(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:
bjarni 2006-01-18 15:05:01 +00:00
parent b87b5f1187
commit e35a131153
6 changed files with 162 additions and 102 deletions

View File

@ -40,6 +40,7 @@
#include "depot.h"
#include "waypoint.h"
#include "ai/ai.h"
#include "train.h"
#include <stdarg.h>
@ -1144,6 +1145,10 @@ bool AfterLoadGame(void)
* subtype to the new format */
if (CheckSavegameVersionOldStyle(17, 1)) ConvertOldMultiheadToNew();
/* Connect front and rear engines of multiheaded trains
since this info were no longer saved in savegame version 20 */
if (!CheckSavegameVersion(20)) ConnectMultiheadedTrains();
// Update current year
SetDate(_date);

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@ -29,7 +29,7 @@
#include <setjmp.h>
enum {
SAVEGAME_VERSION = 19,
SAVEGAME_VERSION = 20,
};

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@ -205,4 +205,7 @@ static inline Vehicle *GetLastEnginePart(Vehicle *v)
return v;
}
void ConvertOldMultiheadToNew(void);
void ConnectMultiheadedTrains(void);
#endif /* TRAIN_H */

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@ -3700,3 +3700,155 @@ void InitializeTrains(void)
{
_age_cargo_skip_counter = 1;
}
/*
* Link front and rear multiheaded engines to each other
* This is done when loading a savegame
*/
void ConnectMultiheadedTrains(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train) {
v->u.rail.other_multiheaded_part = NULL;
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train && IsFrontEngine(v)) {
Vehicle *u = v;
BEGIN_ENUM_WAGONS(u) {
if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
if (IsMultiheaded(u)) {
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)
}
}
}
/*
* 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
*/
void ConvertOldMultiheadToNew(void)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_Train) {
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)
}
}
}
}

101
vehicle.c
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@ -2128,7 +2128,7 @@ static const SaveLoad _train_desc[] = {
SLE_CONDARR(NullStruct, null, SLE_FILE_U8 | SLE_VAR_NULL, 2, 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
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
// reserve extra space in savegame here. (currently 3 bytes)
SLE_CONDARR(NullStruct,null,SLE_FILE_U8 | SLE_VAR_NULL, 3, 2, 255),
@ -2282,105 +2282,6 @@ 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
*/
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)
{

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@ -313,7 +313,6 @@ int32 GetTrainRunningCost(const Vehicle *v);
int CheckTrainStoppedInDepot(const Vehicle *v);
bool VehicleNeedsService(const Vehicle *v);
void ConvertOldMultiheadToNew(void);
typedef struct GetNewVehiclePosResult {
int x,y;