Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/disaster_vehicle.h

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file disaster_vehicle.h All disaster vehicles. */

#ifndef DISASTER_VEHICLE_H
#define DISASTER_VEHICLE_H

#include "vehicle_base.h"

/** Different sub types of disaster vehicles. */
enum DisasterSubType {
	ST_ZEPPELINER,               ///< Zeppelin, crashes at airports.
	ST_ZEPPELINER_SHADOW,        ///< Shadow of the zeppelin.
	ST_SMALL_UFO,                ///< Small UFO, tries to find a road vehicle to destroy.
	ST_SMALL_UFO_SHADOW,         ///< Shadow of small UFO
	ST_AIRPLANE,                 ///< Airplane destroying an oil refinery
	ST_AIRPLANE_SHADOW,          ///< Shadow of airplane
	ST_HELICOPTER,               ///< Helicopter destroying a factory.
	ST_HELICOPTER_SHADOW,        ///< Shadow of helicopter.
	ST_HELICOPTER_ROTORS,        ///< Rotors of helicopter.
	ST_BIG_UFO,                  ///< Big UFO, finds a piece of railroad to "park" on
	ST_BIG_UFO_SHADOW,           ///< Shadow of the big UFO
	ST_BIG_UFO_DESTROYER,        ///< Aircraft the will bomb the big UFO
	ST_BIG_UFO_DESTROYER_SHADOW, ///< Shadow of the aircraft.
	ST_SMALL_SUBMARINE,          ///< Small submarine, pops up in the oceans but doesn't do anything
	ST_BIG_SUBMARINE,            ///< Big submarine, pops up in the oceans but doesn't do anything
};

/**
 * Disasters, like submarines, skyrangers and their shadows, belong to this class.
 */
struct DisasterVehicle FINAL : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
	SpriteID image_override;            ///< Override for the default disaster vehicle sprite.
	VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
	byte flags;                         ///< Flags about the state of the vehicle, @see AirVehicleFlags

	/** For use by saveload. */
	DisasterVehicle() : SpecializedVehicleBase() {}
	DisasterVehicle(int x, int y, Direction direction, DisasterSubType subtype, VehicleID big_ufo_destroyer_target = VEH_INVALID);
	/** We want to 'destruct' the right class. */
	virtual ~DisasterVehicle() {}

	void UpdatePosition(int x, int y, int z);
	void UpdateDeltaXY();
	void UpdateImage();
	bool Tick();
};

#endif /* DISASTER_VEHICLE_H */