本文整理汇总了C++中CommandCost::GetCost方法的典型用法代码示例。如果您正苦于以下问题:C++ CommandCost::GetCost方法的具体用法?C++ CommandCost::GetCost怎么用?C++ CommandCost::GetCost使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CommandCost
的用法示例。
在下文中一共展示了CommandCost::GetCost方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: TerraformTiles
/**
* Terraform multiple tiles.
*
* @param iter Iterator pointing tiles to terraform and their target heights.
* @return The cost of all successfull operations and the last error.
*
* @note _terraform_err_tile will be set to the tile where the last error occured
*
* @warning Note non-standard return behaviour - booth the cost \b and the error combined.
*/
static TerraformTilesResult TerraformTiles(TerraformingIterator *iter, DoCommandFlag flags, Money available_money)
{
TerraformTilesResult result = {
0, // cost
false, // had_success
STR_NULL // last_error
};
TileIndex last_err_tile = INVALID_TILE;
const Company *c = Company::GetIfValid(_current_company);
int limit = (c == NULL ? INT32_MAX : GB(c->terraform_limit, 16, 16));
if (limit == 0) result.last_error = STR_ERROR_TERRAFORM_LIMIT_REACHED;
for (; *iter != INVALID_TILE && limit > 0; ++(*iter)) {
int h = iter->GetTileTargetHeight();
TileIndex t = *iter;
for (int curh = TileHeight(t); curh != h; curh += (curh > h) ? -1 : 1) {
CommandCost ret = DoCommand(t, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND);
if (ret.Failed()) {
result.last_error = ret.GetErrorMessage();
last_err_tile = _terraform_err_tile;
/* Did we reach the limit? */
if (ret.GetErrorMessage() == STR_ERROR_TERRAFORM_LIMIT_REACHED) limit = 0;
break;
}
if (flags & DC_EXEC) {
available_money -= ret.GetCost();
if (available_money < 0) {
_additional_cash_required = ret.GetCost();
_terraform_err_tile = t;
return result;
}
DoCommand(t, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND);
} else {
/* When we're at the terraform limit we better bail (unneeded) testing as well.
* This will probably cause the terraforming cost to be underestimated, but only
* when it's near the terraforming limit. Even then, the estimation is
* completely off due to it basically counting terraforming double, so it being
* cut off earlier might even give a better estimate in some cases. */
if (--limit <= 0) {
result.had_success = true;
break;
}
}
result.cost += ret.GetCost();
result.had_success = true;
}
}
if (!result.had_success && result.last_error == STR_NULL) {
result.last_error = STR_ERROR_ALREADY_LEVELLED;
last_err_tile = INVALID_TILE;
}
_terraform_err_tile = last_err_tile;
return result;
}
示例2: DoCommand
bool AIObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text, AISuspendCallbackProc *callback)
{
if (!AIObject::CanSuspend()) {
throw AI_FatalError("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), Load(), and any valuator.");
}
/* Set the default callback to return a true/false result of the DoCommand */
if (callback == NULL) callback = &AIInstance::DoCommandReturn;
/* Are we only interested in the estimate costs? */
bool estimate_only = GetDoCommandMode() != NULL && !GetDoCommandMode()();
#ifdef ENABLE_NETWORK
/* Only set p2 when the command does not come from the network. */
if (GetCommandFlags(cmd) & CMD_CLIENT_ID && p2 == 0) p2 = UINT32_MAX;
#endif
/* Try to perform the command. */
CommandCost res = ::DoCommandPInternal(tile, p1, p2, cmd, _networking ? CcAI : NULL, text, false, estimate_only);
/* We failed; set the error and bail out */
if (res.Failed()) {
SetLastError(AIError::StringToError(res.GetErrorMessage()));
return false;
}
/* No error, then clear it. */
SetLastError(AIError::ERR_NONE);
/* Estimates, update the cost for the estimate and be done */
if (estimate_only) {
IncreaseDoCommandCosts(res.GetCost());
return true;
}
/* Costs of this operation. */
SetLastCost(res.GetCost());
SetLastCommandRes(true);
if (_networking) {
/* Suspend the AI till the command is really executed. */
throw AI_VMSuspend(-(int)GetDoCommandDelay(), callback);
} else {
IncreaseDoCommandCosts(res.GetCost());
/* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This
* both avoids confusion when a developer launched his AI in a
* multiplayer game, but also gives time for the GUI and human player
* to interact with the game. */
throw AI_VMSuspend(GetDoCommandDelay(), callback);
}
NOT_REACHED();
}
示例3: DoCommandP
/*!
