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@@ -1566,7 +1566,7 @@ int32 CmdMassStartStopVehicle(TileIndex
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int32 return_value = CMD_ERROR;
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uint i;
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uint stop_command;
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byte vehicle_type = GB(p2, 0, 5);
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VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5);
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bool start_stop = HASBIT(p2, 5);
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bool vehicle_list_window = HASBIT(p2, 6);
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@@ -1633,7 +1633,7 @@ int32 CmdDepotSellAllVehicles(TileIndex
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int32 cost = 0;
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uint i, sell_command, total_number_vehicles;
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byte vehicle_type = GB(p1, 0, 8);
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VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
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switch (vehicle_type) {
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case VEH_TRAIN: sell_command = CMD_SELL_RAIL_WAGON; break;
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@@ -1682,8 +1682,7 @@ int32 CmdDepotMassAutoReplace(TileIndex
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uint16 engine_count = 0;
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uint i, x = 0, y = 0, z = 0;
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int32 cost = 0;
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byte vehicle_type = GB(p1, 0, 8);
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VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8);
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if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
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@@ -1895,7 +1894,7 @@ static inline void ExtendVehicleListSize
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* @param *wagon_list_length Allocated size of wagon_list. Needs to be set to 0 when wagon_list points to a NULL array
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* @param *wagon_count The number of engines stored in the list
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*/
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void BuildDepotVehicleList(byte type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count)
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void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_list, uint16 *engine_list_length, uint16 *engine_count, Vehicle ***wagon_list, uint16 *wagon_list_length, uint16 *wagon_count)
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{
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Vehicle *v;
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@@ -1978,7 +1977,7 @@ void BuildDepotVehicleList(byte type, Ti
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* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h
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* @return the number of vehicles added to the list
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*/
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uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, byte type, PlayerID owner, uint32 index, uint16 window_type)
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uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type)
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{
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const byte subtype = (type != VEH_AIRCRAFT) ? (byte)Train_Front : (byte)AIR_AIRCRAFT;
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uint n = 0;
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@@ -2075,7 +2074,7 @@ uint GenerateVehicleSortList(const Vehic
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* @param vlw_flag tells what kind of list requested the goto depot
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* @return 0 for success and CMD_ERROR if no vehicle is able to go to depot
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*/
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int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id)
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int32 SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id)
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{
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const Vehicle **sort_list = NULL;
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uint n, i;
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@@ -2385,7 +2384,7 @@ uint32 VehicleEnterTile(Vehicle *v, Tile
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return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
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}
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UnitID GetFreeUnitNumber(byte type)
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UnitID GetFreeUnitNumber(VehicleType type)
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{
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UnitID unit, max = 0;
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const Vehicle *u;
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