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-rw-r--r--src/autoreplace_gui.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/autoreplace_gui.cpp b/src/autoreplace_gui.cpp
index 80148341d..7dc37ab3b 100644
--- a/src/autoreplace_gui.cpp
+++ b/src/autoreplace_gui.cpp
@@ -191,7 +191,6 @@ static bool EnginesGotCargoInCommon(EngineID engine_a, EngineID engine_b)
*/
static void GenerateReplaceVehList(Window *w, bool draw_left)
{
- EngineID e;
EngineID selected_engine = INVALID_ENGINE;
VehicleType type = (VehicleType)w->window_number;
byte i = draw_left ? 0 : 1;
@@ -199,27 +198,28 @@ static void GenerateReplaceVehList(Window *w, bool draw_left)
EngineList *list = &WP(w, replaceveh_d).list[i];
EngList_RemoveAll(list);
- FOR_ALL_ENGINEIDS_OF_TYPE(e, type) {
- if (type == VEH_TRAIN && !GenerateReplaceRailList(e, draw_left, WP(w, replaceveh_d).wagon_btnstate)) continue; // special rules for trains
+ EngineID eid;
+ FOR_ALL_ENGINEIDS_OF_TYPE(eid, type) {
+ if (type == VEH_TRAIN && !GenerateReplaceRailList(eid, draw_left, WP(w, replaceveh_d).wagon_btnstate)) continue; // special rules for trains
if (draw_left) {
const GroupID selected_group = WP(w, replaceveh_d).sel_group;
- const uint num_engines = GetGroupNumEngines(_local_player, selected_group, e);
+ const uint num_engines = GetGroupNumEngines(_local_player, selected_group, eid);
/* Skip drawing the engines we don't have any of and haven't set for replacement */
- if (num_engines == 0 && EngineReplacementForPlayer(GetPlayer(_local_player), e, selected_group) == INVALID_ENGINE) continue;
+ if (num_engines == 0 && EngineReplacementForPlayer(GetPlayer(_local_player), eid, selected_group) == INVALID_ENGINE) continue;
} else {
/* This is for engines we can replace to and they should depend on what we selected to replace from */
- if (!IsEngineBuildable(e, type, _local_player)) continue; // we need to be able to build the engine
- if (!EnginesGotCargoInCommon(e, WP(w, replaceveh_d).sel_engine[0])) continue; // the engines needs to be able to carry the same cargo
+ if (!IsEngineBuildable(eid, type, _local_player)) continue; // we need to be able to build the engine
+ if (!EnginesGotCargoInCommon(eid, WP(w, replaceveh_d).sel_engine[0])) continue; // the engines needs to be able to carry the same cargo
/* Road vehicles can't be replaced by trams and vice-versa */
- if (type == VEH_ROAD && HasBit(EngInfo(WP(w, replaceveh_d).sel_engine[0])->misc_flags, EF_ROAD_TRAM) != HasBit(EngInfo(e)->misc_flags, EF_ROAD_TRAM)) continue;
- if (e == WP(w, replaceveh_d).sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew)
+ if (type == VEH_ROAD && HasBit(EngInfo(WP(w, replaceveh_d).sel_engine[0])->misc_flags, EF_ROAD_TRAM) != HasBit(EngInfo(eid)->misc_flags, EF_ROAD_TRAM)) continue;
+ if (eid == WP(w, replaceveh_d).sel_engine[0]) continue; // we can't replace an engine into itself (that would be autorenew)
}
- EngList_Add(list, e);
- if (e == WP(w, replaceveh_d).sel_engine[i]) selected_engine = e; // The selected engine is still in the list
+ EngList_Add(list, eid);
+ if (eid == WP(w, replaceveh_d).sel_engine[i]) selected_engine = eid; // The selected engine is still in the list
}
WP(w, replaceveh_d).sel_engine[i] = selected_engine; // update which engine we selected (the same or none, if it's not in the list anymore)
if (type == VEH_TRAIN) EngList_Sort(list, &TrainEngineNumberSorter);