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(svn r11784) -Codechange: set up initial engine data in one place
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@ -38,6 +38,24 @@ enum {
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};
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};
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void SetupEngines()
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{
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/* Copy original static engine data */
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memcpy(&_engine_info, &orig_engine_info, sizeof(orig_engine_info));
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memcpy(&_rail_vehicle_info, &orig_rail_vehicle_info, sizeof(orig_rail_vehicle_info));
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memcpy(&_ship_vehicle_info, &orig_ship_vehicle_info, sizeof(orig_ship_vehicle_info));
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memcpy(&_aircraft_vehicle_info, &orig_aircraft_vehicle_info, sizeof(orig_aircraft_vehicle_info));
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memcpy(&_road_vehicle_info, &orig_road_vehicle_info, sizeof(orig_road_vehicle_info));
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/* Add type to engines */
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Engine* e = _engines;
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do e->type = VEH_TRAIN; while (++e < &_engines[ROAD_ENGINES_INDEX]);
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do e->type = VEH_ROAD; while (++e < &_engines[SHIP_ENGINES_INDEX]);
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do e->type = VEH_SHIP; while (++e < &_engines[AIRCRAFT_ENGINES_INDEX]);
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do e->type = VEH_AIRCRAFT; while (++e < &_engines[TOTAL_NUM_ENGINES]);
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}
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void ShowEnginePreviewWindow(EngineID engine);
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void ShowEnginePreviewWindow(EngineID engine);
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void DeleteCustomEngineNames()
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void DeleteCustomEngineNames()
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@ -108,16 +126,6 @@ static void CalcEngineReliability(Engine *e)
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InvalidateWindowClasses(WC_REPLACE_VEHICLE);
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InvalidateWindowClasses(WC_REPLACE_VEHICLE);
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}
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}
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void AddTypeToEngines()
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{
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Engine* e = _engines;
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do e->type = VEH_TRAIN; while (++e < &_engines[ROAD_ENGINES_INDEX]);
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do e->type = VEH_ROAD; while (++e < &_engines[SHIP_ENGINES_INDEX]);
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do e->type = VEH_SHIP; while (++e < &_engines[AIRCRAFT_ENGINES_INDEX]);
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do e->type = VEH_AIRCRAFT; while (++e < &_engines[TOTAL_NUM_ENGINES]);
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}
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void StartupEngines()
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void StartupEngines()
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{
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{
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Engine *e;
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Engine *e;
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@ -153,7 +153,7 @@ enum {
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static const EngineID INVALID_ENGINE = 0xFFFF;
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static const EngineID INVALID_ENGINE = 0xFFFF;
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void AddTypeToEngines();
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void SetupEngines();
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void StartupEngines();
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void StartupEngines();
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@ -56,8 +56,6 @@ void InitializeGame(int mode, uint size_x, uint size_y)
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{
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{
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AllocateMap(size_x, size_y);
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AllocateMap(size_x, size_y);
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AddTypeToEngines(); // make sure all engines have a type
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SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
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SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, VHM_NONE, WC_MAIN_WINDOW, 0);
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_pause_game = 0;
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_pause_game = 0;
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@ -5063,11 +5063,7 @@ static void ResetNewGRFData()
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CleanUpGRFTownNames();
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CleanUpGRFTownNames();
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/* Copy/reset original engine info data */
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/* Copy/reset original engine info data */
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memcpy(&_engine_info, &orig_engine_info, sizeof(orig_engine_info));
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SetupEngines();
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memcpy(&_rail_vehicle_info, &orig_rail_vehicle_info, sizeof(orig_rail_vehicle_info));
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memcpy(&_ship_vehicle_info, &orig_ship_vehicle_info, sizeof(orig_ship_vehicle_info));
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memcpy(&_aircraft_vehicle_info, &orig_aircraft_vehicle_info, sizeof(orig_aircraft_vehicle_info));
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memcpy(&_road_vehicle_info, &orig_road_vehicle_info, sizeof(orig_road_vehicle_info));
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/* Copy/reset original bridge info data
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/* Copy/reset original bridge info data
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* First, free sprite table data */
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* First, free sprite table data */
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@ -5124,9 +5120,6 @@ static void ResetNewGRFData()
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/* Reset NewGRF errors. */
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/* Reset NewGRF errors. */
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ResetNewGRFErrors();
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ResetNewGRFErrors();
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/* Add engine type to engine data. This is needed for the refit precalculation. */
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AddTypeToEngines();
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/* Set up the default cargo types */
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/* Set up the default cargo types */
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SetupCargoForClimate(_opt.landscape);
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SetupCargoForClimate(_opt.landscape);
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@ -1631,8 +1631,6 @@ static bool LoadOldMain(LoadgameState *ls)
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FixOldStations();
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FixOldStations();
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FixOldVehicles();
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FixOldVehicles();
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AddTypeToEngines();
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/* We have a new difficulty setting */
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/* We have a new difficulty setting */
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_opt.diff.town_council_tolerance = Clamp(_opt.diff_level, 0, 2);
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_opt.diff.town_council_tolerance = Clamp(_opt.diff_level, 0, 2);
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