forked from mirror/OpenTTD
(svn r14037) -Fix (r8610): The autoreplace gui showed vehicle types for replacement which CmdSetAutoReplace() did not accept.
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@@ -23,7 +23,6 @@
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#include "engine_base.h"
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#include "window_gui.h"
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#include "engine_gui.h"
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#include "articulated_vehicles.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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@@ -99,19 +98,6 @@ void AddRemoveEngineFromAutoreplaceAndBuildWindows(VehicleType type)
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InvalidateWindowClassesData(WC_BUILD_VEHICLE); // The build windows needs updating as well
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}
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/** Figure out if two engines got at least one type of cargo in common (refitting if needed)
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* @param engine_a one of the EngineIDs
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* @param engine_b the other EngineID
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* @param type the type of the engines
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* @return true if they can both carry the same type of cargo (or at least one of them got no capacity at all)
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*/
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static bool EnginesGotCargoInCommon(EngineID engine_a, EngineID engine_b, VehicleType type)
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{
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uint32 available_cargos_a = GetUnionOfArticulatedRefitMasks(engine_a, type, true);
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uint32 available_cargos_b = GetUnionOfArticulatedRefitMasks(engine_b, type, true);
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return (available_cargos_a == 0 || available_cargos_b == 0 || (available_cargos_a & available_cargos_b) != 0);
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}
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/**
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* Window for the autoreplacing of vehicles.
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*/
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@@ -143,10 +129,6 @@ class ReplaceVehicleWindow : public Window {
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if (draw_left && show_engines) {
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/* Ensure that the railtype is specific to the selected one */
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if (rvi->railtype != this->sel_railtype) return false;
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} else {
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/* Ensure that it's a compatible railtype to the selected one (like electric <-> diesel)
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* The vehicle do not have to have power on the railtype in question, only able to drive (pulled if needed) */
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if (!IsCompatibleRail(rvi->railtype, this->sel_railtype)) return false;
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}
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return true;
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}
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@@ -177,13 +159,7 @@ class ReplaceVehicleWindow : public Window {
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/* Skip drawing the engines we don't have any of and haven't set for replacement */
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if (num_engines == 0 && EngineReplacementForPlayer(GetPlayer(_local_player), eid, selected_group) == INVALID_ENGINE) continue;
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} else {
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/* This is for engines we can replace to and they should depend on what we selected to replace from */
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if (!IsEngineBuildable(eid, type, _local_player)) continue; // we need to be able to build the engine
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if (!EnginesGotCargoInCommon(eid, this->sel_engine[0], type)) continue; // the engines needs to be able to carry the same cargo
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/* Road vehicles can't be replaced by trams and vice-versa */
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if (type == VEH_ROAD && HasBit(EngInfo(this->sel_engine[0])->misc_flags, EF_ROAD_TRAM) != HasBit(e->info.misc_flags, EF_ROAD_TRAM)) continue;
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if (eid == this->sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew)
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if (!CheckAutoreplaceValidity(this->sel_engine[0], eid, _local_player)) continue;
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}
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*list->Append() = eid;
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