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Diffstat (limited to 'src/saveload/vehicle_sl.cpp')
-rw-r--r--src/saveload/vehicle_sl.cpp24
1 files changed, 10 insertions, 14 deletions
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp
index 3170bb34a..65c1347d0 100644
--- a/src/saveload/vehicle_sl.cpp
+++ b/src/saveload/vehicle_sl.cpp
@@ -20,16 +20,14 @@
*/
void ConnectMultiheadedTrains()
{
- Vehicle *v;
+ Train *v;
- FOR_ALL_VEHICLES(v) {
- if (v->type == VEH_TRAIN) {
- ((Train *)v)->other_multiheaded_part = NULL;
- }
+ FOR_ALL_TRAINS(v) {
+ v->other_multiheaded_part = NULL;
}
- FOR_ALL_VEHICLES(v) {
- if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) {
+ FOR_ALL_TRAINS(v) {
+ if (IsFrontEngine(v) || IsFreeWagon(v)) {
/* Two ways to associate multiheaded parts to each other:
* sequential-matching: Trains shall be arranged to look like <..>..<..>..<..>..
* bracket-matching: Free vehicle chains shall be arranged to look like ..<..<..>..<..>..>..
@@ -45,7 +43,7 @@ void ConnectMultiheadedTrains()
bool sequential_matching = IsFrontEngine(v);
- for (Train *u = (Train *)v; u != NULL; u = (Train *)GetNextVehicle(u)) {
+ for (Train *u = v; u != NULL; u = GetNextVehicle(u)) {
if (u->other_multiheaded_part != NULL) continue; // we already linked this one
if (IsMultiheaded(u)) {
@@ -167,13 +165,11 @@ void UpdateOldAircraft()
st->airport_flags = 0; // reset airport
}
- Vehicle *v;
- FOR_ALL_VEHICLES(v) {
+ Aircraft *a;
+ FOR_ALL_AIRCRAFT(a) {
/* airplane has another vehicle with subtype 4 (shadow), helicopter also has 3 (rotor)
* skip those */
- if (v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) {
- Aircraft *v_oldstyle = (Aircraft *)v;
- Aircraft *a = (Aircraft *)v_oldstyle;
+ if (IsNormalAircraft(a)) {
/* airplane in terminal stopped doesn't hurt anyone, so goto next */
if (a->vehstatus & VS_STOPPED && a->state == 0) {
a->state = HANGAR;
@@ -182,7 +178,7 @@ void UpdateOldAircraft()
AircraftLeaveHangar(a); // make airplane visible if it was in a depot for example
a->vehstatus &= ~VS_STOPPED; // make airplane moving
- a->cur_speed = v_oldstyle->max_speed; // so aircraft don't have zero speed while in air
+ a->cur_speed = a->max_speed; // so aircraft don't have zero speed while in air
if (!a->current_order.IsType(OT_GOTO_STATION) && !a->current_order.IsType(OT_GOTO_DEPOT)) {
/* reset current order so aircraft doesn't have invalid "station-only" order */
a->current_order.MakeDummy();