(svn r14085) -Cleanup (r14083): Remove no longer used functions.

This commit is contained in:
frosch 2008-08-16 14:15:32 +00:00
parent f3e7b77dcb
commit 9751fbe4dc
5 changed files with 0 additions and 593 deletions

View File

@ -88,42 +88,6 @@ bool CheckAutoreplaceValidity(EngineID from, EngineID to, PlayerID player)
return EnginesGotCargoInCommon(from, to, type);
}
/*
* move the cargo from one engine to another if possible
*/
static void MoveVehicleCargo(Vehicle *dest, Vehicle *source)
{
Vehicle *v = dest;
do {
do {
if (source->cargo_type != dest->cargo_type)
continue; // cargo not compatible
if (dest->cargo.Count() == dest->cargo_cap)
continue; // the destination vehicle is already full
uint units_moved = min(source->cargo.Count(), dest->cargo_cap - dest->cargo.Count());
source->cargo.MoveTo(&dest->cargo, units_moved);
// copy the age of the cargo
dest->day_counter = source->day_counter;
dest->tick_counter = source->tick_counter;
} while (source->cargo.Count() > 0 && (dest = dest->Next()) != NULL);
dest = v;
} while ((source = source->Next()) != NULL);
/*
* The of the train will be incorrect at this moment. This is due
* to the fact that removing the old wagon updates the weight of
* the complete train, which is without the weight of cargo we just
* moved back into some (of the) new wagon(s).
*/
if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->First(), true);
}
/** 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
@ -234,224 +198,6 @@ static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type)
}
}
/** Replaces a vehicle (used to be called autorenew)
* This function is only called from MaybeReplaceVehicle()
* Must be called with _current_player set to the owner of the vehicle
* @param w Vehicle to replace
* @param flags is the flags to use when calling DoCommand(). Mainly DC_EXEC counts
* @param p The vehicle owner (faster than refinding the pointer)
* @param new_engine_type The EngineID to replace to
* @return value is cost of the replacement or CMD_ERROR
*/
static CommandCost ReplaceVehicle(Vehicle **w, uint32 flags, Money total_cost, const Player *p, EngineID new_engine_type)
{
CommandCost cost;
CommandCost sell_value;
Vehicle *old_v = *w;
const UnitID cached_unitnumber = old_v->unitnumber;
bool new_front = false;
Vehicle *new_v = NULL;
char *vehicle_name = NULL;
CargoID replacement_cargo_type;
replacement_cargo_type = GetNewCargoTypeForReplace(old_v, new_engine_type);
/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
if (replacement_cargo_type == CT_INVALID) return CommandCost();
sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v));
/* We give the player a loan of the same amount as the sell value.
* This is needed in case he needs the income from the sale to build the new vehicle.
* We take it back if building fails or when we really sell the old engine */
SubtractMoneyFromPlayer(sell_value);
cost = DoCommand(old_v->tile, new_engine_type, 0, flags | DC_AUTOREPLACE, GetCmdBuildVeh(old_v));
if (CmdFailed(cost)) {
/* Take back the money we just gave the player */
sell_value.MultiplyCost(-1);
SubtractMoneyFromPlayer(sell_value);
return cost;
}
if (replacement_cargo_type != CT_NO_REFIT) {
/* add refit cost */
CommandCost refit_cost = GetRefitCost(new_engine_type);
if (old_v->type == VEH_TRAIN && RailVehInfo(new_engine_type)->railveh_type == RAILVEH_MULTIHEAD) {
/* Since it's a dualheaded engine we have to pay once more because the rear end is being refitted too. */
refit_cost.AddCost(refit_cost);
}
cost.AddCost(refit_cost);
}
if (flags & DC_EXEC) {
new_v = GetVehicle(_new_vehicle_id);
