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author | Darkvater <darkvater@openttd.org> | 2005-05-05 20:44:52 +0000 |
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committer | Darkvater <darkvater@openttd.org> | 2005-05-05 20:44:52 +0000 |
commit | 42eb63a7defffe065d5b945dfbc60e8e2c09d03d (patch) | |
tree | 86abda7930692f55f6c6d05dc7bbcf849b6619b9 /vehicle.c | |
parent | df21566f9ff733db55b379a4b2b4d419524702a0 (diff) | |
download | openttd-42eb63a7defffe065d5b945dfbc60e8e2c09d03d.tar.xz |
(svn r2269) - CodeChange: no else after return; exchange some magic 0xffff with INVALID_VEHICLE, vehicle index is of type VehicleID
Diffstat (limited to 'vehicle.c')
-rw-r--r-- | vehicle.c | 65 |
1 files changed, 33 insertions, 32 deletions
@@ -207,7 +207,7 @@ static Vehicle *InitializeVehicle(Vehicle *v) v->left_coord = INVALID_COORD; v->first = NULL; v->next = NULL; - v->next_hash = 0xffff; + v->next_hash = INVALID_VEHICLE; v->string_id = 0; v->next_shared = NULL; v->prev_shared = NULL; @@ -375,15 +375,20 @@ Vehicle *GetFirstVehicleInChain(const Vehicle *v) Vehicle* u; if (v->first != NULL) { - if (v->first->subtype == TS_Front_Engine) { - return v->first; - } else { - DEBUG(misc, 0) ("v->first cache faulty. We shouldn't be here"); - } + if (v->first->subtype == TS_Front_Engine) return v->first; + + DEBUG(misc, 0) ("v->first cache faulty. We shouldn't be here, rebuilding cache!"); } + /* It is the fact (currently) that newly built vehicles do not have + * their ->first pointer set. When this is the case, go up to the + * first engine and set the pointers correctly. Also the first pointer + * is not saved in a savegame, so this has to be fixed up after loading */ + + /* Find the 'locomotive' or the first wagon in a chain */ while ((u = GetPrevVehicleInChain(v)) != NULL) v = u; + /* Set the first pointer of all vehicles in that chain to the first wagon */ if (v->subtype == TS_Front_Engine) for (u = (Vehicle *)v; u != NULL; u = u->next) u->first = (Vehicle *)v; @@ -402,7 +407,7 @@ void DeleteVehicle(Vehicle *v) DeleteName(v->string_id); v->type = 0; UpdateVehiclePosHash(v, INVALID_COORD, 0); - v->next_hash = 0xffff; + v->next_hash = INVALID_VEHICLE; if (v->orders != NULL) DeleteVehicleOrders(v); @@ -414,7 +419,7 @@ void DeleteVehicleChain(Vehicle *v) Vehicle *u = v; v = v->next; DeleteVehicle(u); - } while (v); + } while (v != NULL); } @@ -1716,40 +1721,36 @@ byte GetDirectionTowards(Vehicle *v, int x, int y) byte GetVehicleTrackdir(const Vehicle* v) { - if (v->vehstatus & VS_CRASHED) - return 0xff; + if (v->vehstatus & VS_CRASHED) return 0xFF; switch(v->type) { case VEH_Train: - if (v->u.rail.track == 0x80) - /* We'll assume the train is facing outwards */ + if (v->u.rail.track == 0x80) /* We'll assume the train is facing outwards */ return _dir_to_diag_trackdir[GetDepotDirection(v->tile, TRANSPORT_RAIL)]; /* Train in depot */ - else if (v->u.rail.track == 0x40) - /* train in tunnel, so just use his direction and assume a diagonal track */ - return _dir_to_diag_trackdir[(v->direction>>1)&3]; - else - return _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][v->direction]; + + if (v->u.rail.track == 0x40) /* train in tunnel, so just use his direction and assume a diagonal track */ + return _dir_to_diag_trackdir[(v->direction >> 1) & 3]; + + return _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.rail.track)][v->direction]; + break; case VEH_Ship: - if (v->u.ship.state == 0x80) - /* We'll assume the ship is facing outwards */ + if (v->u.ship.state == 0x80) /* We'll assume the ship is facing outwards */ return _dir_to_diag_trackdir[GetDepotDirection(v->tile, TRANSPORT_WATER)]; /* Ship in depot */ - else - return _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.ship.state)][v->direction]; + + return _track_direction_to_trackdir[FIND_FIRST_BIT(v->u.ship.state)][v->direction]; + break; case VEH_Road: - if (v->u.road.state == 254) - /* We'll assume the road vehicle is facing outwards */ + if (v->u.road.state == 254) /* We'll assume the road vehicle is facing outwards */ return _dir_to_diag_trackdir[GetDepotDirection(v->tile, TRANSPORT_ROAD)]; /* Road vehicle in depot */ - else if (IsRoadStationTile(v->tile)) - /* We'll assume the road vehicle is facing outwards */ + + if (IsRoadStationTile(v->tile)) /* We'll assume the road vehicle is facing outwards */ return _dir_to_diag_trackdir[GetRoadStationDir(v->tile)]; /* Road vehicle in a station */ - else - return _dir_to_diag_trackdir[(v->direction>>1)&3]; - case VEH_Aircraft: - case VEH_Special: - case VEH_Disaster: - default: - return 0xFF; + + return _dir_to_diag_trackdir[(v->direction >> 1) & 3]; + break; + /* case VEH_Aircraft: case VEH_Special: case VEH_Disaster: */ + default: return 0xFF; } } /* Return value has bit 0x2 set, when the vehicle enters a station. Then, |