Changeset - r2833:35ddad9f0bb4
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master
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truelight - 19 years ago 2006-01-07 10:57:32
truelight@openttd.org
(svn r3381) -Fix: r3374 left one bug: allow moving around wagons in a 100 long train
1 file changed with 3 insertions and 1 deletions:
0 comments (0 inline, 0 general)
train_cmd.c
Show inline comments
 
@@ -912,193 +912,195 @@ static void NormaliseTrainConsist(Vehicl
 
 * @param p2 (bit 0) move all vehicles following the source vehicle
 
 */
 
int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
 
{
 
	VehicleID s = GB(p1, 0, 16);
 
	VehicleID d = GB(p1, 16, 16);
 
	Vehicle *src, *dst, *src_head, *dst_head;
 

	
 
	if (!IsVehicleIndex(s)) return CMD_ERROR;
 

	
 
	src = GetVehicle(s);
 

	
 
	if (src->type != VEH_Train) return CMD_ERROR;
 

	
 
	// if nothing is selected as destination, try and find a matching vehicle to drag to.
 
	if (d == INVALID_VEHICLE) {
 
		dst = NULL;
 
		if (!IsTrainEngine(src)) dst = FindGoodVehiclePos(src);
 
	} else {
 
		dst = GetVehicle(d);
 
	}
 

	
 
	// if an articulated part is being handled, deal with its parent vehicle
 
	while (IsArticulatedPart(src)) src = GetPrevVehicleInChain(src);
 
	if (dst != NULL) {
 
		while (IsArticulatedPart(dst)) dst = GetPrevVehicleInChain(dst);
 
	}
 

	
 
	// don't move the same vehicle..
 
	if (src == dst) return 0;
 

	
 
	/* the player must be the owner */
 
	if (!CheckOwnership(src->owner) || (dst != NULL && !CheckOwnership(dst->owner)))
 
		return CMD_ERROR;
 

	
 
	/* locate the head of the two chains */
 
	src_head = GetFirstVehicleInChain(src);
 
	dst_head = NULL;
 
	if (dst != NULL) {
 
		dst_head = GetFirstVehicleInChain(dst);
 
		// Now deal with articulated part of destination wagon
 
		dst = GetLastEnginePart(dst);
 
	}
 

	
 
	if (dst != NULL && IsMultiheaded(dst) && !IsTrainEngine(dst) && IsTrainWagon(src)) {
 
		/* We are moving a wagon to the rear part of a multiheaded engine */
 
		if (dst->next == NULL) {
 
			/* It's the last one, so we will add the wagon just before the rear engine */
 
			dst = GetPrevVehicleInChain(dst);
 
			/* Now if the vehicle we want to link to is the vehicle itself, drop out */
 
			if (dst == src) return CMD_ERROR;
 
			// if dst is NULL, it means that dst got a rear multiheaded engine as first engine. We can't use that
 
			if (dst == NULL) return CMD_ERROR;
 
		} else {
 
			/* there are more units on this train, so we will add the wagon after the next one*/
 
			dst = dst->next;
 
		}
 
	}
 

	
 
	if (IsTrainEngine(src) && dst_head != NULL) {
 
		/* we need to make sure that we didn't place it between a pair of multiheaded engines */
 
		Vehicle *u, *engine = NULL;
 

	
 
		for(u = dst_head; u != NULL; u = u->next) {
 
			if (IsTrainEngine(u) && IsMultiheaded(u) && u->u.rail.other_multiheaded_part != NULL) {
 
				engine = u;
 
			}
 
				if (engine != NULL && engine->u.rail.other_multiheaded_part == u) {
 
					engine = NULL;
 
				}
 
				if (u == dst) {
 
					if (engine != NULL) {
 
					dst = engine->u.rail.other_multiheaded_part;
 
					}
 
					break;
 
				}
 

	
 
		}
 
	}
 

	
 
	if (IsMultiheaded(src) && !IsTrainEngine(src)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
 

	
 
	{
 
		int r, num = 0;
 

	
 
		r = CheckTrainStoppedInDepot(src_head);
 
