Merge branch 'improved_breakdowns-sx' into jgrpp

Conflicts:
	src/saveload/extended_ver_sl.cpp
	src/saveload/extended_ver_sl.h
	src/settings_type.h
This commit is contained in:
Jonathan G Rennison
2015-08-02 23:43:19 +01:00
24 changed files with 790 additions and 104 deletions

View File

@@ -99,6 +99,25 @@ bool Vehicle::NeedsAutorenewing(const Company *c, bool use_renew_setting) const
void VehicleServiceInDepot(Vehicle *v)
{
assert(v != NULL);
const Engine *e = Engine::Get(v->engine_type);
if (v->type == VEH_TRAIN) {
if (v->Next() != NULL) VehicleServiceInDepot(v->Next());
if (!(Train::From(v)->IsEngine()) && !(Train::From(v)->IsRearDualheaded())) return;
ClrBit(Train::From(v)->flags,VRF_NEED_REPAIR);
const RailVehicleInfo *rvi = &e->u.rail;
v->vcache.cached_max_speed = rvi->max_speed;
if (Train::From(v)->IsFrontEngine()) {
Train::From(v)->ConsistChanged(CCF_REFIT);
CLRBITS(Train::From(v)->flags, (1 << VRF_BREAKDOWN_BRAKING) | VRF_IS_BROKEN );
}
}
v->date_of_last_service = _date;
v->breakdowns_since_last_service = 0;
v->reliability = e->reliability;
v->breakdown_ctr = 0;
v->vehstatus &= ~VS_AIRCRAFT_BROKEN;
/* Prevent vehicles from breaking down directly after exiting the depot. */
v->breakdown_chance /= 4;
SetWindowDirty(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
do {
@@ -125,9 +144,10 @@ bool Vehicle::NeedsServicing() const
/* Are we ready for the next service cycle? */
const Company *c = Company::Get(this->owner);
if (this->ServiceIntervalIsPercent() ?
(this->reliability >= this->GetEngine()->reliability * (100 - this->GetServiceInterval()) / 100) :
(this->date_of_last_service + this->GetServiceInterval() >= _date)) {
if ((this->ServiceIntervalIsPercent() ?
(this->reliability >= this->GetEngine()->reliability * (100 - this->service_interval) / 100) :
(this->date_of_last_service + this->service_interval >= _date))
&& !(this->type == VEH_TRAIN && HasBit(Train::From(this)->flags ,VRF_NEED_REPAIR))) {
return false;
}
@@ -908,6 +928,16 @@ void CallVehicleTicks()
default: break;
case VEH_TRAIN:
if (HasBit(Train::From(v)->flags, VRF_TOO_HEAVY)) {
_current_company = v->owner;
if (IsLocalCompany()) {
SetDParam(0, v->index);
SetDParam(1, STR_ERROR_TRAIN_TOO_HEAVY);
AddVehicleNewsItem(STR_ERROR_TRAIN_TOO_HEAVY, NT_ADVICE, v->index);
ClrBit(Train::From(v)->flags, VRF_TOO_HEAVY);
}
_current_company = OWNER_NONE;
}
case VEH_ROAD:
case VEH_AIRCRAFT:
case VEH_SHIP: {
@@ -1139,50 +1169,152 @@ void DecreaseVehicleValue(Vehicle *v)
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
static const byte _breakdown_chance[64] = {
3, 3, 3, 3, 3, 3, 3, 3,
4, 4, 5, 5, 6, 6, 7, 7,
8, 8, 9, 9, 10, 10, 11, 11,
12, 13, 13, 13, 13, 14, 15, 16,
17, 19, 21, 25, 28, 31, 34, 37,
40, 44, 48, 52, 56, 60, 64, 68,
72, 80, 90, 100, 110, 120, 130, 140,
150, 170, 190, 210, 230, 250, 250, 250,
/** The chances for the different types of vehicles to suffer from different types of breakdowns
* The chance for a given breakdown type n is _breakdown_chances[vehtype][n] - _breakdown_chances[vehtype][n-1] */
static const byte _breakdown_chances[4][4] = {
{ //Trains:
25, ///< 10% chance for BREAKDOWN_CRITICAL.
