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-rw-r--r--src/autoreplace_cmd.cpp390
-rw-r--r--src/player_base.h12
-rw-r--r--src/players.cpp18
-rw-r--r--src/vehicle.cpp152
-rw-r--r--src/vehicle_base.h21
5 files changed, 0 insertions, 593 deletions
diff --git a/src/autoreplace_cmd.cpp b/src/autoreplace_cmd.cpp
index cb1d11556..b5bef83f7 100644
--- a/src/autoreplace_cmd.cpp
+++ b/src/autoreplace_cmd.cpp
@@ -88,42 +88,6 @@ bool CheckAutoreplaceValidity(EngineID from, EngineID to, PlayerID player)
return EnginesGotCargoInCommon(from, to, type);
}
-/*
- * 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);
-}
-
-
/** Transfer cargo from a single (articulated )old vehicle to the new vehicle chain
* @param old_veh Old vehicle that will be sold
* @param new_head Head of the completely constructed new vehicle chain
@@ -234,224 +198,6 @@ static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
}
}
-/** 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)
@@ -480,142 +226,6 @@ static EngineID GetNewEngineType(const Vehicle *v, const Player *p)
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;
-}
-
/** Builds and refits a replacement vehicle
* Important: The old vehicle is still in the original vehicle chain (used for determining the cargo when the old vehicle did not carry anything, but the new one does)
* @param old_veh A single (articulated/multiheaded) vehicle that shall be replaced.
diff --git a/src/player_base.h b/src/player_base.h
index 6f11e54e3..3ede33f15 100644
--- a/src/player_base.h
+++ b/src/player_base.h
@@ -92,18 +92,6 @@ static inline bool IsValidPlayerID(PlayerID index)
#define FOR_ALL_PLAYERS_FROM(d, start) for (d = GetPlayer(start); d != NULL; d = (d->index + 1U < GetPlayerPoolSize()) ? GetPlayer(d->index + 1U) : NULL) if (d->IsValid())
#define FOR_ALL_PLAYERS(d) FOR_ALL_PLAYERS_FROM(d, 0)
-struct PlayerMoneyBackup {
-private:
- Money backup_yearly_expenses[EXPENSES_END];
- PlayerEconomyEntry backup_cur_economy;
- Player *p;
-
-public:
- PlayerMoneyBackup(Player *player);
-
- void Restore();
-};
-
static inline byte ActivePlayerCount()
{
const Player *p;
diff --git a/src/players.cpp b/src/players.cpp
index e42d8d329..7f2bcbe01 100644
--- a/src/players.cpp
+++ b/src/players.cpp
@@ -231,24 +231,6 @@ bool CheckPlayerHasMoney(CommandCost cost)
return true;
}
-/** Backs up current economic data for a player
- */
-PlayerMoneyBackup::PlayerMoneyBackup(Player *player)
-{
- p = player;
- memcpy(backup_yearly_expenses, p->yearly_expenses, EXPENSES_END * sizeof(Money));
- backup_cur_economy = p->cur_economy;
-}
-
-/** Restore the economic data from last backup
- * This should only be used right after Player::BackupEconomy()
- */
-void PlayerMoneyBackup::Restore()
-{
- memcpy(p->yearly_expenses, backup_yearly_expenses, EXPENSES_END * sizeof(Money));
- p->cur_economy = backup_cur_economy;
-}
-
static void SubtractMoneyFromAnyPlayer(Player *p, CommandCost cost)
{
if (cost.GetCost() == 0) return;
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index 79e72e71a..bd64a4d69 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -2578,158 +2578,6 @@ void Vehicle::SetNext(Vehicle *next)
}
}
-/** Backs up a chain of vehicles
- * @param v The vehicle to back up
- */
-void BackuppedVehicle::BackupVehicle(Vehicle *v)
-{
- int length = CountVehiclesInChain(v);
-
- size_t cargo_packages_count = 1;
- for (const Vehicle *v_count = v; v_count != NULL; v_count=v_count->Next()) {
- /* Now we count how many cargo packets we need to store.
- * We started with an offset by one because we also need an end of array marker. */
- cargo_packages_count += v_count->cargo.packets.size();
- }
-
- vehicles = MallocT<Vehicle>(length);
- cargo_packets = MallocT<CargoPacket>(cargo_packages_count);
-
- /* Now we make some pointers to iterate over the arrays. */
- Vehicle *copy = vehicles;
- CargoPacket *cargo = cargo_packets;
-
- Vehicle *original = v;
-
- for (; 0 < length; original = original->Next(), copy++, length--) {
- /* First we need to copy the vehicle itself.
- * However there is an issue as the cargo list isn't copied.
- * To avoid restoring invalid pointers we start by swapping the cargo list with an empty one. */
- CargoList::List empty_packets;
- original->cargo.packets.swap(empty_packets);
- memcpy(copy, original, sizeof(Vehicle));
-
- /* No need to do anything else if the cargo list is empty.
- * It really doesn't matter if we swap an empty list with an empty list. */
- if (original->cargo.Empty()) continue;
-
- /* And now we swap the cargo lists back. The vehicle now has it's cargo again. */
- original->cargo.packets.swap(empty_packets);
-
- /* The vehicle contains some cargo so we will back up the cargo as well.
- * We only need to store the packets and not which vehicle they came from.
