(svn r3139) -NewGRF, Feature: support for articulated rail vehicles. This is used, for example, by coal tenders.

This commit is contained in:
peter1138 2005-11-05 16:07:26 +00:00
parent d86829d0e0
commit 267314b4d0
6 changed files with 231 additions and 65 deletions

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@ -375,6 +375,8 @@ static const SpriteGroup* ResolveVehicleSpriteGroup(const SpriteGroup *spritegro
if (dsg->variable == 0x0C) {
/* Callback ID */
value = callback_info & 0xFF;
} else if (dsg->variable == 0x10) {
value = (callback_info >> 8) & 0xFF;
} else if ((dsg->variable >> 6) == 0) {
/* General property */
value = GetDeterministicSpriteValue(dsg->variable);

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@ -153,6 +153,8 @@ enum CallbackID {
// Refit capacity, the passed vehicle needs to have its ->cargo_type set to
// the cargo we are refitting to, returns the new cargo capacity
CBID_REFIT_CAP = 0x15,
CBID_ARTIC_ENGINE = 0x16,
};
// bit positions for rvi->callbackmask, indicates which callbacks are used by an engine
@ -161,6 +163,7 @@ enum CallbackMask {
CBM_WAGON_POWER = 0,
CBM_VEH_LENGTH = 1,
CBM_REFIT_CAP = 3,
CBM_ARTIC_ENGINE = 4,
};
enum {

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@ -46,12 +46,17 @@ void TrainCargoChanged(Vehicle *v) {
const RailVehicleInfo *rvi = RailVehInfo(u->engine_type);
uint16 vweight = 0;
vweight += (_cargoc.weights[u->cargo_type] * u->cargo_count) / 16;
// 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;
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;
}
// 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
@ -110,6 +112,10 @@ void TrainConsistChanged(Vehicle *v) {
}
}
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)) {
@ -131,6 +137,7 @@ void TrainConsistChanged(Vehicle *v) {
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;
@ -418,6 +425,78 @@ void DrawTrainEngine(int x, int y, EngineID engine, uint32 image_ormod)
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 engine, TileIndex tile, uint32 flags)
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;
if (!(flags & DC_QUERY_COST)) {
_error_message = STR_00E1_TOO_MANY_VEHICLES_IN_GAME;
num_vehicles = 1 + CountArticulatedParts(rvi, engine);
v = AllocateVehicle();
if (v == NULL)
return CMD_ERROR;
if (!(flags & DC_QUERY_COST)) {
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 engine, TileIndex tile, uint32 flags)
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, uint32 flags, uint32 p1, uint32 p2)
{
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, uint32 flags, uint32 p1, uint32 p2)
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, uint32 flags, uint32 p1, uint32 p2)
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 Vehicle *v)
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, uint32 flags, uint32 p1, uint32 p2)
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, uint32 flags, uint32 p1, uint32 p2)
/* 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, uint32 flags, uint32 p1, uint32 p2)
// 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, uint32 flags, uint32 p1, uint32 p2)
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, uint32 flags, uint32 p1, uint32 p2)
{
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, uint32 flags, uint32 p1, uint32 p2)
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, uint32 flags, uint32 p1, uint32 p2)
/* 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, uint32 flags, uint32 p1, uint32 p2)
* 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, uint32 flags, uint32 p1, uint32 p2)
* 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, uint32 flags, uint32 p1, uint32 p2)
* 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)) {

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@ -530,6 +530,9 @@ found_it:
if (v == NULL) break;
}
// if an articulated part was selected, find its parent
while (v != NULL && v->subtype == TS_Artic_Part) v = GetPrevVehicleInChain(v);
d->wagon = v;
return 0;
@ -1136,7 +1139,7 @@ static void DrawTrainDetailsWindow(Window *w)
tot_cargo[u->cargo_type][0] += u->cargo_count;
tot_cargo[u->cargo_type][1] += u->cargo_cap;
}
} while ( (u = u->next) != NULL);
} while ((u = GetNextVehicle(u)) != NULL);
/* set scroll-amount seperately from counting, as to not
compute num double for more carriages of the same type
@ -1197,11 +1200,17 @@ static void DrawTrainDetailsWindow(Window *w)
if (det_tab != 3) {
for(;;) {
if (--sel < 0 && sel >= -6) {
DrawTrainImage(v, x, y, 1, 0, INVALID_VEHICLE);
_train_details_drawer_proc[WP(w,traindetails_d).tab](v, x + 30, y + 2);
int dx = 0;
u = v;
do {
DrawTrainImage(u, x + WagonLengthToPixels(dx), y, 1, 0, INVALID_VEHICLE);
dx += u->u.rail.cached_veh_length;
u = u->next;
} while (u != NULL && u->subtype == TS_Artic_Part);
_train_details_drawer_proc[WP(w,traindetails_d).tab](v, x + WagonLengthToPixels(dx) + 2, y + 2);
y += 14;
}
if ( (v=v->next) == NULL)
if ((v = GetNextVehicle(v)) == NULL)
return;
}
}

