mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r1568) made an enum of train subtypes to make the code more readable
This commit is contained in:
parent
e4a3d284b2
commit
2fd3553d78
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@ -128,7 +128,7 @@ int UpdateCompanyRatingAndValue(Player *p, bool update)
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FOR_ALL_VEHICLES(v) {
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if (v->owner != owner)
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continue;
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if ((v->type == VEH_Train && v->subtype == 0) ||
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if ((v->type == VEH_Train && v->subtype == TS_Front_Engine) ||
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v->type == VEH_Road ||
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(v->type == VEH_Aircraft && v->subtype<=2) ||
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v->type == VEH_Ship) {
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@ -310,7 +310,7 @@ void ChangeOwnershipOfPlayerItems(byte old_player, byte new_player)
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// Determine Ids for the new vehicles
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FOR_ALL_VEHICLES(v) {
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if (v->owner == new_player) {
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if (v->type == VEH_Train && v->subtype == 0)
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if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
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num_train++;
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else if (v->type == VEH_Road)
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num_road++;
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@ -330,7 +330,7 @@ void ChangeOwnershipOfPlayerItems(byte old_player, byte new_player)
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DeleteVehicle(v);
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} else {
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v->owner = new_player;
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if (v->type == VEH_Train && v->subtype == 0)
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if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
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v->unitnumber = ++num_train;
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else if (v->type == VEH_Road)
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v->unitnumber = ++num_road;
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@ -1297,7 +1297,7 @@ static bool LoadWait(const Vehicle *v, const Vehicle *u) {
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}
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FOR_ALL_VEHICLES(x) {
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if ((x->type != VEH_Train || x->subtype == 0) && // for all locs
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if ((x->type != VEH_Train || x->subtype == TS_Front_Engine) && // for all locs
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u->last_station_visited == x->last_station_visited && // at the same station
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!(x->vehstatus & VS_STOPPED) && // not stopped
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x->current_order.type == OT_LOADING && // loading
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@ -810,7 +810,7 @@ static void ToolbarTrainClick(Window *w)
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Vehicle *v;
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int dis = -1;
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FOR_ALL_VEHICLES(v)
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if (v->type == VEH_Train && v->subtype == 0) CLRBIT(dis, v->owner);
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if (v->type == VEH_Train && v->subtype == TS_Front_Engine) CLRBIT(dis, v->owner);
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PopupMainPlayerToolbMenu(w, 310, 13, dis);
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}
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@ -1249,7 +1249,7 @@ void NetworkPopulateCompanyInfo(void)
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if (v->owner < MAX_PLAYERS)
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switch (v->type) {
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case VEH_Train:
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if (v->subtype == 0)
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if (v->subtype == TS_Front_Engine)
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_network_player_info[v->owner].num_vehicle[0]++;
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break;
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case VEH_Road:
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@ -271,9 +271,9 @@ static bool HandleOrderVehClick(Vehicle *v, Vehicle *u, Window *w)
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if (u->type != v->type)
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return false;
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if (u->type == VEH_Train && u->subtype != 0) {
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if (u->type == VEH_Train && u->subtype != TS_Front_Engine) {
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u = GetFirstVehicleInChain(u);
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if (u->subtype != 0)
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if (u->subtype != TS_Front_Engine)
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return false;
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}
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@ -424,7 +424,7 @@ static void DrawPlayerVehiclesAmount(int player)
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FOR_ALL_VEHICLES(v) {
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if (v->owner == player) {
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if (v->type == VEH_Train) {
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if (v->subtype == 0)
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if (v->subtype == TS_Front_Engine)
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train++;
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} else if (v->type == VEH_Road) {
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road++;
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@ -2188,7 +2188,7 @@ static uint32 VehicleEnter_Station(Vehicle *v, uint tile, int x, int y)
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uint16 spd;
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if (v->type == VEH_Train) {
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if (IS_BYTE_INSIDE(_map5[tile], 0, 8) && v->subtype == 0 &&
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if (IS_BYTE_INSIDE(_map5[tile], 0, 8) && v->subtype == TS_Front_Engine &&
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!IsTrainStationTile(tile + TileOffsByDir(v->direction >> 1))) {
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station_id = _map2[tile];
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80
train_cmd.c
80
train_cmd.c
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@ -39,7 +39,7 @@ void UpdateTrainAcceleration(Vehicle *v)
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uint acc, power=0, max_speed=5000, weight=0;
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Vehicle *u = v;
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assert(v->subtype == 0);
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assert(v->subtype == TS_Front_Engine);
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// compute stuff like max speed, power, and weight.
