(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
This commit is contained in:
bjarni
2005-11-18 23:41:03 +00:00
parent 65d9eb07a9
commit 16e65960b9
17 changed files with 615 additions and 243 deletions

View File

@@ -27,14 +27,6 @@ enum VehStatus {
VS_CRASHED = 0x80,
};
// 1 and 3 do not appear to be used
typedef enum TrainSubtypes {
TS_Front_Engine = 0, // Leading engine of a train
TS_Artic_Part = 1, // Articulated part of an engine
TS_Not_First = 2, // Wagon or additional engine
TS_Free_Car = 4, // First in a wagon chain (in depot)
} TrainSubtype;
/* Effect vehicle types */
typedef enum EffectVehicle {
EV_CHIMNEY_SMOKE = 0,
@@ -93,6 +85,9 @@ typedef struct VehicleRail {
* skip station and alike by setting it to 0. That way we will ensure that a complete loop is used to find the shortest station
*/
byte shortest_platform[2];
// Link between the two ends of a multiheaded engine
Vehicle *other_multiheaded_part;
} VehicleRail;
enum {
@@ -311,7 +306,6 @@ void DecreaseVehicleValue(Vehicle *v);
void CheckVehicleBreakdown(Vehicle *v);
void AgeVehicle(Vehicle *v);
void VehicleEnteredDepotThisTick(Vehicle *v);
Vehicle* GetRearEngine(const Vehicle* v);
void BeginVehicleMove(Vehicle *v);
void EndVehicleMove(Vehicle *v);
@@ -399,41 +393,6 @@ static inline bool IsVehicleIndex(uint index)
return index < GetVehiclePoolSize();
}
/**
* Get the next real (non-articulated part) vehicle in the consist.
* @param v Vehicle.
* @return Next vehicle in the consist.
*/
static inline Vehicle *GetNextVehicle(const Vehicle *v)
{
Vehicle *u = v->next;
while (u != NULL && u->subtype == TS_Artic_Part) {
u = u->next;
}
return u;
}
/**
* Check if an engine has an articulated part.
* @param v Vehicle.
* @return True if the engine has an articulated part.
*/
static inline bool EngineHasArticPart(const Vehicle *v)
{
return (v->next != NULL && v->next->subtype == TS_Artic_Part);
}
/**
* Get the last part of a multi-part engine.
* @param v Vehicle.
* @return Last part of the engine.
*/
static inline Vehicle *GetLastEnginePart(Vehicle *v)
{
while (EngineHasArticPart(v)) v = v->next;
return v;
}
/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
static inline Order *GetVehicleOrder(const Vehicle *v, int index)
{