51, ///< 10% chance for BREAKDOWN_EM_STOP.
127, ///< 30% chance for BREAKDOWN_LOW_SPEED.
255, ///< 50% chance for BREAKDOWN_LOW_POWER.
},
{ //Road Vehicles:
51, ///< 20% chance for BREAKDOWN_CRITICAL.
76, ///< 10% chance for BREAKDOWN_EM_STOP.
153, ///< 30% chance for BREAKDOWN_LOW_SPEED.
255, ///< 40% chance for BREAKDOWN_LOW_POWER.
},
{ //Ships:
51, ///< 20% chance for BREAKDOWN_CRITICAL.
76, ///< 10% chance for BREAKDOWN_EM_STOP.
178, ///< 40% chance for BREAKDOWN_LOW_SPEED.
255, ///< 30% chance for BREAKDOWN_LOW_POWER.
},
{ //Aircraft:
178, ///< 70% chance for BREAKDOWN_AIRCRAFT_SPEED.
229, ///< 20% chance for BREAKDOWN_AIRCRAFT_DEPOT.
255, ///< 10% chance for BREAKDOWN_AIRCRAFT_EM_LANDING.
255, ///< Aircraft have only 3 breakdown types, so anything above 0% here will cause a crash.
},
};
/**
* Determine the type of breakdown a vehicle will have.
* Results are saved in breakdown_type and breakdown_severity.
* @param v the vehicle in question.
* @param r the random number to use. (Note that bits 0..6 are already used)
*/
void
DetermineBreakdownType( Vehicle *v, uint32 r ) {
/* if 'improved breakdowns' is off, just do the classic breakdown */
if ( !_settings_game.vehicle.improved_breakdowns ) {
v->breakdown_type = BREAKDOWN_CRITICAL;
v->breakdown_severity = 40; //only used by aircraft (321 km/h)
return;
}
byte rand = GB( r, 8, 8 );
const byte *breakdown_type_chance = _breakdown_chances[v->type];
if ( v->type == VEH_AIRCRAFT ) {
if ( rand <= breakdown_type_chance[BREAKDOWN_AIRCRAFT_SPEED] ) {
v->breakdown_type = BREAKDOWN_AIRCRAFT_SPEED;
/* all speed values here are 1/8th of the real max speed in km/h */
byte max_speed = min( AircraftVehInfo( v->engine_type )->max_speed >> 3, 255 );
byte min_speed = min( 15 + ( max_speed >> 2 ), AircraftVehInfo( v->engine_type )->max_speed >> 4 );
v->breakdown_severity = min_speed + ( ( ( v->reliability + GB( r, 16, 16 ) ) * ( max_speed - min_speed ) ) >> 17 );
} else if ( rand <= breakdown_type_chance[BREAKDOWN_AIRCRAFT_DEPOT] ) {
v->breakdown_type = BREAKDOWN_AIRCRAFT_DEPOT;
} else if ( rand <= breakdown_type_chance[BREAKDOWN_AIRCRAFT_EM_LANDING] ) {
/* emergency landings only happen when reliability < 87% */
if ( v->reliability < 0xDDDD ) {
v->breakdown_type = BREAKDOWN_AIRCRAFT_EM_LANDING;
} else {
/* try again */
DetermineBreakdownType( v, Random( ) );
}
} else {
NOT_REACHED( );
}
return;
}
if ( rand <= breakdown_type_chance[BREAKDOWN_CRITICAL] ) {
v->breakdown_type = BREAKDOWN_CRITICAL;
} else if ( rand <= breakdown_type_chance[BREAKDOWN_EM_STOP] ) {
/* Non-front engines cannot have emergency stops */
if ( v->type == VEH_TRAIN && !( Train::From( v )->IsFrontEngine( ) ) ) {
return DetermineBreakdownType( v, Random( ) );
}
v->breakdown_type = BREAKDOWN_EM_STOP;
v->breakdown_delay >>= 2; //emergency stops don't last long (1/4 of normal)
} else if ( rand <= breakdown_type_chance[BREAKDOWN_LOW_SPEED] ) {
v->breakdown_type = BREAKDOWN_LOW_SPEED;
/* average of random and reliability */
uint16 rand2 = ( GB( r, 16, 16 ) + v->reliability ) >> 1;
uint16 max_speed =
( v->type == VEH_TRAIN ) ?
