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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r12054) -Cleanup: Use VehicleType instead of byte for vehicle types...
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0cb2a7fa17
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@ -80,7 +80,7 @@ void InitializeVehiclesGuiList()
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void InvalidateAutoreplaceWindow(EngineID e, GroupID id_g)
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{
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Player *p = GetPlayer(_local_player);
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byte type = GetEngine(e)->type;
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VehicleType type = GetEngine(e)->type;
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uint num_engines = GetGroupNumEngines(_local_player, id_g, e);
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if (num_engines == 0 || p->num_engines[e] == 0) {
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@ -175,7 +175,7 @@ static void GenerateReplaceVehList(Window *w, bool draw_left)
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{
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EngineID e;
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EngineID selected_engine = INVALID_ENGINE;
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byte type = w->window_number;
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VehicleType type = (VehicleType)w->window_number;
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byte i = draw_left ? 0 : 1;
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EngineList *list = &WP(w, replaceveh_d).list[i];
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@ -81,9 +81,11 @@ static const Widget _build_vehicle_widgets[] = {
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};
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/* Setup widget strings to fit the different types of vehicles */
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static void SetupWindowStrings(Window *w, byte type)
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static void SetupWindowStrings(Window *w, VehicleType type)
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{
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switch (type) {
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default: NOT_REACHED();
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case VEH_TRAIN:
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w->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_JUST_STRING;
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w->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_8843_TRAIN_VEHICLE_SELECTION;
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@ -92,6 +94,7 @@ static void SetupWindowStrings(Window *w, byte type)
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w->widget[BUILD_VEHICLE_WIDGET_RENAME].data = STR_8820_RENAME;
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w->widget[BUILD_VEHICLE_WIDGET_RENAME].tooltips = STR_8845_RENAME_TRAIN_VEHICLE_TYPE;
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break;
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case VEH_ROAD:
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w->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_9006_NEW_ROAD_VEHICLES;
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w->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_9026_ROAD_VEHICLE_SELECTION;
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@ -100,6 +103,7 @@ static void SetupWindowStrings(Window *w, byte type)
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w->widget[BUILD_VEHICLE_WIDGET_RENAME].data = STR_9034_RENAME;
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w->widget[BUILD_VEHICLE_WIDGET_RENAME].tooltips = STR_9035_RENAME_ROAD_VEHICLE_TYPE;
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break;
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case VEH_SHIP:
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w->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_9808_NEW_SHIPS;
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w->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_9825_SHIP_SELECTION_LIST_CLICK;
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@ -108,6 +112,7 @@ static void SetupWindowStrings(Window *w, byte type)
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w->widget[BUILD_VEHICLE_WIDGET_RENAME].data = STR_9836_RENAME;
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w->widget[BUILD_VEHICLE_WIDGET_RENAME].tooltips = STR_9837_RENAME_SHIP_TYPE;
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break;
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case VEH_AIRCRAFT:
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w->widget[BUILD_VEHICLE_WIDGET_CAPTION].data = STR_A005_NEW_AIRCRAFT;
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w->widget[BUILD_VEHICLE_WIDGET_LIST].tooltips = STR_A025_AIRCRAFT_SELECTION_LIST;
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@ -890,7 +895,7 @@ static void GenerateBuildList(Window *w)
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EngList_Sort(&bv->eng_list, _sorter[bv->vehicle_type][bv->sort_criteria]);
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}
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static void DrawVehicleEngine(byte type, int x, int y, EngineID engine, SpriteID pal)
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static void DrawVehicleEngine(VehicleType type, int x, int y, EngineID engine, SpriteID pal)
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{
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switch (type) {
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case VEH_TRAIN: DrawTrainEngine( x, y, engine, pal); break;
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@ -519,9 +519,11 @@ static void ResizeDepotButtons(Window *w)
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* Only use this if it's the same widget, that's used for more than one vehicle type and it needs different text/sprites
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* Vehicle specific text/sprites, that's in a widget, that's only shown for one vehicle type (like sell whole train) is set in the widget array
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*/
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static void SetupStringsForDepotWindow(Window *w, byte type)
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static void SetupStringsForDepotWindow(Window *w, VehicleType type)
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{
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switch (type) {
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default: NOT_REACHED();
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case VEH_TRAIN:
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w->widget[DEPOT_WIDGET_CAPTION].data = STR_8800_TRAIN_DEPOT;
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w->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_TRAIN_TIP;
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@ -403,22 +403,19 @@ CommandCost CmdRenameEngine(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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}
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/*
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* returns true if an engine is valid, of the specified type, and buildable by
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* the given player, false otherwise
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*
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* engine = index of the engine to check
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* type = the type the engine should be of (VEH_xxx)
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* player = index of the player
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/** Check if an engine is buildable.
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* @param engine index of the engine to check.
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* @param type the type the engine should be.
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* @param player index of the player.
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* @return True if an engine is valid, of the specified type, and buildable by
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* the given player.
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*/
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bool IsEngineBuildable(EngineID engine, byte type, PlayerID player)
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bool IsEngineBuildable(EngineID engine, VehicleType type, PlayerID player)
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{
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const Engine *e;
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/* check if it's an engine that is in the engine array */
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if (!IsEngineIndex(engine)) return false;
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e = GetEngine(engine);
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const Engine *e = GetEngine(engine);
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/* check if it's an engine of specified type */
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if (e->type != type) return false;
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@ -168,7 +168,7 @@ void DrawAircraftEngine(int x, int y, EngineID engine, SpriteID pal);
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void LoadCustomEngineNames();
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void DeleteCustomEngineNames();
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bool IsEngineBuildable(EngineID engine, byte type, PlayerID player);
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bool IsEngineBuildable(EngineID engine, VehicleType type, PlayerID player);
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CargoID GetEngineCargoType(EngineID engine);
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enum {
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@ -185,14 +185,14 @@ enum {
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ROAD_ENGINES_INDEX = NUM_TRAIN_ENGINES,
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};
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static inline EngineID GetFirstEngineOfType(byte type)
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static inline EngineID GetFirstEngineOfType(VehicleType type)
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{
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const EngineID start[] = {0, ROAD_ENGINES_INDEX, SHIP_ENGINES_INDEX, AIRCRAFT_ENGINES_INDEX};
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return start[type];
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}
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static inline EngineID GetLastEngineOfType(byte type)
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static inline EngineID GetLastEngineOfType(VehicleType type)
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{
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const EngineID end[] = {
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NUM_TRAIN_ENGINES,
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