From a47b118a802aa75e6a5d0d37a256a9de974b59ef Mon Sep 17 00:00:00 2001 From: smatz Date: Wed, 9 Jul 2008 20:55:47 +0000 Subject: [PATCH] (svn r13691) -Codechange: make it easier to determine whether a command is ran in the context of autoreplace or not --- src/aircraft_cmd.cpp | 4 ++-- src/autoreplace_cmd.cpp | 6 +++--- src/command_type.h | 17 +++++++++-------- src/roadveh_cmd.cpp | 4 ++-- src/ship_cmd.cpp | 4 ++-- src/train_cmd.cpp | 7 +++---- 6 files changed, 21 insertions(+), 21 deletions(-) diff --git a/src/aircraft_cmd.cpp b/src/aircraft_cmd.cpp index 7ad8486a45..dbdf6bd896 100644 --- a/src/aircraft_cmd.cpp +++ b/src/aircraft_cmd.cpp @@ -261,7 +261,7 @@ uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo *avi) * @param tile tile of depot where aircraft is built * @param flags for command * @param p1 aircraft type being built (engine) - * @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number + * @param p2 unused * return result of operation. Could be cost, error */ CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) @@ -286,7 +286,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); } - UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT); + UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_AIRCRAFT); if (unit_num > _settings_game.vehicle.max_aircraft) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); diff --git a/src/autoreplace_cmd.cpp b/src/autoreplace_cmd.cpp index 59cb0ac753..c2a3eaaeac 100644 --- a/src/autoreplace_cmd.cpp +++ b/src/autoreplace_cmd.cpp @@ -128,7 +128,7 @@ static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type) * @param new_engine_type The EngineID to replace to * @return value is cost of the replacement or CMD_ERROR */ -static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost, const Player *p, EngineID new_engine_type) +static CommandCost ReplaceVehicle(Vehicle **w, uint32 flags, Money total_cost, const Player *p, EngineID new_engine_type) { CommandCost cost; CommandCost sell_value; @@ -151,7 +151,7 @@ static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost, con * We take it back if building fails or when we really sell the old engine */ SubtractMoneyFromPlayer(sell_value); - cost = DoCommand(old_v->tile, new_engine_type, 3, flags, GetCmdBuildVeh(old_v)); + cost = DoCommand(old_v->tile, new_engine_type, 0, flags | DC_AUTOREPLACE, GetCmdBuildVeh(old_v)); if (CmdFailed(cost)) { /* Take back the money we just gave the player */ sell_value.MultiplyCost(-1); @@ -259,7 +259,7 @@ static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost, con if (next_veh != NULL) { /* Verify that the wagons can be placed on the engine in question. * This is done by building an engine, test if the wagons can be added and then sell the test engine. */ - DoCommand(old_v->tile, new_engine_type, 3, DC_EXEC, GetCmdBuildVeh(old_v)); + DoCommand(old_v->tile, new_engine_type, 0, DC_EXEC | DC_AUTOREPLACE, GetCmdBuildVeh(old_v)); Vehicle *temp = GetVehicle(_new_vehicle_id); tmp_move = DoCommand(0, (temp->index << 16) | next_veh->index, 1, 0, CMD_MOVE_RAIL_VEHICLE); DoCommand(0, temp->index, 0, DC_EXEC, GetCmdSellVeh(old_v)); diff --git a/src/command_type.h b/src/command_type.h index 742bdd9bae..cdd94dabdd 100644 --- a/src/command_type.h +++ b/src/command_type.h @@ -286,14 +286,15 @@ enum { * This enums defines some flags which can be used for the commands. */ enum { - DC_EXEC = 0x01, ///< execute the given command - DC_AUTO = 0x02, ///< don't allow building on structures - DC_QUERY_COST = 0x04, ///< query cost only, don't build. - DC_NO_WATER = 0x08, ///< don't allow building on water - DC_NO_RAIL_OVERLAP = 0x10, ///< don't allow overlap of rails (used in buildrail) - DC_AI_BUILDING = 0x20, ///< special building rules for AI - DC_NO_TOWN_RATING = 0x40, ///< town rating does not disallow you from building - DC_BANKRUPT = 0x80, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases + DC_EXEC = 0x001, ///< execute the given command + DC_AUTO = 0x002, ///< don't allow building on structures + DC_QUERY_COST = 0x004, ///< query cost only, don't build. + DC_NO_WATER = 0x008, ///< don't allow building on water + DC_NO_RAIL_OVERLAP = 0x010, ///< don't allow overlap of rails (used in buildrail) + DC_AI_BUILDING = 0x020, ///< special building rules for AI + DC_NO_TOWN_RATING = 0x040, ///< town rating does not disallow you from building + DC_BANKRUPT = 0x080, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases + DC_AUTOREPLACE = 0x100, ///< autoreplace/autorenew is in progress }; /** diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp index 21bfb7df54..0da65c5cb4 100644 --- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -170,7 +170,7 @@ void RoadVehUpdateCache(Vehicle *v) * @param tile tile of depot where road vehicle is built * @param flags operation to perform * @param p1 bus/truck type being built (engine) - * @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number + * @param p2 unused */ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { @@ -204,7 +204,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) v = vl[0]; /* find the first free roadveh id */ - unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_ROAD); + unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD); if (unit_num > _settings_game.vehicle.max_roadveh) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); diff --git a/src/ship_cmd.cpp b/src/ship_cmd.cpp index 2af35c307e..98f718a803 100644 --- a/src/ship_cmd.cpp +++ b/src/ship_cmd.cpp @@ -748,7 +748,7 @@ void ShipsYearlyLoop() * @param tile tile of depot where ship is built * @param flags type of operation * @param p1 ship type being built (engine) - * @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number + * @param p2 unused */ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { @@ -766,7 +766,7 @@ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) if (!IsShipDepotTile(tile)) return CMD_ERROR; if (!IsTileOwner(tile, _current_player)) return CMD_ERROR; - unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_SHIP); + unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_SHIP); if (!Vehicle::AllocateList(NULL, 1) || unit_num > _settings_game.vehicle.max_ships) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp index 88fa3d194d..cb923e81db 100644 --- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -685,8 +685,7 @@ static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool buildin * @param tile tile of the depot where rail-vehicle is built * @param flags type of operation * @param p1 engine type id - * @param p2 bit 0 when set, the train will get number 0, otherwise it will get a free number - * bit 1 prevents any free cars from being added to the train + * @param p2 bit 1 prevents any free cars from being added to the train */ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { @@ -725,7 +724,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 Vehicle *v = vl[0]; - UnitID unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_TRAIN); + UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN); if (unit_num > _settings_game.vehicle.max_trains) return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); @@ -798,7 +797,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 TrainConsistChanged(v); UpdateTrainGroupID(v); - if (!HasBit(p2, 1)) { // check if the cars should be added to the new vehicle + if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle NormalizeTrainVehInDepot(v); }