mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r3218) -Feature: Multiheaded train engines will now stay in the same train
This means that any user attempt to remove a rear engine will tell the user to move the front engine instead This fixes the assert when moving multiheaded engines (introduced in r3144) Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs -Codechange: train subtype is now a bitmask This allows fast access to info like if it is a wagon or engine and if it is in front and so on Note: savegame version bump
This commit is contained in:
parent
40ec9bb123
commit
22a4679837
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@ -26,6 +26,7 @@
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#include "variables.h"
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#include "vehicle_gui.h"
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#include "ai/ai.h"
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#include "train.h"
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// Score info
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const ScoreInfo _score_info[] = {
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@ -129,7 +130,7 @@ int UpdateCompanyRatingAndValue(Player *p, bool update)
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FOR_ALL_VEHICLES(v) {
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if (v->owner != owner)
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continue;
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if ((v->type == VEH_Train && v->subtype == TS_Front_Engine) ||
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if ((v->type == VEH_Train && IsFrontEngine(v)) ||
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v->type == VEH_Road ||
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(v->type == VEH_Aircraft && v->subtype<=2) ||
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v->type == VEH_Ship) {
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@ -313,7 +314,7 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
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if (v->owner == new_player) {
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switch (v->type) {
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case VEH_Train:
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if (v->subtype == TS_Front_Engine) num_train++;
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if (IsFrontEngine(v)) num_train++;
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break;
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case VEH_Road:
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num_road++;
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@ -338,7 +339,7 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
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DeleteVehicle(v);
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} else {
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v->owner = new_player;
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if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
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if (v->type == VEH_Train && IsFrontEngine(v))
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v->unitnumber = ++num_train;
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else if (v->type == VEH_Road)
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v->unitnumber = ++num_road;
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@ -1289,7 +1290,7 @@ static bool LoadWait(const Vehicle *v, const Vehicle *u) {
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}
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FOR_ALL_VEHICLES(x) {
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if ((x->type != VEH_Train || x->subtype == TS_Front_Engine) && // for all locs
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if ((x->type != VEH_Train || IsFrontEngine(x)) && // for all locs
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u->last_station_visited == x->last_station_visited && // at the same station
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!(x->vehstatus & VS_STOPPED) && // not stopped
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x->current_order.type == OT_LOADING && // loading
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@ -2405,6 +2405,7 @@ STR_8833_CAN_T_INSERT_NEW_ORDER :{WHITE}Can't in
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STR_8834_CAN_T_DELETE_THIS_ORDER :{WHITE}Can't delete this order...
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STR_8835_CAN_T_MODIFY_THIS_ORDER :{WHITE}Can't modify this order...
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STR_8837_CAN_T_MOVE_VEHICLE :{WHITE}Can't move vehicle...
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STR_REAR_ENGINE_FOLLOW_FRONT_ERROR :{WHITE}The rear engine will always follow its front counterpart
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STR_8838_N_A :N/A{SKIP}
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STR_8839_CAN_T_SELL_RAILROAD_VEHICLE :{WHITE}Can't sell railway vehicle...
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STR_883A_UNABLE_TO_FIND_ROUTE_TO :{WHITE}Unable to find route to local depot
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@ -26,6 +26,7 @@
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#include "signs.h"
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#include "waypoint.h"
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#include "variables.h"
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#include "train.h"
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#include "network_data.h"
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#include "network_client.h"
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@ -799,7 +800,7 @@ static void ToolbarTrainClick(Window *w)
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int dis = -1;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train && v->subtype == TS_Front_Engine) CLRBIT(dis, v->owner);
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if (v->type == VEH_Train && IsFrontEngine(v)) CLRBIT(dis, v->owner);
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}
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PopupMainPlayerToolbMenu(w, 310, 13, dis);
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}
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@ -5,6 +5,7 @@
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#include "string.h"
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#include "strings.h"
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#include "network_data.h"
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#include "train.h"
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#ifdef ENABLE_NETWORK
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@ -1271,7 +1272,7 @@ void NetworkPopulateCompanyInfo(void)
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if (v->owner < MAX_PLAYERS)
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switch (v->type) {
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case VEH_Train:
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if (v->subtype == TS_Front_Engine)
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if (IsFrontEngine(v))
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_network_player_info[v->owner].num_vehicle[0]++;
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break;
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case VEH_Road:
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@ -17,6 +17,7 @@
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#include "viewport.h"
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#include "depot.h"
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#include "waypoint.h"
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#include "train.h"
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static int OrderGetSel(const Window* w)
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{
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@ -282,9 +283,9 @@ static bool HandleOrderVehClick(const Vehicle* v, const Vehicle* u, Window* w)
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{
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if (u->type != v->type) return false;
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if (u->type == VEH_Train && u->subtype != TS_Front_Engine) {
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if (u->type == VEH_Train && !IsFrontEngine(u)) {
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u = GetFirstVehicleInChain(u);
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if (u->subtype != TS_Front_Engine) return false;
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if (!IsFrontEngine(u)) return false;
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}
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// v is vehicle getting orders. Only copy/clone orders if vehicle doesn't have any orders yet
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@ -15,6 +15,7 @@
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#include "economy.h"
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#include "network.h"
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#include "variables.h"
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#include "train.h"
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#ifdef ENABLE_NETWORK
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#include "network_data.h"
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@ -432,7 +433,7 @@ static void DrawPlayerVehiclesAmount(PlayerID player)
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FOR_ALL_VEHICLES(v) {
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if (v->owner == player) {
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switch (v->type) {
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case VEH_Train: if (v->subtype == TS_Front_Engine) train++; break;
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case VEH_Train: if (IsFrontEngine(v)) train++; break;
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case VEH_Road: road++; break;
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case VEH_Aircraft: if (v->subtype <= 2) air++; break;
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case VEH_Ship: ship++; break;
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@ -30,7 +30,7 @@
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enum {
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SAVEGAME_MAJOR_VERSION = 17,
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SAVEGAME_MINOR_VERSION = 0,
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SAVEGAME_MINOR_VERSION = 1,
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SAVEGAME_LOADABLE_VERSION = (SAVEGAME_MAJOR_VERSION << 8) + SAVEGAME_MINOR_VERSION
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};
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@ -26,6 +26,7 @@
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#include "sprite.h"
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#include "depot.h"
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#include "pbs.h"
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#include "train.h"
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enum {
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/* Max stations: 64000 (64 * 1000) */
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@ -2255,7 +2256,7 @@ static uint32 VehicleEnter_Station(Vehicle *v, TileIndex tile, int x, int y)
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byte dir;
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if (v->type == VEH_Train) {
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if (IS_BYTE_INSIDE(_m[tile].m5, 0, 8) && v->subtype == TS_Front_Engine &&
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if (IS_BYTE_INSIDE(_m[tile].m5, 0, 8) && IsFrontEngine(v) &&
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!IsCompatibleTrainStationTile(tile + TileOffsByDir(v->direction >> 1), tile)) {
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station_id = _m[tile].m2;
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@ -0,0 +1,208 @@
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/* $Id$ */
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#ifndef TRAIN_H
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#define TRAIN_H
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#include "stdafx.h"
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#include "vehicle.h"
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/*
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* enum to handle train subtypes
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* Do not access it directly unless you have to. Use the access functions below
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* This is an enum to tell what bit to access as it is a bitmask
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*/
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typedef enum TrainSubtypes {
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Train_Front = 0, // Leading engine of a train
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Train_Articulated_Part = 1, // Articulated part of an engine
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Train_Wagon = 2, // Wagon
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Train_Engine = 3, // Engine, that can be front engines, but might be placed behind another engine
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Train_Free_Wagon = 4, // First in a wagon chain (in depot)
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Train_Multiheaded = 5, // Engine is a multiheaded
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} TrainSubtype;
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/** Check if a vehicle is front engine
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* @param v vehicle to check
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* @return Returns true if vehicle is a front engine
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*/
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static inline bool IsFrontEngine(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Front);
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}
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/** Set front engine state
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* @param v vehicle to change
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*/
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static inline void SetFrontEngine(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Front);
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}
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/** Remove the front engine state
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* @param v vehicle to change
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*/
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static inline void ClearFrontEngine(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Front);
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}
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/** Check if a vehicle is an articulated part of an engine
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* @param v vehicle to check
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* @return Returns true if vehicle is an articulated part
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*/
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static inline bool IsArticulatedPart(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Articulated_Part);
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}
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/** Set a vehicle to be an articulated part
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* @param v vehicle to change
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*/
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static inline void SetArticulatedPart(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Articulated_Part);
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}
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/** Clear a vehicle from being an articulated part
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* @param v vehicle to change
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*/
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static inline void ClearArticulatedPart(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Articulated_Part);
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}
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/** Check if a vehicle is a wagon
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* @param v vehicle to check
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* @return Returns true if vehicle is a wagon
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*/
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static inline bool IsTrainWagon(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Wagon);
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}
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/** Set a vehicle to be a wagon
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* @param v vehicle to change
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*/
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static inline void SetTrainWagon(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Wagon);
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}
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/** Clear wagon property
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* @param v vehicle to change
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*/
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static inline void ClearTrainWagon(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Wagon);
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}
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/** Check if a vehicle is an engine (can be first in a train)
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* @param v vehicle to check
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* @return Returns true if vehicle is an engine
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*/
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static inline bool IsTrainEngine(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Engine);
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}
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/** Set engine status
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* @param v vehicle to change
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*/
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static inline void SetTrainEngine(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Engine);
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}
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/** Clear engine status
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* @param v vehicle to change
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*/
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static inline void ClearTrainEngine(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Engine);
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}
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/** Check if a vehicle is a free wagon (got no engine in front of it)
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* @param v vehicle to check
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* @return Returns true if vehicle is a free wagon
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*/
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static inline bool IsFreeWagon(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Free_Wagon);
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}
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/** Set if a vehicle is a free wagon
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* @param v vehicle to change
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*/
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static inline void SetFreeWagon(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Free_Wagon);
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}
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/** Clear a vehicle from being a free wagon
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* @param v vehicle to change
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*/
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static inline void ClearFreeWagon(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Free_Wagon);
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}
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/** Check if a vehicle is a multiheaded engine
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* @param v vehicle to check
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* @return Returns true if vehicle is a multiheaded engine
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*/
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static inline bool IsMultiheaded(const Vehicle *v)
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{
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return HASBIT(v->subtype, Train_Multiheaded);
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}
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/** Set if a vehicle is a multiheaded engine
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* @param v vehicle to change
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*/
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static inline void SetMultiheaded(Vehicle *v)
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{
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SETBIT(v->subtype, Train_Multiheaded);
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}
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/** Clear multiheaded engine property
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* @param v vehicle to change
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*/
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static inline void ClearMultiheaded(Vehicle *v)
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{
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CLRBIT(v->subtype, Train_Multiheaded);
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}
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/** Get the next real (non-articulated part) vehicle in the consist.
