# vehicle_cmd.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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 <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "roadveh.h"
    00014 #include "news_func.h"
    00015 #include "airport.h"
    00016 #include "cmd_helper.h"
    00017 #include "command_func.h"
    00018 #include "company_func.h"
    00019 #include "vehicle_gui.h"
    00020 #include "train.h"
    00021 #include "aircraft.h"
    00022 #include "newgrf_text.h"
    00023 #include "window_func.h"
    00024 #include "vehicle_func.h"
    00025 #include "string_func.h"
    00026 #include "depot_map.h"
    00027 #include "vehiclelist.h"
    00028 #include "engine_func.h"
    00029 #include "articulated_vehicles.h"
    00030 #include "autoreplace_gui.h"
    00031 #include "company_base.h"
    00032 #include "order_backup.h"
    00033 #include "infrastructure_func.h"
    00034
    00035 #include "table/strings.h"
    00036
    00037 /* Tables used in vehicle.h to find the right command for a certain vehicle type */
    00038 const uint32 _veh_build_proc_table[] = {
    00039   CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_TRAIN),
    00040   CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_ROAD_VEHICLE),
    00041   CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_SHIP),
    00042   CMD_BUILD_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_BUY_AIRCRAFT),
    00043 };
    00044
    00045 const uint32 _veh_sell_proc_table[] = {
    00046   CMD_SELL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_SELL_TRAIN),
    00047   CMD_SELL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_SELL_ROAD_VEHICLE),
    00048   CMD_SELL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_SELL_SHIP),
    00049   CMD_SELL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_SELL_AIRCRAFT),
    00050 };
    00051
    00052 const uint32 _veh_refit_proc_table[] = {
    00053   CMD_REFIT_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_REFIT_TRAIN),
    00054   CMD_REFIT_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_REFIT_ROAD_VEHICLE),
    00055   CMD_REFIT_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_REFIT_SHIP),
    00056   CMD_REFIT_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_REFIT_AIRCRAFT),
    00057 };
    00058
    00059 const uint32 _send_to_depot_proc_table[] = {
    00060   /* TrainGotoDepot has a nice randomizer in the pathfinder, which causes desyncs... */
    00061   CMD_SEND_VEHICLE_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_TRAIN_TO_DEPOT) | CMD_NO_TEST_IF_IN_NETWORK,
    00062   CMD_SEND_VEHICLE_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_ROAD_VEHICLE_TO_DEPOT),
    00063   CMD_SEND_VEHICLE_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_SHIP_TO_DEPOT),
    00064   CMD_SEND_VEHICLE_TO_DEPOT | CMD_MSG(STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR),
    00065 };
    00066
    00067
    00068 CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
    00069 CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
    00070 CommandCost CmdBuildShip       (TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
    00071 CommandCost CmdBuildAircraft   (TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **v);
    00072
    00084 CommandCost CmdBuildVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00085 {
    00086   VehicleType type;
    00087   switch (GetTileType(tile)) {
    00088     case MP_RAILWAY: type = VEH_TRAIN;    break;
    00089     case MP_ROAD:    type = VEH_ROAD;     break;
    00090     case MP_WATER:   type = VEH_SHIP;     break;
    00091     case MP_STATION: type = VEH_AIRCRAFT; break;
    00092     default: NOT_REACHED(); // Safe due to IsDepotTile()
    00093   }
    00094
    00095   /* Elementary check for valid location. */
    00096   if (!IsDepotTile(tile) || !IsInfraTileUsageAllowed(type, _current_company, tile)) return CMD_ERROR;
    00097
    00098   /* Validate the engine type. */
    00099   EngineID eid = GB(p1, 0, 16);
    00100   if (!IsEngineBuildable(eid, type, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE + type);
    00101
    00102   const Engine *e = Engine::Get(eid);
    00103   CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
    00104
    00105   /* Engines without valid cargo should not be available */
