src/autoreplace_cmd.cpp
changeset 9930 8b3ef2774caf
parent 9928 fa24e759e11d
child 9936 5e219d21d69e
equal deleted inserted replaced
9929:7ba38554e851 9930:8b3ef2774caf
    86 
    86 
    87 	/* the engines needs to be able to carry the same cargo */
    87 	/* the engines needs to be able to carry the same cargo */
    88 	return EnginesGotCargoInCommon(from, to, type);
    88 	return EnginesGotCargoInCommon(from, to, type);
    89 }
    89 }
    90 
    90 
    91 /*
       
    92  * move the cargo from one engine to another if possible
       
    93  */
       
    94 static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
       
    95 {
       
    96 	Vehicle *v = dest;
       
    97 
       
    98 	do {
       
    99 		do {
       
   100 			if (source->cargo_type != dest->cargo_type)
       
   101 				continue; // cargo not compatible
       
   102 
       
   103 			if (dest->cargo.Count() == dest->cargo_cap)
       
   104 				continue; // the destination vehicle is already full
       
   105 
       
   106 			uint units_moved = min(source->cargo.Count(), dest->cargo_cap - dest->cargo.Count());
       
   107 			source->cargo.MoveTo(&dest->cargo, units_moved);
       
   108 
       
   109 			// copy the age of the cargo
       
   110 			dest->day_counter  = source->day_counter;
       
   111 			dest->tick_counter = source->tick_counter;
       
   112 
       
   113 		} while (source->cargo.Count() > 0 && (dest = dest->Next()) != NULL);
       
   114 		dest = v;
       
   115 	} while ((source = source->Next()) != NULL);
       
   116 
       
   117 	/*
       
   118 	 * The of the train will be incorrect at this moment. This is due
       
   119 	 * to the fact that removing the old wagon updates the weight of
       
   120 	 * the complete train, which is without the weight of cargo we just
       
   121 	 * moved back into some (of the) new wagon(s).
       
   122 	 */
       
   123 	if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->First(), true);
       
   124 }
       
   125 
       
   126 
       
   127 /** Transfer cargo from a single (articulated )old vehicle to the new vehicle chain
    91 /** Transfer cargo from a single (articulated )old vehicle to the new vehicle chain
   128  * @param old_veh Old vehicle that will be sold
    92  * @param old_veh Old vehicle that will be sold
   129  * @param new_head Head of the completely constructed new vehicle chain
    93  * @param new_head Head of the completely constructed new vehicle chain
   130  */
    94  */
   131 static void TransferCargo(Vehicle *old_veh, Vehicle *new_head)
    95 static void TransferCargo(Vehicle *old_veh, Vehicle *new_head)
   232 
   196 
   233 		return CT_NO_REFIT;
   197 		return CT_NO_REFIT;
   234 	}
   198 	}
   235 }
   199 }
   236 
   200 
   237 /** Replaces a vehicle (used to be called autorenew)
       
   238  * This function is only called from MaybeReplaceVehicle()
       
   239  * Must be called with _current_player set to the owner of the vehicle
       
   240  * @param w Vehicle to replace
       
   241  * @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
       
   242  * @param p The vehicle owner (faster than refinding the pointer)
       
   243  * @param new_engine_type The EngineID to replace to
       
   244  * @return value is cost of the replacement or CMD_ERROR
       
   245  */
       
   246 static CommandCost ReplaceVehicle(Vehicle **w, uint32 flags, Money total_cost, const Player *p, EngineID new_engine_type)
       
   247 {
       
   248 	CommandCost cost;
       
   249 	CommandCost sell_value;
       
   250 	Vehicle *old_v = *w;
       
   251 	const UnitID cached_unitnumber = old_v->unitnumber;
       
   252 	bool new_front = false;
       
   253 	Vehicle *new_v = NULL;
       
   254 	char *vehicle_name = NULL;
       
   255 	CargoID replacement_cargo_type;
       
   256 
       
   257 	replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);
       
   258 
       
   259 	/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
       
   260 	if (replacement_cargo_type == CT_INVALID) return CommandCost();
       
   261 
       
   262 	sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v));
       
   263 
       
   264 	/* We give the player a loan of the same amount as the sell value.
       
   265 	 * This is needed in case he needs the income from the sale to build the new vehicle.
       
