mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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530 lines
20 KiB
C++
530 lines
20 KiB
C++
/* $Id$ */
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/** @file autoreplace_cmd.cpp Deals with autoreplace execution but not the setup */
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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 "news_func.h"
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#include "player_func.h"
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#include "debug.h"
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#include "vehicle_gui.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 "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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#include "autoreplace_func.h"
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#include "articulated_vehicles.h"
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#include "table/strings.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(), true);
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}
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/**
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* Tests whether refit orders that applied to v will also apply to the new vehicle type
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* @param v The vehicle to be replaced
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* @param engine_type The type we want to replace with
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* @return true iff all refit orders stay valid
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*/
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static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, 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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uint32 union_refit_mask_a = GetUnionOfArticulatedRefitMasks(v->engine_type, v->type, false);
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uint32 union_refit_mask_b = GetUnionOfArticulatedRefitMasks(engine_type, v->type, false);
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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->IsRefit()) continue;
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CargoID cargo_type = o->GetRefitCargo();
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if (!HasBit(union_refit_mask_a, cargo_type)) continue;
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if (!HasBit(union_refit_mask_b, cargo_type)) 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 cargo_type;
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if (GetUnionOfArticulatedRefitMasks(engine_type, v->type, true) == 0) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity
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if (IsArticulatedVehicleCarryingDifferentCargos(v, &cargo_type)) return CT_INVALID; // We cannot refit to mixed cargos in an automated way
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uint32 available_cargo_types = GetIntersectionOfArticulatedRefitMasks(engine_type, v->type, true);
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if (cargo_type == CT_INVALID) {
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if (v->type != VEH_TRAIN) return CT_NO_REFIT; // If the vehicle does not carry anything at all, every replacement is fine.
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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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for (v = v->First(); v != NULL; v = v->Next()) {
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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 (HasBit(available_cargo_types, v->cargo_type)) {
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/* Do we have to refit the vehicle, or is it already carrying the right cargo? */
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uint16 *default_capacity = GetCapacityOfArticulatedParts(engine_type, v->type);
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for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
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if (cid != cargo_type && default_capacity[cid] > 0) return cargo_type;
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}
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return CT_NO_REFIT;
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}
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}
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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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} else {
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if (!HasBit(available_cargo_types, cargo_type)) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want
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if (!VerifyAutoreplaceRefitForOrders(v, engine_type)) return CT_INVALID; // Some refit orders loose their effect
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/* Do we have to refit the vehicle, or is it already carrying the right cargo? */
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uint16 *default_capacity = GetCapacityOfArticulatedParts(engine_type, v->type);
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for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
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if (cid != cargo_type && default_capacity[cid] > 0) return cargo_type;
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}
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return CT_NO_REFIT;
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}
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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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* @param p The vehicle owner (faster than refinding the pointer)
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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, 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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Vehicle *old_v = *w;
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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 = NULL;
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CargoID replacement_cargo_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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SubtractMoneyFromPlayer(sell_value);
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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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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 && RailVehInfo(new_engine_type)->railveh_type == RAILVEH_MULTIHEAD) {
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/* Since it's a dualheaded engine we have to pay once more because the rear end is being refitted too. */
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refit_cost.AddCost(refit_cost);
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}
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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 (front == NULL) {
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/* It would appear that we have the front wagon of a row of wagons without engines */
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Vehicle *next = old_v->Next();
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if (next != NULL) {
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/* Move the chain to the new front wagon */
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DoCommand(0, (new_v->index << 16) | next->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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}
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} else {
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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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CommandCost tmp_move = DoCommand(0, (front->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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if (CmdFailed(tmp_move)) {
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cost.AddCost(tmp_move);
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DoCommand(0, new_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN));
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}
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}
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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, old_v->IsOrderListShared() ? 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->index, new_v->index);
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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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CommandCost tmp_move = DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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if (CmdFailed(tmp_move)) {
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cost.AddCost(tmp_move);
