2921 lines
		
	
	
		
			84 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2921 lines
		
	
	
		
			84 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/** @file vehicle.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "road_map.h"
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#include "roadveh.h"
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#include "ship.h"
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#include "spritecache.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "functions.h"
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#include "landscape.h"
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#include "map.h"
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#include "tile.h"
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#include "vehicle.h"
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#include "gfx.h"
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#include "viewport.h"
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#include "news.h"
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#include "command.h"
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#include "saveload.h"
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#include "player.h"
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#include "engine.h"
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#include "sound.h"
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#include "debug.h"
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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 "rail.h"
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#include "train.h"
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#include "aircraft.h"
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#include "industry_map.h"
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#include "station_map.h"
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#include "water_map.h"
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#include "network/network.h"
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#include "yapf/yapf.h"
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#include "date.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_engine.h"
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#include "newgrf_sound.h"
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#include "helpers.hpp"
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#define INVALID_COORD (-0x8000)
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#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
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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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enum {
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	BLOCKS_FOR_SPECIAL_VEHICLES   = 2, ///< Blocks needed for special vehicles
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};
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/**
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 * Called if a new block is added to the vehicle-pool
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 */
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static void VehiclePoolNewBlock(uint start_item)
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{
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	Vehicle *v;
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	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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	 * TODO - This is just a temporary stage, this will be removed. */
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	for (v = GetVehicle(start_item); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
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		v->index = start_item++;
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		v->type  = VEH_INVALID;
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	}
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}
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/* Initialize the vehicle-pool */
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DEFINE_OLD_POOL(Vehicle, Vehicle, VehiclePoolNewBlock, NULL)
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void VehicleServiceInDepot(Vehicle *v)
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{
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	v->date_of_last_service = _date;
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	v->breakdowns_since_last_service = 0;
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	v->reliability = GetEngine(v->engine_type)->reliability;
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	InvalidateWindow(WC_VEHICLE_DETAILS, v->index); // ensure that last service date and reliability are updated
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}
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bool VehicleNeedsService(const Vehicle *v)
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{
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	if (v->vehstatus & VS_CRASHED)
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		return false; // Crashed vehicles don't need service anymore
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	if (_patches.no_servicing_if_no_breakdowns && _opt.diff.vehicle_breakdowns == 0) {
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		return EngineHasReplacementForPlayer(GetPlayer(v->owner), v->engine_type);  /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off */
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	}
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	return _patches.servint_ispercent ?
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		(v->reliability < GetEngine(v->engine_type)->reliability * (100 - v->service_interval) / 100) :
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		(v->date_of_last_service + v->service_interval < _date);
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}
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StringID VehicleInTheWayErrMsg(const Vehicle* v)
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{
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	switch (v->type) {
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		case VEH_TRAIN:    return STR_8803_TRAIN_IN_THE_WAY;
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		case VEH_ROAD:     return STR_9000_ROAD_VEHICLE_IN_THE_WAY;
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		case VEH_AIRCRAFT: return STR_A015_AIRCRAFT_IN_THE_WAY;
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		default:           return STR_980E_SHIP_IN_THE_WAY;
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	}
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}
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static void *EnsureNoVehicleProc(Vehicle *v, void *data)
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{
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	if (v->tile != *(const TileIndex*)data || v->type == VEH_DISASTER)
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		return NULL;
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	_error_message = VehicleInTheWayErrMsg(v);
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	return v;
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}
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bool EnsureNoVehicle(TileIndex tile)
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{
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	return VehicleFromPos(tile, &tile, EnsureNoVehicleProc) == NULL;
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}
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static void *EnsureNoVehicleProcZ(Vehicle *v, void *data)
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{
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	const TileInfo *ti = (const TileInfo*)data;
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	if (v->tile != ti->tile || v->type == VEH_DISASTER) return NULL;
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	if (v->z_pos > ti->z) return NULL;
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	_error_message = VehicleInTheWayErrMsg(v);
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	return v;
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}
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bool EnsureNoVehicleOnGround(TileIndex tile)
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{
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	TileInfo ti;
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	ti.tile = tile;
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	ti.z = GetTileMaxZ(tile);
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	return VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ) == NULL;
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}
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Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z)
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{
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	TileInfo ti;
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	ti.tile = tile;
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	ti.z = z;
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	return (Vehicle*)VehicleFromPos(tile, &ti, EnsureNoVehicleProcZ);
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}
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Vehicle *FindVehicleBetween(TileIndex from, TileIndex to, byte z, bool without_crashed)
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{
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	int x1 = TileX(from);
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	int y1 = TileY(from);
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	int x2 = TileX(to);
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	int y2 = TileY(to);
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	Vehicle *veh;
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	/* Make sure x1 < x2 or y1 < y2 */
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	if (x1 > x2 || y1 > y2) {
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		Swap(x1, x2);
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		Swap(y1, y2);
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	}
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	FOR_ALL_VEHICLES(veh) {
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		if (without_crashed && (veh->vehstatus & VS_CRASHED) != 0) continue;
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		if ((veh->type == VEH_TRAIN || veh->type == VEH_ROAD) && (z == 0xFF || veh->z_pos == z)) {
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			if ((veh->x_pos >> 4) >= x1 && (veh->x_pos >> 4) <= x2 &&
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					(veh->y_pos >> 4) >= y1 && (veh->y_pos >> 4) <= y2) {
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				return veh;
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			}
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		}
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	}
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	return NULL;
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}
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static void UpdateVehiclePosHash(Vehicle* v, int x, int y);
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void VehiclePositionChanged(Vehicle *v)
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{
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	int img = v->cur_image;
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	Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos);
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	const Sprite* spr = GetSprite(img);
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	pt.x += spr->x_offs;
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	pt.y += spr->y_offs;
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	UpdateVehiclePosHash(v, pt.x, pt.y);
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	v->left_coord = pt.x;
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	v->top_coord = pt.y;
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	v->right_coord = pt.x + spr->width + 2;
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	v->bottom_coord = pt.y + spr->height + 2;
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}
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/** Called after load to update coordinates */
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void AfterLoadVehicles()
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{
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	Vehicle *v;
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	FOR_ALL_VEHICLES(v) {
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		v->first = NULL;
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		if (v->type == VEH_TRAIN) v->u.rail.first_engine = INVALID_ENGINE;
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	}
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	FOR_ALL_VEHICLES(v) {
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		if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v)))
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			TrainConsistChanged(v);
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	}
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	FOR_ALL_VEHICLES(v) {
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		switch (v->type) {
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			case VEH_TRAIN: v->cur_image = GetTrainImage(v, v->direction); break;
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			case VEH_ROAD: v->cur_image = GetRoadVehImage(v, v->direction); break;
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			case VEH_SHIP: v->cur_image = GetShipImage(v, v->direction); break;
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			case VEH_AIRCRAFT:
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				if (IsNormalAircraft(v)) {
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					v->cur_image = GetAircraftImage(v, v->direction);
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					/* The plane's shadow will have the same image as the plane */
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					Vehicle *shadow = v->next;
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					shadow->cur_image = v->cur_image;
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					/* In the case of a helicopter we will update the rotor sprites */
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					if (v->subtype == AIR_HELICOPTER) {
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						Vehicle *rotor = shadow->next;
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						rotor->cur_image = GetRotorImage(v);
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					}
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					UpdateAircraftCache(v);
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				}
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				break;
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			default: break;
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		}
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		v->left_coord = INVALID_COORD;
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		VehiclePositionChanged(v);
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	}
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}
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static Vehicle *InitializeVehicle(Vehicle *v)
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{
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	VehicleID index = v->index;
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	memset(v, 0, sizeof(Vehicle));
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	v->index = index;
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	assert(v->orders == NULL);
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	v->type = VEH_INVALID;
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	v->left_coord = INVALID_COORD;
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	v->first = NULL;
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	v->next = NULL;
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	v->next_hash = NULL;
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	v->string_id = 0;
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	v->next_shared = NULL;
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	v->prev_shared = NULL;
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	v->depot_list  = NULL;
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	v->random_bits = 0;
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	return v;
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}
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/**
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 * Get a value for a vehicle's random_bits.
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 * @return A random value from 0 to 255.
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 */
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byte VehicleRandomBits()
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{
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	return GB(Random(), 0, 8);
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}
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Vehicle *ForceAllocateSpecialVehicle()
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{
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	/* This stays a strange story.. there should always be room for special
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	 * vehicles (special effects all over the map), but with 65k of vehicles
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	 * is this realistic to double-check for that? For now we just reserve
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	 * BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only
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	 * be used for special vehicles.. should work nicely :) */
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	Vehicle *v;
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	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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	 * TODO - This is just a temporary stage, this will be removed. */
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	for (v = GetVehicle(0); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
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		/* No more room for the special vehicles, return NULL */
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		if (v->index >= (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES)
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			return NULL;
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		if (!IsValidVehicle(v)) return InitializeVehicle(v);
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	}
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	return NULL;
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}
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/**
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 * finds a free vehicle in the memory or allocates a new one
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 * returns a pointer to the first free vehicle or NULL if all vehicles are in use
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 * *skip_vehicles is an offset to where in the array we should begin looking
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 * this is to avoid looping though the same vehicles more than once after we learned that they are not free
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 * this feature is used by AllocateVehicles() since it need to allocate more than one and when
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 * another block is added to _Vehicle_pool, since we only do that when we know it's already full
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 */
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static Vehicle *AllocateSingleVehicle(VehicleID *skip_vehicles)
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{
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	/* See note by ForceAllocateSpecialVehicle() why we skip the
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	 * first blocks */
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	Vehicle *v;
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	const int offset = (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES;
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	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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	 * @todo - This is just a temporary stage, this will be removed. */
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	if (*skip_vehicles < (_Vehicle_pool.total_items - offset)) { // make sure the offset in the array is not larger than the array itself
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		for (v = GetVehicle(offset + *skip_vehicles); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
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			(*skip_vehicles)++;
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			if (!IsValidVehicle(v)) return InitializeVehicle(v);
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		}
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	}
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	/* Check if we can add a block to the pool */
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	if (AddBlockToPool(&_Vehicle_pool))
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		return AllocateSingleVehicle(skip_vehicles);
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	return NULL;
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}
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Vehicle *AllocateVehicle()
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{
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	VehicleID counter = 0;
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	return AllocateSingleVehicle(&counter);
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}
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/** Allocates a lot of vehicles and frees them again
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 * @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
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 * @param num number of vehicles to allocate room for
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 * @return true if there is room to allocate all the vehicles
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 */
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bool AllocateVehicles(Vehicle **vl, int num)
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{
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	int i;
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	Vehicle *v;
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	VehicleID counter = 0;
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	for (i = 0; i != num; i++) {
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		v = AllocateSingleVehicle(&counter);
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		if (v == NULL) {
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			return false;
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		}
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		if (vl != NULL) {
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			vl[i] = v;
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		}
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	}
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	return true;
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}
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static Vehicle *_vehicle_position_hash[0x1000];
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void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc)
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{
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	Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, 0);
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	/* The hash area to scan */
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	const int xl = GB(pt.x - 174, 7, 6);
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	const int xu = GB(pt.x + 104, 7, 6);
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	const int yl = GB(pt.y - 294, 6, 6) << 6;
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	const int yu = GB(pt.y +  56, 6, 6) << 6;
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	int x;
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	int y;
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	for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
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		for (x = xl;; x = (x + 1) & 0x3F) {
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			Vehicle *v = _vehicle_position_hash[(x + y) & 0xFFFF];
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			while (v != NULL) {
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				void* a = proc(v, data);
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				if (a != NULL) return a;
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				v = v->next_hash;
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			}
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			if (x == xu) break;
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		}
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		if (y == yu) break;
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	}
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	return NULL;
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}
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static void UpdateVehiclePosHash(Vehicle* v, int x, int y)
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{
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	Vehicle **old_hash, **new_hash;
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	int old_x = v->left_coord;
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	int old_y = v->top_coord;
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	new_hash = (x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(x, y)];
 | 
						|
	old_hash = (old_x == INVALID_COORD) ? NULL : &_vehicle_position_hash[GEN_HASH(old_x, old_y)];
 | 
						|
 | 
						|
	if (old_hash == new_hash) return;
 | 
						|
 | 
						|
	/* remove from hash table? */
 | 
						|
	if (old_hash != NULL) {
 | 
						|
		Vehicle *last = NULL;
 | 
						|
		Vehicle *u = *old_hash;
 | 
						|
		while (u != v) {
 | 
						|
			last = u;
 | 
						|
			u = u->next_hash;
 | 
						|
			assert(u != NULL);
 | 
						|
		}
 | 
						|
 | 
						|
		if (last == NULL) {
 | 
						|
			*old_hash = v->next_hash;
 | 
						|
		} else {
 | 
						|
			last->next_hash = v->next_hash;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* insert into hash table? */
 | 
						|
	if (new_hash != NULL) {
 | 
						|
		v->next_hash = *new_hash;
 | 
						|
		*new_hash = v;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void ResetVehiclePosHash()
 | 
						|
{
 | 
						|
	memset(_vehicle_position_hash, 0, sizeof(_vehicle_position_hash));
 | 
						|
}
 | 
						|
 | 
						|
void InitializeVehicles()
 | 
						|
{
 | 
						|
	uint i;
 | 
						|
 | 
						|
	/* Clean the vehicle pool, and reserve enough blocks
 | 
						|
	 *  for the special vehicles, plus one for all the other
 | 
						|
	 *  vehicles (which is increased on-the-fly) */
 | 
						|
	CleanPool(&_Vehicle_pool);
 | 
						|
	AddBlockToPool(&_Vehicle_pool);
 | 
						|
	for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++) {
 | 
						|
		AddBlockToPool(&_Vehicle_pool);
 | 
						|
	}
 | 
						|
 | 
						|
	ResetVehiclePosHash();
 | 
						|
}
 | 
						|
 | 
						|
Vehicle *GetLastVehicleInChain(Vehicle *v)
 | 
						|
{
 | 
						|
	while (v->next != NULL) v = v->next;
 | 
						|
	return v;
 | 
						|
}
 | 
						|
 | 
						|
/** Finds the previous vehicle in a chain, by a brute force search.
 | 
						|
 * This old function is REALLY slow because it searches through all vehicles to
 | 
						|
 * find the previous vehicle, but if v->first has not been set, then this function
 | 
						|
 * will need to be used to find the previous one. This function should never be
 | 
						|
 * called by anything but GetFirstVehicleInChain
 | 
						|
 */
 | 
						|
static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v)
 | 
						|
{
 | 
						|
	Vehicle *u;
 | 
						|
 | 
						|
	FOR_ALL_VEHICLES(u) if (u->type == VEH_TRAIN && u->next == v) return u;
 | 
						|
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
/** Find the previous vehicle in a chain, by using the v->first cache.
