/** * 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, DoCommandFlag flags) { CommandCost cost = CommandCost(); /* Share orders */ if (cost.Succeeded() && old_head != new_head) cost.AddCost(DoCommand(0, new_head->index | CO_SHARE << 30, old_head->index, 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(CmdStartStopVehicle(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(CmdStartStopVehicle(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 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/news to the new vehicle, so they are not closed/deleted when the old vehicle is sold */ ChangeVehicleViewports(old_head->index, new_head->index); ChangeVehicleViewWindow(old_head->index, new_head->index); ChangeVehicleNews(old_head->index, new_head->index); } return cost; }
/** * Build a ship depot. * @param tile tile where ship depot is built * @param flags type of operation * @param p1 bit 0 depot orientation (Axis) * @param p2 unused * @param text unused * @return the cost of this operation or an error */ CommandCost CmdBuildShipDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Axis axis = Extract<Axis, 0, 1>(p1); TileIndex tile2 = tile + (axis == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); if (!HasTileWaterGround(tile) || !HasTileWaterGround(tile2)) { return_cmd_error(STR_ERROR_MUST_BE_BUILT_ON_WATER); } if ((MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) || (MayHaveBridgeAbove(tile2) && IsBridgeAbove(tile2))) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST); if (!IsTileFlat(tile) || !IsTileFlat(tile2)) { /* Prevent depots on rapids */ return_cmd_error(STR_ERROR_SITE_UNSUITABLE); } if (!Depot::CanAllocateItem()) return CMD_ERROR; WaterClass wc1 = GetWaterClass(tile); WaterClass wc2 = GetWaterClass(tile2); CommandCost cost = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_DEPOT_SHIP]); bool add_cost = !IsWaterTile(tile); CommandCost ret = DoCommand(tile, 0, 0, flags | DC_AUTO, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; if (add_cost) { cost.AddCost(ret); } add_cost = !IsWaterTile(tile2); ret = DoCommand(tile2, 0, 0, flags | DC_AUTO, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; if (add_cost) { cost.AddCost(ret); } if (flags & DC_EXEC) { Depot *depot = new Depot(tile); depot->build_date = _date; if (wc1 == WATER_CLASS_CANAL || wc2 == WATER_CLASS_CANAL) { /* Update infrastructure counts after the unconditional clear earlier. */ Company::Get(_current_company)->infrastructure.water += wc1 == WATER_CLASS_CANAL && wc2 == WATER_CLASS_CANAL ? 2 : 1; } Company::Get(_current_company)->infrastructure.water += 2 * LOCK_DEPOT_TILE_FACTOR; DirtyCompanyInfrastructureWindows(_current_company); MakeShipDepot(tile, _current_company, depot->index, DEPOT_PART_NORTH, axis, wc1); MakeShipDepot(tile2, _current_company, depot->index, DEPOT_PART_SOUTH, axis, wc2); MarkTileDirtyByTile(tile); MarkTileDirtyByTile(tile2); MakeDefaultName(depot); } return cost; }
/** * Build a ship depot. * @param tile tile where ship depot is built * @param flags type of operation * @param p1 bit 0 depot orientation (Axis) * @param p2 unused * @param text unused * @return the cost of this operation or an error */ CommandCost CmdBuildShipDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Axis axis = Extract<Axis, 0, 1>(p1); TileIndex tile2 = tile + (axis == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); if (!HasTileWaterGround(tile) || !HasTileWaterGround(tile2)) { return_cmd_error(STR_ERROR_MUST_BE_BUILT_ON_WATER); } if ((MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) || (MayHaveBridgeAbove(tile2) && IsBridgeAbove(tile2))) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST); if (GetTileSlope(tile, NULL) != SLOPE_FLAT || GetTileSlope(tile2, NULL) != SLOPE_FLAT) { /* Prevent depots on rapids */ return_cmd_error(STR_ERROR_SITE_UNSUITABLE); } if (!Depot::CanAllocateItem()) return CMD_ERROR; WaterClass wc1 = GetWaterClass(tile); WaterClass wc2 = GetWaterClass(tile2); CommandCost cost = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_DEPOT_SHIP]); bool add_cost = !IsWaterTile(tile); CommandCost ret = DoCommand(tile, 0, 0, flags | DC_AUTO, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; if (add_cost) { cost.AddCost(ret); } add_cost = !IsWaterTile(tile2); ret = DoCommand(tile2, 0, 0, flags | DC_AUTO, CMD_LANDSCAPE_CLEAR); if (ret.Failed()) return ret; if (add_cost) { cost.AddCost(ret); } if (flags & DC_EXEC) { Depot *depot = new Depot(tile); depot->build_date = _date; MakeShipDepot(tile, _current_company, depot->index, DEPOT_NORTH, axis, wc1); MakeShipDepot(tile2, _current_company, depot->index, DEPOT_SOUTH, axis, wc2); MarkTileDirtyByTile(tile); MarkTileDirtyByTile(tile2); MakeDefaultName(depot); } 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 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, DoCommandFlag flags, bool *nothing_to_do) { Train *old_v = Train::From(*single_unit); assert(!old_v->IsArticulatedPart() && !old_v->IsRearDualheaded()); 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 */ CmdMoveVehicle(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; }
