changeset 9930:c8cdb9930724 draft

(svn r14085) -Cleanup (r14083): Remove no longer used functions.
author frosch <frosch@openttd.org>
date Sat, 16 Aug 2008 14:15:32 +0000
parents 12d55b8b7630
children 3ed3b1a0c1b3
files src/autoreplace_cmd.cpp src/player_base.h src/players.cpp src/vehicle.cpp src/vehicle_base.h
diffstat 5 files changed, 0 insertions(+), 593 deletions(-) [+]
line wrap: on
line diff
--- a/src/autoreplace_cmd.cpp
+++ b/src/autoreplace_cmd.cpp
@@ -88,42 +88,6 @@
 	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 @@
 	}
 }
 
-/** 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 @@
 	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.
--- a/src/player_base.h
+++ b/src/player_base.h
@@ -92,18 +92,6 @@
 #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;
--- a/src/players.cpp
+++ b/src/players.cpp
@@ -231,24 +231,6 @@
 	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;
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -2578,158 +2578,6 @@
 	}
 }
 
-/** 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;
--- a/src/vehicle_base.h
+++ b/src/vehicle_base.h
@@ -675,25 +675,4 @@
 
 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 */