(svn r2764) -Feature: Clone vehicles
-This allows a player to clone an excisting vehicle of his own -[fix]: this uncovered an excisting bug in CmdBuildRailVehicle() where depots could build trains of the wrong track type. This is fixed -Thanks to Celestar for drawing the sprites and _luca_ for including them in openttd.grf
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117
vehicle.c
117
vehicle.c
@@ -21,6 +21,7 @@
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#include "vehicle_gui.h"
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#include "depot.h"
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#include "station.h"
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#include "gui.h"
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#include "rail.h"
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#define INVALID_COORD (-0x8000)
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@@ -1669,6 +1670,122 @@ void MaybeReplaceVehicle(Vehicle *v)
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_current_player = OWNER_NONE;
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}
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int32 CmdCloneOrder(int x, int y, uint32 flags, uint32 veh1_veh2, uint32 mode);
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int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2);
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int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2);
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int32 CmdBuildRoadVeh(int x, int y, uint32 flags, uint32 p1, uint32 p2);
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int32 CmdBuildShip(int x, int y, uint32 flags, uint32 p1, uint32 p2);
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int32 CmdBuildAircraft(int x, int y, uint32 flags, uint32 p1, uint32 p2);
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typedef int32 VehBuildProc(int x, int y, uint32 flags, uint32 p1, uint32 p2);
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static VehBuildProc * const _veh_build_proc_table[] = {
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CmdBuildRailVehicle,
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CmdBuildRoadVeh,
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CmdBuildShip,
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CmdBuildAircraft,
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};
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static VehicleID * _new_vehicle_id_proc_table[] = {
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&_new_train_id,
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&_new_roadveh_id,
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&_new_ship_id,
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&_new_aircraft_id,
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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 x,y unused
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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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int32 CmdCloneVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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Vehicle *vfront, *v;
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Vehicle *wfront, *w1, *w2;
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int cost, total_cost;
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VehBuildProc *proc;
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VehicleID *new_id;
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uint refit_command = 0;
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byte needs_refitting = 255;
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if (!IsVehicleIndex(p1))
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return CMD_ERROR;
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v = GetVehicle(p1);
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wfront = v;
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w1 = v;
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vfront = v;
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if (!CheckOwnership(v->owner))
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return CMD_ERROR;
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if (v->type == VEH_Train && v->subtype != TS_Front_Engine) return CMD_ERROR;
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//no need to check if it is a depot since the build command do that
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switch (v->type) {
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case VEH_Train: refit_command = CMD_REFIT_RAIL_VEHICLE; break;
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case VEH_Road: break;
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case VEH_Ship: refit_command = CMD_REFIT_SHIP; break;
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case VEH_Aircraft: refit_command = CMD_REFIT_AIRCRAFT; break;
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default: return CMD_ERROR;
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}
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proc = _veh_build_proc_table[v->type - VEH_Train];
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new_id = _new_vehicle_id_proc_table[v->type - VEH_Train];
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total_cost = proc(x, y, flags, v->engine_type, 1);
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if (total_cost == CMD_ERROR)
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return CMD_ERROR;
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if (flags & DC_EXEC) {
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wfront = GetVehicle(*new_id);
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w1 = wfront;
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CmdCloneOrder(x, y, flags, (v->index << 16) | w1->index, p2 & 1 ? CO_SHARE : CO_COPY);
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if (wfront->cargo_type != v->cargo_type) {
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//a refit is needed
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needs_refitting = v->cargo_type;
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}
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}
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if (v->type == VEH_Train) {
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// now we handle the cars
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v = v->next;
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while (v != NULL) {
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cost = proc(x, y, flags, v->engine_type, 1);
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if (cost == CMD_ERROR)
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return CMD_ERROR;
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total_cost += cost;
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if (flags & DC_EXEC) {
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// add this unit to the end of the train
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w2 = GetVehicle(RailVehInfo(v->engine_type)->flags & RVI_WAGON ? _new_wagon_id : _new_train_id);
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CmdMoveRailVehicle(x, y, flags, (w1->index << 16) | w2->index, 0);
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w1 = w2;
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}
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v = v->next;
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}
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if (flags & DC_EXEC) {
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_new_train_id = wfront->index;
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v = vfront;
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w1 = wfront;
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while (w1 != NULL && v != NULL) {
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w1->spritenum = v->spritenum; // makes sure that multiheaded engines are facing the correct way
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if (w1->cargo_type != v->cargo_type) // checks if a refit is needed
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needs_refitting = v->cargo_type;
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w1 = w1->next;
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v = v->next;
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}
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}
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}
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if (flags && DC_EXEC && needs_refitting != 255 && v->type != VEH_Road) { // right now we do not refit road vehicles
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if (DoCommandByTile(wfront->tile, wfront->index, needs_refitting, 0, refit_command) != CMD_ERROR)
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DoCommandByTile(wfront->tile, wfront->index, needs_refitting, DC_EXEC, refit_command);
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}
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return total_cost;
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}
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/** Give a custom name to your vehicle
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* @param x,y unused
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* @param p1 vehicle ID to name
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