(svn r2423) - CodeChange: Include first_engine in the train cache, instead of calculating it all over the place.

- Fix: Also recalculate the train cache values for 'wagon chains' (in the depot without an engine), to avoid possible desyncs later.
 - Fix: Make CmdMoveRailVehicle update the caches of the correct trains in all cases.
This commit is contained in:
hackykid 2005-06-06 14:26:15 +00:00
parent d549523f96
commit 2d19785e43
2 changed files with 55 additions and 70 deletions

View File

@ -60,19 +60,31 @@ void TrainCargoChanged(Vehicle *v) {
}
/**
* Recalculates the cached stuff of a train. Should be called each time a vehicle is added to/removed from
* the consist, and when the game is loaded.
* @param v First vehicle of the consist.
* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
* to/removed from the chain, and when the game is loaded.
* Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
* @param v First vehicle of the chain.
*/
void TrainConsistChanged(Vehicle *v) {
const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type);
const RailVehicleInfo *rvi_v;
Vehicle *u;
uint16 max_speed = 0xFFFF;
uint32 power = 0;
EngineID first_engine;
assert(v->type == VEH_Train);
assert(v->subtype == TS_Front_Engine || v->subtype == TS_Free_Car);
rvi_v = RailVehInfo(v->engine_type);
first_engine = (v->subtype == TS_Front_Engine) ? v->engine_type : INVALID_VEHICLE;
for (u = v; u != NULL; u = u->next) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
// update the 'first engine'
u->u.rail.first_engine = (v == u) ? INVALID_VEHICLE : first_engine;
// power is the sum of the powers of all engines and powered wagons in the consist
power += rvi_u->power;
@ -449,11 +461,6 @@ static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
if (u != NULL) {
u->next = v;
v->subtype = TS_Not_First;
v->u.rail.first_engine = u->u.rail.first_engine;
if (v->u.rail.first_engine == 0xffff && u->subtype == TS_Front_Engine)
v->u.rail.first_engine = u->engine_type;
} else {
v->u.rail.first_engine = 0xffff;
}
v->cargo_type = rvi->cargo_type;
@ -471,6 +478,7 @@ static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
_new_wagon_id = v->index;
VehiclePositionChanged(v);
TrainConsistChanged(GetFirstVehicleInChain(v));
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
}
@ -547,7 +555,6 @@ void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
u->z_pos = v->z_pos;
u->z_height = 6;
u->u.rail.track = 0x80;
v->u.rail.first_engine = 0xffff;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->subtype = TS_Not_First;
u->spritenum = v->spritenum + 1;
@ -620,7 +627,6 @@ int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
v->z_pos = GetSlopeZ(x,y);
v->z_height = 6;
v->u.rail.track = 0x80;
v->u.rail.first_engine = 0xffff;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
@ -705,14 +711,11 @@ static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
{
Vehicle *u;
v->u.rail.first_engine = INVALID_VEHICLE;
// unlinking the first vehicle of the chain?
if (v == first) {
v = v->next;
if (v == NULL) return NULL;
for (u = v; u != NULL; u = u->next) u->u.rail.first_engine = v->engine_type;
v->subtype = TS_Free_Car;
return v;
}
@ -838,10 +841,12 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
Vehicle *v = src_head;
while (v->next != src) v=v->next;
v->next = NULL;
} else {
src_head = NULL;
}
} else {
// unlink single wagon from linked list
UnlinkWagon(src, src_head);
src_head = UnlinkWagon(src, src_head);
src->next = NULL;
}
@ -854,11 +859,10 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
assert(src->orders == NULL);
src->num_orders = 0;
}
dst_head = src;
} else {
src->subtype = TS_Free_Car;
}
src->u.rail.first_engine = 0xffff;
dst_head = src;
} else {
if (src->subtype == TS_Front_Engine) {
// the vehicle was previously a loco. need to free the order list and delete vehicle windows etc.
@ -869,44 +873,42 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
src->subtype = TS_Not_First;
src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
// setup first_engine
src->u.rail.first_engine = dst->u.rail.first_engine;
if (src->u.rail.first_engine == 0xffff && dst->subtype == TS_Front_Engine)
src->u.rail.first_engine = dst->engine_type;
// link in the wagon(s) in the chain.
{
Vehicle *v;
for (v = src; v->next != NULL; v = v->next) {
v->next->u.rail.first_engine = v->u.rail.first_engine;
}
for (v = src; v->next != NULL; v = v->next) {};
v->next = dst->next;
}
dst->next = src;
}
if (src_head->subtype == TS_Front_Engine) {
if (src_head) {
TrainConsistChanged(src_head);
UpdateTrainAcceleration(src_head);
}
InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
if (src_head->subtype == TS_Front_Engine) {
UpdateTrainAcceleration(src_head);
InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
/* Update the refit button and window */
InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, 12);
}
/* Update the depot window */
InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
};
if (dst_head) {
TrainConsistChanged(dst_head);
if (dst_head->subtype == TS_Front_Engine) {
TrainConsistChanged(dst_head);
UpdateTrainAcceleration(dst_head);
InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
/* Update the refit button and window */
InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, 12);
InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
}
InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
/* Update the refit button and window */
InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, 12);
InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
/* Update the depot window */
InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile);
}
/* I added this to so that the refit buttons get updated */
InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, 12);
InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
RebuildVehicleLists();
}
@ -1048,11 +1050,13 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (switch_engine) first->subtype = TS_Front_Engine;
/* 5. If the train still exists, update its acceleration, window, etc. */
if (first != NULL && first->subtype == TS_Front_Engine) {
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
InvalidateWindow(WC_VEHICLE_REFIT, first->index);
if (first != NULL) {
TrainConsistChanged(first);
UpdateTrainAcceleration(first);
if (first->subtype == TS_Front_Engine) {
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
InvalidateWindow(WC_VEHICLE_REFIT, first->index);
UpdateTrainAcceleration(first);
}
}
@ -1103,9 +1107,10 @@ 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 && first->subtype == TS_Front_Engine) {
if ((flags & DC_EXEC) && first != NULL) {
TrainConsistChanged(first);
UpdateTrainAcceleration(first);
if (first->subtype == TS_Front_Engine)
UpdateTrainAcceleration(first);
}
} break;
}

