(svn r20531) -Codechange: unify quite a bit of the vehicle building commands
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@@ -28,15 +28,19 @@
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#include "depot_map.h"
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#include "vehiclelist.h"
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#include "engine_base.h"
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#include "engine_func.h"
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#include "articulated_vehicles.h"
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#include "autoreplace_gui.h"
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#include "company_base.h"
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#include "table/strings.h"
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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 | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN),
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CMD_BUILD_ROAD_VEH | CMD_MSG(STR_ERROR_CAN_T_BUY_ROAD_VEHICLE),
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CMD_BUILD_SHIP | CMD_MSG(STR_ERROR_CAN_T_BUY_SHIP),
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CMD_BUILD_AIRCRAFT | CMD_MSG(STR_ERROR_CAN_T_BUY_AIRCRAFT),
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CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN),
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CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_ROAD_VEHICLE),
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CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_SHIP),
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CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_AIRCRAFT),
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};
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const uint32 _veh_sell_proc_table[] = {
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@@ -61,6 +65,90 @@ const uint32 _send_to_depot_proc_table[] = {
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CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_MSG(STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR),
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};
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CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
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CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
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CommandCost CmdBuildShip (TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
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CommandCost CmdBuildAircraft (TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
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/**
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* Build a vehicle.
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* @param tile tile of depot where the vehicle is built
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* @param flags for command
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* @param p1 various bitstuffed data
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* bits 0-15: vehicle type being built.
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* bits 16-31: vehicle type specific bits passed on to the vehicle build functions.
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* @param p2 unused
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* @param text unused
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* @return the cost of this operation or an error
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*/
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CommandCost CmdBuildVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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/* Elementary check for valid location. */
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if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;
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VehicleType type;
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switch (GetTileType(tile)) {
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case MP_RAILWAY: type = VEH_TRAIN; break;
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case MP_ROAD: type = VEH_ROAD; break;
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case MP_WATER: type = VEH_SHIP; break;
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case MP_STATION: type = VEH_AIRCRAFT; break;
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default: NOT_REACHED(); // Safe due to IsDepotTile()
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}
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/* Validate the engine type. */
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EngineID eid = GB(p1, 0, 16);
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if (!IsEngineBuildable(eid, type, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE + type);
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const Engine *e = Engine::Get(eid);
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CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
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/* Engines without valid cargo should not be available */
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if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
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/* Check whether the number of vehicles we need to build can be built according to pool space. */
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uint num_vehicles;
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switch (type) {
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case VEH_TRAIN: num_vehicles = (e->u.rail.railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) + CountArticulatedParts(eid, false); break;
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case VEH_ROAD: num_vehicles = 1 + CountArticulatedParts(eid, false); break;
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case VEH_SHIP: num_vehicles = 1; break;
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case VEH_AIRCRAFT: num_vehicles = e->u.air.subtype & AIR_CTOL ? 2 : 3; break;
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default: NOT_REACHED(); // Safe due to IsDepotTile()
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}
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if (!Vehicle::CanAllocateItem(num_vehicles)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
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/* Check whether we can allocate a unit number. Autoreplace does not allocate
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* an unit number as it will (always) reuse the one of the replaced vehicle
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* and (train) wagons don't have an unit number in any scenario. */
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UnitID unit_num = (flags & DC_AUTOREPLACE || (type == VEH_TRAIN && e->u.rail.railveh_type == RAILVEH_WAGON)) ? 0 : GetFreeUnitNumber(type);
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if (unit_num == UINT16_MAX) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
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Vehicle *v;
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switch (type) {
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case VEH_TRAIN: value.AddCost(CmdBuildRailVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
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case VEH_ROAD: value.AddCost(CmdBuildRoadVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
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case VEH_SHIP: value.AddCost(CmdBuildShip (tile, flags, e, GB(p1, 16, 16), &v)); break;
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case VEH_AIRCRAFT: value.AddCost(CmdBuildAircraft (tile, flags, e, GB(p1, 16, 16), &v)); break;
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default: NOT_REACHED(); // Safe due to IsDepotTile()
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}
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if (value.Succeeded() && flags & DC_EXEC) {
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v->unitnumber = unit_num;
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v->value = value.GetCost();
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InvalidateWindowData(WC_VEHICLE_DEPOT, tile);
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InvalidateWindowClassesData(GetWindowClassForVehicleType(type), 0);
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SetWindowDirty(WC_COMPANY, _current_company);
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if (IsLocalCompany()) {
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InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the auto replace window
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}
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Company::Get(_current_company)->num_engines[eid]++;
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}
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return value;
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}
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/**
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* Start/Stop a vehicle
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* @param tile unused
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@@ -467,7 +555,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
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DoCommandFlag build_flags = flags;
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if ((flags & DC_EXEC) && !v->IsPrimaryVehicle()) build_flags |= DC_AUTOREPLACE;
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CommandCost cost = DoCommand(tile, v->engine_type, 2, build_flags, GetCmdBuildVeh(v));
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CommandCost cost = DoCommand(tile, v->engine_type | (1 << 16), 0, build_flags, GetCmdBuildVeh(v));
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if (cost.Failed()) {
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/* Can't build a part, then sell the stuff we already made; clear up the mess */
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