(svn r9068) -Codechange: capitalize the VEH_Train etc. enums to match the coding style (and rest of the code).
This commit is contained in:
@@ -140,7 +140,7 @@ void TrainConsistChanged(Vehicle* v)
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{
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uint16 max_speed = 0xFFFF;
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assert(v->type == VEH_Train);
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assert(v->type == VEH_TRAIN);
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assert(IsFrontEngine(v) || IsFreeWagon(v));
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const RailVehicleInfo *rvi_v = RailVehInfo(v->engine_type);
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@@ -262,7 +262,7 @@ static bool TrainShouldStop(const Vehicle* v, TileIndex tile)
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const Order* o = &v->current_order;
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StationID sid = GetStationIndex(tile);
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assert(v->type == VEH_Train);
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assert(v->type == VEH_TRAIN);
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//When does a train drive through a station
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//first we deal with the "new nonstop handling"
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if (_patches.new_nonstop && o->flags & OF_NON_STOP && sid == o->dest) {
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@@ -545,7 +545,7 @@ static void AddArticulatedParts(Vehicle **vl)
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u->max_age = 0;
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u->engine_type = engine_type;
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u->value = 0;
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u->type = VEH_Train;
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u->type = VEH_TRAIN;
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u->subtype = 0;
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SetArticulatedPart(u);
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u->cur_image = 0xAC2;
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@@ -580,7 +580,7 @@ static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
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Vehicle *w;
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FOR_ALL_VEHICLES(w) {
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if (w->type == VEH_Train && w->tile == tile &&
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if (w->type == VEH_TRAIN && w->tile == tile &&
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IsFreeWagon(w) && w->engine_type == engine) {
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u = GetLastVehicleInChain(w);
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break;
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@@ -623,7 +623,7 @@ static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
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v->u.rail.railtype = rvi->railtype;
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v->build_year = _cur_year;
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v->type = VEH_Train;
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v->type = VEH_TRAIN;
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v->cur_image = 0xAC2;
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v->random_bits = VehicleRandomBits();
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@@ -636,7 +636,7 @@ static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
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InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
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if (IsLocalPlayer()) {
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InvalidateAutoreplaceWindow(VEH_Train); // updates the replace Train window
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InvalidateAutoreplaceWindow(VEH_TRAIN); // updates the replace Train window
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}
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GetPlayer(_current_player)->num_engines[engine]++;
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}
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@@ -651,7 +651,7 @@ static void NormalizeTrainVehInDepot(const Vehicle* u)
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const Vehicle* v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train && IsFreeWagon(v) &&
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if (v->type == VEH_TRAIN && IsFreeWagon(v) &&
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v->tile == u->tile &&
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v->u.rail.track == TRACK_BIT_DEPOT) {
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if (CmdFailed(DoCommand(0, v->index | (u->index << 16), 1, DC_EXEC,
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@@ -689,7 +689,7 @@ static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool buildin
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u->build_year = v->build_year;
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if (building) v->value >>= 1;
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u->value = v->value;
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u->type = VEH_Train;
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u->type = VEH_TRAIN;
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u->cur_image = 0xAC2;
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u->random_bits = VehicleRandomBits();
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VehiclePositionChanged(u);
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@@ -704,7 +704,7 @@ static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool buildin
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int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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/* Check if the engine-type is valid (for the player) */
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if (!IsEngineBuildable(p1, VEH_Train, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
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if (!IsEngineBuildable(p1, VEH_TRAIN, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
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/* Check if the train is actually being built in a depot belonging
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* to the player. Doesn't matter if only the cost is queried */
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@@ -739,7 +739,7 @@ int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Vehicle *v = vl[0];
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UnitID unit_num = HASBIT(p2, 0) ? 0 : GetFreeUnitNumber(VEH_Train);
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UnitID unit_num = HASBIT(p2, 0) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
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if (unit_num > _patches.max_trains)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@@ -781,7 +781,7 @@ int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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v->service_interval = _patches.servint_trains;
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v->date_of_last_service = _date;
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v->build_year = _cur_year;
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v->type = VEH_Train;
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v->type = VEH_TRAIN;
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v->cur_image = 0xAC2;
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v->random_bits = VehicleRandomBits();
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@@ -818,7 +818,7 @@ int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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RebuildVehicleLists();
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InvalidateWindow(WC_COMPANY, v->owner);
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if (IsLocalPlayer())
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InvalidateAutoreplaceWindow(VEH_Train); // updates the replace Train window
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InvalidateAutoreplaceWindow(VEH_TRAIN); // updates the replace Train window
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GetPlayer(_current_player)->num_engines[p1]++;
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}
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@@ -897,7 +897,7 @@ static Vehicle *FindGoodVehiclePos(const Vehicle *src)
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TileIndex tile = src->tile;
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FOR_ALL_VEHICLES(dst) {
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if (dst->type == VEH_Train && IsFreeWagon(dst) && dst->tile == tile) {
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if (dst->type == VEH_TRAIN && IsFreeWagon(dst) && dst->tile == tile) {
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// check so all vehicles in the line have the same engine.
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Vehicle *v = dst;
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@@ -964,7 +964,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Vehicle *src = GetVehicle(s);
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if (src->type != VEH_Train || !CheckOwnership(src->owner)) return CMD_ERROR;
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if (src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR;
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// if nothing is selected as destination, try and find a matching vehicle to drag to.
