mirror of https://github.com/OpenTTD/OpenTTD.git
(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:
parent
d549523f96
commit
2d19785e43
93
train_cmd.c
93
train_cmd.c
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@ -60,19 +60,31 @@ void TrainCargoChanged(Vehicle *v) {
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}
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/**
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* Recalculates the cached stuff of a train. Should be called each time a vehicle is added to/removed from
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* the consist, and when the game is loaded.
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* @param v First vehicle of the consist.
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* Recalculates the cached stuff of a train. Should be called each time a vehicle is added
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* to/removed from the chain, and when the game is loaded.
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* Note: this needs to be called too for 'wagon chains' (in the depot, without an engine)
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* @param v First vehicle of the chain.
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*/
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void TrainConsistChanged(Vehicle *v) {
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const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type);
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const RailVehicleInfo *rvi_v;
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Vehicle *u;
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uint16 max_speed = 0xFFFF;
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uint32 power = 0;
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EngineID first_engine;
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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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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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for (u = v; u != NULL; u = u->next) {
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const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
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// update the 'first engine'
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u->u.rail.first_engine = (v == u) ? INVALID_VEHICLE : first_engine;
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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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@ -449,11 +461,6 @@ static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
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if (u != NULL) {
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u->next = v;
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v->subtype = TS_Not_First;
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v->u.rail.first_engine = u->u.rail.first_engine;
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if (v->u.rail.first_engine == 0xffff && u->subtype == TS_Front_Engine)
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v->u.rail.first_engine = u->engine_type;
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} else {
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v->u.rail.first_engine = 0xffff;
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}
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v->cargo_type = rvi->cargo_type;
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@ -471,6 +478,7 @@ static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
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_new_wagon_id = v->index;
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VehiclePositionChanged(v);
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TrainConsistChanged(GetFirstVehicleInChain(v));
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InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
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}
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@ -547,7 +555,6 @@ void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
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u->z_pos = v->z_pos;
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u->z_height = 6;
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u->u.rail.track = 0x80;
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v->u.rail.first_engine = 0xffff;
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u->vehstatus = v->vehstatus & ~VS_STOPPED;
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u->subtype = TS_Not_First;
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u->spritenum = v->spritenum + 1;
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@ -620,7 +627,6 @@ int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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v->z_pos = GetSlopeZ(x,y);
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v->z_height = 6;
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v->u.rail.track = 0x80;
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v->u.rail.first_engine = 0xffff;
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v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
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v->spritenum = rvi->image_index;
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v->cargo_type = rvi->cargo_type;
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@ -705,14 +711,11 @@ static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
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{
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Vehicle *u;
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v->u.rail.first_engine = INVALID_VEHICLE;
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// unlinking the first vehicle of the chain?
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if (v == first) {
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v = v->next;
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if (v == NULL) return NULL;
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for (u = v; u != NULL; u = u->next) u->u.rail.first_engine = v->engine_type;
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v->subtype = TS_Free_Car;
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return v;
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}
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@ -838,10 +841,12 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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Vehicle *v = src_head;
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while (v->next != src) v=v->next;
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v->next = NULL;
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} else {
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src_head = NULL;
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}
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} else {
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// unlink single wagon from linked list
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UnlinkWagon(src, src_head);
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src_head = UnlinkWagon(src, src_head);
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src->next = NULL;
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}
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@ -854,11 +859,10 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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assert(src->orders == NULL);
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src->num_orders = 0;
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}
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dst_head = src;
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} else {
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src->subtype = TS_Free_Car;
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}
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src->u.rail.first_engine = 0xffff;
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dst_head = src;
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} else {
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if (src->subtype == TS_Front_Engine) {
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// the vehicle was previously a loco. need to free the order list and delete vehicle windows etc.
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@ -869,44 +873,42 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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src->subtype = TS_Not_First;
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src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
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// setup first_engine
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src->u.rail.first_engine = dst->u.rail.first_engine;
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if (src->u.rail.first_engine == 0xffff && dst->subtype == TS_Front_Engine)
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src->u.rail.first_engine = dst->engine_type;
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// link in the wagon(s) in the chain.
