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(svn r20527) -Codechange: move the flood code and remove some redundant checks
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@ -817,7 +817,21 @@ static void GetTileDesc_Water(TileIndex tile, TileDesc *td)
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td->owner[0] = GetTileOwner(tile);
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}
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static void FloodVehicle(Vehicle *v);
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/**
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* Handle the flooding of a vehicle. This sets the vehicle state to crashed,
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* creates a newsitem and dirties the necessary windows.
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* @param v The vehicle to flood.
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*/
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static void FloodVehicle(Vehicle *v)
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{
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uint pass = v->Crash(true);
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AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_FLOODED));
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SetDParam(0, pass);
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AddVehicleNewsItem(STR_NEWS_DISASTER_FLOOD_VEHICLE, NS_ACCIDENT, v->index);
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CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
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SndPlayVehicleFx(SND_12_EXPLOSION, v);
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}
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/**
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* Flood a vehicle if we are allowed to flood it, i.e. when it is on the ground.
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@ -827,12 +841,34 @@ static void FloodVehicle(Vehicle *v);
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*/
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static Vehicle *FloodVehicleProc(Vehicle *v, void *data)
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{
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byte z = *(byte*)data;
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if ((v->vehstatus & VS_CRASHED) != 0) return NULL;
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if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return NULL;
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if (v->z_pos > z || (v->vehstatus & VS_CRASHED) != 0) return NULL;
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switch (v->type) {
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default: break;
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case VEH_AIRCRAFT: {
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if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) break;
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if (v->subtype == AIR_SHADOW) break;
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/* We compare v->z_pos against delta_z + 1 because the shadow
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* is at delta_z and the actual aircraft at delta_z + 1. */
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const Station *st = Station::GetByTile(v->tile);
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const AirportFTAClass *airport = st->airport.GetFTA();
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if (v->z_pos != airport->delta_z + 1) break;
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FloodVehicle(v);
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break;
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}
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case VEH_TRAIN:
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case VEH_ROAD: {
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byte z = *(byte*)data;
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if (v->z_pos > z) break;
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FloodVehicle(v->First());
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break;
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}
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}
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FloodVehicle(v);
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return NULL;
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}
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@ -847,7 +883,6 @@ static void FloodVehicles(TileIndex tile)
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if (IsAirportTile(tile)) {
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const Station *st = Station::GetByTile(tile);
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z = 1 + st->airport.GetFTA()->delta_z;
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TILE_AREA_LOOP(tile, st->airport) {
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if (st->TileBelongsToAirport(tile)) FindVehicleOnPos(tile, &z, &FloodVehicleProc);
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}
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@ -881,35 +916,6 @@ static void FloodVehicles(TileIndex tile)
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FindVehicleOnPos(end, &z, &FloodVehicleProc);
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}
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static void FloodVehicle(Vehicle *v)
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{
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if ((v->vehstatus & VS_CRASHED) != 0) return;
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if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_AIRCRAFT) return;
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if (v->type == VEH_AIRCRAFT) {
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/* Crashing aircraft are always at z_pos == 1, never on z_pos == 0,
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* because that's always the shadow. Except for the heliport, because
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* that station has a big z_offset for the aircraft. */
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if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) return;
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const Station *st = Station::GetByTile(v->tile);
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const AirportFTAClass *airport = st->airport.GetFTA();
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if (v->z_pos != airport->delta_z + 1) return;
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} else {
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v = v->First();
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}
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uint pass = v->Crash(true);
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AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_FLOODED));
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SetDParam(0, pass);
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AddVehicleNewsItem(STR_NEWS_DISASTER_FLOOD_VEHICLE,
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NS_ACCIDENT,
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v->index);
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CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
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SndPlayVehicleFx(SND_12_EXPLOSION, v);
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}
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/**
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* Returns the behaviour of a tile during flooding.
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*
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