(svn r7330) -Fix (r7304): Data invalidation doesn't always happen as the local

player, resulting in an empty vehicle purchase list. Specify the player 
as an argument to IsEngineBuildable()
This commit is contained in:
peter1138 2006-12-03 15:48:21 +00:00
parent 3f3a14d24b
commit e205c58ddc
8 changed files with 11 additions and 10 deletions

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@ -207,7 +207,7 @@ int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
const AirportFTAClass* ap;
Engine *e;
if (!IsEngineBuildable(p1, VEH_Aircraft)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
if (!IsEngineBuildable(p1, VEH_Aircraft, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
value = EstimateAircraftCost(p1);

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@ -290,7 +290,7 @@ static void GenerateBuildAircraftList(Window *w)
* when planes become obsolete and are removed */
sel_id = INVALID_ENGINE;
for (eid = AIRCRAFT_ENGINES_INDEX; eid < AIRCRAFT_ENGINES_INDEX + NUM_AIRCRAFT_ENGINES; eid++) {
if (IsEngineBuildable(eid, VEH_Aircraft)) {
if (IsEngineBuildable(eid, VEH_Aircraft, _local_player)) {
const AircraftVehicleInfo *avi = AircraftVehInfo(eid);
switch (bv->filter.acc_planes) {
case HELICOPTERS_ONLY:

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@ -401,12 +401,13 @@ int32 CmdRenameEngine(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/*
* returns true if an engine is valid, of the specified type, and buildable by
* the current player, false otherwise
* the given player, false otherwise
*
* engine = index of the engine to check
* type = the type the engine should be of (VEH_xxx)
* player = index of the player
*/
bool IsEngineBuildable(uint engine, byte type)
bool IsEngineBuildable(EngineID engine, byte type, PlayerID player)
{
const Engine *e;
@ -419,7 +420,7 @@ bool IsEngineBuildable(uint engine, byte type)
if (e->type != type) return false;
// check if it's available
if (!HASBIT(e->player_avail, _current_player)) return false;
if (!HASBIT(e->player_avail, player)) return false;
return true;
}

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@ -137,7 +137,7 @@ void DrawAircraftEngine(int x, int y, EngineID engine, uint32 image_ormod);
void LoadCustomEngineNames(void);
void DeleteCustomEngineNames(void);
bool IsEngineBuildable(uint engine, byte type);
bool IsEngineBuildable(EngineID engine, byte type, PlayerID player);
enum {
NUM_NORMAL_RAIL_ENGINES = 54,

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@ -114,7 +114,7 @@ int32 CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
UnitID unit_num;
Engine *e;
if (!IsEngineBuildable(p1, VEH_Road)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
if (!IsEngineBuildable(p1, VEH_Road, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);

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@ -814,7 +814,7 @@ int32 CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
UnitID unit_num;
Engine *e;
if (!IsEngineBuildable(p1, VEH_Ship)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
if (!IsEngineBuildable(p1, VEH_Ship, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);

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@ -743,7 +743,7 @@ int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
uint num_vehicles;
/* Check if the engine-type is valid (for the player) */
if (!IsEngineBuildable(p1, VEH_Train)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
if (!IsEngineBuildable(p1, VEH_Train, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
/* Check if the train is actually being built in a depot belonging
* to the player. Doesn't matter if only the cost is queried */

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@ -393,7 +393,7 @@ static void GenerateBuildList(Window *w)
const RailVehicleInfo *rvi = RailVehInfo(eid);
if (bv->filter.railtype != RAILTYPE_END && !HasPowerOnRail(e->railtype, bv->filter.railtype)) continue;
if (!IsEngineBuildable(eid, VEH_Train)) continue;
if (!IsEngineBuildable(eid, VEH_Train, _local_player)) continue;
EngList_Add(&bv->eng_list, eid);
if ((rvi->flags & RVI_WAGON) == 0) {