(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

@@ -789,8 +789,8 @@ static void FloodVehicle(Vehicle *v)
if (v->type == VEH_AIRCRAFT) {
/* Crashing aircraft are always at z_pos == 1, never on z_pos == 0,
* because that's always the shadow. Except for the heliport, because
* that station has a big z_offset for the aircraft. */
* because that's always the shadow. Except for the heliport, because
* that station has a big z_offset for the aircraft. */
if (!IsTileType(v->tile, MP_STATION) || !IsAirport(v->tile) || GetTileMaxZ(v->tile) != 0) return;
const Station *st = Station::GetByTile(v->tile);
const AirportFTAClass *airport = st->Airport();
@@ -800,47 +800,7 @@ static void FloodVehicle(Vehicle *v)
v = v->First();
}
uint pass = 0;
/* crash all wagons, and count passengers */
for (Vehicle *u = v; u != NULL; u = u->Next()) {
if (IsCargoInClass(u->cargo_type, CC_PASSENGERS)) pass += u->cargo.Count();
u->vehstatus |= VS_CRASHED;
MarkSingleVehicleDirty(u);
}
switch (v->type) {
default: NOT_REACHED();
case VEH_TRAIN: {
Train *t = Train::From(v);
if (t->IsFrontEngine()) {
pass += 4; // driver
/* FreeTrainTrackReservation() calls GetVehicleTrackdir() that doesn't like crashed vehicles.
* In this case, v->direction matches v->u.rail.track, so we can do this (it wasn't crashed before) */
t->vehstatus &= ~VS_CRASHED;
if (!HasBit(t->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(t);
t->vehstatus |= VS_CRASHED;
}
t->crash_anim_pos = 4000; // max 4440, disappear pretty fast
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
break;
}
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
if (rv->IsRoadVehFront()) pass += 1; // driver
rv->crashed_ctr = 2000; // max 2220, disappear pretty fast
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
} break;
case VEH_AIRCRAFT:
pass += 2; // driver
Aircraft::From(v)->crashed_counter = 9000; // max 10000, disappear pretty fast
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
break;
}
SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, VVW_WIDGET_START_STOP_VEH);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
uint pass = v->Crash(true);
AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_FLOODED));
SetDParam(0, pass);