(svn r21860) -Codechange: Rename road vehicle subtype functions to match the train names.

This commit is contained in:
terkhen 2011-01-19 18:44:13 +00:00
parent 613743538d
commit b5468e7a80
8 changed files with 29 additions and 29 deletions

View File

@ -307,7 +307,7 @@ static bool DisasterTick_Ufo(DisasterVehicle *v)
RoadVehicle *u;
FOR_ALL_ROADVEHICLES(u) {
if (u->IsRoadVehFront()) {
if (u->IsFrontEngine()) {
v->dest_tile = u->index;
v->age = 0;
return true;
@ -319,7 +319,7 @@ static bool DisasterTick_Ufo(DisasterVehicle *v)
} else {
/* Target a vehicle */
RoadVehicle *u = RoadVehicle::Get(v->dest_tile);
assert(u != NULL && u->type == VEH_ROAD && u->IsRoadVehFront());
assert(u != NULL && u->type == VEH_ROAD && u->IsFrontEngine());
uint dist = Delta(v->x_pos, u->x_pos) + Delta(v->y_pos, u->y_pos);

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@ -109,7 +109,7 @@ struct RoadVehicle : public GroundVehicle<RoadVehicle, VEH_ROAD> {
void MarkDirty();
void UpdateDeltaXY(Direction direction);
ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_ROADVEH_INC : EXPENSES_ROADVEH_RUN; }
bool IsPrimaryVehicle() const { return this->IsRoadVehFront(); }
bool IsPrimaryVehicle() const { return this->IsFrontEngine(); }
SpriteID GetImage(Direction direction) const;
int GetDisplaySpeed() const { return this->cur_speed / 2; }
int GetDisplayMaxSpeed() const { return this->vcache.cached_max_speed / 2; }
@ -132,12 +132,12 @@ struct RoadVehicle : public GroundVehicle<RoadVehicle, VEH_ROAD> {
* Check if vehicle is a front engine
* @return Returns true if vehicle is a front engine
*/
FORCEINLINE bool IsRoadVehFront() const { return this->subtype == RVST_FRONT; }
FORCEINLINE bool IsFrontEngine() const { return this->subtype == RVST_FRONT; }
/**
* Set front engine state
*/
FORCEINLINE void SetRoadVehFront() { this->subtype = RVST_FRONT; }
FORCEINLINE void SetFrontEngine() { this->subtype = RVST_FRONT; }
/**
* Check if vehicl is an articulated part of an engine