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do {
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@ -92,7 +92,7 @@ static int GetRealisticAcceleration(Vehicle *v)
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float f = 0.0f, spd;
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int curves = 0;
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assert(v->subtype == 0);
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assert(v->subtype == TS_Front_Engine);
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// compute inclination force and number of curves.
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do {
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@ -251,7 +251,7 @@ static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
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FOR_ALL_VEHICLES(w) {
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if (w->type == VEH_Train && w->tile == (TileIndex)tile &&
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w->subtype == 4 && w->engine_type == engine) {
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w->subtype == TS_Free_Car && w->engine_type == engine) {
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u = GetLastVehicleInChain(w);
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break;
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}
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@ -275,12 +275,12 @@ static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
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v->u.rail.track = 0x80;
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v->vehstatus = VS_HIDDEN | VS_DEFPAL;
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v->subtype = 4;
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v->subtype = TS_Free_Car;
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if (u != NULL) {
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u->next = v;
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v->subtype = 2;
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v->subtype = TS_Not_First;
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v->u.rail.first_engine = u->u.rail.first_engine;
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if (v->u.rail.first_engine == 0xffff && u->subtype == 0)
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if (v->u.rail.first_engine == 0xffff && u->subtype == TS_Front_Engine )
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v->u.rail.first_engine = u->engine_type;
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} else {
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v->u.rail.first_engine = 0xffff;
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@ -314,7 +314,7 @@ static void NormalizeTrainVehInDepot(Vehicle *u)
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{
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train && v->subtype==4 &&
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if (v->type == VEH_Train && v->subtype == TS_Free_Car &&
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v->tile == u->tile &&
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v->u.rail.track == 0x80) {
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if (DoCommandByTile(0,v->index | (u->index<<16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE) == CMD_ERROR)
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@ -377,7 +377,7 @@ void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
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u->u.rail.track = 0x80;
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v->u.rail.first_engine = 0xffff;
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u->vehstatus = v->vehstatus & ~VS_STOPPED;
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u->subtype = 2;
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u->subtype = TS_Not_First;
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u->spritenum = v->spritenum + 1;
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u->cargo_type = v->cargo_type;
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u->cargo_cap = v->cargo_cap;
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@ -517,7 +517,7 @@ errmsg:
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do {
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count++;
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if (v->u.rail.track != 0x80 || v->tile != (TileIndex)tile ||
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(v->subtype==0 && !(v->vehstatus&VS_STOPPED)))
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(v->subtype == TS_Front_Engine && !(v->vehstatus&VS_STOPPED)))
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goto errmsg;
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} while ( (v=v->next) != NULL);
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@ -534,7 +534,7 @@ static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
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Vehicle *u;
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if ((v=v->next) == NULL) return NULL;
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for (u=v; u; u=u->next) u->u.rail.first_engine = v->engine_type;
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v->subtype = 4;
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v->subtype = TS_Free_Car;
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return v;
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} else {
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Vehicle *u;
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@ -551,7 +551,7 @@ static Vehicle *FindGoodVehiclePos(Vehicle *src)
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TileIndex tile = src->tile;
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FOR_ALL_VEHICLES(dst) {
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if (dst->type==VEH_Train && dst->subtype==4 && dst->tile==tile) {
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if (dst->type == VEH_Train && dst->subtype == TS_Free_Car && dst->tile==tile) {
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// check so all vehicles in the line have the same engine.
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Vehicle *v = dst;
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while (v->engine_type == eng) {
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@ -611,7 +611,7 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if (num < 0)
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return CMD_ERROR;
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if (num > (_patches.mammoth_trains ? 100 : 9) && dst_head->subtype==0)
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if (num > (_patches.mammoth_trains ? 100 : 9) && dst_head->subtype == TS_Front_Engine )
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return_cmd_error(STR_8819_TRAIN_TOO_LONG);
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// if it's a multiheaded vehicle we're dragging to, drag to the vehicle before..
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@ -630,7 +630,7 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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return 0;
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// moving a loco to a new line?, then we need to assign a unitnumber.