    00106   if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
    00107
    00108   /* Check whether the number of vehicles we need to build can be built according to pool space. */
    00109   uint num_vehicles;
    00110   switch (type) {
    00111     case VEH_TRAIN:    num_vehicles = (e->u.rail.railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) + CountArticulatedParts(eid, false); break;
    00112     case VEH_ROAD:     num_vehicles = 1 + CountArticulatedParts(eid, false); break;
    00113     case VEH_SHIP:     num_vehicles = 1; break;
    00114     case VEH_AIRCRAFT: num_vehicles = e->u.air.subtype & AIR_CTOL ? 2 : 3; break;
    00115     default: NOT_REACHED(); // Safe due to IsDepotTile()
    00116   }
    00117   if (!Vehicle::CanAllocateItem(num_vehicles)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00118
    00119   /* Check whether we can allocate a unit number. Autoreplace does not allocate
    00120    * an unit number as it will (always) reuse the one of the replaced vehicle
    00121    * and (train) wagons don't have an unit number in any scenario. */
    00122   UnitID unit_num = (flags & DC_AUTOREPLACE || (type == VEH_TRAIN && e->u.rail.railveh_type == RAILVEH_WAGON)) ? 0 : GetFreeUnitNumber(type);
    00123   if (unit_num == UINT16_MAX) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00124
    00125   Vehicle *v;
    00126   switch (type) {
    00127     case VEH_TRAIN:    value.AddCost(CmdBuildRailVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
    00128     case VEH_ROAD:     value.AddCost(CmdBuildRoadVehicle(tile, flags, e, GB(p1, 16, 16), &v)); break;
    00129     case VEH_SHIP:     value.AddCost(CmdBuildShip       (tile, flags, e, GB(p1, 16, 16), &v)); break;
    00130     case VEH_AIRCRAFT: value.AddCost(CmdBuildAircraft   (tile, flags, e, GB(p1, 16, 16), &v)); break;
    00131     default: NOT_REACHED(); // Safe due to IsDepotTile()
    00132   }
    00133
    00134   if (value.Succeeded() && flags & DC_EXEC) {
    00135     v->unitnumber = unit_num;
    00136     v->value      = value.GetCost();
    00137
    00138     InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
    00139     InvalidateWindowClassesData(GetWindowClassForVehicleType(type), 0);
    00140     SetWindowDirty(WC_COMPANY, _current_company);
    00141     if (IsLocalCompany()) {
    00142       InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the auto replace window
    00143     }
    00144
    00145     Company::Get(_current_company)->num_engines[eid]++;
    00146
    00147     if (v->IsPrimaryVehicle()) OrderBackup::Restore(v, p2);
    00148   }
    00149
    00150   return value;
    00151 }
    00152
    00153 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *v, uint16 data, uint32 user);
    00154
    00167 CommandCost CmdSellVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00168 {
    00169   Vehicle *v = Vehicle::GetIfValid(GB(p1, 0, 20));
    00170   if (v == NULL) return CMD_ERROR;
    00171
    00172   Vehicle *front = v->First();
    00173
    00174   CommandCost ret = CheckOwnership(front->owner);
    00175   if (ret.Failed()) return ret;
    00176
    00177   if (front->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_VEHICLE_IS_DESTROYED);
    00178
    00179   if (!front->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAIN_MUST_BE_STOPPED_INSIDE_DEPOT + front->type);
    00180
    00181   /* Can we actually make the order backup, i.e. are there enough orders? */
    00182   if (p1 & MAKE_ORDER_BACKUP_FLAG &&
    00183       front->orders.list != NULL &&
    00184       !front->orders.list->IsShared() &&
    00185       !Order::CanAllocateItem(front->orders.list->GetNumOrders())) {
    00186     /* Only happens in exceptional cases when there aren't enough orders anyhow.
    00187      * Thus it should be safe to just drop the orders in that case. */
    00188     p1 &= ~MAKE_ORDER_BACKUP_FLAG;
    00189   }
    00190
    00191   if (v->type == VEH_TRAIN) {
    00192     ret = CmdSellRailWagon(flags, v, GB(p1, 20, 12), p2);
    00193   } else {
    00194     ret = CommandCost(EXPENSES_NEW_VEHICLES, -front->value);
    00195
    00196     if (flags & DC_EXEC) {
    00197       if (v->IsPrimaryVehicle() && p1 & MAKE_ORDER_BACKUP_FLAG) OrderBackup::Backup(v, p2);
    00198       delete front;
    00199     }
    00200   }
    00201
    00202   return ret;