 | 
						|
 * While this function is fast, it cannot be used in the GetFirstVehicleInChain
 | 
						|
 * function, otherwise you'll end up in an infinite loop call
 | 
						|
 */
 | 
						|
Vehicle *GetPrevVehicleInChain(const Vehicle *v)
 | 
						|
{
 | 
						|
	Vehicle *u;
 | 
						|
	assert(v != NULL);
 | 
						|
 | 
						|
	u = GetFirstVehicleInChain(v);
 | 
						|
 | 
						|
	/* Check to see if this is the first */
 | 
						|
	if (v == u) return NULL;
 | 
						|
 | 
						|
	for (; u->next != v; u = u->next) assert(u->next != NULL);
 | 
						|
 | 
						|
	return u;
 | 
						|
}
 | 
						|
 | 
						|
/** Finds the first vehicle in a chain.
 | 
						|
 * This function reads out the v->first cache. Should the cache be dirty,
 | 
						|
 * it determines the first vehicle in a chain, and updates the cache.
 | 
						|
 */
 | 
						|
Vehicle *GetFirstVehicleInChain(const Vehicle *v)
 | 
						|
{
 | 
						|
	Vehicle* u;
 | 
						|
 | 
						|
	assert(v != NULL);
 | 
						|
	assert(v->type == VEH_TRAIN);
 | 
						|
 | 
						|
	if (v->first != NULL) {
 | 
						|
		if (IsFrontEngine(v->first) || IsFreeWagon(v->first)) return v->first;
 | 
						|
 | 
						|
		DEBUG(misc, 0, "v->first cache faulty. We shouldn't be here, rebuilding cache!");
 | 
						|
	}
 | 
						|
 | 
						|
	/* It is the fact (currently) that newly built vehicles do not have
 | 
						|
	 * their ->first pointer set. When this is the case, go up to the
 | 
						|
	 * first engine and set the pointers correctly. Also the first pointer
 | 
						|
	 * is not saved in a savegame, so this has to be fixed up after loading */
 | 
						|
 | 
						|
	/* Find the 'locomotive' or the first wagon in a chain */
 | 
						|
	while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u;
 | 
						|
 | 
						|
	/* Set the first pointer of all vehicles in that chain to the first wagon */
 | 
						|
	if (IsFrontEngine(v) || IsFreeWagon(v))
 | 
						|
		for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v;
 | 
						|
 | 
						|
	return (Vehicle*)v;
 | 
						|
}
 | 
						|
 | 
						|
uint CountVehiclesInChain(const Vehicle* v)
 | 
						|
{
 | 
						|
	uint count = 0;
 | 
						|
	do count++; while ((v = v->next) != NULL);
 | 
						|
	return count;
 | 
						|
}
 | 
						|
 | 
						|
/** Check if a vehicle is counted in num_engines in each player struct
 | 
						|
 * @param *v Vehicle to test
 | 
						|
 * @return true if the vehicle is counted in num_engines
 | 
						|
 */
 | 
						|
bool IsEngineCountable(const Vehicle *v)
 | 
						|
{
 | 
						|
	switch (v->type) {
 | 
						|
		case VEH_AIRCRAFT: return IsNormalAircraft(v); // don't count plane shadows and helicopter rotors
 | 
						|
		case VEH_TRAIN:
 | 
						|
			return !IsArticulatedPart(v) && // tenders and other articulated parts
 | 
						|
			(!IsMultiheaded(v) || IsTrainEngine(v)); // rear parts of multiheaded engines
 | 
						|
		case VEH_ROAD:
 | 
						|
		case VEH_SHIP:
 | 
						|
			return true;
 | 
						|
		default: return false; // Only count player buildable vehicles
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void DestroyVehicle(Vehicle *v)
 | 
						|
{
 | 
						|
	if (v->last_station_visited != INVALID_STATION) {
 | 
						|
		GetStation(v->last_station_visited)->loading_vehicles.remove(v);
 | 
						|
	}
 | 
						|
 | 
						|
	if (IsEngineCountable(v)) {
 | 
						|
		GetPlayer(v->owner)->num_engines[v->engine_type]--;
 | 
						|
		if (v->owner == _local_player) InvalidateAutoreplaceWindow(v->engine_type);
 | 
						|
	}
 | 
						|
 | 
						|
	DeleteVehicleNews(v->index, INVALID_STRING_ID);
 | 
						|
 | 
						|
	DeleteName(v->string_id);
 | 
						|
	if (v->type == VEH_ROAD) ClearSlot(v);
 | 
						|
 | 
						|
	if (v->type != VEH_TRAIN || (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v)))) {
 | 
						|
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 | 
						|
	}
 | 
						|
 | 
						|
	UpdateVehiclePosHash(v, INVALID_COORD, 0);
 | 
						|
	v->next_hash = NULL;
 | 
						|
	if (IsPlayerBuildableVehicleType(v)) DeleteVehicleOrders(v);
 | 
						|
 | 
						|
	/* Now remove any artic part. This will trigger an other
 | 
						|
	 *  destroy vehicle, which on his turn can remove any
 | 
						|
	 *  other artic parts. */
 | 
						|
	if (EngineHasArticPart(v)) DeleteVehicle(v->next);
 | 
						|
}
 | 
						|
 | 
						|
void DeleteVehicleChain(Vehicle *v)
 | 
						|
{
 | 
						|
	do {
 | 
						|
		Vehicle *u = v;
 | 
						|
		v = GetNextVehicle(v);
 | 
						|
		DeleteVehicle(u);
 | 
						|
	} while (v != NULL);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void Aircraft_Tick(Vehicle *v);
 | 
						|
void RoadVeh_Tick(Vehicle *v);
 | 
						|
void Ship_Tick(Vehicle *v);
 | 
						|
void Train_Tick(Vehicle *v);
 | 
						|
static void EffectVehicle_Tick(Vehicle *v);
 | 
						|
void DisasterVehicle_Tick(Vehicle *v);
 | 
						|
 | 
						|
/** head of the linked list to tell what vehicles that visited a depot in a tick */
 | 
						|
static Vehicle* _first_veh_in_depot_list;
 | 
						|
 | 
						|
/** Adds a vehicle to the list of vehicles, that visited a depot this tick
 | 
						|
 * @param *v vehicle to add
 | 
						|
 */
 | 
						|
void VehicleEnteredDepotThisTick(Vehicle *v)
 | 
						|
{
 | 
						|
	/* we need to set v->leave_depot_instantly as we have no control of it's contents at this time */
 | 
						|
	if (HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT) && !HASBIT(v->current_order.flags, OFB_PART_OF_ORDERS) && v->current_order.type == OT_GOTO_DEPOT) {
 | 
						|
		/* we keep the vehicle in the depot since the user ordered it to stay */
 | 
						|
		v->leave_depot_instantly = false;
 | 
						|
	} else {
 | 
						|
		/* the vehicle do not plan on stopping in the depot, so we stop it to ensure that it will not reserve the path
 | 
						|
		 * out of the depot before we might autoreplace it to a different engine. The new engine would not own the reserved path
 | 
						|
		 * we store that we stopped the vehicle, so autoreplace can start it again */
 | 
						|
		v->vehstatus |= VS_STOPPED;
 | 
						|
		v->leave_depot_instantly = true;
 | 
						|
	}
 | 
						|
 | 
						|
	if (_first_veh_in_depot_list == NULL) {
 | 
						|
		_first_veh_in_depot_list = v;
 | 
						|
	} else {
 | 
						|
		Vehicle *w = _first_veh_in_depot_list;
 | 
						|
		while (w->depot_list != NULL) w = w->depot_list;
 | 
						|
		w->depot_list = v;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
typedef void VehicleTickProc(Vehicle*);
 | 
						|
static VehicleTickProc* _vehicle_tick_procs[] = {
 | 
						|
	Train_Tick,
 | 
						|
	RoadVeh_Tick,
 | 
						|
	Ship_Tick,
 | 
						|
	Aircraft_Tick,
 | 
						|
	EffectVehicle_Tick,
 | 
						|
	DisasterVehicle_Tick,
 | 
						|
};
 | 
						|
 | 
						|
void CallVehicleTicks()
 | 
						|
{
 | 
						|
	Vehicle *v;
 | 
						|
 | 
						|
#ifdef ENABLE_NETWORK
 | 
						|
	/* hotfix for desync problem:
 | 
						|
	 *  for MP games invalidate the YAPF cache every tick to keep it exactly the same on the server and all clients */
 | 
						|
	if (_networking) {
 | 
						|
		YapfNotifyTrackLayoutChange(INVALID_TILE, INVALID_TRACK);
 | 
						|
	}
 | 
						|
#endif //ENABLE_NETWORK
 | 
						|
 | 
						|
	_first_veh_in_depot_list = NULL; // now we are sure it's initialized at the start of each tick
 | 
						|
 | 
						|
	FOR_ALL_VEHICLES(v) {
 | 
						|
		_vehicle_tick_procs[v->type](v);
 | 
						|
 | 
						|
		switch (v->type) {
 | 
						|
			case VEH_TRAIN:
 | 
						|
			case VEH_ROAD:
 | 
						|
			case VEH_AIRCRAFT:
 | 
						|
			case VEH_SHIP:
 | 
						|
				if (v->type == VEH_TRAIN && IsTrainWagon(v)) continue;
 | 
						|
				if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
 | 
						|
 | 
						|
				v->motion_counter += (v->direction & 1) ? (v->cur_speed * 3) / 4 : v->cur_speed;
 | 
						|
				/* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */
 | 
						|
				if (GB(v->motion_counter, 0, 8) < v->cur_speed) PlayVehicleSound(v, VSE_RUNNING);
 | 
						|
 | 
						|
				/* Play an alterate running sound every 16 ticks */
 | 
						|
				if (GB(v->tick_counter, 0, 4) == 0) PlayVehicleSound(v, v->cur_speed > 0 ? VSE_RUNNING_16 : VSE_STOPPED_16);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* now we handle all the vehicles that entered a depot this tick */
 | 
						|
	v = _first_veh_in_depot_list;
 | 
						|
	while (v != NULL) {
 | 
						|
		Vehicle *w = v->depot_list;
 | 
						|
		v->depot_list = NULL; // it should always be NULL at the end of each tick
 | 
						|
		MaybeReplaceVehicle(v, false, true);
 | 
						|
		v = w;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static bool CanFillVehicle_FullLoadAny(Vehicle *v)
 | 
						|
{
 | 
						|
	uint32 full = 0, not_full = 0;
 | 
						|
	bool keep_loading = false;
 | 
						|
	const GoodsEntry *ge = GetStation(v->last_station_visited)->goods;
 | 
						|
 | 
						|
	/* special handling of aircraft */
 | 
						|
 | 
						|
	/* if the aircraft carries passengers and is NOT full, then
 | 
						|
	 *continue loading, no matter how much mail is in */
 | 
						|
	if (v->type == VEH_AIRCRAFT &&
 | 
						|
			IsCargoInClass(v->cargo_type, CC_PASSENGERS) &&
 | 
						|
			v->cargo_cap != v->cargo_count) {
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
 | 
						|
	/* patch should return "true" to continue loading, i.e. when there is no cargo type that is fully loaded. */
 | 
						|
	do {
 | 
						|
		/* Should never happen, but just in case future additions change this */
 | 
						|
		assert(v->cargo_type<32);
 | 
						|
 | 
						|
		if (v->cargo_cap != 0) {
 | 
						|
			uint32 mask = 1 << v->cargo_type;
 | 
						|
 | 
						|
			if (v->cargo_cap == v->cargo_count) {
 | 
						|
				full |= mask;
 | 
						|
			} else if (GB(ge[v->cargo_type].waiting_acceptance, 0, 12) > 0 ||
 | 
						|
					(HASBIT(v->vehicle_flags, VF_CARGO_UNLOADING) && (ge[v->cargo_type].waiting_acceptance & 0x8000))) {
 | 
						|
				/* If there is any cargo waiting, or this vehicle is still unloading
 | 
						|
				 * and the station accepts the cargo, don't leave the station. */
 | 
						|
				keep_loading = true;
 | 
						|
			} else {
 | 
						|
				not_full |= mask;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	} while ((v = v->next) != NULL);
 | 
						|
 | 
						|
	/* continue loading if there is a non full cargo type and no cargo type that is full */
 | 
						|
	return keep_loading || (not_full && (full & ~not_full) == 0);
 | 
						|
}
 | 
						|
 | 
						|
bool CanFillVehicle(Vehicle *v)
 | 
						|
{
 | 
						|
	TileIndex tile = v->tile;
 | 
						|
 | 
						|
	if (IsTileType(tile, MP_STATION) ||
 | 
						|
			(v->type == VEH_SHIP && (
 | 
						|
				IsTileType(TILE_ADDXY(tile,  1,  0), MP_STATION) ||
 | 
						|
				IsTileType(TILE_ADDXY(tile, -1,  0), MP_STATION) ||
 | 
						|
				IsTileType(TILE_ADDXY(tile,  0,  1), MP_STATION) ||
 | 
						|
				IsTileType(TILE_ADDXY(tile,  0, -1), MP_STATION) ||
 | 
						|
				IsTileType(TILE_ADDXY(tile, -2,  0), MP_STATION)
 | 
						|
			))) {
 | 
						|
 | 
						|
		/* If patch is active, use alternative CanFillVehicle-function */
 | 
						|
		if (_patches.full_load_any && v->current_order.flags & OF_FULL_LOAD) return CanFillVehicle_FullLoadAny(v);
 | 
						|
 | 
						|
		do {
 | 
						|
			if (v->cargo_count != v->cargo_cap) return true;
 | 
						|
		} while ((v = v->next) != NULL);
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/** Check if a given engine type can be refitted to a given cargo
 | 
						|
 * @param engine_type Engine type to check
 | 
						|
 * @param cid_to check refit to this cargo-type
 | 
						|
 * @return true if it is possible, false otherwise
 | 
						|
 */
 | 
						|
bool CanRefitTo(EngineID engine_type, CargoID cid_to)
 | 
						|
{
 | 
						|
	return HASBIT(EngInfo(engine_type)->refit_mask, cid_to);
 | 
						|
}
 | 
						|
 | 
						|
/** Find the first cargo type that an engine can be refitted to.
 | 
						|
 * @param engine_type Which engine to find cargo for.
 | 
						|
 * @return A climate dependent cargo type. CT_INVALID is returned if not refittable.
 | 
						|
 */
 | 
						|
CargoID FindFirstRefittableCargo(EngineID engine_type)
 | 
						|
{
 | 
						|
	uint32 refit_mask = EngInfo(engine_type)->refit_mask;
 | 
						|
 | 
						|
	if (refit_mask != 0) {
 | 
						|
		for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
 | 
						|
			if (HASBIT(refit_mask, cid)) return cid;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return CT_INVALID;
 | 
						|
}
 | 
						|
 | 
						|
/** Learn the price of refitting a certain engine
 | 
						|
* @param engine_type Which engine to refit
 | 
						|
* @return Price for refitting
 | 
						|
*/
 | 
						|
int32 GetRefitCost(EngineID engine_type)
 | 
						|
{
 | 
						|
	int32 base_cost = 0;
 | 
						|
 | 
						|
	switch (GetEngine(engine_type)->type) {
 | 
						|
		case VEH_SHIP: base_cost = _price.ship_base; break;
 | 
						|
		case VEH_ROAD: base_cost = _price.roadveh_base; break;
 | 
						|
		case VEH_AIRCRAFT: base_cost = _price.aircraft_base; break;
 | 
						|
		case VEH_TRAIN:
 | 
						|
			base_cost = 2 * ((RailVehInfo(engine_type)->railveh_type == RAILVEH_WAGON) ?
