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-rw-r--r--train_cmd.c80
1 files changed, 40 insertions, 40 deletions
diff --git a/train_cmd.c b/train_cmd.c
index 9bf9d210c..123911788 100644
--- a/train_cmd.c
+++ b/train_cmd.c
@@ -39,7 +39,7 @@ void UpdateTrainAcceleration(Vehicle *v)
uint acc, power=0, max_speed=5000, weight=0;
Vehicle *u = v;
- assert(v->subtype == 0);
+ assert(v->subtype == TS_Front_Engine);
// compute stuff like max speed, power, and weight.
do {
@@ -92,7 +92,7 @@ static int GetRealisticAcceleration(Vehicle *v)
float f = 0.0f, spd;
int curves = 0;
- assert(v->subtype == 0);
+ assert(v->subtype == TS_Front_Engine);
// compute inclination force and number of curves.
do {
@@ -251,7 +251,7 @@ static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
FOR_ALL_VEHICLES(w) {
if (w->type == VEH_Train && w->tile == (TileIndex)tile &&
- w->subtype == 4 && w->engine_type == engine) {
+ w->subtype == TS_Free_Car && w->engine_type == engine) {
u = GetLastVehicleInChain(w);
break;
}
@@ -275,12 +275,12 @@ static int32 CmdBuildRailWagon(uint engine, uint tile, uint32 flags)
v->u.rail.track = 0x80;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
- v->subtype = 4;
+ v->subtype = TS_Free_Car;
if (u != NULL) {
u->next = v;
- v->subtype = 2;
+ v->subtype = TS_Not_First;
v->u.rail.first_engine = u->u.rail.first_engine;
- if (v->u.rail.first_engine == 0xffff && u->subtype == 0)
+ if (v->u.rail.first_engine == 0xffff && u->subtype == TS_Front_Engine )
v->u.rail.first_engine = u->engine_type;
} else {
v->u.rail.first_engine = 0xffff;
@@ -314,7 +314,7 @@ static void NormalizeTrainVehInDepot(Vehicle *u)
{
Vehicle *v;
FOR_ALL_VEHICLES(v) {
- if (v->type == VEH_Train && v->subtype==4 &&
+ if (v->type == VEH_Train && v->subtype == TS_Free_Car &&
v->tile == u->tile &&
v->u.rail.track == 0x80) {
if (DoCommandByTile(0,v->index | (u->index<<16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE) == CMD_ERROR)
@@ -377,7 +377,7 @@ void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u, bool building)
u->u.rail.track = 0x80;
v->u.rail.first_engine = 0xffff;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
- u->subtype = 2;
+ u->subtype = TS_Not_First;
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_cap = v->cargo_cap;
@@ -517,7 +517,7 @@ errmsg:
do {
count++;
if (v->u.rail.track != 0x80 || v->tile != (TileIndex)tile ||
- (v->subtype==0 && !(v->vehstatus&VS_STOPPED)))
+ (v->subtype == TS_Front_Engine && !(v->vehstatus&VS_STOPPED)))
goto errmsg;
} while ( (v=v->next) != NULL);
@@ -534,7 +534,7 @@ static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
Vehicle *u;
if ((v=v->next) == NULL) return NULL;
for (u=v; u; u=u->next) u->u.rail.first_engine = v->engine_type;
- v->subtype = 4;
+ v->subtype = TS_Free_Car;
return v;
} else {
Vehicle *u;
@@ -551,7 +551,7 @@ static Vehicle *FindGoodVehiclePos(Vehicle *src)
TileIndex tile = src->tile;
FOR_ALL_VEHICLES(dst) {
- if (dst->type==VEH_Train && dst->subtype==4 && dst->tile==tile) {
+ if (dst->type == VEH_Train && dst->subtype == TS_Free_Car && dst->tile==tile) {
// check so all vehicles in the line have the same engine.
Vehicle *v = dst;
while (v->engine_type == eng) {
@@ -611,7 +611,7 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (num < 0)
return CMD_ERROR;
- if (num > (_patches.mammoth_trains ? 100 : 9) && dst_head->subtype==0)
+ if (num > (_patches.mammoth_trains ? 100 : 9) && dst_head->subtype == TS_Front_Engine )
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
// if it's a multiheaded vehicle we're dragging to, drag to the vehicle before..
@@ -630,7 +630,7 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
return 0;
// moving a loco to a new line?, then we need to assign a unitnumber.
