(svn r7195) -Feature: [FS#297, optional elrails] New patches/vehicles option 'disable electrified railways'.

(original patch by maedhros, ideas: peter1138, Darkvater, Rubidium, Patrick, Eddi|zuHause, ..)
This commit is contained in:
KUDr
2006-11-17 19:31:44 +00:00
parent 532271ba65
commit f2cda44d2e
39 changed files with 127 additions and 39 deletions

View File

@@ -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;
}