(svn r20531) -Codechange: unify quite a bit of the vehicle building commands

This commit is contained in:
rubidium
2010-08-17 23:15:55 +00:00
parent bf29e5d860
commit c14853b72e
7 changed files with 154 additions and 230 deletions

View File

@@ -574,32 +574,27 @@ void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engin
}
}
static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandFlag flags)
/**
* Build a railroad wagon.
* @param tile tile of the depot where rail-vehicle is built.
* @param flags type of operation.
* @param e the engine to build.
* @param ret[out] the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildRailWagon(TileIndex tile, DoCommandFlag flags, const Engine *e, Vehicle **ret)
{
const Engine *e = Engine::Get(engine);
const RailVehicleInfo *rvi = &e->u.rail;
CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
/* Engines without valid cargo should not be available */
if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
if (flags & DC_QUERY_COST) return value;
/* Check that the wagon can drive on the track in question */
if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
uint num_vehicles = 1 + CountArticulatedParts(engine, false);
/* 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) {
Train *v = new Train();
*ret = v;
v->spritenum = rvi->image_index;
v->engine_type = engine;
v->engine_type = e->index;
v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
DiagDirection dir = GetRailDepotDirection(tile);
@@ -624,7 +619,6 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
v->cargo_type = e->GetDefaultCargoType();
v->cargo_cap = rvi->capacity;
v->value = value.GetCost();
v->railtype = rvi->railtype;
@@ -642,12 +636,6 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
v->First()->ConsistChanged(false);
UpdateTrainGroupID(v->First());
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
Company::Get(_current_company)->num_engines[engine]++;
CheckConsistencyOfArticulatedVehicle(v);
/* Try to connect the vehicle to one of free chains of wagons. */
@@ -655,7 +643,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
FOR_ALL_TRAINS(w) {
if (w->tile == tile && ///< Same depot
w->IsFreeWagon() && ///< A free wagon chain
w->engine_type == engine && ///< Same type
w->engine_type == e->index && ///< Same type
w->First() != v && ///< Don't connect to ourself
!(w->vehstatus & VS_CRASHED)) { ///< Not crashed/flooded
DoCommand(0, v->index | (w->Last()->index << 16), 1, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
@@ -664,7 +652,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
}
}
return value;
return CommandCost();
}
/** Move all free vehicles in the depot to the train */
@@ -715,60 +703,30 @@ static void AddRearEngineToMultiheadedTrain(Train *v)
/**
* Build a railroad vehicle.
* @param tile tile of the depot where rail-vehicle is built
* @param flags type of operation
* @param p1 engine type id
* @param p2 bit 1 prevents any free cars from being added to the train
* @param text unused
* @return the cost of this operation or an error
* @param tile tile of the depot where rail-vehicle is built.
* @param flags type of operation.
* @param e the engine to build.
* @param data bit 0 prevents any free cars from being added to the train.
* @param ret[out] the vehicle that has been built.
* @return the cost of this operation or an error.
*/
CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret)
{
EngineID eid = GB(p1, 0, 16);
/* Check if the engine-type is valid (for the company) */
if (!IsEngineBuildable(eid, VEH_TRAIN, _current_company)) return_cmd_error(STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE);
const Engine *e = Engine::Get(eid);
const RailVehicleInfo *rvi = &e->u.rail;
CommandCost value(EXPENSES_NEW_VEHICLES, e->GetCost());
/* Engines with CT_INVALID should not be available */
if (e->GetDefaultCargoType() == CT_INVALID) return CMD_ERROR;
if (flags & DC_QUERY_COST) return value;
/* Check if the train is actually being built in a depot belonging
* to the company. Doesn't matter if only the cost is queried */
if (!IsRailDepotTile(tile)) return CMD_ERROR;
if (!IsTileOwner(tile, _current_company)) return CMD_ERROR;
if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(eid, tile, flags);
uint num_vehicles =
(rvi->railveh_type == RAILVEH_MULTIHEAD ? 2 : 1) +
CountArticulatedParts(eid, false);
if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
/* Check if depot and new engine uses the same kind of tracks *
* We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Allow for the dual-heads and the articulated parts */
if (!Vehicle::CanAllocateItem(num_vehicles)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
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);
}
if (flags & DC_EXEC) {
DiagDirection dir = GetRailDepotDirection(tile);
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
Train *v = new Train();
v->unitnumber = unit_num;
*ret = v;
v->direction = DiagDirToDir(dir);
v->tile = tile;
v->owner = _current_company;
@@ -781,10 +739,9 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
v->cargo_type = e->GetDefaultCargoType();
v->cargo_cap = rvi->capacity;
v->max_speed = rvi->max_speed;
v->value = value.GetCost();
v->last_station_visited = INVALID_STATION;
v->engine_type = eid;
v->engine_type = e->index;
v->tcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
v->reliability = e->reliability;
@@ -818,23 +775,14 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
v->ConsistChanged(false);
UpdateTrainGroupID(v);
if (!HasBit(p2, 1) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
NormalizeTrainVehInDepot(v);
}
InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
SetWindowDirty(WC_COMPANY, v->owner);
if (IsLocalCompany()) {
InvalidateAutoreplaceWindow(v->engine_type, v->group_id); // updates the replace Train window
}
Company::Get(_current_company)->num_engines[eid]++;
CheckConsistencyOfArticulatedVehicle(v);
}
return value;
return CommandCost();
}