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https://github.com/OpenTTD/OpenTTD.git
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(svn r15699) -Codechange: split Cmd* from vehicle.cpp to vehicle_cmd.cpp.
This commit is contained in:
parent
38d66e82e2
commit
070320f25b
@ -2003,6 +2003,10 @@
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RelativePath=".\..\src\unmovable_cmd.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\vehicle_cmd.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\water_cmd.cpp"
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>
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@ -2000,6 +2000,10 @@
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RelativePath=".\..\src\unmovable_cmd.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\vehicle_cmd.cpp"
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>
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</File>
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<File
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RelativePath=".\..\src\water_cmd.cpp"
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>
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@ -449,6 +449,7 @@ train_cmd.cpp
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tree_cmd.cpp
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tunnelbridge_cmd.cpp
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unmovable_cmd.cpp
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vehicle_cmd.cpp
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water_cmd.cpp
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# Save/Load handlers
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562
src/vehicle.cpp
562
src/vehicle.cpp
@ -20,7 +20,6 @@
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#include "newgrf_engine.h"
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#include "newgrf_sound.h"
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#include "newgrf_station.h"
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#include "newgrf_text.h"
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#include "group.h"
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#include "group_gui.h"
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#include "strings_func.h"
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@ -31,12 +30,10 @@
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#include "vehicle_func.h"
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#include "autoreplace_func.h"
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#include "autoreplace_gui.h"
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#include "string_func.h"
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#include "oldpool_func.h"
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#include "depot_map.h"
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#include "ai/ai.hpp"
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#include "core/smallmap_type.hpp"
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#include "vehiclelist.h"
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#include "depot_func.h"
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#include "settings_type.h"
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@ -51,35 +48,6 @@ VehicleID _new_vehicle_id;
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uint16 _returned_refit_capacity;
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/* Tables used in vehicle.h to find the right command for a certain vehicle type */
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const uint32 _veh_build_proc_table[] = {
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CMD_BUILD_RAIL_VEHICLE,
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CMD_BUILD_ROAD_VEH,
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CMD_BUILD_SHIP,
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CMD_BUILD_AIRCRAFT,
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};
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const uint32 _veh_sell_proc_table[] = {
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CMD_SELL_RAIL_WAGON,
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CMD_SELL_ROAD_VEH,
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CMD_SELL_SHIP,
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CMD_SELL_AIRCRAFT,
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};
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const uint32 _veh_refit_proc_table[] = {
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CMD_REFIT_RAIL_VEHICLE,
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CMD_REFIT_ROAD_VEH,
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CMD_REFIT_SHIP,
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CMD_REFIT_AIRCRAFT,
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};
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const uint32 _send_to_depot_proc_table[] = {
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CMD_SEND_TRAIN_TO_DEPOT,
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CMD_SEND_ROADVEH_TO_DEPOT,
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CMD_SEND_SHIP_TO_DEPOT,
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CMD_SEND_AIRCRAFT_TO_HANGAR,
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};
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/* Initialize the vehicle-pool */
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DEFINE_OLD_POOL_GENERIC(Vehicle, Vehicle)
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@ -939,481 +907,6 @@ void AgeVehicle(Vehicle *v)
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AddNewsItem(str, NS_ADVICE, v->index, 0);
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}
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/** Start/Stop a vehicle
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* @param tile unused
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* @param flags type of operation
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* @param p1 vehicle to start/stop
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* @param p2 bit 0: Shall the start/stop newgrf callback be evaluated (only valid with DC_AUTOREPLACE for network safety)
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* @return result of operation. Nothing if everything went well
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*/
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CommandCost CmdStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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/* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */
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if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0);
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if (!IsValidVehicleID(p1)) return CMD_ERROR;
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Vehicle *v = GetVehicle(p1);
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if (!CheckOwnership(v->owner)) return CMD_ERROR;
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if (!v->IsPrimaryVehicle()) return CMD_ERROR;
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switch (v->type) {
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case VEH_TRAIN:
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if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY);
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break;
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case VEH_SHIP:
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case VEH_ROAD:
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break;
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case VEH_AIRCRAFT:
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/* cannot stop airplane when in flight, or when taking off / landing */
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if (v->u.air.state >= STARTTAKEOFF && v->u.air.state < TERM7) return_cmd_error(STR_A017_AIRCRAFT_IS_IN_FLIGHT);
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break;
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default: return CMD_ERROR;
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}
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/* Check if this vehicle can be started/stopped. The callback will fail or
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* return 0xFF if it can. */
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uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
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if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF && HasBit(p2, 0)) {
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StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
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return_cmd_error(error);
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}
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if (flags & DC_EXEC) {
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static const StringID vehicle_waiting_in_depot[] = {
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STR_8814_TRAIN_IS_WAITING_IN_DEPOT,
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STR_9016_ROAD_VEHICLE_IS_WAITING,
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STR_981C_SHIP_IS_WAITING_IN_DEPOT,
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STR_A014_AIRCRAFT_IS_WAITING_IN,
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};
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static const WindowClass vehicle_list[] = {
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WC_TRAINS_LIST,
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WC_ROADVEH_LIST,
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WC_SHIPS_LIST,
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WC_AIRCRAFT_LIST,
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};
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if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, vehicle_waiting_in_depot[v->type]);