    00203 }
    00204
    00210 static CommandCost GetRefitCost(EngineID engine_type)
    00211 {
    00212   ExpensesType expense_type;
    00213   const Engine *e = Engine::Get(engine_type);
    00214   Price base_price;
    00215   uint cost_factor = e->info.refit_cost;
    00216   switch (e->type) {
    00217     case VEH_SHIP:
    00218       base_price = PR_BUILD_VEHICLE_SHIP;
    00219       expense_type = EXPENSES_SHIP_RUN;
    00220       break;
    00221
    00222     case VEH_ROAD:
    00223       base_price = PR_BUILD_VEHICLE_ROAD;
    00224       expense_type = EXPENSES_ROADVEH_RUN;
    00225       break;
    00226
    00227     case VEH_AIRCRAFT:
    00228       base_price = PR_BUILD_VEHICLE_AIRCRAFT;
    00229       expense_type = EXPENSES_AIRCRAFT_RUN;
    00230       break;
    00231
    00232     case VEH_TRAIN:
    00233       base_price = (e->u.rail.railveh_type == RAILVEH_WAGON) ? PR_BUILD_VEHICLE_WAGON : PR_BUILD_VEHICLE_TRAIN;
    00234       cost_factor <<= 1;
    00235       expense_type = EXPENSES_TRAIN_RUN;
    00236       break;
    00237
    00238     default: NOT_REACHED();
    00239   }
    00240   return CommandCost(expense_type, GetPrice(base_price, cost_factor, e->grf_prop.grffile, -10));
    00241 }
    00242
    00254 static CommandCost RefitVehicle(Vehicle *v, bool only_this, uint8 num_vehicles, CargoID new_cid, byte new_subtype, DoCommandFlag flags)
    00255 {
    00256   CommandCost cost(v->GetExpenseType(false));
    00257   uint total_capacity = 0;
    00258   uint total_mail_capacity = 0;
    00259   num_vehicles = num_vehicles == 0 ? UINT8_MAX : num_vehicles;
    00260
    00261   VehicleSet vehicles_to_refit;
    00262   if (!only_this) {
    00263     GetVehicleSet(vehicles_to_refit, v, num_vehicles);
    00264     /* In this case, we need to check the whole chain. */
    00265     v = v->First();
    00266   }
    00267
    00268   v->InvalidateNewGRFCacheOfChain();
    00269   for (; v != NULL; v = (only_this ? NULL : v->Next())) {
    00270     if (v->type == VEH_TRAIN && !vehicles_to_refit.Contains(v->index) && !only_this) continue;
    00271
    00272     const Engine *e = Engine::Get(v->engine_type);
    00273     if (!e->CanCarryCargo()) continue;
    00274
    00275     /* If the vehicle is not refittable, count its capacity nevertheless if the cargo matches */
    00276     bool refittable = HasBit(e->info.refit_mask, new_cid);
    00277     if (!refittable && v->cargo_type != new_cid) continue;
    00278
    00279     /* Back up the vehicle's cargo type */
    00280     CargoID temp_cid = v->cargo_type;
    00281     byte temp_subtype = v->cargo_subtype;
    00282     if (refittable) {
    00283       v->cargo_type = new_cid;
    00284       v->cargo_subtype = new_subtype;
    00285     }
    00286
    00287     uint16 mail_capacity = 0;
    00288     uint amount = GetVehicleCapacity(v, &mail_capacity);
    00289     total_capacity += amount;
    00290     /* mail_capacity will always be zero if the vehicle is not an aircraft. */
    00291     total_mail_capacity += mail_capacity;
    00292
    00293     if (!refittable) continue;
    00294
    00295     /* Restore the original cargo type */
    00296     v->cargo_type = temp_cid;
    00297     v->cargo_subtype = temp_subtype;
    00298
    00299     if (new_cid != v->cargo_type) {
    00300       cost.AddCost(GetRefitCost(v->engine_type));
    00301     }
    00302
    00303     if (flags & DC_EXEC) {
    00304       v->cargo.Truncate((v->cargo_type == new_cid) ? amount : 0);
    00305       v->cargo_type = new_cid;
    00306       v->cargo_cap = amount;
    00307       v->cargo_subtype = new_subtype;
    00308       if (v->type == VEH_AIRCRAFT) {
    00309         Vehicle *u = v->Next();
    00310         u->cargo_cap = mail_capacity;
    00311         u->cargo.Truncate(mail_capacity);
    00312       }
    00313     }
    00314   }
    00315
    00316   _returned_refit_capacity = total_capacity;
    00317   _returned_mail_refit_capacity = total_mail_capacity;
    00318   return cost;
    00319 }
    00320
    00335 CommandCost CmdRefitVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00336 {
    00337   Vehicle *v = Vehicle::GetIfValid(p1);
    00338   if (v == NULL) return CMD_ERROR;
    00339
    00340   /* Don't allow disasters and sparks and such to be refitted.
