Mercurial > hg > openttd
changeset 11349:bf07f69e1221 draft
(svn r15699) -Codechange: split Cmd* from vehicle.cpp to vehicle_cmd.cpp.
author | rubidium <rubidium@openttd.org> |
---|---|
date | Fri, 13 Mar 2009 20:09:35 +0000 |
parents | abce84d4f0da |
children | 8a62f1cb73a3 |
files | projects/openttd_vs80.vcproj projects/openttd_vs90.vcproj source.list src/vehicle.cpp src/vehicle_cmd.cpp |
diffstat | 5 files changed, 595 insertions(+), 562 deletions(-) [+] |
line wrap: on
line diff
--- a/projects/openttd_vs80.vcproj +++ b/projects/openttd_vs80.vcproj @@ -2004,6 +2004,10 @@ > </File> <File + RelativePath=".\..\src\vehicle_cmd.cpp" + > + </File> + <File RelativePath=".\..\src\water_cmd.cpp" > </File>
--- a/projects/openttd_vs90.vcproj +++ b/projects/openttd_vs90.vcproj @@ -2001,6 +2001,10 @@ > </File> <File + RelativePath=".\..\src\vehicle_cmd.cpp" + > + </File> + <File RelativePath=".\..\src\water_cmd.cpp" > </File>
--- a/source.list +++ b/source.list @@ -449,6 +449,7 @@ tree_cmd.cpp tunnelbridge_cmd.cpp unmovable_cmd.cpp +vehicle_cmd.cpp water_cmd.cpp # Save/Load handlers
--- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -20,7 +20,6 @@ #include "newgrf_engine.h" #include "newgrf_sound.h" #include "newgrf_station.h" -#include "newgrf_text.h" #include "group.h" #include "group_gui.h" #include "strings_func.h" @@ -31,12 +30,10 @@ #include "vehicle_func.h" #include "autoreplace_func.h" #include "autoreplace_gui.h" -#include "string_func.h" #include "oldpool_func.h" #include "depot_map.h" #include "ai/ai.hpp" #include "core/smallmap_type.hpp" -#include "vehiclelist.h" #include "depot_func.h" #include "settings_type.h" @@ -51,35 +48,6 @@ uint16 _returned_refit_capacity; -/* Tables used in vehicle.h to find the right command for a certain vehicle type */ -const uint32 _veh_build_proc_table[] = { - CMD_BUILD_RAIL_VEHICLE, - CMD_BUILD_ROAD_VEH, - CMD_BUILD_SHIP, - CMD_BUILD_AIRCRAFT, -}; -const uint32 _veh_sell_proc_table[] = { - CMD_SELL_RAIL_WAGON, - CMD_SELL_ROAD_VEH, - CMD_SELL_SHIP, - CMD_SELL_AIRCRAFT, -}; - -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, -}; - - /* Initialize the vehicle-pool */ DEFINE_OLD_POOL_GENERIC(Vehicle, Vehicle) @@ -939,481 +907,6 @@ AddNewsItem(str, NS_ADVICE, v->index, 0); } -/** Start/Stop a vehicle - * @param tile unused - * @param flags type of operation - * @param p1 vehicle to start/stop - * @param p2 bit 0: Shall the start/stop newgrf callback be evaluated (only valid with DC_AUTOREPLACE for network safety) - * @return result of operation. Nothing if everything went well - */ -CommandCost CmdStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) -{ - /* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */ - if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0); - - if (!IsValidVehicleID(p1)) return CMD_ERROR; - - Vehicle *v = GetVehicle(p1); - - if (!CheckOwnership(v->owner)) return CMD_ERROR; - if (!v->IsPrimaryVehicle()) return CMD_ERROR; - - switch (v->type) { - case VEH_TRAIN: - if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY); - break; - - case VEH_SHIP: - case VEH_ROAD: - break; - - case VEH_AIRCRAFT: - /* cannot stop airplane when in flight, or when taking off / landing */ - if (v->u.air.state >= STARTTAKEOFF && v->u.air.state < TERM7) return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT); - break; - - default: return CMD_ERROR; - } - - /* Check if this vehicle can be started/stopped. The callback will fail or - * return 0xFF if it can. */ - uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v); - if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF && HasBit(p2, 0)) { - StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback); - return_cmd_error(error); - } - - if (flags & DC_EXEC) { - static const StringID vehicle_waiting_in_depot[] = { - STR_8814_TRAIN_IS_WAITING_IN_DEPOT, - STR_9016_ROAD_VEHICLE_IS_WAITING, - STR_981C_SHIP_IS_WAITING_IN_DEPOT, - STR_A014_AIRCRAFT_IS_WAITING_IN, - }; - - static const WindowClass vehicle_list[] = { - WC_TRAINS_LIST, - WC_ROADVEH_LIST, - WC_SHIPS_LIST, - WC_AIRCRAFT_LIST, - }; - - if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, vehicle_waiting_in_depot[v->type]); - - v->vehstatus ^= VS_STOPPED; - if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly' - InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); - InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); - InvalidateWindowClasses(vehicle_list[v->type]); - } - return