(svn r2269) - CodeChange: no else after return; exchange some magic 0xffff with INVALID_VEHICLE, vehicle index is of type VehicleID

This commit is contained in:
Darkvater
2005-05-05 20:44:52 +00:00
parent df21566f9f
commit 42eb63a7de
2 changed files with 41 additions and 43 deletions

View File

@@ -207,7 +207,7 @@ static Vehicle *InitializeVehicle(Vehicle *v)
v->left_coord = INVALID_COORD;
v->first = NULL;
v->next = NULL;
v->next_hash = 0xffff;
v->next_hash = INVALID_VEHICLE;
v->string_id = 0;
v->next_shared = NULL;
v->prev_shared = NULL;
@@ -375,15 +375,20 @@ Vehicle *GetFirstVehicleInChain(const Vehicle *v)
Vehicle* u;
if (v->first != NULL) {
if (v->first->subtype == TS_Front_Engine) {
return v->first;
} else {
DEBUG(misc, 0) ("v->first cache faulty. We shouldn't be here");
}
if (v->first->subtype == TS_Front_Engine) return v->first;
DEBUG(misc, 0) ("v->first cache faulty. We shouldn't be here, rebuilding cache!");
}
/* It is the fact (currently) that newly built vehicles do not have
* their ->first pointer set. When this is the case, go up to the
* first engine and set the pointers correctly. Also the first pointer
* is not saved in a savegame, so this has to be fixed up after loading */
/* Find the 'locomotive' or the first wagon in a chain */
while ((u = GetPrevVehicleInChain(v)) != NULL) v = u;
/* Set the first pointer of all vehicles in that chain to the first wagon */
if (v->subtype == TS_Front_Engine)
for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v;
@@ -402,7 +407,7 @@ void DeleteVehicle(Vehicle *v)
DeleteName(v->string_id);
v->type = 0;
UpdateVehiclePosHash(v, INVALID_COORD, 0);
v->next_hash = 0xffff;
v->next_hash = INVALID_VEHICLE;
if (v->orders != NULL)
DeleteVehicleOrders(v);
@@ -414,7 +419,7 @@ void DeleteVehicleChain(Vehicle *v)
Vehicle *u = v;
v = v->next;
DeleteVehicle(u);
} while (v);
} while (v != NULL);
}
@@ -1716,40 +1721,36 @@ byte GetDirectionTowards(Vehicle *v, int x, int y)
byte GetVehicleTrackdir(const Vehicle* v)
{
if (v->vehstatus & VS_CRASHED)
return 0xff;
if (v->vehstatus & VS_CRASHED) return 0xFF;
switch(v->type)
{
case VEH_Train:
if (v->u.rail.track == 0x80)
/* We'll assume the train is facing outwards */
if (v->u.rail.track == 0x80) /* We'll assume the train is facing outwards */
return _dir_to_diag_trackdir[GetDepotDirection(v->tile, TRANSPORT_RAIL)]; /* Train in depot */
else if (v->u.rail.track == 0x40)
/* train in tunnel, so just use his direction and assume a diagonal track */
return _dir_to_diag_trackdir[(v->direction>>1)&3];
else
return _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][v->direction];
if (v->u.rail.track == 0x40) /* train in tunnel, so just use his direction and assume a diagonal track */
return _dir_to_diag_trackdir[(v->direction >> 1) & 3];
return _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][v->direction];
break;
case VEH_Ship:
if (v->u.ship.state == 0x80)
/* We'll assume the ship is facing outwards */
if (v->u.ship.state == 0x80) /* We'll assume the ship is facing outwards */
return _dir_to_diag_trackdir[GetDepotDirection(v->tile, TRANSPORT_WATER)]; /* Ship in depot */
else
return _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.ship.state)][v->direction];
return _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.ship.state)][v->direction];
break;
case VEH_Road:
if (v->u.road.state == 254)
/* We'll assume the road vehicle is facing outwards */
if (v->u.road.state == 254) /* We'll assume the road vehicle is facing outwards */
return _dir_to_diag_trackdir[GetDepotDirection(v->tile, TRANSPORT_ROAD)]; /* Road vehicle in depot */
else if (IsRoadStationTile(v->tile))
/* We'll assume the road vehicle is facing outwards */
if (IsRoadStationTile(v->tile)) /* We'll assume the road vehicle is facing outwards */
return _dir_to_diag_trackdir[GetRoadStationDir(v->tile)]; /* Road vehicle in a station */
else
return _dir_to_diag_trackdir[(v->direction>>1)&3];
case VEH_Aircraft:
case VEH_Special:
case VEH_Disaster:
default:
return 0xFF;
return _dir_to_diag_trackdir[(v->direction >> 1) & 3];
break;
/* case VEH_Aircraft: case VEH_Special: case VEH_Disaster: */
default: return 0xFF;
}
}
/* Return value has bit 0x2 set, when the vehicle enters a station. Then,