    00341    * We cannot check for IsPrimaryVehicle as autoreplace also refits in free wagon chains. */
    00342   if (!IsCompanyBuildableVehicleType(v->type)) return CMD_ERROR;
    00343
    00344   Vehicle *front = v->First();
    00345
    00346   CommandCost ret = CheckOwnership(front->owner);
    00347   if (ret.Failed()) return ret;
    00348
    00349   /* Don't allow shadows and such to be refitted. */
    00350   if (v != front && (v->type == VEH_SHIP || v->type == VEH_AIRCRAFT)) return CMD_ERROR;
    00351   if (!front->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAIN_MUST_BE_STOPPED_INSIDE_DEPOT + front->type);
    00352   if (front->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_VEHICLE_IS_DESTROYED);
    00353
    00354   /* Check cargo */
    00355   CargoID new_cid = GB(p2, 0, 5);
    00356   byte new_subtype = GB(p2, 8, 8);
    00357   if (new_cid >= NUM_CARGO) return CMD_ERROR;
    00358
    00359   /* For ships and aircrafts there is always only one. */
    00360   bool only_this = HasBit(p2, 7) || front->type == VEH_SHIP || front->type == VEH_AIRCRAFT;
    00361   uint8 num_vehicles = GB(p2, 16, 8);
    00362
    00363   CommandCost cost = RefitVehicle(v, only_this, num_vehicles, new_cid, new_subtype, flags);
    00364
    00365   if (flags & DC_EXEC) {
    00366     /* Update the cached variables */
    00367     switch (v->type) {
    00368       case VEH_TRAIN:
    00369         Train::From(front)->ConsistChanged(false);
    00370         break;
    00371       case VEH_ROAD:
    00372         RoadVehUpdateCache(RoadVehicle::From(front));
    00373         if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) RoadVehicle::From(front)->CargoChanged();
    00374         break;
    00375
    00376       case VEH_SHIP:
    00377       case VEH_AIRCRAFT:
    00378         v->InvalidateNewGRFCacheOfChain();
    00379         v->colourmap = PAL_NONE; // invalidate vehicle colour map
    00380         break;
    00381
    00382       default: NOT_REACHED();
    00383     }
    00384
    00385     InvalidateWindowData(WC_VEHICLE_DETAILS, front->index);
    00386     SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
    00387     InvalidateWindowClassesData(GetWindowClassForVehicleType(v->type), 0);
    00388   } else {
    00389     /* Always invalidate the cache; querycost might have filled it. */
    00390     v->InvalidateNewGRFCacheOfChain();
    00391   }
    00392
    00393   return cost;
    00394 }
    00395
    00405 CommandCost CmdStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00406 {
    00407   /* Disable the effect of p2 bit 0, when DC_AUTOREPLACE is not set */
    00408   if ((flags & DC_AUTOREPLACE) == 0) SetBit(p2, 0);
    00409
    00410   Vehicle *v = Vehicle::GetIfValid(p1);
    00411   if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;
    00412
    00413   CommandCost ret = CheckVehicleControlAllowed(v);
    00414   if (ret.Failed()) return ret;
    00415
    00416   if (v->vehstatus & VS_CRASHED) return_cmd_error(STR_ERROR_VEHICLE_IS_DESTROYED);
    00417
    00418   switch (v->type) {
    00419     case VEH_TRAIN:
    00420       if ((v->vehstatus & VS_STOPPED) && Train::From(v)->gcache.cached_power == 0) return_cmd_error(STR_ERROR_TRAIN_START_NO_POWER);
    00421       break;
    00422
    00423     case VEH_SHIP:
    00424     case VEH_ROAD:
    00425       break;
    00426
    00427     case VEH_AIRCRAFT: {
    00428       Aircraft *a = Aircraft::From(v);
    00429       /* cannot stop airplane when in flight, or when taking off / landing */
    00430       if (!(v->vehstatus & VS_CRASHED) && a->state >= STARTTAKEOFF && a->state < TERM7) return_cmd_error(STR_ERROR_AIRCRAFT_IS_IN_FLIGHT);
    00431       break;
    00432     }
    00433
    00434     default: return CMD_ERROR;
    00435   }
    00436
    00437   /* Check if this vehicle can be started/stopped. The callback will fail or
    00438    * return 0xFF if it can. */
    00439   uint16 callback = GetVehicleCallback(CBID_VEHICLE_START_STOP_CHECK, 0, 0, v->engine_type, v);
    00440   if (callback != CALLBACK_FAILED && GB(callback, 0, 8) != 0xFF && HasBit(p2, 0)) {
    00441     StringID error = GetGRFStringID(GetEngineGRFID(v->engine_type), 0xD000 + callback);
    00442     return_cmd_error(error);
    00443   }
    00444
    00445   if (flags & DC_EXEC) {
    00446     if (v->IsStoppedInDepot() && (flags & DC_AUTOREPLACE) == 0) DeleteVehicleNews(p1, STR_NEWS_TRAIN_IS_WAITING + v->type);
    00447
    00448     if (_settings_game.order.timetable_separation) v->ClearSeparation();
    00449     if (_settings_game.order.timetable_separation) ClrBit(v->vehicle_flags, VF_TIMETABLE_STARTED);
    00450
    00451     v->vehstatus ^= VS_STOPPED;
    00452     if (v->type != VEH_TRAIN) v->cur_speed = 0; // trains can stop 'slowly'
    00453     v->MarkDirty();
