(svn r14933) -Codechange: check the whether a pool item can be constructed instead of trying to make it and check for NULL.

This commit is contained in:
rubidium
2009-01-09 14:59:02 +00:00
parent 331b8dd7d4
commit f0b0691bfe
7 changed files with 88 additions and 115 deletions

View File

@@ -562,7 +562,6 @@ static void DisasterTick_Helicopter_Rotors(Vehicle *v)
static void DisasterTick_Big_Ufo(Vehicle *v)
{
byte z;
Vehicle *u, *w;
Town *t;
TileIndex tile;
TileIndex tile_org;
@@ -588,6 +587,7 @@ static void DisasterTick_Big_Ufo(Vehicle *v)
v->current_order.SetDestination(2);
Vehicle *u;
FOR_ALL_VEHICLES(u) {
if (u->type == VEH_TRAIN || u->type == VEH_ROAD) {
if (Delta(u->x_pos, v->x_pos) + Delta(u->y_pos, v->y_pos) <= 12 * TILE_SIZE) {
@@ -604,17 +604,16 @@ static void DisasterTick_Big_Ufo(Vehicle *v)
v->tile,
0);
u = new DisasterVehicle();
if (u == NULL) {
if (!Vehicle::CanAllocateItem(2)) {
delete v;
return;
}
u = new DisasterVehicle();
InitializeDisasterVehicle(u, -6 * TILE_SIZE, v->y_pos, 135, DIR_SW, ST_Big_Ufo_Destroyer);
u->u.disaster.big_ufo_destroyer_target = v->index;
w = new DisasterVehicle();
if (w == NULL) return;
Vehicle *w = new DisasterVehicle();
u->SetNext(w);
InitializeDisasterVehicle(w, -6 * TILE_SIZE, v->y_pos, 0, DIR_SW, ST_Big_Ufo_Destroyer_Shadow);
@@ -756,14 +755,13 @@ typedef void DisasterInitProc();
* otherwise crashes on a random tile */
static void Disaster_Zeppeliner_Init()
{
Vehicle *v = new DisasterVehicle(), *u;
Station *st;
int x;
if (!Vehicle::CanAllocateItem(2)) return;
if (v == NULL) return;
Vehicle *v = new DisasterVehicle();
Station *st;
/* Pick a random place, unless we find a small airport */
x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
FOR_ALL_STATIONS(st) {
if (st->airport_tile != INVALID_TILE &&
@@ -776,13 +774,11 @@ static void Disaster_Zeppeliner_Init()
InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner);
/* Allocate shadow too? */
u = new DisasterVehicle();
if (u != NULL) {
v->SetNext(u);
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
u->vehstatus |= VS_SHADOW;
}
/* Allocate shadow */
Vehicle *u = new DisasterVehicle();
v->SetNext(u);
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
u->vehstatus |= VS_SHADOW;
}
@@ -790,35 +786,29 @@ static void Disaster_Zeppeliner_Init()
* until it locates a road vehicle which it targets and then destroys */
static void Disaster_Small_Ufo_Init()
{
Vehicle *v = new DisasterVehicle(), *u;
int x;
if (!Vehicle::CanAllocateItem(2)) return;
if (v == NULL) return;
x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
Vehicle *v = new DisasterVehicle();
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Small_Ufo);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
/* Allocate shadow too? */
u = new DisasterVehicle();
if (u != NULL) {
v->SetNext(u);
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
u->vehstatus |= VS_SHADOW;
}
/* Allocate shadow */
Vehicle *u = new DisasterVehicle();
v->SetNext(u);
InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
u->vehstatus |= VS_SHADOW;
}
/* Combat airplane which destroys an oil refinery */
static void Disaster_Airplane_Init()
{
Industry *i, *found;
Vehicle *v, *u;
int x, y;
if (!Vehicle::CanAllocateItem(2)) return;
found = NULL;
Industry *i, *found = NULL;
FOR_ALL_INDUSTRIES(i) {
if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_AIRPLANE_ATTACKS) &&
@@ -829,32 +819,27 @@ static void Disaster_Airplane_Init()
if (found == NULL) return;
v = new DisasterVehicle();
if (v == NULL) return;
Vehicle *v = new DisasterVehicle();
