From 9751fbe4dc90335da710e9814eb366a855daba5f Mon Sep 17 00:00:00 2001 From: frosch Date: Sat, 16 Aug 2008 14:15:32 +0000 Subject: (svn r14085) -Cleanup (r14083): Remove no longer used functions. --- src/autoreplace_cmd.cpp | 390 ------------------------------------------------ 1 file changed, 390 deletions(-) (limited to 'src/autoreplace_cmd.cpp') 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. -- cgit v1.2.3-54-g00ecf