CommandCost(); -} - -/** Starts or stops a lot of vehicles - * @param tile Tile of the depot where the vehicles are started/stopped (only used for depots) - * @param flags type of operation - * @param p1 Station/Order/Depot ID (only used for vehicle list windows) - * @param p2 bitmask - * - bit 0-4 Vehicle type - * - bit 5 false = start vehicles, true = stop vehicles - * - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case - * - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set) - */ -CommandCost CmdMassStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) -{ - VehicleList list; - CommandCost return_value = CMD_ERROR; - VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5); - bool start_stop = HasBit(p2, 5); - bool vehicle_list_window = HasBit(p2, 6); - - if (vehicle_list_window) { - uint32 id = p1; - uint16 window_type = p2 & VLW_MASK; - - GenerateVehicleSortList(&list, vehicle_type, _current_company, id, window_type); - } else { - /* Get the list of vehicles in the depot */ - BuildDepotVehicleList(vehicle_type, tile, &list, NULL); - } - - for (uint i = 0; i < list.Length(); i++) { - const Vehicle *v = list[i]; - - if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue; - - if (!vehicle_list_window) { - if (vehicle_type == VEH_TRAIN) { - if (CheckTrainInDepot(v, false) == -1) continue; - } else { - if (!(v->vehstatus & VS_HIDDEN)) continue; - } - } - - CommandCost ret = DoCommand(tile, v->index, 0, flags, CMD_START_STOP_VEHICLE); - - if (CmdSucceeded(ret)) { - return_value = CommandCost(); - /* We know that the command is valid for at least one vehicle. - * If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */ - if (!(flags & DC_EXEC)) break; - } - } - - return return_value; -} - -/** Sells all vehicles in a depot - * @param tile Tile of the depot where the depot is - * @param flags type of operation - * @param p1 Vehicle type - * @param p2 unused - */ -CommandCost CmdDepotSellAllVehicles(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) -{ - VehicleList list; - - CommandCost cost(EXPENSES_NEW_VEHICLES); - uint sell_command; - VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); - - switch (vehicle_type) { - case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break; - case VEH_ROAD: sell_command = CMD_SELL_ROAD_VEH; break; - case VEH_SHIP: sell_command = CMD_SELL_SHIP; break; - case VEH_AIRCRAFT: sell_command = CMD_SELL_AIRCRAFT; break; - default: return CMD_ERROR; - } - - /* Get the list of vehicles in the depot */ - BuildDepotVehicleList(vehicle_type, tile, &list, &list); - - for (uint i = 0; i < list.Length(); i++) { - CommandCost ret = DoCommand(tile, list[i]->index, 1, flags, sell_command); - if (CmdSucceeded(ret)) cost.AddCost(ret); - } - - if (cost.GetCost() == 0) return CMD_ERROR; // no vehicles to sell - return cost; -} - -/** Autoreplace all vehicles in the depot - * Note: this command can make incorrect cost estimations - * Luckily the final price can only drop, not increase. This is due to the fact that - * estimation can't predict wagon removal so it presumes worst case which is no income from selling wagons. - * @param tile Tile of the depot where the vehicles are - * @param flags type of operation - * @param p1 Type of vehicle - * @param p2 If bit 0 is set, then either replace all or nothing (instead of replacing until money runs out) - */ -CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) -{ - VehicleList list; - CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES); - VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); - bool all_or_nothing = HasBit(p2, 0); - - if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR; - - /* Get the list of vehicles in the depot */ - BuildDepotVehicleList(vehicle_type, tile, &list, &list, true); - - bool did_something = false; - - for (uint i = 0; i < list.Length(); i++) { - Vehicle *v = (Vehicle*)list[i]; - - /* Ensure that the vehicle completely in the depot */ - if (!v->IsInDepot()) continue; - - CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE); - - if (CmdSucceeded(ret)) { - did_something = true; - cost.AddCost(ret); - } else { - if (ret.GetErrorMessage() != STR_AUTOREPLACE_NOTHING_TO_DO && all_or_nothing) { - /* We failed to replace a vehicle even though we set all or nothing. - * We should never reach this if DC_EXEC is set since then it should - * have failed the estimation guess. */ - assert(!