mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r21932) -Document: some tidbits related to vehicles
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@ -23,8 +23,8 @@
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* - bubbles (industry)
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*/
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struct EffectVehicle : public SpecializedVehicle<EffectVehicle, VEH_EFFECT> {
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uint16 animation_state;
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byte animation_substate;
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uint16 animation_state; ///< State primarily used to change the graphics/behaviour.
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byte animation_substate; ///< Sub state to time the change of the graphics/behaviour.
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/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
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EffectVehicle() : SpecializedVehicleBase() {}
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@ -35,6 +35,10 @@ struct EffectVehicle : public SpecializedVehicle<EffectVehicle, VEH_EFFECT> {
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bool Tick();
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};
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/**
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* Iterate over disaster vehicles.
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* @param var The variable used to iterate over.
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*/
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#define FOR_ALL_EFFECTVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(EffectVehicle, var)
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#endif /* EFFECTVEHICLE_BASE_H */
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@ -473,6 +473,11 @@ static uint FixVehicleInclination(Vehicle *v, Direction dir)
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return 1U << GVF_GOINGUP_BIT;
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}
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/**
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* Perform a (large) amount of savegame conversion *magic* in order to
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* load older savegames and to fill the caches for various purposes.
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* @return True iff conversion went without a problem.
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*/
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bool AfterLoadGame()
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{
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SetSignalHandlers();
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@ -163,6 +163,11 @@ static void FixOldTowns()
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static StringID *_old_vehicle_names;
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/**
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* Convert the old style vehicles into something that resembles
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* the old new style savegames. Then #AfterLoadGame can handle
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* the rest of the conversion.
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*/
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void FixOldVehicles()
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{
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Vehicle *v;
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@ -1212,6 +1217,12 @@ static const OldChunks vehicle_chunk[] = {
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OCL_END()
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};
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/**
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* Load the vehicles of an old style savegame.
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* @param ls State (buffer) of the currently loaded game.
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* @param num The number of vehicles to load.
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* @return True iff loading went without problems.
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*/
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bool LoadOldVehicle(LoadgameState *ls, int num)
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{
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/* Read the TTDPatch flags, because we need some info from it */
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@ -22,7 +22,7 @@
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#include <map>
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/*
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/**
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* Link front and rear multiheaded engines to each other
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* This is done when loading a savegame
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*/
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@ -63,7 +63,7 @@ uint16 _returned_mail_refit_capacity; ///< Stores the mail capacity after a refi
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byte _age_cargo_skip_counter; ///< Skip aging of cargo?
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/* Initialize the vehicle-pool */
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/** The pool with all our precious vehicles. */
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VehiclePool _vehicle_pool("Vehicle");
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INSTANTIATE_POOL_METHODS(Vehicle)
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@ -1805,9 +1805,13 @@ void Vehicle::DeleteUnreachedAutoOrders()
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}
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}
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/**
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* Prepare everything to begin the loading when arriving at a station.
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* @pre IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP.
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*/
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void Vehicle::BeginLoading()
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{
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assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP);
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assert(IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP);
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if (this->current_order.IsType(OT_GOTO_STATION) &&
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this->current_order.GetDestination() == this->last_station_visited) {
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@ -1854,16 +1858,20 @@ void Vehicle::BeginLoading()
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this->MarkDirty();
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}
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/**
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* Perform all actions when leaving a station.
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* @pre this->current_order.IsType(OT_LOADING)
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*/
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void Vehicle::LeaveStation()
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{
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assert(current_order.IsType(OT_LOADING));
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assert(this->current_order.IsType(OT_LOADING));
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delete this->cargo_payment;
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/* Only update the timetable if the vehicle was supposed to stop here. */
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if (current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
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if (this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
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current_order.MakeLeaveStation();
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this->current_order.MakeLeaveStation();
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Station *st = Station::Get(this->last_station_visited);
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st->loading_vehicles.remove(this);
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@ -156,27 +156,29 @@ public:
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int32 lateness_counter; ///< How many ticks late (or early if negative) this vehicle is.
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Date timetable_start; ///< When the vehicle is supposed to start the timetable.
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/* Boundaries for the current position in the world and a next hash link.
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* NOSAVE: All of those can be updated with VehiclePositionChanged() */
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Rect coord;
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Vehicle *next_hash, **prev_hash;
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Vehicle *next_new_hash, **prev_new_hash;
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Vehicle **old_new_hash;
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Rect coord; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
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Vehicle *next_hash; ///< NOSAVE: Next vehicle in the visual location hash.
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Vehicle **prev_hash; ///< NOSAVE: Previous vehicle in the visual location hash.
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Vehicle *next_new_hash; ///< NOSAVE: Next vehicle in the tile location hash.
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Vehicle **prev_new_hash; ///< NOSAVE: Previous vehicle in the tile location hash.
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Vehicle **old_new_hash; ///< NOSAVE: Cache of the current hash chain.
