(svn r2270) - Fix/Codechange: fix up selling rail vehicles. Try to be smart about it. When selling dual-headed trains, also sell the rear end; if the now-first wagon is an engine, make it a train. When selling the whole train, try to leave dual-headed setups intact

This commit is contained in:
Darkvater 2005-05-05 20:46:14 +00:00
parent 42eb63a7de
commit 203a84dd0b

View File

@ -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)
{
// unlinking the first vehicle of the chain?
v->u.rail.first_engine = 0xffff;
if (v == first) {
Vehicle *u;
Vehicle *u;
v->u.rail.first_engine = INVALID_VEHICLE;
// unlinking the first vehicle of the chain?
if (v == first) {
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) {
Vehicle *tmp;
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 (first->subtype == TS_Front_Engine) RebuildVehicleLists();
}
// when selling an attached locomotive. we need to delete its window.
if (v->subtype == TS_Front_Engine) {
Vehicle *u;
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
for (u = v; u != NULL; u = u->next) u->first = NULL;
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
// 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);
/* 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);
}
}
}
// 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. 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;
// 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;
/* 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);
/* 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);
}
/* (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++;
}
/* 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;
}
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;
}
InvalidateWindow(WC_REPLACE_VEHICLE, VEH_Train);
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);