(svn r12924) -Feature: Introducing the so called 'engine pool' which primarily removes the fixed engine type limits and also happens to allow (with the patch option 'dynamic_engines') multiple NewGRF vehicle sets to coexist.
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@@ -7,6 +7,7 @@
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#include "../../command_func.h"
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#include "trolly.h"
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#include "../../engine_func.h"
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#include "../../engine_base.h"
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#include "../../variables.h"
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#include "../../bridge.h"
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#include "../../vehicle_func.h"
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@@ -235,12 +236,12 @@ EngineID AiNew_PickVehicle(Player *p)
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} else {
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EngineID best_veh_index = INVALID_ENGINE;
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int32 best_veh_rating = 0;
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EngineID i;
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const Engine *e;
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/* Loop through all road vehicles */
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FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_ROAD) {
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const RoadVehicleInfo *rvi = RoadVehInfo(i);
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const Engine* e = GetEngine(i);
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FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
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EngineID i = e->index;
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const RoadVehicleInfo *rvi = &e->u.road;
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/* Skip vehicles which can't take our cargo type */
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if (rvi->cargo_type != _players_ainew[p->index].cargo && !CanRefitTo(i, _players_ainew[p->index].cargo)) continue;
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@@ -29,6 +29,7 @@
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#include "../../industry.h"
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#include "../../station_base.h"
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#include "../../engine_func.h"
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#include "../../engine_base.h"
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#include "../../gui.h"
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#include "../../depot_base.h"
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#include "../../vehicle_base.h"
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