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@ -85,7 +85,7 @@ static const Trackdir _roadveh_depot_exit_trackdir[DIAGDIR_END] = {
*/
bool RoadVehicle::IsBus() const
{
assert(this->IsRoadVehFront());
assert(this->IsFrontEngine());
return IsCargoInClass(this->cargo_type, CC_PASSENGERS);
}
@ -171,7 +171,7 @@ static uint GetRoadVehLength(const RoadVehicle *v)
void RoadVehUpdateCache(RoadVehicle *v)
{
assert(v->type == VEH_ROAD);
assert(v->IsRoadVehFront());
assert(v->IsFrontEngine());
v->InvalidateNewGRFCacheOfChain();
@ -250,7 +250,7 @@ CommandCost CmdBuildRoadVehicle(TileIndex tile, DoCommandFlag flags, const Engin
v->cur_image = SPR_IMG_QUERY;
v->random_bits = VehicleRandomBits();
v->SetRoadVehFront();
v->SetFrontEngine();
v->roadtype = HasBit(e->info.misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD;
v->compatible_roadtypes = RoadTypeToRoadTypes(v->roadtype);
@ -284,7 +284,7 @@ bool RoadVehicle::IsStoppedInDepot() const
TileIndex tile = this->tile;
if (!IsRoadDepotTile(tile)) return false;
if (this->IsRoadVehFront() && !(this->vehstatus & VS_STOPPED)) return false;
if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
for (const RoadVehicle *v = this; v != NULL; v = v->Next()) {
if (v->state != RVSB_IN_DEPOT || v->tile != tile) return false;
@ -461,7 +461,7 @@ static Vehicle *EnumCheckRoadVehCrashTrain(Vehicle *v, void *data)
uint RoadVehicle::Crash(bool flooded)
{
uint pass = Vehicle::Crash(flooded);
if (this->IsRoadVehFront()) {
if (this->IsFrontEngine()) {
pass += 1; // driver
/* If we're in a drive through road stop we ought to leave it */
@ -1080,7 +1080,7 @@ static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *p
/* Vehicle is entering a depot or is on a bridge or in a tunnel */
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
if (v->IsRoadVehFront()) {
if (v->IsFrontEngine()) {
const Vehicle *u = RoadVehFindCloseTo(v, gp.x, gp.y, v->direction);
if (u != NULL) {
v->cur_speed = u->First()->cur_speed;
@ -1113,7 +1113,7 @@ static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *p
TileIndex tile = v->tile + TileOffsByDiagDir((DiagDirection)(rd.x & 3));
Trackdir dir;
if (v->IsRoadVehFront()) {
if (v->IsFrontEngine()) {
/* If this is the front engine, look for the right path. */
dir = RoadFindPathToDest(v, tile, (DiagDirection)(rd.x & 3));
} else {
@ -1121,7 +1121,7 @@ static bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *p
}
if (dir == INVALID_TRACKDIR) {
if (!v->IsRoadVehFront()) error("Disconnecting road vehicle.");
if (!v->IsFrontEngine()) error("Disconnecting road vehicle.");
v->cur_speed = 0;
return false;
}
@ -1142,7 +1142,7 @@ again:
case TRACKDIR_RVREV_NW: needed = ROAD_SE; break;
}
if ((v->Previous() != NULL && v->Previous()->tile == tile) ||
(v->IsRoadVehFront() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
(v->IsFrontEngine() && IsNormalRoadTile(tile) && !HasRoadWorks(tile) &&
(needed & GetRoadBits(tile, ROADTYPE_TRAM)) != ROAD_NONE)) {
/*
* Taking the 'big' corner for trams only happens when:
@ -1154,7 +1154,7 @@ again:
* going to cause the tram to split up.
* - Or the front of the tram can drive over the next tile.
*/
} else if (!v->IsRoadVehFront() || !CanBuildTramTrackOnTile(v->owner, tile, needed) || ((~needed & GetAnyRoadBits(v->tile, ROADTYPE_TRAM, false)) == ROAD_NONE)) {
} else if (!v->IsFrontEngine() || !CanBuildTramTrackOnTile(v->owner, tile, needed) || ((~needed & GetAnyRoadBits(v->tile, ROADTYPE_TRAM, false)) == ROAD_NONE)) {
/*
* Taking the 'small' corner for trams only happens when:
* - We are not the from vehicle of an articulated tram.
@ -1188,7 +1188,7 @@ again:
int y = TileY(tile) * TILE_SIZE + rdp[start_frame].y;
Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
if (v->IsRoadVehFront()) {
if (v->IsFrontEngine()) {
Vehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
if (u != NULL) {
v->cur_speed = u->First()->cur_speed;
@ -1272,7 +1272,7 @@ again:
case DIAGDIR_SW: dir = TRACKDIR_RVREV_NE; break;
}
} else {
if (v->IsRoadVehFront()) {
if (v->IsFrontEngine()) {
/* If this is the front engine, look for the right path. */
dir = RoadFindPathToDest(v, v->tile, (DiagDirection)(rd.x & 3));
} else {
@ -1291,7 +1291,7 @@ again:
int y = TileY(v->tile) * TILE_SIZE + rdp[turn_around_start_frame].y;
Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
if (v->IsRoadVehFront() && RoadVehFindCloseTo(v, x, y, new_dir) != NULL) return false;
if (v->IsFrontEngine() && RoadVehFindCloseTo(v, x, y, new_dir) != NULL) return false;
uint32 r = VehicleEnterTile(v, v->tile, x, y);
if (HasBit(r, VETS_CANNOT_ENTER)) {
@ -1328,7 +1328,7 @@ again:
Direction new_dir = RoadVehGetSlidingDirection(v, x, y);
if (v->IsRoadVehFront() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
if (v->IsFrontEngine() && !IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END)) {
/* Vehicle is not in a road stop.
* Check for another vehicle to overtake */
RoadVehicle *u = RoadVehFindCloseTo(v, x, y, new_dir);
@ -1372,7 +1372,7 @@ again:
* and it's the correct type of stop (bus or truck) and the frame equals the stop frame...
* (the station test and stop type test ensure that other vehicles, using the road stop as
* a through route, do not stop) */
if (v->IsRoadVehFront() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
if (v->IsFrontEngine() && ((IsInsideMM(v->state, RVSB_IN_ROAD_STOP, RVSB_IN_ROAD_STOP_END) &&
_road_stop_stop_frame[v->state - RVSB_IN_ROAD_STOP + (_settings_game.vehicle.road_side << RVS_DRIVE_SIDE)] == v->frame) ||
(IsInsideMM(v->state, RVSB_IN_DT_ROAD_STOP, RVSB_IN_DT_ROAD_STOP_END) &&
v->current_order.ShouldStopAtStation(v, GetStationIndex(v->tile)) &&
@ -1525,7 +1525,7 @@ Money RoadVehicle::GetRunningCost() const
bool RoadVehicle::Tick()
{
if (this->IsRoadVehFront()) {
if (this->IsFrontEngine()) {
if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
return RoadVehController(this);
}
@ -1577,7 +1577,7 @@ static void CheckIfRoadVehNeedsService(RoadVehicle *v)
void RoadVehicle::OnNewDay()
{
if (!this->IsRoadVehFront()) return;
if (!this->IsFrontEngine()) return;
if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
if (this->blocked_ctr == 0) CheckVehicleBreakdown(this);

