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authorrubidium <rubidium@openttd.org>2007-04-29 21:24:08 +0000
committerrubidium <rubidium@openttd.org>2007-04-29 21:24:08 +0000
commit202009522c3075e26b675ed0408075b8663b0859 (patch)
tree776fa0d9e85c7423a43aaea0f6277b62b8acecf9 /src/oldloader.cpp
parent95e48eacaca785dacdda7d601ae7060b00b1f719 (diff)
downloadopenttd-202009522c3075e26b675ed0408075b8663b0859.tar.xz
(svn r9754) -Codechange: make classes for all vehicle types, so we can make nicer/better maintainable code, i.e. virtual methods instead of switches.
Diffstat (limited to 'src/oldloader.cpp')
-rw-r--r--src/oldloader.cpp18
1 files changed, 11 insertions, 7 deletions
diff --git a/src/oldloader.cpp b/src/oldloader.cpp
index ad28db2d2..ed8e5ee68 100644
--- a/src/oldloader.cpp
+++ b/src/oldloader.cpp
@@ -15,6 +15,10 @@
#include "player.h"
#include "engine.h"
#include "vehicle.h"
+#include "aircraft.h"
+#include "roadveh.h"
+#include "ship.h"
+#include "train.h"
#include "signs.h"
#include "debug.h"
#include "depot.h"
@@ -1070,13 +1074,13 @@ static bool LoadOldVehicleUnion(LoadgameState *ls, int num)
* Basically v->type -= 0x10; would suffice, but play safely */
switch (v->type) {
default: NOT_REACHED();
- case 0x00 /*VEH_INVALID */: v->type = VEH_INVALID; res = LoadChunk(ls, NULL, vehicle_empty_chunk); break;
- case 0x10 /*VEH_TRAIN */: v->type = VEH_TRAIN; res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break;
- case 0x11 /*VEH_ROAD */: v->type = VEH_ROAD; res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break;
- case 0x12 /*VEH_SHIP */: v->type = VEH_SHIP; res = LoadChunk(ls, &v->u.ship, vehicle_ship_chunk); break;
- case 0x13 /*VEH_AIRCRAFT*/: v->type = VEH_AIRCRAFT; res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break;
- case 0x14 /*VEH_SPECIAL */: v->type = VEH_SPECIAL; res = LoadChunk(ls, &v->u.special, vehicle_special_chunk); break;
- case 0x15 /*VEH_DISASTER*/: v->type = VEH_DISASTER; res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break;
+ case 0x00 /*VEH_INVALID */: v = new (v) InvalidVehicle(); res = LoadChunk(ls, NULL, vehicle_empty_chunk); break;
+ case 0x10 /*VEH_TRAIN */: v = new (v) Train(); res = LoadChunk(ls, &v->u.rail, vehicle_train_chunk); break;
+ case 0x11 /*VEH_ROAD */: v = new (v) RoadVehicle(); res = LoadChunk(ls, &v->u.road, vehicle_road_chunk); break;
+ case 0x12 /*VEH_SHIP */: v = new (v) Ship(); res = LoadChunk(ls, &v->u.ship, vehicle_ship_chunk); break;
+ case 0x13 /*VEH_AIRCRAFT*/: v = new (v) Aircraft(); res = LoadChunk(ls, &v->u.air, vehicle_air_chunk); break;
+ case 0x14 /*VEH_SPECIAL */: v = new (v) SpecialVehicle(); res = LoadChunk(ls, &v->u.special, vehicle_special_chunk); break;
+ case 0x15 /*VEH_DISASTER*/: v = new (v) DisasterVehicle(); res = LoadChunk(ls, &v->u.disaster, vehicle_disaster_chunk); break;
}
/* This chunk size should always be 10 bytes */