--- a/src/vehicle.cpp Sun Apr 20 09:43:30 2008 +0000
+++ b/src/vehicle.cpp Sun Apr 20 10:13:54 2008 +0000
@@ -1044,8 +1044,8 @@
EndVehicleMove(v);
}
- v->u.special.animation_state--;
- if (v->u.special.animation_state == 0) {
+ v->u.effect.animation_state--;
+ if (v->u.effect.animation_state == 0) {
BeginVehicleMove(v);
EndVehicleMove(v);
delete v;
@@ -1078,8 +1078,8 @@
{
v->cur_image = SPR_BULLDOZER_NE;
v->progress = 0;
- v->u.special.animation_state = 0;
- v->u.special.animation_substate = 0;
+ v->u.effect.animation_state = 0;
+ v->u.effect.animation_substate = 0;
}
struct BulldozerMovement {
@@ -1125,7 +1125,7 @@
{
v->progress++;
if ((v->progress & 7) == 0) {
- const BulldozerMovement* b = &_bulldozer_movement[v->u.special.animation_state];
+ const BulldozerMovement* b = &_bulldozer_movement[v->u.effect.animation_state];
BeginVehicleMove(v);
@@ -1134,11 +1134,11 @@
v->x_pos += _inc_by_dir[b->direction].x;
v->y_pos += _inc_by_dir[b->direction].y;
- v->u.special.animation_substate++;
- if (v->u.special.animation_substate >= b->duration) {
- v->u.special.animation_substate = 0;
- v->u.special.animation_state++;
- if (v->u.special.animation_state == lengthof(_bulldozer_movement)) {
+ v->u.effect.animation_substate++;
+ if (v->u.effect.animation_substate >= b->duration) {
+ v->u.effect.animation_substate = 0;
+ v->u.effect.animation_state++;
+ if (v->u.effect.animation_state == lengthof(_bulldozer_movement)) {
EndVehicleMove(v);
delete v;
return;
@@ -1328,7 +1328,7 @@
EndVehicleMove(v);
return;
}
- if (v->u.special.animation_substate != 0) {
+ if (v->u.effect.animation_substate != 0) {
v->spritenum = GB(InteractiveRandom(), 0, 2) + 1;
} else {
v->spritenum = 6;
@@ -1407,9 +1407,9 @@
};
-Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type)
+Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type)
{
- Vehicle *v = new SpecialVehicle();
+ Vehicle *v = new EffectVehicle();
if (v != NULL) {
v->subtype = type;
v->x_pos = x;
@@ -1428,19 +1428,19 @@
return v;
}
-Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicle type)
+Vehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type)
{
int safe_x = Clamp(x, 0, MapMaxX() * TILE_SIZE);
int safe_y = Clamp(y, 0, MapMaxY() * TILE_SIZE);
return CreateEffectVehicle(x, y, GetSlopeZ(safe_x, safe_y) + z, type);
}
-Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicle type)
+Vehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type)
{
return CreateEffectVehicle(v->x_pos + x, v->y_pos + y, v->z_pos + z, type);
}
-void SpecialVehicle::Tick()
+void EffectVehicle::Tick()
{
_effect_tick_procs[this->subtype](this);
}
@@ -2498,7 +2498,7 @@
/* Vehicle is turning around, get the direction from vehicle's direction */
return DiagdirToDiagTrackdir(DirToDiagDir(v->direction));
- /* case VEH_AIRCRAFT: case VEH_SPECIAL: case VEH_DISASTER: */
+ /* case VEH_AIRCRAFT: case VEH_EFFECT: case VEH_DISASTER: */
default: return INVALID_TRACKDIR;
}
}
@@ -2955,7 +2955,7 @@
};
static const SaveLoad _special_desc[] = {
- SLE_WRITEBYTE(Vehicle, type, VEH_SPECIAL),
+ SLE_WRITEBYTE(Vehicle, type, VEH_EFFECT),
SLE_VAR(Vehicle, subtype, SLE_UINT8),
@@ -2973,8 +2973,8 @@
SLE_VAR(Vehicle, progress, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
- SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleSpecial, animation_state), SLE_UINT16),
- SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleSpecial, animation_substate), SLE_UINT8),
+ SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_state), SLE_UINT16),
+ SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleEffect, animation_substate), SLE_UINT8),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
@@ -3062,7 +3062,7 @@
case VEH_ROAD: v = new (index) RoadVehicle(); break;
case VEH_SHIP: v = new (index) Ship(); break;
case VEH_AIRCRAFT: v = new (index) Aircraft(); break;
- case VEH_SPECIAL: v = new (index) SpecialVehicle(); break;
+ case VEH_EFFECT: v = new (index) EffectVehicle(); break;
case VEH_DISASTER: v = new (index) DisasterVehicle(); break;
case VEH_INVALID: v = new (index) InvalidVehicle(); break;
default: NOT_REACHED();
@@ -3282,7 +3282,7 @@
}
}
-void SpecialVehicle::UpdateDeltaXY(Direction direction)
+void EffectVehicle::UpdateDeltaXY(Direction direction)
{
this->x_offs = 0;
this->y_offs = 0;