diff options
Diffstat (limited to 'elrail.c')
-rw-r--r-- | elrail.c | 57 |
1 files changed, 57 insertions, 0 deletions
@@ -61,6 +61,9 @@ #include "rail_map.h" #include "table/sprites.h" #include "table/elrail_data.h" +#include "vehicle.h" +#include "train.h" +#include "gui.h" static inline TLG GetTLG(TileIndex t) { @@ -360,6 +363,8 @@ static void DrawCatenaryOnBridge(const TileInfo *ti) void DrawCatenary(const TileInfo *ti) { + if (_patches.disable_elrails) return; + switch (GetTileType(ti->tile)) { case MP_RAILWAY: if (IsRailDepot(ti->tile)) { @@ -385,3 +390,55 @@ void DrawCatenary(const TileInfo *ti) } DrawCatenaryRailway(ti); } + +int32 SettingsDisableElrail(int32 p1) +{ + EngineID e_id; + Vehicle* v; + Player *p; + bool disable = (p1 != 0); + + /* we will now walk through all electric train engines and change their railtypes if it is the wrong one*/ + const RailType old_railtype = disable ? RAILTYPE_ELECTRIC : RAILTYPE_RAIL; + const RailType new_railtype = disable ? RAILTYPE_RAIL : RAILTYPE_ELECTRIC; + + /* walk through all train engines */ + for (e_id = 0; e_id < NUM_TRAIN_ENGINES; e_id++) + { + const RailVehicleInfo *rv_info = RailVehInfo(e_id); + Engine *e = GetEngine(e_id); + /* if it is an electric rail engine and its railtype is the wrong one */ + if (rv_info->engclass == 2 && e->railtype == old_railtype) { + /* change it to the proper one */ + e->railtype = new_railtype; + } + } + + /* when disabling elrails, make sure that all existing trains can run on + * normal rail too */ + if (disable) { + FOR_ALL_VEHICLES(v) { + if (v->type == VEH_Train && v->u.rail.railtype == RAILTYPE_ELECTRIC) { + /* this railroad vehicle is now compatible only with elrail, + * so add there also normal rail compatibility */ + v->u.rail.compatible_railtypes |= (1 << RAILTYPE_RAIL); + v->u.rail.railtype = RAILTYPE_RAIL; + SETBIT(v->u.rail.flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL); + } + } + } + + /* setup total power for trains */ + FOR_ALL_VEHICLES(v) { + /* power is cached only for front engines */ + if (v->type == VEH_Train && IsFrontEngine(v)) TrainPowerChanged(v); + } + + FOR_ALL_PLAYERS(p) p->avail_railtypes = GetPlayerRailtypes(p->index); + + /* This resets the _last_built_railtype, which will be invalid for electric + * rails. It may have unintended consequences if that function is ever + * extended, though. */ + ReinitGuiAfterToggleElrail(disable); + return 0; +} |