 | 
						|
							 _price.build_railwagon : _price.build_railvehicle);
 | 
						|
			break;
 | 
						|
		default: NOT_REACHED(); break;
 | 
						|
	}
 | 
						|
	return (EngInfo(engine_type)->refit_cost * base_cost) >> 10;
 | 
						|
}
 | 
						|
 | 
						|
static void DoDrawVehicle(const Vehicle *v)
 | 
						|
{
 | 
						|
	SpriteID image = v->cur_image;
 | 
						|
	SpriteID pal;
 | 
						|
 | 
						|
	if (v->vehstatus & VS_SHADOW) {
 | 
						|
		SETBIT(image, PALETTE_MODIFIER_TRANSPARENT);
 | 
						|
		pal = PALETTE_TO_TRANSPARENT;
 | 
						|
	} else if (v->vehstatus & VS_DEFPAL) {
 | 
						|
		pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
 | 
						|
	} else {
 | 
						|
		pal = PAL_NONE;
 | 
						|
	}
 | 
						|
 | 
						|
	AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
 | 
						|
		v->sprite_width, v->sprite_height, v->z_height, v->z_pos);
 | 
						|
}
 | 
						|
 | 
						|
void ViewportAddVehicles(DrawPixelInfo *dpi)
 | 
						|
{
 | 
						|
	/* The bounding rectangle */
 | 
						|
	const int l = dpi->left;
 | 
						|
	const int r = dpi->left + dpi->width;
 | 
						|
	const int t = dpi->top;
 | 
						|
	const int b = dpi->top + dpi->height;
 | 
						|
 | 
						|
	/* The hash area to scan */
 | 
						|
	const int xl = GB(l - 70, 7, 6);
 | 
						|
	const int xu = GB(r,      7, 6);
 | 
						|
	const int yl = GB(t - 70, 6, 6) << 6;
 | 
						|
	const int yu = GB(b,      6, 6) << 6;
 | 
						|
 | 
						|
	int x;
 | 
						|
	int y;
 | 
						|
 | 
						|
	for (y = yl;; y = (y + (1 << 6)) & (0x3F << 6)) {
 | 
						|
		for (x = xl;; x = (x + 1) & 0x3F) {
 | 
						|
			const Vehicle *v = _vehicle_position_hash[(x + y) & 0xFFFF];
 | 
						|
 | 
						|
			while (v != NULL) {
 | 
						|
				if (!(v->vehstatus & VS_HIDDEN) &&
 | 
						|
						l <= v->right_coord &&
 | 
						|
						t <= v->bottom_coord &&
 | 
						|
						r >= v->left_coord &&
 | 
						|
						b >= v->top_coord) {
 | 
						|
					DoDrawVehicle(v);
 | 
						|
				}
 | 
						|
				v = v->next_hash;
 | 
						|
			}
 | 
						|
 | 
						|
			if (x == xu) break;
 | 
						|
		}
 | 
						|
 | 
						|
		if (y == yu) break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void ChimneySmokeInit(Vehicle *v)
 | 
						|
{
 | 
						|
	uint32 r = Random();
 | 
						|
	v->cur_image = SPR_CHIMNEY_SMOKE_0 + GB(r, 0, 3);
 | 
						|
	v->progress = GB(r, 16, 3);
 | 
						|
}
 | 
						|
 | 
						|
static void ChimneySmokeTick(Vehicle *v)
 | 
						|
{
 | 
						|
	if (v->progress > 0) {
 | 
						|
		v->progress--;
 | 
						|
	} else {
 | 
						|
		TileIndex tile;
 | 
						|
 | 
						|
		BeginVehicleMove(v);
 | 
						|
 | 
						|
		tile = TileVirtXY(v->x_pos, v->y_pos);
 | 
						|
		if (!IsTileType(tile, MP_INDUSTRY)) {
 | 
						|
			EndVehicleMove(v);
 | 
						|
			DeleteVehicle(v);
 | 
						|
			return;
 | 
						|
		}
 | 
						|
 | 
						|
		if (v->cur_image != SPR_CHIMNEY_SMOKE_7) {
 | 
						|
			v->cur_image++;
 | 
						|
		} else {
 | 
						|
			v->cur_image = SPR_CHIMNEY_SMOKE_0;
 | 
						|
		}
 | 
						|
		v->progress = 7;
 | 
						|
		VehiclePositionChanged(v);
 | 
						|
		EndVehicleMove(v);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void SteamSmokeInit(Vehicle *v)
 | 
						|
{
 | 
						|
	v->cur_image = SPR_STEAM_SMOKE_0;
 | 
						|
	v->progress = 12;
 | 
						|
}
 | 
						|
 | 
						|
static void SteamSmokeTick(Vehicle *v)
 | 
						|
{
 | 
						|
	bool moved = false;
 | 
						|
 | 
						|
	BeginVehicleMove(v);
 | 
						|
 | 
						|
	v->progress++;
 | 
						|
 | 
						|
	if ((v->progress & 7) == 0) {
 | 
						|
		v->z_pos++;
 | 
						|
		moved = true;
 | 
						|
	}
 | 
						|
 | 
						|
	if ((v->progress & 0xF) == 4) {
 | 
						|
		if (v->cur_image != SPR_STEAM_SMOKE_4) {
 | 
						|
			v->cur_image++;
 | 
						|
		} else {
 | 
						|
			EndVehicleMove(v);
 | 
						|
			DeleteVehicle(v);
 | 
						|
			return;
 | 
						|
		}
 | 
						|
		moved = true;
 | 
						|
	}
 | 
						|
 | 
						|
	if (moved) {
 | 
						|
		VehiclePositionChanged(v);
 | 
						|
		EndVehicleMove(v);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void DieselSmokeInit(Vehicle *v)
 | 
						|
{
 | 
						|
	v->cur_image = SPR_DIESEL_SMOKE_0;
 | 
						|
	v->progress = 0;
 | 
						|
}
 | 
						|
 | 
						|
static void DieselSmokeTick(Vehicle *v)
 | 
						|
{
 | 
						|
	v->progress++;
 | 
						|
 | 
						|
	if ((v->progress & 3) == 0) {
 | 
						|
		BeginVehicleMove(v);
 | 
						|
		v->z_pos++;
 | 
						|
		VehiclePositionChanged(v);
 | 
						|
		EndVehicleMove(v);
 | 
						|
	} else if ((v->progress & 7) == 1) {
 | 
						|
		BeginVehicleMove(v);
 | 
						|
		if (v->cur_image != SPR_DIESEL_SMOKE_5) {
 | 
						|
			v->cur_image++;
 | 
						|
			VehiclePositionChanged(v);
 | 
						|
			EndVehicleMove(v);
 | 
						|
		} else {
 | 
						|
			EndVehicleMove(v);
 | 
						|
			DeleteVehicle(v);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void ElectricSparkInit(Vehicle *v)
 | 
						|
{
 | 
						|
	v->cur_image = SPR_ELECTRIC_SPARK_0;
 | 
						|
	v->progress = 1;
 | 
						|
}
 | 
						|
 | 
						|
static void ElectricSparkTick(Vehicle *v)
 | 
						|
{
 | 
						|
	if (v->progress < 2) {
 | 
						|
		v->progress++;
 | 
						|
	} else {
 | 
						|
		v->progress = 0;
 | 
						|
		BeginVehicleMove(v);
 | 
						|
		if (v->cur_image != SPR_ELECTRIC_SPARK_5) {
 | 
						|
			v->cur_image++;
 | 
						|
			VehiclePositionChanged(v);
 | 
						|
			EndVehicleMove(v);
 | 
						|
		} else {
 | 
						|
			EndVehicleMove(v);
 | 
						|
			DeleteVehicle(v);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void SmokeInit(Vehicle *v)
 | 
						|
{
 | 
						|
	v->cur_image = SPR_SMOKE_0;
 | 
						|
	v->progress = 12;
 | 
						|
}
 | 
						|
 | 
						|
static void SmokeTick(Vehicle *v)
 | 
						|
{
 | 
						|
	bool moved = false;
 | 
						|
 | 
						|
	BeginVehicleMove(v);
 | 
						|
 | 
						|
	v->progress++;
 | 
						|
 | 
						|
	if ((v->progress & 3) == 0) {
 | 
						|
		v->z_pos++;
 | 
						|
		moved = true;
 | 
						|
	}
 | 
						|
 | 
						|
	if ((v->progress & 0xF) == 4) {
 | 
						|
		if (v->cur_image != SPR_SMOKE_4) {
 | 
						|
			v->cur_image++;
 | 
						|
		} else {
 | 
						|
			EndVehicleMove(v);
 | 
						|
			DeleteVehicle(v);
 | 
						|
			return;
 | 
						|
		}
 | 
						|
		moved = true;
 | 
						|
	}
 | 
						|
 | 
						|
	if (moved) {
 | 
						|
		VehiclePositionChanged(v);
 | 
						|
		EndVehicleMove(v);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void ExplosionLargeInit(Vehicle *v)
 | 
						|
{
 | 
						|
	v->cur_image = SPR_EXPLOSION_LARGE_0;
 | 
						|
	v->progress = 0;
 | 
						|
}
 | 
						|
 | 
						|
static void ExplosionLargeTick(Vehicle *v)
 | 
						|
{
 | 
						|
	v->progress++;
 | 
						|
	if ((v->progress & 3) == 0) {
 | 
						|
		BeginVehicleMove(v);
 | 
						|
		if (v->cur_image != SPR_EXPLOSION_LARGE_F) {
 | 
						|
			v->cur_image++;
 | 
						|
			VehiclePositionChanged(v);
 | 
						|
			EndVehicleMove(v);
 | 
						|
		} else {
 | 
						|
			EndVehicleMove(v);
 | 
						|
			DeleteVehicle(v);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void BreakdownSmokeInit(Vehicle *v)
 | 
						|
{
 | 
						|
	v->cur_image = SPR_BREAKDOWN_SMOKE_0;
 | 
						|
	v->progress = 0;
 | 
						|
}
 | 
						|
 | 
						|
static void BreakdownSmokeTick(Vehicle *v)
 | 
						|
{
 | 
						|
	v->progress++;
 | 
						|
	if ((v->progress & 7) == 0) {
 | 
						|
		BeginVehicleMove(v);
 | 
						|
		if (v->cur_image != SPR_BREAKDOWN_SMOKE_3) {
 | 
						|
			v->cur_image++;
 | 
						|
		} else {
 | 
						|
			v->cur_image = SPR_BREAKDOWN_SMOKE_0;
 | 
						|
		}
 | 
						|
		VehiclePositionChanged(v);
 | 
						|
		EndVehicleMove(v);
 | 
						|
	}
 | 
						|
 | 
						|
	v->u.special.unk0--;
 | 
						|
	if (v->u.special.unk0 == 0) {
 | 
						|
		BeginVehicleMove(v);
 | 
						|
		EndVehicleMove(v);
 | 
						|
		DeleteVehicle(v);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void ExplosionSmallInit(Vehicle *v)
 | 
						|
{
 | 
						|
	v->cur_image = SPR_EXPLOSION_SMALL_0;
 | 
						|
	v->progress = 0;
 | 
						|
}
 | 
						|
 | 
						|
static void ExplosionSmallTick(Vehicle *v)
 | 
						|
{
 | 
						|
	v->progress++;
 | 
						|
	if ((v->progress & 3) == 0) {
 | 
						|
		BeginVehicleMove(v);
 | 
						|
		if (v->cur_image != SPR_EXPLOSION_SMALL_B) {
 | 
						|
			v->cur_image++;
 | 
						|
			VehiclePositionChanged(v);
 | 
						|
			EndVehicleMove(v);
 | 
						|
		} else {
 | 
						|
			EndVehicleMove(v);
 | 
						|
			DeleteVehicle(v);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void BulldozerInit(Vehicle *v)
 | 
						|
{
 | 
						|
	v->cur_image = SPR_BULLDOZER_NE;
 | 
						|
	v->progress = 0;
 | 
						|
	v->u.special.unk0 = 0;
 | 
						|
	v->u.special.unk2 = 0;
 | 
						|
}
 | 
						|
 | 
						|
struct BulldozerMovement {
 | 
						|
	byte direction:2;
 | 
						|
	byte image:2;
 | 
						|
	byte duration:3;
 | 
						|
};
 | 
						|
 | 
						|
static const BulldozerMovement _bulldozer_movement[] = {
 | 
						|
	{ 0, 0, 4 },
 | 
						|
	{ 3, 3, 4 },
 | 
						|
	{ 2, 2, 7 },
 | 
						|
	{ 0, 2, 7 },
 | 
						|
	{ 1, 1, 3 },
 | 
						|
	{ 2, 2, 7 },
 | 
						|
	{ 0, 2, 7 },
 | 
						|
	{ 1, 1, 3 },
 | 
						|
	{ 2, 2, 7 },
 | 
						|
	{ 0, 2, 7 },
 | 
						|
	{ 3, 3, 6 },
 | 
						|
	{ 2, 2, 6 },
 | 
						|
	{ 1, 1, 7 },
 | 
						|
	{ 3, 1, 7 },
 | 
						|
	{ 0, 0, 3 },
 | 
						|
	{ 1, 1, 7 },
 | 
						|
	{ 3, 1, 7 },
 | 
						|
	{ 0, 0, 3 },
 | 
						|
	{ 1, 1, 7 },
 | 
						|
	{ 3, 1, 7 }
 | 
						|
};
 | 
						|
 | 
						|
static const struct {
 | 
						|
	int8 x;
 | 
						|
	int8 y;
 | 
						|
} _inc_by_dir[] = {
 | 
						|
	{ -1,  0 },
 | 
						|
	{  0,  1 },
 | 
						|
	{  1,  0 },
 | 
						|
	{  0, -1 }
 | 
						|
};
 | 
						|
 | 
						|
static void BulldozerTick(Vehicle *v)
 | 
						|
{
 | 
						|
	v->progress++;
 | 
						|
	if ((v->progress & 7) == 0) {
 | 
						|
		const BulldozerMovement* b = &_bulldozer_movement[v->u.special.unk0];
 | 
						|
 | 
						|
		BeginVehicleMove(v);
 | 
						|
 | 
						|
		v->cur_image = SPR_BULLDOZER_NE + b->image;
 | 
						|
 | 
						|
		v->x_pos += _inc_by_dir[b->direction].x;
 | 
						|
		v->y_pos += _inc_by_dir[b->direction].y;
 | 
						|
 | 
						|
		v->u.special.unk2++;
 | 
						|
		if (v->u.special.unk2 >= b->duration) {
 | 
						|
			v->u.special.unk2 = 0;
 | 
						|
			v->u.special.unk0++;
 | 
						|
			if (v->u.special.unk0 == lengthof(_bulldozer_movement)) {
 | 
						|
				EndVehicleMove(v);
 | 
						|
				DeleteVehicle(v);
 | 
						|
				return;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		VehiclePositionChanged(v);
 | 
						|
		EndVehicleMove(v);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void BubbleInit(Vehicle *v)
 | 
						|
{
 | 
						|
	v->cur_image = SPR_BUBBLE_GENERATE_0;
 | 
						|
	v->spritenum = 0;
 | 
						|
	v->progress = 0;
 | 
						|
}
 | 
						|
 | 
						|
struct BubbleMovement {
 | 
						|
	int8 x:4;
 | 
						|
	int8 y:4;
 | 
						|
	int8 z:4;
 | 
						|
	byte image:4;
 | 
						|
};
 | 
						|
 | 
						|
#define MK(x, y, z, i) { x, y, z, i }
 | 
						|
#define ME(i) { i, 4, 0, 0 }
 | 
						|
 | 
						|
static const BubbleMovement _bubble_float_sw[] = {
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(1, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(1, 0, 1, 2),
 | 
						|
	ME(1)
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
static const BubbleMovement _bubble_float_ne[] = {
 | 
						|
	MK( 0, 0, 1, 0),
 | 
						|
	MK(-1, 0, 1, 1),
 | 
						|
	MK( 0, 0, 1, 0),
 | 
						|
	MK(-1, 0, 1, 2),
 | 
						|
	ME(1)
 | 
						|
};
 | 
						|
 | 
						|
static const BubbleMovement _bubble_float_se[] = {
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 1, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 1, 1, 2),
 | 
						|
	ME(1)
 | 
						|
};
 | 
						|
 | 
						|
static const BubbleMovement _bubble_float_nw[] = {
 | 
						|
	MK(0,  0, 1, 0),
 | 
						|
	MK(0, -1, 1, 1),
 | 
						|
	MK(0,  0, 1, 0),
 | 
						|
	MK(0, -1, 1, 2),
 | 
						|
	ME(1)
 | 
						|
};
 | 
						|
 | 
						|
static const BubbleMovement _bubble_burst[] = {
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 7),
 | 
						|
	MK(0, 0, 1, 8),
 | 
						|
	MK(0, 0, 1, 9),
 | 
						|
	ME(0)
 | 
						|
};
 | 
						|
 | 
						|
static const BubbleMovement _bubble_absorb[] = {
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(0, 0, 1, 1),
 | 
						|
	MK(2, 1, 3, 0),
 | 
						|
	MK(1, 1, 3, 1),
 | 
						|
	MK(2, 1, 3, 0),
 | 
						|
	MK(1, 1, 3, 2),
 | 
						|
	MK(2, 1, 3, 0),
 | 
						|
	MK(1, 1, 3, 1),
 | 
						|
	MK(2, 1, 3, 0),
 | 
						|
	MK(1, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(1, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(1, 0, 1, 2),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(1, 0, 1, 1),
 | 
						|
	MK(0, 0, 1, 0),
 | 
						|
	MK(1, 0, 1, 2),
 | 
						|
	ME(2),
 | 
						|
	MK(0, 0, 0, 0xA),
 | 
						|
	MK(0, 0, 0, 0xB),
