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@@ -1597,49 +1597,49 @@ static void MoveVehicleCargo(Vehicle *de
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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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/* 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 int32 ReplaceVehicle(Vehicle **w, byte flags)
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{
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int32 cost;
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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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new_engine_type = EngineReplacement(p, old_v->engine_type);
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new_engine_type = EngineReplacementForPlayer(p, old_v->engine_type);
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if (new_engine_type == INVALID_ENGINE) new_engine_type = old_v->engine_type;
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cost = DoCommand(old_v->x_pos, old_v->y_pos, new_engine_type, 1, flags, CMD_BUILD_VEH(old_v->type));
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if (CmdFailed(cost)) return cost;
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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 (new_v->type != VEH_Road) { // road vehicles can't be refitted
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if (old_v->cargo_type != new_v->cargo_type && old_v->cargo_cap != 0 && new_v->cargo_cap != 0) {// some train engines do not have cargo capacity
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DoCommand(0, 0, new_v->index, old_v->cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type));
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}
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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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DoCommand(0, 0, (GetPrevVehicleInChain(old_v)->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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/* Now we move the old one out of the train */
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@@ -1718,49 +1718,49 @@ static void MaybeReplaceVehicle(Vehicle
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assert(v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship || v->type == VEH_Aircraft);
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assert(v->vehstatus & VS_STOPPED); // the vehicle should have been stopped in VehicleEnteredDepotThisTick() if needed
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if (v->leave_depot_instantly) {
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// we stopped the vehicle to do this, so we have to remember to start it again when we are done
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// we need to store this info as the engine might be replaced and lose this info
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stopped = true;
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}
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for (;;) {
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cost = 0;
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w = v;
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do {
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if (w->type == VEH_Train && IsMultiheaded(w) && !IsTrainEngine(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 (!EngineHasReplacement(p, w->engine_type)) // updates to a new model
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if (!EngineHasReplacementForPlayer(p, w->engine_type)) // updates to a new model
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continue;
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}
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/* Now replace the vehicle */
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temp_cost = ReplaceVehicle(&w, flags);
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if (flags & DC_EXEC &&
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(w->type != VEH_Train || w->u.rail.first_engine == INVALID_VEHICLE)) {
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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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if (CmdFailed(temp_cost)) break;
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cost += temp_cost;
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} while (w->type == VEH_Train && (w = GetNextVehicle(w)) != NULL);
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if (!(flags & DC_EXEC) && (CmdFailed(temp_cost) || 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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StringID message;
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SetDParam(0, v->unitnumber);
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