diff options
-rw-r--r-- | src/autoreplace_cmd.cpp | 12 | ||||
-rw-r--r-- | src/depot_gui.cpp | 6 | ||||
-rw-r--r-- | src/newgrf_engine.cpp | 14 | ||||
-rw-r--r-- | src/order_gui.cpp | 2 | ||||
-rw-r--r-- | src/roadveh_cmd.cpp | 7 | ||||
-rw-r--r-- | src/train_cmd.cpp | 48 | ||||
-rw-r--r-- | src/vehicle.cpp | 113 | ||||
-rw-r--r-- | src/vehicle.h | 25 | ||||
-rw-r--r-- | src/viewport.cpp | 4 | ||||
-rw-r--r-- | src/water_cmd.cpp | 2 |
10 files changed, 101 insertions, 132 deletions
diff --git a/src/autoreplace_cmd.cpp b/src/autoreplace_cmd.cpp index 606a60126..08638a903 100644 --- a/src/autoreplace_cmd.cpp +++ b/src/autoreplace_cmd.cpp @@ -52,7 +52,7 @@ static void MoveVehicleCargo(Vehicle *dest, Vehicle *source) * the complete train, which is without the weight of cargo we just * moved back into some (of the) new wagon(s). */ - if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->first); + if (dest->type == VEH_TRAIN) TrainConsistChanged(dest->First()); } static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID engine_type) @@ -61,7 +61,7 @@ static bool VerifyAutoreplaceRefitForOrders(const Vehicle *v, const EngineID eng const Vehicle *u; if (v->type == VEH_TRAIN) { - u = GetFirstVehicleInChain(v); + u = v->First(); } else { u = v; } @@ -104,7 +104,7 @@ static CargoID GetNewCargoTypeForReplace(Vehicle *v, EngineID engine_type) /* the old engine didn't have cargo capacity, but the new one does * now we will figure out what cargo the train is carrying and refit to fit this */ - v = GetFirstVehicleInChain(v); + v = v->First(); do { if (v->cargo_cap == 0) continue; /* Now we found a cargo type being carried on the train and we will see if it is possible to carry to this one */ @@ -200,9 +200,9 @@ static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost) * sell the old engine in a moment */ /* Get the vehicle in front of the one we move out */ - Vehicle *front = GetPrevVehicleInChain(old_v); + Vehicle *front = old_v->Previous(); /* If the vehicle in front is the rear end of a dualheaded engine, then we need to use the one in front of that one */ - if (IsMultiheaded(front) && !IsTrainEngine(front)) front = GetPrevVehicleInChain(front); + if (IsMultiheaded(front) && !IsTrainEngine(front)) front = front->Previous(); /* Now we move the old one out of the train */ DoCommand(0, (INVALID_VEHICLE << 16) | old_v->index, 0, DC_EXEC, CMD_MOVE_RAIL_VEHICLE); /* Add the new vehicle */ @@ -236,7 +236,7 @@ static CommandCost ReplaceVehicle(Vehicle **w, byte flags, Money total_cost) } } /* We are done setting up the new vehicle. Now we move the cargo from the old one to the new one */ - MoveVehicleCargo(new_v->type == VEH_TRAIN ? GetFirstVehicleInChain(new_v) : new_v, old_v); + MoveVehicleCargo(new_v->type == VEH_TRAIN ? new_v->First() : new_v, old_v); // Get the name of the old vehicle if it has a custom name. if (!IsCustomName(old_v->string_id)) { diff --git a/src/depot_gui.cpp b/src/depot_gui.cpp index 0ca889b78..318ee3f3d 100644 --- a/src/depot_gui.cpp +++ b/src/depot_gui.cpp @@ -359,7 +359,7 @@ static int GetVehicleFromDepotWndPt(const Window *w, int x, int y, Vehicle **veh while (v != NULL && (x -= v->u.rail.cached_veh_length) >= 0) v = v->Next(); /* if an articulated part was selected, find its parent */ - while (v != NULL && IsArticulatedPart(v)) v = GetPrevVehicleInChain(v); + while (v != NULL && IsArticulatedPart(v)) v = v->Previous(); d->wagon = v; @@ -398,7 +398,7 @@ static void TrainDepotMoveVehicle(Vehicle *wagon, VehicleID sel, Vehicle *head) if (wagon == NULL) { if (head != NULL) wagon = GetLastVehicleInChain(head); } else { - wagon = GetPrevVehicleInChain(wagon); + wagon = wagon->Previous(); if (wagon == NULL) return; } @@ -475,7 +475,7 @@ static void HandleCloneVehClick(const Vehicle *v, const Window *w) if (v == NULL) return; if (v->HasFront() && !v->IsPrimaryVehicle()) { - v = GetFirstVehicleInChain(v); + v = v->First(); /* Do nothing when clicking on a train in depot with no loc attached */ if (v->type == VEH_TRAIN && !IsFrontEngine(v)) return; } diff --git a/src/newgrf_engine.cpp b/src/newgrf_engine.cpp index 4f1ef3a05..9272a6d52 100644 --- a/src/newgrf_engine.cpp +++ b/src/newgrf_engine.cpp @@ -516,7 +516,7 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by byte chain_before = 0; byte chain_after = 0; - for (u = GetFirstVehicleInChain(v); u != v; u = u->Next()) { + for (u = v->First(); u != v; u = u->Next()) { chain_before++; if (variable == 0x41 && u->engine_type != v->engine_type) chain_before = 0; } @@ -610,7 +610,7 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by */ if (v->type != VEH_TRAIN) return 0; - const Vehicle *u_p = GetPrevVehicleInChain(v); + const Vehicle *u_p = v->Previous(); const Vehicle *u_n = v->Next(); DirDiff f = (u_p == NULL) ? DIRDIFF_SAME : DirDifference(u_p->direction, v->direction); DirDiff b = (u_n == NULL) ? DIRDIFF_SAME : DirDifference(v->direction, u_n->direction); @@ -758,8 +758,8 @@ static uint32 VehicleGetVariable(const ResolverObject *object, byte variable, by case 0x75: return GB(v->u.rail.cached_power, 8, 24); case 0x76: return GB(v->u.rail.cached_power, 16, 16); case 0x77: return GB(v->u.rail.cached_power, 24, 8); - case 0x7C: return v->first->index; - case 0x7D: return GB(v->first->index, 8, 8); + case 0x7C: return v->First()->index; + case 0x7D: return GB(v->First()->index, 8, 8); case 0x7F: return 0; // Used for vehicle reversing hack in TTDP } break; @@ -804,7 +804,7 @@ static const SpriteGroup *VehicleResolveReal(const ResolverObject *object, const if (v == NULL) return group->g.real.loading[0]; if (v->type == VEH_TRAIN) { - in_motion = GetFirstVehicleInChain(v)->current_order.type != OT_LOADING; + in_motion = v->First()->current_order.type != OT_LOADING; } else { in_motion = v->current_order.type != OT_LOADING; } @@ -832,7 +832,7 @@ static inline void NewVehicleResolver(ResolverObject *res, EngineID engine_type, res->ResolveReal = &VehicleResolveReal; res->u.vehicle.self = v; - res->u.vehicle.parent = (v != NULL && v->HasFront()) ? GetFirstVehicleInChain(v) : v; + res->u.vehicle.parent = (v != NULL && v->HasFront()) ? v->First() : v; res->u.vehicle.self_type = engine_type; @@ -1033,7 +1033,7 @@ static void DoTriggerVehicle(Vehicle *v, VehicleTrigger trigger, byte base_rando * i.e.), so we give them all the NEW_CARGO triggered * vehicle's portion of random bits. */ assert(first); - DoTriggerVehicle((v->type == VEH_TRAIN) ? GetFirstVehicleInChain(v) : v, VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false); + DoTriggerVehicle((v->type == VEH_TRAIN) ? v->First() : v, VEHICLE_TRIGGER_ANY_NEW_CARGO, new_random_bits, false); break; case VEHICLE_TRIGGER_DEPOT: diff --git a/src/order_gui.cpp b/src/order_gui.cpp index c77fe32f0..0bf98f240 100644 --- a/src/order_gui.cpp +++ b/src/order_gui.cpp @@ -356,7 +356,7 @@ static bool HandleOrderVehClick(const Vehicle *v, const Vehicle *u, Window *w) if (u->type != v->type) return false; if (u->HasFront() && !u->IsPrimaryVehicle()) { - u = GetFirstVehicleInChain(u); + u = u->First(); if (!u->IsPrimaryVehicle()) return false; } diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp index 53155c8a1..ccb0c6962 100644 --- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -141,8 +141,8 @@ void RoadVehUpdateCache(Vehicle *v) assert(IsRoadVehFront(v)); for (Vehicle *u = v; u != NULL; u = u->Next()) { - /* Update the v->first cache. */ - if (u->first == NULL) u->first = v; + /* Check the v->first cache. */ + assert(u->First() == v); /* Update the 'first engine' */ u->u.road.first_engine = (v == u) ? INVALID_ENGINE : v->engine_type; @@ -259,7 +259,6 