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@ r9859:8c15dba58099
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Location: cpp/openttd-patchpack/source/src/autoreplace_cmd.cpp
r9859:8c15dba58099
20.0 KiB
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(svn r14004) -Codechange: Clean of drop down lists.
Move empty item drawing to base ListItem Draw() function.
Remove String() from base class.
Pass correct width to Draw().
Move empty item drawing to base ListItem Draw() function.
Remove String() from base class.
Pass correct width to Draw().
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/** @file autoreplace_cmd.cpp Deals with autoreplace execution but not the setup */
#include "stdafx.h"
#include "openttd.h"
#include "roadveh.h"
#include "ship.h"
#include "news_func.h"
#include "player_func.h"
#include "debug.h"
#include "vehicle_gui.h"
#include "train.h"
#include "aircraft.h"
#include "cargotype.h"
#include "group.h"
#include "strings_func.h"
#include "command_func.h"
#include "vehicle_func.h"
#include "functions.h"
#include "variables.h"
#include "autoreplace_func.h"
#include "articulated_vehicles.h"
#include "table/strings.h"
/*
* move the cargo from one engine to another if possible
*/
static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
{
Vehicle *v = dest;
do {
do {
if (source->cargo_type != dest->cargo_type)
continue; // cargo not compatible
if (dest->cargo.Count() == dest->cargo_cap)
continue; // the destination vehicle is already full
uint units_moved = min(source->cargo.Count(), dest->cargo_cap - dest->cargo.Count());
source->cargo.MoveTo(&dest->cargo, units_moved);
// copy the age of the cargo
dest->day_counter = source->day_counter;
dest->tick_counter = source->tick_counter;
} while (source->cargo.Count() > 0 && (dest = dest->Next()) != NULL);
dest = v;
} while ((source = source->Next()) != NULL);
/*
* The of the train will be incorrect at this moment. This is due
* to the fact that removing the old wagon updates the weight of
* the complete train, which is without the weight of cargo we just
* moved back into some (of the) new wagon(s).
*/
if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->First(), true);
}
/**
* Tests whether refit orders that applied to v will also apply to the new vehicle type
* @param v The vehicle to be replaced
* @param engine_type The type we want to replace with
* @return true iff all refit orders stay valid
*/
static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, EngineID engine_type)
{
const Order *o;
const Vehicle *u;
uint32 union_refit_mask_a = GetUnionOfArticulatedRefitMasks(v->engine_type, v->type, false);
uint32 union_refit_mask_b = GetUnionOfArticulatedRefitMasks(engine_type, v->type, false);
if (v->type == VEH_TRAIN) {
u = v->First();
} else {
u = v;
}
FOR_VEHICLE_ORDERS(u, o) {
if (!o->IsRefit()) continue;
CargoID cargo_type = o->GetRefitCargo();
if (!HasBit(union_refit_mask_a, cargo_type)) continue;
if (!HasBit(union_refit_mask_b, cargo_type)) return false;
}
return true;
}
/**
* Function to find what type of cargo to refit to when autoreplacing
* @param *v Original vehicle, that is being replaced
* @param engine_type The EngineID of the vehicle that is being replaced to
* @return The cargo type to replace to
* CT_NO_REFIT is returned if no refit is needed
* 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
*/
static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
{
CargoID cargo_type;
if (GetUnionOfArticulatedRefitMasks(engine_type, v->type, true) == 0) return CT_NO_REFIT; // Don't try to refit an engine with no cargo capacity
if (IsArticulatedVehicleCarryingDifferentCargos(v, &cargo_type)) return CT_INVALID; // We cannot refit to mixed cargos in an automated way
uint32 available_cargo_types = GetIntersectionOfArticulatedRefitMasks(engine_type, v->type, true);
if (cargo_type == CT_INVALID) {
if (v->type != VEH_TRAIN) return CT_NO_REFIT; // If the vehicle does not carry anything at all, every replacement is fine.
