/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file vehicle_cmd.cpp Commands for vehicles. */ #include "stdafx.h" #include "roadveh.h" #include "news_func.h" #include "airport.h" #include "command_func.h" #include "company_func.h" #include "vehicle_gui.h" #include "train.h" #include "aircraft.h" #include "newgrf_engine.h" #include "newgrf_text.h" #include "functions.h" #include "window_func.h" #include "vehicle_func.h" #include "string_func.h" #include "depot_map.h" #include "vehiclelist.h" #include "engine_base.h" #include "table/strings.h" /* Tables used in vehicle.h to find the right command for a certain vehicle type */ const uint32 _veh_build_proc_table[] = { CMD_BUILD_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN), CMD_BUILD_ROAD_VEH | CMD_MSG(STR_ERROR_CAN_T_BUY_ROAD_VEHICLE), CMD_BUILD_SHIP | CMD_MSG(STR_ERROR_CAN_T_BUY_SHIP), CMD_BUILD_AIRCRAFT | CMD_MSG(STR_ERROR_CAN_T_BUY_AIRCRAFT), }; const uint32 _veh_sell_proc_table[] = { CMD_SELL_RAIL_WAGON | CMD_MSG(STR_ERROR_CAN_T_SELL_TRAIN), CMD_SELL_ROAD_VEH | CMD_MSG(STR_ERROR_CAN_T_SELL_ROAD_VEHICLE), CMD_SELL_SHIP | CMD_MSG(STR_ERROR_CAN_T_SELL_SHIP), CMD_SELL_AIRCRAFT | CMD_MSG(STR_ERROR_CAN_T_SELL_AIRCRAFT), }; const uint32 _veh_refit_proc_table[] = { CMD_REFIT_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_REFIT_TRAIN), CMD_REFIT_ROAD_VEH | CMD_MSG(STR_ERROR_CAN_T_REFIT_ROAD_VEHICLE), CMD_REFIT_SHIP | CMD_MSG(STR_ERROR_CAN_T_REFIT_SHIP), CMD_REFIT_AIRCRAFT | CMD_MSG(STR_ERROR_CAN_T_REFIT_AIRCRAFT), }; const uint32 _send_to_depot_proc_table[] = { /* TrainGotoDepot has a nice randomizer in the pathfinder, which causes desyncs... */ CMD_SEND_TRAIN_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_TRAIN_TO_DEPOT) | CMD_NO_TEST_IF_IN_NETWORK, CMD_SEND_ROADVEH_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_ROAD_VEHICLE_TO_DEPOT), CMD_SEND_SHIP_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_SHIP_TO_DEPOT), CMD_SEND_AIRCRAFT_TO_HANGAR | CMD_MSG(STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR), }; /** Start/Stop a vehicle * @param tile unused * @param flags type of operation * @param p1 vehicle to start/stop * @param p2 bit 0: Shall the start/stop newgrf callback be evaluated (only valid with DC_AUTOREPLACE for network safety) * @param text unused * @return the cost of this operation or an error */ CommandCost CmdStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { /* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */ if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0); Vehicle *v = Vehicle::GetIfValid(p1); if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR; CommandCost ret = CheckOwnership(v->owner); ret.SetGlobalErrorMessage(); if (ret.Failed()) return ret; switch (v->type) { case VEH_TRAIN: if ((v->vehstatus & VS_STOPPED) && Train::From(v)->acc_cache.cached_power == 0) return_cmd_error(STR_ERROR_TRAIN_START_NO_CATENARY); break; case VEH_SHIP: case VEH_ROAD: break; case VEH_AIRCRAFT: { Aircraft *a = Aircraft::From(v); /* cannot stop airplane when in flight, or when taking off / landing */ if (a->state >= STARTTAKEOFF && a->state < TERM7) return_cmd_error(STR_ERROR_AIRCRAFT_IS_IN_FLIGHT); } break; default: return CMD_ERROR; } /* Check if this vehicle can be started/stopped. The callback will fail or * return 0xFF if it can. */ uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v); if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF && HasBit(p2, 0)) { StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback); return_cmd_error(error); } if (flags & DC_EXEC) { if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, STR_NEWS_TRAIN_IS_WAITING + v->type); v->vehstatus ^= VS_STOPPED; if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly' v->MarkDirty(); SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH); SetWindowDirty(WC_VEHICLE_DEPOT, v->tile); SetWindowClassesDirty(GetWindowClassForVehicleType(v->type)); } return CommandCost(); } /** 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) * @param text unused * @return the cost of this operation or an error */ CommandCost CmdMassStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { VehicleList list; VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5); bool start_stop = HasBit(p2, 5); bool vehicle_list_window = HasBit(p2, 6); if (vehicle_list_window) { uint32 id = p1; uint16 window_type = p2 & VLW_MASK; GenerateVehicleSortList(&list, vehicle_type, _current_company, id, window_type); } else { /* Get the list of vehicles in the depot */ BuildDepotVehicleList(vehicle_type, tile, &list, NULL); } for (uint i = 0; i < list.Length(); i++) { const Vehicle *v = list[i]; if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue; if (!vehicle_list_window) { if (vehicle_type == VEH_TRAIN) { if (!Train::From(v)->IsInDepot()) continue; } else { if (!