(svn r3139) -NewGRF, Feature: support for articulated rail vehicles. This is used, for example, by coal tenders.
This commit is contained in:
210
train_cmd.c
210
train_cmd.c
@@ -46,12 +46,17 @@ void TrainCargoChanged(Vehicle *v) {
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const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
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uint16 vweight = 0;
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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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vweight += (_cargoc.weights[u->cargo_type] * u->cargo_count) / 16;
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// powered wagons have extra weight added
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if (HASBIT(u->u.rail.flags, VRF_POWEREDWAGON))
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vweight += RailVehInfo(v->engine_type)->pow_wag_weight;
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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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// 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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// powered wagons have extra weight added
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if (HASBIT(u->u.rail.flags, VRF_POWEREDWAGON))
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vweight += RailVehInfo(v->engine_type)->pow_wag_weight;
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}
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// consist weight is the sum of the weight of all vehicles in the consist
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weight += vweight;
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@@ -92,14 +97,11 @@ void TrainConsistChanged(Vehicle *v) {
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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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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) {
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// Wagons have no effect by default
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if (rvi_u->flags & RVI_WAGON || u->subtype == TS_Artic_Part) {
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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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// Steam is offset by -4 units
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@@ -110,28 +112,33 @@ void TrainConsistChanged(Vehicle *v) {
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}
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}
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// check if its a powered wagon
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CLRBIT(u->u.rail.flags, VRF_POWEREDWAGON);
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if ((rvi_v->pow_wag_power != 0) && (rvi_u->flags & RVI_WAGON) && UsesWagonOverride(u)) {
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if (HASBIT(rvi_u->callbackmask, CBM_WAGON_POWER)) {
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uint16 callback = GetCallBackResult(CBID_WAGON_POWER, u->engine_type, u);
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if (u->subtype != TS_Artic_Part) {
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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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if (callback != CALLBACK_FAILED)
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u->u.rail.cached_vis_effect = callback;
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// check if its a powered wagon
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CLRBIT(u->u.rail.flags, VRF_POWEREDWAGON);
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if ((rvi_v->pow_wag_power != 0) && (rvi_u->flags & RVI_WAGON) && UsesWagonOverride(u)) {
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if (HASBIT(rvi_u->callbackmask, CBM_WAGON_POWER)) {
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uint16 callback = GetCallBackResult(CBID_WAGON_POWER, u->engine_type, u);
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if (callback != CALLBACK_FAILED)
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u->u.rail.cached_vis_effect = callback;
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}
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if (u->u.rail.cached_vis_effect < 0x40) {
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/* wagon is powered */
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SETBIT(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
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power += rvi_v->pow_wag_power;
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}
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}
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if (u->u.rail.cached_vis_effect < 0x40) {
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/* wagon is powered */
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SETBIT(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
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power += rvi_v->pow_wag_power;
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}
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// max speed is the minimum of the speed limits of all vehicles in the consist
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if (!(rvi_u->flags & RVI_WAGON) || _patches.wagon_speed_limits)
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if (rvi_u->max_speed != 0 && !UsesWagonOverride(u))
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max_speed = min(rvi_u->max_speed, max_speed);
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}
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// max speed is the minimum of the speed limits of all vehicles in the consist
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if (!(rvi_u->flags & RVI_WAGON) || _patches.wagon_speed_limits)
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if (rvi_u->max_speed != 0 && !UsesWagonOverride(u))
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max_speed = min(rvi_u->max_speed, max_speed);
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// check the vehicle length (callback)
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veh_len = CALLBACK_FAILED;
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if (HASBIT(rvi_u->callbackmask, CBM_VEH_LENGTH))
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@@ -418,6 +425,78 @@ void DrawTrainEngine(int x, int y, EngineID engine, uint32 image_ormod)
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DrawSprite(image | image_ormod, x, y);
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}
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static uint CountArticulatedParts(const RailVehicleInfo *rvi, EngineID engine_type)
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{
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uint16 callback;
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uint i;
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if (!HASBIT(rvi->callbackmask, CBM_ARTIC_ENGINE))
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return 0;
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for (i = 1; i < 10; i++) {
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callback = GetCallBackResult(CBID_ARTIC_ENGINE + (i << 8), engine_type, NULL);
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if (callback == CALLBACK_FAILED || callback == 0xFF)
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break;
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}
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return i;
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}
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static void AddArticulatedParts(const RailVehicleInfo *rvi, Vehicle **vl)
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{
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const RailVehicleInfo *rvi_artic;
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EngineID engine_type;
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Vehicle *v = vl[0];
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Vehicle *u = v;
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uint16 callback;
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bool flip_image;
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uint i;
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if (!HASBIT(rvi->callbackmask, CBM_ARTIC_ENGINE))
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return;
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for (i = 1; i < 10; i++) {
