Esempio n. 1
0
/**
 * Determines order of train engines by engine / wagon
 * @param *a first engine to compare
 * @param *b second engine to compare
 * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
 */
static int CDECL TrainEnginesThenWagonsSorter(const EngineID *a, const EngineID *b)
{
	int val_a = (RailVehInfo(*a)->railveh_type == RAILVEH_WAGON ? 1 : 0);
	int val_b = (RailVehInfo(*b)->railveh_type == RAILVEH_WAGON ? 1 : 0);
	int r = val_a - val_b;

	/* Use EngineID to sort instead since we want consistent sorting */
	if (r == 0) return EngineNumberSorter(a, b);
	return _internal_sort_order ? -r : r;
}
Esempio n. 2
0
/**
 * Determines order of train engines by capacity
 * @param *a first engine to compare
 * @param *b second engine to compare
 * @return for descending order: returns < 0 if a < b and > 0 for a > b. Vice versa for ascending order and 0 for equal
 */
static int CDECL TrainEngineCapacitySorter(const EngineID *a, const EngineID *b)
{
	const RailVehicleInfo *rvi_a = RailVehInfo(*a);
	const RailVehicleInfo *rvi_b = RailVehInfo(*b);

	int va = GetTotalCapacityOfArticulatedParts(*a) * (rvi_a->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1);
	int vb = GetTotalCapacityOfArticulatedParts(*b) * (rvi_b->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1);
	int r = va - vb;

	/* Use EngineID to sort instead since we want consistent sorting */
	if (r == 0) return EngineNumberSorter(a, b);
	return _internal_sort_order ? -r : r;
}
Esempio n. 3
0
/**
 * Draw the details info tab for the given vehicle at the given position
 *
 * @param v     current vehicle
 * @param left  The left most coordinate to draw
 * @param right The right most coordinate to draw
 * @param y     The y coordinate
 */
static void TrainDetailsInfoTab(const Vehicle *v, int left, int right, int y)
{
	if (RailVehInfo(v->engine_type)->railveh_type == RAILVEH_WAGON) {
		SetDParam(0, v->engine_type);
		SetDParam(1, v->value);
		DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE);
	} else {
		SetDParam(0, v->engine_type);
		SetDParam(1, v->build_year);
		SetDParam(2, v->value);
		DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE);
	}
}
Esempio n. 4
0
/**
 *  Converts all trains to the new subtype format introduced in savegame 16.2
 *  It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
 */
void ConvertOldMultiheadToNew()
{
	Train *t;
	FOR_ALL_TRAINS(t) SetBit(t->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop

	FOR_ALL_TRAINS(t) {
		if (HasBit(t->subtype, 7) && ((t->subtype & ~0x80) == 0 || (t->subtype & ~0x80) == 4)) {
			for (Train *u = t; u != NULL; u = u->Next()) {
				const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);

				ClrBit(u->subtype, 7);
				switch (u->subtype) {
					case 0: // TS_Front_Engine
						if (rvi->railveh_type == RAILVEH_MULTIHEAD) u->SetMultiheaded();
						u->SetFrontEngine();
						u->SetEngine();
						break;

					case 1: // TS_Artic_Part
						u->subtype = 0;
						u->SetArticulatedPart();
						break;

					case 2: // TS_Not_First
						u->subtype = 0;
						if (rvi->railveh_type == RAILVEH_WAGON) {
							/* normal wagon */
							u->SetWagon();
							break;
						}
						if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
							/* rear end of a multiheaded engine */
							u->SetMultiheaded();
							break;
						}
						if (rvi->railveh_type == RAILVEH_MULTIHEAD) u->SetMultiheaded();
						u->SetEngine();
						break;

					case 4: // TS_Free_Car
						u->subtype = 0;
						u->SetWagon();
						u->SetFreeWagon();
						break;
					default: NOT_REACHED();
				}
			}
		}
	}
}
Esempio n. 5
0
/**
 * Replace a whole vehicle chain
 * @param chain vehicle chain to let autoreplace/renew operator on
 * @param flags command flags
 * @param wagon_removal remove wagons when the resulting chain occupies more tiles than the old did
 * @param nothing_to_do is set to 'false' when something was done (only valid when not failed)
 * @return cost or error
 */
static CommandCost ReplaceChain(Vehicle **chain, DoCommandFlag flags, bool wagon_removal, bool *nothing_to_do)
{
	Vehicle *old_head = *chain;
	assert(old_head->IsPrimaryVehicle());

	CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0);

	if (old_head->type == VEH_TRAIN) {
		/* Store the length of the old vehicle chain, rounded up to whole tiles */
		uint16 old_total_length = CeilDiv(Train::From(old_head)->gcache.cached_total_length, TILE_SIZE) * TILE_SIZE;

		int num_units = 0; ///< Number of units in the chain
		for (Train *w = Train::From(old_head); w != NULL; w = w->GetNextUnit()) num_units++;

		Train **old_vehs = CallocT<Train *>(num_units); ///< Will store vehicles of the old chain in their order
		Train **new_vehs = CallocT<Train *>(num_units); ///< New vehicles corresponding to old_vehs or NULL if no replacement
		Money *new_costs = MallocT<Money>(num_units);   ///< Costs for buying and refitting the new vehicles

		/* Collect vehicles and build replacements
		 * Note: The replacement vehicles can only successfully build as long as the old vehicles are still in their chain */
		int i;
		Train *w;
		for (w = Train::From(old_head), i = 0; w != NULL; w = w->GetNextUnit(), i++) {
			assert(i < num_units);
			old_vehs[i] = w;

			CommandCost ret = BuildReplacementVehicle(old_vehs[i], (Vehicle**)&new_vehs[i], true);
			cost.AddCost(ret);
			if (cost.Failed()) break;

			new_costs[i] = ret.GetCost();
			if (new_vehs[i] != NULL) *nothing_to_do = false;
		}
		Train *new_head = (new_vehs[0] != NULL ? new_vehs[0] : old_vehs[0]);

		/* Note: When autoreplace has already failed here, old_vehs[] is not completely initialized. But it is also not needed. */
		if (cost.Succeeded()) {
			/* Separate the head, so we can start constructing the new chain */
			Train *second = Train::From(old_head)->GetNextUnit();
			if (second != NULL) cost.AddCost(CmdMoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true));

			assert(Train::From(new_head)->GetNextUnit() == NULL);

			/* Append engines to the new chain
			 * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time.
			 * That way we also have less trouble when exceeding the unitnumber limit.
			 * OTOH the vehicle attach callback is more expensive this way :s */
			Train *last_engine = NULL; ///< Shall store the last engine unit after this step
			if (cost.Succeeded()) {
				for (int i = num_units - 1; i > 0; i--) {
					Train *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);

					if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) continue;

					if (new_vehs[i] != NULL) {
						/* Move the old engine to a separate row with DC_AUTOREPLACE. Else
						 * moving the wagon in front may fail later due to unitnumber limit.
						 * (We have to attach wagons without DC_AUTOREPLACE.) */
						CmdMoveVehicle(old_vehs[i], NULL, DC_EXEC | DC_AUTOREPLACE, false);
					}

					if (last_engine == NULL) last_engine = append;
					cost.AddCost(CmdMoveVehicle(append, new_head, DC_EXEC, false));
					if (cost.Failed()) break;
				}
				if (last_engine == NULL) last_engine = new_head;
			}

			/* When wagon removal is enabled and the new engines without any wagons are already longer than the old, we have to fail */
			if (cost.Succeeded() && wagon_removal && new_head->gcache.cached_total_length > old_total_length) cost = CommandCost(STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT);

			/* Append/insert wagons into the new vehicle chain
			 * We do this from back to front, so we can stop when wagon removal or maximum train length (i.e. from mammoth-train setting) is triggered.
			 */
			if (cost.Succeeded()) {
				for (int i = num_units - 1; i > 0; i--) {
					assert(last_engine != NULL);
					Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);

					if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) {
						/* Insert wagon after 'last_engine' */
						CommandCost res = CmdMoveVehicle(append, last_engine, DC_EXEC, false);

						/* When we allow removal of wagons, either the move failing due
						 * to the train becoming too long, or the train becoming longer
						 * would move the vehicle to the empty vehicle chain. */
						if (wagon_removal && (res.Failed() ? res.GetErrorMessage() == STR_ERROR_TRAIN_TOO_LONG : new_head->gcache.cached_total_length > old_total_length)) {
							CmdMoveVehicle(append, NULL, DC_EXEC | DC_AUTOREPLACE, false);
							break;
						}

						cost.AddCost(res);
						if (cost.Failed()) break;
					} else {
						/* We have reached 'last_engine', continue with the next engine towards the front */
						assert(append == last_engine);
						last_engine = last_engine->GetPrevUnit();
					}
				}
			}