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* @param v Vehicle.
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* @return Next vehicle in the consist.
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*/
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static inline Vehicle *GetNextVehicle(const Vehicle *v)
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{
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Vehicle *u = v->next;
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while (u != NULL && IsArticulatedPart(u)) {
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u = u->next;
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}
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return u;
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}
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/** Check if an engine has an articulated part.
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* @param v Vehicle.
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* @return True if the engine has an articulated part.
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*/
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static inline bool EngineHasArticPart(const Vehicle *v)
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{
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return (v->next != NULL && IsArticulatedPart(v->next));
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}
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/** Get the last part of a multi-part engine.
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* @param v Vehicle.
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* @return Last part of the engine.
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*/
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static inline Vehicle *GetLastEnginePart(Vehicle *v)
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{
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while (EngineHasArticPart(v)) v = v->next;
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return v;
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}
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#endif /* TRAIN_H */
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351
train_cmd.c
351
train_cmd.c
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@ -22,9 +22,7 @@
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#include "debug.h"
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#include "waypoint.h"
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#include "vehicle_gui.h"
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#define IS_FIRSTHEAD_SPRITE(spritenum) \
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(is_custom_sprite(spritenum) ? IS_CUSTOM_FIRSTHEAD_SPRITE(spritenum) : _engine_sprite_add[spritenum] == 0)
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#include "train.h"
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static bool TrainCheckIfLineEnds(Vehicle *v);
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static void TrainController(Vehicle *v);
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@ -50,7 +48,7 @@ void TrainCargoChanged(Vehicle* v)
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vweight += (_cargoc.weights[u->cargo_type] * u->cargo_count) / 16;
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// Vehicle weight is not added for articulated parts.
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if (u->subtype != TS_Artic_Part) {
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if (!IsArticulatedPart(u)) {
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// vehicle weight is the sum of the weight of the vehicle and the weight of its cargo
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vweight += rvi->weight;
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assert(v->type == VEH_Train);
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assert(v->subtype == TS_Front_Engine || v->subtype == TS_Free_Car);
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assert(IsFrontEngine(v) || IsFreeWagon(v));
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rvi_v = RailVehInfo(v->engine_type);
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first_engine = (v->subtype == TS_Front_Engine) ? v->engine_type : INVALID_VEHICLE;
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first_engine = IsFrontEngine(v) ? v->engine_type : INVALID_VEHICLE;
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v->u.rail.cached_total_length = 0;
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for (u = v; u != NULL; u = u->next) {
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@ -102,7 +100,7 @@ void TrainConsistChanged(Vehicle* v)
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if (rvi_u->visual_effect != 0) {
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u->u.rail.cached_vis_effect = rvi_u->visual_effect;
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} else {
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if (rvi_u->flags & RVI_WAGON || u->subtype == TS_Artic_Part) {
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if (IsTrainWagon(u) || IsArticulatedPart(u)) {
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// Wagons and articulated parts have no effect by default
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u->u.rail.cached_vis_effect = 0x40;
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} else if (rvi_u->engclass == 0) {
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@ -114,7 +112,7 @@ void TrainConsistChanged(Vehicle* v)
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}
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}
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if (u->subtype != TS_Artic_Part) {
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if (!IsArticulatedPart(u)) {
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// power is the sum of the powers of all engines and powered wagons in the consist
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power += rvi_u->power;
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@ -277,7 +275,7 @@ static int GetTrainAcceleration(Vehicle *v, bool mode)
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max_speed += (max_speed / 2) * v->u.rail.railtype;
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if (IsTileType(v->tile, MP_STATION) && v->subtype == TS_Front_Engine) {
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if (IsTileType(v->tile, MP_STATION) && IsFrontEngine(v)) {
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if (TrainShouldStop(v, v->tile)) {
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int station_length = 0;
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TileIndex tile = v->tile;
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@ -361,7 +359,7 @@ void UpdateTrainAcceleration(Vehicle *v)
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uint power = 0;
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uint weight = 0;
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assert(v->subtype == TS_Front_Engine);
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assert(IsFrontEngine(v));
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weight = v->u.rail.cached_weight;
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power = v->u.rail.cached_power;
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@ -491,7 +489,8 @@ static void AddArticulatedParts(const RailVehicleInfo *rvi, Vehicle **vl)
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u->engine_type = engine_type;
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u->value = 0;
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u->type = VEH_Train;
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u->subtype = TS_Artic_Part;
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u->subtype = 0;
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SetArticulatedPart(u);
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u->cur_image = 0xAC2;
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VehiclePositionChanged(u);
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@ -531,7 +530,7 @@ static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
|
|||
|
||||
FOR_ALL_VEHICLES(w) {
|
||||
if (w->type == VEH_Train && w->tile == tile &&
|
||||
w->subtype == TS_Free_Car && w->engine_type == engine) {
|
||||
IsFreeWagon(w) && w->engine_type == engine) {
|
||||
u = GetLastVehicleInChain(w);
|
||||
break;
|
||||
}
|
||||
|
@ -555,10 +554,12 @@ static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
|
|||
v->u.rail.track = 0x80;
|
||||
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
|
||||
|
||||
v->subtype = TS_Free_Car;
|
||||
v->subtype = 0;
|
||||
SetTrainWagon(v);
|
||||
if (u != NULL) {
|
||||
u->next = v;
|
||||
v->subtype = TS_Not_First;
|
||||
} else {
|
||||
SetFreeWagon(v);
|
||||
}
|
||||
|
||||
v->cargo_type = rvi->cargo_type;
|
||||
|
@ -593,11 +594,11 @@ static void NormalizeTrainVehInDepot(const Vehicle* u)
|
|||
const Vehicle* v;
|
||||
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train && v->subtype == TS_Free_Car &&
|
||||
if (v->type == VEH_Train && IsFreeWagon(v) &&
|
||||
v->tile == u->tile &&
|
||||
v->u.rail.track == 0x80) {
|
||||
if (DoCommandByTile(0, v->index | (u->index << 16), 1, DC_EXEC,
|
||||
CMD_MOVE_RAIL_VEHICLE) == CMD_ERROR)
|
||||
if (CmdFailed(DoCommandByTile(0, v->index | (u->index << 16), 1, DC_EXEC,
|
||||
CMD_MOVE_RAIL_VEHICLE)))
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -638,7 +639,8 @@ void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
|
|||
u->z_height = 6;
|
||||
u->u.rail.track = 0x80;
|
||||
u->vehstatus = v->vehstatus & ~VS_STOPPED;
|
||||
u->subtype = TS_Not_First;
|
||||
u->subtype = 0;
|
||||
SetMultiheaded(u);
|
||||
u->spritenum = v->spritenum + 1;
|
||||
u->cargo_type = v->cargo_type;
|
||||
u->cargo_cap = v->cargo_cap;
|
||||
|
@ -750,13 +752,24 @@ int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
v->type = VEH_Train;
|
||||
v->cur_image = 0xAC2;
|
||||
|
||||
v->subtype = 0;
|
||||
SetFrontEngine(v);
|
||||
SetTrainEngine(v);
|
||||
|
||||
v->u.rail.shortest_platform[0] = 255;
|
||||
v->u.rail.shortest_platform[1] = 0;
|
||||
|
||||
VehiclePositionChanged(v);
|
||||
|
||||
if (rvi->flags & RVI_MULTIHEAD && !HASBIT(p2, 0)) {
|
||||
SetMultiheaded(v);
|
||||
AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
|
||||
/* Now we need to link the front and rear engines together
|
||||
* other_multiheaded_part is the pointer that links to the other half of the engine
|
||||
* vl[0] is the front and vl[1] is the rear
|
||||
*/
|
||||
vl[0]->u.rail.other_multiheaded_part = vl[1];
|
||||
vl[1]->u.rail.other_multiheaded_part = vl[0];
|
||||
} else {
|
||||
AddArticulatedParts(rvi, vl);
|
||||
}
|
||||
|
@ -800,7 +813,7 @@ int CheckTrainStoppedInDepot(const Vehicle *v)
|
|||
for (; v != NULL; v = v->next) {
|
||||
count++;
|
||||
if (v->u.rail.track != 0x80 || v->tile != tile ||
|
||||
(v->subtype == TS_Front_Engine && !(v->vehstatus & VS_STOPPED))) {
|
||||
(IsFrontEngine(v) && !(v->vehstatus & VS_STOPPED))) {
|
||||
_error_message = STR_881A_TRAINS_CAN_ONLY_BE_ALTERED;
|
||||
return -1;
|
||||
}
|
||||
|
@ -824,7 +837,8 @@ static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
|
|||
v = GetNextVehicle(v);
|
||||
if (v == NULL) return NULL;
|
||||
|
||||
v->subtype = TS_Free_Car;
|
||||
if (IsTrainWagon(v)) SetFreeWagon(v);
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
|
@ -840,7 +854,7 @@ static Vehicle *FindGoodVehiclePos(const Vehicle *src)
|
|||
TileIndex tile = src->tile;
|
||||
|
||||
FOR_ALL_VEHICLES(dst) {
|
||||
if (dst->type == VEH_Train && dst->subtype == TS_Free_Car &&
|
||||
if (dst->type == VEH_Train && IsFreeWagon(dst) &&
|
||||
dst->tile == tile) {
|
||||
// check so all vehicles in the line have the same engine.