 | 
						|
	MK(0, 0, 0, 0xC),
 | 
						|
	MK(0, 0, 0, 0xD),
 | 
						|
	MK(0, 0, 0, 0xE),
 | 
						|
	ME(0)
 | 
						|
};
 | 
						|
#undef ME
 | 
						|
#undef MK
 | 
						|
 | 
						|
static const BubbleMovement * const _bubble_movement[] = {
 | 
						|
	_bubble_float_sw,
 | 
						|
	_bubble_float_ne,
 | 
						|
	_bubble_float_se,
 | 
						|
	_bubble_float_nw,
 | 
						|
	_bubble_burst,
 | 
						|
	_bubble_absorb,
 | 
						|
};
 | 
						|
 | 
						|
static void BubbleTick(Vehicle *v)
 | 
						|
{
 | 
						|
	/*
 | 
						|
	 * Warning: those effects can NOT use Random(), and have to use
 | 
						|
	 *  InteractiveRandom(), because somehow someone forgot to save
 | 
						|
	 *  spritenum to the savegame, and so it will cause desyncs in
 | 
						|
	 *  multiplayer!! (that is: in ToyLand)
 | 
						|
	 */
 | 
						|
	uint et;
 | 
						|
	const BubbleMovement *b;
 | 
						|
 | 
						|
	v->progress++;
 | 
						|
	if ((v->progress & 3) != 0)
 | 
						|
		return;
 | 
						|
 | 
						|
	BeginVehicleMove(v);
 | 
						|
 | 
						|
	if (v->spritenum == 0) {
 | 
						|
		v->cur_image++;
 | 
						|
		if (v->cur_image < SPR_BUBBLE_GENERATE_3) {
 | 
						|
			VehiclePositionChanged(v);
 | 
						|
			EndVehicleMove(v);
 | 
						|
			return;
 | 
						|
		}
 | 
						|
		if (v->u.special.unk2 != 0) {
 | 
						|
			v->spritenum = GB(InteractiveRandom(), 0, 2) + 1;
 | 
						|
		} else {
 | 
						|
			v->spritenum = 6;
 | 
						|
		}
 | 
						|
		et = 0;
 | 
						|
	} else {
 | 
						|
		et = v->engine_type + 1;
 | 
						|
	}
 | 
						|
 | 
						|
	b = &_bubble_movement[v->spritenum - 1][et];
 | 
						|
 | 
						|
	if (b->y == 4 && b->x == 0) {
 | 
						|
		EndVehicleMove(v);
 | 
						|
		DeleteVehicle(v);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	if (b->y == 4 && b->x == 1) {
 | 
						|
		if (v->z_pos > 180 || CHANCE16I(1, 96, InteractiveRandom())) {
 | 
						|
			v->spritenum = 5;
 | 
						|
			SndPlayVehicleFx(SND_2F_POP, v);
 | 
						|
		}
 | 
						|
		et = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	if (b->y == 4 && b->x == 2) {
 | 
						|
		TileIndex tile;
 | 
						|
 | 
						|
		et++;
 | 
						|
		SndPlayVehicleFx(SND_31_EXTRACT, v);
 | 
						|
 | 
						|
		tile = TileVirtXY(v->x_pos, v->y_pos);
 | 
						|
		if (IsTileType(tile, MP_INDUSTRY) && GetIndustryGfx(tile) == 0xA2) AddAnimatedTile(tile);
 | 
						|
	}
 | 
						|
 | 
						|
	v->engine_type = et;
 | 
						|
	b = &_bubble_movement[v->spritenum - 1][et];
 | 
						|
 | 
						|
	v->x_pos += b->x;
 | 
						|
	v->y_pos += b->y;
 | 
						|
	v->z_pos += b->z;
 | 
						|
	v->cur_image = SPR_BUBBLE_0 + b->image;
 | 
						|
 | 
						|
	VehiclePositionChanged(v);
 | 
						|
	EndVehicleMove(v);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
typedef void EffectInitProc(Vehicle *v);
 | 
						|
typedef void EffectTickProc(Vehicle *v);
 | 
						|
 | 
						|
static EffectInitProc * const _effect_init_procs[] = {
 | 
						|
	ChimneySmokeInit,
 | 
						|
	SteamSmokeInit,
 | 
						|
	DieselSmokeInit,
 | 
						|
	ElectricSparkInit,
 | 
						|
	SmokeInit,
 | 
						|
	ExplosionLargeInit,
 | 
						|
	BreakdownSmokeInit,
 | 
						|
	ExplosionSmallInit,
 | 
						|
	BulldozerInit,
 | 
						|
	BubbleInit,
 | 
						|
};
 | 
						|
 | 
						|
static EffectTickProc * const _effect_tick_procs[] = {
 | 
						|
	ChimneySmokeTick,
 | 
						|
	SteamSmokeTick,
 | 
						|
	DieselSmokeTick,
 | 
						|
	ElectricSparkTick,
 | 
						|
	SmokeTick,
 | 
						|
	ExplosionLargeTick,
 | 
						|
	BreakdownSmokeTick,
 | 
						|
	ExplosionSmallTick,
 | 
						|
	BulldozerTick,
 | 
						|
	BubbleTick,
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type)
 | 
						|
{
 | 
						|
	Vehicle *v;
 | 
						|
 | 
						|
	v = ForceAllocateSpecialVehicle();
 | 
						|
	if (v != NULL) {
 | 
						|
		v->type = VEH_SPECIAL;
 | 
						|
		v->subtype = type;
 | 
						|
		v->x_pos = x;
 | 
						|
		v->y_pos = y;
 | 
						|
		v->z_pos = z;
 | 
						|
		v->z_height = v->sprite_width = v->sprite_height = 1;
 | 
						|
		v->x_offs = v->y_offs = 0;
 | 
						|
		v->tile = 0;
 | 
						|
		v->vehstatus = VS_UNCLICKABLE;
 | 
						|
 | 
						|
		_effect_init_procs[type](v);
 | 
						|
 | 
						|
		VehiclePositionChanged(v);
 | 
						|
		BeginVehicleMove(v);
 | 
						|
		EndVehicleMove(v);
 | 
						|
	}
 | 
						|
	return v;
 | 
						|
}
 | 
						|
 | 
						|
Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type)
 | 
						|
{
 | 
						|
	int safe_x = clamp(x, 0, MapMaxX() * TILE_SIZE);
 | 
						|
	int safe_y = clamp(y, 0, MapMaxY() * TILE_SIZE);
 | 
						|
	return CreateEffectVehicle(x, y, GetSlopeZ(safe_x, safe_y) + z, type);
 | 
						|
}
 | 
						|
 | 
						|
Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type)
 | 
						|
{
 | 
						|
	return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type);
 | 
						|
}
 | 
						|
 | 
						|
static void EffectVehicle_Tick(Vehicle *v)
 | 
						|
{
 | 
						|
	_effect_tick_procs[v->subtype](v);
 | 
						|
}
 | 
						|
 | 
						|
Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
 | 
						|
{
 | 
						|
	Vehicle *found = NULL, *v;
 | 
						|
	uint dist, best_dist = (uint)-1;
 | 
						|
 | 
						|
	if ( (uint)(x -= vp->left) >= (uint)vp->width ||
 | 
						|
			 (uint)(y -= vp->top) >= (uint)vp->height)
 | 
						|
				return NULL;
 | 
						|
 | 
						|
	x = (x << vp->zoom) + vp->virtual_left;
 | 
						|
	y = (y << vp->zoom) + vp->virtual_top;
 | 
						|
 | 
						|
	FOR_ALL_VEHICLES(v) {
 | 
						|
		if ((v->vehstatus & (VS_HIDDEN|VS_UNCLICKABLE)) == 0 &&
 | 
						|
				x >= v->left_coord && x <= v->right_coord &&
 | 
						|
				y >= v->top_coord && y <= v->bottom_coord) {
 | 
						|
 | 
						|
			dist = max(
 | 
						|
				myabs( ((v->left_coord + v->right_coord)>>1) - x ),
 | 
						|
				myabs( ((v->top_coord + v->bottom_coord)>>1) - y )
 | 
						|
			);
 | 
						|
 | 
						|
			if (dist < best_dist) {
 | 
						|
				found = v;
 | 
						|
				best_dist = dist;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return found;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void DecreaseVehicleValue(Vehicle *v)
 | 
						|
{
 | 
						|
	v->value -= v->value >> 8;
 | 
						|
	InvalidateWindow(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,
 | 
						|
};
 | 
						|
 | 
						|
void CheckVehicleBreakdown(Vehicle *v)
 | 
						|
{
 | 
						|
	int rel, rel_old;
 | 
						|
	uint32 r;
 | 
						|
	int chance;
 | 
						|
 | 
						|
	/* decrease reliability */
 | 
						|
	v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0);
 | 
						|
	if ((rel_old >> 8) != (rel >> 8))
 | 
						|
		InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 | 
						|
 | 
						|
	if (v->breakdown_ctr != 0 || v->vehstatus & VS_STOPPED ||
 | 
						|
			v->cur_speed < 5 || _game_mode == GM_MENU) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	r = Random();
 | 
						|
 | 
						|
	/* increase chance of failure */
 | 
						|
	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;
 | 
						|
 | 
						|
	/* disabled breakdowns? */
 | 
						|
	if (_opt.diff.vehicle_breakdowns < 1) return;
 | 
						|
 | 
						|
	/* reduced breakdowns? */
 | 
						|
	if (_opt.diff.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;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static const StringID _vehicle_type_names[4] = {
 | 
						|
	STR_019F_TRAIN,
 | 
						|
	STR_019C_ROAD_VEHICLE,
 | 
						|
	STR_019E_SHIP,
 | 
						|
	STR_019D_AIRCRAFT,
 | 
						|
};
 | 
						|
 | 
						|
static void ShowVehicleGettingOld(Vehicle *v, StringID msg)
 | 
						|
{
 | 
						|
	if (v->owner != _local_player) return;
 | 
						|
 | 
						|
	/* Do not show getting-old message if autorenew is active */
 | 
						|
	if (GetPlayer(v->owner)->engine_renew) return;
 | 
						|
 | 
						|
	SetDParam(0, _vehicle_type_names[v->type]);
 | 
						|
	SetDParam(1, v->unitnumber);
 | 
						|
	AddNewsItem(msg, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
 | 
						|
}
 | 
						|
 | 
						|
void AgeVehicle(Vehicle *v)
 | 
						|
{
 | 
						|
	int age;
 | 
						|
 | 
						|
	if (v->age < 65535)
 | 
						|
		v->age++;
 | 
						|
 | 
						|
	age = v->age - v->max_age;
 | 
						|
	if (age == 366*0 || age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4)
 | 
						|
		v->reliability_spd_dec <<= 1;
 | 
						|
 | 
						|
	InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
 | 
						|
 | 
						|
	if (age == -366) {
 | 
						|
		ShowVehicleGettingOld(v, STR_01A0_IS_GETTING_OLD);
 | 
						|
	} else if (age == 0) {
 | 
						|
		ShowVehicleGettingOld(v, STR_01A1_IS_GETTING_VERY_OLD);
 | 
						|
	} else if (age == 366*1 || age == 366*2 || age == 366*3 || age == 366*4 || age == 366*5) {
 | 
						|
		ShowVehicleGettingOld(v, STR_01A2_IS_GETTING_VERY_OLD_AND);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/** 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)
 | 
						|
 */
 | 
						|
int32 CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 | 
						|
{
 | 
						|
	Vehicle **vl = NULL;
 | 
						|
	uint16 engine_list_length = 0;
 | 
						|
	uint16 engine_count = 0;
 | 
						|
	int32 return_value = CMD_ERROR;
 | 
						|
	uint i;
 | 
						|
	uint stop_command;
 | 
						|
	byte vehicle_type = GB(p2, 0, 5);
 | 
						|
	bool start_stop = HASBIT(p2, 5);
 | 
						|
	bool vehicle_list_window = HASBIT(p2, 6);
 | 
						|
 | 
						|
	switch (vehicle_type) {
 | 
						|
		case VEH_TRAIN:    stop_command = CMD_START_STOP_TRAIN;    break;
 | 
						|
		case VEH_ROAD:     stop_command = CMD_START_STOP_ROADVEH;  break;
 | 
						|
		case VEH_SHIP:     stop_command = CMD_START_STOP_SHIP;     break;
 | 
						|
		case VEH_AIRCRAFT: stop_command = CMD_START_STOP_AIRCRAFT; break;
 | 
						|
		default: return CMD_ERROR;
 | 
						|
	}
 | 
						|
 | 
						|
	if (vehicle_list_window) {
 | 
						|
		uint32 id = p1;
 | 
						|
		uint16 window_type = p2 & VLW_MASK;
 | 
						|
 | 
						|
		engine_count = GenerateVehicleSortList((const Vehicle***)&vl, &engine_list_length, vehicle_type, _current_player, id, window_type);
 | 
						|
	} else {
 | 
						|
		/* Get the list of vehicles in the depot */
 | 
						|
		BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL);
 | 
						|
	}
 | 
						|
 | 
						|
	for (i = 0; i < engine_count; i++) {
 | 
						|
		const Vehicle *v = vl[i];
 | 
						|
		int32 ret;
 | 
						|
 | 
						|
		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;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		ret = DoCommand(tile, v->index, 0, flags, stop_command);
 | 
						|
 | 
						|
		if (!CmdFailed(ret)) {
 | 
						|
			return_value = 0;
 | 
						|
			/* 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;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	free(vl);
 | 
						|
	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
 | 
						|
 */
 | 
						|
int32 CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 | 
						|
{
 | 
						|
	Vehicle **engines = NULL;
 | 
						|
	Vehicle **wagons = NULL;
 | 
						|
	uint16 engine_list_length = 0;
 | 
						|
	uint16 engine_count = 0;
 | 
						|
	uint16 wagon_list_length = 0;
 | 
						|
	uint16 wagon_count = 0;
 | 
						|
 | 
						|
	int32 cost = 0;
 | 
						|
	uint i, sell_command, total_number_vehicles;
 | 
						|
	byte vehicle_type = 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, &engines, &engine_list_length, &engine_count,
 | 
						|
						                      &wagons,  &wagon_list_length,  &wagon_count);
 | 
						|
 | 
						|
	total_number_vehicles = engine_count + wagon_count;
 | 
						|
	for (i = 0; i < total_number_vehicles; i++) {
 | 
						|
		const Vehicle *v;
 | 
						|
		int32 ret;
 | 
						|
 | 
						|
		if (i < engine_count) {
 | 
						|
			v = engines[i];
 | 
						|
		} else {
 | 
						|
			v = wagons[i - engine_count];
 | 
						|
		}
 | 
						|
 | 
						|
		ret = DoCommand(tile, v->index, 1, flags, sell_command);
 | 
						|
 | 
						|
		if (!CmdFailed(ret)) cost += ret;
 | 
						|
	}
 | 
						|
 | 
						|
	free(engines);
 | 
						|
	free(wagons);
 | 
						|
	if (cost == 0) return CMD_ERROR; // no vehicles to sell
 | 
						|
	return cost;
 | 
						|
}
 | 
						|
 | 
						|
/** Autoreplace all vehicles in the depot
 | 
						|
 * @param tile Tile of the depot where the vehicles are
 | 
						|
 * @param flags type of operation
 | 
						|
 * @param p1 Type of vehicle
 | 
						|
 * @param p2 Unused
 | 
						|
 */
 | 
						|
int32 CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 | 
						|
{
 | 
						|
	Vehicle **vl = NULL;
 | 
						|
	uint16 engine_list_length = 0;
 | 
						|
	uint16 engine_count = 0;
 | 
						|
	uint i, x = 0, y = 0, z = 0;
 | 
						|
	int32 cost = 0;
 | 
						|
	byte vehicle_type = GB(p1, 0, 8);
 | 
						|
 | 
						|
 | 
						|
	if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
 | 
						|
 | 
						|
	/* Get the list of vehicles in the depot */
 | 
						|
	BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL);
 | 
						|
 | 
