(svn r20644) -Codechange [FS#4086]: unify the vehicle breakdown code (Hirundo)

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 14 years ago
parent 2c1ffd79f1
commit 702cc96943

@ -1038,20 +1038,6 @@ static bool HandleCrashedAircraft(Aircraft *v)
return true;
}
static void HandleBrokenAircraft(Aircraft *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->vehstatus |= VS_AIRCRAFT_BROKEN;
if (v->breakdowns_since_last_service != 255) {
v->breakdowns_since_last_service++;
}
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
}
}
static void HandleAircraftSmoke(Aircraft *v)
{
@ -1792,7 +1778,7 @@ static bool AircraftEventHandler(Aircraft *v, int loop)
/* aircraft is broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenAircraft(v);
v->HandleBreakdown();
} else {
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
}

@ -31,7 +31,6 @@
#include "ai/ai.hpp"
#include "depot_map.h"
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "roadstop_base.h"
#include "spritecache.h"
#include "core/random_func.hpp"
@ -532,40 +531,6 @@ static bool RoadVehCheckTrainCrash(RoadVehicle *v)
return false;
}
static void HandleBrokenRoadVeh(RoadVehicle *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->cur_speed = 0;
if (v->breakdowns_since_last_service != 255) {
v->breakdowns_since_last_service++;
}
v->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v);
}
if (!(v->vehstatus & VS_HIDDEN)) {
EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->animation_state = v->breakdown_delay * 2;
}
}
if ((v->tick_counter & 1) == 0) {
if (--v->breakdown_delay == 0) {
v->breakdown_ctr = 0;
v->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
}
}
}
TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
{
if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
@ -1522,7 +1487,7 @@ static bool RoadVehController(RoadVehicle *v)
/* road vehicle has broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenRoadVeh(v);
v->HandleBreakdown();
return true;
}
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;

@ -30,8 +30,6 @@
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "ai/ai.hpp"
#include "pathfinder/opf/opf_ship.h"
#include "landscape_type.h"
@ -205,40 +203,6 @@ Trackdir Ship::GetVehicleTrackdir() const
return TrackDirectionToTrackdir(FindFirstTrack(this->state), this->direction);
}
static void HandleBrokenShip(Vehicle *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->cur_speed = 0;
if (v->breakdowns_since_last_service != 255) {
v->breakdowns_since_last_service++;
}
v->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
}
if (!(v->vehstatus & VS_HIDDEN)) {
EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->animation_state = v->breakdown_delay * 2;
}
}
if (!(v->tick_counter & 1)) {
if (!--v->breakdown_delay) {
v->breakdown_ctr = 0;
v->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
}
}
}
void Ship::MarkDirty()
{
this->UpdateViewport(false, false);
@ -462,7 +426,7 @@ static void ShipController(Ship *v)
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenShip(v);
v->HandleBreakdown();
return;
}
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;

@ -29,7 +29,6 @@
#include "ai/ai.hpp"
#include "newgrf_station.h"
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "gamelog.h"
#include "network/network.h"
#include "spritecache.h"
@ -3543,40 +3542,6 @@ static bool HandleCrashedTrain(Train *v)
return true;
}
static void HandleBrokenTrain(Train *v)
{
if (v->breakdown_ctr != 1) {
v->breakdown_ctr = 1;
v->cur_speed = 0;
if (v->breakdowns_since_last_service != 255) {
v->breakdowns_since_last_service++;
}
v->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
}
if (!(v->vehstatus & VS_HIDDEN)) {
EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->animation_state = v->breakdown_delay * 2;
}
}
if (!(v->tick_counter & 3)) {
if (!--v->breakdown_delay) {
v->breakdown_ctr = 0;
v->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, v->index);
}
}
}
/** Maximum speeds for train that is broken down or approaching line end */
static const uint16 _breakdown_speeds[16] = {
225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
@ -3753,7 +3718,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
/* train is broken down? */
if (v->breakdown_ctr != 0) {
if (v->breakdown_ctr <= 2) {
HandleBrokenTrain(v);
v->HandleBreakdown();
return true;
}
if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;

@ -46,6 +46,9 @@
#include "core/random_func.hpp"
#include "core/backup_type.hpp"
#include "order_backup.h"
#include "sound_func.h"
#include "effectvehicle_func.h"
#include "effectvehicle_base.h"
#include "table/strings.h"
@ -983,6 +986,56 @@ void CheckVehicleBreakdown(Vehicle *v)
}
}
void Vehicle::HandleBreakdown()
{
/* Possible states for Vehicle::breakdown_ctr
* 0 - vehicle is running normally
* 1 - vehicle is currently broken down
* 2 - vehicle is going to break down now
* >2 - vehicle is counting down to the actual breakdown event */
if (this->breakdown_ctr != 1) {
this->breakdown_ctr = 1;
if (this->breakdowns_since_last_service != 255) {
this->breakdowns_since_last_service++;
}
this->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
if (this->type == VEH_AIRCRAFT) {
/* Aircraft just need this flag, the rest is handled elsewhere */
this->vehstatus |= VS_AIRCRAFT_BROKEN;
} else {
this->cur_speed = 0;
if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
(this->type == VEH_TRAIN ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
(this->type == VEH_TRAIN ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
}
if (!(this->vehstatus & VS_HIDDEN)) {
EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->animation_state = this->breakdown_delay * 2;
}
}
}
/* Aircraft breakdowns end only when arriving at the airport */
if (this->type == VEH_AIRCRAFT) return;
/* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */
if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
if (--this->breakdown_delay == 0) {
this->breakdown_ctr = 0;
this->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
}
}
}
void AgeVehicle(Vehicle *v)
{
if (v->age < MAX_DAY) v->age++;

@ -523,6 +523,12 @@ public:
this->service_interval = src->service_interval;
}
/**
* Handle all of the aspects of a vehicle breakdown.
* This includes adding smoke and sounds, and ending the breakdown when appropriate.
*/
void HandleBreakdown();
bool NeedsAutorenewing(const Company *c) const;
/**

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