(svn r16441) -Codechange: new class SpecializedVehicle used as superclass for all vehicle types

This commit is contained in:
smatz
2009-05-26 22:10:13 +00:00
parent c04e5a9aa3
commit 0c53f04c07
15 changed files with 150 additions and 135 deletions

View File

@@ -921,16 +921,14 @@ bool AfterLoadGame()
/* Elrails got added in rev 24 */
if (CheckSavegameVersion(24)) {
Vehicle *v;
RailType min_rail = RAILTYPE_ELECTRIC;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
RailType rt = RailVehInfo(v->engine_type)->railtype;
Train *v;
FOR_ALL_TRAINS(v) {
RailType rt = RailVehInfo(v->engine_type)->railtype;
((Train *)v)->railtype = rt;
if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
}
v->railtype = rt;
if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
}
/* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
@@ -963,8 +961,8 @@ bool AfterLoadGame()
}
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged((Train *)v, true);
FOR_ALL_TRAINS(v) {
if (IsFrontEngine(v) || IsFreeWagon(v)) TrainConsistChanged(v, true);
}
}
@@ -1046,20 +1044,15 @@ bool AfterLoadGame()
}
if (CheckSavegameVersion(25)) {
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_ROAD) {
RoadVehicle *rv = (RoadVehicle *)v;
rv->vehstatus &= ~0x40;
rv->slot = NULL;
rv->slot_age = 0;
}
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
rv->vehstatus &= ~0x40;
rv->slot = NULL;
rv->slot_age = 0;
}
} else {
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type != VEH_ROAD) continue;
RoadVehicle *rv = (RoadVehicle *)v;
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
if (rv->slot != NULL) rv->slot->num_vehicles++;
}
}
@@ -1382,10 +1375,8 @@ bool AfterLoadGame()
if (CheckSavegameVersion(69)) {
/* In some old savegames a bit was cleared when it should not be cleared */
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type != VEH_ROAD) continue;
RoadVehicle *rv = (RoadVehicle *)v;
RoadVehicle *rv;
FOR_ALL_ROADVEHICLES(rv) {
if (rv->state == 250 || rv->state == 251) {
SetBit(rv->state, RVS_IS_STOPPING);
}
@@ -1708,15 +1699,12 @@ bool AfterLoadGame()
/* Reserve all tracks trains are currently on. */
if (CheckSavegameVersion(101)) {
Vehicle *u;
FOR_ALL_VEHICLES(u) {
if (u->type == VEH_TRAIN) {
Train *v = (Train *)u;
if ((v->track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
TryReserveRailTrack(v->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(v->tile)));
} else if ((v->track & TRACK_BIT_MASK) != TRACK_BIT_NONE) {
TryReserveRailTrack(v->tile, TrackBitsToTrack(v->track));
}
Train *t;
FOR_ALL_TRAINS(t) {
if ((t->track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
TryReserveRailTrack(t->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(t->tile)));
} else if ((t->track & TRACK_BIT_MASK) != TRACK_BIT_NONE) {
TryReserveRailTrack(t->tile, TrackBitsToTrack(t->track));
}
}
}

View File

@@ -20,16 +20,14 @@
*/
void ConnectMultiheadedTrains()
{
Vehicle *v;
Train *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN) {
((Train *)v)->other_multiheaded_part = NULL;
}
FOR_ALL_TRAINS(v) {
v->other_multiheaded_part = NULL;
}
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
FOR_ALL_TRAINS(v) {
if (IsFrontEngine(v) || IsFreeWagon(v)) {
/* Two ways to associate multiheaded parts to each other:
* sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>..
* bracket-matching: Free vehicle chains shall be arranged to look like ..<..<..>..<..>..>..
@@ -45,7 +43,7 @@ void ConnectMultiheadedTrains()
bool sequential_matching = IsFrontEngine(v);
for (Train *u = (Train *)v; u != NULL; u = (Train *)GetNextVehicle(u)) {
for (Train *u = v; u != NULL; u = GetNextVehicle(u)) {
if (u->other_multiheaded_part != NULL) continue; // we already linked this one
if (IsMultiheaded(u)) {
@@ -167,13 +165,11 @@ void UpdateOldAircraft()
st->airport_flags = 0; // reset airport
}
Vehicle *v;
FOR_ALL_VEHICLES(v) {
Aircraft *a;
FOR_ALL_AIRCRAFT(a) {
/* airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor)
* skip those */
if (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) {
Aircraft *v_oldstyle = (Aircraft *)v;
Aircraft *a = (Aircraft *)v_oldstyle;
if (IsNormalAircraft(a)) {
/* airplane in terminal stopped doesn't hurt anyone, so goto next */
if (a->vehstatus & VS_STOPPED && a->state == 0) {
a->state = HANGAR;
@@ -182,7 +178,7 @@ void UpdateOldAircraft()
AircraftLeaveHangar(a); // make airplane visible if it was in a depot for example
a->vehstatus &= ~VS_STOPPED; // make airplane moving
a->cur_speed = v_oldstyle->max_speed; // so aircraft don't have zero speed while in air
a->cur_speed = a->max_speed; // so aircraft don't have zero speed while in air
if (!a->current_order.IsType(OT_GOTO_STATION) && !a->current_order.IsType(OT_GOTO_DEPOT)) {
/* reset current order so aircraft doesn't have invalid "station-only" order */
a->current_order.MakeDummy();