/** Autoreplace all vehicles in the depot * Note: this command can make incorrect cost estimations * Luckily the final price can only drop, not increase. This is due to the fact that * estimation can't predict wagon removal so it presumes worst case which is no income from selling wagons. * @param tile Tile of the depot where the vehicles are * @param flags type of operation * @param p1 Type of vehicle * @param p2 If bit 0 is set, then either replace all or nothing (instead of replacing until money runs out) * @param text unused * @return the cost of this operation or an error */ CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { VehicleList list; CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES); VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); bool all_or_nothing = HasBit(p2, 0); if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR; /* Get the list of vehicles in the depot */ BuildDepotVehicleList(vehicle_type, tile, &list, &list, true); bool did_something = false; for (uint i = 0; i < list.Length(); i++) { const Vehicle *v = list[i]; /* Ensure that the vehicle completely in the depot */ if (!v->IsInDepot()) continue; CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE); if (CmdSucceeded(ret)) { did_something = true; cost.AddCost(ret); } else { if (ret.GetErrorMessage() != STR_ERROR_AUTOREPLACE_NOTHING_TO_DO && all_or_nothing) { /* We failed to replace a vehicle even though we set all or nothing. * We should never reach this if DC_EXEC is set since then it should * have failed the estimation guess. */ assert(!(flags & DC_EXEC)); /* Now we will have to return an error. */ return CMD_ERROR; } } } if (!did_something) { /* Either we didn't replace anything or something went wrong. * Either way we want to return an error and not execute this command. */ cost = CMD_ERROR; } 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. * @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 Company *c = Company::Get(_current_company); EngineID e; CommandCost cost = GetNewEngineType(old_veh, c, e); if (cost.Failed()) return cost; 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 cargoes /* Build the new vehicle */ cost = DoCommand(old_veh->tile, e, 0, DC_EXEC | DC_AUTOREPLACE, GetCmdBuildVeh(old_veh)); if (cost.Failed()) return cost; Vehicle *new_veh = Vehicle::Get(_new_vehicle_id); *new_vehicle = new_veh; /* Refit the vehicle if needed */ if (refit_cargo != CT_NO_REFIT) { byte subtype = GetBestFittingSubType(old_veh, new_veh, refit_cargo); cost.AddCost(DoCommand(0, new_veh->index, refit_cargo | (subtype << 8), 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(Train::From(old_veh)->flags, VRF_REVERSE_DIRECTION)) { DoCommand(0, new_veh->index, true, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION); } return cost; }
/** * Autoreplace all vehicles in the depot * @param tile Tile of the depot where the vehicles are * @param flags type of operation * @param p1 Type of vehicle * @param p2 unused * @param text unused * @return the cost of this operation or an error */ CommandCost CmdDepotMassAutoReplace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { VehicleList list; CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES); VehicleType vehicle_type = Extract<VehicleType, 0, 3>(p1); if (!IsCompanyBuildableVehicleType(vehicle_type)) return CMD_ERROR; if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR; /* Get the list of vehicles in the depot */ BuildDepotVehicleList(vehicle_type, tile, &list, &list, true); for (uint i = 0; i < list.Length(); i++) { const Vehicle *v = list[i]; /* Ensure that the vehicle completely in the depot */ if (!v->IsChainInDepot()) continue; CommandCost ret = DoCommand(0, v->index, 0, flags, CMD_AUTOREPLACE_VEHICLE); if (ret.Succeeded()) cost.AddCost(ret); } 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 * @param text unused * @return the cost of this operation or an error */ CommandCost CmdAutoreplaceVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Vehicle *v = Vehicle::GetIfValid(p1); if (v == NULL) return CMD_ERROR; CommandCost ret = CheckOwnership(v->owner); if (ret.Failed()) return ret; if (!v->IsInDepot()) return CMD_ERROR; if (v->vehstatus & VS_CRASHED) return CMD_ERROR; bool free_wagon = false; if (v->type == VEH_TRAIN) { Train *t = Train::From(v); if (t->IsArticulatedPart() || t->IsRearDualheaded()) return CMD_ERROR; free_wagon = !t->IsFrontEngine(); if (free_wagon && t->First()->IsFrontEngine()) return CMD_ERROR; } else { if (!v->IsPrimaryVehicle()) return CMD_ERROR; } const Company *c = Company::Get(_current_company); bool wagon_removal = c->settings.