mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r12913) -Add: ability to backup and restore a player's economic data and data for a vehicle (or chain of vehicles)
Autoreplace uses this with the following benefits: -Mass autoreplace (the button in the depot window) will now estimate costs correctly -Autoreplace now either replaces correctly or manages to keep the original vehicle (no more broken trains) Thanks to Ammler for testing this
This commit is contained in:
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9f5f4e59cd
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757de2bdf5
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@ -206,7 +206,11 @@ static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost, con
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/* Now we move the old one out of the train */
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DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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/* Add the new vehicle */
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DoCommand(0, (front->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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CommandCost tmp_move = DoCommand(0, (front->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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if (CmdFailed(tmp_move)) {
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cost.AddCost(tmp_move);
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DoCommand(0, new_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN));
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}
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}
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} else {
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// copy/clone the orders
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@ -232,7 +236,11 @@ static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost, con
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}
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if (temp_v != NULL) {
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DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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CommandCost tmp_move = DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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if (CmdFailed(tmp_move)) {
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cost.AddCost(tmp_move);
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DoCommand(0, temp_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN));
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}
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}
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}
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}
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@ -363,9 +371,10 @@ static EngineID GetNewEngineType(const Vehicle *v, const Player *p)
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CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs)
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{
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Vehicle *w;
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const Player *p = GetPlayer(v->owner);
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Player *p = GetPlayer(v->owner);
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CommandCost cost;
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bool stopped = false;
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BackuppedVehicle backup(true);
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/* We only want "real" vehicle types. */
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assert(IsPlayerBuildableVehicleType(v));
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@ -410,11 +419,14 @@ CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs)
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EngineID new_engine = GetNewEngineType(w, p);
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if (new_engine == INVALID_ENGINE) continue;
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if (!backup.ContainsBackup()) {
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/* We are going to try to replace a vehicle but we don't have any backup so we will make one. */
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backup.Backup(v, p);
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}
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/* Now replace the vehicle */
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cost.AddCost(ReplaceVehicle(&w, flags, cost.GetCost(), p, new_engine));
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cost.AddCost(ReplaceVehicle(&w, DC_EXEC, cost.GetCost(), p, new_engine));
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if (flags & DC_EXEC &&
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(w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE)) {
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if (w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE) {
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/* now we bought a new engine and sold the old one. We need to fix the
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* pointers in order to avoid pointing to the old one for trains: these
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* pointers should point to the front engine and not the cars
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@ -423,18 +435,26 @@ CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs)
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}
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} while (w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL);
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if (v->type == VEH_TRAIN && p->renew_keep_length) {
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/* Remove wagons until the wanted length is reached */
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cost.AddCost(WagonRemoval(v, old_total_length));
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}
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if (flags & DC_QUERY_COST || cost.GetCost() == 0) {
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/* We didn't do anything during the replace so we will just exit here */
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v = backup.Restore(v);
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if (stopped) v->vehstatus &= ~VS_STOPPED;
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return cost;
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}
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if (display_costs && !(flags & DC_EXEC)) {
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if (display_costs) {
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/* We want to ensure that we will not get below p->engine_renew_money.
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* We will not actually pay this amount. It's for display and checks only. */
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cost.AddCost((Money)p->engine_renew_money);
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if (CmdSucceeded(cost) && GetAvailableMoneyForCommand() < cost.GetCost()) {
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CommandCost tmp = cost;
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tmp.AddCost((Money)p->engine_renew_money);
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if (CmdSucceeded(tmp) && GetAvailableMoneyForCommand() < tmp.GetCost()) {
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/* We don't have enough money so we will set cost to failed */
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cost.AddCost((Money)p->engine_renew_money);
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cost.AddCost(CMD_ERROR);
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}
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}
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@ -457,15 +477,12 @@ CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs)
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}
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}
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if (flags & DC_EXEC && CmdSucceeded(cost)) {
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if (v->type == VEH_TRAIN && p->renew_keep_length) {
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/* Remove wagons until the wanted length is reached */
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cost.AddCost(WagonRemoval(v, old_total_length));
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}
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if (display_costs && IsLocalPlayer() && (flags & DC_EXEC) && CmdSucceeded(cost)) {
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ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
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}
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if (display_costs && IsLocalPlayer()) {
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ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
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}
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if (!(flags & DC_EXEC) || CmdFailed(cost)) {
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v = backup.Restore(v);
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}
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/* Start the vehicle if we stopped it earlier */
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@ -542,16 +542,12 @@ bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback,
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* fact will trigger an assertion failure. --pasky
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* CMD_CLONE_VEHICLE: Both building new vehicles and refitting them can be
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* influenced by newgrf callbacks, which makes it impossible to accurately
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* estimate the cost of cloning a vehicle.
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* CMD_DEPOT_MASS_AUTOREPLACE: we can't predict wagon removal so
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* the test will not include income from any sold wagons.
