mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r12803) -Cleanup: rename SpecialVehicle to EffectVehicle to have a uniform naming of the thing instead of using both names for the same thing.
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12ae3a2194
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@ -702,7 +702,7 @@ static void TileLoopIndustry_BubbleGenerator(TileIndex tile)
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EV_BUBBLE
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);
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if (v != NULL) v->u.special.animation_substate = dir;
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if (v != NULL) v->u.effect.animation_substate = dir;
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}
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static void TileLoop_Industry(TileIndex tile)
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@ -1086,9 +1086,9 @@ static const OldChunks vehicle_air_chunk[] = {
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OCL_END()
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};
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static const OldChunks vehicle_special_chunk[] = {
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OCL_SVAR( OC_UINT16, VehicleSpecial, animation_state ),
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OCL_SVAR( OC_UINT8, VehicleSpecial, animation_substate ),
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static const OldChunks vehicle_effect_chunk[] = {
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OCL_SVAR( OC_UINT16, VehicleEffect, animation_state ),
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OCL_SVAR( OC_UINT8, VehicleEffect, animation_substate ),
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OCL_NULL( 7 ), // Junk
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@ -1123,7 +1123,7 @@ static bool LoadOldVehicleUnion(LoadgameState *ls, int num)
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case VEH_ROAD : res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break;
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case VEH_SHIP : res = LoadChunk(ls, &v->u.ship, vehicle_ship_chunk); break;
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case VEH_AIRCRAFT: res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break;
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case VEH_SPECIAL : res = LoadChunk(ls, &v->u.special, vehicle_special_chunk); break;
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case VEH_EFFECT : res = LoadChunk(ls, &v->u.effect, vehicle_effect_chunk); break;
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case VEH_DISASTER: res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break;
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}
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@ -1236,7 +1236,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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case 0x11 /*VEH_ROAD */: v = new (_current_vehicle_id) RoadVehicle(); break;
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case 0x12 /*VEH_SHIP */: v = new (_current_vehicle_id) Ship(); break;
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case 0x13 /*VEH_AIRCRAFT*/: v = new (_current_vehicle_id) Aircraft(); break;
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case 0x14 /*VEH_SPECIAL */: v = new (_current_vehicle_id) SpecialVehicle(); break;
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case 0x14 /*VEH_EFFECT */: v = new (_current_vehicle_id) EffectVehicle(); break;
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case 0x15 /*VEH_DISASTER*/: v = new (_current_vehicle_id) DisasterVehicle(); break;
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}
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if (!LoadChunk(ls, v, vehicle_chunk)) return false;
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@ -1270,7 +1270,7 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
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v->name = CopyFromOldName(_old_string_id);
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/* Vehicle-subtype is different in TTD(Patch) */
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if (v->type == VEH_SPECIAL) v->subtype = v->subtype >> 1;
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if (v->type == VEH_EFFECT) v->subtype = v->subtype >> 1;
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if (_cargo_count != 0) {
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CargoPacket *cp = new CargoPacket((_cargo_source == 0xFF) ? INVALID_STATION : _cargo_source, _cargo_count);
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@ -704,7 +704,7 @@ static void HandleBrokenRoadVeh(Vehicle *v)
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if (!(v->vehstatus & VS_HIDDEN)) {
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Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->u.special.animation_state = v->breakdown_delay * 2;
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if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
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}
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}
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@ -210,7 +210,7 @@ static void HandleBrokenShip(Vehicle *v)
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if (!(v->vehstatus & VS_HIDDEN)) {
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Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->u.special.animation_state = v->breakdown_delay * 2;
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if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
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}
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}
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@ -682,7 +682,7 @@ skip_column:
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byte color;
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FOR_ALL_VEHICLES(v) {
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if (v->type != VEH_SPECIAL &&
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if (v->type != VEH_EFFECT &&
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(v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0) {
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/* Remap into flat coordinates. */
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Point pt = RemapCoords(
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@ -3237,7 +3237,7 @@ static void HandleBrokenTrain(Vehicle *v)
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if (!(v->vehstatus & VS_HIDDEN)) {
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Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->u.special.animation_state = v->breakdown_delay * 2;
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if (u != NULL) u->u.effect.animation_state = v->breakdown_delay * 2;
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}
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}
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@ -1044,8 +1044,8 @@ static void BreakdownSmokeTick(Vehicle *v)
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EndVehicleMove(v);
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}
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v->u.special.animation_state--;
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if (v->u.special.animation_state == 0) {
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v->u.effect.animation_state--;