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) v->vehicle_flags = 0; if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SETBIT(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE); - v->first = NULL; v->cargo_cap = GetVehicleProperty(v, 0x0F, rvi->capacity); AddArticulatedParts(vl, VEH_ROAD); @@ -868,7 +867,7 @@ static void* EnumCheckRoadVehClose(Vehicle *v, void* data) !v->IsInDepot() && myabs(v->z_pos - rvf->veh->z_pos) < 6 && v->direction == rvf->dir && - GetFirstVehicleInChain(rvf->veh) != GetFirstVehicleInChain(v) && + rvf->veh->First() != v->First() && (dist_x[v->direction] >= 0 || (x_diff > dist_x[v->direction] && x_diff <= 0)) && (dist_x[v->direction] <= 0 || (x_diff < dist_x[v->direction] && x_diff >= 0)) && (dist_y[v->direction] >= 0 || (y_diff > dist_y[v->direction] && y_diff <= 0)) && diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp index 97c29a630..caf665cf0 100644 --- a/src/train_cmd.cpp +++ b/src/train_cmd.cpp @@ -161,8 +161,8 @@ void TrainConsistChanged(Vehicle* v) for (Vehicle *u = v; u != NULL; u = u->Next()) { const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type); - /* Update the v->first cache. This is faster than having to brute force it later. */ - if (u->first == NULL) u->first = v; + /* Check the v->first cache. */ + assert(u->First() == v); /* update the 'first engine' */ u->u.rail.first_engine = v == u ? INVALID_ENGINE : first_engine; @@ -583,8 +583,8 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 fla _new_vehicle_id = v->index; VehiclePositionChanged(v); - TrainConsistChanged(GetFirstVehicleInChain(v)); - UpdateTrainGroupID(GetFirstVehicleInChain(v)); + TrainConsistChanged(v->First()); + UpdateTrainGroupID(v->First()); InvalidateWindow(WC_VEHICLE_DEPOT, v->tile); if (IsLocalPlayer()) { @@ -620,6 +620,7 @@ static CommandCost EstimateTrainCost(EngineID engine, const RailVehicleInfo* rvi static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool building) { + u = new (u) Train(); u->direction = v->direction; u->owner = v->owner; u->tile = v->tile; @@ -628,7 +629,6 @@ static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool buildin u->z_pos = v->z_pos; u->u.rail.track = TRACK_BIT_DEPOT; u->vehstatus = v->vehstatus & ~VS_STOPPED; - u = new (u) Train(); u->subtype = 0; SetMultiheaded(u); u->spritenum = v->spritenum + 1; @@ -841,7 +841,6 @@ static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first) Vehicle *u; for (u = first; GetNextVehicle(u) != v; u = GetNextVehicle(u)) {} GetLastEnginePart(u)->SetNext(GetNextVehicle(v)); - v->first = NULL; // we shouldn't point to the old first, since the vehicle isn't in that chain anymore return first; } @@ -872,11 +871,12 @@ static Vehicle *FindGoodVehiclePos(const Vehicle *src) */ static void AddWagonToConsist(Vehicle *v, Vehicle *dest) { - UnlinkWagon(v, GetFirstVehicleInChain(v)); + UnlinkWagon(v, v->First()); if (dest == NULL) return; - v->SetNext(dest->Next()); + Vehicle *next = dest->Next(); dest->SetNext(v); + v->SetNext(next); ClearFreeWagon(v); ClearFrontEngine(v); } @@ -933,19 +933,19 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p } /* if an articulated part is being handled, deal with its parent vehicle */ - while (IsArticulatedPart(src)) src = GetPrevVehicleInChain(src); + while (IsArticulatedPart(src)) src = src->Previous(); if (dst != NULL) { - while (IsArticulatedPart(dst)) dst = GetPrevVehicleInChain(dst); + while (IsArticulatedPart(dst)) dst = dst->Previous(); } /* don't move the same vehicle.. */ if (src == dst) return CommandCost(); /* locate the head of the two chains */ - Vehicle *src_head = GetFirstVehicleInChain(src); + Vehicle *src_head = src->First(); Vehicle *dst_head; if (dst != NULL) { - dst_head = GetFirstVehicleInChain(dst); + dst_head = dst->First(); if (dst_head->tile != src_head->tile) return