예제 #1
0
파일: depot.cpp 프로젝트: Ayutac/OpenTTD
/**
 * Clean up a depot
 */
Depot::~Depot()
{
	if (CleaningPool()) return;

	if (!IsDepotTile(this->xy) || GetDepotIndex(this->xy) != this->index) {
		/* It can happen there is no depot here anymore (TTO/TTD savegames) */
		return;
	}

	/* Clear the order backup. */
	OrderBackup::Reset(this->xy, false);

	/* Clear the depot from all order-lists */
	RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, this->index);

	/* Delete the depot-window */
	DeleteWindowById(WC_VEHICLE_DEPOT, this->xy);

	/* Delete the depot list */
	VehicleType vt;
	switch (GetTileType(this->xy)) {
		default: NOT_REACHED();
		case MP_RAILWAY: vt = VEH_TRAIN; break;
		case MP_ROAD:    vt = VEH_ROAD;  break;
		case MP_WATER:   vt = VEH_SHIP;  break;
	}
	DeleteWindowById(GetWindowClassForVehicleType(vt), VehicleListIdentifier(VL_DEPOT_LIST, vt, GetTileOwner(this->xy), this->index).Pack());
}
예제 #2
0
/** Autoreplace all vehicles in the depot
 * Note: this command can make incorrect cost estimations
 * Luckily the final price can only drop, not increase. This is due to the fact that
 * estimation can't predict wagon removal so it presumes worst case which is no income from selling wagons.
 * @param tile Tile of the depot where the vehicles are
 * @param flags type of operation
 * @param p1 Type of vehicle
 * @param p2 If bit 0 is set, then either replace all or nothing (instead of replacing until money runs out)
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
    VehicleList list;
    CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
    VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
    bool all_or_nothing = HasBit(p2, 0);

    if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;

    /* Get the list of vehicles in the depot */
    BuildDepotVehicleList(vehicle_type, tile, &list, &list, true);

    bool did_something = false;

    for (uint i = 0; i < list.Length(); i++) {
        const Vehicle *v = list[i];

        /* Ensure that the vehicle completely in the depot */
        if (!v->IsInDepot()) continue;

        CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE);

        if (CmdSucceeded(ret)) {
            did_something = true;
            cost.AddCost(ret);
        } else {
            if (ret.GetErrorMessage() != STR_ERROR_AUTOREPLACE_NOTHING_TO_DO && all_or_nothing) {
                /* We failed to replace a vehicle even though we set all or nothing.
                 * We should never reach this if DC_EXEC is set since then it should
                 * have failed the estimation guess. */
                assert(!(flags & DC_EXEC));
                /* Now we will have to return an error. */
                return CMD_ERROR;
            }
        }
    }

    if (!did_something) {
        /* Either we didn't replace anything or something went wrong.
         * Either way we want to return an error and not execute this command. */
        cost = CMD_ERROR;
    }

    return cost;
}
예제 #3
0
/**
 * 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
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	VehicleList list;
	CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
	VehicleType vehicle_type = Extract<VehicleType, 0, 3>(p1);

	if (!IsCompanyBuildableVehicleType(vehicle_type)) return CMD_ERROR;
	if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;

	/* Get the list of vehicles in the depot */
	BuildDepotVehicleList(vehicle_type, tile, &list, &list, true);

	for (uint i = 0; i < list.Length(); i++) {
		const Vehicle *v = list[i];

		/* Ensure that the vehicle completely in the depot */
		if (!v->IsChainInDepot()) continue;

		CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE);

		if (ret.Succeeded()) cost.AddCost(ret);
	}
	return cost;
}
예제 #4
0
/**
 * Build a vehicle.
 * @param tile tile of depot where the vehicle is built
 * @param flags for command
 * @param p1 various bitstuffed data
 *  bits  0-15: vehicle type being built.
 *  bits 16-31: vehicle type specific bits passed on to the vehicle build functions.
 * @param p2 User
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdBuildVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	/* Elementary check for valid location. */
	if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR;

	VehicleType type;
	switch (GetTileType(tile)) {
		case MP_RAILWAY: type = VEH_TRAIN;    break;
		case MP_ROAD:    type = VEH_ROAD;     break;
		case MP_WATER:   type = VEH_SHIP;     break;
		case MP_STATION: type = VEH_AIRCRAFT; break;
		default: NOT_REACHED(); // Safe due to IsDepotTile()
	}

	/* Validate the engine type. */
	EngineID eid = GB(p1, 0, 16);
	if (!IsEngineBuildable(eid, type, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE + type);

	const Engine *e = Engine::Get(eid);
	CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());

	/* Engines without valid cargo should not be available */
	if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;

	/* Check whether the number of vehicles we need to build can be built according to pool space. */
	uint num_vehicles;
	switch (type) {
		case VEH_TRAIN:    num_vehicles = (e->u.rail.railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) + CountArticulatedParts(eid, false); break;
		case VEH_ROAD:     num_vehicles = 1 + CountArticulatedParts(eid, false); break;
		case VEH_SHIP:     num_vehicles = 1; break;
		case VEH_AIRCRAFT: num_vehicles = e->u.air.subtype & AIR_CTOL ? 2 : 3; break;
		default: NOT_REACHED(); // Safe due to IsDepotTile()
	}
	if (!Vehicle::CanAllocateItem(num_vehicles)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);

	/* Check whether we can allocate a unit number. Autoreplace does not allocate
	 * an unit number as it will (always) reuse the one of the replaced vehicle
	 * and (train) wagons don't have an unit number in any scenario. */
	UnitID unit_num = (flags & DC_AUTOREPLACE || (type == VEH_TRAIN && e->u.rail.railveh_type == RAILVEH_WAGON)) ? 0 : GetFreeUnitNumber(type);
	if (unit_num == UINT16_MAX) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);

	Vehicle *v;
	switch (type) {
		case VEH_TRAIN:    value.AddCost(CmdBuildRailVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
		case VEH_ROAD:     value.AddCost(CmdBuildRoadVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
		case VEH_SHIP:     value.AddCost(CmdBuildShip       (tile, flags, e, GB(p1, 16, 16), &v)); break;
		case VEH_AIRCRAFT: value.AddCost(CmdBuildAircraft   (tile, flags, e, GB(p1, 16, 16), &v)); break;
		default: NOT_REACHED(); // Safe due to IsDepotTile()
	}

	if (value.Succeeded() && flags & DC_EXEC) {
		v->unitnumber = unit_num;
		v->value      = value.GetCost();

		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
		InvalidateWindowClassesData(GetWindowClassForVehicleType(type), 0);
		SetWindowDirty(WC_COMPANY, _current_company);
		if (IsLocalCompany()) {
			InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the auto replace window (must be called before incrementing num_engines)
		}

		GroupStatistics::CountEngine(v, 1);
		GroupStatistics::UpdateAutoreplace(_current_company);

		if (v->IsPrimaryVehicle()) {
			GroupStatistics::CountVehicle(v, 1);
			OrderBackup::Restore(v, p2);
		}
	}

	return value;
}