|
||||
Vehicle *v = dst;
|
||||
|
@ -855,6 +869,45 @@ static Vehicle *FindGoodVehiclePos(const Vehicle *src)
|
|||
return NULL;
|
||||
}
|
||||
|
||||
/*
|
||||
* add a vehicle v behind vehicle dest
|
||||
* use this function since it sets flags as needed
|
||||
*/
|
||||
static void AddWagonToConsist(Vehicle *v, Vehicle *dest)
|
||||
{
|
||||
UnlinkWagon(v, GetFirstVehicleInChain(v));
|
||||
if (dest == NULL) return;
|
||||
|
||||
v->next = dest->next;
|
||||
dest->next = v;
|
||||
ClearFreeWagon(v);
|
||||
ClearFrontEngine(v);
|
||||
}
|
||||
|
||||
/*
|
||||
* move around on the train so rear engines are placed correctly according to the other engines
|
||||
* always call with the front engine
|
||||
*/
|
||||
static void NormaliseTrainConsist(Vehicle *v)
|
||||
{
|
||||
Vehicle *u;
|
||||
|
||||
if (IsFreeWagon(v)) return;
|
||||
|
||||
assert(IsFrontEngine(v));
|
||||
|
||||
for(; v != NULL; v = GetNextVehicle(v)) {
|
||||
if (!IsMultiheaded(v) || !IsTrainEngine(v)) continue;
|
||||
|
||||
/* make sure that there are no free cars before next engine */
|
||||
for(u = v; u->next != NULL && !IsTrainEngine(u->next); u = u->next);
|
||||
|
||||
if (u == v->u.rail.other_multiheaded_part) continue;
|
||||
AddWagonToConsist(v->u.rail.other_multiheaded_part, u);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/** Move a rail vehicle around inside the depot.
|
||||
* @param x,y unused
|
||||
* @param p1 various bitstuffed elements
|
||||
|
@ -867,7 +920,6 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
VehicleID s = GB(p1, 0, 16);
|
||||
VehicleID d = GB(p1, 16, 16);
|
||||
Vehicle *src, *dst, *src_head, *dst_head;
|
||||
bool is_loco;
|
||||
|
||||
if (!IsVehicleIndex(s)) return CMD_ERROR;
|
||||
|
||||
|
@ -875,20 +927,18 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
|
||||
if (src->type != VEH_Train) return CMD_ERROR;
|
||||
|
||||
is_loco = !(RailVehInfo(src->engine_type)->flags & RVI_WAGON) && IS_FIRSTHEAD_SPRITE(src->spritenum);
|
||||
|
||||
// if nothing is selected as destination, try and find a matching vehicle to drag to.
|
||||
if (d == INVALID_VEHICLE) {
|
||||
dst = NULL;
|
||||
if (!is_loco) dst = FindGoodVehiclePos(src);
|
||||
if (!IsTrainEngine(src)) dst = FindGoodVehiclePos(src);
|
||||
} else {
|
||||
dst = GetVehicle(d);
|
||||
}
|
||||
|
||||
// if an articulated part is being handled, deal with its parent vehicle
|
||||
while (src->subtype == TS_Artic_Part) src = GetPrevVehicleInChain(src);
|
||||
while (IsArticulatedPart(src)) src = GetPrevVehicleInChain(src);
|
||||
if (dst != NULL) {
|
||||
while (dst->subtype == TS_Artic_Part) dst = GetPrevVehicleInChain(dst);
|
||||
while (IsArticulatedPart(dst)) dst = GetPrevVehicleInChain(dst);
|
||||
}
|
||||
|
||||
// don't move the same vehicle..
|
||||
|
@ -907,14 +957,42 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
dst = GetLastEnginePart(dst);
|
||||
}
|
||||
|
||||
/* clear the ->first cache */
|
||||
{
|
||||
Vehicle *u;
|
||||
|
||||
for (u = src_head; u != NULL; u = u->next) u->first = NULL;
|
||||
for (u = dst_head; u != NULL; u = u->next) u->first = NULL;
|
||||
if (dst != NULL && IsMultiheaded(dst) && !IsTrainEngine(dst) && IsTrainWagon(src)) {
|
||||
/* We are moving a wagon to the rear part of a multiheaded engine */
|
||||
if (dst->next == NULL) {
|
||||
/* It's the last one, so we will add the wagon just before the rear engine */
|
||||
dst = GetPrevVehicleInChain(dst);
|
||||
// if dst is NULL, it means that dst got a rear multiheaded engine as first engine. We can't use that
|
||||
if (dst == NULL) return CMD_ERROR;
|
||||
} else {
|
||||
/* there are more units on this train, so we will add the wagon after the next one*/
|
||||
dst = dst->next;
|
||||
}
|
||||
}
|
||||
|
||||
if (IsTrainEngine(src) && dst_head != NULL) {
|
||||
/* we need to make sure that we didn't place it between a pair of multiheaded engines */
|
||||
Vehicle *u, *engine = NULL;
|
||||
|
||||
for(u = dst_head; u != NULL; u = u->next) {
|
||||
if (IsTrainEngine(u) && IsMultiheaded(u) && u->u.rail.other_multiheaded_part != NULL) {
|
||||
engine = u;
|
||||
}
|
||||
if (engine != NULL && engine->u.rail.other_multiheaded_part == u) {
|
||||
engine = NULL;
|
||||
}
|
||||
if (u == dst) {
|
||||
if (engine != NULL) {
|
||||
dst = engine->u.rail.other_multiheaded_part;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (IsMultiheaded(src) && !IsTrainEngine(src)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
|
||||
|
||||
/* check if all vehicles in the source train are stopped inside a depot */
|
||||
if (CheckTrainStoppedInDepot(src_head) < 0) return CMD_ERROR;
|
||||
|
||||
|
@ -924,18 +1002,9 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
int num = CheckTrainStoppedInDepot(dst_head);
|
||||
if (num < 0) return CMD_ERROR;
|
||||
|
||||
if (num > (_patches.mammoth_trains ? 100 : 9) && dst_head->subtype == TS_Front_Engine )
|
||||
if (num > (_patches.mammoth_trains ? 100 : 9) && IsFrontEngine(dst_head))
|
||||
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
|
||||
|
||||
// if it's a multiheaded vehicle we're dragging to, drag to the vehicle before..
|
||||
while (IS_CUSTOM_SECONDHEAD_SPRITE(dst->spritenum) || (
|
||||
!is_custom_sprite(dst->spritenum) && _engine_sprite_add[dst->spritenum] != 0)
|
||||
) {
|
||||
Vehicle *v = GetPrevVehicleInChain(dst);
|
||||
if (v == NULL || src == v) break;
|
||||
dst = v;
|
||||
}
|
||||
|
||||
assert(dst_head->tile == src_head->tile);
|
||||
}
|
||||
|
||||
|
@ -943,7 +1012,7 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
if (HASBIT(p2, 0) && src_head == dst_head) return 0;
|
||||
|
||||
// moving a loco to a new line?, then we need to assign a unitnumber.
|
||||
if (dst == NULL && src->subtype != TS_Front_Engine && is_loco) {
|
||||
if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
|
||||
UnitID unit_num = GetFreeUnitNumber(VEH_Train);
|
||||
if (unit_num > _patches.max_trains)
|
||||
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
|
||||
|
@ -955,8 +1024,13 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
|
||||
/* do it? */
|
||||
if (flags & DC_EXEC) {
|
||||
Vehicle *new_front = GetNextVehicle(src); //used if next in line should make a train on it's own
|
||||
bool make_new_front = src->subtype == TS_Front_Engine;
|
||||
/* clear the ->first cache */
|
||||
{
|
||||
Vehicle *u;
|
||||
|
||||
for (u = src_head; u != NULL; u = u->next) u->first = NULL;
|
||||
for (u = dst_head; u != NULL; u = u->next) u->first = NULL;
|
||||
}
|
||||
|
||||
if (HASBIT(p2, 0)) {
|
||||
// unlink ALL wagons
|
||||
|
@ -977,26 +1051,27 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
}
|
||||
|
||||
if (dst == NULL) {
|
||||
// move the train to an empty line. for locomotives, we set the type to 0. for wagons, 4.
|
||||
if (is_loco) {
|
||||
if (src->subtype != TS_Front_Engine) {
|
||||
// move the train to an empty line. for locomotives, we set the type to TS_Front. for wagons, 4.
