Fix indentation/whitespace issues in breakdown code.

pull/3/head
Jonathan G Rennison 9 years ago
parent 0650568aee
commit 876a21b3c1

@ -1193,76 +1193,75 @@ static const byte _breakdown_chances[4][4] = {
* @param v the vehicle in question.
* @param r the random number to use. (Note that bits 0..6 are already used)
*/
void
DetermineBreakdownType( Vehicle *v, uint32 r ) {
void DetermineBreakdownType(Vehicle *v, uint32 r) {
/* if 'improved breakdowns' is off, just do the classic breakdown */
if ( !_settings_game.vehicle.improved_breakdowns ) {
if (!_settings_game.vehicle.improved_breakdowns) {
v->breakdown_type = BREAKDOWN_CRITICAL;
v->breakdown_severity = 40; //only used by aircraft (321 km/h)
return;
}
byte rand = GB( r, 8, 8 );
byte rand = GB(r, 8, 8);
const byte *breakdown_type_chance = _breakdown_chances[v->type];
if ( v->type == VEH_AIRCRAFT ) {
if ( rand <= breakdown_type_chance[BREAKDOWN_AIRCRAFT_SPEED] ) {
if (v->type == VEH_AIRCRAFT) {
if (rand <= breakdown_type_chance[BREAKDOWN_AIRCRAFT_SPEED]) {
v->breakdown_type = BREAKDOWN_AIRCRAFT_SPEED;
/* all speed values here are 1/8th of the real max speed in km/h */
byte max_speed = min( AircraftVehInfo( v->engine_type )->max_speed >> 3, 255 );
byte min_speed = min( 15 + ( max_speed >> 2 ), AircraftVehInfo( v->engine_type )->max_speed >> 4 );
v->breakdown_severity = min_speed + ( ( ( v->reliability + GB( r, 16, 16 ) ) * ( max_speed - min_speed ) ) >> 17 );
} else if ( rand <= breakdown_type_chance[BREAKDOWN_AIRCRAFT_DEPOT] ) {
byte max_speed = min(AircraftVehInfo( v->engine_type )->max_speed >> 3, 255);
byte min_speed = min(15 + (max_speed >> 2), AircraftVehInfo(v->engine_type)->max_speed >> 4);
v->breakdown_severity = min_speed + (((v->reliability + GB(r, 16, 16)) * (max_speed - min_speed)) >> 17);
} else if (rand <= breakdown_type_chance[BREAKDOWN_AIRCRAFT_DEPOT]) {
v->breakdown_type = BREAKDOWN_AIRCRAFT_DEPOT;
} else if ( rand <= breakdown_type_chance[BREAKDOWN_AIRCRAFT_EM_LANDING] ) {
} else if (rand <= breakdown_type_chance[BREAKDOWN_AIRCRAFT_EM_LANDING]) {
/* emergency landings only happen when reliability < 87% */
if ( v->reliability < 0xDDDD ) {
if (v->reliability < 0xDDDD) {
v->breakdown_type = BREAKDOWN_AIRCRAFT_EM_LANDING;
} else {
/* try again */
DetermineBreakdownType( v, Random( ) );
DetermineBreakdownType(v, Random());
}
} else {
NOT_REACHED( );
NOT_REACHED();
}
return;
}
if ( rand <= breakdown_type_chance[BREAKDOWN_CRITICAL] ) {
if (rand <= breakdown_type_chance[BREAKDOWN_CRITICAL]) {
v->breakdown_type = BREAKDOWN_CRITICAL;
} else if ( rand <= breakdown_type_chance[BREAKDOWN_EM_STOP] ) {
} else if (rand <= breakdown_type_chance[BREAKDOWN_EM_STOP]) {
/* Non-front engines cannot have emergency stops */
if ( v->type == VEH_TRAIN && !( Train::From( v )->IsFrontEngine( ) ) ) {
return DetermineBreakdownType( v, Random( ) );
if (v->type == VEH_TRAIN && !(Train::From(v)->IsFrontEngine())) {
return DetermineBreakdownType(v, Random());
}
v->breakdown_type = BREAKDOWN_EM_STOP;
v->breakdown_delay >>= 2; //emergency stops don't last long (1/4 of normal)
} else if ( rand <= breakdown_type_chance[BREAKDOWN_LOW_SPEED] ) {
} else if (rand <= breakdown_type_chance[BREAKDOWN_LOW_SPEED]) {
v->breakdown_type = BREAKDOWN_LOW_SPEED;
/* average of random and reliability */
uint16 rand2 = ( GB( r, 16, 16 ) + v->reliability ) >> 1;
uint16 rand2 = (GB(r, 16, 16) + v->reliability) >> 1;
uint16 max_speed =
( v->type == VEH_TRAIN ) ?