   266 	 * We take it back if building fails or when we really sell the old engine */
       
   267 	SubtractMoneyFromPlayer(sell_value);
       
   268 
       
   269 	cost = DoCommand(old_v->tile, new_engine_type, 0, flags | DC_AUTOREPLACE, GetCmdBuildVeh(old_v));
       
   270 	if (CmdFailed(cost)) {
       
   271 		/* Take back the money we just gave the player */
       
   272 		sell_value.MultiplyCost(-1);
       
   273 		SubtractMoneyFromPlayer(sell_value);
       
   274 		return cost;
       
   275 	}
       
   276 
       
   277 	if (replacement_cargo_type != CT_NO_REFIT) {
       
   278 		/* add refit cost */
       
   279 		CommandCost refit_cost = GetRefitCost(new_engine_type);
       
   280 		if (old_v->type == VEH_TRAIN && RailVehInfo(new_engine_type)->railveh_type == RAILVEH_MULTIHEAD) {
       
   281 			/* Since it's a dualheaded engine we have to pay once more because the rear end is being refitted too. */
       
   282 			refit_cost.AddCost(refit_cost);
       
   283 		}
       
   284 		cost.AddCost(refit_cost);
       
   285 	}
       
   286 
       
   287 	if (flags & DC_EXEC) {
       
   288 		new_v = GetVehicle(_new_vehicle_id);
       
   289 		*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
       
   290 
       
   291 		/* refit if needed */
       
   292 		if (replacement_cargo_type != CT_NO_REFIT) {
       
   293 			if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, GetCmdRefitVeh(new_v)))) {
       
   294 				/* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */
       
   295 				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);
       
   296 			}
       
   297 		}
       
   298 
       
   299 		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()))) {
       
   300 			// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
       
   301 			SetBit(new_v->u.rail.flags, VRF_REVERSE_DIRECTION);
       
   302 		}
       
   303 
       
   304 		if (old_v->type == VEH_TRAIN && !IsFrontEngine(old_v)) {
       
   305 			/* this is a railcar. We need to move the car into the train
       
   306 			 * We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
       
   307 			 * sell the old engine in a moment
       
   308 			 */
       
   309 			/* Get the vehicle in front of the one we move out */
       
   310 			Vehicle *front = old_v->Previous();
       
   311 			if (front == NULL) {
       
   312 				/* It would appear that we have the front wagon of a row of wagons without engines */
       
   313 				Vehicle *next = old_v->Next();
       
   314 				if (next != NULL) {
       
   315 					/* Move the chain to the new front wagon */
       
   316 					DoCommand(0, (new_v->index << 16) | next->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
       
   317 				}
       
   318 			} else {
       
   319 				/* 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 */
       
   320 				if (IsRearDualheaded(front)) front = front->Previous();
       
   321 				/* Now we move the old one out of the train */
       
   322 				DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
       
   323 				/* Add the new vehicle */
       
   324 				CommandCost tmp_move = DoCommand(0, (front->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
       
   325 				if (CmdFailed(tmp_move)) {
       
   326 					cost.AddCost(tmp_move);
       
   327 					DoCommand(0, new_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN));
       
   328 				}
       
   329 			}
       
   330 		} else {
       
   331 			// copy/clone the orders
       
   332 			DoCommand(0, (old_v->index << 16) | new_v->index, old_v->IsOrderListShared() ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
       
   333 			new_v->cur_order_index = old_v->cur_order_index;
       
   334 			ChangeVehicleViewWindow(old_v->index, new_v->index);
       
   335 			new_v->profit_this_year = old_v->profit_this_year;
       
   336 			new_v->profit_last_year = old_v->profit_last_year;
       
   337 			new_v->service_interval = old_v->service_interval;
       
   338 			DoCommand(0, old_v->group_id, new_v->index, flags, CMD_ADD_VEHICLE_GROUP);
       
   339 			new_front = true;
       
   340 			new_v->unitnumber = old_v->unitnumber; // use the same unit number
       
   341 			new_v->dest_tile  = old_v->dest_tile;
       
   342 
       
   343 			new_v->current_order = old_v->current_order;
       
   344 			if (old_v->type == VEH_TRAIN && GetNextVehicle(old_v) != NULL){
       
   345 				Vehicle *temp_v = GetNextVehicle(old_v);
       
   346 
       
   347 				// move the entire train to the new engine, excluding the old engine
       
   348 				if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) {
       
   349 					// we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead
       
   350 					temp_v = GetNextVehicle(temp_v);
       