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Vehicle *dst;
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@@ -973,7 +973,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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} else {
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if (!IsValidVehicleID(d)) return CMD_ERROR;
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dst = GetVehicle(d);
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if (dst->type != VEH_Train || !CheckOwnership(dst->owner)) return CMD_ERROR;
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if (dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR;
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}
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// if an articulated part is being handled, deal with its parent vehicle
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@@ -1078,7 +1078,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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// moving a loco to a new line?, then we need to assign a unitnumber.
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if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
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UnitID unit_num = GetFreeUnitNumber(VEH_Train);
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UnitID unit_num = GetFreeUnitNumber(VEH_TRAIN);
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if (unit_num > _patches.max_trains)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@@ -1242,7 +1242,7 @@ int32 CmdStartStopTrain(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Vehicle *v = GetVehicle(p1);
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if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
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/* Check if this train can be started/stopped. The callback will fail or
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* return 0xFF if it can. */
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@@ -1283,7 +1283,7 @@ int32 CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Vehicle *v = GetVehicle(p1);
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if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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@@ -1562,7 +1562,7 @@ static void ReverseTrainSwapVeh(Vehicle *v, int l, int r)
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/* Check if the vehicle is a train and is on the tile we are testing */
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static void *TestTrainOnCrossing(Vehicle *v, void *data)
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{
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if (v->tile != *(const TileIndex*)data || v->type != VEH_Train) return NULL;
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if (v->tile != *(const TileIndex*)data || v->type != VEH_TRAIN) return NULL;
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return v;
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}
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@@ -1669,7 +1669,7 @@ int32 CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, uint32 p
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Vehicle *v = GetVehicle(p1);
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if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (p2) {
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// turn a single unit around
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@@ -1717,7 +1717,7 @@ int32 CmdForceTrainProceed(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Vehicle *v = GetVehicle(p1);
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if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (flags & DC_EXEC) v->u.rail.force_proceed = 0x50;
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@@ -1740,7 +1740,7 @@ int32 CmdRefitRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Vehicle *v = GetVehicle(p1);
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if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (CheckTrainStoppedInDepot(v) < 0) return_cmd_error(STR_TRAIN_MUST_BE_STOPPED);
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/* Check cargo */
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@@ -1918,14 +1918,14 @@ int32 CmdSendTrainToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (p2 & DEPOT_MASS_SEND) {
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/* Mass goto depot requested */
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if (!ValidVLWFlags(p2 & VLW_MASK)) return CMD_ERROR;
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return SendAllVehiclesToDepot(VEH_Train, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1);
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return SendAllVehiclesToDepot(VEH_TRAIN, flags, p2 & DEPOT_SERVICE, _current_player, (p2 & VLW_MASK), p1);
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}
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if (!IsValidVehicleID(p1)) return CMD_ERROR;
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Vehicle *v = GetVehicle(p1);
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if (v->type != VEH_Train || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
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if (v->vehstatus & VS_CRASHED) return CMD_ERROR;
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@@ -2779,7 +2779,7 @@ static void *FindTrainCollideEnum(Vehicle *v, void *data)
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if (v != tcc->v &&
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v != tcc->v_skip &&
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v->type == VEH_Train &&
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v->type == VEH_TRAIN &&
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v->u.rail.track != TRACK_BIT_DEPOT &&
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myabs(v->z_pos - tcc->v->z_pos) <= 6 &&
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myabs(v->x_pos - tcc->v->x_pos) < 6 &&
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@@ -2870,7 +2870,7 @@ static void *CheckVehicleAtSignal(Vehicle *v, void *data)
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{
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const VehicleAtSignalData* vasd = (VehicleAtSignalData*)data;
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if (v->type == VEH_Train && IsFrontEngine(v) && v->tile == vasd->tile) {
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if (v->type == VEH_TRAIN && IsFrontEngine(v) && v->tile == vasd->tile) {
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DirDiff diff = ChangeDirDiff(DirDifference(v->direction, vasd->direction), DIRDIFF_90RIGHT);
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if (diff == DIRDIFF_90RIGHT || (v->cur_speed <= 5 && diff <= DIRDIFF_REVERSE)) return v;
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@@ -3391,7 +3391,7 @@ void Train_Tick(Vehicle *v)
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TrainLocoHandler(v, false);
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// make sure vehicle wasn't deleted.
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if (v->type == VEH_Train && IsFrontEngine(v))
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if (v->type == VEH_TRAIN && IsFrontEngine(v))
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TrainLocoHandler(v, true);
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} else if (IsFreeWagon(v) && HASBITS(v->vehstatus, VS_CRASHED)) {
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// Delete flooded standalone wagon
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@@ -3500,7 +3500,7 @@ void TrainsYearlyLoop()
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train && IsFrontEngine(v)) {
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if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
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// show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list)
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if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
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SetDParam(1, v->profit_this_year);
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@@ -3534,13 +3534,13 @@ void ConnectMultiheadedTrains()
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train) {
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if (v->type == VEH_TRAIN) {
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v->u.rail.other_multiheaded_part = NULL;
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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)) {
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if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
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Vehicle *u = v;
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BEGIN_ENUM_WAGONS(u) {
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@@ -3581,13 +3581,13 @@ void ConvertOldMultiheadToNew()
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{
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_Train) {
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if (v->type == VEH_TRAIN) {
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SETBIT(v->subtype, 7); // indicates that it's the old format and needs to be converted in the next loop
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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) {
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if (v->type == VEH_TRAIN) {
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if (HASBIT(v->subtype, 7) && ((v->subtype & ~0x80) == 0 || (v->subtype & ~0x80) == 4)) {
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Vehicle *u = v;
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