* Toplevel network safe docommand function for the current company. Must not be called recursively.
* The callback is called when the command succeeded or failed. The parameters
* \a tile, \a p1, and \a p2 are from the #CommandProc function. The parameter \a cmd is the command to execute.
* The parameter \a my_cmd is used to indicate if the command is from a company or the server.
*
* @param tile The tile to perform a command on (see #CommandProc)
* @param p1 Additional data for the command (see #CommandProc)
* @param p2 Additional data for the command (see #CommandProc)
* @param cmd The command to execute (a CMD_* value)
* @param callback A callback function to call after the command is finished
* @param text The text to pass
* @param my_cmd indicator if the command is from a company or server (to display error messages for a user)
* @return \c true if the command succeeded, else \c false.
*/
bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback, const char *text, bool my_cmd)
{
/* Cost estimation is generally only done when the
* local user presses shift while doing somthing.
* However, in case of incoming network commands,
* map generation or the pause button we do want
* to execute. */
bool estimate_only = _shift_pressed && IsLocalCompany() &&
!_generating_world &&
!(cmd & CMD_NETWORK_COMMAND) &&
(cmd & CMD_ID_MASK) != CMD_PAUSE;
/* We're only sending the command, so don't do
* fancy things for 'success'. */
bool only_sending = _networking && !(cmd & CMD_NETWORK_COMMAND);
/* Where to show the message? */
int x = TileX(tile) * TILE_SIZE;
int y = TileY(tile) * TILE_SIZE;
if (_pause_mode != PM_UNPAUSED && !IsCommandAllowedWhilePaused(cmd)) {
ShowErrorMessage(GB(cmd, 16, 16), STR_ERROR_NOT_ALLOWED_WHILE_PAUSED, WL_INFO, x, y);
return false;
}
#ifdef ENABLE_NETWORK
/* Only set p2 when the command does not come from the network. */
if (!(cmd & CMD_NETWORK_COMMAND) && GetCommandFlags(cmd) & CMD_CLIENT_ID && p2 == 0) p2 = CLIENT_ID_SERVER;
#endif
CommandCost res = DoCommandPInternal(tile, p1, p2, cmd, callback, text, my_cmd, estimate_only);
if (res.Failed()) {
/* Only show the error when it's for us. */
StringID error_part1 = GB(cmd, 16, 16);
if (estimate_only || (IsLocalCompany() && error_part1 != 0 && my_cmd)) {
ShowErrorMessage(error_part1, res.GetErrorMessage(), WL_INFO, x, y, res.GetTextRefStackSize(), res.GetTextRefStack());
}
} else if (estimate_only) {
ShowEstimatedCostOrIncome(res.GetCost(), x, y);
} else if (!only_sending && res.GetCost() != 0 && tile != 0 && IsLocalCompany() && _game_mode != GM_EDITOR) {
/* Only show the cost animation when we did actually
* execute the command, i.e. we're not sending it to
* the server, when it has cost the local company
* something. Furthermore in the editor there is no
* concept of cost, so don't show it there either. */
ShowCostOrIncomeAnimation(x, y, GetSlopePixelZ(x, y), res.GetCost());
}
if (!estimate_only && !only_sending && callback != NULL) {
callback(res, tile, p1, p2);
}
return res.Succeeded();
}
示例4: CheckCompanyHasMoney
/**
* Verify whether the company can pay the bill.
* @param cost [inout] Money to pay, is changed to an error if the company does not have enough money.
* @return Function returns \c true if the company has enough money, else it returns \c false.
