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168 |
168 |
169 /** Build a road vehicle. |
169 /** Build a road vehicle. |
170 * @param tile tile of depot where road vehicle is built |
170 * @param tile tile of depot where road vehicle is built |
171 * @param flags operation to perform |
171 * @param flags operation to perform |
172 * @param p1 bus/truck type being built (engine) |
172 * @param p1 bus/truck type being built (engine) |
173 * @param p2 bit 0 when set, the unitnumber will be 0, otherwise it will be a free number |
173 * @param p2 unused |
174 */ |
174 */ |
175 CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
175 CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) |
176 { |
176 { |
177 CommandCost cost; |
177 CommandCost cost; |
178 Vehicle *v; |
178 Vehicle *v; |
202 } |
202 } |
203 |
203 |
204 v = vl[0]; |
204 v = vl[0]; |
205 |
205 |
206 /* find the first free roadveh id */ |
206 /* find the first free roadveh id */ |
207 unit_num = HasBit(p2, 0) ? 0 : GetFreeUnitNumber(VEH_ROAD); |
207 unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD); |
208 if (unit_num > _settings_game.vehicle.max_roadveh) |
208 if (unit_num > _settings_game.vehicle.max_roadveh) |
209 return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); |
209 return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME); |
210 |
210 |
211 if (flags & DC_EXEC) { |
211 if (flags & DC_EXEC) { |
212 int x; |
212 int x; |