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authorfrosch <frosch@openttd.org>2012-08-21 19:53:08 +0000
committerfrosch <frosch@openttd.org>2012-08-21 19:53:08 +0000
commit9f9cad1ac9faa674fc6bafdf3df41c5ea3fa3c15 (patch)
tree4d57c47943c5a4dfd7d94b3692f311ccd3e30ba0
parent4563c50c91e7a66d90fd35ecb84cebd2560beec5 (diff)
downloadopenttd-9f9cad1ac9faa674fc6bafdf3df41c5ea3fa3c15.tar.xz
(svn r24492) -Add: [NoGo] Useful behaviour for GSEngine::IsValidEngine and GSEngine::IsBuildable when outside GSCompanyMode scope.
-rw-r--r--src/engine.cpp14
-rw-r--r--src/script/api/script_engine.cpp7
-rw-r--r--src/script/api/script_engine.hpp8
3 files changed, 21 insertions, 8 deletions
diff --git a/src/engine.cpp b/src/engine.cpp
index 1500b9d89..541c025dd 100644
--- a/src/engine.cpp
+++ b/src/engine.cpp
@@ -146,12 +146,12 @@ Engine::~Engine()
}
/**
- * Checks whether the engine spec is properly initialised.
+ * Checks whether the engine is a valid (non-articulated part of an) engine.
* @return true if enabled
*/
bool Engine::IsEnabled() const
{
- return this->info.string_id != STR_NEWGRF_INVALID_ENGINE;
+ return this->info.string_id != STR_NEWGRF_INVALID_ENGINE && HasBit(this->info.climates, _settings_game.game_creation.landscape);
}
/**
@@ -998,8 +998,14 @@ bool IsEngineBuildable(EngineID engine, VehicleType type, CompanyID company)
/* check if it's an engine of specified type */
if (e->type != type) return false;
- /* check if it's available */
- if (company != OWNER_DEITY && !HasBit(e->company_avail, company)) return false;
+ /* check if it's available ... */
+ if (company == OWNER_DEITY) {
+ /* ... for any company (preview does not count) */
+ if (!(e->flags & ENGINE_AVAILABLE) || e->company_avail == 0) return false;
+ } else {
+ /* ... for this company */
+ if (!HasBit(e->company_avail, company)) return false;
+ }
if (!e->IsEnabled()) return false;
diff --git a/src/script/api/script_engine.cpp b/src/script/api/script_engine.cpp
index adad559c5..a34d0910f 100644
--- a/src/script/api/script_engine.cpp
+++ b/src/script/api/script_engine.cpp
@@ -23,7 +23,12 @@
/* static */ bool ScriptEngine::IsValidEngine(EngineID engine_id)
{
const Engine *e = ::Engine::GetIfValid(engine_id);
- return e != NULL && (::IsEngineBuildable(engine_id, e->type, ScriptObject::GetCompany()) || (ScriptObject::GetCompany() != OWNER_DEITY && ::Company::Get(ScriptObject::GetCompany())->group_all[e->type].num_engines[engine_id] > 0));
+ if (e == NULL || !e->IsEnabled()) return false;
+
+ /* AIs have only access to engines they can purchase or still have in use.
+ * Deity has access to all engined that will be or were available ever. */
+ CompanyID company = ScriptObject::GetCompany();
+ return company == OWNER_DEITY || ::IsEngineBuildable(engine_id, e->type, company) || ::Company::Get(company)->group_all[e->type].num_engines[engine_id] > 0;
}
/* static */ bool ScriptEngine::IsBuildable(EngineID engine_id)
diff --git a/src/script/api/script_engine.hpp b/src/script/api/script_engine.hpp
index c97707acd..20938ea66 100644
--- a/src/script/api/script_engine.hpp
+++ b/src/script/api/script_engine.hpp
@@ -23,15 +23,17 @@
class ScriptEngine : public ScriptObject {
public:
/**
- * Checks whether the given engine type is valid. An engine is valid if you
- * have at least one vehicle of this engine or it's currently buildable.
+ * Checks whether the given engine type is valid.
+ * An engine is valid for a company if it has at least one vehicle of this engine or it's currently buildable.
+ * @game Outside ScriptCompanyMode scope the function reports all engines valid, which were or will be available at some point.
* @param engine_id The engine to check.
* @return True if and only if the engine type is valid.
*/
static bool IsValidEngine(EngineID engine_id);
/**
- * Checks whether the given engine type is buildable by you.
+ * Checks whether the given engine type is buildable for a company.
+ * @game Outside ScriptCompanyMode scope the function checks whether the engine is currently buildable by all companies (no exclusive preview).
* @param engine_id The engine to check.
* @return True if and only if the engine type is buildable.
*/