   351 				}
       
   352 
       
   353 				if (temp_v != NULL) {
       
   354 					CommandCost tmp_move = DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
       
   355 					if (CmdFailed(tmp_move)) {
       
   356 						cost.AddCost(tmp_move);
       
   357 						DoCommand(0, temp_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN));
       
   358 					}
       
   359 				}
       
   360 			}
       
   361 		}
       
   362 		if (CmdSucceeded(cost)) {
       
   363 			/* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */
       
   364 			MoveVehicleCargo(new_v->type == VEH_TRAIN ? new_v->First() : new_v, old_v);
       
   365 
       
   366 			/* Get the name of the old vehicle if it has a custom name. */
       
   367 			if (old_v->name != NULL) vehicle_name = strdup(old_v->name);
       
   368 		}
       
   369 	} else { // flags & DC_EXEC not set
       
   370 		CommandCost tmp_move;
       
   371 
       
   372 		if (old_v->type == VEH_TRAIN && IsFrontEngine(old_v)) {
       
   373 			Vehicle *next_veh = GetNextUnit(old_v); // don't try to move the rear multiheaded engine or articulated parts
       
   374 			if (next_veh != NULL) {
       
   375 				/* Verify that the wagons can be placed on the engine in question.
       
   376 				 * This is done by building an engine, test if the wagons can be added and then sell the test engine. */
       
   377 				DoCommand(old_v->tile, new_engine_type, 0, DC_EXEC | DC_AUTOREPLACE, GetCmdBuildVeh(old_v));
       
   378 				Vehicle *temp = GetVehicle(_new_vehicle_id);
       
   379 				tmp_move = DoCommand(0, (temp->index << 16) | next_veh->index, 1, 0, CMD_MOVE_RAIL_VEHICLE);
       
   380 				DoCommand(0, temp->index, 0, DC_EXEC, GetCmdSellVeh(old_v));
       
   381 			}
       
   382 		}
       
   383 
       
   384 		/* Ensure that the player will not end up having negative money while autoreplacing
       
   385 		 * This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */
       
   386 		if (CmdFailed(tmp_move) || p->player_money < (cost.GetCost() + total_cost)) {
       
   387 			/* Pay back the loan */
       
   388 			sell_value.MultiplyCost(-1);
       
   389 			SubtractMoneyFromPlayer(sell_value);
       
   390 			return CMD_ERROR;
       
   391 		}
       
   392 	}
       
   393 
       
   394 	/* Take back the money we just gave the player just before building the vehicle
       
   395 	 * The player will get the same amount now that the sale actually takes place */
       
   396 	sell_value.MultiplyCost(-1);
       
   397 	SubtractMoneyFromPlayer(sell_value);
       
   398 
       
   399 	/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
       
   400 	cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v)));
       
   401 
       
   402 	if (CmdFailed(cost)) return cost;
       
   403 
       
   404 	if (new_front) {
       
   405 		/* now we assign the old unitnumber to the new vehicle */
       
   406 		new_v->unitnumber = cached_unitnumber;
       
   407 	}
       
   408 
       
   409 	/* Transfer the name of the old vehicle */
       
   410 	if ((flags & DC_EXEC) && vehicle_name != NULL) {
       
   411 		_cmd_text = vehicle_name;
       
   412 		DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE);
       
   413 		free(vehicle_name);
       
   414 	}
       
   415 
       
   416 	return cost;
       
   417 }
       
   418 
       
   419 /** Removes wagons from a train until it get a certain length
       
   420  * @param v The vehicle
       
   421  * @param old_total_length The wanted max length
       
   422  * @return The profit from selling the wagons
       
   423  */
       
   424 static CommandCost WagonRemoval(Vehicle *v, uint16 old_total_length)
       
   425 {
       
   426 	if (v->type != VEH_TRAIN) return CommandCost();
       
   427 	Vehicle *front = v;
       
   428 
       
   429 	CommandCost cost = CommandCost();
       
   430 
       
   431 	while (front->u.rail.cached_total_length > old_total_length) {
       
   432 		/* the train is too long. We will remove cars one by one from the start of the train until it's short enough */
       
   433 		while (v != NULL && RailVehInfo(v->engine_type)->railveh_type != RAILVEH_WAGON) {
       
   434 			/* We move backwards in the train until we find a wagon */
       
   435 			v = GetNextVehicle(v);
       
