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@@ -194,11 +194,10 @@ void TrainConsistChanged(Vehicle* v)
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if (callback != CALLBACK_FAILED) u->u.rail.cached_vis_effect = callback;
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}
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if ((rvi_v->pow_wag_power != 0) && (rvi_u->flags & RVI_WAGON) && UsesWagonOverride(u)) {
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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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}
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if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
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UsesWagonOverride(u) && (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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}
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/* Do not count powered wagons for the compatible railtypes, as wagons always
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@@ -215,9 +214,9 @@ void TrainConsistChanged(Vehicle* v)
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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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if ((rvi_u->railveh_type != RAILVEH_WAGON || _patches.wagon_speed_limits) &&
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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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// check the vehicle length (callback)
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@@ -490,7 +489,7 @@ void DrawTrainEngine(int x, int y, Engin
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image = (6 & _engine_sprite_and[img]) + _engine_sprite_base[img];
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}
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if (rvi->flags & RVI_MULTIHEAD) {
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if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
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DrawSprite(image, pal, x - 14, y);
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x += 15;
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image = 0;
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@@ -765,11 +764,11 @@ int32 CmdBuildRailVehicle(TileIndex tile
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/* We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
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if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
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if (rvi->flags & RVI_WAGON) return CmdBuildRailWagon(p1, tile, flags);
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if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
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value = EstimateTrainCost(rvi);
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num_vehicles = (rvi->flags & RVI_MULTIHEAD) ? 2 : 1;
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num_vehicles = (rvi->railveh_type == RAILVEH_MULTIHEAD) ? 2 : 1;
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num_vehicles += CountArticulatedParts(p1);
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if (!(flags & DC_QUERY_COST)) {
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@@ -834,7 +833,7 @@ int32 CmdBuildRailVehicle(TileIndex tile
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VehiclePositionChanged(v);
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if (rvi->flags & RVI_MULTIHEAD) {
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if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
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SetMultiheaded(v);
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AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
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/* Now we need to link the front and rear engines together
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@@ -1357,7 +1356,7 @@ int32 CmdSellRailWagon(TileIndex tile, u
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if (v == first && IsFrontEngine(first)) {
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DeleteWindowById(WC_VEHICLE_VIEW, first->index);
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}
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if (IsLocalPlayer() && (p1 == 1 || !(RailVehInfo(v->engine_type)->flags & RVI_WAGON))) {
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if (IsLocalPlayer() && (p1 == 1 || RailVehInfo(v->engine_type)->railveh_type != RAILVEH_WAGON)) {
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InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);
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}
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InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
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@@ -2090,7 +2089,7 @@ static void HandleLocomotiveSmokeCloud(c
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int x, y;
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// no smoke?
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if ((rvi->flags & RVI_WAGON && effect_type == 0) ||
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if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
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disable_effect ||
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rvi->railtype > RAILTYPE_ELECTRIC ||
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v->vehstatus & VS_HIDDEN) {
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@@ -3752,7 +3751,7 @@ void ConvertOldMultiheadToNew(void)
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CLRBIT(u->subtype, 7);
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switch (u->subtype) {
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case 0: /* TS_Front_Engine */
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if (rvi->flags & RVI_MULTIHEAD) SetMultiheaded(u);
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if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
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SetFrontEngine(u);
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SetTrainEngine(u);
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break;
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@@ -3764,17 +3763,17 @@ void ConvertOldMultiheadToNew(void)
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case 2: /* TS_Not_First */
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u->subtype = 0;
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if (rvi->flags & RVI_WAGON) {
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if (rvi->railveh_type == RAILVEH_WAGON) {
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// normal wagon
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SetTrainWagon(u);
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break;
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}
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if (rvi->flags & RVI_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
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if (rvi->railveh_type == RAILVEH_MULTIHEAD && rvi->image_index == u->spritenum - 1) {
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// rear end of a multiheaded engine
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SetMultiheaded(u);
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break;
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}
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if (rvi->flags & RVI_MULTIHEAD) SetMultiheaded(u);
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if (rvi->railveh_type == RAILVEH_MULTIHEAD) SetMultiheaded(u);
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SetTrainEngine(u);
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break;
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