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{
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Vehicle *v;
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for (v = src; v->next != NULL; v = v->next) {
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v->next->u.rail.first_engine = v->u.rail.first_engine;
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}
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for (v = src; v->next != NULL; v = v->next) {};
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v->next = dst->next;
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}
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dst->next = src;
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}
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if (src_head->subtype == TS_Front_Engine) {
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if (src_head) {
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TrainConsistChanged(src_head);
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UpdateTrainAcceleration(src_head);
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}
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InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
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InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
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if (src_head->subtype == TS_Front_Engine) {
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UpdateTrainAcceleration(src_head);
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InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
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/* Update the refit button and window */
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InvalidateWindow(WC_VEHICLE_REFIT, src_head->index);
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InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, 12);
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}
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/* Update the depot window */
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InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
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};
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if (dst_head) {
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TrainConsistChanged(dst_head);
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if (dst_head->subtype == TS_Front_Engine) {
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TrainConsistChanged(dst_head);
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UpdateTrainAcceleration(dst_head);
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InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
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/* Update the refit button and window */
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InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, 12);
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InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
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}
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InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
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/* Update the refit button and window */
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InvalidateWindowWidget(WC_VEHICLE_VIEW, dst_head->index, 12);
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InvalidateWindow(WC_VEHICLE_REFIT, dst_head->index);
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/* Update the depot window */
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InvalidateWindow(WC_VEHICLE_DEPOT, dst_head->tile);
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}
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/* I added this to so that the refit buttons get updated */
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InvalidateWindowWidget(WC_VEHICLE_VIEW, src_head->index, 12);
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InvalidateWindow(WC_VEHICLE_DEPOT, src_head->tile);
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RebuildVehicleLists();
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}
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@ -1048,11 +1050,13 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if (switch_engine) first->subtype = TS_Front_Engine;
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/* 5. If the train still exists, update its acceleration, window, etc. */
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if (first != NULL && first->subtype == TS_Front_Engine) {
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InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
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InvalidateWindow(WC_VEHICLE_REFIT, first->index);
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if (first != NULL) {
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TrainConsistChanged(first);
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UpdateTrainAcceleration(first);
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if (first->subtype == TS_Front_Engine) {
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InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
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InvalidateWindow(WC_VEHICLE_REFIT, first->index);
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UpdateTrainAcceleration(first);
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}
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}
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@ -1103,9 +1107,10 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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}
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/* 3. If it is still a valid train after selling, update its acceleration and cached values */
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if ((flags & DC_EXEC) && first != NULL && first->subtype == TS_Front_Engine) {
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if ((flags & DC_EXEC) && first != NULL) {
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TrainConsistChanged(first);
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UpdateTrainAcceleration(first);
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if (first->subtype == TS_Front_Engine)
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UpdateTrainAcceleration(first);
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}
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} break;
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}
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32
vehicle.c
32
vehicle.c
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@ -188,7 +188,7 @@ void AfterLoadVehicles(void)
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v->left_coord = INVALID_COORD;
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VehiclePositionChanged(v);
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if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
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if (v->type == VEH_Train && (v->subtype == TS_Front_Engine || v->subtype == TS_Free_Car))
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TrainConsistChanged(v);
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}
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}
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@ -1392,12 +1392,12 @@ int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if ( old_engine_type != new_engine_type ) {
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// prevent that the rear engine can get replaced to something else than the front engine
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if ( v->u.rail.first_engine != 0xffff && RailVehInfo(old_engine_type)->flags & RVI_MULTIHEAD && RailVehInfo(old_engine_type)->flags ) {
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if ( v->u.rail.first_engine != INVALID_VEHICLE && RailVehInfo(old_engine_type)->flags & RVI_MULTIHEAD && RailVehInfo(old_engine_type)->flags ) {
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if ( first->engine_type != new_engine_type ) return CMD_ERROR;
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}
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// checks if the engine is the first one
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if ( v->u.rail.first_engine == 0xffff ) {
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if ( v->u.rail.first_engine == INVALID_VEHICLE ) {
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if ( RailVehInfo(new_engine_type)->flags & RVI_MULTIHEAD ) {
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if ( u->engine_type == old_engine_type && v->next != NULL) {
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rear_engine_cost = build_cost - u->value;
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@ -1471,7 +1471,7 @@ int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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v->spritenum = rvi->image_index + (( rvi->flags & RVI_MULTIHEAD && sprite - rvi2->image_index) ? 1 : 0);
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// turn the last engine in a multiheaded train if needed
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if ( v->next == NULL && v->u.rail.first_engine != 0xffff && rvi->flags & RVI_MULTIHEAD && v->spritenum == rvi->image_index )
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if ( v->next == NULL && v->u.rail.first_engine != INVALID_VEHICLE && rvi->flags & RVI_MULTIHEAD && v->spritenum == rvi->image_index )
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v->spritenum++;
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v->cargo_type = rvi->cargo_type;
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@ -1517,14 +1517,8 @@ int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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}
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#endif
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// updates the id of the front engine in the other units, since the front engine just got a new engine_id
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// this is needed for wagon override
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if ( v->u.rail.first_engine == 0xffff && v->next != NULL ) {
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Vehicle *veh = v->next;
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do {
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veh->u.rail.first_engine = new_engine_type;
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} while ( (veh=veh->next) != NULL );
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}
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// recalculate changed train values
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TrainConsistChanged(first);
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InvalidateWindowClasses(WC_TRAINS_LIST);
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UpdateTrainAcceleration(first);
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break;
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@ -2089,9 +2083,6 @@ static void Load_VEHS(void)
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v = GetVehicle(index);
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SlObject(v, _veh_descs[SlReadByte()]);
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if (v->type == VEH_Train)
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v->u.rail.first_engine = 0xffff;
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/* Old savegames used 'last_station_visited = 0xFF', should be 0xFFFF */
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if (_sl.version < 5 && v->last_station_visited == 0xFF)
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v->last_station_visited = 0xFFFF;
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@ -2104,17 +2095,6 @@ static void Load_VEHS(void)
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}
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}
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// Iterate through trains and set first_engine appropriately.
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FOR_ALL_VEHICLES(v) {
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Vehicle *w;
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if (v->type != VEH_Train || v->subtype != TS_Front_Engine)
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continue;
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for (w = v->next; w; w = w->next)
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w->u.rail.first_engine = v->engine_type;
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}
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/* Check for shared order-lists (we now use pointers for that) */
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if (_sl.full_version < 0x502) {
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FOR_ALL_VEHICLES(v) {
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