(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.

This commit is contained in:
peter1138
2008-04-29 21:31:29 +00:00
parent 6056d1fb31
commit 45034bc522
49 changed files with 654 additions and 435 deletions

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@@ -7,6 +7,7 @@
#include "../../command_func.h"
#include "trolly.h"
#include "../../engine_func.h"
#include "../../engine_base.h"
#include "../../variables.h"
#include "../../bridge.h"
#include "../../vehicle_func.h"
@@ -235,12 +236,12 @@ EngineID AiNew_PickVehicle(Player *p)
} else {
EngineID best_veh_index = INVALID_ENGINE;
int32 best_veh_rating = 0;
EngineID i;
const Engine *e;
/* Loop through all road vehicles */
FOR_ALL_ENGINEIDS_OF_TYPE(i, VEH_ROAD) {
const RoadVehicleInfo *rvi = RoadVehInfo(i);
const Engine* e = GetEngine(i);
FOR_ALL_ENGINES_OF_TYPE(e, VEH_ROAD) {
EngineID i = e->index;
const RoadVehicleInfo *rvi = &e->u.road;
/* Skip vehicles which can't take our cargo type */
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 @@
#include "../../industry.h"
#include "../../station_base.h"
#include "../../engine_func.h"
#include "../../engine_base.h"
#include "../../gui.h"
#include "../../depot_base.h"
#include "../../vehicle_base.h"