mirror of https://github.com/OpenTTD/OpenTTD
(svn r10009) -Codechange: Add and use Vehicle::IsPrimaryVehicle to replace individual checks depending on the vehicle type.
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@ -135,6 +135,7 @@ struct Aircraft : public Vehicle {
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void UpdateDeltaXY(Direction direction);
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ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_AIRCRAFT_INC : EXPENSES_AIRCRAFT_RUN; }
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WindowClass GetVehicleListWindowClass() const { return WC_AIRCRAFT_LIST; }
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bool IsPrimaryVehicle() const { return IsNormalAircraft(this); }
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};
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#endif /* AIRCRAFT_H */
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@ -488,10 +488,10 @@ static void HandleCloneVehClick(const Vehicle *v, const Window *w)
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if (v == NULL) return;
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if (v->type == VEH_TRAIN && !IsFrontEngine(v)) {
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if (v->HasFront() && !v->IsPrimaryVehicle()) {
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v = GetFirstVehicleInChain(v);
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/* Do nothing when clicking on a train in depot with no loc attached */
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if (!IsFrontEngine(v)) return;
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if (v->type == VEH_TRAIN && !IsFrontEngine(v)) return;
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}
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switch (v->type) {
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@ -117,10 +117,7 @@ int UpdateCompanyRatingAndValue(Player *p, bool update)
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FOR_ALL_VEHICLES(v) {
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if (v->owner != owner) continue;
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if ((v->type == VEH_TRAIN && IsFrontEngine(v)) ||
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v->type == VEH_ROAD ||
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(v->type == VEH_AIRCRAFT && IsNormalAircraft(v)) ||
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v->type == VEH_SHIP) {
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if (IsPlayerBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
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num++;
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if (v->age > 730) {
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/* Find the vehicle with the lowest amount of profit */
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@ -211,7 +211,7 @@ int32 CmdAddVehicleGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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}
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Vehicle *v = GetVehicle(p2);
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if (v->owner != _current_player || (v->type == VEH_TRAIN && !IsFrontEngine(v))) return CMD_ERROR;
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if (v->owner != _current_player || !v->IsPrimaryVehicle()) return CMD_ERROR;
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if (flags & DC_EXEC) {
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DecreaseGroupNumVehicle(v->group_id);
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@ -254,14 +254,11 @@ int32 CmdAddSharedVehicleGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p
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Vehicle *v;
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VehicleType type = (VehicleType)p2;
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GroupID id_g = p1;
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uint subtype = (type == VEH_AIRCRAFT) ? AIR_AIRCRAFT : 0;
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/* Find the first front engine which belong to the group id_g
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* then add all shared vehicles of this front engine to the group id_g */
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FOR_ALL_VEHICLES(v) {
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if ((v->type == type) && (
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(type == VEH_TRAIN && IsFrontEngine(v)) ||
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(type != VEH_TRAIN && v->subtype <= subtype))) {
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if (v->type == type && v->IsPrimaryVehicle()) {
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if (v->group_id != id_g) continue;
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/* For each shared vehicles add it to the group */
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@ -295,14 +292,11 @@ int32 CmdRemoveAllVehiclesGroup(TileIndex tile, uint32 flags, uint32 p1, uint32
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if (flags & DC_EXEC) {
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GroupID old_g = p1;
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uint subtype = (type == VEH_AIRCRAFT) ? AIR_AIRCRAFT : 0;
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Vehicle *v;
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/* Find each Vehicle that belongs to the group old_g and add it to the default group */
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FOR_ALL_VEHICLES(v) {
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if ((v->type == type) && (
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(type == VEH_TRAIN && IsFrontEngine(v)) ||
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(type != VEH_TRAIN && v->subtype <= subtype))) {
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if (v->type == type && v->IsPrimaryVehicle()) {
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if (v->group_id != old_g) continue;
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/* Add The Vehicle to the default group */
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@ -348,7 +342,7 @@ int32 CmdSetGroupReplaceProtection(TileIndex tile, uint32 flags, uint32 p1, uint
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*/
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void RemoveVehicleFromGroup(const Vehicle *v)
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{
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if (!IsValidVehicle(v) || v->type != VEH_TRAIN || !IsFrontEngine(v)) return;
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if (!IsValidVehicle(v) || !(v->HasFront() && v->IsPrimaryVehicle())) return;
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if (!IsDefaultGroupID(v->group_id)) DecreaseGroupNumVehicle(v->group_id);
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}
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@ -320,9 +320,9 @@ static bool HandleOrderVehClick(const Vehicle *v, const Vehicle *u, Window *w)
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{
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if (u->type != v->type) return false;
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if (u->type == VEH_TRAIN && !IsFrontEngine(u)) {
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if (u->HasFront() && !u->IsPrimaryVehicle()) {
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u = GetFirstVehicleInChain(u);
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if (!IsFrontEngine(u)) return false;
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if (!u->IsPrimaryVehicle()) return false;
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}
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// v is vehicle getting orders. Only copy/clone orders if vehicle doesn't have any orders yet
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@ -43,6 +43,7 @@ struct RoadVehicle : public Vehicle {
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void UpdateDeltaXY(Direction direction);
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ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_ROADVEH_INC : EXPENSES_ROADVEH_RUN; }
