File diff r2601:9eb9c5a23281 → r2602:e9a03af71c79
train_cmd.c
Show inline comments
 
@@ -46,12 +46,17 @@ void TrainCargoChanged(Vehicle *v) {
 
		const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
 
		uint16 vweight = 0;
 

	
 
		// vehicle weight is the sum of the weight of the vehicle and the weight of its cargo
 
		vweight += rvi->weight;
 
		vweight += (_cargoc.weights[u->cargo_type] * u->cargo_count) / 16;
 
		// powered wagons have extra weight added
 
		if (HASBIT(u->u.rail.flags, VRF_POWEREDWAGON))
 
			vweight += RailVehInfo(v->engine_type)->pow_wag_weight;
 

	
 
		// Vehicle weight is not added for articulated parts.
 
		if (u->subtype != TS_Artic_Part) {
 
			// vehicle weight is the sum of the weight of the vehicle and the weight of its cargo
 
			vweight += rvi->weight;
 

	
 
			// powered wagons have extra weight added
 
			if (HASBIT(u->u.rail.flags, VRF_POWEREDWAGON))
 
				vweight += RailVehInfo(v->engine_type)->pow_wag_weight;
 
		}
 

	
 
		// consist weight is the sum of the weight of all vehicles in the consist
 
		weight += vweight;
 
@@ -92,14 +97,11 @@ void TrainConsistChanged(Vehicle *v) {
 
		// update the 'first engine'
 
		u->u.rail.first_engine = (v == u) ? INVALID_VEHICLE : first_engine;
 

	
 
		// power is the sum of the powers of all engines and powered wagons in the consist
 
		power += rvi_u->power;
 

	
 
		if (rvi_u->visual_effect != 0) {
 
			u->u.rail.cached_vis_effect = rvi_u->visual_effect;
 
		} else {
 
			if (rvi_u->flags & RVI_WAGON) {
 
				// Wagons have no effect by default
 
			if (rvi_u->flags & RVI_WAGON || u->subtype == TS_Artic_Part) {
 
				// Wagons and articulated parts have no effect by default
 
				u->u.rail.cached_vis_effect = 0x40;
 
			} else if (rvi_u->engclass == 0) {
 
				// Steam is offset by -4 units
 
@@ -110,28 +112,33 @@ void TrainConsistChanged(Vehicle *v) {
 
			}
 
		}
 

	
 
		// check if its a powered wagon
 
		CLRBIT(u->u.rail.flags, VRF_POWEREDWAGON);
 
		if ((rvi_v->pow_wag_power != 0) && (rvi_u->flags & RVI_WAGON) && UsesWagonOverride(u)) {
 
			if (HASBIT(rvi_u->callbackmask, CBM_WAGON_POWER)) {
 
				uint16 callback = GetCallBackResult(CBID_WAGON_POWER,  u->engine_type, u);
 

	
 
				if (callback != CALLBACK_FAILED)
 
					u->u.rail.cached_vis_effect = callback;
 
		if (u->subtype != TS_Artic_Part) {
 
			// power is the sum of the powers of all engines and powered wagons in the consist
 
			power += rvi_u->power;
 

	
 
			// check if its a powered wagon
 
			CLRBIT(u->u.rail.flags, VRF_POWEREDWAGON);
 
			if ((rvi_v->pow_wag_power != 0) && (rvi_u->flags & RVI_WAGON) && UsesWagonOverride(u)) {
 
				if (HASBIT(rvi_u->callbackmask, CBM_WAGON_POWER)) {
 
					uint16 callback = GetCallBackResult(CBID_WAGON_POWER,  u->engine_type, u);
 

	
 
					if (callback != CALLBACK_FAILED)
 
						u->u.rail.cached_vis_effect = callback;
 
				}
 

	
 
				if (u->u.rail.cached_vis_effect < 0x40) {
 
					/* wagon is powered */
 
					SETBIT(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
 
					power += rvi_v->pow_wag_power;
 
				}
 
			}
 

	
 
			if (u->u.rail.cached_vis_effect < 0x40) {
 
				/* wagon is powered */
 
				SETBIT(u->u.rail.flags, VRF_POWEREDWAGON); // cache 'powered' status
 
				power += rvi_v->pow_wag_power;
 