*/
bool CheckCompanyHasMoney(CommandCost &cost)
{
if (cost.GetCost() > 0) {
const Company *c = Company::GetIfValid(_current_company);
if (c != NULL && cost.GetCost() > c->money) {
SetDParam(0, cost.GetCost());
cost.MakeError(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY);
return false;
}
}
return true;
}
示例5: DoCommandCallback
void ScriptInstance::DoCommandCallback(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
{
ScriptObject::ActiveInstance active(this);
ScriptObject::SetLastCommandRes(result.Succeeded());
if (result.Failed()) {
ScriptObject::SetLastError(ScriptError::StringToError(result.GetErrorMessage()));
} else {
ScriptObject::IncreaseDoCommandCosts(result.GetCost());
ScriptObject::SetLastCost(result.GetCost());
}
}
示例6: CcAI
void CcAI(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
{
AIObject::SetLastCommandRes(result.Succeeded());
if (result.Failed()) {
AIObject::SetLastError(AIError::StringToError(result.GetErrorMessage()));
} else {
AIObject::IncreaseDoCommandCosts(result.GetCost());
AIObject::SetLastCost(result.GetCost());
}
Company::Get(_current_company)->ai_instance->Continue();
}
示例7: DoCommand
/*!
* This function executes a given command with the parameters from the #CommandProc parameter list.
* Depending on the flags parameter it execute or test a command.
*
* @param tile The tile to apply the command on (for the #CommandProc)
* @param p1 Additional data for the command (for the #CommandProc)
* @param p2 Additional data for the command (for the #CommandProc)
* @param flags Flags for the command and how to execute the command
* @param cmd The command-id to execute (a value of the CMD_* enums)
* @param text The text to pass
* @see CommandProc
* @return the cost
*/
CommandCost DoCommand(TileIndex tile, uint32 p1, uint32 p2, DoCommandFlag flags, uint32 cmd, const char *text)
{
CommandCost res;
/* Do not even think about executing out-of-bounds tile-commands */
if (tile != 0 && (tile >= MapSize() || (!IsValidTile(tile) && (flags & DC_ALL_TILES) == 0))) return CMD_ERROR;
/* Chop of any CMD_MSG or other flags; we don't need those here */
CommandProc *proc = _command_proc_table[cmd & CMD_ID_MASK].proc;
if (_docommand_recursive == 0) _error_message = INVALID_STRING_ID;
_docommand_recursive++;
/* only execute the test call if it's toplevel, or we're not execing. */
if (_docommand_recursive == 1 || !(flags & DC_EXEC) ) {
SetTownRatingTestMode(true);
res = proc(tile, flags & ~DC_EXEC, p1, p2, text);
SetTownRatingTestMode(false);
if (CmdFailed(res)) {
res.SetGlobalErrorMessage();
goto error;
}
if (_docommand_recursive == 1 &&
!(flags & DC_QUERY_COST) &&
!(flags & DC_BANKRUPT) &&
res.GetCost() != 0 &&
!CheckCompanyHasMoney(res)) {
goto error;
}
if (!(flags & DC_EXEC)) {
_docommand_recursive--;
return res;
}
}
/* Execute the command here. All cost-relevant functions set the expenses type
* themselves to the cost object at some point */
res = proc(tile, flags, p1, p2, text);
if (CmdFailed(res)) {
res.SetGlobalErrorMessage();
error:
_docommand_recursive--;
return CMD_ERROR;
}
/* if toplevel, subtract the money. */
if (--_docommand_recursive == 0 && !(flags & DC_BANKRUPT)) {
SubtractMoneyFromCompany(res);
}
return res;
}
示例8: SubtractMoneyFromCompanyFract
/**
* Subtract money from a company, including the money fraction.
* @param company Company paying the bill.
* @param cst Cost of a command.
*/
void SubtractMoneyFromCompanyFract(CompanyID company, CommandCost cst)
{
Company *c = Company::Get(company);
byte m = c->money_fraction;
Money cost = cst.GetCost();
c->money_fraction = m - (byte)cost;
cost >>= 8;
if (c->money_fraction > m) cost++;
if (cost != 0) SubtractMoneyFromAnyCompany(c, CommandCost(cst.GetExpensesType(), cost));
}
示例9: CollectCost
/**
* Aggreagate paste command costs without calling PastingState::DoCommand.
