vehicle_cmd.cpp

Go to the documentation of this file.
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 }