		/* check if all vehicles in the source train are stopped inside a depot */
 
		if (r < 0) return CMD_ERROR;
 

	
 
		num += r;
 

	
 
		/* check if all the vehicles in the dest train are stopped */
 
		if (dst_head != NULL) {
 
			r = CheckTrainStoppedInDepot(dst_head);
 
			if (r < 0) return CMD_ERROR;
 

	
 
			num += r;
 
			/* If we move in the same vehicle, it is okay */
 
			if (dst_head != src_head)
 
				num += r;
 

	
 
			assert(dst_head->tile == src_head->tile);
 
		}
 

	
 
		/* Check that the length of the dest train is no longer than XXX vehicles */
 
		if (num > (_patches.mammoth_trains ? 100 : 9) && IsFrontEngine(dst_head))
 
			return_cmd_error(STR_8819_TRAIN_TOO_LONG);
 
	}
 

	
 
	// when moving all wagons, we can't have the same src_head and dst_head
 
	if (HASBIT(p2, 0) && src_head == dst_head) return 0;
 

	
 
	// moving a loco to a new line?, then we need to assign a unitnumber.
 
	if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
 
		UnitID unit_num = GetFreeUnitNumber(VEH_Train);
 
		if (unit_num > _patches.max_trains)
 
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 

	
 
		if (flags & DC_EXEC)
 
			src->unitnumber = unit_num;
 
	}
 

	
 

	
 
	/* do it? */
 
	if (flags & DC_EXEC) {
 
		/* clear the ->first cache */
 
		{
 
			Vehicle *u;
 

	
 
			for (u = src_head; u != NULL; u = u->next) u->first = NULL;
 
			for (u = dst_head; u != NULL; u = u->next) u->first = NULL;
 
		}
 

	
 
		if (HASBIT(p2, 0)) {
 
			// unlink ALL wagons
 
			if (src != src_head) {
 
				Vehicle *v = src_head;
 
				while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
 
				GetLastEnginePart(v)->next = NULL;
 
			} else {
 
				src_head = NULL;
 
			}
 
		} else {
 
			// if moving within the same chain, dont use dst_head as it may get invalidated
 
			if (src_head == dst_head)
 
				dst_head = NULL;
 
			// unlink single wagon from linked list
 
			src_head = UnlinkWagon(src, src_head);
 
			GetLastEnginePart(src)->next = NULL;
 
		}
 

	
 
		if (dst == NULL) {
 
			// move the train to an empty line. for locomotives, we set the type to TS_Front. for wagons, 4.
 
			if (IsTrainEngine(src)) {
 
				if (!IsFrontEngine(src)) {
 
					// setting the type to 0 also involves setting up the orders field.
 
					SetFrontEngine(src);
 
					assert(src->orders == NULL);
 
					src->num_orders = 0;
 
				}
 
			} else {
 
				SetFreeWagon(src);
 
			}
 
			dst_head = src;
 
		} else {
 
			if (IsFrontEngine(src)) {
 
				// the vehicle was previously a loco. need to free the order list and delete vehicle windows etc.
 
				DeleteWindowById(WC_VEHICLE_VIEW, src->index);
 
				DeleteVehicleOrders(src);
 
			}
 

	
 
			ClearFrontEngine(src);
 
			ClearFreeWagon(src);
 
			src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
 

	
 
			// link in the wagon(s) in the chain.
 
			{
 
				Vehicle *v;
 

	
 
				for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v));
 
				GetLastEnginePart(v)->next = dst->next;
 
			}
 
			dst->next = src;
 
		}
 
		if (src->u.rail.other_multiheaded_part != NULL) {
 
			if (src->u.rail.other_multiheaded_part == src_head) {
 
				src_head = src_head->next;
 
			}
 
			AddWagonToConsist(src->u.rail.other_multiheaded_part, src);
 
		}
 

	
 
		if (HASBIT(p2, 0) && src_head != NULL && src_head != src) {
 
			/* if we stole a rear multiheaded engine, we better give it back to the front end */
 
			Vehicle *engine = NULL, *u;
 
			for (u = src_head; u != NULL; u = u->next) {
 
				if (IsMultiheaded(u)) {
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