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if (dst == NULL && src->subtype != 0 && is_loco) {
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if (dst == NULL && src->subtype != TS_Front_Engine && is_loco) {
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uint unit_num = GetFreeUnitNumber(VEH_Train);
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if (unit_num > _patches.max_trains)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@ -658,30 +658,30 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if (dst == NULL) {
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// move the train to an empty line. for locomotives, we set the type to 0. for wagons, 4.
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if (is_loco) {
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if (src->subtype != 0) {
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if (src->subtype != TS_Front_Engine) {
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// setting the type to 0 also involves setting up the orders field.
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src->subtype = 0;
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src->subtype = TS_Front_Engine;
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assert(src->orders == NULL);
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src->num_orders = 0;
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}
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dst_head = src;
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} else {
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src->subtype = 4;
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src->subtype = TS_Free_Car;
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}
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src->u.rail.first_engine = 0xffff;
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} else {
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if (src->subtype == 0) {
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if (src->subtype == TS_Front_Engine) {
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// the vehicle was previously a loco. need to free the order list and delete vehicle windows etc.
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DeleteWindowById(WC_VEHICLE_VIEW, src->index);
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DeleteVehicleOrders(src);
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}
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src->subtype = 2;
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src->subtype = TS_Not_First;
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src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
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// setup first_engine
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src->u.rail.first_engine = dst->u.rail.first_engine;
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if (src->u.rail.first_engine == 0xffff && dst->subtype == 0)
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if (src->u.rail.first_engine == 0xffff && dst->subtype == TS_Front_Engine)
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src->u.rail.first_engine = dst->engine_type;
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// link in the wagon(s) in the chain.
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@ -696,12 +696,12 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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dst->next = src;
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}
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if (src_head->subtype == 0)
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if (src_head->subtype == TS_Front_Engine)
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UpdateTrainAcceleration(src_head);
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InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
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if (dst_head) {
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if (dst_head->subtype == 0)
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if (dst_head->subtype == TS_Front_Engine)
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UpdateTrainAcceleration(dst_head);
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InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
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}
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@ -751,7 +751,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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// get first vehicle in chain
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first = v;
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if (first->subtype != 0) {
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if (first->subtype != TS_Front_Engine) {
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first = GetFirstVehicleInChain(first);
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last = GetLastVehicleInChain(first);
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//now if:
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@ -761,7 +761,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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// 4) the first and the last vehicle of the chain are not identical
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// 5) and of "engine" type (i.e. not a carriage)
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// then let the last vehicle live
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if ( (p2 == 1) && (v != last) && ( last->engine_type == first->engine_type ) && (last != first) && (first->subtype == 0) )
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if ( (p2 == 1) && (v != last) && ( last->engine_type == first->engine_type ) && (last != first) && (first->subtype == TS_Front_Engine) )
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last = GetPrevVehicleInChain(last);
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else
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last = NULL;
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@ -785,11 +785,11 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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if (flags & DC_EXEC) {
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// always redraw the depot. maybe redraw train list
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InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
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if (first->subtype == 0) {
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if (first->subtype == TS_Front_Engine) {
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RebuildVehicleLists();
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}
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// when selling an attached locomotive. we need to delete its window.
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if (v->subtype == 0) {
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if (v->subtype == TS_Front_Engine) {
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DeleteWindowById(WC_VEHICLE_VIEW, v->index);
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// rearrange all vehicles that follow to separate lines.
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@ -829,7 +829,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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}
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// an attached train changed?
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if (first && first->subtype == 0) {
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if (first && first->subtype == TS_Front_Engine) {
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UpdateTrainAcceleration(first);
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InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
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}
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@ -1920,7 +1920,7 @@ static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
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// tracks over roads, do owner check of tracks (_map_owner[tile])
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return
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_map_owner[tile] == v->owner &&
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(v->subtype != 0 || (_map3_hi[tile] & 0xF) == v->u.rail.railtype);
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(v->subtype != TS_Front_Engine || (_map3_hi[tile] & 0xF) == v->u.rail.railtype);
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default:
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return true;
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@ -1928,7 +1928,7 @@ static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
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return
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_map_owner[tile] == v->owner &&
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(v->subtype != 0 || (_map3_lo[tile] & 0xF) == v->u.rail.railtype);
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(v->subtype != TS_Front_Engine || (_map3_lo[tile] & 0xF) == v->u.rail.railtype);
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}
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typedef struct {
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@ -2028,14 +2028,14 @@ static int CountPassengersInTrain(Vehicle *v)
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{
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int num = 0;
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BEGIN_ENUM_WAGONS(v)
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if (v->cargo_type == 0) num += v->cargo_count;
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if (v->cargo_type == CT_PASSENGERS) num += v->cargo_count;
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END_ENUM_WAGONS(v)
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return num;
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}
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/*
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* Checks whether the specified tried has a collision with another vehicle. If
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* so, destroys this vehicle, and the other vehicle if its subtype is 0 (?).
