@@ -46,13 +46,13 @@ void InitializeVehiclesGuiList()
* - when not changing the count (used when changing replace orders)
*/
void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g)
{
Player *p = GetPlayer(_local_player);
byte type = GetEngine(e)->type;
uint num_engines = GetGroupNumEngines(id_g, e);
uint num_engines = GetGroupNumEngines(_local_player, id_g, e);
if (num_engines == 0 || p->num_engines[e] == 0) {
/* We don't have any of this engine type.
* Either we just sold the last one, we build a new one or we stopped replacing it.
* In all cases, we need to update the left list */
_rebuild_left_list = true;
@@ -151,13 +151,13 @@ static void GenerateReplaceVehList(Windo
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
if (draw_left) {
const GroupID selected_group = WP(w, replaceveh_d).sel_group;
const uint num_engines = GetGroupNumEngines(selected_group, e);
const uint num_engines = GetGroupNumEngines(_local_player, selected_group, e);
/* 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;
} 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
@@ -850,13 +850,14 @@ void DrawEngineList(VehicleType type, in
break;
default: NOT_REACHED();
}
for (; min < max; min++, y += step_size) {
const EngineID engine = eng_list[min];
const uint num_engines = GetGroupNumEngines(selected_group, engine);
/* Note: num_engines is only used in the autoreplace GUI, so it is correct to use _local_player here. */
const uint num_engines = GetGroupNumEngines(_local_player, selected_group, engine);
SetDParam(0, engine);
DrawString(x + x_offset, y, STR_ENGINE_NAME, engine == selected_id ? 0xC : 0x10);
DrawVehicleEngine(type, x, y + y_offset, engine, (show_count && num_engines == 0) ? PALETTE_CRASH : GetEnginePalette(engine, _local_player));
if (show_count) {
SetDParam(0, num_engines);
@@ -73,21 +73,23 @@ static inline uint GetGroupArraySize(voi
* Get the number of engines with EngineID id_e in the group with GroupID
* id_g
* @param id_g The GroupID of the group used
* @param id_e The EngineID of the engine to count
* @return The number of engines with EngineID id_e in the group
static inline uint GetGroupNumEngines(GroupID id_g, EngineID id_e)
static inline uint GetGroupNumEngines(PlayerID p, GroupID id_g, EngineID id_e)
if (IsValidGroupID(id_g)) return GetGroup(id_g)->num_engines[id_e];
uint num = GetPlayer(_local_player)->num_engines[id_e];
uint num = GetPlayer(p)->num_engines[id_e];
if (!IsDefaultGroupID(id_g)) return num;
const Group *g;
FOR_ALL_GROUPS(g) num -= g->num_engines[id_e];
FOR_ALL_GROUPS(g) {
if (g->owner == p) num -= g->num_engines[id_e];
return num;
static inline void IncreaseGroupNumVehicle(GroupID id_g)
if (IsValidGroupID(id_g)) GetGroup(id_g)->num_vehicle++;
Status change: