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https://github.com/JGRennison/OpenTTD-patches.git
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446 lines
18 KiB
C++
446 lines
18 KiB
C++
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "roadveh.h"
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#include "ship.h"
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#include "table/strings.h"
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#include "news.h"
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#include "player.h"
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#include "engine.h"
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#include "debug.h"
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#include "vehicle_gui.h"
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#include "depot.h"
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#include "train.h"
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#include "aircraft.h"
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#include "cargotype.h"
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#include "group.h"
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#include "order.h"
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#include "strings_func.h"
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#include "command_func.h"
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#include "vehicle_func.h"
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#include "functions.h"
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#include "variables.h"
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/*
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* move the cargo from one engine to another if possible
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*/
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static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
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{
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Vehicle *v = dest;
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do {
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do {
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if (source->cargo_type != dest->cargo_type)
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continue; // cargo not compatible
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if (dest->cargo.Count() == dest->cargo_cap)
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continue; // the destination vehicle is already full
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uint units_moved = min(source->cargo.Count(), dest->cargo_cap - dest->cargo.Count());
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source->cargo.MoveTo(&dest->cargo, units_moved);
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// copy the age of the cargo
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dest->day_counter = source->day_counter;
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dest->tick_counter = source->tick_counter;
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} while (source->cargo.Count() > 0 && (dest = dest->Next()) != NULL);
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dest = v;
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} while ((source = source->Next()) != NULL);
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/*
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* The of the train will be incorrect at this moment. This is due
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* to the fact that removing the old wagon updates the weight of
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* the complete train, which is without the weight of cargo we just
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* moved back into some (of the) new wagon(s).
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*/
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if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->First());
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}
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static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type)
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{
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const Order *o;
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const Vehicle *u;
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if (v->type == VEH_TRAIN) {
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u = v->First();
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} else {
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u = v;
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}
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FOR_VEHICLE_ORDERS(u, o) {
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if (!(o->refit_cargo < NUM_CARGO)) continue;
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if (!CanRefitTo(v->engine_type, o->refit_cargo)) continue;
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if (!CanRefitTo(engine_type, o->refit_cargo)) return false;
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}
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return true;
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}
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/**
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* Function to find what type of cargo to refit to when autoreplacing
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* @param *v Original vehicle, that is being replaced
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* @param engine_type The EngineID of the vehicle that is being replaced to
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* @return The cargo type to replace to
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* CT_NO_REFIT is returned if no refit is needed
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* CT_INVALID is returned when both old and new vehicle got cargo capacity and refitting the new one to the old one's cargo type isn't possible
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*/
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static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
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{
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CargoID new_cargo_type = GetEngineCargoType(engine_type);
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if (new_cargo_type == CT_INVALID) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity
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if (v->cargo_type == new_cargo_type || CanRefitTo(engine_type, v->cargo_type)) {
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if (VerifyAutoreplaceRefitForOrders(v, engine_type)) {
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return v->cargo_type == new_cargo_type ? (CargoID)CT_NO_REFIT : v->cargo_type;
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} else {
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return CT_INVALID;
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}
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}
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if (v->type != VEH_TRAIN) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want
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/* Below this line it's safe to assume that the vehicle in question is a train */
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if (v->cargo_cap != 0) return CT_INVALID; // trying to replace a vehicle with cargo capacity into another one with incompatible cargo type
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/* the old engine didn't have cargo capacity, but the new one does
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* now we will figure out what cargo the train is carrying and refit to fit this */
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v = v->First();
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do {
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if (v->cargo_cap == 0) continue;
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/* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */
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if (v->cargo_type == new_cargo_type) return CT_NO_REFIT;
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if (CanRefitTo(engine_type, v->cargo_type)) return v->cargo_type;
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} while ((v = v->Next()) != NULL);
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return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one
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}
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/* Replaces a vehicle (used to be called autorenew)
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* This function is only called from MaybeReplaceVehicle()
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* Must be called with _current_player set to the owner of the vehicle
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* @param w Vehicle to replace
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* @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
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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)
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{
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CommandCost cost;
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CommandCost sell_value;
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Vehicle *old_v = *w;
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const Player *p = GetPlayer(old_v->owner);
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EngineID new_engine_type;
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const UnitID cached_unitnumber = old_v->unitnumber;
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bool new_front = false;
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Vehicle *new_v = NULL;
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char vehicle_name[32];
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CargoID replacement_cargo_type;
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/* If the vehicle belongs to a group, check if the group is protected from the global autoreplace.
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* If not, chek if an global auto replacement is defined */
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new_engine_type = (IsValidGroupID(old_v->group_id) && GetGroup(old_v->group_id)->replace_protection) ?
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INVALID_ENGINE :
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EngineReplacementForPlayer(p, old_v->engine_type, ALL_GROUP);
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/* If we don't set new_egnine_type previously, we try to check if an autoreplacement was defined
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* for the group and the engine_type of the vehicle */
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if (new_engine_type == INVALID_ENGINE && !IsAllGroupID(old_v->group_id)) {
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new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type, old_v->group_id);
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}
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if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type;
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replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);
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/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
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if (replacement_cargo_type == CT_INVALID) return CommandCost();
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sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v));
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/* We give the player a loan of the same amount as the sell value.
