--- a/players.c Sat Nov 26 16:18:15 2005 +0000
+++ b/players.c Sat Nov 26 16:41:14 2005 +0000
@@ -465,7 +465,6 @@
Player *DoStartupNewPlayer(bool is_ai)
{
Player *p;
- int i;
p = AllocatePlayer();
if (p == NULL)
@@ -488,9 +487,7 @@
p->face = Random();
/* Engine renewal settings */
- for (i = 0; i < TOTAL_NUM_ENGINES; i++)
- p->engine_replacement[i] = INVALID_ENGINE;
-
+ InitialiseEngineReplacement(p);
p->renew_keep_length = false;
p->engine_renew = false;
p->engine_renew_months = -6;
@@ -731,10 +728,10 @@
// make sure that the player can actually buy the new engine
if (!HASBIT(GetEngine(new_engine_type)->player_avail, _current_player))
return CMD_ERROR;
- }
- if (flags & DC_EXEC) {
- p->engine_replacement[old_engine_type] = new_engine_type;
+ return AddEngineReplacement(p, old_engine_type, new_engine_type, flags);
+ } else {
+ return RemoveEngineReplacement(p, old_engine_type, flags);
}
} break;
case 4:
@@ -1100,6 +1097,63 @@
_patches.ending_date = 2051;
}
+void InitialiseEngineReplacement(Player *p)
+{
+ EngineID engine;
+
+ for (engine = 0; engine < TOTAL_NUM_ENGINES; engine++)
+ p->engine_replacement[engine] = INVALID_ENGINE;
+}
+
+/**
+ * Retrieve the engine replacement for the given player and original engine type.
+ * @param p Player.
+ * @param engine Engine type.
+ * @return Assigned replacement engine.
+ */
+EngineID EngineReplacement(const Player *p, EngineID engine)
+{
+ return p->engine_replacement[engine];
+}
+
+/**
+ * Check if an engine has a replacement set up.
+ * @param p Player.
+ * @param engine Engine type.
+ * @return True if there is a replacement for the original engine type.
+ */
+bool EngineHasReplacement(const Player *p, EngineID engine)
+{
+ return EngineReplacement(p, engine) != INVALID_ENGINE;
+}
+
+/**
+ * Add an engine replacement for the player.
+ * @param p Player.
+ * @param old_engine The original engine type.
+ * @param new_engine The replacement engine type.
+ * @param flags The calling command flags.
+ * @return 0 on success, CMD_ERROR on failure.
+ */
+int32 AddEngineReplacement(Player *p, EngineID old_engine, EngineID new_engine, uint32 flags)
+{
+ if (flags & DC_EXEC) p->engine_replacement[old_engine] = new_engine;
+ return 0;
+}
+
+/**
+ * Remove an engine replacement for the player.
+ * @param p Player.
+ * @param engine The original engine type.
+ * @param flags The calling command flags.
+ * @return 0 on success, CMD_ERROR on failure.
+ */
+int32 RemoveEngineReplacement(Player *p, EngineID engine, uint32 flags)
+{
+ if (flags & DC_EXEC) p->engine_replacement[engine] = INVALID_ENGINE;
+ return 0;
+}
+
// Save/load of players
static const SaveLoad _player_desc[] = {
SLE_VAR(Player,name_2, SLE_UINT32),