Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/effectvehicle_func.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 effectvehicle_func.h Functions related to effect vehicles. */

#ifndef EFFECTVEHICLE_FUNC_H
#define EFFECTVEHICLE_FUNC_H

#include "vehicle_type.h"

/** Effect vehicle types */
enum EffectVehicleType {
	EV_CHIMNEY_SMOKE            =  0, ///< Smoke of power plant (industry).
	EV_STEAM_SMOKE              =  1, ///< Smoke of steam engines.
	EV_DIESEL_SMOKE             =  2, ///< Smoke of diesel engines.
	EV_ELECTRIC_SPARK           =  3, ///< Sparcs of electric engines.
	EV_CRASH_SMOKE              =  4, ///< Smoke of disasters.
	EV_EXPLOSION_LARGE          =  5, ///< Various explosions.
	EV_BREAKDOWN_SMOKE          =  6, ///< Smoke of broken vehicles except aircraft.
	EV_EXPLOSION_SMALL          =  7, ///< Various explosions.
	EV_BULLDOZER                =  8, ///< Bulldozer at roadworks.
	EV_BUBBLE                   =  9, ///< Bubble of bubble generator (industry).
	EV_BREAKDOWN_SMOKE_AIRCRAFT = 10, ///< Smoke of broken aircraft.
	EV_COPPER_MINE_SMOKE        = 11, ///< Smoke at copper mine.
	EV_END
};

EffectVehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicleType type);
EffectVehicle *CreateEffectVehicleAbove(int x, int y, int z, EffectVehicleType type);
EffectVehicle *CreateEffectVehicleRel(const Vehicle *v, int x, int y, int z, EffectVehicleType type);

#endif /* EFFECTVEHICLE_FUNC_H */