/* Start from the bottom (south side) of the map */
x = (MapSizeX() + 9) * TILE_SIZE - 1;
y = TileY(found->xy) * TILE_SIZE + 37;
int x = (MapSizeX() + 9) * TILE_SIZE - 1;
int y = TileY(found->xy) * TILE_SIZE + 37;
InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_Airplane);
u = new DisasterVehicle();
if (u != NULL) {
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
u->vehstatus |= VS_SHADOW;
}
Vehicle *u = new DisasterVehicle();
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
u->vehstatus |= VS_SHADOW;
}
/** Combat helicopter that destroys a factory */
static void Disaster_Helicopter_Init()
{
Industry *i, *found;
Vehicle *v, *u, *w;
int x, y;
if (!Vehicle::CanAllocateItem(3)) return;
found = NULL;
Industry *i, *found = NULL;
FOR_ALL_INDUSTRIES(i) {
if ((GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_CHOPPER_ATTACKS) &&
@@ -865,26 +850,21 @@ static void Disaster_Helicopter_Init()
if (found == NULL) return;
v = new DisasterVehicle();
if (v == NULL) return;
Vehicle *v = new DisasterVehicle();
x = -16 * TILE_SIZE;
y = TileY(found->xy) * TILE_SIZE + 37;
int x = -16 * TILE_SIZE;
int y = TileY(found->xy) * TILE_SIZE + 37;
InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter);
u = new DisasterVehicle();
if (u != NULL) {
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
u->vehstatus |= VS_SHADOW;
Vehicle *u = new DisasterVehicle();
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
u->vehstatus |= VS_SHADOW;
w = new DisasterVehicle();
if (w != NULL) {
u->SetNext(w);
InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
}
}
Vehicle *w = new DisasterVehicle();
u->SetNext(w);
InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
}
@@ -892,40 +872,34 @@ static void Disaster_Helicopter_Init()
* down by a combat airplane, destroying the surroundings */
static void Disaster_Big_Ufo_Init()
{
Vehicle *v = new DisasterVehicle(), *u;
int x, y;
if (!Vehicle::CanAllocateItem(2)) return;
if (v == NULL) return;
Vehicle *v = new DisasterVehicle();
int x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
int y = MapMaxX() * TILE_SIZE - 1;
x = TileX(Random()) * TILE_SIZE + TILE_SIZE / 2;
y = MapMaxX() * TILE_SIZE - 1;
InitializeDisasterVehicle(v, x, y, 135, DIR_NW, ST_Big_Ufo);
v->dest_tile = TileXY(MapSizeX() / 2, MapSizeY() / 2);
v->age = 0;
/* Allocate shadow too? */
u = new DisasterVehicle();
if (u != NULL) {
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
u->vehstatus |= VS_SHADOW;
}
/* Allocate shadow */
Vehicle *u = new DisasterVehicle();
v->SetNext(u);
InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
u->vehstatus |= VS_SHADOW;
}
/* Curious submarine #1, just floats around */
static void Disaster_Small_Submarine_Init()
{
if (!Vehicle::CanAllocateItem()) return;
Vehicle *v = new DisasterVehicle();
int x, y;
int y;
Direction dir;
uint32 r;
if (v == NULL) return;
r = Random();
x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
uint32 r = Random();
int x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
if (HasBit(r, 31)) {
y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1;
@@ -942,15 +916,13 @@ static void Disaster_Small_Submarine_Init()
/* Curious submarine #2, just floats around */
static void Disaster_Big_Submarine_Init()
{
if (!Vehicle::CanAllocateItem()) return;
Vehicle *v = new DisasterVehicle();
int x, y;
int y;
Direction dir;
uint32 r;
if (v == NULL) return;
r = Random();
x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
uint32 r = Random();
int x = TileX(r) * TILE_SIZE + TILE_SIZE / 2;
if (HasBit(r, 31)) {
y = MapMaxX() * TILE_SIZE - TILE_SIZE / 2 - 1;