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@@ -26,6 +26,7 @@
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#include "train.h"
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#include "newgrf_callbacks.h"
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#include "newgrf_engine.h"
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#include "direction.h"
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static bool TrainCheckIfLineEnds(Vehicle *v);
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static void TrainController(Vehicle *v);
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@@ -379,6 +380,8 @@ int GetTrainImage(const Vehicle* v, Dire
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int img = v->spritenum;
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int base;
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if (HASBIT(v->u.rail.flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
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if (is_custom_sprite(img)) {
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base = GetCustomVehicleSprite(v, direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(img));
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if (base != 0) return base;
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@@ -1579,7 +1582,7 @@ static void ReverseTrainDirection(Vehicl
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/** Reverse train.
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* @param x,y unused
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* @param p1 train to reverse
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* @param p2 unused
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* @param p2 if true, reverse a unit in a train (needs to be in a depot)
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*/
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int32 CmdReverseTrainDirection(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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@@ -1591,18 +1594,35 @@ static void ReverseTrainDirection(Vehicl
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if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (p2) {
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Vehicle *front;
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if (IsMultiheaded(v) || HASBIT(RailVehInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) {
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return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT);
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}
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front = GetFirstVehicleInChain(v);
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// make sure the vehicle is stopped in the depot
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if (CheckTrainStoppedInDepot(front) < 0) {
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return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
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}
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}
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// if (v->u.rail.track & 0x80 || IsTileDepotType(v->tile, TRANSPORT_RAIL))
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// return CMD_ERROR;
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if (v->u.rail.crash_anim_pos != 0 || v->breakdown_ctr != 0) return CMD_ERROR;
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if (flags & DC_EXEC) {
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if (_patches.realistic_acceleration && v->cur_speed != 0) {
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TOGGLEBIT(v->u.rail.flags, VRF_REVERSING);
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if (p2) {
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v->u.rail.flags ^= 1 << VRF_REVERSE_DIRECTION;
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} else {
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v->cur_speed = 0;
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SetLastSpeed(v, 0);
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ReverseTrainDirection(v);
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if (_patches.realistic_acceleration && v->cur_speed != 0) {
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TOGGLEBIT(v->u.rail.flags, VRF_REVERSING);
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} else {
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v->cur_speed = 0;
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SetLastSpeed(v, 0);
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ReverseTrainDirection(v);
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}
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}
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}
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return 0;
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@@ -1898,6 +1918,11 @@ static void HandleLocomotiveSmokeCloud(c
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x = _vehicle_smoke_pos[v->direction] * effect_offset;
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y = _vehicle_smoke_pos[(v->direction + 2) % 8] * effect_offset;
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if (HASBIT(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
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x = -x;
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y = -y;
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}
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switch (effect_type) {
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case 0:
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// steam smoke.
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