			}
 
			// max speed is the minimum of the speed limits of all vehicles in the consist
 
			if (!(rvi_u->flags & RVI_WAGON) || _patches.wagon_speed_limits)
 
				if (rvi_u->max_speed != 0 && !UsesWagonOverride(u))
 
					max_speed = min(rvi_u->max_speed, max_speed);
 
		}
 

	
 
		// max speed is the minimum of the speed limits of all vehicles in the consist
 
		if (!(rvi_u->flags & RVI_WAGON) || _patches.wagon_speed_limits)
 
			if (rvi_u->max_speed != 0 && !UsesWagonOverride(u))
 
				max_speed = min(rvi_u->max_speed, max_speed);
 

	
 
		// check the vehicle length (callback)
 
		veh_len = CALLBACK_FAILED;
 
		if (HASBIT(rvi_u->callbackmask, CBM_VEH_LENGTH))
 
@@ -418,6 +425,78 @@ void DrawTrainEngine(int x, int y, Engin
 
	DrawSprite(image | image_ormod, x, y);
 
}
 

	
 
static uint CountArticulatedParts(const RailVehicleInfo *rvi, EngineID engine_type)
 
{
 
	uint16 callback;
 
	uint i;
 

	
 
	if (!HASBIT(rvi->callbackmask, CBM_ARTIC_ENGINE))
 
		return 0;
 

	
 
	for (i = 1; i < 10; i++) {
 
		callback = GetCallBackResult(CBID_ARTIC_ENGINE + (i << 8), engine_type, NULL);
 
		if (callback == CALLBACK_FAILED || callback == 0xFF)
 
			break;
 
	}
 

	
 
	return i;
 
}
 

	
 
static void AddArticulatedParts(const RailVehicleInfo *rvi, Vehicle **vl)
 
{
 
	const RailVehicleInfo *rvi_artic;
 
	EngineID engine_type;
 
	Vehicle *v = vl[0];
 
	Vehicle *u = v;
 
	uint16 callback;
 
	bool flip_image;
 
	uint i;
 

	
 
	if (!HASBIT(rvi->callbackmask, CBM_ARTIC_ENGINE))
 
		return;
 

	
 
	for (i = 1; i < 10; i++) {
 
		callback = GetCallBackResult(CBID_ARTIC_ENGINE + (i << 8), v->engine_type, NULL);
 
		if (callback == CALLBACK_FAILED || callback == 0xFF)
 
			return;
 

	
 
		u->next = vl[i];
 
		u = u->next;
 

	
 
		engine_type = GB(callback, 0, 6);
 
		flip_image = HASBIT(callback, 7);
 
		rvi_artic = RailVehInfo(engine_type);
 

	
 
		// get common values from first engine
 
		u->direction = v->direction;
 
		u->owner = v->owner;
 
		u->tile = v->tile;
 
		u->x_pos = v->x_pos;
 
		u->y_pos = v->y_pos;
 
		u->z_pos = v->z_pos;
 
		u->z_height = v->z_height;
 
		u->u.rail.track = v->u.rail.track;
 
		u->u.rail.railtype = v->u.rail.railtype;
 
		u->build_year = v->build_year;
 
		u->vehstatus = v->vehstatus & ~VS_STOPPED;
 
		u->u.rail.first_engine = v->engine_type;
 

	
 
		// get more settings from rail vehicle info
 
		u->spritenum = rvi_artic->image_index;
 
		if (flip_image) u->spritenum++;
 
		u->cargo_type = rvi_artic->cargo_type;
 
		u->cargo_cap = rvi_artic->capacity;
 
		u->max_speed = 0;
 
		u->max_age = 0;
 
		u->engine_type = engine_type;
 
		u->value = 0;
 
		u->type = VEH_Train;
 
		u->subtype = TS_Artic_Part;
 
		u->cur_image = 0xAC2;
 

	
 
		VehiclePositionChanged(u);
 
	}
 
}
 

	
 
static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
 
{
 
@@ -426,24 +505,27 @@ static int32 CmdBuildRailWagon(EngineID 
 
	const RailVehicleInfo *rvi;
 
	const Engine *e;
 
	int x,y;
 
	uint num_vehicles;
 

	
 
	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
 

	
 
	rvi = RailVehInfo(engine);
 
	value = (rvi->base_cost * _price.build_railwagon) >> 8;
 

	
 
	num_vehicles = 1 + CountArticulatedParts(rvi, engine);
 