/* the old engine didn't have cargo capacity, but the new one does
* now we will figure out what cargo the train is carrying and refit to fit this */
for (v = v->First(); v != NULL; v = v->Next()) {
if (v->cargo_cap == 0) continue;
/* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */
if (HasBit(available_cargo_types, v->cargo_type)) {
/* Do we have to refit the vehicle, or is it already carrying the right cargo? */
uint16 *default_capacity = GetCapacityOfArticulatedParts(engine_type, v->type);
for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
if (cid != cargo_type && default_capacity[cid] > 0) return cargo_type;
}
return CT_NO_REFIT;
}
}
return CT_NO_REFIT; // We failed to find a cargo type on the old vehicle and we will not refit the new one
} else {
if (!HasBit(available_cargo_types, cargo_type)) return CT_INVALID; // We can't refit the vehicle to carry the cargo we want
if (!VerifyAutoreplaceRefitForOrders(v, engine_type)) return CT_INVALID; // Some refit orders loose their effect
/* Do we have to refit the vehicle, or is it already carrying the right cargo? */
uint16 *default_capacity = GetCapacityOfArticulatedParts(engine_type, v->type);
for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
if (cid != cargo_type && default_capacity[cid] > 0) return cargo_type;
}
return CT_NO_REFIT;
}
}
/** Replaces a vehicle (used to be called autorenew)
* This function is only called from MaybeReplaceVehicle()
* Must be called with _current_player set to the owner of the vehicle
* @param w Vehicle to replace
* @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
* @param p The vehicle owner (faster than refinding the pointer)
* @param new_engine_type The EngineID to replace to
* @return value is cost of the replacement or CMD_ERROR
*/
static CommandCost ReplaceVehicle(Vehicle **w, uint32 flags, Money total_cost, const Player *p, EngineID new_engine_type)
{
CommandCost cost;
CommandCost sell_value;
Vehicle *old_v = *w;
const UnitID cached_unitnumber = old_v->unitnumber;
bool new_front = false;
Vehicle *new_v = NULL;
char *vehicle_name = NULL;
CargoID replacement_cargo_type;
replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);
/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
if (replacement_cargo_type == CT_INVALID) return CommandCost();
sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v));
/* We give the player a loan of the same amount as the sell value.
* This is needed in case he needs the income from the sale to build the new vehicle.
* 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, 0, flags | DC_AUTOREPLACE, GetCmdBuildVeh(old_v));
if (CmdFailed(cost)) {
/* Take back the money we just gave the player */
sell_value.MultiplyCost(-1);
SubtractMoneyFromPlayer(sell_value);
return cost;
}
if (replacement_cargo_type != CT_NO_REFIT) {
/* add refit cost */
CommandCost refit_cost = GetRefitCost(new_engine_type);
if (old_v->type == VEH_TRAIN && RailVehInfo(new_engine_type)->railveh_type == RAILVEH_MULTIHEAD) {
/* Since it's a dualheaded engine we have to pay once more because the rear end is being refitted too. */
refit_cost.AddCost(refit_cost);
}
cost.AddCost(refit_cost);
}
if (flags & DC_EXEC) {
new_v = GetVehicle(_new_vehicle_id);
*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
/* refit if needed */
if (replacement_cargo_type != CT_NO_REFIT) {
if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, GetCmdRefitVeh(new_v)))) {
/* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */
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);
}
}
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()))) {
// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
SetBit(new_v->u.rail.flags, VRF_REVERSE_DIRECTION);
}
if (old_v->type == VEH_TRAIN && !IsFrontEngine(old_v)) {
/* this is a railcar. We need to move the car into the train
* We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
* sell the old engine in a moment
*/
/* Get the vehicle in front of the one we move out */
Vehicle *front = old_v->Previous();
if (front == NULL) {
/* It would appear that we have the front wagon of a row of wagons without engines */
Vehicle *next = old_v->Next();
if (next != NULL) {
/* Move the chain to the new front wagon */
DoCommand(0, (new_v->index << 16) | next->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
}
} else {
/* 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 */
if (IsRearDualheaded(front)) front = front->Previous();
/* Now we move the old one out of the train */
DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
/* Add the new vehicle */
CommandCost tmp_move = DoCommand(0, (front->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
if (CmdFailed(tmp_move)) {
cost.AddCost(tmp_move);
DoCommand(0, new_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN));
}
}
} else {
// copy/clone the orders
DoCommand(0, (old_v->index << 16) | new_v->index, old_v->IsOrderListShared() ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
new_v->cur_order_index = old_v->cur_order_index;
ChangeVehicleViewWindow(old_v->index, new_v->index);
new_v->profit_this_year = old_v->profit_this_year;
new_v->profit_last_year = old_v->profit_last_year;
new_v->service_interval = old_v->service_interval;
DoCommand(0, old_v->group_id, new_v->index, flags, CMD_ADD_VEHICLE_GROUP);
new_front = true;
new_v->unitnumber = old_v->unitnumber; // use the same unit number
