(svn r15269) -Codechange: reduced indentation in CmdBuildRail*

pull/155/head
glx 16 years ago
parent 69766242b8
commit 1310ddf5b5

@ -607,91 +607,92 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 fla
const RailVehicleInfo *rvi = RailVehInfo(engine);
CommandCost value(EXPENSES_NEW_VEHICLES, GetEngine(engine)->GetCost());
uint num_vehicles = 1 + CountArticulatedParts(engine, false);
if (flags & DC_QUERY_COST) return value;
if (!(flags & DC_QUERY_COST)) {
/* Check that the wagon can drive on the track in question */
if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Check that the wagon can drive on the track in question */
if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
uint num_vehicles = 1 + CountArticulatedParts(engine, false);
if (!Vehicle::AllocateList(vl, num_vehicles))
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
/* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
if (flags & DC_EXEC) {
Vehicle *v = vl[0];
v->spritenum = rvi->image_index;
if (!Vehicle::AllocateList(vl, num_vehicles)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
if (flags & DC_EXEC) {
Vehicle *v = vl[0];
v->spritenum = rvi->image_index;
Vehicle *u = NULL;
Vehicle *u = NULL;
Vehicle *w;
FOR_ALL_VEHICLES(w) {
if (w->type == VEH_TRAIN && w->tile == tile &&
IsFreeWagon(w) && w->engine_type == engine &&
!HASBITS(w->vehstatus, VS_CRASHED)) { /// do not connect new wagon with crashed/flooded consists
u = GetLastVehicleInChain(w);
break;
}
Vehicle *w;
FOR_ALL_VEHICLES(w) {
if (w->type == VEH_TRAIN && w->tile == tile &&
IsFreeWagon(w) && w->engine_type == engine &&
!HASBITS(w->vehstatus, VS_CRASHED)) { /// do not connect new wagon with crashed/flooded consists
u = GetLastVehicleInChain(w);
break;
}
}
v = new (v) Train();
v->engine_type = engine;
v = new (v) Train();
v->engine_type = engine;
DiagDirection dir = GetRailDepotDirection(tile);
DiagDirection dir = GetRailDepotDirection(tile);
v->direction = DiagDirToDir(dir);
v->tile = tile;
v->direction = DiagDirToDir(dir);
v->tile = tile;
int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
v->owner = _current_company;
v->u.rail.track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
v->owner = _current_company;
v->u.rail.track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_DEFPAL;
// v->subtype = 0;
SetTrainWagon(v);
// v->subtype = 0;
SetTrainWagon(v);
if (u != NULL) {
u->SetNext(v);
} else {
SetFreeWagon(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
if (u != NULL) {
u->SetNext(v);
} else {
SetFreeWagon(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
}
v->cargo_type = rvi->cargo_type;
// v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
v->value = value.GetCost();
// v->day_counter = 0;
v->cargo_type = rvi->cargo_type;
// v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
v->value = value.GetCost();
// v->day_counter = 0;
v->u.rail.railtype = rvi->railtype;
v->u.rail.railtype = rvi->railtype;
v->build_year = _cur_year;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
v->build_year = _cur_year;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
v->group_id = DEFAULT_GROUP;
v->group_id = DEFAULT_GROUP;
AddArticulatedParts(vl, VEH_TRAIN);
AddArticulatedParts(vl, VEH_TRAIN);
_new_vehicle_id = v->index;
_new_vehicle_id = v->index;
VehiclePositionChanged(v);
TrainConsistChanged(v->First(), false);
UpdateTrainGroupID(v->First());
VehiclePositionChanged(v);
TrainConsistChanged(v->First(), false);
UpdateTrainGroupID(v->First());
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
GetCompany(_current_company)->num_engines[engine]++;
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
GetCompany(_current_company)->num_engines[engine]++;
}
return value;
@ -752,124 +753,122 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
/* Check if the engine-type is valid (for the company) */
if (!IsEngineBuildable(p1, VEH_TRAIN, _current_company)) return_cmd_error(STR_RAIL_VEHICLE_NOT_AVAILABLE);
const Engine *e = GetEngine(p1);
CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
if (flags & DC_QUERY_COST) return value;
/* Check if the train is actually being built in a depot belonging
* to the company. Doesn't matter if only the cost is queried */
if (!(flags & DC_QUERY_COST)) {
if (!IsRailDepotTile(tile)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
}
if (!IsRailDepotTile(tile)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
const RailVehicleInfo *rvi = RailVehInfo(p1);
if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(p1, tile, flags);
const Engine *e = GetEngine(p1);
CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
uint num_vehicles =
(rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
