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https://github.com/OpenTTD/OpenTTD
synced 2026-01-16 08:52:40 +01:00
Codechange: Use EnumBitSet for VehicleRailFlags. (#14280)
This commit is contained in:
@@ -163,9 +163,9 @@ void Train::ConsistChanged(ConsistChangeFlags allowed_changes)
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if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
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UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
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/* wagon is powered */
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SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
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u->flags.Set(VehicleRailFlag::PoweredWagon); // cache 'powered' status
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} else {
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ClrBit(u->flags, VRF_POWEREDWAGON);
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u->flags.Reset(VehicleRailFlag::PoweredWagon);
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}
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if (!u->IsArticulatedPart()) {
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@@ -177,7 +177,7 @@ void Train::ConsistChanged(ConsistChangeFlags allowed_changes)
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/* Some electric engines can be allowed to run on normal rail. It happens to all
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* existing electric engines when elrails are disabled and then re-enabled */
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if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
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if (u->flags.Test(VehicleRailFlag::AllowedOnNormalRail)) {
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u->railtype = RAILTYPE_RAIL;
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u->compatible_railtypes.Set(RAILTYPE_RAIL);
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}
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@@ -437,7 +437,7 @@ void Train::UpdateAcceleration()
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int Train::GetCursorImageOffset() const
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{
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if (this->gcache.cached_veh_length != 8 && HasBit(this->flags, VRF_REVERSE_DIRECTION) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips)) {
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if (this->gcache.cached_veh_length != 8 && this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips)) {
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int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
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const Engine *e = this->GetEngine();
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@@ -467,7 +467,7 @@ int Train::GetDisplayImageWidth(Point *offset) const
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}
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if (offset != nullptr) {
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if (HasBit(this->flags, VRF_REVERSE_DIRECTION) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips)) {
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if (this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips)) {
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offset->x = ScaleSpriteTrad(((int)this->gcache.cached_veh_length - (int)VEHICLE_LENGTH / 2) * reference_width / (int)VEHICLE_LENGTH);
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} else {
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offset->x = ScaleSpriteTrad(reference_width) / 2;
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@@ -493,7 +493,7 @@ void Train::GetImage(Direction direction, EngineImageType image_type, VehicleSpr
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{
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uint8_t spritenum = this->spritenum;
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if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
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if (this->flags.Test(VehicleRailFlag::Flipped)) direction = ReverseDir(direction);
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if (IsCustomVehicleSpriteNum(spritenum)) {
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if (spritenum == CUSTOM_VEHICLE_SPRITENUM_REVERSED) direction = ReverseDir(direction);
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@@ -662,7 +662,7 @@ static CommandCost CmdBuildRailWagon(DoCommandFlags flags, TileIndex tile, const
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v->group_id = DEFAULT_GROUP;
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if (TestVehicleBuildProbability(v, v->engine_type, BuildProbabilityType::Reversed)) SetBit(v->flags, VRF_REVERSE_DIRECTION);
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if (TestVehicleBuildProbability(v, v->engine_type, BuildProbabilityType::Reversed)) v->flags.Set(VehicleRailFlag::Flipped);
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AddArticulatedParts(v);
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v->UpdatePosition();
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@@ -731,7 +731,7 @@ static void AddRearEngineToMultiheadedTrain(Train *v)
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v->SetMultiheaded();
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u->SetMultiheaded();
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v->SetNext(u);
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if (TestVehicleBuildProbability(u, u->engine_type, BuildProbabilityType::Reversed)) SetBit(u->flags, VRF_REVERSE_DIRECTION);
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if (TestVehicleBuildProbability(u, u->engine_type, BuildProbabilityType::Reversed)) u->flags.Set(VehicleRailFlag::Flipped);
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u->UpdatePosition();
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/* Now we need to link the front and rear engines together */
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@@ -804,7 +804,7 @@ CommandCost CmdBuildRailVehicle(DoCommandFlags flags, TileIndex tile, const Engi
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v->SetFrontEngine();
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v->SetEngine();
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if (TestVehicleBuildProbability(v, v->engine_type, BuildProbabilityType::Reversed)) SetBit(v->flags, VRF_REVERSE_DIRECTION);
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if (TestVehicleBuildProbability(v, v->engine_type, BuildProbabilityType::Reversed)) v->flags.Set(VehicleRailFlag::Flipped);
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v->UpdatePosition();
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if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
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@@ -1479,7 +1479,7 @@ void Train::UpdateDeltaXY()
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this->y_bb_offs = 0;
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/* Set if flipped and engine is NOT flagged with custom flip handling. */
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int flipped = HasBit(this->flags, VRF_REVERSE_DIRECTION) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips);
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int flipped = this->flags.Test(VehicleRailFlag::Flipped) && !EngInfo(this->engine_type)->misc_flags.Test(EngineMiscFlag::RailFlips);
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/* If flipped and vehicle length is odd, we need to adjust the bounding box offset slightly. */
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int flip_offs = flipped && (this->gcache.cached_veh_length & 1);
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@@ -1545,9 +1545,9 @@ void Train::UpdateDeltaXY()
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*/
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static void MarkTrainAsStuck(Train *v)
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{
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if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
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if (!v->flags.Test(VehicleRailFlag::Stuck)) {
