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(svn r20644) -Codechange [FS#4086]: unify the vehicle breakdown code (Hirundo)
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2c1ffd79f1
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702cc96943
@ -1038,20 +1038,6 @@ static bool HandleCrashedAircraft(Aircraft *v)
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return true;
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}
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static void HandleBrokenAircraft(Aircraft *v)
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{
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if (v->breakdown_ctr != 1) {
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v->breakdown_ctr = 1;
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v->vehstatus |= VS_AIRCRAFT_BROKEN;
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if (v->breakdowns_since_last_service != 255) {
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v->breakdowns_since_last_service++;
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}
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
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}
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}
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static void HandleAircraftSmoke(Aircraft *v)
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{
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@ -1792,7 +1778,7 @@ static bool AircraftEventHandler(Aircraft *v, int loop)
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/* aircraft is broken down? */
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if (v->breakdown_ctr != 0) {
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if (v->breakdown_ctr <= 2) {
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HandleBrokenAircraft(v);
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v->HandleBreakdown();
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} else {
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if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
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}
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@ -31,7 +31,6 @@
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#include "ai/ai.hpp"
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#include "depot_map.h"
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#include "effectvehicle_func.h"
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#include "effectvehicle_base.h"
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#include "roadstop_base.h"
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#include "spritecache.h"
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#include "core/random_func.hpp"
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@ -532,40 +531,6 @@ static bool RoadVehCheckTrainCrash(RoadVehicle *v)
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return false;
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}
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static void HandleBrokenRoadVeh(RoadVehicle *v)
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{
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if (v->breakdown_ctr != 1) {
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v->breakdown_ctr = 1;
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v->cur_speed = 0;
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if (v->breakdowns_since_last_service != 255) {
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v->breakdowns_since_last_service++;
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}
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v->MarkDirty();
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
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if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
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SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
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SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v);
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}
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if (!(v->vehstatus & VS_HIDDEN)) {
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EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->animation_state = v->breakdown_delay * 2;
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}
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}
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if ((v->tick_counter & 1) == 0) {
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if (--v->breakdown_delay == 0) {
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v->breakdown_ctr = 0;
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v->MarkDirty();
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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}
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}
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}
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TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
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{
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if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
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@ -1522,7 +1487,7 @@ static bool RoadVehController(RoadVehicle *v)
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/* road vehicle has broken down? */
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if (v->breakdown_ctr != 0) {
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if (v->breakdown_ctr <= 2) {
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HandleBrokenRoadVeh(v);
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v->HandleBreakdown();
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return true;
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}
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if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
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@ -30,8 +30,6 @@
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#include "date_func.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "effectvehicle_func.h"
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#include "effectvehicle_base.h"
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#include "ai/ai.hpp"
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#include "pathfinder/opf/opf_ship.h"
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#include "landscape_type.h"
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@ -205,40 +203,6 @@ Trackdir Ship::GetVehicleTrackdir() const
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return TrackDirectionToTrackdir(FindFirstTrack(this->state), this->direction);
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}
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static void HandleBrokenShip(Vehicle *v)
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{
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if (v->breakdown_ctr != 1) {
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v->breakdown_ctr = 1;
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v->cur_speed = 0;
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if (v->breakdowns_since_last_service != 255) {
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v->breakdowns_since_last_service++;
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}
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v->MarkDirty();
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
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if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
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SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
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SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
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}
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if (!(v->vehstatus & VS_HIDDEN)) {
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EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->animation_state = v->breakdown_delay * 2;
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}
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}
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if (!(v->tick_counter & 1)) {
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if (!--v->breakdown_delay) {
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v->breakdown_ctr = 0;
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v->MarkDirty();
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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}
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}
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}
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void Ship::MarkDirty()
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{
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this->UpdateViewport(false, false);
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@ -462,7 +426,7 @@ static void ShipController(Ship *v)
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if (v->breakdown_ctr != 0) {
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if (v->breakdown_ctr <= 2) {
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HandleBrokenShip(v);
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v->HandleBreakdown();
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return;
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}
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if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