View File

@ -188,7 +188,7 @@ void AfterLoadVehicles(void)
v->left_coord = INVALID_COORD;
VehiclePositionChanged(v);
if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
if (v->type == VEH_Train && (v->subtype == TS_Front_Engine || v->subtype == TS_Free_Car))
TrainConsistChanged(v);
}
}
@ -1392,12 +1392,12 @@ int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if ( old_engine_type != new_engine_type ) {
// prevent that the rear engine can get replaced to something else than the front engine
if ( v->u.rail.first_engine != 0xffff && RailVehInfo(old_engine_type)->flags & RVI_MULTIHEAD && RailVehInfo(old_engine_type)->flags ) {
if ( v->u.rail.first_engine != INVALID_VEHICLE && RailVehInfo(old_engine_type)->flags & RVI_MULTIHEAD && RailVehInfo(old_engine_type)->flags ) {
if ( first->engine_type != new_engine_type ) return CMD_ERROR;
}
// checks if the engine is the first one
if ( v->u.rail.first_engine == 0xffff ) {
if ( v->u.rail.first_engine == INVALID_VEHICLE ) {
if ( RailVehInfo(new_engine_type)->flags & RVI_MULTIHEAD ) {
if ( u->engine_type == old_engine_type && v->next != NULL) {
rear_engine_cost = build_cost - u->value;
@ -1471,7 +1471,7 @@ int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
v->spritenum = rvi->image_index + (( rvi->flags & RVI_MULTIHEAD && sprite - rvi2->image_index) ? 1 : 0);
// turn the last engine in a multiheaded train if needed
if ( v->next == NULL && v->u.rail.first_engine != 0xffff && rvi->flags & RVI_MULTIHEAD && v->spritenum == rvi->image_index )
if ( v->next == NULL && v->u.rail.first_engine != INVALID_VEHICLE && rvi->flags & RVI_MULTIHEAD && v->spritenum == rvi->image_index )
v->spritenum++;
v->cargo_type = rvi->cargo_type;
@ -1517,14 +1517,8 @@ int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
}
#endif
// updates the id of the front engine in the other units, since the front engine just got a new engine_id
// this is needed for wagon override
if ( v->u.rail.first_engine == 0xffff && v->next != NULL ) {
Vehicle *veh = v->next;
do {
veh->u.rail.first_engine = new_engine_type;
} while ( (veh=veh->next) != NULL );
}
// recalculate changed train values
TrainConsistChanged(first);
InvalidateWindowClasses(WC_TRAINS_LIST);
UpdateTrainAcceleration(first);
break;
@ -2089,9 +2083,6 @@ static void Load_VEHS(void)
v = GetVehicle(index);
SlObject(v, _veh_descs[SlReadByte()]);
if (v->type == VEH_Train)
v->u.rail.first_engine = 0xffff;
/* Old savegames used 'last_station_visited = 0xFF', should be 0xFFFF */
if (_sl.version < 5 && v->last_station_visited == 0xFF)
v->last_station_visited = 0xFFFF;
@ -2104,17 +2095,6 @@ static void Load_VEHS(void)
}
}
// Iterate through trains and set first_engine appropriately.
FOR_ALL_VEHICLES(v) {
Vehicle *w;
if (v->type != VEH_Train || v->subtype != TS_Front_Engine)
continue;
for (w = v->next; w; w = w->next)
w->u.rail.first_engine = v->engine_type;
}
/* Check for shared order-lists (we now use pointers for that) */
if (_sl.full_version < 0x502) {
FOR_ALL_VEHICLES(v) {