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* This is needed in case he needs the income from the sale to build the new vehicle.
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* We take it back if building fails or when we really sell the old engine */
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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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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if (CmdFailed(cost)) {
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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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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SubtractMoneyFromPlayer(sell_value);
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return cost;
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}
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if (replacement_cargo_type != CT_NO_REFIT) {
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/* add refit cost */
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CommandCost refit_cost = GetRefitCost(new_engine_type);
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if (old_v->type == VEH_TRAIN && IsMultiheaded(old_v)) refit_cost.AddCost(refit_cost); // pay for both ends
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cost.AddCost(refit_cost);
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}
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if (flags & DC_EXEC) {
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new_v = GetVehicle(_new_vehicle_id);
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*w = new_v; //we changed the vehicle, so MaybeReplaceVehicle needs to work on the new one. Now we tell it what the new one is
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/* refit if needed */
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if (replacement_cargo_type != CT_NO_REFIT) {
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if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, GetCmdRefitVeh(new_v)))) {
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/* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */
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error("Autoreplace failed to refit. Replace engine %d to %d and refit to cargo %d", old_v->engine_type, new_v->engine_type, replacement_cargo_type);
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}
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}
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if (new_v->type == VEH_TRAIN && HasBit(old_v->u.rail.flags, VRF_REVERSE_DIRECTION) && !IsMultiheaded(new_v) && !(new_v->Next() != NULL && IsArticulatedPart(new_v->Next()))) {
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// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
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SetBit(new_v->u.rail.flags, VRF_REVERSE_DIRECTION);
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}
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if (old_v->type == VEH_TRAIN && !IsFrontEngine(old_v)) {
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/* this is a railcar. We need to move the car into the train
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* We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
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* sell the old engine in a moment
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*/
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/* Get the vehicle in front of the one we move out */
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Vehicle *front = old_v->Previous();
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/* If the vehicle in front is the rear end of a dualheaded engine, then we need to use the one in front of that one */
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if (IsRearDualheaded(front)) front = front->Previous();
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/* Now we move the old one out of the train */
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DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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/* Add the new vehicle */
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DoCommand(0, (front->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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} else {
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// copy/clone the orders
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DoCommand(0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
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new_v->cur_order_index = old_v->cur_order_index;
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ChangeVehicleViewWindow(old_v, new_v);
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new_v->profit_this_year = old_v->profit_this_year;
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new_v->profit_last_year = old_v->profit_last_year;
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new_v->service_interval = old_v->service_interval;
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DoCommand(0, old_v->group_id, new_v->index, flags, CMD_ADD_VEHICLE_GROUP);
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new_front = true;
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new_v->unitnumber = old_v->unitnumber; // use the same unit number
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new_v->dest_tile = old_v->dest_tile;
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new_v->current_order = old_v->current_order;
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if (old_v->type == VEH_TRAIN && GetNextVehicle(old_v) != NULL){
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Vehicle *temp_v = GetNextVehicle(old_v);
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// move the entire train to the new engine, excluding the old engine
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if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) {
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// we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead
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temp_v = GetNextVehicle(temp_v);
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}
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if (temp_v != NULL) {
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DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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}
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}
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}
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/* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */
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MoveVehicleCargo(new_v->type == VEH_TRAIN ? new_v->First() : new_v, old_v);
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// Get the name of the old vehicle if it has a custom name.
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if (!IsCustomName(old_v->string_id)) {
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vehicle_name[0] = '\0';
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} else {
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SetDParam(0, old_v->index);
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GetString(vehicle_name, STR_VEHICLE_NAME, lastof(vehicle_name));
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}
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} else { // flags & DC_EXEC not set
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CommandCost tmp_move;
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if (old_v->type == VEH_TRAIN && IsFrontEngine(old_v)) {
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Vehicle *next_veh = GetNextUnit(old_v); // don't try to move the rear multiheaded engine or articulated parts
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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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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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}
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}
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/* Ensure that the player will not end up having negative money while autoreplacing
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* This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */
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if (CmdFailed(tmp_move) || p->player_money < (cost.GetCost() + total_cost)) {
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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/* Pay back the loan */
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sell_value.MultiplyCost(-1);
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SubtractMoneyFromPlayer(sell_value);
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return CMD_ERROR;
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}
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}
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/* Take back the money we just gave the player just before building the vehicle
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* The player will get the same amount now that the sale actually takes place */
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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sell_value.MultiplyCost(-1);
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SubtractMoneyFromPlayer(sell_value);
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/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
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cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v)));
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if (new_front) {
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/* now we assign the old unitnumber to the new vehicle */
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new_v->unitnumber = cached_unitnumber;
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}
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/* Transfer the name of the old vehicle */
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if ((flags & DC_EXEC) && vehicle_name[0] != '\0') {
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_cmd_text = vehicle_name;
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DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE);
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}
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return cost;
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}
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/** replaces a vehicle if it's set for autoreplace or is too old
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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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* @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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CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
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{
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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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CommandCost cost, temp_cost;
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bool stopped;
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/* Remember the length in case we need to trim train later on
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* If it's not a train, the value is unused
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* round up to the length of the tiles used for the train instead of the train length instead
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* Useful when newGRF uses custom length */
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uint16 old_total_length = (v->type == VEH_TRAIN ?
