/* $Id$ */ /** @file autoreplace_cmd.cpp Deals with autoreplace execution but not the setup */ #include "stdafx.h" #include "openttd.h" #include "player_func.h" #include "debug.h" #include "vehicle_gui.h" #include "train.h" #include "aircraft.h" #include "roadveh.h" #include "rail.h" #include "command_func.h" #include "engine_base.h" #include "engine_func.h" #include "vehicle_func.h" #include "functions.h" #include "autoreplace_func.h" #include "articulated_vehicles.h" #include "core/alloc_func.hpp" #include "table/strings.h" /** Figure out if two engines got at least one type of cargo in common (refitting if needed) * @param engine_a one of the EngineIDs * @param engine_b the other EngineID * @param type the type of the engines * @return true if they can both carry the same type of cargo (or at least one of them got no capacity at all) */ static bool EnginesGotCargoInCommon(EngineID engine_a, EngineID engine_b, VehicleType type) { uint32 available_cargos_a = GetUnionOfArticulatedRefitMasks(engine_a, type, true); uint32 available_cargos_b = GetUnionOfArticulatedRefitMasks(engine_b, type, true); return (available_cargos_a == 0 || available_cargos_b == 0 || (available_cargos_a & available_cargos_b) != 0); } /** * Checks some basic properties whether autoreplace is allowed * @param from Origin engine * @param to Destination engine * @param player Player to check for * @return true if autoreplace is allowed */ bool CheckAutoreplaceValidity(EngineID from, EngineID to, PlayerID player) { /* First we make sure that it's a valid type the user requested * check that it's an engine that is in the engine array */ if (!IsEngineIndex(from) || !IsEngineIndex(to)) return false; /* we can't replace an engine into itself (that would be autorenew) */ if (from == to) return false; VehicleType type = GetEngine(from)->type; /* check that the new vehicle type is available to the player and its type is the same as the original one */ if (!IsEngineBuildable(to, type, player)) return false; switch (type) { case VEH_TRAIN: { const RailVehicleInfo *rvi_from = RailVehInfo(from); const RailVehicleInfo *rvi_to = RailVehInfo(to); /* make sure the railtypes are compatible */ if ((GetRailTypeInfo(rvi_from->railtype)->compatible_railtypes & GetRailTypeInfo(rvi_to->railtype)->compatible_railtypes) == 0) return false; /* make sure we do not replace wagons with engines or vise versa */ if ((rvi_from->railveh_type == RAILVEH_WAGON) != (rvi_to->railveh_type == RAILVEH_WAGON)) return false; break; } case VEH_ROAD: /* make sure that we do not replace a tram with a normal road vehicles or vise versa */ if (HasBit(EngInfo(from)->misc_flags, EF_ROAD_TRAM) != HasBit(EngInfo(to)->misc_flags, EF_ROAD_TRAM)) return false; break; case VEH_AIRCRAFT: /* make sure that we do not replace a plane with a helicopter or vise versa */ if ((AircraftVehInfo(from)->subtype & AIR_CTOL) != (AircraftVehInfo(to)->subtype & AIR_CTOL)) return false; break; default: break; } /* the engines needs to be able to carry the same cargo */ return EnginesGotCargoInCommon(from, to, type); } /** 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 * @param part_of_chain The vehicle is part of a train */ static void TransferCargo(Vehicle *old_veh, Vehicle *new_head, bool part_of_chain) { assert(!part_of_chain || IsFrontEngine(new_head)); /* Loop through source parts */ for (Vehicle *src = old_veh; src != NULL; src = src->Next()) { if (!part_of_chain && src->type == VEH_TRAIN && src != old_veh && src != old_veh->u.rail.other_multiheaded_part && !IsArticulatedPart(src)) { /* Skip vehicles, which do not belong to old_veh */ src = GetLastEnginePart(src); continue; } if (src->cargo_type >= NUM_CARGO || src->cargo.Count() == 0) continue; /* Find free space in the new chain */ for (Vehicle *dest = new_head; dest != NULL && src->cargo.Count() > 0; dest = dest->Next()) { if (!part_of_chain && dest->type == VEH_TRAIN && dest != new_head && dest != new_head->u.rail.other_multiheaded_part && !IsArticulatedPart(src)) { /* Skip vehicles, which do not belong to new_head */ dest = GetLastEnginePart(dest); continue; } if (dest->cargo_type != src->cargo_type) continue; uint amount = min(src->cargo.Count(), dest->cargo_cap - dest->cargo.Count()); if (amount <= 0) continue; src->cargo.MoveTo(&dest->cargo, amount); } } /* Update train weight etc., the old vehicle will be sold anyway */ if (part_of_chain && new_head->type == VEH_TRAIN) TrainConsistChanged(new_head, 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 * @param part_of_chain The vehicle is part of a train * @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, bool part_of_chain) { 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. if (!part_of_chain) return CT_NO_REFIT; /* 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 != v->cargo_type && default_capacity[cid] > 0) return v->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 (part_of_chain && !VerifyAutoreplaceRefitForOrders(v, engine_type)) return CT_INVALID; // Some refit orders lose 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; } } /** 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; } /** 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. * @param new_vehicle Returns the newly build and refittet vehicle * @param part_of_chain The vehicle is part of a train * @return cost or error */ static CommandCost BuildReplacementVehicle(Vehicle *old_veh, Vehicle **new_vehicle, bool part_of_chain) { *new_vehicle = NULL; /* Shall the vehicle be replaced? */ const Player *p = GetPlayer(_current_player); EngineID e = GetNewEngineType(old_veh, p); if (e == INVALID_ENGINE) return CommandCost(); // neither autoreplace is set, nor autorenew is triggered /* Does it need to be refitted */ CargoID refit_cargo = GetNewCargoTypeForReplace(old_veh, e, part_of_chain); if (refit_cargo == CT_INVALID) return CommandCost(); // incompatible cargos /* Build the new vehicle */ CommandCost cost = DoCommand(old_veh->tile, e, 0, DC_EXEC | DC_AUTOREPLACE, GetCmdBuildVeh(old_veh)); if (cost.Failed()) return cost; Vehicle *new_veh = GetVehicle(_new_vehicle_id); *new_vehicle = new_veh; /* Refit the vehicle if needed */ if (refit_cargo != CT_NO_REFIT) { cost.AddCost(DoCommand(0, new_veh->index, refit_cargo, DC_EXEC, GetCmdRefitVeh(new_veh))); assert(cost.Succeeded()); // This should be ensured by GetNewCargoTypeForReplace() } /* Try to reverse the vehicle, but do not care if it fails as the new type might not be reversible */ if (new_veh->type == VEH_TRAIN && HasBit(old_veh->u.rail.flags, VRF_REVERSE_DIRECTION)) { DoCommand(0, new_veh->index, true, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION); } return cost; } /** Issue a start/stop command * @param v a vehicle * @param evaluate_callback shall the start/stop callback be evaluated? * @return success or error */ static inline CommandCost StartStopVehicle(const Vehicle *v, bool evaluate_callback) { return DoCommand(0, v->index, evaluate_callback ? 1 : 0, DC_EXEC | DC_AUTOREPLACE, CMD_START_STOP_VEHICLE); } /** Issue a train vehicle move command * @param v The vehicle to move * @param after The vehicle to insert 'v' after, or NULL to start new chain * @param whole_chain move all vehicles following 'v' (true), or only 'v' (false) * @return success or error */ static inline CommandCost MoveVehicle(const Vehicle *v, const Vehicle *after, uint32 flags, bool whole_chain) { return DoCommand(0, v->index | (after != NULL ? after->index : INVALID_VEHICLE) << 16, whole_chain ? 1 : 0, flags, CMD_MOVE_RAIL_VEHICLE); } /** Copy head specific things to the new vehicle chain after it was successfully constructed * @param old_head The old front vehicle (no wagons attached anymore) * @param new_head The new head of the completely replaced vehicle chain * @param flags the command flags to use */ static CommandCost CopyHeadSpecificThings(Vehicle *old_head, Vehicle *new_head, uint32 flags) { CommandCost cost = CommandCost(); /* Share orders */ if (cost.Succeeded() && old_head != new_head) cost.AddCost(DoCommand(0, (old_head->index << 16) | new_head->index, CO_SHARE, DC_EXEC, CMD_CLONE_ORDER)); /* Copy group membership */ if (cost.Succeeded() && old_head != new_head) cost.AddCost(DoCommand(0, old_head->group_id, new_head->index, DC_EXEC, CMD_ADD_VEHICLE_GROUP)); /* Perform start/stop check whether the new vehicle suits newgrf restrictions etc. */ if (cost.Succeeded()) { /* Start the vehicle, might be denied by certain things */ assert((new_head->vehstatus & VS_STOPPED) != 0); cost.AddCost(StartStopVehicle(new_head, true)); /* Stop the vehicle again, but do not care about evil newgrfs allowing starting but not stopping :p */ if (cost.Succeeded()) cost.AddCost(StartStopVehicle(new_head, false)); } /* Last do those things which do never fail (resp. we do not care about), but which are not undo-able */ if (cost.Succeeded() && old_head != new_head && (flags & DC_EXEC) != 0) { /* Copy vehicle name */ if (old_head->name != NULL) { _cmd_text = old_head->name; DoCommand(0, new_head->index, 0, DC_EXEC | DC_AUTOREPLACE, CMD_RENAME_VEHICLE); _cmd_text = NULL; } /* Copy other things which cannot be copied by a command and which shall not stay resetted from the build vehicle command */ new_head->CopyVehicleConfigAndStatistics(old_head); /* Switch vehicle windows to the new vehicle, so they are not closed when the old vehicle is sold */ ChangeVehicleViewWindow(old_head->index, new_head->index); } return cost; } /** Replace a single unit in a free wagon chain * @param single_unit vehicle to let autoreplace/renew operator on * @param flags command flags * @param wagon_removal remove wagons when the resulting chain occupies more tiles than the old did * @param nothing_to_do is set to 'false' when something was done (only valid when not failed) * @return cost or error */ static CommandCost ReplaceFreeUnit(Vehicle **single_unit, uint32 flags, bool *nothing_to_do) { Vehicle *old_v = *single_unit; assert(old_v->type == VEH_TRAIN && !IsArticulatedPart(old_v) && !IsRearDualheaded(old_v)); CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0); /* Build and refit replacement vehicle */ Vehicle *new_v = NULL; cost.AddCost(BuildReplacementVehicle(old_v, &new_v, false)); /* Was a new vehicle constructed? */ if (cost.Succeeded() && new_v != NULL) { *nothing_to_do = false; if ((flags & DC_EXEC) != 0) { /* Move the new vehicle behind the old */ MoveVehicle(new_v, old_v, DC_EXEC, false); /* Take over cargo * Note: We do only transfer cargo from the old to the new vehicle. * I.e. we do not transfer remaining cargo to other vehicles. * Else you would also need to consider moving cargo to other free chains, * or doing the same in ReplaceChain(), which would be quite troublesome. */ TransferCargo(old_v, new_v, false); *single_unit = new_v; } /* Sell the old vehicle */ cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v))); /* If we are not in DC_EXEC undo everything */ if ((flags & DC_EXEC) == 0) { DoCommand(0, new_v->index, 0, DC_EXEC, GetCmdSellVeh(new_v)); } } return cost; } /** Replace a whole vehicle chain * @param chain vehicle chain to let autoreplace/renew operator on * @param flags command flags * @param wagon_removal remove wagons when the resulting chain occupies more tiles than the old did * @param nothing_to_do is set to 'false' when something was done (only valid when not failed) * @return cost or error */ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_removal, bool *nothing_to_do) { Vehicle *old_head = *chain; assert(old_head->IsPrimaryVehicle()); CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0); if (old_head->type == VEH_TRAIN) { /* Store the length of the old vehicle chain, rounded up to whole tiles */ uint16 old_total_length = (old_head->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE; int num_units = 0; ///< Number of units in the chain for (Vehicle *w = old_head; w != NULL; w = GetNextUnit(w)) num_units++; Vehicle **old_vehs = CallocT(num_units); ///< Will store vehicles of the old chain in their order Vehicle **new_vehs = CallocT(num_units); ///< New vehicles corresponding to old_vehs or NULL if no replacement Money *new_costs = MallocT(num_units); ///< Costs for buying and refitting the new vehicles /* Collect vehicles and build replacements * Note: The replacement vehicles can only