CMD_ERROR; /* Now deal with articulated part of destination wagon */ dst = GetLastEnginePart(dst); @@ -1022,10 +1022,6 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p /* do it? */ if (flags & DC_EXEC) { - /* clear the ->first cache */ - for (Vehicle *u = src_head; u != NULL; u = u->Next()) u->first = NULL; - for (Vehicle *u = dst_head; u != NULL; u = u->Next()) u->first = NULL; - /* If we move the front Engine and if the second vehicle is not an engine add the whole vehicle to the DEFAULT_GROUP */ if (IsFrontEngine(src) && !IsDefaultGroupID(src->group_id)) { @@ -1101,13 +1097,12 @@ CommandCost CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p } dst->SetNext(src); } + if (src->u.rail.other_multiheaded_part != NULL) { if (src->u.rail.other_multiheaded_part == src_head) { src_head = src_head->Next(); } AddWagonToConsist(src->u.rail.other_multiheaded_part, src); - /* previous line set the front engine to the old front. We need to clear that */ - src->u.rail.other_multiheaded_part->first = NULL; } /* If there is an engine behind first_engine we moved away, it should become new first_engine @@ -1218,8 +1213,8 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES); - while (IsArticulatedPart(v)) v = GetPrevVehicleInChain(v); - Vehicle *first = GetFirstVehicleInChain(v); + while (IsArticulatedPart(v)) v = v->Previous(); + Vehicle *first = v->First(); /* make sure the vehicle is stopped in the depot */ if (CheckTrainStoppedInDepot(first) < 0) { @@ -1262,9 +1257,6 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) if ((flags & DC_EXEC) && v == first) { Vehicle *new_f = GetNextVehicle(first); - /* 2.1 If the first wagon is sold, update the first-> pointers to NULL */ - for (Vehicle *tmp = first; tmp != NULL; tmp = tmp->Next()) tmp->first = NULL; - /* 2.2 If there are wagons present after the deleted front engine, check * if the second wagon (which will be first) is an engine. If it is one, * promote it as a new train, retaining the unitnumber, orders */ @@ -1633,7 +1625,7 @@ CommandCost CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, ui return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT); } - Vehicle *front = GetFirstVehicleInChain(v); + Vehicle *front = v->First(); /* make sure the vehicle is stopped in the depot */ if (CheckTrainStoppedInDepot(front) < 0) { return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED); @@ -1777,7 +1769,7 @@ CommandCost CmdRefitRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 _returned_refit_capacity = num; /* Update the train's cached variables */ - if (flags & DC_EXEC) TrainConsistChanged(GetFirstVehicleInChain(GetVehicle(p1))); + if (flags & DC_EXEC) TrainConsistChanged(GetVehicle(p1)->First()); return cost; } @@ -2718,7 +2710,7 @@ static void *FindTrainCollideEnum(Vehicle *v, void *data) myabs(v->x_pos - tcc->v->x_pos) < 6 && myabs(v->y_pos - tcc->v->y_pos) < 6 ) { - Vehicle *coll = GetFirstVehicleInChain(v); + Vehicle *coll = v->First(); /* it can't collide with its own wagons */ if (tcc->v == coll || @@ -2807,7 +2799,7 @@ static void TrainController(Vehicle *v, bool update_image) Vehicle *prev; /* For every vehicle after and including the given vehicle */ - for (prev = GetPrevVehicleInChain(v); v != NULL; prev = v, v = v->Next()) { + for (prev = v->Previous(); v != NULL; prev = v, v = v->Next()) { DiagDirection enterdir = DIAGDIR_BEGIN; bool update_signals = false; BeginVehicleMove(v); @@ -2945,7 +2937,7 @@ static void TrainController(Vehicle *v, bool update_image) v->tile = gp.new_tile; if (GetTileRailType(gp.new_tile) != GetTileRailType(gp.old_tile)) { - TrainPowerChanged(GetFirstVehicleInChain(v)); + TrainPowerChanged(v->First()); } v->u.rail.track = chosen_track; diff --git a/src/vehicle.cpp b/src/vehicle.cpp index 9a2afd4fe..24e80ff67 100644 --- a/src/vehicle.cpp +++ b/src/vehicle.cpp @@ -209,6 +209,9 @@ void AfterLoadVehicles() Vehicle *v; FOR_ALL_VEHICLES(v) { + /* Reinstate the previous pointer */ + if (v->Next() != NULL) v->Next()->previous = v; + v->UpdateDeltaXY(v->direction); v->fill_percent_te_id = INVALID_TE_ID; @@ -220,6 +223,17 @@ void AfterLoadVehicles() } FOR_ALL_VEHICLES(v) { + /* Fill the first pointers */ + if (v->Previous() == NULL) { + for (Vehicle *u = v; u != NULL; u = u->Next()) { + u->first = v; + } + } + } + + FOR_ALL_VEHICLES(v) { + assert(v->first != NULL); + if (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) { TrainConsistChanged(v); } else if (v->type == VEH_ROAD && IsRoadVehFront(v)) { @@ -269,6 +283,7 @@ Vehicle::Vehicle() this->left_coord = INVALID_COORD; this->group_id = DEFAULT_GROUP; this->fill_percent_te_id = INVALID_TE_ID; + this->first = this; } /** @@ -466,78 +481,6 @@ Vehicle *GetLastVehicleInChain(Vehicle *v) return v; } -/** Finds the previous vehicle in a chain, by a brute force search. - * This old function is REALLY slow because it searches through all vehicles to - * find the previous vehicle, but if v->first has not been set, then this function - * will need to be used to find the previous one. This function should never be - * called by anything but GetFirstVehicleInChain - */ -static Vehicle *GetPrevVehicleInChain_bruteforce(const Vehicle *v) -{ - Vehicle *u; - - FOR_ALL_VEHICLES(u) if (u->type == v->type && u->Next() == v) return u; - - return NULL; -} - -/** Find the previous vehicle in a chain, by using the v->first cache. - * While this function is fast, it cannot be used in the GetFirstVehicleInChain - * function, otherwise you'll end up in an infinite loop call - */ -Vehicle *GetPrevVehicleInChain(const Vehicle *v) -{ - Vehicle *u; - assert(v != NULL); - - u = GetFirstVehicleInChain(v); - - /* Check to see if this is the first */ - if (v == u) return NULL; - - for (; u->Next() != v; u = u->Next()) assert(u->Next() != NULL); - - return u; -} - -/** Finds the first vehicle in a chain. - * This function reads out the v->first cache. Should the cache be dirty, - * it determines the first vehicle in a chain, and updates the cache. - */ -Vehicle *GetFirstVehicleInChain(const Vehicle *v) -{ - Vehicle* u; - - assert(v != NULL); - assert(v->type == VEH_TRAIN || v->type == VEH_ROAD); - - if (v->first != NULL) { - if (v->type == VEH_TRAIN) { - if (IsFrontEngine(v->first) || IsFreeWagon(v->first)) return v->first; - } else { - if (IsRoadVehFront(v->first)) 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_bruteforce(v)) != NULL) v = u; - - /* Set the first pointer of all vehicles in that chain to the first wagon */ - if ((v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v))) || - (v->type == VEH_ROAD && IsRoadVehFront(v))) { - for (u = (Vehicle *)v; u != NULL; u = u->Next()) u->first = (Vehicle *)v; - } - - return (Vehicle*)v; -} - uint CountVehiclesInChain(const Vehicle* v) { uint count = 0; @@ -2179,14 +2122,14 @@ void VehicleEnterDepot(Vehicle *v) switch (v->type) { case VEH_TRAIN: InvalidateWindowClasses(WC_TRAINS_LIST); - if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v); + if (!IsFrontEngine(v)) v = v->First(); UpdateSignalsOnSegment(v->tile, GetRailDepotDirection(v->tile)); v->load_unload_time_rem = 0; break; case VEH_ROAD: InvalidateWindowClasses(WC_ROADVEH_LIST); - if (!IsRoadVehFront(v)) v = GetFirstVehicleInChain(v); + if (!IsRoadVehFront(v)) v = v->First(); break; case VEH_SHIP: @@ -3168,6 +3111,28 @@ void Vehicle::HandleLoading(bool mode) InvalidateVehicleOrder(this); } +void Vehicle::SetNext(Vehicle *next) +{ + if (this->next != NULL) { + /* We had an old next vehicle. Update the first and previous pointers */ + for (Vehicle *v = this->next; v != NULL; v = v->Next()) { + v->first = this->next; + } + this->next->previous = NULL; + } + + this->next = next; + + if (this->next != NULL) { + /* A new next vehicle. Update the first and previous pointers */ + if (this->next->previous != NULL) this->next->previous->next = NULL; + this->next->previous = this; + for (Vehicle *v = this->next; v != NULL; v = v->Next()) { + v->first = this->first; + } + } +} + void SpecialVehicle::UpdateDeltaXY(Direction direction) { this->x_offs = 0; diff --git a/src/vehicle.h b/src/vehicle.h index ea75423c1..1526c5c9f 100644 --- a/src/vehicle.h +++ b/src/vehicle.h @@ -219,7 +219,8 @@ struct Vehicle; DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125) struct SaveLoad; -extern const SaveLoad *GetVehicleDescription(VehicleType vt); +const SaveLoad *GetVehicleDescription(VehicleType vt); +void AfterLoadVehicles(); struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool> { VehicleTypeByte type; ///< Type of vehicle @@ -227,10 +228,12 @@ struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool> { private: Vehicle *next; // pointer to the next vehicle in the chain + Vehicle *previous; // NOSAVE: pointer to the previous vehicle in the chain + Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain public: friend const SaveLoad *GetVehicleDescription(VehicleType vt); // So we can use private/protected variables in the saveload code + friend void AfterLoadVehicles(); - Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain Vehicle *depot_list; // NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace StringID string_id; // Displayed string @@ -472,7 +475,7 @@ public: * Set the next vehicle of this vehicle. * @param next the next vehicle. NULL removes the next vehicle. */ - void SetNext(Vehicle *next) { this->next = next; } + void SetNext(Vehicle *next); /** * Get the next vehicle of this vehicle. @@ -480,6 +483,19 @@ public: * @return the next vehicle or NULL when there isn't a next vehicle. */ inline Vehicle *Next() const { return this->next; } + + /** + * Get the previous vehicle of this vehicle. + * @note articulated parts are also counted as vehicles. + * @return the previous vehicle or NULL when there isn't a previous vehicle. + */ + inline Vehicle *Previous() const { return this->previous; } + + /** + * Get the first vehicle of this vehicle chain. + * @return the first vehicle of the chain. + */ + inline Vehicle *First() const { return this->first; } }; /** @@ -556,10 +572,7 @@ typedef void *VehicleFromPosProc(Vehicle *v, void *data); void VehicleServiceInDepot(Vehicle *v); void VehiclePositionChanged(Vehicle *v); -void AfterLoadVehicles(); Vehicle *GetLastVehicleInChain(Vehicle *v); -Vehicle *GetPrevVehicleInChain(const Vehicle *v); -Vehicle *GetFirstVehicleInChain(const Vehicle *v); uint CountVehiclesInChain(const Vehicle *v); bool IsEngineCountable(const Vehicle *v); void DeleteVehicleChain(Vehicle *v); diff --git a/src/viewport.cpp b/src/viewport.cpp index e7a432d36..50297c1c5 100644 --- a/src/viewport.cpp +++ b/src/viewport.cpp @@ -1786,13 +1786,13 @@ static void CheckClickOnLandscape(const ViewPort *vp, int x, int y) static void SafeShowTrainViewWindow(const Vehicle* v) { - if (!IsFrontEngine(v)) v = GetFirstVehicleInChain(v); + if (!IsFrontEngine(v)) v = v->First(); ShowVehicleViewWindow(v); } static void SafeShowRoadVehViewWindow(const Vehicle *v) { - if (!IsRoadVehFront(v)) v = GetFirstVehicleInChain(v); + if (!IsRoadVehFront(v)) v = v->First(); ShowVehicleViewWindow(v); } diff --git a/src/water_cmd.cpp b/src/water_cmd.cpp index a3e97c734..428cd5f4b 100644 --- a/src/water_cmd.cpp +++ b/src/water_cmd.cpp @@ -658,7 +658,7 @@ static void FloodVehicle(Vehicle *v) } Vehicle *u; - if (v->type != VEH_AIRCRAFT) v = GetFirstVehicleInChain(v); + if (v->type != VEH_AIRCRAFT) v = v->First(); u = v; /* crash all wagons, and count passengers */ |