(flags & DC_EXEC)); - /* Now we will have to return an error. */ - return CMD_ERROR; - } - } - } - - if (!did_something) { - /* Either we didn't replace anything or something went wrong. - * Either way we want to return an error and not execute this command. */ - cost = CMD_ERROR; - } - - return cost; -} - -/** Test if a name is unique among vehicle names. - * @param name Name to test. - * @return True ifffffff the name is unique. - */ -static bool IsUniqueVehicleName(const char *name) -{ - const Vehicle *v; - - FOR_ALL_VEHICLES(v) { - if (v->name != NULL && strcmp(v->name, name) == 0) return false; - } - - return true; -} - -/** Clone the custom name of a vehicle, adding or incrementing a number. - * @param src Source vehicle, with a custom name. - * @param dst Destination vehicle. - */ -static void CloneVehicleName(const Vehicle *src, Vehicle *dst) -{ - char buf[256]; - - /* Find the position of the first digit in the last group of digits. */ - size_t number_position; - for (number_position = strlen(src->name); number_position > 0; number_position--) { - /* The design of UTF-8 lets this work simply without having to check - * for UTF-8 sequences. */ - if (src->name[number_position - 1] < '0' || src->name[number_position - 1] > '9') break; - } - - /* Format buffer and determine starting number. */ - int num; - if (number_position == strlen(src->name)) { - /* No digit at the end, so start at number 2. */ - strecpy(buf, src->name, lastof(buf)); - strecat(buf, " ", lastof(buf)); - number_position = strlen(buf); - num = 2; - } else { - /* Found digits, parse them and start at the next number. */ - strecpy(buf, src->name, lastof(buf)); - buf[number_position] = '\0'; - num = strtol(&src->name[number_position], NULL, 10) + 1; - } - - /* Check if this name is already taken. */ - for (int max_iterations = 1000; max_iterations > 0; max_iterations--, num++) { - /* Attach the number to the temporary name. */ - seprintf(&buf[number_position], lastof(buf), "%d", num); - - /* Check the name is unique. */ - if (IsUniqueVehicleName(buf)) { - dst->name = strdup(buf); - break; - } - } - - /* All done. If we didn't find a name, it'll just use its default. */ -} - -/** Clone a vehicle. If it is a train, it will clone all the cars too - * @param tile tile of the depot where the cloned vehicle is build - * @param flags type of operation - * @param p1 the original vehicle's index - * @param p2 1 = shared orders, else copied orders - */ -CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) -{ - CommandCost total_cost(EXPENSES_NEW_VEHICLES); - uint32 build_argument = 2; - - if (!IsValidVehicleID(p1)) return CMD_ERROR; - - Vehicle *v = GetVehicle(p1); - Vehicle *v_front = v; - Vehicle *w = NULL; - Vehicle *w_front = NULL; - Vehicle *w_rear = NULL; - - /* - * v_front is the front engine in the original vehicle - * v is the car/vehicle of the original vehicle, that is currently being copied - * w_front is the front engine of the cloned vehicle - * w is the car/vehicle currently being cloned - * w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains - */ - - 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 (!Vehicle::AllocateList(NULL, veh_counter)) { - return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); - } - } - - v = v_front; - - do { - if (v->type == VEH_TRAIN && IsRearDualheaded(v)) { - /* we build the rear ends of multiheaded trains with the front ones */ - continue; - } - - CommandCost cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v)); - build_argument = 3; // ensure that we only assign a number to the first engine - - if (CmdFailed(cost)) return cost; - - total_cost.AddCost(cost); - - if (flags & DC_EXEC) { - w = GetVehicle(_new_vehicle_id); - - 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 */ - CommandCost result = DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE); - if (CmdFailed(result)) { - /* The train can't be joined to make the same consist as the original. - * Sell what we already made (clean up) and return an error. */ - DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); - DoCommand(w_front->tile, w->index, 1, flags, GetCmdSellVeh(w)); - return result; // return error and the message returned from CMD_MOVE_RAIL_VEHICLE - } - } else { - /* this is a front engine or not a train. */ - w_front = w; - w->service_interval = v->service_interval; - } - w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop - } - } while (v->type == VEH_TRAIN && (v = 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; - } - - if (flags & DC_EXEC) { - /* Cloned vehicles belong to the same group */ - DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP); - } - - - /* Take care of refitting. */ - w = w_front; - v = v_front; - - /* Both building and refitting are influenced by newgrf callbacks, which - * makes it impossible to accurately estimate the cloning costs. In - * particular, it is possible for engines of the same type to be built with - * different numbers of articulated parts, so when refitting we have to - * loop over real vehicles first, and then the articulated parts of those - * vehicles in a different loop. */ - do { - do { - if (flags & DC_EXEC) { - assert(w != NULL); - - if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_subtype) { - CommandCost cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v)); - if (CmdSucceeded(cost)) total_cost.AddCost(cost); - } - - if (w->type == VEH_TRAIN && EngineHasArticPart(w)) { - w = GetNextArticPart(w); - } else if (w->type == VEH_ROAD && RoadVehHasArticPart(w)) { - w = w->Next(); - } else { - break; - } - } else { - const Engine *e = GetEngine(v->engine_type); - CargoID initial_cargo = (e->CanCarryCargo() ? e->GetDefaultCargoType() : (CargoID)CT_INVALID); - - if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) { - total_cost.AddCost(GetRefitCost(v->engine_type)); - } - } - - if (v->type == VEH_TRAIN && EngineHasArticPart(v)) { - v = GetNextArticPart(v); - } else if (v->type == VEH_ROAD && RoadVehHasArticPart(v)) { - v = v->Next(); - } else { - break; - } - } while (v != NULL); - - if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle(w); - } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL); - - if (flags & DC_EXEC) { - /* - * Set the orders of the vehicle. Cannot do it earlier as we need - * the vehicle refitted before doing this, otherwise the moved - * cargo types might not match (passenger vs non-passenger) - */ - DoCommand(0, (v_front->index << 16) | w_front->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER); - - /* Now clone the vehicle's name, if it has one. */ - if (v_front->name != NULL) CloneVehicleName(v_front, w_front); - } - - /* Since we can't estimate the cost of cloning a vehicle accurately we must - * check whether the company has enough money manually. */ - if (!CheckCompanyHasMoney(total_cost)) { - if (flags & DC_EXEC) { - /* The vehicle has already been bought, so now it must be sold again. */ - DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); - } - return CMD_ERROR; - } - - return total_cost; -} - -/** - * 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 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 - */ -CommandCost SendAllVehiclesToDepot(VehicleType type, DoCommandFlag flags, bool service, Owner owner, uint16 vlw_flag, uint32 id) -{ - VehicleList list; - - GenerateVehicleSortList(&list, type, owner, id, vlw_flag); - - /* Send all the vehicles to a depot */ - for (uint i = 0; i < list.Length(); i++) { - const Vehicle *v = list[i]; - CommandCost ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type)); - - /* Return 0 if DC_EXEC is not set this is a valid goto depot command) - * In this case we know that at least one vehicle can be sent to a depot - * and we will issue the command. We can now safely quit the loop, knowing - * it will succeed at least once. With DC_EXEC we really need to send them to the depot */ - if (CmdSucceeded(ret) && !(flags & DC_EXEC)) { - return CommandCost(); - } - } - - return (flags & DC_EXEC) ? CommandCost() : CMD_ERROR; -} - /** * Calculates how full a vehicle is. * @param v The Vehicle to check. For trains, use the first engine. @@ -1556,61 +1049,6 @@ } } -/** Give a custom name to your vehicle - * @param tile unused - * @param flags type of operation - * @param p1 vehicle ID to name - * @param p2 unused - */ -CommandCost CmdRenameVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) -{ - if (!IsValidVehicleID(p1)) return CMD_ERROR; - - Vehicle *v = GetVehicle(p1); - if (!CheckOwnership(v->owner)) return CMD_ERROR; - - bool reset = StrEmpty(text); - - if (!reset) { - if (strlen(text) >= MAX_LENGTH_VEHICLE_NAME_BYTES) return CMD_ERROR; - if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE); - } - - if (flags & DC_EXEC) { - free(v->name); - v->name = reset ? NULL : strdup(text); - InvalidateWindowClassesData(WC_TRAINS_LIST, 1); - MarkWholeScreenDirty(); - } - - return CommandCost(); -} - - -/** Change the service interval of a vehicle - * @param tile unused - * @param flags type of operation - * @param p1 vehicle ID that is being service-interval-changed - * @param p2 new service interval - */ -CommandCost CmdChangeServiceInt(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) -{ - uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */ - - if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR; - - Vehicle *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 CommandCost(); -} - /** * Move a vehicle in the game state; that is moving it's position in