|
||||
if (IsTrainEngine(src)) {
|
||||
if (!IsFrontEngine(src)) {
|
||||
// setting the type to 0 also involves setting up the orders field.
|
||||
src->subtype = TS_Front_Engine;
|
||||
SetFrontEngine(src);
|
||||
assert(src->orders == NULL);
|
||||
src->num_orders = 0;
|
||||
}
|
||||
} else {
|
||||
src->subtype = TS_Free_Car;
|
||||
SetFreeWagon(src);
|
||||
}
|
||||
dst_head = src;
|
||||
} else {
|
||||
if (src->subtype == TS_Front_Engine) {
|
||||
if (IsFrontEngine(src)) {
|
||||
// the vehicle was previously a loco. need to free the order list and delete vehicle windows etc.
|
||||
DeleteWindowById(WC_VEHICLE_VIEW, src->index);
|
||||
DeleteVehicleOrders(src);
|
||||
}
|
||||
|
||||
src->subtype = TS_Not_First;
|
||||
ClearFrontEngine(src);
|
||||
ClearFreeWagon(src);
|
||||
src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
|
||||
|
||||
// link in the wagon(s) in the chain.
|
||||
|
@ -1008,19 +1083,45 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
}
|
||||
dst->next = src;
|
||||
}
|
||||
if (src->u.rail.other_multiheaded_part != NULL) {
|
||||
if (src->u.rail.other_multiheaded_part == src_head) {
|
||||
src_head = src_head->next;
|
||||
}
|
||||
AddWagonToConsist(src->u.rail.other_multiheaded_part, src);
|
||||
}
|
||||
|
||||
/* If there is an engine behind first_engine we moved away, it should become new first_engine
|
||||
* To do this, CmdMoveRailVehicle must be called once more
|
||||
* since we set p2 to a condition that makes the statement false, we can't loop forever with this one */
|
||||
if (make_new_front && new_front != NULL && !(HASBIT(p2, 0))) {
|
||||
if (!(RailVehInfo(new_front->engine_type)->flags & RVI_WAGON)) {
|
||||
CmdMoveRailVehicle(x, y, flags, new_front->index | (INVALID_VEHICLE << 16), 1);
|
||||
if (HASBIT(p2, 0) && src_head != NULL && src_head != src) {
|
||||
/* if we stole a rear multiheaded engine, we better give it back to the front end */
|
||||
Vehicle *engine = NULL, *u;
|
||||
for (u = src_head; u != NULL; u = u->next) {
|
||||
if (IsMultiheaded(u)) {
|
||||
if (IsTrainEngine(u)) {
|
||||
engine = u;
|
||||
continue;
|
||||
}
|
||||
/* we got the rear engine to match with the front one */
|
||||
engine = NULL;
|
||||
}
|
||||
}
|
||||
if (engine != NULL && engine->u.rail.other_multiheaded_part != NULL) {
|
||||
AddWagonToConsist(engine->u.rail.other_multiheaded_part, engine);
|
||||
// previous line set the front engine to the old front. We need to clear that
|
||||
engine->u.rail.other_multiheaded_part->first = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
/* If there is an engine behind first_engine we moved away, it should become new first_engine
|
||||
* To do this, CmdMoveRailVehicle must be called once more
|
||||
* we can't loop forever here because next time we reach this line we will have a front engine */
|
||||
if (src_head != NULL && !IsFrontEngine(src_head) && IsTrainEngine(src_head)) {
|
||||
CmdMoveRailVehicle(x, y, flags, src_head->index | (INVALID_VEHICLE << 16), 1);
|
||||
src_head = NULL; // don't do anything more to this train since the new call will do it
|
||||
}
|
||||
|
||||
if (src_head) {
|
||||
NormaliseTrainConsist(src_head);
|
||||
TrainConsistChanged(src_head);
|
||||
if (src_head->subtype == TS_Front_Engine) {
|
||||
if (IsFrontEngine(src_head)) {
|
||||
UpdateTrainAcceleration(src_head);
|
||||
InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
|
||||
/* Update the refit button and window */
|
||||
|
@ -1032,8 +1133,9 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
};
|
||||
|
||||
if (dst_head) {
|
||||
NormaliseTrainConsist(dst_head);
|
||||
TrainConsistChanged(dst_head);
|
||||
if (dst_head->subtype == TS_Front_Engine) {
|
||||
if (IsFrontEngine(dst_head)) {
|
||||
UpdateTrainAcceleration(dst_head);
|
||||
InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
|
||||
/* Update the refit button and window */
|
||||
|
@ -1074,27 +1176,6 @@ int32 CmdStartStopTrain(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Search for a matching rear-engine of a dual-headed train.
|
||||
* Do this as if you would find matching parentheses. If a new
|
||||
* engine is 'started', first 'close' that before 'closing' our
|
||||
* searched engine
|
||||
*/
|
||||
Vehicle* GetRearEngine(const Vehicle* v)
|
||||
{
|
||||
Vehicle *u;
|
||||
int en_count = 1;
|
||||
|
||||
for (u = v->next; u != NULL; u = u->next) {
|
||||
if (u->engine_type == v->engine_type) { // find matching engine
|
||||
en_count += (IS_FIRSTHEAD_SPRITE(u->spritenum)) ? +1 : -1;
|
||||
|
||||
if (en_count == 0) return (Vehicle *)u;
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/** Sell a (single) train wagon/engine.
|
||||
* @param x,y unused
|
||||
* @param p1 the wagon/engine index
|
||||
|
@ -1108,6 +1189,7 @@ Vehicle* GetRearEngine(const Vehicle* v)
|
|||
int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
||||
{
|
||||
Vehicle *v, *tmp, *first;
|
||||
Vehicle *new_f = NULL;
|
||||
int32 cost = 0;
|
||||
|
||||
if (!IsVehicleIndex(p1) || p2 > 2) return CMD_ERROR;
|
||||
|
@ -1118,14 +1200,16 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
|
||||
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
|
||||
|
||||
while (v->subtype == TS_Artic_Part) v = GetPrevVehicleInChain(v);
|
||||
while (IsArticulatedPart(v)) v = GetPrevVehicleInChain(v);
|
||||
first = GetFirstVehicleInChain(v);
|
||||
|
||||
// make sure the vehicle is stopped in the depot
|
||||
if (CheckTrainStoppedInDepot(first) < 0) return CMD_ERROR;
|
||||
|
||||
if (IsMultiheaded(v) && !IsTrainEngine(v)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
|
||||
|
||||
if (flags & DC_EXEC) {
|
||||
if (v == first && first->subtype == TS_Front_Engine) {
|
||||
if (v == first && IsFrontEngine(first)) {
|
||||
DeleteWindowById(WC_VEHICLE_VIEW, first->index);
|
||||
}
|
||||
if (IsLocalPlayer() && (p1 == 1 || !(RailVehInfo(v->engine_type)->flags & RVI_WAGON))) {
|
||||
|
@ -1141,20 +1225,22 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
byte ori_subtype = v->subtype; // backup subtype of deleted wagon in case DeleteVehicle() changes
|
||||
|
||||
/* 1. Delete the engine, if it is dualheaded also delete the matching
|
||||
* rear engine of the loco (from the point of deletion onwards) */
|
||||
Vehicle* rear = (RailVehInfo(v->engine_type)->flags & RVI_MULTIHEAD) ? GetRearEngine(v) : NULL;
|
||||
* rear engine of the loco (from the point of deletion onwards) */
|
||||
Vehicle *rear = (IsMultiheaded(v) &&
|
||||
IsTrainEngine(v)) ? v->u.rail.other_multiheaded_part : NULL;
|
||||
|
||||
if (rear != NULL) {
|
||||
cost -= v->value;
|
||||
cost -= rear->value;
|
||||
if (flags & DC_EXEC) {
|
||||
v = UnlinkWagon(rear, v);
|
||||
UnlinkWagon(rear, first);
|
||||
DeleteVehicle(rear);
|
||||
}
|
||||
}
|
||||
|
||||
/* 2. We are selling the first engine, some special action might be required
|
||||
* here, so take attention */
|
||||
* here, so take attention */
|
||||
if ((flags & DC_EXEC) && v == first) {
|
||||
Vehicle *new_f = GetNextVehicle(first);
|
||||
new_f = GetNextVehicle(first);
|
||||
|
||||
/* 2.1 If the first wagon is sold, update the first-> pointers to NULL */
|
||||
for (tmp = first; tmp != NULL; tmp = tmp->next) tmp->first = NULL;
|
||||
|
@ -1163,7 +1249,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
* if the second wagon (which will be first) is an engine. If it is one,
|
||||
* promote it as a new train, retaining the unitnumber, orders */
|
||||
if (new_f != NULL) {
|
||||
if (!(RailVehInfo(new_f->engine_type)->flags & RVI_WAGON) && IS_FIRSTHEAD_SPRITE(new_f->spritenum)) {
|
||||
if (IsTrainEngine(new_f)) {
|
||||
switch_engine = true;
|
||||
/* Copy important data from the front engine */
|
||||
new_f->unitnumber = first->unitnumber;
|
||||
|
@ -1185,12 +1271,13 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
|
||||
/* 4 If the second wagon was an engine, update it to front_engine
|
||||
* which UnlinkWagon() has changed to TS_Free_Car */
|
||||
if (switch_engine) first->subtype = TS_Front_Engine;
|
||||
if (switch_engine) SetFrontEngine(first);
|
||||
|
||||
/* 5. If the train still exists, update its acceleration, window, etc. */
|
||||
if (first != NULL) {
|
||||
NormaliseTrainConsist(first);
|
||||
TrainConsistChanged(first);
|
||||
if (first->subtype == TS_Front_Engine) {
|
||||
if (IsFrontEngine(first)) {
|
||||
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
|
||||
InvalidateWindow(WC_VEHICLE_REFIT, first->index);
|
||||
UpdateTrainAcceleration(first);
|
||||
|
@ -1199,10 +1286,10 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
|
||||
|
||||
/* (6.) Borked AI. If it sells an engine it expects all wagons lined
|
||||
* up on a new line to be added to the newly built loco. Replace it is.