						|
 | 
						|
	for (i = 0; i < engine_count; i++) {
 | 
						|
		Vehicle *v = vl[i];
 | 
						|
		bool stopped = !(v->vehstatus & VS_STOPPED);
 | 
						|
		int32 ret;
 | 
						|
 | 
						|
		/* Ensure that the vehicle completely in the depot */
 | 
						|
		if (!IsVehicleInDepot(v)) continue;
 | 
						|
 | 
						|
		x = v->x_pos;
 | 
						|
		y = v->y_pos;
 | 
						|
		z = v->z_pos;
 | 
						|
 | 
						|
		if (stopped) {
 | 
						|
			v->vehstatus |= VS_STOPPED; // Stop the vehicle
 | 
						|
			v->leave_depot_instantly = true;
 | 
						|
		}
 | 
						|
		ret = MaybeReplaceVehicle(v, !(flags & DC_EXEC), false);
 | 
						|
 | 
						|
		if (!CmdFailed(ret)) {
 | 
						|
			cost += ret;
 | 
						|
			if (!(flags & DC_EXEC)) break;
 | 
						|
			/* There is a problem with autoreplace and newgrf
 | 
						|
			 * It's impossible to tell the length of a train after it's being replaced before it's actually done
 | 
						|
			 * Because of this, we can't estimate costs due to wagon removal and we will have to always return 0 and pay manually
 | 
						|
			 * Since we pay after each vehicle is replaced and MaybeReplaceVehicle() check if the player got enough money
 | 
						|
			 * we should never reach a condition where the player will end up with negative money from doing this */
 | 
						|
			SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
 | 
						|
			SubtractMoneyFromPlayer(ret);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (cost == 0) {
 | 
						|
		cost = CMD_ERROR;
 | 
						|
	} else {
 | 
						|
		if (flags & DC_EXEC) {
 | 
						|
			/* Display the cost animation now that DoCommandP() can't do it for us (see previous comments) */
 | 
						|
			if (IsLocalPlayer()) ShowCostOrIncomeAnimation(x, y, z, cost);
 | 
						|
		}
 | 
						|
		cost = 0;
 | 
						|
	}
 | 
						|
 | 
						|
	free(vl);
 | 
						|
	return cost;
 | 
						|
}
 | 
						|
 | 
						|
/** 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
 | 
						|
 */
 | 
						|
int32 CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 | 
						|
{
 | 
						|
	Vehicle *v_front, *v;
 | 
						|
	Vehicle *w_front, *w, *w_rear;
 | 
						|
	int cost, total_cost = 0;
 | 
						|
	uint32 build_argument = 2;
 | 
						|
 | 
						|
	if (!IsValidVehicleID(p1)) return CMD_ERROR;
 | 
						|
	v = GetVehicle(p1);
 | 
						|
	v_front = v;
 | 
						|
	w = NULL;
 | 
						|
	w_front = NULL;
 | 
						|
	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 (!AllocateVehicles(NULL, veh_counter)) {
 | 
						|
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	v = v_front;
 | 
						|
 | 
						|
	do {
 | 
						|
 | 
						|
		if (IsMultiheaded(v) && !IsTrainEngine(v)) {
 | 
						|
			/* we build the rear ends of multiheaded trains with the front ones */
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		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 += cost;
 | 
						|
 | 
						|
		if (flags & DC_EXEC) {
 | 
						|
			w = GetVehicle(_new_vehicle_id);
 | 
						|
 | 
						|
			Vehicle *w2 = w;
 | 
						|
			Vehicle *v2 = v;
 | 
						|
			do {
 | 
						|
				if (v2->cargo_type != w2->cargo_type || v2->cargo_subtype != w2->cargo_subtype) {
 | 
						|
					/* We can't pay for refitting because we can't estimate refitting costs for a vehicle before it's build.
 | 
						|
					 * If we pay for it anyway, the cost and the estimated cost will not be the same and we will have an assert.
 | 
						|
					 * We need to check the whole chain if it is a train because some newgrf articulated engines can refit some units only (and not the front) */
 | 
						|
					DoCommand(0, w->index, v2->cargo_type | (v2->cargo_subtype << 8), flags, GetCmdRefitVeh(v));
 | 
						|
					break; // We learned that the engine in question needed a refit. No need to check anymore
 | 
						|
				}
 | 
						|
			} while (v->type == VEH_TRAIN && (w2 = w2->next) != NULL && (v2 = v2->next) != NULL);
 | 
						|
 | 
						|
			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 */
 | 
						|
				DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
 | 
						|
			} else {
 | 
						|
				/* this is a front engine or not a train. It need orders */
 | 
						|
				w_front = w;
 | 
						|
				w->service_interval = v->service_interval;
 | 
						|
				DoCommand(0, (v->index << 16) | w->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER);
 | 
						|
			}
 | 
						|
			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;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Set the expense type last as refitting will make the cost go towards
 | 
						|
	 * running costs... */
 | 
						|
	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
 | 
						|
	return total_cost;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/* Extend the list size for BuildDepotVehicleList() */
 | 
						|
static inline void ExtendVehicleListSize(const Vehicle ***engine_list, uint16 *engine_list_length, uint16 step_size)
 | 
						|
{
 | 
						|
	*engine_list_length = min(*engine_list_length + step_size, GetMaxVehicleIndex() + 1);
 | 
						|
	*engine_list = ReallocT(*engine_list, *engine_list_length);
 | 
						|
}
 | 
						|
 | 
						|
/** Generates a list of vehicles inside a depot
 | 
						|
 * Will enlarge allocated space for the list if they are too small, so it's ok to call with (pointer to NULL array, pointer to uninitised uint16, pointer to 0)
 | 
						|
 * If one of the lists is not needed (say wagons when finding ships), all the pointers regarding that list should be set to NULL
 | 
						|
 * @param type Type of vehicle
 | 
						|
 * @param tile The tile the depot is located in
 | 
						|
 * @param ***engine_list Pointer to a pointer to an array of vehicles in the depot (old list is freed and a new one is malloced)
 | 
						|
 * @param *engine_list_length Allocated size of engine_list. Needs to be set to 0 when engine_list points to a NULL array
 | 
						|
 * @param *engine_count The number of engines stored in the list
 | 
						|
 * @param ***wagon_list Pointer to a pointer to an array of free wagons in the depot (old list is freed and a new one is malloced)
 | 
						|
 * @param *wagon_list_length Allocated size of wagon_list. Needs to be set to 0 when wagon_list points to a NULL array
 | 
						|
 * @param *wagon_count The number of engines stored in the list
 | 
						|
 */
 | 
						|
void BuildDepotVehicleList(byte type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count)
 | 
						|
{
 | 
						|
	Vehicle *v;
 | 
						|
 | 
						|
	/* This function should never be called without an array to store results */
 | 
						|
	assert(!(engine_list == NULL && type != VEH_TRAIN));
 | 
						|
	assert(!(type == VEH_TRAIN && engine_list == NULL && wagon_list == NULL));
 | 
						|
 | 
						|
	/* Both array and the length should either be NULL to disable the list or both should not be NULL */
 | 
						|
	assert((engine_list == NULL && engine_list_length == NULL) || (engine_list != NULL && engine_list_length != NULL));
 | 
						|
	assert((wagon_list == NULL && wagon_list_length == NULL) || (wagon_list != NULL && wagon_list_length != NULL));
 | 
						|
 | 
						|
	assert(!(engine_list != NULL && engine_count == NULL));
 | 
						|
	assert(!(wagon_list != NULL && wagon_count == NULL));
 | 
						|
 | 
						|
	if (engine_count != NULL) *engine_count = 0;
 | 
						|
	if (wagon_count != NULL) *wagon_count = 0;
 | 
						|
 | 
						|
	switch (type) {
 | 
						|
		case VEH_TRAIN:
 | 
						|
			FOR_ALL_VEHICLES(v) {
 | 
						|
				if (v->tile == tile && v->type == VEH_TRAIN && v->u.rail.track == TRACK_BIT_DEPOT) {
 | 
						|
					if (IsFrontEngine(v)) {
 | 
						|
						if (engine_list == NULL) continue;
 | 
						|
						if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
 | 
						|
						(*engine_list)[(*engine_count)++] = v;
 | 
						|
					} else if (IsFreeWagon(v)) {
 | 
						|
						if (wagon_list == NULL) continue;
 | 
						|
						if (*wagon_count == *wagon_list_length) ExtendVehicleListSize((const Vehicle***)wagon_list, wagon_list_length, 25);
 | 
						|
						(*wagon_list)[(*wagon_count)++] = v;
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		case VEH_ROAD:
 | 
						|
			FOR_ALL_VEHICLES(v) {
 | 
						|
				if (v->tile == tile && v->type == VEH_ROAD && IsRoadVehInDepot(v)) {
 | 
						|
					if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
 | 
						|
					(*engine_list)[(*engine_count)++] = v;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		case VEH_SHIP:
 | 
						|
			FOR_ALL_VEHICLES(v) {
 | 
						|
				if (v->tile == tile && v->type == VEH_SHIP && IsShipInDepot(v)) {
 | 
						|
					if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
 | 
						|
					(*engine_list)[(*engine_count)++] = v;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		case VEH_AIRCRAFT:
 | 
						|
			FOR_ALL_VEHICLES(v) {
 | 
						|
				if (v->tile == tile &&
 | 
						|
						v->type == VEH_AIRCRAFT && IsNormalAircraft(v) &&
 | 
						|
						v->vehstatus & VS_HIDDEN) {
 | 
						|
					if (*engine_count == *engine_list_length) ExtendVehicleListSize((const Vehicle***)engine_list, engine_list_length, 25);
 | 
						|
					(*engine_list)[(*engine_count)++] = v;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
* @param sort_list list to store the list in. Either NULL or the length length_of_array tells
 | 
						|
* @param length_of_array informs the length allocated for sort_list. This is not the same as the number of vehicles in the list. Needs to be 0 when sort_list is NULL
 | 
						|
* @param type type of vehicle
 | 
						|
* @param owner PlayerID of owner to generate a list for
 | 
						|
* @param index This parameter has different meanings depending on window_type
 | 
						|
    <ul>
 | 
						|
      <li>VLW_STATION_LIST:  index of station to generate a list for</li>
 | 
						|
      <li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
 | 
						|
      <li>VLW_STANDARD: not used<li>
 | 
						|
      <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
 | 
						|
    </ul>
 | 
						|
* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h
 | 
						|
* @return the number of vehicles added to the list
 | 
						|
*/
 | 
						|
uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, byte type, PlayerID owner, uint32 index, uint16 window_type)
 | 
						|
{
 | 
						|
	const byte subtype = (type != VEH_AIRCRAFT) ? (byte)Train_Front : (byte)AIR_AIRCRAFT;
 | 
						|
	uint n = 0;
 | 
						|
	const Vehicle *v;
 | 
						|
 | 
						|
	switch (window_type) {
 | 
						|
		case VLW_STATION_LIST: {
 | 
						|
			FOR_ALL_VEHICLES(v) {
 | 
						|
				if (v->type == type && (
 | 
						|
					(type == VEH_TRAIN && IsFrontEngine(v)) ||
 | 
						|
					(type != VEH_TRAIN && v->subtype <= subtype))) {
 | 
						|
					const Order *order;
 | 
						|
 | 
						|
					FOR_VEHICLE_ORDERS(v, order) {
 | 
						|
						if (order->type == OT_GOTO_STATION && order->dest == index) {
 | 
						|
							if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 50);
 | 
						|
							(*sort_list)[n++] = v;
 | 
						|
							break;
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		case VLW_SHARED_ORDERS: {
 | 
						|
			FOR_ALL_VEHICLES(v) {
 | 
						|
				/* Find a vehicle with the order in question */
 | 
						|
				if (v->orders != NULL && v->orders->index == index) break;
 | 
						|
			}
 | 
						|
 | 
						|
			if (v != NULL && v->orders != NULL && v->orders->index == index) {
 | 
						|
				/* Only try to make the list if we found a vehicle using the order in question */
 | 
						|
				for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
 | 
						|
					if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25);
 | 
						|
					(*sort_list)[n++] = v;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		case VLW_STANDARD: {
 | 
						|
			FOR_ALL_VEHICLES(v) {
 | 
						|
				if (v->type == type && v->owner == owner && (
 | 
						|
					(type == VEH_TRAIN && IsFrontEngine(v)) ||
 | 
						|
					(type != VEH_TRAIN && v->subtype <= subtype))) {
 | 
						|
					/* TODO find a better estimate on the total number of vehicles for current player */
 | 
						|
					if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles()/4);
 | 
						|
					(*sort_list)[n++] = v;
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		case VLW_DEPOT_LIST: {
 | 
						|
			FOR_ALL_VEHICLES(v) {
 | 
						|
				if (v->type == type && (
 | 
						|
					(type == VEH_TRAIN && IsFrontEngine(v)) ||
 | 
						|
					(type != VEH_TRAIN && v->subtype <= subtype))) {
 | 
						|
					const Order *order;
 | 
						|
 | 
						|
					FOR_VEHICLE_ORDERS(v, order) {
 | 
						|
						if (order->type == OT_GOTO_DEPOT && order->dest == index) {
 | 
						|
							if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, 25);
 | 
						|
							(*sort_list)[n++] = v;
 | 
						|
							break;
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		default: NOT_REACHED(); break;
 | 
						|
	}
 | 
						|
 | 
						|
	if ((n + 100) < *length_of_array) {
 | 
						|
		/* We allocated way too much for sort_list.