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@ -1966,7 +1966,7 @@ bool AfterLoadGame()
FOR_ALL_DISASTERVEHICLES(v) {
if (v->subtype == 2/*ST_SMALL_UFO*/ && v->current_order.GetDestination() != 0) {
const Vehicle *u = Vehicle::GetIfValid(v->dest_tile);
if (u == NULL || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsRoadVehFront()) {
if (u == NULL || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsFrontEngine()) {
delete v;
}
}

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@ -325,7 +325,7 @@ void AfterLoadVehicles(bool part_of_load)
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->IsRoadVehFront()) {
if (rv->IsFrontEngine()) {
RoadVehUpdateCache(rv);
if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) {
rv->CargoChanged();

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@ -843,7 +843,7 @@ static bool RoadVehAccelerationModelChanged(int32 p1)
if (_settings_game.vehicle.roadveh_acceleration_model != AM_ORIGINAL) {
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
if (rv->IsRoadVehFront()) {
if (rv->IsFrontEngine()) {
rv->CargoChanged();
}
}
@ -866,7 +866,7 @@ static bool RoadVehSlopeSteepnessChanged(int32 p1)
{
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
if (rv->IsRoadVehFront()) rv->CargoChanged();
if (rv->IsFrontEngine()) rv->CargoChanged();
}
return true;

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@ -2987,7 +2987,7 @@ static VehicleEnterTileStatus VehicleEnter_Station(Vehicle *v, TileIndex tile, i
} else if (v->type == VEH_ROAD) {
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->state < RVSB_IN_ROAD_STOP && !IsReversingRoadTrackdir((Trackdir)rv->state) && rv->frame == 0) {
if (IsRoadStop(tile) && rv->IsRoadVehFront()) {
if (IsRoadStop(tile) && rv->IsFrontEngine()) {
/* Attempt to allocate a parking bay in a road stop */
return RoadStop::GetByTile(tile, GetRoadStopType(tile))->Enter(rv) ? VETSB_CONTINUE : VETSB_CANNOT_ENTER;
}

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@ -629,7 +629,7 @@ bool Vehicle::IsEngineCountable() const
case VEH_TRAIN:
return !Train::From(this)->IsArticulatedPart() && // tenders and other articulated parts
!Train::From(this)->IsRearDualheaded(); // rear parts of multiheaded engines
case VEH_ROAD: return RoadVehicle::From(this)->IsRoadVehFront();
case VEH_ROAD: return RoadVehicle::From(this)->IsFrontEngine();
case VEH_SHIP: return true;
default: return false; // Only count company buildable vehicles
}
@ -830,7 +830,7 @@ void CallVehicleTicks()
if (v->type == VEH_TRAIN && Train::From(v)->IsWagon()) continue;
if (v->type == VEH_AIRCRAFT && v->subtype != AIR_HELICOPTER) continue;
if (v->type == VEH_ROAD && !RoadVehicle::From(v)->IsRoadVehFront()) continue;
if (v->type == VEH_ROAD && !RoadVehicle::From(v)->IsFrontEngine()) continue;
v->motion_counter += v->cur_speed;
/* Play a running sound if the motion counter passes 256 (Do we not skip sounds?) */