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/* It is the first time the problem occurred, set the "train stuck" flag. */
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SetBit(v->flags, VRF_TRAIN_STUCK);
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v->flags.Set(VehicleRailFlag::Stuck);
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v->wait_counter = 0;
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@@ -1976,7 +1976,7 @@ void ReverseTrainDirection(Train *v)
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}
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/* Clear path reservation in front if train is not stuck. */
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if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
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if (!v->flags.Test(VehicleRailFlag::Stuck)) FreeTrainTrackReservation(v);
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/* Check if we were approaching a rail/road-crossing */
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TileIndex crossing = TrainApproachingCrossingTile(v);
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@@ -1998,9 +1998,8 @@ void ReverseTrainDirection(Train *v)
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InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
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}
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ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
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ClrBit(v->flags, VRF_REVERSING);
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v->flags.Flip(VehicleRailFlag::Reversed);
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v->flags.Reset(VehicleRailFlag::Reversing);
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/* recalculate cached data */
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v->ConsistChanged(CCF_TRACK);
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@@ -2018,8 +2017,8 @@ void ReverseTrainDirection(Train *v)
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/* If we are inside a depot after reversing, don't bother with path reserving. */
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if (v->track == TRACK_BIT_DEPOT) {
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/* Can't be stuck here as inside a depot is always a safe tile. */
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if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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ClrBit(v->flags, VRF_TRAIN_STUCK);
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if (v->flags.Test(VehicleRailFlag::Stuck)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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v->flags.Reset(VehicleRailFlag::Stuck);
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return;
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}
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@@ -2046,9 +2045,9 @@ void ReverseTrainDirection(Train *v)
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/* Do not wait for a way out when we're still loading */
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MarkTrainAsStuck(v);
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}
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} else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
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} else if (v->flags.Test(VehicleRailFlag::Stuck)) {
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/* A train not inside a PBS block can't be stuck. */
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ClrBit(v->flags, VRF_TRAIN_STUCK);
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v->flags.Reset(VehicleRailFlag::Stuck);
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v->wait_counter = 0;
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}
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}
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@@ -2082,7 +2081,7 @@ CommandCost CmdReverseTrainDirection(DoCommandFlags flags, VehicleID veh_id, boo
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}
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if (flags.Test(DoCommandFlag::Execute)) {
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ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
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v->flags.Flip(VehicleRailFlag::Flipped);
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front->ConsistChanged(CCF_ARRANGE);
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SetWindowDirty(WC_VEHICLE_DEPOT, front->tile);
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@@ -2112,7 +2111,7 @@ CommandCost CmdReverseTrainDirection(DoCommandFlags flags, VehicleID veh_id, boo
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
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ToggleBit(v->flags, VRF_REVERSING);
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v->flags.Flip(VehicleRailFlag::Reversing);
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} else {
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v->cur_speed = 0;
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v->SetLastSpeed();
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@@ -2150,7 +2149,7 @@ CommandCost CmdForceTrainProceed(DoCommandFlags flags, VehicleID veh_id)
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* to proceed to the next signal. In the other cases we
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* would like to pass the signal at danger and run till the
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* next signal we encounter. */
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t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
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t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : t->flags.Test(VehicleRailFlag::Stuck) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
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SetWindowDirty(WC_VEHICLE_VIEW, t->index);
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/* Unbunching data is no longer valid. */
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@@ -2899,8 +2898,8 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
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/* If we have a reserved path and the path ends at a safe tile, we are finished already. */
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if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
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/* Can't be stuck then. */
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if (HasBit(v->flags, VRF_TRAIN_STUCK)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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ClrBit(v->flags, VRF_TRAIN_STUCK);
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if (v->flags.Test(VehicleRailFlag::Stuck)) SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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v->flags.Reset(VehicleRailFlag::Stuck);
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return true;
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}
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@@ -2925,11 +2924,11 @@ bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
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return false;
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}
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if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
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if (v->flags.Test(VehicleRailFlag::Stuck)) {
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v->wait_counter = 0;
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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}
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ClrBit(v->flags, VRF_TRAIN_STUCK);
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v->flags.Reset(VehicleRailFlag::Stuck);
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return true;
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}
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@@ -3118,7 +3117,7 @@ uint Train::Crash(bool flooded)
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/* Remove the reserved path in front of the train if it is not stuck.