*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
/* refit if needed */
if (replacement_cargo_type != CT_NO_REFIT) {
if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, GetCmdRefitVeh(new_v)))) {
/* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */
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);
}
}
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()))) {
// we are autorenewing to a single engine, so we will turn it as the old one was turned as well
SetBit(new_v->u.rail.flags, VRF_REVERSE_DIRECTION);
}
if (old_v->type == VEH_TRAIN && !IsFrontEngine(old_v)) {
/* this is a railcar. We need to move the car into the train
* We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
* sell the old engine in a moment
*/
/* Get the vehicle in front of the one we move out */
Vehicle *front = old_v->Previous();
if (front == NULL) {
/* It would appear that we have the front wagon of a row of wagons without engines */
Vehicle *next = old_v->Next();
if (next != NULL) {
/* Move the chain to the new front wagon */
DoCommand(0, (new_v->index << 16) | next->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
}
} else {
/* 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 */
if (IsRearDualheaded(front)) front = front->Previous();
/* Now we move the old one out of the train */
DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
/* Add the new vehicle */
CommandCost tmp_move = DoCommand(0, (front->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
if (CmdFailed(tmp_move)) {
cost.AddCost(tmp_move);
DoCommand(0, new_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN));
}
}
} else {
// copy/clone the orders
DoCommand(0, (old_v->index << 16) | new_v->index, old_v->IsOrderListShared() ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
new_v->cur_order_index = old_v->cur_order_index;
ChangeVehicleViewWindow(old_v->index, new_v->index);
new_v->profit_this_year = old_v->profit_this_year;
new_v->profit_last_year = old_v->profit_last_year;
new_v->service_interval = old_v->service_interval;
DoCommand(0, old_v->group_id, new_v->index, flags, CMD_ADD_VEHICLE_GROUP);
new_front = true;
new_v->unitnumber = old_v->unitnumber; // use the same unit number
new_v->dest_tile = old_v->dest_tile;
new_v->current_order = old_v->current_order;
if (old_v->type == VEH_TRAIN && GetNextVehicle(old_v) != NULL){
Vehicle *temp_v = GetNextVehicle(old_v);
// move the entire train to the new engine, excluding the old engine
if (IsMultiheaded(old_v) && temp_v == old_v->u.rail.other_multiheaded_part) {
// we got front and rear of a multiheaded engine right after each other. We should work with the next in line instead
temp_v = GetNextVehicle(temp_v);
}
if (temp_v != NULL) {
CommandCost tmp_move = DoCommand(0, (new_v->index << 16) | temp_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
if (CmdFailed(tmp_move)) {
cost.AddCost(tmp_move);
DoCommand(0, temp_v->index, 1, DC_EXEC, GetCmdSellVeh(VEH_TRAIN));
}
}
}
}
if (CmdSucceeded(cost)) {
/* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */
MoveVehicleCargo(new_v->type == VEH_TRAIN ? new_v->First() : new_v, old_v);
/* Get the name of the old vehicle if it has a custom name. */
if (old_v->name != NULL) vehicle_name = strdup(old_v->name);
}
} else { // flags & DC_EXEC not set
CommandCost tmp_move;
if (old_v->type == VEH_TRAIN && IsFrontEngine(old_v)) {
Vehicle *next_veh = GetNextUnit(old_v); // don't try to move the rear multiheaded engine or articulated parts
if (next_veh != NULL) {
/* Verify that the wagons can be placed on the engine in question.