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) { EngineID e; CommandCost cost = GetNewEngineType(w, c, e); if (cost.Failed()) return cost; any_replacements |= (e != INVALID_ENGINE); w = (!free_wagon && w->type == VEH_TRAIN ? Train::From(w)->GetNextUnit() : NULL); } CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES, 0); bool nothing_to_do = true; if (any_replacements) { bool was_stopped = free_wagon || ((v->vehstatus & VS_STOPPED) != 0); /* Stop the vehicle */ if (!was_stopped) cost.AddCost(CmdStartStopVehicle(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(CmdStartStopVehicle(v, false)); } if (cost.Succeeded() && nothing_to_do) cost = CommandCost(STR_ERROR_AUTOREPLACE_NOTHING_TO_DO); 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, DoCommandFlag 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 = CeilDiv(Train::From(old_head)->gcache.cached_total_length, TILE_SIZE) * TILE_SIZE; int num_units = 0; ///< Number of units in the chain for (Train *w = Train::From(old_head); w != NULL; w = w->GetNextUnit()) num_units++; Train **old_vehs = CallocT<Train *>(num_units); ///< Will store vehicles of the old chain in their order Train **new_vehs = CallocT<Train *>(num_units); ///< New vehicles corresponding to old_vehs or NULL if no replacement Money *new_costs = MallocT<Money>(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; Train *w; for (w = Train::From(old_head), i = 0; w != NULL; w = w->GetNextUnit(), i++) { assert(i < num_units); old_vehs[i] = w; CommandCost ret = BuildReplacementVehicle(old_vehs[i], (Vehicle**)&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; } Train *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 */ Train *second = Train::From(old_head)->GetNextUnit(); if (second != NULL) cost.AddCost(CmdMoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true)); assert(Train::From(new_head)->GetNextUnit() == 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. * That way we also have less trouble when exceeding the unitnumber limit. * OTOH the vehicle attach callback is more expensive this way :s */ Train *last_engine = NULL; ///< Shall store the last engine unit after this step if (cost.Succeeded()) { for (int i = num_units - 1; i > 0; i--) { Train *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]); if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) continue; if (new_vehs[i] != NULL) { /* Move the old engine to a separate row with DC_AUTOREPLACE. Else * moving the wagon in front may fail later due to unitnumber limit. * (We have to attach wagons without DC_AUTOREPLACE.) */ CmdMoveVehicle(old_vehs[i], NULL, DC_EXEC | DC_AUTOREPLACE, false); } if (last_engine == NULL) last_engine = append; cost.AddCost(CmdMoveVehicle(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->gcache.cached_total_length > old_total_length) cost = CommandCost(STR_ERROR_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 = CmdMoveVehicle(append, last_engine, DC_EXEC, false); /* When we allow removal of wagons, either the move failing due * to the train becoming too long, or the train becoming longer * would move the vehicle to the empty vehicle chain. */ if (wagon_removal && (res.Failed() ? res.GetErrorMessage() == STR_ERROR_TRAIN_TOO_LONG : new_head->gcache.cached_total_length > old_total_length)) { CmdMoveVehicle(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 = last_engine->GetPrevUnit(); } } } /* Sell superfluous new vehicles that could not be inserted. */ if (cost.Succeeded() && wagon_removal) { assert(new_head->gcache.cached_total_length <= _settings_game.vehicle.max_train_length * TILE_SIZE); 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); /* Sell the vehicle. * Note: This might temporarly construct new trains, so use DC_AUTOREPLACE to prevent * it from failing due to engine limits. */ cost.AddCost(DoCommand(0, w->index, 0, flags | DC_AUTOREPLACE, GetCmdSellVeh(w))); if ((flags & DC_EXEC) != 0) { old_vehs[i] = NULL; if (i == 0) old_head = NULL; } } if ((flags & DC_EXEC) != 0) CheckCargoCapacity(new_head); } /* 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 */ Train *second = Train::From(old_head)->GetNextUnit(); if (second != NULL) CmdMoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true); assert(Train::From(old_head)->GetNextUnit() == NULL); for (int i = num_units - 1; i > 0; i--) { CommandCost ret = CmdMoveVehicle(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; }