GetVehicleProperty( v, PROP_TRAIN_SPEED, RailVehInfo( v->engine_type )->max_speed ) :
( v->type == VEH_ROAD ) ?
GetVehicleProperty( v, PROP_ROADVEH_SPEED, RoadVehInfo( v->engine_type )->max_speed ) :
( v->type == VEH_SHIP ) ?
GetVehicleProperty( v, PROP_SHIP_SPEED, ShipVehInfo( v->engine_type )->max_speed ) :
GetVehicleProperty( v, PROP_AIRCRAFT_SPEED, AircraftVehInfo( v->engine_type )->max_speed );
byte min_speed = min( 41, max_speed >> 2 );
/* we use the min() function here because we want to use the real value of max_speed for the min_speed calculation */
max_speed = min( max_speed, 255 );
v->breakdown_severity = Clamp( ( max_speed * rand2 ) >> 16, min_speed, max_speed );
} else if ( rand <= breakdown_type_chance[BREAKDOWN_LOW_POWER] ) {
v->breakdown_type = BREAKDOWN_LOW_POWER;
/** within this type there are two possibilities: (50/50)
* power reduction (10-90%), or no power at all */
if ( GB( r, 7, 1 ) ) {
v->breakdown_severity = Clamp( ( GB( r, 16, 16 ) + v->reliability ) >> 9, 26, 231 );
} else {
v->breakdown_severity = 0;
}
} else {
NOT_REACHED( );
}
}
void CheckVehicleBreakdown(Vehicle *v)
{
int rel, rel_old;
/* decrease reliability */
v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
if ((rel_old >> 8) != (rel >> 8)) SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
if ((rel_old >> 8) != (rel >> 8)) SetWindowDirty(WC_VEHICLE_DETAILS, v->First()->index);
if (v->breakdown_ctr != 0 || (v->vehstatus & VS_STOPPED) ||
if (v->breakdown_ctr != 0 || (v->First()->vehstatus & VS_STOPPED) ||
_settings_game.difficulty.vehicle_breakdowns < 1 ||
v->cur_speed < 5 || _game_mode == GM_MENU) {
v->First()->cur_speed < 5 || _game_mode == GM_MENU ||
(v->type == VEH_AIRCRAFT && ((Aircraft*)v)->state != FLYING) ||
(v->type == VEH_TRAIN && !(Train::From(v)->IsFrontEngine()) && !_settings_game.vehicle.improved_breakdowns)) {
return;
}
uint32 r = Random();
uint32 r1 = Random();
uint32 r2 = Random();
/* increase chance of failure */
int chance = v->breakdown_chance + 1;
if (Chance16I(1, 25, r)) chance += 25;
v->breakdown_chance = min(255, chance);
/* calculate reliability value to use in comparison */
rel = v->reliability;
if (v->type == VEH_SHIP) rel += 0x6666;
/* reduced breakdowns? */
if (_settings_game.difficulty.vehicle_breakdowns == 1) rel += 0x6666;
/* check if to break down */
if (_breakdown_chance[(uint)min(rel, 0xffff) >> 10] <= v->breakdown_chance) {
v->breakdown_ctr = GB(r, 16, 6) + 0x3F;
v->breakdown_delay = GB(r, 24, 7) + 0x80;
v->breakdown_chance = 0;
byte chance = 128;
if (_settings_game.vehicle.improved_breakdowns) {
/* Dual engines have their breakdown chances reduced to 70% of the normal value */
chance = (v->type == VEH_TRAIN && Train::From(v)->IsMultiheaded()) ? v->First()->breakdown_chance * 7 / 10 : v->First()->breakdown_chance;
} else if(v->type == VEH_SHIP) {
chance = 64;
}
/**
* Chance is (1 - reliability) * breakdown_setting * breakdown_chance / 10.