* This is done by building an engine, test if the wagons can be added and then sell the test engine. */
DoCommand(old_v->tile, new_engine_type, 0, DC_EXEC | DC_AUTOREPLACE, GetCmdBuildVeh(old_v));
Vehicle *temp = GetVehicle(_new_vehicle_id);
tmp_move = DoCommand(0, (temp->index << 16) | next_veh->index, 1, 0, CMD_MOVE_RAIL_VEHICLE);
DoCommand(0, temp->index, 0, DC_EXEC, GetCmdSellVeh(old_v));
}
}
/* Ensure that the player will not end up having negative money while autoreplacing
* This is needed because the only other check is done after the income from selling the old vehicle is substracted from the cost */
if (CmdFailed(tmp_move) || p->player_money < (cost.GetCost() + total_cost)) {
/* Pay back the loan */
sell_value.MultiplyCost(-1);
SubtractMoneyFromPlayer(sell_value);
return CMD_ERROR;
}
}
/* Take back the money we just gave the player just before building the vehicle
* The player will get the same amount now that the sale actually takes place */
sell_value.MultiplyCost(-1);
SubtractMoneyFromPlayer(sell_value);
/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
cost.AddCost(DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v)));
if (CmdFailed(cost)) return cost;
if (new_front) {
/* now we assign the old unitnumber to the new vehicle */
new_v->unitnumber = cached_unitnumber;
}
/* Transfer the name of the old vehicle */
if ((flags & DC_EXEC) && vehicle_name != NULL) {
_cmd_text = vehicle_name;
DoCommand(0, new_v->index, 0, DC_EXEC, CMD_NAME_VEHICLE);
free(vehicle_name);
}
return cost;
}
/** Removes wagons from a train until it get a certain length
* @param v The vehicle
* @param old_total_length The wanted max length
* @return The profit from selling the wagons
*/
static CommandCost WagonRemoval(Vehicle *v, uint16 old_total_length)
{
if (v->type != VEH_TRAIN) return CommandCost();
Vehicle *front = v;
CommandCost cost = CommandCost();
while (front->u.rail.cached_total_length > old_total_length) {
/* the train is too long. We will remove cars one by one from the start of the train until it's short enough */
while (v != NULL && RailVehInfo(v->engine_type)->railveh_type != RAILVEH_WAGON) {
/* We move backwards in the train until we find a wagon */
v = GetNextVehicle(v);
}
if (v == NULL) {
/* We sold all the wagons and the train is still not short enough */
SetDParam(0, front->unitnumber);
AddNewsItem(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT, NS_ADVICE, front->index, 0);
return cost;
}
/* We found a wagon we can sell */
Vehicle *temp = v;
v = GetNextVehicle(v);
DoCommand(0, (INVALID_VEHICLE << 16) | temp->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); // remove the wagon from the train
MoveVehicleCargo(front, temp); // move the cargo back on the train
cost.AddCost(DoCommand(0, temp->index, 0, DC_EXEC, CMD_SELL_RAIL_WAGON)); // sell the wagon
}
return cost;
}
/** 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)
@ -480,142 +226,6 @@ static EngineID GetNewEngineType(const Vehicle *v, const Player *p)
return INVALID_ENGINE;
}
/** replaces a vehicle if it's set for autoreplace or is too old
* (used to be called autorenew)
* @param v The vehicle to replace
* if the vehicle is a train, v needs to be the front engine
* @param flags
* @param display_costs If set, a cost animation is shown (only if DC_EXEC is set)
* This bool also takes autorenew money into consideration
* @return the costs, the success bool and sometimes an error message
*/
CommandCost MaybeReplaceVehicle(Vehicle *v, uint32 flags, bool display_costs)
{
Vehicle *w;
Player *p = GetPlayer(v->owner);
CommandCost cost;
bool stopped = false;
BackuppedVehicle backup(true);
/* We only want "real" vehicle types. */
assert(IsPlayerBuildableVehicleType(v));
/* Ensure that this bool is cleared. */
assert(!v->leave_depot_instantly);
/* We can't sell if the current player don't own the vehicle. */
assert(v->owner == _current_player);
if (!v->IsInDepot()) {
/* The vehicle should be inside the depot */
switch (v->type) {
default: NOT_REACHED();
case VEH_TRAIN: return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED); break;
case VEH_ROAD: return_cmd_error(STR_9013_MUST_BE_STOPPED_INSIDE); break;
case VEH_SHIP: return_cmd_error(STR_980B_SHIP_MUST_BE_STOPPED_IN); break;
case VEH_AIRCRAFT: return_cmd_error(STR_A01B_AIRCRAFT_MUST_BE_STOPPED); break;
}
}
/* Remember the length in case we need to trim train later on
* If it's not a train, the value is unused
* round up to the length of the tiles used for the train instead of the train length instead
* Useful when newGRF uses custom length */
uint16 old_total_length = (v->type == VEH_TRAIN ?