- if (dst == NULL && src->subtype != 0 && is_loco) {
+ if (dst == NULL && src->subtype != TS_Front_Engine && is_loco) {
uint unit_num = GetFreeUnitNumber(VEH_Train);
if (unit_num > _patches.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
@@ -658,30 +658,30 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (dst == NULL) {
// move the train to an empty line. for locomotives, we set the type to 0. for wagons, 4.
if (is_loco) {
- if (src->subtype != 0) {
+ if (src->subtype != TS_Front_Engine) {
// setting the type to 0 also involves setting up the orders field.
- src->subtype = 0;
+ src->subtype = TS_Front_Engine;
assert(src->orders == NULL);
src->num_orders = 0;
}
dst_head = src;
} else {
- src->subtype = 4;
+ src->subtype = TS_Free_Car;
}
src->u.rail.first_engine = 0xffff;
} else {
- if (src->subtype == 0) {
+ if (src->subtype == TS_Front_Engine) {
// the vehicle was previously a loco. need to free the order list and delete vehicle windows etc.
DeleteWindowById(WC_VEHICLE_VIEW, src->index);
DeleteVehicleOrders(src);
}
- src->subtype = 2;
+ src->subtype = TS_Not_First;
src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
// setup first_engine
src->u.rail.first_engine = dst->u.rail.first_engine;
- if (src->u.rail.first_engine == 0xffff && dst->subtype == 0)
+ if (src->u.rail.first_engine == 0xffff && dst->subtype == TS_Front_Engine)
src->u.rail.first_engine = dst->engine_type;
// link in the wagon(s) in the chain.
@@ -696,12 +696,12 @@ int32 CmdMoveRailVehicle(int x, int y, uint32 flags, uint32 p1, uint32 p2)
dst->next = src;
}
- if (src_head->subtype == 0)
+ if (src_head->subtype == TS_Front_Engine)
UpdateTrainAcceleration(src_head);
InvalidateWindow(WC_VEHICLE_DETAILS, src_head->index);
if (dst_head) {
- if (dst_head->subtype == 0)
+ if (dst_head->subtype == TS_Front_Engine)
UpdateTrainAcceleration(dst_head);
InvalidateWindow(WC_VEHICLE_DETAILS, dst_head->index);
}
@@ -751,7 +751,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
// get first vehicle in chain
first = v;
- if (first->subtype != 0) {
+ if (first->subtype != TS_Front_Engine) {
first = GetFirstVehicleInChain(first);
last = GetLastVehicleInChain(first);
//now if:
@@ -761,7 +761,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
// 4) the first and the last vehicle of the chain are not identical
// 5) and of "engine" type (i.e. not a carriage)
// then let the last vehicle live
- if ( (p2 == 1) && (v != last) && ( last->engine_type == first->engine_type ) && (last != first) && (first->subtype == 0) )
+ if ( (p2 == 1) && (v != last) && ( last->engine_type == first->engine_type ) && (last != first) && (first->subtype == TS_Front_Engine) )
last = GetPrevVehicleInChain(last);
else
last = NULL;
@@ -785,11 +785,11 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
if (flags & DC_EXEC) {
// always redraw the depot. maybe redraw train list
InvalidateWindow(WC_VEHICLE_DEPOT, first->tile);
- if (first->subtype == 0) {
+ if (first->subtype == TS_Front_Engine) {
RebuildVehicleLists();
}
// when selling an attached locomotive. we need to delete its window.
- if (v->subtype == 0) {
+ if (v->subtype == TS_Front_Engine) {
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
// rearrange all vehicles that follow to separate lines.
@@ -829,7 +829,7 @@ int32 CmdSellRailWagon(int x, int y, uint32 flags, uint32 p1, uint32 p2)
}
// an attached train changed?
