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@ -26,6 +26,7 @@
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#include "station.h"
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#include "rail.h"
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#include "train.h"
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#include "aircraft.h"
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#include "industry_map.h"
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#include "station_map.h"
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#include "water_map.h"
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@ -590,7 +591,7 @@ void Ship_Tick(Vehicle *v);
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void Train_Tick(Vehicle *v);
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static void EffectVehicle_Tick(Vehicle *v);
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void DisasterVehicle_Tick(Vehicle *v);
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static void MaybeReplaceVehicle(Vehicle *v);
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static int32 MaybeReplaceVehicle(Vehicle **original_vehicle, bool check, bool display_costs);
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// head of the linked list to tell what vehicles that visited a depot in a tick
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static Vehicle* _first_veh_in_depot_list;
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@ -670,7 +671,7 @@ void CallVehicleTicks(void)
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while (v != NULL) {
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Vehicle *w = v->depot_list;
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v->depot_list = NULL; // it should always be NULL at the end of each tick
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MaybeReplaceVehicle(v);
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MaybeReplaceVehicle(&v, false, true);
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v = w;
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}
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}
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@ -1678,6 +1679,72 @@ int32 CmdDepotSellAllVehicles(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
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return cost;
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}
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/** Autoreplace all vehicles in the depot
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* @param tile Tile of the depot where the vehicles are
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* @param p1 Type of vehicle
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* @param p2 Unused
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*/
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int32 CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Vehicle **vl = NULL;
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uint16 engine_list_length = 0;
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uint16 engine_count = 0;
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uint i, x = 0, y = 0, z = 0;
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int32 cost = 0;
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byte vehicle_type = GB(p1, 0, 8);
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if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
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/* Get the list of vehicles in the depot */
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BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL);
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for (i = 0; i < engine_count; i++) {
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Vehicle *v = vl[i];
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bool stopped = !(v->vehstatus & VS_STOPPED);
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int32 ret;
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/* Ensure that the vehicle completely in the depot */
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if ((vehicle_type == VEH_Train && !CheckTrainInDepot(v, false)) ||
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(vehicle_type == VEH_Road && !IsRoadVehInDepot(v) ) ||
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(vehicle_type == VEH_Ship && !IsShipInDepot(v) ) ||
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(vehicle_type == VEH_Aircraft && !IsAircraftInHangar(v)) ) continue;
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if (stopped) v->vehstatus &= ~VS_STOPPED; // Stop the vehicle
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ret = MaybeReplaceVehicle(&v, !(flags & DC_EXEC), false);
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if (stopped) v->vehstatus |= VS_STOPPED; // restart the vehicle if we stopped it for being replaced
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if (!CmdFailed(ret)) {
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cost += ret;
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if (!(flags & DC_EXEC)) break;
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x = v->x_pos;
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y = v->y_pos;
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z = v->z_pos;
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/* There is a problem with autoreplace and newgrf
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* It's impossible to tell the length of a train after it's being replaced before it's actually done
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* Because of this, we can't estimate costs due to wagon removal and we will have to always return 0 and pay manually
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* Since we pay after each vehicle is replaced and MaybeReplaceVehicle() check if the player got enough money
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* we should never reach a condition where the player will end up with negative money from doing this */
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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SubtractMoneyFromPlayer(ret);
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}
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}
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if (cost == 0) {
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cost = CMD_ERROR;
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} else {
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if (flags & DC_EXEC) {
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/* Display the cost animation now that DoCommandP() can't do it for us (see previous comments) */
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if (IsLocalPlayer()) ShowCostOrIncomeAnimation(x, y, z, cost);
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}
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cost = 0;
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}
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free(vl);
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return cost;
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}
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/** Clone a vehicle. If it is a train, it will clone all the cars too
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* @param tile tile of the depot where the cloned vehicle is build
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* @param p1 the original vehicle's index
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@ -1980,10 +2047,13 @@ static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost)
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* (used to be called autorenew)
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* @param v The vehicle to replace
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* if the vehicle is a train, v needs to be the front engine
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* @return pointer to the new vehicle, which is the same as the argument if nothing happened
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* @param check Checks if the replace is valid. No action is done at all
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* @param display_costs If set, a cost animation is shown (only if check is false)
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* @return CMD_ERROR if something went wrong. Otherwise the price of the replace
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*/
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static void MaybeReplaceVehicle(Vehicle *v)
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static int32 MaybeReplaceVehicle(Vehicle **original_vehicle, bool check, bool display_costs)
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{
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Vehicle *v = *original_vehicle;
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Vehicle *w;
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const Player *p = GetPlayer(v->owner);
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byte flags = 0;
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@ -2047,7 +2117,7 @@ static void MaybeReplaceVehicle(Vehicle *v)
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} while (w->type == VEH_Train && (w = GetNextVehicle(w)) != NULL);
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if (!(flags & DC_EXEC) && (p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) {
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if (p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) {
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if (!check && p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) {
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StringID message;
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SetDParam(0, v->unitnumber);
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switch (v->type) {
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@ -2063,11 +2133,15 @@ static void MaybeReplaceVehicle(Vehicle *v)
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}
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if (stopped) v->vehstatus &= ~VS_STOPPED;
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_current_player = OWNER_NONE;
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return;
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return CMD_ERROR;
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}
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if (flags & DC_EXEC) {
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break; // we are done replacing since the loop ran once with DC_EXEC
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} else if (check) {
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/* It's a test only and we know that we can do this
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* NOTE: payment for wagon removal is NOT included in this price */
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return cost;
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}
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// now we redo the loop, but this time we actually do stuff since we know that we can do it
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flags |= DC_EXEC;
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@ -2093,14 +2167,18 @@ static void MaybeReplaceVehicle(Vehicle *v)
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w = GetNextVehicle(w);
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DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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MoveVehicleCargo(v, temp);
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cost += DoCommand(0, temp->index, 0, flags, CMD_SELL_VEH(temp->type));
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cost += DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON);
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}
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}
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if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
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original_vehicle = &v;
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if (stopped) v->vehstatus &= ~VS_STOPPED;
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_current_player = OWNER_NONE;
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if (display_costs) {
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if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
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_current_player = OWNER_NONE;
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}
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return cost;
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}
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/* Extend the list size for BuildDepotVehicleList() */
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