CountArticulatedParts(p1, false);
if (!(flags & DC_QUERY_COST)) {
/* Check if depot and new engine uses the same kind of tracks *
* We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Check if depot and new engine uses the same kind of tracks *
* We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
/* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
if (!Vehicle::AllocateList(vl, num_vehicles)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
Vehicle *v = vl[0];
if (!Vehicle::AllocateList(vl, num_vehicles)) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
if (unit_num > _settings_game.vehicle.max_trains)
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
Vehicle *v = vl[0];
if (flags & DC_EXEC) {
DiagDirection dir = GetRailDepotDirection(tile);
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
v = new (v) Train();
v->unitnumber = unit_num;
v->direction = DiagDirToDir(dir);
v->tile = tile;
v->owner = _current_company;
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
// v->running_ticks = 0;
v->u.rail.track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
// v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
v->value = value.GetCost();
v->last_station_visited = INVALID_STATION;
// v->dest_tile = 0;
v->engine_type = p1;
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * DAYS_IN_LEAP_YEAR;
v->name = NULL;
v->u.rail.railtype = rvi->railtype;
_new_vehicle_id = v->index;
v->service_interval = _settings_game.vehicle.servint_trains;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
// v->vehicle_flags = 0;
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
v->group_id = DEFAULT_GROUP;
// v->subtype = 0;
SetFrontEngine(v);
SetTrainEngine(v);
VehiclePositionChanged(v);
if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
SetMultiheaded(v);
AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
/* Now we need to link the front and rear engines together
* other_multiheaded_part is the pointer that links to the other half of the engine
* vl[0] is the front and vl[1] is the rear
*/
vl[0]->u.rail.other_multiheaded_part = vl[1];
vl[1]->u.rail.other_multiheaded_part = vl[0];
} else {
AddArticulatedParts(vl, VEH_TRAIN);
}
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
if (unit_num > _settings_game.vehicle.max_trains) {
return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
}
TrainConsistChanged(v, false);
UpdateTrainGroupID(v);
if (flags & DC_EXEC) {
DiagDirection dir = GetRailDepotDirection(tile);
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
v = new (v) Train();
v->unitnumber = unit_num;
v->direction = DiagDirToDir(dir);
v->tile = tile;
v->owner = _current_company;
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
// v->running_ticks = 0;
v->u.rail.track = TRACK_BIT_DEPOT;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = rvi->cargo_type;
// v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
v->value = value.GetCost();
v->last_station_visited = INVALID_STATION;
// v->dest_tile = 0;
v->engine_type = p1;
v->reliability = e->reliability;
v->reliability_spd_dec = e->reliability_spd_dec;
v->max_age = e->lifelength * DAYS_IN_LEAP_YEAR;
v->name = NULL;
v->u.rail.railtype = rvi->railtype;
_new_vehicle_id = v->index;
v->service_interval = _settings_game.vehicle.servint_trains;
v->date_of_last_service = _date;
v->build_year = _cur_year;
v->cur_image = 0xAC2;
v->random_bits = VehicleRandomBits();
// v->vehicle_flags = 0;
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE);
v->group_id = DEFAULT_GROUP;
// v->subtype = 0;
SetFrontEngine(v);
SetTrainEngine(v);
VehiclePositionChanged(v);
if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
SetMultiheaded(v);
AddRearEngineToMultiheadedTrain(vl[0], vl[1], true);
/* Now we need to link the front and rear engines together
* other_multiheaded_part is the pointer that links to the other half of the engine
* vl[0] is the front and vl[1] is the rear
*/
vl[0]->u.rail.other_multiheaded_part = vl[1];
vl[1]->u.rail.other_multiheaded_part = vl[0];
} else {
AddArticulatedParts(vl, VEH_TRAIN);
}
if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
NormalizeTrainVehInDepot(v);
}
TrainConsistChanged(v, false);
UpdateTrainGroupID(v);
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
InvalidateWindow(WC_COMPANY, v->owner);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
NormalizeTrainVehInDepot(v);
}
GetCompany(_current_company)->num_engines[p1]++;
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
InvalidateWindow(WC_COMPANY, v->owner);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
GetCompany(_current_company)->num_engines[p1]++;
}
return value;

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