successfully build as long as the old vehicles are still in their chain */ int i; Vehicle *w; for (w = old_head, i = 0; w != NULL; w = GetNextUnit(w), i++) { assert(i < num_units); old_vehs[i] = w; CommandCost ret = BuildReplacementVehicle(old_vehs[i], &new_vehs[i], true); cost.AddCost(ret); if (cost.Failed()) break; new_costs[i] = ret.GetCost(); if (new_vehs[i] != NULL) *nothing_to_do = false; } Vehicle *new_head = (new_vehs[0] != NULL ? new_vehs[0] : old_vehs[0]); /* Note: When autoreplace has already failed here, old_vehs[] is not completely initialized. But it is also not needed. */ if (cost.Succeeded()) { /* Separate the head, so we can start constructing the new chain */ Vehicle *second = GetNextUnit(old_head); if (second != NULL) cost.AddCost(MoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true)); assert(GetNextUnit(new_head) == NULL); /* Append engines to the new chain * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time. * OTOH the vehicle attach callback is more expensive this way :s */ Vehicle *last_engine = NULL; ///< Shall store the last engine unit after this step if (cost.Succeeded()) { for (int i = num_units - 1; i > 0; i--) { Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]); if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) continue; if (last_engine == NULL) last_engine = append; cost.AddCost(MoveVehicle(append, new_head, DC_EXEC, false)); if (cost.Failed()) break; } if (last_engine == NULL) last_engine = new_head; } /* When wagon removal is enabled and the new engines without any wagons are already longer than the old, we have to fail */ if (cost.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) cost = CommandCost(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT); /* Append/insert wagons into the new vehicle chain * We do this from back to front, so we can stop when wagon removal or maximum train length (i.e. from mammoth-train setting) is triggered. */ if (cost.Succeeded()) { for (int i = num_units - 1; i > 0; i--) { assert(last_engine != NULL); Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]); if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) { /* Insert wagon after 'last_engine' */ CommandCost res = MoveVehicle(append, last_engine, DC_EXEC, false); if (res.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) { MoveVehicle(append, NULL, DC_EXEC | DC_AUTOREPLACE, false); break; } cost.AddCost(res); if (cost.Failed()) break; } else { /* We have reached 'last_engine', continue with the next engine towards the front */ assert(append == last_engine); last_engine = GetPrevUnit(last_engine); } } } /* Sell superfluous new vehicles that could not be inserted. */ if (cost.Succeeded() && wagon_removal) { for (int i = 1; i < num_units; i++) { Vehicle *wagon = new_vehs[i]; if (wagon == NULL) continue; if (wagon->First() == new_head) break; assert(RailVehInfo(wagon->engine_type)->railveh_type == RAILVEH_WAGON); /* Sell wagon */ CommandCost ret = DoCommand(0, wagon->index, 0, DC_EXEC, GetCmdSellVeh(wagon)); assert(ret.Succeeded()); new_vehs[i] = NULL; /* Revert the money subtraction when the vehicle was built. * This value is different from the sell value, esp. because of refitting */ cost.AddCost(-new_costs[i]); } } /* The new vehicle chain is constructed, now take over orders and everything... */ if (cost.Succeeded()) cost.AddCost(CopyHeadSpecificThings(old_head, new_head, flags)); if (cost.Succeeded()) { /* Success ! */ if ((flags & DC_EXEC) != 0 && new_head != old_head) { *chain = new_head; } /* Transfer cargo of old vehicles and sell them*/ for (int i = 0; i < num_units; i++) { Vehicle *w = old_vehs[i]; /* Is the vehicle again part of the new chain? * Note: We cannot test 'new_vehs[i] != NULL' as wagon removal might cause to remove both */ if (w->First() == new_head) continue; if ((flags & DC_EXEC) != 0) TransferCargo(w, new_head, true); cost.AddCost(DoCommand(0, w->index, 0, flags, GetCmdSellVeh(w))); if ((flags & DC_EXEC) != 0) { old_vehs[i] = NULL; if (i == 0) old_head = NULL; } } } /* If we are not in DC_EXEC undo everything, i.e. rearrange old