(svn r6755) - Fix: Pass the newly created vehicle when checking for articulated engines. As this could result in more parts being added than previously counted, we check to see if we need to allocate more vehicles as we add parts.
--- a/train_cmd.c Thu Oct 12 14:59:27 2006 +0000
+++ b/train_cmd.c Thu Oct 12 15:03:19 2006 +0000
@@ -508,10 +508,15 @@
if (!HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return;
for (i = 1; i < 10; i++) {
- callback = GetVehicleCallback(CBID_TRAIN_ARTIC_ENGINE, i, 0, v->engine_type, NULL);
+ callback = GetVehicleCallback(CBID_TRAIN_ARTIC_ENGINE, i, 0, v->engine_type, v);
if (callback == CALLBACK_FAILED || callback == 0xFF) return;
+ /* Attempt to use pre-allocated vehicles until they run out. This can happen
+ * if the callback returns different values depending on the cargo type. */
u->next = vl[i];
+ if (u->next == NULL) u->next = AllocateVehicle();
+ if (u->next == NULL) return;
+
u = u->next;
engine_type = GB(callback, 0, 7);
@@ -571,6 +576,8 @@
int x;
int y;
+ memset(&vl, 0, sizeof(vl));
+
if (!AllocateVehicles(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
@@ -742,6 +749,9 @@
if (!(flags & DC_QUERY_COST)) {
Vehicle *vl[12]; // Allow for upto 10 artic parts and dual-heads
+
+ memset(&vl, 0, sizeof(vl));
+
if (!AllocateVehicles(vl, num_vehicles) || IsOrderPoolFull())
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);