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(v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE :
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-1
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);
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_current_player = v->owner;
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assert(IsPlayerBuildableVehicleType(v));
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assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed
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/* Remember the flag v->leave_depot_instantly because if we replace the vehicle, the vehicle holding this flag will be sold
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* If it is set, then we only stopped the vehicle to replace it (if needed) and we will need to start it again.
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* We also need to reset the flag since it should remain false except from when the vehicle enters a depot until autoreplace is handled in the same tick */
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stopped = v->leave_depot_instantly;
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v->leave_depot_instantly = false;
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for (;;) {
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cost = CommandCost();
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w = v;
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do {
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if (w->type == VEH_TRAIN && IsRearDualheaded(w)) {
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/* we build the rear ends of multiheaded trains with the front ones */
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continue;
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}
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// check if the vehicle should be replaced
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if (!p->engine_renew ||
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w->age - w->max_age < (p->engine_renew_months * 30) || // replace if engine is too old
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w->max_age == 0) { // rail cars got a max age of 0
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/* If the vehicle belongs to a group, check if the group is protected from the global autoreplace.
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If not, chek if an global auto remplacement is defined */
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if (IsValidGroupID(w->group_id)) {
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if (!EngineHasReplacementForPlayer(p, w->engine_type, w->group_id) && (
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GetGroup(w->group_id)->replace_protection ||
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!EngineHasReplacementForPlayer(p, w->engine_type, ALL_GROUP))) {
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continue;
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}
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} else if (IsDefaultGroupID(w->group_id)) {
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if (!EngineHasReplacementForPlayer(p, w->engine_type, DEFAULT_GROUP) &&
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!EngineHasReplacementForPlayer(p, w->engine_type, ALL_GROUP)) {
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continue;
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}
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} else if (!EngineHasReplacementForPlayer(p, w->engine_type, ALL_GROUP)) {
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continue;
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}
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}
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/* Now replace the vehicle */
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temp_cost = ReplaceVehicle(&w, flags, cost.GetCost());
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if (CmdFailed(temp_cost)) break; // replace failed for some reason. Leave the vehicle alone
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if (flags & DC_EXEC &&
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(w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE)) {
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/* now we bought a new engine and sold the old one. We need to fix the
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* pointers in order to avoid pointing to the old one for trains: these
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* pointers should point to the front engine and not the cars
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*/
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v = w;
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}
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cost.AddCost(temp_cost);
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} while (w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL);
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if (!(flags & DC_EXEC) && (p->player_money < (cost.GetCost() + p->engine_renew_money) || cost.GetCost() == 0)) {
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if (!check && p->player_money < (cost.GetCost() + p->engine_renew_money) && ( _local_player == v->owner ) && cost.GetCost() != 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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case VEH_TRAIN: message = STR_TRAIN_AUTORENEW_FAILED; break;
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case VEH_ROAD: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
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case VEH_SHIP: message = STR_SHIP_AUTORENEW_FAILED; break;
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case VEH_AIRCRAFT: message = STR_AIRCRAFT_AUTORENEW_FAILED; break;
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// This should never happen
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default: NOT_REACHED(); message = 0; break;
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}
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AddNewsItem(message, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
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}
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if (stopped) v->vehstatus &= ~VS_STOPPED;
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if (display_costs) _current_player = OWNER_NONE;
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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
|
|
flags |= DC_EXEC;
|
|
}
|
|
|
|
/* If setting is on to try not to exceed the old length of the train with the replacement */
|
|
if (v->type == VEH_TRAIN && p->renew_keep_length) {
|
|
Vehicle *temp;
|
|
w = v;
|
|
|
|
while (v->u.rail.cached_total_length > old_total_length) {
|
|
// the train is too long. We will remove cars one by one from the start of the train until it's short enough
|
|
while (w != NULL && RailVehInfo(w->engine_type)->railveh_type != RAILVEH_WAGON) {
|
|
w = GetNextVehicle(w);
|
|
}
|
|
if (w == NULL) {
|
|
// we failed to make the train short enough
|
|
SetDParam(0, v->unitnumber);
|
|
AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NEWS_FLAGS(NM_SMALL, NF_VIEWPORT|NF_VEHICLE, NT_ADVICE, 0), v->index, 0);
|
|
break;
|
|
}
|
|
temp = w;
|
|
w = GetNextVehicle(w);
|
|
DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
|
|
MoveVehicleCargo(v, temp);
|
|
cost.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON));
|
|
}
|
|
}
|
|
|
|
if (stopped) v->vehstatus &= ~VS_STOPPED;
|
|
if (display_costs) {
|
|
if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
|
|
_current_player = OWNER_NONE;
|
|
}
|
|
return cost;
|
|
}
|