Mercurial > hg > openttd
changeset 8892:bb542150b318 draft
(svn r12659) -Cleanup: some style cleanups in vehicle.cpp.
author | rubidium <rubidium@openttd.org> |
---|---|
date | Fri, 11 Apr 2008 13:19:44 +0000 |
parents | 384f81a7ba31 |
children | a51ef92edbd6 |
files | src/vehicle.cpp |
diffstat | 1 files changed, 76 insertions(+), 102 deletions(-) [+] |
line wrap: on
line diff
--- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -222,13 +222,13 @@ } -static void UpdateVehiclePosHash(Vehicle* v, int x, int y); +static void UpdateVehiclePosHash(Vehicle *v, int x, int y); void VehiclePositionChanged(Vehicle *v) { int img = v->cur_image; Point pt = RemapCoords(v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->z_pos); - const Sprite* spr = GetSprite(img); + const Sprite *spr = GetSprite(img); pt.x += spr->x_offs; pt.y += spr->y_offs; @@ -462,7 +462,7 @@ static Vehicle *_vehicle_position_hash[0x1000]; -static void UpdateVehiclePosHash(Vehicle* v, int x, int y) +static void UpdateVehiclePosHash(Vehicle *v, int x, int y) { UpdateNewVehiclePosHash(v, x == INVALID_COORD); @@ -764,13 +764,9 @@ static void DoDrawVehicle(const Vehicle *v) { SpriteID image = v->cur_image; - SpriteID pal; - - if (v->vehstatus & VS_DEFPAL) { - pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); - } else { - pal = PAL_NONE; - } + SpriteID pal = PAL_NONE; + + if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs, v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0); @@ -1298,11 +1294,9 @@ * multiplayer!! (that is: in ToyLand) */ uint et; - const BubbleMovement *b; v->progress++; - if ((v->progress & 3) != 0) - return; + if ((v->progress & 3) != 0) return; BeginVehicleMove(v); @@ -1323,7 +1317,7 @@ et = v->engine_type + 1; } - b = &_bubble_movement[v->spritenum - 1][et]; + const BubbleMovement *b = &_bubble_movement[v->spritenum - 1][et]; if (b->y == 4 && b->x == 0) { EndVehicleMove(v); @@ -1394,9 +1388,7 @@ Vehicle *CreateEffectVehicle(int x, int y, int z, EffectVehicle type) { - Vehicle *v; - - v = new SpecialVehicle(); + Vehicle *v = new SpecialVehicle(); if (v != NULL) { v->subtype = type; v->x_pos = x; @@ -1437,9 +1429,7 @@ Vehicle *found = NULL, *v; uint dist, best_dist = (uint)-1; - if ( (uint)(x -= vp->left) >= (uint)vp->width || - (uint)(y -= vp->top) >= (uint)vp->height) - return NULL; + if ((uint)(x -= vp->left) >= (uint)vp->width || (uint)(y -= vp->top) >= (uint)vp->height) return NULL; x = ScaleByZoom(x, vp->zoom) + vp->virtual_left; y = ScaleByZoom(y, vp->zoom) + vp->virtual_top; @@ -1450,8 +1440,8 @@ y >= v->top_coord && y <= v->bottom_coord) { dist = max( - abs( ((v->left_coord + v->right_coord)>>1) - x ), - abs( ((v->top_coord + v->bottom_coord)>>1) - y ) + abs(((v->left_coord + v->right_coord) >> 1) - x), + abs(((v->top_coord + v->bottom_coord) >> 1) - y) ); if (dist < best_dist) { @@ -1494,8 +1484,6 @@ void CheckVehicleBreakdown(Vehicle *v) { int rel, rel_old; - uint32 r; - int chance; /* decrease reliability */ v->reliability = rel = max((rel_old = v->reliability) - v->reliability_spd_dec, 0); @@ -1507,10 +1495,10 @@ return; } - r = Random(); + uint32 r = Random(); /* increase chance of failure */ - chance = v->breakdown_chance + 1; + int chance = v->breakdown_chance + 1; if (Chance16I(1,25,r)) chance += 25; v->breakdown_chance = min(255, chance); @@ -1585,7 +1573,6 @@ uint16 engine_list_length = 0; uint16 engine_count = 0; CommandCost return_value = CMD_ERROR; - uint i; uint stop_command; VehicleType vehicle_type = (VehicleType)GB(p2, 0, 5); bool start_stop = HasBit(p2, 5); @@ -1609,9 +1596,8 @@ BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, NULL, NULL, NULL); } - for (i = 0; i < engine_count; i++) { + for (uint i = 0; i < engine_count; i++) { const Vehicle *v = vl[i]; - CommandCost ret; if (!!