mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r3403) -Codechange: [multiheaded engines] the references between the front and rear engines are no longer saved
instead the pointers are generated on load
This commit is contained in:
parent
b87b5f1187
commit
e35a131153
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@ -40,6 +40,7 @@
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#include "depot.h"
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#include "waypoint.h"
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#include "ai/ai.h"
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#include "train.h"
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#include <stdarg.h>
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@ -1144,6 +1145,10 @@ bool AfterLoadGame(void)
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* subtype to the new format */
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if (CheckSavegameVersionOldStyle(17, 1)) ConvertOldMultiheadToNew();
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/* Connect front and rear engines of multiheaded trains
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since this info were no longer saved in savegame version 20 */
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if (!CheckSavegameVersion(20)) ConnectMultiheadedTrains();
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// Update current year
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SetDate(_date);
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@ -29,7 +29,7 @@
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#include <setjmp.h>
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enum {
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SAVEGAME_VERSION = 19,
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SAVEGAME_VERSION = 20,
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};
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3
train.h
3
train.h
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@ -205,4 +205,7 @@ static inline Vehicle *GetLastEnginePart(Vehicle *v)
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return v;
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}
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void ConvertOldMultiheadToNew(void);
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void ConnectMultiheadedTrains(void);
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#endif /* TRAIN_H */
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152
train_cmd.c
152
train_cmd.c
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@ -3700,3 +3700,155 @@ void InitializeTrains(void)
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{
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_age_cargo_skip_counter = 1;
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}
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/*
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* Link front and rear multiheaded engines to each other
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* This is done when loading a savegame
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*/
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void ConnectMultiheadedTrains(void)
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{
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train) {
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v->u.rail.other_multiheaded_part = NULL;
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}
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}
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train && IsFrontEngine(v)) {
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Vehicle *u = v;
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BEGIN_ENUM_WAGONS(u) {
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if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
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if (IsMultiheaded(u)) {
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if (!IsTrainEngine(u)) {
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/* we got a rear car without a front car. We will convert it to a front one */
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SetTrainEngine(u);
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u->spritenum--;
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}
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{
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Vehicle *w;
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for(w = u->next; w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w));
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if (w != NULL) {
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/* we found a car to partner with this engine. Now we will make sure it face the right way */
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if (IsTrainEngine(w)) {
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ClearTrainEngine(w);
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w->spritenum++;
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}
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}
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if (w != NULL) {
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w->u.rail.other_multiheaded_part = u;
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u->u.rail.other_multiheaded_part = w;
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} else {
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/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
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ClearMultiheaded(u);
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}
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}
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}
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} END_ENUM_WAGONS(u)
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}
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}
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}
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/*
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* Converts all trains to the new subtype format introduced in savegame 16.2
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* It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
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*/
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void ConvertOldMultiheadToNew(void)
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{
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train) {
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SETBIT(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
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}
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}
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train) {
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if (HASBIT(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) {
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Vehicle *u = v;
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BEGIN_ENUM_WAGONS(u)
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const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
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CLRBIT(u->subtype, 7);
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switch (u->subtype) {
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case 0: /* TS_Front_Engine */
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if (rvi->flags & RVI_MULTIHEAD) {
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SetMultiheaded(u);
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}
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SetFrontEngine(u);
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SetTrainEngine(u);
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break;
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case 1: /* TS_Artic_Part */
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u->subtype = 0;
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SetArticulatedPart(u);
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break;
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case 2: /* TS_Not_First */
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u->subtype = 0;
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if (rvi->flags & RVI_WAGON) {
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// normal wagon
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SetTrainWagon(u);
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break;
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}
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if (rvi->flags & RVI_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
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// rear end of a multiheaded engine
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SetMultiheaded(u);
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break;
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}
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if (rvi->flags & RVI_MULTIHEAD) {
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SetMultiheaded(u);
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}
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SetTrainEngine(u);
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break;
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case 4: /* TS_Free_Car */
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u->subtype = 0;
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SetTrainWagon(u);
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SetFreeWagon(u);
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break;
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default: NOT_REACHED(); break;
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}
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END_ENUM_WAGONS(u)
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u = v;
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BEGIN_ENUM_WAGONS(u)
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const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
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if (u->u.rail.other_multiheaded_part != NULL) continue;
