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authorfrosch <frosch@openttd.org>2011-02-05 16:07:23 +0000
committerfrosch <frosch@openttd.org>2011-02-05 16:07:23 +0000
commit915e339d0f395305ec722925bfd8f4fdd09f30a3 (patch)
treecf6982b3ae86b563f6868379f8f6240b658d6130 /src/engine.cpp
parenta4b08dddd10062f49352b5aee49e392f95e281e2 (diff)
downloadopenttd-915e339d0f395305ec722925bfd8f4fdd09f30a3.tar.xz
(svn r21975) -Add: console command to reset the engine pool. It removes the traces of engines which are no longer associated to a NewGRF, and can be used to e.g. 'fix' scenarios which were screwed up by the author. You can only use it when there are no vehicles in the game though.
Diffstat (limited to 'src/engine.cpp')
-rw-r--r--src/engine.cpp20
1 files changed, 20 insertions, 0 deletions
diff --git a/src/engine.cpp b/src/engine.cpp
index 048fcc82f..6f544edf8 100644
--- a/src/engine.cpp
+++ b/src/engine.cpp
@@ -29,6 +29,7 @@
#include "engine_func.h"
#include "engine_base.h"
#include "company_base.h"
+#include "vehicle_func.h"
#include "table/strings.h"
#include "table/engines.h"
@@ -430,6 +431,25 @@ EngineID EngineOverrideManager::GetID(VehicleType type, uint16 grf_local_id, uin
}
/**
+ * Tries to reset the engine mapping to match the current NewGRF configuration.
+ * This is only possible when there are currently no vehicles in the game.
+ * @return false if resetting failed due to present vehicles.
+ */
+bool EngineOverrideManager::ResetToCurrentNewGRFConfig()
+{
+ const Vehicle *v;
+ FOR_ALL_VEHICLES(v) {
+ if (IsCompanyBuildableVehicleType(v)) return false;
+ }
+
+ /* Reset the engines, they will get new EngineIDs */
+ _engine_mngr.ResetToDefaultMapping();
+ ReloadNewGRFData();
+
+ return true;
+}
+
+/**
* Sets cached values in Company::num_vehicles and Group::num_vehicles
*/
void SetCachedEngineCounts()