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callback = GetCallBackResult(CBID_ARTIC_ENGINE + (i << 8), v->engine_type, NULL);
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if (callback == CALLBACK_FAILED || callback == 0xFF)
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return;
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u->next = vl[i];
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u = u->next;
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engine_type = GB(callback, 0, 6);
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flip_image = HASBIT(callback, 7);
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rvi_artic = RailVehInfo(engine_type);
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// get common values from first engine
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u->direction = v->direction;
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u->owner = v->owner;
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u->tile = v->tile;
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u->x_pos = v->x_pos;
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u->y_pos = v->y_pos;
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u->z_pos = v->z_pos;
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u->z_height = v->z_height;
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u->u.rail.track = v->u.rail.track;
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u->u.rail.railtype = v->u.rail.railtype;
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u->build_year = v->build_year;
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u->vehstatus = v->vehstatus & ~VS_STOPPED;
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u->u.rail.first_engine = v->engine_type;
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// get more settings from rail vehicle info
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u->spritenum = rvi_artic->image_index;
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if (flip_image) u->spritenum++;
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u->cargo_type = rvi_artic->cargo_type;
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u->cargo_cap = rvi_artic->capacity;
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u->max_speed = 0;
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u->max_age = 0;
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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->cur_image = 0xAC2;
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VehiclePositionChanged(u);
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}
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}
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static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
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{
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@@ -426,24 +505,27 @@ static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
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const RailVehicleInfo *rvi;
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const Engine *e;
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int x,y;
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uint num_vehicles;
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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rvi = RailVehInfo(engine);
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value = (rvi->base_cost * _price.build_railwagon) >> 8;
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if (!(flags & DC_QUERY_COST)) {
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_error_message = STR_00E1_TOO_MANY_VEHICLES_IN_GAME;
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num_vehicles = 1 + CountArticulatedParts(rvi, engine);
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v = AllocateVehicle();
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if (v == NULL)
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return CMD_ERROR;
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if (!(flags & DC_QUERY_COST)) {
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Vehicle *vl[num_vehicles];
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if (!AllocateVehicles(vl, num_vehicles))
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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if (flags & DC_EXEC) {
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byte img = rvi->image_index;
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Vehicle *u, *w;
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uint dir;
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v = vl[0];
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v->spritenum = img;
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u = NULL;
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@@ -492,6 +574,8 @@ static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
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v->type = VEH_Train;
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v->cur_image = 0xAC2;
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AddArticulatedParts(rvi, vl);
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_new_wagon_id = v->index;
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_new_vehicle_id = v->index;
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@@ -581,10 +665,11 @@ int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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const RailVehicleInfo *rvi;
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int value;
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Vehicle *v, *u;
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Vehicle *v;
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UnitID unit_num;
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Engine *e;
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TileIndex tile = TileVirtXY(x, y);
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uint num_vehicles;
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/* Check if the engine-type is valid (for the player) */
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if (!IsEngineBuildable(p1, VEH_Train)) return CMD_ERROR;
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@@ -612,12 +697,16 @@ int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if (rvi->flags&RVI_MULTIHEAD && HASBIT(p2,0))
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value /= 2;
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num_vehicles = (rvi->flags & RVI_MULTIHEAD && HASBIT(p2, 0)) ? 2 : 1;
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num_vehicles += CountArticulatedParts(rvi, p1);
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if (!(flags & DC_QUERY_COST)) {
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v = AllocateVehicle();
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if (v == NULL || IsOrderPoolFull())
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Vehicle *vl[num_vehicles];
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if (!AllocateVehicles(vl, num_vehicles) || IsOrderPoolFull())
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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v = vl[0];
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unit_num = GetFreeUnitNumber(VEH_Train);
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if (unit_num > _patches.max_trains)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@@ -665,8 +754,10 @@ int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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VehiclePositionChanged(v);
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if (rvi->flags&RVI_MULTIHEAD && (u = AllocateVehicle()) != NULL && !HASBIT(p2,0)) {
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AddRearEngineToMultiheadedTrain(v, u, true);
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if (rvi->flags & RVI_MULTIHEAD && !HASBIT(p2, 0)) {
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AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
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} else {
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AddArticulatedParts(rvi, vl);
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}
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TrainConsistChanged(v);
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@@ -716,23 +807,27 @@ int CheckTrainStoppedInDepot(const Vehicle *v)
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return count;
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}
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// unlink a rail wagon from the linked list.
