(svn r3218) -Feature: Multiheaded train engines will now stay in the same train
This means that any user attempt to remove a rear engine will tell the user to move the front engine instead This fixes the assert when moving multiheaded engines (introduced in r3144) Note: to make old savegames use this feature, some engines might be turned around in order to link engines in pairs -Codechange: train subtype is now a bitmask This allows fast access to info like if it is a wagon or engine and if it is in front and so on Note: savegame version bump
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@@ -26,6 +26,7 @@
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#include "variables.h"
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#include "vehicle_gui.h"
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#include "ai/ai.h"
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#include "train.h"
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// Score info
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const ScoreInfo _score_info[] = {
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@@ -129,7 +130,7 @@ int UpdateCompanyRatingAndValue(Player *p, bool update)
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FOR_ALL_VEHICLES(v) {
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if (v->owner != owner)
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continue;
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if ((v->type == VEH_Train && v->subtype == TS_Front_Engine) ||
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if ((v->type == VEH_Train && IsFrontEngine(v)) ||
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v->type == VEH_Road ||
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(v->type == VEH_Aircraft && v->subtype<=2) ||
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v->type == VEH_Ship) {
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@@ -313,7 +314,7 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
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if (v->owner == new_player) {
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switch (v->type) {
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case VEH_Train:
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if (v->subtype == TS_Front_Engine) num_train++;
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if (IsFrontEngine(v)) num_train++;
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break;
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case VEH_Road:
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num_road++;
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@@ -338,7 +339,7 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
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DeleteVehicle(v);
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} else {
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v->owner = new_player;
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if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
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if (v->type == VEH_Train && IsFrontEngine(v))
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v->unitnumber = ++num_train;
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else if (v->type == VEH_Road)
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v->unitnumber = ++num_road;
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@@ -1289,7 +1290,7 @@ static bool LoadWait(const Vehicle *v, const Vehicle *u) {
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}
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FOR_ALL_VEHICLES(x) {
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if ((x->type != VEH_Train || x->subtype == TS_Front_Engine) && // for all locs
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if ((x->type != VEH_Train || IsFrontEngine(x)) && // for all locs
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u->last_station_visited == x->last_station_visited && // at the same station
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!(x->vehstatus & VS_STOPPED) && // not stopped
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x->current_order.type == OT_LOADING && // loading
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