(v->u.rail.cached_total_length + TILE_SIZE - 1) / TILE_SIZE * TILE_SIZE :
-1
);
if (!(v->vehstatus & VS_STOPPED)) {
/* The vehicle is moving so we better stop it before we might alter consist or sell it */
v->vehstatus |= VS_STOPPED;
/* Remember that we stopped the vehicle */
stopped = true;
}
{
cost = CommandCost(EXPENSES_NEW_VEHICLES);
w = v;
do {
EngineID new_engine = GetNewEngineType(w, p);
if (new_engine == INVALID_ENGINE) continue;
if (!backup.ContainsBackup()) {
/* We are going to try to replace a vehicle but we don't have any backup so we will make one. */
backup.Backup(v, p);
}
/* Now replace the vehicle.
* First we need to cache if it's the front vehicle as we need to update the v pointer if it is.
* If the replacement fails then we can't trust the data in the vehicle hence the reason to cache the result. */
bool IsFront = w->type != VEH_TRAIN || w->u.rail.first_engine == INVALID_ENGINE;
cost.AddCost(ReplaceVehicle(&w, DC_EXEC, cost.GetCost(), p, new_engine));
if (IsFront) {
/* now we bought a new engine and sold the old one. We need to fix the
* pointers in order to avoid pointing to the old one for trains: these
* pointers should point to the front engine and not the cars
*/
v = w;
}
} while (CmdSucceeded(cost) && w->type == VEH_TRAIN && (w = GetNextVehicle(w)) != NULL);
if (CmdSucceeded(cost) && v->type == VEH_TRAIN && p->renew_keep_length) {
/* Remove wagons until the wanted length is reached */
cost.AddCost(WagonRemoval(v, old_total_length));
}
if (flags & DC_QUERY_COST || cost.GetCost() == 0) {
/* We didn't do anything during the replace so we will just exit here */
v = backup.Restore(v, p);
if (stopped) v->vehstatus &= ~VS_STOPPED;
return cost;
}
if (display_costs) {
/* We want to ensure that we will not get below p->engine_renew_money.
* We will not actually pay this amount. It's for display and checks only. */
CommandCost tmp = cost;
tmp.AddCost((Money)p->engine_renew_money);
if (CmdSucceeded(tmp) && GetAvailableMoneyForCommand() < tmp.GetCost()) {
/* We don't have enough money so we will set cost to failed */
cost.AddCost((Money)p->engine_renew_money);
cost.AddCost(CMD_ERROR);
}
}
if (display_costs && CmdFailed(cost)) {
if (GetAvailableMoneyForCommand() < cost.GetCost() && IsLocalPlayer()) {
StringID message;
SetDParam(0, v->unitnumber);
switch (v->type) {
case VEH_TRAIN: message = STR_TRAIN_AUTORENEW_FAILED; break;
case VEH_ROAD: message = STR_ROADVEHICLE_AUTORENEW_FAILED; break;
case VEH_SHIP: message = STR_SHIP_AUTORENEW_FAILED; break;
case VEH_AIRCRAFT: message = STR_AIRCRAFT_AUTORENEW_FAILED; break;
// This should never happen
default: NOT_REACHED(); message = 0; break;
}
AddNewsItem(message, NS_ADVICE, v->index, 0);
}
}
}
if (display_costs && IsLocalPlayer() && (flags & DC_EXEC) && CmdSucceeded(cost)) {
ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost());
}
if (!(flags & DC_EXEC) || CmdFailed(cost)) {
v = backup.Restore(v, p);
}
/* Start the vehicle if we stopped it earlier */
if (stopped) v->vehstatus &= ~VS_STOPPED;
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.