new file mode 100644 --- /dev/null +++ b/src/vehicle_cmd.cpp @@ -0,0 +1,586 @@ +/* $Id$ */ + +/** @file vehicle.cpp Base implementations of all vehicles. */ + +#include "stdafx.h" +#include "openttd.h" +#include "roadveh.h" +#include "ship.h" +#include "gfx_func.h" +#include "news_func.h" +#include "command_func.h" +#include "company_func.h" +#include "vehicle_gui.h" +#include "train.h" +#include "aircraft.h" +#include "newgrf_engine.h" +#include "newgrf_text.h" +#include "group.h" +#include "functions.h" +#include "date_func.h" +#include "window_func.h" +#include "vehicle_func.h" +#include "autoreplace_func.h" +#include "string_func.h" +#include "depot_map.h" +#include "vehiclelist.h" + +#include "table/strings.h" + +/* Tables used in vehicle.h to find the right command for a certain vehicle type */ +const uint32 _veh_build_proc_table[] = { + CMD_BUILD_RAIL_VEHICLE, + CMD_BUILD_ROAD_VEH, + CMD_BUILD_SHIP, + CMD_BUILD_AIRCRAFT, +}; +const uint32 _veh_sell_proc_table[] = { + CMD_SELL_RAIL_WAGON, + CMD_SELL_ROAD_VEH, + CMD_SELL_SHIP, + CMD_SELL_AIRCRAFT, +}; + +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, +}; + +/** Start/Stop a vehicle + * @param tile unused + * @param flags type of operation + * @param p1 vehicle to start/stop + * @param p2 bit 0: Shall the start/stop newgrf callback be evaluated (only valid with DC_AUTOREPLACE for network safety) + * @return result of operation. Nothing if everything went well + */ +CommandCost CmdStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) +{ + /* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */ + if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0); + + if (!IsValidVehicleID(p1)) return CMD_ERROR; + + Vehicle *v = GetVehicle(p1); + + if (!CheckOwnership(v->owner)) return CMD_ERROR; + if (!v->IsPrimaryVehicle()) return CMD_ERROR; + + switch (v->type) { + case VEH_TRAIN: + if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY); + break; + + case VEH_SHIP: + case VEH_ROAD: + break; + + case VEH_AIRCRAFT: + /* cannot stop airplane when in flight, or when taking off / landing */ + if (v->u.air.state >= STARTTAKEOFF && v->u.air.state < TERM7) return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT); + break; + + default: return CMD_ERROR; + } + + /* Check if this vehicle can be started/stopped. The callback will fail or + * return 0xFF if it can. */ + uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v); + if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF && HasBit(p2, 0)) { + StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback); + return_cmd_error(error); + } + + if (flags & DC_EXEC) { + static const StringID vehicle_waiting_in_depot[] = { + STR_8814_TRAIN_IS_WAITING_IN_DEPOT, + STR_9016_ROAD_VEHICLE_IS_WAITING, + STR_981C_SHIP_IS_WAITING_IN_DEPOT, + STR_A014_AIRCRAFT_IS_WAITING_IN, + }; + + static const WindowClass vehicle_list[] = { + WC_TRAINS_LIST, + WC_ROADVEH_LIST, + WC_SHIPS_LIST, + WC_AIRCRAFT_LIST, + }; + + if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, vehicle_waiting_in_depot[v->type]); + + v->vehstatus ^= VS_STOPPED; + if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly' + InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); + InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); + InvalidateWindowClasses(vehicle_list[v->type]); + } + return CommandCost(); +} + +/** Starts or stops a lot of vehicles + * @param tile Tile of the depot where the vehicles are started/stopped (only used for depots) + * @param flags type of operation + * @param p1 Station/Order/Depot ID (only used for vehicle list windows) + * @param p2 bitmask + * - bit 0-4 Vehicle type + * - bit 5 false = start vehicles, true = stop vehicles + * - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case + * - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set) + */ +CommandCost CmdMassStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) +{ + VehicleList list; + CommandCost return_value = CMD_ERROR; + VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5); + bool start_stop = HasBit(p2, 5); + bool vehicle_list_window = HasBit(p2, 6); + + if (vehicle_list_window) { + uint32 id = p1; + uint16 window_type = p2 & VLW_MASK; + + GenerateVehicleSortList(&list, vehicle_type, _current_company, id, window_type); + } else { + /* Get the list of vehicles in the depot */ + BuildDepotVehicleList(vehicle_type, tile, &list, NULL); + } + + for (uint i = 0; i < list.Length(); i++) { + const Vehicle *v = list[i]; + + if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue; + + if (!vehicle_list_window) { + if (vehicle_type == VEH_TRAIN) { + if (CheckTrainInDepot(v, false) == -1) continue; + } else { + if (!(v->vehstatus & VS_HIDDEN)) continue; + } + } + + CommandCost ret = DoCommand(tile, v->index, 0, flags, CMD_START_STOP_VEHICLE); + + if (CmdSucceeded(ret)) { + return_value = CommandCost(); + /* We know that the command is valid for at least one vehicle. + * If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */ + if (!(flags & DC_EXEC)) break; + } + } + + return return_value; +} + +/** Sells all vehicles in a depot + * @param tile Tile of the depot where the depot is + * @param flags type of operation + * @param p1 Vehicle type + * @param p2 unused + */ +CommandCost CmdDepotSellAllVehicles(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) +{ + VehicleList list; + + CommandCost cost(EXPENSES_NEW_VEHICLES); + uint sell_command; + VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); + + switch (vehicle_type) { + case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break; + case VEH_ROAD: sell_command = CMD_SELL_ROAD_VEH; break; + case VEH_SHIP: sell_command = CMD_SELL_SHIP; break; + case VEH_AIRCRAFT: sell_command = CMD_SELL_AIRCRAFT; break; + default: return CMD_ERROR; + } + + /* Get the list of vehicles in the depot */ + BuildDepotVehicleList(vehicle_type, tile, &list, &list); + + for (uint i = 0; i < list.Length(); i++) { + CommandCost ret = DoCommand(tile, list[i]->index, 1, flags, sell_command); + if (CmdSucceeded(ret)) cost.AddCost(ret); + } + + if (cost.GetCost() == 0) return CMD_ERROR; // no vehicles to sell + return cost; +} + +/** Autoreplace all vehicles in the depot + * Note: this command can make incorrect cost estimations + * Luckily the final price can only drop, not increase. This is due to the fact that + * estimation can't predict wagon removal so it presumes worst case which is no income from selling wagons. + * @param tile Tile of the depot where the vehicles are + * @param flags type of operation + * @param p1 Type of vehicle + * @param p2 If bit 0 is set, then either replace all or nothing (instead of replacing until money runs out) + */ +CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) +{ + VehicleList list; + CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES); + VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); + bool all_or_nothing = HasBit(p2, 0); + + if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR; + + /* Get the list of vehicles in the depot */ + BuildDepotVehicleList(vehicle_type, tile, &list, &list, true); + + bool did_something = false; + + for (uint i = 0; i < list.Length(); i++) { + Vehicle *v = (Vehicle*)list[i]; + + /* Ensure that the vehicle completely in the depot */ + if (!v->IsInDepot()) continue; + + CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE); + + if (CmdSucceeded(ret)) { + did_something = true; + cost.AddCost(ret); + } else { + if (ret.GetErrorMessage() != STR_AUTOREPLACE_NOTHING_TO_DO && all_or_nothing) { + /* We failed to replace a vehicle even though we set all or nothing. + * We should never reach this if DC_EXEC is set since then it should + * have failed the estimation guess. */ + assert(!