    00454     SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
    00455     SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
    00456     SetWindowClassesDirty(GetWindowClassForVehicleType(v->type));
    00457   }
    00458   return CommandCost();
    00459 }
    00460
    00472 CommandCost CmdMassStartStopVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00473 {
    00474   VehicleList list;
    00475   bool do_start = HasBit(p1, 0);
    00476   bool vehicle_list_window = HasBit(p1, 1);
    00477
    00478   VehicleListIdentifier vli;
    00479   if (!vli.Unpack(p2)) return CMD_ERROR;
    00480   if (!IsCompanyBuildableVehicleType(vli.vtype)) return CMD_ERROR;
    00481
    00482   if (vehicle_list_window) {
    00483     if (!GenerateVehicleSortList(&list, vli)) return CMD_ERROR;
    00484   } else {
    00485     /* Get the list of vehicles in the depot */
    00486     BuildDepotVehicleList(vli.vtype, tile, &list, NULL);
    00487   }
    00488
    00489   for (uint i = 0; i < list.Length(); i++) {
    00490     const Vehicle *v = list[i];
    00491
    00492     if (!!(v->vehstatus & VS_STOPPED) != do_start) continue;
    00493
    00494     if (!vehicle_list_window) {
    00495       if (vli.vtype == VEH_TRAIN) {
    00496         if (!Train::From(v)->IsInDepot()) continue;
    00497       } else {
    00498         if (!(v->vehstatus & VS_HIDDEN)) continue;
    00499       }
    00500     }
    00501
    00502     /* Just try and don't care if some vehicle's can't be stopped. */
    00503     DoCommand(tile, v->index, 0, flags, CMD_START_STOP_VEHICLE);
    00504   }
    00505
    00506   return CommandCost();
    00507 }
    00508
    00518 CommandCost CmdDepotSellAllVehicles(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00519 {
    00520   VehicleList list;
    00521
    00522   CommandCost cost(EXPENSES_NEW_VEHICLES);
    00523   VehicleType vehicle_type = Extract<VehicleType, 0, 3>(p1);
    00524   uint sell_command = GetCmdSellVeh(vehicle_type);
    00525
    00526   if (!IsCompanyBuildableVehicleType(vehicle_type)) return CMD_ERROR;
    00527
    00528   /* Get the list of vehicles in the depot */
    00529   BuildDepotVehicleList(vehicle_type, tile, &list, &list);
    00530
    00531   CommandCost last_error = CMD_ERROR;
    00532   bool had_success = false;
    00533   for (uint i = 0; i < list.Length(); i++) {
    00534     CommandCost ret = DoCommand(tile, list[i]->index | (1 << 20), 0, flags, sell_command);
    00535     if (ret.Succeeded()) {
    00536       cost.AddCost(ret);
    00537       had_success = true;
    00538     } else {
    00539       last_error = ret;
    00540     }
    00541   }
    00542
    00543   return had_success ? cost : last_error;
    00544 }
    00545
    00555 CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00556 {
    00557   VehicleList list;
    00558   CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES);
    00559   VehicleType vehicle_type = Extract<VehicleType, 0, 3>(p1);
    00560
    00561   if (!IsCompanyBuildableVehicleType(vehicle_type)) return CMD_ERROR;
    00562   if (!IsDepotTile(tile) || !IsInfraUsageAllowed(vehicle_type, _current_company, GetTileOwner(tile))) return CMD_ERROR;
    00563
    00564   /* Get the list of vehicles in the depot */
    00565   BuildDepotVehicleList(vehicle_type, tile, &list, &list, true);
    00566
    00567   for (uint i = 0; i < list.Length(); i++) {
    00568     const Vehicle *v = list[i];
    00569
    00570     /* Ensure that the vehicle completely in the depot */
    00571     if (!v->IsInDepot()) continue;
    00572
    00573     CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE);
    00574
    00575     if (ret.Succeeded()) cost.AddCost(ret);
    00576   }
    00577   return cost;
    00578 }
    00579
    00585 static bool IsUniqueVehicleName(const char *name)
    00586 {
    00587   const Vehicle *v;
    00588
    00589   FOR_ALL_VEHICLES(v) {
    00590     if (v->name != NULL && strcmp(v->name, name) == 0) return false;
    00591   }
    00592
    00593   return true;
    00594 }
    00595
    00601 static void CloneVehicleName(const Vehicle *src, Vehicle *dst)
    00602 {
    00603   char buf[256];
    00604
    00605   /* Find the position of the first digit in the last group of digits. */
    00606   size_t number_position;
    00607   for (number_position = strlen(src->name); number_position > 0; number_position--) {
    00608     /* The design of UTF-8 lets this work simply without having to check
    00609      * for UTF-8 sequences. */
    00610     if (src->name[number_position - 1] < '0' || src->name[number_position - 1] > '9') break;
    00611   }
    00612
    00613   /* Format buffer and determine starting number. */
    00614   int num;
    00615   byte padding = 0;
    00616   if (number_position == strlen(src->name)) {