(v->vehstatus & VS_STOPPED) != start_stop) continue; @@ -1623,7 +1609,7 @@ } } - ret = DoCommand(tile, v->index, 0, flags, stop_command); + CommandCost ret = DoCommand(tile, v->index, 0, flags, stop_command); if (CmdSucceeded(ret)) { return_value = CommandCost(); @@ -1653,7 +1639,7 @@ uint16 wagon_count = 0; CommandCost cost(EXPENSES_NEW_VEHICLES); - uint i, sell_command, total_number_vehicles; + uint sell_command, total_number_vehicles; VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); switch (vehicle_type) { @@ -1669,9 +1655,8 @@ &wagons, &wagon_list_length, &wagon_count); total_number_vehicles = engine_count + wagon_count; - for (i = 0; i < total_number_vehicles; i++) { + for (uint i = 0; i < total_number_vehicles; i++) { const Vehicle *v; - CommandCost ret; if (i < engine_count) { v = engines[i]; @@ -1679,7 +1664,7 @@ v = wagons[i - engine_count]; } - ret = DoCommand(tile, v->index, 1, flags, sell_command); + CommandCost ret = DoCommand(tile, v->index, 1, flags, sell_command); if (CmdSucceeded(ret)) cost.AddCost(ret); } @@ -1704,7 +1689,6 @@ Vehicle **vl = NULL; uint16 engine_list_length = 0; uint16 engine_count = 0; - uint i; CommandCost cost = CommandCost(EXPENSES_NEW_VEHICLES); VehicleType vehicle_type = (VehicleType)GB(p1, 0, 8); bool all_or_nothing = HasBit(p2, 0); @@ -1714,11 +1698,9 @@ /* Get the list of vehicles in the depot */ BuildDepotVehicleList(vehicle_type, tile, &vl, &engine_list_length, &engine_count, &vl, &engine_list_length, &engine_count); - - for (i = 0; i < engine_count; i++) { + for (uint i = 0; i < engine_count; i++) { Vehicle *v = vl[i]; bool stopped = !(v->vehstatus & VS_STOPPED); - CommandCost ret; /* Ensure that the vehicle completely in the depot */ if (!v->IsInDepot()) continue; @@ -1727,7 +1709,7 @@ v->vehstatus |= VS_STOPPED; // Stop the vehicle v->leave_depot_instantly = true; } - ret = MaybeReplaceVehicle(v, !(flags & DC_EXEC), false); + CommandCost ret = MaybeReplaceVehicle(v, !(flags & DC_EXEC), false); if (CmdSucceeded(ret)) { cost.AddCost(ret); @@ -1764,18 +1746,16 @@ */ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { - Vehicle *v_front, *v; - Vehicle *w_front, *w, *w_rear; - CommandCost cost, total_cost(EXPENSES_NEW_VEHICLES); + CommandCost total_cost(EXPENSES_NEW_VEHICLES); uint32 build_argument = 2; if (!IsValidVehicleID(p1)) return CMD_ERROR; - v = GetVehicle(p1); - v_front = v; - w = NULL; - w_front = NULL; - w_rear = NULL; - + + Vehicle *v = GetVehicle(p1); + Vehicle *v_front = v; + Vehicle *w = NULL; + Vehicle *w_front = NULL; + Vehicle *w_rear = NULL; /* * v_front is the front engine in the original vehicle @@ -1809,7 +1789,7 @@ continue; } - cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v)); + CommandCost cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v)); build_argument = 3; // ensure that we only assign a number to the first engine if (CmdFailed(cost)) return cost; @@ -1870,7 +1850,7 @@ assert(w != NULL); if (w->cargo_type != v->cargo_type || w->cargo_subtype != v->cargo_subtype) { - cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v)); + CommandCost cost = DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8) | 1U << 16 , flags, GetCmdRefitVeh(v)); if (CmdSucceeded(cost)) total_cost.AddCost(cost); } @@ -2012,21 +1992,21 @@ } /** -* @param sort_list list to store the list in. Either NULL or the length length_of_array tells -* @param length_of_array informs the length allocated for