/* $Id$ */ /** @file autoreplace_cmd.cpp Deals with autoreplace execution but not the setup */ #include "stdafx.h" #include "openttd.h" #include "roadveh.h" #include "ship.h" #include "news_func.h" #include "player_func.h" #include "debug.h" #include "vehicle_gui.h" #include "train.h" #include "aircraft.h" #include "cargotype.h" #include "group.h" #include "strings_func.h" #include "command_func.h" #include "vehicle_func.h" #include "functions.h" #include "variables.h" #include "autoreplace_func.h" #include "articulated_vehicles.h" #include "table/strings.h" /** Figure out if two engines got at least one type of cargo in common (refitting if needed) * @param engine_a one of the EngineIDs * @param engine_b the other EngineID * @param type the type of the engines * @return true if they can both carry the same type of cargo (or at least one of them got no capacity at all) */ static bool EnginesGotCargoInCommon(EngineID engine_a, EngineID engine_b, VehicleType type) { uint32 available_cargos_a = GetUnionOfArticulatedRefitMasks(engine_a, type, true); uint32 available_cargos_b = GetUnionOfArticulatedRefitMasks(engine_b, type, true); return (available_cargos_a == 0 || available_cargos_b == 0 || (available_cargos_a & available_cargos_b) != 0); } /** * Checks some basic properties whether autoreplace is allowed * @param from Origin engine * @param to Destination engine * @param player Player to check for * @return true if autoreplace is allowed */ bool CheckAutoreplaceValidity(EngineID from, EngineID to, PlayerID player) { /* First we make sure that it's a valid type the user requested * check that it's an engine that is in the engine array */ if (!IsEngineIndex(from) || !IsEngineIndex(to)) return false; /* we can't replace an engine into itself (that would be autorenew) */ if (from == to) return false; VehicleType type = GetEngine(from)->type; /* check that the new vehicle type is available to the player and its type is the same as the original one */ if (!IsEngineBuildable(to, type, player)) return false; switch (type) { case VEH_TRAIN: { const RailVehicleInfo *rvi_from = RailVehInfo(from); const RailVehicleInfo *rvi_to = RailVehInfo(to); /* make sure the railtypes are compatible */ if ((GetRailTypeInfo(rvi_from->railtype)->compatible_railtypes & GetRailTypeInfo(rvi_to->railtype)->compatible_railtypes) == 0) return false; /* make sure we do not replace wagons with engines or vise versa */ if ((rvi_from->railveh_type == RAILVEH_WAGON) != (rvi_to->railveh_type == RAILVEH_WAGON)) return false; break; } case VEH_ROAD: /* make sure that we do not replace a tram with a normal road vehicles or vise versa */ if (HasBit(EngInfo(from)->misc_flags, EF_ROAD_TRAM) != HasBit(EngInfo(to)->misc_flags, EF_ROAD_TRAM)) return false; break; case VEH_AIRCRAFT: /* make sure that we do not replace a plane with a helicopter or vise versa */ if ((AircraftVehInfo(from)->subtype & AIR_CTOL) != (AircraftVehInfo(to)->subtype & AIR_CTOL)) return false; break; default: break; } /* the engines needs to be able to carry the same cargo */ return EnginesGotCargoInCommon(from, to, type); } /* * move the cargo from one engine to another if possible */ static void MoveVehicleCargo(Vehicle *dest, Vehicle *source) { Vehicle *v = dest; do { do { if (source->cargo_type != dest->cargo_type) continue; // cargo not compatible if (dest->cargo.Count() == dest->cargo_cap) continue; // the destination vehicle is already full uint units_moved = min(source->cargo.Count(), dest->cargo_cap - dest->cargo.Count()); source->cargo.MoveTo(&dest->cargo, units_moved); // copy the age of the cargo dest->day_counter = source->day_counter; dest->tick_counter = source->tick_counter; } while (source->cargo.Count() > 0 && (dest = dest->Next()) != NULL); dest = v; } while ((source = source->Next()) != NULL); /* * The of the train will be incorrect at this moment. This is due * to the fact that removing the old wagon updates the weight of * the complete train, which is without the weight of cargo we just * moved back into some (of the) new wagon(s). */ if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->First(), true); } /** * Tests whether refit orders that applied to v will also apply to the new vehicle type * @param