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* so, destroys this vehicle, and the other vehicle if its subtype is 0 (TS_Front_Engine).
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* Reports the incident in a flashy news item, modifies station ratings and
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* plays a sound.
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*/
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@ -2074,7 +2074,7 @@ static void CheckTrainCollision(Vehicle *v)
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num += 2 + CountPassengersInTrain(coll);
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SetVehicleCrashed(v);
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if (coll->subtype == 0)
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if (coll->subtype == TS_Front_Engine)
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SetVehicleCrashed(coll);
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@ -2093,7 +2093,7 @@ static void *CheckVehicleAtSignal(Vehicle *v, void *data)
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{
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uint32 d = (uint32)data;
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if (v->type == VEH_Train && v->subtype == 0 && v->tile == (TileIndex)(d >> 8)) {
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if (v->type == VEH_Train && v->subtype == TS_Front_Engine && v->tile == (TileIndex)(d >> 8)) {
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byte diff = (v->direction - (byte)d + 2) & 7;
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if (diff == 2 || (v->cur_speed <= 5 && diff <= 4))
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return (void*)1;
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@ -2196,14 +2196,14 @@ static void TrainController(Vehicle *v)
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if (r&0x8)
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goto invalid_rail;
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if (v->subtype == 0) v->load_unload_time_rem = 0;
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if (v->subtype == TS_Front_Engine) v->load_unload_time_rem = 0;
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if (!(r&0x4)) {
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v->tile = gp.new_tile;
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v->u.rail.track = chosen_track;
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}
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if (v->subtype == 0)
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if (v->subtype == TS_Front_Engine)
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TrainMovedChangeSignals(gp.new_tile, dir>>1);
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/* Signals can only change when the first
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@ -2606,11 +2606,11 @@ void Train_Tick(Vehicle *v)
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v->tick_counter++;
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if (v->subtype == 0) {
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if (v->subtype == TS_Front_Engine) {
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TrainLocoHandler(v, false);
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// make sure vehicle wasn't deleted.
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if (v->type == VEH_Train && v->subtype == 0)
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if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
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TrainLocoHandler(v, true);
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}
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}
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@ -2629,7 +2629,7 @@ void TrainEnterDepot(Vehicle *v, uint tile)
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{
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SetSignalsOnBothDir(tile, _depot_track_ind[_map5[tile]&3]);
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if (v->subtype != 0)
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if (v->subtype != TS_Front_Engine)
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v = GetFirstVehicleInChain(v);
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|
||||
VehicleServiceInDepot(v);
|
||||
|
@ -2741,7 +2741,7 @@ void OnNewDay_Train(Vehicle *v)
|
|||
if ((++v->day_counter & 7) == 0)
|
||||
DecreaseVehicleValue(v);
|
||||
|
||||
if (v->subtype == 0) {
|
||||
if (v->subtype == TS_Front_Engine) {
|
||||
CheckVehicleBreakdown(v);
|
||||
AgeVehicle(v);
|
||||
|
||||
|
@ -2785,7 +2785,7 @@ void TrainsYearlyLoop()
|
|||
Vehicle *v;
|
||||
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train && v->subtype == 0) {
|
||||
if (v->type == VEH_Train && v->subtype == TS_Front_Engine) {
|
||||
|
||||
// show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list)
|
||||
if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
|
||||
|
@ -2809,7 +2809,7 @@ extern void ShowTrainViewWindow(Vehicle *v);
|
|||
|
||||
void HandleClickOnTrain(Vehicle *v)
|
||||
{
|
||||
if (v->subtype != 0) v = GetFirstVehicleInChain(v);
|
||||
if (v->subtype != TS_Front_Engine) v = GetFirstVehicleInChain(v);
|
||||
ShowTrainViewWindow(v);
|
||||
}
|
||||
|
||||
|
|
24
train_gui.c
24
train_gui.c
|
@ -65,7 +65,7 @@ void CcBuildWagon(bool success, uint tile, uint32 p1, uint32 p2)
|
|||
// find a locomotive in the depot.
