(svn r8349) -Codechange: replaced CMD_REFIT_VEH() and similar defines with real static inline functions

This commit is contained in:
bjarni 2007-01-22 16:16:52 +00:00
parent 053dd86a3c
commit 8de4196410
3 changed files with 58 additions and 24 deletions

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

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@ -1777,13 +1777,13 @@ void PlayerVehWndProc(Window *w, WindowEvent *e)
DoCommandP(0, GB(w->window_number, 16, 16) /* StationID or OrderID (depending on VLW) */, DoCommandP(0, GB(w->window_number, 16, 16) /* StationID or OrderID (depending on VLW) */,
(w->window_number & VLW_MASK) | DEPOT_MASS_SEND | DEPOT_SERVICE, (w->window_number & VLW_MASK) | DEPOT_MASS_SEND | DEPOT_SERVICE,
NULL, NULL,
CMD_SEND_TO_DEPOT(vl->vehicle_type)); GetCmdSendToDepot(vl->vehicle_type));
break; break;
case 2: /* Send to Depots */ case 2: /* Send to Depots */
DoCommandP(0, GB(w->window_number, 16, 16) /* StationID or OrderID (depending on VLW) */, DoCommandP(0, GB(w->window_number, 16, 16) /* StationID or OrderID (depending on VLW) */,
(w->window_number & VLW_MASK) | DEPOT_MASS_SEND, (w->window_number & VLW_MASK) | DEPOT_MASS_SEND,
NULL, NULL,
CMD_SEND_TO_DEPOT(vl->vehicle_type)); GetCmdSendToDepot(vl->vehicle_type));
break; break;
default: NOT_REACHED(); default: NOT_REACHED();