mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r16302) -Codechange: remove Vehicle::AllocateList
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@ -283,10 +283,10 @@ void CheckConsistencyOfArticulatedVehicle(const Vehicle *v)
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}
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}
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void AddArticulatedParts(Vehicle **vl, VehicleType type)
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void AddArticulatedParts(Vehicle *first, VehicleType type)
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{
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const Vehicle *v = vl[0];
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Vehicle *u = vl[0];
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const Vehicle *v = first;
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Vehicle *u = first;
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if (!HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) return;
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@ -294,23 +294,20 @@ void AddArticulatedParts(Vehicle **vl, VehicleType type)
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uint16 callback = GetVehicleCallback(CBID_VEHICLE_ARTIC_ENGINE, i, 0, v->engine_type, v);
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if (callback == CALLBACK_FAILED || GB(callback, 0, 8) == 0xFF) return;
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/* Attempt to use pre-allocated vehicles until they run out. This can happen
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* if the callback returns different values depending on the cargo type. */
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u->SetNext(vl[i]);
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if (u->Next() == NULL) return;
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Vehicle *previous = u;
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u = u->Next();
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/* In the (very rare) case the GRF reported wrong number of articulated parts
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* and we run out of available vehicles, bail out. */
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if (!Vehicle::CanAllocateItem()) return;
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EngineID engine_type = GetNewEngineID(GetEngineGRF(v->engine_type), type, GB(callback, 0, 7));
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bool flip_image = HasBit(callback, 7);
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Vehicle *previous = u;
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const Engine *e_artic = GetEngine(engine_type);
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switch (type) {
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default: NOT_REACHED();
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case VEH_TRAIN:
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u = new (u) Train();
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u = new Train();
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u->subtype = 0;
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previous->SetNext(u);
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u->u.rail.track = v->u.rail.track;
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@ -330,7 +327,7 @@ void AddArticulatedParts(Vehicle **vl, VehicleType type)
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break;
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case VEH_ROAD:
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u = new (u) RoadVehicle();
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u = new RoadVehicle();
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u->subtype = 0;
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previous->SetNext(u);
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u->u.road.first_engine = v->engine_type;
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@ -10,7 +10,7 @@
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uint CountArticulatedParts(EngineID engine_type, bool purchase_window);
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uint16 *GetCapacityOfArticulatedParts(EngineID engine, VehicleType type);
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void AddArticulatedParts(Vehicle **vl, VehicleType type);
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void AddArticulatedParts(Vehicle *first, VehicleType type);
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uint32 GetUnionOfArticulatedRefitMasks(EngineID engine, VehicleType type, bool include_initial_cargo_type);
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uint32 GetIntersectionOfArticulatedRefitMasks(EngineID engine, VehicleType type, bool include_initial_cargo_type);
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bool IsArticulatedVehicleCarryingDifferentCargos(const Vehicle *v, CargoID *cargo_type);
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@ -160,9 +160,6 @@ void RoadVehUpdateCache(Vehicle *v)
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*/
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CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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Vehicle *v;
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UnitID unit_num;
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if (!IsEngineBuildable(p1, VEH_ROAD, _current_company)) return_cmd_error(STR_ROAD_VEHICLE_NOT_AVAILABLE);
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const Engine *e = GetEngine(p1);
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@ -181,47 +178,40 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
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uint num_vehicles = 1 + CountArticulatedParts(p1, false);
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/* Allow for the front and the articulated parts, plus one to "terminate" the list. */
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Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
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memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
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if (!Vehicle::AllocateList(vl, num_vehicles)) {
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/* Allow for the front and the articulated parts */
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if (!Vehicle::CanAllocateItem(num_vehicles)) {
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return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
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}
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v = vl[0];
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/* find the first free roadveh id */
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unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD);
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if (unit_num > _settings_game.vehicle.max_roadveh)
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UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD);
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if (unit_num > _settings_game.vehicle.max_roadveh) {
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return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
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}
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if (flags & DC_EXEC) {
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int x;
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int y;
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const RoadVehicleInfo *rvi = RoadVehInfo(p1);
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v = new (v) RoadVehicle();
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Vehicle *v = new RoadVehicle();
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v->unitnumber = unit_num;
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v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
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v->owner = _current_company;
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v->tile = tile;
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x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
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y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
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int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
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int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
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v->x_pos = x;
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v->y_pos = y;
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v->z_pos = GetSlopeZ(x, y);
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v->running_ticks = 0;
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// v->running_ticks = 0;
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v->u.road.state = RVSB_IN_DEPOT;
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v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
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v->spritenum = rvi->image_index;
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v->cargo_type = e->GetDefaultCargoType();
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v->cargo_subtype = 0;
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// v->cargo_subtype = 0;
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v->cargo_cap = rvi->capacity;
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// v->cargo_count = 0;
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v->value = cost.GetCost();
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@ -230,7 +220,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
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// v->load_unload_time_rem = 0;
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// v->progress = 0;
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// v->u.road.overtaking = 0;
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// v->u.road.overtaking = 0;
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v->last_station_visited = INVALID_STATION;
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v->max_speed = rvi->max_speed;
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@ -261,7 +251,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
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v->cargo_cap = rvi->capacity;
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AddArticulatedParts(vl, VEH_ROAD);
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AddArticulatedParts(v, VEH_ROAD);
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/* Call various callbacks after the whole consist has been constructed */
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for (Vehicle *u = v; u != NULL; u = u->Next()) {
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@ -641,31 +641,28 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
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uint num_vehicles = 1 + CountArticulatedParts(engine, false);
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/* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */
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Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
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memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
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if (!Vehicle::AllocateList(vl, num_vehicles)) {
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/* Allow for the wagon and the articulated parts */
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if (!Vehicle::CanAllocateItem(num_vehicles)) {
