|
|
|
@ -4434,8 +4434,23 @@ void ConnectMultiheadedTrains()
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FOR_ALL_VEHICLES(v) {
|
|
|
|
|
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
|
|
|
|
|
for (Vehicle *u = v; u != NULL; u = u->Next()) {
|
|
|
|
|
if (v->type == VEH_TRAIN) {
|
|
|
|
|
/* Two ways to associate multiheaded parts to each other:
|
|
|
|
|
* sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>..
|
|
|
|
|
* bracket-matching: Free vehicle chains shall be arranged to look like ..<..<..>..<..>..>..
|
|
|
|
|
*
|
|
|
|
|
* Note: Old savegames might contain chains which do not comply with these rules, e.g.
|
|
|
|
|
* - the front and read parts have invalid orders
|
|
|
|
|
* - different engine types might be combined
|
|
|
|
|
* - there might be different amounts of front and rear parts.
|
|
|
|
|
*
|
|
|
|
|
* Note: The multiheaded parts need to be matched exactly like they are matched on the server, else desyncs will occur.
|
|
|
|
|
* This is why two matching strategies are needed.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
bool sequential_matching = IsFrontEngine(v);
|
|
|
|
|
|
|
|
|
|
for (Vehicle *u = v; u != NULL; u = GetNextVehicle(u)) {
|
|
|
|
|
if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
|
|
|
|
|
|
|
|
|
|
if (IsMultiheaded(u)) {
|
|
|
|
@ -4445,14 +4460,35 @@ void ConnectMultiheadedTrains()
|
|
|
|
|
u->spritenum--;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Find a matching back part */
|
|
|
|
|
EngineID eid = u->engine_type;
|
|
|
|
|
Vehicle *w;
|
|
|
|
|
for (w = u->Next(); w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w)) {}
|
|
|
|
|
if (w != NULL) {
|
|
|
|
|
/* we found a car to partner with this engine. Now we will make sure it face the right way */
|
|
|
|
|
if (IsTrainEngine(w)) {
|
|
|
|
|
ClearTrainEngine(w);
|
|
|
|
|
w->spritenum++;
|
|
|
|
|
if (sequential_matching) {
|
|
|
|
|
for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
|
|
|
|
|
if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
|
|
|
|
|
|
|
|
|
|
/* we found a car to partner with this engine. Now we will make sure it face the right way */
|
|
|
|
|
if (IsTrainEngine(w)) {
|
|
|
|
|
ClearTrainEngine(w);
|
|
|
|
|
w->spritenum++;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
uint stack_pos = 0;
|
|
|
|
|
for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
|
|
|
|
|
if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
|
|
|
|
|
|
|
|
|
|
if (IsTrainEngine(w)) {
|
|
|
|
|
stack_pos++;
|
|
|
|
|
} else {
|
|
|
|
|
if (stack_pos == 0) break;
|
|
|
|
|
stack_pos--;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (w != NULL) {
|
|
|
|
|
w->u.rail.other_multiheaded_part = u;
|
|
|
|
|
u->u.rail.other_multiheaded_part = w;
|
|
|
|
|
} else {
|
|
|
|
|