|
||||
found = NULL;
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train && v->subtype==0 &&
|
||||
if (v->type == VEH_Train && v->subtype == TS_Front_Engine &&
|
||||
v->tile == tile &&
|
||||
v->u.rail.track == 0x80) {
|
||||
if (found != NULL) // must be exactly one.
|
||||
|
@ -314,12 +314,12 @@ static void DrawTrainDepotWindow(Window *w)
|
|||
hnum = 1;
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train &&
|
||||
(v->subtype == 0 || v->subtype == 4) &&
|
||||
(v->subtype == TS_Front_Engine || v->subtype == TS_Free_Car) &&
|
||||
v->tile == (TileIndex)tile &&
|
||||
v->u.rail.track == 0x80) {
|
||||
num++;
|
||||
// determine number of items in the X direction.
|
||||
if (v->subtype == 0) {
|
||||
if (v->subtype == TS_Front_Engine) {
|
||||
i = 0;
|
||||
u = v;
|
||||
do i++; while ( (u=u->next) != NULL);
|
||||
|
@ -349,7 +349,7 @@ static void DrawTrainDepotWindow(Window *w)
|
|||
// draw all trains
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train &&
|
||||
v->subtype == 0 &&
|
||||
v->subtype == TS_Front_Engine &&
|
||||
v->tile == (TileIndex)tile &&
|
||||
v->u.rail.track == 0x80 &&
|
||||
--num < 0 && num >= -w->vscroll.cap) {
|
||||
|
@ -377,7 +377,7 @@ static void DrawTrainDepotWindow(Window *w)
|
|||
// draw all remaining vehicles
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train &&
|
||||
v->subtype == 4 &&
|
||||
v->subtype == TS_Free_Car &&
|
||||
v->tile == (TileIndex)tile &&
|
||||
v->u.rail.track == 0x80 &&
|
||||
--num < 0 && num >= -w->vscroll.cap) {
|
||||
|
@ -424,7 +424,7 @@ static int GetVehicleFromTrainDepotWndPt(Window *w, int x, int y, GetDepotVehicl
|
|||
/* go through all the locomotives */
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train &&
|
||||
v->subtype == 0 &&
|
||||
v->subtype == TS_Front_Engine &&
|
||||
v->tile == w->window_number &&
|
||||
v->u.rail.track == 0x80 &&
|
||||
--row < 0) {
|
||||
|
@ -438,7 +438,7 @@ static int GetVehicleFromTrainDepotWndPt(Window *w, int x, int y, GetDepotVehicl
|
|||
/* and then the list of free wagons */
|
||||
FOR_ALL_VEHICLES(v) {
|
||||
if (v->type == VEH_Train &&
|
||||
v->subtype == 4 &&
|
||||
v->subtype == TS_Free_Car &&
|
||||
v->tile == w->window_number &&
|
||||
v->u.rail.track == 0x80 &&
|
||||
--row < 0)
|
||||
|
@ -455,7 +455,7 @@ found_it:
|
|||
d->head = d->wagon = v;
|
||||
|
||||
/* either pressed the flag or the number, but only when it's a loco */
|
||||
if (area_x < 0 && v->subtype==0)
|
||||
if (area_x < 0 && v->subtype == TS_Front_Engine)
|
||||
return area_x;
|
||||
|
||||
/* find the vehicle in this row that was clicked */
|
||||
|
@ -475,7 +475,7 @@ static void TrainDepotMoveVehicle(Vehicle *wagon, int sel, Vehicle *head)
|
|||
|
||||
v = GetVehicle(sel);
|
||||
|
||||
if (/*v->subtype == 0 ||*/ v == wagon)
|
||||
if (/*v->subtype == TS_Front_Engine ||*/ v == wagon)
|
||||
return;
|
||||
|
||||
if (wagon == NULL) {
|
||||
|
@ -576,7 +576,7 @@ static void TrainDepotWndProc(Window *w, WindowEvent *e)
|
|||
|
||||
sell_cmd = (e->click.widget == 5 || _ctrl_pressed) ? 1 : 0;
|
||||
|
||||
if (v->subtype != 0) {
|
||||
if (v->subtype != TS_Front_Engine) {