- if (first && first->subtype == 0) {
+ if (first && first->subtype == TS_Front_Engine) {
UpdateTrainAcceleration(first);
InvalidateWindow(WC_VEHICLE_DETAILS, first->index);
}
@@ -1920,7 +1920,7 @@ static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
// tracks over roads, do owner check of tracks (_map_owner[tile])
return
_map_owner[tile] == v->owner &&
- (v->subtype != 0 || (_map3_hi[tile] & 0xF) == v->u.rail.railtype);
+ (v->subtype != TS_Front_Engine || (_map3_hi[tile] & 0xF) == v->u.rail.railtype);
default:
return true;
@@ -1928,7 +1928,7 @@ static bool CheckCompatibleRail(const Vehicle *v, TileIndex tile)
return
_map_owner[tile] == v->owner &&
- (v->subtype != 0 || (_map3_lo[tile] & 0xF) == v->u.rail.railtype);
+ (v->subtype != TS_Front_Engine || (_map3_lo[tile] & 0xF) == v->u.rail.railtype);
}
typedef struct {
@@ -2028,14 +2028,14 @@ static int CountPassengersInTrain(Vehicle *v)
{
int num = 0;
BEGIN_ENUM_WAGONS(v)
- if (v->cargo_type == 0) num += v->cargo_count;
+ if (v->cargo_type == CT_PASSENGERS) num += v->cargo_count;
END_ENUM_WAGONS(v)
return num;
}
/*
* Checks whether the specified tried has a collision with another vehicle. If
- * so, destroys this vehicle, and the other vehicle if its subtype is 0 (?).
+ * so, destroys this vehicle, and the other vehicle if its subtype is 0 (TS_Front_Engine).
* Reports the incident in a flashy news item, modifies station ratings and
* plays a sound.
*/
@@ -2074,7 +2074,7 @@ static void CheckTrainCollision(Vehicle *v)
num += 2 + CountPassengersInTrain(coll);
SetVehicleCrashed(v);
- if (coll->subtype == 0)
+ if (coll->subtype == TS_Front_Engine)
SetVehicleCrashed(coll);
@@ -2093,7 +2093,7 @@ static void *CheckVehicleAtSignal(Vehicle *v, void *data)
{
uint32 d = (uint32)data;
- if (v->type == VEH_Train && v->subtype == 0 && v->tile == (TileIndex)(d >> 8)) {
+ if (v->type == VEH_Train && v->subtype == TS_Front_Engine && v->tile == (TileIndex)(d >> 8)) {
byte diff = (v->direction - (byte)d + 2) & 7;
if (diff == 2 || (v->cur_speed <= 5 && diff <= 4))
return (void*)1;
@@ -2196,14 +2196,14 @@ static void TrainController(Vehicle *v)
if (r&0x8)
goto invalid_rail;
- if (v->subtype == 0) v->load_unload_time_rem = 0;
+ if (v->subtype == TS_Front_Engine) v->load_unload_time_rem = 0;
if (!(r&0x4)) {
v->tile = gp.new_tile;
v->u.rail.track = chosen_track;
}
- if (v->subtype == 0)
+ if (v->subtype == TS_Front_Engine)
TrainMovedChangeSignals(gp.new_tile, dir>>1);
/* Signals can only change when the first
@@ -2606,11 +2606,11 @@ void Train_Tick(Vehicle *v)
v->tick_counter++;
- if (v->subtype == 0) {
+ if (v->subtype == TS_Front_Engine) {
TrainLocoHandler(v, false);
// make sure vehicle wasn't deleted.
- if (v->type == VEH_Train && v->subtype == 0)
+ if (v->type == VEH_Train && v->subtype == TS_Front_Engine)
TrainLocoHandler(v, true);
}
}
@@ -2629,7 +2629,7 @@ void TrainEnterDepot(Vehicle *v, uint tile)
{
SetSignalsOnBothDir(tile, _depot_track_ind[_map5[tile]&3]);
- if (v->subtype != 0)
+ if (v->subtype != TS_Front_Engine)
v = GetFirstVehicleInChain(v);
VehicleServiceInDepot(v);
@@ -2741,7 +2741,7 @@ void OnNewDay_Train(Vehicle *v)
if ((++v->day_counter & 7) == 0)
DecreaseVehicleValue(v);
- if (v->subtype == 0) {
+ if (v->subtype == TS_Front_Engine) {
CheckVehicleBreakdown(v);
AgeVehicle(v);
@@ -2785,7 +2785,7 @@ void TrainsYearlyLoop()
Vehicle *v;
FOR_ALL_VEHICLES(v) {
- if (v->type == VEH_Train && v->subtype == 0) {
+ if (v->type == VEH_Train && v->subtype == TS_Front_Engine) {
// show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list)
if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
@@ -2809,7 +2809,7 @@ extern void ShowTrainViewWindow(Vehicle *v);
void HandleClickOnTrain(Vehicle *v)
{
- if (v->subtype != 0) v = GetFirstVehicleInChain(v);
+ if (v->subtype != TS_Front_Engine) v = GetFirstVehicleInChain(v);
ShowTrainViewWindow(v);
}