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-rw-r--r--train_cmd.c261
1 files changed, 157 insertions, 104 deletions
diff --git a/train_cmd.c b/train_cmd.c
index 577257800..94008418b 100644
--- a/train_cmd.c
+++ b/train_cmd.c
@@ -18,12 +18,11 @@
#include "waypoint.h"
#include "vehicle_gui.h"
-#define is_firsthead_sprite(spritenum) \
- (is_custom_sprite(spritenum) \
- ? is_custom_firsthead_sprite(spritenum) \
- : _engine_sprite_add[spritenum] == 0)
+#define IS_FIRSTHEAD_SPRITE(spritenum) \
+ (is_custom_sprite(spritenum) ? IS_CUSTOM_FIRSTHEAD_SPRITE(spritenum) : _engine_sprite_add[spritenum] == 0)
static bool TrainCheckIfLineEnds(Vehicle *v);
+extern void ShowTrainViewWindow(Vehicle *v);
static const byte _vehicle_initial_x_fract[4] = {10,8,4,8};
static const byte _vehicle_initial_y_fract[4] = {8,4,8,10};
@@ -277,7 +276,7 @@ int GetTrainImage(const Vehicle *v, byte direction)
int base;
if (is_custom_sprite(img)) {
- base = GetCustomVehicleSprite(v, direction + 4 * is_custom_secondhead_sprite(img));
+ base = GetCustomVehicleSprite(v, direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(img));
if (base != 0) return base;
img = _engine_original_sprites[v->engine_type];
}
@@ -583,7 +582,7 @@ int32 CmdBuildRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
v->dest_tile = 0;
v->engine_type = (byte)p1;
- e = &_engines[p1];
+ e = DEREF_ENGINE(p1);
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
@@ -654,23 +653,23 @@ int CheckTrainStoppedInDepot(const Vehicle *v)
// returns the new value of first
static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
{
+ Vehicle *u;
+
+ v->u.rail.first_engine = INVALID_VEHICLE;
+
// unlinking the first vehicle of the chain?
- v->u.rail.first_engine = 0xffff;
if (v == first) {
- Vehicle *u;
-
v = v->next;
if (v == NULL) return NULL;
+
for (u = v; u != NULL; u = u->next) u->u.rail.first_engine = v->engine_type;
v->subtype = TS_Free_Car;
return v;
- } else {
- Vehicle *u;
-
- for (u = first; u->next != v; u = u->next) {}
- u->next = v->next;
- return first;
}
+
+ for (u = first; u->next != v; u = u->next) {}
+ u->next = v->next;
+ return first;
}
static Vehicle *FindGoodVehiclePos(const Vehicle *src)
@@ -711,8 +710,7 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (src->type != VEH_Train) return CMD_ERROR;
- is_loco = !(RailVehInfo(src->engine_type)->flags & RVI_WAGON) &&
- is_firsthead_sprite(src->spritenum);
+ is_loco = !(RailVehInfo(src->engine_type)->flags & RVI_WAGON) && IS_FIRSTHEAD_SPRITE(src->spritenum);
// if nothing is selected as destination, try and find a matching vehicle to drag to.
if (((int32)p1 >> 16) == -1) {
@@ -754,14 +752,12 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (num < 0)
return CMD_ERROR;
- if (num > (_patches.mammoth_trains ? 100 : 9) &&
- dst_head->subtype == TS_Front_Engine )
+ if (num > (_patches.mammoth_trains ? 100 : 9) && dst_head->subtype == TS_Front_Engine )
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
// if it's a multiheaded vehicle we're dragging to, drag to the vehicle before..
- while (is_custom_secondhead_sprite(dst->spritenum) || (
- !is_custom_sprite(dst->spritenum) &&
- _engine_sprite_add[dst->spritenum] != 0)
+ while (IS_CUSTOM_SECONDHEAD_SPRITE(dst->spritenum) || (
+ !is_custom_sprite(dst->spritenum) && _engine_sprite_add[dst->spritenum] != 0)
) {
Vehicle *v = GetPrevVehicleInChain(dst);
if (v == NULL || src == v) break;
@@ -884,17 +880,43 @@ int32 CmdStartStopTrain(int x, int y, uint32 flags, uint32 p1, uint32 p2)
return 0;
}
-// p1 = wagon/loco index
-// p2 = mode
-// 0: sell just the vehicle
-// 1: sell the vehicle and all vehicles that follow it in the chain
-// 2: when selling attached locos, rearrange all vehicles after it to separate lines.