    00617     /* No digit at the end, so start at number 2. */
    00618     strecpy(buf, src->name, lastof(buf));
    00619     strecat(buf, " ", lastof(buf));
    00620     number_position = strlen(buf);
    00621     num = 2;
    00622   } else {
    00623     /* Found digits, parse them and start at the next number. */
    00624     strecpy(buf, src->name, lastof(buf));
    00625     buf[number_position] = '\0';
    00626     char *endptr;
    00627     num = strtol(&src->name[number_position], &endptr, 10) + 1;
    00628     padding = endptr - &src->name[number_position];
    00629   }
    00630
    00631   /* Check if this name is already taken. */
    00632   for (int max_iterations = 1000; max_iterations > 0; max_iterations--, num++) {
    00633     /* Attach the number to the temporary name. */
    00634     seprintf(&buf[number_position], lastof(buf), "%0*d", padding, num);
    00635
    00636     /* Check the name is unique. */
    00637     if (IsUniqueVehicleName(buf)) {
    00638       dst->name = strdup(buf);
    00639       break;
    00640     }
    00641   }
    00642
    00643   /* All done. If we didn't find a name, it'll just use its default. */
    00644 }
    00645
    00655 CommandCost CmdCloneVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00656 {
    00657   CommandCost total_cost(EXPENSES_NEW_VEHICLES);
    00658
    00659   Vehicle *v = Vehicle::GetIfValid(p1);
    00660   if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;
    00661   Vehicle *v_front = v;
    00662   Vehicle *w = NULL;
    00663   Vehicle *w_front = NULL;
    00664   Vehicle *w_rear = NULL;
    00665
    00666   /*
    00667    * v_front is the front engine in the original vehicle
    00668    * v is the car/vehicle of the original vehicle that is currently being copied
    00669    * w_front is the front engine of the cloned vehicle
    00670    * w is the car/vehicle currently being cloned
    00671    * w_rear is the rear end of the cloned train. It's used to add more cars and is only used by trains
    00672    */
    00673
    00674   CommandCost ret = CheckOwnership(v->owner);
    00675   if (ret.Failed()) return ret;
    00676
    00677   if (v->type == VEH_TRAIN && (!v->IsFrontEngine() || Train::From(v)->crash_anim_pos >= 4400)) return CMD_ERROR;
    00678
    00679   /* check that we can allocate enough vehicles */
    00680   if (!(flags & DC_EXEC)) {
    00681     int veh_counter = 0;
    00682     do {
    00683       veh_counter++;
    00684     } while ((v = v->Next()) != NULL);
    00685
    00686     if (!Vehicle::CanAllocateItem(veh_counter)) {
    00687       return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    00688     }
    00689   }
    00690
    00691   v = v_front;
    00692
    00693   do {
    00694     if (v->type == VEH_TRAIN && Train::From(v)->IsRearDualheaded()) {
    00695       /* we build the rear ends of multiheaded trains with the front ones */
    00696       continue;
    00697     }
    00698
    00699     /* In case we're building a multi headed vehicle and the maximum number of
    00700      * vehicles is almost reached (e.g. max trains - 1) not all vehicles would
    00701      * be cloned. When the non-primary engines were build they were seen as
    00702      * 'new' vehicles whereas they would immediately be joined with a primary
    00703      * engine. This caused the vehicle to be not build as 'the limit' had been
    00704      * reached, resulting in partially build vehicles and such. */
    00705     DoCommandFlag build_flags = flags;
    00706     if ((flags & DC_EXEC) && !v->IsPrimaryVehicle()) build_flags |= DC_AUTOREPLACE;
    00707
    00708     CommandCost cost = DoCommand(tile, v->engine_type | (1 << 16), 0, build_flags, GetCmdBuildVeh(v));
    00709
    00710     if (cost.Failed()) {
    00711       /* Can't build a part, then sell the stuff we already made; clear up the mess */
    00712       if (w_front != NULL) DoCommand(w_front->tile, w_front->index | (1 << 20), 0, flags, GetCmdSellVeh(w_front));
    00713       return cost;
    00714     }
    00715
    00716     total_cost.AddCost(cost);
    00717
    00718     if (flags & DC_EXEC) {
    00719       w = Vehicle::Get(_new_vehicle_id);
    00720
    00721       if (v->type == VEH_TRAIN && HasBit(Train::From(v)->flags, VRF_REVERSE_DIRECTION)) {
    00722         SetBit(Train::From(w)->flags, VRF_REVERSE_DIRECTION);
    00723       }
    00724
    00725       if (v->type == VEH_TRAIN && !v->IsFrontEngine()) {
    00726         /* this s a train car
    00727          * add this unit to the end of the train */
    00728         CommandCost result = DoCommand(0, w->index | 1 << 20, w_rear->index, flags, CMD_MOVE_RAIL_VEHICLE);
    00729         if (result.Failed()) {
    00730           /* The train can't be joined to make the same consist as the original.