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@ -92,18 +92,6 @@ static inline bool IsValidPlayerID(PlayerID index)
#define FOR_ALL_PLAYERS_FROM(d, start) for (d = GetPlayer(start); d != NULL; d = (d->index + 1U < GetPlayerPoolSize()) ? GetPlayer(d->index + 1U) : NULL) if (d->IsValid())
#define FOR_ALL_PLAYERS(d) FOR_ALL_PLAYERS_FROM(d, 0)
struct PlayerMoneyBackup {
private:
Money backup_yearly_expenses[EXPENSES_END];
PlayerEconomyEntry backup_cur_economy;
Player *p;
public:
PlayerMoneyBackup(Player *player);
void Restore();
};
static inline byte ActivePlayerCount()
{
const Player *p;

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@ -231,24 +231,6 @@ bool CheckPlayerHasMoney(CommandCost cost)
return true;
}
/** Backs up current economic data for a player
*/
PlayerMoneyBackup::PlayerMoneyBackup(Player *player)
{
p = player;
memcpy(backup_yearly_expenses, p->yearly_expenses, EXPENSES_END * sizeof(Money));
backup_cur_economy = p->cur_economy;
}
/** Restore the economic data from last backup
* This should only be used right after Player::BackupEconomy()
*/
void PlayerMoneyBackup::Restore()
{
memcpy(p->yearly_expenses, backup_yearly_expenses, EXPENSES_END * sizeof(Money));
p->cur_economy = backup_cur_economy;
}
static void SubtractMoneyFromAnyPlayer(Player *p, CommandCost cost)
{
if (cost.GetCost() == 0) return;

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@ -2578,158 +2578,6 @@ void Vehicle::SetNext(Vehicle *next)
}
}
/** Backs up a chain of vehicles
* @param v The vehicle to back up
*/
void BackuppedVehicle::BackupVehicle(Vehicle *v)
{
int length = CountVehiclesInChain(v);
size_t cargo_packages_count = 1;
for (const Vehicle *v_count = v; v_count != NULL; v_count=v_count->Next()) {
/* Now we count how many cargo packets we need to store.
* We started with an offset by one because we also need an end of array marker. */
cargo_packages_count += v_count->cargo.packets.size();
}
vehicles = MallocT<Vehicle>(length);
cargo_packets = MallocT<CargoPacket>(cargo_packages_count);
/* Now we make some pointers to iterate over the arrays. */
Vehicle *copy = vehicles;
CargoPacket *cargo = cargo_packets;
Vehicle *original = v;
for (; 0 < length; original = original->Next(), copy++, length--) {
/* First we need to copy the vehicle itself.
* However there is an issue as the cargo list isn't copied.
* To avoid restoring invalid pointers we start by swapping the cargo list with an empty one. */
CargoList::List empty_packets;
original->cargo.packets.swap(empty_packets);
memcpy(copy, original, sizeof(Vehicle));
/* No need to do anything else if the cargo list is empty.
* It really doesn't matter if we swap an empty list with an empty list. */
if (original->cargo.Empty()) continue;
/* And now we swap the cargo lists back. The vehicle now has it's cargo again. */
original->cargo.packets.swap(empty_packets);
/* The vehicle contains some cargo so we will back up the cargo as well.
* We only need to store the packets and not which vehicle they came from.
* We will still be able to put them together with the right vehicle when restoring. */
const CargoList::List *packets = original->cargo.Packets();
for (CargoList::List::const_iterator it = packets->begin(); it != packets->end(); it++) {
memcpy(cargo, (*it), sizeof(CargoPacket));
cargo++;
}
}
/* We should end with a 0 packet so restoring can detect the end of the array. */
memset(cargo, 0, sizeof(CargoPacket));
}
/** Restore a backed up row of vehicles
* @param *v The array of vehicles to restore
* @param *p The owner of the vehicle
*/
Vehicle* BackuppedVehicle::RestoreBackupVehicle(Vehicle *v, Player *p)
{
Vehicle *backup = v;
CargoPacket *cargo = cargo_packets;
assert(v->owner == p->index);
/* Cache the result of the vehicle type check since it will not change
* and we need this check once for every run though the loop. */
bool is_road_veh = v->type == VEH_ROAD;
while (true) {
Vehicle *dest = GetVehicle(backup->index);
/* The vehicle should be free since we are restoring something we just sold. */
assert(!dest->IsValid());
memcpy(dest, backup, sizeof(Vehicle));
/* We decreased the engine count when we sold the engines so we will increase it again. */
if (IsEngineCountable(backup)) {
p->num_engines[backup->engine_type]++;
if (IsValidGroupID(backup->group_id)) GetGroup(backup->group_id)->num_engines[backup->engine_type]++;
if (backup->IsPrimaryVehicle()) IncreaseGroupNumVehicle(backup->group_id);
}
/* Update hash. */
Vehicle *dummy = dest;
dest->old_new_hash = &dummy;
dest->left_coord = INVALID_COORD;
UpdateVehiclePosHash(dest, INVALID_COORD, 0);
if (is_road_veh) {
/* Removed the slot in the road vehicles as the slot is gone.