*
* The function works similarly to the PastingState::DoCommand but doesn't actually execute any
* commands, it just collects a given result.
*
* When collecting a success, cost must be of type EXPENSES_CONSTRUCTION. A success also makes
* STR_ERROR_NOTHING_TO_DO no more applies (we "did" something).
*
* Call PastingState::IsInterrupted to test whether the paste operation can be continued.
*
* @param cost The return value of the command, a cost or an error.
* @param tile The tile the error concerns.
* @param error_message Summary message of the error.
*
* @pre The company has enough money if DC_EXEC'ing.
*
* @see PastingState::IsInterrupted
* @see PastingState::CollectError
* @see PastingState::DoCommand
*/
void PastingState::CollectCost(const CommandCost &cost, TileIndex tile, StringID error_summary)
{
if (cost.Succeeded()) {
assert(!this->IsInterrupted());
/* Currently only EXPENSES_CONSTRUCTION expenses are allowed when copy/pasting. If this
* is not sufficient, some upgrade will be required. To allow proper update of finacial
* statistics, the overal cost of paste operation will have to be stored separatly for
* each supported type of expenses. */
assert(cost.GetExpensesType() == EXPENSES_CONSTRUCTION);
/* make sure we are not expending too much */
assert(!(this->dc_flags & DC_EXEC) || cost.GetCost() <= 0 || this->GetAvailableMoney() >= 0);
this->had_success = true; // mark that we had a succes and STR_ERROR_NOTHING_TO_DO no more applies
this->overal_cost += cost.GetCost();
this->last_result = cost;
} else {
this->CollectError(tile, cost.GetErrorMessage(), error_summary);
}
}
示例10: DoCommand
/**
* Call a given command as an ingredient of a paste operation.
*
* Costs and possible errors will be aggregated. After return, call PastingState::IsInterrupted to
* test if the paste operation is disallowed to be continued.
*
* @param tile The tile to apply the command on.
* @param p1 Additional data for the command.
* @param p2 Additional data for the command.
* @param cmd The command-id to execute (a value of the CMD_* enums) and the error summary message (CMD_MSG).
* @return The cost of this operation or an error.
*
* @pre The command is not flagged with CMD_NO_TEST.
* @pre The type of the command is CMDT_LANDSCAPE_CONSTRUCTION.
*
* @see PastingState::IsInterrupted
* @see PastingState::CollectCost
* @see PastingState::CollectError
*/
void PastingState::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd)
{
/* make sure we are still allowed to paste */
if (this->IsInterrupted()) {
this->last_result = CMD_ERROR; // mark that the command didn't succeed
return;
}
/* PastingState::DoCommand can handle only fully predictable commands, those without
* CMD_NO_TEST flag. Unpredictable command have to be handled separately. */
assert(!(GetCommandFlags(cmd) & CMD_NO_TEST));
/* ignore some of the given flags, instead use those from the command proc table */
DoCommandFlag flags = this->dc_flags;
flags &= ~DC_AUTO & ~DC_NO_WATER & ~DC_ALL_TILES;
flags |= CommandFlagsToDCFlags(GetCommandFlags(cmd));
/* use given error message or the default one */
StringID summary_error_msg = GB(cmd, 16, 16);
if (summary_error_msg == 0) summary_error_msg = STR_ERROR_CAN_T_PASTE_HERE;
/* test the command, output is the return value */
CommandCost ret = ::DoCommand(tile, p1, p2, flags & ~DC_EXEC, cmd);
/* apply if exec'ing */
if (ret.Succeeded() && (flags & DC_EXEC)) {
/* check if there is enough money */
if (ret.GetCost() > 0 && this->GetAvailableMoney() < ret.GetCost()) {
SetDParam(0, ret.GetCost());
ret = CommandCost(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY);
} else {
CommandCost ret2 = ::DoCommand(tile, p1, p2, flags, cmd);
assert(ret == ret2);
}
}
/* aggregate costs */
this->CollectCost(ret, tile, summary_error_msg);
}
示例11: SubtractMoneyFromAnyCompany
/**
* Deduct costs of a command from the money of a company.
