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(svn r14362) -Fix (r3403): Also connect multiheaded parts in free wagon chains.
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@ -4434,8 +4434,23 @@ void ConnectMultiheadedTrains()
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}
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}
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FOR_ALL_VEHICLES(v) {
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
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if (v->type == VEH_TRAIN) {
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for (Vehicle *u = v; u != NULL; u = u->Next()) {
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/* Two ways to associate multiheaded parts to each other:
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* sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>..
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* bracket-matching: Free vehicle chains shall be arranged to look like ..<..<..>..<..>..>..
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*
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* Note: Old savegames might contain chains which do not comply with these rules, e.g.
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* - the front and read parts have invalid orders
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* - different engine types might be combined
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* - there might be different amounts of front and rear parts.
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*
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* Note: The multiheaded parts need to be matched exactly like they are matched on the server, else desyncs will occur.
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* This is why two matching strategies are needed.
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*/
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bool sequential_matching = IsFrontEngine(v);
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for (Vehicle *u = v; u != NULL; u = GetNextVehicle(u)) {
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if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
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if (u->u.rail.other_multiheaded_part != NULL) continue; // we already linked this one
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if (IsMultiheaded(u)) {
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if (IsMultiheaded(u)) {
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@ -4445,14 +4460,35 @@ void ConnectMultiheadedTrains()
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u->spritenum--;
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u->spritenum--;
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}
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}
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/* Find a matching back part */
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EngineID eid = u->engine_type;
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Vehicle *w;
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Vehicle *w;
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for (w = u->Next(); w != NULL && (w->engine_type != u->engine_type || w->u.rail.other_multiheaded_part != NULL); w = GetNextVehicle(w)) {}
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if (sequential_matching) {
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if (w != NULL) {
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for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
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if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
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/* we found a car to partner with this engine. Now we will make sure it face the right way */
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/* we found a car to partner with this engine. Now we will make sure it face the right way */
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if (IsTrainEngine(w)) {
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if (IsTrainEngine(w)) {
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ClearTrainEngine(w);
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ClearTrainEngine(w);
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w->spritenum++;
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w->spritenum++;
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}
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}
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break;
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}
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} else {
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uint stack_pos = 0;
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for (w = GetNextVehicle(u); w != NULL; w = GetNextVehicle(w)) {
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if (w->engine_type != eid || w->u.rail.other_multiheaded_part != NULL || !IsMultiheaded(w)) continue;
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if (IsTrainEngine(w)) {
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stack_pos++;
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} else {
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if (stack_pos == 0) break;
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stack_pos--;
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}
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}
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}
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if (w != NULL) {
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w->u.rail.other_multiheaded_part = u;
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w->u.rail.other_multiheaded_part = u;
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u->u.rail.other_multiheaded_part = w;
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u->u.rail.other_multiheaded_part = w;
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} else {
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} else {
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