(svn r16302) -Codechange: remove Vehicle::AllocateList
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@@ -641,31 +641,28 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
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uint num_vehicles = 1 + CountArticulatedParts(engine, false);
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/* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */
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Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
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memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
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if (!Vehicle::AllocateList(vl, num_vehicles)) {
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/* Allow for the wagon and the articulated parts */
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if (!Vehicle::CanAllocateItem(num_vehicles)) {
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return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
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}
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if (flags & DC_EXEC) {
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Vehicle *v = vl[0];
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v->spritenum = rvi->image_index;
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Vehicle *u = NULL;
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Vehicle *w;
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FOR_ALL_VEHICLES(w) {
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/* do not connect new wagon with crashed/flooded consists */
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if (w->type == VEH_TRAIN && w->tile == tile &&
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IsFreeWagon(w) && w->engine_type == engine &&
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!HASBITS(w->vehstatus, VS_CRASHED)) { /// do not connect new wagon with crashed/flooded consists
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IsFreeWagon(w) && w->engine_type == engine &&
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!HASBITS(w->vehstatus, VS_CRASHED)) {
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u = GetLastVehicleInChain(w);
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break;
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}
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}
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v = new (v) Train();
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Vehicle *v = new Train();
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v->spritenum = rvi->image_index;
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v->engine_type = engine;
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DiagDirection dir = GetRailDepotDirection(tile);
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@@ -707,7 +704,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
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v->group_id = DEFAULT_GROUP;
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AddArticulatedParts(vl, VEH_TRAIN);
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AddArticulatedParts(v, VEH_TRAIN);
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_new_vehicle_id = v->index;
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@@ -743,9 +740,11 @@ static void NormalizeTrainVehInDepot(const Vehicle *u)
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}
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}
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static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u)
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static void AddRearEngineToMultiheadedTrain(Vehicle *v)
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{
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u = new (u) Train();
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Vehicle *u = new Train();
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v->value >>= 1;
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u->value = v->value;
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u->direction = v->direction;
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u->owner = v->owner;
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u->tile = v->tile;
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@@ -755,20 +754,23 @@ static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u)
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u->u.rail.track = TRACK_BIT_DEPOT;
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u->vehstatus = v->vehstatus & ~VS_STOPPED;
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// u->subtype = 0;
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SetMultiheaded(u);
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u->spritenum = v->spritenum + 1;
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u->cargo_type = v->cargo_type;
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u->cargo_subtype = v->cargo_subtype;
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u->cargo_cap = v->cargo_cap;
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u->u.rail.railtype = v->u.rail.railtype;
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v->SetNext(u);
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u->engine_type = v->engine_type;
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u->build_year = v->build_year;
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v->value >>= 1;
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u->value = v->value;
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u->cur_image = 0xAC2;
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u->random_bits = VehicleRandomBits();
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SetMultiheaded(v);
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SetMultiheaded(u);
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v->SetNext(u);
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VehicleMove(u, false);
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/* Now we need to link the front and rear engines together */
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v->u.rail.other_multiheaded_part = u;
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u->u.rail.other_multiheaded_part = v;
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}
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/** Build a railroad vehicle.
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@@ -806,16 +808,11 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
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* We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
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if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
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/* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */
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Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
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memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
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if (!Vehicle::AllocateList(vl, num_vehicles)) {
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/* Allow for the dual-heads and the articulated parts */
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if (!Vehicle::CanAllocateItem(num_vehicles)) {
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return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
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}
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Vehicle *v = vl[0];
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UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
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if (unit_num > _settings_game.vehicle.max_trains) {
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return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
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@@ -826,7 +823,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
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int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
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int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
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v = new (v) Train();
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Vehicle *v = new Train();
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v->unitnumber = unit_num;
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v->direction = DiagDirToDir(dir);
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v->tile = tile;
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@@ -874,16 +871,9 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
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VehicleMove(v, false);
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if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
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SetMultiheaded(v);
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AddRearEngineToMultiheadedTrain(vl[0], vl[1]);
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/* Now we need to link the front and rear engines together
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* other_multiheaded_part is the pointer that links to the other half of the engine
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* vl[0] is the front and vl[1] is the rear
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*/
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vl[0]->u.rail.other_multiheaded_part = vl[1];
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vl[1]->u.rail.other_multiheaded_part = vl[0];
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AddRearEngineToMultiheadedTrain(v);
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} else {
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AddArticulatedParts(vl, VEH_TRAIN);
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AddArticulatedParts(v, VEH_TRAIN);
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}
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TrainConsistChanged(v, false);
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