|
||||
* Totally braindead cause building a new engine adds all loco-less
|
||||
* engines to its train anyways */
|
||||
if (p2 == 2 && ori_subtype == TS_Front_Engine) {
|
||||
* up on a new line to be added to the newly built loco. Replace it is.
|
||||
* Totally braindead cause building a new engine adds all loco-less
|
||||
* engines to its train anyways */
|
||||
if (p2 == 2 && HASBIT(ori_subtype, Train_Front)) {
|
||||
for (v = first; v != NULL; v = tmp) {
|
||||
tmp = GetNextVehicle(v);
|
||||
DoCommandByTile(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
|
||||
|
@ -1211,31 +1298,26 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
}
|
||||
} break;
|
||||
case 1: { /* Delete wagon and all wagons after it given certain criteria */
|
||||
/* 1. Count the number for first and rear engines for dualheads
|
||||
* to be able to deduce which ones go with which ones */
|
||||
int enf_count = 0;
|
||||
int enr_count = 0;
|
||||
for (tmp = first; tmp != NULL; tmp = GetNextVehicle(tmp)) {
|
||||
if (RailVehInfo(tmp->engine_type)->flags & RVI_MULTIHEAD)
|
||||
(IS_FIRSTHEAD_SPRITE(tmp->spritenum)) ? enf_count++ : enr_count++;
|
||||
}
|
||||
|
||||
/* 2. Start deleting every vehicle after the selected one
|
||||
* If we encounter a matching rear-engine to a front-engine
|
||||
* earlier in the chain (before deletion), leave it alone */
|
||||
/* Start deleting every vehicle after the selected one
|
||||
* If we encounter a matching rear-engine to a front-engine
|
||||
* earlier in the chain (before deletion), leave it alone */
|
||||
for (; v != NULL; v = tmp) {
|
||||
tmp = GetNextVehicle(v);
|
||||
|
||||
if (RailVehInfo(v->engine_type)->flags & RVI_MULTIHEAD) {
|
||||
if (IS_FIRSTHEAD_SPRITE(v->spritenum)) {
|
||||
/* Always delete newly encountered front-engines */
|
||||
enf_count--;
|
||||
} else if (enr_count > enf_count) {
|
||||
/* More rear engines than front engines means this rear-engine does
|
||||
* not belong to any front-engine; delete */
|
||||
enr_count--;
|
||||
} else {
|
||||
/* Otherwise leave it alone */
|
||||
if (IsMultiheaded(v)) {
|
||||
if (IsTrainEngine(v)) {
|
||||
/* We got a front engine of a multiheaded set. Now we will sell the rear end too */
|
||||
Vehicle *rear = v->u.rail.other_multiheaded_part;
|
||||
|
||||
if (rear != NULL) {
|
||||
cost -= rear->value;
|
||||
if (flags & DC_EXEC) {
|
||||
first = UnlinkWagon(rear, first);
|
||||
DeleteVehicle(rear);
|
||||
}
|
||||
}
|
||||
} else if (v->u.rail.other_multiheaded_part != NULL) {
|
||||
/* The front to this engine is earlier in this train. Do nothing */
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
@ -1249,9 +1331,12 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
|
||||
/* 3. If it is still a valid train after selling, update its acceleration and cached values */
|
||||
if ((flags & DC_EXEC) && first != NULL) {
|
||||
NormaliseTrainConsist(first);
|
||||
TrainConsistChanged(first);
|
||||
if (first->subtype == TS_Front_Engine)
|
||||
if (IsFrontEngine(first))
|
||||
UpdateTrainAcceleration(first);
|
||||
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
|
||||
InvalidateWindow(WC_VEHICLE_REFIT, first->index);
|
||||
}
|
||||
} break;
|
||||
}
|
||||
|
@ -2620,7 +2705,7 @@ static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
|
|||
// tracks over roads, do owner check of tracks
|
||||
return
|
||||
IsTileOwner(tile, v->owner) && (
|
||||
v->subtype != TS_Front_Engine ||
|
||||
!IsFrontEngine(v) ||
|
||||
IsCompatibleRail(v->u.rail.railtype, GB(_m[tile].m4, 0, 4))
|
||||
);
|
||||
|
||||
|
@ -2630,7 +2715,7 @@ static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
|
|||
|
||||
return
|
||||
IsTileOwner(tile, v->owner) && (
|
||||
v->subtype != TS_Front_Engine ||
|
||||
!IsFrontEngine(v) ||
|
||||
IsCompatibleRail(v->u.rail.railtype, GetRailType(tile))
|
||||
);
|
||||
}
|
||||
|
@ -2741,7 +2826,7 @@ static uint CountPassengersInTrain(const Vehicle* v)
|
|||
|
||||
/*
|
||||
* Checks whether the specified train has a collision with another vehicle. If
|
||||
* so, destroys this vehicle, and the other vehicle if its subtype is 0 (TS_Front_Engine).
|
||||
* so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
|
||||
* Reports the incident in a flashy news item, modifies station ratings and
|
||||
* plays a sound.
|
||||
*/
|
||||
|
@ -2778,7 +2863,7 @@ static void CheckTrainCollision(Vehicle *v)
|
|||
num += 2 + CountPassengersInTrain(coll);
|
||||
|
||||
SetVehicleCrashed(v);
|
||||
if (coll->subtype == TS_Front_Engine) SetVehicleCrashed(coll);
|
||||
if (IsFrontEngine(coll)) SetVehicleCrashed(coll);
|
||||
|
||||
SetDParam(0, num);
|
||||
AddNewsItem(STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL,
|
||||
|
@ -2800,7 +2885,7 @@ static void *CheckVehicleAtSignal(Vehicle *v, void *data)
|
|||
{
|
||||
const VehicleAtSignalData* vasd = data;
|
||||
|
||||
if (v->type == VEH_Train && v->subtype == TS_Front_Engine &&
|
||||
if (v->type == VEH_Train && IsFrontEngine(v) &&
|
||||
v->tile == vasd->tile) {
|
||||
byte diff = (v->direction - vasd->direction + 2) & 7;
|
||||
|
||||
|
@ -2970,7 +3055,7 @@ green_light:
|
|||
goto invalid_rail;
|
||||
}
|
||||
|
||||
if (v->subtype == TS_Front_Engine) v->load_unload_time_rem = 0;
|
||||
if (IsFrontEngine(v)) v->load_unload_time_rem = 0;
|
||||
|
||||
if (!(r&0x4)) {
|
||||
v->tile = gp.new_tile;
|
||||
|
@ -2978,7 +3063,7 @@ green_light:
|
|||
assert(v->u.rail.track);
|
||||
}
|
||||
|
||||
if (v->subtype == TS_Front_Engine)
|
||||
if (IsFrontEngine(v))
|
||||
TrainMovedChangeSignals(gp.new_tile, enterdir);
|
||||
|
||||
/* Signals can only change when the first
|
||||
|
@ -3433,13 +3518,13 @@ void Train_Tick(Vehicle *v)
|
|||
|
||||
v->tick_counter++;
|
||||
|
||||
if (v->subtype == TS_Front_Engine) {
|
||||
if (IsFrontEngine(v)) {
|
||||
TrainLocoHandler(v, false);
|
||||
|
||||
// make sure vehicle wasn't deleted.
|
||||
if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
|
||||
if (v->type == VEH_Train && IsFrontEngine(v))
|
||||
TrainLocoHandler(v, true);
|
||||
} else if (v->subtype == TS_Free_Car && HASBITS(v->vehstatus, VS_CRASHED)) {
|
||||
} else if (IsFreeWagon(v) && HASBITS(v->vehstatus, VS_CRASHED)) {
|
||||
// Delete flooded standalone wagon
|
||||
if (++v->u.rail.crash_anim_pos >= 4400)
|
||||
DeleteVehicle(v);
|
||||
|
@ -3460,7 +3545,7 @@ void TrainEnterDepot(Vehicle *v, TileIndex tile)
|
|||
{
|
||||
SetSignalsOnBothDir(tile, _depot_track_ind[GB(_m[tile].m5, 0, 2)]);
|
||||
|
||||
if (v->subtype != TS_Front_Engine) v = GetFirstVehicleInChain(v);
|
||||
if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v);
|
||||
|
||||
VehicleServiceInDepot(v);
|
||||
|
||||
|
@ -3565,7 +3650,7 @@ void OnNewDay_Train(Vehicle *v)
|
|||
if ((++v->day_counter & 7) == 0)
|
||||
DecreaseVehicleValue(v);
|
||||
|
||||
if (v->subtype == TS_Front_Engine) {
|
||||
if (IsFrontEngine(v)) {
|
||||
CheckVehicleBreakdown(v);
|
||||
AgeVehicle(v);
|
||||
|
||||
|
@ -3610,7 +3695,7 @@ void TrainsYearlyLoop(void)
|
|||
Vehicle *v;
|
||||
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train && v->subtype == TS_Front_Engine) {
|
||||
if (v->type == VEH_Train && IsFrontEngine(v)) {
|
||||
|
||||
// show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list)
|
||||
if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
|
||||
|
|
33
train_gui.c
33
train_gui.c
|
@ -18,6 +18,7 @@
|
|||
#include "engine.h"
|
||||
#include "vehicle_gui.h"
|
||||
#include "depot.h"
|
||||
#include "train.h"
|
||||
|
||||
int _traininfo_vehicle_pitch = 0;
|
||||
|
||||
|
@ -128,7 +129,7 @@ void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2)
|
|||
// find a locomotive in the depot.