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if (v->u.effect.animation_state == 0) {
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BeginVehicleMove(v);
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EndVehicleMove(v);
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delete v;
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@ -1078,8 +1078,8 @@ static void BulldozerInit(Vehicle *v)
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{
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v->cur_image = SPR_BULLDOZER_NE;
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v->progress = 0;
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v->u.special.animation_state = 0;
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v->u.special.animation_substate = 0;
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v->u.effect.animation_state = 0;
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v->u.effect.animation_substate = 0;
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}
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struct BulldozerMovement {
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@ -1125,7 +1125,7 @@ static void BulldozerTick(Vehicle *v)
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{
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v->progress++;
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if ((v->progress & 7) == 0) {
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const BulldozerMovement* b = &_bulldozer_movement[v->u.special.animation_state];
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const BulldozerMovement* b = &_bulldozer_movement[v->u.effect.animation_state];
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BeginVehicleMove(v);
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@ -1134,11 +1134,11 @@ static void BulldozerTick(Vehicle *v)
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v->x_pos += _inc_by_dir[b->direction].x;
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v->y_pos += _inc_by_dir[b->direction].y;
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v->u.special.animation_substate++;
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if (v->u.special.animation_substate >= b->duration) {
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v->u.special.animation_substate = 0;
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v->u.special.animation_state++;
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if (v->u.special.animation_state == lengthof(_bulldozer_movement)) {
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v->u.effect.animation_substate++;
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if (v->u.effect.animation_substate >= b->duration) {
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v->u.effect.animation_substate = 0;
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v->u.effect.animation_state++;
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if (v->u.effect.animation_state == lengthof(_bulldozer_movement)) {
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EndVehicleMove(v);
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delete v;
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return;
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@ -1328,7 +1328,7 @@ static void BubbleTick(Vehicle *v)
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EndVehicleMove(v);
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return;
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}
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if (v->u.special.animation_substate != 0) {
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if (v->u.effect.animation_substate != 0) {
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v->spritenum = GB(InteractiveRandom(), 0, 2) + 1;
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} else {
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v->spritenum = 6;
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@ -1407,9 +1407,9 @@ static EffectTickProc * const _effect_tick_procs[] = {
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};
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Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type)
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Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
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{
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Vehicle *v = new SpecialVehicle();
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Vehicle *v = new EffectVehicle();
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if (v != NULL) {
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v->subtype = type;
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v->x_pos = x;
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@ -1428,19 +1428,19 @@ Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type)
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return v;
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}
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type)
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type)
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{
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int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
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int safe_y = Clamp(y, 0, MapMaxY() * TILE_SIZE);
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return CreateEffectVehicle(x, y, GetSlopeZ(safe_x, safe_y) + z, type);
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}
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Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type)
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Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type)
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{
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return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type);
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}
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void SpecialVehicle::Tick()
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void EffectVehicle::Tick()
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{
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_effect_tick_procs[this->subtype](this);
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}
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@ -2498,7 +2498,7 @@ Trackdir GetVehicleTrackdir(const Vehicle *v)
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/* Vehicle is turning around, get the direction from vehicle's direction */
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return DiagdirToDiagTrackdir(DirToDiagDir(v->direction));
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/* case VEH_AIRCRAFT: case VEH_SPECIAL: case VEH_DISASTER: */
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/* case VEH_AIRCRAFT: case VEH_EFFECT: case VEH_DISASTER: */
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default: return INVALID_TRACKDIR;
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}
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}
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@ -2955,7 +2955,7 @@ static const SaveLoad _aircraft_desc[] = {
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};
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static const SaveLoad _special_desc[] = {
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SLE_WRITEBYTE(Vehicle, type, VEH_SPECIAL),