(v->vehstatus & VS_HIDDEN)) continue; } } /* Just try and don't care if some vehicle's can't be stopped. */ DoCommand(tile, v->index, 0, flags, CMD_START_STOP_VEHICLE); } return CommandCost(); } /** 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 * @param text unused * @return the cost of this operation or an error */ CommandCost CmdDepotSellAllVehicles(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { VehicleList list; CommandCost cost(EXPENSES_NEW_VEHICLES); VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); uint sell_command = GetCmdSellVeh(vehicle_type); /* Get the list of vehicles in the depot */ BuildDepotVehicleList(vehicle_type, tile, &list, &list); for (uint i = 0; i < list.Length(); i++) { CommandCost ret = DoCommand(tile, list[i]->index, 1, flags, sell_command); if (ret.Succeeded()) cost.AddCost(ret); } if (cost.GetCost() == 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 * @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); 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->IsInDepot()) continue; CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE); if (ret.Succeeded()) cost.AddCost(ret); } return cost; } /** Learn the price of refitting a certain engine * @param engine_type Which engine to refit * @return Price for refitting */ static CommandCost GetRefitCost(EngineID engine_type) { ExpensesType expense_type; const Engine *e = Engine::Get(engine_type); Price base_price; uint cost_factor = e->info.refit_cost; switch (e->type) { case VEH_SHIP: base_price = PR_BUILD_VEHICLE_SHIP; expense_type = EXPENSES_SHIP_RUN; break; case VEH_ROAD: base_price = PR_BUILD_VEHICLE_ROAD; expense_type = EXPENSES_ROADVEH_RUN; break; case VEH_AIRCRAFT: base_price = PR_BUILD_VEHICLE_AIRCRAFT; expense_type = EXPENSES_AIRCRAFT_RUN; break; case VEH_TRAIN: base_price = (e->u.rail.railveh_type == RAILVEH_WAGON) ? PR_BUILD_VEHICLE_WAGON : PR_BUILD_VEHICLE_TRAIN; cost_factor <<= 1; expense_type = EXPENSES_TRAIN_RUN; break; default: NOT_REACHED(); } return CommandCost(expense_type, GetPrice(base_price, cost_factor, e->grffile, -10)); } /** * Refits a vehicle (chain). * This is the vehicle-type independent part of the CmdRefitXXX functions. * @param v The vehicle to refit. * @param only_this Whether to only refit this vehicle, or the whole chain. * @param new_cid Cargotype to refit to * @param new_subtype Cargo subtype to refit to * @param flags Command flags * @return Refit cost. */ CommandCost RefitVehicle(Vehicle *v, bool only_this, CargoID new_cid, byte new_subtype, DoCommandFlag flags) { CommandCost cost(v->GetExpenseType(false)); uint total_capacity = 0; v->InvalidateNewGRFCacheOfChain(); for (; v != NULL; v = (only_this ? NULL : v->Next())) { const Engine *e = Engine::Get(v->engine_type); if (!e->CanCarryCargo() || !HasBit(e->info.refit_mask, new_cid)) continue; /* Back up the vehicle's cargo type */ CargoID temp_cid = v->cargo_type; byte temp_subtype = v->cargo_subtype; v->cargo_type = new_cid; v->cargo_subtype = new_subtype; uint16 mail_capacity; uint amount = GetVehicleCapacity(v, &mail_capacity); total_capacity += amount; /* Restore the original cargo type */ v->cargo_type = temp_cid; v->cargo_subtype = temp_subtype; if (new_cid != v->cargo_type) { cost.AddCost(GetRefitCost(v->engine_type)); } if (flags & DC_EXEC) { v->cargo.Truncate((v->cargo_type == new_cid) ? amount : 0); v->cargo_type = new_cid; v->cargo_cap = amount; v->cargo_subtype = new_subtype; if (v->type == VEH_AIRCRAFT) { Vehicle *u = v->Next(); u->cargo_cap = mail_capacity; u->cargo.Truncate(mail_capacity); } } } _returned_refit_capacity = total_capacity; return cost; } /** Test if a name is unique among vehicle names. * @param name Name to test. * @return True ifffffff the name is unique. */ static bool IsUniqueVehicleName(const char *name) { const Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->name != NULL && strcmp(v->name, name) == 0) return false; } return true; } /** Clone the custom name of a vehicle, adding or incrementing a number. * @param src Source vehicle, with a custom name. * @param dst Destination vehicle. */ static void CloneVehicleName(const Vehicle *src, Vehicle *dst) { char buf[256]; /* Find the position of the first digit in the last group of digits. */ size_t number_position; for (number_position = strlen(src->name); number_position > 0; number_position--) { /* The design of UTF-8 lets this work simply without having to check * for UTF-8 sequences. */ if (src->name[number_position - 1] < '0' || src->name[number_position - 1] > '9') break; } /* Format buffer and determine starting number. */ int num; if (number_position == strlen(src->name)) { /* No digit at the end, so start at number 2. */ strecpy(buf, src->name, lastof(buf)); strecat(buf, " ", lastof(buf)); number_position = strlen(buf); num = 2; } else { /* Found digits, parse them and start at the next number. */ strecpy(buf, src->name, lastof(buf)); buf[number_position] = '\0'; num = strtol(&src->name[number_position], NULL, 10) + 1; } /* Check if this name is already taken. */ for (int max_iterations = 1000; max_iterations > 0; max_iterations--, num++) { /* Attach the number to the temporary name. */ seprintf(&buf[number_position], lastof(buf), "%d", num); /* Check the name is unique. */ if (IsUniqueVehicleName(buf)) { dst->name = strdup(buf); break; } } /* All done. If we didn't find a name, it'll just use its default. */ } /** 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 * @param text unused * @return the cost of this operation or an error */ CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { CommandCost total_cost(EXPENSES_NEW_VEHICLES); uint32 build_argument = 2; Vehicle *v = Vehicle::GetIfValid(p1); if (v == NULL) return CMD_ERROR; Vehicle *v_front = v; Vehicle *w = NULL; Vehicle *w_front = NULL; Vehicle *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 */ CommandCost ret = CheckOwnership(v->owner); ret.SetGlobalErrorMessage(); if (ret.Failed()) return ret; if (v->type == VEH_TRAIN && (!Train::From(v)->IsFrontEngine() || Train::From(v)->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 (!Vehicle::CanAllocateItem(veh_counter)) { return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME); } } v = v_front; do { if (v->type == VEH_TRAIN && Train::From(v)->IsRearDualheaded()) { /* we build the rear ends of multiheaded trains with the front ones */ continue; } /* In case we're building a multi headed vehicle and the maximum number of * vehicles is almost reached (e.g. max trains - 1) not all vehicles would * be cloned. When the non-primary engines were build they were seen as * 'new' vehicles whereas they would immediately be joined with a primary * engine. This caused the vehicle to be not build as 'the limit' had been * reached, resulting in partially build vehicles and such. */ DoCommandFlag build_flags = flags; if ((flags & DC_EXEC) && !v->IsPrimaryVehicle()) build_flags |= DC_AUTOREPLACE; CommandCost cost = DoCommand(tile, v->engine_type, build_argument, build_flags, GetCmdBuildVeh(v)); build_argument = 3; // ensure that we only assign a number to the first engine if (cost.Failed()) { /* Can't build a part, then sell the stuff we already made; clear up the mess */ if (w_front != NULL) DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); return cost; } total_cost.AddCost(cost); if (flags & DC_EXEC) { w = Vehicle::Get(_new_vehicle_id); if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) { SetBit(Train::From(w)->flags, VRF_REVERSE_DIRECTION); } if (v->type == VEH_TRAIN && !Train::From(v)->IsFrontEngine()) { /* this s a train car * add this unit to the end of the train */ CommandCost result = DoCommand(0, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE); if (result.Failed()) { /* The train can't be joined to make the same consist as the original. * Sell what we already made (clean up) and return an error. */ DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); DoCommand(w_front->tile, w->index, 1, flags, GetCmdSellVeh(w)); return result; // return error and the message returned from CMD_MOVE_RAIL_VEHICLE } } else { /* this is a front engine or not a train. */ w_front = w; w->service_interval = v->service_interval; } 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 = Train::From(v)->GetNextVehicle()) != 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; } if (flags & DC_EXEC) { /* Cloned vehicles belong to the same group */ DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP); } /* Take care of refitting. */ w = w_front; v = v_front; /* Both building and refitting are influenced by newgrf callbacks, which * makes it impossible to accurately estimate the cloning costs. In * particular, it is possible for engines of the same type to be built with * different numbers of articulated parts, so when refitting we have to * loop over real vehicles first, and then the articulated parts of those * vehicles in