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(svn r8349) -Codechange: replaced CMD_REFIT_VEH() and similar defines with real static inline functions
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@ -41,31 +41,22 @@
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#define INVALID_COORD (-0x8000)
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#define GEN_HASH(x, y) ((GB((y), 6, 6) << 6) + GB((x), 7, 6))
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/*
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* These command macros are used to call vehicle type specific commands with non type specific commands
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* it should be used like: DoCommandP(x, y, p1, p2, flags, CMD_STARTSTOP_VEH(v->type))
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* that line will start/stop a vehicle nomatter what type it is
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* VEH_Train is used as an offset because the vehicle type values doesn't start with 0
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*/
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#define CMD_BUILD_VEH(x) _veh_build_proc_table[ x - VEH_Train]
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#define CMD_SELL_VEH(x) _veh_sell_proc_table [ x - VEH_Train]
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#define CMD_REFIT_VEH(x) _veh_refit_proc_table[ x - VEH_Train]
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static const uint32 _veh_build_proc_table[] = {
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/* Tables used in vehicle.h to find the right command for a certain vehicle type */
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const uint32 _veh_build_proc_table[] = {
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CMD_BUILD_RAIL_VEHICLE,
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CMD_BUILD_ROAD_VEH,
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CMD_BUILD_SHIP,
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CMD_BUILD_AIRCRAFT,
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};
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static const uint32 _veh_sell_proc_table[] = {
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const uint32 _veh_sell_proc_table[] = {
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CMD_SELL_RAIL_WAGON,
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CMD_SELL_ROAD_VEH,
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CMD_SELL_SHIP,
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CMD_SELL_AIRCRAFT,
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};
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static const uint32 _veh_refit_proc_table[] = {
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const uint32 _veh_refit_proc_table[] = {
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CMD_REFIT_RAIL_VEHICLE,
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CMD_REFIT_ROAD_VEH,
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CMD_REFIT_SHIP,
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@ -1829,7 +1820,7 @@ int32 CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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continue;
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}
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cost = DoCommand(tile, v->engine_type, build_argument, flags, CMD_BUILD_VEH(v->type));
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cost = DoCommand(tile, v->engine_type, build_argument, flags, GetCmdBuildVeh(v));
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build_argument = 3; // ensure that we only assign a number to the first engine
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if (CmdFailed(cost)) return cost;
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@ -1842,7 +1833,7 @@ int32 CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (v->cargo_type != w->cargo_type || v->cargo_subtype != w->cargo_subtype) {
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// we can't pay for refitting because we can't estimate refitting costs for a vehicle before it's build
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// if we pay for it anyway, the cost and the estimated cost will not be the same and we will have an assert
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DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8), flags, CMD_REFIT_VEH(v->type));
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DoCommand(0, w->index, v->cargo_type | (v->cargo_subtype << 8), flags, GetCmdRefitVeh(v));
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}
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if (v->type == VEH_Train && HASBIT(v->u.rail.flags, VRF_REVERSE_DIRECTION)) {
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SETBIT(w->u.rail.flags, VRF_REVERSE_DIRECTION);
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@ -2024,7 +2015,7 @@ static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost)
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/* check if we can't refit to the needed type, so no replace takes place to prevent the vehicle from altering cargo type */
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if (replacement_cargo_type == CT_INVALID) return 0;
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sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, CMD_SELL_VEH(old_v->type));
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sell_value = DoCommand(0, old_v->index, 0, DC_QUERY_COST, GetCmdSellVeh(old_v));
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/* We give the player a loan of the same amount as the sell value.
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* This is needed in case he needs the income from the sale to build the new vehicle.