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return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
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}
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if (flags & DC_EXEC) {
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Vehicle *v = vl[0];
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v->spritenum = rvi->image_index;
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Vehicle *u = NULL;
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Vehicle *w;
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FOR_ALL_VEHICLES(w) {
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/* do not connect new wagon with crashed/flooded consists */
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if (w->type == VEH_TRAIN && w->tile == tile &&
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IsFreeWagon(w) && w->engine_type == engine &&
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!HASBITS(w->vehstatus, VS_CRASHED)) { /// do not connect new wagon with crashed/flooded consists
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IsFreeWagon(w) && w->engine_type == engine &&
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!HASBITS(w->vehstatus, VS_CRASHED)) {
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u = GetLastVehicleInChain(w);
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break;
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}
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}
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v = new (v) Train();
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Vehicle *v = new Train();
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v->spritenum = rvi->image_index;
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v->engine_type = engine;
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DiagDirection dir = GetRailDepotDirection(tile);
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@ -707,7 +704,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
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v->group_id = DEFAULT_GROUP;
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AddArticulatedParts(vl, VEH_TRAIN);
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AddArticulatedParts(v, VEH_TRAIN);
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_new_vehicle_id = v->index;
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@ -743,9 +740,11 @@ static void NormalizeTrainVehInDepot(const Vehicle *u)
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}
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}
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static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u)
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static void AddRearEngineToMultiheadedTrain(Vehicle *v)
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{
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u = new (u) Train();
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Vehicle *u = new Train();
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v->value >>= 1;
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u->value = v->value;
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u->direction = v->direction;
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u->owner = v->owner;
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u->tile = v->tile;
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@ -755,20 +754,23 @@ static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u)
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u->u.rail.track = TRACK_BIT_DEPOT;
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u->vehstatus = v->vehstatus & ~VS_STOPPED;
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// u->subtype = 0;
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SetMultiheaded(u);
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u->spritenum = v->spritenum + 1;
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u->cargo_type = v->cargo_type;
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u->cargo_subtype = v->cargo_subtype;
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u->cargo_cap = v->cargo_cap;
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u->u.rail.railtype = v->u.rail.railtype;
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v->SetNext(u);
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u->engine_type = v->engine_type;
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u->build_year = v->build_year;
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v->value >>= 1;
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u->value = v->value;
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u->cur_image = 0xAC2;
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u->random_bits = VehicleRandomBits();
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SetMultiheaded(v);
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SetMultiheaded(u);
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v->SetNext(u);
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VehicleMove(u, false);
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/* Now we need to link the front and rear engines together */
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v->u.rail.other_multiheaded_part = u;
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u->u.rail.other_multiheaded_part = v;
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}
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/** Build a railroad vehicle.
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@ -806,16 +808,11 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
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* We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
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if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
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/* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */
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Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
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memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
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if (!Vehicle::AllocateList(vl, num_vehicles)) {
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/* Allow for the dual-heads and the articulated parts */
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if (!Vehicle::CanAllocateItem(num_vehicles)) {
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return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
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}
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Vehicle *v = vl[0];
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UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
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if (unit_num > _settings_game.vehicle.max_trains) {
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return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
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@ -826,7 +823,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
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int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
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int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
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v = new (v) Train();
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Vehicle *v = new Train();
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v->unitnumber = unit_num;
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v->direction = DiagDirToDir(dir);
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v->tile = tile;
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@ -874,16 +871,9 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
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VehicleMove(v, false);
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if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
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SetMultiheaded(v);
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AddRearEngineToMultiheadedTrain(vl[0], vl[1]);
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/* Now we need to link the front and rear engines together
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* other_multiheaded_part is the pointer that links to the other half of the engine
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* vl[0] is the front and vl[1] is the rear
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*/
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vl[0]->u.rail.other_multiheaded_part = vl[1];
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vl[1]->u.rail.other_multiheaded_part = vl[0];
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AddRearEngineToMultiheadedTrain(v);
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} else {
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AddArticulatedParts(vl, VEH_TRAIN);
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AddArticulatedParts(v, VEH_TRAIN);
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}
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TrainConsistChanged(v, false);
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@ -206,22 +206,6 @@ byte VehicleRandomBits()
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return GB(Random(), 0, 8);
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}
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/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
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{
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if (!Vehicle::CanAllocateItem(num)) return false;
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if (vl == NULL) return true;
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uint counter = _Vehicle_pool.first_free_index;
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for (int i = 0; i != num; i++) {
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vl[i] = new (AllocateRaw(counter)) InvalidVehicle();
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counter++;
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}
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return true;
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}
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/* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash
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* lookup times at the expense of memory usage. */
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const int HASH_BITS = 7;
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@ -327,14 +327,6 @@ public:
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uint32 cached_var42; ///< Cache for NewGRF var 42
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uint32 cached_var43; ///< Cache for NewGRF var 43
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/**
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* Allocates a lot of vehicles.
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* @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
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* @param num number of vehicles to allocate room for
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* @return true if there is room to allocate all the vehicles
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*/
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static bool AllocateList(Vehicle **vl, int num);
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/** Create a new vehicle */
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Vehicle();
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