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* Also clear all reserved tracks the train is currently on. */
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if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
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if (!this->flags.Test(VehicleRailFlag::Stuck)) FreeTrainTrackReservation(this);
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for (const Train *v = this; v != nullptr; v = v->Next()) {
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ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
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if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
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@@ -3347,7 +3346,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
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Trackdir i = FindFirstTrackdir(trackdirbits);
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/* Don't handle stuck trains here. */
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if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
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if (v->flags.Test(VehicleRailFlag::Stuck)) return false;
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if (!HasSignalOnTrackdir(gp.new_tile, ReverseTrackdir(i))) {
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v->cur_speed = 0;
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@@ -3921,14 +3920,14 @@ static bool TrainLocoHandler(Train *v, bool mode)
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}
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if (v->force_proceed != TFP_NONE) {
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ClrBit(v->flags, VRF_TRAIN_STUCK);
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v->flags.Reset(VehicleRailFlag::Stuck);
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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}
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/* train is broken down? */
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if (v->HandleBreakdown()) return true;
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if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
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if (v->flags.Test(VehicleRailFlag::Reversing) && v->cur_speed == 0) {
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ReverseTrainDirection(v);
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}
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@@ -3940,10 +3939,10 @@ static bool TrainLocoHandler(Train *v, bool mode)
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v->wait_counter = 0;
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v->cur_speed = 0;
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v->subspeed = 0;
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ClrBit(v->flags, VRF_LEAVING_STATION);
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v->flags.Reset(VehicleRailFlag::LeavingStation);
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ReverseTrainDirection(v);
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return true;
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} else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
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} else if (v->flags.Test(VehicleRailFlag::LeavingStation)) {
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/* Try to reserve a path when leaving the station as we
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* might not be marked as wanting a reservation, e.g.
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* when an overlength train gets turned around in a station. */
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@@ -3953,7 +3952,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
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if (UpdateSignalsOnSegment(v->tile, dir, v->owner) == SIGSEG_PBS || _settings_game.pf.reserve_paths) {
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TryPathReserve(v, true, true);
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}
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ClrBit(v->flags, VRF_LEAVING_STATION);
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v->flags.Reset(VehicleRailFlag::LeavingStation);
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}
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v->HandleLoading(mode);
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@@ -3970,7 +3969,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
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}
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/* Handle stuck trains. */
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if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
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if (!mode && v->flags.Test(VehicleRailFlag::Stuck)) {
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++v->wait_counter;
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/* Should we try reversing this tick if still stuck? */
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@@ -3981,7 +3980,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
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/* Still stuck. */
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if (turn_around) ReverseTrainDirection(v);
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if (HasBit(v->flags, VRF_TRAIN_STUCK) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) {
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if (v->flags.Test(VehicleRailFlag::Stuck) && v->wait_counter > 2 * _settings_game.pf.wait_for_pbs_path * Ticks::DAY_TICKS) {
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/* Show message to player. */
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if (_settings_client.gui.lost_vehicle_warn && v->owner == _local_company) {
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AddVehicleAdviceNewsItem(AdviceType::TrainStuck, GetEncodedString(STR_NEWS_TRAIN_IS_STUCK, v->index), v->index);
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@@ -3990,7 +3989,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
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}
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/* Exit if force proceed not pressed, else reset stuck flag anyway. */
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if (v->force_proceed == TFP_NONE) return true;
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ClrBit(v->flags, VRF_TRAIN_STUCK);
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v->flags.Reset(VehicleRailFlag::Stuck);
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v->wait_counter = 0;
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SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP);
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}
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@@ -4219,7 +4218,7 @@ uint16_t Train::GetMaxWeight() const
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}
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/* Powered wagons have extra weight added. */
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if (HasBit(this->flags, VRF_POWEREDWAGON)) {
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if (this->flags.Test(VehicleRailFlag::PoweredWagon)) {
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weight += RailVehInfo(this->gcache.first_engine)->pow_wag_weight;
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}
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