GetVehicleProperty( v, PROP_TRAIN_SPEED, RailVehInfo( v->engine_type )->max_speed ) :
( v->type == VEH_ROAD ) ?
GetVehicleProperty( v, PROP_ROADVEH_SPEED, RoadVehInfo( v->engine_type )->max_speed ) :
( v->type == VEH_SHIP ) ?
GetVehicleProperty( v, PROP_SHIP_SPEED, ShipVehInfo( v->engine_type )->max_speed ) :
GetVehicleProperty( v, PROP_AIRCRAFT_SPEED, AircraftVehInfo( v->engine_type )->max_speed );
byte min_speed = min( 41, max_speed >> 2 );
(v->type == VEH_TRAIN) ?
GetVehicleProperty(v, PROP_TRAIN_SPEED, RailVehInfo(v->engine_type)->max_speed) :
(v->type == VEH_ROAD ) ?
GetVehicleProperty(v, PROP_ROADVEH_SPEED, RoadVehInfo(v->engine_type)->max_speed) :
(v->type == VEH_SHIP) ?
GetVehicleProperty(v, PROP_SHIP_SPEED, ShipVehInfo(v->engine_type)->max_speed ) :
GetVehicleProperty(v, PROP_AIRCRAFT_SPEED, AircraftVehInfo(v->engine_type)->max_speed);
byte min_speed = min(41, max_speed >> 2);
/* we use the min() function here because we want to use the real value of max_speed for the min_speed calculation */
max_speed = min( max_speed, 255 );
v->breakdown_severity = Clamp( ( max_speed * rand2 ) >> 16, min_speed, max_speed );
} else if ( rand <= breakdown_type_chance[BREAKDOWN_LOW_POWER] ) {
max_speed = min(max_speed, 255);
v->breakdown_severity = Clamp((max_speed * rand2) >> 16, min_speed, max_speed);
} else if (rand <= breakdown_type_chance[BREAKDOWN_LOW_POWER]) {
v->breakdown_type = BREAKDOWN_LOW_POWER;
/** within this type there are two possibilities: (50/50)
* power reduction (10-90%), or no power at all */
if ( GB( r, 7, 1 ) ) {
v->breakdown_severity = Clamp( ( GB( r, 16, 16 ) + v->reliability ) >> 9, 26, 231 );
if (GB(r, 7, 1)) {
v->breakdown_severity = Clamp((GB(r, 16, 16) + v->reliability) >> 9, 26, 231);
} else {
v->breakdown_severity = 0;
}
} else {
NOT_REACHED( );
NOT_REACHED();
}
}
@ -1300,10 +1299,10 @@ void CheckVehicleBreakdown(Vehicle *v)
* However, because breakdowns are no longer by definition a complete stop,
* their impact will be significantly less.
