(svn r18402) -Codechange: unify/centralise the code for crashing vehicles

This commit is contained in:
rubidium
2009-12-04 20:29:46 +00:00
parent c22f9679b5
commit 19fa38601d
10 changed files with 75 additions and 114 deletions

View File

@@ -3188,56 +3188,34 @@ void Train::ReserveTrackUnderConsist() const
}
}
static void SetVehicleCrashed(Train *v)
uint Train::Crash(bool flooded)
{
if (v->crash_anim_pos != 0) return;
uint pass = 0;
if (this->IsFrontEngine()) {
pass += 4; // driver
if (v->IsFrontEngine()) {
/* Remove the reserved path in front of the train if it is not stuck.
* Also clear all reserved tracks the train is currently on. */
if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
for (const Train *u = v; u != NULL; u = u->Next()) {
ClearPathReservation(u, u->tile, u->GetVehicleTrackdir());
if (IsTileType(u->tile, MP_TUNNELBRIDGE)) {
if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
for (const Train *v = this; v != NULL; v = v->Next()) {
ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
/* ClearPathReservation will not free the wormhole exit
* if the train has just entered the wormhole. */
SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(u->tile), false);
SetTunnelBridgeReservation(GetOtherTunnelBridgeEnd(v->tile), false);
}
}
/* we may need to update crossing we were approaching,
* but must be updated after the train has been marked crashed */
TileIndex crossing = TrainApproachingCrossingTile(this);
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
}
/* we may need to update crossing we were approaching */
TileIndex crossing = TrainApproachingCrossingTile(v);
pass += Vehicle::Crash(flooded);
v->crash_anim_pos++;
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
if (v->track == TRACK_BIT_DEPOT) {
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
}
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
for (; v != NULL; v = v->Next()) {
v->vehstatus |= VS_CRASHED;
MarkSingleVehicleDirty(v);
}
/* must be updated after the train has been marked crashed */
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
}
static uint CountPassengersInTrain(const Train *v)
{
uint num = 0;
for (; v != NULL; v = v->Next()) {
if (IsCargoInClass(v->cargo_type, CC_PASSENGERS)) num += v->cargo.Count();
}
return num;
this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
return pass;
}
/**
@@ -3252,10 +3230,7 @@ static uint TrainCrashed(Train *v)
/* do not crash train twice */
if (!(v->vehstatus & VS_CRASHED)) {
/* two drivers + passengers */
num = 2 + CountPassengersInTrain(v);
SetVehicleCrashed(v);
num = v->Crash();
AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_TRAIN));
}