* @param c Company to pay the bill.
* @param cost Money to pay.
*/
static void SubtractMoneyFromAnyCompany(Company *c, CommandCost cost)
{
if (cost.GetCost() == 0) return;
assert(cost.GetExpensesType() != INVALID_EXPENSES);
c->money -= cost.GetCost();
c->yearly_expenses[0][cost.GetExpensesType()] += cost.GetCost();
if (HasBit(1 << EXPENSES_TRAIN_INC |
1 << EXPENSES_ROADVEH_INC |
1 << EXPENSES_AIRCRAFT_INC |
1 << EXPENSES_SHIP_INC, cost.GetExpensesType())) {
c->cur_economy.income -= cost.GetCost();
} else if (HasBit(1 << EXPENSES_TRAIN_RUN |
1 << EXPENSES_ROADVEH_RUN |
1 << EXPENSES_AIRCRAFT_RUN |
1 << EXPENSES_SHIP_RUN |
1 << EXPENSES_PROPERTY |
1 << EXPENSES_LOAN_INT, cost.GetExpensesType())) {
c->cur_economy.expenses -= cost.GetCost();
}
InvalidateCompanyWindows(c);
}
示例12: OnInit
virtual void OnInit()
{
Town *t = ClosestTownFromTile(tile, _settings_game.economy.dist_local_authority);
/* Because build_date is not set yet in every TileDesc, we make sure it is empty */
TileDesc td;
td.build_date = INVALID_DATE;
/* Most tiles have only one owner, but
* - drivethrough roadstops can be build on town owned roads (up to 2 owners) and
* - roads can have up to four owners (railroad, road, tram, 3rd-roadtype "highway").
*/
td.owner_type[0] = STR_LAND_AREA_INFORMATION_OWNER; // At least one owner is displayed, though it might be "N/A".
td.owner_type[1] = STR_NULL; // STR_NULL results in skipping the owner
td.owner_type[2] = STR_NULL;
td.owner_type[3] = STR_NULL;
td.owner[0] = OWNER_NONE;
td.owner[1] = OWNER_NONE;
td.owner[2] = OWNER_NONE;
td.owner[3] = OWNER_NONE;
td.station_class = STR_NULL;
td.station_name = STR_NULL;
td.airport_class = STR_NULL;
td.airport_name = STR_NULL;
td.airport_tile_name = STR_NULL;
td.rail_speed = 0;
td.grf = NULL;
CargoArray acceptance;
AddAcceptedCargo(tile, acceptance, NULL);
GetTileDesc(tile, &td);
uint line_nr = 0;
/* Tiletype */
SetDParam(0, td.dparam[0]);
GetString(this->landinfo_data[line_nr], td.str, lastof(this->landinfo_data[line_nr]));
line_nr++;
/* Up to four owners */
for (uint i = 0; i < 4; i++) {
if (td.owner_type[i] == STR_NULL) continue;
SetDParam(0, STR_LAND_AREA_INFORMATION_OWNER_N_A);
if (td.owner[i] != OWNER_NONE && td.owner[i] != OWNER_WATER) GetNameOfOwner(td.owner[i], tile);
GetString(this->landinfo_data[line_nr], td.owner_type[i], lastof(this->landinfo_data[line_nr]));
line_nr++;
}
/* Cost to clear/revenue when cleared */
StringID str = STR_LAND_AREA_INFORMATION_COST_TO_CLEAR_N_A;
Company *c = Company::GetIfValid(_local_company);
if (c != NULL) {
Money old_money = c->money;
c->money = INT64_MAX;
assert(_current_company == _local_company);
CommandCost costclear = DoCommand(tile, 0, 0, DC_NONE, CMD_LANDSCAPE_CLEAR);
c->money = old_money;
if (costclear.Succeeded()) {
Money cost = costclear.GetCost();
if (cost < 0) {
cost = -cost; // Negate negative cost to a positive revenue
str = STR_LAND_AREA_INFORMATION_REVENUE_WHEN_CLEARED;
} else {
str = STR_LAND_AREA_INFORMATION_COST_TO_CLEAR;
}
SetDParam(0, cost);
}
}
GetString(this->landinfo_data[line_nr], str, lastof(this->landinfo_data[line_nr]));
line_nr++;
/* Location */
char tmp[16];
snprintf(tmp, lengthof(tmp), "0x%.4X", tile);
SetDParam(0, TileX(tile));
SetDParam(1, TileY(tile));
SetDParam(2, GetTileZ(tile));
SetDParamStr(3, tmp);
GetString(this->landinfo_data[line_nr], STR_LAND_AREA_INFORMATION_LANDINFO_COORDS, lastof(this->landinfo_data[line_nr]));
line_nr++;
/* Local authority */