|
||||
DoCommandP(v->tile, v->index, sell_cmd, NULL, CMD_SELL_RAIL_WAGON | CMD_MSG(STR_8839_CAN_T_SELL_RAILROAD_VEHICLE));
|
||||
} else {
|
||||
_backup_orders_tile = v->tile;
|
||||
|
@ -597,7 +597,7 @@ static void TrainDepotWndProc(Window *w, WindowEvent *e)
|
|||
sel != INVALID_VEHICLE) {
|
||||
if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
|
||||
TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
|
||||
} else if (gdvp.head != NULL && gdvp.head->subtype==0) {
|
||||
} else if (gdvp.head != NULL && gdvp.head->subtype == TS_Front_Engine) {
|
||||
ShowTrainViewWindow(gdvp.head);
|
||||
}
|
||||
}
|
||||
|
@ -1365,7 +1365,7 @@ static void PlayerTrainsWndProc(Window *w, WindowEvent *e)
|
|||
|
||||
v = GetVehicle(vl->sort_list[id_v].index);
|
||||
|
||||
assert(v->type == VEH_Train && v->subtype == 0 && v->owner == owner);
|
||||
assert(v->type == VEH_Train && v->subtype == TS_Front_Engine && v->owner == owner);
|
||||
|
||||
ShowTrainViewWindow(v);
|
||||
}
|
||||
|
|
|
@ -1413,7 +1413,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, uint tile, int x, int y)
|
|||
vdir = v->direction >> 1;
|
||||
|
||||
if (v->u.rail.track != 0x40 && dir == vdir) {
|
||||
if (v->subtype == 0 && fc == _tunnel_fractcoord_1[dir]) {
|
||||
if (v->subtype == TS_Front_Engine && fc == _tunnel_fractcoord_1[dir]) {
|
||||
if (v->spritenum < 4)
|
||||
SndPlayVehicleFx(SND_05_TRAIN_THROUGH_TUNNEL, v);
|
||||
return 0;
|
||||
|
@ -1465,7 +1465,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, uint tile, int x, int y)
|
|||
}
|
||||
}
|
||||
} else if (_map5[tile] & 0x80) {
|
||||
if (v->type == VEH_Road || (v->type == VEH_Train && v->subtype == 0)) {
|
||||
if (v->type == VEH_Road || (v->type == VEH_Train && v->subtype == TS_Front_Engine)) {
|
||||
if (GetTileSlope(tile, &h) != 0)
|
||||
h += 8; // Compensate for possible foundation
|
||||
if (!(_map5[tile] & 0x40) || // start/end tile of bridge
|
||||
|
|
|
@ -159,7 +159,7 @@ void AfterLoadVehicles()
|
|||
VehiclePositionChanged(v);
|
||||
|
||||
if (v->type == VEH_Train) {
|
||||
if (v->subtype == 0)
|
||||
if (v->subtype == TS_Front_Engine)
|
||||
UpdateTrainAcceleration(v);
|
||||
}
|
||||
}
|
||||
|
@ -2012,7 +2012,7 @@ static void Load_VEHS()
|
|||
FOR_ALL_VEHICLES(v) {
|
||||
Vehicle *w;
|
||||
|
||||
if (v->type != VEH_Train || v->subtype != 0)
|
||||
if (v->type != VEH_Train || v->subtype != TS_Front_Engine)
|
||||
continue;
|
||||
|
||||
for (w = v->next; w; w = w->next)
|
||||
|
|
|
@ -229,7 +229,12 @@ enum VehStatus {
|
|||
VS_CRASHED = 0x80,
|
||||
};
|
||||
|
||||
|
||||
// 1 and 3 do not appear to be used
|
||||
enum TrainSubtype {
|
||||
TS_Front_Engine = 0,
|
||||
TS_Not_First = 2,
|
||||
TS_Free_Car = 4,
|
||||
};
|
||||
|
||||
/* Effect vehicle types */
|
||||
enum {
|
||||
|
|
|
@ -72,7 +72,7 @@ void ResortVehicleLists(void)
|
|||
|
||||
void BuildVehicleList(vehiclelist_d *vl, int type, int owner, int station)
|
||||
{
|
||||
int subtype = (type != VEH_Aircraft) ? 0 : 2;
|
||||
int subtype = (type != VEH_Aircraft) ? TS_Front_Engine : 2;
|
||||
int n = 0;
|
||||
int i;
|
||||
|
||||
|
|
Loading…
Reference in New Issue