   436 		}
       
   437 
       
   438 		if (v == NULL) {
       
   439 			/* We sold all the wagons and the train is still not short enough */
       
   440 			SetDParam(0, front->unitnumber);
       
   441 			AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NS_ADVICE, front->index, 0);
       
   442 			return cost;
       
   443 		}
       
   444 
       
   445 		/* We found a wagon we can sell */
       
   446 		Vehicle *temp = v;
       
   447 		v = GetNextVehicle(v);
       
   448 		DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); // remove the wagon from the train
       
   449 		MoveVehicleCargo(front, temp); // move the cargo back on the train
       
   450 		cost.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON)); // sell the wagon
       
   451 	}
       
   452 	return cost;
       
   453 }
       
   454 
       
   455 /** Get the EngineID of the replacement for a vehicle
   201 /** Get the EngineID of the replacement for a vehicle
   456  * @param v The vehicle to find a replacement for
   202  * @param v The vehicle to find a replacement for
   457  * @param p The vehicle's owner (it's faster to forward the pointer than refinding it)
   203  * @param p The vehicle's owner (it's faster to forward the pointer than refinding it)
   458  * @return the EngineID of the replacement. INVALID_ENGINE if no buildable replacement is found
   204  * @return the EngineID of the replacement. INVALID_ENGINE if no buildable replacement is found
   459  */
   205  */
   476 	    IsEngineBuildable(v->engine_type, v->type, _current_player)) { // engine can still be build
   222 	    IsEngineBuildable(v->engine_type, v->type, _current_player)) { // engine can still be build
   477 		return v->engine_type;
   223 		return v->engine_type;
   478 	}
   224 	}
   479 
   225 
   480 	return INVALID_ENGINE;
   226 	return INVALID_ENGINE;
   481 }
       
   482 
       
   483 /** replaces a vehicle if it's set for autoreplace or is too old
       
   484  * (used to be called autorenew)
       
   485  * @param v The vehicle to replace
       
   486  * if the vehicle is a train, v needs to be the front engine
       
   487  * @param flags
       
   488  * @param display_costs If set, a cost animation is shown (only if DC_EXEC is set)
       
   489  *        This bool also takes autorenew money into consideration
       
   490  * @return the costs, the success bool and sometimes an error message
       
   491  */
       
   492 CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs)
       
   493 {
       
   494 	Vehicle *w;
       
   495 	Player *p = GetPlayer(v->owner);
       
   496 	CommandCost cost;
       
   497 	bool stopped = false;
       
   498 	BackuppedVehicle backup(true);
       
   499 
       
   500 	/* We only want "real" vehicle types. */
       
   501 	assert(IsPlayerBuildableVehicleType(v));
       
   502 
       
   503 	/* Ensure that this bool is cleared. */
       
   504 	assert(!v->leave_depot_instantly);
       
   505 
       
   506 	/* We can't sell if the current player don't own the vehicle. */
       
   507 	assert(v->owner == _current_player);
       
   508 
       
   509 	if (!v->IsInDepot()) {
       
   510 		/* The vehicle should be inside the depot */
       
   511 		switch (v->type) {
       
   512 			default: NOT_REACHED();
       
   513 			case VEH_TRAIN:    return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED); break;
       
   514 			case VEH_ROAD:     return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE);     break;
       
   515 			case VEH_SHIP:     return_cmd_error(STR_980B_SHIP_MUST_BE_STOPPED_IN);    break;
       
   516 			case VEH_AIRCRAFT: return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED);   break;
       
   517 		}
       
   518 	}
       
   519 
       
   520 	/* Remember the length in case we need to trim train later on
       
   521 	 * If it's not a train, the value is unused
       
   522 	 * round up to the length of the tiles used for the train instead of the train length instead
       
   523 	 * Useful when newGRF uses custom length */
       
   524 	uint16 old_total_length = (v->type == VEH_TRAIN ?
       
   525 		(v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE :
       
   526 		-1
       
   527 	);
       
   528 
       
   529 	if (!(v->vehstatus & VS_STOPPED)) {
       
   530 		/* The vehicle is moving so we better stop it before we might alter consist or sell it */
       
   531 		v->vehstatus |= VS_STOPPED;
       
   532 		/* Remember that we stopped the vehicle */
       
   533 		stopped = true;
       
   534 	}
       
   535 
       
   536 	{
       
   537 		cost = CommandCost(EXPENSES_NEW_VEHICLES);
       
   538 		w = v;
       
   539 		do {
       
   540 			EngineID new_engine = GetNewEngineType(w, p);
       
   541 			if (new_engine == INVALID_ENGINE) continue;
       
   542 
       
   543 			if (!backup.ContainsBackup()) {
       
   544 				/* We are going to try to replace a vehicle but we don't have any backup so we will make one. */
       
   545 				backup.Backup(v, p);
       
   546 			}
       
   547 			/* Now replace the vehicle.
       