SetDParam(0, STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY_NONE);
if (t != NULL) {
SetDParam(0, STR_TOWN_NAME);
SetDParam(1, t->index);
}
GetString(this->landinfo_data[line_nr], STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY, lastof(this->landinfo_data[line_nr]));
line_nr++;
/* Build date */
if (td.build_date != INVALID_DATE) {
SetDParam(0, td.build_date);
GetString(this->landinfo_data[line_nr], STR_LAND_AREA_INFORMATION_BUILD_DATE, lastof(this->landinfo_data[line_nr]));
line_nr++;
}
//.........这里部分代码省略.........
示例13: Script_FatalError
/* static */ bool ScriptObject::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text, Script_SuspendCallbackProc *callback)
{
if (!ScriptObject::CanSuspend()) {
throw Script_FatalError("You are not allowed to execute any DoCommand (even indirect) in your constructor, Save(), Load(), and any valuator.");
}
if (ScriptObject::GetCompany() != OWNER_DEITY && !::Company::IsValidID(ScriptObject::GetCompany())) {
ScriptObject::SetLastError(ScriptError::ERR_PRECONDITION_INVALID_COMPANY);
return false;
}
assert(StrEmpty(text) || (GetCommandFlags(cmd) & CMD_STR_CTRL) != 0 || StrValid(text, text + strlen(text)));
/* Set the default callback to return a true/false result of the DoCommand */
if (callback == NULL) callback = &ScriptInstance::DoCommandReturn;
/* Are we only interested in the estimate costs? */
bool estimate_only = GetDoCommandMode() != NULL && !GetDoCommandMode()();
#ifdef ENABLE_NETWORK
/* Only set p2 when the command does not come from the network. */
if (GetCommandFlags(cmd) & CMD_CLIENT_ID && p2 == 0) p2 = UINT32_MAX;
#endif
/* Try to perform the command. */
CommandCost res = ::DoCommandPInternal(tile, p1, p2, cmd, (_networking && !_generating_world) ? ScriptObject::GetActiveInstance()->GetDoCommandCallback() : NULL, text, false, estimate_only);
/* We failed; set the error and bail out */
if (res.Failed()) {
SetLastError(ScriptError::StringToError(res.GetErrorMessage()));
return false;
}
/* No error, then clear it. */
SetLastError(ScriptError::ERR_NONE);
/* Estimates, update the cost for the estimate and be done */
if (estimate_only) {
IncreaseDoCommandCosts(res.GetCost());
return true;
}
/* Costs of this operation. */
SetLastCost(res.GetCost());
SetLastCommandRes(true);
if (_generating_world) {
IncreaseDoCommandCosts(res.GetCost());
if (callback != NULL) {
/* Insert return value into to stack and throw a control code that
* the return value in the stack should be used. */
callback(GetActiveInstance());
throw SQInteger(1);
}
return true;
} else if (_networking) {
/* Suspend the script till the command is really executed. */
throw Script_Suspend(-(int)GetDoCommandDelay(), callback);
} else {
IncreaseDoCommandCosts(res.GetCost());
/* Suspend the script player for 1+ ticks, so it simulates multiplayer. This
* both avoids confusion when a developer launched his script in a
* multiplayer game, but also gives time for the GUI and human player
* to interact with the game. */
throw Script_Suspend(GetDoCommandDelay(), callback);
}
NOT_REACHED();
}
示例14: CmdAutoreplaceVehicle
/**
* Autoreplaces a vehicle
* Trains are replaced as a whole chain, free wagons in depot are replaced on their own
* @param tile not used
* @param flags type of operation
* @param p1 Index of vehicle
* @param p2 not used
* @param text unused
* @return the cost of this operation or an error
*/