v The vehicle to be replaced * @param engine_type The type we want to replace with * @return true iff all refit orders stay valid */ static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, EngineID engine_type) { const Order *o; const Vehicle *u; uint32 union_refit_mask_a = GetUnionOfArticulatedRefitMasks(v->engine_type, v->type, false); uint32 union_refit_mask_b = GetUnionOfArticulatedRefitMasks(engine_type, v->type, false); if (v->type == VEH_TRAIN) { u = v->First(); } else { u = v; } FOR_VEHICLE_ORDERS(u, o) { if (!o->IsRefit()) continue; CargoID cargo_type = o->GetRefitCargo(); if (!HasBit(union_refit_mask_a, cargo_type)) continue; if (!HasBit(union_refit_mask_b, cargo_type)) return false; } return true; } /** * Function to find what type of cargo to refit to when autoreplacing * @param *v Original vehicle, that is being replaced * @param engine_type The EngineID of the vehicle that is being replaced to * @return The cargo type to replace to * CT_NO_REFIT is returned if no refit is needed * CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible */ static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type) { CargoID cargo_type; if (GetUnionOfArticulatedRefitMasks(engine_type, v->type, true) == 0) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity if (IsArticulatedVehicleCarryingDifferentCargos(v, &cargo_type)) return CT_INVALID; // We cannot refit to mixed cargos in an automated way uint32 available_cargo_types = GetIntersectionOfArticulatedRefitMasks(engine_type, v->type, true); if (cargo_type == CT_INVALID) { if (v->type != VEH_TRAIN) return CT_NO_REFIT; // If the vehicle does not carry anything at all, every replacement is fine. /* the old engine didn't have cargo capacity, but the new one does * now we will figure out what cargo the train is carrying and refit to fit this */ for (v = v->First(); v != NULL; v = v->Next()) { if (v->cargo_cap == 0) continue; /* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */ if (HasBit(available_cargo_types, v->cargo_type)) { /* Do we have to refit the vehicle, or is it already carrying the right cargo? */ uint16 *default_capacity = GetCapacityOfArticulatedParts(engine_type, v->type); for (CargoID cid = 0; cid < NUM_CARGO; cid++) { if (cid != v->cargo_type && default_capacity[cid] > 0) return v->cargo_type; } return CT_NO_REFIT; } } return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one } else { if (!HasBit(available_cargo_types, cargo_type)) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want if (!VerifyAutoreplaceRefitForOrders(v, engine_type)) return CT_INVALID; // Some refit orders loose their effect /* Do we have to refit the vehicle, or is it already carrying the right cargo? */ uint16 *default_capacity = GetCapacityOfArticulatedParts(engine_type, v->type); for (CargoID cid = 0; cid < NUM_CARGO; cid++) { if (cid != cargo_type && default_capacity[cid] > 0) return cargo_type; } return CT_NO_REFIT; } } /** Replaces a vehicle (used to be called autorenew) * This function is only called from MaybeReplaceVehicle() * Must be called with _current_player set to the owner of the vehicle * @param w Vehicle to replace * @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts * @param p The vehicle owner (faster than refinding the pointer) * @param new_engine_type The EngineID to replace to * @return value is cost of the replacement or CMD_ERROR */ static CommandCost ReplaceVehicle(Vehicle **w, uint32 flags, Money total_cost, const Player *p, EngineID new_engine_type) { CommandCost cost; CommandCost sell_value; Vehicle *old_v = *w; const UnitID cached_unitnumber = old_v->unitnumber; bool new_front = false; Vehicle *new_v = NULL; char *vehicle_name = NULL; CargoID replacement_cargo_type; replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type); /* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */ if (replacement_cargo_type == CT_INVALID) return CommandCost(); sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v)); /* We give the player a loan of the same amount as the sell value. * This is needed in case he needs the income from the sale to build the new vehicle. * We take it back if building fails or when we really sell the old engine */ SubtractMoneyFromPlayer(sell_value); cost = DoCommand(old_v->tile, new_engine_type, 0, flags | DC_AUTOREPLACE, GetCmdBuildVeh(old_v)); if (CmdFailed(cost)) { /* Take back the money we just gave the player */ sell_value.MultiplyCost(-1); SubtractMoneyFromPlayer(sell_value); return cost; } if (replacement_cargo_type != CT_NO_REFIT) { /* add refit cost */ CommandCost refit_cost = GetRefitCost(new_engine_type); if (old_v->type == VEH_TRAIN && RailVehInfo(new_engine_type)->railveh_type == RAILVEH_MULTIHEAD) { /* Since it's a dualheaded engine we have to pay once more because the rear end is being refitted too. */ refit_cost.AddCost(refit_cost); } cost.AddCost(refit_cost); } if (flags & DC_EXEC) { new_v = GetVehicle(_new_vehicle_id); *w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is /* refit if needed */ if (replacement_cargo_type != CT_NO_REFIT) { if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, GetCmdRefitVeh(new_v)))) { /* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */ error("Autoreplace failed to refit. Replace engine %d to %d and refit to cargo %d", old_v->engine_type, new_v->engine_type, replacement_cargo_type); } } if (new_v->type == VEH_TRAIN && HasBit(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->Next() != NULL && IsArticulatedPart(new_v->Next()))) { // we are autorenewing to a single engine, so we will turn it as the old one was turned as well SetBit(new_v->u.rail.flags, VRF_REVERSE_DIRECTION); } if (old_v->type == VEH_TRAIN && !IsFrontEngine(old_v)) { /* this is a railcar. We need to move the car into the train * We add the new engine after the old one instead of replacing it. It will give the same result anyway when we * sell the old engine in a moment */ /* Get the vehicle in front of the one we move out */ Vehicle *front = old_v->Previous(); if (front == NULL) { /* It would appear that we have the front wagon of a row of wagons without engines */ Vehicle *next = old_v->Next(); if (next != NULL) { /* Move the chain to the new front wagon */ DoCommand(0, (new_v->index << 16) | next->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); } } else { /* If the vehicle in front is the rear end of a dualheaded engine, then we need to use the one in front of that one */ if (IsRearDualheaded(front)) front = front->Previous(); /* Now we move the old one out of the train */ DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); /* Add the new vehicle */ CommandCost tmp_move = DoCommand(0, (front->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); if (CmdFailed(tmp_move)) { cost.AddCost(tmp_move); DoCommand(0, new_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN)); } } } else { // copy/clone the orders DoCommand(0, (old_v->index << 16) | new_v->index, old_v->IsOrderListShared() ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER); new_v->cur_order_index = old_v->cur_order_index; ChangeVehicleViewWindow(old_v->index, new_v->index); new_v->profit_this_year = old_v->profit_this_year; new_v->profit_last_year = old_v->profit_last_year; new_v->service_interval = old_v->service_interval; DoCommand(0, old_v->group_id, new_v->index, flags, CMD_ADD_VEHICLE_GROUP); new_front = true; new_v->unitnumber = old_v->unitnumber; // use the same unit number new_v->dest_tile = old_v->dest_tile; new_v->current_order = old_v->current_order; if (old_v->type == VEH_TRAIN && GetNextVehicle(old_v) != NULL){ Vehicle *temp_v = GetNextVehicle(old_v); // move the entire train to the new engine, excluding the old engine if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) { // we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead temp_v = GetNextVehicle(temp_v); } if (temp_v != NULL) { CommandCost tmp_move = DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); if (CmdFailed(tmp_move)) { cost.AddCost(tmp_move); DoCommand(0, temp_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN)); } } } } if (CmdSucceeded(cost)) { /* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */ MoveVehicleCargo(new_v->type == VEH_TRAIN ? new_v->First() : new_v, old_v); /* Get the name of the old vehicle if it has a custom name. */ if (old_v->name != NULL) vehicle_name = strdup(old_v->name); } } else { // flags & DC_EXEC not set CommandCost tmp_move; if (old_v->type == VEH_TRAIN && IsFrontEngine(old_v)) { Vehicle *next_veh = GetNextUnit(old_v); // don't try to move the rear multiheaded engine or articulated parts if (next_veh != NULL) { /* Verify that the wagons can be placed on the engine in question. * This is done by building an engine, test if the wagons can be added and then sell the test engine. */ DoCommand(old_v->tile, new_engine_type, 0, DC_EXEC | DC_AUTOREPLACE, GetCmdBuildVeh(old_v)); Vehicle *temp = GetVehicle(_new_vehicle_id); tmp_move = DoCommand(0, (temp->index << 16) | next_veh->index, 1, 0, CMD_MOVE_RAIL_VEHICLE); DoCommand(0, temp->index, 0, DC_EXEC, GetCmdSellVeh(old_v)); } } /* Ensure that the player will not end up having negative money while autoreplacing * This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */ if (CmdFailed(tmp_move) || p->player_money < (cost.GetCost() + total_cost)) { /* Pay back the loan */ sell_value.MultiplyCost(-1); SubtractMoneyFromPlayer(sell_value); return CMD_ERROR; } } /* Take back the money we just gave the player just before building the vehicle * The player will get the same amount now that the sale actually takes place */ sell_value.MultiplyCost(-1); SubtractMoneyFromPlayer(sell_value); /* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */ cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v))); if (CmdFailed(cost)) return cost; if (new_front) { /* now we assign the old unitnumber to the new vehicle */ new_v->unitnumber = cached_unitnumber; } /* Transfer the name of the old vehicle */ if ((flags & DC_EXEC) && vehicle_name != NULL) { _cmd_text = vehicle_name; DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE); free(vehicle_name); } return cost; } /** Removes wagons from a train until it get a certain length * @param v The vehicle * @param old_total_length The wanted max length * @return The profit from selling the wagons */ static CommandCost WagonRemoval(Vehicle *v, uint16 old_total_length) { if (v->type != VEH_TRAIN) return CommandCost(); Vehicle *front = v; CommandCost cost = CommandCost(); while (front->u.rail.cached_total_length > old_total_length) { /* the train is too long. We will remove cars one by one from the start of the train until it's short enough */ while (v != NULL && RailVehInfo(v->engine_type)->railveh_type != RAILVEH_WAGON) { /* We move backwards in the train until we find a wagon */ v = GetNextVehicle(v); } if (v == NULL) { /* We sold all the wagons and the train is still not short enough */ SetDParam(0, front->unitnumber); AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NS_ADVICE, front->index, 0); return cost; } /* We found a wagon we can sell */ Vehicle *temp = v; v = GetNextVehicle(v); DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); // remove the wagon from the train MoveVehicleCargo(front, temp); // move the cargo back on the train cost.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON)); // sell the wagon } return cost; } /** Get the EngineID of the replacement for a vehicle * @param v The vehicle to find a replacement for * @param p The vehicle's owner (it's faster to forward the pointer than refinding it) * @return the EngineID of the replacement. INVALID_ENGINE if no buildable replacement is found */ static EngineID GetNewEngineType(const Vehicle *v, const Player *p) { assert(v->type != VEH_TRAIN || !IsArticulatedPart(v)); if (v->type == VEH_TRAIN && IsRearDualheaded(v)) { /* we build the rear ends of multiheaded trains with the front ones */ return INVALID_ENGINE; } EngineID e = EngineReplacementForPlayer(p, v->engine_type, v->group_id); if (e != INVALID_ENGINE && IsEngineBuildable(e, v->type, _current_player)) { return e; } if (v->NeedsAutorenewing(p) && // replace if engine is too old IsEngineBuildable(v->engine_type, v->type, _current_player)) { // engine can still be build return v->engine_type; } return INVALID_ENGINE; } /** replaces a vehicle if it's set for autoreplace or is too old * (used to be called autorenew) * @param v The vehicle to replace * if the vehicle is a train, v needs to be the front engine * @param flags * @param display_costs If set, a cost animation is shown (only if DC_EXEC is set) * This bool also takes autorenew money into consideration * @return the costs, the