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v->vehstatus ^= VS_STOPPED;
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if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly'
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InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
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InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
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InvalidateWindowClasses(vehicle_list[v->type]);
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}
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return CommandCost();
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}
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/** Starts or stops a lot of vehicles
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* @param tile Tile of the depot where the vehicles are started/stopped (only used for depots)
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* @param flags type of operation
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* @param p1 Station/Order/Depot ID (only used for vehicle list windows)
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* @param p2 bitmask
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* - bit 0-4 Vehicle type
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* - bit 5 false = start vehicles, true = stop vehicles
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* - bit 6 if set, then it's a vehicle list window, not a depot and Tile is ignored in this case
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* - bit 8-11 Vehicle List Window type (ignored unless bit 1 is set)
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*/
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CommandCost CmdMassStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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VehicleList list;
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CommandCost return_value = CMD_ERROR;
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VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5);
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bool start_stop = HasBit(p2, 5);
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bool vehicle_list_window = HasBit(p2, 6);
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if (vehicle_list_window) {
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uint32 id = p1;
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uint16 window_type = p2 & VLW_MASK;
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GenerateVehicleSortList(&list, vehicle_type, _current_company, id, window_type);
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} else {
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/* Get the list of vehicles in the depot */
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BuildDepotVehicleList(vehicle_type, tile, &list, NULL);
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}
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for (uint i = 0; i < list.Length(); i++) {
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const Vehicle *v = list[i];
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if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue;
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if (!vehicle_list_window) {
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if (vehicle_type == VEH_TRAIN) {
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if (CheckTrainInDepot(v, false) == -1) continue;
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} else {
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if (!(v->vehstatus & VS_HIDDEN)) continue;
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}
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}
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CommandCost ret = DoCommand(tile, v->index, 0, flags, CMD_START_STOP_VEHICLE);
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if (CmdSucceeded(ret)) {
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return_value = CommandCost();
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/* We know that the command is valid for at least one vehicle.
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* If we haven't set DC_EXEC, then there is no point in continueing because it will be valid */
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if (!(flags & DC_EXEC)) break;
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}
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}
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return return_value;
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}
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/** Sells all vehicles in a depot
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* @param tile Tile of the depot where the depot is
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* @param flags type of operation
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* @param p1 Vehicle type
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* @param p2 unused
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*/
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CommandCost CmdDepotSellAllVehicles(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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VehicleList list;
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CommandCost cost(EXPENSES_NEW_VEHICLES);
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uint sell_command;
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VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
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switch (vehicle_type) {
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case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break;
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case VEH_ROAD: sell_command = CMD_SELL_ROAD_VEH; break;
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case VEH_SHIP: sell_command = CMD_SELL_SHIP; break;
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case VEH_AIRCRAFT: sell_command = CMD_SELL_AIRCRAFT; break;
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default: return CMD_ERROR;
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}
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/* Get the list of vehicles in the depot */
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BuildDepotVehicleList(vehicle_type, tile, &list, &list);
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for (uint i = 0; i < list.Length(); i++) {
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CommandCost ret = DoCommand(tile, list[i]->index, 1, flags, sell_command);
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if (CmdSucceeded(ret)) cost.AddCost(ret);
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}
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if (cost.GetCost() == 0) return CMD_ERROR; // no vehicles to sell
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return cost;
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}
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/** Autoreplace all vehicles in the depot
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* Note: this command can make incorrect cost estimations
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* Luckily the final price can only drop, not increase. This is due to the fact that
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* estimation can't predict wagon removal so it presumes worst case which is no income from selling wagons.
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* @param tile Tile of the depot where the vehicles are
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* @param flags type of operation
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* @param p1 Type of vehicle
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* @param p2 If bit 0 is set, then either replace all or nothing (instead of replacing until money runs out)
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*/
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CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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VehicleList list;
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CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
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VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
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bool all_or_nothing = HasBit(p2, 0);
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if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
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/* Get the list of vehicles in the depot */
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BuildDepotVehicleList(vehicle_type, tile, &list, &list, true);
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bool did_something = false;
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for (uint i = 0; i < list.Length(); i++) {
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Vehicle *v = (Vehicle*)list[i];
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/* Ensure that the vehicle completely in the depot */
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if (!v->IsInDepot()) continue;
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CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE);
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if (CmdSucceeded(ret)) {
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did_something = true;
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cost.AddCost(ret);
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} else {
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if (ret.GetErrorMessage() != STR_AUTOREPLACE_NOTHING_TO_DO && all_or_nothing) {
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/* We failed to replace a vehicle even though we set all or nothing.