+/**
+ * Search for a matching rear-engine of a dual-headed train.
+ * Do this as if you would find matching parentheses. If a new
+ * engine is 'started', first 'close' that before 'closing' our
+ * searched engine
+ */
+static Vehicle *GetRearEngine(const Vehicle *v, uint16 engine)
+{
+ Vehicle *u;
+ int en_count = 1;
+
+ for (u = v->next; u != NULL; u = u->next) {
+ if (u->engine_type == engine) { // find matching engine
+ en_count += (IS_FIRSTHEAD_SPRITE(u->spritenum)) ? +1 : -1;
+
+ if (en_count == 0) return (Vehicle *)u;
+ }
+ }
+ return NULL;
+}
+
+/**
+ * Sell a (single) train wagon/engine.
+ * @param p1 the wagon/engine index
+ * @param p2 the selling mode
+ * - 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
+ * - 1: sell the vehicle and all vehicles following it in the chain
+ if the wagon is dragged, don't delete the possibly belonging rear-engine to some front
+ * - 2: when selling attached locos, rearrange all vehicles after it to separate lines;
+ * all wagons of the same type will go on the same line. Used by the AI currently
+ */
int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
- Vehicle *v, *first,*last;
- int32 cost;
+ Vehicle *v, *tmp, *first;
+ int32 cost = 0;
- if (!IsVehicleIndex(p1)) return CMD_ERROR;
+ if (!IsVehicleIndex(p1) || p2 > 2) return CMD_ERROR;
v = GetVehicle(p1);
@@ -903,94 +925,127 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
- // get first vehicle in chain
- first = v;
- if (first->subtype != TS_Front_Engine) {
- first = GetFirstVehicleInChain(first);
- last = GetLastVehicleInChain(first);
- //now if:
- // 1) we delete a whole a chain, and
- // 2) we don't actually try to delete the last engine
- // 3) the first and the last vehicle of that train are of the same type, and
- // 4) the first and the last vehicle of the chain are not identical
- // 5) and of "engine" type (i.e. not a carriage)
- // then let the last vehicle live
- if (p2 == 1 && v != last && last->engine_type == first->engine_type &&
- last != first && first->subtype == TS_Front_Engine)
- last = GetPrevVehicleInChain(last);
- else
- last = NULL;
- } else {
- if (p2 != 1) {
- // sell last part of multiheaded?
- last = GetLastVehicleInChain(v);
- // Check if the end-part is the same engine and check if it is the rear-end
- if (last->engine_type != first->engine_type ||
- is_firsthead_sprite(last->spritenum))
- last = NULL;
- } else {
- last = NULL;
- }
- }
+ first = GetFirstVehicleInChain(v);
// make sure the vehicle is stopped in the depot
if (CheckTrainStoppedInDepot(first) < 0)
return CMD_ERROR;
+ if ((flags & DC_EXEC) && v == first && first->subtype == TS_Front_Engine) {
+ DeleteWindowById(WC_VEHICLE_VIEW, first->index);
+ InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);
+ InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
+ }
- if (flags & DC_EXEC) {
- Vehicle *tmp;
+ switch (p2) {
+ case 0: case 2: { /* Delete given wagon */
+ bool switch_engine = false; // update second wagon to engine?
+ byte ori_subtype = v->subtype; // backup subtype of deleted wagon in case DeleteVehicle() changes
- InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
- if (first->subtype == TS_Front_Engine) RebuildVehicleLists();
+ /* 1. Delete the engine, if it is dualheaded also delete the matching
+ * rear engine of the loco (from the point of deletion onwards) */
+ Vehicle *rear = (RailVehInfo(v->engine_type)->flags & RVI_MULTIHEAD) ? GetRearEngine(v, v->engine_type) : NULL;
+ if (rear != NULL) {
+ cost -= v->value;
+ if (flags & DC_EXEC) {
+ v = UnlinkWagon(rear, v);
+ DeleteVehicle(rear);
+ }
+ }
- // when selling an attached locomotive. we need to delete its window.