(flags & DC_EXEC)); + /* Now we will have to return an error. */ + return CMD_ERROR; + } + } + } + + if (!did_something) { + /* Either we didn't replace anything or something went wrong. + * Either way we want to return an error and not execute this command. */ + cost = CMD_ERROR; + } + + return cost; +} + +/** Test if a name is unique among vehicle names. + * @param name Name to test. + * @return True ifffffff the name is unique. + */ +static bool IsUniqueVehicleName(const char *name) +{ + const Vehicle *v; + + FOR_ALL_VEHICLES(v) { + if (v->name != NULL && strcmp(v->name, name) == 0) return false; + } + + return true; +} + +/** Clone the custom name of a vehicle, adding or incrementing a number. + * @param src Source vehicle, with a custom name. + * @param dst Destination vehicle. + */ +static void CloneVehicleName(const Vehicle *src, Vehicle *dst) +{ + char buf[256]; + + /* Find the position of the first digit in the last group of digits. */ + size_t number_position; + for (number_position = strlen(src->name); number_position > 0; number_position--) { + /* The design of UTF-8 lets this work simply without having to check + * for UTF-8 sequences. */ + if (src->name[number_position - 1] < '0' || src->name[number_position - 1] > '9') break; + } + + /* Format buffer and determine starting number. */ + int num; + if (number_position == strlen(src->name)) { + /* No digit at the end, so start at number 2. */ + strecpy(buf, src->name, lastof(buf)); + strecat(buf, " ", lastof(buf)); + number_position = strlen(buf); + num = 2; + } else { + /* Found digits, parse them and start at the next number. */ + strecpy(buf, src->name, lastof(buf)); + buf[number_position] = '\0'; + num = strtol(&src->name[number_position], NULL, 10) + 1; + } + + /* Check if this name is already taken. */ + for (int max_iterations = 1000; max_iterations > 0; max_iterations--, num++) { + /* Attach the number to the temporary name. */ + seprintf(&buf[number_position], lastof(buf), "%d", num); + + /* Check the name is unique. */ + if (IsUniqueVehicleName(buf)) { + dst->name = strdup(buf); + break; + } + } + + /* All done. If we didn't find a name, it'll just use its default. */ +} + +/** Clone a vehicle. If it is a train, it will clone all the cars too + * @param tile tile of the depot where the cloned vehicle is build + * @param flags type of operation + * @param p1 the original vehicle's index + * @param p2 1 = shared orders, else copied orders + */ +CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) +{ + CommandCost total_cost(EXPENSES_NEW_VEHICLES); + uint32 build_argument = 2; + + if (!IsValidVehicleID(p1)) return CMD_ERROR; + + Vehicle *v = GetVehicle(p1); + Vehicle *v_front = v; + Vehicle *w = NULL; + Vehicle *w_front = NULL; + Vehicle *w_rear = NULL; + + /* + * v_front is the front engine in the original vehicle + * v is the car/vehicle of the original vehicle, that is currently being copied + * w_front is the front engine of the cloned vehicle + * w is the car/vehicle currently being cloned + * w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains + */ + + 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 (!Vehicle::AllocateList(NULL, veh_counter)) { + return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); + } + } + + v = v_front; + + do { + if (v->type == VEH_TRAIN && IsRearDualheaded(v)) { + /* we build the rear ends of multiheaded trains with the front ones */ + continue; + } + + CommandCost cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v)); + build_argument = 3; // ensure that we only assign a number to the first engine + + if (CmdFailed(cost)) return cost; + + total_cost.AddCost(cost); + + if (flags & DC_EXEC) { + w = GetVehicle(_new_vehicle_id); + + 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 */ + CommandCost result = DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE); + if (CmdFailed(result)) { + /* The train can't be joined to make the same consist as the original. + * Sell what we already made (clean up) and return an error. */ + DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); + DoCommand(w_front->tile, w->index, 1, flags, GetCmdSellVeh(w)); + return result; // return error and the message returned from CMD_MOVE_RAIL_VEHICLE + } + } else { + /* this is a front engine or not a train. */ + w_front = w; + w->service_interval = v->service_interval; + } + w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop + } + } while (v->type == VEH_TRAIN && (v = 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; + } + + if (flags & DC_EXEC) { + /* Cloned vehicles belong to the same group */ + DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP); + } + + + /* Take care of refitting. */ + w = w_front; + v = v_front; + + /* Both building and refitting are influenced by newgrf callbacks, which + * makes it impossible to accurately estimate the cloning costs. In + * particular, it is possible