(svn r8110) -Codechange: direct Vehicle::current_order.type changes (to OT_LOADING and OT_LEAVESTATION) replaced by v->BeginLoading() and v->LeaveStation() calls. This should allow easy hooking of those state transitions in order to maintain vehicle loading queue.

pull/155/head
KUDr 18 years ago
parent a6c23ae1ed
commit 92e42d621d

@ -1370,7 +1370,7 @@ static void AircraftEntersTerminal(Vehicle *v)
}
old_order = v->current_order;
v->current_order.type = OT_LOADING;
v->BeginLoading();
v->current_order.flags = 0;
if (old_order.type == OT_GOTO_STATION &&

@ -750,8 +750,7 @@ static void HandleRoadVehLoading(Vehicle *v)
}
b = v->current_order;
v->current_order.type = OT_LEAVESTATION;
v->current_order.flags = 0;
v->LeaveStation();
if (!(b.flags & OF_NON_STOP)) return;
break;
}
@ -1508,7 +1507,7 @@ again:
RoadVehArrivesAt(v, st);
old_order = v->current_order;
v->current_order.type = OT_LOADING;
v->BeginLoading();
v->current_order.flags = 0;
if (old_order.type == OT_GOTO_STATION &&

@ -292,8 +292,7 @@ static void HandleShipLoading(Vehicle *v)
{
Order b = v->current_order;
v->current_order.type = OT_LEAVESTATION;
v->current_order.flags = 0;
v->LeaveStation();
if (!(b.flags & OF_NON_STOP)) return;
}
}
@ -704,7 +703,7 @@ static void ShipController(Vehicle *v)
/* Process station in the orderlist. */
st = GetStation(v->current_order.dest);
if (st->facilities & FACIL_DOCK) { /* ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations */
v->current_order.type = OT_LOADING;
v->BeginLoading();
v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER;
v->current_order.flags |= OF_NON_STOP;
ShipArrivesAt(v, st);
@ -717,7 +716,6 @@ static void ShipController(Vehicle *v)
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
} else { /* leave stations without docks right aways */
v->current_order.type = OT_LEAVESTATION;
v->current_order.flags = 0;
v->cur_order_index++;
InvalidateVehicleOrder(v);
}

@ -2647,8 +2647,7 @@ static void HandleTrainLoading(Vehicle *v, bool mode)
{
Order b = v->current_order;
v->current_order.type = OT_LEAVESTATION;
v->current_order.flags = 0;
v->LeaveStation();
// If this was not the final order, don't remove it from the list.
if (!(b.flags & OF_NON_STOP)) return;
@ -2721,12 +2720,12 @@ static void TrainEnterStation(Vehicle *v, StationID station)
v->current_order.dest == station) {
// Yeah, keep the load/unload flags
// Non Stop now means if the order should be increased.
v->current_order.type = OT_LOADING;
v->BeginLoading();
v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER;
v->current_order.flags |= OF_NON_STOP;
} else {
// No, just do a simple load
v->current_order.type = OT_LOADING;
v->BeginLoading();
v->current_order.flags = 0;
}
v->current_order.dest = 0;

@ -3227,3 +3227,17 @@ static void Load_VEHS(void)
extern const ChunkHandler _veh_chunk_handlers[] = {
{ 'VEHS', Save_VEHS, Load_VEHS, CH_SPARSE_ARRAY | CH_LAST},
};
void Vehicle::BeginLoading()
{
assert(IsTileType(tile, MP_STATION) || type == VEH_Ship);
current_order.type = OT_LOADING;
}
void Vehicle::LeaveStation()
{
assert(IsTileType(tile, MP_STATION) || type == VEH_Ship);
assert(current_order.type == OT_LOADING);
current_order.type = OT_LEAVESTATION;
current_order.flags = 0;
}

@ -251,6 +251,9 @@ struct Vehicle {
VehicleDisaster disaster;
VehicleShip ship;
} u;
void BeginLoading();
void LeaveStation();
};
#define is_custom_sprite(x) (x >= 0xFD)

Loading…
Cancel
Save