*/
if ( (uint32) ( 0xffff - v->reliability ) * _settings_game.difficulty.vehicle_breakdowns * chance > GB( r1, 0, 24 ) * 10 ) {
v->breakdown_ctr = GB( r1, 24, 6 ) + 0xF;
v->breakdown_delay = GB( r2, 0, 7 ) + 0x80;
DetermineBreakdownType( v, r2 );
if ((uint32) (0xffff - v->reliability) * _settings_game.difficulty.vehicle_breakdowns * chance > GB(r1, 0, 24) * 10) {
v->breakdown_ctr = GB(r1, 24, 6) + 0xF;
v->breakdown_delay = GB(r2, 0, 7) + 0x80;
DetermineBreakdownType(v, r2);
}
}
@ -1341,22 +1340,21 @@ bool Vehicle::HandleBreakdown()
(this->current_order.GetDepotOrderType() & ODTFB_BREAKDOWN) &&
GetTargetAirportIfValid(Aircraft::From(this)) != NULL)) return false;
FindBreakdownDestination(Aircraft::From(this));
} else if ( this->type == VEH_TRAIN ) {
if ( this->breakdown_type == BREAKDOWN_LOW_POWER ||
this->First( )->cur_speed <= ( ( this->breakdown_type == BREAKDOWN_LOW_SPEED ) ? this->breakdown_severity : 0 ) ) {
switch ( this->breakdown_type ) {
} else if (this->type == VEH_TRAIN) {
if (this->breakdown_type == BREAKDOWN_LOW_POWER ||
this->First()->cur_speed <= ((this->breakdown_type == BREAKDOWN_LOW_SPEED) ? this->breakdown_severity : 0)) {
switch (this->breakdown_type) {
case BREAKDOWN_CRITICAL:
if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
bool train_or_ship = this->type == VEH_TRAIN || this->type == VEH_SHIP;
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
(train_or_ship ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
(train_or_ship ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
}
if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
bool train_or_ship = this->type == VEH_TRAIN || this->type == VEH_SHIP;
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ?
(train_or_ship ? SND_10_TRAIN_BREAKDOWN : SND_0F_VEHICLE_BREAKDOWN) :
(train_or_ship ? SND_3A_COMEDY_BREAKDOWN_2 : SND_35_COMEDY_BREAKDOWN), this);
}
if (!(this->vehstatus & VS_HIDDEN)) {
EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->animation_state = this->breakdown_delay * 2;
}
EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->animation_state = this->breakdown_delay * 2;
}
/* Max Speed reduction*/
if (_settings_game.vehicle.improved_breakdowns) {
if (!HasBit(Train::From(this)->flags,VRF_NEED_REPAIR)) {
@ -1364,15 +1362,13 @@ bool Vehicle::HandleBreakdown()
const RailVehicleInfo *rvi = &e->u.rail;
if (rvi->max_speed > this->vcache.cached_max_speed)
this->vcache.cached_max_speed = rvi->max_speed;
}
this->vcache.cached_max_speed =
min(
this->vcache.cached_max_speed - (this->vcache.cached_max_speed >> 1) / Train::From(this->First())->tcache.cached_num_engines + 1,
this->vcache.cached_max_speed);
}
this->vcache.cached_max_speed = min(this->vcache.cached_max_speed -
(this->vcache.cached_max_speed >> 1) / Train::From(this->First())->tcache.cached_num_engines + 1, this->vcache.cached_max_speed);
SetBit(Train::From(this)->flags, VRF_NEED_REPAIR);
Train::From(this->First())->ConsistChanged(CCF_TRACK);
}
/* FALL THROUGH */
/* FALL THROUGH */
case BREAKDOWN_EM_STOP:
CheckBreakdownFlags(Train::From(this->First()));
SetBit(Train::From(this->First())->flags, VRF_BREAKDOWN_STOPPED);
@ -1385,26 +1381,25 @@ bool Vehicle::HandleBreakdown()
SetBit(Train::From(this->First())->flags, VRF_BREAKDOWN_POWER);
break;
