currently ALL available wagons are displayed in the right menu in the replace window
however the replacement will only be done if the new wagon can be refitted to carry same cargo as the old one is currently carrying
Since the standard vehicles do not have any valid wagon replacements, this feature can only be used when using newgrf sets
- Change fixed array per player to a single pool. This avoids future problems
with vehicle numbers and decreases savegame size. Engine replacements from
previous savegames will be lost.
- Move engine replacement code from players.c to engine.c.
(thanks to blathijs for rewriting this)
As side effect this is a
-Fix: The default AI tried to change the service intervals of vehicles via the CMD_CHANGE_TRAIN_SERVICE_INT command - regardless of the type of the vehicle - which of course failed for non-trains
This means that any user attempt to remove a rear engine will tell the user to move the front engine instead
This fixes the assert when moving multiheaded engines (introduced in r3144)
Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs
-Codechange: train subtype is now a bitmask
This allows fast access to info like if it is a wagon or engine and if it is in front and so on
Note: savegame version bump
-Indentation
-Whitespace
-DeMorgan's Law
-Test with NULL or 0 for non-booleans
-'\0' instead of 0 for chars
-Remove redundantly redundant comments (like DoFoo(); // Do foo)
-Join multiple short lines with a single statement
-Split single lines with multiple statements
-Avoid assignments in if
-Trains will now remember the length of stations it visits and sell cars
when being autoreplaced if they became too long
-If it needs to remove cars, then it starts from the front and sells
all it can find until the train is short enough
-This only works for trains, that knows the station length of the route
so a full uninterrupted run is needed
-a train needs 1-2 runs to detect if the shortest station is expanded
-This feature can be turned on and off in the train replace window
and each company can have it's own setting
-NOTE: minor savegame version bump
This increases the speed greatly when allocating more than one at a time
(planes, artic engines, cloning...) and when adding another block of
vehicles to the vehicle pool (adding 512 vehicles each time)
Now it gives "too many vehicles" error message instead
To make this work, AllocateVehicles() needed to be moved to vehicle.c (from aircraft_cmd.c) and made non-static
this assert could be reached by clicking on the goto depot button to cancel goto depot from the orders and the vehicle
still entered the depot. The flags in that case would not be "normal" anymore. An additional check is added to prevent this
currently this applies to planes and multiheaded train engines (no more lost airmail)
added GetNextEnginePart() that returns the next vehicle in an engine nomatter what type it is
when more types of multivehicle engines are added, they will have to be added here too or autoreplace will not remove all cargo
this would result in the construction of a new vehicle while the old one just continued
added an assert to make sure it's always stopped before trying to sell the old vehicle
running MaybeReplaceVehicle() is now delayed until after the loop in CallVehicleTicks()
This avoids selling the vehicle the loop currently works with (and continues to work with afterwards)
this var works like _new_train_id and the rest of that kind of vars, except it is set each time a vehicle is build, nomatter what type
this is a nice tool to code vehicle independent code, which in turn can reduce code duplication
Right now it's used in ReplaceVehicle() and CmdCloneVehicle()