|
||||
found = NULL;
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train && v->subtype == TS_Front_Engine &&
|
||||
if (v->type == VEH_Train && IsFrontEngine(v) &&
|
||||
v->tile == tile &&
|
||||
v->u.rail.track == 0x80) {
|
||||
if (found != NULL) // must be exactly one.
|
||||
|
@ -392,12 +393,12 @@ static void DrawTrainDepotWindow(Window *w)
|
|||
hnum = 8;
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train &&
|
||||
(v->subtype == TS_Front_Engine || v->subtype == TS_Free_Car) &&
|
||||
(IsFrontEngine(v) || IsFreeWagon(v)) &&
|
||||
v->tile == tile &&
|
||||
v->u.rail.track == 0x80) {
|
||||
num++;
|
||||
// determine number of items in the X direction.
|
||||
if (v->subtype == TS_Front_Engine) {
|
||||
if (IsFrontEngine(v)) {
|
||||
hnum = max(hnum, v->u.rail.cached_total_length);
|
||||
}
|
||||
}
|
||||
|
@ -422,7 +423,7 @@ static void DrawTrainDepotWindow(Window *w)
|
|||
|
||||
// draw all trains
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train && v->subtype == TS_Front_Engine &&
|
||||
if (v->type == VEH_Train && IsFrontEngine(v) &&
|
||||
v->tile == tile && v->u.rail.track == 0x80 &&
|
||||
--num < 0 && num >= -w->vscroll.cap) {
|
||||
DrawTrainImage(v, x+21, y, w->hscroll.cap, w->hscroll.pos, WP(w,traindepot_d).sel);
|
||||
|
@ -443,7 +444,7 @@ static void DrawTrainDepotWindow(Window *w)
|
|||
|
||||
// draw all remaining vehicles
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train && v->subtype == TS_Free_Car &&
|
||||
if (v->type == VEH_Train && IsFreeWagon(v) &&
|
||||
v->tile == tile && v->u.rail.track == 0x80 &&
|
||||
--num < 0 && num >= -w->vscroll.cap) {
|
||||
DrawTrainImage(v, x+50, y, w->hscroll.cap - 1, 0, WP(w,traindepot_d).sel);
|
||||
|
@ -482,7 +483,7 @@ static int GetVehicleFromTrainDepotWndPt(const Window *w, int x, int y, GetDepot
|
|||
/* go through all the locomotives */
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train &&
|
||||
v->subtype == TS_Front_Engine &&
|
||||
IsFrontEngine(v) &&
|
||||
v->tile == w->window_number &&
|
||||
v->u.rail.track == 0x80 &&
|
||||
--row < 0) {
|
||||
|
@ -496,7 +497,7 @@ static int GetVehicleFromTrainDepotWndPt(const Window *w, int x, int y, GetDepot
|
|||
/* and then the list of free wagons */
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train &&
|
||||
v->subtype == TS_Free_Car &&
|
||||
IsFreeWagon(v) &&
|
||||
v->tile == w->window_number &&
|
||||
v->u.rail.track == 0x80 &&
|
||||
--row < 0)
|
||||
|
@ -513,7 +514,7 @@ found_it:
|
|||
d->head = d->wagon = v;
|
||||
|
||||
/* either pressed the flag or the number, but only when it's a loco */
|
||||
if (x < 0 && v->subtype == TS_Front_Engine)
|
||||
if (x < 0 && IsFrontEngine(v))
|
||||
return (x >= -10) ? -2 : -1;
|
||||
|
||||
// skip vehicles that are scrolled off the left side
|
||||
|
@ -526,7 +527,7 @@ found_it:
|
|||
}
|
||||
|
||||
// if an articulated part was selected, find its parent
|
||||
while (v != NULL && v->subtype == TS_Artic_Part) v = GetPrevVehicleInChain(v);
|
||||
while (v != NULL && IsArticulatedPart(v)) v = GetPrevVehicleInChain(v);
|
||||
|
||||
d->wagon = v;
|
||||
|
||||
|
@ -539,7 +540,7 @@ static void TrainDepotMoveVehicle(Vehicle *wagon, VehicleID sel, Vehicle *head)
|
|||
|
||||
v = GetVehicle(sel);
|
||||
|
||||
if (/*v->subtype == TS_Front_Engine ||*/ v == wagon)
|
||||
if (v == wagon)
|
||||
return;
|
||||
|
||||
if (wagon == NULL) {
|
||||
|
@ -605,10 +606,10 @@ static void HandleCloneVehClick(const Vehicle* v, const Window* w)
|
|||
if (v == NULL || v->type != VEH_Train) return;
|
||||
|
||||
// for train vehicles: subtype 0 for locs and not zero for others
|
||||
if (v->subtype != TS_Front_Engine) {
|
||||
if (!IsFrontEngine(v)) {
|
||||
v = GetFirstVehicleInChain(v);
|
||||
// Do nothing when clicking on a train in depot with no loc attached
|
||||
if (v->subtype != TS_Front_Engine) return;
|
||||
if (!IsFrontEngine(v)) return;
|
||||
}
|
||||
|
||||
DoCommandP(w->window_number, v->index, _ctrl_pressed ? 1 : 0, CcCloneTrain,
|
||||
|
@ -707,7 +708,7 @@ static void TrainDepotWndProc(Window *w, WindowEvent *e)
|
|||
|
||||
sell_cmd = (e->click.widget == 5 || _ctrl_pressed) ? 1 : 0;
|
||||
|
||||
if (v->subtype != TS_Front_Engine) {
|
||||
if (!IsFrontEngine(v)) {
|
||||
DoCommandP(v->tile, v->index, sell_cmd, NULL, CMD_SELL_RAIL_WAGON | CMD_MSG(STR_8839_CAN_T_SELL_RAILROAD_VEHICLE));
|
||||
} else {
|
||||
_backup_orders_tile = v->tile;
|
||||
|
@ -728,7 +729,7 @@ static void TrainDepotWndProc(Window *w, WindowEvent *e)
|
|||
sel != INVALID_VEHICLE) {
|
||||
if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
|
||||
TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
|
||||
} else if (gdvp.head != NULL && gdvp.head->subtype == TS_Front_Engine) {
|
||||
} else if (gdvp.head != NULL && IsFrontEngine(gdvp.head)) {
|
||||
ShowTrainViewWindow(gdvp.head);
|
||||
}
|
||||
}
|
||||
|
@ -1201,7 +1202,7 @@ static void DrawTrainDetailsWindow(Window *w)
|
|||
DrawTrainImage(u, x + WagonLengthToPixels(dx), y, 1, 0, INVALID_VEHICLE);
|
||||
dx += u->u.rail.cached_veh_length;
|
||||
u = u->next;
|
||||
} while (u != NULL && u->subtype == TS_Artic_Part);
|
||||
} while (u != NULL && IsArticulatedPart(u));
|
||||
_train_details_drawer_proc[WP(w,traindetails_d).tab](v, x + WagonLengthToPixels(dx) + 2, y + 2);
|
||||
y += 14;
|
||||
}
|
||||
|
@ -1464,7 +1465,7 @@ static void PlayerTrainsWndProc(Window *w, WindowEvent *e)
|
|||
|
||||
v = GetVehicle(vl->sort_list[id_v].index);
|
||||
|
||||
assert(v->type == VEH_Train && v->subtype == TS_Front_Engine && v->owner == owner);
|
||||
assert(v->type == VEH_Train && IsFrontEngine(v) && v->owner == owner);
|
||||
|
||||
ShowTrainViewWindow(v);
|
||||
}
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#include "debug.h"
|
||||
#include "variables.h"
|
||||
#include "bridge.h"
|
||||
#include "train.h"
|
||||
|
||||
#include "table/bridge_land.h"
|
||||
|
||||
|
@ -1479,7 +1480,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
|
|||
vdir = v->direction >> 1;
|
||||
|
||||
if (v->u.rail.track != 0x40 && dir == vdir) {
|
||||
if (v->subtype == TS_Front_Engine && fc == _tunnel_fractcoord_1[dir]) {
|
||||
if (IsFrontEngine(v) && fc == _tunnel_fractcoord_1[dir]) {
|
||||
if (v->spritenum < 4)
|
||||
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
|
||||
return 0;
|
||||
|
@ -1534,7 +1535,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
|
|||
}
|
||||
}
|
||||
} else if (_m[tile].m5 & 0x80) {
|
||||
if (v->type == VEH_Road || (v->type == VEH_Train && v->subtype == TS_Front_Engine)) {
|
||||
if (v->type == VEH_Road || (v->type == VEH_Train && IsFrontEngine(v))) {
|
||||
uint h;
|
||||
|
||||
if (GetTileSlope(tile, &h) != 0)
|
||||
|
|
168
vehicle.c
168
vehicle.c
|
@ -23,6 +23,7 @@
|
|||
#include "station.h"
|
||||
#include "gui.h"
|
||||
#include "rail.h"
|
||||
#include "train.h"
|
||||
|
||||
#define INVALID_COORD (-0x8000)
|
||||
#define GEN_HASH(x,y) (((x & 0x1F80)>>7) + ((y & 0xFC0)))
|
||||
|
@ -238,7 +239,7 @@ void AfterLoadVehicles(void)
|
|||
v->left_coord = INVALID_COORD;
|
||||
VehiclePositionChanged(v);
|
||||
|
||||
if (v->type == VEH_Train && (v->subtype == TS_Front_Engine || v->subtype == TS_Free_Car))
|
||||
if (v->type == VEH_Train && (IsFrontEngine(v) || IsFreeWagon(v)))
|
||||
TrainConsistChanged(v);
|
||||
}
|
||||
}
|
||||
|
@ -503,7 +504,7 @@ Vehicle *GetFirstVehicleInChain(const Vehicle *v)
|
|||
assert(v != NULL);
|
||||
|
||||
if (v->first != NULL) {
|
||||
if (v->first->subtype == TS_Front_Engine) return v->first;
|
||||
if (IsFrontEngine(v->first)) return v->first;
|
||||
|
||||
DEBUG(misc, 0) ("v->first cache faulty. We shouldn't be here, rebuilding cache!");
|
||||
}
|
||||
|
@ -517,7 +518,7 @@ Vehicle *GetFirstVehicleInChain(const Vehicle *v)
|
|||
while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u;
|
||||
|
||||
/* Set the first pointer of all vehicles in that chain to the first wagon */
|
||||
if (v->subtype == TS_Front_Engine)
|
||||
if (IsFrontEngine(v))
|
||||
for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v;
|
||||
|
||||
return (Vehicle*)v;
|
||||
|
@ -1490,10 +1491,13 @@ static Vehicle *GetNextEnginePart(Vehicle *v)
|
|||
{
|
||||
switch (v->type) {
|
||||
case VEH_Train:
|
||||
if (RailVehInfo(v->engine_type)->flags & RVI_MULTIHEAD) {
|
||||
return GetRearEngine(v);
|
||||