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@ -29,7 +29,6 @@
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#include "ai/ai.hpp"
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#include "newgrf_station.h"
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#include "effectvehicle_func.h"
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#include "effectvehicle_base.h"
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#include "gamelog.h"
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#include "network/network.h"
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#include "spritecache.h"
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@ -3543,40 +3542,6 @@ static bool HandleCrashedTrain(Train *v)
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return true;
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}
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static void HandleBrokenTrain(Train *v)
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{
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if (v->breakdown_ctr != 1) {
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v->breakdown_ctr = 1;
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v->cur_speed = 0;
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if (v->breakdowns_since_last_service != 255) {
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v->breakdowns_since_last_service++;
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}
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v->MarkDirty();
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
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if (!PlayVehicleSound(v, VSE_BREAKDOWN)) {
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SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
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SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
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}
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if (!(v->vehstatus & VS_HIDDEN)) {
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EffectVehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->animation_state = v->breakdown_delay * 2;
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}
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}
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if (!(v->tick_counter & 3)) {
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if (!--v->breakdown_delay) {
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v->breakdown_ctr = 0;
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v->MarkDirty();
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SetWindowDirty(WC_VEHICLE_VIEW, v->index);
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}
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}
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}
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/** Maximum speeds for train that is broken down or approaching line end */
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static const uint16 _breakdown_speeds[16] = {
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225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
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@ -3753,7 +3718,7 @@ static bool TrainLocoHandler(Train *v, bool mode)
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/* train is broken down? */
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if (v->breakdown_ctr != 0) {
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if (v->breakdown_ctr <= 2) {
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HandleBrokenTrain(v);
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v->HandleBreakdown();
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return true;
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}
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if (!v->current_order.IsType(OT_LOADING)) v->breakdown_ctr--;
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@ -46,6 +46,9 @@
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#include "core/random_func.hpp"
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#include "core/backup_type.hpp"
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#include "order_backup.h"
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#include "sound_func.h"
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#include "effectvehicle_func.h"
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#include "effectvehicle_base.h"
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#include "table/strings.h"
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@ -983,6 +986,56 @@ void CheckVehicleBreakdown(Vehicle *v)
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}
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}
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void Vehicle::HandleBreakdown()
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{
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/* Possible states for Vehicle::breakdown_ctr
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* 0 - vehicle is running normally
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* 1 - vehicle is currently broken down
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* 2 - vehicle is going to break down now
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* >2 - vehicle is counting down to the actual breakdown event */
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if (this->breakdown_ctr != 1) {
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this->breakdown_ctr = 1;
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if (this->breakdowns_since_last_service != 255) {
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this->breakdowns_since_last_service++;
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}
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this->MarkDirty();
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SetWindowDirty(WC_VEHICLE_VIEW, this->index);
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SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
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if (this->type == VEH_AIRCRAFT) {
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/* Aircraft just need this flag, the rest is handled elsewhere */
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this->vehstatus |= VS_AIRCRAFT_BROKEN;
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} else {
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this->cur_speed = 0;
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if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
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SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
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(this->type == VEH_TRAIN ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
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(this->type == VEH_TRAIN ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
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}
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if (!(this->vehstatus & VS_HIDDEN)) {
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EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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if (u != NULL) u->animation_state = this->breakdown_delay * 2;
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}
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}
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}
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/* Aircraft breakdowns end only when arriving at the airport */
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if (this->type == VEH_AIRCRAFT) return;
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/* For trains this function is called twice per tick, so decrease v->breakdown_delay at half the rate */
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if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
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if (--this->breakdown_delay == 0) {
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this->breakdown_ctr = 0;
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this->MarkDirty();
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SetWindowDirty(WC_VEHICLE_VIEW, this->index);
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}
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}
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}
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void AgeVehicle(Vehicle *v)
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{
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if (v->age < MAX_DAY) v->age++;
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@ -523,6 +523,12 @@ public:
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this->service_interval = src->service_interval;
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}
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/**
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* Handle all of the aspects of a vehicle breakdown.
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* This includes adding smoke and sounds, and ending the breakdown when appropriate.
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*/
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void HandleBreakdown();
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bool NeedsAutorenewing(const Company *c) const;
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/**
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