(svn r20527) -Codechange: move the flood code and remove some redundant checks

This commit is contained in:
yexo 2010-08-17 19:52:44 +00:00
parent e2a1bf6e60
commit 5363eff08c

View File

@ -817,7 +817,21 @@ static void GetTileDesc_Water(TileIndex tile, TileDesc *td)
td->owner[0] = GetTileOwner(tile);
}
static void FloodVehicle(Vehicle *v);
/**
* Handle the flooding of a vehicle. This sets the vehicle state to crashed,
* creates a newsitem and dirties the necessary windows.
* @param v The vehicle to flood.
*/
static void FloodVehicle(Vehicle *v)
{
uint pass = v->Crash(true);
AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_FLOODED));
SetDParam(0, pass);
AddVehicleNewsItem(STR_NEWS_DISASTER_FLOOD_VEHICLE, NS_ACCIDENT, v->index);
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
/**
* Flood a vehicle if we are allowed to flood it, i.e. when it is on the ground.
@ -827,12 +841,34 @@ static void FloodVehicle(Vehicle *v);
*/
static Vehicle *FloodVehicleProc(Vehicle *v, void *data)
{
byte z = *(byte*)data;
if ((v->vehstatus & VS_CRASHED) != 0) return NULL;
if (v->type == VEH_DISASTER || (v->type == VEH_AIRCRAFT && v->subtype == AIR_SHADOW)) return NULL;
if (v->z_pos > z || (v->vehstatus & VS_CRASHED) != 0) return NULL;
switch (v->type) {
default: break;
case VEH_AIRCRAFT: {
if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) break;
if (v->subtype == AIR_SHADOW) break;
/* We compare v->z_pos against delta_z + 1 because the shadow
* is at delta_z and the actual aircraft at delta_z + 1. */
const Station *st = Station::GetByTile(v->tile);
const AirportFTAClass *airport = st->airport.GetFTA();
if (v->z_pos != airport->delta_z + 1) break;
FloodVehicle(v);
break;
}
case VEH_TRAIN:
case VEH_ROAD: {
byte z = *(byte*)data;
if (v->z_pos > z) break;
FloodVehicle(v->First());
break;
}
}
FloodVehicle(v);
return NULL;
}
@ -847,7 +883,6 @@ static void FloodVehicles(TileIndex tile)
if (IsAirportTile(tile)) {
const Station *st = Station::GetByTile(tile);
z = 1 + st->airport.GetFTA()->delta_z;
TILE_AREA_LOOP(tile, st->airport) {
if (st->TileBelongsToAirport(tile)) FindVehicleOnPos(tile, &z, &FloodVehicleProc);
}
@ -881,35 +916,6 @@ static void FloodVehicles(TileIndex tile)
FindVehicleOnPos(end, &z, &FloodVehicleProc);
}
static void FloodVehicle(Vehicle *v)
{
if ((v->vehstatus & VS_CRASHED) != 0) return;
if (v->type != VEH_TRAIN && v->type != VEH_ROAD && v->type != VEH_AIRCRAFT) return;
if (v->type == VEH_AIRCRAFT) {
/* Crashing aircraft are always at z_pos == 1, never on z_pos == 0,
* because that's always the shadow. Except for the heliport, because
* that station has a big z_offset for the aircraft. */
if (!IsAirportTile(v->tile) || GetTileMaxZ(v->tile) != 0) return;
const Station *st = Station::GetByTile(v->tile);
const AirportFTAClass *airport = st->airport.GetFTA();
if (v->z_pos != airport->delta_z + 1) return;
} else {
v = v->First();
}
uint pass = v->Crash(true);
AI::NewEvent(v->owner, new AIEventVehicleCrashed(v->index, v->tile, AIEventVehicleCrashed::CRASH_FLOODED));
SetDParam(0, pass);
AddVehicleNewsItem(STR_NEWS_DISASTER_FLOOD_VEHICLE,
NS_ACCIDENT,
v->index);
CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE);
SndPlayVehicleFx(SND_12_EXPLOSION, v);
}
/**
* Returns the behaviour of a tile during flooding.
*