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@ -39,7 +39,7 @@ static void TrainController(Vehicle *v, bool update_image);
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static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
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static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
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static const byte _state_dir_table[4] = { 0x20, 8, 0x10, 4 };
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static const TrackBits _state_dir_table[4] = { TRACK_BIT_RIGHT, TRACK_BIT_LOWER, TRACK_BIT_LEFT, TRACK_BIT_UPPER };
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/** Return the cargo weight multiplier to use for a rail vehicle
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@ -377,7 +377,7 @@ static int GetTrainAcceleration(Vehicle *v, bool mode)
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num++;
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drag_coeff += 3;
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if (u->u.rail.track == 0x80) max_speed = min(max_speed, 61);
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if (u->u.rail.track == TRACK_BIT_DEPOT) max_speed = min(max_speed, 61);
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if (HASBIT(u->u.rail.flags, VRF_GOINGUP)) {
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incl += u->u.rail.cached_veh_weight * 60; //3% slope, quite a bit actually
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@ -639,7 +639,7 @@ static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
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v->z_pos = GetSlopeZ(x,y);
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v->owner = _current_player;
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v->z_height = 6;
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v->u.rail.track = TRACK_BIT_SPECIAL;
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v->u.rail.track = TRACK_BIT_DEPOT;
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v->vehstatus = VS_HIDDEN | VS_DEFPAL;
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v->subtype = 0;
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@ -690,7 +690,7 @@ static void NormalizeTrainVehInDepot(const Vehicle* u)
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train && IsFreeWagon(v) &&
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v->tile == u->tile &&
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v->u.rail.track == 0x80) {
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v->u.rail.track == TRACK_BIT_DEPOT) {
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if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
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CMD_MOVE_RAIL_VEHICLE)))
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break;
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@ -712,7 +712,7 @@ static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool buildin
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u->y_pos = v->y_pos;
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u->z_pos = v->z_pos;
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u->z_height = 6;
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u->u.rail.track = TRACK_BIT_SPECIAL;
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u->u.rail.track = TRACK_BIT_DEPOT;
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u->vehstatus = v->vehstatus & ~VS_STOPPED;
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u->subtype = 0;
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SetMultiheaded(u);
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@ -798,7 +798,7 @@ int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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v->y_pos = y;
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v->z_pos = GetSlopeZ(x,y);
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v->z_height = 6;
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v->u.rail.track = TRACK_BIT_SPECIAL;
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v->u.rail.track = TRACK_BIT_DEPOT;
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v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
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v->spritenum = rvi->image_index;
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v->cargo_type = rvi->cargo_type;
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@ -885,7 +885,7 @@ int CheckTrainInDepot(const Vehicle *v, bool needs_to_be_stopped)
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*
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* Also skip counting rear ends of multiheaded engines */
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if (!IsArticulatedPart(v) && !(!IsTrainEngine(v) && IsMultiheaded(v))) count++;
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if (v->u.rail.track != 0x80 || v->tile != tile ||
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if (v->u.rail.track != TRACK_BIT_DEPOT || v->tile != tile ||
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(IsFrontEngine(v) && needs_to_be_stopped && !(v->vehstatus & VS_STOPPED))) {
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return -1;
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}
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@ -1306,7 +1306,7 @@ int32 CmdStartStopTrain(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (v->vehstatus & VS_STOPPED && v->u.rail.cached_power == 0) return_cmd_error(STR_TRAIN_START_NO_CATENARY);
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if (flags & DC_EXEC) {
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if (v->vehstatus & VS_STOPPED && v->u.rail.track == 0x80) {
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if (v->vehstatus & VS_STOPPED && v->u.rail.track == TRACK_BIT_DEPOT) {
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DeleteVehicleNews(p1, STR_8814_TRAIN_IS_WAITING_IN_DEPOT);
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}
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@ -1585,8 +1585,8 @@ static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
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Swap(a->direction, b->direction);
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/* toggle direction */
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if (!(a->u.rail.track & 0x80)) a->direction = ReverseDir(a->direction);
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if (!(b->u.rail.track & 0x80)) b->direction = ReverseDir(b->direction);
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if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
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if (b->u.rail.track != TRACK_BIT_DEPOT) b->direction = ReverseDir(b->direction);
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Swap(a->x_pos, b->x_pos);
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Swap(a->y_pos, b->y_pos);
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@ -1600,13 +1600,13 @@ static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
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UpdateVarsAfterSwap(b);
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/* call the proper EnterTile function unless we are in a wormhole */
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if (!(a->u.rail.track & 0x40)) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
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if (!(b->u.rail.track & 0x40)) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
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if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
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if (b->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(b, b->tile, b->x_pos, b->y_pos);
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} else {
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if (!(a->u.rail.track & 0x80)) a->direction = ReverseDir(a->direction);
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if (a->u.rail.track != TRACK_BIT_DEPOT) a->direction = ReverseDir(a->direction);
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UpdateVarsAfterSwap(a);
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if (!(a->u.rail.track & 0x40)) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
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if (a->u.rail.track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
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}
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/* Update train's power incase tiles were different rail type */