			/* Sell superfluous new vehicles that could not be inserted. */
			if (cost.Succeeded() && wagon_removal) {
				assert(new_head->gcache.cached_total_length <= _settings_game.vehicle.max_train_length * TILE_SIZE);
				for (int i = 1; i < num_units; i++) {
					Vehicle *wagon = new_vehs[i];
					if (wagon == NULL) continue;
					if (wagon->First() == new_head) break;

					assert(RailVehInfo(wagon->engine_type)->railveh_type == RAILVEH_WAGON);

					/* Sell wagon */
					CommandCost ret = DoCommand(0, wagon->index, 0, DC_EXEC, GetCmdSellVeh(wagon));
					assert(ret.Succeeded());
					new_vehs[i] = NULL;

					/* Revert the money subtraction when the vehicle was built.
					 * This value is different from the sell value, esp. because of refitting */
					cost.AddCost(-new_costs[i]);
				}
			}

			/* The new vehicle chain is constructed, now take over orders and everything... */
			if (cost.Succeeded()) cost.AddCost(CopyHeadSpecificThings(old_head, new_head, flags));

			if (cost.Succeeded()) {
				/* Success ! */
				if ((flags & DC_EXEC) != 0 && new_head != old_head) {
					*chain = new_head;
				}

				/* Transfer cargo of old vehicles and sell them */
				for (int i = 0; i < num_units; i++) {
					Vehicle *w = old_vehs[i];
					/* Is the vehicle again part of the new chain?
					 * Note: We cannot test 'new_vehs[i] != NULL' as wagon removal might cause to remove both */
					if (w->First() == new_head) continue;

					if ((flags & DC_EXEC) != 0) TransferCargo(w, new_head, true);

					/* Sell the vehicle.
					 * Note: This might temporarly construct new trains, so use DC_AUTOREPLACE to prevent
					 *       it from failing due to engine limits. */
					cost.AddCost(DoCommand(0, w->index, 0, flags | DC_AUTOREPLACE, GetCmdSellVeh(w)));
					if ((flags & DC_EXEC) != 0) {
						old_vehs[i] = NULL;
						if (i == 0) old_head = NULL;
					}
				}

				if ((flags & DC_EXEC) != 0) CheckCargoCapacity(new_head);
			}

			/* If we are not in DC_EXEC undo everything, i.e. rearrange old vehicles.
			 * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time.
			 * Note: The vehicle attach callback is disabled here :) */
			if ((flags & DC_EXEC) == 0) {
				/* Separate the head, so we can reattach the old vehicles */
				Train *second = Train::From(old_head)->GetNextUnit();
				if (second != NULL) CmdMoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true);

				assert(Train::From(old_head)->GetNextUnit() == NULL);

				for (int i = num_units - 1; i > 0; i--) {
					CommandCost ret = CmdMoveVehicle(old_vehs[i], old_head, DC_EXEC | DC_AUTOREPLACE, false);
					assert(ret.Succeeded());
				}
			}
		}

		/* Finally undo buying of new vehicles */
		if ((flags & DC_EXEC) == 0) {
			for (int i = num_units - 1; i >= 0; i--) {
				if (new_vehs[i] != NULL) {
					DoCommand(0, new_vehs[i]->index, 0, DC_EXEC, GetCmdSellVeh(new_vehs[i]));
					new_vehs[i] = NULL;
				}
			}
		}

		free(old_vehs);
		free(new_vehs);
		free(new_costs);
	} else {
		/* Build and refit replacement vehicle */
		Vehicle *new_head = NULL;
		cost.AddCost(BuildReplacementVehicle(old_head, &new_head, true));

		/* Was a new vehicle constructed? */
		if (cost.Succeeded() && new_head != NULL) {
			*nothing_to_do = false;

			/* The new vehicle is constructed, now take over orders and everything... */
			cost.AddCost(CopyHeadSpecificThings(old_head, new_head, flags));

			if (cost.Succeeded()) {
				/* The new vehicle is constructed, now take over cargo */
				if ((flags & DC_EXEC) != 0) {
					TransferCargo(old_head, new_head, true);
					*chain = new_head;
				}

				/* Sell the old vehicle */
				cost.AddCost(DoCommand(0, old_head->index, 0, flags, GetCmdSellVeh(old_head)));
			}

			/* If we are not in DC_EXEC undo everything */
			if ((flags & DC_EXEC) == 0) {
				DoCommand(0, new_head->index, 0, DC_EXEC, GetCmdSellVeh(new_head));
			}
		}
	}

	return cost;
}