(svn r16302) -Codechange: remove Vehicle::AllocateList

This commit is contained in:
smatz
2009-05-13 21:38:23 +00:00
parent c0ed9f779b
commit a1addc1d95
6 changed files with 47 additions and 94 deletions

View File

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