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DoCommand(0, temp_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN));
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}
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}
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}
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}
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if (CmdSucceeded(cost)) {
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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 (old_v->name != NULL) vehicle_name = strdup(old_v->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, 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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}
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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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/* 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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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 (CmdFailed(cost)) return cost;
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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 != NULL) {
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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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free(vehicle_name);
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}
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return cost;
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}
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/** Removes wagons from a train until it get a certain length
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* @param v The vehicle
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* @param old_total_length The wanted max length
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* @return The profit from selling the wagons
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*/
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static CommandCost WagonRemoval(Vehicle *v, uint16 old_total_length)
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{
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if (v->type != VEH_TRAIN) return CommandCost();
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Vehicle *front = v;
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CommandCost cost = CommandCost();
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while (front->u.rail.cached_total_length > old_total_length) {
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/* the train is too long. We will remove cars one by one from the start of the train until it's short enough */
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while (v != NULL && RailVehInfo(v->engine_type)->railveh_type != RAILVEH_WAGON) {
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/* We move backwards in the train until we find a wagon */
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v = GetNextVehicle(v);
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}
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if (v == NULL) {
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/* We sold all the wagons and the train is still not short enough */
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SetDParam(0, front->unitnumber);
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AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NS_ADVICE, front->index, 0);
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return cost;
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}
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/* We found a wagon we can sell */
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Vehicle *temp = v;
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v = GetNextVehicle(v);
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DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); // remove the wagon from the train
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MoveVehicleCargo(front, temp); // move the cargo back on the train
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cost.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON)); // sell the wagon
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}
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return cost;
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}
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/** Get the EngineID of the replacement for a vehicle
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* @param v The vehicle to find a replacement for
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* @param p The vehicle's owner (it's faster to forward the pointer than refinding it)
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* @return the EngineID of the replacement. INVALID_ENGINE if no buildable replacement is found
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*/
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static EngineID GetNewEngineType(const Vehicle *v, const Player *p)
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{
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assert(v->type != VEH_TRAIN || !IsArticulatedPart(v));
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if (v->type == VEH_TRAIN && IsRearDualheaded(v)) {
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/* we build the rear ends of multiheaded trains with the front ones */
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return INVALID_ENGINE;
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}
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EngineID e = EngineReplacementForPlayer(p, v->engine_type, v->group_id);
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if (e != INVALID_ENGINE && IsEngineBuildable(e, v->type, _current_player)) {
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return e;
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}
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if (v->NeedsAutorenewing(p) && // replace if engine is too old
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IsEngineBuildable(v->engine_type, v->type, _current_player)) { // engine can still be build
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return v->engine_type;
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}
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return INVALID_ENGINE;
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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 flags
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* @param display_costs If set, a cost animation is shown (only if DC_EXEC is set)
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* This bool also takes autorenew money into consideration
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* @return the costs, the success bool and sometimes an error message
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*/
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CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs)
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{
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Vehicle *w;
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Player *p = GetPlayer(v->owner);
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CommandCost cost;
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bool stopped = false;
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BackuppedVehicle backup(true);
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/* We only want "real" vehicle types. */
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assert(IsPlayerBuildableVehicleType(v));
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/* Ensure that this bool is cleared. */
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assert(!v->leave_depot_instantly);
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/* We can't sell if the current player don't own the vehicle. */
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assert(v->owner == _current_player);
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if (!v->IsInDepot()) {
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/* The vehicle should be inside the depot */
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switch (v->type) {
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default: NOT_REACHED();
|
|
case VEH_TRAIN: return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED); break;
|
|
case VEH_ROAD: return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE); break;
|
|
case VEH_SHIP: return_cmd_error(STR_980B_SHIP_MUST_BE_STOPPED_IN); break;
|
|
case VEH_AIRCRAFT: return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED); break;
|
|
}
|
|
}
|
|
|
|
/* Remember the length in case we need to trim train later on
|
|
* If it's not a train, the value is unused
|
|
* round up to the length of the tiles used for the train instead of the train length instead
|
|
* Useful when newGRF uses custom length */
|
|
uint16 old_total_length = (v->type == VEH_TRAIN ?