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* This means that the costs can sometimes be lower than estimated. */
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* estimate the cost of cloning a vehicle. */
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notest =
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(cmd & 0xFF) == CMD_CLEAR_AREA ||
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(cmd & 0xFF) == CMD_LEVEL_LAND ||
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(cmd & 0xFF) == CMD_REMOVE_LONG_ROAD ||
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(cmd & 0xFF) == CMD_CLONE_VEHICLE ||
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(cmd & 0xFF) == CMD_DEPOT_MASS_AUTOREPLACE;
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(cmd & 0xFF) == CMD_CLONE_VEHICLE;
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_docommand_recursive = 1;
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@ -1233,7 +1233,7 @@ void BackupVehicleOrders(const Vehicle *v, BackuppedOrders *bak)
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/* Copy the orders */
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FOR_VEHICLE_ORDERS(v, order) {
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*dest = *order;
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memcpy(dest, order, sizeof(Order));
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dest++;
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}
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/* End the list with an empty order */
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@ -1285,6 +1285,42 @@ void RestoreVehicleOrders(const Vehicle *v, const BackuppedOrders *bak)
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DoCommandP(0, bak->group, v->index, NULL, CMD_ADD_VEHICLE_GROUP);
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}
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/** Restores vehicle orders that was previously backed up by BackupVehicleOrders()
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* This will restore to the point where it was at the time of the backup meaning
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* it will presume the same order indexes can be used.
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* This is needed when restoring a backed up vehicle
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* @param v The vehicle that should gain the orders
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* @param bak the backup of the orders
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*/
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void RestoreVehicleOrdersBruteForce(Vehicle *v, const BackuppedOrders *bak)
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{
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if (bak->name != NULL) {
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/* Restore the name. */
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v->name = strdup(bak->name);
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}
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/* If we had shared orders, recover that */
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if (bak->clone != INVALID_VEHICLE) {
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/* We will place it at the same location in the linked list as it previously was. */
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if (v->prev_shared != NULL) {
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assert(v->prev_shared->next_shared == v->next_shared);
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v->prev_shared->next_shared = v;
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}
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if (v->next_shared != NULL) {
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assert(v->next_shared->prev_shared == v->prev_shared);
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v->next_shared->prev_shared = v;
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}
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} else {
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/* Restore the orders at the indexes they originally were. */
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for (Order *order = bak->order; order->IsValid(); order++) {
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Order *dst = GetOrder(order->index);
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/* Since we are restoring something we removed a moment ago all the orders should be free. */
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assert(!dst->IsValid());
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memcpy(dst, order, sizeof(Order));
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}
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}
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}
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/** Restore the current order-index of a vehicle and sets service-interval.
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* @param tile unused
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* @param flags operation to perform
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@ -28,6 +28,7 @@ extern BackuppedOrders _backup_orders_data;
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void BackupVehicleOrders(const Vehicle *v, BackuppedOrders *order = &_backup_orders_data);
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void RestoreVehicleOrders(const Vehicle *v, const BackuppedOrders *order = &_backup_orders_data);
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void RestoreVehicleOrdersBruteForce(Vehicle *v, const BackuppedOrders *bak);
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/* Functions */
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void RemoveOrderFromAllVehicles(OrderType type, DestinationID destination);
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@ -73,6 +73,18 @@ struct Player {
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uint16 num_engines[TOTAL_NUM_ENGINES]; ///< caches the number of engines of each type the player owns (no need to save this)
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};
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struct PlayerMoneyBackup {
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private:
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Money backup_yearly_expenses[EXPENSES_END];
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PlayerEconomyEntry backup_cur_economy;
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Player *p;
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public:
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PlayerMoneyBackup(Player *player);
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void Restore();
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};
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extern Player _players[MAX_PLAYERS];
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#define FOR_ALL_PLAYERS(p) for (p = _players; p != endof(_players); p++)
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@ -208,6 +208,24 @@ bool CheckPlayerHasMoney(CommandCost cost)
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return true;
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}
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/** Backs up current economic data for a player
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*/
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PlayerMoneyBackup::PlayerMoneyBackup(Player *player)
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{
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p = player;
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memcpy(backup_yearly_expenses, p->yearly_expenses, EXPENSES_END * sizeof(Money));
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backup_cur_economy = p->cur_economy;
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}
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/** Restore the economic data from last backup
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* This should only be used right after Player::BackupEconomy()
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*/
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void PlayerMoneyBackup::Restore()
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{
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memcpy(p->yearly_expenses, backup_yearly_expenses, EXPENSES_END * sizeof(Money));
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p->cur_economy = backup_cur_economy;
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}
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static void SubtractMoneyFromAnyPlayer(Player *p, CommandCost cost)
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{
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if (cost.GetCost() == 0) return;
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@ -712,12 +712,7 @@ void CallVehicleTicks()
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v->leave_depot_instantly = false;
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v->vehstatus &= ~VS_STOPPED;
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}
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CommandCost cost = MaybeReplaceVehicle(v, 0, true);
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if (CmdSucceeded(cost) && cost.GetCost() != 0) {
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/* Looks like we can replace this vehicle so we go ahead and do so */
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MaybeReplaceVehicle(v, DC_EXEC, true);
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}
