(svn r9760) -Codechange: remove the need for saving some vehicle variables.

This commit is contained in:
rubidium
2007-05-01 16:35:14 +00:00
parent 2ccee752fd
commit a4e045a3fb
12 changed files with 140 additions and 101 deletions

View File

@@ -33,6 +33,35 @@
#include "spritecache.h"
#include "cargotype.h"
void Aircraft::UpdateDeltaXY(Direction direction)
{
uint32 x;
#define MKIT(a, b, c, d) ((a & 0xFF) << 24) | ((b & 0xFF) << 16) | ((c & 0xFF) << 8) | ((d & 0xFF) << 0)
switch (this->subtype) {
default: NOT_REACHED();
case AIR_AIRCRAFT:
case AIR_HELICOPTER:
switch (this->u.air.state) {
case ENDTAKEOFF:
case LANDING:
case HELILANDING:
case FLYING: x = MKIT(24, 24, -1, -1); break;
default: x = MKIT( 2, 2, -1, -1); break;
}
this->z_height = 5;
break;
case AIR_SHADOW: this->z_height = 1; x = MKIT(2, 2, 0, 0); break;
case AIR_ROTOR: this->z_height = 1; x = MKIT(2, 2, -1, -1); break;
}
#undef MKIT
this->x_offs = GB(x, 0, 8);
this->y_offs = GB(x, 8, 8);
this->sprite_width = GB(x, 16, 8);
this->sprite_height = GB(x, 24, 8);
}
/** this maps the terminal to its corresponding state and block flag
* currently set for 10 terms, 4 helipads */
static const byte _airport_terminal_state[] = {2, 3, 4, 5, 6, 7, 19, 20, 0, 0, 8, 9, 21, 22};
@@ -287,15 +316,8 @@ int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
u->z_pos = GetSlopeZ(x, y);
v->z_pos = u->z_pos + 1;
v->x_offs = v->y_offs = -1;
// u->delta_x = u->delta_y = 0;
v->sprite_width = v->sprite_height = 2;
v->z_height = 5;
u->sprite_width = u->sprite_height = 2;
u->z_height = 1;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
u->vehstatus = VS_HIDDEN | VS_UNCLICKABLE | VS_SHADOW;
@@ -323,9 +345,11 @@ int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
v->engine_type = p1;
v->subtype = (avi->subtype & AIR_CTOL ? AIR_AIRCRAFT : AIR_HELICOPTER);
v->UpdateDeltaXY(INVALID_DIR);
v->value = value;
u->subtype = AIR_SHADOW;
u->UpdateDeltaXY(INVALID_DIR);
/* Danger, Will Robinson!
* If the aircraft is refittable, but cannot be refitted to
@@ -411,9 +435,6 @@ int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
w->x_pos = v->x_pos;
w->y_pos = v->y_pos;
w->z_pos = v->z_pos + 5;
w->x_offs = w->y_offs = -1;
w->sprite_width = w->sprite_height = 2;
w->z_height = 1;
w->vehstatus = VS_HIDDEN | VS_UNCLICKABLE;
w->spritenum = 0xFF;
w->subtype = AIR_ROTOR;
@@ -421,6 +442,7 @@ int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
w->random_bits = VehicleRandomBits();
/* Use rotor's air.state to store the rotor animation frame */
w->u.air.state = HRS_ROTOR_STOPPED;
w->UpdateDeltaXY(INVALID_DIR);
VehiclePositionChanged(w);
}
@@ -1510,14 +1532,10 @@ static void AircraftEntersTerminal(Vehicle *v)
v->BeginLoading();
}
static void AircraftLand(Vehicle *v)
{
v->sprite_width = v->sprite_height = 2;
}
static void AircraftLandAirplane(Vehicle *v)
{
AircraftLand(v);
v->UpdateDeltaXY(INVALID_DIR);
if (!PlayVehicleSound(v, VSE_TOUCHDOWN)) {
SndPlayVehicleFx(SND_17_SKID_PLANE, v);
}
@@ -1676,8 +1694,8 @@ static void AircraftEventHandler_TakeOff(Vehicle *v, const AirportFTAClass *apc)
static void AircraftEventHandler_StartTakeOff(Vehicle *v, const AirportFTAClass *apc)
{
v->sprite_width = v->sprite_height = 24; // ??? no idea what this is
v->u.air.state = ENDTAKEOFF;
v->UpdateDeltaXY(INVALID_DIR);
}
static void AircraftEventHandler_EndTakeOff(Vehicle *v, const AirportFTAClass *apc)
@@ -1690,8 +1708,9 @@ static void AircraftEventHandler_EndTakeOff(Vehicle *v, const AirportFTAClass *a
static void AircraftEventHandler_HeliTakeOff(Vehicle *v, const AirportFTAClass *apc)
{
const Player* p = GetPlayer(v->owner);
v->sprite_width = v->sprite_height = 24; // ??? no idea what this is
v->u.air.state = FLYING;
v->UpdateDeltaXY(INVALID_DIR);
/* get the next position to go to, differs per airport */
AircraftNextAirportPos_and_Order(v);
@@ -1749,8 +1768,9 @@ static void AircraftEventHandler_Flying(Vehicle *v, const AirportFTAClass *apc)
static void AircraftEventHandler_Landing(Vehicle *v, const AirportFTAClass *apc)
{
AircraftLandAirplane(v); // maybe crash airplane
v->u.air.state = ENDLANDING;
AircraftLandAirplane(v); // maybe crash airplane
/* check if the aircraft needs to be replaced or renewed and send it to a hangar if needed */
if (v->current_order.type != OT_GOTO_DEPOT && v->owner == _local_player) {
/* only the vehicle owner needs to calculate the rest (locally) */
@@ -1767,8 +1787,8 @@ static void AircraftEventHandler_Landing(Vehicle *v, const AirportFTAClass *apc)
static void AircraftEventHandler_HeliLanding(Vehicle *v, const AirportFTAClass *apc)
{
AircraftLand(v); // helicopters don't crash
v->u.air.state = HELIENDLANDING;
v->UpdateDeltaXY(INVALID_DIR);
}
static void AircraftEventHandler_EndLanding(Vehicle *v, const AirportFTAClass *apc)