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@ -519,6 +519,12 @@ int CountVehiclesInChain(Vehicle *v)
void DeleteVehicle(Vehicle *v)
{
Vehicle *u;
bool has_artic_part = false;
do {
u = v->next;
has_artic_part = EngineHasArticPart(v);
DeleteName(v->string_id);
v->type = 0;
UpdateVehiclePosHash(v, INVALID_COORD, 0);
@ -526,13 +532,15 @@ void DeleteVehicle(Vehicle *v)
if (v->orders != NULL)
DeleteVehicleOrders(v);
v = u;
} while (v != NULL && has_artic_part);
}
void DeleteVehicleChain(Vehicle *v)
{
do {
Vehicle *u = v;
v = v->next;
v = GetNextVehicle(v);
DeleteVehicle(u);
} while (v != NULL);
}
@ -1486,6 +1494,8 @@ static Vehicle *GetNextEnginePart(Vehicle *v)
const RailVehicleInfo *rvi = RailVehInfo(v->engine_type);
if (rvi->flags & RVI_MULTIHEAD)
return GetRearEngine(v, v->engine_type);
if (v->next != NULL && v->next->subtype == TS_Artic_Part)
return v->next;
}
break;
case VEH_Aircraft:
@ -1579,7 +1589,7 @@ int32 CmdCloneVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
}
w_rear = w; // trains needs to know the last car in the train, so they can add more in next loop
}
} while (v->type == VEH_Train && (v=v->next) != NULL);
} while (v->type == VEH_Train && (v = GetNextVehicle(v)) != NULL);
if (flags & DC_EXEC) {
v = v_front;
@ -1755,7 +1765,7 @@ static void MaybeReplaceVehicle(Vehicle *v)
break;
cost += temp_cost;
} while (w->type == VEH_Train && (w=w->next) != NULL);
} while (w->type == VEH_Train && (w = GetNextVehicle(w)) != NULL);
if (!(flags & DC_EXEC) && (CmdFailed(temp_cost) || p->money64 < (int32)(cost + p->engine_renew_money) || cost == 0)) {
if (p->money64 < (int32)(cost + p->engine_renew_money) && ( _local_player == v->owner ) && cost != 0) {

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@ -30,6 +30,7 @@ enum VehStatus {
// 1 and 3 do not appear to be used
typedef enum TrainSubtypes {
TS_Front_Engine = 0, // Leading engine of a train
TS_Artic_Part = 1, // Articulated part of an engine
TS_Not_First = 2, // Wagon or additional engine
TS_Free_Car = 4, // First in a wagon chain (in depot)
} TrainSubtype;
@ -414,6 +415,41 @@ static inline bool IsVehicleIndex(uint index)
return index < GetVehiclePoolSize();
}
/**
* Get the next real (non-articulated part) vehicle in the consist.
* @param v Vehicle.
* @return Next vehicle in the consist.
*/
static inline Vehicle *GetNextVehicle(const Vehicle *v)
{
Vehicle *u = v->next;
while (u != NULL && u->subtype == TS_Artic_Part) {
u = u->next;
}
return u;
}
/**
* Check if an engine has an articulated part.
* @param v Vehicle.
* @return True if the engine has an articulated part.
*/
static inline bool EngineHasArticPart(const Vehicle *v)
{
return (v->next != NULL && v->next->subtype == TS_Artic_Part);
}
/**
* Get the last part of a multi-part engine.
* @param v Vehicle.
* @return Last part of the engine.
*/
static inline Vehicle *GetLastEnginePart(Vehicle *v)
{
while (EngineHasArticPart(v)) v = v->next;
return v;
}
/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
static inline Order *GetVehicleOrder(const Vehicle *v, int index)
{