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SpriteID colourmap; ///< NOSAVE: cached colour mapping
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/* Related to age and service time */
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Year build_year;
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Year build_year; ///< Year the vehicle has been built.
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Date age; ///< Age in days
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Date max_age; ///< Maximum age
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Date date_of_last_service;
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Date service_interval;
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Date date_of_last_service; ///< Last date the vehicle had a service at a depot.
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Date service_interval; ///< The interval for (automatic) servicing; either in days or %.
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uint16 reliability; ///< Reliability.
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uint16 reliability_spd_dec; ///< Reliability decrease speed.
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byte breakdown_ctr; ///< Counter for managing breakdown events. @see Vehicle::HandleBreakdown
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byte breakdown_delay; ///< Counter for managing breakdown length.
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byte breakdowns_since_last_service;
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byte breakdown_chance;
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byte breakdowns_since_last_service; ///< Counter for the amount of breakdowns.
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byte breakdown_chance; ///< Current chance of breakdowns.
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int32 x_pos; ///< x coordinate.
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int32 y_pos; ///< y coordinate.
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@ -193,7 +195,7 @@ public:
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byte z_extent; ///< z-extent of vehicle bounding box
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int8 x_offs; ///< x offset for vehicle sprite
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int8 y_offs; ///< y offset for vehicle sprite
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EngineID engine_type;
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EngineID engine_type; ///< The type of engine used for this vehicle.
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TextEffectID fill_percent_te_id; ///< a text-effect id to a loading indicator object
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UnitID unitnumber; ///< unit number, for display purposes only
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@ -201,16 +203,13 @@ public:
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uint16 cur_speed; ///< current speed
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byte subspeed; ///< fractional speed
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byte acceleration; ///< used by train & aircraft
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uint32 motion_counter;
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byte progress;
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uint32 motion_counter; ///< counter to occasionally play a vehicle sound.
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byte progress; ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.
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/* for randomized variational spritegroups
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* bitmask used to resolve them; parts of it get reseeded when triggers
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* of corresponding spritegroups get matched */
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byte random_bits;
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byte waiting_triggers; ///< triggers to be yet matched
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byte random_bits; ///< Bits used for determining which randomized variational spritegroups to use when drawing.
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byte waiting_triggers; ///< Triggers to be yet matched before rerandomizing the random bits.
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StationID last_station_visited;
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StationID last_station_visited; ///< The last station we stopped at.
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CargoID cargo_type; ///< type of cargo this vehicle is carrying
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byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
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@ -228,15 +227,12 @@ public:
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union {
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OrderList *list; ///< Pointer to the order list for this vehicle
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Order *old; ///< Only used during conversion of old save games
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} orders;
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} orders; ///< The orders currently assigned to the vehicle.
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byte vehicle_flags; ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
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/** Ticks to wait before starting next cycle. */
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uint16 load_unload_ticks;
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uint16 load_unload_ticks; ///< Ticks to wait before starting next cycle.
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GroupID group_id; ///< Index of group Pool array
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byte subtype; ///< subtype (Filled with values from #EffectVehicles/#TrainSubTypes/#AircraftSubTypes)
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NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
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@ -736,7 +732,17 @@ public:
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}
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};
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/**
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* Iterate over all vehicles from a given point.
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* @param var The variable used to iterate over.
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* @param start The vehicle to start the iteration at.
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*/
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#define FOR_ALL_VEHICLES_FROM(var, start) FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start)
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/**
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* Iterate over all vehicles.
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* @param var The variable used to iterate over.
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*/
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#define FOR_ALL_VEHICLES(var) FOR_ALL_VEHICLES_FROM(var, 0)
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/**
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@ -896,14 +902,19 @@ struct SpecializedVehicle : public Vehicle {
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}
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};
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/**
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* Iterate over all vehicles of a particular type.
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* @param name The type of vehicle to iterate over.
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* @param var The variable used to iterate over.
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*/
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#define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
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/**
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* Disasters, like submarines, skyrangers and their shadows, belong to this class.
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*/
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struct DisasterVehicle : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
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uint16 image_override;
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VehicleID big_ufo_destroyer_target;
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SpriteID image_override; ///< Override for the default disaster vehicle sprite.
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VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
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/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
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DisasterVehicle() : SpecializedVehicleBase() {}
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@ -914,6 +925,10 @@ struct DisasterVehicle : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER
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bool Tick();
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};
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/**
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* Iterate over disaster vehicles.
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* @param var The variable used to iterate over.
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*/
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#define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var)
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/** Generates sequence of free UnitID numbers */
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@ -929,6 +944,7 @@ struct FreeUnitIDGenerator {
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~FreeUnitIDGenerator() { free(this->cache); }
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};
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/** Sentinel for an invalid coordinate. */
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static const int32 INVALID_COORD = 0x7fffffff;
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#endif /* VEHICLE_BASE_H */
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