 | 
						|
		 * Now we will reduce how much we allocated.
 | 
						|
		 * We will still make it have room for 50 extra vehicles to prevent having
 | 
						|
		 * to move the whole array if just one vehicle is added later */
 | 
						|
		*length_of_array = n + 50;
 | 
						|
		*sort_list = ReallocT(*sort_list, (*length_of_array) * sizeof((*sort_list)[0]));
 | 
						|
	}
 | 
						|
 | 
						|
	return n;
 | 
						|
}
 | 
						|
 | 
						|
/** 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 PlayerID of 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
 | 
						|
 */
 | 
						|
int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id)
 | 
						|
{
 | 
						|
	const Vehicle **sort_list = NULL;
 | 
						|
	uint n, i;
 | 
						|
	uint16 array_length = 0;
 | 
						|
 | 
						|
	n = GenerateVehicleSortList(&sort_list, &array_length, type, owner, id, vlw_flag);
 | 
						|
 | 
						|
	/* Send all the vehicles to a depot */
 | 
						|
	for (i = 0; i < n; i++) {
 | 
						|
		const Vehicle *v = sort_list[i];
 | 
						|
		int32 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 (!CmdFailed(ret) && !(flags & DC_EXEC)) {
 | 
						|
			free((void*)sort_list);
 | 
						|
			return 0;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	free((void*)sort_list);
 | 
						|
	return (flags & DC_EXEC) ? 0 : CMD_ERROR;
 | 
						|
}
 | 
						|
 | 
						|
bool IsVehicleInDepot(const Vehicle *v)
 | 
						|
{
 | 
						|
	switch (v->type) {
 | 
						|
		case VEH_TRAIN:    return CheckTrainInDepot(v, false) != -1;
 | 
						|
		case VEH_ROAD:     return IsRoadVehInDepot(v);
 | 
						|
		case VEH_SHIP:     return IsShipInDepot(v);
 | 
						|
		case VEH_AIRCRAFT: return IsAircraftInHangar(v);
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
void VehicleEnterDepot(Vehicle *v)
 | 
						|
{
 | 
						|
	switch (v->type) {
 | 
						|
		case VEH_TRAIN:
 | 
						|
			InvalidateWindowClasses(WC_TRAINS_LIST);
 | 
						|
			if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v);
 | 
						|
			UpdateSignalsOnSegment(v->tile, GetRailDepotDirection(v->tile));
 | 
						|
			v->load_unload_time_rem = 0;
 | 
						|
			break;
 | 
						|
 | 
						|
		case VEH_ROAD:
 | 
						|
			InvalidateWindowClasses(WC_ROADVEH_LIST);
 | 
						|
			v->u.road.state = RVSB_IN_DEPOT;
 | 
						|
			break;
 | 
						|
 | 
						|
		case VEH_SHIP:
 | 
						|
			InvalidateWindowClasses(WC_SHIPS_LIST);
 | 
						|
			v->u.ship.state = TRACK_BIT_DEPOT;
 | 
						|
			RecalcShipStuff(v);
 | 
						|
			break;
 | 
						|
 | 
						|
		case VEH_AIRCRAFT:
 | 
						|
			InvalidateWindowClasses(WC_AIRCRAFT_LIST);
 | 
						|
			HandleAircraftEnterHangar(v);
 | 
						|
			break;
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
 | 
						|
	if (v->type != VEH_TRAIN) {
 | 
						|
		/* Trains update the vehicle list when the first unit enters the depot and calls VehicleEnterDepot() when the last unit enters.
 | 
						|
		 * We only increase the number of vehicles when the first one enters, so we will not need to search for more vehicles in the depot */
 | 
						|
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 | 
						|
	}
 | 
						|
	InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
 | 
						|
 | 
						|
	v->vehstatus |= VS_HIDDEN;
 | 
						|
	v->cur_speed = 0;
 | 
						|
 | 
						|
	VehicleServiceInDepot(v);
 | 
						|
 | 
						|
	TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT);
 | 
						|
 | 
						|
	if (v->current_order.type == OT_GOTO_DEPOT) {
 | 
						|
		Order t;
 | 
						|
 | 
						|
		InvalidateWindow(WC_VEHICLE_VIEW, v->index);
 | 
						|
 | 
						|
		t = v->current_order;
 | 
						|
		v->current_order.type = OT_DUMMY;
 | 
						|
		v->current_order.flags = 0;
 | 
						|
 | 
						|
		if (t.refit_cargo < NUM_CARGO) {
 | 
						|
			int32 cost;
 | 
						|
 | 
						|
			_current_player = v->owner;
 | 
						|
			cost = DoCommand(v->tile, v->index, t.refit_cargo | t.refit_subtype << 8, DC_EXEC, GetCmdRefitVeh(v));
 | 
						|
 | 
						|
			if (CmdFailed(cost)) {
 | 
						|
				v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot
 | 
						|
				if (v->owner == _local_player) {
 | 
						|
					/* Notify the user that we stopped the vehicle */
 | 
						|
					SetDParam(0, _vehicle_type_names[v->type]);
 | 
						|
					SetDParam(1, v->unitnumber);
 | 
						|
					AddNewsItem(STR_ORDER_REFIT_FAILED, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
 | 
						|
				}
 | 
						|
			} else if (v->owner == _local_player && cost != 0) {
 | 
						|
				ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (HASBIT(t.flags, OFB_PART_OF_ORDERS)) {
 | 
						|
			/* Part of orders */
 | 
						|
			if (v->type == VEH_TRAIN) v->u.rail.days_since_order_progr = 0;
 | 
						|
			v->cur_order_index++;
 | 
						|
		} else if (HASBIT(t.flags, OFB_HALT_IN_DEPOT)) {
 | 
						|
			/* Force depot visit */
 | 
						|
			v->vehstatus |= VS_STOPPED;
 | 
						|
			if (v->owner == _local_player) {
 | 
						|
				StringID string;
 | 
						|
 | 
						|
				switch (v->type) {
 | 
						|
					case VEH_TRAIN:    string = STR_8814_TRAIN_IS_WAITING_IN_DEPOT; break;
 | 
						|
					case VEH_ROAD:     string = STR_9016_ROAD_VEHICLE_IS_WAITING;   break;
 | 
						|
					case VEH_SHIP:     string = STR_981C_SHIP_IS_WAITING_IN_DEPOT;  break;
 | 
						|
					case VEH_AIRCRAFT: string = STR_A014_AIRCRAFT_IS_WAITING_IN;    break;
 | 
						|
					default: NOT_REACHED(); string = STR_EMPTY; // Set the string to something to avoid a compiler warning
 | 
						|
				}
 | 
						|
 | 
						|
				SetDParam(0, v->unitnumber);
 | 
						|
				AddNewsItem(string, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/** Give a custom name to your vehicle
 | 
						|
 * @param tile unused
 | 
						|
 * @param flags type of operation
 | 
						|
 * @param p1 vehicle ID to name
 | 
						|
 * @param p2 unused
 | 
						|
 */
 | 
						|
int32 CmdNameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 | 
						|
{
 | 
						|
	Vehicle *v;
 | 
						|
	StringID str;
 | 
						|
 | 
						|
	if (!IsValidVehicleID(p1) || _cmd_text[0] == '\0') return CMD_ERROR;
 | 
						|
 | 
						|
	v = GetVehicle(p1);
 | 
						|
 | 
						|
	if (!CheckOwnership(v->owner)) return CMD_ERROR;
 | 
						|
 | 
						|
	str = AllocateNameUnique(_cmd_text, 2);
 | 
						|
	if (str == 0) return CMD_ERROR;
 | 
						|
 | 
						|
	if (flags & DC_EXEC) {
 | 
						|
		StringID old_str = v->string_id;
 | 
						|
		v->string_id = str;
 | 
						|
		DeleteName(old_str);
 | 
						|
		ResortVehicleLists();
 | 
						|
		MarkWholeScreenDirty();
 | 
						|
	} else {
 | 
						|
		DeleteName(str);
 | 
						|
	}
 | 
						|
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/** 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
 | 
						|
 */
 | 
						|
int32 CmdChangeServiceInt(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
 | 
						|
{
 | 
						|
	Vehicle* v;
 | 
						|
	uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */
 | 
						|
 | 
						|
	if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR;
 | 
						|
 | 
						|
	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 0;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static Rect _old_vehicle_coords;
 | 
						|
 | 
						|
void BeginVehicleMove(Vehicle *v) {
 | 
						|
	_old_vehicle_coords.left = v->left_coord;
 | 
						|
	_old_vehicle_coords.top = v->top_coord;
 | 
						|
	_old_vehicle_coords.right = v->right_coord;
 | 
						|
	_old_vehicle_coords.bottom = v->bottom_coord;
 | 
						|
}
 | 
						|
 | 
						|
void EndVehicleMove(Vehicle *v)
 | 
						|
{
 | 
						|
	MarkAllViewportsDirty(
 | 
						|
		min(_old_vehicle_coords.left,v->left_coord),
 | 
						|
		min(_old_vehicle_coords.top,v->top_coord),
 | 
						|
		max(_old_vehicle_coords.right,v->right_coord)+1,
 | 
						|
		max(_old_vehicle_coords.bottom,v->bottom_coord)+1
 | 
						|
	);
 | 
						|
}
 | 
						|
 | 
						|
/* returns true if staying in the same tile */
 | 
						|
GetNewVehiclePosResult GetNewVehiclePos(const Vehicle *v)
 | 
						|
{
 | 
						|
	static const int8 _delta_coord[16] = {
 | 
						|
		-1,-1,-1, 0, 1, 1, 1, 0, /* x */
 | 
						|
		-1, 0, 1, 1, 1, 0,-1,-1, /* y */
 | 
						|
	};
 | 
						|
 | 
						|
	int x = v->x_pos + _delta_coord[v->direction];
 | 
						|
	int y = v->y_pos + _delta_coord[v->direction + 8];
 | 
						|
 | 
						|
	GetNewVehiclePosResult gp;
 | 
						|
	gp.x = x;
 | 
						|
	gp.y = y;
 | 
						|
	gp.old_tile = v->tile;
 | 
						|
	gp.new_tile = TileVirtXY(x, y);
 | 
						|
	return gp;
 | 
						|
}
 | 
						|
 | 
						|
static const Direction _new_direction_table[] = {
 | 
						|
	DIR_N , DIR_NW, DIR_W ,
 | 
						|
	DIR_NE, DIR_SE, DIR_SW,
 | 
						|
	DIR_E , DIR_SE, DIR_S
 | 
						|
};
 | 
						|
 | 
						|
Direction GetDirectionTowards(const Vehicle* v, int x, int y)
 | 
						|
{
 | 
						|
	Direction dir;
 | 
						|
	DirDiff dirdiff;
 | 
						|
	int i = 0;
 | 
						|
 | 
						|
	if (y >= v->y_pos) {
 | 
						|
		if (y != v->y_pos) i+=3;
 | 
						|
		i+=3;
 | 
						|
	}
 | 
						|
 | 
						|
	if (x >= v->x_pos) {
 | 
						|
		if (x != v->x_pos) i++;
 | 
						|
		i++;
 | 
						|
	}
 | 
						|
 | 
						|
	dir = v->direction;
 | 
						|
 | 
						|
	dirdiff = DirDifference(_new_direction_table[i], dir);
 | 
						|
	if (dirdiff == DIRDIFF_SAME) return dir;
 | 
						|
	return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT);
 | 
						|
}
 | 
						|
 | 
						|
Trackdir GetVehicleTrackdir(const Vehicle* v)
 | 
						|
{
 | 
						|
	if (v->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
 | 
						|
 | 
						|
	switch (v->type) {
 | 
						|
		case VEH_TRAIN:
 | 
						|
			if (v->u.rail.track == TRACK_BIT_DEPOT) // We'll assume the train is facing outwards
 | 
						|
				return DiagdirToDiagTrackdir(GetRailDepotDirection(v->tile)); // Train in depot
 | 
						|
 | 
						|
			if (v->u.rail.track == TRACK_BIT_WORMHOLE) // train in tunnel, so just use his direction and assume a diagonal track
 | 
						|
				return DiagdirToDiagTrackdir(DirToDiagDir(v->direction));
 | 
						|
 | 
						|
			return TrackDirectionToTrackdir(FindFirstTrack(v->u.rail.track), v->direction);
 | 
						|
 | 
						|
		case VEH_SHIP:
 | 
						|
			if (IsShipInDepot(v))
 | 
						|
				// We'll assume the ship is facing outwards
 | 
						|
				return DiagdirToDiagTrackdir(GetShipDepotDirection(v->tile));
 | 
						|
 | 
						|
			return TrackDirectionToTrackdir(FindFirstTrack(v->u.ship.state), v->direction);
 | 
						|
 | 
						|
		case VEH_ROAD:
 | 
						|
			if (IsRoadVehInDepot(v)) // We'll assume the road vehicle is facing outwards
 | 
						|
				return DiagdirToDiagTrackdir(GetRoadDepotDirection(v->tile));
 | 
						|
 | 
						|
			if (IsStandardRoadStopTile(v->tile)) // We'll assume the road vehicle is facing outwards
 | 
						|
				return DiagdirToDiagTrackdir(GetRoadStopDir(v->tile)); // Road vehicle in a station
 | 
						|
 | 
						|
			if (IsDriveThroughStopTile(v->tile)) return DiagdirToDiagTrackdir(DirToDiagDir(v->direction));
 | 
						|
 | 
						|
			/* If vehicle's state is a valid track direction (vehicle is not turning around) return it */
 | 
						|
			if (!IsReversingRoadTrackdir((Trackdir)v->u.road.state)) return (Trackdir)v->u.road.state;
 | 
						|
 | 
						|
			/* Vehicle is turning around, get the direction from vehicle's direction */
 | 
						|
			return DiagdirToDiagTrackdir(DirToDiagDir(v->direction));
 | 
						|
 | 
						|
		/* case VEH_AIRCRAFT: case VEH_SPECIAL: case VEH_DISASTER: */
 | 
						|
		default: return INVALID_TRACKDIR;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Returns some meta-data over the to be entered tile.