    00731            * Sell what we already made (clean up) and return an error.           */
    00732           DoCommand(w_front->tile, w_front->index | 1 << 20, 0, flags, GetCmdSellVeh(w_front));
    00733           DoCommand(w_front->tile, w->index       | 1 << 20, 0, flags, GetCmdSellVeh(w));
    00734           return result; // return error and the message returned from CMD_MOVE_RAIL_VEHICLE
    00735         }
    00736       } else {
    00737         /* this is a front engine or not a train. */
    00738         w_front = w;
    00739         w->service_interval = v->service_interval;
    00740       }
    00741       w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop
    00742     }
    00743   } while (v->type == VEH_TRAIN && (v = v->GetNextVehicle()) != NULL);
    00744
    00745   if ((flags & DC_EXEC) && v_front->type == VEH_TRAIN) {
    00746     /* for trains this needs to be the front engine due to the callback function */
    00747     _new_vehicle_id = w_front->index;
    00748   }
    00749
    00750   if (flags & DC_EXEC) {
    00751     /* Cloned vehicles belong to the same group */
    00752     DoCommand(0, v_front->group_id, w_front->index, flags, CMD_ADD_VEHICLE_GROUP);
    00753   }
    00754
    00755
    00756   /* Take care of refitting. */
    00757   w = w_front;
    00758   v = v_front;
    00759
    00760   /* Both building and refitting are influenced by newgrf callbacks, which
    00761    * makes it impossible to accurately estimate the cloning costs. In
    00762    * particular, it is possible for engines of the same type to be built with
    00763    * different numbers of articulated parts, so when refitting we have to
    00764    * loop over real vehicles first, and then the articulated parts of those
    00765    * vehicles in a different loop. */
    00766   do {
    00767     do {
    00768       if (flags & DC_EXEC) {
    00769         assert(w != NULL);
    00770
    00771         /* Find out what's the best sub type */
    00772         byte subtype = GetBestFittingSubType(v, w);
    00773         if (w->cargo_type != v->cargo_type || w->cargo_subtype != subtype) {
    00774           CommandCost cost = DoCommand(0, w->index, v->cargo_type | 1U << 7 | (subtype << 8), flags, GetCmdRefitVeh(v));
    00775           if (cost.Succeeded()) total_cost.AddCost(cost);
    00776         }
    00777
    00778         if (w->IsGroundVehicle() && w->HasArticulatedPart()) {
    00779           w = w->GetNextArticulatedPart();
    00780         } else {
    00781           break;
    00782         }
    00783       } else {
    00784         const Engine *e = Engine::Get(v->engine_type);
    00785         CargoID initial_cargo = (e->CanCarryCargo() ? e->GetDefaultCargoType() : (CargoID)CT_INVALID);
    00786
    00787         if (v->cargo_type != initial_cargo && initial_cargo != CT_INVALID) {
    00788           total_cost.AddCost(GetRefitCost(v->engine_type));
    00789         }
    00790       }
    00791
    00792       if (v->IsGroundVehicle() && v->HasArticulatedPart()) {
    00793         v = v->GetNextArticulatedPart();
    00794       } else {
    00795         break;
    00796       }
    00797     } while (v != NULL);
    00798
    00799     if ((flags & DC_EXEC) && v->type == VEH_TRAIN) w = w->GetNextVehicle();
    00800   } while (v->type == VEH_TRAIN && (v = v->GetNextVehicle()) != NULL);
    00801
    00802   if (flags & DC_EXEC) {
    00803     /*
    00804      * Set the orders of the vehicle. Cannot do it earlier as we need
    00805      * the vehicle refitted before doing this, otherwise the moved
    00806      * cargo types might not match (passenger vs non-passenger)
    00807      */
    00808     DoCommand(0, w_front->index | (p2 & 1 ? CO_SHARE : CO_COPY) << 30, v_front->index, flags, CMD_CLONE_ORDER);
    00809
    00810     /* Now clone the vehicle's name, if it has one. */
    00811     if (v_front->name != NULL) CloneVehicleName(v_front, w_front);
    00812   }
    00813
    00814   /* Since we can't estimate the cost of cloning a vehicle accurately we must
