diff options
Diffstat (limited to 'src/vehicle.cpp')
-rw-r--r-- | src/vehicle.cpp | 90 |
1 files changed, 45 insertions, 45 deletions
diff --git a/src/vehicle.cpp b/src/vehicle.cpp index 660406016..c060ea9af 100644 --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -101,16 +101,16 @@ DEFINE_OLD_POOL_GENERIC(Vehicle, Vehicle) * @param *p The vehicle owner * @return true if the vehicle is old enough for replacement */ -bool Vehicle::NeedsAutorenewing(const Player *p) const +bool Vehicle::NeedsAutorenewing(const Company *c) const { - /* We can always generate the Player pointer when we have the vehicle. - * However this takes time and since the Player pointer is often present + /* We can always generate the Company pointer when we have the vehicle. + * However this takes time and since the Company pointer is often present * when this function is called then it's faster to pass the pointer as an * argument rather than finding it again. */ - assert(p == GetPlayer(this->owner)); + assert(c == GetCompany(this->owner)); - if (!p->engine_renew) return false; - if (this->age - this->max_age < (p->engine_renew_months * 30)) return false; + if (!c->engine_renew) return false; + if (this->age - this->max_age < (c->engine_renew_months * 30)) return false; if (this->age == 0) return false; // rail cars don't age and lacks a max age return true; @@ -131,7 +131,7 @@ bool Vehicle::NeedsServicing() const if (_settings_game.order.no_servicing_if_no_breakdowns && _settings_game.difficulty.vehicle_breakdowns == 0) { /* Vehicles set for autoreplacing needs to go to a depot even if breakdowns are turned off. * Note: If servicing is enabled, we postpone replacement till next service. */ - return EngineHasReplacementForPlayer(GetPlayer(this->owner), this->engine_type, this->group_id); + return EngineHasReplacementForCompany(GetCompany(this->owner), this->engine_type, this->group_id); } return _settings_game.vehicle.servint_ispercent ? @@ -619,7 +619,7 @@ uint CountVehiclesInChain(const Vehicle* v) return count; } -/** Check if a vehicle is counted in num_engines in each player struct +/** Check if a vehicle is counted in num_engines in each company struct * @param *v Vehicle to test * @return true if the vehicle is counted in num_engines */ @@ -632,7 +632,7 @@ bool IsEngineCountable(const Vehicle *v) !IsRearDualheaded(v); // rear parts of multiheaded engines case VEH_ROAD: return IsRoadVehFront(v); case VEH_SHIP: return true; - default: return false; // Only count player buildable vehicles + default: return false; // Only count company buildable vehicles } } @@ -647,8 +647,8 @@ void Vehicle::PreDestructor() } if (IsEngineCountable(this)) { - GetPlayer(this->owner)->num_engines[this->engine_type]--; - if (this->owner == _local_player) InvalidateAutoreplaceWindow(this->engine_type, this->group_id); + GetCompany(this->owner)->num_engines[this->engine_type]--; + if (this->owner == _local_company) InvalidateAutoreplaceWindow(this->engine_type, this->group_id); if (IsValidGroupID(this->group_id)) GetGroup(this->group_id)->num_engines[this->engine_type]--; if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id); @@ -781,8 +781,8 @@ void CallVehicleTicks() v = _first_veh_in_depot_list; if (v != NULL) { while (v != NULL) { - /* Autoreplace needs the current player set as the vehicle owner */ - _current_player = v->owner; + /* Autoreplace needs the current company set as the vehicle owner */ + _current_company = v->owner; /* Buffer v->depot_list and clear it. * Autoreplace might clear this so it has to be buffered. */ @@ -802,13 +802,13 @@ void CallVehicleTicks() int y = v->y_pos; int z = v->z_pos; - const Player *p = GetPlayer(_current_player); - SubtractMoneyFromPlayer(CommandCost(EXPENSES_NEW_VEHICLES, (Money)p->engine_renew_money)); + const Company *c = GetCompany(_current_company); + SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, (Money)c->engine_renew_money)); CommandCost res = DoCommand(0, v->index, 0, DC_EXEC, CMD_AUTOREPLACE_VEHICLE); if (res.Succeeded()) v = NULL; // no longer valid - SubtractMoneyFromPlayer(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)p->engine_renew_money)); + SubtractMoneyFromCompany(CommandCost(EXPENSES_NEW_VEHICLES, -(Money)c->engine_renew_money)); - if (IsLocalPlayer()) { + if (IsLocalCompany()) { if (res.Succeeded()) { ShowCostOrIncomeAnimation(x, y, z, res.GetCost()); } else { @@ -839,7 +839,7 @@ void CallVehicleTicks() v = w; } - _current_player = OWNER_NONE; + _current_company = OWNER_NONE; } } @@ -1069,10 +1069,10 @@ static const StringID _vehicle_type_names[4] = { static void ShowVehicleGettingOld(Vehicle *v, StringID msg) { - if (v->owner != _local_player) return; + if (v->owner != _local_company) return; /* Do not show getting-old message if autorenew is active (and it can replace the vehicle) */ - if (GetPlayer(v->owner)->engine_renew && GetEngine(v->engine_type)->player_avail != 0) return; + if (GetCompany(v->owner)->engine_renew && GetEngine(v->engine_type)->company_avail != 0) return; SetDParam(0, _vehicle_type_names[v->type]); SetDParam(1, v->unitnumber); @@ -1189,7 +1189,7 @@ CommandCost CmdMassStartStopVehicle(TileIndex tile, uint32 flags, uint32 p1, uin uint32 id = p1; uint16 window_type = p2 & VLW_MASK; - GenerateVehicleSortList(&list, vehicle_type, _current_player, id, window_type); + GenerateVehicleSortList(&list, vehicle_type, _current_company, id, window_type); } else { /* Get the list of vehicles in the depot */ BuildDepotVehicleList(vehicle_type, tile, &list, NULL); @@ -1271,7 +1271,7 @@ CommandCost CmdDepotMassAutoReplace(TileIndex tile, uint32 flags, uint32 p1, uin VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); bool all_or_nothing = HasBit(p2, 0); - if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_player)) return CMD_ERROR; + if (!IsDepotTile(tile) || !IsTileOwner(tile, _current_company)) return CMD_ERROR; /* Get the list of vehicles in the depot */ BuildDepotVehicleList(vehicle_type, tile, &list, &list, true); @@ -1463,8 +1463,8 @@ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) } /* Since we can't estimate the cost of cloning a vehicle accurately we must - * check whether the player has enough money manually. */ - if (!CheckPlayerHasMoney(total_cost)) { + * check whether the company has enough money manually. */ + if (!CheckCompanyHasMoney(total_cost)) { if (flags & DC_EXEC) { /* The vehicle has already been bought, so now it must be sold again. */ DoCommand(w_front->tile, w_front->index, 1, flags, GetCmdSellVeh(w_front)); @@ -1480,11 +1480,11 @@ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) * @param type type of vehicle * @param flags the flags used for DoCommand() * @param service should the vehicles only get service in the depots - * @param owner PlayerID of owner of the vehicles to send + * @param owner owner of the vehicles to send * @param vlw_flag tells what kind of list requested the goto depot * @return 0 for success and CMD_ERROR if no vehicle is able to go to depot */ -CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id) +CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, Owner owner, uint16 vlw_flag, uint32 id) { VehicleList list; @@ -1603,18 +1603,18 @@ void VehicleEnterDepot(Vehicle *v) v->current_order.MakeDummy(); if (t.IsRefit()) { - _current_player = v->owner; + _current_company = v->owner; CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v)); if (CmdFailed(cost)) { v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot - if (v->owner == _local_player) { + if (v->owner == _local_company) { /* Notify the user that we stopped the vehicle */ SetDParam(0, _vehicle_type_names[v->type]); SetDParam(1, v->unitnumber); AddNewsItem(STR_ORDER_REFIT_FAILED, NS_ADVICE, v->index, 0); } - } else if (v->owner == _local_player && cost.GetCost() != 0) { + } else if (v->owner == _local_company && cost.GetCost() != 0) { ShowCostOrIncomeAnimation(v->x_pos, v->y_pos, v->z_pos, cost.GetCost()); } } @@ -1626,7 +1626,7 @@ void VehicleEnterDepot(Vehicle *v) } else if (t.GetDepotActionType() & ODATFB_HALT) { /* Force depot visit */ v->vehstatus |= VS_STOPPED; - if (v->owner == _local_player) { + if (v->owner == _local_company) { StringID string; switch (v->type) { @@ -1912,7 +1912,7 @@ UnitID GetFreeUnitNumber(VehicleType type) /* Fill the cache */ FOR_ALL_VEHICLES(u) { - if (u->type == type && u->owner == _current_player && u->unitnumber != 0 && u->unitnumber <= max) + if (u->type == type && u->owner == _current_company && u->unitnumber != 0 && u->unitnumber <= max) cache[u->unitnumber] = true; } @@ -1936,9 +1936,9 @@ UnitID GetFreeUnitNumber(VehicleType type) */ bool CanBuildVehicleInfrastructure(VehicleType type) { - assert(IsPlayerBuildableVehicleType(type)); + assert(IsCompanyBuildableVehicleType(type)); - if (!IsValidPlayerID(_current_player)) return false; + if (!IsValidCompanyID(_current_company)) return false; if (_settings_client.gui.always_build_infrastructure) return true; UnitID max; @@ -1955,7 +1955,7 @@ bool CanBuildVehicleInfrastructure(VehicleType type) /* Can we actually build the vehicle type? */ const Engine *e; FOR_ALL_ENGINES_OF_TYPE(e, type) { - if (HasBit(e->player_avail, _local_player)) return true; + if (HasBit(e->company_avail, _local_company)) return true; } return false; } @@ -1963,22 +1963,22 @@ bool CanBuildVehicleInfrastructure(VehicleType type) /* We should be able to build infrastructure when we have the actual vehicle type */ const Vehicle *v; FOR_ALL_VEHICLES(v) { - if (v->owner == _local_player && v->type == type) return true; + if (v->owner == _local_company && v->type == type) return true; } return false; } -const Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v) +const Livery *GetEngineLivery(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v) { - const Player *p = GetPlayer(player); + const Company *c = GetCompany(company); LiveryScheme scheme = LS_DEFAULT; CargoID cargo_type = v == NULL ? (CargoID)CT_INVALID : v->cargo_type; /* The default livery is always available for use, but its in_use flag determines * whether any _other_ liveries are in use. */ - if (p->livery[LS_DEFAULT].in_use && (_settings_client.gui.liveries == 2 || (_settings_client.gui.liveries == 1 && player == _local_player))) { + if (c->livery[LS_DEFAULT].in_use && (_settings_client.gui.liveries == 2 || (_settings_client.gui.liveries == 1 && company == _local_company))) { /* Determine the livery scheme to use */ switch (GetEngine(engine_type)->type) { default: NOT_REACHED(); @@ -2051,14 +2051,14 @@ const Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID pa } /* Switch back to the default scheme if the resolved scheme is not in use */ - if (!p->livery[scheme].in_use) scheme = LS_DEFAULT; + if (!c->livery[scheme].in_use) scheme = LS_DEFAULT; } - return &p->livery[scheme]; + return &c->livery[scheme]; } -static SpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v) +static SpriteID GetEngineColourMap(EngineID engine_type, CompanyID company, EngineID parent_engine_type, const Vehicle *v) { SpriteID map = (v != NULL) ? v->colormap : PAL_NONE; @@ -2086,7 +2086,7 @@ static SpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, Engine if (map == PAL_NONE) map = twocc ? (SpriteID)SPR_2CCMAP_BASE : (SpriteID)PALETTE_RECOLOR_START; - const Livery *livery = GetEngineLivery(engine_type, player, parent_engine_type, v); + const Livery *livery = GetEngineLivery(engine_type, company, parent_engine_type, v); map += livery->colour1; if (twocc) map += livery->colour2 * 16; @@ -2096,9 +2096,9 @@ static SpriteID GetEngineColourMap(EngineID engine_type, PlayerID player, Engine return map; } -SpriteID GetEnginePalette(EngineID engine_type, PlayerID player) +SpriteID GetEnginePalette(EngineID engine_type, CompanyID company) { - return GetEngineColourMap(engine_type, player, INVALID_ENGINE, NULL); + return GetEngineColourMap(engine_type, company, INVALID_ENGINE, NULL); } SpriteID GetVehiclePalette(const Vehicle *v) @@ -2440,7 +2440,7 @@ void Load_VEHS() SlObject(v, GetVehicleDescription(vtype)); - if (_cargo_count != 0 && IsPlayerBuildableVehicleType(v)) { + if (_cargo_count != 0 && IsCompanyBuildableVehicleType(v)) { /* Don't construct the packet with station here, because that'll fail with old savegames */ CargoPacket *cp = new CargoPacket(); cp->source = _cargo_source; |