- * We will still be able to put them together with the right vehicle when restoring. */
- const CargoList::List *packets = original->cargo.Packets();
- for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
- memcpy(cargo, (*it), sizeof(CargoPacket));
- cargo++;
- }
- }
- /* We should end with a 0 packet so restoring can detect the end of the array. */
- memset(cargo, 0, sizeof(CargoPacket));
-}
-
-/** Restore a backed up row of vehicles
- * @param *v The array of vehicles to restore
- * @param *p The owner of the vehicle
- */
-Vehicle* BackuppedVehicle::RestoreBackupVehicle(Vehicle *v, Player *p)
-{
- Vehicle *backup = v;
- CargoPacket *cargo = cargo_packets;
-
- assert(v->owner == p->index);
-
- /* Cache the result of the vehicle type check since it will not change
- * and we need this check once for every run though the loop. */
- bool is_road_veh = v->type == VEH_ROAD;
-
- while (true) {
- Vehicle *dest = GetVehicle(backup->index);
- /* The vehicle should be free since we are restoring something we just sold. */
- assert(!dest->IsValid());
- memcpy(dest, backup, sizeof(Vehicle));
-
- /* We decreased the engine count when we sold the engines so we will increase it again. */
- if (IsEngineCountable(backup)) {
- p->num_engines[backup->engine_type]++;
- if (IsValidGroupID(backup->group_id)) GetGroup(backup->group_id)->num_engines[backup->engine_type]++;
- if (backup->IsPrimaryVehicle()) IncreaseGroupNumVehicle(backup->group_id);
- }
-
- /* Update hash. */
- Vehicle *dummy = dest;
- dest->old_new_hash = &dummy;
- dest->left_coord = INVALID_COORD;
- UpdateVehiclePosHash(dest, INVALID_COORD, 0);
-
- if (is_road_veh) {
- /* Removed the slot in the road vehicles as the slot is gone.
- * We don't want a pointer to a slot that's gone. */
- dest->u.road.slot = NULL;
- }
-
- if (!dest->cargo.Empty()) {
- /* The vehicle in question contains some cargo.
- * However we lost the list so we will have to recreate it.
- * We know that the packets are stored in the same order as the vehicles so
- * the one cargo_packets points to and maybe some following ones belongs to
- * the current vehicle.
- * Now all we have to do is to add the packets to a list and keep track of how
- * much cargo we restore and once we reached the cached cargo hold we recovered
- * everything for this vehicle. */
- uint cargo_count = 0;
- for(; cargo_count < dest->cargo.Count(); cargo++) {
- dest->cargo.packets.push_back(GetCargoPacket(cargo->index));
- cargo_count += cargo->count;
- }
- /* This design should always end up with the right amount of cargo. */
- assert(cargo_count == dest->cargo.Count());
- }
-
- if (backup->Next() == NULL) break;
- backup++;
- }
- return GetVehicle(v->index);
-}
-
-/** Restores a backed up vehicle
- * @param *v A vehicle we should sell and take the windows from (NULL for not using this)
- * @param *p The owner of the vehicle
- * @return The vehicle we restored (front for trains) or v if we didn't have anything to restore
- */
-Vehicle *BackuppedVehicle::Restore(Vehicle *v, Player *p)
-{
- if (!ContainsBackup()) return v;
- if (v != NULL) {
- ChangeVehicleViewWindow(v->index, INVALID_VEHICLE);
- DoCommand(0, v->index, 1, DC_EXEC, GetCmdSellVeh(v));
- }
- v = RestoreBackupVehicle(this->vehicles, p);
- ChangeVehicleViewWindow(INVALID_VEHICLE, v->index);
- if (orders != NULL) RestoreVehicleOrdersBruteForce(v, orders);
- if (economy != NULL) economy->Restore();
- /* If we stored cargo as well then we should restore it. */
- cargo_packets->RestoreBackup();
- return v;
-}
-
-/** Backs up a vehicle
- * This should never be called when the object already contains a backup
- * @param v the vehicle to backup
- * @param p If it's set to the vehicle's owner then economy is backed up. If NULL then economy backup will be skipped.
- */
-void BackuppedVehicle::Backup(Vehicle *v, Player *p)
-{
- assert(!ContainsBackup());
- if (p != NULL) {
- assert(p->index == v->owner);
- economy = new PlayerMoneyBackup(p);
- }
- BackupVehicle(v);
- if (orders != NULL) BackupVehicleOrders(v, orders);
-}
-
void StopAllVehicles()
{
Vehicle *v;
diff --git a/src/vehicle_base.h b/src/vehicle_base.h
index f7d646f9b..c2e9161f7 100644
--- a/src/vehicle_base.h
+++ b/src/vehicle_base.h
@@ -675,25 +675,4 @@ Trackdir GetVehicleTrackdir(const Vehicle* v);
void CheckVehicle32Day(Vehicle *v);
-struct BackuppedVehicle {
-private:
- Vehicle *vehicles;
- BackuppedOrders *orders;
- PlayerMoneyBackup *economy;
- CargoPacket *cargo_packets;
-
- void BackupVehicle(Vehicle *v);
- Vehicle* RestoreBackupVehicle(Vehicle *v, Player *p);
-
-public:
- BackuppedVehicle(bool include_orders) : vehicles(NULL), economy(NULL), cargo_packets(NULL) {
- orders = include_orders ? new BackuppedOrders() : NULL;
- }
- ~BackuppedVehicle() { free(vehicles); delete orders; delete economy; free(cargo_packets); }
-
- void Backup(Vehicle *v, Player *p = NULL);
- Vehicle *Restore(Vehicle *v, Player *p);
- bool ContainsBackup() { return vehicles != NULL; }
-};
-
#endif /* VEHICLE_BASE_H */