- if (v->subtype == TS_Front_Engine) {
- Vehicle *u;
+ /* 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;
+
+ /* 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;
+
+ /* 2.2 If there are wagons present after the deleted front engine, check
+ * if the second wagon (which will be first) is an engine. If it is one,
+ * promote it as a new train, retaining the unitnumber, orders */
+ if (new_f != NULL) {
+ if (!(RailVehInfo(new_f->engine_type)->flags & RVI_WAGON) && IS_FIRSTHEAD_SPRITE(new_f->spritenum)) {
+ switch_engine = true;
+ /* Copy important data from the front engine */
+ new_f->unitnumber = first->unitnumber;
+ new_f->current_order = first->current_order;
+ new_f->cur_order_index = first->cur_order_index;
+ new_f->orders = first->orders;
+ new_f->num_orders = first->num_orders;
+ first->orders = NULL; // XXX - to not to delete the orders */
+ ShowTrainViewWindow(new_f);
+ }
+ }
+ }
+
+ /* 3. Delete the requested wagon */
+ cost -= v->value;
+ if (flags & DC_EXEC) {
+ first = UnlinkWagon(v, first);
+ DeleteVehicle(v);
- for (u = v; u != NULL; u = u->next) u->first = NULL;
- DeleteWindowById(WC_VEHICLE_VIEW, v->index);
+ /* 4 If the second wagon was an engine, update it to front_engine
+ * which UnlinkWagon() has changed to TS_Free_Car */
+ if (switch_engine) first->subtype = TS_Front_Engine;
+
+ /* 5. If the train still exists, update its acceleration, window, etc. */
+ if (first != NULL && first->subtype == TS_Front_Engine) {
+ InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
+ UpdateTrainAcceleration(first);
+ }
- // rearrange all vehicles that follow to separate lines.
- if (p2 == 2) {
- const Vehicle* u;
- const Vehicle* tmp;
- for (u = v->next; u != last; u = tmp) {
- tmp = u->next;
- DoCommandByTile(u->tile, u->index | INVALID_VEHICLE << 16, 0, DC_EXEC,
- CMD_MOVE_RAIL_VEHICLE);
+ /* (6.) Borked AI. If it sells an engine it expects all wagons lined
+ * up on a new line to be added to the newly built loco. Replace it is.
+ * Totally braindead cause building a new engine adds all loco-less
+ * engines to its train anyways */
+ if (p2 == 2 && ori_subtype == TS_Front_Engine) {
+ for (v = first; v != NULL; v = tmp) {
+ tmp = v->next;
+ DoCommandByTile(v->tile, v->index | INVALID_VEHICLE << 16, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
+ }
}
}
- }
+ } break;
+ case 1: { /* Delete wagon and all wagons after it given certain criteria */
+ /* 1. Count the number for first and rear engines for dualheads
+ * 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) {
+ if (RailVehInfo(tmp->engine_type)->flags & RVI_MULTIHEAD)
+ (IS_FIRSTHEAD_SPRITE(tmp->spritenum)) ? enf_count++ : enr_count++;
+ }
- // delete the vehicles
- cost = 0;
- for (; v != last && p2 == 1; v = tmp) {
- assert (first != NULL);
- first = UnlinkWagon(v, first);
- cost -= v->value;
- tmp = v->next;
- DeleteVehicle(v);
- }
- if (v != NULL) {
- first = UnlinkWagon(v, first);
- cost -= v->value;
- DeleteVehicle(v);
- }
+ /* 2. Start deleting every vehicle after the selected one
+ * 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;
+
+ if (RailVehInfo(v->engine_type)->flags & RVI_MULTIHEAD) {
+ /* Always delete newly encountered front-engines */
+ if (IS_FIRSTHEAD_SPRITE(v->spritenum)) {
+ enf_count--;
+ /* If we have more rear engines than front engines, then that means
+ * that this rear-engine does not belong to any front-engine; delete */
+ } else if (enr_count > enf_count) { enr_count--;}
+ /* Otherwise leave it alone */
+ else continue;
+ }
- // an attached train changed?
- if (first != NULL && first->subtype == TS_Front_Engine) {
- UpdateTrainAcceleration(first);
- InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
- }
- } else {
- cost = 0;
- for (; v != last && p2 == 1; v = v->next) cost -= v->value;
- if (v != NULL) cost -= v->value;
- }
- InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);
+ cost -= v->value;
+ if (flags & DC_EXEC) {
+ first = UnlinkWagon(v, first);
+ DeleteVehicle(v);
+ }
+ }
+ /* 3. If it is still a valid train after selling, update its acceleration */
+ if (flags & DC_EXEC && first != NULL && first->subtype == TS_Front_Engine) UpdateTrainAcceleration(first);
+ } break;
+ }
return cost;
}
@@ -3136,8 +3191,6 @@ void TrainsYearlyLoop(void)
}
}
-extern void ShowTrainViewWindow(Vehicle *v);
-
void HandleClickOnTrain(Vehicle *v)
{
if (v->subtype != TS_Front_Engine) v = GetFirstVehicleInChain(v);