a different loop. */ do { do { if (flags & DC_EXEC) { assert(w != NULL); /* Find out what's the best sub type */ byte subtype = GetBestFittingSubType(v, w); if (w->cargo_type != v->cargo_type || w->cargo_subtype != subtype) { CommandCost cost = DoCommand(0, w->index, v->cargo_type | (subtype << 8) | 1U << 16, flags, GetCmdRefitVeh(v)); if (cost.Succeeded()) total_cost.AddCost(cost); } if (w->type == VEH_TRAIN && Train::From(w)->HasArticulatedPart()) { w = Train::From(w)->GetNextArticPart(); } else if (w->type == VEH_ROAD && RoadVehicle::From(w)->HasArticulatedPart()) { w = w->Next(); } else { break; } } else { const Engine *e = Engine::Get(v->engine_type); CargoID initial_cargo = (e->CanCarryCargo() ? e->GetDefaultCargoType() : (CargoID)CT_INVALID); if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) { total_cost.AddCost(GetRefitCost(v->engine_type)); } } if (v->type == VEH_TRAIN && Train::From(v)->HasArticulatedPart()) { v = Train::From(v)->GetNextArticPart(); } else if (v->type == VEH_ROAD && RoadVehicle::From(v)->HasArticulatedPart()) { v = v->Next(); } else { break; } } while (v != NULL); if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = Train::From(w)->GetNextVehicle(); } while (v->type == VEH_TRAIN && (v = Train::From(v)->GetNextVehicle()) != NULL); if (flags & DC_EXEC) { /* * Set the orders of the vehicle. Cannot do it earlier as we need * the vehicle refitted before doing this, otherwise the moved * cargo types might not match (passenger vs non-passenger) */ DoCommand(0, (v_front->index << 16) | w_front->index, p2 & 1 ? CO_SHARE : CO_COPY, flags, CMD_CLONE_ORDER); /* Now clone the vehicle's name, if it has one. */ if (v_front->name != NULL) CloneVehicleName(v_front, w_front); } /* Since we can't estimate the cost of cloning a vehicle accurately we must * check whether the company has enough money manually. */ if (!CheckCompanyHasMoney(total_cost)) { if (flags & DC_EXEC) { /* The vehicle has already been bought, so now it must be sold again. */ DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); } return total_cost; } return total_cost; } /** * 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 owner of the vehicles to send * @param vlw_flag tells what kind of list requested the goto depot * @param id general purpose id whoms meaning is given by @c vlw_flag; e.g. StationID for station lists * @return 0 for success and CMD_ERROR if no vehicle is able to go to depot */ CommandCost SendAllVehiclesToDepot(VehicleType type, DoCommandFlag flags, bool service, Owner owner, uint16 vlw_flag, uint32 id) { VehicleList list; GenerateVehicleSortList(&list, type, owner, id, vlw_flag); /* Send all the vehicles to a depot */ bool had_success = false; for (uint i = 0; i < list.Length(); i++) { const Vehicle *v = list[i]; CommandCost ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type)); if (ret.Succeeded()) { had_success = true; /* 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 (!(flags & DC_EXEC)) break; } } return had_success ? CommandCost() : CMD_ERROR; } /** Give a custom name to your vehicle * @param tile unused * @param flags type of operation * @param p1 vehicle ID to name * @param p2 unused * @param text the new name or an empty string when resetting to the default * @return the cost of this operation or an error */ CommandCost CmdRenameVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Vehicle *v = Vehicle::GetIfValid(p1); if (v == NULL) return CMD_ERROR; CommandCost ret = CheckOwnership(v->owner); ret.SetGlobalErrorMessage(); if (ret.Failed()) return ret; bool reset = StrEmpty(text); if (!reset) { if (strlen(text) >= MAX_LENGTH_VEHICLE_NAME_BYTES) return CMD_ERROR; if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE); } if (flags & DC_EXEC) { free(v->name); v->name = reset ? NULL : strdup(text); InvalidateWindowClassesData(WC_TRAINS_LIST, 1); MarkWholeScreenDirty(); } return CommandCost(); } /** 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 * @param text unused * @return the cost of this operation or an error */ CommandCost CmdChangeServiceInt(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Vehicle *v = Vehicle::GetIfValid(p1); if (v == NULL) return CMD_ERROR; CommandCost ret = CheckOwnership(v->owner); ret.SetGlobalErrorMessage(); if (ret.Failed()) return ret; uint16 serv_int = GetServiceIntervalClamped(p2, v->owner); // Double check the service interval from the user-input if (serv_int != p2) return CMD_ERROR; if (flags & DC_EXEC) { v->service_interval = serv_int; SetWindowDirty(WC_VEHICLE_DETAILS, v->index); } return CommandCost(); }