(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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10
src/rail.cpp
10
src/rail.cpp
@@ -14,6 +14,7 @@
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#include "player_func.h"
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#include "player_base.h"
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#include "engine_func.h"
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#include "engine_base.h"
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/* XXX: Below 3 tables store duplicate data. Maybe remove some? */
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@@ -202,14 +203,13 @@ RailTypes GetPlayerRailtypes(PlayerID p)
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{
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RailTypes rt = RAILTYPES_NONE;
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EngineID eid;
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FOR_ALL_ENGINEIDS_OF_TYPE(eid, VEH_TRAIN) {
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const Engine* e = GetEngine(eid);
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const EngineInfo *ei = EngInfo(eid);
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Engine *e;
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FOR_ALL_ENGINES_OF_TYPE(e, VEH_TRAIN) {
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const EngineInfo *ei = &e->info;
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if (HasBit(ei->climates, _opt.landscape) &&
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(HasBit(e->player_avail, p) || _date >= e->intro_date + 365)) {
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const RailVehicleInfo *rvi = RailVehInfo(eid);
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const RailVehicleInfo *rvi = &e->u.rail;
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if (rvi->railveh_type != RAILVEH_WAGON) {
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assert(rvi->railtype < RAILTYPE_END);
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