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author | frosch <frosch@openttd.org> | 2008-08-21 20:45:52 +0000 |
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committer | frosch <frosch@openttd.org> | 2008-08-21 20:45:52 +0000 |
commit | 7ef5905b8cd691b9fbb1805cf2184a38486d84a3 (patch) | |
tree | 24f1ab268619023cc6f22000b0e379a82b5bd352 /src/autoreplace_cmd.cpp | |
parent | ec30cfeff3c05ca8fb215ebf8ddd905cd93fbce8 (diff) | |
download | openttd-7ef5905b8cd691b9fbb1805cf2184a38486d84a3.tar.xz |
(svn r14126) -Codechange (r14125): Add some tabs.
Diffstat (limited to 'src/autoreplace_cmd.cpp')
-rw-r--r-- | src/autoreplace_cmd.cpp | 168 |
1 files changed, 84 insertions, 84 deletions
diff --git a/src/autoreplace_cmd.cpp b/src/autoreplace_cmd.cpp index 2fd087a24..9faf79611 100644 --- a/src/autoreplace_cmd.cpp +++ b/src/autoreplace_cmd.cpp @@ -375,115 +375,115 @@ static CommandCost ReplaceChain(Vehicle **chain, uint32 flags, bool wagon_remova assert(GetNextUnit(new_head) == NULL); - /* Append engines to the new chain - * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time. - * OTOH the vehicle attach callback is more expensive this way :s */ - Vehicle *last_engine = NULL; ///< Shall store the last engine unit after this step - if (cost.Succeeded()) { - for (int i = num_units - 1; i > 0; i--) { - Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]); + /* Append engines to the new chain + * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time. + * OTOH the vehicle attach callback is more expensive this way :s */ + Vehicle *last_engine = NULL; ///< Shall store the last engine unit after this step + if (cost.Succeeded()) { + for (int i = num_units - 1; i > 0; i--) { + Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]); - if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) continue; + if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) continue; - if (last_engine == NULL) last_engine = append; - cost.AddCost(MoveVehicle(append, new_head, DC_EXEC, false)); - if (cost.Failed()) break; + if (last_engine == NULL) last_engine = append; + cost.AddCost(MoveVehicle(append, new_head, DC_EXEC, false)); + if (cost.Failed()) break; + } + if (last_engine == NULL) last_engine = new_head; } - if (last_engine == NULL) last_engine = new_head; - } - - /* When wagon removal is enabled and the new engines without any wagons are already longer than the old, we have to fail */ - if (cost.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) cost = CommandCost(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT); - - /* Append/insert wagons into the new vehicle chain - * We do this from back to front, so we can stop when wagon removal or maximum train length (i.e. from mammoth-train setting) is triggered. - */ - if (cost.Succeeded()) { - for (int i = num_units - 1; i > 0; i--) { - assert(last_engine != NULL); - Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]); - if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) { - /* Insert wagon after 'last_engine' */ - CommandCost res = MoveVehicle(append, last_engine, DC_EXEC, false); + /* When wagon removal is enabled and the new engines without any wagons are already longer than the old, we have to fail */ + if (cost.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) cost = CommandCost(STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT); - if (res.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) { - MoveVehicle(append, NULL, DC_EXEC | DC_AUTOREPLACE, false); - break; + /* Append/insert wagons into the new vehicle chain + * We do this from back to front, so we can stop when wagon removal or maximum train length (i.e. from mammoth-train setting) is triggered. + */ + if (cost.Succeeded()) { + for (int i = num_units - 1; i > 0; i--) { + assert(last_engine != NULL); + Vehicle *append = (new_vehs[i] != NULL ? new_vehs[i] : old_vehs[i]); + + if (RailVehInfo(append->engine_type)->railveh_type == RAILVEH_WAGON) { + /* Insert wagon after 'last_engine' */ + CommandCost res = MoveVehicle(append, last_engine, DC_EXEC, false); + + if (res.Succeeded() && wagon_removal && new_head->u.rail.cached_total_length > old_total_length) { + MoveVehicle(append, NULL, DC_EXEC | DC_AUTOREPLACE, false); + break; + } + + cost.AddCost(res); + if (cost.Failed()) break; + } else { + /* We have reached 'last_engine', continue with the next engine towards the front */ + assert(append == last_engine); + last_engine = GetPrevUnit(last_engine); } - - cost.AddCost(res); - if (cost.Failed()) break; - } else { - /* We have reached 'last_engine', continue with the next engine towards the front */ - assert(append == last_engine); - last_engine = GetPrevUnit(last_engine); } } - } - /* Sell superfluous new vehicles that could not be inserted. */ - if (cost.Succeeded() && wagon_removal) { - for (int i = 1; i < num_units; i++) { - Vehicle *wagon = new_vehs[i]; - if (wagon == NULL) continue; - if (wagon->First() == new_head) break; + /* Sell superfluous new vehicles that could not be inserted. */ + if (cost.Succeeded() && wagon_removal) { + for (int i = 1; i < num_units; i++) { + Vehicle *wagon = new_vehs[i]; + if (wagon == NULL) continue; + if (wagon->First() == new_head) break; - assert(RailVehInfo(wagon->engine_type)->railveh_type == RAILVEH_WAGON); + assert(RailVehInfo(wagon->engine_type)->railveh_type == RAILVEH_WAGON); - /* Sell wagon */ - CommandCost ret = DoCommand(0, wagon->index, 0, DC_EXEC, GetCmdSellVeh(wagon)); - assert(ret.Succeeded()); - new_vehs[i] = NULL; + /* Sell wagon */ + CommandCost ret = DoCommand(0, wagon->index, 0, DC_EXEC, GetCmdSellVeh(wagon)); + assert(ret.Succeeded()); + new_vehs[i] = NULL; - /* Revert the money subtraction when the vehicle was built. - * This value is different from the sell value, esp. because of refitting */ - cost.AddCost(-new_costs[i]); + /* Revert the money subtraction when the vehicle was built. + * This value is different from the sell value, esp. because of refitting */ + cost.AddCost(-new_costs[i]); + } } - } - /* The new vehicle chain is constructed, now take over orders and everything... */ - if (cost.Succeeded()) cost.AddCost(CopyHeadSpecificThings(old_head, new_head, flags)); + /* The new vehicle chain is constructed, now take over orders and everything... */ + if (cost.Succeeded()) cost.AddCost(CopyHeadSpecificThings(old_head, new_head, flags)); - if (cost.Succeeded()) { - /* Success ! */ - if ((flags & DC_EXEC) != 0 && new_head != old_head) { - *chain = new_head; - } + if (cost.Succeeded()) { + /* Success ! */ + if ((flags & DC_EXEC) != 0 && new_head != old_head) { + *chain = new_head; + } - /* Transfer cargo of old vehicles and sell them*/ - for (int i = 0; i < num_units; i++) { - Vehicle *w = old_vehs[i]; - /* Is the vehicle again part of the new chain? - * Note: We cannot test 'new_vehs[i] != NULL' as wagon removal might cause to remove both */ - if (w->First() == new_head) continue; + /* Transfer cargo of old vehicles and sell them*/ + for (int i = 0; i < num_units; i++) { + Vehicle *w = old_vehs[i]; + /* Is the vehicle again part of the new chain? + * Note: We cannot test 'new_vehs[i] != NULL' as wagon removal might cause to remove both */ + if (w->First() == new_head) continue; - if ((flags & DC_EXEC) != 0) TransferCargo(w, new_head); + if ((flags & DC_EXEC) != 0) TransferCargo(w, new_head); - cost.AddCost(DoCommand(0, w->index, 0, flags, GetCmdSellVeh(w))); - if ((flags & DC_EXEC) != 0) { - old_vehs[i] = NULL; - if (i == 0) old_head = NULL; + cost.AddCost(DoCommand(0, w->index, 0, flags, GetCmdSellVeh(w))); + if ((flags & DC_EXEC) != 0) { + old_vehs[i] = NULL; + if (i == 0) old_head = NULL; + } } } - } - /* If we are not in DC_EXEC undo everything, i.e. rearrange old vehicles. - * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time. - * Note: The vehicle attach callback is disabled here :) */ - if ((flags & DC_EXEC) == 0) { - /* Separate the head, so we can reattach the old vehicles */ - Vehicle *second = GetNextUnit(old_head); - if (second != NULL) MoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true); + /* If we are not in DC_EXEC undo everything, i.e. rearrange old vehicles. + * We do this from back to front, so that the head of the temporary vehicle chain does not change all the time. + * Note: The vehicle attach callback is disabled here :) */ + if ((flags & DC_EXEC) == 0) { + /* Separate the head, so we can reattach the old vehicles */ + Vehicle *second = GetNextUnit(old_head); + if (second != NULL) MoveVehicle(second, NULL, DC_EXEC | DC_AUTOREPLACE, true); - assert(GetNextUnit(old_head) == NULL); + assert(GetNextUnit(old_head) == NULL); - for (int i = num_units - 1; i > 0; i--) { - CommandCost ret = MoveVehicle(old_vehs[i], old_head, DC_EXEC | DC_AUTOREPLACE, false); - assert(ret.Succeeded()); + for (int i = num_units - 1; i > 0; i--) { + CommandCost ret = MoveVehicle(old_vehs[i], old_head, DC_EXEC | DC_AUTOREPLACE, false); + assert(ret.Succeeded()); + } } } - } /* Finally undo buying of new vehicles */ if ((flags & DC_EXEC) == 0) { |