    00815    * check whether the company has enough money manually. */
    00816   if (!CheckCompanyHasMoney(total_cost)) {
    00817     if (flags & DC_EXEC) {
    00818       /* The vehicle has already been bought, so now it must be sold again. */
    00819       DoCommand(w_front->tile, w_front->index | 1 << 20, 0, flags, GetCmdSellVeh(w_front));
    00820     }
    00821     return total_cost;
    00822   }
    00823
    00824   return total_cost;
    00825 }
    00826
    00834 static CommandCost SendAllVehiclesToDepot(DoCommandFlag flags, bool service, const VehicleListIdentifier &vli)
    00835 {
    00836   VehicleList list;
    00837
    00838   if (!GenerateVehicleSortList(&list, vli)) return CMD_ERROR;
    00839
    00840   /* Send all the vehicles to a depot */
    00841   bool had_success = false;
    00842   for (uint i = 0; i < list.Length(); i++) {
    00843     const Vehicle *v = list[i];
    00844     CommandCost ret = DoCommand(v->tile, v->index | (service ? DEPOT_SERVICE : 0U) | DEPOT_DONT_CANCEL, 0, flags, GetCmdSendToDepot(vli.vtype));
    00845
    00846     if (ret.Succeeded()) {
    00847       had_success = true;
    00848
    00849       /* Return 0 if DC_EXEC is not set this is a valid goto depot command)
    00850        * In this case we know that at least one vehicle can be sent to a depot
    00851        * and we will issue the command. We can now safely quit the loop, knowing
    00852        * it will succeed at least once. With DC_EXEC we really need to send them to the depot */
    00853       if (!(flags & DC_EXEC)) break;
    00854     }
    00855   }
    00856
    00857   return had_success ? CommandCost() : CMD_ERROR;
    00858 }
    00859
    00871 CommandCost CmdSendVehicleToDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00872 {
    00873   if (p1 & DEPOT_MASS_SEND) {
    00874     /* Mass goto depot requested */
    00875     VehicleListIdentifier vli;
    00876     if (!vli.Unpack(p2)) return CMD_ERROR;
    00877     return SendAllVehiclesToDepot(flags, (p1 & DEPOT_SERVICE) != 0, vli);
    00878   }
    00879
    00880   Vehicle *v = Vehicle::GetIfValid(GB(p1, 0, 20));
    00881   if (v == NULL) return CMD_ERROR;
    00882
    00883   return v->SendToDepot(flags, (DepotCommand)(p1 & DEPOT_COMMAND_MASK));
    00884 }
    00885
    00895 CommandCost CmdRenameVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00896 {
    00897   Vehicle *v = Vehicle::GetIfValid(p1);
    00898   if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;
    00899
    00900   CommandCost ret = CheckOwnership(v->owner);
    00901   if (ret.Failed()) return ret;
    00902
    00903   bool reset = StrEmpty(text);
    00904
    00905   if (!reset) {
    00906     if (Utf8StringLength(text) >= MAX_LENGTH_VEHICLE_NAME_CHARS) return CMD_ERROR;
    00907     if (!(flags & DC_AUTOREPLACE) && !IsUniqueVehicleName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
    00908   }
    00909
    00910   if (flags & DC_EXEC) {
    00911     free(v->name);
    00912     v->name = reset ? NULL : strdup(text);
    00913     InvalidateWindowClassesData(WC_TRAINS_LIST, 1);
    00914     MarkWholeScreenDirty();
    00915   }
    00916
    00917   return CommandCost();
    00918 }
    00919
    00920
    00930 CommandCost CmdChangeServiceInt(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    00931 {
    00932   Vehicle *v = Vehicle::GetIfValid(p1);
    00933   if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;
    00934
    00935   CommandCost ret = CheckOwnership(v->owner);
    00936   if (ret.Failed()) return ret;
    00937
    00938   uint16 serv_int = GetServiceIntervalClamped(p2, v->owner); // Double check the service interval from the user-input
    00939   if (serv_int != p2) return CMD_ERROR;
    00940
    00941   if (flags & DC_EXEC) {
    00942     v->service_interval = serv_int;
    00943     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    00944   }
    00945
    00946   return CommandCost();
    00947 }