success bool and sometimes an error message */ CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs) { Vehicle *w; Player *p = GetPlayer(v->owner); CommandCost cost; bool stopped = false; BackuppedVehicle backup(true); /* We only want "real" vehicle types. */ assert(IsPlayerBuildableVehicleType(v)); /* Ensure that this bool is cleared. */ assert(!v->leave_depot_instantly); /* We can't sell if the current player don't own the vehicle. */ assert(v->owner == _current_player); if (!v->IsInDepot()) { /* The vehicle should be inside the depot */ switch (v->type) { default: NOT_REACHED(); case VEH_TRAIN: return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED); break; case VEH_ROAD: return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE); break; case VEH_SHIP: return_cmd_error(STR_980B_SHIP_MUST_BE_STOPPED_IN); break; case VEH_AIRCRAFT: return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED); break; } } /* Remember the length in case we need to trim train later on * If it's not a train, the value is unused * round up to the length of the tiles used for the train instead of the train length instead * Useful when newGRF uses custom length */ uint16 old_total_length = (v->type == VEH_TRAIN ? (v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE : -1 ); if (!(v->vehstatus & VS_STOPPED)) { /* The vehicle is moving so we better stop it before we might alter consist or sell it */ v->vehstatus |= VS_STOPPED; /* Remember that we stopped the vehicle */ stopped = true; } { cost = CommandCost(EXPENSES_NEW_VEHICLES); w = v; do { EngineID new_engine = GetNewEngineType(w, p); if (new_engine == INVALID_ENGINE) continue; if (!backup.ContainsBackup()) { /* We are going to try to replace a vehicle but we don't have any backup so we will make one. */ backup.Backup(v, p); } /* Now replace the vehicle. * First we need to cache if it's the front vehicle as we need to update the v pointer if it is. * If the replacement fails then we can't trust the data in the vehicle hence the reason to cache the result. */ bool IsFront = w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE; cost.AddCost(ReplaceVehicle(&w, DC_EXEC, cost.GetCost(), p, new_engine)); if (IsFront) { /* now we bought a new engine and sold the old one. We need to fix the * pointers in order to avoid pointing to the old one for trains: these * pointers should point to the front engine and not the cars */ v = w; } } while (CmdSucceeded(cost) && w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL); if (CmdSucceeded(cost) && v->type == VEH_TRAIN && p->renew_keep_length) { /* Remove wagons until the wanted length is reached */ cost.AddCost(WagonRemoval(v, old_total_length)); } if (flags & DC_QUERY_COST || cost.GetCost() == 0) { /* We didn't do anything during the replace so we will just exit here */ v = backup.Restore(v, p); if (stopped) v->vehstatus &= ~VS_STOPPED; return cost; } if (display_costs) { /* We want to ensure that we will not get below p->engine_renew_money. * We will not actually pay this amount. It's for display and checks only. */ CommandCost tmp = cost; tmp.AddCost((Money)p->engine_renew_money); if (CmdSucceeded(tmp) && GetAvailableMoneyForCommand() < tmp.GetCost()) { /* We don't have enough money so we will set cost to failed */ cost.AddCost((Money)p->engine_renew_money); cost.AddCost(CMD_ERROR); } } if (display_costs && CmdFailed(cost)) { if (GetAvailableMoneyForCommand() < cost.GetCost() && IsLocalPlayer()) { StringID message; SetDParam(0, v->unitnumber); switch (v->type) { case VEH_TRAIN: message = STR_TRAIN_AUTORENEW_FAILED; break; case VEH_ROAD: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break; case VEH_SHIP: message = STR_SHIP_AUTORENEW_FAILED; break; case VEH_AIRCRAFT: message = STR_AIRCRAFT_AUTORENEW_FAILED; break; // This should never happen default: NOT_REACHED(); message = 0; break; } AddNewsItem(message, NS_ADVICE, v->index, 0); } } } if (display_costs && IsLocalPlayer() && (flags & DC_EXEC) && CmdSucceeded(cost)) { ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost()); } if (!(flags & DC_EXEC) || CmdFailed(cost)) { v = backup.Restore(v, p); } /* Start the vehicle if we stopped it earlier */ if (stopped) v->vehstatus &= ~VS_STOPPED; return cost; }