sort_list. This is not the same as the number of vehicles in the list. Needs to be 0 when sort_list is NULL -* @param type type of vehicle -* @param owner PlayerID of owner to generate a list for -* @param index This parameter has different meanings depending on window_type - <ul> - <li>VLW_STATION_LIST: index of station to generate a list for</li> - <li>VLW_SHARED_ORDERS: index of order to generate a list for<li> - <li>VLW_STANDARD: not used<li> - <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li> - <li>VLW_GROUP_LIST: index of group to generate a list for</li> - </ul> -* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h -* @return the number of vehicles added to the list -*/ + * @param sort_list list to store the list in. Either NULL or the length length_of_array tells + * @param length_of_array informs the length allocated for sort_list. This is not the same as the number of vehicles in the list. Needs to be 0 when sort_list is NULL + * @param type type of vehicle + * @param owner PlayerID of owner to generate a list for + * @param index This parameter has different meanings depending on window_type + * <ul> + * <li>VLW_STATION_LIST: index of station to generate a list for</li> + * <li>VLW_SHARED_ORDERS: index of order to generate a list for<li> + * <li>VLW_STANDARD: not used<li> + * <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li> + * <li>VLW_GROUP_LIST: index of group to generate a list for</li> + * </ul> + * @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h + * @return the number of vehicles added to the list + */ uint GenerateVehicleSortList(const Vehicle ***sort_list, uint16 *length_of_array, VehicleType type, PlayerID owner, uint32 index, uint16 window_type) { uint n = 0; @@ -2070,7 +2050,7 @@ FOR_ALL_VEHICLES(v) { if (v->type == type && v->owner == owner && v->IsPrimaryVehicle()) { /* TODO find a better estimate on the total number of vehicles for current player */ - if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles()/4); + if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles() / 4); (*sort_list)[n++] = v; } } @@ -2120,7 +2100,8 @@ return n; } -/** send all vehicles of type to depots +/** + * Send all vehicles of type to depots * @param type type of vehicle * @param flags the flags used for DoCommand() * @param service should the vehicles only get service in the depots @@ -2131,13 +2112,12 @@ CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id) { const Vehicle **sort_list = NULL; - uint n, i; uint16 array_length = 0; - n = GenerateVehicleSortList(&sort_list, &array_length, type, owner, id, vlw_flag); + uint n = GenerateVehicleSortList(&sort_list, &array_length, type, owner, id, vlw_flag); /* Send all the vehicles to a depot */ - for (i = 0; i < n; i++) { + for (uint i = 0; i < n; i++) { const Vehicle *v = sort_list[i]; CommandCost ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type)); @@ -2185,9 +2165,13 @@ } } - if (unloading == 0 && loading) *color = STR_PERCENT_UP; - else if (cars == unloading || !loading) *color = STR_PERCENT_DOWN; - else *color = STR_PERCENT_UP_DOWN; + if (unloading == 0 && loading) { + *color = STR_PERCENT_UP; + } else if (cars == unloading || !loading) { + *color = STR_PERCENT_DOWN; + } else { + *color = STR_PERCENT_UP_DOWN; + } /* Train without capacity */ if (max == 0) return 100; @@ -2242,18 +2226,14 @@ TriggerVehicle(v, VEHICLE_TRIGGER_DEPOT); if (v->current_order.IsType(OT_GOTO_DEPOT)) { - Order t; - InvalidateWindow(WC_VEHICLE_VIEW, v->index); - t = v->current_order; + Order t = v->current_order; v->current_order.MakeDummy(); if (t.IsRefit()) { - CommandCost