* At 90% reliabilty, normal setting (2) and average breakdown_chance (128),
* a vehicle will break down (on average) every 100 days.
* This *should* mean that vehicles break down about as often as (or a little less than) they used to.
* However, because breakdowns are no longer by definition a complete stop,
* their impact will be significantly less.
*/
if ( (uint32) ( 0xffff - v->reliability ) * _settings_game.difficulty.vehicle_breakdowns * chance > GB( r1, 0, 24 ) * 10 ) {
v->breakdown_ctr = GB( r1, 24, 6 ) + 0xF;
v->breakdown_delay = GB( r2, 0, 7 ) + 0x80;
DetermineBreakdownType( v, r2 );
}
}
@@ -1211,29 +1343,106 @@ bool Vehicle::HandleBreakdown()
}
if (this->type == VEH_AIRCRAFT) {
this->MarkDirty();
assert(this->breakdown_type <= BREAKDOWN_AIRCRAFT_EM_LANDING);
/* Aircraft just need this flag, the rest is handled elsewhere */
this->vehstatus |= VS_AIRCRAFT_BROKEN;
} else {
this->cur_speed = 0;
if(this->breakdown_type == BREAKDOWN_AIRCRAFT_SPEED ||
(this->current_order.IsType(OT_GOTO_DEPOT) &&
(this->current_order.GetDepotOrderType() & ODTFB_BREAKDOWN) &&
GetTargetAirportIfValid(Aircraft::From(this)) != NULL)) return false;
FindBreakdownDestination(Aircraft::From(this));
} else if ( this->type == VEH_TRAIN ) {
if ( this->breakdown_type == BREAKDOWN_LOW_POWER ||
this->First( )->cur_speed <= ( ( this->breakdown_type == BREAKDOWN_LOW_SPEED ) ? this->breakdown_severity : 0 ) ) {
switch ( this->breakdown_type ) {
case BREAKDOWN_CRITICAL:
if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
bool train_or_ship = this->type == VEH_TRAIN || this->type == VEH_SHIP;
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
(train_or_ship ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
(train_or_ship ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
}
if (!(this->vehstatus & VS_HIDDEN) && !HasBit(EngInfo(this->engine_type)->misc_flags, EF_NO_BREAKDOWN_SMOKE)) {
if (!(this->vehstatus & VS_HIDDEN)) {
EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->animation_state = this->breakdown_delay * 2;
}
/* Max Speed reduction*/
if (_settings_game.vehicle.improved_breakdowns) {
if (!HasBit(Train::From(this)->flags,VRF_NEED_REPAIR)) {
const Engine *e = Engine::Get(this->engine_type);
const RailVehicleInfo *rvi = &e->u.rail;
if (rvi->max_speed > this->vcache.cached_max_speed)
this->vcache.cached_max_speed = rvi->max_speed;
}
this->vcache.cached_max_speed =
min(
this->vcache.cached_max_speed - (this->vcache.cached_max_speed >> 1) / Train::From(this->First())->tcache.cached_num_engines + 1,
this->vcache.cached_max_speed);
SetBit(Train::From(this)->flags, VRF_NEED_REPAIR);
Train::From(this->First())->ConsistChanged(CCF_TRACK);
}
/* FALL THROUGH */
case BREAKDOWN_EM_STOP:
CheckBreakdownFlags(Train::From(this->First()));
SetBit(Train::From(this->First())->flags, VRF_BREAKDOWN_STOPPED);
break;
case BREAKDOWN_LOW_SPEED:
CheckBreakdownFlags(Train::From(this->First()));
SetBit(Train::From(this->First())->flags, VRF_BREAKDOWN_SPEED);
break;
case BREAKDOWN_LOW_POWER:
SetBit(Train::From(this->First())->flags, VRF_BREAKDOWN_POWER);
break;
default: NOT_REACHED();
}
this->First()->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
} else {
this->breakdown_ctr = 2; // wait until slowdown
this->breakdowns_since_last_service--;
SetBit( Train::From( this )->flags, VRF_BREAKDOWN_BRAKING );
return false;
}