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// returns the new value of first
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/**
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* Unlink a rail wagon from the consist.
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* @param v Vehicle to remove.
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* @param first The first vehicle of the consist.
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* @return The first vehicle of the consist.
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*/
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static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
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{
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Vehicle *u;
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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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v = GetNextVehicle(v);
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if (v == NULL) return NULL;
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v->subtype = TS_Free_Car;
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return v;
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}
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for (u = first; u->next != v; u = u->next) {}
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u->next = v->next;
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for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
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GetLastEnginePart(u)->next = GetNextVehicle(v);
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return first;
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}
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@@ -788,6 +883,12 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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dst = GetVehicle(d);
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}
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// if an articulated part is being handled, deal with its parent vehicle
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while (src->subtype == TS_Artic_Part) src = GetPrevVehicleInChain(src);
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if (dst != NULL) {
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while (dst->subtype == TS_Artic_Part) dst = GetPrevVehicleInChain(dst);
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}
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// don't move the same vehicle..
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if (src == dst) return 0;
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@@ -798,7 +899,11 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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/* locate the head of the two chains */
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src_head = GetFirstVehicleInChain(src);
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dst_head = NULL;
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if (dst != NULL) dst_head = GetFirstVehicleInChain(dst);
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if (dst != NULL) {
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dst_head = GetFirstVehicleInChain(dst);
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// Now deal with articulated part of destination wagon
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dst = GetLastEnginePart(dst);
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}
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/* clear the ->first cache */
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{
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@@ -852,8 +957,8 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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// unlink ALL wagons
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if (src != src_head) {
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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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while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
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GetLastEnginePart(v)->next = NULL;
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} else {
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src_head = NULL;
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}
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@@ -863,7 +968,7 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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dst_head = NULL;
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// unlink single wagon from linked list
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src_head = UnlinkWagon(src, src_head);
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src->next = NULL;
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GetLastEnginePart(src)->next = NULL;
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}
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if (dst == NULL) {
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@@ -893,8 +998,8 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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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 = dst->next;
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for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v));
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GetLastEnginePart(v)->next = dst->next;
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}
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dst->next = src;
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}
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@@ -999,6 +1104,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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while (v->subtype == TS_Artic_Part) v = GetPrevVehicleInChain(v);
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first = GetFirstVehicleInChain(v);
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// make sure the vehicle is stopped in the depot
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@@ -1032,7 +1138,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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/* 2. We are selling the first engine, some special action might be required
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* here, so take attention */
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if ((flags & DC_EXEC) && v == first) {
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Vehicle *new_f = first->next;
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Vehicle *new_f = GetNextVehicle(first);
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/* 2.1 If the first wagon is sold, update the first-> pointers to NULL */
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for (tmp = first; tmp != NULL; tmp = tmp->next) tmp->first = NULL;
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@@ -1082,7 +1188,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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* engines to its train anyways */
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if (p2 == 2 && ori_subtype == TS_Front_Engine) {
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for (v = first; v != NULL; v = tmp) {
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tmp = v->next;
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tmp = GetNextVehicle(v);
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DoCommandByTile(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
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}
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}
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@@ -1093,7 +1199,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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* to be able to deduce which ones go with which ones */
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int enf_count = 0;
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int enr_count = 0;
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for (tmp = first; tmp != NULL; tmp = tmp->next) {
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for (tmp = first; tmp != NULL; tmp = GetNextVehicle(tmp)) {
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if (RailVehInfo(tmp->engine_type)->flags & RVI_MULTIHEAD)
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(IS_FIRSTHEAD_SPRITE(tmp->spritenum)) ? enf_count++ : enr_count++;
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}
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@@ -1102,7 +1208,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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* If we encounter a matching rear-engine to a front-engine
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* earlier in the chain (before deletion), leave it alone */
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for (; v != NULL; v = tmp) {
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tmp = v->next;
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tmp = GetNextVehicle(v);
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if (RailVehInfo(v->engine_type)->flags & RVI_MULTIHEAD) {
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if (IS_FIRSTHEAD_SPRITE(v->spritenum)) {
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