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MaybeReplaceVehicle(v, DC_EXEC, true);
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v = w;
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}
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_current_player = OWNER_NONE;
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@ -2689,6 +2684,87 @@ void Vehicle::SetNext(Vehicle *next)
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}
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}
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/** Backs up a chain of vehicles
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* @return a pointer to the chain
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*/
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Vehicle* Vehicle::BackupVehicle() const
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{
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int length = CountVehiclesInChain(this);
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Vehicle *list = MallocT<Vehicle>(length);
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Vehicle *copy = list; // store the pointer so we have something to return later
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const Vehicle *original = this;
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for (; 0 < length; original = original->next, copy++, length--) {
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memcpy(copy, original, sizeof(Vehicle));
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}
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return list;
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}
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/** Restore a backed up row of vehicles
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* @return a pointer to the first vehicle in chain
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*/
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Vehicle* Vehicle::RestoreBackupVehicle()
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{
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Vehicle *backup = this;
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Player *p = GetPlayer(backup->owner);
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while (true) {
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Vehicle *dest = GetVehicle(backup->index);
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/* The vehicle should be free since we are restoring something we just sold. */
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assert(!dest->IsValid());
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memcpy(dest, backup, sizeof(Vehicle));
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/* We decreased the engine count when we sold the engines so we will increase it again. */
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if (IsEngineCountable(backup)) p->num_engines[backup->engine_type]++;
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Vehicle *dummy = dest;
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dest->old_new_hash = &dummy;
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dest->left_coord = INVALID_COORD;
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UpdateVehiclePosHash(dest, INVALID_COORD, 0);
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if (backup->next == NULL) break;
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backup++;
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}
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return GetVehicle(this->index);
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}
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/** Restores a backed up vehicle
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* @param *v A vehicle we should sell and take the windows from (NULL for not using this)
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* @return The vehicle we restored (front for trains) or v if we didn't have anything to restore
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*/
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Vehicle *BackuppedVehicle::Restore(Vehicle *v)
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{
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if (!ContainsBackup()) return v;
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if (v != NULL) {
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ChangeVehicleViewWindow(v, INVALID_VEHICLE);
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DoCommand(0, v->index, 1, DC_EXEC, GetCmdSellVeh(v));
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}
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v = this->vehicles->RestoreBackupVehicle();
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ChangeVehicleViewWindow(INVALID_VEHICLE, v);
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if (orders != NULL) RestoreVehicleOrdersBruteForce(v, orders);
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if (economy != NULL) economy->Restore();
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return v;
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}
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/** Backs up a vehicle
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* This should never be called when the object already contains a backup
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* @param v the vehicle to backup
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* @param p If it's set to the vehicle's owner then economy is backed up. If NULL then economy backup will be skipped.
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*/
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void BackuppedVehicle::Backup(const Vehicle *v, Player *p)
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{
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assert(!ContainsBackup());
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if (p != NULL) {
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assert(p->index == v->owner);
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economy = new PlayerMoneyBackup(p);
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}
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vehicles = v->BackupVehicle();
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if (orders != NULL) BackupVehicleOrders(v, orders);
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}
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void StopAllVehicles()
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{
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Vehicle *v;
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@ -14,6 +14,7 @@
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#include "gfx_type.h"
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#include "command_type.h"
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#include "date_type.h"
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#include "player_base.h"
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#include "player_type.h"
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#include "oldpool.h"
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#include "order_base.h"
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#include "texteff.hpp"
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#include "group_type.h"
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#include "engine_type.h"
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#include "order_func.h"
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/** Road vehicle states */
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enum RoadVehicleStates {
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* @return the cost of the depot action.
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*/
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CommandCost SendToDepot(uint32 flags, DepotCommand command);
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Vehicle* BackupVehicle() const;
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Vehicle* RestoreBackupVehicle();
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};
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/**
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@ -649,4 +654,21 @@ Trackdir GetVehicleTrackdir(const Vehicle* v);
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void CheckVehicle32Day(Vehicle *v);
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struct BackuppedVehicle {
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private:
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Vehicle *vehicles;
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BackuppedOrders *orders;
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PlayerMoneyBackup *economy;
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public:
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BackuppedVehicle(bool include_orders) : vehicles(NULL), economy(NULL) {
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orders = include_orders ? new BackuppedOrders() : NULL;
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}
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~BackuppedVehicle() { free(vehicles); delete orders; delete economy; }
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void Backup(const Vehicle *v, Player *p = NULL);
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Vehicle *Restore(Vehicle *v);
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bool ContainsBackup() { return vehicles != NULL; }
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};
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#endif /* VEHICLE_BASE_H */
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