new_v->dest_tile = old_v->dest_tile;
new_v->current_order = old_v->current_order;
if (old_v->type == VEH_TRAIN && GetNextVehicle(old_v) != NULL){
Vehicle *temp_v = GetNextVehicle(old_v);
// move the entire train to the new engine, excluding the old engine
if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) {
// we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead
temp_v = GetNextVehicle(temp_v);
}
if (temp_v != NULL) {
CommandCost tmp_move = DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
if (CmdFailed(tmp_move)) {
cost.AddCost(tmp_move);
DoCommand(0, temp_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN));
}
}
}
}
if (CmdSucceeded(cost)) {
/* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */
MoveVehicleCargo(new_v->type == VEH_TRAIN ? new_v->First() : new_v, old_v);
/* Get the name of the old vehicle if it has a custom name. */
if (old_v->name != NULL) vehicle_name = strdup(old_v->name);
}
} else { // flags & DC_EXEC not set
CommandCost tmp_move;
if (old_v->type == VEH_TRAIN && IsFrontEngine(old_v)) {
Vehicle *next_veh = GetNextUnit(old_v); // don't try to move the rear multiheaded engine or articulated parts
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, 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));
}
}
/* Ensure that the player will not end up having negative money while autoreplacing
* This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */
if (CmdFailed(tmp_move) || p->player_money < (cost.GetCost() + total_cost)) {
/* Pay back the loan */
sell_value.MultiplyCost(-1);
SubtractMoneyFromPlayer(sell_value);
return CMD_ERROR;
}
}
/* Take back the money we just gave the player just before building the vehicle
* The player will get the same amount now that the sale actually takes place */
sell_value.MultiplyCost(-1);
SubtractMoneyFromPlayer(sell_value);
/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v)));
if (CmdFailed(cost)) return cost;
if (new_front) {
/* now we assign the old unitnumber to the new vehicle */
new_v->unitnumber = cached_unitnumber;
}
/* Transfer the name of the old vehicle */
if ((flags & DC_EXEC) && vehicle_name != NULL) {
_cmd_text = vehicle_name;
DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE);
free(vehicle_name);
}
return cost;
}
/** Removes wagons from a train until it get a certain length
* @param v The vehicle
* @param old_total_length The wanted max length
* @return The profit from selling the wagons
*/
static CommandCost WagonRemoval(Vehicle *v, uint16 old_total_length)
{
if (v->type != VEH_TRAIN) return CommandCost();
Vehicle *front = v;
CommandCost cost = CommandCost();
while (front->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 (v != NULL && RailVehInfo(v->engine_type)->railveh_type != RAILVEH_WAGON) {
/* We move backwards in the train until we find a wagon */
v = GetNextVehicle(v);
}
if (v == NULL) {
/* We sold all the wagons and the train is still not short enough */
SetDParam(0, front->unitnumber);
AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NS_ADVICE, front->index, 0);
return cost;
}
/* We found a wagon we can sell */
Vehicle *temp = v;
v = GetNextVehicle(v);
DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); // remove the wagon from the train
MoveVehicleCargo(front, temp); // move the cargo back on the train
cost.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON)); // sell the wagon
}
return cost;
}
/** Get the EngineID of the replacement for a vehicle
* @param v The vehicle to find a replacement for
* @param p The vehicle's owner (it's faster to forward the pointer than refinding it)
* @return the EngineID of the replacement. INVALID_ENGINE if no buildable replacement is found
*/
static EngineID GetNewEngineType(const Vehicle *v, const Player *p)
{
assert(v->type != VEH_TRAIN || !IsArticulatedPart(v));
if (v->type == VEH_TRAIN && IsRearDualheaded(v)) {
/* we build the rear ends of multiheaded trains with the front ones */
return INVALID_ENGINE;
}
EngineID e = EngineReplacementForPlayer(p, v->engine_type, v->group_id);
if (e != INVALID_ENGINE && IsEngineBuildable(e, v->type, _current_player)) {
return e;
}
if (v->NeedsAutorenewing(p) && // replace if engine is too old
IsEngineBuildable(v->engine_type, v->type, _current_player)) { // engine can still be build
return v->engine_type;
}
return INVALID_ENGINE;
}
/** replaces a vehicle if it's set for autoreplace or is too old
* (used to be called autorenew)
* @param v The vehicle to replace
* if the vehicle is a train, v needs to be the front engine
* @param flags
* @param display_costs If set, a cost animation is shown (only if DC_EXEC is set)
* This bool also takes autorenew money into consideration
* @return the costs, the success bool and sometimes an error message
*/
CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs)
{
Vehicle *w;
Player *p = GetPlayer(v->owner);
CommandCost cost;
bool stopped = false;
BackuppedVehicle backup(true);
/* We only want "real" vehicle types. */
assert(IsPlayerBuildableVehicleType(v));
/* Ensure that this bool is cleared. */
assert(!v->leave_depot_instantly);
/* We can't sell if the current player don't own the vehicle. */
assert(v->owner == _current_player);
if (!v->IsInDepot()) {
/* The vehicle should be inside the depot */
switch (v->type) {
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;
}
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