	
 
	if (!(flags & DC_QUERY_COST)) {
 
		_error_message = STR_00E1_TOO_MANY_VEHICLES_IN_GAME;
 

	
 
		v = AllocateVehicle();
 
		if (v == NULL)
 
			return CMD_ERROR;
 
		Vehicle *vl[num_vehicles];
 

	
 
		if (!AllocateVehicles(vl, num_vehicles))
 
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 

	
 
		if (flags & DC_EXEC) {
 
			byte img = rvi->image_index;
 
			Vehicle *u, *w;
 
			uint dir;
 

	
 
			v = vl[0];
 
			v->spritenum = img;
 

	
 
			u = NULL;
 
@@ -492,6 +574,8 @@ static int32 CmdBuildRailWagon(EngineID 
 
			v->type = VEH_Train;
 
			v->cur_image = 0xAC2;
 

	
 
			AddArticulatedParts(rvi, vl);
 

	
 
			_new_wagon_id = v->index;
 
			_new_vehicle_id = v->index;
 

	
 
@@ -581,10 +665,11 @@ int32 CmdBuildRailVehicle(int x, int y, 
 
{
 
	const RailVehicleInfo *rvi;
 
	int value;
 
	Vehicle *v, *u;
 
	Vehicle *v;
 
	UnitID unit_num;
 
	Engine *e;
 
	TileIndex tile = TileVirtXY(x, y);
 
	uint num_vehicles;
 

	
 
	/* Check if the engine-type is valid (for the player) */
 
	if (!IsEngineBuildable(p1, VEH_Train)) return CMD_ERROR;
 
@@ -612,12 +697,16 @@ int32 CmdBuildRailVehicle(int x, int y, 
 
	if (rvi->flags&RVI_MULTIHEAD && HASBIT(p2,0))
 
		value /= 2;
 

	
 
	num_vehicles = (rvi->flags & RVI_MULTIHEAD && HASBIT(p2, 0)) ? 2 : 1;
 
	num_vehicles += CountArticulatedParts(rvi, p1);
 

	
 
	if (!(flags & DC_QUERY_COST)) {
 
		v = AllocateVehicle();
 
		if (v == NULL || IsOrderPoolFull())
 
		Vehicle *vl[num_vehicles];
 
		if (!AllocateVehicles(vl, num_vehicles) || IsOrderPoolFull())
 
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 

	
 
		v = vl[0];
 

	
 
		unit_num = GetFreeUnitNumber(VEH_Train);
 
		if (unit_num > _patches.max_trains)
 
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 
@@ -665,8 +754,10 @@ int32 CmdBuildRailVehicle(int x, int y, 
 

	
 
			VehiclePositionChanged(v);
 

	
 
			if (rvi->flags&RVI_MULTIHEAD && (u = AllocateVehicle()) != NULL && !HASBIT(p2,0)) {
 
					AddRearEngineToMultiheadedTrain(v, u, true);
 
			if (rvi->flags & RVI_MULTIHEAD && !HASBIT(p2, 0)) {
 
				AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
 
			} else {
 
				AddArticulatedParts(rvi, vl);
 
			}
 

	
 
			TrainConsistChanged(v);
 
@@ -716,23 +807,27 @@ int CheckTrainStoppedInDepot(const Vehic
 
	return count;
 
}
 

	
 
// unlink a rail wagon from the linked list.
 
// returns the new value of first
 
/**
 
 * Unlink a rail wagon from the consist.
 
 * @param v Vehicle to remove.
 
 * @param first The first vehicle of the consist.
 
 * @return The first vehicle of the consist.
 
 */
 
static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
 
{
 
	Vehicle *u;
 

	
 
	// unlinking the first vehicle of the chain?
 
	if (v == first) {
 
		v = v->next;
 
		v = GetNextVehicle(v);
 
		if (v == NULL) return NULL;
 

	
 
		v->subtype = TS_Free_Car;
 
		return v;
 
	}
 

	
 
	for (u = first; u->next != v; u = u->next) {}
 
	u->next = v->next;
 
	for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {}
 
	GetLastEnginePart(u)->next = GetNextVehicle(v);
 
	return first;
 
}
 

	
 
@@ -788,6 +883,12 @@ int32 CmdMoveRailVehicle(int x, int y, u
 
		dst = GetVehicle(d);
 
	}
 

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

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

	
 
