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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r13691) -Codechange: make it easier to determine whether a command is ran in the context of autoreplace or not
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@ -261,7 +261,7 @@ uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo *avi)
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* @param tile tile of depot where aircraft is built
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* @param flags for command
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* @param p1 aircraft type being built (engine)
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* @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number
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* @param p2 unused
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* return result of operation. Could be cost, error
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*/
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CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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@ -286,7 +286,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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}
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UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT);
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UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT);
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if (unit_num > _settings_game.vehicle.max_aircraft)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@ -128,7 +128,7 @@ static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
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* @param new_engine_type The EngineID to replace to
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* @return value is cost of the replacement or CMD_ERROR
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*/
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static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost, const Player *p, EngineID new_engine_type)
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static CommandCost ReplaceVehicle(Vehicle **w, uint32 flags, Money total_cost, const Player *p, EngineID new_engine_type)
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{
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CommandCost cost;
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CommandCost sell_value;
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@ -151,7 +151,7 @@ static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost, con
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* We take it back if building fails or when we really sell the old engine */
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SubtractMoneyFromPlayer(sell_value);
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cost = DoCommand(old_v->tile, new_engine_type, 3, flags, GetCmdBuildVeh(old_v));
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cost = DoCommand(old_v->tile, new_engine_type, 0, flags | DC_AUTOREPLACE, GetCmdBuildVeh(old_v));
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if (CmdFailed(cost)) {
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/* Take back the money we just gave the player */
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sell_value.MultiplyCost(-1);
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@ -259,7 +259,7 @@ static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost, con
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if (next_veh != NULL) {
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/* Verify that the wagons can be placed on the engine in question.
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* This is done by building an engine, test if the wagons can be added and then sell the test engine. */
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DoCommand(old_v->tile, new_engine_type, 3, DC_EXEC, GetCmdBuildVeh(old_v));
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DoCommand(old_v->tile, new_engine_type, 0, DC_EXEC | DC_AUTOREPLACE, GetCmdBuildVeh(old_v));
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Vehicle *temp = GetVehicle(_new_vehicle_id);
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tmp_move = DoCommand(0, (temp->index << 16) | next_veh->index, 1, 0, CMD_MOVE_RAIL_VEHICLE);
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DoCommand(0, temp->index, 0, DC_EXEC, GetCmdSellVeh(old_v));
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@ -286,14 +286,15 @@ enum {
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* This enums defines some flags which can be used for the commands.
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*/
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enum {
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DC_EXEC = 0x01, ///< execute the given command
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DC_AUTO = 0x02, ///< don't allow building on structures
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DC_QUERY_COST = 0x04, ///< query cost only, don't build.
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DC_NO_WATER = 0x08, ///< don't allow building on water
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DC_NO_RAIL_OVERLAP = 0x10, ///< don't allow overlap of rails (used in buildrail)
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DC_AI_BUILDING = 0x20, ///< special building rules for AI
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DC_NO_TOWN_RATING = 0x40, ///< town rating does not disallow you from building
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DC_BANKRUPT = 0x80, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases
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DC_EXEC = 0x001, ///< execute the given command
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DC_AUTO = 0x002, ///< don't allow building on structures
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DC_QUERY_COST = 0x004, ///< query cost only, don't build.
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DC_NO_WATER = 0x008, ///< don't allow building on water
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DC_NO_RAIL_OVERLAP = 0x010, ///< don't allow overlap of rails (used in buildrail)
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DC_AI_BUILDING = 0x020, ///< special building rules for AI
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DC_NO_TOWN_RATING = 0x040, ///< town rating does not disallow you from building
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DC_BANKRUPT = 0x080, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases
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DC_AUTOREPLACE = 0x100, ///< autoreplace/autorenew is in progress
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};
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/**
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@ -170,7 +170,7 @@ void RoadVehUpdateCache(Vehicle *v)
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* @param tile tile of depot where road vehicle is built
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* @param flags operation to perform
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* @param p1 bus/truck type being built (engine)
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* @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number
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* @param p2 unused
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*/
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CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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@ -204,7 +204,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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v = vl[0];
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/* find the first free roadveh id */
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unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_ROAD);
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unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD);
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if (unit_num > _settings_game.vehicle.max_roadveh)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@ -748,7 +748,7 @@ void ShipsYearlyLoop()
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* @param tile tile of depot where ship is built
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* @param flags type of operation
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* @param p1 ship type being built (engine)
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* @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number
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* @param p2 unused
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*/
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CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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@ -766,7 +766,7 @@ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (!IsShipDepotTile(tile)) return CMD_ERROR;
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if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
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unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_SHIP);
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unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_SHIP);
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if (!Vehicle::AllocateList(NULL, 1) || unit_num > _settings_game.vehicle.max_ships)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@ -685,8 +685,7 @@ static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool buildin
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* @param tile tile of the depot where rail-vehicle is built
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* @param flags type of operation
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* @param p1 engine type id
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* @param p2 bit 0 when set, the train will get number 0, otherwise it will get a free number
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* bit 1 prevents any free cars from being added to the train
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* @param p2 bit 1 prevents any free cars from being added to the train
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*/
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CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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@ -725,7 +724,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
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Vehicle *v = vl[0];
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UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
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UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
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if (unit_num > _settings_game.vehicle.max_trains)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@ -798,7 +797,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
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TrainConsistChanged(v);
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UpdateTrainGroupID(v);
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if (!HasBit(p2, 1)) { // check if the cars should be added to the new vehicle
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if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
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NormalizeTrainVehInDepot(v);
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}
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