3 #include "stdafx.h" |
3 #include "stdafx.h" |
4 #include "openttd.h" |
4 #include "openttd.h" |
5 #include "roadveh.h" |
5 #include "roadveh.h" |
6 #include "ship.h" |
6 #include "ship.h" |
7 #include "table/strings.h" |
7 #include "table/strings.h" |
8 #include "functions.h" |
|
9 #include "news.h" |
8 #include "news.h" |
10 #include "command.h" |
|
11 #include "player.h" |
9 #include "player.h" |
12 #include "engine.h" |
10 #include "engine.h" |
13 #include "debug.h" |
11 #include "debug.h" |
14 #include "vehicle_gui.h" |
12 #include "vehicle_gui.h" |
15 #include "depot.h" |
13 #include "depot.h" |
16 #include "train.h" |
14 #include "train.h" |
17 #include "aircraft.h" |
15 #include "aircraft.h" |
18 #include "cargotype.h" |
16 #include "cargotype.h" |
19 #include "group.h" |
17 #include "group.h" |
20 #include "strings.h" |
18 #include "order.h" |
21 |
19 #include "strings_func.h" |
|
20 #include "command_func.h" |
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21 #include "vehicle_func.h" |
|
22 #include "functions.h" |
|
23 #include "variables.h" |
|
24 #include "autoreplace_func.h" |
22 |
25 |
23 /* |
26 /* |
24 * move the cargo from one engine to another if possible |
27 * move the cargo from one engine to another if possible |
25 */ |
28 */ |
26 static void MoveVehicleCargo(Vehicle *dest, Vehicle *source) |
29 static void MoveVehicleCargo(Vehicle *dest, Vehicle *source) |
156 sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v)); |
159 sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v)); |
157 |
160 |
158 /* We give the player a loan of the same amount as the sell value. |
161 /* We give the player a loan of the same amount as the sell value. |
159 * This is needed in case he needs the income from the sale to build the new vehicle. |
162 * This is needed in case he needs the income from the sale to build the new vehicle. |
160 * We take it back if building fails or when we really sell the old engine */ |
163 * We take it back if building fails or when we really sell the old engine */ |
161 SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); |
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162 SubtractMoneyFromPlayer(sell_value); |
164 SubtractMoneyFromPlayer(sell_value); |
163 |
165 |
164 cost = DoCommand(old_v->tile, new_engine_type, 3, flags, GetCmdBuildVeh(old_v)); |
166 cost = DoCommand(old_v->tile, new_engine_type, 3, flags, GetCmdBuildVeh(old_v)); |
165 if (CmdFailed(cost)) { |
167 if (CmdFailed(cost)) { |
166 SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); |
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167 /* Take back the money we just gave the player */ |
168 /* Take back the money we just gave the player */ |
168 sell_value.MultiplyCost(-1); |
169 sell_value.MultiplyCost(-1); |
169 SubtractMoneyFromPlayer(sell_value); |
170 SubtractMoneyFromPlayer(sell_value); |
170 return cost; |
171 return cost; |
171 } |
172 } |
261 } |
262 } |
262 |
263 |
263 /* Ensure that the player will not end up having negative money while autoreplacing |
264 /* Ensure that the player will not end up having negative money while autoreplacing |
264 * This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */ |
265 * This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */ |
265 if (CmdFailed(tmp_move) || p->player_money < (cost.GetCost() + total_cost)) { |
266 if (CmdFailed(tmp_move) || p->player_money < (cost.GetCost() + total_cost)) { |
266 SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); |
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267 /* Pay back the loan */ |
267 /* Pay back the loan */ |
268 sell_value.MultiplyCost(-1); |
268 sell_value.MultiplyCost(-1); |
269 SubtractMoneyFromPlayer(sell_value); |
269 SubtractMoneyFromPlayer(sell_value); |
270 return CMD_ERROR; |
270 return CMD_ERROR; |
271 } |
271 } |
272 } |
272 } |
273 |
273 |
274 /* Take back the money we just gave the player just before building the vehicle |
274 /* Take back the money we just gave the player just before building the vehicle |
275 * The player will get the same amount now that the sale actually takes place */ |
275 * The player will get the same amount now that the sale actually takes place */ |
276 SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); |
|
277 sell_value.MultiplyCost(-1); |
276 sell_value.MultiplyCost(-1); |
278 SubtractMoneyFromPlayer(sell_value); |
277 SubtractMoneyFromPlayer(sell_value); |
279 |
278 |
280 /* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */ |
279 /* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */ |
281 cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v))); |
280 cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v))); |
331 * We also need to reset the flag since it should remain false except from when the vehicle enters a depot until autoreplace is handled in the same tick */ |
330 * We also need to reset the flag since it should remain false except from when the vehicle enters a depot until autoreplace is handled in the same tick */ |
332 stopped = v->leave_depot_instantly; |
331 stopped = v->leave_depot_instantly; |
333 v->leave_depot_instantly = false; |
332 v->leave_depot_instantly = false; |
334 |
333 |
335 for (;;) { |
334 for (;;) { |
336 cost = CommandCost(); |
335 cost = CommandCost(EXPENSES_NEW_VEHICLES); |
337 w = v; |
336 w = v; |
338 do { |
337 do { |
339 if (w->type == VEH_TRAIN && IsRearDualheaded(w)) { |
338 if (w->type == VEH_TRAIN && IsRearDualheaded(w)) { |
340 /* we build the rear ends of multiheaded trains with the front ones */ |
339 /* we build the rear ends of multiheaded trains with the front ones */ |
341 continue; |
340 continue; |