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SLE_WRITEBYTE(Vehicle, type, VEH_EFFECT),
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SLE_VAR(Vehicle, subtype, SLE_UINT8),
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@ -2973,8 +2973,8 @@ static const SaveLoad _special_desc[] = {
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SLE_VAR(Vehicle, progress, SLE_UINT8),
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SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleSpecial, animation_state), SLE_UINT16),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleSpecial, animation_substate), SLE_UINT8),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_state), SLE_UINT16),
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SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_substate), SLE_UINT8),
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/* reserve extra space in savegame here. (currently 16 bytes) */
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SLE_CONDNULL(16, 2, SL_MAX_VERSION),
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@ -3062,7 +3062,7 @@ void Load_VEHS()
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case VEH_ROAD: v = new (index) RoadVehicle(); break;
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case VEH_SHIP: v = new (index) Ship(); break;
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case VEH_AIRCRAFT: v = new (index) Aircraft(); break;
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case VEH_SPECIAL: v = new (index) SpecialVehicle(); break;
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case VEH_EFFECT: v = new (index) EffectVehicle(); break;
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case VEH_DISASTER: v = new (index) DisasterVehicle(); break;
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case VEH_INVALID: v = new (index) InvalidVehicle(); break;
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default: NOT_REACHED();
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@ -3282,7 +3282,7 @@ void Vehicle::SetNext(Vehicle *next)
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}
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}
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void SpecialVehicle::UpdateDeltaXY(Direction direction)
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void EffectVehicle::UpdateDeltaXY(Direction direction)
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{
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this->x_offs = 0;
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this->y_offs = 0;
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@ -169,7 +169,7 @@ struct VehicleRoad {
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RoadTypes compatible_roadtypes;
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};
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struct VehicleSpecial {
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struct VehicleEffect {
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uint16 animation_state;
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byte animation_substate;
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};
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@ -313,7 +313,7 @@ public:
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VehicleRail rail;
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VehicleAir air;
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VehicleRoad road;
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VehicleSpecial special;
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VehicleEffect effect;
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VehicleDisaster disaster;
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VehicleShip ship;
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} u;
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@ -547,12 +547,12 @@ public:
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* - bulldozer (road works)
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* - bubbles (industry)
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*/
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struct SpecialVehicle : public Vehicle {
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struct EffectVehicle : public Vehicle {
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/** Initializes the Vehicle to a special vehicle */
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SpecialVehicle() { this->type = VEH_SPECIAL; }
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EffectVehicle() { this->type = VEH_EFFECT; }
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/** We want to 'destruct' the right class. */
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virtual ~SpecialVehicle() {}
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virtual ~EffectVehicle() {}
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const char *GetTypeString() const { return "special vehicle"; }
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void UpdateDeltaXY(Direction direction);
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@ -171,9 +171,9 @@ static inline uint32 GetCmdSendToDepot(const BaseVehicle *v)
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bool EnsureNoVehicleOnGround(TileIndex tile);
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void StopAllVehicles();
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Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type);
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type);
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Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type);
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Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type);
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Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type);
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Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type);
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extern VehicleID _vehicle_id_ctr_day;
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extern Vehicle *_place_clicked_vehicle;
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@ -14,7 +14,7 @@ enum VehicleType {
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VEH_ROAD,
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VEH_SHIP,
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VEH_AIRCRAFT,
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VEH_SPECIAL,
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VEH_EFFECT,
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VEH_DISASTER,
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VEH_END,
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VEH_INVALID = 0xFF,
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@ -39,7 +39,7 @@ struct BaseVehicle
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static const VehicleID INVALID_VEHICLE = 0xFFFF;
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/* Effect vehicle types */
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enum EffectVehicle {
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enum EffectVehicleType {
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EV_CHIMNEY_SMOKE = 0,
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EV_STEAM_SMOKE = 1,
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EV_DIESEL_SMOKE = 2,
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