for engines of the same type to be built with + * different numbers of articulated parts, so when refitting we have to + * loop over real vehicles first, and then the articulated parts of those + * vehicles in a different loop. */ + do { + do { + if (flags & DC_EXEC) { + assert(w != NULL); + + if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_subtype) { + CommandCost cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v)); + if (CmdSucceeded(cost)) total_cost.AddCost(cost); + } + + if (w->type == VEH_TRAIN && EngineHasArticPart(w)) { + w = GetNextArticPart(w); + } else if (w->type == VEH_ROAD && RoadVehHasArticPart(w)) { + w = w->Next(); + } else { + break; + } + } else { + const Engine *e = GetEngine(v->engine_type); + CargoID initial_cargo = (e->CanCarryCargo() ? e->GetDefaultCargoType() : (CargoID)CT_INVALID); + + if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) { + total_cost.AddCost(GetRefitCost(v->engine_type)); + } + } + + if (v->type == VEH_TRAIN && EngineHasArticPart(v)) { + v = GetNextArticPart(v); + } else if (v->type == VEH_ROAD && RoadVehHasArticPart(v)) { + v = v->Next(); + } else { + break; + } + } while (v != NULL); + + if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = GetNextVehicle(w); + } while (v->type == VEH_TRAIN && (v = GetNextVehicle(v)) != NULL); + + if (flags & DC_EXEC) { + /* + * Set the orders of the vehicle. Cannot do it earlier as we need + * the vehicle refitted before doing this, otherwise the moved + * cargo types might not match (passenger vs non-passenger) + */ + DoCommand(0, (v_front->index << 16) | w_front->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER); + + /* Now clone the vehicle's name, if it has one. */ + if (v_front->name != NULL) CloneVehicleName(v_front, w_front); + } + + /* Since we can't estimate the cost of cloning a vehicle accurately we must + * check whether the company has enough money manually. */ + if (!CheckCompanyHasMoney(total_cost)) { + if (flags & DC_EXEC) { + /* The vehicle has already been bought, so now it must be sold again. */ + DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); + } + return CMD_ERROR; + } + + return total_cost; +} + +/** + * 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 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 + */ +CommandCost SendAllVehiclesToDepot(VehicleType type, DoCommandFlag flags, bool service, Owner owner, uint16 vlw_flag, uint32 id) +{ + VehicleList list; + + GenerateVehicleSortList(&list, type, owner, id, vlw_flag); + + /* Send all the vehicles to a depot */ + for (uint i = 0; i < list.Length(); i++) { + const Vehicle *v = list[i]; + CommandCost ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type)); + + /* Return 0 if DC_EXEC is not set this is a valid goto depot command) + * In this case we know that at least one vehicle can be sent to a depot + * and we will issue the command. We can now safely quit the loop, knowing + * it will succeed at least once. With DC_EXEC we really need to send them to the depot */ + if (CmdSucceeded(ret) && !(flags & DC_EXEC)) { + return CommandCost(); + } + } + + return (flags & DC_EXEC) ? CommandCost() : CMD_ERROR; +} + +/** Give a custom name to your vehicle + * @param tile unused + * @param flags type of operation + * @param p1 vehicle ID to name + * @param p2 unused + */ +CommandCost CmdRenameVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) +{ + if (!IsValidVehicleID(p1)) return CMD_ERROR; + + Vehicle *v = GetVehicle(p1); + if (!CheckOwnership(v->owner)) return CMD_ERROR; + + bool reset = StrEmpty(text); + + if (!reset) { + if (strlen(text) >= MAX_LENGTH_VEHICLE_NAME_BYTES) return CMD_ERROR; + if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE); + } + + if (flags & DC_EXEC) { + free(v->name); + v->name = reset ? NULL : strdup(text); + InvalidateWindowClassesData(WC_TRAINS_LIST, 1); + MarkWholeScreenDirty(); + } + + return CommandCost(); +} + + +/** Change the service interval of a vehicle + * @param tile unused + * @param flags type of operation + * @param p1 vehicle ID that is being service-interval-changed + * @param p2 new service interval + */ +CommandCost CmdChangeServiceInt(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) +{ + uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */ + + if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR; + + Vehicle *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 CommandCost(); +}