(svn r16412) -Cleanup: Shuffle vehicle pointers in AddArticulatedParts(), and remove two of them.

pull/155/head
frosch 15 years ago
parent 8ae1c5d908
commit e60a1ec090

@ -286,32 +286,31 @@ void CheckConsistencyOfArticulatedVehicle(const Vehicle *v)
void AddArticulatedParts(Vehicle *first, VehicleType type)
{
const Vehicle *v = first;
Vehicle *u = first;
if (!HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) return;
if (!HasBit(EngInfo(first->engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) return;
Vehicle *v = first;
for (uint i = 1; i < MAX_ARTICULATED_PARTS; i++) {
uint16 callback = GetVehicleCallback(CBID_VEHICLE_ARTIC_ENGINE, i, 0, v->engine_type, v);
uint16 callback = GetVehicleCallback(CBID_VEHICLE_ARTIC_ENGINE, i, 0, first->engine_type, first);
if (callback == CALLBACK_FAILED || GB(callback, 0, 8) == 0xFF) return;
/* In the (very rare) case the GRF reported wrong number of articulated parts
* and we run out of available vehicles, bail out. */
if (!Vehicle::CanAllocateItem()) return;
EngineID engine_type = GetNewEngineID(GetEngineGRF(v->engine_type), type, GB(callback, 0, 7));
EngineID engine_type = GetNewEngineID(GetEngineGRF(first->engine_type), type, GB(callback, 0, 7));
bool flip_image = HasBit(callback, 7);
Vehicle *previous = u;
const Engine *e_artic = Engine::Get(engine_type);
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN: {
Train *front = (Train *)v;
Train *front = (Train *)first;
Train *t = new Train();
v->SetNext(t);
v = t;
t->subtype = 0;
previous->SetNext(t);
t->track = front->track;
t->railtype = front->railtype;
t->tcache.first_engine = front->engine_type;
@ -326,14 +325,15 @@ void AddArticulatedParts(Vehicle *first, VehicleType type)
}
SetArticulatedPart(t);
u = t;
} break;
case VEH_ROAD: {
RoadVehicle *front = (RoadVehicle *)v;
RoadVehicle *front = (RoadVehicle *)first;
RoadVehicle *rv = new RoadVehicle();
v->SetNext(rv);
v = rv;
rv->subtype = 0;
previous->SetNext(rv);
rv->rcache.first_engine = front->engine_type;
rv->rcache.cached_veh_length = 8; // Callback is called when the consist is finished
rv->state = RVSB_IN_DEPOT;
@ -351,30 +351,29 @@ void AddArticulatedParts(Vehicle *first, VehicleType type)
}
SetRoadVehArticPart(rv);
u = rv;
} break;
}
/* get common values from first engine */
u->direction = v->direction;
u->owner = v->owner;
u->tile = v->tile;
u->x_pos = v->x_pos;
u->y_pos = v->y_pos;
u->z_pos = v->z_pos;
u->build_year = v->build_year;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->cargo_subtype = 0;
u->max_speed = 0;
u->max_age = 0;
u->engine_type = engine_type;
u->value = 0;
u->cur_image = SPR_IMG_QUERY;
u->random_bits = VehicleRandomBits();
if (flip_image) u->spritenum++;
VehicleMove(u, false);
v->direction = first->direction;
v->owner = first->owner;
v->tile = first->tile;
v->x_pos = first->x_pos;
v->y_pos = first->y_pos;
v->z_pos = first->z_pos;
v->build_year = first->build_year;
v->vehstatus = first->vehstatus & ~VS_STOPPED;
v->cargo_subtype = 0;
v->max_speed = 0;
v->max_age = 0;
v->engine_type = engine_type;
v->value = 0;
v->cur_image = SPR_IMG_QUERY;
v->random_bits = VehicleRandomBits();
if (flip_image) v->spritenum++;
VehicleMove(v, false);
}
}

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