if (IsMultiheaded(v)) {
|
||||
if (!IsTrainEngine(v))
|
||||
return v->u.rail.other_multiheaded_part;
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
if (v->next != NULL && v->next->subtype == TS_Artic_Part) return v->next;
|
||||
if (v->next != NULL && IsArticulatedPart(v->next)) return v->next;
|
||||
break;
|
||||
|
||||
case VEH_Aircraft:
|
||||
|
@ -1538,7 +1542,7 @@ int32 CmdCloneVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
|
||||
if (!CheckOwnership(v->owner)) return CMD_ERROR;
|
||||
|
||||
if (v->type == VEH_Train && v->subtype != TS_Front_Engine) return CMD_ERROR;
|
||||
if (v->type == VEH_Train && !IsFrontEngine(v)) return CMD_ERROR;
|
||||
|
||||
// check that we can allocate enough vehicles
|
||||
if (!(flags & DC_EXEC)) {
|
||||
|
@ -1555,7 +1559,13 @@ int32 CmdCloneVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
v = v_front;
|
||||
|
||||
do {
|
||||
cost = DoCommand(x, y, v->engine_type, 3, flags, CMD_BUILD_VEH(v->type));
|
||||
|
||||
if (IsMultiheaded(v) && !IsTrainEngine(v)) {
|
||||
/* we build the rear ends of multiheaded trains with the front ones */
|
||||
continue;
|
||||
}
|
||||
|
||||
cost = DoCommand(x, y, v->engine_type, 2, flags, CMD_BUILD_VEH(v->type));
|
||||
|
||||
if (CmdFailed(cost)) return cost;
|
||||
|
||||
|
@ -1570,7 +1580,7 @@ int32 CmdCloneVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
}
|
||||
}
|
||||
|
||||
if (v->type == VEH_Train && v->subtype != TS_Front_Engine) {
|
||||
if (v->type == VEH_Train && !IsFrontEngine(v)) {
|
||||
// this s a train car
|
||||
// add this unit to the end of the train
|
||||
DoCommand(x, y, (w_rear->index << 16) | w->index, 1, flags, CMD_MOVE_RAIL_VEHICLE);
|
||||
|
@ -1583,18 +1593,9 @@ int32 CmdCloneVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
|
|||
}
|
||||
} while (v->type == VEH_Train && (v = GetNextVehicle(v)) != NULL);
|
||||
|
||||
if (flags & DC_EXEC) {
|
||||
v = v_front;
|
||||
w = w_front;
|
||||
if (v->type == VEH_Train) {
|
||||
_new_train_id = w_front->index; // _new_train_id needs to be the front engine due to the callback function
|
||||
|
||||
while (w != NULL && v != NULL) { // checking both just in case something went wrong
|
||||
w->spritenum = v->spritenum; // makes sure that multiheaded engines are facing the correct way
|
||||
w = w->next;
|
||||
v = v->next;
|
||||
}
|
||||
}
|
||||
if (flags & DC_EXEC && v_front->type == VEH_Train) {
|
||||
// _new_train_id needs to be the front engine due to the callback function
|
||||
_new_train_id = w_front->index;
|
||||
}
|
||||
return total_cost;
|
||||
}
|
||||
|
@ -1665,12 +1666,12 @@ static int32 ReplaceVehicle(Vehicle **w, byte flags)
|
|||
|
||||
MoveVehicleCargo(new_v, old_v);
|
||||
|
||||
if (old_v->type == VEH_Train && old_v->u.rail.first_engine != INVALID_VEHICLE) {
|
||||
if (old_v->type == VEH_Train && !IsFrontEngine(old_v)) {
|
||||
/* this is a railcar. We need to move the car into the train
|
||||
* We add the new engine after the old one instead of replacing it. It will give the same result anyway when we
|
||||
* sell the old engine in a moment
|
||||
*/
|
||||
DoCommand(0, 0, (old_v->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
|
||||
DoCommand(0, 0, (GetPrevVehicleInChain(old_v)->index << 16) | new_v->index, 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
|
||||
} else {
|
||||
// copy/clone the orders
|
||||
DoCommand(0, 0, (old_v->index << 16) | new_v->index, IsOrderListShared(old_v) ? CO_SHARE : CO_COPY, DC_EXEC, CMD_CLONE_ORDER);
|
||||
|
@ -1737,6 +1738,11 @@ static void MaybeReplaceVehicle(Vehicle *v)
|
|||
cost = 0;
|
||||
w = v;
|
||||
do {
|
||||
if (w->type == VEH_Train && IsMultiheaded(w) && !IsTrainEngine(w)) {
|
||||
/* we build the rear ends of multiheaded trains with the front ones */
|
||||
continue;
|
||||
}
|
||||
|
||||
// check if the vehicle should be replaced
|
||||
if (!p->engine_renew ||
|
||||
w->age - w->max_age < (p->engine_renew_months * 30) || // replace if engine is too old
|
||||
|
@ -1745,13 +1751,6 @@ static void MaybeReplaceVehicle(Vehicle *v)
|
|||
continue;
|
||||
}
|
||||
|
||||
/* if we are looking at the rear end of a multiheaded locomotive, skip it */
|
||||
if (w->type == VEH_Train) {
|
||||
const RailVehicleInfo *rvi = RailVehInfo(w->engine_type);
|
||||
if (rvi->flags & RVI_MULTIHEAD && rvi->image_index == w->spritenum - 1)
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Now replace the vehicle */
|
||||
temp_cost = ReplaceVehicle(&w, flags);
|
||||
|
||||
|
@ -2109,8 +2108,9 @@ static const SaveLoad _train_desc[] = {
|
|||
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,pbs_end_trackdir), SLE_UINT8, 2, 255),
|
||||
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,shortest_platform[0]), SLE_UINT8, 2, 255), // added with 16.1, but was blank since 2
|
||||
SLE_CONDVARX(offsetof(Vehicle,u)+offsetof(VehicleRail,shortest_platform[1]), SLE_UINT8, 2, 255), // added with 16.1, but was blank since 2
|
||||
// reserve extra space in savegame here. (currently 5 bytes)
|
||||
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 5, 2, 255),
|
||||
SLE_CONDREFX(offsetof(Vehicle,u)+offsetof(VehicleRail,other_multiheaded_part), REF_VEHICLE, 2, 255), // added with 17.1, but was blank since 2
|
||||
// reserve extra space in savegame here. (currently 3 bytes)
|
||||
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 3, 2, 255),
|
||||
|
||||
SLE_END()
|
||||
};
|
||||
|
@ -2262,6 +2262,105 @@ static void Save_VEHS(void)
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Converts all trains to the new subtype format introduced in savegame 16.2
|
||||
* It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
|
||||
*/
|
||||
static inline void ConvertOldMultiheadToNew(void)
|
||||
{
|
||||
Vehicle *v;
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train) {
|
||||
v->u.rail.other_multiheaded_part = NULL;
|
||||
SETBIT(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
|
||||
}
|
||||
}
|
||||
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train) {
|
||||
if (HASBIT(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) {
|
||||
Vehicle *u = v;
|
||||
|
||||
BEGIN_ENUM_WAGONS(u)
|
||||
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
|
||||
CLRBIT(u->subtype, 7);
|
||||
switch (u->subtype) {
|
||||
case 0: /* TS_Front_Engine */
|
||||
if (rvi->flags & RVI_MULTIHEAD) {
|
||||
SetMultiheaded(u);
|
||||
}
|
||||
SetFrontEngine(u);
|
||||
SetTrainEngine(u);
|
||||
break;
|
||||
case 1: /* TS_Artic_Part */
|
||||
u->subtype = 0;
|
||||
SetArticulatedPart(u);
|
||||
break;
|
||||
case 2: /* TS_Not_First */
|
||||
u->subtype = 0;
|
||||
if (rvi->flags & RVI_WAGON) {
|
||||
// normal wagon
|
||||
SetTrainWagon(u);
|
||||
break;
|
||||
}
|
||||
if (rvi->flags & RVI_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
|
||||
// rear end of a multiheaded engine
|
||||
SetMultiheaded(u);
|
||||
break;
|
||||
}
|
||||
if (rvi->flags & RVI_MULTIHEAD) {
|
||||
SetMultiheaded(u);
|
||||
}
|
||||
SetTrainEngine(u);
|
||||
break;
|
||||
case 4: /* TS_Free_Car */
|
||||
u->subtype = 0;
|
||||
SetTrainWagon(u);
|
||||
SetFreeWagon(u);
|
||||
break;
|
||||
default: NOT_REACHED(); break;
|
||||
}
|
||||
END_ENUM_WAGONS(u)
|
||||
u = v;
|
||||
BEGIN_ENUM_WAGONS(u)
|
||||
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
|
||||
|
||||
if (u->u.rail.other_multiheaded_part != NULL) continue;
|
||||
|
||||
if (rvi->flags & RVI_MULTIHEAD) {
|
||||
if (!IsTrainEngine(u)) {
|
||||
/* we got a rear car without a front car. We will convert it to a front one */
|
||||
SetTrainEngine(u);
|
||||
u->spritenum--;
|
||||
}
|
||||
|
||||
{
|
||||
Vehicle *w;
|
||||
|
||||
for(w = u->next; w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w));
|
||||
if (w != NULL) {
|
||||
/* we found a car to partner with this engine. Now we will make sure it face the right way */
|
||||
if (IsTrainEngine(w)) {
|
||||
ClearTrainEngine(w);
|
||||
w->spritenum++;
|
||||
}
|
||||
}
|
||||
|
||||
if (w != NULL) {
|
||||
w->u.rail.other_multiheaded_part = u;
|
||||
u->u.rail.other_multiheaded_part = w;
|
||||
} else {
|
||||
/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
|
||||
ClearMultiheaded(u);
|
||||
}
|
||||
}
|
||||
}
|
||||
END_ENUM_WAGONS(u)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Will be called when vehicles need to be loaded.
