(svn r2423) - CodeChange: Include first_engine in the train cache, instead of calculating it all over the place.
- Fix: Also recalculate the train cache values for 'wagon chains' (in the depot without an engine), to avoid possible desyncs later. - Fix: Make CmdMoveRailVehicle update the caches of the correct trains in all cases.
This commit is contained in:
32
vehicle.c
32
vehicle.c
@@ -188,7 +188,7 @@ void AfterLoadVehicles(void)
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v->left_coord = INVALID_COORD;
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VehiclePositionChanged(v);
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if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
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if (v->type == VEH_Train && (v->subtype == TS_Front_Engine || v->subtype == TS_Free_Car))
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TrainConsistChanged(v);
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}
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}
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@@ -1392,12 +1392,12 @@ int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if ( old_engine_type != new_engine_type ) {
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// prevent that the rear engine can get replaced to something else than the front engine
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if ( v->u.rail.first_engine != 0xffff && RailVehInfo(old_engine_type)->flags & RVI_MULTIHEAD && RailVehInfo(old_engine_type)->flags ) {
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if ( v->u.rail.first_engine != INVALID_VEHICLE && RailVehInfo(old_engine_type)->flags & RVI_MULTIHEAD && RailVehInfo(old_engine_type)->flags ) {
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if ( first->engine_type != new_engine_type ) return CMD_ERROR;
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}
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// checks if the engine is the first one
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if ( v->u.rail.first_engine == 0xffff ) {
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if ( v->u.rail.first_engine == INVALID_VEHICLE ) {
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if ( RailVehInfo(new_engine_type)->flags & RVI_MULTIHEAD ) {
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if ( u->engine_type == old_engine_type && v->next != NULL) {
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rear_engine_cost = build_cost - u->value;
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@@ -1471,7 +1471,7 @@ int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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v->spritenum = rvi->image_index + (( rvi->flags & RVI_MULTIHEAD && sprite - rvi2->image_index) ? 1 : 0);
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// turn the last engine in a multiheaded train if needed
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if ( v->next == NULL && v->u.rail.first_engine != 0xffff && rvi->flags & RVI_MULTIHEAD && v->spritenum == rvi->image_index )
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if ( v->next == NULL && v->u.rail.first_engine != INVALID_VEHICLE && rvi->flags & RVI_MULTIHEAD && v->spritenum == rvi->image_index )
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v->spritenum++;
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v->cargo_type = rvi->cargo_type;
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@@ -1517,14 +1517,8 @@ int32 CmdReplaceVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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}
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#endif
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// updates the id of the front engine in the other units, since the front engine just got a new engine_id
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// this is needed for wagon override
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if ( v->u.rail.first_engine == 0xffff && v->next != NULL ) {
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Vehicle *veh = v->next;
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do {
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veh->u.rail.first_engine = new_engine_type;
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} while ( (veh=veh->next) != NULL );
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}
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// recalculate changed train values
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TrainConsistChanged(first);
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InvalidateWindowClasses(WC_TRAINS_LIST);
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UpdateTrainAcceleration(first);
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break;
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@@ -2089,9 +2083,6 @@ static void Load_VEHS(void)
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v = GetVehicle(index);
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SlObject(v, _veh_descs[SlReadByte()]);
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if (v->type == VEH_Train)
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v->u.rail.first_engine = 0xffff;
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/* Old savegames used 'last_station_visited = 0xFF', should be 0xFFFF */
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if (_sl.version < 5 && v->last_station_visited == 0xFF)
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v->last_station_visited = 0xFFFF;
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@@ -2104,17 +2095,6 @@ static void Load_VEHS(void)
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}
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}
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// Iterate through trains and set first_engine appropriately.
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FOR_ALL_VEHICLES(v) {
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Vehicle *w;
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if (v->type != VEH_Train || v->subtype != TS_Front_Engine)
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continue;
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for (w = v->next; w; w = w->next)
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w->u.rail.first_engine = v->engine_type;
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}
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/* Check for shared order-lists (we now use pointers for that) */
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if (_sl.full_version < 0x502) {
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FOR_ALL_VEHICLES(v) {
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