - if (v->IsEngine()) { - /* We got a front engine of a multiheaded set. Now we will sell the rear end too */ - Train *rear = v->other_multiheaded_part; - - if (rear != NULL) { - cost.AddCost(-rear->value); - - /* If this is a multiheaded vehicle with nothing - * between the parts, tmp will be pointing to the - * rear part, which is unlinked from the train and - * deleted here. However, because tmp has already - * been set it needs to be updated now so that the - * loop never sees the rear part. */ - if (tmp == rear) tmp = tmp->GetNextVehicle(); - - if (flags & DC_EXEC) { - first = UnlinkWagon(rear, first); - delete rear; - } - } - } else if (v->other_multiheaded_part != NULL) { - /* The front to this engine is earlier in this train. Do nothing */ - continue; - } - } - - cost.AddCost(-v->value); - if (flags & DC_EXEC) { - first = UnlinkWagon(v, first); - delete v; - } - } - - /* 3. If it is still a valid train after selling, update its acceleration and cached values */ - if ((flags & DC_EXEC) && first != NULL) { - NormaliseTrainConsist(first); - TrainConsistChanged(first, false); - UpdateTrainGroupID(first); - SetWindowDirty(WC_VEHICLE_REFIT, first->index); - } - } break; + for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value); + + /* do it? */ + if (flags & DC_EXEC) { + /* First normalise the sub types of the chain. */ + NormaliseSubtypes(new_head); + + if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) { + /* We are selling the front engine. In this case we want to + * 'give' the order, unitnumber and such to the new head. */ + new_head->orders.list = first->orders.list; + new_head->AddToShared(first); + DeleteVehicleOrders(first); + + /* Copy other important data from the front engine */ + new_head->CopyVehicleConfigAndStatistics(first); + IncreaseGroupNumVehicle(new_head->group_id); + + /* If we deleted a window then open a new one for the 'new' train */ + if (IsLocalCompany() && w != NULL) ShowVehicleViewWindow(new_head); + } + + /* We need to update the information about the train. */ + NormaliseTrainHead(new_head); + + /* We are undoubtedly changing something in the depot and train list. */ + InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); + InvalidateWindowClassesData(WC_TRAINS_LIST, 0); + + /* Actually delete the sold 'goods' */ + delete sell_head; + } else { + /* We don't want to execute what we're just tried. */ + RestoreTrainBackup(original); } + return cost; }