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@@ -526,6 +526,18 @@ Vehicle *_first_veh_in_depot_list;
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*/
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void VehicleEnteredDepotThisTick(Vehicle *v)
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{
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// we need to set v->leave_depot_instantly as we have no control of it's contents at this time
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if (!HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT)) {
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// the vehicle do not plan on stopping in the depot, so we stop it to ensure that it will not reserve the path
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// out of the depot before we might autoreplace it to a different engine. The new engine would not own the reserved path
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// we store that we stopped the vehicle, so autoreplace can start it again
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v->vehstatus |= VS_STOPPED;
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v->leave_depot_instantly = true;
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} else {
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// we keep the vehicle in the depot
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v->leave_depot_instantly = false;
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}
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if (_first_veh_in_depot_list == NULL) {
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_first_veh_in_depot_list = v;
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} else {
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@@ -1610,9 +1622,11 @@ static void MaybeReplaceVehicle(Vehicle
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_current_player = v->owner;
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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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if (!(v->vehstatus&VS_STOPPED)) {
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stopped = true; // we stop the vehicle to do this, so we have to remember to start it again when we are done
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DoCommand(0, 0, v->index, 0, DC_EXEC, CMD_STARTSTOP_VEH(v->type));
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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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while (true) {
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@@ -1663,7 +1677,7 @@ static void MaybeReplaceVehicle(Vehicle
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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)
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DoCommand(0, 0, v->index, 0, DC_EXEC, CMD_STARTSTOP_VEH(v->type)); //we start the vehicle again
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v->vehstatus &= ~VS_STOPPED; //we start the vehicle again
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return;
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}
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@@ -1679,7 +1693,7 @@ static void MaybeReplaceVehicle(Vehicle
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if (IsLocalPlayer()) ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost);
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if (stopped)
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DoCommand(0, 0, v->index, 0, DC_EXEC, CMD_STARTSTOP_VEH(v->type)); //we start the vehicle again
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v->vehstatus &= ~VS_STOPPED; //we start the vehicle again
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_current_player = OWNER_NONE;
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}
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