(svn r16441) -Codechange: new class SpecializedVehicle used as superclass for all vehicle types
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@@ -921,16 +921,14 @@ bool AfterLoadGame()
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/* Elrails got added in rev 24 */
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if (CheckSavegameVersion(24)) {
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Vehicle *v;
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RailType min_rail = RAILTYPE_ELECTRIC;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_TRAIN) {
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RailType rt = RailVehInfo(v->engine_type)->railtype;
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Train *v;
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FOR_ALL_TRAINS(v) {
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RailType rt = RailVehInfo(v->engine_type)->railtype;
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((Train *)v)->railtype = rt;
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if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
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}
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v->railtype = rt;
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if (rt == RAILTYPE_ELECTRIC) min_rail = RAILTYPE_RAIL;
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}
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/* .. so we convert the entire map from normal to elrail (so maintain "fairness") */
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@@ -963,8 +961,8 @@ bool AfterLoadGame()
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}
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}
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) TrainConsistChanged((Train *)v, true);
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FOR_ALL_TRAINS(v) {
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if (IsFrontEngine(v) || IsFreeWagon(v)) TrainConsistChanged(v, true);
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}
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}
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@@ -1046,20 +1044,15 @@ bool AfterLoadGame()
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}
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if (CheckSavegameVersion(25)) {
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_ROAD) {
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RoadVehicle *rv = (RoadVehicle *)v;
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rv->vehstatus &= ~0x40;
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rv->slot = NULL;
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rv->slot_age = 0;
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}
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RoadVehicle *rv;
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FOR_ALL_ROADVEHICLES(rv) {
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rv->vehstatus &= ~0x40;
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rv->slot = NULL;
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rv->slot_age = 0;
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}
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} else {
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type != VEH_ROAD) continue;
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RoadVehicle *rv = (RoadVehicle *)v;
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RoadVehicle *rv;
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FOR_ALL_ROADVEHICLES(rv) {
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if (rv->slot != NULL) rv->slot->num_vehicles++;
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}
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}
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@@ -1382,10 +1375,8 @@ bool AfterLoadGame()
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if (CheckSavegameVersion(69)) {
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/* In some old savegames a bit was cleared when it should not be cleared */
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type != VEH_ROAD) continue;
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RoadVehicle *rv = (RoadVehicle *)v;
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RoadVehicle *rv;
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FOR_ALL_ROADVEHICLES(rv) {
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if (rv->state == 250 || rv->state == 251) {
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SetBit(rv->state, RVS_IS_STOPPING);
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}
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@@ -1708,15 +1699,12 @@ bool AfterLoadGame()
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/* Reserve all tracks trains are currently on. */
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if (CheckSavegameVersion(101)) {
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Vehicle *u;
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FOR_ALL_VEHICLES(u) {
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if (u->type == VEH_TRAIN) {
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Train *v = (Train *)u;
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if ((v->track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
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TryReserveRailTrack(v->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(v->tile)));
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} else if ((v->track & TRACK_BIT_MASK) != TRACK_BIT_NONE) {
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TryReserveRailTrack(v->tile, TrackBitsToTrack(v->track));
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}
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Train *t;
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FOR_ALL_TRAINS(t) {
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if ((t->track & TRACK_BIT_WORMHOLE) == TRACK_BIT_WORMHOLE) {
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TryReserveRailTrack(t->tile, DiagDirToDiagTrack(GetTunnelBridgeDirection(t->tile)));
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} else if ((t->track & TRACK_BIT_MASK) != TRACK_BIT_NONE) {
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TryReserveRailTrack(t->tile, TrackBitsToTrack(t->track));
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}
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}
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}
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@@ -20,16 +20,14 @@
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*/
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void ConnectMultiheadedTrains()
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{
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Vehicle *v;
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Train *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_TRAIN) {
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((Train *)v)->other_multiheaded_part = NULL;
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}
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FOR_ALL_TRAINS(v) {
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v->other_multiheaded_part = NULL;
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}
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
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FOR_ALL_TRAINS(v) {
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if (IsFrontEngine(v) || IsFreeWagon(v)) {
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/* Two ways to associate multiheaded parts to each other:
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* sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>..
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* bracket-matching: Free vehicle chains shall be arranged to look like ..<..<..>..<..>..>..
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@@ -45,7 +43,7 @@ void ConnectMultiheadedTrains()
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bool sequential_matching = IsFrontEngine(v);
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for (Train *u = (Train *)v; u != NULL; u = (Train *)GetNextVehicle(u)) {
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for (Train *u = v; u != NULL; u = GetNextVehicle(u)) {
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if (u->other_multiheaded_part != NULL) continue; // we already linked this one
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if (IsMultiheaded(u)) {
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@@ -167,13 +165,11 @@ void UpdateOldAircraft()
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st->airport_flags = 0; // reset airport
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}
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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Aircraft *a;
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FOR_ALL_AIRCRAFT(a) {
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/* airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor)
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* skip those */
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if (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) {
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Aircraft *v_oldstyle = (Aircraft *)v;
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Aircraft *a = (Aircraft *)v_oldstyle;
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if (IsNormalAircraft(a)) {
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/* airplane in terminal stopped doesn't hurt anyone, so goto next */
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if (a->vehstatus & VS_STOPPED && a->state == 0) {
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a->state = HANGAR;
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@@ -182,7 +178,7 @@ void UpdateOldAircraft()
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AircraftLeaveHangar(a); // make airplane visible if it was in a depot for example
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a->vehstatus &= ~VS_STOPPED; // make airplane moving
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a->cur_speed = v_oldstyle->max_speed; // so aircraft don't have zero speed while in air
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a->cur_speed = a->max_speed; // so aircraft don't have zero speed while in air
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if (!a->current_order.IsType(OT_GOTO_STATION) && !a->current_order.IsType(OT_GOTO_DEPOT)) {
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/* reset current order so aircraft doesn't have invalid "station-only" order */
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a->current_order.MakeDummy();
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