 | 
						|
 * @see VehicleEnterTileStatus to see what the bits in the return value mean.
 | 
						|
 */
 | 
						|
uint32 VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y)
 | 
						|
{
 | 
						|
	return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
 | 
						|
}
 | 
						|
 | 
						|
UnitID GetFreeUnitNumber(byte type)
 | 
						|
{
 | 
						|
	UnitID unit, max = 0;
 | 
						|
	const Vehicle *u;
 | 
						|
	static bool *cache = NULL;
 | 
						|
	static UnitID gmax = 0;
 | 
						|
 | 
						|
	switch (type) {
 | 
						|
		case VEH_TRAIN:    max = _patches.max_trains; break;
 | 
						|
		case VEH_ROAD:     max = _patches.max_roadveh; break;
 | 
						|
		case VEH_SHIP:     max = _patches.max_ships; break;
 | 
						|
		case VEH_AIRCRAFT: max = _patches.max_aircraft; break;
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
 | 
						|
	if (max == 0) {
 | 
						|
		/* we can't build any of this kind of vehicle, so we just return 1 instead of looking for a free number
 | 
						|
		 * a max of 0 will cause the following code to write to a NULL pointer
 | 
						|
		 * We know that 1 is bigger than the max allowed vehicle number, so it's the same as returning something, that is too big
 | 
						|
		 */
 | 
						|
		return 1;
 | 
						|
	}
 | 
						|
 | 
						|
	if (max > gmax) {
 | 
						|
		gmax = max;
 | 
						|
		free(cache);
 | 
						|
		cache = MallocT<bool>(max + 1);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Clear the cache */
 | 
						|
	memset(cache, 0, (max + 1) * sizeof(*cache));
 | 
						|
 | 
						|
	/* Fill the cache */
 | 
						|
	FOR_ALL_VEHICLES(u) {
 | 
						|
		if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max)
 | 
						|
			cache[u->unitnumber] = true;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Find the first unused unit number */
 | 
						|
	for (unit = 1; unit <= max; unit++) {
 | 
						|
		if (!cache[unit]) break;
 | 
						|
	}
 | 
						|
 | 
						|
	return unit;
 | 
						|
}
 | 
						|
 | 
						|
static SpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v)
 | 
						|
{
 | 
						|
	SpriteID map = PAL_NONE;
 | 
						|
	const Player *p = GetPlayer(player);
 | 
						|
	LiveryScheme scheme = LS_DEFAULT;
 | 
						|
	CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type;
 | 
						|
 | 
						|
	/* Check if we should use the colour map callback */
 | 
						|
	if (HASBIT(EngInfo(engine_type)->callbackmask, CBM_COLOUR_REMAP)) {
 | 
						|
		uint16 callback = GetVehicleCallback(CBID_VEHICLE_COLOUR_MAPPING, 0, 0, engine_type, v);
 | 
						|
		/* A return value of 0xC000 is stated to "use the default two-color
 | 
						|
		 * maps" which happens to be the failure action too... */
 | 
						|
		if (callback != CALLBACK_FAILED && callback != 0xC000) {
 | 
						|
			map = GB(callback, 0, 14);
 | 
						|
			/* If bit 14 is set, then the company colours are applied to the
 | 
						|
			 * map else it's returned as-is. */
 | 
						|
			if (!HASBIT(callback, 14)) return map;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* The default livery is always available for use, but its in_use flag determines
 | 
						|
	 * whether any _other_ liveries are in use. */
 | 
						|
	if (p->livery[LS_DEFAULT].in_use && (_patches.liveries == 2 || (_patches.liveries == 1 && player == _local_player))) {
 | 
						|
		/* Determine the livery scheme to use */
 | 
						|
		switch (GetEngine(engine_type)->type) {
 | 
						|
			case VEH_TRAIN: {
 | 
						|
				const RailVehicleInfo *rvi = RailVehInfo(engine_type);
 | 
						|
 | 
						|
				switch (rvi->railtype) {
 | 
						|
					default: NOT_REACHED();
 | 
						|
					case RAILTYPE_RAIL:
 | 
						|
					case RAILTYPE_ELECTRIC:
 | 
						|
					{
 | 
						|
						if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
 | 
						|
						if (rvi->railveh_type == RAILVEH_WAGON) {
 | 
						|
							if (cargo_type == CT_PASSENGERS || cargo_type == CT_MAIL || cargo_type == CT_VALUABLES) {
 | 
						|
								if (parent_engine_type == INVALID_ENGINE) {
 | 
						|
									scheme = LS_PASSENGER_WAGON_STEAM;
 | 
						|
								} else {
 | 
						|
									switch (RailVehInfo(parent_engine_type)->engclass) {
 | 
						|
										case 0: scheme = LS_PASSENGER_WAGON_STEAM; break;
 | 
						|
										case 1: scheme = LS_PASSENGER_WAGON_DIESEL; break;
 | 
						|
										case 2: scheme = LS_PASSENGER_WAGON_ELECTRIC; break;
 | 
						|
									}
 | 
						|
								}
 | 
						|
							} else {
 | 
						|
								scheme = LS_FREIGHT_WAGON;
 | 
						|
							}
 | 
						|
						} else {
 | 
						|
							bool is_mu = HASBIT(_engine_info[engine_type].misc_flags, EF_RAIL_IS_MU);
 | 
						|
 | 
						|
							switch (rvi->engclass) {
 | 
						|
								case 0: scheme = LS_STEAM; break;
 | 
						|
								case 1: scheme = is_mu ? LS_DMU : LS_DIESEL; break;
 | 
						|
								case 2: scheme = is_mu ? LS_EMU : LS_ELECTRIC; break;
 | 
						|
							}
 | 
						|
						}
 | 
						|
						break;
 | 
						|
					}
 | 
						|
 | 
						|
					case RAILTYPE_MONO: scheme = LS_MONORAIL; break;
 | 
						|
					case RAILTYPE_MAGLEV: scheme = LS_MAGLEV; break;
 | 
						|
				}
 | 
						|
				break;
 | 
						|
			}
 | 
						|
 | 
						|
			case VEH_ROAD: {
 | 
						|
				const RoadVehicleInfo *rvi = RoadVehInfo(engine_type);
 | 
						|
				if (cargo_type == CT_INVALID) cargo_type = rvi->cargo_type;
 | 
						|
				scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_BUS : LS_TRUCK;
 | 
						|
				break;
 | 
						|
			}
 | 
						|
 | 
						|
			case VEH_SHIP: {
 | 
						|
				const ShipVehicleInfo *svi = ShipVehInfo(engine_type);
 | 
						|
				if (cargo_type == CT_INVALID) cargo_type = svi->cargo_type;
 | 
						|
				scheme = IsCargoInClass(cargo_type, CC_PASSENGERS) ? LS_PASSENGER_SHIP : LS_FREIGHT_SHIP;
 | 
						|
				break;
 | 
						|
			}
 | 
						|
 | 
						|
			case VEH_AIRCRAFT: {
 | 
						|
				const AircraftVehicleInfo *avi = AircraftVehInfo(engine_type);
 | 
						|
				if (cargo_type == CT_INVALID) cargo_type = CT_PASSENGERS;
 | 
						|
				switch (avi->subtype) {
 | 
						|
					case AIR_HELI: scheme = LS_HELICOPTER; break;
 | 
						|
					case AIR_CTOL: scheme = LS_SMALL_PLANE; break;
 | 
						|
					case AIR_CTOL | AIR_FAST: scheme = LS_LARGE_PLANE; break;
 | 
						|
				}
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		/* Switch back to the default scheme if the resolved scheme is not in use */
 | 
						|
		if (!p->livery[scheme].in_use) scheme = LS_DEFAULT;
 | 
						|
	}
 | 
						|
 | 
						|
	bool twocc = HASBIT(EngInfo(engine_type)->misc_flags, EF_USES_2CC);
 | 
						|
 | 
						|
	if (map == PAL_NONE) map = twocc ? (SpriteID)SPR_2CCMAP_BASE : (SpriteID)PALETTE_RECOLOR_START;
 | 
						|
 | 
						|
	map += p->livery[scheme].colour1;
 | 
						|
	if (twocc) map += p->livery[scheme].colour2 * 16;
 | 
						|
 | 
						|
	return map;
 | 
						|
}
 | 
						|
 | 
						|
SpriteID GetEnginePalette(EngineID engine_type, PlayerID player)
 | 
						|
{
 | 
						|
	return GetEngineColourMap(engine_type, player, INVALID_ENGINE, NULL);
 | 
						|
}
 | 
						|
 | 
						|
SpriteID GetVehiclePalette(const Vehicle *v)
 | 
						|
{
 | 
						|
	if (v->type == VEH_TRAIN) {
 | 
						|
		return GetEngineColourMap(
 | 
						|
			(v->u.rail.first_engine != INVALID_ENGINE && (IsArticulatedPart(v) || UsesWagonOverride(v))) ?
 | 
						|
				v->u.rail.first_engine : v->engine_type,
 | 
						|
			v->owner, v->u.rail.first_engine, v);
 | 
						|
	}
 | 
						|
 | 
						|
	return GetEngineColourMap(v->engine_type, v->owner, INVALID_ENGINE, v);
 | 
						|
}
 | 
						|
 | 
						|
/** Save and load of vehicles */
 | 
						|
extern const SaveLoad _common_veh_desc[] = {
 | 
						|
	    SLE_VAR(Vehicle, subtype,              SLE_UINT8),
 | 
						|
 | 
						|
	    SLE_REF(Vehicle, next,                 REF_VEHICLE_OLD),
 | 
						|
	    SLE_VAR(Vehicle, string_id,            SLE_STRINGID),
 | 
						|
	SLE_CONDVAR(Vehicle, unitnumber,           SLE_FILE_U8  | SLE_VAR_U16,  0, 7),
 | 
						|
	SLE_CONDVAR(Vehicle, unitnumber,           SLE_UINT16,                  8, SL_MAX_VERSION),
 | 
						|
	    SLE_VAR(Vehicle, owner,                SLE_UINT8),
 | 
						|
	SLE_CONDVAR(Vehicle, tile,                 SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
 | 
						|
	SLE_CONDVAR(Vehicle, tile,                 SLE_UINT32,                  6, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVAR(Vehicle, dest_tile,            SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
 | 
						|
	SLE_CONDVAR(Vehicle, dest_tile,            SLE_UINT32,                  6, SL_MAX_VERSION),
 | 
						|
 | 
						|
	SLE_CONDVAR(Vehicle, x_pos,                SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
 | 
						|
	SLE_CONDVAR(Vehicle, x_pos,                SLE_UINT32,                  6, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVAR(Vehicle, y_pos,                SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
 | 
						|
	SLE_CONDVAR(Vehicle, y_pos,                SLE_UINT32,                  6, SL_MAX_VERSION),
 | 
						|
	    SLE_VAR(Vehicle, z_pos,                SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, direction,            SLE_UINT8),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, cur_image,            SLE_UINT16),
 | 
						|
	    SLE_VAR(Vehicle, spritenum,            SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, sprite_width,         SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, sprite_height,        SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, z_height,             SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, x_offs,               SLE_INT8),
 | 
						|
	    SLE_VAR(Vehicle, y_offs,               SLE_INT8),
 | 
						|
	    SLE_VAR(Vehicle, engine_type,          SLE_UINT16),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, max_speed,            SLE_UINT16),
 | 
						|
	    SLE_VAR(Vehicle, cur_speed,            SLE_UINT16),
 | 
						|
	    SLE_VAR(Vehicle, subspeed,             SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, acceleration,         SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, progress,             SLE_UINT8),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, vehstatus,            SLE_UINT8),
 | 
						|
	SLE_CONDVAR(Vehicle, last_station_visited, SLE_FILE_U8  | SLE_VAR_U16,  0, 4),
 | 
						|
	SLE_CONDVAR(Vehicle, last_station_visited, SLE_UINT16,                  5, SL_MAX_VERSION),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, cargo_type,           SLE_UINT8),
 | 
						|
	SLE_CONDVAR(Vehicle, cargo_subtype,        SLE_UINT8,                  35, SL_MAX_VERSION),
 | 
						|
	    SLE_VAR(Vehicle, cargo_days,           SLE_UINT8),
 | 
						|
	SLE_CONDVAR(Vehicle, cargo_source,         SLE_FILE_U8  | SLE_VAR_U16,  0, 6),
 | 
						|
	SLE_CONDVAR(Vehicle, cargo_source,         SLE_UINT16,                  7, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVAR(Vehicle, cargo_source_xy,      SLE_UINT32,                 44, SL_MAX_VERSION),
 | 
						|
	    SLE_VAR(Vehicle, cargo_cap,            SLE_UINT16),
 | 
						|
	    SLE_VAR(Vehicle, cargo_count,          SLE_UINT16),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, day_counter,          SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, tick_counter,         SLE_UINT8),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, cur_order_index,      SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, num_orders,           SLE_UINT8),
 | 
						|
 | 
						|
	/* This next line is for version 4 and prior compatibility.. it temporarily reads
 | 
						|
	    type and flags (which were both 4 bits) into type. Later on this is
 | 
						|
	    converted correctly */
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type), SLE_UINT8,                 0, 4),
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
 | 
						|
 | 
						|
	/* Orders for version 5 and on */
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, type),  SLE_UINT8,  5, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, flags), SLE_UINT8,  5, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest),  SLE_UINT16, 5, SL_MAX_VERSION),
 | 
						|
 | 
						|
	/* Refit in current order */
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, refit_cargo),    SLE_UINT8, 36, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, refit_subtype),  SLE_UINT8, 36, SL_MAX_VERSION),
 | 
						|
 | 
						|
	    SLE_REF(Vehicle, orders,               REF_ORDER),
 | 
						|
 | 
						|
	SLE_CONDVAR(Vehicle, age,                  SLE_FILE_U16 | SLE_VAR_I32,  0, 30),
 | 
						|
	SLE_CONDVAR(Vehicle, age,                  SLE_INT32,                  31, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVAR(Vehicle, max_age,              SLE_FILE_U16 | SLE_VAR_I32,  0, 30),
 | 
						|
	SLE_CONDVAR(Vehicle, max_age,              SLE_INT32,                  31, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVAR(Vehicle, date_of_last_service, SLE_FILE_U16 | SLE_VAR_I32,  0, 30),
 | 
						|
	SLE_CONDVAR(Vehicle, date_of_last_service, SLE_INT32,                  31, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVAR(Vehicle, service_interval,     SLE_FILE_U16 | SLE_VAR_I32,  0, 30),
 | 
						|
	SLE_CONDVAR(Vehicle, service_interval,     SLE_INT32,                  31, SL_MAX_VERSION),
 | 
						|
	    SLE_VAR(Vehicle, reliability,          SLE_UINT16),
 | 
						|
	    SLE_VAR(Vehicle, reliability_spd_dec,  SLE_UINT16),
 | 
						|
	    SLE_VAR(Vehicle, breakdown_ctr,        SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, breakdown_delay,      SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, breakdowns_since_last_service, SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, breakdown_chance,     SLE_UINT8),
 | 
						|
	SLE_CONDVAR(Vehicle, build_year,           SLE_FILE_U8 | SLE_VAR_I32,  0, 30),
 | 
						|
	SLE_CONDVAR(Vehicle, build_year,           SLE_INT32,                 31, SL_MAX_VERSION),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, load_unload_time_rem, SLE_UINT16),
 | 
						|
	SLE_CONDVAR(Vehicle, cargo_paid_for,       SLE_UINT16,                45, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVAR(Vehicle, vehicle_flags,        SLE_UINT8,                 40, SL_MAX_VERSION),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, profit_this_year,     SLE_INT32),
 | 
						|
	    SLE_VAR(Vehicle, profit_last_year,     SLE_INT32),
 | 
						|
	SLE_CONDVAR(Vehicle, cargo_feeder_share,   SLE_INT32,                 51, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVAR(Vehicle, cargo_loaded_at_xy,   SLE_UINT32,                51, SL_MAX_VERSION),
 | 
						|
	    SLE_VAR(Vehicle, value,                SLE_UINT32),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, random_bits,          SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, waiting_triggers,     SLE_UINT8),
 | 
						|
 | 
						|
	    SLE_REF(Vehicle, next_shared,          REF_VEHICLE),
 | 
						|
	    SLE_REF(Vehicle, prev_shared,          REF_VEHICLE),
 | 
						|
 | 
						|
	/* reserve extra space in savegame here. (currently 10 bytes) */
 | 
						|
	SLE_CONDNULL(10,                                                       2, SL_MAX_VERSION),
 | 
						|
 | 
						|
	SLE_END()
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
static const SaveLoad _train_desc[] = {
 | 
						|
	SLE_WRITEBYTE(Vehicle, type, VEH_TRAIN, 0), // Train type. VEH_TRAIN in mem, 0 in file.
