(svn r11120) -Codechange: remove the arbitrary limit of 10 articulated parts for a vehicle.

This commit is contained in:
rubidium 2007-09-16 20:48:00 +00:00
parent 631dc06212
commit 9da9e77641
3 changed files with 11 additions and 11 deletions

View File

@ -20,7 +20,7 @@ uint CountArticulatedParts(EngineID engine_type)
if (!HASBIT(EngInfo(engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return 0;
uint i;
for (i = 1; i < 10; i++) {
for (i = 1; i < MAX_UVALUE(EngineID); i++) {
uint16 callback = GetVehicleCallback(CBID_VEHICLE_ARTIC_ENGINE, i, 0, engine_type, NULL);
if (callback == CALLBACK_FAILED || callback == 0xFF) break;
}
@ -35,7 +35,7 @@ void AddArticulatedParts(Vehicle **vl, VehicleType type)
if (!HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return;
for (uint i = 1; i < 10; i++) {
for (uint i = 1; i < MAX_UVALUE(EngineID); i++) {
uint16 callback = GetVehicleCallback(CBID_VEHICLE_ARTIC_ENGINE, i, 0, v->engine_type, v);
if (callback == CALLBACK_FAILED || callback == 0xFF) return;

View File

@ -181,9 +181,9 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
uint num_vehicles = 1 + CountArticulatedParts(p1);
/* Allow for the front and up to 10 articulated parts. */
Vehicle *vl[11];
memset(&vl, 0, sizeof(vl));
/* Allow for the front and the articulated parts. */
Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * num_vehicles);
memset(vl, 0, sizeof(*vl) * num_vehicles);
if (!Vehicle::AllocateList(vl, num_vehicles)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);

View File

@ -517,9 +517,9 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 fla
uint num_vehicles = 1 + CountArticulatedParts(engine);
if (!(flags & DC_QUERY_COST)) {
Vehicle *vl[11]; // Allow for wagon and upto 10 artic parts.
memset(&vl, 0, sizeof(vl));
/* Allow for the wagon and the articulated parts. */
Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * num_vehicles);
memset(vl, 0, sizeof(*vl) * num_vehicles);
if (!Vehicle::AllocateList(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
@ -685,9 +685,9 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
CountArticulatedParts(p1);
if (!(flags & DC_QUERY_COST)) {
Vehicle *vl[12]; // Allow for upto 10 artic parts and dual-heads
memset(&vl, 0, sizeof(vl));
/* Allow for the dual-heads and the articulated parts. */
Vehicle **vl = (Vehicle**)alloca(sizeof(*vl) * num_vehicles);
memset(vl, 0, sizeof(*vl) * num_vehicles);
if (!Vehicle::AllocateList(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);