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if (rvi->flags & RVI_MULTIHEAD) {
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if (!IsTrainEngine(u)) {
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/* we got a rear car without a front car. We will convert it to a front one */
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SetTrainEngine(u);
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u->spritenum--;
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}
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{
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Vehicle *w;
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for(w = u->next; w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w));
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if (w != NULL) {
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/* we found a car to partner with this engine. Now we will make sure it face the right way */
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if (IsTrainEngine(w)) {
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ClearTrainEngine(w);
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w->spritenum++;
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}
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}
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if (w != NULL) {
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w->u.rail.other_multiheaded_part = u;
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u->u.rail.other_multiheaded_part = w;
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} else {
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/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
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ClearMultiheaded(u);
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}
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}
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}
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END_ENUM_WAGONS(u)
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}
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}
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}
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}
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101
vehicle.c
101
vehicle.c
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@ -2128,7 +2128,7 @@ static const SaveLoad _train_desc[] = {
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SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL, 2, 2, 255),
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SLE_CONDREFX(offsetof(Vehicle,u)+offsetof(VehicleRail,other_multiheaded_part), REF_VEHICLE, 2, 255), // added with 17.1, but was blank since 2
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SLE_CONDREFX(offsetof(Vehicle,u)+offsetof(VehicleRail,other_multiheaded_part), REF_VEHICLE, 2, 19), // added with 17.1, but was blank since 2. Removed in 20
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// reserve extra space in savegame here. (currently 3 bytes)
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SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 3, 2, 255),
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@ -2282,105 +2282,6 @@ static void Save_VEHS(void)
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}
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}
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/*
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* Converts all trains to the new subtype format introduced in savegame 16.2
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* It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
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*/
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void ConvertOldMultiheadToNew(void)
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{
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train) {
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v->u.rail.other_multiheaded_part = NULL;
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SETBIT(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
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}
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}
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train) {
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if (HASBIT(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) {
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Vehicle *u = v;
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BEGIN_ENUM_WAGONS(u)
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const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
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CLRBIT(u->subtype, 7);
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switch (u->subtype) {
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case 0: /* TS_Front_Engine */
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if (rvi->flags & RVI_MULTIHEAD) {
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SetMultiheaded(u);
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}
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SetFrontEngine(u);
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SetTrainEngine(u);
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break;
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case 1: /* TS_Artic_Part */
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u->subtype = 0;
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SetArticulatedPart(u);
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break;
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case 2: /* TS_Not_First */
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u->subtype = 0;
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if (rvi->flags & RVI_WAGON) {
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// normal wagon
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SetTrainWagon(u);
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break;
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}
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if (rvi->flags & RVI_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
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// rear end of a multiheaded engine
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SetMultiheaded(u);
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break;
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}
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if (rvi->flags & RVI_MULTIHEAD) {
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SetMultiheaded(u);
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}
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SetTrainEngine(u);
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break;
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case 4: /* TS_Free_Car */
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u->subtype = 0;
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SetTrainWagon(u);
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SetFreeWagon(u);
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break;
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default: NOT_REACHED(); break;
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}
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END_ENUM_WAGONS(u)
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u = v;
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BEGIN_ENUM_WAGONS(u)
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const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
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if (u->u.rail.other_multiheaded_part != NULL) continue;
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if (rvi->flags & RVI_MULTIHEAD) {
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if (!IsTrainEngine(u)) {
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/* we got a rear car without a front car. We will convert it to a front one */
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SetTrainEngine(u);
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u->spritenum--;
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}
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{
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Vehicle *w;
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for(w = u->next; w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w));
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if (w != NULL) {
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/* we found a car to partner with this engine. Now we will make sure it face the right way */
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if (IsTrainEngine(w)) {
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ClearTrainEngine(w);
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w->spritenum++;
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}
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}
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if (w != NULL) {
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w->u.rail.other_multiheaded_part = u;
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u->u.rail.other_multiheaded_part = w;
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} else {
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/* we got a front car and no rear cars. We will fake this one for forget that it should have been multiheaded */
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ClearMultiheaded(u);
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}
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}
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}
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END_ENUM_WAGONS(u)
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}
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}
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}
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}
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// Will be called when vehicles need to be loaded.
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static void Load_VEHS(void)
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{
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