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Codechange: Use C++ features for train wagon overrides. (#9141)

This removes the need for C-style array management and allows use of iterators to perform wagon override lookups.
This commit is contained in:
2021-04-30 12:03:07 +01:00
committed by GitHub
parent 665a3928e2
commit 3dbd6475fe
4 changed files with 13 additions and 55 deletions

View File

@@ -26,62 +26,29 @@
#include "safeguards.h"
struct WagonOverride {
EngineID *train_id;
uint trains;
CargoID cargo;
const SpriteGroup *group;
};
void SetWagonOverrideSprites(EngineID engine, CargoID cargo, const SpriteGroup *group, EngineID *train_id, uint trains)
{
Engine *e = Engine::Get(engine);
WagonOverride *wo;
assert(cargo < NUM_CARGO + 2); // Include CT_DEFAULT and CT_PURCHASE pseudo cargoes.
e->overrides_count++;
e->overrides = ReallocT(e->overrides, e->overrides_count);
wo = &e->overrides[e->overrides_count - 1];
WagonOverride *wo = &e->overrides.emplace_back();
wo->group = group;
wo->cargo = cargo;
wo->trains = trains;
wo->train_id = MallocT<EngineID>(trains);
memcpy(wo->train_id, train_id, trains * sizeof *train_id);
wo->engines.assign(train_id, train_id + trains);
}
const SpriteGroup *GetWagonOverrideSpriteSet(EngineID engine, CargoID cargo, EngineID overriding_engine)
{
const Engine *e = Engine::Get(engine);
for (uint i = 0; i < e->overrides_count; i++) {
const WagonOverride *wo = &e->overrides[i];
if (wo->cargo != cargo && wo->cargo != CT_DEFAULT) continue;
for (uint j = 0; j < wo->trains; j++) {
if (wo->train_id[j] == overriding_engine) return wo->group;
}
for (const WagonOverride &wo : e->overrides) {
if (wo.cargo != cargo && wo.cargo != CT_DEFAULT) continue;
if (std::find(wo.engines.begin(), wo.engines.end(), overriding_engine) != wo.engines.end()) return wo.group;
}
return nullptr;
}
/**
* Unload all wagon override sprite groups.
*/
void UnloadWagonOverrides(Engine *e)
{
for (uint i = 0; i < e->overrides_count; i++) {
WagonOverride *wo = &e->overrides[i];
free(wo->train_id);
}
free(e->overrides);
e->overrides_count = 0;
e->overrides = nullptr;
}
void SetCustomEngineSprites(EngineID engine, byte cargo, const SpriteGroup *group)
{
Engine *e = Engine::Get(engine);