(svn r1817) -Codechange: Moved depot-functions to depot.c
-Codechange: Added wrappers around depot-access (GetDepot no exists) -Codechange: Made depot-functions a bit more logic (no longer GetDepotByTile crashes your game when you request it on a non-depot tile) -Add: made depots dynamic (yes, 64k depots are possible now)
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27
vehicle.h
27
vehicle.h
@@ -200,11 +200,6 @@ struct Vehicle {
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#define is_custom_firsthead_sprite(x) (x == 0xfd)
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#define is_custom_secondhead_sprite(x) (x == 0xfe)
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struct Depot {
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TileIndex xy;
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uint16 town_index;
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};
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// train waypoint
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struct Waypoint {
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TileIndex xy;
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@@ -280,14 +275,11 @@ void DeleteVehicleChain(Vehicle *v);
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void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
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void CallVehicleTicks(void);
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Depot *AllocateDepot(void);
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Waypoint *AllocateWaypoint(void);
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void UpdateWaypointSign(Waypoint *cp);
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void RedrawWaypointSign(Waypoint *cp);
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void InitializeTrains(void);
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bool IsTrainDepotTile(TileIndex tile);
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bool IsRoadDepotTile(TileIndex tile);
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bool CanFillVehicle(Vehicle *v);
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@@ -330,19 +322,15 @@ void EndVehicleMove(Vehicle *v);
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bool IsAircraftHangarTile(TileIndex tile);
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void ShowAircraftViewWindow(Vehicle *v);
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bool IsShipDepotTile(TileIndex tile);
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UnitID GetFreeUnitNumber(byte type);
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int LoadUnloadVehicle(Vehicle *v);
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int GetDepotByTile(uint tile);
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uint GetWaypointByTile(uint tile);
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void DoDeleteDepot(uint tile);
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void UpdateTrainAcceleration(Vehicle *v);
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int32 GetTrainRunningCost(Vehicle *v);
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int CheckStoppedInDepot(Vehicle *v);
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int CheckTrainStoppedInDepot(Vehicle *v);
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bool VehicleNeedsService(const Vehicle *v);
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@@ -434,8 +422,6 @@ static inline Vehicle *GetFirstVehicleFromSharedList(Vehicle *v)
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return u;
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}
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VARDEF Depot _depots[255];
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// 128 waypoints
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VARDEF Waypoint _waypoints[128];
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@@ -452,22 +438,11 @@ VARDEF uint16 _aircraft_refit_capacity;
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VARDEF byte _cmd_build_rail_veh_score;
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VARDEF byte _cmd_build_rail_veh_var1;
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// NOSAVE: Player specific info
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VARDEF TileIndex _last_built_train_depot_tile;
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VARDEF TileIndex _last_built_road_depot_tile;
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VARDEF TileIndex _last_built_aircraft_depot_tile;
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VARDEF TileIndex _last_built_ship_depot_tile;
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// for each player, for each vehicle type, keep a list of the vehicles.
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//VARDEF Vehicle *_vehicle_arr[8][4];
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#define INVALID_VEHICLE 0xffff
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#define MIN_SERVINT_PERCENT 5
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#define MAX_SERVINT_PERCENT 90
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#define MIN_SERVINT_DAYS 30
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#define MAX_SERVINT_DAYS 800
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/* A lot of code calls for the invalidation of the status bar, which is widget 5.
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* Best is to have a virtual value for it when it needs to change again */
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#define STATUS_BAR 5
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