   548 			 * First we need to cache if it's the front vehicle as we need to update the v pointer if it is.
       
   549 			 * If the replacement fails then we can't trust the data in the vehicle hence the reason to cache the result. */
       
   550 			bool IsFront = w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE;
       
   551 
       
   552 			cost.AddCost(ReplaceVehicle(&w, DC_EXEC, cost.GetCost(), p, new_engine));
       
   553 
       
   554 			if (IsFront) {
       
   555 				/* now we bought a new engine and sold the old one. We need to fix the
       
   556 				 * pointers in order to avoid pointing to the old one for trains: these
       
   557 				 * pointers should point to the front engine and not the cars
       
   558 				 */
       
   559 				v = w;
       
   560 			}
       
   561 		} while (CmdSucceeded(cost) && w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL);
       
   562 
       
   563 		if (CmdSucceeded(cost) && v->type == VEH_TRAIN && p->renew_keep_length) {
       
   564 			/* Remove wagons until the wanted length is reached */
       
   565 			cost.AddCost(WagonRemoval(v, old_total_length));
       
   566 		}
       
   567 
       
   568 		if (flags & DC_QUERY_COST || cost.GetCost() == 0) {
       
   569 			/* We didn't do anything during the replace so we will just exit here */
       
   570 			v = backup.Restore(v, p);
       
   571 			if (stopped) v->vehstatus &= ~VS_STOPPED;
       
   572 			return cost;
       
   573 		}
       
   574 
       
   575 		if (display_costs) {
       
   576 			/* We want to ensure that we will not get below p->engine_renew_money.
       
   577 			 * We will not actually pay this amount. It's for display and checks only. */
       
   578 			CommandCost tmp = cost;
       
   579 			tmp.AddCost((Money)p->engine_renew_money);
       
   580 			if (CmdSucceeded(tmp) && GetAvailableMoneyForCommand() < tmp.GetCost()) {
       
   581 				/* We don't have enough money so we will set cost to failed */
       
   582 				cost.AddCost((Money)p->engine_renew_money);
       
   583 				cost.AddCost(CMD_ERROR);
       
   584 			}
       
   585 		}
       
   586 
       
   587 		if (display_costs && CmdFailed(cost)) {
       
   588 			if (GetAvailableMoneyForCommand() < cost.GetCost() && IsLocalPlayer()) {
       
   589 				StringID message;
       
   590 				SetDParam(0, v->unitnumber);
       
   591 				switch (v->type) {
       
   592 					case VEH_TRAIN:    message = STR_TRAIN_AUTORENEW_FAILED;       break;
       
   593 					case VEH_ROAD:     message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
       
   594 					case VEH_SHIP:     message = STR_SHIP_AUTORENEW_FAILED;        break;
       
   595 					case VEH_AIRCRAFT: message = STR_AIRCRAFT_AUTORENEW_FAILED;    break;
       
   596 						// This should never happen
       
   597 					default: NOT_REACHED(); message = 0; break;
       
   598 				}
       
   599 
       
   600 				AddNewsItem(message, NS_ADVICE, v->index, 0);
       
   601 			}
       
   602 		}
       
   603 	}
       
   604 
       
   605 	if (display_costs && IsLocalPlayer() && (flags & DC_EXEC) && CmdSucceeded(cost)) {
       
   606 		ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
       
   607 	}
       
   608 
       
   609 	if (!(flags & DC_EXEC) || CmdFailed(cost)) {
       
   610 		v = backup.Restore(v, p);
       
   611 	}
       
   612 
       
   613 	/* Start the vehicle if we stopped it earlier */
       
   614 	if (stopped) v->vehstatus &= ~VS_STOPPED;
       
   615 
       
   616 	return cost;
       
   617 }
   227 }
   618 
   228 
   619 /** Builds and refits a replacement vehicle
   229 /** Builds and refits a replacement vehicle
   620  * 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)
   230  * 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)
   621  * @param old_veh A single (articulated/multiheaded) vehicle that shall be replaced.
   231  * @param old_veh A single (articulated/multiheaded) vehicle that shall be replaced.