cost; - _current_player = v->owner; - cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v)); + CommandCost cost = DoCommand(v->tile, v->index, t.GetRefitCargo() | t.GetRefitSubtype() << 8, DC_EXEC, GetCmdRefitVeh(v)); if (CmdFailed(cost)) { v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot @@ -2335,11 +2315,9 @@ */ CommandCost CmdNameVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { - Vehicle *v; - if (!IsValidVehicleID(p1) || StrEmpty(_cmd_text)) return CMD_ERROR; - v = GetVehicle(p1); + Vehicle *v = GetVehicle(p1); if (!CheckOwnership(v->owner)) return CMD_ERROR; @@ -2364,12 +2342,11 @@ */ CommandCost CmdChangeServiceInt(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { - Vehicle* v; uint16 serv_int = GetServiceIntervalClamped(p2); /* Double check the service interval from the user-input */ if (serv_int != p2 || !IsValidVehicleID(p1)) return CMD_ERROR; - v = GetVehicle(p1); + Vehicle *v = GetVehicle(p1); if (!CheckOwnership(v->owner)) return CMD_ERROR; @@ -2452,15 +2429,13 @@ DIR_E , DIR_SE, DIR_S }; -Direction GetDirectionTowards(const Vehicle* v, int x, int y) +Direction GetDirectionTowards(const Vehicle *v, int x, int y) { - Direction dir; - DirDiff dirdiff; int i = 0; if (y >= v->y_pos) { - if (y != v->y_pos) i+=3; - i+=3; + if (y != v->y_pos) i += 3; + i += 3; } if (x >= v->x_pos) { @@ -2468,14 +2443,14 @@ i++; } - dir = v->direction; - - dirdiff = DirDifference(_new_direction_table[i], dir); + Direction dir = v->direction; + + DirDiff dirdiff = DirDifference(_new_direction_table[i], dir); if (dirdiff == DIRDIFF_SAME) return dir; return ChangeDir(dir, dirdiff > DIRDIFF_REVERSE ? DIRDIFF_45LEFT : DIRDIFF_45RIGHT); } -Trackdir GetVehicleTrackdir(const Vehicle* v) +Trackdir GetVehicleTrackdir(const Vehicle *v) { if (v->vehstatus & VS_CRASHED) return INVALID_TRACKDIR; @@ -2527,7 +2502,7 @@ UnitID GetFreeUnitNumber(VehicleType type) { - UnitID unit, max = 0; + UnitID max = 0; const Vehicle *u; static bool *cache = NULL; static UnitID gmax = 0; @@ -2564,7 +2539,8 @@ } /* Find the first unused unit number */ - for (unit = 1; unit <= max; unit++) { + UnitID unit = 1; + for (; unit <= max; unit++) { if (!cache[unit]) break; } @@ -2598,7 +2574,6 @@ /* We can build vehicle infrastructure when we may build the vehicle type */ if (max > 0) { - /* Can we actually build the vehicle type? */ EngineID e; FOR_ALL_ENGINEIDS_OF_TYPE(e, type) { @@ -3249,7 +3224,7 @@ DestinationID destination; bool reverse; static const StringID no_depot[] = {STR_883A_UNABLE_TO_FIND_ROUTE_TO, STR_9019_UNABLE_TO_FIND_LOCAL_DEPOT, STR_981A_UNABLE_TO_FIND_LOCAL_DEPOT, STR_A012_CAN_T_SEND_AIRCRAFT_TO}; - if (!this->FindClosestDepot (&location, &destination, &reverse)) return_cmd_error(no_depot[this->type]); + if (!this->FindClosestDepot(&location, &destination, &reverse)) return_cmd_error(no_depot[this->type]); if (flags & DC_EXEC) { if (this->current_order.IsType(OT_LOADING)) this->LeaveStation(); @@ -3263,11 +3238,10 @@ if (this->type == VEH_TRAIN && reverse) DoCommand(this->tile, this->index, 0, DC_EXEC, CMD_REVERSE_TRAIN_DIRECTION); if (this->type == VEH_AIRCRAFT && this->u.air.state == FLYING && this->u.air.targetairport != destination) { - /* The aircraft is now heading for a different hangar than the next in the orders */ - extern void AircraftNextAirportPos_and_Order(Vehicle *v); - AircraftNextAirportPos_and_Order(this); - } - + /* The aircraft is now heading for a different hangar than the next in the orders */ + extern void AircraftNextAirportPos_and_Order(Vehicle *v); + AircraftNextAirportPos_and_Order(this); + } } return CommandCost();