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(svn r16260) -Codechange: Add Vehicle::IncrementOrderIndex() to deduplicate some code.
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@ -798,9 +798,9 @@ CommandCost CmdMoveOrder(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32
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/* Update the current order */
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if (u->cur_order_index == moving_order) {
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u->cur_order_index = target_order;
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} else if(u->cur_order_index > moving_order && u->cur_order_index <= target_order) {
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} else if (u->cur_order_index > moving_order && u->cur_order_index <= target_order) {
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u->cur_order_index--;
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} else if(u->cur_order_index < moving_order && u->cur_order_index >= target_order) {
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} else if (u->cur_order_index < moving_order && u->cur_order_index >= target_order) {
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u->cur_order_index++;
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}
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@ -1654,7 +1654,7 @@ bool UpdateOrderDest(Vehicle *v, const Order *order, int conditional_depth)
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}
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} else {
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UpdateVehicleTimetable(v, true);
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v->cur_order_index++;
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v->IncrementOrderIndex();
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}
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} else if (v->type != VEH_AIRCRAFT) {
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v->dest_tile = GetDepot(order->GetDestination())->xy;
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@ -1675,12 +1675,12 @@ bool UpdateOrderDest(Vehicle *v, const Order *order, int conditional_depth)
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v->current_order_time += GetVehicleOrder(v, next_order)->travel_time;
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} else {
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UpdateVehicleTimetable(v, true);
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v->cur_order_index++;
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v->IncrementOrderIndex();
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}
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/* Get the current order */
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if (v->cur_order_index >= v->GetNumOrders()) v->cur_order_index = 0;
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assert(v->cur_order_index < v->GetNumOrders());
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/* Get the current order */
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const Order *order = GetVehicleOrder(v, v->cur_order_index);
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v->current_order = *order;
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return UpdateOrderDest(v, order, conditional_depth + 1);
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@ -1709,7 +1709,7 @@ bool ProcessOrders(Vehicle *v)
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if ((v->current_order.GetDepotOrderType() & ODTFB_SERVICE) && !v->NeedsServicing()) {
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UpdateVehicleTimetable(v, true);
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v->cur_order_index++;
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v->IncrementOrderIndex();
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}
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break;
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@ -1735,7 +1735,7 @@ bool ProcessOrders(Vehicle *v)
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/* Check if we've reached the waypoint? */
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if (v->current_order.IsType(OT_GOTO_WAYPOINT) && v->tile == v->dest_tile) {
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UpdateVehicleTimetable(v, true);
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v->cur_order_index++;
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v->IncrementOrderIndex();
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}
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/* Check if we've reached a non-stop station.. */
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@ -1744,7 +1744,7 @@ bool ProcessOrders(Vehicle *v)
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v->current_order.GetDestination() == GetStationIndex(v->tile)) {
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v->last_station_visited = v->current_order.GetDestination();
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UpdateVehicleTimetable(v, true);
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v->cur_order_index++;
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v->IncrementOrderIndex();
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}
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/* Get the current order */
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@ -692,7 +692,7 @@ TileIndex RoadVehicle::GetOrderStationLocation(StationID station)
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return dest;
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} else {
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/* There is no stop left at the station, so don't even TRY to go there */
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this->cur_order_index++;
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this->IncrementOrderIndex();
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return 0;
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}
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}
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@ -235,7 +235,7 @@ TileIndex Ship::GetOrderStationLocation(StationID station)
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if (st->dock_tile != INVALID_TILE) {
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return TILE_ADD(st->dock_tile, ToTileIndexDiff(GetDockOffset(st->dock_tile)));
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} else {
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this->cur_order_index++;
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this->IncrementOrderIndex();
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return 0;
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}
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}
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@ -614,9 +614,8 @@ static void ShipController(Vehicle *v)
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/* We got within 3 tiles of our target buoy, so let's skip to our
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* next order */
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UpdateVehicleTimetable(v, true);
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v->cur_order_index++;
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v->IncrementOrderIndex();
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v->current_order.MakeDummy();
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InvalidateVehicleOrder(v, 0);
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} else {
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/* Non-buoy orders really need to reach the tile */
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if (v->dest_tile == gp.new_tile) {
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@ -635,8 +634,7 @@ static void ShipController(Vehicle *v)
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v->BeginLoading();
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} else { // leave stations without docks right aways
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v->current_order.MakeLeaveStation();
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v->cur_order_index++;
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InvalidateVehicleOrder(v, 0);
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v->IncrementOrderIndex();
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}
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}
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}
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@ -3284,7 +3284,7 @@ TileIndex Train::GetOrderStationLocation(StationID station)
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const Station *st = GetStation(station);
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if (!(st->facilities & FACIL_TRAIN)) {
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/* The destination station has no trainstation tiles. */
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this->cur_order_index++;
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this->IncrementOrderIndex();
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return 0;
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}
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@ -1067,7 +1067,7 @@ void VehicleEnterDepot(Vehicle *v)
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if (t.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) {
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/* Part of orders */
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UpdateVehicleTimetable(v, true);
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v->cur_order_index++;
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v->IncrementOrderIndex();
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}
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if (t.GetDepotActionType() & ODATFB_HALT) {
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/* Vehicles are always stopped on entering depots. Do not restart this one. */
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@ -1577,8 +1577,7 @@ void Vehicle::HandleLoading(bool mode)
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default: return;
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}
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this->cur_order_index++;
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InvalidateVehicleOrder(this, 0);
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this->IncrementOrderIndex();
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}
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CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
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@ -1605,7 +1604,7 @@ CommandCost Vehicle::SendToDepot(DoCommandFlag flags, DepotCommand command)
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if (flags & DC_EXEC) {
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/* If the orders to 'goto depot' are in the orders list (forced servicing),
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* then skip to the next order; effectively cancelling this forced service */
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if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->cur_order_index++;
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if (this->current_order.GetDepotOrderType() & ODTFB_PART_OF_ORDERS) this->IncrementOrderIndex();
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this->current_order.MakeDummy();
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InvalidateWindowWidget(WC_VEHICLE_VIEW, this->index, VVW_WIDGET_START_STOP_VEH);
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@ -598,6 +598,16 @@ public:
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* @return the cost of the depot action.
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*/
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CommandCost SendToDepot(DoCommandFlag flags, DepotCommand command);
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/**
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* Increments cur_order_index, keeps care of the wrap-around and invalidates the GUI.
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* Note: current_order is not invalidated.
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*/
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void IncrementOrderIndex() {
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this->cur_order_index++;
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if (this->cur_order_index >= this->GetNumOrders()) this->cur_order_index = 0;
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InvalidateVehicleOrder(this, 0);
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}
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};
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/**
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