vehicles. * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time. * Note: The vehicle attach callback is disabled here :) */ if ((flags & DC_EXEC) == 0) { /* Separate the head, so we can reattach the old vehicles */ Vehicle *second = GetNextUnit(old_head); if (second != NULL) MoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true); assert(GetNextUnit(old_head) == NULL); for (int i = num_units - 1; i > 0; i--) { CommandCost ret = MoveVehicle(old_vehs[i], old_head, DC_EXEC | DC_AUTOREPLACE, false); assert(ret.Succeeded()); } } } /* Finally undo buying of new vehicles */ if ((flags & DC_EXEC) == 0) { for (int i = num_units - 1; i >= 0; i--) { if (new_vehs[i] != NULL) { DoCommand(0, new_vehs[i]->index, 0, DC_EXEC, GetCmdSellVeh(new_vehs[i])); new_vehs[i] = NULL; } } } free(old_vehs); free(new_vehs); free(new_costs); } else { /* Build and refit replacement vehicle */ Vehicle *new_head = NULL; cost.AddCost(BuildReplacementVehicle(old_head, &new_head, true)); /* Was a new vehicle constructed? */ if (cost.Succeeded() && new_head != NULL) { *nothing_to_do = false; /* The new vehicle is constructed, now take over orders and everything... */ cost.AddCost(CopyHeadSpecificThings(old_head, new_head, flags)); if (cost.Succeeded()) { /* The new vehicle is constructed, now take over cargo */ if ((flags & DC_EXEC) != 0) { TransferCargo(old_head, new_head, true); *chain = new_head; } /* Sell the old vehicle */ cost.AddCost(DoCommand(0, old_head->index, 0, flags, GetCmdSellVeh(old_head))); } /* If we are not in DC_EXEC undo everything */ if ((flags & DC_EXEC) == 0) { DoCommand(0, new_head->index, 0, DC_EXEC, GetCmdSellVeh(new_head)); } } } return cost; } /** Autoreplaces a vehicle * Trains are replaced as a whole chain, free wagons in depot are replaced on their own * @param tile not used * @param flags type of operation * @param p1 Index of vehicle * @param p2 not used */ CommandCost CmdAutoreplaceVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0); bool nothing_to_do = true; if (!IsValidVehicleID(p1)) return CMD_ERROR; Vehicle *v = GetVehicle(p1); if (!CheckOwnership(v->owner)) return CMD_ERROR; if (!v->IsInDepot()) return CMD_ERROR; if (HASBITS(v->vehstatus, VS_CRASHED)) return CMD_ERROR; bool free_wagon = false; if (v->type == VEH_TRAIN) { if (IsArticulatedPart(v) || IsRearDualheaded(v)) return CMD_ERROR; free_wagon = !IsFrontEngine(v); if (free_wagon && IsFrontEngine(v->First())) return CMD_ERROR; } else { if (!v->IsPrimaryVehicle()) return CMD_ERROR; } const Player *p = GetPlayer(_current_player); bool wagon_removal = p->renew_keep_length; /* Test whether any replacement is set, before issuing a whole lot of commands that would end in nothing changed */ Vehicle *w = v; bool any_replacements = false; while (w != NULL && !any_replacements) { any_replacements = (GetNewEngineType(w, p) != INVALID_ENGINE); w = (!free_wagon && w->type == VEH_TRAIN ? GetNextUnit(w) : NULL); } if (any_replacements) { bool was_stopped = free_wagon || ((v->vehstatus & VS_STOPPED) != 0); /* Stop the vehicle */ if (!was_stopped) cost.AddCost(StartStopVehicle(v, true)); if (cost.Failed()) return cost; assert(v->IsStoppedInDepot()); /* We have to construct the new vehicle chain to test whether it is valid. * Vehicle construction needs random bits, so we have to save the random seeds * to prevent desyncs and to replay newgrf callbacks during DC_EXEC */ SavedRandomSeeds saved_seeds; SaveRandomSeeds(&saved_seeds); if (free_wagon) { cost.AddCost(ReplaceFreeUnit(&v, flags & ~DC_EXEC, ¬hing_to_do)); } else { cost.AddCost(ReplaceChain(&v, flags & ~DC_EXEC, wagon_removal, ¬hing_to_do)); } RestoreRandomSeeds(saved_seeds); if (cost.Succeeded() && (flags & DC_EXEC) != 0) { CommandCost ret; if (free_wagon) { ret = ReplaceFreeUnit(&v, flags, ¬hing_to_do); } else { ret = ReplaceChain(&v, flags, wagon_removal, ¬hing_to_do); } assert(ret.Succeeded() && ret.GetCost() == cost.GetCost()); } /* Restart the vehicle */ if (!was_stopped) cost.AddCost(StartStopVehicle(v, false)); } if (cost.Succeeded() && nothing_to_do) cost = CommandCost(STR_AUTOREPLACE_NOTHING_TO_DO); return cost; }