CommandCost CmdAutoreplaceVehicle(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);
if (ret.Failed()) return ret;
if (!v->IsInDepot()) return CMD_ERROR;
if (v->vehstatus & VS_CRASHED) return CMD_ERROR;
bool free_wagon = false;
if (v->type == VEH_TRAIN) {
Train *t = Train::From(v);
if (t->IsArticulatedPart() || t->IsRearDualheaded()) return CMD_ERROR;
free_wagon = !t->IsFrontEngine();
if (free_wagon && t->First()->IsFrontEngine()) return CMD_ERROR;
} else {
if (!v->IsPrimaryVehicle()) return CMD_ERROR;
}
const Company *c = Company::Get(_current_company);
bool wagon_removal = c->settings.renew_keep_length;
/* Test whether any replacement is set, before issuing a whole lot of commands that would end in nothing changed */
Vehicle *w = v;
bool any_replacements = false;
while (w != NULL) {
EngineID e;
CommandCost cost = GetNewEngineType(w, c, e);
if (cost.Failed()) return cost;
any_replacements |= (e != INVALID_ENGINE);
w = (!free_wagon && w->type == VEH_TRAIN ? Train::From(w)->GetNextUnit() : NULL);
}
CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0);
bool nothing_to_do = true;
if (any_replacements) {
bool was_stopped = free_wagon || ((v->vehstatus & VS_STOPPED) != 0);
/* Stop the vehicle */
if (!was_stopped) cost.AddCost(CmdStartStopVehicle(v, true));
if (cost.Failed()) return cost;
assert(v->IsStoppedInDepot());
/* We have to construct the new vehicle chain to test whether it is valid.
* Vehicle construction needs random bits, so we have to save the random seeds
* to prevent desyncs and to replay newgrf callbacks during DC_EXEC */
SavedRandomSeeds saved_seeds;
SaveRandomSeeds(&saved_seeds);
if (free_wagon) {
cost.AddCost(ReplaceFreeUnit(&v, flags & ~DC_EXEC, ¬hing_to_do));
} else {
cost.AddCost(ReplaceChain(&v, flags & ~DC_EXEC, wagon_removal, ¬hing_to_do));
}
RestoreRandomSeeds(saved_seeds);
if (cost.Succeeded() && (flags & DC_EXEC) != 0) {
CommandCost ret;
if (free_wagon) {
ret = ReplaceFreeUnit(&v, flags, ¬hing_to_do);
} else {
ret = ReplaceChain(&v, flags, wagon_removal, ¬hing_to_do);
}
assert(ret.Succeeded() && ret.GetCost() == cost.GetCost());
}
/* Restart the vehicle */
if (!was_stopped) cost.AddCost(CmdStartStopVehicle(v, false));
}
if (cost.Succeeded() && nothing_to_do) cost = CommandCost(STR_ERROR_AUTOREPLACE_NOTHING_TO_DO);
return cost;
}
示例15: ReplaceChain
/**
* Replace a whole vehicle chain
* @param chain vehicle chain to let autoreplace/renew operator on
* @param flags command flags
* @param wagon_removal remove wagons when the resulting chain occupies more tiles than the old did
* @param nothing_to_do is set to 'false' when something was done (only valid when not failed)
* @return cost or error
*/
static CommandCost ReplaceChain(Vehicle **chain, DoCommandFlag flags, bool wagon_removal, bool *nothing_to_do)
{
Vehicle *old_head = *chain;
assert(old_head->IsPrimaryVehicle());
CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0);
if (old_head->type == VEH_TRAIN) {
/* Store the length of the old vehicle chain, rounded up to whole tiles */
uint16 old_total_length = CeilDiv(Train::From(old_head)->gcache.cached_total_length, TILE_SIZE) * TILE_SIZE;
int num_units = 0; ///< Number of units in the chain
for (Train *w = Train::From(old_head); w != NULL; w = w->GetNextUnit()) num_units++;
Train **old_vehs = CallocT<Train *>(num_units); ///< Will store vehicles of the old chain in their order
Train **new_vehs = CallocT<Train *>(num_units); ///< New vehicles corresponding to old_vehs or NULL if no replacement