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WindowClass GetVehicleListWindowClass() const { return WC_ROADVEH_LIST; }
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bool IsPrimaryVehicle() const { return true; }
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};
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#endif /* ROADVEH_H */
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@ -45,6 +45,7 @@ struct Ship: public Vehicle {
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ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_SHIP_INC : EXPENSES_SHIP_RUN; }
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WindowClass GetVehicleListWindowClass() const { return WC_SHIPS_LIST; }
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void PlayLeaveStationSound() const;
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bool IsPrimaryVehicle() const { return true; }
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};
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#endif /* SHIP_H */
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@ -270,6 +270,8 @@ struct Train : public Vehicle {
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ExpensesType GetExpenseType(bool income) const { return income ? EXPENSES_TRAIN_INC : EXPENSES_TRAIN_RUN; }
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WindowClass GetVehicleListWindowClass() const { return WC_TRAINS_LIST; }
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void PlayLeaveStationSound() const;
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bool IsPrimaryVehicle() const { return IsFrontEngine(this); }
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bool HasFront() const { return true; }
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};
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#endif /* TRAIN_H */
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@ -590,7 +590,7 @@ void DestroyVehicle(Vehicle *v)
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if (v->owner == _local_player) InvalidateAutoreplaceWindow(v->engine_type);
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if (IsValidGroupID(v->group_id)) GetGroup(v->group_id)->num_engines[v->engine_type]--;
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if (v->type != VEH_TRAIN || IsFrontEngine(v)) DecreaseGroupNumVehicle(v->group_id);
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if (v->IsPrimaryVehicle()) DecreaseGroupNumVehicle(v->group_id);
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}
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DeleteVehicleNews(v->index, INVALID_STRING_ID);
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@ -1997,16 +1997,13 @@ void BuildDepotVehicleList(VehicleType type, TileIndex tile, Vehicle ***engine_l
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*/
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uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type)
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{
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const byte subtype = (type != VEH_AIRCRAFT) ? (byte)Train_Front : (byte)AIR_AIRCRAFT;
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uint n = 0;
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const Vehicle *v;
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switch (window_type) {
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case VLW_STATION_LIST: {
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FOR_ALL_VEHICLES(v) {
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if (v->type == type && (
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(type == VEH_TRAIN && IsFrontEngine(v)) ||
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(type != VEH_TRAIN && v->subtype <= subtype))) {
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if (v->type == type && v->IsPrimaryVehicle()) {
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const Order *order;
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FOR_VEHICLE_ORDERS(v, order) {
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@ -2039,9 +2036,7 @@ uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array
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case VLW_STANDARD: {
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FOR_ALL_VEHICLES(v) {
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if (v->type == type && v->owner == owner && (
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(type == VEH_TRAIN && IsFrontEngine(v)) ||
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(type != VEH_TRAIN && v->subtype <= subtype))) {
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if (v->type == type && v->owner == owner && v->IsPrimaryVehicle()) {
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/* TODO find a better estimate on the total number of vehicles for current player */
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if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles()/4);
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(*sort_list)[n++] = v;
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@ -2052,9 +2047,7 @@ uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array
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case VLW_DEPOT_LIST: {
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FOR_ALL_VEHICLES(v) {
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if (v->type == type && (
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(type == VEH_TRAIN && IsFrontEngine(v)) ||
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(type != VEH_TRAIN && v->subtype <= subtype))) {
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if (v->type == type && v->IsPrimaryVehicle()) {
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const Order *order;
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FOR_VEHICLE_ORDERS(v, order) {
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@ -2071,10 +2064,8 @@ uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array
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case VLW_GROUP_LIST:
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FOR_ALL_VEHICLES(v) {
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if (v->type == type && (
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(type == VEH_TRAIN && IsFrontEngine(v)) ||
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(type != VEH_TRAIN && v->subtype <= subtype)
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) && v->owner == owner && v->group_id == index) {
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if (v->type == type && v->IsPrimaryVehicle() &&
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v->owner == owner && v->group_id == index) {
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if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles() / 4);
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(*sort_list)[n++] = v;
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@ -399,6 +399,17 @@ struct Vehicle {
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* Play the sound associated with leaving the station
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*/
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virtual void PlayLeaveStationSound() const {}
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/**
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* Whether this is the primary vehicle in the chain.
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*/
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virtual bool IsPrimaryVehicle() const { return false; }
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/**
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* Whether this vehicle understands the concept of a front engine, so
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* basically, if GetFirstVehicleInChain() can be called for it.
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*/
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virtual bool HasFront() const { return false; }
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};
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/**
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