 | 
						|
	SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, crash_anim_pos),         SLE_UINT16),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, force_proceed),          SLE_UINT8),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, railtype),               SLE_UINT8),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRail, track),                  SLE_UINT8),
 | 
						|
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, flags),                  SLE_UINT8,  2, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRail, days_since_order_progr), SLE_UINT16, 2, SL_MAX_VERSION),
 | 
						|
 | 
						|
	SLE_CONDNULL(2, 2, 19),
 | 
						|
	/* reserve extra space in savegame here. (currently 11 bytes) */
 | 
						|
	SLE_CONDNULL(11, 2, SL_MAX_VERSION),
 | 
						|
 | 
						|
	SLE_END()
 | 
						|
};
 | 
						|
 | 
						|
static const SaveLoad _roadveh_desc[] = {
 | 
						|
	SLE_WRITEBYTE(Vehicle, type, VEH_ROAD, 1), // Road type. VEH_ROAD in mem, 1 in file.
 | 
						|
	SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, state),          SLE_UINT8),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, frame),          SLE_UINT8),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, blocked_ctr),    SLE_UINT16),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking),     SLE_UINT8),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, overtaking_ctr), SLE_UINT8),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, crashed_ctr),    SLE_UINT16),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, reverse_ctr),    SLE_UINT8),
 | 
						|
 | 
						|
	SLE_CONDREFX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot),     REF_ROADSTOPS, 6, SL_MAX_VERSION),
 | 
						|
	SLE_CONDNULL(1,                                                                     6, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleRoad, slot_age), SLE_UINT8,     6, SL_MAX_VERSION),
 | 
						|
	/* reserve extra space in savegame here. (currently 16 bytes) */
 | 
						|
	SLE_CONDNULL(16,                                                                    2, SL_MAX_VERSION),
 | 
						|
 | 
						|
	SLE_END()
 | 
						|
};
 | 
						|
 | 
						|
static const SaveLoad _ship_desc[] = {
 | 
						|
	SLE_WRITEBYTE(Vehicle, type, VEH_SHIP, 2), // Ship type. VEH_SHIP in mem, 2 in file.
 | 
						|
	SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
 | 
						|
	SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleShip, state), SLE_UINT8),
 | 
						|
 | 
						|
	/* reserve extra space in savegame here. (currently 16 bytes) */
 | 
						|
	SLE_CONDNULL(16, 2, SL_MAX_VERSION),
 | 
						|
 | 
						|
	SLE_END()
 | 
						|
};
 | 
						|
 | 
						|
static const SaveLoad _aircraft_desc[] = {
 | 
						|
	SLE_WRITEBYTE(Vehicle, type, VEH_AIRCRAFT, 3), // Aircraft type. VEH_AIRCRAFT in mem, 3 in file.
 | 
						|
	SLE_INCLUDEX(0, INC_VEHICLE_COMMON),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, crashed_counter), SLE_UINT16),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, pos),             SLE_UINT8),
 | 
						|
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport),   SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, targetairport),   SLE_UINT16,                5, SL_MAX_VERSION),
 | 
						|
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleAir, state),           SLE_UINT8),
 | 
						|
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, u) + offsetof(VehicleAir, previous_pos),    SLE_UINT8,                 2, SL_MAX_VERSION),
 | 
						|
 | 
						|
	/* reserve extra space in savegame here. (currently 15 bytes) */
 | 
						|
	SLE_CONDNULL(15,                                                                                      2, SL_MAX_VERSION),
 | 
						|
 | 
						|
	SLE_END()
 | 
						|
};
 | 
						|
 | 
						|
static const SaveLoad _special_desc[] = {
 | 
						|
	SLE_WRITEBYTE(Vehicle,type,VEH_SPECIAL, 4),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, subtype,       SLE_UINT8),
 | 
						|
 | 
						|
	SLE_CONDVAR(Vehicle, tile,          SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
 | 
						|
	SLE_CONDVAR(Vehicle, tile,          SLE_UINT32,                 6, SL_MAX_VERSION),
 | 
						|
 | 
						|
	SLE_CONDVAR(Vehicle, x_pos,         SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
 | 
						|
	SLE_CONDVAR(Vehicle, x_pos,         SLE_INT32,                  6, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVAR(Vehicle, y_pos,         SLE_FILE_I16 | SLE_VAR_I32, 0, 5),
 | 
						|
	SLE_CONDVAR(Vehicle, y_pos,         SLE_INT32,                  6, SL_MAX_VERSION),
 | 
						|
	    SLE_VAR(Vehicle, z_pos,         SLE_UINT8),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, cur_image,     SLE_UINT16),
 | 
						|
	    SLE_VAR(Vehicle, sprite_width,  SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, sprite_height, SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, z_height,      SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, x_offs,        SLE_INT8),
 | 
						|
	    SLE_VAR(Vehicle, y_offs,        SLE_INT8),
 | 
						|
	    SLE_VAR(Vehicle, progress,      SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, vehstatus,     SLE_UINT8),
 | 
						|
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk0), SLE_UINT16),
 | 
						|
	    SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleSpecial, unk2), SLE_UINT8),
 | 
						|
 | 
						|
	/* reserve extra space in savegame here. (currently 16 bytes) */
 | 
						|
	SLE_CONDNULL(16, 2, SL_MAX_VERSION),
 | 
						|
 | 
						|
	SLE_END()
 | 
						|
};
 | 
						|
 | 
						|
static const SaveLoad _disaster_desc[] = {
 | 
						|
	SLE_WRITEBYTE(Vehicle, type, VEH_DISASTER, 5),
 | 
						|
 | 
						|
	    SLE_REF(Vehicle, next,          REF_VEHICLE_OLD),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, subtype,       SLE_UINT8),
 | 
						|
	SLE_CONDVAR(Vehicle, tile,          SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
 | 
						|
	SLE_CONDVAR(Vehicle, tile,          SLE_UINT32,                  6, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVAR(Vehicle, dest_tile,     SLE_FILE_U16 | SLE_VAR_U32,  0, 5),
 | 
						|
	SLE_CONDVAR(Vehicle, dest_tile,     SLE_UINT32,                  6, SL_MAX_VERSION),
 | 
						|
 | 
						|
	SLE_CONDVAR(Vehicle, x_pos,         SLE_FILE_I16 | SLE_VAR_I32,  0, 5),
 | 
						|
	SLE_CONDVAR(Vehicle, x_pos,         SLE_INT32,                   6, SL_MAX_VERSION),
 | 
						|
	SLE_CONDVAR(Vehicle, y_pos,         SLE_FILE_I16 | SLE_VAR_I32,  0, 5),
 | 
						|
	SLE_CONDVAR(Vehicle, y_pos,         SLE_INT32,                   6, SL_MAX_VERSION),
 | 
						|
	    SLE_VAR(Vehicle, z_pos,         SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, direction,     SLE_UINT8),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, x_offs,        SLE_INT8),
 | 
						|
	    SLE_VAR(Vehicle, y_offs,        SLE_INT8),
 | 
						|
	    SLE_VAR(Vehicle, sprite_width,  SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, sprite_height, SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, z_height,      SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, owner,         SLE_UINT8),
 | 
						|
	    SLE_VAR(Vehicle, vehstatus,     SLE_UINT8),
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_FILE_U8 | SLE_VAR_U16, 0, 4),
 | 
						|
	SLE_CONDVARX(offsetof(Vehicle, current_order) + offsetof(Order, dest), SLE_UINT16,                5, SL_MAX_VERSION),
 | 
						|
 | 
						|
	    SLE_VAR(Vehicle, cur_image,     SLE_UINT16),
 | 
						|
	SLE_CONDVAR(Vehicle, age,           SLE_FILE_U16 | SLE_VAR_I32,  0, 30),
 | 
						|
	SLE_CONDVAR(Vehicle, age,           SLE_INT32,                  31, SL_MAX_VERSION),
 | 
						|
	    SLE_VAR(Vehicle, tick_counter,  SLE_UINT8),
 | 
						|
 | 
						|
	   SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleDisaster, image_override), SLE_UINT16),
 | 
						|
	   SLE_VARX(offsetof(Vehicle, u) + offsetof(VehicleDisaster, unk2),           SLE_UINT16),
 | 
						|
 | 
						|
	/* reserve extra space in savegame here. (currently 16 bytes) */
 | 
						|
	SLE_CONDNULL(16,                                                 2, SL_MAX_VERSION),
 | 
						|
 | 
						|
	SLE_END()
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
static const void *_veh_descs[] = {
 | 
						|
	_train_desc,
 | 
						|
	_roadveh_desc,
 | 
						|
	_ship_desc,
 | 
						|
	_aircraft_desc,
 | 
						|
	_special_desc,
 | 
						|
	_disaster_desc,
 | 
						|
};
 | 
						|
 | 
						|
/** Will be called when the vehicles need to be saved. */
 | 
						|
static void Save_VEHS()
 | 
						|
{
 | 
						|
	Vehicle *v;
 | 
						|
	/* Write the vehicles */
 | 
						|
	FOR_ALL_VEHICLES(v) {
 | 
						|
		SlSetArrayIndex(v->index);
 | 
						|
		SlObject(v, (SaveLoad*)_veh_descs[v->type]);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/** Will be called when vehicles need to be loaded. */
 | 
						|
static void Load_VEHS()
 | 
						|
{
 | 
						|
	int index;
 | 
						|
	Vehicle *v;
 | 
						|
 | 
						|
	while ((index = SlIterateArray()) != -1) {
 | 
						|
		Vehicle *v;
 | 
						|
 | 
						|
		if (!AddBlockIfNeeded(&_Vehicle_pool, index))
 | 
						|
			error("Vehicles: failed loading savegame: too many vehicles");
 | 
						|
 | 
						|
		v = GetVehicle(index);
 | 
						|
		SlObject(v, (SaveLoad*)_veh_descs[SlReadByte()]);
 | 
						|
 | 
						|
		/* Old savegames used 'last_station_visited = 0xFF' */
 | 
						|
		if (CheckSavegameVersion(5) && v->last_station_visited == 0xFF)
 | 
						|
			v->last_station_visited = INVALID_STATION;
 | 
						|
 | 
						|
		if (CheckSavegameVersion(5)) {
 | 
						|
			/* Convert the current_order.type (which is a mix of type and flags, because
 | 
						|
			 *  in those versions, they both were 4 bits big) to type and flags */
 | 
						|
			v->current_order.flags = (v->current_order.type & 0xF0) >> 4;
 | 
						|
			v->current_order.type.m_val &= 0x0F;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* Check for shared order-lists (we now use pointers for that) */
 | 
						|
	if (CheckSavegameVersionOldStyle(5, 2)) {
 | 
						|
		FOR_ALL_VEHICLES(v) {
 | 
						|
			Vehicle *u;
 | 
						|
 | 
						|
			FOR_ALL_VEHICLES_FROM(u, v->index + 1) {
 | 
						|
				/* If a vehicle has the same orders, add the link to eachother
 | 
						|
				 *  in both vehicles */
 | 
						|
				if (v->orders == u->orders) {
 | 
						|
					v->next_shared = u;
 | 
						|
					u->prev_shared = v;
 | 
						|
					break;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
extern const ChunkHandler _veh_chunk_handlers[] = {
 | 
						|
	{ 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST},
 | 
						|
};
 | 
						|
 | 
						|
void Vehicle::BeginLoading()
 | 
						|
{
 | 
						|
	assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP);
 | 
						|
	current_order.type = OT_LOADING;
 | 
						|
	GetStation(this->last_station_visited)->loading_vehicles.push_back(this);
 | 
						|
}
 | 
						|
 | 
						|
void Vehicle::LeaveStation()
 | 
						|
{
 | 
						|
	assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP);
 | 
						|
	assert(current_order.type == OT_LOADING);
 | 
						|
	current_order.type = OT_LEAVESTATION;
 | 
						|
	current_order.flags = 0;
 | 
						|
	GetStation(this->last_station_visited)->loading_vehicles.remove(this);
 | 
						|
}
 |