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@ -2174,7 +2174,7 @@ static bool CheckTrainStayInDepot(Vehicle *v)
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// bail out if not all wagons are in the same depot or not in a depot at all
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for (u = v; u != NULL; u = u->next) {
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if (u->u.rail.track != 0x80 || u->tile != v->tile) return false;
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if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
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}
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// if the train got no power, then keep it in the depot
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@ -2420,7 +2420,7 @@ static bool CheckReverseTrain(Vehicle *v)
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uint reverse, reverse_best;
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if (_opt.diff.line_reverse_mode != 0 ||
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v->u.rail.track & 0xC0 ||
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v->u.rail.track == TRACK_BIT_DEPOT || v->u.rail.track == TRACK_BIT_WORMHOLE ||
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!(v->direction & 1))
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return false;
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@ -2887,7 +2887,7 @@ static void *FindTrainCollideEnum(Vehicle *v, void *data)
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if (v != tcc->v &&
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v != tcc->v_skip &&
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v->type == VEH_Train &&
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v->u.rail.track != 0x80 &&
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v->u.rail.track != TRACK_BIT_DEPOT &&
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myabs(v->z_pos - tcc->v->z_pos) <= 6 &&
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myabs(v->x_pos - tcc->v->x_pos) < 6 &&
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myabs(v->y_pos - tcc->v->y_pos) < 6) {
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@ -2936,9 +2936,9 @@ static void CheckTrainCollision(Vehicle *v)
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uint num;
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/* can't collide in depot */
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if (v->u.rail.track == 0x80) return;
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if (v->u.rail.track == TRACK_BIT_DEPOT) return;
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assert(v->u.rail.track == 0x40 || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
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assert(v->u.rail.track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
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tcc.v = v;
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tcc.v_skip = v->next;
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@ -2951,7 +2951,7 @@ static void CheckTrainCollision(Vehicle *v)
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/* it can't collide with its own wagons */
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if (v == coll ||
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(v->u.rail.track & 0x40 && (v->direction & 2) != (realcoll->direction & 2)))
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(v->u.rail.track == TRACK_BIT_WORMHOLE && (v->direction & 2) != (realcoll->direction & 2)))
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return;
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//two drivers + passangers killed in train v
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@ -3008,11 +3008,11 @@ static void TrainController(Vehicle *v, bool update_image)
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for (prev = GetPrevVehicleInChain(v); v != NULL; prev = v, v = v->next) {
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BeginVehicleMove(v);
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if (v->u.rail.track != 0x40) {
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if (v->u.rail.track != TRACK_BIT_WORMHOLE) {
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/* Not inside tunnel */
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if (GetNewVehiclePos(v, &gp)) {
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/* Staying in the old tile */
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if (v->u.rail.track == 0x80) {
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if (v->u.rail.track == TRACK_BIT_DEPOT) {
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/* inside depot */
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gp.x = v->x_pos;
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gp.y = v->y_pos;
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@ -3233,14 +3233,14 @@ static void DeleteLastWagon(Vehicle *v)
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EndVehicleMove(v);
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DeleteVehicle(v);
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if (!(v->u.rail.track & 0xC0))
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if (v->u.rail.track != TRACK_BIT_DEPOT && v->u.rail.track != TRACK_BIT_WORMHOLE)
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SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track));
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/* Check if the wagon was on a road/rail-crossing and disable it if no
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* others are on it */
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DisableTrainCrossing(v->tile);
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if ( (v->u.rail.track == 0x40 && v->vehstatus & VS_HIDDEN) ) { // inside a tunnel
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if ((v->u.rail.track == TRACK_BIT_WORMHOLE && v->vehstatus & VS_HIDDEN)) { // inside a tunnel
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TileIndex endtile = CheckTunnelBusy(v->tile, NULL);
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if (endtile == INVALID_TILE) return; // tunnel is busy (error returned)
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@ -3280,7 +3280,7 @@ static void ChangeTrainDirRandomly(Vehicle *v)
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/* Refrain from updating the z position of the vehicle when on
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a bridge, because AfterSetTrainPos will put the vehicle under
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the bridge in that case */
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if (!(v->u.rail.track & 0x40)) AfterSetTrainPos(v, false);
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if (v->u.rail.track != TRACK_BIT_WORMHOLE) AfterSetTrainPos(v, false);
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}
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} while ((v = v->next) != NULL);
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}
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@ -3291,7 +3291,7 @@ static void HandleCrashedTrain(Vehicle *v)
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uint32 r;
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Vehicle *u;
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if (state == 4 && !(v->u.rail.track & VS_HIDDEN)) {
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if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
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CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
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}
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@ -3374,8 +3374,8 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
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v->vehstatus &= ~VS_TRAIN_SLOWING;
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}
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if (v->u.rail.track & 0x40) return true; // exit if inside a tunnel
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if (v->u.rail.track & 0x80) return true; // exit if inside a depot
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if (v->u.rail.track == TRACK_BIT_WORMHOLE) return true; // exit if inside a tunnel
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if (v->u.rail.track == TRACK_BIT_DEPOT) return true; // exit if inside a depot
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tile = v->tile;
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