default: NOT_REACHED();
}
}
this->First()->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
} else {
this->breakdown_ctr = 2; // wait until slowdown
this->breakdowns_since_last_service--;
SetBit( Train::From( this )->flags, VRF_BREAKDOWN_BRAKING );
SetBit(Train::From(this)->flags, VRF_BREAKDOWN_BRAKING);
return false;
}
if ( ( !( this->vehstatus & VS_HIDDEN ) ) && ( ( this->breakdown_type == BREAKDOWN_LOW_SPEED || this->breakdown_type == BREAKDOWN_LOW_POWER ) && ( this->tick_counter & 0x1F ) == 0 ) ) {
CreateEffectVehicleRel( this, 0, 0, 2, EV_BREAKDOWN_SMOKE ); //some grey clouds to indicate a broken engine
}
}
if ((!(this->vehstatus & VS_HIDDEN)) && ((this->breakdown_type == BREAKDOWN_LOW_SPEED || this->breakdown_type == BREAKDOWN_LOW_POWER) && (this->tick_counter & 0x1F) == 0)) {
CreateEffectVehicleRel(this, 0, 0, 2, EV_BREAKDOWN_SMOKE); //some grey clouds to indicate a broken engine
}
} else {
switch ( this->breakdown_type ) {
switch (this->breakdown_type) {
case BREAKDOWN_CRITICAL:
if ( !PlayVehicleSound( this, VSE_BREAKDOWN ) ) {
SndPlayVehicleFx( ( _settings_game.game_creation.landscape != LT_TOYLAND ) ? SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, this );
}
if (!PlayVehicleSound(this, VSE_BREAKDOWN)) {
SndPlayVehicleFx((_settings_game.game_creation.landscape != LT_TOYLAND) ? SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, this);
}
if (!(this->vehstatus & VS_HIDDEN)) {
EffectVehicle *u = CreateEffectVehicleRel(this, 4, 4, 5, EV_BREAKDOWN_SMOKE);
if (u != NULL) u->animation_state = this->breakdown_delay * 2;
@ -1417,18 +1412,18 @@ bool Vehicle::HandleBreakdown()
case BREAKDOWN_LOW_POWER:
/* do nothing */
break;
default: NOT_REACHED( );
default: NOT_REACHED();
}
if ( ( !( this->vehstatus & VS_HIDDEN ) ) && (
( this->breakdown_type == BREAKDOWN_LOW_SPEED || this->breakdown_type == BREAKDOWN_LOW_POWER ) &&
( this->tick_counter & 0x1F ) == 0 ) ) {
if ((!(this->vehstatus & VS_HIDDEN)) &&
((this->breakdown_type == BREAKDOWN_LOW_SPEED || this->breakdown_type == BREAKDOWN_LOW_POWER) &&
(this->tick_counter & 0x1F) == 0)) {
/* Some gray clouds to indicate a broken RV */
CreateEffectVehicleRel( this, 0, 0, 2, EV_BREAKDOWN_SMOKE );
CreateEffectVehicleRel(this, 0, 0, 2, EV_BREAKDOWN_SMOKE);
}
this->First()->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
SetWindowDirty(WC_VEHICLE_DETAILS, this->index);
return (this->breakdown_type == BREAKDOWN_CRITICAL || this->breakdown_type == BREAKDOWN_EM_STOP );
return (this->breakdown_type == BREAKDOWN_CRITICAL || this->breakdown_type == BREAKDOWN_EM_STOP);
}
/* FALL THROUGH */
@ -1440,16 +1435,16 @@ bool Vehicle::HandleBreakdown()
if ((this->tick_counter & (this->type == VEH_TRAIN ? 3 : 1)) == 0) {
if (--this->breakdown_delay == 0) {
this->breakdown_ctr = 0;
if( this->type == VEH_TRAIN ) {
if(this->type == VEH_TRAIN) {
CheckBreakdownFlags(Train::From(this->First()));
this->First()->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->First()->index);
} else {
this->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
this->MarkDirty();
SetWindowDirty(WC_VEHICLE_VIEW, this->index);
}
}
}
}
return (this->breakdown_type == BREAKDOWN_CRITICAL || this->breakdown_type == BREAKDOWN_EM_STOP);
default:

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