|
|
(v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE :
|
|
-1
|
|
);
|
|
|
|
if (!(v->vehstatus & VS_STOPPED)) {
|
|
/* The vehicle is moving so we better stop it before we might alter consist or sell it */
|
|
v->vehstatus |= VS_STOPPED;
|
|
/* Remember that we stopped the vehicle */
|
|
stopped = true;
|
|
}
|
|
|
|
{
|
|
cost = CommandCost(EXPENSES_NEW_VEHICLES);
|
|
w = v;
|
|
do {
|
|
EngineID new_engine = GetNewEngineType(w, p);
|
|
if (new_engine == INVALID_ENGINE) continue;
|
|
|
|
if (!backup.ContainsBackup()) {
|
|
/* We are going to try to replace a vehicle but we don't have any backup so we will make one. */
|
|
backup.Backup(v, p);
|
|
}
|
|
/* Now replace the vehicle.
|
|
* First we need to cache if it's the front vehicle as we need to update the v pointer if it is.
|
|
* If the replacement fails then we can't trust the data in the vehicle hence the reason to cache the result. */
|
|
bool IsFront = w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE;
|
|
|
|
cost.AddCost(ReplaceVehicle(&w, DC_EXEC, cost.GetCost(), p, new_engine));
|
|
|
|
if (IsFront) {
|
|
/* now we bought a new engine and sold the old one. We need to fix the
|
|
* pointers in order to avoid pointing to the old one for trains: these
|
|
* pointers should point to the front engine and not the cars
|
|
*/
|
|
v = w;
|
|
}
|
|
} while (CmdSucceeded(cost) && w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL);
|
|
|
|
if (CmdSucceeded(cost) && v->type == VEH_TRAIN && p->renew_keep_length) {
|
|
/* Remove wagons until the wanted length is reached */
|
|
cost.AddCost(WagonRemoval(v, old_total_length));
|
|
}
|
|
|
|
if (flags & DC_QUERY_COST || cost.GetCost() == 0) {
|
|
/* We didn't do anything during the replace so we will just exit here */
|
|
v = backup.Restore(v, p);
|
|
if (stopped) v->vehstatus &= ~VS_STOPPED;
|
|
return cost;
|
|
}
|
|
|
|
if (display_costs) {
|
|
/* We want to ensure that we will not get below p->engine_renew_money.
|
|
* We will not actually pay this amount. It's for display and checks only. */
|
|
CommandCost tmp = cost;
|
|
tmp.AddCost((Money)p->engine_renew_money);
|
|
if (CmdSucceeded(tmp) && GetAvailableMoneyForCommand() < tmp.GetCost()) {
|
|
/* We don't have enough money so we will set cost to failed */
|
|
cost.AddCost((Money)p->engine_renew_money);
|
|
cost.AddCost(CMD_ERROR);
|
|
}
|
|
}
|
|
|
|
if (display_costs && CmdFailed(cost)) {
|
|
if (GetAvailableMoneyForCommand() < cost.GetCost() && IsLocalPlayer()) {
|
|
StringID message;
|
|
SetDParam(0, v->unitnumber);
|
|
switch (v->type) {
|
|
case VEH_TRAIN: message = STR_TRAIN_AUTORENEW_FAILED; break;
|
|
case VEH_ROAD: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
|
|
case VEH_SHIP: message = STR_SHIP_AUTORENEW_FAILED; break;
|
|
case VEH_AIRCRAFT: message = STR_AIRCRAFT_AUTORENEW_FAILED; break;
|
|
// This should never happen
|
|
default: NOT_REACHED(); message = 0; break;
|
|
}
|
|
|
|
AddNewsItem(message, NS_ADVICE, v->index, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (display_costs && IsLocalPlayer() && (flags & DC_EXEC) && CmdSucceeded(cost)) {
|
|
ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
|
|
}
|
|
|
|
if (!(flags & DC_EXEC) || CmdFailed(cost)) {
|
|
v = backup.Restore(v, p);
|
|
}
|
|
|
|
/* Start the vehicle if we stopped it earlier */
|
|
if (stopped) v->vehstatus &= ~VS_STOPPED;
|
|
|
|
return cost;
|
|
}
|