|
||||
static void Load_VEHS(void)
|
||||
{
|
||||
|
@ -2311,6 +2410,11 @@ static void Load_VEHS(void)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Connect front and rear engines of multiheaded trains and converts subtype to the new format */
|
||||
if (_sl_full_version < 0x1101) {
|
||||
ConvertOldMultiheadToNew();
|
||||
}
|
||||
}
|
||||
|
||||
const ChunkHandler _veh_chunk_handlers[] = {
|
||||
|
|
47
vehicle.h
47
vehicle.h
|
@ -27,14 +27,6 @@ enum VehStatus {
|
|||
VS_CRASHED = 0x80,
|
||||
};
|
||||
|
||||
// 1 and 3 do not appear to be used
|
||||
typedef enum TrainSubtypes {
|
||||
TS_Front_Engine = 0, // Leading engine of a train
|
||||
TS_Artic_Part = 1, // Articulated part of an engine
|
||||
TS_Not_First = 2, // Wagon or additional engine
|
||||
TS_Free_Car = 4, // First in a wagon chain (in depot)
|
||||
} TrainSubtype;
|
||||
|
||||
/* Effect vehicle types */
|
||||
typedef enum EffectVehicle {
|
||||
EV_CHIMNEY_SMOKE = 0,
|
||||
|
@ -93,6 +85,9 @@ typedef struct VehicleRail {
|
|||
* skip station and alike by setting it to 0. That way we will ensure that a complete loop is used to find the shortest station
|
||||
*/
|
||||
byte shortest_platform[2];
|
||||
|
||||
// Link between the two ends of a multiheaded engine
|
||||
Vehicle *other_multiheaded_part;
|
||||
} VehicleRail;
|
||||
|
||||
enum {
|
||||
|
@ -311,7 +306,6 @@ void DecreaseVehicleValue(Vehicle *v);
|
|||
void CheckVehicleBreakdown(Vehicle *v);
|
||||
void AgeVehicle(Vehicle *v);
|
||||
void VehicleEnteredDepotThisTick(Vehicle *v);
|
||||
Vehicle* GetRearEngine(const Vehicle* v);
|
||||
|
||||
void BeginVehicleMove(Vehicle *v);
|
||||
void EndVehicleMove(Vehicle *v);
|
||||
|
@ -399,41 +393,6 @@ static inline bool IsVehicleIndex(uint index)
|
|||
return index < GetVehiclePoolSize();
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the next real (non-articulated part) vehicle in the consist.
|
||||
* @param v Vehicle.
|
||||
* @return Next vehicle in the consist.
|
||||
*/
|
||||
static inline Vehicle *GetNextVehicle(const Vehicle *v)
|
||||
{
|
||||
Vehicle *u = v->next;
|
||||
while (u != NULL && u->subtype == TS_Artic_Part) {
|
||||
u = u->next;
|
||||
}
|
||||
return u;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if an engine has an articulated part.
|
||||
* @param v Vehicle.
|
||||
* @return True if the engine has an articulated part.
|
||||
*/
|
||||
static inline bool EngineHasArticPart(const Vehicle *v)
|
||||
{
|
||||
return (v->next != NULL && v->next->subtype == TS_Artic_Part);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the last part of a multi-part engine.
|
||||
* @param v Vehicle.
|
||||
* @return Last part of the engine.
|
||||
*/
|
||||
static inline Vehicle *GetLastEnginePart(Vehicle *v)
|
||||
{
|
||||
while (EngineHasArticPart(v)) v = v->next;
|
||||
return v;
|
||||
}
|
||||
|
||||
/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
|
||||
static inline Order *GetVehicleOrder(const Vehicle *v, int index)
|
||||
{
|
||||
|
|
|
@ -18,6 +18,7 @@
|
|||
#include "variables.h"
|
||||
#include "vehicle_gui.h"
|
||||
#include "viewport.h"
|
||||
#include "train.h"
|
||||
|
||||
Sorting _sorting;
|
||||
|
||||
|
@ -105,7 +106,7 @@ void ResortVehicleLists(void)
|
|||
|
||||
void BuildVehicleList(vehiclelist_d* vl, int type, PlayerID owner, StationID station)
|
||||
{
|
||||
uint subtype = (type != VEH_Aircraft) ? TS_Front_Engine : 2;
|
||||
uint subtype = (type != VEH_Aircraft) ? Train_Front : 2;
|
||||
uint n = 0;
|
||||
uint i;
|
||||
|
||||
|
@ -122,7 +123,9 @@ void BuildVehicleList(vehiclelist_d* vl, int type, PlayerID owner, StationID sta
|
|||
if (station != INVALID_STATION) {
|
||||
const Vehicle *v;
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == type && v->subtype <= subtype) {
|
||||
if (v->type == type && (
|
||||
(type == VEH_Train && IsFrontEngine(v)) ||
|
||||
(type != VEH_Train && v->subtype <= subtype))) {
|
||||
const Order *order;
|
||||
|
||||
FOR_VEHICLE_ORDERS(v, order) {
|
||||
|
@ -138,7 +141,9 @@ void BuildVehicleList(vehiclelist_d* vl, int type, PlayerID owner, StationID sta
|
|||
} else {
|
||||
const Vehicle *v;
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == type && v->subtype <= subtype && v->owner == owner) {
|
||||
if (v->type == type && v->owner == owner && (
|
||||
(type == VEH_Train && IsFrontEngine(v)) ||
|
||||
(type != VEH_Train && v->subtype <= subtype))) {
|
||||
_vehicle_sort[n].index = v->index;
|
||||
_vehicle_sort[n].owner = v->owner;
|
||||
++n;
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
#include "signs.h"
|
||||
#include "waypoint.h"
|
||||
#include "variables.h"
|
||||
#include "train.h"
|
||||
|
||||
#define VIEWPORT_DRAW_MEM (65536 * 2)
|
||||
|
||||
|
@ -1700,7 +1701,7 @@ static void CheckClickOnLandscape(const ViewPort *vp, int x, int y)
|
|||
|
||||
static void SafeShowTrainViewWindow(const Vehicle* v)
|
||||
{
|
||||
if (v->subtype != TS_Front_Engine) v = GetFirstVehicleInChain(v);
|
||||
if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v);
|
||||
ShowTrainViewWindow(v);
|
||||
}
|
||||
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include "sound.h"
|
||||
#include "depot.h"
|
||||
#include "vehicle_gui.h"
|
||||
#include "train.h"
|
||||
|
||||
const SpriteID _water_shore_sprites[15] = {
|
||||
0,
|
||||
|
@ -598,7 +599,7 @@ static void FloodVehicle(Vehicle *v)
|
|||
|
||||
v = GetFirstVehicleInChain(v);
|
||||
u = v;
|
||||
if (v->subtype == TS_Front_Engine) pass = 4; // driver
|
||||
if (IsFrontEngine(v)) pass = 4; // driver
|
||||
|
||||
// crash all wagons, and count passangers
|
||||
BEGIN_ENUM_WAGONS(v)
|
||||
|
|
Loading…
Reference in New Issue