Money *new_costs = MallocT<Money>(num_units); ///< Costs for buying and refitting the new vehicles
/* Collect vehicles and build replacements
* Note: The replacement vehicles can only successfully build as long as the old vehicles are still in their chain */
int i;
Train *w;
for (w = Train::From(old_head), i = 0; w != NULL; w = w->GetNextUnit(), i++) {
assert(i < num_units);
old_vehs[i] = w;
CommandCost ret = BuildReplacementVehicle(old_vehs[i], (Vehicle**)&new_vehs[i], true);
cost.AddCost(ret);
if (cost.Failed()) break;
new_costs[i] = ret.GetCost();
if (new_vehs[i] != NULL) *nothing_to_do = false;
}
Train *new_head = (new_vehs[0] != NULL ? new_vehs[0] : old_vehs[0]);
/* Note: When autoreplace has already failed here, old_vehs[] is not completely initialized. But it is also not needed. */
if (cost.Succeeded()) {
/* Separate the head, so we can start constructing the new chain */
Train *second = Train::From(old_head)->GetNextUnit();
if (second != NULL) cost.AddCost(CmdMoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true));
assert(Train::From(new_head)->GetNextUnit() == NULL);
/* Append engines to the new chain
* We do this from back to front, so that the head of the temporary vehicle chain does not change all the time.
* That way we also have less trouble when exceeding the unitnumber limit.
* OTOH the vehicle attach callback is more expensive this way :s */
Train *last_engine = NULL; ///< Shall store the last engine unit after this step
if (cost.Succeeded()) {
for (int i = num_units - 1; i > 0; i--) {
Train *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);
if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) continue;
if (new_vehs[i] != NULL) {
/* Move the old engine to a separate row with DC_AUTOREPLACE. Else
* moving the wagon in front may fail later due to unitnumber limit.
* (We have to attach wagons without DC_AUTOREPLACE.) */
CmdMoveVehicle(old_vehs[i], NULL, DC_EXEC | DC_AUTOREPLACE, false);
}
if (last_engine == NULL) last_engine = append;
cost.AddCost(CmdMoveVehicle(append, new_head, DC_EXEC, false));
if (cost.Failed()) break;
}
if (last_engine == NULL) last_engine = new_head;
}
/* When wagon removal is enabled and the new engines without any wagons are already longer than the old, we have to fail */
if (cost.Succeeded() && wagon_removal && new_head->gcache.cached_total_length > old_total_length) cost = CommandCost(STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT);
/* Append/insert wagons into the new vehicle chain
* We do this from back to front, so we can stop when wagon removal or maximum train length (i.e. from mammoth-train setting) is triggered.
*/
if (cost.Succeeded()) {
for (int i = num_units - 1; i > 0; i--) {
assert(last_engine != NULL);
Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]);
if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) {
/* Insert wagon after 'last_engine' */
CommandCost res = CmdMoveVehicle(append, last_engine, DC_EXEC, false);
/* When we allow removal of wagons, either the move failing due
* to the train becoming too long, or the train becoming longer
* would move the vehicle to the empty vehicle chain. */
if (wagon_removal && (res.Failed() ? res.GetErrorMessage() == STR_ERROR_TRAIN_TOO_LONG : new_head->gcache.cached_total_length > old_total_length)) {
CmdMoveVehicle(append, NULL, DC_EXEC | DC_AUTOREPLACE, false);
break;
}
cost.AddCost(res);
//.........这里部分代码省略.........