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@ -2032,7 +2023,7 @@ static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost)
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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SubtractMoneyFromPlayer(sell_value);
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cost = DoCommand(old_v->tile, new_engine_type, 3, flags, CMD_BUILD_VEH(old_v->type));
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cost = DoCommand(old_v->tile, new_engine_type, 3, flags, GetCmdBuildVeh(old_v));
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if (CmdFailed(cost)) {
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SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);
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SubtractMoneyFromPlayer(-sell_value); // Take back the money we just gave the player
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@ -2047,7 +2038,7 @@ static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost)
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/* refit if needed */
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if (replacement_cargo_type != CT_NO_REFIT) {
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if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, CMD_REFIT_VEH(new_v->type)))) {
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if (CmdFailed(DoCommand(0, new_v->index, replacement_cargo_type, DC_EXEC, GetCmdRefitVeh(new_v)))) {
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/* Being here shows a failure, which most likely is in GetNewCargoTypeForReplace() or incorrect estimation costs */
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error("Autoreplace failed to refit. Replace engine %d to %d and refit to cargo %d", old_v->engine_type, new_v->engine_type, replacement_cargo_type);
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}
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@ -2117,7 +2108,7 @@ static int32 ReplaceVehicle(Vehicle **w, byte flags, int32 total_cost)
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SubtractMoneyFromPlayer(-sell_value);
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/* sell the engine/ find out how much you get for the old engine (income is returned as negative cost) */
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cost += DoCommand(0, old_v->index, 0, flags, CMD_SELL_VEH(old_v->type));
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cost += DoCommand(0, old_v->index, 0, flags, GetCmdSellVeh(old_v));
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if (new_front) {
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/* now we assign the old unitnumber to the new vehicle */
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@ -2477,7 +2468,7 @@ int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID own
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/* Send all the vehicles to a depot */
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for (i = 0; i < n; i++) {
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const Vehicle *v = sort_list[i];
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int32 ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, CMD_SEND_TO_DEPOT(type));
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int32 ret = DoCommand(v->tile, v->index, (service ? 1 : 0) | DEPOT_DONT_CANCEL, flags, GetCmdSendToDepot(type));
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/* Return 0 if DC_EXEC is not set this is a valid goto depot command)
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* In this case we know that at least one vehicle can be sent to a depot
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@ -2560,7 +2551,7 @@ void VehicleEnterDepot(Vehicle *v)
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int32 cost;
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_current_player = v->owner;
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cost = DoCommand(v->tile, v->index, t.refit_cargo | t.refit_subtype << 8, DC_EXEC, CMD_REFIT_VEH(v->type));
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cost = DoCommand(v->tile, v->index, t.refit_cargo | t.refit_subtype << 8, DC_EXEC, GetCmdRefitVeh(v));
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if (CmdFailed(cost)) {
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v->leave_depot_instantly = false; // We ensure that the vehicle stays in the depot
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@ -511,7 +511,50 @@ SpriteID GetVehiclePalette(const Vehicle *v);
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* Best is to have a virtual value for it when it needs to change again */
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#define STATUS_BAR 5
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extern const uint32 _veh_build_proc_table[];
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extern const uint32 _veh_sell_proc_table[];
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extern const uint32 _veh_refit_proc_table[];
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extern const uint32 _send_to_depot_proc_table[];
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#define CMD_SEND_TO_DEPOT(x) _send_to_depot_proc_table[ x - VEH_Train]
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/* Functions to find the right command for certain vehicle type */
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static inline uint32 GetCmdBuildVeh(byte type)
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{
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return _veh_build_proc_table[VehTypeToIndex(type)];
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}
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static inline uint32 GetCmdBuildVeh(const Vehicle *v)
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{
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return GetCmdBuildVeh(v->type);
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}
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static inline uint32 GetCmdSellVeh(byte type)
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{
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return _veh_sell_proc_table[VehTypeToIndex(type)];
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}
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static inline uint32 GetCmdSellVeh(const Vehicle *v)
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{
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return GetCmdSellVeh(v->type);
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}
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static inline uint32 GetCmdRefitVeh(byte type)
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{
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return _veh_refit_proc_table[VehTypeToIndex(type)];
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}
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static inline uint32 GetCmdRefitVeh(const Vehicle *v)
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{
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return GetCmdRefitVeh(v->type);
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}
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static inline uint32 GetCmdSendToDepot(byte type)
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{
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return _send_to_depot_proc_table[VehTypeToIndex(type)];
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}
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static inline uint32 GetCmdSendToDepot(const Vehicle *v)
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{
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return GetCmdSendToDepot(v->type);
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}
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#endif /* VEHICLE_H */
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@ -1777,13 +1777,13 @@ void PlayerVehWndProc(Window *w, WindowEvent *e)
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DoCommandP(0, GB(w->window_number, 16, 16) /* StationID or OrderID (depending on VLW) */,
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(w->window_number & VLW_MASK) | DEPOT_MASS_SEND | DEPOT_SERVICE,
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NULL,
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CMD_SEND_TO_DEPOT(vl->vehicle_type));
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GetCmdSendToDepot(vl->vehicle_type));
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break;
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case 2: /* Send to Depots */
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DoCommandP(0, GB(w->window_number, 16, 16) /* StationID or OrderID (depending on VLW) */,
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(w->window_number & VLW_MASK) | DEPOT_MASS_SEND,
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NULL,
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CMD_SEND_TO_DEPOT(vl->vehicle_type));
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GetCmdSendToDepot(vl->vehicle_type));
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break;
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default: NOT_REACHED();
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