if ( ( !( this->vehstatus & VS_HIDDEN ) ) && ( ( this->breakdown_type == BREAKDOWN_LOW_SPEED || this->breakdown_type == BREAKDOWN_LOW_POWER ) && ( this->tick_counter & 0x1F ) == 0 ) ) {
CreateEffectVehicleRel( this, 0, 0, 2, EV_BREAKDOWN_SMOKE ); //some grey clouds to indicate a broken engine
}
} else {
switch ( this->breakdown_type ) {
case BREAKDOWN_CRITICAL:
if ( !PlayVehicleSound( this, VSE_BREAKDOWN ) ) {
SndPlayVehicleFx( ( _settings_game.game_creation.landscape != LT_TOYLAND ) ? SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, this );
}
if (!(this->vehstatus & VS_HIDDEN)) {
EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->animation_state = this->breakdown_delay * 2;
}
/* FALL THROUGH */
case BREAKDOWN_EM_STOP:
this->cur_speed = 0;
break;
case BREAKDOWN_LOW_SPEED:
case BREAKDOWN_LOW_POWER:
/* do nothing */
break;
default: NOT_REACHED( );
}
if ( ( !( this->vehstatus & VS_HIDDEN ) ) && (
( this->breakdown_type == BREAKDOWN_LOW_SPEED || this->breakdown_type == BREAKDOWN_LOW_POWER ) &&
( this->tick_counter & 0x1F ) == 0 ) ) {
/* Some gray clouds to indicate a broken RV */
CreateEffectVehicleRel( this, 0, 0, 2, EV_BREAKDOWN_SMOKE );
}
this->First()->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
return (this->breakdown_type == BREAKDOWN_CRITICAL || this->breakdown_type == BREAKDOWN_EM_STOP );
}
this->MarkDirty(); // Update graphics after speed is zeroed
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
/* FALL THROUGH */
/* FALL THROUGH */
case 1:
/* Aircraft breakdowns end only when arriving at the airport */
if (this->type == VEH_AIRCRAFT) return false;
@@ -1242,11 +1451,17 @@ bool Vehicle::HandleBreakdown()
if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
if (--this->breakdown_delay == 0) {
this->breakdown_ctr = 0;
if( this->type == VEH_TRAIN ) {
CheckBreakdownFlags(Train::From(this->First()));
this->First()->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->First()->index);
} else {
this->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
}
}
return true;
}
return (this->breakdown_type == BREAKDOWN_CRITICAL || this->breakdown_type == BREAKDOWN_EM_STOP);
default:
if (!this->current_order.IsType(OT_LOADING)) this->breakdown_ctr--;
@@ -2223,7 +2438,7 @@ CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
* Now we change the setting to apply the new one and let the vehicle head for the same depot.
* Note: the if is (true for requesting service == true for ordered to stop in depot) */
if (flags & DC_EXEC) {
this->current_order.SetDepotOrderType(ODTF_MANUAL);
if (!(this->current_order.GetDepotOrderType() & ODTFB_BREAKDOWN)) this->current_order.SetDepotOrderType(ODTF_MANUAL);
this->current_order.SetDepotActionType(halt_in_depot ? ODATF_SERVICE_ONLY : ODATFB_HALT);
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
}
@@ -2241,8 +2456,13 @@ CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
SetBit(gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS);
}
this->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
/* We don't cancel a breakdown-related goto depot order, we only change whether to halt or not */
if (this->current_order.GetDepotOrderType() & ODTFB_BREAKDOWN) {
this->current_order.SetDepotActionType(this->current_order.GetDepotActionType() == ODATFB_HALT ? ODATF_SERVICE_ONLY : ODATFB_HALT);
} else {
this->current_order.MakeDummy();
SetWindowWidgetDirty(WC_VEHICLE_VIEW, this->index, WID_VV_START_STOP);
}
}
return CommandCost();
}