diff --git a/src/vehicle.cpp b/src/vehicle.cpp --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -1044,8 +1044,8 @@ static void BreakdownSmokeTick(Vehicle * 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 @@ static void BulldozerInit(Vehicle *v) { 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 @@ static void BulldozerTick(Vehicle *v) { 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 @@ static void BulldozerTick(Vehicle *v) 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 @@ static void BubbleTick(Vehicle *v) 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 @@ static EffectTickProc * const _effect_ti }; -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 @@ Vehicle *CreateEffectVehicle(int x, int 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 @@ Trackdir GetVehicleTrackdir(const Vehicl /* 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 _aircraft_desc[] = }; 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 @@ static const SaveLoad _special_desc[] = 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 @@ void Load_VEHS() 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 Vehicle::SetNext(Vehicle *next) } } -void SpecialVehicle::UpdateDeltaXY(Direction direction) +void EffectVehicle::UpdateDeltaXY(Direction direction) { this->x_offs = 0; this->y_offs = 0;