(svn r11003) -Codechange: replace Vehicle->next to Vehicle->Next() and Vehicle->SetNext() so we can trap instances that change a next pointer and (in the future) update the first/previous pointers based on that.
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@@ -243,12 +243,12 @@ void AfterLoadVehicles()
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v->cur_image = v->GetImage(v->direction);
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/* The plane's shadow will have the same image as the plane */
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Vehicle *shadow = v->next;
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Vehicle *shadow = v->Next();
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shadow->cur_image = v->cur_image;
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/* In the case of a helicopter we will update the rotor sprites */
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if (v->subtype == AIR_HELICOPTER) {
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Vehicle *rotor = shadow->next;
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Vehicle *rotor = shadow->Next();
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rotor->cur_image = GetRotorImage(v);
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}
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@@ -462,7 +462,7 @@ void InitializeVehicles()
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Vehicle *GetLastVehicleInChain(Vehicle *v)
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{
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while (v->next != NULL) v = v->next;
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while (v->Next() != NULL) v = v->Next();
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return v;
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}
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@@ -476,7 +476,7 @@ static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v)
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{
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Vehicle *u;
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FOR_ALL_VEHICLES(u) if (u->type == v->type && u->next == v) return u;
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FOR_ALL_VEHICLES(u) if (u->type == v->type && u->Next() == v) return u;
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return NULL;
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}
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@@ -495,7 +495,7 @@ Vehicle *GetPrevVehicleInChain(const Vehicle *v)
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/* Check to see if this is the first */
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if (v == u) return NULL;
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for (; u->next != v; u = u->next) assert(u->next != NULL);
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for (; u->Next() != v; u = u->Next()) assert(u->Next() != NULL);
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return u;
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}
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@@ -532,7 +532,7 @@ Vehicle *GetFirstVehicleInChain(const Vehicle *v)
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/* Set the first pointer of all vehicles in that chain to the first wagon */
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if ((v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) ||
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(v->type == VEH_ROAD && IsRoadVehFront(v))) {
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for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v;
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for (u = (Vehicle *)v; u != NULL; u = u->Next()) u->first = (Vehicle *)v;
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}
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return (Vehicle*)v;
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@@ -541,7 +541,7 @@ Vehicle *GetFirstVehicleInChain(const Vehicle *v)
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uint CountVehiclesInChain(const Vehicle* v)
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{
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uint count = 0;
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do count++; while ((v = v->next) != NULL);
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do count++; while ((v = v->Next()) != NULL);
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return count;
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}
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@@ -594,7 +594,7 @@ void Vehicle::PreDestructor()
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* destroy vehicle, which on his turn can remove any
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* other artic parts. */
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if ((this->type == VEH_TRAIN && EngineHasArticPart(this)) || (this->type == VEH_ROAD && RoadVehHasArticPart(this))) {
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delete this->next;
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delete this->Next();
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}
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}
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@@ -626,7 +626,7 @@ void DeleteVehicleChain(Vehicle *v)
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do {
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Vehicle *u = v;
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v = v->next;
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v = v->Next();
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delete u;
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} while (v != NULL);
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}
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@@ -1777,7 +1777,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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int veh_counter = 0;
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do {
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veh_counter++;
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} while ((v = v->next) != NULL);
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} while ((v = v->Next()) != NULL);
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if (!Vehicle::AllocateList(NULL, veh_counter)) {
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@@ -1861,7 +1861,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (w->type == VEH_TRAIN && EngineHasArticPart(w)) {
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w = GetNextArticPart(w);
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} else if (w->type == VEH_ROAD && RoadVehHasArticPart(w)) {
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w = w->next;
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w = w->Next();
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} else {
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break;
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}
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@@ -1876,7 +1876,7 @@ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (v->type == VEH_TRAIN && EngineHasArticPart(v)) {
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v = GetNextArticPart(v);
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} else if (v->type == VEH_ROAD && RoadVehHasArticPart(v)) {
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v = v->next;
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v = v->Next();
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} else {
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break;
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}
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@@ -2153,7 +2153,7 @@ uint8 CalcPercentVehicleFilled(Vehicle *v, StringID *color)
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const Station *st = GetStation(v->last_station_visited);
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/* Count up max and used */
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for (; v != NULL; v = v->next) {
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for (; v != NULL; v = v->Next()) {
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count += v->cargo.Count();
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max += v->cargo_cap;
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if (v->cargo_cap != 0) {
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