* We don't want a pointer to a slot that's gone. */
dest->u.road.slot = NULL;
}
if (!dest->cargo.Empty()) {
/* The vehicle in question contains some cargo.
* However we lost the list so we will have to recreate it.
* We know that the packets are stored in the same order as the vehicles so
* the one cargo_packets points to and maybe some following ones belongs to
* the current vehicle.
* Now all we have to do is to add the packets to a list and keep track of how
* much cargo we restore and once we reached the cached cargo hold we recovered
* everything for this vehicle. */
uint cargo_count = 0;
for(; cargo_count < dest->cargo.Count(); cargo++) {
dest->cargo.packets.push_back(GetCargoPacket(cargo->index));
cargo_count += cargo->count;
}
/* This design should always end up with the right amount of cargo. */
assert(cargo_count == dest->cargo.Count());
}
if (backup->Next() == NULL) break;
backup++;
}
return GetVehicle(v->index);
}
/** Restores a backed up vehicle
* @param *v A vehicle we should sell and take the windows from (NULL for not using this)
* @param *p The owner of the vehicle
* @return The vehicle we restored (front for trains) or v if we didn't have anything to restore
*/
Vehicle *BackuppedVehicle::Restore(Vehicle *v, Player *p)
{
if (!ContainsBackup()) return v;
if (v != NULL) {
ChangeVehicleViewWindow(v->index, INVALID_VEHICLE);
DoCommand(0, v->index, 1, DC_EXEC, GetCmdSellVeh(v));
}
v = RestoreBackupVehicle(this->vehicles, p);
ChangeVehicleViewWindow(INVALID_VEHICLE, v->index);
if (orders != NULL) RestoreVehicleOrdersBruteForce(v, orders);
if (economy != NULL) economy->Restore();
/* If we stored cargo as well then we should restore it. */
cargo_packets->RestoreBackup();
return v;
}
/** Backs up a vehicle
* This should never be called when the object already contains a backup
* @param v the vehicle to backup
* @param p If it's set to the vehicle's owner then economy is backed up. If NULL then economy backup will be skipped.
*/
void BackuppedVehicle::Backup(Vehicle *v, Player *p)
{
assert(!ContainsBackup());
if (p != NULL) {
assert(p->index == v->owner);
economy = new PlayerMoneyBackup(p);
}
BackupVehicle(v);
if (orders != NULL) BackupVehicleOrders(v, orders);
}
void StopAllVehicles()
{
Vehicle *v;

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@ -675,25 +675,4 @@ Trackdir GetVehicleTrackdir(const Vehicle* v);
void CheckVehicle32Day(Vehicle *v);
struct BackuppedVehicle {
private:
Vehicle *vehicles;
BackuppedOrders *orders;
PlayerMoneyBackup *economy;
CargoPacket *cargo_packets;
void BackupVehicle(Vehicle *v);
Vehicle* RestoreBackupVehicle(Vehicle *v, Player *p);
public:
BackuppedVehicle(bool include_orders) : vehicles(NULL), economy(NULL), cargo_packets(NULL) {
orders = include_orders ? new BackuppedOrders() : NULL;
}
~BackuppedVehicle() { free(vehicles); delete orders; delete economy; free(cargo_packets); }
void Backup(Vehicle *v, Player *p = NULL);
Vehicle *Restore(Vehicle *v, Player *p);
bool ContainsBackup() { return vehicles != NULL; }
};
#endif /* VEHICLE_BASE_H */