@@ -798,7 +899,11 @@ int32 CmdMoveRailVehicle(int x, int y, u
 
	/* locate the head of the two chains */
 
	src_head = GetFirstVehicleInChain(src);
 
	dst_head = NULL;
 
	if (dst != NULL) dst_head = GetFirstVehicleInChain(dst);
 
	if (dst != NULL) {
 
		dst_head = GetFirstVehicleInChain(dst);
 
		// Now deal with articulated part of destination wagon
 
		dst = GetLastEnginePart(dst);
 
	}
 

	
 
	/* clear the ->first cache */
 
	{
 
@@ -852,8 +957,8 @@ int32 CmdMoveRailVehicle(int x, int y, u
 
			// unlink ALL wagons
 
			if (src != src_head) {
 
				Vehicle *v = src_head;
 
				while (v->next != src) v=v->next;
 
				v->next = NULL;
 
				while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
 
				GetLastEnginePart(v)->next = NULL;
 
			} else {
 
				src_head = NULL;
 
			}
 
@@ -863,7 +968,7 @@ int32 CmdMoveRailVehicle(int x, int y, u
 
				dst_head = NULL;
 
			// unlink single wagon from linked list
 
			src_head = UnlinkWagon(src, src_head);
 
			src->next = NULL;
 
			GetLastEnginePart(src)->next = NULL;
 
		}
 

	
 
		if (dst == NULL) {
 
@@ -893,8 +998,8 @@ int32 CmdMoveRailVehicle(int x, int y, u
 
			{
 
				Vehicle *v;
 

	
 
				for (v = src; v->next != NULL; v = v->next) {};
 
				v->next = dst->next;
 
				for (v = src; GetNextVehicle(v) != NULL; v = GetNextVehicle(v));
 
				GetLastEnginePart(v)->next = dst->next;
 
			}
 
			dst->next = src;
 
		}
 
@@ -999,6 +1104,7 @@ int32 CmdSellRailWagon(int x, int y, uin
 

	
 
	SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
 

	
 
	while (v->subtype == TS_Artic_Part) v = GetPrevVehicleInChain(v);
 
	first = GetFirstVehicleInChain(v);
 

	
 
	// make sure the vehicle is stopped in the depot
 
@@ -1032,7 +1138,7 @@ int32 CmdSellRailWagon(int x, int y, uin
 
			/* 2. We are selling the first engine, some special action might be required
 
				* here, so take attention */
 
			if ((flags & DC_EXEC) && v == first) {
 
				Vehicle *new_f = first->next;
 
				Vehicle *new_f = GetNextVehicle(first);
 

	
 
				/* 2.1 If the first wagon is sold, update the first-> pointers to NULL */
 
				for (tmp = first; tmp != NULL; tmp = tmp->next) tmp->first = NULL;
 
@@ -1082,7 +1188,7 @@ int32 CmdSellRailWagon(int x, int y, uin
 
				* engines to its train anyways */
 
				if (p2 == 2 && ori_subtype == TS_Front_Engine) {
 
					for (v = first; v != NULL; v = tmp) {
 
						tmp = v->next;
 
						tmp = GetNextVehicle(v);
 
						DoCommandByTile(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
 
					}
 
				}
 
@@ -1093,7 +1199,7 @@ int32 CmdSellRailWagon(int x, int y, uin
 
			* to be able to deduce which ones go with which ones */
 
			int enf_count = 0;
 
			int enr_count = 0;
 
			for (tmp = first; tmp != NULL; tmp = tmp->next) {
 
			for (tmp = first; tmp != NULL; tmp = GetNextVehicle(tmp)) {
 
				if (RailVehInfo(tmp->engine_type)->flags & RVI_MULTIHEAD)
 
					(IS_FIRSTHEAD_SPRITE(tmp->spritenum)) ? enf_count++ : enr_count++;
 
			}
 
@@ -1102,7 +1208,7 @@ int32 CmdSellRailWagon(int x, int y, uin
 
			* If we encounter a matching rear-engine to a front-engine
 
			* earlier in the chain (before deletion), leave it alone */
 
			for (; v != NULL; v = tmp) {
 
				tmp = v->next;
 
				tmp = GetNextVehicle(v);
 

	
 
				if (RailVehInfo(v->engine_type)->flags & RVI_MULTIHEAD) {
 
					if (IS_FIRSTHEAD_SPRITE(v->spritenum)) {