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* We should never reach this if DC_EXEC is set since then it should
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* have failed the estimation guess. */
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assert(!(flags & DC_EXEC));
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/* Now we will have to return an error. */
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return CMD_ERROR;
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}
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}
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}
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if (!did_something) {
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/* Either we didn't replace anything or something went wrong.
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* Either way we want to return an error and not execute this command. */
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cost = CMD_ERROR;
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}
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return cost;
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}
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/** Test if a name is unique among vehicle names.
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* @param name Name to test.
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* @return True ifffffff the name is unique.
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*/
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static bool IsUniqueVehicleName(const char *name)
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{
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const Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->name != NULL && strcmp(v->name, name) == 0) return false;
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}
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return true;
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}
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/** Clone the custom name of a vehicle, adding or incrementing a number.
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* @param src Source vehicle, with a custom name.
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* @param dst Destination vehicle.
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*/
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static void CloneVehicleName(const Vehicle *src, Vehicle *dst)
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{
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char buf[256];
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/* Find the position of the first digit in the last group of digits. */
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size_t number_position;
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for (number_position = strlen(src->name); number_position > 0; number_position--) {
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/* The design of UTF-8 lets this work simply without having to check
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* for UTF-8 sequences. */
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if (src->name[number_position - 1] < '0' || src->name[number_position - 1] > '9') break;
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}
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/* Format buffer and determine starting number. */
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int num;
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if (number_position == strlen(src->name)) {
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/* No digit at the end, so start at number 2. */
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strecpy(buf, src->name, lastof(buf));
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strecat(buf, " ", lastof(buf));
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number_position = strlen(buf);
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num = 2;
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} else {
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/* Found digits, parse them and start at the next number. */
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strecpy(buf, src->name, lastof(buf));
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buf[number_position] = '\0';
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num = strtol(&src->name[number_position], NULL, 10) + 1;
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}
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/* Check if this name is already taken. */
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for (int max_iterations = 1000; max_iterations > 0; max_iterations--, num++) {
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/* Attach the number to the temporary name. */
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seprintf(&buf[number_position], lastof(buf), "%d", num);
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/* Check the name is unique. */
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if (IsUniqueVehicleName(buf)) {
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dst->name = strdup(buf);
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break;
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}
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}
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/* All done. If we didn't find a name, it'll just use its default. */
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}
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/** Clone a vehicle. If it is a train, it will clone all the cars too
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* @param tile tile of the depot where the cloned vehicle is build
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* @param flags type of operation
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* @param p1 the original vehicle's index
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* @param p2 1 = shared orders, else copied orders
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*/
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CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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CommandCost total_cost(EXPENSES_NEW_VEHICLES);
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uint32 build_argument = 2;
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if (!IsValidVehicleID(p1)) return CMD_ERROR;
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Vehicle *v = GetVehicle(p1);
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Vehicle *v_front = v;
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Vehicle *w = NULL;
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Vehicle *w_front = NULL;
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Vehicle *w_rear = NULL;
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/*
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* v_front is the front engine in the original vehicle
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* v is the car/vehicle of the original vehicle, that is currently being copied
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* w_front is the front engine of the cloned vehicle
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* w is the car/vehicle currently being cloned
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* w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains
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*/
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if (!CheckOwnership(v->owner)) return CMD_ERROR;
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if (v->type == VEH_TRAIN && (!IsFrontEngine(v) || v->u.rail.crash_anim_pos >= 4400)) return CMD_ERROR;
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/* check that we can allocate enough vehicles */
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if (!(flags & DC_EXEC)) {
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int veh_counter = 0;
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do {
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veh_counter++;
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} while ((v = v->Next()) != NULL);
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if (!Vehicle::AllocateList(NULL, veh_counter)) {
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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}
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}
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v = v_front;
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do {
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if (v->type == VEH_TRAIN && IsRearDualheaded(v)) {
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/* we build the rear ends of multiheaded trains with the front ones */
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continue;
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}
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CommandCost cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v));
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build_argument = 3; // ensure that we only assign a number to the first engine
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if (CmdFailed(cost)) return cost;
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total_cost.AddCost(cost);
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if (flags & DC_EXEC) {
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w = GetVehicle(_new_vehicle_id);
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if (v->type == VEH_TRAIN && HasBit(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
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SetBit(w->u.rail.flags, VRF_REVERSE_DIRECTION);
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}
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if (v->type == VEH_TRAIN && !IsFrontEngine(v)) {
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/* this s a train car
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* add this unit to the end of the train */
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CommandCost result = DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
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if (CmdFailed(result)) {
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/* The train can't be joined to make the same consist as the original.
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* Sell what we already made (clean up) and return an error. */
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DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front));
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||||
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 @@ void VehicleEnterDepot(Vehicle *v)
|
||||
}
|
||||
}
|
||||
|
||||
/** 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
|
||||
|
586
src/vehicle_cmd.cpp
Normal file
586
src/vehicle_cmd.cpp
Normal file
@ -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();
|
||||
}
|
Loading…
Reference in New Issue
Block a user